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How to stop navigation items from moving into an overflow menu
One screen in my app uses a navigation bar with some buttons added to the titleView and some buttons added as a customView of a single rightBarButtonItem. In iOS 26 (beta 9), if I switch to the home screen and back again, the titleView and rightBarButtonItem disappear and an overflow button (three dots) appears instead. Nothing happens when I click the overflow button. Here's a screen capture: https://youtu.be/tthRnMz98kA This also happens when I switch to another app, when I rotate the device or when I resize the app window. In all cases, there is enough room to show all the buttons, but they still disappear. I overrode the viewWillTransition function in my view controller and logged when that runs. I can see that if I switch to the home screen and back again before that runs (within one or two seconds), there's no problem. But once that runs, the navigation bar items disappear and the overflow button appears. I have not done anything to set up the overflow button and don't have any need to use it. The documentation about it isn't very detailed, but it seems like it shouldn't be used unless I add it. This wasn't a problem in iOS 18 or earlier iOS versions. Does anyone know how to stop this? BTW, I'm using Swift, but not SwiftUI.
Topic: UI Frameworks SubTopic: UIKit
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We attempted to run a burn-in test while connected to our MacBook Pro M4 Max, but this crashed about 10 minutes into testing.
We attempted to run a burn-in test while connected to our MacBook Pro M4 Max, but this crashed about 10 minutes into testing. We tried to run a 2-hour burn-in on M4 Max host while charging the battery from below 5%, running six bus-powered drives (via ATTO/Black Magic/IOmeter), hitting the RJ45 port for 2.5Gbps (via JPerf), and streaming at least 4K60Hz video content to two display, however, M4 Max will crashed in 20 [minutes.]( https://www.example.com/)
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BLE Problem
I have an app that uses BLE to connect to access doors. Since iOS 26, when it hasn't connected to any doors for a while, it deactivates, whereas in older versions of iOS it continues to work all day without stopping. Has anyone else experienced this? I've found problems with people who have had the same issue since upgrading to the latest version of iOS 26. Is there a known issue with BLE in iOS 26? I haven't found any official information. thnks
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VideoPlayer crashes on Archive build
I have found that following code runs without issue from Xcode, either in Debug or Release mode, yet crashes when running from the binary produced by archiving - i.e. what will be sent to the app store. import SwiftUI import AVKit @main struct tcApp: App { var body: some Scene { WindowGroup { VideoPlayer(player: nil) } } } This is the most stripped down code that shows the issue. One can try and point the VideoPlayer at a file and the same issue will occur. I've attached the crash log: Crash log Please note that this was seen with Xcode 26.2 and MacOS 26.2.
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ExternalPurchaseCustomLink.token(for:) returns nil on one TestFlight device (while isEligible == true) — other device gets SERVICES token
I’m implementing StoreKit External Purchase Custom Links (EU) and so far it is really painful. I am running into a strange, device-specific issue. On 3/4 devices it works. On one device I never get a token at launch nor before a transaction. isEligible is true everywhere. All devices have versions 18.5 and are located in Germany. Info.plist: SKExternalPurchaseCustomLinkRegions is set to EU storefront codes and I have followed every step in the documentation: https://developer.apple.com/documentation/storekit/externalpurchasecustomlink Good device: At launch → ACQUISITION = nil, SERVICES = token present. Works consistently. Faulty device: At launch → ACQUISITION = nil, SERVICES = nil. Same before transaction. No token ever reaches my server from this device. isEligible is true on both devices. Any experts or help on the matter?
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How to quickly trigger background backup in iOS 26.1
I'm developing a new feature for iOS 26.1 to upload photos in the background, but I'm finding it difficult to trigger background upload tasks efficiently. Are there any methods to quickly force the device to execute background backup tasks? Additionally, I've already completed backups, but when using the API: (PHFetchResult<PHAssetResourceUploadJob *> *)fetchJobsWithAction:(PHAssetResourceUploadJobAction)action options:(nullable PHFetchOptions *)options NS_SWIFT_NAME(fetchJobs(action:options:)); I frequently get no results—neither successful nor failed jobs—and I'm unable to retrieve pending UploadJobs. Could the Apple development team improve these functionalities and provide a debugging method to quickly trigger background backup tasks? Thanks.
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AVAudioEngine Voice Processing Fails with Mismatched Input/Output Devices: AggregateDevice Channel Count Mismatch
I'm encountering errors while using AVAudioEngine with voice processing enabled (setVoiceProcessingEnabled(true)) in scenarios where the input and output audio devices are not the same. This issue arises specifically with mismatched devices, preventing the application from functioning as expected. Works: Paired devices (e.g., MacBook Pro mic → MacBook Pro speakers) Fails: Mismatched devices (e.g., AirPods mic → MacBook Pro speakers) When using paired input and output devices: The setup works as expected. Example: MacBook Pro microphone → MacBook Pro speakers. When using mismatched devices: AVAudioEngine setup fails during aggregate device construction. Example: AirPods microphone → MacBook Pro speakers. Error logs indicate a channel count mismatch. Here are the partial logs. Due to the content limit, I cannot post the entire logs. AUVPAggregate.cpp:1000 client-side input and output formats do not match (err=-10875) AUVPAggregate.cpp:1036 err=-10875 AVAEInternal.h:109 [AVAudioEngineGraph.mm:1344:Initialize: (err = PerformCommand(*outputNode, kAUInitialize, NULL, 0)): error -10875 AggregateDevice.mm:329 Failed expectation of constructed aggregate (312): mInput.streamChannelCounts == inputStreamChannelCounts AggregateDevice.mm:331 Failed expectation of constructed aggregate (312): mInput.totalChannelCount == std::accumulate(inputStreamChannelCounts.begin(), inputStreamChannelCounts.end(), 0U) AggregateDevice.mm:182 error fetching default pair AggregateDevice.mm:329 Failed expectation of constructed aggregate (336): mInput.streamChannelCounts == inputStreamChannelCounts AggregateDevice.mm:331 Failed expectation of constructed aggregate (336): mInput.totalChannelCount == std::accumulate(inputStreamChannelCounts.begin(), inputStreamChannelCounts.end(), 0U) AUHAL.cpp:1782 ca_verify_noerr: [AudioDeviceSetProperty(mDeviceID, NULL, 0, isInput, kAudioDevicePropertyIOProcStreamUsage, theSize, theStreamUsage), 560227702] AudioHardware-mac-imp.cpp:3484 AudioDeviceSetProperty: no device with given ID AUHAL.cpp:1782 ca_verify_noerr: [AudioDeviceSetProperty(mDeviceID, NULL, 0, isInput, kAudioDevicePropertyIOProcStreamUsage, theSize, theStreamUsage), 560227702] AggregateDevice.mm:182 error fetching default pair AggregateDevice.mm:329 Failed expectation of constructed aggregate (348): mInput.streamChannelCounts == inputStreamChannelCounts AggregateDevice.mm:331 Failed expectation of constructed aggregate (348): mInput.totalChannelCount == std::accumulate(inputStreamChannelCounts.begin(), inputStreamChannelCounts.end(), 0U) Is it possible to use voice processing with different input/output devices? If yes, are there any specific configurations required to handle mismatched devices? How can we resolve channel count mismatch errors during aggregate device construction? Are there settings or API adjustments to enforce compatibility between input/output devices? Are there any workarounds or alternative approaches to achieve voice processing functionality with mismatched devices? For instance, can we force an intermediate channel configuration or downmix input/output formats?
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Swift Playground Assets missing??
I’m seeing what looks like a change or possible bug in Xcode when creating a new Swift Playground. When I create a Swift Playground using Xcode (File → New → Playground), the project is generated without an Assets folder. I’ve reproduced this multiple times with fresh Playgrounds to rule out user error and the folder is consistently missing. Previously, new Playgrounds included an Assets catalog by default, which makes this behavior surprising.
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Swift Data Undo
Trying to support undo & redo in an app that utilizes Swift Data and as with anything other than provided simplistic Apple demo examples the experience is not great. The problem: Im trying to build functionality that allows users to add items to an item group, where item and item group have a many-to-many relationship e.g. item group can hold many items and items can appear in multiple groups. When trying to do so with relatively simple setup of either adding or removing item group from items relationship array, I am pretty consistently met with a hard crash after performing undo & redo. Sometimes it works the first few undo & redos but 95% of the time would crash on the first one. Could not cast value of type 'Swift.Optional<Any>' (0x20a676be0) to 'Swift.Array<App.CodableStructModel>' (0x207a2bc08). Where CodableStructModel is a Codable Value type inside Item. Adding and removing this relationship should be undoable & redoable as typical for Mac interaction and is "supported" by SwiftData by default, meaning that the developer has to actively either wholly opt out of undo support in their modelContainer setup or do it on a per action scale with the only thing I know of: modelContext.processPendingChanges() modelContext.undoManager?.disableUndoRegistration() ..... modelContext.processPendingChanges() modelContext.undoManager?.enableUndoRegistration() General rant on SwiftData: Random crashes, inconsistencies, random cryptic errors thrown by the debugger and general lack of production level stability. Each update breaks something new and there is very little guidance and communication from the Swift Data team on how to adapt and more importantly consideration for developers that have adopted Swift Data. If SwiftData is not ready for production, it would go a long way to clearly communicate that and mark it as Beta product.
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Cannot edit banking info
Bank Accounts details are outdated and status is stack on processing with error: "Your banking updates are processing, and you should see the changes in 24 hours. You won't be able to make any additional updates until then." This is now stack for a few years since we activated a previous Apple developer account. we must change banking details as it holds up development of an app with in-app purchases. Finance department has been contacted and they do not answer What shall we do? senior support staff keep referring to finance department and is not helping
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CloudKit CKRecordZone Deletion Issue
CloudKit CKRecordZone Deletion Issue Problem: CloudKit record zones deleted via CKDatabase.modifyRecordZones(deleting:) or CKModifyRecordZonesOperation are successfully removed but then reappear. I suspect they are automatically reinstated by CloudKit sync, despite successful deletion confirmation. Environment: SwiftData with CloudKit integration Custom CloudKit zones created for legacy zone-based sharing Observed Behavior: Create custom zone (e.g., "TestZone1") via CKDatabase.modifyRecordZones(saving:) Copy records to zone for sharing purposes Delete zone using any CloudKit deletion API - returns success, no errors Immediate verification: Zone is gone from database.allRecordZones() After SwiftData/CloudKit sync or app restart: Zone reappears Reproduction: Tested with three different deletion methods - all exhibit same behaviour: modifyRecordZones(deleting:) async API CKModifyRecordZonesOperation (fire-and-forget) CKModifyRecordZonesOperation with result callbacks Zone deletion succeeds, change tokens (used to track updates to shared records) cleaned up But zones are restored presumably by CloudKit background sync Expected: Deleted zones should remain deleted Actual: Zones are reinstated, creating orphaned zones
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Error with guardrailViolation and underlyingErrors
Hi, I am a new IOS developer, trying to learn to integrate the Apple Foundation Model. my set up is: Mac M1 Pro MacOS 26 Beta Version 26.0 beta 3 Apple Intelligence &amp; Siri --&gt; On here is the code, func generate() { Task { isGenerating = true output = "⏳ Thinking..." do { let session = LanguageModelSession( instructions: """ Extract time from a message. Example Q: Golfing at 6PM A: 6PM """) let response = try await session.respond(to: "Go to gym at 7PM") output = response.content } catch { output = "❌ Error:, \(error)" print(output) } isGenerating = false } and I get these errors guardrailViolation(FoundationModels.LanguageModelSession.GenerationError.Context(debugDescription: "Prompt may contain sensitive or unsafe content", underlyingErrors: [Asset com.apple.gm.safety_embedding_deny.all not found in Model Catalog])) Can you help me get through this?
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Some variable SF Symbols don't work.
Some SF Symbols (wifi for example) render fine with the variable. But many, mostly ones with the circle being variable, do not seem to work. The SF Symbols app shows them rendering with a variable fine. But in code it doesn't work. Am I missing something or is there a reason? var body: some View { HStack { Image(systemName: "01.circle", variableValue: 0.5) Image(systemName: "figure.wave.circle", variableValue: 0.5) Image(systemName: "wifi", variableValue: 0.5) }.font(.largeTitle) } }
Topic: Design SubTopic: General Tags:
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Promo code for Watch-only IAP failing
Hi, I have an "Apple Watch Only" app that you can download for free and conduct a 7 day trial. After that, there is an IAP to unlock a lifetime license. For the life of me I can't find out how the process of redeeming promo codes for the IAP should work. Once generated, people try to redeem them in the AppStore (on their phone), but then they end up in a hanging process saying it's reinstalling the app to redeem the offer. But then nothing happens. Also running "Restore Purchase" within the app to pickup any maybe by now activated license is not working. Why does it even want to reinstall the (free) app? This doesn't sound right. Does anyone have IAP for a watch-only app and can shed some light on the promo code topic?
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How to monitor heart rate in background without affecting Activity Rings?
I'm developing a watchOS nap app that detects when the user falls asleep by monitoring heart rate changes. == Technical Implementation == HKWorkoutSession (.mindAndBody) for background execution HKAnchoredObjectQuery for real-time heart rate data CoreMotion for movement detection == Battery Considerations == Heart rate monitoring ONLY active when user explicitly starts a session Monitoring continues until user is awakened OR 60-minute limit is reached If no sleep detected within 60 minutes, session auto-ends (user may have abandoned or forgotten to stop) App displays clear UI indicating monitoring is active Typical session: 15-30 minutes, keeping battery usage minimal == The Problem == HKWorkoutSession affects Activity Rings during the session. Users receive "Exercise goal reached" notifications while resting — confusing. == What I've Tried == Not using HKLiveWorkoutBuilder → Activity Rings still affected Using builder but not calling finishWorkout() (per https://developer.apple.com/forums/thread/780220) → Activity Rings still affected WKExtendedRuntimeSession (self-care type) (per https://developer.apple.com/forums/thread/721077) → Only ~10 min runtime, need up to 60 min HKObserverQuery + enableBackgroundDelivery (per https://developer.apple.com/forums/thread/779101) → ~4 updates/hour, too slow for real-time detection Audio background session for continuous processing (suggested in https://developer.apple.com/forums/thread/130287) → Concerned about App Store rejection for non-audio app; if official approves this technical route, I can implement in this direction Some online resources mention "Health Monitoring Entitlement" from WWDC 2019 Session 251, but I could not find any official documentation for this entitlement. Apple Developer Support also confirmed they cannot locate it? == My Question == Is there any supported way to: Monitor heart rate in background for up to 60 minutes WITHOUT affecting Activity Rings or creating workout records? If this requires a special entitlement or API access, please advise on the application process. Or allow me to submit a code-level support request. Any guidance would be greatly appreciated. Thank you!
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MusicSequenceSetUserCallback not called during playback on macOS despite successful registration
Hello, I am developing a macOS app using AudioToolbox's MusicSequence and MusicPlayer APIs to play Standard MIDI Files. The MIDI playback works correctly and I can hear sound from the external MIDI device. However, the user callback registered via MusicSequenceSetUserCallback is never invoked during playback. Details: Callback registration returns no error. MusicPlayer is properly started and prerolled. The callback is defined as a global function with the correct @convention(c) signature. I have tried commenting out MusicTrackSetDestMIDIEndpoint to avoid known callback suppression issues. The clientData pointer is passed and correctly unwrapped in the callback. Minimal reproducible example shows the same behavior. Environment: macOS version: [Tahoe 26.2] Xcode version: [26.2] Is it expected that MusicSequenceSetUserCallback callbacks may not be called in some cases? Are there additional steps or configurations required to ensure the callback is triggered during MIDI playback? Thank you for any advice or pointers. Execute playTest() in the viewDidLoad() method of the ViewController. extension ViewController { private func playTest() { NewMusicSequence(&sequence) if let midiFileURL = Bundle.main.url(forResource: "etude", withExtension: "mid") { MusicSequenceFileLoad(sequence!, midiFileURL as CFURL, .midiType,MusicSequenceLoadFlags()) NewMusicPlayer(&player) MusicPlayerSetSequence(player!, sequence!) MusicPlayerPreroll(player!) let status = MusicSequenceSetUserCallback(sequence!, musicSequenceUserCallback, Unmanaged.passUnretained(self).toOpaque()) if status == noErr { print("Callback registered successfully") } else { print("Callback registration failed: \(status)") } MusicPlayerStart(player!) } else { print("MIDI File Not Found") } } } The callback function was generated by Xcode and defined outside the ViewController. func musicSequenceUserCallback( clientData: UnsafeMutableRawPointer?, sequence: MusicSequence, track: MusicTrack, eventTime: MusicTimeStamp, eventData: UnsafePointer<MusicEventUserData>, startSliceBeat: MusicTimeStamp, endSliceBeat: MusicTimeStamp ) { print("User callback fired at eventTime: \(eventTime)") if let clientData = clientData { let controller = Unmanaged<ViewController>.fromOpaque(clientData).takeUnretainedValue() // Example usage to prove round-trip works (avoid strong side effects in callback) _ = controller.view // touch to silence unused warning if needed print("Callback has access to ViewController: \(controller)") } else { print("clientData was nil") } }
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AppClip is Unavailable
I published my app clip last year in the App Store. I can successfully open my app clip in iMessage or via link URL. but scanning the QR code of the very same URL leads to the "app clip is unavailable" error, in this case, I can see my application name and banner correctly. Any Idea why?
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Recurring FigXPCUtilities / FigCaptureSourceRemote err=-17281 logs when using AVCaptureVideoDataOutput on iOS 26.x
Hi everyone, I’m seeing recurring internal AVFoundation camera logs on iOS 26.2 and I’m trying to understand whether this is expected behavior or a regression in the capture pipeline. These logs appear shortly after starting an AVCaptureSession, while video frames are being delivered, and also when the camera is stopped or the capture session is torn down. <<<< FigXPCUtilities >>>> signalled err=-17281 at <>:302 <<<< FigCaptureSourceRemote >>>> Fig assert: "err == 0 " at bail (FigCaptureSourceRemote.m:569) - (err=-17281) Even in this clean, minimal setup, the same logs appear on iOS 26.2 The exact same logic did not produce these logs on iOS 18.x. To rule out issues caused by my own code, GPT created a minimal SwiftUI example from scratch. My primary interest is to perform real-time processing on the video frames delivered by the camera (via AVCaptureVideoDataOutput), for tasks such as analysis, computer vision, or custom frame handling, while simultaneously displaying the live preview. Thanks in advance for any insight. Example Code
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SwiftUI recursive list with children: programmatically expand nodes
I have a SwiftUI recursive list, created with the (children:) initializer, just like it's shown in the code example here: https://developer.apple.com/documentation/SwiftUI/List#Creating-hierarchical-lists I would like this tree view to be searchable (i.e a user enters a query into a text field and it searches the entire tree at all levels). Displaying a search result which is not at the top level would require its parents to be programmatically expanded. How to programmatically expand certain levels of such a list?
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XCode Cloud Signing Error
As mentioned in the linked post, I can archive the project locally but not via Xcode Cloud. I have also created a new project, but the same thing happens here. https://developer.apple.com/forums/thread/746210 Error Code: ITMS-90035: Invalid Signature. Code failed to satisfy specified code requirement(s). The file at path “{AppName}.app/{AppName}” is not properly signed. Make sure you have signed your application with a distribution certificate, not an ad hoc certificate or a development certificate. Verify that the code signing settings in Xcode are correct at the target level (which override any values at the project level). Additionally, make sure the bundle you are uploading was built using a Release target in Xcode, not a Simulator target. If you are certain your code signing settings are correct, choose “Clean All” in Xcode, delete the “build” directory in the Finder, and rebuild your release target. For more information, please consult https://developer.apple.com/support/code-signing.
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