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SwiftUI menu not resizing images
I failed to resize the icon image from instances of NSRunningApplication. I can only get 32×32 while I'm expecting 16×16. I felt it unintuitive in first minutes… Then I figured out that macOS menu seems not allowing many UI customizations (for stability?), especially in SwiftUI. What would be my best solution in SwiftUI? Must I write some boilerplate SwiftUI-AppKit bridging?
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Apple review rejection
Did any one face this issue "Note that users expect apps they download to function on all the devices where they are available. Since your app may be downloaded onto iPad devices, it is important that it also function as expected for iPad users" even though we already done the following Target → General → Deployment Info Devices: ☑ iPhone ☐ iPad ← MUST be unchecked UIDeviceFamily = 1 Mac Catalyst is set to NO
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17h
How to authenticate ILMessageFilterExtension network requests using tokens from the containing app?
Hi everyone, I am building an SMS filtering app using the IdentityLookup framework. My main application handles the user login and receives a JWT. I need my ILMessageFilterExtension to use this JWT to authenticate its backend requests via context.deferQueryRequestToNetwork. Since the extension is sandboxed and doesn't share a URLSession or standard Keychain with the main app, I am trying to use the Shared Web Credentials mechanism as suggested in the documentation. My Questions: Is SecAddSharedWebCredential still the recommended way to "bridge" a token from the main app to the messagefilter service in 2026? If the backend returns a 401 Unauthorized with a WWW-Authenticate: Basic realm="api.mydomain.com" header, will iOS automatically retry the request with the stored token? Are there any specific AASA (Apple App Site Association) requirements for the messagefilter key? Does it need to be a separate top-level object or nested? Current Setup: Entitlements: Both Main App and Extension have messagefilter:api.mydomain.com and webcredentials:api.mydomain.com. Main App Code: Swift SecAddSharedWebCredential("api.mydomain.com" as CFString, "UserAccount" as CFString, "my_jwt_token" as CFString) { error in // Returns nil (success) } AASA File: JSON { "messagefilter": { "apps": ["TEAMID.bundle.id"] } } Despite this, I see the first 401 in my server logs, but the automatic retry with the Authorization header never happens. Has anyone successfully implemented this "silent" handshake recently?
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1d
Requesting for response to appeal submitted
On January 1, 2026, we received a notice regarding the potential removal of our app with a 30-day resolution deadline. We treated this matter with immediate urgency and submitted an appeal on the same day. However, two weeks have passed without any feedback or clarification. As we have not yet received specific details regarding the violation, we are unable to identify the exact cause or take the necessary corrective actions. With only two weeks remaining in the compliance window, it is critical for us to understand the issue promptly to resolve it before the deadline. Could you please provide an update on the status of our appeal? We are fully committed to complying with App Store policies. If there are any additional materials required or proactive steps we should take while waiting, please let us know.
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11h
App rejected for “containing copyrighted video game files” — how to make an emulator app compliant?
Hi everyone, We’re looking for advice regarding an App Store review rejection and would really appreciate insights from developers with similar experience. Our app is a retro game emulator platform. It provides emulator functionality only (e.g. NES / GB / GBA emulation) and does NOT include, bundle, or download any game ROMs. Key points about our app design: ❌ No ROMs are bundled or distributed ❌ No in-app ROM downloads ✅ Users can only import their own ROM files that they legally own (e.g. personal backups) ✅ No copyrighted game names, box art, screenshots, or branding are used ✅ The app is positioned as a general-purpose emulator tool, similar to a media player that plays user-provided files However, during review we received the following rejection: The app appears to contain copyrighted video game files. Apps and their content should not infringe upon the rights of another party… We’re confused about what might have triggered this decision and would appreciate guidance on: On what basis Apple may conclude that the app “contains” copyrighted game files? Could this be related to: App screenshots or preview videos? Default demo flows or UI text? The emulator functionality itself? What changes are typically required to pass review, such as: Adding stronger legal disclaimers Requiring user confirmation that imported ROMs are legally owned Removing any potentially misleading UI wording Explicitly clarifying ROM ownership responsibility We’ve noticed that similar emulator apps already exist on the App Store, so we’re trying to understand: Whether there is a clear compliance path What modifications have worked for other developers in similar cases Thanks a lot in advance for any advice or shared experience 🙏 Happy to provide more details if needed.
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1d
App rejected for “containing copyrighted video game files” — how to make an emulator app compliant?
Hi everyone, We’re looking for advice regarding an App Store review rejection and would really appreciate insights from developers with similar experience. Our app is a retro game emulator platform. It provides emulator functionality only (e.g. NES / GB / GBA emulation) and does NOT include, bundle, or download any game ROMs. Key points about our app design: ❌ No ROMs are bundled or distributed ❌ No in-app ROM downloads ✅ Users can only import their own ROM files that they legally own (e.g. personal backups) ✅ No copyrighted game names, box art, screenshots, or branding are used ✅ The app is positioned as a general-purpose emulator tool, similar to a media player that plays user-provided files However, during review we received the following rejection: The app appears to contain copyrighted video game files. Apps and their content should not infringe upon the rights of another party… We’re confused about what might have triggered this decision and would appreciate guidance on: On what basis Apple may conclude that the app “contains” copyrighted game files? Could this be related to: App screenshots or preview videos? Default demo flows or UI text? The emulator functionality itself? What changes are typically required to pass review, such as: Adding stronger legal disclaimers Requiring user confirmation that imported ROMs are legally owned Removing any potentially misleading UI wording Explicitly clarifying ROM ownership responsibility We’ve noticed that similar emulator apps already exist on the App Store, so we’re trying to understand: Whether there is a clear compliance path What modifications have worked for other developers in similar cases Thanks a lot in advance for any advice or shared experience 🙏 Happy to provide more details if needed.
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11h
does ios26 really prevent toolbars and child views from functioning?
I'm building an app with a min iOS of 26. In iOS 26, bottom toolbars are attached to the NavStack where in ios18 they were attached to a vstack or scrollview. But in ios26 if the toolbar is attached to something like a vstack, it displays too low on an iPhone 16e and sits behind the tab bar. Fine. But with a parent-child view, the parent has a NavStack (with bottom toolbar attached) and the child view doesn't have a NavStack. So...that's a problem. The functional impact of this contradiction (bottom toolbars go on the NavStack and child views don't have a NavStack) is actually two problems. the parent view bottom toolbar shows up on the child view (because it's the closest NavStack) whether it's appropriate on the view or not. the child view can't have a viable bottom toolbar because without a NavStack any buttons are hidden behind the tab view. The second problem can be worked around using a top toolbar or safe area edge inset instead of a toolbar at the bottom or something. But those don't solve the first problem of the parent view bleeding through. So, I have to be crazy, right. Apple wouldn't create a scenario where bottom toolbars are not functional on parent-child views in ios26. Any suggestions that I'm missing?
Topic: UI Frameworks SubTopic: SwiftUI
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1d
First time SSC contestant here. Need some advice.
I hope you’re having a fantastic New Year and that your apps are doing great! This is my first time entering SSC , and I’m excited to share that I’m developing a screen timer app. The idea is to encourage you to take breaks by suggesting a run or workout instead of spending too much time on your screens. I was wondering, have anyone else included short videos or animations in their entries before? Also, could my screen time timer be running in the background? I know there are some limitations with integrations like HealthKit and Screen Time, which is why I’m using a regular countdown timer on the App Store as a prototype. I’m just trying to clarify the rules below to make sure that it’s all good to go : “If your submission includes any open source software, music, photos, artwork, or any other content that you do not have ownership rights in, you agree to (a) comply with all applicable licensing terms and copyright obligations and (b) provide an explanation of why it was used.” And regarding any tracking stuff in the disqualification section, whereas nothing in the app should include: “You track and/or insert analytics code in your App Store meant to identify or track judges’ activity while they review your App Store.” But my app will only have a simple timer in it.
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HELP WITH SUBSCRIPTIONS
Hey everyone, I really need help. My app versions keep getting approved for distribution and my subscriptions and business agreements are all approved. Yet, when the paywall in my app appears, and someone clicks the subscribe button to pay, the IAP isn't appearing. It just loads forever. When I tested in Xcode it just kept saying products not found. Id's are the same, bundle id is the same, ive done everything. Can someone help pls.
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WWDC21 Demystify SwiftUI question
When the guy was talking about structural identity, starting at about 8:53, he mentioned how the swiftui needs to guarantee that the two views can't swap places, and it does this by looking at the views type structure. It guarantees that the true view will always be an A, and the false view will always be a B. Not sure exactly what he means because views can't "swap places" like dogs. Why isn't just knowing that some View is shown in true, and another is shown in false, enough for its identity? e.g. The identity could be "The view on true" vs "The view on false", same as his example with "The dog on the left" vs "The dog on the right"
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1d
IdentityLookup ILMessageFilterExtensionConfigurationManager Scope
I'm working on building a Text Messages Filter Extension app and currently facing the below error: "Cannot find 'ILMessageFilterExtensionConfigurationManager' in scope". As required the app includes MessageFilterStatusManager.swift file, with the host app designated as the Target Membership. App minimum deployment is set to iOS 17.6 and I'm working with Xcode Version 26.2. If anyone has encountered this error I'd appreciate your feedback.
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Swift Student Challenge Questions
Hey there! I have a few questions about the Swift Student Challenge: Is it acceptable to include placeholders for features that aren’t supported by Swift Playgrounds, or features I planned but didn’t have time to fully implement (as long as the core experience works)? My app relies a lot on user inputs. Is it okay to include a button that loads sample data for reviewers, or is there a preferred approach for this? Besides the known constraints (< 25 MB, experienceable within ~3 minutes), are there any other limits, e.g. lines of code or overall app complexity Can AI-generated assets (e.g. images) be used if they’re clearly labeled as such inside the app? Do we need to explicitly document where AI was used (assets, code, etc.) as part of the submission? My app uses the Foundation Model: On what device is the submission evaluated and should the usage of the Foundation Model be explicitly marked for reviewers? Thanks a lot, and sorry for the many questions!
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App Store Rejection Under Guideline 4.2 (Minimum Functionality) – Hybrid Capacitor App With Native iOS Features and External Booking System
Summary I am seeking clarification regarding an App Store rejection under Guideline 4.2 – Design – Minimum Functionality, specifically around expectations for booking and payment flows in apps that rely on third-party, industry-standard reservation platforms. This app is a production application for a licensed transportation (black car / limo) service. It includes multiple native iOS features implemented via Capacitor and custom Swift plugins. However, the booking and payment flow depends on a third-party transportation platform (RideBits) that does not currently support deep linking with prefilled parameters or programmatic booking APIs. Before committing to a significant architectural change, I am hoping to understand whether Apple’s expectation under Guideline 4.2 is that all transactional booking and payment flows must be fully native and controlled by the app developer, even when third-party systems are operationally required. ⸻ App Context The app is designed for a real transportation business and is not a content, marketing, or browsing application. It is purpose-built for trip booking, pickup coordination, and customer interaction. The third-party platform (RideBits) handles: • Dispatch and driver assignment • Vehicle inventory and pricing rules • Payment processing • Trip lifecycle management This platform is central to business operations and is commonly used in this industry. ⸻ Native Functionality Implemented The app includes meaningful native iOS functionality beyond web content, including: • Native Core Location access (with permission handling) • Native reverse geocoding using CLGeocoder via a custom Swift Capacitor plugin • Native clipboard integration • Native iOS share sheet integration • Apple Maps deep linking • Custom CAPBridgeViewController with explicit plugin registration All native plugins were verified at runtime and tested on physical devices and simulators. ⸻ Booking Flow Constraint The third-party platform does not currently support: • Deep links with prefilled booking parameters • Passing pickup/dropoff data via URL • Native SDK embedding • APIs for programmatic booking creation As a result, even when pickup data is collected natively, users must re-enter details within the booking flow. ⸻ App Review Outcome Despite adding additional native functionality, the app was rejected again under Guideline 4.2, with feedback stating the experience is not sufficiently differentiated from web browsing and that features such as Core Location or sharing alone are not robust enough. ⸻ Clarification Requested I am hoping to better understand Apple’s expectations in this scenario: 1. Is Apple’s expectation that core booking and payment flows must be fully native to satisfy Guideline 4.2, regardless of industry-standard third-party dependencies? 2. Would an app be considered acceptable if the booking UI is native, but final transaction submission occurs through a third-party system? 3. Are there known precedents for service or transportation apps using third-party booking platforms that have successfully passed review? 4. Is the issue primarily technical (missing native features), or conceptual (core value relies on an external flow)? ⸻ Purpose of This Post Before undertaking a major rebuild of pricing, payments, and booking logic in-house, I want to ensure there is no App Store–acceptable architecture that allows: • Meaningful native functionality, and • Continued use of a third-party operational booking platform. Any guidance or shared experience would be greatly appreciated.
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iOS and Android
I currently have a iOS app live on the App Store but I also want to release it on Android, the whole code is in Swift so would that be possible or would I have to rewrite my whole apps code in a different coding language.
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