We have an iOS app running on macOS (not Mac Catalyst). The preferences are in a dedicated UIWindowScene. We don't want this scene to be restored, so when you start the app the preferences shouldn't be visible.
How can we prevent the UIWindowScene restoration?
Alternatively, if we can't prevent it, how can we ensure the main window scene is in front of the preferences window scene on app start?
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Hello
I used to compile my SW in order to make it available on my iPhone 12 (IOS 18.6.2)
As I launch my app, it seems there is something witch disable the buttons . How can I enable all buttons in my app ?
Best regards
Guy Desbief
Topic:
Community
SubTopic:
Apple Developers
inline-code
How do you achieve this effect in toolbar? Where is the documentation for this?
How to make it appear top toolbar or bottom toolbar?
Thank you!
Here is what I have now...
.toolbar {
ToolbarItem(placement: .destructiveAction) {
Button {
showConfirm = true
} label: {
Image(systemName: "trash")
.foregroundColor(.red)
}
}
}
.confirmationDialog(
"Are you sure?",
isPresented: $showConfirm,
titleVisibility: .visible
) {
Button("Delete Item", role: .destructive) {
print("Deleted")
}
Button("Archive", role: .none) {
print("Archived")
}
Button("Cancel", role: .cancel) { }
}
}
Hello,
I have a problem regarding my App review.
The issue:
"Guideline 3.1.2 - Business - Payments - Subscriptions
Issue Description
The submission did not include all the required information for apps offering auto-renewable subscriptions.
The app's metadata is missing the following required information:
A functional link to the Terms of Use (EULA). If you are using the standard Apple Terms of Use (EULA), include a link to the Terms of Use in the App Description. If you are using a custom EULA, add it in App Store Connect."
My explanation:
I'm using Apple's original EULA in my app. The EULA was already in the "About" section. It redirects to the EULA page on Apple's official website. However, since my app also has a payment screen, I added the same information below the payment screen and submitted it for review again. Unfortunately, it's still being rejected for the same reason. I've requested a full, detailed explanation via email, but they keep sending me the same copy-and-paste message.
I want to resolve this issue as soon as possible, so I decided to ask you here.
Please check the screenshots and let me know what's the problem.
Best regards,
DryreL
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Review
App Store Connect
Hey all,
We're trying to submit an updated build of our app for review, however the Submit button is not visible. There are no other alerts anywhere of any issues and the latest build has ben processed normally.
Any ideas? Apple is just referring us back to some generic Help topics, so we're stuck here.
Thx!
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Was able to use ai to help code my idea for a haptic heart rate monitor using watch se‘s ppg and accelerometer. Now if I could just get it on the App Store…
Hello,
I have a problem with a subscription: it is not recognised by my application (under TestFlight); it is as if it did not exist.
I have two subscriptions in the same group, a premium subscription that works perfectly and a basic subscription that is not recognised.
I have checked everything at least twenty times. Its status is ‘Ready to submit’.
I asked GPT 5.1 and Claude AI, but clearly both of their AIs are out of date and are giving me an obsolete procedure with App Store Connect options that don't exist.
Hello,
I've discovered a buffer initialization bug in AVAudioUnitSampler that happens when loading presets with multiple zones referencing different regions in the same audio file (monolith/concatenated samples approach).
Almost all zones output silence (i.e. zeros) at the beginning of playback instead of starting with actual audio data.
The Problem
Setup:
Single audio file (monolith) containing multiple concatenated samples
Multiple zones in an .aupreset, each with different sample start and sample end values pointing to different regions of the same file
All zones load successfully without errors
Expected Behavior:
All zones should play their respective audio regions immediately from the first sample.
Actual Behavior:
Last zone in the zone list: Works perfectly - plays audio immediately
All other zones: Output [0, 0, 0, 0, ..., _audio_data] instead of [real_audio_data]
The number of zeros varies from event to event for each zone. It can be a couple of samples (<30) up to several buffers.
After the initial zeros, the correct audio plays normally, so there is no shift in audio playback, just missing samples at the beginning.
Minimal Reproduction
1. Create Test Monolith Audio File
Create a single Wav file with 3 concatenated 1-second samples (44.1kHz):
Sample 1: frames 0-44099 (constant amplitude 0.3)
Sample 2: frames 44100-88199 (constant amplitude 0.6)
Sample 3: frames 88200-132299 (constant amplitude 0.9)
2. Create Test Preset
Create an .aupreset with 3 zones all referencing the same file:
Pseudo code
<Zone array>
<zone 1> start : 0, end: 44099, note: 60, waveform: ref_to_monolith.wav;
<zone 2> start sample: 44100, note: 62, end sample: 88199, waveform: ref_to_monolith.wav;
<zone 3> start sample: 88200, note: 64, end sample: 132299, waveform: ref_to_monolith.wav;
</Zone array>
3. Load and Test
// Load preset into AVAudioUnitSampler
let sampler = AVAudioUnitSampler()
try sampler.loadAudioFiles(from: presetURL)
// Play each zone (MIDI notes C4=60, D4=62, E4=64)
sampler.startNote(60, withVelocity: 64, onChannel: 0) // Zone 1
sampler.startNote(62, withVelocity: 64, onChannel: 0) // Zone 2
sampler.startNote(64, withVelocity: 64, onChannel: 0) // Zone 3
4. Observed Result
Zone 1 (C4): [0, 0, 0, ..., 0.3, 0.3, 0.3] ❌ Zeros at beginning
Zone 2 (D4): [0, 0, 0, ..., 0.6, 0.6, 0.6] ❌ Zeros at beginning
Zone 3 (E4): [0.9, 0.9, 0.9, ...] ✅ Works correctly (last zone)
What I've Extensively Tested
What DOES Work
Separate files per zone:
Each zone references its own individual audio file
All zones play correctly without zeros
Problem: Not viable for iOS apps with 500+ sample libraries due to file handle limitations
What DOESN'T Work (All Tested)
1. Different Audio Formats:
CAF (Float32 PCM, Int16 PCM, both interleaved and non-interleaved)
M4A (AAC compressed)
WAV (uncompressed)
SF2 (SoundFont2)
Bug persists across all formats
2. CAF Region Chunks:
Created CAF files with embedded region chunks defining zone boundaries
Set zones with no sampleStart/sampleEnd in preset (nil values)
AVAudioUnitSampler completely ignores CAF region metadata
Bug persists
3. Unique Waveform IDs:
Gave each zone a unique waveform ID (268435456, 268435457, 268435458)
Each ID has its own file reference entry (all pointing to same physical file)
Hypothesized this might trigger separate buffer initialization
Bug persists - no improvement
4. Different Sample Rates:
Tested: 44.1kHz, 48kHz, 96kHz
Bug occurs at all sample rates
5. Mono vs Stereo:
Bug occurs with both mono and stereo files
Environment
macOS: Sonoma 14.x (tested across multiple minor versions)
iOS: Tested on iOS 17.x with same results
Xcode: 16.x
Frameworks: AVFoundation, AudioToolbox
Reproducibility: 100% reproducible with setup described above
Impact & Use Case
This bug severely impacts professional music applications that need:
Small file sizes: Monolith files allow sharing compressed audio data (AAC/M4A)
iOS file handle limits: Opening 400+ individual sample files is not viable on iOS
Performance: Single file loading is much faster than hundreds of individual files
Standard industry practice: Monolith/concatenated samples are used by EXS24, Kontakt, and most professional samplers
Current Impact:
Cannot use monolith files with AVAudioUnitSampler on iOS
Forced to choose between: unusable audio (zeros at start) OR hitting iOS file limits
No viable workaround exists
Root Cause Hypothesis
The bug appears to be in AVAudioUnitSampler's internal buffer initialization when:
Multiple zones share the same source audio file
Each zone specifies different sampleStart/sampleEnd offsets
Key observation: The last zone in the zone array always works correctly.
This is NOT related to:
File permissions or security-scoped resources (separate files work fine)
Audio codec issues (happens with uncompressed PCM too)
Preset parsing (preset loads correctly, all zones are valid)
Questions
Is this a known issue? I couldn't find any documentation, bug reports, or discussions about this.
Is there ANY workaround that allows monolith files to work with AVAudioUnitSampler?
Alternative APIs? Is there a different API or approach for iOS that properly supports monolith sample files?
Not sure if this has been reported or not. I have found with several virtualization applications a bug in the running VM counter. After running multiple macOS vms or when shutting down and bringing up one macOS vm multiple times you will get the error that too many vm's are running. Even though all of them are shutdown and the applications closed at the time.
The only solution I have found is to reboot the computer. This started with macOS Tahoe 26 and so far has remained through 26.1. Hopefully reported and fixed in 26.2.
Topic:
Community
SubTopic:
Apple Developers
Hello,
I'm using PassKit with to perform Apple Pay payment in a financial application.
Our approach are:
On iOS application, define PKMerchantCapability threeDSecure and credit, perform apple pay experience and get the encrypted response.
On PCI service, receive the encrypted data Payment token, decrypt this data, and use to perform the payment.
The problem is, in MasterCard transaction the eciIndicator is missing.
I want to know if has some rule or problem about it.
Hi team,
In the Apple Music Feed datasets, we've noticed some unexpected values in the song and album tables.
The primaryartists column from either song or album may contain a "non-default" artist name such as the katakana name shown in the example below:
select id, name, namedefault, primaryartists from amf_song where id = '1698723329'
id | name | namedefault | primaryartists
----------------------------------------
1698723329 | {default=California} | California | [{id=1264818718, name=チャペル・ローン}]
select * from amf_artist where id = '1264818718'
id | name | namedefault | namepronunciation |
----------------------------------------------
1264818718 | {default=Chappell Roan, ja=チャペル・ローン} | Chappell Roan | {ja=チャペルローン} |
Shouldn't the primaryartists column be showing the namedefault instead of the Japanese language version?
When can we expect this bug to resolved?
Thanks,
Structs are value types, and the SwiftUI gets reinitialized many times throughout its lifecycle. Whenever it gets reinitialized, would the reference that the delegator has of it still work if the View uses @State or @StateObject that hold a persistent reference to the views data?
protocol MyDelegate: AnyObject {
func didDoSomething()
}
class Delegator {
weak var delegate: MyDelegate?
func trigger() {
delegate?.didDoSomething()
}
}
struct ContentView: View, MyDelegate {
private let delegator = Delegator()
@State counter = 1
var body: some View {
VStack {
Text("\(counter)")
Button("Trigger") {
delegator.trigger()
}
}
}
func didDoSomething() {
counter += 1 //would this call update the counter in the view even if the view's instance is copied over to the delegator?
}
}
Hello, I have a question about running tests on multiple simulators.
Currently, my company has a WDIO+Appium test suite with XCUITEST driver that runs on a single simulator through a mockttp proxy (we are intercepting and mocking some of the responses from our APIs and pass through the rest). In order to route the traffic we are currently using 'networksetup -setsecurewebproxy '. Everything works as expected.
With growing number of tests we'd like to scale number of simulators on a single host to 3-5. We have a working setup but the problem are system-wide proxy settings routing traffic from multiple simulators, which we can't distinguish by UDID or any other means, we know of. We can spin multiple mock servers on the same machine but we are struggling to find the way to route the traffic on a simulator basis.
In the end, both options are viable:
1 mock server running for multiple simulators
N number of mock servers for N number of simulators
Has anyone had the same/similar problem? How to approach this? We are currently running on Sequoia OSX and platform version 18.6. Thanks!
Validation failed
Missing app icon. Include a large app icon as a 1024 by 1024 pixel PNG for the 'Any Appearance' image well in the asset catalog of apps built for iOS or iPadOS. Without this icon, apps can't be submitted for review. For details, visit: https://developer.apple.com/documentation/xcode/configuring-your-app-icon. (ID: 525f6327-6859-4ae7-977b-7951423127a6)
getting this error while archive and validation then validation failed and got this error
But in my xcode each icon is present and when i build the app then in simulator or a real phone the icon is present but while archive and validation then validation failed also i have tried a lot solution but unable to resolve this.
I am developing a SWIFITUI app that transfers playlists between Apple Music and Spotify but I am not directly create my requests to those companies APIs. I have my own backend. But when fetching users playlists due to "https://api.music.apple.com/v1/me/library/playlists" the response is 403 all the time. I tried many ways including creating new DevToken and UserToken when user login and sending those tokens in headers with Authorization and Music-User-Token. What else can be the problem?
Note: My team ids in Xcode and apple developer portal seems different. Maybe this is the problem.
Dear Apple Developer Support Team,
I hope you are doing well.
We are reaching out to request clarification and guidance regarding the In-App Purchase (IAP) requirements for our upcoming iOS application.
Our app offers paid access to digital video content. Each video has a dynamic price determined by our backend based on multiple factors (such as duration, category, and promotions). Additionally, users are allowed to select and purchase multiple videos at the same time, which results in a combined total price that varies per transaction.
Challenges we face with IAP on iOS
Dynamic pricing:
Apple requires IAP products to have static pricing defined in App Store Connect.
Our video prices change frequently and cannot be represented by fixed IAP product SKUs.
Multiple-item purchases:
iOS does not support a single purchase that includes multiple different IAP products.
Processing many separate IAP transactions in sequence results in a poor user experience and is likely to cause failures.
Product creation limitations:
Since our catalog contains many videos with frequently changing prices, it is not feasible to create individual IAP products per video.
Given these restrictions, we are unclear how to remain compliant while still providing a functional purchase flow for our users.
Question
In this scenario, where:
video prices are dynamic,
users may purchase multiple videos together, and
IAP does not support multi-item purchases or dynamic pricing,
are we allowed to use Stripe or another external payment provider to handle these purchases?
If not, we would appreciate Apple’s guidance on what the recommended and compliant approach would be for apps that must price digital content dynamically and allow bulk purchasing.
We want to ensure full compliance with App Store Review Guidelines and would like confirmation on the correct implementation strategy before proceeding.
Thank you for your time, and we look forward to your clarification.
Kind regards,
Muhammad Adnan
Koderlabs
[MTAgeRangeService requestEligibility:^(BOOL eligible) {
if (eligible) {
//您应用程序的用户所在的地区,需要执行特定年龄相关义务
[MTAgeRangeService requestAgeRangeWithAgeGates:18 in:[ViewU getCurrentVC] completion:^(enum ARResponseType responseType, ARAgeRange * _Nullable ageRange, NSError * _Nullable error) {
[weakself.ageRangeLoadingView dissmiss];
self->_ageRangeLoadingView = nil;
if (responseType == ARResponseTypeSharing) {
//用户同意并分享了年龄范围
if ([ageRange.lowerBound intValue] >= 18) {
//满18岁可以注册
}else{
//不到18岁不能注册,提示一下
}
}else{
//用户拒绝或者其他未知错误,需要提示
}else{
}
}
}] ;
}else{
}];
I'm an app developer, and I recently launched a monthly subscription product in my app on the App Store. However, I'm having trouble understanding the App Store's renewal date calculation policy.
According to the official documentation, if a subscription is purchased on December 1st, the next renewal date should be January 1st. But the expiresDate is set to December 31st instead.
At first, I thought this might be a timezone issue, but even after it became December 1st in UTC, the renewal date was still set to December 31st.
Is the timezone used to calculate renewal dates not UTC+0? Or is there documentation on the renewal cycle policy that I might have missed?
Any clarification would be greatly appreciated. Thanks in advance!
Topic:
App Store Distribution & Marketing
SubTopic:
General
Tags:
Subscriptions
In-App Purchase
App Store Server Notifications
iosアプリをAppStoreへ公開した後に何らかの理由で戻しが必要になった場合、緊急申請で問題無いアプリを再リリースするのが最速の方法でしょうか?
もしも、より良い方法があれば教えてください。
戻し用のアプリバージョンを用意しておいてリリース予定のアプリを公開した後にすぐ審査を回すという方法を見つけたのですが、審査の90%が24時間以内(ちょっと数字が違うかも?)と言われている以上緊急申請の方が早いですか?
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Store
App Store Connect
Problem Summary
After upgrading to iOS 26.1 and 26.2, I'm experiencing a particle positioning bug in RealityKit where ParticleEmitterComponent particles render at an incorrect offset relative to their parent entity. This behavior does not occur on iOS 18.6.2 or earlier versions, suggesting a regression introduced in the newer OS builds.
Environment Details
Operating System: iOS 26.1 & iOS 26.2
Framework: RealityKit
Xcode Version: 16.2 (16C5032a)
Expected vs. Actual Behavior
Expected: Particles should render at the position of the entity to which the ParticleEmitterComponent is attached, matching the behavior on iOS 18.6.2 and earlier.
Actual: Particles appear away from their parent entity, creating a visual misalignment that breaks the intended AR experience.
Steps to Reproduce
Create or open an AR application with RealityKit that uses particle components
Attach a ParticleEmitterComponent to an entity via a custom system
Run the application on iOS 26.1 or iOS 26.2
Observe that particles render at an offset position away from the entity
Minimal Code Example
Here's the setup from my test case:
Custom Component & System:
struct SparkleComponent4: Component {}
class SparkleSystem4: System {
static let query = EntityQuery(where: .has(SparkleComponent4.self))
required init(scene: Scene) {}
func update(context: SceneUpdateContext) {
for entity in context.scene.performQuery(Self.query) {
// Only add once
if entity.components.has(ParticleEmitterComponent.self) { continue }
var newEmitter = ParticleEmitterComponent()
newEmitter.mainEmitter.color = .constant(.single(.red))
entity.components.set(newEmitter)
}
}
}
AR Setup:
let material = SimpleMaterial(color: .gray, roughness: 0.15, isMetallic: true)
let model = Entity()
model.components.set(ModelComponent(mesh: boxMesh, materials: [material]))
model.components.set(SparkleComponent4())
model.position = [0, 0.05, 0]
model.name = "MyCube"
let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: [0.2, 0.2]))
anchor.addChild(model)
arView.scene.addAnchor(anchor)
Questions for the Community
Has anyone else encountered this particle positioning issue after updating to iOS 26.1/26.2?
Are there known workarounds or configuration changes to ParticleEmitterComponent that restore correct positioning?
Is this a confirmed bug, or could there be a change in coordinate system handling or transform inheritance that I'm missing?
Additional Information
I've already submitted this issue via Feedback Assistant(FB21346746)