Search results for

build disappears

50,307 results found

Post

Replies

Boosts

Views

Activity

Reply to Sound not working on testflight / Appstore
Thanks for the post. Upon uploading your app to TestFlight and installing it from there, all audio on your app appears to be disabled? Are you utilizing Flutter? Have you reached out to the support channel for Flutter, the third-party resource you are using? I do not believe this issue is related to TestFlight, as other apps have audio. However, if you can reproduce the issue using Xcode by creating a focused sample and uploading it to TestFlight to verify the presence of audio, that would be helpful. A focused Xcode project that builds and demonstrates the issue. Ideally this will be a new Xcode project created specifically to demonstrate this issue, and which includes only the minimal code and API necessary to reproduce the issue. This focuses on the important code paths and may require you to perform additional debugging to extract the relevant code. Please do not include any 3rd-party code or frameworks unless they are absolutely required for this targeted sample project to run. Albert Pascual
 
Dec ’25
Reply to My app doesn't respond on iPhone Air iOS 26.1.
As ray_cai outlined the issue was related to the LaunchImage. @howard_kang this fixed the issue for me. Remove LaunchImage from the Asset catalog. Remove references to LaunchImage from your build settings. Add Launch Screen storyboard to the project. Add parameter Launch screen interface file base name with the name of your storyboard Launch Screen.storyboard to your Info.plist file.
Topic: UI Frameworks SubTopic: UIKit Tags:
Dec ’25
Reply to Liquid Glass TabBar animations causes Hangs, bug with UIKitCore?
@DTS Engineer I utilized iOS 26.1, the issue @ray_cai outlined above was related to the LaunchImage. The fix is: Remove LaunchImage from the Asset catalog. Remove references to LaunchImage from your build settings. Add Launch Screen storyboard to the project. Add Launch screen interface file base name with the name of your storyboard Launch Screen.storyboard to your Info.plist file. I am not sure why this was causing a hang with the tab bar, maybe the Launch Image is not compatible with iOS 26.1 & iPhone Air, this issue was not occurring on other versions of iPhones.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Dec ’25
Reply to DeclaredAgeRange framework new cases and properties cause runtime crash with missing symbol
The crash issue that @edorphy reported in FB21121092 is resolved when you build the app with the released Xcode 26.2 version that came out today, build number 17C52. This version is not the same build as the Xcode 16.2 Release Candidate, so make sure to update to the final release version. @edorphy, had a follow-up statement to me for a different but related issue: you or others may have already seen this one but just in case you haven't: FB21240249 - DeclaredAgeRange: DeclaredAgeRangeAction symbol unavailable on macOS catalyst apps causing crash - documentation says otherwise I appreciate that! I personally had not seen this report, though others within Apple have. We're looking in to it. — Ed Ford,  DTS Engineer
Dec ’25
[iOS 26 Beta] BGTaskScheduler.supportedResources incorrectly reports no GPU support for BGContinuedProcessingTask on capable hardware
Testing Environment: iOS: 26.0 Beta 7 Xcode: Beta 6 Description: We are implementing the new BGContinuedProcessingTask API introduced in iOS 26. We have followed the official documentation and WWDC session guidance to configure our project. The Background Modes (processing) and Background GPU Access capabilities have been added in Xcode. The com.apple.developer.background-tasks.continued-processing.gpu entitlement is present and set to in the .entitlements file. The provisioning profile details viewed within Xcode explicitly show that the Background GPU Access capability and the corresponding entitlement are included. Despite this correct configuration, when running the app on supported hardware (iPhone 16 Pro), a call to BGTaskScheduler.supportedResources.contains(.gpu) consistently returns false. This prevents us from setting request.requiredResources = .gpu. As a result, when the BGContinuedProcessingTask starts without the GPU resource flag, our internal Metal-based exporter attempts to access the GPU and
6
0
410
Dec ’25
Reply to Cannot submit apps with Xcode 26.2 RC
Even with the new Xcode (not release candidate), I get error when uploading from Xcode: Validation Failed: This bundle is invalid. Apple is not currently accepting applications built with this version of Xcode. This is with Xcode 26.2 which has Released December 12, 2025 and Build 17C52. Also, the file name is Xcode_26.2_Apple_silicon.xip.
Dec ’25
Reply to "Signing certificate" and post-installation assignment fail due to IOPCIPrimaryMatch
I built Dext with a development ID and successfully re-signed and notarized it. This time, I only notarized the Driverkit, and plan to do the installer app later. The flow you've described below won't give you a working build. The build will have the development provisioning profile and entitlement configuration in a Developer ID signed build, which means one of two things will happen: (more likely, best case) The DEXT will not load on any device, since the provisioning profile configuration (development) doesn't match the apps signing configuration. (less likely, worst case) The system will allow the DEXT to load, relying on the development provisioning configuration. That means it will work... but ONLY on the limited set of machines that were embedded in the provisioning profile (this is how development signing works). Note that #2 is particularly dangerous, since you can end up shipping a DEXT that works on your machines but none of your customers. I just put up a How to sign a D
Topic: Code Signing SubTopic: Entitlements Tags:
Dec ’25
Reply to Zsh kills Python process with plenty of available VM
Is there a guide for macOS on the steps you describe at the end, that is on how to allocate a swapfile, Just to be clear, you're not actually creating a swapfile as such. Your mapping a file into memory which means, assuming the mapping MAP_SHARED, the VM system will then use that file as the backing store for that memory range. That gives you basically the same behavior as swap backed system memory, but it isn't ACTUALLY the same as using true swap (for example, you'll be writing the data directly back to file, so there won't be any compression or VM level encryption). mmap that swapfile into memory, mmap is a standard Unix API, which means we don't really provide specific documentation for it, however, there is an old code snippet here showing how it works. One note I will note is that some of the recommendations there aren't really relevant anymore, particularly any recommendation about limiting mapping size. Those concerns where driven by the limited 32-bit address space, but that's not an issue with 64-b
Dec ’25
3.2(f) termination after an update focused on balance, stability, and a small read-only News panel — looking for guidance
Hi Apple Staff / App Review Team, We’re following up because we haven’t received a substantive reply to our previous forum post or our messages in App Store Connect. Context (unchanged): Our last update focused on performance/stability, bug fixes, and numeric balance tuning (difficulty/rewards). We also added a small, user-initiated News panel (globe icon in the main menu) that displays one static announcement image and can be closed at any time. There are no links, no navigation, no login/UGC/ads, and no executable content in that panel. We don’t collect personal data (no IDFA/ATT). Safeguards already in place: Post-release changes are restricted to numeric balance values only (no feature toggles, no navigation changes). The announcement is strictly read-only (one static asset from our own domain) with an offline fallback. Internal release policy forbids any post-review feature switches or concept changes. What we’re asking for: Specific guidance on what observation(s) led to the 3.2(f) determination. Whethe
1
0
68
Dec ’25
Reply to Xcode 26 CompileMetalFile failed
I also have the same problem on a MacStudio M1Max (and not on a MBP M1Max) after upgrading to Xcode 26.1.1: no MetalToolchain accessible from this application. Running on Tahoe 26.1 Running today xcodebuild -downloadComponent metalToolchain gives: `Beginning asset download... Downloaded asset to: /System/Library/AssetsV2/com_apple_MobileAsset_MetalToolchain/68d8db6212b48d387d071ff7b905df796658e713.asset/AssetData/Restore/022-20369-066.dmg Done downloading: Metal Toolchain 17B54.` Then when I run xcrun metal --version, I got an error message: error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain Last when I run: xcodebuild -showComponent metalToolchain, I got: 2025-12-12 18:34:14.045 xcodebuild[27394:1591467] IDEDownloadableMetalToolchainCoordinator: Failed to remount the Metal Toolchain: The file “com.apple.MobileAsset.MetalToolchain-v17.2.54.0.BttmuJ” couldn’t be opened because you don’t have permission to view it. 2025-12-12 18:34:14.339
Dec ’25
Provisioning profile failed qualification - SensorKit Reader Access entitlement issue during app distribution
Hello, I'm currently developing an iOS app that uses SensorKit. Everything works fine in development and testing — the app correctly requests and receives SensorKit permissions on test devices. In my App ID configuration, the SensorKit Reader Access entitlement (com.apple.developer.sensorkit.reader.allow) is included and visible in Xcode under the project’s entitlements list. However, when I try to archive and distribute the app, I get the following errors in Xcode: Provisioning profile failed qualification Profile doesn't support SensorKit Reader Access. Provisioning profile failed qualification Profile doesn't include the com.apple.developer.sensorkit.reader.allow entitlement. Even though my provisioning profile includes this entitlement, Xcode still refuses to distribute the app. Here’s what I’ve confirmed so far: The provisioning profile lists com.apple.developer.sensorkit.reader.allow in its entitlements. SensorKit works perfectly in debug and development builds. The issue only occurs when attem
1
0
368
Dec ’25
Apple's new Age Ratings: do I have to submit a new binary?
I have 2 apps. I do not want to update the binaries as we are doing overhauling in the meantime. I actually attended to these issues a couple of months back when I received the first notification and thought everything was ok until we received the final reminder email hours ago. I have two apps: app_1: the age rating was auto computed in August 2025 with no missing fields and the new age rating is in line with our expectations, so I just left it as it is app_2: the age rating had some missing answers, and I was unable to input anything so I created a new release and then updated the age ratings. the app is now in pending submission stage but the age ratings have been updated. I did not submit the release for review. !!! in both cases, the updated age ratings are updated & LIVE for both our apps and can be seen in our appstore listings !!! but I still get the final reminder email anyway. Q1) should I do anything? Q2) anyone else in the same boat (not keen to submit a new binary for review)? We really are i
5
0
813
Dec ’25
Reply to error: exportArchive No profiles for 'com.nawctsd.riotpad' were found
No, I am not using Playgrounds. My app was developed with Xojo. I have 2 other apps on the Mac App Store already. This is my first iOS iPad App. Xojo has the ability to build and deploy directly to Apple Connect. I have also tried using Transporter to upload my iOS app (also Mac apps). I am attaching my latests error messages from Xojo and Transporter. Thanks for you help. Frederick Harrison
Dec ’25