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Why is my Family Controls API requests taking weeks?
Hi everyone, I’m honestly trying to understand what’s going on with the Family Controls API review process. I submitted my entitlement request on March 5, and as of today (March 19), there has been zero response. I also opened a support ticket on March 16, and that hasn’t received any response either. What’s confusing is that updates to another app on the same developer account were approved within days — so clearly the account is in good standing and active. At this point, it feels like there’s no visibility into what’s happening: Is the request under review? Is it waiting for additional information? Or is it just sitting in a queue indefinitely? I understand that Family Controls is a sensitive API, but a two-week silence with no status or communication makes it very difficult to plan or ship features. For those who’ve gone through this: How long did your approval actually take? Did you receive any communication during the process? Is there any reliable way to get visibility or speed this up? Right now, this is blocking a feature we’ve invested significant time building, and the lack of feedback is the most frustrating part. This is really giving me pain. Would really appreciate any insights.
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Building Real-Time Voice Input on macOS 26 with SpeechAnalyzer + ScreenCaptureKit
We built an open-source macOS menu bar app that turns speech into text and pastes it into the active app — using SpeechAnalyzer for on-device transcription, ScreenCaptureKit + Vision for screen-aware context, and FluidAudio for speaker diarization in meeting mode. Here's what we learned shipping it on macOS 26. GitHub: github.com/Marvinngg/ambient-voice Architecture The app has two modes: hotkey dictation (press to talk, release to inject) and meeting recording (continuous transcription with a floating panel). Dictation Mode Audio capture uses AVCaptureSession (more on why below). The captured audio feeds into SpeechAnalyzer via an AsyncStream: let transcriber = SpeechTranscriber( locale: locale, transcriptionOptions: [], reportingOptions: [.volatileResults, .alternativeTranscriptions], attributeOptions: [.audioTimeRange, .transcriptionConfidence] ) let analyzer = SpeechAnalyzer(modules: [transcriber]) let (inputSequence, inputBuilder) = AsyncStream.makeStream() try await analyzer.start(inputSequence: inputSequence) While recording, we capture a screenshot of the focused window using ScreenCaptureKit, run Vision OCR (VNRecognizeTextRequest), extract keywords, and inject them into SpeechAnalyzer as contextual bias: let context = AnalysisContext() context.contextualStrings[.general] = ocrKeywords try await analyzer.setContext(context) This improves accuracy for technical terms and proper nouns visible on screen. If your screen shows "SpeechAnalyzer", saying it out loud is more likely to be transcribed correctly. After transcription, an optional L2 step sends the text through a local LLM (ollama) for spoken-to-written cleanup, then CGEvent simulates Cmd+V to paste into the active app. Meeting Mode Meeting mode forks the same audio stream to two consumers: SpeechAnalyzer — real-time streaming transcription, displayed in a floating NSPanel FluidAudio buffer — accumulates 16kHz Float32 mono samples for batch speaker diarization after recording stops When the user ends the meeting, FluidAudio's performCompleteDiarization() runs on the accumulated audio. We align transcription segments with speaker segments using audioTimeRange overlap matching — each transcription segment gets assigned the speaker ID with the most time overlap. Results export to Markdown. Pitfalls We Hit on macOS 26 1. AVAudioEngine installTap doesn't fire with Bluetooth devices We started with AVAudioEngine.inputNode.installTap() for audio capture. It worked fine with built-in mics but the tap callback never fired with Bluetooth devices (tested with vivo TWS 4 Hi-Fi). Fix: switched to AVCaptureSession. The delegate callback captureOutput(_:didOutput:from:) fires reliably regardless of audio device. The tradeoff is you get CMSampleBuffer instead of AVAudioPCMBuffer, so you need a conversion step. 2. NSEvent addGlobalMonitorForEvents crashes Our global hotkey listener used NSEvent.addGlobalMonitorForEvents. On macOS 26, this crashes with a Bus error inside GlobalObserverHandler — appears to be a Swift actor runtime issue. Fix: switched to CGEventTap. Works reliably, but the callback runs on a CFRunLoop context, which Swift doesn't recognize as MainActor. 3. CGEventTap callbacks aren't on MainActor If your CGEventTap callback touches any @MainActor state, you'll get concurrency violations. The callback runs on whatever thread owns the CFRunLoop. Fix: bridge with DispatchQueue.main.async {} inside the tap callback before touching any MainActor state. 4. CGPreflightScreenCaptureAccess doesn't request permission We used CGPreflightScreenCaptureAccess() as a guard before calling ScreenCaptureKit. If it returned false, we'd bail out. The problem: this function only checks — it never triggers macOS to add your app to the Screen Recording permission list. Chicken-and-egg: you can't get permission because you never ask for it. Fix: call CGRequestScreenCaptureAccess() at app startup. This adds your app to System Settings → Screen Recording. Then let ScreenCaptureKit calls proceed without the preflight guard — SCShareableContent will also trigger the permission prompt on first use. 5. Ad-hoc signing breaks TCC permissions on every rebuild During development, codesign --sign - (ad-hoc) generates a different code directory hash on every build. macOS TCC tracks permissions by this hash, so every rebuild = new app identity = all permissions reset. Fix: sign with a stable certificate. If you have an Apple Development certificate, use that. The TeamIdentifier stays constant across rebuilds, so TCC permissions persist. We also discovered that launching via open WE.app (LaunchServices) instead of directly executing the binary is required — otherwise macOS attributes TCC permissions to Terminal, not your app. Benchmarks We ran end-to-end benchmarks on public datasets (Mac Mini M4 16GB, macOS 26): Transcription (SpeechAnalyzer, AliMeeting Chinese): • Near-field CER 34% (excluding outliers ~25%) • Far-field CER 40% (single channel, no beamforming, >30% overlap) • Processing speed 74-89x real-time Speaker diarization (FluidAudio offline): • AMI English 16 meetings: avg DER 23.2% (collar=0.25s, ignoreOverlap=True) • AliMeeting Chinese 8 meetings: DER 48.5% (including overlap regions) • Memory: RSS ~500MB, peak 730-930MB Full evaluation methodology, scripts, and raw results are in the repo. Open Source The project is MIT licensed: github.com/Marvinngg/ambient-voice It includes the macOS client (Swift 6.2, SPM), server-side distillation/training scripts (Python), and a complete evaluation framework with reproducible benchmarks. Feedback and contributions welcome.
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Apple Business Account Verification Stuck, No Response After Multiple Submissions
Hi everyone, I’m currently trying to set up a business account on the Apple Developer Console, and I’ve run into a really frustrating issue. Last month, I was asked to submit additional documents for verification. I submitted everything as requested and received a confirmation email: “Thank you for providing the documents we requested. We will review them and follow up with you within two business days.” However, weeks passed with no update. About 1–2 weeks ago, I reached out to support again. I was asked to re-submit the same documents, which I did. Once again, I received the same confirmation email stating a response would come within two business days. It’s now been 7 days since that second submission, and still no response. At this point, I’m not sure what I’m doing wrong or if this is just a delay on Apple’s side. What’s more confusing is that we’ve successfully created developer accounts on other platforms (like Google Play) using the same business information and DUNS number, with verification completed in under 24 hours. Has anyone experienced something similar with Apple Developer business verification? Is there something specific Apple looks for that I might be missing, or is this just a backlog/delay issue? Would really appreciate any insights or advice. Thanks 🙏
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iMessage App Icon with Icon Composer
Hi, I am working on app at the moment that uses Icon Composer for all of its icons and variations. I want to add an iMessage App to my project however I get validation errors from App Store Connect even if I add an imessage app to my asset catalog and include all app icon assets. Is there any way to do this at the moment natively with Icon Composer? If not how do I manually overwrite the icon JUST for iMessage and not for my entire iOS app?
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Is there a reliable way to check pending agreement status for multiple App Store Connect accounts via API?
Hey everyone, I'm managing CI/CD pipelines for around 45 iOS apps across different Apple Developer accounts. One recurring pain point is blocked pipelines due to unsigned agreements. Things like the Paid Applications Agreement and the Apple Developer Program License Agreement. I built an internal dashboard to flag these before they block a release, but I'm hitting a wall with detection accuracy. Since there's no dedicated endpoint for agreement status, I'm running three probes per account and checking for 403 FORBIDDEN.REQUIRED_AGREEMENTS_MISSING_OR_EXPIRED: GET /v1/agreements GET /v1/bundleIds?filter[identifier]={bundleId}&filter[platform]=IOS GET /v1/certificates?limit=1 Case 1 : Works perfectly. Account has "Apple Developer Program License Agreement has been updated and needs to be reviewed" : All three endpoint return 403 (In this case, the step 1 is enough) # Step 1 /v1/agreements → HTTP 403 ⛔ BLOCKED # Step 2 /v1/bundleIds → HTTP 403 ⛔ BLOCKED # Step 3 /v1/certificates → HTTP 403 ⛔ BLOCKED # [Step 1 body] { "errors": [ { "id": "TXF6QUVS6OY66YVUNINVLKXZFA", "status": "403", "code": "FORBIDDEN.REQUIRED_AGREEMENTS_MISSING_OR_EXPIRED", "title": "A required agreement is missing or has expired.", "detail": "This request requires an in-effect agreement that has not been signed or has expired.", "links": { "see": "/business" } } ] } # [Step 2 body] { "errors": [ { "id": "MTDI5P37UTYQOOVJSMXCWUK42U", "status": "403", "code": "FORBIDDEN.REQUIRED_AGREEMENTS_MISSING_OR_EXPIRED", "title": "A required agreement is missing or has expired.", "detail": "This request requires an in-effect agreement that has not been signed or has expired.", "links": { "see": "/business" } } ] } # [Step 3 body] { "errors": [ { "id": "GI6EN2CMBFJIJJZM547LSW66KY", "status": "403", "code": "FORBIDDEN.REQUIRED_AGREEMENTS_MISSING_OR_EXPIRED", "title": "A required agreement is missing or has expired.", "detail": "This request requires an in-effect agreement that has not been signed or has expired.", "links": { "see": "/business" } } ] } Case 2 : Not detected. Different account, same message in App Store Connect UI. But v1/agreements endpoint return 404 while other 2 steps return 200 # Step 1 /v1/agreements → HTTP 404 ➖ 404 # Step 2 /v1/bundleIds → HTTP 200 ✅ OK # Step 3 /v1/certificates → HTTP 200 ✅ OK # [Step 1 body] { "errors": [ { "id": "37459578-8167-449c-ad22-e0ffa392df2d", "status": "404", "code": "NOT_FOUND", "title": "The specified resource does not exist", "detail": "The path provided does not match a defined resource type." } ] } # [Step 2 body] { "data": [ { "type": "bundleIds", "id": "xxx", "attributes": { "identifier": "xxx" }, "links": { "self": "https://api.appstoreconnect.apple.com/v1/bundleIds/[xxx]" } } ], "links": { "self": "https://api.appstoreconnect.apple.com/v1/bundleIds?fields%5BbundleIds%5D=identifier&filter%5Bplatform%5D=IOS&filter%5Bidentifier%5D=[xxx]&limit=1" }, "meta": { "paging": { "total": 1, "limit": 1 } } } # [Step 3 body] { "data": [ { "type": "certificates", "id": "xxx", "attributes": { "serialNumber": "xxx", "expirationDate": "2026-07-03T04:47:09.000+00:00", "certificateType": "DISTRIBUTION" }, "links": { "self": "https://api.appstoreconnect.apple.com/v1/certificates/[xxx]" } } ], "links": { "self": "https://api.appstoreconnect.apple.com/v1/certificates?fields%5Bcertificates%5D=serialNumber%2CcertificateType%2CexpirationDate&limit=1", "next": "https://api.appstoreconnect.apple.com/v1/certificates?fields%5Bcertificates%5D=serialNumber%2CcertificateType%2CexpirationDate&cursor=[xxx]&limit=1" }, "meta": { "paging": { "total": 4, "limit": 1 } } } Same agreement type, same UI warning, completely different API behaviour. My best guess is Apple enforces the agreement deadline progressively. The 403 gate only kicks in once the deadline is crossed or the account reaches a certain state, while the UI warning shows much earlier. What I'm looking for, Is there a supported API endpoint that reflects pending agreement status regardless of enforcement state? Or is the 403 gate genuinely the only signal available and some pending agreements just won't show up until Apple enforces them? Happy to hear "there's no API for this" if that's the reality. Just want to make sure I'm not missing something before I accept that limitation. Thanks.
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Apple: The Tech Giant Crushing Developers with "Technical Incompetence" and Silent Support
While Apple prides itself on providing the ultimate experience for both users and developers, many find themselves trapped in a technical "black hole" with no exit. The issue isn't just the complexity of the systems, but the sheer inability of these systems to handle a developer’s most basic need: accessing their account to manage their business. The Dead-End Loop: "Too Many Verification Codes" The disaster begins with a seemingly harmless but business-destroying message: "You have sent too many verification codes. Please try again later." At this point, Apple’s system—with its supposed "intelligence"—decides to freeze your account for two days or more. You wait patiently, return after 48 hours to log in, only to be met by the exact same message. This isn’t "security"; it’s primitive technical failure. How can a company of Apple’s magnitude fail to program a smart system that distinguishes between a breach attempt and a developer trying to access their work tools? Persistent failure for over a month without a root solution raises serious questions about the software infrastructure of this giant. Customer Support: Total Absence and Disregard for Time The greatest agony lies in the "Non-Response." You email technical support, and the answer either arrives a month later—long after the damage is done—or never arrives at all. In the business world, every second translates to money and reputation, but in Apple’s dictionary, it seems a developer’s time has no value. It is ironic that a trillion-dollar company fails to provide a human support agent who can, with a single click, verify a developer's identity and bypass a stuck OTP. This blatant lack of effective human support is the pinnacle of negligence toward the developer community—the very backbone of their App Store. Paralyzed Apps and Users Left Stranded Behind this "technical incompetence" lies a painful reality: an app with technical bugs requiring urgent fixes, thousands of users waiting for an update that never comes, and business operations completely halted. The developer stands handcuffed, unable to push a single update because the "fortress gates" are locked due to a glitch in sending a text message! How has Apple managed to reach this size while operating with such technical bureaucracy? The answer may lie in its market monopoly, which has made it indifferent to the collateral damage inflicted on startups by its software errors and the absence of its support staff. Final Word What is happening is not just a passing technical glitch; it is an "administrative catastrophe" wrapped in technology. Apple must realize that its continued success depends not just on selling devices, but on respecting the minds and time of the developers who build its ecosystem. We aren’t asking for miracles; we are simply asking for a login system that works and human beings who respond to emails before it’s too late.
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iPadOS 26: How to prevent new scene creation when sharing a file to my app?
Many different types of files can be opened in my app. If a user, for example, views a file in the Files app and chooses to share the file, they can select my app from the list of options. My app is then given a chance to handle the file as needed. This works just fine in most cases. However, on iPadOS 26, if the user has set the iPad's Multitasking to either Windowed Apps or Stage Manager, then any time they choose to share a file with my app, a new scene (and window) is created. The user is usually not even aware that more and more windows/scenes are being created. It's only after they long-press on the app icon and select Show All Windows (or look under the Open Windows section) do they see far more windows than expected. Under iPadOS 17, 18, or with 26 set to Full Screen Apps, sharing a file to my app simply uses an existing scene, even if the user has explicitly created multiple scenes. A new scene is never created when sharing a file to my app unless there is no existing scene. Due to the nature of my app, even if the user has setup the iPad with Windowed App or Stage Manager under iPadOS 26, it would be far better if a new scene was not created and an existing scene was used. In other words, have it behave just as it does under iPadOS 17 or 18, or with 26 set as Full Screen Apps. Is there any way to configure an app to always use an existing scene when a file is shared with the app? My app is written with UIKit. Under iPadOS 26 with multitasking set to Windowed Apps or Stage Manager, sharing a file with my app results in the UIApplicationDelegate method application(_:configurationForConnecting:options:) being called. At this point a new scene is already in the process of being created. I don't see anything that can be set in the Info.plist. I do not see any relevant UIApplicationDelegate methods. Am I missing something or is this not possible?
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Transporter rejects first Apple-hosted Managed Background Assets pack with `-19243` / `400 invalid values`
We are trying to upload the first Apple-hosted Managed Background Assets pack for our macOS app, but Transporter rejects the asset pack ID during upload. App details: App name: DistillApp Apple ID: 6760288806 Bundle ID: cn.rkbkosp.DistillApp Asset pack ID: distill.pipeline.zh-baseline Platform: macOS Transporter: 1.4 Xcode: 26.2 macOS: 26.3.1 What we see in Transporter: Apple ID: 6760288806 App Name: DistillApp App Bundle ID: cn.rkbkosp.DistillApp No background assets found. And when we try to upload the first asset pack, Transporter fails with: 获取 Apple ID “6760288806”的资源包列表失败。 (-19243) There is an error with a URL parameter (400) Found invalid values: distill.pipeline.zh-baseline What we have already confirmed locally: The app resolves correctly in Transporter, so the Apple ID and bundle ID appear to be correct. The app Info.plist includes: BAHasManagedAssetPacks = YES BAUsesAppleHosting = YES BAAppGroupID = 8U6DAJ62JT.group.cn.rkbkosp.DistillApp.assets The asset pack manifest uses: assetPackID = distill.pipeline.zh-baseline This is intended to be the first Apple-hosted background asset pack for the app. Our understanding is that No background assets found is expected before the first successful upload, so the actual problem seems to be that Transporter/App Store Connect refuses to accept the initial asset pack ID. Questions: Has anyone seen Transporter reject the first Apple-hosted background asset pack for an app with -19243 and 400 invalid values? Does the first Managed Background Assets upload require any additional App Store Connect state beyond having BAHasManagedAssetPacks and BAUsesAppleHosting in the app? Does the app need a newly processed build in App Store Connect after enabling those plist keys before the first asset pack upload will work? Is there any known issue in Transporter 1.4 or App Store Connect for first-time Apple-hosted MBA uploads on macOS apps? If useful, I can also share the exact asset pack manifest and a redacted upload log.
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Urgent: Bundle ID Case-Sensitivity Mismatch for Approved Family Controls Entitlement
Hello, I have a critical issue regarding the "Family Controls (Distribution)" entitlement. My app "FocusPact" was approved for the entitlement, but there is a technical mismatch in the Bundle IDs that prevents distribution via TestFlight. [Current Situation] Parent App ID: com.hayashikento.FocusPact (Approved / Capitalized) Approved Extension ID: com.hayashikento.focuspact.ShieldConfigurationExtension (Approved / Lowercase) [The Issue] Due to the case-sensitivity difference (FocusPact vs focuspact), Xcode throws a "Bundle identifier prefix mismatch" error. Since the parent app identifier is already established as capitalized, I cannot change it to lowercase without breaking the existing configuration. [Request] I have submitted a new entitlement request with the corrected capitalized Bundle ID: Corrected Extension ID: com.hayashikento.FocusPact.ShieldConfigurationExtension Could a DTS engineer please help me synchronize the approved status to this capitalized ID? This is purely a technical correction of an already authorized functionality. Team ID: UHG4J7F7NH App Apple ID: 67591326449 Thank you for your assistance. I am a student developer eager to start MVP testing as soon as this is resolved.
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Multiple IAP products at different price points for same content — compliant with guidelines?
I'm building an app that sells non-consumable in-app purchases. I want to implement a partner/referral discount system using the following approach: Create multiple IAP products in App Store Connect for the same content at different price points (e.g. full price at €10, 10% off at €9, 20% off at €8) When a user enters a partner or referral code in the app, my backend validates the code and returns which product to present The user then completes the purchase through the standard StoreKit IAP flow — Apple processes the transaction normally at the discounted price No purchase is unlocked without going through Apple IAP. No external payment system is involved. The only difference from a standard purchase is which product SKU is shown based on a backend-validated code. My questions: Is this approach compliant with App Store guidelines? Is there any guideline that requires developers to use Apple's native Offer Codes system instead of this approach for discounted purchases? Any guidance would be appreciated before we invest in building this out.
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Gathering Required Information for Troubleshooting Apple Pay on the Web Merchant Issues
Hi, To ensure the issue is not caused by an error within your app or web service request, please review the Apple Pay Merchant Integration Guide. Additionally, please review the following technotes on Apple Pay: TN3173: Troubleshooting issues with your Apple Pay merchant identifier configuration TN3174: Diagnosing issues with the Apple Pay payment sheet on your website TN3175: Diagnosing issues with displaying the Apple Pay button on your website TN3176: Troubleshooting Apple Pay payment processing issues TN3206: Updating Apple Pay certificates If the resources above don’t help identify the cause of the error, please provide more information about your app or web services to get started. To prevent sending sensitive credentials in plain text, create a report in Feedback Assistant to share the details requested below. Additionally, if the error is something we need to investigate further, the appropriate engineering teams also have access to the same information and can communicate with you directly within Feedback Assistant for more information, as needed. Please follow the instructions below to submit your report. For issues occurring with your native app or web service, perform the following steps: Install the Apple Pay profile on your iOS or watchOS device. If the issue occurs on Mac, continue to Step 2. Reproduce the issue and make a note of the timestamp when the issue occurred, while optionally capturing screenshots or video. Gather a sysdiagnose on the same iOS or watchOS device, or on macOS. Create a Feedback Assistant report with the following information: The serial number of the device. For iOS and watchOS: Open Settings > General > About > Serial Number (tap and hold to copy). For macOS: Open the Apple () menu > About This Mac > Serial Number. The SEID (Secure Element Identifier) of the device, represented as a HEX encoded string. For iOS and watchOS: open Settings > General > About > SEID (tap and hold to copy). For macOS: Open the Apple () menu > About This Mac > System Report > NVMExpress > Serial Number. The sysdiagnose gathered after reproducing the issue. The timestamp of when the issue was reproduced. Screenshots or videos of errors and unexpected behaviors (optional). Important: From the logs gathered above, you should be able to determine the cause of the failure from PassbookUIService, PassKit or PassKitCore, and by filtering for your SEID or merchant domain in the Safari Web Inspector. See Inspecting Safari on macOS to learn more. Submitting your feedback Before you submit to Feedback Assistant, please confirm the requested information above is included in your feedback. Failure to provide the requested information will only delay my investigation into the reported issue within your Apple Pay website. After your submission to Feedback Assistant is complete, please respond in your existing Developer Forums post with the Feedback ID. Once received, I can begin my investigation and determine if this issue is caused by an error within your web implementation, a configuration issue within your developer account, or an underlying system bug. Cheers, Paris X Pinkney |  WWDR | DTS Engineer
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MTL4FXTemporalDenoisedScaler initialization
I’m trying to use MTL4FXTemporalDenoisedScaler, and I’m seeing a crash during initialization even with a very simple sample app. I created a minimal sample here: https://github.com/tatsuya-ogawa/MetalFXInitExample The exception is: NSException: "-[AGXG16XFamilyHeap baseObject]: unrecognized selector sent to instance ..." What I found is: • This works: descriptor.makeTemporalDenoisedScaler(device: device) • This crashes: descriptor.makeTemporalDenoisedScaler(device: device, compiler: metal4Compiler) So the issue seems to happen only with the Metal4FX version. For testing, I’m using an iPhone 15 Pro. According to the Metal Feature Set Tables, MetalFX denoised upscaling should be supported on Apple9 and later, so I believe the device itself should meet the requirements. Reference: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf Has anyone seen this before, or knows what might be causing it? I’d appreciate any advice. Thanks.
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Downtime feature makes phone freeze
My iphone freezes during the night, having the alarm not go off, me miss important things as I oversleep. And the phone needs to go thru hard reboot to get back to normal. It´s only been happening after I started using "Downtime". (An underdeveloped feature by Apple in the first place). I love locking my apps down nighttime for less screentime. Annoyingly it only happens once in a while, so I´m not able to link it directly to downtime consistently. I´m not developing an app right now so I´m steep ground with this post, but, with lack of sleep as this has messed up my sleep rythm several times, well I´m not able too anyway. I know ios well, and there isn´t much "to do" except having to always remember to turn off downtime (it doesn´t play well with shortcuts app either), but I hope someone from apple sees this and is able to push this bug into the right team as all reports I have seen goes on focus modes bugs, but not "downtime".
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Edit Legal Entity
**To offer apps or other in-app purchases, you must update your legal entity information prior to signing the Paid Apps Agreement. Edit Legal entity ** Hello everyone, i have for days and weeks tried to change this so i can update my address, but i cannot change it by my own. And all i see is message above Does anyone know exactly how long it takes to be updated by apple support? what other alternatives there to sign up for business agreements so i can not loose much time ? Thanks
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PhaseAnimator doesn't reflect @Observable state changes after animation settles
I ran into a behavior with PhaseAnimator that I'm not sure is a bug or by design. I'd appreciate any insight. The Problem When an @Observable property is read only inside a PhaseAnimator content closure, changes to that property are ignored after the animation cycle completes and reaches its resting state. The UI gets stuck showing stale data. Minimal Reproduction I've put together a simple demo with two views side by side, both driven by the same ViewModel and toggled by the same button: BrokenView — receives an @Observable object and reads its property inside PhaseAnimator. After the animation completes, toggling the property has no visible effect. FixedView — receives the same value as a Bool parameter. Updates correctly every time because view's parameter has changed. import SwiftUI @Observable class ViewModel { var isError = false } struct BrokenView: View { let viewModel: ViewModel @State private var trigger = false var body: some View { VStack(spacing: 20) { Text("Broken (@Observable)").font(.headline) PhaseAnimator([false, true], trigger: trigger) { _ in if viewModel.isError { Text("Error!").foregroundStyle(.red).font(.largeTitle) } else { Text("OK").foregroundStyle(.green).font(.largeTitle) } } } .padding() .onAppear { trigger = true } } } struct FixedView: View { let isError: Bool @State private var trigger = false var body: some View { VStack(spacing: 20) { Text("Fixed (Value Type)").font(.headline) PhaseAnimator([false, true], trigger: trigger) { _ in if isError { Text("Error!").foregroundStyle(.red).font(.largeTitle) } else { Text("OK").foregroundStyle(.green).font(.largeTitle) } } } .padding() .onAppear { trigger = true } } } struct DemoView: View { @State private var viewModel = ViewModel() var body: some View { VStack(spacing: 40) { BrokenView(viewModel: viewModel) Divider() FixedView(isError: viewModel.isError) Divider() Button("Toggle isError: \(viewModel.isError)") { viewModel.isError.toggle() } .buttonStyle(.borderedProminent) } .padding() } } Run the preview, then tap the toggle button. FixedView updates instantly; BrokenView stays stuck. My Understanding It seems like PhaseAnimator only tracks @Observable access during active animation phases. Once it settles at rest, the content closure is not re-evaluated, so observation tracking is effectively lost. Passing a value type works because SwiftUI view diffing detects the input change and triggers a body re-evaluation, which in turn re-evaluates the PhaseAnimator content. Question Is this intended behavior? Or shouldn't I use phase animator in this way? I could not find any mention of this limitation in the documentation. If it is by design, it might be worth documenting — it is a subtle pitfall that is easy to miss. Thanks in advance for any input!
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Why is my Family Controls API requests taking weeks?
Hi everyone, I’m honestly trying to understand what’s going on with the Family Controls API review process. I submitted my entitlement request on March 5, and as of today (March 19), there has been zero response. I also opened a support ticket on March 16, and that hasn’t received any response either. What’s confusing is that updates to another app on the same developer account were approved within days — so clearly the account is in good standing and active. At this point, it feels like there’s no visibility into what’s happening: Is the request under review? Is it waiting for additional information? Or is it just sitting in a queue indefinitely? I understand that Family Controls is a sensitive API, but a two-week silence with no status or communication makes it very difficult to plan or ship features. For those who’ve gone through this: How long did your approval actually take? Did you receive any communication during the process? Is there any reliable way to get visibility or speed this up? Right now, this is blocking a feature we’ve invested significant time building, and the lack of feedback is the most frustrating part. This is really giving me pain. Would really appreciate any insights.
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Question about UX/UI in a Connect mobile app
Is it possible to change the order of Cards in a Trends/Units screen like that (in a such order): Free In-App Paid Free iOS/watchOS/tvOS Free macOS In-App iOS/tvOS In-App macOS Paid iOS/watchOS/tvOS Paid macOS
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No response or receipt
I would like to renew my Apple Developer membership but I'm faced with this : I've filled the form and hit sent, but I didn't receive either a response or a receipt ; it's been multiple days. Is Apple ever going to respond ?
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Building Real-Time Voice Input on macOS 26 with SpeechAnalyzer + ScreenCaptureKit
We built an open-source macOS menu bar app that turns speech into text and pastes it into the active app — using SpeechAnalyzer for on-device transcription, ScreenCaptureKit + Vision for screen-aware context, and FluidAudio for speaker diarization in meeting mode. Here's what we learned shipping it on macOS 26. GitHub: github.com/Marvinngg/ambient-voice Architecture The app has two modes: hotkey dictation (press to talk, release to inject) and meeting recording (continuous transcription with a floating panel). Dictation Mode Audio capture uses AVCaptureSession (more on why below). The captured audio feeds into SpeechAnalyzer via an AsyncStream: let transcriber = SpeechTranscriber( locale: locale, transcriptionOptions: [], reportingOptions: [.volatileResults, .alternativeTranscriptions], attributeOptions: [.audioTimeRange, .transcriptionConfidence] ) let analyzer = SpeechAnalyzer(modules: [transcriber]) let (inputSequence, inputBuilder) = AsyncStream.makeStream() try await analyzer.start(inputSequence: inputSequence) While recording, we capture a screenshot of the focused window using ScreenCaptureKit, run Vision OCR (VNRecognizeTextRequest), extract keywords, and inject them into SpeechAnalyzer as contextual bias: let context = AnalysisContext() context.contextualStrings[.general] = ocrKeywords try await analyzer.setContext(context) This improves accuracy for technical terms and proper nouns visible on screen. If your screen shows "SpeechAnalyzer", saying it out loud is more likely to be transcribed correctly. After transcription, an optional L2 step sends the text through a local LLM (ollama) for spoken-to-written cleanup, then CGEvent simulates Cmd+V to paste into the active app. Meeting Mode Meeting mode forks the same audio stream to two consumers: SpeechAnalyzer — real-time streaming transcription, displayed in a floating NSPanel FluidAudio buffer — accumulates 16kHz Float32 mono samples for batch speaker diarization after recording stops When the user ends the meeting, FluidAudio's performCompleteDiarization() runs on the accumulated audio. We align transcription segments with speaker segments using audioTimeRange overlap matching — each transcription segment gets assigned the speaker ID with the most time overlap. Results export to Markdown. Pitfalls We Hit on macOS 26 1. AVAudioEngine installTap doesn't fire with Bluetooth devices We started with AVAudioEngine.inputNode.installTap() for audio capture. It worked fine with built-in mics but the tap callback never fired with Bluetooth devices (tested with vivo TWS 4 Hi-Fi). Fix: switched to AVCaptureSession. The delegate callback captureOutput(_:didOutput:from:) fires reliably regardless of audio device. The tradeoff is you get CMSampleBuffer instead of AVAudioPCMBuffer, so you need a conversion step. 2. NSEvent addGlobalMonitorForEvents crashes Our global hotkey listener used NSEvent.addGlobalMonitorForEvents. On macOS 26, this crashes with a Bus error inside GlobalObserverHandler — appears to be a Swift actor runtime issue. Fix: switched to CGEventTap. Works reliably, but the callback runs on a CFRunLoop context, which Swift doesn't recognize as MainActor. 3. CGEventTap callbacks aren't on MainActor If your CGEventTap callback touches any @MainActor state, you'll get concurrency violations. The callback runs on whatever thread owns the CFRunLoop. Fix: bridge with DispatchQueue.main.async {} inside the tap callback before touching any MainActor state. 4. CGPreflightScreenCaptureAccess doesn't request permission We used CGPreflightScreenCaptureAccess() as a guard before calling ScreenCaptureKit. If it returned false, we'd bail out. The problem: this function only checks — it never triggers macOS to add your app to the Screen Recording permission list. Chicken-and-egg: you can't get permission because you never ask for it. Fix: call CGRequestScreenCaptureAccess() at app startup. This adds your app to System Settings → Screen Recording. Then let ScreenCaptureKit calls proceed without the preflight guard — SCShareableContent will also trigger the permission prompt on first use. 5. Ad-hoc signing breaks TCC permissions on every rebuild During development, codesign --sign - (ad-hoc) generates a different code directory hash on every build. macOS TCC tracks permissions by this hash, so every rebuild = new app identity = all permissions reset. Fix: sign with a stable certificate. If you have an Apple Development certificate, use that. The TeamIdentifier stays constant across rebuilds, so TCC permissions persist. We also discovered that launching via open WE.app (LaunchServices) instead of directly executing the binary is required — otherwise macOS attributes TCC permissions to Terminal, not your app. Benchmarks We ran end-to-end benchmarks on public datasets (Mac Mini M4 16GB, macOS 26): Transcription (SpeechAnalyzer, AliMeeting Chinese): • Near-field CER 34% (excluding outliers ~25%) • Far-field CER 40% (single channel, no beamforming, >30% overlap) • Processing speed 74-89x real-time Speaker diarization (FluidAudio offline): • AMI English 16 meetings: avg DER 23.2% (collar=0.25s, ignoreOverlap=True) • AliMeeting Chinese 8 meetings: DER 48.5% (including overlap regions) • Memory: RSS ~500MB, peak 730-930MB Full evaluation methodology, scripts, and raw results are in the repo. Open Source The project is MIT licensed: github.com/Marvinngg/ambient-voice It includes the macOS client (Swift 6.2, SPM), server-side distillation/training scripts (Python), and a complete evaluation framework with reproducible benchmarks. Feedback and contributions welcome.
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Apple Business Account Verification Stuck, No Response After Multiple Submissions
Hi everyone, I’m currently trying to set up a business account on the Apple Developer Console, and I’ve run into a really frustrating issue. Last month, I was asked to submit additional documents for verification. I submitted everything as requested and received a confirmation email: “Thank you for providing the documents we requested. We will review them and follow up with you within two business days.” However, weeks passed with no update. About 1–2 weeks ago, I reached out to support again. I was asked to re-submit the same documents, which I did. Once again, I received the same confirmation email stating a response would come within two business days. It’s now been 7 days since that second submission, and still no response. At this point, I’m not sure what I’m doing wrong or if this is just a delay on Apple’s side. What’s more confusing is that we’ve successfully created developer accounts on other platforms (like Google Play) using the same business information and DUNS number, with verification completed in under 24 hours. Has anyone experienced something similar with Apple Developer business verification? Is there something specific Apple looks for that I might be missing, or is this just a backlog/delay issue? Would really appreciate any insights or advice. Thanks 🙏
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iMessage App Icon with Icon Composer
Hi, I am working on app at the moment that uses Icon Composer for all of its icons and variations. I want to add an iMessage App to my project however I get validation errors from App Store Connect even if I add an imessage app to my asset catalog and include all app icon assets. Is there any way to do this at the moment natively with Icon Composer? If not how do I manually overwrite the icon JUST for iMessage and not for my entire iOS app?
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App Store reviews taking too long
Has everyone in the app review team decided to take vacation at the same time? I have two apps waiting for almost a week. One of the reviews is just an update. We're paying $99 a year...for what, exactly?
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Is there a reliable way to check pending agreement status for multiple App Store Connect accounts via API?
Hey everyone, I'm managing CI/CD pipelines for around 45 iOS apps across different Apple Developer accounts. One recurring pain point is blocked pipelines due to unsigned agreements. Things like the Paid Applications Agreement and the Apple Developer Program License Agreement. I built an internal dashboard to flag these before they block a release, but I'm hitting a wall with detection accuracy. Since there's no dedicated endpoint for agreement status, I'm running three probes per account and checking for 403 FORBIDDEN.REQUIRED_AGREEMENTS_MISSING_OR_EXPIRED: GET /v1/agreements GET /v1/bundleIds?filter[identifier]={bundleId}&filter[platform]=IOS GET /v1/certificates?limit=1 Case 1 : Works perfectly. Account has "Apple Developer Program License Agreement has been updated and needs to be reviewed" : All three endpoint return 403 (In this case, the step 1 is enough) # Step 1 /v1/agreements → HTTP 403 ⛔ BLOCKED # Step 2 /v1/bundleIds → HTTP 403 ⛔ BLOCKED # Step 3 /v1/certificates → HTTP 403 ⛔ BLOCKED # [Step 1 body] { "errors": [ { "id": "TXF6QUVS6OY66YVUNINVLKXZFA", "status": "403", "code": "FORBIDDEN.REQUIRED_AGREEMENTS_MISSING_OR_EXPIRED", "title": "A required agreement is missing or has expired.", "detail": "This request requires an in-effect agreement that has not been signed or has expired.", "links": { "see": "/business" } } ] } # [Step 2 body] { "errors": [ { "id": "MTDI5P37UTYQOOVJSMXCWUK42U", "status": "403", "code": "FORBIDDEN.REQUIRED_AGREEMENTS_MISSING_OR_EXPIRED", "title": "A required agreement is missing or has expired.", "detail": "This request requires an in-effect agreement that has not been signed or has expired.", "links": { "see": "/business" } } ] } # [Step 3 body] { "errors": [ { "id": "GI6EN2CMBFJIJJZM547LSW66KY", "status": "403", "code": "FORBIDDEN.REQUIRED_AGREEMENTS_MISSING_OR_EXPIRED", "title": "A required agreement is missing or has expired.", "detail": "This request requires an in-effect agreement that has not been signed or has expired.", "links": { "see": "/business" } } ] } Case 2 : Not detected. Different account, same message in App Store Connect UI. But v1/agreements endpoint return 404 while other 2 steps return 200 # Step 1 /v1/agreements → HTTP 404 ➖ 404 # Step 2 /v1/bundleIds → HTTP 200 ✅ OK # Step 3 /v1/certificates → HTTP 200 ✅ OK # [Step 1 body] { "errors": [ { "id": "37459578-8167-449c-ad22-e0ffa392df2d", "status": "404", "code": "NOT_FOUND", "title": "The specified resource does not exist", "detail": "The path provided does not match a defined resource type." } ] } # [Step 2 body] { "data": [ { "type": "bundleIds", "id": "xxx", "attributes": { "identifier": "xxx" }, "links": { "self": "https://api.appstoreconnect.apple.com/v1/bundleIds/[xxx]" } } ], "links": { "self": "https://api.appstoreconnect.apple.com/v1/bundleIds?fields%5BbundleIds%5D=identifier&filter%5Bplatform%5D=IOS&filter%5Bidentifier%5D=[xxx]&limit=1" }, "meta": { "paging": { "total": 1, "limit": 1 } } } # [Step 3 body] { "data": [ { "type": "certificates", "id": "xxx", "attributes": { "serialNumber": "xxx", "expirationDate": "2026-07-03T04:47:09.000+00:00", "certificateType": "DISTRIBUTION" }, "links": { "self": "https://api.appstoreconnect.apple.com/v1/certificates/[xxx]" } } ], "links": { "self": "https://api.appstoreconnect.apple.com/v1/certificates?fields%5Bcertificates%5D=serialNumber%2CcertificateType%2CexpirationDate&limit=1", "next": "https://api.appstoreconnect.apple.com/v1/certificates?fields%5Bcertificates%5D=serialNumber%2CcertificateType%2CexpirationDate&cursor=[xxx]&limit=1" }, "meta": { "paging": { "total": 4, "limit": 1 } } } Same agreement type, same UI warning, completely different API behaviour. My best guess is Apple enforces the agreement deadline progressively. The 403 gate only kicks in once the deadline is crossed or the account reaches a certain state, while the UI warning shows much earlier. What I'm looking for, Is there a supported API endpoint that reflects pending agreement status regardless of enforcement state? Or is the 403 gate genuinely the only signal available and some pending agreements just won't show up until Apple enforces them? Happy to hear "there's no API for this" if that's the reality. Just want to make sure I'm not missing something before I accept that limitation. Thanks.
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Apple: The Tech Giant Crushing Developers with "Technical Incompetence" and Silent Support
While Apple prides itself on providing the ultimate experience for both users and developers, many find themselves trapped in a technical "black hole" with no exit. The issue isn't just the complexity of the systems, but the sheer inability of these systems to handle a developer’s most basic need: accessing their account to manage their business. The Dead-End Loop: "Too Many Verification Codes" The disaster begins with a seemingly harmless but business-destroying message: "You have sent too many verification codes. Please try again later." At this point, Apple’s system—with its supposed "intelligence"—decides to freeze your account for two days or more. You wait patiently, return after 48 hours to log in, only to be met by the exact same message. This isn’t "security"; it’s primitive technical failure. How can a company of Apple’s magnitude fail to program a smart system that distinguishes between a breach attempt and a developer trying to access their work tools? Persistent failure for over a month without a root solution raises serious questions about the software infrastructure of this giant. Customer Support: Total Absence and Disregard for Time The greatest agony lies in the "Non-Response." You email technical support, and the answer either arrives a month later—long after the damage is done—or never arrives at all. In the business world, every second translates to money and reputation, but in Apple’s dictionary, it seems a developer’s time has no value. It is ironic that a trillion-dollar company fails to provide a human support agent who can, with a single click, verify a developer's identity and bypass a stuck OTP. This blatant lack of effective human support is the pinnacle of negligence toward the developer community—the very backbone of their App Store. Paralyzed Apps and Users Left Stranded Behind this "technical incompetence" lies a painful reality: an app with technical bugs requiring urgent fixes, thousands of users waiting for an update that never comes, and business operations completely halted. The developer stands handcuffed, unable to push a single update because the "fortress gates" are locked due to a glitch in sending a text message! How has Apple managed to reach this size while operating with such technical bureaucracy? The answer may lie in its market monopoly, which has made it indifferent to the collateral damage inflicted on startups by its software errors and the absence of its support staff. Final Word What is happening is not just a passing technical glitch; it is an "administrative catastrophe" wrapped in technology. Apple must realize that its continued success depends not just on selling devices, but on respecting the minds and time of the developers who build its ecosystem. We aren’t asking for miracles; we are simply asking for a login system that works and human beings who respond to emails before it’s too late.
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iPadOS 26: How to prevent new scene creation when sharing a file to my app?
Many different types of files can be opened in my app. If a user, for example, views a file in the Files app and chooses to share the file, they can select my app from the list of options. My app is then given a chance to handle the file as needed. This works just fine in most cases. However, on iPadOS 26, if the user has set the iPad's Multitasking to either Windowed Apps or Stage Manager, then any time they choose to share a file with my app, a new scene (and window) is created. The user is usually not even aware that more and more windows/scenes are being created. It's only after they long-press on the app icon and select Show All Windows (or look under the Open Windows section) do they see far more windows than expected. Under iPadOS 17, 18, or with 26 set to Full Screen Apps, sharing a file to my app simply uses an existing scene, even if the user has explicitly created multiple scenes. A new scene is never created when sharing a file to my app unless there is no existing scene. Due to the nature of my app, even if the user has setup the iPad with Windowed App or Stage Manager under iPadOS 26, it would be far better if a new scene was not created and an existing scene was used. In other words, have it behave just as it does under iPadOS 17 or 18, or with 26 set as Full Screen Apps. Is there any way to configure an app to always use an existing scene when a file is shared with the app? My app is written with UIKit. Under iPadOS 26 with multitasking set to Windowed Apps or Stage Manager, sharing a file with my app results in the UIApplicationDelegate method application(_:configurationForConnecting:options:) being called. At this point a new scene is already in the process of being created. I don't see anything that can be set in the Info.plist. I do not see any relevant UIApplicationDelegate methods. Am I missing something or is this not possible?
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Transporter rejects first Apple-hosted Managed Background Assets pack with `-19243` / `400 invalid values`
We are trying to upload the first Apple-hosted Managed Background Assets pack for our macOS app, but Transporter rejects the asset pack ID during upload. App details: App name: DistillApp Apple ID: 6760288806 Bundle ID: cn.rkbkosp.DistillApp Asset pack ID: distill.pipeline.zh-baseline Platform: macOS Transporter: 1.4 Xcode: 26.2 macOS: 26.3.1 What we see in Transporter: Apple ID: 6760288806 App Name: DistillApp App Bundle ID: cn.rkbkosp.DistillApp No background assets found. And when we try to upload the first asset pack, Transporter fails with: 获取 Apple ID “6760288806”的资源包列表失败。 (-19243) There is an error with a URL parameter (400) Found invalid values: distill.pipeline.zh-baseline What we have already confirmed locally: The app resolves correctly in Transporter, so the Apple ID and bundle ID appear to be correct. The app Info.plist includes: BAHasManagedAssetPacks = YES BAUsesAppleHosting = YES BAAppGroupID = 8U6DAJ62JT.group.cn.rkbkosp.DistillApp.assets The asset pack manifest uses: assetPackID = distill.pipeline.zh-baseline This is intended to be the first Apple-hosted background asset pack for the app. Our understanding is that No background assets found is expected before the first successful upload, so the actual problem seems to be that Transporter/App Store Connect refuses to accept the initial asset pack ID. Questions: Has anyone seen Transporter reject the first Apple-hosted background asset pack for an app with -19243 and 400 invalid values? Does the first Managed Background Assets upload require any additional App Store Connect state beyond having BAHasManagedAssetPacks and BAUsesAppleHosting in the app? Does the app need a newly processed build in App Store Connect after enabling those plist keys before the first asset pack upload will work? Is there any known issue in Transporter 1.4 or App Store Connect for first-time Apple-hosted MBA uploads on macOS apps? If useful, I can also share the exact asset pack manifest and a redacted upload log.
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Urgent: Bundle ID Case-Sensitivity Mismatch for Approved Family Controls Entitlement
Hello, I have a critical issue regarding the "Family Controls (Distribution)" entitlement. My app "FocusPact" was approved for the entitlement, but there is a technical mismatch in the Bundle IDs that prevents distribution via TestFlight. [Current Situation] Parent App ID: com.hayashikento.FocusPact (Approved / Capitalized) Approved Extension ID: com.hayashikento.focuspact.ShieldConfigurationExtension (Approved / Lowercase) [The Issue] Due to the case-sensitivity difference (FocusPact vs focuspact), Xcode throws a "Bundle identifier prefix mismatch" error. Since the parent app identifier is already established as capitalized, I cannot change it to lowercase without breaking the existing configuration. [Request] I have submitted a new entitlement request with the corrected capitalized Bundle ID: Corrected Extension ID: com.hayashikento.FocusPact.ShieldConfigurationExtension Could a DTS engineer please help me synchronize the approved status to this capitalized ID? This is purely a technical correction of an already authorized functionality. Team ID: UHG4J7F7NH App Apple ID: 67591326449 Thank you for your assistance. I am a student developer eager to start MVP testing as soon as this is resolved.
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Use WhatToTest..txt from Testflight folder from xcode upload
While WhatToTest..txt was being used in xcode cloud. I wish this feature should just being adopted to functioned from XCode archive and upload to set initial release note from the build pipeline directly from xcode in machine
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Multiple IAP products at different price points for same content — compliant with guidelines?
I'm building an app that sells non-consumable in-app purchases. I want to implement a partner/referral discount system using the following approach: Create multiple IAP products in App Store Connect for the same content at different price points (e.g. full price at €10, 10% off at €9, 20% off at €8) When a user enters a partner or referral code in the app, my backend validates the code and returns which product to present The user then completes the purchase through the standard StoreKit IAP flow — Apple processes the transaction normally at the discounted price No purchase is unlocked without going through Apple IAP. No external payment system is involved. The only difference from a standard purchase is which product SKU is shown based on a backend-validated code. My questions: Is this approach compliant with App Store guidelines? Is there any guideline that requires developers to use Apple's native Offer Codes system instead of this approach for discounted purchases? Any guidance would be appreciated before we invest in building this out.
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Gathering Required Information for Troubleshooting Apple Pay on the Web Merchant Issues
Hi, To ensure the issue is not caused by an error within your app or web service request, please review the Apple Pay Merchant Integration Guide. Additionally, please review the following technotes on Apple Pay: TN3173: Troubleshooting issues with your Apple Pay merchant identifier configuration TN3174: Diagnosing issues with the Apple Pay payment sheet on your website TN3175: Diagnosing issues with displaying the Apple Pay button on your website TN3176: Troubleshooting Apple Pay payment processing issues TN3206: Updating Apple Pay certificates If the resources above don’t help identify the cause of the error, please provide more information about your app or web services to get started. To prevent sending sensitive credentials in plain text, create a report in Feedback Assistant to share the details requested below. Additionally, if the error is something we need to investigate further, the appropriate engineering teams also have access to the same information and can communicate with you directly within Feedback Assistant for more information, as needed. Please follow the instructions below to submit your report. For issues occurring with your native app or web service, perform the following steps: Install the Apple Pay profile on your iOS or watchOS device. If the issue occurs on Mac, continue to Step 2. Reproduce the issue and make a note of the timestamp when the issue occurred, while optionally capturing screenshots or video. Gather a sysdiagnose on the same iOS or watchOS device, or on macOS. Create a Feedback Assistant report with the following information: The serial number of the device. For iOS and watchOS: Open Settings > General > About > Serial Number (tap and hold to copy). For macOS: Open the Apple () menu > About This Mac > Serial Number. The SEID (Secure Element Identifier) of the device, represented as a HEX encoded string. For iOS and watchOS: open Settings > General > About > SEID (tap and hold to copy). For macOS: Open the Apple () menu > About This Mac > System Report > NVMExpress > Serial Number. The sysdiagnose gathered after reproducing the issue. The timestamp of when the issue was reproduced. Screenshots or videos of errors and unexpected behaviors (optional). Important: From the logs gathered above, you should be able to determine the cause of the failure from PassbookUIService, PassKit or PassKitCore, and by filtering for your SEID or merchant domain in the Safari Web Inspector. See Inspecting Safari on macOS to learn more. Submitting your feedback Before you submit to Feedback Assistant, please confirm the requested information above is included in your feedback. Failure to provide the requested information will only delay my investigation into the reported issue within your Apple Pay website. After your submission to Feedback Assistant is complete, please respond in your existing Developer Forums post with the Feedback ID. Once received, I can begin my investigation and determine if this issue is caused by an error within your web implementation, a configuration issue within your developer account, or an underlying system bug. Cheers, Paris X Pinkney |  WWDR | DTS Engineer
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Tracking employee location
how to keep BG running while user killed app, because admin want to tracking inside/outside of employee
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MTL4FXTemporalDenoisedScaler initialization
I’m trying to use MTL4FXTemporalDenoisedScaler, and I’m seeing a crash during initialization even with a very simple sample app. I created a minimal sample here: https://github.com/tatsuya-ogawa/MetalFXInitExample The exception is: NSException: "-[AGXG16XFamilyHeap baseObject]: unrecognized selector sent to instance ..." What I found is: • This works: descriptor.makeTemporalDenoisedScaler(device: device) • This crashes: descriptor.makeTemporalDenoisedScaler(device: device, compiler: metal4Compiler) So the issue seems to happen only with the Metal4FX version. For testing, I’m using an iPhone 15 Pro. According to the Metal Feature Set Tables, MetalFX denoised upscaling should be supported on Apple9 and later, so I believe the device itself should meet the requirements. Reference: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf Has anyone seen this before, or knows what might be causing it? I’d appreciate any advice. Thanks.
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Downtime feature makes phone freeze
My iphone freezes during the night, having the alarm not go off, me miss important things as I oversleep. And the phone needs to go thru hard reboot to get back to normal. It´s only been happening after I started using "Downtime". (An underdeveloped feature by Apple in the first place). I love locking my apps down nighttime for less screentime. Annoyingly it only happens once in a while, so I´m not able to link it directly to downtime consistently. I´m not developing an app right now so I´m steep ground with this post, but, with lack of sleep as this has messed up my sleep rythm several times, well I´m not able too anyway. I know ios well, and there isn´t much "to do" except having to always remember to turn off downtime (it doesn´t play well with shortcuts app either), but I hope someone from apple sees this and is able to push this bug into the right team as all reports I have seen goes on focus modes bugs, but not "downtime".
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Edit Legal Entity
**To offer apps or other in-app purchases, you must update your legal entity information prior to signing the Paid Apps Agreement. Edit Legal entity ** Hello everyone, i have for days and weeks tried to change this so i can update my address, but i cannot change it by my own. And all i see is message above Does anyone know exactly how long it takes to be updated by apple support? what other alternatives there to sign up for business agreements so i can not loose much time ? Thanks
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PhaseAnimator doesn't reflect @Observable state changes after animation settles
I ran into a behavior with PhaseAnimator that I'm not sure is a bug or by design. I'd appreciate any insight. The Problem When an @Observable property is read only inside a PhaseAnimator content closure, changes to that property are ignored after the animation cycle completes and reaches its resting state. The UI gets stuck showing stale data. Minimal Reproduction I've put together a simple demo with two views side by side, both driven by the same ViewModel and toggled by the same button: BrokenView — receives an @Observable object and reads its property inside PhaseAnimator. After the animation completes, toggling the property has no visible effect. FixedView — receives the same value as a Bool parameter. Updates correctly every time because view's parameter has changed. import SwiftUI @Observable class ViewModel { var isError = false } struct BrokenView: View { let viewModel: ViewModel @State private var trigger = false var body: some View { VStack(spacing: 20) { Text("Broken (@Observable)").font(.headline) PhaseAnimator([false, true], trigger: trigger) { _ in if viewModel.isError { Text("Error!").foregroundStyle(.red).font(.largeTitle) } else { Text("OK").foregroundStyle(.green).font(.largeTitle) } } } .padding() .onAppear { trigger = true } } } struct FixedView: View { let isError: Bool @State private var trigger = false var body: some View { VStack(spacing: 20) { Text("Fixed (Value Type)").font(.headline) PhaseAnimator([false, true], trigger: trigger) { _ in if isError { Text("Error!").foregroundStyle(.red).font(.largeTitle) } else { Text("OK").foregroundStyle(.green).font(.largeTitle) } } } .padding() .onAppear { trigger = true } } } struct DemoView: View { @State private var viewModel = ViewModel() var body: some View { VStack(spacing: 40) { BrokenView(viewModel: viewModel) Divider() FixedView(isError: viewModel.isError) Divider() Button("Toggle isError: \(viewModel.isError)") { viewModel.isError.toggle() } .buttonStyle(.borderedProminent) } .padding() } } Run the preview, then tap the toggle button. FixedView updates instantly; BrokenView stays stuck. My Understanding It seems like PhaseAnimator only tracks @Observable access during active animation phases. Once it settles at rest, the content closure is not re-evaluated, so observation tracking is effectively lost. Passing a value type works because SwiftUI view diffing detects the input change and triggers a body re-evaluation, which in turn re-evaluates the PhaseAnimator content. Question Is this intended behavior? Or shouldn't I use phase animator in this way? I could not find any mention of this limitation in the documentation. If it is by design, it might be worth documenting — it is a subtle pitfall that is easy to miss. Thanks in advance for any input!
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