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Persistent Sandbox Denials When Building with Capacitor and CocoaPods in Xcode
I am a solo developer building a cross-platform voice assistant app using Capacitor (with HTML, JS) and Xcode for the iOS version. The app is called "Echo Eyes," and it already functions well as a Progressive Web App (PWA). However, the iOS build has been completely blocked due to persistent sandbox permission errors from macOS during the CocoaPods framework embedding phase. This issue has caused severe disruption to my project and personal well-being, and I am writing to formally request assistance in identifying a clear solution. I am not a beginner and have followed all known best practices, forums, and Apple guidance without success. What I’ve Built So Far: Fully working PWA version of the app (voice input, HTML/JS interface) Capacitor initialized with ID: com.echo.eyes.voice Capacitor iOS platform added with CocoaPods App runs fine until Xcode reaches: [CP] Embed Pods Frameworks The Exact Problem: Sandbox: bash(12319) deny(1) file-read-data /Users/Shared/projects/Echo_Mobile/ios/App/Pods/Target Support Files/Pods-App/Pods-App-frameworks.sh Command PhaseScriptExecution failed with a nonzero exit code Clarification: This is not an HTML/JS issue. The failure occurs in Xcode long before web assets are embedded into the bundle. The shell script /Pods-App-frameworks.sh cannot be read due to macOS sandbox restrictions. Everything I’ve Tried: Gave Xcode and Terminal Full Disk Access Ran: sudo xattr -rd com.apple.quarantine on the entire Pods directory Added /bin/bash and /bin/sh to Full Disk Access (after confirming the exact shell via $SHELL) Attempted to disable Gatekeeper via Terminal: sudo spctl --master-disable (confirmed not effective without GUI toggle) Tried relocating project to /Users/Shared/projects/ Cleaned build folder, removed derived data, reinstalled pods Debugged shell usage with: echo "▶️ Embedding under shell: $SHELL" in the [CP] Embed Pods Frameworks script Attempted to grant shell access to Documents Folder, Desktop, and more via Files & Folders Current State: Despite following all known and recommended steps, Xcode continues to return the same sandbox error. The shell script that embeds the CocoaPod frameworks is denied permission to read its own contents by macOS. What I Am Asking For: Is this a known issue in current versions of macOS or Xcode regarding sandbox denial for shell execution inside Pods? Is there a recommended method to grant /bin/bash or /bin/sh permission to read and run these scripts under Xcode without compromising system security? Is moving the project outside /Users (e.g. to /Projects) the only real workaround? Are there official Apple workarounds or entitlements available for developers encountering this? Personal Note: This issue has caused significant emotional and physical distress. I’m building this app as a personal healing tool and companion. I’ve poured months of work into this and done everything I can to follow Apple’s development guidelines. I’m not asking for hand-holding — only a clear, respectful response confirming whether this is expected behavior and what can be done to resolve it. Thank you for your time and understanding.
0
0
199
Jun ’25
Xcode PCCM Fails to Install
When installing Xcode on macOS Tahoe, Predictive Code Completion Model cannot install. The operation couldn’t be completed. (ModelCatalog.CatalogErrors.AssetErrors error 1.) The operation couldn’t be completed. (ModelCatalog.CatalogErrors.AssetErrors error 1.) Domain: ModelCatalog.CatalogErrors.AssetErrors Code: 1 User Info: { DVTErrorCreationDateKey = "2025-06-16 04:54:14 +0000"; } Failed to find asset: com.apple.gm.safety_deny.input.code_intelligence.base.generic - no asset Domain: ModelCatalog.CatalogErrors.AssetErrors Code: 1 System Information macOS Version 16.0 (Build 25A5279m) Xcode 16.4 (23792) (Build 16F6) Timestamp: 2025-06-16T00:54:14-04:00
3
0
119
Jun ’25
App Icon Not Showing iSimulator or TestFlight (Assets.xcassets Fully Configured)
Hi everyone, I’ve been troubleshooting this for days — my app icon doesn’t show in the Simulator or TestFlight builds, despite what seems like a perfect setup. ✔️ What I’ve Already Verified: AppIcon.appiconset includes all required PNGs (20x20 up to 1024x1024) Contents.json is valid and complete (see attached) Asset catalog folder is named AppIcon Set correctly in Project > General > App Icon Source = "AppIcon" Cleaned build folder, restarted Xcode, and tried on multiple simulators Even used a fresh Xcode demo project — same result 🧪 Setup Details: Xcode version: [replace with your version, e.g. 15.3] iOS Deployment Target: [e.g. iOS 16.0] App Type: SwiftUI 🔍 Screenshots Attached: Assets.xcassets structure Project > General tab (App Icon section) Info.plist Contents.json Blank icon on simulator home screen ❓ Questions: Could this be a metadata or cache corruption? Is there a known issue with icons not rendering in recent Xcode builds? Any workaround to force refresh the icon system? Any help is deeply appreciated — thank you in advance!
0
0
114
Jun ’25
Flutter build fails on iOS physical device in Android Studio, works in Xcode
Hello, I'm encountering an issue when trying to build and launch a Flutter app on a physical iOS device using Android Studio. Here is the full log: `Launching lib/main.dart on (iPhone Name) in debug mode... Automatically signing iOS for device deployment using specified development team in Xcode project: (Project ID) Running Xcode build... Xcode build done. 19.7s Failed to build iOS app Could not build the precompiled application for the device. Error (Xcode): Target debug_unpack_ios failed: Exception: Failed to codesign (Project Names)/build/ios/Debug-iphoneos/Flutter.framework/Flutter with identity (identity ID). Error launching application on (iPhone Name).` This only happens when using Android Studio. When I build the same project using Xcode, it runs fine on the same device. Background: I accidentally deleted all Apple accounts from Xcode recently. In Keychain Access, I had three identical certificates; I deleted the older two and kept the newest one. I suspect this may be related to provisioning or code signing, but I’m not sure how to resolve it within Android Studio. Any advice or steps to fix this would be greatly appreciated. I created a new test project in Xcode using the iOS > App template, enabled automatic signing in Signing & Capabilities, and selected my team.
 I then tried building and installing the app on a real device, and it worked successfully.
 This confirms that there are no issues with code signing or provisioning on the Apple side.
 Thanks in advance!
1
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123
Jun ’25
Assistance Needed with Enabling Speech Recognition Entitlement for iOS App
Subject: Assistance Needed with Enabling Speech Recognition Entitlement for iOS App Hi everyone, I’m seeking guidance regarding the Speech Recognition entitlement for my iOS app using Capacitor. Our App and we submitted a request to Apple Developer Support four days ago, but have not yet received a response. 🧩 Summary of the issue: Our app uses the Capacitor speech recognition plugin (@capacitor-community/speech-recognition) to listen for native voice input on iOS. We have added both of the required keys in Info.plist: NSSpeechRecognitionUsageDescription NSMicrophoneUsageDescription We previously had a duplicate microphone key, which caused the system to silently skip the permission request. After removing the duplicate, we did briefly see the microphone permission prompt appear. However, in our most recent builds, the app launches without any prompts, even on a fresh install. The plugin reports: available = true permissionStatus = granted Despite this, no speech input is ever received, and the listener returns nothing. We believe the app is functioning correctly at a code level (plugin loads, no errors, correct Info.plist), but suspect the missing Speech Recognition entitlement is blocking actual access to the speech system. 🔎 What we need help with: How can we confirm whether the Speech Recognition entitlement is enabled for our App ID? If it’s not enabled, is there a way to escalate or re-submit the request? Our app is currently stuck until this entitlement is granted. Thank you for your time and any guidance you can offer!
6
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352
Jun ’25
Prevent backing up large Xcode files
I'm primarily an iOS developer. Every day that I develop, Mac Time Machine backs up a gigabyte or more of data. I'm trying to reduce that as much as possible. No data involving the simulators seems important enough to backup. If I ever need to restore Xcode, I'd reinstall rather than restore from Time Machine. But I'd want to back up code snippets, etc. What are the best practices to prevent large amounts of Xcode or simulator data from being backed up?
1
0
110
Jun ’25
Best strategy to embed multiple dylibs into frameworks
Hi, I compiled Intel Open Image Denoise library for iOS, and obtained a bunch of dependent dylibs. I want to use these ones in a swift project (via bridging as this is C/C++) targeting the iPad. I understand that it is required to embed these dylibs into frameworks as iOS doesn't allow dylib. Is it necessary to generate one framework for each dylib? If so, how are dependencies between the libraries (and their frameworks) managed? Or, is it possible to generate only one framework embeding all the dependencies?
0
0
164
Jun ’25
UIScene Storyboard - Main and Main_iphone
Under threat of future crashes, I'm adding support of UIScene to my existing apps. Each app has two storyboards - Main for iPads and Main_iphone for iPhones. Pre-UIScene, all looks great. With the addition of the Application Scene Manifest, the iPhone versions of the app are using the Main storyboard instead of the Main_iphone storyboard. Do I need to add an item to the plist for this other storyboard? At what level in the plist is this added? Another Scene Configuration? Another Window Application Session Role? Another Storyboard Name?
2
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174
Jun ’25
Cannot load developer teams in Xcode.
Hi, The ui error says unable to login, but I'm able to login (because if I don't give the correct password it's a different error). When Xcode tries to fetch the available teams though it errors out. I can successfully login and access my teams on a different machine that's on the same network. So I know the account and network are fine. Here's what the ui shows .. and I'm also including the Xcode logs from Console. Any ideas? Thanks! xcode.log
1
0
111
Jun ’25
Playground with a Logger - Error: Couldn't look up symbols: __dso_handle
Xcode 16.4, MacOS Sequoia 15.5 If I try to use a logger in an Xcode Playground e.g. import os import UIKit var logger = Logger(subsystem: "Loggertest", category: "") logger.info("Hello, world!") I get the following error error: Couldn't look up symbols: ___dso_handle ___dso_handle Hint: The expression tried to call a function that is not present in the target, perhaps because it was optimized out by the compiler. Its the logger.info ... that is causing the error. I have raised FB18214090 but there are no other reports. I would be grateful if some of you could verify if the Playground runs or errors on your system. A workaround, still using Logger, would be a great help. Thanks, Chris
0
0
63
Jun ’25
Enrollment Button not working on Apple Developer App
Hello Apple Support team, I hope You are doing well this is Muhammad Musaab and i am currently applying for the apple developer program i have successfully completed my apple profile and when i logged in to my developer app on macbook and also on my iphone the enrollment button gets grayed out and unclickable, please i do not want to sign up on web page i am asking help regarding the grayed out button i am getting on apple developer app. Kindly resolve this issue as soon so that i could provide my unique games and apps to apple users. Thanks!
0
0
94
Jun ’25
Stuck in Manual ID Review for Apple Developer Program (39 Days and Counting)
Hi everyone, I tried to enroll in the Apple Developer Program nearly two months ago. Initially, I had issues using both the website and the Developer app on Mac/iPhone to complete the process. After contacting Apple Developer Support, I was told that they don't accept EU residence permits through the automatic system, only national ID cards or a driver’s license, which I don’t have, as a few years ago I relocated from a 3rd world non-EU country. But they said this can be reviewed manually. Eventually, Apple Support provided me with a link to upload my passport and residence permit photos. I submitted them right away, but it’s now been 39 days with no progress. I followed up multiple times.. after 10 days, 3 weeks, and again just recently, and each time I’m told my documents are still under review, with no ETA or further details. Has anyone been in a similar situation? Is there anything else I can do to move this forward, or is it just a matter of waiting indefinitely? Thanks in advance for any advice or insight.
0
0
122
Jun ’25
I completed the enrollment for my company in 2024
Hi! I completed the enrollment for my company on April 22, 2024. And since then we have successfully placed our application in the Store and continue to work on it. On March 27, 2025, I needed to renew my participation in the Apple Developer Program and I did it successfully - I received a confirmation letter from you. However, later I discovered that my order was canceled and now, when I go to developer.applе.com, I am offered to go through the enrollment procedure! I'm confused! It is not clear what to do in such a situation?! I will be grateful for any help!
0
0
111
May ’25
What is the process or approvals I need to list RMG (Real Money Gaming) Rummy App from India on Appstore?
Hi everyone, I’m looking for guidance on the proper procedure and requirements to list a Real Money Gaming (RMG) app—specifically a Rummy app—on the Apple App Store for Indian users. From my understanding of the App Store Review Guidelines, apps involving real-money gaming must comply with specific rules around licensing, geo-restriction, and payment handling. However, I’d appreciate clarification on the following points: 1. Licensing Requirements: • What type of license or legal documentation is required for listing an RMG app in India? • Does Apple require proof of approval from Indian gaming authorities? 2. Geo-restrictions: • If certain Indian states do not permit real-money Rummy, how should those states be restricted within the app? • Does Apple mandate geo-fencing at the app level? 3. App Submission Process: • Are there any additional review steps or submission categories specific to real-money gaming? • Is it necessary to flag the app under a special category during submission? 4. Payment Handling: • Since Apple doesn’t allow in-app purchases for gambling, what’s the approved method of integrating external wallets or payment gateways? If anyone has successfully listed an RMG app from India or has experience navigating this process, your insights would be really helpful. Also, if there are any Apple contacts or official checklists for this category, please share those resources. Thanks in advance!
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64
Jun ’25
run XCUITest with an SKStoreReviewController
I'm building out a number of XCUITests. At one stage in my app, we present an SKStoreReviewController to ask the user if they'd like to review the app now. All I'd like to do is dismiss the view, by hitting the "Not Now" button. Normally, for other "system" views, I'd something like this: let springboard = XCUIApplication(bundleIdentifier: "com.apple.springboard") let notNowButton = springboard.buttons["Not Now"] And then I'd do an appropriate 'wait' and tap action. But for some reason, this isn't working. Looking for advice on how to properly handle this screen.
2
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159
Jun ’25
When I inherit from a class assigning SceneLocationView() sceneNode is nil
When I try to post a LocationAnnotations of a subclass respect to the one defining variable sceneLocationView, by way of: sceneLocationView.addLocationNodeWithConfirmedLocation(locationNode: bannerAnnotationLocation) When I enter in: public func addLocationNodeWithConfirmedLocation(locationNode: LocationNode) { if locationNode.location == nil || locationNode.locationConfirmed == false { return } updatePositionAndScaleOfLocationNode(locationNode: locationNode, initialSetup: true, animated: true) locationNodes.append(locationNode) print(sceneNode?.description ?? "nil") self.sceneNode?.addChildNode(locationNode) } I find sceneNode to nil, like if the effect of the renderer is lost when subclassing. I also tried to create a new variable in the subclass also assigning SceneLocationView(), but sceneNode remains nil. What to do to force it to assume a value?
1
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85
May ’25
Does WWDC2025 Xcode's AI coding support Objective-C?
When watching videos about Xcode, the AI coding feature is demonstrated using Swift. Since our company started development early with an Objective-C codebase, I want to know whether the Intelligence feature mentioned in the new feature video supports Objective-C
Replies
1
Boosts
0
Views
77
Activity
Jun ’25
Persistent Sandbox Denials When Building with Capacitor and CocoaPods in Xcode
I am a solo developer building a cross-platform voice assistant app using Capacitor (with HTML, JS) and Xcode for the iOS version. The app is called "Echo Eyes," and it already functions well as a Progressive Web App (PWA). However, the iOS build has been completely blocked due to persistent sandbox permission errors from macOS during the CocoaPods framework embedding phase. This issue has caused severe disruption to my project and personal well-being, and I am writing to formally request assistance in identifying a clear solution. I am not a beginner and have followed all known best practices, forums, and Apple guidance without success. What I’ve Built So Far: Fully working PWA version of the app (voice input, HTML/JS interface) Capacitor initialized with ID: com.echo.eyes.voice Capacitor iOS platform added with CocoaPods App runs fine until Xcode reaches: [CP] Embed Pods Frameworks The Exact Problem: Sandbox: bash(12319) deny(1) file-read-data /Users/Shared/projects/Echo_Mobile/ios/App/Pods/Target Support Files/Pods-App/Pods-App-frameworks.sh Command PhaseScriptExecution failed with a nonzero exit code Clarification: This is not an HTML/JS issue. The failure occurs in Xcode long before web assets are embedded into the bundle. The shell script /Pods-App-frameworks.sh cannot be read due to macOS sandbox restrictions. Everything I’ve Tried: Gave Xcode and Terminal Full Disk Access Ran: sudo xattr -rd com.apple.quarantine on the entire Pods directory Added /bin/bash and /bin/sh to Full Disk Access (after confirming the exact shell via $SHELL) Attempted to disable Gatekeeper via Terminal: sudo spctl --master-disable (confirmed not effective without GUI toggle) Tried relocating project to /Users/Shared/projects/ Cleaned build folder, removed derived data, reinstalled pods Debugged shell usage with: echo "▶️ Embedding under shell: $SHELL" in the [CP] Embed Pods Frameworks script Attempted to grant shell access to Documents Folder, Desktop, and more via Files & Folders Current State: Despite following all known and recommended steps, Xcode continues to return the same sandbox error. The shell script that embeds the CocoaPod frameworks is denied permission to read its own contents by macOS. What I Am Asking For: Is this a known issue in current versions of macOS or Xcode regarding sandbox denial for shell execution inside Pods? Is there a recommended method to grant /bin/bash or /bin/sh permission to read and run these scripts under Xcode without compromising system security? Is moving the project outside /Users (e.g. to /Projects) the only real workaround? Are there official Apple workarounds or entitlements available for developers encountering this? Personal Note: This issue has caused significant emotional and physical distress. I’m building this app as a personal healing tool and companion. I’ve poured months of work into this and done everything I can to follow Apple’s development guidelines. I’m not asking for hand-holding — only a clear, respectful response confirming whether this is expected behavior and what can be done to resolve it. Thank you for your time and understanding.
Replies
0
Boosts
0
Views
199
Activity
Jun ’25
Xcode PCCM Fails to Install
When installing Xcode on macOS Tahoe, Predictive Code Completion Model cannot install. The operation couldn’t be completed. (ModelCatalog.CatalogErrors.AssetErrors error 1.) The operation couldn’t be completed. (ModelCatalog.CatalogErrors.AssetErrors error 1.) Domain: ModelCatalog.CatalogErrors.AssetErrors Code: 1 User Info: { DVTErrorCreationDateKey = "2025-06-16 04:54:14 +0000"; } Failed to find asset: com.apple.gm.safety_deny.input.code_intelligence.base.generic - no asset Domain: ModelCatalog.CatalogErrors.AssetErrors Code: 1 System Information macOS Version 16.0 (Build 25A5279m) Xcode 16.4 (23792) (Build 16F6) Timestamp: 2025-06-16T00:54:14-04:00
Replies
3
Boosts
0
Views
119
Activity
Jun ’25
App Icon Not Showing iSimulator or TestFlight (Assets.xcassets Fully Configured)
Hi everyone, I’ve been troubleshooting this for days — my app icon doesn’t show in the Simulator or TestFlight builds, despite what seems like a perfect setup. ✔️ What I’ve Already Verified: AppIcon.appiconset includes all required PNGs (20x20 up to 1024x1024) Contents.json is valid and complete (see attached) Asset catalog folder is named AppIcon Set correctly in Project > General > App Icon Source = "AppIcon" Cleaned build folder, restarted Xcode, and tried on multiple simulators Even used a fresh Xcode demo project — same result 🧪 Setup Details: Xcode version: [replace with your version, e.g. 15.3] iOS Deployment Target: [e.g. iOS 16.0] App Type: SwiftUI 🔍 Screenshots Attached: Assets.xcassets structure Project > General tab (App Icon section) Info.plist Contents.json Blank icon on simulator home screen ❓ Questions: Could this be a metadata or cache corruption? Is there a known issue with icons not rendering in recent Xcode builds? Any workaround to force refresh the icon system? Any help is deeply appreciated — thank you in advance!
Replies
0
Boosts
0
Views
114
Activity
Jun ’25
Flutter build fails on iOS physical device in Android Studio, works in Xcode
Hello, I'm encountering an issue when trying to build and launch a Flutter app on a physical iOS device using Android Studio. Here is the full log: `Launching lib/main.dart on (iPhone Name) in debug mode... Automatically signing iOS for device deployment using specified development team in Xcode project: (Project ID) Running Xcode build... Xcode build done. 19.7s Failed to build iOS app Could not build the precompiled application for the device. Error (Xcode): Target debug_unpack_ios failed: Exception: Failed to codesign (Project Names)/build/ios/Debug-iphoneos/Flutter.framework/Flutter with identity (identity ID). Error launching application on (iPhone Name).` This only happens when using Android Studio. When I build the same project using Xcode, it runs fine on the same device. Background: I accidentally deleted all Apple accounts from Xcode recently. In Keychain Access, I had three identical certificates; I deleted the older two and kept the newest one. I suspect this may be related to provisioning or code signing, but I’m not sure how to resolve it within Android Studio. Any advice or steps to fix this would be greatly appreciated. I created a new test project in Xcode using the iOS > App template, enabled automatic signing in Signing & Capabilities, and selected my team.
 I then tried building and installing the app on a real device, and it worked successfully.
 This confirms that there are no issues with code signing or provisioning on the Apple side.
 Thanks in advance!
Replies
1
Boosts
0
Views
123
Activity
Jun ’25
Assistance Needed with Enabling Speech Recognition Entitlement for iOS App
Subject: Assistance Needed with Enabling Speech Recognition Entitlement for iOS App Hi everyone, I’m seeking guidance regarding the Speech Recognition entitlement for my iOS app using Capacitor. Our App and we submitted a request to Apple Developer Support four days ago, but have not yet received a response. 🧩 Summary of the issue: Our app uses the Capacitor speech recognition plugin (@capacitor-community/speech-recognition) to listen for native voice input on iOS. We have added both of the required keys in Info.plist: NSSpeechRecognitionUsageDescription NSMicrophoneUsageDescription We previously had a duplicate microphone key, which caused the system to silently skip the permission request. After removing the duplicate, we did briefly see the microphone permission prompt appear. However, in our most recent builds, the app launches without any prompts, even on a fresh install. The plugin reports: available = true permissionStatus = granted Despite this, no speech input is ever received, and the listener returns nothing. We believe the app is functioning correctly at a code level (plugin loads, no errors, correct Info.plist), but suspect the missing Speech Recognition entitlement is blocking actual access to the speech system. 🔎 What we need help with: How can we confirm whether the Speech Recognition entitlement is enabled for our App ID? If it’s not enabled, is there a way to escalate or re-submit the request? Our app is currently stuck until this entitlement is granted. Thank you for your time and any guidance you can offer!
Replies
6
Boosts
0
Views
352
Activity
Jun ’25
Prevent backing up large Xcode files
I'm primarily an iOS developer. Every day that I develop, Mac Time Machine backs up a gigabyte or more of data. I'm trying to reduce that as much as possible. No data involving the simulators seems important enough to backup. If I ever need to restore Xcode, I'd reinstall rather than restore from Time Machine. But I'd want to back up code snippets, etc. What are the best practices to prevent large amounts of Xcode or simulator data from being backed up?
Replies
1
Boosts
0
Views
110
Activity
Jun ’25
Best strategy to embed multiple dylibs into frameworks
Hi, I compiled Intel Open Image Denoise library for iOS, and obtained a bunch of dependent dylibs. I want to use these ones in a swift project (via bridging as this is C/C++) targeting the iPad. I understand that it is required to embed these dylibs into frameworks as iOS doesn't allow dylib. Is it necessary to generate one framework for each dylib? If so, how are dependencies between the libraries (and their frameworks) managed? Or, is it possible to generate only one framework embeding all the dependencies?
Replies
0
Boosts
0
Views
164
Activity
Jun ’25
UIScene Storyboard - Main and Main_iphone
Under threat of future crashes, I'm adding support of UIScene to my existing apps. Each app has two storyboards - Main for iPads and Main_iphone for iPhones. Pre-UIScene, all looks great. With the addition of the Application Scene Manifest, the iPhone versions of the app are using the Main storyboard instead of the Main_iphone storyboard. Do I need to add an item to the plist for this other storyboard? At what level in the plist is this added? Another Scene Configuration? Another Window Application Session Role? Another Storyboard Name?
Replies
2
Boosts
0
Views
174
Activity
Jun ’25
İphon X iOS 18 almıyor beta
iPhone X model telefonum iOS 18 güncellemesi gelmedi Beta programlarıda calışmıyor yardımcı olurmusunuz
Replies
1
Boosts
0
Views
304
Activity
Jun ’25
Incorrect Syntax Color for Raw Identifiers
Using Xcode 26.0 beta (17A5241e) Wanted to try out raw identifiers for Swift Testing tests, and while they work, syntax colorization is dreadful. Much less readable then just using a custom name with @Test. Feedback: FB18260756 Example with a raw identifier of some example test name:
Replies
0
Boosts
0
Views
95
Activity
Jun ’25
Cannot load developer teams in Xcode.
Hi, The ui error says unable to login, but I'm able to login (because if I don't give the correct password it's a different error). When Xcode tries to fetch the available teams though it errors out. I can successfully login and access my teams on a different machine that's on the same network. So I know the account and network are fine. Here's what the ui shows .. and I'm also including the Xcode logs from Console. Any ideas? Thanks! xcode.log
Replies
1
Boosts
0
Views
111
Activity
Jun ’25
Playground with a Logger - Error: Couldn't look up symbols: __dso_handle
Xcode 16.4, MacOS Sequoia 15.5 If I try to use a logger in an Xcode Playground e.g. import os import UIKit var logger = Logger(subsystem: "Loggertest", category: "") logger.info("Hello, world!") I get the following error error: Couldn't look up symbols: ___dso_handle ___dso_handle Hint: The expression tried to call a function that is not present in the target, perhaps because it was optimized out by the compiler. Its the logger.info ... that is causing the error. I have raised FB18214090 but there are no other reports. I would be grateful if some of you could verify if the Playground runs or errors on your system. A workaround, still using Logger, would be a great help. Thanks, Chris
Replies
0
Boosts
0
Views
63
Activity
Jun ’25
Enrollment Button not working on Apple Developer App
Hello Apple Support team, I hope You are doing well this is Muhammad Musaab and i am currently applying for the apple developer program i have successfully completed my apple profile and when i logged in to my developer app on macbook and also on my iphone the enrollment button gets grayed out and unclickable, please i do not want to sign up on web page i am asking help regarding the grayed out button i am getting on apple developer app. Kindly resolve this issue as soon so that i could provide my unique games and apps to apple users. Thanks!
Replies
0
Boosts
0
Views
94
Activity
Jun ’25
Stuck in Manual ID Review for Apple Developer Program (39 Days and Counting)
Hi everyone, I tried to enroll in the Apple Developer Program nearly two months ago. Initially, I had issues using both the website and the Developer app on Mac/iPhone to complete the process. After contacting Apple Developer Support, I was told that they don't accept EU residence permits through the automatic system, only national ID cards or a driver’s license, which I don’t have, as a few years ago I relocated from a 3rd world non-EU country. But they said this can be reviewed manually. Eventually, Apple Support provided me with a link to upload my passport and residence permit photos. I submitted them right away, but it’s now been 39 days with no progress. I followed up multiple times.. after 10 days, 3 weeks, and again just recently, and each time I’m told my documents are still under review, with no ETA or further details. Has anyone been in a similar situation? Is there anything else I can do to move this forward, or is it just a matter of waiting indefinitely? Thanks in advance for any advice or insight.
Replies
0
Boosts
0
Views
122
Activity
Jun ’25
I completed the enrollment for my company in 2024
Hi! I completed the enrollment for my company on April 22, 2024. And since then we have successfully placed our application in the Store and continue to work on it. On March 27, 2025, I needed to renew my participation in the Apple Developer Program and I did it successfully - I received a confirmation letter from you. However, later I discovered that my order was canceled and now, when I go to developer.applе.com, I am offered to go through the enrollment procedure! I'm confused! It is not clear what to do in such a situation?! I will be grateful for any help!
Replies
0
Boosts
0
Views
111
Activity
May ’25
What is the process or approvals I need to list RMG (Real Money Gaming) Rummy App from India on Appstore?
Hi everyone, I’m looking for guidance on the proper procedure and requirements to list a Real Money Gaming (RMG) app—specifically a Rummy app—on the Apple App Store for Indian users. From my understanding of the App Store Review Guidelines, apps involving real-money gaming must comply with specific rules around licensing, geo-restriction, and payment handling. However, I’d appreciate clarification on the following points: 1. Licensing Requirements: • What type of license or legal documentation is required for listing an RMG app in India? • Does Apple require proof of approval from Indian gaming authorities? 2. Geo-restrictions: • If certain Indian states do not permit real-money Rummy, how should those states be restricted within the app? • Does Apple mandate geo-fencing at the app level? 3. App Submission Process: • Are there any additional review steps or submission categories specific to real-money gaming? • Is it necessary to flag the app under a special category during submission? 4. Payment Handling: • Since Apple doesn’t allow in-app purchases for gambling, what’s the approved method of integrating external wallets or payment gateways? If anyone has successfully listed an RMG app from India or has experience navigating this process, your insights would be really helpful. Also, if there are any Apple contacts or official checklists for this category, please share those resources. Thanks in advance!
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Activity
Jun ’25
run XCUITest with an SKStoreReviewController
I'm building out a number of XCUITests. At one stage in my app, we present an SKStoreReviewController to ask the user if they'd like to review the app now. All I'd like to do is dismiss the view, by hitting the "Not Now" button. Normally, for other "system" views, I'd something like this: let springboard = XCUIApplication(bundleIdentifier: "com.apple.springboard") let notNowButton = springboard.buttons["Not Now"] And then I'd do an appropriate 'wait' and tap action. But for some reason, this isn't working. Looking for advice on how to properly handle this screen.
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159
Activity
Jun ’25
Receiving Permissions error when moving files to subfolders
I'm new to Apple Development. I've converted a python program to swift. The operator selects a top level folder and the program moves files in and out of subFolders within the selected folder. How do I resolve the Permissions errors whenever accessing subfolders?
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64
Activity
Jun ’25
When I inherit from a class assigning SceneLocationView() sceneNode is nil
When I try to post a LocationAnnotations of a subclass respect to the one defining variable sceneLocationView, by way of: sceneLocationView.addLocationNodeWithConfirmedLocation(locationNode: bannerAnnotationLocation) When I enter in: public func addLocationNodeWithConfirmedLocation(locationNode: LocationNode) { if locationNode.location == nil || locationNode.locationConfirmed == false { return } updatePositionAndScaleOfLocationNode(locationNode: locationNode, initialSetup: true, animated: true) locationNodes.append(locationNode) print(sceneNode?.description ?? "nil") self.sceneNode?.addChildNode(locationNode) } I find sceneNode to nil, like if the effect of the renderer is lost when subclassing. I also tried to create a new variable in the subclass also assigning SceneLocationView(), but sceneNode remains nil. What to do to force it to assume a value?
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1
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85
Activity
May ’25