Feedback number: FB20451665 When building with Xcode 26, Voice Over is reporting an extra tab when swiping through tabs. Please see the sample project below: /* This is a Sample project to show that I believe there is a Voice Over bug in iOS 26. When swiping through tabs with Voice Over active, there always appears to be an extra tab. Here I have 5 tabs, when on tab one VO reads out tab 1 of 6, then tab 2 of 6, all the way to the last tab, when voice over reads out tab 5 of 6. Never tab 6 of 6. Is there a possibility that voice over is picking up the underlying `more` tab and reading that out? This has also been reportedly found in the Files app here: https://www.applevis.com/comment/195441#comment-195441 */ struct ContentView: View { var body: some View { TabView { /// Activating this has Voice over telling us there are 6 Tabs. Tab(RootTab.home.title, systemImage: circle.fill) { Text(This is the (RootTab.home.title.capitalized) screen) } .accessibilityLabel((RootTab.home.title.capitalized) tab) .acc
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I have an iOS app with a QuickLook extension. I also added Apple Vision Pro in the target's General > Supported Destinations section. About one year ago, I was able to run the app on iPhone, iPad and Apple Vision Pro Simulators. Today I tried running it again on Apple Vision Pro with Xcode 26.0.1, but Xcode shows this error: Try again later. Appex bundle at ~/Library/Developer/CoreSimulator/Devices/F6B3CCA8-82FA-485F-A306-CF85FF589096/data/Library/Caches/com.apple.mobile.installd.staging/temp.PWLT59/extracted/problem.app/PlugIns/problemQuickLook.appex with id org.example.problem.problemQuickLook specifies a value (com.apple.quicklook.preview) for the NSExtensionPointIdentifier key in the NSExtension dictionary in its Info.plist that does not correspond to a known extension point. I tried again later a couple times, even after running Clean Build Folder Immediately, without any change. I can reproduce this with a fresh Xcode project to which I add a Quick Look Preview Extension and Apple Vision Pro
Hi Apple team, For our iPhone app (App Store build), a small subset of devices report DCAppAttestService.isSupported == false, preventing App Attest from being enabled. Approx. impact: 0.23% (352/153,791) iOS observed: Broadly 15.x–18.7 (also saw a few anomalous entries ios/26.0, likely client logging noise) Device models: Multiple generations (iPhone8–iPhone17); a few iPad7 entries present although the app targets iPhone Questions In iPhone main app context, what conditions can make isSupported return false on iOS 14+? Are there known device/iOS cases where temporary false can occur (SEP/TrustChain related)? Any recommended remediation (e.g., DFU restore)? Could you share logging guidance (Console.app subsystem/keywords) to investigate such cases? What fallback policy do you recommend when isSupported == false (e.g., SE-backed signature + DeviceCheck + risk rules), and any limitations? We can provide sysdiagnose/Console logs and more case details upon request. Thank you, —
I am unsure if there has been any progress in this area. But I needed to resolve a recent Tahoe panic, so chatgpt cobbled together this: https://gist.github.com/lundman/54e633a850e7623aae5adab38a39f464 If we are allowed to share? Either way, output was: ./symbolicate_panic.py -p ~/ZFS.2.3.1rc1.kernel.panic.-.Tahoe.M4.Pro.Mac.Mini.txt -k /Library/Extensions/zfs.kext/Contents/MacOS/zfs --kernel --kdk-nearest --accept-mismatch === KEXT mapping === bundle: org.openzfsonosx.zfs arch: arm64e base@: 0xfffffe004400d840 file __TEXT vmaddr: 0x0 file __TEXT_EXEC vmaddr: 0x70000 delta=0x70000 chosen TEXT_LOAD: 0xfffffe0043f9d840 === Kernel mapping (via KDK) === checking for KDK build 25A354 ... nearest: /Library/Developer/KDKs/KDK_26.0_25A353.kdk build: 25A354 SoC: t6041 kernel: /Library/Developer/KDKs/KDK_26.0_25A353.kdk/System/Library/Kernels/kernel.release.t6041 panic Kernel UUID: E67CAF31-8F84-389C-BB27-7FAEC762FA14 KDK Kernel UUID: E67CAF31-8F84-389C-BB27-7FAEC762FA14 file __TEXT vmaddr: 0xfffffe00
Topic:
App & System Services
SubTopic:
Core OS
Tags:
Hi Please when we upload our App from Xcode to App Store Connect, we do receive upload message but when we go to App store Connect interface, there we see our app being in process but it gets disabled and never goes to next step, and we waited for more than 2 hours, also we haven't received any email when we upload the app and when we refresh the page, the build in processing gets disappeared.
It’s hard to offer specific insight into this because I don’t maintain expertise in third-party tooling. I usually recommend that folks in your situation ask for help via the support channel for the tools they’re using. However, I can offer some general advice. My experience is that, when an app fails to launch like this, without generating a crash report, it’s usually because the third-party runtime has detected a problem and called exit. That’s fine during debugging, because you can get a breakpoint on exit and look at the backtrace. However, it’s problematic when the app is Distribution signed, because you can’t attach with the debugger. My usual advice here is to use Xcode to export a Development signed app from the same Xcode archive that you submitted to TestFlight. See Isolating Code Signing Problems from Build Problems. I’m not sure how well that’ll map to your third-party tooling. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple
Topic:
Developer Tools & Services
SubTopic:
General
I built a TestFlight version of my unpublished app. While using it, I wanted to test out the subscription purchase and when I did, I used my real production Apple ID and not a Sandbox test account to purchase the subscription. I was surprised to see that it worked and I was able to use the test subscription in the app. However, I now have no way of canceling it. It has renewed every day at the same time due to the accelerated TestFlight subscription rate (it's a monthly sub). I read that it should stop auto-renewing after the 6th time, but I believe it's been over a week now and it still hasn't cancelled. I understand that it's not a real purchase, but I would still like to cancel it so I can try it without the purchase again using this account and also use it with a different Sandbox account. Can someone help me with canceling it? Since the account I used was not a Sandbox account, I can't just clear the purchase history in App Store Connect. Also, I can't go into my personal account settings to remove the s
Since legacyScreenSaver is still the thing running screensavers we make, and it's still buggy, why won't they give us a new template for building screensavers that run in the new engine? And hopefully they don't require them to blend in with the desktop, because most of us don't want that. A wallpaper is a wallpaper, and a screensaver is a screensaver.
FB20444423 was already filed, please help us on: Is it possible to fix the following issue on new Macos version? Is there any AppStore configuration that can mitigate this issue? Similar issues: https://developer.apple.com/forums/thread/778746 https://developer.apple.com/forums/thread/781317?page=1#836167022 Reproduce Version: Macos 15.3.2 and above. Reproduce Steps: Copy and run the following desktop watermark app(attachment); 2.After the watermark app running a watermark window is showing at the left top corner. 3. Open App Store and try to install any app, after the confirm installation dialog appears, move the App Store window to desktop watermark area, the confirm installation button will disappear. On some Mac, we can see a different app installation behavior, as the following picture shows, with the following behavior the app installation works on Macos15.3 and above. #import #import int main(int argc, const char * argv[]) { @autoreleasepool { // insert code here... NSLog(@App started); //TO
The error references a .o (object) file. Generally speaking, these are intermediate files used during a build and not distributed as part of a final product. If you make a copy of your project (for testing) and remove these .o files from it are you able to successfully sign your app?
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Thanks for the feedback report. To add to that, Sliders have gotten an update in iOS 26. Controls like toggles, segmented pickers, and sliders now transform into liquid glass during interaction. Please review the WWDC session: Build a SwiftUI app with the new design to learn more about the new behaviors and design of Sliders.
Topic:
UI Frameworks
SubTopic:
SwiftUI
Hi After several successful development builds of my iOS app (built with Adobe Animate 24.0 Build 305 + AIR SDK 51.2.2.4), I moved to the distribution stage. The build was rejected by App Review due to crashing. To investigate, I uploaded the app to TestFlight and tested it myself. It immediately crashes on launch. To rule out my project code, I created a minimal build containing only one image (no code), but that also crashes in TestFlight. Development builds run fine on my device when using a development provisioning profile — the issue only occurs with TestFlight / distribution builds. Is there a way to identify the crash reason from Apple’s side? Or does iOS no longer support Animate / AIR SDK builds in distribution? I have crash logs (.ips) available and can share them if needed. Any guidance would be greatly appreciated. Thanks in advance.
Topic:
App Store Distribution & Marketing
SubTopic:
General
Sorry, I am not sure what happened with my original submission. There is now a file called MacToolbarIssue.zip attached the the submission that you can use to reproduce the issue. Just be sure to set your system appearance to Dark before building and running the app.
Topic:
UI Frameworks
SubTopic:
SwiftUI
Tags:
Ah sorry for the lack of details, thanks for addressing this issue. Here's a swift code snippet to reproduce this issue: import MetalKit class MetalTestView: MTKView { var commandBuffer: MTL4CommandBuffer? var commandQueue: MTL4CommandQueue? } If you build with a real device selected, such as iPhone 14 with iOS 26 beta installed, the build succeeds, but if you build with iPhone 17 simulator with iOS 26, the build fails and complains that Cannot find type 'MTL4CommandBuffer/MTL4CommandQueue' in scope. Any way to get the simulator to recognize metal 4 types?
Topic:
Graphics & Games
SubTopic:
Metal
Tags:
To learn how to discontinue your auto-renewable subscriptions, see Make changes to your auto-renewable subscription’s availability. After removing the subscriptions for sale, update your app's code to stop fetching and displaying them for sale in your app, then build and upload your app for review.
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags: