missing package product

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Reply to How can I access Model3D entity to set shader material effects
@richoncode There's no supported way for you to access the entity from a Model3D with the APIs currently available. If you'd like us to consider adding the necessary functionality, please file an enhancement request using Feedback Assistant. Once you file the request, please post the FB number here. If you're not familiar with how to file enhancement requests, take a look at Bug Reporting: How and Why?. That said and as you alluded to, you can use a RealityView with a ModelEntity, but you will lose some of the functionality of Model3D. For example you can't use ResolvedModel3D resizable(_:), but you can achieve a similar effect using a RealityView and GeometryReader3D. If you have a specific use case and can't find a way to achieve it, create a new post with the question, reply with the link and I'll help you.
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Reply to What is the secret to good UI?
If there were a magic recipe, it would be known. You should read Apple UI guidelines, there is a lot to learn here. But a few points to pat attention for the UX: know who are your target users: very experienced or in a specific business or any one having an iPhone, put yourself in the user shoes or mind, and try to forget what you know about your code: what is obvious for you may be hard to guess or not natural for a casual user A good way is to test your UI and UX with a few target users, even before fully coding. Keep it as simple as possible, do not overcrowd the UI and to not require 10 screens to get to the point. Navigation between all your screens must be simple to understand. The storyboard approach of UIKit is a great way to check. More difficult with SwiftUI. Which means, when you design UX, try to imagine the user thinking when he/she looks at the specific screen. Avoid absolutely to get your user lost and provide a way to easily get back to a safe starting point (Home Screen often). try t
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Drag and Drop using SwiftUI
Overview I am bit confused regarding drag and drop on SwiftUI I think there are 2 approaches but I am stuck with both approaches WWDC22 When using the new draggable, dropDestination, Transferable API, only single items are draggable. Multiple items in a list are not draggable. I have filed a feedback FB10128110 WWDC21 I have faced a couple of issues for drag and drop introduced in WWDC21 (onDrag, onDrop, itemIdentifier), the Feedback ids are FB9854301, FB9854569, FB9855245, FB9855532, FB9855567, FB9855575. It contains sample projects, would really appreciate if someone could have a look it. Note: All feedbacks include a sample project with detail steps and some even have screenshots and videos Questions: If my approach is wrong or if I am missing something? Unfortunately I didn't manage to get a SwiftUI lab session (got cancelled), so please help me with these issues.
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Jun ’22
Siri not calling AppIntents
I am very new to App Intents and I am trying to add them to my On Device LLM ChatBot app so my users can get answers to any questions anywhere in iOS. I have the following code and it is working wonderfully in the Shortcuts app. import AppIntents struct AskAi: AppIntent { static var openAppWhenRun: Bool = false static let title: LocalizedStringResource = Ask Ai About static let description = Gets an answer from Ai for your question. @Parameter(title: Question) var question: String static var parameterSummary: some ParameterSummary { Summary(Ask Ai About (.$question)) } @MainActor func perform() async throws -> some IntentResult & ReturnsValue { let bot: Bot = Bot() await bot.respond(to: self.question) return .result( value: bot.output ) } } class AppShortcuts: AppShortcutsProvider { static var appShortcuts: [AppShortcut] { AppShortcut( intent: AskAi(), phrases: [ Ask (.applicationName) (.$question), Get (.applicationName) answer for (.$question), Open (.$question) using (.applicationName) , Using (.app
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Jun ’24
Rosetta 2 in MacOS VM
I'm running a MacOS15 beta 3 VM on a MacOS15 beta 3 Host (M2 Pro Mac Mini) using the Apple Virtualization Framework (via https://github.com/s-u/macosvm). For building my app inside the VM I need Rosetta 2, since flutter still uses some Intel binaries. But when I want to install Rosetta 2 I'm always getting the message, that installing Rosetta 2 is not allowed on this system. Digging in the log files I found a message from the installer, that the system is not supported. Searching online I just find a method for using Rosetta 2 inside Linux VM's using the Virtualization Framework. Am I missing something or is it not possible to use Rosetta 2 with MacOS guests?
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Transaction state gets `.purchased` even I set `SKTestSession.askToBuyEnabled = true`
I was trying to write unit test of ask to buy for SKDemo app. Even if I set SKTestSession.askToBuyEnabled = true, I got transaction state as .purchased after I call SKTestSession.buyProduct(identifier:). import StoreKitTest import XCTest final class SKDemoTests: XCTestCase { private var session: SKTestSession! override func setUp() async throws { session = try .init(SKTestSession(configurationFileNamed: Products)) session.disableDialogs = true session.resetToDefaultState() session.clearTransactions() } func test() async throws { session.askToBuyEnabled = true try await session.buyProduct(identifier: consumable.fuel.octane89) XCTAssertEqual(session.allTransactions().first!.state, .deferred) // Gets error here. The actual state I get is .purchased } } I was using Xcode 15.0.1 (15A507), Simulator iPhone 15 Pro iOS 17.0.1 (21A342) I couldn't find the problem so I'm happy to hear any solutions.
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Oct ’23
Reply to Issue with UserDefaults Data Loss after App Transfer and TestFlight Installation
I understand what you “need”, I just can’t give it to you. All I can do is relay my experience: I’m not aware of any systematic problem that causes user defaults to get lost during an app transfer. In general, TestFlight does an excellent job of replicating the App Store experience. So if you’re seeing user defaults being lost in your TestFlight build, that warrants further investigation. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Issue with UserDefaults Data Loss after App Transfer and TestFlight Installation
Hello, I recently encountered an issue following the transfer of my app between Apple Developer accounts and would appreciate any insights or solutions. Here's a summary of the situation: App Transfer: I transferred an app from one Apple Developer account to another. The app's bundle ID remained unchanged during this process. App Update: After the transfer, I integrated a new feature into the app and pushed the updated version to TestFlight under the new account. Installation Issue: When I installed the TestFlight version of the app from the new account on my device, which already had the app installed from the old account, the app logged out the user. It appears that the UserDefaults data was not retained, resulting in the loss of stored user data. My hypothesis is that the transfer between accounts caused the user defaults to reset, leading to the data loss. Has anyone else experienced this issue, and if so, are there any recommended solutions or best practices to prevent UserDefaults from
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Xcode Cloud Developer Account Not Eligible
I'm having issue using Xcode Cloud with my developer account. I have active Apple Developer Program membership (Individual) associated with my Apple ID: Same Apple ID is the only Apple ID added in Preferences > Accounts in Xcode 13.4.1 (13F100). But with that setup, for any project I can try, Report Navigator > Cloud tab shows this error: Your developer account is not a member of a team that is eligible to use Xcode Cloud And Product > Xcode Cloud > Create Workflow... shows error This operation could not be completed. If I switch to a different developer account that I have (associated with a team, not individual membership) – the issue is resolved and I can start creating first Xcode Cloud workflow in same projects. Can Xcode Cloud be used with individual ADP memberships? If so, why my account is not eligible? How can I further diagnose the problem?
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Aug ’22
3DS - Apple Pay
Hello! I have a question regarding the Apple Pay payment method. We're adding this payment method to our app and noticed that during the initiation of a transaction, i.e., when invoking Apple Pay to reserve a product in our app, the 3DS verification doesn't occur. Our assumption was that 3DS happens when a card is added to the Apple Pay wallet, which is before the user purchases a product. But is that correct? Shouldn't 3DS be processed each time a transaction is initiated? If the case where a transaction happened for a card where the 3DS authentication is completed when it was added, will the liability shift for this transaction from us as merchant to the bank as well, like regular 3DS auth on a transaction basis would do?
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Reply to 3DS - Apple Pay
Hi @DominikJ, You wrote: We're adding this payment method to our app and noticed that during the initiation of a transaction, i.e., when invoking Apple Pay to reserve a product in our app, the 3DS verification doesn't occur. Our assumption was that 3DS happens when a card is added to the Apple Pay wallet, which is before the user purchases a product. But is that correct? Shouldn't 3DS be processed each time a transaction is initiated? The timing of the 3DS auth depends on the implementation of your payment service provider (PSP) or your payment network operator (PNO). Please contact your PSP and/or PNO directly to understand the expectations for your specific implementation. Then, you wrote: If the case where a transaction happened for a card where the 3DS authentication is completed when it was added, will the liability shift for this transaction from us as merchant to the bank as well, like regular 3DS auth on a transaction basis would do? For 3DS2 liability shift guidance, you should agai
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Reply to Testing presence of Purchased App in XCode
Hey - thanks for your reply. Yes, I followed that guide and the code seems to work. That guide does not answer the question of how to go about testing the functionality. Specifically: How do I create a mock/test purchased product that I can use to test if the product as been purchased. You see, I don't have a purchased product on my watch that I can validate as being purchased. XCode loads the app onto the watch for debugging. So the AppTransaction reports a originalPurchaseDate of 1970-01-01. As in, never purchased. In order to validate that a product has been purchased, I need to test originalPurchaseDate against Data.now in a test environment. How do I accomplish that?
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