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Update entity state across devices through SharePlay on VisionOS
I am trying to create an app where I have multiple users modifying an entity at runtime similar to collaborative digital sculpting using SharePlay on VisionOS. When creating a collaborative experience using other 3D engines I have utilized an external server that devices send and update their state from serving as a global "source of truth". This doesn't seem to be the intended workflow for SharePlay which seemingly only allows for device to device messaging. While this works for a variety of apps it doesn't provide a smooth experience when multiple users are interacting with and manipulating the same 3D entity. Is there an intended way to do this for SharePlay? Would the best practice be to have one user serve as a host and establish a "source of truth" based on their app state? The closest example in documentation I have found is an example for using SharePlay in a drawing app. When a user is drawing they send the information for their realtime stroke through unreliable SharePlay messages and then, when they've finished, they send a reliable message with the final line. This technique makes sense for the given example since there is no scenario where multiple users would be drawing the same line, but it seemingly falls short for my use case since multiple users can sculpt in the same area of a given mesh. What would the intended approach be to achieve this with SharePlay? Is it simply a limitation of this type of networking? Thanks!
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4d
I built the app people told me they wanted. Apple: "there are already enough of these apps."
Submission ID: 4f64fd8d-529d-4829-9f29-07bbc53b3afb · Review date: August 26, 2026 · Version 1.0 (47) I never wanted to build a dating app. I wanted to build the thing I couldn't find: a place where you say what you're actually looking for, a partner, a friend, someone to travel with, people for a Tuesday-night board game, and see the people who are looking for the same thing. Not a deck of strangers dealt to me by an algorithm that profits from dealing slowly. My name is Gleb and for the past 13 months, in Barcelona, with my partner, who did the art direction, I built Tekero. No investors. No revenue. Nothing to monetize. I haven't built a paywall, because the first thing I'd have to sell is the thing every other app sells: your loneliness, rationed back to you. Here's what's different, and why it's different: Every mechanic in Tekero is aimed at a specific thing that hurts people. Ghosting: if you're sitting on a pile of likes you haven't answered, you drop out of the feed. Why should you be shown to more people when you're not responding to the ones you have? Inbox overload: your active chats are capped. Want a new conversation? Finish an old one, or keep it deliberately by adding that person as a friend. The app only unlocks that once you've built up friendship progress, a separate feature that measures how much two people (or more, in a group chat) have actually said to each other. Pay-to-reveal-likes: gone. Every like arrives openly, immediately, free. No slot machine. Both sides filter each other, the person who posted the announcement and the person browsing. So anything you see in the feed is someone who was also looking for you. Couples and friends can browse together and post together, because meeting people doesn't stop being useful once you've met someone. There's a trust score that costs you points for treating people badly: ignoring them, being toxic, attempting screenshots of private data (chat messages or private photos). It gives you points for treating people well, for communicating, for making friends. Screenshotting a private photo isn't a clever move here: it saves a black frame, sends a notification to the person you betrayed, and raises a ticket on the reports desk, which can lead to a block if the trust score is already low. The blank first message: most apps hand you a stranger and a cursor. Tekero gives you openers, including one called Game, where you both answer three psychological questions and start from something real instead of "hey". The first exchange is designed to be worth having, not to be survived. The dropdown that doesn't fit you: most apps give you two options and call it a profile. Tekero gives you 72 non-binary gender identities alongside the binary ones, the full range of orientations rather than the four everyone ships, and gender expression as a separate field: feminine, masculine or androgynous. How you present isn't the same question as who you are. This isn't a diversity checkbox. The whole app runs on both sides filtering each other honestly, and filtering can only be as true as the vocabulary people are given to describe themselves. Precision here isn't decoration, it's what makes the matching real. In Tekero, we want everyone to be themselves. I gave it to testers. It's hard to recruit them while the app is TestFlight-only, people aren't keen on multi-step installs. Still, apart from minor improvement requests that I resolved as they came in, testers were genuinely excited about the mechanics. The two things I heard most often: Tekero reinvents dating and It's not just dating AppStore Connect Submission Last week Apple rejected it under Guideline 4.3(b): my app "primarily includes dating features that duplicate the content and functionality of similar apps that are already widely available," and "there are already enough of these apps on the App Store." The same letter also states that my app "may include features or characteristics that distinguish it." Taken together, those two statements suggest the distinguishing features weren't assessed against the standard, and that assessment is what I'm asking for. In June, Apple rewrote that guideline to name dating outright: no new submissions unless they offer a "meaningfully different or improved experience." That test has two limbs, and the second one is "improved". Tekero isn't a variant of what's already there. Every mechanic above exists because something in the current experience is failing the people using it. I'm not asking for an exemption from the rule. I'm asking for the half of it that says "improved." What's next The appeal is with the Review Board. Get familiar with Tekero here, if interested: tekero.io, there's a walkthrough video on the site (posting the address as plain text, since external links aren't permitted here). If you've gotten out from under 4.3(b) — I'd really like to know how.
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2w
screenshot and apps preview in the appstore. What are all the possibilities and best practice?
So I know apple store connect are strict in term of your app screenshots, you cannot insert some promotional video and you cannot insert any screenshot that does not come from an iphone or official simulator. But I saw earleir someone's app with a screenshot that was like "MOCK" type, it has some 2 sentence description on top and below them the actual screenshot (on a phone simulation mockup lets say). This got me thinking that apple store connect actually tolerate images that are not PURE screenshots? You can actually take screenshots insert them to mockup and then insert that image in app store connect? How to do that and more importantly what to do to make sure it is done in a way apple store connect accepts it? What others things can be done, or best practices?
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661
Jun ’26
Reliable Alternative for Google Sign-In with AWS Cognito on iOS (React Native)
I’m developing a React Native application using AWS Cognito Hosted UI with Google Sign-In for authentication.My setup uses: React Native: 0.76.9 Library: react-native-app-auth version 8.0.3 Xcode Minimum Deployment Target: 13.4 The same implementation works perfectly on Android, but on iOS it behaves inconsistently. Here’s the issue: Login flow completes successfully. However, access tokens and ID tokens are often null or malformed on iOS. This results in 401 Invalid Token errors when calling backend APIs. I’ve also tried using react-native-inappbrowser-reborn, but the issue persists.I’m currently using both the client ID and reverse client ID correctly as callback URLs in Cognito’s configuration". So my questions are: "Is it better to continue using react-native-app-auth and @react-native-google-signin/google-signin with improved configuration for iOS? Or is there a more reliable approach/library for handling Cognito authentication and token management on iOS (especially for Hosted UI with Google Sign-In)? Looking forward to any suggestions or best practices from those who’ve implemented Cognito + Google Sign-In on iOS using React Native.If you’ve found a stable setup for managing tokens and callbacks on iOS, please share your approach". Thank you!
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Nov ’25
Need assistance with accessing your developer account?
I can login. but when I click account, I was redirected to a page wiith a form directly.Need assistance with accessing your developer account?I got email saying below, but they never contact with me. What should I do? I need use the account info the app deloyment. Thank you for contacting us.We’ve received your support request and will get back to you in one to two business days. Your case number is xxxxxxxFor additional information on development-related topics, visit Apple Developer Support.Best regards,Apple Developer Program Support
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3.8k
Oct ’25
Issue with UIActivityViewController Not Showing X (formerly Twitter) and Facebook Icons When Sharing Images on iOS 26 Beta
I have installed the iOS 26 Beta on my device and conducted a comprehensive functionality test of my iOS application, which I designed and developed. The application includes a feature that allows users to share images directly to X (formerly Twitter) and Facebook. During testing, I encountered an issue where the icons for X (formerly Twitter) and Facebook do not appear in the share dialog, despite both apps being installed on the device. This issue prevents users from sharing images to these platforms directly from the app. Steps to Reproduce: 1.Install iOS 26 Beta on a compatible device. 2.Ensure that both the X (formerly Twitter) and Facebook apps are installed and logged in on the device. 3.Open the iOS application and navigate to the image sharing feature. 4.Attempt to share an image using the share dialog. 5.Observe that the icons for X (formerly Twitter) and Facebook are missing from the share options. Expected Behavior: The share dialog should display icons for X (formerly Twitter) and Facebook, allowing users to share images directly to these platforms. Actual Behavior: The icons for X (formerly Twitter) and Facebook do not appear in the share dialog, preventing direct sharing to these platforms. Code Implementation: I have not implemented any code to exclude X (formerly Twitter) and Facebook from the share options. Below is the relevant code for controlling the share screen: let activityViewController = UIActivityViewController(activityItems: activityItems, applicationActivities: applicationActivities) let excludedTypes = [ UIActivity.ActivityType.assignToContact, UIActivity.ActivityType.print, ] activityViewController.excludedActivityTypes = excludedTypes activityViewController.completionWithItemsHandler = completion self.present(activityViewController, animated: true, completion: nil) As shown in the implementation, there is no exclusion of X (formerly Twitter) and Facebook, yet their icons do not appear in the share dialog.
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1.1k
Sep ’25
CloudKit - Friend request / connection
I implemented the cloudkit function, where users can connect with each other. The problem is, that if User A is doing a friend request and User B is accepting the request. The friend entry is correct visible for User B but not for User A. I can see in cloud kit that after the accepted request, the friend connection is set up correctly, also with the correct userID, but it not showing up for User A (the one that send the request) It's in the public database. In this view you sign in using Apple Sign-In and create a specific user ID. Then you can access a global leaderboard to compare with all signed-in users. Additionaly, there’s a friend tab where you can search for and type in a specific user ID. The target user sees the friend request, can accept it, and then the accepted friend appears in their friend list. However, the original requester doesn’t see the connection after acceptance even though CloudKit shows the records Add comment. I've also tried to add a placeholder in for User A, that e.g he send the request and then has a placeholder where it says e.g pending request to User B. After User B accepted the request, the placeholder will go away and no friend connection is displayed, very strange.
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Mar ’25
App Review Failed Because of Facebook Login Incorrect Password
I'm in App Review Hell. My app is specifically designed to work with Facebook APIs and as a result it's necessary to sign in with Facebook Login. The app works perfectly fine in Test Flight. Multiple users have connected to their accounts with no issues whatsoever. For whatever reason the app reviewer is incapable of making it past sign in. Whenever they sign in the see an "incorrect password" error message (see attached screenshot below). I've tried giving them multiple test accounts (with no 2-factor authentication) and yet they cannot sign in. I've tried changing the passwords to really simple ones, and yet they still get this error message. Meanwhile I have successfully signed in with the exact same credentials and gotten no error message. I created an "Admin Login" which allows them to sign in with an email and password, but they refuse to use it and insist that the must be able to sign with the default Facebook Sign In. I have asked them if they use VPN and if they are blocking any ports, which might interfere with their connection to Facebook. I also if they are testing in the US. They have ignored my questions. They just keep asking for a different account to test with even though I've given them two already. Has anyone run into this before or have any advice for me? My app is built in React Native and is using the react-native-fbsdk-next package.
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862
Jan ’24
App refused because of Apple Store Review Guidelines - #BusinessUnacceptable
"In regards to the 3.2.2 issue, we find that your app pays users in order to accomplish digital tasks, which is not appropriate for the App Store." Hey there, I have received this message from apple on my app review. It seems there is a misunderstand because I've read again and again the Apple Store Review Guidelines. Maybe I don't understand it clearly, maybe they have bad ideas on my business model. So I've tried ti explain step by step, even in my native language (french). I acted to help understand it. Unfortunately, my app is still refused. Then I was asking them to show me using screenshots or maybe video of my app that can prove it. I want to explain it to you, maybe you will help figure out their point. First to all, it's a social network. All users there are considered as content creators. So they can post their contents for free and it is still available for free until they delete it. You can comment it and like. But downloading and sharing it are not free tasks. You can share it as status or by message or download these content. After sharing or downloading it (which is not an obligation), the amount paid is transferred to content author. The amount earned can be converted to real money by content author. That's all what we do. Is there anything related to Apple Store Review Guidelines 3.2.2 ? If yes, please, explain it to me.
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Oct ’23
I want to share screen screenshots on my iPad.
We have introduced the following plug-ins to share screen screenshots on the iPad. // Social Connector v0.5.0 https://github.com/anchan828/social-connector But nothing works, just an error is displayed on the console. as a flow Create screenshot Call "SocialConnector" by pressing the save button We are. In addition, "-fno-objc-arc" is entered in the Complie Flags section of "SocialConnector.mm" on Xcode. the code is using UnityEngine; using System.IO; using System.Collections; public class FwShareController : MonoBehaviour { public void share( string a_path ) { SocialConnector.SocialConnector.Share( "photography", "http://www.hoge.co.jp/", a_path ); } } will be The output error is Make a symbolic breakpoint at UIViewAlertForUnsatisfiableConstraints to catch this in the debugger. The methods in the UIConstraintBasedLayoutDebugging category on UIView listed in <UIKitCore/UIView.h> may also be helpful. 2023-05-16 21:58:54.990213+0900 HogeHoge[49283:7605584] [LayoutConstraints] Unable to simultaneously satisfy constraints. Probably at least one of the constraints in the following list is one you don't want. Try this: (1) look at each constraint and try to figure out which you don't expect; (2) find the code that added the unwanted constraint or constraints and fix it. ( "<NSLayoutConstraint:0x28bb52440 UILayoutGuide:0x28256bc60'TitleViewGuide(0x110cfa8b0)'.trailing <= UILayoutGuide:0x282563100'UIViewLayoutMarginsGuide'.trailing (active)>", "<NSLayoutConstraint:0x28bb52490 UILayoutGuide:0x28256bc60'TitleViewGuide(0x110cfa8b0)'.leading >= UILayoutGuide:0x282563100'UIViewLayoutMarginsGuide'.leading (active)>", "<NSLayoutConstraint:0x28bb56350 'UIView-Encapsulated-Layout-Width' _UINavigationBarContentView:0x110cfa570.width == 6 (active)>", "<NSLayoutConstraint:0x28bb52580 'UIView-leftMargin-guide-constraint' H:|-(16)-[UILayoutGuide:0x282563100'UIViewLayoutMarginsGuide'](LTR) (active, names: '|':_UINavigationBarContentView:0x110cfa570 )>", "<NSLayoutConstraint:0x28bb525d0 'UIView-rightMargin-guide-constraint' H:[UILayoutGuide:0x282563100'UIViewLayoutMarginsGuide']-(16)-|(LTR) (active, names: '|':_UINavigationBarContentView:0x110cfa570 )>" ) Will attempt to recover by breaking constraint <NSLayoutConstraint:0x28bb52440 UILayoutGuide:0x28256bc60'TitleViewGuide(0x110cfa8b0)'.trailing <= UILayoutGuide:0x282563100'UIViewLayoutMarginsGuide'.trailing (active)> Make a symbolic breakpoint at UIViewAlertForUnsatisfiableConstraints to catch this in the debugger. The methods in the UIConstraintBasedLayoutDebugging category on UIView listed in <UIKitCore/UIView.h> may also be helpful. 2023-05-16 21:58:55.036905+0900 HogeHoge[49283:7605584] [UICollectionLayout] <_UIActivityCollectionViewCompositionalLayout 0x110cf56b0> ran into an error when computing the layout for section at index 0 in container <_UICollectionLayoutContainer: 0x28c453780 contentSize={-7, 0}; contentInsets={0, 0, 0, 0}}>. UICollectionView behavior with this layout is undefined. Break on UICollectionViewCompositionalLayoutAlertForInvalidLayout to catch this in the debugger. Error: NSCollectionLayoutItem created with invalid combination of spacing and size specified. This group cannot fit even a single item. Inspect the spacing and size of the items in this group and ensure that they fit into the group when its effective size is {42.666666666666657, 128}. Group: <NSCollectionLayoutGroup size={.absolute(42.6667), .estimated(128)}; edgeSpacing=<leading=.fixed(0); top=.fixed(0); trailing=.fixed(0); bottom=.fixed(0)>; contentInsets={0, 0, 0, 0}> group: subitems= <NSCollectionLayoutItem size={.absolute(78), .estimated(128)}; edgeSpacing=<leading=.fixed(0); top=.fixed(0); trailing=.fixed(0); bottom=.fixed(0)>; contentInsets={0, 0, 0, 0}> interItemSpacing=.fixed(-95.66666666666667); layoutDirection=.horizontal> 2023-05-16 21:58:55.037265+0900 HogeHoge[49283:7605584] [UICollectionLayout] <_UIActivityCollectionViewCompositionalLayout 0x110cf56b0> ran into an error when computing the layout for section at index 1 in container <_UICollectionLayoutContainer: 0x28c453900 contentSize={-7, 0}; contentInsets={0, 0, 0, 0}}>. UICollectionView behavior with this layout is undefined. Break on UICollectionViewCompositionalLayoutAlertForInvalidLayout to catch this in the debugger. Error: NSCollectionLayoutItem created with invalid combination of spacing and size specified. This group cannot fit even a single item. Inspect the spacing and size of the items in this group and ensure that they fit into the group when its effective size is {43.333333333333343, 128}. Group: <NSCollectionLayoutGroup size={.absolute(43.3333), .estimated(128)}; edgeSpacing=<leading=.fixed(0); top=.fixed(0); trailing=.fixed(0); bottom=.fixed(0)>; contentInsets={0, 0, 0, 0}> group: subitems= <NSCollectionLayoutItem size={.absolute(78), .estimated(128)}; edgeSpacing=<leading=.fixed(0); top=.fixed(0); trailing=.fixed(0); bottom=.fixed(0)>; contentInsets={0, 0, 0, 0}> interItemSpacing=.fixed(-95.33333333333333); layoutDirection=.horizontal> will be Since it's not hanging, I think it's possible that the necessary declarations aren't being made. Do you know anything? environment Unity 2020.3.1f1 Social Connector v0.5.0 Device used iPad (7th generation) OS16.3
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May ’23
New to iPhone and apple
I am totally new to iphone. I have been using android for ages now. You might call me old school and yes thats acceptable because I am not good with gadgets and stuff. I have a problem that I need your help on. I like to keep changing wallpapers and so I went online to search few for my new iphone. I mean it is new phone but not the latest model for sure. I found this website and for some reason they have some weird format/extension for the wallpapers. It is something webp. Last time I checked I had images with jpg. jpeg and png. Has AI changed the world or is it just me left behind. May I know if it is okay to download and use those weird webp wallpapers for my iPhone or it could cause harm. Please guide me folks. Sorry if I have just barged in and posted in a wrong place. Regards, Mayank
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Apr ’23
Get User Information using Apple API
I could get "access_token" and "refresh_token" from following URL:POST https://appleid.apple.com/auth/tokenBut I don't know the API of getting User Information using "access_token"Is there any API that accept the "access_token" as the input and return the User Information (user ID, email...)?It is very good that there is an API like this: https://stackoverflow.com/questions/7130648/get-user-info-via-google-apiThank you very much.
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5.5k
Jan ’22
Potential Privacy Information Leak Risk in Share Extension
Using this method from iOS 8 to iOS 15, no matter whether the team identifier of the share source and the share target are the same, the share source can get the bundle identifier of the share target, so there is a risk of leakage, and it is recommended to fix it. It has been found that many apps use this method to obtain private information, such as ShareExtension in WeChat #ifdef HIDE_POST_DIALOG - ( void ) willMoveToParentViewController: ( UIViewController * ) parent { // This is called at the point where the Post dialog is about to be shown. NSString * hostBundleID = [parent valueForKey:(@"_hostBundleID")]; NSLog( @"**** parent bundle id is %@" ,hostBundleID); } #endif https://stackoverflow.com/questions/28453044/how-to-get-bundleid-of-the-source-app-when-using-share-extension-in-ios8/38262999#38262999
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1k
Jan ’22
postinstall is not called
I have developed MacOS App and tried to make installer which has postinstall by productbuild. productbuild --component App/App.app  /Applications --scripts ./Scripts --sign "3rd Party Mac Developer Installer: MyCompany (******)" App.pkg Scripts directory has postinstall. -rwxr-xr-x@ 1 name  staff  171  1  7 11:36 postinstall* I can install App.app under /Applications. But postinstall is not called. App.pkg is validated by Transporter. I tried to use pkgbuild. pkgbuild --root ./App --identifier com.mycompany.App --version 1.0 --install-location /Applications --scripts ./Scripts --ownership preserve App.pkg productbuild --synthesize --package App.pkg Distribution.xml productbuild --distribution Distribution.xml --sign "3rd Party Mac Developer Installer: MyCompany (******)" --package-path .  AppInstaller.pkg" This dose work well, postinstall is called. But AppInstaller.pkg is not validated by Transporter with following errors. What should I do ??? ERROR ITMS-90230: "Invalid product archive metadata. Error in keyPath [product-metadata.product-identifier]. Please re-build your archive with an up-to-date version of Xcode, and submit again." ERROR ITMS-90230: "Invalid product archive metadata. Error in keyPath [product-metadata.product-version]. Please re-build your archive with an up-to-date version of Xcode, and submit again." ERROR ITMS-90254: "The product archive is invalid. The installer package may not include install scripts." ERROR ITMS-90264: "The lowest minimum system version [none] in the Product Definition Property List must equal the 'LSMinimumSystemVersion' value [11.0] in the 'Info.plist'." WARNING ITMS-90889: ""Cannot be used with TestFlight because the bundle at “CosmeCamMac.app” is missing a provisioning profile. Main bundles are expected to have provisioning profiles in order to be eligible for TestFlight.""
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1.6k
Jan ’22
Tweets saved as draft
After minor iOS update sharing from my app to Twitter started to give me 'Tweet failed to send' with description that tweet couldn't be sent right now and has been saved as a draft. It works the same way all the time, it's not temporary issue.If I go to Twitter app I can find my tweet in Drafts and send it no problem.For what's it worth it may be actually problem with Twitter app itself.
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4.8k
Dec ’21
Share a link to Tiktok, Instagram and Facebook
Hello, I would like to share a video clip from my app to various networks. But I am constrained not to share the actual video, but a download link. Is there an API / library that enables sharing a link to those networks? Could not find one clarification: I am not referring to a link to put on WhatsApp or iMessage, but directly to those specific networks Thanks,
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1.3k
Dec ’21
Sharing a pdf url through share extension
Hi Apple Team, We have an app feature in SME app which enables user to share docs,pdf's,images, urls etc.While we trying to share a certain kind of pdf url : https://www.realwear.com/pdf/HMT1_UG_English.pdf then we are not able to share it to our app.We have included all the extensions in the plist.Plist Data :&lt;key&gt;NSExtension&lt;/key&gt;&lt;dict&gt;&lt;key&gt;NSExtensionAttributes&lt;/key&gt;&lt;dict&gt;&lt;key&gt;NSExtensionActivationRule&lt;/key&gt;&lt;dict&gt;&lt;key&gt;NSExtensionActivationSupportsAttachmentsWithMaxCount&lt;/key&gt;&lt;integer&gt;10&lt;/integer&gt;&lt;key&gt;NSExtensionActivationSupportsFileWithMaxCount&lt;/key&gt;&lt;integer&gt;10&lt;/integer&gt;&lt;key&gt;NSExtensionActivationSupportsImageWithMaxCount&lt;/key&gt;&lt;integer&gt;10&lt;/integer&gt;&lt;key&gt;NSExtensionActivationSupportsMovieWithMaxCount&lt;/key&gt;&lt;integer&gt;10&lt;/integer&gt;&lt;key&gt;NSExtensionActivationSupportsText&lt;/key&gt;&lt;true/&gt;&lt;key&gt;NSExtensionActivationSupportsWebPageWithMaxCount&lt;/key&gt;&lt;integer&gt;10&lt;/integer&gt;&lt;key&gt;NSExtensionActivationSupportsWebURLWithMaxCount&lt;/key&gt;&lt;integer&gt;10&lt;/integer&gt;&lt;/dict&gt;&lt;/dict&gt;&lt;key&gt;NSExtensionMainStoryboard&lt;/key&gt;&lt;string&gt;MainInterface&lt;/string&gt;&lt;key&gt;NSExtensionPointIdentifier&lt;/key&gt;&lt;string&gt;com.apple.share-services&lt;/string&gt;Thanks in advance.
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4.1k
Sep ’21
Update entity state across devices through SharePlay on VisionOS
I am trying to create an app where I have multiple users modifying an entity at runtime similar to collaborative digital sculpting using SharePlay on VisionOS. When creating a collaborative experience using other 3D engines I have utilized an external server that devices send and update their state from serving as a global "source of truth". This doesn't seem to be the intended workflow for SharePlay which seemingly only allows for device to device messaging. While this works for a variety of apps it doesn't provide a smooth experience when multiple users are interacting with and manipulating the same 3D entity. Is there an intended way to do this for SharePlay? Would the best practice be to have one user serve as a host and establish a "source of truth" based on their app state? The closest example in documentation I have found is an example for using SharePlay in a drawing app. When a user is drawing they send the information for their realtime stroke through unreliable SharePlay messages and then, when they've finished, they send a reliable message with the final line. This technique makes sense for the given example since there is no scenario where multiple users would be drawing the same line, but it seemingly falls short for my use case since multiple users can sculpt in the same area of a given mesh. What would the intended approach be to achieve this with SharePlay? Is it simply a limitation of this type of networking? Thanks!
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4d
I built the app people told me they wanted. Apple: "there are already enough of these apps."
Submission ID: 4f64fd8d-529d-4829-9f29-07bbc53b3afb · Review date: August 26, 2026 · Version 1.0 (47) I never wanted to build a dating app. I wanted to build the thing I couldn't find: a place where you say what you're actually looking for, a partner, a friend, someone to travel with, people for a Tuesday-night board game, and see the people who are looking for the same thing. Not a deck of strangers dealt to me by an algorithm that profits from dealing slowly. My name is Gleb and for the past 13 months, in Barcelona, with my partner, who did the art direction, I built Tekero. No investors. No revenue. Nothing to monetize. I haven't built a paywall, because the first thing I'd have to sell is the thing every other app sells: your loneliness, rationed back to you. Here's what's different, and why it's different: Every mechanic in Tekero is aimed at a specific thing that hurts people. Ghosting: if you're sitting on a pile of likes you haven't answered, you drop out of the feed. Why should you be shown to more people when you're not responding to the ones you have? Inbox overload: your active chats are capped. Want a new conversation? Finish an old one, or keep it deliberately by adding that person as a friend. The app only unlocks that once you've built up friendship progress, a separate feature that measures how much two people (or more, in a group chat) have actually said to each other. Pay-to-reveal-likes: gone. Every like arrives openly, immediately, free. No slot machine. Both sides filter each other, the person who posted the announcement and the person browsing. So anything you see in the feed is someone who was also looking for you. Couples and friends can browse together and post together, because meeting people doesn't stop being useful once you've met someone. There's a trust score that costs you points for treating people badly: ignoring them, being toxic, attempting screenshots of private data (chat messages or private photos). It gives you points for treating people well, for communicating, for making friends. Screenshotting a private photo isn't a clever move here: it saves a black frame, sends a notification to the person you betrayed, and raises a ticket on the reports desk, which can lead to a block if the trust score is already low. The blank first message: most apps hand you a stranger and a cursor. Tekero gives you openers, including one called Game, where you both answer three psychological questions and start from something real instead of "hey". The first exchange is designed to be worth having, not to be survived. The dropdown that doesn't fit you: most apps give you two options and call it a profile. Tekero gives you 72 non-binary gender identities alongside the binary ones, the full range of orientations rather than the four everyone ships, and gender expression as a separate field: feminine, masculine or androgynous. How you present isn't the same question as who you are. This isn't a diversity checkbox. The whole app runs on both sides filtering each other honestly, and filtering can only be as true as the vocabulary people are given to describe themselves. Precision here isn't decoration, it's what makes the matching real. In Tekero, we want everyone to be themselves. I gave it to testers. It's hard to recruit them while the app is TestFlight-only, people aren't keen on multi-step installs. Still, apart from minor improvement requests that I resolved as they came in, testers were genuinely excited about the mechanics. The two things I heard most often: Tekero reinvents dating and It's not just dating AppStore Connect Submission Last week Apple rejected it under Guideline 4.3(b): my app "primarily includes dating features that duplicate the content and functionality of similar apps that are already widely available," and "there are already enough of these apps on the App Store." The same letter also states that my app "may include features or characteristics that distinguish it." Taken together, those two statements suggest the distinguishing features weren't assessed against the standard, and that assessment is what I'm asking for. In June, Apple rewrote that guideline to name dating outright: no new submissions unless they offer a "meaningfully different or improved experience." That test has two limbs, and the second one is "improved". Tekero isn't a variant of what's already there. Every mechanic above exists because something in the current experience is failing the people using it. I'm not asking for an exemption from the rule. I'm asking for the half of it that says "improved." What's next The appeal is with the Review Board. Get familiar with Tekero here, if interested: tekero.io, there's a walkthrough video on the site (posting the address as plain text, since external links aren't permitted here). If you've gotten out from under 4.3(b) — I'd really like to know how.
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2w
screenshot and apps preview in the appstore. What are all the possibilities and best practice?
So I know apple store connect are strict in term of your app screenshots, you cannot insert some promotional video and you cannot insert any screenshot that does not come from an iphone or official simulator. But I saw earleir someone's app with a screenshot that was like "MOCK" type, it has some 2 sentence description on top and below them the actual screenshot (on a phone simulation mockup lets say). This got me thinking that apple store connect actually tolerate images that are not PURE screenshots? You can actually take screenshots insert them to mockup and then insert that image in app store connect? How to do that and more importantly what to do to make sure it is done in a way apple store connect accepts it? What others things can be done, or best practices?
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Activity
Jun ’26
Reliable Alternative for Google Sign-In with AWS Cognito on iOS (React Native)
I’m developing a React Native application using AWS Cognito Hosted UI with Google Sign-In for authentication.My setup uses: React Native: 0.76.9 Library: react-native-app-auth version 8.0.3 Xcode Minimum Deployment Target: 13.4 The same implementation works perfectly on Android, but on iOS it behaves inconsistently. Here’s the issue: Login flow completes successfully. However, access tokens and ID tokens are often null or malformed on iOS. This results in 401 Invalid Token errors when calling backend APIs. I’ve also tried using react-native-inappbrowser-reborn, but the issue persists.I’m currently using both the client ID and reverse client ID correctly as callback URLs in Cognito’s configuration". So my questions are: "Is it better to continue using react-native-app-auth and @react-native-google-signin/google-signin with improved configuration for iOS? Or is there a more reliable approach/library for handling Cognito authentication and token management on iOS (especially for Hosted UI with Google Sign-In)? Looking forward to any suggestions or best practices from those who’ve implemented Cognito + Google Sign-In on iOS using React Native.If you’ve found a stable setup for managing tokens and callbacks on iOS, please share your approach". Thank you!
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Nov ’25
Need assistance with accessing your developer account?
I can login. but when I click account, I was redirected to a page wiith a form directly.Need assistance with accessing your developer account?I got email saying below, but they never contact with me. What should I do? I need use the account info the app deloyment. Thank you for contacting us.We’ve received your support request and will get back to you in one to two business days. Your case number is xxxxxxxFor additional information on development-related topics, visit Apple Developer Support.Best regards,Apple Developer Program Support
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Oct ’25
Issue with UIActivityViewController Not Showing X (formerly Twitter) and Facebook Icons When Sharing Images on iOS 26 Beta
I have installed the iOS 26 Beta on my device and conducted a comprehensive functionality test of my iOS application, which I designed and developed. The application includes a feature that allows users to share images directly to X (formerly Twitter) and Facebook. During testing, I encountered an issue where the icons for X (formerly Twitter) and Facebook do not appear in the share dialog, despite both apps being installed on the device. This issue prevents users from sharing images to these platforms directly from the app. Steps to Reproduce: 1.Install iOS 26 Beta on a compatible device. 2.Ensure that both the X (formerly Twitter) and Facebook apps are installed and logged in on the device. 3.Open the iOS application and navigate to the image sharing feature. 4.Attempt to share an image using the share dialog. 5.Observe that the icons for X (formerly Twitter) and Facebook are missing from the share options. Expected Behavior: The share dialog should display icons for X (formerly Twitter) and Facebook, allowing users to share images directly to these platforms. Actual Behavior: The icons for X (formerly Twitter) and Facebook do not appear in the share dialog, preventing direct sharing to these platforms. Code Implementation: I have not implemented any code to exclude X (formerly Twitter) and Facebook from the share options. Below is the relevant code for controlling the share screen: let activityViewController = UIActivityViewController(activityItems: activityItems, applicationActivities: applicationActivities) let excludedTypes = [ UIActivity.ActivityType.assignToContact, UIActivity.ActivityType.print, ] activityViewController.excludedActivityTypes = excludedTypes activityViewController.completionWithItemsHandler = completion self.present(activityViewController, animated: true, completion: nil) As shown in the implementation, there is no exclusion of X (formerly Twitter) and Facebook, yet their icons do not appear in the share dialog.
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Activity
Sep ’25
CloudKit - Friend request / connection
I implemented the cloudkit function, where users can connect with each other. The problem is, that if User A is doing a friend request and User B is accepting the request. The friend entry is correct visible for User B but not for User A. I can see in cloud kit that after the accepted request, the friend connection is set up correctly, also with the correct userID, but it not showing up for User A (the one that send the request) It's in the public database. In this view you sign in using Apple Sign-In and create a specific user ID. Then you can access a global leaderboard to compare with all signed-in users. Additionaly, there’s a friend tab where you can search for and type in a specific user ID. The target user sees the friend request, can accept it, and then the accepted friend appears in their friend list. However, the original requester doesn’t see the connection after acceptance even though CloudKit shows the records Add comment. I've also tried to add a placeholder in for User A, that e.g he send the request and then has a placeholder where it says e.g pending request to User B. After User B accepted the request, the placeholder will go away and no friend connection is displayed, very strange.
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Activity
Mar ’25
App Review Failed Because of Facebook Login Incorrect Password
I'm in App Review Hell. My app is specifically designed to work with Facebook APIs and as a result it's necessary to sign in with Facebook Login. The app works perfectly fine in Test Flight. Multiple users have connected to their accounts with no issues whatsoever. For whatever reason the app reviewer is incapable of making it past sign in. Whenever they sign in the see an "incorrect password" error message (see attached screenshot below). I've tried giving them multiple test accounts (with no 2-factor authentication) and yet they cannot sign in. I've tried changing the passwords to really simple ones, and yet they still get this error message. Meanwhile I have successfully signed in with the exact same credentials and gotten no error message. I created an "Admin Login" which allows them to sign in with an email and password, but they refuse to use it and insist that the must be able to sign with the default Facebook Sign In. I have asked them if they use VPN and if they are blocking any ports, which might interfere with their connection to Facebook. I also if they are testing in the US. They have ignored my questions. They just keep asking for a different account to test with even though I've given them two already. Has anyone run into this before or have any advice for me? My app is built in React Native and is using the react-native-fbsdk-next package.
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Jan ’24
App refused because of Apple Store Review Guidelines - #BusinessUnacceptable
"In regards to the 3.2.2 issue, we find that your app pays users in order to accomplish digital tasks, which is not appropriate for the App Store." Hey there, I have received this message from apple on my app review. It seems there is a misunderstand because I've read again and again the Apple Store Review Guidelines. Maybe I don't understand it clearly, maybe they have bad ideas on my business model. So I've tried ti explain step by step, even in my native language (french). I acted to help understand it. Unfortunately, my app is still refused. Then I was asking them to show me using screenshots or maybe video of my app that can prove it. I want to explain it to you, maybe you will help figure out their point. First to all, it's a social network. All users there are considered as content creators. So they can post their contents for free and it is still available for free until they delete it. You can comment it and like. But downloading and sharing it are not free tasks. You can share it as status or by message or download these content. After sharing or downloading it (which is not an obligation), the amount paid is transferred to content author. The amount earned can be converted to real money by content author. That's all what we do. Is there anything related to Apple Store Review Guidelines 3.2.2 ? If yes, please, explain it to me.
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Activity
Oct ’23
I want to share screen screenshots on my iPad.
We have introduced the following plug-ins to share screen screenshots on the iPad. // Social Connector v0.5.0 https://github.com/anchan828/social-connector But nothing works, just an error is displayed on the console. as a flow Create screenshot Call "SocialConnector" by pressing the save button We are. In addition, "-fno-objc-arc" is entered in the Complie Flags section of "SocialConnector.mm" on Xcode. the code is using UnityEngine; using System.IO; using System.Collections; public class FwShareController : MonoBehaviour { public void share( string a_path ) { SocialConnector.SocialConnector.Share( "photography", "http://www.hoge.co.jp/", a_path ); } } will be The output error is Make a symbolic breakpoint at UIViewAlertForUnsatisfiableConstraints to catch this in the debugger. The methods in the UIConstraintBasedLayoutDebugging category on UIView listed in <UIKitCore/UIView.h> may also be helpful. 2023-05-16 21:58:54.990213+0900 HogeHoge[49283:7605584] [LayoutConstraints] Unable to simultaneously satisfy constraints. Probably at least one of the constraints in the following list is one you don't want. Try this: (1) look at each constraint and try to figure out which you don't expect; (2) find the code that added the unwanted constraint or constraints and fix it. ( "<NSLayoutConstraint:0x28bb52440 UILayoutGuide:0x28256bc60'TitleViewGuide(0x110cfa8b0)'.trailing <= UILayoutGuide:0x282563100'UIViewLayoutMarginsGuide'.trailing (active)>", "<NSLayoutConstraint:0x28bb52490 UILayoutGuide:0x28256bc60'TitleViewGuide(0x110cfa8b0)'.leading >= UILayoutGuide:0x282563100'UIViewLayoutMarginsGuide'.leading (active)>", "<NSLayoutConstraint:0x28bb56350 'UIView-Encapsulated-Layout-Width' _UINavigationBarContentView:0x110cfa570.width == 6 (active)>", "<NSLayoutConstraint:0x28bb52580 'UIView-leftMargin-guide-constraint' H:|-(16)-[UILayoutGuide:0x282563100'UIViewLayoutMarginsGuide'](LTR) (active, names: '|':_UINavigationBarContentView:0x110cfa570 )>", "<NSLayoutConstraint:0x28bb525d0 'UIView-rightMargin-guide-constraint' H:[UILayoutGuide:0x282563100'UIViewLayoutMarginsGuide']-(16)-|(LTR) (active, names: '|':_UINavigationBarContentView:0x110cfa570 )>" ) Will attempt to recover by breaking constraint <NSLayoutConstraint:0x28bb52440 UILayoutGuide:0x28256bc60'TitleViewGuide(0x110cfa8b0)'.trailing <= UILayoutGuide:0x282563100'UIViewLayoutMarginsGuide'.trailing (active)> Make a symbolic breakpoint at UIViewAlertForUnsatisfiableConstraints to catch this in the debugger. The methods in the UIConstraintBasedLayoutDebugging category on UIView listed in <UIKitCore/UIView.h> may also be helpful. 2023-05-16 21:58:55.036905+0900 HogeHoge[49283:7605584] [UICollectionLayout] <_UIActivityCollectionViewCompositionalLayout 0x110cf56b0> ran into an error when computing the layout for section at index 0 in container <_UICollectionLayoutContainer: 0x28c453780 contentSize={-7, 0}; contentInsets={0, 0, 0, 0}}>. UICollectionView behavior with this layout is undefined. Break on UICollectionViewCompositionalLayoutAlertForInvalidLayout to catch this in the debugger. Error: NSCollectionLayoutItem created with invalid combination of spacing and size specified. This group cannot fit even a single item. Inspect the spacing and size of the items in this group and ensure that they fit into the group when its effective size is {42.666666666666657, 128}. Group: <NSCollectionLayoutGroup size={.absolute(42.6667), .estimated(128)}; edgeSpacing=<leading=.fixed(0); top=.fixed(0); trailing=.fixed(0); bottom=.fixed(0)>; contentInsets={0, 0, 0, 0}> group: subitems= <NSCollectionLayoutItem size={.absolute(78), .estimated(128)}; edgeSpacing=<leading=.fixed(0); top=.fixed(0); trailing=.fixed(0); bottom=.fixed(0)>; contentInsets={0, 0, 0, 0}> interItemSpacing=.fixed(-95.66666666666667); layoutDirection=.horizontal> 2023-05-16 21:58:55.037265+0900 HogeHoge[49283:7605584] [UICollectionLayout] <_UIActivityCollectionViewCompositionalLayout 0x110cf56b0> ran into an error when computing the layout for section at index 1 in container <_UICollectionLayoutContainer: 0x28c453900 contentSize={-7, 0}; contentInsets={0, 0, 0, 0}}>. UICollectionView behavior with this layout is undefined. Break on UICollectionViewCompositionalLayoutAlertForInvalidLayout to catch this in the debugger. Error: NSCollectionLayoutItem created with invalid combination of spacing and size specified. This group cannot fit even a single item. Inspect the spacing and size of the items in this group and ensure that they fit into the group when its effective size is {43.333333333333343, 128}. Group: <NSCollectionLayoutGroup size={.absolute(43.3333), .estimated(128)}; edgeSpacing=<leading=.fixed(0); top=.fixed(0); trailing=.fixed(0); bottom=.fixed(0)>; contentInsets={0, 0, 0, 0}> group: subitems= <NSCollectionLayoutItem size={.absolute(78), .estimated(128)}; edgeSpacing=<leading=.fixed(0); top=.fixed(0); trailing=.fixed(0); bottom=.fixed(0)>; contentInsets={0, 0, 0, 0}> interItemSpacing=.fixed(-95.33333333333333); layoutDirection=.horizontal> will be Since it's not hanging, I think it's possible that the necessary declarations aren't being made. Do you know anything? environment Unity 2020.3.1f1 Social Connector v0.5.0 Device used iPad (7th generation) OS16.3
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May ’23
New to iPhone and apple
I am totally new to iphone. I have been using android for ages now. You might call me old school and yes thats acceptable because I am not good with gadgets and stuff. I have a problem that I need your help on. I like to keep changing wallpapers and so I went online to search few for my new iphone. I mean it is new phone but not the latest model for sure. I found this website and for some reason they have some weird format/extension for the wallpapers. It is something webp. Last time I checked I had images with jpg. jpeg and png. Has AI changed the world or is it just me left behind. May I know if it is okay to download and use those weird webp wallpapers for my iPhone or it could cause harm. Please guide me folks. Sorry if I have just barged in and posted in a wrong place. Regards, Mayank
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Activity
Apr ’23
How long does the DUNS registration process take outside the United States
sorry I'm new to this, how long does the registration process for DUNS outside the United States take?
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Activity
Feb ’23
Facing same issue
I am also facing the same issue when I try to log in using google auth. After successful login, I want the application should navigate back in the application, Please guide me for the same.
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1k
Activity
Oct ’22
Get User Information using Apple API
I could get "access_token" and "refresh_token" from following URL:POST https://appleid.apple.com/auth/tokenBut I don't know the API of getting User Information using "access_token"Is there any API that accept the "access_token" as the input and return the User Information (user ID, email...)?It is very good that there is an API like this: https://stackoverflow.com/questions/7130648/get-user-info-via-google-apiThank you very much.
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3
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Activity
Jan ’22
Potential Privacy Information Leak Risk in Share Extension
Using this method from iOS 8 to iOS 15, no matter whether the team identifier of the share source and the share target are the same, the share source can get the bundle identifier of the share target, so there is a risk of leakage, and it is recommended to fix it. It has been found that many apps use this method to obtain private information, such as ShareExtension in WeChat #ifdef HIDE_POST_DIALOG - ( void ) willMoveToParentViewController: ( UIViewController * ) parent { // This is called at the point where the Post dialog is about to be shown. NSString * hostBundleID = [parent valueForKey:(@"_hostBundleID")]; NSLog( @"**** parent bundle id is %@" ,hostBundleID); } #endif https://stackoverflow.com/questions/28453044/how-to-get-bundleid-of-the-source-app-when-using-share-extension-in-ios8/38262999#38262999
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Activity
Jan ’22
postinstall is not called
I have developed MacOS App and tried to make installer which has postinstall by productbuild. productbuild --component App/App.app  /Applications --scripts ./Scripts --sign "3rd Party Mac Developer Installer: MyCompany (******)" App.pkg Scripts directory has postinstall. -rwxr-xr-x@ 1 name  staff  171  1  7 11:36 postinstall* I can install App.app under /Applications. But postinstall is not called. App.pkg is validated by Transporter. I tried to use pkgbuild. pkgbuild --root ./App --identifier com.mycompany.App --version 1.0 --install-location /Applications --scripts ./Scripts --ownership preserve App.pkg productbuild --synthesize --package App.pkg Distribution.xml productbuild --distribution Distribution.xml --sign "3rd Party Mac Developer Installer: MyCompany (******)" --package-path .  AppInstaller.pkg" This dose work well, postinstall is called. But AppInstaller.pkg is not validated by Transporter with following errors. What should I do ??? ERROR ITMS-90230: "Invalid product archive metadata. Error in keyPath [product-metadata.product-identifier]. Please re-build your archive with an up-to-date version of Xcode, and submit again." ERROR ITMS-90230: "Invalid product archive metadata. Error in keyPath [product-metadata.product-version]. Please re-build your archive with an up-to-date version of Xcode, and submit again." ERROR ITMS-90254: "The product archive is invalid. The installer package may not include install scripts." ERROR ITMS-90264: "The lowest minimum system version [none] in the Product Definition Property List must equal the 'LSMinimumSystemVersion' value [11.0] in the 'Info.plist'." WARNING ITMS-90889: ""Cannot be used with TestFlight because the bundle at “CosmeCamMac.app” is missing a provisioning profile. Main bundles are expected to have provisioning profiles in order to be eligible for TestFlight.""
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Activity
Jan ’22
Tweets saved as draft
After minor iOS update sharing from my app to Twitter started to give me 'Tweet failed to send' with description that tweet couldn't be sent right now and has been saved as a draft. It works the same way all the time, it's not temporary issue.If I go to Twitter app I can find my tweet in Drafts and send it no problem.For what's it worth it may be actually problem with Twitter app itself.
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2
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Activity
Dec ’21
Share a link to Tiktok, Instagram and Facebook
Hello, I would like to share a video clip from my app to various networks. But I am constrained not to share the actual video, but a download link. Is there an API / library that enables sharing a link to those networks? Could not find one clarification: I am not referring to a link to put on WhatsApp or iMessage, but directly to those specific networks Thanks,
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1.3k
Activity
Dec ’21
Sharing a pdf url through share extension
Hi Apple Team, We have an app feature in SME app which enables user to share docs,pdf's,images, urls etc.While we trying to share a certain kind of pdf url : https://www.realwear.com/pdf/HMT1_UG_English.pdf then we are not able to share it to our app.We have included all the extensions in the plist.Plist Data :&lt;key&gt;NSExtension&lt;/key&gt;&lt;dict&gt;&lt;key&gt;NSExtensionAttributes&lt;/key&gt;&lt;dict&gt;&lt;key&gt;NSExtensionActivationRule&lt;/key&gt;&lt;dict&gt;&lt;key&gt;NSExtensionActivationSupportsAttachmentsWithMaxCount&lt;/key&gt;&lt;integer&gt;10&lt;/integer&gt;&lt;key&gt;NSExtensionActivationSupportsFileWithMaxCount&lt;/key&gt;&lt;integer&gt;10&lt;/integer&gt;&lt;key&gt;NSExtensionActivationSupportsImageWithMaxCount&lt;/key&gt;&lt;integer&gt;10&lt;/integer&gt;&lt;key&gt;NSExtensionActivationSupportsMovieWithMaxCount&lt;/key&gt;&lt;integer&gt;10&lt;/integer&gt;&lt;key&gt;NSExtensionActivationSupportsText&lt;/key&gt;&lt;true/&gt;&lt;key&gt;NSExtensionActivationSupportsWebPageWithMaxCount&lt;/key&gt;&lt;integer&gt;10&lt;/integer&gt;&lt;key&gt;NSExtensionActivationSupportsWebURLWithMaxCount&lt;/key&gt;&lt;integer&gt;10&lt;/integer&gt;&lt;/dict&gt;&lt;/dict&gt;&lt;key&gt;NSExtensionMainStoryboard&lt;/key&gt;&lt;string&gt;MainInterface&lt;/string&gt;&lt;key&gt;NSExtensionPointIdentifier&lt;/key&gt;&lt;string&gt;com.apple.share-services&lt;/string&gt;Thanks in advance.
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Sep ’21