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Reply to Roblox very Laggy on iOS 26.1 23b5044i
Hello, Other developers have reported similar issues. As mentioned in that thread, we're unable to provide support on behalf of Roblox and encourage you to report this behavior to them so they can address it. Generally speaking these forums are for providing code-level guidance for developers using Apple's frameworks.
Topic: Graphics & Games SubTopic: GameKit Tags:
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Reply to ShazamKit for Android and 16 KB native library alignment
Hi @Mattreg, ShazamKit for android 2.1.1 does support 16KB memory page addresses. In branch fix-16k you have correctly imported the latest ShazamKit for android version. I checked this via md5:a6426940b80c4ec5f18a644e4f59193f. As good measure I have also explicitly verified your shazamKit .aar library for 16KB memory compatibility, and I confirm it's 16KB compatible. Steps: unzip the .aar, navigate to the jni folder run (adjust for your environment) ~/android-sdk/ndk/29.0.14033849/toolchains/llvm/prebuilt/darwin-x86_64/bin/llvm-objdump -p libsigx.so | grep LOAD LOAD off 0x0000000000000000 vaddr 0x0000000000000000 paddr 0x0000000000000000 align 2**14 LOAD off 0x000000000005afe0 vaddr 0x000000000005efe0 paddr 0x000000000005efe0 align 2**14 LOAD off 0x000000000005bca0 vaddr 0x0000000000063ca0 paddr 0x0000000000063ca0 align 2**14 2**14 is means it is supporting 16KB pages , see https://developer.android.com/guide/practices/page-sizes. I did also run ~/android-sdk/build-tools/36.0.0/zipalign -v -c -P 16 4
Topic: Media Technologies SubTopic: General Tags:
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Apple Arcade Pitch: Cup Pong Galaxy — 100% Spatial Vision Pro Game
Hello Apple Arcade Team, My partner and I are indie developers building premium spatial games for Apple platforms. We’ve created Cup Pong Galaxy, a 100% spatial game written specifically for Apple Vision Pro and we’d love to have it considered for Apple Arcade. ***** At-a-glance ***** Title: Cup Pong Galaxy Platform: Designed from the ground up for Vision Pro (spatial gameplay) Status: Approved for distribution on the App Store (release on hold pending Arcade interest) TestFlight: https://testflight.apple.com/join/aCBcUUJb (fully functional build) Game Footage: https://www.youtube.com/watch?v=JGoJTfUwTdg https://www.youtube.com/watch?v=CPExWW94ZvQ https://www.youtube.com/watch?v=dJOKXVhRShA ***** Why it stands out for Apple Arcade ***** Original spatial mechanics: Natural throwing using custom hand gestures and a physics-accurate ping pong system built for Vision Pro. Innovative collision system: Each animated alien has per-body-part collision objects that follow t
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Clarification on “Paying Users” by macOS version in App Store Connect
Hello Apple Support Team, We are planning to discontinue support for older macOS versions (macOS 11 and below). However, I have a concern regarding the analytics I see in App Store Connect. When I filter Paying Users by platform version, I see that about 23% of users are on macOS 11 or lower. This is a significant portion of our user base, and I would like to clarify: Does this “platform version” metric reflect the current operating system version that the paying user is running? Or does it reflect the macOS version at the time when the user first purchased a subscription? Thank you in advance for your clarification.
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Reply to [macOS] CoreSpotlight importer using CSImportExtension failing to index
I'd really like to have a way to integrate with Spotlight in the interim. Understood. I supported Spotlight importers back in the day, and as part of that I created infrastructure to make the whole task easier. I never got around to shipping that as sample code that because I expected CSImportExtension would come online and make it redundant. It seems like I was overly optimistic )-: My code was written in Objective-C, but I spent yesterday converting it to Swift [1]. There are two parts to this: QCFPlugIn — This is a generic mechanism for building different types of CFPlugIn implementations [2]. QSpotlightPlugIn — A type-specific subclass that handles Spotlight. QCFPlugIn.txt QSpotlightPlugIn.txt To use this, subclass QSpotlightPlugIn: private final class MySpotlight: QSpotlightPlugIn { override func importFrom(_ url: URL, type contextTypeUTI: UTType, updating attributes: NSMutableDictionary) throws { … your code here … } } and then invoke the infrastructure from your entry point: @_cdecl(MySpotlightFactory)
Topic: App & System Services SubTopic: General Tags:
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Reply to iOS26 beta: AppClips are not working properly
@Verara20 May we ask which app/AppClip is affected in your case? We are currently only experiencing this error with one AppClip, but another one (for a completely different app/development team) is working fine. So we are still trying to figure out why one works and the other doesn't. The app that isn't working for us is an unlisted app. At first, we thought that might be the reason, but we simply don't know. It's depressing that we can't do anything at the moment to get the solution working again with iOS26. The console log shows that there are some requests that are going wrong and that didn't happen with iOS18. error 15:05:16.940931+0200 appstored AMSURLSession: [F50720EC] Session decoder failed. Result = (null); Error = Error Domain=ASDErrorDomain Code=507 Invalid Response Status: 14501 UserInfo={NSDebugDescription=Invalid Response Status: 14501} error 15:05:16.940942+0200 appstored AMSURLSession: [F50720EC] Task completed with error = Error Domain=ASDErrorDomain Code=507 Invalid Response Status: 14501 Us
Topic: App & System Services SubTopic: General Tags:
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Xcode Signing Fails: Provisioning Profile "doesn't match" com.apple.developer.driverkit.userclient-access entitlement
Hello everyone, I am migrating a legacy KEXT to a DriverKit (DEXT) architecture. While the DEXT itself is working correctly, I am completely blocked by a code signing issue when trying to establish the UserClient connection from our SwiftUI management app. Project Goal & Status: Our DEXT (com.accusys.Acxxx.driver) activates successfully (systemextensionsctl list confirms [activated enabled]). The core functionality is working (diskutil list shows the corresponding disk device node). The Core Problem: The userclient-access Signing Error To allow the app to connect to the DEXT, the com.apple.developer.driverkit.userclient-access entitlement is required in the app's .entitlements file. However, as soon as this entitlement is added, the build fails. Both automatic and manual signing fail with the same error: `Provisioning profile ... doesn't match the entitlements file's value for the ... userclient-access entitlement.` This build failure prevents the generation of an .app bundle, making it impossible to insp
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Reply to Suddenly being asked for export compliance, even with ITSAppUsesNonExemptEncryption set to NO
could any of the following override this setting? My understanding is: Using certain third-party SDKs that might have their own encryption. -> YES The presence of specific Apple frameworks like CryptoKit or CommonCrypto, even if not used for non-exempt purposes. -> YES Standard HTTPS calls made through WKWebView. -> NO A temporary bug or caching issue in App Store Connect. -> Always possible, but unlikely.
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Password AutoFill doesn't work - help needed
I have a project with a single app target that serves two environments, and two schemes, one for each env, using xcconfig files for defining environment-specific stuff. I'm trying to figure this out for months, so I've tried multiple approaches throughout this period: Have a single domain in Associated domains in Xcode, defined as webcredentials:X where X gets replaced using a value from xcconfig. Have two domain entries in Associated domains webcredentials:PROD_DOMAIN and webcredentials:STAGING_DOMAIN. Have a different order of domains Results are very interesting: whatever I do, whatever approach I take, password autofill works on staging, but doesn't work on production. I'm aware that we need to test production on Test Flight and AppStore builds. That's how we're testing it, and it's not working. Tested on multiple devices, on multiple networks (wifi + mobile data), in multiple countries.. you name it. The server side team has checked their implementation a dozen times; it's all configured properly, in the
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Reply to [iOS 26] Can no longer detect whether iPhone has notch
@Claude31 All devices, physical and simulated. The code I provided consistently doesn't work. @Tomato I found a workaround involving measuring the screen aspect ratio to determine whether a device is an iPhone SE or not. Not the most elegant solution, but does the job. Your answer is interesting because I've always assumed that Apple didn't allow developers to access specific information like device name, etc. due to privacy concerns, so it never really occurred to me to just look up the model name and go from there. This is really useful information to me as it will allow me to tweak UI on a per-device basis, and more. Thank you!
Topic: UI Frameworks SubTopic: General Tags:
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No payments received since December 2023 - Zero response from support
No payments received since December 2023 - Zero response from support I have not received ANY revenue payments from December 2023 through October 2024. App Store Connect shows no error messages or problem notifications. Despite submitting multiple support inquiries over several weeks, I have received ZERO responses. Not even an acknowledgment. Absolutely remarkable operations, Apple. RIP Apple.
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