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BGContinuedProcessingTask code pauses when device is locked
I have been experimenting with the BGContinuedProcessingTask API recently (and published sample code for it https://github.com/infinitepower18/BGContinuedProcessingTaskDemo) I have noticed that if I lock the phone, the code that runs as part of the task stops executing. My sample code simply updates the progress each second until it gets to 100, so it should be completed in 1 minute 40 seconds. However, after locking the phone and checking the lock screen a few seconds later the progress indicator was in the same position as before I locked it. If I leave the phone locked for several minutes and check the lock screen the live activity says "Task failed". I haven't seen anything in the documentation regarding execution of tasks while the phone is locked. So I'm a bit confused if I encountered an iOS bug here?
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Thoughts while looking into upgrading from SCNetworkReachabilityGetFlags to NWPathMonitor
I have been using the SCNetworkReachabilityGetFlags for 10+ years to inform users that their request won't work. In my experience this works pretty well although i am aware of the limitations. Now, i am looking into the NWPathMonitor, and i have one situation that i'm trying to. get my head around - it's asynchronous. Specifically, i am wondering what to do when my geofences trigger and i want to check network connectivity - i want to tell the user why the operation i'll perform because of the trigger couldn't be done. SO. say i start a NWPathMonitor in didFinishLaunchingWithOptions. When the app is booted up because of a geofence trigger, might i not end up in a case where my didEnterRegion / didExitRegion gets called before the NWPathMonitor has gotten its first status? The advantage here with SCNetworkReachabilityGetFlags, as i understand it, would be that it's synchronous? If i want to upgrade to nwpathmonitor, i guess i have to do a method that creates a nwpathmonitor, uses a semaphore to wait for the first callback, then contunues? Thoughts appreciated
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Your case ID for this conversation is 102769512657.
Hi everyone, I’m unable to enable Xcode Cloud for any app on my account. At the final step of the Xcode workflow setup (“Confirm App on App Store Connect”), pressing Complete always returns: “ could not be added to Xcode Cloud. Authentication credentials are invalid.” This affects both existing apps and completely new test apps with fresh bundle IDs. What I’ve verified • I am Account Holder and Admin. • All agreements are accepted. • App creation, bundle ID registration, and certificate management work normally. • I’ve removed/re-added my Apple ID in Xcode and cleared all Xcode-* tokens from Keychain. • Test apps in clean Git repos reproduce the same error. Support I have already opened Case ID 102769512657 with Apple Developer Support, but I’m posting here in case others have seen this issue or know of additional steps to confirm the provisioning state.
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Bouncy ball in RealityKit - game
I'm developing a VisionOS app with bouncing ball physics and struggling to achieve natural bouncing behavior using RealityKit's physics system. Despite following Apple's recommended parameters, the ball loses significant energy on each bounce and doesn't behave like a real basketball, tennis ball, or football would. With identical physics parameters (restitution = 1.0), RealityKit shows significant energy loss. I've had to implement a custom physics system to compensate, but I want to use native RealityKit physics. It's impossible to make it work by applying custom impulses. Ball Physics Setup (Following Apple Forum Recommendations) // From PhysicsManager.swift private func createBallEntityRealityKit() -> Entity { let ballRadius: Float = 0.05 let ballEntity = Entity() ballEntity.name = "bouncingBall" // Mesh and material let mesh = MeshResource.generateSphere(radius: ballRadius) var material = PhysicallyBasedMaterial() material.baseColor = .init(tint: .cyan) material.roughness = .float(0.3) material.metallic = .float(0.8) ballEntity.components.set(ModelComponent(mesh: mesh, materials: [material])) // Physics setup from Apple Developer Forums let physics = PhysicsBodyComponent( massProperties: .init(mass: 0.624), // Seems too heavy for 5cm ball material: PhysicsMaterialResource.generate( staticFriction: 0.8, dynamicFriction: 0.6, restitution: 1.0 // Perfect elasticity, yet still loses energy ), mode: .dynamic ) ballEntity.components.set(physics) ballEntity.components.set(PhysicsMotionComponent()) // Collision setup let collisionShape = ShapeResource.generateSphere(radius: ballRadius) ballEntity.components.set(CollisionComponent(shapes: [collisionShape])) return ballEntity } Ground Plane Physics // From GroundPlaneView.swift let groundPhysics = PhysicsBodyComponent( massProperties: .init(mass: 1000), material: PhysicsMaterialResource.generate( staticFriction: 0.7, dynamicFriction: 0.6, restitution: 1.0 // Perfect bounce ), mode: .static ) entity.components.set(groundPhysics) Wall Physics // From WalledBoxManager.swift let wallPhysics = PhysicsBodyComponent( massProperties: .init(mass: 1000), material: PhysicsMaterialResource.generate( staticFriction: 0.7, dynamicFriction: 0.6, restitution: 0.85 // Slightly less than ground ), mode: .static ) wall.components.set(wallPhysics) Collision Detection // From GroundPlaneView.swift content.subscribe(to: CollisionEvents.Began.self) { event in guard physicsMode == .realityKit else { return } let currentTime = Date().timeIntervalSince1970 guard currentTime - lastCollisionTime > 0.1 else { return } if event.entityA.name == "bouncingBall" || event.entityB.name == "bouncingBall" { let normal = event.collision.normal // Distinguish between wall and ground collisions if abs(normal.y) < 0.3 { // Wall bounce print("Wall collision detected") } else if normal.y > 0.7 { // Ground bounce print("Ground collision detected") } lastCollisionTime = currentTime } } Issues Observed Energy Loss: Despite restitution = 1.0 (perfect elasticity), the ball loses ~20-30% energy per bounce Wall Sliding: Ball tends to slide down walls instead of bouncing naturally No Damping Control: Comments mention damping values but they don't seem to affect the physics Change in mass also doesn't do much. Custom Physics System (Workaround) I've implemented a custom physics system that manually calculates velocities and applies more realistic restitution values: // From BouncingBallComponent.swift struct BouncingBallComponent: Component { var velocity: SIMD3<Float> = .zero var angularVelocity: SIMD3<Float> = .zero var bounceState: BounceState = .idle var lastBounceTime: TimeInterval = 0 var bounceCount: Int = 0 var peakHeight: Float = 0 var totalFallDistance: Float = 0 enum BounceState { case idle case falling case justBounced case bouncing case settled } } Is this energy loss expected behavior in RealityKit, even with perfect restitution (1.0)? Are there additional physics parameters (damping, solver iterations, etc.) that could improve bounce behavior? Would switching to Unity be necessary for more realistic ball physics, or am I missing something in RealityKit? Even in the last video here: https://stepinto.vision/example-code/collisions-physics-physics-material/ bounce of the ball is very unnatural - stops after 3-4 bounces. I apply custom impulses, but then if I have walls around the ball, it's almost impossible to make it look natural. I also saw this post https://developer.apple.com/forums/thread/759422 and ball is still not bouncing naturally.
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Home App Intermittent Hub Not Responding Bug
I'm encountering a strange behavior with one of my home's on Home app while I'm off network. When I launch the app it indicates that the hub is not responding and all of my devices are unavailable. However, on the menu bar at the bottom if I switch to "Automation" and back to "Home" the pop-up goes away and my devices are accessible again (sometimes this take a few attempts). Siri is also able to consistently control my devices without an issue. The same behavior occurs with Home app on other devices (e.g. Mac) and with other members that have access to the household. 3rd party HomeKit app like "Controller" does not have an issue. This issue began with iOS 26 and I haven't had much luck resolving the issue. I already tried rebooting everything, including removing and re-adding an Apple TV (home hub). I have other homes shared with me in Home App with similar network/environment that are still working. The home I'm having issues has the most number of devices though (over 100+).
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Background script in the form of a service worker cannot be debugged
If the extension uses manifest v3 and a background script in the form of a service worker, then in Safari it is not possible to open the background script debugging window. If I expand the Developer menu in Safari, there is nothing under Web Extension Background Data (or disappear after click), which is an error. In other browsers (Edge, Chrome, Opera, Firefox) this works correctly. If I switch the background script back to non-persistent script mode, everything works fine and from the Developer menu and the Web Extension Background Data submenu I am able to open the background script debugging window for the extension. Am I doing something wrong?
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Unable to get a new API Key
When I try to get a new API Key I get the following error. "API Keys cannot be created due to an invalid Program License Agreement. Please update this agreement and try your request again." I have been to the agreement section, and it says: "Issued October 8, 2025. Accepted November 19, 2025." Any idea why I still get this error?? Not sure if that makes a difference. I had a paid account, but I didn't renew it because I don't need it anymore, and I was told that I can still use this account for free for app testing.
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codesign stubbornly failing
I'm trying to sign a .app package coming from Py2app. Unfortunately I keep running into the same two issues: The binary is not signed with a valid Developer ID certificate. and The signature does not include a secure timestamp. I tried everything, from recreating the signatures, with different arguments, different keys and certificates, but it keeps complaining with these two errors on a long list of files. For reference I added the python script I use for signing the files. code_singing.py
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MacOS 26 TestFlight SIGKILLs app when updating
We're developing an Electron app for MacOS App Store. When updating our app through TestFlight, TestFlight prompts "Close This App to Update", and when I click "Continue" our app would be "Terminated" for update. Now this is where things go wrong. On MacOS 15 our app seems to be gracefully terminating (We attached it with lldb and it shows that our app returns with 0 when we click "Continue") which is fine. However for MacOS 26 though, it seems that TestFlight just directly SIGKILLs our app (indicated by lldb), which means that all of our app's child processes are left orphaned. Even worse, our app is singleton, which means that when the app relaunches it fails, because the leftover child processes from the previously SIGKILLed session is still alive, and even if we want to kill those orphaned child processes we can't because our app is sandboxed thus cannot kill processes outside of the current sandbox. We captured output from log stream (app name redacted): 12-02 22:08:16.477036-0800 0x5452     Default     0x5a4a7              677    7    installcoordinationd: [com.apple.installcoordination:daemon] -[IXSCoordinatorProgress setTotalUnitsCompleted:]: Progress for coordinator: [com.our.app/Invalid/[user-defined//Applications/OurApp.app]], Phase: IXCoordinatorProgressPhaseLoading, Percentage: 99.454 123: Attempt to set units completed on finished progress: 214095161 2025-12-02 22:08:16.483056-0800 0x53ba     Default     0x5a5c9              167    0    runningboardd: (RunningBoard) [com.apple.runningboard:connection] Received termination request from [osservice<com.apple.installcoordinationd(274)>:677] on <RBSProcessPredicate <RBSProcessBundleIdentifierPredicate "com.our.app">> with context <RBSTerminateContext| explanation:installcoordinationd app:[com.our.app/Invalid/[user-defined//Applications/OurApp.app]] uuid:A3BC0629-124E-4165-ABB7-1324380FC354 isPlaceholder:N re portType:None maxTerminationResistance:Absolute attrs:[ 2025-12-02 22:08:16.488651-0800 0x53ba     Default     0x5a5c9              167    7    runningboardd: (RunningBoard) [com.apple.runningboard:ttl] Acquiring assertion targeting system from originator [osservice<com.apple.installcoordinationd(274)>:677] with description <RBSAssertionDescriptor| "installcoordinationd app:[com.our.app/Invalid/[user-defined//Applications/OurApp.app]] uuid:A3BC0629-124E-4165-ABB7-1324380FC354 isPlaceholder:N" ID:167-677-1463 target:system attributes:[ 2025-12-02 22:08:16.489353-0800 0x53ba     Default     0x5a5c9              167    0    runningboardd: (RunningBoard) [com.apple.runningboard:process] [app<application.com.our.app.485547.485561(501)>:2470] Terminating with context: <RBSTerminateContext| explanation:installcoordinationd app:[com.our.app/Invalid/[user-defined//Applications/OurApp.app]] uuid:A3BC0629-124E-4165-ABB7-1324380FC354 isPlaceholder:N reportType:None maxTerminationResistance:Absolute attrs:[ 2025-12-02 22:10:23.920869-0800 0x5a5a     Default     0x5a4c6              674    14   appstoreagent: [com.apple.appstored:Library] [A95D57D7] Completed with 1 result: <ASDApp: 0xc932a8780>: {bundleID = com.our.app; completedUnitCount = 600; path = /Applications/OurApp.app; installed = 0} 2025-12-02 22:10:32.027304-0800 0x5ae5     Default     0x5a4c7              674    14   appstoreagent: [com.apple.appstored:Library] [BEB5F2FD] Completed with 1 result: <ASDApp: 0xc932a8780>: {bundleID = com.our.app; completedUnitCount = 600; path = /Applications/OurApp.app; installed = 0} 2025-12-02 22:10:36.542321-0800 0x5b81     Default     0x5a4c8              674    14   appstoreagent: [com.apple.appstored:Library] [185B9DD6] Completed with 1 result: <ASDApp: 0xc932a8780>: {bundleID = com.our.app; completedUnitCount = 600; path = /Applications/OurApp.app; installed = 0} The line "Terminating with context" seems suspicious. This line is not seen on MacOS 15, only MacOS 26. Is this documented behavior? If so, how can we handle this?
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Can't Edit Age Ratings in App Information Section of App Store Connect for released App Versions
Can't Edit Age Ratings in App Information Section of App Store Connect for released App Versions. I only have option to View. I think some of the Age Rating questions are still unanswered but when I view them, I can't Edit them. Non-released apps of mine in App Store Connect allow me to edit answers to the Age Ratings questions but I can only View Age Rating questions for released apps. Do I have to create a new version/build and submit to App Store Connect to be able to Edit the Age Questions?
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Live Activities Push-to-Start flows
Good morning, We are implementing Live Activities in a push-to-start flow. We wrap the listener for push to start tokens in a high priority task: if ptsListenerTask == nil || ptsListenerTask?.isCancelled == true { ptsListenerTask = Task(priority: .high) { [weak self] in for await pushToken in Activity<LiveAuctionAttributes>.pushToStartTokenUpdates { //Send token to back-end } } I've tried a few variations of this and they work well on most devices. I have seen a couple of devices that refuse to issue a push to start token. The user will have logging for the init flow and starting the PTS listener then the logs just go silent, nothing happens. One thing that seemed to work was getting the user to start a Live Activity manually (from our debugging tool) then the PTS token gets issued. This is not very reliable and working a mock live activity into the flow for obtaining a PTS token is a poor solution. Is anyone else seeing this and is there a known issue with obtaining PTS tokens? Thanks! Brad
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Widget link broken by `.desaturated` image rendering mode
Using desaturated mode on an image in a widget will break any links or buttons that use the image as their 'label'. Using the following will just open the app as if there was no link at all - therefore just using the fallback userActivity handler, or any .widgetURL() urls provided. Link(destination: URL(string: "bug://never-works")!) { Image("puppy") .widgetAccentedRenderingMode(.desaturated) } The same goes for buttons: Button(intent: MyDemoIntent()) { Image("puppy") .widgetAccentedRenderingMode(.desaturated) } I've tried hacky solutions like putting the link behind the image using a ZStack, and disabling hit testing on the image, but they don't work. Anything else to try? Logged as Feedback #15152620.
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RealityKit / visionOS – Memory not released after dismissing ImmersiveSpace with USDZ models
Hi everyone, I’m encountering a memory overflow issue in my visionOS app and I’d like to confirm if this is expected behavior or if I’m missing something in cleanup. App Context The app showcases apartments in real scale using AR. Apartments are heavy USDZ models (hundreds of thousands of triangles, high-resolution textures). Users can walk inside the apartments, and performance is good even close to hardware limits. Flow The app starts in a full immersive space (RealityView) for selecting the apartment. When an apartment is selected, a new ImmersiveSpace opens and the apartment scene loads. The scene includes multiple USDZ models, EnvironmentResources, and dynamic textures for skyboxes. When the user dismisses the experience, we attempt cleanup: Nulling out all entity references. Removing ModelComponents. Clearing cached textures and skyboxes. Forcing dictionaries/collections to empty. Despite this cleanup, memory usage remains very high. Problem After dismissing the ImmersiveSpace, memory does not return to baseline. Check the attached screenshot of the profiling made using Instruments: Initial state: ~30MB (main menu). After loading models sequentially: ~3.3GB. Skybox textures bring it near ~4GB. After dismissing the experience (at ~01:00 mark): memory only drops slightly (to ~2.66GB). When loading the second apartment, memory continues to increase until ~5GB, at which point the app crashes due to memory pressure. The issue is consistently visible under VM: IOSurface in Instruments. No leaks are detected. So it looks like RealityKit (or lower-level frameworks) keeps caching meshes and textures, and does not free them when RealityView is ended. But for my use case, these resources should be fully released once the ImmersiveSpace is dismissed, since new apartments will load entirely different models and textures. Cleanup Code Example Here’s a simplified version of the cleanup I’m doing: func clearAllRoomEntities() { for (entityName, entity) in entityFromMarker { entity.removeFromParent() if let modelEntity = entity as? ModelEntity { modelEntity.components.removeAll() modelEntity.children.forEach { $0.removeFromParent() } modelEntity.clearTexturesAndMaterials() } entityFromMarker[entityName] = nil removeSkyboxPortals(from: entityName) } entityFromMarker.removeAll() } extension ModelEntity { func clearTexturesAndMaterials() { guard var modelComponent = self.model else { return } for index in modelComponent.materials.indices { removeTextures(from: &modelComponent.materials[index]) } modelComponent.materials.removeAll() self.model = modelComponent self.model = nil } private func removeTextures(from material: inout any Material) { if var pbr = material as? PhysicallyBasedMaterial { pbr.baseColor.texture = nil pbr.emissiveColor.texture = nil pbr.metallic.texture = nil pbr.roughness.texture = nil pbr.normal.texture = nil pbr.ambientOcclusion.texture = nil pbr.clearcoat.texture = nil material = pbr } else if var simple = material as? SimpleMaterial { simple.color.texture = nil material = simple } } } Questions Is this expected RealityKit behavior (textures/meshes cached internally)? Is there a way to force RealityKit to release GPU resources tied to USDZ models when they’re no longer used? Should dismissing the ImmersiveSpace automatically free those IOSurfaces, or do I need to handle this differently? Any guidance, best practices, or confirmation would be hugely appreciated. Thanks in advance!
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AgeRange Functionality working on iPhone how to debug on Mac?
I created in my Objective-c project the AgeRange check for a special function. It is working well on an iPhone. Now I used my Mac and added my app to the TestFlight on my macOS Tahoe 26.1 Here it is directly crashing. But how can I debug an Application which is created for iPhone and iPad with Xcode? I cannot use the target myMac when running a debugging mode. So how is the debugging working for such Apps?
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v2 Weatherkit REST API documentation release date
Hi. The WWDC video of the v2 weatherkit api showed some examples for the REST API. However, they were very limited. The documentation for the REST API is currently for the v1 weatherkit API. When will the documentation for the v2 API be released? There are some new features of the v2 that I would really like to use, but I can't without knowing the new v2 REST API specifications. Any guidance would be much appreciated. Thanks!
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NSWorkspace openURL fails on file in iCloud Drive
When I pass a file path url of a file in iCloud Drive to -[NSWorkspace openURLs:withApplicationAtURL:configuration:completionHandler:], it fails. There is no exception, and the completion handler isn't called. This is in a sandboxed app on macOS 26.1. NSWorkspaceOpenConfiguration* config = NSWorkspaceOpenConfiguration.configuration; config.activates = YES; config.promptsUserIfNeeded = YES; NSLog(@"performDrag 2 with %@", filePathObs); [NSWorkspace.sharedWorkspace openURLs: filePathObs withApplicationAtURL: appURL configuration: config completionHandler: ^(NSRunningApplication * _Nullable app, NSError * _Nullable error) { NSLog(@"performDrag 3"); if (error != nil) { NSLog(@"%@\n%@", error, filePathObs); } NSLog(@"complete performDrag"); }]; NSLog(@"performDrag 4"); In the debug log, the performDrag 2 and performDrag 4 messages appear. I also looked in the Console log, but the only messages that mention my app don't mean anything to me. AFIsDeviceGreymatterEligible Missing entitlements for os_eligibility lookup 6c Reentrant message: kDragIPCCompleted, current message: kDragIPCLeaveApplication
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Unable to launch tests in Xcode 26
I am trying to upgrade my app to use Xcode 26 and I cannot get my tests to launch. I am trying to launch tests to the simulator, and I always get this error after 300 second timeout: "encountered an error (The test runner hung before establishing connection.)" There are no other errors getting logged. I can run to the same simulator just fine, and in Xcode 16 the tests launch with no issues. The tests also run fine on an actual iPhone. Thanks in advance.
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