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Tip always displayed with TipKit
Why a TipKit configured with a weekly frequency, on the following example, when the app is launched on the View1, the tip is displayed. I thought that going to View2 and come back to View1 should not redisplayed the tip (at least until one week). What do I miss? import SwiftUI import TipKit struct FavoriteLandmarkTip: Tip { var title: Text { Text("Save as a Favorite") } var message: Text? { Text("Your favorite landmarks always appear at the top of the list.") } var image: Image? { Image(systemName: "star") } } @main struct LandmarkTips: App { var body: some Scene { WindowGroup { TabView { View1() .tabItem { Label("View1", systemImage: "house") } View2() .tabItem { Label("View2", systemImage: "house") } } .task { do { // uncomment to reset all tips status // try? Tips.resetDatastore() try Tips.configure([ .displayFrequency(.weekly), .datastoreLocation(.applicationDefault) ]) } catch { print("Error initializing TipKit \(error.localizedDescription)") } } } } } struct View1: View { let favoriteLandmarkTip = FavoriteLandmarkTip() var body: some View { VStack { TipView(favoriteLandmarkTip, arrowEdge: .bottom) Image(systemName: "star") } } } struct View2: View { var body: some View { Text("View2") } }
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Legitimate User Ratings Removed After Promotional Launch
Hi, After promoting my app on November 14, I received a large and expected surge of downloads and ratings from real users. Shortly afterward, many of these legitimate ratings were removed, and I also received an automated notice referencing DPLA 11.2. I want to clarify that I did not buy reviews or incentivize users. The spike in ratings came naturally from my social media launch, where I already had a large follower base waiting for the announcement. My questions are: 1. Why were these genuine ratings removed? 2. Can Apple perform a manual review to verify that the ratings are authentic? 3. Is there any way to restore the removed legitimate ratings?
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PhotoKit Background Upload Extension not working on iOS 26.2 iPhone 17 Simulator
Hi, I’m trying to implement the new PhotoKit PHBackgroundResourceUploadExtension. I created the extension, enabled full photo library access in the host app, and registered the extension point using the string: com.apple.photos.background-upload. However, when I attempted to enable the extension with: try library.setUploadJobExtensionEnabled(true) I received the following error: Error Domain=PHPhotosErrorDomain Code=-1 "(null)" This happens when running the app on Xcode 26.1 and 26.2 Beta, using the iPhone 17 Pro Max simulator (iOS 26.1 and 26.2). My question is: Is this extension supported on the simulator? I’m asking because at the moment it’s difficult for me to test this on a physical device. Also, What's the meaning of the error? Thanks.
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Legitimate User Ratings Removed After Promotional Launch
Hi, After promoting my app on November 14, I received a large and expected surge of downloads and ratings from real users. Shortly afterward, many of these legitimate ratings were removed, and I also received an automated notice referencing DPLA 11.2. I want to clarify that I did not buy reviews or incentivize users. The spike in ratings came naturally from my social media launch, where I already had a large follower base waiting for the announcement. My questions are: 1. Why were these genuine ratings removed? 2. Can Apple perform a manual review to verify that the ratings are authentic? 3. Is there any way to restore the removed legitimate ratings?
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In the context of Live Activity, when app is launched into background due to some callback, should you wrap your work with background tasks?
I'm specifically focused on Live Activity, but I think this is somewhat a general question. The app could get a few callbacks when: There's a new payload (start, update, end) There's a new token (start, update) There's some other lifecycle event (stale, dismissed) Assuming that the user didn't force kill the app, would the app get launched in all these scenarios? When OS launches the app for a reason, should we wrap our tasks with beginBackgroundTask or that's unnecessary if we're expecting our tasks to finish within 30 seconds? Or the OS may sometimes be under stress and give you far less time (example 3 seconds) and if you're in slow internet, then adding beginBackgroundTask may actually come in handy?
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"Processor Trace cannot profile this process without proper permission"
Hello, I'm no macOS 26.1 I'm running through the example shown in the WWDC video "Optimizing CPU Performance with Instruments." After right-clicking a test, clicking "Profile...", and trying to run a processor trace I get the error in the subject. I have processor trace enabled on the CPU via system settings. I confirmed this by disabling it and re-enabling it and noting the error that appears when this is disabled is different from the one I'm now getting. This did previously work but I haven't tried since macOS 26 is released. Is there something new I need to be doing to my Xcode project settings in order for this to be working?
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Application upload failure
I am trying to upload application update using altool: xcrun altool --upload-app -f myapp.ipa --apiKey API_KEY --apiIssuer API_ISSUER --type iOS But upload fails with the following error: ERROR: [altool.600000970040] Validation failed (409) This bundle is invalid. The bundle identifier cannot be changed from the current value, 'com.company.app.debug'. If you want to change your bundle identifier, you will need to create a new application in App Store Connect. (ID: 590e09ef-1502-4e67-a3b0-38d4f922ac94) NSUnderlyingError : Validation failed (-19241) This bundle is invalid. The bundle identifier cannot be changed from the current value, 'com.company.app.debug'. If you want to change your bundle identifier, you will need to create a new application in App Store Connect. For context, we have 2 apps in iTunes Connect, with ids com.company.app and com.company.app.debug, the debug version is used to test staging environment through TestFlight. This setup was created a while ago and worked fine until now. I verified that the bundle I am uploading has proper bundle id (com.company.app) and version number. How can I resolve this?
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WeatherKit entitlement and key not propagated — WeatherDaemon fails to generate JWT (Code=2)
Hello Apple Developer Support Team, I am the Account Holder of my Apple Developer Program team (Team ID: T2BKUF6E93). My iOS app is using Swift WeatherKit (WeatherService) on device. Although my environment is completely configured, the system WeatherDaemon consistently fails to generate the WeatherKit JWT token. My environment: Team type: Apple Developer Program (paid) Team ID: T2BKUF6E93 Account role: Account Holder Xcode: latest version Device: iPhone (real device) Provisioning Profile: iOS Team Provisioning Profile (auto-managed) Entitlement: com.apple.developer.weatherkit included WeatherKit Key: created successfully (.p8 downloaded) Bundle ID: correct and WeatherKit capability enabled App reinstalled after each configuration change Device rebooted Even after enabling WeatherKit capability and generating a WeatherKit Key, the system still fails to generate JWT: Failed to generate jwt token for: com.apple.weatherkit.authservice Error Domain=WeatherDaemon.WDSJWTAuthenticatorServiceListener.Errors Code=2 "(null)" The error persists across: multiple device restarts full clean/rebuild in Xcode deleting and reinstalling the app pulling the latest provisioning profiles waiting more than several hours for backend propagation What I suspect My WeatherKit entitlement and/or WeatherKit Key may not be fully propagated to the provisioning server or WeatherDaemon backend, even though everything appears correctly configured on the Developer Center. I kindly request the support team to: Verify whether the WeatherKit Entitlement is correctly attached to my app ID and provisioning profile. Verify whether my WeatherKit Key is properly registered and propagated for my team. Check if there are any backend propagation delays or stuck states for my Team ID (T2BKUF6E93). Confirm whether WeatherDaemon has permission to generate JWT for my app. Thank you Please let me know if any logs, screenshots, or provisioning profile identifiers are needed. Thank you for your help! Best regards, Jiangyang
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I am unable to download any xcode component.
CRITICAL: iOS 26.1 Simulator Runtime (Build 23B86) Missing / MobileAsset Catalog Failing Summary After updating macOS and Xcode, I can no longer download or install the required iOS 26.1 simulator runtime. The Xcode Components system fails for all assets, and the MobileAsset catalog for iOS simulator runtimes appears to be missing or invalid. The runtime is also not listed on developer.apple.com. This issue blocks me from running any iOS simulators. Steps to Reproduce Update to: macOS 26.1 (25B78) Xcode 26.1.1 (24455 / 17B100) Open Xcode → Settings → Platforms/Components Attempt to download: iOS 26.1 Simulator Runtime Any other downloadable component (e.g., Predictive Code Completion Model) Alternatively, try using: xcodebuild -downloadPlatform iOS -exportPath ~/Downloads xcodebuild -downloadPlatform iOS -buildVersion 26 Observed Behaviour Xcode Components Downloads Fail Attempting to download the iOS 26.1 runtime results in: Download failed. Domain: DVTDownloadableErrorDomain Code: 41 Additional detail: Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime) Domain: DVTDownloadsUtilitiesErrorDomain Code: -1 And: Download failed due to a bad URL. Domain: com.apple.MobileAssetError.Download Code: 49 User Info: { checkConfiguration = 1 } Predictive Code Completion Model Also Fails The operation couldn’t be completed. (IDELanguageModelKit.IDEModelDownloadAdapter.DownloadError error 2.) Domain: IDELanguageModelKit.IDEModelDownloadAdapter.DownloadError Code: 2 There was an error transferring over the network. Code: 2 CLI Downloads Fail Command: xcodebuild -downloadPlatform iOS -exportPath ~/Downloads Result: DVTDownloadable: Download Failed … iOS 26.1 Simulator (23B86) Command: xcodebuild -downloadPlatform iOS -exportPath ~/Downloads -buildVersion 26 Result: iOS 26 is not available for download. Runtime Not Listed on Developer Downloads The following page does not list iOS 26.1 simulator runtime: https://developer.apple.com/download/all/ Expected Behaviour Xcode should be able to fetch the MobileAsset catalog and download iOS 26.1 simulator runtime. The runtime should appear in the Components tab and on developer.apple.com/download/all/. CLI tools should successfully download the platform. System Information macOS: 26.1 (Build 25B78) Xcode: 26.1.1 (24455) (Build 17B100) Timestamp: 2025-11-17 Impact This issue currently prevents: Running any iOS simulator Testing or building on the required runtime Using other Xcode downloadable components (language models, etc.) This is a blocking issue for development. Notes Multiple Xcode reinstallations attempted macOS restarts performed Network connectivity normal Issue persists across all download methods (GUI + CLI)
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AgeRange Functionality working on iPhone how to debug on Mac?
I created in my Objective-c project the AgeRange check for a special function. It is working well on an iPhone. Now I used my Mac and added my app to the TestFlight on my macOS Tahoe 26.1 Here it is directly crashing. But how can I debug an Application which is created for iPhone and iPad with Xcode? I cannot use the target myMac when running a debugging mode. So how is the debugging working for such Apps?
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Malware warnings on properly notarized apps
Hello, I've been developing a mac app built with Electron Builder. In August, I was successfully notarizing my app and able to send it to testers without them receiving a malware warning. I took a two month break. When I came back in October, I am not able to distribute my app without the malware warning. I can't for the life of me figure out what I could be missing, unless my developer account was flagged by Apple for some reason. All the diagnostics I run on my app package show that it is properly signed, notarized, and stapled. Here are some diagnostics I have run on the app: Command: codesign -dv --verbose=4 "/Volumes/Form Desktop 1/Form.app" Output: Executable=/Volumes/Form Desktop 1/Form.app/Contents/MacOS/Form Identifier=co.Form.desktop Format=app bundle with Mach-O thin (arm64) CodeDirectory v=20500 size=763 flags=0x10000(runtime) hashes=13+7 location=embedded VersionPlatform=1 VersionMin=720896 VersionSDK=917504 Hash type=sha256 size=32 CandidateCDHash sha256=cedcaef933c003c01b4d9ef6925a413fe6b4a585 CandidateCDHashFull sha256=cedcaef933c003c01b4d9ef6925a413fe6b4a585bf61e19751e8158775600b00 Hash choices=sha256 CMSDigest=cedcaef933c003c01b4d9ef6925a413fe6b4a585bf61e19751e8158775600b00 CMSDigestType=2 Executable Segment base=0 Executable Segment limit=16384 Executable Segment flags=0x1 Page size=4096 CDHash=cedcaef933c003c01b4d9ef6925a413fe6b4a585 Signature size=8973 Authority=Developer ID Application: Jacob LEELAND (92D98F49FU) Authority=Developer ID Certification Authority Authority=Apple Root CA Timestamp=Nov 14, 2025 at 8:25:09 PM Notarization Ticket=stapled Info.plist entries=30 TeamIdentifier=92D98F49FU Runtime Version=14.0.0 Sealed Resources version=2 rules=13 files=35090 Internal requirements count=1 size=176 RESULT: ✅ SIGNED WITH DEVELOPER ID ✅ NOTARIZATION TICKET STAPLED ✅ HARDENED RUNTIME ENABLED ---------------------------------------------------------------- Command: spctl --assess --verbose=4 --type execute "/Volumes/Form Desktop 1/Form.app" Output: /Volumes/Form Desktop 1/Form.app: accepted source=Notarized Developer ID RESULT: ✅ GATEKEEPER ACCEPTS APPLICATION ---------------------------------------------------------------- Command: xattr -l "/Volumes/Form Desktop 1/Form.app" Output: (No extended attributes) ---------------------------------------------------------------- Command: stapler validate "/Volumes/Form Desktop 1/Form.app" Output: Processing: /Volumes/Form Desktop 1/Form.app The validate action worked! RESULT: ✅ NOTARIZATION TICKET VALID [signing-verification-report.txt](https://developer.apple.com/forums/content/attachment/45b41936-6e7a-4f4f-8e80-bc1e3136c84e) code-block I have attached a more complete diagnostic text file as well. I have tried notarizing the .dmg in addition to the app bundle, but no combination seems to work as far as I can tell. I appreciate any help or point in the right direction. I've wasted many days of development time on this, lol.
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Background uploading extension's identifier not official yet
Recently Apple gave us the possibility to upload asset resources in the background. We implemented our background upload extension but when our CI tried to upload the app on TestFlight we got an error that the extension point identifier - in our case com.apple.photos.backgound-upload - is not an official one. Any idea when it will become official and we will be able to release a working background uploading?
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No response from Apple Developer support
Hello! I have requested multiple issues on https://developer.apple.com/contact/ (it has been over two weeks now requesting an update with a valid DUNS number), yet they have not even emailed me anything. I am trying to convert my developer account from individual to team, so my other team members can render the app on Xcode even when Appled ID login is in place in the app (currently, they can't compile the app with the "individual" developer account). I would just like to have my account be updated from individual to organization. I have also tried many times on https://developer.apple.com/contact/request/migrate-individual-account/
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Occlusion issues in Immersive Space - Breaking User Input Interaction
I'm developing a custom gesture-based visionOS project that uses hand tracking with collision detection spheres on fingers to register user interactions through collision components. I'm experiencing a critical occlusion issue where collision detection spheres are intermittently occluded by the background/depth buffer, causing fingers to pass through the 3D model entities without registering interactions. Detailed Description: I have added 3D entities in an immersive scene with collision spheres attached to fingers for detecting user interactions. Each sphere has: CollisionComponent with sphere shape Proper collision masks and groups configured Real-time position updates from hand joint transforms Each entity has: InputTarget components to register collisions The Issue: When users move their fingers to the entity to interact, some collision spheres (particularly on the pinkie and ring fingers) become occluded and pass directly through the 3D model without triggering collision events. Meanwhile, other fingers (like the index finger) continue to work correctly. This appears to be a depth perception/z-buffer issue between the model entity and the hand tracking collision spheres Questions: Is there a recommended approach for maintaining consistent depth ordering between hand-tracking entities and 3D models in immersive spaces to prevent occlusion issues? Should I be using AnchorEntities to anchor the entity to a plane or world position to establish a more stable depth reference? Are there specific RenderingComponent or material settings that could help ensure collision entities maintain their depth priority and don't get occluded? Could this be related to z-fighting when collision spheres and entity geometry occupy similar depth ranges? If so, what's the recommended depth bias approach? Is there a better architectural approach for implementing interactions with custom hand gesture tracking that avoids these depth perception issues? What Would Help: Implementation guidance for ensuring reliable collision detection between hand-tracked entities through custom gestures and 3D models. Best practices for depth management in immersive spaces with custom hand gesture tracking. Sample code demonstrating stable hand-to-object interaction patterns. Information about whether this is a known limitation or if there are specific APIs I should be leveraging This issue is significantly impacting the reliability of our app experience, as users cannot consistently interact with all model components. Any guidance from Apple engineers or developers who have solved similar depth/occlusion challenges would be greatly appreciated. Additional Context: This is for a productivity-focused application where accuracy and reliability are critical. Thank you for any assistance!
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Layout issues occur when the Picker style is segmented on macOS.
When I run the following code and change "Is On", I get a problem with the layout of the Picker. There is no problem when using Text(), but when using only Image, it works fine on iOS but there is a problem on macOS. Tested on macOS 26.1, Xcode 26.1. import SwiftUI struct ContentView: View { @State var model = Model() var body: some View { Form { Picker("Category", selection: $model.category) { ForEach(Category.allCases) { item in Image(systemName: item.icon) .tag(item) } } .pickerStyle(.segmented) Toggle("Is On", isOn: $model.isOn) } .formStyle(.grouped) } } struct Model { var category: Category = .a var isOn: Bool = false } enum Category: Int, Identifiable, CaseIterable { case a, b, c var id: Int { rawValue } var icon: String { switch self { case .a: return "a.circle.fill" case .b: return "b.circle.fill" case .c: return "c.circle.fill" } } var name: String { switch self { case .a: return "a" case .b: return "b" case .c: return "c" } } } code-block
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[iOS 26] [Satellite] Inconsistent network path reporting during Satellite-to-LTE transitions causes Status Bar and App UI mismatch
Satellite Communication framework, experiences a failure in receiving network path updates when a device transitions from Satellite to a fringe LTE area. The iOS Status Bar correctly updates to show "LTE," but our application does not receive the corresponding network path update (e.g., via NWPathMonitor). This leaves our app UI locked in "Satellite Mode," while the user sees "LTE" in the status bar, causing critical user confusion. Feedback: FB20976940
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Developer account still not activated even though payment was processed
Hello, I recently purchased an Apple Developer account. The payment was successfully processed, the charge has appeared on my credit card, and I have received the invoice via email. However, it has been 3 days, and my Developer account is still not activated. The status remains “Pending” in my Apple Developer dashboard. There are no alerts or requests for additional documentation on my account. I’ve tried signing out and back in, checking from different devices and browsers, but nothing has changed. Is this delay normal? Is there anything I should do to speed up the activation process? Any help would be appreciated. Thank you.
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Can not change language at login screen
I have two macbooks. One air and one Pro. When the Pro boots the language settings are Swedish, and I can not change it in the top right menu. I have read through quite a bit of documentations, but none of the sugestions i find solve it for me. Sudo languagesetup (only function inside OS when im logged in), so this option does not work in Recovery - Terminal mode. When in Recovery mode, i log in with bash as path, and I can not find any info, on how to get to a system file, where i can set a language path. I am using a macbook pro 2019 intel based, running newest beta software version.
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