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“translate scheme”

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Crash occurring when authenticating user for Game Center
I am using the latest version of the Game Center plugin for Unity and have noticed that my game will crash on launch when trying to authenticate. I've tried this in an empty project with just the plugin and it still crashes with this exception. GfxDevice: creating device client; threaded=1; jobified=0 Initializing Metal device caps: Apple A14 GPU Initialize engine version: 2022.3.62f2 (7670c08855a9) GameKitException: Code=-7 Domain=GKErrorDomain Description=The operation couldn’t be completed. (GKErrorDomain error -7.) (UnsupportedOperationForOSVersion) at Apple.GameKit.DefaultNSErrorHandler.ThrowNSError (System.IntPtr nsErrorPtr) [0x00000] in <00000000000000000000000000000000>:0 Rethrow as TypeInitializationException: The type initializer for 'Apple.GameKit.GKGameActivity' threw an exception. And the area in the native code that is triggering the crash is this inside the GKLocalPlayer_SetAuthenticateHandler function `_onAuthenticate!(tid, _mostRecentAuthenticatePlayer!.passRetainedUnsafeMutablePointer(
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489
Nov ’25
Reply to How to detect "Full Screen Apps" vs "Windowed Apps" multitasking?
There's no macOS-like menu bar when the user chooses Full Screen Apps. I didn't know this and some of my app's functionality can only be accessed through the main menu bar. So I was thinking I could show some alternative way to access those features when in that mode. iPadOS has supported the ability to open a new scheme through drag and drop using UIDragItem and NSItemProvider and dragging it to the edge of the screen. When a user chooses Full Screen Apps, this no longer works for opening a new scene. I'd like to disable the drag and drop if it's not going to actually do anything. Those are two main things I can think of so far that depend on the user's choice of multitasking mode.
Topic: UI Frameworks SubTopic: UIKit Tags:
Nov ’25
Reply to XCFramework with Common Third-Party Dependencies Causing Duplicate Symbol Conflicts
Is there no solution for this? I checked your other thread as well. Is there a way for me to remove the third party libraries from my SDK? I run the below commands to generate the SDK. xcodebuild archive -project Abc.xcodeproj -scheme AbcSDK -configuration Release -destination generic/platform=iOS Simulator -archivePath BuildArtifacts/iossim.xcarchive | tee build.log xcodebuild archive -project Abc.xcodeproj -scheme AbcSDK -configuration Release -destination generic/platform=iOS -archivePath BuildArtifacts/ios.xcarchive | tee build.log xcodebuild -create-xcframework -framework BuildArtifacts/iossim.xcarchive/Products/Library/Frameworks/AbcSDK.framework -framework BuildArtifacts/ios.xcarchive/Products/Library/Frameworks/AbcSDK.framework -output Frameworks/AbcSDK.xcframework As soon as I run, it gives me the list of resolved source packages that includes all the third party libraries. If I try removing the libraries, it gives error at all the import statements in my code. I even
Nov ’25
Reply to Xcode subscription test
Hello - here are recommended steps for testing App Store Server Notifications: Enter a URL for SANDBOX notifications in App Store Connect Create Sandbox test user(s) in App Store Connect In Xcode, ensure your build Scheme is set to Options > StoreKite Configuration = None, then run your build from Xcode on a connected device (you cannot test these steps running build on Simulator from Xcode). Proceed to make a purchase in your app. If you are not already signed in to your Sandbox test user on the device (under Settings > Developer > Apple Sandbox Account), you should be prompted to sign in after selecting the product to purchase in your app. IMPORTANT: when the purchase payment sheet loads, confirm that it says SANDBOX and then complete the purchase. The successful Sandbox purchase will trigger the App Store Server Notification being sent to the URL specified in first step above. You can also use the App Store Server API to get Notification History (including for Sandbox). Outside of using X
Nov ’25
If you have code to package as a framework which has a 3rd party dependency, what can you do given that iOS doesn't support umbrella frameworks
I've got a large and complex app which has several dependencies upon 3rd party libraries (installed as pods). The app is structured according to Model-View-Controller design and there is a requirement to implement the Model part as an .xcframework so it can be included and used in the original app along with a few new apps. However, Apple documentation states that umbrella frameworks are not supported (Technical Note TN2435). The Model code has several dependencies which would be totally unfeasible to replace or remove, for example it uses RealmSwift for database storage. Obviously it would be impossible to write one's own database storage scheme in place of using Realm. However, if my framework uses Realm as a dependency, then its now become an umbrella framework. So therefore not supported according to Apple documentation. So what are options/solutions?
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754
Nov ’25
Reply to iMessages Deeplink App Switching for iOS 26.0
[quote='864143022, richy6, /thread/805639?answerId=864143022#864143022, /profile/richy6'] using iChat:// results in the behavior we want. [/quote] You seem to have missed the point of my response. Unless you can find Apple documentation for the iChat URL scheme, it could well suffer the same fate as the messages URL scheme. Do not build a product that relies on implementation details. Doing so causes maintenance grief — like this very thread — and could potentially paint you into a corner such that you have to remove features that your users are relying on. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: App & System Services SubTopic: General Tags:
Oct ’25
Watchface Sharing Fails in TestFlight/AppStore on iOS/watchOS 26 (Works in Dev Builds)
Hello everyone, I am facing a critical and blocking issue regarding watchface sharing on iOS/watchOS 26 and would appreciate any immediate guidance or updates from the community or Apple. The Problem: We are unable to share watchfaces containing any complications from our app in TestFlight and App Store distribution environments. The operation fails with an error indicating the app and complications are unavailable. However, the exact same functionality works perfectly in all development builds (both Debug and Release schemes). This issue was not present on iOS/watchOS 18. We have testing, including: Successfully sharing the watchface in development environments. The failure occurs consistently across TestFlight and App Store builds. Exporting the watchface configuration from a TestFlight/AppStore build on iOS, transferring it to a paired watch, and finding it still shows as Unavailable. We suspect this may be related to the dual-target architecture of Watch apps. Any guidance or updates would be gre
2
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210
Oct ’25
Is it possible to view Xcode output from a scheme's archive post actions's script
In Xcode I've: select Product / Scheme / Edit scheme tap on Archive on the left hand side of the select post actions and + to add a new script Then in there I have added a script I want to run on the archive after its created. I'd like to be able to see the output the script churns out as it goes along but doesn't seem possible? If I just add something like echo hello to the start of the script then I don't see hello visible anywhere when I build an archive (via Product/Archive). I'm looking in the build navigator. Is there somewhere else to look or is it possible to get the logging into the navigator?
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151
Oct ’25
iOS 26: Maps share sheet no longer provides com.apple.mapkit.map-item and only shares short maps.apple/p/... URLs (how to get coordinates?)
Since iOS 26, the Apple Maps share sheet no longer provides a com.apple.mapkit.map-item attachment when sharing a location to my Share Extension. Additionally, on real devices the shared URL is now a short link (https://maps.apple/p/...), which does not contain coordinates. On the simulator, the URL still includes coordinates (as in previous iOS versions). I'm trying to find the official or recommended way to extract coordinates from these new short URLs. Environment: Devices: iPhone (real device) on iOS 26.0 / 26.0.1 Simulator: iOS 26.0 / 26.0.1 simulator (behaves like iOS 18 — see below) App: Share Extension invoked from Apple Maps -> Share -> my app Xcode: 26.0.1 Steps to Reproduce Open Apple Maps on iOS 26 (real device). Pick a POI (store/restaurant). Share -> choose my share extension. iOS 18 and earlier (lldb) po extensionContext?.inputItems ▿ Optional> ▿ some : 1 element - 0 : - userInfo: { NSExtensionItemAttachmentsKey = ( {types = (public.plain-text)}, {types = (com.apple.mapkit.map-it
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401
Oct ’25
Reply to CompileAssetCatalogVariant failed with nonzero exit code.
@DTS Engineer creating an empty project and copy/pasting the assets catalog does indeed reproduce the issue, the problem is that such catalog contains over 3k files total and its size is around 1.2GB, I don't think one can attach samples that large. Of course in that 1.2GB there are assets that do not contribute to the issue, and I'm trying to slowly find a minimal set of assets that causes the issue to appear. Apple Support seems to require at most 50MB which is basically impossible for the scope of the project. The issue appears with every version of XCode, it just fails with this error when building with Archive scheme, but runs and builds fine if a simulator or physical device is selected.
Oct ’25
Button Glass Style Incorrect in Sheet + ScrollView on Mac Catalyst 26
Hi everyone! I've encountered an issue when using Sheet + ScrollView on Mac Catalyst: the buttons in the toolbar appear with an abnormal gray color. import SwiftUI struct ContentView: View { var body: some View { VStack { } .sheet(isPresented: .constant(true)) { Sheet() } } } struct Sheet: View { var body: some View { NavigationStack { ScrollView { // <-- no issue if use List } .toolbar { Button(action: {}) { // <-- 👀 weird gray color Image(systemName: checkmark) } } } } } Steps to Reproduce: On macOS 26.0 beta 9, use Xcode 26.0 beta 7 to create an iOS project and enable Mac Catalyst. Paste the code above. Select the Mac Catalyst scheme and run the project. The buttons in the toolbar show a strange gray appearance. If you change the ScrollView to a List in the code, the issue does not occur. FB20120285
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441
Oct ’25
Reply to visionOS + Unity PolySpatial: Is 15,970 MeshFilters the True Upper Limit for Industrial Scenes?
To follow up on my above post, we managed to find a solution for data viz of more than 8,000 objects. A single mesh can contain millions of triangles before AVP starts to have a problem with it. For example, we added 1,000 cubes to a single mesh and duplicated this mesh object 1,000 times. That is 1,000,000 cubes, rendered at 90 FPS no problem. For our purposes, this is good enough. We can translate input coordinates to mesh-space and we can associate mesh-space coordinates with data outside of the objects. We can also color the verticies of the cubes individually, however we cannot put multiple materials on these mesh objects (unless each cube shares the same material in the object). We tried using sub-meshes in the object, and the results were much the same as if the meshes had been their own objects, hitting a limit of 8,000 sub meshes. We found the renderer struggled at around 2,000,000 cubes, or 24,000,000 tris. So, there is of course a graphical limit to what the AVP can render. Assuming the M5
Topic: Graphics & Games SubTopic: RealityKit Tags:
Oct ’25
Crash occurring when authenticating user for Game Center
I am using the latest version of the Game Center plugin for Unity and have noticed that my game will crash on launch when trying to authenticate. I've tried this in an empty project with just the plugin and it still crashes with this exception. GfxDevice: creating device client; threaded=1; jobified=0 Initializing Metal device caps: Apple A14 GPU Initialize engine version: 2022.3.62f2 (7670c08855a9) GameKitException: Code=-7 Domain=GKErrorDomain Description=The operation couldn’t be completed. (GKErrorDomain error -7.) (UnsupportedOperationForOSVersion) at Apple.GameKit.DefaultNSErrorHandler.ThrowNSError (System.IntPtr nsErrorPtr) [0x00000] in <00000000000000000000000000000000>:0 Rethrow as TypeInitializationException: The type initializer for 'Apple.GameKit.GKGameActivity' threw an exception. And the area in the native code that is triggering the crash is this inside the GKLocalPlayer_SetAuthenticateHandler function `_onAuthenticate!(tid, _mostRecentAuthenticatePlayer!.passRetainedUnsafeMutablePointer(
Replies
2
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0
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489
Activity
Nov ’25
Reply to How to detect "Full Screen Apps" vs "Windowed Apps" multitasking?
There's no macOS-like menu bar when the user chooses Full Screen Apps. I didn't know this and some of my app's functionality can only be accessed through the main menu bar. So I was thinking I could show some alternative way to access those features when in that mode. iPadOS has supported the ability to open a new scheme through drag and drop using UIDragItem and NSItemProvider and dragging it to the edge of the screen. When a user chooses Full Screen Apps, this no longer works for opening a new scene. I'd like to disable the drag and drop if it's not going to actually do anything. Those are two main things I can think of so far that depend on the user's choice of multitasking mode.
Topic: UI Frameworks SubTopic: UIKit Tags:
Replies
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Views
Activity
Nov ’25
Reply to XCFramework with Common Third-Party Dependencies Causing Duplicate Symbol Conflicts
Is there no solution for this? I checked your other thread as well. Is there a way for me to remove the third party libraries from my SDK? I run the below commands to generate the SDK. xcodebuild archive -project Abc.xcodeproj -scheme AbcSDK -configuration Release -destination generic/platform=iOS Simulator -archivePath BuildArtifacts/iossim.xcarchive | tee build.log xcodebuild archive -project Abc.xcodeproj -scheme AbcSDK -configuration Release -destination generic/platform=iOS -archivePath BuildArtifacts/ios.xcarchive | tee build.log xcodebuild -create-xcframework -framework BuildArtifacts/iossim.xcarchive/Products/Library/Frameworks/AbcSDK.framework -framework BuildArtifacts/ios.xcarchive/Products/Library/Frameworks/AbcSDK.framework -output Frameworks/AbcSDK.xcframework As soon as I run, it gives me the list of resolved source packages that includes all the third party libraries. If I try removing the libraries, it gives error at all the import statements in my code. I even
Replies
Boosts
Views
Activity
Nov ’25
Reply to Xcode subscription test
Hello - here are recommended steps for testing App Store Server Notifications: Enter a URL for SANDBOX notifications in App Store Connect Create Sandbox test user(s) in App Store Connect In Xcode, ensure your build Scheme is set to Options > StoreKite Configuration = None, then run your build from Xcode on a connected device (you cannot test these steps running build on Simulator from Xcode). Proceed to make a purchase in your app. If you are not already signed in to your Sandbox test user on the device (under Settings > Developer > Apple Sandbox Account), you should be prompted to sign in after selecting the product to purchase in your app. IMPORTANT: when the purchase payment sheet loads, confirm that it says SANDBOX and then complete the purchase. The successful Sandbox purchase will trigger the App Store Server Notification being sent to the URL specified in first step above. You can also use the App Store Server API to get Notification History (including for Sandbox). Outside of using X
Replies
Boosts
Views
Activity
Nov ’25
If you have code to package as a framework which has a 3rd party dependency, what can you do given that iOS doesn't support umbrella frameworks
I've got a large and complex app which has several dependencies upon 3rd party libraries (installed as pods). The app is structured according to Model-View-Controller design and there is a requirement to implement the Model part as an .xcframework so it can be included and used in the original app along with a few new apps. However, Apple documentation states that umbrella frameworks are not supported (Technical Note TN2435). The Model code has several dependencies which would be totally unfeasible to replace or remove, for example it uses RealmSwift for database storage. Obviously it would be impossible to write one's own database storage scheme in place of using Realm. However, if my framework uses Realm as a dependency, then its now become an umbrella framework. So therefore not supported according to Apple documentation. So what are options/solutions?
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11
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754
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Nov ’25
Reply to AppleScript. How do I convert screen pixels to points?
I have a Macbook. The pixels are given by some program, which I need to translate into points.
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Nov ’25
Reply to iMessages Deeplink App Switching for iOS 26.0
[quote='864143022, richy6, /thread/805639?answerId=864143022#864143022, /profile/richy6'] using iChat:// results in the behavior we want. [/quote] You seem to have missed the point of my response. Unless you can find Apple documentation for the iChat URL scheme, it could well suffer the same fate as the messages URL scheme. Do not build a product that relies on implementation details. Doing so causes maintenance grief — like this very thread — and could potentially paint you into a corner such that you have to remove features that your users are relying on. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: App & System Services SubTopic: General Tags:
Replies
Boosts
Views
Activity
Oct ’25
Watchface Sharing Fails in TestFlight/AppStore on iOS/watchOS 26 (Works in Dev Builds)
Hello everyone, I am facing a critical and blocking issue regarding watchface sharing on iOS/watchOS 26 and would appreciate any immediate guidance or updates from the community or Apple. The Problem: We are unable to share watchfaces containing any complications from our app in TestFlight and App Store distribution environments. The operation fails with an error indicating the app and complications are unavailable. However, the exact same functionality works perfectly in all development builds (both Debug and Release schemes). This issue was not present on iOS/watchOS 18. We have testing, including: Successfully sharing the watchface in development environments. The failure occurs consistently across TestFlight and App Store builds. Exporting the watchface configuration from a TestFlight/AppStore build on iOS, transferring it to a paired watch, and finding it still shows as Unavailable. We suspect this may be related to the dual-target architecture of Watch apps. Any guidance or updates would be gre
Replies
2
Boosts
0
Views
210
Activity
Oct ’25
Is it possible to view Xcode output from a scheme's archive post actions's script
In Xcode I've: select Product / Scheme / Edit scheme tap on Archive on the left hand side of the select post actions and + to add a new script Then in there I have added a script I want to run on the archive after its created. I'd like to be able to see the output the script churns out as it goes along but doesn't seem possible? If I just add something like echo hello to the start of the script then I don't see hello visible anywhere when I build an archive (via Product/Archive). I'm looking in the build navigator. Is there somewhere else to look or is it possible to get the logging into the navigator?
Replies
1
Boosts
0
Views
151
Activity
Oct ’25
iOS 26: Maps share sheet no longer provides com.apple.mapkit.map-item and only shares short maps.apple/p/... URLs (how to get coordinates?)
Since iOS 26, the Apple Maps share sheet no longer provides a com.apple.mapkit.map-item attachment when sharing a location to my Share Extension. Additionally, on real devices the shared URL is now a short link (https://maps.apple/p/...), which does not contain coordinates. On the simulator, the URL still includes coordinates (as in previous iOS versions). I'm trying to find the official or recommended way to extract coordinates from these new short URLs. Environment: Devices: iPhone (real device) on iOS 26.0 / 26.0.1 Simulator: iOS 26.0 / 26.0.1 simulator (behaves like iOS 18 — see below) App: Share Extension invoked from Apple Maps -> Share -> my app Xcode: 26.0.1 Steps to Reproduce Open Apple Maps on iOS 26 (real device). Pick a POI (store/restaurant). Share -> choose my share extension. iOS 18 and earlier (lldb) po extensionContext?.inputItems ▿ Optional> ▿ some : 1 element - 0 : - userInfo: { NSExtensionItemAttachmentsKey = ( {types = (public.plain-text)}, {types = (com.apple.mapkit.map-it
Replies
2
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0
Views
401
Activity
Oct ’25
Reply to CompileAssetCatalogVariant failed with nonzero exit code.
@DTS Engineer creating an empty project and copy/pasting the assets catalog does indeed reproduce the issue, the problem is that such catalog contains over 3k files total and its size is around 1.2GB, I don't think one can attach samples that large. Of course in that 1.2GB there are assets that do not contribute to the issue, and I'm trying to slowly find a minimal set of assets that causes the issue to appear. Apple Support seems to require at most 50MB which is basically impossible for the scope of the project. The issue appears with every version of XCode, it just fails with this error when building with Archive scheme, but runs and builds fine if a simulator or physical device is selected.
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Views
Activity
Oct ’25
Reply to iMessages Deeplink App Switching for iOS 26.0
I might’ve missed a memo here, but is the messages URLs scheme documented anyway? If so, please post a link to the docs so I can come up to speed. If not, see Supported URL Schemes. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: App & System Services SubTopic: General Tags:
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Activity
Oct ’25
Button Glass Style Incorrect in Sheet + ScrollView on Mac Catalyst 26
Hi everyone! I've encountered an issue when using Sheet + ScrollView on Mac Catalyst: the buttons in the toolbar appear with an abnormal gray color. import SwiftUI struct ContentView: View { var body: some View { VStack { } .sheet(isPresented: .constant(true)) { Sheet() } } } struct Sheet: View { var body: some View { NavigationStack { ScrollView { // <-- no issue if use List } .toolbar { Button(action: {}) { // <-- 👀 weird gray color Image(systemName: checkmark) } } } } } Steps to Reproduce: On macOS 26.0 beta 9, use Xcode 26.0 beta 7 to create an iOS project and enable Mac Catalyst. Paste the code above. Select the Mac Catalyst scheme and run the project. The buttons in the toolbar show a strange gray appearance. If you change the ScrollView to a List in the code, the issue does not occur. FB20120285
Replies
2
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0
Views
441
Activity
Oct ’25
Reply to visionOS + Unity PolySpatial: Is 15,970 MeshFilters the True Upper Limit for Industrial Scenes?
To follow up on my above post, we managed to find a solution for data viz of more than 8,000 objects. A single mesh can contain millions of triangles before AVP starts to have a problem with it. For example, we added 1,000 cubes to a single mesh and duplicated this mesh object 1,000 times. That is 1,000,000 cubes, rendered at 90 FPS no problem. For our purposes, this is good enough. We can translate input coordinates to mesh-space and we can associate mesh-space coordinates with data outside of the objects. We can also color the verticies of the cubes individually, however we cannot put multiple materials on these mesh objects (unless each cube shares the same material in the object). We tried using sub-meshes in the object, and the results were much the same as if the meshes had been their own objects, hitting a limit of 8,000 sub meshes. We found the renderer struggled at around 2,000,000 cubes, or 24,000,000 tris. So, there is of course a graphical limit to what the AVP can render. Assuming the M5
Topic: Graphics & Games SubTopic: RealityKit Tags:
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Oct ’25
Reply to iOS 26 fails to automatically switch to [system settings - personal hotspot ] directly from application ]
App-Prefs:INTERNET_TETHERING OK, that’s what I suspected. Have a read of Supported URL Schemes. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: App & System Services SubTopic: General Tags:
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Oct ’25