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react native iap not providing the subscription information
I am handling the buy subscription with this function const handleBuySubscription = async (productId) => { try { await requestSubscription({ sku: productId, }); setLoading(false); } catch (error) { setLoading(false); if (error instanceof PurchaseError) { errorLog({ message: [${error.code}]: ${error.message}, error }); } else { errorLog({ message: "handleBuySubscription", error }); } } }; but the requestSubscription({ sku: productId, }) does not return anything, and it is stuck at await
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Universal links stopped working, CDN responds with 404 for our domain
From some moment of time, Universal Links stopped working for our app. As per my understanding, application reinstall or update caused system to fetch AASA file from CDN, which started to reply with 404 for our domain (https://app-site-association.cdn-apple.com/a/v1/app.link.digidentity.eu). In the meantime, nothing has changed inside our app or on our BE (https://app.link.digidentity.eu/.well-known/apple-app-site-association). Executing "curl -v https://app-site-association.cdn-apple.com/a/v1/app.link.digidentity.eu" returns following result * IPv6: (none) * IPv4: 17.253.15.197, 17.253.29.202, 17.253.37.203, 17.253.37.208, 17.253.57.197, 17.253.57.208, 17.253.29.196 * Trying 17.253.15.197:443... * Connected to app-site-association.cdn-apple.com (17.253.15.197) port 443 * ALPN: curl offers h2,http/1.1 * (304) (OUT), TLS handshake, Client hello (1): * CAfile: /etc/ssl/cert.pem * CApath: none * (304) (IN), TLS handshake, Server hello (2): * (304) (IN), TLS handshake, Unknown (8): * (304) (IN), TLS handshake, Certificate (11): * (304) (IN), TLS handshake, CERT verify (15): * (304) (IN), TLS handshake, Finished (20): * (304) (OUT), TLS handshake, Finished (20): * SSL connection using TLSv1.3 / AEAD-CHACHA20-POLY1305-SHA256 / [blank] / UNDEF * ALPN: server accepted http/1.1 * Server certificate: * subject: C=US; ST=California; O=Apple Inc.; CN=app-site-association.cdn-apple.com * start date: Jul 7 00:05:26 2025 GMT * expire date: Sep 30 19:08:48 2025 GMT * subjectAltName: host "app-site-association.cdn-apple.com" matched cert's "app-site-association.cdn-apple.com" * issuer: CN=Apple Public Server ECC CA 11 - G1; O=Apple Inc.; ST=California; C=US * SSL certificate verify ok. * using HTTP/1.x > GET /a/v1/app.link.digidentity.eu HTTP/1.1 > Host: app-site-association.cdn-apple.com > User-Agent: curl/8.7.1 > Accept: */* > * Request completely sent off < HTTP/1.1 404 Not Found < Apple-Failure-Details: {"cause":"dial tcp: lookup app.link.digidentity.eu on 10.100.53.53:53: dial tcp 10.100.53.53:53: connect: connection refused"} < Apple-Failure-Reason: SWCERR00302 Network error (temporary) < Apple-From: https://app.link.digidentity.eu/.well-known/apple-app-site-association < Apple-Try-Direct: true < Cache-Control: max-age=3600,public < Content-Length: 10 < Content-Type: text/plain; charset=utf-8 < Date: Thu, 21 Aug 2025 10:36:47 GMT < Vary: Accept-Encoding < Expires: Thu, 21 Aug 2025 10:36:57 GMT < Age: 2952 < Via: http/1.1 uklon5-vp-vst-011.ts.apple.com (acdn/1.16221), https/1.1 uklon5-vp-vfe-007.ts.apple.com (acdn/4.16219), http/1.1 defra1-edge-lx-005.ts.apple.com (acdn/260.16276), http/1.1 defra1-edge-bx-006.ts.apple.com (acdn/260.16276) < X-Cache: hit-fresh, hit-stale, hit-fresh, hit-fresh < CDNUUID: e06b4b03-f97d-48f8-97bb-774359a39fa2-4464142837 < Connection: keep-alive < Not Found * Connection #0 to host app-site-association.cdn-apple.com left intact On our end, we did not find any reason why it can be not available for Apple to fetch. Is SWCERR00302 an indication of problem on our end? Any help is appreciated
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Urgent - React Native IAP Issue
While using react-native-iap and being successfully connected with initConnection() I'm not receiving information on subscriptions with requestSubscription(). Attaching the code here, if anyone could assist asap please would be really grateful thanks! Been at it all day and just can't figure. const handleBuySubscription = async (productId) =&gt; { try { await requestSubscription({ sku: productId, }); setLoading(false); } catch (error) { setLoading(false); if (error instanceof PurchaseError) { errorLog({ message: [${error.code}]: ${error.message}, error }); } else { errorLog({ message: "handleBuySubscription", error }); } } }; but the requestSubscription({ sku: productId, })
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Save slow motion video with custom playback speed bar
Background: For iOS, I have built a custom video record app that records video at the highest possible FPS (supposed to be around 240 FPS but more like ~200 in practice). When I save this video to the user's camera roll, I notice this dynamic playback speed bar. This bar will speed up or slow down the video. My question: How can I save my video such that this playback speed bar is constantly slow or plays at real time speed? For reference I have include the playback speed bar that I am talking about in the screenshot, you can find this in the photo app when you record slow motion video.
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Lock screen media controls for MusicKit/ ApplicationMusicPlayer
Hi, when using ApplicationMusicPlayer from MusicKit my app automatically gets the media controls on the lock screen: Play/ Pause, Skip Buttons, Playback Position etc. I would like to customize these. Tried a bunch of things, e.g. using MPRemoteCommandCenter. So far I haven't had any success. Does anyone know how I can customize the media controls of ApplicationMusicPlayer. Thank you.
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Lifecycle and Usage of CLServiceSession after the app is terminated
Hi, I am creating a Driving Behaviour Monitoring app in which I range beacons and I require location updates in foreground, background and in terminated state all the time. I am using CLServiceSession with "Always Authorisation" to get location events. I create CLServiceSession object in the foreground and start monitoring driving and then re-create it when the app is relaunched after termination. Doing this works fine. But sometimes when app is terminated and is not opened again, the app runs on its own even when the device is stationary ( I can see the app is using Location in the Control Centre) and after that Location updates are not received and I am not able to track the driving behaviour. I tried to add diagnostics to know the cause and found "Insufficiently In Use" and then "Service Session Required" in the diagnostics. It would be of great help if the proper usage of CLServiceSession is provided. Important Question: When does the CLServiceSession gets invalidated or destroyed that was created when the app was in foreground ? What happens to the CLServiceSession which was created in the foreground if the app is not opened for long duration, let's say a day or two?
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App waiting for review for more than a week
Hi, our app is in waiting for review status for more than a week, we again have uploaded one 2 days ago, hoping the status would change, it is still in waiting for review status, we have another version which needs to be uploaded apart from the one waiting for review, as our SSL is expiring on the beginning of next month, please help as this will make our app inaccessible to our customers.
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Compositional Layout's broken `visibleItemsInvalidationHandler`
Hello everybody! TLDR: Issues with visibleItemsInvalidationHandler. Minimal code to reproduce available. I've been working with Compositional Layout for a while now and recently I've found myself needing to implement custom animation based on scroll position of UI elements. Once I found visibleItemsInvalidationHandler it felt like the exact solution that I needed. Once I implement I've found out it doesn't quite behave as you'd expect. To put it simply, it seems like the animations only work if your whole layout does not use .estimated nor .uniformAcrossSiblings. As soon as you use them then the animations will stop working, I've debugged it deeper and it seems like the invalidation context generated by it does not include the indexPath of the cells, which is always included in the version in which it works. Feel free to swap the line 51 with its comment to flip between the working and failing version of it. Playground Example My final question therefore is... Is this the expected behavior? The documentation doesn't give any clues about such behavior and although I've tried relentlessly to find a workaround for this specific hiccup I was not successful with it.
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Feedback a iOS26 bug, iOS reset UITableViewCell.contentView
Hi all, Recently, I received feedback from users that the cell of UITableView will be enlarged when clicked on the iOS26 system. After positioning, it was found that the iOS26 system has reset the frame of the contentView so that its width is always the screen width. The following Demo can reproduce this problem. Does anyone have this problem? Is there a solution? Thanks Run and click on the cell to see the problem http://www.yangshuang.net/TestProject.zip
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Unity App Runs in Portrait on iPad Air (M1) with iPadOS 18.6, but Works on Older iPads.
Hi all, My Unity app was rejected for running in portrait mode on an iPad Air (5th gen) with iPadOS 18.6. My Unity Player settings are configured for landscape-only (Auto Rotation with Landscape Left and Landscape Right enabled). On my older iPad (5th gen) with iPadOS 16.7.11, the app works correctly and stays in landscape. Has anyone seen similar orientation issues with Unity builds on M1/M2 iPads running iPadOS 18? I suspect this is a bug with the new OS on specific hardware. Any insights are appreciated. Thanks.
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pkpass not opening on iphone (ios17.7)
I am currently working on creating a digital wallet for Apple. While I am able to successfully generate the .pkpass file and verify its contents by changing the extension to .zip, I encounter an issue when attempting to open the .pkpass file on an iPhone—it displays the error "File format is not supported." I validated the .pkpass file using https://pkpassvalidator.azurewebsites.net/, and the validation results indicate that everything is correct. Additionally, I manually verified the contents by extracting the zip file, and all the information appears to be in order. I am unable to identify the root cause of this issue. Could you please provide guidance on what might be going wrong?
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MIDI output form Standalone MIDI Processor Demo App to DAW
I am trying to get MIDI output from the AU Host demo app using the recent MIDI processor example. The processor works correctly in Logic Pro, but I cannot send MIDI from the AUv3 extension in standalone mode using the default host app to another program (e.g., Ableton). The MIDI manager, which is part of the standalone host app, works fine, and I can send MIDI using it directly—Ableton receives it without issues. I have already set the midiOutputNames in the extension, and the midiOutBlock is mapped. However, the MIDI data from the AUv3 extension does not reach Ableton in standalone mode. I suspect the issue is that midiOutBlock might never be called in the plugin, or perhaps an input to the plugin is missing, which prevents it from sending MIDI. I am currently using the default routing. I have modified the MIDI manager such that it works well as described above. Here is a part of my code for SimplePlayEngine.swift and my MIDIManager.swift for reference: @MainActor @Observable public class SimplePlayEngine { private let midiOutBlock: AUMIDIOutputEventBlock = { sampleTime, cable, length, data in return noErr } var scheduleMIDIEventListBlock: AUMIDIEventListBlock? = nil public init() { engine.attach(player) engine.prepare() setupMIDI() } private func setupMIDI() { if !MIDIManager.shared.setupPort(midiProtocol: MIDIProtocolID._2_0, receiveBlock: { [weak self] eventList, _ in if let scheduleMIDIEventListBlock = self?.scheduleMIDIEventListBlock { _ = scheduleMIDIEventListBlock(AUEventSampleTimeImmediate, 0, eventList) } }) { fatalError("Failed to setup Core MIDI") } } func initComponent(type: String, subType: String, manufacturer: String) async -> ViewController? { reset() guard let component = AVAudioUnit.findComponent(type: type, subType: subType, manufacturer: manufacturer) else { fatalError("Failed to find component with type: \(type), subtype: \(subType), manufacturer: \(manufacturer))" ) } do { let audioUnit = try await AVAudioUnit.instantiate( with: component.audioComponentDescription, options: AudioComponentInstantiationOptions.loadOutOfProcess) self.avAudioUnit = audioUnit self.connect(avAudioUnit: audioUnit) return await audioUnit.loadAudioUnitViewController() } catch { return nil } } private func startPlayingInternal() { guard let avAudioUnit = self.avAudioUnit else { return } setSessionActive(true) if avAudioUnit.wantsAudioInput { scheduleEffectLoop() } let hardwareFormat = engine.outputNode.outputFormat(forBus: 0) engine.connect(engine.mainMixerNode, to: engine.outputNode, format: hardwareFormat) do { try engine.start() } catch { isPlaying = false fatalError("Could not start engine. error: \(error).") } if avAudioUnit.wantsAudioInput { player.play() } isPlaying = true } private func resetAudioLoop() { guard let avAudioUnit = self.avAudioUnit else { return } if avAudioUnit.wantsAudioInput { guard let format = file?.processingFormat else { fatalError("No AVAudioFile defined.") } engine.connect(player, to: engine.mainMixerNode, format: format) } } public func connect(avAudioUnit: AVAudioUnit?, completion: @escaping (() -> Void) = {}) { guard let avAudioUnit = self.avAudioUnit else { return } engine.disconnectNodeInput(engine.mainMixerNode) resetAudioLoop() engine.detach(avAudioUnit) func rewiringComplete() { scheduleMIDIEventListBlock = auAudioUnit.scheduleMIDIEventListBlock if isPlaying { player.play() } completion() } let hardwareFormat = engine.outputNode.outputFormat(forBus: 0) engine.connect(engine.mainMixerNode, to: engine.outputNode, format: hardwareFormat) if isPlaying { player.pause() } let auAudioUnit = avAudioUnit.auAudioUnit if !auAudioUnit.midiOutputNames.isEmpty { auAudioUnit.midiOutputEventBlock = midiOutBlock } engine.attach(avAudioUnit) if avAudioUnit.wantsAudioInput { engine.disconnectNodeInput(engine.mainMixerNode) if let format = file?.processingFormat { engine.connect(player, to: avAudioUnit, format: format) engine.connect(avAudioUnit, to: engine.mainMixerNode, format: format) } } else { let stereoFormat = AVAudioFormat(standardFormatWithSampleRate: hardwareFormat.sampleRate, channels: 2) engine.connect(avAudioUnit, to: engine.mainMixerNode, format: stereoFormat) } rewiringComplete() } } and my MIDI Manager @MainActor class MIDIManager: Identifiable, ObservableObject { func setupPort(midiProtocol: MIDIProtocolID, receiveBlock: @escaping @Sendable MIDIReceiveBlock) -> Bool { guard setupClient() else { return false } if MIDIInputPortCreateWithProtocol(client, portName, midiProtocol, &port, receiveBlock) != noErr { return false } for source in self.sources { if MIDIPortConnectSource(port, source, nil) != noErr { print("Failed to connect to source \(source)") return false } } setupVirtualMIDIOutput() return true } private func setupVirtualMIDIOutput() { let virtualStatus = MIDISourceCreate(client, virtualSourceName, &virtualSource) if virtualStatus != noErr { print("❌ Failed to create virtual MIDI source: \(virtualStatus)") } else { print("✅ Created virtual MIDI source: \(virtualSourceName)") } } func sendMIDIData(_ data: [UInt8]) { print("hey") var packetList = MIDIPacketList() withUnsafeMutablePointer(to: &packetList) { ptr in let pkt = MIDIPacketListInit(ptr) _ = MIDIPacketListAdd(ptr, 1024, pkt, 0, data.count, data) if virtualSource != 0 { let status = MIDIReceived(virtualSource, ptr) if status != noErr { print("❌ Failed to send MIDI data: \(status)") } else { print("✅ Sent MIDI data: \(data)") } } } } }
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[visionOS] How to render side-by-side stereo video?
I want to render a 3d/stereoscopic video in an Apple Vision Pro window using RealityKit/RealityView. The video is a left-right stereo. The straight forward approach would be to spawn a quad, and give it a custom Shader Graph material, which has a CameraIndexSwitch. The CameraIndexSwitch chooses between the right texture vs the left texture. https://i.sstatic.net/XawqjNcg.png The issue I have here is that I have to extract the video frames from my AVSampleBufferVideoRenderer. This should work ok, but not if I'm playing FairPlay content. So, my question is, how to render stereo FairPlay videos in a SwiftUI RealityView?
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SwiftData crash when switching between Window and ImmersiveSpace in visionOS
Environment visionOS 26 Xcode 26 Issue I am experiencing crash when trying to access a [String] from a @Model data, after dismissing an immersiveSpace and opening a WindowGroup. This crash only occurs when trying to access the [String] property of my Model. It works fine with other properties. Thread 1: Fatal error: This backing data was detached from a context without resolving attribute faults: PersistentIdentifier(...) Steps to Reproduce Open WindowGroup Dismiss window, open ImmersiveSpace Dismiss ImmersiveSpace, reopen WindowGroup Any guidance would be appreciated! @main struct MyApp: App { var body: some Scene { WindowGroup(id: "main") { ContentView() } .modelContainer(for: [Item.self]) ImmersiveSpace(id: "immersive") { ImmersiveView() } } } // In SwiftData model @Model class Item { var title: String = "" // Accessing this property works fine var tags: [String] = [] @storageRestrictions(accesses: _$backingData, initializes: _tags) init(initialValue) { _$backingData.setValue(forKey: \. tags, to: initialValue) _tags =_ SwiftDataNoType() } get { _$observationRegistrar.access(self, keyPath: \.tags) **return self getValue(forkey: \.tags)** // Crashes here }
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App Store Rejection for Non-Public API usage- "pacga"
Our app was recently rejected during review under the Guideline 2.5.1 - Performance - Software Requirements, with the reason that we’re using a non-public API: "pacga" However, based on our investigation: We are not explicitly calling this API in our code or in any linked frameworks. We ran the suggested checks (strings, otool) on the app binary and included frameworks, and found no private API usage. From what we understand, "pacga" is not an API at all, but an ARM64e instruction (Pointer Authentication Code Generate Address) automatically generated by the compiler for devices with ARM64e support (A12 and newer). This is part of Apple’s Pointer Authentication (PAC) security mechanism introduced in iOS 12. Sharing a few references: https://developer.apple.com/documentation/security/preparing-your-app-to-work-with-pointer-authentication https://www.usenix.org/system/files/usenixsecurity23-cai-zechao.pdf https://clang.llvm.org/docs/PointerAuthentication.html#id9 Given this, we suspect the rejection might be a false positive triggered by the presence of this instruction in the compiled binary rather than actual private API usage. Has anyone else run into a similar rejection recently? If so, how did you resolve it with App Review? Thanks in advance.
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