Since the can of worms has been opened, I wanted to add a bit of a different perspective, having been using *OS 26 on a daily basis on all of my devices. Simply put, the design refresh is the absolutely most beautiful interface update I've seen. Not only that, but it's incredibly functional and smart -- it's the realization of the kinds of interfaces that have been science fiction until now. The fluidity is the really exciting (and useful) part that so many people seem to miss. The old way (and still the Android way) is very static. You can find out all about them from a screenshot. On the other hand, Liquid Glass isn't static. It's more of a gel at times; one that, like elegant, expensive crystal, captures, refracts and magnifies light. Controls even light with the energy from my fingertips when I press, slide and tap them. This fluidity plays out in making the interface much easier to use, and more efficient too. Instead of having, for example, the icons for several tabs displayed all the time, the
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After game restart first purchase is contained in receipt but the next ones is the same as first one so new purchases is not added. I afraid players can be charged for purchase but on my server I will not receive new purchases instead receipt with old one so they can do not receive in game currency. Will in production I receive a receipts with new consumable every time player purchase it? I use Unity3d In-app purchasing 5.0.1.
Topic:
App & System Services
SubTopic:
StoreKit
Hello im creating an expo module using this new API, but the problem i found currently testing this functionality is that when the task fails, the notification error doesn't go away and is always showing the failed task notification even if i start a new task and complete that one. I want to implement this module into the production app but i feel like having always the notification error might confuse our users or find it a bit bothersome. Is there a way for the users to remove this notification? Best regards!
Lately every app that I submit (games) with in app purchases, always coins , the app gets rejected with: Guideline 3.1.1 - Business - Payments - In-App Purchase Your app uses intermediary currency to purchase items that function as non-consumable products but still does not include a restore mechanism. Users restore transactions to maintain access to content that they've already purchased It baffles me that reviewers think buy different number of coins is non-consumable. I have tried to explain that coins will be used to buy weapons and skins and they will also be earned at the end of every level yet for some reasons they are still rejecting the app. It is absurd. This is the second app that I have to go through with this. The first one they eventually figured it out but this one no.
I would delete existing subscription plans and create new ones with different reference names and product IDs. There was a time when existing IAP products went unusable after the reviewer rejected the app body itself. I guess that was a decade ago.
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
Tags:
I work for a large medical device company. We have a 1st party BLE enabled medical device that must be very battery efficient. To this end, if a connection is lost, the BLE radio is powered down after 60 seconds and will only turn back on when a physical button on the device is pressed. I've been tasked with connecting to the device, staying connected to the device, and being able to retrieve data from the device upon a timed action. For instance, this could include a data read and transmission while they sleep. The key part of this is staying reliably connected for extended periods of time. This is a BYOD setup, and we cannot control power profiles. I would very much appreciate any information, recommendations, and/or insights into solving this problem. Thanks!
Topic:
App & System Services
SubTopic:
Processes & Concurrency
Tags:
External Accessory
iOS
Application Services
Core Bluetooth
I added a new liquid glass icon built with Icon Composer to my app. It works and looks great on iOS 26 but Xcode complains that required icon files for older versions are missing. I still have the old AppIcon in my Asset Catalog but it seems like it's not being used. How do I configure Xcode to use the old icons for iOS 18 and the new icon for iOS 26?
Hey, We're crunching to get our products ready for the announcements next week but are being slowed down by Xcode Cloud. Builds are failing and are extremely slow. We're using the latest Xcode beta and latest macOS release so we can upload our builds continuously to TestFlight. We're seeing builds taking up to almost an hour, even though takes around 10-15 minutes when it doesn't fail. The errors we're seeing seem to be timeout, for example: Showing All Errors Only The step invocation hit a user timeout. The xcodebuild build invocation timed out. No activity has been detected on stdout, stderr or the result bundle in 30 minutes. Here are links to some builds which have been restarted multiple times but keep failing for reasons out of our control. Please advice on how to get unblocked. https://appstoreconnect.apple.com/teams/69a6de80-3540-47e3-e053-5b8c7c11a4d1/apps/1102236212/ci/groups/8da12ae3-b454-4810-abe8-829f1af56a54 https://appstoreconnect.apple.com/teams/69a6de80-3540-47e3-e053-5b8c7c11a4d1/ap
I developed an app that uses the Core NFC framework to read tags. The feature works correctly on iOS 18 and earlier versions, but after upgrading to iOS 26, it stopped working. Details: Entitlement Near Field Communication Tag Reader Session Formats D2760000850101 D2760000850101 Info.Plist com.apple.developer.nfc.readersession.iso7816.select-identifiers D2760000850101 com.apple.developer.nfc.readersession.felica.systemcodes 12FC Privacy - NFC Scan Usage Description Signing and Capabilities: Near Field Communicating Tag Reading [Eanbled] My Sample Code Is: class NFCManager: NSObject, NFCTagReaderSessionDelegate { private var nfcSession: NFCTagReaderSession? let isConnectionNeeded = false func startNFCSession() { guard NFCTagReaderSession.readingAvailable else { // NFC is not available on this device. return } nfcSession = NFCTagReaderSession(pollingOption: [.iso14443, .iso15693, .iso18092], delegate: self) nfcSession?.begin() } func stopNFCSession() { nfcSession?.invalidate() } // MARK: - NFCTagReaderSessionDe
I created an APNs Auth Key in the Apple Developer portal and downloaded it successfully once. Later, due to some issues, I revoked that key. After that, I created a new APNs Auth Key. The download button appears, but when I click it, I get the message: Auth Key can only be downloaded once. This auth key has already been downloaded. This is incorrect because: The key is newly created in my account. I have tried multiple browsers (Safari, Chrome), private/incognito mode, and even a different laptop. I have no other active APNs Auth Keys in my account. Without this .p8 file, I cannot configure push notifications for my iOS app (using Firebase Cloud Messaging). This is blocking my production release. Has anyone else experienced this? Is there a way to reset or force a fresh APNs Auth Key when this happens?
Don't use comments to reply. They get lost and no one ever sees them. Freetype is a commonly used library for certain open-source projects. In that context, it could be used as a static library. However, if your case, the dynamic library libsfml-graphics.2.6.2.dylib is trying to load it as a dynamic library.
Topic:
Developer Tools & Services
SubTopic:
Xcode
My app update submission has been in the Waiting for Review status for over 72 hours. A few days ago I already canceled and resubmitted after 3 days of inactivity, but this time it still hasn’t moved forward. I’d like to check if there might be any issues on my side that I should address, or if this is just part of the current review timelines. The update includes a critical bug fix, and unfortunately I’m losing users while waiting. Is there anything I can do to help move the review process along, or should I simply continue to wait? The problem is getting more absurd, since it is not a new app submission but an update for already existing one. Thank you in advance.
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
If there is something that I have never done before is that I have the TCA software package (ComposableArchitecture). I seldom use Swift packages. This time, I'm just trying to submit a new software title to test this 3rd-party framework.
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
The iPad Pro on iPadOS 26 now operates on the same class of silicon as Apple’s entry-level Macs. It ships with M-series processors, 8GB of unified memory, support for multiple resizable windows, a menu bar, and proper external display connections. The device already has the foundation required for professional software development. The only gap is the absence of Xcode. Making the full version of Xcode available on iPad Pro would not take away from the Mac. Large and resource-intensive projects will still require the power of MacBook Pro and Mac Studio. What it would do is allow smaller and mid-sized projects to be developed directly on iPad Pro, which the hardware is fully capable of handling. That dynamic is complementary, not cannibalizing. Developers would continue to buy Macs but would also buy iPad Pros for portability and flexibility. The revenue upside is clear. Lowering the entry barrier means more developers enrolling in the Apple Developer Program at $99 per year, creating predictable recurring subs
Sorry I'm not a network expert, but ChatGPT helped analysed the certificate and reported it's missing full chain - The chain is leaf + intermediate only, while it's supposed to be leaf + intermediate + root. While I have forward to our network team, is there any way to bypass from app as a temp fix? Thanks!
Topic:
App & System Services
SubTopic:
Networking
Tags: