I’m trying to fully understand the purpose of the ageGates parameter in the AgeRangeService.requestAgeRange API.
The official documentation includes the following statement:
“The system may return geo-specific age ranges that override your provided age gates based on the person’s location and applicable regulations.
When geo-specific ranges are required, the returned age range reflects regulatory requirements rather than the bounds of your age gates.”
Based on this, it seems that even if my app provides specific age thresholds through the ageGates parameter,
the system may override those boundaries depending on regional laws or regulations, and return a completely different lowerBound / upperBound than what my age gates would suggest.
My current understanding is:
ageGates indicates the thresholds my app uses to define its internal feature tiers,
but the actual age range returned by the OS is determined by legal or regional requirements (e.g., COPPA, GDPR-K, AADC, SB2420),
meaning the returned age range may not align with the age ranges implied by my ageGates values.
I’d like to confirm whether this interpretation is correct.
Additionally, if different regions may produce different lowerBound / upperBound values due to regulatory requirements,
then it seems that:
developers shouldn’t rely on fixed age buckets, and
instead must implement feature gating logic dynamically based on whatever age range the OS returns.
So my questions are:
Is my understanding correct that ageGates is simply a hint that describes my app’s tier thresholds, and the OS may override those boundaries to comply with local regulations?
If lowerBound / upperBound can vary across regions, what is the recommended way for developers to design their feature-gating logic?
Should we avoid hardcoded age buckets and instead build flexible logic that adapts to whatever range the OS returns?
I’d appreciate clarification so I can design our age-based policies appropriately and in a regulation-compliant way.
Overview
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
Mình muốn tạo một áp cho thương hiệu bên mình: rượu ngoại thì có khó khăn gì không
Topic:
App Store Distribution & Marketing
SubTopic:
General
With iOS 26 the CPListSection header has a transparent background, and when the list scrolls under the header it doesn't look good at all. We expected to see a glass fading effect maybe, like the one on the top of the screen. Is it a known bug?
Hi everyone,
I’m seeking guidance regarding an App Review appeal that has been pending for over a month. One of my apps was removed from the App Store, and after submitting an appeal, the only response I received was an email explaining that the team is currently overloaded and delays are expected. Since then, I haven’t received any updates or follow-ups.
I’ve confirmed that the appeal was successfully submitted in App Store Connect and have already followed up politely in the Resolution Center.
Does anyone have suggestions on possible next steps while waiting for the appeal to be reviewed?
Thanks in advance for any advice.
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
Hi all,
It has been >30 days since my app was removed, and I was served with the pending account termination notice. Similar to others, I was flagged for section 3.2(f). Submitted an appeal, explicitly addressing every possible violation, offered to show source code with entire history, and also have all the email threads of me providing customer support to my users, and also multiple 5 star reviews. However, I was met with the rejection and the confirmation that the account would be terminated.
Fast forward more than 30 days, my account is still here, but no closure or clarification at all regarding what I can do moving forward. Understandably, the team deals with millions of submissions and apps, but isn’t it reasonable (given that we pay $100/yr) to at least get some clarification on what went wrong?
Currently, all I want to know is,
Can I create a new account and develop other apps? Or will I risk getting banned again, hence wasting another $100?
If I am able to proceed, what do I need to do to make sure my app doesn’t get randomly terminated again? Why aren’t there any signs or warnings?
If anyone is able to assist me on this, I would greatly appreciate it. Thank you so much!
I was encountering visual artifacts in my Unity game only on iOS devices and wanted to use the Metal Debugger to diagnose it. However, it seems to only capture static noise which is not helpful as shown below
For reference, this is a frame of the visual artifact and also the location where I asked Metal to capture the frame
Am I missing any settings in Unity/Xcode?
We are seeing an issue where sending data using the asynchronous method HKWorkoutSession.sendToRemoteWorkoutSession(data: Data) will never return in some cases (no success nor failure).
This issue is happening for roughly 5% of Workouts started and will stay broken for the whole workout. The other 95% of the workouts, the connection works flawlessly. This happens on both watchOS 10 and 11, and with phones running iOS 17 or 18. The issue is quite random and not reproducible.
Our app has thousands of workouts a day that use the workout session workout data send, with constant messages being send every few seconds.
In some of those 5% cases the "sendToRemoteWorkoutSession" will throw way later, like 30+ minutes later, if the watch app is awake long enough to capture a log of a failure.
Our code uses the same flow as in the sample project:
https://developer.apple.com/documentation/healthkit/workouts_and_activity_rings/building_a_multidevice_workout_app
Here is some sample code, which is pretty simple.
Setup code:
let workoutSession = try HKWorkoutSession(healthStore: healthStore, configuration: configuration)
workoutSession.delegate = self
activeWorkoutSession?.startMirroringToCompanionDevice { success, error in
print("Mirroring started on companion device: \(success), error: \(error)")
}
workoutSession?.prepare()
then later we send data using the workout session:
do {
print("Will send data")
try await workoutSession.sendToRemoteWorkoutSession(data: data)
print("Successfully sent data") // This nor the error may be called after waiting extensive amounts of time
} catch {
print("Failed to send data, error: \(error)") // This nor the success may be called after waiting extensive amounts of time
}
So far, the only fix is to restart the phone and watch at the same time, which is not a great user experience.
Is anyone else seeing this issue? or know how to fix this issue?
Topic:
App & System Services
SubTopic:
Health & Fitness
Tags:
Watch Connectivity
Health and Fitness
watchOS
WorkoutKit
I would love to partake in beta testing and reporting issues and bugs! Let me know what you got
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
Developer Tools
Interface Builder
Extensions
App Store
On the latest iOS 26.2 betas I’ve noticed a consistent bug across every 2048-type number-merge game I’ve tested. At some point during gameplay the app freezes and the entire system becomes unresponsive for a few seconds. When control returns, the game is still stuck, looping its selection animation until it’s force-closed. Frame-rate limits and reduced-transparency settings don’t solve it. Is anyone else seeing similar behavior?
Topic:
Community
SubTopic:
Apple Developers
I am using SwiftData with CloudKit to synchronize data across multiple devices, and I have encountered an issue: occasionally, abnormal sync behavior occurs between two devices (it does not happen 100% of the time—only some users have reported this problem). It seems as if synchronization between the two devices completely stops; no matter what operations are performed on one end, the other end shows no response.
After investigating, I suspect the issue might be caused by both devices simultaneously modifying the same field, which could lead to CloudKit's logic being unable to handle such conflicts and causing the sync to stall. Are there any methods to avoid or resolve this situation?
Of course, I’m not entirely sure if this is the root cause. Has anyone encountered a similar issue?
Hi all,
We are migrating a SCSI HBA driver from KEXT to DriverKit (DEXT), with our DEXT inheriting from IOUserSCSIParallelInterfaceController. We've encountered a data corruption issue that is reliably reproducible under specific conditions and are hoping for some assistance from the community.
Hardware and Driver Configuration:
Controller: LSI 3108
DEXT Configuration: We are reporting our hardware limitations to the framework via the UserReportHBAConstraints function, with the following key settings:
// UserReportHBAConstraints...
addConstraint(kIOMaximumSegmentAddressableBitCountKey, 0x20); // 32-bit
addConstraint(kIOMaximumSegmentCountWriteKey, 129);
addConstraint(kIOMaximumByteCountWriteKey, 0x80000); // 512KB
Observed Behavior: Direct I/O vs. Buffered I/O
We've observed that the I/O behavior differs drastically depending on whether it goes through the system file cache:
1. Direct I/O (Bypassing System Cache) -> 100% Successful
When we use fio with the direct=1 flag, our read/write and data verification tests pass perfectly for all file sizes, including 20GB+.
2. Buffered I/O (Using System Cache) -> 100% Failure at >128MB
Whether we use the standard cp command or fio with the direct=1 option removed to simulate buffered I/O, we observe the exact same, clear failure threshold:
Test Results:
File sizes ≤ 128MB: Success. Data checksums match perfectly.
File sizes ≥ 256MB: Failure. Checksums do not match, and the destination file is corrupted.
Evidence of failure reproduced with fio (buffered_integrity_test.fio, with direct=1 removed):
fio --size=128M buffered_integrity_test.fio -> Test Succeeded (err=0).
fio --size=256M buffered_integrity_test.fio -> Test Failed (err=92), reporting the following error, which proves a data mismatch during the verification phase:
verify: bad header ... at file ... offset 1048576, length 1048576
fio: ... error=Illegal byte sequence
Our Analysis and Hypothesis
The phenomenon of "Direct I/O succeeding while Buffered I/O fails" suggests the problem may be related to the cache synchronization mechanism at the end of the I/O process:
Our UserProcessParallelTask_Impl function correctly handles READ and WRITE commands.
When cp or fio (buffered) runs, the WRITE commands are successfully written to the LSI 3108 controller's onboard DRAM cache, and success is reported up the stack.
At the end of the operation, to ensure data is flushed to disk, the macOS file system issues an fsync, which is ultimately translated into a SYNCHRONIZE CACHE SCSI command (Opcode 0x35 or 0x91) and sent to our UserProcessParallelTask_Impl.
We hypothesize that our code may not be correctly identifying or handling this SYNCHRONIZE CACHE opcode. It might be reporting "success" up the stack without actually commanding the hardware to flush its cache to the physical disk.
The OS receives this "success" status and assumes the operation is safely complete.
In reality, however, the last batch of data remains only in the controller's volatile DRAM cache and is eventually lost.
This results in an incomplete or incorrect file tail, and while the file size may be correct, the data checksum will inevitably fail.
Summary
Our DEXT driver performs correctly when handling Direct I/O but consistently fails with data corruption when handling Buffered I/O for files larger than 128MB. We can reliably reproduce this issue using fio with the direct=1 option removed.
The root cause is very likely the improper handling of the SYNCHRONIZE CACHE command within our UserProcessParallelTask. P.S. This issue did not exist in the original KEXT version of the driver.
We would appreciate any advice or guidance on this issue.
Thank you.
Started an ASO challenge on an older mother-baby app and began by analyzing competitors’ ranked keywords to uncover gaps, relevance, and high-intent phrases using tools like Appvector.
By identifying core keyword roots and filtering by context and search intent, I narrowed down high-value opportunities to expand from 146 to over 1,000 relevant search terms for the next steps in the ASO strategy.
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Store
App Review
App Store Connect
I'm experiencing a strange issue where ASWebAuthenticationSession works perfectly when running from Xcode (both Debug and Release), but fails on TestFlight builds.
The setup:
iOS app using ASWebAuthenticationSession for OIDC login (Keycloak)
Custom URL scheme callback (myapp://)
prefersEphemeralWebBrowserSession = false
The issue:
When using iOS Keychain autofill (with Face ID/Touch ID or normal iphone pw, that auto-submits the form) -> works perfectly
When manually typing credentials and clicking the login button -> fails with white screen
When it fails, the form POST from Keycloak back to my server (/signin-oidc) never reaches the server at all. The authentication session just shows a white screen.
Reproduced on:
Multiple devices (iPhone 15 Pro, etc.)
iOS 18.x
Xcode 16.x
Multiple TestFlight testers confirmed same behavior
What I've tried:
Clearing Safari cookies/data
prefersEphemeralWebBrowserSession = true and false
Different SameSite cookie policies on server
Verified custom URL scheme is registered and works (testing myapp://test in Safari opens the app)
Why custom URL scheme instead of Universal Links:
We couldn't get Universal Links to trigger from a js redirect (window.location.href) within ASWebAuthenticationSession. Only custom URL schemes seemed to be intercepted. If there's a way to make Universal Links work in this context, without a manual user-interaction we'd be happy to try.
iOS Keychain autofill works
The only working path is iOS Keychain autofill that requires iphone-authentication and auto-submits the form. Any manual form submission fails, but only on TestFlight - not Xcode builds.
Has anyone encountered this or know a workaround?
Hello,
I'm experiencing an irregular issue with Apple Pay merchant domain verification. As you know, Apple requires domain verification every two months to maintain Apple Pay functionality.
The problem is that while the verification sometimes happens automatically without any issues, other times it fails to complete, even though the required file "apple-developer-merchantid-domain-association.txt" is correctly available on our server.
When automatic verification fails, the Apple Pay service becomes non-functional on our website, forcing us to perform a manual verification to restore the pending service.
Is it normal to encounter such inconsistent automatic verification processes?
What could be causing these intermittent verification failures, whereas manual verification always succeed? suggesting this might not be related to IP address restrictions described on the Apple documentation.
Thank you in advance,
Hi,
I have an app that displays tens of short (<1mb) mp4 videos stored in a remote server in a vertical UICollectionView that has horizontally scrollable sections.
I'm caching all mp4 files on disk after downloading, and I also have a in-memory cache that holds a limited number (around 30) of players. The players I'm using are simple views that wrap an AVPlayerLayer and its AVPlayerItem, along with a few additional UI components.
The scrolling performance was good before iOS 26, but with the release of iOS 26, I noticed that there is significant stuttering during scrolling while creating players with a fileUrl. It happens even if use the same video file cached on disk for each cell for testing.
I also started getting this kind of log messages after the players are deinitialized:
<<<< PlayerRemoteXPC >>>> signalled err=-12785 at <>:1107
<<<< PlayerRemoteXPC >>>> signalled err=-12785 at <>:1095
<<<< PlayerRemoteXPC >>>> signalled err=-12785 at <>:1095
There's also another log message that I see occasionally, but I don't know what triggers it.
<< FigXPC >> signalled err=-16152 at <>:1683
Is there anyone else that experienced this kind of problem with the latest release?
Also, I'm wondering what's the best way to resolve the issue. I could increase the size of the memory cache to something large like 100, but I'm not sure if it is an acceptable solution because:
1- There will be 100 player instance in memory at all times.
2- There will still be stuttering during the initial loading of the videos from the web.
Any help is appreciated!
问题场景:
Xcode26+iOS26系统,UICollectionView的reloadData不会触发调用UICollectionViewCell的layoutSubviews方法。
正常场景:
Xcode26+iOS18及以下系统,UICollectionView的reloadData能够触发调用UICollectionViewCell的layoutSubviews方法。
UITableView的reloadData,会正常调用UITableViewCell的layoutSubviews方法。
I have something like this drawing in an MTKView (see at bottom).
I am finding it difficult to figure out when can the Swift-land resources used in making the MTLBuffer(s) be released? Below, for example, is it ok if args goes out of scope (or is otherwise deallocated) at point 1, 2, or 3? Or perhaps even earlier, as soon as argsBuffer has been created?
I have been reading through various articles such as
Setting resource storage modes
Choosing a resource storage mode for Apple GPUs
Copying data to a private resource
but it's a lot to absorb and I haven't been really able to find an authoritative description of the required lifetime of the resources in CPU land.
I should mention that this is Metal 4 code. In previous versions of Metal, the MTLCommandBuffer had the ability to add a completion handler to be called by the GPU after it has finished running the commands in the buffer but in Metal 4 there is no such thing (it it were even needed for the purpose I am interested in).
Any advice and/or pointers to the definitive literature will be appreciated.
guard let argsBuffer = device.makeBuffer(bytes: &args,...
argumentTable.setAddress(argsBuffer.gpuAddress, ...
encoder.setArgumentTable(argumentTable, stages: .vertex)
// encode drawing
renderEncoder.draw...
...
encoder.endEncoding() // 1
commandBuffer.endCommandBuffer() // 2
commandQueue.waitForDrawable(drawable)
commandQueue.commit([commandBuffer]) // 3
commandQueue.signalDrawable(drawable)
drawable.present()
Topic:
Graphics & Games
SubTopic:
Metal
I have a SwiftUI app that needs to present a fullScreenCover when the user opens a deep link.
This screen must appear above anything currently shown — even if another fullScreenCover is already being presented.
In UIKit, I can achieve this by walking the view controller hierarchy, finding the top-most view controller, and presenting the new full-screen view from there.
What is the recommended way to reproduce this behavior in SwiftUI?
How can I ensure a fullScreenCover is always shown above the current presentation layer, regardless of the app’s UI state?
Topic:
UI Frameworks
SubTopic:
SwiftUI
Hello, I'm wondering if there is a way to prevent a previously-Universal Mac Catalyst app from being available to Intel devices? I can't identify a mechanism that works from build to submit to review.
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
Universal Apps
Mac Catalyst
General:
Forums subtopic: App & System Services > Networking
TN3151 Choosing the right networking API
Networking Overview document — Despite the fact that this is in the archive, this is still really useful.
TLS for App Developers forums post
Choosing a Network Debugging Tool documentation
WWDC 2019 Session 712 Advances in Networking, Part 1 — This explains the concept of constrained networking, which is Apple’s preferred solution to questions like How do I check whether I’m on Wi-Fi?
TN3135 Low-level networking on watchOS
TN3179 Understanding local network privacy
Adapt to changing network conditions tech talk
Understanding Also-Ran Connections forums post
Extra-ordinary Networking forums post
Foundation networking:
Forums tags: Foundation, CFNetwork
URL Loading System documentation — NSURLSession, or URLSession in Swift, is the recommended API for HTTP[S] on Apple platforms.
Moving to Fewer, Larger Transfers forums post
Testing Background Session Code forums post
Network framework:
Forums tag: Network
Network framework documentation — Network framework is the recommended API for TCP, UDP, and QUIC on Apple platforms.
Building a custom peer-to-peer protocol sample code (aka TicTacToe)
Implementing netcat with Network Framework sample code (aka nwcat)
Configuring a Wi-Fi accessory to join a network sample code
Moving from Multipeer Connectivity to Network Framework forums post
NWEndpoint History and Advice forums post
Network Extension (including Wi-Fi on iOS):
See Network Extension Resources
Wi-Fi Fundamentals
TN3111 iOS Wi-Fi API overview
Wi-Fi Aware framework documentation
Wi-Fi on macOS:
Forums tag: Core WLAN
Core WLAN framework documentation
Wi-Fi Fundamentals
Secure networking:
Forums tags: Security
Apple Platform Security support document
Preventing Insecure Network Connections documentation — This is all about App Transport Security (ATS).
WWDC 2017 Session 701 Your Apps and Evolving Network Security Standards [1] — This is generally interesting, but the section starting at 17:40 is, AFAIK, the best information from Apple about how certificate revocation works on modern systems.
Available trusted root certificates for Apple operating systems support article
Requirements for trusted certificates in iOS 13 and macOS 10.15 support article
About upcoming limits on trusted certificates support article
Apple’s Certificate Transparency policy support article
What’s new for enterprise in iOS 18 support article — This discusses new key usage requirements.
Technote 2232 HTTPS Server Trust Evaluation
Technote 2326 Creating Certificates for TLS Testing
QA1948 HTTPS and Test Servers
Miscellaneous:
More network-related forums tags: 5G, QUIC, Bonjour
On FTP forums post
Using the Multicast Networking Additional Capability forums post
Investigating Network Latency Problems forums post
WirelessInsights framework documentation
iOS Network Signal Strength forums post
Share and Enjoy
—
Quinn “The Eskimo!” @ Developer Technical Support @ Apple
let myEmail = "eskimo" + "1" + "@" + "apple.com"
[1] This video is no longer available from Apple, but the URL should help you locate other sources of this info.