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System canceled add payment pass - Apple Wallet
Hello All - I'm attempting to enable my companies app to add credit card to Apple Wallet. Part of our app enables customers to generate new virtual cards on demand and I'm attempting to enable the ability to add these cards to the Apple Wallet. Everything seems to be working all the way to the final stage of the process where I get a PKPassKitErrorDomain systemCancelled and I can't seem to find any clues as to why the system is canceling. For context - I have the com.apple.developer.payment-pass-provisioning entitlement. I have both the Wallet and In-App Provisioning capabilities enabled in the App. I have defined a PKAddPaymentPassViewControllerDelegate class that implements both the generateRequest and didFinishAdding methods. I'm leveraging PKAddPaymentPassViewController in SwiftUI by using a UIViewControllerRepresentable implementing class that returns the view controller properly when makeUIViewController is called. I build a PKAddPaymentPassRequest object and ensure that it is properly filled with encryptedPassData, activationData, and ephemeralPublicKey. As a user I'm able to go to the virtual card view, open the instance of PKAddPaymentPassViewController, select the destination for the card, see the Add Card information. I get to the point where the view tells me it's contacting the card issuer and then I get an error message "Could Not Add Card - Try again later or contact your card issuer for more information" with a "Set Up Later" button. I then get the system canceled error. I should mention that I'm able to add these virtual cards manually via the Apple Wallet. The process works similarly but requires me to provided an OTP to conclude the process. This flow works and I have active cards in my wallet. I'm having a very hard time figuring out how to try and debug this issue further. The only error that the system returns is the system canceled notice. Any insight into where I might be missing something or how to debug the issue further would be greatly appreciated. Any thought on how I could debug this further would also be greatly appreciated. Thanks in advance - AYAL
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Notarization Stuck "In Progress"
Hello Colleagues, We have been seeing a delay in our Apple notarization submission that hangs for hours "in progress" without completing: This issue has been occurring since Friday, October 17th. We have also checked the Apple System Status page and there is no indication of any outage for Apple notarization.
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Supervised Watch Erase All Content and Settings?
There is a longstanding restriction payload for supervised iOS devices that disables "Erase All Content and Settings." We have been experimenting with supervised watches paired with supervised phones that have that payload applied, and yet "Erase All Content and Settings" remains available on the watch. Is this: – a) An error with our payload? Should we be sending something else? – b) A bug in watchOS supervision? – c) A deliberate design choice? If so, what is the rationale for preventing organizations from maintaining this very basic level of control over devices they may be configuring and dispatching into the field?
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“In Progress” status stuck for over 2 days with no result
Successfully received submission history. history ...... -------------------------------------------------- createdDate: 2025-10-19T18:34:47.472Z id: d3248896-7841-421e-9470-101df9d0da21 name: ... status: In Progress -------------------------------------------------- createdDate: 2025-10-19T18:12:45.325Z id: e5822fa0-5bcf-4610-81fc-9f541e8ad189 name: ... status: In Progress
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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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UIDocumentPickerViewController freezes the second time it's called on iOS and iPadOS 26.1 betas 3 and 4
Hello, this is very weird. I have an app where I use UIDocumentPickerViewController(forOpeningContentTypes: [.folder]) to let the users access to directories that are in the sandbox of other apps. It's been working since iOS 13. On the beta versions of iOS and iPadOS 26.1 (betas 3 and 4), the second time the UIDocumentPickerViewController is presented, it becomes unresponsive, with a spinning wheel in the top right corner where the "Open" button should be. I have absolutely no clue what the issue could be. It doesn't seem to be a widespread issue, but I have also no idea on how to find the origin and fix it. As far as I can tell from the debugger, this line is executed: DispatchQueue.main.async { rootVC?.present(self.documentPicker, animated: true, completion: nil) } and then nothing else happens.
Topic: UI Frameworks SubTopic: UIKit
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For receiving audio in PushtoTalk, channelManager(_:didActivate:) not called when app receives first push after backgrounding
I'm implementing the PushToTalk framework and have encountered an issue where channelManager(_:didActivate:) is not called under specific circumstances. What works: App is in foreground, receives PTT push → didActivate is called ✅ App receives audio in foreground, then is backgrounded → subsequent pushes trigger didActivate ✅ What doesn't work: App is launched, user joins channel, then immediately backgrounds PTT push arrives while app is backgrounded incomingPushResult is called, I return .activeRemoteParticipant(participant) The system UI shows the speaker name correctly However, didActivate is never called Audio data arrives via WebSocket but cannot be played (no audio session) Setup: Channel joined successfully before backgrounding UIBackgroundModes includes push-to-talk No manual audio session activation (setActive) anywhere in my code AVAudioEngine setup only happens inside didActivate delegate method Issue persists even after channel restoration via channelDescriptor(restoredChannelUUID:) Question: Is this expected behavior or a bug? If expected, what's the correct approach to handle incoming PTT audio when the app is backgrounded and hasn't received audio while in the foreground yet?
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Request for Guidance on Deployment to Production Environment
Hello Team, We are currently experiencing a challenge deploying our application to the production environment. This is because the previous deployment was done using an old account, whereas we have now created a new organizational account that we are using to deploy the updated and modified version of the application. Kindly advise on the best practice to resolve this and proceed with the deployment.
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VTLowLatencyFrameInterpolationConfiguration supported dimensions
Is there limits on the supported dimension for VTLowLatencyFrameInterpolationConfiguration. Querying VTLowLatencyFrameInterpolationConfiguration.maximumDimensions and VTLowLatencyFrameInterpolationConfiguration.minimumDimensions returns nil. When I try the WWDC sample project EnhancingYourAppWithMachineLearningBasedVideoEffects with a 4k video this statement try frameProcessor.startSession(configuration: configuration) executes but try await frameProcessor.process(parameters: parameters) throws error Error Domain=VTFrameProcessorErrorDomain Code=-19730 "Processor is not initialized" UserInfo={NSLocalizedDescription=Processor is not initialized}. Also, why is VTLowLatencyFrameInterpolationConfiguration able to run while app is backgrounded but VTFrameRateConversionParameters can't (due to gpu usage)?
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Xcode 26.0.1 launch fails with error "Loading a Plugin Failed."
Hi All, I have recently upgraded my Silicon Mac Laptop from MacOS 15.3 (Sequoia) to MacOS 26 (Tahoe). Since existing Xcode 16.2 is not compatible with MacOS 26, i installed Xcode 26.0.1 but after the successful installaton the application is not working and quits after the erorr dialog "Loading a Plugin Failed." (Screenshot attached). I tried resatring/reinstalling the Xcode 26.0.1 but no luck. To narrow down the issue i installed the same Xcode 26.0.1 in another Silicon Mac laptop with MacOS 26(Tahoe) where no previous Xcode was installed and it went well and working as expected. With my assumption Xcode 26.0.1 breaks when the device is upgraded from sequoia to Tahoe due to some conflicting old Xcode settings/files which may not be compatible with Xcode 26 or Tahoe but i am not sure. I followed some old articles as below from the forum and nothing worked for me so far. https://developer.apple.com/forums/thread/660860 https://developer.apple.com/forums/thread/719810 https://developer.apple.com/forums/thread/759396 Can some one shed a light on this to resolve this issue? Thanks.
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Multiple App Icons
Hi, I have an Unity game. I need to have multiple App Icons for my game for it to be able to be recognized in different countries. In other words, is it possible to have an iOS app in which the App Icon changes based on device locale/language? On Android this is possible using Unity Localization package "com.unity.localization"
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Can’t change primary language – “Missing screenshots for each version” error even though all screenshots are uploaded
Hello everyone, I’m facing an issue when trying to change my app’s primary locale from Russian to English (US) in App Store Connect. I’ve already done the following: Uploaded all required screenshots for English (US) for all device sizes (6.7", 6.5", 5.5", etc.) Made sure all App Information and App Store Version fields are completely filled in and match between localizations Verified that screenshots appear correctly in Media Manager under the English locale Submitted a new version with these screenshots included However, I still get this error when trying to update the primary language: “In order to change this app’s primary language, you must first provide all the required language screenshots for each version.” Has anyone experienced this before? Is there any hidden requirement (for example, needing the screenshots to be approved by review before the locale can change), or could this be a caching/bug issue on Apple’s side?
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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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How to hide supplementary column alone in three column split view
We are using three column split view as root of our app and wants to hide the supplementary column alone in some cases and behaves like two column split view. With the existing apis we are unable to achieve this since it hides primary column as well and not giving expected results. .hide(.supplementary) setViewController(nil, for: .supplementary) But seen this behavior in Native Notes app when using the View as List and Gallery option. is there any way to achieve this with maintaining three column split view itself ?
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ManipulationComponent create parent/child crash
Hello, If you add a ManipulationComponent to a RealityKit entity and then continue to add instructions, sooner or later you will encounter a crash with the following error message: Attempting to move entity “%s” (%p) under “%s” (%p), but the new parent entity is currently being removed. Changing the parent/child entities of an entity in an event handler while that entity is already being reassigned is not supported. CoreSimulator 1048 – Device: Apple Vision Pro 4K (B87DD32A-E862-4791-8B71-92E50CE6EC06) – Runtime: visionOS 26.0 (23M336) – Device Type: Apple Vision Pro The problem occurs precisely with this code: ManipulationComponent.configureEntity(object) I adapted Apple's ObjectPlacementExample and made the changes available via GitHub. The desired behavior is that I add entities to ManipulationComponent and then Realitiykit runs stably and does not crash randomly. GitHub Repo Thanks Andre
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SwiftData and CloudKit not synching between devices
Hi, Not sure how to describe my issue best: I am using SwiftData and CloudKit to store my data. In the past, when I tested my app on different devices, the data would sync between the devices automatically. For whatever reason this has stopped now and the data no longer syncs. No matter what I do, it feels as if all the data is actually stored just locally on each device. How can I check if the data is actually stored in the cloud and what could be reasons, why its no longer synching between my devices (and yes, I am logged in with the same Apple ID on all devices). Thanks for any hint! Max
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