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Sign in with Apple fails with ASAuthorizationError.canceled (1001) / "Sign Up Not Completed" — server-side, all config verified
Our app's Sign in with Apple never completes. Apple's create-account sheet renders fully (name + share/hide-my-email step), then the final server submit fails and shows the "Sign Up Not Completed" sheet. The authorization callback returns ASAuthorizationError.canceled (1001) with no userInfo — even though the user did not cancel. Reproduced on multiple physical devices and multiple Apple IDs (all with 2FA), on iOS 26.5.1, since our first build. Team ID: 24XS837728 App ID: C54N9Q226H (bundle com.sucsessmaperrs.careerAssessmentApp) Verified on our side: com.apple.developer.applesignin = [Default] present in the distribution build (codesign -d --entitlements); embedded profile is the explicit App Store profile for the App ID (not wildcard). App ID has Sign in with Apple enabled as a primary App ID; capability deleted + recreated via the App Store Connect API today, no change. Firebase consumes the identity token; the failure is in Apple's UI before our code runs. App Store Connect agreements are clean. Key isolating fact: the same Apple ID on the same device completes a first-time Sign in with Apple sign-up in other third-party apps — only ours fails. So the cause appears scoped to our App ID / team on Apple's side, not the device, the Apple ID, 2FA, or our client code. This matches the widespread server-side "Sign Up Not Completed" failure in thread 675756 — same signature: multiple devices/Apple IDs, no console error, the failure delegate surfacing only as "cancel", newly created apps affected, even Apple's own sample app failing — which Apple ultimately resolved server-side (with a recurrence reported June 2025). Note this is the native ASAuthorizationController flow, not the REST/web flow, so the query-parameter percent-encoding fix from thread 122458 does not apply here. Could an Apple engineer check the server-side Sign in with Apple / account-association state for App ID C54N9Q226H (Team 24XS837728)? Happy to provide a screen recording or sysdiagnose.
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Preserving keychain access after app transfer already completed (ITMS-90076) — wallet app with device-bound keys
Dear community, I recently transferred my iOS app to a different developer account as part of an app acquisition. When uploading now on the new team the first build from the new team via Xcode Cloud, I get: ITMS-90076: Potential Loss of Keychain Access - The previous version of software has an application-identifier value of ['OLDTEAMID.ch..'] and the new version of software being submitted has an application-identifier of ['NEWTEAMID.ch..']. This will result in a loss of keychain access. I understand this is expected, since the App ID prefix changed from the old Team ID to the new one. The problem is that this app is a crypto wallet: it stores the user's private key in the keychain using the default access group ($(AppIdentifierPrefix)$(CFBundleIdentifier)), with kSecAttrAccessibleWhenUnlockedThisDeviceOnly and no iCloud synchronization. If existing users update to a build signed by the new team, they permanently lose access to their keys — there is no server-side recovery. <key>keychain-access-groups</key> <array> <string>$(AppIdentifierPrefix)$(CFBundleIdentifier)</string> </array> It was extremely stupid to do it like this :( I've read the "App ID Prefix Change and Keychain Access" post, which describes migrating keychain items into an app-group-based access group before the transfer, then transferring the app group along with the app. Unfortunately, my transfer has already completed. My questions: Is transferring the app back to the original team, shipping a migration update that moves keychain items into an app group access group, and then re-transferring the app together with the app group still the recommended (and only) path in this situation? Are there any pitfalls with migrating items protected by SecAccessControl (.userPresence) into an app group access group, given that reading them requires biometric/passcode authentication? Is there any timing constraint or cooldown I should be aware of when transferring an app back and then transferring it again shortly after? Any other less time intensive options? Is it possible to "transfer a team id"? Or rename/handover the old account to the new developer? Thank you for the team and guidance on this.
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Xcode 27 disabling MCP server after startup
Hello, I’m trying to use a third-party MCP server (ICM) in Xcode 27’s new Coding Assistant. The server appears to start correctly and shows up when I run /mcp, but as soon as an agent tries to use it, Xcode appears to rewrite my config and changes "enabled = true" to "enabled = false". My configuration looks like this: [mcp_servers.icm] command = "/opt/homebrew/bin/icm" args = [ "serve", "--no-embeddings", "--db", "/Users/Sam/emdash/worktrees/Castle/emdash/custom-widget-system-5dubi/.icm-xcode/memories.db" ] enabled = true I’ve spent quite a while debugging this and found some interesting behaviour: The MCP server appears when I type /mcp. SQLite databases can be created and written inside the current workspace. SQLite databases can also be created and written in /tmp. SQLite databases outside the workspace (for example in ~/Library/Application Support) fail with readonly/open errors. Ordinary file operations outside the workspace still work fine. What I’m trying to understand is: Why is Xcode disabling the MCP server? What filesystem access should MCP servers have? Are they intentionally restricted to the workspace and /tmp? Is there a supported way to allow an MCP server to access data stored elsewhere on disk? Has anyone else run into this? Thanks!
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Walkie Talkie Not Working in IOS27 Developer Version
ubject: Walkie-Talkie App Not Working After Updating to iOS 27 Developer Version Dear Support Team, I am experiencing an issue with the Walkie-Talkie app after updating my device to the iOS 27 Developer Version. Since the update, the app is not functioning properly, and I am unable to connect or communicate with my contacts using Walkie-Talkie. I have already tried several troubleshooting steps, including restarting the device, checking my network connection, and verifying that both FaceTime and Walkie-Talkie are enabled. However, the issue still persists. Could you please help identify the cause of this problem and advise on any available solutions or known issues related to the iOS 27 Developer Version? Device Model: [IPHONE 17] iOS Version: iOS 27 Developer Version Issue Started: Immediately after updating to iOS 27 Developer Version Thank you for your assistance. I look forward to your response.
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Developer account blocked after identity verification — no access to certificates, no response from support for over a month
Hello, In early May, Apple Support asked me to provide identity verification documents for my developer account (payments up to date since 2016). I submitted the requested documents. Since then, I no longer have access to certificates, identifiers, and profiles on my account, which prevents me from submitting or updating my apps. I have contacted support 6 times (same reference number: 102888223471) without receiving any response. My account is in good standing (active payments since 2016), and this situation is completely blocking my development activity. Has anyone experienced the same issue or can help escalate this? Thank you in advance.
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App Waiting for review status
Hi Everyone, Our app update has been in "Waiting for Review" status for over a week now, which is well beyond the usual review window. It has not yet moved to "In Review." Status: Waiting for Review (unchanged for 7+ days) Contains a critical production bug fix Our live users are currently affected by an issue, so getting this update through is fairly urgent. We have already submitted an expedited review request, but there has been no movement so far. Is anyone else experiencing unusually long "Waiting for Review" times recently? Any guidance on whether this is a known backlog, or anything we can do to help move this along, would be greatly appreciated.
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how to remove hotspot-provider
I previously attempted to apply for the hotspot-provider entitlement but was rejected. I no longer require this entitlement. I need to remove the hotspot-provider permission although the Network Extensions capability is checked. However, the generated provisioning profile still includes the hotspot-provider permission, which causes error 409 when I upload the IPA file. I only need the Network Extensions entitlement. Could you please advise how to remove hotspot-provider from the provisioning profile?
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升级iOS27 后,蓝牙钥匙和数字钥匙都连接失败
报错日志:Error Domain=CBErrorDomain Code=15 详细内容如下 1213: 2026-06-10T12:22:33.608+08:00 new_carkey: BLEDevicesFinder didFailToConnect: <CBPeripheral: 0x708e3ad7a0, identifier = 79CFD7C7-C273-E5D6-E5F6-EA9B7BFC3500, name = NIO Key 0791 , mtu = 0, state = disconnected>, Optional(Error Domain=CBErrorDomain Code=15 ""Failed to encrypt the connection, the connection has timed out unexpectedly."" User... <skipped 110 characters> ...
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iPhone 17 Cellular High Latency / Lag Spikes caused by Aggressive Modem Power Saving Mechanism
Description of the Issue: We are experiencing intermittent, severe latency spikes during cellular data transmission (specifically with MQTT Publish) on iPhone 17 devices. Through internal testing and cross-referencing with similar user reports online, we suspect this is caused by an aggressive power-saving or sleep mechanism in the cellular modem/iOS network stack when traffic is sporadic or low-frequency. Steps to Reproduce / Observations: Establish an MQTT connection over a cellular network (5G/LTE) on an iPhone 17. Publish messages at irregular or low-frequency intervals (e.g., sporadic IoT data transmission). Result: Severe latency spikes occur intermittently during transmission. Diagnostic Findings & Documented Workarounds: Workaround 1 (Constant Traffic): If we connect a secondary device (e.g., a PC) to the iPhone 17's Personal Hotspot and run a continuous background ping (with a 10ms interval), the MQTT latency spikes disappear completely. This high-frequency traffic prevents the device/modem from dropping into power-save mode. Workaround 2 (VPN Tunnel): Utilizing a VPN profile (such as Cloudflare's 1.1.1.1 app) significantly mitigates the issue. We suspect this is due to either the VPN's background keep-alive packets maintaining the active state of the modem, or iOS applying a less aggressive power-saving policy to active VPN interfaces. System Environment: Device: iPhone 17 series OS: iOS 19 (or specify your current version) Network: Cellular (5G/LTE) Questions Regarding Temporary Workarounds & Mitigations: To unblock our current development and ensure a reliable user experience before an official OS-level fix is deployed, we would highly appreciate Apple's technical guidance on the following questions: Recommended Keep-Alive Mechanism: Since higher frequency traffic effectively prevents the modem from entering power-save mode, does iOS have a recommended, power-efficient way for an application to maintain an active cellular network state (e.g., recommended TCP/MQTT keep-alive intervals or NWPathEvaluator configurations) without being suspended or penalized by the system? Network Optimization APIs: Are there specific Network Framework APIs (Network.framework) or socket configuration flags (such as Multipath TCP, or Quality of Service (QoS) flags like Background vs Default) that can signal to the iOS kernel to apply a less aggressive power-saving policy on the active cellular interface? Background Execution Policy: For IoT applications that need to publish MQTT data seamlessly while running in the background, what is the best practice to prevent the cellular link from dropping into deep sleep mode? We would appreciate it if the Apple Network/CoreOS engineering team could look into this cellular power management behavior. Thank you for your support.
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A Wi-Fi Aware network adapter has appeared in macOS 27 beta.
When entering the following command in macOS 27 beta: lvbojie@Mac ~ % netstat -I nan0 1 Name Mtu Network Address Ipkts Ierrs Opkts Oerrs Coll nan0* 1500 <Link#25> 66:31:00:4c:3c:b5 0 0 41 0 0 nan0* 1500 fe80::6431: fe80:19::6431:ff: 0 - 41 - - liushicong@Mac ~ % netstat -I nan0 1 The nan0 network interface is displayed. Does this indicate that macOS will support Wi-Fi Aware in the near future?
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Hide standard window buttons
How do I permanently hide the standard window buttons(Buttons on top left; close, minimize and zoom) In my app, I hide the standard buttons and put my own custom buttons. Some users have reported that the standard buttons appear again making the app look buggy and confuses the users At present I use following code to remove the buttons standardWindowButton(.closeButton)?.removeFromSuperview() standardWindowButton(.miniaturizeButton)?.removeFromSuperview() standardWindowButton(.zoomButton)?.removeFromSuperview() } I have to call this code from multiple places like on window initialization, when appearance changes and when the window size changes. I tried creating window without the titled stylemask, but it has other down sides like the standard window decoration is entirely skipped by the system. The resizing also is unpredictable. My question is, what is the right way to remove/hide the standard window buttons?
Topic: UI Frameworks SubTopic: AppKit
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iOS 27 beta 1: .scrollEdgeEffectStyle(.soft) renders fully transparent above safeAreaBar
Feedback ID: FB23086400 On iOS 27 beta 1, .scrollEdgeEffectStyle(.soft, for: .top) on a List underneath a custom .safeAreaBar(edge: .top) no longer renders the progressive fade-blur. The top edge is fully transparent — scrolled rows pass under the bar with no visual treatment at all, as if scrollEdgeEffectDisabled() had been applied. What I've verified so far: .hard renders correctly in the exact same hierarchy; only .soft is affected. The same binary works correctly on iOS 26.x Xcode preview. I'm building with Xcode 26.3 (iOS 26 SDK). Minimal reproduction: import SwiftUI struct EdgeEffectRepro: View { enum Style: String, CaseIterable, Identifiable { case automatic, soft, hard var id: Self { self } var value: ScrollEdgeEffectStyle { switch self { case .automatic: .automatic case .soft: .soft case .hard: .hard } } } @State private var style: Style = .soft @State private var useSystemBarOnly = false var body: some View { NavigationStack { List(0..<60, id: \.self) { i in Text("Row \(i)") .frame(maxWidth: .infinity, alignment: .leading) .listRowBackground( i.isMultiple(of: 2) ? Color.orange.opacity(0.45) : Color.teal.opacity(0.45) ) } .scrollIndicators(.hidden) .scrollEdgeEffectStyle(style.value, for: .top) .safeAreaBar(edge: .top) { if !useSystemBarOnly { VStack(spacing: 8) { HStack { Text("Custom Top Bar") .font(.system(size: 28, weight: .bold)) Spacer() } HStack { Text("Second row (e.g. date range picker)") .font(.caption) .foregroundStyle(.secondary) Spacer() } } .padding(.horizontal) } } .safeAreaInset(edge: .bottom) { VStack(spacing: 8) { Picker("Edge effect style", selection: $style) { ForEach(Style.allCases) { Text($0.rawValue).tag($0) } } .pickerStyle(.segmented) Toggle("System bar only (control group)", isOn: $useSystemBarOnly) .font(.caption) } .padding() .background(.regularMaterial) } .navigationTitle("EdgeEffect Repro") .navigationBarTitleDisplayMode(.inline) } } } Steps: run on iOS 27 beta 1, set the picker to soft, scroll rows under the bar. Expected: fade-blur as on iOS 26. Actual: fully transparent. Switch to hard: renders fine.
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Show Forums: I built a 100k+ line game in 2 months with all-AI assets
Hi everyone, I’ve spent the last 2 months pulling off a wild solo experiment: building a complete mobile puzzle game from scratch using Unreal Engine, where over 100k lines of code (C++ & pipelines) and thousands of 3D/UI assets were entirely generated by various AI models. Before anyone rolls their eyes—no, AI didn't replace the game designer here. AI provided the brute-force production muscle, but I gave it its soul. Every single bit of core design—the underlying math models, difficulty pacing, and counter-mechanics for the dynamic gimmick bosses—was designed and balanced by me. The game itself is a tactical, gimmick-boss driven match-3. I got tired of the usual candy-coated reskins and wanted to make something with rigid logic, irregular board topologies, and tight move economies for people who actually like strategic puzzle-solving. I’m currently running a closed beta via TestFlight on iOS to stress-test the build, and I'd love to get some brutal feedback from fellow devs. (Just a heads up: save progress won't carry over to final release). You can grab the build directly here: https://testflight.apple.com/join/VnUWvHFC I’m specifically looking for insights on: Performance & Thermals: How does the UE rendering pipeline handle on your device during heavy chain reactions? Aesthetic Cohesion: Does an all-AI asset pipeline manage to feel like a unified universe, or do you feel that "AI uncanny valley"? Balance: Do the non-Euclidean layouts and boss disruption mechanics feel strategic or just plain frustrating? I'll be hanging out in the comments. Drop any questions you have about prompt-engineering a 100k-line codebase, solo pipeline management, or UE integration. Thanks for testing!
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ASAuthorizationAppleIDProvider isAvailableAsync returning false globally on TestFlight (Builds 52-62) - App ID entitlements verified
Hey everyone, I'm hitting an absolute brick wall with Sign in with Apple on an Expo/React Native project distributed via TestFlight. The native API (isAvailableAsync() via expo-apple-authentication) is returning false globally across multiple physical devices, different user Apple IDs, and different network environments. We have completely ruled out a local code crash—the framework initializes, but the local iOS kernel is explicitly returning a hard false on the availability check before even attempting to present the modal sheet. Here is exactly what we have isolated and verified based on DTS documentation: Identifiers & App ID Setup: Team ID: NJ5JQ25956 (Luxor Interactive LLC) iOS Bundle Identifier: com.myoseph.carswipeapp App ID Capabilities: Checked and verified that "Sign in with Apple" is explicitly enabled on the Apple Developer Portal for this explicit bundle ID. Credentials & Provisioning Purge: We suspecting a cached provisioning profile or identifier cross-talk (our Android layout previously used a different package string, though we just unified it to com.myoseph.carswipeapp across the configuration scripts to rule out cryptographic hash collisions). We completely revoked and purged all old Distribution Certificates and App Store Provisioning Profiles from both the build engine cache and the Apple Developer Portal. Regenerated a completely fresh Distribution Certificate (Serial: 7383AE36E5D21E93F3F0B907D3A87DF3) and a brand-new, active Provisioning Profile (ID: L328ZDW2A4). Entitlements Inspection: Inspecting the compiled .ipa container structure shows the explicit com.apple.developer.applesignin entitlement key array is correctly present and injected. Despite having pristine, newly-minted cryptographic certificates tightly bound to a verified App ID, Build 62 on TestFlight still rejects the authentication framework instantly at the OS level. Is there a known propagation lag on Apple's identity database servers for newly updated Team ID capabilities, or is there an internal backend entitlement lock on our corporate Team ID container that isn't reflecting on the developer portal UI? Any insights or a sanity check from DTS would be an absolute lifesaver. Thanks in advance.
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Show Forums: I built a 100k+ line Unreal Engine game in 2 months with all-AI assets
Hi everyone, I’ve spent the last 2 months pulling off a wild solo experiment: building a complete mobile puzzle game from scratch using Unreal Engine, where over 100k lines of code (C++ & pipelines) and thousands of 3D/UI assets were entirely generated by various AI models. Before anyone rolls their eyes—no, AI didn't replace the game designer here. AI provided the brute-force production muscle, but I gave it its soul. Every single bit of core design—the underlying math models, difficulty pacing, and counter-mechanics for the dynamic gimmick bosses—was designed and balanced by me. The game itself is a tactical, gimmick-boss driven match-3. I got tired of the usual candy-coated reskins and wanted to make something with rigid logic, irregular board topologies, and tight move economies for people who actually like strategic puzzle-solving. I’m currently running a closed beta via TestFlight on iOS to stress-test the build, and I'd love to get some brutal feedback from fellow devs. (Just a heads up: save progress won't carry over to final release). You can grab the build directly here: https://testflight.apple.com/join/VnUWvHFC I’m specifically looking for insights on: Performance & Thermals: How does the UE rendering pipeline handle on your device during heavy chain reactions? Aesthetic Cohesion: Does an all-AI asset pipeline manage to feel like a unified universe, or do you feel that "AI uncanny valley"? Balance: Do the non-Euclidean layouts and boss disruption mechanics feel strategic or just plain frustrating? I'll be hanging out in the comments. Drop any questions you have about prompt-engineering a 100k-line codebase, solo pipeline management, or UE integration. Thanks for testing!
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How to detect backspace in SwiftUI TextField without falling back to UIViewRepresentable?
I'm building a multi-box PIN/OTP input in SwiftUI. In UIKit, I used UITextFieldDelegate to detect backspace presses on an empty field to move focus backward. SwiftUI’s .onChange(of: text) only triggers when text is actually deleted, completely missing backspaces on an already empty field. Is there a pure SwiftUI way to handle this now, or are we still forced to wrap UITextField via UIViewRepresentable?
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Sign in with Apple fails with ASAuthorizationError.canceled (1001) / "Sign Up Not Completed" — server-side, all config verified
Our app's Sign in with Apple never completes. Apple's create-account sheet renders fully (name + share/hide-my-email step), then the final server submit fails and shows the "Sign Up Not Completed" sheet. The authorization callback returns ASAuthorizationError.canceled (1001) with no userInfo — even though the user did not cancel. Reproduced on multiple physical devices and multiple Apple IDs (all with 2FA), on iOS 26.5.1, since our first build. Team ID: 24XS837728 App ID: C54N9Q226H (bundle com.sucsessmaperrs.careerAssessmentApp) Verified on our side: com.apple.developer.applesignin = [Default] present in the distribution build (codesign -d --entitlements); embedded profile is the explicit App Store profile for the App ID (not wildcard). App ID has Sign in with Apple enabled as a primary App ID; capability deleted + recreated via the App Store Connect API today, no change. Firebase consumes the identity token; the failure is in Apple's UI before our code runs. App Store Connect agreements are clean. Key isolating fact: the same Apple ID on the same device completes a first-time Sign in with Apple sign-up in other third-party apps — only ours fails. So the cause appears scoped to our App ID / team on Apple's side, not the device, the Apple ID, 2FA, or our client code. This matches the widespread server-side "Sign Up Not Completed" failure in thread 675756 — same signature: multiple devices/Apple IDs, no console error, the failure delegate surfacing only as "cancel", newly created apps affected, even Apple's own sample app failing — which Apple ultimately resolved server-side (with a recurrence reported June 2025). Note this is the native ASAuthorizationController flow, not the REST/web flow, so the query-parameter percent-encoding fix from thread 122458 does not apply here. Could an Apple engineer check the server-side Sign in with Apple / account-association state for App ID C54N9Q226H (Team 24XS837728)? Happy to provide a screen recording or sysdiagnose.
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Preserving keychain access after app transfer already completed (ITMS-90076) — wallet app with device-bound keys
Dear community, I recently transferred my iOS app to a different developer account as part of an app acquisition. When uploading now on the new team the first build from the new team via Xcode Cloud, I get: ITMS-90076: Potential Loss of Keychain Access - The previous version of software has an application-identifier value of ['OLDTEAMID.ch..'] and the new version of software being submitted has an application-identifier of ['NEWTEAMID.ch..']. This will result in a loss of keychain access. I understand this is expected, since the App ID prefix changed from the old Team ID to the new one. The problem is that this app is a crypto wallet: it stores the user's private key in the keychain using the default access group ($(AppIdentifierPrefix)$(CFBundleIdentifier)), with kSecAttrAccessibleWhenUnlockedThisDeviceOnly and no iCloud synchronization. If existing users update to a build signed by the new team, they permanently lose access to their keys — there is no server-side recovery. <key>keychain-access-groups</key> <array> <string>$(AppIdentifierPrefix)$(CFBundleIdentifier)</string> </array> It was extremely stupid to do it like this :( I've read the "App ID Prefix Change and Keychain Access" post, which describes migrating keychain items into an app-group-based access group before the transfer, then transferring the app group along with the app. Unfortunately, my transfer has already completed. My questions: Is transferring the app back to the original team, shipping a migration update that moves keychain items into an app group access group, and then re-transferring the app together with the app group still the recommended (and only) path in this situation? Are there any pitfalls with migrating items protected by SecAccessControl (.userPresence) into an app group access group, given that reading them requires biometric/passcode authentication? Is there any timing constraint or cooldown I should be aware of when transferring an app back and then transferring it again shortly after? Any other less time intensive options? Is it possible to "transfer a team id"? Or rename/handover the old account to the new developer? Thank you for the team and guidance on this.
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Making all in My device developer work perfectly
Don’t spam
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Xcode 27 disabling MCP server after startup
Hello, I’m trying to use a third-party MCP server (ICM) in Xcode 27’s new Coding Assistant. The server appears to start correctly and shows up when I run /mcp, but as soon as an agent tries to use it, Xcode appears to rewrite my config and changes "enabled = true" to "enabled = false". My configuration looks like this: [mcp_servers.icm] command = "/opt/homebrew/bin/icm" args = [ "serve", "--no-embeddings", "--db", "/Users/Sam/emdash/worktrees/Castle/emdash/custom-widget-system-5dubi/.icm-xcode/memories.db" ] enabled = true I’ve spent quite a while debugging this and found some interesting behaviour: The MCP server appears when I type /mcp. SQLite databases can be created and written inside the current workspace. SQLite databases can also be created and written in /tmp. SQLite databases outside the workspace (for example in ~/Library/Application Support) fail with readonly/open errors. Ordinary file operations outside the workspace still work fine. What I’m trying to understand is: Why is Xcode disabling the MCP server? What filesystem access should MCP servers have? Are they intentionally restricted to the workspace and /tmp? Is there a supported way to allow an MCP server to access data stored elsewhere on disk? Has anyone else run into this? Thanks!
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Walkie Talkie Not Working in IOS27 Developer Version
ubject: Walkie-Talkie App Not Working After Updating to iOS 27 Developer Version Dear Support Team, I am experiencing an issue with the Walkie-Talkie app after updating my device to the iOS 27 Developer Version. Since the update, the app is not functioning properly, and I am unable to connect or communicate with my contacts using Walkie-Talkie. I have already tried several troubleshooting steps, including restarting the device, checking my network connection, and verifying that both FaceTime and Walkie-Talkie are enabled. However, the issue still persists. Could you please help identify the cause of this problem and advise on any available solutions or known issues related to the iOS 27 Developer Version? Device Model: [IPHONE 17] iOS Version: iOS 27 Developer Version Issue Started: Immediately after updating to iOS 27 Developer Version Thank you for your assistance. I look forward to your response.
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Developer account blocked after identity verification — no access to certificates, no response from support for over a month
Hello, In early May, Apple Support asked me to provide identity verification documents for my developer account (payments up to date since 2016). I submitted the requested documents. Since then, I no longer have access to certificates, identifiers, and profiles on my account, which prevents me from submitting or updating my apps. I have contacted support 6 times (same reference number: 102888223471) without receiving any response. My account is in good standing (active payments since 2016), and this situation is completely blocking my development activity. Has anyone experienced the same issue or can help escalate this? Thank you in advance.
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我的账号注册提交身份ID很多天了,一直没有激活
我的账号注册提交身份ID很多天了,一直没有激活, 界面一直提示最多需要2-4天, 可是已经过去了很多天了仍然一直是这样;
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Apple Maps Server API Limits
I’ve developed a service that migrates saved locations from other services to Apple Maps using Apple Maps Guides. Are you planning to develop this service in the direction of native migration or increasing its limits? We’ve noticed a high demand for this request, but we’re currently hitting Server API limits.
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App Waiting for review status
Hi Everyone, Our app update has been in "Waiting for Review" status for over a week now, which is well beyond the usual review window. It has not yet moved to "In Review." Status: Waiting for Review (unchanged for 7+ days) Contains a critical production bug fix Our live users are currently affected by an issue, so getting this update through is fairly urgent. We have already submitted an expedited review request, but there has been no movement so far. Is anyone else experiencing unusually long "Waiting for Review" times recently? Any guidance on whether this is a known backlog, or anything we can do to help move this along, would be greatly appreciated.
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How to create new swift package based project using Xcode 27?
The Menu command to create a new project based on a Package.swift file is gone. How am I supposed to do this now?
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how to remove hotspot-provider
I previously attempted to apply for the hotspot-provider entitlement but was rejected. I no longer require this entitlement. I need to remove the hotspot-provider permission although the Network Extensions capability is checked. However, the generated provisioning profile still includes the hotspot-provider permission, which causes error 409 when I upload the IPA file. I only need the Network Extensions entitlement. Could you please advise how to remove hotspot-provider from the provisioning profile?
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升级iOS27 后,蓝牙钥匙和数字钥匙都连接失败
报错日志:Error Domain=CBErrorDomain Code=15 详细内容如下 1213: 2026-06-10T12:22:33.608+08:00 new_carkey: BLEDevicesFinder didFailToConnect: <CBPeripheral: 0x708e3ad7a0, identifier = 79CFD7C7-C273-E5D6-E5F6-EA9B7BFC3500, name = NIO Key 0791 , mtu = 0, state = disconnected>, Optional(Error Domain=CBErrorDomain Code=15 ""Failed to encrypt the connection, the connection has timed out unexpectedly."" User... <skipped 110 characters> ...
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iPhone 17 Cellular High Latency / Lag Spikes caused by Aggressive Modem Power Saving Mechanism
Description of the Issue: We are experiencing intermittent, severe latency spikes during cellular data transmission (specifically with MQTT Publish) on iPhone 17 devices. Through internal testing and cross-referencing with similar user reports online, we suspect this is caused by an aggressive power-saving or sleep mechanism in the cellular modem/iOS network stack when traffic is sporadic or low-frequency. Steps to Reproduce / Observations: Establish an MQTT connection over a cellular network (5G/LTE) on an iPhone 17. Publish messages at irregular or low-frequency intervals (e.g., sporadic IoT data transmission). Result: Severe latency spikes occur intermittently during transmission. Diagnostic Findings & Documented Workarounds: Workaround 1 (Constant Traffic): If we connect a secondary device (e.g., a PC) to the iPhone 17's Personal Hotspot and run a continuous background ping (with a 10ms interval), the MQTT latency spikes disappear completely. This high-frequency traffic prevents the device/modem from dropping into power-save mode. Workaround 2 (VPN Tunnel): Utilizing a VPN profile (such as Cloudflare's 1.1.1.1 app) significantly mitigates the issue. We suspect this is due to either the VPN's background keep-alive packets maintaining the active state of the modem, or iOS applying a less aggressive power-saving policy to active VPN interfaces. System Environment: Device: iPhone 17 series OS: iOS 19 (or specify your current version) Network: Cellular (5G/LTE) Questions Regarding Temporary Workarounds & Mitigations: To unblock our current development and ensure a reliable user experience before an official OS-level fix is deployed, we would highly appreciate Apple's technical guidance on the following questions: Recommended Keep-Alive Mechanism: Since higher frequency traffic effectively prevents the modem from entering power-save mode, does iOS have a recommended, power-efficient way for an application to maintain an active cellular network state (e.g., recommended TCP/MQTT keep-alive intervals or NWPathEvaluator configurations) without being suspended or penalized by the system? Network Optimization APIs: Are there specific Network Framework APIs (Network.framework) or socket configuration flags (such as Multipath TCP, or Quality of Service (QoS) flags like Background vs Default) that can signal to the iOS kernel to apply a less aggressive power-saving policy on the active cellular interface? Background Execution Policy: For IoT applications that need to publish MQTT data seamlessly while running in the background, what is the best practice to prevent the cellular link from dropping into deep sleep mode? We would appreciate it if the Apple Network/CoreOS engineering team could look into this cellular power management behavior. Thank you for your support.
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A Wi-Fi Aware network adapter has appeared in macOS 27 beta.
When entering the following command in macOS 27 beta: lvbojie@Mac ~ % netstat -I nan0 1 Name Mtu Network Address Ipkts Ierrs Opkts Oerrs Coll nan0* 1500 <Link#25> 66:31:00:4c:3c:b5 0 0 41 0 0 nan0* 1500 fe80::6431: fe80:19::6431:ff: 0 - 41 - - liushicong@Mac ~ % netstat -I nan0 1 The nan0 network interface is displayed. Does this indicate that macOS will support Wi-Fi Aware in the near future?
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Hide standard window buttons
How do I permanently hide the standard window buttons(Buttons on top left; close, minimize and zoom) In my app, I hide the standard buttons and put my own custom buttons. Some users have reported that the standard buttons appear again making the app look buggy and confuses the users At present I use following code to remove the buttons standardWindowButton(.closeButton)?.removeFromSuperview() standardWindowButton(.miniaturizeButton)?.removeFromSuperview() standardWindowButton(.zoomButton)?.removeFromSuperview() } I have to call this code from multiple places like on window initialization, when appearance changes and when the window size changes. I tried creating window without the titled stylemask, but it has other down sides like the standard window decoration is entirely skipped by the system. The resizing also is unpredictable. My question is, what is the right way to remove/hide the standard window buttons?
Topic: UI Frameworks SubTopic: AppKit
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iOS 27 beta 1: .scrollEdgeEffectStyle(.soft) renders fully transparent above safeAreaBar
Feedback ID: FB23086400 On iOS 27 beta 1, .scrollEdgeEffectStyle(.soft, for: .top) on a List underneath a custom .safeAreaBar(edge: .top) no longer renders the progressive fade-blur. The top edge is fully transparent — scrolled rows pass under the bar with no visual treatment at all, as if scrollEdgeEffectDisabled() had been applied. What I've verified so far: .hard renders correctly in the exact same hierarchy; only .soft is affected. The same binary works correctly on iOS 26.x Xcode preview. I'm building with Xcode 26.3 (iOS 26 SDK). Minimal reproduction: import SwiftUI struct EdgeEffectRepro: View { enum Style: String, CaseIterable, Identifiable { case automatic, soft, hard var id: Self { self } var value: ScrollEdgeEffectStyle { switch self { case .automatic: .automatic case .soft: .soft case .hard: .hard } } } @State private var style: Style = .soft @State private var useSystemBarOnly = false var body: some View { NavigationStack { List(0..<60, id: \.self) { i in Text("Row \(i)") .frame(maxWidth: .infinity, alignment: .leading) .listRowBackground( i.isMultiple(of: 2) ? Color.orange.opacity(0.45) : Color.teal.opacity(0.45) ) } .scrollIndicators(.hidden) .scrollEdgeEffectStyle(style.value, for: .top) .safeAreaBar(edge: .top) { if !useSystemBarOnly { VStack(spacing: 8) { HStack { Text("Custom Top Bar") .font(.system(size: 28, weight: .bold)) Spacer() } HStack { Text("Second row (e.g. date range picker)") .font(.caption) .foregroundStyle(.secondary) Spacer() } } .padding(.horizontal) } } .safeAreaInset(edge: .bottom) { VStack(spacing: 8) { Picker("Edge effect style", selection: $style) { ForEach(Style.allCases) { Text($0.rawValue).tag($0) } } .pickerStyle(.segmented) Toggle("System bar only (control group)", isOn: $useSystemBarOnly) .font(.caption) } .padding() .background(.regularMaterial) } .navigationTitle("EdgeEffect Repro") .navigationBarTitleDisplayMode(.inline) } } } Steps: run on iOS 27 beta 1, set the picker to soft, scroll rows under the bar. Expected: fade-blur as on iOS 26. Actual: fully transparent. Switch to hard: renders fine.
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Show Forums: I built a 100k+ line game in 2 months with all-AI assets
Hi everyone, I’ve spent the last 2 months pulling off a wild solo experiment: building a complete mobile puzzle game from scratch using Unreal Engine, where over 100k lines of code (C++ & pipelines) and thousands of 3D/UI assets were entirely generated by various AI models. Before anyone rolls their eyes—no, AI didn't replace the game designer here. AI provided the brute-force production muscle, but I gave it its soul. Every single bit of core design—the underlying math models, difficulty pacing, and counter-mechanics for the dynamic gimmick bosses—was designed and balanced by me. The game itself is a tactical, gimmick-boss driven match-3. I got tired of the usual candy-coated reskins and wanted to make something with rigid logic, irregular board topologies, and tight move economies for people who actually like strategic puzzle-solving. I’m currently running a closed beta via TestFlight on iOS to stress-test the build, and I'd love to get some brutal feedback from fellow devs. (Just a heads up: save progress won't carry over to final release). You can grab the build directly here: https://testflight.apple.com/join/VnUWvHFC I’m specifically looking for insights on: Performance & Thermals: How does the UE rendering pipeline handle on your device during heavy chain reactions? Aesthetic Cohesion: Does an all-AI asset pipeline manage to feel like a unified universe, or do you feel that "AI uncanny valley"? Balance: Do the non-Euclidean layouts and boss disruption mechanics feel strategic or just plain frustrating? I'll be hanging out in the comments. Drop any questions you have about prompt-engineering a 100k-line codebase, solo pipeline management, or UE integration. Thanks for testing!
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ASAuthorizationAppleIDProvider isAvailableAsync returning false globally on TestFlight (Builds 52-62) - App ID entitlements verified
Hey everyone, I'm hitting an absolute brick wall with Sign in with Apple on an Expo/React Native project distributed via TestFlight. The native API (isAvailableAsync() via expo-apple-authentication) is returning false globally across multiple physical devices, different user Apple IDs, and different network environments. We have completely ruled out a local code crash—the framework initializes, but the local iOS kernel is explicitly returning a hard false on the availability check before even attempting to present the modal sheet. Here is exactly what we have isolated and verified based on DTS documentation: Identifiers & App ID Setup: Team ID: NJ5JQ25956 (Luxor Interactive LLC) iOS Bundle Identifier: com.myoseph.carswipeapp App ID Capabilities: Checked and verified that "Sign in with Apple" is explicitly enabled on the Apple Developer Portal for this explicit bundle ID. Credentials & Provisioning Purge: We suspecting a cached provisioning profile or identifier cross-talk (our Android layout previously used a different package string, though we just unified it to com.myoseph.carswipeapp across the configuration scripts to rule out cryptographic hash collisions). We completely revoked and purged all old Distribution Certificates and App Store Provisioning Profiles from both the build engine cache and the Apple Developer Portal. Regenerated a completely fresh Distribution Certificate (Serial: 7383AE36E5D21E93F3F0B907D3A87DF3) and a brand-new, active Provisioning Profile (ID: L328ZDW2A4). Entitlements Inspection: Inspecting the compiled .ipa container structure shows the explicit com.apple.developer.applesignin entitlement key array is correctly present and injected. Despite having pristine, newly-minted cryptographic certificates tightly bound to a verified App ID, Build 62 on TestFlight still rejects the authentication framework instantly at the OS level. Is there a known propagation lag on Apple's identity database servers for newly updated Team ID capabilities, or is there an internal backend entitlement lock on our corporate Team ID container that isn't reflecting on the developer portal UI? Any insights or a sanity check from DTS would be an absolute lifesaver. Thanks in advance.
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Show Forums: I built a 100k+ line Unreal Engine game in 2 months with all-AI assets
Hi everyone, I’ve spent the last 2 months pulling off a wild solo experiment: building a complete mobile puzzle game from scratch using Unreal Engine, where over 100k lines of code (C++ & pipelines) and thousands of 3D/UI assets were entirely generated by various AI models. Before anyone rolls their eyes—no, AI didn't replace the game designer here. AI provided the brute-force production muscle, but I gave it its soul. Every single bit of core design—the underlying math models, difficulty pacing, and counter-mechanics for the dynamic gimmick bosses—was designed and balanced by me. The game itself is a tactical, gimmick-boss driven match-3. I got tired of the usual candy-coated reskins and wanted to make something with rigid logic, irregular board topologies, and tight move economies for people who actually like strategic puzzle-solving. I’m currently running a closed beta via TestFlight on iOS to stress-test the build, and I'd love to get some brutal feedback from fellow devs. (Just a heads up: save progress won't carry over to final release). You can grab the build directly here: https://testflight.apple.com/join/VnUWvHFC I’m specifically looking for insights on: Performance & Thermals: How does the UE rendering pipeline handle on your device during heavy chain reactions? Aesthetic Cohesion: Does an all-AI asset pipeline manage to feel like a unified universe, or do you feel that "AI uncanny valley"? Balance: Do the non-Euclidean layouts and boss disruption mechanics feel strategic or just plain frustrating? I'll be hanging out in the comments. Drop any questions you have about prompt-engineering a 100k-line codebase, solo pipeline management, or UE integration. Thanks for testing!
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How to detect backspace in SwiftUI TextField without falling back to UIViewRepresentable?
I'm building a multi-box PIN/OTP input in SwiftUI. In UIKit, I used UITextFieldDelegate to detect backspace presses on an empty field to move focus backward. SwiftUI’s .onChange(of: text) only triggers when text is actually deleted, completely missing backspaces on an already empty field. Is there a pure SwiftUI way to handle this now, or are we still forced to wrap UITextField via UIViewRepresentable?
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