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Can't test subscription upgrade/downgrade. iOS doesn't use the sandbox account
Hi, I am trying to test my subscription upgrade/downgrade path on a device. I added a test user to the sandbox section of Settings - App Store and can purchase subscriptions using that test user no problem in my app. However, if I click on "Manage" on the sandbox user to see the list of subscriptions, when I try to upgrade/downgrade the purchase UI that iOS shows tries to use my actual personal account instead of the sandbox user, so I can't complete the transaction. Looks like a bug in the sandbox testing flow in iOS, but any way around it? Right now I just simulate updates from apple on my backend to make sure my app behaves as expected, but I would like to actually get some "real" data from Apple.
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2.2k
May ’21
Blank widgets after app updates on iOS17
After updating our app some of our users are seeing that their widget has gone blank, the whole widget it just white. The only way to make the widget render again is to reboot the phone. This seems to be happening randomly and mainly on iOS17. Looking on the web, seems like other people are also having this issue so hopefully Apple will make a fix at some point but I'm wondering if other people have had this issue and figured out a workaround to stop it happening? Thanks.
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13k
Mar ’24
Swift6 race warning
I'm trying to fix some Swift6 warnings, this one seems too strict, I'm not sure how to fix it. The variable path is a String, which should be immutable, it's a local variable and never used again inside of the function, but still Swift6 complains about it being a race condition, passing it to the task What should I do here to fix the warning?
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627
Jan ’25
Liquid Glass clear variant
In this WWDC talk about liquid glass https://developer.apple.com/videos/play/wwdc2025/219/ they mention that there are two variants of liquid glass, regular and clear. I don't see any way to try the clear variant using the .glassEffect() APIs, they only expose regular, is there some other way to try the clear variant?
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405
Aug ’25
getTimeline called twice on load
When I run my widget from xcode I see getTimeline is called twice for some reason. It's called the first time, then after it returns a timeline it's called again. The logs have the following message: "-[EXSwiftUI_Subsystem beginUsing:withBundle:] unexpectedly called multiple times." It takes about 0.5 seconds for the first getTimeline call to return so it doesn't seem like the OS should try to call this method again so quickly (my timeline entries all have times in the future so they shouldn't request the widget to load immediately) Is this a bug, or expected? Seems to happen every time I run the widget.
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4.2k
Sep ’23