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How to test TokenNotificationURL in sandbox?
We are trying to implement the the tokenNotificationUrl in a deferredBilling request so that we can get MPAN tokens (when supported) back from ApplePay. We want to be able to test that the events are working and firing. I have tried creating a deferred billing request, and then unlinked my test card from my test account and did not receive any event at my token notification endpoint. What is the best way to approach this from a lower environment perspective? We are trying to simulate the UNLINK EventType in the MerchantTokenEventResponse. Also can you confirm that providing this URL is what determines if we get an MPAN vs a DPAN (when MPAN is supported) or is there a different mechanism that turns that on?
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Xcode Cloud accessing Azure Devops repository
Hi, I am attempting to setup Xcode Cloud for my project. The repository for the project is in Azure Devops. When I look on the internet, I get the answer: Go to AppstoreConnect, your app, Xcode Cloud and configure the repo. However, in my version of Xcode I am immediately sent back to Xcode to configure it. When looking in this forum, I see some old Posts from 2022 and 2024 without any answer. I assume I need to pick 'Github Enterprise' as the GIT provider. If I do, It attempts to connect to devops.azure.com, which sounds about right. But then I get a permission error. I would like to configure Xcode Cloud to access Azure Devops using one of the PATs that I have configured. Has anybody been able to Mae this work? Or should I make a Mirror Repo in Github (ir BitBucket or Gitlab) and let Apple connect to that? Kind regards Wouter
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Unable to Control Optical Zoom via USB (UVC) in Custom Swift App, While Prebuilt App Works
I’m currently working on a macOS application to control a USB camera’s optical zoom via a direct USB connection. My situation: I am using a USB camera that supports optical zoom. I downloaded an open-source project, CameraController. The prebuilt binary provided on GitHub works perfectly, and I can successfully control the camera’s optical zoom. However, when I build and run the same project from source in Xcode, the zoom control UI appears disabled (grayed out). The project compiles without errors. Additionally, I attempted to implement zoom control myself using the UVC protocol in Swift . However, it seems that the zoom control commands are not successfully sent or recognized by the camera. Questions: Why would the prebuilt app work, but the same source code built locally results in disabled zoom controls? Are there known limitations on sending zoom control requests via USB on macOS? Is there a recommended modern approach for controlling optical zoom programmatically via Swift? Any insights, debugging suggestions, or references would be greatly appreciated. Thanks in advance!
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AccessorySetupKit: Can I use bluetoothNameSubstring be used without bluetoothCompanyIdentifier?
I'm integrating AccessorySetupKit for BLE earbuds discovery and running into an issue with ASDiscoveryDescriptor configuration. Our earbuds don't have a fixed Bluetooth SIG company identifier. So I'm trying to use bluetoothNameSubstring + bluetoothServiceUUID instead. However, this combination never discovers any devices. The picker appears but stays empty. As soon as I add a bluetoothCompanyIdentifier, the device is found instantly. I reproduced this with my Bose QC35 II as well, so it's not specific to our hardware. My configuration: bluetoothServiceUUID: set to our custom UUID bluetoothNameSubstring: set to a substring matching the advertised device name NSAccessorySetupBluetoothServices + NSAccessorySetupBluetoothNames both set in Info.plist supportedOptions: .bluetoothPairingLE iOS 26.3.1, iPhone 11 The documentation doesn't mention that bluetoothCompanyIdentifier is required. Is bluetoothCompanyIdentifier actually required for BLE discovery? If so, is there a recommended approach for devices that don't have a fixed company identifier?
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Subscription identifier already used
Hello, I made a mistake and created an in-app purchase with an identifier. I then deleted it. And I then reused this identifier to create a subscription but I have a block telling me that the identifier is already used. How long does an identifier remain in memory after deletion? Or should I create a new one? It's already been 24 hours. Thank you.
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iPadOS problem with camera focus
After update to ipad OS 26.4 or latest 26.3., we’ve been experiencing issues with focusing. We have an app that scans 1x1 cm QR or DataMatrix codes from a distance of 10–20 cm, and users across different devices (ipad 9 and 10) are reporting problems. I didn’t find anything related to the camera in the version changelog, but users from various places are reporting problem with camera.
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Will Apple Developer support phone number based Apple accounts?
When signing in on the Apple Developer website with the phone number-based account I created when I was setting up my Mac, this error message is shown: Your Apple ID is not eligible to use this application at this time. I've seen other people with this problem and I hope that we will be able to log in using phone number accounts soon. For now, creating a new email-based account seems to be the only solution, but I don't want to do that 😂
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Core Bluetooth Events when enabling State Restoration
Hello dear Apple Platform Engineers, I'm working on an iOS App that connects to a Bluetooth Low Energy Peripheral in the foreground. Whenever the App moves into Background, we want to continue syncing data & therefore implemented State Restoration to be informed about Discovery, Connect, Disconnect or Characteristic changes in the Background in order to wake the App up whenever it was "Terminated due to memory issue". I consulted https://developer.apple.com/library/archive/documentation/NetworkingInternetWeb/Conceptual/CoreBluetooth_concepts/CoreBluetoothBackgroundProcessingForIOSApps/PerformingTasksWhileYourAppIsInTheBackground.html#//apple_ref/doc/uid/TP40013257-CH7-SW1 for this & assigned: CBCentralManagerOptionRestoreIdentifierKey Reinstantiate the dedicated CentralManager & implemented the centralManager(_ central: CBCentralManager, willRestoreState dict: [String : Any]) Delegate Additionally, I assigned the following keys on connect(_ peripheral: CBPeripheral, options: [String : Any]? = nil) CBConnectPeripheralOptionNotifyOnConnectionKey CBConnectPeripheralOptionNotifyOnDisconnectionKey CBConnectPeripheralOptionNotifyOnNotificationKey However, from my experience the App gets woken up, but neither the willRestoreState nor the didDiscover, didConnect or didDisconnectPeripheral is called even though launchOptions?[UIApplication.LaunchOptionsKey.bluetoothCentrals] as? [String] is not empty. What might I be missing when trying to make this approach work? Thanks a lot for any insights & support!
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Auto-renewable subscriptions stuck in “Missing Metadata” with all fields completed
Hello, I’m experiencing an issue with auto-renewable subscriptions in App Store Connect and would appreciate any guidance. I have created two subscriptions (monthly and yearly), and all required metadata appears to be fully completed: pricing (price tiers set and saved) availability (countries selected) localization (titles and descriptions added) App Review screenshot uploaded However, both subscriptions remain in the “Missing Metadata” status, and the “Submit for Review” option is not available. Because of this, I am unable to attach the subscriptions to my app version and proceed with App Review (Guideline 2.1(b) - App Completeness). What I have already tried: re-saving all fields multiple times re-uploading the App Review screenshot verifying pricing and availability checking localization reviewing introductory offers The issue persists. Has anyone encountered this before or knows what might be causing this status, even when all fields seem complete? Any help would be greatly appreciated. Thank you!
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I have submitted my app and it has been waiting for review.
I have submitted my app and it has been waiting for review. I am the owner of the App and I applied for expedited review, but it didn't work. The version we submitted updated the information of the App. We consulted Apple and asked to continue waiting by using "Contact Us". I also submitted the information and they said to wait further. So we can only seek help from the reviewers here. Application ID: d6479289380
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Need MetricKit Implementation details for MacOS background Application, mainly for
Hi, We are trying to integrate Metric Kit into our MacOS Application. Our application is a background process. We are interested in getting CPU and Memory metrics for our process. MXMetricPayload is the one we are looking at. We tried to integrate metric Kit and left the background app for 24 hours, we did not get any callback. So, does metric kit work for background app in MacOS? Also does it for Network Extension?
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Scene resizing on iPad breaks UIPageViewController's setViewControllers
The following is verbatim of a feedback report (FB22367951) I submitted, shared here as someone else might be interested to see it. I have reproduced this bug on iPadOS 26.3.1 (a) and 26.4. During scene resizing on iPad, UIPageViewController's setViewControllers method fails to do its work. The navigation starts and for a brief moment you can see the new view controller coming from the expected direction, but shortly after it fails and stays on the same [current] view controller. It doesn't even call the completion handler when it fails. When the navigation succeeds (due to not resizing a scene during the navigation) after previously failing at least once, the completion handler is sometimes called more than once. I have created a demo project, which I have pushed to this repo: https://github.com/galijot/SceneResize-Breaks-UIPageViewController I have also attached a zip of the project to this report.
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Impact of finishing the transaction after a purchase in StoreKit
Prerequisites We plan to sell non-consumable items via in-app purchases. The app includes a restore button. We understand that after a payment is completed on a smartphone, the server must verify the receipt and activate the item in the database, and the app must then execute the transaction finish process. Due to our app’s constraints, there are specific cases where we must execute the transaction finish process on the app side without first performing the item activation process in the database. We do not know exactly what the transaction finish process entails. Questions What are the implications in the following cases? The payment was completed, but the product activation process in our database failed, and the transaction finish process was not executed on the app side. After restarting the app, an OS notification indicating an incomplete transaction appeared, and only the finish process was executed. In this scenario, we assume that the OS notification will not appear next time, and the user can simply activate the purchase by starting a transaction recovery. Are there any potential concerns or bugs that might occur? What are the implications if the product activation process in our database succeeds, but the finish operation fails to complete normally due to the user exiting the app or similar circumstances? Our assumption is that since the product is activated in our database, we can provide value for the charge without issue, and there is no deterioration in UX, such as the inability to process refunds in the app store. Are there any potential concerns or bugs that might arise? Regarding this inquiry, if you have any information—such as whether this scenario would result in a rejection during the app review process—we would appreciate it if you could share it with us.
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iOS 26.4 Simulator + Xcode local StoreKit returns PurchaseResult.userCancelled immediately, even in Apple sample app
Hi, I’m seeing a reproducible issue with local StoreKit testing on the iOS 26.4 Simulator. Environment: Xcode 17E192 iOS 26.4 Simulator StoreKit Testing in Xcode using a .storekit configuration file attached to the Run scheme SubscriptionStoreView StoreKit 2 What happens: Tapping a subscription purchase button starts the flow, but the purchase immediately returns: StoreKit.Product.PurchaseResult.userCancelled No purchase dialog appears. No transaction is created. Debug > StoreKit > Manage Transactions remains empty. Transaction.updates, Transaction.unfinished, and Transaction.currentEntitlements do not produce any new purchase-related events. Important detail: This happens not only in my app, but also in Apple’s sample: Implementing a store in your app using the StoreKit API I tested the sample with its own .storekit file and shared scheme. The sample shows the same behavior on iOS 26.4 Simulator. On iOS 26.2 Simulator: The purchase flow does react differently. I see the warning: Making a purchase without listening for transaction updates risks missing successful purchases. Create a Task to iterate Transaction.updates at launch. So 26.2 does not appear completely broken in the same way. What I already checked: The .storekit file is attached to the active Run scheme. Simulated failures are disabled: _disableDialogs = false _failTransactionsEnabled = false _storeKitErrors = [] I tried both SubscriptionStoreView(groupID:) and SubscriptionStoreView(productIDs:) I erased app data, reinstalled, and tested on a fresh simulator. Manage Transactions has no records at all. My own app and Apple’s sample both reproduce the issue on 26.4 Simulator. This makes me suspect a simulator/runtime regression in local StoreKit testing on iOS 26.4 rather than an app-specific bug. Has anyone else seen this on iOS 26.4 Simulator? Is this a known issue with StoreKit Testing in Xcode on the 26.4 runtime? If needed, I can provide the exact simulator/Xcode versions and a minimal repro using Apple’s sample project.
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My app fails to launch since I have changed of iPhone (from iPhone13 pro to iPhone 17 pro)
Since I have changed of iPhone (yesterday) to run my draft application, I systematically, and instantaneously get a message "The application failed to launch.", i.e. the application successfully built and was downloaded to the new iPhone (Iphone 17 pro - iOS 26.4). I have checked that this new iPhone is well registered on my list of authorized devices. Could you help me to fix this issue ? Here is the verbose attached to the failure: The application failed to launch. Domain: com.apple.dt.CoreDeviceError Code: 10002 User Info: { BundleIdentifier = "com.laurent-guise.ble-laser"; DVTErrorCreationDateKey = "2026-03-30 07:59:46 +0000"; IDERunOperationFailingWorker = IDELaunchCoreDeviceWorker; } The request to open "com.laurent-guise.ble-laser" failed. Domain: FBSOpenApplicationServiceErrorDomain Code: 1 Failure Reason: The request was denied by service delegate (SBMainWorkspace). User Info: { BSErrorCodeDescription = RequestDenied; FBSOpenApplicationRequestID = 0x3868; } The operation couldn’t be completed. The process failed to launch. Domain: FBProcessExit Code: 64 Failure Reason: The process failed to launch. User Info: { BSErrorCodeDescription = "launch-failed"; } The operation couldn’t be completed. Launch failed. Domain: RBSRequestErrorDomain Code: 5 Failure Reason: Launch failed. Launchd job spawn failed Domain: NSPOSIXErrorDomain Code: 85 Failure Reason: Bad executable (or shared library) Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : { "device_identifier" = "00008150-000E19E814A1401C"; "device_isCoreDevice" = 1; "device_model" = "iPhone18,1"; "device_osBuild" = "26.4 (23E246)"; "device_osBuild_monotonic" = 2304024600; "device_os_variant" = 1; "device_platform" = "com.apple.platform.iphoneos"; "device_platform_family" = 2; "device_reality" = 1; "device_thinningType" = "iPhone18,1"; "device_transport" = 0; "launchSession_schemeCommand" = Run; "launchSession_schemeCommand_enum" = 1; "launchSession_targetArch" = arm64; "launchSession_targetArch_enum" = 6; "operation_duration_ms" = 6590; "operation_errorCode" = 1; "operation_errorDomain" = "com.apple.dt.CoreDeviceError.10002.FBSOpenApplicationServiceErrorDomain"; "operation_errorWorker" = IDELaunchCoreDeviceWorker; "operation_error_reportable" = 1; "operation_name" = IDERunOperationWorkerGroup; "param_consoleMode" = 1; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com.apple.platform.iphoneos"; "param_diag_MTE_enable" = 0; "param_diag_MainThreadChecker_stopOnIssue" = 0; "param_diag_MallocStackLogging_enableDuringAttach" = 0; "param_diag_MallocStackLogging_enableForXPC" = 1; "param_diag_allowLocationSimulation" = 1; "param_diag_checker_mtc_enable" = 1; "param_diag_checker_tpc_enable" = 1; "param_diag_gpu_frameCapture_enable" = 0; "param_diag_gpu_shaderValidation_enable" = 0; "param_diag_gpu_validation_enable" = 0; "param_diag_guardMalloc_enable" = 0; "param_diag_memoryGraphOnResourceException" = 0; "param_diag_queueDebugging_enable" = 1; "param_diag_runtimeProfile_generate" = 0; "param_diag_sanitizer_asan_enable" = 0; "param_diag_sanitizer_tsan_enable" = 0; "param_diag_sanitizer_tsan_stopOnIssue" = 0; "param_diag_sanitizer_ubsan_enable" = 0; "param_diag_sanitizer_ubsan_stopOnIssue" = 0; "param_diag_showNonLocalizedStrings" = 0; "param_diag_viewDebugging_enabled" = 1; "param_diag_viewDebugging_insertDylibOnLaunch" = 1; "param_install_style" = 2; "param_launcher_UID" = 2; "param_launcher_allowDeviceSensorReplayData" = 0; "param_launcher_kind" = 0; "param_launcher_style" = 99; "param_launcher_substyle" = 0; "param_lldbVersion_component_idx_1" = 0; "param_lldbVersion_monotonic" = 210000160004; "param_runnable_appExtensionHostRunMode" = 0; "param_runnable_productType" = "com.apple.product-type.application"; "param_testing_launchedForTesting" = 0; "param_testing_suppressSimulatorApp" = 0; "param_testing_usingCLI" = 0; "sdk_canonicalName" = "iphoneos26.4"; "sdk_osVersion" = "26.4"; "sdk_platformID" = 2; "sdk_variant" = iphoneos; "sdk_version_monotonic" = 2304023700; } System Information macOS Version 26.4 (Build 25E246) Xcode 26.4 (24909) (Build 17E192) Timestamp: 2026-03-30T09:59:46+02:00
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On-Demand Resources with Initial Install Tags Are Frequently Unavailable at First Launch
Hello, Because our app package size is relatively large, part of our resources needs to be delivered through Apple-hosted asset packs. If we use the Background Assets framework to download these Apple-hosted packs, our app would only be able to support devices running iOS 26 or later. To maintain compatibility with a broader range of iOS versions, we chose to use iOS On-Demand Resources instead. However, during actual use, we found that even when these packs are marked with the initial install tag, there is still a fairly high probability (around 40%) that they are not available on the first screen after the app is launched for the first time. When we try to access them through conditionallyBeginAccessingResourcesWithCompletionHandler, the resources are unavailable, which forces us to download them again. During testing, we added event tracking and found that out of 22 users who downloaded the app, 9 had to re-download these resource packs on first launch. Each of these packs marked with the initial install tag is about 300 MB in size. We have also made sure to follow the NSBundleResourceRequest limitation that no more than 2000 × 1000 × 1000 bytes of resources should be accessed at the same time. We would like to understand why these packs, even though they are marked as initial install, still have such a high probability (around 40%) of being unavailable on the first screen at first launch.
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WiFi WPA3 Cypher Problem
I've submitted a couple of pieces of feedback regarding broken WPA3 support on iOS 26 for the iPhone 17 Pro Max, and I've seen various access point vendors report that the GCMP256 cypher is not working. If you use WPA2, there is no issue. The problem I'm running into comes down to WPA3 being mandatory on 6 GHz. Some vendors have reported that disabling GCMP256 on Cisco Meraki hardware solves the problem. No other major vendor exposes this level of options. Does anyone know if it's possible to get more verbose diagnostic information out of the WiFi stack? I need actual information about why the negotiation fails, the technician-level stuff.
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App Crash with mxSignpost function not found
Hi team: I recently update to Xcode 26.4, and I encountered crash when running to < iOS 26.4 both for physical device and Simulator with this log: dyld[1257]: Symbol not found: _$s9MetricKit10mxSignpost_3dso3log4name10signpostID__ySo03os_H7_type_ta_SVSo03OS_j1_F0Cs12StaticStringV0J0010OSSignpostI0VALSays7CVarArg_pGtF Referenced from: <164CCEB0-E1F8-3CE2-A934-2096C19C0A9A> /private/var/containers/Bundle/Application/EA709A68-F76F-4D97-85C6-B71D61D68389/xxx.app/xxx.debug.dylib Expected in: <9E5EC9BB-5828-329C-A2BC-038B67060298> /System/Library/Frameworks/MetricKit.framework/MetricKit Symbol not found: _$s9MetricKit10mxSignpost_3dso3log4name10signpostID__ySo03os_H7_type_ta_SVSo03OS_j1_F0Cs12StaticStringV0J0010OSSignpostI0VALSays7CVarArg_pGtF Referenced from: <164CCEB0-E1F8-3CE2-A934-2096C19C0A9A>x /private/var/containers/Bundle/Application/EA709A68-F76F-4D97-85C6-B71D61D68389/xxx.app/xxx.debug.dylib Expected in: <9E5EC9BB-5828-329C-A2BC-038B67060298> /System/Library/Frameworks/MetricKit.framework/MetricKit dyld config: DYLD_LIBRARY_PATH=/usr/lib/system/introspection DYLD_INSERT_LIBRARIES=/usr/lib/libLogRedirect.dylib:/usr/lib/libBacktraceRecording.dylib:/usr/lib/libMainThreadChecker.dylib:/usr/lib/libRPAC.dylib:/usr/lib/libViewDebuggerSupport.dylib but iOS 26.4 works well. Env: Xcode: 26.4 Simulator/Physical Device: < 26.4 macOS: 26.3 Thanks for giving any help.
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DateFormatter date(from:) returns nil for date 2026-03-29 in Atlantic/Azores timezone
When using DateFormatter with the Atlantic/Azores timezone, calling date(from: formattedString) for the date 2026-03-29 returns nil unexpectedly. codes: let dateFormatter = DateFormatter() dateFormatter.dateFormat = "yyyyMMdd" // 年月日格式 dateFormatter.timeZone = TimeZone(identifier: "Atlantic/Azores") dateFormatter.locale = Locale(identifier: "en_US_POSIX") var now = Date() now -= 60 * 60 * 13 let formattedString = dateFormatter.string(from: now) let dateWithTimeZone = dateFormatter.date(from: formattedString) print(formattedString) //20260329 print(dateWithTimeZone) // nil
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App stuck in "Waiting for Review" for 8+ days (Expedited Request submitted)
Hi everyone, I am looking for some guidance on a delayed review for a new app launch. Our app, Vibe: Real-Time Social Radar (App ID: 6758596460), has been stuck in the "Waiting for Review" status since March 22nd. Here is the context: It is version 1.0.1. Prior to March 22, we had removed our submission a few times to fix minor metadata issues before the review started. I understand this resets our place in the queue. We have just submitted an Expedited Review request due to an upcoming launch deadline. My question: Does removing a submission multiple times trigger an automated "spam" hold or push the app into a longer Senior Review queue? Is there anything else I can do via App Store Connect to ensure the reviewer has what they need, or do I just need to wait for the Expedited Review team to respond? Any insights from developers who have experienced a similar delay recently would be greatly appreciated!
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How to test TokenNotificationURL in sandbox?
We are trying to implement the the tokenNotificationUrl in a deferredBilling request so that we can get MPAN tokens (when supported) back from ApplePay. We want to be able to test that the events are working and firing. I have tried creating a deferred billing request, and then unlinked my test card from my test account and did not receive any event at my token notification endpoint. What is the best way to approach this from a lower environment perspective? We are trying to simulate the UNLINK EventType in the MerchantTokenEventResponse. Also can you confirm that providing this URL is what determines if we get an MPAN vs a DPAN (when MPAN is supported) or is there a different mechanism that turns that on?
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Xcode Cloud accessing Azure Devops repository
Hi, I am attempting to setup Xcode Cloud for my project. The repository for the project is in Azure Devops. When I look on the internet, I get the answer: Go to AppstoreConnect, your app, Xcode Cloud and configure the repo. However, in my version of Xcode I am immediately sent back to Xcode to configure it. When looking in this forum, I see some old Posts from 2022 and 2024 without any answer. I assume I need to pick 'Github Enterprise' as the GIT provider. If I do, It attempts to connect to devops.azure.com, which sounds about right. But then I get a permission error. I would like to configure Xcode Cloud to access Azure Devops using one of the PATs that I have configured. Has anybody been able to Mae this work? Or should I make a Mirror Repo in Github (ir BitBucket or Gitlab) and let Apple connect to that? Kind regards Wouter
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Unable to Control Optical Zoom via USB (UVC) in Custom Swift App, While Prebuilt App Works
I’m currently working on a macOS application to control a USB camera’s optical zoom via a direct USB connection. My situation: I am using a USB camera that supports optical zoom. I downloaded an open-source project, CameraController. The prebuilt binary provided on GitHub works perfectly, and I can successfully control the camera’s optical zoom. However, when I build and run the same project from source in Xcode, the zoom control UI appears disabled (grayed out). The project compiles without errors. Additionally, I attempted to implement zoom control myself using the UVC protocol in Swift . However, it seems that the zoom control commands are not successfully sent or recognized by the camera. Questions: Why would the prebuilt app work, but the same source code built locally results in disabled zoom controls? Are there known limitations on sending zoom control requests via USB on macOS? Is there a recommended modern approach for controlling optical zoom programmatically via Swift? Any insights, debugging suggestions, or references would be greatly appreciated. Thanks in advance!
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AccessorySetupKit: Can I use bluetoothNameSubstring be used without bluetoothCompanyIdentifier?
I'm integrating AccessorySetupKit for BLE earbuds discovery and running into an issue with ASDiscoveryDescriptor configuration. Our earbuds don't have a fixed Bluetooth SIG company identifier. So I'm trying to use bluetoothNameSubstring + bluetoothServiceUUID instead. However, this combination never discovers any devices. The picker appears but stays empty. As soon as I add a bluetoothCompanyIdentifier, the device is found instantly. I reproduced this with my Bose QC35 II as well, so it's not specific to our hardware. My configuration: bluetoothServiceUUID: set to our custom UUID bluetoothNameSubstring: set to a substring matching the advertised device name NSAccessorySetupBluetoothServices + NSAccessorySetupBluetoothNames both set in Info.plist supportedOptions: .bluetoothPairingLE iOS 26.3.1, iPhone 11 The documentation doesn't mention that bluetoothCompanyIdentifier is required. Is bluetoothCompanyIdentifier actually required for BLE discovery? If so, is there a recommended approach for devices that don't have a fixed company identifier?
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Subscription identifier already used
Hello, I made a mistake and created an in-app purchase with an identifier. I then deleted it. And I then reused this identifier to create a subscription but I have a block telling me that the identifier is already used. How long does an identifier remain in memory after deletion? Or should I create a new one? It's already been 24 hours. Thank you.
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iPadOS problem with camera focus
After update to ipad OS 26.4 or latest 26.3., we’ve been experiencing issues with focusing. We have an app that scans 1x1 cm QR or DataMatrix codes from a distance of 10–20 cm, and users across different devices (ipad 9 and 10) are reporting problems. I didn’t find anything related to the camera in the version changelog, but users from various places are reporting problem with camera.
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Will Apple Developer support phone number based Apple accounts?
When signing in on the Apple Developer website with the phone number-based account I created when I was setting up my Mac, this error message is shown: Your Apple ID is not eligible to use this application at this time. I've seen other people with this problem and I hope that we will be able to log in using phone number accounts soon. For now, creating a new email-based account seems to be the only solution, but I don't want to do that 😂
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Core Bluetooth Events when enabling State Restoration
Hello dear Apple Platform Engineers, I'm working on an iOS App that connects to a Bluetooth Low Energy Peripheral in the foreground. Whenever the App moves into Background, we want to continue syncing data & therefore implemented State Restoration to be informed about Discovery, Connect, Disconnect or Characteristic changes in the Background in order to wake the App up whenever it was "Terminated due to memory issue". I consulted https://developer.apple.com/library/archive/documentation/NetworkingInternetWeb/Conceptual/CoreBluetooth_concepts/CoreBluetoothBackgroundProcessingForIOSApps/PerformingTasksWhileYourAppIsInTheBackground.html#//apple_ref/doc/uid/TP40013257-CH7-SW1 for this & assigned: CBCentralManagerOptionRestoreIdentifierKey Reinstantiate the dedicated CentralManager & implemented the centralManager(_ central: CBCentralManager, willRestoreState dict: [String : Any]) Delegate Additionally, I assigned the following keys on connect(_ peripheral: CBPeripheral, options: [String : Any]? = nil) CBConnectPeripheralOptionNotifyOnConnectionKey CBConnectPeripheralOptionNotifyOnDisconnectionKey CBConnectPeripheralOptionNotifyOnNotificationKey However, from my experience the App gets woken up, but neither the willRestoreState nor the didDiscover, didConnect or didDisconnectPeripheral is called even though launchOptions?[UIApplication.LaunchOptionsKey.bluetoothCentrals] as? [String] is not empty. What might I be missing when trying to make this approach work? Thanks a lot for any insights & support!
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Auto-renewable subscriptions stuck in “Missing Metadata” with all fields completed
Hello, I’m experiencing an issue with auto-renewable subscriptions in App Store Connect and would appreciate any guidance. I have created two subscriptions (monthly and yearly), and all required metadata appears to be fully completed: pricing (price tiers set and saved) availability (countries selected) localization (titles and descriptions added) App Review screenshot uploaded However, both subscriptions remain in the “Missing Metadata” status, and the “Submit for Review” option is not available. Because of this, I am unable to attach the subscriptions to my app version and proceed with App Review (Guideline 2.1(b) - App Completeness). What I have already tried: re-saving all fields multiple times re-uploading the App Review screenshot verifying pricing and availability checking localization reviewing introductory offers The issue persists. Has anyone encountered this before or knows what might be causing this status, even when all fields seem complete? Any help would be greatly appreciated. Thank you!
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I have submitted my app and it has been waiting for review.
I have submitted my app and it has been waiting for review. I am the owner of the App and I applied for expedited review, but it didn't work. The version we submitted updated the information of the App. We consulted Apple and asked to continue waiting by using "Contact Us". I also submitted the information and they said to wait further. So we can only seek help from the reviewers here. Application ID: d6479289380
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Need MetricKit Implementation details for MacOS background Application, mainly for
Hi, We are trying to integrate Metric Kit into our MacOS Application. Our application is a background process. We are interested in getting CPU and Memory metrics for our process. MXMetricPayload is the one we are looking at. We tried to integrate metric Kit and left the background app for 24 hours, we did not get any callback. So, does metric kit work for background app in MacOS? Also does it for Network Extension?
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Scene resizing on iPad breaks UIPageViewController's setViewControllers
The following is verbatim of a feedback report (FB22367951) I submitted, shared here as someone else might be interested to see it. I have reproduced this bug on iPadOS 26.3.1 (a) and 26.4. During scene resizing on iPad, UIPageViewController's setViewControllers method fails to do its work. The navigation starts and for a brief moment you can see the new view controller coming from the expected direction, but shortly after it fails and stays on the same [current] view controller. It doesn't even call the completion handler when it fails. When the navigation succeeds (due to not resizing a scene during the navigation) after previously failing at least once, the completion handler is sometimes called more than once. I have created a demo project, which I have pushed to this repo: https://github.com/galijot/SceneResize-Breaks-UIPageViewController I have also attached a zip of the project to this report.
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Impact of finishing the transaction after a purchase in StoreKit
Prerequisites We plan to sell non-consumable items via in-app purchases. The app includes a restore button. We understand that after a payment is completed on a smartphone, the server must verify the receipt and activate the item in the database, and the app must then execute the transaction finish process. Due to our app’s constraints, there are specific cases where we must execute the transaction finish process on the app side without first performing the item activation process in the database. We do not know exactly what the transaction finish process entails. Questions What are the implications in the following cases? The payment was completed, but the product activation process in our database failed, and the transaction finish process was not executed on the app side. After restarting the app, an OS notification indicating an incomplete transaction appeared, and only the finish process was executed. In this scenario, we assume that the OS notification will not appear next time, and the user can simply activate the purchase by starting a transaction recovery. Are there any potential concerns or bugs that might occur? What are the implications if the product activation process in our database succeeds, but the finish operation fails to complete normally due to the user exiting the app or similar circumstances? Our assumption is that since the product is activated in our database, we can provide value for the charge without issue, and there is no deterioration in UX, such as the inability to process refunds in the app store. Are there any potential concerns or bugs that might arise? Regarding this inquiry, if you have any information—such as whether this scenario would result in a rejection during the app review process—we would appreciate it if you could share it with us.
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iOS 26.4 Simulator + Xcode local StoreKit returns PurchaseResult.userCancelled immediately, even in Apple sample app
Hi, I’m seeing a reproducible issue with local StoreKit testing on the iOS 26.4 Simulator. Environment: Xcode 17E192 iOS 26.4 Simulator StoreKit Testing in Xcode using a .storekit configuration file attached to the Run scheme SubscriptionStoreView StoreKit 2 What happens: Tapping a subscription purchase button starts the flow, but the purchase immediately returns: StoreKit.Product.PurchaseResult.userCancelled No purchase dialog appears. No transaction is created. Debug > StoreKit > Manage Transactions remains empty. Transaction.updates, Transaction.unfinished, and Transaction.currentEntitlements do not produce any new purchase-related events. Important detail: This happens not only in my app, but also in Apple’s sample: Implementing a store in your app using the StoreKit API I tested the sample with its own .storekit file and shared scheme. The sample shows the same behavior on iOS 26.4 Simulator. On iOS 26.2 Simulator: The purchase flow does react differently. I see the warning: Making a purchase without listening for transaction updates risks missing successful purchases. Create a Task to iterate Transaction.updates at launch. So 26.2 does not appear completely broken in the same way. What I already checked: The .storekit file is attached to the active Run scheme. Simulated failures are disabled: _disableDialogs = false _failTransactionsEnabled = false _storeKitErrors = [] I tried both SubscriptionStoreView(groupID:) and SubscriptionStoreView(productIDs:) I erased app data, reinstalled, and tested on a fresh simulator. Manage Transactions has no records at all. My own app and Apple’s sample both reproduce the issue on 26.4 Simulator. This makes me suspect a simulator/runtime regression in local StoreKit testing on iOS 26.4 rather than an app-specific bug. Has anyone else seen this on iOS 26.4 Simulator? Is this a known issue with StoreKit Testing in Xcode on the 26.4 runtime? If needed, I can provide the exact simulator/Xcode versions and a minimal repro using Apple’s sample project.
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My app fails to launch since I have changed of iPhone (from iPhone13 pro to iPhone 17 pro)
Since I have changed of iPhone (yesterday) to run my draft application, I systematically, and instantaneously get a message "The application failed to launch.", i.e. the application successfully built and was downloaded to the new iPhone (Iphone 17 pro - iOS 26.4). I have checked that this new iPhone is well registered on my list of authorized devices. Could you help me to fix this issue ? Here is the verbose attached to the failure: The application failed to launch. Domain: com.apple.dt.CoreDeviceError Code: 10002 User Info: { BundleIdentifier = "com.laurent-guise.ble-laser"; DVTErrorCreationDateKey = "2026-03-30 07:59:46 +0000"; IDERunOperationFailingWorker = IDELaunchCoreDeviceWorker; } The request to open "com.laurent-guise.ble-laser" failed. Domain: FBSOpenApplicationServiceErrorDomain Code: 1 Failure Reason: The request was denied by service delegate (SBMainWorkspace). User Info: { BSErrorCodeDescription = RequestDenied; FBSOpenApplicationRequestID = 0x3868; } The operation couldn’t be completed. The process failed to launch. Domain: FBProcessExit Code: 64 Failure Reason: The process failed to launch. User Info: { BSErrorCodeDescription = "launch-failed"; } The operation couldn’t be completed. Launch failed. Domain: RBSRequestErrorDomain Code: 5 Failure Reason: Launch failed. Launchd job spawn failed Domain: NSPOSIXErrorDomain Code: 85 Failure Reason: Bad executable (or shared library) Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : { "device_identifier" = "00008150-000E19E814A1401C"; "device_isCoreDevice" = 1; "device_model" = "iPhone18,1"; "device_osBuild" = "26.4 (23E246)"; "device_osBuild_monotonic" = 2304024600; "device_os_variant" = 1; "device_platform" = "com.apple.platform.iphoneos"; "device_platform_family" = 2; "device_reality" = 1; "device_thinningType" = "iPhone18,1"; "device_transport" = 0; "launchSession_schemeCommand" = Run; "launchSession_schemeCommand_enum" = 1; "launchSession_targetArch" = arm64; "launchSession_targetArch_enum" = 6; "operation_duration_ms" = 6590; "operation_errorCode" = 1; "operation_errorDomain" = "com.apple.dt.CoreDeviceError.10002.FBSOpenApplicationServiceErrorDomain"; "operation_errorWorker" = IDELaunchCoreDeviceWorker; "operation_error_reportable" = 1; "operation_name" = IDERunOperationWorkerGroup; "param_consoleMode" = 1; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com.apple.platform.iphoneos"; "param_diag_MTE_enable" = 0; "param_diag_MainThreadChecker_stopOnIssue" = 0; "param_diag_MallocStackLogging_enableDuringAttach" = 0; "param_diag_MallocStackLogging_enableForXPC" = 1; "param_diag_allowLocationSimulation" = 1; "param_diag_checker_mtc_enable" = 1; "param_diag_checker_tpc_enable" = 1; "param_diag_gpu_frameCapture_enable" = 0; "param_diag_gpu_shaderValidation_enable" = 0; "param_diag_gpu_validation_enable" = 0; "param_diag_guardMalloc_enable" = 0; "param_diag_memoryGraphOnResourceException" = 0; "param_diag_queueDebugging_enable" = 1; "param_diag_runtimeProfile_generate" = 0; "param_diag_sanitizer_asan_enable" = 0; "param_diag_sanitizer_tsan_enable" = 0; "param_diag_sanitizer_tsan_stopOnIssue" = 0; "param_diag_sanitizer_ubsan_enable" = 0; "param_diag_sanitizer_ubsan_stopOnIssue" = 0; "param_diag_showNonLocalizedStrings" = 0; "param_diag_viewDebugging_enabled" = 1; "param_diag_viewDebugging_insertDylibOnLaunch" = 1; "param_install_style" = 2; "param_launcher_UID" = 2; "param_launcher_allowDeviceSensorReplayData" = 0; "param_launcher_kind" = 0; "param_launcher_style" = 99; "param_launcher_substyle" = 0; "param_lldbVersion_component_idx_1" = 0; "param_lldbVersion_monotonic" = 210000160004; "param_runnable_appExtensionHostRunMode" = 0; "param_runnable_productType" = "com.apple.product-type.application"; "param_testing_launchedForTesting" = 0; "param_testing_suppressSimulatorApp" = 0; "param_testing_usingCLI" = 0; "sdk_canonicalName" = "iphoneos26.4"; "sdk_osVersion" = "26.4"; "sdk_platformID" = 2; "sdk_variant" = iphoneos; "sdk_version_monotonic" = 2304023700; } System Information macOS Version 26.4 (Build 25E246) Xcode 26.4 (24909) (Build 17E192) Timestamp: 2026-03-30T09:59:46+02:00
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On-Demand Resources with Initial Install Tags Are Frequently Unavailable at First Launch
Hello, Because our app package size is relatively large, part of our resources needs to be delivered through Apple-hosted asset packs. If we use the Background Assets framework to download these Apple-hosted packs, our app would only be able to support devices running iOS 26 or later. To maintain compatibility with a broader range of iOS versions, we chose to use iOS On-Demand Resources instead. However, during actual use, we found that even when these packs are marked with the initial install tag, there is still a fairly high probability (around 40%) that they are not available on the first screen after the app is launched for the first time. When we try to access them through conditionallyBeginAccessingResourcesWithCompletionHandler, the resources are unavailable, which forces us to download them again. During testing, we added event tracking and found that out of 22 users who downloaded the app, 9 had to re-download these resource packs on first launch. Each of these packs marked with the initial install tag is about 300 MB in size. We have also made sure to follow the NSBundleResourceRequest limitation that no more than 2000 × 1000 × 1000 bytes of resources should be accessed at the same time. We would like to understand why these packs, even though they are marked as initial install, still have such a high probability (around 40%) of being unavailable on the first screen at first launch.
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WiFi WPA3 Cypher Problem
I've submitted a couple of pieces of feedback regarding broken WPA3 support on iOS 26 for the iPhone 17 Pro Max, and I've seen various access point vendors report that the GCMP256 cypher is not working. If you use WPA2, there is no issue. The problem I'm running into comes down to WPA3 being mandatory on 6 GHz. Some vendors have reported that disabling GCMP256 on Cisco Meraki hardware solves the problem. No other major vendor exposes this level of options. Does anyone know if it's possible to get more verbose diagnostic information out of the WiFi stack? I need actual information about why the negotiation fails, the technician-level stuff.
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App Crash with mxSignpost function not found
Hi team: I recently update to Xcode 26.4, and I encountered crash when running to < iOS 26.4 both for physical device and Simulator with this log: dyld[1257]: Symbol not found: _$s9MetricKit10mxSignpost_3dso3log4name10signpostID__ySo03os_H7_type_ta_SVSo03OS_j1_F0Cs12StaticStringV0J0010OSSignpostI0VALSays7CVarArg_pGtF Referenced from: <164CCEB0-E1F8-3CE2-A934-2096C19C0A9A> /private/var/containers/Bundle/Application/EA709A68-F76F-4D97-85C6-B71D61D68389/xxx.app/xxx.debug.dylib Expected in: <9E5EC9BB-5828-329C-A2BC-038B67060298> /System/Library/Frameworks/MetricKit.framework/MetricKit Symbol not found: _$s9MetricKit10mxSignpost_3dso3log4name10signpostID__ySo03os_H7_type_ta_SVSo03OS_j1_F0Cs12StaticStringV0J0010OSSignpostI0VALSays7CVarArg_pGtF Referenced from: <164CCEB0-E1F8-3CE2-A934-2096C19C0A9A>x /private/var/containers/Bundle/Application/EA709A68-F76F-4D97-85C6-B71D61D68389/xxx.app/xxx.debug.dylib Expected in: <9E5EC9BB-5828-329C-A2BC-038B67060298> /System/Library/Frameworks/MetricKit.framework/MetricKit dyld config: DYLD_LIBRARY_PATH=/usr/lib/system/introspection DYLD_INSERT_LIBRARIES=/usr/lib/libLogRedirect.dylib:/usr/lib/libBacktraceRecording.dylib:/usr/lib/libMainThreadChecker.dylib:/usr/lib/libRPAC.dylib:/usr/lib/libViewDebuggerSupport.dylib but iOS 26.4 works well. Env: Xcode: 26.4 Simulator/Physical Device: < 26.4 macOS: 26.3 Thanks for giving any help.
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DateFormatter date(from:) returns nil for date 2026-03-29 in Atlantic/Azores timezone
When using DateFormatter with the Atlantic/Azores timezone, calling date(from: formattedString) for the date 2026-03-29 returns nil unexpectedly. codes: let dateFormatter = DateFormatter() dateFormatter.dateFormat = "yyyyMMdd" // 年月日格式 dateFormatter.timeZone = TimeZone(identifier: "Atlantic/Azores") dateFormatter.locale = Locale(identifier: "en_US_POSIX") var now = Date() now -= 60 * 60 * 13 let formattedString = dateFormatter.string(from: now) let dateWithTimeZone = dateFormatter.date(from: formattedString) print(formattedString) //20260329 print(dateWithTimeZone) // nil
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App stuck in "Waiting for Review" for 8+ days (Expedited Request submitted)
Hi everyone, I am looking for some guidance on a delayed review for a new app launch. Our app, Vibe: Real-Time Social Radar (App ID: 6758596460), has been stuck in the "Waiting for Review" status since March 22nd. Here is the context: It is version 1.0.1. Prior to March 22, we had removed our submission a few times to fix minor metadata issues before the review started. I understand this resets our place in the queue. We have just submitted an Expedited Review request due to an upcoming launch deadline. My question: Does removing a submission multiple times trigger an automated "spam" hold or push the app into a longer Senior Review queue? Is there anything else I can do via App Store Connect to ensure the reviewer has what they need, or do I just need to wait for the Expedited Review team to respond? Any insights from developers who have experienced a similar delay recently would be greatly appreciated!
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