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“xcode github”

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Virtual Camera Shows Jittering Frames and Solid Accent Color on macOS
Hello Apple Developer Support, I’m developing a virtual camera using the CMIOExtensionDevice / CMIOExtensionStreamSource APIs on macOS. While the virtual camera appears in system settings and apps like Zoom and Google Meet, the video output exhibits the following issues: Jittering frames: The first frame sometimes appears correctly, but subsequent frames flicker or jitter. Solid color fill: Eventually, the camera feed fills entirely with a solid accent color (e.g., blue), rather than the intended video content. Console logs: Repeated messages appear in Console.app: Invalid display 0x00000000 Setup details: The virtual camera is created using CMIOExtensionDevice and CMIOExtensionStream. Video frames are rendered from NSImage/CGImage using CGContext and copied into CVPixelBuffers. Frame delivery is controlled by a DispatchSourceTimer at 60 FPS. macOS version: [Your macOS version here] Xcode version: [Your Xcode version here] Observations: The Invalid display 0x00000000 logs suggest that CGCont
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Unable to use AI with XCode 26.2
I decided to try out XCode 26.2s new AI abilities but I only get a Your request couldn't be completed. When clicking the details button I get see this error: InferenceError::unspecifiedUnderlyingError::Error(message: Unknown parameter: 'tool_call_outputs'., type: invalid_request_error, code: Optional(unknown_parameter), privacyPassRedemptionResponse: nil, userFacingLocalizedErrorMessage: nil) How do I fix that?
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Reply to Different team ID's on my certs
[quote='817211021, crewshin, /thread/817211, /profile/crewshin'] it seems that Xcode generates random team ID's with it's automatic signing system [/quote] I think you’re mixing up the various different identifiers that all use the 10-character format. See Code Signing Identifiers Explained for more about that. ps Lemme know if this helps because I’m thinking of turning this into a technote in the Inside Code Signing series, and I’m more likely to make time for that if I know that it’s actually helpful. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Reply to App group broken on Sequoia
The macOS 15 development cycle triggered a bunch of changes in app groups. See App Groups: macOS vs iOS: Working Towards Harmony for the backstory. Going forward, I recommend that you: Decide on the app group ID you want to use. This can use either the macOS style or iOS style. For new code I recommend the iOS style, although if you have an exist product that uses the macOS style it usually makes sense to stick with that. For each program involved (so your app and your file provider appex)… Make sure it has an explicit App ID. Create a profile that authorises that App ID to access your app group. Make sure that profile gets embedded in the program’s bundle. Sign the program to claim access to that app group. IMPORTANT Make sure to sign the program with com.apple.application-identifier so that the system can associated the program with its provisioning profile. If you’re using Xcode, it will typically take care of this for you, although my experience is that this works better if you’re using an iOS st
Topic: Code Signing SubTopic: Entitlements Tags:
3w
UIScreen.isCaptured and sceneCaptureState report inactive while system screen recording continues when Live Activity is expanded
Hi, I’m trying to reliably detect when system screen recording finishes, and I’m observing behavior that I don’t fully understand when a Live Activity is expanded via Dynamic Island. Environment Devices: iPhone 16 Pro iOS: 26.2 Xcode: 26.2 Using UIScreen.isCaptured and UIWindowScene.sceneCaptureState Implementation: I observe capture state like this: private var observation: NSKeyValueObservation? func startObserving() { observation = UIScreen.main.observe(.isCaptured, options: [.new]) { _, change in print(isCaptured:, change.newValue ?? false) } } I also check: window.traitCollection.sceneCaptureState Steps to Reproduce Start system screen recording from Control Center. Confirm UIScreen.main.isCaptured == true. Expand a Live Activity via the Dynamic Island (e.g. timer or call). Observe capture state values while the Live Activity UI is expanded. Observed Behavior While screen recording is still active: UIScreen.main.isCaptured becomes false sceneCaptureState becomes .inactive This state persists whi
Topic: UI Frameworks SubTopic: UIKit
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Push notifications not delivered over Wi-Fi with includeAllNetworks = true regardless of excludeAPNS setting
We have a VPN app that uses NEPacketTunnelProvider with includeAllNetworks = true. We've encountered an issue where push notifications are not delivered over Wi-Fi while the tunnel is active in a pre-MFA quarantine state (tunnel is up but traffic is blocked on server side), regardless of whether excludeAPNS is set to true or false. Observed behavior Wi-Fi excludeAPNS = true - Notifications not delivered Wi-Fi excludeAPNS = false - Notifications not delivered Cellular excludeAPNS = true - Notifications delivered Cellular excludeAPNS = false - Notifications not delivered On cellular, the behavior matches our expectations: setting excludeAPNS = true allows APNS traffic to bypass the tunnel and notifications arrive; setting it to false routes APNS through the tunnel and notifications are blocked (as expected for a non-forwarding tunnel). On Wi-Fi, notifications fail to deliver in both cases. Our question Is this expected behavior when includeAllNetworks is enabled on Wi-Fi, or is this a known issue / bug with APN
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How do you make a resizable segmented control in SwiftUI for macOS?
In SwiftUI for macOS, how do I configure a Picker as a segmented control to have a flexible width? This design pattern is present in Xcode 26 at the top of the sidebar and inspector panel. I can't figure out the combination of view modifiers to achieve a similar look. import SwiftUI struct ContentView: View { @State private var selection = 0 var body: some View { VStack { Picker(, selection: $selection) { Image(systemName: doc) Image(systemName: folder) Image(systemName: gear) Image(systemName: globe) .frame(maxWidth: .infinity) // Doesn't do anything. } .labelsHidden() .pickerStyle(.segmented) .frame(maxWidth: .infinity) // Doesn't affect segment sizes. Spacer() } } } I want the entire Picker to fill the width and for each segment to be of equal widths. How? In AppKit I would use AutoLayout for the flexible width and NSSegmentedControl.segmentDistribution for the segment widths. Is there a SwiftUI equivalent? macOS 26 / Xcode 26.3
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Notarization submissions stuck "In Progress" — native macOS app with Sparkle.framework (12+ attempts)
I'm submitting a native macOS app (Swift/SwiftUI, arm64) that includes Sparkle.framework for auto-updates. All binaries are signed with a Developer ID Application certificate using --options runtime and --timestamp. I've submitted 12+ times over the past two days, both from local notarytool submit and from GitHub Actions CI. Every submission uploads successfully and returns a valid submission ID, but then stays at In Progress indefinitely — none have resolved to Accepted or Invalid. Two early submissions did eventually come back Invalid — Apple's rejection log showed the Sparkle nested binaries had ad-hoc signatures (they were being signed as individual Mach-O files instead of bundle directories). I fixed this with proper inside-out bundle signing. Since the fix, local codesign --verify --deep --strict passes cleanly, but all ~10 subsequent submissions remain stuck at In Progress. 9UT54V24XG Would appreciate any guidance, or if someone from the notary team could check our queue. Happy to provide spec
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Reply to All notarization submissions stuck "In Progress" for 24+ hours — first-time Electron app
Experiencing the same issue here — native macOS (Swift/SwiftUI) app with Sparkle.framework, signed with Developer ID Application certificate using --options runtime and --timestamp on all binaries. We've submitted 12+ times over the past two days, both from local notarytool submit and from GitHub Actions CI. Two early submissions eventually came back Invalid (Sparkle nested binaries needed proper bundle-level signing rather than file-level). After fixing that, codesign --verify --deep --strict passes cleanly on every binary in the bundle. But every submission since the fix — about 10 of them — has been stuck at In Progress indefinitely. We're using App Store Connect API key auth (--key / --key-id / --issuer), and the submissions upload successfully with valid submission IDs. They just never resolve. Team ID: 9UT54V24XG Would appreciate any guidance or if someone from Apple could take a look at our queue. Happy to provide submission IDs if that helps.
Topic: Code Signing SubTopic: Notarization Tags:
3w
Crash when Displaying RealityView on Multiple Screen only Connecting with Xcode
I have an iOS app that uses RealityView to display some models and interact with them, and the app uses regular iOS app navigations, then a challenge I'm facing is how to maintain multiple RealityView on multiplescreens. For example Screen A has a RealityView, and then I navigate to Screen B (also has a RealityView) using stack based navigation, when I do so I got a crash -[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed assertion `Draw Errors Validation Fragment Function(fsRealityPbr): argument envProbeTable[0] from Buffer(7) with offset(0) and length(16) has space for 16 bytes, but argument has a length(864). Fragment Function(fsRealityPbr): incorrect type of texture (MTLTextureType2D) bound at Texture binding at index 20 (expect MTLTextureTypeCubeArray) for envProbeDiffuseArray[0]. Interestingly this crash only happens when debugging with Xcode, not happens when the app runs on its own. I'm not sure what I'm doing is anti-pattern or it's some Xcode debugging limitatio
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"Unable to Redeem" when downloading approved 1.0 app via promo code
My brand new 1.0 app is approved and pending developer release. As part of my release checks, I like to download the app store release using a promo code. On both iOS and macOS, redeeming a promo code for the respective builds gives the error you see in the screenshot: Unable to Redeem. This content is incompatible with the current software on this device. Update your device to the latest software version and try again. The app targets iOS 26.0, and my devices are running iOS 26.3, and it was built with Xcode 26.3. I'm relying on this feature for sending a build to pre-release media for reviews/articles, and am worried I'll embarrass myself. Other developers: Have you also had this issue? Do you know a work around for this issue? Apple: Please help! Is there anything I can do?
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Virtual Camera Shows Jittering Frames and Solid Accent Color on macOS
Hello Apple Developer Support, I’m developing a virtual camera using the CMIOExtensionDevice / CMIOExtensionStreamSource APIs on macOS. While the virtual camera appears in system settings and apps like Zoom and Google Meet, the video output exhibits the following issues: Jittering frames: The first frame sometimes appears correctly, but subsequent frames flicker or jitter. Solid color fill: Eventually, the camera feed fills entirely with a solid accent color (e.g., blue), rather than the intended video content. Console logs: Repeated messages appear in Console.app: Invalid display 0x00000000 Setup details: The virtual camera is created using CMIOExtensionDevice and CMIOExtensionStream. Video frames are rendered from NSImage/CGImage using CGContext and copied into CVPixelBuffers. Frame delivery is controlled by a DispatchSourceTimer at 60 FPS. macOS version: [Your macOS version here] Xcode version: [Your Xcode version here] Observations: The Invalid display 0x00000000 logs suggest that CGCont
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52
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3w
Unable to use AI with XCode 26.2
I decided to try out XCode 26.2s new AI abilities but I only get a Your request couldn't be completed. When clicking the details button I get see this error: InferenceError::unspecifiedUnderlyingError::Error(message: Unknown parameter: 'tool_call_outputs'., type: invalid_request_error, code: Optional(unknown_parameter), privacyPassRedemptionResponse: nil, userFacingLocalizedErrorMessage: nil) How do I fix that?
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69
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Reply to How can I change the output dimensions of a CoreML model in Xcode when the outputs come from a NonMaximumSuppression layer?
Thanks for the suggestions. I was just wondering if it’s possible to make edits on directly in the Xcode editor.
Topic: Machine Learning & AI SubTopic: Core ML Tags:
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Reply to Different team ID's on my certs
[quote='817211021, crewshin, /thread/817211, /profile/crewshin'] it seems that Xcode generates random team ID's with it's automatic signing system [/quote] I think you’re mixing up the various different identifiers that all use the 10-character format. See Code Signing Identifiers Explained for more about that. ps Lemme know if this helps because I’m thinking of turning this into a technote in the Inside Code Signing series, and I’m more likely to make time for that if I know that it’s actually helpful. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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3w
Reply to App group broken on Sequoia
The macOS 15 development cycle triggered a bunch of changes in app groups. See App Groups: macOS vs iOS: Working Towards Harmony for the backstory. Going forward, I recommend that you: Decide on the app group ID you want to use. This can use either the macOS style or iOS style. For new code I recommend the iOS style, although if you have an exist product that uses the macOS style it usually makes sense to stick with that. For each program involved (so your app and your file provider appex)… Make sure it has an explicit App ID. Create a profile that authorises that App ID to access your app group. Make sure that profile gets embedded in the program’s bundle. Sign the program to claim access to that app group. IMPORTANT Make sure to sign the program with com.apple.application-identifier so that the system can associated the program with its provisioning profile. If you’re using Xcode, it will typically take care of this for you, although my experience is that this works better if you’re using an iOS st
Topic: Code Signing SubTopic: Entitlements Tags:
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Activity
3w
UIScreen.isCaptured and sceneCaptureState report inactive while system screen recording continues when Live Activity is expanded
Hi, I’m trying to reliably detect when system screen recording finishes, and I’m observing behavior that I don’t fully understand when a Live Activity is expanded via Dynamic Island. Environment Devices: iPhone 16 Pro iOS: 26.2 Xcode: 26.2 Using UIScreen.isCaptured and UIWindowScene.sceneCaptureState Implementation: I observe capture state like this: private var observation: NSKeyValueObservation? func startObserving() { observation = UIScreen.main.observe(.isCaptured, options: [.new]) { _, change in print(isCaptured:, change.newValue ?? false) } } I also check: window.traitCollection.sceneCaptureState Steps to Reproduce Start system screen recording from Control Center. Confirm UIScreen.main.isCaptured == true. Expand a Live Activity via the Dynamic Island (e.g. timer or call). Observe capture state values while the Live Activity UI is expanded. Observed Behavior While screen recording is still active: UIScreen.main.isCaptured becomes false sceneCaptureState becomes .inactive This state persists whi
Topic: UI Frameworks SubTopic: UIKit
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0
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67
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3w
Push notifications not delivered over Wi-Fi with includeAllNetworks = true regardless of excludeAPNS setting
We have a VPN app that uses NEPacketTunnelProvider with includeAllNetworks = true. We've encountered an issue where push notifications are not delivered over Wi-Fi while the tunnel is active in a pre-MFA quarantine state (tunnel is up but traffic is blocked on server side), regardless of whether excludeAPNS is set to true or false. Observed behavior Wi-Fi excludeAPNS = true - Notifications not delivered Wi-Fi excludeAPNS = false - Notifications not delivered Cellular excludeAPNS = true - Notifications delivered Cellular excludeAPNS = false - Notifications not delivered On cellular, the behavior matches our expectations: setting excludeAPNS = true allows APNS traffic to bypass the tunnel and notifications arrive; setting it to false routes APNS through the tunnel and notifications are blocked (as expected for a non-forwarding tunnel). On Wi-Fi, notifications fail to deliver in both cases. Our question Is this expected behavior when includeAllNetworks is enabled on Wi-Fi, or is this a known issue / bug with APN
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237
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Reply to Can not delete "Other installed Platforms"
I'm experiencing the exact same issues on my MacBook Air M1 (Tahoe 26.3). When I removed the old platform from the Xcode preferences, the platform reappears after a reboot.
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3w
How do you make a resizable segmented control in SwiftUI for macOS?
In SwiftUI for macOS, how do I configure a Picker as a segmented control to have a flexible width? This design pattern is present in Xcode 26 at the top of the sidebar and inspector panel. I can't figure out the combination of view modifiers to achieve a similar look. import SwiftUI struct ContentView: View { @State private var selection = 0 var body: some View { VStack { Picker(, selection: $selection) { Image(systemName: doc) Image(systemName: folder) Image(systemName: gear) Image(systemName: globe) .frame(maxWidth: .infinity) // Doesn't do anything. } .labelsHidden() .pickerStyle(.segmented) .frame(maxWidth: .infinity) // Doesn't affect segment sizes. Spacer() } } } I want the entire Picker to fill the width and for each segment to be of equal widths. How? In AppKit I would use AutoLayout for the flexible width and NSSegmentedControl.segmentDistribution for the segment widths. Is there a SwiftUI equivalent? macOS 26 / Xcode 26.3
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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93
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Reply to Apple watch Xcode pairing & connection issues
Same issue here, Apple Watch not visible on Xcode. my set up is iPhone 13 with iOS 26.3, Apple watch series 2 with iOS 26.3
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Notarization submissions stuck "In Progress" — native macOS app with Sparkle.framework (12+ attempts)
I'm submitting a native macOS app (Swift/SwiftUI, arm64) that includes Sparkle.framework for auto-updates. All binaries are signed with a Developer ID Application certificate using --options runtime and --timestamp. I've submitted 12+ times over the past two days, both from local notarytool submit and from GitHub Actions CI. Every submission uploads successfully and returns a valid submission ID, but then stays at In Progress indefinitely — none have resolved to Accepted or Invalid. Two early submissions did eventually come back Invalid — Apple's rejection log showed the Sparkle nested binaries had ad-hoc signatures (they were being signed as individual Mach-O files instead of bundle directories). I fixed this with proper inside-out bundle signing. Since the fix, local codesign --verify --deep --strict passes cleanly, but all ~10 subsequent submissions remain stuck at In Progress. 9UT54V24XG Would appreciate any guidance, or if someone from the notary team could check our queue. Happy to provide spec
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150
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3w
Reply to All notarization submissions stuck "In Progress" for 24+ hours — first-time Electron app
Experiencing the same issue here — native macOS (Swift/SwiftUI) app with Sparkle.framework, signed with Developer ID Application certificate using --options runtime and --timestamp on all binaries. We've submitted 12+ times over the past two days, both from local notarytool submit and from GitHub Actions CI. Two early submissions eventually came back Invalid (Sparkle nested binaries needed proper bundle-level signing rather than file-level). After fixing that, codesign --verify --deep --strict passes cleanly on every binary in the bundle. But every submission since the fix — about 10 of them — has been stuck at In Progress indefinitely. We're using App Store Connect API key auth (--key / --key-id / --issuer), and the submissions upload successfully with valid submission IDs. They just never resolve. Team ID: 9UT54V24XG Would appreciate any guidance or if someone from Apple could take a look at our queue. Happy to provide submission IDs if that helps.
Topic: Code Signing SubTopic: Notarization Tags:
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3w
Crash when Displaying RealityView on Multiple Screen only Connecting with Xcode
I have an iOS app that uses RealityView to display some models and interact with them, and the app uses regular iOS app navigations, then a challenge I'm facing is how to maintain multiple RealityView on multiplescreens. For example Screen A has a RealityView, and then I navigate to Screen B (also has a RealityView) using stack based navigation, when I do so I got a crash -[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed assertion `Draw Errors Validation Fragment Function(fsRealityPbr): argument envProbeTable[0] from Buffer(7) with offset(0) and length(16) has space for 16 bytes, but argument has a length(864). Fragment Function(fsRealityPbr): incorrect type of texture (MTLTextureType2D) bound at Texture binding at index 20 (expect MTLTextureTypeCubeArray) for envProbeDiffuseArray[0]. Interestingly this crash only happens when debugging with Xcode, not happens when the app runs on its own. I'm not sure what I'm doing is anti-pattern or it's some Xcode debugging limitatio
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0
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742
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3w
"Unable to Redeem" when downloading approved 1.0 app via promo code
My brand new 1.0 app is approved and pending developer release. As part of my release checks, I like to download the app store release using a promo code. On both iOS and macOS, redeeming a promo code for the respective builds gives the error you see in the screenshot: Unable to Redeem. This content is incompatible with the current software on this device. Update your device to the latest software version and try again. The app targets iOS 26.0, and my devices are running iOS 26.3, and it was built with Xcode 26.3. I'm relying on this feature for sending a build to pre-release media for reviews/articles, and am worried I'll embarrass myself. Other developers: Have you also had this issue? Do you know a work around for this issue? Apple: Please help! Is there anything I can do?
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82
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Reply to Which tools and concepts are essential to learn first in iOS development?
Certainly the material on developer.apple.com, but also check out HackingWithSwift.com, Kodeco.com, the vidos that Stewart Lynch does on youtube, and lastly learn by doing... the new XCode has adaptive learning with where the compiler helps you complete the code you type :D
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