Integrate machine learning models into your app using Core ML.

Posts under Core ML tag

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ActivityClassifier doesn't classify movement
I'm using a custom create ML model to classify the movement of a user's hand in a game, The classifier has 3 different spell movements, but my code constantly predicts all of them at an equal 1/3 probability regardless of movement which leads me to believe my code isn't correct (as opposed to the model) which in CreateML at least gives me a heavily weighted prediction My code is below. On adding debug prints everywhere all the data looks good to me and matches similar to my test CSV data So I'm thinking my issue must be in the setup of my model code? /// Feeds samples into the model and keeps a sliding window of the last N frames. final class WandGestureStreamer { static let shared = WandGestureStreamer() private let model: SpellActivityClassifier private var samples: [Transform] = [] private let windowSize = 100 // number of frames the model expects /// RNN hidden state passed between inferences private var stateIn: MLMultiArray /// Last transform dropped from the window for continuity private var lastDropped: Transform? private init() { let config = MLModelConfiguration() self.model = try! SpellActivityClassifier(configuration: config) // Initialize stateIn to the model’s required shape let constraint = self.model.model.modelDescription .inputDescriptionsByName["stateIn"]! .multiArrayConstraint! self.stateIn = try! MLMultiArray(shape: constraint.shape, dataType: .double) } /// Call once per frame with the latest wand position (or any feature vector). func appendSample(_ sample: Transform) { samples.append(sample) // drop oldest frame if over capacity, retaining it for delta at window start if samples.count > windowSize { lastDropped = samples.removeFirst() } } func classifyIfReady(threshold: Double = 0.6) -> (label: String, confidence: Double)? { guard samples.count == windowSize else { return nil } do { let input = try makeInput(initialState: stateIn) let output = try model.prediction(input: input) // Save state for continuity stateIn = output.stateOut let best = output.label let conf = output.labelProbability[best] ?? 0 // If you’ve recognized a gesture with high confidence: if conf > threshold { return (best, conf) } else { return nil } } catch { print("Error", error.localizedDescription, error) return nil } } /// Constructs a SpellActivityClassifierInput from recorded wand transforms. func makeInput(initialState: MLMultiArray) throws -> SpellActivityClassifierInput { let count = samples.count as NSNumber let shape = [count] let timeArr = try MLMultiArray(shape: shape, dataType: .double) let dxArr = try MLMultiArray(shape: shape, dataType: .double) let dyArr = try MLMultiArray(shape: shape, dataType: .double) let dzArr = try MLMultiArray(shape: shape, dataType: .double) let rwArr = try MLMultiArray(shape: shape, dataType: .double) let rxArr = try MLMultiArray(shape: shape, dataType: .double) let ryArr = try MLMultiArray(shape: shape, dataType: .double) let rzArr = try MLMultiArray(shape: shape, dataType: .double) for (i, sample) in samples.enumerated() { let previousSample = i > 0 ? samples[i - 1] : lastDropped let model = WandMovementRecording.DataModel(transform: sample, previous: previousSample) // print("model", model) timeArr[i] = NSNumber(value: model.timestamp) dxArr[i] = NSNumber(value: model.dx) dyArr[i] = NSNumber(value: model.dy) dzArr[i] = NSNumber(value: model.dz) let rot = model.rotation rwArr[i] = NSNumber(value: rot.w) rxArr[i] = NSNumber(value: rot.x) ryArr[i] = NSNumber(value: rot.y) rzArr[i] = NSNumber(value: rot.z) } return SpellActivityClassifierInput( dx: dxArr, dy: dyArr, dz: dzArr, rotation_w: rwArr, rotation_x: rxArr, rotation_y: ryArr, rotation_z: rzArr, timestamp: timeArr, stateIn: initialState ) } }
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464
Jul ’25
Requesting official confirmation: Is downloading and updating ML model files after app installation permitted by App Store guidelines?
Hello, I am planning to develop an iOS app that performs on-device inference using machine learning (ML) models. To improve accuracy and user experience, after the app is installed, I would like to download and update .mlmodel files from a separate cloud server and use them for inference within the app. The .mlmodel files will be provided by the cloud server in a compiled format, compressed as zip files. The app will download the zip file, extract it, and use the model. No executable code, scripts, or dynamic libraries will be downloaded—only model data files will be used. All code is fully contained within the app bundle, and the downloaded model files are strictly used as data and are never executed as code. I have previously consulted with DTS (Developer Technical Support), who confirmed that, to their knowledge, this approach does not violate the guidelines and that there are existing apps that rely on this functionality. However, for official assurance and to avoid any potential issues during app review, I would like to request confirmation from the App Review team. Specifically: Is it permitted under App Store guidelines to download or update compiled .mlmodel machine learning model files (compressed as zip files) from a remote cloud server after app installation, as long as no executable code is downloaded or executed? Thank you.
1
0
300
Jul ’25
Is it allowed for an iOS app to download machine learning model files (e.g., .mlmodel, .onnx) from a separate cloud server?
Hello, I am developing an iOS app that uses machine learning models. To improve accuracy and user experience, I would like to download .mlmodel files (compiled and compressed as zip files) from our own server after the app is installed, and use them for inference within the app. No executable code, scripts, or dynamic libraries will be downloaded—only model data files are used. According to App Store Review Guideline 2.5.2, I understand that apps may not download or execute code which introduces or changes features or functionality. In this case, are compiled and zip-compressed .mlmodel files considered "data" rather than "code", and is it allowed to download and use them in the app? If there are any restrictions or best practices related to this, please let me know. Thank you.
1
0
431
Jul ’25
coreml Fetching decryption key from server failed
My iOS app supports iOS 18, and I’m using an encrypted CoreML model secured with a key generated from Xcode. Every few months (around every 3 months), the encrypted model fails to load for both me and my users. When I investigate, I find this error: coreml Fetching decryption key from server failed: noEntryFound("No records found"). Make sure the encryption key was generated with correct team ID To temporarily fix it, I delete the old key, generate a new one, re-encrypt the model, and submit an app update. This resolves the issue, but only for a while. This is a terrible experience for users and obviously not a sustainable solution. I want to understand: Why is this happening? Is there a known expiration or invalidation policy for CoreML encryption keys? How can I prevent this issue permanently? Any insights or official guidance would be really appreciated.
5
2
714
Jul ’25
Converting TF2 object detection to CoreML
I've spent way too long today trying to convert an Object Detection TensorFlow2 model to a CoreML object classifier (with bounding boxes, labels and probability score) The 'SSD MobileNet v2 320x320' is here: https://github.com/tensorflow/models/blob/master/research/object_detection/g3doc/tf2_detection_zoo.md And I've been following all sorts of posts and ChatGPT https://apple.github.io/coremltools/docs-guides/source/tensorflow-2.html#convert-a-tensorflow-concrete-function https://developer.apple.com/videos/play/wwdc2020/10153/?time=402 To convert it. I keep hitting the same errors though, mostly around: NotImplementedError: Expected model format: [SavedModel | concrete_function | tf.keras.Model | .h5 | GraphDef], got <ConcreteFunction signature_wrapper(input_tensor) at 0x366B87790> I've had varying success including missing output labels/predictions. But I simply want to create the CoreML model with all the right inputs and outputs (including correct names) as detailed in the docs here: https://github.com/tensorflow/models/blob/master/research/object_detection/g3doc/running_on_mobile_tf2.md It goes without saying I don't have much (any) experience with this stuff including Python so the whole thing's been a bit of a headache. If anyone is able to help that would be great. FWIW I'm not attached to any one specific model, but what I do need at minimum is a CoreML model that can detect objects (has to at least include lights and lamps) within a live video image, detecting where in the image the object is. The simplest script I have looks like this: import coremltools as ct import tensorflow as tf model = tf.saved_model.load("~/tf_models/ssd_mobilenet_v2_320x320_coco17_tpu-8/saved_model") concrete_func = model.signatures[tf.saved_model.DEFAULT_SERVING_SIGNATURE_DEF_KEY] mlmodel = ct.convert( concrete_func, source="tensorflow", inputs=[ct.TensorType(shape=(1, 320, 320, 3))] ) mlmodel.save("YourModel.mlpackage", save_format="mlpackage")
1
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595
Jul ’25
ITMS-91109: Invalid package contents
Hi fellow developers, I built Video Restore AI which uses a number of models with CoreML on macOS to provide simple one-blick video upscaling and colorization. After uploading my archive, I received the following notification through email. ITMS-91109: Invalid package contents - The package contains one or more files with the com.apple.quarantine extended file attribute, such as “{com.kammerath.VideoRestore.pkg/Payload/Video Restore AI.app/Contents/Resources/ECCV16Colorize.mlmodelc/weights/weight.bin}”. This attribute shouldn’t be included in any macOS apps distributed on TestFlight or the App Store. Starting February 18, 2025, you must remove this attribute from all files within your macOS app before you can upload to App Store Connect. How do I deal with this? Is there a way to get Apple to just accept the model contents or do I need to convert it again with coremltools? Many thanks in advance! Jan
6
0
1.3k
Jun ’25
ActivityClassifier doesn't classify movement
I'm using a custom create ML model to classify the movement of a user's hand in a game, The classifier has 3 different spell movements, but my code constantly predicts all of them at an equal 1/3 probability regardless of movement which leads me to believe my code isn't correct (as opposed to the model) which in CreateML at least gives me a heavily weighted prediction My code is below. On adding debug prints everywhere all the data looks good to me and matches similar to my test CSV data So I'm thinking my issue must be in the setup of my model code? /// Feeds samples into the model and keeps a sliding window of the last N frames. final class WandGestureStreamer { static let shared = WandGestureStreamer() private let model: SpellActivityClassifier private var samples: [Transform] = [] private let windowSize = 100 // number of frames the model expects /// RNN hidden state passed between inferences private var stateIn: MLMultiArray /// Last transform dropped from the window for continuity private var lastDropped: Transform? private init() { let config = MLModelConfiguration() self.model = try! SpellActivityClassifier(configuration: config) // Initialize stateIn to the model’s required shape let constraint = self.model.model.modelDescription .inputDescriptionsByName["stateIn"]! .multiArrayConstraint! self.stateIn = try! MLMultiArray(shape: constraint.shape, dataType: .double) } /// Call once per frame with the latest wand position (or any feature vector). func appendSample(_ sample: Transform) { samples.append(sample) // drop oldest frame if over capacity, retaining it for delta at window start if samples.count > windowSize { lastDropped = samples.removeFirst() } } func classifyIfReady(threshold: Double = 0.6) -> (label: String, confidence: Double)? { guard samples.count == windowSize else { return nil } do { let input = try makeInput(initialState: stateIn) let output = try model.prediction(input: input) // Save state for continuity stateIn = output.stateOut let best = output.label let conf = output.labelProbability[best] ?? 0 // If you’ve recognized a gesture with high confidence: if conf > threshold { return (best, conf) } else { return nil } } catch { print("Error", error.localizedDescription, error) return nil } } /// Constructs a SpellActivityClassifierInput from recorded wand transforms. func makeInput(initialState: MLMultiArray) throws -> SpellActivityClassifierInput { let count = samples.count as NSNumber let shape = [count] let timeArr = try MLMultiArray(shape: shape, dataType: .double) let dxArr = try MLMultiArray(shape: shape, dataType: .double) let dyArr = try MLMultiArray(shape: shape, dataType: .double) let dzArr = try MLMultiArray(shape: shape, dataType: .double) let rwArr = try MLMultiArray(shape: shape, dataType: .double) let rxArr = try MLMultiArray(shape: shape, dataType: .double) let ryArr = try MLMultiArray(shape: shape, dataType: .double) let rzArr = try MLMultiArray(shape: shape, dataType: .double) for (i, sample) in samples.enumerated() { let previousSample = i > 0 ? samples[i - 1] : lastDropped let model = WandMovementRecording.DataModel(transform: sample, previous: previousSample) // print("model", model) timeArr[i] = NSNumber(value: model.timestamp) dxArr[i] = NSNumber(value: model.dx) dyArr[i] = NSNumber(value: model.dy) dzArr[i] = NSNumber(value: model.dz) let rot = model.rotation rwArr[i] = NSNumber(value: rot.w) rxArr[i] = NSNumber(value: rot.x) ryArr[i] = NSNumber(value: rot.y) rzArr[i] = NSNumber(value: rot.z) } return SpellActivityClassifierInput( dx: dxArr, dy: dyArr, dz: dzArr, rotation_w: rwArr, rotation_x: rxArr, rotation_y: ryArr, rotation_z: rzArr, timestamp: timeArr, stateIn: initialState ) } }
Replies
1
Boosts
0
Views
464
Activity
Jul ’25
Requesting official confirmation: Is downloading and updating ML model files after app installation permitted by App Store guidelines?
Hello, I am planning to develop an iOS app that performs on-device inference using machine learning (ML) models. To improve accuracy and user experience, after the app is installed, I would like to download and update .mlmodel files from a separate cloud server and use them for inference within the app. The .mlmodel files will be provided by the cloud server in a compiled format, compressed as zip files. The app will download the zip file, extract it, and use the model. No executable code, scripts, or dynamic libraries will be downloaded—only model data files will be used. All code is fully contained within the app bundle, and the downloaded model files are strictly used as data and are never executed as code. I have previously consulted with DTS (Developer Technical Support), who confirmed that, to their knowledge, this approach does not violate the guidelines and that there are existing apps that rely on this functionality. However, for official assurance and to avoid any potential issues during app review, I would like to request confirmation from the App Review team. Specifically: Is it permitted under App Store guidelines to download or update compiled .mlmodel machine learning model files (compressed as zip files) from a remote cloud server after app installation, as long as no executable code is downloaded or executed? Thank you.
Replies
1
Boosts
0
Views
300
Activity
Jul ’25
Is it allowed for an iOS app to download machine learning model files (e.g., .mlmodel, .onnx) from a separate cloud server?
Hello, I am developing an iOS app that uses machine learning models. To improve accuracy and user experience, I would like to download .mlmodel files (compiled and compressed as zip files) from our own server after the app is installed, and use them for inference within the app. No executable code, scripts, or dynamic libraries will be downloaded—only model data files are used. According to App Store Review Guideline 2.5.2, I understand that apps may not download or execute code which introduces or changes features or functionality. In this case, are compiled and zip-compressed .mlmodel files considered "data" rather than "code", and is it allowed to download and use them in the app? If there are any restrictions or best practices related to this, please let me know. Thank you.
Replies
1
Boosts
0
Views
431
Activity
Jul ’25
coreml Fetching decryption key from server failed
My iOS app supports iOS 18, and I’m using an encrypted CoreML model secured with a key generated from Xcode. Every few months (around every 3 months), the encrypted model fails to load for both me and my users. When I investigate, I find this error: coreml Fetching decryption key from server failed: noEntryFound("No records found"). Make sure the encryption key was generated with correct team ID To temporarily fix it, I delete the old key, generate a new one, re-encrypt the model, and submit an app update. This resolves the issue, but only for a while. This is a terrible experience for users and obviously not a sustainable solution. I want to understand: Why is this happening? Is there a known expiration or invalidation policy for CoreML encryption keys? How can I prevent this issue permanently? Any insights or official guidance would be really appreciated.
Replies
5
Boosts
2
Views
714
Activity
Jul ’25
Converting TF2 object detection to CoreML
I've spent way too long today trying to convert an Object Detection TensorFlow2 model to a CoreML object classifier (with bounding boxes, labels and probability score) The 'SSD MobileNet v2 320x320' is here: https://github.com/tensorflow/models/blob/master/research/object_detection/g3doc/tf2_detection_zoo.md And I've been following all sorts of posts and ChatGPT https://apple.github.io/coremltools/docs-guides/source/tensorflow-2.html#convert-a-tensorflow-concrete-function https://developer.apple.com/videos/play/wwdc2020/10153/?time=402 To convert it. I keep hitting the same errors though, mostly around: NotImplementedError: Expected model format: [SavedModel | concrete_function | tf.keras.Model | .h5 | GraphDef], got <ConcreteFunction signature_wrapper(input_tensor) at 0x366B87790> I've had varying success including missing output labels/predictions. But I simply want to create the CoreML model with all the right inputs and outputs (including correct names) as detailed in the docs here: https://github.com/tensorflow/models/blob/master/research/object_detection/g3doc/running_on_mobile_tf2.md It goes without saying I don't have much (any) experience with this stuff including Python so the whole thing's been a bit of a headache. If anyone is able to help that would be great. FWIW I'm not attached to any one specific model, but what I do need at minimum is a CoreML model that can detect objects (has to at least include lights and lamps) within a live video image, detecting where in the image the object is. The simplest script I have looks like this: import coremltools as ct import tensorflow as tf model = tf.saved_model.load("~/tf_models/ssd_mobilenet_v2_320x320_coco17_tpu-8/saved_model") concrete_func = model.signatures[tf.saved_model.DEFAULT_SERVING_SIGNATURE_DEF_KEY] mlmodel = ct.convert( concrete_func, source="tensorflow", inputs=[ct.TensorType(shape=(1, 320, 320, 3))] ) mlmodel.save("YourModel.mlpackage", save_format="mlpackage")
Replies
1
Boosts
0
Views
595
Activity
Jul ’25
ITMS-91109: Invalid package contents
Hi fellow developers, I built Video Restore AI which uses a number of models with CoreML on macOS to provide simple one-blick video upscaling and colorization. After uploading my archive, I received the following notification through email. ITMS-91109: Invalid package contents - The package contains one or more files with the com.apple.quarantine extended file attribute, such as “{com.kammerath.VideoRestore.pkg/Payload/Video Restore AI.app/Contents/Resources/ECCV16Colorize.mlmodelc/weights/weight.bin}”. This attribute shouldn’t be included in any macOS apps distributed on TestFlight or the App Store. Starting February 18, 2025, you must remove this attribute from all files within your macOS app before you can upload to App Store Connect. How do I deal with this? Is there a way to get Apple to just accept the model contents or do I need to convert it again with coremltools? Many thanks in advance! Jan
Replies
6
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0
Views
1.3k
Activity
Jun ’25