I'm trying to understand how UIDevice.current.identifierForVendor behaves when an iOS app is restored via iCloud onto a different physical device. Context I'm building an app that needs to detect whether it’s running on a newly restored device (for example, after the user transfers their iPhone via iCloud setup). To do this, I save the value of UIDevice.current.identifierForVendor?.uuidString in persistent storage (e.g., UserDefaults). The question If I install my app on Device A, store the identifierForVendor value, back up the device to iCloud, and then restore that backup onto Device B, will the restored app see the same identifierForVendor value, or a new one? More specifically: Does iCloud backup/restore preserve the underlying “vendor” ID across devices? Is the identifierForVendor tied only to the bundle identifier and vendor prefix, or also to the physical device hardware? If the user deletes all apps from the same vendor, then restores them from iCloud, is the ID reset? What I’ve found so far Apple’s
Search results for
Apple Maps Guides
149,432 results found
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
Hi, I just received the same email from Apple. I just ran a promotional campaign that might have caused a spike in the downloads. but i'm not sure what to respond to Apple as I fear if I write anything Apple can just terminate the account completely. Could you shaer what exactly you've written? and has there been any aciton from Apple's end?
Topic:
App Store Distribution & Marketing
SubTopic:
General
Tags:
Thanks a lot for your super-fast advice! My results have increased quality. I only need a bit more of information about when is a best practique incorporate a description for a Guided attribute. @Generable struct SearchSuggestions { @Guide(description: A list of suggested search terms, .count(4)) var searchTerms: [String] } Listening the WWDC25 session Deep dive into Foundation Generation Models from min 9:00 to 9:15: Multiline Foundation Models will even automatically include details about your Generable type in the prompt, in a specific format that the model has been trained on. You don’t have to tell it about what fields your Generable type has BlockQuote I interpret that with an auto-descriptive name to the attribute like SearchSuggestions write a description is overwork because the model already may infer what must be the content. Am I right? If my state is true, go deeper and learn what must be set in the description. Some examples would be the best to set clearly best practiques 😀
Topic:
Machine Learning & AI
SubTopic:
Foundation Models
Hi everyone! I’m trying to implement a cinematic video shooting mode. While following the guide “Capture cinematic video in your app”, I added the following code to obtain metadata information: metadataOutput.metadataObjectTypes = metadataOutput.requiredMetadataObjectTypesForCinematicVideoCapture However, the following error appears in the console: *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'When Cinematic Video is enabled, AVCaptureMetadataOutput's metadataObjectTypes must match requiredMetadataObjectTypesForCinematicVideoCapture.' How can I resolve this issue?
@T.P: Apple has not responded to my ticket. For iOS 26.0, I've worked around the issue as follows: Original Code import MapKit import SwiftUI struct Demo: View { var body: some View { NavigationStack { Map() .navigationTitle(Text(Choose Location)) .navigationBarTitleDisplayMode(.inline) } } } Updated Code import MapKit import SwiftUI struct Demo: View { var body: some View { NavigationStack { Map() .navigationTitle(Text(Choose Location)) .navigationBarTitleDisplayMode(.inline) .preserveNavigationBarViaSafeAreaInset() } } } private extension View { // HACK: Work around https://developer.apple.com/forums//thread/794351 func preserveNavigationBarViaSafeAreaInset() -> some View { Color.clear .safeAreaInset(edge: .bottom) { self } } } Before After
Topic:
UI Frameworks
SubTopic:
SwiftUI
Tags:
Once, the App Store empowered indie creators - small teams could launch great apps and find users easily. But in 2025, that era feels long gone, with algorithms, big players, and pay-to-win discoverability reshaping everything. Is there still a real chance for indie iOS developers today, or has Apple’s evolving ecosystem made independent success nearly impossible?
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Store
App Review
App Store Connect
It seems Apple’s latest ASO update has shifted focus from app titles to overall metadata relevance and user engagement signals.
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
In-App Subscriptions Not Fetching in Sandbox or Production (expo-iap / React Native / Bare Workflow)
Hi everyone, I’m encountering an issue with my in-app subscriptions setup. When I test using the StoreKit configuration file in Xcode, everything works correctly — the subscriptions are fetched and I can simulate purchases without any issues. However, when I switch to the Sandbox or Production environment, my app fails to fetch the available products from Apple’s servers. The call to fetchProducts (from the expo-iap library) returns an empty array. Here’s some context about my setup: Framework: React Native (Expo Bare Workflow) Library: expo-iap Products: Auto-renewable subscriptions StoreKit Configuration: Synced with App Store Connect Status: Subscription Plans are approved in App Store Connect I’ve verified the following: The product identifiers in code match exactly with those in App Store Connect. The app is signed with the correct bundle ID. I’m testing with a Sandbox account (logged in via Settings -> Developer -> Sandbox Tester Account). Despite this, the response from Apple’s
Topic:
App & System Services
SubTopic:
StoreKit
Tags:
Subscriptions
StoreKit
App Store Connect
In-App Purchase
Details: Device: iPhone 12 Pro Max System: iOS 26.1 beta 2 Issue Description: When testing MDM device restriction capabilities on iOS 26.1 beta 2, I found that the allowCamera restriction does not work as expected. Observed Behavior: • On a BYOD device: When allowCamera is set to false, the Camera and FaceTime apps disappear from the Home Screen, as expected. However, third-party apps (such as WeChat) can still access the camera and take photos. • On earlier versions (e.g. iOS 26.0.1): Setting allowCamera to false correctly blocks all apps, including third-party apps, from accessing the camera. Initially, I assumed Apple might have changed this restriction behavior so that allowCamera only applies to supervised devices. However, after testing on supervised devices, I found that even there, when allowCamera is set to false, the Camera and FaceTime apps are hidden, but third-party apps can still use the camera. This indicates that the restriction is not functioning correctly in iOS 26.1 beta 2. Expecta
Topic:
App & System Services
SubTopic:
General
📱 [iOS 26.1 beta 2] allowCamera restriction not working properly on both supervised and BYOD devices
Details: Device: iPhone 12 Pro Max System: iOS 26.1 beta 2 Issue Description: When testing MDM device restriction capabilities on iOS 26.1 beta 2, I found that the allowCamera restriction does not work as expected. Observed Behavior: • On a BYOD device: When allowCamera is set to false, the Camera and FaceTime apps disappear from the Home Screen, as expected. However, third-party apps (such as WeChat) can still access the camera and take photos. • On earlier versions (e.g. iOS 26.0.1): Setting allowCamera to false correctly blocks all apps, including third-party apps, from accessing the camera. Initially, I assumed Apple might have changed this restriction behavior so that allowCamera only applies to supervised devices. However, after testing on supervised devices, I found that even there, when allowCamera is set to false, the Camera and FaceTime apps are hidden, but third-party apps can still use the camera. This indicates that the restriction is not functioning correctly in iOS 26.1 beta 2. Expecta
Topic:
App & System Services
SubTopic:
General
Hello, I recently watched the WWDC2025 session titled “Combine Metal 4 machine learning and graphics” (https://developer.apple.com/videos/play/wwdc2025/262/ ), and I’m very excited about the new Metal 4 features that integrate machine learning with graphics—such as neural ambient occlusion, shader-based ML inference, and the use of MTLTensor and MTL4MachineLearningCommandEncoder. While the session includes helpful code snippets and a compelling debug demo (e.g., the neural ambient occlusion example), the implementation details are not fully shown, and I haven’t been able to find a complete, runnable sample project that demonstrates end-to-end integration of ML and rendering in Metal 4. Would Apple be able to provide a full, working example—such as an Xcode project—that shows how to: Export a model to an .mlpackage, Convert it to an .mtlpackage, Use MTL4MachineLearningCommandEncoder alongside render passes, Or embed small neural networks directly in shaders using Shader ML? Having such a sample would
Subject: iOS 26 WKWebView: Remote Pages Become Unresponsive After Loading Local HTML Files Description We're experiencing a critical issue with WKWebView in a React Native 0.64.3 application where remote web pages become completely unresponsive after loading local HTML files in iOS 26. It works well before iOS26. Environment: React Native 0.64.3 iOS 26.0 Xcode 26.0.1 Using custom WKWebView implementations in Native modules Problem Details App loads local HTML files using loadFileURL:allowingReadAccessToURL: Later, when loading remote pages via loadRequest:, the remote pages load successfully but become unresponsive to user interactions This occurs even when using different WKWebView instances The issue is reproducible 100% of the time once a local file has been loaded Restarting the app and loading remote pages directly works fine Code Example: // Loading local file (works fine) [self.webView loadFileURL:localFileURL allowingReadAccessToURL:accessURL]; // Later, loading remote page (loads but becomes unrespon
My implementation of LockedCameraCapture does not launch my app when tapped from locked screen. But when the same widget is in the Control Center, it launches the app successfully. Standard Xcode target template: Lock_Screen_Capture.swift @main struct Lock_Screen_Capture: LockedCameraCaptureExtension { var body: some LockedCameraCaptureExtensionScene { LockedCameraCaptureUIScene { session in Lock_Screen_CaptureViewFinder(session: session) } } } Lock_Screen_CaptureViewFinder.swift: import SwiftUI import UIKit import UniformTypeIdentifiers import LockedCameraCapture struct Lock_Screen_CaptureViewFinder: UIViewControllerRepresentable { let session: LockedCameraCaptureSession var sourceType: UIImagePickerController.SourceType = .camera init(session: LockedCameraCaptureSession) { self.session = session } func makeUIViewController(context: Self.Context) -> UIImagePickerController { let imagePicker = UIImagePickerController() imagePicker.sourceType = sourceType imagePicker.mediaTypes = [UTType.image.identifier, U
Hello Everyone! I started programming 6 months ago and started Swift / IOS last month. My learning so far has mainly been with Python. I learned a lot of the package ‘SQLAlchemy’, which has very ‘example based’ documentation. If I wanted to learn how to make a many to many relationship, there was a demonstration with code. But going into Swift and Apple packages, I notice most of the documentation is definitions of structures, modifiers, functions, etc. I wanted to make the equivalent of python ‘date times’ in my swift app. I found the section in the documentation “Foundation->Dates & Times”, but I couldn’t figure how to use that in my code. I assume my goal should not be to memorize every Swift and apple functionality by memory to be an app developer. So I would appreciate advice on how to approach this aspect of learning programming.
Topic:
Programming Languages
SubTopic:
Swift
I'm having the same issue. Have you found a workaround or has Apple responded to your ticket?
Topic:
UI Frameworks
SubTopic:
SwiftUI
Tags: