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DynamicViewContent and drop validation (macOS)
If I see it correctly, it is currently not possible to validate a drop operation on a DynamicViewContent when using dropDestination? Just a simple example: Let's say I build a folder view on macOS where I can arrange folders freely. In this case I need to use DynamicViewContent.dropDestination to get an insertion index on drop. However, it seems that methods like dropConfiguration do not have any effect. Als dropDestionation(…, isTargeted:) seems not to be available. Here is my sample code: struct FolderRow: View { let folder: Folder var body: some View { DisclosureGroup(isExpanded: .constant(true)) { ForEach(folder.children) { child in FolderRow(folder: child) } .dropDestination(for: Folder.self) { item, idx in print(Dropped at (idx)) } } label: { Label(folder.name, systemImage: folder) .draggable(folder) .dropDestination(for: Folder.self) { items, _ in print(Dropped on Item) } } .dropConfiguration { session in DropConfiguration(operation: .move) } } } struct ContentView: View { @State private var f
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not seeing In-App Purchase and Subscriptions
after doing all the steps as in The app version submission must be in the “Prepare for Submission” state There must be at least one IAP/subscription in the “Ready to Submit” state All banking & agreements must set up and in place I am still not seeing the In-App purchase and subscription in my iOS App Version page to add to my newest version slash build
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“Waiting for Review” taking weeks recently? Our build has been stuck since Feb 14
Hello everyone, I wanted to check whether other developers have recently experienced unusually long “Waiting for Review” times. Our current submission timeline looks like this: Timeline Feb 14, 2026 – Initial build submitted Feb 14 – Present – Status has remained “Waiting for Review” (never entered “In Review”) Feb 18–19 – Contacted App Review support Feb 24 – Received reply that the case was escalated / expedited Feb 26 – Mar 9 – Continued communication with support; each time they confirmed the app is still in the queue and that they contacted the review team Mar 12 – Still Waiting for Review So as of now, the build has been waiting for review for nearly four weeks without ever entering active review. I’m trying to understand whether this is an isolated case or if others are seeing similar delays recently. Questions: Has anyone else experienced multi-week “Waiting for Review” delays recently? If you had a similar situation, did you eventually receive any explanation from the review team? A
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Unable to install Metal toolchain through Xcode Cloud
We build TestFlight/App Store builds of our app through Xcode Cloud. Our app uses Metal shaders so we install the Metal toolchain through a ci_pre_xcodebuild.sh script which simply runs: xcodebuild -downloadComponent metalToolchain in our Xcode Cloud builds. This has been working well for us for the last 6 months or so, but since yesterday (March 5) we have been seeing consistent failures when running this script in our Xcode Cloud builds: Beginning asset download... 2026-03-06 04:14:34.727 xcodebuild[13315:58523] Writing error result bundle to /var/folders/6h/_32gb9js77g6c54h3q7g6q1h0000gn/T/ResultBundle_2026-06-03_04-14-0034.xcresult xcodebuild: error: Failed fetching catalog for assetType (com.apple.MobileAsset.MetalToolchain), serverParameters ({ RequestedBuild = 17C7003j; }) Prior to Mar 5 it looks like the toolchain image which was being downloaded/installed was 17C519 but this has now changed to 17C7003j. We haven't changed anything with our Xcode Cloud workflow setu
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Reply to Bonjour Conformance Test WARNING in Multicast DNS SHARED REPLY TIMING resolution
Thank you for providing the code. I modify a bit to be able to build in our DUT FYI, my original code has some logic flaws that I eventually sorted out with a bit more testing and experimentation. The underlying math here is that the BCT binning test is equivalent to the combined probability of rolling 10 3-sided dice and having either or both of these occur: The same number appear on 4 or more dice -> ~31% At least one number not appearing at all ->21% ...and the combined probability of those two events works out to about ~40%. I suspect/assume that you're having test runs that OCCASIONALLY succeed, but the inherent failure rate might also be being skewed by other details of your implementation. I've filed a bug on this already (r.172771068), but I'd appreciate your filing your own bug and posting the bug number back here. I would like to confirm if the result of SHARED REPLY TIMING with Warning is not an issue and can still result to BCT certification to Pass. This warning is not an issue and
2w
Korean IME forces Smart Quotes, ignoring UITextInputTraits and OS Settings
There is a long-standing, structural issue with the iPadOS Korean IME when using a hardware keyboard. The IME forcibly intercepts the (quote) keydown event and injects Unicode smart/curved quotes (“ or ”) directly into the text field. This hardcoded behavior ignores both: User Settings: The global Smart Punctuation toggle in [Settings > General > Keyboard] is completely ignored. Developer APIs: Setting UITextInputTraits.smartQuotesType = .no on a UITextView or UITextField has absolutely no effect when the Korean keyboard is active. Steps to Reproduce: Set smartQuotesType = .no on a standard UITextView. Connect a hardware keyboard. Switch input language to English -> Press the quote key. (Result: ASCII straight quote - Correct behavior) Switch input language to Korean -> Press the quote key. (Result: Unicode curved quote “ - Incorrect behavior) Impact on Developers & Users: Because the OS IME forcefully injects the curved Unicode character before the app can process the raw key event, develop
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Reply to Getting a basic URL Filter to work
Yes actually! This one 7214 error 19:24:29.268275+0100 framework configureUseCaseGroup(withName:useCaseGroup:) threw an error: CipherML.CipherMLError.unsupportedNetworkURL(url: https://pir.kaylees.site/) or later configureGroupWithName:useCaseGroup:error: Request complete error:Error Domain=com.apple.CipherML Code=1400 Unable to configure use-case group: unsupported network URL: https://pir.kaylees.site/ UserInfo={NSLocalizedDescription=Unable to configure use-case group: unsupported network URL: https://pir.kaylees.site/, NSUnderlyingError=0x736c3de60 {Error Domain=CipherML.CipherMLError Code=12 unsupported network URL: https://pir.kaylees.site/ UserInfo={NSLocalizedDescription=unsupported network URL: https://pir.kaylees.site/}}} “unsupported”? As far as I can tell, the device makes no attempt to contact the server. This only happen with TestFlight builds on the latest beta. Every other combination seems to work fine. I would try to debug this but I think it’s private API, and it’s pretty hard if I
2w
ManipulationComponent Not Translating using indirect input
When using the new RealityKit Manipulation Component on Entities, indirect input will never translate the entity - no matter what settings are applied. Direct manipulation works as expected for both translation and rotation. Is this intended behaviour? This is different from how indirect manipulation works on Model3D. How else can we get translation from this component? visionOS 26 Beta 2 Build from macOS 26 Beta 2 and Xcode 26 Beta 2 Attached is replicable sample code, I have tried this in other projects with the same results. var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: MovieFilmReel, in: reelRCPBundle) { ManipulationComponent.configureEntity(immersiveContentEntity, allowedInputTypes: .all, collisionShapes: [ShapeResource.generateBox(width: 0.2, height: 0.2, depth: 0.2)]) immersiveContentEntity.position.y = 1 immersiveContentEntity.position.z = -0.5 var mc = ManipulationComponent() mc.releaseBehavior =
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Can two NSPanel windows both display active/focused appearance simultaneously on macOS 26?
I'm building a macOS app with two separate NSPanel windows, both using the new liquid glass material (NSVisualEffectView / macOS 26). The UI intentionally has two separate floating panels visible at the same time. The problem: only the key window displays the active liquid glass appearance. The non-key panel always renders with the inactive/foggy appearance, even with: NSWindowStyleMaskNonactivatingPanel canBecomeKeyWindow = false orderFrontRegardless() addChildWindow(_:ordered:) Is there any way — documented or otherwise — to force the active liquid glass appearance on a non-key NSPanel? Or is this fundamentally a compositor-level restriction? If it's impossible with two separate windows, is there an alternative approach to achieve two visually separate liquid glass boxes that both appear active simultaneously?
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Reply to App Store doesn't display English among available languages for my new app
I found a fix. You can right click an entry in the catalog and select Mark as Reviewed and it will then create an en.lproj folder and file. In source code view you can bulk edit state : new to state : translated for all English values. On build it will also then remove extractionState : extracted_with_value from each entry and all strings will be in the en.lprog strings file.
2w
Cannot test IAP on development build using sandbox
Ok, so I've been following the directions in Apple's documentation here: https://developer.apple.com/documentation/storekit/testing-in-app-purchases-with-sandbox?language=objc It lists a bunch of requirements all of which I have done. I have verified the strings exactly match for the bundle names and the IAP bundle names between my code and AppStoreConnect. The docs continue, saying to prepare to test: During developement[sic], build and run your app from Xcode. At this stage, you don’t need to upload your app binary to App Store Connect to test it in the sandbox environment. When the app loads, I see this error on the console in Xcode: [IAPManager] Store init failed: PurchasingUnavailable - Retrieve Products failed, and could not retrieve any products. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) IAPManager:OnInitializeFailed(InitializationFailureReason, String) Unity documentation indicates that my app is reaching AppStore successfully but it is not responding with a
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Reply to ScreenCapture permissions disappear and don't return
Hi Quinn, thanks for the reply. We kind of expect the permissions to disappear when installing an update, but the main problem is that the CGRequestScreenCaptureAccess() doesn't work after that happens until a reboot. We expect that the call should cause the prom[pt to appear to allow the user to re-enable ScreenCapture. I have filed a bug report: FB22261705
Topic: Privacy & Security SubTopic: General Tags:
2w
Age declaration not working when using Sandbox account with TestFlight builds
Hello I'm using this sdk DeclaredAgeRange to get the user age range When I'm doing in debug mode using sandbox account it is working as expected and I can get the user age range But when I tried in TestFlight build using sandbox account it is not working and it is always return the age range 18+ and also isEligibleForAgeFeatures API is always returning false Any advise on this?
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DynamicViewContent and drop validation (macOS)
If I see it correctly, it is currently not possible to validate a drop operation on a DynamicViewContent when using dropDestination? Just a simple example: Let's say I build a folder view on macOS where I can arrange folders freely. In this case I need to use DynamicViewContent.dropDestination to get an insertion index on drop. However, it seems that methods like dropConfiguration do not have any effect. Als dropDestionation(…, isTargeted:) seems not to be available. Here is my sample code: struct FolderRow: View { let folder: Folder var body: some View { DisclosureGroup(isExpanded: .constant(true)) { ForEach(folder.children) { child in FolderRow(folder: child) } .dropDestination(for: Folder.self) { item, idx in print(Dropped at (idx)) } } label: { Label(folder.name, systemImage: folder) .draggable(folder) .dropDestination(for: Folder.self) { items, _ in print(Dropped on Item) } } .dropConfiguration { session in DropConfiguration(operation: .move) } } } struct ContentView: View { @State private var f
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Reply to Could not resolve host: static.rust-lang.org
Since you're seeing this often, please open a bug report with some URLs to example builds so we can investigate. Make sure to include the details about the URL and the DNS errors. once you have that FB number on file, please post it here for the record. — Ed Ford,  DTS Engineer
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not seeing In-App Purchase and Subscriptions
after doing all the steps as in The app version submission must be in the “Prepare for Submission” state There must be at least one IAP/subscription in the “Ready to Submit” state All banking & agreements must set up and in place I am still not seeing the In-App purchase and subscription in my iOS App Version page to add to my newest version slash build
Replies
1
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0
Views
62
Activity
2w
“Waiting for Review” taking weeks recently? Our build has been stuck since Feb 14
Hello everyone, I wanted to check whether other developers have recently experienced unusually long “Waiting for Review” times. Our current submission timeline looks like this: Timeline Feb 14, 2026 – Initial build submitted Feb 14 – Present – Status has remained “Waiting for Review” (never entered “In Review”) Feb 18–19 – Contacted App Review support Feb 24 – Received reply that the case was escalated / expedited Feb 26 – Mar 9 – Continued communication with support; each time they confirmed the app is still in the queue and that they contacted the review team Mar 12 – Still Waiting for Review So as of now, the build has been waiting for review for nearly four weeks without ever entering active review. I’m trying to understand whether this is an isolated case or if others are seeing similar delays recently. Questions: Has anyone else experienced multi-week “Waiting for Review” delays recently? If you had a similar situation, did you eventually receive any explanation from the review team? A
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213
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2w
Reply to Showing All Messages curl: (35) Recv failure: Connection reset by peer
It's possible this was a transient error — if you run the build again, does this step succeed? — Ed Ford,  DTS Engineer
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Unable to install Metal toolchain through Xcode Cloud
We build TestFlight/App Store builds of our app through Xcode Cloud. Our app uses Metal shaders so we install the Metal toolchain through a ci_pre_xcodebuild.sh script which simply runs: xcodebuild -downloadComponent metalToolchain in our Xcode Cloud builds. This has been working well for us for the last 6 months or so, but since yesterday (March 5) we have been seeing consistent failures when running this script in our Xcode Cloud builds: Beginning asset download... 2026-03-06 04:14:34.727 xcodebuild[13315:58523] Writing error result bundle to /var/folders/6h/_32gb9js77g6c54h3q7g6q1h0000gn/T/ResultBundle_2026-06-03_04-14-0034.xcresult xcodebuild: error: Failed fetching catalog for assetType (com.apple.MobileAsset.MetalToolchain), serverParameters ({ RequestedBuild = 17C7003j; }) Prior to Mar 5 it looks like the toolchain image which was being downloaded/installed was 17C519 but this has now changed to 17C7003j. We haven't changed anything with our Xcode Cloud workflow setu
Replies
7
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0
Views
306
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2w
Reply to Bonjour Conformance Test WARNING in Multicast DNS SHARED REPLY TIMING resolution
Thank you for providing the code. I modify a bit to be able to build in our DUT FYI, my original code has some logic flaws that I eventually sorted out with a bit more testing and experimentation. The underlying math here is that the BCT binning test is equivalent to the combined probability of rolling 10 3-sided dice and having either or both of these occur: The same number appear on 4 or more dice -> ~31% At least one number not appearing at all ->21% ...and the combined probability of those two events works out to about ~40%. I suspect/assume that you're having test runs that OCCASIONALLY succeed, but the inherent failure rate might also be being skewed by other details of your implementation. I've filed a bug on this already (r.172771068), but I'd appreciate your filing your own bug and posting the bug number back here. I would like to confirm if the result of SHARED REPLY TIMING with Warning is not an issue and can still result to BCT certification to Pass. This warning is not an issue and
Replies
Boosts
Views
Activity
2w
Korean IME forces Smart Quotes, ignoring UITextInputTraits and OS Settings
There is a long-standing, structural issue with the iPadOS Korean IME when using a hardware keyboard. The IME forcibly intercepts the (quote) keydown event and injects Unicode smart/curved quotes (“ or ”) directly into the text field. This hardcoded behavior ignores both: User Settings: The global Smart Punctuation toggle in [Settings > General > Keyboard] is completely ignored. Developer APIs: Setting UITextInputTraits.smartQuotesType = .no on a UITextView or UITextField has absolutely no effect when the Korean keyboard is active. Steps to Reproduce: Set smartQuotesType = .no on a standard UITextView. Connect a hardware keyboard. Switch input language to English -> Press the quote key. (Result: ASCII straight quote - Correct behavior) Switch input language to Korean -> Press the quote key. (Result: Unicode curved quote “ - Incorrect behavior) Impact on Developers & Users: Because the OS IME forcefully injects the curved Unicode character before the app can process the raw key event, develop
Replies
1
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0
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69
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2w
Reply to Getting a basic URL Filter to work
Yes actually! This one 7214 error 19:24:29.268275+0100 framework configureUseCaseGroup(withName:useCaseGroup:) threw an error: CipherML.CipherMLError.unsupportedNetworkURL(url: https://pir.kaylees.site/) or later configureGroupWithName:useCaseGroup:error: Request complete error:Error Domain=com.apple.CipherML Code=1400 Unable to configure use-case group: unsupported network URL: https://pir.kaylees.site/ UserInfo={NSLocalizedDescription=Unable to configure use-case group: unsupported network URL: https://pir.kaylees.site/, NSUnderlyingError=0x736c3de60 {Error Domain=CipherML.CipherMLError Code=12 unsupported network URL: https://pir.kaylees.site/ UserInfo={NSLocalizedDescription=unsupported network URL: https://pir.kaylees.site/}}} “unsupported”? As far as I can tell, the device makes no attempt to contact the server. This only happen with TestFlight builds on the latest beta. Every other combination seems to work fine. I would try to debug this but I think it’s private API, and it’s pretty hard if I
Replies
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Views
Activity
2w
ManipulationComponent Not Translating using indirect input
When using the new RealityKit Manipulation Component on Entities, indirect input will never translate the entity - no matter what settings are applied. Direct manipulation works as expected for both translation and rotation. Is this intended behaviour? This is different from how indirect manipulation works on Model3D. How else can we get translation from this component? visionOS 26 Beta 2 Build from macOS 26 Beta 2 and Xcode 26 Beta 2 Attached is replicable sample code, I have tried this in other projects with the same results. var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: MovieFilmReel, in: reelRCPBundle) { ManipulationComponent.configureEntity(immersiveContentEntity, allowedInputTypes: .all, collisionShapes: [ShapeResource.generateBox(width: 0.2, height: 0.2, depth: 0.2)]) immersiveContentEntity.position.y = 1 immersiveContentEntity.position.z = -0.5 var mc = ManipulationComponent() mc.releaseBehavior =
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1.9k
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Can two NSPanel windows both display active/focused appearance simultaneously on macOS 26?
I'm building a macOS app with two separate NSPanel windows, both using the new liquid glass material (NSVisualEffectView / macOS 26). The UI intentionally has two separate floating panels visible at the same time. The problem: only the key window displays the active liquid glass appearance. The non-key panel always renders with the inactive/foggy appearance, even with: NSWindowStyleMaskNonactivatingPanel canBecomeKeyWindow = false orderFrontRegardless() addChildWindow(_:ordered:) Is there any way — documented or otherwise — to force the active liquid glass appearance on a non-key NSPanel? Or is this fundamentally a compositor-level restriction? If it's impossible with two separate windows, is there an alternative approach to achieve two visually separate liquid glass boxes that both appear active simultaneously?
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1
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59
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2w
Reply to App Store doesn't display English among available languages for my new app
I found a fix. You can right click an entry in the catalog and select Mark as Reviewed and it will then create an en.lproj folder and file. In source code view you can bulk edit state : new to state : translated for all English values. On build it will also then remove extractionState : extracted_with_value from each entry and all strings will be in the en.lprog strings file.
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2w
Cannot test IAP on development build using sandbox
Ok, so I've been following the directions in Apple's documentation here: https://developer.apple.com/documentation/storekit/testing-in-app-purchases-with-sandbox?language=objc It lists a bunch of requirements all of which I have done. I have verified the strings exactly match for the bundle names and the IAP bundle names between my code and AppStoreConnect. The docs continue, saying to prepare to test: During developement[sic], build and run your app from Xcode. At this stage, you don’t need to upload your app binary to App Store Connect to test it in the sandbox environment. When the app loads, I see this error on the console in Xcode: [IAPManager] Store init failed: PurchasingUnavailable - Retrieve Products failed, and could not retrieve any products. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) IAPManager:OnInitializeFailed(InitializationFailureReason, String) Unity documentation indicates that my app is reaching AppStore successfully but it is not responding with a
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2
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66
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2w
Reply to ScreenCapture permissions disappear and don't return
Hi Quinn, thanks for the reply. We kind of expect the permissions to disappear when installing an update, but the main problem is that the CGRequestScreenCaptureAccess() doesn't work after that happens until a reboot. We expect that the call should cause the prom[pt to appear to allow the user to re-enable ScreenCapture. I have filed a bug report: FB22261705
Topic: Privacy & Security SubTopic: General Tags:
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2w
Age declaration not working when using Sandbox account with TestFlight builds
Hello I'm using this sdk DeclaredAgeRange to get the user age range When I'm doing in debug mode using sandbox account it is working as expected and I can get the user age range But when I tried in TestFlight build using sandbox account it is not working and it is always return the age range 18+ and also isEligibleForAgeFeatures API is always returning false Any advise on this?
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1.2k
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