Search results for

build disappears

49,244 results found

Post

Replies

Boosts

Views

Activity

Reply to Avoid hallucinations and information from trainning data
@EduardoDominguez If I understand correctly, you're noting that Foundation Models is able to see the structure of your generable type, and you are asking if this means that guides are redundant. Our general advice is this: First, create your @Generable type with just descriptive property names, and see what kinds of values are created. Then, in areas where the model isn't consistently generating relevant data, try adding @Guide to provide additional guidance to the model for generating those values. With on-device models, reducing complexity and keeping the context window small with succinct instructions is generally preferably, but through experimentation you may find that property-specific guides lead to more consistent results. Remember, building with large language models is all about testing and iterating! Best, -J
6d
Reply to VisionPro Enterprise.license file
Hi @thanhnd24 Yes, to use the entitlement (in your case, main camera access), you need to include both the entitlement and a corresponding license file in your app. After Apple approves your app for one or more entitlements, you receive a license file, along with additional instructions. People who are part of the Apple Developer Program are eligible to apply for the Enterprise license; an Enterprise account is not a requirement. For more information on obtaining and configuring the license, see Building spatial experiences for business apps with enterprise APIs for visionOS. Refer to Accessing the main camera for more information on using the main camera API.
6d
AVPlayer stutters when using AVPlayerItemVideoOutput
We’re trying to build a custom player for Unity. For this, we’re using AVPlayer with AVPlayerItemVideoOutput to get textures. However, we noticed that playback is not smooth and the stream often freezes. For testing, we used this 8K video: https://deovr.com/nwfnq1 The video was played using the following code: @objc public func playVideo(urlString: String) { guard let url = URL(string: urlString) else { return } let pItem = AVPlayerItem(url: url) playerItem = pItem pItem.preferredForwardBufferDuration = 10.0 let pixelBufferAttributes: [String: Any] = [ kCVPixelBufferPixelFormatTypeKey as String: kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange, kCVPixelBufferMetalCompatibilityKey as String: true, ] let output = AVPlayerItemVideoOutput( pixelBufferAttributes: pixelBufferAttributes ) pItem.add(output) playerItemObserver = pItem.observe(.status) { [weak self] pItem, _ in guard pItem.status == .readyToPlay else { return } self?.playerItemObserver = nil self?.player.play() } player = AVPlayer(playerItem: p
1
0
353
6d
Game Center SignIn alert appears on macOS 26 (Tahoe) without capability or entitlement
Hello, On macOS 26 (Tahoe), when building a OSX app that includes GameKit code, calling GKLocalPlayer.local.authenticateHandler shows the Sign In to Game Center alert (e.g. didShowFullscreenSignIn) — even if the app does not have the Game Center capability enabled or any related entitlement (com.apple.developer.game-center). This alert only appears when the user is not signed in to Game Center in system settings. However, when testing the same code path on iOS app built with macOS 26 (Tahoe), the alert does not appear unless the proper capability and entitlement are included. This behavior is different from macOS 15 (Sequoia) + Xcode 15.x. Prior to the update, Game Center features did not work at all even with the OSX app without Capability and Entitlements. Steps to Reproduce Create a new OSX app target (App Sandbox enabled, no Game Center capability). Add minimal GameKit code: GKLocalPlayer.local.authenticateHandler = { _, _, _ in } Build OSX app and run on macOS 26 (Tahoe). Ensure Game Ce
1
0
90
6d
RealityKit migration
Hey there, I’m currently planning to use RealityKit in a new multiplatform app I’m building. Unfortunately, I noticed that WatchOS is not supported for RealityKit, while SceneKit is getting deprecated. However, I’d like to maintain the same codebase across platforms. What are my options?
2
0
367
6d
List's shadow flickering
When Home tab opened, there is some white shadow on the bottom and the top sides of the list. But when switching to other tab or return to Home tab this shadow disappearing for a second and appearing again. Actual for iOS 26.0.1 on simulator and on real device. Below is short example code that can reproduce issue. When change let pages = UIPageViewController(transitionStyle: .scroll, navigationOrientation: .horizontal) to let pages = UIPageViewController(transitionStyle: .pageCurl, navigationOrientation: .horizontal) issue is not reproduced. import SwiftUI @main struct GlassTestApp: App { var body: some Scene { WindowGroup { MainView() .ignoresSafeArea() } } } struct MainView: UIViewControllerRepresentable { func makeUIViewController(context: Context) -> UITabBarController { let controller = UITabBarController() let home = Home() home.tabBarItem = UITabBarItem(title: Home, image: UIImage(systemName: house), tag: 1) let settings = UIHostingController(rootView: Settings()) settings.tabBarItem = UITa
4
0
219
6d
I don't want black background in presented sheet
I want a different color, one from my asset catalog, as the background of my first ever swift UI view (and, well, swift, the rest of the app is still obj.c) I've tried putting the color everywhere, but it does't take. I tried with just .red, too to make sure it wasn't me. Does anyone know where I can put a color call that will actually run? Black looks very out of place in my happy app. I spent a lot of time making a custom dark palette. TIA KT @State private var viewModel = ViewModel() @State private var showAddSheet = false var body: some View { ZStack { Color.myCuteBg .ignoresSafeArea(.all) NavigationStack { content .navigationBarTitleDisplayMode(.inline) .toolbar { ToolbarItem(placement: .principal) { Image(cute.image) .font(.system(size: 30)) .foregroundColor(.beigeTitle) } } } .background(Color.myCuteBg) .presentationBackground(.myCuteBg) .sheet(isPresented: $showAddSheet) { AddView() } .environment(viewModel) .onAppear { viewModel.fetchStuff() } } .tint(.cuteColor) } @ViewBuilder var content: some View
7
0
289
6d
Reply to Xcode Signing Fails: Provisioning Profile "doesn't match" com.apple.developer.driverkit.userclient-access entitlement
Hi Kevin, Thank you for the suggestions. We have conducted a test of your third proposal regarding the IOKit User Client Class Temporary Exception. Our test procedure was as follows: We started from a known-good baseline commit where our DEXT loads correctly and the/dev/diskX node appears (though it reports 0 bytes, which is a separate issue we are debugging). We made only one change: we updated our App's .entitlements file to include the temporary exception. For absolute clarity, the exact content of the .entitlements file used for this test was: com.apple.security.temporary-exception.iokit-user-client-class IOUserUserClient com.apple.security.app-sandbox com.apple.developer.system-extension.install After a full clean, build, and reboot, the IOServiceGetMatchingService(DriverKitAcxxx) call still fails at runtime, returning IO_OBJECT_NULL. This result seems to indicate that the temporary exception entitlement is not sufficient to grant our app visibility of the active IOKit service on macOS. Be
Topic: App & System Services SubTopic: Drivers Tags:
6d
Icon Composer icon changes font (!) in output
Hi, I'm experiencing a super weird and unexpected issue using Icon Composer (Version 1.0 (40)) and Xcode 26 beta 7. I have an icon that includes some minimal text in the icon, as part of the branding of the app. The text is an SVG layer in Icon Composer. Icon Composer has no idea this is text, just a regular SVG layer. When I import the resulting .icon file into Xcode, it appears correct in the Xcode preview. However, when building the app and installing it on the iOS 26 simulator, the font of the text in the icon changes (to the system default font?). It is also cropped, cut off, and off-center. I replicated this with a simple standalone icon and clean project. Is anyone else seeing this?
2
0
102
6d
Reply to Xcode 26.0 unknown type name 'sqlite3_context'
Check if you have this flag: _SQLITE3_H_=1 under Build Settings > Preprocessor Macros (GCC_PREPROCESSOR_DEFINITIONS). I had this value and this resulted in your same error. I still need to find why I had this in the first place. But at least removing it resulted in the project building correctly and I can continue testing it using the new Xcode.
6d
Reply to RealityKit Instancing Meshes
Okay, so, tryin to build some pipelines here, from USD content from DCC's into the Xcode/RealityComposerPro world. ...and I really wish RCP was more mature in its USD support. Looks, like Entity class and some supporting USD methods are the only options. The saving grace is, that the Canvas is a awesome tool to setup mature content via code/USD..kudos to whomever delivered that.
Topic: Graphics & Games SubTopic: RealityKit Tags:
1w
Apple not responding about upgrading to Organization account
Hi all, I obtained a D-U-N-S number, confirmed that it's available for lookup, and submitted a request to upgrade to an Organization account 12 days ago. I then followed up 3 days ago. Still haven't received a response. Does anyone know if there's anything I need to do to get a response to these inquiries? Only reason I'm upgrading to Organization account is so that multiple developers can sign debug builds for physical iPhone devices so they can collaborate on my project.
1
0
516
1w
File download not working in Xcode 26.0 RC
Hello Apple Developer Community, I'm experiencing an issue with file download functionality in the iOS Simulator after updating to Xcode 26 RC (Build 17A321). Issue Description: When attempting to download files in the iOS Simulator via Safari, the download prompt appears correctly, but after tapping the 'Download' button, files are not being saved to the Files app. The download appears to do nothing with no error message, no indication of failure, but the file simply doesn't appear in Downloads or anywhere in the Files app. Environment: Xcode Version: 26.0 RC (17A321) iOS Simulator Version: 26.0 RC (23A339) Device Simulated: iPhone Air Steps to Reproduce: Open Safari in the iOS Simulator Navigate to a downloadable file (PDF, ZIP, etc.) Tap to initiate download Download prompt appears as expected Tap the 'Download' button Check the Files app → Downloads folder (empty) Expected Behavior: Files should download normally as they do on physical devices and as they did in previous Xcode versions. Actual Be
5
0
299
1w
Reply to Is It Still Possible for Indie iOS Apps to Thrive in 2025?
Once, the App Store empowered indie creators - small teams could launch great apps Nothing has changed in that respect. There are more opportunities now for people to build low-quality apps by using low-quality, cross-platform frameworks and tools. But people are still able to launch great apps with discipline, intelligence, and hard work. and find users easily This part has changed. There are lots more apps to choose from, a radically different marketplace, and different user expectations. It now takes more work and more time to find users. But in 2025, that era feels long gone, with algorithms, big players, and pay-to-win discoverability reshaping everything. Many things have changed over the past 17 years. Is there still a real chance for indie iOS developers today, or has Apple’s evolving ecosystem made independent success nearly impossible? Many people are having success. They're just focused on their products and providing a great experience for their customers. Posting content on social media
1w