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developer account payment verification
iam new in Apple Develper account. i create a account fill the form, and add the payment, after payment form completion, i recieved the email that your account is verified with in 48 hours, afetr 48 hours when i login again into my developer account, again the payment form is opening and showing my account is not completed, now the problem is that i think, developer account is my personal but the payment account i added its clients account so it is possible that apple will approve my account?
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xcrun -v notarytool -> rc = 69
The following process to sign my .pkg installer for distribution outside the app store have been working for over a year and recently the notarization fails with a rc = 69. I not aware of any changes other then xtools updates for the latest macos 15.6.1. Admittedly I felt lucky to have gotten it all to work initially and I could really use help. Thanks in advance! Bill The signing (no errors): productsign --sign macos_cert myapp.pkg The notarization (rc=69): xcrun -v notarytool submit myapp.pkg --apple-id my_apple_id --team-id XXXXXXXXXX
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Reply to Rejected a couple of time for 5.1.1/5.1.2 - AI consent screen not seen by reviewers despite being first screen on launch
Yes it is, I think the hasSeenConsent logic was exactly the mistake causing Apple's reviewers to not see the consent screen. I did some more research and found that the best approach is to remove the hasSeenConsent check entirely. Now the consent screen only checks hasConsented — if the user hasn't explicitly agreed, the consent screen blocks the entire app as the very first view, even before the loading screen. This guarantees the reviewer (and every user) sees it on every launch until they accept, or they can deny it, but won't be able to use any AI features. Resubmitting now — hopefully it finally passes! Appreciate the help.
1w
RealityView AR - anchored to the screen not the floor
This started out as a plea for help, but in preparing this post I discovered the root cause. I'm posting it as a lesson learned in hopes it will help someone. I've spent a good chunk of March trying to get AR-mode working again in my unreleased game. I had it working with SceneKit and ARView 5 years ago, but since 2024 I've been converting the game to use RealityKit and RealityView on iOS, macOS, visionOS, and tvOS. I've been having no joy getting AR mode to work on iOS. I get the pass-through device video but the game content isn't anchored to the floor but rather anchored to the screen. I made a simple project with just a simple shape in the middle of a RealityView and an overlay with a SwiftUI toggle to go in and out of AR-mode. At first, my simple project worked, and I couldn't figure out what was different in the logic. Both projects used the same logic: func transitionToXR(_ content: inout RealityViewCameraContent) { content.remove(gameBoard.rootEntity) content.add(xrAnchor) content.camera = .spatialTra
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AI framework usage without user session
We are evaluating various AI frameworks to use within our code, and are hoping to use some of the build-in frameworks in macOS including CoreML and Vision. However, we need to use these frameworks in a background process (system extension) that has no user session attached to it. (To be pedantic, we'll be using an XPC service that is spawned by the system extension, but neither would have an associated user session). Saying the daemon-safe frameworks list has not been updated in a while is an understatement, but it's all we have to go on. CoreGraphics isn't even listed--back then it part of ApplicationServices (I think?) and ApplicationServices is a no go. Vision does use CoreGraphics symbols and data types so I have doubts. We do have a POC that uses both frameworks and they seem to function fine but obviously having something official is better. Any Apple engineers that can comment on this?
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Reply to App Clips not working
Thanks for the post, in this page you'll find a sample for AppClips as well as the first note will provide you the 101 of App Clips. I always recommend developers to go over all those videos and documentation liked on that note. Then download the app, look at every single configuration from that app including the Clip target! https://developer.apple.com/documentation/appclip/fruta-building-a-feature-rich-app-with-swiftui In my opinion and without going deep in your solution, the reason your AASA endpoint is never getting called when you scan the QR code is due to a common misconception about how iOS handles App Clips and Universal Links, the iOS device does not fetch the AASA file at the moment you scan a QR code. Downloads the file at app installation time and there is also a delay. When you scan a QR code, iOS checks its local cache and Apple's CDN records to see if that URL is registered to an App Clip. If Apple's CDN hasn't validated your AASA file, or if the TestFlight configuration is
Topic: App & System Services SubTopic: General Tags:
1w
App Clips not working
Issue: after going through configuration steps for app clips, when I scan my QR code, my app clip does not appear, instead safari attempts to open the url as a web page. note: my aasa endpoint is never even getting called when scanning the QR code. Setup: App uninstalled in accordance with Apple Documentation Users don’t install App Clips, and App Clips don’t appear on the Home Screen. Similarly, testers don’t install the beta version of your App Clip testflight installed in accordance with Apple Documentation My app's Build 1.51.9 (1) uploaded and greenlit in testflight. My apple email is added as an internal tester is the same as my Apple ID for the device used. I have provided an aasa for the path: .well-known/apple-app-site-association. Here is my full url: https://akin-server-side-staging.onrender.com/.well-known/apple-app-site-association. { appclips: { apps: [ 8PJ28P9ZZ8.com.ElevatedUnderdogs.akin1.Clip ] }, applinks: { details: [ { components: [ {
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Reply to My macOS app is unable to read a Managed Preferences plist unless the App Sandbox is disabled. Is there any solution to read the MDM plist file while the sandbox is still enabled?
Is there any supported way for a sandboxed macOS app to read an MDM-delivered preference plist under /Library/Managed Preferences/? Any guidance on the correct and Apple‑supported method would be appreciated. There are basically two ways to make this work: Have the user select the file or directory using an open panel (or drag and drop). Use an entitlement that gives you access to the target directory. In this particular case, that means using one of the File Access Temporary Exceptions to hard-code access to /Library/Managed Preferences/. A few notes on that: The documentation suggests using Shared Preference Domain Temporary Exceptions. I would certainly try that; however, I suspect it won't work as Managed Preferences may not be part of the standard preference system. While there's always an inherent risk in using a temporary entitlement, I generally consider this particular entitlement set to be relatively safe. The entitlement’s role is clear and straightforward (it gives access to the target),
Topic: App & System Services SubTopic: Core OS Tags:
1w
Reply to Orphaned 9GB Simulator Runtime in /System/Library/AssetsV2 - Cannot Delete (SIP protected)
After additional testing, this appears to be an orphaned MobileAsset cleanup issue rather than a normal simulator uninstall problem. The runtime payload remains on disk under /System/Library/AssetsV2, but in some cases Xcode no longer exposes it in Components/Platforms and simctl does not have a usable reference to remove it cleanly. In other words, the asset still occupies space, but the supported management tools have effectively lost authoritative control over it. At that point the problem becomes structural: the remaining files are in a SIP-protected system location. So even if the exact asset folder can be identified, it cannot be manually removed through normal user-space means while SIP is enabled. That leaves no supported path to reclaim the space once the asset has fallen out of Xcode/simctl management. Technically, the remaining workaround is to disable SIP and remove the orphaned asset manually, but that is not a reasonable solution for routine simulator runtime cleanup. SIP exists specifically to
1w
developer account payment verification
iam new in Apple Develper account. i create a account fill the form, and add the payment, after payment form completion, i recieved the email that your account is verified with in 48 hours, afetr 48 hours when i login again into my developer account, again the payment form is opening and showing my account is not completed, now the problem is that i think, developer account is my personal but the payment account i added its clients account so it is possible that apple will approve my account?
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61
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1w
Stuck in App Review Status?
Hello all - just developed my first app. Submitted to apple for review since February 26, 2026 and still stuck in Waiting for review status. Is this timing normal? I've filled out support tickets and no response I can see either. Curious how app review and response timing is for others?
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96
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1w
xcrun -v notarytool -> rc = 69
The following process to sign my .pkg installer for distribution outside the app store have been working for over a year and recently the notarization fails with a rc = 69. I not aware of any changes other then xtools updates for the latest macos 15.6.1. Admittedly I felt lucky to have gotten it all to work initially and I could really use help. Thanks in advance! Bill The signing (no errors): productsign --sign macos_cert myapp.pkg The notarization (rc=69): xcrun -v notarytool submit myapp.pkg --apple-id my_apple_id --team-id XXXXXXXXXX
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3
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0
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444
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1w
Reply to Rejected a couple of time for 5.1.1/5.1.2 - AI consent screen not seen by reviewers despite being first screen on launch
Yes it is, I think the hasSeenConsent logic was exactly the mistake causing Apple's reviewers to not see the consent screen. I did some more research and found that the best approach is to remove the hasSeenConsent check entirely. Now the consent screen only checks hasConsented — if the user hasn't explicitly agreed, the consent screen blocks the entire app as the very first view, even before the loading screen. This guarantees the reviewer (and every user) sees it on every launch until they accept, or they can deny it, but won't be able to use any AI features. Resubmitting now — hopefully it finally passes! Appreciate the help.
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1w
Reply to AlarmKit Fixed Schedule Going off at Midnight
Hi, I’m experiencing the same issue with AlarmKit alarms occasionally firing at midnight. It seems I’m not the only one. I also created a post describing the same problem here: https://developer.apple.com/forums/thread/820388 Would appreciate if Apple could take a look at this behavior.
Topic: App & System Services SubTopic: General Tags:
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Reply to Orphaned 9GB Simulator Runtime in /System/Library/AssetsV2 - Cannot Delete (SIP protected)
I'm having the same issue; is there any way to get Apple's attention on this?
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1w
RealityView AR - anchored to the screen not the floor
This started out as a plea for help, but in preparing this post I discovered the root cause. I'm posting it as a lesson learned in hopes it will help someone. I've spent a good chunk of March trying to get AR-mode working again in my unreleased game. I had it working with SceneKit and ARView 5 years ago, but since 2024 I've been converting the game to use RealityKit and RealityView on iOS, macOS, visionOS, and tvOS. I've been having no joy getting AR mode to work on iOS. I get the pass-through device video but the game content isn't anchored to the floor but rather anchored to the screen. I made a simple project with just a simple shape in the middle of a RealityView and an overlay with a SwiftUI toggle to go in and out of AR-mode. At first, my simple project worked, and I couldn't figure out what was different in the logic. Both projects used the same logic: func transitionToXR(_ content: inout RealityViewCameraContent) { content.remove(gameBoard.rootEntity) content.add(xrAnchor) content.camera = .spatialTra
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81
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1w
Reply to iPadOS 26.1: new issue with traitCollection when changing dark mode
In iOS 26.4 the bug is still present. It seems the Apple team has forgotten to investigate the issue...
Topic: UI Frameworks SubTopic: UIKit Tags:
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AI framework usage without user session
We are evaluating various AI frameworks to use within our code, and are hoping to use some of the build-in frameworks in macOS including CoreML and Vision. However, we need to use these frameworks in a background process (system extension) that has no user session attached to it. (To be pedantic, we'll be using an XPC service that is spawned by the system extension, but neither would have an associated user session). Saying the daemon-safe frameworks list has not been updated in a while is an understatement, but it's all we have to go on. CoreGraphics isn't even listed--back then it part of ApplicationServices (I think?) and ApplicationServices is a no go. Vision does use CoreGraphics symbols and data types so I have doubts. We do have a POC that uses both frameworks and they seem to function fine but obviously having something official is better. Any Apple engineers that can comment on this?
Replies
1
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0
Views
188
Activity
1w
Reply to App Clips not working
Thanks for the post, in this page you'll find a sample for AppClips as well as the first note will provide you the 101 of App Clips. I always recommend developers to go over all those videos and documentation liked on that note. Then download the app, look at every single configuration from that app including the Clip target! https://developer.apple.com/documentation/appclip/fruta-building-a-feature-rich-app-with-swiftui In my opinion and without going deep in your solution, the reason your AASA endpoint is never getting called when you scan the QR code is due to a common misconception about how iOS handles App Clips and Universal Links, the iOS device does not fetch the AASA file at the moment you scan a QR code. Downloads the file at app installation time and there is also a delay. When you scan a QR code, iOS checks its local cache and Apple's CDN records to see if that URL is registered to an App Clip. If Apple's CDN hasn't validated your AASA file, or if the TestFlight configuration is
Topic: App & System Services SubTopic: General Tags:
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1w
App Clips not working
Issue: after going through configuration steps for app clips, when I scan my QR code, my app clip does not appear, instead safari attempts to open the url as a web page. note: my aasa endpoint is never even getting called when scanning the QR code. Setup: App uninstalled in accordance with Apple Documentation Users don’t install App Clips, and App Clips don’t appear on the Home Screen. Similarly, testers don’t install the beta version of your App Clip testflight installed in accordance with Apple Documentation My app's Build 1.51.9 (1) uploaded and greenlit in testflight. My apple email is added as an internal tester is the same as my Apple ID for the device used. I have provided an aasa for the path: .well-known/apple-app-site-association. Here is my full url: https://akin-server-side-staging.onrender.com/.well-known/apple-app-site-association. { appclips: { apps: [ 8PJ28P9ZZ8.com.ElevatedUnderdogs.akin1.Clip ] }, applinks: { details: [ { components: [ {
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6
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173
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1w
Reply to 26.4 beta and RC versions are unable to be created on anything but 26.4 beta host OS
❯ pkgutil --pkg-info-plist com.apple.pkg.MobileDevice groups com.apple.findsystemfiles install-location Library/Apple/ install-time 1772135996 pkg-version 4.0.0.0.1.1762585687 pkgid com.apple.pkg.MobileDevice receipt-plist-version 1 volume / I can't reply in the thread above as a comment due to limited text amount.
Topic: App & System Services SubTopic: Core OS Tags:
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Reply to My macOS app is unable to read a Managed Preferences plist unless the App Sandbox is disabled. Is there any solution to read the MDM plist file while the sandbox is still enabled?
Is there any supported way for a sandboxed macOS app to read an MDM-delivered preference plist under /Library/Managed Preferences/? Any guidance on the correct and Apple‑supported method would be appreciated. There are basically two ways to make this work: Have the user select the file or directory using an open panel (or drag and drop). Use an entitlement that gives you access to the target directory. In this particular case, that means using one of the File Access Temporary Exceptions to hard-code access to /Library/Managed Preferences/. A few notes on that: The documentation suggests using Shared Preference Domain Temporary Exceptions. I would certainly try that; however, I suspect it won't work as Managed Preferences may not be part of the standard preference system. While there's always an inherent risk in using a temporary entitlement, I generally consider this particular entitlement set to be relatively safe. The entitlement’s role is clear and straightforward (it gives access to the target),
Topic: App & System Services SubTopic: Core OS Tags:
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Reply to How does Apple Review Work with peripheral devices?
Thank you for your post. We recommend that you sign up for a session with App Review during the weekly Meet with Apple event. Sign in with your Developer ID and select Request a one-on-one App Review consultation. A member of the App Review team will help you with your questions regarding the review process and the App Review Guidelines.
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Reply to Orphaned 9GB Simulator Runtime in /System/Library/AssetsV2 - Cannot Delete (SIP protected)
After additional testing, this appears to be an orphaned MobileAsset cleanup issue rather than a normal simulator uninstall problem. The runtime payload remains on disk under /System/Library/AssetsV2, but in some cases Xcode no longer exposes it in Components/Platforms and simctl does not have a usable reference to remove it cleanly. In other words, the asset still occupies space, but the supported management tools have effectively lost authoritative control over it. At that point the problem becomes structural: the remaining files are in a SIP-protected system location. So even if the exact asset folder can be identified, it cannot be manually removed through normal user-space means while SIP is enabled. That leaves no supported path to reclaim the space once the asset has fallen out of Xcode/simctl management. Technically, the remaining workaround is to disable SIP and remove the orphaned asset manually, but that is not a reasonable solution for routine simulator runtime cleanup. SIP exists specifically to
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1w