I am trying to create a phone app that can receive incoming call notifications using CallKit, as described in Apple's CallKit documentation.
Added the com.apple.developer.calling-app entitlement in my .entitlements file. Implemented CXProvider and set up the delegate methods (provider:perform: and providerDidReset). Added UIBackgroundModes with voip in Info.plist. Configured CXProviderConfiguration to support phone numbers.
I expected to receive incoming call notifications when my app was set as the default calling app. However, I am not receiving any notifications when an incoming call arrives.
How can I properly detect and handle incoming calls in my default calling app? Is there any additional configuration required for iOS 18.2+?
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Hi everyone,
We are developing an app, Video Tradie, which operates as a marketplace platform connecting customers with independent tradespeople for consultations. The app facilitates scheduling, communication, and payments but does not directly provide any services—our role is strictly as a facilitator.
For payment processing, we are currently integrating Stripe to handle invoicing, payment splits to tradespeople, and detailed reporting features that are essential to our business model.
However, we want to ensure compliance with Apple’s App Store guidelines, particularly regarding:
Digital Services vs. Physical Services: Since the app facilitates consultations (virtual services), would it fall under Apple’s in-app purchase requirements, or could it qualify for exemptions, similar to apps facilitating physical services?
Stripe Integration: If we continue using Stripe for payments, are we allowed to remit Apple’s 15% commission (under the Small Business Programme) while not using Apple’s payment infrastructure?
Marketplace Positioning: Does positioning our app as a marketplace rather than a direct service provider exempt us from using Apple’s in-app payment system?
Alternative Billing Options: If operating in regions like the EU or South Korea, where alternative billing is permitted, are there specific steps we need to follow to comply?
We are seeking clarification to ensure we develop the app in a way that aligns with Apple’s expectations. If anyone has experience with similar setups or advice on communicating with Apple during the submission process, I’d greatly appreciate your input!
Thank you!
when I receive calls on my mobile number and I am connected to a Wifi, the calls is cancelled after the second ring and the caller receives a busy signal. That means I cannot receive calls anymore.
This problems happens with different mobile providers and does not occur on my Samsung Galaxy Phone with the same number (eSim).
Even when I disable WIFI Calling the problem persists, when I am connected to a WIFI.
Only when I disable the WIFI Connect and I am only connected to the mobile carrier, the calls go throuhg in a normal way.
VERY annoying and hast not been fixed with Beta 3 of iOS 18.4.
Any clue how this can be solved with settings?
Hope Apple fixes this very soon!
Topic:
Community
SubTopic:
Apple Developers
Dear Community,
We are in the process of developing a mobile banking application and have a key requirement related to NFC-based peer-to-peer (P2P) transactions. Our goal is to enable secure and seamless money transfers between two devices using NFC.
Business Requirement:
The application will provide a feature where users can initiate money transfers via NFC.
The sender starts an NFC payment session from their device.
Simultaneously, the receiver starts an NFC session to accept the payment.
The sender's device should be able to detect the receiver’s NFC tag and process the transaction securely.
We would like to confirm whether iOS supports such a use case.
Your guidance on the feasibility of this feature, along with any technical or policy-related considerations, would be highly valuable.
Looking forward to your response.
After updating my carrier name changed to 410 04 name is not displaying just this code is showing
Topic:
Community
SubTopic:
Apple Developers
When dealing with SwiftUI and searchable modifier, I know you can use URL or hard code data to search when building projects in Xcode.
I am looking to see if you can use a txt file as a way or storing string data of lists to search from when your device is offline when using the search modifier. Then when connected to internet you can update the search with url connection that then updates the txt file so you can do new searches the next time you are offline again.
Is this something that is possible?
Hello Apple Developers,
I am experiencing an issue where USB audio input (e.g., external USB microphone) is blocked when using AirPlay screen mirroring from my iPhone to a Mac or Apple TV. However, the built-in microphone continues to work without any problem.
Issue Details:
I am using an iPhone 15 (or latest device) running iOS [your iOS version].
I connect a USB audio interface/microphone via a USB-C adapter or Lightning adapter.
The USB microphone works perfectly for audio input before starting AirPlay.
The moment I enable AirPlay screen mirroring, the USB microphone stops working, and it disappears from available audio input sources.
The built-in microphone continues to function, but I cannot use the USB microphone while mirroring.
When I stop screen mirroring, the USB microphone immediately becomes available again.
Expected Behavior:
I would expect iOS to allow me to continue using an external USB microphone while mirroring my screen, just like it allows the built-in microphone to work.
Questions:
Is this an intentional restriction in iOS?
Is there any workaround to enable USB audio input while using AirPlay screen mirroring?
Is there a way to request a feature or configuration option to allow external USB microphones during AirPlay?
I appreciate any insights or guidance from the Apple team or fellow developers. Thanks in advance!
Best regards,
Hello,
I am currently working on integrating Meta Audience Network (Meta) with Google AdMob using bidding mediation for an iOS app. The goal is to show ads through meta , with AdMob acting as the mediation layer.
I have successfully set up both the Meta SDK and Google AdMob SDK, as well as the GoogleMobileAdsMediationFacebook adapter. My AdMob and Meta accounts are both linked for mediation, and I have configured the correct placement IDs for Meta within AdMob.
Currently i am creating a demo project with demo accounts i haven't added app live link as my app isn't on AppStore and haven't added any payment method.
However, I am encountering a couple of issues and need some guidance:
1. Test Ads Work, but Real Ad Unit Fails:
• When using test AdMob ad unit IDs, everything works fine, and ads are shown as expected.
• But when I use my original AdMob ad unit ID, I get the error: “Publisher data not found.”
• Does this mean my app is not fully set up or is there something else I might be missing in my configuration?
• Is it necessary to go live on the App Store to get ads from the real ad unit, even for testing purposes?
2. Meta Ads via Bidding Mediation:
• I have integrated Meta through AdMob’s bidding mediation system.
But i am showing ads using GADBannerView is it right way to show meta ads that are mediated with google admob. If i have to show ads with FBAdView from where to get withBidPayload value for this function
adView.loadAd(withBidPayload: "what_here")
3. Payment Method Requirements:
• My app is still in the demo/testing phase and is not live on the App Store. I have not added any payment methods in either AdMob or Meta.
• Is it necessary to add a payment method for testing purposes, or is this only required when I start monetizing and going live?
I would appreciate any advice or pointers to ensure the setup is correct and to understand why the original ad unit ID isn’t working during testing.
Thank you for your time and assistance!
On recent versions of macOS (including current betas), when enabling Internet Sharing from Ethernet to Wi-Fi, the configured WPA2/WPA3 password is ignored and the shared network is broadcast as an open (unsecured) network.
Steps to Reproduce:
Connect Mac to Ethernet via USB/LAN adapter
Go to System Settings > General > Sharing > Internet Sharing
Set up Wi-Fi options with a valid WPA2/WPA3 password
Enable Internet Sharing
Expected Behavior:
Devices should see a password-protected Wi-Fi network with a lock icon and require authentication.
Actual Behavior:
The network appears unsecured (no lock icon)
Devices like iPhone connect without entering a password
This can be verified immediately from iOS Wi-Fi settings
Additional Notes:
Reproducible across macOS 15.5 RC and 16.0,26.0 Developer Beta
Feedback has been submitted via Feedback Assistant multiple times
This is a serious security risk if used in public or shared environments
Has anyone else experienced this? Any known workarounds besides terminal-level defaults or Plist edits?
Thanks in advance!
Topic:
Community
SubTopic:
Apple Developers
So recently, last week, ive updated to the Dev Beta of ios 26. This began the very issue of my cellular data. I woke up to a warning symbol where my cellular bars should be, telling me there was something wrong with my antenna or carrier when in reality there was no problem with any of those problems and took up about 53% of my storage. This is absolutely insane and unacceptable.
Topic:
Community
SubTopic:
Apple Developers
Hi everyone,
We’re seeing a rare but frustrating issue in our iOS VoIP app and would appreciate any advice.
What’s happening:
In some VoIP calls between two users (let’s say A and B), B can’t hear A’s voice, but A can still hear B just fine.
It doesn’t happen often, but once it does, the issue persists until the device is restarted.
Users who experience this issue typically have other voice or conferencing apps installed and actively use them.
They report that when our app runs into this problem, those other apps continue to work normally.
⸻
What we’ve ruled out:
• AVAudioSession has microphone permission, and audio input works under normal conditions
• Network conditions are stable
• App-side logic seems solid — the issue occurs extremely rarely (e.g., 1 out of several thousand calls), making it unlikely to be caused by a consistent bug in our call flow
⸻
What we’ve tried to fix it (all ineffective):
Restarting the call — no effect
Force-quitting and relaunching the app — no effect
Toggling Bluetooth: disconnecting and reconnecting audio route, or switching back to built-in mic — no effect
Replugging wired headphones or switching to the default iPhone audio input — no effect
⸻
What actually works (so far):
• Restarting the device — this is the only action that reliably fixes the issue
⸻
What we’re looking for help with:
1. Does this sound like an iOS-level AVAudioSession routing or audio stack issue?
2. Is there any way to recover from this state without rebooting the device — either through iOS system settings or programmatically?
3. Are there any known audio routing or input bugs in iOS that match this behavior?
Thanks in advance — any suggestions or pointers would be greatly appreciated!
Topic:
Community
SubTopic:
Apple Developers
Hi,
I want to write a workflow in XCode cloud which will perform analysis on the PRs. PRs will be dynamic, so my workflow must get the name of branch from the PR and perform sonar analysis on it. It must check the unit tests coverage on new lines. The scope of the workflow will be only inside the PR not on the complete develop branch.
Basically, I always charge my phone at night to my limit 85%, but when I installed the iOS 18.3 beta 3, my iPhone charged to 100% at night when I was having always limit to 85%, my phone was overheated too. Did that only happened to me? Because I even checked and it’s on 85% limit.
Installed the iOS 26 Beta on my iPhone 13 Pro last night, hated it.
I wasn't aware that there is a supported way of restoring back to iOS18.5, so I (foolishly) opted to flash the iOS18.5 ispw file onto my device using a 3rd party tool.
Now, my device is stuck in a state between.
Unable to flash, unable to use itunes to restore, randomly gives error codes during restoration attempts.
Worries my device may be lost permanently!
Please advise.
Topic:
Community
SubTopic:
Apple Developers
I use DeviceActivityCenter to monitor app usage.
For DeviceActivityEvent, I set 30 events, and the threshold of each event increases by 2 minutes:
var events: [DeviceActivityEvent.Name: DeviceActivityEvent] = [:]
for index in 0..<30 {
let threshold = (index == 29)
? DateComponents(hour: 1)
: DateComponents(minute: (index + 1) * 2)
let name = DeviceActivityEvent.Name("\(prefix)|\(index)")
events[name] = DeviceActivityEvent(applications: tokens, threshold: threshold)
}
After reaching the last DeviceActivityEvent, I will restart directly in DeviceActivityMonitor
private func restartMonitoring(activity: DeviceActivityName) {
let center = DeviceActivityCenter()
let currentEvents = center.events(for: activity)
do {
try center.startMonitoring(activity, during: schedule, events: currentEvents)
} catch {
print("Fail: \(error)")
}
}
But I found that after restarting, DeviceActivityEvent will be automatically executed even if I don't use the app.
My iOS version is 18.5
Hi!!! I can't publish the app as I have a paid membership through Stripe.
I have a wordpress site and have a paid membership to access the content...
The app is geared by a third party service and I can't put any code into it...
What can I do? There is an idea that in the application to display a link to the site where to place the payment for membership...
Please advise, I'm not the first to face this....
Topic:
Community
SubTopic:
Apple Developers
Tags:
Apple Pay on the Web
Apple Pay
Tap to Pay on iPhone
What is the safest way to rename a project so the app still works using Xcode 14.2. I’ve seen instructions using earlier versions of Xcode but with the latest version it’s a bit confusing.
Topic:
Community
SubTopic:
Apple Developers
Hello,
I created a particular ray tracing based photo/video capture app for iPhone (which causes me several headaches in finding the optimal configuration) that which often offers very soft and visually beautiful shots but is trapped in the usual oblivion of apps from unknown developers.
While it is true that on the one hand the fact that almost no one downloads your app even if it is free can save you from several gaffes in the early days, in the long run it becomes depressing. So I thought of creating something that could be an incentive to try the app. Not having money to invest in prizes for contests or much more pragmatically in advertising, I thought of adding a function where you can see the best photos taken in your area and vote for them and, if you want, add a photo taken in the competition.
Do you think it could be a nice idea?
It's true that the problem itself is to overcome the wall of 0 downloads, where your app is neither successful nor unsuccessful because in fact nobody tries it, but without money for advertising I don't have many other ideas...
Thanks
Hello!
I used the Apple CA Playthrough example code that pipes audio between devices. It uses AudioUnit callbacks to pipe the input to an output device, and I created a system equalizer with it - however users reported it stopped working in macOS 15. I am getting the error
HALPlugIn.cpp:552 HALPlugIn::DeviceGetCurrentTime: got an error from the plug-in routine, Error: 1937010544 (stop)
for the output device and no sound coming out of the speakers. The error only occurs when using a virtual device as an input, not using the microphone. First I thought the problem was in the loopback driver, but it also does not work with other loopback drivers like Blackhole.
STEPS TO REPRODUCE
Install a virtual device, for example "brew install blackhole-2ch" and run the CAPlayThrough example code (you need to add Mic Permission in the info.plist). Then set your system audio output to the virtual device, select the device as input in CAPlayThrough and hit start. You should see the error in console.
My question:
What did change in macOS 15 that could cause this? Is it something with the new permission handling maybe?
Hi, I have a question related to eligibility. If we consider the eligibility rules and the submission window doesn't change for next year and if the challenge is still happening, would I be eligible in the following scenario -
I graduated from an American University for my undergraduate in December 2025, and the submission is in February 2026, according to "Be enrolled in, or have graduated within the last 90 days from, an accredited academic institution or official homeschool equivalent, or an Apple Developer Academy", am I eligible.
I am not sure if it applies to university or just high school. If you don't want to answer the hypothetical answer for next year. Take this scanerio, would I have been eligible for this year's challenge if I had graduated from university in December 2024.
Thank you