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RevenueCat Error: None of the products registered in the RevenueCat dashboard could be fetched from App Store Connect
Hi, I am experiencing an issue where my in-app purchase products cannot be fetched from App Store Connect during sandbox testing, despite all products being properly configured. ERROR MESSAGE: When testing on a physical iOS device, I receive the following error: Error fetching offerings - The operation couldn't be completed. (RevenueCat.OfferingsManager.Error error 1.) There's a problem with your configuration. None of the products registered in the RevenueCat dashboard could be fetched from App Store Connect (or the StoreKit Configuration file if one is being used). All products show status READY_TO_SUBMIT with the warning: This product's status (READY_TO_SUBMIT) requires you to take action in App Store Connect before using it in production purchases. I have 2 subscriptions and 4 Consumable in-app purchases set up in App Store Connect. VERIFICATION COMPLETED: Bundle ID matches exactly in App Store Connect, Xcode project, and RevenueCat dashboard Product IDs match exactly between App Store Connect, R
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Reply to How to sign a DEXT
Signing a distribution USB or PCI DEXT The issues described above mean that the standard Xcode GUI flow cannot be used to directly export a distribution release of a USB or PCI DEXT. Here is that flow I've found that will work: Note: The instructions below reference macOS-specific documentation, but the flow I'm describing was actually tested using an iOS project. Start by building the final version of your DEXT. On the portal, generate and download a provisioning profile for whatever environment you're going to try to build. Generate a profile for both the DEXT and the app it will be embedded in. Rename the DEXT profile you downloaded in #2 to embedded.provisionprofile”. Show the packaged contents of your DEXT and replace the existing embedded.provisionprofile (development profile) profile with the file from #3 (the release profile). Use this command to resign the DEXT with the final entitlement configuration you'll be shipping. See the Sign each code item section of Creating distribution-signed cod
Topic: App & System Services SubTopic: Drivers Tags:
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How to sign a DEXT
Kevin's Guide to DEXT Signing The question of How do I sign a DEXT comes up a lot, so this post is my attempt to describe both what the issue are and the best current solutions are. So... The Problems: When DEXTs were originally introduced, the recommended development signing process required disabling SIP and local signing. There is a newer, much simpler process that's built on Xcode's integrated code-signing support; however, that newer process has not yet been integrated into the documentation library. In addition, while the older flow still works, many of the details it describes are no longer correct due to changes to Xcode and the developer portal. DriverKit's use of individually customized entitlements is different than the other entitlements on our platform, and Xcode's support for it is somewhat incomplete and buggy. The situation has improved considerably over time, particularly from Xcode 15 and Xcode 16, but there are still issues that are not fully res
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Reply to Unexpected behavior with multiple apps installed which use shared groups
Our engineering teams need to investigate this issue, as resolution may involve changes to Apple's software. Please file a bug report, include a small Xcode project and some directions that can be used to reproduce the problem, and post the Feedback number here once you do. If you post the Feedback number here I'll check the status next time I do a sweep of forums posts where I've suggested bug reports. Bug Reporting: How and Why? has tips on creating your bug report.
Topic: App & System Services SubTopic: Core OS Tags:
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ImmersiveSpace orphaned when WindowGroup closes
Environment visionOS 26.1, Xcode 26.1.1 Problem When a WindowGroup opens an ImmersiveSpace and the user closes the window via X button, the async Task in .onDisappear gets cancelled before dismissImmersiveSpace() completes, leaving the ImmersiveSpace active with no way to exit. Steps WindowGroup opens ImmersiveSpace in .onAppear User clicks X to close window .onDisappear fires but async cleanup cancelled ImmersiveSpace remains active, user trapped Expected ImmersiveSpace dismissed when window closes Actual ImmersiveSpace remains active Code .onAppear { Task { await openImmersiveSpace(id: VideoCallMainCamera) } } .onDisappear { Task { await dismissImmersiveSpace() // Gets cancelled } } What I've Tried Task in .onDisappear ❌ scenePhase monitoring ❌ High priority Task ❌ .restorationBehavior(.disabled) + .defaultLaunchBehavior(.suppressed) ✅ (prevents restoration but doesn't fix immediate cleanup) Question What's the recommended pattern for ensuring ImmersiveSpace cleanup when
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Reply to RealityKit / visionOS – Memory not released after dismissing ImmersiveSpace with USDZ models
The OS is shutting down our app due to high memory usage. In our app, each “room” is an immersive space with a skybox. Within the room we navigate through a variety of spaces, each with its own texture to be used in the skybox material. Each time we swap out the skybox material the memory usage grows significantly. When we exit each room (immersive space), we remove the skybox (removeFromParent), assign it to nil, and have even tried to set the Texture to nil. Exiting a room doesn’t appear to release any of the allocated memory. Each time we enter a new room the memory usage climbs until we reach about 5G, by which time the app is closed by the system. Should we remove the UnlitMaterial reference in each room object as well upon exiting immersive space? We also observed that when we navigated through spaces that we’ve previously visited, the Persistent Bytes don’t grow even though we are releasing the Texture resource upon exiting a space, then re-creating the TextureResource when we enter it again. Could the
Topic: Spatial Computing SubTopic: General Tags:
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Core ML .mlpackage not found in bundle despite target membership and Copy Bundle Resources
Hi everyone, I’m working on an iOS app that uses a Core ML model to run live image recognition. I’ve run into a persistent issue with the mlpackage not being turned into a swift class. This following error is in the code, and in carDetection.mlpackage, it says that model class has not been generated yet. The error in the code is as follows: What I’ve tried: Verified Target Membership is checked for carDetectionModel.mlpackage Confirmed the file is listed under Copy Bundle Resources (and removed from Compile Sources) Cleaned the build folder (Shift + Cmd + K) and rebuilt Renamed and re-added the .mlpackage file Restarted Xcode and re-added the file Logged bundle contents at runtime, but the .mlpackage still doesn’t appear The mlpackage is in Copy bundle resources, and is not in the compile sources. I just don't know why a swift class is not being generated for the mlpackage. Could someone please give me some guidance on what to do to resolve this issue? Sorry if my error is a bit naive, I'm pretty new
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Reply to Package created with pkgbuild installs zero-byte file
I figured out the issue! I recently received a new external drive into which I setup XCode to write its Derived Data and Archives. This external drive was formatted as ExFAT. I have now reformatted the drive as Mac OS Extended (APFS was not an available option in my Disk Utility) and rebuilt the application. The updated pkg using the rebuilt and notarized application now correctly installs to /Applications. It's unfortunate that I could not find a Console log or display verbose enough information via sudo installer -verboseR detailing why the application was not being written to /Applications. Hopefully this post helps someone in a similar situation. Thank you for your time and responses.
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QLPreviewPanel takes forever to load content preview in macOS 26
After upgrading to macOS 26, I noticed that showing a Quicklook preview in my app is very slow. Showing small text files is fine, but some other files I've tried, such as a Numbers document, take about 30 seconds (during which the indeterminate loading indicator appears) before the preview is shown. When showing the preview of an app, such as Xcode, the panel opens immediately with a placeholder image for the Xcode icon, and the actual Xcode icon is shown only after about 25 seconds. During this time many logs appear: FPItemsFromURLsWithTimeout timed out (5.000000s) for: file:///.file/id=6571367.2/ (/) FPItemsFromURLsWithTimeout timed out (5.000000s) for: file:///.file/id=6571367.23684/ (/Users) FPItemsFromURLsWithTimeout timed out (5.000000s) for: file:///.file/id=6571367.248032/ (/Users/n{9}k) FPItemsFromURLsWithTimeout timed out (5.000000s) for: file:///.file/id=6571367.248084/ (/Users/n{9}k/Downloads) Failed to add registration dmf.policy.monitor.app with error: Error Domain=NSC
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Reply to LiveActivity using colorScheme to adapt to dark mode in iOS 26 system does not work
Yes,I have same problem. Any one fix the problem? Here is my sample code: struct BroadcastLiveActivityGradientLayerView: View { @Environment(.colorScheme) var colorScheme private var localImageName: String { colorScheme == .light ? icon_LiveActivity_broadcast_grid_light : icon_LiveActivity_broadcast_grid_dark } private var baseBackgroundColor: Color { colorScheme == .dark ? .black : .white } var body: some View { ZStack(alignment: .topTrailing) { baseBackgroundColor let colors = LiveActivityColor.broadcastBackgroundColors(colorScheme) LinearGradient( stops: [ .init(color: colors.last ?? .clear, location: 0.0), .init(color: colors.first ?? .clear, location: 1.0) ], startPoint: UnitPoint(x: 0.81, y: 1.29), endPoint: UnitPoint(x: 1.29, y: 0.17) ) Image(localImageName) .resizable() .aspectRatio(contentMode: .fill) .frame(width: 179, height: 149) } } }
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Swift Charts - weak scrolling performance
Hello there! I wanted to give a native scrolling mechanism for the Swift Charts Graph a try and experiment a bit if the scenario that we try to achieve might be possible, but it seems that the Swift Charts scrolling performance is very poor. The graph was created as follows: X-axis is created based on a date range, Y-axis is created based on an integer values between moreless 0-320 value. the graph is scrollable horizontally only (x-axis), The time range (x-axis) for the scrolling content was set to one year from now date (so the user can scroll one year into the past as a minimum visible date (.chartXScale). The X-axis shows 3 hours of data per screen width (.chartXVisibleDomain). The data points for the graph are generated once when screen is about to appear so that the Charts engine can use it (no lazy loading implemented yet). The line data points (LineMark views) consist of 2880 data points distributed every 5 minutes which simulates - two days of continuous data strea
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App Icon - Requirements
I've been able to submit my app without issue so far until today, but it looks like app icon requirements either changed or being enforced differently? Validation failed Missing required icon file. The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format for iOS versions >= 10.0. To support older versions of iOS, the icon may be required in the bundle outside of an asset catalog. Make sure the Info.plist file includes appropriate entries referencing the file. See https://developer.apple.com/documentation/bundleresources/information_property_list/user_interface. (ID: 954a36b1-b212-4d7f-8a12-db2d6abe83e2) Validation failed Missing required icon file. The bundle does not contain an app icon for iPad of exactly '152x152' pixels, in .png format for iOS versions >= 10.0. To support older operating systems, the icon may be required in the bundle outside of an asset catalog. Make sure the Info.plist file includes appropriate entries referencing the file. See ht
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