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Sandboxed app loses iCloud Drive access mid-session on macOS 26 — kernel refuses sandbox extension, FP client rejected (NSFileProviderErrorDomain -2001)
Starting somewhere around macOS 26.3, my sandboxed file manager spontaneously loses access to ~/Library/Mobile Documents mid-session. Setup: at launch, the user grants access to '/', '/Users', or '~' via NSOpenPanel; I store a security-scoped bookmark and call startAccessingSecurityScopedResource(). This works fine - including iCloud Drive - until some point mid-session. When it breaks, two things happen simultaneously: Enumeration fails: NSCocoaErrorDomain Code=257 (NSFileReadNoPermissionError)< NSPOSIXErrorDomain Code=1 (EPERM) Console shows the kernel refusing extension issuance: couldn't issue sandbox extension com.apple.app-sandbox.read for '/Users//Library/Mobile Documents': Operation not permitted And probing NSFileProviderManager confirms the process has been rejected system-wide: NSFileProviderManager.getDomainsWithCompletionHandler > NSFileProviderErrorDomain Code=-2001 The application cannot be used right now. (underlying Code=-2014) What makes this specific to FP-backed paths: regul
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All Apps Showing “Removed from Sale” Suddenly – No Changes Made
Hi everyone, We are currently facing an issue in our App Store Connect account where all of our production apps are suddenly showing the status “Removed from Sale.” This happened unexpectedly, and: We did NOT make any manual changes to app availability No recent app rejections or guideline violations were received Agreements, Tax & Banking section shows no pending actions TestFlight builds are still working fine We also have not received any clear communication from Apple explaining the reason for this. This is affecting all our live apps and impacting business operations. Has anyone else faced a similar issue recently? Could this be related to account-level restrictions or any recent policy updates? Any guidance or suggestions would be greatly appreciated. Thanks in advance!
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26
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FB22543589 - Case ID: 102872835864 - TESTFLIGHT: The requested app is not available or does not exist
I'm experiencing a persistent issue where my app uploads successfully to TestFlight and appears in App Store Connect, but internal testers (including myself) receive the following error when attempting to install: Could not install xxxxxxxxx. The requested app is not available or doesn't exist. What works: The build archives and exports successfully via Xcode (local build, Release configuration) The IPA uploads to App Store Connect without errors via eas submit The build appears in TestFlight and passes processing I can add the build to my Internal Testing group Testers receive the TestFlight notification and can see the app What fails: When any tester taps Install or Update, the download begins briefly, then fails with the not available or doesn't exist error This affects all internal testers on the account, not just one device Troubleshooting already completed: Verified code signing is correct: Release configuration uses CODE_SIGN_STYLE = Manual, CODE_SIGN_IDENTITY = iPhone Distribution, with a valid App St
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IPA export fails - No provisioning profile found for App Store distribution
Hi, I'm trying to build an App Store IPA for my Flutter app on Mac M4 without a physical iPhone connected. STEP 1 - I tried Automatic Signing in Xcode but got: Communication with Apple failed. Your team has no devices from which to generate a provisioning profile. Xcode couldn't find any iOS App Development provisioning profiles matching my bundle ID. STEP 2 - I switched to Manual Signing in Xcode. No warnings or errors shown in Xcode UI. Everything looks fine in Signing & Capabilities. But when I run this command in terminal: flutter build ipa I get this error: Building App Store IPA... Encountered error while creating the IPA: error: exportArchive Runner.app requires a provisioning profile. My Setup: Mac M4 Flutter (flutter build ipa) Paid Apple Developer account No physical iPhone connected Building for App Store distribution Question: How do I successfully export an IPA for App Store distribution without a physical device on Mac M4? Any help appreciated. Thank you.
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SwiftUI Catalyst Resizable Sheet
I am porting a macOS app to SwiftUI Catalyst and have run into a usability issue. On macOS, presented sheets are user resizable. On SwiftUI macOS, they are also resizable, but on Catalyst, they are not. Does anyone have a good reference on how to make a sheet resizable under SwiftUI Catalyst?
Topic: UI Frameworks SubTopic: SwiftUI
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Reply to SwiftData document-based app crashes on undo/redo without ModelContext.transaction(block:)
The issue is still occurring with Xcode 26.4.1 (17E202) and macOS Tahoe 26.4.1 (25E253). I also noticed that, rarely, the following errors get logged when the app crashes instead of the error in my original post: SwiftData.DefaultStore save failed with error: Error Domain=NSCocoaErrorDomain Code=1570 %{PROPERTY}@ is a required value. UserInfo={NSValidationErrorObject= (entity: ChildItem; id: 0x9d7f324a0 ; data: { index = nil; parentItem = 0x9d7f32380 ; }), NSLocalizedDescription=%{PROPERTY}@ is a required value., NSValidationErrorKey=index, NSValidationErrorValue=null} SwiftData/ModelContext.swift:3256: Fatal error: Illegal attempt to resolve a fault against a store that is not known to this model context: PersistentIdentifier(id: SwiftData.PersistentIdentifier.ID(backing: SwiftData.PersistentIdentifier.PersistentIdentifierBacking.managedObjectID(0x9d7f32380 ))) SwiftData.ModelContext Can't show source file for stack frame 8: ParentItem.childItems.getter The file path does not exist on the file syste
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First subscription stuck in inconsistent review state for 6+ weeks, no update after internal escalation
I’m trying to find out whether anyone has seen this kind of App Store Connect issue remain unresolved for this long. This is for a first auto-renewable subscription. Timeline: Original support case opened: Feb 27, 2026 Support initially repeated the normal guidance that the first subscription must be submitted with the app version I explained that the issue was not the process itself, but a stuck review state On Mar 25, 2026, I was told the case had been escalated to the appropriate internal team Since then, I have sent follow-up emails asking for status / owner / ETA As of Apr 12, 2026 (KST), there has still been no meaningful update Current state in App Store Connect: App version 1.0.10 is still “Prepare for Submission” Previous 1.0.10 submissions show as “Deleted” There is no active app review submission for 1.0.10 The subscription previously showed “Waiting for Review” Now the subscription itself shows “In Review” But its localization still shows “Waiting for Review” So
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97
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Enrollment stuck after payment - 3 days, still showing "Purchase your membership"
I enrolled in the Apple Developer Program on April 15th and the $99 payment was successfully charged to my card (confirmed completed in my bank, not pending). However, 3 days later my account at developer.apple.com/account still shows the Purchase your membership banner asking me to pay again. Apple's own page says Your purchase may take up to 48 hours to process but it has been well past that. When I try to access Certificates, Identifiers & Profiles, I get this error: Unable to find a team with the given Team ID S3v98Z34Dh to which you belong. Please contact Apple Developer Program Support. I already submitted a support case via the Send us a message form under Membership and Account > Program Purchase and Renewal, but haven't received any response yet. Has anyone experienced this? Is there another way to escalate this or get it resolved faster? I need the account for Sign in with Apple integration and I'm blocked on this. Thanks for any help.
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Tauri 2 macOS app cannot be opened: "contains malware" with Apple Development Certificate, or notarization blocked with Apple Distribution Certificate for IAP testing
Hi everyone, I'm developing a macOS app using Tauri 2. I need to test In-App Purchases (IAP), which requires running the actual built .app (it doesn't work properly in the development environment).I tried two approaches: Apple Development Certificate (free account): After cargo tauri build, the app Mind Elixir.app shows this error when I try to open it: “Mind Elixir.app” was not opened because it contains malware. This action did not harm your Mac. Apple Distribution Certificate: The app builds successfully, but because it is not notarized, Gatekeeper completely blocks it and I cannot open it at all. I just want to test IAP locally on my own Mac during development. Is there any other way to get a properly signed and runnable .app for testing IAP? Any help or workaround would be greatly appreciated. Thanks!
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HKObserverQuery BackgroundDelivery not executed
Hi, I'm having the same issue described in https://developer.apple.com/forums/thread/690974?page=2. When connected to Xcode or when the app is in the foreground, HKObserverQuery fires correctly and my app processes step updates. But once disconnected from Xcode, background delivery stops completely and the observer callback is never called. My setup: com.apple.developer.healthkit.background-delivery entitlement is present and in the provisioning profile enableBackgroundDelivery(for: .stepCount, frequency: .immediate) returns success = true HKObserverQuery is registered on every launch including background launches I also have CMPedometer.startEventUpdates running as a supplemental trigger Background Modes includes Background fetch and Background processing Device: iPhone, iOS 17.4+ App type: App uses Screen Time / Family Controls (ManagedSettings) to block apps until a step goal is met Has anyone found a reliable fix? Any feedback from Apple engineers would be appreciated.
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Unable to load App into TestFlight
This is my first in-App purchase App. I have other paid Apps and my business status are all active. I tested the in-app purchases on my devices using a StoreKit file and Xcode. I removed the StoreKit file from run configuration Scheme, I added in-app purchases to Signing & Capabilities then archived, validated and uploaded build to AppStore connect. I added two testers - a sandbox account (gmail subaddressed) and another gmail account. When I try to load the App using TestFlight I immediately get couldn't load App. This is an App that previously had no in-app purchases. I added in-app after version 1 (tested ok in TestFlight). Now trying to test version 3 in TestFlight. Any insight would be appreciated.
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Reply to Can a compute pipeline be as efficient as a render pipeline for rasterization?
The render pipeline has dedicated fixed-function hardware for rasterization — vertex assembly, primitive rasterization, depth/stencil testing, and blending all happen in hardware that's purpose-built for this work. A compute pipeline can't match this for rasterization because you'd be reimplementing all of that in software on the CPU. Fragment shaders in a render pipeline do operate on individual pixel data — that's their purpose. The rasterizer determines which pixels a triangle covers, then the fragment shader runs for each of those pixels, giving you full control over the output color. These resources are a good starting point for understanding both pipelines: Using Metal to Draw a View's Contents — basic MetalKit setup and rendering Performing Calculations on a GPU — shows the compute pipeline Metal Sample Code — the full collection of Metal samples, starting with the fundamentals section Working through the render pipeline samples first will give you a practical understanding of how ras
Topic: Graphics & Games SubTopic: Metal Tags:
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Reply to RealityKit fill the background environment
Great progress — the screenshots show a big improvement from where you started. To your first question: 468K triangles across 3 chunks is reasonable for Apple Silicon. That shouldn't be a problem on its own. The frame rate drop you're seeing when taking a screenshot is a separate issue — capturing a screenshot forces a synchronous GPU readback, which stalls the rendering pipeline while the GPU finishes its current work and copies the framebuffer to CPU-accessible memory. That stall is expected and isn't related to your triangle count. You should see the frame rate recover immediately after the capture completes. To your second question: there's no built-in tool that converts Reality Composer Pro models directly to LowLevelMesh. The typical workflow is to author your detailed models (trees, bushes, rocks) in a 3D modeling tool like Blender, export them as USDZ, then load them at runtime with ModelEntity and extract the vertex and index data from the MeshResource to repack into your batched LowLevelMes
Topic: Graphics & Games SubTopic: RealityKit Tags:
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Reply to receivedTurnEventForMatch giving stale data
What you're seeing is a propagation timing issue — the push notification that triggers receivedTurnEventForMatch can arrive before the updated match data is fully available on the server. That's why both the GKTurnBasedMatch delivered with the callback and a subsequent loadMatch(withID:) return stale data. A fixed delay is fragile because the propagation time varies with server load and network conditions. A more robust approach is to retry loadMatch(withID:) with a comparison check — for example, if the match still shows the previous participant as the current player, or the matchData hasn't changed from your last known state, wait briefly and retry. Something like an exponential backoff starting at 1 second, up to a reasonable cap, gives the server time to propagate without relying on a magic number. If you haven't already, please file a feedback report with Feedback Assistant and include your sample project. The behavior you're describing — where loadMatch(withID:) returns stale data even after th
1w
Xcode 26.4.1 simulator 16.0 bugs.
I cannot get a Jiggle on an iPhone 15 using the iOS 17.0 simulator. I cannot drag icons or widget around, only have the option to remove them. On both the iOS 17.0 and iOS 26.4 (running on an iPhone 17 simulator) There is nothing in my drawer for adding a widget, no system widgets either (attached screenshots). Just the Search Widgets bar that does have widgets in it. The system widgets are in the screen to the left of the home screen. I can put widgets I find through the search on the home screen. Although on the iOS 17 emulator no jiggle means no repositioning. May computer is running MacOS 25.4.1 and the latest versions of everything. I have asked AI, I have tried wipes, locking, unlocking, reseting, re-installing, light mode/ dark mode to refresh any cached images, trying to drag system widgets from the left side of the home screen, a widget kit development mode option in settings > developer on the iPhone and something using the command line for chronosd that never worked. The iPhone
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Sandboxed app loses iCloud Drive access mid-session on macOS 26 — kernel refuses sandbox extension, FP client rejected (NSFileProviderErrorDomain -2001)
Starting somewhere around macOS 26.3, my sandboxed file manager spontaneously loses access to ~/Library/Mobile Documents mid-session. Setup: at launch, the user grants access to '/', '/Users', or '~' via NSOpenPanel; I store a security-scoped bookmark and call startAccessingSecurityScopedResource(). This works fine - including iCloud Drive - until some point mid-session. When it breaks, two things happen simultaneously: Enumeration fails: NSCocoaErrorDomain Code=257 (NSFileReadNoPermissionError)< NSPOSIXErrorDomain Code=1 (EPERM) Console shows the kernel refusing extension issuance: couldn't issue sandbox extension com.apple.app-sandbox.read for '/Users//Library/Mobile Documents': Operation not permitted And probing NSFileProviderManager confirms the process has been rejected system-wide: NSFileProviderManager.getDomainsWithCompletionHandler > NSFileProviderErrorDomain Code=-2001 The application cannot be used right now. (underlying Code=-2014) What makes this specific to FP-backed paths: regul
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3
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117
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1w
All Apps Showing “Removed from Sale” Suddenly – No Changes Made
Hi everyone, We are currently facing an issue in our App Store Connect account where all of our production apps are suddenly showing the status “Removed from Sale.” This happened unexpectedly, and: We did NOT make any manual changes to app availability No recent app rejections or guideline violations were received Agreements, Tax & Banking section shows no pending actions TestFlight builds are still working fine We also have not received any clear communication from Apple explaining the reason for this. This is affecting all our live apps and impacting business operations. Has anyone else faced a similar issue recently? Could this be related to account-level restrictions or any recent policy updates? Any guidance or suggestions would be greatly appreciated. Thanks in advance!
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0
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0
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26
Activity
1w
FB22543589 - Case ID: 102872835864 - TESTFLIGHT: The requested app is not available or does not exist
I'm experiencing a persistent issue where my app uploads successfully to TestFlight and appears in App Store Connect, but internal testers (including myself) receive the following error when attempting to install: Could not install xxxxxxxxx. The requested app is not available or doesn't exist. What works: The build archives and exports successfully via Xcode (local build, Release configuration) The IPA uploads to App Store Connect without errors via eas submit The build appears in TestFlight and passes processing I can add the build to my Internal Testing group Testers receive the TestFlight notification and can see the app What fails: When any tester taps Install or Update, the download begins briefly, then fails with the not available or doesn't exist error This affects all internal testers on the account, not just one device Troubleshooting already completed: Verified code signing is correct: Release configuration uses CODE_SIGN_STYLE = Manual, CODE_SIGN_IDENTITY = iPhone Distribution, with a valid App St
Replies
3
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0
Views
404
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1w
IPA export fails - No provisioning profile found for App Store distribution
Hi, I'm trying to build an App Store IPA for my Flutter app on Mac M4 without a physical iPhone connected. STEP 1 - I tried Automatic Signing in Xcode but got: Communication with Apple failed. Your team has no devices from which to generate a provisioning profile. Xcode couldn't find any iOS App Development provisioning profiles matching my bundle ID. STEP 2 - I switched to Manual Signing in Xcode. No warnings or errors shown in Xcode UI. Everything looks fine in Signing & Capabilities. But when I run this command in terminal: flutter build ipa I get this error: Building App Store IPA... Encountered error while creating the IPA: error: exportArchive Runner.app requires a provisioning profile. My Setup: Mac M4 Flutter (flutter build ipa) Paid Apple Developer account No physical iPhone connected Building for App Store distribution Question: How do I successfully export an IPA for App Store distribution without a physical device on Mac M4? Any help appreciated. Thank you.
Replies
0
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0
Views
60
Activity
1w
SwiftUI Catalyst Resizable Sheet
I am porting a macOS app to SwiftUI Catalyst and have run into a usability issue. On macOS, presented sheets are user resizable. On SwiftUI macOS, they are also resizable, but on Catalyst, they are not. Does anyone have a good reference on how to make a sheet resizable under SwiftUI Catalyst?
Topic: UI Frameworks SubTopic: SwiftUI
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0
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164
Activity
1w
Reply to SwiftData document-based app crashes on undo/redo without ModelContext.transaction(block:)
The issue is still occurring with Xcode 26.4.1 (17E202) and macOS Tahoe 26.4.1 (25E253). I also noticed that, rarely, the following errors get logged when the app crashes instead of the error in my original post: SwiftData.DefaultStore save failed with error: Error Domain=NSCocoaErrorDomain Code=1570 %{PROPERTY}@ is a required value. UserInfo={NSValidationErrorObject= (entity: ChildItem; id: 0x9d7f324a0 ; data: { index = nil; parentItem = 0x9d7f32380 ; }), NSLocalizedDescription=%{PROPERTY}@ is a required value., NSValidationErrorKey=index, NSValidationErrorValue=null} SwiftData/ModelContext.swift:3256: Fatal error: Illegal attempt to resolve a fault against a store that is not known to this model context: PersistentIdentifier(id: SwiftData.PersistentIdentifier.ID(backing: SwiftData.PersistentIdentifier.PersistentIdentifierBacking.managedObjectID(0x9d7f32380 ))) SwiftData.ModelContext Can't show source file for stack frame 8: ParentItem.childItems.getter The file path does not exist on the file syste
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1w
First subscription stuck in inconsistent review state for 6+ weeks, no update after internal escalation
I’m trying to find out whether anyone has seen this kind of App Store Connect issue remain unresolved for this long. This is for a first auto-renewable subscription. Timeline: Original support case opened: Feb 27, 2026 Support initially repeated the normal guidance that the first subscription must be submitted with the app version I explained that the issue was not the process itself, but a stuck review state On Mar 25, 2026, I was told the case had been escalated to the appropriate internal team Since then, I have sent follow-up emails asking for status / owner / ETA As of Apr 12, 2026 (KST), there has still been no meaningful update Current state in App Store Connect: App version 1.0.10 is still “Prepare for Submission” Previous 1.0.10 submissions show as “Deleted” There is no active app review submission for 1.0.10 The subscription previously showed “Waiting for Review” Now the subscription itself shows “In Review” But its localization still shows “Waiting for Review” So
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0
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Views
97
Activity
1w
Enrollment stuck after payment - 3 days, still showing "Purchase your membership"
I enrolled in the Apple Developer Program on April 15th and the $99 payment was successfully charged to my card (confirmed completed in my bank, not pending). However, 3 days later my account at developer.apple.com/account still shows the Purchase your membership banner asking me to pay again. Apple's own page says Your purchase may take up to 48 hours to process but it has been well past that. When I try to access Certificates, Identifiers & Profiles, I get this error: Unable to find a team with the given Team ID S3v98Z34Dh to which you belong. Please contact Apple Developer Program Support. I already submitted a support case via the Send us a message form under Membership and Account > Program Purchase and Renewal, but haven't received any response yet. Has anyone experienced this? Is there another way to escalate this or get it resolved faster? I need the account for Sign in with Apple integration and I'm blocked on this. Thanks for any help.
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0
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0
Views
119
Activity
1w
Tauri 2 macOS app cannot be opened: "contains malware" with Apple Development Certificate, or notarization blocked with Apple Distribution Certificate for IAP testing
Hi everyone, I'm developing a macOS app using Tauri 2. I need to test In-App Purchases (IAP), which requires running the actual built .app (it doesn't work properly in the development environment).I tried two approaches: Apple Development Certificate (free account): After cargo tauri build, the app Mind Elixir.app shows this error when I try to open it: “Mind Elixir.app” was not opened because it contains malware. This action did not harm your Mac. Apple Distribution Certificate: The app builds successfully, but because it is not notarized, Gatekeeper completely blocks it and I cannot open it at all. I just want to test IAP locally on my own Mac during development. Is there any other way to get a properly signed and runnable .app for testing IAP? Any help or workaround would be greatly appreciated. Thanks!
Replies
1
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0
Views
501
Activity
1w
HKObserverQuery BackgroundDelivery not executed
Hi, I'm having the same issue described in https://developer.apple.com/forums/thread/690974?page=2. When connected to Xcode or when the app is in the foreground, HKObserverQuery fires correctly and my app processes step updates. But once disconnected from Xcode, background delivery stops completely and the observer callback is never called. My setup: com.apple.developer.healthkit.background-delivery entitlement is present and in the provisioning profile enableBackgroundDelivery(for: .stepCount, frequency: .immediate) returns success = true HKObserverQuery is registered on every launch including background launches I also have CMPedometer.startEventUpdates running as a supplemental trigger Background Modes includes Background fetch and Background processing Device: iPhone, iOS 17.4+ App type: App uses Screen Time / Family Controls (ManagedSettings) to block apps until a step goal is met Has anyone found a reliable fix? Any feedback from Apple engineers would be appreciated.
Replies
1
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0
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126
Activity
1w
Unable to load App into TestFlight
This is my first in-App purchase App. I have other paid Apps and my business status are all active. I tested the in-app purchases on my devices using a StoreKit file and Xcode. I removed the StoreKit file from run configuration Scheme, I added in-app purchases to Signing & Capabilities then archived, validated and uploaded build to AppStore connect. I added two testers - a sandbox account (gmail subaddressed) and another gmail account. When I try to load the App using TestFlight I immediately get couldn't load App. This is an App that previously had no in-app purchases. I added in-app after version 1 (tested ok in TestFlight). Now trying to test version 3 in TestFlight. Any insight would be appreciated.
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0
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0
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131
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1w
Reply to Can a compute pipeline be as efficient as a render pipeline for rasterization?
The render pipeline has dedicated fixed-function hardware for rasterization — vertex assembly, primitive rasterization, depth/stencil testing, and blending all happen in hardware that's purpose-built for this work. A compute pipeline can't match this for rasterization because you'd be reimplementing all of that in software on the CPU. Fragment shaders in a render pipeline do operate on individual pixel data — that's their purpose. The rasterizer determines which pixels a triangle covers, then the fragment shader runs for each of those pixels, giving you full control over the output color. These resources are a good starting point for understanding both pipelines: Using Metal to Draw a View's Contents — basic MetalKit setup and rendering Performing Calculations on a GPU — shows the compute pipeline Metal Sample Code — the full collection of Metal samples, starting with the fundamentals section Working through the render pipeline samples first will give you a practical understanding of how ras
Topic: Graphics & Games SubTopic: Metal Tags:
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1w
Reply to RealityKit fill the background environment
Great progress — the screenshots show a big improvement from where you started. To your first question: 468K triangles across 3 chunks is reasonable for Apple Silicon. That shouldn't be a problem on its own. The frame rate drop you're seeing when taking a screenshot is a separate issue — capturing a screenshot forces a synchronous GPU readback, which stalls the rendering pipeline while the GPU finishes its current work and copies the framebuffer to CPU-accessible memory. That stall is expected and isn't related to your triangle count. You should see the frame rate recover immediately after the capture completes. To your second question: there's no built-in tool that converts Reality Composer Pro models directly to LowLevelMesh. The typical workflow is to author your detailed models (trees, bushes, rocks) in a 3D modeling tool like Blender, export them as USDZ, then load them at runtime with ModelEntity and extract the vertex and index data from the MeshResource to repack into your batched LowLevelMes
Topic: Graphics & Games SubTopic: RealityKit Tags:
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1w
Reply to receivedTurnEventForMatch giving stale data
What you're seeing is a propagation timing issue — the push notification that triggers receivedTurnEventForMatch can arrive before the updated match data is fully available on the server. That's why both the GKTurnBasedMatch delivered with the callback and a subsequent loadMatch(withID:) return stale data. A fixed delay is fragile because the propagation time varies with server load and network conditions. A more robust approach is to retry loadMatch(withID:) with a comparison check — for example, if the match still shows the previous participant as the current player, or the matchData hasn't changed from your last known state, wait briefly and retry. Something like an exponential backoff starting at 1 second, up to a reasonable cap, gives the server time to propagate without relying on a magic number. If you haven't already, please file a feedback report with Feedback Assistant and include your sample project. The behavior you're describing — where loadMatch(withID:) returns stale data even after th
Replies
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Views
Activity
1w
Xcode 26.4.1 simulator 16.0 bugs.
I cannot get a Jiggle on an iPhone 15 using the iOS 17.0 simulator. I cannot drag icons or widget around, only have the option to remove them. On both the iOS 17.0 and iOS 26.4 (running on an iPhone 17 simulator) There is nothing in my drawer for adding a widget, no system widgets either (attached screenshots). Just the Search Widgets bar that does have widgets in it. The system widgets are in the screen to the left of the home screen. I can put widgets I find through the search on the home screen. Although on the iOS 17 emulator no jiggle means no repositioning. May computer is running MacOS 25.4.1 and the latest versions of everything. I have asked AI, I have tried wipes, locking, unlocking, reseting, re-installing, light mode/ dark mode to refresh any cached images, trying to drag system widgets from the left side of the home screen, a widget kit development mode option in settings > developer on the iPhone and something using the command line for chronosd that never worked. The iPhone
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80
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1w