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NEAppPushProvider not works properly on iOS26
In my app I have Local Push connectivity for local push notifications. My app has proper entitlment granted by Apple and NEAppPushProvider was working perfectly on older iOS versions before iOS26. The problem I faced with iOS26: when i enable VPN - NEAppPushProvider stops with reason /** @const NEProviderStopReasonNoNetworkAvailable There is no network connectivity. */ case noNetworkAvailable = 3. But device is still connected to proper SSID that is included to matchSSIDs. I discovered it only happens if my VPN config file include this line redirect-gateway def1 without that line NEAppPushProvider works as expected with enabled VPN. I use OpenVPN app. Is it a bug of iOS26 or I need some additional setup? Please help!
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Xcode Version 26.0 (17A324) 真机运行报错
0 0x102501788 __assert_rtn + 160 1 0x102504570 ld::tool::SymbolTableAtom<x86_64>::classicOrdinalForProxy(ld::Atom const*) (.cold.3) + 0 2 0x10243bdb0 ld::tool::SymbolTableAtom<x86_64>::classicOrdinalForProxy(ld::Atom const*) + 172 3 0x10243cc24 ld::tool::SymbolTableAtom::addImport(ld::Atom const*, ld::tool::StringPoolAtom*) + 140 4 0x10243e508 ld::tool::SymbolTableAtom::encode() + 396 5 0x1024303b0 ___ZN2ld4tool10OutputFile20buildLINKEDITContentERNS_8InternalE_block_invoke.413 + 36 6 0x1886efb2c _dispatch_call_block_and_release + 32 7 0x18870985c _dispatch_client_callout + 16 8 0x1887264cc _dispatch_channel_invoke.cold.5 + 92 9 0x188701fa4 _dispatch_root_queue_drain + 736 10 0x1887025d4 _dispatch_worker_thread2 + 156 11 0x1888a3de4 _pthread_wqthread + 232 A linker snapshot was created at: /tmp/iCSee.debug.dylib-2025-09-18-165226.ld-snapshot ld: Assertion failed: (it != _dylibToOrdinal.end()), function dylibToOrdinal, file OutputFile.cpp, line 5196. clang++: error: linker command failed with exit code 1 (use -v to see invocation)
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v1/apps/{appid}/appPricePoints doesnt return all paginated data
I am using v1/apps/{appid}/appPricePoints to get app pricepoints. Few days ago i noticed that calling v1/apps/{appid}/appPricePointsfilter[territory]=USA&limit=200 i get four pages but last page just reaches only 400$ pricepoint. As i can see also on App Store connect Then i have to click additional prices Please help what am i missing ?
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DeviceActivityMonitor will automatically become invalid
I started monitoring using the following code: deviceActivityCenter.startMonitoring( DeviceActivityName(name), during: makeDailySchedule(), events: events ) Where: DeviceActivitySchedule( intervalStart: DateComponents(hour: 0, minute: 0), intervalEnd: DateComponents(hour: 23, minute: 59), repeats: true, warningTime: nil ) In DeviceActivityMonitor, I read and write data using UserDefaults and keep the logic minimal to ensure the size does not exceed 6MB. However, after a period of time, monitoring continues to fail. Why is this happening? How can I resolve this issue?
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Game Center challenges and activities issues for released game
We have a released game in the App Store with Game Center Challenges. The challenges were working well in testing of the final version before the Game Center challenges went live. After release the activity that should take the player to the challenge in game results in this printout and we do not get informed by GKGameActivityListener of the activity happening in our code as we did before the Game Center challenges went live. “Invalid game activity definition. Failed to kick activity notification to GameKit. Error: Error Domain=GKErrorDomain Code=17 "(null)"” Also, Game Center reports that the are no challenges in GKChallengeDefinition.all even though there are ongoing challenges. The leaderboard results do get reported to Game Center though and show up as challenge entries in the Games app. At the moment we are trying to figure out if this is a problem on our end or a Game Center server issue.
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Issue after Build
I have a strange problem. My code works perfectly on my iPhone, i.e. on a real iPhone, but when I upload the build version to TestFlight, it no longer works. I use React Native. The issue is as follows: I have created a code for Grid View that runs automatically when another person joins the stream. It works locally without any problems, but unfortunately the public version does not work. What could be the reason for this?
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Safari: Sticky element with bottom: 0 does not follow viewport when toolbar hides on scroll
Device: iPhone 15pro, ios26.0 (23A 341) IOS version: 26.0 (23A 341) When using position: sticky; bottom: 0, the div is expected to stick to the bottom of the viewport when the browser toolbar hides while scrolling. However, it stops at the height where the toolbar was, instead of moving down with the disappearing toolbar. In the image below, the red-bordered navigation shows the situation where it does not stick to the bottom. i
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Invalid Binary
Hello everyone, We are facing repeated Invalid Binary (1.0) rejections for our iOS app during submission to App Store Connect. Here’s what we have already tried: Added a properly formatted PrivacyInfo.xcprivacy file under the Runner target. Covered all third-party SDKs used in our project, such as: audioplayers_darwin, connectivity_plus, device_info_plus, flutter_local_notifications, fluttertoast, shared_preferences_foundation, etc. Verified that the manifest file is indeed included in the .ipa package (Payload/Runner.app/PrivacyInfo.xcprivacy). Opened the file in Xcode — it loads as a valid property list (plist) with the required keys: NSPrivacyCollectedDataTypes NSPrivacyAccessedAPITypes NSPrivacyThirdPartySDKs Confirmed that Target Membership is set to Runner (iOS) only (not test targets). Despite these checks, App Store Connect still rejects our binary with the same "Invalid Binary (1.0)". My question: Are there additional requirements for Flutter-based apps, or do we need to use specific SDK identifiers/names for Apple to accept the privacy manifest? Any guidance or experiences resolving this issue would be really helpful, since this is currently blocking our app release. Thanks in advance!
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Blank Simulators since XCode 26 upgrade
Upgrading from XCode 16 to 26, I redownloaded the simulators, and now I'm having a blank simulator choice that I cannot seem to do anything about. When pressing the + at the bottom, Xcode stops responding. Things I've tried; Reinstalling Xcode (after removing /devlopers) Changing minimum deployments (to any version) Changing iOS Deployment Target (to any iOS version) Any clues on what I'm missing here? It was working on XCode 16 yesterday. Images https://preview.redd.it/blank-simulators-xcode-26-v0-g7h0rkdt1npf1.png https://preview.redd.it/blank-simulators-xcode-26-v0-zze2zsuv1npf1.png
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How to properly handle StoreKitError or PurchaseError from product.purchase()
Hello! We are implementing consumable IAP for iOS using StoreKit 2 together with our own server backend. Our happy path looks like this: 1. Call /prepare on our server • We only allow one purchase at a time, so this fails if a pending transaction already exists. 2. Call /purchase via StoreKit 3. If successful, call /complete on our server 4. Call .finish() on the Transaction ⸻ The Problem Some users report being charged by Apple but not receiving coins. I suspect this happens in rare cases where the purchase flow throws an exception: • Every time we throw, we immediately cancel the transaction on our server. • However, some errors may actually be temporary. StoreKit seems to recover by later sending an update through Transactions.updates. • When that happens, since the transaction was already canceled on our server, we cannot match it. As a result, we just call .finish() without granting consumables. ⸻ Additional Observations From user logs, the issue tends to appear when the following errors are reported: • リクエストを完了できません。 • Triggered by: StoreKit.notEntitled • Triggered by: StoreKit.unknown • ヘルパーアプリケーションと通信できませんでした。 I was not able to reproduce the last one, even when testing all possible StoreKit configuration errors. Some sources suggest this may be a rare case where the app cannot communicate with the App Store itself. Additionally, affected users often seem to be using non-standard payment methods (PayPay, gift cards, carrier billing, etc.) rather than credit cards. ⸻ My Question What is the best practice for handling StoreKitError and PurchaseError? Specifically: • Should some of these errors be treated as temporary instead of final? • How should we ensure users always receive their consumables in such cases? ⸻ Code do { let result = try await wrapper.product.purchase() switch result { case .success(let result): let transaction = try StoreKitVerifier.checkVerified(result) let iOSPurchase = IOSPurchase(transaction: transaction, jws: result.jwsRepresentation) return .Success(purchase: iOSPurchase) case .userCancelled: return .Canceled() case .pending: return .Pending() @unknown default: return .Error( message: "Purchase result doesn't match with anything. This must not be executed") } } catch { return .Error(message: error.localizedDescription) }
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[Mac OS 26.0.0] [Crash]
Hello,Our app has caught an issue with gesture recognizers. This problem only occurs on Mac OS 26.0. From the stack trace, it seems that this is not a problem on the app side, but an exception reported by AppKit. I have provided the stack trace, please help check it. stack info: NSInternalInconsistencyException: AppKit doesn't support comparing gesture recognizers across windows AppKit doesn't support comparing gesture recognizers across windows NSInternalInconsistencyException __exceptionPreprocess exception info: OS Version: macOS 26.0.0 Exception Type: NSInternalInconsistencyException: AppKit doesn't support comparing gesture recognizers across windows Crash Thread ID: 0 Application Specific Information: AppKit doesn't support comparing gesture recognizers across windows NSInternalInconsistencyException __exceptionPreprocess expanded stack: Crashed Thread:0 stack.package stack.filename stack.function stack.lineno stack.in_app CoreFoundation None __exceptionPreprocess None 0 libobjc.A.dylib None objc_exception_throw None 0 Foundation None -[NSAssertionHandler handleFailureInFunction:file:lineNumber:description:] None 0 AppKit None NSGestureRecognizerContainerCompare None 0 AppKit None -[NSView(GestureContainers) _compareGestureRecognizerContainer:] None 0 AppKit None -[NSGestureRecognizer isDeeperThanContainer:referenceNode:] None 0 Gestures None GFGestureNodeDefaultValue None 0 Gestures None GFGestureComponentControllerSetNode None 0 Gestures None __swift_memcpy24_8 None 0 Gestures None __swift_memcpy24_8 None 0 Gestures None __swift_memcpy24_8 None 0 Gestures None __swift_memcpy24_8 None 0 Gestures None __swift_memcpy24_8 None 0 Gestures None block_destroy_helper None 0 Gestures None __swift_memcpy80_8 None 0 Gestures None __swift_memcpy80_8 None 0 CoreFoundation None CFRUNLOOP_IS_CALLING_OUT_TO_AN_OBSERVER_CALLBACK_FUNCTION None 0 CoreFoundation None __CFRunLoopDoObservers None 0 CoreFoundation None __CFRunLoopRun None 0 CoreFoundation None _CFRunLoopRunSpecificWithOptions None 0 HIToolbox None RunCurrentEventLoopInMode None 0 HIToolbox None ReceiveNextEventCommon None 0 HIToolbox None _BlockUntilNextEventMatchingListInMode None 0 AppKit None _DPSBlockUntilNextEventMatchingListInMode None 0 AppKit None _DPSNextEvent None 0 AppKit None -[NSApplication(NSEventRouting) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] None 0 AppKit None -[NSApplication(NSEventRouting) nextEventMatchingMask:untilDate:inMode:dequeue:] None 0 AppKit None -[NSApplication run] None 0 AppKit None NSApplicationMain None 0 None None None 0
Topic: UI Frameworks SubTopic: AppKit
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App Crashing iOS26
I have four apps currently deployed on the App Store. One of these apps crashes on launch when running on iOS 26, but functions as expected on iOS 18 and earlier versions. I am seeking to understand what changes in iOS 26 might be causing this issue. When running the app in debug mode on devices with iOS 26 using Xcode 16.1, the app crashes. The crash log references libobjc-trampolines.dylib, suggesting a potential issue with the Objective-C runtime. Has anyone else encountered a similar issue? AGX: AGX: agxa_device_template.hpp:1467:setupCompiler: *** FATAL: driver shader binary file not found in (null) for extension g15p!!! D [yHZ]: added warning: [MEDIUM]: SW04: A debugger is attached to the App. D [ProbeCallbacks]: [IXGUARD] debugger detected objc[1461]: couldn't dlopen libobjc-trampolines.dylib: dlopen(/usr/lib/libobjc-trampolines.dylib, 0x0106): tried: '/usr/lib/system/introspection/libobjc-trampolines.dylib' (no such file, not in dyld cache), '/usr/lib/libobjc-trampolines.dylib' (no such file), '/private/preboot/Cryptexes/OS/usr/lib/libobjc-trampolines.dylib' (open() failed with errno=24), '/usr/lib/libobjc-trampolines.dylib' (no such file, not in dyld cache) What steps can I take to resolve this crash? Thank you for your assistance.
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App Crashing iOS26
I have four apps currently deployed on the App Store. One of these apps crashes on launch when running on iOS 26, but functions as expected on iOS 18 and earlier versions. I am seeking to understand what changes in iOS 26 might be causing this issue. When running the app in debug mode on devices with iOS 26 using Xcode 16.1, the app crashes. The crash log references libobjc-trampolines.dylib, suggesting a potential issue with the Objective-C runtime. Has anyone else encountered a similar issue? AGX: AGX: agxa_device_template.hpp:1467:setupCompiler: *** FATAL: driver shader binary file not found in (null) for extension g15p!!! D [yHZ]: added warning: [MEDIUM]: SW04: A debugger is attached to the App. D [ProbeCallbacks]: [IXGUARD] debugger detected objc[1461]: couldn't dlopen libobjc-trampolines.dylib: dlopen(/usr/lib/libobjc-trampolines.dylib, 0x0106): tried: '/usr/lib/system/introspection/libobjc-trampolines.dylib' (no such file, not in dyld cache), '/usr/lib/libobjc-trampolines.dylib' (no such file), '/private/preboot/Cryptexes/OS/usr/lib/libobjc-trampolines.dylib' (open() failed with errno=24), '/usr/lib/libobjc-trampolines.dylib' (no such file, not in dyld cache) What steps can I take to resolve this crash? Thank you for your assistance.
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ImagePlayground: Programmatic Creation Error
Hardware: Macbook Pro M4 Nov 2024 Software: macOS Tahoe 26.0 & xcode 26.0 Apple Intelligence is activated and the Image playground macOS app works Running the following on xcode throws ImagePlayground.ImageCreator.Error.creationFailed Any suggestions on how to make this work? import Foundation import ImagePlayground Task { let creator = try await ImageCreator() guard let style = creator.availableStyles.first else { print("No styles available") exit(1) } let images = creator.images( for: [.text("A cat wearing mittens.")], style: style, limit: 1) for try await image in images { print("Generated image: \(image)") } exit(0) } RunLoop.main.run()
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Different UITextFieldDelegate behavior in iOS 26 with shouldChangeCharactersInRanges
Scenario: Typing Chinese Zhuyin “ㄨㄤ” and then selecting the candidate word “王”. On iOS 18, the delegate (textField:shouldChangeCharactersInRange:replacementString:) is called with: range: {0, 2} replacementString: "王" On iOS 26, the delegate (textField:shouldChangeCharactersInRanges:replacementString:) instead provides: ranges: [{2, 0}] replacementString: "王" This results in inconsistent text input handling compared to earlier system versions. Implement: Limit user input to a maximum of 100 Chinese characters. - (BOOL)textField:(UITextField *)textField shouldChangeCharactersInRange:(NSRange)range replacementString:(NSString *)string { if ([textField markedTextRange]) { return YES; } NSString *changedString = [textField.text stringByReplacingCharactersInRange:range withString:string]; if (changedString.length > 100) { return NO; } return YES; } Questions: Is this an intentional change in iOS 26? If intentional, what is the recommended way to handle such cases in order to support both iOS 18 and iOS 26 consistently?
Topic: UI Frameworks SubTopic: UIKit
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Different UITextFieldDelegate behavior in iOS 26 with shouldChangeCharactersInRanges
Scenario: Typing Chinese Zhuyin “ㄨㄤ” and then selecting the candidate word “王”. On iOS 18, the delegate (textField:shouldChangeCharactersInRange:replacementString:) is called with: range: {0, 2} replacementString: "王" On iOS 26, the delegate (textField:shouldChangeCharactersInRanges:replacementString:) instead provides: ranges: [{2, 0}] replacementString: "王" This results in inconsistent text input handling compared to earlier system versions. Implement: Limit user input to a maximum of 100 Chinese characters. - (BOOL)textField:(UITextField *)textField shouldChangeCharactersInRange:(NSRange)range replacementString:(NSString *)string { if ([textField markedTextRange]) { return YES; } NSString *changedString = [textField.text stringByReplacingCharactersInRange:range withString:string]; if (changedString.length > 100) { return NO; } return YES; } Questions: Is this an intentional change in iOS 26? If intentional, what is the recommended way to handle such cases in order to support both iOS 18 and iOS 26 consistently?
Topic: UI Frameworks SubTopic: UIKit Tags:
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Turn off Xcode Cloud
Some of my apps are configured to use Xcode Cloud. Some time ago, this service was blocked for developers from Russia. I want to transfer one of my apps to another account. But there is the following requirement in the checklist: "You must remove all Xcode Cloud related data from the app you want transferred." I can't do it myself because I see an error in App Store Connect: "The page you’re looking for can’t be found.". It is also not available through Xcode. I would like to delete all Xcode Cloud settings for all my apps. Can you help me with this?
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UIButton does not receive any touches after I add clearGlassButtonConfiguration for iOS26
I have a customized navigationbar, the back button does not receive any touches after I add clearGlassButtonConfiguration for iOS26, also there is no touch effects for clearGlassButtonConfiguration when I remove this UIButtonConfiguration setting,everything workes. - (UIButton *)backButton { if (!_backButton) { _backButton = [UIButton buttonWithType:UIButtonTypeCustom]; _backButton.frame = CGRectMake(0, 0, 44, 44); UIImage * img = [[UIImage imageNamed:@"IVC_back"]imageWithColor:HEXCOLOR(0xFFFFFF)]; [_backButton setImage:img forState:UIControlStateNormal]; [_backButton addTarget:self action:@selector(backAction) forControlEvents:(UIControlEventTouchUpInside)]; if (@available(iOS 26.0, *)){ _backButton.configuration = UIButtonConfiguration.clearGlassButtonConfiguration; } } return _backButton; }
Topic: UI Frameworks SubTopic: UIKit
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