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missing package product

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Reply to application(_:didFinishLaunchingWithOptions:) not called on MDM iPads after overnight idle — app resumes without cold start
We are seeing a strange lifecycle issue on multiple MDM-managed iPads where application(_:didFinishLaunchingWithOptions:) is not called after the device is idle overnight. Even if we terminate the app manually via the app switcher, the next morning the system does not perform a cold launch. Instead, the app resumes directly in: So, my first question here is how sure you are about EXACTLY what's happening. In particular, how do you KNOW didFinishLaunchingWithOptions is not being called? In particular, how does your logging infrastructure work and how far back in time would it track? My concern here is that what's missing here isn't that didFinishLaunchingWithOptions isn't being called, but that the app was actually initialized at some much earlier point in time when the system launched your app into the background and then suspended it, potentially hours earlier than the point you actually opened it. We have full logs from four separate MDM iPads showing identical behavior. Happy to share a minimal re
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Reply to UIKit - Stop ongoing animation on the extended setVisibleMapRect Animation time on MapKit
Hi Ed, Thank you for confirming that the native animation APIs are effectively non-interruptible. This validation saves us from chasing a magic configuration that doesn't exist. Sharing a bit about our use cases that the user must be able to interrupt the route preview immediately (e.g., to pan or zoom while the camera is moving on for example, 10 seconds of zooming). Regarding the performance spikes I mentioned: We have already implemented several optimizations to mitigate the 120Hz/8.33ms constraint you highlighted: Capping Frame Rate: We set preferredFrameRateRange to target 30-45 FPS (avoiding the 120Hz ProMotion tax) to reduce the workload and changed it depends on the device spec, how close or far is the zooming. Visual Thresholds: We try to skip rendering frames during CADisplayLink ticking with some threshold. Even with these throttles in place, simply calling setVisibleMapRect(..., animated: false) 30 times a second drives CPU usage to 80-100% on the simulator, likely due to the heavy vector tile re-
Topic: UI Frameworks SubTopic: UIKit Tags:
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Help: Compiled Timeline Issues
I have developed a fun living diorama world using Reality Composer Pro and XCode. Everything is as it should be, and it looks/works great ... until it does not. If I seem to make any change to any of the 10 timelines that I am using (all on the same scene, no nested scenes), running the app in simulator, device, and via testflight throws errors around compiled timelines, leading to the black screen of death. Every time I clean and run, the timelines in questions might change. Its very frustrating and impossible to track down. Heres are some examples. AssetLoadRequest failed because asset failed to load '/ (3661553931319769725 Timeline (RealityFileAsset)URL/file:///var/containers/Bundle/Application/F4408256-6014-4264-9E4B-F74AEF0EDE53/SantasVillage.app/RealityKitContent_RealityKitContent.bundle/RealityKitContent.reality/Timeline_779.compiledtimeline)' (failed to register asset) Asset / (13631856135570808851 AnimationLibraryAsset (RealityFileAsset)URL/file:///var/containers/Bundle/Application/F4408256-6014-4264
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in-app won't pass review for unknown reason
Hi, I am trying to get an app approved. In app purchases say that I need to fix something without saying what needs fixing. I can't add the in-app purchases to the app review and that one does not pass because there are in-app purchases missing. How can I fix this issue? I assume that during review someone could just write whats missing but obviously they won't. The message I received said: One or more of your In-App Purchases has been returned for the following app: Literally nothing else. Regards,
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EKReminder semantics: startDateComponents vs dueDateComponents vs alarms
Hi everyone, I'm building a task management app that layers on top of EventKit/Reminders. I'm also moderating /r/AppleReminders. I see a confusion around the semantics of dates on both the developer side and on the user side. I'm trying to map the standard productivity mental model to the EKReminder implementation and hitting some walls. In productivity contexts, a task tends to have three distinct dates: Start Date: When the task becomes actionable — Don’t alert the user before this date. Notification: When the device should buzz/ping the user — Meaning that they can get started on the task. Due Date: Hard deadline — If the system works well, tasks are meant to rarely be past-deadline; productivity systems are about meeting deadlines rather than about missing them. The EventKit Reality Here is what I’m seeing in practice, and I’m hoping someone can correct me if I’m wrong: Field Description In Practice (Reminders App) startDateComponents Docs say start date of the task See
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Reply to After upgrading to iOS 18, crashes caused by calling null function pointers cannot be captured by developers using signal listeners.
It’s better to reply as a reply, rather than in the comments; see Quinn’s Top Ten DevForums Tips for this and other titbits. The screenshot above is the iOS system's crash log Just clarify what we’re talking about here, this is an Apple crash report from iOS 26.1: Exception Type: EXC_BAD_ACCESS (SIGKILL) Exception Subtype: KERN_PROTECTION_FAILURE at 0x0000000000000000 … Thread 0 name: Dispatch queue: com.apple.main-thread Thread 0 Crashed: 0 ??? 0x0 ??? 1 Test808813 0x10058c128 -[MainViewController tableView:didSelectRowAtIndexPath:] + 100 2 UIKitCore 0x1a563bc98 -[UITableView _selectRowAtIndexPath:animated:scrollPosition:notifyDelegate:isCellMult… 3 UIKitCore 0x1a563bfbc -[UITableView _userSelectRowAtPendingSelectionIndexPath:animatedSelection:] + 255 4 UIKitCore 0x1a563c0c8 -[UITableView _userSelectRowAtPendingSelectionIndexPath:] + 215 5 UIKitCore 0x1a407d878 -[_UIAfterCACommitBlock run] + 71 … You’re concern is with that SIGKILL, where prior to iOS 18 this was a SIGSEGV. That doesn’t strike me as a proble
Topic: App & System Services SubTopic: Core OS Tags:
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Reply to App signed and notarized successfully, but macOS flags it as malicious on other machines
[quote='868752022, DMSAS, /thread/794045?answerId=868752022#868752022, /profile/DMSAS'] However, some Macs still have issues with malicious software [/quote] My advice is that you test your notarised software on a ‘clean’ machine. I generally use a VM for this. See Testing a Notarised Product. If that test fails, there’s definitely something wrong with your product and you should investigate that. I have lots of advice on that topic in Resolving Trusted Execution Problems. If that test succeeds but you receive sporadic reports of Gatekeeper problems from your users, that’s a trickier issue. It’s possible that you have a Gatekeeper problem with a specific OS release. You can investigate that by re-running the above-mentioned test process with that release. However, it’s more likely that there’s something borked on that user’s machine. That puts you in a bit of a bind: You want to help the user with their problem. But debugging their machine configuration problems isn’t really your core busine
Topic: Code Signing SubTopic: General Tags:
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Reply to Renaming notarized ZIP packages
[quote='809584021, st-gab, /thread/809584, /profile/st-gab'] is it possible to rename a notarized ZIP package and not to loose the notarized status? [/quote] Absolutely. I think you might benefit from reading Notarisation Fundamentals, which explains what the notary service actually does. Once you understand that, you should be able to work out for yourself what post-notarisations operations are OK. Specifically, you have watch out for any operation that breaks the seal on a code signature, such as: Modifying a Mach-O image Modifying the contents of a bundle Beyond that, everything else is pretty much fair game. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Code Signing SubTopic: Notarization Tags:
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Build keeps failing with PhaseScriptExecution error
I have a Unity AR project that I want to build for iOS. The build in Unity succeeds just fine, but when it opens in XCode, whatever I do, it keeps showing this error in GameAssembly: Command PhaseScriptExecution failed with a nonzero exit code. This error also doesn't open when choosing Reveal in Log. I have added the IL2CPP package in the Unity version, deleted and reentered scenes and no issue on Unity's side. On XCode I signed in with my developer account, tried deleting derived data, made a clean build and still the issue persists.
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Repeated rejection for Guideline 3.1.2 – Privacy Policy & EULA links present, but review still says missing
Hi everyone, I’m currently stuck with repeated App Store rejections under Guideline 3.1.2 (Subscriptions) and I honestly don’t know what else I can change. Apple keeps stating that the Privacy Policy link and Terms of Use (EULA) are missing from the app metadata. However, to the best of my knowledge, everything is already in place: The Privacy Policy link is: ✅ added in the Privacy Policy field in App Store Connect ✅ shown on the paywall ✅ accessible inside the app ✅ included in the app description The Terms of Use (Apple Standard EULA) are: ✅ linked in the app description ✅ shown on the paywall ✅ accessible inside the app This setup has been in place for multiple submissions, yet the app continues to be rejected with the same message saying these links are missing. At this point, I’m unsure: whether Apple expects the links in a very specific field or screen whether the reviewer is checking a different location or if I’m misunderstanding where exactly Apple requires these links to be present
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Stuck in "Waiting for Review"
My app's Custom Product Page (CPP) submission has been stuck in Waiting for Review since its initial submission on November 28th, for over two weeks now. Key Timeline and Troubleshooting: Initial Wait and Self-Check: Initially thought it was a normal queue, but there was no progress after several days. Comprehensive Troubleshooting: I have confirmed: Developer account agreements and tax status are normal/valid. This CPP is associated only with the live, published version of the app and is not linked to any pending new version. There are no Issues to Resolve prompts in the App Store Connect backend. Attempted Standard Solutions: I have tried Withdraw and Resubmit multiple times. The operation completes successfully, but the status always reverts to Waiting for Review and never progresses to In Review. Contacted Official Support: I have reported this issue multiple times through the App Store Connect Contact Us form and via email, explaining the suspected technical fault. However, I have not received a
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Monthly subscriptions immediately fail with "purchase cancelled" while yearly subscriptions work fine
I'm experiencing an issue where monthly and family monthly subscriptions fail immediately with purchase cancelled in TestFlight, while yearly and family yearly subscriptions work correctly. Setup: All 4 products in same subscription group All show Ready to Submit status Using react-native-iap with StoreKit 2 Testing in TestFlight sandbox The Problem: Yearly subscriptions work fine Monthly subscriptions fail immediately with E_USER_CANCELLED (no dialog appears, user didn't cancel) What I've verified: No active subscriptions (getAvailablePurchases() returns empty) No pending transactions Same subscription group for all products Product IDs match App Store Connect Code is identical for all products Error: E_USER_CANCELLED fires immediately when calling requestPurchase() for monthly products, but yearly products proceed normally. Questions: Why would monthly fail while yearly works (same group, same config)? Could this be sandbox state corruption for monthly products
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WKWebview returns an 'unsupported type' error on every single function after first success while other webview works flawlessly.
I'm working on a SwiftUI application that uses a couple different webviews in a tabview to render some mdx and codemirror editor. The editor webview, the one that's much more complicated works as expected. Some errors appear in the console due to what I imagine is a race condition that I'll get around to fixing, but it works as expected. The other webview which just renders a single, local html file to display a dead simple summary absolutely refuses to work. It first appears to work as expected (shows the same 'return type unsupported' error in the console though) on the initial request, but then refuses to process any JS functions for that particular webview. Even the functions themselves are being used between the two webviews, and they work as expected in the other. Even worse, when I copy and paste the generated JS code into the safari dev tools it works as expected, even in the broken webview. I've spent almost 12 hours on this today so far, and have made zero progress. I've tried commenting out just ab
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App Store Connect Showing Old Metadata After Updates (Account Termination Appeal APL255848)
Hello everyone, I’m an iOS developer from Türkiye, and I’m currently facing a serious issue regarding my Apple Developer account termination (Appeal Ticket: APL255848). Problem: I have removed all references, icons, descriptions, and metadata related to my previous app name (“Nano Banana”) both inside the app and on the App Store listing. I submitted updated assets, screenshots, and a new metadata package. However, the App Review Board seems to still be seeing old cached metadata, old icons, or previous descriptions that no longer exist in my build. Because of this, every response from App Store Connect repeats the same text, even though I have already made and proven all required changes. Current Situation: My account is terminated, and my appeal has been pending for over 3 weeks with identical non-actionable responses. I am not receiving my revenue for the past 2 months. I want to comply fully with the Apple Developer Program Agreement and provide any documents required (invoices, trademarks, API i
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