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Categorize Contacts
I would really like to be able to categorize my contacts. I work for a grocery store and have contacts from various companies. I would like to be able to categorize them by company or group them as I see fit. Currently, I don't see a way to do this. Please add this in a future update. Having all contacts just alphabetically is not efficient enough. Also, I would like to be able to manually adjust the size of widgets. i.e. If I want more stocks to be visible, I would like to be able to lengthen the height/width of the widget beyond what it currently allows to view more information. Thank you. If you have any follow-up questions, please let me know. Torrey
Topic: Design SubTopic: General
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347
3w
No product/subscription under the name Apple Developer Program Membership. Ignored by support.
Dear Apple, Due to the fact that you have not responded to my numerous emails, have not given me access to my Apple developer subscription, have not contacted me in any way, and have charged me twice, I am initiating a refund procedure through my bank. Please respond urgently so that I understand what you plan to do next. Will I have access to the subscription I paid for? Or will I receive a refund? I won't even mention the fact that my deadlines have already passed because of you. $200 down the drain, and I'm a student, so that's a lot of money for me.
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0
45
3w
No responds on enrollment status.
Hi I'm new here and trying so enroll in apple developers program and so I was met with problems like unable to create apple account, failed payment on 7 cards, 3 support tickets with no responds, and now I have enrolled in apple developers program (sort of, they just took payment and no news after that. Now running 3 days since payment. Is this some sort of a hazing ceremony or a sick joke apple is doing to new developers? or is there a secret email I can contact to get some decent support?
0
0
51
2w
Xcode Cloud UI test runs often fail due to "The test runner failed to initialize for UI testing. (Underlying Error: Timed out waiting for AX loaded notification)"
I've yet to encounter these errors when running UI tests locally, but I'd estimate that 80-90% of my test runs on Xcode Cloud fail due to it. I'm just testing with iPhone simulators, I've set it to retry on failure, but no luck. Is there a setting or something I can tweak in my test code to improve the situation? I am on the latest xcode/iOS dev betas - but it was doing this before I switched to them from.
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153
3w
Building Real-Time Voice Input on macOS 26 with SpeechAnalyzer + ScreenCaptureKit
We built an open-source macOS menu bar app that turns speech into text and pastes it into the active app — using SpeechAnalyzer for on-device transcription, ScreenCaptureKit + Vision for screen-aware context, and FluidAudio for speaker diarization in meeting mode. Here's what we learned shipping it on macOS 26. GitHub: github.com/Marvinngg/ambient-voice Architecture The app has two modes: hotkey dictation (press to talk, release to inject) and meeting recording (continuous transcription with a floating panel). Dictation Mode Audio capture uses AVCaptureSession (more on why below). The captured audio feeds into SpeechAnalyzer via an AsyncStream: let transcriber = SpeechTranscriber( locale: locale, transcriptionOptions: [], reportingOptions: [.volatileResults, .alternativeTranscriptions], attributeOptions: [.audioTimeRange, .transcriptionConfidence] ) let analyzer = SpeechAnalyzer(modules: [transcriber]) let (inputSequence, inputBuilder) = AsyncStream.makeStream() try await analyzer.start(inputSequence: inputSequence) While recording, we capture a screenshot of the focused window using ScreenCaptureKit, run Vision OCR (VNRecognizeTextRequest), extract keywords, and inject them into SpeechAnalyzer as contextual bias: let context = AnalysisContext() context.contextualStrings[.general] = ocrKeywords try await analyzer.setContext(context) This improves accuracy for technical terms and proper nouns visible on screen. If your screen shows "SpeechAnalyzer", saying it out loud is more likely to be transcribed correctly. After transcription, an optional L2 step sends the text through a local LLM (ollama) for spoken-to-written cleanup, then CGEvent simulates Cmd+V to paste into the active app. Meeting Mode Meeting mode forks the same audio stream to two consumers: SpeechAnalyzer — real-time streaming transcription, displayed in a floating NSPanel FluidAudio buffer — accumulates 16kHz Float32 mono samples for batch speaker diarization after recording stops When the user ends the meeting, FluidAudio's performCompleteDiarization() runs on the accumulated audio. We align transcription segments with speaker segments using audioTimeRange overlap matching — each transcription segment gets assigned the speaker ID with the most time overlap. Results export to Markdown. Pitfalls We Hit on macOS 26 1. AVAudioEngine installTap doesn't fire with Bluetooth devices We started with AVAudioEngine.inputNode.installTap() for audio capture. It worked fine with built-in mics but the tap callback never fired with Bluetooth devices (tested with vivo TWS 4 Hi-Fi). Fix: switched to AVCaptureSession. The delegate callback captureOutput(_:didOutput:from:) fires reliably regardless of audio device. The tradeoff is you get CMSampleBuffer instead of AVAudioPCMBuffer, so you need a conversion step. 2. NSEvent addGlobalMonitorForEvents crashes Our global hotkey listener used NSEvent.addGlobalMonitorForEvents. On macOS 26, this crashes with a Bus error inside GlobalObserverHandler — appears to be a Swift actor runtime issue. Fix: switched to CGEventTap. Works reliably, but the callback runs on a CFRunLoop context, which Swift doesn't recognize as MainActor. 3. CGEventTap callbacks aren't on MainActor If your CGEventTap callback touches any @MainActor state, you'll get concurrency violations. The callback runs on whatever thread owns the CFRunLoop. Fix: bridge with DispatchQueue.main.async {} inside the tap callback before touching any MainActor state. 4. CGPreflightScreenCaptureAccess doesn't request permission We used CGPreflightScreenCaptureAccess() as a guard before calling ScreenCaptureKit. If it returned false, we'd bail out. The problem: this function only checks — it never triggers macOS to add your app to the Screen Recording permission list. Chicken-and-egg: you can't get permission because you never ask for it. Fix: call CGRequestScreenCaptureAccess() at app startup. This adds your app to System Settings → Screen Recording. Then let ScreenCaptureKit calls proceed without the preflight guard — SCShareableContent will also trigger the permission prompt on first use. 5. Ad-hoc signing breaks TCC permissions on every rebuild During development, codesign --sign - (ad-hoc) generates a different code directory hash on every build. macOS TCC tracks permissions by this hash, so every rebuild = new app identity = all permissions reset. Fix: sign with a stable certificate. If you have an Apple Development certificate, use that. The TeamIdentifier stays constant across rebuilds, so TCC permissions persist. We also discovered that launching via open WE.app (LaunchServices) instead of directly executing the binary is required — otherwise macOS attributes TCC permissions to Terminal, not your app. Benchmarks We ran end-to-end benchmarks on public datasets (Mac Mini M4 16GB, macOS 26): Transcription (SpeechAnalyzer, AliMeeting Chinese): • Near-field CER 34% (excluding outliers ~25%) • Far-field CER 40% (single channel, no beamforming, >30% overlap) • Processing speed 74-89x real-time Speaker diarization (FluidAudio offline): • AMI English 16 meetings: avg DER 23.2% (collar=0.25s, ignoreOverlap=True) • AliMeeting Chinese 8 meetings: DER 48.5% (including overlap regions) • Memory: RSS ~500MB, peak 730-930MB Full evaluation methodology, scripts, and raw results are in the repo. Open Source The project is MIT licensed: github.com/Marvinngg/ambient-voice It includes the macOS client (Swift 6.2, SPM), server-side distillation/training scripts (Python), and a complete evaluation framework with reproducible benchmarks. Feedback and contributions welcome.
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397
2w
Working in parallel on 2 projects with Claude Code agents. Agents should be able to communicate with each other.
When working in parallel on 2 projects (i.e. a server and a client app project). The Claude Code agents in those projects should be able to communicate with each other to improve the flow of information (i.e. changes in models, DTOs). The developer should supervise the communication and can block, if necessary.
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0
54
2w
"appAccountToken" mismatched in sandbox environment
We're seeing some strange behavior of the appAccountToken when passing it to a purchase in the sandbox environment. Normally we'd expect the same account token to be set on the resulting verfication, but that's not the case. Instead the token seems to be persisted on the API side and reused for some amount of time, meaning there's a mismatch and the connection between account and purchase is lost. This happens consistently even if we send new tokens on each purchase. Has there been any updates to purchase flow in the sandbox environment on Apple's side? .purchase( options: [.appAccountToken(token)] )
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52
2w
tvOS TestFlight app stuck in "Waiting for Review" for 4 days
Posting this wondering anyone from App Review may be able to help. I submitted two builds for External TestFlight builds. My iOS build got approved within a day, but my tvOS version is still stuck in "waiting for review" for four days now. Wondering if there's anything I can do, perhaps remove from review and re-upload a new build or will this effectively remove me from a queue? Many thanks in advance. I'm unable to find a submission ID for this as I assume they're not available for TestFlight reviews?
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67
3w
GPTK 3 and D3DMetal issue with Modern Pipeline Creation
Death Stranding 2: On the Beach (v1.0.48.0, Steam) crashes during rendering initialization when running through CrossOver 26 with D3DMetal 3.0 on an Apple M2 Max Mac Studio running macOS Sequoia. The game successfully initializes Streamline, NVAPI, DLSS (Result::eOk), DLSSG (Result::eOk), Reflex, and XeSS — all subsystems report success. The crash occurs immediately after, during rendering pipeline creation, before the game reaches NXStorage initialization or window creation. Minidump analysis confirms the crash is an access violation (0xc0000005) at DS2.exe+0x67233d, writing to address 0x0. RAX=0x0 (null pointer being dereferenced), R12=0xFFFFFFFFFFFFFFFF (error/invalid handle return). The game appears to call a D3D12 API — likely CheckFeatureSupport or a pipeline state creation function — that D3DMetal acknowledges as supported but returns null or invalid data for. The game trusts the response and dereferences the null pointer. Two other Nixxes titles using the same engine and D3DMetal setup run without issue: Spider-Man 2 (~50 FPS) and Horizon Zero Dawn Remastered (~34 FPS). DS2 uses newer technology versions (DLSS 4, FSR 4, XeSS 2) and a newer DirectX 12 Agility SDK, which likely queries D3D12 features that D3DMetal does not yet fully implement. The crash also reproduces when D3DMetal reports as AMD vendor (1002) instead of NVIDIA (10de), crashing at the same executable offset, confirming it is a D3D12 feature reporting gap in D3DMetal rather than a vendor-specific issue. How To Reproduce Install Crossover 26+ on MacOS 26.4 Install Steam and download Death Stranding 2 Run Death Stranding 2 and check logs after crash in Documents\DEATH STRANDING 2 ON THE BEACH Feedback Requests FB22285513 — Game Porting Toolkit 3 issue with Modern Pipeline Creation
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Unable to access sourceIcon URL in AccessoryNotification.File - AccessoryError error 0
Environment iOS Version: 26.4 Beta (Build 17E5170d) Xcode Version: 26.4 Beta Framework: AccessoryNotifications, AccessoryTransportExtension Description When implementing AccessoryNotifications.NotificationsForwarding.AccessoryNotificationsHandler, I'm unable to retrieve the URL for sourceIcon from AccessoryNotification. The file.url property throws AccessoryError error 0 with the message "unable to get file URL". Code Sample func add( notification: AccessoryNotification, alertingContext: AlertingContext, alertCoordinator: any AlertCoordinating ) { Task { if let sourceIcon = notification.sourceIcon { do { let url = try await sourceIcon.url // Throws AccessoryError error 0 let data = try Data(contentsOf: url) // Process icon data... } catch { print("Failed to get sourceIcon URL: (error)") // Error: The operation couldn't be completed. // (AccessoryNotifications.AccessoryError error 0.) } } } } Observed Behavior The sourceIcon property is present and its type is correctly reported as public.image: │ sourceIcon : present │ type.identifier : public.image │ type.description : image │ url : (error: The operation couldn't be completed. (AccessoryNotifications.AccessoryError error 0.)) Error details: Error: customError(message: "unable to get file URL") Type: AccessoryError Code: 0 Expected Behavior The file.url property should return a valid URL that allows reading the source icon image data, or the documentation should clarify any limitations or prerequisites for accessing this resource. Questions Is this a known limitation in the current beta? Are there additional entitlements or permissions required to access sourceIcon.url? Is there an alternative API to retrieve the actual image data for sourceIcon? Additional Context The same error occurs when accessing url in both describeNotification (debug logging) and sendAttachment methods contextIcon is typically nil for the notifications tested (e.g., WeChat messages) The notification metadata (title, body, actions, etc.) is correctly received
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3w
Why is my Family Controls API requests taking weeks?
Hi everyone, I’m honestly trying to understand what’s going on with the Family Controls API review process. I submitted my entitlement request on March 5, and as of today (March 19), there has been zero response. I also opened a support ticket on March 16, and that hasn’t received any response either. What’s confusing is that updates to another app on the same developer account were approved within days — so clearly the account is in good standing and active. At this point, it feels like there’s no visibility into what’s happening: Is the request under review? Is it waiting for additional information? Or is it just sitting in a queue indefinitely? I understand that Family Controls is a sensitive API, but a two-week silence with no status or communication makes it very difficult to plan or ship features. For those who’ve gone through this: How long did your approval actually take? Did you receive any communication during the process? Is there any reliable way to get visibility or speed this up? Right now, this is blocking a feature we’ve invested significant time building, and the lack of feedback is the most frustrating part. This is really giving me pain. Would really appreciate any insights.
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2w
Apple Business Account Verification Stuck, No Response After Multiple Submissions
Hi everyone, I’m currently trying to set up a business account on the Apple Developer Console, and I’ve run into a really frustrating issue. Last month, I was asked to submit additional documents for verification. I submitted everything as requested and received a confirmation email: “Thank you for providing the documents we requested. We will review them and follow up with you within two business days.” However, weeks passed with no update. About 1–2 weeks ago, I reached out to support again. I was asked to re-submit the same documents, which I did. Once again, I received the same confirmation email stating a response would come within two business days. It’s now been 7 days since that second submission, and still no response. At this point, I’m not sure what I’m doing wrong or if this is just a delay on Apple’s side. What’s more confusing is that we’ve successfully created developer accounts on other platforms (like Google Play) using the same business information and DUNS number, with verification completed in under 24 hours. Has anyone experienced something similar with Apple Developer business verification? Is there something specific Apple looks for that I might be missing, or is this just a backlog/delay issue? Would really appreciate any insights or advice. Thanks 🙏
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35
2w
iMessage App Icon with Icon Composer
Hi, I am working on app at the moment that uses Icon Composer for all of its icons and variations. I want to add an iMessage App to my project however I get validation errors from App Store Connect even if I add an imessage app to my asset catalog and include all app icon assets. Is there any way to do this at the moment natively with Icon Composer? If not how do I manually overwrite the icon JUST for iMessage and not for my entire iOS app?
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2w
iPadOS 26: How to prevent new scene creation when sharing a file to my app?
Many different types of files can be opened in my app. If a user, for example, views a file in the Files app and chooses to share the file, they can select my app from the list of options. My app is then given a chance to handle the file as needed. This works just fine in most cases. However, on iPadOS 26, if the user has set the iPad's Multitasking to either Windowed Apps or Stage Manager, then any time they choose to share a file with my app, a new scene (and window) is created. The user is usually not even aware that more and more windows/scenes are being created. It's only after they long-press on the app icon and select Show All Windows (or look under the Open Windows section) do they see far more windows than expected. Under iPadOS 17, 18, or with 26 set to Full Screen Apps, sharing a file to my app simply uses an existing scene, even if the user has explicitly created multiple scenes. A new scene is never created when sharing a file to my app unless there is no existing scene. Due to the nature of my app, even if the user has setup the iPad with Windowed App or Stage Manager under iPadOS 26, it would be far better if a new scene was not created and an existing scene was used. In other words, have it behave just as it does under iPadOS 17 or 18, or with 26 set as Full Screen Apps. Is there any way to configure an app to always use an existing scene when a file is shared with the app? My app is written with UIKit. Under iPadOS 26 with multitasking set to Windowed Apps or Stage Manager, sharing a file with my app results in the UIApplicationDelegate method application(_:configurationForConnecting:options:) being called. At this point a new scene is already in the process of being created. I don't see anything that can be set in the Info.plist. I do not see any relevant UIApplicationDelegate methods. Am I missing something or is this not possible?
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2w
Categorize Contacts
I would really like to be able to categorize my contacts. I work for a grocery store and have contacts from various companies. I would like to be able to categorize them by company or group them as I see fit. Currently, I don't see a way to do this. Please add this in a future update. Having all contacts just alphabetically is not efficient enough. Also, I would like to be able to manually adjust the size of widgets. i.e. If I want more stocks to be visible, I would like to be able to lengthen the height/width of the widget beyond what it currently allows to view more information. Thank you. If you have any follow-up questions, please let me know. Torrey
Topic: Design SubTopic: General
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347
Activity
3w
Apple Vision Pro Usecase
Use case proposal: immersive mental visualisation and manifestation experiences on visionOS I'd like to open a discussion around a use case I believe is currently missing from the visionOS ecosystem
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66
Activity
2w
No product/subscription under the name Apple Developer Program Membership. Ignored by support.
Dear Apple, Due to the fact that you have not responded to my numerous emails, have not given me access to my Apple developer subscription, have not contacted me in any way, and have charged me twice, I am initiating a refund procedure through my bank. Please respond urgently so that I understand what you plan to do next. Will I have access to the subscription I paid for? Or will I receive a refund? I won't even mention the fact that my deadlines have already passed because of you. $200 down the drain, and I'm a student, so that's a lot of money for me.
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0
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0
Views
45
Activity
3w
No responds on enrollment status.
Hi I'm new here and trying so enroll in apple developers program and so I was met with problems like unable to create apple account, failed payment on 7 cards, 3 support tickets with no responds, and now I have enrolled in apple developers program (sort of, they just took payment and no news after that. Now running 3 days since payment. Is this some sort of a hazing ceremony or a sick joke apple is doing to new developers? or is there a secret email I can contact to get some decent support?
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0
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0
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51
Activity
2w
Xcode Cloud UI test runs often fail due to "The test runner failed to initialize for UI testing. (Underlying Error: Timed out waiting for AX loaded notification)"
I've yet to encounter these errors when running UI tests locally, but I'd estimate that 80-90% of my test runs on Xcode Cloud fail due to it. I'm just testing with iPhone simulators, I've set it to retry on failure, but no luck. Is there a setting or something I can tweak in my test code to improve the situation? I am on the latest xcode/iOS dev betas - but it was doing this before I switched to them from.
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0
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0
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153
Activity
3w
Building Real-Time Voice Input on macOS 26 with SpeechAnalyzer + ScreenCaptureKit
We built an open-source macOS menu bar app that turns speech into text and pastes it into the active app — using SpeechAnalyzer for on-device transcription, ScreenCaptureKit + Vision for screen-aware context, and FluidAudio for speaker diarization in meeting mode. Here's what we learned shipping it on macOS 26. GitHub: github.com/Marvinngg/ambient-voice Architecture The app has two modes: hotkey dictation (press to talk, release to inject) and meeting recording (continuous transcription with a floating panel). Dictation Mode Audio capture uses AVCaptureSession (more on why below). The captured audio feeds into SpeechAnalyzer via an AsyncStream: let transcriber = SpeechTranscriber( locale: locale, transcriptionOptions: [], reportingOptions: [.volatileResults, .alternativeTranscriptions], attributeOptions: [.audioTimeRange, .transcriptionConfidence] ) let analyzer = SpeechAnalyzer(modules: [transcriber]) let (inputSequence, inputBuilder) = AsyncStream.makeStream() try await analyzer.start(inputSequence: inputSequence) While recording, we capture a screenshot of the focused window using ScreenCaptureKit, run Vision OCR (VNRecognizeTextRequest), extract keywords, and inject them into SpeechAnalyzer as contextual bias: let context = AnalysisContext() context.contextualStrings[.general] = ocrKeywords try await analyzer.setContext(context) This improves accuracy for technical terms and proper nouns visible on screen. If your screen shows "SpeechAnalyzer", saying it out loud is more likely to be transcribed correctly. After transcription, an optional L2 step sends the text through a local LLM (ollama) for spoken-to-written cleanup, then CGEvent simulates Cmd+V to paste into the active app. Meeting Mode Meeting mode forks the same audio stream to two consumers: SpeechAnalyzer — real-time streaming transcription, displayed in a floating NSPanel FluidAudio buffer — accumulates 16kHz Float32 mono samples for batch speaker diarization after recording stops When the user ends the meeting, FluidAudio's performCompleteDiarization() runs on the accumulated audio. We align transcription segments with speaker segments using audioTimeRange overlap matching — each transcription segment gets assigned the speaker ID with the most time overlap. Results export to Markdown. Pitfalls We Hit on macOS 26 1. AVAudioEngine installTap doesn't fire with Bluetooth devices We started with AVAudioEngine.inputNode.installTap() for audio capture. It worked fine with built-in mics but the tap callback never fired with Bluetooth devices (tested with vivo TWS 4 Hi-Fi). Fix: switched to AVCaptureSession. The delegate callback captureOutput(_:didOutput:from:) fires reliably regardless of audio device. The tradeoff is you get CMSampleBuffer instead of AVAudioPCMBuffer, so you need a conversion step. 2. NSEvent addGlobalMonitorForEvents crashes Our global hotkey listener used NSEvent.addGlobalMonitorForEvents. On macOS 26, this crashes with a Bus error inside GlobalObserverHandler — appears to be a Swift actor runtime issue. Fix: switched to CGEventTap. Works reliably, but the callback runs on a CFRunLoop context, which Swift doesn't recognize as MainActor. 3. CGEventTap callbacks aren't on MainActor If your CGEventTap callback touches any @MainActor state, you'll get concurrency violations. The callback runs on whatever thread owns the CFRunLoop. Fix: bridge with DispatchQueue.main.async {} inside the tap callback before touching any MainActor state. 4. CGPreflightScreenCaptureAccess doesn't request permission We used CGPreflightScreenCaptureAccess() as a guard before calling ScreenCaptureKit. If it returned false, we'd bail out. The problem: this function only checks — it never triggers macOS to add your app to the Screen Recording permission list. Chicken-and-egg: you can't get permission because you never ask for it. Fix: call CGRequestScreenCaptureAccess() at app startup. This adds your app to System Settings → Screen Recording. Then let ScreenCaptureKit calls proceed without the preflight guard — SCShareableContent will also trigger the permission prompt on first use. 5. Ad-hoc signing breaks TCC permissions on every rebuild During development, codesign --sign - (ad-hoc) generates a different code directory hash on every build. macOS TCC tracks permissions by this hash, so every rebuild = new app identity = all permissions reset. Fix: sign with a stable certificate. If you have an Apple Development certificate, use that. The TeamIdentifier stays constant across rebuilds, so TCC permissions persist. We also discovered that launching via open WE.app (LaunchServices) instead of directly executing the binary is required — otherwise macOS attributes TCC permissions to Terminal, not your app. Benchmarks We ran end-to-end benchmarks on public datasets (Mac Mini M4 16GB, macOS 26): Transcription (SpeechAnalyzer, AliMeeting Chinese): • Near-field CER 34% (excluding outliers ~25%) • Far-field CER 40% (single channel, no beamforming, >30% overlap) • Processing speed 74-89x real-time Speaker diarization (FluidAudio offline): • AMI English 16 meetings: avg DER 23.2% (collar=0.25s, ignoreOverlap=True) • AliMeeting Chinese 8 meetings: DER 48.5% (including overlap regions) • Memory: RSS ~500MB, peak 730-930MB Full evaluation methodology, scripts, and raw results are in the repo. Open Source The project is MIT licensed: github.com/Marvinngg/ambient-voice It includes the macOS client (Swift 6.2, SPM), server-side distillation/training scripts (Python), and a complete evaluation framework with reproducible benchmarks. Feedback and contributions welcome.
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0
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397
Activity
2w
Working in parallel on 2 projects with Claude Code agents. Agents should be able to communicate with each other.
When working in parallel on 2 projects (i.e. a server and a client app project). The Claude Code agents in those projects should be able to communicate with each other to improve the flow of information (i.e. changes in models, DTOs). The developer should supervise the communication and can block, if necessary.
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0
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0
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54
Activity
2w
"appAccountToken" mismatched in sandbox environment
We're seeing some strange behavior of the appAccountToken when passing it to a purchase in the sandbox environment. Normally we'd expect the same account token to be set on the resulting verfication, but that's not the case. Instead the token seems to be persisted on the API side and reused for some amount of time, meaning there's a mismatch and the connection between account and purchase is lost. This happens consistently even if we send new tokens on each purchase. Has there been any updates to purchase flow in the sandbox environment on Apple's side? .purchase( options: [.appAccountToken(token)] )
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0
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0
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52
Activity
2w
tvOS TestFlight app stuck in "Waiting for Review" for 4 days
Posting this wondering anyone from App Review may be able to help. I submitted two builds for External TestFlight builds. My iOS build got approved within a day, but my tvOS version is still stuck in "waiting for review" for four days now. Wondering if there's anything I can do, perhaps remove from review and re-upload a new build or will this effectively remove me from a queue? Many thanks in advance. I'm unable to find a submission ID for this as I assume they're not available for TestFlight reviews?
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0
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0
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67
Activity
3w
GPTK 3 and D3DMetal issue with Modern Pipeline Creation
Death Stranding 2: On the Beach (v1.0.48.0, Steam) crashes during rendering initialization when running through CrossOver 26 with D3DMetal 3.0 on an Apple M2 Max Mac Studio running macOS Sequoia. The game successfully initializes Streamline, NVAPI, DLSS (Result::eOk), DLSSG (Result::eOk), Reflex, and XeSS — all subsystems report success. The crash occurs immediately after, during rendering pipeline creation, before the game reaches NXStorage initialization or window creation. Minidump analysis confirms the crash is an access violation (0xc0000005) at DS2.exe+0x67233d, writing to address 0x0. RAX=0x0 (null pointer being dereferenced), R12=0xFFFFFFFFFFFFFFFF (error/invalid handle return). The game appears to call a D3D12 API — likely CheckFeatureSupport or a pipeline state creation function — that D3DMetal acknowledges as supported but returns null or invalid data for. The game trusts the response and dereferences the null pointer. Two other Nixxes titles using the same engine and D3DMetal setup run without issue: Spider-Man 2 (~50 FPS) and Horizon Zero Dawn Remastered (~34 FPS). DS2 uses newer technology versions (DLSS 4, FSR 4, XeSS 2) and a newer DirectX 12 Agility SDK, which likely queries D3D12 features that D3DMetal does not yet fully implement. The crash also reproduces when D3DMetal reports as AMD vendor (1002) instead of NVIDIA (10de), crashing at the same executable offset, confirming it is a D3D12 feature reporting gap in D3DMetal rather than a vendor-specific issue. How To Reproduce Install Crossover 26+ on MacOS 26.4 Install Steam and download Death Stranding 2 Run Death Stranding 2 and check logs after crash in Documents\DEATH STRANDING 2 ON THE BEACH Feedback Requests FB22285513 — Game Porting Toolkit 3 issue with Modern Pipeline Creation
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0
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4
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626
Activity
2w
Wallet Automation on Apple Watch
I am trying to create an automation that will anable to add transactions to my app and it’s using a shared shortcut and a quick automation on the user end. it works great on the iPhone but i couldn’t find any way to make it work on my Apple Watch… any help with that?
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86
Activity
2w
Unable to Accept Apple Developer Invitation
I received an Apple Developer team invitation, but when I click the link, it redirects me to create an Apple ID. After filling details and clicking Continue, nothing happens and the button gets disabled. Has anyone faced this issue? Any workaround?
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15
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Unable to access sourceIcon URL in AccessoryNotification.File - AccessoryError error 0
Environment iOS Version: 26.4 Beta (Build 17E5170d) Xcode Version: 26.4 Beta Framework: AccessoryNotifications, AccessoryTransportExtension Description When implementing AccessoryNotifications.NotificationsForwarding.AccessoryNotificationsHandler, I'm unable to retrieve the URL for sourceIcon from AccessoryNotification. The file.url property throws AccessoryError error 0 with the message "unable to get file URL". Code Sample func add( notification: AccessoryNotification, alertingContext: AlertingContext, alertCoordinator: any AlertCoordinating ) { Task { if let sourceIcon = notification.sourceIcon { do { let url = try await sourceIcon.url // Throws AccessoryError error 0 let data = try Data(contentsOf: url) // Process icon data... } catch { print("Failed to get sourceIcon URL: (error)") // Error: The operation couldn't be completed. // (AccessoryNotifications.AccessoryError error 0.) } } } } Observed Behavior The sourceIcon property is present and its type is correctly reported as public.image: │ sourceIcon : present │ type.identifier : public.image │ type.description : image │ url : (error: The operation couldn't be completed. (AccessoryNotifications.AccessoryError error 0.)) Error details: Error: customError(message: "unable to get file URL") Type: AccessoryError Code: 0 Expected Behavior The file.url property should return a valid URL that allows reading the source icon image data, or the documentation should clarify any limitations or prerequisites for accessing this resource. Questions Is this a known limitation in the current beta? Are there additional entitlements or permissions required to access sourceIcon.url? Is there an alternative API to retrieve the actual image data for sourceIcon? Additional Context The same error occurs when accessing url in both describeNotification (debug logging) and sendAttachment methods contextIcon is typically nil for the notifications tested (e.g., WeChat messages) The notification metadata (title, body, actions, etc.) is correctly received
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Radio Silence after switching to Organization
Good Morning Everyone As per the title, got my DUNS Number (what a mission!) and switched to an organization. It's been a couple of days and there's Radio Silence from Apple. Any tips to speed the process along? Thank you!
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APP打包时显示证书失效怎么解决
显示为——构建描述签名错误: 签名证书无效。签名证书;不可用于代码签名。它可能已被吊销或过期。、 目前是在Apple Developer 重新创建证书、生成描述文件了(显示的是有效);但是下来出来放进打包里就显示证书失效是什么原因?
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Why is my Family Controls API requests taking weeks?
Hi everyone, I’m honestly trying to understand what’s going on with the Family Controls API review process. I submitted my entitlement request on March 5, and as of today (March 19), there has been zero response. I also opened a support ticket on March 16, and that hasn’t received any response either. What’s confusing is that updates to another app on the same developer account were approved within days — so clearly the account is in good standing and active. At this point, it feels like there’s no visibility into what’s happening: Is the request under review? Is it waiting for additional information? Or is it just sitting in a queue indefinitely? I understand that Family Controls is a sensitive API, but a two-week silence with no status or communication makes it very difficult to plan or ship features. For those who’ve gone through this: How long did your approval actually take? Did you receive any communication during the process? Is there any reliable way to get visibility or speed this up? Right now, this is blocking a feature we’ve invested significant time building, and the lack of feedback is the most frustrating part. This is really giving me pain. Would really appreciate any insights.
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Apple Business Account Verification Stuck, No Response After Multiple Submissions
Hi everyone, I’m currently trying to set up a business account on the Apple Developer Console, and I’ve run into a really frustrating issue. Last month, I was asked to submit additional documents for verification. I submitted everything as requested and received a confirmation email: “Thank you for providing the documents we requested. We will review them and follow up with you within two business days.” However, weeks passed with no update. About 1–2 weeks ago, I reached out to support again. I was asked to re-submit the same documents, which I did. Once again, I received the same confirmation email stating a response would come within two business days. It’s now been 7 days since that second submission, and still no response. At this point, I’m not sure what I’m doing wrong or if this is just a delay on Apple’s side. What’s more confusing is that we’ve successfully created developer accounts on other platforms (like Google Play) using the same business information and DUNS number, with verification completed in under 24 hours. Has anyone experienced something similar with Apple Developer business verification? Is there something specific Apple looks for that I might be missing, or is this just a backlog/delay issue? Would really appreciate any insights or advice. Thanks 🙏
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iMessage App Icon with Icon Composer
Hi, I am working on app at the moment that uses Icon Composer for all of its icons and variations. I want to add an iMessage App to my project however I get validation errors from App Store Connect even if I add an imessage app to my asset catalog and include all app icon assets. Is there any way to do this at the moment natively with Icon Composer? If not how do I manually overwrite the icon JUST for iMessage and not for my entire iOS app?
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iPadOS 26: How to prevent new scene creation when sharing a file to my app?
Many different types of files can be opened in my app. If a user, for example, views a file in the Files app and chooses to share the file, they can select my app from the list of options. My app is then given a chance to handle the file as needed. This works just fine in most cases. However, on iPadOS 26, if the user has set the iPad's Multitasking to either Windowed Apps or Stage Manager, then any time they choose to share a file with my app, a new scene (and window) is created. The user is usually not even aware that more and more windows/scenes are being created. It's only after they long-press on the app icon and select Show All Windows (or look under the Open Windows section) do they see far more windows than expected. Under iPadOS 17, 18, or with 26 set to Full Screen Apps, sharing a file to my app simply uses an existing scene, even if the user has explicitly created multiple scenes. A new scene is never created when sharing a file to my app unless there is no existing scene. Due to the nature of my app, even if the user has setup the iPad with Windowed App or Stage Manager under iPadOS 26, it would be far better if a new scene was not created and an existing scene was used. In other words, have it behave just as it does under iPadOS 17 or 18, or with 26 set as Full Screen Apps. Is there any way to configure an app to always use an existing scene when a file is shared with the app? My app is written with UIKit. Under iPadOS 26 with multitasking set to Windowed Apps or Stage Manager, sharing a file with my app results in the UIApplicationDelegate method application(_:configurationForConnecting:options:) being called. At this point a new scene is already in the process of being created. I don't see anything that can be set in the Info.plist. I do not see any relevant UIApplicationDelegate methods. Am I missing something or is this not possible?
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Question about UX/UI in a Connect mobile app
Is it possible to change the order of Cards in a Trends/Units screen like that (in a such order): Free In-App Paid Free iOS/watchOS/tvOS Free macOS In-App iOS/tvOS In-App macOS Paid iOS/watchOS/tvOS Paid macOS
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