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【iOS18.2~18.3.2 bug】After switching sandbox accounts in Settings, the value of SKStorefront.countryCode is not synchronized
Problem Description: 1、I have two sandbox accounts from different countries. Account A is from Mainland China (CHN), and Account B is from the United States (USA). When I switch the sandbox account from Account A (CHN) to Account B (USA) in the system settings and restart the app, the value of SKPaymentQueue.defaultQueue.storefront.countryCode always returns CHN instead of the expected USA. 2、This issue only occurs on iOS 18.2 and above. 3、On the same device running iOS 17.5.1, the behavior is correct. However, after upgrading the system to iOS 18.3.2, the error occurs. 4、In the sandbox environment, although SKStorefront.countryCode returns the wrong value, the currency type for Apple's in-app purchase is correct when initiating the payment. 5、The issue only exists in the sandbox environment and does not occur in the App Store-downloaded package. Demo Code: - (IBAction)clickButton:(id)sender { NSString *appStoreCountryCode3 = SKPaymentQueue.defaultQueue.storefront.countryCode; NSLog(@%@,appStoreCount
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Reply to 【iOS18.2~18.3.2 bug】After switching sandbox accounts in Settings, the value of SKStorefront.countryCode is not synchronized
@MykytaOliinyk Sorry, I just saw the message now. I reported the bug to Feedback and provided the log as requested, but Apple did not respond subsequently. I tried it today and found that the issue has been fixed in iOS 18.7.1 (as there are no more devices available, I don't know from which version this issue was resolved). There is no such problem in iOS 26 too. iOS18.7.1 ✅ iOS26 ✅
Topic: App & System Services SubTopic: StoreKit Tags:
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Reply to Creating Swift Package with binaryTarget that has dependencies
Let's examine this log: objc[39953]: Class _TtC10KingfisherP33_6AA794C9C370CDB07604B4D8B99AEAA312BundleFinder is implemented in both /Users/Name/Library/Developer/Xcode/DerivedData/TestApp-capvhjiqxrdgdnbevpkajicnjpcs/Build/Products/Debug-iphonesimulator/WallpaperKit.framework/WallpaperKit (0x100e8bbf8) and /Users/Name/Library/Developer/CoreSimulator/Devices/E0AF13C2-874C-47B9-B864-72AF3E4D5D4B/data/Containers/Bundle/Application/AF32011A-92E7-4E26-9A97-9F0C25C07863/TestApp.app/TestApp.debug.dylib (0x101a543b0). This may cause spurious casting failures and mysterious crashes. One of the duplicates must be removed or renamed. You have mangled Swift class names there, and they exist in two places, so the system doesn't know which implementation to use. While the crux of your question is Why are these symbols still given an _implementationOnly import, there's something subtle here — this log is being generated by the Objective-C runtime, for a Swift class — notice the system logging this is named objc at the fron
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CKSyncEngine on macOS: Automatic Fetch Extremely Slow Compared to iOS
Hi everyone, We’re currently using CKSyncEngine to sync all our locally persisted data across user devices (iOS and macOS) via iCloud. We’ve noticed something strange and reproducible: On iOS, when the CKSyncEngine is initialized with manual sync behavior, both manual calls to fetchChanges() and sendChanges() happen nearly instantly (usually within seconds). Automatic syncing is also very fast. On macOS, when the CKSyncEngine is initialized with manual sync behavior, fetchChanges() and sendChanges() are also fast and responsive. However, once CKSyncEngine is initialized with automatic syncing enabled on macOS: sendChanges() still appears to transmit changes immediately. But automatic fetching becomes significantly slower — often taking minutes to pick up changes from the cloud, even when new data is already available. Even manual calls to fetchChanges() behave as if they’re throttled or delayed, rather than performing an immediate fetch. Our questions: Is this delay in automatic (and post-automatic manual) fe
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Reply to CKSyncEngine on macOS: Automatic Fetch Extremely Slow Compared to iOS
Running into the same issue here. At this point, I’m considering using a CKSyncEngine with manual sync behavior only for the initial fetch, then discarding it and switching to a different CKSyncEngine instance with automatic sync behavior for the rest of the session. Managing this feels a bit clunky, though. Would love some clarification from Apple engineers on this.
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Silent push throttling breaking accessibility app for neurodivergent users
Hello all 👋 We're developing an app for families with neurodivergent members (primarily autistic children) and have run into a critical reliability issue with silent push notifications that breaks core functionality. Our current implementation: When a caretaker updates the person's daily routine/schedule in our system, we send a silent push notification to the user's device. The app wakes, connects to our server, downloads the updated schedule, and creates/updates local notifications for upcoming activities. The problem: Because the app is rarely/never directly interacted with by the end user (the child doesn't open the app - caregivers configure it on their behalf), silent push notifications get progressively throttled and eventually stop being delivered entirely. This means schedule changes made by caregivers never reach the device, breaking the app's core value proposition. Uninstalling and reinstalling doesn't reset the throttling state Questions: Is there any way to reset or mitigate throttling for devi
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Reply to Medical Calculator Approval
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. https://developer.apple.com/events/view/upcoming-events Albert Pascual
  Worldwide Developer Relations.
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Reply to App Rejected Under Guideline 4.3(a) - “Spam” for Unofficial Telegram Client with Unique Features
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. https://developer.apple.com/events/view/upcoming-events Albert Pascual
  Worldwide Developer Relations.
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App Rejected Under Guideline 4.3(a) - “Spam” for Unofficial Telegram Client with Unique Features
Hi everyone, I’m currently working on a project based on the Telegram iOS open-source code. My goal is to build an unofficial Telegram client with Telegram’s permission (they have publicly allowed third-party clients under their open-source license). My app includes unique new features and UI improvements that are not present in the official Telegram app. Essentially, it’s Telegram plus additional features — built from the official source, but extended significantly. However, when I try to submit my app to the App Store, Apple rejects the build under Guideline 4.3(a) - Design - Spam with this message: “We still noticed your app shares a similar binary, metadata, and/or concept as apps submitted to the App Store by other developers, with only minor differences. Submitting similar or repackaged apps is a form of spam that creates clutter and makes it difficult for users to discover new apps.” I completely understand Apple’s intent to prevent low-effort clones or spam apps. However, in my case,
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Reply to APPLE STOCKS
We appreciate your interest in participating in the forums! These forums are for questions about developing software and accessories for Apple platforms. Your question seems related to an idea? Thanks for your idea. Please review Apple's Unsolicited Idea Submission Policy. https://www.apple.com/legal/intellectual-property/policies/ideas.html Hope this helps Albert Pascual
  Worldwide Developer Relations.
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APPLE STOCKS
Hi I was thinking, wouldn’t it be awesome if Apple had a stock app? I know, it might sound crazy, but honestly, it would be a fantastic addition to their finance section! Imagine having a wallet, Apple credit card, and a stock app all in one place. In my opinion, that could totally revolutionize everything!
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AppClip Not Launching from Physical QR Codes
Hi all, I’m having an issue with an AppClip (uncompressed size 14.8 MB, iOS 17+) that’s supposed to launch from physical QR codes installed on devices in the field. The AppClip works perfectly when invoked via a web referrer, but scanning the physical QR code leads to a App Clip is unavailable card. Even testing with an Apple-provided App Clip Code doesn’t work. Everything seems to meet Apple’s requirements, so I’m not sure what’s causing this. Has anyone encountered this or know how to fix it? Thanks in advance for any insights!
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Reply to Subscription purchase not working because status is not "Ready for Sale"
It seems that we cannot test the purchase flow until it has actually been approved. That is incorrect. Testing In-App Purchase in the Apple sandbox environment doesn’t require you submit your In-App Purchases for review. That is, attempting to upgrade your subscription leads to an invalid product ID error, presumably because the product is not ready for sale To resolve your issue, see TN3186: Troubleshooting In-App Purchases availability in the sandbox.
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