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blockedByFilter = .specific(domains) does not work on Safari
Hi there, I have a popular open source app called Foqos. What I'm finding in iOS 26 (might even effect older versions) is that when using the webcontent api within Managed settings as the following: store.webContent.blockedByFilter = .specific(domains) It doesn't work on Safari, but does work on third party applications like chrome, firefox, etc. But when using the all and exception enum like the following store.webContent.blockedByFilter = .all(except: domains) This does work on Safari This is pretty inconsistent behavior of the API and should be fixed to match the documentation. Documentation does not mention anything about Safari limitations Again source code is open: https://github.com/awaseem/foqos You can run the app yourself and find the same issues. Is anyone else experiencing this?
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Persistent MTLCommandQueue.h Corruption (dispatchType missing) Despite macOS Erase & Reinstall (Xcode 26.0.1 / macOS 26.0.1)
Hello Developers and Apple Engineers, I am encountering a persistent and highly unusual Xcode build failure when trying to use Metal APIs, specifically related to MTLCommandQueueDescriptor. I have exhausted all standard troubleshooting steps, including a complete erase and reinstall of macOS, yet the issue remains. Hardware diagnostics have passed. I am seeking insights or potential solutions. The Problem: When compiling any project (including brand new, empty macOS App projects) that attempts to set the dispatchType property on an MTLCommandQueueDescriptor instance, the build fails with the following errors: Swift // Code causing the error: let queueDescriptor = MTLCommandQueueDescriptor() queueDescriptor.dispatchType = .userInteractive // <-- Error occurs here // Compiler Errors: Value of type 'MTLCommandQueueDescriptor' has no member 'dispatchType' Cannot infer contextual base in reference to member 'userInteractive' Key Evidence - Physical Header File Corruption: The root cause appears to be a physically corrupted/incomplete SDK header file. Using the cat command in Terminal to inspect the contents of the relevant Metal header file confirms that the definition for MTLCommandQueueDescriptor is missing the dispatchType property: Bash cat /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks/Metal.framework/Versions/A/Headers/MTLCommandQueue.h The output consistently shows MTLCommandQueueDescriptor only having maxCommandBufferCount and logState properties, even after a fresh OS and Xcode installation. Environment: macOS: Version 26.0.1 (Build 25A362) - Clean install via Erase and Reinstall from Recovery. Xcode: Version 26.0.1 (Build 17A400) - Installed fresh from Mac App Store after OS reinstall. Mac Hardware: MacBook Pro (14-inch, M3) - (Please confirm this model info is accurate) Hardware Diagnostics: Passed (Tested at an official Apple Store). Exhaustive Troubleshooting Steps Performed (Issue Persists After All): Standard Xcode Cleaning: Clean Build Folder (Shift+Cmd+K). Manually deleted DerivedData folder (~/Library/Developer/Xcode/DerivedData). Deleted Xcode Caches (~/Library/Caches/com.apple.dt.Xcode, com.apple.dt.xcodebuild). Command Line Tools Path: Correctly set using sudo xcode-select -s /Applications/Xcode.app/Contents/Developer. Verified path using xcode-select -p. Verified version using xcodebuild -version. Multiple Xcode Versions & Install Methods Attempted (Before OS Reinstall): Xcode 26.0.1 (App Store). Xcode 26.0.1 (.xip package from Developer Portal). Xcode 26.1 Beta 3 (.xip package from Developer Portal). Performed thorough cleaning (deleted ~/Library/Developer, /Library/Developer, caches, rebooted) before each .xip installation attempt. In all cases, cat command confirmed the header file remained corrupted on disk after installation. Hardware Check: Took the Mac to an official Apple Store. Hardware diagnostics passed without any issues reported. Complete OS Reinstallation: Booted into Recovery Mode. Used Disk Utility to completely erase the internal SSD (APFS, GUID Partition Map). Reinstalled macOS 26.0.1 from Recovery. Set up the Mac as a new device (did not restore from backup). Post-OS Reinstall: Installed Xcode 26.0.1 fresh from the Mac App Store. Set command line tools path correctly. Created a brand new macOS App project (MetalTest). Pasted the minimal code to reproduce the issue into AppDelegate.swift. Build failed with the exact same errors. Ran the cat command again, confirmed the MTLCommandQueue.h file on the fresh system is STILL missing the dispatchType property. Request for Help: Given that the SDK header file corruption persists even after a complete macOS erase and reinstall, and hardware diagnostics have passed, I am at a loss for the cause or further troubleshooting steps. Has anyone encountered a similar situation where core SDK files remain corrupted despite a clean OS install and passing hardware checks? Are there any deeper system caches or states that might survive an erase/reinstall and interfere with SDK file integrity? Are there any more advanced diagnostic steps recommended? Any insights or suggestions from Apple engineers or the community would be greatly appreciated. Thank you. I have previously contacted Apple Developer Support regarding this issue, case ID: 102731239935.
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ARView [.showStatistics] doesn't work on Xcode Canvas
Hi, I can't see RealityKit statistics on Xcode Canvas using: arView.debugOptions = [.showStatistics] The statistics only show on a physical device, not Xcode live canvas with #Preview. Testing in Xcode 26.0.1 (17A400) on Tahoe 26.0.1 (25A362). Use case: I'm using RealityKit as a non-AR 3D engine. Xcode Canvas is useful for live iterations. Is this expected behavior? How can I see FPS on Xcode canvas? SKView for example shows all debug options on both Xcode Canvas and physical devices.
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Is gamekit necessary in UIRequiredDeviceCapabilities when distributing via TestFlight for testing?
My game has been successfully distributed multiple times via TestFlight for testing. However, I recently encountered an issue: after removing gamekit from the UIRequiredDeviceCapabilities configuration in Info.plist and republishing to TestFlight, the download prompt shows "Incompatible on this iPhone". PS: My application does not use any GameCenter features at all, and GameKit.framework is not included in the Xcode project.
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mipmapsMode trade-off?
I am building a 360 photo viewer in VisionOS 26. Which allows the user to choose a 2 by 1 jpg and then renders it with a sphere mesh entity. And I use: TextureResource(contentsOf: url, options: options). I noticed two situations here in terms of mipmaps options. When setting "mipmapsMode: .none": The graphic quality within the "gaze area" looks sharp and clear The two poles (top and bottom) are perfectly rendered Massive shimmer around the "gaze area" When setting "mipmapsMode: .allocateAndGenerateAll": The graphic looks slightly blurrier than in ".none" within the "gaze area" The two poles are very blurry and hard to recognize the texture Much less shimmer around the "gaze area" My question would be: Is there a way to have the perfect graphic quality in ".none" without the massive shimmer? Thank you! Screenshots: mipmapsMode: .none mipmapsMode: .allocateAndGenerateAll
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Unable to renew developer program because there is no renew button
We're unable to renew our developer program with apple because there is no renew button shown to us, neither on the website, mac app nor ios app. We followed the instructions shown to us on the app connect page on how to renew it. but when where they're saying there should be a renew button, there is none or anywhere else. How are we suppose to renew? Raised this with a support ticket but haven't received any reply, case ID: 102733260138 How to get this resolved? We don't get any "phone call" option on the support page either.
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Request: Option to Disable PSVR2 Sense Controller Low-Power Mode on visionOS (ARKit + Vision Pro Development)
Hi everyone, We’re developing a Unity project for Apple Vision Pro that connects PSVR2 Sense controllers for advanced interaction and input. We’ve encountered a major limitation: when the controller is not held close to the designated hand (e.g., resting on a table or held by the non designated hand), the Sense controller enters a low-power or reduced-update mode. This results in noticeably reduced tracking update frequency and responsiveness until the controller is held again. For certain use cases, this behavior is undesirable. In our case, it prevents continuous real-time tracking of the controller even when it’s stationary or being tracked externally. Request: Please consider exposing an API flag or developer option in ARKit to disable and optionally delay the low-power mode when the app requires full-rate updates regardless of proximity or hand pose detection.
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SwiftUI resultBuilder foreach
'm trying to write my own stack, and the issue I'm encountering is how to get the child content of a ForEach. // // ContentView.swift // test // // Created by cnsinda on 2025/10/18. // import SwiftUI public struct MyStack<Content: View>: View { var content: [Content] public init(@MyStackBuilder<Content> content: @escaping () -> [Content]) { self.content = content() } public var body: some View { VStack { // I expect to get 9, but it always returns 1. Text("count:\(content.count)") } } } @resultBuilder public enum MyStackBuilder<Value: View> { static func buildBlock() -> [Value] { [] } public static func buildBlock(_ components: Value...) -> [Value] { components } public static func buildBlock(_ components: [Value]...) -> [Value] { components.flatMap { $0 } } // hit public static func buildExpression(_ expression: Value) -> [Value] { [expression] } public static func buildArray(_ components: [[Value]]) -> [Value] { components.flatMap { $0 } } static func buildFinalResult(_ components: [Value]) -> [Value] { components } public static func buildExpression(_ expression: ForEach<[Int], Int, Value>) -> [Value] { expression.data.flatMap { index in [expression.content(index)] } } public static func buildEither(first: [Value]) -> [Value] { return first } public static func buildEither(second: [Value]) -> [Value] { return second } public static func buildIf(_ element: [Value]?) -> [Value] { return element ?? [] } } struct ContentView: View { var body: some View { ZStack { MyStack { ForEach([100, 110, 120, 130, 140, 150, 160, 170, 180], id: \.self) { item in Rectangle().frame(width: item, height: 20).padding(10) } } } .frame(width: 600, height: 600) } } My expectation is to get each individual Rectangle(), but the actual result is that the entire ForEach is treated as a single View. What should I do?
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Rejected App: Guideline 2.1 - Performance - App Completeness
I'm hoping that others may be able to assist with my first app submission. **Guideline 2.1 - Performance - App Completeness Issue Description** The app still exhibited one or more bugs that would negatively impact App Store users. Bug description: The app did not load its content. Review device details: Device type: iPad Air (5th generation) OS version: iPadOS 18.3.1 The app pulls in a website embedded to allow them to login to their accounts/place orders. I've tested it on multiple physical devices and using the simulator. It works fine and loads without any issues. The review team would not give me any other information or support to help get this app approved. Any help would be appreciated.
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TestFlight Internal Tester can't download the app, can't submit for External tester
I have a problem with my client's account. I can't let internal testers download a test build from TestFlight. When they want to install there's this 2 alert popping up: "The requested app is not available or doesn't exist" This problem happens on both the app that is not published yet, and the app that is in Appstore already. I checked and there's no any pending agreement. Another problem is when I try to submit the build for External tester review it shows the error message (that doesn't really helping at all) like this:
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Automating pickerWheels in VisionOS
Hi! I am learning Swift and UIKit for work. I am trying to automate using a pickerWheel in VisionOS, but since .adjust(toValue: ) was removed in VisionOS's API, I am absolutely struggling to find a way to set a pickerWheel to a specific value. Currently, my solution is to calculate the amount of times I would need to increment/decrement the wheel to get from the current value to the desired value, then do so one at a time. However, this currently does not work, as .accessibilityIncrement() and .accessibilityDecrement() do not work, and .swipeUp() and .swipeDown() go too far. What can I do? Note: I am not a frontend engineer, so while solutions may exist that involve changes to the frontend, I would much rather try and get the frontend we do have to work as is.
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Problem applying screen changes (icon arrangement) in iOS 26 using Apple Configurator v2.18 on macOS Sequoia 15.6.1
I encounter a connection error with Apple Configurator v2.18 when, after making changes in macOS Sequel 15.6.1, I want to apply and transfer the changes to the iPhone icon layout in iOS 26: Apple Configurator v2.18 crashes and returns an error message: ‘Try the operation again. If it fails, quit the application, launch it again, and try again. [NSCocoaErrorDomain – 0x1001 (4097)]’ I have done some research, and it seems that this bug has been identified and fixed in Apple Configurator 2 v2.19 (Build 10434). Have you encountered this problem? Do you know where to find version v2.19? This fixed version does not appear to have been released yet, and Apple support has been unable to help me. Thank you all for your help.
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App installs on iPhone and simulator, but fails on iPad (iOS 18.7) — “Unable to install app. Please try again later.”
Hi everyone, We had developed an iOS Application in Flutter and built it using XCode 26.0.1. We're unable to install this application in iOS 18.7. Below are the details, ➡️ Development Environment: 🔹 Flutter: 3.32.2 ➡️ Build Environment: 🔹 Xcode: 26.0.1 🔹 Build system: Flutter → flutter build ios --release, then opened in Xcode for signing ➡️ Device models tested: 🔹 iPhone (iOS 15.8.3 / 15.8.5) → ✅ installs and launches fine 🔹 iOS Simulator (iOS 18.6 / 26) → ✅ works fine 🔹 iPad (iOS 18.7) → ❌ fails to install ➡️ Error message on iPad (iOS 18.7): 🔹 “Unable to install ‘’. Please try again later.” ➡️ What we’ve tried: 🔹 Cleaned and rebuilt the project (flutter clean, DerivedData removed) 🔹 Deployment Target is set to iOS 18.7 or lower. 🔹 Built the app using an Enterprise distribution profile, not a Development profile. 🔹 Works fine on older iPhones (iOS 15.8.3 / 15.8.5), so signing seems valid 🔹 Device has enough storage, and trust is granted under Settings › VPN & Device Management ➡️ Questions: 🔹 Could this be related to iOS 18.7’s signing or compatibility change? 🔹 Are there any known issues with enterprise installs on iOS 18.7? 🔹 Any insight from Apple engineers or others who faced this with iOS 18.7 would be extremely helpful. Thanks in advance!
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Apps blocked on App Store Connect
The mobile applications published on App Store Connect have been blocked. The subscription has been paid. However, it is not possible to perform the “Renew” action in the Developer app — an error appears stating: “Already Subscribed. An Apple Developer Program membership subscription is already associated with your iTunes & App Store account.” Could you please advise what needs to be done to restore access to the applications?
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