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Test subscribe on test flight
Hi! I created a subscription class and a button that starts the purchase flow. In the Xcode environment and Simulator everything works correctly — the purchase sheet appears and the subscription flow works as expected. But when I test the app in TestFlight, the subscription button doesn’t appear at all. I cannot trigger a purchase, and I can’t find a clear tutorial that explains how to make subscriptions work specifically in TestFlight. Here is what I have already done: I created the subscription in App Store Connect I set up a Sandbox account and logged in on the device. StoreKit sync works and the product ID matches the one in App Store Connect. The same code works perfectly in Xcode Debug and Simulator, but the button is missing in TestFlight. I’m totally stuck. Can someone explain how to correctly set up and test subscriptions in TestFlight and why the subscription button would disappear even though everything works in Xcode? Any help or guidance would be greatly appreciated! TH
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Reply to MetalFX FrameInterpolator assertion: `Color texture width mismatch from descriptor` even when all texture sizes match
hear add some debug code, MetalFX FrameInterpolator calling code like this: void MetalFXFrameInterpolator::MTLFXInterpolateFrame(const FrameInterpolatorRenderContextInternal& context, id frameInterpolator, id cmdBuffer) { id mtlTexOutput = context.idOutputTexture.IsValid() ? QueryMTLTexturePointer(context.idOutputTexture) : GetBackBufferColorMTLTexture(); id mtlTexPrevColor = QueryMTLTexturePointer(context.idPrevColorTexture); id mtlTexMotion = QueryMTLTexturePointer(context.idMotionTexture); id mtlTexColor = QueryMTLTexturePointer(context.idColorTexture); id mtlTexDepth = QueryMTLTexturePointer(context.idDepthTexture); id mtlTexUI = QueryMTLTexturePointer(context.idUiTexture); if (mtlTexColor.width != frameInterpolator.inputWidth || mtlTexColor.height != frameInterpolator.inputHeight || mtlTexPrevColor.width != frameInterpolator.inputWidth || mtlTexPrevColor.height != frameInterpolator.inputHeight || mtlTexOutput.width != frameInterpolator.outputWidth || mtlTexOutput.height != frameInte
Topic: Graphics & Games SubTopic: Metal Tags:
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Git Integration needs serious work.
After committing and pushing code changes, the Repository Up Arrow remains. Not matter how many times you Refresh or Fetch..it only goes away when you shutdown Xcode and restart. .gitignore processing is a nightmare to correct. There should be a clearer way to remove/delete files from the repository and also synch with new .gitignore settings. But even the .gitignore file name is misleading. Please clean this up in the settings and/or IDE. It costs huge time to correct. Not seeing a difference between, Fetch Changes, Refresh, or Pull. The only indications of a code changes seems to occur with a Pull. Just not clear what is supposed to happen at the code level.
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Reply to Git Integration needs serious work.
Project Navigator file SCM status has been wonky from the first beta release of Xcode 26, and continues to be with version 26.2. It matches actual Git state perhaps 50% of the time, and needs a complete restart of Xcode to refresh. Someone needs to attend a refresher State Machines 101 course. It seems likely this situation affects all Git interactions in Xcode 26. Best option is using external client, cli or GUI.
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Reply to Roadmap for Coded PHY support in CoreBluetooth
Is there any progress on this? I am interested in this as a developer of long range peripheral devices to be used with an iOS app. I can't imagine LE Coded PHY aka BLE Long Range would still not be implemented by the time Bluetooth 6.0 rolls out? Granted, it was an optional feature of Bluetooth 5.x and is still only optional in 6.0 Also, as I understand from discussions elsewhere, an API for specifying PHY previously existed but was dropped (or went missing) a few iOS versions ago?
Topic: App & System Services SubTopic: Core OS Tags:
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Bug: Xcode 26.2 wants `ENABLE_DEBUG_DYLIB`: How do I enable that in `Package.swift`?
Xcode tells me Previewing in executable targets now requires a new build layout for unoptimized builds. Either set ENABLE_DEBUG_DYLIB to YES for this target, or break out your preview code into a separate framework with its own scheme. How do enable that in Package.swift. swiftSettings don't work (.define and unsafeFlags with -D ...). Creating a library product that the executable then depends on doesn't help either. I have two targets, one is an executable target. The #Preview macro is in the non-executable target.
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Reply to PHImageManager.requestImageDataAndOrientation callback is never called
This is most likely a PhotoKit framework bug and not a problem in your code. The native picker works because it bypasses the same broken code path. Implement defensive timeouts and fallbacks to protect UX while waiting for Apple to fix it. Here are some workarounds you can try right away: Add timeout logic - Cancel stuck requests after 30s and retry or show error Use PHPickerViewController - Modern API that handles iCloud downloads more reliably Implement fallback - Try requestImage instead of requestImageDataAndOrientation if first attempt fails Pre-check assets - Use PHAssetResource to verify local availability before requesting If that does not help, please file a bug report, include a small Xcode project and some directions that can be used to reproduce the problem. Also, please include a sysdiagnose, reference threads 806349, 732820, 113692. Post the Feedback number here after you have filed a bug. I'll check the status next time I do a sweep of forums posts where I've suggested bug reports. Bug
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Reply to Popover in Toolbar Causes Crash in Catalyst App on macOS 26
I'm experiencing the exact same crash in UIKit. With UIBarButtonItems and Popovers. On Mac Catalyst app build with Xcode 26.2 (17C52) on Tahoe 26.2. Same will happen with UIView as a source when presenting the a UIViewController if a zoom transition is set vc.preferredTransition = .zoom { _ in sendingView } Setting the info.plist UIDesignRequiresCompatibility to YES, prevents the default zoom transition and shows the popup with arrows.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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StoreKit 2 returns empty products array in TestFlight
I'm using StoreKit 2 with Product.products(for:) to fetch my auto-renewable subscriptions. It works in the Xcode simulator with a local StoreKit configuration file, but returns an empty array (no error) in TestFlight. iOS 15+, using async/await API Products are configured in App Store Connect Paid Apps agreement is active Sandbox tester account set up Has anyone experienced this? What am I missing?
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HELP WITH SUBSCRIPTIONS
Hey everyone, I really need help. My app versions keep getting approved for distribution and my subscriptions and business agreements are all approved. Yet, when the paywall in my app appears, and someone clicks the subscribe button to pay, the IAP isn't appearing. It just loads forever. When I tested in Xcode it just kept saying products not found. Id's are the same, bundle id is the same, ive done everything. Can someone help pls.
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Reply to HELP WITH SUBSCRIPTIONS
@Ja239 my subscriptions and business agreements are all approved If the status of your subscriptions is Approved in App Store Connect, review their availability in App Store Connect. Confirm you select all the countries or regions where you want to sell the In-App Purchases. For more information, see TN3188: Troubleshooting In-App Purchases availability in the App Store. Yet, when the paywall in my app appears, and someone clicks the subscribe button to pay, the IAP isn't appearing. It just loads forever. For more information, see TN3188: Troubleshooting In-App Purchases availability in the App Store. When I tested in Xcode it just kept saying products not found. Id's are the same, bundle id is the same, ive done everything. If your app fails to display its products when testing In-App Purchases in Xcode or the Apple sandbox environment, see TN3185: Troubleshooting In-App Purchases availability in Xcode and TN3186: Troubleshooting In-App Purchases availability in the sandbox, respec
Topic: App & System Services SubTopic: StoreKit Tags:
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Reply to Accelerometer sampling rate limits for third-party iOS apps
Is there an officially supported way for third-party iOS apps to access accelerometer data at sampling rates higher than ~100 Hz? So, my first question here is why you think you need a higher sampling rate? I ask because every developer who's asked this question has done so having gone through the same general development experience: They built an initial motion analysis engine which sort of worked, but had strange/inconsistent results and/or glitches. They increased the update interval and the situation improved marginally, but not completely. They continued increasing the update interval and saw improvements without actually resolving the issue until they hit the limit. Based on that experience, they've decided that the problem is caused by update frequency and if they can JUST get data a little bit faster everything will work fine. The problem here is that, in my experience, that entire analysis was built on the fundamentally false premise that the update frequency was actually the source of the problem. I
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Reply to How do I set my .icon file as an app icon?
@barnabaskordas From Add your Icon Composer file to an Xcode project: If you create your Icon Composer file outside of Xcode, you can add it to your Xcode project anytime to view your icon in Simulator and on real devices. Just drag the Icon Composer file from Finder to the Project navigator, and Xcode provides feedback on where to drop it in a target folder. Alternatively, choose Add Files from the Add button at the bottom of the Project navigator and select your Icon Composer file in the dialog that appears. In the project editor, select the target and the General tab. Under App Icons and Launch Screen, ensure that the name in the App Icon text field matches the name of the Icon Composer file without the extension. You can have multiple Icon Composer files in your project but only one that matches the name in the App Icon text field. For an example, see the Configuring your app to use alternate app icons sample code.
Topic: Design SubTopic: General Tags:
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