Reference: FB21797091 / Related to thread 807695 Hello, I have already submitted a report regarding this issue via Feedback Assistant (FB21797091), but I would like to share the technical details here to seek further insights or potential workarounds. We are experiencing a technical regression where Universal Links and Shared Web Credentials fail to resolve for Internationalized Domain Names (IDN) specifically on iOS 16 and later. This issue appears to be identical to the one discussed in thread 807695 (https://developer.apple.com/forums/thread/807695). Technical Contrast: What works vs. What fails On the exact same app build and iOS 16+ devices, we observe a clear distinction: Standard ASCII Domain (onelink.me): Works perfectly. (Proves App ID and Entitlements are correct) Internal Development Domain (Standard ASCII): Works perfectly. (Proves our server-side AASA hosting and HTTPS configuration are correct) Japanese IDN Domain (xn--[punycode].com): Fails completely. (Statu
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Building for iOS Simulator, but the linked and embedded framework ‘XX.framework‘ was built for
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Hello, I am experiencing an issue where lighting is disabled within a Portal Component specifically when using Progressive or Full Immersion styles in visionOS 26.2. [Steps to Reproduce] Create a scene in Reality Composer Pro with custom lighting (Directional Light, IBL, etc.) and load it as an Entity. Add a PortalComponent to this Entity. Observe the Entity in an ImmersiveSpace under different Immersion Styles. [Observed Behavior] Mixed Immersion: Lighting works as expected.Progressive / Full Immersion: Lighting is disabled, causing the content to render incorrectly. [Additional Context] Without PortalComponent: The same Reality Composer Pro scene renders lighting correctly across all Immersion Styles (Mixed, Progressive, and Full).Regression: In applications built with Xcode 16.4 / visionOS 2.5, lighting inside the Portal functioned correctly. This issue appears to have emerged with Xcode 26.2 and visionOS 26.2. [Questions] Is the disabling of lighting inside Portals during Full/Progressive Immersi
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
AR / VR
RealityKit
Reality Composer Pro
currently i'm in xcode 26.2 which want's me to use ios 26.2 but i only have ios 18.2 and i can't figure out how to make xcode use that simulator
Topic:
Developer Tools & Services
SubTopic:
General
If I understand correctly your problem, the simulators you can use depend on the minimum deployment you've defined for your app. Select the app in file navigator panel of Xcode select Targets select general Then set the minimum deployment to iOS 18 or lower if you want to use such simulators. Then, in the top bar of Xcode window, select the simulator as usual.
Topic:
Developer Tools & Services
SubTopic:
General
I am building an app for iOS and MacCatalyst that indexes files by storing their local paths. Because the app relies on the file remaining at its original location, I only want to accept items that can be opened in place. I am struggling to determine if an item is Open In Place compatible early in the drag-and-drop lifecycle. Specifically: In dropInteraction(_:canHandle:) and dropInteraction(_:sessionDidUpdate:), calling itemProvider.registeredTypeIdentifiers(fileOptions: [.openInPlace]) returns an empty array. Only once the drop is actually committed in dropInteraction(_:performDrop:) does that same call return the expected type identifiers. This creates a poor user experience. I want to validate the In Place capability at the very start of the session so the drop target only activates for valid files. If an item is ephemeral (like a dragged photo from the Photos app or a temporary export), the drop zone should not react at all. How can I reliably detect if an NSItemProvider supports .openI
Topic:
App & System Services
SubTopic:
General
Tags:
Mac Catalyst
UIKit
Files and Storage
Foundation
@Frameworks Engineer I realized that it works correctly on iOS, but not on MacCatalyst. I've filled the feedback FB21911058.
Topic:
App & System Services
SubTopic:
General
Tags:
Attempting to bring up the access point yields the following error log: [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy [GameCenterOverlayService] Could not create endpoint for service name: com.apple.GameOverlayUI.dashboard-service [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy [GameCenterOverlayService] Could not create endpoint for service name: com.apple.GameOverlayUI.dashboard-service [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy The same code (which is a single line setting 'active' to true) works on physical devices and on the simulator in iOS 18.6 I haven't been able to find any mention of this issue online. Any suggestions or help greatly appreciated.
I am currently experiencing this right now below is my data. Occurs on: iPhone 17 Pro with iOS 26.2 Simulator iPhone 17 Pro with iOS 26.1 Simulator Does not occurs on: iPhone 16 Pro Max with iOS 26.2.1 I have verified the following states for GKLocalPlayer and GKAccessPoint GKLocalPlayer: -- isAuthenticated: true -- isUnderage: false -- isMultiplayerGamingRestricted: false GKAccessPoint: -- isActive: true -- isVisible: true -- parentWindow: nil On app launch when GameKit goes through the auth flow I see these errors. [GameCenterOverlayService] Could not create endpoint for service name: com.apple.GameOverlayUI.dashboard-service [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy [GameCenterOverlayService] Failed to create GameOverlayUI Dashboard Remote Proxy When I call the following: GKAccessPoint.shared.trigger {} I see these errors: [GameCenterOverlayService] Could not create endpoint for service name: com.apple.GameOverlayUI.dashboa
Topic:
Graphics & Games
SubTopic:
GameKit
Tags:
I have been trying to package a FileMaker 18 runtime app* for Mac distribution for - oh - a year and a half on and off (the Windows version was packaged in an afternoon). I succeeded - or thought I had - until I updated to Tahoe. Now my packaging process does everything it did formerly (creates the DMG, etc.), but when opened, fails to see/load a third-party plugin (BaseElements.fmplugin). Does anyone know why this should be? I have attached 4 of my build files in the hope that someone can point me in the right direction. Thanks in advance for any advice you may provide. Regards, L *Claris deprecated the runtime feature years ago, but it still runs and is useful for proof of concept. P.S. A contributor to an earlier query kindly suggested I go down the zip file or pkg installer route, rather than the DMG route. I tried doing as much but found both as susceptible to Mac spaghetti signage. build_all.txt repair_and_sign.txt build_dmg.txt notarize_dmg.txt
I'm trying to run my app on my iPhone and XCode is unable to detect it. Versions (as of time of writing, these are all the latest versions) XCode: 15.0.1 iOS: 17.1.2 macOS: Sonoma 14.1.2 What I've tried Updating all hardware to the latest versions. Restarting all hardware. Clearing cache/derived data. Using different USBC ports/cables. Using the XCode 15.1-Beta 3 (the latest beta) Clearing trusted computers and re-trusting Disabling Multipath Networking (solution for someone else on the dev forums) Creating a brand new xcode project. Disabling all wifi/bluetooth and reconnecting Using different wifi networks Calling mac support (they directed me back here) Scouring forums What happens I start by disconnecting my phone from my computer, clear trusted computers, restart xcode, and start (basically) from a completely blank slate. First I open XCode to my project. Then I connect my iPhone via USBC. I see that XCode says iPhone not eligible while pairing in progress (or something like that). I see on my p
After updating to macOS 26.3 Release Candidate, all interactions for borderless windows are no longer working. In macOS 26.3 Beta, borderless windows behaved correctly: • Mouse clicks were received normally • Window dragging worked as expected • Interaction logic was fully functional However, in macOS 26.3 RC, all of the above behaviors are broken: • Click events are not delivered • Windows cannot be moved or interacted with • The issue affects all borderless windows This is a regression from the Beta build and appears to be system-level, not app-specific. Environment: • macOS: 26.3 RC • Window type: borderless / frameless windows • Status in 26.3 Beta: working correctly • Status in 26.3 RC: completely broken Could Apple confirm whether this is a known issue or an intentional behavior change in 26.3 RC? If this is a , is there a recommended workaround before the final release? Thanks.
Topic:
UI Frameworks
SubTopic:
AppKit
I'm implementing app intents for my tasks app which supports recurrence rule for tasks. I see that when creating a todo for Reminders via Siri it allows to set a recurrence rule via natural language. Is there a built in way to receive that recurrence rule as a @Parameter in my AppIntent? If not, is it possible to receive the full user dictated text in the AppIntent:perform method so that I can use some ML model to convert the text to EKRecurrenceRule or similar?
I found something and potential solution. The NSPopover is created inside a windowController (window A). If I click in window A after opening the popover, all tooltips work correctly. What is the reason ? Could it be I did not set delegate for the popover ? I have tried to no avail I tried to make the window front and key No success either So there would be a workaround: simulate a click in window A What is the simplest way to achieve this click programmatically (if possible without showing mouse movement) ? Should I use mouseEvent(with:location:modifierFlags:timestamp:windowNumber:context:eventNumber:clickCount:pressure:) and then postEvent(_:atStart:)
Topic:
UI Frameworks
SubTopic:
AppKit
Tags:
Hi there, I'm trying to build my APP with EAS, unfortunately I can't log in the 2FA. I get the call from apple giving me the 2FA code and I enter it correctly but if gives me an error. So I read if I connect it to my laptop (macbook) it should work. However I try to connect my account to my macbook I just get another error: Verification failed Verification codes cannot be sent to this phone number at this time. Please try again later. I suspect it is because I get the codes via voice call and not SMS. However: 1. I can't log into my account anymore as the 2FA always fails now. 2. I can't get SMS on my number. 3. I can't change number, there is also always an unknown error if I try that. This is pretty frustrating especially given I already paid the 100€ for the developer account.
Background: During daily usage of iOS devices, devices experience noticeable thermal issues. This heating not only affects user experience, but may also lead to device performance throttling, shortened battery life, and other problems. We need better understanding and monitoring of device thermal states to optimize application performance and user experience. Issues Encountered: Insufficient thermal monitoring capabilities: Unable to obtain real-time accurate temperature data from devices Difficult power consumption analysis: Hard to determine which specific modules or threads cause high power consumption and heating Requested Solutions: Temperature Monitoring API: Provide accessible device temperature reading interfaces Thermal Attribution Analysis Capability: During heating events, we expect to receive more detailed power consumption monitoring data, such as CPU, GPU, network, location services, display, high power consumption thread stacks and other information to help developers identify high ene
Topic:
App & System Services
SubTopic:
General
Tags:
MetricKit
Developer Tools
Instruments
Performance