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Cloud signing: Validation failed (409) Invalid Signature. Code failed to satisfy specified code requirement(s)
I'm attempting to use Cloud Signing to export the Release version of 3 different apps for App Store, as described in https://developer.apple.com/videos/play/wwdc2021/10204/ The process completes successfully, and appears to be signed correctly, with a newly-created certificate in the developer portal of type "Distribution Managed". When I upload to App Store Connect however, I see the following error for several third-party Swift packages, distributed as frameworks: Validation failed (409) Invalid Signature. Code failed to satisfy specified code requirement(s). The file at path “MyApp.app/Frameworks/MyFramework.framework/MyFramework” is not properly signed. Make sure you have signed your application with a distribution certificate, not an ad hoc certificate or a development certificate. Verify that the code signing settings in Xcode are correct at the target level (which override any values at the project level). Additionally, make sure the bundle you are uploading was built using a Release target in Xcode, not a Simulator target. If you are certain your code signing settings are correct, choose “Clean All” in Xcode, delete the “build” directory in the Finder, and rebuild your release target. For more information, please consult https://developer.apple.com/support/code-signing. If I have a manually created Distribution certificate installed in the keychain at the point of export, the same archive is signed with that certificate, and is accepted by App Store Connect without issue. The xcodebuild command I am using (roughly): xcodebuild -exportArchive \ -archivePath "$ARCHIVE_PATH" \ -exportPath "$EXPORT_PATH" \ -exportOptionsPlist "$EXPORT_OPTIONS" \ -authenticationKeyPath "$API_KEY" \ -authenticationKeyID "$API_KEY_ID" \ -authenticationKeyIssuerID "$API_KEY_ISSUER" \ -allowProvisioningUpdates The plist: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "<http://www.apple.com/DTDs/PropertyList-1.0.dtd>"> <plist version="1.0"> <dict> <key>method</key> <string>app-store-connect</string> <key>teamID</key> <string>$TEAM</string> <key>uploadSymbols</key> <true/> <key>signingStyle</key> <string>automatic</string> </dict> </plist> Is what I’m trying to do supported? Is this a bug?
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Question Regarding Screenshot Submission
This is probably a silly question, but I just want to make sure. The screenshot submission states: "Upload three screenshots of your app playground that best represent the user experience as .png or .jpg files. Do not upload handwritten notes, sketches, or outlines." For an Apple Pencil based app, can I sketch in the canvas to show the abilities of the app in the screenshots? I assume yes and that this only refers to submitting mock-ups of apps, but I wanted to be super sure I won't be going against the rules.
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No response from Apple Developer Support since 25 January (Email & Call both not working)
Hello, I am writing here to seek guidance regarding an ongoing issue with Apple Developer Support, as I have not received any response through any official support channel. Since 25 January, I have: Raised multiple support tickets and emails via App Store Connect Tried to contact Apple Developer Support by call (the call option is visible in my account) Scheduled/requested calls where applicable However: No email responses have been received No calls are coming through, even after requesting/scheduling There has been no acknowledgement or update on my issue Due to this, my issue remains completely unresolved, and I currently have no way to follow up or escalate. I would like clarification on the following: Why there has been no response since 25 January, despite multiple attempts Why the call option is visible but no call is received What is the correct escalation process when both email and call support are unresponsive Whether there is an expected response timeline for such cases My intention is not to raise a complaint, but to understand how I can properly communicate with Apple Developer Support and receive guidance on my issue. If any Apple representative or developer who has experienced a similar situation can provide direction, it would be highly appreciated. Thank you for your time and support.
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Apple 403 detected - Access forbidden
Im getting this specific error 'Apple 403 detected - Access forbidden' when trying to build my app, my previous 10 builds all succesfully work but now it keeps on giving this error. I'm guessing its because of a new agreement email I recieved. But when i got to both developer website and app store connect there is no new agreements to accept. I'm quite stuck. Any help appreciated. Thanks
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NSTableView/NSScrollView jumping scroll position during NSSplitView resize
This is a very basic macOS Finder-style test app using AppKit. I am experiencing a "jump" in the vertical scroll position of my NSTableView (inside an NSScrollView) specifically when the window is resized horizontally. This happens when columns are visually added or removed. Framework: AppKit (Cocoa) Xcode/macOS: 26.2 Code: https://github.com/MorusPatre/Binder/blob/main/ContentView%20-%20Scroll%20Jump%20during%20Resize.swift
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Is iOS ASO mainly about optimizing the title subtitle and keyword fields
I have been exploring App Store Optimization and noticed that Apple primarily uses the App Name, Subtitle, and Keyword field as the main text based ranking signals according to official and third party sources. Are these the only factors that truly impact iOS ASO, or do elements like the app description and promotional text indirectly influence visibility, conversion, or ranking updates over time, and how frequently should subtitles and keywords be revised after launch.
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Can I use combine on a property in an @Observable class?
As the title suggests, I have a class marked with @Observable. Within the class I have multiple var's. When one of my var's changes (formation), I want to run an updateOrCreateContent(). I had thought I could just do this with a bit of combine, but I'm struggling to get it working... The code below has a compile error at $formation When I mark formation @Published, it generates a different compile error: "Invalid redeclaration of synthesized property '_formation'" any help appreciated thanks class LayoutModel { var players: [Player] = [] var formation: Formation = .f433 var cancellables = Set<AnyCancellable>() init(players: [Player], formation: Formation) { self.players = players self.formation = formation updateOrCreateContent() $formation.sink(receiveValue: { _ in self.updateOrCreateContent() }) .store(in: &cancellables) }
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3 days almost now stuck in progress no logs generated
Not accepted yet (all are still processing, none are rejected) 387af103-42d3-4d95-ae22-0289f90a8559 — In Progress 2d836594-9fb2-41a5-990c-7ea4e0870af0 — In Progress e61ba9e3-5ff1-4856-8e9d-39c08445ff63 — In Progress 1defdeec-50b4-45c5-b32d-53ca6e4538bb — In Progress 34e60b80-20c3-4ea7-93a7-2bb9e7c6f05c — In Progress 09222b71-eae1-4c5c-aca4-368f697b2a39 — In Progress eb5327e8-161e-4185-9920-3facf60b7b4b — In Progress 784fc210-d0bf-4924-b0a6-eb8bbac0f2c8 — In Progress 74bc8f31-b1b0-4bed-9142-0c03100a062a — In Progress 4739620c-894a-4283-a43b-df57b29a1771 — In Progress have created new certificate as well same result. waiting for apple support to give any answers.
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TestFlight Beta Contract Missing – ENTITY_UNPROCESSABLE.BETA_CONTRACT_MISSING
Hello, I am unable to use TestFlight for any app (existing or new), while production uploads work normally. All TestFlight actions fail with: ENTITY_UNPROCESSABLE.BETA_CONTRACT_MISSING There are no pending agreements in App Store Connect. This is an older account that previously used TestFlight successfully. This appears to be a missing or detached TestFlight Beta contract on Apple’s backend. Could this be manually reattached or re-provisioned? This is time-sensitive, as I need a TestFlight external testers link to submit an app for an upcoming hackathon. Apple Support case ID (for reference): 102817552619 Thank you.
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WidgetKit (systemMedium) SwiftUI Text: auto-fit to the largest font size without “…”
Hi all, I’m stuck on a WidgetKit/SwiftUI layout issue. I have a systemMedium widget that shows a block of text. What I want is simple: The text should be as large as possible But it must always fully fit inside the widget No ellipsis (“…”) Short text → big font Longer text → shrink only as much as needed The problem: when I try to make the font larger, the widget often shows only a couple of words and then “…” (or it looks like it’s truncating/clipping), even though I’m using multiline text (lineLimit(nil) etc.). If I keep a small fixed font size, the entire text shows fine — so the input string isn’t truncated. I tried a few approaches: ViewThatFits seeing which font size fits minimumScaleFactor Measuring with NSAttributedString.boundingRect + binary search to calculate the biggest font size that should fit But WidgetKit still behaves inconsistently and I can’t get a reliable “largest size that fits” result. Is there a recommended, production-safe way to do this in WidgetKit? Also: can a SwiftUI Text still end up showing “…” in a widget even with .lineLimit(nil) when it’s constrained vertically? Thanks in advance — any pointers or known patterns would really help.
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Is Jax for Apple Silicon is still supported
Hi From https://developer.apple.com/metal/jax/ I checked all active workflows on https://github.com/jax-ml/jax and any open issues with tags Metal and seems in DEC 2025 the Jax maintainers have closed all issues citing No active development on Jax-metal and the project seems dead. We need to know how can we leverage Apple silicon for accelerated projects using popular academia library and tools . Is the JAX project still going to be supported or Apple has plans to bring something of tis own that might be platform agnostic . Thanks
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App Store Small Business Program review delay after confirmation email - retroactive or approval-based
Thread title: App Store Small Business Program review delay after confirmation email - retroactive or approval-based? Post message: I applied to the App Store Small Business Program and received the confirmation email with the subject “We’ve received your request to join the App Store Small Business Program”. It has now been over two weeks with no further updates. I understand there may be a high volume of requests, but the lack of transparency or timeline is problematic, as every additional day directly affects my costs. I contacted Apple Developer Support to confirm that my application was received, but the reply didn’t clarify the actual review status or expected timeframe. I would like to ask others who recently went through this process: Are you experiencing similar delays in the review process? How long did the approval take in your case? Is the Small Business Program commission applied retroactively from the application submission date, or only from the approval date? If it’s retroactive, the delay is less critical. If it’s applied only after approval, the urgency is obvious. Is there any official way to escalate or get clarity in cases where the review is stalled? From your experience, is it acceptable or normal for developers to be left without feedback on a financially sensitive matter like this? I’m trying to determine whether this situation is normal or something that requires further action.
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Delay in Apple Developer Program Enrollment Verification (Government Organization)
Hello, We have applied for the Apple Developer Program under a government organization account. After submitting the enrollment, we received a confirmation email stating that the request was received and that we would be contacted after verification of authorization to bind the organization to the Apple Developer Program legal agreements. However, it has been quite some time, and we have not received any further updates regarding the verification process. We would like to understand: What is the usual verification timeline for government organizations? Is extended verification common for government entities? Is there anything additional we should do from our side to help move the process forward? If anyone has experienced a similar situation or can share guidance, it would be greatly appreciated. Thank you.
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iOS UDP Multicast: Receiving works but sending silently fails
Hi everyone, I’m working with UDP Multicasting on iOS (iOS 15+) using Network.framework and facing a confusing issue. Setup: Multicast IP: 239.255.0.1 Port: 45454 Using NWConnectionGroup / NWMulticastGroup NSLocalNetworkUsageDescription is present in Info.plist Devices are on the same Wi-Fi network Problem: Receiving multicast packets works perfectly Sending multicast packets does NOT work No errors are thrown send() completion handler reports success stateUpdateHandler sometimes doesn’t transition to .ready No packets are actually transmitted on the network Observations: The app can receive data from other multicast senders Sending appears to be silently blocked Reinstalling the app fixes the issue This points to a Local Network permission problem If permission was denied once, iOS does not re-prompt Inbound multicast works, outbound multicast is blocked Questions: Is it expected on iOS that receiving multicast works even when sending is blocked? Is reinstalling the app the only way to recover if Local Network permission was denied? Is there any reliable runtime way to detect that outbound multicast is blocked? Is NWConnectionGroup the correct and only supported way to send multicast on iOS? Any clarification or official guidance would really help. Thanks in advance!
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Testing a Notarised Product
To ship a product outside of the Mac App Store, you must notarise it. The notary service issues a notarised ticket, and the ultimate consumer of that ticket is Gatekeeper. However, Gatekeeper does not just check the ticket; it also applies a variety of other checks, and it’s possible for those checks to fail even if your notarised ticket is just fine. To avoid such problems showing up in the field, test your product’s compatibility with Gatekeeper before shipping it. To do this: Set up a fresh machine, one that’s never seen your product before. If your product supports macOS 10.15.x, x < 4, the best OS version to test with is 10.15.3 [1]. Download your product in a way that quarantines it (for example, using Safari). Disconnect the machine from the network. It might make sense to skip this step. See the discussion below. Install and use your product as your users would. If the product is signed, notarised, and stapled correctly, everything should work. If not, you’ll need to investigate what’s making Gatekeeper unhappy, fix that, and then retest. For detailed advice on that topic, see Resolving Trusted Execution Problems. Run this test on a fresh machine each time. This is necessary because Gatekeeper caches information about your product and it’s not easy to reset that cache. Your best option is to do this testing on a virtual machine (VM). Take a snapshot of the VM before the first test, and then restore to that snapshot when you want to retest. Also, by using a VM you can disable networking in step 3 without disrupting other work on your machine. The reason why you should disable networking in step 3 is to test that you’ve correctly stapled the notarised ticket on to your product. If, for some reason, you’re unable to do that stapling, it’s fine to skip step 3. However, be aware that this may cause problems for a user if they try to deploy your product to a Mac that does not have access to the wider Internet. For more background on this, see The Pros and Cons of Stapling. [1] macOS 10.15.4 fixes a bug that made Gatekeeper unnecessarily strict (r. 57278824), so by testing on 10.15.3 you’re exercising the worst case. The process described above is by far the best way to test your Gatekeeper compatibility because it accurately tests how your users run your product. However, you can also run a quick, albeit less accurate test, using various command-line tools. The exact process depends on the type of product you’re trying to check: App — Run syspolicy_check like this: % syspolicy_check distribution WaffleVarnish.app This tool was introduced in macOS 14. On older systems, use the older spctl tool. Run it like this: % spctl -a -t exec -vvv WaffleVarnish.app Be aware, however, that this check is much less accurate. Disk image — Run spctl like this: % spctl -a -t open -vvv --context context:primary-signature WaffleVarnish.dmg Installer package — Run spctl like this: % spctl -a -t install -vvv WaffleVarnish.pkg Other code — Run codesign like this: % codesign -vvvv -R="notarized" --check-notarization WaffleVarnish.bundle This command requires macOS 10.15 or later. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = "eskimo" + "1" + "@" + "apple.com" Revision history: 2024-12-05 Added instructions for using syspolicy_check. Made other minor editorial changes. 2023-10-20 Added links to Resolving Trusted Execution Problems and The Pros and Cons of Stapling. Made other minor editorial changes. 2021-02-26 Fixed the formatting. 2020-04-17 Added the section discussing spctl. 2020-03-25 First version.
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Basic question - dice demo project - get all values / roll all
I'm sure this is a basic question, but I'm new to this style of development, so thought Id ask... I've worked through Apple's dice roller demo, so far so good - I'm using the code below to render and roll a single die; struct DieView: View { init(dieType: DieType) { self.dieValue = Int.random(in: 1...dieType.rawValue) self.dieType = dieType } @State private var dieValue: Int @State private var dieType: DieType var body: some View { VStack { if self.dieType == DieType.D6 { Image(systemName: "die.face.\(dieValue)") .resizable() .frame(width: 100, height: 100) .padding() } else { Text("\(self.dieValue)") .font(.largeTitle) } } Button("Roll"){ withAnimation{ dieValue = Int.random(in: 1...dieType.rawValue) } } .buttonStyle(.bordered) Spacer() } } Again, so far so good - works as I'd expect. I can now also add multiple DieViews to a DiceSetView and they display as I'd expect. Where I'm stuck is in the DiceSetView, I want to both determine the total score across the dice, and also offer the ability to Roll All the dice in a set. (Ultimately I want another level above the set, so I'll be looking to roll all dice in all sets) I can't simply call a func / method on the child view (i.e. iterate through them and sum their values, and roll each), I suspect I need to change how it's all structured, but not sure where to go from here... Can anyone point me in the right direction?
Topic: UI Frameworks SubTopic: SwiftUI
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How do i use dynamic data for my SwiftUI ScrollView without destroying performance?
Currently i am trying really hard to create experience like the Apple fitness app. So the main view is a single day and the user can swipe between days. The week would be displayed in the toolbar and provide a shortcut to scroll to the right day. I had many attempts at solving this and it can work. You can create such an interface with SwiftUI. However, changing the data on every scroll makes limiting view updates hard and additionally the updates are not related to my code directly. Instruments show me long updates, but they belong to SwiftUI and all the advice i found does not apply or help. struct ContentView: View { @State var journey = JourneyPrototype(selection: 0) @State var position: Int? = 0 var body: some View { ScrollView(.horizontal) { LazyHStack(spacing: 0) { ForEach(journey.collection, id: \.self) { index in Listing(index: index) .id(index) } } .scrollTargetLayout() } .scrollTargetBehavior(.paging) .scrollPosition(id: $position) .onChange(of: position) { oldValue, newValue in journey.selection = newValue ?? 0 journey.update() } .onScrollPhaseChange { oldPhase, newPhase in if newPhase == .idle { journey.commit() } } } } struct Listing: View { var index: Int var body: some View { List { Section { Text("Title") .font(.largeTitle) .padding() } Section { Text("\(index)") .font(.largeTitle) .padding() } Section { Text("1 ") Text("2 ") Text("3 ") Text("4 ") Text("5 ") Text("6 ") } } .containerRelativeFrame(.horizontal) } } @Observable class JourneyPrototype { var selection: Int var collection: [Int] var nextUp: [Int]? init(selection: Int) { self.selection = selection self.collection = [selection] Task { self.collection = [-2,-1,0,1,2] } } func update() { self.nextUp = [ self.selection - 2, self.selection - 1, selection, self.selection + 1, self.selection + 2 ] } func commit() { self.collection = self.nextUp ?? self.collection self.nextUp = nil } } #Preview { ContentView() } There are some major Problem with this abstracted prototype ScrollView has no good trigger for the update, because if i update on change of the position, it will update much more than once. Thats why i had to split calculation and applying the diff The LazyHStack is not optimal, because there are only 5 View in the example, but using HStack breaks the scrollPosition Each scroll updates all List, despite changing only 2 numbers in the array. AI recommended to append and remove, which does nothing about the updates. In my actual Code i do this with Identifiable data and the Problem is the same. So the data itself is not the problem? Please consider, this is just the rough prototype to explain the problem, i am aware that an array of Ints is not ideal here, but the problem is the same in Instruments and much shorter to post. Why am i posting this? Scrolling through dynamic data is required for many apps, but there is no proper solution to this online. Github and Blogs are fine with showing a progress indicator and letting the user wait, some probably perform worse than this prototype. Other solutions require UIKit like using a UIPageViewController. But even using this i run in small hitches related to layout. Important consideration, my data for the scrollview is too big to be calculated upfront. 100 years of days that are calculated for my domain logic take too long, so i have no network request, but the need to only act on a smaller window of data. Instruments shows long update for one scroll action tested on a iPhone SE 2nd generation ListRepresentable has 7 updates and takes 17ms LazySubViewPlacements has 2 updates and takes 8ms Other long updates are too verbose to include I would be very grateful for any help.
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Spatial Audio on Mac - When and how to render using Audio Units?
I'm working on adding Spatial Audio support to a game on the Mac. I'm looking at the SpatialAudioRenderer sample but having some issues. It's unclear to me when a device is compatible with Spatial Audio and when I should attempt to render Spatial Audio. There is no property that I can find on the Mac that advertises Spatial Audio compatibility on a device. The sample crashes when the output device is a USB device. This includes the Apple Studio Display. The Apple Studio Display is supposed to be capable of rendering Spatial Audio. The device doesn't work with the sample - do I still need to render down the 7.1.4 source on this device? The sample always renders down to Stereo, but the Apple Studio Display is not a Stereo device. I'm a bit confused by the sample and when/how I should configure the mixing unit.
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