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“translate scheme”

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ProductView failed to trigger purcahse flow.
Hi, My app has an IAP and the view that let user to purchase is simply a ProductView. The purchase flow should be handled by the ProductView itself. I have tested the app with xcode storekit configuration, xcode run with sandbox account and also TestFlight environment as well. The purchase is triggered and the app feature is unlocked after purchase. However, I keep getting app review team feedback with the following problem: Bug description: the purchase button is greyed out after we tapped on it, however, there's no purchase flow popped up I have tried multiple things. Building with xcode cloud, removing the storekit configuration from the build scheme. But none can get the app review team to get through the problem. The IAP is not available in certain region. In that case, the app will show a message. However, the app review attached an screenshot which shows the product view. The view that allow users to purchase if let product = store.products.first(where: { $0.id == com.xxx.xxxxxxx }) { // If th
1
0
121
Jul ’25
Issue with CXSetTranslatingCallAction – "Couldn't communicate with a helper application" error
Hi Team, We are encountering issues while implementing the live translation feature in our VoIP application using CallKit on iOS 26.0. Specifically, we are attempting to use the CXSetTranslatingCallAction transaction to enable translation programmatically during an active call. However, executing this transaction results in the following error: Couldn't communicate with a helper application. This occurs consistently when we attempt to trigger the translation setup without user interaction. We are seeking clarification on the following points: Is it possible to enable CallKit's live translation feature using CXSetTranslatingCallAction purely programmatically, without requiring the user to interact with the system-provided Call UI? What does the above error indicate in the context of CXSetTranslatingCallAction? Are there specific conditions, entitlements, or background service requirements that must be fulfilled to communicate with CallKit? Code snippet: let translationAction
3
0
114
Jul ’25
Struggles with attaching a ModelEntity to the skeleton joints of another ModelEntity
In SceneKit, when creating an .scn file from a rigged model, the framework created an SCNNode for each bone/joint, so you could add and remove child nodes directly to and from joints, and like any other SCNNode, you could access world position and world orientation for each joint. The analog would be for joints to be accessible as child entities of a ModelEntity in RealityKit. I am unable to proceed with migrating my project from SceneKit because of this, as there does not seem to be a way to even access the true world position of a joint with the current jointNames/jointTransforms paradigm. The translation information from the given transforms is insufficient to determine the location of a joint at any given time, and other approaches like creating a GeometricPin for the given joint name and attaching it to another entity do not seem to work. So conveniently being able to attach an item to the hand of a rigged model was trivial in SceneKit and now feels impossible in RealityKit. I am not the first p
5
0
831
Jul ’25
Reply to es_mute_path() vs. deprecated es_mute_path_literal() - incompatibility and wrong documentation
But when I use the newer API (that you say is identical to the old, or rather that the 'old' API translates to the newer) This caught my eye so I went back over your code and the problem is that you're NOT making the same API call. Here is the code from your original post: res = es_mute_path(self.esClient, [mutePath UTF8String], ES_MUTE_PATH_TYPE_TARGET_LITERAL); You passed ES_MUTE_PATH_TYPE_TARGET_LITERAL, which means: ES_MUTE_PATH_TYPE_TARGET_LITERAL-> The command targets this specific You should have passed ES_MUTE_PATH_TYPE_LITERAL, which means: ES_MUTE_PATH_TYPE_LITERAL-> The executable path is I actually copied that mistake in my previous reply so, correcting my mistake, these calls are direct equivalents. res = es_mute_path_literal(...); and res = es_mute_path(..., ES_MUTE_PATH_TYPE_LITERAL); Finally, on this point: I don't know how to extract a simple C project to demonstrate the issue, because my code is big and quite complicated, but I will make an attempt to provide such a sample. Th
Topic: App & System Services SubTopic: Core OS Tags:
Jul ’25
Reply to BlendShapes don’t animate while playing animation in RealityKit
The goal is to play facial expressions (like blinking or talking) while a body animation (like waving) is playing. I'm actually working on something similar, wondering the same question. Model imported from usdz with a list of animations (walk, idle, etc). E.g. entity.playAnimation(animations[index], transitionDuration: 0.2, startsPaused: false) I can manipulate joints for the neck or jaw programmatically to adjust the model. By doing: // input variable mouthOpen: Float let target = Root_M/.../Jaw_M var newPose = basePose guard let index = newPose.jointNames.firstIndex(of: target) else { return } let baseTransform = basePose.jointTransforms[index] let maxAngle: Float = 40 let angle: Float = maxAngle * mouthOpen * (.pi / 180) let extraRot = simd_quatf(angle: angle, axis: simd_float3(x: 0, y: 0, z: 1)) newPose.jointTransforms[index] = Transform( scale: baseTransform.scale, rotation: baseTransform.rotation * extraRot, translation: baseTransform.translation ) skeletalComponent.poses.default = newPose cre
Topic: Graphics & Games SubTopic: RealityKit Tags:
Jul ’25
Reply to es_mute_path() vs. deprecated es_mute_path_literal() - incompatibility and wrong documentation
The edge cases and qualifiers you provide here are very far from my needs. Most executables I want to mute are well protected by SIP, and will never move (MacOS private frameworks, daemons etc. plus few third-party that are also very well defined). My issue is very blunt. I mute a simple and perfect executable path. Here are some - my list is much longer, but you'll get the idea: +(NSSet *) baseBinaryPathWhitelist { static NSSet *_baseBinaryPath = nil; // any executable in these specific paths will be ignored static dispatch_once_t onceToken; dispatch_once(&onceToken, ^{ _baseBinaryPath = [NSSet setWithArray: @[ NSProcessInfo.processInfo.arguments[0], // don't inspect our own ITProtector process. @/sbin/launchd, @/bin/launchctl, @/bin/ps, @/bin/sleep, @/usr/bin/dscl, @/usr/bin/log, @/usr/bin/vmmap, @/usr/sbin/syslogd, @/usr/sbin/spindump, @/usr/sbin/usernoted, @/usr/sbin/securityd, @/usr/sbin/ipconfig, @/usr/libexec/biomesyncd, @/usr/libexec/logd]; But when I use the newer API (that you say is identical t
Topic: App & System Services SubTopic: Core OS Tags:
Jul ’25
Get transfer_sub failed when transfer an app
Our app ID is 708064914; When we transferred an app with Sign in with Apple function, and request the REST API to get transfer_sub, approximately 25% of the requests return error responses such as: {error:invalid_request,error_description:User not found.} or {error:invalid_request} User 001700.6b50fa0cdf564b4f83e3ac6b8dfb9a9b.1205 received the first error; User 000908.523b85e1dd704d808dbfac55425c5a7b.1916 received the second error. Here's the English translation: We want to understand under what circumstances these errors occur. Since we have already transferred once before, this is the second transfer. The User not found error might be related to IDs from the original team. However, we don't understand the meaning of the second error type and what circumstances might cause it.
1
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76
Jul ’25
Crashes on iOS 18.x
Starting with iOS 18.3, we are getting infrequent crash reports somehow related to web sockets. Are there any new caveats we should be aware of or is it just a CFNetwork bug? Incident Identifier: 0D4343CE-3089-4514-841D-80CEC353B6B8 Distributor ID: com.apple.AppStore Hardware Model: iPhone16,2 AppStoreTools: 16C7015 AppVariant: 1:iPhone16,2:18 Code Type: ARM-64 (Native) Role: Non UI Parent Process: launchd [1] Date/Time: 2025-03-18 15:42:14.1732 -0400 Launch Time: 2025-03-15 20:38:20.7015 -0400 OS Version: iPhone OS 18.3.1 (22D72) Release Type: User Baseband Version: 2.40.05 Report Version: 104 Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Subtype: KERN_INVALID_ADDRESS at 0x0000000000000000 Exception Codes: 0x0000000000000001, 0x0000000000000000 VM Region Info: 0 is not in any region. Bytes before following region: 4373233664 REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL UNUSED SPACE AT START ---> __TEXT 104aa4000-104aa8000 [ 16K] r-x/r-x SM=COW /var/containers/Bundle/Application/EDB47
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208
Aug ’25
Running iOS app on MacOS error: This app cannot be installed because its integrity could not be verified.
The attached file bellow contains the full error error I clone this repo to my mac, change team id and group, and run it in Xcode: https://github.com/protonpass/ios-pass There's no issue when I ran it with the Debug configuration, but when I go to Product > Scheme > Edit Scheme and change the iOS target build configuration to Release then I got that error above. I have tried Archive and export the ipa, verify that the provisioning profile contains my Mac UDID, but when double clicking the ipa to install, I also got the error This app cannot be installed because its integrity could not be verified.
1
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328
Jul ’25
Reply to Missing StoreKit configuration file option in Xcode
You make no mention of where you are looking in Xcode for the option. First, you need to add the StoreKit configuration file to your project properly. Use Xcode -> File -> New -> File from template... Then on the template screen, scroll down to the Other section and select StoreKit Configuration File. Once that file is setup, you make use of it by going to Xcode -> Product -> Scheme -> Edit Scheme. Then select the Run/Debug tab on the left. Then select the Options tab on the right. There you will see the StoreKit Configuration option where you can select the configuration file you created as described above.
Jul ’25
Translation API not working without the Apple Translate app installed
Hello, My app depends on the Translation framework (iOS 17.4+), but I've found out that it doesn't work unless the Apple Translate app is installed on the device. After I've deleted Apple's translation app, I started getting the following errors: Optional(Foundation.Locale.Language(components: Foundation.Locale.Language.Components(languageCode: Optional(en), script: nil, region: Optional(GB)))) Optional(Foundation.Locale.Language(components: Foundation.Locale.Language.Components(languageCode: Optional(es), script: nil, region: Optional(ES)))) Error sending 1 paragraphs Error Domain=TranslationErrorDomain Code=16 Translation failed UserInfo={NSLocalizedDescription=Translation failed, NSLocalizedFailureReason=Offline models not available for language pair} Failed to translate input 0; returning error: Error Domain=TranslationErrorDomain Code=16 Translation failed UserInfo={NSLocalizedDescription=Translation failed, NSLocalizedFailureReason=
2
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158
Jul ’25
Reply to React native app crash on TestFlight
There are limits to how much I can help you with your third-party tooling; if you need help with those, I recommend that you raise this via the support channel for those tools. Still, I wanted to offer some insight into the overall issue here. Both of your crash reports suggest that you have a memory management issue. You’re crashing deep in Apple libraries as they try to work with Objective-C objects. I have a couple of suggestions on that front. First, you’re encountering this problem on TestFlight but it’s unlikely to be TestFlight related. I suspect that it’s actually tied to your Debug vs Release build configuration. When you test at your desk you use the Debug build configuration, but when you submit to the App Store you use the Release build configuration. It’s very common to see memory management problems like this show up only in the Release configuration. You can tease these apart using the Xcode organiser. See Isolating Code Signing Problems from Build Problems. You can also tweak your project to b
Jul ’25
ProductView failed to trigger purcahse flow.
Hi, My app has an IAP and the view that let user to purchase is simply a ProductView. The purchase flow should be handled by the ProductView itself. I have tested the app with xcode storekit configuration, xcode run with sandbox account and also TestFlight environment as well. The purchase is triggered and the app feature is unlocked after purchase. However, I keep getting app review team feedback with the following problem: Bug description: the purchase button is greyed out after we tapped on it, however, there's no purchase flow popped up I have tried multiple things. Building with xcode cloud, removing the storekit configuration from the build scheme. But none can get the app review team to get through the problem. The IAP is not available in certain region. In that case, the app will show a message. However, the app review attached an screenshot which shows the product view. The view that allow users to purchase if let product = store.products.first(where: { $0.id == com.xxx.xxxxxxx }) { // If th
Replies
1
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0
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121
Activity
Jul ’25
Issue with CXSetTranslatingCallAction – "Couldn't communicate with a helper application" error
Hi Team, We are encountering issues while implementing the live translation feature in our VoIP application using CallKit on iOS 26.0. Specifically, we are attempting to use the CXSetTranslatingCallAction transaction to enable translation programmatically during an active call. However, executing this transaction results in the following error: Couldn't communicate with a helper application. This occurs consistently when we attempt to trigger the translation setup without user interaction. We are seeking clarification on the following points: Is it possible to enable CallKit's live translation feature using CXSetTranslatingCallAction purely programmatically, without requiring the user to interact with the system-provided Call UI? What does the above error indicate in the context of CXSetTranslatingCallAction? Are there specific conditions, entitlements, or background service requirements that must be fulfilled to communicate with CallKit? Code snippet: let translationAction
Replies
3
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0
Views
114
Activity
Jul ’25
Struggles with attaching a ModelEntity to the skeleton joints of another ModelEntity
In SceneKit, when creating an .scn file from a rigged model, the framework created an SCNNode for each bone/joint, so you could add and remove child nodes directly to and from joints, and like any other SCNNode, you could access world position and world orientation for each joint. The analog would be for joints to be accessible as child entities of a ModelEntity in RealityKit. I am unable to proceed with migrating my project from SceneKit because of this, as there does not seem to be a way to even access the true world position of a joint with the current jointNames/jointTransforms paradigm. The translation information from the given transforms is insufficient to determine the location of a joint at any given time, and other approaches like creating a GeometricPin for the given joint name and attaching it to another entity do not seem to work. So conveniently being able to attach an item to the hand of a rigged model was trivial in SceneKit and now feels impossible in RealityKit. I am not the first p
Replies
5
Boosts
0
Views
831
Activity
Jul ’25
Reply to es_mute_path() vs. deprecated es_mute_path_literal() - incompatibility and wrong documentation
But when I use the newer API (that you say is identical to the old, or rather that the 'old' API translates to the newer) This caught my eye so I went back over your code and the problem is that you're NOT making the same API call. Here is the code from your original post: res = es_mute_path(self.esClient, [mutePath UTF8String], ES_MUTE_PATH_TYPE_TARGET_LITERAL); You passed ES_MUTE_PATH_TYPE_TARGET_LITERAL, which means: ES_MUTE_PATH_TYPE_TARGET_LITERAL-> The command targets this specific You should have passed ES_MUTE_PATH_TYPE_LITERAL, which means: ES_MUTE_PATH_TYPE_LITERAL-> The executable path is I actually copied that mistake in my previous reply so, correcting my mistake, these calls are direct equivalents. res = es_mute_path_literal(...); and res = es_mute_path(..., ES_MUTE_PATH_TYPE_LITERAL); Finally, on this point: I don't know how to extract a simple C project to demonstrate the issue, because my code is big and quite complicated, but I will make an attempt to provide such a sample. Th
Topic: App & System Services SubTopic: Core OS Tags:
Replies
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Views
Activity
Jul ’25
Reply to BlendShapes don’t animate while playing animation in RealityKit
The goal is to play facial expressions (like blinking or talking) while a body animation (like waving) is playing. I'm actually working on something similar, wondering the same question. Model imported from usdz with a list of animations (walk, idle, etc). E.g. entity.playAnimation(animations[index], transitionDuration: 0.2, startsPaused: false) I can manipulate joints for the neck or jaw programmatically to adjust the model. By doing: // input variable mouthOpen: Float let target = Root_M/.../Jaw_M var newPose = basePose guard let index = newPose.jointNames.firstIndex(of: target) else { return } let baseTransform = basePose.jointTransforms[index] let maxAngle: Float = 40 let angle: Float = maxAngle * mouthOpen * (.pi / 180) let extraRot = simd_quatf(angle: angle, axis: simd_float3(x: 0, y: 0, z: 1)) newPose.jointTransforms[index] = Transform( scale: baseTransform.scale, rotation: baseTransform.rotation * extraRot, translation: baseTransform.translation ) skeletalComponent.poses.default = newPose cre
Topic: Graphics & Games SubTopic: RealityKit Tags:
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Activity
Jul ’25
Reply to es_mute_path() vs. deprecated es_mute_path_literal() - incompatibility and wrong documentation
The edge cases and qualifiers you provide here are very far from my needs. Most executables I want to mute are well protected by SIP, and will never move (MacOS private frameworks, daemons etc. plus few third-party that are also very well defined). My issue is very blunt. I mute a simple and perfect executable path. Here are some - my list is much longer, but you'll get the idea: +(NSSet *) baseBinaryPathWhitelist { static NSSet *_baseBinaryPath = nil; // any executable in these specific paths will be ignored static dispatch_once_t onceToken; dispatch_once(&onceToken, ^{ _baseBinaryPath = [NSSet setWithArray: @[ NSProcessInfo.processInfo.arguments[0], // don't inspect our own ITProtector process. @/sbin/launchd, @/bin/launchctl, @/bin/ps, @/bin/sleep, @/usr/bin/dscl, @/usr/bin/log, @/usr/bin/vmmap, @/usr/sbin/syslogd, @/usr/sbin/spindump, @/usr/sbin/usernoted, @/usr/sbin/securityd, @/usr/sbin/ipconfig, @/usr/libexec/biomesyncd, @/usr/libexec/logd]; But when I use the newer API (that you say is identical t
Topic: App & System Services SubTopic: Core OS Tags:
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Activity
Jul ’25
Get transfer_sub failed when transfer an app
Our app ID is 708064914; When we transferred an app with Sign in with Apple function, and request the REST API to get transfer_sub, approximately 25% of the requests return error responses such as: {error:invalid_request,error_description:User not found.} or {error:invalid_request} User 001700.6b50fa0cdf564b4f83e3ac6b8dfb9a9b.1205 received the first error; User 000908.523b85e1dd704d808dbfac55425c5a7b.1916 received the second error. Here's the English translation: We want to understand under what circumstances these errors occur. Since we have already transferred once before, this is the second transfer. The User not found error might be related to IDs from the original team. However, we don't understand the meaning of the second error type and what circumstances might cause it.
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1
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0
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76
Activity
Jul ’25
Reply to ASWebAuthenticationSession + Universal Links Callback Issue
The URL loaded as part of ASWebAuthentication is not redirecting back into our application with Universal Link option, however it works perfectly with CustomURL scheme. Universal Link in combination with ASWebAuth is the issue and area of the concern. Does Universal Link and ASWebAuth combination to get the redirection is known issue in Apple ? Thank you.
Topic: Privacy & Security SubTopic: General Tags:
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Jul ’25
Crashes on iOS 18.x
Starting with iOS 18.3, we are getting infrequent crash reports somehow related to web sockets. Are there any new caveats we should be aware of or is it just a CFNetwork bug? Incident Identifier: 0D4343CE-3089-4514-841D-80CEC353B6B8 Distributor ID: com.apple.AppStore Hardware Model: iPhone16,2 AppStoreTools: 16C7015 AppVariant: 1:iPhone16,2:18 Code Type: ARM-64 (Native) Role: Non UI Parent Process: launchd [1] Date/Time: 2025-03-18 15:42:14.1732 -0400 Launch Time: 2025-03-15 20:38:20.7015 -0400 OS Version: iPhone OS 18.3.1 (22D72) Release Type: User Baseband Version: 2.40.05 Report Version: 104 Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Subtype: KERN_INVALID_ADDRESS at 0x0000000000000000 Exception Codes: 0x0000000000000001, 0x0000000000000000 VM Region Info: 0 is not in any region. Bytes before following region: 4373233664 REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL UNUSED SPACE AT START ---> __TEXT 104aa4000-104aa8000 [ 16K] r-x/r-x SM=COW /var/containers/Bundle/Application/EDB47
Replies
7
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0
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208
Activity
Aug ’25
Running iOS app on MacOS error: This app cannot be installed because its integrity could not be verified.
The attached file bellow contains the full error error I clone this repo to my mac, change team id and group, and run it in Xcode: https://github.com/protonpass/ios-pass There's no issue when I ran it with the Debug configuration, but when I go to Product > Scheme > Edit Scheme and change the iOS target build configuration to Release then I got that error above. I have tried Archive and export the ipa, verify that the provisioning profile contains my Mac UDID, but when double clicking the ipa to install, I also got the error This app cannot be installed because its integrity could not be verified.
Replies
1
Boosts
0
Views
328
Activity
Jul ’25
Reply to Missing StoreKit configuration file option in Xcode
You make no mention of where you are looking in Xcode for the option. First, you need to add the StoreKit configuration file to your project properly. Use Xcode -> File -> New -> File from template... Then on the template screen, scroll down to the Other section and select StoreKit Configuration File. Once that file is setup, you make use of it by going to Xcode -> Product -> Scheme -> Edit Scheme. Then select the Run/Debug tab on the left. Then select the Options tab on the right. There you will see the StoreKit Configuration option where you can select the configuration file you created as described above.
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Jul ’25
Is it possible to load a WKWebView that has 3D rendering (like three.js) in a volumetric window?
I would like to translate info in a three.js based web app as a 3D model in a volumetric window. Is it possible to do this in a similar manner as loading a web page in a WKWebView?
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1
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0
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710
Activity
Jul ’25
Translation API not working without the Apple Translate app installed
Hello, My app depends on the Translation framework (iOS 17.4+), but I've found out that it doesn't work unless the Apple Translate app is installed on the device. After I've deleted Apple's translation app, I started getting the following errors: Optional(Foundation.Locale.Language(components: Foundation.Locale.Language.Components(languageCode: Optional(en), script: nil, region: Optional(GB)))) Optional(Foundation.Locale.Language(components: Foundation.Locale.Language.Components(languageCode: Optional(es), script: nil, region: Optional(ES)))) Error sending 1 paragraphs Error Domain=TranslationErrorDomain Code=16 Translation failed UserInfo={NSLocalizedDescription=Translation failed, NSLocalizedFailureReason=Offline models not available for language pair} Failed to translate input 0; returning error: Error Domain=TranslationErrorDomain Code=16 Translation failed UserInfo={NSLocalizedDescription=Translation failed, NSLocalizedFailureReason=
Replies
2
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0
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158
Activity
Jul ’25
Reply to Translation API not working without the Apple Translate app installed
Hello, apologies for the late reply. Yes, indeed, the API is not working if the Translate app is not installed, even if the languages' dictionaries are downloaded through the settings. I will file a bug report soon. Thanks a lot about the video reference - good to know that I can check the availability of languages.
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Jul ’25
Reply to React native app crash on TestFlight
There are limits to how much I can help you with your third-party tooling; if you need help with those, I recommend that you raise this via the support channel for those tools. Still, I wanted to offer some insight into the overall issue here. Both of your crash reports suggest that you have a memory management issue. You’re crashing deep in Apple libraries as they try to work with Objective-C objects. I have a couple of suggestions on that front. First, you’re encountering this problem on TestFlight but it’s unlikely to be TestFlight related. I suspect that it’s actually tied to your Debug vs Release build configuration. When you test at your desk you use the Debug build configuration, but when you submit to the App Store you use the Release build configuration. It’s very common to see memory management problems like this show up only in the Release configuration. You can tease these apart using the Xcode organiser. See Isolating Code Signing Problems from Build Problems. You can also tweak your project to b
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Jul ’25