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“Popping Sound”

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Reply to How to setup UIApplicationDelegate that uses UIScenes for mirroring with AirPlay
Dear s_petrovskiy2, Just for clarification, can you please answer: By mirroring, you mean that the external device would be displaying identical content to what is on your iPhone, correct? Are you using storyboards, and defining your scenes in your Info.plist? If so, then you would not need to handle scene:willConnectToSession:options: for the default configuration of your root view controller main device screen. (If you are loading it programmatically, you would need to, as seen in Tech Note TN3187: Migrating to the UIKit scene-based life cycle; but since your window has already been created, it sounds like you are using the Info.plist method. In which UIWindowSceneDelegate delegate method are you seeing a second scene created? When does it take place during your app's operation? After connecting to the AirPlay receiver (your MacBook)? How are you initiating an AirPlay connection with your app- are you using the built-in Screen Mirroring button in iOS? Please let me know, Richard Yeh  Developer Tec
Topic: UI Frameworks SubTopic: UIKit
Feb ’26
Reply to Reproducible EXC_BAD_ACCESS in NEDNSProxyProvider when using async/await variants of NEAppProxyUDPFlow
[quote='875671022, DTS Engineer, /thread/815033?answerId=875671022#875671022'] Given that you can reproduce this so easily, I recommend that you file a bug about it now. When doing that: Make sure to enable additional VPN logging, per the VPN (Network Extension) instructions on our Bug Reporting > Profiles and Logs page. After reproducing the problem, grab a sysdiagnose and attach it to your bug report. Once you’re done, post your bug number here. My plan is then to grab the crash report from your sysdiagnose log and dig a bit deeper. [/quote] Sounds good, thank you! Filed report: FB21933607 In addition to the sysdiagnose with the VPN logging profile enabled, I also attached a Minimum Failing Example similar to the code sample in the first message.
Feb ’26
Reply to No certificate for team '' matching 'Developer ID Application' found
It sounds like you’re trying to use Developer ID signing for day-to-day development. That’s something I recommend you avoid. Rather, use an Apple Development signing identity for development. For background on this, The Care and Feeding of Developer ID. Having said that, I can help you debug this specific problem. I recommend that you start out by isolating this from Xcode. If you run these commands, what do you see: % cp /usr/bin/true MyTrue % codesign -s Developer ID Application -f MyTrue Run these from Terminal, logged into the same GUI login session as you’re using for Xcode. If that prints a no identity found message, what do you see when you run this command: % security find-identity -p codesigning Policy: Code Signing Matching identities … 11) ADC03B244F4C1018384DCAFFC920F26136F6B59B Developer ID Application: Quinn Quinn (SKMME9E2Y8) (CSSMERR_TP_CERT_EXPIRED) 12) 3F8BE319780F84EB2E94ABDFA24E8045A0572A7B Developer ID Application: Quinn Quinn (SKMME9E2Y8) 12 identities found Valid identities onl
Feb ’26
How do I control a SwiftUI TextField with a game controller?
I've coded a text-adventure game in SwiftUI. (My game has no graphics or sound effects.) My app already supports keyboard navigation; I would like to add support for game controllers on iPhone. I can't figure out how to do it. I especially can't see any way to allow controller users to enter text in a TextField. I've read https://developer.apple.com/documentation/gamecontroller/supporting-game-controllers and it's all about button events. There's no reference to SwiftUI at all in that documentation, or any input-method editing at all. The only mention of keyboard is about treating the keyboard itself as if it were a game controller providing button events. How do I implement this?
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134
Feb ’26
🎧Define if headphones is only playing device for current session
I need to apply headphone-specific scenario only when headphones are the sole active playback device in my iOS audio app. Problem that there is no absolute way to definitively understand that headphones are the sole active playback device AVAudioSession.currentRoute.outputs portTypes don't guarantee headphones: let session = AVAudioSession.sharedInstance() let outputs = session.currentRoute.outputs let headphonesOnly = outputs.count == 1 && (outputs.first?.portType == .headphones || outputs.first?.portType == .bluetoothA2DP || outputs.first?.portType == .bluetoothHFP || outputs.first?.portType == .bluetoothLE) The issue in code above that listed bluetooth profiles (A2DP, HFP, LE) can be used by any audio device, not only headphones Is there any public API on iOS that can: Distinguish Bluetooth headphones vs Bluetooth speakers when both use A2DP/LE? Expose the user’s “Device Type” classification (headphones / speaker / car stereo, etc.) that is shown in Settings → Bluetooth → Device T
0
0
106
Feb ’26
String Catalog Symbols: No Reference-Language Fallback for Partially Translated Locales
I'm having troubles converting my string catalog to symbols because for partly translated languages there is no fallback to the reference language. Let me give you an example. Example Assume an app that supports two languages: English and Japanese. The app is very simple and has only two strings, using symbols in a String Catalog: Key: .helloWorld → “Hello World!” Key: .info → “Information” Case 1: No Japanese translations If I launch the app in Japanese and neither string is translated, English is used as a fallback. The UI shows: “Hello World!” “Information” This is exactly what I would expect. Case 2: Only one string translated Now assume I translate only one string into Japanese: .helloWorld → “こんにちは世界” When I launch the app in Japanese now: .helloWorld correctly shows “こんにちは世界” .info shows info, not “Information” So instead of falling back to English, the key is displayed. This issue does not pop up when I don't use symbols. Because then, my SwiftUI Text elements contain the English ideal text a
1
0
123
Feb ’26
VideoMaterial Black Screen on Vision Pro Device (Works in Simulator)
VideoMaterial Black Screen on Vision Pro Device (Works in Simulator) App Overview App Name: Extn Browser Bundle ID: ai.extn.browser Purpose: A visionOS web browser that plays 360°/180° VR videos in an immersive sphere environment Development Environment & SDK Versions Component Version Xcode 26.2 Swift 6.2 visionOS Deployment Target 26.2 Swift Concurrency MainActor isolation enabled App is released in the TestFlight. Frameworks Used SwiftUI - UI framework RealityKit - 3D rendering, MeshResource, ModelEntity, VideoMaterial AVFoundation - AVPlayer, AVAudioSession WebKit - WKWebView for browser functionality Network - NWListener for local proxy server Sphere Video Mechanism The app creates an immersive 360° video experience using the following approach: // 1. Create sphere mesh (10 meter radius for immersive viewing) let mesh = MeshResource.generateSphere(radius: 10.0) // 2. Create initial transparent material var material = UnlitMaterial() material.color = .init(tint: .clear) // 3. Create entity and invert
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260
Feb ’26
Spatial Audio on Mac - When and how to render using Audio Units?
I'm working on adding Spatial Audio support to a game on the Mac. I'm looking at the SpatialAudioRenderer sample but having some issues. It's unclear to me when a device is compatible with Spatial Audio and when I should attempt to render Spatial Audio. There is no property that I can find on the Mac that advertises Spatial Audio compatibility on a device. The sample crashes when the output device is a USB device. This includes the Apple Studio Display. The Apple Studio Display is supposed to be capable of rendering Spatial Audio. The device doesn't work with the sample - do I still need to render down the 7.1.4 source on this device? The sample always renders down to Stereo, but the Apple Studio Display is not a Stereo device. I'm a bit confused by the sample and when/how I should configure the mixing unit.
0
0
127
Feb ’26
Background scanning for Bluetooth advertisements with LiveActivities on ios26
Hi, I am trying to understand if I am able to get bluetooth scanning for advertisements (no service UUID) when the app is moved into the background and the screen goes to sleep. I am using swift on ios26.2 with a bluetooth class that uses the standard centralManager.scanForPeripherals to listen for particular Beacons. Testing on a real iPhone 15 this works fine whilst in the foreground, and also when on the lock screen. I am trying to get this to continue working in the background when the black screen sleep mode is on. I have the bluetooth 'Uses Bluetooth LE accessories' in the background modes (as well as Audio, Airplay..) and the necessary Bluetooth peripheral usage description, bluetooth always usage descriptions in info.plist. I launch a LiveActivity whilst the app is in the foreground and bluetooth has started scanning. From my understanding of core bluetooth with ios26 the LiveActivity should allow the scan to continue (without service UUIds and aggressive throttling) whilst the app is in the
1
0
145
Feb ’26
Questions about the Swift Student Challenge
Hello! I've been wondering about how strict the rules are for multilingual content in submissions, and also what I can use as screenshots. There are screens in my app, explained and accompanied by English, that have Chinese text/audio on them. Is this appropriate? Reading the Terms & Conditions says that All content must be in English, but because multicultural themes are a main point of my app, it seems unavoidable to use other languages. I've attached images that show what I'm talking about: About the screenshots in my submission, am I allowed to show two screenshots side-by-side of a before & after of what an interaction does in one image? It'd look like two phone screenshots right next to each other.
2
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301
Feb ’26
MusicKit + AirPlay
Hello, I'm working on a MusicKit based SwiftUI app. I've integrated AirPlay using the AVRoutePickerView like so: struct UIKitAirPlayPickerView: UIViewRepresentable { func makeUIView(context: Context) -> AVRoutePickerView { let routePickerView = AVRoutePickerView() routePickerView.prioritizesVideoDevices = false return routePickerView } func updateUIView(_ uiView: AVRoutePickerView, context: Context) {} } The AirPlay menu appears as expected, and selecting an AirPlay device functions as expected. I'm currently sending audio from my app to a HomePod. However, the state of the AVRoutePickerView does not reflect the playback state. There is no cover art and it says Not Playing. When my device is locked, my lock screen shows the album art, metadata and AirPlay routing as expected. My app uses the ApplicationMusicPlayer however I encounter the same behavior using the SystemMusicPlayer. Any guidance on how to troubleshoot this? Is there any other way to integrate the system AirPlay picker into my app, or
1
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360
Feb ’26
Reply to MacBook Pro m5 can’t recognize two external monitors with same EDID binary serial (only one works at a time)
I think I follow your point - however, to be clear, I had already dropped the working monitor down to 3008x1692 hiDPI @ 120 Hz (which, from what I looked up online, is 4K @ 120 Hz in terms of pixels being pushed to the screen by the MacBook), How were you making that change? The problem here is that I'm not sure the display settings pane will actually change what we're sending to the screen. Did you see the screen reset when you changed resolutions? Having said that, this does sound like you've forced a real resolution change: So the working state where the MacBook Pro has one monitor connected at 4K @ 240 Hz isn't the true starting point, and I believe even with HiDPI enabled, the refresh rate is changing when I change it in OS settings, because it's a very visible drop particularly down from 100+Hz into 60Hz or 30Hz. Additionally, I've tested the working state where the one working monitor is at, e.g., 1920x1080 low-DPI at 30Hz (very blurry due to low DPI, very visible framerate skips when moving t
Feb ’26
Reply to launchd StartCalendarInterval behavior changed
This all makes me think that sleep on macOS in the past few years is now defined differently -- perhaps an Apple Silicon change? But I can't find documentation that covers this. Buried in a WWDC video, maybe? I think it was before that. It sounds like you're encountering Dark Wake. It's only hinted at in a couple of places in the documentation. The Power Nap feature is closely related and seems to be more openly acknowledged. But I don't know of any way (for an app) to detect or control when they get triggered. Apple engineers say there's no way to detect it.
Topic: App & System Services SubTopic: Core OS Tags:
Feb ’26
Cannot preview in Xcode
My computer setup is I work from an account with regular (non-admin) privileges. I login into the admin account to install apps, update the OS, that kind of stuff, but work is from the reduced privileges account. And, when in it, I cannot preview swiftUI views in Xcode. Incredibly frustrating, have tried everything including a complete wipeout of the disk and reinstall, but no luck. Don't have any iOS simulator targets installed, it's macOS target I am working on. If I fire up xcode from the admin account it's all good, previes work and so on. Not so in the non-admin account, consistenly getting the Cannot preview in this file. Failed to launch xxxx Also tried elevating the privileges of the account to Admin, rebooting, no luck. Tried creating a new account, non-admin or admin, no luck. The detailed error repeats something along the lines of: == PREVIEW UPDATE ERROR: GroupRecordingError Error encountered during update group #3 ================================== | FailedToLaunchAppError: Failed to launch GIIK.
0
0
187
Feb ’26
Reply to How to setup UIApplicationDelegate that uses UIScenes for mirroring with AirPlay
Dear s_petrovskiy2, Just for clarification, can you please answer: By mirroring, you mean that the external device would be displaying identical content to what is on your iPhone, correct? Are you using storyboards, and defining your scenes in your Info.plist? If so, then you would not need to handle scene:willConnectToSession:options: for the default configuration of your root view controller main device screen. (If you are loading it programmatically, you would need to, as seen in Tech Note TN3187: Migrating to the UIKit scene-based life cycle; but since your window has already been created, it sounds like you are using the Info.plist method. In which UIWindowSceneDelegate delegate method are you seeing a second scene created? When does it take place during your app's operation? After connecting to the AirPlay receiver (your MacBook)? How are you initiating an AirPlay connection with your app- are you using the built-in Screen Mirroring button in iOS? Please let me know, Richard Yeh  Developer Tec
Topic: UI Frameworks SubTopic: UIKit
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Activity
Feb ’26
Reply to iOS printing – Finishing (Punch) options not applied for images unless a preset is selected
Is this expected AirPrint behavior for image jobs, or could this be a bug in how iOS constructs the IPP request for photos? Based on your description, it sounds like a bug. Have you filed a bug and, if so, what's the bug number? __ Kevin Elliott DTS Engineer, CoreOS/Hardware
Topic: App & System Services SubTopic: Drivers Tags:
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Feb ’26
Reply to Reproducible EXC_BAD_ACCESS in NEDNSProxyProvider when using async/await variants of NEAppProxyUDPFlow
[quote='875671022, DTS Engineer, /thread/815033?answerId=875671022#875671022'] Given that you can reproduce this so easily, I recommend that you file a bug about it now. When doing that: Make sure to enable additional VPN logging, per the VPN (Network Extension) instructions on our Bug Reporting > Profiles and Logs page. After reproducing the problem, grab a sysdiagnose and attach it to your bug report. Once you’re done, post your bug number here. My plan is then to grab the crash report from your sysdiagnose log and dig a bit deeper. [/quote] Sounds good, thank you! Filed report: FB21933607 In addition to the sysdiagnose with the VPN logging profile enabled, I also attached a Minimum Failing Example similar to the code sample in the first message.
Replies
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Views
Activity
Feb ’26
Reply to No certificate for team '' matching 'Developer ID Application' found
It sounds like you’re trying to use Developer ID signing for day-to-day development. That’s something I recommend you avoid. Rather, use an Apple Development signing identity for development. For background on this, The Care and Feeding of Developer ID. Having said that, I can help you debug this specific problem. I recommend that you start out by isolating this from Xcode. If you run these commands, what do you see: % cp /usr/bin/true MyTrue % codesign -s Developer ID Application -f MyTrue Run these from Terminal, logged into the same GUI login session as you’re using for Xcode. If that prints a no identity found message, what do you see when you run this command: % security find-identity -p codesigning Policy: Code Signing Matching identities … 11) ADC03B244F4C1018384DCAFFC920F26136F6B59B Developer ID Application: Quinn Quinn (SKMME9E2Y8) (CSSMERR_TP_CERT_EXPIRED) 12) 3F8BE319780F84EB2E94ABDFA24E8045A0572A7B Developer ID Application: Quinn Quinn (SKMME9E2Y8) 12 identities found Valid identities onl
Replies
Boosts
Views
Activity
Feb ’26
How do I control a SwiftUI TextField with a game controller?
I've coded a text-adventure game in SwiftUI. (My game has no graphics or sound effects.) My app already supports keyboard navigation; I would like to add support for game controllers on iPhone. I can't figure out how to do it. I especially can't see any way to allow controller users to enter text in a TextField. I've read https://developer.apple.com/documentation/gamecontroller/supporting-game-controllers and it's all about button events. There's no reference to SwiftUI at all in that documentation, or any input-method editing at all. The only mention of keyboard is about treating the keyboard itself as if it were a game controller providing button events. How do I implement this?
Replies
0
Boosts
0
Views
134
Activity
Feb ’26
🎧Define if headphones is only playing device for current session
I need to apply headphone-specific scenario only when headphones are the sole active playback device in my iOS audio app. Problem that there is no absolute way to definitively understand that headphones are the sole active playback device AVAudioSession.currentRoute.outputs portTypes don't guarantee headphones: let session = AVAudioSession.sharedInstance() let outputs = session.currentRoute.outputs let headphonesOnly = outputs.count == 1 && (outputs.first?.portType == .headphones || outputs.first?.portType == .bluetoothA2DP || outputs.first?.portType == .bluetoothHFP || outputs.first?.portType == .bluetoothLE) The issue in code above that listed bluetooth profiles (A2DP, HFP, LE) can be used by any audio device, not only headphones Is there any public API on iOS that can: Distinguish Bluetooth headphones vs Bluetooth speakers when both use A2DP/LE? Expose the user’s “Device Type” classification (headphones / speaker / car stereo, etc.) that is shown in Settings → Bluetooth → Device T
Replies
0
Boosts
0
Views
106
Activity
Feb ’26
String Catalog Symbols: No Reference-Language Fallback for Partially Translated Locales
I'm having troubles converting my string catalog to symbols because for partly translated languages there is no fallback to the reference language. Let me give you an example. Example Assume an app that supports two languages: English and Japanese. The app is very simple and has only two strings, using symbols in a String Catalog: Key: .helloWorld → “Hello World!” Key: .info → “Information” Case 1: No Japanese translations If I launch the app in Japanese and neither string is translated, English is used as a fallback. The UI shows: “Hello World!” “Information” This is exactly what I would expect. Case 2: Only one string translated Now assume I translate only one string into Japanese: .helloWorld → “こんにちは世界” When I launch the app in Japanese now: .helloWorld correctly shows “こんにちは世界” .info shows info, not “Information” So instead of falling back to English, the key is displayed. This issue does not pop up when I don't use symbols. Because then, my SwiftUI Text elements contain the English ideal text a
Replies
1
Boosts
0
Views
123
Activity
Feb ’26
VideoMaterial Black Screen on Vision Pro Device (Works in Simulator)
VideoMaterial Black Screen on Vision Pro Device (Works in Simulator) App Overview App Name: Extn Browser Bundle ID: ai.extn.browser Purpose: A visionOS web browser that plays 360°/180° VR videos in an immersive sphere environment Development Environment & SDK Versions Component Version Xcode 26.2 Swift 6.2 visionOS Deployment Target 26.2 Swift Concurrency MainActor isolation enabled App is released in the TestFlight. Frameworks Used SwiftUI - UI framework RealityKit - 3D rendering, MeshResource, ModelEntity, VideoMaterial AVFoundation - AVPlayer, AVAudioSession WebKit - WKWebView for browser functionality Network - NWListener for local proxy server Sphere Video Mechanism The app creates an immersive 360° video experience using the following approach: // 1. Create sphere mesh (10 meter radius for immersive viewing) let mesh = MeshResource.generateSphere(radius: 10.0) // 2. Create initial transparent material var material = UnlitMaterial() material.color = .init(tint: .clear) // 3. Create entity and invert
Replies
0
Boosts
0
Views
260
Activity
Feb ’26
Spatial Audio on Mac - When and how to render using Audio Units?
I'm working on adding Spatial Audio support to a game on the Mac. I'm looking at the SpatialAudioRenderer sample but having some issues. It's unclear to me when a device is compatible with Spatial Audio and when I should attempt to render Spatial Audio. There is no property that I can find on the Mac that advertises Spatial Audio compatibility on a device. The sample crashes when the output device is a USB device. This includes the Apple Studio Display. The Apple Studio Display is supposed to be capable of rendering Spatial Audio. The device doesn't work with the sample - do I still need to render down the 7.1.4 source on this device? The sample always renders down to Stereo, but the Apple Studio Display is not a Stereo device. I'm a bit confused by the sample and when/how I should configure the mixing unit.
Replies
0
Boosts
0
Views
127
Activity
Feb ’26
Background scanning for Bluetooth advertisements with LiveActivities on ios26
Hi, I am trying to understand if I am able to get bluetooth scanning for advertisements (no service UUID) when the app is moved into the background and the screen goes to sleep. I am using swift on ios26.2 with a bluetooth class that uses the standard centralManager.scanForPeripherals to listen for particular Beacons. Testing on a real iPhone 15 this works fine whilst in the foreground, and also when on the lock screen. I am trying to get this to continue working in the background when the black screen sleep mode is on. I have the bluetooth 'Uses Bluetooth LE accessories' in the background modes (as well as Audio, Airplay..) and the necessary Bluetooth peripheral usage description, bluetooth always usage descriptions in info.plist. I launch a LiveActivity whilst the app is in the foreground and bluetooth has started scanning. From my understanding of core bluetooth with ios26 the LiveActivity should allow the scan to continue (without service UUIds and aggressive throttling) whilst the app is in the
Replies
1
Boosts
0
Views
145
Activity
Feb ’26
Questions about the Swift Student Challenge
Hello! I've been wondering about how strict the rules are for multilingual content in submissions, and also what I can use as screenshots. There are screens in my app, explained and accompanied by English, that have Chinese text/audio on them. Is this appropriate? Reading the Terms & Conditions says that All content must be in English, but because multicultural themes are a main point of my app, it seems unavoidable to use other languages. I've attached images that show what I'm talking about: About the screenshots in my submission, am I allowed to show two screenshots side-by-side of a before & after of what an interaction does in one image? It'd look like two phone screenshots right next to each other.
Replies
2
Boosts
0
Views
301
Activity
Feb ’26
MusicKit + AirPlay
Hello, I'm working on a MusicKit based SwiftUI app. I've integrated AirPlay using the AVRoutePickerView like so: struct UIKitAirPlayPickerView: UIViewRepresentable { func makeUIView(context: Context) -> AVRoutePickerView { let routePickerView = AVRoutePickerView() routePickerView.prioritizesVideoDevices = false return routePickerView } func updateUIView(_ uiView: AVRoutePickerView, context: Context) {} } The AirPlay menu appears as expected, and selecting an AirPlay device functions as expected. I'm currently sending audio from my app to a HomePod. However, the state of the AVRoutePickerView does not reflect the playback state. There is no cover art and it says Not Playing. When my device is locked, my lock screen shows the album art, metadata and AirPlay routing as expected. My app uses the ApplicationMusicPlayer however I encounter the same behavior using the SystemMusicPlayer. Any guidance on how to troubleshoot this? Is there any other way to integrate the system AirPlay picker into my app, or
Replies
1
Boosts
0
Views
360
Activity
Feb ’26
Reply to MacBook Pro m5 can’t recognize two external monitors with same EDID binary serial (only one works at a time)
I think I follow your point - however, to be clear, I had already dropped the working monitor down to 3008x1692 hiDPI @ 120 Hz (which, from what I looked up online, is 4K @ 120 Hz in terms of pixels being pushed to the screen by the MacBook), How were you making that change? The problem here is that I'm not sure the display settings pane will actually change what we're sending to the screen. Did you see the screen reset when you changed resolutions? Having said that, this does sound like you've forced a real resolution change: So the working state where the MacBook Pro has one monitor connected at 4K @ 240 Hz isn't the true starting point, and I believe even with HiDPI enabled, the refresh rate is changing when I change it in OS settings, because it's a very visible drop particularly down from 100+Hz into 60Hz or 30Hz. Additionally, I've tested the working state where the one working monitor is at, e.g., 1920x1080 low-DPI at 30Hz (very blurry due to low DPI, very visible framerate skips when moving t
Replies
Boosts
Views
Activity
Feb ’26
Reply to launchd StartCalendarInterval behavior changed
This all makes me think that sleep on macOS in the past few years is now defined differently -- perhaps an Apple Silicon change? But I can't find documentation that covers this. Buried in a WWDC video, maybe? I think it was before that. It sounds like you're encountering Dark Wake. It's only hinted at in a couple of places in the documentation. The Power Nap feature is closely related and seems to be more openly acknowledged. But I don't know of any way (for an app) to detect or control when they get triggered. Apple engineers say there's no way to detect it.
Topic: App & System Services SubTopic: Core OS Tags:
Replies
Boosts
Views
Activity
Feb ’26
Cannot preview in Xcode
My computer setup is I work from an account with regular (non-admin) privileges. I login into the admin account to install apps, update the OS, that kind of stuff, but work is from the reduced privileges account. And, when in it, I cannot preview swiftUI views in Xcode. Incredibly frustrating, have tried everything including a complete wipeout of the disk and reinstall, but no luck. Don't have any iOS simulator targets installed, it's macOS target I am working on. If I fire up xcode from the admin account it's all good, previes work and so on. Not so in the non-admin account, consistenly getting the Cannot preview in this file. Failed to launch xxxx Also tried elevating the privileges of the account to Admin, rebooting, no luck. Tried creating a new account, non-admin or admin, no luck. The detailed error repeats something along the lines of: == PREVIEW UPDATE ERROR: GroupRecordingError Error encountered during update group #3 ================================== | FailedToLaunchAppError: Failed to launch GIIK.
Replies
0
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0
Views
187
Activity
Feb ’26