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adding Sub menu to Context Menu in MacOS
I'm trying to put a sub menu inside the context menu using the NSExtensionFileProviderActions in info.plist. Which should look like this image below I have been trying to use FPUIActionExtensionViewController for doing this task but I havent got any context menu like above. But still doing that does seem to complicate the task more. Is there a simpler way to do this task, like doing it within the info.plist so I dont have to complicate the task by creating a view controller. ?
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iOS 26: Unable to Transition from CallKit Screen to App when remoteHandle is nil or empty string
Hello, I am developing an internal phone application using CallKit. I am experiencing an issue with the behavior of remoteHandle settings in iOS 26 and would appreciate any insights you can provide towards a solution. 1. Problem Description When an iPhone running iOS 26 is in a sleep state and receives a VoIP incoming call where remoteHandle is set to nil or an empty string (@""), we are unable to transition to our application (the UIExtension provided by the provider) from the CallKit UI's "More" (…) button after answering the call. 2. Conditions and Symptoms OS Version: iOS 26 Initial State: iPhone is in a sleep state Call Type: An unsolicited(unknown number) VoIP incoming call where the CXCallUpdate's remoteHandle is set to either nil or [[CXHandle alloc] initWithType:CXHandleTypePhoneNumber value:@""] Symptoms: After answering the VoIP call by sliding the button, selecting the "More" (…) button displayed on the CallKit screen does not launch our application's UIExtension (custom UI), and the iPhone instead stay to the CallKit screen. 3. Previous Behavior (Up to iOS 18) Up to iOS 18, even when remoteHandle was set to an empty string using the following code, the application would transition normally from "More" after answering an incoming call from a sleep state. CXCallUpdate *update = [[CXCallUpdate alloc] init]; update.remoteHandle = [[CXHandle alloc] initWithType:CXHandleTypePhoneNumber value:@""]; [provider reportNewIncomingCallWithUUID:uuid update:update completion:completion]; 4. Unsuccessful Attempts to Resolve The issue remained unresolved after changing the handling for unsolicited(unknown number) incoming calls as follows: CXCallUpdate *update = [[CXCallUpdate alloc] init]; update.remoteHandle = nil; // Set remoteHandle to nil [provider reportNewIncomingCallWithUUID:uuid update:update completion:completion]; 5. Workaround (Temporary) The problem can be resolved, and the application can transition successfully, by setting a dummy numerical value (e.g., "0") for the value in remoteHandle using the following code: CXCallUpdate *update = [[CXCallUpdate alloc] init]; update.remoteHandle = [[CXHandle alloc] initWithType:CXHandleTypePhoneNumber value:@"0"]; // Set a dummy numerical value [provider reportNewIncomingCallWithUUID:uuid update:update completion:completion]; 6. Additional Information If remoteHandle is correctly set with the caller's number (i.e., not an unsolicited(unknown number) call; e.g., value:@"1234567890"), the application transitions normally from the "More" button after answering an incoming call from a sleep state, even in iOS 26. The above issue does not occur when answering incoming calls while the iPhone is in an active state (not sleeping). 7. Questions Have there been any other reports of similar behavior? Should this be considered a bug in CallKit for iOS 26? Should I make file a new Feedback report? Is there a suitable method to resolve this issue when the caller ID is unsolicited (nil or an empty string)? This problem significantly impacts user operations as end-users are unable to perform essential in-app actions such as hold or transfer after answering an unsolicited(unknown number) call from a sleep state. We are eager to find an urgent solution and would appreciate any information or advice you can provide. Thank you for your assistance.
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Reverse geocoding rate limit of MKReverseGeocodingRequest compared to CLGeocoder
The documentation for CLGeocoder states Geocoding requests are rate-limited for each app, so making too many requests in a short period of time may cause some of the requests to fail. (When the maximum rate is exceeded, the geocoder returns an error object with the CLError.Code.network error to the associated completion handler.) And it provides helpful guidance on how and when to submit geocoding requests. The documentation for MKReverseGeocodingRequest does not mention requests are rate-limited. Does this mean it is not rate-limited? If it is rate-limited, is it similar to CLGeocoder, what is its behavior? It is important to understand behavior of the API in order to understand impact on my app’s use case and how users will be affected should I change the implementation. Thanks!
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MultiPeer Connectivity: Device discovery succeeds but handshake fails when off-network
Hi, I am building an app that depends on multiple iOS devices connecting to a designated "coordinator" iOS device. I am using MPC, and it works great when the devices are connected to the same WiFi AP, with virtually 100% connection success. My definition of success is a near instant detection of available devices, >95% connection success rate, and a stable ongoing connection with no unexpected disconnects. The issue arises when the devices are not connected to the same WiFi network (or connected to no network with WiFi and bluetooth still on). Devices detect each other immediately, but when initiating a connection, both devices initiate a handshake, but the connection is not successful. In the few times where the connection succeeds, the connection quality is high, stable, and doesn't drop. Is this a known limitation of the framework? Could I be doing something wrong in my implementation?
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Background App Refresh
Hi, I have a couple questions about background app refresh. First, is the function RefreshAppContentsOperation() where to implement code that needs to be run in the background? Second, despite importing BackgroundTasks, I am getting the error "cannot find operationQueue in scope". What can I do to resolve that? Thank you. func scheduleAppRefresh() { let request = BGAppRefreshTaskRequest(identifier: "peaceofmindmentalhealth.RoutineRefresh") // Fetch no earlier than 15 minutes from now. request.earliestBeginDate = Date(timeIntervalSinceNow: 15 * 60) do { try BGTaskScheduler.shared.submit(request) } catch { print("Could not schedule app refresh: \(error)") } } func handleAppRefresh(task: BGAppRefreshTask) { // Schedule a new refresh task. scheduleAppRefresh() // Create an operation that performs the main part of the background task. let operation = RefreshAppContentsOperation() // Provide the background task with an expiration handler that cancels the operation. task.expirationHandler = { operation.cancel() } // Inform the system that the background task is complete // when the operation completes. operation.completionBlock = { task.setTaskCompleted(success: !operation.isCancelled) } // Start the operation. operationQueue.addOperation(operation) } func RefreshAppContentsOperation() -> Operation { }
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How To Set Custom Icon for Control Center Shortcuts
How do I set a custom icon for an app control that appears in Control Shortcuts (swipe down from iOS) ? Where is the documentation for size and where to put the image, format etc? Thank you. Working Code (sfsymbol) import Foundation import AppIntents import SwiftUI import WidgetKit // MARK: - Open App Control @available(iOS 18.0, *) struct OpenAppControl: ControlWidget { let kind: String = "OpenAppControl" var body: some ControlWidgetConfiguration { StaticControlConfiguration(kind: kind, content: { ControlWidgetButton(action: OpenAppIntent()) { Label("Open The App", systemImage: "clock.fill") } } }) .displayName("Open The App") // This appears in the shortcuts view } } Sample Image These apps use their own image. How can I use my own image?
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Application being blocked with time limit even though allowed
Hey there, We are being incorrectly blocked by Time Limits since the iOS 26 update released earlier this year. We are receiving complaints from parents that set a screentime limit for "All apps", and then add an exception for us, that they are still getting blocked by the OS after a certain period of time. While we originally thought this was fixed in 26.1, we have recently been made aware it still occurs. Has anyone else experienced this issue? Is there something we can do from our side to protect ourselves from this? Telling customers to remove their "All app" limit isn't really practical given our customer base, so we're looking to see if there's something on Apple's end or our end that can alleviate this.
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App Clip not launching from shared link in Messages when URL is same as deep link
I’m configuring App Clip launch behavior and would appreciate some clarification. In my setup, the App Clip launch URL is the same as the deep link used to open the full app. Both are configured in the Apple App Site Association (AASA) file. Observed behavior: Scanning a QR code with this URL correctly launches the App Clip. Tapping the same URL when it’s shared (for example, via Messages) launches the full app via the deep link instead of the App Clip experience. I’m reviewing the documentation here: https://developer.apple.com/documentation/appclip/configuring-the-launch-experience-of-your-app-clip#Choose-App-Clip-experiences-you-want-to-support The table mentions that an App Clip can be invoked via “A shared link to an App Clip in the Messages app.” However, when I tap the shared link in Messages, the deep link experience is triggered instead of the App Clip. My questions are: Is this behavior expected when the App Clip URL and the app’s deep link URL are the same? Does launching an App Clip from a shared Messages link require a distinct URL or additional configuration beyond what’s in the AASA file? Are there specific constraints or priorities between universal links for the full app and App Clip invocation in this scenario? Any clarification or guidance would be greatly appreciated. Thank you.
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Deliver/bundle entire Shortcut automations with an app
Is there any way of creating complete Shortcuts automations and bundling them with my app? Specifically, I would like the user to be able to Take a photo and open it with my app Or take a screenshot and open it with my app Of course I could offer a Share extension, but going through the Share menu and selecting my app there is time consuming for the user. I would like the user to be able to configure his or her action button such that it takes a new picture and opens it with my app right away. I can, of course, offer the respective App Shortcuts and let the user combine them into a pipeline with the Take Screenshot or Take Photo system actions. However, only power users would do this. Hence, I would like to bundle this complete pipeline with my app, such that the user just has to assign his/her Action Button to this pipeline if he/she wants to use this feature. How to go about this? I was thinking of exporting the shortcut into a file, bundling it with the app as a resource, and offering it via a Share action for the user to install it, or by sharing it on iCloud and adding the iCloud link to the UI of my app. What is the recommended approach?
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SwiftData @Model: Optional to-many relationship is never nil at runtime
Hi all, I’m trying to understand SwiftData’s runtime semantics around optional to-many relationships, especially in the context of CloudKit-backed models. I ran into behavior that surprised me, and I’d like to confirm whether this is intended design or a potential issue / undocumented behavior. Minimal example import SwiftUI import SwiftData @Model class Node { var children: [Node]? = nil var parent: Node? = nil init(children: [Node]? = nil, parent: Node? = nil) { self.children = children self.parent = parent print(self.children == nil) } } struct ContentView: View { var body: some View { Button("Create") { _ = Node(children: nil) } } } Observed behavior If @Model is not used, children == nil prints true as expected. If @Model is used, children == nil prints false. Inspecting the macro expansion, it appears SwiftData initializes relationship storage using backing data placeholders and normalizes to-many relationships into empty collections at runtime, even when declared as optional. CloudKit context From the SwiftData + CloudKit documentation: “The iCloud servers don’t guarantee atomic processing of relationship changes, so CloudKit requires all relationships to be optional.” Because of this, modeling relationships as optional is required when syncing with CloudKit, even for to-many relationships. This is why I’m hesitant to simply switch the model to a non-optional [Node] = [], even though that would match the observed runtime behavior. Questions Is it intentional that optional to-many relationships in SwiftData are never nil at runtime, and instead materialize as empty collections? If so, is Optional<[Model]> effectively treated as [Model] for runtime access, despite being required for CloudKit compatibility? Is the defaultValue: nil in the generated Schema.PropertyMetadata intended only for schema/migration purposes rather than representing a possible runtime state? Is there a recommended modeling pattern for CloudKit-backed SwiftData models where relationships must be optional, but runtime semantics behave as non-optional? I’m mainly looking to ensure I’m aligning with SwiftData’s intended design and not relying on behavior that could change or break with CloudKit sync. Thanks in advance for any clarification!
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iOS supervised mode without resetting data
I came across this tool that enables supervised mode on iOS without resetting the data. it's essentially a macOS with a unix executable file underneath. a quick guide of how it works is here https://www.techlockdown.com/guides/enable-supervised-mode-iphone I would appreciate any guidance on how to recreate this, as this is behind a paywall, and would like to offer something similar for free to people who want to restrict their families devices.
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Best approach for persisting anonymous user data across devices without account creation
I'm building a photo editing app with a token-based subscription system using RevenueCat and StoreKit. Users purchase subscriptions that grant tokens for AI generations. There are no user accounts, the app is fully anonymous. Currently, I generate an anonymous account ID via RevenueCat SDK and store it in iCloud Keychain. This allows users on the same iCloud account to restore both their subscription and token balance across devices. However, users on a different iCloud account can restore their subscription via Apple, but their token balance is lost because there's no way to link the anonymous IDs. The problem is that if a user switches iCloud accounts or gets a new device without the same iCloud, their purchased tokens are orphaned. The subscription restores fine through Apple, but the token balance tied to the old anonymous ID becomes inaccessible. I have a few constraints: no user accounts, no email or phone sign-in, must work across devices owned by the same person, and must comply with App Store guidelines. My questions are: Is iCloud Keychain the right tool for this, or is there a better approach? Would CloudKit with an anonymous record zone be more appropriate? Are there any recommended patterns for persisting consumable balances tied to anonymous users across device migrations? Any guidance would be appreciated.
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WatchOS IAP -- why is this such a mess?
Need to vent a bit before relaxing for Christmas... WatchOS IAP using Storekit 2 is such a mess...is nobody actually using this or does Apple just not care for the user experience here? Lots of users experience after the purchase confirmation double tap on the side button an instant return to the purchase screen with nothing actually happening. No error message whatsoever. There is just one remedy: users need to unpair and re-pair their watch, including restoring a backup and setting up their wallet again. Nobody really wants to do this, or doesn't believe me and think this is just typical support BS, because their watch is paired and most things just work as they expect. And it turns away a customer, often leaving a bad review. And I can't do anything about it. Other errors in the purchase process are reported, but like "process interrupted" in case the payment is not setup correctly (credit car no longer valid or sth.). How should the user know? There must be better ways of letting him know what exactly the problem is. You need to implement a "Restore Purchase" function, otherwise you're not passing the review. But it really asks every time for the AppStore password, and users with crazy passwords -- that they rightfully should have! -- have almost no chance of typing them successfully on the tiny AW keyboard. Why is it not also just a side button double tap like for purchase? At the very least you would need access to the keychain PWs or allow pasting of sth. copied on the paired iPhone. Promo Codes for IAP on AW-only apps just don't work. AW has no redemption at all, and on the iPhone the AppStore will try to talk to a companion app (which AW-only doesn't have) and the end up in a dead-end installation effort. This all feels like never really tested in the field, and people are of course blaming the 3rd party dev. for all these issues. And opening a ticket is just leading nowhere -- at best it's closed after months with the hint "duplicate" but w/o any chance for me to see that one that they then actually work on and track progress. It's all so frustratingly broken...
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Promotional offer does not work, gave error code 3903
I tried to apply a promotional offer to a subscribed user. When I tested it in the Sandbox environment, it did not show the promotional payment popup but returned a “restored” status. However, when I tested it in the Xcode environment, it correctly displayed the payment popup, but after I tapped the Subscribe button, it showed an “Unable to Purchase” popup like this: And in the console I could see this error: Received error that does not have a corresponding StoreKit Error: Error Domain=AMSErrorDomain Code=305 "Server Error The server encountered an error" UserInfo={AMSURL=http://localhost:56862/WebObjects/MZBuy.woa/wa/inAppBuy, AMSDescription=Server Error, NSDebugDescription=Server Error The server encountered an error, AMSServerErrorCode=3903, AMSStatusCode=200, AMSServerPayload={ "cancel-purchase-batch" = 1; dialog = { defaultButton = ok; explanation = "Contact the developer for more information.\n\n[Environment: Xcode]"; initialCheckboxValue = 1; "m-allowed" = 0; message = "Unable to Purchase"; okButtonString = OK; }; dsid = 17322632127; failureType = 3903; jingleAction = inAppBuy; jingleDocType = inAppSuccess; pings = ( ); }, AMSFailureReason=The server encountered an error} Could someone help me resolve this issue? I’ve been struggling with it for two days and feeling exhausted...
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调用年龄范围框架的requestAgeRange,未弹出:是否要分享年龄的提示框
操作步骤:1:调用let eligible = try await AgeRangeService.shared.isEligibleForAgeFeatures,返回YES后,再次调用 let response = try await AgeRangeService.shared.requestAgeRange(ageGates:18, in: viewController) switch response { case .declinedSharing: DispatchQueue.main.async { completion(.declinedSharing, nil, nil) } case .sharing(let swiftRange): DispatchQueue.main.async { let model = ARAgeRange(swiftRange: swiftRange) completion(.sharing, model, nil) }
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ExtendedDistanceMeasurement in Nearby Interaction Framework not working on iOS 26
Problem Description: After upgrading to iOS 26, I discovered that the ExtendedDistanceMeasurement feature in the Nearby Interaction framework is not working as expected. On the same device model, the issue did not occur on iOS 18, but it is present on iOS 26 (including the latest iOS 26.2), and it has started affecting the functionality of my app. I hope this issue can be resolved as soon as possible. Problem Details: On iOS 26 and later versions (including iOS 26.2), when using an iPhone and an Apple Watch both equipped with second-generation UWB chips, enabling isExtendedDistanceMeasurementEnabled initiates the distance measurement process successfully, but the distance information fails to update. The real-time distance between the devices does not display within the app. Affected Devices and Versions: iPhone Model: iPhone 15 Pro Max iOS Version: iOS 26.2 Apple Watch Model: Apple Watch 10 watchOS Version: 26.2 Example Code: The issue can be reproduced by adding the following code to the official sample code: Nearby Interaction Framework Sample Code private func didReceiveDiscoveryToken(_ token: NIDiscoveryToken) { if session == nil { initializeNISession() } if !didSendDiscoveryToken { sendDiscoveryToken() } os_log("running NISession with peer token: \(token)") let config = NINearbyPeerConfiguration(peerToken: token) // The issue can be reproduced by adding the following code to the official sample code // Enable extended distance measurement if both devices support it if NISession.deviceCapabilities.supportsExtendedDistanceMeasurement && token.deviceCapabilities.supportsExtendedDistanceMeasurement { config.isExtendedDistanceMeasurementEnabled = true } session?.run(config) } Problem Behavior: When either the iPhone or the Apple Watch does not support the second-generation UWB chip (i.e., deviceCapabilities.supportsExtendedDistanceMeasurement = false), the code works as expected. However, when both the iPhone and the Apple Watch support the second-generation UWB chip (i.e., deviceCapabilities.supportsExtendedDistanceMeasurement = true), the code fails to work, and the distance does not update — meaning the real-time distance between the devices is not displayed. Expectation: I hope this issue can be resolved soon, as it is impacting my app. The problem persists in the latest iOS 26.2, and has yet to be fixed.
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