Beta is the prerelease version of software or hardware.

Posts under Beta tag

200 Posts

Post

Replies

Boosts

Views

Created

App Deleted itself after Freeze+ForceQuit on Tahoe 26.1B
I work on a MacBook Pro M3 Max 36GB RAM I am running macOS Tahoe Version 26.1 Beta (23B5042k) The last few days I had a couple of situations where Blender 4.5 LTS Froze and I had to forcequit, I noticed Blender would get Deleted with no notification after the forcequit, it was nowhere to be found on the Application List, Finder. Thought it was a blender issue because I run a special module with it. However around 30min ago I was using Mem and the App froze and I had to ForceQuit, The app also got removed, is not on the list of application and nowhere to be found however the icon on the dock which remained shows a Question Mark. I think this is an OS Behavior I just dont know what to attribute it to.
0
0
157
Sep ’25
TestFlight Build Stuck in Review
Hello everyone, I uploaded my first app to the App Store for TestFlight. Since I read that TestFlight reviews are usually completed within a few hours, I am a bit unsure whether I might have done something wrong in the review process. I submitted the app to TestFlight on September 10, and after some back and forth, I received a message on September 13 saying: “Your submission is still in review but is requiring additional time. We will provide further status updates as soon as we are able.” On Tuesday, September 16, I sent an email to Support asking if I had done something wrong and mentioning that I uploaded a new build. Apple then put the new build into review, and on the same day I received another message that the review would take some more time. Since then, I haven’t heard anything further. The older build is still shown as “In Review” (since September 12). Is there anything I can do at this point?
0
1
123
Sep ’25
HomePod Mini Beta Device Issues: Power, Connectivity, USB Recognition
Hi! Short time lurker, and first time poster, but I will try to be as descriptive as possible. I have had my HomePod mini since 2021, and have been loving it. Recently, though, I am facing issues which have paralyzed it. Background: Running two HomePod Minis under a stereo pair on the same network in a room. Devices worked well, with the odd dropping of the sound once a while, not too big of an issue. Started running HomePod OS26 beta in July to see what the new updates have, and maybe if the audio issues would be resolved. Issue: Two weeks ago, the after the (then) latest update, there was a no response issue in the app. No big deal, let's just restart the HomePod pair. After restart, no bueno. I also got a new beta software update notification, so decided if I updated them both, the issue will probably be resolved. No dice. The issue persists. So I decided to pair the HomePods and factory reset them. Both HomePods disappeared from my home app. Regular behavior. Going to reset them with the old unplug for 30 s, replug into power, hold finger on the display had no issues for the first one. For the second HomePod, unplug, hold, and plug in. Problems. No display. Tried it a bunch of times, nothing. Waited a day, in case the capacitors needed to be discharged for it to do a cold boot. Nothing. Looking across the interwebs, I found that we can connect the HomePods to Macs, have them show up on Finder, and update from there. Connecting into the Mac, nothing. Waited for the caps to discharge before engaging again, nothing. Now, I fear I may have problems. So I scheduled a meeting at the Genius Bar. Genius Bar individual said no support as you are running beta software. We are not allowed to touch or diagnose those devices. They also said that there are no external facing endpoints for us to diagnose or check. I would have better luck with online Apple Support or over call with Apple Support. Okay, sounds good. Contacting Apple Support, they said that we will have to wait for the official release of HomePodOS 26 for us to support you, to which I agreed. During this time, I thought about seeing if I could troubleshoot and see if anything was coming out of the HomePod when connected to the Mac. So I wrote a script, querying and logging different aspects of the USB controller on the Mac and seeing what device connects. I removed all other USB devices connected to the Mac, and started the script. First, I connected and disconnected the HomePod a couple of times, and on the last connect, I left it in, and let the script record the readings. Reading the output told me that there was indeed a device that was connecting and disconnecting. Here are some of my findings: Port Readout Summary Apple's UVDM stack lights up on the Port-USB-C@2 (CC path, SOP) AppleUVDM driver tried to read identity VDOs, initially rejected, then carried on and the transport finished powering on successfully. Furthermore, the VDM read attempts itself are rejected, typical when the accessory is gating Apple specific commands The CC transport merged metadata for SOP with a 3-VDO identity set. The CC property change during the run indicates an active PD negotiations. USB link states also toggled on that port with driver status Ready Port-USB-C@2/SOP shows Vendor ID and Product ID (not sure if this is private information, so not sharing) Port-USB-C@1/SOP, the e-marker in the HomePod cable shows the same, with product type "Passive Cable" Only CC is flagged "TransportsActive" Apple's accessory authentication stack is present The USB speeds on the port flicker between Gen 3 and Gen 2, indicating to me some sort of handshake failing in the stack, which is preventing enumeration in the System Report and Finder This likely is indicating to me that the target isn't enumerating as a normal USB device, but rather as a USB-PD Vendor Defined Messaging (UVDM) protocol on the CC line. Furthermore, the signature is in a "hidden" service/update modes, which does not enumerate standard USB functions. So, having all this information available to me, I got on a call with Apple Support today, and they went through some of the troubleshooting steps and told me that they could neither escalate the issue (due to it being on a beta software that THEY DO NOT SUPPORT) nor remediate or troubleshoot the issue (as it is an accessory) and the only thing their support options say is to wipe the device, as it is something that is not supported. Upon my suggestion of this my USB logs being used to review the case, they said my personal USB logs would be detrimental towards my case. Their final recommendation was for me to reach out to Apple Developer support as I am running beta software on this HomePod Mini. So, here I am! I highly believe this is a Software issue, contrary to what Apple Consumer Support call representative indicated. All and any help/guidance and support is appreciated. All and any help in boosting the visibility of this issue on the forums would also be greatly appreciated. I have had these bad boys since my undergrad, and I would hate to lose one of them. For Apple Support, before you lock and close this post down and recommend I go to Apple Consumer Support, they said that they cannot help me, and consumer support steps start and end at resetting the device.
0
0
393
Sep ’25
Latest iOS 26 Beta version seems to have bricked my phone
After my phone updated to the latest version of iOS 26 Beta overnight, I found out this morning that I cannot get past the setup process as it fails to recognise it's connected to the WiFi and is then unable to activate Apple Intelligence. I've tried bypassing this via iPhone mirroring on my MacBook, and while I can access the home screen that way, all native apps are inaccessible and 3rd party apps are only accessible via app switcher. The 3rd party apps (Slack, Instagram, etc) work fine, meaning the device has an internet connection. Unless someone has another suggestion, it looks like my only option is to remove the beta software by restoring my device - although I'm going to wait until iOS 26 is fully released later today (how convenient) as I don't want to use an iOS 18 backup and lose a bunch of stuff.
0
0
109
Sep ’25
Liquid Glass material behaviour question
I have two views I've applied Liquid Glass to in Swift UI. I've noticed that depending on the height of the view the material changes and I'm not sure why. See the attached screenshot. Both views add the liquidGlass style in the same way but behave very differently on the same background. Ideally I'd like them to look the same as the bottom one. Is that the same as the clear style?
3
1
377
Sep ’25
Future: What happens to apps submitted with UIDesignRequiresCompatibility = YES without further updates?
I'm trying to understand how to best position my iOS apps in the event that—for whatever reason—I'm unable to release another version after submitting a version built with Xcode 26 that uses UIDesignRequiresCompatibility = YES. For the sake of this discussion, assume that my apps require updates for proper UI presentation with the Liquid Glass UI, and that I'm submitting an initial version with UIDesignRequiresCompatibility = YES. I need to make an initial update for iOS 26 right away, because running the app linked with the iOS 18.x SDK (as currently shipping on the App Store) on iOS 26 introduces UI usability problems. Now, I have actually revised the UI for Liquid Glass and this requires slightly different behaviors for the legacy UI path (iOS 18.6 or iOS 26.0 with UIDesignRequiresCompatibility = YES) versus Liquid Glass UI path. My Liquid Glass adoption UI may be "good enough," and it's certainly better than the results obtained when rebuilding with Xcode 26 and running without any updates at all (which produces a very poor, if not unusable, user experience), but I am not satisfied with these updates at present and I hope to make additional improvements before enabling the revised UI for users. However, in the event that I cannot make another update for whatever reason, I need to ensure that users will never be exposed to the UI behavior that results from running with UIDesignRequiresCompatibility = NO with the code supporting Liquid Glass adoption disabled. As long as Apple will guarantee going forward that an app built with Xcode/iOS 26.0 SDK including UIDesignRequiresCompatibility = YES in its plist will always use the old rendering mode in any future OS, then perhaps everything is fine. However, if that's not the case, then I think I need some way to detect the enablement state of the new Liquid Glass UI at runtime (which goes beyond a simple @available check, e.g. iOS 26+ with "compatibility mode" disabled) so that I can provision to have my code supporting Liquid Glass adoption be automatically enabled in the event that my app never receives another update and a future OS ignores the UIDesignRequiresCompatibility key in its plist. I'm assuming that testing the value of the key in the plist at runtime would be insufficient, since it would still be present but ignored. This sort of continuity planning seems like something that many developers would be concerned about. What is Apple's guidance on this? So far I haven't found any clear discussion of this concern. Note: My app is UIKit-based, mostly Objective-C with a bit of Swift only for TipKit.
Topic: UI Frameworks SubTopic: UIKit Tags:
0
0
199
Sep ’25
Problem running NLContextualEmbeddingModel in simulator
Environment MacOC 26 Xcode Version 26.0 beta 7 (17A5305k) simulator: iPhone 16 pro iOS: iOS 26 Problem NLContextualEmbedding.load() fails with the following error In simulator Failed to load embedding from MIL representation: filesystem error: in create_directories: Permission denied ["/var/db/com.apple.naturallanguaged/com.apple.e5rt.e5bundlecache"] filesystem error: in create_directories: Permission denied ["/var/db/com.apple.naturallanguaged/com.apple.e5rt.e5bundlecache"] Failed to load embedding model 'mul_Latn' - '5C45D94E-BAB4-4927-94B6-8B5745C46289' assetRequestFailed(Optional(Error Domain=NLNaturalLanguageErrorDomain Code=7 "Embedding model requires compilation" UserInfo={NSLocalizedDescription=Embedding model requires compilation})) in #Playground I'm new to this embedding model. Not sure if it's caused by my code or environment. Code snippet import Foundation import NaturalLanguage import Playgrounds #Playground { // Prefer initializing by script for broader coverage; returns NLContextualEmbedding? guard let embeddingModel = NLContextualEmbedding(script: .latin) else { print("Failed to create NLContextualEmbedding") return } print(embeddingModel.hasAvailableAssets) do { try embeddingModel.load() print("Model loaded") } catch { print("Failed to load model: \(error)") } }
2
2
1.3k
Sep ’25
iOS 26 RC: Scope button in stacked UISearchBar block touches
This is really odd. If you setup a UISearchController with a preferredSearchBarPlacement of .stacked and you setup the search bar with scope buttons, then when the view controller is initially displayed, the currently hidden scope buttons block touch events from reaching the main view just below the search bar. But once the search is activated and dismissed, then the freshly hidden scope buttons no longer cause an issue. This is easily demonstrated by putting a UITableViewController in a UINavigationController. Setup the table view to show a few simple rows. Then setup a search controller using the following code: func setupSearch() { // Setup a stacked search bar with scope buttons // Before the search is ever activated, the hidden scope buttons block any touches in the main view controller // in the area just below the search bar. // Once the search is activated and dismissed, the problem goes away. It seems that displaying and hiding the // scope buttons at least once fixes the issue that exists beforehand. // This issue only exists in iOS/iPadOS 26, not iOS/iPadOS 18 or earlier. let search = UISearchController(searchResultsController: UIViewController()) search.hidesNavigationBarDuringPresentation = true search.obscuresBackgroundDuringPresentation = true search.scopeBarActivation = .onSearchActivation // Ensure button appear immediately let searchBar = search.searchBar searchBar.scopeButtonTitles = [ "One", "Two", "Three" ] self.navigationItem.searchController = search self.navigationItem.hidesSearchBarWhenScrolling = false // Issue appears even if this is true self.navigationItem.preferredSearchBarPlacement = .stacked } When first shown, before any attempt is made to activate the search, any attempt to tap on the upper 2/3 of the first row in the table view (which is just below the search bar) fails. If you tap on the lower 1/3 of the first row it works fine. If you then activate the search (now the scope buttons appear) and then dismiss the search (now the scope buttons are hidden again), then there is no issue tapping anywhere on the first row of the table. But if you restart the app, the problem starts over again. This problem happens on any iPhone or iPad, real or simulated, running iOS/iPadOS 26 RC. This is a regression from iOS 18 or earlier.
3
2
528
Sep ’25
iOS 26 BETA 4 Safari Web Extension disappearing right after install, "extension" is no longer available.
our company created a web safari extension. before iOS 26 (beta) release we would archive our extension and install to our devices no problem. since iOS 26 (beta) (we also tried in beta 4 23A5297m) the extension would archive perfectly but when installing the extension would just not run. its found in settings under safari extension, but when enabled the extension and open safari it will show error message "Ext" is no longer available. to rule out all code issues, we built a new project from scratch with a new bundle id, tried to archive with no problem, but when installed in an iphone 16 with iOS 26 BETA (23A5297m) same error ocurs it installs but when opening safari it will give an error message saying extension is no longer available. attached in the google drive link is a zip file of the new project, a zip file with a succesfull build of the ipa file with enterprise distribute, a video of the entire proccess and the error that the iphone gives. also attached a log file from the iphone that includes the install and the crash of the app. within the logs there is a log saying Error occurred during transaction: The provided identifier "dev.sacal.ext" is invalid. before ios 26 the exact steps worked perfectly. https://drive.google.com/file/d/1PYDOv8IRvRY_ouqiOc0sJdcfh0CHbL72/view?usp=sharing
10
4
1.8k
Sep ’25
iOS 26 RC: Scope buttons never appear for integrated UISearchBar
When trying to use a UISearchController setup with a UISearchBar that has scope buttons, the search controller's scopeBarActivation property is set to .onSearchActivation, the navigation item's preferredSearchBarPlacement property is set to .integrated. or .integratedButton, and the search bar/button appears in the navigation bar, then the scope buttons never appear. But space is made for where they should appear. Some relevant code in a UIViewController shown as the root view controller of a UINavigationController: private func setupSearch() { let sc = UISearchController(searchResultsController: UIViewController()) sc.delegate = self sc.obscuresBackgroundDuringPresentation = true // Setup search bar with scope buttons let bar = sc.searchBar bar.scopeButtonTitles = [ "One", "Two", "Three", "Four" ] bar.selectedScopeButtonIndex = 0 bar.delegate = self // Apply the search controller to the nav bar navigationItem.searchController = sc // BUG - Under iOS/iPadOS 26 RC, using .onSearchActivation results in the scope buttons never appearing at all // when using integrated placement in the nav bar. // Ensure the scope buttons appear immediately upon activating the search controller sc.scopeBarActivation = .onSearchActivation // This works but doesn't show the scope buttons until the user starts typing - that's too late for my needs //sc.scopeBarActivation = .automatic if #available(iOS 26.0, *) { // Under iOS 26 put the search icon in the nav bar - same issue for .integrated and .integratedButton navigationItem.preferredSearchBarPlacement = .integrated // .integratedButton // My toolbar is full so I need the search in the navigation bar navigationItem.searchBarPlacementAllowsToolbarIntegration = false // Ensure it's in the nav bar } else { // Under iOS 18 put the search bar in the nav bar below the title navigationItem.preferredSearchBarPlacement = .stacked } } I need the search bar in the navigation bar since the toolbar is full. And I need the scope buttons to appear immediately upon search activation. This problem happens on any real or simulated iPhone or iPad running iOS/iPadOS 26 RC.
1
2
291
Sep ’25
How to install macOS Tahoe 26 on an external drive
In the past I was always able to install every major macOS version on an external drive so that I can test my apps. But now I'm unable to install macOS Tahoe 26 on an external drive. Actually, as far as I'm aware, there are not even official links to macOS 26 installers, but only instructions on how to update to macOS 26 from an existing macOS installation. So I thought I'd install macOS 15 on a separate drive and then update to macOS 26, but whenever I run the macOS 15 installer, tell it to install on the external drive, and reboot after the setup process completes, my MacBook just boots into my main macOS partition as if nothing happened. 3 months ago I somehow managed to install macOS Tahoe beta 1 on an external drive, I don't remember how (but I don't think it was anything crazy); booting into that beta 1 partition and trying to update doesn't work either, as my MacBook again boots into my main macOS partition. I already asked help about the update problem one month ago here, but nobody replied. Could someone at Apple please provide instructions on how one is supposed to install macOS 26 on an external drive (if possible before it becomes available to the public)? Are we supposed to buy a separate Mac for every macOS version that we want to test our apps on?
0
1
218
Sep ’25
ios 26 beta: Podcast chapter images not updating on Carplay or USB/Bluetooth
With ios 26 the chapter images are not updating anymore. At first I thought this is carlay related but it also occures when the phone is connected only through USB or bluetooth to play a podcast. I tried Apple podcasts and other apps like Pocketcast or audible. Same problem. The phone shows the correct chapter image while my car shows the inital image all the time. Even tried a different car :-) I checked focus and settings but found nothing related. With ios18 everything works fine. Any ideas?
2
2
449
Sep ’25
Enterprise App Built with Xcode 10 (Objective-C) – Compatibility Concerns with iOS 26
Hello Apple Developer Community, We have an enterprise app that was originally developed using Xcode 10 and Objective-C. The app has been running smoothly on previous iOS versions, but with the upcoming release of iOS 26, we are concerned about potential compatibility issues due to the age of our development environment and possible deprecations in the iOS SDK. Our Situation: App Type: Internal enterprise app (distributed via Apple Developer Enterprise Program) Development Environment: Xcode 10, Objective-C Current Status: App works on iOS 18; not yet tested on iOS 26 Distribution: Not on App Store; internal use only Questions: Are there known compatibility issues for apps built with Xcode 10 and Objective-C when running on iOS 26? Are there specific deprecated APIs or changes in iOS 26 that we should be aware of? What are the recommended steps to test and validate enterprise apps on the latest iOS beta? Is it mandatory to rebuild the app using a newer version of Xcode for iOS 26 compatibility, or can we continue using our existing build if it passes testing? Any advice on best practices for enterprise app migration or update planning? Additional Info: We plan to test the app on iOS 26 beta devices soon and will share any specific issues encountered. If there are official Apple resources or documentation addressing these concerns, please point us in the right direction. Thank you in advance for your guidance!
1
0
294
Sep ’25
Safari Technology Preview closes unexpectedly on external monitor
If the Safari Technology Preview window is located on an external monitor with DisplayLink and the computer goes to sleep (screen saver), when it returns, it closes with an error. If the window is located on another monitor that is connected by USB, it does not close. Equipo: Macbook Pro M4 Pro SO: MacOS Sequoia 15.6.1 Safari Technology Preview: Release 227 (preview version work fine) DisplayLink Manager: 13.0.1 (build 46)
6
0
286
Sep ’25
visionOS Widget Bug
When I was developing the visionOS 26beta Widget, I found that it could not work normally when the real vision OS was running, and an error would appear. Please adopt container background api It is worth mentioning that this problem does not occur on the visionOS virtual machine. Does anyone know what the reason and solution are, or whether this is a visionOS error that needs Feedback? Thank you!
1
0
470
Sep ’25
iOS 26 beta breaking my model
I just recently updated to iOS 26 beta (23A5336a) to test an app I am developing I running an MLModel loaded from a .mlmodelc file. On the current iOS version 18.6.2 the model is running as expected with no issues. However on iOS 26 I am now getting error when trying to perform an inference to the model where I pass a camera frame into it. Below is the error I am seeing when I attempt to run an inference. at the bottom it says "Failed with status=0x1d : statusType=0x9: Program Inference error status=-1 Unable to compute the prediction using a neural network model. It can be an invalid input data or broken/unsupported model " does this indicate I need to convert my model or something? I don't understand since it runs as normal on iOS 18. Any help getting this to run again would be greatly appreciated. Thank you, processRequest:model:qos:qIndex:modelStringID:options:returnValue:error:: Could not process request ret=0x1d lModel=_ANEModel: { modelURL=file:///var/containers/Bundle/Application/04F01BF5-D48B-44EC-A5F6-3C7389CF4856/RizzCanvas.app/faceParsing.mlmodelc/ : sourceURL=(null) : UUID=46228BFC-19B0-45BF-B18D-4A2942EEC144 : key={"isegment":0,"inputs":{"input":{"shape":[512,512,1,3,1]}},"outputs":{"var_633":{"shape":[512,512,1,19,1]},"94_argmax_out_value":{"shape":[512,512,1,1,1]},"argmax_out":{"shape":[512,512,1,1,1]},"var_637":{"shape":[512,512,1,19,1]}}} : identifierSource=1 : cacheURLIdentifier=01EF2D3DDB9BA8FD1FDE18C7CCDABA1D78C6BD02DC421D37D4E4A9D34B9F8181_93D03B87030C23427646D13E326EC55368695C3F61B2D32264CFC33E02FFD9FF : string_id=0x00000000 : program=_ANEProgramForEvaluation: { programHandle=259022032430 : intermediateBufferHandle=13949 : queueDepth=127 } : state=3 : [Espresso::ANERuntimeEngine::__forward_segment 0] evaluate[RealTime]WithModel returned 0; code=8 err=Error Domain=com.apple.appleneuralengine Code=8 "processRequest:model:qos:qIndex:modelStringID:options:returnValue:error:: ANEProgramProcessRequestDirect() Failed with status=0x1d : statusType=0x9: Program Inference error" UserInfo={NSLocalizedDescription=processRequest:model:qos:qIndex:modelStringID:options:returnValue:error:: ANEProgramProcessRequestDirect() Failed with status=0x1d : statusType=0x9: Program Inference error} [Espresso::handle_ex_plan] exception=Espresso exception: "Generic error": ANEF error: /private/var/containers/Bundle/Application/04F01BF5-D48B-44EC-A5F6-3C7389CF4856/RizzCanvas.app/faceParsing.mlmodelc/model.espresso.net, processRequest:model:qos:qIndex:modelStringID:options:returnValue:error:: ANEProgramProcessRequestDirect() Failed with status=0x1d : statusType=0x9: Program Inference error status=-1 Unable to compute the prediction using a neural network model. It can be an invalid input data or broken/unsupported model (error code: -1). Error Domain=com.apple.Vision Code=3 "The VNCoreMLTransform request failed" UserInfo={NSLocalizedDescription=The VNCoreMLTransform request failed, NSUnderlyingError=0x114d92940 {Error Domain=com.apple.CoreML Code=0 "Unable to compute the prediction using a neural network model. It can be an invalid input data or broken/unsupported model (error code: -1)." UserInfo={NSLocalizedDescription=Unable to compute the prediction using a neural network model. It can be an invalid input data or broken/unsupported model (error code: -1).}}}
1
0
1.2k
Sep ’25
Game Activity link works when app is running, but not on cold start
I’m testing Game Activities in my Unity project with the new Apple.GameKit 2025-beta1 plugin. When I go into Xcode- Debug → GameKit → Manage Game Progress → Leaderboards → and click the generated link: If my app is already running in the background, the link opens the app and my handler (Apple.GameKit.GKGameActivity.WantsToPlay += OnWantsToPlay;) fires as expected. I can read the activity and route the player to the right level. If the app is completely closed, clicking the same link launches the app, but my OnWantsToPlay listener is never invoked. The app just boots normally and the activity intent seems lost. I’ve tried to subscribe as early as possible (in Awake() of my bootstrap scene, also tested with RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)]). Nothing works. Also, “Get Started with Game Center” video only demonstrates activation when the app already running, not a cold start from a Game Activity link. What am I missing? Environment Device/OS: iPhone on iOS 26.0 beta (Game Center sandbox) Xcode: 26.0 beta 6 Unity: 2022.3.21 Apple GameKit Unity plugin: 2025-beta1 (GameKit package) Signing: Game Center capability enabled; using development provisioning profile GameKit resources: GameCenterResources.gamekit in project (Target: Unity-iPhone), appears under Build Phases → Copy Bundle Resources
0
0
160
Sep ’25
App Deleted itself after Freeze+ForceQuit on Tahoe 26.1B
I work on a MacBook Pro M3 Max 36GB RAM I am running macOS Tahoe Version 26.1 Beta (23B5042k) The last few days I had a couple of situations where Blender 4.5 LTS Froze and I had to forcequit, I noticed Blender would get Deleted with no notification after the forcequit, it was nowhere to be found on the Application List, Finder. Thought it was a blender issue because I run a special module with it. However around 30min ago I was using Mem and the App froze and I had to ForceQuit, The app also got removed, is not on the list of application and nowhere to be found however the icon on the dock which remained shows a Question Mark. I think this is an OS Behavior I just dont know what to attribute it to.
Replies
0
Boosts
0
Views
157
Activity
Sep ’25
TestFlight Build Stuck in Review
Hello everyone, I uploaded my first app to the App Store for TestFlight. Since I read that TestFlight reviews are usually completed within a few hours, I am a bit unsure whether I might have done something wrong in the review process. I submitted the app to TestFlight on September 10, and after some back and forth, I received a message on September 13 saying: “Your submission is still in review but is requiring additional time. We will provide further status updates as soon as we are able.” On Tuesday, September 16, I sent an email to Support asking if I had done something wrong and mentioning that I uploaded a new build. Apple then put the new build into review, and on the same day I received another message that the review would take some more time. Since then, I haven’t heard anything further. The older build is still shown as “In Review” (since September 12). Is there anything I can do at this point?
Replies
0
Boosts
1
Views
123
Activity
Sep ’25
HomePod Mini Beta Device Issues: Power, Connectivity, USB Recognition
Hi! Short time lurker, and first time poster, but I will try to be as descriptive as possible. I have had my HomePod mini since 2021, and have been loving it. Recently, though, I am facing issues which have paralyzed it. Background: Running two HomePod Minis under a stereo pair on the same network in a room. Devices worked well, with the odd dropping of the sound once a while, not too big of an issue. Started running HomePod OS26 beta in July to see what the new updates have, and maybe if the audio issues would be resolved. Issue: Two weeks ago, the after the (then) latest update, there was a no response issue in the app. No big deal, let's just restart the HomePod pair. After restart, no bueno. I also got a new beta software update notification, so decided if I updated them both, the issue will probably be resolved. No dice. The issue persists. So I decided to pair the HomePods and factory reset them. Both HomePods disappeared from my home app. Regular behavior. Going to reset them with the old unplug for 30 s, replug into power, hold finger on the display had no issues for the first one. For the second HomePod, unplug, hold, and plug in. Problems. No display. Tried it a bunch of times, nothing. Waited a day, in case the capacitors needed to be discharged for it to do a cold boot. Nothing. Looking across the interwebs, I found that we can connect the HomePods to Macs, have them show up on Finder, and update from there. Connecting into the Mac, nothing. Waited for the caps to discharge before engaging again, nothing. Now, I fear I may have problems. So I scheduled a meeting at the Genius Bar. Genius Bar individual said no support as you are running beta software. We are not allowed to touch or diagnose those devices. They also said that there are no external facing endpoints for us to diagnose or check. I would have better luck with online Apple Support or over call with Apple Support. Okay, sounds good. Contacting Apple Support, they said that we will have to wait for the official release of HomePodOS 26 for us to support you, to which I agreed. During this time, I thought about seeing if I could troubleshoot and see if anything was coming out of the HomePod when connected to the Mac. So I wrote a script, querying and logging different aspects of the USB controller on the Mac and seeing what device connects. I removed all other USB devices connected to the Mac, and started the script. First, I connected and disconnected the HomePod a couple of times, and on the last connect, I left it in, and let the script record the readings. Reading the output told me that there was indeed a device that was connecting and disconnecting. Here are some of my findings: Port Readout Summary Apple's UVDM stack lights up on the Port-USB-C@2 (CC path, SOP) AppleUVDM driver tried to read identity VDOs, initially rejected, then carried on and the transport finished powering on successfully. Furthermore, the VDM read attempts itself are rejected, typical when the accessory is gating Apple specific commands The CC transport merged metadata for SOP with a 3-VDO identity set. The CC property change during the run indicates an active PD negotiations. USB link states also toggled on that port with driver status Ready Port-USB-C@2/SOP shows Vendor ID and Product ID (not sure if this is private information, so not sharing) Port-USB-C@1/SOP, the e-marker in the HomePod cable shows the same, with product type "Passive Cable" Only CC is flagged "TransportsActive" Apple's accessory authentication stack is present The USB speeds on the port flicker between Gen 3 and Gen 2, indicating to me some sort of handshake failing in the stack, which is preventing enumeration in the System Report and Finder This likely is indicating to me that the target isn't enumerating as a normal USB device, but rather as a USB-PD Vendor Defined Messaging (UVDM) protocol on the CC line. Furthermore, the signature is in a "hidden" service/update modes, which does not enumerate standard USB functions. So, having all this information available to me, I got on a call with Apple Support today, and they went through some of the troubleshooting steps and told me that they could neither escalate the issue (due to it being on a beta software that THEY DO NOT SUPPORT) nor remediate or troubleshoot the issue (as it is an accessory) and the only thing their support options say is to wipe the device, as it is something that is not supported. Upon my suggestion of this my USB logs being used to review the case, they said my personal USB logs would be detrimental towards my case. Their final recommendation was for me to reach out to Apple Developer support as I am running beta software on this HomePod Mini. So, here I am! I highly believe this is a Software issue, contrary to what Apple Consumer Support call representative indicated. All and any help/guidance and support is appreciated. All and any help in boosting the visibility of this issue on the forums would also be greatly appreciated. I have had these bad boys since my undergrad, and I would hate to lose one of them. For Apple Support, before you lock and close this post down and recommend I go to Apple Consumer Support, they said that they cannot help me, and consumer support steps start and end at resetting the device.
Replies
0
Boosts
0
Views
393
Activity
Sep ’25
Latest iOS 26 Beta version seems to have bricked my phone
After my phone updated to the latest version of iOS 26 Beta overnight, I found out this morning that I cannot get past the setup process as it fails to recognise it's connected to the WiFi and is then unable to activate Apple Intelligence. I've tried bypassing this via iPhone mirroring on my MacBook, and while I can access the home screen that way, all native apps are inaccessible and 3rd party apps are only accessible via app switcher. The 3rd party apps (Slack, Instagram, etc) work fine, meaning the device has an internet connection. Unless someone has another suggestion, it looks like my only option is to remove the beta software by restoring my device - although I'm going to wait until iOS 26 is fully released later today (how convenient) as I don't want to use an iOS 18 backup and lose a bunch of stuff.
Replies
0
Boosts
0
Views
109
Activity
Sep ’25
iOS 26 Build erro
Durante o teste Uso do iOS 26 houve Build erro. Foi ativado o recurso de Adiantamento de senha por seguranca. Bloqueio com tela azul e CRUZ AZUL e solicitando Recorvey. O iPhone foi Resetado para IOS 18.6.2 pela Revendedora próxima solicito apoio ao usuário
Replies
1
Boosts
0
Views
121
Activity
Sep ’25
iOS 26 RC Apple Music library disappeared
My iPhone is on iOS 26 RC and when I tried adding music to my library, the app crashed and when I opened it again my whole Apple Music library including playlists disappeared but it still shows that the app is showing 8 gb of storage. I’ve tried restarting my phone, closed the app and reopened it, and that didn’t work, what do I do
Replies
0
Boosts
0
Views
305
Activity
Sep ’25
Liquid Glass material behaviour question
I have two views I've applied Liquid Glass to in Swift UI. I've noticed that depending on the height of the view the material changes and I'm not sure why. See the attached screenshot. Both views add the liquidGlass style in the same way but behave very differently on the same background. Ideally I'd like them to look the same as the bottom one. Is that the same as the clear style?
Replies
3
Boosts
1
Views
377
Activity
Sep ’25
Future: What happens to apps submitted with UIDesignRequiresCompatibility = YES without further updates?
I'm trying to understand how to best position my iOS apps in the event that—for whatever reason—I'm unable to release another version after submitting a version built with Xcode 26 that uses UIDesignRequiresCompatibility = YES. For the sake of this discussion, assume that my apps require updates for proper UI presentation with the Liquid Glass UI, and that I'm submitting an initial version with UIDesignRequiresCompatibility = YES. I need to make an initial update for iOS 26 right away, because running the app linked with the iOS 18.x SDK (as currently shipping on the App Store) on iOS 26 introduces UI usability problems. Now, I have actually revised the UI for Liquid Glass and this requires slightly different behaviors for the legacy UI path (iOS 18.6 or iOS 26.0 with UIDesignRequiresCompatibility = YES) versus Liquid Glass UI path. My Liquid Glass adoption UI may be "good enough," and it's certainly better than the results obtained when rebuilding with Xcode 26 and running without any updates at all (which produces a very poor, if not unusable, user experience), but I am not satisfied with these updates at present and I hope to make additional improvements before enabling the revised UI for users. However, in the event that I cannot make another update for whatever reason, I need to ensure that users will never be exposed to the UI behavior that results from running with UIDesignRequiresCompatibility = NO with the code supporting Liquid Glass adoption disabled. As long as Apple will guarantee going forward that an app built with Xcode/iOS 26.0 SDK including UIDesignRequiresCompatibility = YES in its plist will always use the old rendering mode in any future OS, then perhaps everything is fine. However, if that's not the case, then I think I need some way to detect the enablement state of the new Liquid Glass UI at runtime (which goes beyond a simple @available check, e.g. iOS 26+ with "compatibility mode" disabled) so that I can provision to have my code supporting Liquid Glass adoption be automatically enabled in the event that my app never receives another update and a future OS ignores the UIDesignRequiresCompatibility key in its plist. I'm assuming that testing the value of the key in the plist at runtime would be insufficient, since it would still be present but ignored. This sort of continuity planning seems like something that many developers would be concerned about. What is Apple's guidance on this? So far I haven't found any clear discussion of this concern. Note: My app is UIKit-based, mostly Objective-C with a bit of Swift only for TipKit.
Topic: UI Frameworks SubTopic: UIKit Tags:
Replies
0
Boosts
0
Views
199
Activity
Sep ’25
Problem running NLContextualEmbeddingModel in simulator
Environment MacOC 26 Xcode Version 26.0 beta 7 (17A5305k) simulator: iPhone 16 pro iOS: iOS 26 Problem NLContextualEmbedding.load() fails with the following error In simulator Failed to load embedding from MIL representation: filesystem error: in create_directories: Permission denied ["/var/db/com.apple.naturallanguaged/com.apple.e5rt.e5bundlecache"] filesystem error: in create_directories: Permission denied ["/var/db/com.apple.naturallanguaged/com.apple.e5rt.e5bundlecache"] Failed to load embedding model 'mul_Latn' - '5C45D94E-BAB4-4927-94B6-8B5745C46289' assetRequestFailed(Optional(Error Domain=NLNaturalLanguageErrorDomain Code=7 "Embedding model requires compilation" UserInfo={NSLocalizedDescription=Embedding model requires compilation})) in #Playground I'm new to this embedding model. Not sure if it's caused by my code or environment. Code snippet import Foundation import NaturalLanguage import Playgrounds #Playground { // Prefer initializing by script for broader coverage; returns NLContextualEmbedding? guard let embeddingModel = NLContextualEmbedding(script: .latin) else { print("Failed to create NLContextualEmbedding") return } print(embeddingModel.hasAvailableAssets) do { try embeddingModel.load() print("Model loaded") } catch { print("Failed to load model: \(error)") } }
Replies
2
Boosts
2
Views
1.3k
Activity
Sep ’25
iOS 26 RC: Scope button in stacked UISearchBar block touches
This is really odd. If you setup a UISearchController with a preferredSearchBarPlacement of .stacked and you setup the search bar with scope buttons, then when the view controller is initially displayed, the currently hidden scope buttons block touch events from reaching the main view just below the search bar. But once the search is activated and dismissed, then the freshly hidden scope buttons no longer cause an issue. This is easily demonstrated by putting a UITableViewController in a UINavigationController. Setup the table view to show a few simple rows. Then setup a search controller using the following code: func setupSearch() { // Setup a stacked search bar with scope buttons // Before the search is ever activated, the hidden scope buttons block any touches in the main view controller // in the area just below the search bar. // Once the search is activated and dismissed, the problem goes away. It seems that displaying and hiding the // scope buttons at least once fixes the issue that exists beforehand. // This issue only exists in iOS/iPadOS 26, not iOS/iPadOS 18 or earlier. let search = UISearchController(searchResultsController: UIViewController()) search.hidesNavigationBarDuringPresentation = true search.obscuresBackgroundDuringPresentation = true search.scopeBarActivation = .onSearchActivation // Ensure button appear immediately let searchBar = search.searchBar searchBar.scopeButtonTitles = [ "One", "Two", "Three" ] self.navigationItem.searchController = search self.navigationItem.hidesSearchBarWhenScrolling = false // Issue appears even if this is true self.navigationItem.preferredSearchBarPlacement = .stacked } When first shown, before any attempt is made to activate the search, any attempt to tap on the upper 2/3 of the first row in the table view (which is just below the search bar) fails. If you tap on the lower 1/3 of the first row it works fine. If you then activate the search (now the scope buttons appear) and then dismiss the search (now the scope buttons are hidden again), then there is no issue tapping anywhere on the first row of the table. But if you restart the app, the problem starts over again. This problem happens on any iPhone or iPad, real or simulated, running iOS/iPadOS 26 RC. This is a regression from iOS 18 or earlier.
Replies
3
Boosts
2
Views
528
Activity
Sep ’25
iOS 26 BETA 4 Safari Web Extension disappearing right after install, "extension" is no longer available.
our company created a web safari extension. before iOS 26 (beta) release we would archive our extension and install to our devices no problem. since iOS 26 (beta) (we also tried in beta 4 23A5297m) the extension would archive perfectly but when installing the extension would just not run. its found in settings under safari extension, but when enabled the extension and open safari it will show error message "Ext" is no longer available. to rule out all code issues, we built a new project from scratch with a new bundle id, tried to archive with no problem, but when installed in an iphone 16 with iOS 26 BETA (23A5297m) same error ocurs it installs but when opening safari it will give an error message saying extension is no longer available. attached in the google drive link is a zip file of the new project, a zip file with a succesfull build of the ipa file with enterprise distribute, a video of the entire proccess and the error that the iphone gives. also attached a log file from the iphone that includes the install and the crash of the app. within the logs there is a log saying Error occurred during transaction: The provided identifier "dev.sacal.ext" is invalid. before ios 26 the exact steps worked perfectly. https://drive.google.com/file/d/1PYDOv8IRvRY_ouqiOc0sJdcfh0CHbL72/view?usp=sharing
Replies
10
Boosts
4
Views
1.8k
Activity
Sep ’25
iOS 26 RC: Scope buttons never appear for integrated UISearchBar
When trying to use a UISearchController setup with a UISearchBar that has scope buttons, the search controller's scopeBarActivation property is set to .onSearchActivation, the navigation item's preferredSearchBarPlacement property is set to .integrated. or .integratedButton, and the search bar/button appears in the navigation bar, then the scope buttons never appear. But space is made for where they should appear. Some relevant code in a UIViewController shown as the root view controller of a UINavigationController: private func setupSearch() { let sc = UISearchController(searchResultsController: UIViewController()) sc.delegate = self sc.obscuresBackgroundDuringPresentation = true // Setup search bar with scope buttons let bar = sc.searchBar bar.scopeButtonTitles = [ "One", "Two", "Three", "Four" ] bar.selectedScopeButtonIndex = 0 bar.delegate = self // Apply the search controller to the nav bar navigationItem.searchController = sc // BUG - Under iOS/iPadOS 26 RC, using .onSearchActivation results in the scope buttons never appearing at all // when using integrated placement in the nav bar. // Ensure the scope buttons appear immediately upon activating the search controller sc.scopeBarActivation = .onSearchActivation // This works but doesn't show the scope buttons until the user starts typing - that's too late for my needs //sc.scopeBarActivation = .automatic if #available(iOS 26.0, *) { // Under iOS 26 put the search icon in the nav bar - same issue for .integrated and .integratedButton navigationItem.preferredSearchBarPlacement = .integrated // .integratedButton // My toolbar is full so I need the search in the navigation bar navigationItem.searchBarPlacementAllowsToolbarIntegration = false // Ensure it's in the nav bar } else { // Under iOS 18 put the search bar in the nav bar below the title navigationItem.preferredSearchBarPlacement = .stacked } } I need the search bar in the navigation bar since the toolbar is full. And I need the scope buttons to appear immediately upon search activation. This problem happens on any real or simulated iPhone or iPad running iOS/iPadOS 26 RC.
Replies
1
Boosts
2
Views
291
Activity
Sep ’25
How to install macOS Tahoe 26 on an external drive
In the past I was always able to install every major macOS version on an external drive so that I can test my apps. But now I'm unable to install macOS Tahoe 26 on an external drive. Actually, as far as I'm aware, there are not even official links to macOS 26 installers, but only instructions on how to update to macOS 26 from an existing macOS installation. So I thought I'd install macOS 15 on a separate drive and then update to macOS 26, but whenever I run the macOS 15 installer, tell it to install on the external drive, and reboot after the setup process completes, my MacBook just boots into my main macOS partition as if nothing happened. 3 months ago I somehow managed to install macOS Tahoe beta 1 on an external drive, I don't remember how (but I don't think it was anything crazy); booting into that beta 1 partition and trying to update doesn't work either, as my MacBook again boots into my main macOS partition. I already asked help about the update problem one month ago here, but nobody replied. Could someone at Apple please provide instructions on how one is supposed to install macOS 26 on an external drive (if possible before it becomes available to the public)? Are we supposed to buy a separate Mac for every macOS version that we want to test our apps on?
Replies
0
Boosts
1
Views
218
Activity
Sep ’25
ios 26 beta: Podcast chapter images not updating on Carplay or USB/Bluetooth
With ios 26 the chapter images are not updating anymore. At first I thought this is carlay related but it also occures when the phone is connected only through USB or bluetooth to play a podcast. I tried Apple podcasts and other apps like Pocketcast or audible. Same problem. The phone shows the correct chapter image while my car shows the inital image all the time. Even tried a different car :-) I checked focus and settings but found nothing related. With ios18 everything works fine. Any ideas?
Replies
2
Boosts
2
Views
449
Activity
Sep ’25
Enterprise App Built with Xcode 10 (Objective-C) – Compatibility Concerns with iOS 26
Hello Apple Developer Community, We have an enterprise app that was originally developed using Xcode 10 and Objective-C. The app has been running smoothly on previous iOS versions, but with the upcoming release of iOS 26, we are concerned about potential compatibility issues due to the age of our development environment and possible deprecations in the iOS SDK. Our Situation: App Type: Internal enterprise app (distributed via Apple Developer Enterprise Program) Development Environment: Xcode 10, Objective-C Current Status: App works on iOS 18; not yet tested on iOS 26 Distribution: Not on App Store; internal use only Questions: Are there known compatibility issues for apps built with Xcode 10 and Objective-C when running on iOS 26? Are there specific deprecated APIs or changes in iOS 26 that we should be aware of? What are the recommended steps to test and validate enterprise apps on the latest iOS beta? Is it mandatory to rebuild the app using a newer version of Xcode for iOS 26 compatibility, or can we continue using our existing build if it passes testing? Any advice on best practices for enterprise app migration or update planning? Additional Info: We plan to test the app on iOS 26 beta devices soon and will share any specific issues encountered. If there are official Apple resources or documentation addressing these concerns, please point us in the right direction. Thank you in advance for your guidance!
Replies
1
Boosts
0
Views
294
Activity
Sep ’25
On iOS26 Live Activity appears in Dark Mode style for Light and dark Mode
On earlier iOS versions Live Activity displays correctly according to mode set.  Can't find an opened issue for that version: iOS 26 device: iPhone 16
Replies
2
Boosts
1
Views
480
Activity
Sep ’25
Safari Technology Preview closes unexpectedly on external monitor
If the Safari Technology Preview window is located on an external monitor with DisplayLink and the computer goes to sleep (screen saver), when it returns, it closes with an error. If the window is located on another monitor that is connected by USB, it does not close. Equipo: Macbook Pro M4 Pro SO: MacOS Sequoia 15.6.1 Safari Technology Preview: Release 227 (preview version work fine) DisplayLink Manager: 13.0.1 (build 46)
Replies
6
Boosts
0
Views
286
Activity
Sep ’25
visionOS Widget Bug
When I was developing the visionOS 26beta Widget, I found that it could not work normally when the real vision OS was running, and an error would appear. Please adopt container background api It is worth mentioning that this problem does not occur on the visionOS virtual machine. Does anyone know what the reason and solution are, or whether this is a visionOS error that needs Feedback? Thank you!
Replies
1
Boosts
0
Views
470
Activity
Sep ’25
iOS 26 beta breaking my model
I just recently updated to iOS 26 beta (23A5336a) to test an app I am developing I running an MLModel loaded from a .mlmodelc file. On the current iOS version 18.6.2 the model is running as expected with no issues. However on iOS 26 I am now getting error when trying to perform an inference to the model where I pass a camera frame into it. Below is the error I am seeing when I attempt to run an inference. at the bottom it says "Failed with status=0x1d : statusType=0x9: Program Inference error status=-1 Unable to compute the prediction using a neural network model. It can be an invalid input data or broken/unsupported model " does this indicate I need to convert my model or something? I don't understand since it runs as normal on iOS 18. Any help getting this to run again would be greatly appreciated. Thank you, processRequest:model:qos:qIndex:modelStringID:options:returnValue:error:: Could not process request ret=0x1d lModel=_ANEModel: { modelURL=file:///var/containers/Bundle/Application/04F01BF5-D48B-44EC-A5F6-3C7389CF4856/RizzCanvas.app/faceParsing.mlmodelc/ : sourceURL=(null) : UUID=46228BFC-19B0-45BF-B18D-4A2942EEC144 : key={"isegment":0,"inputs":{"input":{"shape":[512,512,1,3,1]}},"outputs":{"var_633":{"shape":[512,512,1,19,1]},"94_argmax_out_value":{"shape":[512,512,1,1,1]},"argmax_out":{"shape":[512,512,1,1,1]},"var_637":{"shape":[512,512,1,19,1]}}} : identifierSource=1 : cacheURLIdentifier=01EF2D3DDB9BA8FD1FDE18C7CCDABA1D78C6BD02DC421D37D4E4A9D34B9F8181_93D03B87030C23427646D13E326EC55368695C3F61B2D32264CFC33E02FFD9FF : string_id=0x00000000 : program=_ANEProgramForEvaluation: { programHandle=259022032430 : intermediateBufferHandle=13949 : queueDepth=127 } : state=3 : [Espresso::ANERuntimeEngine::__forward_segment 0] evaluate[RealTime]WithModel returned 0; code=8 err=Error Domain=com.apple.appleneuralengine Code=8 "processRequest:model:qos:qIndex:modelStringID:options:returnValue:error:: ANEProgramProcessRequestDirect() Failed with status=0x1d : statusType=0x9: Program Inference error" UserInfo={NSLocalizedDescription=processRequest:model:qos:qIndex:modelStringID:options:returnValue:error:: ANEProgramProcessRequestDirect() Failed with status=0x1d : statusType=0x9: Program Inference error} [Espresso::handle_ex_plan] exception=Espresso exception: "Generic error": ANEF error: /private/var/containers/Bundle/Application/04F01BF5-D48B-44EC-A5F6-3C7389CF4856/RizzCanvas.app/faceParsing.mlmodelc/model.espresso.net, processRequest:model:qos:qIndex:modelStringID:options:returnValue:error:: ANEProgramProcessRequestDirect() Failed with status=0x1d : statusType=0x9: Program Inference error status=-1 Unable to compute the prediction using a neural network model. It can be an invalid input data or broken/unsupported model (error code: -1). Error Domain=com.apple.Vision Code=3 "The VNCoreMLTransform request failed" UserInfo={NSLocalizedDescription=The VNCoreMLTransform request failed, NSUnderlyingError=0x114d92940 {Error Domain=com.apple.CoreML Code=0 "Unable to compute the prediction using a neural network model. It can be an invalid input data or broken/unsupported model (error code: -1)." UserInfo={NSLocalizedDescription=Unable to compute the prediction using a neural network model. It can be an invalid input data or broken/unsupported model (error code: -1).}}}
Replies
1
Boosts
0
Views
1.2k
Activity
Sep ’25
Game Activity link works when app is running, but not on cold start
I’m testing Game Activities in my Unity project with the new Apple.GameKit 2025-beta1 plugin. When I go into Xcode- Debug → GameKit → Manage Game Progress → Leaderboards → and click the generated link: If my app is already running in the background, the link opens the app and my handler (Apple.GameKit.GKGameActivity.WantsToPlay += OnWantsToPlay;) fires as expected. I can read the activity and route the player to the right level. If the app is completely closed, clicking the same link launches the app, but my OnWantsToPlay listener is never invoked. The app just boots normally and the activity intent seems lost. I’ve tried to subscribe as early as possible (in Awake() of my bootstrap scene, also tested with RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)]). Nothing works. Also, “Get Started with Game Center” video only demonstrates activation when the app already running, not a cold start from a Game Activity link. What am I missing? Environment Device/OS: iPhone on iOS 26.0 beta (Game Center sandbox) Xcode: 26.0 beta 6 Unity: 2022.3.21 Apple GameKit Unity plugin: 2025-beta1 (GameKit package) Signing: Game Center capability enabled; using development provisioning profile GameKit resources: GameCenterResources.gamekit in project (Target: Unity-iPhone), appears under Build Phases → Copy Bundle Resources
Replies
0
Boosts
0
Views
160
Activity
Sep ’25