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“build disappears”

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Reply to Xcode 26.4 rc
Thank you for sharing your post. I understand that it can be frustrating, especially when the job is impacting your daily routine. I am eager to assist you in any way I can. I have a potential idea, but I would like to request a bug filing for further investigation. Typically, authentication tokens expire after a few hours. In a stable build, Xcode silently uses a “refresh token” to obtain a new session in the background. Consequently, the system may be terminating your session when the initial token expires. This is an issue that requires immediate attention. However, I am only speculating about the cause. Given that this issue is occurring across two separate computers and began specifically in beta 3, it is highly probable that the problem lies within the beta itself rather than a misconfiguration on your end. Instead of simply signing out and signing back in, I recommend completely deleting the integration from Xcode. Navigate to Xcode > Settings > Accounts (or the specific Claude Agent set
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Unwanted animation of navbar controls
What could cause the issue shown on the gif. At first I though clean build folder helps. But when you close the main window and open it after some time it gets back to this state. The whole set of elements in the navbar starts shifting to the right and it continues infinitely 15.6.1 (24G90) Swift 6.1.2
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Reply to SwiftUI Chart scrolling on macOS
Thank you, I will file a bug report. For anyone else that finds this, the scrollbar: always shows on my Mac Mini (mouse and keyboard only) does not show on my Macbook Air (trackpad) automatically shows when I connect a bluetooth mouse to the Macbook Air, but still does not allow mouse interaction. When I turn off the bluetooth mouse, the scrollbar disappeared. The trackpad allows for scrolling the chart with 2-finger swipe gestures, with or without the bluetooth mouse connected.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Reply to Migration to Xcode 26: Requirements, Internal Distribution, and Compatibility Concerns
All apps should build with the latest SDK, so you have access to the latest APIs, regardless of the distribution mechanism used. Regarding the UIDesignRequiresCompatibility questions, it's useful to see how this was described in the WWDC25 Platforms State of the Union: As you evaluate your app's UI and the time you need to adopt the new design, we're providing an option to continue to use your app's current design with Xcode 26. We intend this option to be removed in the next major release. Hopefully you're on your way with the adoption of the new design already, or have upcoming plans to tackle it. You'll have to look at your own specific situations and determine how long you can continue using it for specific hot fix situations against the above statements and the timing of your own planned adoption of the new design. What are the potential issues if a team continues development on Xcode 16 while others have migrated to Xcode 26? For example, could there be compatibility, build, or integra
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Migration to Xcode 26: Requirements, Internal Distribution, and Compatibility Concerns
Is it mandatory for all developers to migrate to Xcode 26 starting from April 28, 2026? What happens if a developer submits or distributes a build created using Xcode 16 after April 28, 2026? Will it still be accepted or supported? Our app is distributed only via an internal company portal (not through the App Store). In this case, are we still required to build and distribute the app using Xcode 26 after April 28, 2026? If a hotfix is required before our next planned release (July 2026), how safe is it to use the UIDesignRequiresCompatibility flag as a temporary solution, assuming Xcode 26 becomes mandatory? Are there any risks or limitations associated with this approach? What are the potential issues if a team continues development on Xcode 16 while others have migrated to Xcode 26? For example, could there be compatibility, build, or integration challenges in such a mixed environment? If the UIDesignRequiresCompatibility flag is used as a temporary workaround, what would be the
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Q&A Summary - Fortify your app: Essential strategies to strengthen security
This is a recap of the Q&A from the Meet with Apple activity Fortify your app: Essential strategies to strengthen security. If you attended the event and asked questions, thank you for coming and participating! If you weren’t able to join us live we hope this recap is useful. Memory Integrity Enforcement (MTE) What is Memory Integrity Enforcement and which devices support it? Memory Integrity Enforcement is supported on A19, A19 Pro, M5, M5 Pro, and M5 Max chips, which power iPhone 17e, the new MacBook Air (M5), and the new MacBook Pro (M5 Pro or M5 Max). Starting in the 26.4 OS versions, applications that enable MTE (checked-allocations) as part of Enhanced Security will also run with MTE enabled in the simulator when running on macOS hardware that supports MTE. How can I use Memory Integrity Enforcement with third-party SDKs? Third-party SDKs linked into your app will generally use the system allocator automatically and benefit from Memory Integrity Enforcement automatically. If there are memory corrupt
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Reply to Q&A Summary - Fortify your app: Essential strategies to strengthen security
Swift and Memory Safety What enhanced security features are useful for fully Swift apps? Enabling enhanced security features like PAC, EMTE, and typed allocations is still useful in Swift apps. In certain language modes, Swift apps which do not use unsafe can still have memory corruption issues due to data races (concurrently modifying a reference can cause reference counting errors). Similarly, although your application may be fully safe Swift, it may interact with libraries (provided by Apple or third parties) which are not fully memory safe, and so turning on enhanced security features will help protect you against issues not caused by your code. How can I use unsafe Swift methods safely? Methods with unsafe in the name can be used safely, but it requires more care and attention to do so. You won't always be able to avoid using such methods, but you can carefully isolate such code and of course make sure to devote more effort to reviewing and verifying any code that uses unsafe methods or types. How can I
Topic: Privacy & Security SubTopic: General Tags:
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Custom Capacitor 6 plugin with SPM: "plugin is not implemented on ios" despite being compiled
Hi everyone, I'm building an iOS app using Capacitor 6 with Swift Package Manager (SPM). I have a custom native plugin (AppleIAPPlugin) for StoreKit 2 In-App Purchases that lives in the App target (not as an SPM package). Despite compiling successfully, the JavaScript bridge throws: AppleIAP plugin is not implemented on ios Setup AppleIAPPlugin.swift: swift import Foundation import Capacitor import StoreKit @objc(AppleIAPPlugin) public class AppleIAPPlugin: CAPPlugin, CAPBridgedPlugin { public let identifier = AppleIAPPlugin public let jsName = AppleIAP public let pluginMethods: [CAPPluginMethod] = [ CAPPluginMethod(name: getProducts, returnType: CAPPluginReturnPromise), CAPPluginMethod(name: purchase, returnType: CAPPluginReturnPromise), CAPPluginMethod(name: restorePurchases, returnType: CAPPluginReturnPromise), CAPPluginMethod(name: getCurrentEntitlements, returnType: CAPPluginReturnPromise), CAPPluginMethod(name: openManageSubscriptions, returnType: CAPPluginReturnPromise), ] @objc func getProduc
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Native Wind Animation Layer for Apple Maps / MapKit
Hey Apple team, I'd love to see a native wind animation layer added to Apple Maps and MapKit. A built-in, system-level wind visualization — similar to the animated weather layers seen in third-party apps — would be an incredibly powerful tool for developers building weather, aviation, marine, outdoor recreation, and navigation apps. Having this baked natively into MapKit would mean smoother performance, better battery efficiency, and a consistent experience across iOS, iPadOS, and macOS — rather than every developer having to reinvent the wheel with custom particle systems or third-party SDKs. Please Apple — this would be a fantastic addition to the Maps ecosystem. 🌬️🗺️
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Are read-only filesystems currently supported by FSKit?
I'm writing a read-only filesystem extension. I see that the documentation for loadResource(resource:options:replyHandler:) claims that the --rdonly option is supported, which suggests that this should be possible. However, I have never seen this option provided to my filesystem extension, even if I return usableButLimited as a probe result (where it doesn't mount at all - FB19241327) or pass the -r or -o rdonly options to the mount(8) command. Instead I see those options on the volume's activate call. But other than saving that readonly state (which, in my case, is always the case) and then throwing on all write-related calls I'm not sure how to actually mark the filesystem as read-only. Without such an indicator, the user is still offered the option to do things like trash items in Finder (although of course those operations do not succeed since I throw an EROFS error in the relevant calls). It also seems like the FSKit extensions that come with the system handle read-only strangely as well. For example, fo
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Reply to [Matter] Device cannot be commissioned to Google Home through iOS
is the issue fixed and may i know the root cause? Thank you This particular issue was determined to be an accessory failure, caused by the developer reducing the CHIP_IM_MAX_REPORTS_IN_FLIGHT constant from it's default value of 4 to 2. The difference between the working and failing cases where then caused by small differences pairing implementation, which then altered the report timing. I don't know why they original reduced that constant but, in general, altering this sort of constant in a hardware implementation is something I would recommend against. Part of the reason reference platforms exists is that, in practice, it's very difficult for platform and accessory implementors to create products the perfectly interoperate. Theoretically that's addressed by increasingly detailed specifications but anyone who's spent significant time reading a hardware specification knows that increased detail isn't necessarily all that helpful. Reference platforms help smooth out that process by providing a standardized impl
Topic: App & System Services SubTopic: Hardware Tags:
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Why don't my os_log entries show up until the second time my driver loads?
I'm in the process of writing a DriverKit USBHostInterface driver, and while I'm finally starting to get there, I've run into a bit of a frustration with logging. Naturally I have a liberal amount of os_log calls that I'm using to troubleshoot my driver. However I've noticed that they don't show up until after the first time my driver has loaded. Meaning, for example, suppose I make a new build of my driver and it's bundled user-mode app, install the bundle to /Applications, run the installer, verify it took with systemextensionsctl list, fire up Console and start streaming log entries, then plug in my device. I can see the log entries that show that my driver is loaded, etc., then a bunch of kernel -> log entries, but none of my Start method log entries. If I unplug my device and plug it in again, my log entries show up as expected. Why is this and, more importantly, how can I fix it? I'd like to see those log entries the first time the driver loads, if I could.
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Reply to Unable to Download Apps via TestFlight - "The requested app is not available or doesn't exist" Error
Hi, We are also affected by this TestFlight issue. The build is visible for internal testing, but when testers tap Install, TestFlight says: “The requested app is not available or doesn't exist.” We already checked the usual things and even tried creating a brand new app record, but the exact same problem still happens. It looks like many developers have run into this before. If anyone has a confirmed solution, please help share it. Was it: an Apple/TestFlight backend issue? an account/app distribution state issue? something Apple Support had to manually fix? Any real experience would be greatly appreciated.
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Unable to Download Apps via TestFlight - "The requested app is not available or doesn't exist" Error
Hi everyone I recently build an app and deployed it through app store connect and testet it on TestFlight. Everything worked fine up until build 1.0.3. Since then I have not been able to install the app on my phone through TestFlight - even though build and submission runs through successfully on eas, expo and app store. I have tried deleting and reinstalling the TestFlight from my phone. removing and adding back myself as tester. checking logs and commits from the shift from build 1.0.3 to build 1.0.4. I can see I changed name and slug, so I tried removing the app from app store connect and added a new one with new build and submission. Ran through successfully but still could not install the app through TestFlight on my iPhone. I have also tried reaching out to Apple Developer Support, but I have not heard from them. Has anyone tried something similar?
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90919: Invalid entitlement error in ASC
I have an existing app in App Store Connect. I added the SharedWithYou functionality to the app code and tested it on several devices. Everything is working as expected. One of the first steps was to add the com.apple.developer.shared-with-you entitlement to the Entitlements.plist file. This required a round of updates for app identifiers and provisioning profiles. When I upload the production build for testing in TestFlight I receive the following error: 90919: Invalid entitlement. The “” bundle has the com.apple.developer.shared-with-you entitlement, but it doesn’t use the Shared with You framework. Please remove the entitlement and upload a new build. I'm using SWHighlight, SWHighlightCenter, and SWAttributionView in several places throughout my app... I filed an issue in the Feedback Assistant but so far, have not received any response.
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Reply to Xcode 26.4 rc
Thank you for sharing your post. I understand that it can be frustrating, especially when the job is impacting your daily routine. I am eager to assist you in any way I can. I have a potential idea, but I would like to request a bug filing for further investigation. Typically, authentication tokens expire after a few hours. In a stable build, Xcode silently uses a “refresh token” to obtain a new session in the background. Consequently, the system may be terminating your session when the initial token expires. This is an issue that requires immediate attention. However, I am only speculating about the cause. Given that this issue is occurring across two separate computers and began specifically in beta 3, it is highly probable that the problem lies within the beta itself rather than a misconfiguration on your end. Instead of simply signing out and signing back in, I recommend completely deleting the integration from Xcode. Navigate to Xcode > Settings > Accounts (or the specific Claude Agent set
Replies
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Views
Activity
5d
Unwanted animation of navbar controls
What could cause the issue shown on the gif. At first I though clean build folder helps. But when you close the main window and open it after some time it gets back to this state. The whole set of elements in the navbar starts shifting to the right and it continues infinitely 15.6.1 (24G90) Swift 6.1.2
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2
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0
Views
66
Activity
5d
Reply to SwiftUI Chart scrolling on macOS
Thank you, I will file a bug report. For anyone else that finds this, the scrollbar: always shows on my Mac Mini (mouse and keyboard only) does not show on my Macbook Air (trackpad) automatically shows when I connect a bluetooth mouse to the Macbook Air, but still does not allow mouse interaction. When I turn off the bluetooth mouse, the scrollbar disappeared. The trackpad allows for scrolling the chart with 2-finger swipe gestures, with or without the bluetooth mouse connected.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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5d
Reply to Migration to Xcode 26: Requirements, Internal Distribution, and Compatibility Concerns
All apps should build with the latest SDK, so you have access to the latest APIs, regardless of the distribution mechanism used. Regarding the UIDesignRequiresCompatibility questions, it's useful to see how this was described in the WWDC25 Platforms State of the Union: As you evaluate your app's UI and the time you need to adopt the new design, we're providing an option to continue to use your app's current design with Xcode 26. We intend this option to be removed in the next major release. Hopefully you're on your way with the adoption of the new design already, or have upcoming plans to tackle it. You'll have to look at your own specific situations and determine how long you can continue using it for specific hot fix situations against the above statements and the timing of your own planned adoption of the new design. What are the potential issues if a team continues development on Xcode 16 while others have migrated to Xcode 26? For example, could there be compatibility, build, or integra
Replies
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Views
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5d
Migration to Xcode 26: Requirements, Internal Distribution, and Compatibility Concerns
Is it mandatory for all developers to migrate to Xcode 26 starting from April 28, 2026? What happens if a developer submits or distributes a build created using Xcode 16 after April 28, 2026? Will it still be accepted or supported? Our app is distributed only via an internal company portal (not through the App Store). In this case, are we still required to build and distribute the app using Xcode 26 after April 28, 2026? If a hotfix is required before our next planned release (July 2026), how safe is it to use the UIDesignRequiresCompatibility flag as a temporary solution, assuming Xcode 26 becomes mandatory? Are there any risks or limitations associated with this approach? What are the potential issues if a team continues development on Xcode 16 while others have migrated to Xcode 26? For example, could there be compatibility, build, or integration challenges in such a mixed environment? If the UIDesignRequiresCompatibility flag is used as a temporary workaround, what would be the
Replies
1
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0
Views
47
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Q&A Summary - Fortify your app: Essential strategies to strengthen security
This is a recap of the Q&A from the Meet with Apple activity Fortify your app: Essential strategies to strengthen security. If you attended the event and asked questions, thank you for coming and participating! If you weren’t able to join us live we hope this recap is useful. Memory Integrity Enforcement (MTE) What is Memory Integrity Enforcement and which devices support it? Memory Integrity Enforcement is supported on A19, A19 Pro, M5, M5 Pro, and M5 Max chips, which power iPhone 17e, the new MacBook Air (M5), and the new MacBook Pro (M5 Pro or M5 Max). Starting in the 26.4 OS versions, applications that enable MTE (checked-allocations) as part of Enhanced Security will also run with MTE enabled in the simulator when running on macOS hardware that supports MTE. How can I use Memory Integrity Enforcement with third-party SDKs? Third-party SDKs linked into your app will generally use the system allocator automatically and benefit from Memory Integrity Enforcement automatically. If there are memory corrupt
Replies
2
Boosts
0
Views
67
Activity
5d
Reply to Q&A Summary - Fortify your app: Essential strategies to strengthen security
Swift and Memory Safety What enhanced security features are useful for fully Swift apps? Enabling enhanced security features like PAC, EMTE, and typed allocations is still useful in Swift apps. In certain language modes, Swift apps which do not use unsafe can still have memory corruption issues due to data races (concurrently modifying a reference can cause reference counting errors). Similarly, although your application may be fully safe Swift, it may interact with libraries (provided by Apple or third parties) which are not fully memory safe, and so turning on enhanced security features will help protect you against issues not caused by your code. How can I use unsafe Swift methods safely? Methods with unsafe in the name can be used safely, but it requires more care and attention to do so. You won't always be able to avoid using such methods, but you can carefully isolate such code and of course make sure to devote more effort to reviewing and verifying any code that uses unsafe methods or types. How can I
Topic: Privacy & Security SubTopic: General Tags:
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Activity
5d
Custom Capacitor 6 plugin with SPM: "plugin is not implemented on ios" despite being compiled
Hi everyone, I'm building an iOS app using Capacitor 6 with Swift Package Manager (SPM). I have a custom native plugin (AppleIAPPlugin) for StoreKit 2 In-App Purchases that lives in the App target (not as an SPM package). Despite compiling successfully, the JavaScript bridge throws: AppleIAP plugin is not implemented on ios Setup AppleIAPPlugin.swift: swift import Foundation import Capacitor import StoreKit @objc(AppleIAPPlugin) public class AppleIAPPlugin: CAPPlugin, CAPBridgedPlugin { public let identifier = AppleIAPPlugin public let jsName = AppleIAP public let pluginMethods: [CAPPluginMethod] = [ CAPPluginMethod(name: getProducts, returnType: CAPPluginReturnPromise), CAPPluginMethod(name: purchase, returnType: CAPPluginReturnPromise), CAPPluginMethod(name: restorePurchases, returnType: CAPPluginReturnPromise), CAPPluginMethod(name: getCurrentEntitlements, returnType: CAPPluginReturnPromise), CAPPluginMethod(name: openManageSubscriptions, returnType: CAPPluginReturnPromise), ] @objc func getProduc
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1
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0
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32
Activity
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Native Wind Animation Layer for Apple Maps / MapKit
Hey Apple team, I'd love to see a native wind animation layer added to Apple Maps and MapKit. A built-in, system-level wind visualization — similar to the animated weather layers seen in third-party apps — would be an incredibly powerful tool for developers building weather, aviation, marine, outdoor recreation, and navigation apps. Having this baked natively into MapKit would mean smoother performance, better battery efficiency, and a consistent experience across iOS, iPadOS, and macOS — rather than every developer having to reinvent the wheel with custom particle systems or third-party SDKs. Please Apple — this would be a fantastic addition to the Maps ecosystem. 🌬️🗺️
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1
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0
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43
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5d
Are read-only filesystems currently supported by FSKit?
I'm writing a read-only filesystem extension. I see that the documentation for loadResource(resource:options:replyHandler:) claims that the --rdonly option is supported, which suggests that this should be possible. However, I have never seen this option provided to my filesystem extension, even if I return usableButLimited as a probe result (where it doesn't mount at all - FB19241327) or pass the -r or -o rdonly options to the mount(8) command. Instead I see those options on the volume's activate call. But other than saving that readonly state (which, in my case, is always the case) and then throwing on all write-related calls I'm not sure how to actually mark the filesystem as read-only. Without such an indicator, the user is still offered the option to do things like trash items in Finder (although of course those operations do not succeed since I throw an EROFS error in the relevant calls). It also seems like the FSKit extensions that come with the system handle read-only strangely as well. For example, fo
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15
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0
Views
641
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5d
Reply to [Matter] Device cannot be commissioned to Google Home through iOS
is the issue fixed and may i know the root cause? Thank you This particular issue was determined to be an accessory failure, caused by the developer reducing the CHIP_IM_MAX_REPORTS_IN_FLIGHT constant from it's default value of 4 to 2. The difference between the working and failing cases where then caused by small differences pairing implementation, which then altered the report timing. I don't know why they original reduced that constant but, in general, altering this sort of constant in a hardware implementation is something I would recommend against. Part of the reason reference platforms exists is that, in practice, it's very difficult for platform and accessory implementors to create products the perfectly interoperate. Theoretically that's addressed by increasingly detailed specifications but anyone who's spent significant time reading a hardware specification knows that increased detail isn't necessarily all that helpful. Reference platforms help smooth out that process by providing a standardized impl
Topic: App & System Services SubTopic: Hardware Tags:
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5d
Why don't my os_log entries show up until the second time my driver loads?
I'm in the process of writing a DriverKit USBHostInterface driver, and while I'm finally starting to get there, I've run into a bit of a frustration with logging. Naturally I have a liberal amount of os_log calls that I'm using to troubleshoot my driver. However I've noticed that they don't show up until after the first time my driver has loaded. Meaning, for example, suppose I make a new build of my driver and it's bundled user-mode app, install the bundle to /Applications, run the installer, verify it took with systemextensionsctl list, fire up Console and start streaming log entries, then plug in my device. I can see the log entries that show that my driver is loaded, etc., then a bunch of kernel -> log entries, but none of my Start method log entries. If I unplug my device and plug it in again, my log entries show up as expected. Why is this and, more importantly, how can I fix it? I'd like to see those log entries the first time the driver loads, if I could.
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3
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106
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5d
Reply to Unable to Download Apps via TestFlight - "The requested app is not available or doesn't exist" Error
Hi, We are also affected by this TestFlight issue. The build is visible for internal testing, but when testers tap Install, TestFlight says: “The requested app is not available or doesn't exist.” We already checked the usual things and even tried creating a brand new app record, but the exact same problem still happens. It looks like many developers have run into this before. If anyone has a confirmed solution, please help share it. Was it: an Apple/TestFlight backend issue? an account/app distribution state issue? something Apple Support had to manually fix? Any real experience would be greatly appreciated.
Replies
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Views
Activity
5d
Unable to Download Apps via TestFlight - "The requested app is not available or doesn't exist" Error
Hi everyone I recently build an app and deployed it through app store connect and testet it on TestFlight. Everything worked fine up until build 1.0.3. Since then I have not been able to install the app on my phone through TestFlight - even though build and submission runs through successfully on eas, expo and app store. I have tried deleting and reinstalling the TestFlight from my phone. removing and adding back myself as tester. checking logs and commits from the shift from build 1.0.3 to build 1.0.4. I can see I changed name and slug, so I tried removing the app from app store connect and added a new one with new build and submission. Ran through successfully but still could not install the app through TestFlight on my iPhone. I have also tried reaching out to Apple Developer Support, but I have not heard from them. Has anyone tried something similar?
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7
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0
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509
Activity
5d
90919: Invalid entitlement error in ASC
I have an existing app in App Store Connect. I added the SharedWithYou functionality to the app code and tested it on several devices. Everything is working as expected. One of the first steps was to add the com.apple.developer.shared-with-you entitlement to the Entitlements.plist file. This required a round of updates for app identifiers and provisioning profiles. When I upload the production build for testing in TestFlight I receive the following error: 90919: Invalid entitlement. The “” bundle has the com.apple.developer.shared-with-you entitlement, but it doesn’t use the Shared with You framework. Please remove the entitlement and upload a new build. I'm using SWHighlight, SWHighlightCenter, and SWAttributionView in several places throughout my app... I filed an issue in the Feedback Assistant but so far, have not received any response.
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1
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350
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