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İOS 26 beta battery %1

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Reply to Internal testing. Receipt not always contain last consumable purchase.
I messed the code in previous post: using Jose; using Newtonsoft.Json; using System.IdentityModel.Tokens.Jwt; using System.Net.Http.Headers; using System.Security.Cryptography; using System.Text; private static ECDsa LoadApplePrivateKey(string filePath) { var keyText = File.ReadAllText(filePath) .Replace(-----BEGIN PRIVATE KEY-----, ) .Replace(-----END PRIVATE KEY-----, ) .Replace(r, ) .Replace(n, ) .Trim(); var keyBytes = Convert.FromBase64String(keyText); var ecdsa = ECDsa.Create(); ecdsa.ImportPkcs8PrivateKey(keyBytes, out _); return ecdsa; } private string GenerateApiToken() { var payload = new Dictionary { { iss, _issuerId }, { iat, DateTimeOffset.UtcNow.ToUnixTimeSeconds() }, { exp, DateTimeOffset.UtcNow.AddMinutes(5).ToUnixTimeSeconds() }, { aud, appstoreconnect-v1 }, { bid, _bundleId } }; var extraHeaders = new Dictionary { { alg, ES256 }, { kid, _keyId }, { typ, JWT } }; string token = JWT.Encode(payload, _privateKey, JwsAlgorithm.ES256, extraHeaders); _logger.LogInformation(Generated JWT: {Token}, t
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Internal testing. Receipt not always contain last consumable purchase.
After game restart first purchase is contained in receipt but the next ones is the same as first one so new purchases is not added. I afraid players can be charged for purchase but on my server I will not receive new purchases instead receipt with old one so they can do not receive in game currency. Will in production I receive a receipts with new consumable every time player purchase it? I use Unity3d In-app purchasing 5.0.1.
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Reply to Internal testing. Receipt not always contain last consumable purchase.
using Jose; using Newtonsoft.Json; using System.IdentityModel.Tokens.Jwt; using System.Net.Http.Headers; using System.Security.Cryptography; using System.Text; This Generation of Api token works on .net 9 I post the main methods I struggle with: { var keyText = File.ReadAllText(filePath) .Replace(-----BEGIN PRIVATE KEY-----, ) .Replace(-----END PRIVATE KEY-----, ) .Replace(r, ) .Replace(n, ) .Trim(); var keyBytes = Convert.FromBase64String(keyText); var ecdsa = ECDsa.Create(); ecdsa.ImportPkcs8PrivateKey(keyBytes, out _); return ecdsa; } private string GenerateApiToken() { var payload = new Dictionary { { iss, _issuerId }, { iat, DateTimeOffset.UtcNow.ToUnixTimeSeconds() }, { exp, DateTimeOffset.UtcNow.AddMinutes(5).ToUnixTimeSeconds() }, { aud, appstoreconnect-v1 }, { bid, _bundleId } }; var extraHeaders = new Dictionary { { alg, ES256 }, { kid, _keyId }, { typ, JWT } }; string token = JWT.Encode(payload, _privateKey, JwsAlgorithm.ES256, extraHeaders); _logger.LogInformation(Generated JWT: {Token}, token); r
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Reply to BGContinuedProcessingTask Notification Error
Hello, I’m creating an expo module using this new API, but the problem I found currently testing this functionality is that when the task fails, the notification error doesn't go away and is always showing the failed task notification even if I start a new task and complete that one. By failed, do you mean passing false to setTaskCompleted(success:)? I think one of the critical things to understand about this API is that you need to think of it as more of an interface API, and less a work scheduling API. In the case here, the exclamation point is there and the UI is staying put because you said the work was not done (by passing false) and we're passing that information to the user (by not dismissing the UI). If that doesn't really fit your particular work and you just want the UI to dismiss, then you can pass true to and the UI will dismiss immediately. __ Kevin Elliott DTS Engineer, CoreOS/Hardware
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BGContinuedProcessingTask Notification Error
Hello im creating an expo module using this new API, but the problem i found currently testing this functionality is that when the task fails, the notification error doesn't go away and is always showing the failed task notification even if i start a new task and complete that one. I want to implement this module into the production app but i feel like having always the notification error might confuse our users or find it a bit bothersome. Is there a way for the users to remove this notification? Best regards!
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Menu presentation in UIHostingController issues
Looking to see if anyone has experienced this issue, and is aware of any workarounds. With an app migrating towards SwiftUI Views but still using UIKit for primary navigation, my app makes use of UIHostingController to push SwiftUI Views onto a UINavigationController stack in a lot of areas. With iOS 26, I notice that SwiftUI's Menu view really struggles to present when contained in a UIHostingController. An error is logged to the console on presentation, and depending on the UI, the Menu won't present inside of it's container, or will jump around the screen. The bug, it seems is based in a private class UIReparentingView and I am curious if anyone has found a work around for this issue. The error reported is: Adding '_UIReparentingView' as a subview of UIHostingController.view is not supported and may result in a broken view hierarchy. Add your view above UIHostingController.view in a common superview or insert it into your SwiftUI content in a UIViewRepresentable instead. The simplest way
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Apps Keep getting rejected for IAP Consumable Coins being seen as Non-consumable
Lately every app that I submit (games) with in app purchases, always coins , the app gets rejected with: Guideline 3.1.1 - Business - Payments - In-App Purchase Your app uses intermediary currency to purchase items that function as non-consumable products but still does not include a restore mechanism. Users restore transactions to maintain access to content that they've already purchased It baffles me that reviewers think buy different number of coins is non-consumable. I have tried to explain that coins will be used to buy weapons and skins and they will also be earned at the end of every level yet for some reasons they are still rejecting the app. It is absurd. This is the second app that I have to go through with this. The first one they eventually figured it out but this one no.
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Subscription review rejected
I submitted 2 subscriptions along with my new iOS build, reviewer rejected my build because I didn't mention the EULA terms of use link in my app's metadata (description). Now I have added the Terms of use link in description and I have the option to resubmit the app for review, but when I scrolll down on the version page I am not able to see the in-app purchase section anymore as they are in rejected state. When I opened the subscriptions, they showed the developer action needed' status, I changed the localization description and saved it, now for localization it shows 'Preparing for submission', but the subscription's status still shows 'Developer action needed'. Now, how am I supposed to reattach these subscriptions back to the same build, as the rejection reason was not the issue in my build, so, I want to resubmit the same build with same subscriptions. Help me out.
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Reply to App Rejected Due To Subjective Design
Thank you for your post. If you disagree with the outcome of the review, we recommend submitting an appeal to the App Review Board. When filing your appeal, make sure to: Provide specific reasons why you believe your app complies with the App Review Guidelines. Submit only one appeal per rejection. Respond to any requests for additional information before submitting an appeal. Once you have submitted the appeal we can escalate it to the App Review Board for review. The App Review Board will contact you directly as soon as they've completed their investigation.
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Transparency Mode and Images in Widgets under iOS 26
Hi everyone, so I have a widget that is loading and showing images. When changing my icons and widget to transparent or tinted on iOS 26 they just turn white or the tint color. How can I mark images to preserve their appearance aka color? The Fotos widget has (long press and its configuration) and option to tint them or preserve the color. I just can't figure out how it's done and what API to use. Second, is there an API to learn which mode is currently being used to tweak other elements of the UI? Thanks for any advice.
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iOS 26 Beta breaks scroll/gesture in SwiftUI chat (worked in iOS 18): Simultaneous gestures & ScrollViewReader issues
Hi all, After upgrading to the iOS 26 beta, the scrolling in my SwiftUI chat view is completely broken. The exact same code works perfectly on iOS 18. Context: I have a chat view using ScrollViewReader and a vertically-reversed ScrollView (with .rotationEffect(.degrees(180))). Each message row (MessageBubble) uses multiple simultaneousGesture handlers: Horizontal drag for swipe-to-reply (and other actions: pin, delete) Long press for showing popover/actions Vertical scroll for normal chat scrolling This was working great on iOS 18. In iOS 26 beta, the vertical scroll is either completely disabled, jittery, or hijacked by the message row’s drag gestures, even though .simultaneousGesture is used (see code below). Minimal Repro Sample MessageListView.swift swift Copy Edit ScrollViewReader { proxy in ScrollView(.vertical, showsIndicators: false) { LazyVStack(spacing: 0) { // ... grouped messages ForEach(...) { ... MessageBubble(...) // see be
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Reply to Menu presentation in UIHostingController issues
Found this thread when researching an issue with the same log message in a pure SwiftUI app. There's a nasty layout/animation associated with what I'm seeing (but I'm not sure it's related to the log). A sample project to repro is attached to FB20272800 (apologies for hijacking OP's thread, but I thought it might perhaps be interesting to them that issue reproduces in iOS 26 without using a UIHostingController in our own code. A simple Menu suffices)
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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