"EnableLiveAssetServerV2-com.apple.MobileAsset.MetalToolchain" = on;
ProductName: macOS
ProductVersion: 26.0.1
BuildVersion: 25A362
The MetalToolchain is installed, however I keep getting error that MetalToolchain cannot be found by the Xcode
"Command CompileMetalFile failed with a nonzero exit code"
error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain
❯ xcodebuild -downloadComponent MetalToolchain
2025-10-31 11:18:29.004 xcodebuild[6605:45524] IDEDownloadableMetalToolchainCoordinator: Failed to remount the Metal Toolchain: The file “com.apple.MobileAsset.MetalToolchain-v17.1.324.0.k9JmEp” couldn’t be opened because you don’t have permission to view it.
Beginning asset download...
2025-10-31 11:18:29.212 xcodebuild[6605:45523] IDEDownloadableMetalToolchainCoordinator: Failed to remount the Metal Toolchain: The file “com.apple.MobileAsset.MetalToolchain-v17.1.324.0.k9JmEp” couldn’t be opened because you don’t have permission to view it.
Downloaded asset to: /System/Library/AssetsV2/com_apple_MobileAsset_MetalToolchain/4ab058bc1c53034b8c0a9baca6fba2d2b78bb965.asset/AssetData/Restore/022-17211-415.dmg
Done downloading: Metal Toolchain 17A324.
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It's so bad seeing this light mode...
Can I ask Apple to give me an access to their frontend, so I can contribute to their repo with a dark mode feature?
Not asking Apple to make the dark theme, but rather asking them let me do it.
[Submitted as FB20950954]
Xcode Simulator causes crackling and distortion in audio playback across all apps (Apple Podcasts, Music, third-party).
REPRO STEPS
Open any audio app and start playback
Note the audio quality
Launch Xcode Simulator
After a few seconds, note audio quality again
Quit Xcode Simulator
Audio returns to normal
CURRENT
Audio has crackling and distortion while Simulator is running.
EXPECTED
Clean audio playback regardless of whether Simulator is running.
SYSTEM INFO
macOS 26.1 (25B78)
Xcode 26.1 (17B55)
Simulator 26.0 (1058)
I have a binary executable which needs to be given Accessibility Permissions so it can inject keypresses and mouse moves. This was always possible up to macOS 15 - when the first keypress arrived the Accessibility Permissions window would open and allow me to add the executable. However this no longer works in macOS 26: the window still opens, I navigate to the executable file and select it but it doesn't appear in the list. No error message appears.
I'm guessing that this may be due to some tightening of security in Tahoe but I need to figure out what to change with my executable to allow it to work.
I'm making a wrapper library to abstract away some of the 'missing platform support' of DeclaredAgeRange until hopefully it expands to additional platforms.
When I'm trying to fully enumerate all of the cases of AgeRangeDeclaration, which they all state available starting 26.0 (mysteriously added in Xcode 26.2 beta), the app crashes due to a missing symbol at launch time. This happens both for Xcode 26.1, 26.2 beta 2, and matching Xcode Cloud builds. So I've isolated it beyond "doesn't work on my machine".
I just made a handful of crashes and attached a sysdiagnose to a fresh feedback.
FB21121092 - DeclaredAgeRange: Eligibility property and new declaration cases unavailable on iOS 26.1 device contradicting documentation - causes runtime symbol not found crash
If anyone is curious what these crashes look like I've attached the DiagnosticPayload.jsonRepresentation() generated from one of my favorite frameworks, MetricKit.
Very clearly articulated in the diagnostic metadata you can see the symbol not found.
"diagnosticMetaData" : {
"platformArchitecture" : "arm64e",
"terminationReason" : "Symbol not found: _$s16DeclaredAgeRange0bC7ServiceV0bC11DeclarationO14paymentCheckedyA2EmFWC\nReferenced from: <1894EDCB-3263-3604-8938-97D465FF3720> \/Volumes\/VOLUME\/*\/PerformanceOrganizer.app\/PerformanceOrganizer\nExpected in: <B8FD2C23-0CC9-3D94-902D-875900307A7A> \/System\/Library\/Frameworks\/DeclaredAgeRange.framework\/DeclaredAgeRange",
"exceptionType" : 10,
"appBuildVersion" : "745",
"isTestFlightApp" : true,
"osVersion" : "iPhone OS 26.1 (23B85)",
"bundleIdentifier" : "dev.twincitiesapp.performanceorganizer",
"deviceType" : "iPhone18,1",
"exceptionCode" : 0,
"signal" : 6,
"regionFormat" : "US",
"appVersion" : "2.0.0",
"pid" : 22987,
"lowPowerModeEnabled" : false
}
DiagnosticPayload.json
This is the offending code in a type I control and make available on other platforms but leave unused.
extension AgeRangeDeclaration {
// A factory or initializer that takes the AgeRangeService.AgeRangeDeclaration and maps to the common AgeRangeDeclaration type
public init?(platform value: AgeRangeService.AgeRangeDeclaration?) {
guard let value else {
return nil
}
switch value {
// Xcode 26.1 visible cases
case .selfDeclared:
self = .selfDeclared
case .guardianDeclared:
self = .guardianDeclared
// Xcode 26.2 visible cases
// This is the first culprit, all of the following symbols would crash, this is just the first
case .checkedByOtherMethod:
self = .checkedByOtherMethod
case .guardianCheckedByOtherMethod:
self = .guardianCheckedByOtherMethod
case .governmentIDChecked:
self = .governmentIDChecked
case .guardianGovernmentIDChecked:
self = .guardianGovernmentIDChecked
case .paymentChecked:
self = .paymentChecked
case .guardianPaymentChecked:
self = .guardianPaymentChecked
@unknown default:
// Apple added new cases in Xcode 26.2 betas that were available in iOS 26.0,
// so it is probable that this could happen again. If it does, assert to let developers
// bring it to my attention.
assertionFailure("Invalid or out of date knowledge of age range declaration \(value)")
self = .unknown
}
}
}
For what it is worth, the same is also true for isEligibleForAgeFeatures which I suspect was also added to Xcode 26.2 somehow but not made available to real devices running [26.0 - 26.2).
As a side note, thank you for this property, it will let me check what states I need to perform extra checks for in a clean way, I just will need it to now not crash my app on 26.0 and 26.1 runtime devices. :)
Edit:
DTS did confirm on a comment I had in another thread that this is a bug. Now just to wait for an Xcode beta update. https://developer.apple.com/forums/thread/807906?answerId=867205022#867205022
In any case, this is a great example of how MetricKit totally rocks capturing things other off the shelf crash tools might not have a chance to get. I did have to roll back my TestFlight to an earlier build, but MetricKit was there to send me the previous crashes as soon as the app could launch. Thanks MetricKit team!
Topic:
App Store Distribution & Marketing
SubTopic:
General
Tags:
MetricKit
Beta
Xcode
Declared Age Range
Strangely today, I suddenly found I was unable to submit a new build of my iOS app to the app store. It builds perfectly well in Xcode Cloud, launches from TestFlight without issue, but when attempting to submit the app for App Review, I get this error: "This build is using a beta version of Xcode and can’t be submitted."
Of course, the version of Xcode I'm using is not Beta - and I tried this on both public releases of Xcode 16.1 and Xcode 16.2.
Has anyone else seen this, and if so, did you figure out a workaround?
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
I've suddenly started seeing hundreds of the same block of four error messages (see attached image) when running my app on my iOS device through Xcode. I've tried Cleaning the Build folder, but I keep seeing these messages in the console but can't find anything about them.
Phone is running iOS 26.1. Xcode is at 16.4. Mac is on Sequoia 15.5. The app is primarily a MapKit SwiftUI based application.
Messages below:
Connection error: Error Domain=NSCocoaErrorDomain Code=4099 "The connection to service named com.apple.PerfPowerTelemetryClientRegistrationService was invalidated: Connection init failed at lookup with error 159 - Sandbox restriction." UserInfo={NSDebugDescription=The connection to service named com.apple.PerfPowerTelemetryClientRegistrationService was invalidated: Connection init failed at lookup with error 159 - Sandbox restriction.}
(+[PPSClientDonation isRegisteredSubsystem:category:]) Permission denied: Maps / SpringfieldUsage
(+[PPSClientDonation sendEventWithIdentifier:payload:]) Invalid inputs: payload={
isSPR = 0;
}
CAMetalLayer ignoring invalid setDrawableSize width=0.000000 height=0.000000
I'm also seeing the following error messages:
CoreUI: CUIThemeStore: No theme registered with id=0
👋Hi,
I want to ask what equipment the auditors in SSC will use to evaluate students' playground, whether it is iPad pro and mac with camera, or something else. And what system will they use, iPadOS/macOS 26 or something else? Looking forward to your reply.
Thank you
Topic:
Community
SubTopic:
Swift Student Challenge
Tags:
Swift Student Challenge
iPad
Swift Playground
iPadOS
Hello ,
I need some help regarding my Apple Developer Program enrollment.
I purchased the Developer Program on December 3rd, 2025 at 16:03 (Turkey time).
The payment was successfully processed by my bank, and I also received the official Apple Store receipt email confirming the purchase.
However, my Developer account still shows:
• “Purchase your membership”
• “Your purchase may take up to 48 hours to process.”
• Enrollment status: Pending
• App Store Connect still not accessible
It has now been more than 5 days, and the enrollment has not been activated.
Here are the details:
• Region: Turkey
• Payment amount: 1029 TRY (local pricing for the Developer Program)
• Payment status: Completed / Posted (not pending)
• Case ID with Apple Support: 102769533427
• I have already opened a support case, but there has been no resolution yet.
I would appreciate any guidance from others who experienced similar issues.
Is this a known delay for Turkey-based accounts, or does it usually require manual activation by Apple Support?
Any suggestions or insights would be very helpful.
Thank you!
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Hi Apple Developer Forums,
I’m developing an iOS camera app that processes RAW captures using Core Image. I’m seeing a large “first use” performance penalty specifically when creating the CIImage from CIRAWFilter.outputImage.
What’s slow (important detail)
I’m measuring the time for:
let rawFilter = CIRAWFilter(imageData: rawData, identifierHint: hint)
let ciImage = rawFilter.outputImage
This is not CIContext.render(...) / createCGImage(...). It’s just the time to access outputImage (i.e., building the Core Image graph / RAW pipeline setup).
Observed behavior
First time accessing CIRAWFilter.outputImage: ~3 seconds
Second time (same app session, similar RAW): ~3 milliseconds
So something heavy is happening only on first use (decoder initialization, pipeline setup, shader/library compilation, caching, etc.).
Using Metal System Trace, I also noticed that during the slow first call there are many “Create MTLLibrary” events, while the second call doesn’t show this pattern.
Warm-up attempts using bundled DNG
I tried to “warm up” early (e.g., on camera screen entry) by loading a bundled DNG and then accessing CIRAWFilter.outputImage by taking a photo:
Warm-up with a ~247 KB DNG → first real RAW outputImage cost drops to ~1.42s
Warm-up with a ~25 MB DNG → first real RAW outputImage cost drops to ~843ms
This helps, but it’s still far from the steady-state ~3ms.
Warm-up by capturing a real RAW (works, but concerns)
The only method that fully eliminates the delay is to trigger a real RAW capture programmatically before the user’s first photo, then use that captured rawData to warm up the CIRAWFilter.outputImage path. This brings the first user-facing capture close to the steady-state timing.
However:
In some regions, the camera shutter sound cannot be suppressed, so “hidden warm-up capture” is unacceptable UX.
I’m also unsure whether triggering a real capture without an explicit user action could raise compliance/privacy concerns, even if the image is immediately discarded and never saved/uploaded.
Questions
Is the large first-time cost of CIRAWFilter.outputImage expected (RAW pipeline initialization / shader compilation)?
Is there an Apple-recommended way to pre-initialize the Core Image RAW pipeline / Metal resources so the first outputImage is fast, without taking a real photo?
Are there any best practices (e.g. CIContext creation timing, prepareRender(...), specific options) that reliably reduce this first-use overhead for CIRAWFilter?
Attachments
Figure 1: First RAW capture with no warm-up (~3s outputImage time)
Figure 2: First RAW capture after warm-up with bundled DNG (improved but still hundreds of ms)
Thanks for any guidance or experience sharing!
i have been trying to make payment for apple developer account for over a week, my card keeps declining, I have tried several cards, they all decline. whats the problem and what’s the solution?
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
I have an open Feedback conversation with Apple on this topic, but I am curious if others have run into this, or want to try out my sample code in their set up.
there are two API’s for reading controller buttons, axis, and D pads: GCPhysicalInputProfile and GCControllerLiveInput. There are inconsistencies in behaviour between the two of them. Apple recommends we use GCControllerLiveInput, however, there are some capabilities on these controllers that are only accessible through GCPhysicalInputProfile, as I’ll discuss below.
PSVR2 R2/L2 buttons, a.k.a. triggers, have force input analogue values. These can only be accessed on GCPhysicalInputProfile
PSVR2 thumbstick direction values are read through “axes” on GCPhysicalInputProfile, but only “dpads” on GCControllerLiveInput
on both GCPhysicalInputProfile and GCControllerLiveInput, All pressed events of all buttons are fired properly using generic aliases ( Trigger, Grip ,Menu, Right Thumbstick, Left Thumbstick, Right Button A & B (Circle & Cross), Left Button A&B (Triangle and Square) ). Apple reserves the system button as the equivalent of a home button for the OS.
on GCPhysicalInputProfile, touch events are fired when the button is also pressed, but not for only touches.
on GCControllerLiveInput , Touch events only works for the following buttons: Left Thumbstick, Right Thumbstick, Right Button A (Circle), and Right Button B (Cross). But Right Button B touch event isn’t labelled correctly, it fires as the Right Button A event.
I observed this inside ALVR which uses a polling based approach to event processing:
https://github.com/alvr-org/alvr-visionos/blob/17b5968f9d894944b53e97134b39dfce0993302a/ALVRClient/WorldTracker.swift#L301
To simplify to see this on a very simple app, I used the Apple example TrackingAccessories application:
https://developer.apple.com/documentation/ARKit/tracking-accessories-in-volumetric-windows
I’ve attached the code that replaces the AccessoryTrackingModel class. I added code that prints out what is touched/pressed, see the trackAllConnectedSpatialControllers method:
https://github.com/svrc/TrackingAccessories
We recently released an update to our app to prepare for TX SB2420.
Almost immediately on release, we started getting crash reports of crashes when calling isEligibleForAgeFeatures.
Crashed: com.apple.root.user-initiated-qos.cooperative
EXC_BAD_ACCESS KERN_INVALID_ADDRESS 0x0000000000000004
Is it possible that these are beta users that have IOS 26.2 RC or is there a bug in the release version of IOS 26.2?
Note: The crash reports are coming from Crashlytics so we are not getting OS build identifiers other than version "26.2"
We have a password entry field with a "show password" button. The button effectively turns the "secure text entry" textfield into a non-secure text entry field allowing the user to view what they typed in.
When VoiceOver is enabled, I am not including that button in the UI; it doesn't seem to make sense to me for the following reasons.
If you properly test with the screen curtain, the functionality is useless. You don't see anything. I've tried to explain this to my accessibility team. It's also quite ridiculous to offer to show a blind user their password, I'm sure they'd love to see it, but they just can't. This would almost seem insulting as well.
If by toggling that button, and turning a secure text entry into a non-secure text entry, now the app is literally speaking their password aloud. This seems like a security vulnerability to me. What if someone else overhears the password spoken aloud.
The accessibility team is insisting that I need to include the "show password" button when VoiceOver is enabled. This is the response I received.
"functionality should be the same for VI users as for sighted users. It may happen that a VI user wants to check what is typed into password field in order to correct mistakes".
Again, I don't agree with that because functionality should not be the same. Functionality should be changed and altered as necessary to make the user experience as accessible as possible.
And in this scenario, to me the functionality doesn't make sense at all in a VoiceOver setting.
Any thoughts on this? Am I incorrect here? Are there benefits of including a "show password" button to a user utilizing VoiceOver? What should then the functionality be? Speak the password aloud?
Thanks.
I’m attempting to resubmit my app after a few unsuccessful review submissions (first time dealing with this process). Previously, when I resubmitted (the last two times), the “In-App Purchases and Subscriptions” section was available on the version page, and I could select the appropriate IAPs and subscriptions prior to submitting for review.
However, on the resubmission attempt, this section is no longer visible anywhere on the version page! I’ve tried several troubleshooting steps, but it still won’t appear.
Current status:
All IAPs/subscriptions: Waiting for Review
App version status: 1.0 Prepare for Submission
It has been suggested that I "deleting all my subscriptions and [do] them over again..."; however, this workaround is completely unacceptable! While it may work for unreleased apps, it would be catastrophic for production apps. If this UI bug occurred during a subsequent update, deleting IAPs would permanently invalidate the original product IDs—which cannot be reused. This would break all existing customer purchases!
Does anyone know how to get around this?????
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
Subscriptions
App Review
In-App Purchase
Problem: custom icons for folder aliases not showing
System drive and external drive custom alias folder icons don't showup on desktop or external drive (OS14.6 Sonoma 2023); they only show-up as plain folders or with an odd document icon.
Alias doesn't connect to image; however it's there, easily accessible via spacebar.
Finder doesn't save the custom icon to the alias.
See below for workaround.
Summary: I have custom alias icons on my desktop linking to their source files on the system drive and external drive.. however they do not display the custom icon.
After upgrading from OS10.14 Mojave to OS14.6 Sonoma 2023, system drive & external drive custom alias icons no longer display the icon on either drive (there is a work-around for Mojave; see history section).
Personal impact: hampered file navigation and workflow; I'm lost, can't tell where anything is; not having my icons makes it especially difficult to navigate my files and hampers my workflow significantly.
Desired outcome: all custom icons for folder aliases linking to source files (on system & external drives) appear on the desktop, and in all directories on system & external drives (including encrypted external drives).
Status.. August 2024: called apple support, they said there is no solution, and there are no plans to fix it, and no plans for a fix in OS 15 Sequoia (in public beta now)
Action:
❯ leave feedback at https://www.apple.com/feedback/macos/
❯ join this campaign to fix this once and for all! -- After 20 years of dealing with this issue.. we need to fix this.
History:
▪ OS 10.14 Mojave 2018: external drive alias icons don't work; because upon startup, the icon images for these files disappear; because when system starts it loads the system drive icons but not the external drive icons because it's password protected, hence icon information does not get loaded; alias icons can't connect with unmounted external drive @ boot; however it's there, easily accessible via spacebar
the FIX: alias the icons on the desktop each time after boot, however the names are altered
▪ OS X 10.11 El Cap 2015: drag the icons to a folder then back to desktop.. sometimes this works
I stayed on OS9 as long as possible because of the OS10 icon problem
▪ OS 9: all custom alias folder icons worked fine
Givens:
space bar has fast access to icon -highlight alias and press space bar -- seems that it would be a simple solution, since the image is there -- get info for alias also has the image in preview
How to make a custom icon:
open a pic (typically from a screenshot; .png), select image with cursor with shift key down (for a perfect square), copy ⌘C, click target folder, get info ⌘I, click on folder icon on top left corner, paste ⌘V
Fix -- How? --make a solution
approach for a macOS dev?
some bash process to link to icon; how to access icon
Swift?
process to renew the alias icon
process goes through all desktop icons.. fixes them; new icon, correct name
routine where all icons on desktop link to their files
easily making a new alias.. as easy as making a regular alias; cammand L, etc
make alias search for the image
app that makes alias
create custom desktop.. a GUI w links
--
INTERIM FIX / WORKAROUND
create a new folder on your desktop, name it, place it's alias inside the folder, fix the icon, when you open the desktop folder, you will then have to click on the alias --this is very time-consuming and tedious
note: there may be easier options for OSs prior to Sonoma; review History section
workflow:
symbol note: ⇧ shift, ⌃ control, ⌥ option, ⌘ cammand
create new folder on desktop ⌘⇧N , name it.. if the name is already taken by the alias, change the alias's name; for example.. alias it ⌘^A
click on this new folder then ⌘I (get info)
click on the alias, open source location ⌘R (or ⌘⌥^A on older OSs), click on source file (if not highlighted) then ⌘I (get info) , click on folder icon on top left corner, copy ⌘C
click on the get-info window you opened for the new folder, click on folder icon on top left corner, paste ⌘V (if not working see ¹ below), close each of these windows with ⌘W
place the associated aliased folder into the new folder
you can also do this in groups of folders (3-6 seems is optimal).. for example.. move 3 alias icons to clear area on desktop, create 3 new folders and place them below the aliases, select all aliases and ⌘C, open a text document and ⌘V, fix names & name new folders, select new folders, ⌘I, select target aliases, ⌘R, ⌘I for each, move the alias windows below the new folder windows, copy/paste icons from source to new file, close these windows, place alias folders into new folders
¹ if paste function not working.. move on to the next folder and come back.. it can be moody, if it's not working at all.. restart the computer
note2: some icons now have a yellow streak at the bottom
let us know if you have any solutions or workarounds, or can code this (provide a script or app)
Topic:
App & System Services
SubTopic:
Core OS
I have already submitted the updated age rating options and even published a new version of the app after doing so. However, I still received an email with the subject “Final reminder: Answer the updated age ratings questions,” stating that the age rating options have not been submitted.
I checked the App Information section, and all the required age rating options are correctly selected.
Has anyone else received a similar email? Is there any additional action that needs to be taken?
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
I'm developing for compliance with Texas law in the United States.
Currently, I'm encountering an issue where I want to test the feature point "when the app undergoes significant changes, a supervised user initiates a request." However, during actual testing, the app pops up an error message: "Can't Ask, An Unknown error occurred."
Additionally, I see the following error message in the Xcode Console: "Error Domain=AskToCore.ATMessageComposeValidationError Code=4 'The user is in a region that does not support this type of ask.' UserInfo={NSLocalizedFailureReason=The user must be in a supported region to use this feature., NSLocalizedRecoverySuggestion=Please ensure the user is in an eligible region., NSLocalizedDescription=The user is in a region that does not support this type of ask.}"
I am indeed not in the Texas region.
I want to conduct full-process testing before the feature is released to the App Store.
What should I do?
Apart from Sandbox testing (which, in fact, doesn't show any pop-ups either), how can I test under real-world conditions?
I get a lot of downloads from outside USA but almost no conversion (subscription/IAP) from those countries.
Apple App Store does the price conversion based on currency conversion and VAT but it does not take into account that $10 in India or Argentina is a much bigger portion of ones income compared to a US person.
Converting all these prices (175 of them) manually is very cumbersome for each subscription tier and for each region.
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
Developer Tools
Marketing
Localization
I'm seeking clarification on how Requirement 4.1 ("Card Issuers with a Mobile App must support In-App provisioning") applies when the card issuer uses a third-party mobile banking platform rather than a self-developed app.
Our situation:
We are a small credit union (the card issuer)
Our mobile banking app is provided by a third-party digital banking vendor (white-label, but branded with our name)
Card processing is handled by a separate vendor
The ambiguity:
The Apple Pay Specifications define "Card Issuer Mobile App" as:
"The Card Issuer-branded, iOS software application made available on a Device that is used by such Card Issuer's customers to manage, administer, or use Cards."
Our mobile banking app meets this definition—it's branded with our name and used by our members to manage their accounts and cards. However, we don't develop or directly control the app; our digital banking vendor does.
The webinar FAQ stated: "Do we have to implement in-app provisioning? Yes, if you have an app."
Our digital banking vendor interprets this as not applying to them because they are "not the issuer." They've stated: "Apple's requirements are at the card-processor level... our credit unions and, by extension, we are not required to support Apple Pay's in-app provisioning."
Our card processor has indicated they will support in-app provisioning integrations but notes "this would be digital provisioning and we would need the digital banking vendor to work with us to enable."
Specific questions:
When a card issuer uses a third-party mobile banking app (branded for the issuer but developed/maintained by a vendor), does Requirement 4.1 apply?
If yes, who bears compliance responsibility—the issuer, the mobile app vendor, or both?
If the mobile app vendor does not implement in-app provisioning by January 15, 2026, what is the issuer's exposure? Does the issuer face suspension from the Program due to vendor non-compliance?
Is there an alternative compliance path under Requirement 4.8 (Web Provisioning) for issuers whose mobile app vendors cannot deliver in-app provisioning by the deadline?
This scenario likely affects hundreds of small financial institutions using shared digital banking platforms. Clarity on vendor vs. issuer responsibility would help the entire ecosystem prepare appropriately.
Thank you.
Topic:
App & System Services
SubTopic:
Apple Pay