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Reply to Show / Hide HAL Virtual Audio Device Based on App State
I am developing a macOS virtual audio device using an Audio Server Plug-In (HAL). I want the virtual device to be visible to all applications only when my main app is running, and completely hidden from all apps when the app is closed. The goal is to dynamically control device visibility based on app state without reinstalling the driver. What is the recommended way for the app to notify the HAL plug-in about its running or closed state? Any guidance on best-practice architecture for this scenario would be appreciated. So, full disclaimer, I don't have a lot of direct experience with AudioServer plugins, so the advice I'm giving is coming from a general device management/architecture perspective, NOT from detailed experience with this particular plugin type. In any case, the place I would probably start with here is the sample project Building an Audio Server Plug-in and Driver Extension. You don't need any kind of DEXT for this, but that sample does how to deal with device appearance/disappearance
Topic: App & System Services SubTopic: Drivers Tags:
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CoreBluetooth multi-peripheral high-frequency BLE streaming shows uneven packet distribution and lag on some A16/A17 iPads
We are observing a reproducible issue on some (not all) iPad models equipped with A16, where BLE streaming from multiple peripherals at ≥33–40 Hz results in uneven packet distribution, burst delivery, and application-level lag. The same application, peripherals, firmware, iOS version, and physical environment do not exhibit this behaviour on A14-based iPads (iPad 10). Affected Hardware: • iPad 11 with A16 • iOS versions: identical across tested devices • Issue affects some devices of the same model, not all Internal field data • ~25 affected • ~5 unaffected • Customers actively prefer iPad 10 (A14) due to stability When two or more BLE peripherals stream data concurrently at frequencies ≥33–40 Hz, affected iPads exhibit: • Uneven packet arrival timing • Burst delivery instead of uniform intervals • Increasing latency over time • Observable application-level lag This does not present as simple packet loss. Instead, packets arrive in clusters, breaking real-time assumptions. At ≤30–33 Hz, the issue does not rep
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All notarization submissions stuck "In Progress" for 24-72+ hours (including tiny 6KB test binary)
Hello, I'm experiencing a persistent issue where all my notarization submissions remain stuck in In Progress indefinitely. This has been happening for the past several days, affecting multiple submissions. Environment: macOS 26.2 (Build 25C56) Using xcrun notarytool submit for submissions Team ID: M3FN25UQK2 Timeline of the issue: Starting from January 2nd, 2026, my submissions began getting stuck in In Progress As of January 6th, I have 6+ submissions that have been In Progress for 24-72+ hours Prior to this, notarization was working normally (I have multiple Accepted submissions from January 1st) What I've tried: Verified my Developer ID Application certificate is valid and properly installed Checked Apple Developer System Status page (shows Operational) Verified code signatures using codesign -vvv --deep --strict Contacted Apple Developer Support (no response yet) Checked my Apple Developer account for any pending agreements or warnings (none found) Is there any known issue affecting notarization
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Reply to UNNotificationAttachment preview intermittently missing (attachment-store URL becomes unreadable)
Thanks for the detailed information and diagnostic steps. This makes me believe you have debugged your end adequately, and we are not running into an invalid image, or something simple as that. It might be more suitable to file a Feedback Report than a DTS ticket, so the Notifications team can take a look as to why the store might be becoming inaccessible. The question that comes to my mind is whether this happens when the device is locked and the system Notifications setting is set to not show previews (Settings -> Notifications -> Show Previews) when the device is locked. If that is not set to Always could you try with setting it to Always. I don't really believe this could be the case as you mention the app being active, but it's an easy test to see if that setting has any effect on the issue. Regardless, this would best be handled as a bug report with diagnostic logs. Here are the steps to obtain logs. First , please go to https://developer.apple.com/bug-reporting/profiles-and-logs/ and follow the i
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UNNotificationAttachment preview intermittently missing (attachment-store URL becomes unreadable)
I have been fighting this problem for two months and would love any help, advice or tips. Should I file a DTS ticket? Summary We attach a JPEG image to a local notification using UNNotificationAttachment. iOS reports the delivered notification as having attachments=1, but intermittently no image preview appears in Notification Center. In correlated cases, the attachment’s UNNotificationAttachment.url (which points into iOS’s attachment store) becomes unreadable (Data(contentsOf:) fails) even though the delivered notification still reports attachments=1. This document describes the investigation, evidence, and mitigations attempted. Product / Component UserNotifications framework UNNotificationAttachment rendering in Notification UI (Notification Center / banner / expanded preview) Environment App: OnThisDay (SwiftUI, Swift 6) Notifications: local notifications scheduled with UNCalendarNotificationTrigger(repeats: false) Attachment: JPEG generated from PhotoKit (PHImageManager.requestImage) and written to app
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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/F4408256-6014-4264
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nable to Distribute iOS App to App Store – Archive Shows Only 'Distribute Content'
Hello Apple Developer Support Team, I am writing to request assistance with an issue preventing me from distributing my iOS app to the App Store. I am able to successfully build and archive my app in Xcode without errors. However, after archiving, Xcode only shows the option “Distribute Content” instead of “Distribute App”. Because of this, I am unable to upload the app to App Store Connect. App & Account Details • App Bundle Identifier: com.yesbuy.yesbuyapp • Team Name: Fathima Sayed Mohamed • Team ID: Z327MG963D • Xcode Version: 26.2 • macOS Version: macOS 15.6.1 Signing & Certificates • Signing Method: Automatically manage signing (enabled) • Signing Certificate (Release): Apple Distribution: Fathima Sayed Mohamed • Provisioning Profile: Xcode Managed / App Store Distribution • Archive Status: Build succeeded What I’ve Already Verified • The archive is created using Release configuration • Skip Install is set to No for the main app target (Runner) • The app target is selected corr
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Unable to download iOS simulator runtime 26.x on Xcode
Hi everyone, I'm experiencing a persistent issue for months now where I'm unable to download the iOS 26 simulator Runtime. I've tried reinstalling Xcode and also Xcode Beta but same issue. iOS 26 Simulator is also not on developers download page, so manual installation is impossible. And sadly I can't compile any code without having iOS 26 simulator installed. Anyone able to get passed this? Hardware: M1 Pro OS: Tahoe 26.1 Heres the error Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = 2026-01-07 11:35:35 +0000; } -- Download failed. Domain: DVTDownloadableErrorDomain Code: 41 -- Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({ RequestedBuild = 23C54; }) Domain: DVTDownloadsUtilitiesErrorDomain Code: -1 -- Download failed due to not being able to connect to the host. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime) Domain: com.apple.MobileAssetError.Download Code: 60 User Info: { checkNetw
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nable to Distribute iOS App to App Store – Archive Shows Only 'Distribute Content'
Hello Apple Developer Support Team, I am writing to request assistance with an issue preventing me from distributing my iOS app to the App Store. I am able to successfully build and archive my app in Xcode without errors. However, after archiving, Xcode only shows the option “Distribute Content” instead of “Distribute App”. Because of this, I am unable to upload the app to App Store Connect. App & Account Details • App Bundle Identifier: com.yesbuy.yesbuyapp • Team Name: Fathima Sayed Mohamed • Team ID: Z327MG963D • Xcode Version: 26.2 • macOS Version: macOS 15.6.1 Signing & Certificates • Signing Method: Automatically manage signing (enabled) • Signing Certificate (Release): Apple Distribution: Fathima Sayed Mohamed • Provisioning Profile: Xcode Managed / App Store Distribution • Archive Status: Build succeeded What I’ve Already Verified • The archive is created using Release configuration • Skip Install is set to No for the main app target (Runner) • The app target is selected corr
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Reply to Building a Full Space app that enables sharing a visionOS experience with nearby users.
Hey @sadaotokuyama, It is technically possible to implement the described experience, however, AVPlaybackCoordinator synchronizes the timing of a single AVPlayer object across devices. In your use case you will need to perform the synchronization across multiple AVPlayer objects yourself. Review Synchronizing data during a SharePlay activity to understand how to accomplish this. Consider sending synchronization timing messages frequently as unreliable so that each user sees the same content, however, when a video starts or stops playing due to user interaction use the reliable delivery mode. The supportsGroupImmersiveSpace flag ensures entities with identical transforms appear in the same relative location for all participants, including both nearby and remote participants. For more information please review Configure your visionOS app for sharing with people nearby. Nearby participants appear naturally via passthrough. Nearby participants do not need to register a spatial Persona. You can share with someone
Topic: Spatial Computing SubTopic: General Tags:
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Building a Full Space app that enables sharing a visionOS experience with nearby users.
Hello, I am currently considering developing a Full Space app that enables a shared visionOS experience with nearby users. Intended Features A Mixed Full Space app in which dozens of 3D models are placed in the space. These 3D models may play embedded animations when tapped, be programmatically moved or rotated, or be controlled via Reality Composer Pro timelines. The app also includes audio, spatial audio, videos with audio, and videos without audio, which are rendered as VideoTextures on planes and played back in the space. Some media elements play automatically, while others are triggered by user interaction. However, it is unclear whether AVPlaybackCoordinator supports shared playback across multiple types of media, such as: audio only spatial audio video without audio video with audio I am also unsure whether there are alternative or recommended approaches for synchronizing playback in this scenario. Questions Is it technically possible to implement the experience described above using visionOS? Are ther
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Reply to init(), .onAppear and .onChange(of: scenePhase) Not Working when Opening App After Being Quitted
Below is compilable code: struct ContentView: View { var body: some View { Text(Text) .onAppear() { print(test) } } } test is printed in the console after a new build, and when I go to the Home Screen and return to the app, but if I swipe up from the bottom, and then swipe up from the menu of apps to close the app, it does not print upon opening the app again. What would be an example of code that does run under the circumstance of fully quitting the app and opening it again?
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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iOS Simulators Fail Download
I've been going through different fixes for a few weeks and nothing seems to work. Prior to updating everything to iOS 26 and OS 26, everything worked normally except for the predictive code which wouldn't download. Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = 2026-01-02 23:41:12 +0000; } Download failed. Domain: DVTDownloadableErrorDomain Code: 41 Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({ RequestedBuild = 23C54; }) Domain: DVTDownloadsUtilitiesErrorDomain Code: -1 Download failed due to a bad URL. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime) Domain: com.apple.MobileAssetError.Download Code: 49 User Info: { checkConfiguration = 1; } System Information macOS Version 26.0 (Build 25A354) Xcode 26.2 (24553) (Build 17C52) Timestamp: 2026-01-02T16:41:12-07:00 What I've Tried Cleared caches Restarted my machine Reinstalled Xcode Installed other versions of Xcode In
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