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App rejected for using non-public API __SwiftValue in Runner – Swift runtime false positive?
Hello, Our iOS app (Flutter + Swift) was rejected under Guideline 2.5.1 with the following message: The app uses or references the following non-public or deprecated APIs: Runner Classes: __SwiftValue From our investigation, __SwiftValue appears to be an internal Swift runtime class automatically generated by the Swift compiler for Swift–Objective-C bridging. It is not imported, referenced, or used directly in our source code. We verified that: The symbol exists only in the compiled Runner binary It is not referenced by any third-party framework explicitly It appears in standard Swift runtime behavior We previously removed a legitimate private API (PGHostedWindow) from a dependency and resubmitted, after which this new rejection appeared. Questions: Is __SwiftValue considered a private API usage by App Review, or is this a false positive? Are there recommended build settings or mitigations to prevent this symbol from being flagged? Should this be escalated for manual review? Any guidance from Apple e
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Z-Index for MarkerAnnotation
Hey there, is there a way to set the z-index for MarkerAnnotations in MapkitJS? I'm loading up to 200 markers dynamically as the map moves or the user zooms and I want a few specific markers to always be at the top (the best search results). The only way I found is to always remove all markers and then add them again in the right order, but that's visually so annoying to see them disappear and animate in with every tiny movement. I thought about using a default Annotation and setting the z-index myself and trying to rebuild the balloon, including the animation when it's clicked, but the big downside is probably the performance because I won't be able to use shadow DOM elements and have 200 real DOM elements instead. Is there a solution to this right now or is it planned to add a feature like that to Mapkit JS? It's a real blocker for me right now because all the bad content always gets rendered on top when a user zooms in, because I obviously want to show the best content first when the user isn't zo
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Why my App Clip Card can not be opened?
Hello, I have an AppClip technical issue I'd like to ask about: Our Xiaohongshu App (Version 9.14 & Build 9140845 & appid 741292507) was submitted to the App Store for review on December 18th and approved on December 19th, starting a phased rollout. This version was the first to support AppClip functionality, and as of today the app has been fully rolled out, but I still cannot activate the Xiaohongshu App Clip Card using the NFC tag (built-in URL: https://xhslink.com/n/22UG9jlaOfv?sourceid=911). I checked all the configurations of our project's AppClip target (Associated Domains:appclips:xhslink.com), the default experience in the ASC backend (URL: https://appclip.apple.com/id?p=com.xingin.discover.Clip), and the advanced experience (URL: https://xhslink.com/n/Arxpo4IVY9X), and all showed no abnormalities. Furthermore, the default experience URL, after being written with an NFC tag, can be successfully launched by tapping the NFC tag to open the Xiaohongshu App Clip Card, and the Card can al
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SwiftUI @State Updates Not Reflecting in UI Until View Reconstruction (Xcode Preview & Device)
Issue Description I'm experiencing a bizarre SwiftUI state update issue that only occurs in Xcode development environment (both Canvas preview and device debugging), but does not occur in production builds downloaded from App Store. Symptom: User taps a button that modifies a @State variable inside a .sheet Console logs confirm the state HAS changed But the UI does not update to reflect the new state Switching to another file in Xcode and back to ContentView instantly fixes the issue The production build (same code) works perfectly fine Environment Xcode: 16F6 (17C52) iOS: 26.2 (testing on iPhone 13) macOS: 25.1.0 (Sequoia) SwiftUI Target: iOS 15.6+ Issue: Present in both Xcode Canvas and on-device debugging Production: Same code works correctly in App Store build (version 1.3.2) Code Structure Parent View (ContentView.swift) struct ContentView: View { @State private var selectedSound: SoundTheme = .none @State private var showSoundSheet = false var body: some View { VStack { // Dis
Topic: UI Frameworks SubTopic: SwiftUI
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How to properly register a macOS System Extension in an Electron app?
Hi everyone, I’m developing an Electron application on macOS and I’m trying to register and activate a macOS System Extension, but I’m running into startup and entitlement issues. 🔧 What I’m trying to build • An Electron app packaged with electron-builder • Signed with Developer ID Application • Notarized using @electron/notarize • A macOS System Extension is already built and signed • The System Extension provides a virtual camera • I wrote a Swift helper that: • Registers / activates the virtual camera • Calls OSSystemExtensionManager • This Swift code is compiled into a .node native addon • The .node module is loaded and called from Electron (Node.js) to trigger system extension registration ❗ The problem When I add the following entitlement: com.apple.developer.system-extension.install the application fails to launch at all on macOS. Without this entitlement: • The app launches normally • But system extension activation fails with: Error Domain=OSSystemExtensionErrorDomain Code=2 Missing entitle
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Application has stopped verifying
We package a nightly build of our application for distribution. About 1 month ago, this package has started showing the Apple could not verify 'Application' is free of malware message. This only happens to our development branch package. We run the same pipeline with the same signature for our stable branch and the stable package does not show this message. $ codesign -dv --verbose=4 KiCad.app Executable=/Applications/KiCad/KiCad/KiCad.app/Contents/MacOS/kicad Identifier=org.kicad.kicad Format=app bundle with Mach-O universal (x86_64 arm64) CodeDirectory v=20500 size=51931 flags=0x10000(runtime) hashes=1612+7 location=embedded VersionPlatform=1 VersionMin=722432 VersionSDK=983552 Hash type=sha256 size=32 CandidateCDHash sha256=4f15435c1d3cc056a83432b78a2f6acae8fb0e6d CandidateCDHashFull sha256=4f15435c1d3cc056a83432b78a2f6acae8fb0e6d03cbe70641719fd1ced3395b Hash choices=sha256 CMSDigest=4f15435c1d3cc056a83432b78a2f6acae8fb0e6d03cbe70641719fd1ced3395b CMSDigestType=2 Executable Segment base=0 Executab
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Best approach for persisting anonymous user data across devices without account creation
I'm building a photo editing app with a token-based subscription system using RevenueCat and StoreKit. Users purchase subscriptions that grant tokens for AI generations. There are no user accounts, the app is fully anonymous. Currently, I generate an anonymous account ID via RevenueCat SDK and store it in iCloud Keychain. This allows users on the same iCloud account to restore both their subscription and token balance across devices. However, users on a different iCloud account can restore their subscription via Apple, but their token balance is lost because there's no way to link the anonymous IDs. The problem is that if a user switches iCloud accounts or gets a new device without the same iCloud, their purchased tokens are orphaned. The subscription restores fine through Apple, but the token balance tied to the old anonymous ID becomes inaccessible. I have a few constraints: no user accounts, no email or phone sign-in, must work across devices owned by the same person, and must comply with App Stor
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ToolbarItem with .sharedBackgroundVisibility(.hidden) causes rectangular rendering artifact during navigation transitions on iOS 26
Description: When following Apple's WWDC guidance to hide the default Liquid Glass background on a ToolbarItem using .sharedBackgroundVisibility(.hidden) and draw a custom circular progress ring, a rectangular rendering artifact appears during navigation bar transition animations (e.g., when the navigation bar dims/fades during a push/pop transition). Steps to Reproduce: Create a ToolbarItem with a custom circular view (e.g., a progress ring using Circle().trim().stroke()). Apply .sharedBackgroundVisibility(.hidden) to hide the default Liquid Glass background. Navigate to a detail view (triggering a navigation bar transition animation). Observe the ToolbarItem during the transition. Expected Result: The custom circular view should transition smoothly without any visual artifacts. Actual Result: A rectangular bounding box artifact briefly appears around the custom view during the navigation bar's dimming/transition animation. The artifact disappears after the transition completes. Attempts to Resolve
Topic: UI Frameworks SubTopic: SwiftUI
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MultiPeer Connectivity: Device discovery succeeds but handshake fails when off-network
Hi, I am building an app that depends on multiple iOS devices connecting to a designated coordinator iOS device. I am using MPC, and it works great when the devices are connected to the same WiFi AP, with virtually 100% connection success. My definition of success is a near instant detection of available devices, >95% connection success rate, and a stable ongoing connection with no unexpected disconnects. The issue arises when the devices are not connected to the same WiFi network (or connected to no network with WiFi and bluetooth still on). Devices detect each other immediately, but when initiating a connection, both devices initiate a handshake, but the connection is not successful. In the few times where the connection succeeds, the connection quality is high, stable, and doesn't drop. Is this a known limitation of the framework? Could I be doing something wrong in my implementation?
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Reply to WatchOS Companion app on VPP Crashing on Launch
Following up here. This is of course infernally annoying to test and debug: there is no response from Apple on this issue or documentation about VPP vs App Store differences. Furthermore we can only test our attempted changes by submitting a new build to the app store, waiting for approval, and then trying to deploy to our devices with VPP. What we can confirm is: – This is happening with other watch companion apps installed through VPP. HOWEVER a couple of watch companion apps I tested DID work. I would be happy to provide a list for comparison to Apple if it's helpful. – We tried adjusting a bunch of project settings related to optimization, dead code stripping, symbol stripping, etc. following a mix of online and AI-based guidance about potential objective-c metadata issues flagged from the crash logs. Our app is primarily based on Swift 5 but it does target some objective-c pods and frameworks which haven't changed in years. This didn't help. – Our app used the old WatchKit architecture with both
Topic: Code Signing SubTopic: General Tags:
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XCode Cloud Signing Error
As mentioned in the linked post, I can archive the project locally but not via Xcode Cloud. I have also created a new project, but the same thing happens here. https://developer.apple.com/forums/thread/746210 Error Code: ITMS-90035: Invalid Signature. Code failed to satisfy specified code requirement(s). The file at path “{AppName}.app/{AppName}” is not properly signed. Make sure you have signed your application with a distribution certificate, not an ad hoc certificate or a development certificate. Verify that the code signing settings in Xcode are correct at the target level (which override any values at the project level). Additionally, make sure the bundle you are uploading was built using a Release target in Xcode, not a Simulator target. If you are certain your code signing settings are correct, choose “Clean All” in Xcode, delete the “build” directory in the Finder, and rebuild your release target. For more information, please consult https://developer.apple.com/support/code-signing.
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Finding method definition
Hi, I have a recurrent problem with an Xcode workspace that I cannot figure out how to solve: When I command-click a symbol (or press ctrl-cmd-J) to find its definition, and when that definition is in a header file belonging to a custom static library, Xcode opens a header located in the derivedData folder rather than in the project's source codes. The exact location of this file is not in the main 'Build' folder but rather in a folder that seems dedicated to indexing: derivedData/myProject/Index.noIndex/Build/Products/Debug/Include/theHeader.h Consequently the file opened by Xcode is uneditable, I have to close it and reopen the source using another method. Even when the correct header is already opened, and I try again, Xcode reopens the wrong file so that it's opened twice with different paths. In the config file of the main application project, I reference the sources of these static libraries like this: HEADER_SEARCH_PATHS = ${SRCROOT}/myLibrary1/Sources ${SRCROOT}/myLibrary2/Sources ${
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SwiftUI navigationTransition(.zoom) glitches during interactive swipe-back
Hi everyone 👋 I’m fairly new to iOS development and I’ve been stuck on a SwiftUI issue for a while now, so I’m hoping someone here can spot what I’m doing wrong. I’m using navigationTransition(.zoom) together with matchedTransitionSource to animate navigation between views. The UI consists of a grid of items (currently a LazyVGrid, though the issue seems unrelated to laziness). Tapping an item zooms it into its detail view, which is structurally the same view type and can contain further items. All good expect that interactive swipe-back sometimes causes the item to disappear from the grid once the parent view is revealed. This only happens when dismissing via the drag gesture; it does not occur when using the back button. I’ve attached a short demo showing the issue and the Swift file containing the relevant view code. Is there something obvious I’m doing wrong with navigationTransition / matchedTransitionSource, or is this a known limitation or bug with interactive swipe-back? Thanks in advance. i
Topic: UI Frameworks SubTopic: SwiftUI
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There are still preview uploads in progress.
Hello everyone, I’m stuck with an App Store Connect issue and would really appreciate any insight from the community. I am unable to submit my app for review due to the following persistent error: “Unable to Add for Review – There are still preview uploads in progress.” What makes this particularly confusing is that there are no previews currently uploading. Here is everything I have already tried: Deleted all App Preview videos and all screenshots Confirmed Media Manager shows no active uploads Re-uploaded App Preview videos fully compliant with Apple specs: H.264 AAC stereo audio Constant 30 FPS Correct resolution Uploaded a new build with a higher build number (Build 3) Waited more than 24 hours after upload Logged out / logged in, refreshed, tried multiple browsers and sessions Confirmed TestFlight build upload completed successfully Despite all of this, the error persists and also prevents: Adding the app for review Creating a new app version (the “Add Version” button
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