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“build disappears”

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Reply to Can NWConnection.receive(minimumIncompleteLength:maximumLength:) return nil data for UDP while connection remains .ready?
[quote='877018022, vishalsehgal, /thread/815465?answerId=877018022#877018022, /profile/vishalsehgal'] We wanted to reduce the kernel overhead of assembling bytes that receiveMessage(completion:) does. [/quote] I have two things to note about this. First, there’s no guarantee that your network connections are being run by the kernel. Our platforms have a user-space networking stack and Network framework will choose that over the in-kernel stack in many common cases. Second, I’m concerned about this concept of “assembling bytes”. In general, UDP datagrams shouldn’t be fragmented and thus there’s no assembling of data at all. A packet arrives, it contains the full UDP datagram, and the content of that datagram is delivered to you. If you’re building something that does fragment UDP datagrams — that is, it sends datagrams that are larger than the path MTU and thus are subject to IP fragmentation — then it’d be better to work on not doing that rather than trying to worry about optimising this path. Moreov
Feb ’26
Issue configuring non-consumable IAP
Hi everyone, I’m running into a recurring issue when submitting my app to the App Store. The app is made with Unity and contains a single non-consumable IAP. Said IAP works fine locally, and sandbox testing with Xcode works when we test the build internally. Here is the current behaviour: On Game launch, the paywall pop-up displays correctly, I can try to purchase the bonus content. I go through the whole mock payment process, it takes a little while to validate but it does go through. It asks me to “pay” a second time (as if the first one hadn’t been taken into account), there’s a bit of loading but the payment is validated. A pop-up tells me it’s confirmed. Back in game, the content is correctly unlocked and accessible. But during App Store review, the reviewers report that the in-app purchase button is unresponsive. The purchase cannot be initiated, and an error that says Cannot initiate purchase because product was not found or simply failing to start. Here’s what I’ve confirmed so far: The IAP p
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0
66
Feb ’26
Assets duplicating on Xcode 26.1 Beta 3
I've recently installed 26.1 Beta 3 alongside stable 26.0.1 When building my app with 26.0.1 the final .ipa size is ~17mb, however after building my app with 26.1 Beta 3 the size has increased up to ~22mb The main difference is Assets.car blowing from 1.1mb to 5.6mb (or 8.6mb if I include all icons settings). Upon examining I've found new liquid glass .icon file duplicating itself multiple times as png variants (any, dark, tinted, etc). Is anyone else experiencing this issue?
9
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571
Feb ’26
Reply to Assets duplicating on Xcode 26.1 Beta 3
This is still an issue on 26.3. @SubvertDev What I ended up doing was extracting the Icon Composer rendered icon variants from an Assets.car built with Xcode 26.0.1 and adding those back to the project as pre-rendered icons to the assets catalog. Updating the icons in the future will be a pain, but at least for now the app's compressed thinned size hasn't gone up by >20MB when building with Xcode 26.1 and later.
Feb ’26
Reply to Xcode is compiling all Swift files one at a time?
I found it! I searched the build settings for build in both apps and just went down the list, comparing every setting. The only difference was User Script Sandboxing, which was Yes in the smaller app and No in the larger app. When I turned that on in the larger app, it built files in batches like the smaller app, and finished in 38 seconds -- that's 21 times faster than before. This is going to make release days so much easier.
Feb ’26
What trends will shape the future of iOS app development
With agentic coding and AI rapidly improving at solving development problems, I’m starting to question what the next three to five years will look like for iOS developers and whether manual coding will gradually disappear. I’ve been building iOS apps full time since 2013 and while I appreciate AI for speeding up workflows like unit testing, I worry that over reliance could weaken our core skills, reduce our understanding of evolving APIs, and ultimately impact our long term value and demand in the industry, does anyone else feel the same?
1
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47
Feb ’26
Creating a Temporary Directory with NSFileManager - NSItemReplacementDirectory creates folder in user-facing location?
So I'm reworking couple things in my app. And I noticed I had this old code that does the following: Creates a temporary directory. Writes a file in the temporary directory. After the file is written moves the file out of the temporary location and places it in its final destination. Okay so I was not creating the temporary directory using the recommended API. I was simply doing something like this: NSURL *tempDirectory = [NSURL fileURLWithPath:[NSTemporaryDirectory() stringByAppendingPathComponent:[NSProcessInfo processInfo].globallyUniqueString]]; // Create tempDirectory and write files inside it. Now I just changed the code to use the recommended API which takes the the volume of the target destination into account: -URLForDirectory:inDomain:appropriateForURL:create:error:) and I pass in NSItemReplacementDirectory and a url to appropriateForURL so the destination volume is taken into account. Now I have external storage mounted and I use the recommended approach. I discovered NSFileManager simply writes a
3
0
124
Feb ’26
Reply to Error loading products on iOS TestFlight app
Hi, can you please confirm if you've already set up the product information in App Store Connect for the products you're looking to show in your app? Make sure that the products are shown as Ready to submit after adding all the required metadata so that you can use them in the TestFlight build. I would also highly suggest to take a look at this article around Testing In-App Purchases with sandbox and follow all the steps around checking the agreements, setting up the products in App Store Connect, and creating a sandbox Apple Account. Other useful resources you can check out from the docs: Submit an In-App Purchase Testing subscriptions and In-App Purchases in TestFlight
Feb ’26
App stuck in review for an extended time resubmitted an updated build
I’m sharing my situation in case others have experienced something similar. I initially submitted my app for review on February 4, and it remained in “Waiting for Review” for over 12 days without any feedback or request for additional information. I also sent a message through App Store Connect on February 11, but did not receive a response. To help move things forward, I’ve now resubmitted an updated build with clearer onboarding, improved permission explanations, and some minor UI improvements. I included detailed notes for the reviewer explaining the changes. I’m staying patient and cooperative, but I wanted to ask if others have encountered similar delays recently, and whether resubmitting helped unblock the review. Thanks in advance for any insights 🙂
3
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150
Feb ’26
Sandbox data loss after development team transferred
We recently changed the development team for our app and are getting ready for the first update since the change. We store a small amount of data in an sqlite database. From what I understand that data should be retained for users when updating the app version since the Bundle ID has remained the same. When I update the app from the currently released App Store build, which was from the old development team, to the latest build in TestFlight the data is not being retained. Is there something else that needs to be done to retain the data? Is it possible that the data is only being lost when updating from TestFlight but will be retained when updating the app from the App Store?
2
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53
Feb ’26
Reply to Broken autocomplete in Xcode 26
Thanks for the post, please read my first post, as still looking forward to know the build number and version of your Xcode. It's hard to see what's the version from a screenshot as Xcode UI does not change completely per version. Thanks!! Albert Pascual
  Worldwide Developer Relations.
Feb ’26
Reply to Getting a basic URL Filter to work
Ok, I was able to upload a build containing the extension! I will release it to TestFlight soon, even tho the actual filtering doesn’t work atm, due to the server part. I’m using @ameshkov’s tester (thank you!!) and everything seems to be ok with my server stuff; however when I actually try to turn the feature on I always get this: : -[NEPIRChecker start:responseQueue:completionHandler:]_block_invoke - PIR status returned error Does this mean the server stuff was not certified?
Feb ’26
Testflight build processing for DAYS
I've submitted multiple builds to Testflight over the course of a week and all of them as stuck in a Processing state. Some extending almost a week at this point. Unfortunately I can't clear these, can't delete the app and restart the submission entirely, or anything else. Any pointers would be greatly appreciated, at this point I'm assuming something internal to Testflight is hosed.
1
0
102
Feb ’26
Reply to Can NWConnection.receive(minimumIncompleteLength:maximumLength:) return nil data for UDP while connection remains .ready?
[quote='877018022, vishalsehgal, /thread/815465?answerId=877018022#877018022, /profile/vishalsehgal'] We wanted to reduce the kernel overhead of assembling bytes that receiveMessage(completion:) does. [/quote] I have two things to note about this. First, there’s no guarantee that your network connections are being run by the kernel. Our platforms have a user-space networking stack and Network framework will choose that over the in-kernel stack in many common cases. Second, I’m concerned about this concept of “assembling bytes”. In general, UDP datagrams shouldn’t be fragmented and thus there’s no assembling of data at all. A packet arrives, it contains the full UDP datagram, and the content of that datagram is delivered to you. If you’re building something that does fragment UDP datagrams — that is, it sends datagrams that are larger than the path MTU and thus are subject to IP fragmentation — then it’d be better to work on not doing that rather than trying to worry about optimising this path. Moreov
Replies
Boosts
Views
Activity
Feb ’26
Issue configuring non-consumable IAP
Hi everyone, I’m running into a recurring issue when submitting my app to the App Store. The app is made with Unity and contains a single non-consumable IAP. Said IAP works fine locally, and sandbox testing with Xcode works when we test the build internally. Here is the current behaviour: On Game launch, the paywall pop-up displays correctly, I can try to purchase the bonus content. I go through the whole mock payment process, it takes a little while to validate but it does go through. It asks me to “pay” a second time (as if the first one hadn’t been taken into account), there’s a bit of loading but the payment is validated. A pop-up tells me it’s confirmed. Back in game, the content is correctly unlocked and accessible. But during App Store review, the reviewers report that the in-app purchase button is unresponsive. The purchase cannot be initiated, and an error that says Cannot initiate purchase because product was not found or simply failing to start. Here’s what I’ve confirmed so far: The IAP p
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2
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0
Views
66
Activity
Feb ’26
Reply to Issue configuring non-consumable IAP
Thanks a lot for your answer! I'm currently trying to re-create an IAP and submit a new build with it. If that doesn't work, I'll create a feedback assistant ticket. Thanks for the suggestion!
Replies
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Views
Activity
Feb ’26
Assets duplicating on Xcode 26.1 Beta 3
I've recently installed 26.1 Beta 3 alongside stable 26.0.1 When building my app with 26.0.1 the final .ipa size is ~17mb, however after building my app with 26.1 Beta 3 the size has increased up to ~22mb The main difference is Assets.car blowing from 1.1mb to 5.6mb (or 8.6mb if I include all icons settings). Upon examining I've found new liquid glass .icon file duplicating itself multiple times as png variants (any, dark, tinted, etc). Is anyone else experiencing this issue?
Replies
9
Boosts
0
Views
571
Activity
Feb ’26
Reply to Assets duplicating on Xcode 26.1 Beta 3
This is still an issue on 26.3. @SubvertDev What I ended up doing was extracting the Icon Composer rendered icon variants from an Assets.car built with Xcode 26.0.1 and adding those back to the project as pre-rendered icons to the assets catalog. Updating the icons in the future will be a pain, but at least for now the app's compressed thinned size hasn't gone up by >20MB when building with Xcode 26.1 and later.
Replies
Boosts
Views
Activity
Feb ’26
Reply to Xcode is compiling all Swift files one at a time?
I found it! I searched the build settings for build in both apps and just went down the list, comparing every setting. The only difference was User Script Sandboxing, which was Yes in the smaller app and No in the larger app. When I turned that on in the larger app, it built files in batches like the smaller app, and finished in 38 seconds -- that's 21 times faster than before. This is going to make release days so much easier.
Replies
Boosts
Views
Activity
Feb ’26
What trends will shape the future of iOS app development
With agentic coding and AI rapidly improving at solving development problems, I’m starting to question what the next three to five years will look like for iOS developers and whether manual coding will gradually disappear. I’ve been building iOS apps full time since 2013 and while I appreciate AI for speeding up workflows like unit testing, I worry that over reliance could weaken our core skills, reduce our understanding of evolving APIs, and ultimately impact our long term value and demand in the industry, does anyone else feel the same?
Replies
1
Boosts
0
Views
47
Activity
Feb ’26
Creating a Temporary Directory with NSFileManager - NSItemReplacementDirectory creates folder in user-facing location?
So I'm reworking couple things in my app. And I noticed I had this old code that does the following: Creates a temporary directory. Writes a file in the temporary directory. After the file is written moves the file out of the temporary location and places it in its final destination. Okay so I was not creating the temporary directory using the recommended API. I was simply doing something like this: NSURL *tempDirectory = [NSURL fileURLWithPath:[NSTemporaryDirectory() stringByAppendingPathComponent:[NSProcessInfo processInfo].globallyUniqueString]]; // Create tempDirectory and write files inside it. Now I just changed the code to use the recommended API which takes the the volume of the target destination into account: -URLForDirectory:inDomain:appropriateForURL:create:error:) and I pass in NSItemReplacementDirectory and a url to appropriateForURL so the destination volume is taken into account. Now I have external storage mounted and I use the recommended approach. I discovered NSFileManager simply writes a
Replies
3
Boosts
0
Views
124
Activity
Feb ’26
Reply to Error loading products on iOS TestFlight app
Hi, can you please confirm if you've already set up the product information in App Store Connect for the products you're looking to show in your app? Make sure that the products are shown as Ready to submit after adding all the required metadata so that you can use them in the TestFlight build. I would also highly suggest to take a look at this article around Testing In-App Purchases with sandbox and follow all the steps around checking the agreements, setting up the products in App Store Connect, and creating a sandbox Apple Account. Other useful resources you can check out from the docs: Submit an In-App Purchase Testing subscriptions and In-App Purchases in TestFlight
Replies
Boosts
Views
Activity
Feb ’26
App stuck in review for an extended time resubmitted an updated build
I’m sharing my situation in case others have experienced something similar. I initially submitted my app for review on February 4, and it remained in “Waiting for Review” for over 12 days without any feedback or request for additional information. I also sent a message through App Store Connect on February 11, but did not receive a response. To help move things forward, I’ve now resubmitted an updated build with clearer onboarding, improved permission explanations, and some minor UI improvements. I included detailed notes for the reviewer explaining the changes. I’m staying patient and cooperative, but I wanted to ask if others have encountered similar delays recently, and whether resubmitting helped unblock the review. Thanks in advance for any insights 🙂
Replies
3
Boosts
0
Views
150
Activity
Feb ’26
Reply to Issue configuring non-consumable IAP
If your test is successful with your TestFlight build then it should behave the same with App Review. Can you file a feedback assistant ticket with details about your app, IAP and this scenario and share the FB# here?
Replies
Boosts
Views
Activity
Feb ’26
Sandbox data loss after development team transferred
We recently changed the development team for our app and are getting ready for the first update since the change. We store a small amount of data in an sqlite database. From what I understand that data should be retained for users when updating the app version since the Bundle ID has remained the same. When I update the app from the currently released App Store build, which was from the old development team, to the latest build in TestFlight the data is not being retained. Is there something else that needs to be done to retain the data? Is it possible that the data is only being lost when updating from TestFlight but will be retained when updating the app from the App Store?
Replies
2
Boosts
0
Views
53
Activity
Feb ’26
Reply to Broken autocomplete in Xcode 26
Thanks for the post, please read my first post, as still looking forward to know the build number and version of your Xcode. It's hard to see what's the version from a screenshot as Xcode UI does not change completely per version. Thanks!! Albert Pascual
  Worldwide Developer Relations.
Replies
Boosts
Views
Activity
Feb ’26
Reply to Getting a basic URL Filter to work
Ok, I was able to upload a build containing the extension! I will release it to TestFlight soon, even tho the actual filtering doesn’t work atm, due to the server part. I’m using @ameshkov’s tester (thank you!!) and everything seems to be ok with my server stuff; however when I actually try to turn the feature on I always get this: : -[NEPIRChecker start:responseQueue:completionHandler:]_block_invoke - PIR status returned error Does this mean the server stuff was not certified?
Replies
Boosts
Views
Activity
Feb ’26
Testflight build processing for DAYS
I've submitted multiple builds to Testflight over the course of a week and all of them as stuck in a Processing state. Some extending almost a week at this point. Unfortunately I can't clear these, can't delete the app and restart the submission entirely, or anything else. Any pointers would be greatly appreciated, at this point I'm assuming something internal to Testflight is hosed.
Replies
1
Boosts
0
Views
102
Activity
Feb ’26