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AVAssetDownloadConfiguration: How many video variants are actually downloaded when multiple variants exist in the HLS master playlist?
Hi, I’m trying to better understand how AVAssetDownloadConfiguration selects video variants when downloading HLS content for offline playback. Suppose I have an HLS master playlist (.m3u8) that contains several video variants defined with #EXT-X-STREAM-INF. For example, the master playlist may contain multiple video streams like this: Same resolution, different BANDWIDTH Or different resolutions (for example 720p, 1080p, etc.) My question is: How many video variants are actually downloaded when using AVAssetDownloadConfiguration without specifying any variantQualifiers? In other words: If the master playlist contains multiple video variants, will the download task fetch only one variant, or multiple variants? Does the behavior differ depending on whether the variants differ only by BANDWIDTH or also by RESOLUTION? What I observed in testing In my tests, I always end up with only one video variant downloaded, specifically the one with the highest BANDWIDTH parameter. In the m3u8 files I tested, all video variants had identical parameters (resolution, codec, frame rate, etc.) and differed only by the BANDWIDTH attribute in the master playlist. However, when inspecting the downloaded .movpkg, I noticed something interesting in boot.xml. It lists two video streams: one with complete="true" (the one with highest bandwidth) another with complete="no" (the one with lowest bandwidth) I actually had 3 video streams listed in m3u8, but the one with middle bandwidth wasn't listed in boot.xml file at all. There are also additional streams for audio and subtitles in boot.xml file. This made me wonder whether the system initially attempts to download another video variant (possibly a lower bitrate one), but then switches to the highest-quality variant and only completes that one. Additional question about variantQualifiers If I provide a predicate such as: NSPredicate(format: "peakBitRate > 0") which should theoretically match all variants, will the download task attempt to download all matching video variants, or will it still select only one? Summary So the main questions are: Without variantQualifiers, does AVAssetDownloadConfiguration always download a single video variant, and if so, how is it chosen? Does the behavior differ if variants have different resolutions vs only different bitrates? When a predicate matches multiple variants, can multiple video variants actually be downloaded in a single .movpkg? Why might boot.xml list multiple video streams when only one appears to be fully downloaded? Any clarification on the intended behavior would be greatly appreciated. Thanks!
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In the iOS 26.4 beta version of WKWebView, it is impossible to establish an IP type WebSocket connection!
In iOS 26.4 beta, I noticed that when loading pages using WKWebView and using WebSocket to establish IP type addresses, the connection duration was several seconds and sometimes even failed to connect (normally, the connection duration should be in milliseconds). However, when establishing WebSocket connections using domain names, the connections were normal. Additionally, I discovered a special scenario: When directly establishing WebSocket connections using IP type addresses, it remained in the "connect" state. At the same time, based on Wireshark packet capture, it was found that no TCP connection was sent at this time. However, if two connections with the same address were established simultaneously, those two connections could successfully connect. This bug has seriously affected the use of my application service. Is there a chance that this version will solve the problem?
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Validation error with Network Extension due to square brackets in Product Name
Hello, I am facing a validation error when uploading a macOS app with a Network Extension. The Error: Invalid system extension. The system extension at “[T] TEXT.app/Contents/Library/SystemExtensions/company_name.network-extension.systemextension” resides in an unexpected location. The Problem: Validation fails only when the app's Product Name contains square brackets: [T] TEXT. If I remove the brackets from the Product Name, validation passes. What I've tried: Setting Product Name to TEXT (without brackets) and CFBundleDisplayName to [T] TEXT. Cleaning Derived Data and rebuilding the archive. Verified that the extension is physically located at Contents/Library/SystemExtensions/. It seems the Apple validation tool fails to parse the bundle path correctly when it contains characters like [ or ]. Question: How can I keep the app name with brackets for the user (in System Settings and Menu Bar) while ensuring the Network Extension passes validation? Is there a way to escape these characters or a specific Info.plist configuration to satisfy the validator?"
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Is it possible to download or copy the iOS SDK for Xcode 26.1 using command-line tools? If so, how?
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.
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iOS 26.3.0 TextToSpeech EXC_BAD_ACCESS
Hello Apple Developer Community, I'm seeing a persistent crash in my iOS app reported via Firebase Crashlytics. The issue only started appearing on devices running iOS 26.3.0 and above (the crash does not occur on lower iOS versions, and it's unrelated to my app's version number). Key points: My app does NOT use any Text-to-Speech (TTS) features whatsoever. No AVSpeechSynthesizer, no Speech framework, no related APIs called from our code. My app is primarily written in Objective-C (with some Swift components possibly via dependencies). The crash stack is entirely within Apple's private TextToSpeech framework, specifically in ausdk::BufferAllocator::instance(). I suspect it might be indirectly triggered by a third-party ad SDK (e.g., Google Mobile Ads, AppLovin, etc.) that could be loading or interacting with accessibility features in the background — but this is just a hypothesis, as I have no direct evidence yet. Here is one representative crash log: Crashed: com.apple.root.user-initiated-qos.cooperative 0 TextToSpeech 0x6bb00 ausdk::BufferAllocator::instance() + 99800 1 TextToSpeech 0xf8c60 ausdk::BufferAllocator::instance() + 677688 2 TextToSpeech 0xf8c60 ausdk::BufferAllocator::instance() + 677688 3 TextToSpeech 0x1a0b9c ausdk::BufferAllocator::instance() + 1365620 4 libswift_Concurrency.dylib 0x628b4 swift::runJobInEstablishedExecutorContext(swift::Job*) + 288 5 libswift_Concurrency.dylib 0x63d28 swift_job_runImpl(swift::Job*, swift::SerialExecutorRef) + 156 6 libdispatch.dylib 0x13f48 _dispatch_root_queue_drain + 364 7 libdispatch.dylib 0x146fc _dispatch_worker_thread2 + 180 8 libsystem_pthread.dylib 0x137c _pthread_wqthread + 232 9 libsystem_pthread.dylib 0x8c0 start_wqthread + 8 The crash occurs on a background cooperative queue (Swift Concurrency). Questions: Has anyone else seen crashes inside ausdk::BufferAllocator::instance() in TextToSpeech on iOS 26.3.0+ even without using TTS in their app? Could a third-party ad SDK be causing the TextToSpeech framework to load unexpectedly (e.g., via accessibility preloading)? Is this a known bug in iOS 26's Spoken Content / Speak Selection features? Any workarounds or fixes from Apple? Any insights, similar reports (especially from Objective-C based apps), or advice would be greatly appreciated! Thanks!
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沙盒测试
<Apple Developer Program许可协议>已更新并需要查阅。若要更新现有App和提交新 App,账户持有人必须登录账户,查看并接受更新后的协议。 apple 会费到期 续费以后 无法获取app内购数据,经排查可能是这个协议没有签署,签署后多久可以重新获取到app内购数据。
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沙盒测试
<Apple Developer Program许可协议>已更新并需要查阅。若要更新现有App和提交新 App,账户持有人必须登录账户,查看并接受更新后的协议。 app开发者会费 续费以后 app内购获取不到商品了,经排查可能是这个协议需要重新签署,签署以后多久可以重新在沙盒测试中获取到商品信息。
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Xcode error: Missing target with GUID
I have been getting the following error intermittently (once it happens, then its consistent) when I try to build my app Showing Recent Errors Only Unable to resolve build file: BuildFile<b11862f281fd8c8287d499b4f0922a9c61c95323d2196ba877ed344a02baffbb> (The workspace has a reference to a missing target with GUID '0c7e19da3805e0a412c717704d4549fc25560b498add930cbef9623bd9afb53a') There have been no changes to my project (git status is clean). I have tried cleaning DerivedData as well, but it did not help. How am I supposed to figure out from the GUID what is it that xcode is trying to find?
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Validation error with Network Extension due to square brackets in Product Name
Hello, I am facing a validation error when uploading a macOS app with a Network Extension. The Error: Invalid system extension. The system extension at “[T] TEXT.app/Contents/Library/SystemExtensions/company_name.network-extension.systemextension” resides in an unexpected location. The Problem: Validation fails only when the app's Product Name contains square brackets: [T] TEXT. If I remove the brackets from the Product Name, validation passes. What I've tried: Setting Product Name to TEXT (without brackets) and CFBundleDisplayName to [T] TEXT. Cleaning Derived Data and rebuilding the archive. Verified that the extension is physically located at Contents/Library/SystemExtensions/. It seems the Apple validation tool fails to parse the bundle path correctly when it contains characters like [ or ]. Question: How can I keep the app name with brackets for the user (in System Settings and Menu Bar) while ensuring the Network Extension passes validation? Is there a way to escape these characters or a specific Info.plist configuration to satisfy the validator?"
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issue on the “Create Your Apple Account” page.
Hello Apple Support, I’m experiencing an issue on the “Create Your Apple Account” page. After filling in all required information, the “Continue” button remains disabled and cannot be clicked. This issue occurs consistently across all browsers I’ve tested. I’ve already tried: Different browsers (Safari, Chrome, etc.) Private / Incognito mode Refreshing and re-entering the information However, the problem still persists. Could you please help check or reset the account creation state for my Apple ID? Thank you for your assistance.
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App stuck in "Waiting for Review" for 5+ days - Version 1.4
Hi everyone, I submitted a new version (1.4) of my app,last Wednesday at 9:02 AM. It has been in the "Waiting for Review" status for over 5 days now. My previous updates were usually processed within 24-48 hours, so I’m concerned if there might be an issue with this specific build or if there's a general delay in the review queue. Has anyone else experienced similar delays recently? Should I continue to wait, or is it time to contact the App Review team directly?
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XCode 26 build app run iOS12.5 device crash
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
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App Rejected – Guideline 5.1.1(iv) – Location Permission Pre-Prompt With “Not Now” Button
Issue from App Review: My app shows a custom explanation screen before triggering the system location permission dialog. This screen explains why location access is needed. It includes: A “Continue” button → triggers the system permission dialog A “Not Now” button → dismisses the explanation and delays the permission request Apple states that: “The user should always proceed to the permission request after the message.” They are asking me to remove the exit button from the pre-permission message. My Questions Is it now against policy to include a “Not Now” option in a pre-permission explainer screen? Are we required to immediately show the system permission dialog after any pre-permission explanation? What is the recommended UX pattern if the feature depends on location but I don’t want to force the permission immediately at launch? Would it be compliant to: Remove the “Not Now” button, OR Remove the custom pre-prompt entirely and rely only on the system dialog? The feature in question requires location to function properly, but I want to implement it in a user-friendly way that respects user choice and avoids unnecessary denial rates. If anyone has recently resolved a similar 5.1.1(iv) issue, I’d really appreciate hearing how you handled it. Thank you in advance for your help!
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App stuck in "Waiting for Review" for 5+ days - Version 1.4
Hi everyone, I submitted a new version (1.4) of my app,last Wednesday at 9:02 AM. It has been in the "Waiting for Review" status for over 5 days now. My previous updates were usually processed within 24-48 hours, so I’m concerned if there might be an issue with this specific build or if there's a general delay in the review queue. Has anyone else experienced similar delays recently? Should I continue to wait, or is it time to contact the App Review team directly?
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Unusually long “Waiting for review” status, anyone experiencing the same?
Hello everyone, I’m currently experiencing significantly longer than usual review times and wanted to check if others are seeing similar delays recently. Here’s the timeline of my submissions so far: [Feb 5] Initial submission (Submit #1) [Feb 10] Sent expedited review request #1 [Feb 11] Canceled and resubmitted (Submit #2) [Feb 21] Canceled again → Uploaded new build → Resubmitted (Submit #3) [Feb 24] Sent expedited review request #2 My apple ID: 6757330278 The app has remained in “Waiting for Review” for an unusually long period across multiple submissions. Even after submitting two expedite requests, there hasn’t been any updates or response yet. What’s confusing is that I see other apps getting approved during the same timeframe, so I’m unsure whether this is: A broader review backlog A regional queue issue Or something specific to my account/app I’m just hoping to understand whether this is a widespread situation at the moment. If anyone has experienced similar delays recently, I’d really appreciate hearing about your timeline or any insights you may have. Thanks in advance, and good luck to everyone currently in review 🙏
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[HELP] Xcode unable to connect to multiple devices, stuck on "Connecting to 's iPhone"
Hello, I've been searching online for ways to remedy this issue for the past 3 days and this is my last resort. The Issue Build on device fails to connect to the device. The prompt will permanently be stuck loading in that screen. Finder is able to connect to the device, just that Xcode is unable to. Xcode does prompt for passcode on the device, and I have entered it accordingly. I note that i AM on VPN, but even disabling VPN and turning off Wifi does not fix the issue. This was working until several days ago. Not sure what the issue is. Fixes Attempted Tried with a different cable, and USB ports Tried with different devices (multiple devices both iPad and iPhone has the same issue) Turn Off and On developer mode on devices. Clear Trusted Computers on devices. Updating both devices to the latest iOS version. Quitting Xcode Clearing derived cache Restarting Macbook Updating to the latest iOS version on Macbook Reinstalling Xcode toggling signing certificates I was trying other fixes like "pkill usbmuxd", but since I am on corporate hardware, i will be required to escalate it if i require sudo permissions. Is anyone able to provide a concrete solution or explanation why this happens?
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Xcode 26 failed in the real-device debugging process
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?
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