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macOS 26.4 Dev Beta 2 Install Fails
Hardware: • Mac Studio (M1 Ultra) • Apple Silicon • Sufficient free disk space (~35GB+ available) • SIP enabled • 4 local Time Machine snapshots present Current System: • Already running macOS Tahoe beta • Attempting upgrade to macOS Tahoe 26.4 Beta (Build 25E5207k) Primary Issue: Software Update downloads successfully, then moves to “Preparing…”. It stalls at “About 5 minutes remaining” for ~10–15 minutes and fails with: “Failed to prepare the software update. Please try again. An error occurred while downloading the selected updates.” The error appears network-related, but download always completes. Observed Behaviour: • “Checking for Updates” completes in <3 minutes. • softwareupdated and mobileassetd CPU usage <1%. • softwareupdate --history shows no record of the failed beta install. • No excessive system load or obvious disk pressure. Steps Already Attempted: 1. Standard Software Update retries • Multiple download/retry cycles from System Settings. • Same Preparing failure every time. 2. Permissions / Disk Access • Granted Terminal Full Disk Access. • SIP remains enabled. • Some system-protected locations still return “Operation not permitted”. 3. Cache / State Cleanup Attempts • Removed /Library/Updates/*. • Cleared temporary softwareupdate folders under /private/var/tmp. • Attempted MobileAsset cache cleanup where permitted. • Killed softwareupdated and mobileassetd processes (auto-restarted by launchd). 4. Beta Channel Reset • Turned Beta Updates OFF in System Settings. • Rebooted. • Re-enabled Beta Updates. • Forced catalog refresh via softwareupdate -l. 5. Snapshot Check • tmutil listlocalsnapshots / shows only 4 snapshots (normal range). 6. Full Installer Workaround softwareupdate --list-full-installers shows: • macOS Tahoe Beta 26.4 (25E5207k) • Tahoe 26.3 / 26.2 / 26.1 • Sequoia / Sonoma / Ventura / Monterey installers Downloaded installer via: softwareupdate –fetch-full-installer –full-installer-version 26.4 Installer downloaded correctly: /Applications/Install macOS Tahoe Beta.app 7. startosinstall Method (Apple Silicon optimized) Attempted install with: sudo “/Applications/Install macOS Tahoe Beta.app/Contents/Resources/startosinstall” –user –agreetolicense –nointeraction –forcequitapps –rebootdelay 30 –passprompt Authorization succeeds, installer begins preparing, but installation still ultimately fails. Additional Notes: • CPU usage remains low during failure. • No excessive snapshot count. • Error messaging consistently references download/network even though download completes. • Issue appears to occur during cryptex/asset preparation phase rather than initial download. Question for Apple / other developers: Has anyone else seen Tahoe 26.4 beta fail specifically during the Preparing phase on Apple Silicon (especially Ultra-class chips)? Looking for confirmation whether this is a known MobileAsset or cryptex staging issue, or if logs indicate a deeper APFS / volume-owner authorization problem.
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SpriteKit framerate drop on iOS 26.0
Hello, I have noticed a performance drop on SpriteKit-based projects running on iOS 26.0 (23A341). Below is a SpriteKit scene used to test framerate on different devices: import SpriteKit import SwiftUI class BareboneScene: SKScene { override func didMove(to view: SKView) { size = view.bounds.size anchorPoint = CGPoint(x: 0.5, y: 0.5) backgroundColor = .darkGray let roundedSquare = SKShapeNode(rectOf: CGSize(width: 150, height: 75), cornerRadius: 12) roundedSquare.fillColor = .systemRed roundedSquare.strokeColor = .black roundedSquare.lineWidth = 3 addChild(roundedSquare) let action = SKAction.rotate(byAngle: .pi, duration: 1) roundedSquare.run(.repeatForever(action)) } } struct BareboneSceneView: View { var body: some View { SpriteView( scene: BareboneScene(), debugOptions: [.showsFPS] ) .ignoresSafeArea() } } #Preview { BareboneSceneView() } The scene is very simple, yet framerate drops to ~40 fps as shown by the Metal HUD. Tested on: iPhone 13, iOS 26.0: framerate drops to 40 fps. Sometimes it runs at near 60fps. But if the screen is touched repeatedly, the framerate drops to 40-50 fps again. iPhone 11 Pro, iOS 26.0: ~40fps. iPad 9th Gen, iOS 18.6.2: 60fps, no issues. See screenshots attached. These numbers were observed by me and members of our beloved SpriteKit Discord server. Thank you for your attention.
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[FB21797091] Regression: Universal Links/AASA Fetching Fails for IDN on iOS 16+
Reference: FB21797091 / Related to thread 807695 Hello, I have already submitted a report regarding this issue via Feedback Assistant (FB21797091), but I would like to share the technical details here to seek further insights or potential workarounds. We are experiencing a technical regression where Universal Links and Shared Web Credentials fail to resolve for Internationalized Domain Names (IDN) specifically on iOS 16 and later. This issue appears to be identical to the one discussed in thread 807695 (https://developer.apple.com/forums/thread/807695). Technical Contrast: What works vs. What fails On the exact same app build and iOS 16+ devices, we observe a clear distinction: Standard ASCII Domain (onelink.me): Works perfectly. (Proves App ID and Entitlements are correct) Internal Development Domain (Standard ASCII): Works perfectly. (Proves our server-side AASA hosting and HTTPS configuration are correct) Japanese IDN Domain (xn--[punycode].com): Fails completely. (Status: "unspecified") Note: This IDN setup was last confirmed to work correctly on iOS 15 in April 2025. Currently, we are unable to install the app on iOS 15 devices for live comparison, but the regression starting from iOS 16 is consistent. This "Triple Proof" clearly isolates the issue: the failure is strictly tied to the swcd daemon's handling of IDN/Punycode domains. Validation & Diagnostics: Validation: Our Punycode domain passes all technical checks on the http://Branch.io AASA Validator (Valid HTTPS, valid JSON structure, and Content-Type: application/json). sysdiagnose: Running swcutil on affected iOS 16+ devices shows the status as "unspecified" for the IDN domain. Symptoms: Universal Links consistently open in Safari instead of the app, the Smart App Banner is not displayed, and Shared Web Credentials for AutoFill do not function. Request for Resolution: We request a fix for this regression in the swcd daemon. If this behavior is a specification for security reasons, please provide developers with a supported method or workaround to ensure IDN domains function correctly. We have sysdiagnose logs available for further investigation. Thank you.
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ManipulationComponent Not Translating using indirect input
When using the new RealityKit Manipulation Component on Entities, indirect input will never translate the entity - no matter what settings are applied. Direct manipulation works as expected for both translation and rotation. Is this intended behaviour? This is different from how indirect manipulation works on Model3D. How else can we get translation from this component? visionOS 26 Beta 2 Build from macOS 26 Beta 2 and Xcode 26 Beta 2 Attached is replicable sample code, I have tried this in other projects with the same results. var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "MovieFilmReel", in: reelRCPBundle) { ManipulationComponent.configureEntity(immersiveContentEntity, allowedInputTypes: .all, collisionShapes: [ShapeResource.generateBox(width: 0.2, height: 0.2, depth: 0.2)]) immersiveContentEntity.position.y = 1 immersiveContentEntity.position.z = -0.5 var mc = ManipulationComponent() mc.releaseBehavior = .stay immersiveContentEntity.components.set(mc) content.add(immersiveContentEntity) } } }
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FileManager.replaceItemAt(_:withItemAt:) fails sporadically on ubiquitous items
I’m encountering a strange, sporadic error in FileManager.replaceItemAt(_:withItemAt:) when trying to update files that happen to be stored in cloud containers such as iCloud Drive or Dropbox. Here’s my setup: I have an NSDocument-based app which uses a zip file format (although the error can be reproduced using any kind of file). In my NSDocument.writeToURL: implementation, I do the following: Create a temp folder using FileManager.url(for: .itemReplacementDirectory, in: .userDomainMask, appropriateFor: fileURL, create: true). Copy the original zip file into the temp directory. Update the zip file in the temp directory. Move the updated zip file into place by moving it from the temp directory to the original location using FileManager.replaceItemAt(_:withItemAt:). This all works perfectly - most of the time. However, very occasionally I receive a save error caused by replaceItemAt(_withItemAt:) failing. Saving can work fine for hundreds of times, but then, once in a while, I’ll receive an “operation not permitted” error in replaceItemAt. I have narrowed the issue down and found that it only occurs when the original file is in a cloud container - when FileManager.isUbiquitousItem(at:) returns true for the original fileURL I am trying to replace. (e.g. Because the user has placed the file in iCloud Drive.) Although strangely, the permissions issue seems to be with the temp file rather than with the original (if I try copying or deleting the temp file after this error occurs, I’m not allowed; I am allowed to delete the original though - not that I’d want to of course). Here’s an example of the error thrown by replaceItemAt: Error Domain=NSCocoaErrorDomain Code=513 "You don’t have permission to save the file “test-file.txt” in the folder “Dropbox”." UserInfo={NSFileBackupItemLeftBehindLocationKey=file:///var/folders/mt/0snrr8fx7270rm0b14ll5k500000gn/T/TemporaryItems/NSIRD_TempFolderBug_y3UvzP/test-file.txt, NSFileOriginalItemLocationKey=file:///var/folders/mt/0snrr8fx7270rm0b14ll5k500000gn/T/TemporaryItems/NSIRD_TempFolderBug_y3UvzP/test-file.txt, NSURL=file:///Users/username/Library/CloudStorage/Dropbox/test-file.txt, NSFileNewItemLocationKey=file:///Users/username/Library/CloudStorage/Dropbox/test-file.txt, NSUnderlyingError=0xb1e22ff90 {Error Domain=NSCocoaErrorDomain Code=513 "You don’t have permission to save the file “test-file.txt” in the folder “NSIRD_TempFolderBug_y3UvzP”." UserInfo={NSURL=file:///var/folders/mt/0snrr8fx7270rm0b14ll5k500000gn/T/TemporaryItems/NSIRD_TempFolderBug_y3UvzP/test-file.txt, NSFilePath=/var/folders/mt/0snrr8fx7270rm0b14ll5k500000gn/T/TemporaryItems/NSIRD_TempFolderBug_y3UvzP/test-file.txt, NSUnderlyingError=0xb1e22ffc0 {Error Domain=NSPOSIXErrorDomain Code=1 "Operation not permitted"}}}} And here’s some very simple sample code that reproduces the issue in a test app: // Ask user to choose this via a save panel. var savingURL: URL? { didSet { setUpSpamSave() } } var spamSaveTimer: Timer? // Set up a timer to save the file every 0.2 seconds so that we can see the sporadic save problem quickly. func setUpSpamSave() { spamSaveTimer?.invalidate() let timer = Timer(fire: Date(), interval: 0.2, repeats: true) { [weak self] _ in self?.spamSave() } spamSaveTimer = timer RunLoop.main.add(timer, forMode: .default) } func spamSave() { guard let savingURL else { return } let fileManager = FileManager.default // Create a new file in a temp folder. guard let replacementDirURL = try? fileManager.url(for: .itemReplacementDirectory, in: .userDomainMask, appropriateFor: savingURL, create: true) else { return } let tempURL = replacementDirURL.appendingPathComponent(savingURL.lastPathComponent) guard (try? "Dummy text".write(to: tempURL, atomically: false, encoding: .utf8)) != nil else { return } do { // Use replaceItemAt to safely move the new file into place. _ = try fileManager.replaceItemAt(savingURL, withItemAt: tempURL) print("save succeeded!") try? fileManager.removeItem(at: replacementDirURL) // Clean up. } catch { print("save failed with error: \(error)") // Note: if we try to remove replaceDirURL here or do anything with tempURL we will be refused permission. NSAlert(error: error).runModal() } } If you run this code and set savingURL to a location in a non-cloud container such as your ~/Documents directory, it will run forever, resaving the file over and over again without any problems. But if you run the code and set savingURL to a location in a cloud container, such as in an iCloud Drive folder, it will work fine for a while, but after a few minutes - after maybe 100 saves, maybe 500 - it will throw a permissions error in replaceItemAt. (Note that my real app has all the save code wrapped in file coordination via NSDocument methods, so I don’t believe file coordination to be the problem.) What am I doing wrong here? How do I avoid this error? Thanks in advance for any suggestions.
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Significantly Delayed App Review
Hi all, Like others my app submission has been stuck in “waiting for review” for weeks. I know initial app reviews take longer than updates, but this has been delayed far too long and makes me concerned about repeating the process in the future. I submitted this app for review back on Feb 10. It was initially rejected for a minor issue, which I resolved and resubmitted the same day. After that, the build remained in “Waiting for Review” for about two weeks with no further communication. At that point I canceled the submission and resubmitted the build, thinking it may have been stuck in the queue (I now know not to do this next time). Unfortunately the new submission has also been waiting for review for another 9 days now with no messages or updates. I’ve contacted app review support as well (case ID- 102826632729). I understand review times can vary, but delays like this make it difficult for developers to plan launches or push updates when the review process is the only path to distributing apps. As paying members of the Apple Developer Program, we rely heavily on this pipeline functioning reliably. Hoping this post will reach someone from Apple who can help move the process along. If any other devs have suggestions/tips that have worked for them, please share so others in this position can become unblocked. Thanks in advance.
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Rosetta 2 Deadlock on M4 Pro
Rosetta 2 Deadlock on M4 Pro January 2026 Blizzard update causes a deadlock in Rosetta 2 on M4 chips. CodeWeavers (the developer of CrossOver) has analyzed the issue and identified it as a Rosetta translation failure, not a CrossOver application-level bug. Hardware: M4 Pro Mac Book Pro System: Tahoe 26.2 Impacted Software: CrossOver 25.1.1 Diablo II: Resurrected
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Are read-only filesystems currently supported by FSKit?
I'm writing a read-only filesystem extension. I see that the documentation for loadResource(resource:options:replyHandler:) claims that the --rdonly option is supported, which suggests that this should be possible. However, I have never seen this option provided to my filesystem extension, even if I return usableButLimited as a probe result (where it doesn't mount at all - FB19241327) or pass the -r or -o rdonly options to the mount(8) command. Instead I see those options on the volume's activate call. But other than saving that "readonly" state (which, in my case, is always the case) and then throwing on all write-related calls I'm not sure how to actually mark the filesystem as "read-only." Without such an indicator, the user is still offered the option to do things like trash items in Finder (although of course those operations do not succeed since I throw an EROFS error in the relevant calls). It also seems like the FSKit extensions that come with the system handle read-only strangely as well. For example, for a FAT32 filesystem, if I mount it like mount -r -F -t msdos /dev/disk15s1 /tmp/mnt Then it acts... weirdly. For example, Finder doesn't know that the volume is read-only, and lets me do some operations like making new folders, although they never actually get written to disk. Writing may or may not lead to errors and/or the change just disappearing immediately (or later), which is pretty much what I'm seeing in my own filesystem extension. If I remove the -F option (thus using the kernel extension version of msdos), this doesn't happen. Are read-only filesystems currently supported by FSKit? The fact that extensions like Apple's own msdos also seem to act weirdly makes me think this is just a current FSKit limitation, although maybe I'm missing something. It's not necessarily a hard blocker given that I can prevent writes from happening in my FSKit module code (or, in my case, just not implement such features at all), but it does make for a strange experience. (I reported this as FB21068845, although I'm mostly asking here because I'm not 100% sure this is not just me missing something.)
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URL Filter Network Extension
Hello team, I am trying to find out a way to block urls in the chrome browser if it is found in local blocked list cache. I found URL Filter Network very much suitable for my requirement. But I see at multiple places that this solution is only for Enterprise level or MDM or supervised device. So can I run this for normal user ? as my targeting audience would be bank users. One more thing how can I test this in development environment if we need supervised devices and do we need special entitlement ? When trying to run sample project in the simulator then getting below error
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Apple Developer Enrollment Stuck — Paid Twice, Still Pending
Hello, I am writing this post because the Apple Developer Program enrollment process is clearly malfunctioning, and I have reached a point where this situation is unacceptable. First payment I initially purchased the Apple Developer Program on December 3rd, 2025 at 16:03 (Turkey time). The payment was fully completed, confirmed by my bank, and I received the official Apple Store receipt. • Order ID: W1557478965 • Amount: 1029 TRY • Status: Completed / Posted Despite this, my account continued to show: • “Purchase your membership” • Enrollment status: Pending • No access to App Store Connect After several days with no response from Apple Support and no activation, I assumed something had gone wrong on Apple’s side. Second payment Because I was completely blocked and received no reply from support or the forums, I made a second payment to rule out any payment failure. • Order ID: W1694587309 • Amount: 1029 TRY • Status: Completed / Posted Current situation At this point: • Two separate payments • Two unique Apple Store order IDs • Zero activation • Zero response from Apple Support • Enrollment still Pending • App Store Connect still inaccessible Support case details: • Apple Support Case ID: 102769533427 • Multiple follow-ups sent • No reply • No action taken This is no longer a delay — this is a system-level failure. I have paid twice for a single Developer Program membership and received nothing in return: no activation, no explanation, and no support. I am formally requesting manual intervention by Apple staff to: 1. Immediately activate my Apple Developer Program membership 2. Investigate and resolve the duplicate payment (refund or clarification) 3. Explain why a paid enrollment can remain blocked with no support response If this forum is monitored by Apple employees, this issue requires urgent escalation. This situation should not happen in a paid developer program. Thank you.
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TESTFLIGHT: The requested app is not available or doesn t exist
Hello, I created an app using the latest version of Xcode (16.2), and I'm having a problem testing this app on my iPhones. I created this app just like all the others I've made for my clients, including one on (03/24/25), but when I went to upload another App to App Store Connect on (03/26/25) I couldn't test it on my phone. Points to consider: The app runs perfectly on the Emulator. All my terms and agreements with Apple are up to date. I tried to download the apps through Testflight on 2 different devices, iPhone 7 Plus (iOS 15.8.1) and iPhone 15 Pro Max (iOS 18.3.2), and I was unsuccessful in neither attempt. I can send my app to the internal testers, but when I click download, the following message appears: Could not install [APP NAME]. The requested App is not available or doesn't exist. I imagine this problem is with Apple itself, I have already contacted support, but I need to resolve this urgently for my customers. Has anyone experienced this and resolved it?
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UpdateApplicationContext Not Receiving updates
Hi community. It's my first time trying WatchConnectivity kit. When I attempt to send ApplicationContext from phone, my debug print indicates that updateApplicationContext is working correctly. However, I'm having trouble receiving it form the paired watch simulator as nothing is shown on that end. Here are the code for the Phone Extension:     func sendDataToWatch(data: String) {         state.append(data)         do {             NSLog("sent by phone")             try WCSession.default.updateApplicationContext(["currentstate": state])         }         catch {             print(error)         }     } Here are the code for watch: func session(_ session: WCSession, didReceiveApplicationContext applicationContext: [String: Any]) {         print("Hello")         if let getState = applicationContext["currentstate"] as? [String]{             print("\(getState)")             self.state = getState[0]         }     } Any suggestion would be appreciated!
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Open parent app from ShieldAction extension in iOS
When I tap on one of the buttons in the ShieldAction extension I want to close the shield and open the parent app instead of the shielded app. Is there any way of doing this using the Screen Time API? class ShieldActionExtension: ShieldActionDelegate {      override func handle(action: ShieldAction, for application: ApplicationToken, completionHandler: @escaping (ShieldActionResponse) -> Void) {     // Handle the action as needed.           let store = ManagedSettingsStore()               switch action {     case .primaryButtonPressed:       //TODO - open parent app       completionHandler(.defer)     case .secondaryButtonPressed:       //remove shield       store.shield.applications?.remove(application)       completionHandler(.defer)         @unknown default:       fatalError()     }   }   }
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Combining NavigationSplitView and TabView in iOS 18
Hi folks, I've used a NavigationSplitView within one of the tabs of my app since iOS 16, but with the new styling in iOS 18 the toolbar region looks odd. In other tabs using e.g. simple stacks, the toolbar buttons are horizontally in line with the new tab picker, but with NavigationSplitView, the toolbar leaves a lot of empty space at the top (see below). Is there anything I can do to adjust this, or alternatively, continue to use the old style? Thanks!
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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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Xcode now hangs; SDKs are "status unavailable"
My development work is paused as Xcode is now non-functional on my Macs. Loading any project into Xcode soon leads to a hang and Force Quit. The SDKs are listed as "status unavailable". No Simulators are available. I've tried previous versions of Xcode; removing everything and re-installing; installation from the Store and direct from the Apple Developer site. I've created a Feedback issue. This happens on both of my Mac minis. I'm running Tahoe 26.4 (25E246) on both.
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User crash report contains ??? instead of my app's symbols and no binary image base address
A user of my app sent me a crash report. I have never seen one like this before. All of my app's symbols are replaced with three question marks (???) Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 ??? 0x10844eb40 ??? 1 CoreFoundation 0x7ff80f155518 __CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__ + 137 and the binary image as 0x0 - 0xffffffffffffffff ??? (*) <00000000-0000-0000-0000-000000000000> ??? so I cannot find out where exactly the crash happened. What can cause this kind of crash report and can I do anything with it? crash.ips
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Background Assets - Apple Hosted - iOS26
I've followed the setup process to get Apple Hosted Background Assets configured for my project. (https://developer.apple.com/documentation/backgroundassets/downloading-apple-hosted-asset-packs) But when I build and run the app I get the following error... BackgroundAssets/AssetPackManager.swift:174: Fatal error: The process lacks a team ID. I've checked the Signing->Team for both targets and they both have my Team associated. Any help or advice would be appreciated...
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macOS 26.4 Dev Beta 2 Install Fails
Hardware: • Mac Studio (M1 Ultra) • Apple Silicon • Sufficient free disk space (~35GB+ available) • SIP enabled • 4 local Time Machine snapshots present Current System: • Already running macOS Tahoe beta • Attempting upgrade to macOS Tahoe 26.4 Beta (Build 25E5207k) Primary Issue: Software Update downloads successfully, then moves to “Preparing…”. It stalls at “About 5 minutes remaining” for ~10–15 minutes and fails with: “Failed to prepare the software update. Please try again. An error occurred while downloading the selected updates.” The error appears network-related, but download always completes. Observed Behaviour: • “Checking for Updates” completes in <3 minutes. • softwareupdated and mobileassetd CPU usage <1%. • softwareupdate --history shows no record of the failed beta install. • No excessive system load or obvious disk pressure. Steps Already Attempted: 1. Standard Software Update retries • Multiple download/retry cycles from System Settings. • Same Preparing failure every time. 2. Permissions / Disk Access • Granted Terminal Full Disk Access. • SIP remains enabled. • Some system-protected locations still return “Operation not permitted”. 3. Cache / State Cleanup Attempts • Removed /Library/Updates/*. • Cleared temporary softwareupdate folders under /private/var/tmp. • Attempted MobileAsset cache cleanup where permitted. • Killed softwareupdated and mobileassetd processes (auto-restarted by launchd). 4. Beta Channel Reset • Turned Beta Updates OFF in System Settings. • Rebooted. • Re-enabled Beta Updates. • Forced catalog refresh via softwareupdate -l. 5. Snapshot Check • tmutil listlocalsnapshots / shows only 4 snapshots (normal range). 6. Full Installer Workaround softwareupdate --list-full-installers shows: • macOS Tahoe Beta 26.4 (25E5207k) • Tahoe 26.3 / 26.2 / 26.1 • Sequoia / Sonoma / Ventura / Monterey installers Downloaded installer via: softwareupdate –fetch-full-installer –full-installer-version 26.4 Installer downloaded correctly: /Applications/Install macOS Tahoe Beta.app 7. startosinstall Method (Apple Silicon optimized) Attempted install with: sudo “/Applications/Install macOS Tahoe Beta.app/Contents/Resources/startosinstall” –user –agreetolicense –nointeraction –forcequitapps –rebootdelay 30 –passprompt Authorization succeeds, installer begins preparing, but installation still ultimately fails. Additional Notes: • CPU usage remains low during failure. • No excessive snapshot count. • Error messaging consistently references download/network even though download completes. • Issue appears to occur during cryptex/asset preparation phase rather than initial download. Question for Apple / other developers: Has anyone else seen Tahoe 26.4 beta fail specifically during the Preparing phase on Apple Silicon (especially Ultra-class chips)? Looking for confirmation whether this is a known MobileAsset or cryptex staging issue, or if logs indicate a deeper APFS / volume-owner authorization problem.
Replies
15
Boosts
3
Views
1.5k
Activity
1w
SpriteKit framerate drop on iOS 26.0
Hello, I have noticed a performance drop on SpriteKit-based projects running on iOS 26.0 (23A341). Below is a SpriteKit scene used to test framerate on different devices: import SpriteKit import SwiftUI class BareboneScene: SKScene { override func didMove(to view: SKView) { size = view.bounds.size anchorPoint = CGPoint(x: 0.5, y: 0.5) backgroundColor = .darkGray let roundedSquare = SKShapeNode(rectOf: CGSize(width: 150, height: 75), cornerRadius: 12) roundedSquare.fillColor = .systemRed roundedSquare.strokeColor = .black roundedSquare.lineWidth = 3 addChild(roundedSquare) let action = SKAction.rotate(byAngle: .pi, duration: 1) roundedSquare.run(.repeatForever(action)) } } struct BareboneSceneView: View { var body: some View { SpriteView( scene: BareboneScene(), debugOptions: [.showsFPS] ) .ignoresSafeArea() } } #Preview { BareboneSceneView() } The scene is very simple, yet framerate drops to ~40 fps as shown by the Metal HUD. Tested on: iPhone 13, iOS 26.0: framerate drops to 40 fps. Sometimes it runs at near 60fps. But if the screen is touched repeatedly, the framerate drops to 40-50 fps again. iPhone 11 Pro, iOS 26.0: ~40fps. iPad 9th Gen, iOS 18.6.2: 60fps, no issues. See screenshots attached. These numbers were observed by me and members of our beloved SpriteKit Discord server. Thank you for your attention.
Replies
15
Boosts
6
Views
3.2k
Activity
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[FB21797091] Regression: Universal Links/AASA Fetching Fails for IDN on iOS 16+
Reference: FB21797091 / Related to thread 807695 Hello, I have already submitted a report regarding this issue via Feedback Assistant (FB21797091), but I would like to share the technical details here to seek further insights or potential workarounds. We are experiencing a technical regression where Universal Links and Shared Web Credentials fail to resolve for Internationalized Domain Names (IDN) specifically on iOS 16 and later. This issue appears to be identical to the one discussed in thread 807695 (https://developer.apple.com/forums/thread/807695). Technical Contrast: What works vs. What fails On the exact same app build and iOS 16+ devices, we observe a clear distinction: Standard ASCII Domain (onelink.me): Works perfectly. (Proves App ID and Entitlements are correct) Internal Development Domain (Standard ASCII): Works perfectly. (Proves our server-side AASA hosting and HTTPS configuration are correct) Japanese IDN Domain (xn--[punycode].com): Fails completely. (Status: "unspecified") Note: This IDN setup was last confirmed to work correctly on iOS 15 in April 2025. Currently, we are unable to install the app on iOS 15 devices for live comparison, but the regression starting from iOS 16 is consistent. This "Triple Proof" clearly isolates the issue: the failure is strictly tied to the swcd daemon's handling of IDN/Punycode domains. Validation & Diagnostics: Validation: Our Punycode domain passes all technical checks on the http://Branch.io AASA Validator (Valid HTTPS, valid JSON structure, and Content-Type: application/json). sysdiagnose: Running swcutil on affected iOS 16+ devices shows the status as "unspecified" for the IDN domain. Symptoms: Universal Links consistently open in Safari instead of the app, the Smart App Banner is not displayed, and Shared Web Credentials for AutoFill do not function. Request for Resolution: We request a fix for this regression in the swcd daemon. If this behavior is a specification for security reasons, please provide developers with a supported method or workaround to ensure IDN domains function correctly. We have sysdiagnose logs available for further investigation. Thank you.
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ManipulationComponent Not Translating using indirect input
When using the new RealityKit Manipulation Component on Entities, indirect input will never translate the entity - no matter what settings are applied. Direct manipulation works as expected for both translation and rotation. Is this intended behaviour? This is different from how indirect manipulation works on Model3D. How else can we get translation from this component? visionOS 26 Beta 2 Build from macOS 26 Beta 2 and Xcode 26 Beta 2 Attached is replicable sample code, I have tried this in other projects with the same results. var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "MovieFilmReel", in: reelRCPBundle) { ManipulationComponent.configureEntity(immersiveContentEntity, allowedInputTypes: .all, collisionShapes: [ShapeResource.generateBox(width: 0.2, height: 0.2, depth: 0.2)]) immersiveContentEntity.position.y = 1 immersiveContentEntity.position.z = -0.5 var mc = ManipulationComponent() mc.releaseBehavior = .stay immersiveContentEntity.components.set(mc) content.add(immersiveContentEntity) } } }
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FileManager.replaceItemAt(_:withItemAt:) fails sporadically on ubiquitous items
I’m encountering a strange, sporadic error in FileManager.replaceItemAt(_:withItemAt:) when trying to update files that happen to be stored in cloud containers such as iCloud Drive or Dropbox. Here’s my setup: I have an NSDocument-based app which uses a zip file format (although the error can be reproduced using any kind of file). In my NSDocument.writeToURL: implementation, I do the following: Create a temp folder using FileManager.url(for: .itemReplacementDirectory, in: .userDomainMask, appropriateFor: fileURL, create: true). Copy the original zip file into the temp directory. Update the zip file in the temp directory. Move the updated zip file into place by moving it from the temp directory to the original location using FileManager.replaceItemAt(_:withItemAt:). This all works perfectly - most of the time. However, very occasionally I receive a save error caused by replaceItemAt(_withItemAt:) failing. Saving can work fine for hundreds of times, but then, once in a while, I’ll receive an “operation not permitted” error in replaceItemAt. I have narrowed the issue down and found that it only occurs when the original file is in a cloud container - when FileManager.isUbiquitousItem(at:) returns true for the original fileURL I am trying to replace. (e.g. Because the user has placed the file in iCloud Drive.) Although strangely, the permissions issue seems to be with the temp file rather than with the original (if I try copying or deleting the temp file after this error occurs, I’m not allowed; I am allowed to delete the original though - not that I’d want to of course). Here’s an example of the error thrown by replaceItemAt: Error Domain=NSCocoaErrorDomain Code=513 "You don’t have permission to save the file “test-file.txt” in the folder “Dropbox”." UserInfo={NSFileBackupItemLeftBehindLocationKey=file:///var/folders/mt/0snrr8fx7270rm0b14ll5k500000gn/T/TemporaryItems/NSIRD_TempFolderBug_y3UvzP/test-file.txt, NSFileOriginalItemLocationKey=file:///var/folders/mt/0snrr8fx7270rm0b14ll5k500000gn/T/TemporaryItems/NSIRD_TempFolderBug_y3UvzP/test-file.txt, NSURL=file:///Users/username/Library/CloudStorage/Dropbox/test-file.txt, NSFileNewItemLocationKey=file:///Users/username/Library/CloudStorage/Dropbox/test-file.txt, NSUnderlyingError=0xb1e22ff90 {Error Domain=NSCocoaErrorDomain Code=513 "You don’t have permission to save the file “test-file.txt” in the folder “NSIRD_TempFolderBug_y3UvzP”." UserInfo={NSURL=file:///var/folders/mt/0snrr8fx7270rm0b14ll5k500000gn/T/TemporaryItems/NSIRD_TempFolderBug_y3UvzP/test-file.txt, NSFilePath=/var/folders/mt/0snrr8fx7270rm0b14ll5k500000gn/T/TemporaryItems/NSIRD_TempFolderBug_y3UvzP/test-file.txt, NSUnderlyingError=0xb1e22ffc0 {Error Domain=NSPOSIXErrorDomain Code=1 "Operation not permitted"}}}} And here’s some very simple sample code that reproduces the issue in a test app: // Ask user to choose this via a save panel. var savingURL: URL? { didSet { setUpSpamSave() } } var spamSaveTimer: Timer? // Set up a timer to save the file every 0.2 seconds so that we can see the sporadic save problem quickly. func setUpSpamSave() { spamSaveTimer?.invalidate() let timer = Timer(fire: Date(), interval: 0.2, repeats: true) { [weak self] _ in self?.spamSave() } spamSaveTimer = timer RunLoop.main.add(timer, forMode: .default) } func spamSave() { guard let savingURL else { return } let fileManager = FileManager.default // Create a new file in a temp folder. guard let replacementDirURL = try? fileManager.url(for: .itemReplacementDirectory, in: .userDomainMask, appropriateFor: savingURL, create: true) else { return } let tempURL = replacementDirURL.appendingPathComponent(savingURL.lastPathComponent) guard (try? "Dummy text".write(to: tempURL, atomically: false, encoding: .utf8)) != nil else { return } do { // Use replaceItemAt to safely move the new file into place. _ = try fileManager.replaceItemAt(savingURL, withItemAt: tempURL) print("save succeeded!") try? fileManager.removeItem(at: replacementDirURL) // Clean up. } catch { print("save failed with error: \(error)") // Note: if we try to remove replaceDirURL here or do anything with tempURL we will be refused permission. NSAlert(error: error).runModal() } } If you run this code and set savingURL to a location in a non-cloud container such as your ~/Documents directory, it will run forever, resaving the file over and over again without any problems. But if you run the code and set savingURL to a location in a cloud container, such as in an iCloud Drive folder, it will work fine for a while, but after a few minutes - after maybe 100 saves, maybe 500 - it will throw a permissions error in replaceItemAt. (Note that my real app has all the save code wrapped in file coordination via NSDocument methods, so I don’t believe file coordination to be the problem.) What am I doing wrong here? How do I avoid this error? Thanks in advance for any suggestions.
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Significantly Delayed App Review
Hi all, Like others my app submission has been stuck in “waiting for review” for weeks. I know initial app reviews take longer than updates, but this has been delayed far too long and makes me concerned about repeating the process in the future. I submitted this app for review back on Feb 10. It was initially rejected for a minor issue, which I resolved and resubmitted the same day. After that, the build remained in “Waiting for Review” for about two weeks with no further communication. At that point I canceled the submission and resubmitted the build, thinking it may have been stuck in the queue (I now know not to do this next time). Unfortunately the new submission has also been waiting for review for another 9 days now with no messages or updates. I’ve contacted app review support as well (case ID- 102826632729). I understand review times can vary, but delays like this make it difficult for developers to plan launches or push updates when the review process is the only path to distributing apps. As paying members of the Apple Developer Program, we rely heavily on this pipeline functioning reliably. Hoping this post will reach someone from Apple who can help move the process along. If any other devs have suggestions/tips that have worked for them, please share so others in this position can become unblocked. Thanks in advance.
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Rosetta 2 Deadlock on M4 Pro
Rosetta 2 Deadlock on M4 Pro January 2026 Blizzard update causes a deadlock in Rosetta 2 on M4 chips. CodeWeavers (the developer of CrossOver) has analyzed the issue and identified it as a Rosetta translation failure, not a CrossOver application-level bug. Hardware: M4 Pro Mac Book Pro System: Tahoe 26.2 Impacted Software: CrossOver 25.1.1 Diablo II: Resurrected
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Are read-only filesystems currently supported by FSKit?
I'm writing a read-only filesystem extension. I see that the documentation for loadResource(resource:options:replyHandler:) claims that the --rdonly option is supported, which suggests that this should be possible. However, I have never seen this option provided to my filesystem extension, even if I return usableButLimited as a probe result (where it doesn't mount at all - FB19241327) or pass the -r or -o rdonly options to the mount(8) command. Instead I see those options on the volume's activate call. But other than saving that "readonly" state (which, in my case, is always the case) and then throwing on all write-related calls I'm not sure how to actually mark the filesystem as "read-only." Without such an indicator, the user is still offered the option to do things like trash items in Finder (although of course those operations do not succeed since I throw an EROFS error in the relevant calls). It also seems like the FSKit extensions that come with the system handle read-only strangely as well. For example, for a FAT32 filesystem, if I mount it like mount -r -F -t msdos /dev/disk15s1 /tmp/mnt Then it acts... weirdly. For example, Finder doesn't know that the volume is read-only, and lets me do some operations like making new folders, although they never actually get written to disk. Writing may or may not lead to errors and/or the change just disappearing immediately (or later), which is pretty much what I'm seeing in my own filesystem extension. If I remove the -F option (thus using the kernel extension version of msdos), this doesn't happen. Are read-only filesystems currently supported by FSKit? The fact that extensions like Apple's own msdos also seem to act weirdly makes me think this is just a current FSKit limitation, although maybe I'm missing something. It's not necessarily a hard blocker given that I can prevent writes from happening in my FSKit module code (or, in my case, just not implement such features at all), but it does make for a strange experience. (I reported this as FB21068845, although I'm mostly asking here because I'm not 100% sure this is not just me missing something.)
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Can’t paste into Simulator after updating to Xcode 26.4
After updating to Xcode 26.4 (public release), I’m no longer able to paste from the Mac clipboard into the Simulator. Automatically Sync Pasteboard is on, and I have content on the clipboard, but paste doesn’t work—Cmd+V does nothing, and there’s no Paste option in the context menu. Is anyone else seeing this?
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15h
URL Filter Network Extension
Hello team, I am trying to find out a way to block urls in the chrome browser if it is found in local blocked list cache. I found URL Filter Network very much suitable for my requirement. But I see at multiple places that this solution is only for Enterprise level or MDM or supervised device. So can I run this for normal user ? as my targeting audience would be bank users. One more thing how can I test this in development environment if we need supervised devices and do we need special entitlement ? When trying to run sample project in the simulator then getting below error
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Apple Developer Enrollment Stuck — Paid Twice, Still Pending
Hello, I am writing this post because the Apple Developer Program enrollment process is clearly malfunctioning, and I have reached a point where this situation is unacceptable. First payment I initially purchased the Apple Developer Program on December 3rd, 2025 at 16:03 (Turkey time). The payment was fully completed, confirmed by my bank, and I received the official Apple Store receipt. • Order ID: W1557478965 • Amount: 1029 TRY • Status: Completed / Posted Despite this, my account continued to show: • “Purchase your membership” • Enrollment status: Pending • No access to App Store Connect After several days with no response from Apple Support and no activation, I assumed something had gone wrong on Apple’s side. Second payment Because I was completely blocked and received no reply from support or the forums, I made a second payment to rule out any payment failure. • Order ID: W1694587309 • Amount: 1029 TRY • Status: Completed / Posted Current situation At this point: • Two separate payments • Two unique Apple Store order IDs • Zero activation • Zero response from Apple Support • Enrollment still Pending • App Store Connect still inaccessible Support case details: • Apple Support Case ID: 102769533427 • Multiple follow-ups sent • No reply • No action taken This is no longer a delay — this is a system-level failure. I have paid twice for a single Developer Program membership and received nothing in return: no activation, no explanation, and no support. I am formally requesting manual intervention by Apple staff to: 1. Immediately activate my Apple Developer Program membership 2. Investigate and resolve the duplicate payment (refund or clarification) 3. Explain why a paid enrollment can remain blocked with no support response If this forum is monitored by Apple employees, this issue requires urgent escalation. This situation should not happen in a paid developer program. Thank you.
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TESTFLIGHT: The requested app is not available or doesn t exist
Hello, I created an app using the latest version of Xcode (16.2), and I'm having a problem testing this app on my iPhones. I created this app just like all the others I've made for my clients, including one on (03/24/25), but when I went to upload another App to App Store Connect on (03/26/25) I couldn't test it on my phone. Points to consider: The app runs perfectly on the Emulator. All my terms and agreements with Apple are up to date. I tried to download the apps through Testflight on 2 different devices, iPhone 7 Plus (iOS 15.8.1) and iPhone 15 Pro Max (iOS 18.3.2), and I was unsuccessful in neither attempt. I can send my app to the internal testers, but when I click download, the following message appears: Could not install [APP NAME]. The requested App is not available or doesn't exist. I imagine this problem is with Apple itself, I have already contacted support, but I need to resolve this urgently for my customers. Has anyone experienced this and resolved it?
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15h
UpdateApplicationContext Not Receiving updates
Hi community. It's my first time trying WatchConnectivity kit. When I attempt to send ApplicationContext from phone, my debug print indicates that updateApplicationContext is working correctly. However, I'm having trouble receiving it form the paired watch simulator as nothing is shown on that end. Here are the code for the Phone Extension:     func sendDataToWatch(data: String) {         state.append(data)         do {             NSLog("sent by phone")             try WCSession.default.updateApplicationContext(["currentstate": state])         }         catch {             print(error)         }     } Here are the code for watch: func session(_ session: WCSession, didReceiveApplicationContext applicationContext: [String: Any]) {         print("Hello")         if let getState = applicationContext["currentstate"] as? [String]{             print("\(getState)")             self.state = getState[0]         }     } Any suggestion would be appreciated!
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Open parent app from ShieldAction extension in iOS
When I tap on one of the buttons in the ShieldAction extension I want to close the shield and open the parent app instead of the shielded app. Is there any way of doing this using the Screen Time API? class ShieldActionExtension: ShieldActionDelegate {      override func handle(action: ShieldAction, for application: ApplicationToken, completionHandler: @escaping (ShieldActionResponse) -> Void) {     // Handle the action as needed.           let store = ManagedSettingsStore()               switch action {     case .primaryButtonPressed:       //TODO - open parent app       completionHandler(.defer)     case .secondaryButtonPressed:       //remove shield       store.shield.applications?.remove(application)       completionHandler(.defer)         @unknown default:       fatalError()     }   }   }
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Combining NavigationSplitView and TabView in iOS 18
Hi folks, I've used a NavigationSplitView within one of the tabs of my app since iOS 16, but with the new styling in iOS 18 the toolbar region looks odd. In other tabs using e.g. simple stacks, the toolbar buttons are horizontally in line with the new tab picker, but with NavigationSplitView, the toolbar leaves a lot of empty space at the top (see below). Is there anything I can do to adjust this, or alternatively, continue to use the old style? Thanks!
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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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Xcode now hangs; SDKs are "status unavailable"
My development work is paused as Xcode is now non-functional on my Macs. Loading any project into Xcode soon leads to a hang and Force Quit. The SDKs are listed as "status unavailable". No Simulators are available. I've tried previous versions of Xcode; removing everything and re-installing; installation from the Store and direct from the Apple Developer site. I've created a Feedback issue. This happens on both of my Mac minis. I'm running Tahoe 26.4 (25E246) on both.
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Application still pending
Have tried to join the developer programme and says its still pending after 3 days. Anyone any idea how long the procedure takes??
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User crash report contains ??? instead of my app's symbols and no binary image base address
A user of my app sent me a crash report. I have never seen one like this before. All of my app's symbols are replaced with three question marks (???) Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 ??? 0x10844eb40 ??? 1 CoreFoundation 0x7ff80f155518 __CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__ + 137 and the binary image as 0x0 - 0xffffffffffffffff ??? (*) <00000000-0000-0000-0000-000000000000> ??? so I cannot find out where exactly the crash happened. What can cause this kind of crash report and can I do anything with it? crash.ips
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Background Assets - Apple Hosted - iOS26
I've followed the setup process to get Apple Hosted Background Assets configured for my project. (https://developer.apple.com/documentation/backgroundassets/downloading-apple-hosted-asset-packs) But when I build and run the app I get the following error... BackgroundAssets/AssetPackManager.swift:174: Fatal error: The process lacks a team ID. I've checked the Signing->Team for both targets and they both have my Team associated. Any help or advice would be appreciated...
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