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“build disappears”

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Push notifications not delivered over Wi-Fi with includeAllNetworks = true regardless of excludeAPNS setting
We have a VPN app that uses NEPacketTunnelProvider with includeAllNetworks = true. We've encountered an issue where push notifications are not delivered over Wi-Fi while the tunnel is active in a pre-MFA quarantine state (tunnel is up but traffic is blocked on server side), regardless of whether excludeAPNS is set to true or false. Observed behavior Wi-Fi excludeAPNS = true - Notifications not delivered Wi-Fi excludeAPNS = false - Notifications not delivered Cellular excludeAPNS = true - Notifications delivered Cellular excludeAPNS = false - Notifications not delivered On cellular, the behavior matches our expectations: setting excludeAPNS = true allows APNS traffic to bypass the tunnel and notifications arrive; setting it to false routes APNS through the tunnel and notifications are blocked (as expected for a non-forwarding tunnel). On Wi-Fi, notifications fail to deliver in both cases. Our question Is this expected behavior when includeAllNetworks is enabled on Wi-Fi, or is this a known issue / bug with APN
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245
Mar ’26
What risks do you think indie iOS developers face in 2026?
I’m interested in hearing what currently concerns other indie iOS developers, as 2026 feels both exciting and somewhat fragile to me, with the constant worry that an Apple account issue or unexpected rejection could undo years of hard work overnight. AI has made cloning apps easier than ever and even strong niches can quickly attract well funded competitors, so while I’m optimistic about building, these are the realities I often find myself thinking about.
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70
Mar ’26
I submitted a desktop application developed by Electron but it crashed after launching in Test Flight
Full Report {app_name:Exueshi PC Desktop,timestamp:2026-02-28 18:02:50.00 +0800,app_version:1.0.20,slice_uuid:4c4c4476-5555-3144-a1a1-7e047782f52d,build_version:1.0.20,platform:0,bundleID:com.exueshi.pcdesktop,share_with_app_devs:0,is_first_party:0,bug_type:309,os_version:macOS 26.1 (25B78),roots_installed:0,name:Exueshi PC Desktop,incident_id:B1529D77-1AB2-4523-A7D1-288F3CF10E88} { uptime : 33000, procRole : Default, version : 2, userID : 501, deployVersion : 210, modelCode : MacBookPro16,1, coalitionID : 4905, osVersion : { train : macOS 26.1, build : 25B78, releaseType : User }, captureTime : 2026-02-28 18:02:50.5267 +0800, codeSigningMonitor : 0, incident : B1529D77-1AB2-4523-A7D1-288F3CF10E88, pid : 10285, cpuType : X86-64, roots_installed : 0, bug_type : 309, procLaunch : 2026-02-28 18:02:50.4101 +0800, procStartAbsTime : 33974865865372, procExitAbsTime : 33974982166804, procName : Exueshi PC Desktop, procPath : /Users/USER/Documents/*/Exueshi PC Desktop.app/Contents/MacOS/Exueshi PC Desktop, b
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194
Mar ’26
Reply to "Unable to Redeem" when downloading approved 1.0 app via promo code
I have a second app which is already live on the App Store. I pushed an update to this app, and it was approved and is Pending Developer Release. I generated a promo code, and redeemed it. It worked fine. So, maybe the Pending Developer Release -> Promo Code method for giving media access to your prerelease 1.0 builds no longer works. Apple: Please document this!
Mar ’26
"Unable to Redeem" when downloading approved 1.0 app via promo code
My brand new 1.0 app is approved and pending developer release. As part of my release checks, I like to download the app store release using a promo code. On both iOS and macOS, redeeming a promo code for the respective builds gives the error you see in the screenshot: Unable to Redeem. This content is incompatible with the current software on this device. Update your device to the latest software version and try again. The app targets iOS 26.0, and my devices are running iOS 26.3, and it was built with Xcode 26.3. I'm relying on this feature for sending a build to pre-release media for reviews/articles, and am worried I'll embarrass myself. Other developers: Have you also had this issue? Do you know a work around for this issue? Apple: Please help! Is there anything I can do?
1
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90
Mar ’26
Reply to Trapped in a "Black Box": Almost 3 weeks of App Review silence and ignored support tickets. Is this normal?
I uploaded 2 builds of the same app, a Mac build and an iOS build. ios went from waiting to In Review at about 30 hours... and accepted about 36 hours. However the Mac side it has been in Review for 5 days... I have 1 Case opened on it ...im trying to be patient as it seems others are in teh same boat. I know on the TestFlght side, the Mac took a bit longer to approve for testing than the IOS version... I think 24 hours for iOS and 2-3 days for the Mac version. So I think the Mac side of the house has less resources. I hope that helps.
Mar ’26
Reply to App stuck in "Waiting for Review" for 10+ days since February 19
BeRodgersLimited, Noel, and berkaegean, i think we all are in similar boats. if you look at all of the other threads, they all re similar. I uploaded a multiplatform build: a Mac build, and an iOS build. it took about 24 hours on the iOS to go from waiting to In Review... then about 8 hours to be reveiewed and approved. However the Mac version of the same app has been waiting for review since Tuesday (February 24, 2026). It is virtually the same code base... They just must be totally swamped with builds to look at.
Mar ’26
Metal Shader inside Swift Package not found?
Hello everyone! I am trying to wrap a ViewModifier inside a Swift Package that bundles a metal shader file to be used in the modifier. Everything works as expected in the Preview, in the Simulator and on a real device for iOS. It also works in Preview and in the Simulator for tvOS but not on a real AppleTV. I have tried this on a 4th generation Apple TV running tvOS 26.3 using Xcode 26.2.0. Xcode logs the following: The metallib is processed and exists in the bundle. Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function ref
0
0
352
Mar ’26
Swift Student Challenge environment selection question (iOS 26)
Hello, I recently submitted my Swift Student Challenge app playground (“Crest”) and realized after submission that I accidentally selected Swift Playgrounds as the software to run it, instead of Xcode 26 or later. My project builds and runs successfully in Xcode 26 using the iOS 26 SDK and simulator. However, when opening the same .swiftpm project in the Swift Playgrounds app on iPad, it does not compile because Swift Playgrounds currently only supports up to iOS 18 SDK and does not support iOS 26 APIs. The submission itself is complete, builds correctly in Xcode, and was submitted before the deadline. The incorrect selection of Swift Playgrounds was an honest mistake during the submission process. I wanted to ask whether reviewers are able to run the submission using Xcode 26 in cases like this, or if there is anything I should do. Thank you very much for your time.
1
0
297
Mar ’26
Swift Student Challenge environment selection question (iOS 26)
Hello, I recently submitted my Swift Student Challenge app playground and realized after submission that I accidentally selected Swift Playgrounds as the software to run it, instead of Xcode 26 or later. My project builds and runs successfully in Xcode 26 using the iOS 26 SDK and simulator. However, when opening the same .swiftpm project in the Swift Playgrounds app on iPad, it does not compile because Swift Playgrounds currently only supports up to iOS 18 SDK and does not support iOS 26 APIs. The submission itself is complete, builds correctly in Xcode, and was submitted before the deadline. The incorrect selection of Swift Playgrounds was an honest mistake during the submission process. I wanted to ask whether reviewers are able to run the submission using Xcode 26 in cases like this, or if there is anything I should do. Thank you very much for your time.
3
0
401
Mar ’26
Rapport de Bug : Problème Entitlements Family Controls / EAS Build
Le build iOS via EAS échoue systématiquement lors de la phase Xcode. Bien que les capacités Family Controls et App Groups soient activées sur le portail Apple Developer et configurées dans le app.json, les profils de provisionnement générés par EAS sont rejetés par Xcode car ils ne contiendraient pas les droits nécessaires. Configuration du projet : Targets (4) : App principale + 3 extensions (ShieldConfiguration, ShieldAction, ActivityMonitorExtension). Capabilities requises : Family Controls (Development), App Groups. EAS CLI Version : 18.0.6 (et versions antérieures testées). Erreur Xcode récurrente : error: Provisioning profile [expo] com.*****.*** AdHoc 177230... doesn't support the Family Controls (Development) capability.. error: Provisioning profile ... AdHoc ... doesn't include the com.apple.developer.family-controls entitlement.. Ce qui a déjà été tenté (sans succès) : Configuration app.json : Ajout manuel des entitlements pour le bundle principal et configuration du plugin react-native-dev
1
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72
Feb ’26
Advice on Payments and Compliance for an iOS App
I’m building an iOS app where real money moves based on goal completion results, including transfers between users. I need a real money flow that supports top ups, internal balance updates, and withdrawals. I’m launching in the EU first and want to avoid building the wrong architecture from the start. I’d appreciate practical guidance from anyone who has shipped similar apps: When can external payment processors be used for real money flows? If users can withdraw real money, what compliance requirements are usually needed first? Is it as complicated as I think? This is my first project of this kind, so I want to approach it correctly. Thank you in advance.
0
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24
Feb ’26
App Clip card shows "App Clip Unavailable” after app release (Status: Received)
We are facing an issue where our App Clip card appears when scanning the QR code, but displays “App Clip Unavailable” even though the main app is already live on the App Store. App Details • App Name: ExpRE – Experiencing Reality • Main App Bundle ID: com.livingmedia.adplayer • App Clip Bundle ID: com.livingmedia.adplayer.Clip • Apple ID: 6758887250 • Team ID: 9NU8HZB68A Current Status: • Main app status: Ready for Distribution (visible on App Store) • App Clip Advanced Experience status: Received • App Clip Experience URL: https://aaj-tak-test-app.web.app Issue Description When scanning the QR code linked to the App Clip Experience: • The App Clip card with image appears • But the card shows the message: “App Clip Unavailable” Additional Observations • The default App Clip link opens correctly: https://appclip.apple.com/id?p=com.livingmedia.adplayer.Clip • Advanced App Clip Experience status still shows “Received”. • Also if there is testflight build then clip card work. But fresh install with QR wi
0
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55
Feb ’26
Push notifications not delivered over Wi-Fi with includeAllNetworks = true regardless of excludeAPNS setting
We have a VPN app that uses NEPacketTunnelProvider with includeAllNetworks = true. We've encountered an issue where push notifications are not delivered over Wi-Fi while the tunnel is active in a pre-MFA quarantine state (tunnel is up but traffic is blocked on server side), regardless of whether excludeAPNS is set to true or false. Observed behavior Wi-Fi excludeAPNS = true - Notifications not delivered Wi-Fi excludeAPNS = false - Notifications not delivered Cellular excludeAPNS = true - Notifications delivered Cellular excludeAPNS = false - Notifications not delivered On cellular, the behavior matches our expectations: setting excludeAPNS = true allows APNS traffic to bypass the tunnel and notifications arrive; setting it to false routes APNS through the tunnel and notifications are blocked (as expected for a non-forwarding tunnel). On Wi-Fi, notifications fail to deliver in both cases. Our question Is this expected behavior when includeAllNetworks is enabled on Wi-Fi, or is this a known issue / bug with APN
Replies
5
Boosts
0
Views
245
Activity
Mar ’26
What risks do you think indie iOS developers face in 2026?
I’m interested in hearing what currently concerns other indie iOS developers, as 2026 feels both exciting and somewhat fragile to me, with the constant worry that an Apple account issue or unexpected rejection could undo years of hard work overnight. AI has made cloning apps easier than ever and even strong niches can quickly attract well funded competitors, so while I’m optimistic about building, these are the realities I often find myself thinking about.
Replies
1
Boosts
0
Views
70
Activity
Mar ’26
I submitted a desktop application developed by Electron but it crashed after launching in Test Flight
Full Report {app_name:Exueshi PC Desktop,timestamp:2026-02-28 18:02:50.00 +0800,app_version:1.0.20,slice_uuid:4c4c4476-5555-3144-a1a1-7e047782f52d,build_version:1.0.20,platform:0,bundleID:com.exueshi.pcdesktop,share_with_app_devs:0,is_first_party:0,bug_type:309,os_version:macOS 26.1 (25B78),roots_installed:0,name:Exueshi PC Desktop,incident_id:B1529D77-1AB2-4523-A7D1-288F3CF10E88} { uptime : 33000, procRole : Default, version : 2, userID : 501, deployVersion : 210, modelCode : MacBookPro16,1, coalitionID : 4905, osVersion : { train : macOS 26.1, build : 25B78, releaseType : User }, captureTime : 2026-02-28 18:02:50.5267 +0800, codeSigningMonitor : 0, incident : B1529D77-1AB2-4523-A7D1-288F3CF10E88, pid : 10285, cpuType : X86-64, roots_installed : 0, bug_type : 309, procLaunch : 2026-02-28 18:02:50.4101 +0800, procStartAbsTime : 33974865865372, procExitAbsTime : 33974982166804, procName : Exueshi PC Desktop, procPath : /Users/USER/Documents/*/Exueshi PC Desktop.app/Contents/MacOS/Exueshi PC Desktop, b
Replies
0
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0
Views
194
Activity
Mar ’26
Reply to "Unable to Redeem" when downloading approved 1.0 app via promo code
I have a second app which is already live on the App Store. I pushed an update to this app, and it was approved and is Pending Developer Release. I generated a promo code, and redeemed it. It worked fine. So, maybe the Pending Developer Release -> Promo Code method for giving media access to your prerelease 1.0 builds no longer works. Apple: Please document this!
Replies
Boosts
Views
Activity
Mar ’26
"Unable to Redeem" when downloading approved 1.0 app via promo code
My brand new 1.0 app is approved and pending developer release. As part of my release checks, I like to download the app store release using a promo code. On both iOS and macOS, redeeming a promo code for the respective builds gives the error you see in the screenshot: Unable to Redeem. This content is incompatible with the current software on this device. Update your device to the latest software version and try again. The app targets iOS 26.0, and my devices are running iOS 26.3, and it was built with Xcode 26.3. I'm relying on this feature for sending a build to pre-release media for reviews/articles, and am worried I'll embarrass myself. Other developers: Have you also had this issue? Do you know a work around for this issue? Apple: Please help! Is there anything I can do?
Replies
1
Boosts
0
Views
90
Activity
Mar ’26
Reply to Trapped in a "Black Box": Almost 3 weeks of App Review silence and ignored support tickets. Is this normal?
I uploaded 2 builds of the same app, a Mac build and an iOS build. ios went from waiting to In Review at about 30 hours... and accepted about 36 hours. However the Mac side it has been in Review for 5 days... I have 1 Case opened on it ...im trying to be patient as it seems others are in teh same boat. I know on the TestFlght side, the Mac took a bit longer to approve for testing than the IOS version... I think 24 hours for iOS and 2-3 days for the Mac version. So I think the Mac side of the house has less resources. I hope that helps.
Replies
Boosts
Views
Activity
Mar ’26
Reply to App stuck in "Waiting for Review" for 10+ days since February 19
BeRodgersLimited, Noel, and berkaegean, i think we all are in similar boats. if you look at all of the other threads, they all re similar. I uploaded a multiplatform build: a Mac build, and an iOS build. it took about 24 hours on the iOS to go from waiting to In Review... then about 8 hours to be reveiewed and approved. However the Mac version of the same app has been waiting for review since Tuesday (February 24, 2026). It is virtually the same code base... They just must be totally swamped with builds to look at.
Replies
Boosts
Views
Activity
Mar ’26
Metal Shader inside Swift Package not found?
Hello everyone! I am trying to wrap a ViewModifier inside a Swift Package that bundles a metal shader file to be used in the modifier. Everything works as expected in the Preview, in the Simulator and on a real device for iOS. It also works in Preview and in the Simulator for tvOS but not on a real AppleTV. I have tried this on a 4th generation Apple TV running tvOS 26.3 using Xcode 26.2.0. Xcode logs the following: The metallib is processed and exists in the bundle. Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function ref
Replies
0
Boosts
0
Views
352
Activity
Mar ’26
Waiting for Review for some time now (day 4 and counting)
100% new here, and probably trying to jump the gun here. I've released my 1st build to TestFlight for some people to test, but till now the app is still under review. Does it always take this long (day 4 now) for a 1st build to be reviewed, or am I missing something here?
Replies
1
Boosts
0
Views
96
Activity
Mar ’26
Reply to SwiftData with shared and private containers
Same problem for me !!!! use SwiftData, build great apps and POC… Then when you'll need sharing rewrite everything with coredata (that you may not mastered). As an independent developer it is really a pain. At least If I was sure that the sharing feature is schedule!
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Views
Activity
Mar ’26
Swift Student Challenge environment selection question (iOS 26)
Hello, I recently submitted my Swift Student Challenge app playground (“Crest”) and realized after submission that I accidentally selected Swift Playgrounds as the software to run it, instead of Xcode 26 or later. My project builds and runs successfully in Xcode 26 using the iOS 26 SDK and simulator. However, when opening the same .swiftpm project in the Swift Playgrounds app on iPad, it does not compile because Swift Playgrounds currently only supports up to iOS 18 SDK and does not support iOS 26 APIs. The submission itself is complete, builds correctly in Xcode, and was submitted before the deadline. The incorrect selection of Swift Playgrounds was an honest mistake during the submission process. I wanted to ask whether reviewers are able to run the submission using Xcode 26 in cases like this, or if there is anything I should do. Thank you very much for your time.
Replies
1
Boosts
0
Views
297
Activity
Mar ’26
Swift Student Challenge environment selection question (iOS 26)
Hello, I recently submitted my Swift Student Challenge app playground and realized after submission that I accidentally selected Swift Playgrounds as the software to run it, instead of Xcode 26 or later. My project builds and runs successfully in Xcode 26 using the iOS 26 SDK and simulator. However, when opening the same .swiftpm project in the Swift Playgrounds app on iPad, it does not compile because Swift Playgrounds currently only supports up to iOS 18 SDK and does not support iOS 26 APIs. The submission itself is complete, builds correctly in Xcode, and was submitted before the deadline. The incorrect selection of Swift Playgrounds was an honest mistake during the submission process. I wanted to ask whether reviewers are able to run the submission using Xcode 26 in cases like this, or if there is anything I should do. Thank you very much for your time.
Replies
3
Boosts
0
Views
401
Activity
Mar ’26
Rapport de Bug : Problème Entitlements Family Controls / EAS Build
Le build iOS via EAS échoue systématiquement lors de la phase Xcode. Bien que les capacités Family Controls et App Groups soient activées sur le portail Apple Developer et configurées dans le app.json, les profils de provisionnement générés par EAS sont rejetés par Xcode car ils ne contiendraient pas les droits nécessaires. Configuration du projet : Targets (4) : App principale + 3 extensions (ShieldConfiguration, ShieldAction, ActivityMonitorExtension). Capabilities requises : Family Controls (Development), App Groups. EAS CLI Version : 18.0.6 (et versions antérieures testées). Erreur Xcode récurrente : error: Provisioning profile [expo] com.*****.*** AdHoc 177230... doesn't support the Family Controls (Development) capability.. error: Provisioning profile ... AdHoc ... doesn't include the com.apple.developer.family-controls entitlement.. Ce qui a déjà été tenté (sans succès) : Configuration app.json : Ajout manuel des entitlements pour le bundle principal et configuration du plugin react-native-dev
Replies
1
Boosts
0
Views
72
Activity
Feb ’26
Advice on Payments and Compliance for an iOS App
I’m building an iOS app where real money moves based on goal completion results, including transfers between users. I need a real money flow that supports top ups, internal balance updates, and withdrawals. I’m launching in the EU first and want to avoid building the wrong architecture from the start. I’d appreciate practical guidance from anyone who has shipped similar apps: When can external payment processors be used for real money flows? If users can withdraw real money, what compliance requirements are usually needed first? Is it as complicated as I think? This is my first project of this kind, so I want to approach it correctly. Thank you in advance.
Replies
0
Boosts
0
Views
24
Activity
Feb ’26
App Clip card shows "App Clip Unavailable” after app release (Status: Received)
We are facing an issue where our App Clip card appears when scanning the QR code, but displays “App Clip Unavailable” even though the main app is already live on the App Store. App Details • App Name: ExpRE – Experiencing Reality • Main App Bundle ID: com.livingmedia.adplayer • App Clip Bundle ID: com.livingmedia.adplayer.Clip • Apple ID: 6758887250 • Team ID: 9NU8HZB68A Current Status: • Main app status: Ready for Distribution (visible on App Store) • App Clip Advanced Experience status: Received • App Clip Experience URL: https://aaj-tak-test-app.web.app Issue Description When scanning the QR code linked to the App Clip Experience: • The App Clip card with image appears • But the card shows the message: “App Clip Unavailable” Additional Observations • The default App Clip link opens correctly: https://appclip.apple.com/id?p=com.livingmedia.adplayer.Clip • Advanced App Clip Experience status still shows “Received”. • Also if there is testflight build then clip card work. But fresh install with QR wi
Replies
0
Boosts
0
Views
55
Activity
Feb ’26