This is a very basic macOS Finder-style test app using AppKit. I am experiencing a "jump" in the vertical scroll position of my NSTableView (inside an NSScrollView) specifically when the window is resized horizontally. This happens when columns are visually added or removed.
Framework: AppKit (Cocoa)
Xcode/macOS: 26.2
Code: https://github.com/MorusPatre/Binder/blob/main/ContentView%20-%20Scroll%20Jump%20during%20Resize.swift
Overview
Selecting any option will automatically load the page
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It has been days I made the payment I have heard nothing from Apple, our deadline is being pushed over and over again we are loosing customers to our competitors.
I have already reached out via the formal support channel but have not received a response beyond the automated acknowledgment.
App not appearing in App Store search for over 6 weeks — including branded searches for its own name
I'm hoping someone from Apple engineering can help, as support tickets and callbacks have not resolved this issue.
The problem:
My app "Brutal Time - Typographic Clock" does not appear in App Store search results at all — not even when searching for its exact name "Brutal Time." This has been ongoing for over six weeks. Additionally, the app does not appear in Apple Search Ads when I try to set up a campaign — suggesting this is a backend indexing issue, not a ranking issue.
Timeline:
Dec 17, 2025: App launched, initially searchable
Dec 31, 2025: Transitioned to freemium model, became invisible in search.
Jan 5, 2026: Fixed the issue, submitted update (v2.02), approved same day
Jan 14, 2026: Submitted metadata update (v2.03) to improve discoverability, approved same day
Feb 8, 2026: Tried removing from sale and re-adding to force re-index — no effect
Feb 10, 2026: Still not appearing in any search results
What I've tried:
Submitted multiple support tickets (most recent: Case #102797235758)
Each ticket generates an automated reply stating Apple will respond within 2 business days — they never have
Requested and received callbacks multiple times, was told it would be escalated to US engineering team. But no follow-up, no resolution, no explanation
Removed from sale and re-added to attempt to force re-indexing — didn't work
App shows "Ready for Distribution" in App Store Connect
Direct link works fine: https://apps.apple.com/us/app/brutal-time-typographic-clock/id6756289461
Response from Apple Support:
"The behavior you observed is expected. App Store charts and search results change regularly and we don't guarantee app placement."
This response misses the point entirely. I'm not asking about rankings — I'm asking why the app is completely invisible in search, including for its own branded name.
This is not an isolated issue. Other developers have reported the same problem with the same non-response from Apple:
https://developer.apple.com/forums/thread/803937
https://developer.apple.com/forums/thread/73981
https://developer.apple.com/forums/thread/74110
Has anyone found a resolution? Is there any way to trigger a proper re-index, or escalate to someone who can actually investigate?
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Store
App Store Connect
Apple Search Ads
My app was submitted on 1/27/26 for review and is still in "Waiting for Review" status, with no updates. I thought there might be an issue and submitted a Support Request several days ago, but haven't heard back, and my request to schedule an App Review session was denied as well.
i need a testflight invitation code, is it possible?
i dont really know about the developer e-mail. could you send me a testflight code? here is my email: ********
[Personal Information Edited by Moderator]
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?
Hello,
I’m posting here to seek guidance or visibility regarding a delayed Apple Developer Program enrollment.
I completed my organization enrollment over three weeks ago and provided a valid D-U-N-S number, which is correctly listed and verifiable. Since submitting the enrollment:
The status has remained unchanged
I’ve contacted Apple Developer Support three times via email
I’ve received no response or timeline updates
There is no option shown to request a phone call
At this point, I’m unable to proceed with TestFlight, app distribution, or further development planning, and the lack of communication has made it difficult to understand next steps or expected timelines.
If anyone from Apple Support or the community can advise:
Whether this delay is expected
If additional verification steps are required
Or how best to escalate appropriately
I’d really appreciate the guidance.
Thank you for your time.
Good morning, the link https://applepaydemo.apple.com/wallet-extensions returns a {"detail":"Not Found"} when accessed.
This is one of the links that are present in https://developer.apple.com/documentation/PassKit/implementing-wallet-extensions, could this be looked at please ?
The exact place is: For more information on Wallet Extensions, see the Apple Pay Demo - Wallet Extensions documentation.
Topic:
Community
SubTopic:
Apple Developers
Is this even possible? Instead of any pairing dialog appearing, my central code get the "Authentication is insufficient" error when reading the characteristic.
My peripheral (in the macOS app) code uses the .notifyEncryptionRequired property and uses .readEncryptionRequired and .writeEncryptionRequired permissions. No descriptors are set, but I think they get added automatically since this characteristic notifies. 2900 and 2902 descriptors are set by the peripheral/CoreBluetooth.
If the Mac and iPhone are using the same Apple ID does that affect pairing?
Hello Apple Support Team,
We are seeing a production crash on iOS 26 devices that appears to originate from Apple system frameworks rather than application code.
Crash Summary
Crash signature: _xzm_xzone_malloc_freelist_outlined
Crashed thread: com.apple.network.connections
Frameworks involved: CFNetwork, Security, libdispatch, libsystem_malloc
Affected OS: iOS 26.x
App built with: Xcode 16
Devices: Multiple models (not device-specific)
Reproducibility: Intermittent, higher frequency during app launch / background networking
Observed Stack Trace (top frames)
_xzm_xzone_malloc_freelist_outlined
dispatch_data_create_alloc
xpc_data_deserialize
SecTrustEvaluateIfNecessary
CFNetwork HTTPProtocol / HTTP3Connection
com.apple.network.connections
App Context
The app uses URLSession for networking.
Multiple third-party SDKs are integrated (Firebase Analytics, Dynatrace, Appsflyer, and similar analytics/monitoring SDKs).
These SDKs perform concurrent background network requests, especially during app launch and foreground transitions.
No unsafe memory operations (manual malloc/free, unsafe pointers, or custom networking stacks) are used in the app code.
Key Observations
The crash is predominantly observed on iOS 26 and not on earlier iOS versions.
Stack traces do not include application symbols.
Disabling or delaying analytics SDK initialization significantly reduces the crash rate.
Reducing concurrent network requests and limiting HTTP/3 usage also mitigates the issue.
This suggests a potential regression in CFNetwork / Network.framework / HTTP/3 handling combined with the new memory allocator (xzone) on iOS 26.
Impact
Random app termination during background networking.
Occurs without a clear deterministic repro path, making it difficult to fully mitigate at the app level.
Request
Could you please help investigate whether this is a known iOS 26 issue related to:
HTTP/3 / QUIC networking
XPC deserialization
Memory allocation in the new xzone allocator
High-concurrency network requests
We would appreciate guidance on:
Recommended mitigations
Whether this issue is already tracked internally
Any best practices for apps integrating multiple analytics SDKs on iOS 26
Crash logs and additional diagnostics can be provided if needed.
Thank you for your support.
Best regards,
Dhananjay
Topic:
App & System Services
SubTopic:
Networking
When Live Caller ID first came out I experimented with it and got it working using the Example PIR database.
All my links from that time are now out of date and no longer work, however I seem to have found where the PIR database example and documentation has moved to (https://swiftpackageindex.com/apple/pir-service-example/main/documentation/pirservice/testinginstructionslivecalleridlookup)
But what I can't find is an exact definition of the the logo size/max size/dimensions/format should be.
My memory from that time is that it was very pernickety, and if things weren't exactly right, the logo wasn't displayed.
I can remember the format had to be HEIC to get it to work.
Looking through the documentation however, I can't see exact requirements specified.
My question is - for the Live Caller ID logo what are the exact image requirements, and where are they documented?
I am using the native SwiftUI WebView and WebPage APIs (iOS 26+) and would like to implement file download functionality using the native SwiftUI WebView. However, I have not been able to find any APIs equivalent to WKDownload.
In WKWebView, the WKDownload API can be used to handle downloads. I am looking for a similar API or recommended approach in the native SwiftUI WebView that would allow downloading files.
If anyone has guidance or suggestions on how to implement this, I would appreciate your help.
VideoMaterial Black Screen on Vision Pro Device (Works in Simulator)
App Overview
App Name: Extn Browser
Bundle ID: ai.extn.browser
Purpose: A visionOS web browser that plays 360°/180° VR videos in an immersive sphere environment
Development Environment & SDK Versions
Component
Version
Xcode
26.2
Swift
6.2
visionOS Deployment Target
26.2
Swift Concurrency
MainActor isolation enabled
App is released in the TestFlight.
Frameworks Used
SwiftUI - UI framework
RealityKit - 3D rendering, MeshResource, ModelEntity, VideoMaterial
AVFoundation - AVPlayer, AVAudioSession
WebKit - WKWebView for browser functionality
Network - NWListener for local proxy server
Sphere Video Mechanism
The app creates an immersive 360° video experience using the following approach:
// 1. Create sphere mesh (10 meter radius for immersive viewing)
let mesh = MeshResource.generateSphere(radius: 10.0)
// 2. Create initial transparent material
var material = UnlitMaterial()
material.color = .init(tint: .clear)
// 3. Create entity and invert sphere (negative X scale)
let sphere = ModelEntity(mesh: mesh, materials: [material])
sphere.scale = SIMD3<Float>(-1, 1, 1) // Inverts normals for inside-out viewing
sphere.position = SIMD3<Float>(0, 1.5, 0) // Eye level
// 4. Create AVPlayer with video URL
let player = AVPlayer(url: videoURL)
// 5. Configure audio session for visionOS
let audioSession = AVAudioSession.sharedInstance()
try audioSession.setCategory(.playback, mode: .moviePlayback, options: [.mixWithOthers])
try audioSession.setActive(true)
// 6. Create VideoMaterial and apply to sphere
let videoMaterial = VideoMaterial(avPlayer: player)
if var modelComponent = sphere.components[ModelComponent.self] {
modelComponent.materials = [videoMaterial]
sphere.components.set(modelComponent)
}
// 7. Start playback
player.play()
ImmersiveSpace Configuration
// browserApp.swift
ImmersiveSpace(id: appModel.immersiveSpaceID) {
ImmersiveView()
.environment(appModel)
}
.immersionStyle(selection: .constant(.mixed), in: .mixed)
Entitlements
<!-- browser.entitlements -->
<key>com.apple.security.app-sandbox</key>
<true/>
<key>com.apple.security.network.client</key>
<true/>
<key>com.apple.security.network.server</key>
<true/>
Info.plist Network Configuration
<key>NSAppTransportSecurity</key>
<dict>
<key>NSAllowsArbitraryLoads</key>
<true/>
</dict>
The Issue
Behavior in Simulator: Video plays correctly on the inverted sphere surface - 360° video is visible and wraps around the user as expected.
Behavior on Physical Vision Pro: The sphere displays a black screen. No video content is visible, though the sphere entity itself is present.
Important: Not a DRM/Licensing Issue
This issue is NOT related to Digital Rights Management (DRM) or FairPlay. I have tested with:
Unlicensed raw MP4 video files (no DRM protection)
Self-hosted video content with no copy protection
Direct MP4 URLs from CDN without any licensing requirements
The same black screen behavior occurs with all unprotected video sources, ruling out DRM as the cause.
(Plain H.264 MP4, no DRM)
Screen Recording: Working in Simulator
The following screen recording demonstrates playing a 360° YouTube video in the immersive sphere on the visionOS Simulator:
https://cdn.commenda.kr/screen-001.mov
This confirms that the VideoMaterial and sphere rendering work correctly in the simulator, but the same setup shows a black screen on the physical Vision Pro device.
Observations
AVPlayer status reports .readyToPlay - The video appears to load successfully
VideoMaterial is created without errors - No exceptions thrown
Sphere entity renders - The geometry is visible (black surface)
Audio session is configured - No errors during audio session setup
Network requests succeed - The video URL is accessible from the device
Same result with local/unprotected content - DRM is not a factor
Console Logs (Device)
The logging shows:
Sphere created and added to scene
AVPlayer created with correct URL
VideoMaterial created and applied
Player status transitions to .readyToPlay
player.play() called successfully
Rate shows 1.0 (playing)
Despite all success indicators, the rendered output is black.
Questions for Apple
Are there known differences in VideoMaterial behavior between the visionOS Simulator and physical Vision Pro hardware?
Does VideoMaterial(avPlayer:) require specific video codec/format requirements that differ on device? (The test video is a standard H.264 MP4)
Is there a required Metal capability or GPU feature for VideoMaterial that may not be available in certain contexts on device?
Does the immersion style (.mixed) affect VideoMaterial rendering on hardware?
Are there additional entitlements required for video texture rendering in RealityKit on physical hardware?
Attempted Solutions
Configured AVAudioSession with .playback category
Added delay before player.play() to ensure material is applied
Verified sphere scale inversion (-1, 1, 1)
Tested multiple video URLs (including raw, unlicensed MP4 files)
Confirmed network connectivity on device
Ruled out DRM/FairPlay issues by testing unprotected content
Environment Details
Device: Apple Vision Pro
visionOS Version: 26.2
Xcode Version: 26.2
macOS Version: Darwin 25.2.0
Been trying to get into Developer Prgram since December 2025.
And like many others, it seems the biggest tech company on the planet cannot streamline an enrollment program.
Unless, it’s by design, to test your nerve?
Anyways, I have now ended up paying twice, and still not even a squeak from support.
There is no Developer Support phone number in South Africa, and mails go unanswered.
How is this possible?
$200 out of pocket, and nothing to show.
Cannot even find a method for refunds.
If there are steps to still follow or docs to submit, why take my money, then ask for more info??
But this black hole of SILENCE….
Now that skype is no longer, what other platform will allow me to call the US Support number from South Africa?
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
I'm experiencing an issue with the Analytics Reports API. Since last week, no data is being returned from the following endpoint:
https://api.appstoreconnect.apple.com/v1/analyticsReports/r2-ac29debd-e528-406d-bdfa-fab6d4403ee2/instances
The endpoint responds successfully but returns empty data for the date range where data should exist. Other report endpoints for the same app work correctly.
Please investigate why this report stopped delivering data.
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect API
Tags:
App Store Connect API
Hi, I enrolled and paid on February 4, and I also opened a support case (ID: 20000106619808), but I haven’t received any response yet. My account still shows as “pending,” and I’m not sure what to do next.
Can someone from the Apple team please help or let me know how to get in touch with the right support channel?
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Hello everyone.
I'm looking for some advice. My subscription expired a few months ago. Unfortunately, I didn't notice. Now, after some time, I've tried to renew, but I can't find a renewal button on the website, in the developer apps, or in my subscriptions. What should I do in such cases? I contacted technical support, but haven't received a response. Thanks in advance.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
a
I am submitting this appeal because we believe our app was misunderstood and the review outcome and follow-up communication have been unfair and mechanically handled.
1) What happened / Outcome we disagree with
Our submission was rejected under Guideline 4.8 – Design – Login Services, with the reviewer stating that our app uses a third-party login service but does not provide an equivalent login option that meets Apple’s requirements (limited data collection, private email option, no advertising tracking without consent).
However, our game does not require or force any third-party login. The feature being treated as “login” is not a login service at all—it is Mainland China real-name / anti-addiction compliance verification.
2) Why we believe we comply with the App Review Guidelines
A. The feature in question is compliance verification, not login
Players do not need to create or log into any in-game account to play.
The flow exists solely to satisfy Mainland China real-name/anti-addiction compliance requirements.
Verification can be completed by either:
Using TapTap only as a real-name verification authorization option, or
Manually entering a Chinese ID number + legal name to pass verification and play.
Because this is verification, not an account login, Guideline 4.8 “Login Services” should not apply in the way the rejection message assumes.
B. There is no “playable account” to provide
After we clarified the above, we continued to receive repeated, template-like requests to provide a “playable account.” This request does not match our product design: there is no account system required for gameplay, so there is no “review account” to provide.
We have already provided the information needed to complete the verification path (ID + name for the compliance flow), yet the responses remained repetitive and did not reflect that the reviewer checked our explanation.
3) Why we believe the handling was unfair
Even after clearly explaining that this is not a login system, the review communication continued with mechanical responses that did not address the clarification. This caused significant delays to our release timeline and appears to be unfair treatment compared with many existing App Store apps that use similar compliance verification flows.
4) What we are requesting from the Appeals Team
Please investigate and correct the misclassification of our real-name compliance verification as a “login service” under Guideline 4.8.
If the team still believes Guideline 4.8 applies, please provide:
The specific guideline rationale, and
The exact screen/step in our app that is being interpreted as “login.”
Please advise what specific materials you need to proceed efficiently (e.g., screen recording of the verification flow, step-by-step review instructions, configuration notes). We are ready to provide them immediately.
Topic:
Privacy & Security
SubTopic:
Sign in with Apple
Memory leak in CarPlay when using CPListImageRowItem.
The following behavior was observed in the CPListTemplate class when using CPListImageRowItem:
If a CPListImageRowItem cell is inserted into the screen, the screen starts to leak, even if it contains no elements (CPListImageRowItem(titleList: nil, imagesRow: [], titlesRow: []).
Replacing CPListImageRowItem with CPListItem stops the leak.
Using the new initializer for iOS 26 does not correct the issue; the screen still leaks.
Class reference: https://developer.apple.com/documentation/carplay/cplistimagerowitem
Hi all,
I’m stuck on a WidgetKit/SwiftUI layout issue.
I have a systemMedium widget that shows a block of text. What I want is simple:
The text should be as large as possible
But it must always fully fit inside the widget
No ellipsis (“…”)
Short text → big font
Longer text → shrink only as much as needed
The problem: when I try to make the font larger, the widget often shows only a couple of words and then “…” (or it looks like it’s truncating/clipping), even though I’m using multiline text (lineLimit(nil) etc.). If I keep a small fixed font size, the entire text shows fine — so the input string isn’t truncated.
I tried a few approaches:
ViewThatFits seeing which font size fits
minimumScaleFactor
Measuring with NSAttributedString.boundingRect + binary search to calculate the biggest font size that should fit
But WidgetKit still behaves inconsistently and I can’t get a reliable “largest size that fits” result.
Is there a recommended, production-safe way to do this in WidgetKit?
Also: can a SwiftUI Text still end up showing “…” in a widget even with .lineLimit(nil) when it’s constrained vertically?
Thanks in advance — any pointers or known patterns would really help.