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Building for iOS Simulator, but the linked and embedded framework ‘XX.framework‘ was built for

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The Nightmare of Small Toolbar Icons
When building in Xcode on MacOS Tahoe, it seems it is no longer possible to dynamically specify a small size toolbar for NSToolbar/NSToolbarItem. It works in MacOS code compiled and linked on earlier systems. I don't want to use SFSymbol, or templates. I have over 60 custom-made .png toolbars, in individual Image Set files, at the previous requisite sizes of 24x24 / 48x48, and 32x32 / 64x64. Sure -- I can configure an NSToolbar with whatever size .png assets I want. I just can't dynamically switch between the two groups of sizes. According to the Apple Coding Assistant, the only solution is to change the image names of each of the NSToolbarItems at runtime. OK -- but even when attempting that, the NSToolbarItems refuse to take on their smaller size... ...unless: they are attached to a custom view NSToolbarItem with an NSButton of style Bevel. I have about 10 of those, and YES -- I CAN change those to a small size. Is this REALLY what I'm forced to do?! The Apple Coding Assistant just runs me
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Reply to .navigationDestination(isPresented hangs after reboot in watchOS when destination view contains @Environment(\.dismiss)
Thanks for your post and description. Although I am not an expert in watchOS, I would like to inform you that the bug is present in the latest version of the operating system. However, I was unable to reproduce the issue on a real device. I attempted to reproduce the issue on a read device, but it did not work. I then restarted the device on the simulator, restarted the simulator, and ran the project using Xcode 26.2 and 26.3 beta with different simulators. Hopefully someone with better experience in watchOS can jump into this thread to also try your focused simple project on the bug. I just wanted to make sure to let you know we got the bug and the team has been working on that, but a better workflow how to reproduce into the bug will help. For more details on when you'll see updates to your report, please see What to expect after submission. Albert Pascual
  Worldwide Developer Relations.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Locked Camera Capture Extension: provisioning profile for ExtensionKit appex missing com.apple.developer.locked-camera-capture entitlement (paid team)
I’m attempting to use a Locked Camera Capture Extension (created from Xcode’s template / following Apple’s “Creating a camera experience for the Lock Screen” guidance). The extension builds, embeds, and installs on a physical device, but I cannot get it provisioned with the required entitlement com.apple.developer.locked-camera-capture. Environment Xcode: 26.0.1 (17A400) iOS: 26.2.1 (device) Apple Developer Program: paid Individual (Team ID: FT55UW9363) Key issue: provisioning profile for the ExtensionKit appex lacks the locked-camera entitlement The locked camera capture target is embedded as an ExtensionKit extension: .../DirectionalCamera.app/Extensions/LockedCapture.appex I decoded the embedded provisioning profile inside that .appex and printed its Entitlements dictionary: security cms -D -i .../DirectionalCamera.app/Extensions/LockedCapture.appex/embedded.mobileprovision > /tmp/locked_profile.plist /usr/libexec/PlistBuddy -c Print:Entitlements /tmp/locked_profile.p
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Stuck in "Waiting for Review" Since Feb 13
My app has been stuck in Waiting for Review since 13th February after a previous update was rejected. I fixed the issue mentioned in the rejection and submitted a new build, but there has been no updates since then. There are no new messages in App Store Connect and the status has not changed. It has now been several days without any update. Has anyone experienced this after a rejected build? Is this normal review delay, or should I contact Apple directly? Any advice would be appreciated.
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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: [CBCentralManagerScanOptionAllowDuplicate
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Reply to Stuck in Waiting For Review
I am completely in the same boat as well. I am stuck in the Waiting for Review as well. I made the mistake up cancelling to do update and re-distribute for review. My Submission ID 9629b499-4c67-4c04-89e7-46e75fe2242c This app is very important in my community steam and esports programs. We educate, host events, and classes learning new AI skills to assist us in building new projects. I would like to ask for help in proceeding please. Thank you.
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Stuck in Waiting For Review
Hello, My app Kevser (iOS 2.0.0) has been in Waiting for Review since February 11, 2026, with no status change. It is a lifestyle and community app already live on Google Play with active users. The iOS version is fully functional and ready for release. The timing is important because our app serves a seasonal audience in Turkey, and the key season starts tomorrow. Every day of delay matters significantly for our launch window. I have opened 5 support cases so far (including Case ID: 102821061223). Only one was responded to, and the reply simply said to be patient and wait for my turn in the queue. I also have a few minor revisions I would like to make, but I am afraid to submit a new build because it would reset my position in the queue and push me to the back of the line. The length of this wait is preventing me from making any improvements. Has anyone experienced a similar situation recently? Any advice would be appreciated.
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Button in ToolbarItem is not completely tapable on iOS 26
I have an icon button in toolbar but only the icon is triggering tap events while outside icon button gives tap feedback but event is not firing. Code: ToolbarItem(placement: .navigationBarTrailing) { Button(action: toggleBookmark) { Image(systemName: isBookmarked ? bookmark.fill : bookmark) .resizable() .aspectRatio(0.8, contentMode: .fit) .frame(width: 20, height: 20) } } Here toggleBookmark function is only called if I click on Image but not if I click outside image but on the circular button that appears on iOS 26. See this screen recording.
Topic: UI Frameworks SubTopic: SwiftUI
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Reply to Wanted: Live Activities, only on iOS (No remote iOS Live Activities)
Albert, thanks for the reply. Remote hosted Live Activities I believe is a iOS 26.x system feature → No developer adoption. My steps: Preparation: Make sure iPhone and Mac (and/or Watch) are signed in with the same AppleID New iOS Project New Widget target, using standard template (In the new target UI also check that you want the live activity) Build and run to a physical iPhone Notice Live Activity exists on iPhone, Mac and Apple Watch [Example: From macOS, iOS Live Activity appears] In this case, I haven't built for any other platforms at all. I believe this is a feature, but I'm attempting to understand what I need to do to make it stop showing up in places that don't make sense for this app. Just made a simple project using the Xcode templates provided, then start the live activity on app launch. https://github.com/ioloro/LiveActivityWillTravel Thanks, John Marc
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how to handle setup for NFC without NDEF & PACE and still support iOS 15.0
We have NFC capabilties enabled for our app ID - com.uob.mightyvn but our minimum deployment target is 15.0. We do not have an option deselect PACE from provisioning profile. Hence, the validation is failed for IPA. Invalid entitlement for core nfc framework. The sdk version '18.2' and min OS version '15.0' are not compatible for the entitlement 'com.apple.developer.nfc.readersession.formats' because 'NDEF is disallowed'
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iOS mTLS Client Certificate Authentication Fails in TestFlight with Error -25303
iOS mTLS Client Certificate Authentication Fails in TestFlight with Error -25303 Problem I'm building an iOS app that uses mTLS (client certificates received from server at runtime). Storing SecCertificate to keychain fails with error -25303 in both development and TestFlight builds, preventing SecIdentity creation needed for URLSession authentication. Environment: iOS 18.2, iPad Pro, TestFlight internal testing, keychain-access-groups properly configured Diagnostic Results Testing keychain operations shows an interesting pattern: ✅ Generic Password - Works: let addQuery: [CFString: Any] = [ kSecClass: kSecClassGenericPassword, kSecAttrAccount: test, kSecValueData: password.data(using: .utf8)! ] SecItemAdd(addQuery as CFDictionary, nil) // Returns: 0 (success) ✅ SecKey - Works: let addKeyQuery: [CFString: Any] = [ kSecClass: kSecClassKey, kSecValueRef: privateKey, kSecAttrApplicationTag: tag ] SecItemAdd(addKeyQuery as CFDictionary, nil) // Returns: 0 (success) ❌ S
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Reply to Unusually long “Waiting for Review” times this week (App Store + TestFlight delays?)
Hello, Same for me, I've published my app for review on the 4th of February 2026. It has been on Waiting for review since that day. We are on the 18th of February 2026 and my app still didn't get verified. I've been trying to contact support two times and I also did ask for an accelerated review but didn't get any response. That's really sad knowing I had a big advantage of timing by having the idea and building it early, and I am now seeing new competitors building the same app...
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Linker nondeterminism (ld_new) involving branch islands
Hi, I'm investigating what looks like possibly nondeterministic behavior when linking large iOS app binaries. I do not have a concise reproduction of the issue yet, but am trying to hunt down possible leads. In particular, the problem appears to surface when invoking clang to link a binary and the resulting order of the 'branch island' instructions appears to be random each time the binary is linked (as shown by the link map output). I was wondering if anyone with insight into the linker's current implementation could shed light on whether that is expected, and if there is anything that can be done to prevent it. FWIW, it seems like it might be size-dependent as smaller app binaries don't appear to exhibit the same behavior. I'd be glad to share more specifics and hopefully a reproduction if I can ever find one eventually. Some environment info (Xcode 16.4 toolchain): clang -v: Apple clang version 17.0.0 (clang-1700.0.13.5) Target: arm64-apple-darwin24.6.0 Thread m
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