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Bug? SwiftData + inheritance + optional many-to-one relationship
I've spent a few months writing an app that uses SwiftData with inheritance. Everything worked well until I tried adding CloudKit support. To do so, I had to make all relationships optional, which exposed what appears to be a bug. Note that this isn't a CloudKit issue -- it happens even when CloudKit is disabled -- but it's due to the requirement for optional relationships. In the code below, I get the following error on the second call to modelContext.save() when the button is clicked: Could not cast value of type 'SwiftData.PersistentIdentifier' (0x1ef510b68) to 'SimplePersistenceIdentifierTest.Computer' (0x1025884e0). I was surprised to find zero hit when Googling "Could not cast value of type 'SwiftData.PersistentIdentifier'". Some things to note: Calling teacher.computers?.append(computer) instead of computer.teacher = teacher results in the same error. It only happens when Teacher inherits Person. It only happens if modelContext.save() is called both times. It works if the first modelContext.save() is commented out. If the second modelContext.save()is commented out, the error occurs the second time the model context is saved (whether explicitly or implicitly). Keep in mind this is a super simple repro written to generate on demand the error I'm seeing in a normal app. In my app, modelContext.save() must be called in some places to update the UI immediately, sometimes resulting in the error seconds later when the model context is saved automatically. Not calling modelContext.save() doesn't appear to be an option. To be sure, I'm new to this ecosystem so I'd be thrilled if I've missed something obvious! Any thoughts are appreciated. import Foundation import SwiftData import SwiftUI struct ContentView: View { @Environment(\.modelContext) var modelContext var body: some View { VStack { Button("Do it") { let teacher = Teacher() let computer = Computer() modelContext.insert(teacher) modelContext.insert(computer) try! modelContext.save() computer.teacher = teacher try! modelContext.save() } } } } @Model class Computer { @Relationship(deleteRule: .nullify) var teacher: Teacher? init() {} } @Model class Person { init() {} } @available(iOS 26.0, macOS 26.0, *) @Model class Teacher: Person { @Relationship(deleteRule: .nullify, inverse: \Computer.teacher) public var computers: [Computer]? = [] override init() { super.init() } }
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Nested RealityKit entity collisions priority
Hello, I'm struggling trying to interact with a RealityKit entity nested (or at least visually nested) in a second one. I think I've the same issue as mentioned on this StackOverflow post, but I can't manage to reproduce the solution. https://stackoverflow.com/questions/79244424/how-to-prioritize-a-specific-entity-when-collision-boxes-overlap-in-realitykit What I'd like to achieve is to translate the red box using a DragGesture, while still be able to interact using a TapGesture on the sphere. Currently, I can only do one at a time. Does anyone know the solution? extension CollisionGroup { static let parent: CollisionGroup = CollisionGroup(rawValue: 1 << 0) static let child: CollisionGroup = CollisionGroup(rawValue: 1 << 1) } struct ImmersiveView: View { var body: some View { RealityView { content in let boxMesh = MeshResource.generateBox(size: 0.35) let boxMaterial = SimpleMaterial(color: .red.withAlphaComponent(0.25), isMetallic: false) let boxEntity = ModelEntity(mesh: boxMesh, materials: [boxMaterial]) let sphereMesh = MeshResource.generateSphere(radius: 0.05) let sphereMaterial = SimpleMaterial(color: .blue, isMetallic: false) let sphereEntity = ModelEntity(mesh: sphereMesh, materials: [sphereMaterial]) content.add(sphereEntity) content.add(boxEntity) boxEntity.components.set(InputTargetComponent()) boxEntity.components.set( CollisionComponent( shapes: [ShapeResource.generateBox(size: SIMD3<Float>(repeating: 0.35))], isStatic: true, filter: CollisionFilter( group: .parent, mask: .parent.subtracting(.child) ) ) ) sphereEntity.components.set(InputTargetComponent()) sphereEntity.components.set(HoverEffectComponent()) sphereEntity.components.set( CollisionComponent( shapes: [ShapeResource.generateSphere(radius: 0.05)], isStatic: true, filter: CollisionFilter( group: .child, mask: .child.subtracting(.parent) ) ) ) } } }
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Timed-Wait for main thread
The scenario is, in a macOS app (primarly), main thread needs to wait for some time for a certain 'event'. When that event occurs, the main thread is signaled, it gets unblocked and moves on. An example is, during shutdown, a special thread known as shutdown thread waits for all other worker threads to return (thread join operation). When all threads have returned, the shutdown thread signals the main thread, which was waiting on a timer, to continue with the shutdown flow. If shutdown thread signals the main thread before the later's timer expires, it means all threads have returned. If main thread's timer expires first, it means some threads have failed to join (probably stuck in infinite loop due to bug, disk I/O etc.). This post is to understand how main thread can wait for some time for the shutdown thread. There are two ways: a) dispatch_semaphore_t b) pthread conditional variable (pthread_cond_t) and mutex (pthread_mutex_t). Expanding a bit on option (b) using conditional variable and mutex: // This method is invoked on the main thread bool ConditionSignal::TimedWait() noexcept { struct timespec ts; pthread_mutex_t * mutex = (pthread_mutex_t *) (&vPosix.vMutexStorage[0]); pthread_cond_t * cond = (pthread_cond_t *) (&vPosix.vCondVarStorage[0]); // Set the timer to 3 sec. clock_gettime(CLOCK_REALTIME, &ts); ts.tv_sec += 3; pthread_mutex_lock(mutex); LOG("Main thread has acquired the mutex and is waiting!"); int wait_result = pthread_cond_timedwait(cond, mutex, &ts); switch (wait_result) { case 0: LOG("Main thread signaled!"); return true; case ETIMEDOUT: LOG("Main thread's timer expired!"); return false; default: LOG("Error: Unexpected return value from pthread_cond_timedwait: " + std::to_string(wait_result)); break; } return false; } // This method is invoked on shutdown thread after all worker threads have returned. void ConditionSignal::Raise() noexcept { pthread_mutex_t * mutex = (pthread_mutex_t *) (&vPosix.vMutexStorage); pthread_cond_t * cond = (pthread_cond_t *) (&vPosix.vCondVarStorage); pthread_mutex_lock(mutex); LOG("[Shutdown thread]: Signalling main thread..."); pthread_cond_signal(cond); pthread_mutex_unlock(mutex); } Both options allow the main thread to wait for some time (for shutdown thread) and continue execution. However, when using dispatch_semaphore_t, I get the following warning: Thread Performance Checker: Thread running at User-interactive quality-of-service class waiting on a lower QoS thread running at Default quality-of-service class. Investigate ways to avoid priority inversions Whereas, with conditional variables, there are no warnings. I understand the warning - holding the main thread can prevent it from responding to user events, thus causing the app to freeze. And in iOS, the process is killed if main thread takes more than 5 secs to return from applicationWillTerminate(_:) delegate method. But in this scenario, the main thread is on a timed-wait, for some milliseconds i.e., it is guaranteed to not get blocked indefinitely. While this is described for macOS, this functionality is required for all Apple OSes. What is the recommend way?
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macOS 26.4 Dev Beta 2 Install Fails
Hardware: • Mac Studio (M1 Ultra) • Apple Silicon • Sufficient free disk space (~35GB+ available) • SIP enabled • 4 local Time Machine snapshots present Current System: • Already running macOS Tahoe beta • Attempting upgrade to macOS Tahoe 26.4 Beta (Build 25E5207k) Primary Issue: Software Update downloads successfully, then moves to “Preparing…”. It stalls at “About 5 minutes remaining” for ~10–15 minutes and fails with: “Failed to prepare the software update. Please try again. An error occurred while downloading the selected updates.” The error appears network-related, but download always completes. Observed Behaviour: • “Checking for Updates” completes in <3 minutes. • softwareupdated and mobileassetd CPU usage <1%. • softwareupdate --history shows no record of the failed beta install. • No excessive system load or obvious disk pressure. Steps Already Attempted: 1. Standard Software Update retries • Multiple download/retry cycles from System Settings. • Same Preparing failure every time. 2. Permissions / Disk Access • Granted Terminal Full Disk Access. • SIP remains enabled. • Some system-protected locations still return “Operation not permitted”. 3. Cache / State Cleanup Attempts • Removed /Library/Updates/*. • Cleared temporary softwareupdate folders under /private/var/tmp. • Attempted MobileAsset cache cleanup where permitted. • Killed softwareupdated and mobileassetd processes (auto-restarted by launchd). 4. Beta Channel Reset • Turned Beta Updates OFF in System Settings. • Rebooted. • Re-enabled Beta Updates. • Forced catalog refresh via softwareupdate -l. 5. Snapshot Check • tmutil listlocalsnapshots / shows only 4 snapshots (normal range). 6. Full Installer Workaround softwareupdate --list-full-installers shows: • macOS Tahoe Beta 26.4 (25E5207k) • Tahoe 26.3 / 26.2 / 26.1 • Sequoia / Sonoma / Ventura / Monterey installers Downloaded installer via: softwareupdate –fetch-full-installer –full-installer-version 26.4 Installer downloaded correctly: /Applications/Install macOS Tahoe Beta.app 7. startosinstall Method (Apple Silicon optimized) Attempted install with: sudo “/Applications/Install macOS Tahoe Beta.app/Contents/Resources/startosinstall” –user –agreetolicense –nointeraction –forcequitapps –rebootdelay 30 –passprompt Authorization succeeds, installer begins preparing, but installation still ultimately fails. Additional Notes: • CPU usage remains low during failure. • No excessive snapshot count. • Error messaging consistently references download/network even though download completes. • Issue appears to occur during cryptex/asset preparation phase rather than initial download. Question for Apple / other developers: Has anyone else seen Tahoe 26.4 beta fail specifically during the Preparing phase on Apple Silicon (especially Ultra-class chips)? Looking for confirmation whether this is a known MobileAsset or cryptex staging issue, or if logs indicate a deeper APFS / volume-owner authorization problem.
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App stuck in “Waiting for Review” for 3+ weeks – possible review pipeline issue?
Hello, My app "Zen Mahjong!" has been stuck in the App Review process for an unusually long time and I’m trying to understand if something might be wrong with the submission. Timeline: First submission entered “In Review” and stayed there for 6 days without a decision. I rejected that build, uploaded a new build and resubmitted on February 17. Since then the app has been in “Waiting for Review” for more than 3 weeks. Additional context: App size ~40 MB Only IAP is a “Remove Ads” purchase I already contacted Developer Support and opened an expedited review request. Support also mentioned that this delay seems unusual. Has anyone experienced something similar or could this indicate that the submission is stuck in the review pipeline? Any guidance would be greatly appreciated. Thank you.
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SpriteKit framerate drop on iOS 26.3
Hello, I have noticed a performance drop on SpriteKit-based projects running on iOS 26.3. The issue seems very similar to the issue reported on iOS 26.0, and later solved from iOS 26.2 beta 3: https://developer.apple.com/forums/thread/800952?answerId=870617022#870617022 With 26.3, it seems a regression occured. Below is the same SpriteKit scene used to test framerate on different devices: import SpriteKit import SwiftUI class BareboneScene: SKScene { override func didMove(to view: SKView) { size = view.bounds.size anchorPoint = CGPoint(x: 0.5, y: 0.5) backgroundColor = .darkGray let roundedSquare = SKShapeNode(rectOf: CGSize(width: 150, height: 75), cornerRadius: 12) roundedSquare.fillColor = .systemRed roundedSquare.strokeColor = .black roundedSquare.lineWidth = 3 addChild(roundedSquare) let action = SKAction.rotate(byAngle: .pi, duration: 1) roundedSquare.run(.repeatForever(action)) } } struct BareboneSceneView: View { var body: some View { SpriteView( scene: BareboneScene(), debugOptions: [.showsFPS] ) .ignoresSafeArea() } } #Preview { BareboneSceneView() } Running this very basic spritekit scene on my device and I can not reach an FPS of 60. Instead, it stalls around 40. I see the same in my AppStore published SpriteKit games. As you can see in the discussion of the linked forum topic, the regression has been noticed by others as well. Can you please look into this, and let us know if there is an outstanding action to resolve it already? It's very problematic for published games suddenly dropping to 40FPS on even the most modern iOS devices.
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SKTestSession.setSimulatedError() not working for .loadProducts API in iOS 26.2
Description SKTestSession.setSimulatedError() does not throw the configured error when testing StoreKit with the .loadProducts API in iOS 26.2. The simulated error is ignored, and products load successfully instead. Environment iOS: 26.2 (Simulator) Xcode: 26.2 beta 2 (Build 17C5038g) macOS: 15.6.1 Framework: StoreKitTest Testing Framework: Swift Testing base project: https://developer.apple.com/documentation/StoreKit/implementing-a-store-in-your-app-using-the-storekit-api Expected Behavior After calling session.setSimulatedError(.generic(.notAvailableInStorefront), forAPI: .loadProducts), the subsequent call to Product.products(for:) should throw StoreKitError.notAvailableInStorefront. Actual Behavior The error is not thrown. Products load successfully as if setSimulatedError() was never called. Steps to Reproduce Create an SKTestSession with a StoreKit configuration file Call session.setSimulatedError(.generic(.notAvailableInStorefront), forAPI: .loadProducts) Call Product.products(for:) with a valid product ID Observe that no error is thrown and the product loads successfully Sample Code import StoreKitTest import Testing struct SKDemoTests { let productID: String = "plus.standard" @Test func testSimulatedErrorForLoadProducts() async throws { let storeKitConfigURL = try Self.getStoreKitConfigurationURL() let session = try SKTestSession(contentsOf: storeKitConfigURL) try await session.setSimulatedError( .generic(.notAvailableInStorefront), forAPI: .loadProducts ) try await confirmation("StoreKitError throw") { throwStoreKitError in do { _ = try await Self.execute(productID: productID) } catch let error as StoreKitError { guard case StoreKitError.notAvailableInStorefront = error else { throw error } throwStoreKitError() } catch { Issue.record( "Expect StoreKitError. Error: \(error.localizedDescription)" ) } } #expect(session.allTransactions().isEmpty) } static func execute(productID: String) async throws { guard let product = try await Product.products(for: [productID]).first( where: { $0.id == productID }) else { throw NSError( domain: "SKDemoTests", code: 404, userInfo: [NSLocalizedDescriptionKey: "Product not found for ID: \(productID)"] ) } _ = product } static func getStoreKitConfigurationURL() throws -> URL { guard let bundle = Bundle(identifier: "your.bundle.identifier"), let url = bundle.url(forResource: "Products", withExtension: "storekit") else { fatalError("StoreKit configuration not found") } return url } } Test Result The test fails because the expected StoreKitError.notAvailableInStorefront is never thrown. Question Is this a known issue in iOS 26.2 / Xcode 26.2 beta 2, or is there a different approach required for simulating errors with SKTestSession in this version? Any guidance would be appreciated. Feedback Assistant report: FB21110809
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Admin on Organization team but cannot access CIP
Hi all, I’m an Admin user in an Apple Developer Program (Organization) team, but I’m unable to access Certificates, Identifiers & Profiles (CIP) on developer.apple.com. I’d like to understand what permission is missing and where it should be enabled. Context Program type: Apple Developer Program (Organization) My role in App Store Connect: Admin I can access App Store Connect normally, but CIP resources on developer.apple.com are blocked. The Account Holder can access CIP normally. What I see (Problem) In the Apple Developer portal → Certificates, Identifiers & Profiles, I get: “Access Unavailable — You currently don't have access to this membership resource. Contact your team's Account Holder or an Admin.” In Xcode → Settings → Accounts → Team, the “Certificates, Identifiers, & Profiles” section shows a red error indicator and doesn’t load. Only my account is affected; the Account Holder is not. What we’ve tried / confirmed Membership is active (renewal date is valid) Signed out/in of Xcode and re-added my Apple ID Confirmed selecting the correct Organization team in Xcode / Developer portal Account Holder confirmed they can access CIP Questions For an Organization team, what exact permission(s) are required for a member to access Certificates, Identifiers & Profiles? Where is this access controlled — App Store Connect → Users and Access vs developer.apple.com → People? If Admin in App Store Connect is not sufficient, what additional role/setting is needed to grant CIP access?
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App Rejected due to third Party AI Service
Hi! We are facing App Rejection from Apple due to this <> Guidelines 5.1.1(i) - Legal - Privacy - Data Collection and 5.1.2(i) - Legal - Privacy - Data Use Issue Description Issue Description The app appears to share the user’s personal data with a third-party AI service but the app does not clearly explain what data is sent, identify who the data is sent to, and ask the user’s permission before sharing the data. Apps may only use, transmit, or share personal data after they meet all of the following requirements: Obtain the user’s permission before sending data Next Steps If the app sends user data to a third-party AI service, revise the app to ask the user’s permission before sharing personal data with a third-party AI service. If it does not already, the app’s privacy policy must also identify what data the app collects, how it collects that data, and all uses of that data, including if it is shared with a third-party AI service. If the app does not send user data to a third-party AI service or does not include a third-party AI service, reply to this rejection to confirm and add this information to the App Review Information section of App Store Connect. <> We already updated our privacy policy. The ATT implementation was done. We even added a consent screen emphasizing that we need the user's consent to share some information with third-party AI services. And after all that, we are still seeing the rejection. Has someone else faced a similar issue? I saw someone here in the forum having almost the same problem, but there wasn't a solution. What are the next steps?
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Help with visionOS pushWindow issues requested
I first started using the SwiftUI pushWindow API in visionOS 26.2, and I've reported several bugs I discovered, listed below. Under certain circumstances, pushed window relationships may break, and this behavior affects all other apps, not just the app that caused the problem, until the next device reboot. In other cases, the system may crash and restart. (FB21287011) When a window presented with pushWindow is dismissed, its parent window reappears in the wrong location (FB21294645) Pinning a pushed window to a wall breaks pushWindow for all other apps on the system (FB21594646) pushWindow interacts poorly with the window bar close app option (FB21652261) If a window locked to a wall calls pushWindow, the original window becomes unlocked (FB21652271) If a window locked in place calls pushWindow and the pushed window is closed, the system freezes (FB21828413) pushWindow, UIApplication.open, and a dismissed immersive space result in multiple failures that require a device reboot (FB21840747) visionOS randomly foregrounds a backgrounded immersive space app with a pushed window's parent window visible instead of the pushed window (FB21864652) When a running app is selected in the visionOS home view, windows presented with pushWindow spontaneously close (FB21873482) Pushed windows use the fixed scaling behavior instead of the dynamic scaling behavior I'm posting the issues here in case this information is helpful to other developers. I'd also like to hear about other pushWindow issues developers have encountered, so I can watch out for them. Questions: I've discovered that some of the issues above can be partially worked around by applying the defaultLaunchBehavior and restorationBehavior scene modifiers to suppress window restoration and locking, which pushWindow appears to interact poorly with. Are there other recommended workarounds? I've observed that the Photos and Settings apps, which predate the pushWindow API, are not affected by the issues I reported. Are there other more reliable ways I could achieve the same behavior as pushWindow without relying on that API? I'd appreciate any guidance Apple engineers could provide. Thank you.
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Significantly Delayed App Review
Hi all, Like others my app submission has been stuck in “waiting for review” for weeks. I know initial app reviews take longer than updates, but this has been delayed far too long and makes me concerned about repeating the process in the future. I submitted this app for review back on Feb 10. It was initially rejected for a minor issue, which I resolved and resubmitted the same day. After that, the build remained in “Waiting for Review” for about two weeks with no further communication. At that point I canceled the submission and resubmitted the build, thinking it may have been stuck in the queue (I now know not to do this next time). Unfortunately the new submission has also been waiting for review for another 9 days now with no messages or updates. I’ve contacted app review support as well (case ID- 102826632729). I understand review times can vary, but delays like this make it difficult for developers to plan launches or push updates when the review process is the only path to distributing apps. As paying members of the Apple Developer Program, we rely heavily on this pipeline functioning reliably. Hoping this post will reach someone from Apple who can help move the process along. If any other devs have suggestions/tips that have worked for them, please share so others in this position can become unblocked. Thanks in advance.
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Unexpected behavior when writing entities and loading realityFiles.
I have a simple visionOS app that creates an Entity, writes it to the device, and then attempts to load it. However, when the entity file get overwritten, it affects the ability for the app to load it correctly. Here is my code for saving the entity. import SwiftUI import RealityKit import UniformTypeIdentifiers struct ContentView: View { var body: some View { VStack { ToggleImmersiveSpaceButton() Button("Save Entity") { Task { // if let entity = await buildEntityHierarchy(from: urdfPath) { let type = UTType.realityFile let filename = "testing.\(type.preferredFilenameExtension ?? "bin")" let documentsURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0] let fileURL = documentsURL.appendingPathComponent(filename) do { let mesh = MeshResource.generateBox(size: 1, cornerRadius: 0.05) let material = SimpleMaterial(color: .blue, isMetallic: true) let modelComponent = ModelComponent(mesh: mesh, materials: [material]) let entity = Entity() entity.components.set(modelComponent) print("Writing \(fileURL)") try await entity.write(to: fileURL) } catch { print("Failed writing") } } } } .padding() } } Every time I press "Save Entity", I see a warning similar to: Writing file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality Failed to set dependencies on asset 1941054755064863441 because NetworkAssetManager does not have an asset entity for that id. When I open the immersive space, I attempt to load the same file: import SwiftUI import RealityKit import UniformTypeIdentifiers struct ImmersiveView: View { @Environment(AppModel.self) private var appModel var body: some View { RealityView { content in guard let type = UTType.realityFile.preferredFilenameExtension else { return } let documentsURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0] let fileURL = documentsURL.appendingPathComponent("testing.\(type)") guard FileManager.default.fileExists(atPath: fileURL.path) else { print("❌ File does not exist at path: \(fileURL.path)") return } if let entity = try? await Entity(contentsOf: fileURL) { content.add(entity) } } } } I also get errors after I overwrite the entity (by pressing "Save Entity" after I have successfully loaded it once). The warnings that appear when the Immersive space attempts to load the new entity are: Asset 13277375032756336327 Mesh (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Mesh_0.compiledmesh failure: Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to open load stream for entry 'assets/Mesh_0.compiledmesh'. Asset 8308977590385781534 Scene (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Scene_0.compiledscene failure: Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to read archive entry. AssetLoadRequest failed because asset failed to load '13277375032756336327 Mesh (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Mesh_0.compiledmesh' (Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to open load stream for entry 'assets/Mesh_0.compiledmesh'.) The order of operations to make this happen: Launch app Press "Save Entity" to save the entity "Open Immersive Space" to view entity Press "Save Entity" to overwrite the entity "Open Immersive Space" to view entity, failed asset load request Also Launch app, the entity should still be save from last time the app ran "Open Immersive Space" to view entity Press "Save Entity" to overwrite the entity "Open Immersive Space" to view entity, failed asset load request NOTE: It appears I can get it to work slightly better by pressing the "Save Entity" button twice before attempting to view it again in the immersive space.
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EXC_BAD_ACCESS issue need advice
Could you help me with resolving this issue, please. I've got following trace: ksmemory_notifyUnhandledFatalSignal EXC_BAD_ACCESS (KERN_INVALID_ADDRESS) Crashed: com.apple.main-thread EXC_BAD_ACCESS KERN_INVALID_ADDRESS 0x000000000000002b Crashed: com.apple.main-thread 0 KSCrash 0xbff8 ksmemory_notifyUnhandledFatalSignal + 12 1 KSCrash 0xcd6c handleSignal + 100 2 libsystem_platform.dylib 0x4178 _sigtramp + 56 3 libsystem_kernel.dylib 0x42f8 mach_msg2_internal + 76 4 libsystem_kernel.dylib 0x4214 mach_msg_overwrite + 428 5 libsystem_kernel.dylib 0x405c mach_msg + 24 6 CoreFoundation 0x46868 __CFRunLoopServiceMachPort + 160 7 CoreFoundation 0x1d848 __CFRunLoopRun + 1188 8 CoreFoundation 0x1ca6c _CFRunLoopRunSpecificWithOptions + 532 9 GraphicsServices 0x1498 GSEventRunModal + 120 10 UIKitCore 0x9ddf8 -[UIApplication _run] + 792 11 UIKitCore 0x46e54 UIApplicationMain + 336 12 UIKitCore 0x172938 -[UIScrollView contentInset] + 588 13 AppName 0xed9440 main + 4386804800 (AppDelegate.swift:4386804800) 14 ??? 0x189f76e28 (Missing) It appears that a variable or object is attempting to access another object that has already been deallocated. Based on the stack trace, the issue was likely detected while layout was in progress. Our analytics show this happens generally on app launch and occasionally during normal use. Unfortunately, I couldn't gather additional diagnostic data. I tried to reproduce the issue using the Leaks tool and enabled runtime diagnostics (Address Sanitizer, Malloc Scribble, Zombies), but without success. I may be overlooking something — any suggestions would be greatly appreciated. Thank you in advance
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Age verification again: What does "applicable region" mean wrt isEligibleForAgeFeatures
The documentation for isEligibleForAgeFeatures states: Use this property to determine whether a person using your app is in an applicable region that requires additional age-related obligations for when you distribute apps on the App Store. But what does "region" mean? Is this going to return true if the user has downloaded the app from the US App Store? Or will it go further and geolocate the user and identify them as being within a particular relevant state within the US?
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xcode 26.3 claude agent not login
I've connected my Claude account into Coding Intelligence and working properly (opening a web browsing and connecting my account), but when I press Claude Agent it sayes that I have to login againt. When I press the Account login with Claude.ai account, a web browser is opened, but it never finished the flow and I have an infinite spinner. Apple M2 Pro with macOS 26.2 (25C56)
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How to properly use PermissionKit to ask permission
For testing permission response we can use the sandbox account However, when testing permission requests using the AskCenter API, none of the ask API works for me in xcode 26.2 rc and iOS 26.2 rc. For SignificantAppUpdateTopic, I got errors like "The user is in a region that does not support this type of ask" in the console log, but I've already set my billing address to Texas. For CommunicationTopic, the console shows several XPC-related errors, and I’m not sure which of them are relevant. Both of them show an alert view of "Can't ask, An unknown error occurred" Can someone help to guide us how to test the request flow? Thanks
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Is `isEligibleForAgeFeatures` gonna cover the future cities/countries for us?
Does our app need to check the location or can we fully reply on this API to decide whether we wanna comply for the law of places that requires age range information? Looks like it's only covering Texas now..? would it add other places by apple..? And also this API is really hard to test a user in other places, Iike I don't know a user in Brazil gonna return true for false now, but the law in Brazil also requires the age information.
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