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Visual Studio Maui IOS

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Why are system reserved files consuming half of my storage?
I am constantly running out of storage on my iPhone 16 Pro. I keep having to move my photos and videos to my laptop and delete them from my phone, and I’m constantly needing to offload apps and manually clear caches in some apps to free up storage. I finally got sick of having this cycle every two weeks so looked into it more closely. I’m finding that iOS consumes 32 GB, and then another system reserve category is consuming an additional 23 GB. Meaning the system reserved files are consuming half of the storage on this phone and effectively making it a 64 GB model. I understand the system will need to consume some capacity for itself and that iOS is getting larger, but nearly 50% of the capacity of the phone is insane. Looking closer into the categories, I’m seeing that iOS has taken it upon itself to also permanently provision 10% of the storage capacity for reserve update space. Already another instance of “why am I having to lose so much of my functional capacity to an occasional
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Reply to Request File Access from Unity for Apple Vision Pro
Hi, I am trying to load files from the Apple Vision Pro's storage into a Unity App (using Apple visionOS XR Plugin and not PolySpatial package). So, my immediate question here is what your larger goal here actually is? visionOS generally uses the same file access model as iOS, which means apps get access to files through one of two broad mechanisms: The files are added to one of the app’s container directories. There are many different APIs that use the broad flow, but the simplest case is having your app appear in File.app so that the user can directly add files. Basic access can be enabled by setting UIFileSharingEnabled and (possibly) LSSupportsOpeningDocumentsInPlace. The app uses an API like UIDocumentPickerViewController to allow the user to give their app access to specific files or directories. Finally, apps that are built around documents generally use the approach described in Building a document browser-based app, which actually provides a unified interface for both of the two approaches a
Topic: Spatial Computing SubTopic: General Tags:
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WKWebView Crashes on iOS During YouTube Playlist Playback
I’m encountering a consistent crash in WebKit when using WKWebView to play a YouTube playlist in my iOS app. Playback starts successfully, but the web process terminates during the second video in the playlist. This only occurs on physical devices, not in the simulator. Here’s a simplified Swift example of my setup: import SwiftUI import WebKit struct ContentView: View { private let playlistID = PLig2mjpwQBZnghraUKGhCqc9eAy0UbpDN var body: some View { YouTubeWebView(playlistID: playlistID) .edgesIgnoringSafeArea(.all) } } struct YouTubeWebView: UIViewRepresentable { let playlistID: String func makeUIView(context: Context) -> WKWebView { let config = WKWebViewConfiguration() config.allowsInlineMediaPlayback = true let webView = WKWebView(frame: .zero, configuration: config) webView.scrollView.isScrollEnabled = true let html = webView.loadHTMLString(html, baseURL: nil) return webView } func updateUIView(_ uiView: WKWebView, context: Context) {} } #Preview { ContentView() } Observed behav
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Reply to Use CCID interface instead of CryptoTokenKit API
Is it possible for a macOS (or iOS/iPadOS) app to communicate with a CCID-compliant reader using the CCID interface (i.e., directly sending the PC_TO_RDR_* messages) instead of using the CryptoTokenKit API? It depends on exactly what you're trying/willing to do: If you specifically want a CCID level interface, then no, we don't really have an API for that. If you're willing to send USB commands, then the IOUSBHost Framework can be used to interact directly with the device (this is the API our driver actually uses)*. Note that this might require using a codeless DEXT to prevent our implementation from claiming the device. *The framework documentation says the framework is used to Create host-mode user space drivers for USB devices, however, that's just a complicated way of saying “let apps directly send USB commands to devices. __ Kevin Elliott DTS Engineer, CoreOS/Hardware
Topic: App & System Services SubTopic: Drivers Tags:
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Unable to upload an app with ExtensionFoundation
I have an iOS app with ExtensionFoundation. It runs well on my local device, but when I upload on the AppStore it gets rejected with: Validation failed Invalid Info.plist value. The value of the EXExtensionPointIdentifier key, AsheKube.app.a-Shell.localWebServer, in the Info.plist of “a-Shell.app/Extensions/localWebServer.appex” is invalid. Please refer to the App Extension Programming Guide at https://developer.apple.com/library/content/documentation/General/Conceptual/ExtensibilityPG/Action.html#/apple_ref/doc/uid/TP40014214-CH13-SW1. (ID: ae8dd1dd-8caf-4a48-9651-7a225faed4eb) The Info.plist in my Extension is: EXAppExtensionAttributes EXExtensionPointIdentifier com.example.example-extension so the Info.plist that causes the issue has been automatically generated by Xcode. I can access it as well, and it says: { BuildMachineOSBuild => 25A354 CFBundleDevelopmentRegion => en CFBundleDisplayName => localWebServerExtension CFBundleExecutable => localWebServer CFBundleIdentifier =>
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Simulator with iOS 26 ignores Mac keyboard language
When I start a Simulator (iPhone 13 mini) with iOS 26 and activate Use the Same Keyboard Language as macOS, it still sets the keyboard to US (my Mac keyboard is in German). This makes the Mac keyboard unusable. It looks like a bug, because it clearly ignores the settings. When I type “@”, I get “¬”. Restarting the simulator did nothing, changing the settings back and forth also. BTW: Why does every single update of XCode come with a bug nowadays? I always have to spend half a day after an update to fix a problem I didn't have before. Highly frustrating.
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Reply to Built in vs code
In Visual Studio Code, what programming language are you utilizing for the application? If it is a widely used language for Integrated Development Environments (IDEs), you can create a new project in Xcode and transfer the code. However, I would suggest creating a new project in Xcode and exploring the available resources to you. If you are developing a native application, I recommend initiating a new project in Xcode and exploring the available options. Happy coding Resources: https://developer.apple.com/swiftui/ https://developer.apple.com/xcode/ https://developer.apple.com/develop/ Albert Pascual
  Worldwide Developer Relations.
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Unable to access 'https://github.com/firebase/firebase-ios-sdk/'
For the last week, every Update to Latest Package Version ends with the error fatal: unable to access 'https://github.com/firebase/firebase-ios-sdk/': Failed to connect to github.com port 443 after 31891 ms: Couldn't connect to server. This could be firebase-ios-sdk or another package. The timeout in the example given is 31,891 ms, but it could be more than 75,000 ms. However, other packages from GitHub are updated without errors. The next attempt may return the same error with the same repository, or with a different one, while the repository from the previous attempt is updated normally. This only happens in Xcode; pure Git performs clones (with and without mirrors), fetching, pulling, and any other actions permitted without any error. What happened, and how can I restore normal package management? MacOS 26.0.1 xcode 26.0.1
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ARKit Eye Tracking Calibration Issues - Word-Level Reading Tracking Feasibility
Hi Apple Developer Community, I'm developing an eye-tracking application using ARKit's ARFaceTrackingConfiguration and ARFaceAnchor.blendShapes for gaze detection using Xcode. I'm experiencing several calibration and accuracy issues and would appreciate insights from the community. Current Implementation Using ARFaceAnchor.blendShapes (.eyeLookUpLeft, .eyeLookDownLeft, .eyeLookInLeft, .eyeLookOutLeft, etc.) Implementing custom sensitivity curves and smoothing algorithms Applying baseline correction and coordinate mapping Using quadratic regression for calibration point mapping Issues I'm Facing 1. Calibration Mismatch Red dot position doesn't align with where I'm actually looking Significant offset between intended gaze point and actual cursor position Calibration seems to drift or become inaccurate over time 2. Extreme Eye Movement Requirements Need to make exaggerated eye movements to reach screen edges/corners Natural eye movements don't translate to proportional cursor movement Difficulty reaching certain
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Zoom navigation causes the source view to disappear
After returning from the child view to the parent, the latter one will simply disappear. This is the full view. See itemsContent where I perform the navigation. The last tapped rectangle in this example will simply disappear. struct DashboardView: View { @State var viewModel: DahsboardViewModel @Namespace private var namespace var body: some View { ScrollView(.vertical) { LazyVStack(spacing: 24) { ForEach(viewModel.sections) { section in VStack(spacing: 16) { Text(section.title) itemsContent(for: section) } } } } } func itemsContent(for section: DashboardSection) -> some View { ForEach(section.items) { item in NavigationLink { PatternLearningRouter().rootView .id(item.id) .navigationTransition(.zoom(sourceID: item.id, in: namespace)) } label: { Rectangle() .fill(Color.yellow) .frame(width: 80, height: 80) .overlay { Text(item.title) } .matchedTransitionSource(id: item.id, in: namespace) } } } } XCode26 26.0.1(17A400) iPhone 16 Pro, iOS 26.0.1 Note: Only reproduced when I swipe back (not reproducin
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Reply to When debugging with VisionPro in Xcode, the program will block and it will take a long time to execute
Hi @iOS-LI, Please file a feedback at https://feedbackassitant.apple.com and post the number back here. You should expect the first time you connect to any device to take a bit of extra time to load symbols but that should only happen once. From your description it sounds like it happens quite often. A feedback will help us track down and prioritize your findings. Thank you
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Game Center SignIn alert appears on macOS 26 (Tahoe) without capability or entitlement
Hello, On macOS 26 (Tahoe), when building a OSX app that includes GameKit code, calling GKLocalPlayer.local.authenticateHandler shows the Sign In to Game Center alert (e.g. didShowFullscreenSignIn) — even if the app does not have the Game Center capability enabled or any related entitlement (com.apple.developer.game-center). This alert only appears when the user is not signed in to Game Center in system settings. However, when testing the same code path on iOS app built with macOS 26 (Tahoe), the alert does not appear unless the proper capability and entitlement are included. This behavior is different from macOS 15 (Sequoia) + Xcode 15.x. Prior to the update, Game Center features did not work at all even with the OSX app without Capability and Entitlements. Steps to Reproduce Create a new OSX app target (App Sandbox enabled, no Game Center capability). Add minimal GameKit code: GKLocalPlayer.local.authenticateHandler = { _, _, _ in } Build OSX app and run on macOS 26 (Tahoe). Ensure Game Center is s
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