Search results for

missing package product

51,054 results found

Post

Replies

Boosts

Views

Activity

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
6d
Your app still allows users to purchase physical goods or services using the in-app purchase API.
Hi everyone, I’m looking for some help or clarification regarding repeated rejections under Guideline 3.1.3 - Business - Payments - Other Purchase Methods. In earlier versions of our app we did experiment with using in-app purchases for our eSIM-related service (which App Review treats as a physical good/service). After the first rejections, we fully reworked the payment flow. In the current build we have: Completely removed any use of the in-app purchase API / StoreKit and removed all UI elements and wording mention in-app purchases. Detached all in-app purchase products and marked all previously created IAP products as “removed from sale”, so they are no longer available to users. Moved all payments to an external outside of the in-app purchase API, which (as I understand it) is exactly what Guideline 3.1.3 requires for physical goods/services. Despite this, the app is still being rejected with the same 3.1.3 message about using in-app purchases for physical goods, without any new details
2
0
66
6d
Reply to For receiving audio in PushtoTalk, channelManager(_:didActivate:) not called when app receives first push after backgrounding
No, I am not activating or changing anything in AudioSession. I have pretty straightforward setup; recording an audio using AVAudioEngine and sending to the server (which is running locally for now). And when PTT notification arrives saving url to audio file in incomingPushResult, then downloading and playing that sound using AVAudioPlayer when didActivate is executed. It's working fine on foreground, but when app goes to background incomingPushResult is called as expected but didActivate is not for some reason. Am I missing anything in my setup?
Topic: App & System Services SubTopic: General Tags:
6d
RealityKit / visionOS – Memory not released after dismissing ImmersiveSpace with USDZ models
Hi everyone, I’m encountering a memory overflow issue in my visionOS app and I’d like to confirm if this is expected behavior or if I’m missing something in cleanup. App Context The app showcases apartments in real scale using AR. Apartments are heavy USDZ models (hundreds of thousands of triangles, high-resolution textures). Users can walk inside the apartments, and performance is good even close to hardware limits. Flow The app starts in a full immersive space (RealityView) for selecting the apartment. When an apartment is selected, a new ImmersiveSpace opens and the apartment scene loads. The scene includes multiple USDZ models, EnvironmentResources, and dynamic textures for skyboxes. When the user dismisses the experience, we attempt cleanup: Nulling out all entity references. Removing ModelComponents. Clearing cached textures and skyboxes. Forcing dictionaries/collections to empty. Despite this cleanup, memory usage remains very high. Problem After dismissing the ImmersiveSpace, memory does not
8
0
1.9k
6d
Reply to [iOS 26 Beta] BGTaskScheduler.supportedResources incorrectly reports no GPU support for BGContinuedProcessingTask on capable hardware
I'd like to +1 the need for an official compatibility list. If you haven't already, you're welcome to file a bug on this and please send me the bug number if you do. However, I'm not sure that's something that’s likely to happen, as the main reason we use runtime checks like BGContinuedProcessingTaskRequest.Resources.gpu is that it gives the engineer team the flexibility to change what devices are supported (generally by expanding) without needing to worry about keeping the documentation in sync, particularly if the supported device set varies with OS version. Most of our APIs use this approach and don't explicitly describe what hardware they support. Case in point, the form here: (something like this, for example). ...is a specific exception because UIRequiredDeviceCapabilities is used for an install-time check of the entire app, not just a specific app feature. It's also tied to functionality that was inconsistently implemented across our product lines and system versions, which makes it much more
6d
Clarification on Apple Guideline 5.1.1(v)
Hello, I recently was rejected for the following reason: However, your app does not comply with: Legal 5.1.1 We noticed that your app requires users to register with personal information to access the app’s content and purchase in-app purchase products that are not account based. Apps cannot require user registration prior to allowing access to app content and features that are not associated specifically to the user. User registration that requires the sharing of personal information must be optional or tied to account-specific functionality. To resolve this issue, please revise your app to not require users to register before purchasing in-app purchase products that are not account based. You may explain to the user that registering will enable them to access the purchased content from any of their iOS devices and provide them a way to register at any time, if they wish to later extend access to additional devices. Resources See guideline 5.1.1(v) - Account Sign-In to learn more about our
3
0
5k
6d
Reply to Xcode 26 CompileMetalFile failed
I also have the same problem on a MacStudio M1Max (and not on a MBP M1Max) after upgrading to Xcode 26.1.1: no MetalToolchain accessible from this application. Running on Tahoe 26.1 Running today xcodebuild -downloadComponent metalToolchain gives: `Beginning asset download... Downloaded asset to: /System/Library/AssetsV2/com_apple_MobileAsset_MetalToolchain/68d8db6212b48d387d071ff7b905df796658e713.asset/AssetData/Restore/022-20369-066.dmg Done downloading: Metal Toolchain 17B54.` Then when I run xcrun metal --version, I got an error message: error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain Last when I run: xcodebuild -showComponent metalToolchain, I got: 2025-12-12 18:34:14.045 xcodebuild[27394:1591467] IDEDownloadableMetalToolchainCoordinator: Failed to remount the Metal Toolchain: The file “com.apple.MobileAsset.MetalToolchain-v17.2.54.0.BttmuJ” couldn’t be opened because you don’t have permission to view it. 2025-12-12 18:3
6d
App Store Review: Zero Consistency
I’ve officially given up trying to release my app on iOS. Apple’s latest rejection quotes: • Guideline 5.1.5 – Location Services “The app uses location data for features that are not relevant to a user’s location. Specifically, the app is not functional when Location Services are disabled. To resolve this issue, please revise the app so that the app is fully functional without requiring the user to enable Location Services.” • Guideline 5.1.1 – Data Collection and Storage Complaining that the app “encourages or directs” users to go to Settings to enable location. My app is literally built around live location. The entire point is: you walk the circuit, see telemetry synced with where you are. No location, no app. That is the product. Apple wants the app to be “fully functional” without the one thing it needs to exist. That’s like rejecting a camera app because it doesn’t “fully function” with no camera permission. What makes this worse is the complete lack of consistency. Every time I fix what they a
1
0
54
6d
Apple's new Age Ratings: do I have to submit a new binary?
I have 2 apps. I do not want to update the binaries as we are doing overhauling in the meantime. I actually attended to these issues a couple of months back when I received the first notification and thought everything was ok until we received the final reminder email hours ago. I have two apps: app_1: the age rating was auto computed in August 2025 with no missing fields and the new age rating is in line with our expectations, so I just left it as it is app_2: the age rating had some missing answers, and I was unable to input anything so I created a new release and then updated the age ratings. the app is now in pending submission stage but the age ratings have been updated. I did not submit the release for review. !!! in both cases, the updated age ratings are updated & LIVE for both our apps and can be seen in our appstore listings !!! but I still get the final reminder email anyway. Q1) should I do anything? Q2) anyone else in the same boat (not keen to submit a new binary for review
5
0
674
6d
Reply to Multipeer Connectivity support
Hello, I'm using MulitpeerNetworking in an App for Long- and Tripplejump (JumpControl). A camera is located close to the take-off-board and is controlled by another device connected via Multipeer-Networking-API. Usually this works fine even for several meters distance. In real events, when there are more other devices around the connectivity becomes more and more unstable. Connection is lost or cannot be established again. Is there a way to make this connection more stable or at least get more information about the circumstances that makes it unstable? Is there a possibility to connect two iOS-Devices via cable-connection to improve stability?
Topic: App & System Services SubTopic: Core OS Tags:
6d
Reply to Unexpected errSecInteractionNotAllowed (-25308) When Reading Keychain Item with kSecAttrAccessibleAfterFirstUnlock in Background
[quote='869055022, Yvan.d, /thread/809534?answerId=869055022#869055022, /profile/Yvan.d'] could this type of Keychain item design … lead to the kind of attribute inconsistency [/quote] It’s certainly possible. My experience is that there’s a lot of really bad keychain code out there )-: That’s partly because the SecItem API is way more subtle than people think, and partly because Apple’s initial documentation and sample code for it was… well… less than ideal. Moreover, the keychain is a persistent database where it’s important to not lose user state. So if your app has been around for a while, debugging a keychain problem means that you have to understand your current code and all the previous iterations of that code. There’s a few ways to tackle a problem like this: You could use source control to resurrect old versions of your keychain code, put all that code in a test app, and then try it out. You could use telemetry to understand the state of your users’ keychain items in practice. You could do w
Topic: Privacy & Security SubTopic: General Tags:
1w
Unexpected errSecInteractionNotAllowed (-25308) When Reading Keychain Item with kSecAttrAccessibleAfterFirstUnlock in Background
Hi everyone, I’m encountering an unexpected Keychain behavior in a production environment and would like to confirm whether this is expected or if I’m missing something. In my app, I store a deviceId in the Keychain based on the classic KeychainItemWrapper implementation. I extended it by explicitly setting: kSecAttrAccessible = kSecAttrAccessibleAfterFirstUnlock My understanding is that kSecAttrAccessibleAfterFirstUnlock should allow Keychain access while the app is running in the background, as long as the device has been unlocked at least once after reboot. However, after the app went live, I observed that when the app performs background execution (e.g., triggered by background tasks / silent push), Keychain read attempts intermittently fail with: errSecInteractionNotAllowed (-25308) This seems inconsistent with the documented behavior of kSecAttrAccessibleAfterFirstUnlock. Additional context: The issue never occurs in foreground. The issue does not appear on development devices. User de
3
0
533
1w
Reply to Error when updating system extension
My response on that other thread still applies here. Can you reproduce this on a clean machine? Or are you only seeing this on specific Macs? Specifically, I recommend that you run this test: Install your target OS in a VM. Take a snapshot of the clean VM for the benefit of future tests. Install your product as a user would. Update your product as a user would. Does that reproduce the problem? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Code Signing SubTopic: Notarization Tags:
1w
You do not have required contracts to perform an operation.
Hi, I need help with the error: “You do not have required contracts to perform an operation.” (ID: cc897baf-6551-474b-bbef-3dd5bdf89931) When I try to distribute an archived build from Xcode, App Store Connect shows a banner asking to review a new agreement. But when I click it, I’m redirected to Agreements, Tax and Banking, and there is no agreement to accept — the page is empty. I checked with the team, and none of us can see the agreement. Is it possible that the required agreement is available only to the Account Holder and not visible to Admin or Developer roles? Could you please clarify what exactly this error means and how we can locate the missing agreement? Thanks.
1
0
150
1w
Reply to in-app won't pass review for unknown reason
Actually it's even worse. I submitted the app together with the in-app purchases. You reject the app and I answer before resubmitting. On the next review the app is rejected again because in-app purchases are missing. I thought I made a mistake in the beginning but you did. I cannot reassign the in-app purchases. they are waiting for review and will be rejected eventually because the app is missing, the app is rejected because the in-app purchases are missing. They are stuck in limbus.
6d