WWDC26: Q&As on the Apple Developer Forums

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Passwordless Wi-Fi provisioning for better UX
Hello Apple Developer Forums, We are evaluating AccessorySetupKit for onboarding a custom Wi-Fi smart-home accessory. Our main goal is to achieve password-less Wi-Fi provisioning, meaning the user would not need to manually type a Wi-Fi password or setup/pairing code during onboarding. We would like to understand whether ASK currently supports, or is intended to support: Secure Wi-Fi credential provisioning through system APIs Fully system-mediated onboarding flows Provisioning for headless/no-display accessories More specifically: Can password-less Wi-Fi provisioning be implemented using only public ASK APIs? Is a pairing/setup code always required? Or are developers still expected to use temporary AP mode and custom credential transfer flows? We are trying to determine the recommended onboarding architecture for future products. Thank you.
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FSKit removeItem Not Being Called
Environment macOS Version: 26.1 Xcode Version: 16.2 Description I'm developing a custom file system using FSKit and have encountered an issue where the removeItem(_:named:fromDirectory:) method in my FSVolume.Operations implementation is not being invoked when attempting to delete files or directories through Finder or the command line. Implementation My volume implements the required FSVolume.Operations protocol with the following removeItem implementation: func removeItem( _ item: FSItem, named name: FSFileName, fromDirectory directory: FSItem ) async throws { logger.info("remove: \(name)") if let item = item as? MyFSItem, let directory = directory as? MyFSItem { directory.removeItem(item) } else { throw fs_errorForPOSIXError(POSIXError.EIO.rawValue) } } Steps to Reproduce Mount the custom FSKit-based file system using: mount -F -t MyFS /dev/diskX /tmp/mountpoint Create files using Finder or terminal (works correctly - createItem is called) Attempt to delete a file using any of the following methods: Terminal command: rm -rf /path/to/mounted/file option + cmd + delete to remove the file in Finder Expected Behavior The removeItem(_:named:fromDirectory:) method should be called, logging "remove: [filename]" and removing the item from the directory's children collection. Actual Behavior The removeItem method is never invoked. No logs appear from this method in Console.app. The deletion operation either fails silently or returns an error, but the callback never occurs. Additional Context Working operations: Other operations work correctly including: createItem - files and directories can be created lookupItem - items can be looked up successfully enumerateDirectory - directory listing works read and write - file I/O operations work correctly Volume state: The volume is properly mounted and accessible Files can be created, read, and written successfully Volume capabilities configured: var supportedVolumeCapabilities: FSVolume.SupportedCapabilities { let capabilities = FSVolume.SupportedCapabilities() capabilities.supportsHardLinks = true capabilities.supportsSymbolicLinks = true capabilities.supportsPersistentObjectIDs = true capabilities.doesNotSupportVolumeSizes = true capabilities.supportsHiddenFiles = true capabilities.supports64BitObjectIDs = true capabilities.caseFormat = .insensitiveCasePreserving return capabilities } Questions Are there specific volume capabilities or entitlements required for removeItem to be invoked? Is there a specific way deletion operations need to be enabled in FSKit? Could this be related to how file permissions or attributes are set during createItem? Are there any known issues with deletion operations in the current FSKit implementation? Do I need to implement additional protocols or set specific flags to support item deletion? Any guidance would be greatly appreciated. Has anyone successfully implemented deletion operations in FSKit? Thank you!
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Enrollment stuck on "Pending" for 96+ hours after successful payment - No support response (Case #102893928841)
I am writing to seek help with my Apple Developer Program enrollment, which has been stuck on "Pending" status for more than 96 hours after a successful payment. My support case has also not received any reply within the promised 2 business days. Enrollment Details: Region: Turkey Payment date/time: May 17, 2026, 19:03 (GMT+3 / Turkey Time) Time elapsed since payment: 96+ hours Enrollment type: [Individual / Organization] Order Number: W1801866909 Current Status: My account still shows "Pending" Dashboard continues to display: "Purchase your membership. To continue your enrollment, complete your purchase now. Your purchase may take up to 48 hours to process." The 48-hour processing window has been exceeded twice over I have NOT clicked "complete your purchase" again, to avoid a duplicate charge Support Case: Case Number: 102893928841 & #102896148475 Response received: None, despite the promised 2 business day response window What I have already verified: Two-Factor Authentication is enabled on my Apple ID I am using the same Apple ID that was used for the purchase No pending agreements in the Developer Portal or App Store Connect No duplicate payments attempted Payment was successfully charged on my bank statement I have seen multiple recent threads here describing the exact same issue, which suggests this is a known problem requiring manual intervention from the Apple Developer team. Could anyone from Apple please review my case and manually activate my enrollment? Any guidance from the community is also appreciated. Thank you.
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iOS Camera app code
What's the underlying code for ios's camera app ? like how does it assign metadata and filename? is it java or something else ? Can another app be created to use the same basic code with added extra features ?
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MacOS 26.4 beta “Failed to prepare software update”
I have received this installation error attempting to upgrade from MacOS 26.4 beta 2 to beta 3 on my Intel 2020 27” iMac, and now trying to install beta 4 from beta 3 on my M1 Max MBP. I have seen from a sprinkling of post that some others have had the same issue. I was able to successfully perform the 2 to 3 upgrade on the iMac in safe boot, suggesting possible compatible, third-party app. But that did not work for beta 4 on either device. I have submitted feedback for each episode. Any others have this issue? Unusual for Apple, I have never had any issues installing beta software before.
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Additional Vendor ID Approval
Requested "DriverKit USB Transport - VendorID" for two VendorID, one in main request and one in the description of the request. Then I was approved but found out the provisioning profile only had 1 vendor id. I then sent another request ID 964Y77AHUZ to add the other vendor id but have not heard back for a week now. What is the turn-around time on these requests? Anyway to request this to be expedited? Thank you, --Michael Team ID: MZR5GHAQX4
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Urgent Bug: App Store won't allow app to be updated despite build being released
Released a new version of my app, which is currently live at version 1.1 on the App Store. When testing directly from the app store, the app's button says "Update". When I tap Update, it will do the usual loading, and for 0.5 seconds finish but then go back to the "Update button" again, and my latest app version never gets installed, it sticks to 1.0. I've tried the following: Stopped testing on TestFlight Reset All Settings on iPhone Signed out and signed into the App Store with a different Apple Account Reached out to Apple Customer Support (no response) Deleted and re-installed the app Any help is appreciated!
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Apple API "CGDisplayCopyAllDisplayModes provides resolution list which does not match with system resolution for the external monitors.
Our application is trying to read all resolutions of an external monitor. We have observed that, for the external monitor there is a mismatch in resolution list in our application and the resolution list in system settings. We are using the apple API "CGDisplayCopyAllDisplayModes" to read the resolutions.
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**App Stuck in “Waiting for Review” for Several Days – [Poker Reflex] ([6761329446])**
Hi Apple, I hope you are doing well. I am posting here regarding our app, [Poker Reflex] (6761329446: [6761329446]), which has been stuck in the “Waiting for Review” state since [Friday 22th 2026]. We fully understand that App Review times can vary depending on workload and internal processes. However, in our case, the app has remained in this status for several days without any visible progress, update, rejection, metadata issue, or request for additional information. At the moment: No rejection message has been received No metadata issue is shown in App Store Connect No compliance or permission request appears to be pending No additional information has been requested from our side The app simply remains in “Waiting for Review” This is becoming a real concern for us because the delay is now significantly affecting our release planning and business timeline. We have carefully prepared the submission, reviewed the App Store Review Guidelines, and ensured that all required assets, metadata, permissions, and compliance information were provided. What concerns us most is that there seems to be no action or movement at all, which makes us wonder whether the submission may be stuck in the review queue or blocked by an unseen issue. We would sincerely appreciate any guidance from Apple or the developer community regarding: Whether this type of delay is currently common Whether there is any way to confirm that the app is properly queued for review Whether there may be an invisible issue preventing the review from starting Whether this can be escalated or checked by the App Review team We are fully available to provide any additional information or make immediate changes if something is required from our side. Any help, advice, or update would be greatly appreciated. Thank you. [Alexis / Poker Reflex Team]
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iOS app will not auto-sleep
Hello, I am working on a iOS app. This is my first big project in SwiftUI which it is going well besides I can not get my phone to auto-sleep/auto-lock when I am in the app. I am testing the app on my phone through xcode. As I am checking my energy report on idle it is saying Low and is almost to the very bottom, and my memory is idling at 90MB~115MB which seems very low. Now If I just leave the app it works right away even if I do not clear the app. I am wondering if anyone has any ideas on how to help me with this issue. I am using HealthKit, a Timer and the camera. I am making a workout app to give some information. I can also give more info if needed I will appreciate any help or ideas. I have tried to use AI to see if it can find any issues and it said that it didn't see anything wrong with my code that will cause it not to sleep now that is AI and it isn't perfect so I would appreciate any help.
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MacBook Pro m5 can’t recognize two external monitors with same EDID binary serial (only one works at a time)
My MacBook Pro M5 running MacOS Tahoe 26.3 beta fails to detect two identical ASUS ROG Swift OLED PG32UCDM monitors simultaneously. Only one display is recognized at a time. One potential root cause might be that both monitors report identical binary EDID serial numbers (0x01010101), and the MacBook Pro M5 appears to use this value exclusively for display identity rather than combining it with other more detailed information (e.g., port, or alphanumeric serial number). I've verified that the monitor EDID binary serial numbers are in fact identical -- however the alphanumerical serial numbers are not identical. NOTE: This behavior is specific to the MacBook Pro M5 — when connecting both monitors via usb-c to a Mac Mini M4 Pro running the same MacOS Tahoe 26.3 beta, the monitors work fine. The OS detects both and assigns different names to them (PG32UCDM (1) and PG32UCDM (2)). NOTE: I could be wrong about this root cause, I don't have a way to disprove it, though the fact the monitors work fine on a Mac Mini is suspicious. What I have tried: Connecting the two monitors using different monitor ports (one on DisplayPort, another on HDMI, etc.), and different MacBook ports (one on HDMI, another on USB-C, etc.) Bumping down the resolution on the monitors to "1920x1080 (low resolution)" and 30Hz to rule out bandwidth issues. Connecting one, or both, monitors to CalDigit TS5 Plus dock. Neither alternate configuration yields the device recognizing both screens. Using BetterDisplay to import a manually-edited EDID for the screen, with a different binary EDID value, manufacturer name, etc. I've also verified that if I plug in my Apple Studio Display as one of the monitors, then the MacBook recognizes both one of the PG32UCDM monitors and the Studio Display at the same time. The issue seems to occur only when both monitors plugged into it are the same PG32UCDM model. When I have both monitors plugged into my MacBook, each time I disconnect the cable to whichever monitor is currently recognized, it immediately recognizes the other monitor. Plugging the cable for the disconnected monitor back in has no effect. I'm at a loss. Has anyone run into this issue and found a successful workaround that is not one of the approaches I've described above?
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AssistiveTouch eye tracker HID over USB-C/iAP2 accepted by iPadOS, but gaze point mapping is wrong
I’m implementing an Apple AssistiveTouch eye tracker accessory for iPad over USB-C using iAP2 plus native HID Gaze Point reports. Current state: iAP2 authentication succeeds identification succeeds StartNativeHID is received AssistiveTouchInformation(IsEnabled=true) is received iPadOS enumerates the HID interface and consumes the interrupt IN reports The remaining issue is that the gaze-point behavior is not interpreted as direct screen coordinates. Repeated fixed gaze inputs produce deterministic but incorrect cursor motion, often appearing like orbiting or projection around a locus rather than stable placement. I have tested: the 119-byte Apple example HID descriptor from the Accessory Interface Specification two report-1 layouts: timestamp + x + y status + timestamp + x + y normalized and physical coordinate scaling verified on the wire that the intended report bytes are sent and consumed iPad console logs show internal model point (HID r) values and multiple derived Pointer positions for a single commanded point, which suggests the device is accepted but the gaze report semantics are still not what iPadOS expects. Questions: Is the example Gaze Point HID descriptor in the Apple Accessory Interface Specification sufficient as-is for iPadOS? What exact payload layout is expected for the Gaze Point report? Is a per-sample status byte required in the gaze input report? Are additional HID feature/input reports required for correct interpretation? I can provide: the exact HID descriptor bytes sample report payloads USB analyzer traces iPad console excerpts showing the resulting model-point and pointer projections
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Will the upcomming Mac Book Pro M6 Max has at least 256GB RAM
Hi Guys, I want to use the newest Mac Book Pro M6 (Max or Ultra) with at least 256GB RAM for AI development. Will my wish may come true? What do you think? One of Apples most advantage here is unified memory and with the privacy first approach, i want to run local modells and show it to my customer just on the macbook. That has much more magic then first plug the power supply for a sparc, connect a network cable and fiddling around. The perfect match would be a Max Book Pro, M6 Ultra, 512GB. But I guess this is just a dream :-(. Please let me know what you think abou that. Thanks
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Could not resolve host: static.rust-lang.org
This happens way too often (see the image below). Especially today. I used this snippet from the offical Rust website to install rustup: curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | sh -s -- -y Run ci_post_clone.sh script Run command: 'cd /Volumes/workspace/repository/apps/app/ios/ci_scripts && /Volumes/workspace/repository/apps/app/ios/ci_scripts/ci_post_clone.sh' info: downloading installer warn: curl: (6) Could not resolve host: static.rust-lang.org curl: (6) Could not resolve host: static.rust-lang.org curl: (6) Could not resolve host: static.rust-lang.org curl: (6) Could not resolve host: static.rust-lang.org error: command failed: downloader https://static.rust-lang.org/rustup/dist/x86_64-apple-darwin/rustup-init /var/folders/6h/_32gb9js77g6c54h3q7g6q1h0000gn/T/tmp.yave38jqWa/rustup-init x86_64-apple-darwin Error: Command exited with non-zero exit-code: 1 Warning: Running ci_post_clone.sh script failed (exited with code 1). Executable scripts are run using the interpreter specified in the shebang line.
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Trying to enroll since months and always get Generic error "Your enrollment in the Apple Developer Program could not be completed at this time."
i've been trying to enroll in apple developer program since months and everytime i get this generic error "Your enrollment in the Apple Developer Program could not be completed at this time." without any reason or clarification , i tried from my own macbook pro device and from my iphone device both giving me same error without any luck , thats weird that im trying to register and never had any violation with apple and get this experience
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Notifications for Live Activities are delayed
Hi everyone, I have two questions about Live Activity push notifications that we send from our backend server to iPhones. First, I would like to understand the expected behavior when lowering the APNs priority of a Live Activity update from 10 to 6. How does this affect delivery timing, reliability, or system handling of the notification? Second, my team has been seeing significant delays with some messages sent to the device. In some cases, notifications take anywhere from 1 to 3 hours to arrive on the phone. We are trying to understand what might cause this kind of delay. Is this expected under certain conditions, such as device state, system throttling, network conditions, or APNs behavior? Also, is there any way to inspect logs or delivery details for messages sent to the app so we can better diagnose where the delay is happening? Any guidance would be appreciated. Thanks.
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Reconstruction with Object Mask in PhotogrammetrySession Fails .
Reconstruction with Object Mask in PhotogrammetrySession Fails and doesn't complete because of alignment and object masks with thing segmentation even after increasing the mask region . Also the PhotogrammetrySample hangs with EXC_BREAKPOINTwhen I usePhotogrammetrySession(input: [PhotogrammetrySample])withobjectMask set and the Apple Developer Forums report crashes (“HelloPhotogrammetry” / sample+mask), and (EXC_BREAKPOINT` was being observed at ~4 GB) with freezing the execution and Xcode interface
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Query regarding Live Activity push notification delivery and throttling behavior
We are using Live Activities in our iOS app to show real-time flight information on the Lock Screen and Dynamic Island. Our implementation currently works as follows: The Live Activity is created using the push-to-start token. After the Live Activity is started, our backend receives and uses the Live Activity update token to send updates to the Live Activity through APNs. The Live Activity content is updated through push notifications from our backend. These updates include flight status changes such as check-in status, boarding status, gate changes, delay updates, arrival status, and other journey-related states. We are observing an issue where some Live Activity state updates are not reflected on the device. From our backend logs, the APNs request is successfully sent, but in some cases the update does not appear to be received by the device, and the Live Activity remains in an older state. We understand from Apple documentation and platform behavior that Live Activity push updates may be subject to system-level throttling or delivery limitations. We would like to confirm the expected behavior and understand the recommended approach. Could you please help clarify the following? Are Live Activity update pushes subject to throttling by iOS/APNs even when the backend sends the update successfully? If APNs accepts the request successfully, is there still a possibility that the update may not be delivered to the device or may not update the Live Activity because of system-level throttling, device state, power conditions, network conditions, or Live Activity limits?
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PhotogrammetrySession(input: [PhotogrammetrySample]) Hangs or terminates
Providing a response and feedback to this: https://origin-devforums.apple.com/forums/thread/827311 and https://developer.apple.com/forums/thread/827043?page=1#889020022 I have a created a feedback/bug report with ID FB22823733 Feedback Report: I have created a feedback report as well like recommended with this ID: FB22823733, with more elaborate images of my implementation, also see here More clarity: Yes, this is for an iOS app(iOS 18+) but testing and debugging on Xcode(MacOS 15.7.7, M4 24GB), which traps or hangs on getting to [PhotogrammetrySample] even while using the lazy sequence and the contentsOf as specified in your docs. I also tried using the PhotogrammetrySession folder run but its still failed with : CoreOC.PhotogrammetrySession.Error 6 and I understand to mean alignment failed. What can be done or do you guys expose any functions that can be used to aid, or handle these internally, can't find any internally. The ObjectMasks are actually segmentation masks from an ML algorithm . To replicate try calling PhotogrammetrySession(input: [PhotogrammetrySample]) with contentsOf as captured on your documentation, even with like 30 image set or is there something I'm missing.
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Passwordless Wi-Fi provisioning for better UX
Hello Apple Developer Forums, We are evaluating AccessorySetupKit for onboarding a custom Wi-Fi smart-home accessory. Our main goal is to achieve password-less Wi-Fi provisioning, meaning the user would not need to manually type a Wi-Fi password or setup/pairing code during onboarding. We would like to understand whether ASK currently supports, or is intended to support: Secure Wi-Fi credential provisioning through system APIs Fully system-mediated onboarding flows Provisioning for headless/no-display accessories More specifically: Can password-less Wi-Fi provisioning be implemented using only public ASK APIs? Is a pairing/setup code always required? Or are developers still expected to use temporary AP mode and custom credential transfer flows? We are trying to determine the recommended onboarding architecture for future products. Thank you.
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FSKit removeItem Not Being Called
Environment macOS Version: 26.1 Xcode Version: 16.2 Description I'm developing a custom file system using FSKit and have encountered an issue where the removeItem(_:named:fromDirectory:) method in my FSVolume.Operations implementation is not being invoked when attempting to delete files or directories through Finder or the command line. Implementation My volume implements the required FSVolume.Operations protocol with the following removeItem implementation: func removeItem( _ item: FSItem, named name: FSFileName, fromDirectory directory: FSItem ) async throws { logger.info("remove: \(name)") if let item = item as? MyFSItem, let directory = directory as? MyFSItem { directory.removeItem(item) } else { throw fs_errorForPOSIXError(POSIXError.EIO.rawValue) } } Steps to Reproduce Mount the custom FSKit-based file system using: mount -F -t MyFS /dev/diskX /tmp/mountpoint Create files using Finder or terminal (works correctly - createItem is called) Attempt to delete a file using any of the following methods: Terminal command: rm -rf /path/to/mounted/file option + cmd + delete to remove the file in Finder Expected Behavior The removeItem(_:named:fromDirectory:) method should be called, logging "remove: [filename]" and removing the item from the directory's children collection. Actual Behavior The removeItem method is never invoked. No logs appear from this method in Console.app. The deletion operation either fails silently or returns an error, but the callback never occurs. Additional Context Working operations: Other operations work correctly including: createItem - files and directories can be created lookupItem - items can be looked up successfully enumerateDirectory - directory listing works read and write - file I/O operations work correctly Volume state: The volume is properly mounted and accessible Files can be created, read, and written successfully Volume capabilities configured: var supportedVolumeCapabilities: FSVolume.SupportedCapabilities { let capabilities = FSVolume.SupportedCapabilities() capabilities.supportsHardLinks = true capabilities.supportsSymbolicLinks = true capabilities.supportsPersistentObjectIDs = true capabilities.doesNotSupportVolumeSizes = true capabilities.supportsHiddenFiles = true capabilities.supports64BitObjectIDs = true capabilities.caseFormat = .insensitiveCasePreserving return capabilities } Questions Are there specific volume capabilities or entitlements required for removeItem to be invoked? Is there a specific way deletion operations need to be enabled in FSKit? Could this be related to how file permissions or attributes are set during createItem? Are there any known issues with deletion operations in the current FSKit implementation? Do I need to implement additional protocols or set specific flags to support item deletion? Any guidance would be greatly appreciated. Has anyone successfully implemented deletion operations in FSKit? Thank you!
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Unable to Enroll to Apple Developer Program
Hi, I am unable to enroll to the Apple Developer Program. After submitting my basic information a messaged appears stating "Your enrollment in the Apple Developer Program could not be completed at this time." Please help me. Thank you, The World Simpler
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Enrollment stuck on "Pending" for 96+ hours after successful payment - No support response (Case #102893928841)
I am writing to seek help with my Apple Developer Program enrollment, which has been stuck on "Pending" status for more than 96 hours after a successful payment. My support case has also not received any reply within the promised 2 business days. Enrollment Details: Region: Turkey Payment date/time: May 17, 2026, 19:03 (GMT+3 / Turkey Time) Time elapsed since payment: 96+ hours Enrollment type: [Individual / Organization] Order Number: W1801866909 Current Status: My account still shows "Pending" Dashboard continues to display: "Purchase your membership. To continue your enrollment, complete your purchase now. Your purchase may take up to 48 hours to process." The 48-hour processing window has been exceeded twice over I have NOT clicked "complete your purchase" again, to avoid a duplicate charge Support Case: Case Number: 102893928841 & #102896148475 Response received: None, despite the promised 2 business day response window What I have already verified: Two-Factor Authentication is enabled on my Apple ID I am using the same Apple ID that was used for the purchase No pending agreements in the Developer Portal or App Store Connect No duplicate payments attempted Payment was successfully charged on my bank statement I have seen multiple recent threads here describing the exact same issue, which suggests this is a known problem requiring manual intervention from the Apple Developer team. Could anyone from Apple please review my case and manually activate my enrollment? Any guidance from the community is also appreciated. Thank you.
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iOS Camera app code
What's the underlying code for ios's camera app ? like how does it assign metadata and filename? is it java or something else ? Can another app be created to use the same basic code with added extra features ?
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MacOS 26.4 beta “Failed to prepare software update”
I have received this installation error attempting to upgrade from MacOS 26.4 beta 2 to beta 3 on my Intel 2020 27” iMac, and now trying to install beta 4 from beta 3 on my M1 Max MBP. I have seen from a sprinkling of post that some others have had the same issue. I was able to successfully perform the 2 to 3 upgrade on the iMac in safe boot, suggesting possible compatible, third-party app. But that did not work for beta 4 on either device. I have submitted feedback for each episode. Any others have this issue? Unusual for Apple, I have never had any issues installing beta software before.
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Additional Vendor ID Approval
Requested "DriverKit USB Transport - VendorID" for two VendorID, one in main request and one in the description of the request. Then I was approved but found out the provisioning profile only had 1 vendor id. I then sent another request ID 964Y77AHUZ to add the other vendor id but have not heard back for a week now. What is the turn-around time on these requests? Anyway to request this to be expedited? Thank you, --Michael Team ID: MZR5GHAQX4
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170
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Urgent Bug: App Store won't allow app to be updated despite build being released
Released a new version of my app, which is currently live at version 1.1 on the App Store. When testing directly from the app store, the app's button says "Update". When I tap Update, it will do the usual loading, and for 0.5 seconds finish but then go back to the "Update button" again, and my latest app version never gets installed, it sticks to 1.0. I've tried the following: Stopped testing on TestFlight Reset All Settings on iPhone Signed out and signed into the App Store with a different Apple Account Reached out to Apple Customer Support (no response) Deleted and re-installed the app Any help is appreciated!
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Apple API "CGDisplayCopyAllDisplayModes provides resolution list which does not match with system resolution for the external monitors.
Our application is trying to read all resolutions of an external monitor. We have observed that, for the external monitor there is a mismatch in resolution list in our application and the resolution list in system settings. We are using the apple API "CGDisplayCopyAllDisplayModes" to read the resolutions.
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**App Stuck in “Waiting for Review” for Several Days – [Poker Reflex] ([6761329446])**
Hi Apple, I hope you are doing well. I am posting here regarding our app, [Poker Reflex] (6761329446: [6761329446]), which has been stuck in the “Waiting for Review” state since [Friday 22th 2026]. We fully understand that App Review times can vary depending on workload and internal processes. However, in our case, the app has remained in this status for several days without any visible progress, update, rejection, metadata issue, or request for additional information. At the moment: No rejection message has been received No metadata issue is shown in App Store Connect No compliance or permission request appears to be pending No additional information has been requested from our side The app simply remains in “Waiting for Review” This is becoming a real concern for us because the delay is now significantly affecting our release planning and business timeline. We have carefully prepared the submission, reviewed the App Store Review Guidelines, and ensured that all required assets, metadata, permissions, and compliance information were provided. What concerns us most is that there seems to be no action or movement at all, which makes us wonder whether the submission may be stuck in the review queue or blocked by an unseen issue. We would sincerely appreciate any guidance from Apple or the developer community regarding: Whether this type of delay is currently common Whether there is any way to confirm that the app is properly queued for review Whether there may be an invisible issue preventing the review from starting Whether this can be escalated or checked by the App Review team We are fully available to provide any additional information or make immediate changes if something is required from our side. Any help, advice, or update would be greatly appreciated. Thank you. [Alexis / Poker Reflex Team]
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iOS app will not auto-sleep
Hello, I am working on a iOS app. This is my first big project in SwiftUI which it is going well besides I can not get my phone to auto-sleep/auto-lock when I am in the app. I am testing the app on my phone through xcode. As I am checking my energy report on idle it is saying Low and is almost to the very bottom, and my memory is idling at 90MB~115MB which seems very low. Now If I just leave the app it works right away even if I do not clear the app. I am wondering if anyone has any ideas on how to help me with this issue. I am using HealthKit, a Timer and the camera. I am making a workout app to give some information. I can also give more info if needed I will appreciate any help or ideas. I have tried to use AI to see if it can find any issues and it said that it didn't see anything wrong with my code that will cause it not to sleep now that is AI and it isn't perfect so I would appreciate any help.
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MacBook Pro m5 can’t recognize two external monitors with same EDID binary serial (only one works at a time)
My MacBook Pro M5 running MacOS Tahoe 26.3 beta fails to detect two identical ASUS ROG Swift OLED PG32UCDM monitors simultaneously. Only one display is recognized at a time. One potential root cause might be that both monitors report identical binary EDID serial numbers (0x01010101), and the MacBook Pro M5 appears to use this value exclusively for display identity rather than combining it with other more detailed information (e.g., port, or alphanumeric serial number). I've verified that the monitor EDID binary serial numbers are in fact identical -- however the alphanumerical serial numbers are not identical. NOTE: This behavior is specific to the MacBook Pro M5 — when connecting both monitors via usb-c to a Mac Mini M4 Pro running the same MacOS Tahoe 26.3 beta, the monitors work fine. The OS detects both and assigns different names to them (PG32UCDM (1) and PG32UCDM (2)). NOTE: I could be wrong about this root cause, I don't have a way to disprove it, though the fact the monitors work fine on a Mac Mini is suspicious. What I have tried: Connecting the two monitors using different monitor ports (one on DisplayPort, another on HDMI, etc.), and different MacBook ports (one on HDMI, another on USB-C, etc.) Bumping down the resolution on the monitors to "1920x1080 (low resolution)" and 30Hz to rule out bandwidth issues. Connecting one, or both, monitors to CalDigit TS5 Plus dock. Neither alternate configuration yields the device recognizing both screens. Using BetterDisplay to import a manually-edited EDID for the screen, with a different binary EDID value, manufacturer name, etc. I've also verified that if I plug in my Apple Studio Display as one of the monitors, then the MacBook recognizes both one of the PG32UCDM monitors and the Studio Display at the same time. The issue seems to occur only when both monitors plugged into it are the same PG32UCDM model. When I have both monitors plugged into my MacBook, each time I disconnect the cable to whichever monitor is currently recognized, it immediately recognizes the other monitor. Plugging the cable for the disconnected monitor back in has no effect. I'm at a loss. Has anyone run into this issue and found a successful workaround that is not one of the approaches I've described above?
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AssistiveTouch eye tracker HID over USB-C/iAP2 accepted by iPadOS, but gaze point mapping is wrong
I’m implementing an Apple AssistiveTouch eye tracker accessory for iPad over USB-C using iAP2 plus native HID Gaze Point reports. Current state: iAP2 authentication succeeds identification succeeds StartNativeHID is received AssistiveTouchInformation(IsEnabled=true) is received iPadOS enumerates the HID interface and consumes the interrupt IN reports The remaining issue is that the gaze-point behavior is not interpreted as direct screen coordinates. Repeated fixed gaze inputs produce deterministic but incorrect cursor motion, often appearing like orbiting or projection around a locus rather than stable placement. I have tested: the 119-byte Apple example HID descriptor from the Accessory Interface Specification two report-1 layouts: timestamp + x + y status + timestamp + x + y normalized and physical coordinate scaling verified on the wire that the intended report bytes are sent and consumed iPad console logs show internal model point (HID r) values and multiple derived Pointer positions for a single commanded point, which suggests the device is accepted but the gaze report semantics are still not what iPadOS expects. Questions: Is the example Gaze Point HID descriptor in the Apple Accessory Interface Specification sufficient as-is for iPadOS? What exact payload layout is expected for the Gaze Point report? Is a per-sample status byte required in the gaze input report? Are additional HID feature/input reports required for correct interpretation? I can provide: the exact HID descriptor bytes sample report payloads USB analyzer traces iPad console excerpts showing the resulting model-point and pointer projections
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Will the upcomming Mac Book Pro M6 Max has at least 256GB RAM
Hi Guys, I want to use the newest Mac Book Pro M6 (Max or Ultra) with at least 256GB RAM for AI development. Will my wish may come true? What do you think? One of Apples most advantage here is unified memory and with the privacy first approach, i want to run local modells and show it to my customer just on the macbook. That has much more magic then first plug the power supply for a sparc, connect a network cable and fiddling around. The perfect match would be a Max Book Pro, M6 Ultra, 512GB. But I guess this is just a dream :-(. Please let me know what you think abou that. Thanks
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Could not resolve host: static.rust-lang.org
This happens way too often (see the image below). Especially today. I used this snippet from the offical Rust website to install rustup: curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | sh -s -- -y Run ci_post_clone.sh script Run command: 'cd /Volumes/workspace/repository/apps/app/ios/ci_scripts && /Volumes/workspace/repository/apps/app/ios/ci_scripts/ci_post_clone.sh' info: downloading installer warn: curl: (6) Could not resolve host: static.rust-lang.org curl: (6) Could not resolve host: static.rust-lang.org curl: (6) Could not resolve host: static.rust-lang.org curl: (6) Could not resolve host: static.rust-lang.org error: command failed: downloader https://static.rust-lang.org/rustup/dist/x86_64-apple-darwin/rustup-init /var/folders/6h/_32gb9js77g6c54h3q7g6q1h0000gn/T/tmp.yave38jqWa/rustup-init x86_64-apple-darwin Error: Command exited with non-zero exit-code: 1 Warning: Running ci_post_clone.sh script failed (exited with code 1). Executable scripts are run using the interpreter specified in the shebang line.
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Trying to enroll since months and always get Generic error "Your enrollment in the Apple Developer Program could not be completed at this time."
i've been trying to enroll in apple developer program since months and everytime i get this generic error "Your enrollment in the Apple Developer Program could not be completed at this time." without any reason or clarification , i tried from my own macbook pro device and from my iphone device both giving me same error without any luck , thats weird that im trying to register and never had any violation with apple and get this experience
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Notifications for Live Activities are delayed
Hi everyone, I have two questions about Live Activity push notifications that we send from our backend server to iPhones. First, I would like to understand the expected behavior when lowering the APNs priority of a Live Activity update from 10 to 6. How does this affect delivery timing, reliability, or system handling of the notification? Second, my team has been seeing significant delays with some messages sent to the device. In some cases, notifications take anywhere from 1 to 3 hours to arrive on the phone. We are trying to understand what might cause this kind of delay. Is this expected under certain conditions, such as device state, system throttling, network conditions, or APNs behavior? Also, is there any way to inspect logs or delivery details for messages sent to the app so we can better diagnose where the delay is happening? Any guidance would be appreciated. Thanks.
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Reconstruction with Object Mask in PhotogrammetrySession Fails .
Reconstruction with Object Mask in PhotogrammetrySession Fails and doesn't complete because of alignment and object masks with thing segmentation even after increasing the mask region . Also the PhotogrammetrySample hangs with EXC_BREAKPOINTwhen I usePhotogrammetrySession(input: [PhotogrammetrySample])withobjectMask set and the Apple Developer Forums report crashes (“HelloPhotogrammetry” / sample+mask), and (EXC_BREAKPOINT` was being observed at ~4 GB) with freezing the execution and Xcode interface
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Query regarding Live Activity push notification delivery and throttling behavior
We are using Live Activities in our iOS app to show real-time flight information on the Lock Screen and Dynamic Island. Our implementation currently works as follows: The Live Activity is created using the push-to-start token. After the Live Activity is started, our backend receives and uses the Live Activity update token to send updates to the Live Activity through APNs. The Live Activity content is updated through push notifications from our backend. These updates include flight status changes such as check-in status, boarding status, gate changes, delay updates, arrival status, and other journey-related states. We are observing an issue where some Live Activity state updates are not reflected on the device. From our backend logs, the APNs request is successfully sent, but in some cases the update does not appear to be received by the device, and the Live Activity remains in an older state. We understand from Apple documentation and platform behavior that Live Activity push updates may be subject to system-level throttling or delivery limitations. We would like to confirm the expected behavior and understand the recommended approach. Could you please help clarify the following? Are Live Activity update pushes subject to throttling by iOS/APNs even when the backend sends the update successfully? If APNs accepts the request successfully, is there still a possibility that the update may not be delivered to the device or may not update the Live Activity because of system-level throttling, device state, power conditions, network conditions, or Live Activity limits?
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PhotogrammetrySession(input: [PhotogrammetrySample]) Hangs or terminates
Providing a response and feedback to this: https://origin-devforums.apple.com/forums/thread/827311 and https://developer.apple.com/forums/thread/827043?page=1#889020022 I have a created a feedback/bug report with ID FB22823733 Feedback Report: I have created a feedback report as well like recommended with this ID: FB22823733, with more elaborate images of my implementation, also see here More clarity: Yes, this is for an iOS app(iOS 18+) but testing and debugging on Xcode(MacOS 15.7.7, M4 24GB), which traps or hangs on getting to [PhotogrammetrySample] even while using the lazy sequence and the contentsOf as specified in your docs. I also tried using the PhotogrammetrySession folder run but its still failed with : CoreOC.PhotogrammetrySession.Error 6 and I understand to mean alignment failed. What can be done or do you guys expose any functions that can be used to aid, or handle these internally, can't find any internally. The ObjectMasks are actually segmentation masks from an ML algorithm . To replicate try calling PhotogrammetrySession(input: [PhotogrammetrySample]) with contentsOf as captured on your documentation, even with like 30 image set or is there something I'm missing.
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