Hi,
You're here because you've had issues with your implementation of In-App Provisioning Extensions for Apple Pay In-App Provisioning or In-App Verification. To prevent sending sensitive credentials in plain text, create a new report in Feedback Assistant to share the details requested below with the appropriate log profiles installed.
Gathering Required Information for Troubleshooting Apple Pay In-App Provisioning or In-App Verification Issues
While troubleshooting Apple Pay In-App Provisioning or In-App Verification, it is essential that the issuer is able to collect logs on their device and check those logs for error message. This is also essential when reporting issues to Apple. To gather the required data for your own debugging as well as reporting issues, please perform the following steps on the test device:
Install the Apple Pay and Wallet profiles on your iOS or watchOS device. If the issue occurs on Mac, continue to Step 2.
Reproduce the issue and make a note of the timestamp when the issue occurred, while optionally capturing screenshots or video.
Gather a sysdiagnose on the same iOS or watchOS device, or on macOS.
Create a Feedback Assistant report with the following information:
The bundle IDs
App bundle ID
Non-UI app extension bundle ID (if applicable)
UI app extension bundle ID (if applicable)
The serial number of the device.
For iOS and watchOS: Open Settings > General > About > Serial Number (tap and hold to copy).
For macOS: Open the Apple () menu > About This Mac > Serial Number.
The SEID (Secure Element Identifier) of the device, represented as a HEX encoded string.
For iOS and watchOS: Open Settings > General > About > SEID (tap and hold to copy).
For macOS: Open the Apple () menu > About This Mac > System Report > NVMExpress > Serial Number.
The sysdiagnose gathered after reproducing the issue.
The timestamp (including timezone) of when the issue was reproduced.
The type of provisioning failure (e.g., error at Terms & Conditions, error when adding a card, etc.)
The issuer/network/country of the provisioned card (e.g., Mastercard – US)
Last 4 digits of the FPAN
Last 4 digits of the DPAN (if available)
Was this test initiated from the Issuer App? (e.g., yes or no)
The type of environment (e.g., sandbox or production)
Screenshots or videos of errors and unexpected behaviors (optional).
Important: From the logs gathered above, you should be able to determine the cause of the failure from PassbookUIService, PassKit or PassKitCore, and by filtering for your SEID or bundle ID of your app or app extensions in the Console app.
Submitting your feedback
Before you submit to Feedback Assistant, please confirm the requested information above is included in your feedback. Failure to provide the requested information will only delay my investigation into the reported issue within your Apple Pay client.
After your submission to Feedback Assistant is complete, please respond in your existing Developer Forums post with the Feedback ID. Once received, I can begin my investigation and determine if this issue is caused by an error within your client, a configuration issue within your developer account, or an underlying system bug.
Cheers,
Paris X Pinkney | WWDR | DTS Engineer
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Hi,
I’m encountering an issue in my app’s Wallet Extension, specifically within the Non-UI Extension, where we are unable to retrieve payment passes bound to a user’s account. The same code that successfully retrieves these bound cards in the main app does not work when used in the Non-UI Extension.
Case-ID: 8932090
Steps to Reproduce:
Set up In-App Provisioning:
Ensure that the app has the necessary In-App Provisioning permissions. This functionality works correctly in the main app, confirming that the permissions are properly configured.
Configure Wallet Extensions:
Follow the Wallet Extensions documentation to configure the app, including all required settings for the Non-UI Extension.
Add Code to Retrieve Payment Passes:
In the main app’s LoginView, implement the following code in the handleLogin() method to retrieve payment passes:
// Get the identifiers of payment passes that already exist in Apple Pay.
paymentPassLibrary = self.passLibrary.passes(of: .secureElement)
for pass in paymentPassLibrary {
if let identifier = pass.secureElementPass?.primaryAccountIdentifier {
if pass.isRemotePass && pass.deviceName.localizedCaseInsensitiveContains("Apple Watch") {
remotePassIdentifiers.insert(identifier)
} else if !pass.isRemotePass {
passIdentifiers.insert(identifier)
}
}
}
Verify Functionality in Main App:
Run the app and verify that the code successfully retrieves the payment passes bound to the user’s account.
Implement Code in Non-UI Extension:
Add the same code to the Non-UI Extension, specifically in the WNonUIExtHandler class within the override func status(completion: @escaping (PKIssuerProvisioningExtensionStatus) -> Void) method.
Test in Wallet Extension:
Run the Wallet Extension and observe that the payment passes are not retrieved when the code is executed in the Non-UI Extension.
Has anyone encountered a similar issue or can provide insight into why the code might not work in the Non-UI Extension compared to the main app?
Support Information:
iOS Version: 17.5.1
Development environment: Xcode 15.4 (15F31d), macOS 14.3 (23D56)
Any help or suggestions would be greatly appreciated. Thank you!
I am trying to implement URLRepresentableEntity on my AppEntity
I am following along with the WWDC video here
All compiles fine when I use the ID as in the video:
extension SceneEntity: URLRepresentableEntity {
static var urlRepresentation: URLRepresentation {
"https://example.com/scene/\(.id)"
}
}
but my URLs need to use a different property on the Entity. The WWDC video clearly states: "Notice that I'm using the entity’s identifier as an interpolated value. You can use an entity’s ID or any of its properties with the @Property attribute as interpolations in the URL string."
So I annotated my entity with the @Property attribute and expected that to work but it doesn't compile.
struct SceneEntity: AppEntity {
let id: UUID
@Property(title: "Slug") var slug: String
}
extension SceneEntity: URLRepresentableEntity {
static var urlRepresentation: URLRepresentation {
"https://example.com/scene/\(.slug)"
}
}
Type 'EntityURLRepresentation.StringInterpolation.Token' has no member 'slug'
How can I use this API with a property that is not the ID?
In my project I need to do the following:
In runtime create metal Dynamic library from source.
In runtime create metal Executable library from source and Link it with my previous created Dynamic library.
Create compute pipeline using those two libraries created above.
But I get the following error at the third step:
Error Domain=AGXMetalG15X_M1 Code=2 "Undefined symbols:
_Z5noisev, referenced from: OnTheFlyKernel
" UserInfo={NSLocalizedDescription=Undefined symbols:
_Z5noisev, referenced from: OnTheFlyKernel
}
import Foundation
import Metal
class MetalShaderCompiler {
let device = MTLCreateSystemDefaultDevice()!
var pipeline: MTLComputePipelineState!
func compileDylib() -> MTLDynamicLibrary {
let source = """
#include <metal_stdlib>
using namespace metal;
half3 noise() {
return half3(1, 0, 1);
}
"""
let option = MTLCompileOptions()
option.libraryType = .dynamic
option.installName = "@executable_path/libFoundation.metallib"
let library = try! device.makeLibrary(source: source, options: option)
let dylib = try! device.makeDynamicLibrary(library: library)
return dylib
}
func compileExlib(dylib: MTLDynamicLibrary) -> MTLLibrary {
let source = """
#include <metal_stdlib>
using namespace metal;
extern half3 noise();
kernel void OnTheFlyKernel(texture2d<half, access::read> src [[texture(0)]],
texture2d<half, access::write> dst [[texture(1)]],
ushort2 gid [[thread_position_in_grid]]) {
half4 rgba = src.read(gid);
rgba.rgb += noise();
dst.write(rgba, gid);
}
"""
let option = MTLCompileOptions()
option.libraryType = .executable
option.libraries = [dylib]
let library = try! self.device.makeLibrary(source: source, options: option)
return library
}
func runtime() {
let dylib = self.compileDylib()
let exlib = self.compileExlib(dylib: dylib)
let pipelineDescriptor = MTLComputePipelineDescriptor()
pipelineDescriptor.computeFunction = exlib.makeFunction(name: "OnTheFlyKernel")
pipelineDescriptor.preloadedLibraries = [dylib]
pipeline = try! device.makeComputePipelineState(descriptor: pipelineDescriptor, options: .bindingInfo, reflection: nil)
}
}
I'm a font developer. In the development process, I will revise a font and overwrite the OTF file that is currently enabled (registered) with macOS.
If I then launch an app, it will immediately use the revised version of the font; while apps that are already loaded will continue to use the old version.
This suggests that each app is loading new and separate font data, rather than getting it from some existing cache in memory. Yet macOS does have a "font cache" of some sort.
Some apps, like TextEdit, seem to only load the fonts that they need to use. However, other apps, like Pages, load every enabled (registered) font on the OS!! (According to the Open Files list in Activity Monitor.)
Given that /System/Library/Fonts/ is 625 Mb, and we can't disable any of it, isn't that a lot of data to be repeating? How many fonts is too many fonts?
I can't find much documentation about the process.
Scenario
A SwiftUI view has an overlay with alignment: .top, the content uses .alignmentGuide(.top) {} to adjust the placement.
Issue
When the content of the overlay is in an if-block, the alignment guide is not adjusted.
Example code
The example shows 2 views.
Not working example, where the content is an if-block.
Working example, where the content is not in an if-block
Screenshot: https://github.com/simonnickel/FB15248296-SwiftUIAlignmentGuideInOverlayConditional/blob/main/screenshot.png
Tested on
- Xcode Version 16.0 RC (16A242) on iOS 18.0
Code
// Not working
.overlay(alignment: .top) {
if true { // This line causes .alignmentGuide() to fail
Text("Test")
.alignmentGuide(.top, computeValue: { dimension in
dimension[.bottom]
})
}
}
// Working
.overlay(alignment: .top) {
Text("Test")
.alignmentGuide(.top, computeValue: { dimension in
dimension[.bottom]
})
}
Also created a Feedback: FB15248296
Example Project is here: https://github.com/simonnickel/FB15248296-SwiftUIAlignmentGuideInOverlayConditional/tree/main
I installed xcode 16 and both Predictive Code Completion Model and iOS 18.0 Simulator Failed Download.
I can live without the code completion, but I can not get any Simulator to install.
I clicked of the info button and it shows the following:
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
User Info: {
DVTErrorCreationDateKey = "2024-09-30 15:57:24 +0000";
}
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({
RequestedBuild = 22A3351;
})
Domain: DVTDownloadsUtilitiesErrorDomain
Code: -1
Download failed as the server said authentication failed. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime)
Domain: com.apple.MobileAssetError.Download
Code: 41
User Info: {
checkServer = 1;
}
System Information
macOS Version 15.0 (Build 24A335)
Xcode 16.0 (23051) (Build 16A242d)
Timestamp: 2024-09-30T10:57:24-05:00
On and off I've been trying to figure out how to do hang detection in-application (at least from the user's point of view). Qualitatively what I'd like to do is have a process which runs sample(1) on the application after it's been unresponsive for more than a second or so. Basically, an in-app replacement for Spin Control. The problem I've been stuck on is: how do I tell?
There used to be Core Graphics SPI (CGSRegisterNotifyProc with a value of kCGSEventNotificationAppIsUnresponsive) for doing this, but it doesn't work anymore (either due to sandboxing or system-wide security changes, I can't tell which but it doesn't matter).
One thought I had was to have an XPC service which would expect to receive a checkin once per second from the host (via a timer set up by the host). If it didn't, it would start sample(1). This seems pretty heavyweight to me, since it means that once per second, I'm going to be consuming cycles to check in with the service. But I haven't been able to come up with a scheme that doesn't include some kind of check-in by the target process.
Are there any APIs or strategies that I could use to accomplish this? Or is there some entitlement which would allow the application to request "application became unresponsive"/"application became responsive" notifications from the window server?
Description
The Shortcut Automation Trigger Transaction frequently times out, ultimately causing the shortcut automation to fail. Please see the attached trace for details.
Additionally, the Trigger is activated even when the Transaction is declined.
Details
In the trace I see the error:
[WFWalletTransactionProvider observeForUpdatesWithInitialTransactionIfNeeded:transactionIdentifier:completion:]_block_invoke Hit timeout waiting for transaction with identifier: <private>, finishing.
Open bug report: FB14035016
Hello, I've a question about performance when trying to render lots of items coming from SwiftData via a @Query on a SwiftUI List. Here's my setup:
// Item.swift:
@Model final class Item: Identifiable {
var timestamp: Date
var isOptionA: Bool
init() {
self.timestamp = Date()
self.isOptionA = Bool.random()
}
}
// Menu.swift
enum Menu: String, CaseIterable, Hashable, Identifiable {
var id: String { rawValue }
case optionA
case optionB
case all
var predicate: Predicate<Item> {
switch self {
case .optionA: return #Predicate { $0.isOptionA }
case .optionB: return #Predicate { !$0.isOptionA }
case .all: return #Predicate { _ in true }
}
}
}
// SlowData.swift
@main
struct SlowDataApp: App {
var sharedModelContainer: ModelContainer = {
let schema = Schema([Item.self])
let modelConfiguration = ModelConfiguration(schema: schema, isStoredInMemoryOnly: false)
return try! ModelContainer(for: schema, configurations: [modelConfiguration])
}()
var body: some Scene {
WindowGroup {
ContentView()
}
.modelContainer(sharedModelContainer)
}
}
// ContentView.swift
struct ContentView: View {
@Environment(\.modelContext) private var modelContext
@State var selection: Menu? = .optionA
var body: some View {
NavigationSplitView {
List(Menu.allCases, selection: $selection) { menu in
Text(menu.rawValue).tag(menu)
}
} detail: {
DemoListView(selectedMenu: $selection)
}.onAppear {
// Do this just once
// (0..<15_000).forEach { index in
// let item = Item()
// modelContext.insert(item)
// }
}
}
}
// DemoListView.swift
struct DemoListView: View {
@Binding var selectedMenu: Menu?
@Query private var items: [Item]
init(selectedMenu: Binding<Menu?>) {
self._selectedMenu = selectedMenu
self._items = Query(filter: selectedMenu.wrappedValue?.predicate,
sort: \.timestamp)
}
var body: some View {
// Option 1: touching `items` = slow!
List(items) { item in
Text(item.timestamp.description)
}
// Option 2: Not touching `items` = fast!
// List {
// Text("Not accessing `items` here")
// }
.navigationTitle(selectedMenu?.rawValue ?? "N/A")
}
}
When I use Option 1 on DemoListView, there's a noticeable delay on the navigation. If I use Option 2, there's none. This happens both on Debug builds and Release builds, just FYI because on Xcode 16 Debug builds seem to be slower than expected: https://indieweb.social/@curtclifton/113273571392595819
I've profiled it and the SwiftData fetches seem blazing fast, the Hang occurs when accessing the items property from the List. Is there anything I'm overlooking or it's just as fast as it can be right now?
please help. i've tired every solution i can find online, and believe they may be outdated in most recent version of Xcode:
https://forums.developer.apple.com/forums/thread/92638
https://stackoverflow.com/questions/46216718/missing-cfbundleiconname-in-xcode9-ios11-app-release
Here is the error when distributing the build to testflight ->
Asset validation failed
Missing Info.plist value. A value for the Info.plist key 'CFBundleIconName' is missing in the bundle 'lucaspfeiffer.sun'. Apps built with iOS 11 or later SDK must supply app icons in an asset catalog and must also provide a value for this Info.plist key. For more information see http://help.apple.com/xcode/mac/current/#/dev10510b1f7. (ID: 47b317ae-c06a-425b-9fc7-3c9e6ac9c001)
Asset validation failed
Missing required icon file. The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format for iOS versions >= 10.0. To support older versions of iOS, the icon may be required in the bundle outside of an asset catalog. Make sure the Info.plist file includes appropriate entries referencing the file. See https://developer.apple.com/documentation/bundleresources/information_property_list/user_interface (ID: 362522bf-f96c-4cf2-99b6-8d984ef546b8)
Asset validation failed
Missing required icon file. The bundle does not contain an app icon for iPad of exactly '152x152' pixels, in .png format for iOS versions >= 10.0. To support older operating systems, the icon may be required in the bundle outside of an asset catalog. Make sure the Info.plist file includes appropriate entries referencing the file. See https://developer.apple.com/documentation/bundleresources/information_property_list/user_interface (ID: 9c5a2bcf-36ae-42bf-80fe-705dbe6e85d7)
Topic:
App Store Distribution & Marketing
SubTopic:
TestFlight
I am editing my iOS project in Xcode 16 and want to use the "Swift Compiler - Upcoming Features" section of the build settings to selectively enable the new Swift 6 language features.
I have read the instructions for doing this and have dowloaded an Apple sample project and can see that section under the project and target-level Build Settings in the sample project
However, when I open my Xcode project in XCode 16 that section does not appear.
Is there any way for me to influence how Xcode 16 displays the build settings?
In fact, no "Swift Compiler" sections appear at all under my project Build Settings (All | Combined). There is a "User-Defined" section that has the Swift Version, Compilation Mode and Optimization level.
The project itself is several years old and was on a very old project version. I have upgraded my project document format to "Xcode 16" but it made no difference.
I have compared my project and the sample project in a text editor and both seem to have similar structure. I tried removing unused and outdated settings from my project but that also had no effect.
Is there an alternative to deleting my project file and adding the source files to it? I have a large project with multiple targets so that would be something I'd rather not do.
Hey there,
Is there a way to launch another view by tapping on the preview of a context menu? Something like the behavior of the Photos app where tapping on the preview navigates to the details view.
Tap gesture handlers on the preview don't seem to get called, even as high priority gestures.
Thanks for the help!
Gab
I am trying to add a few properties to an IOUSBHostDevice but the SetProperties is returning kIOReturnUnsupported. The reason I am trying to modify the IOUSBHostDevice's properties is so we can support a MacBook Air SuperDrive when it is attached to our docking station devices. The MacBook Air SuperDrive needs a high powered port to run and this driver will help the OS realize that our dock can support it.
I see that the documentation for SetProperties says:
The default implementation of this method returns kIOReturnUnsupported. You can override this method and use it to modify the set of properties and values as needed. The changes you make apply only to the current service.
Do I need to override IOUSBHostDevice? This is my current Start implementation (you can also see if in the Xcode project):
kern_return_t
IMPL(MyUserUSBHostDriver, Start)
{
kern_return_t ret = kIOReturnSuccess;
OSDictionary * prop = NULL;
OSDictionary * mergeProperties = NULL;
bool success = true;
os_log(OS_LOG_DEFAULT, "> %s", __FUNCTION__);
os_log(OS_LOG_DEFAULT, "%s:%d", __FUNCTION__, __LINE__);
ret = Start(provider, SUPERDISPATCH);
__Require(kIOReturnSuccess == ret, Exit);
os_log(OS_LOG_DEFAULT, "%s:%d", __FUNCTION__, __LINE__);
ivars->host = OSDynamicCast(IOUSBHostDevice, provider);
__Require_Action(NULL != ivars->host, Exit, ret = kIOReturnNoDevice);
os_log(OS_LOG_DEFAULT, "%s:%d", __FUNCTION__, __LINE__);
ret = ivars->host->Open(this, 0, 0);
__Require(kIOReturnSuccess == ret, Exit);
os_log(OS_LOG_DEFAULT, "%s:%d", __FUNCTION__, __LINE__);
ret = CopyProperties(&prop);
__Require(kIOReturnSuccess == ret, Exit);
__Require_Action(NULL != prop, Exit, ret = kIOReturnError);
os_log(OS_LOG_DEFAULT, "%s:%d", __FUNCTION__, __LINE__);
mergeProperties = OSDynamicCast(OSDictionary, prop->getObject("IOProviderMergeProperties"));
mergeProperties->retain();
__Require_Action(NULL != mergeProperties, Exit, ret = kIOReturnError);
os_log(OS_LOG_DEFAULT, "%s:%d", __FUNCTION__, __LINE__);
OSSafeReleaseNULL(prop);
ret = ivars->host->CopyProperties(&prop);
__Require(kIOReturnSuccess == ret, Exit);
__Require_Action(NULL != prop, Exit, ret = kIOReturnError);
os_log(OS_LOG_DEFAULT, "%s:%d", __FUNCTION__, __LINE__);
os_log(OS_LOG_DEFAULT, "%s : %s", "USB Product Name", ((OSString *) prop->getObject("USB Product Name"))->getCStringNoCopy());
os_log(OS_LOG_DEFAULT, "%s : %s", "USB Vendor Name", ((OSString *) prop->getObject("USB Vendor Name"))->getCStringNoCopy());
os_log(OS_LOG_DEFAULT, "%s:%d", __FUNCTION__, __LINE__);
success = prop->merge(mergeProperties);
__Require_Action(success, Exit, ret = kIOReturnError);
os_log(OS_LOG_DEFAULT, "%s:%d", __FUNCTION__, __LINE__);
ret = ivars->host->SetProperties(prop); // this is no working
__Require(kIOReturnSuccess == ret, Exit);
Exit:
OSSafeReleaseNULL(mergeProperties);
OSSafeReleaseNULL(prop);
os_log(OS_LOG_DEFAULT, "err ref %d", kIOReturnUnsupported);
os_log(OS_LOG_DEFAULT, "< %s %d", __FUNCTION__, ret);
return ret;
}
For un unknown reason, my Apple ID has been blocked. Since I can not connect anymore to my developer account !
I've asked to unblock it (iforgot.apple.com) but according to support the unblock sequence is not send because this Apple ID is in used.
I need help to unblock my ID in order to manage my app....
note : I use an another account to post this messages.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
I add the following info in the build settings of my app.
Then I also add the icon to my asset.
I build the app, it works normally, but I notice that when I changed the icon to 'AppIcon-Defaults', The icon change alert didn't appear. but it succeeds
.
I uploaded the archive to App Store I got:
ITMS-90895: Missing Icon - The Info.plist key CFBundleIcons.CFBundleAlternateIcons contains an entry “AppIcon-Defaults” that references asset “AppIcon-Defaults.” No such asset is present in the asset catalog.
Then I use xcrun --sdk iphoneos assetutil --info Assets.car to check the assets inside the archieved app, It have the asset.
My application needs local network access. When it is started for the first time, the user gets a prompt to enable local network access (as expected). The application is then shown as enabled in Privacy & Security / Local Network and local network access is working.
If macOS is then shutdown and restarted, local network access is blocked for the application even though it is still shown as enabled in Privacy & Security / Local Network. Local network access can be restored either by toggling permission off and on in Privacy & Security / Local Network or by disabling and enabling Wi-Fi.
This behaviour is consistent on Sequoia 15.1. It happens sometimes on 15.0 and 15.0.1 but not every time. Is my application doing something wrong or is this a Sequoia issue? If it is a Sequoia issue, is there some change I can make to my application to work around it?
When we upload workout data to HealthKit the route information with the workout detailed data is incomplete: just a few dots.
When we select "Show all workout routes" the route data for the same workout shows correctly.
We use the HKWorkoutBuilder to store the workout data, and add the location data with the HKWorkoutRouteBuilder to the workout with
Is this an Apple Health issue, or do we have to change something in the way we store the location data to the workout?
Topic:
App & System Services
SubTopic:
Health & Fitness
Is there any way to prevent the keyboard from bouncing when changing the focus state in onSubmit? Or is it not recommended to change focus in onSubmit?
The following view is setup so that pressing return on the keyboard should cause focus to move between the TextFields.
struct TextFieldFocusState: View {
enum Field {
case field1
case field2
}
@FocusState var focusedField: Field?
var body: some View {
Form {
TextField("Field 1", text: .constant(""))
.focused($focusedField, equals: .field1)
.onSubmit { focusedField = .field2 }
TextField("Field 2", text: .constant(""))
.focused($focusedField, equals: .field2)
.onSubmit { focusedField = .field1 }
}
}
}
I would expect that when pressing return, the keyboard would say on screen.
What actually happens is the keyboard appears to bounce when the return key is pressed (first half of gif). I assume this is because onSubmit starts dismissing the keyboard then setting the focus state causes the keyboard to be presented again.
The issue doesn't occur when tapping directly on the text fields to change focus (second half of gif).
My app is being rejected again and again because the reviewer keeps saying that there is a bug with the app, the get OTP button did not work. They are using Ipad Air.
Now the issue is that I have tested my app again and again on every device possible and I am able to login perfectly every time. I am using firebase phone authentication to login. I don't know what to do ?