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[Xcode 26.2] Weird animation of first-level view controller being pushed on iOS 26 (with hidesBottomBarWhenPushed)
Hi. We discovered this strange behaviour when we're planning to migrate to Xcode 26.2 RC. When our app is running on iOS 26, view controllers thar are pushed from the root of UITabBarController will show with an animation. The views are growing from either the top-left or bottom-right corner. This only happens when the hidesBottomBarWhenPushed variable is set to true. Also it only happens to view controllers that are pushed directly from a UITabBarController; subsequent view controllers that are pushed will not have this weird animation. Since our app design requires hidesBottomBarWhenPushed to be true, we are asking if there is any way to fix this animation. Please refer to the following gif: We have tried methods described in this article but it doesn't work all the time: https://darjeelingsteve.com/articles/Fixing-UINavigationController-Push-Animation-Layout-Issues-on-iOS-26.html. We've tried the following three methods: This does not work at all. First-level view controllers are still showing with animation. override func pushViewController(_ viewController: UIViewController, animated: Bool) { super.pushViewController(viewController, animated: animated) transitionCoordinator?.animate { _ in UIView.performWithoutAnimation { viewController.view.layoutIfNeeded() } } } This does not work as well. override func pushViewController(_ viewController: UIViewController, animated: Bool) { super.pushViewController(viewController, animated: animated) transitionCoordinator?.animate(alongsideTransition: { [weak self] _ in UIView.performWithoutAnimation { self?.navigationBar.layoutIfNeeded() } }, completion: nil) } This works sometimes. However it breaks the push animation for some view controllers. override func pushViewController(_ viewController: UIViewController, animated: Bool) { super.pushViewController(viewController, animated: animated) UIView.performWithoutAnimation { viewController.view.layoutIfNeeded() } } We've created a simple sample project that reproduces this problem. Please run it on a simulator running iOS 26. https://drive.google.com/file/d/1q3pokphh1YDINH69LrHuqJQe8MijHQ2m/view?usp=sharing If anyone has a solution to this please let me know. Thank you for reading.
Topic: UI Frameworks SubTopic: UIKit
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Fast Loading Thumbnails in Gallery Similar to iOS Photos App
I’m building a photo‑gallery view that mimics the iOS Photos app when it’s zoomed in to the maximum level: all years are displayed at once, with roughly 400 tiny thumbnails per page. The user experience of the system app is that the view is instantly visible, and scrolling keeps thumbnails instantly appearing. I’ve already tried fetching thumbnails with PHImageManager and PHCachingImageManager, requesting the .fastFormat representation. However, the thumbnails still take several seconds to load, so the scrolling experience is noticeably laggy compared to the system app. Is there another approach or technique—perhaps a different caching strategy, pre‑fetching, or a lower‑level API—that would allow me to retrieve and display thumbnails as quickly (or faster) than the native Photos app? Any guidance or code snippets would be greatly appreciated.
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Communication problems with Apple
Hello, About 7-8 months ago, I received an e-mail stating that my apple developer account would be deleted after 30 days, and my account was deleted after 30 days. I tried to contact many times, I got hopeful each time, but the Apple team never gave a full explanation. They always responded saying they would be interested, but it never came to fruition. In fact, I was most excited when I received the following e-mail: Hello Oğuzcan, My name is Joel, and I’m a senior Advisor with Developer Support. Your case has been given to me for further handling, and I’m happy to follow up with you today. I understand that you have initiated a conversation in our developer forums. Please, provide us more information and show us the email that you received, so we will assist your better. Please, reply to the received email for obtaining more information as the appropriate team will be able to assist you better. Please, reply to this email if you have further questions. Have a great day. Best Regards, Joel Developer Support I was very hopeful when I read that he was a Senior Advisor. This e-mail came on July 28, 18:17, today is December 8, 2025. I'm giving up hope now, my account won't be opened again. My members ask why there are no iOS versions of my applications, this is very difficult for me. Does anyone have any recommendations? I filled out forms and created requests many times.
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Subscribe button does nothing in App Review, but In
Hello, My app "MyCourses" (bundle id: com.ahmedbaqer.mycourses) was rejected under Guideline 2.1 because "No action followed when we tapped the button to subscribe to a course" on iPadOS 26.1. When I run the same code (version 1.0.0 (11)) from Xcode on a real device using a StoreKit configuration file (In App Purchase.storekit), the purchase flow works correctly: When I tap the "Subscribe via Apple" button, the App Store purchase sheet appears. The purchase completes successfully and unlocks the course. I use the in_app_purchase Flutter plugin and queryProductDetails to load products. However, when I install the build via TestFlight (and in App Review), tapping the same "Subscribe via Apple" button does nothing – which matches the behavior described by App Review. From my logs it looks like queryProductDetails is returning an empty productDetails list in that environment. For In‑App Purchases: I created 7 non‑consumable products in App Store Connect. Their Product IDs exactly match the IDs in my In App Purchase.storekit file (used only for local Xcode testing). All IAPs are now in "Waiting for Review" status and are linked to the iOS app version 1.0.0 (11) in the “In‑App Purchases and Subscriptions” section. At the time of the original review, some IAPs were in "Developer Action Needed / Rejected" state, so I suspect queryProductDetails may have returned no products and the reviewer saw no action after tapping the button. My questions: When IAP products are in "Waiting for Review" and linked to the app version, should queryProductDetails return them during App Review / TestFlight, or do they need to be fully approved first? Is there any additional configuration required so that the subscribe button reliably shows the App Store purchase sheet for reviewers (for example, any specific StoreKit / sandbox settings)? Are there recommended best practices to show a clearer error state when queryProductDetails returns no products, so that App Review understands this is a configuration / IAP-status issue rather than a UI bug? Any guidance from Apple engineers or other developers who faced a similar situation would be greatly appreciated. Thanks in advance.
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Paid for Apple Developer Program but enrollment is stuck and system asks me to enroll again
Hello, I need help with an issue regarding my Apple Developer Program enrollment. I completed the payment for the annual membership and received the official invoice from Apple. My card was charged successfully, and I have all the payment references. However, after the payment was processed: My account remained in Pending status The message “Complete your purchase” kept appearing When attempting the payment again, the system reported that the order was already paid Now the enrollment flow has reset completely, and the system is asking me to start enrollment and pay again, even though the first payment was successful This seems like a synchronization issue where the payment was recorded in the Apple Online Store system, but not linked to my Developer enrollment. I do not want to be charged again, since the first transaction was already completed. Could someone from Apple please help link the payment to my Apple ID or advise how to activate my membership? Right now my account cannot proceed with enrollment and I cannot access App Store Connect.
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Best approach to prevent SwiftData .transformable migration on iOS 26.1
We have an unreleased SwiftData app for iOS18+. While we were testing I saw reports on the forum about unexpected database migrations for codable arrays on iOS26.1. I'd like to ask a couple of questions: 1- Does this issue originate from the new Xcode version, or is it specific to iOS 26.1? 2- Is it possible to change our attribute so that users on older iOS versions receive the same model, preventing a migration from being triggered when they upgrade to iOS 26.1? One of our models looks like this: struct Point: Codable, Hashable { let x: Int let y: Int } @Model class Grid { private(set) var gridId: String = "" var points: [Point] = [] var updatedAt: Date = Date() private(set) var createdAt: Date = Date() #Index<Grid>([\.gridId]) ... } I can think of some options like: // 1 @Attribute(.transformable(by: CustomJsonTransformer.self)) var points: [Point] = [] // 2 @Attribute(.externalStorage) var points: [Point] = [] // 3 var points: Data = Data() // store points as data However, I'm not sure which one to use. What would you recommend to handle this, or is there a better strategy you would suggest?
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The information you entered did not match your D&B profile. Before submitting your information, check your D&B profile. If you've recently changed your legal entity name, update your D&B profile.
Hi everybody, I am trying to create a developer account, but I am having this problem: The information you entered did not match your D&B profile. Before submitting your information, check your D&B profile. If you've recently changed your legal entity name, update your D&B profile. However, the number and name of my company that I am entering are correct. Does anyone have a solution? Thank you in advance.
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Download Sales and Trends Reports Error
I was using the Download Sales and Trends Reports API (GET https://api.appstoreconnect.apple.com/v1/salesReports), but at some point, the results started not displaying properly. (The reason for this is that all the +sales values ​​aren't showing up in the CSV file.) Below, I'll show you how to use the API in Python with a screenshot. (***** elements are hidden.) If anyone knows why, please let me know.
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Broadcast Upload Extension not work in Apple Vision Pro, throw throw "getMXSessionProperty unsupported"
I am working on Screen Record function in Apple Vision Pro, when I use broadcast upload extension, after I click record button, the XCode console show the exception: <<<< FigAudioSession(AV) >>>> audioSessionAVAudioSession_CopyMXSessionProperty signalled err=-19224 (kFigAudioSessionError_UnsupportedOperation) (getMXSessionProperty unsupported) at FigAudioSession_AVAudioSession.m:606 we create and config the project as flow: Create a Apple Vision Project. Create a Broadcast Upload Extension Target. Add App Group for Project Target and Extension Target, both use the same identifier. Add "Main Camera Access", "Passthrough in Screen Capture" Capabilities for all targets. Add "NSScreenCaptureUsageDescription", "NSMicrophoneUsageDescription" in Plist. Add record button in view Run debug in Apple Vision Pro device, after click record button, throw the exception.
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System Freezes in 2048-Style Games on iOS 26.2 Beta
On the latest iOS 26.2 betas I’ve noticed a consistent bug across every 2048-type number-merge game I’ve tested. At some point during gameplay the app freezes and the entire system becomes unresponsive for a few seconds. When control returns, the game is still stuck, looping its selection animation until it’s force-closed. Frame-rate limits and reduced-transparency settings don’t solve it. Is anyone else seeing similar behavior?
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AlarmKit only triggers a short vibration when the screen is on — bug or expected behavior?
I'm building an alarm app using the new AlarmKit introduced in iOS 26. The alarm works correctly when the device is locked, but when the screen is already on and unlocked, it only gives a single short vibration. I tested another app that also uses AlarmKit just to confirm, and it behaves the same way—only one short vibration if the display is awake, and the developer added a push notification as a workaround. The default iOS Clock app works properly in both situations (though when the screen is on, it uses the Dynamic Island interface). So I'm wondering: is this behavior a bug in AlarmKit, or is it intentional?
Topic: UI Frameworks SubTopic: General
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Even though I added EULA to my application, it gets rejected for the same reason.
Hello, I have a problem regarding my App review. The issue: "Guideline 3.1.2 - Business - Payments - Subscriptions Issue Description The submission did not include all the required information for apps offering auto-renewable subscriptions. The app's metadata is missing the following required information: A functional link to the Terms of Use (EULA). If you are using the standard Apple Terms of Use (EULA), include a link to the Terms of Use in the App Description. If you are using a custom EULA, add it in App Store Connect." My explanation: I'm using Apple's original EULA in my app. The EULA was already in the "About" section. It redirects to the EULA page on Apple's official website. However, since my app also has a payment screen, I added the same information below the payment screen and submitted it for review again. Unfortunately, it's still being rejected for the same reason. I've requested a full, detailed explanation via email, but they keep sending me the same copy-and-paste message. I want to resolve this issue as soon as possible, so I decided to ask you here. Please check the screenshots and let me know what's the problem. Best regards, DryreL
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Game Porting Toolkit, missing GetThreadDpiHostingBehavior in USER32.DLL
I have been trying to run an open source Windows executable that I would like to help porting to macOS using the Game Porting Toolkit but I stumbled on an issue quite early in the application lifecycle. It looks like the funtion GetThreadDpiHostingBehavior is missing in USER32.dll Has anyone any idea how to solve that? During the startup, it fails with the following error: TiXL crashed. We're really sorry. The last backup was saved Unknown time to... C:\users\crossover\AppData\Roaming\TiXL\Backup Please refer to Help > Using Backups on what to do next. System.EntryPointNotFoundException: Unable to find an entry point named 'GetThreadDpiHostingBehavior' in DLL 'USER32.dll'. at System.Windows.Forms.ScaleHelper.DpiAwarenessScope..ctor(DPI_AWARENESS_CONTEXT context, DPI_HOSTING_BEHAVIOR behavior) at System.Windows.Forms.ScaleHelper.EnterDpiAwarenessScope(DPI_AWARENESS_CONTEXT awareness, DPI_HOSTING_BEHAVIOR dpiHosting) at System.Windows.Forms.NativeWindow.CreateHandle(CreateParams cp) at System.Windows.Forms.Control.CreateHandle() at System.Windows.Forms.Application.ThreadContext.get_MarshallingControl() at System.Windows.Forms.WindowsFormsSynchronizationContext..ctor() at System.Windows.Forms.WindowsFormsSynchronizationContext.InstallIfNeeded() at System.Windows.Forms.Control..ctor(Boolean autoInstallSyncContext) at System.Windows.Forms.ScrollableControl..ctor() at System.Windows.Forms.ContainerControl..ctor() at System.Windows.Forms.Form..ctor() at T3.Editor.SplashScreen.SplashScreen.SplashForm..ctor() at T3.Editor.SplashScreen.SplashScreen.Show(String imagePath) in C:\Users\pixtur\dev\tooll\tixl\Editor\SplashScreen\SplashScreen.cs:line 25 at T3.Editor.Program.Main(String[] args) in C:\Users\pixtur\dev\tooll\tixl\Editor\Program.cs:line 111
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Payment Method: redicrecting safari to use toss
Hello I am trying to release an app, dealing with storing, delivering, and maintaining outdoor activity euqipememts. On web, I used widget provided by TOSS, which is a Korean banking application. Due to lack of time I have use lazy method User taps the “Pay” button ↓ Backend generates a payment URL (Toss Payments) ↓ Open the payment page in an external browser (Safari) ↓ User completes the payment in Safari ↓ Return to the app via deep link (borini://payment/success) ↓ Call the payment approval API ↓ Display the payment completion page I have hear such method is possible for our type of service which deals with real life goods. So I would love to know if it is actually possible or will I have to make a new payment method using apple provided payment method in order to pass APP Store Connect review before releasing application
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SwiftData iCloud AttributedString Platform Color compatibility
Hi Given a simple multiplatform app about Mushrooms, stored in SwiftData, hosted in iCloud using a TextEditor @Model final class Champignon: Codable { var nom: String = "" ../.. @Attribute(.externalStorage) var attributedStringData: Data = Data() var attributedString: AttributedString { get { do { return try JSONDecoder().decode(AttributedString.self, from: attributedStringData) } catch { return AttributedString("Failed to decode AttributedString: \(error)") } } set { do { self.attributedStringData = try JSONEncoder().encode(newValue) } catch { print("Failed to encode AttributedString: \(error)") } } } ../.. Computed attributedString is used in a TextEditor private var textEditorView: some View { Section { TextEditor(text: $model.attributedString) } header: { HStack { Text("TextEditor".localizedUppercase) .foregroundStyle(.secondary) Spacer() } } } Plain Text encode, decode and sync like a charm through iOS and macOS Use of "FontAttributes" (Bold, Italic, …) works the same But use of "ForegroundColorAttributes" trigger an error : Failed to decode AttributedString: dataCorrupted(Swift.DecodingError.Context(codingPath: [_CodingKey(stringValue: "Index 3", intValue: 3), AttributeKey(stringValue: "SwiftUI.ForegroundColor", intValue: nil), CodableBoxCodingKeys(stringValue: "value", intValue: 1)], debugDescription: "Platform color is not available on this platform", underlyingError: nil)) Is there a way to encode/decode attributedString data platform conditionally ? Or another approach ? Thanks for advices
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Network access has changed
I had, a long time ago (over 10 years) developed an application that is connected to my UPS (for solar panels). Until yet it worked very well, and I didnot have to compute more than making updates of XCode. That was all. But yet I have swiched to the latest value of switch, and it continue to compile, but it does'not work. I am asking to yo in order keeping my app working as previously. As it does not work, which library is replacing Cloudkit.framework ? and which library is replacing InsPersistantContainer.framework ? Have a good day Guy Desbief
Topic: Design SubTopic: General
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Mergeable Library Bundle Hooking Does Not Work When Frameworks Is Merged Into Container Framework
Problem When we merge FeatureModuleA.framework into IntegrationContainer.framework instead of HostApp_Main.app, the magic method Bundle(for: FeatureAProvider.self) does not work and this will trigger crash. When FeatureModuleA is merged into HostApp, Bundle(for: FeatureAProvider.self) will return: HostApp_Main.App/Frameworks/DomainFeatureA.framework instead of HostApp_Main.App/, although the FeatureAProvider class is actually in the merged main app binary So we can use the returned FeatureModuleA bundle get the nested resource. If we merge the frameworks into our IntegrationContainer.framework, the result will be: for release: PrototypeApp.app for debug: PrototypeApp.app/Frameworks/IntegrationContainer.framework/ReexportedBinaries/DomainFeatureA.framework Apple has not considered the case that frameworks are merged into independent framework. And other methods like bundle(for: identifier) does not work for both destination cases: merge into main app or a container framework.
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LiveCommunicationKit
We are implementing a camera intercom calling feature using VoIP Push notifications (PushKit) and LiveCommunicationKit (iOS 17.4+). The app works correctly when running in foreground or background, but fails when the app is completely terminated (killed by user or system). After accepting the call from the system call UI, the app launches but gets stuck on the launch screen and cannot navigate to our custom intercom interface. Environment iOS Version: iOS 17.4+ (testing on latest iOS versions) Xcode Version: Latest version Device: iPhone (tested on multiple devices) Programming Languages: Objective-C + Swift (mixed project) Frameworks Used: PushKit, LiveCommunicationKit (iOS 17.4+) App State When Issue Occurs: Completely terminated/killed Problem Description Expected vs Actual Behavior App State Behavior Foreground ✅ VoIP push → System call UI → User accepts → Navigate to intercom → Works Background ✅ VoIP push → System call UI → User accepts → Navigate to intercom → Works Terminated ❌ VoIP push → System call UI → User accepts → App launches but stuck on splash screen → Cannot navigate Root Issues When app is terminated and user accepts the call: Data Loss: pendingNotificationData stored in memory is lost when app is killed and relaunched Timing Issue: conversationManager(_:perform:) delegate method is called before homeViewController is initialized Lifecycle Confusion: App initialization sequence when launched from terminated state via VoIP push is unclear Code Flow VoIP Push Received (app terminated): func pushRegistry(_ registry: PKPushRegistry, didReceiveIncomingPushWith payload: PKPushPayload, for type: PKPushType, completion: @escaping () -> Void) { let notificationDict = NotificationDataDecode.dataDecode(payloadDict) as? [AnyHashable: Any] let isAppActive = UIApplication.shared.applicationState == .active // Store in memory (PROBLEM: lost when app is killed) pendingNotificationData = isAppActive ? nil : notificationDict if !isAppActive { // Report to LCK try await conversationManager.reportNewIncomingConversation(uuid: uuid, update: update) } completion() } User Accepts Call: func conversationManager(_ manager: ConversationManager, perform action: ConversationAction) { if let joinAction = action as? JoinConversationAction { // PROBLEM: pendingNotificationData is nil (lost) // PROBLEM: homeViewController might not be initialized yet if let pendingData = pendingNotificationData { ModelManager.share().homeViewController.gotoCallNotificationView(pendingData) } joinAction.fulfill(dateConnected: Date()) } } Note: When user taps "Accept" on system UI, LiveCommunicationKit calls conversationManager(_:perform:) delegate method, NOT a manual acceptCall method. Questions for Apple Support App Lifecycle: When VoIP push is received and app is terminated, what is the exact lifecycle? Does app launch in background first, then transition to foreground when user accepts? What is the timing of application:didFinishLaunchingWithOptions: vs pushRegistry:didReceiveIncomingPushWith: vs conversationManager(_:perform:)? State Persistence: What is the recommended way to persist VoIP push data when app is terminated? Should we use UserDefaults, NSKeyedArchiver, or another mechanism? Is there a recommended pattern for this scenario? Initialization Timing: When conversationManager(_:perform:) is called with JoinConversationAction after app launch from terminated state, what is the timing relative to app initialization? Is homeViewController guaranteed to be ready, or should we implement a waiting/retry mechanism? Navigation Pattern: What is the recommended way to navigate to a specific view controller when app is launched from terminated state? Should we: Handle it in application:didFinishLaunchingWithOptions: with launch options? Handle it in conversationManager(_:perform:) delegate method? Use a notification/observer pattern to wait for initialization? Completion Handler: In pushRegistry:didReceiveIncomingPushWith, we call completion() immediately after starting async reportNewIncomingConversation task. Is this correct, or should we wait for the task to complete when app is terminated? Best Practices: Is there a recommended pattern or sample code for integrating LiveCommunicationKit with VoIP push when app is terminated? What are the best practices for handling app state persistence and navigation in this scenario? Attempted Solutions Storing pendingNotificationData in memory → Failed: Data lost when app is killed Checking UIApplication.shared.applicationState → Failed: Doesn't reflect true state during launch Calling gotoCallNotificationView in conversationManager(_:perform:) → Failed: homeViewController not ready Additional Information Singleton pattern: LCKCallManagerSwift, ModelManager homeViewController accessed via ModelManager.share().homeViewController Mixed Objective-C and Swift architecture conversationManager(_:perform:) is called synchronously and must call joinAction.fulfill() or joinAction.fail() Requested Help We need guidance on: Correct app lifecycle handling when VoIP push is received in terminated state How to persist VoIP push data across app launches How to ensure app initialization is complete before navigating Best practices for integrating LiveCommunicationKit with VoIP push when app is terminated Thank you for your assistance!
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