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App Crash with mxSignpost function not found
Hi team: I recently update to Xcode 26.4, and I encountered crash when running to < iOS 26.4 both for physical device and Simulator with this log: dyld[1257]: Symbol not found: _$s9MetricKit10mxSignpost_3dso3log4name10signpostID__ySo03os_H7_type_ta_SVSo03OS_j1_F0Cs12StaticStringV0J0010OSSignpostI0VALSays7CVarArg_pGtF Referenced from: <164CCEB0-E1F8-3CE2-A934-2096C19C0A9A> /private/var/containers/Bundle/Application/EA709A68-F76F-4D97-85C6-B71D61D68389/xxx.app/xxx.debug.dylib Expected in: <9E5EC9BB-5828-329C-A2BC-038B67060298> /System/Library/Frameworks/MetricKit.framework/MetricKit Symbol not found: _$s9MetricKit10mxSignpost_3dso3log4name10signpostID__ySo03os_H7_type_ta_SVSo03OS_j1_F0Cs12StaticStringV0J0010OSSignpostI0VALSays7CVarArg_pGtF Referenced from: <164CCEB0-E1F8-3CE2-A934-2096C19C0A9A>x /private/var/containers/Bundle/Application/EA709A68-F76F-4D97-85C6-B71D61D68389/xxx.app/xxx.debug.dylib Expected in: <9E5EC9BB-5828-329C-A2BC-038B67060298> /System/Library/Frameworks/
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Embedded Collection View in SwiftUI offset issue
I have a collection view that covers all the screen and it is scrolling behavior is paging. This collection view is embedded in a UIViewRepresentable and used in a SwiftUI app. The issue is that when users rotate the devices, sometimes the CollectionView.contentOffset get miscalculated and shows 2 pages. This is the code that I'm using for the collectionView and collectionViewLayout: class PageFlowLayout: UICollectionViewFlowLayout { override class var layoutAttributesClass: AnyClass { UICollectionViewLayoutAttributes.self } private var calculatedAttributes: [UICollectionViewLayoutAttributes] = [] private var calculatedContentWidth: CGFloat = 0 private var calculatedContentHeight: CGFloat = 0 public weak var delegate: PageFlowLayoutDelegate? override var collectionViewContentSize: CGSize { return CGSize(width: self.calculatedContentWidth, height: self.calculatedContentHeight) } override init() { super.init() self.estimatedItemSize = .zero self.scrollDirection = .horizontal self.minimumLineSpacing = 0
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CKRecordZone deleted when second user accepts zone-wide CKShare
I'm seeing a critical issue where a custom CKRecordZone is consistently deleted server-side when a second iCloud account interacts with a zone-wide CKShare. I've reproduced this 20+ times across two days and have exhausted every client-side fix I can think of. Looking for guidance on what might be going wrong. Setup Container: iCloud.com.cohencooks (production app on App Store) Custom CKRecordZone in owner's private database Zone-wide CKShare(recordZoneID:) (iOS 15+ zone sharing) SwiftData with ModelConfiguration(cloudKitDatabase: .none) — no automatic CloudKit mirroring Acceptance via CKFetchShareMetadataOperation → CKContainer.accept(metadata) (no UICloudSharingController) Minimal reproduction // 1. Owner creates zone + share let zone = CKRecordZone(zoneName: MyZone) try await privateDB.save(zone) let share = CKShare(recordZoneID: zone.zoneID) share[CKShare.SystemFieldKey.title] = My Share as CKRecordValue share.publicPermission = .readWrite let (results, _) = try await privateDB.modifyRecords(saving: [shar
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Approval of first in-App purchase
I am looking for some insight and an assist (planning to test in-app purchase with TestFlight) - all works in Xcode. I have created my very first in-App purchases App (I have other paid apps in App store) Under Distribution tab in the Monetization section i created the in-app purchases item. I completed all fields and the status is now changed from waiting fior metadata to ready to submit.. Per my readings the in-app purchase item would be reviewed with a new version of the App. I uploaded a new version, added sandbox tester and submitted it for review.. My App in TestFlight now shows status of Testing, but the in-App purchase still shows waiting for review. On the Distribution tab the Add for Review button is active but it seems a bit illogical for me to click it as the in-App purchases is the only completed item on my App's distribution tab (I am not ready to submit for review yet..) So as illogical as it appears, is this the way to get your first in-App purchase approved?
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Reply to Approval of first in-App purchase
is this the way to get your first in-App purchase approved? If you still need to test your In-App Purchase, then there is no need to submit them for review yet. Testing In-App Purchase in the Apple sandbox environment doesn’t require you submit your In-App Purchases for review. TestFlight also uses the sandbox for In-App Purchases. Apple reviews your In-App Purchases in the same environment. However, if you are done with testing, submit your In-App Purchase for review. all works in Xcode. If you enable StoreKit Testing in Xcode, you likely tested your products in the local environment. To test in the sandbox, disable StoreKit Testing in Xcode, then follow the steps in Testing In-App Purchases with sandbox to test your products in the sandbox. Be sure to read TN3186: Troubleshooting In-App Purchases availability in the sandbox that identifies common configurations that make your In-App Purchases unavailable in the sandbox environment.
3w
Reply to StoreKit / IAP: Product WAITING_FOR_REVIEW — works locally with production RevenueCat key + Apple Sandbox, fails during App Review
@amacia See TN3186: Troubleshooting In-App Purchases availability in the sandbox identifies common configurations that make your In-App Purchases unavailable in the sandbox environment. With the production RevenueCat API key (iOS appl_..., same as the submitted build), everything works on local device but not when I download it from TestFlight....For IAP in WAITING_FOR_REVIEW, should App Review always use an Apple Sandbox account to test subscriptions until the product is fully approved? Apple reviews your In-App Purchases (consumable, non-consumable, auto-renewable subscription, and non-renewing subscription) in the sandbox, the same environment you use to test your products. TestFlight also uses the sandbox for In-App Purchases This environment uses data you configure for your app in App Store Connect when you call StoreKit APIs in your app. For Apple to review your products, they must exist in App Store Connect and you must submit them for review. Is it documented that StoreKit may not return products duri
Topic: App & System Services SubTopic: StoreKit Tags:
3w
Reply to “In-App Purchases and Subscriptions” section on the version page not showing
@selimce, @669miller , @Gascad , @slowfast , and @touchlinebet Apple reviews your In-App Purchases (consumable, non-consumable, auto-renewable subscription, and non-renewing subscription) in the sandbox, the same environment you use to test your products. This environment uses data you configure for your app in App Store Connect when you call StoreKit APIs in your app. For Apple to review your products, they must exist in App Store Connect and you must submit them for review. Same problem with non-renewable IAP. My review is rejected because of the IAP's were not seent in the sanbox environment. For us, it is seen in both xcode and testflight environments. Probably because of this bug in review view. Please follow these steps, then let me know about the outcome: Create a Sandbox Apple Account. On your testing device, sign into the above account. For more information, see Sign in to your Sandbox Apple Account for a development-signed app. Disable StoreKit Testing in Xcode in your Xcode
3w
MapKit SwiftUI Map with .standard(elevation: .realistic) falls back to 2D in globe mode, while .hybrid(elevation: .realistic) remains 3D
Overview When using SwiftUI Map with .standard(elevation: .realistic) and a globe-style presentation, the map unexpectedly renders as a flat 2D map instead of a 3D globe / realistic terrain view. In the same view, switching to .hybrid(elevation: .realistic) preserves the expected 3D globe behavior. This appears to be a rendering bug or regression specific to the .standard style under globe mode, not an app-level issue. The issue is reproducible in my app’s competition map screen and has also been reported by other developers online. Steps to Reproduce Create a SwiftUI Map. Bind it to a MapCameraPosition. Apply a standard map style with realistic elevation: .mapStyle(.standard(elevation: .realistic)) Configure the UI so the user can switch between: standard + globe hybrid + globe Zoom out / interact with the map in globe mode. Expected Results Map with .standard(elevation: .realistic) should continue to render with globe / 3D realistic terrain behavior, consistent with realistic elevation support and similar t
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Mac Catalyst App Failed Registering Bundle Identifier
Hi there, New to this forum. I have an iOS/iPadOS app already published in the App Store, and it works great as a Mac Catalyst app on my Mac. However when uploading to App Store Connect, I get the message: Failed Registering Bundle Identifier The app identifier maccatalyst.nl.lai.prep-app cannot be registered to your development team because it is not available. Change your bundle identifier to a unique string to try again. So the organizer adds the maccatalyst in front of the Bundle Identifier automatically, but for some reason I get the message it's not available. I've already added the macOS App as a platform on App Store Connect. The Bundle ID (nl.lai.prep-app) is obviously registered as the app is already available on iOS/iPadOS and I have enabled 'Mac Catalyst' in my App id Configuration on the developer portal. In Xcode macOS (Mac Catalyst) has been added as a destination. I contacted developer support, but they couldn't see anything wrong 🤷‍♂️ and suggested I would ask the developer communit
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Xcode 26.4 won't install simulators, just spins the beachball
Something happened with my Xcode 26.4 install, I've never had this happen before. I get Xcode 26.4 installed, but the simulators aren't installed. And nothing pops up to install required simulators. In Devices & Simulators I click the + to install a new simulator, and the beachball just spins and Xcode becomes unresponsive. I've tried quitting and restarting Xcode, reinstalling it (using both xcodes command line tool and the app store), removing Xcode and reinstalling, rebooting after removing Xcode and before reinstalling. Not sure what to try next. Feels like something is left over from uninstalling that's hanging it up. But I've no idea what. I could use some Apple Xcode team help here.
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Reply to Driverkit driver hangs on macOS
This is with: macOS 26.4.1, Xcode 26.3, MacStudio-M1 There is the message after the crash/reboot Your computer restarted because of a problem - but the stack trace is beingn - not my driver, nor the kernel/dextloder, there is no log in Console, no crash report in Console.
Topic: App & System Services SubTopic: Drivers Tags:
3w
Reply to Mac Catalyst App Failed Registering Bundle Identifier
Thanks for the post and welcome to the community! This is something I saw long time ago when I was looking at how Mac Catalyst works and how the bundle id adds this prefix maccatalyst I think, but not positive as this is from memory. The issue you are running into may be caused by a conflict between how Mac Catalyst originally worked and how Apple handles bundle id registration today. When Mac Catalyst was first introduced Xcode automatically prepended maccatalyst. to your existing iOS bundle ID. However later changed allowing you to sell your iOS and Mac apps together under the exact same App Store Connect record. Do you have the latest Xcode release? Is it happening there? I would upgrade to the latest Xcode, however if not you need to tell Xcode to stop generating that maccatalyst. prefix so your Mac app shares the exact same bundle ID as your iOS app. Here is how to do that from this documentation: https://developer.apple.com/documentation/uikit/mac-catalyst https://dev
3w
App Crash with mxSignpost function not found
Hi team: I recently update to Xcode 26.4, and I encountered crash when running to < iOS 26.4 both for physical device and Simulator with this log: dyld[1257]: Symbol not found: _$s9MetricKit10mxSignpost_3dso3log4name10signpostID__ySo03os_H7_type_ta_SVSo03OS_j1_F0Cs12StaticStringV0J0010OSSignpostI0VALSays7CVarArg_pGtF Referenced from: <164CCEB0-E1F8-3CE2-A934-2096C19C0A9A> /private/var/containers/Bundle/Application/EA709A68-F76F-4D97-85C6-B71D61D68389/xxx.app/xxx.debug.dylib Expected in: <9E5EC9BB-5828-329C-A2BC-038B67060298> /System/Library/Frameworks/MetricKit.framework/MetricKit Symbol not found: _$s9MetricKit10mxSignpost_3dso3log4name10signpostID__ySo03os_H7_type_ta_SVSo03OS_j1_F0Cs12StaticStringV0J0010OSSignpostI0VALSays7CVarArg_pGtF Referenced from: <164CCEB0-E1F8-3CE2-A934-2096C19C0A9A>x /private/var/containers/Bundle/Application/EA709A68-F76F-4D97-85C6-B71D61D68389/xxx.app/xxx.debug.dylib Expected in: <9E5EC9BB-5828-329C-A2BC-038B67060298> /System/Library/Frameworks/
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6
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491
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3w
Embedded Collection View in SwiftUI offset issue
I have a collection view that covers all the screen and it is scrolling behavior is paging. This collection view is embedded in a UIViewRepresentable and used in a SwiftUI app. The issue is that when users rotate the devices, sometimes the CollectionView.contentOffset get miscalculated and shows 2 pages. This is the code that I'm using for the collectionView and collectionViewLayout: class PageFlowLayout: UICollectionViewFlowLayout { override class var layoutAttributesClass: AnyClass { UICollectionViewLayoutAttributes.self } private var calculatedAttributes: [UICollectionViewLayoutAttributes] = [] private var calculatedContentWidth: CGFloat = 0 private var calculatedContentHeight: CGFloat = 0 public weak var delegate: PageFlowLayoutDelegate? override var collectionViewContentSize: CGSize { return CGSize(width: self.calculatedContentWidth, height: self.calculatedContentHeight) } override init() { super.init() self.estimatedItemSize = .zero self.scrollDirection = .horizontal self.minimumLineSpacing = 0
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6
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201
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3w
CKRecordZone deleted when second user accepts zone-wide CKShare
I'm seeing a critical issue where a custom CKRecordZone is consistently deleted server-side when a second iCloud account interacts with a zone-wide CKShare. I've reproduced this 20+ times across two days and have exhausted every client-side fix I can think of. Looking for guidance on what might be going wrong. Setup Container: iCloud.com.cohencooks (production app on App Store) Custom CKRecordZone in owner's private database Zone-wide CKShare(recordZoneID:) (iOS 15+ zone sharing) SwiftData with ModelConfiguration(cloudKitDatabase: .none) — no automatic CloudKit mirroring Acceptance via CKFetchShareMetadataOperation → CKContainer.accept(metadata) (no UICloudSharingController) Minimal reproduction // 1. Owner creates zone + share let zone = CKRecordZone(zoneName: MyZone) try await privateDB.save(zone) let share = CKShare(recordZoneID: zone.zoneID) share[CKShare.SystemFieldKey.title] = My Share as CKRecordValue share.publicPermission = .readWrite let (results, _) = try await privateDB.modifyRecords(saving: [shar
Replies
3
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158
Activity
3w
Approval of first in-App purchase
I am looking for some insight and an assist (planning to test in-app purchase with TestFlight) - all works in Xcode. I have created my very first in-App purchases App (I have other paid apps in App store) Under Distribution tab in the Monetization section i created the in-app purchases item. I completed all fields and the status is now changed from waiting fior metadata to ready to submit.. Per my readings the in-app purchase item would be reviewed with a new version of the App. I uploaded a new version, added sandbox tester and submitted it for review.. My App in TestFlight now shows status of Testing, but the in-App purchase still shows waiting for review. On the Distribution tab the Add for Review button is active but it seems a bit illogical for me to click it as the in-App purchases is the only completed item on my App's distribution tab (I am not ready to submit for review yet..) So as illogical as it appears, is this the way to get your first in-App purchase approved?
Replies
1
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0
Views
68
Activity
3w
Reply to Approval of first in-App purchase
is this the way to get your first in-App purchase approved? If you still need to test your In-App Purchase, then there is no need to submit them for review yet. Testing In-App Purchase in the Apple sandbox environment doesn’t require you submit your In-App Purchases for review. TestFlight also uses the sandbox for In-App Purchases. Apple reviews your In-App Purchases in the same environment. However, if you are done with testing, submit your In-App Purchase for review. all works in Xcode. If you enable StoreKit Testing in Xcode, you likely tested your products in the local environment. To test in the sandbox, disable StoreKit Testing in Xcode, then follow the steps in Testing In-App Purchases with sandbox to test your products in the sandbox. Be sure to read TN3186: Troubleshooting In-App Purchases availability in the sandbox that identifies common configurations that make your In-App Purchases unavailable in the sandbox environment.
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Activity
3w
Reply to StoreKit / IAP: Product WAITING_FOR_REVIEW — works locally with production RevenueCat key + Apple Sandbox, fails during App Review
@amacia See TN3186: Troubleshooting In-App Purchases availability in the sandbox identifies common configurations that make your In-App Purchases unavailable in the sandbox environment. With the production RevenueCat API key (iOS appl_..., same as the submitted build), everything works on local device but not when I download it from TestFlight....For IAP in WAITING_FOR_REVIEW, should App Review always use an Apple Sandbox account to test subscriptions until the product is fully approved? Apple reviews your In-App Purchases (consumable, non-consumable, auto-renewable subscription, and non-renewing subscription) in the sandbox, the same environment you use to test your products. TestFlight also uses the sandbox for In-App Purchases This environment uses data you configure for your app in App Store Connect when you call StoreKit APIs in your app. For Apple to review your products, they must exist in App Store Connect and you must submit them for review. Is it documented that StoreKit may not return products duri
Topic: App & System Services SubTopic: StoreKit Tags:
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3w
Reply to “In-App Purchases and Subscriptions” section on the version page not showing
@selimce, @669miller , @Gascad , @slowfast , and @touchlinebet Apple reviews your In-App Purchases (consumable, non-consumable, auto-renewable subscription, and non-renewing subscription) in the sandbox, the same environment you use to test your products. This environment uses data you configure for your app in App Store Connect when you call StoreKit APIs in your app. For Apple to review your products, they must exist in App Store Connect and you must submit them for review. Same problem with non-renewable IAP. My review is rejected because of the IAP's were not seent in the sanbox environment. For us, it is seen in both xcode and testflight environments. Probably because of this bug in review view. Please follow these steps, then let me know about the outcome: Create a Sandbox Apple Account. On your testing device, sign into the above account. For more information, see Sign in to your Sandbox Apple Account for a development-signed app. Disable StoreKit Testing in Xcode in your Xcode
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MapKit SwiftUI Map with .standard(elevation: .realistic) falls back to 2D in globe mode, while .hybrid(elevation: .realistic) remains 3D
Overview When using SwiftUI Map with .standard(elevation: .realistic) and a globe-style presentation, the map unexpectedly renders as a flat 2D map instead of a 3D globe / realistic terrain view. In the same view, switching to .hybrid(elevation: .realistic) preserves the expected 3D globe behavior. This appears to be a rendering bug or regression specific to the .standard style under globe mode, not an app-level issue. The issue is reproducible in my app’s competition map screen and has also been reported by other developers online. Steps to Reproduce Create a SwiftUI Map. Bind it to a MapCameraPosition. Apply a standard map style with realistic elevation: .mapStyle(.standard(elevation: .realistic)) Configure the UI so the user can switch between: standard + globe hybrid + globe Zoom out / interact with the map in globe mode. Expected Results Map with .standard(elevation: .realistic) should continue to render with globe / 3D realistic terrain behavior, consistent with realistic elevation support and similar t
Replies
1
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0
Views
154
Activity
3w
Mac Catalyst App Failed Registering Bundle Identifier
Hi there, New to this forum. I have an iOS/iPadOS app already published in the App Store, and it works great as a Mac Catalyst app on my Mac. However when uploading to App Store Connect, I get the message: Failed Registering Bundle Identifier The app identifier maccatalyst.nl.lai.prep-app cannot be registered to your development team because it is not available. Change your bundle identifier to a unique string to try again. So the organizer adds the maccatalyst in front of the Bundle Identifier automatically, but for some reason I get the message it's not available. I've already added the macOS App as a platform on App Store Connect. The Bundle ID (nl.lai.prep-app) is obviously registered as the app is already available on iOS/iPadOS and I have enabled 'Mac Catalyst' in my App id Configuration on the developer portal. In Xcode macOS (Mac Catalyst) has been added as a destination. I contacted developer support, but they couldn't see anything wrong 🤷‍♂️ and suggested I would ask the developer communit
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3
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61
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3w
Reply to Mac Catalyst App Failed Registering Bundle Identifier
You are the man! Thnx Albert! Derive Mac Catalyst set to No was wat I needed. I'm running latest Xcode, so not sure what went wrong. And thank you for all the links! App is currently waiting for review. Reason for using catalyst was that it is an iOS first App, which happen to run great as a catalyst app on macOS without much tinkering.
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I'm getting a device error when building Xcode.
Is anyone else experiencing the same problem as me? I've tried everything but nothing works. Can someone please help me?
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1
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120
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3w
Xcode 26.4 won't install simulators, just spins the beachball
Something happened with my Xcode 26.4 install, I've never had this happen before. I get Xcode 26.4 installed, but the simulators aren't installed. And nothing pops up to install required simulators. In Devices & Simulators I click the + to install a new simulator, and the beachball just spins and Xcode becomes unresponsive. I've tried quitting and restarting Xcode, reinstalling it (using both xcodes command line tool and the app store), removing Xcode and reinstalling, rebooting after removing Xcode and before reinstalling. Not sure what to try next. Feels like something is left over from uninstalling that's hanging it up. But I've no idea what. I could use some Apple Xcode team help here.
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3
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98
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3w
Reply to Driverkit driver hangs on macOS
This is with: macOS 26.4.1, Xcode 26.3, MacStudio-M1 There is the message after the crash/reboot Your computer restarted because of a problem - but the stack trace is beingn - not my driver, nor the kernel/dextloder, there is no log in Console, no crash report in Console.
Topic: App & System Services SubTopic: Drivers Tags:
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Reply to Xcode 26.4 won't install simulators, just spins the beachball
Additional: It won't launch an app on my phone either. (No changes to the app, and it would launch in sim or phone before the failed update of Xcode.) It's just spinning in Launch phase of the build.
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3w
Reply to Mac Catalyst App Failed Registering Bundle Identifier
Thanks for the post and welcome to the community! This is something I saw long time ago when I was looking at how Mac Catalyst works and how the bundle id adds this prefix maccatalyst I think, but not positive as this is from memory. The issue you are running into may be caused by a conflict between how Mac Catalyst originally worked and how Apple handles bundle id registration today. When Mac Catalyst was first introduced Xcode automatically prepended maccatalyst. to your existing iOS bundle ID. However later changed allowing you to sell your iOS and Mac apps together under the exact same App Store Connect record. Do you have the latest Xcode release? Is it happening there? I would upgrade to the latest Xcode, however if not you need to tell Xcode to stop generating that maccatalyst. prefix so your Mac app shares the exact same bundle ID as your iOS app. Here is how to do that from this documentation: https://developer.apple.com/documentation/uikit/mac-catalyst https://dev
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