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build disappears

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Reply to App Startup with Debugger in Xcode 26 is slow
Just checked new Xcode 26.2 with iOS 26.2 and the debug builds startup time indeed improved significantly. We still have ~7 seconds of initial sluggishness (difference between debug executable on/off), but it's way better than it was before! 👍 That’s not an improvement, that's a partial rollback of a huge regression. On Xcode 16 it was ~1s. That was the baseline. Seven seconds of launch + long initial sluggishness in debug is still absurd. Stop celebrating “less bad.” This shouldn’t be acceptable and Xcode 26 is still unusable for any serious work.
Dec ’25
Apple Pay In-App Provisioning – Apple server failure when adding a card
During Apple Pay in-app provisioning (EV_ECC_v2), our iOS app successfully obtains the issuer provisioning certificates and generates cryptographic material. The flow fails when Apple posts the card blob to Apple’s broker (card creation step), returning HTTP 500 from .../broker/v4/devices/{SEID}/cards. Steps: Call issuerProvisioningCertificates?encryptionVersion=EV_ECC_v2 → 200 OK; returns ECC leaf + Apple Root CA chain; nonce=2a831be4. 2. Build {encryptedCardData, activationData, ephemeralPublicKey} 3. POST /broker/v4/devices/{SEID}/cards Expected: 200 OK on /broker/v4/devices/{SEID}/cards, or 5xx with a descriptive error if payload/cryptography is invalid. Observed: 500 Internal Server Error from Apple broker on /cards (labeled “eligibility” in PassKit logs), causing a terminal failure in Wallet UI.
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Dec ’25
Reply to watchOS architecture requirements
Does Apple suggest that developers transition to arm64-only and drop support for arm64_32 devices? No — Apple Watch Series 9 and later, and Apple Watch Ultra 2 and later all support the arm64 architecture. There are many Apple Watch devices that run watchOS versions your app likely supports beyond that list, so you need to keep the arm64_32 architecture around for those devices. As noted in the announcement, you'll want to use the Standard Architectures build setting for your watchOS app, and that will automatically build the right set of supported architectures for your app, which will include arm64_32 as well as arm64. If we add support for both arm64_32 and arm64, the binary will almost certainly exceed the 75 MB app size limit, and potentially violate the size constraints for each architecture slice as well. What size constraints per architecture are you thinking of? The Maximum build file sizes documentation lists such a requirement for iOS apps in the iOS 7 and 8 time frame, b
Dec ’25
Reply to Pinning a pushed window to a wall breaks pushWindow for all other apps on the system
I believe I've discovered a workaround for this pushWindow bug. If I add the .restorationBehavior(.disabled) scene modifier to the WindowGroup corresponding to the pushed window, the bug doesn't happen. If the user pins a pushed window to the wall, the window doesn't disappear, and the app and all other apps that may call pushWindow aren't bricked until the next device reboot.
Topic: Spatial Computing SubTopic: General Tags:
Dec ’25
Pinning a pushed window to a wall breaks pushWindow for all other apps on the system
I posted https://developer.apple.com/forums/thread/809481 yesterday about an issue I discovered with pushWindow in visionOS 26.2 RC, but today I discovered a second problem with pushWindow. If window A calls pushWindow to present window B, and the user pins window B to a wall, the following unexpected behaviors are observed: Window B spontaneously disappears. If the user re-launches the (still running) app from the visionOS home view, both window A and window B appear simultaneously. I assume only window B should be visible at this point, since window A pushed window B. If the user closes window B, it's now impossible to present window B again. Calls to pushWindow appear to be ignored. If the user force-quits the app and relaunches it, and pushWindow is called again, window B appears, but window A remains visible. I also noticed this surprising behavior: This broken state of pushWindow behavior now affects all other apps on the system that may call pushWindow in the future, not just the app whose pus
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Dec ’25
RequestReviewAction never triggering rating dialog
Hello, We are having an issue with the RequestReview API and were hoping to get some help. We know that there is no guarantee that the in-app review modal will show and we know that there are 3 circumstances in which it will definitely not appear: if the user has turned off in-app review/ratings in their settings if the user has submitted a review for that app on that device within the last 365 days if the user has been asked for a review >3 times in the last 365 days When testing our implementation, every single one of our testers did not receive the rating modal despite the fact that we had all our testers turn on the app rating setting and that we have never asked for reviews from our app before. So that seems suspicious. While it is possible that something is up with our code (and I have provided some snippets below) we are also concerned that apple maybe is suppressing it for another reason. We really want to go live with our app review code but unfortunately we are not able to get confidence that it
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Dec ’25
Xcode Cloud Signing Issue
There seems to be a problem to a specific Apple Developer Account regarding Xcode Cloud Distribution (Signing). The Xcode Cloud Error Invalid Signature. Code failed to satisfy specified code requirement(s). The file at path “XcodeCloudTest.app/XcodeCloudTest” is not properly signed. Make sure you have signed your application with a distribution certificate, not an ad hoc certificate or a development certificate. Verify that the code signing settings in Xcode are correct at the target level (which override any values at the project level). Additionally, make sure the bundle you are uploading was built using a Release target in Xcode, not a Simulator target. If you are certain your code signing settings are correct, choose “Clean All” in Xcode, delete the “build” directory in the Finder, and rebuild your release target. For more information, please consult https://developer.apple.com/support/code-signing. Investigation Apple Developer Forums This issue seems to be known: https://developer.apple.com/for
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Dec ’25
Facing 2 issues: Issue uploading for external testers, and issue in downloading the app for internal testers. Although the app work perfeclty when i build it directly locally to my phone.
Although the application functions correctly when deployed locally to a physical iPhone using Flutter (direct debug/development build via Xcode), we are encountering the following issues only within App Store Connect / TestFlight: 1- Internal Testing Issue: After completing all required steps in App Store Connect and adding internal testers, testers are unable to install the app. TestFlight displays the error: “Could not install app. The requested app is not available or doesn’t exist.” 2- External Testing Issue: When attempting to add a processed build to an External Testing group (Public Link), App Store Connect returns the following message: “There was an error processing your request. Please try again later.” The build has successfully uploaded and processed, and is marked as Ready to Submit in TestFlight. These issues do not occur during direct device deployment and appear to be isolated to TestFlight / App Store Connect. We would appreciate guidance on how to solve this issue
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Dec ’25
Reply to Xcode Cloud fail in task Export archive
I'm seeing a similar issue with just Xcode cloud builds. Feedback here: FB21343022 For us, changing Xcode version on Xcode cloud doesn't resolve. To repeat details from the feedback for those at home: We see the following error on repeated Xcode cloud builds when trying to archive for “iOS App Store”. Export archive for development distribution Command exited with non-zero exit-code: 70 The “Archive Build” step is failing with what looks like some internal error. Xcode Version: 26.1.1 (17B100) macOS Version : macOS Tahoe 26.1 (25B78) Attached are the logs, within the relevant part I see this repeated (truncated here for reference and brevity) 2025-12-14T23:42:24.246116551Z error: exportArchive There is a problem with the request entity 2025-12-14T23:42:24.246119266Z 2025-12-14T23:42:24.246121303Z error: exportArchive No signing certificate iOS Development found 2025-12-14T23:42:24.246124727Z 2025-12-14T23:42:24.246126906Z error: exportArchive There is a problem with the request enti
Dec ’25
Reply to Metal not working in Swift Playgrounds (SSC Scene)
I made some progress! Or at least I think so, it is still unclear. I simplified the shader code to not include the external library for now: #include using namespace metal; [[ stitchable ]] half4 checkerboard(float2 position, half4 currentColor, float size, half4 newColor) { uint2 posInChecks = uint2(position.x / size, position.y / size); bool isColor = (posInChecks.x ^ posInChecks.y) & 1; return isColor ? newColor * currentColor.a : half4(0.0, 0.0, 0.0, 0.0); } I am going to deal with the missing library later. Now the expanded shader compilation code looks as follows: let shaderURL = Bundle.main.url(forResource: shaders, withExtension: txt)! let source = try! String(contentsOf: shaderURL, encoding: .utf8) do { let device = MTLCreateSystemDefaultDevice()! let opt = MTLCompileOptions() opt.enableLogging = true // Those two options are important. opt.libraryType = .dynamic opt.installName = shaders.metallib // We need to create MTLLibrary... let library = try device.makeLibrary(source: source, options: op
Dec ’25
Reply to Texas's SB 2420: obligations depending on app rating ?
Yes, the email is sent to everyone apparently. But if you look at an app in AppStoreConnect, you will get a specific notification if you need to update. Here it is for one of our apps (in French, but does not matter) when all age information was not yet completed: I could see the age information (7 views) but could not update. I noted that information update must be done before January 31, 2026. So I submitted a new version (very limited changes), completed information (this time it was possible), incremented build number, and now message is gone:
Dec ’25
How to stop navigation items from moving into an overflow menu
One screen in my app uses a navigation bar with some buttons added to the titleView and some buttons added as a customView of a single rightBarButtonItem. In iOS 26 (beta 9), if I switch to the home screen and back again, the titleView and rightBarButtonItem disappear and an overflow button (three dots) appears instead. Nothing happens when I click the overflow button. Here's a screen capture: https://youtu.be/tthRnMz98kA This also happens when I switch to another app, when I rotate the device or when I resize the app window. In all cases, there is enough room to show all the buttons, but they still disappear. I overrode the viewWillTransition function in my view controller and logged when that runs. I can see that if I switch to the home screen and back again before that runs (within one or two seconds), there's no problem. But once that runs, the navigation bar items disappear and the overflow button appears. I have not done anything to set up the overflow button and don't have an
Topic: UI Frameworks SubTopic: UIKit
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Dec ’25
Navigation Bar Elements Disappear When Using UIPageViewController in SwiftUI Under Low Power Mode
Problem Description: In a SwiftUI application, I've wrapped UIKit's UIPageViewController using UIViewControllerRepresentable, naming the wrapped class PagedInfiniteScrollView. This component causes navigation bar elements (title and buttons) to disappear. This issue only occurs in Low Power Mode on a physical device. Steps to Reproduce: Enable Low Power Mode on a physical device and open the app's home page. From the home page, open a detail sheet containing PagedInfiniteScrollView. This detail page include a navigation title and a toolbar button in the top-right corner. PagedInfiniteScrollView supports horizontal swiping to switch pages. Tap the toolbar button in the top-right corner of the detail page to open an edit sheet. Without making any changes, close the edit sheet and return to the detail page. On the detail page, swipe left and right on the PagedInfiniteScrollView. Expected Result: When swiping the PagedInfiniteScrollView, the navigation title and top-right toolbar button of the detail pag
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Dec ’25
Final reminder: Answer the updated age ratings questions.
Has anyone else received the email “Final reminder: Answer the updated age ratings questions.” even though all live apps were updated for the age ratings months ago? We only have one new app that we created, but we haven’t even set up age ratings for it yet. The app has never had a build uploaded. Did we receive this email because of this app? We also deleted some apps in the past. Could the email have been sent because of those deleted apps?
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Dec ’25