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Send notification to Reality Composer Pro from iOS project
I am creating an Augmented Reality iOS (Not VisionOS) app using scenes created in Reality Composer Pro. I'd like my code to send a notification to a RCP scene that plays a timeline. The RCP interface has the option to set up a behaviour for this purpose: This Forum thread https://developer.apple.com/forums/thread/756978 suggests the code I need for sending a notification is: name: NSNotification.Name("RealityKit.NotificationTrigger"), object: nil, userInfo: [ "RealityKit.NotificationTrigger.Scene": scene, "RealityKit.NotificationTrigger.Identifier": "HideCharacter" ] ) but the 'scene' var needs to point to the relevant RCP scene, which is loaded within a UIViewRepresentable ARView (because even in iOS26 it seems RealityKit/RealityViews aren't quite ready for AR use) and I can't work out how to correctly access it. Examples in the link above are for working with RealityKit and VisionOS only. Code for loading the scene is as follows. How can I get the notification code above to be situated in a separate SwiftUI View and send the notification to the RCP scene? typealias UIViewType = ARView func makeUIView(context: Context) -> ARView { // Create an ARView let arView = ARView(frame: .zero) // Configure it let arConfiguration = ARWorldTrackingConfiguration() arConfiguration.planeDetection = [.horizontal] arView.session.run(arConfiguration) // Load in Reality Composer Pro scene let scene = try! Entity.load(named:"myScene)", in: realityKitContentBundle) // Create a horizontal plane anchor let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: SIMD2<Float>(0.2, 0.2))) // Append the scene to the anchor anchor.children.append(scene) // Append the anchor to the ARView arView.scene.anchors.append(anchor) return arView } func updateUIView(_ uiView: ARView, context: Context) { } }
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Essential Background Assets prevent immediate installation feedback
Hello, I have an app with a few essential asset packs currently totaling to ~8GB. I've noticed that when trying to install the app fresh from TestFlight, there is a significant delay between tapping install and the app appearing on the device in the loading state. The delay is long enough where it's hard to tell what's happening, or if the installation has failed. This also appears to be an issue in App Review, as I've had my app rejected twice due to the app not loading on the reviewers device. The reason they gave is UIRequiredDeviceCapabilities is blocking the installation, but UIRequiredDeviceCapabilities is empty. Note: I'm not looking for App Store review help, simply sharing the extent of the issue. Thank you
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Phone Crashing
Ever since I did the update. My phone has been crashing apps are not opening. It shuts off by itself. It won’t send messages. I’ve never had such a problem before. I cannot get things to send, and my phone won’t answer calls and when IEvery since I did the update. My phone has been crashing apps are not opening. It shuts off by itself. It won’t send messages. I’ve never had such a problem before I cannot get things to send, and my phone won’t answer calls and when I try to answer them, it just won’t end so they go to voicemail.
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No more possible to properly size images in a forums post ?
I used to resize images (editing width and height when writing the post) in order to avoid ridiculously large images in reading published post. Since a few weeks, that does not work anymore. When I edit, I see the reduced size in Live Preview: But once posted, images are much larger as seen below: Looks like the image is now resized to fill full width. I filed a bug report: Dec 27, 2025 at 1:43 PM – FB21446929 PS: that change ignores @eskimo wise advice "Quinn’s Top Ten DevForums Tips" n°10 (https://developer.apple.com/forums/thread/706527).
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ApplicationMusicPlayer fails play in macCatalyst 26.3 due to RemotePlayerService crash
I've filed this as FB21446798 but figured I'd post here too. In the first build of macOS 26.3, playback via ApplicationMusicPlayer is completely broken. When starting playback of anything at all, the console shows the following error: applicationController: xpc service connection interrupted Failed to obtain remoteObject: Error Domain=NSCocoaErrorDomain Code=4099 "The connection to service created from an endpoint was invalidated from this process." UserInfo={NSDebugDescription=The connection to service created from an endpoint was invalidated from this process.} Failed to prepareToPlay with error: Error Domain=MPMusicPlayerControllerErrorDomain Code=10 "(null)" UserInfo={NSUnderlyingError=0xc92910ff0 {Error Domain=NSCocoaErrorDomain Code=4099 "The connection to service created from an endpoint was invalidated from this process." UserInfo={NSDebugDescription=The connection to service created from an endpoint was invalidated from this process.}}} In addition, several crash logs for RemotePlayerService are generated, showing my app as the parent process. This issue is 100% repeatable. No matter how I load the queue, whether it’s catalog or library content, any variation I can think of all fails like this. I really hope this can be fixed before 26.3 comes out, otherwise my app will be totally unusable. 😅
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Tahoe 26.2.
Ich habe Tahoe 26.2. installiert und bekomme nun keine Verbindungen zu externen Geräten (Keyboard, Synthesizer). KI gefragt und Antwort bekommen: Tahoe ist keine macOS-update und existiert nicht. Was ist die Wahrheit?
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Can an app launch automatically after watchOS restarts?
Regarding App Update Synchronization During Workout Mode: My watchOS app has workout mode enabled. When I update the app from the App Store on my iPhone while a workout session is active on my Apple Watch, the update does not sync to the watch. Why does this happen, and when can I expect the watch app to be updated? Regarding Automatic App Launch After a Prolonged Shutdown: I would like my watchOS app to launch automatically on my Apple Watch after it has been powered off for an extended period and then turned back on. Is this functionality possible to implement? If not, please provide a definitive answer regarding this capability.
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Misleading iOS prompt claims developers "will receive" user data
When a user enables an SMS filtering extension via iOS Settings → Messages → Text Message Filtering and selects an app, the following prompt appears: "The developer of [App Name] will receive the text, attachments and sender information in text messages from senders not in your Contacts. Messages may include personal or sensitive information like bank verification codes." This message cannot be modified by developers, and we're receiving complaints and negative reviews from users who are alarmed by it, despite our app not collecting any data. iOS should allow developers to customize this message or reword this message to not make false claims about data collection. We've opened a feedback assistant report here: FB21445903
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My Desperate 3.2(f) Termination Experience and Some Questions
I'm an algo engineer-turned-entrepreneur. About two months ago, I signed up for the Apple Developer Program. Last month, I launched an AI avatar video calling app called Twome (pronounced "Two-me") on the App Store. But just a few days after launch, I used EAS Update (a React Native tool for hot updates) to push a quick bug fix, and soon after, I got hit with a "Pending Termination Notice." They said I violated the Apple Developer Agreement—my app got pulled, and my developer account was flagged for removal. (The App Review message was pretty vague: "App submissions from your account have engaged in concept or feature switch schemes to evade the review process." I'm guessing that's what triggered it.) I was totally shocked. I'd done my homework beforehand and seen tons of devs saying hot updates for bug fixes were fine. No choice but to appeal, so I filed one right away on the App Review Board. Then came the real nightmare: 28 whole days later, I finally got a response—and they upheld the rejection. The reasoning was even fuzzier this time; it felt like a copy-paste template. No specific evidence like before (at least the first notice had some details). Maybe they realized our update didn't actually change any features? Anyway, I'm trying another appeal now, but who knows when it'll come back. The waiting is brutal. We did a full internal audit and pinpointed just two things that might've raised red flags with App Review: Post-launch, we tested an unreleased "rate us" feature and posted a review using our developer account. We figured the App Store would know it was from the app owner and auto-remove it from public view. It was our only review, and we didn't think it'd count as misleading since Apple handles that stuff. The bug fix hot update I mentioned. Beyond that, our post-mortem showed zero other issues. All metadata, product descriptions, and screenshots are 100% compliant—no misleading claims, no dark patterns pushing payments, nothing. Before launch, friends were hyped, saying it'd blow up—it's the world's first realistic AI digital human real-time video calling app for everyday social/entertainment use, aimed at regular folks. But now we're tied up in knots with this appeal mess, desperate to get back on the Store ASAP. It's insane that appeals take a full month to get a response—especially when we didn't blatantly violate anything, or at worst, tripped over something unintentionally. We've already been down for over a month without even knowing the exact issue. Feels way too harsh. Posting here to ask: Has anyone dealt with something similar? Is a 28-day wait (or more) normal for appeals? Any ways to expedite the process? Any practical advice would be hugely appreciated!
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Indexing of Music App
Recently, after the update of 26.3 Mac OS (Tahoe), the ordering of my music app has been horrible at best - music disappearing, tracks not aligning with albums (even if the albums are different years). It's created quite a problem, because the disappearing tracks issue seems to be replicating to iOS devices as well (although track numbering and album association seem to be stable). Has anyone else heard of this issue?
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Notarization wipes the "Icon?" file
In an AppleScript applet, compiling and exporting in Script Editor replaces a custom icon with the default. To retain a custom icon, it is necessary, after exporting, to use Finder's "Get info..." to copy the icon from another file and paste into the icon for the applet. The custom icon is stored in the "Icon?" file, located in the root of the applet bundle. The applet can then be signed and notarized. With macOS Tahoe, that procedure no longer works. That is because the notarization process now wipes the "Icon?" file. The file remains in place but has zero size. Thus Finder shows the default applet icon. Does anyone know of a way to provide a custom icon for a signed and notarized AppleScript applet ?
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iOS Matchmaker ViewController Info Button
I'm updating an existing distributed game to add turn-based matches. When the Matchmaker ViewController Info Button next to a game is pressed, the results vary: iOS 15.x - Button under avatar says "Accept Invite" or "View Game" (depending on if invite has already been accepted) iOS 18.x - Button always says "App Store" - I assume that means it would lead one to the App store to install the game. Both devices (iPad 15.x and iPhone 18.x) have the same version of the game installed. The results are the same when running in the simulator. When the game is released, I assume this button will work properly, no?
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Looking for some clarification
Was wondering if anyone from Apple could provide some clarification, The gaming studio "Epic Games" Is wondering if they could distribute the award winning game "Fortnite" back on MacOS without any retaliations. I know Fortnite being back on MacOS would benefit thousands of MacOS Devs. Hoping to get a clarification so Epic could start on bringing Fortnite back.
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