Search results for

İOS 26 beta battery %1

253,795 results found

Post

Replies

Boosts

Views

Activity

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
3d
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:
3d
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
3d
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:
3d
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
3d
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()
1
0
265
3d
Reply to Enhanced Security Capability < iOS 26
Please file a bug about this. There’s advice on how to gather the necessary info in that error alert, and it’d be great if you attach that to your bug report. Once you’re done, please post your bug number, just for the record When you click the Show Details button in that error alert it shows a bunch of info about what’s causing the error. It’s clearly grumpy about the provisioning profile. However, when you compare the profile’s allowlist and the code signature’s claims, things generally look OK. One thing I did notice is that there’s a bit of a mix up about the type of the com.apple.security.hardened-process.enhanced-security-version entitlement. That’s documented to be a string, and the profile’s allow list uses a string value of *. However, the code signature claims an integer value of 1. I manually re-signed the app to use a string: % cat tmp.entitlements … … com.apple.security.hardened-process.enhanced-security-version 1 … % /usr/bin/codesign --force --sign 09513FD4A0338742
Topic: Privacy & Security SubTopic: General Tags:
3d
Enhanced Security Capability < iOS 26
Hi, After enabling the new Enhanced Security capability in Xcode 26, I’m seeing install failures on devices running < iOS 26. Deployment target: iOS 15.0 Capability: Enhanced Security (added via Signing & Capabilities tab) Building to iOS 18 device error - Unable to Install ...Please ensure sure that your app is signed by a valid provisioning profile. It works fine on iOS 26 devices. I’d like to confirm Apple’s intent here: Is this capability formally supported only on iOS 26 and later, and therefore incompatible with earlier OS versions? Or should older systems ignore the entitlement, meaning this behavior might be a bug?
2
0
241
3d
Duplicate toolbar item and wrong document name in SwiftUI document based app
My app is a SwiftUI document based app using DocumentGroupLaunchScene. In iOS(iPadOS) 18.4, when it launches, it has duplicate toolbar items, and when I close the current document and open other documents, it adds more duplicates. It also shows a wrong document name, which shows the first opened document name. This issue can be reproduced in the sample code (Building a document-based app with SwiftUI). I have submitted Feedback (FB17025216), but not sure if this is a known bug or if I'm missing anything.
8
0
371
3d
`xcresulttool merge` broken on Xcode 26.1+
Opened a FB already (FB20928652) but wanted to check here if anybody has seen similar or has better workarounds. xcresulttool merge appears to crash immediately after launch in Xcode 26.1 (and in 26.2b1). It does so regardless of any inputs passed in; the crash appears to be during argument parsing before any other logic is run, so it's not contingent on inputs. Working example from 26.0.1 (passing in arbitrary strings for a minimum-reproducible-case, so we expect to see an error message) : % /Applications/Xcode-26.0.1.app/Contents/Developer/usr/bin/xcresulttool merge --output-path a b c Error: File or directory doesn't exist at path: b. Usage: xcresulttool See 'xcresulttool --help' for more information. The same example crashes in 26.1: /Applications/Xcode-26.1.0.app/Contents/Developer/usr/bin/xcresulttool merge --output-path a b c zsh: trace trap /Applications/Xcode-26.1.0.app/Contents/Developer/usr/bin/xcresulttool merge Again, this does crash in real use cases as well, the arbitrary strings are just for
1
0
61
3d
iOS Simulator in Xcode 26.1 makes ReportCrash process run at 60-160% of CPU
My MBP M1 Pro gets really hot. iOS 26.1 Simulator in Xcode 26.1 makes ReportCrash process run at 60-160% of CPU shows Activity Monitor. MacOS 26.1. I've reported this via Feedback Assistant: FB20918609. Is there a way to quit this process permanently? When I Force Quit this it opens again immediately. Only way to stop it is to quit Simulator. But then again, I need to use the Simulator.
3
0
519
3d
Can an IP address manually be entered into Xcode to wirelessly connect to an iOS device?
I often use a Wi-Fi network where: Whatever mechanism Xcode uses to automatically discover a previously paired iOS device seems to be blocked (the Devices and Simulators window shows Browsing on the local area network for [iPhone] and never proceeds), but I can connect to the iOS device from my Mac if I know its IP address, such as by pinging it The same hardware/software configuration works with wireless Xcode connections on a different Wi-Fi network. Thus I'm wondering if there's any functionality that allows the IP address to be manually entered into Xcode to avoid needing to connect a cable from my Mac to my iPhone during development. Searching around seems to suggest this existed at some point in the past but I can no longer find this in a current version of Xcode. Or if there are any other workarounds, although I can't modify the network itself as it's not my network.
2
0
236
3d