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Are Assets Packs actually downloaded in the background?
Hello, I have a question about when are asset packs actually updated? For Essential Asset Packs, this only during the keys included in the pack? As in, only when the app is installed for firstInstallation. And only when there's an app update for subsequentUpdate? For On Demand Asset Packs, is this only when AssetPackManager.shared.checkForUpdates() is called? Also, are any asset packs ever actually updated in the background? For example, if an On Demand Asset Pack has an update pushed, can the device automatically fetch and download the pack overnight? Or is updating limited to only when the app is active?
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Can multiple Apps in the same App Group share Asset Packs?
Hello, I have an Asset Pack that's a database. I need to use it in 2 apps. I'm curious at the expected functionality of cross app Asset Pack distribution as I've seen conflicting behavior. (1) Each app is required to have its own unique Background Assets Target. (2) Uploading the asset pack requires the App ID to be included. (3) I'm able to access the Asset Pack of App #1 inside of App #2 by using AssetPackManager.shared.ensureLocalAvailability(of:) with local testing (Not TestFlight) This is a technical question as originally I planned to duplicate the upload of the Asset Pack to both individual apps.
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How are Assets removed?
Hello, I'm trying to figure out the behavior of AssetPackManager.shared.remove(assetPackWithID: ). I'm working with MapKit tiles and currently working on trying projecting them correctly which involves serving the AssetPack locally, downloading, checking alignment, and then deleting and changing. My question is that remove(assetPackWithID: ) completes successfully and the asset pack is removed. This is confirmed by trying to remove the AssetPack again which throws an error. However, the asset is still appearing on MapKit after the removal. This is a bit odd as this persists not only with force killing, but also restarting the device. Please advise on how to properly remove an AssetPack. Thank you iPhone 15 Pro Max (iOS 26.0.1) iPhone 17 Pro Max (iOS 26.0.1)
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3w
TabView Background Color
Hello I'm trying to use a TabView inside of the Sidebar in a NavigationSplitView. I'm wanting to use .listStyle(.sidebar) in order to get the Liquid Glass effect. However I can not find a way to remove the background of the TabView without changing the behavior of the TabView itself to paging with .tabViewStyle(.page) NavigationSplitView { TabView( selection: .constant("List") ) { Tab(value: "List") { List { Text("List") } } } } detail: { } Note: I wanting change the background of the TabView container itself. Not the TabBar.
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Nov ’25
Increase Background Asset Limitations
Hello, From the documentation linked below, the limitations for Background Assets are the following: Size Limit: 200 GB Asset Pack Count: 100 I'm expecting I will need ~175 Asset Packs and around 500GB of storage. I understand Background Assets is a new, but is there a process or a potential that these limits will be increased in the future? Or is there a way to request an increase? I've tried contacting Apple Support as this is more of an Admin issue, however they've directed me here. Case ID 102725356578 https://developer.apple.com/help/app-store-connect/reference/apple-hosted-asset-pack-size-limits Thank you, Tanner
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Oct ’25
Background Assets Directory Collision
Hello, I'm trying to use multiple Background Assets Packs to host map tiles. This is problematic for a few reasons. MKTileOverlay requires a method that returns a URL. AssetPackManager.shared.url() throws, but it's unrelated to the url. It will return a URL even if it points to nothing. There's no name-spacing. Everything appears to be flattened. (See Error below) Simultaneously, this also is not the case as the documentation states: if there’s a path collision across multiple asset packs, then it’s undefined from which asset pack an individual file will be resolved. AssetPackManager.shared.url() doesn't have an optional parameter to explicitly declare the asset pack you want to access, like AssetPackManager.shared.contents(at: FilePath) does For example, I have multiple different tiles I'm trying to overlay for z: 10, x: 239, and y: 414. Foo/10/239/414.png Bar/10/239/414.png And even when explicitly stating the fold directory, it appears that the assets are flattened down. As I'm receiving this error. The URL for “Foo/10/239/414.png” couldn’t be retrieved: “414.png” couldn’t be copied to “239” because an item with the same name already exists.
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Oct ’25
CKShare Fails with quotaExceeded Error on Family iCloud Plan
Hello, When attempting to create a CKShare on a personal device linked to a Family iCloud plan (non-primary account holder), the operation fails with a quotaExceeded error. This occurs with the Family plan having 1.5TB available storage space. This is also causing a data loss for the object(s) that were attempted to be shared. Details Account Type: Family iCloud Plan (2TB total storage) Current Family Usage: 399GB iCloud Account Usage: 70 GB Steps to Reproduce: Have an iCloud account with storage over the 5GB free space limit. Be on a part of a iCloud Family Plan as the non-primary account holder. Have storage space available in the Family Plan Attempt to start a CloudKit Share/Collaboration on the device. Observe that the CKShare creation fails with a quotaExceeded error. Expected Behavior: The CKShare should be successfully created, reflecting the total available storage of the Family plan. Observed Behavior: The CKShare fails to be created with quotaExceeded. Additional Testing On a test device using an iCloud account with no stored data, the CKShare was created successfully and shared without issue. Suspected Cause The CKShare functionality is verifying the personal storage allocation of the iCloud account and failing without checking total available storage provided by the Family plan.
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Jan ’25
Camera control in an immersive environment
Hello, I’m playing around with making an fully immersive multiplayer, air to air dogfighting game, but I’m having trouble figuring out how to attach a camera to an entity. I have a plane that’s controlled with a GamePad. And I want the camera’s position to be pinned to that entity as it moves about space, while maintaining the users ability to look around. Is this possible? -- From my understanding, the current state of SceneKit, ARKit, and RealityKit is a bit confusing with what can and can not be done. SceneKit Full control of the camera Not sure if it can use RealityKits ECS system. 2D Window. - Missing full immersion. ARKit Full control of the camera* - but only for non Vision Pro devices. Since Vision OS doesn't have a ARView. Has RealityKits ECS system 2D Window. - Missing full immersion. RealityKit Camera is pinned to the device's position and orientation Has RealityKits ECS system Allows full immersion
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Aug ’24