Search results for

“show when run”

115,122 results found

Post

Replies

Boosts

Views

Activity

UISwitch glass effect not visible when reloading UITableView
Hi Team I’m facing an issue with UISwitch inside a UITableViewCell on iOS 26. When the switch is toggled, I update my data and call tableView.reloadData(). Since both the switch animation and table view reload happen at the same time, the UISwitch does not show its glass effect properly (it looks flat/missing during the animation). If I delay the reload, the switch renders correctly. Is this a known issue? Is there a recommended way to handle this without affecting the switch’s visual appearance?
Topic: UI Frameworks SubTopic: UIKit
3
0
178
3w
macOS Terminal: Script invoked via binary sometimes runs as Groovy instead of through the binary
I’m seeing unexpected execution behavior on macOS where a script invoked explicitly through a binary is not being passed to that binary. Example: Code filebot -script /Users//score_engine_v3.groovy Instead of being executed inside FileBot’s ScriptShell environment, macOS sometimes compiles the script as a plain Groovy class, producing errors like: Code No such property: input for class: __script_xxxxx This only happens when macOS bypasses the binary and hands the file to Groovy directly. Questions: Under what conditions would macOS bypass the invoking binary and treat a .groovy file as a Groovy script even when the binary is explicitly specified? Are there known cases where exported environment variables in zsh are not inherited by child processes launched by certain binaries? Could extended attributes, quarantine flags, or execution policies cause macOS to treat user‑edited .groovy files differently from newly created ones? Thanks for any insight.
0
0
26
3w
Program enrolled but charged twice
Subscribed the Apple Developer program and paid $100 but it showed i was not enrolled. I was prompted to enrollment process and paid another $100 for Apple Developer program 1 year. Now I am enrolled but I got double charged. I cancelled the subscription but it didn't refund. I created cases with 3 emails escalation and 2 phone supports. The support guy cannot fix it and said only senior support can fix. But that senior guy never called me back or reached me out. This is a flawed onboarding process. Like why this developer program allows subscription when developer is not enrolled yet. Also I cannot see the enrollment payment from Apple Store. From there only subscription payment was included. I had to navigate to list order page for enrollment payment detail. There are both program charges but seem they are managed by different teams.
0
0
49
3w
Team ID "" is not associated with an active membership
I’m blocked from building an iOS app because Apple Developer Portal says my Team ID is not associated with an active membership. On the Apple Developer portal resources page I see: “Team ID: ‘’ is not associated with an active membership.” I don’t see a Team selector in the Developer portal (only Account / Help / Sign out). The portal shows a banner “Join the Apple Developer Program”. When I click it: “Sorry, you can’t enroll at this time. Your Apple Account is already associated with the Account Holder of a membership.” In App Store Connect → Users and Access, the only user is my Apple ID and it shows: Role: Account Holder, Admin Apps: All Apps Because of this, my iOS build/signing fails (Expo/EAS build, but same in Xcode) with: Provisioning profile doesn’t support Push Notifications capability Provisioning profile doesn’t include the aps-environment entitlement I enabled Push Notifications / tried regenerating provisioning profiles, but it keeps reusing the same old App Store profile and f
2
0
141
3w
Reply to Xcode now hangs; SDKs are "status unavailable"
Ok, here is my step by step (what I think is) a solution guide... (worked for me) Fix: Xcode Hangs on macOS Tahoe 26.4 (SDKs Status Unavailable) The Problem macOS Tahoe 26.4 introduces a bug where a CoreSimulator subprocess (simdiskimaged) repeatedly exceeds its 20MB memory limit and gets killed by the system. This causes CoreSimulatorService to hang indefinitely, which in turn causes Xcode to freeze, SDKs to show status unavailable, and all simulators to become inaccessible. The root cause is a runaway loop that creates new SimRuntimeBundle files every 11 seconds in /Library/Developer/CoreSimulator/Cryptex/Images/mnt/, bloating the state that simdiskimaged must load on startup beyond its jetsam memory limit. The Fix Step 1 — Grant Terminal Full Disk Access The files that need to be deleted are protected by TCC (Transparency, Consent, and Control). Without this step, sudo rm will return Operation not permitted. Open System Settings → Privacy & Security → Full Disk Access Click the + button Add Te
3w
Reply to Xcode now hangs; SDKs are "status unavailable"
Here is a summary of my findings so far working with AI: The Bug: macOS Tahoe 26.4 triggers a loop in the CoreSimulator subsystem where a new SimRuntimeBundle is created in /Library/Developer/CoreSimulator/Cryptex/Images/mnt/ every 11 seconds. This accumulates thousands of files and bloats the images.plist manifest. Why Xcode Hangs: When Xcode launches, it starts CoreSimulatorService, which spawns a helper daemon called simdiskimaged via XPC. simdiskimaged is responsible for managing simulator disk images and runtimes. On startup, it tries to load and validate the entire contents of images.plist and the Cryptex directory. Because of the runaway loop, there are now 7,000+ files and a bloated manifest to parse. simdiskimaged exceeds its hardcoded 20MB jetsam memory limit and gets killed by the system (SIGKILL/-9). CoreSimulatorService sent a synchronous XPC message to simdiskimaged and is now waiting for a reply that will never come — it hangs forever on mach_msg2_trap. Everything downstream hangs: xcrun simctl
3w
SceneKit shader compile and cache issues? :(
I'm making an apple watch game and it's running so smooth and nice while developing but I ran into a showstopping problem that I wouldn't even have noticed until i deleted the app and reinstalled... Every first-run on a freshly installed copy of the game has major frame hitches as it loads assets. Every run after that has ZERO hitches and runs like butter. Even if i install a new version on top of the old one (which is why i never noticed this problem in my almost finished game) it runs smooth. Framerate issues come back if I delete and reinstall. I think it's compiling shaders or caching geometry but I haven't been able to trick it into doing the hard work during non-critical moments in the game. I've tried preloading assets in the main menu, loading at the start of the level, loading and rendering in a tiny part of the screen, rendering behind dialog boxes... it seems no matter what i can only get rid of the frame hitches after the game has been played through on
1
0
130
3w
Reply to Audio cues not working when app is in the background
Thanks for the post. I'm not an expert on audio and less when that involves watchOS. So other watchOS engineers are hopefully jumping into the thread soon. What I know is the behavior you are seeing is due to the strict differences in how watchOS handles background execution and audio compared to iOS. When your app goes into the background on watchOS, custom audio playback like AVAudioPlayer or AVAudioEngine playing a voice or beep is immediately suspended unless specific background modes and sessions are active. The reason the ping sound and haptics continue is likely because you are triggering them via WKInterfaceDevice.current().play(.notification) or similar system-level calls, which are handled by a separate system and can fire as long as your app has any background execution time. Since you want your app to play over music apps without stopping them, you must configure your AVAudioSession to mix with other audio. You should also consider using https://developer.apple.com/documentation/avfaudio/avaudiose
3w
Problem z uruchomieniem systemu Tahoe Beta
I apologise in advance, but I’m new here and have no experience with advanced system settings. I need help with a MacBook Pro M3 Pro running macOS 26.4 beta. Everything was fine until I shut down the computer and turned it back on; the system would get halfway through booting up and then restart. It won’t even boot into Recovery Mode; the computer restarts as soon as it starts loading data. What can I do to somehow recover the data from the date of the last backup up to the point of the crash? Is there any way to access this data? Since I can’t even get into Recovery Mode. I really want to recover the data. I’ve already bought a new computer – a MacBook M5 Pro. Is there any chance of getting this data back? I’ve searched online for various methods, but the worst part is that I can’t even access the recovery system. Thank you for your willingness to help with this matter.
0
0
78
3w
Reply to CarPlay outputs no audio
Thanks for the post I believe iOS categorizes it as a secondary audio source, by design, secondary audio sources are not allowed to take over the system's Now Playing deck. The Now Playing screen (and the navigation button to reach it in CarPlay) is strictly reserved for the primary media app. .defaultToSpeaker and .allowBluetoothA2DP are strictly invalid for the .playback category as they are only for .playAndRecord. I believe, you need to use the .playback category without any options that downgrade your app to a secondary audio source or conflict with the category as CarPlay is very strict about when it shows the Now Playing button. CarPlay often refuses to show the Now Playing icon in the navigation bar until the app has actually pushed audio buffers through the active AVAudioSession. Remove .mixWithOthers and the invalid flags, ensure your playback state is set to .playing, and the CarPlay Now Playing deck should behave exactly as expected? https://developer.apple.com/documentation/AVFA
3w
Reply to iOS 26 TabBar Remove Selected Capsule
Thanks for the post a the details including the screenshots showing exactly what you are seeing. Yes, there are many changes after Liquid Glass. Your understanding is 100% correct. Rebuilding a UITabBar entirely from scratch is a massive undertaking for a complex app. Because of this maintenance burden and the risk of breaking standard navigation paradigms, replacing the standard UITabBar with a custom view is generally not the recommended path forward. When the Liquid Glass appearance is enabled, the selected capsule is the system-standard visual indicator for the active tab. The framework enforces this specific visual treatment to maintain a consistent design language and accessibility standard across all the different systems. Because Liquid Glass relies on a specific compositing and rendering pipeline to achieve that look, standard legacy overrides are often ignored or overridden by the system to ensure the capsule remains visible. Since you mentioned that disabling Liquid Glass gives you the exa
Topic: UI Frameworks SubTopic: UIKit Tags:
3w
Calling SecKeychainUnlock with a locked keychain and an invalid password returns errSecSuccess on macOS 26.4
Hi, In the app I’m working on, we rely on SecKeychainUnlock to verify that a password can be used to unlock the login keychain. When macOS 26.4 rolled out, we started getting bug reports that led me to a discovery that makes me think SecKeychainUnlock behavior was changed. I’m going to illustrate my findings with a sample code: #include #include #include #include #include #pragma clang diagnostic ignored -Wdeprecated-declarations int main(void) { char password[100]; printf(password: ); scanf(%s, password); struct passwd *home = getpwuid(getuid()); if (!(home && home->pw_dir)) return 1; char path[1024]; strcat(path, home->pw_dir); strcat(path, /Library/Keychains/login.keychain-db); SecKeychainRef keychain = NULL; OSStatus result = SecKeychainOpen(path, &keychain); if (result != errSecSuccess) { fprintf(stderr, SecKeychainOpen failed (error %d)n, result); return 1; } SecKeychainStatus status = 0; result = SecKeychainGetStatus(keychain, &status); if (result != errSecSuccess) { fprintf(
6
0
887
3w
Incorrect FinanceKit Account Balance Data for Apple Cash/Savings (asset accounts)
When I use the FinanceKit API to get the account balance history for my Apple Cash account, the data shows that I have $1 as a debit. The accounts endpoint reveals that the Apple Cash account is an asset account. This means that according to the FinanceKit data my account balance is -$1. However, I know this is incorrect because when I look at my Apple Cash account using the Wallet app I see that I have a balance of $1 (see image below). I believe the issue is the creditDebitIndicator’s value in the Account Balance data. Here are the steps to recreate this. Open new Apple Cash account Send $1 to Apple Cash account Query accountBalanceHistory with a nil history token (to fetch all data) Look at the account balance data and see the $1 and “debit” for creditDebitIndicator Also, the documentation says that an asset account with a balance of $0 will have creditDebitIndicator/Credit, however, I am getting creditDebitIndicator/Debit. See https://developer.apple.com/documentation/financekit/balance/creditdeb
1
0
87
3w
Using mTLS with YubiKey via USB-C and PIV
I've been trying over the past few days to use a PIV-programmed Yubikey to perform mTLS (i.e. mutual client cert auth) in my custom app. My understanding is that I need to feed NSURLSession a SecIdentity to do so. Yubico's instructions state that I need their Yubico Authenticator app for this, but this directly contradicts Apple's own documentation here. I dont need NFC/lightening support, and I only need support for my specific app. When I plug in my key to my iPhone and have TKTokenWatcher active, I DO see com.apple.pivtoken appear in the logs. And using Yubico's SDK, I CAN get data from the key (so I'm pretty sure my entitlements and such are correct). But using the below query to get the corresponding (fake? temporary?) keychain item, it returns NULL no matter what I do: let query: [String: Any] = [ kSecClass as String: kSecClassIdentity, kSecReturnRef as String: true, kSecAttrTokenID as String: apple.com.pivtoken, // Essential for shared iPads kSecMatchLimit as String: kSecMatchLimitOne ] var item: CFTyp
5
0
434
3w
UISwitch glass effect not visible when reloading UITableView
Hi Team I’m facing an issue with UISwitch inside a UITableViewCell on iOS 26. When the switch is toggled, I update my data and call tableView.reloadData(). Since both the switch animation and table view reload happen at the same time, the UISwitch does not show its glass effect properly (it looks flat/missing during the animation). If I delay the reload, the switch renders correctly. Is this a known issue? Is there a recommended way to handle this without affecting the switch’s visual appearance?
Topic: UI Frameworks SubTopic: UIKit
Replies
3
Boosts
0
Views
178
Activity
3w
macOS Terminal: Script invoked via binary sometimes runs as Groovy instead of through the binary
I’m seeing unexpected execution behavior on macOS where a script invoked explicitly through a binary is not being passed to that binary. Example: Code filebot -script /Users//score_engine_v3.groovy Instead of being executed inside FileBot’s ScriptShell environment, macOS sometimes compiles the script as a plain Groovy class, producing errors like: Code No such property: input for class: __script_xxxxx This only happens when macOS bypasses the binary and hands the file to Groovy directly. Questions: Under what conditions would macOS bypass the invoking binary and treat a .groovy file as a Groovy script even when the binary is explicitly specified? Are there known cases where exported environment variables in zsh are not inherited by child processes launched by certain binaries? Could extended attributes, quarantine flags, or execution policies cause macOS to treat user‑edited .groovy files differently from newly created ones? Thanks for any insight.
Replies
0
Boosts
0
Views
26
Activity
3w
Program enrolled but charged twice
Subscribed the Apple Developer program and paid $100 but it showed i was not enrolled. I was prompted to enrollment process and paid another $100 for Apple Developer program 1 year. Now I am enrolled but I got double charged. I cancelled the subscription but it didn't refund. I created cases with 3 emails escalation and 2 phone supports. The support guy cannot fix it and said only senior support can fix. But that senior guy never called me back or reached me out. This is a flawed onboarding process. Like why this developer program allows subscription when developer is not enrolled yet. Also I cannot see the enrollment payment from Apple Store. From there only subscription payment was included. I had to navigate to list order page for enrollment payment detail. There are both program charges but seem they are managed by different teams.
Replies
0
Boosts
0
Views
49
Activity
3w
Team ID "" is not associated with an active membership
I’m blocked from building an iOS app because Apple Developer Portal says my Team ID is not associated with an active membership. On the Apple Developer portal resources page I see: “Team ID: ‘’ is not associated with an active membership.” I don’t see a Team selector in the Developer portal (only Account / Help / Sign out). The portal shows a banner “Join the Apple Developer Program”. When I click it: “Sorry, you can’t enroll at this time. Your Apple Account is already associated with the Account Holder of a membership.” In App Store Connect → Users and Access, the only user is my Apple ID and it shows: Role: Account Holder, Admin Apps: All Apps Because of this, my iOS build/signing fails (Expo/EAS build, but same in Xcode) with: Provisioning profile doesn’t support Push Notifications capability Provisioning profile doesn’t include the aps-environment entitlement I enabled Push Notifications / tried regenerating provisioning profiles, but it keeps reusing the same old App Store profile and f
Replies
2
Boosts
0
Views
141
Activity
3w
Reply to Xcode now hangs; SDKs are "status unavailable"
Ok, here is my step by step (what I think is) a solution guide... (worked for me) Fix: Xcode Hangs on macOS Tahoe 26.4 (SDKs Status Unavailable) The Problem macOS Tahoe 26.4 introduces a bug where a CoreSimulator subprocess (simdiskimaged) repeatedly exceeds its 20MB memory limit and gets killed by the system. This causes CoreSimulatorService to hang indefinitely, which in turn causes Xcode to freeze, SDKs to show status unavailable, and all simulators to become inaccessible. The root cause is a runaway loop that creates new SimRuntimeBundle files every 11 seconds in /Library/Developer/CoreSimulator/Cryptex/Images/mnt/, bloating the state that simdiskimaged must load on startup beyond its jetsam memory limit. The Fix Step 1 — Grant Terminal Full Disk Access The files that need to be deleted are protected by TCC (Transparency, Consent, and Control). Without this step, sudo rm will return Operation not permitted. Open System Settings → Privacy & Security → Full Disk Access Click the + button Add Te
Replies
Boosts
Views
Activity
3w
Reply to Xcode now hangs; SDKs are "status unavailable"
Here is a summary of my findings so far working with AI: The Bug: macOS Tahoe 26.4 triggers a loop in the CoreSimulator subsystem where a new SimRuntimeBundle is created in /Library/Developer/CoreSimulator/Cryptex/Images/mnt/ every 11 seconds. This accumulates thousands of files and bloats the images.plist manifest. Why Xcode Hangs: When Xcode launches, it starts CoreSimulatorService, which spawns a helper daemon called simdiskimaged via XPC. simdiskimaged is responsible for managing simulator disk images and runtimes. On startup, it tries to load and validate the entire contents of images.plist and the Cryptex directory. Because of the runaway loop, there are now 7,000+ files and a bloated manifest to parse. simdiskimaged exceeds its hardcoded 20MB jetsam memory limit and gets killed by the system (SIGKILL/-9). CoreSimulatorService sent a synchronous XPC message to simdiskimaged and is now waiting for a reply that will never come — it hangs forever on mach_msg2_trap. Everything downstream hangs: xcrun simctl
Replies
Boosts
Views
Activity
3w
SceneKit shader compile and cache issues? :(
I'm making an apple watch game and it's running so smooth and nice while developing but I ran into a showstopping problem that I wouldn't even have noticed until i deleted the app and reinstalled... Every first-run on a freshly installed copy of the game has major frame hitches as it loads assets. Every run after that has ZERO hitches and runs like butter. Even if i install a new version on top of the old one (which is why i never noticed this problem in my almost finished game) it runs smooth. Framerate issues come back if I delete and reinstall. I think it's compiling shaders or caching geometry but I haven't been able to trick it into doing the hard work during non-critical moments in the game. I've tried preloading assets in the main menu, loading at the start of the level, loading and rendering in a tiny part of the screen, rendering behind dialog boxes... it seems no matter what i can only get rid of the frame hitches after the game has been played through on
Replies
1
Boosts
0
Views
130
Activity
3w
Reply to Audio cues not working when app is in the background
Thanks for the post. I'm not an expert on audio and less when that involves watchOS. So other watchOS engineers are hopefully jumping into the thread soon. What I know is the behavior you are seeing is due to the strict differences in how watchOS handles background execution and audio compared to iOS. When your app goes into the background on watchOS, custom audio playback like AVAudioPlayer or AVAudioEngine playing a voice or beep is immediately suspended unless specific background modes and sessions are active. The reason the ping sound and haptics continue is likely because you are triggering them via WKInterfaceDevice.current().play(.notification) or similar system-level calls, which are handled by a separate system and can fire as long as your app has any background execution time. Since you want your app to play over music apps without stopping them, you must configure your AVAudioSession to mix with other audio. You should also consider using https://developer.apple.com/documentation/avfaudio/avaudiose
Replies
Boosts
Views
Activity
3w
Problem z uruchomieniem systemu Tahoe Beta
I apologise in advance, but I’m new here and have no experience with advanced system settings. I need help with a MacBook Pro M3 Pro running macOS 26.4 beta. Everything was fine until I shut down the computer and turned it back on; the system would get halfway through booting up and then restart. It won’t even boot into Recovery Mode; the computer restarts as soon as it starts loading data. What can I do to somehow recover the data from the date of the last backup up to the point of the crash? Is there any way to access this data? Since I can’t even get into Recovery Mode. I really want to recover the data. I’ve already bought a new computer – a MacBook M5 Pro. Is there any chance of getting this data back? I’ve searched online for various methods, but the worst part is that I can’t even access the recovery system. Thank you for your willingness to help with this matter.
Replies
0
Boosts
0
Views
78
Activity
3w
Reply to CarPlay outputs no audio
Thanks for the post I believe iOS categorizes it as a secondary audio source, by design, secondary audio sources are not allowed to take over the system's Now Playing deck. The Now Playing screen (and the navigation button to reach it in CarPlay) is strictly reserved for the primary media app. .defaultToSpeaker and .allowBluetoothA2DP are strictly invalid for the .playback category as they are only for .playAndRecord. I believe, you need to use the .playback category without any options that downgrade your app to a secondary audio source or conflict with the category as CarPlay is very strict about when it shows the Now Playing button. CarPlay often refuses to show the Now Playing icon in the navigation bar until the app has actually pushed audio buffers through the active AVAudioSession. Remove .mixWithOthers and the invalid flags, ensure your playback state is set to .playing, and the CarPlay Now Playing deck should behave exactly as expected? https://developer.apple.com/documentation/AVFA
Replies
Boosts
Views
Activity
3w
Can't access my developer account anymore
I have a bug with Xcode and developer.apple.com, where they both don’t recognise that my Apple ID is part of a development team. My account page at https://developer.apple.com tells me to enrol in the developer programme, whereas before it would show me as having a membership and would let me access profiles and certificates and other stuff.
Replies
0
Boosts
0
Views
42
Activity
3w
Reply to iOS 26 TabBar Remove Selected Capsule
Thanks for the post a the details including the screenshots showing exactly what you are seeing. Yes, there are many changes after Liquid Glass. Your understanding is 100% correct. Rebuilding a UITabBar entirely from scratch is a massive undertaking for a complex app. Because of this maintenance burden and the risk of breaking standard navigation paradigms, replacing the standard UITabBar with a custom view is generally not the recommended path forward. When the Liquid Glass appearance is enabled, the selected capsule is the system-standard visual indicator for the active tab. The framework enforces this specific visual treatment to maintain a consistent design language and accessibility standard across all the different systems. Because Liquid Glass relies on a specific compositing and rendering pipeline to achieve that look, standard legacy overrides are often ignored or overridden by the system to ensure the capsule remains visible. Since you mentioned that disabling Liquid Glass gives you the exa
Topic: UI Frameworks SubTopic: UIKit Tags:
Replies
Boosts
Views
Activity
3w
Calling SecKeychainUnlock with a locked keychain and an invalid password returns errSecSuccess on macOS 26.4
Hi, In the app I’m working on, we rely on SecKeychainUnlock to verify that a password can be used to unlock the login keychain. When macOS 26.4 rolled out, we started getting bug reports that led me to a discovery that makes me think SecKeychainUnlock behavior was changed. I’m going to illustrate my findings with a sample code: #include #include #include #include #include #pragma clang diagnostic ignored -Wdeprecated-declarations int main(void) { char password[100]; printf(password: ); scanf(%s, password); struct passwd *home = getpwuid(getuid()); if (!(home && home->pw_dir)) return 1; char path[1024]; strcat(path, home->pw_dir); strcat(path, /Library/Keychains/login.keychain-db); SecKeychainRef keychain = NULL; OSStatus result = SecKeychainOpen(path, &keychain); if (result != errSecSuccess) { fprintf(stderr, SecKeychainOpen failed (error %d)n, result); return 1; } SecKeychainStatus status = 0; result = SecKeychainGetStatus(keychain, &status); if (result != errSecSuccess) { fprintf(
Replies
6
Boosts
0
Views
887
Activity
3w
Incorrect FinanceKit Account Balance Data for Apple Cash/Savings (asset accounts)
When I use the FinanceKit API to get the account balance history for my Apple Cash account, the data shows that I have $1 as a debit. The accounts endpoint reveals that the Apple Cash account is an asset account. This means that according to the FinanceKit data my account balance is -$1. However, I know this is incorrect because when I look at my Apple Cash account using the Wallet app I see that I have a balance of $1 (see image below). I believe the issue is the creditDebitIndicator’s value in the Account Balance data. Here are the steps to recreate this. Open new Apple Cash account Send $1 to Apple Cash account Query accountBalanceHistory with a nil history token (to fetch all data) Look at the account balance data and see the $1 and “debit” for creditDebitIndicator Also, the documentation says that an asset account with a balance of $0 will have creditDebitIndicator/Credit, however, I am getting creditDebitIndicator/Debit. See https://developer.apple.com/documentation/financekit/balance/creditdeb
Replies
1
Boosts
0
Views
87
Activity
3w
Using mTLS with YubiKey via USB-C and PIV
I've been trying over the past few days to use a PIV-programmed Yubikey to perform mTLS (i.e. mutual client cert auth) in my custom app. My understanding is that I need to feed NSURLSession a SecIdentity to do so. Yubico's instructions state that I need their Yubico Authenticator app for this, but this directly contradicts Apple's own documentation here. I dont need NFC/lightening support, and I only need support for my specific app. When I plug in my key to my iPhone and have TKTokenWatcher active, I DO see com.apple.pivtoken appear in the logs. And using Yubico's SDK, I CAN get data from the key (so I'm pretty sure my entitlements and such are correct). But using the below query to get the corresponding (fake? temporary?) keychain item, it returns NULL no matter what I do: let query: [String: Any] = [ kSecClass as String: kSecClassIdentity, kSecReturnRef as String: true, kSecAttrTokenID as String: apple.com.pivtoken, // Essential for shared iPads kSecMatchLimit as String: kSecMatchLimitOne ] var item: CFTyp
Replies
5
Boosts
0
Views
434
Activity
3w