Search results for

“show when run”

115,079 results found

Post

Replies

Boosts

Views

Activity

TimePicker numeric pad popover renders as a narrow bar on iPadOS 26.4.1
When tapping the currently selected time in a TimePicker (wheel style) component to invoke the inline numeric pad popover, the popover renders incorrectly on iPadOS 26.4.1 — it appears as a very narrow single-line/bar rather than the full numeric keypad layout. Steps to Reproduce: Run Reminder, create a new reminder and add a custom time Tap the currently selected time value to trigger the numeric pad popover Observe the popover layout Expected Result: A properly sized popover appears containing a full numeric keypad, allowing direct numeric input of the time value — consistent with behavior on iPadOS 18.x Actual Result: The popover appears as an extremely narrow horizontal bar (single line height), making the numeric pad unusable Regression: Works correctly on iPadOS 18.x through iPadOS 26.3. Broken on iPadOS 26.4.1 (Xcode 26.x simulator and/or physical device). https://www.youtube.com/shorts/bd3pYA3B-iI https://www.youtube.com/shorts/wSHzepHBwEY Feedback: FB22517457
Topic: UI Frameworks SubTopic: UIKit
2
0
302
4d
AlarmKit leaves an empty zombie Live Activity in Dynamic Island after swipe-dismiss while unlocked
Hi, We are the developers of Morning Call (https://morningcall.info), and we believe we may have identified an AlarmKit / system UI bug on iPhone. We can reproduce the same behavior not only in our app, but also in Apple’s official AlarmKit sample app, which strongly suggests this is a framework or system-level issue rather than an app-specific bug. Demonstration Video of producing zombie Live Activity https://www.youtube.com/watch?v=cZdF3oc8dVI Related Thread https://developer.apple.com/forums/thread/812006 https://developer.apple.com/forums/thread/817305 https://developer.apple.com/forums/thread/807335 Environment iPhone with Dynamic Island Alarm created using AlarmKit Device is unlocked when the alarm begins alerting Steps to reproduce Schedule an AlarmKit alarm. Wait for the alarm to alert while the device is unlocked. The alarm appears in Dynamic Island. Instead of tapping the intended stop or dismiss button, swipe the Dynamic Island presentation away. Expected result The alarm should be fully dismissed.
5
0
345
4d
CloudKit, cannot deploy private database initial schema to production
We’re using a private database with a custom zone. Record types and related schema are created programmatically rather than through the dashboard. When running the app in the development environment, I can see that data is saved and can be retrieved successfully. However, in the iCloud console, I don’t see any record types or even the custom zone. Additionally, I’m unable to deploy any schema to production because no changes are detected. Do you have any ideas on what we might be missing? Installing the app from TestFlight when trying to upload a record CloudKit reports this error:
2
0
288
4d
[iOS 26] iOS App Does Not Receive Deep Link from Widget When Using widgetAccentedRenderingMode on Image
Summary When a SwiftUI widget uses a Link containing an Image modified with .widgetAccentedRenderingMode (using any mode except .fullColor), tapping the image on the widget launches the app but does not pass the expected deep link URL to the SceneDelegate. Steps to Reproduce Create a SwiftUI Widget View with a Link: struct ImageView: View { var image: UIImage var body: some View { Link(URL(string: myapp://image)!) { Image(uiImage: image) .resizable() .widgetAccentedRenderingMode(.accentedDesaturated) // or any mode other than .fullColor .scaledToFill() .clipped() } } } Add Custom URL Scheme in Info.plist: CFBundleURLName com.company.myapp CFBundleURLSchemes myapp Implement Deep Link Handling in SceneDelegate: func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) { if let url = connectionOptions.urlContexts.first?.url { handle(url) } } func scene(_ scene: UIScene, openURLContexts urlContexts: Set) { if let url = urlContexts.first?.url { ha
3
0
511
4d
Reply to Subscription Status - Missing Metadata
Just wanted to add a final addendum for anyone who finds this thread in the future. In my first addendum I said to make sure your subscription shows up here: in AppStoreConnect > Apps > Distribution > iOS App > {version you are releasing} - If you do not see your subscriptions under In-App Purchases and Subscriptions on this page - then your subscription/in-app purchase is not a part of your submission I still think this is accurate; however I do want to call out that it was visible for me to view as part of my submission prior to submitting. When I went back and looked at it after the submission was approved - it was no longer there. I panicked a little thinking that I had a live App Store listing without subscriptions again - but when I checked the app listing, it did show in-app purchases. More importantly, when I downloaded the app from the App Store and tested the onboarding - the paywall showed the subscriptions correctly and allowed them to be selected. The second
4d
Subscription Status - Missing Metadata
Hello Support Team member - I hope you are having a good day. My app has been approved and I manually released it 8 hours ago. Currently users do not see the subscriptions available on the paywall, and the subscriptions do not show up under in-app purchases in the app store. When I look at my subscriptions in AppStoreConnect - they say Missing Metadata. When I look inside the subscriptions - one of the two has a localization that is showing a status of Prepare for Submission. The other subscription does not have a localization - and there is nothing within the subscription that has a yellow warning alert. How can I resolve this? Thank you much!
3
0
94
4d
Reply to Distributing In House Apps via my OWN website
Maybe back up a bit. To distribute iOS apps to internal users of your organization, you need to have an Enterprise Developer account. You can then distribute your iOS apps via your own internal website, as described here: https://support.apple.com/guide/deployment/depce7cefc4d/web I don't have an Enterprise account, so that's all I can say about it. It sounds like you are trying to run iOS apps on your Macs. You can certainly do that. However, that is a feature designed for end users' convenience. From a developer's perspective, it isn't more convenient. You can bypass the complications of the Enterprise account by developing Mac-native apps. Then you can distribute them on your own website as DTS Engineer describes. The difficulty here is going to be how you develop the iOS apps. If you are developing stand-alone apps, you could use SwiftUI or the Mac Catalyst framework to built Mac apps using cross-platform or iOS APIs. But if you are using some 3rd party tool to build your iOS apps, then you'll ha
5d
Reply to Performance degradation of HTTP/3 requests in iOS app under specific network conditions
Thanks for the tips — both already in place. The test app calls finishTasksAndInvalidate() after each run and waits for urlSession(_:didBecomeInvalidWithError:) before proceeding; that's what made the qlog files appear reliably. And yes, I pulled everything into a standalone macOS app — that's where all the measurements below were taken. I've been systematically comparing configurations. The key variable is request size: our /api/launch POST has ~18 KB of headers (cookies, auth tokens, experiment flags) plus a small body. With URLSessionConfiguration.default, measuring requestStart→requestEnd from URLSessionTaskMetrics: H3 · large headers · modern engine · with prewarm 230 ms - 542 ms H3 · large headers · modern engine · no prewarm 34 ms-57 ms H3 · large headers · classic engine · with prewarm 24 ms-26 ms H3 · small headers · any config 0 ms H2 · any config 0 ms (because, as I understand it, sending packets here is at a different level in tcp and the implementation doesn't know when it sent the last
4d
Reply to Reclaiming cached data from an `enumerateDirectory` call
[quote='885813022, DTS Engineer, /thread/824156?answerId=885813022#885813022'] Some of the information here may already be obvious or well understood to you. [/quote] Thank you for taking the time to write all this down. That context is very helpful, especially as I'm not super familiar with the lower level Unix APIs related to this. [quote='885809022, DTS Engineer, /thread/824156?answerId=885809022#885809022'] I don't think that's a safe assumption and, in practice, I think you're very likely to see lots of cases where a lookup ISN'T generated. I don't think a basic ls will generate a lookup call and I'd expect/hope the Finder would avoid it at least some of the time. [/quote] Both of those expectations don't The second expectation doesn't seem to be what happens in reality, at least on macOS 15.7.5. I've been testing with a sample file system that has a directory with 10,000 items. When I do a time ls /Volumes/MyFS/dir, I see that a lookupItem call was done for every single item (actually, 2 for each item,
Topic: App & System Services SubTopic: Core OS Tags:
5d
PSA: UISceneDelegate.openURLContexts called twice sometimes in iOS 26
If you use UISceneDelegate's scene(_ scene: UIScene, openURLContexts URLContexts: Set) to handle deep links (such as tapping a widget) you might run into an issue where this callback is called twice in the majority of cases. If you push a view controller in response to this, you might end up with two pushed view controllers, if you do not mitigate this. This is exclusively an issue in iOS 26.0 and works as expected on iOS 18. func scene(_ scene: UIScene, openURLContexts URLContexts: Set) { /// Add any widget to the home screen that uses the widgetURL modifier and tap them. Most of the time, openURLContexts() will get called twice. /// If you run this project on iOS 18, it's *always* called once as expected. print(openURLContexts (URLContexts)) } Filed as FB20301454
4
0
484
5d
Can the same widget in an Xcode project support multiple targets?
Hello everyone, my app A now supports iOS Widget C under the same Xcode project. Now I have another app B under this project, and I hope it can also support this Widget C. What should be done? How should the app group be configured? I have found some solutions: for example, add this key under the info.plist corresponding to app B: NSExtension NSExtensionPointIdentifier com.apple.widgetkit-extension NSExtensionPrincipalClass $(PRODUCT_MODULE_NAME).WidgetEntryView However, when I configured it and started running, not only could I not see the support Widget C, but the screen also went black. Thank you all.
1
0
130
5d
RealityView content disappears when selecting Lock In Place on visionOS
I'm experiencing an issue where all RealityView content disappears when the user selects Lock In Place from the window management menu (long press on close button). Follow Me works correctly and this happens in Testflight builds only not reproducible when I run locally I have reproduced this with a minimal project containing nothing but a simple red cube — no custom anchors, no app state, no dependencies. Steps to Reproduce: Open an ImmersiveSpace A red cube is placed 1m in front of the user via RealityView Long press the X button on any floating window Select Lock In Place The cube disappears immediately Expected: Cube remains visible after window is locked Actual: Cube disappears. Note: Follow Me does NOT reproduce this issue. Minimal reproducible code: struct ImmersiveView: View { var body: some View { RealityView { content in let cube = ModelEntity( mesh: .generateBox(size: 0.3), materials: [SimpleMaterial(color: .red, isMetallic: false)] ) cube.setPosition(SIMD3(0, 1.5, -1), relativeTo: nil) con
1
0
1.1k
5d
Reply to RealityView content disappears when selecting Lock In Place on visionOS
Hi @Kunal07 Thanks for the focused repro, that's genuinely helpful. Could selecting Lock In Place be causing the ImmersiveSpace to be dismissed, which is why the RealityView content vanishes? I'm not yet sure why this only reproduces under TestFlight and not when running locally from Xcode. I'd greatly appreciate it if you could open a bug report. Please include a zipped copy of the minimal Xcode project that reproduces the issue and a reference to this forum post, and post the FB number back here once you do. Bug Reporting: How and Why? has tips on creating your bug report.
Topic: Spatial Computing SubTopic: General Tags:
5d
TimePicker numeric pad popover renders as a narrow bar on iPadOS 26.4.1
When tapping the currently selected time in a TimePicker (wheel style) component to invoke the inline numeric pad popover, the popover renders incorrectly on iPadOS 26.4.1 — it appears as a very narrow single-line/bar rather than the full numeric keypad layout. Steps to Reproduce: Run Reminder, create a new reminder and add a custom time Tap the currently selected time value to trigger the numeric pad popover Observe the popover layout Expected Result: A properly sized popover appears containing a full numeric keypad, allowing direct numeric input of the time value — consistent with behavior on iPadOS 18.x Actual Result: The popover appears as an extremely narrow horizontal bar (single line height), making the numeric pad unusable Regression: Works correctly on iPadOS 18.x through iPadOS 26.3. Broken on iPadOS 26.4.1 (Xcode 26.x simulator and/or physical device). https://www.youtube.com/shorts/bd3pYA3B-iI https://www.youtube.com/shorts/wSHzepHBwEY Feedback: FB22517457
Topic: UI Frameworks SubTopic: UIKit
Replies
2
Boosts
0
Views
302
Activity
4d
Stuck on "Sending analysis to App Store Connect
Hey, im running a MacBook Pro m2 26.4.1 and Xcode 26.4. I'm trying to upload to App Store Connect and it's getting stuck on Sending analysis to App Store Connect.... now what's interesting my Mac mini m4. same iOS works fine? Any ideas
Replies
2
Boosts
0
Views
162
Activity
4d
AlarmKit leaves an empty zombie Live Activity in Dynamic Island after swipe-dismiss while unlocked
Hi, We are the developers of Morning Call (https://morningcall.info), and we believe we may have identified an AlarmKit / system UI bug on iPhone. We can reproduce the same behavior not only in our app, but also in Apple’s official AlarmKit sample app, which strongly suggests this is a framework or system-level issue rather than an app-specific bug. Demonstration Video of producing zombie Live Activity https://www.youtube.com/watch?v=cZdF3oc8dVI Related Thread https://developer.apple.com/forums/thread/812006 https://developer.apple.com/forums/thread/817305 https://developer.apple.com/forums/thread/807335 Environment iPhone with Dynamic Island Alarm created using AlarmKit Device is unlocked when the alarm begins alerting Steps to reproduce Schedule an AlarmKit alarm. Wait for the alarm to alert while the device is unlocked. The alarm appears in Dynamic Island. Instead of tapping the intended stop or dismiss button, swipe the Dynamic Island presentation away. Expected result The alarm should be fully dismissed.
Replies
5
Boosts
0
Views
345
Activity
4d
CloudKit, cannot deploy private database initial schema to production
We’re using a private database with a custom zone. Record types and related schema are created programmatically rather than through the dashboard. When running the app in the development environment, I can see that data is saved and can be retrieved successfully. However, in the iCloud console, I don’t see any record types or even the custom zone. Additionally, I’m unable to deploy any schema to production because no changes are detected. Do you have any ideas on what we might be missing? Installing the app from TestFlight when trying to upload a record CloudKit reports this error:
Replies
2
Boosts
0
Views
288
Activity
4d
[iOS 26] iOS App Does Not Receive Deep Link from Widget When Using widgetAccentedRenderingMode on Image
Summary When a SwiftUI widget uses a Link containing an Image modified with .widgetAccentedRenderingMode (using any mode except .fullColor), tapping the image on the widget launches the app but does not pass the expected deep link URL to the SceneDelegate. Steps to Reproduce Create a SwiftUI Widget View with a Link: struct ImageView: View { var image: UIImage var body: some View { Link(URL(string: myapp://image)!) { Image(uiImage: image) .resizable() .widgetAccentedRenderingMode(.accentedDesaturated) // or any mode other than .fullColor .scaledToFill() .clipped() } } } Add Custom URL Scheme in Info.plist: CFBundleURLName com.company.myapp CFBundleURLSchemes myapp Implement Deep Link Handling in SceneDelegate: func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) { if let url = connectionOptions.urlContexts.first?.url { handle(url) } } func scene(_ scene: UIScene, openURLContexts urlContexts: Set) { if let url = urlContexts.first?.url { ha
Replies
3
Boosts
0
Views
511
Activity
4d
Add for review 'save" btn is not working when select build
I set up all the App Store details, including support info and other required information, but I’m having an issue when adding a build and trying to save. The Save button turns red, and I’m not sure why. It’s not showing what I’m missing in the setup.
Replies
1
Boosts
0
Views
66
Activity
4d
Reply to Subscription Status - Missing Metadata
Just wanted to add a final addendum for anyone who finds this thread in the future. In my first addendum I said to make sure your subscription shows up here: in AppStoreConnect > Apps > Distribution > iOS App > {version you are releasing} - If you do not see your subscriptions under In-App Purchases and Subscriptions on this page - then your subscription/in-app purchase is not a part of your submission I still think this is accurate; however I do want to call out that it was visible for me to view as part of my submission prior to submitting. When I went back and looked at it after the submission was approved - it was no longer there. I panicked a little thinking that I had a live App Store listing without subscriptions again - but when I checked the app listing, it did show in-app purchases. More importantly, when I downloaded the app from the App Store and tested the onboarding - the paywall showed the subscriptions correctly and allowed them to be selected. The second
Replies
Boosts
Views
Activity
4d
Subscription Status - Missing Metadata
Hello Support Team member - I hope you are having a good day. My app has been approved and I manually released it 8 hours ago. Currently users do not see the subscriptions available on the paywall, and the subscriptions do not show up under in-app purchases in the app store. When I look at my subscriptions in AppStoreConnect - they say Missing Metadata. When I look inside the subscriptions - one of the two has a localization that is showing a status of Prepare for Submission. The other subscription does not have a localization - and there is nothing within the subscription that has a yellow warning alert. How can I resolve this? Thank you much!
Replies
3
Boosts
0
Views
94
Activity
4d
Reply to Distributing In House Apps via my OWN website
Maybe back up a bit. To distribute iOS apps to internal users of your organization, you need to have an Enterprise Developer account. You can then distribute your iOS apps via your own internal website, as described here: https://support.apple.com/guide/deployment/depce7cefc4d/web I don't have an Enterprise account, so that's all I can say about it. It sounds like you are trying to run iOS apps on your Macs. You can certainly do that. However, that is a feature designed for end users' convenience. From a developer's perspective, it isn't more convenient. You can bypass the complications of the Enterprise account by developing Mac-native apps. Then you can distribute them on your own website as DTS Engineer describes. The difficulty here is going to be how you develop the iOS apps. If you are developing stand-alone apps, you could use SwiftUI or the Mac Catalyst framework to built Mac apps using cross-platform or iOS APIs. But if you are using some 3rd party tool to build your iOS apps, then you'll ha
Replies
Boosts
Views
Activity
5d
Reply to Performance degradation of HTTP/3 requests in iOS app under specific network conditions
Thanks for the tips — both already in place. The test app calls finishTasksAndInvalidate() after each run and waits for urlSession(_:didBecomeInvalidWithError:) before proceeding; that's what made the qlog files appear reliably. And yes, I pulled everything into a standalone macOS app — that's where all the measurements below were taken. I've been systematically comparing configurations. The key variable is request size: our /api/launch POST has ~18 KB of headers (cookies, auth tokens, experiment flags) plus a small body. With URLSessionConfiguration.default, measuring requestStart→requestEnd from URLSessionTaskMetrics: H3 · large headers · modern engine · with prewarm 230 ms - 542 ms H3 · large headers · modern engine · no prewarm 34 ms-57 ms H3 · large headers · classic engine · with prewarm 24 ms-26 ms H3 · small headers · any config 0 ms H2 · any config 0 ms (because, as I understand it, sending packets here is at a different level in tcp and the implementation doesn't know when it sent the last
Replies
Boosts
Views
Activity
4d
Reply to Reclaiming cached data from an `enumerateDirectory` call
[quote='885813022, DTS Engineer, /thread/824156?answerId=885813022#885813022'] Some of the information here may already be obvious or well understood to you. [/quote] Thank you for taking the time to write all this down. That context is very helpful, especially as I'm not super familiar with the lower level Unix APIs related to this. [quote='885809022, DTS Engineer, /thread/824156?answerId=885809022#885809022'] I don't think that's a safe assumption and, in practice, I think you're very likely to see lots of cases where a lookup ISN'T generated. I don't think a basic ls will generate a lookup call and I'd expect/hope the Finder would avoid it at least some of the time. [/quote] Both of those expectations don't The second expectation doesn't seem to be what happens in reality, at least on macOS 15.7.5. I've been testing with a sample file system that has a directory with 10,000 items. When I do a time ls /Volumes/MyFS/dir, I see that a lookupItem call was done for every single item (actually, 2 for each item,
Topic: App & System Services SubTopic: Core OS Tags:
Replies
Boosts
Views
Activity
5d
PSA: UISceneDelegate.openURLContexts called twice sometimes in iOS 26
If you use UISceneDelegate's scene(_ scene: UIScene, openURLContexts URLContexts: Set) to handle deep links (such as tapping a widget) you might run into an issue where this callback is called twice in the majority of cases. If you push a view controller in response to this, you might end up with two pushed view controllers, if you do not mitigate this. This is exclusively an issue in iOS 26.0 and works as expected on iOS 18. func scene(_ scene: UIScene, openURLContexts URLContexts: Set) { /// Add any widget to the home screen that uses the widgetURL modifier and tap them. Most of the time, openURLContexts() will get called twice. /// If you run this project on iOS 18, it's *always* called once as expected. print(openURLContexts (URLContexts)) } Filed as FB20301454
Replies
4
Boosts
0
Views
484
Activity
5d
Can the same widget in an Xcode project support multiple targets?
Hello everyone, my app A now supports iOS Widget C under the same Xcode project. Now I have another app B under this project, and I hope it can also support this Widget C. What should be done? How should the app group be configured? I have found some solutions: for example, add this key under the info.plist corresponding to app B: NSExtension NSExtensionPointIdentifier com.apple.widgetkit-extension NSExtensionPrincipalClass $(PRODUCT_MODULE_NAME).WidgetEntryView However, when I configured it and started running, not only could I not see the support Widget C, but the screen also went black. Thank you all.
Replies
1
Boosts
0
Views
130
Activity
5d
RealityView content disappears when selecting Lock In Place on visionOS
I'm experiencing an issue where all RealityView content disappears when the user selects Lock In Place from the window management menu (long press on close button). Follow Me works correctly and this happens in Testflight builds only not reproducible when I run locally I have reproduced this with a minimal project containing nothing but a simple red cube — no custom anchors, no app state, no dependencies. Steps to Reproduce: Open an ImmersiveSpace A red cube is placed 1m in front of the user via RealityView Long press the X button on any floating window Select Lock In Place The cube disappears immediately Expected: Cube remains visible after window is locked Actual: Cube disappears. Note: Follow Me does NOT reproduce this issue. Minimal reproducible code: struct ImmersiveView: View { var body: some View { RealityView { content in let cube = ModelEntity( mesh: .generateBox(size: 0.3), materials: [SimpleMaterial(color: .red, isMetallic: false)] ) cube.setPosition(SIMD3(0, 1.5, -1), relativeTo: nil) con
Replies
1
Boosts
0
Views
1.1k
Activity
5d
Reply to RealityView content disappears when selecting Lock In Place on visionOS
Hi @Kunal07 Thanks for the focused repro, that's genuinely helpful. Could selecting Lock In Place be causing the ImmersiveSpace to be dismissed, which is why the RealityView content vanishes? I'm not yet sure why this only reproduces under TestFlight and not when running locally from Xcode. I'd greatly appreciate it if you could open a bug report. Please include a zipped copy of the minimal Xcode project that reproduces the issue and a reference to this forum post, and post the FB number back here once you do. Bug Reporting: How and Why? has tips on creating your bug report.
Topic: Spatial Computing SubTopic: General Tags:
Replies
Boosts
Views
Activity
5d