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iPadOS 17.7.7

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Reply to Changing Frame Rate of External Display on iPad
Thank you for all of that information Greg and for answering each query individually. That exception is being thrown because isMatchingFrameRateSupported is reporting false for your external display, but your AVCaptureExternalDisplayConfiguration specified true for shouldMatchFrameRate. What determines 'isMatchingFrameRateSupported'? I use the same USB Hub and External Display on a MacBook Pro and I can go to Settings -> Displays and change the resolution and frame rate. I tested 1920 x 1080 at 60fps, 50fps, 30fps and 25fps and they all work. When I use that exact same hardware on an M4 iPad Pro it returns 'false' for 'isMatchingFrameRateSupported', presumably iPadOS is limiting this? Great to know that I can use CAMetalLayer for this purpose. That would mean it could work for a Metal Backed Live Video Feed if I can get the display to work as per the above. Though I think given the limitation of this functionality to AVCaptureDevice and that it wouldn't be respected when the user plays back video
Topic: Media Technologies SubTopic: Video Tags:
Dec ’25
Can I Use Xcode and iPadOS 18? (and RealityView)
I'm preparing my submission for the Swift Student Challenge, and I have a couple of questions regarding the development environment. Is it allowed to use Xcode to program my scene, or do I have to use Swift Playgrounds? Can I use iPadOS 18 for development? I noticed that Swift Playgrounds currently only supports up to iPadOS 17.5, but I would like to use RealityView, which is only available starting from iPadOS 18. I appreciate any clarification on this. Thanks in advance!
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Dec ’25
Reply to Can I Use Xcode and iPadOS 18? (and RealityView)
[quote='868407022, Mohsenomar, /thread/773903?answerId=868407022#868407022, /profile/Mohsenomar'] i have iPad generation 10 but I updated ipados 26.2 I need get back ipados 18 now… [/quote] Once you’ve updated to a new version of iOS, there’s no supported way to roll back to a previous version. The only exception to this rule is if the new version is a beta seed, in which case you can roll back to the previous public release. For advice on how to do that, see Apple Beta > FAQ > Support > How do I leave the Apple Beta Software Programme? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Dec ’25
Reply to use `NEHotspotConfigurationManager.shared.apply(hotspotConfig)` to join a wifi slow on iphone17+
Ah, yes, sorry about that. That was a mix up on our part. The request is for you to: Enable additional logging by installing the following profiles: Wi-Fi for iOS/iPadOS VPN (Network Extension) for iOS/iPadOS FaceTime for iOS/iPadOS You can find all of these on our Bug Reporting > Profiles and Logs page. Reproduce the problem. Trigger a sysdiagnose log (see the Sysdiagnose for iOS/iPadOS instructions). Attach that to your bug report. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Dec ’25
Reply to Cannot submit apps with Xcode 26.2 RC
In our case we have been pending weeks to fix a problem that was broken with iOS 26.1 but resolved by a SwiftUI modifier with a new parameter available in Xcode 26.2: extension View { func apply(@ViewBuilder _ block: (Self) -> V) -> V { block(self) } } TabView { // Some tabs } .apply { if #unavailable(iOS 26.1) { // Previous approach that stopped working in iOS/iPadOS 26.1 $0.tabViewBottomAccessory() { if viewModel.showAccessoryView { // accessory content } else { EmptyView() } } } else { // When compiled with Xcode 26.2+ for iOS/iPadOS 26.1+ $0.tabViewBottomAccessory(isEnabled: viewModel.showAccessoryView) { // accessory content } } } So we are further frustrated by this longer than typical delay to open submissions to an RC build.
Dec ’25
App Freezes on iPadOS 26.x - GPU Metal Errors
I work on a Qt/QML app that uses Esri Maps SDK for Qt and that is deployed to both Windows and iPads. With a recent iPad OS upgrade to 26.1, many iPad users are reporting the application freezing after panning and/or identifying features in the map. It runs fine for our Windows users. I was able to reproduce this and grabbed the following error messages when the freeze happens: IOGPUMetalError: Caused GPU Address Fault Error (0000000b:kIOGPUCommandBufferCallbackErrorPageFault) IOGPUMetalError: Invalid Resource (00000009:kIOGPUCommandBufferCallbackErrorInvalidResource) Environment: Qt 6.5.4 (Qt for iOS) Esri Maps SDK for Qt 200.3 iPadOS 26.1 Because it appears to be a Metal error, I tried using OpenGL (Qt offers a way to easily set hte target graphics api): QQuickWindow::setGraphicsApi(QSGRendererInterface::GraphicsApi::OpenGL) Which worked! No more freezing. But I'm seeing many posts that OpenGL has been deprecated by Apple. I've seen posts that Apple deprecated OpenGL ES. But it seems to still be av
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Dec ’25
How to Reserve an App Name in App Store Connect Before app's Release?
Hello Apple Dev Support, Our company is preparing to submit an iOS and iPadOS application. When development commenced nine months ago, the application name was available. However, during the submission process for internal and external testing via TestFlight, we discovered that the name is already in use. We are seeking a solution to secure our application name, ensuring its exclusive use for our purposes. We anticipate approximately four to five months of development before the application's release. If we submit our application for Apple review and receive approval but refrain from releasing it, would this action reserve or register the name for our exclusive use, preventing others from utilizing it? Thank you
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Dec ’25
Reply to isUserVerifyingPlatformAuthenticatorAvailable returns false on iOS 26.2 Developer Beta
Thank you very much for your support, @Systems Engineer . I tested this issue with iOS 26.2 RC, released on December 4, 2025 (https://developer.apple.com/documentation/ios-ipados-release-notes/ios-ipados-26_2-release-notes). In Safari, the behavior is now correct and isUserVerifyingPlatformAuthenticatorAvailable() returns true. However, in WKWebView, the behavior remains unchanged and it still returns false. Is there any additional information you need from me to further investigate this issue? Thanks again for your assistance.
Topic: Safari & Web SubTopic: General Tags:
Dec ’25
Multiple iOS App Store rejection due to revenue cat "purchase failure: there was a problem with the apple store"
My app has been rejected multiple times during the last few weeks because Apple reviewer is unable to complete the purchase on revenue cat paywall. They gave this error message: Guideline 2.1 - Performance - App Completeness We were still unable to purchase the subscription successfully. Review device details: Device type: iPad Air 11-inch (M2) OS version: iPadOS 26.1 Next Steps When validating receipts on your server, your server needs to be able to handle a production-signed app getting its receipts from Apple’s test environment. The recommended approach is for your production server to always validate receipts against the production App Store first. If validation fails with the error code Sandbox receipt used in production, you should validate against the test environment instead. Resources Note that in-app purchases do not need to have been previously approved to confirm they function correctly in review. Note that the Account Holder must accept the Paid Apps Agreement in the Business section of
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Dec ’25
BLE connection issue with iPad A16 – Control Opcode 0xFF
We are testing BLE connectivity between a custom device (nRF52832, nRF5 SDK) and the latest iPad A16. Setup: Peripheral: nRF52832 running Nordic’s SoftDevice (nRF5 SDK v13) . Central: iPad A16 (Latest iPadOS 18.6.2). Issue: During the connection procedure, the iPad sends a Link Layer Control PDU with Opcode 0xFF. This is a vendor-specific LL control opcode. Our peripheral does not respond, since the Nordic SoftDevice does not implement handling for 0xFF. As a result, the link stability is affected (connection may drop / negotiation fails). Observations: With older iPads and iPhones (A14/A15 chips), no such control opcode is sent — connection and notifications work fine. Only the iPad A16 sends this vendor-specific opcode. Nordic’s SoftDevice responds to standard LL control opcodes, but ignores vendor-specific ones. Questions: Is this 0xFF LL control PDU expected behavior on A16 devices? Should peripherals ignore vendor-specific LL opcodes, or is a response required for stable connection? Are there kn
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Dec ’25
Why does game mode not get triggered for my App?
I think I really have tried everything and I did all according to official documentation to support game mode on iOS or iPadOS but it doesn't matter what I do it just doesn't get triggered. Funny enough it works during development when I install it via Xcode but as soon as it is live on the store and when I install it from there game mode doesn't get triggered anymore. What I have atm I have added (even though it is deprecated) GCSupportsGameMode I have set the (but it seems only supported for macOS) LSApplicationCategoryType public.app-category.games I have added LSSupportsGameMode It just doesn't work. Is there anything else what needs to be done? Should the flag LSSupportsGameMode not be enough normally? The reason why this is so annoying is that my app is a real time streaming app and I want to profit from minimised background activities for smoother gameplay and more consistent frame rates like mentioned in the documentation.
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Nov ’25
Sign in with Apple error reported by App Review, but impossible to reproduce (iPadOS 26.1)
Hi everyone, I’m currently facing a blocking issue during App Review, and I’d really appreciate some help from anyone who has experienced something similar. My app was rejected under Guideline 2.1 – App Completeness with the following message: “An error message appeared after trying to Sign in with Apple. Device: iPad Air (5th generation), iPadOS 26.1.” The problem is: I cannot reproduce this bug at all, even when testing under the same conditions. ✔ What I tested: Physical iPad Air M2 on iPadOS 26.1 Physical iPhone devices iOS/iPadOS simulators (latest Xcode) TestFlight build (clean install) Debug build installed via Xcode (device connected) In every case, Sign in with Apple works correctly: Authentication sheet displays properly Callback returns the credential User is created/logged in without error No crash, no rejected promise, no empty credential ✔ Environment Using ASAuthorizationAppleIDProvider + ASAuthorizationController Default Apple Sign In button No custom nonce/redirect
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Nov ’25