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Reply to Is it possible to raycast with PSVR2 controllers when developing in Unity for the Apple Vision Pro?
Hello I don't recommend trying to implement controller tracking & recasting using the controller's IMU data. ARKit in visionOS 26 has support for tracking 6DOF pose of PSVR2 controllers. Apple publishes a Unity plugin that bridges the native GameController + ARKit support for discovering and tracking spatial game controllers into Unity. See Apple.SpatialAccessory in the Apple unity plugins Github.
Topic: Spatial Computing SubTopic: General Tags:
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Payment Marked as "Paid" But Not Received After 3 Business Days
Dear Apple Support, I am writing to report a payment issue with my App Store Connect developer account. The latest payment is marked as Paid in the Payments and Financial Reports section, but as of today, more than 3 business days have passed and the funds have not yet arrived in my bank account. I have double-checked that my banking information is accurate and up to date. I would appreciate it if you could investigate this issue and provide further clarification on the current status of the payment. Thank you in advance for your support.
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Reply to PHPickerViewController displays the photo picker with shrunken UI
Thanks for providing some code. I was able to reproduce the problem you have described here. Our engineering teams need to investigate this issue, as resolution may involve changes to Apple's software. Please file a bug report, include a small Xcode project and some directions that can be used to reproduce the problem, and post the Feedback number here once you do. If you post the Feedback number here I'll check the status next time I do a sweep of forums posts where I've suggested bug reports. Bug Reporting: How and Why? has tips on creating your bug report.
Topic: UI Frameworks SubTopic: AppKit
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VisionOS VideoMaterial on 3D Mesh
I'm trying to get video material to work on an imported 3D asset, and this asset is a USDC file. There's actually an example in this WWDC video from Apple. You can see it running on the flag in this airplane, but there are no examples of this, and there are no other examples on the internet. Does anybody know how to do this? You can look at 10:34 in this video. https://developer.apple.com/documentation/realitykit/videomaterial
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How to apply a geometry modifier to a VideoMaterial in RealityKit?
I have a model that uses a video material as the surface shader and I need to also use a geometry modifier on the material. This seemed like it would be promising (adapted from https://developer.apple.com/wwdc21/10075 ~5m 50s). // Did the setup for the video and AVPlayer eventually leading me to let videoMaterial = VideoMaterial(avPlayer: avPlayer) // Assign the material to the entity entity.model!.materials = [videoMaterial] // The part shown in WWDC: Set up the library and geometry modifier before, so now try to map the new custom material to the video material entity.model!.materials = entity.model!.materials.map { baseMaterial in try! CustomMaterial(from: baseMaterial, geometryModifier: geometryModifier) } But, I get the following error Thread 1: Fatal error: 'try!' expression unexpectedly raised an error: RealityFoundation.CustomMaterialError.defaultSurfaceShaderForMaterialNotFound How can I apply a geometry modifier to a VideoMaterial? Or, if I can't do that, is there an easy way to route the A
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Reply to UIKit - Stop ongoing animation on the extended setVisibleMapRect Animation time on MapKit
Hi Ed, Thank you for confirming that the native animation APIs are effectively non-interruptible. This validation saves us from chasing a magic configuration that doesn't exist. Sharing a bit about our use cases that the user must be able to interrupt the route preview immediately (e.g., to pan or zoom while the camera is moving on for example, 10 seconds of zooming). Regarding the performance spikes I mentioned: We have already implemented several optimizations to mitigate the 120Hz/8.33ms constraint you highlighted: Capping Frame Rate: We set preferredFrameRateRange to target 30-45 FPS (avoiding the 120Hz ProMotion tax) to reduce the workload and changed it depends on the device spec, how close or far is the zooming. Visual Thresholds: We try to skip rendering frames during CADisplayLink ticking with some threshold. Even with these throttles in place, simply calling setVisibleMapRect(..., animated: false) 30 times a second drives CPU usage to 80-100% on the simulator, likely due to the heavy vector tile re-
Topic: UI Frameworks SubTopic: UIKit Tags:
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Reply to Unexpected system confirmation dialog when opening a Universal Link
Thank you for your response and for taking the time to read the Technical Note. I believe you have now realized that Universal Links function consistently well, but there could be several reasons for their behavior deviating from expectations: When encountering issues related to Apple-app-site-association files and associated domains, particularly when they function correctly on the first attempt but fail on subsequent attempts within the same tab, several potential security and configuration factors could be at play: JavaScript Logic Errors: Although you mentioned that the code execution is identical, race conditions or state mismanagement within your JavaScript could lead to differing outcomes on successive runs. Please verify for such possibilities. Error Handling and Logs: Enhance error handling surrounding the associated domain validation logic and ensure comprehensive logging to capture any discrepancies during the second invocation. By systematically examining these areas, you should be able t
Topic: Safari & Web SubTopic: General Tags:
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Unexpected system confirmation dialog when opening a Universal Link
Subject: Unexpected system confirmation dialog when opening a Universal Link Description of the issue: We’re implementing a login flow using Native iOS apps, Universal Links, and OpenID Connect authentication. Our domain is correctly configured with the apple-app-site-association file, and Universal Links work as expected. However, under certain circumstances, the behavior differs on the same login page: The user connects to the OIDC provider in their mobile browser. Instead of automatically switching to the Native application, a popup asks the user to open the app. The behavior depends on how the login page is opened: When opened in a new browser tab, the Universal Link opens the app immediately without showing any system confirmation dialog. When the same tab is reused without a page refresh, iOS displays a system confirmation dialog asking the user to open the link in the app. This confirmation dialog doesn’t appear in the first scenario. This additional system dialog impacts the user experience,
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Reply to UIKit - Stop ongoing animation on the extended setVisibleMapRect Animation time on MapKit
There is a good example of animating a map using MKMapCamera in our Look Around sample code project. Using the map camera gives you better control over writing your own animation sequences, as the animations provided by setting the animation parameter of setVisibleMapRect to true will be decided by the system. However, as you found, those animations are effectively non-interruptible in practice due to how MapKit manages animations, regardless if you use the UIView family of animation methods, or UIViewPropertyAnimator. Enhancement requests for better integration across the animation APIs are welcomed! I've tried using CADisplayLink to manually animate the camera per system fresh rate, it works very well, I can stop the camera movement anytime there are touches, but it causes the resource CPU spikes. While you can use CADisplayLink to control rendering of any UIView on a frame-by-frame basis, you have to keep in mind the stringent performance targets you need to hit in order to not introduce
Topic: UI Frameworks SubTopic: UIKit Tags:
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Reply to In-App Purchases rejected + Reviewer cannot complete purchase although sandbox works fine (StoreKit2)
Have you tried to just upload the app again with a new Build number so it will be reviewed again? My experience is that every now and then this problem occurs in Apple's test environment, without anybody really knowing why. And the reviewers are not really investigating this. On the next review it will probably work. At least this is my year long experience.
Topic: App & System Services SubTopic: StoreKit Tags:
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In-App Purchases rejected + Reviewer cannot complete purchase although sandbox works fine (StoreKit2)
Hi everyone, I’m experiencing an issue with In-App Purchases during App Review. What works My consumable IAP products load correctly using StoreKit2. TestFlight (sandbox) purchases work perfectly. Localizations are filled in and valid. Paid Apps Agreement, banking, and tax forms are active. IAP products are properly created in App Store Connect and marked as “Developer Action Needed” only because they wait for approval with the new binary. What fails During review I received: “We found that your in-app purchase products exhibited one or more bugs which create a poor user experience. Specifically, we were not able to complete a purchase.” They didn’t provide any more technical details. Additional context The StoreKit configuration file is not included in the app archive. Product identifiers perfectly match those in App Store Connect. StoreKit2 purchase() works as expected on TestFlight. The app does not use server-side receipt validation - purchases are handled purely through StoreKit2 APIs, as recommended. My
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Reply to Detecting Navigation Redirect Chains
Our engineering teams need to investigate this issue, as resolution may involve changes to Apple's software. Please file a bug report, include a small Xcode project and some directions that can be used to reproduce the problem, and post the Feedback number here once you do. If you post the Feedback number here I'll check the status next time I do a sweep of forums posts where I've suggested bug reports. Bug Reporting: How and Why? has tips on creating your bug report.
Topic: Safari & Web SubTopic: General Tags:
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Reply to Are notification pushes not being received when in Picture-in-Picture mode?
Hello, I recently had an unusual experience, and I’m wondering if this is related to Apple’s policies, so I wanted to ask. It's not really about policy as such, but is actually about how the system handles notifications generally. While a call is in Picture-in-Picture (PIP) mode, notification pushes from the same app do not appear. The API is being triggered, but the notification banner does not show on the device. The issue here isn't PIP, it's the fact that the app is awake and considered active. When an app is active, the system does not directly present notifications, but instead delivers them directly to the app through userNotificationCenter(_:willPresent:withCompletionHandler:). The app then has control over whether or not the notification is presented. Note that this is the same reason notifications don't necessarily appear when the app is foregrounded. The only difference here is that PIP is a slightly different variation of active/foreground. Once PIP is closed, the notifications start appe
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Are notification pushes not being received when in Picture-in-Picture mode?
Hello, I recently had an unusual experience, and I’m wondering if this is related to Apple’s policies, so I wanted to ask. While a call is in Picture-in-Picture (PIP) mode, notification pushes from the same app do not appear. The API is being triggered, but the notification banner does not show on the device. Once PIP is closed, the notifications start appearing normally again. Is this behavior enforced by Apple’s policies? What’s interesting is that banners from other apps do appear — only the banners from the app currently in PIP are not shown.
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Background Assets testing in Xcode
Can anyone please confirm that Apple-hosted Background Assets still will NOT work unless the app is: Installed from TestFlight, or Installed from the App Store Is it true Xcode-installed builds—Debug or Release—do not receive the App Store’s Background Asset metadata and cannot access the background asset packs? I am getting the error when running the app in Xcode: The asset pack with the ID “VALIDPACKNAME” couldn’t be looked up: No asset pack with the ID “VALIDPACKNAME” was found.
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