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Run builds on old binary
I am encountering an issue where the application running on a physical device does not reflect the most recent source changes. Observed behavior On the device, the application behaves as if an older binary is running. Specifically: Newly added debug UI labels do not appear. The logs still show old debug prints instead of new ones. Steps taken to ensure a clean install: Changed the bundle identifier Set a new display name (the app still showed the old display name when I click run). Deleted the app manually from the device before every reinstall. Build and install steps Performed multiple clean builds with a fresh Derived Data path. Built from terminal using xcodebuild (Debug configuration, physical device target, automatic provisioning). Installed using: xcrun devicectl device install app Verified: The updated source files are listed under Compile Sources and compiled from the expected path. The bundled Info.plist includes the new bundle identifier and display name
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Reply to C function in library code gets stripped when distributed
Here is a more step by step breakdown of the problem I have a iOS library that exposes a C function. This function is marked with default visibility and used via attribute tags to prevent the compiler/linker from stripping it #ifdef __cplusplus #define DYLIB_EXPORT extern C __attribute__((visibility(default))) __attribute__((used)) #else #define DYLIB_EXPORT __attribute__((visibility(default))) __attribute__((used)) #endif DYLIB_EXPORT bool say_hello_world(); #import helper_functions.h #import bool say_hello_world() { NSLog(@Hello WORLD 🟢!); return true; } From a dynamic library, called sdk, I want to call this function. In this example it's a Rust lib unsafe extern C { fn say_hello_world() -> bool; } #[unsafe(no_mangle)] extern C fn sdk_init() -> i32 { unsafe { say_hello_world(); } return 0; } When the app is compiled and launched from Xcode (either on debug or release schemes) then this works, the following snippet works and prints the hello WORLD message: #import OpacityObjCWrapper.h #import helper
Topic: Programming Languages SubTopic: General Tags:
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AVCaptureSession preview briefly goes blank after interruption (lock/unlock or camera switch) while isRunning == true
Environment Device: iPhone 15 Pro iOS: iOS 18.0 Framework: AVFoundation App type: Custom camera app using AVCaptureSession + AVCaptureVideoPreviewLayer I’m seeing an intermittent but frequent issue where the camera preview layer briefly flashes empty after certain interruptions, even though the capture session reports itself as running and no errors are emitted. This happens most often after: Locking and unlocking the device Switching cameras (back ↔ front) The issue is not 100% reproducible, but occurs often enough to be noticeable in normal usage. What happens The preview layer briefly flashes as empty (sometimes just a “micro-frame”) Duration: typically ~0.5–2 seconds before frames resume session.isRunning == true throughout No crash, no runtime error, no interruption end failure Focus/exposure restore correctly once frames resume Visually it looks like the preview layer loses frames temporarily, even though the session appears healthy. Repro Intermittent but frequent after: Lock → unlock device S
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App icon not displaying correctly in AppStore
I'm having a strange issue with my iOS app icon rendering in the App Store - it seems to be low-res and clipping part of the image. I updated the icon in Icon Composer to apply the liquid glass overlay for the new build. It looks fine on the device and the asset itself isn't corrupted. I think it might be a resolution issue since the small icon thumbnails in App Store Connect have the same problem, but they look fine when I click through to the larger preview. Has anyone else run into this and figured out a fix?
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Whether SSC can be connected to the iPad real machine with Xcode to run the evaluation
👋Hi This problem is related to SSC. I remember that the form submitted last year needed to be filled in with Xcode or Playground test, and it seems that it was also mentioned: • If you use Xcode, the judges may use Simulator to run. • If you use Playground, it's a real machine. But my work this time will encounter two limitations: It will use the framework/API only available in iPadOS 26 (so if it is a Playground environment, it may not run, playground can't use iPadOS 26 SDK) It will also use some content that must be real to run (such as ARKit), which means that Xcode Simulator is not good. So I would like to ask: Does this year's review allow you to compile and connect the iPad to the real machine? Or did I misremember last year's regulations? If the judge's environment is fixed (for example, only Playground or only Simulator), how should I adjust the submission method or implement the scheme? Looking forward to your reply, thank you.
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C function in library code gets stripped when distributed
This is a continuation of https://developer.apple.com/forums/thread/795348 I rambled too much and did not understand the underlaying problem. The problem is that I have a C function in a iOS library. I want to call this C function from a dylib that this library loads on runtime. When running directly from Xcode (either in debug or release mode) this works correctly. However, when the app is uploaded to testflight or distributed for debugging then the function is stripped and a null function pointer exception crashes the app. In the last post it was really hard to explain and I was pressed on time but I've created a minimal reproducible example: https://github.com/ospfranco/dylib_crash The instructions to run and reproduce the crash are on the README.
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Membership
Hello, I am a developer from Russia, I recently paid for a subscription to apple developer. 8,990.00 Russian rubles were debited from me. The subscription is displayed in my active subscriptions from my apple account. It shows in the application that the enrollment through the application is not working. The payment receipt was sent to the post office when, how much, and for how long everything about the subscription is. Tell me what are my next steps, how much should I reap?
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OSSystemExtensionsWorkspace on iPadOS
Hello! I have app (macos and iPadOS platforms) with empbedded DEXT. The DEXT executable runs fine on both platforms (ver 26.2). Trying to execute from iPad App code: let sysExtWs = OSSystemExtensionsWorkspace.shared let sysExts = try sysExtWs.systemExtensions(forApplicationWithBundleID: appBudleId) but always getting OSSystemExtensionError.Code.missingEntitlement error. Which entitlement am I missing? Thank You!
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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 Installed Xcode-beta
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Reply to XCode26 - Unable to launch Image in storyboard for landscape picture in Portrait orientation
The LaunchViewController removed and all orientations added on the general tab. any other settings? Your screenshot only shows the checkbox areas for the orientations. The section on the General tab for the Launch screen is scrolled out of view. You want it to look identical to the configuration you'd get if you selected File > New Project, so you can use that to compare the values you have set. Further, I can't see the contents of the Info tab, where you'd set the keys for UILaunchScreen. — Ed Ford,  DTS Engineer
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Hover effects w/ Compositor Services w/ PSVR2 controllers
Hi, I would like clarification on whether the new hover effects feature introduced in vision os 26 supported pinch gestures through the psvr 2 controllers. In your sample application, I was not able to confirm that this was working. Only pinch clicking with my hands worked. Pulling the trigger on the controller whilst looking at a 3d object did not activate the hover effect spatial event in the sample application. (The object is showing the highlight though) This is inconsistent with hover effect behavior with psvr2 controllers on swift ui views, where the trigger press does count as a button click. The sample I used was this one: https://developer.apple.com/documentation/compositorservices/rendering_hover_effects_in_metal_immersive_apps
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Reply to Degraded RoomPlan performance
@Vision Pro Engineer Thanks for the reply, Michael Is the following based off what you've heard or do you have videos and files that show the behavior? Mostly based off user testimonial. I think we have recorded a couple instances of this during onboarding sessions, but in those cases, we suspected that screen sharing itself could be contributing to the issue. Do you have any logging in place that is capturing any RoomCaptureSession.CaptureError errors in production? Yes - we track all fatal scanning errors. We haven't noticed an uptick in those. It seems like another developer was able to improve performance by resolving a memory leak. Have you profiled the application when performing multiple scans in a row? We have done some profiling over the years, but it's difficult because the act of profiling itself severely degrades scanning performance. We have noticed that RoomPlan itself seems to cache/retain resources after scanning even if we have no active references to it. I believe we reproduced this
Topic: Spatial Computing SubTopic: General Tags:
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Difficult to use XCode with Apple Watch
Trying to develop a little Watch app in Swift, and it's been kind of a miserable experience. I constantly get transport errors trying to connect to my watch. I've tried the trick of putting the Mac and the watch on my iPhone hotspot instead of just on the same WiFi network, but I am not sure that actually helps. I can run maybe once or twice, and then the transport error happens and it's very hard to get XCode to recognize the watch again. Also, when it DOES connect, it seems that XCode almost always loses the debugging connection (I just continue, and it IS actually running on the Watch at that point, but no debugger).
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