I read the documentation and it told I had to prepare the product on App Store connect and once it is at the state "Ready to submit" I could access it on a phone where I am connected with an Icloud account in the developper list of the apple development account.
This is what I've done but when I try to fetch in my flutter code the product with the id I set in App Store connect it says "No product found"
Here is where I fetch the product:
Future purchaseProduct(String productId) async {
try {
Set<String> _pIds = {productId};
final ProductDetailsResponse response =
await _iap.queryProductDetails(_pIds);
if (response.productDetails.isEmpty) {
throw 'Product not found';
}
final ProductDetails productDetails = response.productDetails.first;
final PurchaseParam purchaseParam =
PurchaseParam(productDetails: productDetails);
_iap.buyConsumable(purchaseParam: purchaseParam);
} catch (e) {
Services.debugLog('Error purchasing product: $e');
throw e;
}
}
I checked the product ID and it does not seems to be the problem. Is there some other steps I need to do ?
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Hi,
You're here because your project has issues related to Xcode Previews or Swift Previews. The issue you're experiencing may be the result of any of the following:
An error in your SwiftUI app, Xcode previews, or on-device previews.
A configuration error in your Xcode project, including any third-party dependencies or packages.
A system issue in the operating system, SwiftUI, or in Xcode Previews.
Based on your request, I need more information about your SwiftUI app when rendering Xcode Previews or on-device previews. Specifically, I’ll need the diagnostics Swift Previews generates to make sure I understand the error encountered by the preview system. Please create a report in Feedback Assistant to share the details requested in the instructions below.
For issues with macOS, Mac Catalyst, or on-device iOS previews, perform the following steps to gather diagnostics:
Download and install the Swift Previews logging profile for your device.
Reproduce the error while previewing on device, taking note of the timestamp when the error occurred.
Attach the Xcode sysdiagnose, sysdiagnose, or simctl diagnose logs and timestamp to your feedback.
For issues with Xcode Previews, perform the following steps to gather diagnostics:
Download and install the Swift Previews logging profile for your device.
Reproduce the error in Xcode Previews, if you haven’t already done so.
If an error banner appears in the canvas, click the "Diagnostics" button within the banner, then go to Step 5; otherwise, continue to Step 4.
If the error banner is missing, navigate to the menu in Xcode: Editor > Canvas > Diagnostics
In the presented sheet, click the "Generate Report" button.
Attach a zip file containing the diagnostic report to your bug report (it will be named something like previews-diagnostics-0123456789.zip).
Submitting your feedback
Before you submit to Feedback Assistant, please confirm the following information is included in your feedback:
For Swift Previews
Xcode, system, or simctl diagnose logs, with Swift Previews logging profile, gathered after reproducing the issue
timestamp identifying when the issue was reproduced
focused sample Xcode project that reproduces the issue (if applicable)
screenshots or videos of the error (optional)
For Xcode Previews
Xcode Previews diagnostics report with Swift Previews logging profile, gathered after reproducing the issue
timestamp identifying when the issue was reproduced
focused sample Xcode project that reproduces the issue (if applicable)
screenshots or videos of the error (optional)
Please include all requested information to prevent delays in my investigation.
After your submission to Feedback Assistant is complete, please respond to your original Forums post with the Feedback ID. Once received, I can begin my investigation and determine if this issue is caused by an error within your SwiftUI app, a configuration issue within your Xcode project, or an underlying issue in the operating system, SwiftUI, in Xcode Previews, or on-device previews.
Cheers,
Paris X Pinkney | WWDR | DTS Engineer
I've recently upgraded to Xcode 16 and noticed a change in how the Tab key functions during autocomplete.
(not-replied-but-closed post: https://discussions.apple.com/thread/255762888)
Previously, pressing Tab would extend the typed text up to the first point of choice.
For example, we have two classes: NSViewController and NSViewCoordinator
BEFORE, typing: "NSV" + Tab used to complete to NSViewCo
Now, in Xcode 16, pressing Tab selects the first suggestion by default, instead of completing up to the choice point.
That is very inconvenient because very often I want just see all possible cases with some prefix...without need of typing all prefix manually.
Seems there is no way to restore the previous behavior and that looks very very sad.
I have reverse engineered Xcode 16...and what I get?
They just install new CodeCompletion handler instead of old one without any chance to configure this behaviour by settings or UserDefaults =\
Hope this thread would raise votes and attract Xcode devs here
I've been contacting Apple Developer support since last Friday because I am trying to open an individual apple developer account. I have opened 2 or 3 tickets and tried paying the $99 fee 2 times, 2 times I wasn't charged at all. I haven't got any reply to the support tickets and I don't know what to do...
my request id 102537013023
Hi all. I don't know where else to go in order to find a way to communicate with Apple or reach help.
I have enrolled to the Apple Developer Product, no money charged in my account by I have received confirmation of Apple Acknowledgement that I have made an order.
Specifically 2 weeks now I try to contact someone from Apple side but with no luck. Recently I received the following and I had a small conversation from them.
If you have additional questions related to this request, please > reference case number 20000089031868.
Ge***le -> this is the name of the support agent
Did I do something wrong from my side? Does anyone has the same issue?
I am experimenting with Swift Testing and Xcode Cloud and would like to write some tests that require to use MusicKit functionality. For example I'd like to fetch an album via MusicCatalogRessourceRequest to test an initializer of another struct.
However this test fails because the permission to access the music library is not granted. Once the permission is granted, the test works as expected.
Things I have tried:
Add NSPrivacyAccessedAPITypes to the Info.plist. This did not show any effect. Below is the corresponding snippet
Trying to tap the button programmatically. Once again this did not show any effect.
The Info.plist snippet:
<key>NSPrivacyAccessedAPITypes</key>
<array>
<string>NSPrivacyAccessedAPIMediaLibrary</string>
</array>
The code snippet to tap the button:
let systemAlerts = XCUIApplication(bundleIdentifier: "com.apple.springboard")
let allowButton = systemAlerts.buttons["Allow"]
if allowButton.exists {
allowButton.tap()
}
What am I doing wrong here? I need access to MusicKit functionalities to write meaningful tests. Thank you
I'm missing something.
I have a project in Xcode 16.2. I have made two commits. I did not tag the commits. I need to compare what is in the first commit to the current state of a file. The instructions say that when comparing files there is a button at the bottom to select the commit to compare with, but I can't find that button. It looks like I can only compare the current state of the file with the last commit.
Trying to use SwiftUI Preview in Xcode 16.2 on complex project, I have no access to Developer Apple team, instead I am using manually installed provision profiles to test on iPhone.
So, SwiftUI Preview does not work with diagnostic error "Failure: Framework Agent preparation failed: Could not find a team ID"
I use shared UserDefaults in my Swift FileProvider extension app suite. I share data between the containing app and the extension via User Defaults initialized with init(suiteName:).
Everything was working fine before macOS 15 (Sequoia).
I know that Sequoia changed the way the app group should be configured. My app group is know set to "$(TeamIdentifierPrefix)com.my-company.my-app".
But the containing (UI) app and the Extension read and write from and to different plist locations although the same app-group is specified for both targets in XCode.
The containing app reads and writes to "~/Library/Preferences/$(TeamIdentifierPrefix)com.my-company.my-app.plist"
The Extension reads and writes to "~/Library/Containers/com.my-company.my-app.provider/Data/Library/Preferences$(TeamIdentifierPrefix)com.my-company.my-app.plist"
Both of these locations seem completely illogical for shared UserDefaults.
I checked the value returned by FileManager.default.containerURL(forSecurityApplicationGroupIdentifier: "$(TeamIdentifierPrefix)com.my-company.my-app" in both the containing app and the Extension and the value in both of them is the same but has nothing to do with the actual paths where the data is stored as provided above. (The value is as expected - "~/Library/Group Containers/$(TeamIdentifierPrefix)com.my-company.my-app/"
P.S. Of course, $(TeamIdentifierPrefix), my-company and my-app here are placeholders for my actual values.
Hey everyone,
I’m in a really frustrating situation and could use some advice.
Apple approved my Developer Program application and asked me to make the payment. I paid using my Wise card, but the payment got stuck in authorization and later timed out, resulting in a refund. I contacted Apple via email, and they advised me to reapply using the iOS Developer app.
I did exactly that, but my new application got rejected. When I called support, they told me there’s no appeal process and refused to provide a reason for the rejection. I’ve sent multiple emails, but I haven’t received a single response.
I just want to continue with my original application and complete the payment, but I can’t get in touch with anyone who can help. Has anyone experienced something similar? Any ideas on how to get through to Apple and resolve this?
Thanks in advance!
I have just started the process of closing down my limited company and would like to change my Apple Developer ID account type from Business (Organization) to Individual to release my apps under my own name.
I was planning on releasing software in the App Store under my limited company, but I encountered an issue (https://developer.apple.com/forums/thread/759605) that has blocked the development for almost a year and Apple has never bothered to fix the issue.
This has forced me to close down the company. I have decided I will be releasing the software as an open source project. All I want now is to be able to sign the software using my regular, personal Apple Account ID. However, my Apple Account is currently tied to my company's Organization Developer Account. It is registered as a business with business accounts, the App Store Connect agreements are signed by my company, and everything else on my Developer profile is tied to that company.
I do not see the option to close down the company/business account. The only relevant post I found online was here: https://developer.apple.com/forums/thread/702447
Unfortunately, people mention in the comments that the workaround does not actually work.
I have tried reaching Developer Support but had no response via email, and I cannot schedule a call back via the Support page because I cannot verify my overseas phone number. Seems like I have a really tough luck with Apple Developer ecosystem...
Has anyone ever managed to do this? Any help much appreciated!
Hello,
When trying to download the latest version of iOS simulator on xCode i get this error:
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
User Info: {
DVTErrorCreationDateKey = "2025-02-21 09:05:50 +0000";
}
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({
RequestedBuild = 22D8075;
})
Domain: DVTDownloadsUtilitiesErrorDomain
Code: -1
Download failed due to a bad URL. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime)
Domain: com.apple.MobileAssetError.Download
Code: 49
User Info: {
checkConfiguration = 1;
}
System Information
macOS Version 15.0 (Build 24A335)
Xcode 16.2 (23507) (Build 16C5032a)
Timestamp: 2025-02-21T11:05:50+02:00
Having issues updating app and publishing online, due to paid apps agreement. The app is free for distribution not a paid app, hence it is price at 0$.
Can't access the agreement as well to verify and account is showing error messages when action is done.
Also getting a membership expired message, and account membership is renewed till 2026.
Hello Apple users, Am in Rwanda i have been struggling with enrolling in apple developer account, am stacked on payment steps I have charged my account with credit card but it's been 5days, seems like the payment is not yet processed not even an email, can u help me with this isssue?
Dear Apple Developer Support,
I am writing to request assistance with an ongoing issue I'm encountering while developing an iOS application that utilizes HealthKit to fetch heart rate data.
My goal is to display near real-time heart rate updates continuously same as displaying in the Apple Watch , I want to show in the iPhone Mobile Application for fitness related. I have implemented the following approaches:
HKSampleQuery with a Timer: I've set up a timer to periodically fetch the latest heart rate data.
Despite these efforts, I'm consistently facing the following problems:
Delayed Updates: The heart rate data displayed in the app often doesn't reflect the current heart rate being measured by the Apple Watch. There seems to be a significant synchronization delay.
Inconsistent Background Updates: Background updates, even with background app refresh enabled, are not reliable. The app often only updates when brought to the foreground or after being killed and relaunched.
Entitlements: The com.apple.developer.healthkit.background-delivery entitlement error is missing.
I have thoroughly reviewed Apple's HealthKit documentation, implemented best practices for HealthKit integration, and verified that all necessary permissions are properly configured.
I understand that HealthKit may not be designed for true real-time data, but the current level of delay and inconsistency is making it difficult to provide a useful user experience.
Could you please provide guidance on whether achieving near real-time heart rate updates continuously in an iOS app using HealthKit is possible? If so, what are the recommended strategies and best practices to overcome these limitations?
I have also tested the application on physical devices with Apple Watch, enabled background app refresh, granted permissions, and referred to HealthKit documentation.
I would appreciate any insights or suggestions you can offer to help resolve this issue.
Thank you for your time and assistance.
Sincerely,
Venu Madhav
Hi,
I'm working in unity and I've implemented Firebase Phone Number Authentication in it. Everything works fine when I directly install build from xCode. App Attest screen shows up, user receives OTP on their phone and login works. But when I download the same build from TestFlight, it gets stuck after the user sends OTP request.
I've added Push Notifications and App Attest in capabilities. I've also additionally added Remote Notifications.
In device log I see an error about mobile provisioning file but I've added that to my account also. Is this expected behavior that phone number authentication does not work on TestFlight? If yes, how can I get this approved from apple since they need to test it before approving it.
Thanks!
Hey everyone,
Five days ago, on Sunday, I bought an Apple Developer Program subscription for 99 euros. I used the Developer app on my device because the Developer website said, "Enroll in the program with the Apple Developer app," and I thought it would be better to use the app directly rather than the website.
I purchased the subscription, the funds were released from my card, and I received a receipt. The site mentioned that I would be enrolled within 48 hours, and the Developer app stated that I would receive an email soon.
Guess what? I didn't receive an email. Instead, I got a message in the Developer app saying, "Enrollment through the Apple Developer app is not available for this Apple Account. Visit the Apple Developer site to enroll."
What is happening? I just paid for a subscription using my iCloud email in the Developer app, my bank released the funds, I got a receipt, and yet I didn't get access? Well, okay—I went to the website, but instead of giving me an option to proceed with the previous subscription, they asked me to pay AGAIN. This time, it was 99 dollars.
Since I'm in hurry, I paid again, assuming they will refund one of the charges—because how could one account have two same subscriptions? Strangely, for this second payment, I didn’t receive an email receipt, just a message saying that the order request would be processed soon.
Now, the problem is that this second subscription isn’t even listed in my subscriptions—only the first one is.
On top of that, I’m worried I won’t get access within 48 hours as promised, since I’ve seen other people waiting for months after paying. That’s not fair.
I also saw that some people were asked to provide an ID to confirm their identity, but I was never asked for that.
I'm not from the US, I’m of legal age, and I’ve been an Apple user for almost a year.
Does anyone know what’s happening and how I can avoid getting scammed by Apple? It sounds weird, but it’s ridiculous that a premium company like Apple has these kinds of issues. I contacted support, but I haven’t received a response.
Thanks in advance.
I have static libraries and headers of a C++ project that I believe are correctly built for iOS and iOS Simulator destinations. The C++ project is built via CMake with something like:
cmake dirName \
-G "Unix Makefiles" \
-B buildDir \
-DCMAKE_INSTALL_PREFIX=installDir \
-DCMAKE_SYSTEM_NAME=iOS \
-DCMAKE_SYSTEM_PROCESSOR=arm64 \
-DCMAKE_OSX_ARCHITECTURES=arm64 \
-DCMAKE_OSX_SYSROOT=$(xcrun --sdk iphonesimulator --show-sdk-path) \
-DCMAKE_OSX_DEPLOYMENT_TARGET=15.0
...
cmake --build buildDir --config Release --target install
I believe those are all the important parameters. This gives me a static library (.a) and headers that I believe should be compatible with arm64 iOS simulators, and I do this same thing for x86_64 architecture with simulators and for actual iOS non-simulator via the iphoneos SDK path.
I'm pretty sure this gives me the correct static lib and headers. Let's assume it does because I'm not able actually create the XCFramework to know if they're right. This does work with a macOS lib and headers, but I need iOS for this library. How do I package this into an XCFramework now?
This Apple developer articles says I should be a able to create an xcframework via xcodebuild -create-xcframework -library libName.a -headers include but when I try to do this with my my iOS arm64 simulator static lib I get:
error: binaries with multiple platforms are not supported '/Users/.../install/ios-arm64-simulator/libName.a
But, when I run: lips -info libName.a I get Non-fat file libName.a is architecture arm64, so, I'm not sure what to do here. Trying to extract arm64 from that static library also produces an error as it it is just an arm64 lib.
I'm not really sure what's going on, but from reading online this specific command, xcodebuild -create-xcframework is a consistent pain point in the process of trying to get an XCFramework, and the seemingly only workaround is to archive a framework project and then create the xcframework via xcodebuild -create-xcframework -archive MyFramework.xcarchive -framework[or -library].
However, how am I supposed to get this static lib and headers into a suitable xcodeproj so that I can archive it correctly? Everytime I try to copy the headers and static lib into the Framework xcodeproj and set what I believe are all the correct settings, my .xcarchive is always empty.
Does anyone have any advice here on how to get this to work?
The main impetus for trying to get this C++ static lib and headers into an XCFramework as that seems like the only valid way to link a 3rd party C++ lib to an SPM package and have the C++ package be interfaceable with Swift.
I'd like to give control to the app developer that uses my library to select which level of logs they'd like to see from my lib (e.g. do they want to see all debug messages or just errors).
I know there are filtering controls that Xcode gives us, but I'm wondering if there is a way to pull this off with code. Ideally the user callsite would look like MyLib(logLevel: .info).
And then I would pass that info level somehow to OSLog. Today, I create my logger like this:
let myLogger = Logger(
subsystem: Bundle.main.bundleIdentifier ?? "UnknownApp",
category: "MyLibrary"
)
As far as I can tell, there is nothing I can then pass to my myLogger instance to configure the threshold level. I'm imagining an interface like:
myLogger.logLevel(.warning)
// Later...
myLogger.debug("You won't see this")
myLogger.error("But you will see this")
Does OSLog and friends give us any ability to do this out of the box, or are we building little wrappers around OSLog to accomplish this?
Thank you,
Lou
I get this error when registering as a developer'Your enrollment could not be completed'