Team-scoped keys introduce the ability to restrict your token authentication keys to either development or production environments. Topic-specific keys in addition to environment isolation allow you to associate each key with a specific Bundle ID streamlining key management.
For detailed instructions on accessing these features, read our updated documentation on establishing a token-based connection to APNs.
Delve into the world of built-in app and system services available to developers. Discuss leveraging these services to enhance your app's functionality and user experience.
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The same store kit configuration file works in iOS and iPadOS, but not in macOS for the same multi platform application project with a single scheme.
Here’s a more detailed write up with the sample code and screenshots. When the simple app is run on
https://www.reddit.com/r/SwiftUI/s/KJsYcggWOa
EDIT: I’m using Xcode 16.4
Excited for AlarmKit! I have found two concerns that I cannot find answers for though.
The volume of my alarms seems to be very quite relative to the full volume capability of the device. For example, if I turn the volume all the way up and play the audio file, the sound is very loud. However then, if I set the alarm using alarm kit with the same audio, the track played during the alerting phase is not that loud. I am afraid that it will not be loud enough in real life. Will there be future support to set the volume level of the alarm to maximum settings?
When I press the volume buttons (with the app open) during an active alarm, the audio stops, but the alarm manager does not clear these events. The alarm manager does clear the alarm event if the alarm is stopped through a live activity.
Topic:
App & System Services
SubTopic:
Notifications
I’m developing a VoIP app that uses Linphone and CallKit. Everything works as expected until the user enables the speaker on the native CallKit screen. After that, all subsequent calls start with the speaker already on. Even if I call AVAudioSession.sharedInstance().overrideOutputAudioPort(.none), it gets overridden when the call starts (when Linphone begins playing the ringtone). I tested this behavior in WhatsApp, and it seems to work correctly there.
Hello all,
Posting here before I put in a support ticket to see if there are any ideas.
The previous beta issues seem to have been resolved, but now we are having intermittent problems with sandbox purchases. We do not know if this will affect real purchases. This is happening on beta 9 in both public and dev channels for us, most often on iPad Pro 4th. gen (Though idk if that is relevant).
Sometimes running TestFlight builds on iOS 26 beta 9 devices we will have attempts to make sandbox purchases just go into a black hole.
We do not get a "Do you want to buy this" popup, or the credentials screen. It just pauses for a bit in the section of our code that would be akin to:
let result = try await product.purchase( options: [.appAccountToken(accountUUID) ] )
Then wait a couple seconds, and then nothing. The game returns to normal flow as if it was a pending purchase, but nothing more ever happens. We have not been able to get a local debug build to do this, so it's hard for us to tell if it is going into the pending bucket, the userCancelled bucket, or the unverified bucket, etc.
If we take a device in this state and remove the app and reinstall from TestFlight we will get a credentials popup on the first attempt after install to buy, and after putting in our info we will get the " "You've already purchased this In-App Purchase...", but nothing ever his our listener and we return to the broken state.
Has anyone else seen issues like this?
P.S. Our StoreKit logic code is currently widely distributed, so if it was reproducible in the live version on iOS 18 we would know about it.
Thanks, Chris
Topic:
App & System Services
SubTopic:
StoreKit
How can we subscribe to over 200 million api calls per month? from WeatherKit api documentation, the max is 200m calls/month
I have some logic which requires NFC support on the device. This is what I'm using to make sure that it's available:
isNFCMissing = !NFCNDEFReaderSession.readingAvailable && !NFCTagReaderSession.readingAvailable && !NFCVASReaderSession.readingAvailable
Is it possible for isNFCMissing to be true even if the device has an NFC chip.
The minimum iOS version for the application is 16 which is only supported on devices with an NFC chip to begin with.
Hello, currently working on messenger with audio/video calls feature. Have found strange behavior, on some devices after accepting call via Lock Screen video button appears to be disabled.
Tested on wwdc Speakerbox sample, same code
iPhone 15 Pro (iOS 17.4.1) - video button disabled
iPhone 14 (iOS 17.6.1) - video button active
Here is my, configuration with supportVideo activated
static let providerConfiguration: CXProviderConfiguration = {
let configuration = CXProviderConfiguration()
configuration.supportsVideo = true
configuration.maximumCallGroups = 1
configuration.maximumCallsPerCallGroup = 1
configuration.supportedHandleTypes = [.generic]
return configuration
}()
What can be the reason of this behavior?
Thanks
I would like to know if it is allowed to offer the user to either unlock the app immediately or partake in a 3-day trial period before making a purchase.
I created 2 IAP non-consumable products; 1 for the immediate [which is at a discount] and for the after trial period ends [this is at a higher cost].
Is this something that Apple allows or is frowned upon?
In iOS 26, I can check the notification that arrives to the user when the AirPods or Apple Watch is fully charged. When tap the notification, notification only expands and does not include actions such as moving to an app.
I checked the documents of UserNotification and UNNotificationServiceExtension, but I couldn't find what I wanted.
I can expand by long-tapping as default, but I'm looking for a way to expand it without entering the app when I tap the notification.
I wonder if there is an API that I missed or if it's not publicly supported.
thank you for your support.
Does anyone know how to register as a psp for apple pay. My psp is based in the UAE and I cant seem to find an easy way to enroll the psp to apple pay
Topic:
App & System Services
SubTopic:
Apple Pay
Our app cannot retrieve in-app purchase products from the App Store. We're getting a "storekit_no_response" error when attempting to fetch product information, despite having all products properly configured in App Store Connect.
Error: IAPError(code: storekit_no_response, source: app_store, message: StoreKit: Failed to get response from platform., details: null)
Verified product IDs match exactly what's in App Store Connect
Confirmed we're using a Sandbox Test Account
Checked that In-App Purchase capability is enabled
Waited over 24 hours for product availability
Tried multiple product ID formats
This issue is preventing us from implementing subscription functionality in our app. We need assistance determining why StoreKit isn't responding to our product queries.
Thank you for your help.
Topic:
App & System Services
SubTopic:
StoreKit
My app has in app purchase for subscriptions, available in many countries. When using Sandbox App Store accounts on TestFlight with a locale different from my own in the iOS 26 RC, I'm getting incorrect currency coming back from Product.products(for: identifiers), and so my app displays the wrong price for the locale. However, the actual Apple Pay buy sheet shows the proper currency symbol and currency amount. This did not happen on prior versions of iOS.
Is anyone else experiencing this?
Hello,
The Apple Pencil Pro brought with it the UICanvasFeedbackGenerator API, which lets us trigger haptic feedback on discrete events initiated by the pencil. That works fine.
My question then: is it possible / are we "allowed" to trigger haptic feedback on events that weren't initiated by the pencil?
For example, say the user is using a left hand finger to drag a slider, while holding the pencil in their right hand-- would it be possible to make the pencil vibrate to indicate the dragged slider knob reached a certain point?
Or is the rule that vibration is only possible/allowed when the pencil itself generated a touch?
Thanks!
After game restart first purchase is contained in receipt but the next ones is the same as first one so new purchases is not added. I afraid players can be charged for purchase but on my server I will not receive new purchases instead receipt with old one so they can do not receive in game currency. Will in production I receive a receipts with new consumable every time player purchase it? I use Unity3d In-app purchasing 5.0.1.
Topic:
App & System Services
SubTopic:
StoreKit
Hello,
I am experiencing an issue with the Apple Pay capability on my App ID.
I have created a Merchant ID.
I enabled Apple Pay in the App ID configuration and linked it to the merchant.
However, sometimes when I revisit the App ID in the Apple Developer portal, the Apple Pay capability appears disabled, even though I saved it.
This happens intermittently; at some times the capability is correctly shown as enabled, and other times it disappears.
Context:
I am using Expo Managed Workflow with EAS Build for iOS.
The issue prevents the provisioning profile from including Apple Pay, which causes Stripe isPlatformPaySupported function to return false on ios devices.
Attached:
Screenshots of the App ID page showing Apple Pay enabled and disabled.
Could you please advise why the capability is not being consistently saved, and how to ensure it stays enabled?
Thank you,
We are developing a custom vpn client using Packet Tunnel Provider extension. Our VPN use Client Certificate authentication.
Certificates need to be delivered to device using MDM. We plan to deliver certificates and other settings using configuration profiles with com.apple.vpn.managed and com.apple.security.pkcs12 payloads.
There are some things we do not understand:
What entitlements do we need? Do we need additional entitlements except com.apple.developer.networkingextension and com.apple.managed.vpn.shared?
What is the process to get com.apple.managed.vpn.shared entitlement?
Is ADP (not ADEP) enough for such application?
I'm implementing SwiftData with inheritance in an app.
I have an Entity class with a property name. This class is inherited by two other classes: Store and Person. The Entity model has a one-to-many relationship with a Transaction class.
I can list all my Entity models in a List with a @Query annotation without a problem.
However, then I try to access the name property of an Entity from a Transaction relationship, the app crashes with the following error:
Thread 1: Fatal error: Never access a full future backing data - PersistentIdentifier(id: SwiftData.PersistentIdentifier.ID(backing: SwiftData.PersistentIdentifier.PersistentIdentifierBacking.managedObjectID(0x96530ce28d41eb63 <x-coredata://DABFF7BB-C412-474E-AD50-A1F30AC6DBE9/Person/p4>))) with Optional(F07E7E23-F8F0-4CC0-B282-270B5EDDC7F3)
From my attempts to fix the issue, I noticed that:
The crash seems related to the relationships with classes that has inherit from another class, since it only happens there.
When I create new data, I can usually access it without any problem. The crash mostly happens after reloading the app.
This error has been mentioned on the forum (for example here), but in a context not related with inheritance.
You can find the full code here.
For reference, my models looks like this:
@Model
class Transaction {
@Attribute(.unique)
var id: String
var name: String
var date: Date
var amount: Double
var entity: Entity?
var store: Store? { entity as? Store }
var person: Person? { entity as? Person }
init(
id: String = UUID().uuidString,
name: String,
amount: Double,
date: Date = .now,
entity: Entity? = nil,
) {
self.id = id
self.name = name
self.amount = amount
self.date = date
self.entity = entity
}
}
@Model
class Entity: Identifiable {
@Attribute(.preserveValueOnDeletion)
var name: String
var lastUsedAt: Date
@Relationship(deleteRule: .cascade, inverse: \Transaction.entity)
var operations: [Transaction]
init(
name: String,
lastUsedAt: Date = .now,
operations: [Transaction] = [],
) {
self.name = name
self.lastUsedAt = lastUsedAt
self.operations = operations
}
}
@available(iOS 26, *)
@Model
class Store: Entity {
@Attribute(.unique) var id: String
var locations: [Location]
init(
id: String = UUID().uuidString,
name: String,
lastUsedAt: Date = .now,
locations: [Location] = [],
operations: [Transaction] = []
) {
self.locations = locations
self.id = id
super.init(name: name, lastUsedAt: lastUsedAt, operations: operations)
}
}
In order to reproduce the error:
Run the app in the simulator.
Click the + button to create a new transaction.
Relaunch the app, then click on any transaction.
The app crashes when it tries to read te name property while building the details view.
Dear Apple Team,
I hope this message finds you well. I wanted to share a playful and innovative idea that could enhance the iPhone experience—particularly when viewing content in full-screen mode through apps like Apple TV or YouTube.
Feature Concept: Hands-Free Dismissal of Notifications
When the iPhone is in landscape mode, incoming notifications can interrupt the viewing experience. While Focus Mode and swipe gestures help, I thought of a more intuitive and hands-free interaction: using a light puff of air directed toward the screen to dismiss a notification.
This interaction could use the microphone or other onboard sensors to detect a brief burst of air, providing a fun and natural way to maintain immersion without touching the device.
If this isn’t feasible with current hardware, here are a few alternative concepts that align with the same goal:
Blink to Dismiss: Using Face ID sensors to detect a quick blink as a hands-free gesture.
Shake to Dismiss: A gentle shake gesture when holding the iPhone in one hand.
Gaze-Based Dismissal: Notifications automatically disappear after a brief moment of eye contact.
These ideas could offer both accessibility benefits and a touch of delight—making the iPhone feel even more magical and responsive.
Thank you for your time and for considering this suggestion!
Warm regards,
Badhan Baidya
Hello world!
Given some suitable byte sequences b1, b2 and a Bluetooth Low Energy device that provides two GATT characteristics c1 and c2, can I call CBPeripheral.writeValue(b1, c1) and then CBPeripheral.writeValue(b2, b2) without waiting for the callback of the corresponding CBPeripheralDelegate to occur for the first write operation to c1 and without causing one of both operations to fail due to iOS's BLE implementation? Is there any official documentation or specification that states what would or could happen in such scenario?
The background of this question is that on Android, you usually can only perform one GATT operation on a single BluetoothGatt instance at a time. Consecutive operations, even for different characteristics, that do not await the callback invocations of previously requested GATT operations, usually just fail. However, experimenting with CBPeripheral, I can see that such accesses seem to be working on iOS. Now, is that undefined behavior and I am just observing a forgiving implementation or this actually specified behavior?
I would be glad about any hints or comments on this matter that have foundation in the official Apple developer documentation or any official Bluetooth specification. Since I already tried my luck with search engines, I would assume that this is just undefined behavior. Thank you!
Regards, Luis.
Hi, we are implementing the push provisioning via the Apple Wallet Extension starting from the example at https://developer.apple.com/documentation/passkit/implementing-wallet-extensions.
To correctly manage the push provisioning on Apple Watch, specifically for a card tokenised in the iPhone but not in the Watch, we need to know if there is a connected Apple Watch to the iPhone.
We are using the following code from the Apple Wallet Extension example to detect whether there is a connected watch:
WCSession* session = [WCSession defaultSession];
session.delegate = delegate;
[session activateSession];
In the main target of the app, at the end of the activation the system correctly calls the delegate method:
session:activationDidCompleteWithState:error:
but we noticed it is not being called in the UI extension context (the one having NSExtensionPointIdentifier: com.apple.PassKit.issuer-provisioning.authorization).
We don't understand why the delegate is not being called in the UI extension, can you please help?
Thanks!
Steps to Reproduce:
Start with a card not added in the Apple Wallet app
Open the Apple Wallet app
Click on add card
Select the app to launch the Wallet Extension flow
The Apple Wallet Extension with UI is on screen and invokes the activateSession method, the delegate method is not invoked and session.isPaired returns "no".
Xcode Version
16.2
macOS Version
15.6.1 (24G90)
Feedback ID
FB20082564