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“sandbox”

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Choose an app to use with XCloud. Developer Team Required
I am the account holder. I cannot log in to App Store Connect despite having paid the $99 and being given a membership id. https://developer.apple.com/help/app-store-connect/get-started/app-store-connect-workflow Initially, only the Account Holder can sign in to App Store Connect using the Apple Account associated with their Apple Developer Program membership. Without access to App Store Connect, I am unable to create a team. Without a team, I am unable to use XCloud. https://developer.apple.com/help/app-store-connect/manage-your-team/overview-of-accounts-and-roles You can manage users, add Sandbox testers, manage API keys, and manage access to the source code for Xcode Cloud in the Users and Access section of App Store Connect.
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596
Jul ’26
WatchBlocks v1.5 is now available: a sandbox game built for Apple Watch
Hi everyone! After about 4-5 months of development, I released WatchBlocks v1.5 today. The project started as an experiment to answer a simple question: Could you build a real sandbox survival game that runs well on Apple Watch? It eventually grew into a cross-platform game supporting Apple Watch, iPhone, iPad, and Mac. Some of the technical challenges I enjoyed solving included: Optimizing rendering and gameplay for watchOS. Designing controls around the Digital Crown and the watch display. Building multiplayer across Apple platforms. Creating a content system that lets players make and share their own blocks, items, mobs, and biomes. The new update also transitions the game to a free-to-start model, making it easier for people to try it before deciding whether to unlock the full experience. I’d love to hear from other developers building for watchOS. It’s a platform that doesn’t get much attention for games, but I think there’s a lot of untapped potential. If anyone has questions about developing g
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0
1.1k
Jul ’26
Reply to Sandboxed Mac app denied mach-lookup com.apple.cloudd when signed with Mac Team Store Provisioning Profile on macOS 26
I might have run in to the same problem, though I initially attributed it to the 27 beta of XCode / macOS (reported as FB23688931). (This was with mostly the default SwiftUI + SwiftData + CloudKit template app, though I added the iCloud capability and enabled CloudKit. The app came with the “App Sandbox” capability configured by default). After verifying the fix with the print(CKRecord.self) as suggested above, I worked around the issue by explicitly adding “CloudKit.framework” to the “Link Binary With Libraries” setting under “Build Phases” which also fixed the problem.
Topic: App & System Services SubTopic: iCloud Tags:
Jul ’26
Is there an entitlement or API to rearrange other apps on the Home Screen and if not, could one be added?
Hi everyone, I'm exploring an app idea that would help users organize their Home Screen, the app would move or rearrange other apps' icons on the user's behalf (for example, auto-grouping apps or repositioning them based on how often they're used). My question is twofold: Is there currently any entitlement, API, or permission that lets an app programmatically move or rearrange other apps' icons on the Home Screen? From what I can tell, the sandbox model prevents an app from touching anything outside its own container, so I suspect this isn't possible today but I'd be glad to be corrected if I've missed something. If it genuinely isn't possible, is this something Apple would consider adding? For instance, a user-granted permission (similar to how Notifications, Screen Time, or Accessibility permissions work) that the user could explicitly enable to let a trusted app manage their Home Screen layout. The user would stay in full control and could revoke it at any time. I understand there are solid privac
1
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901
Jul ’26
Reply to Unexpected entry being added to my project's project.pbxproj file by Xcode
Xcode does not do this. A colleague of mine decoded the layers of base64 to eventually arrive at a shell script with a curl command that I won't post here, but it points to a HTTPS URL under the .in top-level domain. Is there a reason your project needs to curl to such a URL during the build? Do you have a history of the project, such as in git, that allows you to backtrack to the point in time where this script was added and why, or by whom or what tool? If additional information such as the Xcode version, macOS version, project sample, or diagnostic logs would help your investigation, I would be happy to provide them. This would be great — if you could zip up your Xcode project file (the .xcodeproj) and attach it to a bug report, I'd appreciate that, along with any other information you can share around the history of your project that lets you trace why this was added to your Xcode project. Please post the FB number back to this thread so I can locate it. One important note for script build phases is that
Jul ’26
Does user data survive when a macOS app replaces an iOS app on Mac?
We have an iOS app that's available on Apple silicon Macs via iPhone and iPad Apps on Mac. We're planning to add a native macOS build under the same bundle ID. Releasing the macOS build replaces the iOS app on the Mac App Store, and existing users are updated to it. What we can't find documented is what happens to their local data container at that moment. 1. Is the container preserved, and can the macOS app reach it? An iOS app on Apple silicon keeps its data under ~/Library/Containers/. A native sandboxed Mac app expects ~/Library/Containers//Data/. Containers are also associated with the creating app's code signature, though both our builds would be re-signed by the App Store under the same team. So we can't tell whether the new app would inherit the old container or get a fresh one. Does the replacement preserve the container, or remove it? If preserved, does the macOS app — same bundle ID, same Team ID — get access to it? Is this a supported path? 2. Can this be tested before release? We filed F
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1.2k
Jul ’26
Reply to Sandboxed Mac app denied mach-lookup com.apple.cloudd when signed with Mac Team Store Provisioning Profile on macOS 26
[quote='897883022, Reishandy, /thread/835400?answerId=897883022#897883022, /profile/Reishandy'] That was it. [/quote] Yay! [quote='897883022, Reishandy, /thread/835400?answerId=897883022#897883022, /profile/Reishandy'] Disabling Enable Debug Dylib Support alone did not fix it [/quote] OK. Thanks for confirm that. After I wrote that response yesterday I dug into how App Sandbox actually learns about the libraries you’re seeing, and my conclusion that the debug dylib thing wouldn’t .debug.dylib wouldn’t affect things, so I’m glad that my theory aligns with your reality (-: [quote='897883022, Reishandy, /thread/835400?answerId=897883022#897883022, /profile/Reishandy'] Debug worked the whole time for probably an unrelated reason. [/quote] Yeah, that’s the only bit I don’t fully understand here. [quote='897883022, Reishandy, /thread/835400?answerId=897883022#897883022, /profile/Reishandy'] would it be worth filing this as a separate, more targeted bug … against the CoreData+CloudKit/App Sandbox i
Topic: App & System Services SubTopic: iCloud Tags:
Jul ’26
Reply to Sandboxed Mac app denied mach-lookup com.apple.cloudd when signed with Mac Team Store Provisioning Profile on macOS 26
Oh wow, thank you @DTS Engineer ! That was it. Disabling Enable Debug Dylib Support alone did not fix it, the standalone Release launch still denied. But adding an explicit CloudKit symbol reference did: import CloudKit @main struct YouriBeaconSimulatorApp: App { init() { print(CKRecord.self) } ... } After that, no more deny(1) mach-lookup com.apple.cloudd. Just confirmed it also resolves the issue on an External Distribution build, not just local Release runs. That explains the whole pattern I was seeing. I'm using NSPersistentCloudKitContainer (CoreData+CloudKit), so my code never references any CloudKit symbol directly, CoreData talks to CloudKit dynamically under the hood. With whole-module optimization in Release, the linker had no reason to add a CloudKit.framework load command, since nothing in my source named a CloudKit type. App Sandbox's framework scan never saw CloudKit linked, so it never granted the cloudd exception. Debug worked the whole time for probably an unrelated reason. Enable De
Topic: App & System Services SubTopic: iCloud Tags:
Jul ’26
Reply to StoreKit 2 currentEntitlements persists after Sandbox Purchase History reset in TestFlight
Please make sure you are following instructions in https://developer.apple.com/documentation/storekit/testing-in-app-purchases-with-sandbox#Sign-in-to-your-Sandbox-Apple-Account-for-a-TestFlight-app If you are and this is still reproducible then please file a feedback assistant with a sysdiagnose and screen recording.

 How to File Feedback assistant ticket? https://feedbackassistant.apple.com/ Login with your developer account, Choose iOS & iPadOS” Choose AppStore “Incorrect & Unexpected behavior Input the issue description and title. Upload attachments Click “Submit” Copy the Ticket ID “FBxxxxxxx” and let us know. To capture a system diagnose log. https://developer.apple.com/bug-reporting/profiles-and-logs/?platform=ios
Topic: App & System Services SubTopic: StoreKit Tags:
Jul ’26
Reply to Sandboxed Mac app denied mach-lookup com.apple.cloudd when signed with Mac Team Store Provisioning Profile on macOS 26
Those are some interesting results you’ve got there! Still, I’m pretty sure linking is part of the story. I just looked at how App Sandbox mediates access to the com.apple.cloudd Mach service and it’s definitely based on the presence of the CloudKit framework. I’m gonna ask you to run two tests. The first is super easy: Disable the Enable Debug Dylib Support build setting for your target. Does that fix the ‘running outside of Xcode’ case? If that doesn’t fix it, add an explicit link to a CloudKit symbol. If you’re using SwiftUI for your app’s main, you can write this: import SwiftUI import CloudKit @main struct MyApp: App { init() { print(CKRecord.self) } … } If you’re using AppKit, just add the same print(…) call to main or your applicationDidFinishLaunching(_:) method (if you’re using @main). You should then see in the imported library list: % otool -L MyApp.app/Contents/MacOS/MyApp MyApp.app/Contents/MacOS/MyApp: … /System/Library/Frameworks/CloudKit.framework/Versions/A/CloudKit … … Does that hel
Topic: App & System Services SubTopic: iCloud Tags:
Jul ’26
Reply to Apple Pay on the Web sheet fails with PKPaymentAuthorizationStateFatalError after successful merchant validation (PROD trust policy)
Hi @tanakaworld-mercari, You wrote: What does PassKit's second Evaluating merchant session using PROD trust policy check (immediately before PrepareTransactionDetails) actually validate, beyond what's already checked at completeMerchantValidation() time? They are not the same check run twice for redundancy — they're two different stages of PassKit's merchant-session trust verification: 1st occurrence (at completeMerchantValidation) validates the merchant session payload itself — this is a structural/signature check. 2nd occurrence (right before PrepareTransactionDetails) happens once PassKit has a selected payment method (a specific card/token) and is about to actually prepare the transaction for authorization. This is where an environment mismatch (sandbox tester card vs. a payment-processing certificate that was issued for production) would surface. So, the first check validates the envelope, the second validates whether that envelope's certificate can actually be used for this card's environment.
Topic: Safari & Web SubTopic: General Tags:
Jul ’26
Reply to MacOS shortcut for running Javascript on a Safari page fails
I built a small shortcut with a Run AppleScript action that runs do JavaScript on the front Safari tab. On macOS 26.5.1 with Safari 26.5, I can both reproduce your error and clear it. With Allow JavaScript from Apple Events turned off I get the same message you quote. With it turned on, the script returns its result. So that message is Safari's gate for running JavaScript through Apple Events, which is the path a Run AppleScript action's do JavaScript takes. Since you have enabled that setting and still see the error, two things are worth checking: That the setting has actually taken effect. On Tahoe it lives in Settings > Developer. After you enable it, fully quit and relaunch Safari so the change takes hold, and confirm you enabled it in Safari itself rather than Safari Technology Preview. Automation permission for the app that runs the script. For a shortcut with a Run AppleScript action, that app is Shortcuts. Open System Settings > Privacy & Security > Automation, find Shortcuts, and turn on
Topic: Safari & Web SubTopic: General Tags:
Jul ’26
Approved in-app purchase not returned by on-device StoreKit (SK1 & SK2), visible on public listing
I have a non-consumable in-app purchase that is Approved and visible on my app's public App Store product page, but on-device StoreKit returns no product for its identifier — for 5+ days now. App: Élec NF C 15-100 — Apple ID 6784323130 — bundle com.comptoirstudio.elec Product ID: elec_pro_avie (non-consumable, 9.99 EUR) What is confirmed correct: IAP status: Approved, Cleared for Sale in all territories Paid Applications Agreement: Active; Banking and Tax forms: complete, nothing pending The IAP appears in the In-App Purchases section of my live App Store listing The App Store Server API returns the product correctly (verified via RevenueCat) An In-App Purchase Key (.p8) is configured The failure: On-device SKProductsRequest (StoreKit 1) and Product.products(for:) (StoreKit 2) both return an empty product list for elec_pro_avie Reproduced in production (live v1.1.0/1.2.0) and TestFlight/sandbox Reproduced on multiple devices and Apple IDs (FR and US) Product identifier matches exactly; bundle ID matc
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103
Jul ’26
Promotional offer error while testing with sandbox account
Hello everyone I'm testing promotional offers on for my app. I've setup a product with a promotional offer for it. I've also have our backend developer setup signature generating. However when I tried to purchase the offer from my app, I'm getting the error: `Error Domain=SKErrorDomain Code=0 An unknown error occurred UserInfo={NSLocalizedDescription=An unknown error occurred, NSUnderlyingError=0x149a7c330 {Error Domain=ASDErrorDomain Code=500 (null) UserInfo={NSUnderlyingError=0x149a7cba0 {Error Domain=AMSErrorDomain Code=305 (null)}}}} ` Also during the purchase process, I noticed the Xcode console printed out this: : Payment completed with error: Error Domain=ASDErrorDomain Code=500 (null) UserInfo={client-environment-type=Sandbox, storefront-country-code=VNM, NSUnderlyingError=0x149a7d320 {Error Domain=AMSErrorDomain Code=305 Purchase Failed Server canceled the purchase UserInfo={AMSURL=https://sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy?guid=00008110-0001549C36BA401E, AMSDescriptio
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98
Jul ’26
Reply to Storekit, how to change and retrieve current user storefront
It seems like this is still an issue with Sandbox accounts, after release on the AppStore, does this work as expected or does the issue persist? Any updates would be appreciated.
Topic: App & System Services SubTopic: StoreKit Tags:
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Jul ’26
Choose an app to use with XCloud. Developer Team Required
I am the account holder. I cannot log in to App Store Connect despite having paid the $99 and being given a membership id. https://developer.apple.com/help/app-store-connect/get-started/app-store-connect-workflow Initially, only the Account Holder can sign in to App Store Connect using the Apple Account associated with their Apple Developer Program membership. Without access to App Store Connect, I am unable to create a team. Without a team, I am unable to use XCloud. https://developer.apple.com/help/app-store-connect/manage-your-team/overview-of-accounts-and-roles You can manage users, add Sandbox testers, manage API keys, and manage access to the source code for Xcode Cloud in the Users and Access section of App Store Connect.
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0
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0
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596
Activity
Jul ’26
WatchBlocks v1.5 is now available: a sandbox game built for Apple Watch
Hi everyone! After about 4-5 months of development, I released WatchBlocks v1.5 today. The project started as an experiment to answer a simple question: Could you build a real sandbox survival game that runs well on Apple Watch? It eventually grew into a cross-platform game supporting Apple Watch, iPhone, iPad, and Mac. Some of the technical challenges I enjoyed solving included: Optimizing rendering and gameplay for watchOS. Designing controls around the Digital Crown and the watch display. Building multiplayer across Apple platforms. Creating a content system that lets players make and share their own blocks, items, mobs, and biomes. The new update also transitions the game to a free-to-start model, making it easier for people to try it before deciding whether to unlock the full experience. I’d love to hear from other developers building for watchOS. It’s a platform that doesn’t get much attention for games, but I think there’s a lot of untapped potential. If anyone has questions about developing g
Replies
0
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0
Views
1.1k
Activity
Jul ’26
Reply to Sandboxed Mac app denied mach-lookup com.apple.cloudd when signed with Mac Team Store Provisioning Profile on macOS 26
I might have run in to the same problem, though I initially attributed it to the 27 beta of XCode / macOS (reported as FB23688931). (This was with mostly the default SwiftUI + SwiftData + CloudKit template app, though I added the iCloud capability and enabled CloudKit. The app came with the “App Sandbox” capability configured by default). After verifying the fix with the print(CKRecord.self) as suggested above, I worked around the issue by explicitly adding “CloudKit.framework” to the “Link Binary With Libraries” setting under “Build Phases” which also fixed the problem.
Topic: App & System Services SubTopic: iCloud Tags:
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Activity
Jul ’26
Is there an entitlement or API to rearrange other apps on the Home Screen and if not, could one be added?
Hi everyone, I'm exploring an app idea that would help users organize their Home Screen, the app would move or rearrange other apps' icons on the user's behalf (for example, auto-grouping apps or repositioning them based on how often they're used). My question is twofold: Is there currently any entitlement, API, or permission that lets an app programmatically move or rearrange other apps' icons on the Home Screen? From what I can tell, the sandbox model prevents an app from touching anything outside its own container, so I suspect this isn't possible today but I'd be glad to be corrected if I've missed something. If it genuinely isn't possible, is this something Apple would consider adding? For instance, a user-granted permission (similar to how Notifications, Screen Time, or Accessibility permissions work) that the user could explicitly enable to let a trusted app manage their Home Screen layout. The user would stay in full control and could revoke it at any time. I understand there are solid privac
Replies
1
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0
Views
901
Activity
Jul ’26
Reply to Unexpected entry being added to my project's project.pbxproj file by Xcode
Xcode does not do this. A colleague of mine decoded the layers of base64 to eventually arrive at a shell script with a curl command that I won't post here, but it points to a HTTPS URL under the .in top-level domain. Is there a reason your project needs to curl to such a URL during the build? Do you have a history of the project, such as in git, that allows you to backtrack to the point in time where this script was added and why, or by whom or what tool? If additional information such as the Xcode version, macOS version, project sample, or diagnostic logs would help your investigation, I would be happy to provide them. This would be great — if you could zip up your Xcode project file (the .xcodeproj) and attach it to a bug report, I'd appreciate that, along with any other information you can share around the history of your project that lets you trace why this was added to your Xcode project. Please post the FB number back to this thread so I can locate it. One important note for script build phases is that
Replies
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Views
Activity
Jul ’26
Does user data survive when a macOS app replaces an iOS app on Mac?
We have an iOS app that's available on Apple silicon Macs via iPhone and iPad Apps on Mac. We're planning to add a native macOS build under the same bundle ID. Releasing the macOS build replaces the iOS app on the Mac App Store, and existing users are updated to it. What we can't find documented is what happens to their local data container at that moment. 1. Is the container preserved, and can the macOS app reach it? An iOS app on Apple silicon keeps its data under ~/Library/Containers/. A native sandboxed Mac app expects ~/Library/Containers//Data/. Containers are also associated with the creating app's code signature, though both our builds would be re-signed by the App Store under the same team. So we can't tell whether the new app would inherit the old container or get a fresh one. Does the replacement preserve the container, or remove it? If preserved, does the macOS app — same bundle ID, same Team ID — get access to it? Is this a supported path? 2. Can this be tested before release? We filed F
Replies
1
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0
Views
1.2k
Activity
Jul ’26
Reply to Sandboxed Mac app denied mach-lookup com.apple.cloudd when signed with Mac Team Store Provisioning Profile on macOS 26
[quote='897883022, Reishandy, /thread/835400?answerId=897883022#897883022, /profile/Reishandy'] That was it. [/quote] Yay! [quote='897883022, Reishandy, /thread/835400?answerId=897883022#897883022, /profile/Reishandy'] Disabling Enable Debug Dylib Support alone did not fix it [/quote] OK. Thanks for confirm that. After I wrote that response yesterday I dug into how App Sandbox actually learns about the libraries you’re seeing, and my conclusion that the debug dylib thing wouldn’t .debug.dylib wouldn’t affect things, so I’m glad that my theory aligns with your reality (-: [quote='897883022, Reishandy, /thread/835400?answerId=897883022#897883022, /profile/Reishandy'] Debug worked the whole time for probably an unrelated reason. [/quote] Yeah, that’s the only bit I don’t fully understand here. [quote='897883022, Reishandy, /thread/835400?answerId=897883022#897883022, /profile/Reishandy'] would it be worth filing this as a separate, more targeted bug … against the CoreData+CloudKit/App Sandbox i
Topic: App & System Services SubTopic: iCloud Tags:
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Activity
Jul ’26
Reply to Sandboxed Mac app denied mach-lookup com.apple.cloudd when signed with Mac Team Store Provisioning Profile on macOS 26
Oh wow, thank you @DTS Engineer ! That was it. Disabling Enable Debug Dylib Support alone did not fix it, the standalone Release launch still denied. But adding an explicit CloudKit symbol reference did: import CloudKit @main struct YouriBeaconSimulatorApp: App { init() { print(CKRecord.self) } ... } After that, no more deny(1) mach-lookup com.apple.cloudd. Just confirmed it also resolves the issue on an External Distribution build, not just local Release runs. That explains the whole pattern I was seeing. I'm using NSPersistentCloudKitContainer (CoreData+CloudKit), so my code never references any CloudKit symbol directly, CoreData talks to CloudKit dynamically under the hood. With whole-module optimization in Release, the linker had no reason to add a CloudKit.framework load command, since nothing in my source named a CloudKit type. App Sandbox's framework scan never saw CloudKit linked, so it never granted the cloudd exception. Debug worked the whole time for probably an unrelated reason. Enable De
Topic: App & System Services SubTopic: iCloud Tags:
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Activity
Jul ’26
Reply to StoreKit 2 currentEntitlements persists after Sandbox Purchase History reset in TestFlight
Please make sure you are following instructions in https://developer.apple.com/documentation/storekit/testing-in-app-purchases-with-sandbox#Sign-in-to-your-Sandbox-Apple-Account-for-a-TestFlight-app If you are and this is still reproducible then please file a feedback assistant with a sysdiagnose and screen recording.

 How to File Feedback assistant ticket? https://feedbackassistant.apple.com/ Login with your developer account, Choose iOS & iPadOS” Choose AppStore “Incorrect & Unexpected behavior Input the issue description and title. Upload attachments Click “Submit” Copy the Ticket ID “FBxxxxxxx” and let us know. To capture a system diagnose log. https://developer.apple.com/bug-reporting/profiles-and-logs/?platform=ios
Topic: App & System Services SubTopic: StoreKit Tags:
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Jul ’26
Reply to Sandboxed Mac app denied mach-lookup com.apple.cloudd when signed with Mac Team Store Provisioning Profile on macOS 26
Those are some interesting results you’ve got there! Still, I’m pretty sure linking is part of the story. I just looked at how App Sandbox mediates access to the com.apple.cloudd Mach service and it’s definitely based on the presence of the CloudKit framework. I’m gonna ask you to run two tests. The first is super easy: Disable the Enable Debug Dylib Support build setting for your target. Does that fix the ‘running outside of Xcode’ case? If that doesn’t fix it, add an explicit link to a CloudKit symbol. If you’re using SwiftUI for your app’s main, you can write this: import SwiftUI import CloudKit @main struct MyApp: App { init() { print(CKRecord.self) } … } If you’re using AppKit, just add the same print(…) call to main or your applicationDidFinishLaunching(_:) method (if you’re using @main). You should then see in the imported library list: % otool -L MyApp.app/Contents/MacOS/MyApp MyApp.app/Contents/MacOS/MyApp: … /System/Library/Frameworks/CloudKit.framework/Versions/A/CloudKit … … Does that hel
Topic: App & System Services SubTopic: iCloud Tags:
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Activity
Jul ’26
Reply to Apple Pay on the Web sheet fails with PKPaymentAuthorizationStateFatalError after successful merchant validation (PROD trust policy)
Hi @tanakaworld-mercari, You wrote: What does PassKit's second Evaluating merchant session using PROD trust policy check (immediately before PrepareTransactionDetails) actually validate, beyond what's already checked at completeMerchantValidation() time? They are not the same check run twice for redundancy — they're two different stages of PassKit's merchant-session trust verification: 1st occurrence (at completeMerchantValidation) validates the merchant session payload itself — this is a structural/signature check. 2nd occurrence (right before PrepareTransactionDetails) happens once PassKit has a selected payment method (a specific card/token) and is about to actually prepare the transaction for authorization. This is where an environment mismatch (sandbox tester card vs. a payment-processing certificate that was issued for production) would surface. So, the first check validates the envelope, the second validates whether that envelope's certificate can actually be used for this card's environment.
Topic: Safari & Web SubTopic: General Tags:
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Jul ’26
Reply to MacOS shortcut for running Javascript on a Safari page fails
I built a small shortcut with a Run AppleScript action that runs do JavaScript on the front Safari tab. On macOS 26.5.1 with Safari 26.5, I can both reproduce your error and clear it. With Allow JavaScript from Apple Events turned off I get the same message you quote. With it turned on, the script returns its result. So that message is Safari's gate for running JavaScript through Apple Events, which is the path a Run AppleScript action's do JavaScript takes. Since you have enabled that setting and still see the error, two things are worth checking: That the setting has actually taken effect. On Tahoe it lives in Settings > Developer. After you enable it, fully quit and relaunch Safari so the change takes hold, and confirm you enabled it in Safari itself rather than Safari Technology Preview. Automation permission for the app that runs the script. For a shortcut with a Run AppleScript action, that app is Shortcuts. Open System Settings > Privacy & Security > Automation, find Shortcuts, and turn on
Topic: Safari & Web SubTopic: General Tags:
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Jul ’26
Approved in-app purchase not returned by on-device StoreKit (SK1 & SK2), visible on public listing
I have a non-consumable in-app purchase that is Approved and visible on my app's public App Store product page, but on-device StoreKit returns no product for its identifier — for 5+ days now. App: Élec NF C 15-100 — Apple ID 6784323130 — bundle com.comptoirstudio.elec Product ID: elec_pro_avie (non-consumable, 9.99 EUR) What is confirmed correct: IAP status: Approved, Cleared for Sale in all territories Paid Applications Agreement: Active; Banking and Tax forms: complete, nothing pending The IAP appears in the In-App Purchases section of my live App Store listing The App Store Server API returns the product correctly (verified via RevenueCat) An In-App Purchase Key (.p8) is configured The failure: On-device SKProductsRequest (StoreKit 1) and Product.products(for:) (StoreKit 2) both return an empty product list for elec_pro_avie Reproduced in production (live v1.1.0/1.2.0) and TestFlight/sandbox Reproduced on multiple devices and Apple IDs (FR and US) Product identifier matches exactly; bundle ID matc
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0
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0
Views
103
Activity
Jul ’26
Promotional offer error while testing with sandbox account
Hello everyone I'm testing promotional offers on for my app. I've setup a product with a promotional offer for it. I've also have our backend developer setup signature generating. However when I tried to purchase the offer from my app, I'm getting the error: `Error Domain=SKErrorDomain Code=0 An unknown error occurred UserInfo={NSLocalizedDescription=An unknown error occurred, NSUnderlyingError=0x149a7c330 {Error Domain=ASDErrorDomain Code=500 (null) UserInfo={NSUnderlyingError=0x149a7cba0 {Error Domain=AMSErrorDomain Code=305 (null)}}}} ` Also during the purchase process, I noticed the Xcode console printed out this: : Payment completed with error: Error Domain=ASDErrorDomain Code=500 (null) UserInfo={client-environment-type=Sandbox, storefront-country-code=VNM, NSUnderlyingError=0x149a7d320 {Error Domain=AMSErrorDomain Code=305 Purchase Failed Server canceled the purchase UserInfo={AMSURL=https://sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy?guid=00008110-0001549C36BA401E, AMSDescriptio
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2
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0
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98
Activity
Jul ’26