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Adding a sublayer to a Glass UIButton to work as a border
I want to set a sublayer to a UIButton's layer, using a Glass or Prominent Glass configuration, setting the strokeColor property acting as the border to a UIButton's bounds. The main issue I'm facing is not being able to follow the button's bounds when it changes as it expands on touch down. Is there an expected pattern for applying sublayers to a UIButton and make it follow UIButton's bounds as it changes during interactions?
Topic: UI Frameworks SubTopic: UIKit Tags:
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Integrating third party libraries like GoogleMaps, Payment gateways in Custom SDK
Hello, I’ve created a custom SDK from my iOS application to be integrated into another app. The SDK depends on Google Maps and payment gateway libraries. If I exclude these third-party libraries from the SDK, I encounter multiple errors. However, if I include them, the host app throws errors due to duplicate dependencies, since it already integrates the same libraries. I understand that third-party dependencies can be downloaded separately by adding them through Swift Package Manager (SPM). However, the issue is that if I exclude these dependencies from my SDK, I get compilation errors wherever I’ve used import GoogleMaps or similar statements in my code. Could you please guide me — or share documentation — on the correct approach to create an SDK that excludes third-party libraries?
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Expedited Review Request: Critical Bug Fix for App ID: 6482296993
Dear App Review Team, We are respectfully requesting an expedited review for our app,Tonomy ID, (Submission ID : 0635f631-10d4-49fb-a9d6-bc3dab197624 , Version: 2.2.5). The app has been in the review state since [Last Thursday's Date, e.g., October 23th]. We have a scheduled, public launch set for today, [Today's Date, e.g., October 28th]. The release of this version is critical for a coordinated go-live announcement that has been communicated to our users. A delay in approval would directly impact the success of this launch and our business commitments. We have ensured the app meets all App Store Review Guidelines and are ready to immediately address any questions you may have. Thank you for your time and consideration. We greatly appreciate your support in helping us meet this critical deadline. Thank you,
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Resolving Tap to Pay on iPhone errors when building for App Store, TestFlight, or Enterprise distribution
If your developer team has been approved to implement Tap to Pay on iPhone, you were granted a managed entitlement configured only for the Development distribution type. When compiling your project for any other distribution type, such as App Store, Ad hoc, or In-house (for Enterprise apps), the build with fail with errors. You can resolve these errors by contacting the initial provisioning team and asking for production distribution review/validation. For more information on requesting the Tap to Pay on iPhone entitlement, see the documentation below: Setting up Tap to Pay on iPhone https://developer.apple.com/documentation/proximityreader/setting-up-the-entitlement-for-tap-to-pay-on-iphone To request for permission for the App Store, Ad hoc, or In-house distribution types, please respond to the confirmation email received after your initial entitlement request. The provisioning team will provide the next steps to begin the public distribution review process and eventually approve your app for distribution via TestFlight, the App Store, or to Enterprise managed devices. Note: The only team that manages this entitlement is the same provisioning team that granted you access, so you'll need to follow-up with the same team that approved your initial request to resolve this compilation and archival issue. Once you're approved for App Store distribution, the same steps used to distribute your app via TestFlight or In-house will be successful. If you continue to have errors after confirming you've been granted the expected distribution type for your app configuration, please see the post below, then create a new post for your issue and mention your Feedback ID after following the steps: Gathering Required Information for Troubleshooting Tap to Pay on iPhone https://developer.apple.com/forums/thread/775784 Cheers, Paris X Pinkney |  WWDR | DTS Engineer
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Account Pending Termination Notice
Around October 17, our app was removed from the App Store, and we were later informed that our developer account would be terminated within 30 days. This was an unexpected and shocking notice for us. After carefully reviewing Apple’s Developer Guidelines, we conducted a thorough internal investigation and confirmed that we did, in fact, violate certain policies. However, we are unsure whether the Apple Review Team could give us an opportunity to make corrections—otherwise, our new apps will not be able to launch on the App Store in the future. The stated reason for our account termination was: “You provided fraudulent and/or false account information, documentation, or otherwise falsely represented yourself or your submitted app to Apple either during the account enrollment process or after the account was created.” After reviewing this issue, we identified two foolish and critical mistakes on our part: We registered our developer account using our Mainland China company, but used a Hong Kong company’s bank account for payments. (Both companies are under the same management, and we have submitted supporting documentation during our appeal.) Our official website, Privacy Policy, and Terms of Service also displayed the name of our Hong Kong company instead of the Mainland China entity used for registration. Despite these mistakes, we have continued to support our users through email and our Discord community, resolving most issues within 24 hours. We have never deceived our users or the Apple Review Team in any way. For us as developers, providing an excellent user experience has always been our top priority, and we have always aimed to follow Apple’s review and compliance standards closely. We sincerely hope that, given our situation, the Apple Review Team could grant us an opportunity to correct these issues. We will promptly register a new Hong Kong Apple Developer Account, and once our app is reinstated, we will migrate all relevant information to that new account to ensure full compliance moving forward.
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Nearby Sharing a Volume won't work
Hi, we've developed an app for Vision Pro that utilises the GroupActivitites SDK to provide shared experiences for our users. Remote Participation works great, but we can't get nearby sharing to work. The behaviour we're observing: User 1 engages share sheet from Volume, 2nd Vision Pro is visible. User 1 starts nearby sharing Session initialisation runs for approx. 30 seconds, then fails Sometimes, the nearby participant doesn't show up at all after the initialisation has failed once. As stated in the Configure your visionOS app for sharing with people nearby article, we didn't make any changes to our implementation to support nearby sharing. Any help would be greatly appreciated. Kind regards, David
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Close All
when we will be getting close all feature for when in the app changing screen? I feel lik that will help people center life making it easier to close apps as an ex Apple Technical Support Agent and as an Apple Representative at my Verizon Location.
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Menu List Error
Hi, I'm trying to have a menu at the trailing edge of a list but when I do so I am getting UIKit errors. I pasted my sample code below. Not exactly sure how to fix this. ForEach(0..<100) { i in HStack { Text("\(i)") Spacer() Menu { Text("Test") } label: { Image(systemName: "ellipsis") } } } } Adding '_UIReparentingView' as a subview of UIHostingController.view is not supported and may result in a broken view hierarchy. Add your view above UIHostingController.view in a common superview or insert it into your SwiftUI content in a UIViewRepresentable instead.
Topic: UI Frameworks SubTopic: SwiftUI
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How do I have the NSToolbar "floating" on top of content scrollview on macOS Tahoe?
I have this MWE right here -- it has a toolbar with a random action on it, in addition to a scroll view as the content of the window, with random labels attached inside. Since the redeisgn of the NSToolbar stuff in Tahoe, I expect the share button be able to "float" on top of the scrolled out content as shown as the first image at https://developer.apple.com/documentation/TechnologyOverviews/adopting-liquid-glass. #import <Cocoa/Cocoa.h> @interface AppDelegate : NSObject <NSApplicationDelegate, NSToolbarDelegate> @property (strong) NSWindow *window; @end @implementation AppDelegate - (void)applicationDidFinishLaunching:(NSNotification *)notification { NSRect frame = NSMakeRect(100, 100, 600, 400); self.window = [[NSWindow alloc] initWithContentRect:frame styleMask:(NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable) backing:NSBackingStoreBuffered defer:NO]; [self.window setTitle:@"Scroll View + Toolbar Demo"]; NSToolbar *toolbar = [[NSToolbar alloc] initWithIdentifier:@"MainToolbar"]; toolbar.displayMode = NSToolbarDisplayModeIconAndLabel; toolbar.delegate = self; [self.window setToolbar:toolbar]; NSScrollView *scrollView = [[NSScrollView alloc] initWithFrame:self.window.contentView.bounds]; [scrollView setAutoresizingMask:(NSViewWidthSizable | NSViewHeightSizable)]; [scrollView setHasVerticalScroller:YES]; [scrollView setHasHorizontalScroller:YES]; NSView *documentView = [[NSView alloc] initWithFrame:NSMakeRect(0, 0, 1000, 1000)]; for (int i = 0; i < 10; i++) { NSTextField *label = [[NSTextField alloc] initWithFrame:NSMakeRect(50, 950 - i*80, 400, 40)]; [label setStringValue:[NSString stringWithFormat:@"Sample Label #%d", i + 1]]; [label setBezeled:NO]; [label setDrawsBackground:NO]; [label setEditable:NO]; [label setSelectable:NO]; [documentView addSubview:label]; } [scrollView setDocumentView:documentView]; [self.window setContentView:scrollView]; [self.window makeKeyAndOrderFront:nil]; } - (NSArray<NSToolbarItemIdentifier> *)toolbarAllowedItemIdentifiers:(NSToolbar *)toolbar { return @[NSToolbarFlexibleSpaceItemIdentifier, @"ShareItem"]; } - (NSArray<NSToolbarItemIdentifier> *)toolbarDefaultItemIdentifiers:(NSToolbar *)toolbar { return @[@"ShareItem"]; } - (NSToolbarItem *)toolbar:(NSToolbar *)toolbar itemForItemIdentifier:(NSToolbarItemIdentifier)itemIdentifier willBeInsertedIntoToolbar:(BOOL)flag { if ([itemIdentifier isEqualToString:@"ShareItem"]) { NSToolbarItem *shareItem = [[NSToolbarItem alloc] initWithItemIdentifier:itemIdentifier]; shareItem.toolTip = @"Share this content"; shareItem.image = [NSImage imageNamed:NSImageNameShareTemplate]; shareItem.target = self; shareItem.action = @selector(shareAction:); return shareItem; } return nil; } - (void)shareAction:(id)sender { NSLog(@"Share button clicked!"); // Here you could present a sharing service picker NSSharingServicePicker *picker = [[NSSharingServicePicker alloc] initWithItems:@[@"Hello, world!"]]; [picker showRelativeToRect:[sender view].bounds ofView:[sender view] preferredEdge:NSRectEdgeMinY]; } @end int main(int argc, const char * argv[]) { @autoreleasepool { NSApplication *app = [NSApplication sharedApplication]; AppDelegate *delegate = [[AppDelegate alloc] init]; [app setDelegate:delegate]; [app run]; } return EXIT_SUCCESS; } But it doesn't and produces this image: https://imgur.com/a/kA7MzIe I've tried to set various settings to make the top bar transparent, but all it does is that it makes it completely opaque instead. How can I make the share button float on top of the content? P.S. the app is a single-file app, compile it with clang -fobjc-arc -framework Cocoa -o ScrollApp toolbar.m
Topic: UI Frameworks SubTopic: AppKit
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In-app provisioning, UnsupportedVersionError when submitting PKAddPaymentPassRequest with test data from TSP.
Hello, I am setting up a feature for my company's banking app that allows users to add their payment/debit card they have with us to the Apple Wallet on their device. We have the in-app provisioning entitlement setup and configured in the app and configured with our banking partner/TSP. We are able to manually provision production environment cards via the Wallet app. I am using test card data from my TSP. I send them the two certificates, nonce, and nonce signature data and am given activationData, encryptedPassData, and an ephmeralPublicKey that we then set on an instance of PKAddPaymentPassRequest. We call the handler on the delegate method that is called with that request object and get an error: The operation couldn’t be completed. (PKPassKitErrorDomain error 2.) Looking at the PassKit library shows this is PKUnsupportedVersionError - Unsupported pass version. Our TSP hasn't been super helpful in troubleshooting this issue and just said we should contact Apple as it is an Apple error. I am trying to figure out if the issue is with how we are implementing the feature or with the test data itself given to us.
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How to debug SecurityAgentPlugins?
Hi, I’ve developed a custom Authorization Plugin and placed it under: /Library/Security/SecurityAgentPlugins/AuthPlugin.bundle I also updated the corresponding right in the authorization database (authorizationdb) to point to my plugin’s mechanism. However, when I invoke the right, my plugin does not get loaded. The system log shows the following errors: AuthorizationHostHelper: Init: unable to load bundle executable for plugin: AuthPlugin.bundle AuthorizationHostHelper: Processing request: Failed to create agent mechanism AuthPlugin:auth.startup.authenticate, failing authentication! Here’s what I’ve verified so far: The plugin bundle and its executable are signed and notarized successfully. The executable inside the bundle is universal (arm64 + x86_64). The bundle structure looks correct (Contents/Info.plist, Contents/MacOS/..., etc.). Despite that, the plugin fails to load at runtime. Could anyone provide advice on how to debug or trace why the SecurityAgent cannot load the bundle executable? Are there any entitlements, permissions, or SIP-related restrictions that might prevent custom authorization plugins from being loaded on modern macOS versions? Thanks in advance for any insights!
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iOS Speech Error on Mobile Simulator (Error fetching voices)
I'm writing a simple app for iOS and I'd like to be able to do some text to speech in it. I have a basic audio manager class with a "speak" function: import Foundation import AVFoundation class AudioManager { static let shared = AudioManager() var audioPlayer: AVAudioPlayer? var isPlaying: Bool { return audioPlayer?.isPlaying ?? false } var playbackPosition: TimeInterval = 0 func playSound(named name: String) { guard let url = Bundle.main.url(forResource: name, withExtension: "mp3") else { print("Sound file not found") return } do { if audioPlayer == nil || !isPlaying { audioPlayer = try AVAudioPlayer(contentsOf: url) audioPlayer?.currentTime = playbackPosition audioPlayer?.prepareToPlay() audioPlayer?.play() } else { print("Sound is already playing") } } catch { print("Error playing sound: \(error.localizedDescription)") } } func stopSound() { if let player = audioPlayer { playbackPosition = player.currentTime player.stop() } } func speak(text: String) { let synthesizer = AVSpeechSynthesizer() let utterance = AVSpeechUtterance(string: text) utterance.voice = AVSpeechSynthesisVoice(language: "en-GB") synthesizer.speak(utterance) } } And my app shows text in a ScrollView: ScrollView { Text(self.description) .padding() .foregroundColor(.black) .font(.headline) .background(Color.gray.opacity(0)) }.onAppear { AudioManager.shared.speak(text: self.description) } However, the text doesn't get read out (in the simulator). I see some output in the console: Error fetching voices: Swift.DecodingError.dataCorrupted(Swift.DecodingError.Context(codingPath: [], debugDescription: "Invalid container metadata for _UnkeyedDecodingContainer, found keyedGraphEncodingNodeID", underlyingError: nil)). Using fallback voices. I'm probably doing something wrong here, but not sure what.
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Unable to verify the merchant domain after renewing the SSL
Hi, We're experiencing an issue with verifying our domain for Apple Pay on the web. It's currently stuck in the "Pending" state despite meeting the listed requirements. The domain in question has been verified once successfully but one month later when we renewed the SSL, we were unable to verify the domain again. Please note that the new certificate's CA chain has been changed. A) The "apple-developer-merchantid-domain-association.txt" file is publicly accessible at the following location: /.well-known/apple-developer-merchantid-domain-association.txt B) We've also ensured that the following IP ranges are whitelisted: 17.32.139.128/27 17.32.139.160/27 17.140.126.0/27 17.140.126.32/27 17.179.144.128/27 17.179.144.160/27 17.179.144.192/27 17.179.144.224/27 17.253.0.0/16 17.23.4.96/27 17.132.108.64/26 17.23.24.32/27 17.23.19.0/27 17.157.40.128/27 17.157.44.128/27 17.157.32.0/27 C) Our servers support TLS 1.2 already. D) "ECDHE-RSA-AES128-GCM-SHA256" cipher suite has been used, so we believe all necessary criteria are satisfied. However, when we attempt to verify the domain, we receive the following error message: "Domain verification failed. Review your TLS Certificate configuration to confirm that the certificate is accessible and a supported TLS Cipher Suite is used." Could you please advise why the verification is failing, or let us know if there's anything we might have missed? Best regards, Mehdi
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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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