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XPC Connection with Network Extension fails after upgrade
Hi Team, I have a Network Extension application and UI frontend for it. The UI frontend talks to the Network Extension using XPC, as provided by NEMachServiceName. On M2 machine, The application and XPC connection works fine on clean installation. But, when the application is upgraded, the XPC connection keeps failing. Upgrade steps: PreInstall script kills the running processes, both UI and Network Extension Let installation continue PostInstall script to launch the application after installation complete. Following code is successful to the point of resume from UI application NSXPCInterface *exportedInterface = [NSXPCInterface interfaceWithProtocol:@protocol(IPCUIObject)]; newConnection.exportedInterface = exportedInterface; newConnection.exportedObject = delegate; NSXPCInterface *remoteObjectInterface = [NSXPCInterface interfaceWithProtocol:@protocol(IPCExtObject)]; newConnection.remoteObjectInterface = remoteObjectInterface; self.currentConnection = newConnection; [newConnection resume]; But it fails to get the object id<IPCExtObject> providerProxy = [self.currentConnection remoteObjectProxyWithErrorHandler:^(NSError *registerError) { }]; Please note, this only fails for M2. For M1, this exact code is running fine. Additionally, if I uninstall the application by dropping it in Trash and then installing the newer version, then too, the application works fine.
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897
Dec ’23
Howti populate Finder comment from NSFileProviderItemProtocol extendedAttributes
I am trying to populate the Finder comment field from extendedAttributes with the code bellow but it doesn't work. Any idea why ? var extendedAttributes: [String : Data] { var attrs = [String: Data]() let comment = self.caption do { let xmlPlistData = try PropertyListSerialization.data(fromPropertyList: comment as Any, format: .xml, options: 0) attrs["com.apple.metadata:kMDItemFinderComment"] = xmlPlistData } catch { NSLog("Error during plist conversion: \(error)") } return attrs }
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597
Dec ’23
Can't renew, can't update contact info
I originally created my Apple Developer account when I was living in Canada (years ago). Now that I live in the U.S. I want to renew it, but I can't - because it thinks I'm still in Canada. When I go to change my contact information, I get a screen that says: "Unauthorized Your account can’t access this page. There may be certain requirements to view this content. If you’re a member of a developer program, make sure your Account Holder has agreed the latest license agreement." What do I do?
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677
Jan ’24
AppClip is Unavailable
I published my app clip last year in the App Store. I can successfully open my app clip in iMessage or via link URL. but scanning the QR code of the very same URL leads to the "app clip is unavailable" error, in this case, I can see my application name and banner correctly. Any Idea why?
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664
Jan ’24
Roomplan exceeded scene size limit error. (RoomCaptureSession.CaptureError.exceedSceneSizeLimit)
Error: RoomCaptureSession.CaptureError.exceedSceneSizeLimit Apple Documentation Explanation: An error that indicates when the scene size grows past the framework’s limitations. Issue: This error is popping up in my iPhone 14 Pro (128 GB) after a few roomplan scans are done. This error shows up even if the room size is small. It occurs immediately after I start the RoomCaptureSession after the relocalisation of previous AR session (in world tracking configuration). I am having trouble understanding exactly why this error shows and how to debug/solve it. Does anyone have any idea on how to approach to this issue?
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1.1k
Jan ’24
watchOS 10.2 Bluetooth in the background often disconnects
My watch APP needs to keep Bluetooth connected with peripherals whether it is in the foreground or background, but the results of my test show that the connection in the background is very unstable, sometimes you can keep the Bluetooth on for a day, but sometimes it will be disconnected 50 times a day, and every time it is disconnected, I will immediately initiate a reconnection, it is certain that there is no problem with the peripheral Bluetooth, because I have another iOS device that has been stably connected to the peripheral, I want to know what causes this instability, and if there is any solution, if someone can provide relevant advice, I will be very grateful
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1k
Jan ’24
VisionOS VideoMaterial on 3D Mesh
I'm trying to get video material to work on an imported 3D asset, and this asset is a USDC file. There's actually an example in this WWDC video from Apple. You can see it running on the flag in this airplane, but there are no examples of this, and there are no other examples on the internet. Does anybody know how to do this? You can look at 10:34 in this video. https://developer.apple.com/documentation/realitykit/videomaterial
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941
Feb ’24
App Clip Unavailable
I have published the app on the App Store along with its corresponding app clip, my app clip is configured with some advanced experiences for each one of my clients, but whenever some users try to scan an NFC or QR Code they see the card rendering correctly with their configured banner image, but with the message "App Clip Unavailable". The weird thing is that both iMessage and the website to which the associated domain is set and the apple-app-site-association is stored, renders the banner or card correctly, and when the users tap the banner or card they open the advanced app clip experience correctly without any issue. I have attempted to troubleshoot the issue by checking the following: if the app clip is below 15MB if we are using a second level domain in my associated domain both for my app clip and app (excluding the www subdomain). checking if the AASA is correctly stored inside .well-known directory checking the configuration for the advanced experience I opened a case: 102233443873, and added a bunch of videos and screenshot showcasing the issue, but I have not yet received a reply
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3k
Mar ’24
iOS 17 CarPlay message notification navigating to app instead of announcing messages
After the update to iOS 17, tapping on message notification shown on CarPlay Dashboard is navigating to the CarPlay app instead of announcing the message notification. Announce Notifications turned ON Announce Messages turned ON Announce New Messages option is selected Other apps message notifications are announced as expected when tapping on the notification implying that the settings are set as required. Enabled com.apple.developer.carplay-communication Class CustomCarPlaySceneDelegate: UIResponder, CPTemplateApplicationSceneDelegate { func templateApplicationScene(_ templateApplicationScene: CPTemplateApplicationScene, didConnect interfaceController: CPInterfaceController) func templateApplicationScene(_ templateApplicationScene: CPTemplateApplicationScene, didDisconnectInterfaceController interfaceController: CPInterfaceController) func scene(_ scene: UIScene, willContinueUserActivityWithType userActivityType: String) }
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925
Mar ’24
Walking an entity around an immersive space in visionOS like the window drag bar
I'm trying to understand how Apple handles dragging windows around in an immersive space. 3d Gestures seem to be only half of the solution in that they are great if you're standing still and want to move the window an exaggerated amount around the environment, but if you then start walking while dragging, the amplified gesture sends the entity flying off into the distance. It seems they quickly transition from one coordinate system to another depending on if the user is physically moving. If you drag a window and start walking the movement suddenly matches your speed. When you stop moving, you can push and pull the windows around again like a super hero. Am I missing something obvious in how to copy this behavior? Hello world, which uses the 3d gesture has the same problem. You can move the world around but if you walk with it, it flies off. Are they tracking the head movement and if it's moved more than a certain amount it uses that offset instead? Is there anything out of the box that can do this before I try and hack my own solution?
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1.1k
May ’24
Could not install [App] The requested app is not available or doesn't exist. In TestFlight
I uploaded a build to testflight and released it to Internal testers, however when the testers tried downloading the app a alert dialog shows the following: Could not install [App] The requested app is not available or doesn't exist. Also tried to submit it via external testers but getting another error.
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709
May ’24
Game Center fetchSavedGames sometimes returns empty list of games, although it works correctly on the next tries
I have implemented the Game Center for authentication and saving player's game data. Both authentication and saving player's data works correctly all the time, but there is a problem with fetching and loading the data. The game works like this: At the startup, I start the authentication After the player successfully logs in, I start loading the player's data by calling fetchSavedGames method If a game data exists for the player, I receive a list of SavedGame object containing the player's data The problem is that after I uninstall the game and install it again, sometimes the SavedGame list is empty(step 3). But if I don't uninstall the game and reopen the game, this process works fine. Here's the complete code of Game Center implementation: class GameCenterHandler { public func signIn() { GKLocalPlayer.local.authenticateHandler = { viewController, error in if let viewController = viewController { viewController.present(viewController, animated: false) return } if error != nil { // Player could not be authenticated. // Disable Game Center in the game. return } // Auth successfull self.load(filename: "TestFileName") } } public func save(filename: String, data: String) { if GKLocalPlayer.local.isAuthenticated { GKLocalPlayer.local.saveGameData(Data(data.utf8), withName: filename) { savedGame, error in if savedGame != nil { // Data saved successfully } if error != nil { // Error in saving game data! } } } else { // Error in saving game data! User is not authenticated" } } public func load(filename: String) { if GKLocalPlayer.local.isAuthenticated { GKLocalPlayer.local.fetchSavedGames { games, error in if let game = games?.first(where: {$0.name == filename}){ game.loadData { data, error in if data != nil { // Data loaded successfully } if error != nil { // Error in loading game data! } } } else { // Error in loading game data! Filename not found } } } else { // Error in loading game data! User is not authenticated } } } I have also added Game Center and iCloud capabilities in xcode. Also in the iCloud section, I selected the iCloud Documents and added a container. I found a simillar question here but it doesn't make things clearer.
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877
May ’24
Data gaps on App Store Analytics API reports
Hey all, It's been now a few weeks since we started to help clients connect to their App Store Analytics API. I'm starting to notice that very often we'll see things like: Small data gaps. Eg. I have data on June 1, no data on June 2-4, and then data from June 5 to now Big data gaps. Eg. I'd have data on Jan 2024, but not on Feb-Mar 2024, then there's data again from April 2024 onwards. The actual files from Apple are like that we're not doing any treatments whatsoever. That's happening on both ONGOING and ONE_TIME_SNAPSHOT I also opened a Customer Support case and sent the files over 10 days ago, but no definitive answer so far. Are you also seeing gaps like this on your data? Any tips/recommendations?
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1.3k
Jun ’24
Xcode Cloud on Apple Silicon any time soon?
I'm currently using another provider for CI/CD. They've been offering Apple Silicon builds for over a year now. When we switched over, we saw our build times cut in half. I've seen similar results locally, back when I bought an M1 Mac. So, recently, I tried to use Xcode Cloud on my project. My build time is nearly 45 minutes, where my build time on my current system is about 15 minutes, max. Since I work on a team, and we make regular commits, having a 45 minute turnaround is not ideal. When I looked at the logs of my Xcode Cloud project, I saw a lot "x86_64" stuff in there, which led me to believe that Xcode Cloud is still building on Intel machines. Additionally, I run tests on my builds. The build time alone (before running tests) was almost 20 minutes. The 15-minute time I cited with my current CI/CD included build time & tests running. So, a whole cycle finishes on my current setup before tests are even run. I noticed that there was a bunch of x86_64 in the logs, which made me think that Xcode Cloud is still using Intel. Is this true? I've just gotten really used to faster build times, and I can't move onto a system like this, where the times are so drastically different. Like, I wouldn't mind build time that would add only a few more minutes to what I have now. But going from 15 -> 45 minutes is a real problem.
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Jun ’24