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“build disappears”

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Title: 45 Days "Waiting for Review" – 3 Expedites Approved, Zero Movement. Backend Glitch?
Hey everyone, I’m completely stuck and hoping someone here (or an Apple rep) can help, because Developer Support is just sending me the exact same template replies at this point. I submitted a standard version update for my app (Hadiyyati - Luxury Gifts) back on February 7th. It has now been over 45 days, and the status is still permanently frozen on Waiting for Review. Here is the loop I am stuck in: I've had an Expedited Review requested and approved 3 separate times. Support gives me a case number, says they contacted the App Review Board, and tells me to wait. Weeks pass, nothing happens, and when I follow up, I get: At this time, your app review is proceeding normally, and there is no further action you need to take. 45 days for a store update is not proceeding normally. I strongly suspect my submission (ID: aeadea76-8fb4-437c-9c04-60171b909f3e) is bugged, corrupted, or locked in a ghost state on the App Store Connect backend. Has anyone dealt with a completely frozen submission like this? Is there a spe
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Reply to App review process takes long time
Hello iOS Developer Community, I have two apps stuck in Waiting for Review and would appreciate any advice from developers who have faced a similar situation. 📱 App 1 — BookAstors (User App) Submission ID: 33bc446c-42aa-425d-9eba-2b79e88e9c9f Version: iOS 1.0.4 (Build 15) Date Submitted: March 17, 2026 Waiting since: 6+ days 📱 App 2 — Admin BookAstors (Admin Panel) Submission ID: c8af128f-0666-492a-bd88-3a2cad64d74c Version: iOS 1.0.5 (Build 8) Date Submitted: February 28, 2026 Waiting since: 23+ days Both apps are live on the App Store with an active user base. These updates contain critical bug fixes that our users and business operators are waiting on. The delay is directly impacting user experience and platform operations. I submitted an Expedited Review Request for both apps and received Apple's confirmation: We'll expedite review for BookAstors / Admin BookAstors. However, even after the expedited request was accepted, neither app has moved from Waiting for Review to In Review. Has a
1w
2 Apps Stuck in "Waiting for Review" (6 & 23+ Days) — Expedited Review Approved but No Movement (2026)
Hello iOS Developer Community, I have two apps stuck in Waiting for Review and would appreciate any advice from developers who have faced a similar situation. 📱 App 1 — BookAstors (User App) Submission ID: 33bc446c-42aa-425d-9eba-2b79e88e9c9f Version: iOS 1.0.4 (Build 15) Date Submitted: March 17, 2026 Waiting since: 6+ days 📱 App 2 — Admin BookAstors (Admin Panel) Submission ID: c8af128f-0666-492a-bd88-3a2cad64d74c Version: iOS 1.0.5 (Build 8) Date Submitted: February 28, 2026 Waiting since: 23+ days Both apps are live on the App Store with an active user base. These updates contain critical bug fixes that our users and business operators are waiting on. The delay is directly impacting user experience and platform operations. I submitted an Expedited Review Request for both apps and received Apple's confirmation: We'll expedite review for BookAstors / Admin BookAstors. However, even after the expedited request was accepted, neither app has moved from Waiting for Review to In Review. Has a
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Reply to Tap to Pay entitlement stuck in development for nearly 1.5 months – do I need to resubmit?
Hi @mensrev, @devraj, You'll need to contact the provisioning team where you made your initial request. Please see the post below for more information: Resolving Tap to Pay on iPhone errors when building for App Store, TestFlight, or Enterprise distribution https://developer.apple.com/forums/thread/794192 Cheers, Paris X Pinkney |  WWDR | DTS Engineer
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Screen Time APIs showing severe inconsistencies (DeviceActivity not firing + impossible usage data)
Hi everyone, I’m the developer of one sec, an app used by a large number of users globally to reduce time spent on social media and to build healthier digital habits. Because of this, we rely heavily on Apple’s Screen Time / DeviceActivity / FamilyControls, ManagedSettings APIs – and unfortunately, we’re seeing increasingly severe issues in production that directly impact hundreds of thousands of real iOS users. During the past years, we have been busy filing dozens of feedback requests for different Screen Time issues – and there has been no response from Apple at all. Developer Relations might be able to confirm that the bugs are present and that they ended up with the right team – but they are never addressed, neither are workarounds provided. Instead, the situation gets worse and worse. iOS 26 introduced a series of heavy regressions (which have been reported via Apple’s official bug report tool Feedback Assistant on iOS 26 beta 1 in June 2025 – and have not been addressed 10 Months later). This
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App Review - What kind of queue app review team is using
When I first uploaded my game, they rejected it after 10 days. Then uploaded it after adding a new feature, but even after one month, there are no updates from them. So I rejected it myself and uploaded a new build with new features. And that was on Feb 6, 2026. Now it's more than 1.5 months, and no updates. When I contact them, they say they ESCALATED the review 3 times, but still have no update from the app review. But I can see many other apps getting approved after Feb 6 in Reddit posts. So what makes my game wait in the queue for more than 1.5 months? Also, why can't Apple employees say the proper reason not to start the review? They are charging 100 per year and not even reviewing the one game I uploaded.
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Face ID (LAContext) authenticate() causes SIGABRT crash immediately on iOS (Flutter local_auth)
I am developing a Flutter iOS application and encountering a crash when using biometric authentication (Face ID) via the local_auth plugin. ■ Environment Flutter: 3.x local_auth: 2.2.0 (also tested with 2.1.6) iOS: real device (Face ID is working normally for device unlock) Firebase Authentication (email/password) Xcode build ■ Issue When calling biometric authentication, the app crashes immediately. Code: final didAuthenticate = await auth.authenticate( localizedReason: 'Authenticate to login', options: const AuthenticationOptions( biometricOnly: false, useErrorDialogs: false, ), ); ■ Error Thread 1: signal SIGABRT Crash occurs in libsystem_kernel.dylib (__pthread_kill) Happens immediately when authenticate() is called No exception is caught in Dart (native crash) ■ Verified NSFaceIDUsageDescription is correctly included in Info.plist Confirmed it exists in the built Runner.app Info.plist localizedReason is non-empty and in English Flutter clean / pod install executed App reinstalled on device Face
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Xcode 26.3 Simulator renders SwiftUI app only inside a rounded rectangle instead of full screen
Hi everyone, I’m seeing a strange rendering issue in Xcode 26.3 that seems to affect only the iOS Simulator. Environment: Xcode 26.3 SwiftUI app Reproduces in Simulator only Reproduces across multiple simulator device models My code is just a minimal example Expected behavior: The view should fill the entire screen. Actual behavior: The app content is rendered only inside a centered rounded rectangle/card-like area, with black space around it, as if the app canvas is being clipped incorrectly. Minimal reproduction: import SwiftUI @main struct LayoutShowcaseApp: App { var body: some Scene { WindowGroup { Color.green.ignoresSafeArea() } } } I also tried wrapping it in a ZStack and using: .frame(maxWidth: .infinity, maxHeight: .infinity) .background(...) .ignoresSafeArea() but the result is the same. What I already tried: Clean Build Folder Switching simulator device models Resetting simulator content/settings Rebuilding from a fresh minimal SwiftUI project Since this happens with such a minimal example
Topic: UI Frameworks SubTopic: SwiftUI
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Attached macro loses generated source file
I’m seeing what looks like a compiler / macro-expansion / build-pipeline issue. Environment: Xcode 26.4 RC (17E192, latest); I believe it is also reproducible on earlier versions. github source code I reduced this to a very small macOS/iOS app plus a local macro package. The app logic is trivial, but app exits immediately on launch with code 138 Important observations: If I inline everything into a single file, the problem disappears. I also see an error like this during investigation: The file path does not exist on the file system: /var/folders/.../swift-generated-sources/@__swiftmacro_18MacroFeedbackRepro20MountActivationState17PreservedRawValuefMm_.swift That makes me suspect this is not an application logic issue, but something in macro expansion / generated source handling / compiler pipeline.
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iOS 26: Toolbar button background flashes black during NavigationStack transitions (dark mode)
I’m seeing a visual glitch with toolbar buttons when building with Xcode 26 for iOS 26. During transitions (both pushing in a NavigationStack and presenting a .sheet with its own NavigationStack), the toolbar button briefly flashes the wrong background colour (black in dark mode, white in light mode) before animating to the correct Liquid Glass appearance. This happens even in a minimal example and only seems to affect system toolbar buttons. A custom view with .glassEffect() doesn’t have the issue. I’ve tried: .tint(...), UINavigationBarAppearance/UIToolbarAppearance, and setting backgrounds on hosting/nav/window but none of those made any difference. Here’s a minimal reproducible example: import SwiftUI struct ContentView: View { @State private var showingSheet = false var body: some View { NavigationStack { List { NavigationLink(Push (same stack — morphs)) { DetailView() } Button(Sheet (separate stack — flashes)) { showingSheet = true } } .navigationTitle(Root) .scrollContentBackground(.hidden) .b
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Xcode 26.4: Regressions in Intelligence features
Just installed the new Xcode 26.4 RC build (17E192) after happily using 26.3 for a few months. I'm noticing some immediate regressions in the Intelligence features: Frequent losing of OAuth token (Claude Agent). This had previously been fixed and now is back. Agent Thinking is constrained to thought bubble windows, which are (a) too small to read, (b) not scrollable when thinking goes beyond a few paragraphs. Yes they are tappable when thinking is finished, but this doesn't help. Due to (2), in deep thinking, it's impossible to follow progress beyond the visible window, so impossible to know if the agent is going off the rails. I'm noticing just more general slowness to complete tasks. Not just complete them -- it seems like it takes longer to START tasks, which is really weird. It sits there thinking for longer. Same project, same model as before. Every time you tap New Chat it presents both Claude and Codex choices, even if you're only signed into one. This turned a simple single tap into now a req
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Reply to SpeechTranscriber not supported
The 16-core Neural Engine theory lines up with what I have seen in practice on Mac hardware as well. Mac mini M4 (16-core NE) runs SpeechTranscriber and SpeechAnalyzer without issues. M1 devices (also 16-core NE) work too. For the Simulator issue — this is expected unfortunately. SpeechTranscriber relies on the Neural Engine for on-device inference, and the Simulator does not emulate the ANE. The isAvailable check returns false because the underlying model cannot run there. Practical workaround for development: use a conditional compilation check and fall back to SFSpeechRecognizer (the older API) in Simulator builds. SFSpeechRecognizer still works on Simulator and gives you a close-enough approximation for UI development and integration testing. You only need a real device for final accuracy testing. Regarding the 8-core vs 16-core cutoff: my guess is that SpeechTranscriber uses a model size that requires the throughput of a 16-core Neural Engine to meet real-time latency requirements. The 8-core NE
Topic: Media Technologies SubTopic: Audio Tags:
1w
Title: 45 Days "Waiting for Review" – 3 Expedites Approved, Zero Movement. Backend Glitch?
Hey everyone, I’m completely stuck and hoping someone here (or an Apple rep) can help, because Developer Support is just sending me the exact same template replies at this point. I submitted a standard version update for my app (Hadiyyati - Luxury Gifts) back on February 7th. It has now been over 45 days, and the status is still permanently frozen on Waiting for Review. Here is the loop I am stuck in: I've had an Expedited Review requested and approved 3 separate times. Support gives me a case number, says they contacted the App Review Board, and tells me to wait. Weeks pass, nothing happens, and when I follow up, I get: At this time, your app review is proceeding normally, and there is no further action you need to take. 45 days for a store update is not proceeding normally. I strongly suspect my submission (ID: aeadea76-8fb4-437c-9c04-60171b909f3e) is bugged, corrupted, or locked in a ghost state on the App Store Connect backend. Has anyone dealt with a completely frozen submission like this? Is there a spe
Replies
2
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0
Views
93
Activity
1w
Reply to App review process takes long time
Hello iOS Developer Community, I have two apps stuck in Waiting for Review and would appreciate any advice from developers who have faced a similar situation. 📱 App 1 — BookAstors (User App) Submission ID: 33bc446c-42aa-425d-9eba-2b79e88e9c9f Version: iOS 1.0.4 (Build 15) Date Submitted: March 17, 2026 Waiting since: 6+ days 📱 App 2 — Admin BookAstors (Admin Panel) Submission ID: c8af128f-0666-492a-bd88-3a2cad64d74c Version: iOS 1.0.5 (Build 8) Date Submitted: February 28, 2026 Waiting since: 23+ days Both apps are live on the App Store with an active user base. These updates contain critical bug fixes that our users and business operators are waiting on. The delay is directly impacting user experience and platform operations. I submitted an Expedited Review Request for both apps and received Apple's confirmation: We'll expedite review for BookAstors / Admin BookAstors. However, even after the expedited request was accepted, neither app has moved from Waiting for Review to In Review. Has a
Replies
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Views
Activity
1w
2 Apps Stuck in "Waiting for Review" (6 & 23+ Days) — Expedited Review Approved but No Movement (2026)
Hello iOS Developer Community, I have two apps stuck in Waiting for Review and would appreciate any advice from developers who have faced a similar situation. 📱 App 1 — BookAstors (User App) Submission ID: 33bc446c-42aa-425d-9eba-2b79e88e9c9f Version: iOS 1.0.4 (Build 15) Date Submitted: March 17, 2026 Waiting since: 6+ days 📱 App 2 — Admin BookAstors (Admin Panel) Submission ID: c8af128f-0666-492a-bd88-3a2cad64d74c Version: iOS 1.0.5 (Build 8) Date Submitted: February 28, 2026 Waiting since: 23+ days Both apps are live on the App Store with an active user base. These updates contain critical bug fixes that our users and business operators are waiting on. The delay is directly impacting user experience and platform operations. I submitted an Expedited Review Request for both apps and received Apple's confirmation: We'll expedite review for BookAstors / Admin BookAstors. However, even after the expedited request was accepted, neither app has moved from Waiting for Review to In Review. Has a
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0
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27
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1w
Reply to What steps should I follow to get started with iOS development?
Start with Swift basics then learn Xcode build small apps follow tutorials and practice consistently 🌟📲
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Reply to App Review
Was your app reviewed? I have been reading many posts as I am in a similar position and I wonder if deleting the build and uploading a new one would help? It’s almost like it’s just stuck in the system
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Reply to Tap to Pay entitlement stuck in development for nearly 1.5 months – do I need to resubmit?
Hi @mensrev, @devraj, You'll need to contact the provisioning team where you made your initial request. Please see the post below for more information: Resolving Tap to Pay on iPhone errors when building for App Store, TestFlight, or Enterprise distribution https://developer.apple.com/forums/thread/794192 Cheers, Paris X Pinkney |  WWDR | DTS Engineer
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CoreAudio: Specification of Private Aggregate or Tap
If a Tap or AggregateDevice with the Private property set is created, does it automatically disappear when the process ends? If not, how can I remove the Tap or AggregateDevice before the main process terminates?
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197
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Screen Time APIs showing severe inconsistencies (DeviceActivity not firing + impossible usage data)
Hi everyone, I’m the developer of one sec, an app used by a large number of users globally to reduce time spent on social media and to build healthier digital habits. Because of this, we rely heavily on Apple’s Screen Time / DeviceActivity / FamilyControls, ManagedSettings APIs – and unfortunately, we’re seeing increasingly severe issues in production that directly impact hundreds of thousands of real iOS users. During the past years, we have been busy filing dozens of feedback requests for different Screen Time issues – and there has been no response from Apple at all. Developer Relations might be able to confirm that the bugs are present and that they ended up with the right team – but they are never addressed, neither are workarounds provided. Instead, the situation gets worse and worse. iOS 26 introduced a series of heavy regressions (which have been reported via Apple’s official bug report tool Feedback Assistant on iOS 26 beta 1 in June 2025 – and have not been addressed 10 Months later). This
Replies
1
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0
Views
208
Activity
1w
App Review - What kind of queue app review team is using
When I first uploaded my game, they rejected it after 10 days. Then uploaded it after adding a new feature, but even after one month, there are no updates from them. So I rejected it myself and uploaded a new build with new features. And that was on Feb 6, 2026. Now it's more than 1.5 months, and no updates. When I contact them, they say they ESCALATED the review 3 times, but still have no update from the app review. But I can see many other apps getting approved after Feb 6 in Reddit posts. So what makes my game wait in the queue for more than 1.5 months? Also, why can't Apple employees say the proper reason not to start the review? They are charging 100 per year and not even reviewing the one game I uploaded.
Replies
0
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0
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50
Activity
1w
Face ID (LAContext) authenticate() causes SIGABRT crash immediately on iOS (Flutter local_auth)
I am developing a Flutter iOS application and encountering a crash when using biometric authentication (Face ID) via the local_auth plugin. ■ Environment Flutter: 3.x local_auth: 2.2.0 (also tested with 2.1.6) iOS: real device (Face ID is working normally for device unlock) Firebase Authentication (email/password) Xcode build ■ Issue When calling biometric authentication, the app crashes immediately. Code: final didAuthenticate = await auth.authenticate( localizedReason: 'Authenticate to login', options: const AuthenticationOptions( biometricOnly: false, useErrorDialogs: false, ), ); ■ Error Thread 1: signal SIGABRT Crash occurs in libsystem_kernel.dylib (__pthread_kill) Happens immediately when authenticate() is called No exception is caught in Dart (native crash) ■ Verified NSFaceIDUsageDescription is correctly included in Info.plist Confirmed it exists in the built Runner.app Info.plist localizedReason is non-empty and in English Flutter clean / pod install executed App reinstalled on device Face
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1
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222
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1w
Xcode 26.3 Simulator renders SwiftUI app only inside a rounded rectangle instead of full screen
Hi everyone, I’m seeing a strange rendering issue in Xcode 26.3 that seems to affect only the iOS Simulator. Environment: Xcode 26.3 SwiftUI app Reproduces in Simulator only Reproduces across multiple simulator device models My code is just a minimal example Expected behavior: The view should fill the entire screen. Actual behavior: The app content is rendered only inside a centered rounded rectangle/card-like area, with black space around it, as if the app canvas is being clipped incorrectly. Minimal reproduction: import SwiftUI @main struct LayoutShowcaseApp: App { var body: some Scene { WindowGroup { Color.green.ignoresSafeArea() } } } I also tried wrapping it in a ZStack and using: .frame(maxWidth: .infinity, maxHeight: .infinity) .background(...) .ignoresSafeArea() but the result is the same. What I already tried: Clean Build Folder Switching simulator device models Resetting simulator content/settings Rebuilding from a fresh minimal SwiftUI project Since this happens with such a minimal example
Topic: UI Frameworks SubTopic: SwiftUI
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0
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219
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1w
Attached macro loses generated source file
I’m seeing what looks like a compiler / macro-expansion / build-pipeline issue. Environment: Xcode 26.4 RC (17E192, latest); I believe it is also reproducible on earlier versions. github source code I reduced this to a very small macOS/iOS app plus a local macro package. The app logic is trivial, but app exits immediately on launch with code 138 Important observations: If I inline everything into a single file, the problem disappears. I also see an error like this during investigation: The file path does not exist on the file system: /var/folders/.../swift-generated-sources/@__swiftmacro_18MacroFeedbackRepro20MountActivationState17PreservedRawValuefMm_.swift That makes me suspect this is not an application logic issue, but something in macro expansion / generated source handling / compiler pipeline.
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2
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1k
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1w
iOS 26: Toolbar button background flashes black during NavigationStack transitions (dark mode)
I’m seeing a visual glitch with toolbar buttons when building with Xcode 26 for iOS 26. During transitions (both pushing in a NavigationStack and presenting a .sheet with its own NavigationStack), the toolbar button briefly flashes the wrong background colour (black in dark mode, white in light mode) before animating to the correct Liquid Glass appearance. This happens even in a minimal example and only seems to affect system toolbar buttons. A custom view with .glassEffect() doesn’t have the issue. I’ve tried: .tint(...), UINavigationBarAppearance/UIToolbarAppearance, and setting backgrounds on hosting/nav/window but none of those made any difference. Here’s a minimal reproducible example: import SwiftUI struct ContentView: View { @State private var showingSheet = false var body: some View { NavigationStack { List { NavigationLink(Push (same stack — morphs)) { DetailView() } Button(Sheet (separate stack — flashes)) { showingSheet = true } } .navigationTitle(Root) .scrollContentBackground(.hidden) .b
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1
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311
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1w
Xcode 26.4: Regressions in Intelligence features
Just installed the new Xcode 26.4 RC build (17E192) after happily using 26.3 for a few months. I'm noticing some immediate regressions in the Intelligence features: Frequent losing of OAuth token (Claude Agent). This had previously been fixed and now is back. Agent Thinking is constrained to thought bubble windows, which are (a) too small to read, (b) not scrollable when thinking goes beyond a few paragraphs. Yes they are tappable when thinking is finished, but this doesn't help. Due to (2), in deep thinking, it's impossible to follow progress beyond the visible window, so impossible to know if the agent is going off the rails. I'm noticing just more general slowness to complete tasks. Not just complete them -- it seems like it takes longer to START tasks, which is really weird. It sits there thinking for longer. Same project, same model as before. Every time you tap New Chat it presents both Claude and Codex choices, even if you're only signed into one. This turned a simple single tap into now a req
Replies
15
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0
Views
467
Activity
1w
Reply to SpeechTranscriber not supported
The 16-core Neural Engine theory lines up with what I have seen in practice on Mac hardware as well. Mac mini M4 (16-core NE) runs SpeechTranscriber and SpeechAnalyzer without issues. M1 devices (also 16-core NE) work too. For the Simulator issue — this is expected unfortunately. SpeechTranscriber relies on the Neural Engine for on-device inference, and the Simulator does not emulate the ANE. The isAvailable check returns false because the underlying model cannot run there. Practical workaround for development: use a conditional compilation check and fall back to SFSpeechRecognizer (the older API) in Simulator builds. SFSpeechRecognizer still works on Simulator and gives you a close-enough approximation for UI development and integration testing. You only need a real device for final accuracy testing. Regarding the 8-core vs 16-core cutoff: my guess is that SpeechTranscriber uses a model size that requires the throughput of a 16-core Neural Engine to meet real-time latency requirements. The 8-core NE
Topic: Media Technologies SubTopic: Audio Tags:
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