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İOS 26 beta battery %1

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Incompatibility with Android devices and Wifi Aware standard
There is no available API that allows you to connect to Android. The current APIs that are provided are not compatible outside of the Apple Ecosystem. For example, Android requires you to set a service name and a password where iOS sets a service and a PIN authentication strategy in a specific format that’s not compatible. It looks like the implementation is not following the Wifi Aware Specifications. To enable cross platform interoperability while providing security, could you adopt the same strategy as with Bluetooth and enable iOS users to enable the sharing and subscription of services with Everyone.
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Ghost entry remains in “Allow in Menu Bar” after app deletion — macOS Tahoe beta
I’m experiencing an issue on macOS Tahoe (Developer Beta, July 2025) related to the new “Allow in Menu Bar” section in System Settings. After uninstalling the application Backdrop (developer: Cindori), the entry com.cindori.Backdrop.Wallpaper still appears in the list of apps allowed to show in the menu bar, even though: — The app and all its associated files have been fully deleted. — The LaunchAgents files in ~/Library/LaunchAgents and /Library/LaunchAgents have been removed. — Preferences have been deleted via defaults delete com.cindori.Backdrop and defaults delete com.cindori.Backdrop.Wallpaper. — The system has been restarted. It seems the “Allow in Menu Bar” section keeps phantom references to apps or agents even after complete cleanup. Could you please confirm if this is expected behavior (perhaps for future reactivation) or a bug? Is there any official method or recommended command to permanently remove such residual entries from this list? Thank you very much for your help and clarification
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Jul ’25
iOS26 UISearchbar and UISearchController cancellation issues
Is the Cancel button intentionally removed from UISearchBar (right side)? Even when using searchController with navigationItem also. showsCancelButton = true doesn’t display the cancel button. Also: When tapping the clear (x) button inside the search field, the search is getting canceled, and searchBarCancelButtonClicked(_:) is triggered (Generally it should only clear text, not cancel search). If the search text is empty and I tap outside the search bar, the search is canceled. Also when I have tableview in my controller(like recent searches) below search bar and if I try to tap when editing started, action is not triggered(verified in sample too). Just cancellation is happening. In a split view controller, if the search is on the right side and I try to open the side panel, the search also gets canceled. Are these behaviors intentional changes, beta issues, or are we missing something in implementation?
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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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Issues building Unity plug-in project: Cannot locate native library Apple.Core/Apple.GameKit for iOS
I'm having issues getting a well built package from the Apple Unity Plug-in project. When building the my game project in Unity the following error is printed to the console: Apple.Core.AppleNativeLibraryUtility] Cannot locate a Debug or Release Apple.Core native library for iOS. Please ensure that the build invocation (build.py, xcodebuild, or Xcode) compiled cleanly and that the build was configured to support Debug on iOS. As far as I can tell the build did compile cleanly, but I might be missing something. If anyone can see what I'm doing wrong or has any insight it would be greatly appreciated. Setup is the following: macOS Tahoe 26 Beta Xcode-beta Version 26.0 beta 3 (17A5276g) Unity Plug-in branch: 2025-beta1 Unity game project version: 2022.3.60f M1 Macbook Pro The built packages have been imported into the game project through the Unity Package Manager using the tarball option pointing to the built packages from the Unity Plug-in project. The Unit
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Jul ’25
ApplePaySession.applePayCapabilities() started returning applePayUnsupported in third-party browsers
We rely on ApplePaySession.applePayCapabilities() to decide whether to show the Apple Pay button. We use two different merchant IDs for non-prod/prod environments, and encountered a change in behavior where this API now returns different results. These merchant IDs are generated from a third-party provider Adyen. However, Adyen has informed us that they are unable to identify the root cause of the issue and advised us to seek assistance directly from Apple Pay support. Timeline Last known working date: 13/08/2025 Issue first noticed: 18/08/2025 Environment Details Apple Pay JS API version 1.latest Browsers Tested: Third party browsers including Chrome/139.0.0.0, Firefox/141.0 Browsers with ApplePaySession built-in (like iOS Chrome, iOS Safari, and macOS Safari) are working fine Framework Stack: Angular v18.1.3 (important) no configuration setup in Apple dev account, merchantId is generated from a third-party provider Adyen. Current Execution Flow: Apple Pay JS API script element is
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NSPanGestureRecognizer blocking main thread
We have a commercial video application in App Store, using a timer to refresh incoming video (NDI) 25-60 times a second. The signal comes from PTZ cameras, so besides Joystick, Gamecontroller and Stream Deck interfaces the app supports the mouse to control pan and zoom of the camera. We are using a NSPanGestureRecognizer for such a control. Worked fine for years - until macOS 26. In Tahoe the NSPanGestureRecognizer blocks the main thread, the timer function does not get called, so the user can still move the camera, but gets no video updates while dragging the control. I think this is heavy bug in macOS 26, but I also see no way for a workaround. So I was quite disappointed, that Apple today released Tahoe, being aware that this bug exists (Feedback Assistent: Similar recent reports: 10, Solution: open). Any idea what to do besides warning the user not to install Tahoe when using the mouse?
Topic: UI Frameworks SubTopic: AppKit
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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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preferredTransition not working when using setViewControllers(_:animated:)
I’m using the new preferredTransition = .zoom(...) API introduced in iOS 18. Here’s a simplified version of what I do on app startup: let listVC = CollectionViewController(collectionViewLayout: layout) let detailVC = DetailViewController() detailVC.preferredTransition = .zoom(sourceViewProvider: { context in let indexPath = IndexPath(row: 0, section: 0) let cell = listVC.collectionView.cellForItem(at: indexPath) return cell }) let nav = UINavigationController() nav.setViewControllers([listVC, detailVC], animated: false) window?.rootViewController = nav window?.makeKeyAndVisible() This is meant to restore the UI state from a previous session — the app should launch directly into the DetailViewController. The Problem When I launch the app with setViewControllers([listVC, detailVC], animated: false), the transition from listVC to detailVC appears correctly (i.e., no animation, as intended), but the drag-to-dismiss gesture does not work. The back button appears, and tapping it correctly triggers the zoom
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