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team members
I currently have my own individual App Store Connect and Apple Developer distributor account registered with the email address m*******@*mail.com. For one of my clients, we also created a separate individual App Store Connect and Apple Developer account. I added my account as an Admin to the client’s account. On the App Store Connect side, I can perform all operations without any issues, such as managing the app, handling TestFlight, and submitting new versions. However, when I access the Apple Developer portal, I cannot see or manage the accounts I am responsible for. For example, I cannot view information such as the Team ID, certificates, provisioning profiles, or other developer settings. To work around this issue, I created a new Apple Developer membership using a different email address. However, when I logged in with that account, I was still unable to view the Team ID or other developer-related settings. My question is: Has the system always worked this way, where App Store Connect and Apple Developer access are managed separately? Or could this be an unnoticed authorization or configuration issue? I would appreciate your clarification on this matter.
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The xcode 26.3 project fails to compile after updating
0 0x10109152c __assert_rtn + 252 1 0x101006054 void std::__1::__introsort<std::__1::_ClassicAlgPolicy, ld::AliasAddressOrderer&, ld::Atom const**, false>(ld::Atom const**, ld::Atom const**, ld::AliasAddressOrderer&, std::__1::iterator_traits<ld::Atom const**>::difference_type, bool) + 0 2 0x1010059a4 ld::LayoutLinkedImage::assignAtomOffsetsInSection(ld::SectionLayout&, unsigned int, bool) + 680 3 0x10100a724 void dispatchForEach<ld::SectionLayout*, ld::LayoutLinkedImage::sortAtomsWithinSections()::$_0>(std::__1::span<ld::SectionLayout*, 18446744073709551615ul>, unsigned long, ld::LayoutLinkedImage::sortAtomsWithinSections()::$_0)::'lambda'(unsigned long)::operator()(unsigned long) const + 7852 4 0x180818aec _dispatch_client_callout2 + 16 5 0x1808137f8 _dispatch_apply_invoke3 + 336 6 0x180818ad4 _dispatch_client_callout + 16 7 0x180801a60 _dispatch_once_callout + 32 8 0x180812938 _dispatch_apply_invoke + 252 9 0x180818ad4 _dispatch_client_callout + 16 10 0x1808359dc _dispatch_channel_invoke.cold.5 + 32 11 0x18081113c _dispatch_root_queue_drain + 736 12 0x180811784 _dispatch_worker_thread2 + 180 13 0x1809b7e10 _pthread_wqthread + 232 ld snapshot written at /tmp/AIChatDoctor-2026-03-10-150254.ld-snapshot ld: Assertion failed: (aliasSectionNum == sectionNum && "alias and its target must be located in the same section"), function assignAliasAtomOffsetInSection, file Layout.cpp, line 4805. clang: error: linker command failed with exit code 1 (use -v to see invocation)
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Does app launch recency affect NEPacketTunnelProvider, HotspotHelper, or NEHotspotManager functionality?
We are assisting a client with their app integration. The client believes that NEPacketTunnelProvider, NEHotspotHelper, and NEHotspotManager extensions stop functioning if the containing app hasn't been launched by the user within some recent window (e.g. 30, 60, or 90 days). We haven't been able to find any documentation supporting this claim. Specifically, we'd like to know: Is there any app launch recency requirement that would cause iOS to stop invoking a registered NEHotspotHelper or NEHotspotManager configuration? Is there any app launch recency requirement that would cause iOS to tear down or prevent activation of a NEPacketTunnelProvider? More generally, does iOS enforce any kind of "staleness" check on apps that provide Network Extension or Hotspot-related functionality, where not being foregrounded for some period causes the system to stop honoring their registrations? If such a mechanism exists, we'd appreciate any pointers to documentation or technical notes describing the behavior and timeframes involved. If it doesn't exist, confirmation would help us guide our client's debugging in the right direction. Thank you.
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Expedited Review Granted but Apps Stuck in "Waiting for Review" for 12 Days (Case ID: 102840953234)
Hello Apple Developer Community and App Review Team, I am reaching out here because I am completely stuck and have not received a response from the standard support channels. On March 4th, I requested and was successfully granted an Expedited Review for a critical bug fix for two of my apps ("Who Wants to Be AI Professor?" and "The Fed Chair"). However, it has been 12 days and both apps are still stuck in the "Waiting for Review" status. Suspecting a system glitch or "ghosting" issue, I contacted App Store Connect support on March 10th and received Case ID: 102840953234. The automated email stated I would receive a reply within 2 business days, but that time has long passed with no response. I kindly ask if an App Review Team member or Apple Staff could look into this Case ID and check if my submissions are stuck in a technical loop. I have refrained from canceling and resubmitting to avoid further delays, but I am currently completely blocked. Any help to push these manually to the review desk would be immensely appreciated. Thank you!
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75
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App not showing on App Store Connect
Why is my App new build not showing on App Store Connect if it is ready for Distribution? It only shows the previous build. I received this confirmation email about 12 hours ago. Dear Our Maids, Inc., The following build has completed processing: Platform: iOS App Name: OurMaids Build Number: 10 Version Number: 1.1.1 App SKU: com.ourmaids.mobileapp App Apple ID: 6760357291 You can now use this build for TestFlight testing or submit it for distribution. If you have any questions regarding your app, contact us.
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Performance degradation and redraw loops when syncing SwiftUI Charts with custom AxisMarks
I am reporting a reproducible performance issue in iOS 18.6 where synchronizing the scroll position of two Chart views via chartScrollPosition(id:) causes a complete redraw loop when custom AxisMarks are used. This occurs even when the axis marks are technically "hidden," leading to significant frame drops and stuttering on modern hardware like the iPhone 15. Environment Device: iPhone 15 OS: iOS 18.6 (22G86) Frameworks: SwiftUI, Swift Charts, Observation The Issue When using a shared @Observable state to sync two charts, the scrolling is fluid only if the axes are at their default settings. As soon as a custom AxisMarks block is added to either chart, the following behavior is observed: Diffing Failure: The framework appears unable to maintain the identity of the axis components during the scroll update. Redraw Loop: Instead of an incremental scroll translation, the diffing algorithm triggers a full reload/re-render of both charts on every scroll offset change. Impact: CPU spikes to 100% and the UI becomes unresponsive. This happens even if the custom AxisMarks is used solely to hide the axis (e.g., AxisMarks { _ in }), suggesting the issue is with the custom declaration itself rather than the complexity of the marks being rendered. Steps to Reproduce Create two Chart views in a VStack. Bind both to a single @Observable property using .chartScrollPosition(id: $state.pos). Add any .chartXAxis { AxisMarks(...) { ... } } modifier. Scroll either chart; observe the stuttering. import SwiftUI import Charts import Observation @Observable class ChartState { var scrollPos: Date = .now } struct PerformanceBugView: View { @State private var state = ChartState() var body: some View { VStack { Chart(data) { ... } .chartScrollPosition(id: $state.scrollPos) .chartXAxis { // This custom mark triggers the performance issue AxisMarks { _ in AxisValueLabel() } } Chart(data) { ... } .chartScrollPosition(id: $state.scrollPos) } } } Questions for the Community/Apple Engineers: Is there a way to provide a stable identifier to AxisMarks to prevent them from being treated as "new" during a scroll update? Why does even an empty AxisMarks block (used for hiding) trigger a layout invalidation that standard axes do not? Are there internal optimizations for chartScrollPosition that are bypassed when the axis layout is customized?
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How to initiate native cellular calls without user confirmation from a companion app (like Meta Ray-Ban glasses)
We are building an AI-powered smart glasses companion app, similar to Meta Ray-Ban. We want to provide true hands-free calling support. Right now, whenever the app tries to dial a native cellular call, iOS shows a confirmation screen that requires the user to tap to start the call. If the user always has to confirm/tap on the phone screen, there is no real point in using smart glasses for making calls. How can we initiate a native outgoing call without any confirmation dialog or extra tap, exactly like Siri does it, or like the Meta Ray-Ban glasses do when the user says “Hey Meta, call [name]” Please guide us on the correct APIs, entitlements, or integration path to achieve this behavior. Thank you.
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Apple Pay In-App Provisioning – Apple server failure when adding a card
We are implementing Apple Pay In-App Provisioning in our issuer iOS application and are encountering a HTTP 500 error returned from Apple servers during the provisioning flow. The issue occurs after generating the encrypted payload and attempting to complete the provisioning process. The Apple service responds with 500 Internal Server Error, preventing the card from being added to Wallet. We would appreciate assistance identifying whether this is caused by: • a payload formatting issue, • cryptographic material mismatch, • entitlement / configuration issue, • or a server-side issue. Environment Platform • iOS: 26.3.1 • Device: iPhone 13 mini • Xcode: 26.3.1 Apple Pay configuration • In-App Provisioning entitlement enabled • Issuer app authorized by Apple for provisioning • Payment Network: Mastercard • Token Service Provider (TSP): MDES Testing environment • Production • App distribution method: TestFlight Provisioning Flow Overview Our implementation follows the standard Apple Pay In-App Provisioning flow: 1. User taps Add to Apple Wallet in issuer app. 2. App presents PKAddPaymentPassViewController. 3. App receives: • Apple public certificates • nonce • nonceSignature 4. Issuer backend generates: • encryptedPassData • activationData • ephemeralPublicKey 5. These values are returned to the app. 6. App constructs PKAddPaymentPassRequest. 7. Wallet attempts provisioning. At this point the request fails and Apple servers return HTTP 500. We see this in the system console, with the phone having Wallet debugging profile installed. Checklist – Common Issues Verified Based on the Apple Pay In-App Provisioning demo guidance, we verified the following configuration items. Entitlements • com.apple.developer.payment-pass-provisioning enabled • Apple Pay capability enabled in Xcode • Correct Team ID and bundle configuration App configuration • PKAddPaymentPassViewController used for provisioning • PKAddPaymentPassViewControllerDelegate implemented • generateRequestWithCertificateChain implemented correctly Cryptographic data • encryptedPassData • activationData • ephemeralPublicKey All values are generated by our issuer backend and returned to the app Feedback ID: FB22249031 (In app provisioning error 500)
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I'am porting my App to Swift 6...
... and I managed to fix most issues coming out, but for a specific issue in an class adopting a protocol; basically it is a support class to be used by the view controller and so I wanted to keep it in background, so I created a new actor and I wanted to use it for this protocol and adopting classes. Yet I came out with a host of errors I have no idea about how to cope with: :
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Mac Assigning NSManagedObject to NSPersistentStore
Hello, I have a iOS app I was looking at porting to Mac. I'm having an issue with both the Mac (Designed for iPad) and Mac Catalyst Destinations. I can't test Mac due to too many build issues. I'm trying to assign a new NSManagedObject into a NSPersistentStore. let object = MyObject(context: context) context.assign(object, to: nsPersistentStore) This works fine for iOS/iOS Simulator/iPhone/iPad. But on the Mac it's crashing with FAULT: NSInvalidArgumentException: Can't assign an object to a store that does not contain the object's entity.; { Thread 1: "Can't assign an object to a store that does not contain the object's entity."
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How can I provide free test accounts for mobile games reviewers?
I want to provide free test accounts so that mobile games reviewers can play my iOS game for free. They should be able to make in-app purchases(consumables) without any charges. I don´t know how to create the free test accounts. Is it necessary that my iOS game is already published in the Apple App Store before I can provide test accounts for mobile games reviewers? Or is it necessary to let the reviewers play my game while it is still in TestFlight? If yes, should I ask them to give me there email address so that I can add it to my Sandbox accounts? My game was not yet released in the App Apple Store. It´s only available on TestFlight.
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Apple Developer Program Enrollment Stuck for Over 2 Weeks
Hello, I enrolled in the Apple Developer Program and placed the $99 order. Shortly after, I received the email saying: “Thank you for your order. Your order request will be processed within 2 business days.” However, it has now been over two weeks and my membership has still not been activated. I also contacted Apple Developer Support about a week ago through the contact form, but unfortunately I have not received any reply so far. When I visit aninterestingwebsite.com, I still see the page prompting me to complete or place the order, even though I already placed it and received the confirmation email. Could someone from Apple please check the status of my enrollment or advise what I should do next? Thank you.
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Can video reflections in immersive space work with VideoMaterial, or is AVPlayerViewController with dockingRegion required?
Hi Apple Developer Forums, I'm developing a visionOS video streaming app that uses a custom immersive cinema experience with RealityKit. I have a question about enabling video reflections in an immersive environment. My Current Implementation I'm using VideoMaterial with AVPlayer to display video on a ModelEntity plane in an immersive space: // Create screen mesh let screenMesh = MeshResource.generatePlane( width: VideoTheater.screenWidth, height: VideoTheater.screenHeight, cornerRadius: 0.0 ) let screenEntity = ModelEntity(mesh: screenMesh) // Apply VideoMaterial with AVPlayer screenEntity.model?.materials = [VideoMaterial(avPlayer: player)] The video renders correctly in the immersive space, but I don't see any video reflections on surrounding surfaces. Apple's Documentation Approach According to the documentation at https://aninterestingwebsite.com/documentation/visionos/enabling-vid eo-reflections-in-an-immersive-environment, the recommended approach uses: AVPlayerViewController for video playback dockingRegion modifier to specify where the video should appear The system automatically handles reflections My Question Is using AVPlayerViewController with dockingRegion the only way to get video reflections in an immersive environment? Or is it possible to enable reflections when using VideoMaterial directly with RealityKit's ModelEntity? My app requires a custom immersive cinema experience with: Custom screen positioning and scaling Danmaku (bullet comments) overlay Custom gesture controls HDR/Dolby Vision support Switching to AVPlayerViewController would require significant architectural changes, so I'd prefer to keep my current VideoMaterial approach if reflections can be enabled somehow. If VideoMaterial cannot produce reflections, are there any alternative approaches to achieve diffuse video reflections with a custom RealityKit setup? Environment visionOS 2.x RealityKit AVPlayer with custom resource loader (for DASH streams) Thank you for any guidance!
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URL Filter Behaviour
Hello I have implemented URL Filter using below sample link https://aninterestingwebsite.com/documentation/networkextension/filtering-traffic-by-url But currently I am facing weird issue when I try to add new urls in the input_urls.txt file. When I add url in the file and execute BloomFilterTool again, it creates new bloom plist as well as server url file so I replaces those manually restart the server as well as reinstall the app, but when I do so I am not able to get new urls blocked by browser until and unless I am not killing browser and relaunching it again. Does anybody facing same kind of issue ?
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SwiftUI Instruments tool error: "Time Profiler: Time Profiler does not support the iOS platform"
I am trying to run the SwiftUI instruments tool for an iOS app and every time I run it, it either switches from giving me the "Time Profiler: Time Profiler does not support the iOS platform" error, or I end up with no data at all; however, when I run just the Time Profiler by itself it works fine. I am running this on a physical device
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All notarization submissions stuck "In Progress" for 8+ days
All of my notarization submissions have been stuck at "In Progress" for over a week. I have 6 submissions spanning from March 4 to March 10, 2026, and none of them have completed or returned any errors. Affected submissions: 685708f6 — MeetingRecorder-1.5.0.dmg (submitted Mar 10) — In Progress 6ade1490 — MeetingRecorder-1.5.0.dmg (submitted Mar 10) — In Progress 99d39bd0 — MeetingRecorder-1.4.12.dmg (submitted Mar 6) — In Progress e65f95e1 — MeetingRecorder-1.4.9.dmg (submitted Mar 6) — In Progress eb51b220 — MeetingRecorder-1.4.9.dmg (submitted Mar 5) — In Progress 9cc33cfd — MeetingRecorder-1.4.9.dmg (submitted Mar 4) — In Progress Running notarytool log returns "Submission log is not yet available." Team ID: HXVLV4P425 The app is a macOS menu bar application for meeting recording and transcription. It is signed with a valid Developer ID certificate and has been built with hardened runtime enabled. I've tried resubmitting multiple times across different builds (1.4.9, 1.4.12, 1.5.0), but all submissions remain stuck. Could someone from the notarization team please investigate? Thank you.
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StoreKit sandbox consumable purchase returns restored on second purchase instead of completing a new purchase
I am testing a consumable in-app purchase in the StoreKit sandbox and I am seeing behavior that does not seem correct on repeat purchase attempts. Product details Product ID: album.credit.v2 Type: Consumable Test environment: iOS device + StoreKit sandbox Purchase flow triggered from my Flutter app using Apple IAP What happens First purchase attempt works My backend receives the confirmation The album is granted correctly On the second purchase attempt of the same consumable, I do not get a normal new purchase flow Instead, StoreKit returns the product as restored My app then cancels the attempt because a restored transaction arrived during checkout Expected behavior Because this product is a consumable, each purchase attempt should behave like a new purchase and allow the user to buy it again. Actual behavior On the second attempt, the transaction update comes back as restored instead of a new successful consumable purchase. Relevant logs First successful purchase: [ProPurchasePage] ✅ Pay tapped. starting=false iap=true albumProd=album.credit.v2 proProd=pro.monthly [IAP] update: id=album.credit.v2 status=PurchaseStatus.restored pendingComplete=false err=null [IAP] expected=album.credit.v2 starting=true appleFlow=true [ProPurchasePage] album credit success status=PurchaseStatus.restored receiptLen=5334 [AppleIapService] Sending Apple IAP confirmation for albumId=ariie_west_pretty_girl_summer, buyerUid=PYjgu9TMCieCVDLIdTuawY5k4Ay2 [AppleIapService] appleIapConfirm response status: 200 [AppleIapService] appleIapConfirm applied for albumId=ariie_west_pretty_girl_summer buyerUid=PYjgu9TMCieCVDLIdTuawY5k4Ay2 After that, the purchase is written correctly on my side: "libraryAlbums": [ { "AlbumId": "ariie_west_pretty_girl_summer", "paid": true, "Quantity": 1 } ] Second and later attempts: [ProPurchasePage] ✅ Pay tapped. starting=false iap=true albumProd=album.credit.v2 proProd=pro.monthly [ProPurchasePage] buyConsumable (album.credit.v2) returned: true [IAP] update: id=album.credit.v2 status=PurchaseStatus.restored pendingComplete=false err=null [IAP] expected=album.credit.v2 starting=true appleFlow=true [IAP] restored arrived during album checkout — cancelling attempt Question Is this expected StoreKit sandbox behavior for a consumable, or does this suggest: a StoreKit sandbox issue, a problem with how the product is configured in App Store Connect, or a transaction-handling issue in the app/plugin layer? Also, is there any Apple-recommended handling for repeated consumable purchases when sandbox keeps surfacing a restored status?
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Your Apple Developer Program membership has expired.
My membership expired, I renewed it and paid in full a week ago, it's still saying " Your Apple Developer Program membership has expired." Does it take that long? or should I assume there an issue with my renewal?
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3w
team members
I currently have my own individual App Store Connect and Apple Developer distributor account registered with the email address m*******@*mail.com. For one of my clients, we also created a separate individual App Store Connect and Apple Developer account. I added my account as an Admin to the client’s account. On the App Store Connect side, I can perform all operations without any issues, such as managing the app, handling TestFlight, and submitting new versions. However, when I access the Apple Developer portal, I cannot see or manage the accounts I am responsible for. For example, I cannot view information such as the Team ID, certificates, provisioning profiles, or other developer settings. To work around this issue, I created a new Apple Developer membership using a different email address. However, when I logged in with that account, I was still unable to view the Team ID or other developer-related settings. My question is: Has the system always worked this way, where App Store Connect and Apple Developer access are managed separately? Or could this be an unnoticed authorization or configuration issue? I would appreciate your clarification on this matter.
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43
Activity
4w
The xcode 26.3 project fails to compile after updating
0 0x10109152c __assert_rtn + 252 1 0x101006054 void std::__1::__introsort<std::__1::_ClassicAlgPolicy, ld::AliasAddressOrderer&, ld::Atom const**, false>(ld::Atom const**, ld::Atom const**, ld::AliasAddressOrderer&, std::__1::iterator_traits<ld::Atom const**>::difference_type, bool) + 0 2 0x1010059a4 ld::LayoutLinkedImage::assignAtomOffsetsInSection(ld::SectionLayout&, unsigned int, bool) + 680 3 0x10100a724 void dispatchForEach<ld::SectionLayout*, ld::LayoutLinkedImage::sortAtomsWithinSections()::$_0>(std::__1::span<ld::SectionLayout*, 18446744073709551615ul>, unsigned long, ld::LayoutLinkedImage::sortAtomsWithinSections()::$_0)::'lambda'(unsigned long)::operator()(unsigned long) const + 7852 4 0x180818aec _dispatch_client_callout2 + 16 5 0x1808137f8 _dispatch_apply_invoke3 + 336 6 0x180818ad4 _dispatch_client_callout + 16 7 0x180801a60 _dispatch_once_callout + 32 8 0x180812938 _dispatch_apply_invoke + 252 9 0x180818ad4 _dispatch_client_callout + 16 10 0x1808359dc _dispatch_channel_invoke.cold.5 + 32 11 0x18081113c _dispatch_root_queue_drain + 736 12 0x180811784 _dispatch_worker_thread2 + 180 13 0x1809b7e10 _pthread_wqthread + 232 ld snapshot written at /tmp/AIChatDoctor-2026-03-10-150254.ld-snapshot ld: Assertion failed: (aliasSectionNum == sectionNum && "alias and its target must be located in the same section"), function assignAliasAtomOffsetInSection, file Layout.cpp, line 4805. clang: error: linker command failed with exit code 1 (use -v to see invocation)
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103
Activity
4w
Does app launch recency affect NEPacketTunnelProvider, HotspotHelper, or NEHotspotManager functionality?
We are assisting a client with their app integration. The client believes that NEPacketTunnelProvider, NEHotspotHelper, and NEHotspotManager extensions stop functioning if the containing app hasn't been launched by the user within some recent window (e.g. 30, 60, or 90 days). We haven't been able to find any documentation supporting this claim. Specifically, we'd like to know: Is there any app launch recency requirement that would cause iOS to stop invoking a registered NEHotspotHelper or NEHotspotManager configuration? Is there any app launch recency requirement that would cause iOS to tear down or prevent activation of a NEPacketTunnelProvider? More generally, does iOS enforce any kind of "staleness" check on apps that provide Network Extension or Hotspot-related functionality, where not being foregrounded for some period causes the system to stop honoring their registrations? If such a mechanism exists, we'd appreciate any pointers to documentation or technical notes describing the behavior and timeframes involved. If it doesn't exist, confirmation would help us guide our client's debugging in the right direction. Thank you.
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1
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0
Views
71
Activity
4w
Expedited Review Granted but Apps Stuck in "Waiting for Review" for 12 Days (Case ID: 102840953234)
Hello Apple Developer Community and App Review Team, I am reaching out here because I am completely stuck and have not received a response from the standard support channels. On March 4th, I requested and was successfully granted an Expedited Review for a critical bug fix for two of my apps ("Who Wants to Be AI Professor?" and "The Fed Chair"). However, it has been 12 days and both apps are still stuck in the "Waiting for Review" status. Suspecting a system glitch or "ghosting" issue, I contacted App Store Connect support on March 10th and received Case ID: 102840953234. The automated email stated I would receive a reply within 2 business days, but that time has long passed with no response. I kindly ask if an App Review Team member or Apple Staff could look into this Case ID and check if my submissions are stuck in a technical loop. I have refrained from canceling and resubmitting to avoid further delays, but I am currently completely blocked. Any help to push these manually to the review desk would be immensely appreciated. Thank you!
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1
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75
Activity
3w
App not showing on App Store Connect
Why is my App new build not showing on App Store Connect if it is ready for Distribution? It only shows the previous build. I received this confirmation email about 12 hours ago. Dear Our Maids, Inc., The following build has completed processing: Platform: iOS App Name: OurMaids Build Number: 10 Version Number: 1.1.1 App SKU: com.ourmaids.mobileapp App Apple ID: 6760357291 You can now use this build for TestFlight testing or submit it for distribution. If you have any questions regarding your app, contact us.
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35
Activity
4w
Performance degradation and redraw loops when syncing SwiftUI Charts with custom AxisMarks
I am reporting a reproducible performance issue in iOS 18.6 where synchronizing the scroll position of two Chart views via chartScrollPosition(id:) causes a complete redraw loop when custom AxisMarks are used. This occurs even when the axis marks are technically "hidden," leading to significant frame drops and stuttering on modern hardware like the iPhone 15. Environment Device: iPhone 15 OS: iOS 18.6 (22G86) Frameworks: SwiftUI, Swift Charts, Observation The Issue When using a shared @Observable state to sync two charts, the scrolling is fluid only if the axes are at their default settings. As soon as a custom AxisMarks block is added to either chart, the following behavior is observed: Diffing Failure: The framework appears unable to maintain the identity of the axis components during the scroll update. Redraw Loop: Instead of an incremental scroll translation, the diffing algorithm triggers a full reload/re-render of both charts on every scroll offset change. Impact: CPU spikes to 100% and the UI becomes unresponsive. This happens even if the custom AxisMarks is used solely to hide the axis (e.g., AxisMarks { _ in }), suggesting the issue is with the custom declaration itself rather than the complexity of the marks being rendered. Steps to Reproduce Create two Chart views in a VStack. Bind both to a single @Observable property using .chartScrollPosition(id: $state.pos). Add any .chartXAxis { AxisMarks(...) { ... } } modifier. Scroll either chart; observe the stuttering. import SwiftUI import Charts import Observation @Observable class ChartState { var scrollPos: Date = .now } struct PerformanceBugView: View { @State private var state = ChartState() var body: some View { VStack { Chart(data) { ... } .chartScrollPosition(id: $state.scrollPos) .chartXAxis { // This custom mark triggers the performance issue AxisMarks { _ in AxisValueLabel() } } Chart(data) { ... } .chartScrollPosition(id: $state.scrollPos) } } } Questions for the Community/Apple Engineers: Is there a way to provide a stable identifier to AxisMarks to prevent them from being treated as "new" during a scroll update? Why does even an empty AxisMarks block (used for hiding) trigger a layout invalidation that standard axes do not? Are there internal optimizations for chartScrollPosition that are bypassed when the axis layout is customized?
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1
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95
Activity
3w
How to initiate native cellular calls without user confirmation from a companion app (like Meta Ray-Ban glasses)
We are building an AI-powered smart glasses companion app, similar to Meta Ray-Ban. We want to provide true hands-free calling support. Right now, whenever the app tries to dial a native cellular call, iOS shows a confirmation screen that requires the user to tap to start the call. If the user always has to confirm/tap on the phone screen, there is no real point in using smart glasses for making calls. How can we initiate a native outgoing call without any confirmation dialog or extra tap, exactly like Siri does it, or like the Meta Ray-Ban glasses do when the user says “Hey Meta, call [name]” Please guide us on the correct APIs, entitlements, or integration path to achieve this behavior. Thank you.
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46
Activity
3w
Apple Pay In-App Provisioning – Apple server failure when adding a card
We are implementing Apple Pay In-App Provisioning in our issuer iOS application and are encountering a HTTP 500 error returned from Apple servers during the provisioning flow. The issue occurs after generating the encrypted payload and attempting to complete the provisioning process. The Apple service responds with 500 Internal Server Error, preventing the card from being added to Wallet. We would appreciate assistance identifying whether this is caused by: • a payload formatting issue, • cryptographic material mismatch, • entitlement / configuration issue, • or a server-side issue. Environment Platform • iOS: 26.3.1 • Device: iPhone 13 mini • Xcode: 26.3.1 Apple Pay configuration • In-App Provisioning entitlement enabled • Issuer app authorized by Apple for provisioning • Payment Network: Mastercard • Token Service Provider (TSP): MDES Testing environment • Production • App distribution method: TestFlight Provisioning Flow Overview Our implementation follows the standard Apple Pay In-App Provisioning flow: 1. User taps Add to Apple Wallet in issuer app. 2. App presents PKAddPaymentPassViewController. 3. App receives: • Apple public certificates • nonce • nonceSignature 4. Issuer backend generates: • encryptedPassData • activationData • ephemeralPublicKey 5. These values are returned to the app. 6. App constructs PKAddPaymentPassRequest. 7. Wallet attempts provisioning. At this point the request fails and Apple servers return HTTP 500. We see this in the system console, with the phone having Wallet debugging profile installed. Checklist – Common Issues Verified Based on the Apple Pay In-App Provisioning demo guidance, we verified the following configuration items. Entitlements • com.apple.developer.payment-pass-provisioning enabled • Apple Pay capability enabled in Xcode • Correct Team ID and bundle configuration App configuration • PKAddPaymentPassViewController used for provisioning • PKAddPaymentPassViewControllerDelegate implemented • generateRequestWithCertificateChain implemented correctly Cryptographic data • encryptedPassData • activationData • ephemeralPublicKey All values are generated by our issuer backend and returned to the app Feedback ID: FB22249031 (In app provisioning error 500)
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80
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3w
I'am porting my App to Swift 6...
... and I managed to fix most issues coming out, but for a specific issue in an class adopting a protocol; basically it is a support class to be used by the view controller and so I wanted to keep it in background, so I created a new actor and I wanted to use it for this protocol and adopting classes. Yet I came out with a host of errors I have no idea about how to cope with: :
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Using iOS App on iPhone 5s with iOS 12.5.8
Objective: Downloading and running an old Swift iOS App on iPhone 5s with iOS 12.5.8. Development System and Tools: Apple macBook, M4 Pro, running macOS Tahoe 26.3.1 (25D2128). Xcode Version 26.3 (17C529)
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Mac Assigning NSManagedObject to NSPersistentStore
Hello, I have a iOS app I was looking at porting to Mac. I'm having an issue with both the Mac (Designed for iPad) and Mac Catalyst Destinations. I can't test Mac due to too many build issues. I'm trying to assign a new NSManagedObject into a NSPersistentStore. let object = MyObject(context: context) context.assign(object, to: nsPersistentStore) This works fine for iOS/iOS Simulator/iPhone/iPad. But on the Mac it's crashing with FAULT: NSInvalidArgumentException: Can't assign an object to a store that does not contain the object's entity.; { Thread 1: "Can't assign an object to a store that does not contain the object's entity."
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How can I provide free test accounts for mobile games reviewers?
I want to provide free test accounts so that mobile games reviewers can play my iOS game for free. They should be able to make in-app purchases(consumables) without any charges. I don´t know how to create the free test accounts. Is it necessary that my iOS game is already published in the Apple App Store before I can provide test accounts for mobile games reviewers? Or is it necessary to let the reviewers play my game while it is still in TestFlight? If yes, should I ask them to give me there email address so that I can add it to my Sandbox accounts? My game was not yet released in the App Apple Store. It´s only available on TestFlight.
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Apple Developer Program Enrollment Stuck for Over 2 Weeks
Hello, I enrolled in the Apple Developer Program and placed the $99 order. Shortly after, I received the email saying: “Thank you for your order. Your order request will be processed within 2 business days.” However, it has now been over two weeks and my membership has still not been activated. I also contacted Apple Developer Support about a week ago through the contact form, but unfortunately I have not received any reply so far. When I visit aninterestingwebsite.com, I still see the page prompting me to complete or place the order, even though I already placed it and received the confirmation email. Could someone from Apple please check the status of my enrollment or advise what I should do next? Thank you.
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Can't add third party payment gateway
Am trying to setup a third party payment gateway that accepts our currency because we have a restriction on payments in foreign currencies. The review team rejected the app because of it even though there are released apps with the same provider on the app store.
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Can video reflections in immersive space work with VideoMaterial, or is AVPlayerViewController with dockingRegion required?
Hi Apple Developer Forums, I'm developing a visionOS video streaming app that uses a custom immersive cinema experience with RealityKit. I have a question about enabling video reflections in an immersive environment. My Current Implementation I'm using VideoMaterial with AVPlayer to display video on a ModelEntity plane in an immersive space: // Create screen mesh let screenMesh = MeshResource.generatePlane( width: VideoTheater.screenWidth, height: VideoTheater.screenHeight, cornerRadius: 0.0 ) let screenEntity = ModelEntity(mesh: screenMesh) // Apply VideoMaterial with AVPlayer screenEntity.model?.materials = [VideoMaterial(avPlayer: player)] The video renders correctly in the immersive space, but I don't see any video reflections on surrounding surfaces. Apple's Documentation Approach According to the documentation at https://aninterestingwebsite.com/documentation/visionos/enabling-vid eo-reflections-in-an-immersive-environment, the recommended approach uses: AVPlayerViewController for video playback dockingRegion modifier to specify where the video should appear The system automatically handles reflections My Question Is using AVPlayerViewController with dockingRegion the only way to get video reflections in an immersive environment? Or is it possible to enable reflections when using VideoMaterial directly with RealityKit's ModelEntity? My app requires a custom immersive cinema experience with: Custom screen positioning and scaling Danmaku (bullet comments) overlay Custom gesture controls HDR/Dolby Vision support Switching to AVPlayerViewController would require significant architectural changes, so I'd prefer to keep my current VideoMaterial approach if reflections can be enabled somehow. If VideoMaterial cannot produce reflections, are there any alternative approaches to achieve diffuse video reflections with a custom RealityKit setup? Environment visionOS 2.x RealityKit AVPlayer with custom resource loader (for DASH streams) Thank you for any guidance!
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URL Filter Behaviour
Hello I have implemented URL Filter using below sample link https://aninterestingwebsite.com/documentation/networkextension/filtering-traffic-by-url But currently I am facing weird issue when I try to add new urls in the input_urls.txt file. When I add url in the file and execute BloomFilterTool again, it creates new bloom plist as well as server url file so I replaces those manually restart the server as well as reinstall the app, but when I do so I am not able to get new urls blocked by browser until and unless I am not killing browser and relaunching it again. Does anybody facing same kind of issue ?
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SwiftUI Instruments tool error: "Time Profiler: Time Profiler does not support the iOS platform"
I am trying to run the SwiftUI instruments tool for an iOS app and every time I run it, it either switches from giving me the "Time Profiler: Time Profiler does not support the iOS platform" error, or I end up with no data at all; however, when I run just the Time Profiler by itself it works fine. I am running this on a physical device
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All notarization submissions stuck "In Progress" for 8+ days
All of my notarization submissions have been stuck at "In Progress" for over a week. I have 6 submissions spanning from March 4 to March 10, 2026, and none of them have completed or returned any errors. Affected submissions: 685708f6 — MeetingRecorder-1.5.0.dmg (submitted Mar 10) — In Progress 6ade1490 — MeetingRecorder-1.5.0.dmg (submitted Mar 10) — In Progress 99d39bd0 — MeetingRecorder-1.4.12.dmg (submitted Mar 6) — In Progress e65f95e1 — MeetingRecorder-1.4.9.dmg (submitted Mar 6) — In Progress eb51b220 — MeetingRecorder-1.4.9.dmg (submitted Mar 5) — In Progress 9cc33cfd — MeetingRecorder-1.4.9.dmg (submitted Mar 4) — In Progress Running notarytool log returns "Submission log is not yet available." Team ID: HXVLV4P425 The app is a macOS menu bar application for meeting recording and transcription. It is signed with a valid Developer ID certificate and has been built with hardened runtime enabled. I've tried resubmitting multiple times across different builds (1.4.9, 1.4.12, 1.5.0), but all submissions remain stuck. Could someone from the notarization team please investigate? Thank you.
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StoreKit sandbox consumable purchase returns restored on second purchase instead of completing a new purchase
I am testing a consumable in-app purchase in the StoreKit sandbox and I am seeing behavior that does not seem correct on repeat purchase attempts. Product details Product ID: album.credit.v2 Type: Consumable Test environment: iOS device + StoreKit sandbox Purchase flow triggered from my Flutter app using Apple IAP What happens First purchase attempt works My backend receives the confirmation The album is granted correctly On the second purchase attempt of the same consumable, I do not get a normal new purchase flow Instead, StoreKit returns the product as restored My app then cancels the attempt because a restored transaction arrived during checkout Expected behavior Because this product is a consumable, each purchase attempt should behave like a new purchase and allow the user to buy it again. Actual behavior On the second attempt, the transaction update comes back as restored instead of a new successful consumable purchase. Relevant logs First successful purchase: [ProPurchasePage] ✅ Pay tapped. starting=false iap=true albumProd=album.credit.v2 proProd=pro.monthly [IAP] update: id=album.credit.v2 status=PurchaseStatus.restored pendingComplete=false err=null [IAP] expected=album.credit.v2 starting=true appleFlow=true [ProPurchasePage] album credit success status=PurchaseStatus.restored receiptLen=5334 [AppleIapService] Sending Apple IAP confirmation for albumId=ariie_west_pretty_girl_summer, buyerUid=PYjgu9TMCieCVDLIdTuawY5k4Ay2 [AppleIapService] appleIapConfirm response status: 200 [AppleIapService] appleIapConfirm applied for albumId=ariie_west_pretty_girl_summer buyerUid=PYjgu9TMCieCVDLIdTuawY5k4Ay2 After that, the purchase is written correctly on my side: "libraryAlbums": [ { "AlbumId": "ariie_west_pretty_girl_summer", "paid": true, "Quantity": 1 } ] Second and later attempts: [ProPurchasePage] ✅ Pay tapped. starting=false iap=true albumProd=album.credit.v2 proProd=pro.monthly [ProPurchasePage] buyConsumable (album.credit.v2) returned: true [IAP] update: id=album.credit.v2 status=PurchaseStatus.restored pendingComplete=false err=null [IAP] expected=album.credit.v2 starting=true appleFlow=true [IAP] restored arrived during album checkout — cancelling attempt Question Is this expected StoreKit sandbox behavior for a consumable, or does this suggest: a StoreKit sandbox issue, a problem with how the product is configured in App Store Connect, or a transaction-handling issue in the app/plugin layer? Also, is there any Apple-recommended handling for repeated consumable purchases when sandbox keeps surfacing a restored status?
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