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Account Locked

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INStartCallIntent requires unlock when device is face down with AirPods
When my Intents extension resolves an INStartCallIntent and returns .continueInApp while the device is locked, the call does not proceed unless the user unlocks the device. After unlocking, the app receives the NSUserActivity and CallKit proceeds normally. My expectation is that the native CallKit outgoing UI should appear and the call should start without requiring unlock — especially when using AirPods, where attention is not available. Steps to Reproduce Pair and connect AirPods. Lock the iPhone. Start music playback (e.g. Apple Music). Place the phone face down (or cover Face ID sensors so attention isn’t available). Say: “Hey Siri, call Tommy with DiscoMonday(My app name).” Observed Behavior Music mutes briefly. Siri says “Calling Tommy with DiscoMonday.” Lock screen shows “Require Face ID / passcode.” After several seconds, music resumes. The app is not launched, no NSUserActivity is delivered, and no CXStartCallAction occurs. With the phone face up, the same phrase launches t
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Sep ’25
Reply to Spam Design
Thank you for your post. There are several factors that may contribute to an app not following App Review Guideline 4.3. Typically, these apps share a similar binary, metadata, and overall concept as apps already on the App Store, with only minor differences. If you have questions about App Review's review of your app, we recommend requesting an appointment with App Review during the bi-weekly Meet with Apple event. Sign in with your Developer account ID and select App Review Appointment. A member of the App Review team will help you with your questions regarding the review process and the App Review Guidelines. Appointments are subject to availability during your local business hours on Tuesdays and Thursdays.
Sep ’25
Can my app be accepted in the Unlisted App application?
Hi I am a developer working on an enterprise app. I was recently rejected from the Apple Develop Enterprise Program. So I'm thinking of distributing Unlisted App as an alternative. The app I want to review is as follows Authentication App Requires installation of external security solution for login (Screen Protect, OTP) Sign in with an account managed by your organization Forward authentication to the integration app Groupware requires installation of an authenticator app login by forwarding authentication from the authenticator app View intranet information I want to know if the above type of app can pass through Unlisted App.
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Sep ’25
iOS 26 PB5 CarPlay possibly crashing car's infotainment system
This is purely speculation (but I have reason to believe it is the case) because I'm trying to narrow it down but, has anyone reported CarPlay in iOS 26 Beta potentially crashing vehicle infotainment systems? I have a 2025 Jeep Wrangler which is running UConnect 5. I can't prove it is the case but since updating to IOS 26 PB, I've been noticing that my infotainment system in my vehicle has been freezing, locking up, and resetting upon boot. I can't narrow this down to the phone causing it, but I can't rule it out as of now. I know that most of our infotainment units that offer CarPlay are typically running off Android, but is there a possibility that the iOS Beta is crashing our infotainment units upon connection? Again, I am just posting this to see if a) anyone can confirm that yes CarPlay can crash the Android backend of infotainment units or b) if anyone has experienced odd issues with CarPlay and their vehicle's infotainment system either freezing, crashing, or rebooting since installing iOS Bet
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Sep ’25
Apple terminated my account without even validating their "Evidence"
I truly believe Apple doesn't care about false positives when terminating developer accounts. They keep the doors closed and appeal is futile. Background I'm an independent mobile game developer for 5+ years. I share my games on social media and get organic users, so everything is transparent. My latest game is a relaxing ball game. It has tap mechanics and players should tap when a ball hits to a xylophone-like bars. In addition, game had level editor feature that players can create their levels, publish and create their videos and share on social media (like geometry dash) A publisher approached me and proposed me to publish my game on their account. I said ok, because I don't have any budget and operational resource. A few months after, Apple terminated publisher's account without telling any specific reason. They said fraud. After 15 days, I got account termination message: Evidence of Dishonest or Fraudulent Activity Your account is associated with terminated
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Sep ’25
Reply to Template (custom entitlement) name not supported
[quote='791314021, mortion, /thread/791314, /profile/mortion'] Ever since the new PLA I have issues with adding my entitlements to my profiles. [/quote] I can’t help you with the fastlane side of this, but I can clarify what’s happening on the Apple side. There are two ways that developers can gain access to managed entitlements: The old school provisioning profile template mechanism The newer managed capabilities mechanism If you’re using the old mechanism, you’ll want to migrate to the new one. In this new world, you set the capability on your App ID and it automatically flows through to any appropriate provisioning profiles you create for that App ID. This has a bunch of benefits, not least of which is that it’s compatible with automatic code signing. You seem to be a member of two different teams: Your In-House (Enterprise) team has the Pass Presentation Suppression managed capability for Development, Ad Hoc, and In-House (Enterprise) signing. This is limited to two App IDs: TEAM_ID.n_.v_________l.v______
Sep ’25
Reply to WebRTC Data Channel for Background File Transfer Without Audio/Video
To expand on the above, there are two aspect to this: What’s technically feasible? What’s allowed by App Review? I don’t work for App Review, so I can’t comment on the latter. If you’d like to discuss that aspect, I recommend that sign up for a session as explained by my colleague above. On the technical side, you asked: [quote='799259021, ragu2307, /thread/799259, /profile/ragu2307'] Is it supported for a WebRTC peer connection using only the data channel … to continue sending data when the app is in the background or locked? [/quote] The general rule for networking in the background on iOS is that (almost) everything works like it does in the foreground as long as your app is running. Once your app gets suspended, however, all low-level networking stops [1]. So, your question is equivalent to How can I run indefinitely in the background?, and that’s something I cover in iOS Background Execution Limits. If you have follow-up questions about the technical side of this, I’m happy to answer them here.
Sep ’25
Testing Gamecenter Accounts
HI all, I'm in the early stages of testing a game that will have real-time device-to-device communication using GameCenter. I've read something about setting up GameCenter sandbox accounts to test prior to the game's release, but I can't find anything reliable about how to do so. I've found lots of web pages which purport to describe how to do this task, but what they describe seems to be outdated, as the steps don't appear to be available in modern versions of iOS. I'm testing on iOS 18 and 26. Document search isn't helping--I mostly find information on how to set up StoreKit sandbox accounts, which I assume are different things altogether--so if you could point me towards an article that allows me to test a new, unreleased GameKit app between devices, I'd appreciate it. People are developing GameCenter apps, so I know it's possible... advTHANKSance
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Sep ’25
Reply to Testing Gamecenter Accounts
Hello, Overview of testing Game Center covers these topics. Note: Apple allows all prerelease development and testing to occur in exactly the same server environment as released games. so there is no official sandbox environment offered by Game Center. Note: If this [GameCenter] data needs to be kept private as part of your release strategy, consider creating separate accounts for prerelease testing and carefully manage which Game Center users are allowed to become friends with those accounts. which is closest equivalent to sandboxing.
Sep ’25
New GameSave API fails, "Couldn’t communicate with a helper application."
I've been playing with the new GameSave API and cannot get it to work. I followed the 3-step instructions from the Developer video. Step 2, Next, login to your Apple developer account and include this entitlement in the provisioning profile for your game. seems to be unnecessary, as Xcode set this for you when you do step 1 First add the iCloud entitlement to your game. Running the app on my device and tapping Load starts the sync, then fails with the error Couldn’t communicate with a helper application. I have no idea how to troubleshoot this. Every other time I've used CloudKit it has Just Worked™. Halp‽ Here is my example app: import Foundation import SwiftUI import GameSave @main struct GameSaveTestApp: App { var body: some Scene { WindowGroup { GameView() } } } struct GameView: View { @State private var loader = GameLoader() var body: some View { List { Button(Load) { loader.load() } Button(Finish sync) { Task { try? await loader.finish() } } } } } @Observable class GameLoader { var directory: G
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Sep ’25
Sandbox Test Error
I have a few issues. Support consultants responded to my review file by saying they wanted the image. 1- I logged in with the sandbox account I used for testing and took a screenshot of the Paywall screen. However, they said this screenshot wasn't accepted. The documentation explains how to log in to Testflight with a sandbox account and test it, but even though I tried testing on two different devices, I couldn't log in to Testflight or get the image they requested. 2- I closed my privacy policy and terms of use, and there's no problem. What else should I do? I'm stuck on the Testflight and sandbox sections. Can you help ?
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Sep ’25