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missing package product

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Sound not working on testflight / Appstore
I have a flutter iOS app that has some simple sound FX for button clicks, swipes, etc. In simulator and on real device the sound works fine, but when i upload the app to testflight (and App store) the sound FX don't play. When I upload the app to my phone via xcode I am using the release profile so I don't see what the difference could be. I have also gone through the archive that i uploaded and verified that the sound files are indeed there. I have other flutter apps that use sound but non since the iOS 26 update. I've tried 3 different flutter sound libraries and all face the same issue. Wondering if anyone else is seeing this issue or if I'm missing a simple permission or something that has changed recently? Thanks in advanced
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Reply to Error when updating system extension
I don't think the problem is coming from the macOS instance itself as the problem does not occur when the extension is updated using an installation package. The problem only happens when replacing the system extension and its wrapper .app using basic NSFileManager APIs. I diffed the 2 cases and there are no differences. Same files, same contents. And anyway spctl and codesign are happy. I tried different macOS versions in VMs (14, 15). Same result. What I'm also observing is that after updating the system extension using an installation package, just using the NSFileManager APIs is going to work fine when reverting to any version that has been previous installed via an installation package or updating to version that has been previously updated via an installation package.
Topic: Code Signing SubTopic: Notarization Tags:
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codesign stubbornly failing
I'm trying to sign a .app package coming from Py2app. Unfortunately I keep running into the same two issues: The binary is not signed with a valid Developer ID certificate. and The signature does not include a secure timestamp. I tried everything, from recreating the signatures, with different arguments, different keys and certificates, but it keeps complaining with these two errors on a long list of files. For reference I added the python script I use for signing the files. code_singing.py
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Issue with multiple touches with "Defer System Gestures" on, with iOS
I'm developing a rhythm game for iOS which has four buttons spanning the width of the screen in portrait. I noticed that my testers were having some missed inputs on the buttons on the left and right due to the fact that iOS, by default, tries to ignore accidental touches on the edges of the screen. So I enabled Defer System Gestures on the left and right edges, but then quickly started to notice a new, very specific, issue. Description of the issue If you have finger #1 touching and holding anywhere in the middle of the screen, and finger #2 touches on the far right or left edge of the screen just below the horizontal position of finger #1, those touches are inconsistently not recognized. If finger #1 is not present, this issue does not occur. If finger #2 is above or well below finger #1, this issue also does not occur. A dead zone is created on the right and left edges of the screen just below the horizontal position of the first touch. Here is a rough representative example of where touches #1 an
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Reply to Metal not working in Swift Playgrounds (SSC Scene)
I made some progress! Or at least I think so, it is still unclear. I simplified the shader code to not include the external library for now: #include using namespace metal; [[ stitchable ]] half4 checkerboard(float2 position, half4 currentColor, float size, half4 newColor) { uint2 posInChecks = uint2(position.x / size, position.y / size); bool isColor = (posInChecks.x ^ posInChecks.y) & 1; return isColor ? newColor * currentColor.a : half4(0.0, 0.0, 0.0, 0.0); } I am going to deal with the missing library later. Now the expanded shader compilation code looks as follows: let shaderURL = Bundle.main.url(forResource: shaders, withExtension: txt)! let source = try! String(contentsOf: shaderURL, encoding: .utf8) do { let device = MTLCreateSystemDefaultDevice()! let opt = MTLCompileOptions() opt.enableLogging = true // Those two options are important. opt.libraryType = .dynamic opt.installName = shaders.metallib // We need to create MTLLibrary... let library = try device.makeLibrary(source: source, op
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Filter Packet Provider Cpu issue
Hi everyone, I’m exploring Network Extension options for a use case where I need to log and filter network activity at the packet level. More specifically, I need the ability to detect and potentially block certain TCP behaviors during the handshake. From everything I’ve tested, NEFilterPacketProvider seems to be the only Network Extension type that operates early enough in the flow. NEFilterDataProvider appears to receive flows after the TCP handshake is already completed. It also has some limitations with IP-based filtering (might include hostname instead of IP), inconsistent ICMP behavior, etc. So I went with NEFilterPacketProvider. However, I’m running into a major issue: extremely high CPU usage. To isolate the problem, I stripped my packet handler down to the simplest possible implementation — basically returning .allow for every inbound/outbound packet without any filtering logic. Even with that minimal setup, playing one or two videos in a browser causes the CPU usage of the extension to spike to 20–5
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Tapping on ShareLink crashes the app
Overview Tapping on ShareLink crashes the app when ShareLink is added in the toolbar with the placement of secondaryAction Feedback FB21337385 Note: Apple engineers please priorities this is a blocker and affects production apps and prevents us from going live. Environment Xcode: 26.2 (17C52) iOS: 26.2 iPadOS: 26.2 Reproduce Able to reproduce 100% both on Simulator and Device Isolation of the crash The crash happens only when the ShareLink is used with the placement .secondaryAction The crash doesn't 'happen when the ShareLink is used with the placement .primaryAction Code import SwiftUI struct ContentView: View { var body: some View { NavigationStack { Text(Hello, world!) .toolbar { ToolbarItem(placement: .primaryAction) { Button(Dummy) { print(dummy) } } // Tapping on share button will cause it to crash // Crash only happens when the ShareLink is used with placement .secondaryAction // It doesn't crash when placement is primaryAction ToolbarItem(placement: .secondaryAction) { ShareLink(item: Some s
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Metal toolchain compilation error after migration to MacOS 26 and XCode 26.1
Hello. I migrated yesterday two machines from OS15 to OS26 (same Ram; M1Max chip). On the first one, a MBP, everything is allright, and my old Metal projects can compile and run, even with MacOS12 as a destination. On the second computer (MacStudio) I got a compile error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain. I spent hours on many forums and tried all proposed solutions and still get the same error. Any idea? Thanks
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in-app won't pass review for unknown reason
Hi, I am trying to get an app approved. In app purchases say that I need to fix something without saying what needs fixing. I can't add the in-app purchases to the app review and that one does not pass because there are in-app purchases missing. How can I fix this issue? I assume that during review someone could just write whats missing but obviously they won't. The message I received said: One or more of your In-App Purchases has been returned for the following app: Literally nothing else. Regards,
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Reply to PDFKit Page Rerender
Hi @muhammadharoon. Thanks for the details. It sounds like you may have a reproducible case. I recommend packaging that up into a bug report so engineering can consider adding further investigation into their work schedule. Capturing this information in a forums post is interesting, but it is not the sort of thing our engineering teams use for scheduling work. Won't you please consider filing a feedback report about this question.
Topic: Graphics & Games SubTopic: General Tags:
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CoreBluetooth multi-peripheral high-frequency BLE streaming shows uneven packet distribution and lag on some A16/A17 iPads
We are observing a reproducible issue on some (not all) iPad models equipped with A16, where BLE streaming from multiple peripherals at ≥33–40 Hz results in uneven packet distribution, burst delivery, and application-level lag. The same application, peripherals, firmware, iOS version, and physical environment do not exhibit this behaviour on A14-based iPads (iPad 10). Affected Hardware: • iPad 11 with A16 • iOS versions: identical across tested devices • Issue affects some devices of the same model, not all Internal field data • ~25 affected • ~5 unaffected • Customers actively prefer iPad 10 (A14) due to stability When two or more BLE peripherals stream data concurrently at frequencies ≥33–40 Hz, affected iPads exhibit: • Uneven packet arrival timing • Burst delivery instead of uniform intervals • Increasing latency over time • Observable application-level lag This does not present as simple packet loss. Instead, packets arrive in clusters, breaking real-time assumptions. At ≤30–33 Hz, the issue doe
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Reply to VoIP Push Notifications Not Delivered in Background/Killed State (Using AppDelegate)
Core Problem: VoIP push notifications are not delivered to the application when it is in the background or terminated. After reviewing existing discussions on the forum, I concluded that the cause might be related to CallKit not having enough time to register. Yes, that's sort of correct. I think root of the problem is actually here: private let voipRegistry = PKPushRegistry(queue: .main) private var provider: CXProvider? ...and is tied to the dynamic of how static object initialization occurs. Basically, your PKPushRegistry object is going to be created IMMEDIATELY after your AppDelegate object is created and before basically any normal app methods are called, including didFinishLaunchingWithOptions. I'm not sure how the full process plays out from there, but I think the net result is that you're losing the initial push because of the time gap between PKPushRegistry's creation and when didFinishLaunchingWithOptions is called and the rest of your initialization completes. One thing to note here is th
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