I’ve filed this as FB20943098 (macOS 26.1 – FileProvider v3 synchronous enumeration bug), but posting here in case others can reproduce and add duplicates.
Systems:
macOS 26.1 (26B82)
M4 Mac mini Pro and M4 MacBook Air
Symptoms:
In any app (TextEdit, Pages, Browsers, etc.), the Open/Save dialog lags for ~1s per folder navigation click. CPU spikes from fileproviderd, cloudd, bird, and siriactionsd.
Key discovery:
If my iCloud Drive root is empty (only “Documents” and “Downloads”), performance is perfect.
As soon as any folder or file exists at the root of iCloud Drive, the lag returns immediately.
Moving those items into “Documents” or “Downloads” makes everything smooth again.
Analysis:
Based on process traces and container paths, this appears to originate in the FileProvider.framework subsystem (via fileproviderd), which mediates iCloud Drive. Early evidence suggests that folder enumeration of the iCloud Drive container root may be blocking UI threads in macOS 26.1. I believe this may be related to the recent internal migration of the file-provider backend (often referred to as “v3”), but I do not have direct confirmation from Apple of that exact change.
MacOS 26.1’s new FileProvider v3 backend seems to be blocking the Open/Save panel while enumerating the iCloud Drive root container (~/Library/Application Support/FileProvider/723EBBFF-…).
Folder enumeration seems to wait synchronously for metadata from fileproviderd, and if the local SQLite DB is busy (WAL writes or sync state checks), UI freezes briefly.
Workarounds:
Disabling iCloud Drive entirely fixes the issue.
Simply disabling Desktop/Documents sync does not help.
Keeping the iCloud Drive root empty avoids the lag without turning iCloud off.
I am able to store whatever I please in the Desktop or Documents folder which is currently syncing.
Would appreciate if others on 26.1 could confirm.
Engineers: I’ve attached fs_usage, log stream, and process samples to my Feedback ticket via the FB20943098.
Expected behavior: Folder enumeration in NSOpenPanel should remain asynchronous regardless of FileProvider background activity. Open/save modal should be responsive and smooth.
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Hi everyone! I am working on AR app and wanted to implement object occlusion because it removes drift pretty much from the object. This working great with RealityKit sample But I am unable to replicate such behaviour it with scenekit. Because scenekit does not offer object occlusion. Can we say scenekit is getting depricated, and we should re-write app in RealityKit (which is obviously a big task)?
Hi there,
I am trying to publish my first app (VisionOS 2.0) via TestFlight for internal testing via XCode 16.0 beta 2.
I have tried clicking both 'Distribute App' and 'Validate App', but either way receive the following error:
"DVTAppStoreConnect.ServiceBackendError error 1"
I am a bit stuck for now, any feedback would be gratefully received!
Many thanks
Hello,
I've been developing a mac app built with Electron Builder. In August, I was successfully notarizing my app and able to send it to testers without them receiving a malware warning. I took a two month break. When I came back in October, I am not able to distribute my app without the malware warning.
I can't for the life of me figure out what I could be missing, unless my developer account was flagged by Apple for some reason. All the diagnostics I run on my app package show that it is properly signed, notarized, and stapled.
Here are some diagnostics I have run on the app:
Command: codesign -dv --verbose=4 "/Volumes/Form Desktop 1/Form.app"
Output:
Executable=/Volumes/Form Desktop 1/Form.app/Contents/MacOS/Form
Identifier=co.Form.desktop
Format=app bundle with Mach-O thin (arm64)
CodeDirectory v=20500 size=763 flags=0x10000(runtime) hashes=13+7 location=embedded
VersionPlatform=1
VersionMin=720896
VersionSDK=917504
Hash type=sha256 size=32
CandidateCDHash sha256=cedcaef933c003c01b4d9ef6925a413fe6b4a585
CandidateCDHashFull sha256=cedcaef933c003c01b4d9ef6925a413fe6b4a585bf61e19751e8158775600b00
Hash choices=sha256
CMSDigest=cedcaef933c003c01b4d9ef6925a413fe6b4a585bf61e19751e8158775600b00
CMSDigestType=2
Executable Segment base=0
Executable Segment limit=16384
Executable Segment flags=0x1
Page size=4096
CDHash=cedcaef933c003c01b4d9ef6925a413fe6b4a585
Signature size=8973
Authority=Developer ID Application: Jacob LEELAND (92D98F49FU)
Authority=Developer ID Certification Authority
Authority=Apple Root CA
Timestamp=Nov 14, 2025 at 8:25:09 PM
Notarization Ticket=stapled
Info.plist entries=30
TeamIdentifier=92D98F49FU
Runtime Version=14.0.0
Sealed Resources version=2 rules=13 files=35090
Internal requirements count=1 size=176
RESULT: ✅ SIGNED WITH DEVELOPER ID
✅ NOTARIZATION TICKET STAPLED
✅ HARDENED RUNTIME ENABLED
----------------------------------------------------------------
Command: spctl --assess --verbose=4 --type execute "/Volumes/Form Desktop 1/Form.app"
Output:
/Volumes/Form Desktop 1/Form.app: accepted
source=Notarized Developer ID
RESULT: ✅ GATEKEEPER ACCEPTS APPLICATION
----------------------------------------------------------------
Command: xattr -l "/Volumes/Form Desktop 1/Form.app"
Output:
(No extended attributes)
----------------------------------------------------------------
Command: stapler validate "/Volumes/Form Desktop 1/Form.app"
Output:
Processing: /Volumes/Form Desktop 1/Form.app
The validate action worked!
RESULT: ✅ NOTARIZATION TICKET VALID
[signing-verification-report.txt](https://developer.apple.com/forums/content/attachment/45b41936-6e7a-4f4f-8e80-bc1e3136c84e)
code-block
I have attached a more complete diagnostic text file as well. I have tried notarizing the .dmg in addition to the app bundle, but no combination seems to work as far as I can tell.
I appreciate any help or point in the right direction. I've wasted many days of development time on this, lol.
Hey guys, I updated to macOS Tahoe and after that I tried installing Xcode 26, but I always get an error message saying it can’t complete the installation, both through the App Store and via direct download from Apple’s website. Is anyone else having this same issue?
Hello Apple Support Team,
We are experiencing a performance issue with HTTP/3 in our iOS application during testing.
Problem Description:
Network requests using HTTP/3 are significantly slower than expected. This issue occurs on both Wi-Fi and 4G networks, with both IPv4 and IPv6. The same setup worked correctly in an earlier experiment.
Key Observations:
The slowdown disappears when the device uses:
· A personal hotspot.
· Network Link Conditioner (with no limitations applied).
· Internet sharing from a MacBook via USB (where traffic was also inspected with Wireshark without issues).
The problem is specific to HTTP/3 and does not occur with HTTP/2.
The issue is reproducible on iOS 15, 18.7, and the latest iOS 26 beta.
HTTP/3 is confirmed to be active (via assumeHttp3Capable and Alt-Svc header).
Crucially, the same backend endpoint works with normal performance on Android devices and using curl with HTTP/3 support from the same network.
I've checked the CFNetwork logs in the Console but haven't found any suspicious errors or obvious clues that explain the slowdown.
We are using a standard URLSession with basic configuration.
Attempted to collect qlog diagnostics by setting the QUIC_LOG_DIRECTORY=~/ tmp environment variable, but the logs were not generated.
Question:
What could cause HTTP/3 performance to improve only when the device is connected through a hotspot, unrestricted Network Link Conditioner, or USB-tethered connection? The fact that Android and curl work correctly points to an issue specific to the iOS network stack. Are there known conditions or policies (e.g., related to network interface handling, QoS, or specific packet processing) that could lead to this behavior?
Additionally, why might the qlog environment variable fail to produce logs, and are there other ways to obtain detailed HTTP/3 diagnostic information from iOS?
Any guidance on further diagnostic steps or specific system logs to examine would be greatly appreciated.
Thank you for your assistance.
Are the Wifi-Aware's WAEndpoint's discovered ephemeral? I'm trying to understand what's the best way to reconnect a disconnected WifiAware connection - Can I just cache the endpoint and start a new connection with the same endpoint or do I need to browse again and get a new WAEndpoint?
My use case requires both WifiAware connection to another device and the devices also need to be connected to infrastructure wifi most of the time. I'm concerned about the WifiAware's connection having any impact on infrastructure wifi. What is the impact on the infrastructure wifi here in comparison to using the Apple peer to peer wifi(That Multipeer framework or Network framework use)?
Hello,
I'm trying to figure out the behavior of AssetPackManager.shared.remove(assetPackWithID: ).
I'm working with MapKit tiles and currently working on trying projecting them correctly which involves serving the AssetPack locally, downloading, checking alignment, and then deleting and changing.
My question is that remove(assetPackWithID: ) completes successfully and the asset pack is removed. This is confirmed by trying to remove the AssetPack again which throws an error.
However, the asset is still appearing on MapKit after the removal. This is a bit odd as this persists not only with force killing, but also restarting the device.
Please advise on how to properly remove an AssetPack.
Thank you
iPhone 15 Pro Max (iOS 26.0.1)
iPhone 17 Pro Max (iOS 26.0.1)
Hi Apple reviewers,
My app is in status "Waiting for review" for 6 days now without any change of the status.
I was wondering if something happened that is causing this issue.
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
I've had a Unreal Engine project that uses libwebsocket to make a websocket connection with SSL to a server. Recently I made a build using Unreal Engine 5.4.4 on MacOS Sequoia 15.5 and XCode 16.4 and for some reason the websocket connection now fails because it can't get the local issuer certificate. It fails to access the root certificate store on my device (Even though, running the project in the Unreal Editor works fine, it's only when making a packaged build with XCode that it breaks)
I am not sure why this is suddenly happening now. If I run it in the Unreal editor on my macOS it works fine and connects. But when I make a packaged build which uses XCode to build, it can't get the local issuer certificate. I tried different code signing options, such as sign to run locally or just using sign automatically with a valid team, but I'm not sure if code signing is the cause of this issue or not.
This app is only for development and not meant to be published, so that's why I had been using sign to run locally, and that used to work fine but not anymore.
Any guidance would be appreciated, also any information on what may have changed that now causes this certificate issue to happen.
I know Apple made changes and has made notarizing MacOS apps mandatory, but I'm not sure if that also means a non-notarized app will now no longer have access to the root certificate store of a device, in my research I haven't found anything about that specifically, but I'm wondering if any Apple engineers might know something about this that hasn't been put out publicly.
I am trying to upgrade my app to use Xcode 26 and I cannot get my tests to launch.
I am trying to launch tests to the simulator, and I always get this error after 300 second timeout:
"encountered an error (The test runner hung before establishing connection.)"
There are no other errors getting logged.
I can run to the same simulator just fine, and in Xcode 16 the tests launch with no issues.
The tests also run fine on an actual iPhone.
Thanks in advance.
Hi,
How to post to App & System Services -> Wallet ?
I'm getting "This post contains sensitive language. Please revise it in order to continue" blockage every time I try to submit.
Thanks.
During the release of our macOS App, we encountered the following issue:
We need to support dynamic code loading of WebAssembly (wasm) inside our App, mainly by loading WebAssembly (wasm) binary modules.
We discovered a problem: a wasm file is neither an executable nor a bundle, so it cannot be code-signed.
Since our App needs to pass notarization, we have not set the com.apple.security.cs.allow-unsigned-executable-memory entitlement.
Without setting com.apple.security.cs.allow-unsigned-executable-memory, loading a wasm module results in an “unsigned code” error that causes the process to crash.
Could you please advise on what we should do to avoid this problem? Is it possible to apply for a special entitlement to allow com.apple.security.cs.allow-unsigned-executable-memory?
Hello,
I’m developing an app for both iOS and macOS using Mac Catalyst.
On the iOS target, the DeclaredAgeRange framework works fine: I enabled the capability, set the entitlement, and can call the APIs successfully.
However, when I build the Mac Catalyst target, I get compile-time errors because DeclaredAgeRange cannot be imported.
Environment
Xcode 26.0.1
Deployment Target (iOS): 13.0
Mac Catalyst target enabled (same bundle ID, same source code base as iOS version)
iOS build works well with DeclaredAgeRange
What I tried
Added the Declared Age Range capability in Signing & Capabilities for iOS target → works fine.
Tried setting Mac Catalyst Deployment Target to macOS 15.0+ and rebuilding → still failed to import.
Because it didn’t help, I reverted and removed the separate macOS target setting.
On Catalyst, the module simply isn’t available (import DeclaredAgeRange fails).
From Apple’s documentation, my understanding is that DeclaredAgeRange should also be supported on Mac Catalyst (SDK 26+). But in practice I cannot import it in my Catalyst build.
Questions
Is DeclaredAgeRange actually supported on Mac Catalyst right now?
If so, are there additional setup steps (capabilities, entitlements, provisioning, etc.) specific to Catalyst?
Has anyone successfully imported and used DeclaredAgeRange in a Catalyst project?
Any guidance or confirmation would be greatly appreciated.
Thanks in advance.
Topic:
App & System Services
SubTopic:
General
Body:
I am writing to report an ongoing issue with the Apple Developer Program enrollment process specifically affecting developers in India, along with significant concerns about Apple's support responsiveness in this region.
Issue Summary:
I have been attempting to enroll in the paid Apple Developer Program ($99/year) using the Apple Developer app on my iPhone for the past 4 days. Every enrollment attempt results in the following errors:
"Unknown Error - Please try again"
"Invalid Request - Service mapping to the requested URL is not available"
My Setup (All Verified Correct):
Apple ID Region: India
Trusted Phone Number: +91 (India country code, matching my Apple ID region)
Two-Factor Authentication: Enabled (genuine 2FA, not two-step verification)
2FA Devices: iPhone, MacBook Pro devices, and trusted phone number all verified
Account Information: Legal name, address, date of birth, and email all updated and verified on account.apple.com
Device: iPhone 17 Pro running latest iOS
Troubleshooting Attempted:
I have completed every troubleshooting step suggested by the community and by Apple Support myself:
✅ Verified genuine Two-Factor Authentication is enabled
✅ Confirmed Apple ID region matches trusted phone number region (+91)
✅ Updated all personal information (legal name, address, email) on account.apple.com
✅ Force restarted iPhone multiple times
✅ Uninstalled and reinstalled Apple Developer app
✅ Signed out and signed back in with correct Apple ID
✅ Tested on both WiFi and cellular data
✅ Waited 48+ hours between attempts
None of these steps resolved the issue.
Support Response Issues:
This is where my frustration peaks. I have attempted to contact Apple Support multiple ways:
Phone Support: Shows "Phone support is currently unavailable" (though it was available last week)
Email Support: Submitted via developer.apple.com/support → No response for 4 days
Previous Contact: Had contacted support last week, but the troubleshooting steps provided did not resolve the issue
Current Status: No follow-up communication or resolution path from Apple
Known Issue in India - Why This Matters:
I have researched this extensively and found multiple threads in this forum (dating back months) with developers in India reporting identical errors during enrollment. To date, I have not found a single resolved thread with a working solution. This indicates:
This is a documented, recurring issue affecting Indian developers specifically
Apple appears to have backend infrastructure issues specific to India
Support has not provided a resolution path despite multiple reports
The Real Problem:
Apple's Developer Program enrollment system appears to have specific bugs or limitations that prevent developers in India from successfully enrolling, yet:
Support responsiveness is severely lacking
There is no documented workaround or known resolution
The support team seems unaware of or unprepared to handle this region-specific issue
My Request:
Acknowledgement from Apple that this is a known issue affecting India-based developers
A concrete resolution path (whether manual backend enablement, account review, or system fix)
Expected timeline for resolution:
Improved support responsiveness - Developers deserve answers, not silence
Additional Context:
I am ready to provide screen recordings of the exact error
I have all the necessary documentation (identity verification, address proof, etc.)
I am willing to complete any additional verification steps
I simply need clear communication and a path forward
I have been developing for iOS and want to contribute to the Apple ecosystem. However, this enrollment barrier is preventing me from doing so. Apple's support infrastructure for India needs improvement, and this issue needs attention.
If any Apple team member is monitoring this forum, please escalate this issue. Indian developers deserve better support and communication.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
Community Management
Developer Tools
Developer Program
For the past several days every time I log in to to the Cloudkit dashboard I get Error looking up Developer Teams, Please sign out and try again. No amount of singing out and back in changes anything.
In iOS 26, the Slider control no longer respects the step parameter. For example,
import SwiftUI
struct ContentView: View {
@State private var sliderValue: CGFloat = 16
var body: some View {
Slider(
value: $sliderValue,
in: 0...100,
step: 5,
onEditingChanged: { editing in
print(sliderValue)
}
)
}
}
In iOS 18, this prints values like 5, 35, 60, 95, etc. In iOS 26.0 (release version), this prints floats that are not rounded to the nearest 5, and the slider does not snap to values ending in 5.
Feedback report number: FB20320542
Topic:
UI Frameworks
SubTopic:
SwiftUI
For information I stumbled upon a regression with SwiftUI Slider on iOS 26. Its onEditingChanged closure might be called twice when interaction ends, with a final Boolean incorrect value of true provided to the closure.
As a result apps cannot reliably rely on this closure to detect when an interaction with the slider starts or ends.
I filed a feedback under FB20283439 (iOS 26.0 regression: Slider onEditingChanged closure is unreliable).
Issues building Unity plug-in project: Cannot locate native library Apple.Core/Apple.GameKit for iOS
I'm having issues getting a well built package from the Apple Unity Plug-in project.
When building the my game project in Unity the following error is printed to the console:
Apple.Core.AppleNativeLibraryUtility] Cannot locate a Debug or Release Apple.Core native library for iOS.
Please ensure that the build invocation (build.py, xcodebuild, or Xcode) compiled cleanly and that the build was configured to support Debug on iOS.
As far as I can tell the build did compile cleanly, but I might be missing something.
If anyone can see what I'm doing wrong or has any insight it would be greatly appreciated.
Setup is the following:
macOS Tahoe 26 Beta
Xcode-beta Version 26.0 beta 3 (17A5276g)
Unity Plug-in branch: 2025-beta1
Unity game project version: 2022.3.60f
M1 Macbook Pro
The built packages have been imported into the game project through the Unity Package Manager using the tarball option pointing to the built packages from the Unity Plug-in project.
The Unity Plug-in project has been built using the build.py file with the following:
python3 build.py -m iOS iPhoneSimulator -p Core GameKit CoreHaptics GameController -k all
The output is available in the attached file.
build-output.txt
Here's an image of the NativeLibraries~ folder inside the built Apple.Core package.
Since upgrading my iPhone 13 Pro Max to iOS 26, apps have become nearly impossible to debug. The recent update to iOS 26.1 has made this even worse.
Going from app start to a fully rendered & responding screen takes <1 second on a Debug build when no debugger is attached, but with the debugger attached I get these times (measured manually with a stopwatch):
First render:
<1 second without debugger
5 seconds on USB debugger
30 seconds on wireless debugger
Data loaded from webserver and UI responding:
<1 second without debugger
19 seconds on USB debugger
5 minutes on wireless debugger!
Doing an online speed test reports 55 Mbps for the phone and 60 Mbps on the MacBook, so I doubt it's my WiFi.
Having a debugger attached used to make minimal difference on iOS 18, but the performance has tanked completely since the last major release. What happened?