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“translate scheme”

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Change default handler for tel URL scheme on macOS
My app is a VoIP softphone for Mac that allows people to make phone calls to a regular phone numbers. The app exists since before Mac App Store. The app declares itself to the system as capable of handling tel: URLs. Until now, people could change the default handler for tel URLs in FaceTime settings (Default for calls). In macOS Tahoe 26, this doesn't seem to be possible any more. That option is gone from the FaceTime settings. Is it completely gone or has it been moved somewhere else? If there is no UI control for this any more, is it possible to change it programmatically?
12
0
358
Sep ’25
App Rejected Due To Subjective Design
Hello, My app was rejected, with the reason being given: -- Parts of the app's user interface were still crowded, laid out, or displayed in a way that made it difficult to use the app when reviewed on iPad Air (5th generation) running iPadOS 26.0. Specifically, when viewed on iPad, your app uses only a portion of the screen. It is the same layout as the iPhone 16 on the iPad air, and I know of multiple apps that follow this scheme. I have even sent images. I believe that I am absolutely in the right here. Please do let me know.
1
0
256
Sep ’25
Xcode 26 RC doesn't properly use build configurations
We have several build configurations in our project, yet Xcode seems to ignore them when changing the run configuration in the scheme. There are several OTHER_SWIFT_FLAGS set like this but all code paths using conditionals like #if APPSTORE_BUILD etc. that worked previously with Xcode 16 just all default to the Debug (RETAIL_BUILD) configuration now.
1
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164
Sep ’25
macOS Document-Based SwiftUI App: “Save” menu item not localized in French
Hi everyone, I’ve run into a strange localization issue with macOS document-based apps in SwiftUI/AppKit. I created a standard document-based macOS app in Xcode (SwiftUI template) and added a French localization to the project. All system-generated menu bar commands (File → New, Close, Print, etc.) are correctly translated into French… except for “Save”, which remains in English. To rule out problems in my own code, I created a fresh, unmodified document-based app project in Xcode, and immediately added French localization without touching any code. Same result: all commands are translated except “Save”. This suggests the issue isn’t specific to my app code, but either the project template, or possibly macOS itself. My environment • Xcode version: 16.4 • macOS version: 15.6.1 Sequoia] • Swift: Swift 6 Questions 1. Has anyone else seen this issue with the “Save” command not being localized? 2. Is this expected behavior (maybe “Save” is handled differently from other menu items)? 3. If it’s a
4
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218
Sep ’25
A few questions about allowed-os-versions and os-version in Distribution Definition files
In the archived documentation for Distribution Definition files (https://developer.apple.com/library/archive/documentation/DeveloperTools/Reference/DistributionDefinitionRef/Chapters/Distribution_XML_Ref.html), the allowed-os-versions and os-version element are partially documented. I have a few questions about these elements: allowed-os-versions The documentation states: Availability: Available in OS X v10.6.6 and later. Has this element always worked correctly in the past? I'm asking because it does not seem to work correctly on OS X v10.14 for the min attribute of a sub os-version element. os-version The documentation states: This element is designed for you to use a specific OS version number for the min attribute, and a major OS version number for the before attribute. The expectation is that you will know an exact minimum version but not an exact major version. This keeps you from having to guess the last minor revision before the next major revision, as you would have to do if the before attribute were
2
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163
Sep ’25
App Rejected – Guideline 4.1 (Copycat / Impersonation) – Need Advice
Hello everyone, My app was recently rejected under Guideline 4.1 – Design: Copycats. The review team mentioned that my app or its metadata appears to be misrepresenting itself as another popular app or service, and therefore was not approved. This came as a surprise, because my app is an original trading journal product that I’ve built from scratch. While there are other trading journals in the market, my app has unique features and a different design. I did not intend to copy or impersonate any existing app. I would really appreciate advice from anyone who has gone through a similar rejection: What kind of changes did you make to get past this rejection? Should I focus more on branding (name, logo, color scheme) to differentiate? Is it helpful to write an explanation to the App Review team describing how my app is unique? Any tips or experiences would be very helpful, since I want to make sure my app stands out clearly and avoids any resemblance issues. Thank you in advance!
1
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233
Sep ’25
Can pressesBegan be used to simulate text input in a UITextView?
Hi, I’m working with custom text input handling in a UITextView. For simulating user typing programmatically, the documented way is to call: textView.insertText(H) This correctly inserts text, triggers delegate callbacks, updates the caret, and behaves as expected. However, since physical keyboard input normally goes through pressesBegan(:with:) before being translated into insertText(:), I was wondering: Is it possible (or supported) to call pressesBegan ourselves with a constructed UIPress/UIKey to simulate key input events in the same way the system does? Or Is the intended approach strictly to use insertText(_:) for simulating text entry, and pressesBegan should only ever be used for listening to actual hardware key presses? Thanks!
Topic: UI Frameworks SubTopic: UIKit
0
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101
Sep ’25
Xcode Cloud builds are running very long, trying to launch simulator
We have a simple workflow that just runs the Test action on my unit_tests scheme (see Xcode Cloud workflow configuration screenshot). The workflow is configured to use Xcode 16.4 (Latest Release), macOS Sequoia 15.6 (Latest Release), and iOS 18.0 simulators. Today, this workflow has been consistently running indefinitely. The Xcode cloud runner tries to launch the simulator to execute the tests, but it fails. See the error message in the screenshot from Xcode Cloud logs. Link to corresponding build is in my Feedback Assistant ticket. It continues to retry this operation for a very long time — I had one job that ran for over 90 minutes. Link to corresponding build also in that same Feedback Assistant ticket. Are Xcode Cloud runners perhaps currently undergoing maintenance? Or is something else going on. I would appreciate if Xcode Cloud usage from today could be refunded to my team’s account. Feedback Assistant ticket #FB20195292. Error message: MyApp encountered an error (Failed to prepare device 'iP
4
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331
Sep ’25
Button Glass Style Incorrect in Sheet + ScrollView on Mac Catalyst 26
Hi everyone! I've encountered an issue when using Sheet + ScrollView on Mac Catalyst: the buttons in the toolbar appear with an abnormal gray color. import SwiftUI struct ContentView: View { var body: some View { VStack { } .sheet(isPresented: .constant(true)) { Sheet() } } } struct Sheet: View { var body: some View { NavigationStack { ScrollView { // <-- no issue if use List } .toolbar { Button(action: {}) { // <-- 👀 weird gray color Image(systemName: checkmark) } } } } } Steps to Reproduce: On macOS 26.0 beta 9, use Xcode 26.0 beta 7 to create an iOS project and enable Mac Catalyst. Paste the code above. Select the Mac Catalyst scheme and run the project. The buttons in the toolbar show a strange gray appearance. If you change the ScrollView to a List in the code, the issue does not occur. FB20120285
2
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441
Sep ’25
Creating Swift Package with binaryTarget that has dependencies
How can you distribute an XCFramework via Swift Package Manager when it has dependencies on other Swift packages? We accomplished this with CocoaPods in order to distribute our closed source SDK that has dependencies, but need to migrate to SPM. Note none of the types from the dependencies are used as part of our module’s public interface - usage is purely internal. I’ve made a lot of progress following these steps for a simple example: Create Framework Project Create a new iOS Framework project in Xcode and name it WallpaperKit In the project settings select the target and verify in Build Settings that Build Libraries for Distribution is Yes then set Skip Install to No Create a new UIViewController subclass, name it WallpaperPreviewViewController, make it public, and add some functionality to it to show a UIImageView Add a new Package Dependency in the project settings, for this example we’ll use https://github.com/onevcat/Kingfisher, and specify exact version 8.5.0 Add internal import Kingfisher and use it
4
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525
Sep ’25
Change default handler for tel URL scheme on macOS
My app is a VoIP softphone for Mac that allows people to make phone calls to a regular phone numbers. The app exists since before Mac App Store. The app declares itself to the system as capable of handling tel: URLs. Until now, people could change the default handler for tel URLs in FaceTime settings (Default for calls). In macOS Tahoe 26, this doesn't seem to be possible any more. That option is gone from the FaceTime settings. Is it completely gone or has it been moved somewhere else? If there is no UI control for this any more, is it possible to change it programmatically?
Replies
12
Boosts
0
Views
358
Activity
Sep ’25
App Rejected Due To Subjective Design
Hello, My app was rejected, with the reason being given: -- Parts of the app's user interface were still crowded, laid out, or displayed in a way that made it difficult to use the app when reviewed on iPad Air (5th generation) running iPadOS 26.0. Specifically, when viewed on iPad, your app uses only a portion of the screen. It is the same layout as the iPhone 16 on the iPad air, and I know of multiple apps that follow this scheme. I have even sent images. I believe that I am absolutely in the right here. Please do let me know.
Replies
1
Boosts
0
Views
256
Activity
Sep ’25
Reply to Draw SwiftUI.Form style pop-up button with NSPopUpButton in AppKit
This should do it. NSPopUpButton *popupButton = [[NSPopUpButton alloc]initWithFrame:NSZeroRect]; [popupButton addItemsWithTitles:@[@Animal,@Dog,@Cow]]; popupButton.bezelStyle = NSBezelStyleFlexiblePush; popupButton.showsBorderOnlyWhileMouseInside = YES; [popupButton sizeToFit]; It should be easy enough to translate my Objective-C to Swift if needed.
Topic: UI Frameworks SubTopic: AppKit Tags:
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Activity
Sep ’25
Reply to macOS Document-Based SwiftUI App: “Save” menu item not localized in French
Addendum: I tested the issue with a minimal document-based project. Without making any modification to the initial codebase and only adding French and Spanish localizations, I get the same results and the Save File menu command doesn't get translated. I filed a report through feedback assistant #FB20256332.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Activity
Sep ’25
Xcode 26 RC doesn't properly use build configurations
We have several build configurations in our project, yet Xcode seems to ignore them when changing the run configuration in the scheme. There are several OTHER_SWIFT_FLAGS set like this but all code paths using conditionals like #if APPSTORE_BUILD etc. that worked previously with Xcode 16 just all default to the Debug (RETAIL_BUILD) configuration now.
Replies
1
Boosts
0
Views
164
Activity
Sep ’25
macOS Document-Based SwiftUI App: “Save” menu item not localized in French
Hi everyone, I’ve run into a strange localization issue with macOS document-based apps in SwiftUI/AppKit. I created a standard document-based macOS app in Xcode (SwiftUI template) and added a French localization to the project. All system-generated menu bar commands (File → New, Close, Print, etc.) are correctly translated into French… except for “Save”, which remains in English. To rule out problems in my own code, I created a fresh, unmodified document-based app project in Xcode, and immediately added French localization without touching any code. Same result: all commands are translated except “Save”. This suggests the issue isn’t specific to my app code, but either the project template, or possibly macOS itself. My environment • Xcode version: 16.4 • macOS version: 15.6.1 Sequoia] • Swift: Swift 6 Questions 1. Has anyone else seen this issue with the “Save” command not being localized? 2. Is this expected behavior (maybe “Save” is handled differently from other menu items)? 3. If it’s a
Replies
4
Boosts
0
Views
218
Activity
Sep ’25
A few questions about allowed-os-versions and os-version in Distribution Definition files
In the archived documentation for Distribution Definition files (https://developer.apple.com/library/archive/documentation/DeveloperTools/Reference/DistributionDefinitionRef/Chapters/Distribution_XML_Ref.html), the allowed-os-versions and os-version element are partially documented. I have a few questions about these elements: allowed-os-versions The documentation states: Availability: Available in OS X v10.6.6 and later. Has this element always worked correctly in the past? I'm asking because it does not seem to work correctly on OS X v10.14 for the min attribute of a sub os-version element. os-version The documentation states: This element is designed for you to use a specific OS version number for the min attribute, and a major OS version number for the before attribute. The expectation is that you will know an exact minimum version but not an exact major version. This keeps you from having to guess the last minor revision before the next major revision, as you would have to do if the before attribute were
Replies
2
Boosts
0
Views
163
Activity
Sep ’25
App Rejected – Guideline 4.1 (Copycat / Impersonation) – Need Advice
Hello everyone, My app was recently rejected under Guideline 4.1 – Design: Copycats. The review team mentioned that my app or its metadata appears to be misrepresenting itself as another popular app or service, and therefore was not approved. This came as a surprise, because my app is an original trading journal product that I’ve built from scratch. While there are other trading journals in the market, my app has unique features and a different design. I did not intend to copy or impersonate any existing app. I would really appreciate advice from anyone who has gone through a similar rejection: What kind of changes did you make to get past this rejection? Should I focus more on branding (name, logo, color scheme) to differentiate? Is it helpful to write an explanation to the App Review team describing how my app is unique? Any tips or experiences would be very helpful, since I want to make sure my app stands out clearly and avoids any resemblance issues. Thank you in advance!
Replies
1
Boosts
0
Views
233
Activity
Sep ’25
BUG: Store kit configuration file processing macOS
The same store kit configuration file works in iOS and iPadOS, but not in macOS for the same multi platform application project with a single scheme. Here’s a more detailed write up with the sample code and screenshots. When the simple app is run on https://www.reddit.com/r/SwiftUI/s/KJsYcggWOa EDIT: I’m using Xcode 16.4
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2
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0
Views
236
Activity
Sep ’25
Reply to App Startup with Debugger in Xcode 26 is slow
Is this limited to when the debugger is attached? You can check on that by going to your scheme settings, looking at the Run tab, and unchecking Debug Executable. — Ed Ford,  DTS Engineer
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Activity
Sep ’25
Can pressesBegan be used to simulate text input in a UITextView?
Hi, I’m working with custom text input handling in a UITextView. For simulating user typing programmatically, the documented way is to call: textView.insertText(H) This correctly inserts text, triggers delegate callbacks, updates the caret, and behaves as expected. However, since physical keyboard input normally goes through pressesBegan(:with:) before being translated into insertText(:), I was wondering: Is it possible (or supported) to call pressesBegan ourselves with a constructed UIPress/UIKey to simulate key input events in the same way the system does? Or Is the intended approach strictly to use insertText(_:) for simulating text entry, and pressesBegan should only ever be used for listening to actual hardware key presses? Thanks!
Topic: UI Frameworks SubTopic: UIKit
Replies
0
Boosts
0
Views
101
Activity
Sep ’25
Xcode Cloud builds are running very long, trying to launch simulator
We have a simple workflow that just runs the Test action on my unit_tests scheme (see Xcode Cloud workflow configuration screenshot). The workflow is configured to use Xcode 16.4 (Latest Release), macOS Sequoia 15.6 (Latest Release), and iOS 18.0 simulators. Today, this workflow has been consistently running indefinitely. The Xcode cloud runner tries to launch the simulator to execute the tests, but it fails. See the error message in the screenshot from Xcode Cloud logs. Link to corresponding build is in my Feedback Assistant ticket. It continues to retry this operation for a very long time — I had one job that ran for over 90 minutes. Link to corresponding build also in that same Feedback Assistant ticket. Are Xcode Cloud runners perhaps currently undergoing maintenance? Or is something else going on. I would appreciate if Xcode Cloud usage from today could be refunded to my team’s account. Feedback Assistant ticket #FB20195292. Error message: MyApp encountered an error (Failed to prepare device 'iP
Replies
4
Boosts
0
Views
331
Activity
Sep ’25
Button Glass Style Incorrect in Sheet + ScrollView on Mac Catalyst 26
Hi everyone! I've encountered an issue when using Sheet + ScrollView on Mac Catalyst: the buttons in the toolbar appear with an abnormal gray color. import SwiftUI struct ContentView: View { var body: some View { VStack { } .sheet(isPresented: .constant(true)) { Sheet() } } } struct Sheet: View { var body: some View { NavigationStack { ScrollView { // <-- no issue if use List } .toolbar { Button(action: {}) { // <-- 👀 weird gray color Image(systemName: checkmark) } } } } } Steps to Reproduce: On macOS 26.0 beta 9, use Xcode 26.0 beta 7 to create an iOS project and enable Mac Catalyst. Paste the code above. Select the Mac Catalyst scheme and run the project. The buttons in the toolbar show a strange gray appearance. If you change the ScrollView to a List in the code, the issue does not occur. FB20120285
Replies
2
Boosts
0
Views
441
Activity
Sep ’25
Creating Swift Package with binaryTarget that has dependencies
How can you distribute an XCFramework via Swift Package Manager when it has dependencies on other Swift packages? We accomplished this with CocoaPods in order to distribute our closed source SDK that has dependencies, but need to migrate to SPM. Note none of the types from the dependencies are used as part of our module’s public interface - usage is purely internal. I’ve made a lot of progress following these steps for a simple example: Create Framework Project Create a new iOS Framework project in Xcode and name it WallpaperKit In the project settings select the target and verify in Build Settings that Build Libraries for Distribution is Yes then set Skip Install to No Create a new UIViewController subclass, name it WallpaperPreviewViewController, make it public, and add some functionality to it to show a UIImageView Add a new Package Dependency in the project settings, for this example we’ll use https://github.com/onevcat/Kingfisher, and specify exact version 8.5.0 Add internal import Kingfisher and use it
Replies
4
Boosts
0
Views
525
Activity
Sep ’25
Reply to GKLeaderboard.LoadLeaderboards() return empty when testing on Xcode with local gamekit file (Unity)
I fixed that by enabling Debug mode from Edit Scheme- Options - Enable Debug Mode
Topic: Graphics & Games SubTopic: GameKit Tags:
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Sep ’25