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“translate scheme”

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String Catalog stops updating upon changing source code
If you add a new string in your app (for example String(localized: contact_support_message, defaultValue: Please contact support)), then later you change that default value and rebuild, the string catalog updates to match as expected. But once that string is translated, changing the default value in code and rebuilding does not update the catalog. You seemingly have to go manually change the default value for English in the catalog to match the code (which marks the translation as Needs Review). Is there a better way? Or is there a way to determine what strings have default values in code that do not match the catalog values to see if any were missed as wording was tweaked over time?
3
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167
Jan ’26
In SwiftUI on macOS, using instancing in RealityKit, how can I set individual colours per instance?
I have written this function: @available(macOS 26.0, *) func instancing() async -> Entity { let entity = Entity() do { // 1. Create a CustomMaterial let library = offscreenRenderer.pointRenderer!.device.makeDefaultLibrary()! let surfaceShader = CustomMaterial.SurfaceShader( named: surfaceShaderWithCustomUniforms, // This must match the function name in Metal in: library ) let instanceCount = 10 // No idea how to actually use this... // let bufferSize = instanceCount * MemoryLayout.stride // // // Create the descriptor // var descriptor = LowLevelBuffer.Descriptor(capacity: bufferSize, sizeMultiple: MemoryLayout.stride) // // // Initialize the buffer // let lowLevelBuffer = try LowLevelBuffer(descriptor: descriptor) // lowLevelBuffer.withUnsafeMutableBytes { rawBytes in // // Bind the raw memory to the UInt32 type // let pointer = rawBytes.bindMemory(to: UInt32.self) // pointer[1] = 0xff_0000 // pointer[0] = 0x00_ff00 // pointer[2] = 0x00_00ff // pointer[3] = 0xff_ff00 // pointer[4] = 0xff_00ff // pointer[5
1
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262
Jan ’26
xcodebuild does not retry UI tests with xcode 26.2
I have ios UI tests that are build with command xcodebuild -workspace ... -scheme ... -configuration ... -derivedDataPath ... -destination ... -testPlan ... build-for-testing Then I run them with xcodebuild -destination ... -resultBundlePath ... -parallel-testing-worker-count ... -xctestrun ... test-without-building I also have following settings in testplan maximumTestRepetitions : 3, testRepetitionMode : retryOnFailure, With xcode 16.4 tests were retried on failure up to 3 times, but migrating to xcode 26.2 seems to change this behavior and tests are no longer retried. Is it expected behaviour and I should manually add params like -test-iterations 3 -retry-tests-on-failure into xcodebuild test-without-building command? Here is xcresult - https://drive.google.com/file/d/1xHgiZnIK_lptDSUf-fCyEnT9zYubZlCf/view?usp=sharing And testrun file -https://drive.google.com/file/d/1aBi2sTjy8zFYtgYn1KA60T8gwD_OnBCF/view?usp=sharing
1
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222
Jan ’26
TestFlight build visible on macOS but not installable: “Can only be tested on an iOS device” for Mac (Designed for iPad)
Hello everyone. We have an app that has been on the App Store for several years, originally distributed for iOS and iPadOS only. Recently, we enabled Mac (Designed for iPad) and started distributing macOS-compatible builds. Current situation: The app is available and downloadable from the macOS App Store and runs correctly on Apple Silicon Macs. The same app/build appears in TestFlight on macOS, but cannot be installed. TestFlight shows the message: “This app can only be tested on an iOS device.” This suggests the app itself is Mac-compatible, but TestFlight is treating the build as iOS-only. Environment and checks performed: Mac is Apple Silicon. App Store Connect app-level availability for Mac (Designed for iPad) is enabled. The app is not Mac Catalyst; it is a UIKit iOS/iPadOS app. Distribution is done via GitLab CI. CI uploads use an App Store provisioning profile (Apple Distribution), not development or ad-hoc. iPhone and iPad TestFlight installs work as expected. Info.plist verification: UIRequiredDevic
1
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166
Jan ’26
Reply to How do I build a framework and be able to use it within the same project
Thanks for the post, love you selected emoji! This a great post for developers to provide their opinion on how they will handle that situation. In my modest opinion I would make sure the framework is build for external use and reference in the project as an external framework, if the code is part of the project, you can just include the file you want instead of using it as a framework. Otherwise just build the framework and use it as you would be using an external framework. Ensure that the framework search path includes the directory containing your framework bundle. You typically want to point to the or directory inside . Alternatively, use which automatically points to the correct build directory depending on the scheme (Debug/Release). If your framework is custom and part of the same project, ensure it's added to the Link Binary With Libraries phase of your app target. Consider copying the framework into the app bundle if needed by setting up a Copy Files build phase. If your framework and app ar
Jan ’26
Reply to Pending Termination Notice and App Removed from Store
The following states what they say you have done. App submissions from your account have engaged in concept or feature switch schemes to evade the review process, such as dynamically populating different app content after review, submitting apps with hidden features, repeatedly submitting misleading apps, and/or submitting apps with concrete references to content that you are not authorized to provide or is otherwise not appropriate for the App Store.
Jan ’26
Pending Termination Notice and App Removed from Store
Hi, I published my first app (a Unity game) in August 2025, and at the start of December I began promoting it and getting users. I’ve submitted around 10 updates since release, and each has been approved. It was sitting at a 4.8 star rating from roughly 80 ratings. It’s a simple endless runner style game called “Rushy Road” where you drive a car down a road, dodging traffic and collecting powerups to try and make it as far as you can, with different unlockable vehicles and upgrades. However, my app was just suddenly removed from the App Store and I received a Pending Termination Notice saying: “Upon further review of the activity associated with your Apple Developer Program membership, it's been determined that your membership, or a membership associated with your account, has been used for dishonest or fraudulent activity, in violation of the Apple Developer Program License Agreement. Given the severity of the identified issues, all apps associated with your Apple Developer Program account have been removed
1
0
137
Jan ’26
Reply to Apple App Site Association (AASA) and Universal Links Issue
Thanks for the post. Yes, absolutely. Your understanding of the situation is largely correct, and this is a very common point of confusion and frustration when working with Universal Links, WebViews, and OAuth flows in iOS. I have indeed developed mobile apps that extensively use Apple App Site Association (AASA) and Universal Links in iOS, and I've encountered this exact scenario many times with browsers that are not safari. I always recommend to test using the iOS Notes app to see if the app its open correctly. Universal Links are primarily designed to work when a link is opened from a system-level context (Safari, Mail, Messages, Notes, or any app that explicitly asks the OS to open a URL, like UIApplication.shared.open(url)). When a WKWebView (or UIWebView for older apps) attempts to navigate to a Universal Link URL, the WebView itself is acting as a miniature browser. It does not automatically hand off the URL to the iOS operating system for Universal Link resolution. Instead, it tries to load that URL i
Topic: UI Frameworks SubTopic: General
Jan ’26
Reply to Hardware Memory Tag (MIE) enforcement outside of debugger
So, I have three bits of good news: My boss got me an iPhone 17 so that I can test this properly. Thanks boss! It was a public holiday in the US yesterday, which allowed me to catch up a bit, so I had some time to play with MIE today. I figured out the sequence to get soft mode crash reports (-: Here’s what I did: Using Xcode 26.2 on macOS 26.2 [1], I created a new project from the iOS > App template, choosing Objective-C as the language. In the view controller, I added this code: - (IBAction)testAction:(id)sender { char * buf = malloc(32); buf[16] += 1; free(buf); buf[16] += 1; } I added a Test button and wired it up to that action. In Signing & Capabilities, I added the Enhanced Security capability and checked all the boxes (-: In the scheme editor, I enabled Diagnostics > Hardware Memory Tagging. I selected an iPhone 17 running iOS 26.2 as my run destination and chose Product > Run. On the device, I tapped the Test button. It trapped, with Xcode highlighting the second increment. So f
Topic: Privacy & Security SubTopic: General Tags:
Jan ’26
Translation Framework: Code 16 "Offline models not available" despite status showing .installed
Hi everyone, I'm experiencing an inconsistent behavior with the Translation framework on iOS 18. The LanguageAvailability.status() API reports language models as .installed, but translation fails with Code 16. Setup: Using translationTask modifier with TranslationSession Batch translation with explicit source/target languages Languages: Portuguese→English, German→English Issue: let status = await LanguageAvailability().status(from: sourceLang, to: targetLang) // Returns: .installed // But translation fails: let responses = try await session.translations(from: requests) // Error: TranslationErrorDomain Code=16 Offline models not available Logs: Language model installed: pt -> en Language model installed: de -> en Starting translation: de -> en Error Domain=TranslationErrorDomain Code=16 Translation failedNSLocalizedFailureReason=Offline models not available for language pair What I've tried: Re-downloading languages in Settings Using source: nil fo
1
0
453
Jan ’26
Organization enrollment blocked at identity/address step (“Contact Us to Continue”) after prior decline and corrected notary document
Current issue (happening now) I get blocked immediately after entering my identity details and address. Apple Developer app (iPhone) I start the enrollment flow. After identity verification, I enter my address (Street Address, City/Town, State/Province, Postal/Zip, Phone). As soon as I tap Continue, I get: Contact Us to Continue There may be an issue with your account that needs to be resolved before you can continue. Please contact support. I cannot proceed past this point. Web enrollment (developer.apple.com) When I try on the web, I get: Your enrollment could not be completed. Your enrollment in the Apple Developer Program could not be completed at this time. This happens right after providing identity + address (before I can proceed further). Previous timeline (related background) ~3 months ago I incorporated my company in Türkiye (Ltd. Şti.) and tried to enroll as an organization. What happened First attempt on the web: enrollment was approved, but I couldn’t complete payment. Support told me to reset an
0
0
226
Jan ’26
Reply to HELP WITH SUBSCRIPTIONS
If you are using SubscriptionStoreView with groupID overload, make sure the groupID entered is matching with the one in App Store Connect, not the one from your Xcode StoreKit configuration file. In Xcode testing, you need a StoreKit config file, and make sure to select Edit Scheme -> Options tab and select StoreKit Configuration to the correct configuration file. But this does not affect your App Store version. You might need to handle unfinished transactions. Take a look at sample code from WWDC25 on StoreKit 2.
Topic: App & System Services SubTopic: StoreKit Tags:
Jan ’26
AppKit - Legal to Change a View's Frame in -viewDidLayout?
I have (had) a view controller that does a bit of manual layout in a -viewDidLayout override. This was pretty easy to manage - however since introducing NSGlassEffectView into the view hierarchy I sometimes am getting hit with Unable to simultaneously satisfy constraints and Appkit would break a constraint to 'recover.' It appears translatesAutoresizingMaskIntoConstraints is creating some really weird fixed width and height constraints. Here I wasn't doing any autolayout - just add the glass view and set its frame in -viewDidLayout. At runtime since I do manual layout in -viewDidLayout the frames are fixed and there is no real error in my app in practice though I wanted to get rid of the constraint breaking warning being logged because I know Autolayout can be aggressive about 'correctness' who knows if they decide to throw and not catch in the future. In my perfect world I would probably just prefer a view.doesManualLayout = YES here - the subviews are big containers no labels so localization is not an issue
2
0
318
Jan ’26
String Catalog stops updating upon changing source code
If you add a new string in your app (for example String(localized: contact_support_message, defaultValue: Please contact support)), then later you change that default value and rebuild, the string catalog updates to match as expected. But once that string is translated, changing the default value in code and rebuilding does not update the catalog. You seemingly have to go manually change the default value for English in the catalog to match the code (which marks the translation as Needs Review). Is there a better way? Or is there a way to determine what strings have default values in code that do not match the catalog values to see if any were missed as wording was tweaked over time?
Replies
3
Boosts
0
Views
167
Activity
Jan ’26
In SwiftUI on macOS, using instancing in RealityKit, how can I set individual colours per instance?
I have written this function: @available(macOS 26.0, *) func instancing() async -> Entity { let entity = Entity() do { // 1. Create a CustomMaterial let library = offscreenRenderer.pointRenderer!.device.makeDefaultLibrary()! let surfaceShader = CustomMaterial.SurfaceShader( named: surfaceShaderWithCustomUniforms, // This must match the function name in Metal in: library ) let instanceCount = 10 // No idea how to actually use this... // let bufferSize = instanceCount * MemoryLayout.stride // // // Create the descriptor // var descriptor = LowLevelBuffer.Descriptor(capacity: bufferSize, sizeMultiple: MemoryLayout.stride) // // // Initialize the buffer // let lowLevelBuffer = try LowLevelBuffer(descriptor: descriptor) // lowLevelBuffer.withUnsafeMutableBytes { rawBytes in // // Bind the raw memory to the UInt32 type // let pointer = rawBytes.bindMemory(to: UInt32.self) // pointer[1] = 0xff_0000 // pointer[0] = 0x00_ff00 // pointer[2] = 0x00_00ff // pointer[3] = 0xff_ff00 // pointer[4] = 0xff_00ff // pointer[5
Replies
1
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0
Views
262
Activity
Jan ’26
xcodebuild does not retry UI tests with xcode 26.2
I have ios UI tests that are build with command xcodebuild -workspace ... -scheme ... -configuration ... -derivedDataPath ... -destination ... -testPlan ... build-for-testing Then I run them with xcodebuild -destination ... -resultBundlePath ... -parallel-testing-worker-count ... -xctestrun ... test-without-building I also have following settings in testplan maximumTestRepetitions : 3, testRepetitionMode : retryOnFailure, With xcode 16.4 tests were retried on failure up to 3 times, but migrating to xcode 26.2 seems to change this behavior and tests are no longer retried. Is it expected behaviour and I should manually add params like -test-iterations 3 -retry-tests-on-failure into xcodebuild test-without-building command? Here is xcresult - https://drive.google.com/file/d/1xHgiZnIK_lptDSUf-fCyEnT9zYubZlCf/view?usp=sharing And testrun file -https://drive.google.com/file/d/1aBi2sTjy8zFYtgYn1KA60T8gwD_OnBCF/view?usp=sharing
Replies
1
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0
Views
222
Activity
Jan ’26
Reply to App Store doesn't display English among available languages for my new app
The rows in the English column all contain black text, which is the text passed as the value argument to NSLocalizedString(_:value:comment:). The app also runs in English if I select it in the Xcode scheme editor.
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Activity
Jan ’26
TestFlight build visible on macOS but not installable: “Can only be tested on an iOS device” for Mac (Designed for iPad)
Hello everyone. We have an app that has been on the App Store for several years, originally distributed for iOS and iPadOS only. Recently, we enabled Mac (Designed for iPad) and started distributing macOS-compatible builds. Current situation: The app is available and downloadable from the macOS App Store and runs correctly on Apple Silicon Macs. The same app/build appears in TestFlight on macOS, but cannot be installed. TestFlight shows the message: “This app can only be tested on an iOS device.” This suggests the app itself is Mac-compatible, but TestFlight is treating the build as iOS-only. Environment and checks performed: Mac is Apple Silicon. App Store Connect app-level availability for Mac (Designed for iPad) is enabled. The app is not Mac Catalyst; it is a UIKit iOS/iPadOS app. Distribution is done via GitLab CI. CI uploads use an App Store provisioning profile (Apple Distribution), not development or ad-hoc. iPhone and iPad TestFlight installs work as expected. Info.plist verification: UIRequiredDevic
Replies
1
Boosts
0
Views
166
Activity
Jan ’26
Reply to How do I build a framework and be able to use it within the same project
Thanks for the post, love you selected emoji! This a great post for developers to provide their opinion on how they will handle that situation. In my modest opinion I would make sure the framework is build for external use and reference in the project as an external framework, if the code is part of the project, you can just include the file you want instead of using it as a framework. Otherwise just build the framework and use it as you would be using an external framework. Ensure that the framework search path includes the directory containing your framework bundle. You typically want to point to the or directory inside . Alternatively, use which automatically points to the correct build directory depending on the scheme (Debug/Release). If your framework is custom and part of the same project, ensure it's added to the Link Binary With Libraries phase of your app target. Consider copying the framework into the app bundle if needed by setting up a Copy Files build phase. If your framework and app ar
Replies
Boosts
Views
Activity
Jan ’26
Reply to Pending Termination Notice and App Removed from Store
The following states what they say you have done. App submissions from your account have engaged in concept or feature switch schemes to evade the review process, such as dynamically populating different app content after review, submitting apps with hidden features, repeatedly submitting misleading apps, and/or submitting apps with concrete references to content that you are not authorized to provide or is otherwise not appropriate for the App Store.
Replies
Boosts
Views
Activity
Jan ’26
Pending Termination Notice and App Removed from Store
Hi, I published my first app (a Unity game) in August 2025, and at the start of December I began promoting it and getting users. I’ve submitted around 10 updates since release, and each has been approved. It was sitting at a 4.8 star rating from roughly 80 ratings. It’s a simple endless runner style game called “Rushy Road” where you drive a car down a road, dodging traffic and collecting powerups to try and make it as far as you can, with different unlockable vehicles and upgrades. However, my app was just suddenly removed from the App Store and I received a Pending Termination Notice saying: “Upon further review of the activity associated with your Apple Developer Program membership, it's been determined that your membership, or a membership associated with your account, has been used for dishonest or fraudulent activity, in violation of the Apple Developer Program License Agreement. Given the severity of the identified issues, all apps associated with your Apple Developer Program account have been removed
Replies
1
Boosts
0
Views
137
Activity
Jan ’26
Reply to Apple App Site Association (AASA) and Universal Links Issue
Thanks for the post. Yes, absolutely. Your understanding of the situation is largely correct, and this is a very common point of confusion and frustration when working with Universal Links, WebViews, and OAuth flows in iOS. I have indeed developed mobile apps that extensively use Apple App Site Association (AASA) and Universal Links in iOS, and I've encountered this exact scenario many times with browsers that are not safari. I always recommend to test using the iOS Notes app to see if the app its open correctly. Universal Links are primarily designed to work when a link is opened from a system-level context (Safari, Mail, Messages, Notes, or any app that explicitly asks the OS to open a URL, like UIApplication.shared.open(url)). When a WKWebView (or UIWebView for older apps) attempts to navigate to a Universal Link URL, the WebView itself is acting as a miniature browser. It does not automatically hand off the URL to the iOS operating system for Universal Link resolution. Instead, it tries to load that URL i
Topic: UI Frameworks SubTopic: General
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Views
Activity
Jan ’26
Reply to Hardware Memory Tag (MIE) enforcement outside of debugger
So, I have three bits of good news: My boss got me an iPhone 17 so that I can test this properly. Thanks boss! It was a public holiday in the US yesterday, which allowed me to catch up a bit, so I had some time to play with MIE today. I figured out the sequence to get soft mode crash reports (-: Here’s what I did: Using Xcode 26.2 on macOS 26.2 [1], I created a new project from the iOS > App template, choosing Objective-C as the language. In the view controller, I added this code: - (IBAction)testAction:(id)sender { char * buf = malloc(32); buf[16] += 1; free(buf); buf[16] += 1; } I added a Test button and wired it up to that action. In Signing & Capabilities, I added the Enhanced Security capability and checked all the boxes (-: In the scheme editor, I enabled Diagnostics > Hardware Memory Tagging. I selected an iPhone 17 running iOS 26.2 as my run destination and chose Product > Run. On the device, I tapped the Test button. It trapped, with Xcode highlighting the second increment. So f
Topic: Privacy & Security SubTopic: General Tags:
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Views
Activity
Jan ’26
Reply to Translation framework error.
Hello @DaveOlsen1 , I am facing the same issue with Translation. How did you fix this issue?
Topic: App & System Services SubTopic: General Tags:
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Activity
Jan ’26
Translation Framework: Code 16 "Offline models not available" despite status showing .installed
Hi everyone, I'm experiencing an inconsistent behavior with the Translation framework on iOS 18. The LanguageAvailability.status() API reports language models as .installed, but translation fails with Code 16. Setup: Using translationTask modifier with TranslationSession Batch translation with explicit source/target languages Languages: Portuguese→English, German→English Issue: let status = await LanguageAvailability().status(from: sourceLang, to: targetLang) // Returns: .installed // But translation fails: let responses = try await session.translations(from: requests) // Error: TranslationErrorDomain Code=16 Offline models not available Logs: Language model installed: pt -> en Language model installed: de -> en Starting translation: de -> en Error Domain=TranslationErrorDomain Code=16 Translation failedNSLocalizedFailureReason=Offline models not available for language pair What I've tried: Re-downloading languages in Settings Using source: nil fo
Replies
1
Boosts
0
Views
453
Activity
Jan ’26
Organization enrollment blocked at identity/address step (“Contact Us to Continue”) after prior decline and corrected notary document
Current issue (happening now) I get blocked immediately after entering my identity details and address. Apple Developer app (iPhone) I start the enrollment flow. After identity verification, I enter my address (Street Address, City/Town, State/Province, Postal/Zip, Phone). As soon as I tap Continue, I get: Contact Us to Continue There may be an issue with your account that needs to be resolved before you can continue. Please contact support. I cannot proceed past this point. Web enrollment (developer.apple.com) When I try on the web, I get: Your enrollment could not be completed. Your enrollment in the Apple Developer Program could not be completed at this time. This happens right after providing identity + address (before I can proceed further). Previous timeline (related background) ~3 months ago I incorporated my company in Türkiye (Ltd. Şti.) and tried to enroll as an organization. What happened First attempt on the web: enrollment was approved, but I couldn’t complete payment. Support told me to reset an
Replies
0
Boosts
0
Views
226
Activity
Jan ’26
Reply to HELP WITH SUBSCRIPTIONS
If you are using SubscriptionStoreView with groupID overload, make sure the groupID entered is matching with the one in App Store Connect, not the one from your Xcode StoreKit configuration file. In Xcode testing, you need a StoreKit config file, and make sure to select Edit Scheme -> Options tab and select StoreKit Configuration to the correct configuration file. But this does not affect your App Store version. You might need to handle unfinished transactions. Take a look at sample code from WWDC25 on StoreKit 2.
Topic: App & System Services SubTopic: StoreKit Tags:
Replies
Boosts
Views
Activity
Jan ’26
AppKit - Legal to Change a View's Frame in -viewDidLayout?
I have (had) a view controller that does a bit of manual layout in a -viewDidLayout override. This was pretty easy to manage - however since introducing NSGlassEffectView into the view hierarchy I sometimes am getting hit with Unable to simultaneously satisfy constraints and Appkit would break a constraint to 'recover.' It appears translatesAutoresizingMaskIntoConstraints is creating some really weird fixed width and height constraints. Here I wasn't doing any autolayout - just add the glass view and set its frame in -viewDidLayout. At runtime since I do manual layout in -viewDidLayout the frames are fixed and there is no real error in my app in practice though I wanted to get rid of the constraint breaking warning being logged because I know Autolayout can be aggressive about 'correctness' who knows if they decide to throw and not catch in the future. In my perfect world I would probably just prefer a view.doesManualLayout = YES here - the subviews are big containers no labels so localization is not an issue
Replies
2
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0
Views
318
Activity
Jan ’26