Hello everyone, I’m a new developer still learning as I go. I’m building a simple watchOS app that tracks Apple Watch battery consumption, records hourly usage data, and uses that information to predict battery life in hours. I’ve run into an issue where background refresh completely stalls after charging and never recovers, regardless of what I do. The only way to restore normal behavior is to restart the watch. Background refresh can work fine for days, but if the watch is charging and a scheduled background refresh tries to run during that period, it appears to be deferred—and then remains in that deferred state indefinitely. Even reopening the app or scheduling new refreshes doesn’t recover it. Has anyone else encountered this behavior? Is there a reliable workaround? I’ve seen a few reports suggesting that there may be a regression in scheduleBackgroundRefresh() on watchOS 26, where tasks are never delivered after certain states. Any insights or confirmations would be
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I want to insert the medication data which is available from ios 26 from my app to apple health kit. I have tried to get the permission to read and write data but app got crashed while I tried to request that permission. Does apple allow to insert the medication data to apple health kit likewise we are able to add other health and fitness data or not? let healthStore = HKHealthStore() @available(iOS 26.0, *) @objc func requestAuthorization(_ resolve: @escaping RCTPromiseResolveBlock, rejecter reject: @escaping RCTPromiseRejectBlock) { guard HKHealthStore.isHealthDataAvailable() else { print(not available ) return } let doseType = HKObjectType.medicationDoseEventType() let medType = HKObjectType.userAnnotatedMedicationType() healthStore.requestAuthorization(toShare: [doseType], read: [doseType]) { success, error in if let err = error { reject(auth_error, err.localizedDescription, err); return } self.healthStore.requestPerObjectReadAuthorization(for: medType, predicate: nil) { s, e in
Hi all, Sharing a reproducible UIKit issue I’m seeing across multiple iPadOS 26 betas, with a tiny sample attached and a short video. Short video https://youtu.be/QekYNnHsfYk Tiny project https://github.com/yoasha/ListSwipeOvershootReproSwift Summary In a UISplitViewController (.doubleColumn), a UICollectionView using list layout shows a large leading-swipe overshoot when the split view is expanded (isCollapsed == false). The cell content translates roughly 3–4× the action width. Repros with appearance = .plain and .grouped Does not repro with .insetGrouped Independent of trailing provider (issue persists when trailing provider is nil) Collapsed split (compact width) behaves correctly Environment Devices: iPad Air (3rd gen), iPadOS 26.0 (23A5326a) → Repro Simulators: iPad Pro 11-inch (M4), iPadOS 26.0 beta 6 → Repro Also tested on device: iPadOS 26 beta 5, 6, 7, 8 Xcode: 26.0 beta 6 (17A5305f) Steps to reproduce Launch the sample; ensure the split is expanded (isCollapsed == false). In the secondary list, set
I am trying to run the simple demo app from xcode on my Apple Watch SE 1st gen, which has WatchOS 10.6 This turned out to be an impossible mission. I have xcode 16.1 installed, can't downgrade to 15.4 (which is the latest that supports this os) since it won't run on my OS (Sequoia), using parallels I installed Sonoma and xcode 15.4 but it won't recognize my iphone or my watch. Asking ChatGPT it seems that it is possible to use the DeviceSupport watchOS 10.6 image if I get it from someone, but loading it up the right way on my machine turned out to be impossible. Any recommendations / help / link to this file where I can download it?
Hello! Bare with me here, as there is a lot to explain! I am working on implementing a Game Center high score leaderboard into my game. I have looked around for examples of how to properly implement this code, but have come up short on finding much material. Therefore, I have tried implementing it myself based off information I found on apples documentation. Long story short, I am getting success printed when I update my score, but no scores are actually being posted (or at-least no scores are showing up on the Game Center leaderboard when opened). Before I show the code, one thing I have questioned is the fact that this game is still in development. In AppStoreConnect, the status of the leaderboard is Not Live. Does this affect scores being posted? Onto the code. I have created a GameCenter class which handles getting the leaderboards and posting scores to a specific leaderboard. I will post the code in whole, and will discuss below what is happening. PLEASE VIEW ATTACHED TEXT TO SEE THE GAMECENTER
I'm experiencing the same thing, can we get some help / advice from Apple developers on this?
Topic:
Graphics & Games
SubTopic:
GameKit
Tags:
Upon further review of the activity associated with your Apple Developer Program membership, it's been determined that your membership, or a membership associated with your account, has been used for dishonest or fraudulent activity, in violation of the Apple Developer Program License Agreement. Given the severity of the identified issues, your account has been flagged for removal. Because your account has been flagged for removal, any earnings payments are paused and app transfers are disabled. Creating new accounts after receiving this message may result in the termination of the new or associated accounts. Evidence of Dishonest or Fraudulent Activity App submissions from your account have repeatedly violated the App Review Guidelines in an attempt to evade the review process. After multiple resubmissions, the guideline violation(s) detailed to you in prior correspondence remain unresolved. what to do now
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
I have an Xcode project setup as follows: 3 static libraries 1 framework target, whose Mach-O type is set to Dynamic Library main app target (iOS app) The target dependencies are as follows: In framework's build phase [Link with libraries], I have the 3 libs statically linked. In the main app's build phase [Link with libraries], I have only the framework, which is dynamically linked. As per my understanding: The libs are statically linked to the framework. So, the framework binary would contain code from all the libs. The framework is dynamically linked to the main app (iOS app in this case). So, the main app's binary only has a reference to the framework's binary, which would be loaded in the memory at runtime. Assuming my understanding is correct, I'm stuck with the following problem: All 3 libs build successfully The framework builds successfully The main app target doesn't build. The compilation is successful, but the build fails with linker errors. Please let me know if I am doing something incorrectly,
I'm working on an application for viewing AMF models on macOS, using RealityKit. AMF supports several different ways to color models, including per-vertex color (where the color of a triangle is interpolated from vertex to vertex) as well as per-face color (where the color of the triangle is the same across the entire face). I'm trying to figure out how to support those color models using a RealityKit mesh. Apple's documentation (https://developer.apple.com/documentation/realitykit/modifying-realitykit-rendering-using-custom-materials) talks about per-vertex colors, but I haven't found a way to create a mesh that includes per-vertex colors, other than use a texture map (which might be the correct solution). Can someone give me some pointers?
Hello @crauss77 , Apple’s CONSUMPTION_REQUEST server notification does not include any indication of user consent (customerConsented). That’s by design Apple expects your app, not your server, to collect and confirm the user’s consent before sending consumption data to Apple. Here’s how it’s meant to work 👇 App receives refund request sheet prompt When the user initiates a refund through Apple (for example, via the “Report a Problem” link or refund sheet), Apple sends a CONSUMPTION_REQUEST notification to your server. This is Apple saying: “Please send us details about how this user consumed their purchase.” Your app is responsible for obtaining consent Before your server calls the Consumption API, you must collect the user’s consent within the app. Apple requires that customerConsented = true be included in your API call; otherwise, Apple rejects the request. There is no fallback or assumption Apple will not process a consumpti
Topic:
App & System Services
SubTopic:
StoreKit
Tags:
Hello @a_el_amraoui , @ygx consumptionStatus Some examples of consumption status include the following scenarios: Scenario 1: A user purchases a “bag of 100 coins” in your app and spends all 100 coins. The in-app purchase is considered fully consumed. Scenario 2: If your app has an exchange platform that has bartering, or if your app transferred an in-app purchase from one account to another user’s account, the in-app purchase is considered fully consumed. It’s a numerical value (usually in minutes or hours). playTime It helps Apple understand how much of the app or in-app purchase was consumed. For example: If playTime = 5, it means the user used the app (or specific purchased feature/content) for 5 minutes (or hours, depending on your unit) before refunding. If playTime = 0, it means the customer never used the app or content. Thanks
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect API
Tags:
With ios 26 the chapter images are not updating anymore. At first I thought this is carlay related but it also occures when the phone is connected only through USB or bluetooth to play a podcast. I tried Apple podcasts and other apps like Pocketcast or audible. Same problem. The phone shows the correct chapter image while my car shows the inital image all the time. Even tried a different car :-) I checked focus and settings but found nothing related. With ios18 everything works fine. Any ideas?
I have both apple devices, AirPods Pro 3 is up to date and Ultra 3 is on watch os 26.1 latest public beta. Each morning when I would go on my mindfulness app and start a meditation or listen to Apple Music on my watch and AirPods Pro 3, it will play for a few seconds then disconnects. My bluetooth settings on my watch says my AirPods is connected to my watch. I also have removed the tick about connecting automatically to iPhone on the AirPods setting in my iPhone. To fix this I invariably turn off my Apple Watch Ultra 3 and turn it on again. Then the connection becomes stable. I am not sure why I have to do this each morning. It is frustrating. I am not sure why this fix does not last long? Is there something wrong with my AirPods? Has anyone encountered this before?
The Apple Developer Forums are for questions about APIs and features intended specifically for developers. Your question doesn't seem to be API-related, and so I'd suggest that you ask help in the Apple Support Community. Thanks! Best, —— Ziqiao Chen Worldwide Developer Relations.
Topic:
Media Technologies
SubTopic:
Audio
Tags:
I've seen a few older posts claiming the same behavior I'm seeing which is my cloudkit/core data app only syncs to iOS when the iOS app is reloaded. Can someone clarify if this is a bug, or the expected behavior. I have an iOS app which the entire purpose of it is to view synced data from MacOS, and I have a refresh button which does nothing because the data only syncs when the app is closed and reopened. Am I supposed to tell users to close and reopen the app to see fresh data? that seems like a terrible UI behavior, and I know apple does not accept this as all of their apps sync without needing to be reloaded. For example the notes app does not need to be reloaded for the MacOS -> iOS data to be synced.