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Popping Sound

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Best Practice for Keychain Storage for a C++ Plugin in a Host App (Maya)?
Hi everyone, I'm developing a C++ plugin (.bundle) for a third-party host application (Autodesk Maya) on macOS, and I'm finalizing the design for our licensing system. The plugin is distributed outside the Mac App Store. My goal is to securely store a license key in the user's Keychain. After some research, my proposed implementation is as follows: On activation, store the license data in the user's login keychain as a Generic Password (kSecClassGenericPassword) using the SecItem APIs. To ensure the plugin can access the item when loaded by Maya, I will use a specific Keychain Access Group (e.g., MY_TEAM_ID.com.mywebsite). The final .bundle will be code-signed with our company's Developer ID certificate. The signature will include an entitlements file (.entitlements) that specifies the matching keychain-access-groups permission. My understanding is that this combination of a unique Keychain Access Group and a properly signed/entitled bundle is the key to getting reliable Keychain access. This should also corr
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Jun ’25
FSKit questions and clarifications
I work on EdenFS, an open-source Virtual Filesystem that runs on macOS, Linux, and Windows. My team is very interested in using FSKit as the basis for EdenFS on macOS, but have found the documentation to be lacking and contains some mixed messaging on the future of FSKit. Below are a few questions that don’t seem to be fully covered by the current documentation: Does FSKit support process attribution? Each FUSE request provides a requester Process ID (and other information) through the fuse_in_header structure. Does FSKit pass similar information along for each request? Does the reclaimItem API function similarly to FUSE’s forget operation? If not, what are the differences? See #1 below for why forget/reclaimItem matters to us. Is Apple committed to releasing and supporting FSKit? Is there any timeline for release that we can plan around? Does FSKit have known performance/scalability limitations? We provide alternative methods that clients can use to make bulk requests to EdenFS, but some clients will necessa
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Jun ’25
Reply to IOS 26`
Hey there, I’m really sorry you’re dealing with that — sounds incredibly frustrating. Unfortunately, iOS betas can sometimes cause serious instability, including boot issues like what you're seeing. Since the phone is showing charging but won’t turn on, it’s possible the system crashed during installation and now won’t boot. Here’s what I’d suggest trying: Force Recovery Mode -Try entering recovery mode by pressing: Volume Up (quick press) Volume Down (quick press) Then hold the Side button until you see a cable icon and a Mac/PC symbol. (Might take 20–30 seconds.) OR: Connect to Finder/iTunes. Once in recovery mode, plug into your Mac or PC. You should see an option to Update or Restore. Use Restore (will erase your data, sadly). BUT... If that doesn’t work Try DFU mode — it’s a deeper restore method. Beta software is always risky, especially on your main device. I’d recommend using a spare device for these early builds if possible in the future. Hope it helps!
Jun ’25
Landscape safe area is incorrect when presenting SKStoreProductViewController
Hi. If the app is in landscape only and when the SKStoreProductViewController is presented, the safeArea changes to what looks like a portrait mode safe area. When the SKStoreProductViewController is dismissed, the safeArea does NOT revert back to the original values. Is there a way to force the safeArea to reset? I've submitted some bug tickets through Apple Feedback but I haven't received any response about it. The below code will pop up the SKStoreProductViewController and if you have a UIView that is constrained to the safe area, then you can visibly notice that the safe area is changed and doesn't go back. I have tested this on iPhone 14 Pro, iPhone 15, and iPhone 16 Pro and in the Simulators. The incorrect behavior happens on those and probably more. Thanks. #import ViewController.h #import <StoreKit/StoreKit.h> @interface ViewController () @property (nonatomic, strong) SKStoreProductViewController *productViewController; @end @implementation ViewController - (IBAction)buttonTappe
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May ’25
Reply to Creating codesigned AppleScript apps
I generally recommend that folks do this stuff using Xcode, and that’s true even if you’re not building your final app using Xcode. Xcode’s automatic code signing is by far the best way to get things up and running, and once you have that working you can literally use the same code-signing identity in Script Editor. My specific advice would be to do something like this: In Xcode > Settings > Account, add your developer account. Create a new project from one of the built-in templates. Configure it for automatic signing and then choose Product > Archive. In the Xcode organiser, select the archive, click Distribute App, and then follow the path for your expected distribution process. It sounds like you’re planning to distribute this app directly, rather than on the Mac App Store. That likely means that you’ll need Developer ID signing identities for both the app and the installer. Developer ID signing identities are precious, so I have a whole spiel about how best to manage them. See The Care a
Jun ’25
Purchase Confirmation Letter
Hi all, I've received emails from other apps after making a purchase, with content like: You have purchased {App Name} on {Date & Time} and acknowledged that if you download or use this in-App Purchase within fourteen days of buying it, you will no longer be eligible to cancel this purchase. Do anyone know under what circumstances Apple sends a Purchase Confirmation Letter to the user's email after they purchase our digital products via IAP? Is this something developers can control? Additionally, I've seen pop-up reminders before making a payment in apps, with content similar to the above message. Are these reminders provided by Apple, or can developers create their own guidance to help users avoid accidental purchases? Kindly, Vanto
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Jun ’25
iOS misleading users with payment notification timing
I'm getting really frustrated with emails from my App users who believe they've been charged for a free in-app purchase when they haven't. My App offers many in-app purchases of digital items and I give 4 of these away for free to let users get comfortable with how it works in-app. Over the last couple of years I've had a steady increase in angry emails from users who accuse me of fraud by charging them for a free item. I couldn't figure out for a while what this was as they would leave a 1 star rating, delete the app and ignore my emails for more information. Recently I had someone a bit more patient engage and explain it to me. The purchase for some reason popped up on my notifications right when I bought the [Free Item in my app]. It was from a movie I bought and the bill was delayed. The timing of that notification is what is misleading users about the free in-app purchase. Can someone take note of this please and perhaps delay any payment notifications so they aren't sent when the in-app purchas
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Jun ’25
Split tunnel w/o changing route table
I've built a VPN app that is based on wireguard on macOS (I have both AppStore ver. and Developer ID ver). I want to achieve split tunneling function without changing the system route table. Currently, I'm making changes in PacketTunnelProvider: NEPacketTunnelProvider. It has included/excluded routes that function as a split tunnel, just that all changes are immediately reflected on the route table: if I run netstat -rn in terminal, I would see all rules/CIDRs I added, displayed all at once. Since I have a CIDR list of ~800 entries, I'd like to avoid changing the route table directly. I've asked ChatGPT, Claude, DeepSeek, .etc. An idea was to implement an 'interceptor' to intercept all packets in packetFlow(_:readPacketsWithCompletionHandler:), extract the destination IP from each packet, check if it matches your CIDR list, and either reinject it back to the system interface (for local routing) or process it through your tunnel. Well, LLMs could have hallucinations and I've pretty new to macOS programming. I'
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Jun ’25
Reply to Issue: Closing Bounded Volume Never Re-Opens
I'm not working with Unity, but it sounds like a similar issue we have with native windows and volumes. visionOS will open the last opened scene † You may want to check with Unity support to see if they have bridged the APIs needed to manage scene state. If you have access to the Swift file that creates each window and volume, or the views at their root level, then you may be able to work with APIs like ScenePhase to monitor the status of scene scene type. I do this in one of my apps. The main content is in a volume, with a small utility window for editing. If the volumes gets closed, the utility window can notice the change and offer a means to reopen the volume. Read about scene phase: https://developer.apple.com/documentation/swiftui/scenephase Basic example of using scene phase to track the state of two windows: https://stepinto.vision/example-code/how-to-use-scene-phase-to-track-and-manage-window-state/ † scene in this case means Windows, Volumes, and Spaces, not 3D scene graphs
Topic: Spatial Computing SubTopic: General Tags:
Jun ’25
Issue: Closing Bounded Volume Never Re-Opens
Greetings. I am having this issue with a Unity Polyspatial VisionOS app. We have our main Bounded Volume for our app. We have other Native UI windows that appear when we interact with objects in our Bounded Volume. If a user closes our main Bounded Volume...sometimes it quits the app. Sometimes it doesn't. If we go back to the home screen and reopen the app, our main Bounded Volume doesn't always appear, and just the Native UI windows we left open are visible. But, we can sometimes still hear sounds that are playing in our Bounded Volume. What solutions are there to make sure our Bounded Volume always appears when the app is open?
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Jun ’25
Reply to Real-time audio application on locked device
When it comes to networking in the background on iOS, the key factor is not whether the device is locked but rather the state of your process. If your process gets suspended, your network connections either tear or go unresponsive. As long as your process is running, all standard networking APIs work just fine. So your question is equivalent to “How do I prevent my app from being suspended?” and there’s no single answer to that question. In general, iOS apps get suspended shortly after they move to the background. However, there are exceptions. I talk about this in some detail in iOS Background Execution Limits. If your app is playing or recording audio, it’s possible to start an audio session in the foreground and that will keep you app from being suspended while the audio session is active. This is a standard use case for background execution, designed to facilitate apps like music players and voice recorders. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ A
Jun ’25
Real-time audio application on locked device
I would like to inquire about the feasibility of developing an iOS application with the following requirements: The app must support real-time audio communication based on UDP. It needs to maintain a TCP signaling connection, even when the device is locked. The app will run only on selected devices within a controlled (closed) environment, such as company-managed iPads or iPhones. Could you please clarify the following: Is it technically possible to maintain an active TCP connection when the device is locked? What are the current iOS restrictions or limitations for background execution, particularly related to networking and audio? Are there any recommended APIs or frameworks (such as VoIP, PushKit, or Background Modes) suitable for this type of application?
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Jun ’25
RealityKit VideoMaterial renders pink on iOS 18
our app is live, and it appears that since the ios 18 update - the VideoMaterial renders pink / purple color instead of the video (picture attached). the audio is rendered properly. we found that it occurs on old devices: iPhone 11 & iPhone SE 2020. I've found this thread of Andy Jazz on stackoverflow: Steps to Reproduce: Create a plane for the video screen. Apply a VideoMaterial using AVPlayerItem. Anchor the model entity to an ARImageAnchor. Expected Outcome: The video should play as a material on the plane in RealityKit. Actual Outcome: On iOS 18, the plane appears pink, indicating the VideoMaterial isn’t applied. What I’ve Tried: -Verified the video URL is correct. -Checked that the AVPlayerItem and VideoMaterial are initialised correctly. -Ensured the AVPlayer is playing the video. I also tried different formats (mov / mp4 / m4v), and verifying that the video's status is readyToPlay. any suggestions?
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Jun ’25
Reply to Split tunnel w/o changing route table
Hi Quinn, Thank you for the reply that clarifies my 'hallucination'. I know the whole thing sounds a little bit strange. However, on linux (ubuntu), we have ip rule which is independent of route table; on windows, we have 'Windows Filter Platform' -- to be honest I haven't looked into it yet, but it supposedly can filter packets and redirect them into different TUN interface without changing the route table. If macOS have two of everything (I know it doesn't know xD), how could it not have a way to determine package routing manually? Do we have any alternative at all? For example, configure anchor in pf.conf. I'm also a little bit curious about other VPN's split tunneling function. Do they not exist/not work on macOS at all?
Jun ’25