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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.
2
0
822
Jan ’25
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.
0
0
172
Nov ’25
NSStagedMigrationManager Merging Steps
Hello, I have 3 model versions and I'm trying to step through migration. Version 2 makes significant changes to v1. As a result, I've renamed the entities in question by appending _v2 to their name, as the data isn't important to retain. v3, remove's the appended version number from v2. Setting the .xcdatamodeld to v3 and the migrations steps array as follows causes the app to error [ NSLightweightMigrationStage([v1]), NSLightweightMigrationStage([v2]), NSLightweightMigrationStage([v3]), ] CoreData: error: <NSPersistentStoreCoordinator: 0x10740d680>: Attempting recovery from error encountered during addPersistentStore: 0x10770f8a0 Error Domain=NSCocoaErrorDomain Code=134110 "An error occurred during persistent store migration." An error occurred during persistent store migration. Cannot merge multiple root entity source tables into one destination entity root table. I find this odd because if I run the migration independently across app launches, the migration appears to drop the no longer used tables in v2, then re-add them back in v3. So it seems to me that something is not finishing completely with the fully stepped through migration. -- I'm also unable to understand how to use NSCustomMigrationStage I've tried setting it to migrate from v1, to v2, but I'm getting a crash with error Duplicate version checksums across stages detected
4
0
268
Feb ’26
Mac Assigning NSManagedObject to NSPersistentStore
Hello, I have a iOS app I was looking at porting to Mac. I'm having an issue with both the Mac (Designed for iPad) and Mac Catalyst Destinations. I can't test Mac due to too many build issues. I'm trying to assign a new NSManagedObject into a NSPersistentStore. let object = MyObject(context: context) context.assign(object, to: nsPersistentStore) This works fine for iOS/iOS Simulator/iPhone/iPad. But on the Mac it's crashing with FAULT: NSInvalidArgumentException: Can't assign an object to a store that does not contain the object's entity.; { Thread 1: "Can't assign an object to a store that does not contain the object's entity."
6
0
413
Mar ’26
Could not load Xcode Cloud Data
Hello, I have Xcode Cloud set up on a project with multiple targets. One target is a Framework that hosts a Swift Package that's used to host modules. I recently added a large number of files (at least 20,000) to some test targets and I can no longer access Xcode Cloud from the Cloud Reports section. Xcode prepares to analyze the project and then fails with Could not load Xcode Cloud Data Removing the files from the package results in the project being analyzed successfully. So it appears to be some sort of a timeout issue. Thank you
0
0
27
1d
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.
1
0
196
Dec ’25
Read, Write, and Consuming Files / URLs
Hello, I have an asset pack that I'm use to periodically distribute a sqlite database thats being used to an NSPersistentStore. Because the database is over a few GBs, and the files in an AssetPack are not mutable, I have to stream the database into a temporary file, then replace my NSPersistentStore. This requires that the user has 3x the storage available of the database, and permanently uses twice to storage needed. I'd like: To be able to mark a URL/File to be accessible for read/write access To be able to mark a file / URL as consumed when it's no needed. So that it can be cleared from the user storage while still maintaining an active subscription to the asset pack for updates. Thank you
4
0
382
Feb ’26
Archiving Asset Pack for App B caused archive for App A Asset Pack
Hello, I've just been unfortunate enough to discover a critical issue. I have two apps using Asset Packs, and I believe both apps had an Asset Pack with the same identifier. In App Store Connect for App B, I archived this Asset Pack. However, the Asset Pack has been archived for both Apps. This shouldn't happen.
3
0
226
Feb ’26
TabularData doesn't respect Double type when values match Int
Hello, I'm trying to figure out why an Int is being inferred over my explicit Double I'm parsing a CSV that contains 2 tables. I don't own the data so I'm not able to change it. The first row contains one cell that's used as a title for the document The second row is empty The third row contains one cell that's used as the header for the first table There is a header row for the table There's a dynamic number of rows for this table The an empty spacer row There is a row that's used as a title for the second table There is a header row for the table There's a dynamic number of rows for this table Im able to separate and create two DataFrame's from the data without issue. And this is the initializer I'm using. DataFrame( csvData: csvData, rows: rows, types: types, options: options ) Column names and their CSV types looks like this var types: [String: CSVType] { [ // ... "Column 38": .double, // ... ] } The data in the CSV is 0 nil nil nil 2 And this is what the one of the columns in question looks like when printed ▿ 38 : ┏━━━━━━━━━━━┓ ┃ Column 38 ┃ ┃ <Int> ┃ ┡━━━━━━━━━━━┩ │ 0 │ │ nil │ │ nil │ │ nil │ │ 2 │ └───────────┘ - name : "Column 38" - count : 5 ▿ contents : PackedOptionalsArray<Int> ▿ storage : <PackedOptionalsStorage<Int>: 0x600000206360> The docs state /// - types: A dictionary of column names and their CSV types. /// The data frame infers the types for column names that aren't in the dictionary. Since types contains the column name and it's still being inferred, my assumption is that the issue involves the renaming of the header row when it has empty cells occurs after the types are checked. Edit: After setting hasHeaderRow: false from true and adjusting my row offset, the types are now being assigned correctly. I'd recommend opening a feedback enhancement where renaming columns occurs before type assignment.
1
0
60
Feb ’26
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
0
1
790
Aug ’24
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.
2
0
294
Oct ’25
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?
2
0
440
Dec ’25
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
2
0
301
Jan ’26
Local AssetPack unable to finish downloading although is 100%
Hello, I've run into an issue where AssetPacks being served locally are downloading but unable to complete. try await AssetPackManager .shared .ensureLocalAvailability(of: assetPack) This method is called but never appears to complete. Even 10 minutes after the download is finished. <NSProgress: 0x10fb4fc80> : Parent: 0x0 (portion: 0) / Fraction completed: 1.0000 / Completed: 2462633379 of 2462633379 This however does not appear to be an issue in production, as the method completes 30-60 seconds after the download has finished. Issue happens across multiple devices running 26.4.1
1
0
183
2w
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
4
0
442
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.
Replies
2
Boosts
0
Views
822
Activity
Jan ’25
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.
Replies
0
Boosts
0
Views
172
Activity
Nov ’25
NSStagedMigrationManager Merging Steps
Hello, I have 3 model versions and I'm trying to step through migration. Version 2 makes significant changes to v1. As a result, I've renamed the entities in question by appending _v2 to their name, as the data isn't important to retain. v3, remove's the appended version number from v2. Setting the .xcdatamodeld to v3 and the migrations steps array as follows causes the app to error [ NSLightweightMigrationStage([v1]), NSLightweightMigrationStage([v2]), NSLightweightMigrationStage([v3]), ] CoreData: error: <NSPersistentStoreCoordinator: 0x10740d680>: Attempting recovery from error encountered during addPersistentStore: 0x10770f8a0 Error Domain=NSCocoaErrorDomain Code=134110 "An error occurred during persistent store migration." An error occurred during persistent store migration. Cannot merge multiple root entity source tables into one destination entity root table. I find this odd because if I run the migration independently across app launches, the migration appears to drop the no longer used tables in v2, then re-add them back in v3. So it seems to me that something is not finishing completely with the fully stepped through migration. -- I'm also unable to understand how to use NSCustomMigrationStage I've tried setting it to migrate from v1, to v2, but I'm getting a crash with error Duplicate version checksums across stages detected
Replies
4
Boosts
0
Views
268
Activity
Feb ’26
Mac Assigning NSManagedObject to NSPersistentStore
Hello, I have a iOS app I was looking at porting to Mac. I'm having an issue with both the Mac (Designed for iPad) and Mac Catalyst Destinations. I can't test Mac due to too many build issues. I'm trying to assign a new NSManagedObject into a NSPersistentStore. let object = MyObject(context: context) context.assign(object, to: nsPersistentStore) This works fine for iOS/iOS Simulator/iPhone/iPad. But on the Mac it's crashing with FAULT: NSInvalidArgumentException: Can't assign an object to a store that does not contain the object's entity.; { Thread 1: "Can't assign an object to a store that does not contain the object's entity."
Replies
6
Boosts
0
Views
413
Activity
Mar ’26
Could not load Xcode Cloud Data
Hello, I have Xcode Cloud set up on a project with multiple targets. One target is a Framework that hosts a Swift Package that's used to host modules. I recently added a large number of files (at least 20,000) to some test targets and I can no longer access Xcode Cloud from the Cloud Reports section. Xcode prepares to analyze the project and then fails with Could not load Xcode Cloud Data Removing the files from the package results in the project being analyzed successfully. So it appears to be some sort of a timeout issue. Thank you
Replies
0
Boosts
0
Views
27
Activity
1d
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.
Replies
1
Boosts
0
Views
196
Activity
Dec ’25
Read, Write, and Consuming Files / URLs
Hello, I have an asset pack that I'm use to periodically distribute a sqlite database thats being used to an NSPersistentStore. Because the database is over a few GBs, and the files in an AssetPack are not mutable, I have to stream the database into a temporary file, then replace my NSPersistentStore. This requires that the user has 3x the storage available of the database, and permanently uses twice to storage needed. I'd like: To be able to mark a URL/File to be accessible for read/write access To be able to mark a file / URL as consumed when it's no needed. So that it can be cleared from the user storage while still maintaining an active subscription to the asset pack for updates. Thank you
Replies
4
Boosts
0
Views
382
Activity
Feb ’26
Archiving Asset Pack for App B caused archive for App A Asset Pack
Hello, I've just been unfortunate enough to discover a critical issue. I have two apps using Asset Packs, and I believe both apps had an Asset Pack with the same identifier. In App Store Connect for App B, I archived this Asset Pack. However, the Asset Pack has been archived for both Apps. This shouldn't happen.
Replies
3
Boosts
0
Views
226
Activity
Feb ’26
TabularData doesn't respect Double type when values match Int
Hello, I'm trying to figure out why an Int is being inferred over my explicit Double I'm parsing a CSV that contains 2 tables. I don't own the data so I'm not able to change it. The first row contains one cell that's used as a title for the document The second row is empty The third row contains one cell that's used as the header for the first table There is a header row for the table There's a dynamic number of rows for this table The an empty spacer row There is a row that's used as a title for the second table There is a header row for the table There's a dynamic number of rows for this table Im able to separate and create two DataFrame's from the data without issue. And this is the initializer I'm using. DataFrame( csvData: csvData, rows: rows, types: types, options: options ) Column names and their CSV types looks like this var types: [String: CSVType] { [ // ... "Column 38": .double, // ... ] } The data in the CSV is 0 nil nil nil 2 And this is what the one of the columns in question looks like when printed ▿ 38 : ┏━━━━━━━━━━━┓ ┃ Column 38 ┃ ┃ <Int> ┃ ┡━━━━━━━━━━━┩ │ 0 │ │ nil │ │ nil │ │ nil │ │ 2 │ └───────────┘ - name : "Column 38" - count : 5 ▿ contents : PackedOptionalsArray<Int> ▿ storage : <PackedOptionalsStorage<Int>: 0x600000206360> The docs state /// - types: A dictionary of column names and their CSV types. /// The data frame infers the types for column names that aren't in the dictionary. Since types contains the column name and it's still being inferred, my assumption is that the issue involves the renaming of the header row when it has empty cells occurs after the types are checked. Edit: After setting hasHeaderRow: false from true and adjusting my row offset, the types are now being assigned correctly. I'd recommend opening a feedback enhancement where renaming columns occurs before type assignment.
Replies
1
Boosts
0
Views
60
Activity
Feb ’26
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
Replies
0
Boosts
1
Views
790
Activity
Aug ’24
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.
Replies
2
Boosts
0
Views
294
Activity
Oct ’25
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?
Replies
2
Boosts
0
Views
440
Activity
Dec ’25
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
Replies
2
Boosts
0
Views
301
Activity
Jan ’26
Local AssetPack unable to finish downloading although is 100%
Hello, I've run into an issue where AssetPacks being served locally are downloading but unable to complete. try await AssetPackManager .shared .ensureLocalAvailability(of: assetPack) This method is called but never appears to complete. Even 10 minutes after the download is finished. <NSProgress: 0x10fb4fc80> : Parent: 0x0 (portion: 0) / Fraction completed: 1.0000 / Completed: 2462633379 of 2462633379 This however does not appear to be an issue in production, as the method completes 30-60 seconds after the download has finished. Issue happens across multiple devices running 26.4.1
Replies
1
Boosts
0
Views
183
Activity
2w
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
Replies
4
Boosts
0
Views
442
Activity
Oct ’25