This is no longer highlighting my entity when looking at it:
RealityView { content
let hoverComponent = HoverEffectComponent(.spotlight(
HoverEffectComponent.SpotlightHoverEffectStyle(
color: .white, strength: 2.0
)
))
entity.components.set(hoverComponent)
The entity is in a window. The same code works in an immersive view.
Collision Component and Input type are set in RCP.
It's also stopped working on my published app (built under visionOS 2.x) using my visionOS 26 device.
If I use a 2.x simulator, it works.
Is this a bug or is there something I'm missing?
Thanks.
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GKAccessPoint triggerAccessPointWithState handler not invoked on iOS 26.0 and iOS 15.8.4
Incorrect/Unexpected Behaviour:
When calling [GKAccessPoint.shared triggerAccessPointWithState:GKGameCenterViewControllerStateAchievements handler:^{}] on a real device running iOS 26 beta (iOS 26), the overlay appears as expected, but the handler block is never called. This behavior also not working correctly on previous iOS versions(tested on iOS 15.8.4)
Steps to Reproduce:
Authenticate GKLocalPlayer
Call triggerAccessPointWithState:handler: with a block that logs or performs logic
Observe that overlay appears, but block is not executed
Behavior:
UI appears correctly
Handler is not invoked at all
Expected Result:
The handler should fire immediately after the dashboard is shown.
Actual Result:
The handler is never called.
Usecase:
As GKGameCenterViewController is deprecated we are moving to GKAccesspoint but due to above functionality issue we are unable to.
Environment:
Device: iPhone 16, iPhone 7
iOS: 26.0 and iOS 15.8.4
Xcode: 26.0 beta and Xcode 16.4
Hey everyone, hoping someone here has run into this before.
I have a fully functional App Clip (com.didyoucatchit.app.Clip) linked to my main app (com.didyoucatchit.app). The Clip builds and runs perfectly, but I’m seeing issues trying to enable Apple Pay for it.
When I try to link my Merchant ID under the “On Demand Install Capable” capability in the Apple Developer portal, I get this error:
A relationship in the provided entity is not allowed for this request.
The relationship 'undefined' can not be included in a 'bundleIdCapabilities' request.
Here’s what I have already configured and confirmed:
App Clip capabilities in Xcode include:
Apple Pay Payment Processing
Associated Domains (appclips:app.didyoucatchit.com)
Provisioning profile includes:
Apple Pay Payment Processing
Associated Domains
In-App Purchase
On-Demand Install Capable
Entitlements file for the Clip:
<key>com.apple.developer.associated-domains</key>
<array>
<string>appclips:app.didyoucatchit.com</string>
</array>
<key>com.apple.developer.in-app-payments</key>
<array>
<string>merchant.com.didyoucatchit.app</string>
</array>
<key>com.apple.developer.parent-application-identifiers</key>
<array>
<string>$(AppIdentifierPrefix)com.didyoucatchit.app</string>
</array>
Merchant ID (merchant.com.didyoucatchit.app) is active and connected to Stripe
Stripe Apple Pay configuration matches the same merchant ID and certificate
Both provisioning profiles have been refreshed and downloaded
However:
The portal still throws the “relationship 'undefined'” error anytime I try to modify the Clip’s capabilities
In testing, Apple Pay doesn’t show up as a payment option in the Clip (using Stripe’s Payment Element integration)
Questions:
Is this a known issue with the Developer portal when linking App Clips to merchant IDs?
Is there a specific way to re-establish the parent–child relationship between the main app and the App Clip so the bundleIdCapabilities request includes the proper relationship JSON?
Are there any additional configuration steps required when using Stripe for Apple Pay inside an App Clip?
System Setup:
Xcode: 16.2 (build 16C5032a)
macOS: Sequoia 15.3.1
iOS: 18.5 (testing on physical device)
Merchant ID: merchant.com.didyoucatchit.app
Main App ID: com.didyoucatchit.app
App Clip ID: com.didyoucatchit.app.Clip
Any help or insight would be hugely appreciated
Thanks in advance!
My project build failed in Xcode Cloud(works well in my local Mac), and the error shows: Preparing build for App Store Connect failed
The error message is not clear enough to help us find the solution to fix it. Can anyone help with it?
My archived xcode builds show that they have been successfully uploaded to testflight but once in the appstore they do not appear. Is there anyone else with the same problem?
The APP was not awakened by system after start a liveactivity and the liveactivity has showed on lock screen.so the updatetoken wont send to our inner server and the liveactivity can not update,often like this,but sometimes it can work.
it makes me confuse,and i don't know how should i can do,because the liveactivity like a black box,i can not analyse the data link.for example ,inner server send a start liveactivity,but it can not accept a updatetoken unless the user lanuch APP.
i hope the liveactivity can start and update on background. And i have developed it as described in the document.
Hope to get your help,thank you very much.
Ever since Xcode Version 26.0.1 I cannot for the life of me make my buttons rectangular. They are all capsule (or oval) shaped. My interface was designed for square buttons but no matter what I do the issue stays the same. This is what I have (it's fairly barebones but would have worked before I believe):
@IBOutlet weak var PagesInterface: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
PagesInterface.layer.cornerRadius = 0
PagesInterface.layer.masksToBounds = true
}
Pending Termination Notice
Upon further review of the activity associated with your Apple Developer Program membership, it's been determined that your membership, or a membership associated with your account, has been used for dishonest or fraudulent activity, in violation of the Apple Developer Program License Agreement. Given the severity of the identified issues, all apps associated with your Apple Developer Program account have been removed from the App Store and your account has been flagged for removal.
Because your account has been flagged for removal, any earnings payments are paused and app transfers are disabled. Creating new accounts after receiving this message may result in the termination of the new or associated accounts.
Evidence of Dishonest or Fraudulent Activity
App submissions from your account have engaged in concept or feature switch schemes to evade the review process, such as dynamically populating different app content after review, submitting apps with hidden features, repeatedly submitting misleading apps, and/or submitting apps with concrete references to content that you are not authorized to provide or is otherwise not appropriate for the App Store.
Guidelines or Terms Violated
The dishonest or fraudulent activity described above directly violates section 3.2(f) of the Apple Developer Program License Agreement, which states:
"You will not, directly or indirectly, commit any act intended to interfere with any of the Apple Software or Services, the intent of this Agreement, or Apple’s business practices including, but not limited to, taking actions that may hinder the performance or intended use of the App Store, Custom App Distribution, TestFlight, Xcode Cloud, Ad Hoc distribution, or the Program (e.g., submitting fraudulent reviews of Your own Application or any third-party application, choosing a name for Your Application that is substantially similar to the name of a third-party application in order to create consumer confusion, or squatting on application names to prevent legitimate third-party use). Further, You will not engage, or encourage others to engage, in any unlawful, unfair, misleading, fraudulent, improper, or dishonest acts or business practices relating to Your Covered Products or Corresponding Products (e.g., engaging in bait-and-switch pricing, consumer misrepresentation, deceptive business practices, or unfair competition against other developers)."
Appeal
If you would like to appeal this termination decision to the App Review Board, you must do so within 30 calendar days. When submitting your appeal, be sure to select "I would like to appeal an app rejection or app removal" from the drop-down menu on the Contact the App Review Team page and provide a written statement that includes the following:
A thorough explanation of the issues we identified
Specific steps you will take to prevent its recurrence
New information clarifying these issues, if you disagree with our findings
Otherwise, your Apple Developer Program membership will be terminated. If you have questions, contact us.
我收到了 这个通知 ,我提交申诉了,但是没有任何反应,也没有收到回馈通知,我不确定我的申诉是否成功送达,我希望和苹果审核的工作人员取得联系,我已经认真修改了应用,并且了解了我违反的选项。
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
Hello Apple Team,
We are looking at developing an iOS feature on our current development that stores user-generated images as CKAssets in the public CloudKit database, with access control enforced by our app’s own logic (not CloudKit Sharing as that has a limit of 100 shares per device). Each story or post is a public record, and users only see content based on buddy relationships handled within the app.
We’d like to confirm that this pattern is consistent with Apple’s best practices for social features. Specifically:
Is it acceptable to store user-uploaded CKAssets in the public CloudKit database, as long as access visibility is enforced by the app?
Are there any performance or quota limitations (e.g., storage, bandwidth, or user sync limits) that apply to CKAssets in the public database when used at scale?
Would CloudKit Sharing be recommended instead, even if we don’t require user-to-user sharing invitations?
For App Review, is this model (public CKAssets + app-enforced access control) compliant with Apple’s data and security expectations?
Are there any caching or bandwidth optimization guidelines for handling image-heavy public CKAsset data in CloudKit?
Thanks again for your time
Problem Description:
1、I have two sandbox accounts from different countries. Account A is from Mainland China (CHN), and Account B is from the United States (USA). When I switch the sandbox account from Account A (CHN) to Account B (USA) in the system settings and restart the app, the value of SKPaymentQueue.defaultQueue.storefront.countryCode always returns "CHN" instead of the expected "USA".
2、This issue only occurs on iOS 18.2 and above.
3、On the same device running iOS 17.5.1, the behavior is correct. However, after upgrading the system to iOS 18.3.2, the error occurs.
4、In the sandbox environment, although SKStorefront.countryCode returns the wrong value, the currency type for Apple's in-app purchase is correct when initiating the payment.
5、The issue only exists in the sandbox environment and does not occur in the App Store-downloaded package.
Demo Code:
- (IBAction)clickButton:(id)sender
{
NSString *appStoreCountryCode3 = SKPaymentQueue.defaultQueue.storefront.countryCode;
NSLog(@"%@",appStoreCountryCode3);
}
Demo Testing Steps and Results:
1、Sandbox Account A (China) will print "CHN".
2、Go to Settings - Developer - (at the bottom) SANDBOX APPLE ACCOUNT, and switch to another sandbox account B (USA).
3、Restart the Demo App.
4、Print results:
iOS 17.5.1: "USA" ✅ → Upgrade the system of the same device to iOS 18.3.2 → "CHN" ❌
iOS 18.2.1: "CHN" ❌
iOS 18.3.1: "CHN" ❌
iOS 18.3.2: "CHN" ❌
Possible Clues:
Starting with iOS 18.2, Apple changed the entry point for setting up sandbox accounts, which introduced this bug. It seems that when users switch sandbox accounts on iOS 18.2, Apple engineers forgot to notify the SKStorefront class to update the countryCode value.
Before iOS 18.2: Settings - App Store - Sandbox Account
iOS 18.2 and later: Settings - Developer - (at the bottom) Sandbox Account
Although it doesn't affect the App Store package, it does impact our development and testing process. We hope this issue can be fixed in future versions. Thank you!
How can you distribute an XCFramework via Swift Package Manager when it has dependencies on other Swift packages? We accomplished this with CocoaPods in order to distribute our closed source SDK that has dependencies, but need to migrate to SPM. Note none of the types from the dependencies are used as part of our module’s public interface - usage is purely internal.
I’ve made a lot of progress following these steps for a simple example:
Create Framework Project
Create a new iOS Framework project in Xcode and name it WallpaperKit
In the project settings select the target and verify in Build Settings that Build Libraries for Distribution is Yes then set Skip Install to No
Create a new UIViewController subclass, name it WallpaperPreviewViewController, make it public, and add some functionality to it to show a UIImageView
Add a new Package Dependency in the project settings, for this example we’ll use https://github.com/onevcat/Kingfisher, and specify exact version 8.5.0
Add internal import Kingfisher and use it in WallpaperPreviewViewController to download and show an image from the web
Close the WallpaperKit project
Create Hosting App Project (this makes it easier to develop the framework functionality and test it in an app with Xcode building both in the same workspace)
Create a new iOS app project and name it WallpaperApp
Create a new workspace named WallpaperApp
Close the WallpaperApp project
Drag and drop WallpaperApp.xcodeproj into the workspace’s sidebar
Drag and drop WallpaperKit.xcodeproj into the workspace’s sidebar
Switch the scheme to WallpaperKit and build
Select WallpaperApp project, then with WallpaperApp target selected, in the General tab under Frameworks, Libraries, and Embedded Content, click + and add WallpaperKit.framework
In ViewController.swift, import WallpaperKit and add functionality to present an instance of WallpaperPreviewViewController
Run the app and verify it works
Create XCFramework
In Terminal, cd into WallpaperKit and run xcodebuild archive -scheme WallpaperKit -configuration Release -destination 'generic/platform=iOS' -archivePath './build/WallpaperKit.framework-iphoneos.xcarchive' SKIP_INSTALL=NO BUILD_LIBRARIES_FOR_DISTRIBUTION=YES DEFINES_MODULE=YES
Run xcodebuild archive -scheme WallpaperKit -configuration Release -destination 'generic/platform=iOS Simulator' -archivePath './build/WallpaperKit.framework-iphonesimulator.xcarchive' SKIP_INSTALL=NO BUILD_LIBRARIES_FOR_DISTRIBUTION=YES DEFINES_MODULE=YES
Run xcodebuild -create-xcframework -framework './build/WallpaperKit.framework-iphonesimulator.xcarchive/Products/Library/Frameworks/WallpaperKit.framework' -framework './build/WallpaperKit.framework-iphoneos.xcarchive/Products/Library/Frameworks/WallpaperKit.framework' -output './build/WallpaperKit.xcframework'
Open the build folder and retrieve the XCFramework
Create Swift Package
Create a new package in Xcode, select Library, and name it WallpaperKitDist
Drag and drop WallpaperKit.xcframework into Sources
Create a new directory in Sources called WallpaperKitDependencies
Create a new Swift file in WallpaperKitDependencies called WallpaperKitDependencies (SPM requires a Swift file to recognize WallpaperKitDependencies as a valid target and fetch dependencies)
Open Package.swift and change it to
import PackageDescription
let package = Package(
name: "WallpaperKit",
platforms: [
.iOS(.v18)
],
products: [
.library(
name: "WallpaperKit",
targets: ["WallpaperKit", "WallpaperKitDependencies"]
),
],
dependencies: [
.package(
url: "https://github.com/onevcat/Kingfisher.git",
exact: "8.5.0"
)
],
targets: [
.binaryTarget(
name: "WallpaperKit",
path: "./Sources/WallpaperKit.xcframework"
),
.target(
name: "WallpaperKitDependencies",
dependencies: [
"Kingfisher"
],
path: "./Sources/WallpaperKitDependencies"
)
]
)
Create Test App (to simulate a third-party app using the package)
Create a new iOS app project and name it TestApp
Add a new Local package selecting the WallpaperKitDist directory that contains Package.swift
Import WallpaperKit and use it to present a WallpaperPreviewViewController
This works! Though the console logs
objc[39953]: Class _TtC10KingfisherP33_6AA794C9C370CDB07604B4D8B99AEAA312BundleFinder is implemented in both /Users/Name/Library/Developer/Xcode/DerivedData/TestApp-capvhjiqxrdgdnbevpkajicnjpcs/Build/Products/Debug-iphonesimulator/WallpaperKit.framework/WallpaperKit (0x100e8bbf8) and /Users/Name/Library/Developer/CoreSimulator/Devices/E0AF13C2-874C-47B9-B864-72AF3E4D5D4B/data/Containers/Bundle/Application/AF32011A-92E7-4E26-9A97-9F0C25C07863/TestApp.app/TestApp.debug.dylib (0x101a543b0). This may cause spurious casting failures and mysterious crashes. One of the duplicates must be removed or renamed.
I thought using internal import Kingfisher (or @_implementationOnly import Kingfisher) would have resolved this, but seems to make no difference compared to just import Kingfisher. I suspect it might not be an issue as long as the Kingfisher version number specified in the distribution Package.swift matches the version used in the framework project (and the app does not add a different version as a dependency), but not positive.
Can these warnings be resolved, or is it not a concern in this setup? Is this the best solution to distribute an XCFramework via Swift Package Manager that has dependencies on other Swift packages for now or is there a better approach? Thanks!
Hello,
I would like to understand the update behavior for App Clips.
Let's consider a scenario where a user has an App Clip on their device from a previous interaction. If I, as the developer, then publish a new version of the App Clip to the App Store, what is the expected behavior?
My main questions are: Will the App Clip be automatically updated in the background? Or, is user action required to get the new version, for example, by deleting the old one and re-launching it from a Smart App Banner or QR code?
Any information on this process would be greatly appreciated.
Thank you.
I have hundreds of photo folder and the app don’t have a search bar to choose one of them when a want to save a photo. I have to scroll down until I find the one I want
Topic:
Community
SubTopic:
Apple Developers
Hi everyone,
We’re currently using CKSyncEngine to sync all our locally persisted data across user devices (iOS and macOS) via iCloud.
We’ve noticed something strange and reproducible:
On iOS, when the CKSyncEngine is initialized with manual sync behavior, both manual calls to fetchChanges() and sendChanges() happen nearly instantly (usually within seconds). Automatic syncing is also very fast.
On macOS, when the CKSyncEngine is initialized with manual sync behavior, fetchChanges() and sendChanges() are also fast and responsive.
However, once CKSyncEngine is initialized with automatic syncing enabled on macOS:
sendChanges() still appears to transmit changes immediately.
But automatic fetching becomes significantly slower — often taking minutes to pick up changes from the cloud, even when new data is already available.
Even manual calls to fetchChanges() behave as if they’re throttled or delayed, rather than performing an immediate fetch.
Our questions:
Is this delay in automatic (and post-automatic manual) fetch behavior on macOS expected, or possibly a bug?
Are there specific macOS constraints that impact CKSyncEngine differently than on iOS?
Once CKSyncEngine has been initialized in automatic mode, is fetchChanges() no longer treated as a truly manual trigger?
Is there a recommended workaround to enable fast sync behavior on macOS — for example, by sticking to manual sync configuration and triggering sync using a CKSubscription-based mechanism when remote changes occur?
Any guidance, clarification, or experiences from other developers (or Apple engineers) would be greatly appreciated — especially regarding maintaining parity between iOS and macOS sync performance.
Thanks in advance!
I want to print the content of a WKWebView. I've done some searching, and many people have struggled with this over the years. Some claimed success, but their solutions don't work for me. One person created images for each pages and printed that, but then if you were to print to PDF, you'd get a PDF containing images rather than text.
If I just call the printView(_:)) method of the view, I get blank pages.
With the following more elaborate code, I get a partial printout, 11 out of what should be about 13 pages.
let info = NSPrintInfo.shared
info.topMargin = 72.0;
info.bottomMargin = 72.0;
info.leftMargin = 72.0;
info.rightMargin = 72.0;
info.isVerticallyCentered = false;
info.isHorizontallyCentered = false;
info.horizontalPagination = .fit;
info.verticalPagination = .automatic;
let printOp = webView!.printOperation( with: info )
printOp.canSpawnSeparateThread = true
printOp.view?.frame = NSMakeRect( 0, 0,
info.paperSize.width, info.paperSize.height )
printOp.runModal(for: webView.window!, delegate: self,
didRun: nil, contextInfo: nil )
When I run the above under the debugger, I see console messages saying
CGContextClipToRect: invalid context 0x0.
Once the print dialog appears, if I touch (but not change) the selected printer, then the page count changes to the correct value.
I have designed a new icon for my app/Tahoe in Icon Composer (launched from within Xcode)but I simply cannot get it to show up. The documentation for Icon Composer spends a lot of time describing how to design the icons but goes distressingly vague/silent on how one might use it. It suggests that I should drag the file to Xcode and it will guide me as to where to put it.
The app continues to use the old (pre-Tahoe) icon.
I don't get any change of behaviour and I don't know what to name the file. I assume that there are no other settings that I have to change. I can't find anything on the web or in Apple's documentation: maybe I'm missing something obvious!
My app is a working NSDocument-based Cocoa project.
Any suggestions please.
Tahoe 26.0.1, Xcode 26.0.1, Apple M1 Max MBP.
I've got an iOS app with a custom top toolbar view that uses a UIScrollEdgeElementContainerInteraction to achieve the iOS 26 progressive blur background. It's over top of a web view, and I've set the top edge effect style on its scroll view to .hard so the toolbar's edges are more defined.
I'm noticing that the blur doesn't extend fully to the bottom edge of the toolbar, and I'm curious to know if this is a bug or expected behavior. If the latter, what exactly are the details of what's expected? What determines the bottom extent of the blur?
I've got this result in a sample project on iOS 26.0. The white border is the label, and the red border is the title bar view itself. Note that the Daring Fireball logo visible inside the bounds of the bar view, and is cut off at the bottom edge of the label.
This is the code from the demo app that produced the screenshot.
let config = WKWebViewConfiguration()
let webView = WKWebView(frame: .zero, configuration: config)
self.view.addSubview(webView)
webView.translatesAutoresizingMaskIntoConstraints = false
webView.topAnchor.constraint(equalTo: self.view.topAnchor).isActive = true;
webView.bottomAnchor.constraint(equalTo: self.view.bottomAnchor).isActive = true;
webView.leftAnchor.constraint(equalTo: self.view.leftAnchor).isActive = true;
webView.rightAnchor.constraint(equalTo: self.view.rightAnchor).isActive = true;
webView.scrollView.topEdgeEffect.style = .hard
webView.load(URLRequest(url: URL(string: "https://daringfireball.net")!))
let barView = UIView()
self.view.addSubview(barView)
barView.translatesAutoresizingMaskIntoConstraints = false
barView.topAnchor.constraint(equalTo: self.view.topAnchor).isActive = true;
barView.leftAnchor.constraint(equalTo: self.view.leftAnchor).isActive = true
barView.rightAnchor.constraint(equalTo: self.view.rightAnchor).isActive = true
let edgeEffect = UIScrollEdgeElementContainerInteraction()
edgeEffect.scrollView = webView.scrollView
edgeEffect.edge = .top
barView.addInteraction(edgeEffect)
barView.layer.borderColor = UIColor.red.cgColor
barView.layer.borderWidth = 1
let titleLabel = UILabel()
barView.addSubview(titleLabel)
titleLabel.translatesAutoresizingMaskIntoConstraints = false
titleLabel.leftAnchor.constraint(equalTo: barView.leftAnchor).isActive = true
titleLabel.rightAnchor.constraint(equalTo: barView.rightAnchor).isActive = true
titleLabel.bottomAnchor.constraint(equalTo: barView.bottomAnchor, constant: -20).isActive = true
titleLabel.topAnchor.constraint(equalTo: barView.safeAreaLayoutGuide.topAnchor, constant: 8).isActive = true
titleLabel.textAlignment = .center
titleLabel.text = "Title Here"
titleLabel.layer.borderColor = UIColor.green.cgColor
titleLabel.layer.borderWidth = 1
Hello,
I'm exploring the new SwiftUI WebView and WebPage APIs introduced in iOS 26, and I have a question about configuring media playback behavior.
In our app, we currently use WKWebView with the mediaTypesRequiringUserActionForPlayback property set to [] (or WKAudiovisualMediaTypeNone) to allow HTML videos with an "autoplay" attribute to play automatically without requiring user interaction. This property is part of WKWebViewConfiguration and controls which media types require a user gesture to begin playing. According to the official documentation (WKWebViewConfiguration.mediaTypesRequiringUserActionForPlayback), this allows us to support video content that needs to autoplay for our specific use case.
With the new iOS 26 WebView and WebPage APIs, I haven't been able to find a way to configure this behavior. Looking through the available configuration options, there doesn't appear to be an equivalent setting.
My questions are:
Has the default behavior changed for the new SwiftUI WebView? Does it now allow media autoplay by default?
If not, is there a way to configure this behavior that I'm missing?
If this configuration is intentionally not exposed, what is the recommended approach for apps that need to enable media autoplay?
Currently, we're wrapping WKWebView in a UIViewRepresentable to maintain this functionality, but we'd love to migrate to the native SwiftUI WebView later this year if possible.
Thank you for any guidance you can provide!
Hello,
I'm exploring the new SwiftUI WebView and WebPage APIs introduced in iOS 26, and I have a question about configuring JavaScript window opening behavior.
In our app, we currently use WKWebView with the javaScriptCanOpenWindowsAutomatically property set to true to support a specific use case. This property is part of WKPreferences and controls whether JavaScript can open windows without user interaction. According to the official documentation (WKPreferences.javaScriptCanOpenWindowsAutomatically), this property defaults to false on iOS and true on macOS.
With the new iOS 26 WebView and WebPage APIs, I haven't been able to find a way to configure this behavior. Looking through the available configuration options, there doesn't appear to be an equivalent setting.
My questions are:
Has the default behavior changed for the new SwiftUI WebView? Does it now allow JavaScript to open windows automatically by default on iOS?
If not, is there a way to configure this behavior that I'm missing?
If this configuration is intentionally not exposed, what is the recommended approach for apps that need to enable automatic window opening?
Currently, we're wrapping WKWebView in a UIViewRepresentable to maintain this functionality, but we'd love to migrate to the native SwiftUI WebView later this year if possible.
Thank you for any guidance you can provide!
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