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missing package product

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Reply to In-App-Purchase review rejected
Hello - As a next step, please try resubmitting the app update that supports the In-App Purchase functionality. In the submission notes, provide details about the related IAP products that were previously submitted (including specifying the Product IDs, etc.) - to make it clear to App Review that you need the app update and the previously submitted IAP products to be reviewed together, as part of your initial release of IAP support in the app. Please let us know if you need any further assistance. Thank you.
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Sleep/Lock despite UIApplication.shared.isIdleTimerDisabled
I have an app that records video (and also provides a custom remote interface) so it needs to remain awake and in the foreground. It sets; UIApplication.shared.isIdleTimerDisabled = true I've also tried catching willEnterForegroundNotification to ensure it resets it if the app is backgrounded and resumes; .onReceive( NotificationCenter.default.publisher( for: UIApplication.willEnterForegroundNotification) ) { _ in UIApplication.shared.isIdleTimerDisabled = true } However, it seems that on some devices it will still go to sleep. This seems to be the case when Adaptive Power Mode is on (or rather, I've not managed to reproduce it when Adaptive Power Mode is off) even when battery percentage is well over 20% (I sort of expected Low Power Mode to trigger this) Am I missing something obvious? there must be a way to make sure media capture apps stay awake (I'm surprised AVFoundation doesn't do it anyway!) If it is related to Adaptive Power Mode, is there any way to detect that programatically to at least p
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Reply to Usage of External Packages for the challenge
@DTS Engineer Yes, this is still possible, even with this constraint. If you intend on creating your .swiftpm project via Xcode, you can add local Swift packages. See the below image where I successfully build an Xcode App Playground project with a local package: However, this will not work if you use the Swift Playgrounds app, so users should be aware of this limitation: Also keep in mind that the package must only contain Swift code. If there is any non-Swift code, the project will refuse to build.
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Sign In Failed on Apple
When testing the same warning comes up (sign in failed network error) for the apple and demo sign in I created. The google one works fine. I am confused because when I test in Xcode on multiple devices it works perfect. The tester has got the same error repeatedly? Most recently as a fix have updated the production backend. Does anyone have any insight why the xcode testing works for me but not the tester (I understand they are on a live device- I have even connected my phone and tested on that).
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I Need Developer Help
Hello, I have created an app in Emergent that I am trying to set up on the app store, but I am lost. As you might expect, I am new at this. I know this app is a winner. It's all about productivity. I can't pay, but I am willing to share the rights to the app with the person that helps me get it going. I would also like to put in in Android, so if you can help there it would be even better.
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Remove/delete current version and create new version
I had to create a new version (26.01.1) for my app in order to provide updates to the age ratings prior to the end of January, 2026. The problem is that this version wasn't production/release ready, but nonetheless I created this version to answer the updated age ratings. I now have a production ready version (26.02.1), but I do not see any way to cancel/delete this current version in order to create a new version with the 26.02.1 build I've uploaded. What are my options? Must I submit 26.01.1 for review and distribute it and then I will see the + icon to be able to create a new release?
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BLE advertising/scanning communication broken on iPhone 17 — CBPeripheralManager + CBCentralManager workflow
Environment: iPhone 17 / iPhone 17 Pro (Apple N1 chip) iOS 26.x Xcode 26 Framework: Flutter app with native iOS BLE library (CoreBluetooth) We have a production IoT app that communicates with BLE nodes (Nordic, PIC, EnOcean peripherals) using an advertising/scanning-based protocol — not GATT connections. The app broadcasts commands via CBPeripheralManager (advertising service UUIDs) and receives responses by scanning with CBCentralManager (reading manufacturer data and service UUIDs from advertisement packets). This workflow has been reliable across all iPhone models from iPhone 8 through iPhone 16 Pro Max. On iPhone 17 devices, we are experiencing multiple failures in this workflow. Architecture: Sending commands: We use CBPeripheralManager.startAdvertising() with CBAdvertisementDataServiceUUIDsKey to broadcast a UUID-encoded command to nearby nodes. Receiving responses: We use CBCentralManager.scanForPeripherals(withServices: nil, options: [CBCentralManagerScanOptionAllowDuplicatesKey: true]) and f
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Waiting for Review for 11/9 days (2 apps) — normal queue time or something account-related?
Hi everyone, I’m hoping to sanity-check App Store review queue times and see if there’s anything I might be missing. I currently have two iOS apps sitting in “Waiting for Review” with no movement: App 1: Apple ID 6758135741 — submitted Feb 6, 2026 at 5:42 PM (11 days in “Waiting for Review”) App 2: Apple ID 6758885884 — submitted Feb 8, 2026 at 4:33 PM (9 days in “Waiting for Review”) In App Store Connect I don’t see any warnings, messages, or visible account issues. Builds uploaded successfully and metadata looks complete. A couple questions for anyone who’s seen this recently: Are 9–11 day “Waiting for Review” times currently normal due to queue volume? Are there common “silent blockers” that can keep an app in this state even without an obvious warning (e.g., Agreements/Tax/Banking, export compliance/encryption, missing compliance answers, etc.)? If this seems unusual, what’s the best next step—Support ticket, Resolution Center, or an expedite request? Thanks in advance for any insight. I
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EXC_BAD_ACCESS issue need advice
Could you help me with resolving this issue, please. I've got following trace: ksmemory_notifyUnhandledFatalSignal EXC_BAD_ACCESS (KERN_INVALID_ADDRESS) Crashed: com.apple.main-thread EXC_BAD_ACCESS KERN_INVALID_ADDRESS 0x000000000000002b Crashed: com.apple.main-thread 0 KSCrash 0xbff8 ksmemory_notifyUnhandledFatalSignal + 12 1 KSCrash 0xcd6c handleSignal + 100 2 libsystem_platform.dylib 0x4178 _sigtramp + 56 3 libsystem_kernel.dylib 0x42f8 mach_msg2_internal + 76 4 libsystem_kernel.dylib 0x4214 mach_msg_overwrite + 428 5 libsystem_kernel.dylib 0x405c mach_msg + 24 6 CoreFoundation 0x46868 __CFRunLoopServiceMachPort + 160 7 CoreFoundation 0x1d848 __CFRunLoopRun + 1188 8 CoreFoundation 0x1ca6c _CFRunLoopRunSpecificWithOptions + 532 9 GraphicsServices 0x1498 GSEventRunModal + 120 10 UIKitCore 0x9ddf8 -[UIApplication _run] + 792 11 UIKitCore 0x46e54 UIApplicationMain + 336 12 UIKitCore 0x172938 -[UIScrollView contentInset] + 588 13 AppName 0xed9440 main + 4386804800 (AppDelegate.swift:4386804800) 14 ??? 0x189f76
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Beta contract missing
Hi, I’m running into a persistent issue in App Store Connect related to TestFlight and app reviews, and I’m hoping someone has seen this before. Around two weeks ago, I started getting the following error when trying to create external TestFlight builds: ENTITY_UNPROCESSABLE.BETA_CONTRACT_MISSING Since then: I cannot create any external TestFlight tests Internal TestFlight builds appear, but cannot be downloaded (“The requested app is not available or doesn’t exist”) My apps do not progress properly through review One app got stuck in “In Review” for ~10 days; I eventually withdrew it and resubmitted it At this point, I cannot update two existing apps, and I can’t start testing a new app at all Important details: This is an individual developer account I am the Account Holder All contracts appear active and valid The issue affects multiple apps, not just one Nothing changed on my side (no contract updates, no account changes) before this started happening. I’ve already reached out to Apple Developer Support m
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Guideline 3.2.1(viii): Loan app rejected — Product Page domains “not under my control” & Apple Account email domain requirement (App Store Connect metadata)
Hello Apple Developer Forums, My iOS app provides loan services and was rejected under Guideline 3.2.1(viii) with the following message: “The app provides loan services but the domains listed on the app’s Product Pages are not clearly under your control or ownership… Update the Product Page metadata to only include domains you both own and that are used as email domains for Apple Accounts registered to your developer account… Account Holder and Admin users should use emails with domains that identify the company providing loan services.” I’m trying to understand exactly what Apple expects and how to pass review. What I’ve already checked / updated I own a company domain (ikiela.org) and I can create emails on this domain Questions For loan apps, does Apple require that all Product Page fields (Support URL, Marketing URL, Privacy Policy URL, Support Email, etc.) use the same domain that matches the financial institution? What are the best practices to prove domain ownership/control (
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Reply to Team Id Changed / Old Team Id Automatically Signs
Sorry I didn’t reply sooner; I’m not sure how I missed the updates on this thread )-: [quote='848282022, Gumdum, /thread/792261?answerId=848282022#848282022, /profile/Gumdum'] sure enough, it's that odd Team Id and not my current one. [/quote] To be clear, Z82SJZ64R6 is not a Team ID. Since I was last on this thread I wrote up a detailed explanation of the various places you might see things that look like a Team ID but are not. See Code Signing Identifiers Explained. In this case, that’s a Team Member ID. [quote='854654022, Boog-7, /thread/792261?answerId=854654022#854654022, /profile/Boog-7'] my old personal team ID, which I used prior to paying for DevProg, is associated with my Apple ID instead of my new DevProg team ID. [/quote] It’s hard to say what’s going on here without more details. However, AFAICT you’re only a member of a single team, Team ID G________4. If you’re still having this problem, I recommend that you run the ‘create a new project’ test that I outlined in my first response. That
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Reply to Usage of External Packages for the challenge
[quote='876388022, mohalibou, /thread/812607?answerId=876388022#876388022, /profile/mohalibou'] It is possible to import a Swift package locally [/quote] Right. And that’s a great option for day-to-day development. My concern in this case is that the instructions say: Your submission must be an app playground (.swiftpm) in a ZIP file. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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When AI leads to lost prompts (26.3)
This was maddening: I had written a very long and detailed prompt, then went to select Codex from the drop down menu at the top start a new conversation, and it wiped out the entire prompt I was working on. Well, of course it did: that drop down is part of the Start a new Conversation icon button, but it's position is too far away from the actual icon to infer that is its purpose. It should be a popup that shows the current choice for model (GPT-5, GPT 4.1, Codex). ANOTHER lost prompt problem. If you have a prompt-in-progress (AI is maybe building some code), and Xcode crashes, it might not save that prompt for when you re-launch. And how might that happen? Well, there's still numerous ways using the coding assistanty might crash. One I've notice is if you switch out to another app, or if you invoke a screen capture, it might crash.
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Reply to Usage of External Packages for the challenge
Just want to add my two cents here. It is possible to import a Swift package locally, so there should be no need to rely on an internet connection. If you are using Xcode: Files > Add Package Dependencies... A window should appear and there should be a button on the bottom left that says Add Local. From there, you can import your package.
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