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Unable to enroll into Apple Developer Program
Facing issues with enrolling into the program. Trying to do from Apple Developer app results into the error - Unable to continue (Contact support at https://developer.apple.com/contact/.) Tried from browser as well - the credit card doesnt asks for CVV so not exactly sure how will we get the OTP and the transaction is bound to fail ig? It seems so random can anyone help me with this?
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Seeking TestFlight testers for audiobook resume and read-along sync
Emma's Library needs 16 more iPhone or iPad testers for a free five-minute TestFlight check. Join: https://testflight.apple.com/join/69PadvA5 Play any audiobook with highlighted text for 3 minutes. Close and reopen the app. Send TestFlight feedback: did audio and text resume together? Build 53. No purchase required. We especially need feedback on resume reliability, text/audio sync, and accessibility.
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Xcode 27 Beta 4 regression: "Multiple commands produce" error when a SwiftPM binary xcframework product is linked from both an app target and an embedded framework target
In Xcode 27 Beta 4 (27A5228h), building a project that has a SwiftPM binary target (xcframework) linked directly from both an app target AND a framework target that is embedded in that app fails with "Multiple commands produce" errors. The same project and pbxproj builds successfully in Xcode 27 Beta 3 (27A5218g), so this is a regression introduced in Beta 4. Steps to Reproduce Create a new iOS App project. Add a Framework target (e.g. "SampleCommon") and embed it into the app. Add a SwiftPM dependency for a package that vends a binary xcframework product. Confirmed with airbnb/lottie-spm 4.6.1 (https://github.com/airbnb/lottie-spm). In "Frameworks, Libraries, and Embedded Content" of the app target, add the SwiftPM product (Lottie) with "Embed & Sign". In "Frameworks and Libraries" of the framework target, add the same SwiftPM product (Lottie). Build the app scheme for iOS Simulator. Expected result Build succeeds. The xcframework is embedded exactly once into the .app bundle. This is the behavior in Xcode 27 Beta 3 and Xcode 26. Actual result Build fails with: error: Unexpected duplicate tasks error: Multiple commands produce '.../<App>.app/Frameworks/Lottie.framework/Lottie' error: Multiple commands produce '.../<App>.app/Frameworks/Lottie.framework' Two Copy tasks are emitted for the same output path in the app target: Copy from Build/Products/Debug-iphonesimulator/PackageFrameworks/Lottie.framework Copy from SourcePackages/artifacts/lottie-spm/Lottie/Lottie.xcframework/ios-arm64_x86_64-simulator/Lottie.framework Additionally, an auto-generated target named "Lottiedynamic-product" emits duplicate MkDir / ProcessInfoPlistFile tasks for PackageFrameworks/Lottie.framework, which suggests the packaging path for binary xcframework products has been duplicated in Beta 4. Regression Xcode 27 Beta 3 (27A5218g): builds successfully Xcode 27 Beta 4 (27A5228h): fails with the above errors Xcode 26.x: builds successfully Minimal reproduction The issue reproduces on a 2-target Xcode project (app + framework) with airbnb/lottie-spm added and linked from both targetstory captures the smallest triggering diff: pattern1: app links Lottie only -> BUILD SUCCEEDED pattern2: framework links Lottie only -> BUILD SUCCEEDED pattern3: both app and framework link Lottie -> BUILD FAILED (only on Beta 4) Only the framework target's packageProductDependencies and Frameworks build phase entries differ between the succeeding and failing states. Workaround Link the SwiftPM binary product from only one target (either the app or the framework, not both). If only the framework tarl gets the framework transitively at runtime. Impact Any project that uses a SwiftPM binary xcframework and organizes code across multiple linked targets (a very common pattern for larger apps) is blocked from adopting Xcode 27 Beta 4. Environment Xcode 27.0 Beta 4 (27A5228h) macOS 26.5.2 Package: airbnb/lottie-spm 4.6.1 Destination: iOS Simulator (iPhone 17, latest)
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Enrollment UKT893R6J8 pending 15 days — paid, invoice issued, page still says "Complete your purchase" (Case 102940265350)
Individual enrollment from Oman, stuck 15 days, no response to three follow-ups. Posting here after escalating through Developer Support without resolution. Timeline: 9 Jul 2026 — paid US$99. Invoice issued, amount due US$0.00. 13 Jul — advisor emailed about a name mismatch between my ID and the enrollment name. Replied same day confirming I am the intended applicant and re-attaching my valid government-issued Omani ID (my legal name is longer than the short form I normally use). 18 Jul and 20 Jul — followed up. No response to any of the three. Two issues on the same case: the identity check has never been acknowledged, and the completed payment has not been applied — the enrollment page still shows "Complete your purchase" and asks for US$99 again. I have not paid a second time, to avoid a duplicate enrollment. Enrollment ID: UKT893R6J8 Case: 102940265350 Could an Apple staff member please escalate this? Happy to provide anything needed privately.
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Can developers customize the minimum payment threshold for in-app purchase revenue?
Isn't there a way for developers to make custom adjustments to the transferred revenue, such as changing the minimum payment amount to 100,000 yen? Looking at the site below, I thought that the minimum payment amount determined by Apple for each region and currency is fixed and cannot be customized. Is this correct? https://developer.apple.com/help/app-store-connect/reference/reporting/minimum-payment-threshold
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How to bring webauth session to front
We have an application (macOS) which opens an ASWebAuthenticationSession window to prompt the user for credentials. This works well, except for there are times when the window is opened behind other windows - and the user does not see that they are being prompted for authentication. Is there some way to force this window to be always-on-top or at the very least, to bring it to the foreground on top of other windows (including other browser windows from the same default system browser).
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technical clarification on sensorkit measurement sampling
Dear SensorKit team, We are currently working with SensorKit ambient light data under our approved SensorKit entitlement for research use. We would be grateful for some technical clarification on the sampling strategy for the SRSensor.ambientLightSensor stream, as this directly affects how we analyse and report the data. In exported data from Apple Watch, we observe that ambient light samples do not appear to follow a fixed sampling cadence. Instead, the data appear burst-like: in one short window, we see many samples with inter-sample intervals around 100 ms, occasional near-duplicate timestamps, and then gaps of around 10 to 30 seconds with no samples. This suggests that the stream may be adaptive, event-triggered, buffered, or subject to system-level sampling decisions. We also noticed a related discrepancy when comparing the SensorKit ambient light trace with the Health app display for a corresponding Time in Daylight sample. In one example, the Health app shows a 5-minute Time in Daylight interval with a “Maximum Light Intensity” value of 9,493 lux. In the SensorKit ambient light trace around that period, the raw samples show a different maximum depending on the precise time window considered, including higher values shortly before the HealthKit interval start and lower values within the subset of SensorKit samples we inspected. We realise that Time in Daylight may be generated by a separate internal aggregation or classification pipeline, but this comparison raised the question of how closely SensorKit ambient light samples should be expected to correspond to the light intensity values displayed in Health. Could you clarify the following points for SensorKit ambient light data? Is SRSensor.ambientLightSensor sampled at a fixed cadence, or is sampling adaptive / event-driven? If sampling is adaptive, what factors influence sampling density? For example, changes in illuminance, device or wrist motion, device orientation, display state, app state, power state, charging state, or other system-level conditions. Are ambient light readings buffered and delivered or exported in bursts? Do SensorKit timestamps correspond to the physical sensor acquisition time, processing time, or the time at which the sample is made available through SensorKit? Are duplicate or near-duplicate ambient light samples expected in SensorKit exports? Are there circumstances under which ambient light sampling is suspended, downsampled, or suppressed? Is SensorKit ambient light expected to match, approximate, or differ from the light intensity values shown in Health app Time in Daylight sample details? Is the “Maximum Light Intensity” shown for Time in Daylight computed from the same underlying ambient light sensor stream exposed through SensorKit, or from a separate internal stream or aggregation? Are there recommended practices for analysing SensorKit ambient light data, especially with respect to irregular sampling, burst sampling, missing intervals, and aggregation to longer time windows? Is the sampling strategy the same across Apple Watch hardware versions, or should researchers expect device-specific differences? We do not need proprietary implementation details. Our goal is to understand the methodological constraints well enough to analyse the data appropriately and describe the limitations accurately in scientific work. Thank you!
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Guideline 4.3(a) - Design - Spam
Dear Apple Review Team & Develpers! Could anyone clarify why Apple Reviewers, when rejecting the app under Guideline 4.3(a) - Design - Spam, do not provide any specific details? Each time my app is rejected, I receive a generic, automated response. In contrast, I provide detailed information and request clarification on the exact reasons for the rejection- specifically, what aspects of the app do not meet Apple's requirements. However, the responses I receive are always the same standard message without any useful details. Am I correct in understanding that the review process is entirely automated, with no human evaluation, resulting in repetitive, unhelpful replies? I would appreciate a more detailed response that can genuinely help me address the issue and ensure my app complies with Apple's guidelines. Here is their standard generic response to any my reply where I provide details and ask questions, but Apple Reviewer answer alsway with the same text: Guideline 4.3(a) - Design - Spam This app duplicates the content and functionality of other apps on the App Store, which is considered a form of spam. Specifically, this app appears to be identical to apps already on the App Store from other developers. Apps that duplicate content or functionality create clutter, diminish the overall experience for the end user, and reduce the ability of developers to market their apps. Next Steps It would be appropriate to revise your app to provide a unique experience or submit a new app that does not duplicate the content and functionality of other apps on the App Store. Resources Some factors that contribute to a spam rejection may include: Submitting an app with the same source code or assets as other apps already submitted to the App Store Creating and submitting multiple similar apps using a repackaged app template Purchasing an app template with problematic code from a third party Submitting several similar apps across multiple accounts Learn more about our requirements to prevent spam in App Review Guideline 4.3(a). Support Reply to this message in your preferred language if you need assistance. If you need additional support, use the Contact Us module. Consult with fellow developers and Apple engineers on the Apple Developer Forums. Provide feedback on this message and your review experience by completing a short survey. Review Environment Submission ID: c4a62f43-b02a-40f0-b763-e00fcc996512 Review date: March 04, 2025 Version reviewed: 11.4.1202
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Supporting legacy INAddTasksIntent and the new .reminders.createReminder App Intent schema
We have a list app that implements INAddTasksIntent so users can add items to our app with Siri. We're now working on implementing an App Intent for the .reminders.createReminder schema for iOS 27. Our app still supports iOS 18, so it implements both INAddTasksIntent and the .reminders.createReminder schema. Observed behavior (iOS 27 beta 4): When we say "Siri, add eggs to my grocery list in AppName", Siri routes the request to the legacy INAddTasksIntent handler in our SiriKit extension. Our new CreateReminderIntent is never invoked. I confirmed this with breakpoints and logging in both handlers. The CreateReminderIntent does seem to be set up correctly, because it appears in the Shortcuts app and I can invoke it via AppIntentsTesting. Also, after using the above phrase, I was able to say "Siri, add cookies to my grocery list" and the item got added to my app via the INAddTasksIntent, even though I didn't specify the app name in the request. This also worked with a version of our app that does not contain CreateReminderIntent running on iOS 26.5. Isn't the app name normally required for INAddTasksIntent to be invoked? Questions: Is Siri activating the INAddTasksIntent instead of the new CreateReminderIntent expected behavior? Are users on iOS 27 going to have a worse experience adding items to our app with Siri if we support both INAddTasksIntent and the new CreateReminderIntent? If so, how do you recommend we proceed? Thank you for any guidance you can provide.
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Apple CDN returning 404 Not found for our universal Link domain.
Hi Team, Our universal links were working fine but since last week we are facing issues and when tapping the links outside app it takes to browser and not the app. Apple CDN is returning 404 for our domain and not the contents of AASA file. https://app-site-association.cdn-apple.com/a/v1/app.ooredoo.om sudo swcutil dl -d app.ooredoo.om returns The operation couldn’t be completed. (SWCErrorDomain error 7.) Can we get the exact issue apple is facing to cache the AASA file in CDN. Any server config which we need to do for AASA bot to access the file. Thanks in advance.
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Problem removing NSUserTrackingUsageDescription from App Store Connect
Hi, we have an app which used DeviceID to track users. We had implemented ATT and setup our privacy declaration in ASC accordingly. Now in our new version we decided to not track users anymore. We removed NSUserTrackingUsageDescription, removed ATT permission code and submitted the new version. Now, reviewer has complained that our privacy declaration in ASC still says we are tracking users and refused app acceptance. They told us to update the privacy declaration in ASC. We tried to do so, but ASC does not allow us to remove device ID tracking. It is showing a warning that our app still uses NSUserTrackingUsageDescription and in fact that is true for the production version. We are now in a chicken egg problem. We can't change our privacy declaration in ASC because the production version still uses the feature AND we do not get the new version accepted as long as our privacy declaration is not changed. How can we fix that ? Pls advise !
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GaussianSplatComponent — stale visibility set after close-range camera approach
Title: GaussianSplatComponent — stale visibility set after close-range camera approach (iOS 27 beta 4, still unfixed) Filed this as a radar during beta 3; still reproduces unchanged on beta 4, so posting here in case anyone from the RealityKit team can confirm it's tracked before this ships. Radar: FB23749559 (filed against beta 3, re-verified on beta 4) Summary On iOS, GaussianSplatComponent keeps a stale visibility set after the camera moves close to and then away from the splat. Moving the camera in close causes a large portion of splats to be culled — expected. But pulling the camera back out does not repopulate them. The visible set stays stale for as long as the current camera transform is held. The missing splats only return once the camera transform changes again — any pan/orbit/zoom delta triggers a recompute and the full splat snaps back. Net effect: after any close inspection, the splat renders permanently partially-culled until the user happens to nudge the camera. The recovery-on-movement / no-recovery-when-stationary signature suggests the iOS render path recomputes splat residency on camera-transform change events rather than every frame. This also reproduces in AR mode, with a completely different camera driver. Since the only thing the two paths share is the splat residency code, that's where the stale set has to be coming from — which also means there's no app-side fix available to me. The camera transform in AR is driven by ARKit, not by my code, so I can't force the perturbation that would otherwise work around it. visionOS 27, running the same component, is unaffected — the visible set is re-evaluated per frame and the splat stays complete. Steps to reproduce Attach a GaussianSplatComponent (~400k splats) to an entity in a bounded RealityView with orbit controls. Move the camera close until a visible portion of the splats is culled. Move the camera back out so the full splat is within the frustum. Hold the camera still. Expected: full splat visible once pulled back. Actual: previously-culled splats stay missing while the camera is stationary; they reappear only on the next camera transform delta. Configuration iOS 27 beta 4 (originally filed against beta 3) iPhone 16 Pro ~400k splats Bounded RealityView + orbit controls; also reproduces in AR Screenshots attached: full splat, stale-culled state after pull-back, and the close-range view that triggers it. This is still present in beta 4 and in the public beta. I'd like to know whether it's tracked, or whether I should plan around splats being unreliable on iOS 27. Thanks!
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App Store Connect issues: disappearing reviews, inconsistent data, and delayed updates
I have been experiencing several issues on App Store Connect over the past days/weeks, and I would like to know if these problems are currently known or under investigation. Reviews disappearing and reappearing – some user reviews appear and then disappear without any clear reason – the total rating count remains stuck and does not update – previously visible reviews temporarily return “not found” and then reappear later Download and analytics data not updating – Analytics charts remain frozen for hours or days – daily data is delayed or missing – numbers are inconsistent across different sections (Analytics, Overview, Trends) Very long loading times – certain sections (Reviews, Analytics, Sales) take minutes to load or never load at all – sometimes App Store Connect shows no data for several minutes Inconsistent data – discrepancies between what I see on App Store Connect and what users actually see on the App Store – reviews visible on the App Store but not visible inside App Store Connect I would like to understand whether this is a known issue on Apple’s side, if other developers are experiencing the same symptoms, and whether a fix is planned. Thank you.
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TelephonyMessagingKit drops first SMS at cold launch — race between client XPC handler registration and server pending flush
Hi all, I'm the developer of OV Message, an end-to-end encrypted SMS messaging app already shipped on Google Play (Android, where it natively encrypts SMS content). The iOS port aims to be the default carrier-messaging app, handling SMS, MMS, and RCS through TelephonyMessagingKit with the com.apple.developer.carrier-messaging-app entitlement under the EU programme. While testing the cold-launch flow on iOS 26.x, I've hit a reproducible bug that silently drops the first SMS/MMS/RCS that wakes the app, and I'd like to confirm whether other devs working with this API see the same. The bug When a default carrier-messaging app is force-killed and a message arrives, iOS correctly: Routes the message via CommCenter (IMS in my case — SFR France) Wakes the app in background (state = .background at didFinishLaunchingWithOptions) Acquires a TelephonyMessaging runningboard assertion on the app But CommCenter then pushes the pending message via XPC before the client TMK library has finished registering its messageHandlersByID dictionary. Result: client responds Received unhandled request, server logs TMKXPCError Code=2, message is dropped, never delivered to for await in incomingMessageNotifications. Subsequent messages (with the app warm) work fine. Native log sequence (from idevicesyslog with the Telephony logging profile) T+0.000 CommCenter: SMS arrives via IMS (k3GPP) T+0.003 CommCenter: Default app is set to com.example.app T+0.004 CommCenter: Attempting to launch and acquire process assertion T+0.083 CommCenter: Notifying SMS message received, target: bundleID=... T+0.085 CommCenter(TMK): There are no client connections matching, pending message [~125 ms — app boots] T+0.128 App(TMK): Configuring connection T+0.128 App(TMK): Pinging remote end T+0.130 CommCenter(TMK): Received new connection from PID T+0.130 CommCenter(TMK): New incoming connection, flushing pending messages (1) ← server flushes T+0.130 App(TMK): Received unhandled request ← client not ready T+0.131 CommCenter(TMK): Failed to send pending message: TMKXPCError Code=2 T+0.132 App(TMK): Registered for IncomingMessageNotification (smsReceived) ← ~2 ms too late The race window between Pinging remote end (client) and Registered for IncomingMessageNotification (client) is 2–7 ms across my measurements. CommCenter considers the connection ready as soon as the ping completes, but the client library populates messageHandlersByID slightly after, so the dispatch fails. Minimal reproduction I built a ~50-line Swift app to confirm this isn't specific to OV Message. UIKit AppDelegate, single for await in TelephonyMessagingSession.shared.smsService.incomingMessageNotifications started in didFinishLaunchingWithOptions. No SwiftUI, no other modules, no Darwin notifications. Just TMK. Steps: Build & install on iPhone iOS 26.x with carrier-messaging-app entitlement (auto-provisioned in iOS 26) Settings → Apps → Default Messaging → select the test app Force-kill, then send 2 SMS in rapid succession from another phone Wait 30 s, open the app — log shows only the 2nd SMS Same result: the 1st SMS is gone. I've reproduced this consistently dozens of times. Source code (Swift + xcodegen project.yml): https://gist.github.com/ovmessage/fbc529292a65222191bec6ce5e5a4275 What I've tried Task.detached(priority: .userInitiated) to decouple the for await from main thread scheduling — no effect (race is internal to TMK lib, before our scheduling) Pre-fetching cellularServices synchronously — no effect Subscribing MMS + RCS in parallel — no effect Direct XPCSession/xpc_connection_create_mach_service to com.apple.commcenter.tmk.xpc — Apple has marked these unavailable on iOS for 3rd-party apps (no public way to bypass the lib) I've also done runtime introspection of the TMK framework via Mirror, which confirms the architecture: a single XPCConnection.messageHandlersByID dict shared by smsReceived, mmsReceived, rcsReceivedNotification — all four entries (incl. serviceStatusNotification) are populated after the XPC ping. So the same race affects SMS, MMS, and RCS equally. Suggested fixes (Apple-side) Either: Server (CommCenter): defer flushing pending messages until the client confirms its handlers are registered (extra XPC handshake message) Client (TelephonyMessagingKit): register messageHandlersByID entries before sending Pinging remote end, so they exist when the server starts flushing Buffer client-side: cache messages received before handler registration completes, dispatch on attach Filed in Feedback Assistant FB[YOUR_FB_NUMBER_HERE] Question for fellow devs If you're also building with carrier-messaging-app entitlement (Beeper, Google Messages on iOS, anyone in the EU programme), can you confirm whether you see the same race? Especially interested in whether: It happens with non-IMS carriers (mine is SFR France, IMS-routed via SIP) iOS 26.1 / 26.2 changed the timing Anyone has found a workaround I haven't tried Thanks.
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Does expedited review carry over to a build resubmitted after rejection?
Does expedited review status carry over to a build resubmitted after a rejection? As I understood the expedited terms it does, but my resubmission has now been in Waiting for Review for three days. App: Hibi Calendar: Daily Journal Apple ID: 6762520622 Submission ID: ab5ae098-30c3-4185-a723-5f7901980dfa Timeline: Mid-July: submitted v3.0, a major update (first iPad build, Apple Pencil, a day-page customization layer). Sat in Waiting for Review over a week. Jul 20: requested expedited review, citing a live marketing campaign. Granted. Jul 21, 1:47 PM: rejected on one issue, Guideline 5.1.1. A pre-permission priming screen used the button label "Grant"; the reviewer asked for neutral wording like "Continue." Build 3.0 (35). Jul 21, 2:54 PM: uploaded build 3.0 (36) with the wording fixed, about an hour later. Today, Jul 24: still Waiting for Review. Roughly three days on the new build, two weeks since the original submission. Two things I got wrong(?), up front: The rejection included the Bug Fix Submissions offer (reply to the thread, keep the current submission). I declined it and uploaded a new binary instead. Believing I was still in the expedited queue, I filed a second expedited request two days after resubmitting. It shows as granted, but nothing moved. I know repeat requests are discouraged. I've also emailed App Review with no reply for over a week, and I haven't cancelled the submission - I don't want to reset the clock over a one-word fix that's already in the binary. My questions: did uploading a new binary rather than replying to the rejection thread drop me out of the expedited queue? Anything actionable on my end, or is the only thing I can do is wait?
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SimCtl
Summary xcrun simctl install <valid.app> fails even though the app's Info.plist contains a correct, well-formed CFBundleIdentifier — verified independently with plutil -p. The app builds successfully via xcodebuild twice, under two different signing configurations. This is purely an install-time failure. ERROR · EVERY ATTEMPT An error was encountered processing the command (domain=IXErrorDomain, code=13): Simulator device failed to install the application. Missing bundle ID. Underlying error (domain=IXErrorDomain, code=13): Failed to get bundle ID from /QuestionsWeCarry.app Missing bundle ID. Environment MACOS 26.5.2 · Build 25F84 XCODE 26.6 · Build 17F113 SIMULATOR RUNTIME iOS 26.5 (23F77) HARDWARE Apple M5 KERNEL Darwin 25.5.0 arm64 XCODE.APP / SIMULATOR PLATFORM both freshly installed Xcode.app and the iOS Simulator platform were both freshly installed immediately before this was discovered — this may be a first-run / first-boot issue specific to this Xcode 26.6 + iOS 26.5 combination. Project being built A SwiftUI iOS app target generated via XcodeGen from project.yml, depending on a local Swift Package with four library products. Nothing exotic — no third-party SDKs, no CocoaPods, no entitlements file. PROJECT.YML — RELEVANT TARGET BLOCK PROJECT.YML targets: QuestionsWeCarry: type: application platform: iOS deploymentTarget: "17.0" sources: - path: App/Sources - path: App/Resources type: folder buildPhase: resources info: path: App/Info.plist properties: CFBundleDisplayName: "Questions We Carry" UILaunchScreen: {} ITSAppUsesNonExemptEncryption: false UIApplicationSceneManifest: UIApplicationSupportsMultipleScenes: false settings: base: PRODUCT_BUNDLE_IDENTIFIER: com.brodywolfstudio.questionswecarry MARKETING_VERSION: "1.0.0" CURRENT_PROJECT_VERSION: "1" SWIFT_VERSION: "5.10" TARGETED_DEVICE_FAMILY: "1,2" CODE_SIGN_STYLE: Manual CODE_SIGN_IDENTITY: "-" CODE_SIGNING_REQUIRED: NO CODE_SIGNING_ALLOWED: YES dependencies: - package: QWCKit product: QWCCore - package: QWCKit product: QWCEngine - package: QWCKit product: QWCStore - package: QWCKit product: QWCUI BUILD COMMAND THAT SUCCEEDS SHELL xcodebuild -project QuestionsWeCarry.xcodeproj -scheme QuestionsWeCarry -configuration Debug -destination "platform=iOS Simulator,id=" -derivedDataPath DerivedData build Result: BUILD SUCCEEDED, produces DerivedData/Build/Products/Debug-iphonesimulator/QuestionsWeCarry.app. INFO.PLIST INSIDE THE BUILT .APP (VIA PLUTIL -P) INFO.PLIST { "BuildMachineOSBuild" => "25F84" "CFBundleDevelopmentRegion" => "en" "CFBundleDisplayName" => "Questions We Carry" "CFBundleExecutable" => "QuestionsWeCarry" "CFBundleIdentifier" => "com.brodywolfstudio.questionswecarry" "CFBundleInfoDictionaryVersion" => "6.0" "CFBundleName" => "QuestionsWeCarry" "CFBundlePackageType" => "APPL" "CFBundleShortVersionString" => "1.0" "CFBundleSupportedPlatforms" => [ 0 => "iPhoneSimulator" ] "CFBundleVersion" => "1" "DTCompiler" => "com.apple.compilers.llvm.clang.1_0" "DTPlatformBuild" => "23F81a" "DTPlatformName" => "iphonesimulator" "DTPlatformVersion" => "26.5" "DTSDKBuild" => "23F81a" "DTSDKName" => "iphonesimulator26.5" "DTXcode" => "2660" "DTXcodeBuild" => "17F113" "ITSAppUsesNonExemptEncryption" => false "MinimumOSVersion" => "17.0" "UIApplicationSceneManifest" => { "UIApplicationSupportsMultipleScenes" => false } "UIDeviceFamily" => [ 0 => 1 1 => 2 ] "UILaunchScreen" => { } } CFBundleIdentifier is present, correctly formed, and matches PRODUCT_BUNDLE_IDENTIFIER. file confirms this is a valid Apple binary property list, not corrupted. CODESIGN -DV ON THE BUILT APP CODESIGN -DV Executable=/QuestionsWeCarry.app/QuestionsWeCarry Identifier=QuestionsWeCarry-******* Format=bundle with Mach-O thin (arm64) CodeDirectory v=20400 size=338 flags=0x2(adhoc) hashes=3+3 location=embedded Signature=adhoc Info.plist=not bound TeamIdentifier=not set Sealed Resources version=2 rules=13 files=4 Internal requirements count=0 size=12 Note Info.plist=not bound — unclear whether this is expected for an ad-hoc-signed bundle app (as opposed to a framework), or is itself a symptom of the underlying problem. Reproduction Minimal, reproducible with the plain command-line tool — no Claude tooling involved in this step: SHELL xcrun simctl install "iPhone 17 Pro" "/DerivedData/Build/Products/Debug-iphonesimulator/QuestionsWeCarry.app" Result (100% reproducible, every attempt): STDERR An error was encountered processing the command (domain=IXErrorDomain, code=13): Simulator device failed to install the application. Missing bundle ID. Underlying error (domain=IXErrorDomain, code=13): Failed to get bundle ID from /QuestionsWeCarry.app Missing bundle ID. Also reproduced with xcrun simctl launch, which fails as a consequence: Isolation steps taken All of the following were tried, and none changed the outcome — the exact same "Missing bundle ID" error occurs every time: 01 Two signing configurations — unsigned/linker-signed (Sealed Resources=none) vs. proper ad-hoc sign (Sealed Resources version=2 rules=13 files=4), plus a manual codesign --force --deep --sign - re-sign pass. Same failure every time. 02 Two simulator destinations — generic/platform=iOS Simulator and a concrete device id for iPhone 17 Pro. 03 Two never-before-used simulator devices — iPhone 17 Pro and iPhone Air — ruling out per-device CoreSimulator state corruption. 04 Erase + cold boot — simctl shutdown, erase, boot immediately before a fresh install attempt. 05 Real Simulator.app GUI running — not just a headless simctl boot — ruled out a CoreSimulatorService/GUI dependency. 06 Path with no spaces — copied the .app out of a path containing "Application Support" — ruled out a path-quoting issue. The build itself is never in question — xcodebuild reports BUILD SUCCEEDED every time; only the subsequent simctl install step fails. What I'd like feedback on Is this a known issue with this specific Xcode 26.6 / iOS 26.5 Simulator runtime combination — both very recently installed, so possibly a fresh-install/first-boot bug? Is there a required build setting for this Xcode version not yet reflected in commonly-documented XcodeGen/xcodebuild recipes — e.g. an entitlements file now required even for simulator-only, no-team builds, or a different expected code-signing identity/format? Is Info.plist=not bound in the codesign -dv output actually abnormal for an app bundle (as opposed to a framework), and could that be the root cause simctl is choking on?
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Xcode Organizer Crashes — "More Versions" fails to load
Hi, I'm experiencing an issue with the Crashes tab in Xcode Organizer. Here are the steps to reproduce: Open Xcode Go to Window → Organizer Select my app Click the Crashes tab Select All Versions → More Versions The popup keeps showing a loading failure and never displays the data Xcode Version 26.4 (17E192)
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Unable to enroll into Apple Developer Program
Facing issues with enrolling into the program. Trying to do from Apple Developer app results into the error - Unable to continue (Contact support at https://developer.apple.com/contact/.) Tried from browser as well - the credit card doesnt asks for CVV so not exactly sure how will we get the OTP and the transaction is bound to fail ig? It seems so random can anyone help me with this?
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Seeking TestFlight testers for audiobook resume and read-along sync
Emma's Library needs 16 more iPhone or iPad testers for a free five-minute TestFlight check. Join: https://testflight.apple.com/join/69PadvA5 Play any audiobook with highlighted text for 3 minutes. Close and reopen the app. Send TestFlight feedback: did audio and text resume together? Build 53. No purchase required. We especially need feedback on resume reliability, text/audio sync, and accessibility.
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iOS 27 beta Widget can not be found in gallery
After the installation and upgrade of the iOS App coverage, the desktop widget became unavailable. When deleting and re-adding them, they could not be found in the widget gallery . The problem was solved after the phone system was restarted
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Xcode 27 Beta 4 regression: "Multiple commands produce" error when a SwiftPM binary xcframework product is linked from both an app target and an embedded framework target
In Xcode 27 Beta 4 (27A5228h), building a project that has a SwiftPM binary target (xcframework) linked directly from both an app target AND a framework target that is embedded in that app fails with "Multiple commands produce" errors. The same project and pbxproj builds successfully in Xcode 27 Beta 3 (27A5218g), so this is a regression introduced in Beta 4. Steps to Reproduce Create a new iOS App project. Add a Framework target (e.g. "SampleCommon") and embed it into the app. Add a SwiftPM dependency for a package that vends a binary xcframework product. Confirmed with airbnb/lottie-spm 4.6.1 (https://github.com/airbnb/lottie-spm). In "Frameworks, Libraries, and Embedded Content" of the app target, add the SwiftPM product (Lottie) with "Embed & Sign". In "Frameworks and Libraries" of the framework target, add the same SwiftPM product (Lottie). Build the app scheme for iOS Simulator. Expected result Build succeeds. The xcframework is embedded exactly once into the .app bundle. This is the behavior in Xcode 27 Beta 3 and Xcode 26. Actual result Build fails with: error: Unexpected duplicate tasks error: Multiple commands produce '.../<App>.app/Frameworks/Lottie.framework/Lottie' error: Multiple commands produce '.../<App>.app/Frameworks/Lottie.framework' Two Copy tasks are emitted for the same output path in the app target: Copy from Build/Products/Debug-iphonesimulator/PackageFrameworks/Lottie.framework Copy from SourcePackages/artifacts/lottie-spm/Lottie/Lottie.xcframework/ios-arm64_x86_64-simulator/Lottie.framework Additionally, an auto-generated target named "Lottiedynamic-product" emits duplicate MkDir / ProcessInfoPlistFile tasks for PackageFrameworks/Lottie.framework, which suggests the packaging path for binary xcframework products has been duplicated in Beta 4. Regression Xcode 27 Beta 3 (27A5218g): builds successfully Xcode 27 Beta 4 (27A5228h): fails with the above errors Xcode 26.x: builds successfully Minimal reproduction The issue reproduces on a 2-target Xcode project (app + framework) with airbnb/lottie-spm added and linked from both targetstory captures the smallest triggering diff: pattern1: app links Lottie only -> BUILD SUCCEEDED pattern2: framework links Lottie only -> BUILD SUCCEEDED pattern3: both app and framework link Lottie -> BUILD FAILED (only on Beta 4) Only the framework target's packageProductDependencies and Frameworks build phase entries differ between the succeeding and failing states. Workaround Link the SwiftPM binary product from only one target (either the app or the framework, not both). If only the framework tarl gets the framework transitively at runtime. Impact Any project that uses a SwiftPM binary xcframework and organizes code across multiple linked targets (a very common pattern for larger apps) is blocked from adopting Xcode 27 Beta 4. Environment Xcode 27.0 Beta 4 (27A5228h) macOS 26.5.2 Package: airbnb/lottie-spm 4.6.1 Destination: iOS Simulator (iPhone 17, latest)
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Enrollment UKT893R6J8 pending 15 days — paid, invoice issued, page still says "Complete your purchase" (Case 102940265350)
Individual enrollment from Oman, stuck 15 days, no response to three follow-ups. Posting here after escalating through Developer Support without resolution. Timeline: 9 Jul 2026 — paid US$99. Invoice issued, amount due US$0.00. 13 Jul — advisor emailed about a name mismatch between my ID and the enrollment name. Replied same day confirming I am the intended applicant and re-attaching my valid government-issued Omani ID (my legal name is longer than the short form I normally use). 18 Jul and 20 Jul — followed up. No response to any of the three. Two issues on the same case: the identity check has never been acknowledged, and the completed payment has not been applied — the enrollment page still shows "Complete your purchase" and asks for US$99 again. I have not paid a second time, to avoid a duplicate enrollment. Enrollment ID: UKT893R6J8 Case: 102940265350 Could an Apple staff member please escalate this? Happy to provide anything needed privately.
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Can developers customize the minimum payment threshold for in-app purchase revenue?
Isn't there a way for developers to make custom adjustments to the transferred revenue, such as changing the minimum payment amount to 100,000 yen? Looking at the site below, I thought that the minimum payment amount determined by Apple for each region and currency is fixed and cannot be customized. Is this correct? https://developer.apple.com/help/app-store-connect/reference/reporting/minimum-payment-threshold
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How to bring webauth session to front
We have an application (macOS) which opens an ASWebAuthenticationSession window to prompt the user for credentials. This works well, except for there are times when the window is opened behind other windows - and the user does not see that they are being prompted for authentication. Is there some way to force this window to be always-on-top or at the very least, to bring it to the foreground on top of other windows (including other browser windows from the same default system browser).
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technical clarification on sensorkit measurement sampling
Dear SensorKit team, We are currently working with SensorKit ambient light data under our approved SensorKit entitlement for research use. We would be grateful for some technical clarification on the sampling strategy for the SRSensor.ambientLightSensor stream, as this directly affects how we analyse and report the data. In exported data from Apple Watch, we observe that ambient light samples do not appear to follow a fixed sampling cadence. Instead, the data appear burst-like: in one short window, we see many samples with inter-sample intervals around 100 ms, occasional near-duplicate timestamps, and then gaps of around 10 to 30 seconds with no samples. This suggests that the stream may be adaptive, event-triggered, buffered, or subject to system-level sampling decisions. We also noticed a related discrepancy when comparing the SensorKit ambient light trace with the Health app display for a corresponding Time in Daylight sample. In one example, the Health app shows a 5-minute Time in Daylight interval with a “Maximum Light Intensity” value of 9,493 lux. In the SensorKit ambient light trace around that period, the raw samples show a different maximum depending on the precise time window considered, including higher values shortly before the HealthKit interval start and lower values within the subset of SensorKit samples we inspected. We realise that Time in Daylight may be generated by a separate internal aggregation or classification pipeline, but this comparison raised the question of how closely SensorKit ambient light samples should be expected to correspond to the light intensity values displayed in Health. Could you clarify the following points for SensorKit ambient light data? Is SRSensor.ambientLightSensor sampled at a fixed cadence, or is sampling adaptive / event-driven? If sampling is adaptive, what factors influence sampling density? For example, changes in illuminance, device or wrist motion, device orientation, display state, app state, power state, charging state, or other system-level conditions. Are ambient light readings buffered and delivered or exported in bursts? Do SensorKit timestamps correspond to the physical sensor acquisition time, processing time, or the time at which the sample is made available through SensorKit? Are duplicate or near-duplicate ambient light samples expected in SensorKit exports? Are there circumstances under which ambient light sampling is suspended, downsampled, or suppressed? Is SensorKit ambient light expected to match, approximate, or differ from the light intensity values shown in Health app Time in Daylight sample details? Is the “Maximum Light Intensity” shown for Time in Daylight computed from the same underlying ambient light sensor stream exposed through SensorKit, or from a separate internal stream or aggregation? Are there recommended practices for analysing SensorKit ambient light data, especially with respect to irregular sampling, burst sampling, missing intervals, and aggregation to longer time windows? Is the sampling strategy the same across Apple Watch hardware versions, or should researchers expect device-specific differences? We do not need proprietary implementation details. Our goal is to understand the methodological constraints well enough to analyse the data appropriately and describe the limitations accurately in scientific work. Thank you!
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Metal Toolchain in Xcode 27 Beta 4
When trying to install the Metal Toolchain in the latest Xcode, I end up with this error. Any idea?
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Guideline 4.3(a) - Design - Spam
Dear Apple Review Team & Develpers! Could anyone clarify why Apple Reviewers, when rejecting the app under Guideline 4.3(a) - Design - Spam, do not provide any specific details? Each time my app is rejected, I receive a generic, automated response. In contrast, I provide detailed information and request clarification on the exact reasons for the rejection- specifically, what aspects of the app do not meet Apple's requirements. However, the responses I receive are always the same standard message without any useful details. Am I correct in understanding that the review process is entirely automated, with no human evaluation, resulting in repetitive, unhelpful replies? I would appreciate a more detailed response that can genuinely help me address the issue and ensure my app complies with Apple's guidelines. Here is their standard generic response to any my reply where I provide details and ask questions, but Apple Reviewer answer alsway with the same text: Guideline 4.3(a) - Design - Spam This app duplicates the content and functionality of other apps on the App Store, which is considered a form of spam. Specifically, this app appears to be identical to apps already on the App Store from other developers. Apps that duplicate content or functionality create clutter, diminish the overall experience for the end user, and reduce the ability of developers to market their apps. Next Steps It would be appropriate to revise your app to provide a unique experience or submit a new app that does not duplicate the content and functionality of other apps on the App Store. Resources Some factors that contribute to a spam rejection may include: Submitting an app with the same source code or assets as other apps already submitted to the App Store Creating and submitting multiple similar apps using a repackaged app template Purchasing an app template with problematic code from a third party Submitting several similar apps across multiple accounts Learn more about our requirements to prevent spam in App Review Guideline 4.3(a). Support Reply to this message in your preferred language if you need assistance. If you need additional support, use the Contact Us module. Consult with fellow developers and Apple engineers on the Apple Developer Forums. Provide feedback on this message and your review experience by completing a short survey. Review Environment Submission ID: c4a62f43-b02a-40f0-b763-e00fcc996512 Review date: March 04, 2025 Version reviewed: 11.4.1202
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Supporting legacy INAddTasksIntent and the new .reminders.createReminder App Intent schema
We have a list app that implements INAddTasksIntent so users can add items to our app with Siri. We're now working on implementing an App Intent for the .reminders.createReminder schema for iOS 27. Our app still supports iOS 18, so it implements both INAddTasksIntent and the .reminders.createReminder schema. Observed behavior (iOS 27 beta 4): When we say "Siri, add eggs to my grocery list in AppName", Siri routes the request to the legacy INAddTasksIntent handler in our SiriKit extension. Our new CreateReminderIntent is never invoked. I confirmed this with breakpoints and logging in both handlers. The CreateReminderIntent does seem to be set up correctly, because it appears in the Shortcuts app and I can invoke it via AppIntentsTesting. Also, after using the above phrase, I was able to say "Siri, add cookies to my grocery list" and the item got added to my app via the INAddTasksIntent, even though I didn't specify the app name in the request. This also worked with a version of our app that does not contain CreateReminderIntent running on iOS 26.5. Isn't the app name normally required for INAddTasksIntent to be invoked? Questions: Is Siri activating the INAddTasksIntent instead of the new CreateReminderIntent expected behavior? Are users on iOS 27 going to have a worse experience adding items to our app with Siri if we support both INAddTasksIntent and the new CreateReminderIntent? If so, how do you recommend we proceed? Thank you for any guidance you can provide.
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Apple CDN returning 404 Not found for our universal Link domain.
Hi Team, Our universal links were working fine but since last week we are facing issues and when tapping the links outside app it takes to browser and not the app. Apple CDN is returning 404 for our domain and not the contents of AASA file. https://app-site-association.cdn-apple.com/a/v1/app.ooredoo.om sudo swcutil dl -d app.ooredoo.om returns The operation couldn’t be completed. (SWCErrorDomain error 7.) Can we get the exact issue apple is facing to cache the AASA file in CDN. Any server config which we need to do for AASA bot to access the file. Thanks in advance.
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Problem removing NSUserTrackingUsageDescription from App Store Connect
Hi, we have an app which used DeviceID to track users. We had implemented ATT and setup our privacy declaration in ASC accordingly. Now in our new version we decided to not track users anymore. We removed NSUserTrackingUsageDescription, removed ATT permission code and submitted the new version. Now, reviewer has complained that our privacy declaration in ASC still says we are tracking users and refused app acceptance. They told us to update the privacy declaration in ASC. We tried to do so, but ASC does not allow us to remove device ID tracking. It is showing a warning that our app still uses NSUserTrackingUsageDescription and in fact that is true for the production version. We are now in a chicken egg problem. We can't change our privacy declaration in ASC because the production version still uses the feature AND we do not get the new version accepted as long as our privacy declaration is not changed. How can we fix that ? Pls advise !
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GaussianSplatComponent — stale visibility set after close-range camera approach
Title: GaussianSplatComponent — stale visibility set after close-range camera approach (iOS 27 beta 4, still unfixed) Filed this as a radar during beta 3; still reproduces unchanged on beta 4, so posting here in case anyone from the RealityKit team can confirm it's tracked before this ships. Radar: FB23749559 (filed against beta 3, re-verified on beta 4) Summary On iOS, GaussianSplatComponent keeps a stale visibility set after the camera moves close to and then away from the splat. Moving the camera in close causes a large portion of splats to be culled — expected. But pulling the camera back out does not repopulate them. The visible set stays stale for as long as the current camera transform is held. The missing splats only return once the camera transform changes again — any pan/orbit/zoom delta triggers a recompute and the full splat snaps back. Net effect: after any close inspection, the splat renders permanently partially-culled until the user happens to nudge the camera. The recovery-on-movement / no-recovery-when-stationary signature suggests the iOS render path recomputes splat residency on camera-transform change events rather than every frame. This also reproduces in AR mode, with a completely different camera driver. Since the only thing the two paths share is the splat residency code, that's where the stale set has to be coming from — which also means there's no app-side fix available to me. The camera transform in AR is driven by ARKit, not by my code, so I can't force the perturbation that would otherwise work around it. visionOS 27, running the same component, is unaffected — the visible set is re-evaluated per frame and the splat stays complete. Steps to reproduce Attach a GaussianSplatComponent (~400k splats) to an entity in a bounded RealityView with orbit controls. Move the camera close until a visible portion of the splats is culled. Move the camera back out so the full splat is within the frustum. Hold the camera still. Expected: full splat visible once pulled back. Actual: previously-culled splats stay missing while the camera is stationary; they reappear only on the next camera transform delta. Configuration iOS 27 beta 4 (originally filed against beta 3) iPhone 16 Pro ~400k splats Bounded RealityView + orbit controls; also reproduces in AR Screenshots attached: full splat, stale-culled state after pull-back, and the close-range view that triggers it. This is still present in beta 4 and in the public beta. I'd like to know whether it's tracked, or whether I should plan around splats being unreliable on iOS 27. Thanks!
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App Store Connect issues: disappearing reviews, inconsistent data, and delayed updates
I have been experiencing several issues on App Store Connect over the past days/weeks, and I would like to know if these problems are currently known or under investigation. Reviews disappearing and reappearing – some user reviews appear and then disappear without any clear reason – the total rating count remains stuck and does not update – previously visible reviews temporarily return “not found” and then reappear later Download and analytics data not updating – Analytics charts remain frozen for hours or days – daily data is delayed or missing – numbers are inconsistent across different sections (Analytics, Overview, Trends) Very long loading times – certain sections (Reviews, Analytics, Sales) take minutes to load or never load at all – sometimes App Store Connect shows no data for several minutes Inconsistent data – discrepancies between what I see on App Store Connect and what users actually see on the App Store – reviews visible on the App Store but not visible inside App Store Connect I would like to understand whether this is a known issue on Apple’s side, if other developers are experiencing the same symptoms, and whether a fix is planned. Thank you.
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TelephonyMessagingKit drops first SMS at cold launch — race between client XPC handler registration and server pending flush
Hi all, I'm the developer of OV Message, an end-to-end encrypted SMS messaging app already shipped on Google Play (Android, where it natively encrypts SMS content). The iOS port aims to be the default carrier-messaging app, handling SMS, MMS, and RCS through TelephonyMessagingKit with the com.apple.developer.carrier-messaging-app entitlement under the EU programme. While testing the cold-launch flow on iOS 26.x, I've hit a reproducible bug that silently drops the first SMS/MMS/RCS that wakes the app, and I'd like to confirm whether other devs working with this API see the same. The bug When a default carrier-messaging app is force-killed and a message arrives, iOS correctly: Routes the message via CommCenter (IMS in my case — SFR France) Wakes the app in background (state = .background at didFinishLaunchingWithOptions) Acquires a TelephonyMessaging runningboard assertion on the app But CommCenter then pushes the pending message via XPC before the client TMK library has finished registering its messageHandlersByID dictionary. Result: client responds Received unhandled request, server logs TMKXPCError Code=2, message is dropped, never delivered to for await in incomingMessageNotifications. Subsequent messages (with the app warm) work fine. Native log sequence (from idevicesyslog with the Telephony logging profile) T+0.000 CommCenter: SMS arrives via IMS (k3GPP) T+0.003 CommCenter: Default app is set to com.example.app T+0.004 CommCenter: Attempting to launch and acquire process assertion T+0.083 CommCenter: Notifying SMS message received, target: bundleID=... T+0.085 CommCenter(TMK): There are no client connections matching, pending message [~125 ms — app boots] T+0.128 App(TMK): Configuring connection T+0.128 App(TMK): Pinging remote end T+0.130 CommCenter(TMK): Received new connection from PID T+0.130 CommCenter(TMK): New incoming connection, flushing pending messages (1) ← server flushes T+0.130 App(TMK): Received unhandled request ← client not ready T+0.131 CommCenter(TMK): Failed to send pending message: TMKXPCError Code=2 T+0.132 App(TMK): Registered for IncomingMessageNotification (smsReceived) ← ~2 ms too late The race window between Pinging remote end (client) and Registered for IncomingMessageNotification (client) is 2–7 ms across my measurements. CommCenter considers the connection ready as soon as the ping completes, but the client library populates messageHandlersByID slightly after, so the dispatch fails. Minimal reproduction I built a ~50-line Swift app to confirm this isn't specific to OV Message. UIKit AppDelegate, single for await in TelephonyMessagingSession.shared.smsService.incomingMessageNotifications started in didFinishLaunchingWithOptions. No SwiftUI, no other modules, no Darwin notifications. Just TMK. Steps: Build & install on iPhone iOS 26.x with carrier-messaging-app entitlement (auto-provisioned in iOS 26) Settings → Apps → Default Messaging → select the test app Force-kill, then send 2 SMS in rapid succession from another phone Wait 30 s, open the app — log shows only the 2nd SMS Same result: the 1st SMS is gone. I've reproduced this consistently dozens of times. Source code (Swift + xcodegen project.yml): https://gist.github.com/ovmessage/fbc529292a65222191bec6ce5e5a4275 What I've tried Task.detached(priority: .userInitiated) to decouple the for await from main thread scheduling — no effect (race is internal to TMK lib, before our scheduling) Pre-fetching cellularServices synchronously — no effect Subscribing MMS + RCS in parallel — no effect Direct XPCSession/xpc_connection_create_mach_service to com.apple.commcenter.tmk.xpc — Apple has marked these unavailable on iOS for 3rd-party apps (no public way to bypass the lib) I've also done runtime introspection of the TMK framework via Mirror, which confirms the architecture: a single XPCConnection.messageHandlersByID dict shared by smsReceived, mmsReceived, rcsReceivedNotification — all four entries (incl. serviceStatusNotification) are populated after the XPC ping. So the same race affects SMS, MMS, and RCS equally. Suggested fixes (Apple-side) Either: Server (CommCenter): defer flushing pending messages until the client confirms its handlers are registered (extra XPC handshake message) Client (TelephonyMessagingKit): register messageHandlersByID entries before sending Pinging remote end, so they exist when the server starts flushing Buffer client-side: cache messages received before handler registration completes, dispatch on attach Filed in Feedback Assistant FB[YOUR_FB_NUMBER_HERE] Question for fellow devs If you're also building with carrier-messaging-app entitlement (Beeper, Google Messages on iOS, anyone in the EU programme), can you confirm whether you see the same race? Especially interested in whether: It happens with non-IMS carriers (mine is SFR France, IMS-routed via SIP) iOS 26.1 / 26.2 changed the timing Anyone has found a workaround I haven't tried Thanks.
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Does expedited review carry over to a build resubmitted after rejection?
Does expedited review status carry over to a build resubmitted after a rejection? As I understood the expedited terms it does, but my resubmission has now been in Waiting for Review for three days. App: Hibi Calendar: Daily Journal Apple ID: 6762520622 Submission ID: ab5ae098-30c3-4185-a723-5f7901980dfa Timeline: Mid-July: submitted v3.0, a major update (first iPad build, Apple Pencil, a day-page customization layer). Sat in Waiting for Review over a week. Jul 20: requested expedited review, citing a live marketing campaign. Granted. Jul 21, 1:47 PM: rejected on one issue, Guideline 5.1.1. A pre-permission priming screen used the button label "Grant"; the reviewer asked for neutral wording like "Continue." Build 3.0 (35). Jul 21, 2:54 PM: uploaded build 3.0 (36) with the wording fixed, about an hour later. Today, Jul 24: still Waiting for Review. Roughly three days on the new build, two weeks since the original submission. Two things I got wrong(?), up front: The rejection included the Bug Fix Submissions offer (reply to the thread, keep the current submission). I declined it and uploaded a new binary instead. Believing I was still in the expedited queue, I filed a second expedited request two days after resubmitting. It shows as granted, but nothing moved. I know repeat requests are discouraged. I've also emailed App Review with no reply for over a week, and I haven't cancelled the submission - I don't want to reset the clock over a one-word fix that's already in the binary. My questions: did uploading a new binary rather than replying to the rejection thread drop me out of the expedited queue? Anything actionable on my end, or is the only thing I can do is wait?
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SimCtl
Summary xcrun simctl install <valid.app> fails even though the app's Info.plist contains a correct, well-formed CFBundleIdentifier — verified independently with plutil -p. The app builds successfully via xcodebuild twice, under two different signing configurations. This is purely an install-time failure. ERROR · EVERY ATTEMPT An error was encountered processing the command (domain=IXErrorDomain, code=13): Simulator device failed to install the application. Missing bundle ID. Underlying error (domain=IXErrorDomain, code=13): Failed to get bundle ID from /QuestionsWeCarry.app Missing bundle ID. Environment MACOS 26.5.2 · Build 25F84 XCODE 26.6 · Build 17F113 SIMULATOR RUNTIME iOS 26.5 (23F77) HARDWARE Apple M5 KERNEL Darwin 25.5.0 arm64 XCODE.APP / SIMULATOR PLATFORM both freshly installed Xcode.app and the iOS Simulator platform were both freshly installed immediately before this was discovered — this may be a first-run / first-boot issue specific to this Xcode 26.6 + iOS 26.5 combination. Project being built A SwiftUI iOS app target generated via XcodeGen from project.yml, depending on a local Swift Package with four library products. Nothing exotic — no third-party SDKs, no CocoaPods, no entitlements file. PROJECT.YML — RELEVANT TARGET BLOCK PROJECT.YML targets: QuestionsWeCarry: type: application platform: iOS deploymentTarget: "17.0" sources: - path: App/Sources - path: App/Resources type: folder buildPhase: resources info: path: App/Info.plist properties: CFBundleDisplayName: "Questions We Carry" UILaunchScreen: {} ITSAppUsesNonExemptEncryption: false UIApplicationSceneManifest: UIApplicationSupportsMultipleScenes: false settings: base: PRODUCT_BUNDLE_IDENTIFIER: com.brodywolfstudio.questionswecarry MARKETING_VERSION: "1.0.0" CURRENT_PROJECT_VERSION: "1" SWIFT_VERSION: "5.10" TARGETED_DEVICE_FAMILY: "1,2" CODE_SIGN_STYLE: Manual CODE_SIGN_IDENTITY: "-" CODE_SIGNING_REQUIRED: NO CODE_SIGNING_ALLOWED: YES dependencies: - package: QWCKit product: QWCCore - package: QWCKit product: QWCEngine - package: QWCKit product: QWCStore - package: QWCKit product: QWCUI BUILD COMMAND THAT SUCCEEDS SHELL xcodebuild -project QuestionsWeCarry.xcodeproj -scheme QuestionsWeCarry -configuration Debug -destination "platform=iOS Simulator,id=" -derivedDataPath DerivedData build Result: BUILD SUCCEEDED, produces DerivedData/Build/Products/Debug-iphonesimulator/QuestionsWeCarry.app. INFO.PLIST INSIDE THE BUILT .APP (VIA PLUTIL -P) INFO.PLIST { "BuildMachineOSBuild" => "25F84" "CFBundleDevelopmentRegion" => "en" "CFBundleDisplayName" => "Questions We Carry" "CFBundleExecutable" => "QuestionsWeCarry" "CFBundleIdentifier" => "com.brodywolfstudio.questionswecarry" "CFBundleInfoDictionaryVersion" => "6.0" "CFBundleName" => "QuestionsWeCarry" "CFBundlePackageType" => "APPL" "CFBundleShortVersionString" => "1.0" "CFBundleSupportedPlatforms" => [ 0 => "iPhoneSimulator" ] "CFBundleVersion" => "1" "DTCompiler" => "com.apple.compilers.llvm.clang.1_0" "DTPlatformBuild" => "23F81a" "DTPlatformName" => "iphonesimulator" "DTPlatformVersion" => "26.5" "DTSDKBuild" => "23F81a" "DTSDKName" => "iphonesimulator26.5" "DTXcode" => "2660" "DTXcodeBuild" => "17F113" "ITSAppUsesNonExemptEncryption" => false "MinimumOSVersion" => "17.0" "UIApplicationSceneManifest" => { "UIApplicationSupportsMultipleScenes" => false } "UIDeviceFamily" => [ 0 => 1 1 => 2 ] "UILaunchScreen" => { } } CFBundleIdentifier is present, correctly formed, and matches PRODUCT_BUNDLE_IDENTIFIER. file confirms this is a valid Apple binary property list, not corrupted. CODESIGN -DV ON THE BUILT APP CODESIGN -DV Executable=/QuestionsWeCarry.app/QuestionsWeCarry Identifier=QuestionsWeCarry-******* Format=bundle with Mach-O thin (arm64) CodeDirectory v=20400 size=338 flags=0x2(adhoc) hashes=3+3 location=embedded Signature=adhoc Info.plist=not bound TeamIdentifier=not set Sealed Resources version=2 rules=13 files=4 Internal requirements count=0 size=12 Note Info.plist=not bound — unclear whether this is expected for an ad-hoc-signed bundle app (as opposed to a framework), or is itself a symptom of the underlying problem. Reproduction Minimal, reproducible with the plain command-line tool — no Claude tooling involved in this step: SHELL xcrun simctl install "iPhone 17 Pro" "/DerivedData/Build/Products/Debug-iphonesimulator/QuestionsWeCarry.app" Result (100% reproducible, every attempt): STDERR An error was encountered processing the command (domain=IXErrorDomain, code=13): Simulator device failed to install the application. Missing bundle ID. Underlying error (domain=IXErrorDomain, code=13): Failed to get bundle ID from /QuestionsWeCarry.app Missing bundle ID. Also reproduced with xcrun simctl launch, which fails as a consequence: Isolation steps taken All of the following were tried, and none changed the outcome — the exact same "Missing bundle ID" error occurs every time: 01 Two signing configurations — unsigned/linker-signed (Sealed Resources=none) vs. proper ad-hoc sign (Sealed Resources version=2 rules=13 files=4), plus a manual codesign --force --deep --sign - re-sign pass. Same failure every time. 02 Two simulator destinations — generic/platform=iOS Simulator and a concrete device id for iPhone 17 Pro. 03 Two never-before-used simulator devices — iPhone 17 Pro and iPhone Air — ruling out per-device CoreSimulator state corruption. 04 Erase + cold boot — simctl shutdown, erase, boot immediately before a fresh install attempt. 05 Real Simulator.app GUI running — not just a headless simctl boot — ruled out a CoreSimulatorService/GUI dependency. 06 Path with no spaces — copied the .app out of a path containing "Application Support" — ruled out a path-quoting issue. The build itself is never in question — xcodebuild reports BUILD SUCCEEDED every time; only the subsequent simctl install step fails. What I'd like feedback on Is this a known issue with this specific Xcode 26.6 / iOS 26.5 Simulator runtime combination — both very recently installed, so possibly a fresh-install/first-boot bug? Is there a required build setting for this Xcode version not yet reflected in commonly-documented XcodeGen/xcodebuild recipes — e.g. an entitlements file now required even for simulator-only, no-team builds, or a different expected code-signing identity/format? Is Info.plist=not bound in the codesign -dv output actually abnormal for an app bundle (as opposed to a framework), and could that be the root cause simctl is choking on?
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Your Apple Account isn't enabled for App Store Connect. Learn More
Membership began 1 month ago. I opened 9 tickets. No response received to date from the Support Team. "Before uploading a build of your app to App Store Connect, first create an app record in your App Store Connect account." https://developer.apple.com/help/app-store-connect/create-an-app-record/add-a-new-app
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