Development environment:
MacBook pro
Apple M1
macOS Tahoe 26.2 (25C56)
Xcode 26.x
iPhone 6 Plus / iOS 12.4.4
Exception description:
After I upgraded to Xcode 26, my iPhone 6 Plus had a system version of 12.4.4. I was unable to perform real-device debugging, whether for existing projects or new ones. The error message from Xcode was as follows:
Could not launch “xxx”
Domain: IDEDebugSessionErrorDomain
Code: 3
Failure Reason: Cannot launch '/private/var/containers/Bundle/Application/A44062C1-32F5-4346-B13C-FC3F39EAF7A1/xxx.app': Unspecified
Even though I have already added device support for the iOS 12.4
Has Xcode 26 stopped supporting the debugging of any devices running iOS 12 system?
Overview
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Description
I am observing a critical issue when saving burst photos using the Photos Framework. If a burst photo with the same burstIdentifier already exists in the "Recently Deleted" album, any new assets saved via PHAssetCreationRequest are automatically merged into that deleted entry instead of appearing in the main Library or "All Photos."
Environment
Framework: Photos Framework (iOS)
API: [[PHPhotoLibrary sharedPhotoLibrary] performChanges:...]
Code Snippet
The following logic is used to save the burst assets:
[[PHPhotoLibrary sharedPhotoLibrary] performChanges:^{
// 'paths' is a custom object providing the creation request
PHAssetCreationRequest *assetCreationRqst = [paths assetCreationRqst];
assetCreationRqst.favorite = [FavorManager.shared isSetDownloadedAssetFavorite:self.curItem];
PHObjectPlaceholder *placeHolder = assetCreationRqst.placeholderForCreatedAsset;
localIdentifier = placeHolder.localIdentifier;
} completionHandler:^(BOOL success, NSError * _Nullable error) {
if (success) {
// The handler returns success, but the asset is invisible to the user
[weakSelf handleDownloadSuccess:localIdentifier];
}
// ... cleanup and completion ...
}];
Steps to Reproduce
Save a burst photo to the iPhone's built-in Photos app.
Manually delete that burst photo so it moves to the "Recently Deleted" album.
Execute the code above to save the same burst photo (or a new set containing the same burstIdentifier in its metadata).
Check the main Photo Library / "All Photos" view.
Observed Result
The completionHandler returns success = YES, and a localIdentifier is generated.
The photo does not appear in the main Library or "All Photos."
The newly saved photo is silently merged into the existing burst set located inside the "Recently Deleted" folder.
The user cannot see the new photo unless they manually "Restore" the deleted items from the album.
Expected Behavior
PHAssetCreationRequest should always result in a visible asset in the user's Library. Even if a matching burstIdentifier exists in "Recently Deleted," the system should treat the new request as a new independent asset or provide an error, rather than hiding it within a deleted collection.
Hello.
Despite making my membership payment (and accidentally twice!), my membership is still not activated even after 62 hours.
I contacted their support system but received no response.
Does anyone have any suggestions?
Hello!
My name is Mason Prather. I'm a graduate student at Kennesaw State University and a Research Engineer working in XR environments through my Graduate Research Assistant role. I’m currently building a research prototype that connects a mobile companion application to a VR headset.
The mobile application is built in Unity and deployed on iOS, and it streams video frames to a remote Unity client using WebRTC.
Environment
Device: iPhone 15
OS: iOS 26.3 (tested on physical device, not Simulator)
Engine: Unity 2022.3.57f1
Graphics API: Metal
Streaming Technology: WebRTC (Unity WebRTC package)
Architecture: Mobile Unity app streaming video frames to a remote Unity client
Receiver Device: Meta Quest Pro headset (Unity application)
Networking: LAN (UDP discovery + TCP signaling)
Video Source: Unity RenderTexture
Goal
The goal of the system is to allow a VR user to view media stored on their phone inside a VR environment.
The iOS app:
renders or captures media content
converts frames into a WebRTC video track
streams the video to the headset
Current Status
Connection setup works correctly.
Observed behavior:
Signaling connection successful
ICE candidate exchange successful
PeerConnection state becomes Connected
Video track created successfully
However, the receiving application displays black frames.
iOS App Details
The video source originates from a Unity RenderTexture.
Inside the phone application:
RenderTexture displays correctly
Frames appear correct locally
But the receiving peer does not display the frames.
Relevant Components
Unity WebRTC package
iOS Metal rendering pipeline
Custom TCP signaling
LAN discovery via UDP
Expected Behavior
Rendered frames should transmit via WebRTC and appear on the remote device.
Actual Behavior
The remote video track is active, but the rendered frames appear black on the receiving client.
Questions
Are there known issues involving Unity WebRTC + iOS Metal texture capture?
Are there specific pixel format requirements when streaming textures from Unity on iOS?
Could the issue relate to texture readback limitations or GPU synchronization?
I am more than happy to provide screenshots and console logs upon request.
If anyone has experience streaming Unity video frames via WebRTC on iOS, I would greatly appreciate any guidance.
Topic:
Media Technologies
SubTopic:
Streaming
Hi everyone,
I'm a developer from China, and my Apple Developer Program membership is currently in the renewal period. When I click the renewal button from the banner at the top of the Apple Developer website, the page redirects but consistently shows a 503 Service Unavailable error. This has been happening for several days now.
I've already tried:
Switching to different devices or
Changing network environments
Unfortunately, the issue persists in all cases.
Has anyone else encountered this same situation? Any help or suggestions would be greatly appreciated!
Thanks in advance.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
We are observing unexpected behavior in Apple Wallet for transactions processed via an online delivery platform. Here is the specific flow:
Initial Authorization: The original order was placed for $22.30.
Order Amendment: The user added an item 10 minutes later for $6.20, bringing the total to $28.50.
The Issue:
Apple Wallet only displays the $6.20 transaction. The initial $22.30 amount is not visible in the transaction list.
Technical Verification:
We confirmed that both backend authorization messages for the original amount and the add-on were approved.
We verified that the final settlement amounts correctly reflect the sum of both charges ($28.50).
We have confirmed the transaction lifecycle completed successfully on our end.
Despite this, the customer only sees the $6.20 entry in their Wallet history, which creates confusion as it doesn't reflect the total spent.
Has anyone encountered this sync issue between settlement totals and Wallet display, or is there a specific way we should be linking these related authorizations? Thanks!
I've recently updated to Xcode 26.3 and I can't download any iOS Simulator Runtime from 26.2 to 18.0, every download gives me:
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
User Info: {
DVTErrorCreationDateKey = "2026-03-03 16:14:50 +0000";
}
--
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
--
System Information
macOS Version 26.4 (Build 25E5218f)
Xcode 26.3 (24587) (Build 17C529)
Timestamp: 2026-03-03T17:14:50+01:00
I tried cleaning every cache, and logging in and out of my account.
I saw some reddit posts where they suggested to check out VPNs, host files and other stuff but everything was okay, also I can reach apple cdns etc.
I also tried using Xcode beta 26.4 and going back to 26.2 but still the same problem.
Anyone has a solution?
I have had apps in review for weeks. 1 over a month and no response. I have contacted Support multiple times and no response at all. This is a far cry from the 24-48 hrs that is advertised. Not impressed at all.
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
undle/Application/D1E61F20-B0C9-4B21-8152-E4ABFA0979F2/YTVIP.app': Unspecified
User Info: {
DVTErrorCreationDateKey = "2026-03-04 03:05:58 +0000";
DVTRadarComponentKey = 855031;
IDERunOperationFailingWorker = DBGLLDBLauncher;
RawUnderlyingErrorMessage = "Cannot launch '/private/var/containers/Bundle/Application/D1E61F20-B0C9-4B21-8152-E4ABFA0979F2/YTVIP.app': Unspecified";
}
Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : {
"device_identifier" = d13ba5c93db94daa55ae177b1822998b675939a8;
"device_model" = "iPhone7,2";
"device_osBuild" = "12.5.3 (16H41)";
"device_osBuild_monotonic" = 1607004100;
"device_os_variant" = 1;
"device_platform" = "com.apple.platform.iphoneos";
"device_platform_family" = 2;
"device_reality" = 1;
"device_thinningType" = "iPhone7,2";
"device_transport" = 1;
"launchSession_schemeCommand" = Run;
"launchSession_schemeCommand_enum" = 1;
"launchSession_targetArch" = arm64;
"launchSession_targetArch_enum" = 6;
"operation_duration_ms" = 12938;
"operation_errorCode" = 3;
"operation_errorDomain" = IDEDebugSessionErrorDomain;
"operation_errorWorker" = DBGLLDBLauncher;
"operation_error_reportable" = 1;
"operation_name" = IDEiPhoneRunOperationWorkerGroup;
"param_consoleMode" = 1;
"param_debugger_attachToExtensions" = 0;
"param_debugger_attachToXPC" = 1;
"param_debugger_type" = 5;
"param_destination_isProxy" = 0;
"param_destination_platform" = "com.apple.platform.iphoneos";
"param_diag_MTE_enable" = 0;
"param_diag_MainThreadChecker_stopOnIssue" = 0;
"param_diag_MallocStackLogging_enableDuringAttach" = 0;
"param_diag_MallocStackLogging_enableForXPC" = 1;
"param_diag_allowLocationSimulation" = 1;
"param_diag_checker_mtc_enable" = 1;
"param_diag_checker_tpc_enable" = 1;
"param_diag_gpu_frameCapture_enable" = 3;
"param_diag_gpu_shaderValidation_enable" = 0;
"param_diag_gpu_validation_enable" = 1;
"param_diag_guardMalloc_enable" = 0;
"param_diag_memoryGraphOnResourceException" = 0;
"param_diag_queueDebugging_enable" = 1;
"param_diag_runtimeProfile_generate" = 0;
"param_diag_sanitizer_asan_enable" = 0;
"param_diag_sanitizer_tsan_enable" = 0;
"param_diag_sanitizer_tsan_stopOnIssue" = 0;
"param_diag_sanitizer_ubsan_enable" = 0;
"param_diag_sanitizer_ubsan_stopOnIssue" = 0;
"param_diag_showNonLocalizedStrings" = 0;
"param_diag_viewDebugging_enabled" = 1;
"param_diag_viewDebugging_insertDylibOnLaunch" = 1;
"param_install_style" = 2;
"param_launcher_UID" = 2;
"param_launcher_allowDeviceSensorReplayData" = 0;
"param_launcher_kind" = 0;
"param_launcher_style" = 0;
"param_launcher_substyle" = 0;
"param_lldbVersion_component_idx_1" = 0;
"param_lldbVersion_monotonic" = 170302360103;
"param_runnable_appExtensionHostRunMode" = 0;
"param_runnable_productType" = "com.apple.product-type.application";
"param_testing_launchedForTesting" = 0;
"param_testing_suppressSimulatorApp" = 0;
"param_testing_usingCLI" = 0;
"sdk_canonicalName" = "iphoneos26.2";
"sdk_osVersion" = "26.2";
"sdk_platformID" = 2;
"sdk_variant" = iphoneos;
"sdk_version_monotonic" = 2302005700;
}
System Information
macOS Version 26.3 (Build 25D125)
Xcode 26.3 (24587) (Build 17C529)
Timestamp: 2026-03-04T11:05:58+08:00
Topic:
Developer Tools & Services
SubTopic:
Xcode
This is a question as I don't found any related documents or posts anywhere about this. Does anyone know how and when will this "pop up" shown?
Hi all, I have set up a trivial test project to try Apple-hosted background assets following the instructions in the three articles at https://developer.apple.com/documentation/backgroundassets.
When I run the local mock server with xcrun ba-serve and set the URL override in Settings as described in the "Testing asset packs locally" article, I am able to download a test pack on my iOS devices. On the Mac that I use to run the mock server, however, the same call to AssetPackManager.shared.assetPack(withID: "TestAssetPack") that works on iOS always reports
The asset pack with the ID “TestAssetPack” couldn’t be looked up: No asset pack with the ID “TestAssetPack” was found.
even when not running the mock server, which led me to believe that it may not be hitting it at all. In fact, the macOS app will download asset packs uploaded to App Store Connect even when running the local server and setting the xcrun ba-serve url-override to the exact same string as in Settings on iOS. My initial suspicion was that something is wrong with the URL override, so I have tried all combinations of the Mac's hostname, IP address or "localhost" (with the corresponding SSL certificates) with and without port 443, always prefixing with "https://" for the url-override. All the same.
Does anyone have an idea what may be the issue here?
My asset pack has the following manifest:
{
"assetPackID": "TestAssetPack",
"downloadPolicy": {
"onDemand": {}
},
"fileSelectors": [
{
"file": "TestAsset.txt"
}
],
"platforms": [
"iOS",
"macOS"
]
}
I am running v26.1 for macOS, iOS & Xcode.
Edit:
Just to be clear, my assumption here is that the URL overrides (in Settings on iOS or via ba-serve on macOS) is what should cause the app to hit the mock server. Is that correct or am I missing something?
I have Xcode 26.1.1 (installed on a Mac Mini with Sequoia 15.7.2), which was installed from the Universal .xip file available from the Apple Developer site. This file is 2.7Gb. When Xcode is run, there is a menu item at Settings -> Components, and the top section "Platform Support" includes an option to "Get" the iOS SDK, which is an additional 10.3Gb download.[1][2]
I would like to either use command-line tools to obtain this iOS SDK component, or find where the downloaded package or its contents are installed on this Mac. This Apple Documentation some examples of using command-line tools to download components for Xcode. However, there is no specific documentation on how to separately download the iOS SDK. It seems that if possible, it could be done with "xcodebuild -downloadComponent", however I have tried a number of likely component names (ios, ios_sdk, ios26.1, ios_sdk26.1, iphoneos, iphoneos_sdk, iphoneos_sdk26.1), and none are valid.
Does anyone know either where the SDK download can be found, or how to download it using command-line tools?
Background: I require this as I am managing a fleet of Mac Minis located in a data centre (used for iOS/Android builds), and Internet access is restricted - any action requiring Internet access needs the Mac to be removed from the machine room racks and taken to a build room, then connected to a mobile hotspot or similar. This access is slow, and the above 10.3Gb download can take over an hour. If I can download the SDK separately, I can distribute it to all of the Macs over the internal network overnight, in advance of visiting the DC for upgrade tasks.
[1] Various web sites say that the iOS SDK is "bundled with" Xcode. However, if that's the case a) how is a 10.3Gb download somehow included in a 2.7Gb file? And b) why do I still need to "Get" this component after installing Xcode from the 2.7Gb file?
[2] Note that I am not looking for the iOS Simulator, I have already downloaded the iOS 26.1 version of this. I am specifically looking for the iOS SDK as listed under "Platform Support" in the Xcode menu described above.
My app's in-app purchase works perfectly (i) locally (ii) in TestFlight internal testing (iii) in TestFlight external testing in the US.
Where's the issue? Well I have one beta tester (TestFlight external tester) in the Philippines. She is unable to purchase. Her Apple ID region and device region are set to Philippines. My IAP has all regions and territories enabled and I can see the Philippine Peso pricing on App Store Connect.
She keeps seeing the price in USD rather than PHP, which, based on my searching around, seems to be common in TestFlight. But, she also keeps getting an error "Account Not In This Store - Your account is not valid for use in the US Store. You must switch to the Philippine store before purchasing". Clicking on "Change Store" doesn't help. From searching, it seems despite seeing the price in $ she ought to be able to complete the fake purchase.
Is this expected in TestFlight? I am apprehensive before submitting my app for final approval if there are going to be issues in purchasing internationally. The code is StoreKit2's product.purchase() - it's opaque to developers, and Apple is supposed to handle it correctly. Not sure what else I can do as far as the code goes.
I have successfully been able to view pricing in dollars, euros, and Philippine Peso by setting the storefront to the US, Germany, and Philippines in a local Storekit config file on an iOS simulator. So I am kind of confident that it is a TestFlight issue, but it feels weird to say something like 'ah it's a TestFlight issue, it'll work in production' :) Ideally TestFlight should be identical to production. Shouldn't it?
I am waiting on another international tester (this one is in Brazil) to get another data point.
Has anybody encountered something similar to this before? Also, any pointers for writing an automated UI test for this? What API / sample code etc.?
Topic:
App Store Distribution & Marketing
SubTopic:
TestFlight
I'm trying to enroll in the Apple Developer Program, but I keep encountering this error message: "Your enrollment in the Apple Developer Program could not be completed at this time."
Initially, I tried using a newly created Apple ID, and when that didn’t work, I attempted it with my older Apple ID. Unfortunately, I received the same error both times.
Has anyone experienced this issue or knows what might be causing it? Any insights would be greatly appreciated!
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
I’m experiencing an issue with my app submission that has been stuck in “Waiting for Review” for several days, and I wanted to check if others are facing a similar situation or if this is currently expected.
I'll try to ask a question that makes sense this time :) . I'm using the following method on NSFileManager:
(BOOL) getRelationship:(NSURLRelationship *) outRelationship
ofDirectoryAtURL:(NSURL *) directoryURL
toItemAtURL:(NSURL *) otherURL
error:(NSError * *) error;
Sets 'outRelationship' to NSURLRelationshipContains if the directory at 'directoryURL' directly or indirectly contains the item at 'otherURL', meaning 'directoryURL' is found while enumerating parent URLs starting from 'otherURL'. Sets 'outRelationship' to NSURLRelationshipSame if 'directoryURL' and 'otherURL' locate the same item, meaning they have the same NSURLFileResourceIdentifierKey value. If 'directoryURL' is not a directory, or does not contain 'otherURL' and they do not locate the same file, then sets 'outRelationship' to NSURLRelationshipOther. If an error occurs, returns NO and sets 'error'.
So this method falsely returns NSURLRelationshipSame for different directories. One is empty, one is not. Really weird behavior. Two file path urls pointing to two different file paths have the same NSURLFileResourceIdentifierKey? Could it be related to https://developer.apple.com/forums/thread/813641 ?
One url in the check lived at the same file path as the other url at one time (but no longer does). No symlinks or anything going on. Just plain directory urls.
And YES calling -removeCachedResourceValueForKey: with NSURLFileResourceIdentifierKey causes proper result of NSURLRelationshipOther to be returned. And I'm doing the check on a background queue.
Hello everyone,
I'm building Mixify (https://mixify.fr), a French SaaS platform for professional DJs and commercial venues (bars, lounges, event spaces). I'm looking for guidance on whether my use case is compliant with MusicKit JS policies.
How it works:
The Host (a venue owner or DJ) logs into the Mixify dashboard using their own Apple Music subscription.
The Guests scan a QR code to access a web interface where they can browse the Apple Music catalog and suggest songs.
The Host reviews suggestions, accepts or rejects them, and accepted songs are added to the playback queue.
Playback is handled entirely by MusicKit JS in the host's authenticated browser session, connected to the venue's speakers.
Key points:
Mixify is a paid SaaS (starting at €49/month) — we charge for event management tools (dashboard, analytics, guest interaction), not for access to music content.
Only the authenticated Apple Music subscriber hears/controls playback. Guests only browse and suggest — they never access playback.
No content is downloaded, cached, or redistributed. We use the official MusicKit JS player exclusively.
Venues are responsible for their own public performance licenses (SACEM in France).
My questions:
Does this B2B workflow — where a SaaS manages song request logistics but relies on MusicKit JS solely for playback by an authenticated subscriber — comply with the MusicKit guidelines?
Are there any specific restrictions on using MusicKit JS in a commercial/venue environment that I should be aware of?
Is there a recommended way to contact Apple Developer Relations directly for a formal compliance review of this use case?
I've already submitted an inquiry via the Apple Developer contact form and email, but I'd appreciate any community insight or experience with similar integrations.
Thank you!
My app is waiting for review since February 20th and is the third time that I trying to get It distributed, is this normal?
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
Hey guys I been trying to complete the compliance reqs to distribute my apps in the EU, but after I insert my information it's just loading indefinitely, I have tried with safari, chrome, incognito. nothing seems to help. anyone had this problem before?
Thanks have a great day! :)
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Not quite but maybe sorta related to the errOSAInternalTableOverflow problem I asked about in a different thread, this one deals with crashes our app gets (and much more frequently lately after recent OS updates (15.7.3) are OK'd by our IT department).
Our app can run multiple jobs concurrently, each in their own NSOperation. Each op creates its own SBApplication instance that controls unique instances of InDesignServer. What I'm seeing recently is lots of crashes happening while multiple ops are calling into ScriptingBridge. Shown at the bottom is one of the stack crawls from one of the threads. I've trimmed all but the last of our code. Other threads have a similar stack crawl.
In searching for answers, Google's AI overview mentions "If you must use multiple threads, ensure that each thread creates its own SBApplication instance…" Which is what we do. No thread can reach another thread's SBApplication instance. Is that statement a lie? Do I need to lock around every ScriptingBridge call (which is going to severely slow things down)?
0 AE 0x1a7dba8d4 0x1a7d80000 + 239828
1 AE 0x1a7d826d8 AEProcessMessage + 3496
2 AE 0x1a7d8f210 0x1a7d80000 + 61968
3 AE 0x1a7d91978 0x1a7d80000 + 72056
4 AE 0x1a7d91764 0x1a7d80000 + 71524
5 CoreFoundation 0x1a0396a64 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 28
6 CoreFoundation 0x1a03969f8 __CFRunLoopDoSource0 + 172
7 CoreFoundation 0x1a0396764 __CFRunLoopDoSources0 + 232
8 CoreFoundation 0x1a03953b8 __CFRunLoopRun + 840
9 CoreFoundation 0x1a03949e8 CFRunLoopRunSpecific + 572
10 AE 0x1a7dbc108 0x1a7d80000 + 246024
11 AE 0x1a7d988fc AESendMessage + 4724
12 ScriptingBridge 0x1ecb652ac -[SBAppContext sendEvent:error:] + 80
13 ScriptingBridge 0x1ecb5eb4c -[SBObject sendEvent:id:keys:values:count:] + 216
14 ScriptingBridge 0x1ecb6890c -[SBCommandThunk invoke:] + 376
15 CoreFoundation 0x1a037594c ___forwarding___ + 956
16 CoreFoundation 0x1a03754d0 _CF_forwarding_prep_0 + 96
17 RRD 0x1027fca18 -[AppleScriptHelper runAppleScript:withSubstitutionValues:usingSBApp:] + 1036