I built a TestFlight version of my unpublished app.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
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Also seeing this on Xcode Cloud builds when specifying the latest toolchain
Topic:
Developer Tools & Services
SubTopic:
Xcode Cloud
Tags:
That was it - I built a kext collection using these pre-shipped kernels in the KDK and I was then able to boot this custom kext collection without any issues. I used the kernel.development variant for my test. Upon boot, I even verified that it was indeed using the development variant of the kernel: Fabulous! (including hopefully building a trivially modified kernel version from xnu sources and booting it) It's been a very long time since I've done this, but the main thing I remember is that you need to be very careful to ensure that you've exactly matched up versions so that everything is the same exact version (kernel source, KDK, developer tools, etc.). The problem isn't so much that it MUST be the same, it's that there are so many details and every failure basically looks the same (it doesn't boot!). That makes it really easy to waste a ton of time trying to hunt down small problems that are basically just noise. __ Kevin Elliott DTS Engineer, CoreOS/Hardware
Topic:
App & System Services
SubTopic:
Core OS
Tags:
We appreciate your suggestion to use the Apple Developer Forums. However, we must respectfully request further escalation of this issue beyond the forums for several critical reasons: Severity and Scope: This is not a general development discussion topic. We are facing a massive, reproducible performance issue on iOS 16 that renders devices unresponsive, requiring factory resets or DFU restores. This goes far beyond typical app bugs and points to a potential systemic issue in the OS's image handling. Insufficiency of Forum Support: While the forums are a valuable resource for community advice, they cannot provide the official, in-depth technical diagnosis from Apple engineers that this situation demands. Our users' devices are being bricked by an app update that passed App Review, and we require clarity on the root cause to prevent further damage and restore user trust. Code-Level Support Eligibility: As members of the Apple Developer Program, we believe our issue falls under the purview of Code-Level Support
Topic:
App & System Services
SubTopic:
General
As of now, there is no Kernel Debug Kit (KDK) available for macOS 26.0 Developer Betas after the first build. Kernel Debug Kits are crucial for understanding panics and other bugs within custom Kernel Extensions. Without the KDK for the corresponding macOS version, tools like kmutil fail to recognize a KDK and certain functions are disabled. Additionally, as far as I am aware, a KDK for one build of macOS isn't able to be used on a differing build. Especially since this is a developer beta, where developers are updating their software to function with the latest versions of macOS, I'd expect a KDK to be available for more than one build.
Hi, I’m running into a persistent error while implementing StoreKit 2 renewable subscriptions in my SwiftUI app. Context I have a two-screen flow: Screen 1: user selects a subscription plan (monthly / yearly). Screen 2: user fills out personal information and taps Subscribe that triggers the purchase function. On first launch or the first couple of purchases (on both Storekit's local and Sandbox testing), everything works fine. The App Store popup appears, the purchase goes through, and I get the transaction result. But after a few runs (3rd or 4th purchase attempt onward), my app crashes the moment the App Store purchase popup appears. Error Logs When the crash happens, the console shows: `unable to close due to unfinalized statements or unfinished backups BUG IN CLIENT OF libsqlite3.dylib: database integrity compromised by API violation: vnode unlinked while in use: /private/var/mobile/Containers/Data/Application/D8D97A11-DF06-4EF2-AC55-138C4739A167/Library/d6d2e85a60f0480c4c17834eeb827a14_MPDB.sqlite inval
Topic:
App & System Services
SubTopic:
Tap to Pay on iPhone
Tags:
Subscriptions
StoreKit
Xcode
In-App Purchase
The file shown in your screenshot is part of the iOS SDK, so it does not normally have compile errors like this. That indicates that the problem is elsewhere in your build configuration, and this file is an innocent victim of a problem elsewhere. I see a build error that says failed to emit precompiled module, so maybe start there and work backwards. Since your project involves Cocoapods, it's possible that tool's configuration is also adding to this issue, so you should work to determine if their configuration set up by their tool is part of the source here, and if that turns out to be the case, you'll want to get in contact with their support resources. — Ed Ford, DTS Engineer
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Can you share the full build report? To collect it: Choose View > Navigators > Reports. Select the report associated with your app’s build in the navigator. Using the filter bar at the top of the build report, select the filter buttons for All and All Messages. Click Export in the filter bar to save the detailed build report. Depending on the size of your app, the report may be too big to attach to a post here in the forums. If that's the case, providing a URL where we can see a copy would also be fine. — Ed Ford, DTS Engineer
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Build input file cannot be found error occurs in Archive. When running Archive to generate a build file, the build file generation fails with a Build input file cannot be found: ... error. When debugging, the build runs fine on the actual device without any errors. Comparing and modifying the Build Settings with other projects doesn't fix the issue. Deleting the Swift file and attempting to Archive results in a crash due to the missing file. Even after deleting and adding the Swift file, the same error persists when attempting to Archive. Even after deleting and re-adding the Swift file, the issue persists even after deleting all DerivedData file space on my Mac and restarting Xcode. Can you help me with this issue? It worked fine before the recent macOS update, and I successfully archived and published it to the App Store a few days ago. I believe this issue occurred after updating macOS to 26.0.1. My Xcode version is 26.0.1.
Same for me. It worked once after deleting and reinstalling the app I was developing, but then continued to show the error for every build or install after. Xcode 16.4 works as expected.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
I’m building a Flutter plugin to access the new menubar API on iPadOS. Everything works fine with a single scene, but I’m running into issues when adding support for multiple scenes: Only odd-numbered windows (first, third, etc.) build their menus correctly. Even-numbered windows ignore the menus sent from Flutter and fall back to a default menubar. When switching between scenes, the last rendered menu always persists instead of updating to the current focus. So far, I’ve: Implemented the plugin as a singleton. Tried to persist menu state per scene, but without success. What would be the recommended approach here? Should I avoid a singleton and manage state entirely per UIScene instance? The project is open-source, and if anyone is willing to take a look, here are the relevant files: /ios/Classes/IpadOSMenubarPlugin.swift /example/ios/Runner/AppDelegate.swift Any guidance would be much appreciated.
See if ASSETCATALOG_COMPILER_LAUNCHIMAGE_NAME is still set in your build settings. It's also known as the Asset Catalog Launch Image Set Name. — Ed Ford, DTS Engineer
Topic:
Developer Tools & Services
SubTopic:
Xcode
I have three toolbar buttons with images from Assets.xcassets. Initially, I didn't use @1x, @2x, @3x sizes. I just put one size (72 x 72) for all of them. It was never a problem till a few days ago. The reviewer has reported numerous issues, which all seem to originate from miniaturized toolbar images. They have given me a screenshot from an iPad. Now, each of the three to the left has shrunken to 4 x 4, according to them. Some lines of code are the following. import SwiftUI struct ContentView: View { var body: some View { NavigationStack { ZStack { VStack { ... ... ... } .background(.brown) .navigationBarTitleDisplayMode(.inline) .navigationBarItems( leading: HStack(content: { Button { } label: { Image(ToolbarImage1) .resizable() .foregroundColor(.red) .aspectRatio(contentMode: .fit) .frame(width: 28) } Button { } label: { Image(ToolbarImage2) .resizable() .foregroundColor(.cyan) .aspectRatio(contentMode: .fit) .frame(width: 28) } Button { } label: { Image(ToolbarImage3) .resizable() .foregroundColor(.gray)
Topic:
UI Frameworks
SubTopic:
SwiftUI
Hi - thanks for the quick response. I'll try to answer as best as I can. Could you tell me more about these watchOS targets? My primary curiosity is how they are able to build successfully even during a normal build, if their dependencies do not support watchOS. I mentioned at the bottom of my original post that our app is [a mixture of] SPM packages and traditional target structure. This is mostly because SPM was introduced after our app was already published and created. We've slowly been migrating old features to SPM, and new features get added to SPM. The reason we love SPM is it introduces modularity for us, and enables greater code sharing. The way we decided to structure SPM within the context of all of our targets is one shared Package.swift file. This is because so many of our targets share the same code, it seemed easier at the time to keep all our various libraries within one SPM package (I hope that makes sense). So our one Package.swift declares all platforms like this: platform
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Thank you for your post. For help with the CarPlay , please post in the Apple Support Community. The Apple Developer Forums are for questions about APIs and features intended specifically for developers. https://discussions.apple.com/welcome If you are using a beta version of iOS (please provide the version and build) with CarPlay , please file bug reports through Feedback Assistant. https://feedbackassistant.apple.com/ Hope this helps and you find the solution quickly. Albert Pascual
Worldwide Developer Relations.
Topic:
Community
SubTopic:
Apple Developers
Tags: