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İOS 26 beta battery %1

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when UIAlertController dismisses app hangup
Before iOS 26.1 our app work fine. but, when some users update to iOS 26.1 our app has very strange issues. Our app has a feature to upload pictures to server, before update pictures we will popup a UIAlertController to let user choose, there are 3 options, album, take a photo, cloud, or cancel. when click option button UIAlertController is hangup here not any response, and Xcode has no useful logs. How can I fix it? This app is work online for 8 years!!
Topic: UI Frameworks SubTopic: UIKit
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ARView ignores multi-touch events
Hi, How to enable multitouch on ARView? Touch functions (touchesBegan, touchesMoved, ...) seem to only handle one touch at a time. In order to handle multiple touches at a time with ARView, I have to either: Use SwiftUI .simultaneousGesture on top of an ARView representable Position a UIView on top of ARView to capture touches and do hit testing by passing a reference to ARView Expected behavior: ARView should capture all touches via touchesBegan/Moved/Ended/Cancelled. Here is what I tried, on iOS 26.1 and macOS 26.1: ARView Multitouch The setup below is a minimal ARView presented by SwiftUI, with touch events handled inside ARView. Multitouch doesn't work with this setup. Note that multitouch wouldn't work either if the ARView is presented with a UIViewController instead of SwiftUI. import RealityKit import SwiftUI struct ARViewMultiTouchView: View { var body: some View { ZStack { ARViewMultiTouchRepresentable() .ignoresSafeArea() } } } #Preview { ARViewMultiTouchView() } // MARK: Represent
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Reply to Trying to remove app groups from my macOS app doesn't seem to work
That makes sense. I think it's not going to be too bad for customers. The data in the containers is basically transient cache and temp files (another reason why this particular App Store restriction is probably inappropriate in this case). The user's programs are stored in NSDocument bundles wherever they put them on disk (these bundles are used by the IDE via security scoped URLs which we bookmark and pass to the XPC service in the new versions of the app). In all app versions, a customer can wipe the app container, even the group container, and as soon as they restart the IDE it's all recreated and works perfectly. I test this use case regularly and it's bullet proof. Financially, the app uses (very cheap) monthly auto renewing expenses. The app itself is free to download (the auto renewing subscription is required for building programs, and comes with a month free trial) and doesn't have any permanent in-app purchases that people would lose. I can work with the new developer (a good friend), customers, etc
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Trying to remove app groups from my macOS app doesn't seem to work
Hi, a short question really, which boils down to... How do I make sure I have removed all usage of app groups in my Mac app store app, such that the Mac app store agrees I have! Fundamentally, what I'm trying to do is transfer my app to another developer. In previous releases of this app on the App Store, I used a shared app group container to communicate between the main app and it's (embedded) XPC service, but this blocks App Store transfer of the app to another developer. So I came up with another approach for the App and XPC service to communicate (using a URL bookmark for security scoped files to be passed to the XPC service). And then tried various things to get the app store to accept that I'm no longer using app groups. So far with no luck... removed the app groups entitlements by hand from the entitlements files used to sign the main app and the XPC service, respectively. when that didn't work, go into the Developer Portal, find the app ids for the main app and the XPC service, make sure those app id
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Reply to Hide sensitive data on watchOS with WidgetKit
It's a user's preference whether they want privacy-sensitive information to be redacted. This is similar to the preference that allows a user to decide if iMessage notifications on their iOS Lock Screen should show the actual message. On watchOS, a user can set their preference at Settings -> Clock -> Show Data When Locked for Lock Screen, and at Settings -> Display & Brightness -> Always On > Show Complication Data for Always On. The settings are on by default, and I guess that is why you don't see privacySensitive() working. Please confirm if that is your case, if you don't mind. For Always On, you can overwrite the user's preference by providing a different appearance based on the isLuminanceReduced environment variable. That explains why your code works when the device is in that state. If you'd really like to overwrite the user's preference for Lock Screen, you can add the Data Protection entitlement to your widget extension, and set it to NSFileProtectionComplete or NSFilePro
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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EXC_BAD_ACCESS (code=EXC_I386_GPFLT) when using RegisterEventHotKey + SwiftUI AppDelegate
Hi everyone, I’m working on a macOS SwiftUI app that integrates a global keyboard shortcut using the old Carbon API (RegisterEventHotKey, InstallEventHandler, etc.). Everything works fine initially, but I’m running into a consistent EXC_BAD_ACCESS (code=EXC_I386_GPFLT) crash when the app is reopened, or sometimes even while drawing on my SwiftUI canvas view. Setup Here’s the relevant setup (simplified): private let hotKeySignature: FourCharCode = 0x626c6e6b // 'blnk' private weak var hotKeyDelegate: AppDelegate? private func overlayHotKeyHandler( _ callRef: EventHandlerCallRef?, _ event: EventRef?, _ userData: UnsafeMutableRawPointer? ) -> OSStatus { guard let appDelegate = hotKeyDelegate else { return noErr } return appDelegate.handleHotKey(event: event) } final class AppDelegate: NSObject, NSApplicationDelegate { private var hotKeyRef: EventHotKeyRef? private var eventHandlerRef: EventHandlerRef? override init() { super.init() hotKeyDelegate = self } func applicationDidFinishLaunching(_ notification: Not
Topic: UI Frameworks SubTopic: SwiftUI
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Reply to How to speed up build time when placing large USDZ files in RCP scenes
Hello @sadaotokuyama ! Thank you for your question. Could you please submit feedback using Feedback Assistant? And then share the ticket number here. I think understanding your usecase would be helpful for us, and you'll be able to receive updates about any changes or improvements in the future. It is true that when you modify content inside your RealityKitContent package, the entire package will need to be rebuilt. This is inconvenient, especially when you need to make frequent changes during development. For now, I recommend focusing on ways to reduce the frequency of changes you make to the asset itself that would require a rebuild in the first place. For example, are there ways you could verify changes in an external DCC? One thing you could do now: try placing your large USDZ file outside the RealityKitContent package, and inside a separate bundle, like the main bundle. Then, when you make changes to the large USDZ file, your entire RealityKitContent package won't need to be rebuilt. Depending o
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Reply to App Packaging: bundle format unrecognized, invalid, or unsuitable
Quinn, Thank you very much for the prompt and detailed reply. Do you happen to know if the problem might be caused by a plugin that is no longer being used but may still be referenced within my app? I ask because the only difference between the first version of my app (that sailed through to the launch file stage) and the one that fell at the first hurdle is that I added a plugin to the latter; then removed it. I tried removing all plugins from my runtime, and signing it again, but it made no difference. Thanks again.
Topic: Code Signing SubTopic: Notarization Tags:
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Reply to Some issues and questions regarding the use of the BGContinuedProcessingTask API
I tried different device models, and some could trigger the task normally, such as the 15 Pro Max and 12 Pro Max. However, there were also some models, such as the 17 Pro, 15 Pro, and 15, that could not trigger the task properly. Moreover, there was no additional error information to help locate the issue. I assume you're doing this on device and not the simulator, right? And did you check the Console logs to see if an error was reported there? (look for the dasd process) I also just wanted to reiterate your other points about the BGContinuedProcessingTask API, in case someone from Apple is listening: I agree that the experience on non-Dynamic Island devices is not great. The task notification banner thing is a obtrusive and redundant. My app already displays a progress bar, so displaying another progress indicator is redundant. Moreover, the banner obscures my app's UI and does not disappear automatically like normal notifications. This leaves the user uncertain if they can safely dismiss it, or if dismissin
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Reply to FileProviderUI prepare method receives internal fileprovider ID list instead of actual itemIdentifier
I'm looking into rewriting our non-replicated FP as a replicated FP, and I'm running into this as well. I'd like to show some UI that includes information from the database we keep about items, and if I had the NSFileProviderItemIdentifier we give to iOS, I could use that to look up the info. I'm confused by what you're trying to do here. Your file provider is the fundamental source of truth the system relies on. I can certainly see cases where you have user-relevant data that the system doesn't have— for example, displaying metadata the system doesn't use/support or showing the contents of directories the user has configured to NO sync. What I don't understand is how this flows in the other direction. The system’s view of your data should either always match yours or diverge in ways your provider understands and controls (for example, because you’re uploading/downloading data). What am I missing here? __ Kevin Elliott DTS Engineer, CoreOS/Hardware
Topic: App & System Services SubTopic: Core OS Tags:
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Reply to Archived app failing to get root certificates for SSL websocket connection
Hello @DTS Engineer , thanks for the response. Just to clarify, my app do send HTTPS requests and those work fine. It's when it tries to do a websocket connection with SSL that it fails to get the root certificate. The specific error would read something like SSL error: unable to get local issuer certificate (preverify_ok=0;err=20;depth=2) I am using Unreal Engine's built-in libwebsocket module to make a connection to a secure websocket server. I have built this project in the past with the same code and it used to work. I actually still have an old build that I can run and see it working. But any new build I am making with the same exact codebase, is now failing. The only things that have changed are updates to the build environment, we upgraded XCode at some point (I don't remember exactly when) to 16.4 - That is why my first suspicion was that it is caused by a change in the build environment. I'm kind of stumped honestly, this issue came out of nowhere and we made no code changes to our project. The built
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LockedCameraCaptureExtension and Sharing User Preferences
I have the main app that saves preferences to UserDefaults.standard. So I have this one preference that the user is able to toggle - isRawOn UserDefaults.standard.set(self.isRawOn, forKey: isRawOn) Now, I have LockedCameraCaptureExtension which is required know if that above setting on or off during launch. Also if it's toggled within the extension, the main app should know about it on the next launch. The main app and the extension runs on separate containers and the preferences are not shared due to privacy reasons. Apple mentions of using appContext of CameraCaptureIntent, but not sure how above scenario is possible through that....unless I am missing something. Apple Reference What I have for CameraCaptureIntent: @available(iOS 18, *) struct LaunchMyAppControlIntent: CameraCaptureIntent { typealias AppContext = MyAppContext static let title: LocalizedStringResource = LaunchMyAppControlIntent static let description = IntentDescription(Capture photos with MyApp.) @MainActor func perform()
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