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Recommended approach for updating a push-to-start Live Activity when the app is force-quit?
I create a Live Activity remotely via push-to-start, then use its per-activity token (Activity.pushTokenUpdates) so my server can send update/end pushes. To make sure I'm not missing tokens, I observe Activity.activityUpdates and prime from the Activity.activities snapshot at launch and on sceneWillEnterForeground, then subscribe each activity's pushTokenUpdates and POST the token to my server. This works reliably while the app is running or backgrounded/suspended — the system wakes it and I capture the token. The problem is the user force-quit case (swiped from the App Switcher, never reopened): Push-to-start still creates the Live Activity and it renders correctly on the Lock Screen. But pushTokenUpdates never fires, so my server never receives the per-activity token and can't update or end that activity. A backgrounded (not force-quit) app, as a control, captures the token every time. So it seems specific to user-termination rather than all "not running" states. I understand force-quit apps generally aren't granted background runtime — I'm trying to confirm whether that applies here and what the right pattern is. What's the recommended approach? Specifically: Is there any supported way to get the per-activity token to my server while the app stays force-quit — e.g. from the widget extension (does it have any access to Activity.pushToken, or only ActivityViewContext?) or a Notification Service Extension? 2. If not, is setting stale-date on the start push the intended way to let the card expire gracefully when it can never be ended via push? 3. Is there a better pattern for keeping a push-started Live Activity correct when the app is never relaunched?
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18h
Personas stopped working during full immersive SharePlay Session
I got it working recently that I could be in an immersive environment in my App with another FaceTime participant while we both see each others personas. The room needed to be shared as it has a presentation baked in to it that one person can present. However, since yesterday whenever I enter the immersive SharePlay experience, the personas no longer appear and only a coin of the other person is visible with the text "immersed" beneath it. The room is still shared, so I can change the slides and the other person can see the changes. If one person exits the immersive space, their persona is rendered from my point of view (in the immersive space) but we can't be in there together.
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Image playground and photorealistic images
I haven’t yet installed the iOS 27 beta on my iPhone so I can’t yet try out some of the new feature in Image Playground. But what I’d like to be able to do is: let our users upload a photo of an object and then have Image Playground create a more polished version of the same photo. in pre-iOS 27 Image Playground, I can do this and get an illustration back. Can I get a photo back with the new changes? Is this something we can do yet with Image Playground?
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Stuck on Siri / Apple Intelligence Waitlist for 100+ Hours on macOS 27 Beta (M4 Mac)
Hi everyone, I joined the new Siri waitlist on Friday at 7:00 PM IST using a new M4 MacBook running the latest macOS 27 Developer Beta (Build 26A5353q). It has now been over 100 total hours (roughly 52 business hours) and my status is still stuck on "Joined Waitlist." My setup is completely clean: System Language and Siri Language are both set to English (US).My storage shows the 27.69 GB Apple Intelligence bundle is already pre-allocated on my SSD. My physical device region is set to India (outside the EU/China geofence). Unified system logs show isOkayToHaveAsset: True and AvailabilityClient.waitlistStatus connections are establishing perfectly with 0% CPU idle on generativeexperiencesd. I have tried clearing the local cache by toggling Siri off/on and performing a full language-flip reboot cycle, but it drops straight back to "Joined Waitlist" without letting me click the join button again (proving the server recognizes my original Friday timestamp). Is anyone else experiencing a massive weekend-backlog server stall on this specific macOS 27 build? How long did your approval take this week?
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App stuck in "Waiting for Review" for 19+ days
Hi Apple, I'm reaching out because my app Lynup (Bundle ID: ai.lynup.app, Apple ID: 6766385801) has been stuck in "Waiting for Review" since May 6, 2026 — that's now over 19 days with no movement. Here's what I've already tried: Submitted an expedited review request — twice Opened a support ticket with App Review (Case ID: 102892962160) on May 18, 2026 Despite both actions, the status hasn't changed and I haven't received any meaningful update beyond the initial acknowledgment. This is a first submission and the delay is significantly impacting our launch timeline. Any help, advice, or update would be greatly appreciated. Thanks in advance.
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Production LiDAR capture app affected by ARKit world-tracking drift on iOS 26.4+ (re: thread 827240) mitigation guidance and fix timeline?
Hello, and thank you for taking questions this week. We develop DeepWalk, a production App Store application that captures LiDAR depth, RGB, and ARKit camera poses while field technicians walk continuous outdoor routes (sidewalk and infrastructure assessment). Recorded ARCamera.transform values are used downstream for 3D reconstruction, so world-tracking accuracy directly determines our output quality. Problem: Beginning in early April 2026 and coinciding with the iOS 26.4 rollout across our device fleet, we observe directional, accumulating pose drift in recorded trajectories during normal walking motion. The behavior matches the regression reported in forum thread 827240 (world-tracking drift on LiDAR devices on iOS 26.4+, absent on non-LiDAR devices running identical code). Link to existing post here: https://developer.apple.com/forums/thread/827240 Our configuration is minimal: a default ARWorldTrackingConfiguration with frameSemantics = [.sceneDepth, .smoothedSceneDepth] and no other options set, running on a bare ARSession with a Metal renderer (no SceneKit/RealityKit). We measure drift directly from per-frame ARCamera.transform values, so the displacement appears in ARKit's pose output itself rather than in any rendering layer. The drift accumulates with walking distance and does not occur when the device is stationary. We've observed this across a large variety of devices (iPhone 15/16/17 Pro/Pro Max) on all iOS versions 26.4 or greater. We've also observed this on iPad Pros with updated firmware. Thread 827240 additionally reports that disabling autofocus, HDR, and plane detection and varying scene reconstruction and world alignment did not resolve it. Question Because depth capture is our core function, we cannot avoid engaging the LiDAR scanner, and we're not aware of a public API that adjusts its contribution to world tracking. We'd be grateful for guidance on three questions: Is this a known issue in iOS 26.4 and later? Did the LiDAR contribution to world tracking change in that release? For apps that require sceneDepth, is there any recommended session configuration, video format, or capture-side practice that reduces the drift in the interim? Is a fix planned, and if so, should we expect it in an iOS 26.x update or the iOS 27 cycle? This affects how we manage our deployed device fleet. We're happy to provide trajectory datasets, additional sysdiagnoses, or anything else useful. We have quantified drift-per-distance data across OS versions.
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ARKit World Tracking Drift Regression on LiDAR-Equipped Devices - iOS 26.4+
Summary We have identified a reproducible world tracking drift regression in ARKit on LiDAR-equipped iOS devices running iOS 26.4 and later. A static virtual node anchored at the world origin visually drifts from its initial position as the user moves around a real-world scene, despite the scene remaining physically static. The same code produces stable, drift-free results on non-LiDAR devices running identical OS versions. Device & OS Observations Testing was performed across four devices on iOS 26.4 using the same application build and ARWorldTrackingConfiguration settings. Non-LiDAR devices — iPhone 14 and iPhone 15 — produced stable, drift-free tracking in all test runs. No world origin displacement was observed regardless of how long or how far the user walked. LiDAR-equipped devices — iPhone 14 Pro and iPhone 16 Pro — exhibited consistent, reproducible drift. A static node placed at the world origin visually shifted from its initial position as the user moved through the scene. The same devices were stable on earlier iOS versions, confirming this is a regression introduced in iOS 26.4. Technical Observations Nature of drift: A SCNNode placed statically at the ARKit world origin (SCNVector3(0, 0, 0)) visually displaces from its original position as the user walks around a static real-world scene. The displacement is not random — it accumulates directionally as the user moves, consistent with a sensor fusion or coordinate anchoring error. Trigger condition: The drift occurs during normal walking motion around a fixed point of interest, such as circling a parked vehicle. It does not appear when the device is held still. LiDAR specificity: The drift is exclusive to devices with a LiDAR scanner. Identical hardware configurations — same iOS build, same ARWorldTrackingConfiguration settings — on non-LiDAR devices produce no drift whatsoever. This isolates the regression to the LiDAR sensor's contribution to ARKit's internal Visual-Inertial Odometry (VIO) fusion pipeline. No API-level workaround found: There is currently no public ARKit API to selectively disable the LiDAR scanner's contribution to VIO. All available configuration-level options have been evaluated without resolving the drift. ARWorldTrackingConfiguration Options Evaluated The following configuration changes were applied individually and in combination. None resolved the drift on LiDAR devices: isAutoFocusEnabled = false — No improvement videoHDRAllowed = false (disabled) — No improvement planeDetection = [] (disabled) — No improvement sceneReconstruction = .mesh — No improvement worldAlignment: .gravity vs .gravityAndHeading — No improvement Minimal Reproduction Case The drift can be reproduced with a minimal ARKit scene: Create an ARSCNView with ARWorldTrackingConfiguration using default settings. Add a single static SCNNode (e.g., a small sphere or axes geometry) at SCNVector3(0, 0, 0) when the session starts. Run the app on a LiDAR-equipped device (iPhone Pro, iPad Pro with LiDAR) on iOS 26.4 or later. Walk in a circle around the node's approximate real-world position. Expected: The node remains visually fixed at its world position throughout the walkthrough. Actual: The node drifts from its initial position, increasingly displaced from its world origin anchor as walking continues. We want to know if Apple has made any internal updates to ARKit, particularly after the OS 26.4 upgrade. Thanks!
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It has been one month since I enrolled in the developer program
It has now been one month since my company applied to join the Developer Program, and I have not received any updates regarding the status of our application. I have contacted support multiple times by both email and phone, but unfortunately I have still not received any meaningful response. At the time of writing this message, I have already been waiting on hold for over an hour without anyone answering the call. Additionally, all requested documentation has already been submitted as requested by Apple, so I do not understand what is causing this significant delay.
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Xcode copilot agent
Has anyone managed to get Copilot working using the new ACP integration in Xcode 26.6 and Xcode 27 beta? I have tried setting it up using the path to the copilot binary as instructed and the flags --acp --stdio but Xcode just displays a "Your request couldn't be completed" error: JSON-RPC global stream failed: The operation couldn’t be completed. (IDEIntelligenceProtocol.JSONRPCElement.Error error 1.) I am running the latest version of copilot cli and it works in many other IDEs.
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iOS 27 / SwiftUI — Search tab .prominent doesn't morph on activation (field goes to top, tabs don't collapse)
I'm building an app with Xcode 27. I had trouble getting the tab bar to detach the search button onto the trailing side. I found that the search behaviour now works through the new .prominent treatment on iOS 27 (with Tab(role: .search)), and the detached button now displays correctly. My remaining problem is the activation behaviour. Expected (as in the system Phone / News / App Store apps): tapping the search button morphs the tab bar — the other tabs collapse into a single leading button and the search field expands at the bottom, centered. Actual: tapping the search tab pushes the search field to the top of the screen, attached to the navigation bar, with no morph animation and no tab collapse. Setup: Xcode 27.0 beta, iOS 27.0 on a physical iPhone Air Same with the Simulator (by the way... i also have some terrible lag with my app on Simulator + my iPhone even with a release version, but not throught TestFlight... strange...) 3 standard tabs + 1 search tab Single .searchable(text:) applied directly on the TabView (not on the inner NavigationStack) No .introspect or third-party modifiers on the search NavigationStack Is the morph + tab-collapse behaviour automatic for the search tab on iPhone, or does it require an additional modifier/configuration I'm missing? Can anyone confirm whether this morph works on a stable iOS 26 build with equivalent code? I suspect a regression in the 27.0 beta SDK, since the detached button works but the activation morph does not. I'm not yet an expert... so maybe i'm doing something wrong. I'll file Feedback if this is confirmed as a beta bug. Thanks.
Topic: UI Frameworks SubTopic: SwiftUI
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App stuck in “Waiting for Review” for 8 days after resubmission
Hello, Our app Hook — Smart Message Assistant has been stuck in “Waiting for Review” since June 9, 2026 — 8 days after resubmission addressing all issues raised under Guideline 3.1.2(c) (Subscriptions). Timeline: • June 8: Rejected under Guideline 3.1.2(c) • June 9: Resubmitted with all issues resolved June 9 onwards: Stuck in “Waiting for Review” with no movement We have submitted 3 expedited review requests, all approved. We contacted Developer Support via email and through App Store Connect messages with no response. We are a small team with an active marketing campaign dependent on this launch. Every day of delay has direct business impact. Could the App Review team please investigate this submission? Thank you, Eden
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Pending Termination 3.2(f) – Internal Company App, Appeal Submitted, No Response – Requesting Status & Guidance
Hello App Review Team and fellow developers, I am writing to respectfully request a status update on an appeal I have submitted, and to provide context that I hope clarifies a misunderstanding about my account. Background: My Apple Developer Program account received a Pending Termination Notice citing Section 3.2(f) (dishonest or fraudulent activity), referencing "concept or feature switch" and content appearing after review. I submitted my appeal to the App Review Board on [date you submitted your appeal] and have not yet received a response or a case number. Context about the app: The application in question is an internal business portal used solely by employees of our company an industrial flooring and concrete company). It is not a consumer-facing app. It is protected by a login because it gives employees access to internal company data (procurement, engineering, HR, production, etc.). The "different content appearing after review" is simply each authenticated employee's own business data — there was never any attempt to switch concepts, hide features, or deceive the review process. Request: Could you please confirm that my appeal is in the queue and being reviewed, and advise if any additional information is needed from my side? I am fully committed to complying with Apple's guidelines. Thank you for your time and assistance.
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Unable to Purchase Apple Developer Program Membership - India Region
Hello, I am trying to enroll in the Apple Developer Program as an Individual developer from India. My enrollment status shows: OM (Pending) When I try to complete the membership purchase, I receive the following errors: "Your Purchase Could Not Be Completed" "Unable to Purchase. This item is currently not available in your country/region." Details: Country/Region: India The payment is not being charged, and the enrollment remains in Pending status. Has anyone experienced this issue recently, and what steps were required to resolve it? Thank you.
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Enrollment Issue
Dear Apple Developer Support Team, I am writing to request a review of my Apple Developer Program enrollment status. I recently completed the required identity verification process and submitted all requested documents. I also received an email indicating that I could proceed with enrollment. However, when continuing the enrollment flow, I was informed that the account cannot be provided at this time, without any additional explanation. I would appreciate it if you could kindly: Confirm whether my Apple ID is eligible for enrollment Clarify if any further action is required from my side Advise whether I may reattempt enrollment or if there is any restriction on my account I understand that certain decisions may be based on internal review criteria; however, I would be grateful for any guidance on how to proceed so I can complete enrollment successfully and continue development activities, including TestFlight distribution. Thank you for your time and assistance.
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Can an iOS app access a generic FTDI USB-serial device? (Works on Android, not on iPhone).
Hello, I am developing a cross-platform mobile app that communicates with an external accessory over a serial (UART) link. HARDWARE : The accessory is an optical reading probe that connects to the phone via USB. Inside the cable there is a standard FTDI USB-to-serial chip (similar to common FTDI/CP210x USB-serial adapters). WHAT WORKS On Android, our app: Detects the USB device Opens the serial port Reads and writes raw bytes successfully This wired FTDI path is fully implemented and working. WHAT DOES NOT WORK On iPhone, using the same wired FTDI USB accessory: We connect via Lightning or USB-C adapter The app never sees the FTDI device We cannot find a public iOS API to open a generic USB-serial port MY QUESTION : Is there any supported way for a third-party iOS app to communicate with a generic FTDI USB-serial device over a wired USB connection? Specifically, am I missing: A public Apple framework for USB serial? An Info.plist key or entitlement? A system driver on iOS similar to macOS AppleUSBFTDI (TN2315)? Or is wired USB-serial on iPhone only possible with MFi-certified accessories (External Accessory framework) or another transport such as Bluetooth LE? WHAT I HAVE ALREADY CHECKED External Accessory: seems to require MFi hardware and a registered protocol string. Our FTDI probe is not MFi. TN2315 (AppleUSBFTDI): appears to be macOS only, not iOS. Physical USB connection: cable fits, but no serial API is exposed to the app. ENVIRONMENT Platform: iOS (iPhone) Language: C# / .NET-iOS Need: transparent byte-level serial read/write SUMMARY: Android USB-serial works with our FTDI wired accessory. iOS does not. Am I missing something on iOS, or is generic FTDI USB-serial simply not supported for third-party iPhone apps? Thank you for any guidance.
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Recommended approach for updating a push-to-start Live Activity when the app is force-quit?
I create a Live Activity remotely via push-to-start, then use its per-activity token (Activity.pushTokenUpdates) so my server can send update/end pushes. To make sure I'm not missing tokens, I observe Activity.activityUpdates and prime from the Activity.activities snapshot at launch and on sceneWillEnterForeground, then subscribe each activity's pushTokenUpdates and POST the token to my server. This works reliably while the app is running or backgrounded/suspended — the system wakes it and I capture the token. The problem is the user force-quit case (swiped from the App Switcher, never reopened): Push-to-start still creates the Live Activity and it renders correctly on the Lock Screen. But pushTokenUpdates never fires, so my server never receives the per-activity token and can't update or end that activity. A backgrounded (not force-quit) app, as a control, captures the token every time. So it seems specific to user-termination rather than all "not running" states. I understand force-quit apps generally aren't granted background runtime — I'm trying to confirm whether that applies here and what the right pattern is. What's the recommended approach? Specifically: Is there any supported way to get the per-activity token to my server while the app stays force-quit — e.g. from the widget extension (does it have any access to Activity.pushToken, or only ActivityViewContext?) or a Notification Service Extension? 2. If not, is setting stale-date on the start push the intended way to let the card expire gracefully when it can never be ended via push? 3. Is there a better pattern for keeping a push-started Live Activity correct when the app is never relaunched?
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19
Activity
18h
Personas stopped working during full immersive SharePlay Session
I got it working recently that I could be in an immersive environment in my App with another FaceTime participant while we both see each others personas. The room needed to be shared as it has a presentation baked in to it that one person can present. However, since yesterday whenever I enter the immersive SharePlay experience, the personas no longer appear and only a coin of the other person is visible with the text "immersed" beneath it. The room is still shared, so I can change the slides and the other person can see the changes. If one person exits the immersive space, their persona is rendered from my point of view (in the immersive space) but we can't be in there together.
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1
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0
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40
Activity
18h
Image playground and photorealistic images
I haven’t yet installed the iOS 27 beta on my iPhone so I can’t yet try out some of the new feature in Image Playground. But what I’d like to be able to do is: let our users upload a photo of an object and then have Image Playground create a more polished version of the same photo. in pre-iOS 27 Image Playground, I can do this and get an illustration back. Can I get a photo back with the new changes? Is this something we can do yet with Image Playground?
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1
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0
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51
Activity
18h
Apple developer application pending for over a week
Paid and applied a week ago, haven't heard a thing. Have opened a support case as well with no reply. order W1463968175 Please help!
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15
Activity
18h
Feature request: Apple Watch announce notifications
Currently, Apple WatchOS 26 can speak "split time" in workouts, but cannot announce notifications. While iOS 26 can "Announce Notifications on Speaker" (if iPhone is locked" ), this is not available on Apple Watch Please add this feature
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1
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42
Activity
18h
Stuck on Siri / Apple Intelligence Waitlist for 100+ Hours on macOS 27 Beta (M4 Mac)
Hi everyone, I joined the new Siri waitlist on Friday at 7:00 PM IST using a new M4 MacBook running the latest macOS 27 Developer Beta (Build 26A5353q). It has now been over 100 total hours (roughly 52 business hours) and my status is still stuck on "Joined Waitlist." My setup is completely clean: System Language and Siri Language are both set to English (US).My storage shows the 27.69 GB Apple Intelligence bundle is already pre-allocated on my SSD. My physical device region is set to India (outside the EU/China geofence). Unified system logs show isOkayToHaveAsset: True and AvailabilityClient.waitlistStatus connections are establishing perfectly with 0% CPU idle on generativeexperiencesd. I have tried clearing the local cache by toggling Siri off/on and performing a full language-flip reboot cycle, but it drops straight back to "Joined Waitlist" without letting me click the join button again (proving the server recognizes my original Friday timestamp). Is anyone else experiencing a massive weekend-backlog server stall on this specific macOS 27 build? How long did your approval take this week?
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0
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1
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30
Activity
19h
App stuck in "Waiting for Review" for 19+ days
Hi Apple, I'm reaching out because my app Lynup (Bundle ID: ai.lynup.app, Apple ID: 6766385801) has been stuck in "Waiting for Review" since May 6, 2026 — that's now over 19 days with no movement. Here's what I've already tried: Submitted an expedited review request — twice Opened a support ticket with App Review (Case ID: 102892962160) on May 18, 2026 Despite both actions, the status hasn't changed and I haven't received any meaningful update beyond the initial acknowledgment. This is a first submission and the delay is significantly impacting our launch timeline. Any help, advice, or update would be greatly appreciated. Thanks in advance.
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2
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2
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124
Activity
19h
Can't sign in to Claude in Xcode 27 Intelligence Chat
It is not possible to log into my Claude account in Xcode 27 beta 1 for the coding intelligence chat. When I click "Sign In," the browser opens, I authorize, the browser closes, and that's it. Nothing happens. Xcode does not recognize the login. I'm on MacOS 26.4.1 (25E253) and using Xcode 27.0 beta (27A5194q)
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39
Activity
19h
Production LiDAR capture app affected by ARKit world-tracking drift on iOS 26.4+ (re: thread 827240) mitigation guidance and fix timeline?
Hello, and thank you for taking questions this week. We develop DeepWalk, a production App Store application that captures LiDAR depth, RGB, and ARKit camera poses while field technicians walk continuous outdoor routes (sidewalk and infrastructure assessment). Recorded ARCamera.transform values are used downstream for 3D reconstruction, so world-tracking accuracy directly determines our output quality. Problem: Beginning in early April 2026 and coinciding with the iOS 26.4 rollout across our device fleet, we observe directional, accumulating pose drift in recorded trajectories during normal walking motion. The behavior matches the regression reported in forum thread 827240 (world-tracking drift on LiDAR devices on iOS 26.4+, absent on non-LiDAR devices running identical code). Link to existing post here: https://developer.apple.com/forums/thread/827240 Our configuration is minimal: a default ARWorldTrackingConfiguration with frameSemantics = [.sceneDepth, .smoothedSceneDepth] and no other options set, running on a bare ARSession with a Metal renderer (no SceneKit/RealityKit). We measure drift directly from per-frame ARCamera.transform values, so the displacement appears in ARKit's pose output itself rather than in any rendering layer. The drift accumulates with walking distance and does not occur when the device is stationary. We've observed this across a large variety of devices (iPhone 15/16/17 Pro/Pro Max) on all iOS versions 26.4 or greater. We've also observed this on iPad Pros with updated firmware. Thread 827240 additionally reports that disabling autofocus, HDR, and plane detection and varying scene reconstruction and world alignment did not resolve it. Question Because depth capture is our core function, we cannot avoid engaging the LiDAR scanner, and we're not aware of a public API that adjusts its contribution to world tracking. We'd be grateful for guidance on three questions: Is this a known issue in iOS 26.4 and later? Did the LiDAR contribution to world tracking change in that release? For apps that require sceneDepth, is there any recommended session configuration, video format, or capture-side practice that reduces the drift in the interim? Is a fix planned, and if so, should we expect it in an iOS 26.x update or the iOS 27 cycle? This affects how we manage our deployed device fleet. We're happy to provide trajectory datasets, additional sysdiagnoses, or anything else useful. We have quantified drift-per-distance data across OS versions.
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3
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219
Activity
19h
ARKit World Tracking Drift Regression on LiDAR-Equipped Devices - iOS 26.4+
Summary We have identified a reproducible world tracking drift regression in ARKit on LiDAR-equipped iOS devices running iOS 26.4 and later. A static virtual node anchored at the world origin visually drifts from its initial position as the user moves around a real-world scene, despite the scene remaining physically static. The same code produces stable, drift-free results on non-LiDAR devices running identical OS versions. Device & OS Observations Testing was performed across four devices on iOS 26.4 using the same application build and ARWorldTrackingConfiguration settings. Non-LiDAR devices — iPhone 14 and iPhone 15 — produced stable, drift-free tracking in all test runs. No world origin displacement was observed regardless of how long or how far the user walked. LiDAR-equipped devices — iPhone 14 Pro and iPhone 16 Pro — exhibited consistent, reproducible drift. A static node placed at the world origin visually shifted from its initial position as the user moved through the scene. The same devices were stable on earlier iOS versions, confirming this is a regression introduced in iOS 26.4. Technical Observations Nature of drift: A SCNNode placed statically at the ARKit world origin (SCNVector3(0, 0, 0)) visually displaces from its original position as the user walks around a static real-world scene. The displacement is not random — it accumulates directionally as the user moves, consistent with a sensor fusion or coordinate anchoring error. Trigger condition: The drift occurs during normal walking motion around a fixed point of interest, such as circling a parked vehicle. It does not appear when the device is held still. LiDAR specificity: The drift is exclusive to devices with a LiDAR scanner. Identical hardware configurations — same iOS build, same ARWorldTrackingConfiguration settings — on non-LiDAR devices produce no drift whatsoever. This isolates the regression to the LiDAR sensor's contribution to ARKit's internal Visual-Inertial Odometry (VIO) fusion pipeline. No API-level workaround found: There is currently no public ARKit API to selectively disable the LiDAR scanner's contribution to VIO. All available configuration-level options have been evaluated without resolving the drift. ARWorldTrackingConfiguration Options Evaluated The following configuration changes were applied individually and in combination. None resolved the drift on LiDAR devices: isAutoFocusEnabled = false — No improvement videoHDRAllowed = false (disabled) — No improvement planeDetection = [] (disabled) — No improvement sceneReconstruction = .mesh — No improvement worldAlignment: .gravity vs .gravityAndHeading — No improvement Minimal Reproduction Case The drift can be reproduced with a minimal ARKit scene: Create an ARSCNView with ARWorldTrackingConfiguration using default settings. Add a single static SCNNode (e.g., a small sphere or axes geometry) at SCNVector3(0, 0, 0) when the session starts. Run the app on a LiDAR-equipped device (iPhone Pro, iPad Pro with LiDAR) on iOS 26.4 or later. Walk in a circle around the node's approximate real-world position. Expected: The node remains visually fixed at its world position throughout the walkthrough. Actual: The node drifts from its initial position, increasingly displaced from its world origin anchor as walking continues. We want to know if Apple has made any internal updates to ARKit, particularly after the OS 26.4 upgrade. Thanks!
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1.1k
Activity
19h
It has been one month since I enrolled in the developer program
It has now been one month since my company applied to join the Developer Program, and I have not received any updates regarding the status of our application. I have contacted support multiple times by both email and phone, but unfortunately I have still not received any meaningful response. At the time of writing this message, I have already been waiting on hold for over an hour without anyone answering the call. Additionally, all requested documentation has already been submitted as requested by Apple, so I do not understand what is causing this significant delay.
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0
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23
Activity
19h
Xcode copilot agent
Has anyone managed to get Copilot working using the new ACP integration in Xcode 26.6 and Xcode 27 beta? I have tried setting it up using the path to the copilot binary as instructed and the flags --acp --stdio but Xcode just displays a "Your request couldn't be completed" error: JSON-RPC global stream failed: The operation couldn’t be completed. (IDEIntelligenceProtocol.JSONRPCElement.Error error 1.) I am running the latest version of copilot cli and it works in many other IDEs.
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196
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19h
iOS 27 / SwiftUI — Search tab .prominent doesn't morph on activation (field goes to top, tabs don't collapse)
I'm building an app with Xcode 27. I had trouble getting the tab bar to detach the search button onto the trailing side. I found that the search behaviour now works through the new .prominent treatment on iOS 27 (with Tab(role: .search)), and the detached button now displays correctly. My remaining problem is the activation behaviour. Expected (as in the system Phone / News / App Store apps): tapping the search button morphs the tab bar — the other tabs collapse into a single leading button and the search field expands at the bottom, centered. Actual: tapping the search tab pushes the search field to the top of the screen, attached to the navigation bar, with no morph animation and no tab collapse. Setup: Xcode 27.0 beta, iOS 27.0 on a physical iPhone Air Same with the Simulator (by the way... i also have some terrible lag with my app on Simulator + my iPhone even with a release version, but not throught TestFlight... strange...) 3 standard tabs + 1 search tab Single .searchable(text:) applied directly on the TabView (not on the inner NavigationStack) No .introspect or third-party modifiers on the search NavigationStack Is the morph + tab-collapse behaviour automatic for the search tab on iPhone, or does it require an additional modifier/configuration I'm missing? Can anyone confirm whether this morph works on a stable iOS 26 build with equivalent code? I suspect a regression in the 27.0 beta SDK, since the detached button works but the activation morph does not. I'm not yet an expert... so maybe i'm doing something wrong. I'll file Feedback if this is confirmed as a beta bug. Thanks.
Topic: UI Frameworks SubTopic: SwiftUI
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19h
Apple Developer Program enrollment failed
Hello everyone, I am trying to enroll in the Apple Developer Program but I receive this message: “Your enrollment in the Apple Developer Program could not be completed at this time.” My Apple ID is new and was created about 2 weeks ago. Has anyone faced this issue or knows what could be causing it?
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10
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19h
App stuck in “Waiting for Review” for 8 days after resubmission
Hello, Our app Hook — Smart Message Assistant has been stuck in “Waiting for Review” since June 9, 2026 — 8 days after resubmission addressing all issues raised under Guideline 3.1.2(c) (Subscriptions). Timeline: • June 8: Rejected under Guideline 3.1.2(c) • June 9: Resubmitted with all issues resolved June 9 onwards: Stuck in “Waiting for Review” with no movement We have submitted 3 expedited review requests, all approved. We contacted Developer Support via email and through App Store Connect messages with no response. We are a small team with an active marketing campaign dependent on this launch. Every day of delay has direct business impact. Could the App Review team please investigate this submission? Thank you, Eden
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51
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19h
Pending Termination 3.2(f) – Internal Company App, Appeal Submitted, No Response – Requesting Status & Guidance
Hello App Review Team and fellow developers, I am writing to respectfully request a status update on an appeal I have submitted, and to provide context that I hope clarifies a misunderstanding about my account. Background: My Apple Developer Program account received a Pending Termination Notice citing Section 3.2(f) (dishonest or fraudulent activity), referencing "concept or feature switch" and content appearing after review. I submitted my appeal to the App Review Board on [date you submitted your appeal] and have not yet received a response or a case number. Context about the app: The application in question is an internal business portal used solely by employees of our company an industrial flooring and concrete company). It is not a consumer-facing app. It is protected by a login because it gives employees access to internal company data (procurement, engineering, HR, production, etc.). The "different content appearing after review" is simply each authenticated employee's own business data — there was never any attempt to switch concepts, hide features, or deceive the review process. Request: Could you please confirm that my appeal is in the queue and being reviewed, and advise if any additional information is needed from my side? I am fully committed to complying with Apple's guidelines. Thank you for your time and assistance.
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19h
Follow-up on Apple Developer Account Reactivation
I am writing to follow up regarding the reactivation of our Apple Developer account. We paid the amount requested for the reactivation of the account on the 6 of July and have not yet received any green light to go ahead, please can anyone tell me what to do?
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12
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19h
Unable to Purchase Apple Developer Program Membership - India Region
Hello, I am trying to enroll in the Apple Developer Program as an Individual developer from India. My enrollment status shows: OM (Pending) When I try to complete the membership purchase, I receive the following errors: "Your Purchase Could Not Be Completed" "Unable to Purchase. This item is currently not available in your country/region." Details: Country/Region: India The payment is not being charged, and the enrollment remains in Pending status. Has anyone experienced this issue recently, and what steps were required to resolve it? Thank you.
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19h
Enrollment Issue
Dear Apple Developer Support Team, I am writing to request a review of my Apple Developer Program enrollment status. I recently completed the required identity verification process and submitted all requested documents. I also received an email indicating that I could proceed with enrollment. However, when continuing the enrollment flow, I was informed that the account cannot be provided at this time, without any additional explanation. I would appreciate it if you could kindly: Confirm whether my Apple ID is eligible for enrollment Clarify if any further action is required from my side Advise whether I may reattempt enrollment or if there is any restriction on my account I understand that certain decisions may be based on internal review criteria; however, I would be grateful for any guidance on how to proceed so I can complete enrollment successfully and continue development activities, including TestFlight distribution. Thank you for your time and assistance.
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11
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19h
Can an iOS app access a generic FTDI USB-serial device? (Works on Android, not on iPhone).
Hello, I am developing a cross-platform mobile app that communicates with an external accessory over a serial (UART) link. HARDWARE : The accessory is an optical reading probe that connects to the phone via USB. Inside the cable there is a standard FTDI USB-to-serial chip (similar to common FTDI/CP210x USB-serial adapters). WHAT WORKS On Android, our app: Detects the USB device Opens the serial port Reads and writes raw bytes successfully This wired FTDI path is fully implemented and working. WHAT DOES NOT WORK On iPhone, using the same wired FTDI USB accessory: We connect via Lightning or USB-C adapter The app never sees the FTDI device We cannot find a public iOS API to open a generic USB-serial port MY QUESTION : Is there any supported way for a third-party iOS app to communicate with a generic FTDI USB-serial device over a wired USB connection? Specifically, am I missing: A public Apple framework for USB serial? An Info.plist key or entitlement? A system driver on iOS similar to macOS AppleUSBFTDI (TN2315)? Or is wired USB-serial on iPhone only possible with MFi-certified accessories (External Accessory framework) or another transport such as Bluetooth LE? WHAT I HAVE ALREADY CHECKED External Accessory: seems to require MFi hardware and a registered protocol string. Our FTDI probe is not MFi. TN2315 (AppleUSBFTDI): appears to be macOS only, not iOS. Physical USB connection: cable fits, but no serial API is exposed to the app. ENVIRONMENT Platform: iOS (iPhone) Language: C# / .NET-iOS Need: transparent byte-level serial read/write SUMMARY: Android USB-serial works with our FTDI wired accessory. iOS does not. Am I missing something on iOS, or is generic FTDI USB-serial simply not supported for third-party iPhone apps? Thank you for any guidance.
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19h