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git ignore files not functioning
Since a combined upgrade to macOS 26.4 and Xcode 26.4 I am plagued by .DS_Store and UserInterfaceState files appearing in my repository list of uncommitted changes. This is preventing commits and merging etc. I have added the following list to both the .gitignore_global file via directly editing the file and also the Xcode>Settings>Git Settings>Ignore Files # Mac OS X .DS_Store # Xcode *.pbxuser *.mode1v3 *.mode2v3 *.perspectivev3 *.xcuserstate UserInterfaceState.xcuserstate project.xcworkspace/ xcuserdata/ # Generated files *.o *.pyc # Build directories DerivedData/ build/ # CocoaPods Pods/ # Carthage Carthage/ # Other *.swp *.lock This has been to no avail. I have raised Feedback FB22370688 for this issue. It has been marked as no similar reports which is odd because there are a lot of mentions of the .DS_Store files appearing in Git and also of problems with the ignore settings of Git. For a while, I successfully prevented the .DS_Store files from showing up as uncommitted changes but now they are back again. I did a git status on the project and got this output for a while Changes not staged for commit: (use "git add <file>..." to update what will be committed) (use "git restore <file>..." to discard changes in working directory) modified: Target Analysis.xcodeproj/project.xcworkspace/xcuserdata/myuserid.xcuserdatad/UserInterfaceState.xcuserstate Ignored files: (use "git add -f <file>..." to include in what will be committed) Target Analysis iOS/ Target Analysis macOS/ Views/Testing/.DS_Store Now, in Xcode it looks like this So the .DS_Store files are no longer being ignored. I have raised an Apple Developer Tech Support (DTS) Question as I have exhausted every avenue that I could find. DTS said to just remove the file(s) in Git. Neither this nor the .gitignore_global file are fixing the problem. This all just seems to be so unnecessarily difficult especially as many others have faced the same problem.
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My App Has Been Stuck in Waiting for Review Since March 7, 2026
Hello everyone, My app has been stuck in "Waiting for Review" for a long time, and I would like to know whether this is normal or whether I should take any additional action. App name: ختمة يومية Submission date: March 7, 2026 at 3:34 AM Current status: Waiting for Review I have already completed the required app information, including the TestFlight/App Review details, and there are no visible missing items in App Store Connect. I would like to ask: Is this review delay normal at the moment? Has anyone experienced a similar delay recently? Is there anything else I should check in App Store Connect? Would contacting App Review again help in this case? I would appreciate any advice or shared experience. Thank you.
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Subscription stuck in "Missing Metadata" - In-App Purchases section not showing on version page
My app has been rejected twice under Guideline 2.1(b) - App Completeness because my In-App Purchase subscriptions have not been submitted for review. Both subscriptions have ALL required metadata complete: Display name and description ✓ Price set for 175 countries ✓ Review screenshot uploaded ✓ Localization (English U.S.) ✓ Paid Apps Agreement active ✓ The problem: both subscriptions show "Missing Metadata" status even though everything is filled in. Because of this, the "In-App Purchases and Subscriptions" section does not appear on the app version page, so I cannot attach them to the submission. I have contacted Apple Support and replied to the rejection message 4 days ago with no response. Has anyone experienced this? How did you resolve it?
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Has the behavior of com.apple.security.cs.allow-jit changed on ARM64 in macOS 26 Tahoe?
We're developing a Mac App Store application that embeds the V8 JavaScript engine (via Electron). The application has shipped successfully on macOS 15.x with the following entitlements: com.apple.security.app-sandbox = true com.apple.security.cs.allow-jit = true com.apple.security.cs.allow-unsigned-executable-memory = true com.apple.security.cs.disable-library-validation = true On macOS 26 Tahoe, the exact same signed binary crashes deterministically within ~1.5 seconds on Apple Silicon with EXC_BREAKPOINT (SIGTRAP), ESR 0xf2000000. The crash is in V8's background JIT compilation thread when it attempts to manage memory page protections (transitioning pages between Read-Write and Read-Execute states via mprotect). The crash does not occur in these configurations: macOS 26 + App Sandbox + Intel x86_64 — works macOS 26 + Hardened Runtime (no sandbox) + ARM64 — works macOS 15.x + App Sandbox + ARM64 — works This appears to be a regression in how the XNU kernel handles mprotect calls for sandboxed processes on ARM64 under macOS 26, specifically in the context of the allow-jit entitlement. Has the behavior of allow-jit changed in macOS 26 with respect to runtime code generation memory management on ARM64? Is there a new API or entitlement that V8-style JIT engines should use instead of mprotect-based RW↔RX page transitions?
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Industry standards for core data
I have a medium sized schema which has nested maps which if flattened comes to about 20-25 separate fields. I want to know what is the industry approach and standard. Should it be saved flattened or should it be saved nested as binary data + codable. Also one more thing to keep in mind is we are trying to keep it similar across android and iOS
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AVPictureInPictureController with AVSampleBufferDisplayLayer: Video not scaled in PiP window on macOS
AVPictureInPictureController with AVSampleBufferDisplayLayer: Video not scaled in PiP window on macOS Platform: macOS 26.4 (Tahoe) Framework: AVKit / AVFoundation Xcode: 26.4 Summary When using AVPictureInPictureController with ContentSource(sampleBufferDisplayLayer:playbackDelegate:) on macOS, the video content in the PiP window is not scaled to fit — it renders at 1:1 pixel resolution, showing only the bottom-left portion of the video (zoomed/cropped). The same code works correctly on iOS. Setup let displayLayer = AVSampleBufferDisplayLayer() displayLayer.videoGravity = .resizeAspect // Host displayLayer as a sublayer of an NSView, enqueue CMSampleBuffers let source = AVPictureInPictureController.ContentSource( sampleBufferDisplayLayer: displayLayer, playbackDelegate: self ) let pip = AVPictureInPictureController(contentSource: source) pip.delegate = self The source display layer is 1280×720, matching the video stream resolution. PiP starts successfully — isPictureInPicturePossible is true, the PiP button works, and the PIPPanel window appears. However, the video in the PiP window (~480×270) shows only the bottom-left 480×270 pixels of the 1280×720 content, rather than scaling the full frame to fit. Investigation Inspecting the PiP window hierarchy reveals: PIPPanel (480×270) └─ AVPictureInPictureSampleBufferDisplayLayerView └─ AVPictureInPictureSampleBufferDisplayLayerHostView (layer = CALayerHost) └─ AVPictureInPictureCALayerHostView The CALayerHost mirrors the source AVSampleBufferDisplayLayer at 1:1 pixel resolution. Unlike AVPlayerLayer-based PiP (which works correctly on macOS), the sample buffer display layer path does not apply any scaling transform to the mirrored content. On iOS, PiP with AVSampleBufferDisplayLayer works correctly because the system reparents the layer into the PiP window, so standard layer scaling applies. On macOS, the system uses CALayerHost mirroring instead, and the scaling step is missing. What I tried (none fix the issue) Setting autoresizingMask on all PiP internal subviews — views resize correctly, but CALayerHost content remains at 1:1 pixel scale Applying CATransform3DMakeScale on the CALayerHost layer — creates a black rectangle artifact; the mirrored content does not transform Setting CALayerHost.bounds to the source layer size — no effect on rendering Reparenting the internal AVPictureInPictureCALayerHostView out of the host view — video disappears entirely Hiding the CALayerHost — PiP window goes white (confirming it is the sole video renderer) Resizing the source AVSampleBufferDisplayLayer to match the PiP window size — partially works (1:1 mirror of a smaller source fits), but causes visible lag during resize, affects the main window's "This video is playing in Picture in Picture" placeholder, and didTransitionToRenderSize stops being called after the initial resize Expected behavior The video content should be scaled to fit the PiP window, respecting the display layer's videoGravity setting (.resizeAspect), consistent with: iOS PiP with AVSampleBufferDisplayLayer (works correctly) macOS PiP with AVPlayerLayer (works correctly) Environment macOS 26.4 (Tahoe) Xcode 26.4 Apple Silicon (M-series) Retina display (contentsScale = 2.0) Video: H.264 1280×720, hardware decoded via VTDecompressionSession, enqueued as CMSampleBuffer
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Organization enrollment declined with no reason provided — 2 open support cases, no response
I enrolled my company Yasmina IT and Development LLC (Wyoming LLC) in the Apple Developer Program as an organization. The enrollment was declined and my account page now shows "Your enrollment request for your company has been declined." Company details: Legal Entity: Yasmina IT and Development LLC D-U-N-S: 141729385 Website: yasmina-it.com Valid EIN and passport on file Developer Support (Robert, case 102818588804) advised me to enroll as an individual instead, but provided no specific reason for the organization decline. I replied on March 19th asking for the rejection reason — no response. I opened a second case (30000003327016) on March 25th — also no response. I am not asking to bypass any requirements. I simply need the specific rejection reason so I can take the correct action. Has anyone experienced this and found a resolution?
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App aguardando revisão
Enviei meu app (xek) pra revisão desde terça feira. Recebi a solicitação de ajustes na quarta e depois de ajusta-lo na quarta mesmo, ele ficou travado em “Aguardando revisão” desde então. Um app simples que está no processo de liberação desde terça e desde quarta sem nenhum retorno da Apple, isso eh normal? Tenho outro app que nunca demorou tanto nas aprovações. mandei mensagem por outros canais e nada. Vamos ver se por aqui tenho algum retorno.
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Pending Termination Notice – No Response After Appeal (Request for Guidance)
We have received a Pending Termination Notice for our Apple Developer account related to guideline 3.2(f). We submitted a formal appeal over two weeks ago but have not received any response. We want to ensure full compliance and have clearly confirmed in our appeal that: -No hidden features exist -No dynamic content switching occurs after review -All apps are independently configured for specific regions Given the lack of response, could someone advise: whether additional steps are required from our side or how we can ensure our appeal is reviewed Any guidance would be greatly appreciated.
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Rejected under 4.1 (Copycats/Wordle) despite different gameplay - looking for more specific feedback
I am having issues getting feedback from Apple review to understand whether the game I created is not unique enough or whether it is something else. My game was inspired by Wordle and uses the idea of marking letters as green/yellow to provide hints, but in my view (and the view of all the testers I've had), creates extremely different and unique experience, which is the core goal of guideline 4.1. Core gameplay: The game is real-time multiplayer (or vs an adaptive difficulty computer that mimics human play), where two players each choose a starting hint word, then based on those hint words (yellow/green letters), in 3 minutes, need to find as many unique words that fit those hints. You see what the player guesses and can't guess the same words. Each word gives 1 point, but the last word and 1 bonus word give +5 points. At 120 seconds, a third hint is provided that limits the number of possible options (making it more likely to reach the very final word with +5 bonus or the bonus word if it wasn't guessed yet). There's a rating system, a customisable reward firework system (which you can show off in multiplayer matches). The game is in Lithuanian only, not targeted globally. When playing with another player, there's a voice chat possibility (initial idea was to create a fun way for friends to have quick voice chats daily who like word games). Screenshots used in store listing attached at the end of the post. App review responses I have had close to 10 back-and forth messages with Apple review, trying to ask which parts are the issue (or whether it's the whole concept of the game), but the responses have always been very abstract and vague, no matter how much I ask for specifics, mentioning metadata and in one message, the screenshots. An example response: Regarding guideline 4.1, the app and its metadata contain content that resembles Wordle without obtaining the necessary authorization. To resolve this issue, it would be beneficial to demonstrate your relationship with any third-party brand owners represented in the app. Additionally, the app’s metadata includes third-party content that resembles a popular app or game already available on the App Store. This content may have been sourced from a developer’s website, distribution source, or a third-party platform. Changes I have made so far/things I checked: No mentions of Wordle anywhere in the metadata The colors in the game are not the same ones that Wordle uses Changed the letter elements to be different from Wordle (circles, not squares). Made the screenshots focus on the fully unique items first (the fireworks system, the multiplayer aspect) Sent video recordings to Apple Review to demonstrate how different the gameplay is compared to Wordle Repeated multiple times there is no association with Wordle. Asked if the name "Žodlė" is the piece of metadata that is causing the issue (I would consider renaming if it is) - but got no reaction to this. I have also submitted a formal appeal through the App Review Board more than a week ago but have not yet received a response. For reference, the same app was recently approved and published on Google Play without any copycat concerns. This has been a hobby project of mine for learning about creating and publishing an iOS app, but has turned into something that quite a few people enjoy, so I would like to make sure that I'm not giving up too early trying to publish it. Would love to hear the opinion of someone with more experience on whether there's a chance to get this published or whether any kind of a game that involves guessing words with yellow/green hints would be considered a copycat of Wordle.
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Android MusicKit canSetRadioLikeState and setRadioLikeState
The Android MusicKit documentation documents two functions that are not actually exposed/added to the SDK. https://aninterestingwebsite.com/musickit/android/com/apple/android/music/playback/controller/MediaPlayerController.html#canSetRadioLikeState-- https://aninterestingwebsite.com/musickit/android/com/apple/android/music/playback/controller/MediaPlayerController.html#setRadioLikeState-int- Is the documentation stale or is the SDK out of date?
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Clarification on In-App Purchase entitlement assignment to another user account (including new user onboarding scenario)
Description: We are implementing an in-app purchase (IAP) feature using StoreKit where one user can purchase a non-consumable or one-time product for another user within the same app. We would like to confirm whether our implementation approach aligns with Apple’s guidelines for digital content and in-app purchases, specifically regarding entitlement assignment across user accounts. Implementation Context: The app is built using React Native. We use a StoreKit wrapper library (react-native-iap) to initiate and manage in-app purchases. All transactions are completed using Apple’s In-App Purchase system. Receipts are validated on our backend server before granting any entitlements. Use Case Overview: The app supports a family-style model where multiple users (accounts) can be connected. We have two related scenarios: Scenario 1: Existing Connected User User A (purchaser) and User B (recipient) are already connected within the app. User A selects User B and purchases a one-time digital product using Apple In-App Purchase. The app validates the transaction and sends the receipt and transaction identifier to our backend. The backend verifies the transaction and assigns the entitlement to User B’s account. When User B logs into the app, access is granted based on entitlement status. Scenario 2: New User (Not Yet Registered at Time of Purchase) User A purchases a one-time digital product using Apple In-App Purchase and specifies a recipient email address. The backend records the purchase and associates it with the recipient’s email address along with a secure, single-use claim token. The recipient (User B) receives an email containing a secure link and later installs the app and creates an account or logs into an existing account. After authentication and validation of the claim token, the backend attaches the entitlement to User B’s account. When User B logs into the app, access is granted based on entitlement status without requiring any explicit “redeem,” “claim,” or “accept” action within the app. Important Details: All purchases are completed using Apple’s In-App Purchase system. No external payment methods, codes, or alternative purchasing mechanisms are used. The app does not present any in-app UI for entering codes or manually redeeming purchases. Entitlements are applied automatically by the backend after transaction validation. For new users, entitlement is granted only after secure verification (e.g., a single-use token delivered via email) and not based solely on email address matching. The app only reflects entitlement state after user authentication. Cross-Platform Consideration: User accounts may be accessed across platforms (iOS and Android). Entitlements are associated with the user account and reflected after login. Specific Questions: Is it acceptable to assign an IAP entitlement purchased by one user (User A) to another user account (User B), provided the purchase is completed via Apple IAP and the recipient does not perform any in-app redemption or activation action? In Scenario 2 (new user onboarding), is it acceptable to associate a purchase with a recipient email and, after the user signs up and logs in, attach the entitlement to their account following secure verification (e.g., using a single-use claim token), without presenting any in-app redemption or activation flow? Are there any restrictions or recommended practices for granting access to digital content on iOS devices to a user who did not directly initiate the purchase but is the intended recipient within the app’s account system? For cross-platform usage, is it acceptable for an entitlement originating from an Apple IAP transaction to be associated with a user account and reflected across platforms after login? Are there any StoreKit-specific considerations (such as transaction handling, receipt validation, or appAccountToken usage) when assigning a transaction’s entitlement to a different user account than the purchaser? Expected Outcome: We would like confirmation that the described approaches are compliant with Apple’s guidelines and do not violate policies related to unlocking digital content or bypassing In-App Purchase mechanisms. If any part of these flows is not recommended, we would appreciate guidance on the correct implementation approach. Additional Notes: We have reviewed App Store Review Guidelines section 3.1.1 and want to ensure that our implementation aligns with the intended usage.
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How to add a button on top of sheet?
Hi, I have created this UI using custom view and not a real sheet component. But the animations and interaction is not as smooth. Earlier I was using sheet component and it was working very well, but then I had a need to add a search button on top of sheet (not inside, that is very important). And so I created this whole sheet with custom view and not the sheet component. But it resulted in loss of fluid working and animations that sheet have. Including changing between Medium detent and Large detent. Is it possible to achieve this UI with native sheet component? Or using some other native swiftui view which will have good animation that sheet has?
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In-App Purchases and Subscriptions section missing from version page — first-time submission, all configurations complete
My app Comic Locker - Track & Value (Bundle ID: com.kevinmillerxi.thecomiclocker.app) is a first-time submission with two auto-renewable subscriptions. Version 1.0 is in 'Prepare for Submission' with build 21 attached. Both subscriptions (Pro Monthly and Pro Annual) are configured under the 'Comic Locker Pro' subscription group with full localization, pricing, review screenshots, and availability set to all countries. Paid Apps Agreement is active. ITA Part XX compliance is active. However, the 'In-App Purchases and Subscriptions' section does not appear in the main content area of the version page. The Monetization section (In-App Purchases, Subscriptions) shows in the left sidebar, but there is no way to attach subscriptions to the build on the version page itself. I've tried multiple browsers (Chrome and Safari), uploaded a new build, and updated the version number. I also confirmed via sandbox testing on a physical device that Product.products(for:) returns empty for both product IDs. I've seen similar reports in threads 804327 and 820936. Any help is appreciated.
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Notarization submissions stuck "In Progress" for 24+ hours - new team first submissions
Hi, I'm notarizing my Electron macOS app (DMG) for the first time with our new Developer ID, and most submissions have been stuck in "In Progress" for over 24 hours. Environment: Team ID: BSS9KAH6Z2 Certificate: Developer ID Application (valid until 2031) Tool: xcrun notarytool submit (Xcode CLI) App: Electron 28, signed with hardened runtime File: DMG (~131MB), 104 files inside .app What happened: Total 19 submissions over the past 24 hours Only 4 were Accepted (2 DMGs + 2 zips) The other 15 are still "In Progress" with no log available The 4 Accepted ones took 1~1.5 hours each codesign --verify --deep --strict passes with no issues Accepted submission log shows "issues": null Apple System Status shows "Developer ID Notary Service: Available" What I've tried: Submitting as DMG directly Submitting as ditto zip of .app Submitting via electron-builder's built-in notarize Using both app-specific password and keychain profile auth Verified entitlements (allow-jit, disable-library-validation) Since some submissions did get Accepted, I don't think there's an issue with my signing or configuration. Is this expected for first-time submissions from a new team? Is there anything on Apple's side that needs to be configured for my team? Any help would be appreciated. Thank you.
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Apple developer payment not being processed
Hey there, so I wanted to know what kind of experience you guys had with creating your apple developer account. I have a client who paid for my developer account with his credit card details, but he's not in my country, I figured that this is the reason the payment is taking ages to process but I've received several emails saying "hey payment has been received" and all that jazz. But it still says "Purchase your membership" on my enrolled to developer program page. If anyone could provide some support that would be great.
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Issues with Family Controls during development
Hi everyone! I’m building Delta — an app designed to rethink time, because time is literally our most valuable currency. So the core mechanic involves earning time in useful apps and then spending it on apps that are a distraction. I already have a prototype that’s being actively tested in a closed beta, but I’ve started noticing that more and more testers are reporting the same bug. “Time is being counted even when I'm not in the app I marked as useful.” I suspect that Screen Time is also tracking background time, although this behavior isn't correct for my app. Does anyone know how to track specifically those moments when an app marked as useful and used for “time-earning” is in the foreground? Additionally, I hit a wall with Screen Time and had to accept that I can’t force a user away from another app if they’re active there, nor redirect them to my app to trigger the lock screen. Because of this, I had to resort to a penalty system, which is equal to the time the user spent additionally after their time ran out. And here, I run into the same problem I described at the beginning of the post. I can’t track the background status of another app, even though I’m trying really hard... Can anyone suggest any ways I can get out of this situation, or should I keep looking for a solution, or shift toward explaining this to the user?.. (However, I’m holding out until the very end before giving up on finding a solution)
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git ignore files not functioning
Since a combined upgrade to macOS 26.4 and Xcode 26.4 I am plagued by .DS_Store and UserInterfaceState files appearing in my repository list of uncommitted changes. This is preventing commits and merging etc. I have added the following list to both the .gitignore_global file via directly editing the file and also the Xcode>Settings>Git Settings>Ignore Files # Mac OS X .DS_Store # Xcode *.pbxuser *.mode1v3 *.mode2v3 *.perspectivev3 *.xcuserstate UserInterfaceState.xcuserstate project.xcworkspace/ xcuserdata/ # Generated files *.o *.pyc # Build directories DerivedData/ build/ # CocoaPods Pods/ # Carthage Carthage/ # Other *.swp *.lock This has been to no avail. I have raised Feedback FB22370688 for this issue. It has been marked as no similar reports which is odd because there are a lot of mentions of the .DS_Store files appearing in Git and also of problems with the ignore settings of Git. For a while, I successfully prevented the .DS_Store files from showing up as uncommitted changes but now they are back again. I did a git status on the project and got this output for a while Changes not staged for commit: (use "git add <file>..." to update what will be committed) (use "git restore <file>..." to discard changes in working directory) modified: Target Analysis.xcodeproj/project.xcworkspace/xcuserdata/myuserid.xcuserdatad/UserInterfaceState.xcuserstate Ignored files: (use "git add -f <file>..." to include in what will be committed) Target Analysis iOS/ Target Analysis macOS/ Views/Testing/.DS_Store Now, in Xcode it looks like this So the .DS_Store files are no longer being ignored. I have raised an Apple Developer Tech Support (DTS) Question as I have exhausted every avenue that I could find. DTS said to just remove the file(s) in Git. Neither this nor the .gitignore_global file are fixing the problem. This all just seems to be so unnecessarily difficult especially as many others have faced the same problem.
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My App Has Been Stuck in Waiting for Review Since March 7, 2026
Hello everyone, My app has been stuck in "Waiting for Review" for a long time, and I would like to know whether this is normal or whether I should take any additional action. App name: ختمة يومية Submission date: March 7, 2026 at 3:34 AM Current status: Waiting for Review I have already completed the required app information, including the TestFlight/App Review details, and there are no visible missing items in App Store Connect. I would like to ask: Is this review delay normal at the moment? Has anyone experienced a similar delay recently? Is there anything else I should check in App Store Connect? Would contacting App Review again help in this case? I would appreciate any advice or shared experience. Thank you.
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Subscription stuck in "Missing Metadata" - In-App Purchases section not showing on version page
My app has been rejected twice under Guideline 2.1(b) - App Completeness because my In-App Purchase subscriptions have not been submitted for review. Both subscriptions have ALL required metadata complete: Display name and description ✓ Price set for 175 countries ✓ Review screenshot uploaded ✓ Localization (English U.S.) ✓ Paid Apps Agreement active ✓ The problem: both subscriptions show "Missing Metadata" status even though everything is filled in. Because of this, the "In-App Purchases and Subscriptions" section does not appear on the app version page, so I cannot attach them to the submission. I have contacted Apple Support and replied to the rejection message 4 days ago with no response. Has anyone experienced this? How did you resolve it?
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Has the behavior of com.apple.security.cs.allow-jit changed on ARM64 in macOS 26 Tahoe?
We're developing a Mac App Store application that embeds the V8 JavaScript engine (via Electron). The application has shipped successfully on macOS 15.x with the following entitlements: com.apple.security.app-sandbox = true com.apple.security.cs.allow-jit = true com.apple.security.cs.allow-unsigned-executable-memory = true com.apple.security.cs.disable-library-validation = true On macOS 26 Tahoe, the exact same signed binary crashes deterministically within ~1.5 seconds on Apple Silicon with EXC_BREAKPOINT (SIGTRAP), ESR 0xf2000000. The crash is in V8's background JIT compilation thread when it attempts to manage memory page protections (transitioning pages between Read-Write and Read-Execute states via mprotect). The crash does not occur in these configurations: macOS 26 + App Sandbox + Intel x86_64 — works macOS 26 + Hardened Runtime (no sandbox) + ARM64 — works macOS 15.x + App Sandbox + ARM64 — works This appears to be a regression in how the XNU kernel handles mprotect calls for sandboxed processes on ARM64 under macOS 26, specifically in the context of the allow-jit entitlement. Has the behavior of allow-jit changed in macOS 26 with respect to runtime code generation memory management on ARM64? Is there a new API or entitlement that V8-style JIT engines should use instead of mprotect-based RW↔RX page transitions?
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Industry standards for core data
I have a medium sized schema which has nested maps which if flattened comes to about 20-25 separate fields. I want to know what is the industry approach and standard. Should it be saved flattened or should it be saved nested as binary data + codable. Also one more thing to keep in mind is we are trying to keep it similar across android and iOS
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115
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AVPictureInPictureController with AVSampleBufferDisplayLayer: Video not scaled in PiP window on macOS
AVPictureInPictureController with AVSampleBufferDisplayLayer: Video not scaled in PiP window on macOS Platform: macOS 26.4 (Tahoe) Framework: AVKit / AVFoundation Xcode: 26.4 Summary When using AVPictureInPictureController with ContentSource(sampleBufferDisplayLayer:playbackDelegate:) on macOS, the video content in the PiP window is not scaled to fit — it renders at 1:1 pixel resolution, showing only the bottom-left portion of the video (zoomed/cropped). The same code works correctly on iOS. Setup let displayLayer = AVSampleBufferDisplayLayer() displayLayer.videoGravity = .resizeAspect // Host displayLayer as a sublayer of an NSView, enqueue CMSampleBuffers let source = AVPictureInPictureController.ContentSource( sampleBufferDisplayLayer: displayLayer, playbackDelegate: self ) let pip = AVPictureInPictureController(contentSource: source) pip.delegate = self The source display layer is 1280×720, matching the video stream resolution. PiP starts successfully — isPictureInPicturePossible is true, the PiP button works, and the PIPPanel window appears. However, the video in the PiP window (~480×270) shows only the bottom-left 480×270 pixels of the 1280×720 content, rather than scaling the full frame to fit. Investigation Inspecting the PiP window hierarchy reveals: PIPPanel (480×270) └─ AVPictureInPictureSampleBufferDisplayLayerView └─ AVPictureInPictureSampleBufferDisplayLayerHostView (layer = CALayerHost) └─ AVPictureInPictureCALayerHostView The CALayerHost mirrors the source AVSampleBufferDisplayLayer at 1:1 pixel resolution. Unlike AVPlayerLayer-based PiP (which works correctly on macOS), the sample buffer display layer path does not apply any scaling transform to the mirrored content. On iOS, PiP with AVSampleBufferDisplayLayer works correctly because the system reparents the layer into the PiP window, so standard layer scaling applies. On macOS, the system uses CALayerHost mirroring instead, and the scaling step is missing. What I tried (none fix the issue) Setting autoresizingMask on all PiP internal subviews — views resize correctly, but CALayerHost content remains at 1:1 pixel scale Applying CATransform3DMakeScale on the CALayerHost layer — creates a black rectangle artifact; the mirrored content does not transform Setting CALayerHost.bounds to the source layer size — no effect on rendering Reparenting the internal AVPictureInPictureCALayerHostView out of the host view — video disappears entirely Hiding the CALayerHost — PiP window goes white (confirming it is the sole video renderer) Resizing the source AVSampleBufferDisplayLayer to match the PiP window size — partially works (1:1 mirror of a smaller source fits), but causes visible lag during resize, affects the main window's "This video is playing in Picture in Picture" placeholder, and didTransitionToRenderSize stops being called after the initial resize Expected behavior The video content should be scaled to fit the PiP window, respecting the display layer's videoGravity setting (.resizeAspect), consistent with: iOS PiP with AVSampleBufferDisplayLayer (works correctly) macOS PiP with AVPlayerLayer (works correctly) Environment macOS 26.4 (Tahoe) Xcode 26.4 Apple Silicon (M-series) Retina display (contentsScale = 2.0) Video: H.264 1280×720, hardware decoded via VTDecompressionSession, enqueued as CMSampleBuffer
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Organization enrollment declined with no reason provided — 2 open support cases, no response
I enrolled my company Yasmina IT and Development LLC (Wyoming LLC) in the Apple Developer Program as an organization. The enrollment was declined and my account page now shows "Your enrollment request for your company has been declined." Company details: Legal Entity: Yasmina IT and Development LLC D-U-N-S: 141729385 Website: yasmina-it.com Valid EIN and passport on file Developer Support (Robert, case 102818588804) advised me to enroll as an individual instead, but provided no specific reason for the organization decline. I replied on March 19th asking for the rejection reason — no response. I opened a second case (30000003327016) on March 25th — also no response. I am not asking to bypass any requirements. I simply need the specific rejection reason so I can take the correct action. Has anyone experienced this and found a resolution?
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App aguardando revisão
Enviei meu app (xek) pra revisão desde terça feira. Recebi a solicitação de ajustes na quarta e depois de ajusta-lo na quarta mesmo, ele ficou travado em “Aguardando revisão” desde então. Um app simples que está no processo de liberação desde terça e desde quarta sem nenhum retorno da Apple, isso eh normal? Tenho outro app que nunca demorou tanto nas aprovações. mandei mensagem por outros canais e nada. Vamos ver se por aqui tenho algum retorno.
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Pending Termination Notice – No Response After Appeal (Request for Guidance)
We have received a Pending Termination Notice for our Apple Developer account related to guideline 3.2(f). We submitted a formal appeal over two weeks ago but have not received any response. We want to ensure full compliance and have clearly confirmed in our appeal that: -No hidden features exist -No dynamic content switching occurs after review -All apps are independently configured for specific regions Given the lack of response, could someone advise: whether additional steps are required from our side or how we can ensure our appeal is reviewed Any guidance would be greatly appreciated.
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Rejected under 4.1 (Copycats/Wordle) despite different gameplay - looking for more specific feedback
I am having issues getting feedback from Apple review to understand whether the game I created is not unique enough or whether it is something else. My game was inspired by Wordle and uses the idea of marking letters as green/yellow to provide hints, but in my view (and the view of all the testers I've had), creates extremely different and unique experience, which is the core goal of guideline 4.1. Core gameplay: The game is real-time multiplayer (or vs an adaptive difficulty computer that mimics human play), where two players each choose a starting hint word, then based on those hint words (yellow/green letters), in 3 minutes, need to find as many unique words that fit those hints. You see what the player guesses and can't guess the same words. Each word gives 1 point, but the last word and 1 bonus word give +5 points. At 120 seconds, a third hint is provided that limits the number of possible options (making it more likely to reach the very final word with +5 bonus or the bonus word if it wasn't guessed yet). There's a rating system, a customisable reward firework system (which you can show off in multiplayer matches). The game is in Lithuanian only, not targeted globally. When playing with another player, there's a voice chat possibility (initial idea was to create a fun way for friends to have quick voice chats daily who like word games). Screenshots used in store listing attached at the end of the post. App review responses I have had close to 10 back-and forth messages with Apple review, trying to ask which parts are the issue (or whether it's the whole concept of the game), but the responses have always been very abstract and vague, no matter how much I ask for specifics, mentioning metadata and in one message, the screenshots. An example response: Regarding guideline 4.1, the app and its metadata contain content that resembles Wordle without obtaining the necessary authorization. To resolve this issue, it would be beneficial to demonstrate your relationship with any third-party brand owners represented in the app. Additionally, the app’s metadata includes third-party content that resembles a popular app or game already available on the App Store. This content may have been sourced from a developer’s website, distribution source, or a third-party platform. Changes I have made so far/things I checked: No mentions of Wordle anywhere in the metadata The colors in the game are not the same ones that Wordle uses Changed the letter elements to be different from Wordle (circles, not squares). Made the screenshots focus on the fully unique items first (the fireworks system, the multiplayer aspect) Sent video recordings to Apple Review to demonstrate how different the gameplay is compared to Wordle Repeated multiple times there is no association with Wordle. Asked if the name "Žodlė" is the piece of metadata that is causing the issue (I would consider renaming if it is) - but got no reaction to this. I have also submitted a formal appeal through the App Review Board more than a week ago but have not yet received a response. For reference, the same app was recently approved and published on Google Play without any copycat concerns. This has been a hobby project of mine for learning about creating and publishing an iOS app, but has turned into something that quite a few people enjoy, so I would like to make sure that I'm not giving up too early trying to publish it. Would love to hear the opinion of someone with more experience on whether there's a chance to get this published or whether any kind of a game that involves guessing words with yellow/green hints would be considered a copycat of Wordle.
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Android MusicKit canSetRadioLikeState and setRadioLikeState
The Android MusicKit documentation documents two functions that are not actually exposed/added to the SDK. https://aninterestingwebsite.com/musickit/android/com/apple/android/music/playback/controller/MediaPlayerController.html#canSetRadioLikeState-- https://aninterestingwebsite.com/musickit/android/com/apple/android/music/playback/controller/MediaPlayerController.html#setRadioLikeState-int- Is the documentation stale or is the SDK out of date?
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Developer Services Registration is Broken.
I have now registered twice and had no response from customer service. I see dozens of other people on the forum with the same issue. This needs to be resolved and someone from apple needs to speak up.
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Clarification on In-App Purchase entitlement assignment to another user account (including new user onboarding scenario)
Description: We are implementing an in-app purchase (IAP) feature using StoreKit where one user can purchase a non-consumable or one-time product for another user within the same app. We would like to confirm whether our implementation approach aligns with Apple’s guidelines for digital content and in-app purchases, specifically regarding entitlement assignment across user accounts. Implementation Context: The app is built using React Native. We use a StoreKit wrapper library (react-native-iap) to initiate and manage in-app purchases. All transactions are completed using Apple’s In-App Purchase system. Receipts are validated on our backend server before granting any entitlements. Use Case Overview: The app supports a family-style model where multiple users (accounts) can be connected. We have two related scenarios: Scenario 1: Existing Connected User User A (purchaser) and User B (recipient) are already connected within the app. User A selects User B and purchases a one-time digital product using Apple In-App Purchase. The app validates the transaction and sends the receipt and transaction identifier to our backend. The backend verifies the transaction and assigns the entitlement to User B’s account. When User B logs into the app, access is granted based on entitlement status. Scenario 2: New User (Not Yet Registered at Time of Purchase) User A purchases a one-time digital product using Apple In-App Purchase and specifies a recipient email address. The backend records the purchase and associates it with the recipient’s email address along with a secure, single-use claim token. The recipient (User B) receives an email containing a secure link and later installs the app and creates an account or logs into an existing account. After authentication and validation of the claim token, the backend attaches the entitlement to User B’s account. When User B logs into the app, access is granted based on entitlement status without requiring any explicit “redeem,” “claim,” or “accept” action within the app. Important Details: All purchases are completed using Apple’s In-App Purchase system. No external payment methods, codes, or alternative purchasing mechanisms are used. The app does not present any in-app UI for entering codes or manually redeeming purchases. Entitlements are applied automatically by the backend after transaction validation. For new users, entitlement is granted only after secure verification (e.g., a single-use token delivered via email) and not based solely on email address matching. The app only reflects entitlement state after user authentication. Cross-Platform Consideration: User accounts may be accessed across platforms (iOS and Android). Entitlements are associated with the user account and reflected after login. Specific Questions: Is it acceptable to assign an IAP entitlement purchased by one user (User A) to another user account (User B), provided the purchase is completed via Apple IAP and the recipient does not perform any in-app redemption or activation action? In Scenario 2 (new user onboarding), is it acceptable to associate a purchase with a recipient email and, after the user signs up and logs in, attach the entitlement to their account following secure verification (e.g., using a single-use claim token), without presenting any in-app redemption or activation flow? Are there any restrictions or recommended practices for granting access to digital content on iOS devices to a user who did not directly initiate the purchase but is the intended recipient within the app’s account system? For cross-platform usage, is it acceptable for an entitlement originating from an Apple IAP transaction to be associated with a user account and reflected across platforms after login? Are there any StoreKit-specific considerations (such as transaction handling, receipt validation, or appAccountToken usage) when assigning a transaction’s entitlement to a different user account than the purchaser? Expected Outcome: We would like confirmation that the described approaches are compliant with Apple’s guidelines and do not violate policies related to unlocking digital content or bypassing In-App Purchase mechanisms. If any part of these flows is not recommended, we would appreciate guidance on the correct implementation approach. Additional Notes: We have reviewed App Store Review Guidelines section 3.1.1 and want to ensure that our implementation aligns with the intended usage.
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How to add a button on top of sheet?
Hi, I have created this UI using custom view and not a real sheet component. But the animations and interaction is not as smooth. Earlier I was using sheet component and it was working very well, but then I had a need to add a search button on top of sheet (not inside, that is very important). And so I created this whole sheet with custom view and not the sheet component. But it resulted in loss of fluid working and animations that sheet have. Including changing between Medium detent and Large detent. Is it possible to achieve this UI with native sheet component? Or using some other native swiftui view which will have good animation that sheet has?
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In-App Purchases and Subscriptions section missing from version page — first-time submission, all configurations complete
My app Comic Locker - Track & Value (Bundle ID: com.kevinmillerxi.thecomiclocker.app) is a first-time submission with two auto-renewable subscriptions. Version 1.0 is in 'Prepare for Submission' with build 21 attached. Both subscriptions (Pro Monthly and Pro Annual) are configured under the 'Comic Locker Pro' subscription group with full localization, pricing, review screenshots, and availability set to all countries. Paid Apps Agreement is active. ITA Part XX compliance is active. However, the 'In-App Purchases and Subscriptions' section does not appear in the main content area of the version page. The Monetization section (In-App Purchases, Subscriptions) shows in the left sidebar, but there is no way to attach subscriptions to the build on the version page itself. I've tried multiple browsers (Chrome and Safari), uploaded a new build, and updated the version number. I also confirmed via sandbox testing on a physical device that Product.products(for:) returns empty for both product IDs. I've seen similar reports in threads 804327 and 820936. Any help is appreciated.
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In-App Purchases and Subscriptions not appearing in main content area
For some reason they appear in the sidebar but not in the main content area, so I can't add them to my app. This must be some sort of internal glitch. Please help!
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Notarization submissions stuck "In Progress" for 24+ hours - new team first submissions
Hi, I'm notarizing my Electron macOS app (DMG) for the first time with our new Developer ID, and most submissions have been stuck in "In Progress" for over 24 hours. Environment: Team ID: BSS9KAH6Z2 Certificate: Developer ID Application (valid until 2031) Tool: xcrun notarytool submit (Xcode CLI) App: Electron 28, signed with hardened runtime File: DMG (~131MB), 104 files inside .app What happened: Total 19 submissions over the past 24 hours Only 4 were Accepted (2 DMGs + 2 zips) The other 15 are still "In Progress" with no log available The 4 Accepted ones took 1~1.5 hours each codesign --verify --deep --strict passes with no issues Accepted submission log shows "issues": null Apple System Status shows "Developer ID Notary Service: Available" What I've tried: Submitting as DMG directly Submitting as ditto zip of .app Submitting via electron-builder's built-in notarize Using both app-specific password and keychain profile auth Verified entitlements (allow-jit, disable-library-validation) Since some submissions did get Accepted, I don't think there's an issue with my signing or configuration. Is this expected for first-time submissions from a new team? Is there anything on Apple's side that needs to be configured for my team? Any help would be appreciated. Thank you.
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Apple developer payment not being processed
Hey there, so I wanted to know what kind of experience you guys had with creating your apple developer account. I have a client who paid for my developer account with his credit card details, but he's not in my country, I figured that this is the reason the payment is taking ages to process but I've received several emails saying "hey payment has been received" and all that jazz. But it still says "Purchase your membership" on my enrolled to developer program page. If anyone could provide some support that would be great.
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Issues with Family Controls during development
Hi everyone! I’m building Delta — an app designed to rethink time, because time is literally our most valuable currency. So the core mechanic involves earning time in useful apps and then spending it on apps that are a distraction. I already have a prototype that’s being actively tested in a closed beta, but I’ve started noticing that more and more testers are reporting the same bug. “Time is being counted even when I'm not in the app I marked as useful.” I suspect that Screen Time is also tracking background time, although this behavior isn't correct for my app. Does anyone know how to track specifically those moments when an app marked as useful and used for “time-earning” is in the foreground? Additionally, I hit a wall with Screen Time and had to accept that I can’t force a user away from another app if they’re active there, nor redirect them to my app to trigger the lock screen. Because of this, I had to resort to a penalty system, which is equal to the time the user spent additionally after their time ran out. And here, I run into the same problem I described at the beginning of the post. I can’t track the background status of another app, even though I’m trying really hard... Can anyone suggest any ways I can get out of this situation, or should I keep looking for a solution, or shift toward explaining this to the user?.. (However, I’m holding out until the very end before giving up on finding a solution)
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App windows keep switching screens on MacBook Air M2 connected to an external monitor when the screen is turned on and off
My MacBook Air M2 is connected to an external monitor. App windows keep switching screens every time I turn the screen off and then on again, which started happening after the new developer beta update. How can I fix this? Or is this a big I have to wait for to be fixed until the next update?
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