Hi, I wonder if there's something that can be configured to force Xcode (and preferably MVD too) to use Ethernet connection between Mac Mini and Apple Vision Pro (over a USB hub, not a direct USB connection)?
If I connect AVP to Mac directly via USB, the bridge gets created and both MVD and Xcode default to it, which is great because of higher speed and lower latency.
My problem is that I work with external camera, so I can have either the camera, or the Mac connection, but not both. I tried to solve that by plugging in a small active USB hub, so the strap and camera are connected to it, plus it has Ethernet adapter, which is plugged into Mac port. I tried with internet sharing on Mac - AVP has internet access, I can ping AVP from Mac, but Xcode and MVD still use wifi. I tried to manually configure bridge without internet sharing - same effect. I tried to make the bridge highest priority connection - nothing changed. I tried to force routing to AVP IP over the bridge - nothing (and it seems that my routing entry went missing after some time and was replaced by "use wifi interface").
So - is there something more I can do to make at least Xcode go over the cable? Debugging over wifi often takes forever.
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When I update my app name, the App Store URL also changes, and since the app URL contributes to ASO performance, this is a concern for me.
I would like to know whether it is possible to change the app name without affecting the URL, or if the previous URL automatically redirects to the new one.
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Store
App Review
App Store Connect
Hello,
I’m looking for assistance regarding my Apple Ads account.
When I try to log in, I receive the following message:
“This Apple Account is no longer authorized for Apple Ads. If you believe that this is an error, please contact us.”
When I click “Contact us,” I am redirected back to the same message and cannot submit a support request.
I have not received any email explaining this restriction.
At the same time, my ads appear to still be running, as I am seeing new users coming into my app. Since I cannot access the account, I currently have no visibility or control over active campaigns and potential ongoing spend.
I would appreciate guidance on how to resolve this or how to directly contact Apple Ads support, as I am unable to reach them through the platform.
Thank you for your help.
Hi!
I'm building a Screen Time management app using FamilyControls and ManagedSettings. When a user taps the primary button on a ShieldActionExtension, I need to open my main app to guide them through an intervention exercise.
Other approved App Store apps like Jomo - Screen Time Blocker do exactly this: tapping their shield's primary button opens the main Jomo app directly.
Screen recording: https://drive.google.com/file/d/15yubtTdTkFskGCIaAw_HGB57-boHPl3a/view?usp=sharing
I've tried:
URL schemes (UIApplication.shared.open() unavailable in extensions)
Universal links
Local notifications (works, but adds an extra tap)
NSUserActivity
Is there a supported API I'm missing? Or another accepted solution? Any guidance is appreciated.
Topic:
App & System Services
SubTopic:
General
Tags:
Extensions
Family Controls
Managed Settings
Screen Time
We have a legacy mobile application (bundle.identifier.1) and a new mobile application (bundle.identifier.2). They are nearly the exact same mobile app, but re-written in a new modern framework. We want to temporarily have both apps published and gracefully transition users from the old app to the new over several months so users can upgrade as they are ready. Once the legacy users are cut over, we want to transition all the legacy Ratings and Reviews to the new app.
Is it possible to transfer Ratings and Reviews from the legacy app (bundle.identifier.1) to the new app (bundle.identifier.2)?
I found lots of documentation on app transfers, but these are two separate apps in the same Developer Account and Account Holder. We want to have a flexible transition process but don't want to lose out on well established ratings and reviews.
Hello Apple Developer Technical Support,
I’m following up on case #102807413324 and submitting this as a code-level support request.
We are integrating iOS Live Activities (ActivityKit + WidgetKit extension written in SwiftUI) into an Expo/React Native app. We’re seeing behavior where the Live Activity UI shown on the Lock Screen appears to “stick” to an older layout and ignores updated SwiftUI code and/or bundled assets, even after rebuilding, reinstalling, and removing existing Live Activities before testing again.
Environment
Device: iPhone 13
iOS: 26.2
macOS: 15.7.3 (24G419)
Xcode: 16.4 (16F6)
Expo SDK: 52
React Native: 0.76.9
expo-live-activity: ^0.4.2
Build type: Ad-Hoc signed IPA (EAS local build)
Summary
We have a WidgetKit extension target (LiveActivity.appex, bundle id: stimul8.LiveActivity) using ActivityConfiguration(for: LiveActivityAttributes.self).
The extension contains multiple SwiftUI views selected via a “route” (derived from deepLinkUrl / title / subtitle), and uses images/backgrounds from the extension asset catalog (Assets.xcassets). We also support loading images from an App Group container with a fallback to the asset catalog.
After shipping updates, the Live Activity UI shown on the Lock Screen continues to resemble an older/default layout (example: a progress-bar-like element remains visible even after removing ProgressView usage from LiveActivityView.swift). Some custom backgrounds/images also fail to display as expected.
Routing (examples)
/streak -> StreakLiveActivityView
/streak-urgent -> StreakUrgentLiveActivityView
/lesson/create -> AILessonLiveActivityView1
/lesson/reminder -> AILessonLiveActivityView2
default -> LiveActivityView
Steps to reproduce (high-level)
Install/build and trigger a Live Activity.
Modify the SwiftUI layout in the extension (e.g., remove ProgressView and change obvious UI elements), rebuild, and reinstall.
Remove any existing Live Activities from the Lock Screen, then trigger a new Live Activity again.
Observed: Lock Screen Live Activity still renders the prior/older-looking UI and/or ignores updated assets.
Troubleshooting already done
Verified the extension (LiveActivity.appex) is included in the IPA and properly signed.
Verified Assets.car is present in the extension and PNG assets are present in the build artifacts.
Ensured SwiftUI source files used by the extension are overwritten during prebuild so the intended versions are present in ios/LiveActivity.
Cleared DerivedData related to LiveActivity builds.
Reinstalled the app and removed existing Live Activities from the Lock Screen before re-triggering new ones.
Questions
Is there any known caching behavior where Live Activities can continue to display a previous UI layout after an app/extension update, even when the activity is re-created?
Are there recommended steps to force the system to load the newest widget extension binary/UI beyond reinstalling and removing existing Live Activities?
What’s the recommended way to confirm which exact extension binary/UI version is being rendered on-device (e.g., specific Console logs, sysdiagnose signals, or other indicators)?
Are there any known constraints with Assets.xcassets usage for Live Activities that could cause bundled assets not to render even when present?
We can provide
A minimal reproduction Xcode project (preferred)
The IPA build
Build logs (Xcode/EAS)
Screenshots/video and a sysdiagnose captured after reproduction
Thank you for your guidance.
Best regards
Topic:
App & System Services
SubTopic:
Widgets & Live Activities
I've worked through Apple's dice demo for SwiftUI, so far so good. I've got a single Die view with a button to "roll" the die. This works perfectly using the code below:
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 {//self.dieType == DieType.D12{
Text("\(self.dieValue)")
.font(.largeTitle)
}
Button("Roll"){
withAnimation{
dieValue = Int.random(in: 1...dieType.rawValue)
}
}
.buttonStyle(.bordered)
}
Spacer()
}
}
Now I want to do a DiceSetView with an arbitrary number of dice. I've got the UI working with the following;
struct DiceSetView: View {
@State private var totalScore: Int = 0
var body: some View {
ScrollView(.horizontal) {
HStack{
DieView(dieType: DieType.D6)
DieView(dieType: DieType.D6)
DieView(dieType: DieType.D6)
}
}
HStack{
Button("Roll All"){}
.buttonStyle(.bordered)
Text("Score \(totalScore)")
.font(.callout)
}
Spacer()
}
}
Where I'm struggling is how to get the total of all the dice in a set and to roll all the dice in a set on a button click.
I can't iterate through the dice, and just "click" the buttons in the child views from their parents, and I can't think how it should be structured to achieve this (I'm new to this style of programming!) - can anyone point me in the right direction for how to achieve what I want? I realise that I'm probably missing something fundamentally conceptual here....
Topic:
UI Frameworks
SubTopic:
SwiftUI
Hello! I've been wondering about how strict the rules are for multilingual content in submissions, and also what I can use as screenshots.
There are screens in my app, explained and accompanied by English, that have Chinese text/audio on them. Is this appropriate?
Reading the Terms & Conditions says that "All content must be in English", but because multicultural themes are a main point of my app, it seems unavoidable to use other languages. I've attached images that show what I'm talking about:
About the screenshots in my submission, am I allowed to show two screenshots side-by-side of a before & after of what an interaction does in one image? It'd look like two phone screenshots right next to each other.
Hello,
I am an individual developer working on a macOS application using SwiftUI and RealityKit.
I would like to understand the feasibility of face-related tracking on macOS when using an external USB camera, compared to iOS/iPadOS.
Specifically:
• Does macOS provide an ARKit Face Tracking–equivalent API (e.g., real-time facial expressions, gaze direction, depth)?
• If not, is it common to rely on Vision / AVFoundation as alternatives for:
• Facial expression coefficients
• Gaze estimation
• Depth approximation
• In an environment without dedicated sensors such as TrueDepth, is it correct to assume that accurate depth data and high-fidelity blend shape extraction are realistically difficult?
Any clarification on official limitations, recommended alternatives, or relevant documentation would be greatly appreciated.
Thank you.
Topic:
App & System Services
SubTopic:
Hardware
Notarization submission has been stuck in "In Progress" status for over 15 hours with no resolution.
Hi there, I am trying to roll out distribution to paid users who are unable to receive anything from me for quite some time now, and I've read that notarization is quick. But I've found myself to be under quite a delay. Wondering if I could please get some help.
Submission Details:
ID: e3dff14c-16ab-41a7-a81c-0d1774c66588
Submitted: 2026-02-08T16:42:07.377Z
File: Resonant-0.1.0-arm64.dmg (~200MB)
Status: In Progress (stuck)
Evidence:
Upload completed successfully within minutes
Delay is entirely server-side processing
Same app structure notarized successfully on Feb 5 (submission f5f4c241)
Multiple other submissions stuck since Feb 5 (see history below)
Stuck Submissions (all "In Progress" for days):
e3dff14c (Feb 8, 16:42 UTC) - 15+ hours
3e6bdcb5 (Feb 8, 16:11 UTC) - 16+ hours
37fd1b9f (Feb 8, 12:53 UTC) - 20+ hours
f21a1d9b (Feb 8, 12:31 UTC) - 20+ hours (different app, Clippa.zip)
417244e8 (Feb 8, 06:18 UTC) - 26+ hours
891f370f (Feb 7, 11:44 UTC) - 2+ days
1debba51 (Feb 7, 05:44 UTC) - 2+ days
6a06b87f (Feb 6, 14:16 UTC) - 3+ days
9867261c (Feb 6, 13:44 UTC) - 3+ days
1a7c3967 (Feb 6, 12:58 UTC) - 3+ days
Last Successful Notarization:
f5f4c241 (Feb 5, 18:24 UTC) - Accepted in normal timeframe
Impact:
Unable to distribute production release. This is blocking critical bug fixes from reaching users.
Expected Behavior:
Notarization should complete within 2-10 minutes as documented and as experienced prior to Feb 5.
Request:
Please investigate why submissions are not being processed and either:
Clear the backlog and process pending submissions
Provide guidance on how to proceed with distribution
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.
Topic:
Media Technologies
SubTopic:
Audio
This is a successor to:
https://developer.apple.com/forums/thread/814231
I went into a slightly different direction. I generated more AI slop that use NSLock. Then I had the NSLock usage changed to Mutex usage. Now it crashes with:
Task 13: EXC_BREAKPOINT (code=1, subcode=0x18d29326c)
On one of the mutex closures. With an extended description:
warning: TypeSystemSwiftTypeRef::operator(): had to engage SwiftASTContext fallback for type $s7Combine10PublishersO21LineBreakingPublisherE11SplitAtZeroV12Subscription33_D18F5AAE73662968F407B0A79FBD1F8DLLCy_x_qd__GD
I put the class, a Subscription nested in its corresponding Publisher operator, in the given file
Subscription.txt
Hello communities, I am going to submit a new binary build with subscriptions. However, I cannot find the In-App Purchases and Subscriptions section like before. Is there any update on this?
Despite the fact that the subscriptions were accepted and banking & agreements were set up, I still can't figure out how to include them in the binary build.
Thanks for the advice.
Under Xcode -> Settings -> Intelligence -> Account it states "Not Signed In" An anthropic api key or claude.ai account is N/A
Is pretty sparse in actual details.
https://developer.apple.com/documentation/xcode/setting-up-coding-intelligence
Related:
https://developer.apple.com/forums/thread/814595
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
In iOS 18, when a contact with multiple phone numbers called, the system clearly indicated which specific number was used—often by highlighting it in red for missed calls or tagging it as 'recent.' However, in iOS 26, this distinction is missing, and there is no way to determine which of the contact's numbers the call originated from.
I'm trying the "Connect and Solve" course of Swift Playground. I can't use "world.place" to place bricks at positions (2, 2), (6, 2) (automatically disappear), but I can place bricks at positions (4, 2) in the same way.
Two bricks must be placed overlapping in positions (2, 2) and (6, 2) to achieve the goal. Only when a brick is placed in position (4, 2) can the goal be achieved.
The problem is that the bricks placed on (6, 2) and (2, 2) will disappear and cannot be placed successfully.
The following is my code writing...
let Block1 = Block()
for i in 1 ... 2 {
world.place(Block1, atColumn: 2, row: 2)
}
for i in 1 ... 2 {
world.place(Block1, atColumn: 6, row: 2)
}
world.place(Block1, atColumn: 4, row: 2)
func turnaround() {
turnRight()
turnRight()
}
func walk4() {
for i in 1 ... 3 {
moveForward()
}
}
func collet() {
for i in 1 ... 2 {
moveForward()
}
toggleSwitch()
turnRight()
walk4()
collectGem()
turnaround()
walk4()
turnRight()
}
for i in 1 ... 3 {
collet()
}
I would appreciate it if someone could offer some recommendations.
Thanks a lot
Topic:
Developer Tools & Services
SubTopic:
Swift Playground
I've requested app development and am currently publishing it, but I can't contact the app development company and am unable to pay the annual fee to Apple. I don't know my registered account, so what should I do? I contacted Apple Japan, but they only handle personal inquiries and cannot handle business app development requests, so they suggested I post a question on this website. Thank you in advance.
Dears,
Please take a look at case:
FB21940123 (Wallet Extension unable to add card)
Thanks
I get the following error when running this command in a Jupyter notebook:
v = tf.Variable(initial_value=tf.random.normal(shape=(3, 1)))
v[0, 0].assign(3.)
Environment:
python == 3.11.14
tensorflow==2.19.1
tensorflow-metal==1.2.0
{
"name": "InvalidArgumentError",
"message": "Cannot assign a device for operation ResourceStridedSliceAssign: Could not satisfy explicit device specification '/job:localhost/replica:0/task:0/device:GPU:0' because no supported kernel for GPU devices is available.\nColocation Debug Info:\nColocation group had the following types and supported devices: \nRoot Member(assigned_device_name_index_=1 requested_device_name_='/job:localhost/replica:0/task:0/device:GPU:0' assigned_device_name_='/job:localhost/replica:0/task:0/device:GPU:0' resource_device_name_='/job:localhost/replica:0/task:0/device:GPU:0' supported_device_types_=[CPU] possible_devices_=[]\nResourceStridedSliceAssign: CPU \n_Arg: GPU CPU \n\nColocation members, user-requested devices, and framework assigned devices, if any:\n ref (_Arg) framework assigned device=/job:localhost/replica:0/task:0/device:GPU:0\n ResourceStridedSliceAssign (ResourceStridedSliceAssign) /job:localhost/replica:0/task:0/device:GPU:0\n\nOp: ResourceStridedSliceAssign\n
[...]
[[{{node ResourceStridedSliceAssign}}]] [Op:ResourceStridedSliceAssign] name: strided_slice/_assign"
}
It seems like the ResourceStridedSliceAssign operation is not implemented for the GPU