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Choppy minimized search bar animation
The new .searchToolbarBehavior(.minimized) modifier leads to a choppy animation both on device and SwiftUI canvas (iOS 26.2): I assume this is not the intended behaviour (reported under FB21572657), but since I almost never receive any feedback to my reports, I wanted to see also here, whether you experience the same, or perhaps I use the modifier incorrectly? struct SwiftUIView: View { @State var isSearchPresented: Bool = false @State var searchQuery: String = "" var body: some View { TabView { Tab { NavigationStack { ScrollView { Text(isSearchPresented.description) } .navigationTitle("Test") } .searchable(text: $searchQuery, isPresented: $isSearchPresented) .searchToolbarBehavior(.minimize) // **Choppy animation comes from here?** } label: { Label("Test", systemImage: "calendar") } Tab { Text("123") } label: { Label("123", systemImage: "globe") } } } } #Preview { if #available(iOS 26, *) { SwiftUIView() } else { // Fallback on earlier versions } }
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Failed to register bundle identifier: 403 error
I am a developer with the following roles: Apple Developer Team = admin Using expo & EAS to build & sign = developer We are running a new project so credentials need to be sync'd up. With EAS i can either upload a p12 or use the automatic app signing credentials. I have successfully run this in other projects including another where I am the account owner/holder. For this new project, however, I am not the owner. When I try to "register bundle identifier" it results in: Error: Apple 403 detected - Access forbidden. This request is forbidden for security reasons - You currently don't have access to this membership resource. > eas credentials ✔ Select platform › iOS ✔ Which build profile do you want to configure? › preview ✔ Using build profile: preview If you provide your Apple account credentials we will be able to generate all necessary build credentials and fully validate them. This is optional, but without Apple account access you will need to provide all the missing values manually and we can only run minimal validation on them. ✔ Do you want to log in to your Apple account? … yes › Log in to your Apple Developer account to continue ✔ Apple ID: … myemail@gmail.com › Restoring session /Users/me/.app-store/auth/myemail@gmail.com/cookie ✔ Select a Team › My Project Team - Company/Organization (XXXXX) › Provider My Project Team LLC (XXXXX) ✔ Logged in Local session iOS Credentials Project @team/my-app Bundle Identifier com.teambundle.dev No credentials set up yet! ✔ What do you want to do? › Build Credentials: Manage everything needed to build your project iOS Credentials Project @team/my-app Bundle Identifier com.teambundle.dev No credentials set up yet! ✔ What do you want to do? › All: Set up all the required credentials to build your project ✖ Failed to register bundle identifier com.teambundle.dev Error: Apple 403 detected - Access forbidden. This request is forbidden for security reasons - You currently don't have access to this membership resource. Contact your team's Account Holder, MY MANAGER, or an Admin. Cryptic error? [Learn ](https://github.com/expo/fyi/blob/main/cryptic-error-eas.md) Why am I getting a 403?
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2h
Universal Control Copy Paste Issue
I have a Macbook and a Mac Mini at home, connected with Universal Control. When I copy-paste some big group of files (say, 250GB of photos) the OS creates a copy of all those files under shared-clipboard in Library (filling up disk space in short time) even if I don't even move the cursor to other devices. It doesn't even delete those files and clear up disk space even after I paste it. This is a design flaw, it shouldn't be like this.
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Multi-machine Code Signing
I have two Macs, desktop and laptop. Since they both belong to me, they both sign in with the same Apple account. I find that if I sign and notarize an app on one, the other must be powered off. Otherwise, notarization will fail. Is this intentional? If so, what is the rationale? Is there a way to fix or avoid it? Both systems run macOS Tahoe with the latest updates. Both are set up the same way for signing using the same certificates. The build process is identical on each.
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Unable to login to my Apple Developer Account
Hello! I've been trying to login to my account for over a week now. All the time I am getting an error "Too many verification codes have been sent. Enter the last code you received or try again later.". I cannot contact developer support because that also requires login. There is zero help whatsoever. I don't know what to do anymore. Anyone experienced same issue? Last verification code I received was December 30. Since then my account is basically locked.
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3h
Memory leak when no draw calls issued to encoder
I noticed that when the render command encoder adds no draw calls an apps memory usage seems to grow unboundedly. Using a super simple MTKView-based drawing with the following delegate (code at end). If I add the simplest of draw calls, e.g., a single vertex, the app's memory usage is normal, around 100-ish MBs. I am attaching a couple screenshot, one from Xcode and one from Instruments. What's going on here? Is this an illegal program? If yes, why does it not crash, such as if the encode or command buffer weren't ended. Or is there some race condition at play here due to the lack of draws? class Renderer: NSObject, MTKViewDelegate { var device: MTLDevice var commandQueue: MTL4CommandQueue var commandBuffer: MTL4CommandBuffer var allocator: MTL4CommandAllocator override init() { guard let d = MTLCreateSystemDefaultDevice(), let queue = d.makeMTL4CommandQueue(), let cmdBuffer = d.makeCommandBuffer(), let alloc = d.makeCommandAllocator() else { fatalError("unable to create metal 4 objects") } self.device = d self.commandQueue = queue self.commandBuffer = cmdBuffer self.allocator = alloc super.init() } func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {} func draw(in view: MTKView) { guard let drawable = view.currentDrawable else { return } commandBuffer.beginCommandBuffer(allocator: allocator) guard let descriptor = view.currentMTL4RenderPassDescriptor, let encoder = commandBuffer.makeRenderCommandEncoder( descriptor: descriptor ) else { fatalError("unable to create encoder") } encoder.endEncoding() commandBuffer.endCommandBuffer() commandQueue.waitForDrawable(drawable) commandQueue.commit([commandBuffer]) commandQueue.signalDrawable(drawable) drawable.present() } }
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3h
MacBook Pro Messages app issues on macOS Tahoe 26 Public Beta
Regardless of how long my Mac has been running, clicking on the Messages app causes it to bounce repeatedly. Eventually, it stops and behaves as if it has opened, but sometimes it doesn’t open at all. When it does open, the messages either don’t sync or take several hours to load. Most of the time, the last synced messages are over a week old. Occasionally, I can only message certain people from my Mac. If I attempt to text someone from my Mac, it freezes completely, requiring me to force quit. Interestingly, I don’t encounter any issues between my iPhone 16 Pro Max and iPad Pro. Both my iPhone and iPad are running the latest macOS betas.
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Xcode Using 90GB with ~/Library/Developer — What Can I Safely Clean?
Hi everyone, I’m an iOS developer working on a Mac with limited storage (256 GB). I’ve noticed that the ~/Library/Developer folder is taking up almost 90 GB, mainly due to Xcode-related content. Inside it I see folders like: Xcode/DerivedData DocumentationCache iOS DeviceSupport UserData CoreSimulator/Devices Before deleting anything, I’d like to understand which of these folders are safe to clean up, and what the potential side effects might be (for example, rebuild times, simulator re-downloads, etc.). What is the recommended best practice to manage disk space when using Xcode on a low-storage machine? Thanks in advance for your help.
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4h
something that's probably easy to fix but it's driving me crazy
hy! apple developer community! No, I have a problem that's driving me crazy: Multiple commands produce '/Users/giulia/Library/Developer/Xcode/DerivedData/ScheduledStudy-dcmmhcdncitvfkdditbjoipfalqg/Build/Products/Debug-iphonesimulator/singintestwidgetExtension.appex/Info.plist'. Can you help me fix it? I know it's probably stupid, but I've been trying to fix it for days. There aren't two info.plist file, and that's why I don't quite understand. If you could help me, you'd be doing me a favor. Thanks for your time. P.S. I'm sorry, but I'm just starting out with programming and I'm also quite young.
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Virtual Machine UDID Changes in macOS 15: Looking for Guidance on Development Workflow
Hello, We're developing endpoint security software using the Endpoint Security framework, and we've encountered challenges with the behavior change in macOS 15 regarding provisioning UDIDs in cloned VMs. The Change Prior to macOS 15, cloning a VM preserved its UDID (format: 0000FE00-9C4ED9F68BBDC72D). Starting with macOS 15, cloned VMs receive a new UDID generated from the host's Secure Enclave (format: b043d27202c7ac37ca3c6b82673302225485cae9), making each clone effectively a new device. Our Workflow We maintain a clean base VM image and clone it for each test run. We add the base VM's UDID to our provisioning profile once, then create clones which (previously) retained that same UDID, allowing us to start new testing cycles without re-registering devices. This is essential because our product involves low-level system integration through the Endpoint Security framework, and if something goes wrong during development, it has the potential to affect system stability. To prevent any cascading issues between test runs or different product versions, we need each test to start from a known clean state rather than reusing the same VM. The Challenge With each VM clone generating a new UDID, we're hitting Apple's device registration limits quickly. This particularly impacts: New team members who spin up VMs for the first time and can't run signed builds Our CI/CD pipeline where multiple test environments need provisioning profiles Developers testing different branches who need separate clean environments Current Workaround We've found that VMs created on macOS 14 and upgraded to macOS 15+ retain their original UDID format. However, we're concerned this workaround may stop working in future macOS versions, which would leave us without a viable path forward. If the workaround stops working, our fallback would be signing each CI build with a Developer ID signature to allow running on any device. However, we'd prefer to avoid this as it would significantly increase load on Apple's signing infrastructure for what are essentially internal test builds. We completely understand the security reasoning behind tying UDIDs to the host's Secure Enclave for Apple Account support. However, for development workflows that don't require Apple Account features in VMs but do require clean, isolated test environments, the previous behavior was quite valuable. Question Is there a recommended approach for teams in our situation? We're happy to explore alternative workflows if there's a pattern we're missing, or we'd be glad to provide more context if this is a use case Apple is considering for future updates. Thanks for any guidance you can provide! Feedback case: FB21389730
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Persisting User Settings with SwiftData
I was wondering what the recommended way is to persist user settings with SwiftData? It seems the SwiftData API is focused around querying for multiple objects, but what if you just want one UserSettings object that is persisted across devices say for example to store the user's age or sorting preferences. Do we just create one object and then query for it or is there a better way of doing this? Right now I am just creating: import SwiftData @Model final class UserSettings { var age: Int = 0 var sortAtoZ: Bool = true init(age: Int = 0, sortAtoZ: Bool = true) { self.age = age self.sortAtoZ = sortAtoZ } } In my view I am doing as follows: import SwiftUI import SwiftData struct SettingsView: View { @Environment(\.modelContext) var context @Query var settings: [UserSettings] var body: some View { ForEach(settings) { setting in let bSetting = Bindable(setting) Toggle("Sort A-Z", isOn: bSetting.sortAtoZ) TextField("Age", value: bSetting.age, format: .number) } .onAppear { if settings.isEmpty { context.insert(UserSettings(age: 0, sortAtoZ: true)) } } } } Unfortunately, there are two issues with this approach: I am having to fetch multiple items when I only ever want one. Sometimes when running on a new device it will create a second UserSettings while it is waiting for the original one to sync from CloudKit. AppStorage is not an option here as I am looking to persist for the user across devices and use CloudKit syncing.
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Changing Dock Icon for my Qt app
Hello, I'm trying to make a white-Label sort of thing for my app, that is: a script runs before the app launches, sets a certain LaunchAgent command that sets and environment variable, and based on that variable's value tha main app's icon changes to a certain logo (change only happens in the dock because changing the icon on disk breaks the signature) When the app launches it takes a noticeable time until the dock icon changes to what I want, so I worked around that by setting the app's plist property to hide the dock icon and then when the app is launched I call an objc++ function to display the icon in the dock again (this time it displays as the new icon) The showing happens through [NSApp setActivationPolicy:NSApplicationActivationPolicyRegular]; The problem happens when I try to close the app, it returns back to the old logo before closing which is what I want to prevent. I tried hiding the app dock icon before closing but even the hiding itself changes the icon before hiding The hiding happens through [NSApp setActivationPolicy:NSApplicationActivationPolicyProhibited]; My goal is that the main app icon doesn't appear to the user through the dock, and that the icon that is only visible is the other one that changes during runtime The reason for this is that I have an app that should be visible differently depending on an environment variable that I set using an installer app. The app is the same for all users with very minor UI adjustments depending on that env variable's value. So instead of creating different versions of the app I'd like to have just 1 version that adjusts differently depending on the env variable's value. Somehow this is the only step left to have a smooth experience Feel free to ask more clarification questions I'd be happy to help Thank you
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Apple Developer Enrollment Stuck — Paid Twice, Still Pending
Hello, I am writing this post because the Apple Developer Program enrollment process is clearly malfunctioning, and I have reached a point where this situation is unacceptable. First payment I initially purchased the Apple Developer Program on December 3rd, 2025 at 16:03 (Turkey time). The payment was fully completed, confirmed by my bank, and I received the official Apple Store receipt. • Order ID: W1557478965 • Amount: 1029 TRY • Status: Completed / Posted Despite this, my account continued to show: • “Purchase your membership” • Enrollment status: Pending • No access to App Store Connect After several days with no response from Apple Support and no activation, I assumed something had gone wrong on Apple’s side. Second payment Because I was completely blocked and received no reply from support or the forums, I made a second payment to rule out any payment failure. • Order ID: W1694587309 • Amount: 1029 TRY • Status: Completed / Posted Current situation At this point: • Two separate payments • Two unique Apple Store order IDs • Zero activation • Zero response from Apple Support • Enrollment still Pending • App Store Connect still inaccessible Support case details: • Apple Support Case ID: 102769533427 • Multiple follow-ups sent • No reply • No action taken This is no longer a delay — this is a system-level failure. I have paid twice for a single Developer Program membership and received nothing in return: no activation, no explanation, and no support. I am formally requesting manual intervention by Apple staff to: 1. Immediately activate my Apple Developer Program membership 2. Investigate and resolve the duplicate payment (refund or clarification) 3. Explain why a paid enrollment can remain blocked with no support response If this forum is monitored by Apple employees, this issue requires urgent escalation. This situation should not happen in a paid developer program. Thank you.
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RFID read
Hi! Following this ticket: https://developer.apple.com/forums/thread/808764?page=1#868010022 Is there any way to use the hardware RFID reading capabilities of an iPhone to read ISO15693 RF tags silently, and without a UI pop-up? Perhaps using other native iOS libraries than the NFC library? If not, is there a way for a business to request this feature be allowed in internally used apps only?
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Question: How to support landscape-only on iPad app after 'Support for all orientations will soon be required' warning
Dear Apple Customer Support, I’m developing a new Swift iPadOS app and I want the app to run in landscape only (portrait disabled). In Xcode, under Target > General > Deployment Info > Device Orientation, if I select only Landscape Left and Landscape Right, the app builds successfully, but during upload/validation I receive this message and the upload is blocked: “Update the Info.plist: Support for all orientations will soon be required.” Could you please advise what the correct/recommended way is to keep an iPad app locked to landscape only while complying with the current App Store upload requirements? Is there a specific Info.plist configuration (e.g., UISupportedInterfaceOrientations~ipad) or another setting that should be used? Thank you,
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Unable to Renew
Hello Somehow I let my Developer Account lapse - and now our App has been removed. I cannot find the renewal area in the Developer portal - there is an "Enrol Today" button, but when I select this - I get an error screen "Sorry, you can't enrol at this time - Your Apple Account is already associated with the Account Holder of a membership." I have no idea how to proceed! Please help Apple! Nick
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https://stackoverflow.com/questions/79865253/watchos-swiftui-ui-redraws-are-delayed-in-always-on-power-saving-mode-despite
I'm working on a watchOS app using SwiftUI that updates its UI based on regular, time-driven logic. On a real Apple Watch, after the app has been running for ~1 minute, the device enters Always-On / power-saving display mode (screen dimmed, wrist down). From that point on, SwiftUI UI updates become noticeably delayed. The underlying logic continues to run correctly, but the UI only redraws sporadically and often "catches up" once the screen becomes fully active again. The app is running in workout mode, which keeps it alive and maintains WatchConnectivity, but this does not prevent UI redraw throttling. Below is a minimal reproducible example that demonstrates the issue. PlaybackModel.swift import SwiftUI @MainActor final class PlaybackModel: ObservableObject { @Published var beat: Int = 0 private var timer: Timer? func start() { timer?.invalidate() timer = Timer.scheduledTimer(withTimeInterval: 0.5, repeats: true) { _ in Task { @MainActor in self.beat += 1 } } } func stop() { timer?.invalidate() } } ContentView.swift (watchOS) import SwiftUI struct ContentView: View { @StateObject private var model = PlaybackModel() var body: some View { VStack { Text("Beat: \(model.beat)") .font(.largeTitle) } .onAppear { model.start() } .onDisappear { model.stop() } } } Observed Behavior • The beat value continues to increase reliably. • After the watch enters Always-On / power-saving mode, SwiftUI redraws are delayed or skipped. • When the screen becomes fully active again, the UI catches up. Questions: • Is this UI redraw throttling in Always-On / power-saving mode an unavoidable system limitation on watchOS? • Is there any supported way to keep consistent SwiftUI update frequency while the app is visible but dimmed?
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vDSP.DiscreteFourierTransform failed to initialize with 5 * 5 * 2^n count
I am implementing the FFT using vDSP.DiscreteFourierTransform. According to the official documentation, the count parameter has requirements as outlined below: /// The `count` parameter must be: /// * For split-complex real-to-complex: `2ⁿ` or `f * 2ⁿ`, where `f` is `3`, `5`, or `15` and `n >= 4`. /// * For split-complex complex-to-complex: `2ⁿ` or `f * 2ⁿ`, where `f` is `3`, `5`, or `15` and `n >= 3`. /// * For interleaved: `f * 2ⁿ`, where `f` is `2`, `3`, `5`, `3x3`, `3x5`, or `5x5`, and `n>=2`. Despite adhering to these specifications in theory, my attempt to initialize an interleaved DFT with count = 2 * 2 * 5 * 5 (equivalent to 5×5 × 2²) resulted in a failure. Below is the code snippet I used for the initialization: do { let dft = try vDSP.DiscreteFourierTransform( previous: nil, count: 2 * 2 * 5 * 5, direction: .forward, transformType: .complexReal, ofType: DSPComplex.self ) print(dft) } catch { print("DFT init failed:", error) } Could somebody more knowledgeable with these APIs have a look? Thanks!
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