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Organization enrollment paused due to ID verification — best way to proceed after updating passport?
Hi, I’m trying to understand the correct process for Apple Developer Program organization enrollment when identity verification cannot be completed due to an outdated passport photo. Based on our last communication, I believe the enrollment was paused/declined because my passport photo didn’t match my current appearance (I’m assuming this because the last communication we had was specifically about my passport photo). I have since obtained a new passport with an updated photo. Timeline for context: • Jan 9: My enrollment was put on hold / could not proceed after ID verification. • Jan 12: I applied for a new passport with an updated photo. • After receiving the new passport, I followed up to provide the updated ID, but I’m not sure what the correct next step is in the enrollment workflow. Could you please advise the recommended way to proceed? • Should I submit a new organization enrollment, or can the existing one be re-opened/continued? I couldn’t find a way to resubmit/continue the existing enrollment from my side. • What is the proper channel to submit the updated ID again (for example, via the file-upload link or another path)? • If there is a standard escalation path for enrollment/verification cases, what is the best way to follow it? We’ve completed our testing and preparation on other platforms, but we haven’t been able to complete the iOS side due to this enrollment issue, which is blocking our overall product launch. I’m sure you’re handling a very high volume of enrollment requests from all over the world every day. We’re a small/new team and we’ve been working on this for a long time, so any guidance on the correct process would be greatly appreciated. Enrollment ID: K5WNDGXN9T Thank you.
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WidgetKit: WidgetCenter.reloadAllTimelines() / reloadTimelines(ofKind:) requests are silently ignored/deferred, causing widget to remain unupdated
Problem After launching the host app by tapping the widget (widgetURL), calls to: WidgetCenter.shared.reloadAllTimelines() WidgetCenter.shared.reloadTimelines(ofKind: ...) are ignored/deferred for an initial period right after the app opens. During this window, the widget does not reload its timeline and remains unupdated, no matter how many times I call the reload methods. After some time passes (typically ~30 seconds, sometimes shorter/longer), reload calls start working again. There is also no developer-visible signal (no callback/error/acknowledgement) that the reload was ignored, so the app can’t detect the failure and can’t reliably recover the flow. Question: Is this expected behavior (throttling/cooldown) after opening the app from a widget ? If so, is there any recommended workaround to update the widget reliably and quickly (or at least detect that the reload was not accepted)? Any guidance would help.
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xcode 26.3 claude agent not login
I've connected my Claude account into Coding Intelligence and working properly (opening a web browsing and connecting my account), but when I press Claude Agent it sayes that I have to login againt. When I press the Account login with Claude.ai account, a web browser is opened, but it never finished the flow and I have an infinite spinner. Apple M2 Pro with macOS 26.2 (25C56)
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For some reason, my Apple Developer subscription didn't connect.
Please help. I purchased an Apple Developer account subscription through the iPhone app. It's listed in the App Store, but it's not listed in Apple Developer itself. I've been waiting for a response from support for over a week, but it's as if they've completely forgotten about me; no one's responding. Although, in fact, it says two days ago. Has anyone else encountered this and can help? It's asking me to pay a second time, and through the website.
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Apple Developer Account Not Activated After One Month
We purchased an Apple Developer Program membership on 20th January, and even after nearly one month, the account is still not activated. The Apple Developer app continues to display “You will receive an email soon,” but we have not received any communication from Apple so far. This is a first-time subscription, and the prolonged activation delay is impacting our development and release timelines. We would appreciate clarification on the reason for this delay and guidance on the next steps.
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How can I set up a B2B subscription with ABM + MDM + Paywall
I am looking for guidance on how people have solved this problem/use case. What is the best way to structure a seat based subscription app that an organization can pay for seats for all their users, can be distributed via mdm or via app store and is easy (low friction) to get paid for and started for small companies? I market to a business to buy my app, they want it installed on all 25 devices they have. They use ABM to acquire 25 licenses with and MDM to distribute. The app is currently free to download so ABM charges $0 but has a paywall to use. The paywall is a RevenueCat one and no user account is needed. All entitlements and free trial work great. When it is deployed to the 25 devices, they can either sign up with their own AppleId and own/company credit card, or use a company appleid and company card for all 25 devices to solve the issue but neither are great. Doubtful they would want to pay their money for a company required app on a company phone (don’t blame them). If they share an appleid, my MRR drops to 1/25th since they will just share the purchase. Any suggestions would be greatly appreciated.
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Lock Screen Quick Action Fails to Present CameraCaptureIntent View After Main App Transition
I am encountering an issue where the Lock Screen Quick Action fails to visibly open my app. My app is a camera application that utilizes a CameraCaptureIntent to launch a standalone, lightweight camera view (accessible while the device is locked), distinct from the main application. Steps to Reproduce: Open the lightweight camera view using the Lock Screen Quick Action. From this view, launch the Main App. Lock the iPhone (put it to sleep). Attempt to launch the lightweight camera view via the Quick Action again. A slight animation occurs, but the camera view does not appear on screen. After multiple tests, it seems the view is actually launching but remains in an "invisible state." I suspect that the system hides the lightweight camera view when transitioning to the Main App, but fails to reset this hidden state when the Quick Action is triggered subsequently. I would appreciate any guidance on a potential workaround or confirmation if this is a known issue awaiting a system update.
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Cloud signing: Validation failed (409) Invalid Signature. Code failed to satisfy specified code requirement(s)
I'm attempting to use Cloud Signing to export the Release version of 3 different apps for App Store, as described in https://developer.apple.com/videos/play/wwdc2021/10204/ The process completes successfully, and appears to be signed correctly, with a newly-created certificate in the developer portal of type "Distribution Managed". When I upload to App Store Connect however, I see the following error for several third-party Swift packages, distributed as frameworks: Validation failed (409) Invalid Signature. Code failed to satisfy specified code requirement(s). The file at path “MyApp.app/Frameworks/MyFramework.framework/MyFramework” is not properly signed. Make sure you have signed your application with a distribution certificate, not an ad hoc certificate or a development certificate. Verify that the code signing settings in Xcode are correct at the target level (which override any values at the project level). Additionally, make sure the bundle you are uploading was built using a Release target in Xcode, not a Simulator target. If you are certain your code signing settings are correct, choose “Clean All” in Xcode, delete the “build” directory in the Finder, and rebuild your release target. For more information, please consult https://developer.apple.com/support/code-signing. If I have a manually created Distribution certificate installed in the keychain at the point of export, the same archive is signed with that certificate, and is accepted by App Store Connect without issue. The xcodebuild command I am using (roughly): xcodebuild -exportArchive \ -archivePath "$ARCHIVE_PATH" \ -exportPath "$EXPORT_PATH" \ -exportOptionsPlist "$EXPORT_OPTIONS" \ -authenticationKeyPath "$API_KEY" \ -authenticationKeyID "$API_KEY_ID" \ -authenticationKeyIssuerID "$API_KEY_ISSUER" \ -allowProvisioningUpdates The plist: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "<http://www.apple.com/DTDs/PropertyList-1.0.dtd>"> <plist version="1.0"> <dict> <key>method</key> <string>app-store-connect</string> <key>teamID</key> <string>$TEAM</string> <key>uploadSymbols</key> <true/> <key>signingStyle</key> <string>automatic</string> </dict> </plist> Is what I’m trying to do supported? Is this a bug?
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Vision OS Persona
I’m seeing a camera/capture routing issue on visionOS when multiple WindowGroups are open at the same time. I have a SwiftUI view that starts an AVCaptureSession on onAppear and stops it on onDisappear. The camera feed is displayed in a subview that only exists inside one window. However, when I open additional windows (other WindowGroups) in the same app, the camera perspective/route changes unexpectedly — it looks like the capture is being re-associated with a different scene/window, even though the camera view never moved and no other view starts capture. Expected behavior Opening additional windows should not affect the active capture session or camera routing for the existing camera view. The camera feed should remain stable and tied to the window hosting. Actual behavior When multiple windows are open, the camera feed “switches perspective” / appears to re-route, as if the system changes which scene is considered active for capture. This happens without any explicit code calling startSession() again and without the camera view being present in the other windows. Additional context This app is running in an unbounded scene and uses Unity PolySpatial.
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Cannot enable inactive devices
As the title says, in apple developer site under (Certificates, Identifiers & Profiles) all my devices are set to inactive, and I cannot enable them back because my twices are glitched I have 2 devices and they are there twice each with the same UDID. So I cannot enable a single one. I’m hit with “A device with number 'UDID number' already exists on this team.” I have an iPad Pro and iPhone 17 Pro Max, I cannot sign any apps to them at all or do anything because my devices are set to inactive, I’ve contacted apple numerous times, and I can’t seem to get any help regarding this issue. I’ve called and emailed, and the developer team has yet to respond to me, if anyone’s had this issue please tell me how you solved it. i also cannot erase any devices myself until my renewal date. ive tried manually adding my devices, and its the same message that my devices already exist on team. Ive signed out of my apple account on my devices, changed pw, turned off developer mode and renabled it numerous times, I really don’t know what to do.
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🎧Define if headphones is only playing device for current session
I need to apply headphone-specific scenario only when headphones are the sole active playback device in my iOS audio app. Problem that there is no absolute way to definitively understand that headphones are the sole active playback device AVAudioSession.currentRoute.outputs portTypes don't guarantee headphones: let session = AVAudioSession.sharedInstance() let outputs = session.currentRoute.outputs let headphonesOnly = outputs.count == 1 && (outputs.first?.portType == .headphones || outputs.first?.portType == .bluetoothA2DP || outputs.first?.portType == .bluetoothHFP || outputs.first?.portType == .bluetoothLE) The issue in code above that listed bluetooth profiles (A2DP, HFP, LE) can be used by any audio device, not only headphones Is there any public API on iOS that can: Distinguish Bluetooth headphones vs Bluetooth speakers when both use A2DP/LE? Expose the user’s “Device Type” classification (headphones / speaker / car stereo, etc.) that is shown in Settings → Bluetooth → Device Type? Provide a more reliable way to know “this route is definitely headphones” for A2DP devices, beyond portType and portName string heuristics?
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Seeking Guidance: How to Launch a Privacy-First Messaging App with Maximum Impact
Hi everyone, I’m building a messaging app because I’ve seen firsthand how much support and safety is overlooked for this generation online. My goal is to give teens a foundation of security, privacy, and mental health support, while still letting them connect freely. I want to leverage Apple’s platform to help this mission reach the right audience and have real impact. The app already includes: Community chat with message blurring for sensitive or harmful words. Anti-shoulder surfing tools to protect private conversations. Shake dashboard for quick access to emergency services. In-chat locks with ML detection for grooming patterns, offering resources while respecting privacy. Full user control: messages can be deleted anytime, blocking is permanent, and accounts can’t bypass restrictions on the same device. User consent-first design: every feature is opt-in and controlled by the user. At this point, I’m looking for guidance on how to position and prepare the app to reach Apple editorial or headline attention — what steps or best practices help mission-driven apps get noticed for features, WWDC spotlights, or App Store promotion? My focus isn’t just on improving the app, but on launch strategy and visibility in a way that amplifies the mission responsibly. If it’s helpful, I can share a TestFlight build or walkthrough to illustrate the app in action. Thank you for any insights or advice — I want to make sure this mission has the best chance to reach and support the generation it’s built for.
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MCP servers don’t start in Codex (Xcode 26.3)
I’m trying to use MCP servers with Xcode 26.3 Coding Intelligence (Codex agent). With a project-scoped config file at /.codex/config.toml, MCP servers are not reliably loaded. /.codex/config.toml Example: [mcp_servers.Notion] url = "https://mcp.notion.com/mcp" enabled = true [mcp_servers.XcodeBuildMCP] command = "/bin/zsh" args = ["-lc", "/opt/homebrew/bin/npx -y xcodebuildmcp@beta mcp"] enabled = true tool_timeout_sec = 10000 Expected: Xcode consistently loads MCP servers defined in /.codex/config.toml across restarts. Actual: Xcode often only exposes xcode-tools. In some sessions MCP servers appear, but after restarting Xcode they may disappear. The global file at ~/Library/Developer/Xcode/CodingAssistant/codex/config.toml also seems managed/rewritten by Xcode and isn’t reliable for custom MCP servers. Questions Is /.codex/config.toml the official/supported way to configure MCP servers for Codex in Xcode right now? Are there any requirements for Xcode to load it (e.g. workspace must be Trusted, open .xcworkspace vs .xcodeproj, full restart/force quit, etc.)? Is there any logging/diagnostics to understand why the MCP server is not starting or not being picked up?
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Wallet extension redirect
Hello, I'm implementing the wallet extension for a financial app. Right now I'm having a problem, I want to redirect to the main app when the user hasn't logged in. Is it possible? This is my code in the WalletUI. It just doesn't work. let urlString = "bank://login" guard let url = URL(string: urlString) else { return } self.extensionContext?.open(url, completionHandler: { success in if !success { print("Success") } else { self.completionHandler?(.canceled) } }) }
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Error generating domain certificate
I’m having an issue verifying a domain for a Merchant ID. I’m implementing Apple Pay on the web for a demo, and I’ve configured the Azure server to match Apple’s requirements for domain verification, such as the TLS configuration, not requiring client certificates, and ensuring there are no redirects. I’ve run tests with OpenSSL and PowerShell and all responses return HTTP/1.1 200 OK. I also tested the URL Apple says it uses to validate the file under .well-known, and it does show the expected result. I already have the Apple Pay Payment Processing Certificate and the Apple Pay Merchant Identity Certificate approved; the only thing missing is the domain verification. I’m not sure what else to test—if you could help me with a possible solution, I’d really appreciate it. (The project is built in .NET 8 and hosted on Azure App Service.)
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Unity iOS Game Name Display Issue
When building a Unity iOS game, the app name displays incorrectly as "BigBall" on the iPhone home screen, despite setting the project name and bundle identifier to "Big Ball" in Unity and Apple Developer account. The correct name, "Big Ball," appears in TestFlight. I tried solutions from ChatGPT and DeepSeek, but none were satisfactory. Please help me.
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