Search results for

“build disappears”

51,316 results found

Post

Replies

Boosts

Views

Activity

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:
1w
90725: SDK version issue - April 28th?
With respect to the warning, 90725: SDK version issue. Does this only affect new submissions to TestFlight, or would existing submissions be shut down after April 28? For instance, if we were to submit a new version of our app to TestFlight on April 15th, would that build be valid for test users for 90 days? Or would those builds be made invalid as of the 28th? Any input or clarification would be greatly appreciated. Thanks! Kevin Jordan Ephibian, Inc.
0
0
29
1w
CPListImageRowItem layout issue with 3 items on iOS < 26 (UI lag when using imageTitles)
Description: I’m using CPListTemplate and creating rows with CPListImageRowItem using the following initializer: if #available(iOS 17.4, *) { self.init(text: titleList, images: imagesRow, imageTitles: titlesRow) } Problem: When displaying 3 items instead of 4, on iOS versions below 26, the items are automatically stretched to fill the available width. This leads to a serious issue: The UI becomes laggy when interacting with the control buttons on the right The interface “jumps” and behaves inconsistently After investigating, I found that: If imageTitles is set to nil, the issue disappears and everything works smoothly Behavior difference: On iOS 26, this issue does not occur Items are no longer stretched when there are only 3 — instead, empty space remains on the right Questions: Is this a known issue or expected behavior on older iOS versions? Is there a recommended workaround besides setting imageTitles = nil?
0
0
66
1w
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.
1w
StoreKit returns empty product list in Sandbox (TestFlight, valid IAP setup)
Hello, I’m facing an issue with StoreKit where no products are returned in Sandbox. Context: App: SylvoY (Bundle ID: fr.sylvoy.app) Product ID: sylvoy_sylvoy_premium_v2_monthly Type: auto-renewable subscription Build: TestFlight 1.0.16 (Build 20) Device: physical iPhone Environment: Sandbox account Setup: Paid Applications Agreement: Active Banking & Tax: Active Product status: Ready to Submit Product is linked to the current TestFlight build Issue: When fetching products using StoreKit, the returned array is empty: productsCount = 0 products = [] Expected: Product metadata (price, description) should be returned. Actual: No products are returned at all. Additional info: Product identifier is correct Tested on real device (not simulator) Installed via TestFlight Sandbox account properly configured This issue is currently blocking validation of the subscription flow before release. DTS Case-ID: 18968852 (redirected here) Any help would be appreciated.
4
0
106
1w
Unable to submit for App Review
Hi. I’m unable submit to a new Version of my App. If i want to Add for Review, i get the Error Message: “Unable to Add for Review The items below are required to start the review process: This build is using a beta version of Xcode and can’t be submitted.” The new Version is Uploaded from the Latest Version of Swift Playground for iPad(4.7). No Betas
2
0
190
1w
Xcode fails to compile Blender-exported USDZ in .rkassets with misleading "permission" error — Xcode 26.3
The error: When building a RealityKitContent package that contains a USDZ file exported from Blender, Xcode throws the following error: error: [xrsimulator] Exception thrown during compile: Cannot get rkassets content for path .../RealityKitContent.rkassets because 'The file RealityKitContent.rkassets couldn't be opened because you don't have permission to view it.' error: Tool exited with code 1 The error message mentions permission — but permissions are not the issue. This appears to be a misleading error from realitytool masking a USD validation failure. What I've ruled out File permissions — all files are -rw-r--r--, user has Read & Write on the folder Extended attributes / quarantine flag — other files with the same @ flag work fine Corrupted archive — unzip -t confirms the USDZ is valid (board.usdc + textures) Stale build cache — deleted DerivedData and com.apple.DeveloperTools cache, no change Key observations The same file builds successfully on my colleague's machine ru
1
0
765
1w
API Rate Limits
We regularly submit builds, manage provisioning profiles, and query build statuses for a large number of applications across multiple store accounts. We rely on automated tooling (Fastlane / App Store Connect API) to manage this pipeline efficiently. Recently, we have been experiencing HTTP 5xx errors when making requests to Apple's APIs (App Store Connect, Spaceship). We believe these failures are caused by rate limiting applied to our outbound IP addresses, as the errors correlate with periods of higher submission activity. We have already taken steps on our side to mitigate the issue - including distributing requests across multiple external IP addresses - but we continue to encounter these errors during peak release periods, which delays application delivery to our clients and their end users.
0
0
33
1w
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
1
0
50
1w
Network Extension "Signature check failed" after archive with Developer ID — works in Xcode debug
I have a macOS VPN app with a Network Extension (packet tunnel provider) distributed outside the App Store via Developer ID. Everything works perfectly when running from Xcode. After archiving and exporting for Developer ID distribution, the extension launches but immediately gets killed by nesessionmanager. The error: Signature check failed: code failed to satisfy specified code requirement(s) followed by: started with PID 0 status changed to disconnected, last stop reason Plugin failed What makes this interesting: the extension process does launch. AMFI approves it, taskgated-helper validates the provisioning profile and says allowing entitlement(s) due to provisioning profile, the sandbox is applied, PacketTunnelProvider is created — but then Apple's Security framework internally fails the designated requirement check and nesessionmanager kills the session. Key log sequence: taskgated-helper: Checking profile: Developer ID - MacOS WireGuardExtension taskgated-helper: allowing entitlement(s) for com.xx.xx.W
3
0
68
1w
Reply to sysextd: "no policy, cannot allow apps outside /Applications" - NEFilterDataProvider system extension on macOS 26
It sounds like you’re using Developer ID signing for day-to-day development. That’s a mistake on multiple levels. I talk about this in general in The Care and Feeding of Developer ID, but there are extra issues with system extensions, where system policy requires that Developer ID signed sysexen be notarised. So my advice in this case. Use Apple Development code signing for day-to-day development. Use Developer ID for pre-release testing and distribution. There are a couple of key benefits with this approach: It lets you build and debug without enabling development mode, which is a big win IMO. Xcode’s automatic code signing works well with Apple Development signing. Even if you’re not using Xcode, you can create a small test project in Xcode, get it working, and then follow the same path it took. See Debugging a Network Extension Provider for specific advice on how to bring up a provider in Xcode. One thing that Xcode doesn’t handle is the -systemextension suffix )-: To learn more about that, read E
1w
Reply to CKQuerySubscription on public database never triggers APNS push in Production environment
Hi Ziqiao, thanks for looking into this! I've verified using CKFetchSubscriptionsOperation.fetchAllSubscriptionsOperation() on both Development and Production (TestFlight) devices. All 5 subscriptions are present and correctly configured in both environments. The output is identical between both environments. Here are all 5 subscriptions as returned by CKFetchSubscriptionsOperation: fr-sub-v3 (FriendRequest) Predicate: receiverID == [userID] AND status == pending badge=true, sound=default, contentAvail=false locKey=FRIEND_REQUEST_BODY, locArgs=[senderUsername] category=FRIEND_REQUEST, desiredKeys=[senderID, senderUsername] rec-sub-v3 (MediaRecommendation) Predicate: receiverID == [userID] AND status == pending badge=true, sound=default, contentAvail=false locKey=RECOMMENDATION_BODY, locArgs=[senderUsername, mediaTitle] category=RECOMMENDATION, desiredKeys=[mediaTitle, mediaType, senderID, senderUsername] fs-a-sub-v3 (Friendship) Predicate: userAID == [userID] badge=true, sound=default, contentAvail=false locK
1w
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
1
0
35
1w
Xcode 26.4 cannot run app-hosted unit tests on physical iOS 16 devices ("Logic Testing Unavailable")
Summary: After upgrading to Xcode 26.4, app-hosted XCTest execution on physical devices running iOS 16 fails at test-planning time with Logic Testing Unavailable. The same project and same device work under Xcode 26.2. The failure reproduces with a standalone minimal Xcode project, which suggests this is an Xcode regression rather than a project-configuration issue. Environment: Xcode: 26.4 (17E192) macOS: Tahoe 26.4 Failing device: iPhone 11 (iPhone12,1), iOS 16.0.3 Working comparisons: Xcode 26.2 + same iPhone 11 (iOS 16.0.3): works Xcode 26.4 + iPad Pro 11-inch (4th generation) on iOS 26.3: works Regression: Yes. Works on Xcode 26.2. Fails on Xcode 26.4. Same project, same signing setup, same physical iOS 16 device. Minimal reproduction: A minimal sample project with: one iOS app target one app-hosted unit-test target one UI-test target (for comparison; not required to reproduce) Steps for the unit-test repro on a physical device running iOS 16: Build for testing: xcodebuild -project TestProject.x
1
0
255
1w
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:
Replies
Boosts
Views
Activity
1w
90725: SDK version issue - April 28th?
With respect to the warning, 90725: SDK version issue. Does this only affect new submissions to TestFlight, or would existing submissions be shut down after April 28? For instance, if we were to submit a new version of our app to TestFlight on April 15th, would that build be valid for test users for 90 days? Or would those builds be made invalid as of the 28th? Any input or clarification would be greatly appreciated. Thanks! Kevin Jordan Ephibian, Inc.
Replies
0
Boosts
0
Views
29
Activity
1w
CPListImageRowItem layout issue with 3 items on iOS < 26 (UI lag when using imageTitles)
Description: I’m using CPListTemplate and creating rows with CPListImageRowItem using the following initializer: if #available(iOS 17.4, *) { self.init(text: titleList, images: imagesRow, imageTitles: titlesRow) } Problem: When displaying 3 items instead of 4, on iOS versions below 26, the items are automatically stretched to fill the available width. This leads to a serious issue: The UI becomes laggy when interacting with the control buttons on the right The interface “jumps” and behaves inconsistently After investigating, I found that: If imageTitles is set to nil, the issue disappears and everything works smoothly Behavior difference: On iOS 26, this issue does not occur Items are no longer stretched when there are only 3 — instead, empty space remains on the right Questions: Is this a known issue or expected behavior on older iOS versions? Is there a recommended workaround besides setting imageTitles = nil?
Replies
0
Boosts
0
Views
66
Activity
1w
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
Boosts
Views
Activity
1w
StoreKit returns empty product list in Sandbox (TestFlight, valid IAP setup)
Hello, I’m facing an issue with StoreKit where no products are returned in Sandbox. Context: App: SylvoY (Bundle ID: fr.sylvoy.app) Product ID: sylvoy_sylvoy_premium_v2_monthly Type: auto-renewable subscription Build: TestFlight 1.0.16 (Build 20) Device: physical iPhone Environment: Sandbox account Setup: Paid Applications Agreement: Active Banking & Tax: Active Product status: Ready to Submit Product is linked to the current TestFlight build Issue: When fetching products using StoreKit, the returned array is empty: productsCount = 0 products = [] Expected: Product metadata (price, description) should be returned. Actual: No products are returned at all. Additional info: Product identifier is correct Tested on real device (not simulator) Installed via TestFlight Sandbox account properly configured This issue is currently blocking validation of the subscription flow before release. DTS Case-ID: 18968852 (redirected here) Any help would be appreciated.
Replies
4
Boosts
0
Views
106
Activity
1w
Unable to submit for App Review
Hi. I’m unable submit to a new Version of my App. If i want to Add for Review, i get the Error Message: “Unable to Add for Review The items below are required to start the review process: This build is using a beta version of Xcode and can’t be submitted.” The new Version is Uploaded from the Latest Version of Swift Playground for iPad(4.7). No Betas
Replies
2
Boosts
0
Views
190
Activity
1w
Xcode fails to compile Blender-exported USDZ in .rkassets with misleading "permission" error — Xcode 26.3
The error: When building a RealityKitContent package that contains a USDZ file exported from Blender, Xcode throws the following error: error: [xrsimulator] Exception thrown during compile: Cannot get rkassets content for path .../RealityKitContent.rkassets because 'The file RealityKitContent.rkassets couldn't be opened because you don't have permission to view it.' error: Tool exited with code 1 The error message mentions permission — but permissions are not the issue. This appears to be a misleading error from realitytool masking a USD validation failure. What I've ruled out File permissions — all files are -rw-r--r--, user has Read & Write on the folder Extended attributes / quarantine flag — other files with the same @ flag work fine Corrupted archive — unzip -t confirms the USDZ is valid (board.usdc + textures) Stale build cache — deleted DerivedData and com.apple.DeveloperTools cache, no change Key observations The same file builds successfully on my colleague's machine ru
Replies
1
Boosts
0
Views
765
Activity
1w
API Rate Limits
We regularly submit builds, manage provisioning profiles, and query build statuses for a large number of applications across multiple store accounts. We rely on automated tooling (Fastlane / App Store Connect API) to manage this pipeline efficiently. Recently, we have been experiencing HTTP 5xx errors when making requests to Apple's APIs (App Store Connect, Spaceship). We believe these failures are caused by rate limiting applied to our outbound IP addresses, as the errors correlate with periods of higher submission activity. We have already taken steps on our side to mitigate the issue - including distributing requests across multiple external IP addresses - but we continue to encounter these errors during peak release periods, which delays application delivery to our clients and their end users.
Replies
0
Boosts
0
Views
33
Activity
1w
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
Boosts
0
Views
50
Activity
1w
Network Extension "Signature check failed" after archive with Developer ID — works in Xcode debug
I have a macOS VPN app with a Network Extension (packet tunnel provider) distributed outside the App Store via Developer ID. Everything works perfectly when running from Xcode. After archiving and exporting for Developer ID distribution, the extension launches but immediately gets killed by nesessionmanager. The error: Signature check failed: code failed to satisfy specified code requirement(s) followed by: started with PID 0 status changed to disconnected, last stop reason Plugin failed What makes this interesting: the extension process does launch. AMFI approves it, taskgated-helper validates the provisioning profile and says allowing entitlement(s) due to provisioning profile, the sandbox is applied, PacketTunnelProvider is created — but then Apple's Security framework internally fails the designated requirement check and nesessionmanager kills the session. Key log sequence: taskgated-helper: Checking profile: Developer ID - MacOS WireGuardExtension taskgated-helper: allowing entitlement(s) for com.xx.xx.W
Replies
3
Boosts
0
Views
68
Activity
1w
Reply to sysextd: "no policy, cannot allow apps outside /Applications" - NEFilterDataProvider system extension on macOS 26
It sounds like you’re using Developer ID signing for day-to-day development. That’s a mistake on multiple levels. I talk about this in general in The Care and Feeding of Developer ID, but there are extra issues with system extensions, where system policy requires that Developer ID signed sysexen be notarised. So my advice in this case. Use Apple Development code signing for day-to-day development. Use Developer ID for pre-release testing and distribution. There are a couple of key benefits with this approach: It lets you build and debug without enabling development mode, which is a big win IMO. Xcode’s automatic code signing works well with Apple Development signing. Even if you’re not using Xcode, you can create a small test project in Xcode, get it working, and then follow the same path it took. See Debugging a Network Extension Provider for specific advice on how to bring up a provider in Xcode. One thing that Xcode doesn’t handle is the -systemextension suffix )-: To learn more about that, read E
Replies
Boosts
Views
Activity
1w
Reply to iPhone 17 Pro on iOS 26.3 stays unavailable in xcrun devicectl list devices even with Xcode 26.4 beta 2
Have you solved it ? I am facing same issue with IPhone 14 (26.04) and Xcode (26.4). CoreDevice / devicectl layer the device remains unavailable, and Xcode cannot use it for on-device build/run.
Replies
Boosts
Views
Activity
1w
Reply to CKQuerySubscription on public database never triggers APNS push in Production environment
Hi Ziqiao, thanks for looking into this! I've verified using CKFetchSubscriptionsOperation.fetchAllSubscriptionsOperation() on both Development and Production (TestFlight) devices. All 5 subscriptions are present and correctly configured in both environments. The output is identical between both environments. Here are all 5 subscriptions as returned by CKFetchSubscriptionsOperation: fr-sub-v3 (FriendRequest) Predicate: receiverID == [userID] AND status == pending badge=true, sound=default, contentAvail=false locKey=FRIEND_REQUEST_BODY, locArgs=[senderUsername] category=FRIEND_REQUEST, desiredKeys=[senderID, senderUsername] rec-sub-v3 (MediaRecommendation) Predicate: receiverID == [userID] AND status == pending badge=true, sound=default, contentAvail=false locKey=RECOMMENDATION_BODY, locArgs=[senderUsername, mediaTitle] category=RECOMMENDATION, desiredKeys=[mediaTitle, mediaType, senderID, senderUsername] fs-a-sub-v3 (Friendship) Predicate: userAID == [userID] badge=true, sound=default, contentAvail=false locK
Replies
Boosts
Views
Activity
1w
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
Replies
1
Boosts
0
Views
35
Activity
1w
Xcode 26.4 cannot run app-hosted unit tests on physical iOS 16 devices ("Logic Testing Unavailable")
Summary: After upgrading to Xcode 26.4, app-hosted XCTest execution on physical devices running iOS 16 fails at test-planning time with Logic Testing Unavailable. The same project and same device work under Xcode 26.2. The failure reproduces with a standalone minimal Xcode project, which suggests this is an Xcode regression rather than a project-configuration issue. Environment: Xcode: 26.4 (17E192) macOS: Tahoe 26.4 Failing device: iPhone 11 (iPhone12,1), iOS 16.0.3 Working comparisons: Xcode 26.2 + same iPhone 11 (iOS 16.0.3): works Xcode 26.4 + iPad Pro 11-inch (4th generation) on iOS 26.3: works Regression: Yes. Works on Xcode 26.2. Fails on Xcode 26.4. Same project, same signing setup, same physical iOS 16 device. Minimal reproduction: A minimal sample project with: one iOS app target one app-hosted unit-test target one UI-test target (for comparison; not required to reproduce) Steps for the unit-test repro on a physical device running iOS 16: Build for testing: xcodebuild -project TestProject.x
Replies
1
Boosts
0
Views
255
Activity
1w