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Reply to Unable to get a new API Key
I see two straightforward options here: Use Xcode for your development. Xcode has a Personal Team feature that allows you to develop apps for your own device without being a member of a paid team [1]. Re-join the paid developer program. I’m not sure if your third-party tooling has the equivalent of Xcode’s Personal Team feature. I very much doubt it, but you’d have to ask the vendor to be sure. But the current path your on, which is clearly focused on paid team membership, because it need an App Store Connection API key, isn’t going to work when you can’t create such a key. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] Albeit with significant restrictions. For the details, see Developer > Support > Choosing a Membership.
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Reply to Enhanced Security Capability < iOS 26
[quote='867158022, Calumh11, /thread/806195?answerId=867158022#867158022, /profile/Calumh11'] TestFlight … fails to install as well. [/quote] Thanks for confirming that. [quote='867158022, Calumh11, /thread/806195?answerId=867158022#867158022, /profile/Calumh11'] programatically add the capability for iOS 26 only but I have not found a way to do that! [/quote] That’s not possible. Xcode reflects this capability into your app’s entitlements. Entitlements are baked into your code signature. You can’t add them at runtime. If you’re curious how this actually works, have a read of TN3125 Inside Code Signing: Provisioning Profiles. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Privacy & Security SubTopic: General Tags:
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Reply to Static library produced by Xcode 26 causes link error on Xcode 16
[quote='808201021, Wutian, /thread/808201, /profile/Wutian'] both [projects] have their deployment targets set to iOS 13.0. [/quote] Neither Xcode 26 nor Xcode 16 support iOS 13 development. According to Developer > Support > Xcode, they both have a minimum deployment target of iOS 15. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Reply to AgeRange Functionality working on iPhone how to debug on Mac?
[quote='867287022, Mikesch8764, /thread/807578?answerId=867287022#867287022, /profile/Mikesch8764'] Unfortunately I do not have a separate Mac to test it. [/quote] One option here is to install that beta into a VM and test it within the VM. Last I checked you can’t use App Store, and that includes TestFlight, in a VM, but you should be able to run a development-signed build from Xcode. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: App & System Services SubTopic: General Tags:
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Payment sheet will not show in second payment
I developed a web app using .net c#. The app runs a workflow which included Apple payment. App can work on any browser of any device (even non-IOS). When the app is browsed using PC windows Chrome browser, the payment sheet will show with QR code to scan using iPhone. If I cancelled the pop-up by clicking on X without scanning the code, and then returned to idle screen and performed another payment, I will reach paymentRequest.Show() but nothing will show and no errors are logged in console. Note that: I use Payment Request API The issue appear on the second payment. The issue will be solved once I refresh the page. My app supports both single and separate pages mode and issue appear on both. I used to see an error Uncaught NotSupportedError: Failed to execute 'define' on 'CustomElementRegistry': the name apple spinner has already been used with this registry. So I thought the issue might be in loading the apple SDK script multiple times, and solved the issue to be loaded only once.
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iPad - Can I prevent Multitasking on my app?
I have a game built in Unreal Engine 5.6 which uses tilt motion controls to rotate an object. I've restricted the app to only run in portrait for iPhone, and everything works fine, however for iPad I've had a few issues relating to multitasking and I can't seem to solve it. Forcing the app to portrait only still allows the app to run in landscape mode, but shows black bars either side of the game, and the axes for the motion controls are incorrect. X becomes Y and Y becomes X, and there's no way for my app to know which orientation it is because the container is still technically portrait. Allowing my game to run in all orientations makes the whole app more presentable, it doesn't add black bars and the game is still functional and I'm able to map the controls correctly because the game knows it's landscape rather than portrait. The problem with allowing my app to run in landscape mode is if multitasking is enabled on the ipad, you can resize the app to be portrait, and then I run into the same problem again
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Reply to Contrast for texts in widgets with image backgrounds transparent mode
Right, but the code you've posted isn't making use of any of the suggestions I made - which are from WidgetKit. Those bits of WidgetKit are there to aid you in displaying the widget in the correct style for the appearance currently selected. Look at how Apple's own Podcasts widgets or Weather widgets act on the Home Screen in Clear and Tinted modes; they have no gradient or background. The recommended style for a widget background in Clear or Tinted modes is to have a clear background, i.e. no image, so you should either not display your image, or set its opacity to a low number and tweak it until it looks good. Preview your widget in Xcode, change the display mode to Clear or Tinted, then add the modifier .widgetAccentedRenderingMode(.accentedDesaturated)to the Image. Does it improve your widget?
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Reply to Contrast for texts in widgets with image backgrounds transparent mode
Are you using @Environment(.widgetRenderingMode) var widgetRenderingMode already? If not, add that to your widget view, and change how the widget looks depending on the various values of widgetRenderingMode, i.e.: var body: some View { ZStack { switch renderingMode { case .fullColor: Text(Full color) case .accented: ZStack { Circle(...) VStack { Text(Accented) .widgetAccentable() Text(Normal) } } case .vibrant: Text(Full color) default: ... } } } Also, on images, there's a modifier: .widgetAccentedRenderingMode() with options like .accentedDesaturated. Take a look at how each of those values affects your widget, and you might find out the right combination that works in each of the various Home Screen modes. Note that this is only available from iOS 18 onwards. Also note (from the dev documentation) if the Image is a subview for a group that has widgetAccentable(true) applied, this modifier may conflict. It's quicker to check the various looks in Xcode previews than it is to build and deploy to an iP
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Reply to Reoccurring data access prompt issue with Swift Playgrounds 4.6.4 on macOS 26.1
Same problem here with 26.1 I have complete wild guess: The issue may originate from iCloud-Apple-whatever-enforced constraints within the local filesystem sandbox or from misconfigurations in the iCloud container provisioning layer or failures in the underlying iCloud service endpoints responsible for file coordination and metadata synchronization. Alternatively, the root cause could be an incomplete or corrupted code-signing pipeline within Xcode or the like. In addition, a failed or skipped notarization step, an unprocessed staple operation, or an artifact that was signed outside the expected keychain context can prevent the resulting binary from passing Apple’s runtime validation, ultimately blocking proper initialization. It has perhaps its root cause in the new (ugly and power lavishing 2007ish Windows Vista Aero designed) OS. Perhaps it's so complicated to fix, that this app is beyond (costly) repair. Best regards, S.
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iCloud Container Cannot Enable in Xcode — App ID Won’t Accept Container / Missing iCloud Documents Toggle
Hi everyone, I am experiencing an iCloud provisioning problem I cannot resolve, and Developer Support has not been able to help. My App ID: com.exaqservices.ArkyvTiles Symptoms: 1. In Xcode (v16.2), enabling iCloud in Signing & Capabilities repeatedly fails with: The app ID does not include the iCloud container. Click Try Again. Clicking Try Again does nothing. The error persists forever. 2. In Certificates, Identifiers & Profiles: • The iCloud capability is enabled for this App ID. • The CloudKit container is selected. • But the portal no longer shows the “iCloud Documents” checkbox, which used to be required for ubiquitous document support. 3. Xcode cannot regenerate provisioning profiles because it claims the App ID is missing the iCloud container — even though the container is attached. 4. Provisioning profiles on the Apple Developer site all appear expired, and new ones do not generate correctly. 5. The App Store Connect interface also does not show an iCloud Services section un
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Static library produced by Xcode 26 causes link error on Xcode 16
When a static library is built with Xcode 26 (with deployment target set to iOS 13) and then linked into an app project compiled with Xcode 16, the build process fails with the following linker error: Undefined symbols for architecture arm64: _swift_coroFrameAlloc This occurs even though both the static library and the app project have their deployment targets set to iOS 13.0. The static library works on Xcode 26, but fails to link on Xcode 16. This issue shows up with certain Swift syntax. For example, in my case, using a property getter and setter caused the compiler to emit a reference to _swift_coroFrameAlloc, which in turn triggered the issue. This issue prevents us from distributing pre-built static libraries compiled with Xcode 26 to teammates who are still using Xcode 16. I’ve filed feedback for this issue (FB21130604). Is there any way to work around it? For example, by adding specific Build Settings or something similar? A demo project is availab
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