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iPadOS 26.1: new issue with traitCollection when changing dark mode
Since iPadOS 26.1 I notice a new annoying bug when changing the dark mode option of the system. The appearance of the UI changes, but no longer for view controllers which are presented as Popover. For these view controllers the method "traitCollectionDidChange()" is still called (though sometimes with a very large delay), but checking the traitCollection property of the view controller in there does no longer return the correct appearance (which is probably why the visual appearance of the popover doesn't change anymore). So if the dark mode was just switched on, traitCollectionDidChange() is called, but the "traitCollection.userInterfaceStyle" property still tells me that the system is in normal mode. More concrete, traitCollection.userInterfaceStyle seems to be set correctly only(!) when opening the popover, and while the popover is open, it is never updated anymore when the dark mode changes. This is also visible in the standard Apps of the iPad, like the Apple Maps App: just tap on the "map" icon at the top right to open the "Map mode" view. While the view is open, change the dark mode. All of the Maps App will change its appearance, with the exception of this "Map mode" view. Does anyone know an easy workaround? Or do I really need to manually change the colors for all popup view controllers whenever the dark mode changes? Using dynamic UIColors won't help, because these rely on the "userInterfaceStyle" property, and this is no longer correct. Bugreport: FB20928471
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My App stuck in "Waiting for Review" two week
Hello everyone, My app (ID: 6756186616) was submitted on Mar 15, 2026, and has been stuck in "Waiting for Review" status for over 17 days. I contacted Developer Support (case #20000111565861) and received confirmation that it's proceeding normally, but no update since. On average, Apple reviews 90 percent of apps within 24 hours. However, there might be cases that need more review time, but mine exceeds two week. Any recent experiences with long queues? Thanks!
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How does the system decide on NSMenuItem.ImageVisibility?
I added images to all NSMenuItems in my app on macOS 26. Now, with macOS 27 beta 1, most of them are no longer displayed, which seems to be the behavior of NSMenuItem.ImageVisibility.automatic. However, this only happens for images initialized with NSImage(systemSymbolName:accessibilityDescription:). Images initialized with NSImage(named:) are still shown, despite the visibility setting being .automatic. What would be an approach that is consistent for all app-contributed NSMenuItems while still respecting the system default? Even more, how would one set image visibility to also address possible future system settings that decide on menu-item image visibility? As a side note, the documentation for NSMenuItem.ImageVisibility has no description for .automatic, and the documentation for .hidden and .visible seems wrong or misleading (or I'm misunderstanding): .hidden: The item image should always be visible. Note that in some cases, AppKit may still hide the image, overriding this preference. .visible: AppKit should choose whether the item’s image is visible, considering the system configuration.
Topic: UI Frameworks SubTopic: AppKit
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.disabled() doesn't VISUALLY disable buttons inside ToolbarItem on iOS 26 devices
[Also submitted as FB19313064] The .disabled() modifier doesn't visually disable buttons inside a ToolbarItem container on iOS 26.0 (23A5297i) devices. The button looks enabled, but tapping it doesn't trigger the action. When deployment target is lowered to iOS 18 and deployed to an iOS 18 device, it works correctly. It still fails on an iOS 26 device, even with an iOS 18-targeted build. This occurs in both the Simulator and on a physical device. Screen Recording Code struct ContentView: View { @State private var isButtonDisabled = false private var osTitle: String { let version = ProcessInfo.processInfo.operatingSystemVersion return "iOS \(version.majorVersion)" } var body: some View { NavigationStack { VStack { Button("Body Button") { print("Body button tapped") } .buttonStyle(.borderedProminent) .disabled(isButtonDisabled) Toggle("Disable buttons", isOn: $isButtonDisabled) Spacer() } .padding() .navigationTitle("Device: \(osTitle)") .navigationBarTitleDisplayMode(.large) .toolbar { ToolbarItem { Button("Toolbar") { print("Toolbar button tapped") } .buttonStyle(.borderedProminent) .disabled(isButtonDisabled) } } } } }
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(Xcode 26.0 → 26.2) Constant UI flickering in split view mode
Hello, I’ve been experiencing a persistent issue in Xcode since version 26.0, and it is still present in 26.2. When using the split view to display two files side by side, the area in the top‑right corner of the window (the inspector / options panel) starts flickering continuously. This happens regardless of whether I’m using the light or dark theme, and even with the Liquid Glass effect disabled in macOS settings. None of these changes have any impact on the issue. I have already submitted a bug report through Xcode (Feedback Assistant), but the issue is still present as of today. The flickering makes the interface difficult to use and visually very distracting. I’ve attached a video to clearly show the issue. I will review the attachment at the time I publish this post. Thanks in advance for any help or feedback. Video 1 https://www.icloud.com/iclouddrive/077l-R7Ybvxz89NI-B7DliEuA#xcode_bug1 Video 2 https://www.icloud.com/iclouddrive/0f6bJp48ioGRdkYiA2U4sI-cg#xcode-bug2
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.contactAccessPicker shows blank sheet on iOS 26.2.1 on device
Calling contactAccessPicker results in a blank sheet and a jetsam error, rather than the expected contact picker, using Apple’s sample code, only on device with iOS 26.2.1. This is happening on a iPhone 17 Pro Max running 26.2.1, and not on a simulator. I’m running Apple's sample project Accessing a person’s contact data using Contacts and ContactsUI Steps: Run the sample app on device running iOS 26.2.1. Use the flow to authorize .limited access with 1 contact: Tap request access, Continue, Select Contacts. Select a contact, Continue, Allow Selected Contact. This all works as expected. Tap the add contact button in the toolbar to add a second contact. Expected: This should show the Contact Access Picker UI. Actual: Sheet is shown with no contents. See screenshot of actual results on iOS device running 26.2.1. Reported as FB21812568 I see a similar (same?) error reported for 26.1. It seems strange that the feature is completely broken for multiple point releases. Is anyone else seeing this or are the two of us running into the same rare edge case? Expected Outcome, seen on simulator running 26.2 Actual outcome, seen on device running 26.2.1
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X button disappeared on iPadOS 26.4 in MFMailComposeViewController
I’m using MFMailComposeViewController to send emails from my app. Since updating to iPadOS 26.4, there is no way to cancel the mail composer because the “X” button in the top-left corner has disappeared. On iPhone with iOS 26.4, everything still seems to work as expected. Is this a known issue, or am I missing something? Has anyone else experienced this, or found a workaround?
Topic: UI Frameworks SubTopic: UIKit
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In-app purchase fails on Apple Silicon Mac
I'm testing IPhone and iPad Apps on Apple Silicon Macs. When I purchase In-app product in the app on Apple Silicon Mac, the payment receipt is not created, so the purchase fails. In console log, it says it doesn't have permission to write to the file. storekitagent [6913DE38_SK1] Error writing receipt (5095 bytes) to file:///Users/XXXX/Library/Containers/90FE2A60-9FDF-4ECF-848F-CE3D396322CA/Data/StoreKit/sandboxReceipt: Error Domain=NSCocoaErrorDomain Code=513 "You don’t have permission to save the file “sandboxReceipt” in the folder “StoreKit”" UserInfo={NSFilePath=/Users/XXXX/Library/Containers/90FE2A60-9FDF-4ECF-848F-CE3D396322CA/Data/StoreKit/sandboxReceipt, NSUnderlyingError=0x14202c920 {Error Domain=NSPOSIXErrorDomain Code=1 "Operation not permitted"}} The App is using Original API for In-App Purchase written in Objective-C. When I purchase in-app product, the app calls SKPaymentQueue::addPayment. And then it gets paymentQueue:updatedTransactions callback with SKPaymentTransactionStatePurchased. This means that the payment was successful. But the receipt is not created so I can't continue the after process. I'm testing with sandbox in-app purchase. I have tested several times and confirmed that on macOS Monterey 12.2 the receipt is created successfully, but on macOS Ventura 13.2 the receipt isn't created. I think there is something to do with macOS version. Does anyone have any solutions? Here is a very similar thread on apple developer forum. (And there too has no anwsers)  https://developer.apple.com/forums/thread/719505
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“Keep Going with Apps” Tutorial section will not complete.
Hello All, I am currently working through ”Keep going with Apps” in Swift Playground. The section in the tutorial “Add a DancingCreature view” will not complete. I have tried to type it is as written in the tutorial and even used the copy and paste button provided. I have restarted the app and my IPad with no success. I have attached a screen shot of the tutorial prompt. Here is the code block: import SwiftUI import Guide struct DancingCreatures: View { //#-learning-code-snippet(varDeclaration) @EnvironmentObject var data : CreatureZoo var body: some View { SPCAssessableGroup(view: self) { VStack { ZStack { /*#-code-walkthrough(dance.forEach)*/ ForEach(data.creatures) { creature in /*#-code-walkthrough(dance.forEach)*/ /*#-code-walkthrough(dance.textView)*/ Text(creature.emoji) .resizableFont() .offset(creature.offset) .rotationEffect(creature.rotation) /*#-code-walkthrough(dance.textView)*/ } } ZStack { /*#-code-walkthrough(dance.forEach)*/ ForEach(data.creatures) { creature in /*#-code-walkthrough(dance.forEach)*/ /*#-code-walkthrough(dance.textView)*/ Text(creature.emoji) .resizableFont() .offset(creature.offset) .rotationEffect(creature.rotation) /*#-code-walkthrough(dance.textView)*/ //#-learning-code-snippet(exp1) //#-learning-code-snippet(animationSolution) //#-learning-code-snippet(exp3) } } /*#-code-walkthrough(dance.onTap)*/ .onTapGesture { data.randomizeOffsets() } /*#-code-walkthrough(dance.onTap)*/ /*#-code-walkthrough(dance.onTap)*/ .onTapGesture { data.randomizeOffsets() } /*#-code-walkthrough(dance.onTap)*/ } } } } struct DancingCreatures_Previews: PreviewProvider { static var previews: some View { DancingCreatures().environmentObject(CreatureZoo()) } } Device information: IPad Pro (11 inch, 2nd gen) iPad OS Version: 26.0.1 Playground Version: 4.6.4 Anyone else come across this? Thank you in advance.
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BLE Peripherals streaming speeds are significantly slowed with new hardware (iPhone 17, iPad A16)
Hi, we have developed an application that streams data from two BLE peripherals at a rate of 14.5kbps per peripheral. Until now, our devices streamed in near real time with no lag on all Apple devices with Bluetooth 5.0 or greater. Since the release of the iPhone 17 series and the iPad A16, we have reports from users of the data being streamed at significantly lower rates than expected. Any help here would be greatly appreciated as our customers are being affected by this change.
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First App Store review submitted after publishing on Google Play 🚀
Hi everyone! Today I finally submitted my first iOS app for App Store review after previously publishing the Android version on Google Play. App ID: 6771439707 The app was developed with Flutter and the process was a very interesting learning experience, especially around: App Privacy configuration screenshots and metadata archive/distribution process App Store Connect setup adapting branding/assets to platform guidelines Coming from Android publishing, I have to admit the Apple review pipeline feels much stricter and more detail-oriented 😄 but also very polished once everything is correctly configured. I just wanted to thank the community because many forum posts helped me solve issues during the submission process. Now waiting for review results 🤞 Greetings from Argentina!
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iOS 26.4 asks for Face ID instead of Screen Time passcode when disabling Screen Time access for an app
On iOS 26.4, I set a Screen Time passcode. However, when I go to Settings > Apps > [Our App] and turn off Screen Time Access for the app, the system asks for Face ID instead of the Screen Time passcode. As a result, Screen Time access can be disabled without entering the Screen Time passcode. Steps to Reproduce 1. Set a Screen Time passcode on iOS 26.4. 2. Open Settings > Apps > [Our App]. 3. Turn off Screen Time Access for the app. Expected Result The system should require the Screen Time passcode before allowing Screen Time access to be disabled. Actual Result The system asks for Face ID instead of the Screen Time passcode, and Screen Time access is disabled.
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macOS 27 Beta 1 Install Failure
Hello, I'm unable to install macOS 27 Beta 1 on relatively clean test system - 15" MacBook Air M4 16GB RAM. Error from installer log: Jun 9 09:55:29 COMPUTERNAME osinstallersetupd[11696]: Operation queue failed with error: Error Domain=com.apple.OSInstallerSetup.error Code=1007 "An error occurred preparing the update." UserInfo={NSLocalizedRecoverySuggestion=Failed to personalize the software update. Please try again., NSLocalizedDescription=An error occurred preparing the update., NSUnderlyingError=0xbdbf93f30 {Error Domain=SUMacControllerError Code=7723 "[SUMacControllerErrorPreflightPersonalizeFailed=7723] Failed to perform PreflightPersonalize operation: [MobileSoftwareUpdateErrorDomain(MSU):MSU_ERR_PERSONALIZATION_FAILURE(2)_1_MobileSoftwareUpdateErrorDomain(MSU):MSU_ERR_GLOBAL_TICKET_INVALID(53)]" UserInfo={NSLocalizedDescription=Failed to personalize the software update. Please try again., SUMacControllerErrorIndicationsMask=0, NSDebugDescription=[SUMacControllerErrorPreflightPersonalizeFailed=7723] Failed to perform PreflightPersonalize operation: [MobileSoftwareUpdateErrorDomain(MSU):MSU_ERR_PERSONALIZATION_FAILURE(2)_1_MobileSoftwareUpdateErrorDomain(MSU):MSU_ERR_GLOBAL_TICKET_INVALID(53)], NSUnderlyingError=0xbdbf93b10 {Error Domain=MobileSoftwareUpdateErrorDomain Code=2 "Could not personalize boot/firmware bundle." UserInfo={NSUnderlyingError=0xbdbf93d80 {Error Domain=MobileSoftwareUpdateErrorDomain Code=53 "Global ticket failed to verify" UserInfo=0xbdbfd2be0 (not displayed)}, NSLocalizedDescription=Could not personalize boot/firmware bundle., target_update=26A5353q}}}}} Not sure if anyone else has experienced this error?
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MacOS 26.4 beta “Failed to prepare software update”
I have received this installation error attempting to upgrade from MacOS 26.4 beta 2 to beta 3 on my Intel 2020 27” iMac, and now trying to install beta 4 from beta 3 on my M1 Max MBP. I have seen from a sprinkling of post that some others have had the same issue. I was able to successfully perform the 2 to 3 upgrade on the iMac in safe boot, suggesting possible compatible, third-party app. But that did not work for beta 4 on either device. I have submitted feedback for each episode. Any others have this issue? Unusual for Apple, I have never had any issues installing beta software before.
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Does the OS has dedicated volume levels for each AVAudioSessionCategory.
We have an VoiP application, our application can be configured to amplify the PCM samples before feeding it to the Player to achieve volume gain at the receiver. In order to support this, We follow as below. If User has configured this Gain Settings within application, Application applies the amplification for the samples to introduce the gain. Application will also set the AVAudioSessionCategory to AVAudioSessionCategoryPlayback Provided the User has chosen the output to Speaker. This settings was working for us but we see there is a difference in behaviour w.r.t Volume Level System Settings between OS 26.3.1 and OS 26.4 When user has chosen earpiece as Output, then we will set the AVAudioSessionCategory to AVAudioSessionCategoryPlayAndRecord. User would have set the volume level to minimum. When user will change the output to Speaker, then we will set the AVAudioSessionCategory to AVAudioSessionCategoryPlayback. The expectation is, the volume level should be of AVAudioSessionCategoryPlayback what was set earlier instead we are seeing the volume level stays as minimum which was set to AVAudioSessionCategoryPlayAndRecord Could you please explain about this inconsistency w.r.t Volume level.
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Making View's init nonisolated with environment variables
Views with custom nonisolated init fail to compile when using @MainActor-isolated @Environment properties (e.g., \.openURL, \.dismiss). From the Swift 6 migration documentation, it seems encouraged to define inits nonisolated, and it seems base SwiftUI components also have their inits defined as nonisolated (e.g. TimelineView, LazyHStack, etc), which makes sense. How do you achieve marking a SwiftUI View's init as nonisolated when it uses environment variables, without producing the following build error "Main actor-isolated default value of 'self.openURL' cannot be used in a nonisolated initalizer" ? It seems @State variable defined in a view has the ability to be set in a nonisolated init but not @Environment. What mechanism prevents this under the hood ?
Topic: UI Frameworks SubTopic: SwiftUI
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Advanced Commerce API SKU verification
Hello! In our app we use Advanced Commerce API with generic consumable products. Does Apple validate SKU of payment request? So if user have several pending purchase requests with same SKU (inside item) will Apple charge only for the latest one or all of pending requests even though SKU is the same?
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iPadOS 26.1: new issue with traitCollection when changing dark mode
Since iPadOS 26.1 I notice a new annoying bug when changing the dark mode option of the system. The appearance of the UI changes, but no longer for view controllers which are presented as Popover. For these view controllers the method "traitCollectionDidChange()" is still called (though sometimes with a very large delay), but checking the traitCollection property of the view controller in there does no longer return the correct appearance (which is probably why the visual appearance of the popover doesn't change anymore). So if the dark mode was just switched on, traitCollectionDidChange() is called, but the "traitCollection.userInterfaceStyle" property still tells me that the system is in normal mode. More concrete, traitCollection.userInterfaceStyle seems to be set correctly only(!) when opening the popover, and while the popover is open, it is never updated anymore when the dark mode changes. This is also visible in the standard Apps of the iPad, like the Apple Maps App: just tap on the "map" icon at the top right to open the "Map mode" view. While the view is open, change the dark mode. All of the Maps App will change its appearance, with the exception of this "Map mode" view. Does anyone know an easy workaround? Or do I really need to manually change the colors for all popup view controllers whenever the dark mode changes? Using dynamic UIColors won't help, because these rely on the "userInterfaceStyle" property, and this is no longer correct. Bugreport: FB20928471
Replies
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4
Views
1k
Activity
1w
My App stuck in "Waiting for Review" two week
Hello everyone, My app (ID: 6756186616) was submitted on Mar 15, 2026, and has been stuck in "Waiting for Review" status for over 17 days. I contacted Developer Support (case #20000111565861) and received confirmation that it's proceeding normally, but no update since. On average, Apple reviews 90 percent of apps within 24 hours. However, there might be cases that need more review time, but mine exceeds two week. Any recent experiences with long queues? Thanks!
Replies
8
Boosts
1
Views
419
Activity
2w
How does the system decide on NSMenuItem.ImageVisibility?
I added images to all NSMenuItems in my app on macOS 26. Now, with macOS 27 beta 1, most of them are no longer displayed, which seems to be the behavior of NSMenuItem.ImageVisibility.automatic. However, this only happens for images initialized with NSImage(systemSymbolName:accessibilityDescription:). Images initialized with NSImage(named:) are still shown, despite the visibility setting being .automatic. What would be an approach that is consistent for all app-contributed NSMenuItems while still respecting the system default? Even more, how would one set image visibility to also address possible future system settings that decide on menu-item image visibility? As a side note, the documentation for NSMenuItem.ImageVisibility has no description for .automatic, and the documentation for .hidden and .visible seems wrong or misleading (or I'm misunderstanding): .hidden: The item image should always be visible. Note that in some cases, AppKit may still hide the image, overriding this preference. .visible: AppKit should choose whether the item’s image is visible, considering the system configuration.
Topic: UI Frameworks SubTopic: AppKit
Replies
8
Boosts
1
Views
123
Activity
1w
.disabled() doesn't VISUALLY disable buttons inside ToolbarItem on iOS 26 devices
[Also submitted as FB19313064] The .disabled() modifier doesn't visually disable buttons inside a ToolbarItem container on iOS 26.0 (23A5297i) devices. The button looks enabled, but tapping it doesn't trigger the action. When deployment target is lowered to iOS 18 and deployed to an iOS 18 device, it works correctly. It still fails on an iOS 26 device, even with an iOS 18-targeted build. This occurs in both the Simulator and on a physical device. Screen Recording Code struct ContentView: View { @State private var isButtonDisabled = false private var osTitle: String { let version = ProcessInfo.processInfo.operatingSystemVersion return "iOS \(version.majorVersion)" } var body: some View { NavigationStack { VStack { Button("Body Button") { print("Body button tapped") } .buttonStyle(.borderedProminent) .disabled(isButtonDisabled) Toggle("Disable buttons", isOn: $isButtonDisabled) Spacer() } .padding() .navigationTitle("Device: \(osTitle)") .navigationBarTitleDisplayMode(.large) .toolbar { ToolbarItem { Button("Toolbar") { print("Toolbar button tapped") } .buttonStyle(.borderedProminent) .disabled(isButtonDisabled) } } } } }
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8
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3
Views
800
Activity
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(Xcode 26.0 → 26.2) Constant UI flickering in split view mode
Hello, I’ve been experiencing a persistent issue in Xcode since version 26.0, and it is still present in 26.2. When using the split view to display two files side by side, the area in the top‑right corner of the window (the inspector / options panel) starts flickering continuously. This happens regardless of whether I’m using the light or dark theme, and even with the Liquid Glass effect disabled in macOS settings. None of these changes have any impact on the issue. I have already submitted a bug report through Xcode (Feedback Assistant), but the issue is still present as of today. The flickering makes the interface difficult to use and visually very distracting. I’ve attached a video to clearly show the issue. I will review the attachment at the time I publish this post. Thanks in advance for any help or feedback. Video 1 https://www.icloud.com/iclouddrive/077l-R7Ybvxz89NI-B7DliEuA#xcode_bug1 Video 2 https://www.icloud.com/iclouddrive/0f6bJp48ioGRdkYiA2U4sI-cg#xcode-bug2
Replies
8
Boosts
2
Views
379
Activity
6d
.contactAccessPicker shows blank sheet on iOS 26.2.1 on device
Calling contactAccessPicker results in a blank sheet and a jetsam error, rather than the expected contact picker, using Apple’s sample code, only on device with iOS 26.2.1. This is happening on a iPhone 17 Pro Max running 26.2.1, and not on a simulator. I’m running Apple's sample project Accessing a person’s contact data using Contacts and ContactsUI Steps: Run the sample app on device running iOS 26.2.1. Use the flow to authorize .limited access with 1 contact: Tap request access, Continue, Select Contacts. Select a contact, Continue, Allow Selected Contact. This all works as expected. Tap the add contact button in the toolbar to add a second contact. Expected: This should show the Contact Access Picker UI. Actual: Sheet is shown with no contents. See screenshot of actual results on iOS device running 26.2.1. Reported as FB21812568 I see a similar (same?) error reported for 26.1. It seems strange that the feature is completely broken for multiple point releases. Is anyone else seeing this or are the two of us running into the same rare edge case? Expected Outcome, seen on simulator running 26.2 Actual outcome, seen on device running 26.2.1
Replies
8
Boosts
2
Views
549
Activity
1w
X button disappeared on iPadOS 26.4 in MFMailComposeViewController
I’m using MFMailComposeViewController to send emails from my app. Since updating to iPadOS 26.4, there is no way to cancel the mail composer because the “X” button in the top-left corner has disappeared. On iPhone with iOS 26.4, everything still seems to work as expected. Is this a known issue, or am I missing something? Has anyone else experienced this, or found a workaround?
Topic: UI Frameworks SubTopic: UIKit
Replies
8
Boosts
1
Views
807
Activity
1w
In-app purchase fails on Apple Silicon Mac
I'm testing IPhone and iPad Apps on Apple Silicon Macs. When I purchase In-app product in the app on Apple Silicon Mac, the payment receipt is not created, so the purchase fails. In console log, it says it doesn't have permission to write to the file. storekitagent [6913DE38_SK1] Error writing receipt (5095 bytes) to file:///Users/XXXX/Library/Containers/90FE2A60-9FDF-4ECF-848F-CE3D396322CA/Data/StoreKit/sandboxReceipt: Error Domain=NSCocoaErrorDomain Code=513 "You don’t have permission to save the file “sandboxReceipt” in the folder “StoreKit”" UserInfo={NSFilePath=/Users/XXXX/Library/Containers/90FE2A60-9FDF-4ECF-848F-CE3D396322CA/Data/StoreKit/sandboxReceipt, NSUnderlyingError=0x14202c920 {Error Domain=NSPOSIXErrorDomain Code=1 "Operation not permitted"}} The App is using Original API for In-App Purchase written in Objective-C. When I purchase in-app product, the app calls SKPaymentQueue::addPayment. And then it gets paymentQueue:updatedTransactions callback with SKPaymentTransactionStatePurchased. This means that the payment was successful. But the receipt is not created so I can't continue the after process. I'm testing with sandbox in-app purchase. I have tested several times and confirmed that on macOS Monterey 12.2 the receipt is created successfully, but on macOS Ventura 13.2 the receipt isn't created. I think there is something to do with macOS version. Does anyone have any solutions? Here is a very similar thread on apple developer forum. (And there too has no anwsers)  https://developer.apple.com/forums/thread/719505
Replies
8
Boosts
0
Views
1.9k
Activity
3w
Builds not showing under Testflight iOS Builds
Hi Have uploaded the build version and status now is approved, but this build is not showing under testflight previous builds, not able to install this version. Also when adding independent tester, error occured showing like bolow, retry not work. Anyone facing this problem ?
Replies
8
Boosts
5
Views
436
Activity
2d
“Keep Going with Apps” Tutorial section will not complete.
Hello All, I am currently working through ”Keep going with Apps” in Swift Playground. The section in the tutorial “Add a DancingCreature view” will not complete. I have tried to type it is as written in the tutorial and even used the copy and paste button provided. I have restarted the app and my IPad with no success. I have attached a screen shot of the tutorial prompt. Here is the code block: import SwiftUI import Guide struct DancingCreatures: View { //#-learning-code-snippet(varDeclaration) @EnvironmentObject var data : CreatureZoo var body: some View { SPCAssessableGroup(view: self) { VStack { ZStack { /*#-code-walkthrough(dance.forEach)*/ ForEach(data.creatures) { creature in /*#-code-walkthrough(dance.forEach)*/ /*#-code-walkthrough(dance.textView)*/ Text(creature.emoji) .resizableFont() .offset(creature.offset) .rotationEffect(creature.rotation) /*#-code-walkthrough(dance.textView)*/ } } ZStack { /*#-code-walkthrough(dance.forEach)*/ ForEach(data.creatures) { creature in /*#-code-walkthrough(dance.forEach)*/ /*#-code-walkthrough(dance.textView)*/ Text(creature.emoji) .resizableFont() .offset(creature.offset) .rotationEffect(creature.rotation) /*#-code-walkthrough(dance.textView)*/ //#-learning-code-snippet(exp1) //#-learning-code-snippet(animationSolution) //#-learning-code-snippet(exp3) } } /*#-code-walkthrough(dance.onTap)*/ .onTapGesture { data.randomizeOffsets() } /*#-code-walkthrough(dance.onTap)*/ /*#-code-walkthrough(dance.onTap)*/ .onTapGesture { data.randomizeOffsets() } /*#-code-walkthrough(dance.onTap)*/ } } } } struct DancingCreatures_Previews: PreviewProvider { static var previews: some View { DancingCreatures().environmentObject(CreatureZoo()) } } Device information: IPad Pro (11 inch, 2nd gen) iPad OS Version: 26.0.1 Playground Version: 4.6.4 Anyone else come across this? Thank you in advance.
Replies
8
Boosts
6
Views
1.2k
Activity
2w
BLE Peripherals streaming speeds are significantly slowed with new hardware (iPhone 17, iPad A16)
Hi, we have developed an application that streams data from two BLE peripherals at a rate of 14.5kbps per peripheral. Until now, our devices streamed in near real time with no lag on all Apple devices with Bluetooth 5.0 or greater. Since the release of the iPhone 17 series and the iPad A16, we have reports from users of the data being streamed at significantly lower rates than expected. Any help here would be greatly appreciated as our customers are being affected by this change.
Replies
8
Boosts
2
Views
1.4k
Activity
3w
First App Store review submitted after publishing on Google Play 🚀
Hi everyone! Today I finally submitted my first iOS app for App Store review after previously publishing the Android version on Google Play. App ID: 6771439707 The app was developed with Flutter and the process was a very interesting learning experience, especially around: App Privacy configuration screenshots and metadata archive/distribution process App Store Connect setup adapting branding/assets to platform guidelines Coming from Android publishing, I have to admit the Apple review pipeline feels much stricter and more detail-oriented 😄 but also very polished once everything is correctly configured. I just wanted to thank the community because many forum posts helped me solve issues during the submission process. Now waiting for review results 🤞 Greetings from Argentina!
Replies
8
Boosts
0
Views
243
Activity
3w
iOS 26.4 asks for Face ID instead of Screen Time passcode when disabling Screen Time access for an app
On iOS 26.4, I set a Screen Time passcode. However, when I go to Settings > Apps > [Our App] and turn off Screen Time Access for the app, the system asks for Face ID instead of the Screen Time passcode. As a result, Screen Time access can be disabled without entering the Screen Time passcode. Steps to Reproduce 1. Set a Screen Time passcode on iOS 26.4. 2. Open Settings > Apps > [Our App]. 3. Turn off Screen Time Access for the app. Expected Result The system should require the Screen Time passcode before allowing Screen Time access to be disabled. Actual Result The system asks for Face ID instead of the Screen Time passcode, and Screen Time access is disabled.
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8
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701
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1w
macOS 27 Beta 1 Install Failure
Hello, I'm unable to install macOS 27 Beta 1 on relatively clean test system - 15" MacBook Air M4 16GB RAM. Error from installer log: Jun 9 09:55:29 COMPUTERNAME osinstallersetupd[11696]: Operation queue failed with error: Error Domain=com.apple.OSInstallerSetup.error Code=1007 "An error occurred preparing the update." UserInfo={NSLocalizedRecoverySuggestion=Failed to personalize the software update. Please try again., NSLocalizedDescription=An error occurred preparing the update., NSUnderlyingError=0xbdbf93f30 {Error Domain=SUMacControllerError Code=7723 "[SUMacControllerErrorPreflightPersonalizeFailed=7723] Failed to perform PreflightPersonalize operation: [MobileSoftwareUpdateErrorDomain(MSU):MSU_ERR_PERSONALIZATION_FAILURE(2)_1_MobileSoftwareUpdateErrorDomain(MSU):MSU_ERR_GLOBAL_TICKET_INVALID(53)]" UserInfo={NSLocalizedDescription=Failed to personalize the software update. Please try again., SUMacControllerErrorIndicationsMask=0, NSDebugDescription=[SUMacControllerErrorPreflightPersonalizeFailed=7723] Failed to perform PreflightPersonalize operation: [MobileSoftwareUpdateErrorDomain(MSU):MSU_ERR_PERSONALIZATION_FAILURE(2)_1_MobileSoftwareUpdateErrorDomain(MSU):MSU_ERR_GLOBAL_TICKET_INVALID(53)], NSUnderlyingError=0xbdbf93b10 {Error Domain=MobileSoftwareUpdateErrorDomain Code=2 "Could not personalize boot/firmware bundle." UserInfo={NSUnderlyingError=0xbdbf93d80 {Error Domain=MobileSoftwareUpdateErrorDomain Code=53 "Global ticket failed to verify" UserInfo=0xbdbfd2be0 (not displayed)}, NSLocalizedDescription=Could not personalize boot/firmware bundle., target_update=26A5353q}}}}} Not sure if anyone else has experienced this error?
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8
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2
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469
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1w
MacOS 26.4 beta “Failed to prepare software update”
I have received this installation error attempting to upgrade from MacOS 26.4 beta 2 to beta 3 on my Intel 2020 27” iMac, and now trying to install beta 4 from beta 3 on my M1 Max MBP. I have seen from a sprinkling of post that some others have had the same issue. I was able to successfully perform the 2 to 3 upgrade on the iMac in safe boot, suggesting possible compatible, third-party app. But that did not work for beta 4 on either device. I have submitted feedback for each episode. Any others have this issue? Unusual for Apple, I have never had any issues installing beta software before.
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1.8k
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3w
I’ve been waiting for Siri AI for 48 hours, does anyone have any information about this?
I’ve found nothing about the waitlist, like when are there expected openings, how does an opening occur, and do I need to do anything else except join the waitlist? It’s been indexing for the same amount of time that I’ve been waiting for Siri, so is that a factor?
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7
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271
Activity
4d
Does the OS has dedicated volume levels for each AVAudioSessionCategory.
We have an VoiP application, our application can be configured to amplify the PCM samples before feeding it to the Player to achieve volume gain at the receiver. In order to support this, We follow as below. If User has configured this Gain Settings within application, Application applies the amplification for the samples to introduce the gain. Application will also set the AVAudioSessionCategory to AVAudioSessionCategoryPlayback Provided the User has chosen the output to Speaker. This settings was working for us but we see there is a difference in behaviour w.r.t Volume Level System Settings between OS 26.3.1 and OS 26.4 When user has chosen earpiece as Output, then we will set the AVAudioSessionCategory to AVAudioSessionCategoryPlayAndRecord. User would have set the volume level to minimum. When user will change the output to Speaker, then we will set the AVAudioSessionCategory to AVAudioSessionCategoryPlayback. The expectation is, the volume level should be of AVAudioSessionCategoryPlayback what was set earlier instead we are seeing the volume level stays as minimum which was set to AVAudioSessionCategoryPlayAndRecord Could you please explain about this inconsistency w.r.t Volume level.
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7
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1.1k
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1w
Making View's init nonisolated with environment variables
Views with custom nonisolated init fail to compile when using @MainActor-isolated @Environment properties (e.g., \.openURL, \.dismiss). From the Swift 6 migration documentation, it seems encouraged to define inits nonisolated, and it seems base SwiftUI components also have their inits defined as nonisolated (e.g. TimelineView, LazyHStack, etc), which makes sense. How do you achieve marking a SwiftUI View's init as nonisolated when it uses environment variables, without producing the following build error "Main actor-isolated default value of 'self.openURL' cannot be used in a nonisolated initalizer" ? It seems @State variable defined in a view has the ability to be set in a nonisolated init but not @Environment. What mechanism prevents this under the hood ?
Topic: UI Frameworks SubTopic: SwiftUI
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129
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1w
Advanced Commerce API SKU verification
Hello! In our app we use Advanced Commerce API with generic consumable products. Does Apple validate SKU of payment request? So if user have several pending purchase requests with same SKU (inside item) will Apple charge only for the latest one or all of pending requests even though SKU is the same?
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7
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124
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1w
AVPictureInPictureController doesn't work with AVSampleBufferDisplayLayer on tvOS
When we try to use AVPictureInPictureController with a AVSampleBufferDisplayLayer on tvOS 15 through tvOS 26 isPictureInPicturePossible never becomes true. The code works great on iOS, but it has never worked on tvOS. You can check this out for a repro: https://github.com/jazzychad/PiPBugDemo Feedbacks: FB9751461, FB14158567, FB14037110 DTS Case: 7999337
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7
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274
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1d