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Been at least a week. Anyone know how long it takes for them to review a few articles. Seems like we would be a quick and easy thumbs-up for a small-town news site. Last I checked in Apple News searching for my town specifically brought up news from 1-2 years ago.
Am I wrong here or does a new project created with Xcode 10.2, not support the new requirements? Just created a new project and I see under Valid Architecture arm64, arm64e, armv7, armv7s. I thought armv7, armv7s were the 32bit architectures Apple was trying to get us off of.
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Anyone else notice IAP subscriptions receipts awry today? Got a couple emails from subscribers saying they couldn't access their paid-for content. I checked the IAP Health Board and its green. But not sure how accurate that is.
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Anyone else think there's something off about that? I'd love to add a regular ol' iOS app to my message app. Guess that's a feature request / bug report, huh.
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So I've got a lot of apps that have been consolidated into a container app. Like many of you, I got the 4.3 messages. After some grimacing, I can see the silver lining - for devs, for users, for Apple. But I really wish iTunes Connect would add a forwarding option in our "Removed from Sale" apps that redirects to the container app. I added a bug-report (feature request) for this already, but I'm hoping more devs ask for this. Reasoning...1. There's gotta be millions of dead app store links already floating around the internet. Why have those links go to this message "This app is no longer available in your country's store", when it can just jump to a live app? We can update our own websites, but some blogger that wrote about an app 3 years ago, isn't going to update their links. 2. Its also a dead end for actual App Store users going through their old Purchases. Doesn't need to be. Let us recapture those users. 3. Consolidation was / will be a big "ask" for many of us. And like I said, I can see the benefits. But in return, I don't think a simple redirect is a big ask of the App Store. If consolidation was a mandate from higher up to clean up the store, this many broken links doesn't seem very clean. If you agree, lets lobby for this. Bug report can be used for feature requests.
Is this an iOS11 thing? I seem to remember I could search for something in the App Store for iMessage and the results would pracitcally be endless. Now it seems like its capped at 40. I noticed the recent post about a decrease in downloads post-iOS11 and I've noticed the same drop. Most of my apps are in the iMessage store. Getting found organically is going to be impossible without some deeper searches available to consumers. Case example of how I think this is failing us. I have a sticker app named "Dog Stickers". If I search "dog stickers", my app doesnt even show. Like at all. But Fruit Ninja is the 3rd result. And a lot of the top results aren't even native sticker apps (a lot of full iOS apps, that I'm assuming have sticker extensions). And I get it that those should be factored in somewhat to the search results, but if there's only 40 available results, those apps are going to kill potential sales on what most people are probably looking for, which is simply stickers.Who could we petition to look into changing the search cap?
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I'm using Xcode 9.2 now. I gotta say, testing on my iPhone and iPad is just a real drag. I think I spent 90 minutes minimum yesterday wasting time trying to test on either device. Keep in mind, I'm no novice (been making apps since iPhone 3).Whether I try deploying via a connected cable or via network, its always one thing or another that fails. And sometimes the errors are within a minute of a successful build. "Xcode will continue when connected" is probably the most frequent problem. So I'm curious devs. What do you think your success rate is for simply getting your app onto your device?Right now, I'm feeling like 1 in 4 times I have no problem.
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So I've had Connect via Network working twice before now my Apple TV. And twice it's decided to just stop working. The first time this happened I completely unpaired everything (1) in Remotes and Devices and (2) in Xcode's Devices by unpaing and deleting the device. Eventually I got it paired again. Took more work than expected.Round 2. Went through the same steps, but this time with lots of restarting of the Apple TV. Finally got a successful pairing. I see the little wireframe globe next to the Apple TV's name in Xcode. But now I get one of two error messages when building from Xcode (trying both 9 and 9.1 Beta)...Could not receive a message from the device.orAn error was encountered while attempting to communicate with this device. (End of file.) Please try rebooting and reconnecting the device. (0xE800000E).Building succeeds. Says Running, but the promise of not getting up off the couch to test is slipping away. Anyone have some ideas here?
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Is anyone else seeing this issue in the Beta? Looks like Xcode 9.1 will install the app (over the network, not connected via a cable), but then it won't actually begin running it (most of the time). It will say its Running it, and after 30-40 seconds (which is too long to wait anyway), the screen will go black, like it tries to launch the app, and from that point, you either keep waiting and it maybe starts, or just doesnt at all. If it doesn't, nothing reads in the Output Window. Connect via Network, we hardly knew ye. Come back to us.
Searched around on the official docs for a couple days now and I can't seem to get a straight answer on a couple things...1. Does HTTP Live Streaming, always refer to "Live" streams. Like Facebook Live, real-time broadcasts? Or is that a catch-all phrase for any kind of video stored on a server that's delivered to the user.2. If I'm making a tvOS-only app (keyword "ONLY", so cellular isn't an issue), is it suitable to just upload an Mp4 file, maybe host it on something like Amazon S3, and stream that to viewer when they tap a button in the app? Thanks to those-more-in-the-know!
So my ARKit / SpriteKit app got approved, but I'm seeing in the App Store it says "This app requires specific features not available on this device". Obviously not the case, as I developed the app on that same device without tapping into anything unavailable to me during development. It doesn't prevent me from installing the app (and I had some other people test it too). But obviously that warning is going to turn off a huge chunk of peopleHere's a screenshot of what I'm seeing...bit.ly/2fiDd4i Can anyone explain why this is showing up? This has got to be an error in the new store, right?
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For anyone else working with Sprite Kit and physics bodies in AR space, can you turn physics on and tell me if you're seeing this issue. Physics bodies that are behind the user, are mirrored in front of the user. This is only the physics body that is appearing though, not the SKSpriteNode (or its children). So its basically invisible, but the physics body is there and reacting to everything. I've been working on a project for a couple months and just started noticing this in Beta 9, and I definitely would have spotted this bug before. So I think its new to Beta 9.Can anyone else verify this?
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Anyone else noticed this. If you start a new Augmented Reality project with Sprite Kit. Then add a SpriteKit Action file, the project will crash immediately. You don't even have to add an action to the .sks file, it will just crash with this regardless...Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[__NSDictionaryI scaleMode]: unrecognized selector sent to instanceGuess I should go file a bug report huh.