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“Visual Studio Maui IOS”

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Xcode Cloud Dependency Resolution - out-of-date resolved file
When I try to build my iOS app using Xcode Cloud, it encounters an error when trying to resolve packages: an out-of-date resolved file was detected at [path to package.resolved], which is not allowed when automatic dependency resolution is disabled; please make sure to update the file to reflect the changes in dependencies Looking at my package.resolved file, it all seems to be in order. What can I do to fix it?
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Reply to Slow launch of app on iOS Simulator 26.4
Same here. Updated xcode & simulator yesterday and out of sudden ios apps when started show a white screen for seconds before the main application screen (i.e. a splashscreen) appears. Added print() to trace but it looks the delay happens not in user code. Looks like loading libs during the startup process takes ages before user code starts running.
5d
Reply to Crashes occur on iOS 26.4
Additional information The app was developed using Unity. After contacting Unity, they indicated that based on the crash logs, it is highly likely that a “Segmentation Fault” occurred. I suspect the “Segmentation Fault” is caused by insufficient memory, but is it possible that memory usage has increased significantly in iOS 26.4 compared to previous OS versions?
6d
Reply to AXSpeech Thread Crash SEGV_ACCERR
Thank you very much for your time. The issue is still unresolved. I tried using the Instruments memory tool and enabled malloc scribble, but unfortunately, the crash has not been reproduced yet. By the way, there is a crash on the iOS 26 system, and the crash stacks for iOS 26, 18, and 17 are the same as the ones I sent earlier. I noticed that on systems below iOS 17, the crash stack has changed to a different form, and the crash occurs in [AXSpeechThread main] (in libAXSpeechManager.dylib). I have attached the crashes for iOS 26 and iOS 16. Could you please provide guidance? iOS16-AXSpeechThread-Crash.txt iOS26-crash.txt
6d
Reply to Orphaned 9GB Simulator Runtime in /System/Library/AssetsV2 - Cannot Delete (SIP protected)
OK by this: I tried deleting iOS 18 runtime via Xcode Settings > Components, and even removed iOS 26 runtime then re-downloaded it. But the iOS 18 runtime keeps auto-reappearing right after! I also ran sudo rm -rf against the iOS 18 asset folder, and it just throws a permission error—totally useless. I checked the Info.plist under /System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/cc1f035290d244fca4f74d9d243fcd02d2876c27.asset/ and confirmed this folder is exactly the orphaned iOS 18.0 simulator runtime. I’m trying to delete this specific cc1f035290d244fca4f74d9d243fcd02d2876c27.asset folder but hit a wall with system permissions. I found this exact issue is already being discussed in the Apple Developer Forum thread here: Orphaned 9GB Simulator Runtime in /System/Library/AssetsV2 - Cannot Delete (SIP protected). It’s clearly a bug on Apple’s side with MobileAsset lifecycle management—these large orphaned simulator runtime assets get stuck in SIP
6d
CoreData + CloudKit -- Many-to-Many Relationship not Syncing
In an iOS App that uses CKShare I have a many-to-many relationship that does not consistently sync between the share's N participants. The relationship is between Group and Player as group.players and player.groups. As an example, given 3 group each with 4 players (aka 4:4:4), some devices show CoreData (it is NOT a UI issue) with 4:2:3 or 3:4:4. (A deletion of CoreData from a device, forcing a full re-sync from CloudKit, seems to populate the group:player relationships consistently; but obviously that is impractical to resolving the issue). How do I avoid these sync-from-CloudKit inconsistencies? Note: AI agents generally suggest adding a CoreData 'join' entity - such as 'GroupPlayer'. Is that THE fix?
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Reply to Start app if connected to CarPlay
Thanks for the post. Unfortunately, there is no direct, programmatic way within the iOS SDK to automatically wake or launch your app specifically when the iPhone connects to CarPlay or a standard car Bluetooth system. Its important to mention your app is completely sandboxed from knowing anything about the CarPlay lifecycle. As a user, you can create a shortcut on your device. Open the Shortcuts app and go to the Automation tab. Tap + and select CarPlay or Bluetooth and select. The menu could be a little different. Set it to Connects and choose Run Immediately so it doesn't ask for permission every time like shortcuts do. For the action, they can select Open App and choose the app you want to run on the iOS device. Hope that give you an idea. I hope people do not provide you with ideas using Core Motion or Core Location to wake your app in the background when the user starts moving in a vehicle. It is advisable to avoid those options due to the potential issues they may cause. Albert
  Worl
Topic: App & System Services SubTopic: General Tags:
6d
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 integration challenges in
6d
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 impact if Apple later remov
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6d
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
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33
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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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49
6d
Xcode Cloud Dependency Resolution - out-of-date resolved file
When I try to build my iOS app using Xcode Cloud, it encounters an error when trying to resolve packages: an out-of-date resolved file was detected at [path to package.resolved], which is not allowed when automatic dependency resolution is disabled; please make sure to update the file to reflect the changes in dependencies Looking at my package.resolved file, it all seems to be in order. What can I do to fix it?
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8.1k
Activity
5d
Reply to Slow launch of app on iOS Simulator 26.4
Same here. Updated xcode & simulator yesterday and out of sudden ios apps when started show a white screen for seconds before the main application screen (i.e. a splashscreen) appears. Added print() to trace but it looks the delay happens not in user code. Looks like loading libs during the startup process takes ages before user code starts running.
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Views
Activity
5d
Reply to Start app if connected to CarPlay
So the only workaround would be for me an iBeacon put in the car - powered on while driving. There IOS recognices and is able to wake up the app - is this correct. Any examples how to? Thanks Robert
Topic: App & System Services SubTopic: General Tags:
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6d
Reply to Crashes occur on iOS 26.4
Additional information The app was developed using Unity. After contacting Unity, they indicated that based on the crash logs, it is highly likely that a “Segmentation Fault” occurred. I suspect the “Segmentation Fault” is caused by insufficient memory, but is it possible that memory usage has increased significantly in iOS 26.4 compared to previous OS versions?
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6d
Reply to iCloud Sync not working with iPhone, works fine for Mac.
I’m experiencing the same issue on my end. Can’t test with iOS 26.3 anymore, but it works as expected on iOS 18.7.2 and macOS 15.7.4. On iOS 26.4 I’m not receiving any remote notifications, so updates are only fetched when I relaunch the app. Using CKSyncEngine under the hood.
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6d
Reply to AXSpeech Thread Crash SEGV_ACCERR
Thank you very much for your time. The issue is still unresolved. I tried using the Instruments memory tool and enabled malloc scribble, but unfortunately, the crash has not been reproduced yet. By the way, there is a crash on the iOS 26 system, and the crash stacks for iOS 26, 18, and 17 are the same as the ones I sent earlier. I noticed that on systems below iOS 17, the crash stack has changed to a different form, and the crash occurs in [AXSpeechThread main] (in libAXSpeechManager.dylib). I have attached the crashes for iOS 26 and iOS 16. Could you please provide guidance? iOS16-AXSpeechThread-Crash.txt iOS26-crash.txt
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6d
Reply to Orphaned 9GB Simulator Runtime in /System/Library/AssetsV2 - Cannot Delete (SIP protected)
OK by this: I tried deleting iOS 18 runtime via Xcode Settings > Components, and even removed iOS 26 runtime then re-downloaded it. But the iOS 18 runtime keeps auto-reappearing right after! I also ran sudo rm -rf against the iOS 18 asset folder, and it just throws a permission error—totally useless. I checked the Info.plist under /System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/cc1f035290d244fca4f74d9d243fcd02d2876c27.asset/ and confirmed this folder is exactly the orphaned iOS 18.0 simulator runtime. I’m trying to delete this specific cc1f035290d244fca4f74d9d243fcd02d2876c27.asset folder but hit a wall with system permissions. I found this exact issue is already being discussed in the Apple Developer Forum thread here: Orphaned 9GB Simulator Runtime in /System/Library/AssetsV2 - Cannot Delete (SIP protected). It’s clearly a bug on Apple’s side with MobileAsset lifecycle management—these large orphaned simulator runtime assets get stuck in SIP
Replies
Boosts
Views
Activity
6d
CoreData + CloudKit -- Many-to-Many Relationship not Syncing
In an iOS App that uses CKShare I have a many-to-many relationship that does not consistently sync between the share's N participants. The relationship is between Group and Player as group.players and player.groups. As an example, given 3 group each with 4 players (aka 4:4:4), some devices show CoreData (it is NOT a UI issue) with 4:2:3 or 3:4:4. (A deletion of CoreData from a device, forcing a full re-sync from CloudKit, seems to populate the group:player relationships consistently; but obviously that is impractical to resolving the issue). How do I avoid these sync-from-CloudKit inconsistencies? Note: AI agents generally suggest adding a CoreData 'join' entity - such as 'GroupPlayer'. Is that THE fix?
Replies
1
Boosts
0
Views
70
Activity
6d
Reply to Start app if connected to CarPlay
Thanks for the post. Unfortunately, there is no direct, programmatic way within the iOS SDK to automatically wake or launch your app specifically when the iPhone connects to CarPlay or a standard car Bluetooth system. Its important to mention your app is completely sandboxed from knowing anything about the CarPlay lifecycle. As a user, you can create a shortcut on your device. Open the Shortcuts app and go to the Automation tab. Tap + and select CarPlay or Bluetooth and select. The menu could be a little different. Set it to Connects and choose Run Immediately so it doesn't ask for permission every time like shortcuts do. For the action, they can select Open App and choose the app you want to run on the iOS device. Hope that give you an idea. I hope people do not provide you with ideas using Core Motion or Core Location to wake your app in the background when the user starts moving in a vehicle. It is advisable to avoid those options due to the potential issues they may cause. Albert
  Worl
Topic: App & System Services SubTopic: General Tags:
Replies
Boosts
Views
Activity
6d
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 integration challenges in
Replies
Boosts
Views
Activity
6d
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 impact if Apple later remov
Replies
1
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0
Views
49
Activity
6d
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
Replies
1
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0
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33
Activity
6d
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
Views
49
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6d