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iPhone 16 pro

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Can’t change Primary Language — blocked by “for each version” even after deleting all CPPs (8 weeks, 10+ replies)
For ~8 weeks (10+ support replies) I’ve been unable to switch my app’s Primary Language from en-CA to en-US. App Store Connect shows: “Primary Locale couldn’t be saved because you must first provide all the required screenshots for each version in this language.” State: Default product page has complete iPhone + iPad screenshots for en-US and en-CA (live/approved). Issue began before any CPP existed; I have since removed all CPPs. Error persists, which suggests a stale/ghost CPP localization still being validated, or other issues. Questions: What does “for each version” precisely validate (live / in-prep / historical; default vs CPP)? Can deleted/never-approved CPPs still be validated, and how can they be purged? Anyone seen this after CPP removal—what fixed it? Happy to DM an Apple Staffer the case ID, a HAR of the failed save, and a short screen recording. Thanks! P.S. This has been open for ~8 weeks; I’m seeking an engineering-owned view to identify the specific unmet validator requirement or conf
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Custom USB Network Device Driver on iPhone
Hi, We are using the AX88772C as a USB->Ethernet bridge in a product we are developing. Due to the chip not following the NCM protocol, it is not supported by the default networking drivers on the iPhone. Initially, we intended on using DriverKit to develop a userspace driver for this device. However, we have been informed DriverKit is only available on iPad OS, not iOS. As such is the case, we have found two possible alternatives. First being IOkit, and the second being External Accessory Session (EASession). What are the limitations of each of these options? We need the ability to send and receive USB packets to Control and Bulk endpoints. Is this possible with either of the options defined above? Would either of these options require the device to be MFi certified? We have read that some APIs within IOkit require the apple device to be jailbroken. Is there a list of features that can be used without a jailbroken device? Documentation on these 2 options is limited, so any official documentation
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Failure on attempt to import track as spatial audio
I'm working on a project to support spatial audio editing, using this sample project as a reference: https://developer.apple.com/documentation/Cinematic/editing-spatial-audio-with-an-audio-mix This sample works well on an unedited capture, but does not work for a capture that has already been edited. The failure is occurring at let audioInfo = try await CNAssetSpatialAudioInfo(asset: myAsset), which is throwing no eligible audio tracks in asset. I also find that for already edited captures, if i use CNAssetSpatialAudioInfo.assetContainsSpatialAudio, it returns false. What i mean by already edited is that if I take a spatial capture with my iPhone 16, and then edit that capture in the Photos app using the Cinematic effect, and then save the edited output (e.g. edited_capture.mov), I can't import that edited_capture.mov into my project as a spatial audio asset. Is this intentional behavior or a bug? If it's intentional, can you describe why?
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AlarmKit plays system error tone instead of custom sound files (iOS 26.0)
AlarmKit custom sounds are universally broken in iOS 26.0 stable - instead of playing your custom sound, it plays a system error/timeout beep. I've spent days investigating why custom sounds result in what sounds like an error beep (like when you cancel an operation or hit a timeout) instead of the actual audio file. I can now prove this is an Apple bug, not implementation error. Evidence: Test 1: My Implementation Followed Apple's documentation exactly Tried both bundle and Library/Sounds (as documented) Result: System error beep (not my audio) Test 2: Professional Apps Tested ADHDAlarms (popular AlarmKit example by jacobsapps) https://github.com/jacobsapps/ADHDAlarms Their airhorn.mp3 custom sound: same error beep (not an airhorn) Their default sound: works perfectly Test 3: Device Testing Physical iPhone (iOS 26.0 - 23A341): broken iOS Simulator: broken Not device-specific Files are found correctly, but the actual audio file is never played. Instead, you hear what sounds like a system err
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Rejected using Healthkit
Hi all, I'm developing fitness app and I use healthkit to track user's STEPS count from their iphone devices. I have been receiving this rejection and can't seem to get past this: Guideline 2.5.1 - Performance - Software Requirements The app uses the HealthKit or CareKit APIs but does not clearly identify the HealthKit and CareKit functionality in the app's user interface. Apps using these APIs should be clearly indicated to provide transparency and valuable information to users. Next Steps To resolve this issue, it would appropriate to clearly identify the HealthKit and CareKit functionality in the app's user interface. Resources Learn more about software requirements in guideline 2.5.1. I have modified my app: adding user permission prompt, adding healthkit notification, adding healthkit indicator in the UI, adding healthkit information in the onboarding process. I keep getting the same message. When I asked the reviewer what else could be done to satisfy the requirement, I only get boiler plate me
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Reply to Supervised devices show wifi setup screen on restart
This behavior still exists in iOS 26.0.1 and iPadOS 26.0.1 even after upgrading the Apple Configurator host to macOS Tahoe 26.0.1. On every restart, Software Update Complete is displayed, along with: Your iPad has been updated to iPadOS 26.0.1. Your iPhone has been updated to iOS 26.0.1. Followed by the Welcome screen with the Get Started button. (Upgrading the Apple Configurator host to macOS Tahoe 26.0.1 did, however, fix the blank Profiles bug in Apple Configurator Version 2.18 10A23.)
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Xcode 26 app crashed
After switching from Xcode 16 to Xcode 26, the app crashes. It runs normally in Xcode 16 but crashes in Xcode 26. The stack trace is below. dyld[29371]: Library not loaded: /usr/lib/swift/libLiveExecutionResultsLogger.dylib Referenced from: /private/var/containers/Bundle/Application/306FCC79-E84A-4C54-ACBE-D1EC6A469560/BoxPlayer.app/BoxPlayer.debug.dylib Reason: tried: '/usr/lib/system/introspection/libLiveExecutionResultsLogger.dylib' (no such file, not in dyld cache), '/usr/lib/swift/libLiveExecutionResultsLogger.dylib' (no such file), '/private/preboot/Cryptexes/OS/usr/lib/swift/libLiveExecutionResultsLogger.dylib' (no such file), '/usr/lib/swift/libLiveExecutionResultsLogger.dylib' (no such file, not in dyld cache)
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Phone App Being Quirky - Touch Tone Not Working, not able to answer
I have been trying to make phone calls using the Phone app on my MacBook Air. The calls will go through with absolutely no problem. If it's a service that needs touch-tone phone prompts, the tones do not register with the automated system. I have also just noticed that when a call rings on my computer (and it IS ringing), there is no way to answer it. I am running Tahoe Beta 26.1 Any thoughts?
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Reply to Incorrect position rendering of WGS84 coordinate in MKMapView: Discrepancy between Apple Maps (Hong Kong) and Amap (Mainland China)
First of all, never use comments for replies. Apparently they don't trigger notifications, for people who use them. But they also don't get noticed at all. WGS 84 is a large and complex standard, among many similar large and complex standards designed for dealing with coordinates on the earth. However, because WGS 84 is such a broad standard, it isn't going to have much practical meaning in more specific contexts like a map display. When it does have a specific meaning, it will typically have some kind of qualifier. It is usually better to refer to EPGS identifiers. Apple Maps is a good example. The Apple Maps display uses EPGS:3857, AKA WGS 84 / Pseudo-Mercator. But most government and professional mapping systems like ArcGIS use EPGS:4326, AKA WGS 84. You can easily see the difference between these two systems in an image or map. The above references to CLLocationCoordinate2d using WGS 84 is also true, but the significance there is related more to where a particular lat/long coordinate is on the ea
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How can I render a ScrollView so that its ScrollPosition is at the correct ID during layout?
Below you will find an example view of my problem. It has one button that, when pressed, will toggle between two scroll views using withAnimation, setting the scroll position onto the 2nd and 3rd items for either scroll view in onAppear. The intent is to have the background of items within each list transition smoothly from their position in one list, to their position in the other. However, this does not appear to be easily possible when setting the list position using an ID/ScrollPosition: Initializing a ScrollPosition with the correct ID and rendering the ScrollView with that appears to have no effect - the ScrollView will be drawn at the top of the scroll contents The only way I've found to render the ScrollView at an ID position is to scroll to that position in onAppear. However, it appears that when doing so, the matchedGeometryEffect interpolates the position of the elements as if the contentOffset.y of the ScrollView is briefly 0, resulting in a strange effect The desired animation can be seen if the
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Xcode shows alert about unknown com.apple.quicklook.preview extension point when running on Apple Vision Pro Simulator
I have an iOS app with a QuickLook extension. I also added Apple Vision Pro in the target's General > Supported Destinations section. About one year ago, I was able to run the app on iPhone, iPad and Apple Vision Pro Simulators. Today I tried running it again on Apple Vision Pro with Xcode 26.0.1, but Xcode shows this error: Try again later. Appex bundle at ~/Library/Developer/CoreSimulator/Devices/F6B3CCA8-82FA-485F-A306-CF85FF589096/data/Library/Caches/com.apple.mobile.installd.staging/temp.PWLT59/extracted/problem.app/PlugIns/problemQuickLook.appex with id org.example.problem.problemQuickLook specifies a value (com.apple.quicklook.preview) for the NSExtensionPointIdentifier key in the NSExtension dictionary in its Info.plist that does not correspond to a known extension point. I tried again later a couple times, even after running Clean Build Folder Immediately, without any change. I can reproduce this with a fresh Xcode project to which I add a Quick Look Preview Ext
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Reply to SSL certificate failure
Ok - should have checked this sooner but I normally use iOS 16 on simulators and actual device to check for backward compatibility. iOS 17 and 18 actually work with simulators. I would guess this is because iOS 16 and earlier doesn't have Sectigo root certificates loaded (found on other posts once I knew what I was looking for). Not sure there is any way around this??
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App Attest – DCAppAttestService.isSupported == false on some devices (~0.23%)
Hi Apple team, For our iPhone app (App Store build), a small subset of devices report DCAppAttestService.isSupported == false, preventing App Attest from being enabled. Approx. impact: 0.23% (352/153,791) iOS observed: Broadly 15.x–18.7 (also saw a few anomalous entries ios/26.0, likely client logging noise) Device models: Multiple generations (iPhone8–iPhone17); a few iPad7 entries present although the app targets iPhone Questions In iPhone main app context, what conditions can make isSupported return false on iOS 14+? Are there known device/iOS cases where temporary false can occur (SEP/TrustChain related)? Any recommended remediation (e.g., DFU restore)? Could you share logging guidance (Console.app subsystem/keywords) to investigate such cases? What fallback policy do you recommend when isSupported == false (e.g., SE-backed signature + DeviceCheck + risk rules), and any limitations? We can provide sysdiagnose/Console logs and more case details upon request. Thank you, —
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