I published my app clip last year in the App Store.
I can successfully open my app clip in iMessage or via link URL. but scanning the QR code of the very same URL leads to the "app clip is unavailable" error, in this case, I can see my application name and banner correctly.
Any Idea why?
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Selecting any option will automatically load the page
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Error:
RoomCaptureSession.CaptureError.exceedSceneSizeLimit
Apple Documentation Explanation:
An error that indicates when the scene size grows past the framework’s limitations.
Issue:
This error is popping up in my iPhone 14 Pro (128 GB) after a few roomplan scans are done. This error shows up even if the room size is small. It occurs immediately after I start the RoomCaptureSession after the relocalisation of previous AR session (in world tracking configuration). I am having trouble understanding exactly why this error shows and how to debug/solve it.
Does anyone have any idea on how to approach to this issue?
Are the glove assets used in the sample from wwdc2023-10111 available somewhere?
Thanks
I'm trying to get video material to work on an imported 3D asset, and this asset is a USDC file. There's actually an example in this WWDC video from Apple. You can see it running on the flag in this airplane, but there are no examples of this, and there are no other examples on the internet. Does anybody know how to do this?
You can look at 10:34 in this video.
https://developer.apple.com/documentation/realitykit/videomaterial
Trying to post a question about packages on this forum, I keep cueing the message:
'This post contains sensitive language. Please revise it in order to continue.'
There is nothing in my query that is remotely ‘sensitive’.
I don’t know what to do next.
Thanks in advance for any advice.
Regards,
Lar
After the update to iOS 17, tapping on message notification shown on CarPlay Dashboard is navigating to the CarPlay app instead of announcing the message notification.
Announce Notifications turned ON
Announce Messages turned ON
Announce New Messages option is selected
Other apps message notifications are announced as expected when tapping on the notification implying that the settings are set as required.
Enabled com.apple.developer.carplay-communication
Class CustomCarPlaySceneDelegate: UIResponder, CPTemplateApplicationSceneDelegate {
func templateApplicationScene(_ templateApplicationScene: CPTemplateApplicationScene,
didConnect interfaceController: CPInterfaceController)
func templateApplicationScene(_ templateApplicationScene: CPTemplateApplicationScene,
didDisconnectInterfaceController interfaceController: CPInterfaceController)
func scene(_ scene: UIScene, willContinueUserActivityWithType userActivityType: String)
}
in this great talk https://developer.apple.com/videos/play/wwdc2023/10111/ the code references usdz models to replace hands. e.g assets/gloves/LeftGlove_v001.usdz. Are these models available to download to explain rigging and how to make hand models (ideally in Blender )
Is there a way to view the data saved when using swiftdata? Even after deleting all models, the storage space taken up by the app in Settings is too large.
I tried to narrow down the y-axis and use the
clipped() to crop the excess. However, the clipped portion is too small, causing some of the chart to render above the x-axis. Is there any way to fix this, or any way to have the framework automatically set the y-axis range based on the data?
Is it possible to find IDR frame (CMSampleBuffer) in AVAsset h264 video file?
I'm trying to understand how Apple handles dragging windows around in an immersive space. 3d Gestures seem to be only half of the solution in that they are great if you're standing still and want to move the window an exaggerated amount around the environment, but if you then start walking while dragging, the amplified gesture sends the entity flying off into the distance. It seems they quickly transition from one coordinate system to another depending on if the user is physically moving. If you drag a window and start walking the movement suddenly matches your speed. When you stop moving, you can push and pull the windows around again like a super hero. Am I missing something obvious in how to copy this behavior? Hello world, which uses the 3d gesture has the same problem. You can move the world around but if you walk with it, it flies off. Are they tracking the head movement and if it's moved more than a certain amount it uses that offset instead? Is there anything out of the box that can do this before I try and hack my own solution?
I uploaded a build to testflight and released it to Internal testers, however when the testers tried downloading the app a alert dialog shows the following:
Could not install [App] The requested app is not available or doesn't exist.
Also tried to submit it via external testers but getting another error.
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Store Connect
TestFlight
What is the reason the hand-tracking joints have these axes? I'm trying to create a virtual hands model and that's a mess.
I have implemented the Game Center for authentication and saving player's game data. Both authentication and saving player's data works correctly all the time, but there is a problem with fetching and loading the data.
The game works like this:
At the startup, I start the authentication
After the player successfully logs in, I start loading the player's data by calling fetchSavedGames method
If a game data exists for the player, I receive a list of SavedGame object containing the player's data
The problem is that after I uninstall the game and install it again, sometimes the SavedGame list is empty(step 3). But if I don't uninstall the game and reopen the game, this process works fine.
Here's the complete code of Game Center implementation:
class GameCenterHandler {
public func signIn() {
GKLocalPlayer.local.authenticateHandler = { viewController, error in
if let viewController = viewController {
viewController.present(viewController, animated: false)
return
}
if error != nil {
// Player could not be authenticated.
// Disable Game Center in the game.
return
}
// Auth successfull
self.load(filename: "TestFileName")
}
}
public func save(filename: String, data: String) {
if GKLocalPlayer.local.isAuthenticated {
GKLocalPlayer.local.saveGameData(Data(data.utf8), withName: filename) { savedGame, error in
if savedGame != nil {
// Data saved successfully
}
if error != nil {
// Error in saving game data!
}
}
} else {
// Error in saving game data! User is not authenticated"
}
}
public func load(filename: String) {
if GKLocalPlayer.local.isAuthenticated {
GKLocalPlayer.local.fetchSavedGames { games, error in
if let game = games?.first(where: {$0.name == filename}){
game.loadData { data, error in
if data != nil {
// Data loaded successfully
}
if error != nil {
// Error in loading game data!
}
}
} else {
// Error in loading game data! Filename not found
}
}
} else {
// Error in loading game data! User is not authenticated
}
}
}
I have also added Game Center and iCloud capabilities in xcode. Also in the iCloud section, I selected the iCloud Documents and added a container.
I found a simillar question here but it doesn't make things clearer.
I want to traverse my local Google Drive folder to calculate the size of all the files on my drive.
I'm not interested in files or directories that are not present locally.
I use getattrlistbulk for traversing and it takes way too much time. I think it is because FileProvider tries to download metadata for the directories that are not yet materialised.
Is there a way to skip non-materialised directories?
Hey all,
It's been now a few weeks since we started to help clients connect to their App Store Analytics API.
I'm starting to notice that very often we'll see things like:
Small data gaps. Eg. I have data on June 1, no data on June 2-4, and then data from June 5 to now
Big data gaps. Eg. I'd have data on Jan 2024, but not on Feb-Mar 2024, then there's data again from April 2024 onwards.
The actual files from Apple are like that we're not doing any treatments whatsoever. That's happening on both ONGOING and ONE_TIME_SNAPSHOT
I also opened a Customer Support case and sent the files over 10 days ago, but no definitive answer so far.
Are you also seeing gaps like this on your data? Any tips/recommendations?
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect API
Tags:
Marketing
App Store Connect API
Analytics & Reporting
In the XCode 16 beta, it isn't possible to create a new StoreKit configuration file because the templates list doesn't contain that option.
Adding the storekit extension to a file crashes XCode or doesn't have an effect at all. But, loading an existing file still works.
Can I use Transporter in Windows to send out ipa packages to AppStore? I used this version of Transporter for my PC and had it installed. Using it, however, opens a WCS then closes and shuts down when I hit a key.
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Is there any feasible way to get a Core Audio device's system effect status (Voice Isolation, Wide Spectrum)?
AVCaptureDevice provides convenience properties for system effects for video devices. I need to get this status for Core Audio input devices.
I'm currently using another provider for CI/CD. They've been offering Apple Silicon builds for over a year now. When we switched over, we saw our build times cut in half. I've seen similar results locally, back when I bought an M1 Mac.
So, recently, I tried to use Xcode Cloud on my project. My build time is nearly 45 minutes, where my build time on my current system is about 15 minutes, max.
Since I work on a team, and we make regular commits, having a 45 minute turnaround is not ideal. When I looked at the logs of my Xcode Cloud project, I saw a lot "x86_64" stuff in there, which led me to believe that Xcode Cloud is still building on Intel machines.
Additionally, I run tests on my builds. The build time alone (before running tests) was almost 20 minutes. The 15-minute time I cited with my current CI/CD included build time & tests running. So, a whole cycle finishes on my current setup before tests are even run.
I noticed that there was a bunch of x86_64 in the logs, which made me think that Xcode Cloud is still using Intel. Is this true? I've just gotten really used to faster build times, and I can't move onto a system like this, where the times are so drastically different. Like, I wouldn't mind build time that would add only a few more minutes to what I have now. But going from 15 -> 45 minutes is a real problem.