iOS is the operating system for iPhone.

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iOS Safari Rendering Issue: Sticky Header Sometimes Fails to Update After DOM Changes
I’m encountering an issue on iOS when rendering a list using React. Each list item uses the array index as the React key and consists of two parts: a header section that uses position: sticky for dynamic sticking behavior, and a body section whose height is automatically adjusted based on its content. When the list data is updated, I sometimes observe that the sticky header content does not update visually in time, even though the underlying data and DOM have changed. // demo.jsx import React, { useState } from 'react'; import { Button } from '@iftide/mobile'; import './style2.less'; // import data1 from './data1.json'; // import data2 from './data2.json'; const prefixCls = 'im-detaillist'; const data1 = [ { sectionTitle: '2025年05月' }, { sectionTitle: '2025年04月' }, { sectionTitle: '2025年03月' } ]; const data2 = [ { sectionTitle: '2023年08月' }, { sectionTitle: '2023年07月' }, { sectionTitle: '2023年06月' }, { sectionTitle: '2023年05月' } ]; export default function App() { const [list, setList] = useState(data1); const [toggle, setToggle] = useState(true); return ( <div> <Button title="更新2" onClick={() => { setToggle(!toggle); setList(data2); }} /> <div className={`${prefixCls}-container2`} style={{ height: `700px` }}> {list.map((section: any, sectionIdx: number) => { return ( <div className={`${prefixCls}`} key={String(sectionIdx)} // id={section.sectionTitle} > <div className={`${prefixCls}-section-title`} role="text"> {section.sectionTitle} </div> <div style={{ background: 'green', height: `${Math.ceil(400 * Math.random()) + 50}px` }} > 省略 </div> </div> ); })} </div> </div> ); } .@{prefixCls}-section-title { position: sticky; position: -webkit-sticky; will-change: transform; top: 0; z-index: 1; padding-left: 11px; width: 100%; height: 30px; font-size: var(--font-size-s); font-weight: 400; line-height: 30px; color: #000000; background-color: #F4F5F7; letter-spacing: 0; }
Topic: Safari & Web SubTopic: General Tags:
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136
Dec ’25
Send notification to Reality Composer Pro from iOS project
I am creating an Augmented Reality iOS (Not VisionOS) app using scenes created in Reality Composer Pro. I'd like my code to send a notification to a RCP scene that plays a timeline. The RCP interface has the option to set up a behaviour for this purpose: This Forum thread https://developer.apple.com/forums/thread/756978 suggests the code I need for sending a notification is: name: NSNotification.Name("RealityKit.NotificationTrigger"), object: nil, userInfo: [ "RealityKit.NotificationTrigger.Scene": scene, "RealityKit.NotificationTrigger.Identifier": "HideCharacter" ] ) but the 'scene' var needs to point to the relevant RCP scene, which is loaded within a UIViewRepresentable ARView (because even in iOS26 it seems RealityKit/RealityViews aren't quite ready for AR use) and I can't work out how to correctly access it. Examples in the link above are for working with RealityKit and VisionOS only. Code for loading the scene is as follows. How can I get the notification code above to be situated in a separate SwiftUI View and send the notification to the RCP scene? typealias UIViewType = ARView func makeUIView(context: Context) -> ARView { // Create an ARView let arView = ARView(frame: .zero) // Configure it let arConfiguration = ARWorldTrackingConfiguration() arConfiguration.planeDetection = [.horizontal] arView.session.run(arConfiguration) // Load in Reality Composer Pro scene let scene = try! Entity.load(named:"myScene)", in: realityKitContentBundle) // Create a horizontal plane anchor let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: SIMD2<Float>(0.2, 0.2))) // Append the scene to the anchor anchor.children.append(scene) // Append the anchor to the ARView arView.scene.anchors.append(anchor) return arView } func updateUIView(_ uiView: ARView, context: Context) { } }
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898
Dec ’25
Misleading iOS prompt claims developers "will receive" user data
When a user enables an SMS filtering extension via iOS Settings → Messages → Text Message Filtering and selects an app, the following prompt appears: "The developer of [App Name] will receive the text, attachments and sender information in text messages from senders not in your Contacts. Messages may include personal or sensitive information like bank verification codes." This message cannot be modified by developers, and we're receiving complaints and negative reviews from users who are alarmed by it, despite our app not collecting any data. iOS should allow developers to customize this message or reword this message to not make false claims about data collection. We've opened a feedback assistant report here: FB21445903
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191
Dec ’25
App rejected for using non-public API __SwiftValue in Runner – Swift runtime false positive?
Hello, Our iOS app (Flutter + Swift) was rejected under Guideline 2.5.1 with the following message: The app uses or references the following non-public or deprecated APIs: Runner Classes: __SwiftValue From our investigation, __SwiftValue appears to be an internal Swift runtime class automatically generated by the Swift compiler for Swift–Objective-C bridging. It is not imported, referenced, or used directly in our source code. We verified that: The symbol exists only in the compiled Runner binary It is not referenced by any third-party framework explicitly It appears in standard Swift runtime behavior We previously removed a legitimate private API (PGHostedWindow) from a dependency and resubmitted, after which this new rejection appeared. Questions: Is __SwiftValue considered a private API usage by App Review, or is this a false positive? Are there recommended build settings or mitigations to prevent this symbol from being flagged? Should this be escalated for manual review? Any guidance from Apple engineers or developers who encountered similar rejections would be greatly appreciated. Thank you.
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511
Dec ’25
MultiPeer Connectivity: Device discovery succeeds but handshake fails when off-network
Hi, I am building an app that depends on multiple iOS devices connecting to a designated "coordinator" iOS device. I am using MPC, and it works great when the devices are connected to the same WiFi AP, with virtually 100% connection success. My definition of success is a near instant detection of available devices, >95% connection success rate, and a stable ongoing connection with no unexpected disconnects. The issue arises when the devices are not connected to the same WiFi network (or connected to no network with WiFi and bluetooth still on). Devices detect each other immediately, but when initiating a connection, both devices initiate a handshake, but the connection is not successful. In the few times where the connection succeeds, the connection quality is high, stable, and doesn't drop. Is this a known limitation of the framework? Could I be doing something wrong in my implementation?
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233
Dec ’25
There are still preview uploads in progress.
Hello everyone, I’m stuck with an App Store Connect issue and would really appreciate any insight from the community. I am unable to submit my app for review due to the following persistent error: “Unable to Add for Review – There are still preview uploads in progress.” What makes this particularly confusing is that there are no previews currently uploading. Here is everything I have already tried: Deleted all App Preview videos and all screenshots Confirmed Media Manager shows no active uploads Re-uploaded App Preview videos fully compliant with Apple specs: H.264 AAC stereo audio Constant 30 FPS Correct resolution Uploaded a new build with a higher build number (Build 3) Waited more than 24 hours after upload Logged out / logged in, refreshed, tried multiple browsers and sessions Confirmed TestFlight build upload completed successfully Despite all of this, the error persists and also prevents: Adding the app for review Creating a new app version (the “Add Version” button does not appear) Apple Developer Support has suggested submitting a higher build number, which I have done, but the issue remains. At this point, it seems like a stuck / ghost App Preview upload job on the App Store Connect backend. Has anyone experienced a similar issue? If so: How was it resolved? Did Apple need to manually clear or reset something on their side? Any advice would be greatly appreciated. Thank you in advance.
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Dec ’25
Question: How to support landscape-only on iPad app after 'Support for all orientations will soon be required' warning
Dear Apple Customer Support, I’m developing a new Swift iPadOS app and I want the app to run in landscape only (portrait disabled). In Xcode, under Target &gt; General &gt; Deployment Info &gt; Device Orientation, if I select only Landscape Left and Landscape Right, the app builds successfully, but during upload/validation I receive this message and the upload is blocked: “Update the Info.plist: Support for all orientations will soon be required.” Could you please advise what the correct/recommended way is to keep an iPad app locked to landscape only while complying with the current App Store upload requirements? Is there a specific Info.plist configuration (e.g., UISupportedInterfaceOrientations~ipad) or another setting that should be used? Thank you,
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Dec ’25
isEligibleForAgeFeatures: wrong minimum OS version
Dear Apple, while implementing Declared Age Range API in my app, I've noticed a mistake in documentation: the isEligibleForAgeFeatures property is marked 26.0+ in documentation, but 26.2+ in Xcode, which ultimately leads to inability to use it with OS below 26.2. Moreover, I'm thoroughly confused by this quote from documentation: This flag returns true on iOS and iPadOS based on a person’s eligibility and always returns false on macOS. It leads me to two questions: Is it possible to use Declared Age Range API for macOS apps? Will it be possible to use it in future? Will there be any changes regarding this matter in a meantime (especially after Jan 1st)? If yes - when should we expect these changes? If no - why this API declares macOS 26+ support alongside iOS/iPadOS, if it simply doesn't work for macOS now? As of now, my iOS app works flawlessly with given API (on iOS 26.2) while macOS app returns isEligibleForAgeFeatures = false and requestAgeRange request always throws AgeRangeService.Error.notAvailable. Also, does it mean that one should not use isEligibleForAgeFeatures boolean while implementing Declared Age Range API for apps below iOS 26.2 (I mean 26.0+)? Or implementing given API for iOS 26.2+ is a sufficient way to go? So shouldn't the whole API be marked as 26.2+? The minimum iOS version in my app is 16.0 and minimum macOS version is 13.0 anyway, so the significant part of users is left out of these updates, but the main goal here is legal compliance.
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Dec ’25
Age verification again: What does "applicable region" mean wrt isEligibleForAgeFeatures
The documentation for isEligibleForAgeFeatures states: Use this property to determine whether a person using your app is in an applicable region that requires additional age-related obligations for when you distribute apps on the App Store. But what does "region" mean? Is this going to return true if the user has downloaded the app from the US App Store? Or will it go further and geolocate the user and identify them as being within a particular relevant state within the US?
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Dec ’25
iOS 26: Unable to Transition from CallKit Screen to App when remoteHandle is nil or empty string
Hello, I am developing an internal phone application using CallKit. I am experiencing an issue with the behavior of remoteHandle settings in iOS 26 and would appreciate any insights you can provide towards a solution. 1. Problem Description When an iPhone running iOS 26 is in a sleep state and receives a VoIP incoming call where remoteHandle is set to nil or an empty string (@""), we are unable to transition to our application (the UIExtension provided by the provider) from the CallKit UI's "More" (…) button after answering the call. 2. Conditions and Symptoms OS Version: iOS 26 Initial State: iPhone is in a sleep state Call Type: An unsolicited(unknown number) VoIP incoming call where the CXCallUpdate's remoteHandle is set to either nil or [[CXHandle alloc] initWithType:CXHandleTypePhoneNumber value:@""] Symptoms: After answering the VoIP call by sliding the button, selecting the "More" (…) button displayed on the CallKit screen does not launch our application's UIExtension (custom UI), and the iPhone instead stay to the CallKit screen. 3. Previous Behavior (Up to iOS 18) Up to iOS 18, even when remoteHandle was set to an empty string using the following code, the application would transition normally from "More" after answering an incoming call from a sleep state. CXCallUpdate *update = [[CXCallUpdate alloc] init]; update.remoteHandle = [[CXHandle alloc] initWithType:CXHandleTypePhoneNumber value:@""]; [provider reportNewIncomingCallWithUUID:uuid update:update completion:completion]; 4. Unsuccessful Attempts to Resolve The issue remained unresolved after changing the handling for unsolicited(unknown number) incoming calls as follows: CXCallUpdate *update = [[CXCallUpdate alloc] init]; update.remoteHandle = nil; // Set remoteHandle to nil [provider reportNewIncomingCallWithUUID:uuid update:update completion:completion]; 5. Workaround (Temporary) The problem can be resolved, and the application can transition successfully, by setting a dummy numerical value (e.g., "0") for the value in remoteHandle using the following code: CXCallUpdate *update = [[CXCallUpdate alloc] init]; update.remoteHandle = [[CXHandle alloc] initWithType:CXHandleTypePhoneNumber value:@"0"]; // Set a dummy numerical value [provider reportNewIncomingCallWithUUID:uuid update:update completion:completion]; 6. Additional Information If remoteHandle is correctly set with the caller's number (i.e., not an unsolicited(unknown number) call; e.g., value:@"1234567890"), the application transitions normally from the "More" button after answering an incoming call from a sleep state, even in iOS 26. The above issue does not occur when answering incoming calls while the iPhone is in an active state (not sleeping). 7. Questions Have there been any other reports of similar behavior? Should this be considered a bug in CallKit for iOS 26? Should I make file a new Feedback report? Is there a suitable method to resolve this issue when the caller ID is unsolicited (nil or an empty string)? This problem significantly impacts user operations as end-users are unable to perform essential in-app actions such as hold or transfer after answering an unsolicited(unknown number) call from a sleep state. We are eager to find an urgent solution and would appreciate any information or advice you can provide. Thank you for your assistance.
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486
Dec ’25
Declared Age Range API: iOS/macOS support
While preparing my app for Declared Age Range capability usage, I've noticed a weird behaviour: the same code works for iOS, but not for macOS. My project uses same target for both platforms, so the capability is enabled for both platforms. The business logic layer is also shared across between platforms. Both UI layers are writter in SwiftUI. The iCloud account used for testing on iOS and macOS devices is the same, so even the consent is shared across both devices. While requestAgeRange(ageGates:) seems to work just fine for iOS app, for macOS app it always throws Not available error (DeclaredAgeRange.AgeRangeService.Error.notAvailable) Am I missing something? Could the API be somehow unavailable for macOS? Should I use AgeRangeService.shared.requestAgeRange(ageGates:in:) for macOS instead of SwiftUI's @Environment-based approach? Also, after giving permission, is there a way to actually revoke it? In Age Range for Apps menu I can only view the list of apps that have my consent to share my age range, but not the ability to revoke it.
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Dec ’25
iPhone 17 Pro Max Cannot install iOS 26 Developer Beta Updates OTA or IPSW
I’m a registered iOS developer, and I’ve been facing an issue with installing iOS developer updates for the past couple of years. I can download the updates, but they get stuck at 99.9% complete and don’t finish. I’ve tried following the instructions to force restart the phone, but it stays on the Apple logo screen until it dies. I’m able to update official iOS updates, but not the beta ones. To update, I have to put the phone in DFU mode and install the update that way. This is frustrating and causes issues with making timely updates to my app and diagnosing new issues during testing. I’d like to request that Apple look into this issue and find a solution. For reference, I’ve installed a barebones installation with no new apps, and this problem persists. I would like to have a resolution that allows me to update normally without having to DFU the phone every time.
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Dec ’25
ParticleEmitterComponent Position Offset Issue After iOS 26.1 Update – Seeking Solutions & Workarounds
Problem Summary After upgrading to iOS 26.1 and 26.2, I'm experiencing a particle positioning bug in RealityKit where ParticleEmitterComponent particles render at an incorrect offset relative to their parent entity. This behavior does not occur on iOS 18.6.2 or earlier versions, suggesting a regression introduced in the newer OS builds. Environment Details Operating System: iOS 26.1 & iOS 26.2 Framework: RealityKit Xcode Version: 16.2 (16C5032a) Expected vs. Actual Behavior Expected: Particles should render at the position of the entity to which the ParticleEmitterComponent is attached, matching the behavior on iOS 18.6.2 and earlier. Actual: Particles appear away from their parent entity, creating a visual misalignment that breaks the intended AR experience. Steps to Reproduce Create or open an AR application with RealityKit that uses particle components Attach a ParticleEmitterComponent to an entity via a custom system Run the application on iOS 26.1 or iOS 26.2 Observe that particles render at an offset position away from the entity Minimal Code Example Here's the setup from my test case: Custom Component & System: struct SparkleComponent4: Component {} class SparkleSystem4: System { static let query = EntityQuery(where: .has(SparkleComponent4.self)) required init(scene: Scene) {} func update(context: SceneUpdateContext) { for entity in context.scene.performQuery(Self.query) { // Only add once if entity.components.has(ParticleEmitterComponent.self) { continue } var newEmitter = ParticleEmitterComponent() newEmitter.mainEmitter.color = .constant(.single(.red)) entity.components.set(newEmitter) } } } AR Setup: let material = SimpleMaterial(color: .gray, roughness: 0.15, isMetallic: true) let model = Entity() model.components.set(ModelComponent(mesh: boxMesh, materials: [material])) model.components.set(SparkleComponent4()) model.position = [0, 0.05, 0] model.name = "MyCube" let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: [0.2, 0.2])) anchor.addChild(model) arView.scene.addAnchor(anchor) Questions for the Community Has anyone else encountered this particle positioning issue after updating to iOS 26.1/26.2? Are there known workarounds or configuration changes to ParticleEmitterComponent that restore correct positioning? Is this a confirmed bug, or could there be a change in coordinate system handling or transform inheritance that I'm missing? Additional Information I've already submitted this issue via Feedback Assistant(FB21346746)
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636
Dec ’25
ParticleEmitterComponent Position Offset Issue After iOS 26.1 Update – Seeking Solutions & Workarounds
Problem Summary After upgrading to iOS 26.1 and 26.2, I'm experiencing a particle positioning bug in RealityKit where ParticleEmitterComponent particles render at an incorrect offset relative to their parent entity. This behavior does not occur on iOS 18.6.2 or earlier versions, suggesting a regression introduced in the newer OS builds. Environment Details Operating System: iOS 26.1 & iOS 26.2 Framework: RealityKit Xcode Version: 16.2 (16C5032a) Expected vs. Actual Behavior Expected: Particles should render at the position of the entity to which the ParticleEmitterComponent is attached, matching the behavior on iOS 18.6.2 and earlier. Actual: Particles appear away from their parent entity, creating a visual misalignment that breaks the intended AR experience. Steps to Reproduce Create or open an AR application with RealityKit that uses particle components Attach a ParticleEmitterComponent to an entity via a custom system Run the application on iOS 26.1 or iOS 26.2 Observe that particles render at an offset position away from the entity Minimal Code Example Here's the setup from my test case: Custom Component & System: struct SparkleComponent4: Component {} class SparkleSystem4: System { static let query = EntityQuery(where: .has(SparkleComponent4.self)) required init(scene: Scene) {} func update(context: SceneUpdateContext) { for entity in context.scene.performQuery(Self.query) { // Only add once if entity.components.has(ParticleEmitterComponent.self) { continue } var newEmitter = ParticleEmitterComponent() newEmitter.mainEmitter.color = .constant(.single(.red)) entity.components.set(newEmitter) } } } AR Setup: let material = SimpleMaterial(color: .gray, roughness: 0.15, isMetallic: true) let model = Entity() model.components.set(ModelComponent(mesh: boxMesh, materials: [material])) model.components.set(SparkleComponent4()) model.position = [0, 0.05, 0] model.name = "MyCube" let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: [0.2, 0.2])) anchor.addChild(model) arView.scene.addAnchor(anchor) Questions for the Community Has anyone else encountered this particle positioning issue after updating to iOS 26.1/26.2? Are there known workarounds or configuration changes to ParticleEmitterComponent that restore correct positioning? Is this a confirmed bug, or could there be a change in coordinate system handling or transform inheritance that I'm missing? Additional Information I've already submitted this issue via Feedback Assistant(FB21346746)
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540
Dec ’25
Apple Pay In-App Provisioning – Apple server failure when adding a card
During Apple Pay in-app provisioning (EV_ECC_v2), our iOS app successfully obtains the issuer provisioning certificates and generates cryptographic material. The flow fails when Apple posts the card blob to Apple’s broker (card creation step), returning HTTP 500 from .../broker/v4/devices/{SEID}/cards. Steps: Call issuerProvisioningCertificates?encryptionVersion=EV_ECC_v2 → 200 OK; returns ECC leaf + Apple Root CA chain; nonce=2a831be4. 2. Build {encryptedCardData, activationData, ephemeralPublicKey} 3. POST /broker/v4/devices/{SEID}/cards Expected: 200 OK on /broker/v4/devices/{SEID}/cards, or 5xx with a descriptive error if payload/cryptography is invalid. Observed: 500 Internal Server Error from Apple broker on /cards (labeled “eligibility” in PassKit logs), causing a terminal failure in Wallet UI.
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Dec ’25
Apple CDN connection error after changing server ip version to v6
The universal links for my apps stopped working. The server where the AASA files where hosted worked on IPV4 exclusively, a few days ago i changed the configuration to IPV6 only. I´ve created new IPV6 entries, renewed all certifactes and deleted all IPV4 entries for the domains. All seemed fine, but at Saturday I realized that my universal links stopped working for new user. What i´ve done to find the issue: Example domain that was used for debugging: "https://developffw.burns.fun" I´ve verified the AASA file is hosted properly by using different browsers and Postman to retrieve it. The file can be accessed and the certificates look fine. Output of curl -v https://developffw.burns.fun/.well-known/apple-app-site-association * Host developffw.burns.fun:443 was resolved. * IPv6: 2a01:4f8:13b:340a::2 * IPv4: (none) * Trying [2a01:4f8:13b:340a::2]:443... * schannel: disabled automatic use of client certificate * ALPN: curl offers http/1.1 * ALPN: server accepted http/1.1 * Established connection to developffw.burns.fun (2a01:4f8:13b:340a::2 port 443) from 2a00:79c0:65c:8b00:80ee:175b:3e2a:1e7d port 61014 * using HTTP/1.x > GET /.well-known/apple-app-site-association HTTP/1.1 > Host: developffw.burns.fun > User-Agent: curl/8.16.0 > Accept: */* > * Request completely sent off < HTTP/1.1 200 OK < Server: nginx/1.22.1 < Date: Mon, 15 Dec 2025 11:34:22 GMT < Content-Type: application/octet-stream < Content-Length: 329 < Last-Modified: Sat, 21 Dec 2024 08:53:11 GMT < Connection: keep-alive < ETag: "676681f7-149" < Accept-Ranges: bytes < { "applinks": { "details": [ { "appIDs": [ "6LN7G8JEA5.burns.FFW-Manager-SwiftUI.Debug"], "components": [ { "/": "/onboard", "?": { "id": "*"}, "?": { "name": "*"}, "?": { "token": "*" } } ] } ] } } * Connection #0 to host developffw.burns.fun:443 left intact I took a look at the headers from the Apple CDN network response. These indicate some sort of connection error. The response code is 404 Response headers: Apple-Failure-Details: {"cause":"dial tcp [2a01:4f8:13b:340a::2]:443: connect: network is unreachable"} Apple-Failure-Reason: SWCERR00305 Network error Apple-From: https://betaffw.burns.fun/.well-known/apple-app-site-association Apple-Try-Direct: false Via: https/1.1 defra2-vp-vst-003.ts.apple.com (acdn/268.16305), https/1.1 defra2-vp-vfe-004.ts.apple.com (acdn/268.16305), http/1.1 defra2-xdc-mx-028.ts.apple.com (acdn/3.16363), https/1.1 defra1-edge-fx-021.ts.apple.com (acdn/3.16363) X-Cache: hit-stale, miss, hit-fresh, miss CDNUUID: 4321f35e-b73b-4031-a054-7c63af69e126-712221049 Took a look at the log files of the server. I can´t find any entry from the Apple servers neither in the default logs nor in the error log entries. The curl attempts are logged with response code 200. I´ve tried sudo swcutil dl -d https://developffw.burns.fun/onboard in the Terminal on my MAC. Output: The operation couldn´t be completed. (SWCErrorDomain error 8.) This indicates to me threre is an issue for the Apple servers accessing my server. But I don´t know what could be the reason. There is no firewall configuration that could block the requests. And there has been no change at all besides the IPV4 / IPV6 protocol change. This issue is the same for all the domain listed on this server. I´v even created a new app for this purpose and created a new AASA entry and associated link. Same issue. I´m pretty much lost here. Everything looks fine from my side. Google assetlinks.json seem to work fine. I would really appreciate some help on how to solve this, i´m at my wits end.
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Dec ’25
CIRAWFilter.outputImage first-time cost is huge (~3s), subsequent calls are ~3ms. Any official way to pre-initialize RAW pipeline (without taking a real photo)?
Hi Apple Developer Forums, I’m developing an iOS camera app that processes RAW captures using Core Image. I’m seeing a large “first use” performance penalty specifically when creating the CIImage from CIRAWFilter.outputImage. What’s slow (important detail) I’m measuring the time for: let rawFilter = CIRAWFilter(imageData: rawData, identifierHint: hint) let ciImage = rawFilter.outputImage This is not CIContext.render(...) / createCGImage(...). It’s just the time to access outputImage (i.e., building the Core Image graph / RAW pipeline setup). Observed behavior First time accessing CIRAWFilter.outputImage: ~3 seconds Second time (same app session, similar RAW): ~3 milliseconds So something heavy is happening only on first use (decoder initialization, pipeline setup, shader/library compilation, caching, etc.). Using Metal System Trace, I also noticed that during the slow first call there are many “Create MTLLibrary” events, while the second call doesn’t show this pattern. Warm-up attempts using bundled DNG I tried to “warm up” early (e.g., on camera screen entry) by loading a bundled DNG and then accessing CIRAWFilter.outputImage by taking a photo: Warm-up with a ~247 KB DNG → first real RAW outputImage cost drops to ~1.42s Warm-up with a ~25 MB DNG → first real RAW outputImage cost drops to ~843ms This helps, but it’s still far from the steady-state ~3ms. Warm-up by capturing a real RAW (works, but concerns) The only method that fully eliminates the delay is to trigger a real RAW capture programmatically before the user’s first photo, then use that captured rawData to warm up the CIRAWFilter.outputImage path. This brings the first user-facing capture close to the steady-state timing. However: In some regions, the camera shutter sound cannot be suppressed, so “hidden warm-up capture” is unacceptable UX. I’m also unsure whether triggering a real capture without an explicit user action could raise compliance/privacy concerns, even if the image is immediately discarded and never saved/uploaded. Questions Is the large first-time cost of CIRAWFilter.outputImage expected (RAW pipeline initialization / shader compilation)? Is there an Apple-recommended way to pre-initialize the Core Image RAW pipeline / Metal resources so the first outputImage is fast, without taking a real photo? Are there any best practices (e.g. CIContext creation timing, prepareRender(...), specific options) that reliably reduce this first-use overhead for CIRAWFilter? Attachments Figure 1: First RAW capture with no warm-up (~3s outputImage time) Figure 2: First RAW capture after warm-up with bundled DNG (improved but still hundreds of ms) Thanks for any guidance or experience sharing!
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Dec ’25
Can Critical Alerts Trigger Text-to-Speech and Vibration in Background & Terminated State?
Hello All, I want to implement Text-to-Speech (TTS) and vibration functionality when a push notification arrives. In my app, I am already using Critical Alerts, and the critical alert sound plays correctly in all app states. However, I need to confirm whether it is possible to trigger Text-to-Speech and custom vibration in all app states: Foreground Background Terminated (killed) state My Questions: Is it technically possible for iOS to run Text-to-Speech (using AVSpeechSynthesizer) when a critical alert notification arrives in background or terminated state? Is it possible to trigger custom vibration patterns from a critical alert when the app is not running? If yes, can someone please provide guidance or sample code on how to implement this? If no, can Apple explain the limitation or provide documentation confirming that TTS and vibration cannot be triggered in background/kill states? What works currently: TTS and vibration only work in foreground when the app is active. Critical alert sound works correctly in all states. I want confirmation on whether iOS supports background/terminated TTS and vibration, or if this is a platform restriction even when using Critical Alerts. Thank you!
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Dec ’25
Data Transfer from Older iOS version to Latest Version
Hi Everyone, I want to transfer my iPhone data from iOS 26 to iOS 18 version and I'm unable to do it. Can you help me to do it so I can keep my data. Is there any possibility to do this or any kind of trick? Thank You!
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116
Activity
Jan ’26
iOS Safari Rendering Issue: Sticky Header Sometimes Fails to Update After DOM Changes
I’m encountering an issue on iOS when rendering a list using React. Each list item uses the array index as the React key and consists of two parts: a header section that uses position: sticky for dynamic sticking behavior, and a body section whose height is automatically adjusted based on its content. When the list data is updated, I sometimes observe that the sticky header content does not update visually in time, even though the underlying data and DOM have changed. // demo.jsx import React, { useState } from 'react'; import { Button } from '@iftide/mobile'; import './style2.less'; // import data1 from './data1.json'; // import data2 from './data2.json'; const prefixCls = 'im-detaillist'; const data1 = [ { sectionTitle: '2025年05月' }, { sectionTitle: '2025年04月' }, { sectionTitle: '2025年03月' } ]; const data2 = [ { sectionTitle: '2023年08月' }, { sectionTitle: '2023年07月' }, { sectionTitle: '2023年06月' }, { sectionTitle: '2023年05月' } ]; export default function App() { const [list, setList] = useState(data1); const [toggle, setToggle] = useState(true); return ( <div> <Button title="更新2" onClick={() => { setToggle(!toggle); setList(data2); }} /> <div className={`${prefixCls}-container2`} style={{ height: `700px` }}> {list.map((section: any, sectionIdx: number) => { return ( <div className={`${prefixCls}`} key={String(sectionIdx)} // id={section.sectionTitle} > <div className={`${prefixCls}-section-title`} role="text"> {section.sectionTitle} </div> <div style={{ background: 'green', height: `${Math.ceil(400 * Math.random()) + 50}px` }} > 省略 </div> </div> ); })} </div> </div> ); } .@{prefixCls}-section-title { position: sticky; position: -webkit-sticky; will-change: transform; top: 0; z-index: 1; padding-left: 11px; width: 100%; height: 30px; font-size: var(--font-size-s); font-weight: 400; line-height: 30px; color: #000000; background-color: #F4F5F7; letter-spacing: 0; }
Topic: Safari & Web SubTopic: General Tags:
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136
Activity
Dec ’25
Send notification to Reality Composer Pro from iOS project
I am creating an Augmented Reality iOS (Not VisionOS) app using scenes created in Reality Composer Pro. I'd like my code to send a notification to a RCP scene that plays a timeline. The RCP interface has the option to set up a behaviour for this purpose: This Forum thread https://developer.apple.com/forums/thread/756978 suggests the code I need for sending a notification is: name: NSNotification.Name("RealityKit.NotificationTrigger"), object: nil, userInfo: [ "RealityKit.NotificationTrigger.Scene": scene, "RealityKit.NotificationTrigger.Identifier": "HideCharacter" ] ) but the 'scene' var needs to point to the relevant RCP scene, which is loaded within a UIViewRepresentable ARView (because even in iOS26 it seems RealityKit/RealityViews aren't quite ready for AR use) and I can't work out how to correctly access it. Examples in the link above are for working with RealityKit and VisionOS only. Code for loading the scene is as follows. How can I get the notification code above to be situated in a separate SwiftUI View and send the notification to the RCP scene? typealias UIViewType = ARView func makeUIView(context: Context) -> ARView { // Create an ARView let arView = ARView(frame: .zero) // Configure it let arConfiguration = ARWorldTrackingConfiguration() arConfiguration.planeDetection = [.horizontal] arView.session.run(arConfiguration) // Load in Reality Composer Pro scene let scene = try! Entity.load(named:"myScene)", in: realityKitContentBundle) // Create a horizontal plane anchor let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: SIMD2<Float>(0.2, 0.2))) // Append the scene to the anchor anchor.children.append(scene) // Append the anchor to the ARView arView.scene.anchors.append(anchor) return arView } func updateUIView(_ uiView: ARView, context: Context) { } }
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898
Activity
Dec ’25
Misleading iOS prompt claims developers "will receive" user data
When a user enables an SMS filtering extension via iOS Settings → Messages → Text Message Filtering and selects an app, the following prompt appears: "The developer of [App Name] will receive the text, attachments and sender information in text messages from senders not in your Contacts. Messages may include personal or sensitive information like bank verification codes." This message cannot be modified by developers, and we're receiving complaints and negative reviews from users who are alarmed by it, despite our app not collecting any data. iOS should allow developers to customize this message or reword this message to not make false claims about data collection. We've opened a feedback assistant report here: FB21445903
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191
Activity
Dec ’25
App rejected for using non-public API __SwiftValue in Runner – Swift runtime false positive?
Hello, Our iOS app (Flutter + Swift) was rejected under Guideline 2.5.1 with the following message: The app uses or references the following non-public or deprecated APIs: Runner Classes: __SwiftValue From our investigation, __SwiftValue appears to be an internal Swift runtime class automatically generated by the Swift compiler for Swift–Objective-C bridging. It is not imported, referenced, or used directly in our source code. We verified that: The symbol exists only in the compiled Runner binary It is not referenced by any third-party framework explicitly It appears in standard Swift runtime behavior We previously removed a legitimate private API (PGHostedWindow) from a dependency and resubmitted, after which this new rejection appeared. Questions: Is __SwiftValue considered a private API usage by App Review, or is this a false positive? Are there recommended build settings or mitigations to prevent this symbol from being flagged? Should this be escalated for manual review? Any guidance from Apple engineers or developers who encountered similar rejections would be greatly appreciated. Thank you.
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4
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511
Activity
Dec ’25
MultiPeer Connectivity: Device discovery succeeds but handshake fails when off-network
Hi, I am building an app that depends on multiple iOS devices connecting to a designated "coordinator" iOS device. I am using MPC, and it works great when the devices are connected to the same WiFi AP, with virtually 100% connection success. My definition of success is a near instant detection of available devices, >95% connection success rate, and a stable ongoing connection with no unexpected disconnects. The issue arises when the devices are not connected to the same WiFi network (or connected to no network with WiFi and bluetooth still on). Devices detect each other immediately, but when initiating a connection, both devices initiate a handshake, but the connection is not successful. In the few times where the connection succeeds, the connection quality is high, stable, and doesn't drop. Is this a known limitation of the framework? Could I be doing something wrong in my implementation?
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233
Activity
Dec ’25
There are still preview uploads in progress.
Hello everyone, I’m stuck with an App Store Connect issue and would really appreciate any insight from the community. I am unable to submit my app for review due to the following persistent error: “Unable to Add for Review – There are still preview uploads in progress.” What makes this particularly confusing is that there are no previews currently uploading. Here is everything I have already tried: Deleted all App Preview videos and all screenshots Confirmed Media Manager shows no active uploads Re-uploaded App Preview videos fully compliant with Apple specs: H.264 AAC stereo audio Constant 30 FPS Correct resolution Uploaded a new build with a higher build number (Build 3) Waited more than 24 hours after upload Logged out / logged in, refreshed, tried multiple browsers and sessions Confirmed TestFlight build upload completed successfully Despite all of this, the error persists and also prevents: Adding the app for review Creating a new app version (the “Add Version” button does not appear) Apple Developer Support has suggested submitting a higher build number, which I have done, but the issue remains. At this point, it seems like a stuck / ghost App Preview upload job on the App Store Connect backend. Has anyone experienced a similar issue? If so: How was it resolved? Did Apple need to manually clear or reset something on their side? Any advice would be greatly appreciated. Thank you in advance.
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2
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240
Activity
Dec ’25
Question: How to support landscape-only on iPad app after 'Support for all orientations will soon be required' warning
Dear Apple Customer Support, I’m developing a new Swift iPadOS app and I want the app to run in landscape only (portrait disabled). In Xcode, under Target &gt; General &gt; Deployment Info &gt; Device Orientation, if I select only Landscape Left and Landscape Right, the app builds successfully, but during upload/validation I receive this message and the upload is blocked: “Update the Info.plist: Support for all orientations will soon be required.” Could you please advise what the correct/recommended way is to keep an iPad app locked to landscape only while complying with the current App Store upload requirements? Is there a specific Info.plist configuration (e.g., UISupportedInterfaceOrientations~ipad) or another setting that should be used? Thank you,
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552
Activity
Dec ’25
isEligibleForAgeFeatures: wrong minimum OS version
Dear Apple, while implementing Declared Age Range API in my app, I've noticed a mistake in documentation: the isEligibleForAgeFeatures property is marked 26.0+ in documentation, but 26.2+ in Xcode, which ultimately leads to inability to use it with OS below 26.2. Moreover, I'm thoroughly confused by this quote from documentation: This flag returns true on iOS and iPadOS based on a person’s eligibility and always returns false on macOS. It leads me to two questions: Is it possible to use Declared Age Range API for macOS apps? Will it be possible to use it in future? Will there be any changes regarding this matter in a meantime (especially after Jan 1st)? If yes - when should we expect these changes? If no - why this API declares macOS 26+ support alongside iOS/iPadOS, if it simply doesn't work for macOS now? As of now, my iOS app works flawlessly with given API (on iOS 26.2) while macOS app returns isEligibleForAgeFeatures = false and requestAgeRange request always throws AgeRangeService.Error.notAvailable. Also, does it mean that one should not use isEligibleForAgeFeatures boolean while implementing Declared Age Range API for apps below iOS 26.2 (I mean 26.0+)? Or implementing given API for iOS 26.2+ is a sufficient way to go? So shouldn't the whole API be marked as 26.2+? The minimum iOS version in my app is 16.0 and minimum macOS version is 13.0 anyway, so the significant part of users is left out of these updates, but the main goal here is legal compliance.
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1
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294
Activity
Dec ’25
Age verification again: What does "applicable region" mean wrt isEligibleForAgeFeatures
The documentation for isEligibleForAgeFeatures states: Use this property to determine whether a person using your app is in an applicable region that requires additional age-related obligations for when you distribute apps on the App Store. But what does "region" mean? Is this going to return true if the user has downloaded the app from the US App Store? Or will it go further and geolocate the user and identify them as being within a particular relevant state within the US?
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3
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2
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222
Activity
Dec ’25
iOS 26: Unable to Transition from CallKit Screen to App when remoteHandle is nil or empty string
Hello, I am developing an internal phone application using CallKit. I am experiencing an issue with the behavior of remoteHandle settings in iOS 26 and would appreciate any insights you can provide towards a solution. 1. Problem Description When an iPhone running iOS 26 is in a sleep state and receives a VoIP incoming call where remoteHandle is set to nil or an empty string (@""), we are unable to transition to our application (the UIExtension provided by the provider) from the CallKit UI's "More" (…) button after answering the call. 2. Conditions and Symptoms OS Version: iOS 26 Initial State: iPhone is in a sleep state Call Type: An unsolicited(unknown number) VoIP incoming call where the CXCallUpdate's remoteHandle is set to either nil or [[CXHandle alloc] initWithType:CXHandleTypePhoneNumber value:@""] Symptoms: After answering the VoIP call by sliding the button, selecting the "More" (…) button displayed on the CallKit screen does not launch our application's UIExtension (custom UI), and the iPhone instead stay to the CallKit screen. 3. Previous Behavior (Up to iOS 18) Up to iOS 18, even when remoteHandle was set to an empty string using the following code, the application would transition normally from "More" after answering an incoming call from a sleep state. CXCallUpdate *update = [[CXCallUpdate alloc] init]; update.remoteHandle = [[CXHandle alloc] initWithType:CXHandleTypePhoneNumber value:@""]; [provider reportNewIncomingCallWithUUID:uuid update:update completion:completion]; 4. Unsuccessful Attempts to Resolve The issue remained unresolved after changing the handling for unsolicited(unknown number) incoming calls as follows: CXCallUpdate *update = [[CXCallUpdate alloc] init]; update.remoteHandle = nil; // Set remoteHandle to nil [provider reportNewIncomingCallWithUUID:uuid update:update completion:completion]; 5. Workaround (Temporary) The problem can be resolved, and the application can transition successfully, by setting a dummy numerical value (e.g., "0") for the value in remoteHandle using the following code: CXCallUpdate *update = [[CXCallUpdate alloc] init]; update.remoteHandle = [[CXHandle alloc] initWithType:CXHandleTypePhoneNumber value:@"0"]; // Set a dummy numerical value [provider reportNewIncomingCallWithUUID:uuid update:update completion:completion]; 6. Additional Information If remoteHandle is correctly set with the caller's number (i.e., not an unsolicited(unknown number) call; e.g., value:@"1234567890"), the application transitions normally from the "More" button after answering an incoming call from a sleep state, even in iOS 26. The above issue does not occur when answering incoming calls while the iPhone is in an active state (not sleeping). 7. Questions Have there been any other reports of similar behavior? Should this be considered a bug in CallKit for iOS 26? Should I make file a new Feedback report? Is there a suitable method to resolve this issue when the caller ID is unsolicited (nil or an empty string)? This problem significantly impacts user operations as end-users are unable to perform essential in-app actions such as hold or transfer after answering an unsolicited(unknown number) call from a sleep state. We are eager to find an urgent solution and would appreciate any information or advice you can provide. Thank you for your assistance.
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5
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486
Activity
Dec ’25
Declared Age Range API: iOS/macOS support
While preparing my app for Declared Age Range capability usage, I've noticed a weird behaviour: the same code works for iOS, but not for macOS. My project uses same target for both platforms, so the capability is enabled for both platforms. The business logic layer is also shared across between platforms. Both UI layers are writter in SwiftUI. The iCloud account used for testing on iOS and macOS devices is the same, so even the consent is shared across both devices. While requestAgeRange(ageGates:) seems to work just fine for iOS app, for macOS app it always throws Not available error (DeclaredAgeRange.AgeRangeService.Error.notAvailable) Am I missing something? Could the API be somehow unavailable for macOS? Should I use AgeRangeService.shared.requestAgeRange(ageGates:in:) for macOS instead of SwiftUI's @Environment-based approach? Also, after giving permission, is there a way to actually revoke it? In Age Range for Apps menu I can only view the list of apps that have my consent to share my age range, but not the ability to revoke it.
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219
Activity
Dec ’25
iPhone 17 Pro Max Cannot install iOS 26 Developer Beta Updates OTA or IPSW
I’m a registered iOS developer, and I’ve been facing an issue with installing iOS developer updates for the past couple of years. I can download the updates, but they get stuck at 99.9% complete and don’t finish. I’ve tried following the instructions to force restart the phone, but it stays on the Apple logo screen until it dies. I’m able to update official iOS updates, but not the beta ones. To update, I have to put the phone in DFU mode and install the update that way. This is frustrating and causes issues with making timely updates to my app and diagnosing new issues during testing. I’d like to request that Apple look into this issue and find a solution. For reference, I’ve installed a barebones installation with no new apps, and this problem persists. I would like to have a resolution that allows me to update normally without having to DFU the phone every time.
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312
Activity
Dec ’25
ParticleEmitterComponent Position Offset Issue After iOS 26.1 Update – Seeking Solutions & Workarounds
Problem Summary After upgrading to iOS 26.1 and 26.2, I'm experiencing a particle positioning bug in RealityKit where ParticleEmitterComponent particles render at an incorrect offset relative to their parent entity. This behavior does not occur on iOS 18.6.2 or earlier versions, suggesting a regression introduced in the newer OS builds. Environment Details Operating System: iOS 26.1 & iOS 26.2 Framework: RealityKit Xcode Version: 16.2 (16C5032a) Expected vs. Actual Behavior Expected: Particles should render at the position of the entity to which the ParticleEmitterComponent is attached, matching the behavior on iOS 18.6.2 and earlier. Actual: Particles appear away from their parent entity, creating a visual misalignment that breaks the intended AR experience. Steps to Reproduce Create or open an AR application with RealityKit that uses particle components Attach a ParticleEmitterComponent to an entity via a custom system Run the application on iOS 26.1 or iOS 26.2 Observe that particles render at an offset position away from the entity Minimal Code Example Here's the setup from my test case: Custom Component & System: struct SparkleComponent4: Component {} class SparkleSystem4: System { static let query = EntityQuery(where: .has(SparkleComponent4.self)) required init(scene: Scene) {} func update(context: SceneUpdateContext) { for entity in context.scene.performQuery(Self.query) { // Only add once if entity.components.has(ParticleEmitterComponent.self) { continue } var newEmitter = ParticleEmitterComponent() newEmitter.mainEmitter.color = .constant(.single(.red)) entity.components.set(newEmitter) } } } AR Setup: let material = SimpleMaterial(color: .gray, roughness: 0.15, isMetallic: true) let model = Entity() model.components.set(ModelComponent(mesh: boxMesh, materials: [material])) model.components.set(SparkleComponent4()) model.position = [0, 0.05, 0] model.name = "MyCube" let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: [0.2, 0.2])) anchor.addChild(model) arView.scene.addAnchor(anchor) Questions for the Community Has anyone else encountered this particle positioning issue after updating to iOS 26.1/26.2? Are there known workarounds or configuration changes to ParticleEmitterComponent that restore correct positioning? Is this a confirmed bug, or could there be a change in coordinate system handling or transform inheritance that I'm missing? Additional Information I've already submitted this issue via Feedback Assistant(FB21346746)
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636
Activity
Dec ’25
ParticleEmitterComponent Position Offset Issue After iOS 26.1 Update – Seeking Solutions & Workarounds
Problem Summary After upgrading to iOS 26.1 and 26.2, I'm experiencing a particle positioning bug in RealityKit where ParticleEmitterComponent particles render at an incorrect offset relative to their parent entity. This behavior does not occur on iOS 18.6.2 or earlier versions, suggesting a regression introduced in the newer OS builds. Environment Details Operating System: iOS 26.1 & iOS 26.2 Framework: RealityKit Xcode Version: 16.2 (16C5032a) Expected vs. Actual Behavior Expected: Particles should render at the position of the entity to which the ParticleEmitterComponent is attached, matching the behavior on iOS 18.6.2 and earlier. Actual: Particles appear away from their parent entity, creating a visual misalignment that breaks the intended AR experience. Steps to Reproduce Create or open an AR application with RealityKit that uses particle components Attach a ParticleEmitterComponent to an entity via a custom system Run the application on iOS 26.1 or iOS 26.2 Observe that particles render at an offset position away from the entity Minimal Code Example Here's the setup from my test case: Custom Component & System: struct SparkleComponent4: Component {} class SparkleSystem4: System { static let query = EntityQuery(where: .has(SparkleComponent4.self)) required init(scene: Scene) {} func update(context: SceneUpdateContext) { for entity in context.scene.performQuery(Self.query) { // Only add once if entity.components.has(ParticleEmitterComponent.self) { continue } var newEmitter = ParticleEmitterComponent() newEmitter.mainEmitter.color = .constant(.single(.red)) entity.components.set(newEmitter) } } } AR Setup: let material = SimpleMaterial(color: .gray, roughness: 0.15, isMetallic: true) let model = Entity() model.components.set(ModelComponent(mesh: boxMesh, materials: [material])) model.components.set(SparkleComponent4()) model.position = [0, 0.05, 0] model.name = "MyCube" let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: [0.2, 0.2])) anchor.addChild(model) arView.scene.addAnchor(anchor) Questions for the Community Has anyone else encountered this particle positioning issue after updating to iOS 26.1/26.2? Are there known workarounds or configuration changes to ParticleEmitterComponent that restore correct positioning? Is this a confirmed bug, or could there be a change in coordinate system handling or transform inheritance that I'm missing? Additional Information I've already submitted this issue via Feedback Assistant(FB21346746)
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0
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540
Activity
Dec ’25
Apple Pay In-App Provisioning – Apple server failure when adding a card
During Apple Pay in-app provisioning (EV_ECC_v2), our iOS app successfully obtains the issuer provisioning certificates and generates cryptographic material. The flow fails when Apple posts the card blob to Apple’s broker (card creation step), returning HTTP 500 from .../broker/v4/devices/{SEID}/cards. Steps: Call issuerProvisioningCertificates?encryptionVersion=EV_ECC_v2 → 200 OK; returns ECC leaf + Apple Root CA chain; nonce=2a831be4. 2. Build {encryptedCardData, activationData, ephemeralPublicKey} 3. POST /broker/v4/devices/{SEID}/cards Expected: 200 OK on /broker/v4/devices/{SEID}/cards, or 5xx with a descriptive error if payload/cryptography is invalid. Observed: 500 Internal Server Error from Apple broker on /cards (labeled “eligibility” in PassKit logs), causing a terminal failure in Wallet UI.
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9
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508
Activity
Dec ’25
Apple CDN connection error after changing server ip version to v6
The universal links for my apps stopped working. The server where the AASA files where hosted worked on IPV4 exclusively, a few days ago i changed the configuration to IPV6 only. I´ve created new IPV6 entries, renewed all certifactes and deleted all IPV4 entries for the domains. All seemed fine, but at Saturday I realized that my universal links stopped working for new user. What i´ve done to find the issue: Example domain that was used for debugging: "https://developffw.burns.fun" I´ve verified the AASA file is hosted properly by using different browsers and Postman to retrieve it. The file can be accessed and the certificates look fine. Output of curl -v https://developffw.burns.fun/.well-known/apple-app-site-association * Host developffw.burns.fun:443 was resolved. * IPv6: 2a01:4f8:13b:340a::2 * IPv4: (none) * Trying [2a01:4f8:13b:340a::2]:443... * schannel: disabled automatic use of client certificate * ALPN: curl offers http/1.1 * ALPN: server accepted http/1.1 * Established connection to developffw.burns.fun (2a01:4f8:13b:340a::2 port 443) from 2a00:79c0:65c:8b00:80ee:175b:3e2a:1e7d port 61014 * using HTTP/1.x > GET /.well-known/apple-app-site-association HTTP/1.1 > Host: developffw.burns.fun > User-Agent: curl/8.16.0 > Accept: */* > * Request completely sent off < HTTP/1.1 200 OK < Server: nginx/1.22.1 < Date: Mon, 15 Dec 2025 11:34:22 GMT < Content-Type: application/octet-stream < Content-Length: 329 < Last-Modified: Sat, 21 Dec 2024 08:53:11 GMT < Connection: keep-alive < ETag: "676681f7-149" < Accept-Ranges: bytes < { "applinks": { "details": [ { "appIDs": [ "6LN7G8JEA5.burns.FFW-Manager-SwiftUI.Debug"], "components": [ { "/": "/onboard", "?": { "id": "*"}, "?": { "name": "*"}, "?": { "token": "*" } } ] } ] } } * Connection #0 to host developffw.burns.fun:443 left intact I took a look at the headers from the Apple CDN network response. These indicate some sort of connection error. The response code is 404 Response headers: Apple-Failure-Details: {"cause":"dial tcp [2a01:4f8:13b:340a::2]:443: connect: network is unreachable"} Apple-Failure-Reason: SWCERR00305 Network error Apple-From: https://betaffw.burns.fun/.well-known/apple-app-site-association Apple-Try-Direct: false Via: https/1.1 defra2-vp-vst-003.ts.apple.com (acdn/268.16305), https/1.1 defra2-vp-vfe-004.ts.apple.com (acdn/268.16305), http/1.1 defra2-xdc-mx-028.ts.apple.com (acdn/3.16363), https/1.1 defra1-edge-fx-021.ts.apple.com (acdn/3.16363) X-Cache: hit-stale, miss, hit-fresh, miss CDNUUID: 4321f35e-b73b-4031-a054-7c63af69e126-712221049 Took a look at the log files of the server. I can´t find any entry from the Apple servers neither in the default logs nor in the error log entries. The curl attempts are logged with response code 200. I´ve tried sudo swcutil dl -d https://developffw.burns.fun/onboard in the Terminal on my MAC. Output: The operation couldn´t be completed. (SWCErrorDomain error 8.) This indicates to me threre is an issue for the Apple servers accessing my server. But I don´t know what could be the reason. There is no firewall configuration that could block the requests. And there has been no change at all besides the IPV4 / IPV6 protocol change. This issue is the same for all the domain listed on this server. I´v even created a new app for this purpose and created a new AASA entry and associated link. Same issue. I´m pretty much lost here. Everything looks fine from my side. Google assetlinks.json seem to work fine. I would really appreciate some help on how to solve this, i´m at my wits end.
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5
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190
Activity
Dec ’25
CIRAWFilter.outputImage first-time cost is huge (~3s), subsequent calls are ~3ms. Any official way to pre-initialize RAW pipeline (without taking a real photo)?
Hi Apple Developer Forums, I’m developing an iOS camera app that processes RAW captures using Core Image. I’m seeing a large “first use” performance penalty specifically when creating the CIImage from CIRAWFilter.outputImage. What’s slow (important detail) I’m measuring the time for: let rawFilter = CIRAWFilter(imageData: rawData, identifierHint: hint) let ciImage = rawFilter.outputImage This is not CIContext.render(...) / createCGImage(...). It’s just the time to access outputImage (i.e., building the Core Image graph / RAW pipeline setup). Observed behavior First time accessing CIRAWFilter.outputImage: ~3 seconds Second time (same app session, similar RAW): ~3 milliseconds So something heavy is happening only on first use (decoder initialization, pipeline setup, shader/library compilation, caching, etc.). Using Metal System Trace, I also noticed that during the slow first call there are many “Create MTLLibrary” events, while the second call doesn’t show this pattern. Warm-up attempts using bundled DNG I tried to “warm up” early (e.g., on camera screen entry) by loading a bundled DNG and then accessing CIRAWFilter.outputImage by taking a photo: Warm-up with a ~247 KB DNG → first real RAW outputImage cost drops to ~1.42s Warm-up with a ~25 MB DNG → first real RAW outputImage cost drops to ~843ms This helps, but it’s still far from the steady-state ~3ms. Warm-up by capturing a real RAW (works, but concerns) The only method that fully eliminates the delay is to trigger a real RAW capture programmatically before the user’s first photo, then use that captured rawData to warm up the CIRAWFilter.outputImage path. This brings the first user-facing capture close to the steady-state timing. However: In some regions, the camera shutter sound cannot be suppressed, so “hidden warm-up capture” is unacceptable UX. I’m also unsure whether triggering a real capture without an explicit user action could raise compliance/privacy concerns, even if the image is immediately discarded and never saved/uploaded. Questions Is the large first-time cost of CIRAWFilter.outputImage expected (RAW pipeline initialization / shader compilation)? Is there an Apple-recommended way to pre-initialize the Core Image RAW pipeline / Metal resources so the first outputImage is fast, without taking a real photo? Are there any best practices (e.g. CIContext creation timing, prepareRender(...), specific options) that reliably reduce this first-use overhead for CIRAWFilter? Attachments Figure 1: First RAW capture with no warm-up (~3s outputImage time) Figure 2: First RAW capture after warm-up with bundled DNG (improved but still hundreds of ms) Thanks for any guidance or experience sharing!
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3
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2
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653
Activity
Dec ’25
iPhone UVC camera
We are planning to develop an app that connects to a UVC camera to capture and display video via AVFoundation. Could you please advise on which iPhone models support UVC cameras?
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0
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155
Activity
Dec ’25
Can Critical Alerts Trigger Text-to-Speech and Vibration in Background & Terminated State?
Hello All, I want to implement Text-to-Speech (TTS) and vibration functionality when a push notification arrives. In my app, I am already using Critical Alerts, and the critical alert sound plays correctly in all app states. However, I need to confirm whether it is possible to trigger Text-to-Speech and custom vibration in all app states: Foreground Background Terminated (killed) state My Questions: Is it technically possible for iOS to run Text-to-Speech (using AVSpeechSynthesizer) when a critical alert notification arrives in background or terminated state? Is it possible to trigger custom vibration patterns from a critical alert when the app is not running? If yes, can someone please provide guidance or sample code on how to implement this? If no, can Apple explain the limitation or provide documentation confirming that TTS and vibration cannot be triggered in background/kill states? What works currently: TTS and vibration only work in foreground when the app is active. Critical alert sound works correctly in all states. I want confirmation on whether iOS supports background/terminated TTS and vibration, or if this is a platform restriction even when using Critical Alerts. Thank you!
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1
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397
Activity
Dec ’25