I'm developing a watchOS companion app for my iOS app in Xcode 26.0.1 on macOS Sequoia. The watch app uses a simple ObservableObject class with @Published properties for state management, which compiles fine for iOS but fails for the watchOS target. Error: Initializer 'init(wrappedValue:)' is not available due to missing import of defining module 'Combine' Code: swiftimport SwiftUI import WatchConnectivity import Combine // Added explicitly class WatchConnectivityProvider: NSObject, ObservableObject { @Published var distance: Double = 0 @Published var isActive: Bool = false // Additional @Published properties... } Environment: Xcode 26.0.1 (17A400) macOS Sequoia watchOS deployment target: 11.0 Apple Watch Series 11 running watchOS 11.6.1 What I've tried: Adding import Combine explicitly Cleaning build folder Verifying target membership This same code pattern works in the iOS target Is @Published / Combine supported differently in watchOS under Xcode 26? This code worked in previous
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I seem to be having an issue where certain symbol effect animations are not working. Using symbol effect .appear, .drawOn .drawOff seems to cause the symbol to not display at all. Am I using this code correctly if I want to have a simple animate repeatedly on display? Specifically, modifying the Multiplatform app template in xcode: Image(systemName: ellipsis) .font(.title) .foregroundColor(.blue) .symbolEffect(.drawOn.byLayer, options: .repeat(.continuous)) I'm currently on the latest release on Xcode/macOS and iOS/macOS on client. Both iOS and macOS seem affected. The project is multiplatform and only support macOS/iOS 26.
Do you mean that uploading to TestFlight a macOS app with an NSFileProviderReplicatedExtension + a file provider UI extension triggers the same error? That will be an issue in the app submission process, because these extensions are supported on macOS, as discussed here. I haven't tested this with macOS (yet). What I meant is that the two documents I listed before have the same contradiction for macOS as for visionOS. I am not sure if the availability of the sample code makes it more official. I mean, that page lists Mac Catalyst as supported while FPUIActionExtensionViewController.h states FPUI_AVAILABLE(ios(11.0), macos(10.15)) API_UNAVAILABLE(macCatalyst) I'll probably try this for macOS at some point in the future as the app is also available on macOS (with NSFileProviderReplicatedExtension), but my current File Provider UI code is based on UIKit (coming from iOS) so that is why I started with visionOS. Which is not really encouraging yet :-) From a developer's viewpoint the issue is pre
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
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Figured it out. For anyone who was following the instructions at the end of the WWDC 2025 video on App Intents: It appears AppIntentsPackage definitions are only required when you have an AppEntity conformances to define across package boundaries. AppIntents themselves are automatically discovered in any package or target, and defining AppIntentsPackage could result in duplicate metadata for AppIntents in the bundle, resulting in the OS being unable to resolve the AppIntent to use at runtime. So if all you have is AppIntents to share across the app bundle and a widget extension for example, you do not need to define AppIntentsPackage at all. This is a Xcode 26 compiler feature and is retroactive to at least iOS 18.
Topic:
Developer Tools & Services
SubTopic:
Xcode
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So, let me start by sorting out prewarming: We are running into issues with iOS app prewarming, where the system launches our app before the user has entered their passcode. Prewarming is not why your app is waking up. This forum post goes into this in more detail, however, quoting myself for the most relevant detail: Since late iOS 15, the Prewarm process suspends your app very early in the dyld load process, specifically before ANY 3rd party library (and most of our libraries) can be loaded. By design, your application cannot have ANY effect on that process. Indeed, it's entirely possible for prewarm to have created your process minutes or even hours before ANY of your app’s code actually executed. Prewarming is only what created your app’s process, NOT the reason why your app is actually executing code. That leads to here: On iOS 16+, the ActivePrewarm environment variable doesn’t seem to exist anymore (though older docs and SDKs such as Sentry reference it). Are you sure ModuleI
Topic:
App & System Services
SubTopic:
Processes & Concurrency
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This is a really strange issue on iOS Safari. Under certain conditions a basic input element will not be focusable or show the on screen keyboard. I can reproduce the issue with a very simple HTML file by dynamically adding an anchor element with an href during a touch event. If you add a different element or an anchor without an href, there is no issue. Similarly, if you apply the same listener to a click event there is no issue. Reproducible in iOS Simulator 17.2 and 18.1 This HTML/JS showcases the problem: InputIssue
Topic:
Safari & Web
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General
I have an iPadOS M-processor application with two different running configurations. In config1, the shared AVAudioSession is configured for .videoChat mode using the built-in microphone. The input/output nodes of the AVAudioEngine are configured with voice processing enabled. The built-in mic is formatted for 1 channel at 48KHz. In config2, the shared AVAudioSession is configured for .measurement mode using an external USB microphone. The input/output nodes of the AVAudioEngine are configured with voice processing disabled. The external mic is formatted for 2 channels at 44.1KHz I've written a configuration manager designed to safely switch between these two configurations. It works by stopping AVAudioEngine and detaching all but the input and output nodes, updating the shared audio session for the desired mic and sample-rates, and setting the appropriate state for voice processing to either true or false as required by the configuration. Finally the new audio graph is constructed by attaching appropriate nod
Hello, We use the .confirmationDialog() view modifier to present an alert when deleting an item in a list. Prior to iOS 26, this dialog appeared as an action sheet on iPhone. Following WWDC 25, my understanding is that on iOS 26 the dialog should appear as an action sheet over the originating view on iPhone. This is the behavior we observe in the built-in Messages and Mail apps when deleting an item (see the screenshot below). However, when using .confirmationDialog() on iOS 26, the dialog is displayed as a standard popover on iPhone. I haven’t been able to reproduce the new expected behavior. Here's a sample code: struct ContentView: View { @State var data: [String] = [A, B, C] @State var confirmationPresented: Bool = false var body: some View { List { ForEach(data, id: .self) { item in Text(item) .confirmationDialog(Title, isPresented: $confirmationPresented, actions: { Button(action: { }, label: { Text(OK) }) }) .swipeActions { Button(Delete, systemImage: trash, action: { confirm
Thank you for your reply. Here is a test project that demonstrates what happens: https://filesender.renater.fr/?s=download&token=2148c569-5b67-4977-9404-1e09478b0ff8 I am running: Xcode 26.0.1 (17A400) macOS Tahoe 26.0 on a 13 inch 2020 MacBook Pro (Intel). iOS 26.0.1 on an iPhone SE
Topic:
UI Frameworks
SubTopic:
General
Did iOS 26 or Xcode 26 change scrollview gesture system? I just found an issue that simultaneousGesture inside a scrollview will cause scrolling disabled, but it works fine on iOS 18. Any solutions here? I also saw serverl similar posts on Twitter and forums.
I’m developing an iOS application using CoreNFC and working with ISO7816 tags. My use case involves exchanging APDU commands with a hardware device, but some operations can take more than 20 seconds. From my testing, I see that: The NFC reader session itself lasts about 60 seconds. But once a tag is connected, the connection seems to drop after ~20 seconds, and I receive a “connection lost” / session invalidated error. My questions are: Is this ~20-second connection window a hard limit enforced by iOS? Is there any way to extend this timeout for long-running APDU operations? If not, what’s the recommended design pattern for handling these scenarios? For example, should I split the process into smaller APDU commands and prompt the user to re-tap when the session times out? Any guidance or best practices for handling long NFC exchanges on iOS would be greatly appreciated.
We operate a social network application, SportsYou with over 3 million monthly active users and are experiencing significant issues with push notification delivery through APNs. We have a large number of users reporting they are not receiving push notifications. Our infrastructure uses AWS SNS integrated with APNs to deliver notifications. However, AWS CloudWatch consistently reports successful delivery (Success response), even though users confirm they never received the notifications. Because we receive success responses from AWS SNS, our system does not attempt to recreate or refresh the device endpoints. This leaves us unable to detect or recover from these delivery failures automatically. This issue is widespread and inconsistent. It affects users across multiple variables including different iOS versions, different device models, and different versions of our application. We cannot identify a clear pattern that would help us isolate the root cause. With millions of active users, even a small pe
We operate a social network application, SportsYou with over 3 million monthly active users and are experiencing significant issues with push notification delivery through APNs. We have a large number of users reporting they are not receiving push notifications. Our infrastructure uses AWS SNS integrated with APNs to deliver notifications. However, AWS CloudWatch consistently reports successful delivery (Success response), even though users confirm they never received the notifications. Because we receive success responses from AWS SNS, our system does not attempt to recreate or refresh the device endpoints. This leaves us unable to detect or recover from these delivery failures automatically. This issue is widespread and inconsistent. It affects users across multiple variables including different iOS versions, different device models, and different versions of our application. We cannot identify a clear pattern that would help us isolate the root cause. With millions of active users, even a small pe
Hey, could you please follow up if you can still reproduce this issue on iOS 26 (final release), iOS 26.0.1, or iOS 26.1 beta 1? [quote='854406022, CaliforniaJay, /thread/793747?answerId=854406022#854406022, /profile/CaliforniaJay'] I filed feedback: FB19738834 [/quote]
Topic:
App & System Services
SubTopic:
General
Tags:
i play Roblox and ever since I've got this update the quality graphics stability Internet ping and a lot of other stuff has drastically been worse