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İOS 26 beta battery %1

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Reply to Incompatibility with Android devices and Wifi Aware standard
We’ve been talking about Wi-Fi Aware Android compatibility in this thread. [quote='800453021, Anthenor, /thread/800453, /profile/Anthenor'] could you adopt the same strategy … ? [/quote] If there’s something you’d like to see change, I recommend that you file an enhancement request with the details. Please post your bug number, just for the record. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Reply to Issues building Unity plug-in project: Cannot locate native library Apple.Core/Apple.GameKit for iOS
These issues plague my project constantly. I'm using Unity 6000.0.33f1, and the latest from the Apple Unity Plugins repo. I've confirmed my build of the plugin is successful, notarized, and targeting the correct platforms. Most days, I have to repeat Build & Run until eventually it gets through. It seems like there is a script execution order issue that is a 50/50 chance of the native Core & GameKit libraries being found, or perhaps an issue with the multiple build steps of Addressables. I have also disabled all other iOS post processing steps, including unity's built in Entitlement generation. This issue is a huge sore in iOS Unity development currently, when utilizing the official plugins.
Topic: Graphics & Games SubTopic: GameKit Tags:
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Inconsistent button image scaling between dynamic type sizes '*** Large' and 'AX 1'
[Also submitted as FB20262774. Posting here in hopes of saving someone else from burning half a day chasing this down.] Dynamic scaling of an Image() in a Button(), incorrectly decreases when transitioning from *** Large to AX 1 accessibility text sizes, instead of continuing to grow as expected. This occurs both on device and in the simulator, in iOS 18.6 and iOS 26. Repro Steps Create a project with sample code below Show the preview if not showing In Xcode Preview, click Canvas Device Settings and change Dynamic Type from *** Large to AX 1 Sample Code struct ContentView: View { var body: some View { VStack(spacing: 30) { Text(Button Image Scaling Issue) .font(.system(size: 24, weight: .semibold)) Text(Switch dynamic type from ***** Large** to **AX 1**. The **Button** icon shrinks while the **No Button** icon grows.) .font(.system(size: 14, weight: .regular)) TestView(title: No Button, isButton: false) TestView(title: Button, isButton: true) } .padding()
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HomePod Mini Beta Device Issues: Power, Connectivity, USB Recognition
Hi! Short time lurker, and first time poster, but I will try to be as descriptive as possible. I have had my HomePod mini since 2021, and have been loving it. Recently, though, I am facing issues which have paralyzed it. Background: Running two HomePod Minis under a stereo pair on the same network in a room. Devices worked well, with the odd dropping of the sound once a while, not too big of an issue. Started running HomePod OS26 beta in July to see what the new updates have, and maybe if the audio issues would be resolved. Issue: Two weeks ago, the after the (then) latest update, there was a no response issue in the app. No big deal, let's just restart the HomePod pair. After restart, no bueno. I also got a new beta software update notification, so decided if I updated them both, the issue will probably be resolved. No dice. The issue persists. So I decided to pair the HomePods and factory reset them. Both HomePods disappeared from my home app. Regular behavior. Going to reset them with the
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Reply to Access .icon files in Swift or Objective-C
@DTS Engineer I actually want to use these .icon files in a Dock Tile plugin to change the icon of a Dock Tile depending on certain conditions. That complicates things. The issues here are: Like an app extension, your Dock Tile plug is a separate component from the main app, which makes it somewhat ambiguous about exactly files it should/should not have access to. Unlike a true app extension, your Dock Tile is actually running as a library loaded by an apple executable, NOT as an independently sized, standalone executable. That second point is the critical one here, as classic plugins are increasingly rare, making it easier for us to break things. I added the files to the target, and the icons seem to find their way into the asset catalog, but I cannot access them. A few points here: Is the icon catalog inside the dock tile plugin or inside the main app bundle? You should be able to access this if it's inside the dock tile plugin, but outside of the bundle things are... less clear. Does the same code
Topic: UI Frameworks SubTopic: AppKit Tags:
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Reply to iOS 26 Beta breaks scroll/gesture in SwiftUI chat (worked in iOS 18): Simultaneous gestures & ScrollViewReader issues
Same problem in my app that uses a Swift Chart in a ScrollView with simultaneous gestures for long press/drag to inspect data points, etc. The same code works when building in Xcode 16 when running on iOS 26 in the simulator and real device. Compiling the same code with Xcode 26 has the vertical scroll broken when you initial the scroll on a Swift Chart that has the gestures. Are there any updates or workarounds?
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Record microphone in a Keyboard app (in the background)
I'm currently I'm working on an iOS app + custom keyboard extension, and I’m hoping to get some insight into how to best architect a workflow where the keyboard acts as a remote trigger for dictation, but the main app handles the actual microphone recording and transcription. I know that third-party keyboards are sandboxed and can’t access the microphone directly, so the pattern I’m following is similar to what Wispr Flow appears to be doing: What I'm Trying to Build The user taps a mic button in the custom keyboard (installed system-wide). This triggers the main app to open, start a recording session, and send the audio to my transcription endpoint (not using Speech.framework). Once the transcription result is ready, it's stored in an App Group shared container. The keyboard extension polls for or receives the transcribed text and inserts it into the current input field via textDocumentProxy.insertText(...). Key Questions Triggering App Dictation from Keyboard Is there a clean system-native way to t
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Reply to Why are non-critical notifications quieter than critical alerts at max volume?
Is this expected behavior on iOS? Yes. And is there any way to make non-critical notifications play at the same maximum loudness as critical alerts? No. I describe what is happening below, but by design, the audio session configuration that's being used cannot be configured or activated by any application. As to why... However, I’ve noticed that non-critical notifications still play quieter than critical alerts under these conditions. Critical alerts with volume: 1.0 sound noticeably louder than standard notifications, even though the Ringtone and Alerts slider is already set to maximum. And I couldn't find any documentation for this behavior anywhere. I'm not sure we ever documented it formally, but the behavior here has actually been true forever“. It’s just easy to overlook unless you know what you're looking for. The key clue here is that if you compare the max volume of a standard PlayAndRecord audio session with the maximum volume of a CallKit call, you'll find exactly the same difference in vo
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Full Xcode on iPad Pro with M-series processors
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 recur
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