Discuss hardware-specific topics related to iPhone.

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Public API for torch beam width (Adaptive True Tone flash)?
On iPhone 14 Pro and later, the system flashlight in Control Center can adjust beam width (narrow ↔ wide). As far as I can tell, AVCaptureDevice only exposes torchMode, torchLevel and setTorchModeOn(level:) I found nothing related to beam width Is there any supported way for a third-party app to control the torch beam width? If not, is this on the roadmap?
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Apple thought it was impossible
Apple thought it was impossible. I made it possible. No server. Just an iPhone. LUMEN-JEV OS v3.0 — On-device OS using Pyto + iCloud Drive + Obsidian Architecture: Pyto runtime = server: Persistent loop, 922 tickers scanned, 502.6 ev/s, 12ms latency, sub-2ms cache iCloud Drive = bus: Writes JEV-BUS.md every 15s, shared working directory Obsidian = OS window manager: 00-JEV-DASHBOARD-main 48 nodes live Vault: 11/11 LOCKED, Factory Complete Anchor: 572b9df5e8e1f101365f8316ba7b34da4aa54ff89a2dcdb68ed20b126e8cabed Chain: REAL-EXCHANGE-PUBLIC-WS -> 8-MODULE-DEMO -> DEMO-TERMINATED -> NO EXECUTION Feed: real-public-readonly / public_ticker_only Modules (8-MODULE-v1px): WARREN-WATCHDOG, KEEPER-BOX, NODE-MODE-SYNC, VAULT-MULT, SCOUT-SCAN, SIREN-FILTER, FOCUS-SIGNAL-20K, ORACLE-PRICE-FEED, RELAY-ROUTER, AKE-ARBITRAGE, YIELD-BACK-4, MEDUSAs: 03 DYNAMIC OBSERVER-SPACE Context: Built in 33hrs over 11 nights, day job, single dad, solo dev, on iPhone only. Pyto working directory set to iCloud Drive. No Mac backend, no CloudKit function, no external server. Why this matters for iOS: Apple's sandbox says you can't run a persistent OS-like loop with live file sync on iOS. Pyto + iCloud Drive persistence proves you can. iPhone becomes the server. Proof: 48 NODES LIVE canvas PROOF CHAIN 11/11 FLAT VIEW VAULT LOCKED Jev.py V2.6 CLEAN BUS log (checked 50/100/150/200 -> 922/922 passes) Anchor hash matches zip JEV-OS-v3.0-572b9df5-40files.zip Requesting: Guidance on showcasing this as an iOS innovation + Ask Apple office hours. X proof pinned: @Activepython007
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Is activeLockedVideoFrameDuration supported on iPhone 16 Pro? Hardware or iOS limitation?
Hello Apple AVFoundation team, Could you clarify the supported iPhone models and OS versions for standalone locked video frame duration using AVCaptureDeviceInput.activeLockedVideoFrameDuration? The API is documented as available from iOS 26.0, but I understand that OS availability alone does not mean every camera device/configuration supports it. I have read the API documentation and the DTS reply in iPhone 17 Pro's Genlock feature, but could not find a model compatibility list for the standalone locked-duration API. Scope: I am investigating actual capture timing for multi-iPhone motion capture. This question is about locking each camera's frame period using its internal timing, without an external genlock accessory. I am not asking about encoding a constant-frame-rate file, ordinary equal min/max frame durations, timecode metadata, or synchronizing the first exposure across phones. Physical-device test iPhone 16 Pro, iOS 26.2 (23C55). Built with Xcode 26.3 and the iOS 26.2 SDK. One AVCaptureSession, one physical rear .builtInWideAngleCamera input, and one AVCaptureVideoDataOutput. 8-bit SDR 420v formats, tested at 1920 x 1080 and 3840 x 2160, each at 30 and 60 fps. Auto video frame rate disabled; no spatial video capture or multicam session. Manual exposure approximately 2 ms, shorter than half a frame at both tested rates. The session is running and delivering frames. Two separate probe runs produced the same results, including capability readbacks after a settling period. For all four tested configurations: input.isLockedVideoFrameDurationSupported = false device.minSupportedLockedVideoFrameDuration = kCMTimeInvalid input.activeLockedVideoFrameDuration = kCMTimeInvalid device.isVideoFrameDurationLocked = falseOrdinary activeVideoMinFrameDuration and activeVideoMaxFrameDuration can both be set to the requested CMTime(value: 1, timescale: 30) or CMTime(value: 1, timescale: 60), and frames are delivered. This is only a configuration readback, not a claim of exact capture timing in the ordinary mode. The app directly queries the public support properties; it has no model whitelist. It does not attempt to set a valid locked duration when support is false, as the documented setter contract would reject that. These tests cover the selected formats, not every camera/format on this phone. Questions Which iPhone models support this standalone API? In particular, is false expected on iPhone 16 Pro? Is there an official compatibility list covering iPhone 13/14/15/16 and iPhone 17 models? Is the iPhone 16 Pro result a hardware capability restriction, an iOS 26.2 limitation/known issue, or a configuration requirement? Is there a released iOS version that enables this on iPhone 16 Pro, or is newer hardware required? What is the minimum supported capture configuration and correct time to query support? Are there restrictions involving the physical versus virtual camera input, pixel format, SDR/HDR, or exposure mode that could explain this result? If so, which configuration should be tested before concluding that the device does not support it? On supported hardware, can this standalone lock be enabled without an external accessory or a special entitlement, independently of follow(_:videoFrameDuration:delegate:)? Relevant documentation: activeLockedVideoFrameDuration isLockedVideoFrameDurationSupported minSupportedLockedVideoFrameDuration I can provide a focused reproducer if needed. Thank you for clarifying the device requirements and whether an OS upgrade can change the result.
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Program fee waiver
hey Apple Community! i love every Apple product and i even have an iphone my dream is to get a macbook one day. i read that the $99.00 fee can be waived so I'm trying to do that because i have 4 children and a wife all at home and I'm the sole provider. it's tough times right now and I'm broke every pay day please i beg you waive my fee and let my dream come true and i offer a lot. jeremyharris1117@icloud.com
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iPhone Duo: verticalSizeClass remains regular when pinned Picture in Picture reduces app window height to 348 points
I’m testing a SwiftUI app on the iPhone Duo simulator running iOS 27\.1 and have noticed some unexpected behaviour when using pinned Picture in Picture\. When the device is unfolded in portrait and a PiP video is pinned to the top of the display, the available app height drops significantly, but `verticalSizeClass` remains `.regular`\. For comparison, these are the values reported by `GeometryReader`: |Configuration |Available size (pt)|Horizontal|Vertical | |------------------------------|-------------------|----------|----------| |Unfolded landscape |867 × 611 |`.regular`|`.regular`| |Unfolded portrait |669 × 786 |`.regular`|`.regular`| |Unfolded portrait + pinned PiP|669 × 348 |`.regular`|`.regular`| I’d expected the vertical size class to become `.compact` when pinned PiP reduces the available height to approximately 348 points\. Is this intentional behaviour, with size classes remaining tied to the unfolded display configuration rather than the available app window dimensions, or is it potentially a bug in iOS 27\.1? I’m currently working around it by checking the available geometry directly, but I’d be interested to know what the recommended approach is for adapting SwiftUI layouts in this configuration\.
Topic: Design SubTopic: General Tags:
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Instagram Profile URL from their browser to App Store does not load
I have posted my App Store URL as a link inside our Instagram profile (https://instagram.com/identafly). When I press the link, the in-app-browser loads the link which tries to open the App Store link, but it just stalls. Visible issue on all devices I am told. If I re-open the link in the external browser from Instagram it loads fine. Edit to add, this happens on Facebook too, from the profile page What can I do so I can have my app store link open correctly? Here is a video of what is happening: link to video
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Best Practice to adopt iPhone Duo
What's the best practices to adopt iPhone Duo for a production UIKit app? What few things we need to consider during the development? "As long as we use auto layout, it should be fine" is this correct term for iPhone Duo? Meaning, as long as our app use proper auto layout, our app should be able to support iPhone Duo properly.
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UISheetPresentationController issues on iPhone Duo
I have an App where I use the UISheetPresentationController to present a menu as a "drawer" (like the "FindMy" or "Maps") App. Because the sheet is presented over a map, I made the sheet semi-transparent/blurry, so the Map shines through, which looks nice. The sheet is using a UITableView with the "insetGroup" style, so the table cells have the nice rounded borders and there are margins to the sheet borders. When running the App on the iPhone Duo (Simulator) on the outer display, the tableView does no longer respect the "insetGroup" style, it is rendered like it would have the "plain" style, which destroys everything that look good. No rounded borders, no margins. However if I opt-out of the automatic "vertical toolbar behavior" (overriding preferredVerticalBarBehavior so it returns "disabled"), then everything looks great again, however then the sheet content might overlap with the sidebar icons and camera because it now covers the whole area up to the right screen border. Is this supposed to be this way (if yes, why?), is there a way to fix this, or do we have to wait for a bugfix within iOS 27.1? The tableview still claims to have the "insetGrouped" style, just it does not render this way. I did not see any similar issues under other circumstances. Only UISheetPresentationController seems to be affected by this. Is there a way to correctly detect if the App is running on an iPhone Duo, so we could use this detection to add workarounds for such issues?
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11 Days in “Waiting for Review” — No Response from Apple Support. Is This Acceptable Developer Support?
Hey Apple Developer Relations, App Review Team, and anyone else reading this,I wanted to share what’s been going on with my app because I’m honestly stuck and not sure what else to do.I’m an indie developer working on Marque: Car Collection — my first iOS app. I paid for the Developer Program, spent a lot of time getting everything ready, fixed the issues from the previous rejection, and submitted a new build.It’s been over a week now and I still have no idea what’s happening with it.Quick timeline: Oct 6: My previous submission got rejected under Guideline 5.1.2(i) (App Tracking Transparency). Oct 14: I submitted a fixed build, version 1.1.0 (24), with an updated ATT implementation, revised App Privacy details, and detailed notes explaining the changes. Since then (11 days as of Oct 25): It’s been sitting in “Waiting for Review” and hasn’t even moved to “In Review.” I’ve contacted Developer Support and asked on the forums, but I haven’t gotten any real answers. No one has asked for more information, explained what’s going on, or given me any idea when the review might actually start.I get that reviews can take longer sometimes, especially with a first app, subscriptions, or privacy-related stuff. I’m not asking anyone to just approve it without looking at it.What bothers me is the complete lack of communication. Right now I have no way of knowing: whether my build is just waiting in the normal queue or if something’s wrong with it when I can realistically plan a launch if there’s any point in contacting support again since I haven’t gotten a useful response so far I’m still paying for the Developer Program, but I have zero visibility into what’s happening with my submission.Apple holds developers to high standards. It would be nice to get at least basic transparency in return.So I have a few straightforward questions: Why has my corrected build been stuck in “Waiting for Review” for 11 days? Is there any way to confirm it’s properly in the queue and not stuck because of some technical or admin issue? Why hasn’t my support request gotten a real response? Is there an escalation path for indie developers when a submission just sits there with no explanation? If Apple can’t provide a status update, what options do developers have when they’re paying for the program but can’t get any information about their release? I’d really appreciate it if someone from Developer Relations or App Review could take a look and give me some kind of explanation (or point me to someone who can).I’d also be interested to hear from other developers who’ve dealt with similar long waits in “Waiting for Review,” especially with first apps.The issue isn’t just that the review is taking longer than expected. It’s that when something seems off, there’s almost no way to figure out what’s actually going on.Indie developers put a lot of time, money, and effort into building for Apple’s ecosystem. Clear communication shouldn’t be this hard.Thanks for reading. Marque Development Team
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iPhone Duo - UIViewController viewWillTransition(to:with:) is not called when fold is changed
Let's say we start with a fully open iPhone Duo. We then present a view controller as a form sheet or page sheet. If the device is then rotated between landscape and portrait, the view controller's viewWillTransition(to:with:) is called to reflect the change in size between orientations. So far so good. Now put the fully open Duo in landscape. Then partially close the Duo. The presented view controller will automatically move off to the left half of the screen to avoid the fold. That's expected. However, the view controller's viewWillTransition(to:with:) is NOT called in this case even though its size has changed. Does this seem like a bug or is this somehow expected? I have a particular view controller that needs to know its size has changed so it can make some adjustments. Other lifecycle methods such as viewDidLayoutSubviews are called but I'd prefer to have viewWillTransition(to:with:) called.
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How does a view controller know when the reserved regions change?
I've looked at the UIKit docs for UIView reservedRegions(kind:options:). I've watched the video "Strike a pose with adaptive layouts on iPhone Duo". So I know how to get the current reserved regions. But I can't find the APIs to know when the reserved regions change. This means I can setup my custom view controller with the reserved regions that exist when the view controller is first displayed. But if the user changes the Duo, say from fully open to partially open, what API is triggered that lets me know that I need to call reservedRegions(kind:options:) and update the layout as needed? I played around with UIHingeInteraction but that isn't the right approach. In most cases I tried calling reservedRegions(kind:options:) on each call to the interaction handler but I almost always got the wrong results (maybe a simulator issue?). And of course that interactiion handler will be called a lot just to report the new fold angle. I also tried various UIViewController methods for size changes and registered for size class changes. None of these were appropriate. I just need a single notification that the Duo went from fully open to partially open, partially open to fully open, and partially open between landscape/portrait so that I can call reservedRegions(kind:options:) and get the correct, current divider info. What am I missing? My use case is for a custom fullscreen view controller that needs to layout a few items based on whether the Duo is fully open or partially open and whether the fold is horizontal or vertical. Unless I'm mistaken this precludes the use of UIArrangementViewController since I only have one view controller with one set of content to display. Showing the view controller as a form sheet, page sheet, or popover won't work since I need this to be fullscreen. I just need the fullscreen content to adjust for any fold (reserved region).
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Tapping the top area of iPhone Duo does not respond in Device Hub
I’m simulating an iPhone Duo using Xcode 27.1 beta, and I’m having trouble tapping buttons placed near the top of the screen. It seems that the top ~20 pixels of the screen are not responding to taps. In my ViewController, preferredScreenEdgesDeferringSystemGestures returns .all, so system gestures should require two swipes to be triggered. However, a simple tap in this area does not seem to be recognized. This appears to happen only on iPhone Duo; taps work normally on other iPhone models. Does anyone know whether this behavior is expected to occur on the actual iPhone Duo hardware as well, or is it specific to the simulator? For reference, the buttons are positioned according to LayoutMarginsGuide with Safe Area. FB24914903 I wonder if anyone knows how to get the top margin size programmatically.
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App review stuck in "Waiting for Review" for too long now
The waiting for the app to be reviewed has just been ridiculous on Apple, last year things were still okay you would submit your new app and get approved within 24 hours. But now that's no longer the case. I understand that review times vary and that Apple cannot guarantee a specific timeline. I'm not expecting special treatment; I would just appreciate some clarity on what might be happening and what the best next step would be. Even when you submit expedited review no response, and I don't know how many times I tried to email them, nothing. I cannot even call because I am in South Africa, calls are not available here. This is too much! I've put a lot of work into getting my app ready for release, and the uncertainty after waiting so long has been quite stressful.
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XCode 27 stuck when building
Hello, I started writing my app on Xcode 26 and everything worked super smoothly. A build would take less than a minute and would immediately open the app on my iPhone 13 Pro. After updating to XCode 27 a build would still finish in the same amount of time, but it would only open the app maybe once out of 10 attempts, most of the time though nothing happens. No matter how long I wait, if I disconnect, reconnect, unlock my phone, it seems like xcode doesn't even notice. I display the build time inside the app and when I manually open the app I can see that it's from the last time the build successfully launched the app automatically. So it's stuck somewhere between building and loading it onto my phone I assume. I recently updated my phone to an 18 Pro and the issue persists. Connection is via USB-C cable. Anyone have any suggestions what might be wrong? Thank you!
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URGENT Unable to Resolve Guideline 2.3.2 - Performance - Accurate Metadata
I have been rejected twice for the same issue that I have no way of addressing it at all because Apple has to change the status of my subscription for me to make edits. Apple, if you see this, please just change the status for me, I have been trying to contact Apple for weeks now to resolve this super small issue but it's hard to get a hold of them to read the messages! This is the only issue left holding my app back from getting approved. Issue Description We noticed that your promotional image to be displayed on the App Store does not sufficiently represent the associated promoted In-App Purchase and/or win back offer. Specifically, we found the following issue with your promotional image: – Your promotional image is the same as the app’s icon. – You submitted duplicate or identical promotional images for different promoted In-App Purchase products and/or win back offers.
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(iPhone Duo) Toolbar Items are misplaced for RTL layout-direction
On iPhone Duo, when I use .environment(\.layoutDirection, .rightToLeft) for a navigation view, the toolbar items sometimes appear on the left side instead of the right side, below the camera. This results in a view with two sides, and in some cases, it displays in an unexpected place. For example, in the code below, the button is placed behind the camera, as shown in the attachment. NavigationSplitView { Text("Sidebar") .toolbar { ToolbarItem(placement: .cancellationAction) { Button("X", systemImage: "xmark", action: {}) } } } detail: { Text("Detail") } .environment(\.layoutDirection, .rightToLeft) Is this intended behavior for RTL layout direction, a known issue, or a simulator issue?
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How to preserve collection view scroll anchor when folding/unfolding iPhone Duo
The following question was asked in the Oct 13 iPhone Duo group lab: when you unfold iPhone Duo after you’ve scrolled down, does UIKit keep the position or should we re-anchor ourselves? The answer was various scroll views like collection views and text views will handle this for you to keep visible items visible, which also works when resizing the window on iPad. This is not working for me with a simple UICollectionView. What do I need to do to obtain this behavior? class ViewController: UIViewController, UICollectionViewDataSource { override func viewDidLoad() { super.viewDidLoad() let layout = UICollectionViewFlowLayout() layout.itemSize = CGSize(width: 80, height: 80) layout.minimumInteritemSpacing = 8 layout.minimumLineSpacing = 8 layout.sectionInsetReference = .fromLayoutMargins let collectionView = UICollectionView(frame: .zero, collectionViewLayout: layout) collectionView.translatesAutoresizingMaskIntoConstraints = false collectionView.backgroundColor = .systemBackground collectionView.dataSource = self collectionView.insetsLayoutMarginsFromSafeArea = true collectionView.register(UICollectionViewCell.self, forCellWithReuseIdentifier: "Cell") view.addSubview(collectionView) NSLayoutConstraint.activate([ collectionView.topAnchor.constraint(equalTo: view.topAnchor), collectionView.leadingAnchor.constraint(equalTo: view.leadingAnchor), collectionView.trailingAnchor.constraint(equalTo: view.trailingAnchor), collectionView.bottomAnchor.constraint(equalTo: view.bottomAnchor) ]) } func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int { 5000 } func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell { let cell = collectionView.dequeueReusableCell(withReuseIdentifier: "Cell", for: indexPath) var content = UIListContentConfiguration.cell() content.text = String(indexPath.item) content.textProperties.alignment = .center cell.contentConfiguration = content var background = UIBackgroundConfiguration.clear() background.backgroundColor = .secondarySystemBackground cell.backgroundConfiguration = background return cell } } Run the app on iPhone Duo Scroll down to cell 100 on the outer display Unfold the device Expected: It should stay scrolled to item 100 Actual: It scrolled down to item 225 (or more accurately, the content offset did not change, more content was added higher up with the contentSize shrinking due to the expanded width) In the past I've put so much work into trying to maintain the expected scroll position for orientation changes on iPhone and iPad/Mac Catalyst resize events, it's surprisingly incredibly hard to get working in every scenario, so I am SUPER interested to learn the system can do it for us!
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Can I use my Apple Developer Account for free at the time of development?
Hello, I want to use universal links in my application, for which I need to get the TeamID and BundleId, for apple-app-site-association file. Can you please tell me, do I have to buy an Apple Developer Account at the time of development to do this, or can I get it all for free at the time of development?
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May ’24
Public API for torch beam width (Adaptive True Tone flash)?
On iPhone 14 Pro and later, the system flashlight in Control Center can adjust beam width (narrow ↔ wide). As far as I can tell, AVCaptureDevice only exposes torchMode, torchLevel and setTorchModeOn(level:) I found nothing related to beam width Is there any supported way for a third-party app to control the torch beam width? If not, is this on the roadmap?
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77
Activity
21h
Apple thought it was impossible
Apple thought it was impossible. I made it possible. No server. Just an iPhone. LUMEN-JEV OS v3.0 — On-device OS using Pyto + iCloud Drive + Obsidian Architecture: Pyto runtime = server: Persistent loop, 922 tickers scanned, 502.6 ev/s, 12ms latency, sub-2ms cache iCloud Drive = bus: Writes JEV-BUS.md every 15s, shared working directory Obsidian = OS window manager: 00-JEV-DASHBOARD-main 48 nodes live Vault: 11/11 LOCKED, Factory Complete Anchor: 572b9df5e8e1f101365f8316ba7b34da4aa54ff89a2dcdb68ed20b126e8cabed Chain: REAL-EXCHANGE-PUBLIC-WS -> 8-MODULE-DEMO -> DEMO-TERMINATED -> NO EXECUTION Feed: real-public-readonly / public_ticker_only Modules (8-MODULE-v1px): WARREN-WATCHDOG, KEEPER-BOX, NODE-MODE-SYNC, VAULT-MULT, SCOUT-SCAN, SIREN-FILTER, FOCUS-SIGNAL-20K, ORACLE-PRICE-FEED, RELAY-ROUTER, AKE-ARBITRAGE, YIELD-BACK-4, MEDUSAs: 03 DYNAMIC OBSERVER-SPACE Context: Built in 33hrs over 11 nights, day job, single dad, solo dev, on iPhone only. Pyto working directory set to iCloud Drive. No Mac backend, no CloudKit function, no external server. Why this matters for iOS: Apple's sandbox says you can't run a persistent OS-like loop with live file sync on iOS. Pyto + iCloud Drive persistence proves you can. iPhone becomes the server. Proof: 48 NODES LIVE canvas PROOF CHAIN 11/11 FLAT VIEW VAULT LOCKED Jev.py V2.6 CLEAN BUS log (checked 50/100/150/200 -> 922/922 passes) Anchor hash matches zip JEV-OS-v3.0-572b9df5-40files.zip Requesting: Guidance on showcasing this as an iOS innovation + Ask Apple office hours. X proof pinned: @Activepython007
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1d
Is activeLockedVideoFrameDuration supported on iPhone 16 Pro? Hardware or iOS limitation?
Hello Apple AVFoundation team, Could you clarify the supported iPhone models and OS versions for standalone locked video frame duration using AVCaptureDeviceInput.activeLockedVideoFrameDuration? The API is documented as available from iOS 26.0, but I understand that OS availability alone does not mean every camera device/configuration supports it. I have read the API documentation and the DTS reply in iPhone 17 Pro's Genlock feature, but could not find a model compatibility list for the standalone locked-duration API. Scope: I am investigating actual capture timing for multi-iPhone motion capture. This question is about locking each camera's frame period using its internal timing, without an external genlock accessory. I am not asking about encoding a constant-frame-rate file, ordinary equal min/max frame durations, timecode metadata, or synchronizing the first exposure across phones. Physical-device test iPhone 16 Pro, iOS 26.2 (23C55). Built with Xcode 26.3 and the iOS 26.2 SDK. One AVCaptureSession, one physical rear .builtInWideAngleCamera input, and one AVCaptureVideoDataOutput. 8-bit SDR 420v formats, tested at 1920 x 1080 and 3840 x 2160, each at 30 and 60 fps. Auto video frame rate disabled; no spatial video capture or multicam session. Manual exposure approximately 2 ms, shorter than half a frame at both tested rates. The session is running and delivering frames. Two separate probe runs produced the same results, including capability readbacks after a settling period. For all four tested configurations: input.isLockedVideoFrameDurationSupported = false device.minSupportedLockedVideoFrameDuration = kCMTimeInvalid input.activeLockedVideoFrameDuration = kCMTimeInvalid device.isVideoFrameDurationLocked = falseOrdinary activeVideoMinFrameDuration and activeVideoMaxFrameDuration can both be set to the requested CMTime(value: 1, timescale: 30) or CMTime(value: 1, timescale: 60), and frames are delivered. This is only a configuration readback, not a claim of exact capture timing in the ordinary mode. The app directly queries the public support properties; it has no model whitelist. It does not attempt to set a valid locked duration when support is false, as the documented setter contract would reject that. These tests cover the selected formats, not every camera/format on this phone. Questions Which iPhone models support this standalone API? In particular, is false expected on iPhone 16 Pro? Is there an official compatibility list covering iPhone 13/14/15/16 and iPhone 17 models? Is the iPhone 16 Pro result a hardware capability restriction, an iOS 26.2 limitation/known issue, or a configuration requirement? Is there a released iOS version that enables this on iPhone 16 Pro, or is newer hardware required? What is the minimum supported capture configuration and correct time to query support? Are there restrictions involving the physical versus virtual camera input, pixel format, SDR/HDR, or exposure mode that could explain this result? If so, which configuration should be tested before concluding that the device does not support it? On supported hardware, can this standalone lock be enabled without an external accessory or a special entitlement, independently of follow(_:videoFrameDuration:delegate:)? Relevant documentation: activeLockedVideoFrameDuration isLockedVideoFrameDurationSupported minSupportedLockedVideoFrameDuration I can provide a focused reproducer if needed. Thank you for clarifying the device requirements and whether an OS upgrade can change the result.
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548
Activity
3d
Program fee waiver
hey Apple Community! i love every Apple product and i even have an iphone my dream is to get a macbook one day. i read that the $99.00 fee can be waived so I'm trying to do that because i have 4 children and a wife all at home and I'm the sole provider. it's tough times right now and I'm broke every pay day please i beg you waive my fee and let my dream come true and i offer a lot. jeremyharris1117@icloud.com
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73
Activity
5d
iPhone Duo: verticalSizeClass remains regular when pinned Picture in Picture reduces app window height to 348 points
I’m testing a SwiftUI app on the iPhone Duo simulator running iOS 27\.1 and have noticed some unexpected behaviour when using pinned Picture in Picture\. When the device is unfolded in portrait and a PiP video is pinned to the top of the display, the available app height drops significantly, but `verticalSizeClass` remains `.regular`\. For comparison, these are the values reported by `GeometryReader`: |Configuration |Available size (pt)|Horizontal|Vertical | |------------------------------|-------------------|----------|----------| |Unfolded landscape |867 × 611 |`.regular`|`.regular`| |Unfolded portrait |669 × 786 |`.regular`|`.regular`| |Unfolded portrait + pinned PiP|669 × 348 |`.regular`|`.regular`| I’d expected the vertical size class to become `.compact` when pinned PiP reduces the available height to approximately 348 points\. Is this intentional behaviour, with size classes remaining tied to the unfolded display configuration rather than the available app window dimensions, or is it potentially a bug in iOS 27\.1? I’m currently working around it by checking the available geometry directly, but I’d be interested to know what the recommended approach is for adapting SwiftUI layouts in this configuration\.
Topic: Design SubTopic: General Tags:
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6d
Instagram Profile URL from their browser to App Store does not load
I have posted my App Store URL as a link inside our Instagram profile (https://instagram.com/identafly). When I press the link, the in-app-browser loads the link which tries to open the App Store link, but it just stalls. Visible issue on all devices I am told. If I re-open the link in the external browser from Instagram it loads fine. Edit to add, this happens on Facebook too, from the profile page What can I do so I can have my app store link open correctly? Here is a video of what is happening: link to video
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1w
Best Practice to adopt iPhone Duo
What's the best practices to adopt iPhone Duo for a production UIKit app? What few things we need to consider during the development? "As long as we use auto layout, it should be fine" is this correct term for iPhone Duo? Meaning, as long as our app use proper auto layout, our app should be able to support iPhone Duo properly.
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3
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499
Activity
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UISheetPresentationController issues on iPhone Duo
I have an App where I use the UISheetPresentationController to present a menu as a "drawer" (like the "FindMy" or "Maps") App. Because the sheet is presented over a map, I made the sheet semi-transparent/blurry, so the Map shines through, which looks nice. The sheet is using a UITableView with the "insetGroup" style, so the table cells have the nice rounded borders and there are margins to the sheet borders. When running the App on the iPhone Duo (Simulator) on the outer display, the tableView does no longer respect the "insetGroup" style, it is rendered like it would have the "plain" style, which destroys everything that look good. No rounded borders, no margins. However if I opt-out of the automatic "vertical toolbar behavior" (overriding preferredVerticalBarBehavior so it returns "disabled"), then everything looks great again, however then the sheet content might overlap with the sidebar icons and camera because it now covers the whole area up to the right screen border. Is this supposed to be this way (if yes, why?), is there a way to fix this, or do we have to wait for a bugfix within iOS 27.1? The tableview still claims to have the "insetGrouped" style, just it does not render this way. I did not see any similar issues under other circumstances. Only UISheetPresentationController seems to be affected by this. Is there a way to correctly detect if the App is running on an iPhone Duo, so we could use this detection to add workarounds for such issues?
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11 Days in “Waiting for Review” — No Response from Apple Support. Is This Acceptable Developer Support?
Hey Apple Developer Relations, App Review Team, and anyone else reading this,I wanted to share what’s been going on with my app because I’m honestly stuck and not sure what else to do.I’m an indie developer working on Marque: Car Collection — my first iOS app. I paid for the Developer Program, spent a lot of time getting everything ready, fixed the issues from the previous rejection, and submitted a new build.It’s been over a week now and I still have no idea what’s happening with it.Quick timeline: Oct 6: My previous submission got rejected under Guideline 5.1.2(i) (App Tracking Transparency). Oct 14: I submitted a fixed build, version 1.1.0 (24), with an updated ATT implementation, revised App Privacy details, and detailed notes explaining the changes. Since then (11 days as of Oct 25): It’s been sitting in “Waiting for Review” and hasn’t even moved to “In Review.” I’ve contacted Developer Support and asked on the forums, but I haven’t gotten any real answers. No one has asked for more information, explained what’s going on, or given me any idea when the review might actually start.I get that reviews can take longer sometimes, especially with a first app, subscriptions, or privacy-related stuff. I’m not asking anyone to just approve it without looking at it.What bothers me is the complete lack of communication. Right now I have no way of knowing: whether my build is just waiting in the normal queue or if something’s wrong with it when I can realistically plan a launch if there’s any point in contacting support again since I haven’t gotten a useful response so far I’m still paying for the Developer Program, but I have zero visibility into what’s happening with my submission.Apple holds developers to high standards. It would be nice to get at least basic transparency in return.So I have a few straightforward questions: Why has my corrected build been stuck in “Waiting for Review” for 11 days? Is there any way to confirm it’s properly in the queue and not stuck because of some technical or admin issue? Why hasn’t my support request gotten a real response? Is there an escalation path for indie developers when a submission just sits there with no explanation? If Apple can’t provide a status update, what options do developers have when they’re paying for the program but can’t get any information about their release? I’d really appreciate it if someone from Developer Relations or App Review could take a look and give me some kind of explanation (or point me to someone who can).I’d also be interested to hear from other developers who’ve dealt with similar long waits in “Waiting for Review,” especially with first apps.The issue isn’t just that the review is taking longer than expected. It’s that when something seems off, there’s almost no way to figure out what’s actually going on.Indie developers put a lot of time, money, and effort into building for Apple’s ecosystem. Clear communication shouldn’t be this hard.Thanks for reading. Marque Development Team
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iPhone Duo - UIViewController viewWillTransition(to:with:) is not called when fold is changed
Let's say we start with a fully open iPhone Duo. We then present a view controller as a form sheet or page sheet. If the device is then rotated between landscape and portrait, the view controller's viewWillTransition(to:with:) is called to reflect the change in size between orientations. So far so good. Now put the fully open Duo in landscape. Then partially close the Duo. The presented view controller will automatically move off to the left half of the screen to avoid the fold. That's expected. However, the view controller's viewWillTransition(to:with:) is NOT called in this case even though its size has changed. Does this seem like a bug or is this somehow expected? I have a particular view controller that needs to know its size has changed so it can make some adjustments. Other lifecycle methods such as viewDidLayoutSubviews are called but I'd prefer to have viewWillTransition(to:with:) called.
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591
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1w
How does a view controller know when the reserved regions change?
I've looked at the UIKit docs for UIView reservedRegions(kind:options:). I've watched the video "Strike a pose with adaptive layouts on iPhone Duo". So I know how to get the current reserved regions. But I can't find the APIs to know when the reserved regions change. This means I can setup my custom view controller with the reserved regions that exist when the view controller is first displayed. But if the user changes the Duo, say from fully open to partially open, what API is triggered that lets me know that I need to call reservedRegions(kind:options:) and update the layout as needed? I played around with UIHingeInteraction but that isn't the right approach. In most cases I tried calling reservedRegions(kind:options:) on each call to the interaction handler but I almost always got the wrong results (maybe a simulator issue?). And of course that interactiion handler will be called a lot just to report the new fold angle. I also tried various UIViewController methods for size changes and registered for size class changes. None of these were appropriate. I just need a single notification that the Duo went from fully open to partially open, partially open to fully open, and partially open between landscape/portrait so that I can call reservedRegions(kind:options:) and get the correct, current divider info. What am I missing? My use case is for a custom fullscreen view controller that needs to layout a few items based on whether the Duo is fully open or partially open and whether the fold is horizontal or vertical. Unless I'm mistaken this precludes the use of UIArrangementViewController since I only have one view controller with one set of content to display. Showing the view controller as a form sheet, page sheet, or popover won't work since I need this to be fullscreen. I just need the fullscreen content to adjust for any fold (reserved region).
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395
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Tapping the top area of iPhone Duo does not respond in Device Hub
I’m simulating an iPhone Duo using Xcode 27.1 beta, and I’m having trouble tapping buttons placed near the top of the screen. It seems that the top ~20 pixels of the screen are not responding to taps. In my ViewController, preferredScreenEdgesDeferringSystemGestures returns .all, so system gestures should require two swipes to be triggered. However, a simple tap in this area does not seem to be recognized. This appears to happen only on iPhone Duo; taps work normally on other iPhone models. Does anyone know whether this behavior is expected to occur on the actual iPhone Duo hardware as well, or is it specific to the simulator? For reference, the buttons are positioned according to LayoutMarginsGuide with Safe Area. FB24914903 I wonder if anyone knows how to get the top margin size programmatically.
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App review stuck in "Waiting for Review" for too long now
The waiting for the app to be reviewed has just been ridiculous on Apple, last year things were still okay you would submit your new app and get approved within 24 hours. But now that's no longer the case. I understand that review times vary and that Apple cannot guarantee a specific timeline. I'm not expecting special treatment; I would just appreciate some clarity on what might be happening and what the best next step would be. Even when you submit expedited review no response, and I don't know how many times I tried to email them, nothing. I cannot even call because I am in South Africa, calls are not available here. This is too much! I've put a lot of work into getting my app ready for release, and the uncertainty after waiting so long has been quite stressful.
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231
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XCode 27 stuck when building
Hello, I started writing my app on Xcode 26 and everything worked super smoothly. A build would take less than a minute and would immediately open the app on my iPhone 13 Pro. After updating to XCode 27 a build would still finish in the same amount of time, but it would only open the app maybe once out of 10 attempts, most of the time though nothing happens. No matter how long I wait, if I disconnect, reconnect, unlock my phone, it seems like xcode doesn't even notice. I display the build time inside the app and when I manually open the app I can see that it's from the last time the build successfully launched the app automatically. So it's stuck somewhere between building and loading it onto my phone I assume. I recently updated my phone to an 18 Pro and the issue persists. Connection is via USB-C cable. Anyone have any suggestions what might be wrong? Thank you!
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URGENT Unable to Resolve Guideline 2.3.2 - Performance - Accurate Metadata
I have been rejected twice for the same issue that I have no way of addressing it at all because Apple has to change the status of my subscription for me to make edits. Apple, if you see this, please just change the status for me, I have been trying to contact Apple for weeks now to resolve this super small issue but it's hard to get a hold of them to read the messages! This is the only issue left holding my app back from getting approved. Issue Description We noticed that your promotional image to be displayed on the App Store does not sufficiently represent the associated promoted In-App Purchase and/or win back offer. Specifically, we found the following issue with your promotional image: – Your promotional image is the same as the app’s icon. – You submitted duplicate or identical promotional images for different promoted In-App Purchase products and/or win back offers.
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170
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(iPhone Duo) Toolbar Items are misplaced for RTL layout-direction
On iPhone Duo, when I use .environment(\.layoutDirection, .rightToLeft) for a navigation view, the toolbar items sometimes appear on the left side instead of the right side, below the camera. This results in a view with two sides, and in some cases, it displays in an unexpected place. For example, in the code below, the button is placed behind the camera, as shown in the attachment. NavigationSplitView { Text("Sidebar") .toolbar { ToolbarItem(placement: .cancellationAction) { Button("X", systemImage: "xmark", action: {}) } } } detail: { Text("Detail") } .environment(\.layoutDirection, .rightToLeft) Is this intended behavior for RTL layout direction, a known issue, or a simulator issue?
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353
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How to preserve collection view scroll anchor when folding/unfolding iPhone Duo
The following question was asked in the Oct 13 iPhone Duo group lab: when you unfold iPhone Duo after you’ve scrolled down, does UIKit keep the position or should we re-anchor ourselves? The answer was various scroll views like collection views and text views will handle this for you to keep visible items visible, which also works when resizing the window on iPad. This is not working for me with a simple UICollectionView. What do I need to do to obtain this behavior? class ViewController: UIViewController, UICollectionViewDataSource { override func viewDidLoad() { super.viewDidLoad() let layout = UICollectionViewFlowLayout() layout.itemSize = CGSize(width: 80, height: 80) layout.minimumInteritemSpacing = 8 layout.minimumLineSpacing = 8 layout.sectionInsetReference = .fromLayoutMargins let collectionView = UICollectionView(frame: .zero, collectionViewLayout: layout) collectionView.translatesAutoresizingMaskIntoConstraints = false collectionView.backgroundColor = .systemBackground collectionView.dataSource = self collectionView.insetsLayoutMarginsFromSafeArea = true collectionView.register(UICollectionViewCell.self, forCellWithReuseIdentifier: "Cell") view.addSubview(collectionView) NSLayoutConstraint.activate([ collectionView.topAnchor.constraint(equalTo: view.topAnchor), collectionView.leadingAnchor.constraint(equalTo: view.leadingAnchor), collectionView.trailingAnchor.constraint(equalTo: view.trailingAnchor), collectionView.bottomAnchor.constraint(equalTo: view.bottomAnchor) ]) } func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int { 5000 } func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell { let cell = collectionView.dequeueReusableCell(withReuseIdentifier: "Cell", for: indexPath) var content = UIListContentConfiguration.cell() content.text = String(indexPath.item) content.textProperties.alignment = .center cell.contentConfiguration = content var background = UIBackgroundConfiguration.clear() background.backgroundColor = .secondarySystemBackground cell.backgroundConfiguration = background return cell } } Run the app on iPhone Duo Scroll down to cell 100 on the outer display Unfold the device Expected: It should stay scrolled to item 100 Actual: It scrolled down to item 225 (or more accurately, the content offset did not change, more content was added higher up with the contentSize shrinking due to the expanded width) In the past I've put so much work into trying to maintain the expected scroll position for orientation changes on iPhone and iPad/Mac Catalyst resize events, it's surprisingly incredibly hard to get working in every scenario, so I am SUPER interested to learn the system can do it for us!
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