Can't Edit Age Ratings in App Information Section of App Store Connect for released App Versions. I only have option to View. I think some of the Age Rating questions are still unanswered but when I view them, I can't Edit them. Non-released apps of mine in App Store Connect allow me to edit answers to the Age Ratings questions but I can only View Age Rating questions for released apps. Do I have to create a new version/build and submit to App Store Connect to be able to Edit the Age Questions?
Selecting any option will automatically load the page
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Navigation Title no longer showing for first Tab in iOS/iPadOS 26 (Directives) in my app Starship SE Corps when running is Xcode 26 simulator and on iPad device itself running iPadOS 26 beta.
Launch app
Notice Navigation Title “Directives” is missing from top tab in Sidebar and Floating Tab View (iPad) and TabView (iOS).
Navigate to other tabs and Navigation Titles appear as expected.
Worked fine (as expected) in iOS/iPadOS 18.5, but broken in iOS/iPadOS 26.
Reference Feedback: FB17987650
Since NavigationView is now deprecated, I’m trying to update my code to use NavigationStack instead. However, I found that when using NavigationStack, section headers within an overall List view no longer have the collapsing triangle functionality. This used to work for NavigationView, List view, Section headers. Am I missing something? Is there a way to get back the section header collapse triangle within an overall List view when encapsulating within a NavigationStack?
How do I take an Icon Composer file and bring it into Xcode?
The WWDC 25 session video "Create Icons with Icon Composer", Delivery chapter (around 13:16) was not detailed enough on how to bring the file into Xcode so it will be used for the project.
Once I've saved the Icon Composer file to Finder, where do I import/put it into my Xcode project. I have previous App Icon content in Assets. Do I add Icon Composer file content to Assets in Xcode? How do I make sure Xcode uses the new Icon Composer content in my Xcode project (for iOS) vs. the App Icon asset I currently use?
Reference Feedback FB19152594
Occurs with my 3rd Party UIKit App called "Lifeorities".
Latest occurrence was 7/27/25 at 13:49 pm.
Launch app (actual device running iPadOS 26 or iPadOS 26 simulator)
Initial screen displays view content and floating tab bar at top of screen (both portrait orientation and landscape).
Floating tab bar items respond to liquid glass effect (but liquid glass appearance of the whole tab bar doesn't comply with new glass pill shaped tab bar area).
Selected tab bar item obeys selected app designated color (assets).
Unselected tab bar items are using black text which is unreadable on app background which used dark mode as default (as intended).
Selecting another tab bar item shows the liquid glass effect as you navigate to the new tab bar item and shows the app designated color (assets).
Previous tab bar item that was selected, now is unselected and shows black text.
NOTE: iOS tab bar items work fine (show white foreground color as desired for unselected tab bar items).
I want to be able to have my iOS app use SF symbols and store them in my Entity attribute in my Core Data model. I’m guessing I need to use the binary data attribute type because SF symbols are displayed using an Image view. I’m looking for a way to take an SF symbol from a SwiftUI view and store it in the Core Data Model. I also want to be able to retrieve that stored entity attribute from my Core Data model and display it in any SwiftUI views I might choose.
How can I do this?
Wondering if I could get benefits from using Xcode Cloud if I'm just a solo, hobbyist Developer? I don't need to collaborate with others on my code, but maybe the built in workflow and tie in with App Store Connect and TestFlight might be worth looking into. I'd appreciate any thoughts from the Apple team.
I'm taking my iOS/iPadOS app and converting it so it runs on visionOS. I’m trying to compile my app, build it, for both visionOS and iOS. When I try to build for an iPhone and iPad simulator, I get the following error:
 Building for 'iphonesimulator', but realitytool only supports [xros, xrsimulator]
I’m thinking I might need to do a # if conditional compilation statement for visionOS so iOS doesn’t try to build lines of code but I can’t for this particular error find out for which file or code I need to do the conditional compilation. Anyone know how to get rid of this error? 
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
Vision
Reality Composer Pro
visionOS
iPad and iOS apps on visionOS
When I do an archive build of my app against visionOS, the archive listing in the Organizer show the archive entry as iOS. So I have one archive build for iOS with a certain build number and another archive build for visionOS with another build number (incremented by 1) They are both listed in The Organizer but they both have iOS info. I’ve submitted them both separately to TestFlight and I’m about to try to test it on visionOS. Shouldn’t the visionOS archive build that I submit to TestFlight indicate something about visionOS instead of iOS?
Topic:
App Store Distribution & Marketing
SubTopic:
TestFlight
Tags:
iOS
Xcode
Organizer Window
visionOS
I have a multiplatform app with a single target. I’ve been focused on making release updates for just visionOS where the new version doesn’t really have any changes to the iOS/iPadOS content. When I build and archive a new version and build number for my single app target, is it an ok practice to only release the new version and build to visionOS and not iOS? The reason I ask, is that the next time I get around to releasing a version and build that has any iOS changes that I want to release on the iOS App Store, it will have skipped one or more version numbers (due to only visionOS releases) from the last time that version was seen on the iOS App Store because I was only doing visionOS releases and versions prior to that.
Topic:
App Store Distribution & Marketing
SubTopic:
General
Tags:
App Store Connect
Xcode
Organizer Window
If I have windows that occupy the shared space and are located in various spatial locations for the user, say various rooms in a home, how do I have those windows reappear/open in the same spatial location when the user returns to the shared space after being in a full immersive space? I assume it has to do with somehow setting the state of the windows before heading into the immersive view, but I’m not sure how to begin thinking about this or the type of code I would need for that. Any help for this question would be appreciated.
See FB13917278 (App Becomes Unresponsive for iOS/iPadOS 18 Regular Size Class Interactions When Selecting One Particular View in Sidebar).
DESCRIPTION OF PROBLEM
I have an Apple Vision Pro App Store app called Starship SE Corps. I'm trying to add an animation for my app so that the starship entity orbits the Earth entity. I'm trying to use OrbitAnimation as discussed in the WWDC23 session "Build Spatial Experiences with RealityKit" (https://developer.apple.com/wwdc23/10080).
However, I can't get the animation to work.
STEPS TO REPRODUCE
I created a sample test app called "SampleOrbitAnimationApp" to focus in on the code I'm having trouble with.
When I build and run my sample test app, the app runs on both the visionOS 1.2 simulator and on my real Apple Vision Pro device running visionOS 1.2. However, my starship entity is static and is not animating/orbiting around my Earth entity.
I tried putting my OrbitAnimation code in the RealityView update: closure. Doing that, however causes some property scope errors because the entity I refer to in the OrbitAnimation code is my entity that I create in the RealityView code block...so the update: closure code block can't see the entity property.
Trying to make the entity reference more global at the top of the ImmersiveView (so update: closure sees the entity property) causes other parameter issues in the .app file call to the ImmersiveView and in the #Preview call to the ImmersiveView. Maybe that should be expected and I would need to workaround that (but I couldn't find a sensible way to do so). If this is the right approach, I need help on how to resolve this across the project files.
I did find some example code online where a developer put the OrbitAnimation code directly in the RealityView code block without having an update: or attachments: closure at all. I tried that approach but also couldn't get that to work.
The test sample app tries to target the OrbitAnimation and ImmersiveView code I'm struggling with (i.e. I can't get the starship to move and orbit around the Earth). It uses my same production app Package for Starship and Earth entities, built in Reality Composer Pro. Those entities, included in my sample test app, work fine on my latest production App Store release, so I think they are fine. The issue is how to do the OrbitAnimation code for those entities. I realize new capabilities are coming in visionOS 2, but I would like to make OrbitAnimation work now in my visionOS 1.2 app.
I can‘t Figure Out How to Get My Earth Entity to Rotate on its Axis. This is a follow up post from a previous Apple Developer forum post.
How would I have the earth (parent) entity rotate CCW underneath the orbiting starship child?
I tried adding the following code block to the RealityView but it is not working:
if let rotatingEarth = starshipEntity.findEntity(named: "Earth") {
rotatingEarth.transform.rotation = simd_quatf.init(angle: 360, axis: SIMD3(x: 0, y: 1, z: 0))
if let animation = try? AnimationResource.generate(with: rotatingEarth as! AnimationDefinition) {
rotatingEarth.playAnimation(animation)
}
}
Any advice on getting the earth to rotate?
I tried reviewing the Hello World WWDC23 project code, but I was unable to understand the complexity and how that sample project got the earth to rotate.
i want to do this for visionOS 1.2. I realize there are some new animation and possible other capabilities coming up in vision 2.0 but I want to try to address this issue in the current released visionOS version.
Topic:
Spatial Computing
SubTopic:
General
Tags:
Vision
Reality Composer
RealityKit
Reality Composer Pro
Using Xcode 15.4 and macOS Sonoma 14.6.1 and Reality Composer Pro 1.0.
Lately (I believe since updating to Xcode 15.4, not sure..), I'm getting build errors that I didn't get before. The error is saying that "the package manifest at /Package.swift cannot be accessed (/Package.swift doesn't exist in file system)".
When I click for more information and bring up the Resolve Packages - Log, it gives a red X error "Resolving Package Graph Failed"
I'm not sure why I'm recently getting this error. My Reality Composer Pro Package is part of my project and listed in my project navigator as it has been.
The Package.swift file is in the same file location as it has always been and I believe it is correct.
I tried removing the package from my project navigator then dragging and dropping it back into the project navigator, but I'm still getting the error.
Note: this error is only appearing on a working branch for a new version I'm working on. The error does not appear on my production (main) branch even though it is the same package and location in Finder and appears the same way in the main branch project navigator.
I get these same errors on Xcode 16 Beta 5.