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Help: Compiled Timeline Issues
I have developed a fun living diorama world using Reality Composer Pro and XCode. Everything is as it should be, and it looks/works great ... until it does not. If I seem to make any change to any of the 10 timelines that I am using (all on the same scene, no nested scenes), running the app in simulator, device, and via testflight throws errors around compiled timelines, leading to the black screen of death. Every time I clean and run, the timelines in questions might change. Its very frustrating and impossible to track down. Heres are some examples. AssetLoadRequest failed because asset failed to load '/ (3661553931319769725 Timeline (RealityFileAsset)URL/file:///var/containers/Bundle/Application/F4408256-6014-4264-9E4B-F74AEF0EDE53/SantasVillage.app/RealityKitContent_RealityKitContent.bundle/RealityKitContent.reality/Timeline_779.compiledtimeline)' (failed to register asset) Asset / (13631856135570808851 AnimationLibraryAsset (RealityFileAsset)URL/file:///var/containers/Bundle/Application/
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Reply to Please, update coremltools with Keras 3.0 support.
Please file an enhancement request using the Feedback Assistant so that your request can be seen by the appropriate decision makers. If you file the request, please post the Feedback number here so we can make sure it gets routed to the right team. Please note that filing an enhancement request does not guarantee Apple will add any requested functionality to Apple products in the future. However, with that said, filing an enhancement request is a good way to get your ideas in front of the folks who make decisions about that sort of thing. If you're not familiar with how to file enhancement requests, take a look at Bug Reporting: How and Why?
Topic: Machine Learning & AI SubTopic: Core ML Tags:
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Reply to Can't Post On This Forum
Sorry for the delay responding. I’m running out of workdays for 2025, so I can’t address everything upthread. Instead, I want to post some general guidelines. If DevForums blocks you from posting reasonable content with the message “This post contains sensitive language”, I’d appreciate you filing a bug about that. For instructions on how to do that, see the end of this post. After that, you’ll need a workaround. Here’s how to use a binary search to find the problematic text: As part of the bug reporting process, you saved a copy of your post to a text file. Make a copy of that file. Open it in your text editor of choice. Select half of the file and delete it. Copy the remaining text and try to post that. If it works, undo the delete, select the other half, delete that, and go back to step 4. Make sure to click the Edit button next to your post rather than posting a second reply. If it fails, go back to step 3 and continue dividing. Eventually you’ll get down to something s
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Seeking clarification on macOS URLs with security scope
I just saw another post regarding bookmarks on iOS where an Apple engineer made the following statement: [quote='855165022, DTS Engineer, /thread/797469?answerId=855165022#855165022'] macOS is better at enforcing the right behavior, so code that works there will generally work on iOS. [/quote] So I went back to my macOS code to double-check. Sure enough, the following statement: let bookmark = try url.bookmarkData(options: .withSecurityScope) fails 100% of the time. I had seen earlier statements from other DTS Engineers recommending that any use of a URL be bracketed by start/stopAccessingSecurityScopedResource. And that makes a lot of sense. If start returns true, then call stop. But if start returns false, then it isn't needed, so don't call stop. No harm, no foul. But what's confusing is this other, directly-related API where a security-scoped bookmark cannot be created under any circumstances because of the URL itself, some specific way the URL was initially created, and/or manipulated? So, what I'm askin
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Unable to enable eligibility for External Purchase Link APIs — seeking clarification
Hello, I am currently implementing External Purchase Link and External Purchase Custom Link and am encountering an issue where both ExternalPurchaseLink.canOpen and ExternalPurchaseCustomLink.isEligible always return false under all test conditions. I would like to confirm whether my setup is missing any required steps or whether this behavior is expected. Below are the details of my current environment and configuration: 🔧 1. Development Environment Xcode: 16.3, 16.4, 26.0 beta 4 Devices: iPhone running iOS 26.2 beta iPhone running iOS 16.7.12 macOS 15.5 (real device testing) Simulator iOS 18.0 Build Type: Local development build using a Developer Provisioning Profile Sandbox account signed in during testing 🔑 2. Entitlements (Developer site & Xcode) In Certificates → Identifiers → App ID, both capabilities are enabled: StoreKit External Purchase StoreKit External Purchase Link The .entitlements file in Xcode includes: com.apple.developer.storekit.external-purchase = YES com.apple.developer.st
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Reply to Is there a way to detect a USB Ethernet Adapter even if no IP has been given, Once it connect to an iPhone/iPad
[quote='869071022, JianbinWu, /thread/808040?answerId=869071022#869071022, /profile/JianbinWu'] How does the system detect that the adapter has been connected? [/quote] Settings is a built-in component of iOS and thus not limited to using just APIs. Earlier I wrote: [quote='868933022, DTS Engineer, /thread/808040?answerId=868933022#868933022'] On macOS you have a lot more options, including both System Configuration framework and I/O Kit. [/quote] If you were trying to solve this problem on macOS, it’d be easy to do with those APIs. However, those APIs are not available on iOS [1]. Moreover, I’m skeptical we’ll ever make them available on iOS [2], which is why my suggestion above wasn’t to file an ER for those APIs but rather a bug report against the functional type values. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] The frameworks might be available but the specific APIs you need not. [2] Because of the privacy impact.
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Notifications filtering request - do we need separate approvals for apps belonging in the same account?
I have two apps - say A and B in my AppStore account, deployed in the AppStore. App A has obtained the com.apple.developer.usernotifications.filtering entitlement and this is added to my AppStore account by Apple after approval. Note that this is added for the account, and not for the specific app. Now, my app B also wants this functionality. Followed all the steps as done for app A - adding the already approved entitlement to my app B's identifier, regenerating the profiles, adding the key in the entitlements file, calling the completion handler with empty content like - contentHandler(UNNotificationContent()) Still the notifications show, the filtering is not working. Do I have to request the entitlement for App B separately? Even if I do request again, I am not sure if there is going to be any difference in the steps already done. The difference can only be if Apple has a mapping with the app id internally in their system, for the filtering to work? If I have white-labelled versions of apps A or B
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Why VideoMaterial can't show transparency on Apple Vision Pro
https://developer.apple.com/documentation/realitykit/videomaterial The documentation: Video materials support transparency if the source video’s file format also supports transparency. I have a transparency video(Hand.mov, HEVC with alpha), I can show the video with transparency background correctly on Vision Pro Simulates, but on physic Device the video has a black background. I'm sure the video format is ok because I can see get the texture from video and display it on an UnlitMaterial. How can I show the transparency video correctly with the RealityKit/VideoMaterial?
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Object tracking capability not available
Hi there, I received an enterprise license file to include enhanced object tracking configuration for the Vision Pro. My account is part of the team which got the allowance from Apple to use this capability. Unfortunately, although I followed the guide, I do not find the Object Tracking capability when I try to add it to my project. There are other capabilities like Main Camera on the Vision Pro, but not for Object Tracking. I am using Xcode 26.1 and visionOS 26.1. What am I missing here? Thanks in advance, Matthias
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Reply to Zsh kills Python process with plenty of available VM
All the documentation I was able to consult says that macOS is designed to use up to all available storage on the startup disk (which is the one I am using since I have only one disk, and the available space aforementioned reflects this) for swapping when physical RAM is not enough. Sure, that's what the system will do. Strictly speaking, it will actually start warning the user and then automatically terminating processes as it approaches full, but it will basically use all available storage. However... Then why is the process killed long before the swapping area is exhausted? ...the fact that the system is willing to use all available storage doesn't mean that it should let any random process do that. Every process on the system has its own memory limit (both address space and used pages) enforced by the kernel. I'm not sure what the default limit is... once about 40 or so... ...however, 40 GB doesn't seem like a terrible default. Keep in mind that the point of the default isn't simply to prevent the drive f
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App Store Validation failed (409)
In the latest release of my app, I received a Validation failed (409) notification and cannot release my app. The full context is : Validation failed (409) No architectures in the binary. Lipo failed to detect any architectures in the bundle executable. The only thing I did that lead into this problem is, I changed the display name of my app. (in plist file, CFBundleDisplayName) I have tried different times with different configs of my app, Now the app was rejected even I switch back to the old branch which is succeed last week.
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Reply to App Store Validation failed (409)
The way I approach issues like this is to work backwards from the contents of the built app to understand why you received an error message, and then keep going backwards from there to see why the app was built that way. For this error, you need to inspect your built app bundle. You can do this by going to the Xcode Organizer, selecting the version of your app receiving this message, right-clicking, and selecting Show in Finder. You'll see a .xcarchive package in Finder, and you select this, right-click, and select Show Package Contents. Inside of this Xcode archive package, you'll see the folders Products/Applications/YourCoolApp.app. Right click on your .app and select Show Package Contents. We're now looking at the inner contents of your app bundle. Take a look at the contents of your Info.plist file inside this bundle, and look at the value of the CFBundleExecutable key — the value of that key is the file name of your main app binary. Does that file exist? A Missing Bundle Execu
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