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Devices upgraded to iOS 18 fail to launch apps signed with an enterprise certificate.
We are using an app distributed via an iOS enterprise certificate. There is an exceptional user who could normally use the app signed with this certificate before upgrading to iOS 18. However, after updating to iOS 18 (currently on version 18.3), the app crashes immediately upon launch. Real-time logs indicate that the application fails to start. This issue is unique to this user, as other users on the same iOS 18.3 system do not experience the problem. console log
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1.9k
Mar ’25
WiFi Connect error,NEHotspotConfigurationErrorDomain code=11
hi everybody, When I use the following code to connect to WiFi network, an error message of "error=null" or "error='Error Domain=NEHotspotConfigurationErrorDomain Code=11 "" UserInfo={NSLocalizedDescription=}' " will occur. It has been uploaded to Feedback. Feedback ID: FB16819345 (WiFi-无法加入网络) NEHotspotConfiguration *hotspotConfig = [[NEHotspotConfiguration alloc] initWithSSID:ssid passphrase:psk isWEP:NO]; [[NEHotspotConfigurationManager sharedManager] applyConfiguration:hotspotConfig completionHandler:^(NSError * _Nullable error) { }];
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Mar ’25
Issue with Non-Consumable In-App Purchase in Unity (iOS Sandbox Environment)
Question: I'm encountering an issue with in-app purchases (IAP) in Unity, specifically for a non-consumable product in the iOS sandbox environment. Below are the details: Environment: Unity Version: 2022.3.55f1 Unity In-App Purchasing Version: v4.12.2 Device: iPhone (15, iOS 18.1.1) Connection: Wi-Fi iOS Settings: In-App Purchases set to “Allowed” initially Problem Behavior: I attempted to purchase a non-consumable item for the first time. The payment is successfully completed by entering the password. I then background the game app and navigate to the iOS Settings to set In-App Purchases to "Don't Allow." After returning to the game and either closing or killing the app, I try to purchase the same non-consumable item again. I checked canMakePayments() through the Apple configuration, and the app correctly detected that I could not make purchases due to the restriction. I then navigate back to Settings and set In-App Purchases to "Allow." Upon returning to the game, I try purchasing the non-consumable item again. A pop-up appears, saying, "You’ve already purchased this. Would you like to get it again for free?" The issue is: Will it deduct money for the second time, and why is the system allowing the user to purchase the same non-consumable item multiple times after purchasing it once? Is this the expected behavior for Unity In-App Purchasing, or is there something I might be missing in handling non-consumable purchases in this scenario? Additional Information: I’ve confirmed that the "In-App Purchases" are set to “Allowed” before attempting the purchase again. I understand that non-consumable products should not be purchased more than once, so I’m unsure why the system is offering to let the user purchase it again. I appreciate any insights into whether this is expected behavior or if I need to adjust how I handle the purchase flow.
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483
Mar ’25
How to pass URL to iOS app from share sheet, and automatically open app?
Hello everyone, I’ve been trying to pass a URL from Safari (or any other app) into my own app via iOS extensions (similar to how if you go to a website, open the share sheet, and hit the ChatGPT app icon, it opens ChatGPT and pastes the website URL into the chat textbox), and I’m hitting a wall. I’ve attempted both a Share Extension (using SLComposeServiceViewController) and a UI-less Action Extension (using extensionContext?.open(...)), but in both scenarios, my main app never opens. Here’s a summary of my setup: Main App Target plist <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>CFBundleURLTypes</key> <array> <dict> <key>CFBundleTypeRole</key> <string>Editor</string> <key>CFBundleURLName</key> <string>com.elislothower.URLDisplayApp</string> <key>CFBundleURLSchemes</key> <array> <string>myapp</string> </array> </dict> </array> <key>LSApplicationQueriesSchemes</key> <array/> </dict> </plist> This means my custom URL scheme is myapp://. My app delegate (or SwiftUI’s .onOpenURL) correctly handles myapp://share?url=... if I open it directly from Safari. Share Extension Attempt Subclassed SLComposeServiceViewController. Plist had com.apple.share-services as the NSExtensionPointIdentifier. I called extensionContext?.open(deepLink) with myapp://share?url=..., but it always returned false. Also, the UI (with Cancel/Post buttons) was overkill for my needs. UI-less Action Extension Attempt Created a no-UI action extension with com.apple.ui-services as NSExtensionPointIdentifier. In my custom ActionViewController, I formed the same myapp://share?url=... deep link and called extensionContext?.open(deepLink). The extension does appear in the share sheet, but again, open(deepLink) returns false—my main app never opens. Confirmed Setup I’ve tested the URL scheme in Safari: typing myapp://share?url=... directly prompts to open my app, and the URL is handled fine there. I’ve ensured both extension Info.plists have <key>LSApplicationQueriesSchemes</key><array><string>myapp</string></array> so they can attempt to open that scheme. Tried on both simulator and physical device. On the physical device, the main app is definitely installed and has been launched at least once. Current Behavior The extension logs that it forms the deep link (myapp://share?url=...) correctly. extensionContext?.open(deepLink) fails (success == false), so the main app never opens. I’ve also tried forcing the call on the main thread, simplifying the URL (like myapp://test), and checking for any typos or case-sensitivity issues—still no luck. Is there a known iOS restriction or trick for allowing an extension (share or action) to open its containing app directly? Have I missed a configuration step or entitlement that’s necessary? Is it possible that iOS is just rejecting the call in these contexts? I’d love any insight or suggestions from those who have successfully launched their main app from an extension. Thank you in advance! ContentView.swift Info.plist URLDisplayAppApp.swift URLDisplayApp.entitlements ActionRequestHandler.swift ActionViewController.swift Info.plist MyAppActionExtension.entitlements
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598
Mar ’25
Can an iOS app programmatically detect if it's built for release or debug?
Is it possible for an iOS app to programmatically detect if its built for TestFlight/App Store distribution versus built for development? The motivation for doing this is so that the app can detect if a push server should send pushes using the Apple production server or the sandbox server - when the app sends the push token to the server, I'd like it to additionally send an indicator to the server so the server knows which of the Apple servers to use. Is there a way to achieve this? TIA
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Mar ’25
If you have code to package as a framework which has a 3rd party dependency, what can you do given that iOS doesn't support umbrella frameworks
I've got a large and complex app which has several dependencies upon 3rd party libraries (installed as pods). The app is structured according to Model-View-Controller design and there is a requirement to implement the Model part as an .xcframework so it can be included and used in the original app along with a few new apps. However, Apple documentation states that umbrella frameworks are not supported (Technical Note TN2435). The Model code has several dependencies which would be totally unfeasible to replace or remove, for example it uses RealmSwift for database storage. Obviously it would be impossible to write one's own database storage scheme in place of using Realm. However, if my framework uses Realm as a dependency, then its now become an umbrella framework. So therefore not supported according to Apple documentation. So what are options/solutions?
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Mar ’25
Playback Issues for DRM content when sending CMCD
Since iOS and tvOS 18, CMCD can now be automatically sent by AVPlayer (https://developer.apple.com/streaming/Whats-new-HLS.pdf). However, after enabling CMCD, our streams occasionally fail with the following error: CoreMediaErrorDomain Error -17383 This issue appears to affect only DRM-protected (FairPlay) streams so far. We activate CMCD via the resource loader of an AVURLAsset, before assigning the item to an AVPlayer. Unfortunately, we haven’t found a reliable way to reproduce the issue, and we’ve been unable to gather any useful diagnostic information. Has anyone else observed this behavior when enabling CMCD on FairPlay streams?
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578
Mar ’25
StoreKit.product.purchase returns success, but subscription does not appear in Settings
Description: We are developing an iOS app that offers only one auto-renewable subscription. Recently, a user who had not subscribed for over a year purchased the subscription again through our app. However, when they checked Settings > Subscriptions, the new subscription did not appear. Instead, only their past subscription history was visible, and there was no option to cancel the new subscription. We have verified this issue with a screenshot provided by the user. Additionally, we checked our app’s logs and confirmed that StoreKit.product.purchase successfully returned .success, indicating that the purchase was processed correctly. Code used for purchase: let result = try await product? .purchase(options: [ .appAccountToken(uuid) ]) switch result { case .success(let verificationResult): switch verificationResult { case .verified(let transaction): addPurchaseLog("verificationResult.verified.") case .unverified(_, let verificationError): addPurchaseLog("verificationResult.unverified.") case .userCancelled, .pending, .none: addPurchaseLog("verificationResult.userCancelled or .pending or .none") @unknown default: addPurchaseLog("verificationResult.unknown.") } Despite the successful purchase, the new subscription does not appear under the user's active subscriptions. Could this be a bug in StoreKit? If there are any known issues or workarounds, we would appreciate any guidance. Environment: Xcode: 16.2 iOS version: 16.0+
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Mar ’25
Duplicate toolbar item and wrong document name in SwiftUI document based app
My app is a SwiftUI document based app using DocumentGroupLaunchScene. In iOS(iPadOS) 18.4, when it launches, it has duplicate toolbar items, and when I close the current document and open other documents, it adds more duplicates. It also shows a wrong document name, which shows the first opened document name. This issue can be reproduced in the sample code (Building a document-based app with SwiftUI). I have submitted Feedback (FB17025216), but not sure if this is a known bug or if I'm missing anything.
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540
Mar ’25
Network Connection Issue on Xcode 16.3 Simulator
Hi, I just migrated from Xcode 15 to Xcode 16.3 RC. When I run my app on any simulator, iOS 17 or iOS 18, I seeing strange behavior the second time I launch the app. The app uses a few frameworks, such as Firebase Crashlytics, and the network calls all work fine on the initial launch. however, subsequent launches consistently get the following error: Task <17ACD3D4-FB31-4091-A797-D573F31909C2>.<2> finished with error [-1001] Error Domain=NSURLErrorDomain Code=-1001 "The request timed out." UserInfo={_kCFStreamErrorCodeKey=-2102, NSUnderlyingError=0x600000c46910 {Error Domain=kCFErrorDomainCFNetwork Code=-1001 "(null)" UserInfo={_kCFStreamErrorCodeKey=-2102, _kCFStreamErrorDomainKey=4}}, _NSURLErrorFailingURLSessionTaskErrorKey=LocalDataTask <17ACD3D4-FB31-4091-A797-D573F31909C2>.<2>, _NSURLErrorRelatedURLSessionTaskErrorKey=( "LocalDataTask <17ACD3D4-FB31-4091-A797-D573F31909C2>.<2>" ), NSLocalizedDescription=The request timed out., The only way to run again on that simulator is to Erase All Content and Settings. I did not see this issue in Xcode 16, and my app has been in production for over a year without networking issues. Pushing to my phone works fine. Running on MacBook Pro apple silicon - Sequoia 15.3.2 Any help would be greatly appreciated! Thanks, Mike
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3.5k
Mar ’25
Severe hangs with LazyHStack inside ScrollView
Hi, I got a problem with severe hangs when I use code like this on tvOS 18.2 If I try to use HStack instead of LazyHStack inside the scrollview then the problem does not occur any more but then the scroll performance is compromised and the vertical scroll is no longer that smooth. Does someone has any experience with this? Is this SwiftUI problem or am I missing something? ScrollView { LazyVStack { ForEach(0...100, id: \.self) { _ in ScrollView { LazyHStack { ForEach(0...20, id: \.self) { _ in Color.red.frame(height: 300) } } } } } }
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Mar ’25
Declarative management application config not applying
Hello All, I am currently attempting to get application config working with enterprise apps but it seems as though the asset config is not applying at all. While the asset and application install correctly it does not seem that the config is read at all judging from the status message returned. "StatusItems" : { "app" : { "managed" : { "list" : [ { "name" : "apps", "config-state" : { "app-config-state" : { "state" : "unknown" } }, "identifier" : "app.identifier", "version" : "3.2", "short-version" : "3.2.0", "state" : "managed", "declaration-identifier" : "dec-identifier" } ] } } }, "Errors" : [ ] } The asset file being sent down is as follows: <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>Config 1</key> <string>Value 1</string> <key>Config 2</key> <string>Value 2</string> <key>Config 3</key> <string>Value 3</string> </dict> </plist> This is the config report being sent back by the device after everything has been fetched: "StatusItems" : { "management" : { "declarations" : { "activations" : [ { "active" : true, "identifier" : "group.activation.payload", "valid" : "valid", "server-token" : "56792E4AE25C3286640B45E6BD265AE97545B2B87F90A6355919FD8B2E3C3AB3" } ], "configurations" : [ { "active" : true, "identifier" : "app.install", "valid" : "valid", "server-token" : "34D7ACECAE16EE9EEAC0630FF2FF85524FFBB5BA3CB18CFB6296FBC860368C85" }, { "active" : true, "identifier" : "ios.policy.subscription.list", "valid" : "valid", "server-token" : "376913E11BE7D26EC745B3B68C6FA94C4FC061B1B736D143EBE0F12FF73ADFF8" } ], "assets" : [ { "active" : true, "identifier" : "app.config.reference", "valid" : "valid", "server-token" : "1CFBE30EB56309005F742D667B80242E6A3CDC08ED228D0BC5F87749C6BBAB77" } ], "management" : [ ] } }, "app" : { "managed" : { "list" : [ { "state" : "downloading", "declaration-identifier" : "app.install", "identifier" : "app.identifier", "name" : "apps", "config-state" : { "app-config-state" : { "state" : "unknown" } } } ] } } }, "Errors" : [ ] } Additional info would be useful, though a sysdiagnosis will be submitted to feedback as well. Config did apply correctly when sending down through Install application command
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Mar ’25
Cannot run apps that use the callAsyncJavaScript() method on older simulators
If I use the method callAsyncJavaScript() my app will compile, but it won't run on older simulators. Specifically, in a brand new Storyboard project, I added this to `viewDidLoad(): let webView = WKWebView() webView.callAsyncJavaScript("1", in: nil, in: .page) { result in print("\(result)") } This runs fine with Xcode 16.3 targeting the iOS 18.4 simulator. It doesn't work if I target the iOS 18.3.1 simulator or the iOS 17.5 simulator. It does work on an iPhone 15 Pro running iOS 18.4 and it works on an iPhone 12 Pro running iOS 17.7.1. It goes without saying that this used to work on Xcode 16.2 and earlier, since my real project has been using that API for 3 or 4 years now. The specific error is dyld[89984]: Symbol not found: _$sSo9WKWebViewC6WebKitE19callAsyncJavaScript_9arguments2inAF17completionHandlerySS_SDySSypGSo11WKFrameInfoCSgSo14WKContentWorldCys6ResultOyyps5Error_pGcSgtF Referenced from: <82CC68A8-9426-343E-82CD-5443F53A6919> /Users/dave/Library/Developer/CoreSimulator/Devices/69CE58A3-8162-4616-B110-5857E6E2889F/data/Containers/Bundle/Application/3F27AAA0-8E96-437D-A1F4-DECD2E1A95B5/CallAsyncJavascript.app/CallAsyncJavascript.debug.dylib Expected in: <E11EC0F5-2AD1-3402-AB03-31A85EA6EB3A> /Library/Developer/CoreSimulator/Volumes/iOS_21F79/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.5.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/WebKit.framework/WebKit
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Apr ’25
Xcode 16.3/macOS SDK 15.4: C++ features that required minimum target of 13.3 now require 13.4
C++ code that compiled fine on Xcode 16.2 when targeting macOS 13.3 after upgrading to Xcode 16.3 gives an error that the minimum required target is macOS 13.4 with an error like: `/Applications/Xcode-16.3.0.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX15.4.sdk/usr/include/c++/v1/__format/formatter_floating_point.h:74:30: error: 'to_chars' is unavailable: introduced in macOS 13.4 unknown 74 | to_chars_result __r = std::to_chars(__first, __last, __value, __fmt, __precision); Here’s example taken directly from (https://en.cppreference.com/w/cpp/utility/format/format): #include <format> #include <iostream> #include <string> #include <string_view> template<typename... Args> std::string dyna_print(std::string_view rt_fmt_str, Args&&... args) { return std::vformat(rt_fmt_str, std::make_format_args(args...)); } int main() { std::cout << std::format("Hello {}!\n", "world"); std::string fmt; for (int i{}; i != 3; ++i) { fmt += "{} "; // constructs the formatting string std::cout << fmt << " : "; std::cout << dyna_print(fmt, "alpha", 'Z', 3.14, "unused"); std::cout << '\n'; } } It doesn’t make any sense to suddenly require targeting 13.4 for features that worked fine on 13.3. The Apple documentation for C++ feature support explicitly discusses 13.3. https://developer.apple.com/xcode/cpp/ (search for P0067R5 on the page) I haven't tested it, but based on the standard library headers the minimum required iOS version has also been bumped - from 16.3 to 16.5. Am I doing something wrong? Is there a known work-around? Filed feedback: FB17081499
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567
Apr ’25
How to capture the currently pressed key when a TextField is in focus?
In the attached code snippet: struct ContentView: View { @State private var vText: String = "" var body: some View { TextField("Enter text", text: Binding( get: { vText }, set: { newValue in print("Text will change to: \(newValue)") vText = newValue } )) } } I have access to the newValue of the text-field whenever the text-field content changes, but how do I detect which key was pressed? I can manually get the diff between previous state and the new value to get the last pressed char but is there a simpler way? Also this approach won't let me detect any modifier keys (such as Alt, Ctrl etc) that the user may have pressed. Is there a pure swift-ui approach to detect these key presses?
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Apr ’25
Xcode 16.3 / macOS 15.4: SwiftData ModelContainer 在关联 iCloud Container 后初始化时崩溃
问题描述: 环境: Xcode 版本: 16.3 *macOS 版本: 15.4 项目类型: SwiftUI App with SwiftData 问题摘要: 当在 Xcode 项目的 "Signing & Capabilities" 中为启用了 iCloud 能力的应用关联一个具体的 iCloud Container 时,即使代码中并未显式启用 CloudKit 同步(例如,未在 ModelConfiguration 中设置 cloudKitDatabase),SwiftData 的 ModelContainer 在应用启动初始化时也会立即失败并导致崩溃。如果仅启用 iCloud 能力但不选择任何 Container,应用可以正常启动。此问题在使用空的 Schema([]) 进行测试时依然稳定复现。 复现步骤 (使用最小复现项目 - MRE): 使用 Xcode 16.3 创建一个新的 SwiftUI App 项目 (例如,命名为 CloudKitCrashTest)。 在创建时不要勾选 "Host in CloudKit",或者,如果勾选了,先确保后续步骤覆盖相关设置。Storage 选择 None 或 SwiftData 均可复现。 修改 CloudKitCrashTestApp.swift 文件,添加 SwiftData 导入和基本的 ModelContainer 初始化逻辑。关键代码如下: import SwiftUI import SwiftData @main struct CloudKitCrashTestApp: App { let sharedModelContainer: ModelContainer init() { // 使用空 Schema 进行诊断 let schema = Schema([]) // *不* 指定 cloudKitDatabase let modelConfiguration = ModelConfiguration(schema: schema, isStoredInMemoryOnly: false) do { sharedModelContainer = try ModelContainer(for: schema, configurations: [modelConfiguration]) print("ModelContainer created successfully.") } catch { // 在关联 Container 后,会在此处崩溃 fatalError("Could not create ModelContainer: \(error)") } } var body: some Scene { WindowGroup { ContentView() .modelContainer(sharedModelContainer) } } } // ... ContentView 定义 ... 进入项目的 Signing & Capabilities 标签页。 点击 + Capability 添加 iCloud。 在 iCloud 服务中,勾选 CloudKit。 此时,不要在 Containers 部分选择任何容器。 运行应用: 应用应该能够成功启动,并在控制台打印 "ModelContainer created successfully."。 停止应用。 回到 Signing & Capabilities -> iCloud -> Containers。 点击 + 添加一个新的自定义容器,或选择 Xcode 默认建议的容器。确保一个容器 ID 被明确选中。 再次运行应用: 应用现在会在启动时立即崩溃,fatalError 被触发。 预期结果: 即使在 Signing & Capabilities 中关联了 iCloud Container,应用也应该能够成功初始化 ModelContainer(尤其是当代码中未使用 cloudKitDatabase 或使用空 Schema 时),不应崩溃。 实际结果: 应用在 ModelContainer 初始化时崩溃,抛出 fatalError,错误信息为: Could not create ModelContainer: SwiftDataError(_error: SwiftData.SwiftDataError._Error.loadIssueModelContainer, _explanation: nil) 补充说明: 此问题在 iPhone 模拟器上稳定复现。 尝试清理构建文件夹 (Clean Build Folder)、删除派生数据 (Derived Data) 未能解决问题。 使用 Xcode 模板创建项目(勾选 "Host in CloudKit")并在之后手动取消选择 Container 可以运行,但一旦重新选择 Container 就会崩溃,现象一致。 这表明问题与 ModelContainer 初始化过程在检测到项目关联了具体 iCloud Container 标识符(可能涉及读取 .entitlements 文件或准备相关环境)时发生的内部错误有关,而不是由于实际的 CloudKit 同步代码或模型定义。 影响: 此 Bug 阻止了在当前的 Xcode 和 macOS 环境下开发和测试任何需要关联 iCloud Container 的 SwiftData 应用。
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Apr ’25
Add VoiceOver touch gesture guidance for frame iframe in webView and Safari web
Please update Accessibility OS Settings for VoiceOver in iPhone iOS and iPadOS to include frames on the Rotor, and to make web navigation and component gestures easier to find and assign. Please add content to the iPhone and iPad Apple User Guide to use VoiceOver in web navigation with touch gestures. Specifically... iframes. There is no clear guidance in Apple documentation for VoiceOver users in iPhone or iPadOS to access iframes with touch gestures. A common belief as written on AppleVis, other blogs, and internet searches is that iframes in Safari or a webView in an app are only available with explore by touch. If explore by touch is the only option for some interactions, that needs to be included in Apple User Guides. If not, details on equivalent touch gestures for VO that have keyboard interactions in Mac need to be clear for users. VoiceOver for Mac includes a default keyboard interaction of VO-Command-F in its extensive User Guide (https://support.apple.com/guide/voiceover/by-images-or-frames-mchlp2740/mac). A user can include a rotor option for web navigation for iframes. VoiceOver for iPhone and iPad does not include a default swipe gesture assigned to frames. An option is not available for the Rotor. While there is iPhone User Guide guidance that gestures can be customized (https://support.apple.com/guide/iphone/customize-gestures-and-keyboard-shortcuts-iph59a8e6fd2/18.0/ios/18.0), it is not clear that for adding this gesture, "Move to the next frame" is tucked into the advanced navigation commands for VoiceOver Accessibility Settings in the OS. At least in my phone, the word "frame" was not searchable despite the All Commands screen using a search bar.
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171
Apr ’25
Error this SDK is not supported by the compiler - Xcode version 16.2 (16C5032a) to 16.3(16E140)
In Xcode version 16.2 (16C5032a) I created: One [ScenekitApp] [File/New/Project/iOS/Game/Game Technology: SceneKit]. Three custom Frameworks [File/New/Project/iOS/Framework] [ASCSource.framework, ASCCommon.framework and ASCCoreData.framework]. In the four projects the [Minimum Deployments=iOS 15.0], [Swift version=6.0] and [BUILD_LIBRARY_FOR_DISTRIBUTION=Yes]. I directly installed the [Zip.framework] in [ASCSource.framework] without [pod init/pod install] and in the [General tab] [Frameworks, Libraries and Embeded Content] [Zip.framework Embed&Sign]. I installed the three frameworks [ASCSource.framework, ASCCommon.framework and ASCCoreData.framework] in [ScenekitApp] and everything works perfectly in Xcode version 16.2(16C5032a). I updated Xcode version 16.2(16C5032a) to Xcode version 16.3(16E140) and some errors in the SDKs were indicated. [Failed to build module 'ASCSource'; this SDK is not supported by the compiler (the SDK is built with 'Apple Swift version 6.0.3 effective-5.10 (swiftlang-6.0.3.1.10 clang-1600.0.30.1)', while this compiler is 'Apple Swift version 6.1 effective-5.10 (swiftlang-6.1.0.110.21 clang-1700.0.13.3)'). Please select a toolchain which matches the SDK]. [Failed to build module 'Zip'; this SDK is not supported by the compiler (the SDK is built with 'Apple Swift version 6.0.3 effective-5.10 (swiftlang-6.0.3.1.10 clang-1600.0.30.1)', while this compiler is 'Apple Swift version 6.1 effective-5.10 (swiftlang-6.1.0.110.21 clang-1700.0.13.3)'). Please select a toolchain which matches the SDK]. If I recompile all frameworks in Xcode version 16.3 (16E140) it will work, but I don't think it will be a good solution. I found some discussions in links like the following without success. https://github.com/firebase/firebase-ios-sdk/issues/13727 https://stackoverflow.com/questions/70556401/swift-version-conflict-this-sdk-is-not-supported-by-the-compiler-please-select Any help is welcome. Thanks everyone!!!
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533
Apr ’25
Devices upgraded to iOS 18 fail to launch apps signed with an enterprise certificate.
We are using an app distributed via an iOS enterprise certificate. There is an exceptional user who could normally use the app signed with this certificate before upgrading to iOS 18. However, after updating to iOS 18 (currently on version 18.3), the app crashes immediately upon launch. Real-time logs indicate that the application fails to start. This issue is unique to this user, as other users on the same iOS 18.3 system do not experience the problem. console log
Replies
16
Boosts
6
Views
1.9k
Activity
Mar ’25
WiFi Connect error,NEHotspotConfigurationErrorDomain code=11
hi everybody, When I use the following code to connect to WiFi network, an error message of "error=null" or "error='Error Domain=NEHotspotConfigurationErrorDomain Code=11 "" UserInfo={NSLocalizedDescription=}' " will occur. It has been uploaded to Feedback. Feedback ID: FB16819345 (WiFi-无法加入网络) NEHotspotConfiguration *hotspotConfig = [[NEHotspotConfiguration alloc] initWithSSID:ssid passphrase:psk isWEP:NO]; [[NEHotspotConfigurationManager sharedManager] applyConfiguration:hotspotConfig completionHandler:^(NSError * _Nullable error) { }];
Replies
15
Boosts
0
Views
683
Activity
Mar ’25
Issue with Non-Consumable In-App Purchase in Unity (iOS Sandbox Environment)
Question: I'm encountering an issue with in-app purchases (IAP) in Unity, specifically for a non-consumable product in the iOS sandbox environment. Below are the details: Environment: Unity Version: 2022.3.55f1 Unity In-App Purchasing Version: v4.12.2 Device: iPhone (15, iOS 18.1.1) Connection: Wi-Fi iOS Settings: In-App Purchases set to “Allowed” initially Problem Behavior: I attempted to purchase a non-consumable item for the first time. The payment is successfully completed by entering the password. I then background the game app and navigate to the iOS Settings to set In-App Purchases to "Don't Allow." After returning to the game and either closing or killing the app, I try to purchase the same non-consumable item again. I checked canMakePayments() through the Apple configuration, and the app correctly detected that I could not make purchases due to the restriction. I then navigate back to Settings and set In-App Purchases to "Allow." Upon returning to the game, I try purchasing the non-consumable item again. A pop-up appears, saying, "You’ve already purchased this. Would you like to get it again for free?" The issue is: Will it deduct money for the second time, and why is the system allowing the user to purchase the same non-consumable item multiple times after purchasing it once? Is this the expected behavior for Unity In-App Purchasing, or is there something I might be missing in handling non-consumable purchases in this scenario? Additional Information: I’ve confirmed that the "In-App Purchases" are set to “Allowed” before attempting the purchase again. I understand that non-consumable products should not be purchased more than once, so I’m unsure why the system is offering to let the user purchase it again. I appreciate any insights into whether this is expected behavior or if I need to adjust how I handle the purchase flow.
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483
Activity
Mar ’25
How to pass URL to iOS app from share sheet, and automatically open app?
Hello everyone, I’ve been trying to pass a URL from Safari (or any other app) into my own app via iOS extensions (similar to how if you go to a website, open the share sheet, and hit the ChatGPT app icon, it opens ChatGPT and pastes the website URL into the chat textbox), and I’m hitting a wall. I’ve attempted both a Share Extension (using SLComposeServiceViewController) and a UI-less Action Extension (using extensionContext?.open(...)), but in both scenarios, my main app never opens. Here’s a summary of my setup: Main App Target plist <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>CFBundleURLTypes</key> <array> <dict> <key>CFBundleTypeRole</key> <string>Editor</string> <key>CFBundleURLName</key> <string>com.elislothower.URLDisplayApp</string> <key>CFBundleURLSchemes</key> <array> <string>myapp</string> </array> </dict> </array> <key>LSApplicationQueriesSchemes</key> <array/> </dict> </plist> This means my custom URL scheme is myapp://. My app delegate (or SwiftUI’s .onOpenURL) correctly handles myapp://share?url=... if I open it directly from Safari. Share Extension Attempt Subclassed SLComposeServiceViewController. Plist had com.apple.share-services as the NSExtensionPointIdentifier. I called extensionContext?.open(deepLink) with myapp://share?url=..., but it always returned false. Also, the UI (with Cancel/Post buttons) was overkill for my needs. UI-less Action Extension Attempt Created a no-UI action extension with com.apple.ui-services as NSExtensionPointIdentifier. In my custom ActionViewController, I formed the same myapp://share?url=... deep link and called extensionContext?.open(deepLink). The extension does appear in the share sheet, but again, open(deepLink) returns false—my main app never opens. Confirmed Setup I’ve tested the URL scheme in Safari: typing myapp://share?url=... directly prompts to open my app, and the URL is handled fine there. I’ve ensured both extension Info.plists have <key>LSApplicationQueriesSchemes</key><array><string>myapp</string></array> so they can attempt to open that scheme. Tried on both simulator and physical device. On the physical device, the main app is definitely installed and has been launched at least once. Current Behavior The extension logs that it forms the deep link (myapp://share?url=...) correctly. extensionContext?.open(deepLink) fails (success == false), so the main app never opens. I’ve also tried forcing the call on the main thread, simplifying the URL (like myapp://test), and checking for any typos or case-sensitivity issues—still no luck. Is there a known iOS restriction or trick for allowing an extension (share or action) to open its containing app directly? Have I missed a configuration step or entitlement that’s necessary? Is it possible that iOS is just rejecting the call in these contexts? I’d love any insight or suggestions from those who have successfully launched their main app from an extension. Thank you in advance! ContentView.swift Info.plist URLDisplayAppApp.swift URLDisplayApp.entitlements ActionRequestHandler.swift ActionViewController.swift Info.plist MyAppActionExtension.entitlements
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3
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0
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598
Activity
Mar ’25
Can an iOS app programmatically detect if it's built for release or debug?
Is it possible for an iOS app to programmatically detect if its built for TestFlight/App Store distribution versus built for development? The motivation for doing this is so that the app can detect if a push server should send pushes using the Apple production server or the sandbox server - when the app sends the push token to the server, I'd like it to additionally send an indicator to the server so the server knows which of the Apple servers to use. Is there a way to achieve this? TIA
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6
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486
Activity
Mar ’25
If you have code to package as a framework which has a 3rd party dependency, what can you do given that iOS doesn't support umbrella frameworks
I've got a large and complex app which has several dependencies upon 3rd party libraries (installed as pods). The app is structured according to Model-View-Controller design and there is a requirement to implement the Model part as an .xcframework so it can be included and used in the original app along with a few new apps. However, Apple documentation states that umbrella frameworks are not supported (Technical Note TN2435). The Model code has several dependencies which would be totally unfeasible to replace or remove, for example it uses RealmSwift for database storage. Obviously it would be impossible to write one's own database storage scheme in place of using Realm. However, if my framework uses Realm as a dependency, then its now become an umbrella framework. So therefore not supported according to Apple documentation. So what are options/solutions?
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11
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754
Activity
Mar ’25
Playback Issues for DRM content when sending CMCD
Since iOS and tvOS 18, CMCD can now be automatically sent by AVPlayer (https://developer.apple.com/streaming/Whats-new-HLS.pdf). However, after enabling CMCD, our streams occasionally fail with the following error: CoreMediaErrorDomain Error -17383 This issue appears to affect only DRM-protected (FairPlay) streams so far. We activate CMCD via the resource loader of an AVURLAsset, before assigning the item to an AVPlayer. Unfortunately, we haven’t found a reliable way to reproduce the issue, and we’ve been unable to gather any useful diagnostic information. Has anyone else observed this behavior when enabling CMCD on FairPlay streams?
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3
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578
Activity
Mar ’25
StoreKit.product.purchase returns success, but subscription does not appear in Settings
Description: We are developing an iOS app that offers only one auto-renewable subscription. Recently, a user who had not subscribed for over a year purchased the subscription again through our app. However, when they checked Settings > Subscriptions, the new subscription did not appear. Instead, only their past subscription history was visible, and there was no option to cancel the new subscription. We have verified this issue with a screenshot provided by the user. Additionally, we checked our app’s logs and confirmed that StoreKit.product.purchase successfully returned .success, indicating that the purchase was processed correctly. Code used for purchase: let result = try await product? .purchase(options: [ .appAccountToken(uuid) ]) switch result { case .success(let verificationResult): switch verificationResult { case .verified(let transaction): addPurchaseLog("verificationResult.verified.") case .unverified(_, let verificationError): addPurchaseLog("verificationResult.unverified.") case .userCancelled, .pending, .none: addPurchaseLog("verificationResult.userCancelled or .pending or .none") @unknown default: addPurchaseLog("verificationResult.unknown.") } Despite the successful purchase, the new subscription does not appear under the user's active subscriptions. Could this be a bug in StoreKit? If there are any known issues or workarounds, we would appreciate any guidance. Environment: Xcode: 16.2 iOS version: 16.0+
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4
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246
Activity
Mar ’25
"CLIENT OF UIKIT REQUIRES UPDATE: This process does not adopt UIScene lifecycle. This will become an assert in a future version."
I just noticed this today while building a React Native app. Anybody else seen this and know what it means/how to track it down/how to fix it
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7
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1
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1.1k
Activity
Mar ’25
Duplicate toolbar item and wrong document name in SwiftUI document based app
My app is a SwiftUI document based app using DocumentGroupLaunchScene. In iOS(iPadOS) 18.4, when it launches, it has duplicate toolbar items, and when I close the current document and open other documents, it adds more duplicates. It also shows a wrong document name, which shows the first opened document name. This issue can be reproduced in the sample code (Building a document-based app with SwiftUI). I have submitted Feedback (FB17025216), but not sure if this is a known bug or if I'm missing anything.
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8
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8
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540
Activity
Mar ’25
Network Connection Issue on Xcode 16.3 Simulator
Hi, I just migrated from Xcode 15 to Xcode 16.3 RC. When I run my app on any simulator, iOS 17 or iOS 18, I seeing strange behavior the second time I launch the app. The app uses a few frameworks, such as Firebase Crashlytics, and the network calls all work fine on the initial launch. however, subsequent launches consistently get the following error: Task <17ACD3D4-FB31-4091-A797-D573F31909C2>.<2> finished with error [-1001] Error Domain=NSURLErrorDomain Code=-1001 "The request timed out." UserInfo={_kCFStreamErrorCodeKey=-2102, NSUnderlyingError=0x600000c46910 {Error Domain=kCFErrorDomainCFNetwork Code=-1001 "(null)" UserInfo={_kCFStreamErrorCodeKey=-2102, _kCFStreamErrorDomainKey=4}}, _NSURLErrorFailingURLSessionTaskErrorKey=LocalDataTask <17ACD3D4-FB31-4091-A797-D573F31909C2>.<2>, _NSURLErrorRelatedURLSessionTaskErrorKey=( "LocalDataTask <17ACD3D4-FB31-4091-A797-D573F31909C2>.<2>" ), NSLocalizedDescription=The request timed out., The only way to run again on that simulator is to Erase All Content and Settings. I did not see this issue in Xcode 16, and my app has been in production for over a year without networking issues. Pushing to my phone works fine. Running on MacBook Pro apple silicon - Sequoia 15.3.2 Any help would be greatly appreciated! Thanks, Mike
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11
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11
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3.5k
Activity
Mar ’25
Severe hangs with LazyHStack inside ScrollView
Hi, I got a problem with severe hangs when I use code like this on tvOS 18.2 If I try to use HStack instead of LazyHStack inside the scrollview then the problem does not occur any more but then the scroll performance is compromised and the vertical scroll is no longer that smooth. Does someone has any experience with this? Is this SwiftUI problem or am I missing something? ScrollView { LazyVStack { ForEach(0...100, id: \.self) { _ in ScrollView { LazyHStack { ForEach(0...20, id: \.self) { _ in Color.red.frame(height: 300) } } } } } }
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2
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186
Activity
Mar ’25
Declarative management application config not applying
Hello All, I am currently attempting to get application config working with enterprise apps but it seems as though the asset config is not applying at all. While the asset and application install correctly it does not seem that the config is read at all judging from the status message returned. "StatusItems" : { "app" : { "managed" : { "list" : [ { "name" : "apps", "config-state" : { "app-config-state" : { "state" : "unknown" } }, "identifier" : "app.identifier", "version" : "3.2", "short-version" : "3.2.0", "state" : "managed", "declaration-identifier" : "dec-identifier" } ] } } }, "Errors" : [ ] } The asset file being sent down is as follows: <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>Config 1</key> <string>Value 1</string> <key>Config 2</key> <string>Value 2</string> <key>Config 3</key> <string>Value 3</string> </dict> </plist> This is the config report being sent back by the device after everything has been fetched: "StatusItems" : { "management" : { "declarations" : { "activations" : [ { "active" : true, "identifier" : "group.activation.payload", "valid" : "valid", "server-token" : "56792E4AE25C3286640B45E6BD265AE97545B2B87F90A6355919FD8B2E3C3AB3" } ], "configurations" : [ { "active" : true, "identifier" : "app.install", "valid" : "valid", "server-token" : "34D7ACECAE16EE9EEAC0630FF2FF85524FFBB5BA3CB18CFB6296FBC860368C85" }, { "active" : true, "identifier" : "ios.policy.subscription.list", "valid" : "valid", "server-token" : "376913E11BE7D26EC745B3B68C6FA94C4FC061B1B736D143EBE0F12FF73ADFF8" } ], "assets" : [ { "active" : true, "identifier" : "app.config.reference", "valid" : "valid", "server-token" : "1CFBE30EB56309005F742D667B80242E6A3CDC08ED228D0BC5F87749C6BBAB77" } ], "management" : [ ] } }, "app" : { "managed" : { "list" : [ { "state" : "downloading", "declaration-identifier" : "app.install", "identifier" : "app.identifier", "name" : "apps", "config-state" : { "app-config-state" : { "state" : "unknown" } } } ] } } }, "Errors" : [ ] } Additional info would be useful, though a sysdiagnosis will be submitted to feedback as well. Config did apply correctly when sending down through Install application command
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171
Activity
Mar ’25
Cannot run apps that use the callAsyncJavaScript() method on older simulators
If I use the method callAsyncJavaScript() my app will compile, but it won't run on older simulators. Specifically, in a brand new Storyboard project, I added this to `viewDidLoad(): let webView = WKWebView() webView.callAsyncJavaScript("1", in: nil, in: .page) { result in print("\(result)") } This runs fine with Xcode 16.3 targeting the iOS 18.4 simulator. It doesn't work if I target the iOS 18.3.1 simulator or the iOS 17.5 simulator. It does work on an iPhone 15 Pro running iOS 18.4 and it works on an iPhone 12 Pro running iOS 17.7.1. It goes without saying that this used to work on Xcode 16.2 and earlier, since my real project has been using that API for 3 or 4 years now. The specific error is dyld[89984]: Symbol not found: _$sSo9WKWebViewC6WebKitE19callAsyncJavaScript_9arguments2inAF17completionHandlerySS_SDySSypGSo11WKFrameInfoCSgSo14WKContentWorldCys6ResultOyyps5Error_pGcSgtF Referenced from: <82CC68A8-9426-343E-82CD-5443F53A6919> /Users/dave/Library/Developer/CoreSimulator/Devices/69CE58A3-8162-4616-B110-5857E6E2889F/data/Containers/Bundle/Application/3F27AAA0-8E96-437D-A1F4-DECD2E1A95B5/CallAsyncJavascript.app/CallAsyncJavascript.debug.dylib Expected in: <E11EC0F5-2AD1-3402-AB03-31A85EA6EB3A> /Library/Developer/CoreSimulator/Volumes/iOS_21F79/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.5.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/WebKit.framework/WebKit
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4
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3
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264
Activity
Apr ’25
Xcode 16.3/macOS SDK 15.4: C++ features that required minimum target of 13.3 now require 13.4
C++ code that compiled fine on Xcode 16.2 when targeting macOS 13.3 after upgrading to Xcode 16.3 gives an error that the minimum required target is macOS 13.4 with an error like: `/Applications/Xcode-16.3.0.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX15.4.sdk/usr/include/c++/v1/__format/formatter_floating_point.h:74:30: error: 'to_chars' is unavailable: introduced in macOS 13.4 unknown 74 | to_chars_result __r = std::to_chars(__first, __last, __value, __fmt, __precision); Here’s example taken directly from (https://en.cppreference.com/w/cpp/utility/format/format): #include <format> #include <iostream> #include <string> #include <string_view> template<typename... Args> std::string dyna_print(std::string_view rt_fmt_str, Args&&... args) { return std::vformat(rt_fmt_str, std::make_format_args(args...)); } int main() { std::cout << std::format("Hello {}!\n", "world"); std::string fmt; for (int i{}; i != 3; ++i) { fmt += "{} "; // constructs the formatting string std::cout << fmt << " : "; std::cout << dyna_print(fmt, "alpha", 'Z', 3.14, "unused"); std::cout << '\n'; } } It doesn’t make any sense to suddenly require targeting 13.4 for features that worked fine on 13.3. The Apple documentation for C++ feature support explicitly discusses 13.3. https://developer.apple.com/xcode/cpp/ (search for P0067R5 on the page) I haven't tested it, but based on the standard library headers the minimum required iOS version has also been bumped - from 16.3 to 16.5. Am I doing something wrong? Is there a known work-around? Filed feedback: FB17081499
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3
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2
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567
Activity
Apr ’25
How to capture the currently pressed key when a TextField is in focus?
In the attached code snippet: struct ContentView: View { @State private var vText: String = "" var body: some View { TextField("Enter text", text: Binding( get: { vText }, set: { newValue in print("Text will change to: \(newValue)") vText = newValue } )) } } I have access to the newValue of the text-field whenever the text-field content changes, but how do I detect which key was pressed? I can manually get the diff between previous state and the new value to get the last pressed char but is there a simpler way? Also this approach won't let me detect any modifier keys (such as Alt, Ctrl etc) that the user may have pressed. Is there a pure swift-ui approach to detect these key presses?
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3
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0
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140
Activity
Apr ’25
Xcode 16.3 / macOS 15.4: SwiftData ModelContainer 在关联 iCloud Container 后初始化时崩溃
问题描述: 环境: Xcode 版本: 16.3 *macOS 版本: 15.4 项目类型: SwiftUI App with SwiftData 问题摘要: 当在 Xcode 项目的 "Signing & Capabilities" 中为启用了 iCloud 能力的应用关联一个具体的 iCloud Container 时,即使代码中并未显式启用 CloudKit 同步(例如,未在 ModelConfiguration 中设置 cloudKitDatabase),SwiftData 的 ModelContainer 在应用启动初始化时也会立即失败并导致崩溃。如果仅启用 iCloud 能力但不选择任何 Container,应用可以正常启动。此问题在使用空的 Schema([]) 进行测试时依然稳定复现。 复现步骤 (使用最小复现项目 - MRE): 使用 Xcode 16.3 创建一个新的 SwiftUI App 项目 (例如,命名为 CloudKitCrashTest)。 在创建时不要勾选 "Host in CloudKit",或者,如果勾选了,先确保后续步骤覆盖相关设置。Storage 选择 None 或 SwiftData 均可复现。 修改 CloudKitCrashTestApp.swift 文件,添加 SwiftData 导入和基本的 ModelContainer 初始化逻辑。关键代码如下: import SwiftUI import SwiftData @main struct CloudKitCrashTestApp: App { let sharedModelContainer: ModelContainer init() { // 使用空 Schema 进行诊断 let schema = Schema([]) // *不* 指定 cloudKitDatabase let modelConfiguration = ModelConfiguration(schema: schema, isStoredInMemoryOnly: false) do { sharedModelContainer = try ModelContainer(for: schema, configurations: [modelConfiguration]) print("ModelContainer created successfully.") } catch { // 在关联 Container 后,会在此处崩溃 fatalError("Could not create ModelContainer: \(error)") } } var body: some Scene { WindowGroup { ContentView() .modelContainer(sharedModelContainer) } } } // ... ContentView 定义 ... 进入项目的 Signing & Capabilities 标签页。 点击 + Capability 添加 iCloud。 在 iCloud 服务中,勾选 CloudKit。 此时,不要在 Containers 部分选择任何容器。 运行应用: 应用应该能够成功启动,并在控制台打印 "ModelContainer created successfully."。 停止应用。 回到 Signing & Capabilities -> iCloud -> Containers。 点击 + 添加一个新的自定义容器,或选择 Xcode 默认建议的容器。确保一个容器 ID 被明确选中。 再次运行应用: 应用现在会在启动时立即崩溃,fatalError 被触发。 预期结果: 即使在 Signing & Capabilities 中关联了 iCloud Container,应用也应该能够成功初始化 ModelContainer(尤其是当代码中未使用 cloudKitDatabase 或使用空 Schema 时),不应崩溃。 实际结果: 应用在 ModelContainer 初始化时崩溃,抛出 fatalError,错误信息为: Could not create ModelContainer: SwiftDataError(_error: SwiftData.SwiftDataError._Error.loadIssueModelContainer, _explanation: nil) 补充说明: 此问题在 iPhone 模拟器上稳定复现。 尝试清理构建文件夹 (Clean Build Folder)、删除派生数据 (Derived Data) 未能解决问题。 使用 Xcode 模板创建项目(勾选 "Host in CloudKit")并在之后手动取消选择 Container 可以运行,但一旦重新选择 Container 就会崩溃,现象一致。 这表明问题与 ModelContainer 初始化过程在检测到项目关联了具体 iCloud Container 标识符(可能涉及读取 .entitlements 文件或准备相关环境)时发生的内部错误有关,而不是由于实际的 CloudKit 同步代码或模型定义。 影响: 此 Bug 阻止了在当前的 Xcode 和 macOS 环境下开发和测试任何需要关联 iCloud Container 的 SwiftData 应用。
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2
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1
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464
Activity
Apr ’25
Myanmar Language font changed after iOS 18.4
I am developing iOS App using SwiftUI and I notice that Myanmar font of number text on 18.4 have clipped on top and bottom. Does anyone have this issues and know the fix? I have provided the Screenshot also.
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6
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259
Activity
Apr ’25
Add VoiceOver touch gesture guidance for frame iframe in webView and Safari web
Please update Accessibility OS Settings for VoiceOver in iPhone iOS and iPadOS to include frames on the Rotor, and to make web navigation and component gestures easier to find and assign. Please add content to the iPhone and iPad Apple User Guide to use VoiceOver in web navigation with touch gestures. Specifically... iframes. There is no clear guidance in Apple documentation for VoiceOver users in iPhone or iPadOS to access iframes with touch gestures. A common belief as written on AppleVis, other blogs, and internet searches is that iframes in Safari or a webView in an app are only available with explore by touch. If explore by touch is the only option for some interactions, that needs to be included in Apple User Guides. If not, details on equivalent touch gestures for VO that have keyboard interactions in Mac need to be clear for users. VoiceOver for Mac includes a default keyboard interaction of VO-Command-F in its extensive User Guide (https://support.apple.com/guide/voiceover/by-images-or-frames-mchlp2740/mac). A user can include a rotor option for web navigation for iframes. VoiceOver for iPhone and iPad does not include a default swipe gesture assigned to frames. An option is not available for the Rotor. While there is iPhone User Guide guidance that gestures can be customized (https://support.apple.com/guide/iphone/customize-gestures-and-keyboard-shortcuts-iph59a8e6fd2/18.0/ios/18.0), it is not clear that for adding this gesture, "Move to the next frame" is tucked into the advanced navigation commands for VoiceOver Accessibility Settings in the OS. At least in my phone, the word "frame" was not searchable despite the All Commands screen using a search bar.
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1
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171
Activity
Apr ’25
Error this SDK is not supported by the compiler - Xcode version 16.2 (16C5032a) to 16.3(16E140)
In Xcode version 16.2 (16C5032a) I created: One [ScenekitApp] [File/New/Project/iOS/Game/Game Technology: SceneKit]. Three custom Frameworks [File/New/Project/iOS/Framework] [ASCSource.framework, ASCCommon.framework and ASCCoreData.framework]. In the four projects the [Minimum Deployments=iOS 15.0], [Swift version=6.0] and [BUILD_LIBRARY_FOR_DISTRIBUTION=Yes]. I directly installed the [Zip.framework] in [ASCSource.framework] without [pod init/pod install] and in the [General tab] [Frameworks, Libraries and Embeded Content] [Zip.framework Embed&Sign]. I installed the three frameworks [ASCSource.framework, ASCCommon.framework and ASCCoreData.framework] in [ScenekitApp] and everything works perfectly in Xcode version 16.2(16C5032a). I updated Xcode version 16.2(16C5032a) to Xcode version 16.3(16E140) and some errors in the SDKs were indicated. [Failed to build module 'ASCSource'; this SDK is not supported by the compiler (the SDK is built with 'Apple Swift version 6.0.3 effective-5.10 (swiftlang-6.0.3.1.10 clang-1600.0.30.1)', while this compiler is 'Apple Swift version 6.1 effective-5.10 (swiftlang-6.1.0.110.21 clang-1700.0.13.3)'). Please select a toolchain which matches the SDK]. [Failed to build module 'Zip'; this SDK is not supported by the compiler (the SDK is built with 'Apple Swift version 6.0.3 effective-5.10 (swiftlang-6.0.3.1.10 clang-1600.0.30.1)', while this compiler is 'Apple Swift version 6.1 effective-5.10 (swiftlang-6.1.0.110.21 clang-1700.0.13.3)'). Please select a toolchain which matches the SDK]. If I recompile all frameworks in Xcode version 16.3 (16E140) it will work, but I don't think it will be a good solution. I found some discussions in links like the following without success. https://github.com/firebase/firebase-ios-sdk/issues/13727 https://stackoverflow.com/questions/70556401/swift-version-conflict-this-sdk-is-not-supported-by-the-compiler-please-select Any help is welcome. Thanks everyone!!!
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2
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533
Activity
Apr ’25