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Promo Code for Approved, but Unreleased App Fails
I have an app in Pending Developer Release status and have generated a promo to test app on final time before release. After entering promo code in App Store app, I get the following error: Unable to Redeem "This content is incompatible with the current software on this device. Update you device to the latest software version and try again." The device in question has been running TestFlight and Xcode builds without issue. The device is an iPhone 14 Pro running 18.6. App is built with minimum deployment of 18.0.
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Aug ’25
Keyboard Toolbar Padding iOS26
When I create a SwiftUI toolbar item with placement of .keyboard on iOS 26, the item appears directly on top of and in contact with the keyboard. This does not look good visually nor does it match the behavior seen in Apple's apps, such as Reminders. Adding padding to the contents of the toolbar item only expands the size of the item but does not separate the capsule background of the item from the keyboard. How can I add vertical padding or spacing to separate the toolbar item capsule from the keyboard?
Topic: UI Frameworks SubTopic: SwiftUI
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Aug ’25
GKLocalPlayer.authenticateHandler not called on iOS 26 when Game Center auth overlay is shown
Hi — we’re testing our app on iOS 26 and ran into strange behavior with GKLocalPlayer.local.authenticateHandler. GKLocalPlayer.local.authenticateHandler = { [weak self] viewController, error in // additional code } What happens: When we assign authenticateHandler on iOS 26 and the user is not signed in to Game Center, the system shows a full-screen Game Center overlay asking the user to sign in. If the user taps Cancel, nothing further happens — the closure is not invoked again, so we don’t receive an error or any callback. The app never learns whether the auth was cancelled or failed. In previous iOS versions the closure was called (with viewController / error as appropriate) and the flow worked as expected. What we tried: Verified authenticateHandler is being set. Checked GKLocalPlayer.local.isAuthenticated after the overlay dismisses — it’s unchanged. Observed system logs: a com.apple.GameOverlayUI scene is created and later removed (so the auth overlay is shown by the system). Confirmed the same code works on earlier iOS versions. :thinking: Question: Has anyone seen authenticateHandler not being invoked on iOS 26 when the Game Center auth overlay is presented? Could this be a behavioral change in iOS 26 (overlay runs in a separate system process), or a bug? Any suggested workarounds to reliably detect that the user cancelled the sign-in (for example: listening for willResignActive / didBecomeActive, watching for a system overlay, or saving/presenting the viewController manually)? Thanks in advance for any advice — we’d appreciate pointers or suggested diagnostics ?
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1.9k
Aug ’25
Error with guardrailViolation and underlyingErrors
Hi, I am a new IOS developer, trying to learn to integrate the Apple Foundation Model. my set up is: Mac M1 Pro MacOS 26 Beta Version 26.0 beta 3 Apple Intelligence & Siri --> On here is the code, func generate() { Task { isGenerating = true output = "⏳ Thinking..." do { let session = LanguageModelSession( instructions: """ Extract time from a message. Example Q: Golfing at 6PM A: 6PM """) let response = try await session.respond(to: "Go to gym at 7PM") output = response.content } catch { output = "❌ Error:, \(error)" print(output) } isGenerating = false } and I get these errors guardrailViolation(FoundationModels.LanguageModelSession.GenerationError.Context(debugDescription: "Prompt may contain sensitive or unsafe content", underlyingErrors: [Asset com.apple.gm.safety_embedding_deny.all not found in Model Catalog])) Can you help me get through this?
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Aug ’25
What are some effective tips for boosting app installs and improving App Store ranking?
Should you rely only on organic installs, or would a mix of strategies work better? Isn’t optimizing keywords and refining creatives essential for higher visibility? Would running Apple Search Ads not further amplify reach? And doesn’t encouraging strong reviews ultimately help in improving both ranking and credibility?
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170
Aug ’25
iOS 26 beta 8 – AlarmKit – Custom sounds in Library/Sounds do not play
I put a test.mp3 (30 sec) file into the App Bundle. I scheduled an AlarmKit alarm with the file name test.mp3. The custom sound plays ✅ I copied the file from the App Bundle to Library/Sounds/test2.mp3. I scheduled an AlarmKit alarm with the file name test2.mp3. Instead of playing the custom sound, it falls back to the default sound ❌ According to the documentation, sounds placed in Library/Sounds should be playable: I filed report FB19779004 on August 20, but haven’t received any response yet. This functionality is critical for our use case, so could you please let me know whether this is expected to be fixed soon, or if I’m misunderstanding the intended behavior?
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Aug ’25
Best Practices for Continuous Background Biometric Monitoring on Apple Watch
Hello, everyone! I'm seeking some guidance on the App Store review process and technical best practices for a watchOS app. My goal is to create an app that uses HealthKit to continuously monitor a user's heart rate in the background for sessions lasting between 30 minutes and 3 hours. This app would not be a fitness or workout tracker. My primary question is about the best way to achieve this reliably while staying within the App Store Review Guidelines. Is it advisable to use the WorkoutKit framework to start a custom, non-fitness "session" for the purpose of continuous background monitoring? Are there any other recommended APIs or frameworks for this kind of background data collection on watchOS that I should be aware of? What are the key review considerations I should be mindful of, particularly regarding Guideline 4.1 (Design) and the intended use of APIs? My app's core functionality would require this kind of data for a beneficial purpose. I want to ensure my approach is technically sound and has the best chance of a successful review. Any insights or advice from developers who have experience with similar use cases would be incredibly helpful! Thank you!
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Aug ’25
AVAudioSession.outputVolume not reporting correctly in iOS 18+ devices
I’m using the shared instance of AVAudioSession. After activating it with .setActive(true), I observe the outputVolume, and it correctly reports the device’s volume. However, after deactivating the session using .setActive(false), changing the volume, and then reactivating it again, the outputVolume returns the previous volume (before deactivation), not the current device volume. The correct volume is only reported after the user manually changes it again using physical buttons or Control Center, which triggers the observer. What I need is a way to retrieve the actual current device volume immediately after reactivating the audio session, even on the second and subsequent activations. Disabling and re-enabling the audio session is essential to how my application functions. I’ve tested this behavior with my colleagues, and the issue is consistently reproducible on iOS 18.0.1, iOS 18.1, iOS 18.3, iOS 18.5 and iOS 18.6.2. On devices running iOS 17.6.1 and iOS 16.0.3, outputVolume correctly reflects the current volume immediately after calling .setActive(true) multiple times.
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Sep ’25
iOS26 beta: AppClips are not working properly
Hi, As a company, we have several apps in the AppStore that contain AppClips. With the latest iOS18 it works without any problems. With all iOS26 betas so far, however, there is always the problem “ASDErrorDomain- Error 507” and the AppClip cannot be opened. You can easily test this by scanning the following QR code with the system camera: You only ever get this error instead of the option to open the AppClip. As the iOS26 beta phase is already at an advanced stage, we are naturally concerned as to whether the problem will be solved.
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Sep ’25
App is stuck in "Waiting for review" for more than a month, going past my launching deadline
Hi, I'm here hoping for some help or advice in terms of a critical situation I'm currently facing. I've submitted an iOS app more than one month ago, it was quickly got review and rejected twice, and when I re-submit the third time with new build, it then was stuck in the "Waiting for review" status for about 3 weeks. Then, I decided to withdraw the submission and re-submit again, but it doesn't work and remain "Waiting for review" status until now. During these waiting period, I’ve contacted Apple Support multiple times through mails, and received confirmation that my expedited review request was approved. However, no progress has been made since then. Here is a quick summary of the timeline Initial submission: July 29, 2025 Rejected due to Guideline 4.2.2 & 2.1: July 30, 2025 Second submission: Aug 4, 2025 Rejected due to Guideline 4.2.2 & 4.2.0: Aug 6, 2025 Third submission: Aug 6, 2025 Withdraw third & create forth submission: Aug 25, 2025 If anyone from the App Review team sees this post, or if any developers have experienced a similar situation and can offer advice, we would be truly grateful. Thank you in advance for your time and support.
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Sep ’25
"NSColorPanel.shared.showsAlpha = false" is causing not satisfiable layout constraints (macOS 26)
When disabling the opacity slider of color panels, my app crashes with unsatisfiable layout constraints. Feel free reproduce with a minimal test project: A macOS app based on the Xcode 26.0 template with only one line added to the ViewController's viewDidLoad() function: NSColorPanel.shared.showsAlpha = false The issue doesn't occur if this property is set to "true" or not set at all. I just filed a corresponding bug report (FB20269686), although I don't expect any feedback from Apple ... as numerous issues I reported were never updated or commented at all (after migrating from RADARs).
Topic: UI Frameworks SubTopic: AppKit
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Sep ’25
SpriteKit framerate drop on iOS 26.0
Hello, I have noticed a performance drop on SpriteKit-based projects running on iOS 26.0 (23A341). Below is a SpriteKit scene used to test framerate on different devices: import SpriteKit import SwiftUI class BareboneScene: SKScene { override func didMove(to view: SKView) { size = view.bounds.size anchorPoint = CGPoint(x: 0.5, y: 0.5) backgroundColor = .darkGray let roundedSquare = SKShapeNode(rectOf: CGSize(width: 150, height: 75), cornerRadius: 12) roundedSquare.fillColor = .systemRed roundedSquare.strokeColor = .black roundedSquare.lineWidth = 3 addChild(roundedSquare) let action = SKAction.rotate(byAngle: .pi, duration: 1) roundedSquare.run(.repeatForever(action)) } } struct BareboneSceneView: View { var body: some View { SpriteView( scene: BareboneScene(), debugOptions: [.showsFPS] ) .ignoresSafeArea() } } #Preview { BareboneSceneView() } The scene is very simple, yet framerate drops to ~40 fps as shown by the Metal HUD. Tested on: iPhone 13, iOS 26.0: framerate drops to 40 fps. Sometimes it runs at near 60fps. But if the screen is touched repeatedly, the framerate drops to 40-50 fps again. iPhone 11 Pro, iOS 26.0: ~40fps. iPad 9th Gen, iOS 18.6.2: 60fps, no issues. See screenshots attached. These numbers were observed by me and members of our beloved SpriteKit Discord server. Thank you for your attention.
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Sep ’25
Xcode Devices "Download Container" no longer works on latest Xcode 26.0 (24228) (Build 17A324)
After updating my Xcode to the latest, I am unable to download an installed app container from the Xcode Devices screen. This currently works with older versions of Xcode with the same app on the same iPad. This worked with older versions of Xcode on the same MacBook as well (including the Xcode 26 beta before updating to the official release yesterday) The specified file could not be transferred. Domain: com.apple.dt.CoreDeviceError Code: 7000 User Info: { DVTErrorCreationDateKey = "2025-09-18 20:31:01 +0000"; NSURL = "file:///Users/thomsk2/Desktop/com.test.polarisdev%202025-09-18%2015:30.53.744.xcappdata/AppData/Library/Caches/"; } The specified file could not be transferred. Domain: com.apple.dt.CoreDeviceError Code: 7000 User Info: { NSURL = "file:///Users/thomsk2/Desktop/com.test.polarisdev%202025-09-18%2015:30.53.744.xcappdata/AppData/Library/Caches/"; } Failed to perform I/O operations. Domain: com.apple.dt.remoteservices.error Code: 11001 Failure Reason: Cannot open destination file /Users/thomsk2/Desktop/com.test.polarisdev 2025-09-18 15:30.53.744.xcappdata/AppData/Library/Caches/com.apple.dyld/standaloneapp.ios.dyld4: Permission denied System Information macOS Version 15.6.1 (Build 24G90) Xcode 26.0 (24228) (Build 17A324) Timestamp: 2025-09-18T15:31:01-05:00
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328
Sep ’25
CallKit requestTransaction error code 2
Hello, In production, a large number of users experience outgoing call reporting fails with the following error: com.apple.CallKit.error.requesttransaction Code=2 The iOS version doesn't matter, errors are present in v15-26 Details My CXProvider held as a global singleton, so it’s unlikely to be deinited. There is no explicit call to CXProvider.invalidate() in the app. If I manually invalidate the CXProvider, I observe the expected failure when trying to create an outgoing call (com.apple.CallKit.error.requesttransaction error 2). However, If I recreate the CXProvider after the error, outgoing calls are reported correctly. Many users trigger the providerDidReset delegate method (CXProviderDelegate) before this error. According to the documentation, providerDidReset can be called by the system, and we are supposed to end all active calls, but the documentation doesn't suggest recreating the CXProvider. Question Should I recreate CXProvider after providerDidReset and forget about that, or could this error be caused by something else?
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Sep ’25
iOS 26 UISearchController always appears at the bottom instead of top with preferredSearchBarPlacement = .stacked
Hi everyone, I’m running into a strange issue with UISearchController placement with iOS 26 SDK. In one of my view controllers, I was able to move the search bar to the top of the navigation bar by setting: navigationItem.searchController = searchController navigationItem.hidesSearchBarWhenScrolling = false navigationItem.preferredSearchBarPlacement = .stacked This works as expected — the search bar is placed at the top. However, in another view controller with almost identical configuration, the search bar always shows up at the bottom. If I delay the setup with DispatchQueue.main.async, it appears at the bottom; if I don’t, it doesn’t appear at all. Both VCs are wrapped in their own UINavigationController. So my questions are: Has anyone faced this issue where preferredSearchBarPlacement = .stacked is ignored? Are there hidden requirements or limitations for placing the search bar at the top? Why could the same setup behave differently in two controllers? Any help or ideas would be appreciated!
Topic: UI Frameworks SubTopic: UIKit Tags:
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Sep ’25
UITabBarController crashes when editing the items
I'm using one UITabBarController which leads to 6 NavigationController. Therefore the user will get 4 icons displayed and one icon with three points to see the rest of the Navigation Controller. If the user now tries to edit the list and moves one item from the hidden area towards the TabBar at the bottom, the App crashes with the error: Exception NSException * "Can't add self as subview" 0x0000600000d16040 I can see this effect at least on both my apps. If the same compilation is run on a older iOS version, there is no crash. Is there anything I have to take care of the configuration of the TabBar, when it comes to iOS26?
Topic: UI Frameworks SubTopic: UIKit
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Sep ’25
Xcode 26 is insanely slow
Hey there Just updated to Xcode 26 on mac OS Sequoia (MBP M1 Max 32GB, 2021, so you know, still pretty decent and capable). Xcode is super slow on building, but also on editing. There is a lag between what I type and what is displayed. Am I the only one experiencing this? Is there something I should look into?
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Sep ’25
Does Xcode 26 Still Support Pull Requests?
Does Xcode 26 still support creating pull requests and/or viewing comments from GitHub pull requests associated with the current branch? This used to be possible, but I cannot get it to work with the current version of Xcode (26.0.1). The "Create Pull Request" menu item takes me to github.com directly, instead of presenting a nice UI menu; hence I'm wondering.
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Sep ’25