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Open Apple Developer, and now the registration button is grayed out.
Around 2012, we developed an Apple app. Due to the team's lack of technical maturity at the time, my partner eventually gave up on further development. Later, around 2019, I logged into one of my Apple IDs, and it showed that the registration was in progress with the button grayed out. Today, in order to register as a developer, I specifically bought a new iPhone 17 from JD.com. The process went smoothly at first, but after filling in my name and address, completing the facial verification, it just logged me out. Now, when I open Developer, the registration button is grayed out again. It’s quite frustrating. I had hoped the new phone would solve the issue. Back in 2019, I encountered the same problem—I tried logging in on different devices, including my wife’s phone and an iPad, but none worked. Could it be that even a newly registered account would face the same issue today? As someone eager to publish an app, this is truly disappointing. I’m not sure if it’s a system problem or something else. I remember that in 2012, we didn’t do anything wrong, but the team wasn’t technically mature enough, and I urged my partner to keep working on it, though he eventually gave up. Now, as I try to register again, I’ve filled in everything today—my bank card (a debit card), completed facial verification, entered my ID card details, and provided my address. But I never reached the payment step. In the end, when I open Developer, the registration button is grayed out. I hope to find out why this is happening, but I haven’t gotten any answers—just like years ago when customer support simply suggested re-registering without a clear explanation. However, registering with someone else’s information could lead to issues later on. I hope to find a solution.
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The Example App for Monitoring Location Changes Doesn't Work
Downloaded example app from here Xcode version: Version 26.1.1 (17B100) Simulator iOS Version: 26.1 & 18.5 Set custom location in the simulator to the center of the condition being monitored in the example. The only log entry was "Setup Monitor". Tried a custom gpx starting at the same point and moving 500m away. Same logs. Didn't change any of the source code, granted always permissions, allowed notifications, tapped "AddCircularGeographicCondition". Let me know if there is something I am missing or more information I can provide.
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Interesting graph in AppStore Connect I cannot replay
I got accidentally this graph whilst playing with the periods of display in AppStoreConnect Trends hourly graph on several days But when I try to recall it, no way. If I select a multi days period, hourly graph is not available. Someone has an idea how to get it again ? Or was I lucky to profit of a forums bug ? Here are the settings for the graph I cannot select again.
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Image object detection with video sizing issue
I'm working on my first model that detects bowling score screens, and I have it working with pictures no problem. But when it comes to video, I have a sizing issue. I added my model to a small app I wrote for taking a picture of a Bowling Scoring Screen, where my model will frame the screens in the video feed from the camera. My model works, but my boxes are about 2/3 the size of the screens being detected. I don't understand the theory of the video stream the camera is feeding me. What I mean is that I don't want to make tweaks to the size of my rectangles by making them larger, and I'm not sure if the video feed is larger than what I'm detecting in code. Questions I have are like is the video feed a certain resolution like 1980x something, or a much higher resolution in the 12 megapixel range? On a static image of say 1920x something, My alignment is perfect. AI says that it's my model training, that I'm training on square images but video is 16:9. Or that I'm producing 4:3 images in a 16:9 environment. I'm missing something here but not sure what it is. I already wrote code to force it to fit, but reverted back to trying for a natural fit.
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Apple Music playlist create/delete works but DELETE returns 401 — and MusicKit write APIs are macOS‑unavailable. How to build a playlist editor on macOS?
I’m trying to build a playlist editor on macOS. I can create playlists via the Apple Music HTTP API, but DELETE always returns 401 even immediately after creation with the same tokens. Minimal repro: #!/usr/bin/env bash set -euo pipefail BASE_URL="https://api.music.apple.com/v1" PLAYLIST_NAME="${PLAYLIST_NAME:-blah}" : "${APPLE_MUSIC_DEV_TOKEN:?}" : "${APPLE_MUSIC_USER_TOKEN:?}" create_body="$(mktemp)" delete_body="$(mktemp)" trap 'rm -f "$create_body" "$delete_body"' EXIT curl -sS --compressed -o "$create_body" -w "Create status: %{http_code}\n" \ -X POST "${BASE_URL}/me/library/playlists" \ -H "Authorization: Bearer ${APPLE_MUSIC_DEV_TOKEN}" \ -H "Music-User-Token: ${APPLE_MUSIC_USER_TOKEN}" \ -H "Content-Type: application/json" \ -d "{\"attributes\":{\"name\":\"${PLAYLIST_NAME}\"}}" playlist_id="$(python3 - "$create_body" <<'PY' import json, sys with open(sys.argv[1], "r", encoding="utf-8") as f: data = json.load(f) print(data["data"][0]["id"]) PY )" curl -sS --compressed -o "$delete_body" -w "Delete status: %{http_code}\n" \ -X DELETE "${BASE_URL}/me/library/playlists/${playlist_id}" \ -H "Authorization: Bearer ${APPLE_MUSIC_DEV_TOKEN}" \ -H "Music-User-Token: ${APPLE_MUSIC_USER_TOKEN}" \ -H "Content-Type: application/json" I capture the response bodies like this: cat "$create_body" cat "$delete_body" Result: Create: 201 Delete: 401 I also checked the latest macOS SDK’s MusicKit interfaces and MusicLibrary.createPlaylist/edit/add(to:) are marked @available(macOS, unavailable), so I can’t create/ delete via MusicKit on macOS either. Question: How can I implement a playlist editor on macOS (create/delete/modify) if: MusicKit write APIs are unavailable on macOS, and The HTTP API can create but DELETE returns 401? Any guidance or official workaround would be hugely appreciated.
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Project xcodeproj file can no longer by iCloud Sync
Following an unexpected error message while working in Xcode, the project file xcodeproj is no longer synced in iCloud Drive. The Finder shows a cloud icon with a ! and an error message : (NSFileProviderErrorDomain error -2005.) If the local file is zipped, and unzipped elsewhere on iCloud Drive, then the unzipped file can still not be iCloud Synced. Restoring the file from a Time Machine archive does not solve the issue. Apple Care Support finds that iCloud Drive is working fine except for this xcodeproj file and says the issue is Xcode related.
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App approved but EU distribution blocked – DSA compliance stuck “In Review”
Hello, My app “DeepTone” has been fully approved and is marked as Ready for Distribution in App Store Connect. However, the app is not available in EU countries due to Digital Services Act (DSA) compliance still showing “In Review”. details: DSA verification was submitted and confirmed as completed by Apple Developer Support (case ID available). App Review has already approved the app. The app is currently live in non-EU regions but blocked in the EU. App Store Connect still shows: Digital Services Act (DSA) compliance – In Review Encryption Self-Declaration (France) – In Review This appears to be a backend compliance status issue rather than an app review issue. Has anyone experienced a similar situation where DSA compliance remained “In Review” after approval? Is there a known escalation path or expected resolution timeframe for this? Thank you for any guidance.
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Unable to Receive APNs Device Token in Unity iOS App Despite Proper Configuration
I’m currently developing an iOS app built in Unity, exported to Xcode for signing and deployment. The app needs to register for Apple Push Notifications (APNs) to retrieve the device token and register it with a backend service (PlayFab). Despite enabling the required capabilities and entitlements, the app never receives a device token — the authorization request succeeds, but the token remains empty (req.DeviceToken is null in Unity). I’ve confirmed that the issue occurs before PlayFab or Firebase are involved, meaning the app never receives the token from Apple Push Notification service (APNs) itself. The Unity script I am using is: #if UNITY_IOS using UnityEngine; using Unity.Notifications.iOS; using PlayFab; using PlayFab.ClientModels; using System.Collections; using System; public class iOSPushInit : MonoBehaviour { private const int MaxRetries = 5; private const float RetryDelay = 2f; // seconds void Start() { Debug.Log("🛠 iOSPushInitDebug starting..."); StartCoroutine(RequestAuthorizationAndRegister()); } private IEnumerator RequestAuthorizationAndRegister() { // Request Alert + Badge + Sound permissions and register for remote notifications var authOptions = AuthorizationOption.Alert | AuthorizationOption.Badge | AuthorizationOption.Sound; using (var req = new AuthorizationRequest(authOptions, true)) { Debug.Log("⏳ Waiting for user authorization..."); while (!req.IsFinished) { yield return null; } Debug.Log($"🔔 Authorization finished at {DateTime.Now}: granted={req.Granted}, error={req.Error}"); if (!req.Granted) { Debug.LogError("❌ User denied notification permissions! Cannot get APNs token."); yield break; } // Authorization granted → check for device token int attempt = 0; string token = req.DeviceToken; Debug.Log($"req.DeviceToken: {req.DeviceToken}"); while (string.IsNullOrEmpty(token) && attempt < MaxRetries) { attempt++; Debug.Log($"ℹ️ APNs token not available yet. Attempt {attempt}/{MaxRetries}. Waiting {RetryDelay} seconds..."); yield return new WaitForSeconds(RetryDelay); token = req.DeviceToken; } if (string.IsNullOrEmpty(token)) { Debug.LogWarning("⚠️ APNs token still null after multiple attempts. Try again on next app launch."); yield break; } Debug.Log($"📱 APNs Token acquired at {DateTime.Now}: {token}"); // Register with PlayFab var request = new RegisterForIOSPushNotificationRequest { DeviceToken = token, SendPushNotificationConfirmation = false }; PlayFabClientAPI.RegisterForIOSPushNotification(request, result => Debug.Log("✅ APNs token successfully registered with PlayFab."), error => Debug.LogError("❌ Failed to register APNs token with PlayFab: " + error.GenerateErrorReport())); } } } #endif When running on a real device (not simulator), the following is logged in Xcode: 🔔 Authorization finished: granted=True, error= ℹ️ APNs token not yet available. Try again on next app launch. In the Xcode console, I do not see the expected APNs registration message: [Device] Registered for remote notifications with token: <...> Environment Details: Engine: Unity 6000.2.6f2 Notifications package: com.unity.mobile.notifications 2.4.2 Xcode: 16.4 (16F6) iOS Device: iPhone 12, iOS 26.0.1 Testing Method: Building directly from Unity → Xcode → real device Signing mode: Automatic (with correct Team selected) Certificates in account: Apple Development certificate (active) Apple Distribution certificate (active) Provisioning Profile: Type: App Store (also tested Development profile) Enabled Capabilities: Push Notifications, In-App Purchase App ID Capabilities: Push Notifications: Enabled Development SSL certificate: Present Production SSL certificate: Not generated (yet) Background Modes -> remote notifications What I Have Verified: ✅ Push Notifications capability is enabled in the Xcode target (not UnityFramework). ✅ Team and Bundle Identifier match my Apple Developer App ID. ✅ App ID has Push Notifications enabled in the Developer Portal. ✅ Tested on a real iOS device with working internet. ✅ Rebuilt and reinstalled app after enabling Push Notifications. ✅ Authorization dialog appears and permission is granted by user. How can I resolve this issue?
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Essential Background Assets prevent immediate installation feedback
Hello, I have an app with a few essential asset packs currently totaling to ~8GB. I've noticed that when trying to install the app fresh from TestFlight, there is a significant delay between tapping install and the app appearing on the device in the loading state. The delay is long enough where it's hard to tell what's happening, or if the installation has failed. This also appears to be an issue in App Review, as I've had my app rejected twice due to the app not loading on the reviewers device. The reason they gave is UIRequiredDeviceCapabilities is blocking the installation, but UIRequiredDeviceCapabilities is empty. Note: I'm not looking for App Store review help, simply sharing the extent of the issue. Thank you
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How can I be notified if another app goes full screen on macOS?
Is there any way I can know that another app has gone full screen? Please note that this is not what NSWindowDidEnterFullScreenNotification does, that only works for my own windows. As for why I need to know: Say you're playing a YouTube video full screen. The video fills up the main display, and if there's a second display, it goes black. Well, mostly. I have a utility app with small status windows that remain on top. I'd like to be polite and hide them in this scenario.
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How to trigger ShieldConfigurationExtension?
On pressing the secondary button on my ShieldConfigurationExtension, I remove the shields by setting shields in the named ManagedStore to nil in my ShieldActionExtension. // ShieldActionExtension.swift let store = ManagedSettingsStore() store.shield.applications = nil store.shield.applicationCategories = nil Now after some duration I want to re-apply the shields again for which I do the following: // ShieldActionExtension.swift DispatchQueue.main.asyncAfter(deadline: .now() + unlockDuration) { [weak self] in self?.reapplyShields(for: sessionId, application: application) } private func reapplyShields(for sessionId: String, application: ApplicationToken) { store.shield.applications = Set([application]) } Followed by the completionHandler: // ShieldActionExtension.swift completionHandler(.defer) Now the expectation is ShieldConfigurationExtension should be re-triggered with store.shield.applications = Set([application]), however I see the default iOS screen time shield. This behavior is experience when the blocked app is running in the foreground. However, if I close and re-open the blocked app - the ShieldConfigurationExtension is trigerred again correctly. If I do a completionHandler(.none) instead, the overriden configuration method in ShieldConfigurationExtension is not triggered. How do I make sure ShieldConfigurationExtension is triggered if the blocked app is running in the foreground when the shields are re-applied again?
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How do individuals complete the VAT ID field when only companies register for VAT?
I have published a number of games under my account so far (before I let my account expire and 2 since I reactivated it) but now that I want to update my latest app I am told I can't submit it for review because my tax information is not up to date Looking at the missing info I see they want my VAT ID. That is the only thing missing on my account. Problem is that I am not a company and thus don't have a VAT ID. Now what? Does this mean I can never publish or update any app on iStore ever again until I change over to a business account and somehow make R50,000 outside of the App Store??? I am honestly stumped and don't know what to do :( Here in South Africa you are required to get a VAT ID if you earned over R1,000,000 in 12 months but you are allowed to voluntarily apply for a VAT ID once you earned over R50,000 for the year. In both cases, though, you have to be a company to apply. Individuals have to use their Tax Reference Number in place of a VAT ID whenever a VAT ID is required. So I try to use my TRN with App Store Connect and it just says my TRN is not valid. I copy paste it directly from the South African Revenue Services website to App Store Connect so it is absolutely correct and yet, Apple is saying "Nope, we don't like that number. Choose another one". So what do I do? 🤷
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SensorKit - didFetchResult never get called.
We tried to fetch the recorded PPG data using SensorKit with the following code, however the didFetchResult callback method is never called. let ppgReader = SRSensorReader(sensor: .photoplethysmogram) let request = SRFetchRequest() let nowDate = Date() let toDate = nowDate.addingTimeInterval(-25 * 60 * 60) let fromDate = toDate.addingTimeInterval(-24 * 60 * 60) request.from = SRAbsoluteTime.fromCFAbsoluteTime(_cf: fromDate.timeIntervalSinceReferenceDate) request.to = SRAbsoluteTime.fromCFAbsoluteTime(_cf: toDate.timeIntervalSinceReferenceDate) ppgReader.delegate = self; ppgReader.fetch(request) The delegate called the didComplete successfully: func sensorReader(_ reader: SRSensorReader, didCompleteFetch fetchRequest: SRFetchRequest) But never called the didFetchResult func sensorReader(_ reader: SRSensorReader, fetching fetchRequest: SRFetchRequest, didFetchResult result: SRFetchResult<AnyObject>) -> Bool Any ideas why ? (I am wearing the watch for couple days and ensure it has the data for the time period I am querying) One thing I notice is when Apple granted us the entitlement, it uses Uppercase for ECG and PPG, however the document use Lowercases in the plist https://developer.apple.com/documentation/sensorkit/srsensor/photoplethysmogram Dose it matter ?
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Full Disk Access
I am developing a utility application for macOS. In the next version, I would like to access data files from multiple third-party web browsers. However, requiring users to manually select and grant access to each browser’s folder individually would be inconvenient from a usability perspective. Therefore, I am considering requesting Full Disk Access for my app. Is it realistic to expect App Store review approval when requesting Full Disk Access? Under what conditions or use cases is such permission typically accepted by Apple? I would greatly appreciate any advice or experiences you can share.
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Looking for technical feedback on a minimal iPhone satellite check-in proposal
Hi everyone — I’m hoping to get a quick technical sanity check from folks familiar with Apple’s satellite features. I’ve put together a very narrowly scoped request around the temporary enablement of existing iPhone satellite capabilities (Emergency SOS / Messages via Satellite), focused on a simple “check-in” use case. The idea is intentionally minimal: preset status messages only (e.g. “I’m safe”, “I need help”) optional one-time location sharing strict rate limits temporary enablement with a clear sunset date This isn’t a request for new features, internet access, voice, or emergency-service integration — it’s framed as a configuration/policy enablement using systems Apple already operates. I’ve documented the full scope and assumptions here Posting mainly to invite technical review, correction, or perspective from anyone familiar with how the satellite stack is structured today. Appreciate any insights.
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