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My iOS Swift application works on wide range of iPhones from iPhone X to iPhone 16 Pro Max
My iOS Swift application works without problems and tested on wide range of iPhones from iPhone X to iPhone 16 Pro Max when compiled by XCode 16.4. When compiled on Xcode 26 application it frequently crashes with 0x8BADF00D FRONTBOARD error in various places when running on iPhone 14 Plus, most often when typing or when scrolling the screen. It works without problems on iPhone 16 Pro Max independent of the version of Xcode used for compilation. I followed dozens of recommendations, introduced async/await, tasks, significantly reduced complexity of layouts, making uniform bubbles etc.etc. , tried to introduce many simplifications in the application, still I could not achieve elimination of frequent crashes on iPhone 14 Plus running iOS 26.3.1, no matter what I tried. Other than that all functionality seems to be working. This is the beginning of the Crash report: Termination Reason: Namespace FRONTBOARD, <RBSTerminateContext| domain:10 code:0x8BADF00D explanation: Failed to terminate gracefully after 5.0s ProcessVisibility: Unknown ProcessState: Running WatchdogEvent: process-exit WatchdogVisibility: Foreground WatchdogCPUStatistics: ( "Elapsed total CPU time (seconds): 9.330 (user 7.670, system 1.660), 29% CPU", "Elapsed application CPU time (seconds): 5.358, 17% CPU" ) Thread 0 name: Dispatch queue: com.apple.main-thread Thread 0 Crashed: 0 ??? 0x1b184c7b0 ??? 1 libswiftCore.dylib 0x19de70694 ContiguousArrayStorage.__deallocating_deinit + 95 2 libswiftCore.dylib 0x19dd013a8 swift_release_dealloc + 55 3 libswiftCore.dylib 0x19dd01fc4 bool swift::RefCounts<swift::RefCountBitsT<(swift::RefCountInlinedness)1>>::doDecrementSlow<(swift::PerformDeinit)1>(swift::RefCountBitsT<(swift::RefCountInlinedness)1>, unsigned int) + 151 4 SwiftUICore 0x1aaee2ca4 LazyLayoutViewCache.updatePrefetchPhases() + 1315 5 SwiftUICore 0x1ab129068 specialized LazySubviewPlacements.updateValue() + 4251 6 SwiftUICore 0x1ab14a23c specialized implicit closure #1 in closure #1 in closure #1 in Attribute.init(:) + 23 7 AttributeGraph 0x1d2be8e48 AG::Graph::UpdateStack::update() + 499 8 AttributeGraph 0x1d2beacf0 AG::Subgraph::update(unsigned int) + 959 9 SwiftUICore 0x1aace5b44 specialized GraphHost.runTransaction(:do:id:) + 387 10 SwiftUICore 0x1aac772d8 GraphHost.flushTransactions() + 183 11 SwiftUI 0x1a9a0fa80 <deduplicated_symbol> + 23 12 SwiftUICore 0x1aac71578 partial apply for closure #1 in ViewGraphRootValueUpdater.updateGraph(body:) + 27 13 SwiftUICore 0x1aac73f54 ViewGraphRootValueUpdater._updateViewGraph(body:) + 231 14 SwiftUICore 0x1aac714d0 ViewGraphRootValueUpdater.updateGraph(body:) + 179 15 SwiftUI 0x1a9a0fa4c closure #1 in closure #1 in closure #1 in UIHostingView.beginTransaction() + 171 16 SwiftUI 0x1a9a0f998 partial apply for closure #1 in closure #1 in closure #1 in UIHostingView.beginTransaction() + 23 17 SwiftUICore 0x1aac69aa8 closure #1 in static Update.ensure(:) + 55 18 SwiftUICore 0x1aac69cec static Update.ensure(:) + 99 19 SwiftUI 0x1a9a0f970 partial apply for closure #1 in closure #1 in UIHostingView.beginTransaction() + 79 20 SwiftUICore 0x1aad97e10 <deduplicated_symbol> + 27 21 SwiftUICore 0x1aac5aab0 specialized static NSRunLoop.flushObservers() + 363 22 SwiftUICore 0x1aac5a91c @objc closure #1 in static NSRunLoop.addObserver(:) + 27 23 CoreFoundation 0x1a0c87ea0 CFRUNLOOP_IS_CALLING_OUT_TO_AN_OBSERVER_CALLBACK_FUNCTION + 35 24 CoreFoundation 0x1a0c7158c __CFRunLoopDoObservers + 647 25 CoreFoundation 0x1a0c48740 __CFRunLoopRun + 923 26 CoreFoundation 0x1a0c47a6c CFRunLoopRunSpecificWithOptions + 531 27 GraphicsServices 0x2455d9498 GSEventRunModal + 119 28 UIKitCore 0x1a66f7df8 -[UIApplication run] + 791 29 UIKitCore 0x1a66a0e54 UIApplicationMain + 335 30 SwiftUI 0x1a99b8d20 closure #1 in KitRendererCommon(:) + 167 31 SwiftUI 0x1a99b58d4 runApp(:) + 111 32 SwiftUI 0x1a99b53c0 static App.main() + 171
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Unable to Renew Apple Developer Program Membership (No Buttons Visible)
Hello everyone, I’m having an issue renewing my Apple Developer membership. I’ve tried everything: Different devices (Mac, iPhone, Windows) Different browsers Hard refresh and clearing cache Checked subscriptions from App Store Tried all possible ways I could find Nothing worked, and the renewal option is still not showing. I also contacted Apple Developer Support but haven’t received any response yet. Has anyone faced this issue before or found a solution? Thanks.
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26.4 Foundation Model rejects most topics
I have an iOS app, "Spatial Agents" which ran great in 26.3. It creates dashboards around a topic. It can also decompose a topic into sub-topics, and explore those. All based on web articles and web article headlines. In iOS 26.4 almost every topic - even "MIT Innovation" are rejected with an apology of "I apologize I can not fulfill this request". I've tried softening all my prompts, and I can get only really benign very simple topics to respond, but not anything with any significance. It ran great on lots of topics in 26.3. My published App, is now useless, and all my users are unhappy. HELP!
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SpriteKit FPS drops significantly on iOS 26.3.1 when touching screen, even in minimal scene
Title: SpriteKit FPS drops significantly on iOS 26.3.1 when touching screen, even in a minimal scene Summary: On a real device running iOS 26.3.1, FPS drops significantly in a very simple SpriteKit scene when touching or moving a finger on the screen. This happens even with a minimal setup where update(_:), touchesBegan, and touchesMoved are not overridden. Because the issue reproduces in a minimal scene, I suspect a performance regression in SpriteKit and/or iOS rather than in app-specific logic. Environment: OS: iOS 26.3.1 Device: iPhone 12 Xcode: 26.3 Build Configuration: Release Framework: SpriteKit FPS measurement: SKView.showsFPS = true Steps to Reproduce: Present a minimal SpriteKit scene. Enable SKView.showsFPS = true. Add only a very small number of nodes to the scene. Do not override update(_:), touchesBegan, or touchesMoved. Repeatedly tap the screen or move a finger around. Actual Result: The scene stays around 60 FPS when idle. FPS drops significantly when touching or moving a finger on the screen. The drop appears to get worse as the node count increases. The issue still reproduces even if touchesMoved is empty or not overridden at all. Expected Result: A minimal scene like this should remain close to 60 FPS even while touching the screen. At minimum, FPS should not drop this much when the app does not perform meaningful touch handling. Notes: Time Profiler does not point to a clear heavy app-specific function; instead, frame time worsens during touch interaction. Since this also reproduces in a minimal scene, I do not believe the root cause is only in my game logic. Similar reports exist describing SpriteKit framerate drops on recent iOS versions, including cases where the issue appears in very simple scenes. Minimal Reproducible Code: import SpriteKit final class TestScene: SKScene { override func didMove(to view: SKView) { backgroundColor = .black scaleMode = .resizeFill let textures = [ SKTexture(imageNamed: "title1"), SKTexture(imageNamed: "title2"), SKTexture(imageNamed: "title3"), SKTexture(imageNamed: "title4"), SKTexture(imageNamed: "title5"), ] let node = SKSpriteNode(texture: textures[0]) node.position = CGPoint(x: size.width * 0.5, y: size.height * 0.5) addChild(node) let anim = SKAction.animate( with: textures, timePerFrame: 8.0 / 60.0, resize: false, restore: false ) node.run(.repeatForever(anim)) } } import UIKit import SpriteKit final class GameViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() let skView = SKView(frame: view.bounds) skView.showsFPS = true skView.showsNodeCount = true skView.ignoresSiblingOrder = true skView.preferredFrameRate = 60 view.addSubview(skView) let scene = TestScene(size: skView.bounds.size) skView.presentScene(scene) } }
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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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My iOS Swift application works on wide range of iPhones from iPhone X to iPhone 16 Pro Max
My iOS Swift application works without problems and tested on wide range of iPhones from iPhone X to iPhone 16 Pro Max when compiled by XCode 16.4. When compiled on Xcode 26 application it frequently crashes with 0x8BADF00D FRONTBOARD error in various places when running on iPhone 14 Plus, most often when typing or when scrolling the screen. It works without problems on iPhone 16 Pro Max independent of the version of Xcode used for compilation. I followed dozens of recommendations, introduced async/await, tasks, significantly reduced complexity of layouts, making uniform bubbles etc.etc. , tried to introduce many simplifications in the application, still I could not achieve elimination of frequent crashes on iPhone 14 Plus running iOS 26.3.1, no matter what I tried. Other than that all functionality seems to be working. This is the beginning of the Crash report: Termination Reason: Namespace FRONTBOARD, <RBSTerminateContext| domain:10 code:0x8BADF00D explanation: Failed to terminate gracefully after 5.0s ProcessVisibility: Unknown ProcessState: Running WatchdogEvent: process-exit WatchdogVisibility: Foreground WatchdogCPUStatistics: ( "Elapsed total CPU time (seconds): 9.330 (user 7.670, system 1.660), 29% CPU", "Elapsed application CPU time (seconds): 5.358, 17% CPU" ) Thread 0 name: Dispatch queue: com.apple.main-thread Thread 0 Crashed: 0 ??? 0x1b184c7b0 ??? 1 libswiftCore.dylib 0x19de70694 ContiguousArrayStorage.__deallocating_deinit + 95 2 libswiftCore.dylib 0x19dd013a8 swift_release_dealloc + 55 3 libswiftCore.dylib 0x19dd01fc4 bool swift::RefCounts<swift::RefCountBitsT<(swift::RefCountInlinedness)1>>::doDecrementSlow<(swift::PerformDeinit)1>(swift::RefCountBitsT<(swift::RefCountInlinedness)1>, unsigned int) + 151 4 SwiftUICore 0x1aaee2ca4 LazyLayoutViewCache.updatePrefetchPhases() + 1315 5 SwiftUICore 0x1ab129068 specialized LazySubviewPlacements.updateValue() + 4251 6 SwiftUICore 0x1ab14a23c specialized implicit closure #1 in closure #1 in closure #1 in Attribute.init(:) + 23 7 AttributeGraph 0x1d2be8e48 AG::Graph::UpdateStack::update() + 499 8 AttributeGraph 0x1d2beacf0 AG::Subgraph::update(unsigned int) + 959 9 SwiftUICore 0x1aace5b44 specialized GraphHost.runTransaction(:do:id:) + 387 10 SwiftUICore 0x1aac772d8 GraphHost.flushTransactions() + 183 11 SwiftUI 0x1a9a0fa80 <deduplicated_symbol> + 23 12 SwiftUICore 0x1aac71578 partial apply for closure #1 in ViewGraphRootValueUpdater.updateGraph(body:) + 27 13 SwiftUICore 0x1aac73f54 ViewGraphRootValueUpdater._updateViewGraph(body:) + 231 14 SwiftUICore 0x1aac714d0 ViewGraphRootValueUpdater.updateGraph(body:) + 179 15 SwiftUI 0x1a9a0fa4c closure #1 in closure #1 in closure #1 in UIHostingView.beginTransaction() + 171 16 SwiftUI 0x1a9a0f998 partial apply for closure #1 in closure #1 in closure #1 in UIHostingView.beginTransaction() + 23 17 SwiftUICore 0x1aac69aa8 closure #1 in static Update.ensure(:) + 55 18 SwiftUICore 0x1aac69cec static Update.ensure(:) + 99 19 SwiftUI 0x1a9a0f970 partial apply for closure #1 in closure #1 in UIHostingView.beginTransaction() + 79 20 SwiftUICore 0x1aad97e10 <deduplicated_symbol> + 27 21 SwiftUICore 0x1aac5aab0 specialized static NSRunLoop.flushObservers() + 363 22 SwiftUICore 0x1aac5a91c @objc closure #1 in static NSRunLoop.addObserver(:) + 27 23 CoreFoundation 0x1a0c87ea0 CFRUNLOOP_IS_CALLING_OUT_TO_AN_OBSERVER_CALLBACK_FUNCTION + 35 24 CoreFoundation 0x1a0c7158c __CFRunLoopDoObservers + 647 25 CoreFoundation 0x1a0c48740 __CFRunLoopRun + 923 26 CoreFoundation 0x1a0c47a6c CFRunLoopRunSpecificWithOptions + 531 27 GraphicsServices 0x2455d9498 GSEventRunModal + 119 28 UIKitCore 0x1a66f7df8 -[UIApplication run] + 791 29 UIKitCore 0x1a66a0e54 UIApplicationMain + 335 30 SwiftUI 0x1a99b8d20 closure #1 in KitRendererCommon(:) + 167 31 SwiftUI 0x1a99b58d4 runApp(:) + 111 32 SwiftUI 0x1a99b53c0 static App.main() + 171
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Unable to Renew Apple Developer Program Membership (No Buttons Visible)
Hello everyone, I’m having an issue renewing my Apple Developer membership. I’ve tried everything: Different devices (Mac, iPhone, Windows) Different browsers Hard refresh and clearing cache Checked subscriptions from App Store Tried all possible ways I could find Nothing worked, and the renewal option is still not showing. I also contacted Apple Developer Support but haven’t received any response yet. Has anyone faced this issue before or found a solution? Thanks.
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26.4 Foundation Model rejects most topics
I have an iOS app, "Spatial Agents" which ran great in 26.3. It creates dashboards around a topic. It can also decompose a topic into sub-topics, and explore those. All based on web articles and web article headlines. In iOS 26.4 almost every topic - even "MIT Innovation" are rejected with an apology of "I apologize I can not fulfill this request". I've tried softening all my prompts, and I can get only really benign very simple topics to respond, but not anything with any significance. It ran great on lots of topics in 26.3. My published App, is now useless, and all my users are unhappy. HELP!
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SpriteKit FPS drops significantly on iOS 26.3.1 when touching screen, even in minimal scene
Title: SpriteKit FPS drops significantly on iOS 26.3.1 when touching screen, even in a minimal scene Summary: On a real device running iOS 26.3.1, FPS drops significantly in a very simple SpriteKit scene when touching or moving a finger on the screen. This happens even with a minimal setup where update(_:), touchesBegan, and touchesMoved are not overridden. Because the issue reproduces in a minimal scene, I suspect a performance regression in SpriteKit and/or iOS rather than in app-specific logic. Environment: OS: iOS 26.3.1 Device: iPhone 12 Xcode: 26.3 Build Configuration: Release Framework: SpriteKit FPS measurement: SKView.showsFPS = true Steps to Reproduce: Present a minimal SpriteKit scene. Enable SKView.showsFPS = true. Add only a very small number of nodes to the scene. Do not override update(_:), touchesBegan, or touchesMoved. Repeatedly tap the screen or move a finger around. Actual Result: The scene stays around 60 FPS when idle. FPS drops significantly when touching or moving a finger on the screen. The drop appears to get worse as the node count increases. The issue still reproduces even if touchesMoved is empty or not overridden at all. Expected Result: A minimal scene like this should remain close to 60 FPS even while touching the screen. At minimum, FPS should not drop this much when the app does not perform meaningful touch handling. Notes: Time Profiler does not point to a clear heavy app-specific function; instead, frame time worsens during touch interaction. Since this also reproduces in a minimal scene, I do not believe the root cause is only in my game logic. Similar reports exist describing SpriteKit framerate drops on recent iOS versions, including cases where the issue appears in very simple scenes. Minimal Reproducible Code: import SpriteKit final class TestScene: SKScene { override func didMove(to view: SKView) { backgroundColor = .black scaleMode = .resizeFill let textures = [ SKTexture(imageNamed: "title1"), SKTexture(imageNamed: "title2"), SKTexture(imageNamed: "title3"), SKTexture(imageNamed: "title4"), SKTexture(imageNamed: "title5"), ] let node = SKSpriteNode(texture: textures[0]) node.position = CGPoint(x: size.width * 0.5, y: size.height * 0.5) addChild(node) let anim = SKAction.animate( with: textures, timePerFrame: 8.0 / 60.0, resize: false, restore: false ) node.run(.repeatForever(anim)) } } import UIKit import SpriteKit final class GameViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() let skView = SKView(frame: view.bounds) skView.showsFPS = true skView.showsNodeCount = true skView.ignoresSiblingOrder = true skView.preferredFrameRate = 60 view.addSubview(skView) let scene = TestScene(size: skView.bounds.size) skView.presentScene(scene) } }
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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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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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