We are currently facing an issue with implementing "Sign in with Apple" in our iOS application built using Flutter. We've implemented "Sign in with Apple" using Firebase and On attempting to sign in, we are encountering the following error: “Sign-up not completed.”
We have verified that:
The Apple Sign is enabled on our Firebase Project.
The Sign in with Apple capability is enabled in the Xcode project.
The Apple Sign-In capability is enabled for the App ID on our Apple Developer account.
All the certificates were re-provisioned after enabling the capability.
The Bundle ID matches across Apple Developer portal and our app configuration.
The email and fullName scopes are requested in the credential.
Please let us know if you require any additional information. We’re happy to provide whatever is needed.
Here's a screenshot attached to explain the problem better
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Hello Developer Community. I need help with Firebase. I have Problems with a Code, so if you can help me, simply reply on this Post and then I share the Code.
Thanks for the Help :D
Topic:
Community
SubTopic:
Apple Developers
How long was it between putting your first app on the App Store (that had a paid component to it like IAPs) and getting your first sale? I'm working on an app at the moment that I plan on putting up for a small one time fee. I'm curious to know what people's different experiences were with this.
What was your app and how did it go?
iPadOS 26 Dev Beta 1 - need to do a restore via DFU mode. I made sure iPad in normal mode shows up in Finder and I can see device details. When I boot into DFU mode (I have kept the ipad connected to mac), it does not show up in Finder. No matter what combination of plugging/unplugging cables, rebooting, again into DFU mode, it will not show up in Finder.
Looking for steps to resolve this, or do I need to wait until beta 2 to resolve this?
Topic:
Community
SubTopic:
Apple Developers
Hi
Everybody knows about how this kind of files works.
My issue is about trying to load data from these files to a HTML page.
Everything works, I can read and use this data on my project however the records I have in Numbers, text where there are commas for punctuation, will be separated when this file is loaded. The comma is breaking the records, I know this is a CSV file but is there a way to set semicolon as delimiter on Mac or Numbers to be able to use the comma in my records without any issue? Also could be another symbol, but definitely I need the commas. thank you!
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.
我的iPad 7居然不支持iPadOS 26
Topic:
Community
SubTopic:
Apple Developers
Maybe a bit of a simplistic question, but….
Best ways to create music - programmatically - within an app?
I have a few small, simple games that I would like to add some background music to. I’ve fiddled with AVAudio, SKAudio, and now AudioKit. I’m just not quite finding the holy grail of music generation. I don’t know if it’s more technique or tool.
So I thought I’d hit up the pool of minds here for some suggestions…?
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
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.
There seems to be a broken USB sync and Finder recognition issue. Is there a fix to this?
Topic:
Community
SubTopic:
Apple Developers
I’m running macOS 26 Beta 1 (build 25A5279m) on a 2019 Mac Pro (MacPro7,1) with a single 4K display connected via HDMI. Whenever I attempt to launch Finder, WindowServer immediately aborts and the machine reboots.
Crash details:
Process: WindowServer (PID 1441)
Exception: EXC_CRASH (SIGABRT) triggered in thread 0 (ws_main_thread)
Termination Reason: Abort trap: 6
Backtrace highlights:
CA::OGL::MetalContext::draw(MTLPrimitiveType, …) hits an internal __assert_rtn in libsystem_c.dylib
Subsequent calls all stem from QuartzCore’s OpenGL/Metal bridge (CA::OGL::render_layers, LayerNode::apply, etc.)
Related threads:
Thread 2 (com.apple.coreanimation.render-server) idle in mach_msg_overwrite
Thread 1 shows AmbientDisplay and ColorSync callbacks running
Hardware/Software:
MacPro7,1 (2019)
macOS 26.0 Beta 1 (25A5279m)
4K monitor via HDMI
System Integrity Protection enabled
What I’ve tried so far:
Safe-boot (crash still occurs)
Switching display profiles in System Settings → Displays → Color (no effect)
Happy to provide any additional logs or verbose console output. Let me know if there’s any other data that would help diagnose the Metal/OpenGL integration issue in this beta.
After doing a software update I can only view iMessages older than 12hrs (from a single contact) if the other person replies to and older message. Every time I leave the Massages app and go back in the issue occurs again.
How to Check Apple Development, iCloud ,Apple ID or Apple Account got some criminal act with Old Business Partners System and Fake reality shows to Stole my system Identity and Money. Can hear the sounds from up area in the air! and the accents and contenxt very bad behavior act! i tried to stop them on 2022, I know who they are, they **** up the reality bank , hospital ,apartment fire and lobby packages systems. and they got seriously damaged the other contries and humans body healthy system! and all my creations works.
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
After the update of the Xcode to latest version, I’m getting “No Such Module Unity Framework” as error. the complete information is below.
I had to update the Xcode and the O.S as per the Apple Requirement from my older version of 14.x to latest 16.3. I had no issued running the Unity within my iOS App till the recent update.
Previous Setup:
Unity was successfully integrated into this iOS app and running fine before the update.
As it was working till the Xcode version 14.3, i have not changed any code relevant to Unity.
What I’ve Tried:
a. Added UnityFramework.framework to “Link Binary with Libraries” and marked it as “Embed & Sign”.
b. Verified Framework Search Paths include $(PROJECT_DIR)/UnityProject/build/Debug-iphoneos
c. Cleaned build folder, deleted Derived Data
d. Checked [CP] Embed Pods Frameworks step in Build Phases
Stuck On: Xcode still throws "No such module 'UnityFramework'" — it’s as if the framework isn’t being built or seen from my main project.
Request for Help:
Has anyone encountered this issue post-Xcode 16.3 update from 14.x. I’d really appreciate any guidance, updated workflows, or even a checklist of steps for properly integrating Unity into an existing iOS app with the new Xcode build system.
I’d like to create a button on my iPhone Home Screen that changes settings if I am using an external lens mounted to my phone.
This is what I have along with notes on what I hope to do. But it does not work. I am only able to open either the camera settings or the camera preserve settings but nothing will toggle macro controls.
There is an additional step within the camera app as well but it can be skipped for brevity.
Name: Telephoto and macro lenses
Check if macro settings are already enabled or not. (Settings > Camera > Macro Control toggle) as well as (Settings > Camera > Preserve Settings > Macro Control toggle)
Non-working shortcut code:
Verification question: "Are you using an external lens?"
If yes,
Notification: "Turning on Macro Control and preserve settings for macro control." (Run below immediately)
prefs:root=CAMERA&path=Turn%20On%20Macro_Control
And
prefs:root=CAMERA&path=CameraPreserveSettingsSwitch&path=Turn%20On%20Macro_Control
If no,
Notification: "Turning off Macro Control and Preserve Settings for macro control." (Run below immediately)
prefs:root=CAMERA&path=Turn%20Off%20Macro_Control
And
prefs:root=CAMERA&path=CameraPreserveSettingsSwitch&path=Turn%20Off%20Macro_Control
My main app is CardView based w/programmatic navigation.. My secondary app is a nice EventListView w/programmatic navigation. Both are functional with no errors.
I want to add an event list to my CardView app but the appearance is all wrong. See image. The blue swirl at bottom is all of my List that appears.
I can post images of code, if needed.
My question is this - can I combine CardViews and ListViews?
Topic:
Community
SubTopic:
Apple Developers
Hello,
I’m reaching out here because I have exhausted all other support channels without success. I submitted an enrollment request for the Apple Developer Program on March 3, 2025 (Enrollment ID: 3CJFXN3AA3), and it’s now been over 2.5 months with no resolution.
All required documents have been submitted, confirmed received by Apple Support, and multiple follow-ups have been made (Case #102541675488). Each time, I’m told that the case is still under review, but I haven’t received any clear update or timeline.
Is there anything else I can do to move this process forward? Is there a better way to escalate or contact someone who can help finalize the review?
Any advice or help from the community or Apple team would be greatly appreciated.
Thank you,
Daniyar
Topic:
Community
SubTopic:
Apple Developers
i am running iOS 18.5 beta 3 (iPhone 16 pro max) and my phone will not connect wirelessly to any of my vehicles. When connected via the apple certified usb-c cord, it will connect just fine. I have removed all vehicles from my phone, then removed my phone from both vehicle, reconnected, and it still will not connect wirelessly.
Topic:
Community
SubTopic:
Apple Developers