Hey all,
I am a first time publisher navigating the App Review process. I want to publish a watchOS only app, but keep getting this feedback:
Regarding 4.0, Apple Watch app icon's background color is still black. Based on our investigation, you have included plain black icons.
To resolve this issue, it would be appropriate to modify your app's Apple Watch app icon to include a lighter background color to ensure that it is recognizable and appears circular on Apple Watch.
I set the following configs:
Project -> Targets -> Apple Watch App -> App Icons & Launch Screen -> App Icon set to my Icon Composer file. Checked App Icons Source.
I was able to install my build through TestFlight and successfully install on my watch, and the App Icon displays properly there.
I also saw a recent Reddit post from another developer facing the same issue. I can't link that post, but will share this post with the OP.
I attached what the reviewer sent me with the rejection.
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This is my first driver and I have had the devil of a time trying to find any information to help me with this. I beg help with this, since I cannot find any tutorials that will get me over this problem.
I am attempting to write a bridging driver for an older UPS that only communicates via RPC-over-USB rather than the HID Power Device class the OS requires. I have written the basic framework for the driver (details below) and am calling OSSystemExtensionRequest.submitRequest with a request object created by OSSystemExtensionRequest.activationRequest, but the didFailWithError callback is called with OSSystemExtensionErrorDomain of a value of 9, which appears to be a general failure to activate the driver. I can find no other information on how to address this issue, but I presume the issue is one of entitlements in either the entitlements file or Info.plist. I will have more code-based details below.
For testing context, I am testing this on a 2021 iMac (M1) running Sequoia 15.7, and this iMac is on MDM, specifically Jamf. I have disabled SIP and set systemextensionsctl developer on, per the instructions here, and I have compiled and am attempting to debug the app using xcode 26.2. The driver itself targets DriverKit 25, as 26 does not appear to be available in xcode despite hints on google that it's out.
For the software, I have a two-target structure in my xcode project, the main Manager app, which is a swift-ui app that both handles installation/activation of the driver and (if that finally manages to work) handles communication from the driver via its UserClient, and the driver which compiles as a dext. Both apps compile and use automated signing attached to our Apple Development team.
I won't delve into the Manager app much, as it runs even though activation fails, except to include its entitlements file in case it proves relevant
<dict>
<key>com.apple.developer.driverkit.communicates-with-drivers</key>
<true/>
<key>com.apple.developer.system-extension.install</key>
<true/>
<key>com.apple.security.app-sandbox</key>
<true/>
<key>com.apple.security.files.user-selected.read-only</key>
<true/>
</dict>
and the relevant activation code:
func request(_ request: OSSystemExtensionRequest, didFailWithError error: any Error) {
// handling the error, which is always code value 9
}
func activateDriver() {
let request = OSSystemExtensionRequest.activationRequest(forExtensionWithIdentifier: "com.mycompany.driver.bundle.identifier", queue: .main)
request.delegate = self
OSSystemExtensionManager.shared.submitRequest(request)
//...
}
And finally the Manager app has the following capabilities requested for its matching identifier in our Apple Developer Account:
DriverKit Communicates with Drivers
System Extension
On the Driver side, I have two major pieces, the main driver class MyDriver, and UserClient class, StatusUserClient. MyDriver derives from IDriverKit/IOService.iig but (in case this is somehow important) does not have the same name as the project/target name MyBatteryDriver. StatusUserClient derives from DriverKit/IOUserClient.iig. I have os_log(OS_LOG_DEFAULT, "trace messages") code in every method of both classes, including the initializers and Start implementations, and the log entries never seem to show up in Console, so I presume that means the OS never tried to load the driver.
Unless I'm looking in the wrong place?
Because I don't think the driver code is the current issue, I won't go into it unless it becomes necessary. As I mentioned above, I think this is a code signing / entitlements issue, but I don't know how to resolve it.
In our Apple Developer account, the Driver's matching identifier has the following capabilities requested:
DriverKit (development)
DriverKit Allow Any UserClient (development)
DriverKit Family HID Device (development) -- NOTE: this is planned for future use, but not yet implemented by my driver code. Could that be part of the problem?
DriverKit Transport HID (development)
DriverKit USB Transport (development)
DriverKit USB Transport - VendorID -- submitted, no response from Apple yet
HID Virtual Device -- submitted, no response from Apple. yet. This is vestigial from an early plan to build the bridge via shared memory funneling to a virtual HID device. I think I've found a way to do it with one Service, but... not sure yet. Still, that's a problem for tomorrow.
Apparently I've gone over the 7000 character maximum so I will add my entitlements and info.plist contents in a reply.
"EnableLiveAssetServerV2-com.apple.MobileAsset.MetalToolchain" = on;
ProductName: macOS
ProductVersion: 26.0.1
BuildVersion: 25A362
The MetalToolchain is installed, however I keep getting error that MetalToolchain cannot be found by the Xcode
"Command CompileMetalFile failed with a nonzero exit code"
error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain
❯ xcodebuild -downloadComponent MetalToolchain
2025-10-31 11:18:29.004 xcodebuild[6605:45524] IDEDownloadableMetalToolchainCoordinator: Failed to remount the Metal Toolchain: The file “com.apple.MobileAsset.MetalToolchain-v17.1.324.0.k9JmEp” couldn’t be opened because you don’t have permission to view it.
Beginning asset download...
2025-10-31 11:18:29.212 xcodebuild[6605:45523] IDEDownloadableMetalToolchainCoordinator: Failed to remount the Metal Toolchain: The file “com.apple.MobileAsset.MetalToolchain-v17.1.324.0.k9JmEp” couldn’t be opened because you don’t have permission to view it.
Downloaded asset to: /System/Library/AssetsV2/com_apple_MobileAsset_MetalToolchain/4ab058bc1c53034b8c0a9baca6fba2d2b78bb965.asset/AssetData/Restore/022-17211-415.dmg
Done downloading: Metal Toolchain 17A324.
In Xcode, under Signing & Capabilities (Release) for our bundle ID
the selected provisioning profile does include the entitlement:
com.apple.developer.payment-pass-provisioning
However, when we upload a new build to TestFlight, the Build Metadata →
Entitlements section for the same bundle ID does not include
com.apple.developer.payment-pass-provisioning.
Because of this, PKAddPaymentPassViewController does not open in TestFlight
builds.
This suggests that while the entitlement is enabled for the App ID and
visible in Xcode, it may not yet be propagated to App Store Connect’s
signing service for TestFlight/App Store builds.
Please Note: The Wallet Entitlements team had confirmed
that they had granted entitlements for our team and the apple IDs
Xcode : 26.0.1
Profile being used: Distribution Profile
Topic:
Code Signing
SubTopic:
Entitlements
Tags:
Wallet
Entitlements
Provisioning Profiles
TestFlight
When you use .navigationTransition(.zoom(sourceID: "placeholder", in: placehoder)) for navigation animation, going back using the swipe gesture is still very buggy on IOS26. I know it has been mentioned in other places like here: https://developer.apple.com/forums/thread/796805?answerId=856846022#856846022 but nothing seems to have been done to fix this issue.
Here is a video showing the bug comparing when the back button is used vs swipe to go back: https://imgur.com/a/JgEusRH
I wish there was a way to at least disable the swipe back gesture until this bug is fixed.
I hope you’re having a fantastic New Year and that your apps are doing great! This is my first time entering SSC , and I’m excited to share that I’m developing a screen timer app. The idea is to encourage you to take breaks by suggesting a run or workout instead of spending too much time on your screens.
I was wondering, have anyone else included short videos or animations in their entries before?
Also, could my screen time timer be running in the background? I know there are some limitations with integrations like HealthKit and Screen Time, which is why I’m using a regular countdown timer on the App Store as a prototype.
I’m just trying to clarify the rules below to make sure that it’s all good to go :
“If your submission includes any open source software, music, photos, artwork, or any other content that you do not have ownership rights in, you agree to (a) comply with all applicable licensing terms and copyright obligations and (b) provide an explanation of why it was used.”
And regarding any tracking stuff in the disqualification section, whereas nothing in the app should include: “You track and/or insert analytics code in your App Store meant to identify or track judges’ activity while they review your App Store.” But my app will only have a simple timer in it.
Topic:
Community
SubTopic:
Swift Student Challenge
I applied for the Apple Developer Program on Jan 29th, but my enrollment is still pending with no updates. This delay is really affecting my project timeline since I need to start my app soon, and I can’t move forward without my account being approved.
I’ve already reached out to Apple Developer Support, but I haven’t gotten any clear response on when it will be completed. tried even calling the support line but they couldn't help with developer accounts. Has anyone else experienced similar delays? If so, how long did it take for your account to get approved?
Would appreciate any advice or insights! Thanks in advance.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Can I use external Swift Package Dependencies for the challenge, or will my app just not run as the testing environment is offline? I have a couple dependencies which are crucial to the running of my submission
Hi,Having issues uploading our build to App Store Connect for use in TestFlight. We get a success when building through Xcode, but we get an email after it uploads via archive manager stating "ITMS-90426: Invalid Swift Support - The SwiftSupport folder is missing. Rebuild your app using the current public (GM) version of Xcode and resubmit it.". We have confirmed that we don't have any Swift dependencies and that we are running the latest Xcode (v11.3.1). We've also tried to build/deploy this on multiple computers with the same error. Our app was built using Unity, then brought into Xcode to build/deploy from there. We have never had any Swift dependencies in our project. We are able to deploy directly to our devices, but it seems that the only time we run into issues is trying to. Any help is appreciated.
There is a problem with the launchscreen of my application on iPadOS 26.
After release of the windowed mode feature the launchscreen of my fullscreen landscape-only application is being cropped and doesn't stretch to screen's size when the device is in the portrait mode.
How can I fix this?
Topic:
UI Frameworks
SubTopic:
General
All of our uses of CFSockets have started causing crashes in iOS 16. They seem to be deprecated so we are trying to transition over to using the Network framework and NWConnection to try to fix the crashes.
One of our uses of them is to ping a device on the local network to make sure it is there and online and provide a heartbeat status in logs as well as put the application into a disabled state if it is not available as it is critical to the functionality of the app. I know it is discouraged to disable any functionality based on the reachability of a resource but this is in an enterprise environment where the reachability of this device is mission critical.
I've seen other people ask about the ability to ping with the Network framework and the answers I've found have said that this is not possible and pointed people to the SimplePing sample code but it turns out our existing ping code is already using this technique and it is crashing just like our other CFSocket usages, inside CFSocketInvalidate with the error BUG IN CLIENT OF LIBPLATFORM: Trying to recursively lock an os_unfair_lock.
Is there any updated way to perform a ping without using the CFSocket APIs that now seem to be broken/unsupported on iOS 16?
I keep getting a fails to open page message when I try to sign in using my Claude ai Pro account. The request was for an http url instead of an https url.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hello,
We are implementing in-app provisioning in our fintech app; the card issuer is a third party, so we have limited control and visibility. We have ruled out the causes we could investigate on our side and on the card issuer’s side.
We are reaching out to ask for your help in understanding what is going wrong so we can fix it.
What happens:
User taps “Add to Apple Wallet” → we present PKAddPaymentPassViewController → they tap Next → after a few seconds the flow fails with "Set Up Later" alert.
Device log:
ProvisioningOperationComposer: Step 'eligibility' failed with error <PKProvisioningError: severity: 'terminal'; internalDebugDescriptions: '(
"eligibility request failure",
"Received HTTP 500"
)'; underlyingError: 'Error Domain=PKPaymentWebServiceErrorDomain Code=0 "Unexpected error." UserInfo={PKErrorHTTPResponseStatusCodeKey=500, NSLocalizedDescription=Unexpected error.}'; userInfo: '{
PKErrorHTTPResponseStatusCodeKey = 500;
}';
Feedback Assistant ID: FB22007923 (Error during the In-App Provisioning process)
I am preparing for Swift Student Challenge, but it seems like the iPad Playground app still not support the latest SDK.
I can't use frameworks like FoundationModel, etc., directly in playground app
My playground for this year would require iPad environment since it uses PencilKit, ARKit, etc., and I also want to use the latest tech + the liquid glass UI
Right now, I develop the project as a normal Xcode project, and I am wondering how do I post it?
As Xcode playground, it must run on macOS
As Swift Playground project, the iPad version of Playground does not support latest APIs and it can't compile
Topic:
Developer Tools & Services
SubTopic:
Swift Playground
Tags:
Swift Student Challenge
Education
Playground Support
Purchase your membership.
To continue your enrollment, complete your purchase now
Your purchase may take up to 48 hours to process.
Its been more than 3 weeks its stuck to above status and showing Pending in profile section.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
Developer Tools
App Store
Developer Program
Xcode 16 and 26 changes in painful way how the Tab key works during autocomplete.
Previously, pressing Tab would extend the typed text up to the word match.
For example, we have two classes: NSViewController and NSViewCoordinator
BEFORE, typing: "NSV" + Tab used to complete to NSViewCo
Now, in Xcode 26, pressing Tab just use the first suggestion. Stupidly.
Especially when you want DispatchQueue and it gaves you DispatchSemaphore…
That is very inconvenient because very often I want just see all possible cases with some prefix...without need of typing all prefix manually.
How to restore the previous behavior?
How to do autocomplete word-by-word?
I have the new Xcode 26.3 running on an Intel MBP macOS 26.2
I have clicked to download Codex in the Xcode settings, then under the Intelligence section I select Codex but where it says "ChatGPT Account" there is a spinner that never ends.
I suspect it is meant to show a Sign In button.
I don't see any documentation to suggest this shouldn't work on Intel, so what gives?
My "ChatGPT in Xcode" section is successfully signed in, and i've tried signing that out.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hello, my Apple Developer Program had expired 20 days ago, but i cant renew in any way (auto-renew dont work, i dont have "renew button" on web, dont have it in iOS and macOS developer apps, so i cant renew it. Has anyone encountered this problem? How can i solve it and renew my membership?
Hi,
I’m facing a consistent simulator boot issue that appears to start after iOS 18.2 simulator runtimes and persists in 18.6, 26.1, and 26.2.
Observed behavior
iOS 18.2 simulator works fine
iOS 18.6 simulator does NOT boot
iOS 26.1 / 26.2 simulators do NOT boot
Tried everything reinstall/clear cache and all and event formatted the system
Unable to boot the Simulator
NSPOSIXErrorDomain Code: 4
Failure Reason: Interrupted system call
Failed to start launchd_sim: could not bind to session,
launchd_sim may have crashed or quit responding
macOS: Sequoia
Xcode: 26.1, 26.2
Machine: Apple Silicon
Unable to boot the Simulator. Domain: NSPOSIXErrorDomain Code: 4 Failure Reason: Interrupted system call User Info: { DVTErrorCreationDateKey = "2025-12-26 02:19:27 +0000"; IDERunOperationFailingWorker = "_IDEInstalliP.honeSimulatorWorker", Session = "com apple CoreSimulator.SimDevice CCDECA56-4A59-491B-A830-0F3928FCD957"; } Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding Domain: com.apple.SimLaunchHostService.RequestError Code: 4 Event Metadata: com.apple. dt. DERunOperationWorkerFinished : { "device_identifier" = "CCDECAE6-4A59-491B-A830-0E3928FCD957"; "device_model" = "iPhone18, 1"; "device_osBuild" = "26.1 (23B86)"; "device_osBuild_monotonic" = 2301008600; "device_os_variant" = 1; "device_platform" = "com apple.platform.iohonesimulator"; "device_platform_family" = 2; "device_reality" = 2; "device_thinningType" = "iPhone18,1"; "device_transport" = 4; "launchSession_schemeCommand" = Run; "launchSession_schemeCommand_enum" = 1; "launchSession_targetArch" = arm64; "launchSession_targetArch_enum" = 6; "operation_duration_ms" = 1183; "operation_errorCode" = 4; "operation_errorDomain" = NSPOSIXErrorDomain; "operation_errorWorker" = "_IDEInstalliPhoneSimulatorWorker"; "operation_error_reportable" = 1; "operation_name" = IDERunOperationWorkerGroup; "param_consoleMode" = 1; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com apple platform
Please help on this as it got stuck.
Thanks
We have an app that controls InDesign Desktop and InDesignServer via hundreds of AppleScripts. Some macOS security updates a while back dictated that we start communicating with other apps via ScriptingBridge. We couldn't afford to convert the hundreds of AppleScripts into direct ScriptingBridge nomenclature, so we opted to keep them as is and instead tell the external apps to:
[app doScript:<the script text> language:InDesignScLgApplescriptLanguage withArguments:nil undoMode:InDesignESUMScriptRequest undoName:@"blah"]
There are a handful of scripts that we did convert to direct ScriptingBridge.
There are times (and under the right circumstances, it's repeatable) when a certain script will have run perfectly dozens of times, and then it will throw errOSAInternalTableOverflow.
We create a new SBApplication for every job (which could be a single instance of Desktop or the multiple instances of Server).
Why is this error happening seemingly randomly? Is there anything we can do to work around or prevent this?