Search results for

file uri scheme

78,573 results found

Post

Replies

Boosts

Views

Activity

Xcode Cloud 26b7 Metal Compilation Failure
I've been getting intermittent failures on Xcode code compiling my app on multiple platforms because it fails to compile a metal shader. The Metal Toolchain was not installed and could not compile the Metal source files. Download the Metal Toolchain from Xcode > Settings > Components and try again. Sometimes if I re-run it, it works fine. Then I'll run it again, and it will fail. If you tell me to file a feedback, please tell me what information would be useful and actionable, because this is all I have.
11
0
596
3w
Reply to iOS 16 recurring payment configuration not reflecting in UI
Hi @kiji123, This was a known issue in iOS 16. However, it has since been resolved. Please update to the latest iOS version to confirm if the issue remains. If so, please file a bug report directly with the Apple Pay engineering team with Feedback Assistant. Please use the following post on the Apple Developer Forums as a guide: Gathering Required Information for Troubleshooting Apple Pay on the Web Merchant Issues https://developer.apple.com/forums/thread/762994 Once the bug report is submitted, please reply here with the Feedback ID so I may escalate to the Apple Pay engineering team directly. Lastly, please be sure to include if you are using the PassKit framework, Apple Pay JS API, or Payment Request API, and the OS version or Safari version reproducing the reported issue with the display of the PKRecurringPaymentRequest.managementURL value. Cheers, Paris X Pinkney |  WWDR | DTS Engineer
3w
xcodebuild failing when package plugin is added to project
I have created a build tool plugin in one of my SPM packages, and am trying to get it working in my project. It works fine when I build from Xcode, or have at least built the project in Xcode once before with the plugin. But if I try to build the project using xcodebuild on a machine where I have never built the project before, it fails with this error: error: '2.3.0': Invalid manifest (compiled with: [/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/swiftc, -vfsoverlay, /var/folders/5_/q4yl04gs2kld1zztqxkqjdgh0000gq/T/TemporaryDirectory.BWwJWG/vfs.yaml, -L, /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/pm/ManifestAPI, -lPackageDescription, -Xlinker, -rpath, -Xlinker, /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/pm/ManifestAPI, -target, arm64-apple-macosx14.0, -sdk, /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX15.5.sdk, -F, /Applicati
2
0
83
3w
Reply to Xcode Cloud builds don't work with *.usdz files in a RealityComposer package
Steps to reproduce: create default Xcode ARKit RealityKit template app open Reality Composer Pro, create new project, choose a folder somewhere in the above created app add RealityKitContent as dependency under Frameworks, Libraries, and Embedded Content drag the example Usdz into the reality composer project, maybe add it to base scene setup Xcode cloud basic build Result would be the above error. Additionally it always takes > 2min to fail: If I remove the *.usdz file it works (so it's not like the metal toolchain isn't installed or realitytool not working) Here's the example file, I shared it via dropbox since I can't attach usdz's here. It's just the monkey head from blender exported as usdz and crushed using usdcrush https://www.dropbox.com/scl/fi/f7b7dsyspby1zabk26932/monkey_crushed.usdz?rlkey=feilrul7gx6naxkbun7oaezv0&st=8afj5ewt&dl=0
3w
The signature of the binary is invalid
I tried building a macOS app with Electron, but I ran into problems during notarization. I used notarytool to upload my DMG and got status: Invalid. xcrun notarytool log output { logFormatVersion: 1, jobId: 680bf475-a5f4-4675-9083-aa755d492b18, status: Invalid, statusSummary: Archive contains critical validation errors, statusCode: 4000, archiveFilename: BODYPARK-v3.6.0-mac.app.zip, uploadDate: 2025-09-25T02:50:41.523Z, sha256: e61074b9bba6d03696f2d8b0b13870daafc283960e61ab5002d688e4e82ef6f6, ticketContents: null, issues: [ { severity: error, code: null, path: BODYPARK-v3.6.0-mac.app.zip/BODYPARK-v3.6.0-mac.app/Contents/Resources/plugin/XMagic/mac/libpag.framework/libpag, message: The signature of the binary is invalid., docUrl: https://developer.apple.com/documentation/security/notarizing_macos_software_before_distribution/resolving_common_notarization_issues#3087735, architecture: x86_64 }, { severity: error, code: null, path: BODYPARK-v3.6.0-mac.app.zip/BODYPARK-v3.6.0-mac.app/Contents/Resources/plugin/XMa
1
0
142
3w
Question regarding Steam-related files in macOS App Store build
Hello, I have a question regarding the Mac App Store deployment and App Review process. Our macOS app will also be distributed on the Steam platform. In our current build setup, the App Store build output (inside Contents/MacOS/) may still contain Steam-related dynamic libraries (e.g., libsteam_api.dylib) and metadata/configuration files (such as .txt files used only by Steam) These files are not used in the App Store version. Users will not see any Steam-related information, functionality, or UI when the app is running. Their presence is simply a byproduct of the current packaging process. My concern is whether including such unused Steam-related files in the App Store submission could be considered a violation of App Store Review Guideline 2.3.10, or otherwise lead to rejection during review. Would Apple recommend that we strictly separate the build targets so that the App Store submission does not contain any Steam-related files, even if they are unused and invi
2
0
141
3w
Reply to Question regarding Steam-related files in macOS App Store build
While I absolutely agree that it makes sense to talk to App Review about this directly, I want to address this point specifically: [quote='801940021, JE-H, /thread/801940, /profile/JE-H'] the … build output (inside Contents/MacOS/) may still contain Steam-related dynamic libraries … and metadata/configuration files … [/quote] Contents/MacOS/ is not the right place for dynamic libraries or configuration files. Placing content in a bundle is very clear about this. It also has this warning: If you put content in the wrong location, you may encounter hard-to-debug code signing and distribution problems. These problems aren’t always immediately obvious. IMO you should follow the rules from that document regardless of what distribution channel you’re using. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
3w
Video freezing with FairPlay streaming on iOS 18
Since iOS/iPadOs/tvOS 18 then we have run into a new problem with streaming of FairPlay encrypted video. On the affected streams then the audio plays perfectly but the video freezes for periods of a few seconds, so it will freeze for 5s or so, then be OK for a few seconds then freeze again. It is entirely reproducible when all the following are true the video streams were produced by a particular encoder (or particular settings, not sure on that) the video must be encrypted device is running some variety of iOS 18 (or iPadOS or tvOS) the device is an affected device Known devices are AppleTV 4K 2nd Gen iPad Pro 11 1st and 2nd gen Devices known not to show the problem are all other AppleTV models iPhone 13 Pro and 16 Pro If we stream the same content, but unencrypted, then it plays perfectly, or if you play the encrypted stream on, say, tvOS 17. When the freezing occurs then we can see in the console logs repeating blocks of lines like the following default 18:08:46.578582+0000 videocodecd AppleAVD: AppleAVDDe
2
0
677
3w
Reply to Control status item and login item from within app
Thanks for explaining about SMAppService. Admittedly I haven't used it to add login items or agents yet, and I probably made some wrong assumptions about how it would work. Regarding the status item, I filed FB20384263. Below is the code I attached to reproduce it. If this bug gets solved, will I be able to change isVisible back to true from within the app and have it reflected in System Settings? That's what I was talking about in my previous reply: if the current behaviour is intended, then one could enable the status item in the app, disable it in System Settings, and later become mad at the app because apparently the in-app preference doesn't make the status item visible again. That's why I was considering to remove the in-app preference and let the user toggle it in System Settings, just like with the system status bar icons. I personally like the idea of an app offering the functionality and then letting the user enable or disable it outside of the app, just like widgets or extensions (e.g. for
3w
Reply to Calling webViewWebContentProcessDidTerminate on FOREGROUND and Safari and other browser. That happens only real iPhone
Additionally, I'd like to share with you what we've confirmed through our own testing. Currently, we've conducted tests in index.html, commenting out scripts and CSS files or blocks, and then loading them. As a result, the following two cases exist, based on my Safari app test on my iPhone 12 mini (iOS 26). First case: I simply commented out the single /styles/estreUi.css link, and the page loaded normally. (The UI is broken, however, because the style sheet is missing.) Please note that this has been applied to testclass.mangoedu.co.kr. Second case: I commented out all script files and blocks, and then commented out each link, starting with the last linked CSS file, until it loaded normally. This was applied to betaclass.mangoedu.co.kr. (Depending on the situation, this error may occur intermittently, and it may load normally even if three additional CSS files, including the one before main.css, are loaded.) *Since there is no script, the gray screen loads normally. What's
Topic: Safari & Web SubTopic: General
3w