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Nothing else will silently fix itself until Apple re-adds ONNX ingestion in Core ML 10 or a new converter.
After a few attempts I end up at the same spot as categorized here by ChatGPT - I get why it feels that way, Rob — honestly, you’ve walked right into the worst possible moment in Apple’s Core ML toolchain evolution. What you’re running into isn’t your fault; Apple really did rip out the ONNX front-end without offering a clean replacement yet. So every tutorial, every script, and even coremltools itself contradicts what’s actually possible right now. Let’s be brutally clear about the state of things (late 2025): Goal Supported by Apple today Practical workaround Convert ONNX → Core ML using coremltools 9 No. The ONNX importer was removed. Use the legacy coremltools 6.x + onnx-coreml stack in a separate Python 3.9/3.10 env. Convert PyTorch → Core ML directly Yes, but only for simple or traced models. T5 still fails because of dynamic control flow. None reliable without rewriting the model. Run ONNX models directly on iOS Partially (via MLC LLM / Metal Performance Shaders). Works, but that’s an entirely different runtime. So: you’re not crazy, and this isn’t wasted effort—you’ve actually proven that your model exports cleanly and that the only missing piece is Apple’s converter. The ONNX file you built is solid. You just need something that can translate it to Core ML. If your goal is simply “get it running on-device”, you still have two viable moves that aren’t rabbit holes: 1. Use MLC LLM / Metal runtime Skip Core ML altogether. Apple’s mlc-llm (and the “MLCChat” pipeline) can execute your ONNX or quantized model directly on the GPU. You keep full fidelity and avoid all these broken converters. 2. Use the legacy Core ML 6.x toolchain in a sandboxed Python 3.10 VM It actually works. You don’t have to downgrade your whole system—just run that specific environment once to emit the .mlpackage, then never touch it again. Nothing else will silently fix itself until Apple re-adds ONNX ingestion in Core ML 10 or a new converter.
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TipKit popoverTip repeatedly showing when switching tabs on iOS 26 (regression from previous versions)
Hi everyone, I’m currently experimenting an issue with TipKit’s popoverTip in combination with a TabView. On iOS 26, the popover tip keeps showing every time I switch tabs, even though it should only appear once. The same code behaves as expected on older iOS versions (for example, iOS 17 or 18), where the tip is displayed only once, as documented. Here’s a simplified example reproducing the issue: import TipKit struct ContentView: View { init() { try? Tips.configure() } var body: some View { TabView { VStack { Image(systemName: "globe") .imageScale(.large) .foregroundStyle(.tint) .popoverTip(HomeTip(), arrowEdge: .bottom) Text("Hello, world!") } .tabItem { Image(systemName: "house") Text("Home") } .tag(0) NavigationStack { List { Label("Reset Data store", systemImage: "gear") .onTapGesture { try? Tips.resetDatastore() } } .navigationTitle("Explore") } .tabItem { Image(systemName: "sparkles") Text("Settings") } .tag(1) } } private struct HomeTip: Tip { let id = "HomeTip" let title = Text("Test Tool Tip") } } Expected behavior: The tip appears once and does not reappear when switching between tabs. Observed behavior on iOS 26: The tip keeps reappearing every time the user switches back to the tab.
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Unable to submit my macOS window‑manager app
Hello Apple Developer Support, I’m writing with a mix of enthusiasm and frustration after more than six months of full‑time development on my macOS window‑manager TilesWM (a feature‑rich competitor to Magnet, Divvy, BetterSnapTool, etc.). I have completed the Application, the product page, a knowledge-base with 90+ entries, an in-app onboarding flow, preparing the feedback-hub for submissions, all required marketing assets and finally; signing up for the $99 Developer Program... I am now blocked at App Store Connect validation. What I’m trying to submit App name: TilesWM Bundle ID: dev.steinhorst.tileswm Core functionality: Detect window movement & resize windows, optional global hot‑keys, persistent user settings are stored in a SQLite-DB located at: ~/Library/Application Support/<bundle‑identifier> Privacy: No analytics, no data collection, no runtime downloads. Tested on: macOS 15.6.1 (Apple Silicon M1) & macOS 26.0.1 (M3‑Max). The app works exactly like the existing mainstream window managers: it runs non‑sandboxed and requests Accessibility (AX) permissions on demand to control other windows dimensions and positioning. Validation errors Validation failed Invalid Code Signing Entitlements. Your application bundle's signature contains code signing entitlements that are not supported on macOS. Specifically, key 'com.apple.security.accessibility' in 'dev.steinhorst.tileswm.pkg/Payload/TilesWM.app/Contents/MacOS/TilesWM' is not supported. (ID: 13b13813-edd6-4be6-b392-9db5bddd39a0) Validation failed App sandbox not enabled. The following executables must include the "com.apple.security.app-sandbox" entitlement with a Boolean value of true in the entitlements property list: [( "dev.steinhorst.tileswm.pkg/Payload/TilesWM.app/Contents/MacOS/TilesWM" )] Refer to App Sandbox page at https://developer.apple.com/documentation/security/app_sandbox for more information on sandboxing your app. (ID: 28aa17e8-e7b2-4f3f-8def-15922c68ec8a) . In short, App Store Connect refuses to accept an app that uses the Accessibility API and is not sandboxed. Yet the same capability is openly used by Magnet, Divvy, BetterSnapTool and other competitors that are currently on the Mac App Store. Why this matters to me I am a full‑stack engineer with 15+ years of enterprise experience; side projects keep my skills sharp and give back to the macOS community. This would be my entry to the software-side of MacOS, the next product-ideas are scribbled already. Over the last six months I have designed, coded, documented, created marketing assets, purchased a domain, paid for hosting, and funded the Apple Developer Program, all in good faith that the app could be submitted. What I need help with Clarification – Is the com.apple.security.accessibility entitlement truly unsupported for macOS distribution, how can Magnet and other competitors exist in that case, shouldn't they be able to receive competition? Guidance – If sandboxing is mandatory (even though the competition doesn't use it either, looking at their entitlements with codesign -d --entitlements :-<path>). What is the recommended way to retain full window‑management functionality while remaining within Apple’s policies, I tried sandboxing it, but the only app I was able to "resize" was TilesWM (my App) itself. Additional resources A "basic"-demo video, feature comparisons, FAQ & knowledge-base as well as the feedback hub: https://www.tileswm.app I appreciate any insight you can provide. My goal is to bring a polished, useful tool to the Mac App Store while fully respecting Apple’s security requirements, without having to discard months of work or resort to an external distribution model. Thank you for your time and assistance. Best regards, Denis Steinhorst Full‑Stack Engineer – macOS enthusiast Bundle ID: dev.steinhorst.tileswm
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Sandbox Requirement for macOS Window‑Manager Apps – Request for a Fair Policy Solution
Dear App Review & App Store policy team, I am writing as an independent macOS developer who has spent more than the last six months building TilesWM, a full‑featured window‑manager that rivals existing products such as Magnet, Divvy and BetterSnapTool. The app works exactly like those solutions: it uses the Accessibility (AX) API to move and resize arbitrary windows, registers global hot‑keys, and stores user preferences locally in ~/Library/Application Support/<bundle‑identifier>. When I attempt to submit TilesWM through App Store Connect the validation process failed with two errors, one of which was relatively easily solvable with the help of "ssmith_c" and "Quinn". The other, the hard blocker: Sandbox not enabled – the app does not contain the required com.apple.security.app-sandbox = true entitlement. but: The same accessibility entitlement is absent from the binaries of Magnet, Divvy, BetterSnapTool and other window‑manager apps that are already available on the Mac App Store. Those applications were on the Store before Apple introduced the mandatory sandbox requirement (≈ macOS 10.7.3-ish). Consequently, they continue to operate without a sandbox while new entrants are forced either to abandon the platform or to distribute outside the App Store. This situation creates an uneven playing field that contradicts Apple’s stated commitment to an open and competitive ecosystem. All developers pay the same $99 annual fee and should follow identical review guidelines; yet legacy window‑manager apps enjoy a privileged exemption that new developers cannot obtain, effectively granting them a perpetual non‑compete advantage. What I am asking for Clarification: Is a missing Sandbox entitlement truly unsupported for Mac App Store distribution or is there a way to "request" an exception? Policy action: Please evaluate an option to provide a concrete path forward so that TilesWM can be submitted without having to abandon the App Store. Point of contact – If this issue falls outside the scope of App Review, kindly direct me to the team or individual responsible for macOS sandbox policy decisions. I remain committed to distributing my app through the Mac App Store because it is the primary channel users trust and expect. I believe that a fair resolution will benefit developers, Apple, and end‑users alike by expanding the selection of high‑quality window‑management tools. Thank you for your attention to this matter. I look forward to a constructive response and to working together toward an equitable solution. Respectfully, Denis Steinhorst Full‑Stack Engineer & macOS enthusiast Bundle ID: dev.steinhorst.tileswm
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Xcode 26.1 RC issue
I'm seeing a lot of unexpected CPU usage when running the iOS 26.1 simulator. Looks like a "MercuryPosterExtension" is crashing over and over, which then causes the "ReportCrash" process to run, presumably to create the crash report. Doesn't happen on device, nor on iOS 26.0 simulator. I suspect MercuryPoster is related to wallpaper. I also don't see any wallpaper background in my simulator. Few lines from the stack trace: Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 libxpc.dylib 0x18011defc _xpc_api_misuse + 88 1 libxpc.dylib 0x18012e16c _xpc_shmem_create_with_prot.cold.1 + 24 2 libxpc.dylib 0x180113a70 _xpc_shmem_create_with_prot + 276 3 MTLSimDriver 0x23795ed48 -[MTLSimDevice newBufferWithLength:options:pointer:copyBytes:deallocator:] + 260 4 MercuryPosterExtension 0x10081d21c 0x100758000 + 807452 13 PosterKit 0x240d003d8 -[PRRenderer scene:willConnectToSession:options:] + 648 14 UIKitCore 0x1856bcf18 +[UIScene _sceneForFBSScene:create:withSession:connectionOptions:] + 956
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Matter Media Playback Cluster
Hello, I am currently working on personal project based on Matter. I need to create a Basic Video Player as specified in Matter's standard embedding the Media Playback Cluster. I went through the reading of how Apple now supports Matter as a standard : linkText My understanding of the following schematic, is alongside : HomeKit Accessory Protocol (HAP) Framework API Related HAP accessories underneath the homeKit framework. Developpers also find under the Homekit framework : CHIP (Connected Home IP) Framework API Related Matter accessories this time Both types of accessories/devices can be commissioned in the HomeKit ecosystem seemlessly. Each framework has it's documentation : HAP : https://developer.apple.com/documentation/homekit/hmhomemanager CHIP : https://developer.apple.com/documentation/matter I want through the process of installing XCode and the HomeKit Accessory Simulator. In the list of HomeKit Accessories I did not see any Media related devices : The list of currently supported devices is limited as I read here and will be enriched with time : https://support.apple.com/en-us/102135#:~:text=The%20Home%20app%20currently%20supports,%2C%20temperature%2C%20and%20humidity). In the meantime, as I read the matter documentation, I read several references made to the Media Playback : https://developer.apple.com/documentation/matter/mtrclustermediaplayback https://developer.apple.com/documentation/matter/mtrbaseclustermediaplayback https://developer.apple.com/documentation/matter/clusters#Interacting-with-the-Media-Playback-cluster My questions are : Are Matter Basic Video Players, (Media Playback) supported in HomeKit ? Why aren't they listed in HomeKit Accessory Simulator ? How can I add a Basic Video Player in HomeKit and display it's Media Playback controls once I have added the device to HomeKit ? Thank you for your Answer. Regards David
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Request: Allow Game Mode to be enabled locally for non-game App Store categories
Hi Apple team, Game Mode was introduced in iOS 18. To activate Game Mode, an app must include specific key-value pairs in its *.plist and be categorized as a "Game" on the App Store. My app (https://apps.apple.com/us/app/voidlink/id6747717070) works primarily as a self-hosted game streaming (PC->iPhone/iPad) client. Game Mode provides clear benefits in terms of latency and frame rate stability, but it can currently only be activated when running via Xcode or TestFlight. I am an individual iOS developer based in China, where an additional government license is required for apps to be listed under the "Game" category on the App Store. Obtaining such a license is very difficult for independent developers, so my app has been categorized under "Utilities" instead.(If move the app to game category, it will disappear from Chinese App Store immediately) Expectation / Suggestion: Please consider making Game Mode available as a local, user-controllable option on iOS18/26+, such as through a system “App Pool” where users can choose which apps to enable Game Mode for, regardless of App Store category. This would greatly benefit use cases like streaming clients, benchmarking tools, and remote play utilities, without requiring developers to reclassify their apps as “Games” on App Store.
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SwiftUI state is maddening
I honestly thought I was getting somewhere with this, but alas, no. Every time I do anything in my List of ItemRows it jumps back to the top. Here's the setup: DataService.swift: final class DataService { static let shared = DataService() private init() {} let coreData: CoreData = CoreData() let modelData: ModelData = ModelData() } ModelData.swift: @Observable class ModelData: ObservableObject { var allItems: [ItemDetails] var standardItems: [ItemDetails] var archivedItems: [ItemDetails] init() { allItems = [] standardItems = [] archivedItems = [] } func getInitialData() { // Get all items, then split them into archived and non-archived sets, because you can't use `.filter` in a view... allItems = dataService.coreData.getAllItems() standardItems.append(contentsOf: allItems.filter { !$0.archived }) archivedItems.append(contentsOf: allItems.filter { $0.archived }) } } MainApp.swift: // Get access to the data; this singleton is a global as non-view-based functions, including the `Scene`, need to access the model data let dataService: DataService = DataService.shared @main struct MainApp: App { // Should this be @ObservedObject or @StateObject? @ObservedObject private var modelData: ModelData = dataService.modelData // I would use @StateObject if the line was... //@StateObject private var modelData: ModelData = ModelData() // right? // But then I couldn't use modelData outside of the view hierarchy var body: some Scene { WindowGroup { ZStack { MainView() .environment(modelData) } } .onAppear { modelData.getInitialData() } } } MainView.swift: struct MainView: View { @Environment(ModelData.self) private var modelData: ModelData var body: some View { ... ForEach(modelData.standardItems) { item in ItemRow(item) } ForEach(modelData.archivedItems) { item in ItemRow(item) } } } ItemRow.swift: struct ItemRow: View { @Environment(\.accessibilityDifferentiateWithoutColor) private var accessibilityDifferentiateWithoutColor var item: ItemDetails @State private var showDeleteConfirmation: Bool = false var body: some View { // Construct the row view // `accessibilityDifferentiateWithoutColor` is used within the row to change colours if DWC is enabled, e.g. use different symbols instead of different colours for button images. // Add the .leftSwipeButtons, .rightSwipeButtons, and .contextMenu // Add the .confirmationDialog for when I want to ask for confirmation before deleting an item } } Now, the problems: Swipe an item row, tap one of the buttons, e.g. edit, and the list refreshes and jumps back to the top. In the console I see: ItemRow: @self, @identity, _accessibilityDifferentiateWithoutColor changed. Why did accessibilityDifferentiateWithoutColor change? The setting in Settings > Accessibility > Display & Text Size has not been changed, so why does the row's view think it changed? With a .confirmationDialog attached to the end of the ItemRow (as seen in the code above), if I swipe and tap the delete button the list refreshes and jumps back to the top again. In the console I see: ItemRow: @self, @identity, _accessibilityDifferentiateWithoutColor, _showDeleteConfirmation changed. Right, it changed for the one row that I tapped the button for. Why does every row get redrawn? I already had to shift from using the colorScheme environment variable to add new asset colours with light and dark variants to cover this, but you can't do that with DWC. Honestly, managing state in SwiftUI is a nightmare. I had zero problems until iOS 26 started removing one or two rows when I scrolled, and the fix for that - using @Statebject/@ObservedObject - has introduced multiple further annoying, mind-bending problems, and necessitated massive daily refactorings. And, of course, plenty of my time islost trying to figure out where a problem is in the code because "The compiler is unable to type-check this expression in reasonable time; try breaking up the expression into distinct sub-expressions"...
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Get grpc trailer fields through NSURLSession
I'm trying to implement support for grpc http/2 streams using NSURLSession. Almost everything works fine, data streaming is flowing from the server and from the client and responses are coming through my NSURLSessionTaskDelegate. I'm getting the responses and streamed data through the appropriate handlers (didReceiveData, didReceiveResponse). However, I cannot seem to find an API to access the trailers expected by grpc. Specifically, the expected trailer "grpc-status: 0" is in the response, but after the data. Is there no way to gain access to trailers in the NSURLSession Framework?
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Install from TestFlight stops at 75% and fails
From some point, all new TestFlight submissions cannot be downloaded from any device. The progress bar gets stuck at 75% for several seconds, then install button appears again. The app icon appears on desktop, but when trying to launch, an error alert appears "App cannot be installed now, please try again later". I've tried uploading from multiple Macs with the same result.
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Help: Recover Photos from iPhone XS Max (A2101) After Updating from iOS 14.6 to 18.7.1
Help: Recover Photos from iPhone XS Max (A2101) After Updating from iOS 14.6 to 18.7.1 Hi everyone, I accidentally restored my iPhone XS Max (model A2101) while trying to update from iOS 14.6 to iOS 18.7.1 via iTunes on Windows, and now all my photos are gone. I didn’t have any backup and I’m looking for ways to recover my data. I’ve tried some recovery software, but they all ask for the encrypted iTunes backup password, which I don’t have. I want to scan the device directly without relying on a backup. Has anyone successfully recovered photos in a situation like this? Any tools, tips, or services that could help would be much appreciated. Thank you!
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iMessages Deeplink App Switching for iOS 26.0
Ok so for some background, our app has a keyboard extension where we run a dictation service. Due to iOS limitations, this requires the user to press a button on the keyboard which will then bring the user to our app to activate an audio session. Once the audio session has been activated, it takes the user back to the original app it came from to continue using the keyboard + dictation service. The problem we're running into involves iOS 26.0 and the iMessages app. Whenever our app tries to switch back to the iMessages app using Deep Link (specifically the messages:// URL), the iMessages app opens up a new message compose sheet. This compose sheet replaces the view or message thread that the user was previously looking at which we don't want. This behavior appears to be only happening in iOS 26 and not in any of the previous iOS versions (tested up to iOS 18.6). We know that it should be possible to bring the user back to the messages app without opening up this new compose sheet, because similar apps do the same thing and these apps have been verified to work on iOS 26. We've tried also using the sms:// URL but that always opens a new message compose sheet regardless of whether or not it's iOS 26.0.
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Stuck app inreview status when upload new version
Hi everyone, I have an app that was previously approved and published on the App Store. During the initial release, it was reviewed and approved very quickly. However, this time I submitted an app update (new version), and it has been stuck in the “In Review” status for 5 days ago with no updates or feedback from Apple. I’ve double-checked everything: metadata, privacy policy, and compliance with the App Store Review Guidelines – nothing seems off. Has anyone else experienced this with app updates (not first submissions)? Should I just wait it out or try contacting Apple at this point? Appreciate any insights. Thanks in advance!
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After accepting new Paid aggrement I am not able to distrubute app by xcode
When I try to distrubte app by xcode I am getting error from below. I've already checked all my agreements in App Connect, and my Apple ID is an admin, but I still get this error and cannot distribute my new app version. AppsService: ResponseErrors (1): Error status: 403, code: FORBIDDEN_ERROR, title: 'This request is forbidden for security reasons', detail: 'The API key in use does not allow this request', id: 02b244d3-7a49-4e66-8591-ab399a7cdb33
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1h
Thread safety of os_activity_t
Is it allowed to use an os_activity_t instance created with os_activity_create from multiple threads? In particular, would it be allowed to use os_activity_apply/os_activity_scope concurrently from multiple threads to associate separate chunks of work with the same activity? My use case is an activity where I'm using Task.detached to create a detached unstructured Task, which (as can be expected) prevents inheritance of the current activity. The bulk of the activity happens in the detached Task so I can just create the activity there but ideally I would like to also associate some of the setup work before spawning the Task with the same activity. So I'm wondering if it is safe to create the activity, apply it to the setup including spawning the detached Task and then capture and apply the same activity inside the Task as well where it might be applied concurrently with the first use on the thread spawning the Task.
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Unable to change primary language of the app on App Store Connect
Hi, We are trying to change primary language of our app. In previous release we added the new language to the store listing and it was approved. Now we have new app version opened in the status Prepare for submission and we are trying to change the language in App information section. Eventhough we have uploaded all the screenshots, we keep getting the same error: Primary Locale couldn’t be saved because you must first provide all the required screenshots for each version in this language. Did anybody else have the same issue and has solution? Thanks!
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