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Can't add groups to TestFlight builds on App Store Connect
On App Store Connect, when a new TestFlight build is uploaded, it's no longer possible to add a group to the build. (FB14892147) I've seen this error message for 2+ hours. Other developers are reporting this issue: https://x.com/manuel_kehl/status/1826678066392793188 Apple's developer system status page doesn't report an outage: https://developer.apple.com/system-status/ Thank you for investigating this issue.
2
4
775
Aug ’24
In Xcode 16 beta 3, adding a framework to a target doesn't work?
In Xcode 16.0 beta 3 (16A5202i) I'm trying to add a framework to a target. I'm clicking the '+' button under Target > General > Frameworks, Libraries, and Embedded Content: When I do this, the dialog that appears doesn't list any frameworks: I feel like I'm doing something wrong or missing something obvious. This issue is easy to reproduce by creating a new project in Xcode. I tried reverting using Xcode 15 to add the framework that way, but Xcode 15 is unable to load the project file that Xcode 16 wrote. Incidentally, Add Other > Add Package Dependency has no effect when selected: Assuming this is a bug I should submit feedback about, is there another method I can use in the meantime to add a framework to my target so I can continue working? This is blocking development. Thank you for any help you provide.
7
3
1.9k
Aug ’24
In visionOS 26.2 RC, pushWindow + dismissWindow is broken
I recently added pushWindow to my app, and I discovered that in visionOS 26.2 RC (23N301), pushWindow followed by dismissWindow no longer works as expected. Specifically, if the user moves the pushed window, then when the pushed window is later dismissed, the parent window's position isn't aligned with the pushed window's new position. Its original position is restored instead. Curiously, the bug only happens when an app is launched from the visionOS home view, and not when an app is launched from Xcode. It also doesn't happen in the visionOS 26.2 simulator. Another interesting detail is that while the parent window is hidden, if the user long-presses the Digital Crown and then dismisses the pushed window, the parent window's position seems to be immune from the Digital Crown scene reorientation. It's restored to its original real world position. Demo video: https://youtu.be/zR3t2ON3Wz0 I've submitted feedback as FB21287011 with a sample app and detailed repro steps. Has anyone else encountered this issue already and figured out a workaround? It would be nice if I could get pushWindow to work correctly in my app. Thanks everybody! 😀
2
2
798
Dec ’25
Help with visionOS pushWindow issues requested
I first started using the SwiftUI pushWindow API in visionOS 26.2, and I've reported several bugs I discovered, listed below. Under certain circumstances, pushed window relationships may break, and this behavior affects all other apps, not just the app that caused the problem, until the next device reboot. In other cases, the system may crash and restart. (FB21287011) When a window presented with pushWindow is dismissed, its parent window reappears in the wrong location (FB21294645) Pinning a pushed window to a wall breaks pushWindow for all other apps on the system (FB21594646) pushWindow interacts poorly with the window bar close app option (FB21652261) If a window locked to a wall calls pushWindow, the original window becomes unlocked (FB21652271) If a window locked in place calls pushWindow and the pushed window is closed, the system freezes (FB21828413) pushWindow, UIApplication.open, and a dismissed immersive space result in multiple failures that require a device reboot (FB21840747) visionOS randomly foregrounds a backgrounded immersive space app with a pushed window's parent window visible instead of the pushed window (FB21864652) When a running app is selected in the visionOS home view, windows presented with pushWindow spontaneously close (FB21873482) Pushed windows use the fixed scaling behavior instead of the dynamic scaling behavior I'm posting the issues here in case this information is helpful to other developers. I'd also like to hear about other pushWindow issues developers have encountered, so I can watch out for them. Questions: I've discovered that some of the issues above can be partially worked around by applying the defaultLaunchBehavior and restorationBehavior scene modifiers to suppress window restoration and locking, which pushWindow appears to interact poorly with. Are there other recommended workarounds? I've observed that the Photos and Settings apps, which predate the pushWindow API, are not affected by the issues I reported. Are there other more reliable ways I could achieve the same behavior as pushWindow without relying on that API? I'd appreciate any guidance Apple engineers could provide. Thank you.
2
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1.1k
Mar ’26
Is migrating from ARView to RealityView recommended?
We're using RealityKit to create a science education AR app for iOS, iPadOS, and visionOS. In the WWDC25 session video "Bring your SceneKit project to RealityKit" https://developer.apple.com/videos/play/wwdc2025/288 at 8:15, it's explained that when using RealityKit, RealityView should be used in all cases, whereas in the past, SceneKit required SCNView, SceneView, or ARSCNView, depending on an app's requirements. Because the initial development of our app on iOS predates iOS 18's RealityView, our app currently uses ARView to render RealityKit AR content on iOS and iPadOS. Is it recommended that we migrate to RealityView, or can we safely continue using our existing ARView implementation? We'd prefer to avoid unnecessary development cost. If migrating from ARView to RealityView is recommended, what specific benefits should we expect from this transition? Thank you.
1
2
375
Jun ’25
Xcode 26 can no longer launch, and crashes immediately
Each time I try to launch Xcode 26, it immediately crashes in SourceEditorDataSource.ideChat_gracefullyApplyChangesToReflect. I'm now no longer able to use Xcode. A partial crash log attached. So far I've tried deleting derived data, rebooting, deleting ~/Library/Caches/com.apple.dt.Xcode. What should I do? Thank you in advance for any help. crash-report.txt
1
0
387
Jan ’26
RealityView attachment draw order
My visionOS 26.3 app displays a diorama-like scene in a RealityView in a mixed immersive space, about 1 meter square, with view attachments floating above the scene. Each view attachment fades out after user interaction, by animating the view's opacity. What I'm observing is that depending on the position of a view attachment relative to the scene and the camera, an unwanted cutout effect is observed (presumably because of draw order issues), as shown in the right column in the screenshots below. YouTube video link of these sequences: https://youtu.be/oTuo0okKCkc (19 seconds) My question: How does visionOS determine the view attachment draw order relative to the RealityView scene? If I better understood how the draw order is determined, I could modify my scene to ensure that the view attachments were always drawn after the scene, fixing the unwanted cutout effect. I've successfully used ModelSortGroupComponent to control the draw order of entities within the RealityView scene, but my understanding is that this approach cannot be used with view attachments. I've submitted FB22014370 about this issue. Thank you.
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1.5k
1w
Are these RealityKit warnings a cause for concern?
I've created a minimal iOS RealityKit/ARKit app with only this view controller: import UIKit import RealityKit import ARKit class ViewController: UIViewController { var arView: ARView! override func viewDidLoad() { super.viewDidLoad() arView = ARView(frame: view.bounds, cameraMode: .nonAR, automaticallyConfigureSession: true) arView.autoresizingMask = [.flexibleWidth, .flexibleHeight] view.addSubview(arView) } } When I run this app in the iOS 18.1 simulator using Xcode 16.1 beta 2 (16B5014f), RealityKit logs the warnings included below to the console. I see similar warnings on the device, running iOS 18.0. Should I be concerned about any of these warnings? Please let me know if I should submit feedback reporting this issue. Thank you. Could not locate file 'default-binaryarchive.metallib' in bundle. Registering library (/Library/Developer/CoreSimulator/Volumes/iOS_22B5045f/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 18.1.simruntime/Contents/Resources/RuntimeRoot/System/Library/PrivateFrameworks/CoreRE.framework/default.metallib) that already exists in shader manager. Library will be overwritten. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/suFeatheringCreateMergedOcclusionMask.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arKitPassthrough.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arSegmentationComposite.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute0.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute1.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute2.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute3.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute4.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute5.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute6.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute7.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute8.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute9.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute10.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute11.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute12.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. ... Compiler failed to build request makeRenderPipelineState failed [reading from a rendertarget is not supported]. Pipeline for technique meshShadowCasterProgrammableBlending failed compilation!
1
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1.3k
Oct ’24
UserDefaults, UIApplicationDelegate, and prewarming
For a UIKit app based on scenes (UIScene), is it safe to reference UserDefaults in code that is executed from UIApplicationDelegate/application(_: didFinishLaunchingWithOptions:) ? I've read that in iOS 15, there were undocumented scenarios involving app prewarming that would cause UserDefaults reads to fail within a window of time after device reboots, as described at https://christianselig.com/2024/10/beware-userdefaults/ The failure mode is that an app would be released, and months later, a small fraction of users would report failures consistent with UserDefaults reads unexpectedly returning nil, causing a loss of data. The user experience is bad, and debugging this behavior is then challenging because of how rarely it occurs. Apple's https://developer.apple.com/documentation/uikit/app_and_environment/responding_to_the_launch_of_your_app/about_the_app_launch_sequence#3894431 seems to suggest that prewarming only executes an app "up until, but not including when main() calls UIApplicationMain(_:_:_:_:), but https://stackoverflow.com/questions/71025205/ios-15-prewarming-causing-appwilllaunch-method-when-prewarm-is-done documents that UIApplicationDelegate/application(_: didFinishLaunchingWithOptions:) has in fact been observed executing during app prewarming in scene-based apps. So, my question: In an app based on scenes, if I'd like to reference UserDefaults within UIApplicationDelegate/application(_: didFinishLaunchingWithOptions:), when is it safe to do this? I'm guessing the answer is one of these: Never. Only in apps that don't support scenes. Only in iOS 16 or later. Only in IOS 17 or later. Is it guaranteed safe to reference UserDefaults in UIWindowSceneDelegate/scene(_:willConnectTo:options:) or later? Is there documentation from Apple regarding this issue? Thank you.
1
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656
Jan ’25
Should we design for Liquid Glass on visionOS?
Liquid Glass was introduced as a universal design language for all platforms, but isn't supported by visionOS 26 beta. For a small team creating a visionOS app targeted for release in fall 2026, should we focus our design work on Liquid Glass, or for the existing visionOS design language?
Topic: Design SubTopic: General Tags:
1
1
293
Jun ’25
Can't add groups to TestFlight builds on App Store Connect
On App Store Connect, when a new TestFlight build is uploaded, it's no longer possible to add a group to the build. (FB14892147) I've seen this error message for 2+ hours. Other developers are reporting this issue: https://x.com/manuel_kehl/status/1826678066392793188 Apple's developer system status page doesn't report an outage: https://developer.apple.com/system-status/ Thank you for investigating this issue.
Replies
2
Boosts
4
Views
775
Activity
Aug ’24
In Xcode 16 beta 3, adding a framework to a target doesn't work?
In Xcode 16.0 beta 3 (16A5202i) I'm trying to add a framework to a target. I'm clicking the '+' button under Target > General > Frameworks, Libraries, and Embedded Content: When I do this, the dialog that appears doesn't list any frameworks: I feel like I'm doing something wrong or missing something obvious. This issue is easy to reproduce by creating a new project in Xcode. I tried reverting using Xcode 15 to add the framework that way, but Xcode 15 is unable to load the project file that Xcode 16 wrote. Incidentally, Add Other > Add Package Dependency has no effect when selected: Assuming this is a bug I should submit feedback about, is there another method I can use in the meantime to add a framework to my target so I can continue working? This is blocking development. Thank you for any help you provide.
Replies
7
Boosts
3
Views
1.9k
Activity
Aug ’24
In visionOS 26.2 RC, pushWindow + dismissWindow is broken
I recently added pushWindow to my app, and I discovered that in visionOS 26.2 RC (23N301), pushWindow followed by dismissWindow no longer works as expected. Specifically, if the user moves the pushed window, then when the pushed window is later dismissed, the parent window's position isn't aligned with the pushed window's new position. Its original position is restored instead. Curiously, the bug only happens when an app is launched from the visionOS home view, and not when an app is launched from Xcode. It also doesn't happen in the visionOS 26.2 simulator. Another interesting detail is that while the parent window is hidden, if the user long-presses the Digital Crown and then dismisses the pushed window, the parent window's position seems to be immune from the Digital Crown scene reorientation. It's restored to its original real world position. Demo video: https://youtu.be/zR3t2ON3Wz0 I've submitted feedback as FB21287011 with a sample app and detailed repro steps. Has anyone else encountered this issue already and figured out a workaround? It would be nice if I could get pushWindow to work correctly in my app. Thanks everybody! 😀
Replies
2
Boosts
2
Views
798
Activity
Dec ’25
Help with visionOS pushWindow issues requested
I first started using the SwiftUI pushWindow API in visionOS 26.2, and I've reported several bugs I discovered, listed below. Under certain circumstances, pushed window relationships may break, and this behavior affects all other apps, not just the app that caused the problem, until the next device reboot. In other cases, the system may crash and restart. (FB21287011) When a window presented with pushWindow is dismissed, its parent window reappears in the wrong location (FB21294645) Pinning a pushed window to a wall breaks pushWindow for all other apps on the system (FB21594646) pushWindow interacts poorly with the window bar close app option (FB21652261) If a window locked to a wall calls pushWindow, the original window becomes unlocked (FB21652271) If a window locked in place calls pushWindow and the pushed window is closed, the system freezes (FB21828413) pushWindow, UIApplication.open, and a dismissed immersive space result in multiple failures that require a device reboot (FB21840747) visionOS randomly foregrounds a backgrounded immersive space app with a pushed window's parent window visible instead of the pushed window (FB21864652) When a running app is selected in the visionOS home view, windows presented with pushWindow spontaneously close (FB21873482) Pushed windows use the fixed scaling behavior instead of the dynamic scaling behavior I'm posting the issues here in case this information is helpful to other developers. I'd also like to hear about other pushWindow issues developers have encountered, so I can watch out for them. Questions: I've discovered that some of the issues above can be partially worked around by applying the defaultLaunchBehavior and restorationBehavior scene modifiers to suppress window restoration and locking, which pushWindow appears to interact poorly with. Are there other recommended workarounds? I've observed that the Photos and Settings apps, which predate the pushWindow API, are not affected by the issues I reported. Are there other more reliable ways I could achieve the same behavior as pushWindow without relying on that API? I'd appreciate any guidance Apple engineers could provide. Thank you.
Replies
2
Boosts
3
Views
1.1k
Activity
Mar ’26
Is migrating from ARView to RealityView recommended?
We're using RealityKit to create a science education AR app for iOS, iPadOS, and visionOS. In the WWDC25 session video "Bring your SceneKit project to RealityKit" https://developer.apple.com/videos/play/wwdc2025/288 at 8:15, it's explained that when using RealityKit, RealityView should be used in all cases, whereas in the past, SceneKit required SCNView, SceneView, or ARSCNView, depending on an app's requirements. Because the initial development of our app on iOS predates iOS 18's RealityView, our app currently uses ARView to render RealityKit AR content on iOS and iPadOS. Is it recommended that we migrate to RealityView, or can we safely continue using our existing ARView implementation? We'd prefer to avoid unnecessary development cost. If migrating from ARView to RealityView is recommended, what specific benefits should we expect from this transition? Thank you.
Replies
1
Boosts
2
Views
375
Activity
Jun ’25
Xcode 26 can no longer launch, and crashes immediately
Each time I try to launch Xcode 26, it immediately crashes in SourceEditorDataSource.ideChat_gracefullyApplyChangesToReflect. I'm now no longer able to use Xcode. A partial crash log attached. So far I've tried deleting derived data, rebooting, deleting ~/Library/Caches/com.apple.dt.Xcode. What should I do? Thank you in advance for any help. crash-report.txt
Replies
1
Boosts
0
Views
387
Activity
Jan ’26
RealityView attachment draw order
My visionOS 26.3 app displays a diorama-like scene in a RealityView in a mixed immersive space, about 1 meter square, with view attachments floating above the scene. Each view attachment fades out after user interaction, by animating the view's opacity. What I'm observing is that depending on the position of a view attachment relative to the scene and the camera, an unwanted cutout effect is observed (presumably because of draw order issues), as shown in the right column in the screenshots below. YouTube video link of these sequences: https://youtu.be/oTuo0okKCkc (19 seconds) My question: How does visionOS determine the view attachment draw order relative to the RealityView scene? If I better understood how the draw order is determined, I could modify my scene to ensure that the view attachments were always drawn after the scene, fixing the unwanted cutout effect. I've successfully used ModelSortGroupComponent to control the draw order of entities within the RealityView scene, but my understanding is that this approach cannot be used with view attachments. I've submitted FB22014370 about this issue. Thank you.
Replies
4
Boosts
0
Views
1.5k
Activity
1w
visionOS and SceneKIt
Will visionOS support SceneKit?
Replies
4
Boosts
1
Views
3k
Activity
Aug ’24
visionOS and support for SceneKit
I am creating an AR app that uses ARKit and SceneKit. Will visionOS support SceneKit AR applications, or will I have to rewrite my app using RealityKit? Thanks for answering my question. : - )
Replies
1
Boosts
2
Views
1.4k
Activity
Jun ’23
visionOS UIKit API for setting Z offset?
Hey everybody! Does anyone know if there's a UIKit API that's equivalent to SwiftUI's View/offset(z:)? https://developer.apple.com/documentation/swiftui/view/offset(z:) I'd like to translate a UIView forward in space a little bit on visionOS. ❤️
Replies
1
Boosts
1
Views
862
Activity
Oct ’23
Does RealityKit ShaderGraphMaterial support face culling?
In RealityKit in visionOS 1.0 I'm perplexed that PhysicallyBasedMaterial and CustomMaterial have faceCulling properties but ShaderGraphMaterial does not. Is there some way to achieve front face culling in a shader graph without creating a separate mesh with reversed triangle vertex indices?
Replies
2
Boosts
1
Views
1.6k
Activity
Jun ’24
Are these RealityKit warnings a cause for concern?
I've created a minimal iOS RealityKit/ARKit app with only this view controller: import UIKit import RealityKit import ARKit class ViewController: UIViewController { var arView: ARView! override func viewDidLoad() { super.viewDidLoad() arView = ARView(frame: view.bounds, cameraMode: .nonAR, automaticallyConfigureSession: true) arView.autoresizingMask = [.flexibleWidth, .flexibleHeight] view.addSubview(arView) } } When I run this app in the iOS 18.1 simulator using Xcode 16.1 beta 2 (16B5014f), RealityKit logs the warnings included below to the console. I see similar warnings on the device, running iOS 18.0. Should I be concerned about any of these warnings? Please let me know if I should submit feedback reporting this issue. Thank you. Could not locate file 'default-binaryarchive.metallib' in bundle. Registering library (/Library/Developer/CoreSimulator/Volumes/iOS_22B5045f/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 18.1.simruntime/Contents/Resources/RuntimeRoot/System/Library/PrivateFrameworks/CoreRE.framework/default.metallib) that already exists in shader manager. Library will be overwritten. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/suFeatheringCreateMergedOcclusionMask.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arKitPassthrough.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arSegmentationComposite.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute0.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute1.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute2.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute3.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute4.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute5.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute6.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute7.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute8.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute9.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute10.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute11.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute12.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. ... Compiler failed to build request makeRenderPipelineState failed [reading from a rendertarget is not supported]. Pipeline for technique meshShadowCasterProgrammableBlending failed compilation!
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1.3k
Activity
Oct ’24
UserDefaults, UIApplicationDelegate, and prewarming
For a UIKit app based on scenes (UIScene), is it safe to reference UserDefaults in code that is executed from UIApplicationDelegate/application(_: didFinishLaunchingWithOptions:) ? I've read that in iOS 15, there were undocumented scenarios involving app prewarming that would cause UserDefaults reads to fail within a window of time after device reboots, as described at https://christianselig.com/2024/10/beware-userdefaults/ The failure mode is that an app would be released, and months later, a small fraction of users would report failures consistent with UserDefaults reads unexpectedly returning nil, causing a loss of data. The user experience is bad, and debugging this behavior is then challenging because of how rarely it occurs. Apple's https://developer.apple.com/documentation/uikit/app_and_environment/responding_to_the_launch_of_your_app/about_the_app_launch_sequence#3894431 seems to suggest that prewarming only executes an app "up until, but not including when main() calls UIApplicationMain(_:_:_:_:), but https://stackoverflow.com/questions/71025205/ios-15-prewarming-causing-appwilllaunch-method-when-prewarm-is-done documents that UIApplicationDelegate/application(_: didFinishLaunchingWithOptions:) has in fact been observed executing during app prewarming in scene-based apps. So, my question: In an app based on scenes, if I'd like to reference UserDefaults within UIApplicationDelegate/application(_: didFinishLaunchingWithOptions:), when is it safe to do this? I'm guessing the answer is one of these: Never. Only in apps that don't support scenes. Only in iOS 16 or later. Only in IOS 17 or later. Is it guaranteed safe to reference UserDefaults in UIWindowSceneDelegate/scene(_:willConnectTo:options:) or later? Is there documentation from Apple regarding this issue? Thank you.
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656
Activity
Jan ’25
Should we design for Liquid Glass on visionOS?
Liquid Glass was introduced as a universal design language for all platforms, but isn't supported by visionOS 26 beta. For a small team creating a visionOS app targeted for release in fall 2026, should we focus our design work on Liquid Glass, or for the existing visionOS design language?
Topic: Design SubTopic: General Tags:
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293
Activity
Jun ’25
Xcode 26 crashes on project open
I've installed Xcode 26.0 beta (17A5241e), and if I select my project from the Welcome to Xcode dialog, Xcode crashes. I've attempted this 10 times with the same result each time. What should I do? Thank you.
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3
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552
Activity
Jun ’25