Search results for

build disappears

49,269 results found

Post

Replies

Boosts

Views

Activity

Reply to Alternative to generate programmatically a local hotspot like in Android?
Is there a workaround, unofficial method, or private API to generate a local hotspot from an app on iOS, similar to what can be done on Android? No APIs exist that will allow an app to turn the iOS device into a hotspot. Are there any best practices for improving the local Wi-Fi connection experience between an accessory and an iPhone in the absence of hotspot controls? We have a range of APIs an app can use to have the iPhone connect to a specific hotspot. In a modern app, that flow starts by pairing with your Wi-Fi accessory using AccessorySetupKit, then using either NEHotspotManager or our Wi-Fi aware support to actually join that hotspot. Note that while the AccessorySetupKit documentation is primarily focused on Bluetooth, that's largely because the Bluetooth process is significantly more complicated than the Wi-Fi flow. Is there an alternative within the MFi program? Nothing* in the MFi program applies to your particular situation. We do license WAC (Wireless Accessory Configuration) through the MFi pro
2w
How to consume video from an RTSP service?
Hi,It seems like it's pretty easy to consume HTTP Live Streaming content in an iOS app. Unfortunately, I need to consume media from an RTSP server. It seems to me that this is a very similar thing, and that all of the underpinnings for doing it ought to be present in iOS, but I'm having a devil of a time figuring out how to make it work without doing a lot of programming.For starters, I know that there are web-based services that can consume an RTSP stream and rebroadcast it as an HTTP Live Stream that can be easily consumed by the media players in iOS. This won't work for me because my application needs to function in an environment where there is no internet access (it's on a private Wifi network where the only other thing on the network is the device that is serving the RTSP stream).Having read everything I can get my hands on and exploring third-party and open-source solutions, I've compiled the following list of ideas:1. Using an iOS build of the open-source ffmpeg library, which supports RTSP,
9
0
16k
2w
Reply to External PCIe based storage device is not getting relinked with SCSI passthrough command
We have a management application which manages security enable and disable for an external PCIe-based storage device using Kernel Extension (SCSI Architecture Model Family for External USB Mass Storage devices which deals with IOSCSIBlockCommandsDevice, IOSCSIPeripheralDeviceType00 and IOBlockStorageService). FYI, KEXT support has been deprecated for several years and replaced by DriverKit. In your case, that would probably mean building on SCSIPeripheralsDriverKit. If you haven't already, I'd strongly recommend that you begin working on that transition as soon as possible. Now the issue we are facing is when we try to unlock the device using security code (already being set), we will relink the device using VU command (RelinkBridge). Even though both the commands are successful, the device is not getting relinked due to which we are not able to use the device for storage. I'm not aware of any issue in the system that would cause what you're describing. Your KEXT has final control over what your devi
Topic: App & System Services SubTopic: Drivers Tags:
2w
Reply to Managed Apple ID - Testflight not useable
We have this issue too. How can our iOS engineering team do their jobs without access to testflight if we adopt managed apple ids? The only reference on the topic is here: https://support.apple.com/guide/apple-business-essentials/service-access-with-managed-apple-accounts-axm171b3ee95/web which cites privacy concerns as a nebulous non-reason. Our teams that own mobile software need to use testflight to test release-track builds.
Topic: Business & Education SubTopic: General Tags:
2w
Multiple-frames BlendShape (failed) Animation in Reality Composer Pro
Goal: To render in an apple vision pro app, the solid-mechanics 3D simulation results coming form an FEA code. Starting point: I have surface vtks with deformations on each node. Each time step has a a mesh with the nodal coordinates. This is straighforward translatable to a usd MeshSequence. Unfortunately, the results cannot be simplified to a scaling o linear transformation as you would do with other game-oriented animations. Tools: Right now, I am using Xcode and reality composer pro (RCP) to build the scenes. Technical limitations: I am aware that RCP can do animations with BlendMesh and skeletons and that MeshSequence is not a problem. Progress: Coverting to the sequence of vtk meshes to a usd MeshSequence is straighforward. This animates correctly in Preview and Blender (see screenshot). I managed to convert from MeshSequence to multiple keys and BlendMesh. This also animates correctly in Blender and preview. Unfortunately, the BlendMesh of multiple blended meshes shows a zero animation time in
2
0
329
2w
Xcode Devices "Download Container" no longer works on latest Xcode 26.0 (24228) (Build 17A324)
After updating my Xcode to the latest, I am unable to download an installed app container from the Xcode Devices screen. This currently works with older versions of Xcode with the same app on the same iPad. This worked with older versions of Xcode on the same MacBook as well (including the Xcode 26 beta before updating to the official release yesterday) The specified file could not be transferred. Domain: com.apple.dt.CoreDeviceError Code: 7000 User Info: { DVTErrorCreationDateKey = 2025-09-18 20:31:01 +0000; NSURL = file:///Users/thomsk2/Desktop/com.test.polarisdev%202025-09-18%2015:30.53.744.xcappdata/AppData/Library/Caches/; } The specified file could not be transferred. Domain: com.apple.dt.CoreDeviceError Code: 7000 User Info: { NSURL = file:///Users/thomsk2/Desktop/com.test.polarisdev%202025-09-18%2015:30.53.744.xcappdata/AppData/Library/Caches/; } Failed to perform I/O operations. Domain: com.apple.dt.remoteservices.error Code: 11001 Failure Reason: Cannot open destination file /Users/thomsk2/Desktop/c
2
0
134
2w
Resolving Tap to Pay on iPhone errors when building for App Store or TestFlight distribution
I am receiving an entitlement error from stripe terminal SDK when integrating Tap to Pay from apple in the info.plist. Im hoping that someone can give me their input on my error output rather than diving into the stripe sdk to point me in the right direction of something I may have missed with entitlements. I have been approved for tap to pay entitlement and am following the instructions here from apple: https://developer.apple.com/documentation/proximityreader/setting-up-the-entitlement-for-tap-to-pay-on-iphone com.apple.developer.proximity-reader.tap-to-pay
3
0
303
2w
Reply to Xcode 26 get an error, XXX's architectures (Intel 64-bit) include none that iPhone 17 can execute (arm64).
I find the reason of this problem, in Xcode 26, when you download the simulator, the default iOS 26 simulator's arch is arm64, so when you add the Excluded Architectures arm64, the build result get none of any arch. The solution is to download the universal simulator, first, you should delete the iOS 26 simulator, then run xcodebuild -downloadPlatform iOS -architectureVariant universal in terminal, then xcode can download the universal of iOS 26 simulator.
2w
Issues building Unity plug-in project: Cannot locate native library Apple.Core/Apple.GameKit for iOS
I'm having issues getting a well built package from the Apple Unity Plug-in project. When building the my game project in Unity the following error is printed to the console: Apple.Core.AppleNativeLibraryUtility] Cannot locate a Debug or Release Apple.Core native library for iOS. Please ensure that the build invocation (build.py, xcodebuild, or Xcode) compiled cleanly and that the build was configured to support Debug on iOS. As far as I can tell the build did compile cleanly, but I might be missing something. If anyone can see what I'm doing wrong or has any insight it would be greatly appreciated. Setup is the following: macOS Tahoe 26 Beta Xcode-beta Version 26.0 beta 3 (17A5276g) Unity Plug-in branch: 2025-beta1 Unity game project version: 2022.3.60f M1 Macbook Pro The built packages have been imported into the game project through the Unity Package Manager using the tarball option pointing to the built packages from the Unity Plug-in project. The Unity Plug-in project
4
0
581
2w
Reply to iOS18,CoreText EXC_BREAKPOINT
Hello, We don't have specific points of the app code where it may be crashing, since it's random, we already seen code crashing at very different locations around the app. Currently, about 5% of our users base is having this crash, also another detail, we are seeing this around different versions of iOS, not specific to iOS 18 or 26. We suspected at first about the compiler of new Xcode 26 (since this was the first version compiled with new Xcode), but it seems it is not that. We have sent a new build out today, compiled with Xcode 16.4, but no luck, still crashes. I'm attaching 2 screenshots, from the crashing stacktrace, one from Sentry and the other one from Xcode crash reporter directly. Also, attached the .crash file with the full stacktrace that can be found at Xcode. 2025-10-01_14-37-42.7083_-0500-2937c5ddef763873e9e26e42e243231a23e27df5.crash
Topic: App & System Services SubTopic: General Tags:
2w
iOS 26.1 b1 tableview line seperator showing even when set to .none in IB (Xib)
Hey All, Curious if you guys are seeing the same thing for those who are using Interface Builder Files (Xib) i set the line seperator to none and on my app (built against ios 18 on the app store, but doesnt matter if i build it against ios 26, or ios 26.1) when running on iOS 26.1 the line seperator will show even when i set it to None. Funny enough if i just play around with the XIB file and set it to single line and maybe RED color the IB file will show it but when running it its the same old default dark greyish color. BUT if i set the line seperator in CODE either to be none or with single line + red it looks good when running on sim / device. So it seems to be an issue with XIB files not being respected in iOS 26.1 (only) i have submitted a feed back FB20466783, hope this helps any xcode devs / uikit devs. thank you ! (I did post this in the xcode forums, but honestly i think its more of a uikit issue than xcode as the IB File visually looks good when changing)
Topic: UI Frameworks SubTopic: UIKit
3
0
129
2w
App getting Crashed in Test Flight
The issue arises only when the .ipa is uploaded to App Store Connect via Xcode. When attempting to download the app through TestFlight, it crashes. This behaviour is isolated to TestFlight and does not occur in any other environment. To clarify the issue: the build is successfully running in Xcode across all iOS devices and versions without any problems. Additionally, the same production .ipa file downloaded from Firebase is functioning as expected.
1
0
136
2w
How Should a Beginner Properly Start iOS Development? Seeking Advice from Experienced Developers
Hello everyone, I'm a 2nd-year Computer Science student who's excited to dive into iOS development, and I'd really appreciate some guidance from the experienced developers in this community. MY CURRENT BACKGROUND I have a solid foundation in programming fundamentals through my university coursework (data structures, algorithms, OOP concepts), and I'm familiar with general software development principles. However, iOS development is entirely new territory for me, and I want to make sure I start on the right foot. WHAT I'M LOOKING TO UNDERSTAND Learning Path & Technologies Should I start with UIKit or SwiftUI? I've heard conflicting opinions about this How important is it to learn Objective-C in 2025, or should I focus solely on Swift? Are there any foundational Apple frameworks I should prioritize learning early on? Roadmap & Structured Learning Is there a recommended roadmap or learning sequence I should follow? What skills/topics should I master before moving to more advanced concepts? Should I learn
3
0
215
2w
Reply to The app contains one or more corrupted binaries. Rebuild the app and resubmit.
On which version of Xcode do you build ? Have you the list of all libraries you use ? Finally, have you accepted the eventual Xcode message (appear in left panel) to update to new settings ? Old thread, but you may find interesting hints to look at: https://stackoverflow.com/questions/48501857/non-public-api-usage-the-app-contains-one-or-more-corrupted-binaries
2w