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“DTiPhoneSimulatorErrorDomain Code 2”

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Reply to App is not upgrading with Network Extension in iOS 13 in Test flight
Hi, we are seeing this exact same issue with iOS 26.4.2 + the current iOS 26.5 beta version. We can not update our App anymore having the VPN tunnel running! Removing the VPN Profile instantly resolves the issue.(which isn't a solution) installcoordinationd: Failed to acquire termination assertion RBSRequestErrorDomain Code=5 Error acquiring hold on plugins PlugInKit Code=14 plugins are busy busyPlugInUUIDs = ******.NetworkExtension Same build is perfectly updating on e.g iOS 17.* or IOS 18.* devices.
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Issues with TCP Socket Management and Ghost Data on ESP32 (Swift)
Hi everyone, I'm developing an iOS app using Swift (Foundation, Network, and Combine) that communicates via TCP with a weighing scale. The scale uses an internal ESP32 module acting as a Wi-Fi Access Point (no internet access) specifically for data transmission. The app connects to this network and opens a socket to receive weight data and send command strings. I’m currently facing two main issues: Socket Management: The socket isn't closing properly. Occasionally, the app opens multiple simultaneous connections instead of maintaining a single one. Since the ESP32 has a client limit, these ghost connections eventually hang the communication module. Invalid Outbound Data: The connection drops frequently because the scale receives invalid strings from the app. My logs show strange character sequences (like gggggggggfdhj or vfgdddddddddddtty) being sent involuntarily. I haven't programmed these strings, and they cause the scale to terminate the session due to protocol violations. How can I ensure proper
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SF Symbols Variable Color — "Draw" symbols show no effect in Default mode
I've noticed an inconsistency between how the SF Symbols app and SwiftUI code handle variable color for symbols that use the Draw animation mode. Background SF Symbols that support variable color fall into two categories based on their animation preference: Symbols suited for .symbolVariableValueMode(.color) — layers are highlighted/dimmed by color opacity Symbols suited for .symbolVariableValueMode(.draw) — layers are progressively drawn/erased When .symbolVariableValueMode is not set (i.e., the default mode), I expected the system to automatically choose the appropriate mode for each symbol. What SF Symbols app shows In the SF Symbols app, selecting thermometer.high, enabling variable color, and setting the value to 0.5 with Default mode selected produces a correct and expected result — the symbol renders identically to the explicit Draw mode. What SwiftUI code does In code, when symbolVariableValueMode is not specified (default), symbols from the Draw category receive no
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Reply to Multipeer Connectivity connection is flaky on iOS 26
Hi Quinn and Kevin, To the feedback FB22691771 I now added: A small example app found online, with the same setup as our app. Two sysdiagnoses, one from the sender end (the app initiaiting pairing) and one from the receiver end (the one accepting the invitation). As requested, the pairing attempts should be visible within the last 2-3 minutes in the sysdiagnose, pairing attempts were performed until pairing succeeded. Additionally I attached a side by side screen (time matched) recording showing both views (test setup). On the bottom right it would be the receivers view. Additionally, the video was recorded during the same period as the sysdiagnose. So timestamps (at least minutes) should match. And again for this to be reproducible: Turn Wifi on + don't be connected to any access point (on both devices). Be on iOS 26 on both devices (on iOS18 this is NOT reproducible) I would add the attachments here as well, but file size and formats are limited. Thank you for your help!
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Reply to iphone device initiates data path termination in 2.5 seconds while trying to connect our wifi device via wifiaware peer to peer app
[quote='824713021, Sangeetha_G, /thread/824713, /profile/Sangeetha_G'] 1- Once we establish data path, Why iphone initiates data path termination instead using the same service for data path exchange. [/quote] Are you seeing this with the latest versions of iOS? So iOS 26.4.2 or the iOS 26.5 beta? The reason I ask is that the behaviour you’re seeing looks like an issue we fixed in iOS 26.4 where, after doing a pair setup, we would establish and then tear down a datapath. Given that you’re testing on iOS 26.2, it’s likely that this is the cause of the results you’re seeing. [quote='824713021, Sangeetha_G, /thread/824713, /profile/Sangeetha_G'] 2- Why do we go for PAIRING VERIFICATION everytime. [/quote] I believe that’s required by the Wi-Fi Aware spec. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Questions regarding Guidelines 5.1.1, 4.5.3, and 4.5.5 for cross-save and custom backend integration
Hello, I am developing an macOS app and planning to implement a cross-platform save feature. I have two questions regarding the App Store Review Guidelines and Game Center integration. 1. Requiring Game Center exclusively for an optional Cross-Save feature (Guideline 5.1.1 & HIG) in macOS To comply with Guideline 5.1.1(v), we do not force users to sign in to Game Center upon app launch. Users can fully access the core features, play locally, and even use standard iCloud sync without any Game Center authentication. However, to use the specific, optional Cross-Save feature (which syncs data across different platforms via our proprietary backend), we intend to require Game Center login. Question: Is it acceptable to prompt for and require Game Center authentication only when the user explicitly tries to enable this specific cross-save feature? 2. Associating Game Center IDs with a proprietary backend account (Guidelines 4.5.3 & 4.5.5) To facilitate cross-progression, our backend server
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Reply to SFAuthorizationPluginView
I’m going to tackle a few of your issues now, and we can come back to the others once we’ve driven these to a conclusion. [quote='886912022, matteoq, /thread/821250?answerId=886912022#886912022, /profile/matteoq'] Glitch after successful login … is there any sort of known workaround/solution to this? [/quote] Not that I’ve seen. However, if you can reproduce this reliably then I encourage you to file your own bug with the details. Part of the issue with getting traction on FB12074874 is that it only reproduces in odd situations, at least IME. Please post your bug number, just for the record. [quote='886912022, matteoq, /thread/821250?answerId=886912022#886912022, /profile/matteoq'] Plugin update [/quote] It depends on the exact sequencing. When you’re at the login window, the system has already loaded your plug-in so updating it on disk doesn’t help. I typically update my plug-in when I’m logged in and then log out. The system will then pick up the new plug-in as part of bringing up loginwindow for the new se
Topic: Privacy & Security SubTopic: General Tags:
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Reply to Provisioning profiles marked "Ineligible" for Contactless Pass Provisioning even though entitlement is present in profile
Earlier I wrote: [quote='884707022, DTS Engineer, /thread/821961?answerId=884707022#884707022'] The permanent solution will involve a fix to Xcode [/quote] which was a bit simplistic. There are actually three factors involved here: The capabilities assign to your team The Xcode version The Developer website The second two have recently been updated, and it’s possible that that’s sufficient to resolve this issue. If you try the obvious path forward with the latest Xcode 26.5 beta, do you still have problems? If you don’t, then you’re all set. If you do, then my advice from earlier stands. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Reply to Mac (Designed for iPad) cannot access microphone
[quote='887385022, greggwon, /thread/825449?answerId=887385022#887385022, /profile/greggwon'] And again, this is Mac (Designed for iPad) build [/quote] Ah, yeah, I got mixed up with the terminology. A “Mac (Designed for iPad)” build takes you down the iOS apps on Mac path, which is definitely not Mac Catalyst. Sorry about the confusion. iOS apps on Mac should follow iOS conventions, so: There’s no hardened runtime or App Sandbox, so no need for com.apple.security.device.audio-input or com.apple.security.device.microphone. You do still need NSMicrophoneUsageDescription. With that in mind, I sat down to try this out. Here’s what I did: Using Xcode 26.4 on macOS 26.4.1, I created a new test project. I wired up two buttons to some basic recording code (see below). In the Info tab of the target settings, I added a NSMicrophoneUsageDescription property. I ran the app on my iPhone. I tapped the Start button. iOS presented the microphone permission prompt. I tapped Allow. I spoke some words. I tappe
Topic: Media Technologies SubTopic: Audio Tags:
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`ARCamera.unprojectPoint` and `ARCamera.TrackingState` behavior changes between iOS 26.3 and 26.4 under AR resource pressure
ARCamera.TrackingState questions: Did the threshold or sensitivity for transitioning ARCamera.TrackingState from .normal to .limited(.excessiveMotion) or .limited(.insufficientFeatures) change between iOS 26.3 and iOS 26.4? What does ARWorldTrackingTechnique: resource constraints [33] mean, and is it new in iOS 26.4? Does it correspond to a tracking state degradation? Is there a way for the client to detect or respond to ARKit entering a resource-constrained mode short of the full tracking state transition — for example, a lower-level notification or a flag on ARFrame — so that apps can take protective action without interpreting it as a full tracking failure? ARCamera.unprojectPoint questions: Did the behavior of ARCamera.unprojectPoint(_:ontoPlane:orientation:viewportSize:) change between iOS 26.3 and iOS 26.4 for near-parallel geometry? Specifically, on iOS 26.3 this method returns nil when the camera ray is nearly parallel to the target plane (denominator of the ray-plane intersection → 0 at ~90° of camer
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IOServiceOpen returns kIOReturnError (0xE00002BC) before NewUserClient — DEXT matches and opens pipes successfully
I'm hitting a kernel-side rejection on IOServiceOpen from a host app against my DEXT's IOUserService, before any code in my DEXT's NewUserClient runs. DEXT activation and USB matching succeed; only the user-client connection fails. What works DEXT activates and shows as [activated enabled] in systemextensionsctl list. DEXT matches IOUSBHostInterface for the target device and Start() runs to completion. Inside Start(), CopyInterface() returns successfully and CopyPipe() for the expected endpoints all succeed. Host app receives the matching notification for the DEXT's IOUserService and calls IOServiceOpen(service, mach_task_self(), 0, &connect). What fails IOServiceOpen returns kIOReturnError (0xE00002BC). My DEXT's NewUserClient override is never reached — verified by the absence of any breadcrumb log and by stepping through under lldb (no entry on the DEXT side). This reproduces both with: The original com.apple.developer.driverkit.userclient-access entitlement listing the host bundle ID. The dev
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WeatherKit fails with WeatherDaemon JWT permission denied despite valid entitlement/profile
Hi, I’m seeing WeatherKit fail on device with a JWT permission error even though the app appears to be signed correctly with the WeatherKit entitlement. Error: Failed to generate jwt token for: com.apple.weatherkit.authservice Error Domain=WeatherDaemon.WDSJWTAuthenticatorServiceListener.Errors Code=2 (null) Setup verified: iOS physical device, tested after clean install/reboot Tested on more than one physical device Bundle ID: com.elilindenDinematch.Al-Outfits Team ID: FYGW4LHN42 App ID has WeatherKit capability enabled Fresh provisioning profile includes: application-identifier = FYGW4LHN42.com.elilindenDinematch.Al-Outfits com.apple.developer.team-identifier = FYGW4LHN42 com.apple.developer.weatherkit = true Signed app binary entitlements also include com.apple.developer.weatherkit = true codesign -dv confirms TeamIdentifier=FYGW4LHN42 Cleared DerivedData and regenerated/reinstalled with a fresh profile Toggled WeatherKit capability off/on in Developer portal and regenerated profile The f
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Reply to SwiftUI MapKit
Here is a code snippet that lets you tap 2 points on the map to calculate a route and verify that MapPolyline is still rendered below the traffic layer in certain cities, despite using .mapOverlayLevel(level: .aboveRoads). Try highways import SwiftUI import MapKit struct ContentView: View { @State private var position: MapCameraPosition = .region(MKCoordinateRegion( center: CLLocationCoordinate2D(latitude: 51.5, longitude: -0.1), latitudinalMeters: 2000, longitudinalMeters: 2000 )) @State private var tappedCoordinates: [CLLocationCoordinate2D] = [] @State private var routePolyline: MKPolyline? = nil @State private var isCalculating = false var body: some View { ZStack(alignment: .bottom) { MapReader { proxy in Map(position: $position) { if let polyline = routePolyline { MapPolyline(polyline) .stroke(.blue, lineWidth: 10) .mapOverlayLevel(level: .aboveRoads) } ForEach(tappedCoordinates.indices, id: .self) { i in Marker((i + 1), coordinate: tappedCoordinates[i]) .tint(i == 0 ? .green : .red) }
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First auto-renewable subscriptions stuck In Review and no In-App Purchases section on version page
My first auto-renewable subscriptions have been stuck in “In Review” for almost two weeks. Apple’s notice says the first subscription must be submitted with a new app version and selected from the “In-App Purchases and Subscriptions” section on the version page. However, my version page does not show that section, even after creating a new version in Prepare for Submission. The only place I can see the subscriptions is from the Subscriptions side tab. The app itself has already been approved, but StoreKit does not return the products in production, so my paywall cannot sell subscriptions. Has anyone found a working fix for this, or does Apple need to manually reset/review the subscription state?
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My Apple developer registration process has not been completed for 3 weeks.
I've been trying to create an Apple developer account for 3 weeks. I've created 3-4 different accounts and tried them on different devices. I finally managed to contact Apple Developer Support via email, but I don't think I'll find a solution with them. First, I explained my problem, they listened attentively, and offered solutions. They told me to verify my identity, which I uploaded to the email they sent. Then they told me to wait. 2-3 days passed, and then I received another email saying, We can't verify your identity with the Apple Developer app, or provide further assistance with Apple Accounts for Apple Developer programs. I don't understand; I manually uploaded my ID to the system, so why isn't this working? Case number: 102886872114
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Reply to App is not upgrading with Network Extension in iOS 13 in Test flight
Hi, we are seeing this exact same issue with iOS 26.4.2 + the current iOS 26.5 beta version. We can not update our App anymore having the VPN tunnel running! Removing the VPN Profile instantly resolves the issue.(which isn't a solution) installcoordinationd: Failed to acquire termination assertion RBSRequestErrorDomain Code=5 Error acquiring hold on plugins PlugInKit Code=14 plugins are busy busyPlugInUUIDs = ******.NetworkExtension Same build is perfectly updating on e.g iOS 17.* or IOS 18.* devices.
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2w
Issues with TCP Socket Management and Ghost Data on ESP32 (Swift)
Hi everyone, I'm developing an iOS app using Swift (Foundation, Network, and Combine) that communicates via TCP with a weighing scale. The scale uses an internal ESP32 module acting as a Wi-Fi Access Point (no internet access) specifically for data transmission. The app connects to this network and opens a socket to receive weight data and send command strings. I’m currently facing two main issues: Socket Management: The socket isn't closing properly. Occasionally, the app opens multiple simultaneous connections instead of maintaining a single one. Since the ESP32 has a client limit, these ghost connections eventually hang the communication module. Invalid Outbound Data: The connection drops frequently because the scale receives invalid strings from the app. My logs show strange character sequences (like gggggggggfdhj or vfgdddddddddddtty) being sent involuntarily. I haven't programmed these strings, and they cause the scale to terminate the session due to protocol violations. How can I ensure proper
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244
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SF Symbols Variable Color — "Draw" symbols show no effect in Default mode
I've noticed an inconsistency between how the SF Symbols app and SwiftUI code handle variable color for symbols that use the Draw animation mode. Background SF Symbols that support variable color fall into two categories based on their animation preference: Symbols suited for .symbolVariableValueMode(.color) — layers are highlighted/dimmed by color opacity Symbols suited for .symbolVariableValueMode(.draw) — layers are progressively drawn/erased When .symbolVariableValueMode is not set (i.e., the default mode), I expected the system to automatically choose the appropriate mode for each symbol. What SF Symbols app shows In the SF Symbols app, selecting thermometer.high, enabling variable color, and setting the value to 0.5 with Default mode selected produces a correct and expected result — the symbol renders identically to the explicit Draw mode. What SwiftUI code does In code, when symbolVariableValueMode is not specified (default), symbols from the Draw category receive no
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170
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Reply to Multipeer Connectivity connection is flaky on iOS 26
Hi Quinn and Kevin, To the feedback FB22691771 I now added: A small example app found online, with the same setup as our app. Two sysdiagnoses, one from the sender end (the app initiaiting pairing) and one from the receiver end (the one accepting the invitation). As requested, the pairing attempts should be visible within the last 2-3 minutes in the sysdiagnose, pairing attempts were performed until pairing succeeded. Additionally I attached a side by side screen (time matched) recording showing both views (test setup). On the bottom right it would be the receivers view. Additionally, the video was recorded during the same period as the sysdiagnose. So timestamps (at least minutes) should match. And again for this to be reproducible: Turn Wifi on + don't be connected to any access point (on both devices). Be on iOS 26 on both devices (on iOS18 this is NOT reproducible) I would add the attachments here as well, but file size and formats are limited. Thank you for your help!
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Reply to iphone device initiates data path termination in 2.5 seconds while trying to connect our wifi device via wifiaware peer to peer app
[quote='824713021, Sangeetha_G, /thread/824713, /profile/Sangeetha_G'] 1- Once we establish data path, Why iphone initiates data path termination instead using the same service for data path exchange. [/quote] Are you seeing this with the latest versions of iOS? So iOS 26.4.2 or the iOS 26.5 beta? The reason I ask is that the behaviour you’re seeing looks like an issue we fixed in iOS 26.4 where, after doing a pair setup, we would establish and then tear down a datapath. Given that you’re testing on iOS 26.2, it’s likely that this is the cause of the results you’re seeing. [quote='824713021, Sangeetha_G, /thread/824713, /profile/Sangeetha_G'] 2- Why do we go for PAIRING VERIFICATION everytime. [/quote] I believe that’s required by the Wi-Fi Aware spec. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Questions regarding Guidelines 5.1.1, 4.5.3, and 4.5.5 for cross-save and custom backend integration
Hello, I am developing an macOS app and planning to implement a cross-platform save feature. I have two questions regarding the App Store Review Guidelines and Game Center integration. 1. Requiring Game Center exclusively for an optional Cross-Save feature (Guideline 5.1.1 & HIG) in macOS To comply with Guideline 5.1.1(v), we do not force users to sign in to Game Center upon app launch. Users can fully access the core features, play locally, and even use standard iCloud sync without any Game Center authentication. However, to use the specific, optional Cross-Save feature (which syncs data across different platforms via our proprietary backend), we intend to require Game Center login. Question: Is it acceptable to prompt for and require Game Center authentication only when the user explicitly tries to enable this specific cross-save feature? 2. Associating Game Center IDs with a proprietary backend account (Guidelines 4.5.3 & 4.5.5) To facilitate cross-progression, our backend server
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1
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130
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2w
Reply to SFAuthorizationPluginView
I’m going to tackle a few of your issues now, and we can come back to the others once we’ve driven these to a conclusion. [quote='886912022, matteoq, /thread/821250?answerId=886912022#886912022, /profile/matteoq'] Glitch after successful login … is there any sort of known workaround/solution to this? [/quote] Not that I’ve seen. However, if you can reproduce this reliably then I encourage you to file your own bug with the details. Part of the issue with getting traction on FB12074874 is that it only reproduces in odd situations, at least IME. Please post your bug number, just for the record. [quote='886912022, matteoq, /thread/821250?answerId=886912022#886912022, /profile/matteoq'] Plugin update [/quote] It depends on the exact sequencing. When you’re at the login window, the system has already loaded your plug-in so updating it on disk doesn’t help. I typically update my plug-in when I’m logged in and then log out. The system will then pick up the new plug-in as part of bringing up loginwindow for the new se
Topic: Privacy & Security SubTopic: General Tags:
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Reply to Provisioning profiles marked "Ineligible" for Contactless Pass Provisioning even though entitlement is present in profile
Earlier I wrote: [quote='884707022, DTS Engineer, /thread/821961?answerId=884707022#884707022'] The permanent solution will involve a fix to Xcode [/quote] which was a bit simplistic. There are actually three factors involved here: The capabilities assign to your team The Xcode version The Developer website The second two have recently been updated, and it’s possible that that’s sufficient to resolve this issue. If you try the obvious path forward with the latest Xcode 26.5 beta, do you still have problems? If you don’t, then you’re all set. If you do, then my advice from earlier stands. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Reply to Mac (Designed for iPad) cannot access microphone
[quote='887385022, greggwon, /thread/825449?answerId=887385022#887385022, /profile/greggwon'] And again, this is Mac (Designed for iPad) build [/quote] Ah, yeah, I got mixed up with the terminology. A “Mac (Designed for iPad)” build takes you down the iOS apps on Mac path, which is definitely not Mac Catalyst. Sorry about the confusion. iOS apps on Mac should follow iOS conventions, so: There’s no hardened runtime or App Sandbox, so no need for com.apple.security.device.audio-input or com.apple.security.device.microphone. You do still need NSMicrophoneUsageDescription. With that in mind, I sat down to try this out. Here’s what I did: Using Xcode 26.4 on macOS 26.4.1, I created a new test project. I wired up two buttons to some basic recording code (see below). In the Info tab of the target settings, I added a NSMicrophoneUsageDescription property. I ran the app on my iPhone. I tapped the Start button. iOS presented the microphone permission prompt. I tapped Allow. I spoke some words. I tappe
Topic: Media Technologies SubTopic: Audio Tags:
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`ARCamera.unprojectPoint` and `ARCamera.TrackingState` behavior changes between iOS 26.3 and 26.4 under AR resource pressure
ARCamera.TrackingState questions: Did the threshold or sensitivity for transitioning ARCamera.TrackingState from .normal to .limited(.excessiveMotion) or .limited(.insufficientFeatures) change between iOS 26.3 and iOS 26.4? What does ARWorldTrackingTechnique: resource constraints [33] mean, and is it new in iOS 26.4? Does it correspond to a tracking state degradation? Is there a way for the client to detect or respond to ARKit entering a resource-constrained mode short of the full tracking state transition — for example, a lower-level notification or a flag on ARFrame — so that apps can take protective action without interpreting it as a full tracking failure? ARCamera.unprojectPoint questions: Did the behavior of ARCamera.unprojectPoint(_:ontoPlane:orientation:viewportSize:) change between iOS 26.3 and iOS 26.4 for near-parallel geometry? Specifically, on iOS 26.3 this method returns nil when the camera ray is nearly parallel to the target plane (denominator of the ray-plane intersection → 0 at ~90° of camer
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358
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IOServiceOpen returns kIOReturnError (0xE00002BC) before NewUserClient — DEXT matches and opens pipes successfully
I'm hitting a kernel-side rejection on IOServiceOpen from a host app against my DEXT's IOUserService, before any code in my DEXT's NewUserClient runs. DEXT activation and USB matching succeed; only the user-client connection fails. What works DEXT activates and shows as [activated enabled] in systemextensionsctl list. DEXT matches IOUSBHostInterface for the target device and Start() runs to completion. Inside Start(), CopyInterface() returns successfully and CopyPipe() for the expected endpoints all succeed. Host app receives the matching notification for the DEXT's IOUserService and calls IOServiceOpen(service, mach_task_self(), 0, &connect). What fails IOServiceOpen returns kIOReturnError (0xE00002BC). My DEXT's NewUserClient override is never reached — verified by the absence of any breadcrumb log and by stepping through under lldb (no entry on the DEXT side). This reproduces both with: The original com.apple.developer.driverkit.userclient-access entitlement listing the host bundle ID. The dev
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146
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WeatherKit fails with WeatherDaemon JWT permission denied despite valid entitlement/profile
Hi, I’m seeing WeatherKit fail on device with a JWT permission error even though the app appears to be signed correctly with the WeatherKit entitlement. Error: Failed to generate jwt token for: com.apple.weatherkit.authservice Error Domain=WeatherDaemon.WDSJWTAuthenticatorServiceListener.Errors Code=2 (null) Setup verified: iOS physical device, tested after clean install/reboot Tested on more than one physical device Bundle ID: com.elilindenDinematch.Al-Outfits Team ID: FYGW4LHN42 App ID has WeatherKit capability enabled Fresh provisioning profile includes: application-identifier = FYGW4LHN42.com.elilindenDinematch.Al-Outfits com.apple.developer.team-identifier = FYGW4LHN42 com.apple.developer.weatherkit = true Signed app binary entitlements also include com.apple.developer.weatherkit = true codesign -dv confirms TeamIdentifier=FYGW4LHN42 Cleared DerivedData and regenerated/reinstalled with a fresh profile Toggled WeatherKit capability off/on in Developer portal and regenerated profile The f
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196
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Reply to SwiftUI MapKit
Here is a code snippet that lets you tap 2 points on the map to calculate a route and verify that MapPolyline is still rendered below the traffic layer in certain cities, despite using .mapOverlayLevel(level: .aboveRoads). Try highways import SwiftUI import MapKit struct ContentView: View { @State private var position: MapCameraPosition = .region(MKCoordinateRegion( center: CLLocationCoordinate2D(latitude: 51.5, longitude: -0.1), latitudinalMeters: 2000, longitudinalMeters: 2000 )) @State private var tappedCoordinates: [CLLocationCoordinate2D] = [] @State private var routePolyline: MKPolyline? = nil @State private var isCalculating = false var body: some View { ZStack(alignment: .bottom) { MapReader { proxy in Map(position: $position) { if let polyline = routePolyline { MapPolyline(polyline) .stroke(.blue, lineWidth: 10) .mapOverlayLevel(level: .aboveRoads) } ForEach(tappedCoordinates.indices, id: .self) { i in Marker((i + 1), coordinate: tappedCoordinates[i]) .tint(i == 0 ? .green : .red) }
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First auto-renewable subscriptions stuck In Review and no In-App Purchases section on version page
My first auto-renewable subscriptions have been stuck in “In Review” for almost two weeks. Apple’s notice says the first subscription must be submitted with a new app version and selected from the “In-App Purchases and Subscriptions” section on the version page. However, my version page does not show that section, even after creating a new version in Prepare for Submission. The only place I can see the subscriptions is from the Subscriptions side tab. The app itself has already been approved, but StoreKit does not return the products in production, so my paywall cannot sell subscriptions. Has anyone found a working fix for this, or does Apple need to manually reset/review the subscription state?
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0
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102
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My Apple developer registration process has not been completed for 3 weeks.
I've been trying to create an Apple developer account for 3 weeks. I've created 3-4 different accounts and tried them on different devices. I finally managed to contact Apple Developer Support via email, but I don't think I'll find a solution with them. First, I explained my problem, they listened attentively, and offered solutions. They told me to verify my identity, which I uploaded to the email they sent. Then they told me to wait. 2-3 days passed, and then I received another email saying, We can't verify your identity with the Apple Developer app, or provide further assistance with Apple Accounts for Apple Developer programs. I don't understand; I manually uploaded my ID to the system, so why isn't this working? Case number: 102886872114
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85
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