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FB22543589 - Case ID: 102872835864 - TESTFLIGHT: The requested app is not available or does not exist
I'm experiencing a persistent issue where my app uploads successfully to TestFlight and appears in App Store Connect, but internal testers (including myself) receive the following error when attempting to install: "Could not install xxxxxxxxx. The requested app is not available or doesn't exist." What works: The build archives and exports successfully via Xcode (local build, Release configuration) The IPA uploads to App Store Connect without errors via eas submit The build appears in TestFlight and passes processing I can add the build to my Internal Testing group Testers receive the TestFlight notification and can see the app What fails: When any tester taps "Install" or "Update," the download begins briefly, then fails with the "not available or doesn't exist" error This affects all internal testers on the account, not just one device Troubleshooting already completed: Verified code signing is correct: Release configuration uses CODE_SIGN_STYLE = Manual, CODE_SIGN_IDENTITY = "iPhone Distribution", with a valid App Store distribution provisioning profile (UUID: 39bc4c63-bc64-403a-a2a6-6737b3d33115) 2. Distribution certificate is valid: Serial 4838CD7571DE5361B98A5FB2F769F74D, not expired (expires 2027-04-16) 3. Regenerated provisioning profile via EAS credentials, removed stale profiles, and rebuilt — same result 4. Incremented build numbers correctly across multiple submissions (3004 → 3005 → 3006) 5. Previously resolved a signing misconfiguration (build 3005 was incorrectly signed with "Apple Development" instead of "iPhone Distribution" due to expo prebuild reverting settings) — this was corrected for build 3006, but the install error persists 6. Confirmed the build is not stuck in processing — it shows as ready for testing in App Store Connect 7. Tested on multiple devices running current iOS versions 8. Cleared TestFlight app cache and reinstalled TestFlight on test devices Why I believe this is a server-side issue: Multiple developers in the Apple Developer Forums have reported the identical symptom — valid builds that upload and process correctly but fail to install with this exact error message. In those cases, Apple Support resolved the issue on their end within 48 hours with no action required from the developer. The signing, provisioning, and build configuration were not the cause. This one is very specific to what I am dealing with https://developer.apple.com/forums/thread/778597 One developer stated you fixed it on your side, without any real reasoning which also leads me to believe this is not something I can fix on my end https://developer.apple.com/forums/thread/778597?answerId=884241022#884241022 I've exhausted all client-side troubleshooting and believe this may require intervention on Apple's side. Has anyone been able to fix this on their end and not only when App Development called? I went through tons of the feedback and tried it all and it doesn't seem to be fixed. It's been a month or so like this. I can't get any info on who to call. I sent in a report to feedback assistant and through app developer support
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Xcode 26.x Frequently Freezes During Breakpoint Debugging with Simulator
When I use Xcode 26 (0.1, 1) for debugging and hit a breakpoint, using "step over" causes the debugger to freeze at a random line of code. Clicking "Pause program execution" indicates that the line is being executed, but the breakpoint never exits, seemingly causing a freeze. The application on the simulator also becomes unresponsive. However, when I do not use breakpoints, my program runs smoothly, and debugging on a physical device does not cause any freezes. This issue only occurs with the simulator. I am using Xcode on Apple Silicon, and due to some third-party SDKs that depend on Rosetta, our app can only run on the Rosetta simulator. We did not encounter this issue when using Xcode 16.x for simulator debugging. The current situation with Xcode 26.x significantly reduces our development efficiency. What could be causing this, and is there a solution?
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Disable automatic Liquid-Glass app icon generation
Hi. On my iOS app, both the app store and the device are making changes to my app icon to make it look more Liquid-Glass. See attached image showing my original icon, and then how it appears on the app store and on devices. There is an added bevel/3d effect. I'd like to not have this happen. Did anybody figure out how to turn this off? So that the icon appears as submitted. I've played around with Icon Composer a bit but haven't managed to turn this off there. And would prefer to just submit the png's. Thank you!
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Xcode 26.4 won't install simulators, just spins the beachball
Something happened with my Xcode 26.4 install, I've never had this happen before. I get Xcode 26.4 installed, but the simulators aren't installed. And nothing pops up to "install required simulators". In Devices & Simulators I click the + to install a new simulator, and the beachball just spins and Xcode becomes unresponsive. I've tried quitting and restarting Xcode, reinstalling it (using both xcodes command line tool and the app store), removing Xcode and reinstalling, rebooting after removing Xcode and before reinstalling. Not sure what to try next. Feels like something is left over from uninstalling that's hanging it up. But I've no idea what. I could use some Apple Xcode team help here.
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Project xcodeproj file can no longer by iCloud Sync
Following an unexpected error message while working in Xcode, the project file xcodeproj is no longer synced in iCloud Drive. The Finder shows a cloud icon with a ! and an error message : (NSFileProviderErrorDomain error -2005.) If the local file is zipped, and unzipped elsewhere on iCloud Drive, then the unzipped file can still not be iCloud Synced. Restoring the file from a Time Machine archive does not solve the issue. Apple Care Support finds that iCloud Drive is working fine except for this xcodeproj file and says the issue is Xcode related.
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Developer ID Installer cert not usable for pkg signing (no Code Signing / 0 identities)
Hello! We built a macOS .pkg using pkgbuild (contains a DMG + postinstall bash script). The pkg works locally on the build machine but fails on other devices manually / via MDM unless signed. We tried signing with a Developer ID Installer certificate, but: security find-identity -p codesigning -v → 0 valid identities security find-identity -v → shows the cert Private key is present in Keychain OpenSSL check shows: X509v3 Extended Key Usage: Critical (Expected one might be: Code Signing) We recreated CSR + cert multiple times (G2 Sub-CA), ensured Login keychain, unlocked keychain, etc., but same result. Question: Why is the Developer ID Installer cert missing Code Signing usage and not recognized for signing? Is there any account restriction or step we might be missing? Any recommendations on resolving this issue. Thanks!
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How do I identify where my bugs come from
I'm working on an app, and currently, 2 things dont work: account creation and notifications. I want to find the root of why these errors are occurring, and I want to know if these errors are coming from Firebase, certain settings in Xcode not being checked, or my actual written code not being typed correctly. I've tried to run my issue through ChatGPT many times to pretty much no success, so any help on what to do so I can clear certain areas and make sure the bugs aren't from certain spots, and help me narrow down the issue would be great. Otherwise, if there are other guides or threads I can be linked to, and help me fully break down the issue, that would be great. Thank you for your time reading, and I hope I can get some advice.
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Individual enrollment pending since April 1, payment processed, no support response
I enrolled in the Apple Developer Program as an individual on April 1st, 2026. The $99 payment was charged to my card. I have received subscription confirmation email on April 1st. However, my account at developer.apple.com/account still shows "Pending" status and displays a "Purchase your membership — complete your purchase now" message, as if no payment was made. I have contacted Apple Developer Support several times through the official contact form from April 4 only to get no response. I have received zero responses to any of these emails. My Case ID is 102861052988. I'm trying to launch my iOS app and this delay is blocking my entire submission timeline. Thank you.
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User-initiated sharing of Screen Time metrics (FamilyControls / DeviceActivity)
Hi, We’re building an iOS app that uses the Screen Time APIs (FamilyControls and DeviceActivity) to display a user’s own usage metrics inside the app. With the appropriate permissions granted, we are successfully reading and presenting metrics such as: Total screen time Device pickups These metrics are already visible to the user inside our app. We would now like to introduce a user-initiated “Share” feature. The idea is to: Render selected Screen Time metrics into a shareable image card generated locally on device. Present the standard iOS share sheet (UIActivityViewController). Allow the user to share that image to Messages, social apps, etc., if they choose. Important clarifications: This is fully user-initiated. The app does not automatically transmit Screen Time data. The metrics are already displayed in-app with user permission. The share asset would be generated locally. No background export or server-side posting would occur unless explicitly triggered by the user via the share sheet. We are seeking clarification on whether there are any policy or API restrictions around: Rendering Screen Time-derived metrics into a user-facing share card Allowing user-initiated export of those metrics via the standard iOS share flow Are there any additional privacy requirements, entitlement constraints, or App Review considerations we should be aware of when implementing this? Thanks in advance for any guidance.
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Enrollment is taking an eternity
Hello, I recently applied for enrollment in the Apple Developer Program, and my application has been under review for some time (5 days now). I would appreciate any guidance or insight into the status or typical processing time. Here are my details: Full Name: Kingsley Ibok Enrollment ID: FX678S24XD Please what steps can I take now, I’d really appreciate Thank you.
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In-App Purchase Subscription Rejected Without Detailed Reason – How to Debug?
Hi everyone, I submitted an app update with an auto-renewable subscription, but it was rejected during App Review. The issue is that the rejection message did not clearly specify what part of the subscription implementation is incorrect, so I'm not sure how to proceed. Here is my setup: Subscription type: Auto-renewable StoreKit version: (StoreKit 1 / StoreKit 2) Server-side validation: Yes / No Products configured in App Store Connect: Yes Tested in Sandbox: Yes (working as expected) Questions: Are there common reasons why subscriptions get rejected without detailed explanations? What areas should I double-check (receipt validation, product configuration, UI compliance, etc.)? Is there a recommended way to get more detailed feedback from App Review? Any guidance would be appreciated. Thanks!
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Please Help, $343 proceeds but only $258 paid, what explains the gap?
Hi everyone Please i need someone to explain this, I wanted to ask if anyone has experienced something similar with their payments. In March, in App Store Connect → Trends → Proceeds, I can see that my total proceeds are $343. However, in Payments and Financial Reports, Apple shows that they will pay me only $258 USD. From what I understand, taxes and Apple’s commission are already deducted when calculating proceeds, so I’m confused about why there is still such a big difference between the proceeds amount and the final payment. Has anyone faced this before or knows what could explain this gap? Thanks in advance for your help!
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Can an e-commerce app qualify for the com.apple.developer.usernotifications.filtering entitlement, or what is the alternative?
I am working on a large-scale e-commerce application and we are trying to solve a specific issue regarding push notifications and user experience. We have a use case where we need to send a standard push notification to the user, but under certain local conditions on the device, we want to intercept that notification via a Notification Service Extension and suppress/drop it so it does not alert the user. We understand that the com.apple.developer.usernotifications.filtering entitlement allows a Notification Service Extension to drop notifications. However, looking at the entitlement request form, the categories seem strictly limited to: End-to-end encrypted messaging Earthquake warnings Education/learning platforms Enterprise healthcare apps My questions for the community and Apple staff: Is it possible for an e-commerce or retail app to be approved for this entitlement if we have a highly specific, valid use case that improves user experience. If this entitlement is strictly off-limits for our domain, what is the Apple-recommended architecture to achieve this? Thank you in advance for any insights or guidance!
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My app fails to launch since I have changed of iPhone (from iPhone13 pro to iPhone 17 pro)
Since I have changed of iPhone (yesterday) to run my draft application, I systematically, and instantaneously get a message "The application failed to launch.", i.e. the application successfully built and was downloaded to the new iPhone (Iphone 17 pro - iOS 26.4). I have checked that this new iPhone is well registered on my list of authorized devices. Could you help me to fix this issue ? Here is the verbose attached to the failure: The application failed to launch. Domain: com.apple.dt.CoreDeviceError Code: 10002 User Info: { BundleIdentifier = "com.laurent-guise.ble-laser"; DVTErrorCreationDateKey = "2026-03-30 07:59:46 +0000"; IDERunOperationFailingWorker = IDELaunchCoreDeviceWorker; } The request to open "com.laurent-guise.ble-laser" failed. Domain: FBSOpenApplicationServiceErrorDomain Code: 1 Failure Reason: The request was denied by service delegate (SBMainWorkspace). User Info: { BSErrorCodeDescription = RequestDenied; FBSOpenApplicationRequestID = 0x3868; } The operation couldn’t be completed. The process failed to launch. Domain: FBProcessExit Code: 64 Failure Reason: The process failed to launch. User Info: { BSErrorCodeDescription = "launch-failed"; } The operation couldn’t be completed. Launch failed. Domain: RBSRequestErrorDomain Code: 5 Failure Reason: Launch failed. Launchd job spawn failed Domain: NSPOSIXErrorDomain Code: 85 Failure Reason: Bad executable (or shared library) Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : { "device_identifier" = "00008150-000E19E814A1401C"; "device_isCoreDevice" = 1; "device_model" = "iPhone18,1"; "device_osBuild" = "26.4 (23E246)"; "device_osBuild_monotonic" = 2304024600; "device_os_variant" = 1; "device_platform" = "com.apple.platform.iphoneos"; "device_platform_family" = 2; "device_reality" = 1; "device_thinningType" = "iPhone18,1"; "device_transport" = 0; "launchSession_schemeCommand" = Run; "launchSession_schemeCommand_enum" = 1; "launchSession_targetArch" = arm64; "launchSession_targetArch_enum" = 6; "operation_duration_ms" = 6590; "operation_errorCode" = 1; "operation_errorDomain" = "com.apple.dt.CoreDeviceError.10002.FBSOpenApplicationServiceErrorDomain"; "operation_errorWorker" = IDELaunchCoreDeviceWorker; "operation_error_reportable" = 1; "operation_name" = IDERunOperationWorkerGroup; "param_consoleMode" = 1; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com.apple.platform.iphoneos"; "param_diag_MTE_enable" = 0; "param_diag_MainThreadChecker_stopOnIssue" = 0; "param_diag_MallocStackLogging_enableDuringAttach" = 0; "param_diag_MallocStackLogging_enableForXPC" = 1; "param_diag_allowLocationSimulation" = 1; "param_diag_checker_mtc_enable" = 1; "param_diag_checker_tpc_enable" = 1; "param_diag_gpu_frameCapture_enable" = 0; "param_diag_gpu_shaderValidation_enable" = 0; "param_diag_gpu_validation_enable" = 0; "param_diag_guardMalloc_enable" = 0; "param_diag_memoryGraphOnResourceException" = 0; "param_diag_queueDebugging_enable" = 1; "param_diag_runtimeProfile_generate" = 0; "param_diag_sanitizer_asan_enable" = 0; "param_diag_sanitizer_tsan_enable" = 0; "param_diag_sanitizer_tsan_stopOnIssue" = 0; "param_diag_sanitizer_ubsan_enable" = 0; "param_diag_sanitizer_ubsan_stopOnIssue" = 0; "param_diag_showNonLocalizedStrings" = 0; "param_diag_viewDebugging_enabled" = 1; "param_diag_viewDebugging_insertDylibOnLaunch" = 1; "param_install_style" = 2; "param_launcher_UID" = 2; "param_launcher_allowDeviceSensorReplayData" = 0; "param_launcher_kind" = 0; "param_launcher_style" = 99; "param_launcher_substyle" = 0; "param_lldbVersion_component_idx_1" = 0; "param_lldbVersion_monotonic" = 210000160004; "param_runnable_appExtensionHostRunMode" = 0; "param_runnable_productType" = "com.apple.product-type.application"; "param_testing_launchedForTesting" = 0; "param_testing_suppressSimulatorApp" = 0; "param_testing_usingCLI" = 0; "sdk_canonicalName" = "iphoneos26.4"; "sdk_osVersion" = "26.4"; "sdk_platformID" = 2; "sdk_variant" = iphoneos; "sdk_version_monotonic" = 2304023700; } System Information macOS Version 26.4 (Build 25E246) Xcode 26.4 (24909) (Build 17E192) Timestamp: 2026-03-30T09:59:46+02:00
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UIScrollView Fast Scrolling have it scroll to the beginning when i press dpad to left while vertical scrolling
I'm triaging the issue with the fast scrolling on UIScrollView and I'm really upset how little to no info this component is on the internet. Like i disabled scrolling and yet after holding the dpad down to scroll downward eventually the fast scroll mechanism is used. The issue I have is that I have a setup where the scrollview scrolling is disabled and whenever cells are focused it'll scroll to the cell's position for that cells to focused on top left side of the scrollview. I start off with the cell placed at position x of 1000. I scroll down enough to enable fast scrolling. While fast scrolling vertically, i press left a couple of time and it somewhat scroll horizontally. Actual scrollView index is suddenly placed to x:0 instead of let say x:950-1000 Expected should be scrolled to the left of cell at position x 1000. Attached the stack trace and the log showcasing it and run it on simulator tvos 26.2. Initial properties of the scrollview we set up scroll = [UIScrollView new]; scroll.contentInsetAdjustmentBehavior = UIScrollViewContentInsetAdjustmentNever; scroll.automaticallyAdjustsScrollIndicatorInsets = false; [scroll setDirectionalLockEnabled:TRUE]; [scroll setContentInset:UIEdgeInsetsMake(0, 0, 0, 0)]; scroll.bounces = FALSE; scroll.delaysContentTouches = FALSE; scroll.showsVerticalScrollIndicator = FALSE; scroll.showsHorizontalScrollIndicator = FALSE; The plan for me at least is to somehow disable the horizontal scrolling interaction of it when fast scrolling is enabled, without accessing the private components of it.
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Using Xcode Coding Agents with Custom Model Endpoints (Azure Foundry, etc.)
Trying to use the new built-in coding agents in Xcode (Claude / Codex), but running into a limitation with enterprise model setups. Our org accesses models through Microsoft Foundry (Azure-hosted endpoints), and we can connect to those models in Xcode using a custom endpoint / URL. That part works. However, that setup doesn’t seem to work with the built-in coding agents themselves. Those still appear to require direct account login or native API keys, with no way (that I can find) to point them at a custom endpoint or provider-backed deployment. Anyone figured out a way to get the agent experience working with enterprise setups like Foundry (or proxy layers)? Or is that not supported yet?
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Custom Capacitor 6 plugin with SPM: "plugin is not implemented on ios" despite being compiled
Hi everyone, I'm building an iOS app using Capacitor 6 with Swift Package Manager (SPM). I have a custom native plugin (AppleIAPPlugin) for StoreKit 2 In-App Purchases that lives in the App target (not as an SPM package). Despite compiling successfully, the JavaScript bridge throws: "AppleIAP" plugin is not implemented on ios Setup AppleIAPPlugin.swift: swift import Foundation import Capacitor import StoreKit @objc(AppleIAPPlugin) public class AppleIAPPlugin: CAPPlugin, CAPBridgedPlugin { public let identifier = "AppleIAPPlugin" public let jsName = "AppleIAP" public let pluginMethods: [CAPPluginMethod] = [ CAPPluginMethod(name: "getProducts", returnType: CAPPluginReturnPromise), CAPPluginMethod(name: "purchase", returnType: CAPPluginReturnPromise), CAPPluginMethod(name: "restorePurchases", returnType: CAPPluginReturnPromise), CAPPluginMethod(name: "getCurrentEntitlements", returnType: CAPPluginReturnPromise), CAPPluginMethod(name: "openManageSubscriptions", returnType: CAPPluginReturnPromise), ] @objc func getProducts(_ call: CAPPluginCall) { /* StoreKit 2 implementation */ } @objc func purchase(_ call: CAPPluginCall) { /* ... */ } // etc. } AppleIAPPlugin.m: objc #import <Foundation/Foundation.h> #import <Capacitor/Capacitor.h> CAP_PLUGIN(AppleIAPPlugin, "AppleIAP", CAP_PLUGIN_METHOD(getProducts, CAPPluginReturnPromise); CAP_PLUGIN_METHOD(purchase, CAPPluginReturnPromise); CAP_PLUGIN_METHOD(restorePurchases, CAPPluginReturnPromise); CAP_PLUGIN_METHOD(getCurrentEntitlements, CAPPluginReturnPromise); CAP_PLUGIN_METHOD(openManageSubscriptions, CAPPluginReturnPromise); ) MyBridgeViewController.swift (custom bridge to register the plugin): swift import UIKit import Capacitor class MyBridgeViewController: CAPBridgeViewController { override open func capacitorDidLoad() { bridge?.registerPluginType(AppleIAPPlugin.self) } } Main.storyboard points to MyBridgeViewController (module: App) instead of CAPBridgeViewController. TypeScript side: typescript import { registerPlugin } from "@capacitor/core"; export const AppleIAP = registerPlugin("AppleIAP"); What I've verified Both .swift and .m files are in the Xcode project's Compile Sources build phase nm on the compiled binary confirms OBJC_CLASS_$_AppleIAPPlugin symbol exists The build succeeds with zero errors Other SPM-based Capacitor plugins (Share, Media, NativeAudio) work fine — they have pluginMethods and jsName symbols in the binary; my custom plugin does NOT A bridging header (App-Bridging-Header.h) is configured with #import <Capacitor/Capacitor.h> What I've tried (all failed) .m file with CAP_PLUGIN macro only (no CAPBridgedPlugin in Swift) Added CAPBridgedPlugin protocol conformance to Swift class Created MyBridgeViewController subclass with registerPluginType() in capacitorDidLoad() Removed/added override public func load() method Added #import <Foundation/Foundation.h> to .m file Various bridging header configurations Multiple clean builds and derived data wipes Environment Xcode 16 Capacitor 6 (via SPM, binary xcframework) iOS 17+ deployment target Physical device testing (not simulator) Question How should a custom plugin in the App target be registered with Capacitor 6 when using SPM? The SPM-based plugins from node_modules get auto-discovered, but my custom plugin in the App target does not. Is there a step I'm missing to make registerPluginType() work, or should I structure my custom plugin as a local SPM package instead? Any guidance would be greatly appreciated.
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App review rejection due to accessibility
Hi, and apologies for a long post! We have created an app that enables wireless communication with FIDO2 devices over Bluetooth by creating virtual HID devices and translating the packages. In order to do this, we use the HIDVirtualDevice class as described here: https://developer.apple.com/documentation/corehid/creatingvirtualdevices We learned the hard way that this sample code does not work without the “com.apple.developer.hid.virtual.device“ entitlement, but with it, it behaves as expected. Now, our application has been rejected during Review, both by the initial App Review and the appeal to the App Review Board. The problem is that I can’t really figure out what the issue is. The first rejection states the following: The app requests access to Accessibility features on macOS but does not use these features for accessibility purposes. Specifically, the app uses Accessibility features for non-accessibility feature. (Please see attached screenshot) The attached screenshot is of the screen the app shows when requesting permissions, with this code: else if bluetoothManager.requirePermissions { GradientTitle(text: "PERMISSIONS \nNEEDED") Text( """ This application requires additional permissions to run. Open the settings menu to allow access before restarting the application. """ ) and a button with this action: if let url = URL( string:"x-apple.systempreferences:com.apple.preference.security?Privacy_Accessibility" ) { NSWorkspace.shared.open(url) } The requirePermissions boolean is set from here, let properties = HIDVirtualDevice.Properties( descriptor: VirtualDevice.fidoDescriptor, vendorID: VirtualDevice.vendorId ) if HIDVirtualDevice(properties: properties) != nil { await MainActor.run { self.requirePermissions = false } break } else { await MainActor.run { self.requirePermissions = true } When HIDVirtualDevice(properties: properties) is called, a system pop-up with App would like to control this computer using accessibility features. Grant access to this application in Security and Privacy preferences located in System Preferences. shows. I responded to the rejection by trying to argue that allowing you to use your device wirelessly does increase accessibility, and that this is the only purpose of the app. Their response was: Regarding 2.4.5, Accessibility usage. To resolve this issue, it would be appropriate to remove Accessibility usage for non-accessibility purposes. Should you require more assistance with resolving this issue, Apple Developer Technical Support is available to provide direct one-on-one support for discrete code-level questions. Please be sure to include any crash logs, screenshots or steps to reproduce this issue in your request. I contacted technical support and tried to explain the issue again, and got the following response: Guideline 2.4.5 - Performance The app requests access to Accessibility features on macOS but does not use these features for accessibility purposes. Specifically, the app uses Accessibility features for non-accessibility feature. Accessibility features are intended to help users with different capabilities interact with their devices and app. Apps may not use features designed to increase accessibility for other purposes. We understand that the reason for using Accessibility feature on macOS. However, the usage is not compliant with the provided guideline. The last sentence is not complete, and it’s hard to understand what the issue is, given that they have not actually responded to my arguments. My best guess right now is point 2.4.5 (v): 2.4.5 Apps distributed via the Mac App Store have some additional requirements to keep in mind: (v) They may not request escalation to root privileges or use setuid attributes. If this is the case, I can understand the rejection, although it’s strange they didn’t just say so then. If that is correct, given that the system pop-up and accessibility requirement also trigger when running their sample code (which creates a virtual keyboard), does that mean that no one using this class and framework can submit apps to the App Store? I never intended to use an accessibility framework, and I was quite surprised the first time the pop-up appeared. RIght now I'm just confused and dissapointed with the level of feedback from Apple, and would appreciate any help, either in providing a solution or just explaining what the specific issue is.
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xcrun -v notarytool -> rc = 69
The following process to sign my .pkg installer for distribution outside the app store have been working for over a year and recently the notarization fails with a rc = 69. I not aware of any changes other then xtools updates for the latest macos 15.6.1. Admittedly I felt lucky to have gotten it all to work initially and I could really use help. Thanks in advance! Bill The signing (no errors): productsign --sign macos_cert myapp.pkg The notarization (rc=69): xcrun -v notarytool submit myapp.pkg --apple-id my_apple_id --team-id XXXXXXXXXX
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FB22543589 - Case ID: 102872835864 - TESTFLIGHT: The requested app is not available or does not exist
I'm experiencing a persistent issue where my app uploads successfully to TestFlight and appears in App Store Connect, but internal testers (including myself) receive the following error when attempting to install: "Could not install xxxxxxxxx. The requested app is not available or doesn't exist." What works: The build archives and exports successfully via Xcode (local build, Release configuration) The IPA uploads to App Store Connect without errors via eas submit The build appears in TestFlight and passes processing I can add the build to my Internal Testing group Testers receive the TestFlight notification and can see the app What fails: When any tester taps "Install" or "Update," the download begins briefly, then fails with the "not available or doesn't exist" error This affects all internal testers on the account, not just one device Troubleshooting already completed: Verified code signing is correct: Release configuration uses CODE_SIGN_STYLE = Manual, CODE_SIGN_IDENTITY = "iPhone Distribution", with a valid App Store distribution provisioning profile (UUID: 39bc4c63-bc64-403a-a2a6-6737b3d33115) 2. Distribution certificate is valid: Serial 4838CD7571DE5361B98A5FB2F769F74D, not expired (expires 2027-04-16) 3. Regenerated provisioning profile via EAS credentials, removed stale profiles, and rebuilt — same result 4. Incremented build numbers correctly across multiple submissions (3004 → 3005 → 3006) 5. Previously resolved a signing misconfiguration (build 3005 was incorrectly signed with "Apple Development" instead of "iPhone Distribution" due to expo prebuild reverting settings) — this was corrected for build 3006, but the install error persists 6. Confirmed the build is not stuck in processing — it shows as ready for testing in App Store Connect 7. Tested on multiple devices running current iOS versions 8. Cleared TestFlight app cache and reinstalled TestFlight on test devices Why I believe this is a server-side issue: Multiple developers in the Apple Developer Forums have reported the identical symptom — valid builds that upload and process correctly but fail to install with this exact error message. In those cases, Apple Support resolved the issue on their end within 48 hours with no action required from the developer. The signing, provisioning, and build configuration were not the cause. This one is very specific to what I am dealing with https://developer.apple.com/forums/thread/778597 One developer stated you fixed it on your side, without any real reasoning which also leads me to believe this is not something I can fix on my end https://developer.apple.com/forums/thread/778597?answerId=884241022#884241022 I've exhausted all client-side troubleshooting and believe this may require intervention on Apple's side. Has anyone been able to fix this on their end and not only when App Development called? I went through tons of the feedback and tried it all and it doesn't seem to be fixed. It's been a month or so like this. I can't get any info on who to call. I sent in a report to feedback assistant and through app developer support
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Xcode 26.x Frequently Freezes During Breakpoint Debugging with Simulator
When I use Xcode 26 (0.1, 1) for debugging and hit a breakpoint, using "step over" causes the debugger to freeze at a random line of code. Clicking "Pause program execution" indicates that the line is being executed, but the breakpoint never exits, seemingly causing a freeze. The application on the simulator also becomes unresponsive. However, when I do not use breakpoints, my program runs smoothly, and debugging on a physical device does not cause any freezes. This issue only occurs with the simulator. I am using Xcode on Apple Silicon, and due to some third-party SDKs that depend on Rosetta, our app can only run on the Rosetta simulator. We did not encounter this issue when using Xcode 16.x for simulator debugging. The current situation with Xcode 26.x significantly reduces our development efficiency. What could be causing this, and is there a solution?
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Disable automatic Liquid-Glass app icon generation
Hi. On my iOS app, both the app store and the device are making changes to my app icon to make it look more Liquid-Glass. See attached image showing my original icon, and then how it appears on the app store and on devices. There is an added bevel/3d effect. I'd like to not have this happen. Did anybody figure out how to turn this off? So that the icon appears as submitted. I've played around with Icon Composer a bit but haven't managed to turn this off there. And would prefer to just submit the png's. Thank you!
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116
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4d
Xcode 26.4 won't install simulators, just spins the beachball
Something happened with my Xcode 26.4 install, I've never had this happen before. I get Xcode 26.4 installed, but the simulators aren't installed. And nothing pops up to "install required simulators". In Devices & Simulators I click the + to install a new simulator, and the beachball just spins and Xcode becomes unresponsive. I've tried quitting and restarting Xcode, reinstalling it (using both xcodes command line tool and the app store), removing Xcode and reinstalling, rebooting after removing Xcode and before reinstalling. Not sure what to try next. Feels like something is left over from uninstalling that's hanging it up. But I've no idea what. I could use some Apple Xcode team help here.
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3
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34
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4d
Project xcodeproj file can no longer by iCloud Sync
Following an unexpected error message while working in Xcode, the project file xcodeproj is no longer synced in iCloud Drive. The Finder shows a cloud icon with a ! and an error message : (NSFileProviderErrorDomain error -2005.) If the local file is zipped, and unzipped elsewhere on iCloud Drive, then the unzipped file can still not be iCloud Synced. Restoring the file from a Time Machine archive does not solve the issue. Apple Care Support finds that iCloud Drive is working fine except for this xcodeproj file and says the issue is Xcode related.
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7
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228
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A new coder wanting to learn
Hi guys, I just joined the dev program, and I am a new coder. I started using swift playground and I am loving it! Is there any other apps that help me to learn coding? Would love to hear some stuff. Thanks.
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7
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138
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5d
Developer ID Installer cert not usable for pkg signing (no Code Signing / 0 identities)
Hello! We built a macOS .pkg using pkgbuild (contains a DMG + postinstall bash script). The pkg works locally on the build machine but fails on other devices manually / via MDM unless signed. We tried signing with a Developer ID Installer certificate, but: security find-identity -p codesigning -v → 0 valid identities security find-identity -v → shows the cert Private key is present in Keychain OpenSSL check shows: X509v3 Extended Key Usage: Critical (Expected one might be: Code Signing) We recreated CSR + cert multiple times (G2 Sub-CA), ensured Login keychain, unlocked keychain, etc., but same result. Question: Why is the Developer ID Installer cert missing Code Signing usage and not recognized for signing? Is there any account restriction or step we might be missing? Any recommendations on resolving this issue. Thanks!
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1
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323
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6d
How do I identify where my bugs come from
I'm working on an app, and currently, 2 things dont work: account creation and notifications. I want to find the root of why these errors are occurring, and I want to know if these errors are coming from Firebase, certain settings in Xcode not being checked, or my actual written code not being typed correctly. I've tried to run my issue through ChatGPT many times to pretty much no success, so any help on what to do so I can clear certain areas and make sure the bugs aren't from certain spots, and help me narrow down the issue would be great. Otherwise, if there are other guides or threads I can be linked to, and help me fully break down the issue, that would be great. Thank you for your time reading, and I hope I can get some advice.
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1w
Individual enrollment pending since April 1, payment processed, no support response
I enrolled in the Apple Developer Program as an individual on April 1st, 2026. The $99 payment was charged to my card. I have received subscription confirmation email on April 1st. However, my account at developer.apple.com/account still shows "Pending" status and displays a "Purchase your membership — complete your purchase now" message, as if no payment was made. I have contacted Apple Developer Support several times through the official contact form from April 4 only to get no response. I have received zero responses to any of these emails. My Case ID is 102861052988. I'm trying to launch my iOS app and this delay is blocking my entire submission timeline. Thank you.
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23
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1w
User-initiated sharing of Screen Time metrics (FamilyControls / DeviceActivity)
Hi, We’re building an iOS app that uses the Screen Time APIs (FamilyControls and DeviceActivity) to display a user’s own usage metrics inside the app. With the appropriate permissions granted, we are successfully reading and presenting metrics such as: Total screen time Device pickups These metrics are already visible to the user inside our app. We would now like to introduce a user-initiated “Share” feature. The idea is to: Render selected Screen Time metrics into a shareable image card generated locally on device. Present the standard iOS share sheet (UIActivityViewController). Allow the user to share that image to Messages, social apps, etc., if they choose. Important clarifications: This is fully user-initiated. The app does not automatically transmit Screen Time data. The metrics are already displayed in-app with user permission. The share asset would be generated locally. No background export or server-side posting would occur unless explicitly triggered by the user via the share sheet. We are seeking clarification on whether there are any policy or API restrictions around: Rendering Screen Time-derived metrics into a user-facing share card Allowing user-initiated export of those metrics via the standard iOS share flow Are there any additional privacy requirements, entitlement constraints, or App Review considerations we should be aware of when implementing this? Thanks in advance for any guidance.
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Enrollment is taking an eternity
Hello, I recently applied for enrollment in the Apple Developer Program, and my application has been under review for some time (5 days now). I would appreciate any guidance or insight into the status or typical processing time. Here are my details: Full Name: Kingsley Ibok Enrollment ID: FX678S24XD Please what steps can I take now, I’d really appreciate Thank you.
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28
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1w
In-App Purchase Subscription Rejected Without Detailed Reason – How to Debug?
Hi everyone, I submitted an app update with an auto-renewable subscription, but it was rejected during App Review. The issue is that the rejection message did not clearly specify what part of the subscription implementation is incorrect, so I'm not sure how to proceed. Here is my setup: Subscription type: Auto-renewable StoreKit version: (StoreKit 1 / StoreKit 2) Server-side validation: Yes / No Products configured in App Store Connect: Yes Tested in Sandbox: Yes (working as expected) Questions: Are there common reasons why subscriptions get rejected without detailed explanations? What areas should I double-check (receipt validation, product configuration, UI compliance, etc.)? Is there a recommended way to get more detailed feedback from App Review? Any guidance would be appreciated. Thanks!
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130
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1w
Please Help, $343 proceeds but only $258 paid, what explains the gap?
Hi everyone Please i need someone to explain this, I wanted to ask if anyone has experienced something similar with their payments. In March, in App Store Connect → Trends → Proceeds, I can see that my total proceeds are $343. However, in Payments and Financial Reports, Apple shows that they will pay me only $258 USD. From what I understand, taxes and Apple’s commission are already deducted when calculating proceeds, so I’m confused about why there is still such a big difference between the proceeds amount and the final payment. Has anyone faced this before or knows what could explain this gap? Thanks in advance for your help!
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2w
Can an e-commerce app qualify for the com.apple.developer.usernotifications.filtering entitlement, or what is the alternative?
I am working on a large-scale e-commerce application and we are trying to solve a specific issue regarding push notifications and user experience. We have a use case where we need to send a standard push notification to the user, but under certain local conditions on the device, we want to intercept that notification via a Notification Service Extension and suppress/drop it so it does not alert the user. We understand that the com.apple.developer.usernotifications.filtering entitlement allows a Notification Service Extension to drop notifications. However, looking at the entitlement request form, the categories seem strictly limited to: End-to-end encrypted messaging Earthquake warnings Education/learning platforms Enterprise healthcare apps My questions for the community and Apple staff: Is it possible for an e-commerce or retail app to be approved for this entitlement if we have a highly specific, valid use case that improves user experience. If this entitlement is strictly off-limits for our domain, what is the Apple-recommended architecture to achieve this? Thank you in advance for any insights or guidance!
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2w
My app fails to launch since I have changed of iPhone (from iPhone13 pro to iPhone 17 pro)
Since I have changed of iPhone (yesterday) to run my draft application, I systematically, and instantaneously get a message "The application failed to launch.", i.e. the application successfully built and was downloaded to the new iPhone (Iphone 17 pro - iOS 26.4). I have checked that this new iPhone is well registered on my list of authorized devices. Could you help me to fix this issue ? Here is the verbose attached to the failure: The application failed to launch. Domain: com.apple.dt.CoreDeviceError Code: 10002 User Info: { BundleIdentifier = "com.laurent-guise.ble-laser"; DVTErrorCreationDateKey = "2026-03-30 07:59:46 +0000"; IDERunOperationFailingWorker = IDELaunchCoreDeviceWorker; } The request to open "com.laurent-guise.ble-laser" failed. Domain: FBSOpenApplicationServiceErrorDomain Code: 1 Failure Reason: The request was denied by service delegate (SBMainWorkspace). User Info: { BSErrorCodeDescription = RequestDenied; FBSOpenApplicationRequestID = 0x3868; } The operation couldn’t be completed. The process failed to launch. Domain: FBProcessExit Code: 64 Failure Reason: The process failed to launch. User Info: { BSErrorCodeDescription = "launch-failed"; } The operation couldn’t be completed. Launch failed. Domain: RBSRequestErrorDomain Code: 5 Failure Reason: Launch failed. Launchd job spawn failed Domain: NSPOSIXErrorDomain Code: 85 Failure Reason: Bad executable (or shared library) Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : { "device_identifier" = "00008150-000E19E814A1401C"; "device_isCoreDevice" = 1; "device_model" = "iPhone18,1"; "device_osBuild" = "26.4 (23E246)"; "device_osBuild_monotonic" = 2304024600; "device_os_variant" = 1; "device_platform" = "com.apple.platform.iphoneos"; "device_platform_family" = 2; "device_reality" = 1; "device_thinningType" = "iPhone18,1"; "device_transport" = 0; "launchSession_schemeCommand" = Run; "launchSession_schemeCommand_enum" = 1; "launchSession_targetArch" = arm64; "launchSession_targetArch_enum" = 6; "operation_duration_ms" = 6590; "operation_errorCode" = 1; "operation_errorDomain" = "com.apple.dt.CoreDeviceError.10002.FBSOpenApplicationServiceErrorDomain"; "operation_errorWorker" = IDELaunchCoreDeviceWorker; "operation_error_reportable" = 1; "operation_name" = IDERunOperationWorkerGroup; "param_consoleMode" = 1; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com.apple.platform.iphoneos"; "param_diag_MTE_enable" = 0; "param_diag_MainThreadChecker_stopOnIssue" = 0; "param_diag_MallocStackLogging_enableDuringAttach" = 0; "param_diag_MallocStackLogging_enableForXPC" = 1; "param_diag_allowLocationSimulation" = 1; "param_diag_checker_mtc_enable" = 1; "param_diag_checker_tpc_enable" = 1; "param_diag_gpu_frameCapture_enable" = 0; "param_diag_gpu_shaderValidation_enable" = 0; "param_diag_gpu_validation_enable" = 0; "param_diag_guardMalloc_enable" = 0; "param_diag_memoryGraphOnResourceException" = 0; "param_diag_queueDebugging_enable" = 1; "param_diag_runtimeProfile_generate" = 0; "param_diag_sanitizer_asan_enable" = 0; "param_diag_sanitizer_tsan_enable" = 0; "param_diag_sanitizer_tsan_stopOnIssue" = 0; "param_diag_sanitizer_ubsan_enable" = 0; "param_diag_sanitizer_ubsan_stopOnIssue" = 0; "param_diag_showNonLocalizedStrings" = 0; "param_diag_viewDebugging_enabled" = 1; "param_diag_viewDebugging_insertDylibOnLaunch" = 1; "param_install_style" = 2; "param_launcher_UID" = 2; "param_launcher_allowDeviceSensorReplayData" = 0; "param_launcher_kind" = 0; "param_launcher_style" = 99; "param_launcher_substyle" = 0; "param_lldbVersion_component_idx_1" = 0; "param_lldbVersion_monotonic" = 210000160004; "param_runnable_appExtensionHostRunMode" = 0; "param_runnable_productType" = "com.apple.product-type.application"; "param_testing_launchedForTesting" = 0; "param_testing_suppressSimulatorApp" = 0; "param_testing_usingCLI" = 0; "sdk_canonicalName" = "iphoneos26.4"; "sdk_osVersion" = "26.4"; "sdk_platformID" = 2; "sdk_variant" = iphoneos; "sdk_version_monotonic" = 2304023700; } System Information macOS Version 26.4 (Build 25E246) Xcode 26.4 (24909) (Build 17E192) Timestamp: 2026-03-30T09:59:46+02:00
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3w
UIScrollView Fast Scrolling have it scroll to the beginning when i press dpad to left while vertical scrolling
I'm triaging the issue with the fast scrolling on UIScrollView and I'm really upset how little to no info this component is on the internet. Like i disabled scrolling and yet after holding the dpad down to scroll downward eventually the fast scroll mechanism is used. The issue I have is that I have a setup where the scrollview scrolling is disabled and whenever cells are focused it'll scroll to the cell's position for that cells to focused on top left side of the scrollview. I start off with the cell placed at position x of 1000. I scroll down enough to enable fast scrolling. While fast scrolling vertically, i press left a couple of time and it somewhat scroll horizontally. Actual scrollView index is suddenly placed to x:0 instead of let say x:950-1000 Expected should be scrolled to the left of cell at position x 1000. Attached the stack trace and the log showcasing it and run it on simulator tvos 26.2. Initial properties of the scrollview we set up scroll = [UIScrollView new]; scroll.contentInsetAdjustmentBehavior = UIScrollViewContentInsetAdjustmentNever; scroll.automaticallyAdjustsScrollIndicatorInsets = false; [scroll setDirectionalLockEnabled:TRUE]; [scroll setContentInset:UIEdgeInsetsMake(0, 0, 0, 0)]; scroll.bounces = FALSE; scroll.delaysContentTouches = FALSE; scroll.showsVerticalScrollIndicator = FALSE; scroll.showsHorizontalScrollIndicator = FALSE; The plan for me at least is to somehow disable the horizontal scrolling interaction of it when fast scrolling is enabled, without accessing the private components of it.
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3w
Using Xcode Coding Agents with Custom Model Endpoints (Azure Foundry, etc.)
Trying to use the new built-in coding agents in Xcode (Claude / Codex), but running into a limitation with enterprise model setups. Our org accesses models through Microsoft Foundry (Azure-hosted endpoints), and we can connect to those models in Xcode using a custom endpoint / URL. That part works. However, that setup doesn’t seem to work with the built-in coding agents themselves. Those still appear to require direct account login or native API keys, with no way (that I can find) to point them at a custom endpoint or provider-backed deployment. Anyone figured out a way to get the agent experience working with enterprise setups like Foundry (or proxy layers)? Or is that not supported yet?
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50
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3w
Custom Capacitor 6 plugin with SPM: "plugin is not implemented on ios" despite being compiled
Hi everyone, I'm building an iOS app using Capacitor 6 with Swift Package Manager (SPM). I have a custom native plugin (AppleIAPPlugin) for StoreKit 2 In-App Purchases that lives in the App target (not as an SPM package). Despite compiling successfully, the JavaScript bridge throws: "AppleIAP" plugin is not implemented on ios Setup AppleIAPPlugin.swift: swift import Foundation import Capacitor import StoreKit @objc(AppleIAPPlugin) public class AppleIAPPlugin: CAPPlugin, CAPBridgedPlugin { public let identifier = "AppleIAPPlugin" public let jsName = "AppleIAP" public let pluginMethods: [CAPPluginMethod] = [ CAPPluginMethod(name: "getProducts", returnType: CAPPluginReturnPromise), CAPPluginMethod(name: "purchase", returnType: CAPPluginReturnPromise), CAPPluginMethod(name: "restorePurchases", returnType: CAPPluginReturnPromise), CAPPluginMethod(name: "getCurrentEntitlements", returnType: CAPPluginReturnPromise), CAPPluginMethod(name: "openManageSubscriptions", returnType: CAPPluginReturnPromise), ] @objc func getProducts(_ call: CAPPluginCall) { /* StoreKit 2 implementation */ } @objc func purchase(_ call: CAPPluginCall) { /* ... */ } // etc. } AppleIAPPlugin.m: objc #import <Foundation/Foundation.h> #import <Capacitor/Capacitor.h> CAP_PLUGIN(AppleIAPPlugin, "AppleIAP", CAP_PLUGIN_METHOD(getProducts, CAPPluginReturnPromise); CAP_PLUGIN_METHOD(purchase, CAPPluginReturnPromise); CAP_PLUGIN_METHOD(restorePurchases, CAPPluginReturnPromise); CAP_PLUGIN_METHOD(getCurrentEntitlements, CAPPluginReturnPromise); CAP_PLUGIN_METHOD(openManageSubscriptions, CAPPluginReturnPromise); ) MyBridgeViewController.swift (custom bridge to register the plugin): swift import UIKit import Capacitor class MyBridgeViewController: CAPBridgeViewController { override open func capacitorDidLoad() { bridge?.registerPluginType(AppleIAPPlugin.self) } } Main.storyboard points to MyBridgeViewController (module: App) instead of CAPBridgeViewController. TypeScript side: typescript import { registerPlugin } from "@capacitor/core"; export const AppleIAP = registerPlugin("AppleIAP"); What I've verified Both .swift and .m files are in the Xcode project's Compile Sources build phase nm on the compiled binary confirms OBJC_CLASS_$_AppleIAPPlugin symbol exists The build succeeds with zero errors Other SPM-based Capacitor plugins (Share, Media, NativeAudio) work fine — they have pluginMethods and jsName symbols in the binary; my custom plugin does NOT A bridging header (App-Bridging-Header.h) is configured with #import <Capacitor/Capacitor.h> What I've tried (all failed) .m file with CAP_PLUGIN macro only (no CAPBridgedPlugin in Swift) Added CAPBridgedPlugin protocol conformance to Swift class Created MyBridgeViewController subclass with registerPluginType() in capacitorDidLoad() Removed/added override public func load() method Added #import <Foundation/Foundation.h> to .m file Various bridging header configurations Multiple clean builds and derived data wipes Environment Xcode 16 Capacitor 6 (via SPM, binary xcframework) iOS 17+ deployment target Physical device testing (not simulator) Question How should a custom plugin in the App target be registered with Capacitor 6 when using SPM? The SPM-based plugins from node_modules get auto-discovered, but my custom plugin in the App target does not. Is there a step I'm missing to make registerPluginType() work, or should I structure my custom plugin as a local SPM package instead? Any guidance would be greatly appreciated.
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90
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3w
App review rejection due to accessibility
Hi, and apologies for a long post! We have created an app that enables wireless communication with FIDO2 devices over Bluetooth by creating virtual HID devices and translating the packages. In order to do this, we use the HIDVirtualDevice class as described here: https://developer.apple.com/documentation/corehid/creatingvirtualdevices We learned the hard way that this sample code does not work without the “com.apple.developer.hid.virtual.device“ entitlement, but with it, it behaves as expected. Now, our application has been rejected during Review, both by the initial App Review and the appeal to the App Review Board. The problem is that I can’t really figure out what the issue is. The first rejection states the following: The app requests access to Accessibility features on macOS but does not use these features for accessibility purposes. Specifically, the app uses Accessibility features for non-accessibility feature. (Please see attached screenshot) The attached screenshot is of the screen the app shows when requesting permissions, with this code: else if bluetoothManager.requirePermissions { GradientTitle(text: "PERMISSIONS \nNEEDED") Text( """ This application requires additional permissions to run. Open the settings menu to allow access before restarting the application. """ ) and a button with this action: if let url = URL( string:"x-apple.systempreferences:com.apple.preference.security?Privacy_Accessibility" ) { NSWorkspace.shared.open(url) } The requirePermissions boolean is set from here, let properties = HIDVirtualDevice.Properties( descriptor: VirtualDevice.fidoDescriptor, vendorID: VirtualDevice.vendorId ) if HIDVirtualDevice(properties: properties) != nil { await MainActor.run { self.requirePermissions = false } break } else { await MainActor.run { self.requirePermissions = true } When HIDVirtualDevice(properties: properties) is called, a system pop-up with App would like to control this computer using accessibility features. Grant access to this application in Security and Privacy preferences located in System Preferences. shows. I responded to the rejection by trying to argue that allowing you to use your device wirelessly does increase accessibility, and that this is the only purpose of the app. Their response was: Regarding 2.4.5, Accessibility usage. To resolve this issue, it would be appropriate to remove Accessibility usage for non-accessibility purposes. Should you require more assistance with resolving this issue, Apple Developer Technical Support is available to provide direct one-on-one support for discrete code-level questions. Please be sure to include any crash logs, screenshots or steps to reproduce this issue in your request. I contacted technical support and tried to explain the issue again, and got the following response: Guideline 2.4.5 - Performance The app requests access to Accessibility features on macOS but does not use these features for accessibility purposes. Specifically, the app uses Accessibility features for non-accessibility feature. Accessibility features are intended to help users with different capabilities interact with their devices and app. Apps may not use features designed to increase accessibility for other purposes. We understand that the reason for using Accessibility feature on macOS. However, the usage is not compliant with the provided guideline. The last sentence is not complete, and it’s hard to understand what the issue is, given that they have not actually responded to my arguments. My best guess right now is point 2.4.5 (v): 2.4.5 Apps distributed via the Mac App Store have some additional requirements to keep in mind: (v) They may not request escalation to root privileges or use setuid attributes. If this is the case, I can understand the rejection, although it’s strange they didn’t just say so then. If that is correct, given that the system pop-up and accessibility requirement also trigger when running their sample code (which creates a virtual keyboard), does that mean that no one using this class and framework can submit apps to the App Store? I never intended to use an accessibility framework, and I was quite surprised the first time the pop-up appeared. RIght now I'm just confused and dissapointed with the level of feedback from Apple, and would appreciate any help, either in providing a solution or just explaining what the specific issue is.
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3w
xcrun -v notarytool -> rc = 69
The following process to sign my .pkg installer for distribution outside the app store have been working for over a year and recently the notarization fails with a rc = 69. I not aware of any changes other then xtools updates for the latest macos 15.6.1. Admittedly I felt lucky to have gotten it all to work initially and I could really use help. Thanks in advance! Bill The signing (no errors): productsign --sign macos_cert myapp.pkg The notarization (rc=69): xcrun -v notarytool submit myapp.pkg --apple-id my_apple_id --team-id XXXXXXXXXX
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