Team-scoped keys introduce the ability to restrict your token authentication keys to either development or production environments. Topic-specific keys in addition to environment isolation allow you to associate each key with a specific Bundle ID streamlining key management.
For detailed instructions on accessing these features, read our updated documentation on establishing a token-based connection to APNs.
Delve into the world of built-in app and system services available to developers. Discuss leveraging these services to enhance your app's functionality and user experience.
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
When my Intents extension resolves an INStartCallIntent and returns .continueInApp while the device is locked, the call does not proceed unless the user unlocks the device. After unlocking, the app receives the NSUserActivity and CallKit proceeds normally.
My expectation is that the native CallKit outgoing UI should appear and the call should start without requiring unlock — especially when using AirPods, where attention is not available.
Steps to Reproduce
Pair and connect AirPods.
Lock the iPhone.
Start music playback (e.g. Apple Music).
Place the phone face down (or cover Face ID sensors so attention isn’t available).
Say: “Hey Siri, call Tommy with DiscoMonday(My app name).”
Observed Behavior
Music mutes briefly.
Siri says “Calling Tommy with DiscoMonday.”
Lock screen shows “Require Face ID / passcode.”
After several seconds, music resumes.
The app is not launched, no NSUserActivity is delivered, and no CXStartCallAction occurs.
With the phone face up, the same phrase launches the app, triggers CXStartCallAction, and the call proceeds via CallKit after faceID.
Expected Behavior
From the lock screen, Siri should hand off INStartCallIntent to the app, which immediately requests CXStartCallAction and drives the CallKit UI (reportOutgoingCall(...startedConnectingAt:) → ...connectedAt:), without requiring device unlock, regardless of orientation or attention availability when AirPods are connected.
I'm having a lot of trouble just getting a basic network extension startup, I have a main application that creates the configuration and requests the app extension based network extension to launch.
The network extension implements a NEPacketTunnelProvider and the application doesn't receive an error when starting the tunnel but when I inspect the networkextension system logs, I keep getting errors and the network extension itself doesn't appear to start nor does it log anything.
log stream --predicate 'subsystem == "com.apple.networkextension"'
neagent: (NetworkExtension) [com.apple.networkextension:] Extension request with extension $(BUNDLE_ID) started with identifier (null)
neagent: (NetworkExtension) [com.apple.networkextension:] Failed to start extension $(BUNDLE_ID): Error Domain=NSCocoaErrorDomain Code=4097 "connection to service named $(BUNDLE_ID)" UserInfo={NSDebugDescription=connection to service named $(BUNDLE_ID)}
nesessionmanager: [com.apple.networkextension:] Validation failed - no audit tokens
nesessionmanager: [com.apple.networkextension:] NEVPNTunnelPlugin($(BUNDLE_ID)[inactive]): Validation of the extension failed
The network extension is written in Objective-C as it needs to integrate with another language. It's not entirely clear what kind of executable the network extension is meant to be, is it meant to have a main entrypoint, or is it supposed to be a shared library / bundle?
For years I've been using Receigen for receipt verification for the Mac App Store build of my application. However, with the deprecation of exit code 173, I am moving to StoreKit-based verification and have a couple of questions.
I have followed the instructions from https://developer.apple.com/documentation/storekit/apptransaction/shared and have something like this (simplified):
Swift:
@objc class ValidateReceipt: NSObject {
@objc func validate() async -> Bool {
do {
let verificationResult = try await AppTransaction.shared
switch verificationResult {
case .verified(_ /*let appTransaction*/):
// StoreKit verified that the user purchased this app and
// the properties in the AppTransaction instance
return true;
default:
// The app transaction didn't pass StoreKit's verification
return false;
}
}
catch {
// Handle errors
return false;
}
}
}
Objective-C:
ValidateReceipt *validateReceipt = [[ValidateReceipt alloc] init];
[validateReceipt validateWithCompletionHandler:^(BOOL result) {
if (result)
{
// Successful app purchase validation
}
else
{
// App purchase validation failure
}
}];
Thing is, I always get a valid result, i.e., in ValidReceipt.validate(), the case .verified block always runs. Even when exporting a new release build of my app and running it (without any _MASReceipt).
When using exit code 173, an .app without a _MASReceipt would prompt for app store login. Nothing of the sort happens now.
Am I misunderstanding the documentation / doing something wrong / missing something obvious?
I'm developing an app that uses CloudKit synchronization with SwiftData and on visionOS I added an App Settings bundle. I have noticed that sometimes, when the app is open and the user changes a setting from the App Settings bundle, the following fatal error occurs:
SwiftData/BackingData.swift:831: Fatal error: This model instance was destroyed by calling ModelContext.reset and is no longer usable.
The setting is read within the App struct in the visionOS app target using @AppStorage and this value is in turn used to set the passthrough video dimming via the .preferredSurroundingsEffect modifier. The setting allows the user to specify the dimming level as dark, semi dark, or ultra dark.
The fatal error appears to occur intermittently although the first time it was observed was after adding the settings bundle. As such, I suspect there is some connection between those code changes and this fatal error even though they do not directly relate to SwiftData.
When trying to login with sandbox account in my simulator, nothing happens, it just become inactive for few seconds and then it become active again prompting that I can login, again and again.
Topic:
App & System Services
SubTopic:
General
Hi, I'm trying to mount my FSKit volume with a client app (SwiftUI).
I already successfully did it with the "mount" command and I can instantiate my file-system with FSPathURLResource.
Also, I managed to mount the file-system with DiskArbitration in a SwiftUI app, but I only managed to get it working with FSBlockDeviceResource.
Is there a way to programmatically do it in a client app? Or is "mount" command currently the only option?
Product Timeout, In App purchase is approved in App Store Connect. The Product ID and Bundle ID match.
Environment
macOS App in TestFlight
Bundle ID: com.streamtime.StreamTime
App Version: 1.1 (Build 51)
StoreKit 2
Product ID: com.streamtime.premium
Status: App & Subscription Approved
Issue
StoreKit product request (Product.products(for:)) consistently times out after 60 seconds in TestFlight, despite all connectivity checks passing. The same code works perfectly in Xcode with local StoreKit configuration.
Diagnostic Results
✅ Successful checks:
App Store connectivity (HTTP 200 from buy.itunes.apple.com)
Backend API connectivity (HTTP 200)
StoreKit 2 API available
AppStore.canMakePayments: true
Valid receipt exists
Bundle ID matches
Product ID matches approved subscription
❌ Failing:
Product request times out after 60 seconds
No products returned
Code Implementation
// Direct product request (fails in TestFlight)
let products = try await Product.products(for: ["com.streamtime.premium"])
Logs
🔍 App Bundle ID: com.streamtime.StreamTime
🔍 Product ID: com.streamtime.premium
🔍 AppStore.canMakePayments: true
🔍 Apple Store connectivity: HTTP 200
🔵 Direct request for product ID: 'com.streamtime.premium'
⏱️ Direct request start time: 2025-08-30 10:21:32 +0000
❌ TIMEOUT: Product request took longer than 60 seconds
What I've Tried
Removed manual in-app-purchase entitlement (per Apple's guidance)
Using automatic signing
Verified subscription is approved in App Store Connect
Using Sandbox Apple ID in TestFlight
Verified all network connectivity
Questions
Why does StoreKit timeout only in TestFlight when all other connectivity works?
Are there additional configuration steps needed for macOS apps vs iOS?
Could this be related to the automatic in-app purchase entitlement?
Any guidance would be greatly appreciated as this is blocking our TestFlight validation.
Topic:
App & System Services
SubTopic:
StoreKit
I just find out there no option of removing duplicate photo on iOS 26 beta I was wondering if there is any other way to remove duplicate photo on my Photo gallery
Topic:
App & System Services
SubTopic:
General
As per : TN3120: Expected use cases for Network Extension packet tunnel providers | Apple Developer Documentation
It is clear that Packets that are read from NEPacketTunnelFlow are meant to be sent over a tunnel connection to a remote server for injection into a remote network. They are not meant to be dropped or re-injected back into the system.
In my usecase:
NEPacketTunnelProvider is separate process. which reads the packet using packetFlow.readPacketObjects
Send it over to other process i.e privileged helper(Non-bundle/command line tool/non sandboxed) via UDS IPC.
Helpers send to to remote tunnel and return back the packet to NEPacketTunnelFlow via same IPC.
NEPacketTunnelProvider uses packetFlow.writePacketObjects to inject packets.
Things works fine. We don't distribute it via Appstore.
We are now attempting to implement a on device bypass mechanism from helper tool side. Could you please suggest if there is any approach I could try, even if it involves proceeding at my own risk?
I’m seeing what looks like a regression on iOS 26 beta where a presented view controller dismisses when a user long‑presses a button inside a table view cell and drags downward.
Steps to reproduce
Present a UIViewController modally.
The controller contains a UITableView; each cell has a UIButton.
Long‑press and hold the UIButton in any cell.
While still holding, drag downward.
Expected
The button and/or table view handle the gesture; no interactive dismissal starts.
Actual
The system recognizes a pull‑to‑dismiss gesture and begins dismissing the presented controller.
Notes
Reproducible only on iOS 26 beta.
Not observed on earlier iOS versions in my testing.
Happens on both simulator and device (beta).
Environment
iOS: 26 beta (please see exact build)
I’m implementing subscriptions and running tests, and I noticed a behavior I’d like to confirm.
Plans in the app
Basic — Monthly
Basic — Annual
Premium — Monthly
Premium — Annual
Test environment
Sandbox (where ~1 day ≈ under 1 minute of real time)
steps
Start Basic (Monthly) using an introductory offer (free trial).
Create a crossgrade to Basic (Annual) (scheduled/queued).
After receiving a RENEWAL App Store Server Notification indicating the plan will move from trial to paid Basic (Annual), but before the trial actually expires, upgrade the user to Premium (Monthly).
Observed behavior (Sandbox) & questions
Even though there is still up to ~1 day of trial remaining (≈ under 1 minute in Sandbox), upgrading to Premium (Monthly) immediately ends the trial and activates the paid Premium plan right away.
Will this same behavior occur in Production?
If yes, is this the expected/acceptable behavior when upgrading during an active trial after a pending crossgrade?
Note: If we upgrade to Premium before the RENEWAL notification arrives, the remaining trial time is carried over in our tests.
In this flow, we see a RENEWAL notification for Basic (Annual) (moving from trial → paid), but then the user immediately upgrades to Premium (Monthly) and the trial ends at that moment.
In Production, would the charge for Basic (Annual) be refunded automatically since the user effectively switches to Premium immediately (and Basic Annual does not remain active)?
In Sandbox there’s no real charge, but I want to ensure we won’t see a situation in Production where Basic (Annual) is billed and not refunded, even though the subscription effectively moved to Premium right away.
Thanks in advance!
I’m implementing subscriptions and running tests, and I noticed a behavior I’d like to confirm.
Plans in the app
Basic — Monthly
Basic — Annual
Premium — Monthly
Premium — Annual
Test environment
Sandbox (where ~1 day ≈ under 1 minute of real time)
steps
Start Basic (Monthly) using an introductory offer (free trial).
Create a crossgrade to Basic (Annual) (scheduled/queued).
3.After receiving a RENEWAL App Store Server Notification indicating the plan will move from trial to paid Basic (Annual), but before the trial actually expires, upgrade the user to Premium (Monthly).
Observed behavior (Sandbox) & questions
Even though there is still up to ~1 day of trial remaining (≈ under 1 minute in Sandbox), upgrading to Premium (Monthly) immediately ends the trial and activates the paid Premium plan right away.
Will this same behavior occur in Production?
If yes, is this the expected/acceptable behavior when upgrading during an active trial after a pending crossgrade?
Note: If we upgrade to Premium before the RENEWAL notification arrives, the remaining trial time is carried over in our tests.
In this flow, we see a RENEWAL notification for Basic (Annual) (moving from trial → paid), but then the user immediately upgrades to Premium (Monthly) and the trial ends at that moment.
In Production, would the charge for Basic (Annual) be refunded automatically since the user effectively switches to Premium immediately (and Basic Annual does not remain active)?
In Sandbox there’s no real charge, but I want to ensure we won’t see a situation in Production where Basic (Annual) is billed and not refunded, even though the subscription effectively moved to Premium right away.
Thanks in advance!
My MacBook speakers have started crackling on every sound since macOS 26 Beta 1, the problem is still the same on Beta 9.
Happens especially when Simulator is opened.
Hi,
As a company, we have several apps in the AppStore that contain AppClips.
With the latest iOS18 it works without any problems.
With all iOS26 betas so far, however, there is always the problem “ASDErrorDomain- Error 507” and the AppClip cannot be opened.
You can easily test this by scanning the following QR code with the system camera:
You only ever get this error instead of the option to open the AppClip.
As the iOS26 beta phase is already at an advanced stage, we are naturally concerned as to whether the problem will be solved.
Does the alert only serve the following purposes:
required for start events
require for any event that needs to alert the user (with sound or having the live activity show in expanded presentation)
while its content DO NOT matter. Only the presence of the field and its attributes matter.
The only time its content matter are when the receiving device is an Apple Watch.
Is that correct?
Hi,
I set up a Sandbox Tester account in my company’s Apple Developer Program and signed in on my iPhone under Settings → App Store → Sandbox Account.
When I go to Wallet → Add, I only see options for Credit or Debit Card or Travel Card. The option to add an Apple Pay Sandbox Card is missing, and when I try entering the test card numbers from Apple’s documentation (developer.apple.com/apple-pay/sandbox-testing), the card is not valid.
Has anyone experienced this and found a solution? Thanks!
PS: I can't post this to Wallet Category, I keep getting error that it contains sensitive text.
Application has specified the bluetooth-central background mode.
Peripheral Device(BLE) is connected to the iPhone.
Application will initiate a request 'retrieveConnectedPeripheralsWithServices' along with list of services to scan for.
Application will receive a list of peripherals connected to the system whose service UUID's match.
From the list of peripherals, application will initiate a request 'connectPeripheral' with the interested peripheral along with the option set to 'CBConnectPeripheralOptionEnableAutoReconnect'. This option is available from iOS 17+.
CBConnectPeripheralOptionEnableAutoReconnect - This option will help in reconnect back to peripheral when peripheral becomes available. (Turn OFF and Turn ON)
How do we achieve the same thing in earlier IOS version
Hi all,
In InfiniTime, somebody finally implemented ANCS which forced iOS to encrypt the ble connection. As a result, my PineTime appears in the battery widget. Unfortunately, I only get a Bluetooth logo as the icon. Ideally it would be a smartwatch glyph. The GAP appearance value is being set to 0xC2 (smartwatch)
Note: I've used CMF watches in the past, and they display with a smartwatch icon
Any thoughts?
Hi, after upgrading to MacOS Sequoia, my connection to my local IP address does not work. The issue is with the PF (MacOS advanced firewall), as I confirmed that my local application works disabling it temporarily.
Does anyone know how can I do to solve this problem? As APP developer, this is a big problem for me.
Thanks in advance.
On MacOS 26 Tahoe, we are getting a background warning message stating, “App is running in the background…”
Is this expected behavior on the new OS?
Thanks
Asutos
Topic:
App & System Services
SubTopic:
Processes & Concurrency