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DeviceActivityMonitor extension intervalDidStart never called on iOS 26.3.1
On iOS 26.3.1, deviceactivityd produces zero log output and never wakes a DeviceActivityMonitor extension at the scheduled time, even when the schedule is successfully registered. The extension's intervalDidStart(for:) method is never called. Steps to Reproduce: Create an app with a DeviceActivityMonitor extension subclass Add the com.apple.developer.family-controls entitlement to both the main app and extension targets Add a shared App Group entitlement to both targets In the main app, call: let center = DeviceActivityCenter() center.stopMonitoring([.myActivity]) let schedule = DeviceActivitySchedule( intervalStart: DateComponents(hour: 17, minute: 30), intervalEnd: DateComponents(hour: 17, minute: 45), repeats: true ) try center.startMonitoring(.myActivity, during: schedule) Verify registration succeeds: DeviceActivityCenter().activities.contains(.myActivity) returns true Background the app completely and wait for the intervalStart time (5:30 PM in this example) Expected Result: intervalDidStart(for:) is called in the extension process at 5:30 PM. ManagedSettings shields are applied without any user interaction. Actual Result: intervalDidStart(for:) is never called. No extension process is launched. Filtering Console.app for deviceactivityd on the device returns 0 messages — the daemon produces no logs whatsoever despite an active registered schedule. Shields are never applied. Additional Evidence: Third-party apps using DeviceActivity (e.g. Prayer Lock) successfully apply shields at scheduled times on the same device and OS version, confirming the framework is not universally broken Filtering Console.app for the app's bundle ID at the trigger time shows the main app process applying shields via a UNCalendarNotificationTrigger fallback — but no extension process activity DeviceActivityCenter().activities correctly lists the registered activity before and after the trigger time, confirming the schedule registration API is functional Environment: iOS 26.3.1 Physical device (required for FamilyControls) Development-signed build with com.apple.developer.family-controls entitlement provisioned App Group shared between main app and extension targets
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Compensating for IMU (accelerometer) thermal drift - getting device temperature?
I’m running into a hardware reality. MEMS sensor thermal drift. If a user zeroes out the tilt indoors at 20°C and then takes the phone outside in the cold, the accelerometer baseline shifts just enough as the device cools to throw off the readings. I want to apply a simple thermal compensation curve to the CoreMotion data to keep the "zero" perfectly level regardless of the weather. However, ProcessInfo.thermalState only gives broad buckets (nominal, fair, etc.) which doesn't help me calculate a continuous offset for a phone cooling down degree by degree. Is there any public API, or even a proxy metric, that can give me a rough battery or internal temperature integer? I don’t need high resolution decimals. Just a general device temp to offset the hardware drift. Any undocumented tricks or proxy metrics anyone has used to handle this?
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Enrollment Pending – Payment "Successful" but no charge and no access
Hi everyone, I’m reaching out to see if anyone has found a fix for a stuck Apple Developer enrollment. I recently joined my company and need to get our environment ready, but I’m hitting a wall. The Timeline: Enrolled: Monday, March 23. Confirmation: Received the "2 business days to process" email. Current Status: My profile still says "Pending." The Issues: The portal gives me an option to "Complete enrollment by purchasing," even though I already did. Although the checkout showed "Success" at the time, no charge has appeared on my bank account yet. I’ve contacted Apple Support twice with no response so far. I’ve seen others mentioning similar issues lately. Has anyone managed to bypass this "Pending" loop without double-paying? Should I just keep waiting, or is there a specific support channel that actually responds? Thanks in advance for any insights!
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How to recreate Apple Music mini player transition in SwiftUI
Hello, I am building an audio player app in SwiftUI and trying to recreate the behavior of Apple Music's mini player and full player. I'm struggling to get the animation to seamlessly transition between the mini player and the full player. Currently, it feels disconnected and doesn't resemble the smooth animation seen in Apple Music. What I want to achieve: Full player that expands/collapses from/to the mini player Smooth artwork transition between both states Drag down to collapse the full player Support both newer APIs like tabViewBottomAccessory and older iOS versions Questions: What is the best way to build this transition in SwiftUI? Should I use matchedGeometryEffect or something else? Should this be a custom container instead of fullScreenCover? How would you support both new and older iOS versions? What is the best way to implement drag to dismiss? Thanks for any help! Example code: struct ContentView: View { @State private var isFullPlayerPresented = false var body: some View { TabView { Tab("Home", systemImage: "house") { Text("Home") .frame(maxWidth: .infinity, maxHeight: .infinity) .background(.green) } Tab("Library", systemImage: "rectangle.stack.fill") { Text("Library") .frame(maxWidth: .infinity, maxHeight: .infinity) .background(.brown) } } .tabViewBottomAccessory(isEnabled: !isFullPlayerPresented) { MiniPlayerView(isFullPlayerPresented: $isFullPlayerPresented) } .fullScreenCover(isPresented: $isFullPlayerPresented) { // Maybe it's not a full screen cover presentation in Apple Music? FullPlayerView(isFullPlayerPresented: $isFullPlayerPresented) } } } Mini player: struct MiniPlayerView: View { @Binding var isFullPlayerPresented: Bool var body: some View { Button { isFullPlayerPresented = true } label: { HStack { Image(systemName: "photo") .resizable() .scaledToFit() .frame(width: 30, height: 30) .clipShape(.rect(cornerRadius: 8)) Spacer() Text("Tap to open full player") Spacer() Button("", systemImage: "play.fill", action: {}) } .padding(.horizontal) .padding(.vertical, 4) } .foregroundStyle(.white) } } Full player: struct FullPlayerView: View { @Binding var isFullPlayerPresented: Bool var body: some View { // This art work needs to snaps to the artwork in mini player Image(systemName: "photo") .resizable() .scaledToFit() .frame(width: 250, height: 250) .clipShape(.rect(cornerRadius: 20)) .frame(maxWidth: .infinity, maxHeight: .infinity) .background(.red) .overlay(alignment: .topTrailing) { Button(role: .close) { isFullPlayerPresented = false } .foregroundStyle(.white) .padding() } } }
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XCUITesting Photo Library on macOS
Using XCUITesting to access images using photos picker. The code is roughly like this: photoPickerButton.click() try await Task.sleep(for: .seconds(2)) let images = app.descendants(matching: .image) .matching(identifier: "PXGGridLayout-Info") // select the first 5 images for ix in 0..<5 { let image = images.element(boundBy: ix) if image.exists { image.click() } } // why do I have to click this twice? Output says the second // click does "Falling back to element center point". app.buttons["Add"].firstMatch.click() app.buttons["Add"].firstMatch.click() Other than the minor annoyance of having to click the Add button twice that works fine. The issue is the second time in the same test I run almost identical code, but only try to select the first image as a test for handling duplicate selections. Doesn't work. The first image returned from the query exists, but is not hittable. This is a testing issue as running the steps manually work fine. The element I want to click is this: Attributes: Image, 0x73511d540, {{1794.0, 745.2}, {98.0, 73.5}}, identifier: 'PXGGridLayout-Info', label: 'February 02, 1:00 PM' Any ideas?
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Enrollment issues megathread
A lot of us seem to be having issues with Apple Developer Program enrollment. We paid, and then got stuck. I’ve been waiting 4 days without any response so far, which honestly seems mild compared to some others here. A lot of people are opening separate threads about this, and I’m sure many more are not posting at all. At some point these issues will probably get resolved, and it would be really helpful for others to know how long it actually took. So if your case was resolved, please leave a comment with how long it took and whether you did anything that helped move it forward. Common Patterns: Support is not responsive. Emails often go unanswered. My guess is they’re overwhelmed and heavily delayed. They may eventually get back to you, but don’t expect quick replies. Apple is not very active here either. I couldn’t find any reply from an Apple representative on this issue in the last two weeks. There used to be a phone number people could call, but apparently that is no longer the case. If you call regular Apple Support, they’ll usually tell you they can’t help and that there is no phone support for Developer Program. Enrolling through the website seems to take longer. From what people report, this is because Apple requires identity verification through the app, but for some reason does not make that clear on the website. “Second payment” - if your payment went through successfully, the Apple Developer site may still ask you to pay again. Don’t do it. You may end up paying twice. If you already received an invoice, do not make a second payment. If you already paid and got an invoice, don’t cancel your enrollment just to try again through the app. From what people report, that does not help. Some people report payment failures. If that happens, it may not be your fault. You can try a different payment method, but if it still fails, there’s a good chance the issue is on Apple’s side. Contact support. Some people wait for weeks without any response, so be prepared for that possibility.
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ApplicationMusicPlayer.shared player.play() permission denied in app sandbox (Tauri)
Hi, I'm developing a Tauri V2 app on MacOS, and am wanting to implement playback controls. It seems that Apple locks down playback, requiring a signed application. My app also has capabilities to "get currently playing track", and I confirmed this works; Apple produces a popup triggered by my await MusicAuthorization.request() call. It returns nil, of course, because I can't get anything to play via the ApplicationMusicPlayer; only through the system's Apple Music app. I understand SystemMusicPlayer is not available on MacOS, which is fine. I'm just a little confused as it seems pretty standard to need to test playback controls quickly without having to codesign and do some provisionprofile embedding acrobatics each time Rust re-compiles target/debug. This slows down development a lot. I do have these entries in my Entitlements.plist: <key>com.apple.security.personal-information.media-library</key> <true/> <key>com.apple.developer.music-kit</key> <true/> <key>com.apple.security.app-sandbox</key> <true/> In my tauri.conf.json, I have: "macOS": { "entitlements": "./Entitlements.plist", "signingIdentity": "Apple Development: ()" } My application works like this: I have a temporary button click to fire off a tauriinvoke() command which goes to a #tauri::command, which bridges to Swift code. Again, I validated that my less-permissive "get currently playing track" works; i.e., does not get permission denied. exact error message: [swift] playMedia error: .permissionDenied (^specifically, ".permissionDenied") My code to trigger playback of a specific media item: Task { print("[swift] entered sema Task") let status: MusicAuthorization.Status = await MusicAuthorization.request() print("auth status: \(status)") guard status == .authorized else { sema.signal(); return } print("passed the status guard.") do { var request = MusicCatalogResourceRequest<Song>(matching: \.id, equalTo: MusicItemID(rawValue: songId)) request.limit = 1 let response = try await request.response() guard let song = response.items.first else { sema.signal(); return } let player = ApplicationMusicPlayer.shared player.queue = [song] try await player.play() success = true } catch { print("[swift] playMedia error: \(error)") } sema.signal()
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Supported way to expose an iPhone+controller as a macOS gamepad without restricted entitlements?
I’m prototyping a personal-use system that lets an iPhone with a physically attached controller act as an input device for a Mac. End goal: Use the iPhone as the transport and sensor host Use the attached physical controller for buttons/sticks Map the iPhone gyroscope to the controller’s right stick to get gyro aim in Mac games / cloud-streamed games such as GeForce NOW that don't support the gyro. What I’m trying to understand is whether Apple supports any path for this on macOS that does NOT require restricted entitlements or paid-program-only capabilities. What I’ve already found: CoreHID virtual HID device creation appears to require com.apple.developer.hid.virtual.device HIDDriverKit / system extensions appear to require Apple-granted entitlements as well GCVirtualController does not seem to solve the problem because I need a controller-visible device that other apps can see, not just controls inside my own app So my concrete question is: Is there any supported, entitlement-free way for a personal macOS app to expose a game-controller-like input device that other apps can consume system-wide? If not, is the official answer that this class of solution necessarily requires one of: CoreHID with restricted entitlement HIDDriverKit/system extension entitlement some other Apple-approved framework or program I’m missing I’m not asking about App Store distribution. This is primarily for local/personal use during development. I’m trying to understand the supported platform boundary before investing further. Any guidance on the recommended architecture for this use case would be appreciated.
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26.4 beta and RC versions are unable to be created on anything but 26.4 beta host OS
We're trying to create 26.4 beta and RC VMs on 15.x and 26.3 host OS' without success. We see Tue Mar 17 17:27:36 40 anka.log (install) 45803: failed to install macOS: Error Domain=VZErrorDomain Code=10006 "Installation requires a software update." UserInfo={NSLocalizedFailure=A software update is required to complete the installation., NSLocalizedFailureReason=Installation requires a software update.} Yet, if we create it the same way on 26.4 beta host OS, it works. We've tried the usual tricks of installing latest Xcode and preparing it (accepting license, etc). But, they don't work on 26.3 and 15.x. What's the trick to get the creation of 26.4 to work on <= 26.3 host OS?
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nobrowse mount option ignored?
Shouldn't it be supported? Also is there a way to disable spotlight indexing on a mounted folder? mds_stores is going wild on fskit volumes. mount -o nobrowse -t passthrough ~/Downloads ~/mnt alexf@MacBook-Pro-3 build % mount file:///Users/alexf/Downloads/ on /Users/alexf/mnt (passthrough, local, nodev, nosuid, noowners, noatime, fskit, mounted by alexf)```
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NSBrowser -deselectAll: broken on macOS Tahoe 26.4
So if I have a selection in NSBrowser. I hit Option+Command+A to invoke "Deselect" the selection in the parent for the last column drops its selections, as expected. But the column doesn't drop off the browser. The delegate method (void)browser:(NSBrowser *)browser didChangeLastColumn:(NSInteger)oldLastColumn toColumn:(NSInteger)column NS_SWIFT_UI_ACTOR; Never fires (since the column isn't dropped off). But we have. dangling last column with no selection in the previous column. Now if there's enough room for me to deselect by clicking the background, the last column drops off, as expected. This seems to be fairly new? Anyone else experiencing this? These 26point updates seem to keep punching me in the face. And yes. deselect all seems somewhat broken in Column view in the Finder as well, but in a seemingly different way. In Finder it just seems to change the selection color like it deactivated the window but doesn't drop the selection. For me, the selection IS dropped but the column remains visible. Maybe they are using Cocoa bindings or something that resyncs the selection after the mess up. I dk.
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Xcode now hangs; SDKs are "status unavailable"
My development work is paused as Xcode is now non-functional on my Macs. Loading any project into Xcode soon leads to a hang and Force Quit. The SDKs are listed as "status unavailable". No Simulators are available. I've tried previous versions of Xcode; removing everything and re-installing; installation from the Store and direct from the Apple Developer site. I've created a Feedback issue. This happens on both of my Mac minis. I'm running Tahoe 26.4 (25E246) on both.
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Localization in Swift macOS console Apps.
Is it possible to build localization into console apps, developed in SwiftUI in Xcode26. I have created a catalog, (.xcstrings file) with an English and fr-CA string. I have tried to display the French text without success. I am using the console app to test a package which also has English/French text. English text works fine in both package and the console main, but I cannot generate the French. From what I can discover so far it's not possible without bundling it as a .app, (console app). Looking for anyone who has crossed this bridge.
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Enrollment not activated after 5 days.
Hi, I’m enrolling in the Apple Developer Program as an individual. My subscription purchase was already confirmed by email, my card was charged, and I received Apple’s invoice 5 days ago. However, my developer membership is still not activated. When I sign in on the website, it still shows “Proceed with Purchase,” and now the Apple Developer support form fails every time with: “There was a problem processing your request.” Case ID: 102852545057 Enrollment ID: Y6WK6Q84XQ Sequence: 2-8744915202 Order ID: MKX7B85M1F Has anyone had the same issue? Thank you.
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Payment charged and invoiced, but Apple Developer enrollment still shows “Proceed with Purchase”
Hi, I’m enrolling in the Apple Developer Program as an individual from Albania. I completed the purchase through the Apple Developer app on iPhone. My credit card was charged, and I already received Apple’s invoice, but my account is still not activated after 5 days. In the app, I saw a message saying a confirmation email would be sent. On the website, when I log in with the same Apple Account, it still shows “Proceed with Purchase.” I already contacted Apple Developer Support and opened a case, but I have not received a response yet. Has anyone had the same issue after payment was already charged and invoiced? Thank you.
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Wrong position of searchable component on first render
Hey all, I found a weird behaviour with the searchable component. I created a custom bottom nav bar (because I have custom design in my app) to switch between screens. On one screen I display a List component with the searchable component. Whenever I enter the search screen the first time, the searchable component is displayed at the bottom. This is wrong. It should be displayed at the top under the navigationTitle. When I enter the screen a second time, everything is correct. This behaviour can be reproduced on all iOS 26 versions on the simulator and on a physical device with debug and release build. On iOS 18 everything works fine. Steps to reproduce: Cold start of the app Click on Search TabBarIcon (searchable wrong location) Click on Home TabBarIcon Click on Search TabBarIcon (searchable correct location) Simple code example: import SwiftUI struct ContentView: View { @State var selectedTab: Page = Page.main var body: some View { NavigationStack { ZStack { VStack { switch selectedTab { case .main: MainView() case .search: SearchView() } } VStack { Spacer() VStack(spacing: 0) { HStack(spacing: 0) { TabBarIcon(iconName: "house", selected: selectedTab == .main, displayName: "Home") .onTapGesture { selectedTab = .main } TabBarIcon(iconName: "magnifyingglass", selected: selectedTab == .search, displayName: "Search") .onTapGesture { selectedTab = .search } } .frame(maxWidth: .infinity) .frame(height: 55) .background(Color.gray) } .ignoresSafeArea(.all, edges: .bottom) } } } } } struct TabBarIcon: View { let iconName: String let selected: Bool let displayName: String var body: some View { ZStack { VStack { Image(systemName: iconName) .resizable() .renderingMode(.template) .aspectRatio(contentMode: .fit) .foregroundColor(Color.black) .frame(width: 22, height: 22) Text(displayName) .font(Font.system(size: 10)) } } .frame(maxWidth: .infinity) } } enum Page { case main case search } struct MainView: View { var body: some View { VStack { Image(systemName: "globe") .imageScale(.large) .foregroundStyle(.tint) Text("Hello, world!") } .padding() .navigationTitle("Home") } } struct SearchView: View { @State private var searchText = "" let items = [ "Apple", "Banana", "Pear", "Strawberry", "Orange", "Peach", "Grape", "Mango" ] var filteredItems: [String] { if searchText.isEmpty { return items } else { return items.filter { $0.localizedCaseInsensitiveContains(searchText) } } } var body: some View { List(filteredItems, id: \.self) { item in Text(item) } .navigationTitle("Fruits") .searchable(text: $searchText, placement: .navigationBarDrawer(displayMode: .always), prompt: "Search") } }
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App stuck in "Waiting for Review" for over two weeks
Hello, I would really appreciate if someone from Apple could take a look at this, as I believe there may be an issue with my submission or account. I submitted my app for review for the first time over a month ago, and it has been stuck in “Waiting for Review” ever since, with absolutely no updates. This delay is far beyond the typical review timeframes (which are usually just a few days). I have not received any rejection, feedback, or request for additional information. So far, I have already: Resubmitted the build Sent multiple support requests through App Store Connect Requested an expedited review (which was approved) Despite all of this, there has been no progress at all. I have also sent several support messages and emails, but unfortunately I have not received any response so far. It feels like my case is not being reviewed at all, which makes it very difficult to understand what is going wrong. The app is quite standard and does not contain anything that should require extended review. At this point, I am concerned that there might be: An issue with my developer account A submission stuck in the review queue Or some kind of internal flag that I am not aware of Has anyone experienced a similar situation where an app remained in “Waiting for Review” for over a month? And if anyone from Apple is reading this, could you please check if there is any issue with my submission? Any help or guidance would be greatly appreciated. Thank you.
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DeviceActivityMonitor extension intervalDidStart never called on iOS 26.3.1
On iOS 26.3.1, deviceactivityd produces zero log output and never wakes a DeviceActivityMonitor extension at the scheduled time, even when the schedule is successfully registered. The extension's intervalDidStart(for:) method is never called. Steps to Reproduce: Create an app with a DeviceActivityMonitor extension subclass Add the com.apple.developer.family-controls entitlement to both the main app and extension targets Add a shared App Group entitlement to both targets In the main app, call: let center = DeviceActivityCenter() center.stopMonitoring([.myActivity]) let schedule = DeviceActivitySchedule( intervalStart: DateComponents(hour: 17, minute: 30), intervalEnd: DateComponents(hour: 17, minute: 45), repeats: true ) try center.startMonitoring(.myActivity, during: schedule) Verify registration succeeds: DeviceActivityCenter().activities.contains(.myActivity) returns true Background the app completely and wait for the intervalStart time (5:30 PM in this example) Expected Result: intervalDidStart(for:) is called in the extension process at 5:30 PM. ManagedSettings shields are applied without any user interaction. Actual Result: intervalDidStart(for:) is never called. No extension process is launched. Filtering Console.app for deviceactivityd on the device returns 0 messages — the daemon produces no logs whatsoever despite an active registered schedule. Shields are never applied. Additional Evidence: Third-party apps using DeviceActivity (e.g. Prayer Lock) successfully apply shields at scheduled times on the same device and OS version, confirming the framework is not universally broken Filtering Console.app for the app's bundle ID at the trigger time shows the main app process applying shields via a UNCalendarNotificationTrigger fallback — but no extension process activity DeviceActivityCenter().activities correctly lists the registered activity before and after the trigger time, confirming the schedule registration API is functional Environment: iOS 26.3.1 Physical device (required for FamilyControls) Development-signed build with com.apple.developer.family-controls entitlement provisioned App Group shared between main app and extension targets
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150
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Compensating for IMU (accelerometer) thermal drift - getting device temperature?
I’m running into a hardware reality. MEMS sensor thermal drift. If a user zeroes out the tilt indoors at 20°C and then takes the phone outside in the cold, the accelerometer baseline shifts just enough as the device cools to throw off the readings. I want to apply a simple thermal compensation curve to the CoreMotion data to keep the "zero" perfectly level regardless of the weather. However, ProcessInfo.thermalState only gives broad buckets (nominal, fair, etc.) which doesn't help me calculate a continuous offset for a phone cooling down degree by degree. Is there any public API, or even a proxy metric, that can give me a rough battery or internal temperature integer? I don’t need high resolution decimals. Just a general device temp to offset the hardware drift. Any undocumented tricks or proxy metrics anyone has used to handle this?
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Enrollment Pending – Payment "Successful" but no charge and no access
Hi everyone, I’m reaching out to see if anyone has found a fix for a stuck Apple Developer enrollment. I recently joined my company and need to get our environment ready, but I’m hitting a wall. The Timeline: Enrolled: Monday, March 23. Confirmation: Received the "2 business days to process" email. Current Status: My profile still says "Pending." The Issues: The portal gives me an option to "Complete enrollment by purchasing," even though I already did. Although the checkout showed "Success" at the time, no charge has appeared on my bank account yet. I’ve contacted Apple Support twice with no response so far. I’ve seen others mentioning similar issues lately. Has anyone managed to bypass this "Pending" loop without double-paying? Should I just keep waiting, or is there a specific support channel that actually responds? Thanks in advance for any insights!
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125
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How to recreate Apple Music mini player transition in SwiftUI
Hello, I am building an audio player app in SwiftUI and trying to recreate the behavior of Apple Music's mini player and full player. I'm struggling to get the animation to seamlessly transition between the mini player and the full player. Currently, it feels disconnected and doesn't resemble the smooth animation seen in Apple Music. What I want to achieve: Full player that expands/collapses from/to the mini player Smooth artwork transition between both states Drag down to collapse the full player Support both newer APIs like tabViewBottomAccessory and older iOS versions Questions: What is the best way to build this transition in SwiftUI? Should I use matchedGeometryEffect or something else? Should this be a custom container instead of fullScreenCover? How would you support both new and older iOS versions? What is the best way to implement drag to dismiss? Thanks for any help! Example code: struct ContentView: View { @State private var isFullPlayerPresented = false var body: some View { TabView { Tab("Home", systemImage: "house") { Text("Home") .frame(maxWidth: .infinity, maxHeight: .infinity) .background(.green) } Tab("Library", systemImage: "rectangle.stack.fill") { Text("Library") .frame(maxWidth: .infinity, maxHeight: .infinity) .background(.brown) } } .tabViewBottomAccessory(isEnabled: !isFullPlayerPresented) { MiniPlayerView(isFullPlayerPresented: $isFullPlayerPresented) } .fullScreenCover(isPresented: $isFullPlayerPresented) { // Maybe it's not a full screen cover presentation in Apple Music? FullPlayerView(isFullPlayerPresented: $isFullPlayerPresented) } } } Mini player: struct MiniPlayerView: View { @Binding var isFullPlayerPresented: Bool var body: some View { Button { isFullPlayerPresented = true } label: { HStack { Image(systemName: "photo") .resizable() .scaledToFit() .frame(width: 30, height: 30) .clipShape(.rect(cornerRadius: 8)) Spacer() Text("Tap to open full player") Spacer() Button("", systemImage: "play.fill", action: {}) } .padding(.horizontal) .padding(.vertical, 4) } .foregroundStyle(.white) } } Full player: struct FullPlayerView: View { @Binding var isFullPlayerPresented: Bool var body: some View { // This art work needs to snaps to the artwork in mini player Image(systemName: "photo") .resizable() .scaledToFit() .frame(width: 250, height: 250) .clipShape(.rect(cornerRadius: 20)) .frame(maxWidth: .infinity, maxHeight: .infinity) .background(.red) .overlay(alignment: .topTrailing) { Button(role: .close) { isFullPlayerPresented = false } .foregroundStyle(.white) .padding() } } }
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XCUITesting Photo Library on macOS
Using XCUITesting to access images using photos picker. The code is roughly like this: photoPickerButton.click() try await Task.sleep(for: .seconds(2)) let images = app.descendants(matching: .image) .matching(identifier: "PXGGridLayout-Info") // select the first 5 images for ix in 0..<5 { let image = images.element(boundBy: ix) if image.exists { image.click() } } // why do I have to click this twice? Output says the second // click does "Falling back to element center point". app.buttons["Add"].firstMatch.click() app.buttons["Add"].firstMatch.click() Other than the minor annoyance of having to click the Add button twice that works fine. The issue is the second time in the same test I run almost identical code, but only try to select the first image as a test for handling duplicate selections. Doesn't work. The first image returned from the query exists, but is not hittable. This is a testing issue as running the steps manually work fine. The element I want to click is this: Attributes: Image, 0x73511d540, {{1794.0, 745.2}, {98.0, 73.5}}, identifier: 'PXGGridLayout-Info', label: 'February 02, 1:00 PM' Any ideas?
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Enrollment issues megathread
A lot of us seem to be having issues with Apple Developer Program enrollment. We paid, and then got stuck. I’ve been waiting 4 days without any response so far, which honestly seems mild compared to some others here. A lot of people are opening separate threads about this, and I’m sure many more are not posting at all. At some point these issues will probably get resolved, and it would be really helpful for others to know how long it actually took. So if your case was resolved, please leave a comment with how long it took and whether you did anything that helped move it forward. Common Patterns: Support is not responsive. Emails often go unanswered. My guess is they’re overwhelmed and heavily delayed. They may eventually get back to you, but don’t expect quick replies. Apple is not very active here either. I couldn’t find any reply from an Apple representative on this issue in the last two weeks. There used to be a phone number people could call, but apparently that is no longer the case. If you call regular Apple Support, they’ll usually tell you they can’t help and that there is no phone support for Developer Program. Enrolling through the website seems to take longer. From what people report, this is because Apple requires identity verification through the app, but for some reason does not make that clear on the website. “Second payment” - if your payment went through successfully, the Apple Developer site may still ask you to pay again. Don’t do it. You may end up paying twice. If you already received an invoice, do not make a second payment. If you already paid and got an invoice, don’t cancel your enrollment just to try again through the app. From what people report, that does not help. Some people report payment failures. If that happens, it may not be your fault. You can try a different payment method, but if it still fails, there’s a good chance the issue is on Apple’s side. Contact support. Some people wait for weeks without any response, so be prepared for that possibility.
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Question: How to change default text when changing multiple PKPASS fields
Good day) Colleagues, please tell me how can I change the notification on the locked screen "pass changed" in PKPASS when changing several fields? Thank you very much for your answer
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ApplicationMusicPlayer.shared player.play() permission denied in app sandbox (Tauri)
Hi, I'm developing a Tauri V2 app on MacOS, and am wanting to implement playback controls. It seems that Apple locks down playback, requiring a signed application. My app also has capabilities to "get currently playing track", and I confirmed this works; Apple produces a popup triggered by my await MusicAuthorization.request() call. It returns nil, of course, because I can't get anything to play via the ApplicationMusicPlayer; only through the system's Apple Music app. I understand SystemMusicPlayer is not available on MacOS, which is fine. I'm just a little confused as it seems pretty standard to need to test playback controls quickly without having to codesign and do some provisionprofile embedding acrobatics each time Rust re-compiles target/debug. This slows down development a lot. I do have these entries in my Entitlements.plist: <key>com.apple.security.personal-information.media-library</key> <true/> <key>com.apple.developer.music-kit</key> <true/> <key>com.apple.security.app-sandbox</key> <true/> In my tauri.conf.json, I have: "macOS": { "entitlements": "./Entitlements.plist", "signingIdentity": "Apple Development: ()" } My application works like this: I have a temporary button click to fire off a tauriinvoke() command which goes to a #tauri::command, which bridges to Swift code. Again, I validated that my less-permissive "get currently playing track" works; i.e., does not get permission denied. exact error message: [swift] playMedia error: .permissionDenied (^specifically, ".permissionDenied") My code to trigger playback of a specific media item: Task { print("[swift] entered sema Task") let status: MusicAuthorization.Status = await MusicAuthorization.request() print("auth status: \(status)") guard status == .authorized else { sema.signal(); return } print("passed the status guard.") do { var request = MusicCatalogResourceRequest<Song>(matching: \.id, equalTo: MusicItemID(rawValue: songId)) request.limit = 1 let response = try await request.response() guard let song = response.items.first else { sema.signal(); return } let player = ApplicationMusicPlayer.shared player.queue = [song] try await player.play() success = true } catch { print("[swift] playMedia error: \(error)") } sema.signal()
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Supported way to expose an iPhone+controller as a macOS gamepad without restricted entitlements?
I’m prototyping a personal-use system that lets an iPhone with a physically attached controller act as an input device for a Mac. End goal: Use the iPhone as the transport and sensor host Use the attached physical controller for buttons/sticks Map the iPhone gyroscope to the controller’s right stick to get gyro aim in Mac games / cloud-streamed games such as GeForce NOW that don't support the gyro. What I’m trying to understand is whether Apple supports any path for this on macOS that does NOT require restricted entitlements or paid-program-only capabilities. What I’ve already found: CoreHID virtual HID device creation appears to require com.apple.developer.hid.virtual.device HIDDriverKit / system extensions appear to require Apple-granted entitlements as well GCVirtualController does not seem to solve the problem because I need a controller-visible device that other apps can see, not just controls inside my own app So my concrete question is: Is there any supported, entitlement-free way for a personal macOS app to expose a game-controller-like input device that other apps can consume system-wide? If not, is the official answer that this class of solution necessarily requires one of: CoreHID with restricted entitlement HIDDriverKit/system extension entitlement some other Apple-approved framework or program I’m missing I’m not asking about App Store distribution. This is primarily for local/personal use during development. I’m trying to understand the supported platform boundary before investing further. Any guidance on the recommended architecture for this use case would be appreciated.
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26.4 beta and RC versions are unable to be created on anything but 26.4 beta host OS
We're trying to create 26.4 beta and RC VMs on 15.x and 26.3 host OS' without success. We see Tue Mar 17 17:27:36 40 anka.log (install) 45803: failed to install macOS: Error Domain=VZErrorDomain Code=10006 "Installation requires a software update." UserInfo={NSLocalizedFailure=A software update is required to complete the installation., NSLocalizedFailureReason=Installation requires a software update.} Yet, if we create it the same way on 26.4 beta host OS, it works. We've tried the usual tricks of installing latest Xcode and preparing it (accepting license, etc). But, they don't work on 26.3 and 15.x. What's the trick to get the creation of 26.4 to work on <= 26.3 host OS?
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17
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591
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Choosing Minimum Deployment Targets
My app uses SwiftData so I need at least iOS 17 as the minimum deployment target. When I select iOS 17 in the dropdown it selects iOS 17.6 as the target. However, the newest simulator available is iOS 17.5. Should I set my minimum deployment target to 17.0, 17.5, 17.6, or something else?
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nobrowse mount option ignored?
Shouldn't it be supported? Also is there a way to disable spotlight indexing on a mounted folder? mds_stores is going wild on fskit volumes. mount -o nobrowse -t passthrough ~/Downloads ~/mnt alexf@MacBook-Pro-3 build % mount file:///Users/alexf/Downloads/ on /Users/alexf/mnt (passthrough, local, nodev, nosuid, noowners, noatime, fskit, mounted by alexf)```
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NSBrowser -deselectAll: broken on macOS Tahoe 26.4
So if I have a selection in NSBrowser. I hit Option+Command+A to invoke "Deselect" the selection in the parent for the last column drops its selections, as expected. But the column doesn't drop off the browser. The delegate method (void)browser:(NSBrowser *)browser didChangeLastColumn:(NSInteger)oldLastColumn toColumn:(NSInteger)column NS_SWIFT_UI_ACTOR; Never fires (since the column isn't dropped off). But we have. dangling last column with no selection in the previous column. Now if there's enough room for me to deselect by clicking the background, the last column drops off, as expected. This seems to be fairly new? Anyone else experiencing this? These 26point updates seem to keep punching me in the face. And yes. deselect all seems somewhat broken in Column view in the Finder as well, but in a seemingly different way. In Finder it just seems to change the selection color like it deactivated the window but doesn't drop the selection. For me, the selection IS dropped but the column remains visible. Maybe they are using Cocoa bindings or something that resyncs the selection after the mess up. I dk.
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Xcode now hangs; SDKs are "status unavailable"
My development work is paused as Xcode is now non-functional on my Macs. Loading any project into Xcode soon leads to a hang and Force Quit. The SDKs are listed as "status unavailable". No Simulators are available. I've tried previous versions of Xcode; removing everything and re-installing; installation from the Store and direct from the Apple Developer site. I've created a Feedback issue. This happens on both of my Mac minis. I'm running Tahoe 26.4 (25E246) on both.
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Localization in Swift macOS console Apps.
Is it possible to build localization into console apps, developed in SwiftUI in Xcode26. I have created a catalog, (.xcstrings file) with an English and fr-CA string. I have tried to display the French text without success. I am using the console app to test a package which also has English/French text. English text works fine in both package and the console main, but I cannot generate the French. From what I can discover so far it's not possible without bundling it as a .app, (console app). Looking for anyone who has crossed this bridge.
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Apple Developer Program Enrollment Delay!
Hello, I’ve enrolled in the Apple Developer Program for over 3 days now, and my enrollment is still pending. I have tried Apple Developer Program Support but, no response. How long does it usually take for my enrollment to be accepte? Especially for someone outside of the US. Thanks.
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Enrollment not activated after 5 days.
Hi, I’m enrolling in the Apple Developer Program as an individual. My subscription purchase was already confirmed by email, my card was charged, and I received Apple’s invoice 5 days ago. However, my developer membership is still not activated. When I sign in on the website, it still shows “Proceed with Purchase,” and now the Apple Developer support form fails every time with: “There was a problem processing your request.” Case ID: 102852545057 Enrollment ID: Y6WK6Q84XQ Sequence: 2-8744915202 Order ID: MKX7B85M1F Has anyone had the same issue? Thank you.
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Payment charged and invoiced, but Apple Developer enrollment still shows “Proceed with Purchase”
Hi, I’m enrolling in the Apple Developer Program as an individual from Albania. I completed the purchase through the Apple Developer app on iPhone. My credit card was charged, and I already received Apple’s invoice, but my account is still not activated after 5 days. In the app, I saw a message saying a confirmation email would be sent. On the website, when I log in with the same Apple Account, it still shows “Proceed with Purchase.” I already contacted Apple Developer Support and opened a case, but I have not received a response yet. Has anyone had the same issue after payment was already charged and invoiced? Thank you.
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75
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Wrong position of searchable component on first render
Hey all, I found a weird behaviour with the searchable component. I created a custom bottom nav bar (because I have custom design in my app) to switch between screens. On one screen I display a List component with the searchable component. Whenever I enter the search screen the first time, the searchable component is displayed at the bottom. This is wrong. It should be displayed at the top under the navigationTitle. When I enter the screen a second time, everything is correct. This behaviour can be reproduced on all iOS 26 versions on the simulator and on a physical device with debug and release build. On iOS 18 everything works fine. Steps to reproduce: Cold start of the app Click on Search TabBarIcon (searchable wrong location) Click on Home TabBarIcon Click on Search TabBarIcon (searchable correct location) Simple code example: import SwiftUI struct ContentView: View { @State var selectedTab: Page = Page.main var body: some View { NavigationStack { ZStack { VStack { switch selectedTab { case .main: MainView() case .search: SearchView() } } VStack { Spacer() VStack(spacing: 0) { HStack(spacing: 0) { TabBarIcon(iconName: "house", selected: selectedTab == .main, displayName: "Home") .onTapGesture { selectedTab = .main } TabBarIcon(iconName: "magnifyingglass", selected: selectedTab == .search, displayName: "Search") .onTapGesture { selectedTab = .search } } .frame(maxWidth: .infinity) .frame(height: 55) .background(Color.gray) } .ignoresSafeArea(.all, edges: .bottom) } } } } } struct TabBarIcon: View { let iconName: String let selected: Bool let displayName: String var body: some View { ZStack { VStack { Image(systemName: iconName) .resizable() .renderingMode(.template) .aspectRatio(contentMode: .fit) .foregroundColor(Color.black) .frame(width: 22, height: 22) Text(displayName) .font(Font.system(size: 10)) } } .frame(maxWidth: .infinity) } } enum Page { case main case search } struct MainView: View { var body: some View { VStack { Image(systemName: "globe") .imageScale(.large) .foregroundStyle(.tint) Text("Hello, world!") } .padding() .navigationTitle("Home") } } struct SearchView: View { @State private var searchText = "" let items = [ "Apple", "Banana", "Pear", "Strawberry", "Orange", "Peach", "Grape", "Mango" ] var filteredItems: [String] { if searchText.isEmpty { return items } else { return items.filter { $0.localizedCaseInsensitiveContains(searchText) } } } var body: some View { List(filteredItems, id: \.self) { item in Text(item) } .navigationTitle("Fruits") .searchable(text: $searchText, placement: .navigationBarDrawer(displayMode: .always), prompt: "Search") } }
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App stuck in "Waiting for Review" for over two weeks
Hello, I would really appreciate if someone from Apple could take a look at this, as I believe there may be an issue with my submission or account. I submitted my app for review for the first time over a month ago, and it has been stuck in “Waiting for Review” ever since, with absolutely no updates. This delay is far beyond the typical review timeframes (which are usually just a few days). I have not received any rejection, feedback, or request for additional information. So far, I have already: Resubmitted the build Sent multiple support requests through App Store Connect Requested an expedited review (which was approved) Despite all of this, there has been no progress at all. I have also sent several support messages and emails, but unfortunately I have not received any response so far. It feels like my case is not being reviewed at all, which makes it very difficult to understand what is going wrong. The app is quite standard and does not contain anything that should require extended review. At this point, I am concerned that there might be: An issue with my developer account A submission stuck in the review queue Or some kind of internal flag that I am not aware of Has anyone experienced a similar situation where an app remained in “Waiting for Review” for over a month? And if anyone from Apple is reading this, could you please check if there is any issue with my submission? Any help or guidance would be greatly appreciated. Thank you.
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