Hi everyone!
I recently developed an app (sort of a social media app), built in React Native Expo. I have finally after months of coding, completed the App. It works completely fine and passes all my testcases on multiple devices. It has also passed Apples review and after a few tries become stable on all their devices. However, when I released it to TestFlight, it opens and crashes immediately? I have tried numerous fixes, error boundaries etc. but to no avail.
I am really struggling here, I can't seem to replicate the error at all even in Xcode. It seems to just crash on open where the splashscreen flashes, not sure why? I have attached the crash report and redacted the TEAM_ID and DEVICE_ID. Any help would be greatly appreciated.
Warm regards,
Hassan | Founder @ Oneforge
GymBuddiesConnect-2025-01-21-013038.txt
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OS:macOS15.5
CPU:Apple M1 Pro
zsh终端中执行python或pip命令,提示未找到命令,但执行python3或pip3命令,预期也是提示未找到命令,实际结果弹出Install Command Line Developer Tools弹窗安装,网上查阅资料,删除/usr/bin/python3、/usr/bin/pip3、/usr/local/bin/python3、/usr/local/bin/pip3文件即可达到预期,但无权限删除/usr/bin/python3与/usr/bin/pip3文件,尝试过root账号、进行系统恢复模式暂时禁用SIP解决方案,都无法解决;🙏大佬指点一二;
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Hello,
I have just downloaded IOS Developer Beta 18.2 but I can't see "Enable Developer Mode" in the "Privacy & Security". How Can I enable that?
I don't use MAC.
Thanks.
Topic:
Developer Tools & Services
SubTopic:
General
Hi everyone,
I'm developing a Capacitor plugin to display an RTSP video stream using MobileVLCKit on iOS. The Android side works perfectly, but I can’t get the iOS plugin to work — it seems my Swift file is not being detected or recognized, even though I’ve followed the official steps.
What works:
I followed the Capacitor Plugin Development Guide.
I implemented the Android version of the plugin in Java inside the android/ folder. Everything works perfectly from Angular: the plugin is recognized and calls execute correctly.
The issue on iOS:
I implemented the iOS part in Swift, using the official MobileVLCKit documentation.
I initially placed my RtspVlcPlugin.swift file in the plugin’s iOS folder, as the docs suggest.
Then I moved it directly into the main app’s ios/App/App/ folder next to AppDelegate.swift and tried manual registration.
The problem:
Even though I manually register the plugin with:
if let bridge = self.window?.rootViewController as? CAPBridgeViewController {
bridge.bridge?.registerPluginInstance(RtspVlcPlugin())
print("✅ Plugin RtspVlcPlugin registered manually.")
}
It prints the registration message just fine.
BUT from Angular, the plugin is not recognized: Capacitor.Plugins.RtspVlcPlugin has no methods, and I get this error:
"code":"UNIMPLEMENTED"
I also tried declaring @objc(RtspVlcPlugin) and extending CAPPlugin.
I’ve verified RtspVlcPlugin.swift is added to the target and compiled.
The Swift file doesn’t seem to register or expose any methods to Angular.
I even tried adding the code without using a plugin at all — just creating a Swift class and using it via the AppDelegate, but it still doesn't expose any callable methods.
My Swift code (RtspVlcPlugin.swift):
import Capacitor
import MobileVLCKit
@objc(RtspVlcPlugin)
public class RtspVlcPlugin: CAPPlugin, VLCMediaPlayerDelegate {
var mediaPlayer: VLCMediaPlayer?
var containerView: UIView?
var spinner: UIActivityIndicatorView?
@objc func iniciar(_ call: CAPPluginCall) {
guard
let urlStr = call.getString("url"),
let x = call.getDouble("x"),
let y = call.getDouble("y"),
let w = call.getDouble("width"),
let h = call.getDouble("height"),
let url = URL(string: urlStr)
else {
call.reject("Missing parameters")
return
}
DispatchQueue.main.async {
self.containerView?.removeFromSuperview()
let cont = UIView(frame: CGRect(x: x, y: y, width: w, height: h))
cont.backgroundColor = .black
cont.layer.cornerRadius = 16
cont.clipsToBounds = true
let sp = UIActivityIndicatorView(style: .large)
sp.center = CGPoint(x: w/2, y: h/2)
sp.color = .white
sp.startAnimating()
cont.addSubview(sp)
self.spinner = sp
self.containerView = cont
self.bridge?.viewController?.view.addSubview(cont)
let player = VLCMediaPlayer()
player.delegate = self
player.drawable = cont
player.media = VLCMedia(url: url)
self.mediaPlayer = player
player.play()
call.resolve()
}
}
@objc func cerrar(_ call: CAPPluginCall) {
DispatchQueue.main.async {
self.mediaPlayer?.stop()
self.mediaPlayer = nil
self.spinner?.stopAnimating()
self.spinner?.removeFromSuperview()
self.spinner = nil
self.containerView?.removeFromSuperview()
self.containerView = nil
call.resolve()
}
}
public func mediaPlayerStateChanged(_ aNotification: Notification!) {
guard let player = mediaPlayer,
player.state == .playing,
let sp = spinner else { return }
DispatchQueue.main.async {
sp.stopAnimating()
sp.removeFromSuperview()
self.spinner = nil
}
}
}
In the Angular project, I’m using the plugin by manually registering it with registerPlugin from @capacitor/core. Specifically, in the service where I need it, I do the following:
import { registerPlugin } from '@capacitor/core';
const RtspVlcPlugin: any = registerPlugin('RtspVlcPlugin');
After this, I try to call the methods defined in the iOS plugin, like RtspVlcPlugin.iniciar({ ... }), but I get an UNIMPLEMENTED error, which suggests that the plugin is not exposing its methods properly to the Angular/Capacitor environment. That makes me believe the problem lies in how the Swift file is integrated or registered, rather than how it is used from Angular.
I’d appreciate any guidance on how to properly expose a Swift-based Capacitor plugin’s methods so that they are accessible from Angular. Is there any additional registration step or metadata I might be missing on the iOS side?
We are trying to setup Apple Unity Plugins, in out project we have a handful of developers who contribute to the project via git.
When building and importing plugins via tarball (as instructed in the Github repo) the package clearly points to local path, so once pushed all members encounter the error:
An error occurred while resolving packages:
Project has invalid dependencies:
com.apple.unityplugin.accessibility: Tarball package [com.apple.unityplugin.accessibility] cannot be found at path .....
When trying to actually move content to the package folder (same way as any other unity plugins is setup) and add it as "embedded", it works fine on local machine, but team members will get a few of errors:
[Apple Unity Plug-ins] No Apple native plug-in libraries found.
DLLNotFoundException: AppleCoreNativeMac assembly ...
No Apple Native plug-in libraries found.
Moreover AppleCoreNativeMac.bundle is flag as not verified and deleted by macOS.
What is the right way to setup unity plugins in a project used by multiple members via sourcetree ?
My App cordova based hubrid app , which work fine till ios-17,
On iOS 18 , it shows blank screen untill the user touch or scroll the view
Topic:
Developer Tools & Services
SubTopic:
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I get a crash in Apple Watch simulator (Series 9 45mm 18.0) as soon as the app launch if I type anything on external keyboard (just hitting command key for instance to capture a screenshot). Same crash on series 7 (45mm, OS 18.1)
But app works normally when I use mouse to interact with the app on simulator.
App does not crash on real device (Watch 4 OS 10.4.1).
Nor does it crash on Series 6 simulator (44 mm OS 17.4).
Here are the log I could collect (apparently, they contain sensitive language !!! so I attach as a file.:
Attached logs
I have command line tools installed:
% pkgutil --pkg-info=com.apple.pkg.CLTools_Executables
package-id: com.apple.pkg.CLTools_Executables
version: 16.2.0.0.1.1733547573
volume: /
location: /
install-time: 1739567437
Thus clang is installed here:
% whereis g++
g++: /usr/bin/g++
I also have installed gcc from homebrew:
% /opt/homebrew/bin/g++-14 --version
g++-14 (Homebrew GCC 14.2.0_1) 14.2.0
Copyright (C) 2024 Free Software Foundation, Inc.
This is free software; see the source for copying conditions. There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
However, I still cannot compile any c++ code, even the simplest one:
#include <iostream>
using namespace std;
int main() {
cout << "Hello World!" << endl;
return 0;
}
It returned this error:
% /opt/homebrew/bin/g++-14 ~/Downloads/try.cpp
ld: unsupported tapi file type '!tapi-tbd' in YAML file '/Library/Developer/CommandLineTools/SDKs/MacOSX15.sdk/usr/lib/libSystem.tbd' for architecture arm64
collect2: error: ld returned 1 exit status
It seems to be command line tools related. But I've already installed the most recent version of CLT and gcc.
Additionally, clang can compile the same code:
% /usr/bin/g++ ~/Downloads/try.cpp
% ./a.out
Hello World!
What else shall I do to make this g++ compiler work?
I submitted a Feedback (FB17843422) on Monday evening after the keynote about Tahoe beta 1. At the time it still wasn't listed in the "What build does the issue occur on?" dropdown. I selected "I'm not sure" instead hoping I could update it later but as far as I can tell that isn't the case since "Add more information" only lets me add additional comments.
Is there some way for me to do that or is it even necessary?
I'm trying to rewrite an old AppleScript mail rule that I used extensively as a Mail extension using the MailKit framework and I've run into an issue.
Previously, when developing the script, it was possible to debug it by selecting the message I wanted it applied to and choosing the Mail.app menu item "Message/Apply Rules"
This would re-execute my script and I could iterate over it as many times as I liked while developing.
I haven't found any great way of doing this for my extension with a MEMessageActionHandler. The closest I've found is to forward the message to myself and wait for it to come back in again over the internet, at which point the extension would get executed again. Needless to say, this makes debugging my MEMessageAction handler much slower.
I've tried a number of things in Mail.app to try and get it to re-execute my extension with a particular message without any luck. Does anyone know of a good process for debugging a MEMessageActionHandler that doesn't involve forwarding the message to myself over and over and waiting for it to come in each time?
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Developer Tools & Services
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Hi,
From App analytics, we found that our app crashed from time to time on users' devices despite that we have tested it thoroughly on our devices. We are doubt that it's the reason why we can't retain them. But how can we get the crash reports for the app installed on user devices? We have no users' emails and can't ask them directly.
Hi all,
First time trying to upload a game to the App Store, having some trouble with it.
I have managed to build my Unity Project and get it onto Xcode, but when I click "distribute app" it is giving me this error.
Asset validation failed, Invalid Bundle. The bundle at
(app name).app/Frameworks/UnityFramework.framework' contains disallowed file 'Frameworks'.
Xcode version 16.2
Unity editor version 2022.3.30f1
Anyone know how to get past this? Many thanks!
I’m using iOS 26 right now, can’t go back to iOS 18 cuz I did not backup and my phone is so laggy right now i cant even turn off developer mode help me please
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Developer Tools & Services
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Hello,
In my IOS app, I have been working on implementing a third-party library's xcframework into my app. (They don't provide spm or cocoapods). However, whenever I import the XCFramework into my app, the build is successful, but when uploading to App Store Connect, I receive an email with an error stating the Swift Support folder is missing. This app was made using SwiftUI. I have a sample project linked below. Other apps also use this framework, so I'm not sure where I'm going wrong.
Project
Hi Team,
How can I share info beetween two differnt App. What king of approach should I use. Thanks in advance.
In my case I whant to share a token or an string like "GM-8090"
I have a .NET8 iOS app that works fine in local testing but is consistently crashing in app review. I have the original dsym and the crash log, but symbolicating the log only partially reveals the details.
I've tried using atos to look up individual hex addresses, but this is still as good as I can get. It is much too vague for me to pinpoint the problem, so I'm stuck. Any suggestions on how to resolve this?
Thread 0 Crashed:
0 libsystem_kernel.dylib 0x1df4e51d4 __pthread_kill + 8
1 libsystem_pthread.dylib 0x21729eef8 pthread_kill + 268
2 libsystem_c.dylib 0x196bbead8 abort + 128
3 FolioPlayer 0x107e6347c 0x102618000 + 92583036
4 FolioPlayer 0x107e066dc mono_runtime_setup_stat_profiler + 92202716 (mini-posix.c:662)
5 libsystem_platform.dylib 0x2171e9afc _sigtramp + 56
6 libsystem_pthread.dylib 0x21729eef8 pthread_kill + 268
7 libsystem_c.dylib 0x196bbead8 abort + 128
8 FolioPlayer 0x107b919a4 xamarin_find_protocol_wrapper_type + 89627044 (runtime.m:1218)
9 FolioPlayer 0x107d4244c mono_invoke_unhandled_exception_hook + 91399244 (exception.c:1263)
10 FolioPlayer 0x107ddce78 mono_jit_exec + 92032632 (driver.c:1314)
11 FolioPlayer 0x107b99eb0 xamarin_main + 89661104 (monotouch-main.m:0)
12 FolioPlayer 0x107e456a8 main + 92460712 (main.arm64.mm:298)
13 dyld 0x1b4b3dec8 start + 2724
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Developer Tools & Services
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Hi there
I've recently had my upload rejected in Xcode Organizer as a result of one of the frameworks we use containing
bitcode.
Error: [ContentDelivery.Uploader.XXXXXXXXXX] Validation failed (409) Invalid Executable. The executable 'Sam.app/Frameworks/Foo.framework/Foo' contains bitcode.
Is there an accurate way to determine whether an .xcframework contains bitcode ahead of time without using Xcode Organiser?
My current methodology is below, please can I get some confirmation that this is accurate, or suggest a more efficient approach?
I have concerns about my approach and whether it throws false positives for empty bitcode markers.
1. get original framework size
2. run xcrun bitcode_strip -r framework_path -o temp
3. get new framework size
4. if new size is smaller than original, then it contains bitcode
Thanks for the help,
Sam
Topic:
Developer Tools & Services
SubTopic:
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Tags:
App Store Connect
Xcode
App Submission
Linker
Hello all!
Writing own example of using Swift/CPP interoperability. Got stacked with this error when building it:
[1/2 3.8/sec] Building CXX object CMakeFiles/UsingSwiftCPPInterop_v1.dir/main.cpp.o
[2/2 3.0/sec] Linking Swift executable UsingSwiftCPPInterop_v1
FAILED: UsingSwiftCPPInterop_v1 CMakeFiles/UsingSwiftCPPInterop_v1.dir/Swift/atestmodule.swift.o
duplicate symbol '_main' in:
../CMakeFiles/UsingSwiftCPPInterop_v1.dir/main.cpp.o
../CMakeFiles/UsingSwiftCPPInterop_v1.dir/Swift/atestmodule.swift.o
ld: 1 duplicate symbols
clang: error: linker command failed with exit code 1 (use -v to see invocation)
ninja: build stopped: subcommand failed.
What is missing by me? The code of CMake project published here
My build envieionment:
CMake 3.29.3
MacOS 14.7.1
In this project Swift files linked directly to project/target. Should it be separated to library target o there must be some parameters that is telling clang to compile it without main?
Topic:
Developer Tools & Services
SubTopic:
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For my app Find Any File, of which both releases and TestFlight betas were released many times, the TestFlight page tells me that several users have submitted crash reports. And I'm sure the same is true for the MAS releases:
(Yes, this shows quite recent ones, but I've seen similar supposed crash report submits in this list before.)
However, the actual "Crashes" listing on the appstoreconnect sites hasn't show any new crash reports for many months now:
(This is the entirety of crash reports I can get listed, even when removing all filters.)
Something appears to be stuck, on Apple's end.
The same issue is with Xcode's Organanizer window, for "Crashes": It also used to list only the same very old reports and nothing since May 2024. And just now, when I retried this in Xcode, I'm shown a weird error message I never saw before:
Error Downloading Crashes List
An error occurred… Access Restricted with adam id: 1207815783
And yes, I'm logged in just fine, under Prefs / Accounts.
How am I going to get this investigated? I had already sent an email about this to the Review team, who didn't react to it at all. DTS is only for Code level support, which this isn't.
Any help?
I'm running macOS 15.5. I now have Xcode 26 and I'm testing my iOS app against iOS 26. I've encountered several UIKit / iOS 26 bugs I'd like to report. In Feedback Assistant I choose "Developer Technologies & SDKs". Eventually I get asked "What build does the issue occur on?". The list of choices is:
iOS 18.2 Seed 4
iOS 18.1.1
iOS 17.7.2
An earlier iOS build
I'm not sure
So how to I report this as an iOS 26 beta 1 issue?