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“build disappears”

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MapKit in SwiftUI
Anyone worked with MapKit's MapCameraPosition in SwiftUI? I'm building a navigation app and ran into a limitation I can't find a clean solution for when using .userLocation(followsHeading: true) MapKit takes full control of the camera, smooth heading tracking, follows the user automatically. Perfect. But there's no way to set a custom pitch (tilt) on it. The only initializer available is... .userLocation(followsHeading: true, fallback: .automatic) No pitch, no distance parameters.... The workaround I found is setting .camera(MapCamera(..., pitch: 60)) first, waiting 200ms, then switching to .userLocation(followsHeading: true), MapKit inherits the pitch from the rendered camera state before handing off to user tracking.... It works, but it's clearly exploiting an undocumented behaviour in MapKit's state machine rather than a proper API Has anyone found a cleaner way to achieve this? Or is UIViewRepresentable wrapping MKMapView the only proper solution? It would be awesome to have something like this c
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Left navigation bar items become invisible after rotating device and presenting detail view in split view
A user of my app, whose main view is a split view, reported an issue which causes the left navigation bar items to disappear without apparent reason if they rotate the device and later show the detail view, preventing them from using the back button to show the root view again. Am I doing something wrong or is it a bug? I can reproduce the issue with the following steps: Create a new document-based iOS app (as it uses scenes by default, as opposed to a regular app). Paste the code below. In the target build settings, delete Launch Screen Interface File Base Name and set Launch Screen (Generation) to YES. Without this step, for some reason, the issue doesn't happen. Launch the app in iPhone Simulator. Tap the top left button to show the root view, then the “detail” button to show the detail view. The left navigation bar button is still visible. Rotate the Simulator window right, then left again. Tap the top left button to show the root view, then the “detail” button to show the detail view. N
Topic: UI Frameworks SubTopic: UIKit Tags:
0
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47
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[Bug] Cannot link In-App Purchases / Subscriptions to App Version in App Store Connect
Summary I am unable to link my In-App Purchases and Subscriptions to my app version in App Store Connect. The In-App Purchases and Subscriptions section described in Apple's documentation is not visible on my version preparation page, making it impossible to associate IAPs with my build before submission. Steps to Reproduce Open App Store Connect → My Apps → [App Name] Navigate to the app version in Prepare for Submission state Scroll through the entire version page The In-App Purchases and Subscriptions section is not present anywhere on the page Expected Behavior According to Apple's documentation and the note shown on the Subscriptions page itself: ▎ Your first subscription must be submitted with a new app version. Create your subscription, then select it in the 'In-App Purchases or Subscriptions' section of the app's version page before submitting the version for review. The section should be visible and allow me to select my configured subscriptions. Actual Behavior The section does not appear o
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App Store Version Not Working on iOS 12
I recently released version 8.5.4 (build 188) using Cloud Build. During testing via TestFlight, the app worked correctly on an iPhone 6 running iOS 12.5.8. However, after the app was published on the App Store, I found that the same version does not open at all on iOS 12 devices. Previously, earlier versions (such as 8.5.3) were functioning properly on iOS 12. My app’s minimum deployment target is set to iOS 12.0. This issue appears only with the App Store version, while the TestFlight version works fine on the same device. Due to this, I have paused the phased release of version 8.5.4 to prevent further impact on users still running iOS 12. I would like guidance on the following: 1. Has there been any recent change or limitation affecting apps targeting iOS 12 on the App Store? 2. Is there a way to prevent iOS 12 users from downloading version 8.5.4 while allowing them to continue using version 8.5.3? 3. Is there any recommended approach to ensure compatibility or restrict distribution base
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App Store Version Not Working on iOS 12
I recently released version 8.5.4 (build 188) using Cloud Build. During testing via TestFlight, the app worked correctly on an iPhone 6 running iOS 12.5.8. However, after the app was published on the App Store, I found that the same version does not open at all on iOS 12 devices. Previously, earlier versions (such as 8.5.3) were functioning properly on iOS 12. My app’s minimum deployment target is set to iOS 12.0. This issue appears only with the App Store version, while the TestFlight version works fine on the same device. Due to this, I have paused the phased release of version 8.5.4 to prevent further impact on users still running iOS 12. I would like guidance on the following: 1. Has there been any recent change or limitation affecting apps targeting iOS 12 on the App Store? 2. Is there a way to prevent iOS 12 users from downloading version 8.5.4 while allowing them to continue using version 8.5.3? 3. Is there any recommended approach to ensure compatibility or restrict distribution base
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How to recreate Apple Music mini player transition in SwiftUI
Hello, I am building an audio player app in SwiftUI and trying to recreate the behavior of Apple Music's mini player and full player. I'm struggling to get the animation to seamlessly transition between the mini player and the full player. Currently, it feels disconnected and doesn't resemble the smooth animation seen in Apple Music. What I want to achieve: Full player that expands/collapses from/to the mini player Smooth artwork transition between both states Drag down to collapse the full player Support both newer APIs like tabViewBottomAccessory and older iOS versions Questions: What is the best way to build this transition in SwiftUI? Should I use matchedGeometryEffect or something else? Should this be a custom container instead of fullScreenCover? How would you support both new and older iOS versions? What is the best way to implement drag to dismiss? Thanks for any help! Example code: struct ContentView: View { @State private var isFullPlayerPresented = false var body: some View { TabV
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132
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nobrowse mount option ignored?
Shouldn't it be supported? Also is there a way to disable spotlight indexing on a mounted folder? mds_stores is going wild on fskit volumes. mount -o nobrowse -t passthrough ~/Downloads ~/mnt alexf@MacBook-Pro-3 build % mount file:///Users/alexf/Downloads/ on /Users/alexf/mnt (passthrough, local, nodev, nosuid, noowners, noatime, fskit, mounted by alexf)```
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Reply to Supported way to expose an iPhone+controller as a macOS gamepad without restricted entitlements?
Thank you! this is very helpful and clarifies the issue a lot. I will go ahead and file a request for a Core HID development variant. Regarding the SIP / AMFI workaround: I understand the security concerns, and I agree that lowering system security is not an ideal solution. Of course there isn't a way to enable that only while the app is in use isn't it? That would be an acceptable risk for me. Or is it inherently a reboot-level change? In parallel, I will also explore mapping to keyboard and mouse events as a fallback, even though that is not the original target and is clearly less suitable than a true controller-visible solution. More broadly, I think it would be very valuable to have a simple user-space API for controller virtualization available to hobbyists and personal developers as well, even if limited to development builds. I understand it's possible on Windows. Thanks again for the detailed explanation.
Topic: App & System Services SubTopic: Drivers Tags:
4d
Help, please - account issues
Hi, I'm in urgent need of help as I'm continuously building an app for my daughter who has diabetes type 1. The app helps her with her insulin, it's called Loop. Anyway, this time I discovered that my Apple Developer Account is expired. I don't understand why, at the same time and under the same account it states that my next payment is due in June 2026. And in my iPhone the subscription is still active. Regardless of all this; my question is: how do I get my account - my same account - active again, once it turned expired? The renewal button isn't there, I can't find a way to simply get the account going again. Really stressed out due to the medical thing. Please, help.
1
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252
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Waiting for Review times
I uploaded the first build of a new app, waited a week to get In Review. Then got rejected for a missing piece of metadata. I accidentally checked a box indicating I had age-related content which I don't - so I unchecked it, and replied to app review. A message came back the same day asking me to do what I just told them I did. I replied that I had already followed the required steps. Then just nothing for five days. I have no idea if my review was even progressing - with the status Waiting for Review and Unresolved issues. So I had no choice but to cancel the submission and start over. Having been an iOS developer for more than ten years, App Review times have gotten completely unacceptable - to develop an application and have no idea how many weeks it's going to take to crawl through App Review only to be rejected for some trivial checkbox, and get kicked to the back of the queue.
0
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24
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App stuck in "Waiting for Review" for over a month with no response
Hello, I would really appreciate if someone from Apple could take a look at this, as I believe there may be an issue with my submission or account. I submitted my app for review for the first time over a month ago, and it has been stuck in “Waiting for Review” ever since, with absolutely no updates. This delay is far beyond the typical review timeframes (which are usually just a few days). I have not received any rejection, feedback, or request for additional information. So far, I have already: Resubmitted the build Sent multiple support requests through App Store Connect Requested an expedited review (which was approved) Despite all of this, there has been no progress at all. I have also sent several support messages and emails, but unfortunately I have not received any response so far. It feels like my case is not being reviewed at all, which makes it very difficult to understand what is going wrong. The app is quite standard and does not contain anything that should require extended review. At th
2
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258
4d
Xcode always enabling default package traits
Trying out the new package trait support in Xcode 26.4 and it seems like the default traits for the package are being enabled even when explicitly set to disabled. At first I thought it was something wonky in the Xcode UI around the new support for traits. I've been able to replicate the issue with just two Swift packages, so no Xcode UI for setting the traits. Feature package // swift-tools-version: 6.3 import PackageDescription let package = Package( name: MyAwesomeFeature, platforms: [ .macOS(.v26) ], products: [ .library( name: MyAwesomeFeature, targets: [MyAwesomeFeature] ) ], traits: [ .trait(name: SomeBetaFeature), .default(enabledTraits: [SomeBetaFeature]), ], targets: [ .target( name: MyAwesomeFeature ), ], swiftLanguageModes: [.v6] ) For the sake of testing I've given it a simple object that just prints if the trait is enabled Inside MyAwesomeFeature public struct SomeObject { func printTraitStatus() { #if SomeBetaFeature print(Beta feature enabled) #else print(Beta feature disabled) #endif } } I th
1
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96
4d
App stuck in "Waiting for Review" for over two weeks
Hello, I would really appreciate if someone from Apple could take a look at this, as I believe there may be an issue with my submission or account. I submitted my app for review for the first time over a month ago, and it has been stuck in “Waiting for Review” ever since, with absolutely no updates. This delay is far beyond the typical review timeframes (which are usually just a few days). I have not received any rejection, feedback, or request for additional information. So far, I have already: Resubmitted the build Sent multiple support requests through App Store Connect Requested an expedited review (which was approved) Despite all of this, there has been no progress at all. I have also sent several support messages and emails, but unfortunately I have not received any response so far. It feels like my case is not being reviewed at all, which makes it very difficult to understand what is going wrong. The app is quite standard and does not contain anything that should require extended review. At th
1
0
155
4d
App stuck in "Waiting for Review" for over a month with no response
Hello, I would really appreciate if someone from Apple could take a look at this, as I believe there may be an issue with my submission or account. I submitted my app for review for the first time over a month ago, and it has been stuck in “Waiting for Review” ever since, with absolutely no updates. This delay is far beyond the typical review timeframes (which are usually just a few days). I have not received any rejection, feedback, or request for additional information. So far, I have already: Resubmitted the build Sent multiple support requests through App Store Connect Requested an expedited review (which was approved) Despite all of this, there has been no progress at all. I have also sent several support messages and emails, but unfortunately I have not received any response so far. It feels like my case is not being reviewed at all, which makes it very difficult to understand what is going wrong. The app is quite standard and does not contain anything that should require extended review. At th
1
0
154
4d
MapKit in SwiftUI
Anyone worked with MapKit's MapCameraPosition in SwiftUI? I'm building a navigation app and ran into a limitation I can't find a clean solution for when using .userLocation(followsHeading: true) MapKit takes full control of the camera, smooth heading tracking, follows the user automatically. Perfect. But there's no way to set a custom pitch (tilt) on it. The only initializer available is... .userLocation(followsHeading: true, fallback: .automatic) No pitch, no distance parameters.... The workaround I found is setting .camera(MapCamera(..., pitch: 60)) first, waiting 200ms, then switching to .userLocation(followsHeading: true), MapKit inherits the pitch from the rendered camera state before handing off to user tracking.... It works, but it's clearly exploiting an undocumented behaviour in MapKit's state machine rather than a proper API Has anyone found a cleaner way to achieve this? Or is UIViewRepresentable wrapping MKMapView the only proper solution? It would be awesome to have something like this c
Replies
1
Boosts
0
Views
114
Activity
3d
Left navigation bar items become invisible after rotating device and presenting detail view in split view
A user of my app, whose main view is a split view, reported an issue which causes the left navigation bar items to disappear without apparent reason if they rotate the device and later show the detail view, preventing them from using the back button to show the root view again. Am I doing something wrong or is it a bug? I can reproduce the issue with the following steps: Create a new document-based iOS app (as it uses scenes by default, as opposed to a regular app). Paste the code below. In the target build settings, delete Launch Screen Interface File Base Name and set Launch Screen (Generation) to YES. Without this step, for some reason, the issue doesn't happen. Launch the app in iPhone Simulator. Tap the top left button to show the root view, then the “detail” button to show the detail view. The left navigation bar button is still visible. Rotate the Simulator window right, then left again. Tap the top left button to show the root view, then the “detail” button to show the detail view. N
Topic: UI Frameworks SubTopic: UIKit Tags:
Replies
0
Boosts
0
Views
47
Activity
3d
[Bug] Cannot link In-App Purchases / Subscriptions to App Version in App Store Connect
Summary I am unable to link my In-App Purchases and Subscriptions to my app version in App Store Connect. The In-App Purchases and Subscriptions section described in Apple's documentation is not visible on my version preparation page, making it impossible to associate IAPs with my build before submission. Steps to Reproduce Open App Store Connect → My Apps → [App Name] Navigate to the app version in Prepare for Submission state Scroll through the entire version page The In-App Purchases and Subscriptions section is not present anywhere on the page Expected Behavior According to Apple's documentation and the note shown on the Subscriptions page itself: ▎ Your first subscription must be submitted with a new app version. Create your subscription, then select it in the 'In-App Purchases or Subscriptions' section of the app's version page before submitting the version for review. The section should be visible and allow me to select my configured subscriptions. Actual Behavior The section does not appear o
Replies
3
Boosts
0
Views
149
Activity
3d
App Store Version Not Working on iOS 12
I recently released version 8.5.4 (build 188) using Cloud Build. During testing via TestFlight, the app worked correctly on an iPhone 6 running iOS 12.5.8. However, after the app was published on the App Store, I found that the same version does not open at all on iOS 12 devices. Previously, earlier versions (such as 8.5.3) were functioning properly on iOS 12. My app’s minimum deployment target is set to iOS 12.0. This issue appears only with the App Store version, while the TestFlight version works fine on the same device. Due to this, I have paused the phased release of version 8.5.4 to prevent further impact on users still running iOS 12. I would like guidance on the following: 1. Has there been any recent change or limitation affecting apps targeting iOS 12 on the App Store? 2. Is there a way to prevent iOS 12 users from downloading version 8.5.4 while allowing them to continue using version 8.5.3? 3. Is there any recommended approach to ensure compatibility or restrict distribution base
Replies
1
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0
Views
101
Activity
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Reply to ‌Xcode26-built apps cannot run on iPhone 6 or earlier devices‌
We are experiencing similar issues on an iPad Air running iOS 12.5.8. Building with Xcode 26.4 causes our app deployment from TestFlight to crash on startup without any logs. The same app with minor code changes was built a week ago with Xcode 26.3 and deployment from TestFlight was successful on the same iPad.
Replies
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Views
Activity
3d
App Store Version Not Working on iOS 12
I recently released version 8.5.4 (build 188) using Cloud Build. During testing via TestFlight, the app worked correctly on an iPhone 6 running iOS 12.5.8. However, after the app was published on the App Store, I found that the same version does not open at all on iOS 12 devices. Previously, earlier versions (such as 8.5.3) were functioning properly on iOS 12. My app’s minimum deployment target is set to iOS 12.0. This issue appears only with the App Store version, while the TestFlight version works fine on the same device. Due to this, I have paused the phased release of version 8.5.4 to prevent further impact on users still running iOS 12. I would like guidance on the following: 1. Has there been any recent change or limitation affecting apps targeting iOS 12 on the App Store? 2. Is there a way to prevent iOS 12 users from downloading version 8.5.4 while allowing them to continue using version 8.5.3? 3. Is there any recommended approach to ensure compatibility or restrict distribution base
Replies
1
Boosts
0
Views
118
Activity
3d
How to recreate Apple Music mini player transition in SwiftUI
Hello, I am building an audio player app in SwiftUI and trying to recreate the behavior of Apple Music's mini player and full player. I'm struggling to get the animation to seamlessly transition between the mini player and the full player. Currently, it feels disconnected and doesn't resemble the smooth animation seen in Apple Music. What I want to achieve: Full player that expands/collapses from/to the mini player Smooth artwork transition between both states Drag down to collapse the full player Support both newer APIs like tabViewBottomAccessory and older iOS versions Questions: What is the best way to build this transition in SwiftUI? Should I use matchedGeometryEffect or something else? Should this be a custom container instead of fullScreenCover? How would you support both new and older iOS versions? What is the best way to implement drag to dismiss? Thanks for any help! Example code: struct ContentView: View { @State private var isFullPlayerPresented = false var body: some View { TabV
Replies
1
Boosts
0
Views
132
Activity
3d
nobrowse mount option ignored?
Shouldn't it be supported? Also is there a way to disable spotlight indexing on a mounted folder? mds_stores is going wild on fskit volumes. mount -o nobrowse -t passthrough ~/Downloads ~/mnt alexf@MacBook-Pro-3 build % mount file:///Users/alexf/Downloads/ on /Users/alexf/mnt (passthrough, local, nodev, nosuid, noowners, noatime, fskit, mounted by alexf)```
Replies
1
Boosts
0
Views
48
Activity
4d
Reply to Supported way to expose an iPhone+controller as a macOS gamepad without restricted entitlements?
Thank you! this is very helpful and clarifies the issue a lot. I will go ahead and file a request for a Core HID development variant. Regarding the SIP / AMFI workaround: I understand the security concerns, and I agree that lowering system security is not an ideal solution. Of course there isn't a way to enable that only while the app is in use isn't it? That would be an acceptable risk for me. Or is it inherently a reboot-level change? In parallel, I will also explore mapping to keyboard and mouse events as a fallback, even though that is not the original target and is clearly less suitable than a true controller-visible solution. More broadly, I think it would be very valuable to have a simple user-space API for controller virtualization available to hobbyists and personal developers as well, even if limited to development builds. I understand it's possible on Windows. Thanks again for the detailed explanation.
Topic: App & System Services SubTopic: Drivers Tags:
Replies
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Views
Activity
4d
Help, please - account issues
Hi, I'm in urgent need of help as I'm continuously building an app for my daughter who has diabetes type 1. The app helps her with her insulin, it's called Loop. Anyway, this time I discovered that my Apple Developer Account is expired. I don't understand why, at the same time and under the same account it states that my next payment is due in June 2026. And in my iPhone the subscription is still active. Regardless of all this; my question is: how do I get my account - my same account - active again, once it turned expired? The renewal button isn't there, I can't find a way to simply get the account going again. Really stressed out due to the medical thing. Please, help.
Replies
1
Boosts
0
Views
252
Activity
4d
Waiting for Review times
I uploaded the first build of a new app, waited a week to get In Review. Then got rejected for a missing piece of metadata. I accidentally checked a box indicating I had age-related content which I don't - so I unchecked it, and replied to app review. A message came back the same day asking me to do what I just told them I did. I replied that I had already followed the required steps. Then just nothing for five days. I have no idea if my review was even progressing - with the status Waiting for Review and Unresolved issues. So I had no choice but to cancel the submission and start over. Having been an iOS developer for more than ten years, App Review times have gotten completely unacceptable - to develop an application and have no idea how many weeks it's going to take to crawl through App Review only to be rejected for some trivial checkbox, and get kicked to the back of the queue.
Replies
0
Boosts
0
Views
24
Activity
4d
App stuck in "Waiting for Review" for over a month with no response
Hello, I would really appreciate if someone from Apple could take a look at this, as I believe there may be an issue with my submission or account. I submitted my app for review for the first time over a month ago, and it has been stuck in “Waiting for Review” ever since, with absolutely no updates. This delay is far beyond the typical review timeframes (which are usually just a few days). I have not received any rejection, feedback, or request for additional information. So far, I have already: Resubmitted the build Sent multiple support requests through App Store Connect Requested an expedited review (which was approved) Despite all of this, there has been no progress at all. I have also sent several support messages and emails, but unfortunately I have not received any response so far. It feels like my case is not being reviewed at all, which makes it very difficult to understand what is going wrong. The app is quite standard and does not contain anything that should require extended review. At th
Replies
2
Boosts
0
Views
258
Activity
4d
Xcode always enabling default package traits
Trying out the new package trait support in Xcode 26.4 and it seems like the default traits for the package are being enabled even when explicitly set to disabled. At first I thought it was something wonky in the Xcode UI around the new support for traits. I've been able to replicate the issue with just two Swift packages, so no Xcode UI for setting the traits. Feature package // swift-tools-version: 6.3 import PackageDescription let package = Package( name: MyAwesomeFeature, platforms: [ .macOS(.v26) ], products: [ .library( name: MyAwesomeFeature, targets: [MyAwesomeFeature] ) ], traits: [ .trait(name: SomeBetaFeature), .default(enabledTraits: [SomeBetaFeature]), ], targets: [ .target( name: MyAwesomeFeature ), ], swiftLanguageModes: [.v6] ) For the sake of testing I've given it a simple object that just prints if the trait is enabled Inside MyAwesomeFeature public struct SomeObject { func printTraitStatus() { #if SomeBetaFeature print(Beta feature enabled) #else print(Beta feature disabled) #endif } } I th
Replies
1
Boosts
0
Views
96
Activity
4d
App stuck in "Waiting for Review" for over two weeks
Hello, I would really appreciate if someone from Apple could take a look at this, as I believe there may be an issue with my submission or account. I submitted my app for review for the first time over a month ago, and it has been stuck in “Waiting for Review” ever since, with absolutely no updates. This delay is far beyond the typical review timeframes (which are usually just a few days). I have not received any rejection, feedback, or request for additional information. So far, I have already: Resubmitted the build Sent multiple support requests through App Store Connect Requested an expedited review (which was approved) Despite all of this, there has been no progress at all. I have also sent several support messages and emails, but unfortunately I have not received any response so far. It feels like my case is not being reviewed at all, which makes it very difficult to understand what is going wrong. The app is quite standard and does not contain anything that should require extended review. At th
Replies
1
Boosts
0
Views
155
Activity
4d
App stuck in "Waiting for Review" for over a month with no response
Hello, I would really appreciate if someone from Apple could take a look at this, as I believe there may be an issue with my submission or account. I submitted my app for review for the first time over a month ago, and it has been stuck in “Waiting for Review” ever since, with absolutely no updates. This delay is far beyond the typical review timeframes (which are usually just a few days). I have not received any rejection, feedback, or request for additional information. So far, I have already: Resubmitted the build Sent multiple support requests through App Store Connect Requested an expedited review (which was approved) Despite all of this, there has been no progress at all. I have also sent several support messages and emails, but unfortunately I have not received any response so far. It feels like my case is not being reviewed at all, which makes it very difficult to understand what is going wrong. The app is quite standard and does not contain anything that should require extended review. At th
Replies
1
Boosts
0
Views
154
Activity
4d