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DeclaredAgeRange import error in Mac Catalyst app
Hello, I’m developing an app for both iOS and macOS using Mac Catalyst. On the iOS target, the DeclaredAgeRange framework works fine: I enabled the capability, set the entitlement, and can call the APIs successfully. However, when I build the Mac Catalyst target, I get compile-time errors because DeclaredAgeRange cannot be imported. Environment Xcode 26.0.1 Deployment Target (iOS): 13.0 Mac Catalyst target enabled (same bundle ID, same source code base as iOS version) iOS build works well with DeclaredAgeRange What I tried Added the Declared Age Range capability in Signing & Capabilities for iOS target → works fine. Tried setting Mac Catalyst Deployment Target to macOS 15.0+ and rebuilding → still failed to import. Because it didn’t help, I reverted and removed the separate macOS target setting. On Catalyst, the module simply isn’t available (import DeclaredAgeRange fails). From Apple’s documentation, my understanding is that DeclaredAgeRange should also be supported on Mac Catalyst (SDK 26+). Bu
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DriverKit. Plug/unplug test leads to MacOS panic
Dear Apple engineers, We have developed a DriverKit (DEXT) driver for an HBA RAID controller. The RAID controller is connected to hosts through Thunderbolt (PCIe port of the Thunderbolt controller). We do plug/unplug tests to verify the developed driver. The test always fails in about 100 cycles with a MacOS crash (panic). The panic contains “LLC Bus error (Unavailable) from cpu0: FAR=0xa40100008 LLC_ERR_STS/ADR/INF=0x80/0x300480a40100008/0x1400000005 addr=0xa40100008 cmd=0x18(ACC_CIFL2C_CMD_RD_LD: request for load miss in E or S state)” At first we assumed that the issue is with hardware. But we did this test on different hosts (MacMini M3 and M4) with different units of our device. The error points to the same physical address FAR=0xa40100008 even if the hosts are different. The 2 full panic logs are attached (one for M4, another one for M3 host). Could you share your understanding of the crash and give any hints on how we can fix it? Please let us know if you need any additional data. Thank you M3
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RealityKit and USDZ: Winding Order Issue with Negatively Scaled Meshes
Hi all, I've encountered a potential issue with how the winding order of geometry is handled when their transformations involve negative scaling. I created a simple test asset, a single triangle, to demonstrate this. The triangle's vertices are defined in a counter-clockwise (right-handed) winding order, and its transform has a negative scale on the X-axis. According to the OpenUSD specification, this negative determinant in the transformation matrix should effectively reverse the winding order of the geometry: However, any given gprim's local-to-world transformation can flip its effective orientation, when it contains an odd number of negative scales. This condition can be reliably detected using the (Jacobian) determinant of the local-to-world transform: if the determinant is less than zero, then the gprim's orientation has been flipped, and therefore one must apply the opposite handedness rule when computing its surface normals (or just flip the computed normals) for the purposes of hidden surface detectio
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Reply to Building macOS apps with Xcode 26 on macOS 26 VM
Yeah! It's working! I have a macOS 26.0 host. In UTM I have a macOS 15.7 guest with a Provisioning UUID that has never been added as a device in the developer portal. In my developer account I added a new device with the guest VM's UUID. It's the longer style with lowercase hex digits. I then edited my existing manual provisioning profile with the new device. In Xcode (26.1 beta 2) I changed my app's signing from automatic to manual and referenced the updated provisioning profile. I built the app and copied the new app to a share I use for the VM. I ran the VM and tried to run the updated app. It failed. I missed one step that maybe some others might miss. In Xcode, go to Settings, Apple Accounts. Select your account. Then select your team. Then click on Download Manual Profiles. Once I did that, I rebuilt the app with the now properly updated provisioning profile and recopied the app to the share. And now the app runs in the guest VM! Key steps for those that are not starting from scratch: You need
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scenekit is deprecated but realitykit is for special computing what should i use ?
hello i am new to apple ecosystem and development i have some coding experience with c# now i like to develop my game for iphone 16 and up(due to ability to run ai models) but i am having hard time figuring out what to use there is a lot of resources for scene-kit but on its doc page it says its deprecated so i look at the reality-kit docs and tutorials and its strictly tells how to develop for visionos and i am really confused about this since there is no tutorials that shows how to develop a game for ios with reality-kit that does not focus visionos. i just want to develop for iphone 16 and up but i cant find resources focuses at that.
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Sign In with Apple Integration Issue - "Sign-Up not completed" Error
I'm experiencing an issue with Sign In with Apple integration in my React Native Expo app (Bundle ID: com.anonymous.TuZjemyApp). Problem Description: When users attempt to sign in using Sign In with Apple, they successfully complete Face ID/password authentication, but then receive a Sign-Up not completed error message. The authentication flow appears to stop at this point and doesn't return the identity token to my app. Technical Details: Frontend Implementation: Using expo-apple-authentication. Requesting scopes: FULL_NAME and EMAIL App is properly configured in app.json with: usesAppleSignIn: true Entitlement: com.apple.developer.applesignin Backend Implementation: Endpoint: POST /api/auth/apple Using apple-signin-auth package for token verification Verifying tokens with audience: com.anonymous.TuZjemyApp Backend creates/updates user accounts based on Apple ID Question: I'm not sure why the authentication flow stops with Sign-Up not completed after succ
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Apple Watch can't always reconnect
Using Xcode to build and deploy the app to my watch, this is what I get: “Waiting to reconnect to Apple Watch. Previous preparation error: Transport error. And then “Connecting to Apple Watch. Xcode will continue when the operation completes.” And these messages continue to switch between each other. Sometimes the watch to connect and the application starts, but more often a scenario occurs with endless reconnection. I'm using: MacOS 14.4.1 (MacBook Pro 2019; 1.4 GHz Quad-Core Intel Core i5), Xcode 15.3, Watch OS 10.2 (Apple Watch SE 1), iOS 17.1.1 (iPhone 15 Pro). Methods I tried: Connecting Macbook, iPhone and Watch to the same WIfi network; Disabling Watch (and IPhone) from the Devices and Simulators menu and setting up Watch (and IPhone) from the beginning. Any help?
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Apple Pay integration in our app
Hi, We have app in which we take donations from people and send to non-profit organisations. I have read that Apple Pay can be integrated on non profit platforms to take donations, but we are middle man, we are not non profit .. we take donations, cut our platform fees and then sent to donations to non profit orgs. My question is can we integrate Apple Pay in our iOS app to take donations from apple? as we have integrated Apple Pay on the web.
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