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ViewModel Scene's not rendering properly
Hi All, I'm new to IOS development/Xcode and would appreciate any/all advice/guidance on this unexplainable issue. Please excuse my potential usage of wrong terms. I have a project that was handed to me in a near completed state and there is a UI bug in the program that I am trying to fix. It is opening multiple instances of a View Controller Scene in the wrong dimensions, causing instanced layers that act independently of each other rather than a simple "page re-routing" like regular front end development. Upon investigating the codebase I have noticed the following potential source: The storyboard was originally modeled after an IPhone 16 Pro Max, however the main device we will be creating the app for is an iPad 11 mini. Upon changing the simulated device, the view models for most of my XXXViewControllerScenes are not rendering the correct size. Here are some examples: Image1 ) When selecting the RootNavController (scene 1) > all storyboard scenes render the correct size (at least thats what it visually looks like). When clicking on the "Type Select View Controller" or the View within the "Type Select View Controller Scene" (scene 2) the view models remain the correct size. Image2) However when clicking into the View for "Order Start View Controller Scene" - this causes the View and SafeArea renders for all scenes(except the RootNav)to shrink and not be the correct size equal to the simulated device: This also persists, where previosly my Scene 2 which was the correct size, is now the incorrect size no matter what I do. The only way I have found to work around this is to re-select my RootNavController to render all scenes the proper size, then individually click the components I'm trying to edit in the Document Outline panel and tweak them manually on the Attribute Editor. Not to mention this makes setting constraints extremely hard as the elements render "off screen" What I have checked so far: Ensure all my ViewControllerScene's Attribute Editor > Simulated Metric > Size = Inferred Unchecked "Use Preferred Explicit Size" for all ViewControllerScene's Attribute Editor > Simulated Metric > Content Size - 1 thing to note here is some of them have a set size of 744x1133 (when they render the full size) but it changes to 580x640 (when it shrinks) even though the option is UNCHECKED? Circling back to the UI Bug in my app, when I segue to the next Scene, the pages end up loading in the shrinked dimension. Please help me identify what is causing this issue and how to fix it or refer me to some guides that can assist.
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URGENT HELP
Hi everyone, I'm trying to enroll in the Apple Developer Program, but I keep getting stuck in a frustrating loop. After logging in, I’m asked to agree to the Apple Developer Agreement. I accept the terms, but then it redirects me to an error page that says: “You’ve already agreed to the Apple Developer Agreement. Continue to your account or sign out.” When I click “Continue to your account,” it just brings me back to the same agreement page—and the cycle repeats endlessly. To make things worse, I can’t contact Apple Developer Support because I apparently need an active account to do so, which puts me right back into the same loop. I’ve also tried enrolling from different Apple devices, but I keep receiving this error: internal exception occurred ErrorCode: 991991 ErrorMessage: The request cannot be processed at this time. Please try again later. Has anyone else experienced this issue? Is there a known fix or workaround? I’d really appreciate any help or suggestions on how to break out of this loop or get in touch with Apple support. Thanks in advance!
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Passkey fails only on developer.apple.com
I've got a weird issue where Passkey fails, but only on developer.apple.com. Here's how it manifests: On portal, select "Sign In With Passkey" Get prompted with TouchId (on my MacBook) Portal says "can't verify your account" However: Sign in with Password works fine Sign in with Passkey on any other website works fine Not sure if it's related, but this appears to have happened around the time I had my logic board replaced. I did have weird issues with my iCloud account where I had to sign out of all devices, then sign back in. I assume this has to do with the hardware having the same serial number, but somehow appeared like a different computer in other ways. Things I've tried: In Passwords app, searching for "apple.com", I only see passwords, no passkeys. However, Safari password auto-fill always suggests the passkey entry first. developer.apple.com does not appear to have any way of managing sign-in credentials accounts.apple.com does not appear to be any way to manage passkeys. Sign in with Passkey on iPhone also results in "can't verify your account". Called AppleCare support, they were unable to help. Since Passkeys work for other websites, they believe this is a problem specifically with developer.apple.com. They suggested calling Developer support. Called Developer support, they were unable to help. They said AppleCare Support is best suited. Filled out Feedback (FB18185623) System: macOS 15.6 Safari 18.6 Has anyone else encountered anything weird like this? Is there any way to fix this? It would be nice if I could just delete the old passkey and create a new one. But I can't find any tool that will let me do that.
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iOS 26 CarPlay Widgets
My company's app has a few widgets and a couple of them we do not want to show up on CarPlay due to safety concerns when iOS 26 releases. I understand Apple's recommended way to prevent users from using your widget in CarPlay is to use the .disfavoredLocations([.carPlay], for: [.systemSmall]), and this puts your widget in the 'Other' section of the widgets. https://developer.apple.com/download/files/CarPlay-Developer-Guide.pdf However, this .carPlay widget location is only available in Xcode 26, and our app cannot be built on Xcode 26 yet due to some build errors. We are able to fix those build errors in a separate branch, but we won't be doing our official release builds on Xcode 26 until it is out of beta, which is usually right before iOS 26 officially releases to general audiences. We release our app versions on a monthly cadence, so the version that will be out when iOS 26 comes out is already in testing. Is there any existing way we can disable this widget on CarPlay so it does not appear to work when tapped? Currently, it opens our CarPlay app, but the CarPlay app does nothing with it. On the iPhone, when you tap the widget it opens our app and performs a function. We don't wan't to disable it on the iPhone, just when it's on CarPlay. We don't have time before the app release to implement the same functionality on our CarPlay app. I haven't found any reliable way to detect if the widget is running in the CarPlay location versus the iPhone home screen. Thanks in advance for any assistance.
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Unable to download Metal toolchain with Xcode Beta 5
I'm unable to download the Metal toolchain with Xcode. When trying to do it via the command line, I get the following: > xcodebuild -downloadComponent metalToolchain -exportPath /tmp/MyMetalExport/ Beginning asset download... 2025-08-06 19:46:19.983 xcodebuild[1395:22024] Writing error result bundle to /var/folders/48/1k1jfsxn56zcs4qr_719rc1w0000gn/T/ResultBundle_2025-06-08_19-46-0019.xcresult xcodebuild: error: Failed fetching catalog for assetType (com.apple.MobileAsset.MetalToolchain), serverParameters ({ RequestedBuild = 17A5295f; }) From Console.app: DVTDownloadsFetchAssetCatalog() complete assetType (com.apple.MobileAsset.MetalToolchain), options: (MADownloadOptions allowsCellular: 0 resourceTimeout: 60 canUseCacheServer: 0 discretionary: 0 disableUI: 0 sessionId: (null) additionalServerParams:{ RequestedBuild = 17A5295f; } allowsExpensiveAccess:1 requiresPowerPluggedIn: 0 prefersInfraWiFi: 1 liveServerOnly: -1 DownloadAuthorizationHeader: not present analyticsData: not present allowDaemonConnectionRetries: 0), result: (59), catalogError: (Download failed due to not being able to find the host. (Catalog download for com.apple.MobileAsset.MetalToolchain)) Note that I am online. I've tried restarting my computer and Xcode and using a different network.
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Install HelpBook in application
The Apple documentation is from the 10.6 era and appears to be not correct for the modern OS. I have the help book prepared as a html document. What needs to be done to take this html document (html text and in the same directory a directory with all the image files. In Firefox the html document displays correctly. What modifications are necessary for the html document? And where do I lace this in the application bundle?
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SystemData and IOS Images
Hi, I’m trying to free up space on my computer and have uninstalled Xcode. However, I noticed that many large files remain on the filesystem even after uninstalling it. The largest remaining files (~33 GB) are iOS Simulator images located at: /System/Volumes/Data/Library/Developer/CoreSimulator/Volumes I attempted to delete them using root privileges, but it seems that these system files are mounted as read-only. I’m reaching out to ask for guidance to ensure that these files do not contain anything important for macOS, and that it’s safe to remove them before getting in recovery mode. Thank you very much for your advice!
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Problems compiling xcframeworks using Carthage with the latest Xcode beta
I use Carthage to build a set of dependencies. I generate .xcframework files with code for both macOS and iOS. This works through Xcode 26 beta 4. With Xcode 26 beta 5, the resulting .xcframework files seem to have code only for iOS, not macOS. Each framework has a ios-arm64 directory and a ios-arm64_x86_64-simulator directory, but no macos-arm64_x86_64 directory. This is affecting 3 of my 7 cross-platform dependencies that I compile with Carthage. What those 3 seem to have in common is that each has one target and scheme for the shared library – instead of one for iOS and another for macOS. I may have to create a second scheme and target in each of these dependencies, or move to SPM. But I am wondering if anyone has another suggestion. Thank you. John
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XCODE16.4 UNABLE TO DOWNLOAD iOS 18.6 RUNTIME ON MAC 15.5
I'm experiencing an issue here on my Xcode 16.4, where i can't download the supported iOS 18.6 runtime because it stays stuck on the 'preparing' state. I have also tried getting it manually from the dev site but they only have 18.2. The only runtime that would download easily via Xcode was 17.5 but I can't build my project with that. I have tried using curl to even get a download url, nothing worked. All my terminal approach didn't work also. Any help or guidance to sort this out? Thank you.
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Firebase dependencies on Xcode
Hi everybody! I am pretty new to app development. I started by creating an app and linking it to Firebase as DB. I had added them directly on Xcode (File>Add Package Dependencies>...). Then I needed one specific package that was not there, so I started using cocoapods (all from the terminal), but it didn't work. When I deleted the ones from cocoapods (I am not 100% sure I deleted everything I had to), I started using the packages in the first way, but now it doesn't even build with the packages I have. I checked many times and I actually have those packages, but it does not work at all. Any suggestions on how to solve it or who I could contact? Thanks.
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I'm unable to manage multiple bundle IDs on XCode 16.4 Cloud Workdlows
I have two apps in App Store Connect (same app but different bundle IDs), and I would like to manage workflows for both. However, when configuring workflows, although both apps appear on the list for configuration at first, selecting and configuring the first will be the only app available, since after that, there's no way to add the other app. It looks like a bug, but I couldn't find any additional reports of this case while browsing the web.
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Developer Program membership
Yesterday I paid for my developer account the way I pay for Apple Music and iCloud every month. I received an email that the payment was successful. But my account still looks unpaid. Now if I try to click the renew active button in the Developer app I get a message that my developer account is already subscribed. Last time I was told in technical support that the payment was made for another developer account, but I paid for my account while logged in with my apple id. I ask you to resolve this issue so that my account becomes active.
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Localizing your apps
TL;DR version: AkVox - “Your App in Your User’s Language” Quickly and easily localize your app into as few or as many languages as you want with AkVox. Longer version: AkVox can localize any Xcode project. Simply drag your Exported Localizations folder into AkVox, click translate, then export, and you’re ready to import the translated localizations catalogs back into Xcode. Alas, you cannot import the whole localizations folder as one, you must import each catalog individually, a process that takes around 10 seconds per language. AkVox can also assist you when you’re ready to publish your app on App Store Connect. You can create a list of texts you will enter to promote your app and AkVox will translate them. Again, you can’t apply all your translations to the App Store in ne go, you have to apply each language individually. To make this task less painful, AkVox has a convenient set of buttons to make the copy and paste process as quick and simple as possible. The same arrangement is available when you come to add “mini texts” during setting monetization subscriptions. AkVox employs Google Cloud Translate which means you will need an API Key to be able to run full translations. However, Google offers a generous monthly allowance of 500,000 characters to be translated for free each month. This may well mean that you don’t ever pay for the translation process, just the very low price to use AkVox. The free version of AkVox simulates translating by substituting jumbled versions of Hamlet’s “To be or not to be” speech – this is instead of utilising what would normally be used in this case, the tediously dull Lorem Ipsum text. To see AkVox explained in detail, go to the website: https://akvox.com/
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Developer account renew payment refused
Hi, We're trying to renew our subscription as we've always done before. But somehow all our credit cards were rejected. We've tried changing to different cards but with no success. The error message we get is: We are unable to complete your order. There was an issue processing your order. Verify that your information is correct and try again. If you need further assistance, contact us. If you'd please be so kind as to help us figure this out. We don't know what the issue is exactly. And we got an email saying: To avoid a delay in receiving your order, contact us via the Developer page to change your payment information. If after 4 days we're still unable to process your payment, your order will be canceled. You may contact your card provider to find more information. We've tried the developer app as suggested and that didn't work as well. We got the following error: We've sent a reply in the emails we got but there were no answers and every method you propose does not seem to tell us why 4 credit cards from 3 different countries were all rejected. Please, send us an explaination first as to why the payments were rejected and then what can we do to solve this ASAP Best regards Best regards.
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WeatherKit "Pricing and Additional Endpoints" question.
In the availability and pricing section, we have reviewed the plans and we will be upgrading to 50 or 100 million calls/month but before we do, we have a couple questions. Does the API have rate limit or throttling? Do you have additional weather forecast endpoints like hail, radar, or pollen forecast? I see in this thread https://developer.apple.com/forums/thread/795642 that air quality is not available Thanks
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