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Why iOS App Upgrades Fail to Apply Background Mode Settings
We have a question regarding iOS app configuration and the Remote notifications background mode. During our testing, we observed: *When enabling or disabling Signing & Capabilities > Background Modes > Remote notifications, the change does not take effect on devices that already have the app installed. *The app continues to behave according to the old configuration. *Only after uninstalling the app and reinstalling it from the App Store do the new settings take effect (for example, whether the app can be woken up by silent push). *We also tested updating the app with a new version number (App Store upgrade flow), but the new settings still did not apply. Our questions are: 1.Is there any way to make iOS re-read the updated Signing & Capabilities (Background Modes) settings without requiring a full uninstall/reinstall? 2.Is it expected behavior that even an App Store upgrade with a new version number will not apply these changes? thanks!
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iOS 26 Custom keyboard always displays a gray bar above it
This is because when opening the keyboard in an app that supports Liquid Glass, iOS will automatically wrap the keyboard with a bottom view that uses the Liquid Glass effect. In this case, we need to remove the background color. However, in apps that do not support Liquid Glass, having a background color still displays normally. So right now, I’m trying to find a way for the keyboard to know whether the host app supports Liquid Glass when the keyboard is opened, but I haven’t found a solution yet.
Topic: UI Frameworks SubTopic: UIKit
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ScrollView + LazyVStack buggy animation. Fixable?
The below code will render a list of items and a button to shuffle them and change their height withAnimation. If you scroll down and shuffle it you will eventually see glitches in the animation, mostly consisting of ghost items animating on top of other items and disappearing. Does anyone know why this is happening, and how to stop it happening? The issue goes away entirely if I use a VStack, but using a VStack brings its own problems. import SwiftUI struct Item: Identifiable { let id = UUID() var height: CGFloat var label: String } struct ContentView: View { @State private var items: [Item] = (0..<30).map { i in Item(height: .random(in: 80...220), label: "Row \(i)") } var body: some View { NavigationStack { ScrollView { LazyVStack(spacing: 8) { ForEach(items) { item in Text(item.label) .frame(maxWidth: .infinity) .frame(height: item.height) .background(.gray.opacity(0.15)) .clipShape(RoundedRectangle(cornerRadius: 12)) .padding(.horizontal) } } .padding(.vertical) } .navigationTitle("LazyVStack Demo") .toolbar { ToolbarItem(placement: .topBarTrailing) { Button("Shuffle") { withAnimation() { items.shuffle() for i in items.indices { items[i].height = .random(in: 80...220) } } } } } } } } #Preview { ContentView() }
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Xcode console print from autofill extension on MacOS
On iOS when I run my Autofill extension target from Xcode and attach to Safari, Swift print() statements appear in the Xcode console log. If I run the same extension on MacOS Sequoia, no log messages appear. The header strip in the debugger area remains blank. Anyone know how to see these log messages? In both cases, the scheme is set to Debug build, and "Debug Executable" is not selected. In fact, for iOS the "Debug Executable" is grayed out. When I set Debug Executable on the MacOS run, I get failure to attach with a warning about permission to debug Safari.
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iPadOS 26: System window controls overlap UINavigationBar buttons in resizable windows (UIKit + Storyboards)
Hello, I’m seeing a layout issue where the system window controls overlap the navigation bar’s right-side buttons when the app window is resized on iPadOS 26. Environment Xcode: 16.4 Simulator: iPadOS 26.0, device profile iPad Pro 13-inch Physical device: iPad updated to iPadOS 26 (same behavior) UI stack: UIKit + Storyboards (no SwiftUI) App structure: Root UINavigationController Summary Since iPadOS 26 introduced freely resizable app windows, the system’s window management controls (close/minimize/resize at the top-right) begin to overlap the navigation bar buttons as the window size becomes smaller. At maximum window size there’s no issue. Additionally, the navigation bar buttons themselves appear to scale down visually when the window gets smaller. Steps to Reproduce Build with Xcode 16.4 and run on iPadOS 26.0 (simulator or device). Open a screen embedded in a UINavigationController with right-side bar button items. Resize the app window to a smaller size. Observe the top-right system window controls overlapping the navigation bar buttons. Expected Result System window controls should not overlap app content; the navigation bar should remain usable and properly spaced at all supported window sizes. Actual Result When the window is small, the system window controls overlap the right-side navigation bar buttons. The bar button items also appear to shrink as the window size decreases. Notes Reproducible on both simulator and a real device updated to iPadOS 26. Project uses UIKit + Storyboards only (no SwiftUI). Safe areas and basic constraints look fine, so the root cause is unclear. Questions Is this a known issue with iPadOS 26 resizable windows? Any recommended workaround (e.g., API to reserve space near the window controls, UINavigationBar configuration, or trait/size-class handling)? I can provide a minimal sample project and screenshots if helpful. Thank you!
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zoom navigationTransition breaks navigation title
When combining a zoom navigationTransition with a List in a NavigationStack we end up getting the navigationTitle not properly re-positioning itself on dismiss/back. It looks like a visual bug/glitch (unless I missed something). This seems to not happen with a ScrollView import SwiftUI struct Item: Identifiable { let id: UUID = UUID() } struct ContentView: View { @State private var selected: Item? @Namespace private var animation var body: some View { NavigationStack { List { ForEach((0..<50).map { _ in Item() }, id: \.id) { item in Button { selected = item } label: { Text(item.id.uuidString) .frame(maxWidth: .infinity, alignment: .leading) } .matchedTransitionSource(id: item.id, in: animation) } } .navigationTitle("Title") .navigationSubtitle("Subtitle") } .fullScreenCover(item: $selected) { item in Text(item.id.uuidString) .frame(maxWidth: .infinity) .navigationTransition(.zoom(sourceID: item.id, in: animation)) } } } #Preview { ContentView() }
Topic: UI Frameworks SubTopic: SwiftUI
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limitations of UserSendCDB in SCSIPeripheralsDriverKit?
I've made a dext and a user client that overrides IOUserSCSIPeripheralDeviceType00, with the object of writing device firmware to the driver. I can gain and relinquish exclusive access to the device, I can call UserReportMediumBlockSize and get back a sensible answer (512). I can build command parameters with the INQUIRY macro from IOUserSCSIPeripheralDeviceHelper.h and send that command successfully using UserSendCB, and I receive sensible-looking Inquiry data from the device. However, what I really want to do is send a WriteBuffer command (opcode 0x3B), and that doesn't work. I have yet to put a bus analyzer on it, but I don't think the command goes out on the bus - there's no valid sense data, and the error returned is 0xe00002bc, or kIOReturnError, which isn't helpful. This is the code I have which doesn't work. kern_return_t driver::writeChunk(const char * buf, size_t atOffset, size_t length, bool lastOne) { DebugMsg("writeChunk %p at %ld for %ld", buf, atOffset, length); SCSIType00OutParameters outParameters; SCSIType00InParameters response; memset(&outParameters, 0, sizeof(outParameters)); memset(&response, 0, sizeof(response)); SetCommandCDB(&outParameters.fCommandDescriptorBlock, 0x3B, // byte 0, opcode WriteBuffer command lastOne ? 0x0E : 0x0F, // byte 1 mode: E=save deferred, F = download and defer save 0, // byte 2 bufferID (atOffset >> 16), // byte 3 (atOffset >> 8), // byte 4 atOffset, // byte 5 (length >> 16), // byte 6 (length >> 8), // byte 7 length, // byte 8 0, // control, byte 9 0, 0, 0, 0, 0, 0); // bytes 10..15 outParameters.fLogicalUnitNumber = 0; outParameters.fBufferDirection = kIOMemoryDirectionOut; outParameters.fDataTransferDirection = kSCSIDataTransfer_FromInitiatorToTarget; outParameters.fTimeoutDuration = 1000; // milliseconds outParameters.fRequestedByteCountOfTransfer = length; outParameters.fDataBufferAddr = reinterpret_cast<uint64_t>(buf); uint8_t senseBuffer[255] = {0}; outParameters.fSenseBufferAddr = reinterpret_cast<uint64_t>(senseBuffer); outParameters.fSenseLengthRequested = sizeof(senseBuffer); kern_return_t retVal = UserSendCDB(outParameters, &response); return retVal; }
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CloudKit - CKContainer.m:747 error
Hi everyone, Complete newbie here. Building an app and trying to use Cloudkit. I've added the CloudKit capability, triple checked the entitlements file for appropriate keys, made sure the code signing entitlements are pointing to the correct entitlements file. I've removed and cleared all of those settings and even created a new container as well as refreshed the signing. I just can't seem to figure out why I keep getting this error: Significant issue at CKContainer.m:747: In order to use CloudKit, your process must have a com.apple.developer.icloud-services entitlement. The value of this entitlement must be an array that includes the string "CloudKit" or "CloudKit-Anonymous". Any guidance is greatly appreciated.
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SpriteKit framerate drop on iOS 26.0
Hello, I have noticed a performance drop on SpriteKit-based projects running on iOS 26.0 (23A341). Below is a 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() } The scene is very simple, yet framerate drops to ~40 fps as shown by the Metal HUD. Tested on: iPhone 13, iOS 26.0: framerate drops to 40 fps. Sometimes it runs at near 60fps. But if the screen is touched repeatedly, the framerate drops to 40-50 fps again. iPhone 11 Pro, iOS 26.0: ~40fps. iPad 9th Gen, iOS 18.6.2: 60fps, no issues. See screenshots attached. These numbers were observed by me and members of our beloved SpriteKit Discord server. Thank you for your attention.
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Mac OS Tahoe 26.0 (25A354) Sound Glitches When opening the simulator app
Hey there, I just upgraded to Mac OS Tahoe ,son an apple MacBook Pro 2019 16inch. am using IntellijIDEA and Flutter to develop a mobile app which I test on the simulator app running iOS 18.4 . the issue: when I start the simulator app. ( while in the loading phase and in the operation phase as well ), the audio from an already open YouTube tab on safari (this happens on chrome browser as well). the sound glitches and becomes Noise. a fix I found online is to kill the audio deamon on Mac OS, This works using the command: "sudo killall coreaudiod" this kills the audio process, (while the emulator is operational), then the macOS restarts the audio deamon then the audio works fine alongside with the simulator being open. I just want to ask is there a permanent fix for this? is Apple working on a fix for this in the upcoming update?
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Age Rating is stucked on UnRated, and App Unavailable
This is my first launch, and i submitted 4 versions of my app. All the versions were reviewed and accepted. For each submission i filled in the Age Rating questionnaire, but after all the 7 steps, it shows UnRated. When i fill in the questions for the Age Rating, and in my game app i have no nudity/obscene or defamatry content of any sort, and i eplxicitly mark this questions to NONE, but after answering all questions, on the final step i see the warning: "Based on your selections, this app can't be made available on the App Store. Apps on the App Store can’t contain any obscene, pornographic, offensive or defamatory content or materials of any kind (text, graphics, images, photographs, and so on)." Which is BS because the app contains nothing of the sort and epxlicitly answered all related questions that it contains nothing of the sort and the app submissions are reviewed and accepted for distribution,.
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Way too long waiting times
My app was in the waiting queue for 3days and then got rejected because in my latest update I don’t use SDK for ads anymore. When I wanted to change the data type in app privacy it gave me errors. I replied to the rejection in app review and is waiting for a solution for over 30 hours. Can anyone help me with a solution?
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Need help with attribute inspector in Xcode 26
I am trying to learn Xcode and swift ui for a class project but the attribute inspector just does not show up, I can have the simulator open or closed I click on it nothing works. I feel so stupid. I suppose you don't need it but it helps a lot. anyone have any trouble shooting that could help?
Topic: UI Frameworks SubTopic: SwiftUI
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SwiftUI Slider onEditingChanged is unreliable on iOS 26
For information I stumbled upon a regression with SwiftUI Slider on iOS 26. Its onEditingChanged closure might be called twice when interaction ends, with a final Boolean incorrect value of true provided to the closure. As a result apps cannot reliably rely on this closure to detect when an interaction with the slider starts or ends. I filed a feedback under FB20283439 (iOS 26.0 regression: Slider onEditingChanged closure is unreliable).
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restoreCompletedTransactions not working on iOS 26
I use [[SKPaymentQueue defaultQueue] restoreCompletedTransactions]. Works on my App which is in the store (compiled pre-iOS 26). If I compile the same App now, same codebase with Xcode Version 26.0, restore does not work. Nothing happens. Tested on real device (iOS 26). Documentation says its deprecated, but my deployment target is iOS 12. Anyone has similar issues? Any recommendations?
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Python 3.13
Hello, Are there any plans to compile a python 3.13 version of tensorflow-metal? Just got my new Mac mini and the automatically installed version of python installed by brew is python 3.13 and while if I was in a hurry, I could manage to get python 3.12 installed and use the corresponding tensorflow-metal version but I'm not in a hurry. Many thanks, Alan
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Bug in Preview App Calendar View
Hi, I found a Bug in new Preview App on MacOS 26 release, while adding a new calendar entry. If I click on a date inside a PDF file in Preview App, the calendar view pops and prompts to add a new calendar event. The background, which I guess should show the calendar, is showing a yellow screen. See images below. This happens on both my M1 Air and M4 Pro Macbook. Kind regards, Lorenz
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Add Option to Skip Xcode Cloud Workflows for Draft Pull Requests
We would like to request an enhancement to Xcode Cloud workflows to support skipping builds when a GitHub Pull Request is in Draft state. Our team frequently collaborates on pull requests that go through multiple iterations during the code review cycle. Each small commit or push triggers an Xcode Cloud workflow run, even if the PR is still in draft and not ready for final review or CI validation. This leads to: Wasted compute resources and time on draft work that is not yet intended for integration. Increased noise in Xcode Cloud logs and dashboards. Longer feedback cycles for meaningful PRs, since draft workflows compete for available concurrency. A simple option in the workflow configuration (e.g., “Skip runs for draft pull requests”) would address this problem by: Reducing unnecessary workflow executions. Freeing up capacity for production-ready and review-ready builds. Improving overall developer productivity by aligning CI runs with the actual readiness of a PR. This feature would be especially valuable for teams with frequent collaboration and long-lived PRs. Thank you for considering this request—we believe it would significantly improve the efficiency of Xcode Cloud for real-world development workflows.
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New IOS APP Help
Hello, I am looking to develop a relationship with a developer that has experience running through the IOS build approval process. To elaborate, my team and I have designed and built a software application which is working through the Apple Developer review process to have the app approved and released to the App Store. Unfortunately, there has been some challenges, simple challenges in my eyes with our interface preventing Apple from approving our application. Happy to elaborate further. A primary problem and solution I have seen is the software build was testing solely on the iPhone but as recently directed it seem the application must be accessible on iPad as well. With this the case, I have experience some software platforms where on the ipad the interface is not displayed on the whole screen. I am looking for direction on how to implement this setup for the 1st IOS build. Another concern from Apples Developer Review team is the App Tracking Transparency kit may need to be implemented.
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