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“iPhone 16 pro”

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Unable to download iOS simulator runtime 26.x on Xcode
Hi everyone, I'm experiencing a persistent issue for months now where I'm unable to download the iOS 26 simulator Runtime. I've tried reinstalling Xcode and also Xcode Beta but same issue. iOS 26 Simulator is also not on developers download page, so manual installation is impossible. And sadly I can't compile any code without having iOS 26 simulator installed. Anyone able to get passed this? Hardware: M1 Pro OS: Tahoe 26.1 Heres the error Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = 2026-01-07 11:35:35 +0000; } -- Download failed. Domain: DVTDownloadableErrorDomain Code: 41 -- Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({ RequestedBuild = 23C54; }) Domain: DVTDownloadsUtilitiesErrorDomain Code: -1 -- Download failed due to not being able to connect to the host. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime) Domain: com.apple.MobileAssetError.Download Code: 60 User Info: {
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Reply to 🟡 Yellow Circle In front of my app Name. What does it mean ?
Really nobody knows where the Apple documentation is regarding the meaning of the Yellow DOT ? On [medium] I found an article , someone said what the yellow red and blue circles mean, but there is no source from apple docummentations .. also I don't know why apple banned medium.com , this forum didn't let me post the link to that article. This docummentation is incomplete, it does not say what YELLOW / RED / BLUE circle means: https://support.apple.com/guide/iphone/learn-the-meaning-of-iphone-status-icons-iphef7bb57dc/ios PS. The article mentioned that the Yellow circle means the app was installed trough Test Flight
1w
Static library links on device but fails on iOS Simulator
I’m working on an iOS workspace with: a static library project: M800SDK a test app project: TestAppObj I was able to build M800SDK for iOS Simulator on Apple Silicon as a simulator static library, and I also verified the architectures in the produced .a file. However, when I link the app target against that simulator build and try to build TestAppObj for iOS Simulator, I get the following linker errors: Undefined symbols for architecture arm64: _OBJC_CLASS_$_TokenMngr clang++: error: linker command failed with exit code 1 Additional context: The library links and works correctly when building the app for a physical iPhone. And the public header TokenMngr.h is found correctly by the app target. The app target is compiled as Objective-C++ where needed. The library is linked in the app target under “Link Binary With Libraries”. Could you help me understand: Is it possible to run on iOS Simulator ? the recommended way to package and consume this library for iOS Simulator on Apple Silicon? Also I am aware
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Xcode 26.2 Can't download
Help please! I'm new to Xcode and my Mac is a 2021 MacBook Pro. I've downloaded Xcode recently (version 26.2) and wanted to preview and test my first App. But somehow, I just can't download the iOS simulator. People tell me that I can download resources from developer.apple.com, but I only found the iOS_18.2_runtime.dmg. I downloaded and installed the iOS 18.2 version but Xcode still requires to download the iOS 26.2 simulator. I don't know why and how to fix this problem. Please help!
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Reply to Triggering “realtime” mode for peer-to-peer WiFi via awdl to fix jitter problems
Hi Quinn, Thank you so much for your reply. I appreciate it. Just wanted to ask a followup related to this: [quote='881072022, DTS Engineer, /thread/819926?answerId=881072022#881072022'] It might be possible to find some API that does it as a side effect, but that would be an implementation detail and thus not something you’d want to rely on. [/quote] I understand that this is not something to rely on, but do you have any recommendations of things that might work here? I already tried creating separate peer-to-peer TCP channels with heartbeat messages, tried using the Multipeer Connectivity API with MCSession to establish connections between the devices (although the actual video packets were still sent via NWConnection), etc. I find it a little frustrating that the best options as of right now to reduce latency appear to be: Change your router to use specific channels Drag your cursor from your Mac to your iPad prior to starting the stream transmission (if transmitting to/from Mac and iPad) I am aware the Wi
1w
Reply to TestFlight build visible on macOS but not installable: “Can only be tested on an iOS device” for Mac (Designed for iPad)
Had the same problem, testing an iOS app on macOS via TestFlight which previously worked, did recently stop working. But I found a setting in App Store Connect, under each testing group, that says Test iPhone and iPad Apps on Apple Silicon Macs. Enabling this setting made testing on macOS work again.
1w
TestFlight build visible on macOS but not installable: “Can only be tested on an iOS device” for Mac (Designed for iPad)
Hello everyone. We have an app that has been on the App Store for several years, originally distributed for iOS and iPadOS only. Recently, we enabled Mac (Designed for iPad) and started distributing macOS-compatible builds. Current situation: The app is available and downloadable from the macOS App Store and runs correctly on Apple Silicon Macs. The same app/build appears in TestFlight on macOS, but cannot be installed. TestFlight shows the message: “This app can only be tested on an iOS device.” This suggests the app itself is Mac-compatible, but TestFlight is treating the build as iOS-only. Environment and checks performed: Mac is Apple Silicon. App Store Connect app-level availability for Mac (Designed for iPad) is enabled. The app is not Mac Catalyst; it is a UIKit iOS/iPadOS app. Distribution is done via GitLab CI. CI uploads use an App Store provisioning profile (Apple Distribution), not development or ad-hoc. iPhone and iPad TestFlight installs work as expected. Info.plist verification: UIRequ
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Strange crash in iOS AudioToolboxCore when using AVSpeechSynthesizer in iOS 16
I'm getting Crashlytics crashes from some my users, deep in the Apple code: Crashed: AXSpeech EXC_BAD_ACCESS KERN_INVALID_ADDRESS 0x00000007ec54b360 0 libobjc.A.dylib 0x3c9c objc_retain_x8 + 16 1 AudioToolboxCore 0x99580 auoop::RenderPipeUser::~RenderPipeUser() + 112 2 AudioToolboxCore 0xe6090 -[AUAudioUnit_XPC internalDeallocateRenderResources] + 92 3 AVFAudio 0x90a0 AUInterfaceBaseV3::Uninitialize() + 60 4 AVFAudio 0x4cbe0 AVAudioEngineGraph::PerformCommand(AUGraphNodeBaseV3&, AVAudioEngineGraph::ENodeCommand, void*, unsigned int) const + 768 5 AVFAudio 0x56b0c AVAudioEngineGraph::_Uninitialize(NSError**) + 132 6 AVFAudio 0x7834 AVAudioEngineImpl::Stop(NSError**) + 388 7 AVFAudio 0x636c -[AVAudioEngine dealloc] + 52 8 TextToSpeech 0x30674 _TTSNameForVoiceInformation + 20864 9 libobjc.A.dylib 0x20a4 object_cxxDestructFromClass(objc_object*, objc_class*) + 116 10 libobjc.A.dylib 0x6e00 objc_destructInstance + 80 11 libobjc.A.dylib 0x104fc _objc_rootDealloc + 80 12 TextToSpeech 0x2d2f4 _TTSNameFor
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Reply to Bug: Wi-Fi Aware (NAN) Subscriber Mode: nwPath.availableInterfaces Does Not Include nan0 Interface After Successful Peer Connection
Thanks for your reply!We have successfully connected an iOS device with a non-iOS device via Wi-Fi Aware, and established multiple TCP connections. However, we still have a throughput issue: when the iOS device acts as a Subscriber, and sends an HTTP request over an already-established TCP connection to download resources from the non-iOS device, we observe slow download speeds — only around 20 MB/s. We compared iOS system logs and found: When the non-iOS device connects to iOS, the timeslot bitmap used is ff ff 00 00 ff ff. When iOS connects to iOS, all timeslots are used. Could this be the reason for the large difference in transmission rates? Is this caused by configuration, or what leads to the reduced timeslot allocation? Log 1: Non-iOS device connecting to iOS default 16:33:33.204715+0800 kernel wlan0:com.apple.p2p.nan0: Availability: map 0, channel 6 (20M), timeBmap: 1111 1111 1111 1111 0000 0000 0000 0000 1111 1111 1111 1111 ( ff ff 00 00 ff ff ) default 16:33:33.204792+0800 kernel w
1w
Help with getting info for an WIFI USER EXPERIENCE APP
Hi I’m working on an app Called Wiux ( already on Android ) but one of my clients has a company with all iPhones so I need to develop the app for iOS, but I’m facing A huge wall, it’s an proactive wifi user experience monitor for distributed networks and the idea is that the app its sending every minute info about connectivity RSSI, which network , if is 2,4ghz or 5ghz channel used and device usage cpu ram etc but I find that is no getRSSI ( and I really need that data ) but some aps like iWifi or WiFi probe has that data and it works I check the reads with a phisical probe and my app on android and values match. i think maybe with NEHotspotHelper I could get the data but I don’t know how to ask to use it or if exist a dependency for quality monitoring that allows me to access that thow o info. ( And probably in the near future I face the same problem with LTE ( that I’m also monitoring with the app on Android and I think is going to be a problem on iOS )
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39
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Error 7000 "Team is not yet configured for notarization" — 6 days, no resolution
I enrolled in the Apple Developer Program as an Individual on March 16, 2026 (Team ID: CAZ8X23YWW). I've been trying to notarize a macOS Electron desktop app ever since. Every submission is immediately rejected with: Status code: 7000 Message: Team is not yet configured for notarization What I've done: Accepted all agreements on developer.apple.com Accepted all agreements on App Store Connect Created a Developer ID Application certificate (G2 Sub-CA) App is properly signed with hardened runtime Submitted a support ticket under Distribution > Other Distribution Questions on March 18 — no response after 4 days
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Reply to EASession(accessory:forProtocol:) always returns nil — MFI accessory iAP2
Hi Kevin, Thank you for the troubleshooting steps. To clarify the current state of the environment: Testing Environment: I am testing exclusively on a physical iOS device (iPhone [Model] running iOS [Version]); I am not using the simulator for these tests. Framework: The implementation is already built using UIKit. I am managing the accessory lifecycle within a standard UIViewController and AppDelegate structure. Integration Status: Despite being in a pure UIKit environment, I am still facing the issue where [mention the specific symptom, e.g., the accessory is not appearing in the picker / the session fails to open]. Since I have already ruled out SwiftUI lifecycle interference and simulator limitations, are there specific logging categories in Console.app or internal ExternalAccessory states you recommend I monitor to diagnose why the connection is failing?
Topic: App & System Services SubTopic: Hardware Tags:
1w
Massive CoreML latency spike on live AVFoundation camera feed vs. offline inference (CPU+ANE)
Hello, I’m experiencing a severe performance degradation when running CoreML models on a live AVFoundation video feed compared to offline or synthetic inference. This happens across multiple models I've converted (including SCI, RTMPose, and RTMW) and affects multiple devices. The Environment OS: macOS 26.3, iOS 26.3, iPadOS 26.3 Hardware: Mac14,6 (M2 Max), iPad Pro 11 M1, iPhone 13 mini Compute Units: cpuAndNeuralEngine The Numbers When testing my SCI_output_image_int8.mlpackage model, the inference timings are drastically different: Synthetic/Offline Inference: ~1.34 ms Live Camera Inference: ~15.96 ms Preprocessing is completely ruled out as the bottleneck. My profiling shows total preprocessing (nearest-neighbor resize + feature provider creation) takes only ~0.4 ms in camera mode. Furthermore, no frames are being dropped. What I've Tried I am building a latency-critical app and have implemented almost every recommended optimization to try and fix this, but the camera-feed penalty remain
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Incorrect keyboard frame on iOS 26 when using Secure Text with Autofill
Area: Software Update Type of Feedback: Application Bug Description Device: iPhone 13 Pro running iOS 26 Build environment: Xcode 16.4 Problem description: When a text field has secureTextEntry = YES and Password Autofill / Passkeys is active, the autofill panel is not included in the rect reported from the keyboard notifications (UIKeyboardFrameEndUserInfoKey or others). As a result, when calculating the offset to move the screen up and reveal the hidden input field, the field is not displayed correctly because the reported keyboard height is smaller than the actual visible height. Observed behavior: This only occurs on devices running iOS 26 built with Xcode 16.4. On previous versions of iOS, with the same settings (secureTextEntry and Autofill active), the rect correctly includes the autofill panel height, and the UI works as expected. I tested with both UIKeyboardDidShowNotification and UIKeyboardWillChangeFrameNotification, and in both cases the behavior is the same: the height is incor
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754
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Unable to download iOS simulator runtime 26.x on Xcode
Hi everyone, I'm experiencing a persistent issue for months now where I'm unable to download the iOS 26 simulator Runtime. I've tried reinstalling Xcode and also Xcode Beta but same issue. iOS 26 Simulator is also not on developers download page, so manual installation is impossible. And sadly I can't compile any code without having iOS 26 simulator installed. Anyone able to get passed this? Hardware: M1 Pro OS: Tahoe 26.1 Heres the error Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = 2026-01-07 11:35:35 +0000; } -- Download failed. Domain: DVTDownloadableErrorDomain Code: 41 -- Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({ RequestedBuild = 23C54; }) Domain: DVTDownloadsUtilitiesErrorDomain Code: -1 -- Download failed due to not being able to connect to the host. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime) Domain: com.apple.MobileAssetError.Download Code: 60 User Info: {
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1.2k
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6d
Reply to 🟡 Yellow Circle In front of my app Name. What does it mean ?
Really nobody knows where the Apple documentation is regarding the meaning of the Yellow DOT ? On [medium] I found an article , someone said what the yellow red and blue circles mean, but there is no source from apple docummentations .. also I don't know why apple banned medium.com , this forum didn't let me post the link to that article. This docummentation is incomplete, it does not say what YELLOW / RED / BLUE circle means: https://support.apple.com/guide/iphone/learn-the-meaning-of-iphone-status-icons-iphef7bb57dc/ios PS. The article mentioned that the Yellow circle means the app was installed trough Test Flight
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1w
Static library links on device but fails on iOS Simulator
I’m working on an iOS workspace with: a static library project: M800SDK a test app project: TestAppObj I was able to build M800SDK for iOS Simulator on Apple Silicon as a simulator static library, and I also verified the architectures in the produced .a file. However, when I link the app target against that simulator build and try to build TestAppObj for iOS Simulator, I get the following linker errors: Undefined symbols for architecture arm64: _OBJC_CLASS_$_TokenMngr clang++: error: linker command failed with exit code 1 Additional context: The library links and works correctly when building the app for a physical iPhone. And the public header TokenMngr.h is found correctly by the app target. The app target is compiled as Objective-C++ where needed. The library is linked in the app target under “Link Binary With Libraries”. Could you help me understand: Is it possible to run on iOS Simulator ? the recommended way to package and consume this library for iOS Simulator on Apple Silicon? Also I am aware
Replies
3
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0
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95
Activity
1w
Xcode 26.2 Can't download
Help please! I'm new to Xcode and my Mac is a 2021 MacBook Pro. I've downloaded Xcode recently (version 26.2) and wanted to preview and test my first App. But somehow, I just can't download the iOS simulator. People tell me that I can download resources from developer.apple.com, but I only found the iOS_18.2_runtime.dmg. I downloaded and installed the iOS 18.2 version but Xcode still requires to download the iOS 26.2 simulator. I don't know why and how to fix this problem. Please help!
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3
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88
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1w
Claude responds "Your request couldn't be completed."
Setup: Xcode 26.3. MacOS Tahoe 26.3.1 Signed in for Coding Intelligence with Claude Pro plan. For the first 3 prompts Claude responded normally. Afterwards it always responds with Your request couldn't be completed.
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2
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105
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1w
Reply to Triggering “realtime” mode for peer-to-peer WiFi via awdl to fix jitter problems
Hi Quinn, Thank you so much for your reply. I appreciate it. Just wanted to ask a followup related to this: [quote='881072022, DTS Engineer, /thread/819926?answerId=881072022#881072022'] It might be possible to find some API that does it as a side effect, but that would be an implementation detail and thus not something you’d want to rely on. [/quote] I understand that this is not something to rely on, but do you have any recommendations of things that might work here? I already tried creating separate peer-to-peer TCP channels with heartbeat messages, tried using the Multipeer Connectivity API with MCSession to establish connections between the devices (although the actual video packets were still sent via NWConnection), etc. I find it a little frustrating that the best options as of right now to reduce latency appear to be: Change your router to use specific channels Drag your cursor from your Mac to your iPad prior to starting the stream transmission (if transmitting to/from Mac and iPad) I am aware the Wi
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1w
Reply to TestFlight build visible on macOS but not installable: “Can only be tested on an iOS device” for Mac (Designed for iPad)
Had the same problem, testing an iOS app on macOS via TestFlight which previously worked, did recently stop working. But I found a setting in App Store Connect, under each testing group, that says Test iPhone and iPad Apps on Apple Silicon Macs. Enabling this setting made testing on macOS work again.
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1w
TestFlight build visible on macOS but not installable: “Can only be tested on an iOS device” for Mac (Designed for iPad)
Hello everyone. We have an app that has been on the App Store for several years, originally distributed for iOS and iPadOS only. Recently, we enabled Mac (Designed for iPad) and started distributing macOS-compatible builds. Current situation: The app is available and downloadable from the macOS App Store and runs correctly on Apple Silicon Macs. The same app/build appears in TestFlight on macOS, but cannot be installed. TestFlight shows the message: “This app can only be tested on an iOS device.” This suggests the app itself is Mac-compatible, but TestFlight is treating the build as iOS-only. Environment and checks performed: Mac is Apple Silicon. App Store Connect app-level availability for Mac (Designed for iPad) is enabled. The app is not Mac Catalyst; it is a UIKit iOS/iPadOS app. Distribution is done via GitLab CI. CI uploads use an App Store provisioning profile (Apple Distribution), not development or ad-hoc. iPhone and iPad TestFlight installs work as expected. Info.plist verification: UIRequ
Replies
1
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166
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1w
Strange crash in iOS AudioToolboxCore when using AVSpeechSynthesizer in iOS 16
I'm getting Crashlytics crashes from some my users, deep in the Apple code: Crashed: AXSpeech EXC_BAD_ACCESS KERN_INVALID_ADDRESS 0x00000007ec54b360 0 libobjc.A.dylib 0x3c9c objc_retain_x8 + 16 1 AudioToolboxCore 0x99580 auoop::RenderPipeUser::~RenderPipeUser() + 112 2 AudioToolboxCore 0xe6090 -[AUAudioUnit_XPC internalDeallocateRenderResources] + 92 3 AVFAudio 0x90a0 AUInterfaceBaseV3::Uninitialize() + 60 4 AVFAudio 0x4cbe0 AVAudioEngineGraph::PerformCommand(AUGraphNodeBaseV3&, AVAudioEngineGraph::ENodeCommand, void*, unsigned int) const + 768 5 AVFAudio 0x56b0c AVAudioEngineGraph::_Uninitialize(NSError**) + 132 6 AVFAudio 0x7834 AVAudioEngineImpl::Stop(NSError**) + 388 7 AVFAudio 0x636c -[AVAudioEngine dealloc] + 52 8 TextToSpeech 0x30674 _TTSNameForVoiceInformation + 20864 9 libobjc.A.dylib 0x20a4 object_cxxDestructFromClass(objc_object*, objc_class*) + 116 10 libobjc.A.dylib 0x6e00 objc_destructInstance + 80 11 libobjc.A.dylib 0x104fc _objc_rootDealloc + 80 12 TextToSpeech 0x2d2f4 _TTSNameFor
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6
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0
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2.4k
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1w
Reply to Bug: Wi-Fi Aware (NAN) Subscriber Mode: nwPath.availableInterfaces Does Not Include nan0 Interface After Successful Peer Connection
Thanks for your reply!We have successfully connected an iOS device with a non-iOS device via Wi-Fi Aware, and established multiple TCP connections. However, we still have a throughput issue: when the iOS device acts as a Subscriber, and sends an HTTP request over an already-established TCP connection to download resources from the non-iOS device, we observe slow download speeds — only around 20 MB/s. We compared iOS system logs and found: When the non-iOS device connects to iOS, the timeslot bitmap used is ff ff 00 00 ff ff. When iOS connects to iOS, all timeslots are used. Could this be the reason for the large difference in transmission rates? Is this caused by configuration, or what leads to the reduced timeslot allocation? Log 1: Non-iOS device connecting to iOS default 16:33:33.204715+0800 kernel wlan0:com.apple.p2p.nan0: Availability: map 0, channel 6 (20M), timeBmap: 1111 1111 1111 1111 0000 0000 0000 0000 1111 1111 1111 1111 ( ff ff 00 00 ff ff ) default 16:33:33.204792+0800 kernel w
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1w
Help with getting info for an WIFI USER EXPERIENCE APP
Hi I’m working on an app Called Wiux ( already on Android ) but one of my clients has a company with all iPhones so I need to develop the app for iOS, but I’m facing A huge wall, it’s an proactive wifi user experience monitor for distributed networks and the idea is that the app its sending every minute info about connectivity RSSI, which network , if is 2,4ghz or 5ghz channel used and device usage cpu ram etc but I find that is no getRSSI ( and I really need that data ) but some aps like iWifi or WiFi probe has that data and it works I check the reads with a phisical probe and my app on android and values match. i think maybe with NEHotspotHelper I could get the data but I don’t know how to ask to use it or if exist a dependency for quality monitoring that allows me to access that thow o info. ( And probably in the near future I face the same problem with LTE ( that I’m also monitoring with the app on Android and I think is going to be a problem on iOS )
Replies
1
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39
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1w
Error 7000 "Team is not yet configured for notarization" — 6 days, no resolution
I enrolled in the Apple Developer Program as an Individual on March 16, 2026 (Team ID: CAZ8X23YWW). I've been trying to notarize a macOS Electron desktop app ever since. Every submission is immediately rejected with: Status code: 7000 Message: Team is not yet configured for notarization What I've done: Accepted all agreements on developer.apple.com Accepted all agreements on App Store Connect Created a Developer ID Application certificate (G2 Sub-CA) App is properly signed with hardened runtime Submitted a support ticket under Distribution > Other Distribution Questions on March 18 — no response after 4 days
Replies
1
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0
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84
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1w
Reply to EASession(accessory:forProtocol:) always returns nil — MFI accessory iAP2
Hi Kevin, Thank you for the troubleshooting steps. To clarify the current state of the environment: Testing Environment: I am testing exclusively on a physical iOS device (iPhone [Model] running iOS [Version]); I am not using the simulator for these tests. Framework: The implementation is already built using UIKit. I am managing the accessory lifecycle within a standard UIViewController and AppDelegate structure. Integration Status: Despite being in a pure UIKit environment, I am still facing the issue where [mention the specific symptom, e.g., the accessory is not appearing in the picker / the session fails to open]. Since I have already ruled out SwiftUI lifecycle interference and simulator limitations, are there specific logging categories in Console.app or internal ExternalAccessory states you recommend I monitor to diagnose why the connection is failing?
Topic: App & System Services SubTopic: Hardware Tags:
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1w
Massive CoreML latency spike on live AVFoundation camera feed vs. offline inference (CPU+ANE)
Hello, I’m experiencing a severe performance degradation when running CoreML models on a live AVFoundation video feed compared to offline or synthetic inference. This happens across multiple models I've converted (including SCI, RTMPose, and RTMW) and affects multiple devices. The Environment OS: macOS 26.3, iOS 26.3, iPadOS 26.3 Hardware: Mac14,6 (M2 Max), iPad Pro 11 M1, iPhone 13 mini Compute Units: cpuAndNeuralEngine The Numbers When testing my SCI_output_image_int8.mlpackage model, the inference timings are drastically different: Synthetic/Offline Inference: ~1.34 ms Live Camera Inference: ~15.96 ms Preprocessing is completely ruled out as the bottleneck. My profiling shows total preprocessing (nearest-neighbor resize + feature provider creation) takes only ~0.4 ms in camera mode. Furthermore, no frames are being dropped. What I've Tried I am building a latency-critical app and have implemented almost every recommended optimization to try and fix this, but the camera-feed penalty remain
Replies
5
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0
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714
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1w
Incorrect keyboard frame on iOS 26 when using Secure Text with Autofill
Area: Software Update Type of Feedback: Application Bug Description Device: iPhone 13 Pro running iOS 26 Build environment: Xcode 16.4 Problem description: When a text field has secureTextEntry = YES and Password Autofill / Passkeys is active, the autofill panel is not included in the rect reported from the keyboard notifications (UIKeyboardFrameEndUserInfoKey or others). As a result, when calculating the offset to move the screen up and reveal the hidden input field, the field is not displayed correctly because the reported keyboard height is smaller than the actual visible height. Observed behavior: This only occurs on devices running iOS 26 built with Xcode 16.4. On previous versions of iOS, with the same settings (secureTextEntry and Autofill active), the rect correctly includes the autofill panel height, and the UI works as expected. I tested with both UIKeyboardDidShowNotification and UIKeyboardWillChangeFrameNotification, and in both cases the behavior is the same: the height is incor
Replies
3
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0
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754
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1w