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Building for iOS Simulator, but the linked and embedded framework ‘XX.framework‘ was built for

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Is Anybody interested in using Lottie animations in your SSC playground app in Xcode
Is anybody using Airbnb's Lottie-ios dependency inside your swift student challenge project? If yes can u please discuss about how did u approach using it ? Actually I wanted to use it so I downloaded the official repo maintained by Airbnb from GitHub but the package had too large size so I deleted many part's leaving just src files and some other files as it is and even modified it's package.swift file and finally deleted the .git folder which had been taking way too much space. And now I have been using it as local dependency which I can include it in my .zip submission ( as that's the rule I guess to include the packages our project depends on in our .zip submission file ). So far there have been no problems, I wanna know am I doing anything wrong here? Can someone advise me ?
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Background Assets - Apple Hosted - iOS26
I've followed the setup process to get Apple Hosted Background Assets configured for my project. (https://developer.apple.com/documentation/backgroundassets/downloading-apple-hosted-asset-packs) But when I build and run the app I get the following error... BackgroundAssets/AssetPackManager.swift:174: Fatal error: The process lacks a team ID. I've checked the Signing->Team for both targets and they both have my Team associated. Any help or advice would be appreciated...
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Reply to An In-App Purchase has been returned
We used to get this error, cause our products are set up in Monetization/In-App Purchases section, specifically non-consumable. We then switched to set up products in Monetization/Subscriptions: Non-Renewing Subscriptions. We no more got errors about: An In-App Purchase has been returned. Hope this could help someone in the future. Best luck in building your dream chaps!
Topic: App & System Services SubTopic: StoreKit Tags:
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Reply to About audio playback panel after call end.
If there is any known reason for this behavior or any recommended workaround, we would greatly appreciate your guidance. Additionally, if this is a known issue that was addressed in iOS 26.3, we would appreciate any information you can provide regarding that as well. I haven't found the specific bug, but yes, this sounds like a bug was introduced in 26.2 and then fixed in 26.3. There are complicated entanglements between the call management system and the media center, so I can see a few different ways something like this could happen. Did you file your own bug on this and, if so, what was the bug number? Does your app activate its own audio session? That's the only way I can see your app actively triggering something like this. __ Kevin Elliott DTS Engineer, CoreOS/Hardware
Topic: App & System Services SubTopic: General Tags:
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Reply to Notification Sound Not Routing to Bluetooth / External Speakers Consistently
SO, let me start with the immediate answer here: Is there any supported way to ensure notification sounds consistently route through connected Bluetooth/external speakers? Basically, no. Your app has no direct control over how notification audio is routed. Our app sends push notifications with a custom sound file using the sound parameter in the APNs payload. What's the nature of the audio you're trying to send? In particular, if this is communication of some kind, then you might want to consider using the PushToTalk framework, which would give you much more control over exactly how audio is played. Is this routing behavior expected for push notification sounds? The word expected is a tricky one here, as it's clearly not the system goal to have the notification route audio in a weird way. I've provided a bit more background on why this happens below, but here is how I'd describe the state of things: The expected behavior is that, ignoring exceptions, alerts critical alerts or ringtones, notification
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Notification Sound Not Routing to Bluetooth / External Speakers Consistently
Hello Apple Developer Support, We are observing inconsistent behavior with push notification sounds routing to Bluetooth / external speakers. Our app sends push notifications with a custom sound file using the sound parameter in the APNs payload. When an iPhone is connected to a Bluetooth speaker or headphones: On some devices, the notification sound plays through the connected Bluetooth/external speaker. On other devices, the notification sound plays only through the iPhone’s built-in speaker. We also tested with native apps like iMessage and noticed similar behavior — in some cases, notification sounds still play through the phone speaker even when Bluetooth is connected. Media playback (e.g., YouTube or Music) routes correctly to Bluetooth, so the connection itself is functioning properly. We would like clarification on the following: Is this routing behavior expected for push notification sounds? Are notification sounds intentionally restricted from routing to Bluetooth in certain conditions (e.g
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Reply to iBeacon Monitoring in Flutter App: Background Wake-Up from Killed State, Time Limits for BLE, and Handling Multiple Regions/Identifiers
There are a few questions in this block. Let me try to take them apart. Background Execution Time After Wake-Up: When the app is woken in the background by a region monitoring event (enter/exit) from a killed state, approximately how much time (in seconds) does iOS allocate for the app to run before suspending it again? You can generally expect about 10 seconds when the app is woken up. This is the total time. If the app has been terminated, depending on how long it takes for your app to finish launching, you would end up with less than that. The beginBackgroundTask(expirationHandler:) API can be used to request up to 30 seconds, but it is not guaranteed that you will get that much. The system can also re-suspend or terminate your app in much shorter a time if it needs the resources your app is using urgently. Is this sufficient for performing BLE operations like ranging beacons or establishing a short connection, or are there stricter limits in terminated wake-ups compared to standard background mod
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iBeacon Monitoring in Flutter App: Background Wake-Up from Killed State, Time Limits for BLE, and Handling Multiple Regions/Identifiers
Hello Apple Developer Community, I'm developing a cross-platform app using Flutter and the flutter_beacon library to handle iBeacon detection on iOS. My goal is to wake up the app in the background when it's in a killed/terminated state upon entering/exiting beacon regions, allowing for BLE communication (e.g., ranging or connecting to beacons). I've configured the necessary Info.plist keys for always location access and background location modes, and it works partially for single regions, but I have some specific questions/issues regarding reliability and limitations: Background Execution Time After Wake-Up: When the app is woken in the background by a region monitoring event (enter/exit) from a killed state, approximately how much time (in seconds) does iOS allocate for the app to run before suspending it again? Is this sufficient for performing BLE operations like ranging beacons or establishing a short connection, or are there stricter limits in terminated wake-ups compared to standard b
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Screen Time API: ApplicationToken Mismatch / Randomization in Extensions
Description: I am developing a digital well-being application using the Screen Time API (FamilyControls, ManagedSettings, and DeviceActivity). I am encountering a critical issue where the ApplicationToken provided by the system to my app extensions suddenly changes, causing a mismatch with the tokens originally stored by the main application. The Problem: When a user selects applications via FamilyActivityPicker, we persist the FamilyActivitySelection (and the underlying ApplicationToken objects) in a shared App Group container. However, we are seeing frequent cases where the token passed into: ShieldConfigurationDataSource.configuration(shielding:in:) ShieldActionDelegate.handle(action:for:completionHandler:) ...does not match (using ==) any of the tokens previously selected and stored. IOS version: 26.2.1
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ManipulationComponent Not Translating using indirect input
When using the new RealityKit Manipulation Component on Entities, indirect input will never translate the entity - no matter what settings are applied. Direct manipulation works as expected for both translation and rotation. Is this intended behaviour? This is different from how indirect manipulation works on Model3D. How else can we get translation from this component? visionOS 26 Beta 2 Build from macOS 26 Beta 2 and Xcode 26 Beta 2 Attached is replicable sample code, I have tried this in other projects with the same results. var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: MovieFilmReel, in: reelRCPBundle) { ManipulationComponent.configureEntity(immersiveContentEntity, allowedInputTypes: .all, collisionShapes: [ShapeResource.generateBox(width: 0.2, height: 0.2, depth: 0.2)]) immersiveContentEntity.position.y = 1 immersiveContentEntity.position.z = -0.5 var mc = ManipulationComponent() mc.releaseBehavior =
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Foundation models not detectable in Xcode simulator
I'm building an app which runs around the Foundation model framework. My expected output is generated when testing on a real device or in preview in Xcode but it throws Foundation Model error when I try running it on the simulator. I'm using a Macbook M1 air and have apple intelligence turned on and my simulator run destination is also an iPad Pro M5 (26.0). Any solution for this as this is my submission for the SSC so I need to make it work on the simulator iPad. Thank you👾
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Time-Sensitive Trip Offer UI (Lock Screen + Persistent Until Action) – iOS 14 Best Practice?
Hello, I am developing a driver-based application targeting iOS 14+, where users receive time-sensitive trip offers (approximately 10–15 seconds to respond). We would like to implement behavior similar to approval-based apps (e.g., MyGate-style interaction), with the following requirements: When the device is locked: A highly visible notification that allows quick Accept / Decline action. When the device is unlocked (foreground or background): A notification that remains prominently visible (sticky-style) at the top of the screen until the user takes action (Accept / Decline) or the offer expires. Our goal is to ensure the offer remains noticeable and actionable within the short response window. I would appreciate clarification on the following: On iOS 14, is there any supported mechanism to present a true full-screen blocking interface while the device is locked (without using CallKit or Critical Alerts entitlement)? Is there a supported way to make a notification persistent or non-dismissi
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IAP Missing From Build
I recently had an app rejected for 2.1 - Performance - App Completeness and specifically, “no subscription options available“. The previous build I submitted did have the issue, but this latest one did not, at least as far as I could test. I tested on two different devices using a sandbox account as well as TestFlight and the IAP were visible and working. I also see each IAP pop up correctly within RevenueCat. One thing that may be an issue is I don’t have the section to attach the IAP onto the build before submitting to review. I’ve read through every help article I could find and have triple-checked everything with the IAP is in order. Pricing, localization, screenshot, review notes, signed agreement, etc. I’ve also tried reaching out several times through the contact us page as well as replied to the review, but haven’t received a response. Is there anything I could be missing? Is not attaching them to the build the issue and if so, how can I get them to show up without recreatin
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Reply to Background execution window after CLBeaconRegion wake from terminated state
(Reordering questions for clarity...) Questions: Is this behavior intentionally blocked by iOS as a user privacy/power decision? So, in general, the normal behavior of iOS is that it does not relaunch applications that have been force quit by the user, primarily to simplify the user’s general management of background app usage. However... Is it officially supported for iBeacon region monitoring to relaunch an app after the user force-quits it? ...there are exceptions and, yes, region monitoring is one of them. The issue here is that there are use cases we want to support that don't really work within the standard force quit behavior. The canonical example here is supporting airline apps notifying the user when they arrive at the airport, as it isn't really reasonable to expect the user to have not force quit an app they may not have used for weeks or even months. Are there any supported mechanisms to resume beacon monitoring after a force-quit? Not specifically, no. The main issue here is th
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