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Apple Pay fractional amounts for RSD
Hello all, I’m helping a customer integrate Apple Pay, and I’m seeing a behavior I can’t fully explain. I hope someone here can help clarify whether this is expected or whether it’s a bug / misconfiguration on my side. Currency: RSD (Serbian Dinar) Amount: 3.45 RSD (two decimals) Result: Apple Pay cancels the payment automatically when the amount includes decimals, without even displaying the paymentsheet. Things I have checked: ISO 4217 defines RSD with 2 minor units, so fractional amounts like 3.45 should be valid. Processors treat RSD as a two-decimal currency. Apple’s documentation does not provide a per-currency decimal rule table. In testing, whole-number RSD amounts succeed, while fractional amounts (e.g. 3.45 RSD) fail. I did not encounter this problem with other currencies like EUR, USD. Has anyone encountered this issue before?
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Multiple Apple Pay relationships with differing apple-developer-merchantid-domain-association files
I've encountered an issue where we need multiple domain associations with separate Apple Pay implementations. Briefly, we have a /.well-known/apple-developer-merchantid-domain-association already setup with Stripe, and now we need another, different version of the file to get setup with FreedomPay. FreedomPay insists this file represents a three-way relationship between all parties and I have no reason to disbelieve them. I'm wondering if anyone has encountered this or if there is a standard procedure. I'm currently trying to find documentation on the exact way Apple Pay verification interacts with this file to see if we can produce it dynamically.
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NSFileProviderManager.getDomainsWithCompletionHandler failure
I am writing an NSFileProviderReplicatedExtension for my app. Every once in a while it will get to a point where NSFileProviderManager.getDomainsWithCompletionHandler { domains, error in DispatchQueue.main.async { if let error = error { completion(.failure(.domainQueryFailed(error))) } else { completion(.success(domains)) } } } this always fails, once this happens then regardless of what I do - clean build, restart machine, uninstall plugin nothing works. The only way to get back to a wokring state is a full reinstall of the OS. It seems like when this happens Finder gets to a weird irrecoverable state that only a restart can fix. When it fails the error is always : The application cannot be used right now. the only way out is reisntall the OS. When this happened last time, I was advised to the use the debugging profile: https://developer.apple.com/forums/thread/797053 I now have that and have the log which is 300MB file, where do I upload it to? My machine is in that state, is there anything else I can run or diagnose to address this?
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Missing DeveloperDiskImages for iPad Pro M5 iPad17,2
Trying to setup a new iPad Pro M5 device for development returns the "The developer disk image could not be mounted on this device." message. The /Library/Developer/DeveloperDiskImages/iOS_DDI/Restore/BuildManifest.plist is missing any iPad17,* entries. ... <string>iPad14,6</string> <string>iPad14,8</string> <string>iPad14,9</string> <string>iPad15,3</string> <string>iPad15,4</string> <string>iPad15,5</string> <string>iPad15,6</string> <string>iPad15,7</string> <string>iPad15,8</string> <string>iPad16,1</string> <string>iPad16,2</string> <string>iPad16,3</string> <string>iPad16,4</string> <string>iPad16,5</string> <string>iPad16,6</string> --> <string>iPad5,1</string> ... What is the process for getting updated developer device support for Xcode 16.4? I am not sure Xcode 26.0.1 has them either. Domain: com.apple.dt.CoreDeviceError Code: 12040 Failure Reason: Error mounting image: 0xe800010f (kAMDMobileImageMounterPersonalizedBundleMissingVariantError: The bundle image is missing the requested variant for this device.) User Info: { DDIBuildUpdate = "17A321 (developerTools)"; DDIPath = "/Library/Developer/DeveloperDiskImages/iOS_DDI"; DVTErrorCreationDateKey = "2025-10-23 18:54:11 +0000"; DeviceFusing = prod; DeviceIdentifier = "...."; NSURL = "file:///Library/Developer/DeveloperDiskImages/iOS_DDI/"; Options = { MountedBundlePath = "file:///Library/Developer/DeveloperDiskImages/iOS_DDI/"; UseCredentials = 0; }; "com.apple.dt.DVTCoreDevice.operationName" = enablePersonalizedDDI; } -- Error mounting image: 0xe800010f (kAMDMobileImageMounterPersonalizedBundleMissingVariantError: The bundle image is missing the requested variant for this device.) Domain: com.apple.mobiledevice Code: -402652913 User Info: { FunctionName = AMDeviceRemoteMountPersonalizedBundle; LineNumber = 2127; } -- Failed to initialize image properties: 0xe800010f (kAMDMobileImageMounterPersonalizedBundleMissingVariantError: The bundle image is missing the requested variant for this device.) Domain: com.apple.mobiledevice Code: -402652913 User Info: { FunctionName = "-[PersonalizedImage mountImage:]"; LineNumber = 1793; } -- Failed to find image for variant/identity: (variant: DeveloperDiskImage | boardID: 10 | chipID: 33090 | securityDomain: 1). Domain: com.apple.mobiledevice Code: -402652913 User Info: { FunctionName = "-[PersonalizedImage initializeImageProperties:]"; LineNumber = 1039; } -- System Information macOS Version 15.7.1 (Build 24G231) Xcode 16.4 (23792) (Build 16F6) Timestamp: 2025-10-23T11:54:11-07:00
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App ID Configuration - Capabilities state inconsistency
Hello, I am experiencing an issue with the Apple Pay capability on my App ID. I have created a Merchant ID. I enabled Apple Pay in the App ID configuration and linked it to the merchant. However, sometimes when I revisit the App ID in the Apple Developer portal, the Apple Pay capability appears disabled, even though I saved it. This happens intermittently; at some times the capability is correctly shown as enabled, and other times it disappears. Context: I am using Expo Managed Workflow with EAS Build for iOS. The issue prevents the provisioning profile from including Apple Pay, which causes Stripe isPlatformPaySupported function to return false on ios devices. Attached: Screenshots of the App ID page showing Apple Pay enabled and disabled. Could you please advise why the capability is not being consistently saved, and how to ensure it stays enabled? Thank you,
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iOS Speech Error on Mobile Simulator (Error fetching voices)
I'm writing a simple app for iOS and I'd like to be able to do some text to speech in it. I have a basic audio manager class with a "speak" function: import Foundation import AVFoundation class AudioManager { static let shared = AudioManager() var audioPlayer: AVAudioPlayer? var isPlaying: Bool { return audioPlayer?.isPlaying ?? false } var playbackPosition: TimeInterval = 0 func playSound(named name: String) { guard let url = Bundle.main.url(forResource: name, withExtension: "mp3") else { print("Sound file not found") return } do { if audioPlayer == nil || !isPlaying { audioPlayer = try AVAudioPlayer(contentsOf: url) audioPlayer?.currentTime = playbackPosition audioPlayer?.prepareToPlay() audioPlayer?.play() } else { print("Sound is already playing") } } catch { print("Error playing sound: \(error.localizedDescription)") } } func stopSound() { if let player = audioPlayer { playbackPosition = player.currentTime player.stop() } } func speak(text: String) { let synthesizer = AVSpeechSynthesizer() let utterance = AVSpeechUtterance(string: text) utterance.voice = AVSpeechSynthesisVoice(language: "en-GB") synthesizer.speak(utterance) } } And my app shows text in a ScrollView: ScrollView { Text(self.description) .padding() .foregroundColor(.black) .font(.headline) .background(Color.gray.opacity(0)) }.onAppear { AudioManager.shared.speak(text: self.description) } However, the text doesn't get read out (in the simulator). I see some output in the console: Error fetching voices: Swift.DecodingError.dataCorrupted(Swift.DecodingError.Context(codingPath: [], debugDescription: "Invalid container metadata for _UnkeyedDecodingContainer, found keyedGraphEncodingNodeID", underlyingError: nil)). Using fallback voices. I'm probably doing something wrong here, but not sure what.
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visionOS Simulator Rotate and Scale gestures difficult to register (capture)
We were having an issue wrb the system rotate and scale gestures (two-handed gestures / RotateGesture3D and MagnifyGesture) were extremely difficult to register (make work) in the visionOS simulator. The solution we found was to: Launch your app in the simulator Move the pointer on top of the 3D object for which you are testing rotation and scaling gestures. Press and hold the Option key to display touch points (ie: the two-handed gesture points). While maintaining the option key pressed, release the pointer and re-enable it again. I am using a track pad with tap-to-click enabled and three-finger to drag enabled in accessibility, so "release the pointer and re-enable it again" translates simply to removing the three finger and placing them again on the trackpad. If you have maintained the option key pressed, then you should now be able to rotate and scale the 3D object. Context if you are interested: Our issue was also occurring in Apple's own sample project relating to gestures "Transforming RealityKit entities using gestures", at below link. On Apple's article "Interacting with your app in the visionOS simulator" at the below link, for two-handed gestures it states "Press and hold the Option key to display touch points. Move the pointer while pressing the Option key to change the distance between the touch points. Move the pointer and hold the Shift and Option keys to reposition the touch points." This simply did not work anymore for rotation and scaling gestures. These gestures used to be a lot more responsive in Sonoma. Either the article should be updated to what I described above, or there is an issue. Our colleague who is using macOS Sonoma 14.6.1 with the latest release of Xcode is not having these issues. Here is the list of configurations (troubleshooting we tried!) where it is difficult to achieve rotation and scaling gestures in the visionOS simulator: macOS Sequoia 16.1 Beta, Xcode 16.1 RC w visionOS 2.1 macOS Sequoia 16.1 Beta, Xcode 16.1 RC w visionOS 2.0 macOS Sequoia 16.1 Beta, Xcode 16.2 Beta 1 w visionOS 2.1 macOS Sequoia 16.1 Beta, Xcode 16.2 Beta 1 w visionOS 2.0 macOS Sequoia 16.1 Beta, remove all Xcodes and installed the build from AppStore (Xcode 16.1) macOS Sequoia 16.1 Beta, Xcode 16.0 w visionOS 2.0 completely wiped out, and reset entire development machine, re-installed latest releases of sequoia (15.1) and xcode (15.1)) Throughout these troubleshooting I often: restarted both xcode and sim erased all derived data erased all contents and settings from sims performed fresh git clones None of the above worked, only the workaround described above works atm. As you can maybe deduce, it was very time consuming to find the workaround, we also wasted some development effort thinking our gesture development was no-good. Hopefully this will help other devs. Article Link: https://developer.apple.com/documentation/xcode/interacting-with-your-app-in-the-visionos-simulator Gesture sample project link: https://developer.apple.com/documentation/realitykit/transforming-realitykit-entities-with-gestures
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Incorrect MDM Command Structure in DeclarativeManagement Example
I'm writing to point out a potential structural error in an example of the DeclarativeManagement command. This could cause significant confusion for developers implementing the MDM protocol. The standard structure for a server-to-device MDM command requires CommandUUID and the Command dictionary to be siblings under the top-level dictionary. The CommandUUID serves as a top-level identifier for the entire command envelope. This is the correct, expected structure: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>Command</key> <dict> <key>Command</key> <dict> <key>RequestType</key> <string>DeclarativeManagement</string> </dict> </dict> <key>CommandUUID</key> <string>0001_DeclarativeManagement</string> </dict> </plist> This is an example of the incorrect structure I've seen: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>Command</key> <dict> <key>CommandUUID</key> <string>0001_DeclarativeManagement</string> <key>Command</key> <dict> <key>RequestType</key> <string>DeclarativeManagement</string> </dict> </dict> </dict> </plist>
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onContinueUserActivity(CSSearchableItemActionType, perform) does not work on a SwiftUI macOS app
onContinueUserActivity(CSSearchableItemActionType, perform) works as expected on iOS when we search and select an item from Spotlight, but nothing happens when we do the same on a SwiftUI macOS app. var body: some Scene { WindowGroup { MyView() .onContinueUserActivity(CSSearchableItemActionType, perform: handleSpotlight) } } func handleSpotlight(_ userActivity: NSUserActivity) { // Is not called... } How can we respond to a user clicking a Spotlight result from our apps on macOS?
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SwiftUI preview failed, help!!!!!
When I update the macOS from 15.5 to 15.6, Preview error. 1、I try remove simulator cache, sdk 2、remove Xcode build cache 3、reinstall Xcode 4、try with this method https://byby.dev/uninstall-xcode#:%7E:text=Delete%20old%20simulators%20and%20devices,moving%20them%20to%20the%20Trash but all failed swiftui log.txt
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DriverKit. Plug/unplug test leads to MacOS panic
Dear Apple engineers, We have developed a DriverKit (DEXT) driver for an HBA RAID controller. The RAID controller is connected to hosts through Thunderbolt (PCIe port of the Thunderbolt controller). We do plug/unplug tests to verify the developed driver. The test always fails in about 100 cycles with a MacOS crash (panic). The panic contains “LLC Bus error (Unavailable) from cpu0: FAR=0xa40100008 LLC_ERR_STS/ADR/INF=0x80/0x300480a40100008/0x1400000005 addr=0xa40100008 cmd=0x18(ACC_CIFL2C_CMD_RD_LD: request for load miss in E or S state)” At first we assumed that the issue is with hardware. But we did this test on different hosts (MacMini M3 and M4) with different units of our device. The error points to the same physical address FAR=0xa40100008 even if the hosts are different. The 2 full panic logs are attached (one for M4, another one for M3 host). Could you share your understanding of the crash and give any hints on how we can fix it? Please let us know if you need any additional data. Thank you M3 panic: https://drive.google.com/file/d/1GJXd3tTW6ajdrHpFsJxO_tWWYKYIgcMc/view?usp=share_link M4 panic: https://drive.google.com/file/d/1SU-3aBSdhLsyhhxsLknzw9wGvBQ9TbJC/view?usp=share_link
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Use two NFC entitlement in the same App
Hello, I have developed an iOS application called DinecTag (be.dinec.DinecTag) with a developer account named Dinec International which is registered in Belgium, I received the NFC entitlement valid for Europe and my App is on the App store since some months (the App is used to open doors by presenting the iPhone in front of a special reader) The App is published only on countries inside Europe (it don’t work outside anyway) I would like my App can be used outside Europe, so I need another entitlement called NFC & SE Platform entitlementn to ask for that, I need an account registered in a country covered by that entitlement Dinec is a company that is member of the Lisam group Lisam has an apple developer account registered to USA, called Lisam Systems So I have asked to the owner of that account to add me as a developer in the USA team So when I connect to my developer account, I can switch between Dinec International SA and Lisam Systems on top right of the screen, I am member of the two teams. I would like to avoid if possible to create a second application, can you confirm it is possible in my case ? What are the next steps ? Best regards Jean-Paul Deryck
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Swift Playgrounds Incompatibility with Xcode 16 Files and Swift Versions
I'm facing an issue with Swift Playgrounds and files created in Xcode 16. It seems that Swift Playgrounds does not support Swift 6, but even when I create files specifically with Swift 5, Swift Playgrounds still reports that the files are unsupported. This creates a significant problem because macOS Sequoia does not allow me to revert to Xcode 15, which might have offered better compatibility. As it stands, I can't find a solution to work seamlessly between Xcode and Swift Playgrounds. Has anyone else encountered this issue? Are there any workarounds or updates planned to address this compatibility gap? Any advice would be greatly appreciated!
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Notarization Stuck "In Progress"
Hello Colleagues, We have been seeing a delay in our Apple notarization submission that hangs for hours "in progress" without completing: This issue has been occurring since Friday, October 17th. We have also checked the Apple System Status page and there is no indication of any outage for Apple notarization.
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APNs play voice
https://ss.bscstorage.com/playlet-oss-res/video/2025195/%E6%BC%94%E7%A4%BA3.mp4?AWSAccessKeyId=6jndo5gcx079kvpu3myf&Expires=1760941761&Signature=hBcY7TDq%2BZHOARoFKY6CAthju%2Fc%3D This is the link of the demonstration video. How is this function effect in the video achieved?
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iOS App Exists after launch
Hello, my iOS apps are exiting right after launch on a few of our iOS devices. I tried a couple of my apps that are deployed to our fleet and they do the same thing. If I run the app(s) in the Simulator it works fine and if I run the app(s) on the offending devices it works fine as well. Once I stop the run in Xcode the app on the device will not launch. I'm thinking something is missing like a certificate etc. Just not sure. Any ideas on how to troubleshoot this? I would really like to get this fixed.
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Posting a local notifications (or alert) from a launch agent
My Mac app has a launch agent (within the app bundle) that works great without the app running. There are some occasions where I need to display an alert and ask the user to launch the app to handle the issue. I thought about using UNUserNotificationCenter but I'm not able to make it work from the agent. I'm asking for authorization as follows: [center requestAuthorizationWithOptions:(UNAuthorizationOptionAlert | UNAuthorizationOptionSound | UNAuthorizationOptionBadge) completionHandler:^(BOOL granted, NSError * _Nullable error) { NSLog(@"authorization request completion. Granted: %@, error: %@ (%@)",granted?@"YES":@"NO",error, [error localizedDescription]); }]; And I'm trying to post the notification as follows: content.title = @"Your App Name"; content.body = @"Click the button to open the app"; content.sound = [UNNotificationSound defaultSound]; UNNotificationRequest *request = [UNNotificationRequest requestWithIdentifier:[[NSUUID UUID] UUIDString] content:content trigger:nil]; [center addNotificationRequest:request withCompletionHandler:^(NSError * _Nullable error) { if (error) { NSLog(@"Error showing notification: %@ %@", error, [error localizedDescription]); } }]; When running I'm getting asked to authorize, I authorize and all seems OK in system settings but I'm not able send any notifications. addNotificationRequest results in UNErrorCodeNotificationsNotAllowed error. I tried this with the authorization request inside the main app, or inside the agent, with the same results. When trying to post the notification from within the app, it does work, but that's not what I need. Is posting notifications from within the launch agent not possible at all, or is there anything here that I'm missing. TIA
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macOS App Groups / transition to profile based groups
Hi, I have a macOS app distributed through the App Store that uses an app group to share data with app extensions. The group identifier has the form: .group. In Xcode 26 I am now asked to convert the project to profile based app groups (like on iOS). My question is: Can I convert the project to profile based app groups and will the existing app group (which is prefixed with the Team ID) continue to work (and will exiting users still be able to access their data). If yes, should I add the app group with or without the Team ID prefix to the profile.
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