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“iPhone 16 pro”

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StoreKit returns empty product list in Sandbox (TestFlight, valid IAP setup)
Hello, I’m facing an issue with StoreKit where no products are returned in Sandbox. Context: App: SylvoY (Bundle ID: fr.sylvoy.app) Product ID: sylvoy_sylvoy_premium_v2_monthly Type: auto-renewable subscription Build: TestFlight 1.0.16 (Build 20) Device: physical iPhone Environment: Sandbox account Setup: Paid Applications Agreement: Active Banking & Tax: Active Product status: Ready to Submit Product is linked to the current TestFlight build Issue: When fetching products using StoreKit, the returned array is empty: productsCount = 0 products = [] Expected: Product metadata (price, description) should be returned. Actual: No products are returned at all. Additional info: Product identifier is correct Tested on real device (not simulator) Installed via TestFlight Sandbox account properly configured This issue is currently blocking validation of the subscription flow before release. DTS Case-ID: 18968852 (redirected here) Any help would be appreciated.
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Xcode fails to compile Blender-exported USDZ in .rkassets with misleading "permission" error — Xcode 26.3
The error: When building a RealityKitContent package that contains a USDZ file exported from Blender, Xcode throws the following error: error: [xrsimulator] Exception thrown during compile: Cannot get rkassets content for path .../RealityKitContent.rkassets because 'The file RealityKitContent.rkassets couldn't be opened because you don't have permission to view it.' error: Tool exited with code 1 The error message mentions permission — but permissions are not the issue. This appears to be a misleading error from realitytool masking a USD validation failure. What I've ruled out File permissions — all files are -rw-r--r--, user has Read & Write on the folder Extended attributes / quarantine flag — other files with the same @ flag work fine Corrupted archive — unzip -t confirms the USDZ is valid (board.usdc + textures) Stale build cache — deleted DerivedData and com.apple.DeveloperTools cache, no change Key observations The same file builds successfully on my colleague's machine running identical Xcode 26.3
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Start app if connected to CarPlay
Is there a way to trigger the start of my app (just for a short time) when the iPhone is connected to CarPlay (and/or to a car via bluetooth). I could not find anything. I don´t want to apply for CarPlay as I have no intention to show something on the cars screen. Any even small tipp is welcome
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Reply to Memory stride warning when loading CoreML models on ANE
The other reply is correct that you can often ignore this warning, but I wanted to add some context since I have spent time debugging stride alignment issues with CoreML on ANE. The warning about unknown strides means that your model's hiddenStates tensor does not specify a memory layout that the E5ML compiler (the ANE backend) can optimize for. The ANE hardware has strict alignment requirements — specifically, the last axis of a tensor buffer needs to be aligned to 64 bytes (or 32 bytes on older chips). If your model runs correctly and produces accurate outputs, the warning is cosmetic — the runtime falls back to a compatible layout automatically. However, you may be leaving performance on the table. In my testing with speech models, fixing stride alignment reduced ANE inference latency by 15-25% because the hardware could use its native tiling strategy instead of the fallback path. When converting your model to CoreML (via coremltools), you can specify the output tensor's memory layout explicitly: import co
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Reply to AXSpeech Thread Crash SEGV_ACCERR
Thank you very much for your time. The issue is still unresolved. I tried using the Instruments memory tool and enabled malloc scribble, but unfortunately, the crash has not been reproduced yet. By the way, there is a crash on the iOS 26 system, and the crash stacks for iOS 26, 18, and 17 are the same as the ones I sent earlier. I noticed that on systems below iOS 17, the crash stack has changed to a different form, and the crash occurs in [AXSpeechThread main] (in libAXSpeechManager.dylib). I have attached the crashes for iOS 26 and iOS 16. Could you please provide guidance? iOS16-AXSpeechThread-Crash.txt iOS26-crash.txt
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Reply to Start app if connected to CarPlay
Thanks for the post. Unfortunately, there is no direct, programmatic way within the iOS SDK to automatically wake or launch your app specifically when the iPhone connects to CarPlay or a standard car Bluetooth system. Its important to mention your app is completely sandboxed from knowing anything about the CarPlay lifecycle. As a user, you can create a shortcut on your device. Open the Shortcuts app and go to the Automation tab. Tap + and select CarPlay or Bluetooth and select. The menu could be a little different. Set it to Connects and choose Run Immediately so it doesn't ask for permission every time like shortcuts do. For the action, they can select Open App and choose the app you want to run on the iOS device. Hope that give you an idea. I hope people do not provide you with ideas using Core Motion or Core Location to wake your app in the background when the user starts moving in a vehicle. It is advisable to avoid those options due to the potential issues they may cause. Albert
  Worldwide Dev
Topic: App & System Services SubTopic: General Tags:
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Reply to Migration to Xcode 26: Requirements, Internal Distribution, and Compatibility Concerns
All apps should build with the latest SDK, so you have access to the latest APIs, regardless of the distribution mechanism used. Regarding the UIDesignRequiresCompatibility questions, it's useful to see how this was described in the WWDC25 Platforms State of the Union: As you evaluate your app's UI and the time you need to adopt the new design, we're providing an option to continue to use your app's current design with Xcode 26. We intend this option to be removed in the next major release. Hopefully you're on your way with the adoption of the new design already, or have upcoming plans to tackle it. You'll have to look at your own specific situations and determine how long you can continue using it for specific hot fix situations against the above statements and the timing of your own planned adoption of the new design. What are the potential issues if a team continues development on Xcode 16 while others have migrated to Xcode 26? For example, could there be compatibility, build, or integration chal
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Migration to Xcode 26: Requirements, Internal Distribution, and Compatibility Concerns
Is it mandatory for all developers to migrate to Xcode 26 starting from April 28, 2026? What happens if a developer submits or distributes a build created using Xcode 16 after April 28, 2026? Will it still be accepted or supported? Our app is distributed only via an internal company portal (not through the App Store). In this case, are we still required to build and distribute the app using Xcode 26 after April 28, 2026? If a hotfix is required before our next planned release (July 2026), how safe is it to use the UIDesignRequiresCompatibility flag as a temporary solution, assuming Xcode 26 becomes mandatory? Are there any risks or limitations associated with this approach? What are the potential issues if a team continues development on Xcode 16 while others have migrated to Xcode 26? For example, could there be compatibility, build, or integration challenges in such a mixed environment? If the UIDesignRequiresCompatibility flag is used as a temporary workaround, what would be the impact if
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stuck on apple's developers enrollment, without any answer for 10 days
stuck on apple's developers enrollment, without any answer for 10 days, i sent after that 3 support emails, again with no answer there is no available phone number on the site, please help
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Reply to stuck on apple's developers enrollment, without any answer for 10 days
I wish that was the case I can't see any phone number on the site I understand that some people can and others can't how do i get their number? I even called twice to the apple's global support and they couldn't refer me to the developers program group
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The M5 Pro does not connect to the Wi-Fi AP using RADIUS when NetworkExtension Activiate.
The M5 Pro does not connect to the Wi-Fi AP using RADIUS when NetworkExtension Activiate. The M1 and M2 Pro worked, but only the M5 Pro MacBook Pro did not work. If you deactivate NetworkExtension, it connects to the AP, and afterwards, it works even if you activate NetworkExtension.
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Reply to stuck on apple's developers enrollment, without any answer for 10 days
i have called i am in the same boat and have sent emails too- no response...its crazy. we need an app to go live soon and cant even get it on after paying to. whats the number you have to call- when calling support they say they no longer have a team dedicated to phone service for developers
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StoreKit returns empty product list in Sandbox (TestFlight, valid IAP setup)
Hello, I’m facing an issue with StoreKit where no products are returned in Sandbox. Context: App: SylvoY (Bundle ID: fr.sylvoy.app) Product ID: sylvoy_sylvoy_premium_v2_monthly Type: auto-renewable subscription Build: TestFlight 1.0.16 (Build 20) Device: physical iPhone Environment: Sandbox account Setup: Paid Applications Agreement: Active Banking & Tax: Active Product status: Ready to Submit Product is linked to the current TestFlight build Issue: When fetching products using StoreKit, the returned array is empty: productsCount = 0 products = [] Expected: Product metadata (price, description) should be returned. Actual: No products are returned at all. Additional info: Product identifier is correct Tested on real device (not simulator) Installed via TestFlight Sandbox account properly configured This issue is currently blocking validation of the subscription flow before release. DTS Case-ID: 18968852 (redirected here) Any help would be appreciated.
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3
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90
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Xcode fails to compile Blender-exported USDZ in .rkassets with misleading "permission" error — Xcode 26.3
The error: When building a RealityKitContent package that contains a USDZ file exported from Blender, Xcode throws the following error: error: [xrsimulator] Exception thrown during compile: Cannot get rkassets content for path .../RealityKitContent.rkassets because 'The file RealityKitContent.rkassets couldn't be opened because you don't have permission to view it.' error: Tool exited with code 1 The error message mentions permission — but permissions are not the issue. This appears to be a misleading error from realitytool masking a USD validation failure. What I've ruled out File permissions — all files are -rw-r--r--, user has Read & Write on the folder Extended attributes / quarantine flag — other files with the same @ flag work fine Corrupted archive — unzip -t confirms the USDZ is valid (board.usdc + textures) Stale build cache — deleted DerivedData and com.apple.DeveloperTools cache, no change Key observations The same file builds successfully on my colleague's machine running identical Xcode 26.3
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1
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0
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576
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Reply to Xcode 26.3 Claude Agent — 401 Invalid Bearer Token on Intel Mac (FB22141224)
Same issue for me on M4 MacBook Pro
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Start app if connected to CarPlay
Is there a way to trigger the start of my app (just for a short time) when the iPhone is connected to CarPlay (and/or to a car via bluetooth). I could not find anything. I don´t want to apply for CarPlay as I have no intention to show something on the cars screen. Any even small tipp is welcome
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2
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0
Views
52
Activity
5d
Reply to Memory stride warning when loading CoreML models on ANE
The other reply is correct that you can often ignore this warning, but I wanted to add some context since I have spent time debugging stride alignment issues with CoreML on ANE. The warning about unknown strides means that your model's hiddenStates tensor does not specify a memory layout that the E5ML compiler (the ANE backend) can optimize for. The ANE hardware has strict alignment requirements — specifically, the last axis of a tensor buffer needs to be aligned to 64 bytes (or 32 bytes on older chips). If your model runs correctly and produces accurate outputs, the warning is cosmetic — the runtime falls back to a compatible layout automatically. However, you may be leaving performance on the table. In my testing with speech models, fixing stride alignment reduced ANE inference latency by 15-25% because the hardware could use its native tiling strategy instead of the fallback path. When converting your model to CoreML (via coremltools), you can specify the output tensor's memory layout explicitly: import co
Replies
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Views
Activity
5d
Reply to AXSpeech Thread Crash SEGV_ACCERR
Thank you very much for your time. The issue is still unresolved. I tried using the Instruments memory tool and enabled malloc scribble, but unfortunately, the crash has not been reproduced yet. By the way, there is a crash on the iOS 26 system, and the crash stacks for iOS 26, 18, and 17 are the same as the ones I sent earlier. I noticed that on systems below iOS 17, the crash stack has changed to a different form, and the crash occurs in [AXSpeechThread main] (in libAXSpeechManager.dylib). I have attached the crashes for iOS 26 and iOS 16. Could you please provide guidance? iOS16-AXSpeechThread-Crash.txt iOS26-crash.txt
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5d
Reply to The M5 Pro does not connect to the Wi-Fi AP using RADIUS when NetworkExtension Activiate.
Wi-Fi, such as a smartphone hotspot, connects normally on the M5 Pro.
Topic: App & System Services SubTopic: Core OS Tags:
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6d
Reply to Start app if connected to CarPlay
Thanks for the post. Unfortunately, there is no direct, programmatic way within the iOS SDK to automatically wake or launch your app specifically when the iPhone connects to CarPlay or a standard car Bluetooth system. Its important to mention your app is completely sandboxed from knowing anything about the CarPlay lifecycle. As a user, you can create a shortcut on your device. Open the Shortcuts app and go to the Automation tab. Tap + and select CarPlay or Bluetooth and select. The menu could be a little different. Set it to Connects and choose Run Immediately so it doesn't ask for permission every time like shortcuts do. For the action, they can select Open App and choose the app you want to run on the iOS device. Hope that give you an idea. I hope people do not provide you with ideas using Core Motion or Core Location to wake your app in the background when the user starts moving in a vehicle. It is advisable to avoid those options due to the potential issues they may cause. Albert
  Worldwide Dev
Topic: App & System Services SubTopic: General Tags:
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Views
Activity
6d
Reply to Migration to Xcode 26: Requirements, Internal Distribution, and Compatibility Concerns
All apps should build with the latest SDK, so you have access to the latest APIs, regardless of the distribution mechanism used. Regarding the UIDesignRequiresCompatibility questions, it's useful to see how this was described in the WWDC25 Platforms State of the Union: As you evaluate your app's UI and the time you need to adopt the new design, we're providing an option to continue to use your app's current design with Xcode 26. We intend this option to be removed in the next major release. Hopefully you're on your way with the adoption of the new design already, or have upcoming plans to tackle it. You'll have to look at your own specific situations and determine how long you can continue using it for specific hot fix situations against the above statements and the timing of your own planned adoption of the new design. What are the potential issues if a team continues development on Xcode 16 while others have migrated to Xcode 26? For example, could there be compatibility, build, or integration chal
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6d
Migration to Xcode 26: Requirements, Internal Distribution, and Compatibility Concerns
Is it mandatory for all developers to migrate to Xcode 26 starting from April 28, 2026? What happens if a developer submits or distributes a build created using Xcode 16 after April 28, 2026? Will it still be accepted or supported? Our app is distributed only via an internal company portal (not through the App Store). In this case, are we still required to build and distribute the app using Xcode 26 after April 28, 2026? If a hotfix is required before our next planned release (July 2026), how safe is it to use the UIDesignRequiresCompatibility flag as a temporary solution, assuming Xcode 26 becomes mandatory? Are there any risks or limitations associated with this approach? What are the potential issues if a team continues development on Xcode 16 while others have migrated to Xcode 26? For example, could there be compatibility, build, or integration challenges in such a mixed environment? If the UIDesignRequiresCompatibility flag is used as a temporary workaround, what would be the impact if
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49
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