My team recently released an app to the iOS app store. We are trying to add the Smart App Banner to our website to promote the app, but the banner is not shown. When the page loads, there is a flash of an empty Smart App Banner before it is automatically dismissed. This happens on every page load. If I put use an app ID of other apps the banner appears. I've triple checked that I'm using the correct app ID. So it seems like it is an issue with my app. I can see my app in the App Store, so I know it's available. I've tested on multiple phones.
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I have been working on an app for the past few months, and one issue that I have encountered a few times is an error where quick subsequent deletions cause issues with detached tasks that are triggered from some user actions. Inside a Task.detached, I am building an isolated model context, querying for LineItems, then iterating over those items. The crash happens when accessing a Transaction property through a relationship. var byTransactionId: [UUID: [LineItem]] { return Dictionary(grouping: self) { item in item.transaction?.id ?? UUID() } } In this case, the transaction has been deleted, but the relationship existed when the fetch occurred, so the transaction value is non-nil. The crash occurs when accessing the id. This is the error. SwiftData/BackingData.swift:1035: Fatal error: This model instance was invalidated because its backing data could no longer be found the store. PersistentIdentifier(id: SwiftData.PersistentIdentifier.ID(backing: SwiftData.PersistentIdentifier.PersistentIdentifierBacki
I'm experiencing the following error with my SwiftData container when running a build: Code=134504 Cannot use staged migration with an unknown model version. Code Structure - Summary I am using a versionedSchema to store multiple models in SwiftData. I started experiencing this issue when adding two new models in the newest Schema version. Starting from the current public version, V4.4.6, there are two migrations. Migration Summary The first migration is to V4.4.7. This is a lightweight migration removing one attribute from one of the models. This was tested and worked successfully. The second migration is to V5.0.0. This is a custom migration adding two new models, and instantiating instances of the two new models based on data from instances of the existing models. In the initial testing of this version, no issues were observed. Issue and Steps to Reproduce Reproduction of issue: Starting from a fresh build of the publicly released V4.4.6, I run a new build that contains both Sche
I'm encountering a build failure when trying to install the Game Porting Toolkit via Homebrew. The installation fails during the game-porting-toolkit-compiler dependency build phase with a CMake compatibility error. Error Message: CMake Error at CMakeLists.txt:3 (cmake_minimum_required): Compatibility with CMake < 3.5 has been removed from CMake. Update the VERSION argument value. Or, use the ... syntax to tell CMake that the project requires at least but has been updated to work with policies introduced by or earlier. Or, add -DCMAKE_POLICY_VERSION_MINIMUM=3.5 to try configuring anyway. -- Configuring incomplete, errors occurred! Environment: macOS: 15.6.1 (Sequoia) Homebrew: 5.0.1 CMake: 3.20.2 Architecture: x86_64 (via Rosetta) Formula: apple/apple/game-porting-toolkit-compiler v0.1 Source: crossover-sources-22.1.1.tar.gz Steps to Reproduce: Install x86_64 Homebrew for Rosetta compatibility Run: arch -x86_64 /usr/local/bin/brew install apple/apple/game-porting-toolkit Build
Hi Apple team, Game Mode was introduced in iOS 18. To activate Game Mode, an app must include specific key-value pairs in its *.plist and be categorized as a Game on the App Store. My app (https://apps.apple.com/us/app/voidlink/id6747717070) works primarily as a self-hosted game streaming (PC->iPhone/iPad) client. Game Mode provides clear benefits in terms of latency and frame rate stability, but it can currently only be activated when running via Xcode or TestFlight. I am an individual iOS developer based in China, where an additional government license is required for apps to be listed under the Game category on the App Store. Obtaining such a license is very difficult for independent developers, so my app has been categorized under Utilities instead.(If move the app to game category, it will disappear from Chinese App Store immediately) Expectation / Suggestion: Please consider making Game Mode available as a local, user-controllable option on iOS18/26+, such as through a system “App Pool” wher
Topic:
Graphics & Games
SubTopic:
General
I'm trying to benchmark a Core Image filter chains memory footprint and notice a weird quirk in instruments. On a real device, even with a simple Core Image chain, the memory balloons each time I ran the filter. See attached screen shots. Running on iPhone 17 Pro: Running on simulator (M2 Macbook Pro) As you can see there's a huge build up of 4MB VM: IOSurface memory on the real device, but the simulator seems to clean it up correctly. Here's my basic code: func processImage() { guard let inputImage = ContentViewModel.loadImageFromBundle(name: kitty.HEIC) else { print(Failed to load sample_image from bundle) return } var outputImage = inputImage outputImage = outputImage.applyingFilter(CIBloom, parameters: [ kCIInputRadiusKey: 20, kCIInputIntensityKey: 0.8 ]) DispatchQueue.global(qos: .userInitiated).async { let data = self.context.jpegRepresentation(of: outputImage, colorSpace: CGColorSpace(name: CGColorSpace.sRGB)!) if let data = data, let uiImage = UIImage(data: data) { DispatchQueue.main.async {
Thank you so much for the detailed, step-by-step instructions. I have now also uploaded a build to the AppStore, with an in-app extension. The key step that I had missed in my previous attempts is number 3 on your list: remove the Info.plist for the Extension that was generated by Xcode (and probably number 4, delete the INFOPLIST_FILE in build Settings). The extension is not yet doing what I want it to, but that's another problem. I can upload, so it's worth pursuing this line of work.
Topic:
App & System Services
SubTopic:
General
Tags:
I have an app where I create UIToolbars and add them to UIViews programatically. I've never used autolayout for anything, I've never assigned any constraints to anything, etc. This worked fine pre-iOS 26. Now I'm trying to build for iOS 26 (liquid glass) and my toolbars are spamming my debug pane with hundreds of lines of autolayout warnings. Here are some key phrases from the warnings: Unable to simultaneously satisfy constraints. Will attempt to recover by breaking constraint Make a symbolic breakpoint at UIViewAlertForUnsatisfiableConstraints to catch this in the debugger. (Note: If you're seeing NSAutoresizingMaskLayoutConstraints that you don't understand, refer to the documentation for the UIView property translatesAutoresizingMaskIntoConstraints) Does anybody know what happened and how I can get it to stop? The way things are, I can't use the debug pane for anything because of this spam.
I previously added an iOS version 1.0.2 to App Connect, but decided to call it 1.1 instead. Currently, I have a build of 1.0.2 Developer Rejected now, but I can't find a way to remove version 1.0.2 or add version 1.1. How do I do this?
Hi everyone, After extensive testing and verification, we have finally resolved the persistent DriverKit archiving and signing errors. The core issue lies in the fact that Xcode enforces distinctly different certificate requirements for DriverKit targets during the Build Phase versus the Distribution Phase. We are sharing our successful experience to help other developers facing the same trap. 💡 Core Conclusion Do not attempt to configure the Distribution Profile directly in Xcode’s Target settings, as this will cause the build to fail. The correct workflow is: Use Development Certificates (Auto) during the Build/Archive phase, and only swap in the Distribution Certificates (Manual) during the Organizer Distribution phase. 🔍 Root Cause Analysis The DriverKit Linker mandates linking against the Development SDK during the build phase. If you force a manual Distribution Profile in Xcode’s Signing & Capabilities tab, Xcode will fail because it cannot find a matching devel
Topic:
Code Signing
SubTopic:
Certificates, Identifiers & Profiles
Tags:
Hi everyone, I’m currently facing a blocking issue during App Review, and I’d really appreciate some help from anyone who has experienced something similar. My app was rejected under Guideline 2.1 – App Completeness with the following message: “An error message appeared after trying to Sign in with Apple. Device: iPad Air (5th generation), iPadOS 26.1.” The problem is: I cannot reproduce this bug at all, even when testing under the same conditions. ✔ What I tested: Physical iPad Air M2 on iPadOS 26.1 Physical iPhone devices iOS/iPadOS simulators (latest Xcode) TestFlight build (clean install) Debug build installed via Xcode (device connected) In every case, Sign in with Apple works correctly: Authentication sheet displays properly Callback returns the credential User is created/logged in without error No crash, no rejected promise, no empty credential ✔ Environment Using ASAuthorizationAppleIDProvider + ASAuthorizationController Default Apple Sign In button No custom nonce/redirect modificat
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
I created a Notification Service Extension to display profile images in place for the app image (i.e. iMessage). I send a remote push notification via Firebase Functions, and in the payload, the relevant profile image url string. The profile image url string in the payload is successfully delivered as it appears in my console log and AppDelegate didReceiveRemoteNotification function. My problem is the profile image does not replace the default app icon image in the remote push notification. Below is my configuration. Any guidance would be appreciated! Main target app: the info plist contains NSUSerActivityTypes = [INSendMessageIntent]. The Communications Notifications capability is enabled and Copy only when installing in Build Phases Embed Foundation Extensions Notification Service Extension plist: contains NSExtension > NSExtensionAttributes > IntentsSupported > INSendMessageIntent. Notification Service Extension class code: var contentHandler: ((UNNotificationContent) -> Void)? var bes
Hi, When viewing a spatial photo scene on the Apple Vision Pro Photos app, you can tap on the immersive icon on the top right corner to transaction from the window presenting the image as spatial3d to an immersive photo scene with spatial3DImmersive where the window borders disappear. Could someone explain how to achieve that? I tried to do it but once I transition from spatial3d to spatial3DImmersive I can see still see a rectangle around the spatial image. Thanks.
I’m building a React Native 0.72.10 iOS app and hitting build errors. Environment: macOS: Apple M4, Sequoia 15.7.2 Xcode: 26.1.1 React Native: 0.72.10 Errors: Could not delete /Users/.../ios/build because it was not created by the build system Unable to write file '/Users/.../ios/build/Pods.build/Debug-iphonesimulator/...': Operation not permitted (Multiple Pods / React Native framework headers affected) What I’ve tried: bash rm -rf ios/build rm -rf ~/Library/Developer/Xcode/DerivedData xattr -w com.apple.xcode.CreatedByBuildSystem true ios/build pod deintegrate && pod install sudo chown -R $(whoami) ios/build Observations: ios/build is recreated automatically. Some files have com.apple.xcode.CreatedByBuildSystem: true. 3.Xcode have Full disk access authorisation. Why does Xcode fail to delete / write to ios/build even though it’s recreated automatically by the build system? Is this caused by Xcode itsel
On macOS 15.2, any Mac Catalyst project that does not support portrait iPad orientation will no longer be able to successfully show the contents of any popover controls. This does not appear to be a problem on earlier versions of macOS and it only affects Mac Catalyst builds, not Designed for iPad builds. STEPS TO REPRODUCE Create a project that utilizes Mac Catalyst. Create a simple button that shows a popover with simple content. Remove Portrait as a supported orientation. Run the project on macOS 15.2 as a Mac Catalyst build. Note that the content inside the popover is not shown the popover is shown. Run the project as Designed for iPad. Note that the popover content shows correctly.