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The Apple developer registration process is taking too long.
Hello everyone, I paid for an Apple Developer subscription, but after about 5-6 days I still can't access my developer funds. Please help me access and activate my developer account. I haven't received a response for several days and I'm very upset. I don't know what to do. They're not responding to my requests and the phone number isn't listed anywhere, so I can't call. The Apple Developer subscription appears in the App Store subscriptions, money is being withdrawn from my account, the account isn't active, and my Apple Developer account is empty. This is my first and very frustrating experience. Order code: W1314135156
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Potential iOS26 regression on AASA file not download on app install
Original discussion pre iOS 26 Our app uses Auth0 with HTTPS callback, we've found the issue where AASA file is not ready immediately when app is initially launched, which is the exact issue from the above link. The issue seems mostly fixed on later versions on iOS 18, however, we are seeing some indications of a regression on iOS 26. Here's some measurement over the last week. | Platform | iOS 18 | iOS 26 | |---------------|----------|--------| | Adoption rate | 55% | 45% | | Issue seen | 1 | 5 | | Recover? | Yes | No | This only 1 iOS 18 instance was able to recover after 1 second after the first try, however, all iOS 26 instances were not able to recover in couple tens of seconds and less than 1 minute, the user eventually gave up. Is there a way to force app to update AASA file? Are there some iOS setting (like using a VPN) that could potentially downgrade the AASA fetch? Related Auth0 discussion: https://community.auth0.com/t/ios-application-not- recognizing-auth0-associated-domain/134847/27
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AppStore.sync Replays the Latest Subscription Renewal into Transaction.unfinished on iOS 26.4 Sandbox
StoreKit2 Repro Notes: the latest renewal appears in Transaction.unfinished after restore (2026-04-05) 1. Issue Summary In the current project, during a normal cold launch: Transaction.latest(for:) returns a value for the weekly subscription Transaction.all returns the full subscription history chain Transaction.unfinished is empty However, after tapping Restore Purchases and calling AppStore.sync(), one "latest renewal" transaction appears in Transaction.unfinished. This behavior looks more like a system-side replay triggered by AppStore.sync() than a consistently unfinished transaction during a normal launch. 2. Affected Product Product: do.i.iapc.vip.week Transaction chain characteristics: All transactions belong to the same auto-renewable subscription chain originalTransactionID = 2000001143446796 The transaction that appears in unfinished is usually the latest or last renewal in the chain 3. Current Code Path During app startup: loadProducts() Debug snapshot for Transaction.latest(for:) Debug snapshot for Transaction.all Scan Transaction.unfinished refreshEntitlements() During restore purchases: Call AppStore.sync() Scan Transaction.unfinished refreshEntitlements() 4. Preconditions A Sandbox test account is used The weekly subscription do.i.iapc.vip.week already has multiple historical renewal transactions The subscription is already expired, so entitlements = 0 during a normal launch The issue is easier to reproduce on an iOS 26.4 device The issue was not consistently reproduced on another iOS 18.2 device 5. Reproduction Steps Path A: Normal cold launch Launch the app Observe the logs: LatestTransaction snapshot AllTransaction snapshot summary unfinished processing result Observed result: latest has a value all contains the full history chain unfinishedHandledCount = 0 Path B: Tap Restore Purchases Launch the app Tap Restore Purchases Trigger AppStore.sync() Observe the logs: restore started unfinished processing started unfinished transaction received Observed result: After restore, one "latest renewal" transaction appears in unfinished That same transaction does not necessarily appear during a normal cold launch 6. Expected Result If a transaction has already been successfully finished in the past, it should not appear again as unfinished after Restore Purchases. A stricter expectation is: During a normal cold launch, unfinished = 0 After tapping Restore Purchases, unfinished should still remain 0 7. Actual Result Actual behavior: Normal cold launch: unfinished = 0 After Restore Purchases: one "latest renewal" transaction appears again in unfinished This suggests that AppStore.sync() may replay the most recent historical subscription transaction. 8. Current Assessment Based on the current logs, the issue is more likely to be: Related to AppStore.sync() / StoreKit / Sandbox replay behavior on the system side Easier to reproduce on iOS 26.4 Less likely to be caused by a persistent app-side bug where finish() is missed during a normal startup flow Reasons: During a normal launch, unfinished = 0 The behavior is inconsistent across devices and OS versions, even with the same Sandbox account latest, all, and unfinished can be clearly separated during a normal cold launch 9. Suggested Engineering Position Suggested wording for internal or external communication: In the iOS 26.4 + Sandbox environment, calling AppStore.sync() may cause StoreKit to replay the latest historical subscription transaction into Transaction.unfinished. Since the same transaction does not necessarily appear during a normal cold launch, the issue currently looks more like a system/environment-specific behavior difference than an app-side bug where finish() is consistently missed during the regular startup path. 10. Additional Evidence That Can Be Collected If this needs to be escalated to the team or to Apple, the following would strengthen the report: Full log comparison before and after tapping Restore Purchases The same transactionId compared between normal launch and post-restore behavior Cross-device comparison on different iOS versions A minimal reproducible sample project and Sandbox test record
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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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iOS 26 TabBar Remove Selected Capsule
I have subclassed UITabBar and created a custom look and feel for it. On iOS 18, the tab bar appears as expected. On iOS 26, however, a default Liquid Glass-style capsule selection indicator appears behind the selected tab item. I tried using UITabBarAppearance, including selectionIndicatorTintColor = .clear and selectionIndicatorImage = nil / empty image, but the capsule-style selected background still appears. Is this selection treatment part of the new default system rendering in iOS 26, and if so, is there any supported way to remove or disable it while still using UITabBar?
Topic: UI Frameworks SubTopic: UIKit Tags:
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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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Apple Developer Program membership renewal still not updating active after payment
Hi, I hope it's ok to post this here as I'm on a bit of a time-crunch to have this sorted and looking to get this issue resolved. I just renewed my Apple Developer Program membership (annual subscription) and received my order confirmation (Order #W1411330632, placed February 28, 2026) for $1,749.00 MXN. However, my membership status still hasn't updated to active. Is this normal (a waiting period for a renewal). If not, could someone help guide me in the direction of whom to reach out to for support? Thank you for your help. Regards, Joe
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Initial presentation of popover hangs when shown from a button in the toolbar
I have a simple reproducer here: struct ContentView: View { @State private var isOn = false @State private var isPresented = false var body: some View { NavigationStack { Color.blue .toolbar { ToolbarItem(placement: .topBarTrailing) { Button("Press here") { isPresented = true } .popover(isPresented: $isPresented) { Color.green .frame(idealWidth: 400, idealHeight: 500) .presentationCompactAdaptation(.popover) } } } } } } When I tap on the button in the toolbar you can see there is a hang then the popover shows. Then every time after there is no longer a hang so this seems like a bug. Any ideas? I'm using Xcode 26.3 and a iPad Pro 13-inch (M5) (26.4) simulator.
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Does your Canvas in Xcode crash all the time due to AXRemoteElement-BackgroundFetch?
Hi everyone, yesterday I updated my macOS and Xcode to the latest versions and today I have the strangest thing: Canvas is always crashing whenever I click it, in any and all my Projects. The full Simulator works just fine; only the Preview Canvas crashes. All the crash reports say it's because of AXRemoteElement-BackgroundFetch, and ChatGPT says it's not because of my code. These are very simple Projects, just for experimentation. Nothing complex, just native code while I follow examples in a SwiftUI book. Anyone else having this issue? Translated Report (Full Report Below) ------------------------------------- Process: PreviewShell [2179] Path: /Volumes/VOLUME/*/PreviewShell.app/PreviewShell Identifier: com.apple.PreviewShell Version: 16.0 (23.40.29) Code Type: ARM-64 (Native) Role: Foreground Parent Process: launchd_sim [1405] Coalition: com.apple.CoreSimulator.SimDevice.E9525D59-3C07-43F9-ACC9-18CF5DD0DAA1 [1516] Responsible Process: SimulatorTrampoline [1120] User ID: 501 Date/Time: 2026-03-26 15:00:02.6060 +0200 Launch Time: 2026-03-26 14:57:33.8870 +0200 Hardware Model: Mac17,9 OS Version: macOS 26.4 (25E246) Release Type: User Crash Reporter Key: 1DC4EA68-804A-D651-804B-C2E0C13D9B87 Incident Identifier: F3F1A52F-AFF9-4470-A216-7364FCB5B7E6 Time Awake Since Boot: 1100 seconds System Integrity Protection: enabled Triggered by Thread: 4, Dispatch Queue: AXRemoteElement-BackgroundFetch Exception Type: EXC_BAD_ACCESS (SIGBUS) Exception Subtype: KERN_PROTECTION_FAILURE at 0x000000016b6bfff0 Exception Message: Could not determine thread index for stack guard region Exception Codes: 0x0000000000000002, 0x000000016b6bfff0 Termination Reason: Namespace SIGNAL, Code 10, Bus error: 10 Terminating Process: exc handler [2179]
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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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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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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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App crashes on launch for iOS 12 users after App Store release (Xcode 16.4) — BKSProcessErrorDomain bootstrap-failed
Hi everyone, I'm building an app in Xcode 16.4 with a minimum deployment target of iOS 12. The last time I built with this configuration was November 2025 — that build worked perfectly fine. I'm aware that builds from Xcode 16.4 will no longer be accepted by Apple after April 28, 2026, so I decided to push one final update before that deadline. Here's what I did: Built the app with no changes to build settings Uploaded to TestFlight Tested on iOS 12, iOS 26, and a few other versions — everything looked good Passed App Review Published to the App Store Now users on iOS 12 are reporting that the app crashes immediately on launch. Users on iOS 13-26 are unaffected. We've effectively lost a significant portion of our users overnight. We'd really like to restore functionality for them before April 28 — after that we plan to raise the minimum deployment target anyway. There are no crash logs available, as the app appears to never reach application code at all. Below are the relevant logs from Console.app: default 16:33:49.012231+0400 SpringBoard Bootstrapping MY_BUNDLE_ID with intent foreground-interactive error 16:33:49.021533+0400 SpringBoard [MY_BUNDLE_ID] Bootstrap failed with error: <NSError: 0x280f59aa0; domain: BKSProcessErrorDomain; code: 1 (bootstrap-failed); reason: "Failed to start job"> error 16:33:49.021748+0400 SpringBoard Bootstrapping failed for <FBApplicationProcess: 0x101cb4070; MY_BUNDLE_ID; pid: -1> with error: Error Domain=BKSProcessErrorDomain Code=1 "Unable to bootstrap process with bundleID MY_BUNDLE_ID" UserInfo={NSLocalizedDescription=Unable to bootstrap process with bundleID MY_BUNDLE_ID, BKSProcessExitReason=0, NSLocalizedFailureReason=Failed to start job, NSUnderlyingError=0x280f58780 {Error Domain=NSPOSIXErrorDomain Code=3 "No such process" UserInfo={NSLocalizedFailureReason=The process failed to exec, NSLocalizedRecoverySuggestion=Consult /var/log/com.apple.xpc.launchd/launchd.log for more information, NSLocalizedDescription=Unable to get valid task name port right for pid 241}}, BSErrorCodeDescription=bootstrap-failed} default 16:33:49.021934+0400 SpringBoard Adding: <FBApplicationProcess: 0x101cb4070; MY_BUNDLE_ID; pid: -1> default 16:33:49.022111+0400 SpringBoard <FBApplicationProcess: 0x101cb4070; MY_BUNDLE_ID; pid: -1> exited. default 16:33:49.023325+0400 SpringBoard Removing: <FBApplicationProcess: 0x101cb4070; MY_BUNDLE_ID; pid: -1> default 16:33:49.039576+0400 assertiond Submitting new job for "MY_BUNDLE_ID" on behalf of <BKProcess: 0x100d119f0; SpringBoard; com.apple.springboard; pid: 48; agency: SystemShell; visibility: foreground; task: running> default 16:33:49.039982+0400 assertiond Submitted job with label: UIKitApplication:MY_BUNDLE_ID[0xed03][58] error 16:33:49.040128+0400 assertiond Unable to obtain a task name port right for pid 241: (os/kern) failure (0x5) error 16:33:49.040286+0400 assertiond Failed to start job with error <NSError: 0x100c3f180; domain: NSPOSIXErrorDomain; code: 3; reason: "The process failed to exec"> { description = "Unable to get valid task name port right for pid 241"; failureReason = "The process failed to exec"; recoverySuggestion = "Consult /var/log/com.apple.xpc.launchd/launchd.log for more information"; Has anyone encountered this recently? Any help would be greatly appreciated. P.S. I tried rebuilding from scratch without any code changes and uploading a fresh build to TestFlight — but now it won't even launch from TestFlight on iOS 12.
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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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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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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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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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The Apple developer registration process is taking too long.
Hello everyone, I paid for an Apple Developer subscription, but after about 5-6 days I still can't access my developer funds. Please help me access and activate my developer account. I haven't received a response for several days and I'm very upset. I don't know what to do. They're not responding to my requests and the phone number isn't listed anywhere, so I can't call. The Apple Developer subscription appears in the App Store subscriptions, money is being withdrawn from my account, the account isn't active, and my Apple Developer account is empty. This is my first and very frustrating experience. Order code: W1314135156
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Potential iOS26 regression on AASA file not download on app install
Original discussion pre iOS 26 Our app uses Auth0 with HTTPS callback, we've found the issue where AASA file is not ready immediately when app is initially launched, which is the exact issue from the above link. The issue seems mostly fixed on later versions on iOS 18, however, we are seeing some indications of a regression on iOS 26. Here's some measurement over the last week. | Platform | iOS 18 | iOS 26 | |---------------|----------|--------| | Adoption rate | 55% | 45% | | Issue seen | 1 | 5 | | Recover? | Yes | No | This only 1 iOS 18 instance was able to recover after 1 second after the first try, however, all iOS 26 instances were not able to recover in couple tens of seconds and less than 1 minute, the user eventually gave up. Is there a way to force app to update AASA file? Are there some iOS setting (like using a VPN) that could potentially downgrade the AASA fetch? Related Auth0 discussion: https://community.auth0.com/t/ios-application-not- recognizing-auth0-associated-domain/134847/27
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AppStore.sync Replays the Latest Subscription Renewal into Transaction.unfinished on iOS 26.4 Sandbox
StoreKit2 Repro Notes: the latest renewal appears in Transaction.unfinished after restore (2026-04-05) 1. Issue Summary In the current project, during a normal cold launch: Transaction.latest(for:) returns a value for the weekly subscription Transaction.all returns the full subscription history chain Transaction.unfinished is empty However, after tapping Restore Purchases and calling AppStore.sync(), one "latest renewal" transaction appears in Transaction.unfinished. This behavior looks more like a system-side replay triggered by AppStore.sync() than a consistently unfinished transaction during a normal launch. 2. Affected Product Product: do.i.iapc.vip.week Transaction chain characteristics: All transactions belong to the same auto-renewable subscription chain originalTransactionID = 2000001143446796 The transaction that appears in unfinished is usually the latest or last renewal in the chain 3. Current Code Path During app startup: loadProducts() Debug snapshot for Transaction.latest(for:) Debug snapshot for Transaction.all Scan Transaction.unfinished refreshEntitlements() During restore purchases: Call AppStore.sync() Scan Transaction.unfinished refreshEntitlements() 4. Preconditions A Sandbox test account is used The weekly subscription do.i.iapc.vip.week already has multiple historical renewal transactions The subscription is already expired, so entitlements = 0 during a normal launch The issue is easier to reproduce on an iOS 26.4 device The issue was not consistently reproduced on another iOS 18.2 device 5. Reproduction Steps Path A: Normal cold launch Launch the app Observe the logs: LatestTransaction snapshot AllTransaction snapshot summary unfinished processing result Observed result: latest has a value all contains the full history chain unfinishedHandledCount = 0 Path B: Tap Restore Purchases Launch the app Tap Restore Purchases Trigger AppStore.sync() Observe the logs: restore started unfinished processing started unfinished transaction received Observed result: After restore, one "latest renewal" transaction appears in unfinished That same transaction does not necessarily appear during a normal cold launch 6. Expected Result If a transaction has already been successfully finished in the past, it should not appear again as unfinished after Restore Purchases. A stricter expectation is: During a normal cold launch, unfinished = 0 After tapping Restore Purchases, unfinished should still remain 0 7. Actual Result Actual behavior: Normal cold launch: unfinished = 0 After Restore Purchases: one "latest renewal" transaction appears again in unfinished This suggests that AppStore.sync() may replay the most recent historical subscription transaction. 8. Current Assessment Based on the current logs, the issue is more likely to be: Related to AppStore.sync() / StoreKit / Sandbox replay behavior on the system side Easier to reproduce on iOS 26.4 Less likely to be caused by a persistent app-side bug where finish() is missed during a normal startup flow Reasons: During a normal launch, unfinished = 0 The behavior is inconsistent across devices and OS versions, even with the same Sandbox account latest, all, and unfinished can be clearly separated during a normal cold launch 9. Suggested Engineering Position Suggested wording for internal or external communication: In the iOS 26.4 + Sandbox environment, calling AppStore.sync() may cause StoreKit to replay the latest historical subscription transaction into Transaction.unfinished. Since the same transaction does not necessarily appear during a normal cold launch, the issue currently looks more like a system/environment-specific behavior difference than an app-side bug where finish() is consistently missed during the regular startup path. 10. Additional Evidence That Can Be Collected If this needs to be escalated to the team or to Apple, the following would strengthen the report: Full log comparison before and after tapping Restore Purchases The same transactionId compared between normal launch and post-restore behavior Cross-device comparison on different iOS versions A minimal reproducible sample project and Sandbox test record
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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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iOS 26 TabBar Remove Selected Capsule
I have subclassed UITabBar and created a custom look and feel for it. On iOS 18, the tab bar appears as expected. On iOS 26, however, a default Liquid Glass-style capsule selection indicator appears behind the selected tab item. I tried using UITabBarAppearance, including selectionIndicatorTintColor = .clear and selectionIndicatorImage = nil / empty image, but the capsule-style selected background still appears. Is this selection treatment part of the new default system rendering in iOS 26, and if so, is there any supported way to remove or disable it while still using UITabBar?
Topic: UI Frameworks SubTopic: UIKit Tags:
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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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Apple Developer Program membership renewal still not updating active after payment
Hi, I hope it's ok to post this here as I'm on a bit of a time-crunch to have this sorted and looking to get this issue resolved. I just renewed my Apple Developer Program membership (annual subscription) and received my order confirmation (Order #W1411330632, placed February 28, 2026) for $1,749.00 MXN. However, my membership status still hasn't updated to active. Is this normal (a waiting period for a renewal). If not, could someone help guide me in the direction of whom to reach out to for support? Thank you for your help. Regards, Joe
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Initial presentation of popover hangs when shown from a button in the toolbar
I have a simple reproducer here: struct ContentView: View { @State private var isOn = false @State private var isPresented = false var body: some View { NavigationStack { Color.blue .toolbar { ToolbarItem(placement: .topBarTrailing) { Button("Press here") { isPresented = true } .popover(isPresented: $isPresented) { Color.green .frame(idealWidth: 400, idealHeight: 500) .presentationCompactAdaptation(.popover) } } } } } } When I tap on the button in the toolbar you can see there is a hang then the popover shows. Then every time after there is no longer a hang so this seems like a bug. Any ideas? I'm using Xcode 26.3 and a iPad Pro 13-inch (M5) (26.4) simulator.
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Does your Canvas in Xcode crash all the time due to AXRemoteElement-BackgroundFetch?
Hi everyone, yesterday I updated my macOS and Xcode to the latest versions and today I have the strangest thing: Canvas is always crashing whenever I click it, in any and all my Projects. The full Simulator works just fine; only the Preview Canvas crashes. All the crash reports say it's because of AXRemoteElement-BackgroundFetch, and ChatGPT says it's not because of my code. These are very simple Projects, just for experimentation. Nothing complex, just native code while I follow examples in a SwiftUI book. Anyone else having this issue? Translated Report (Full Report Below) ------------------------------------- Process: PreviewShell [2179] Path: /Volumes/VOLUME/*/PreviewShell.app/PreviewShell Identifier: com.apple.PreviewShell Version: 16.0 (23.40.29) Code Type: ARM-64 (Native) Role: Foreground Parent Process: launchd_sim [1405] Coalition: com.apple.CoreSimulator.SimDevice.E9525D59-3C07-43F9-ACC9-18CF5DD0DAA1 [1516] Responsible Process: SimulatorTrampoline [1120] User ID: 501 Date/Time: 2026-03-26 15:00:02.6060 +0200 Launch Time: 2026-03-26 14:57:33.8870 +0200 Hardware Model: Mac17,9 OS Version: macOS 26.4 (25E246) Release Type: User Crash Reporter Key: 1DC4EA68-804A-D651-804B-C2E0C13D9B87 Incident Identifier: F3F1A52F-AFF9-4470-A216-7364FCB5B7E6 Time Awake Since Boot: 1100 seconds System Integrity Protection: enabled Triggered by Thread: 4, Dispatch Queue: AXRemoteElement-BackgroundFetch Exception Type: EXC_BAD_ACCESS (SIGBUS) Exception Subtype: KERN_PROTECTION_FAILURE at 0x000000016b6bfff0 Exception Message: Could not determine thread index for stack guard region Exception Codes: 0x0000000000000002, 0x000000016b6bfff0 Termination Reason: Namespace SIGNAL, Code 10, Bus error: 10 Terminating Process: exc handler [2179]
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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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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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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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App crashes on launch for iOS 12 users after App Store release (Xcode 16.4) — BKSProcessErrorDomain bootstrap-failed
Hi everyone, I'm building an app in Xcode 16.4 with a minimum deployment target of iOS 12. The last time I built with this configuration was November 2025 — that build worked perfectly fine. I'm aware that builds from Xcode 16.4 will no longer be accepted by Apple after April 28, 2026, so I decided to push one final update before that deadline. Here's what I did: Built the app with no changes to build settings Uploaded to TestFlight Tested on iOS 12, iOS 26, and a few other versions — everything looked good Passed App Review Published to the App Store Now users on iOS 12 are reporting that the app crashes immediately on launch. Users on iOS 13-26 are unaffected. We've effectively lost a significant portion of our users overnight. We'd really like to restore functionality for them before April 28 — after that we plan to raise the minimum deployment target anyway. There are no crash logs available, as the app appears to never reach application code at all. Below are the relevant logs from Console.app: default 16:33:49.012231+0400 SpringBoard Bootstrapping MY_BUNDLE_ID with intent foreground-interactive error 16:33:49.021533+0400 SpringBoard [MY_BUNDLE_ID] Bootstrap failed with error: <NSError: 0x280f59aa0; domain: BKSProcessErrorDomain; code: 1 (bootstrap-failed); reason: "Failed to start job"> error 16:33:49.021748+0400 SpringBoard Bootstrapping failed for <FBApplicationProcess: 0x101cb4070; MY_BUNDLE_ID; pid: -1> with error: Error Domain=BKSProcessErrorDomain Code=1 "Unable to bootstrap process with bundleID MY_BUNDLE_ID" UserInfo={NSLocalizedDescription=Unable to bootstrap process with bundleID MY_BUNDLE_ID, BKSProcessExitReason=0, NSLocalizedFailureReason=Failed to start job, NSUnderlyingError=0x280f58780 {Error Domain=NSPOSIXErrorDomain Code=3 "No such process" UserInfo={NSLocalizedFailureReason=The process failed to exec, NSLocalizedRecoverySuggestion=Consult /var/log/com.apple.xpc.launchd/launchd.log for more information, NSLocalizedDescription=Unable to get valid task name port right for pid 241}}, BSErrorCodeDescription=bootstrap-failed} default 16:33:49.021934+0400 SpringBoard Adding: <FBApplicationProcess: 0x101cb4070; MY_BUNDLE_ID; pid: -1> default 16:33:49.022111+0400 SpringBoard <FBApplicationProcess: 0x101cb4070; MY_BUNDLE_ID; pid: -1> exited. default 16:33:49.023325+0400 SpringBoard Removing: <FBApplicationProcess: 0x101cb4070; MY_BUNDLE_ID; pid: -1> default 16:33:49.039576+0400 assertiond Submitting new job for "MY_BUNDLE_ID" on behalf of <BKProcess: 0x100d119f0; SpringBoard; com.apple.springboard; pid: 48; agency: SystemShell; visibility: foreground; task: running> default 16:33:49.039982+0400 assertiond Submitted job with label: UIKitApplication:MY_BUNDLE_ID[0xed03][58] error 16:33:49.040128+0400 assertiond Unable to obtain a task name port right for pid 241: (os/kern) failure (0x5) error 16:33:49.040286+0400 assertiond Failed to start job with error <NSError: 0x100c3f180; domain: NSPOSIXErrorDomain; code: 3; reason: "The process failed to exec"> { description = "Unable to get valid task name port right for pid 241"; failureReason = "The process failed to exec"; recoverySuggestion = "Consult /var/log/com.apple.xpc.launchd/launchd.log for more information"; Has anyone encountered this recently? Any help would be greatly appreciated. P.S. I tried rebuilding from scratch without any code changes and uploading a fresh build to TestFlight — but now it won't even launch from TestFlight on iOS 12.
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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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Apple Developer Account
Hi I paid my apple developer account fee on October 23rd. However, my account is still not active. I've emailed support several times. What should I do to open my account? I've been waiting for a long time. Is there anyone here to help?
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KDK for recent MacOS Sequoia versions (15.6, 15.7RC)
The most recent KDK for MacOS Sequoia that appears in the Downloads is for MacOS 15.5 (24F74), but the current version of MacOS Sequoia is 15.6 (24G84) and 15.7 (24G207) is in RC. Is there an ETA for the KDKs for 15.6 (24G84) and 15.7 (24G207) to be made available to download? Many thanks for any help.
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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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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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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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