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WKWebView Occasionally Renders TTF Font Incorrectly
Expected Behavior: Display the digit “6”. Actual Behavior: The rendered character appears as a composite glyph—the left half resembles “9” and the right half resembles “6”, resulting in a malformed digit. other examples: Environment & Characteristics: Occurs intermittently on iPhone 15 Pro Max and iPhone 16 Pro Max. Reproducible within the Taobao App, specifically in WKWebView. Font Used: AlibabaSans102_v1_TaoBao-Bd.ttf
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Document Type Export / Import in Xcode - Shared via Messages
I’ve created a document type for my app and set it up in the Info Configuration in Xcode. This all works as expected: Implemented with the Transferrable API and ShareLink, I can share an app’s file via the Files app or Notes and then import the file via a Share extension and the fileImport swiftUI api. My question is regarding Messages, specifically. It appears as a ShareLink option and I’m able to send my app’s document type via a message, but I’m unable to open it or share it (internally, with my app), other than being able to forward or delete it. If I copy the file, I can’t access it within my app (it’s still stored in the Messages private bundle) and startAccessingSecurityScopedResource returns false as expected. The message does detect the right icon, so it’s recognizing the custom document type. If my Share Extension, exported document type, and transferable implementation is configured correctly, should I be able to open a file for my app shared via Messages? Is this an allowed action? I get various answers from AI, and I can’t test this in the Simulator on pre-26 devices.
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Running tests on multiple simulators and local mock servers
Hello, I have a question about running tests on multiple simulators. Currently, my company has a WDIO+Appium test suite with XCUITEST driver that runs on a single simulator through a mockttp proxy (we are intercepting and mocking some of the responses from our APIs and pass through the rest). In order to route the traffic we are currently using 'networksetup -setsecurewebproxy '. Everything works as expected. With growing number of tests we'd like to scale number of simulators on a single host to 3-5. We have a working setup but the problem are system-wide proxy settings routing traffic from multiple simulators, which we can't distinguish by UDID or any other means, we know of. We can spin multiple mock servers on the same machine but we are struggling to find the way to route the traffic on a simulator basis. In the end, both options are viable: 1 mock server running for multiple simulators N number of mock servers for N number of simulators Has anyone had the same/similar problem? How to approach this? We are currently running on Sequoia OSX and platform version 18.6. Thanks!
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Showing 3D/AR content on multiple pages in iOS with RealityView
Hi. I'm trying to show 3D or AR content in multiple pages on an iOS app but I have found that if a RealityView is used earlier in a flow then future uses will never display the camera feed, even if those earlier uses do not use any spatial tracking. For example, in the following simplified view, the second page realityView will not display the camera feed even though the first view does not use it not start a tracking session. struct ContentView: View { var body: some View { NavigationStack { VStack { RealityView { content in content.camera = .virtual // showing model skipped for brevity } NavigationLink("Second Page") { RealityView { content in content.camera = .spatialTracking } } } } } } What is the way around this so that 3D content can be displayed in multiple places in the app without preventing AR content from working? I have also found the same problem when wrapping an ARView for use in SwiftUI.
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Local Updates to Live Activities ignored after push update
I'm building out a live activity that has a button which is meant to update the content state of the Live Activity. It calls a LiveActivityIntent that runs in the app process. The push server starts my live activity and the buttons work just fine. I pass the push token back to the server for further updates and when the next update is pushed by the server the buttons no longer work. With the debugger I'm able to verify the app intent code runs and passes the updated state to the activity. However the activity never updates or re-renders. There are no logs in Xcode or Console.app that indicates what the issue could be or that the update is ignored. I have also tried adding the frequent updates key to my plist with no change. I'm updating the live activity in the LiveActivityIntent like this: public func perform() async throws -> some IntentResult { let activities = Activity<WidgetExtensionAttributes>.activities for activity in activities { let currentState = activity.content.state let currentIndex = currentState.pageIndex ?? 0 let maxIndex = max(0, currentState.items.count - 1) let newIndex: Int if forward { newIndex = min(currentIndex + 1, maxIndex) } else { newIndex = max(currentIndex - 1, 0) } var newState = currentState newState.pageIndex = newIndex await activity.update( ActivityContent( state: newState, staleDate: nil ), alertConfiguration: nil, timestamp: Date() ) } return .result() } To sum up: Push to start -> tap button on activity -> All good! Push to start -> push update -> tap button -> No good...
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Same Color in View and colorEffect shader argument produce different results
Opened feedback item FB21877364. Context I have the following Metal shader, which replaces one color with another. [[ stitchable ]] half4 recolor( float2 position, half4 currentColor, half4 from, half4 to ) { if (all(currentColor == from)) return to; return currentColor; } Given this SwiftUI view: let shader = ShaderLibrary.recolor(.color(.red), .color(.green)) Color.red .colorEffect(shader) I get a red rectangle instead of the expected green one. Note that this works on both dynamic and non-dynamic colors. Note that this sometimes works with some colors, which is very inconvenient when trying to figure out what's going on. Did I miss something? I would've expected the shader to work with colors the same way. Issue To really highlight the issue, here's another test case. I'll define #94877E in an Asset Catalog as example and check the RGB values using the Digital Color Meter app in "Display native values" mode. We'll use the following shader to determine how colorEffect receives colors: [[ stitchable ]] half4 test( float2 position, half4 currentColor, half4 color ) { return color; } The following view yields "R: 0.572, G: 0.531, B: 0.498". Color.example While this one yields "R: 0.572, G: 0.531, B: 0.499". let shader = ShaderLibrary.test(.color(Color.example)) Color.white.colorEffect(shader) I would expect them to match.
Topic: UI Frameworks SubTopic: SwiftUI
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Migration to Organization Account pending for 3 weeks - Case ID: 102799400229
Hi everyone, I'm looking for some insight or advice regarding the timeline for migrating from an Individual to an Organizational developer account. My request was initiated on January 11th, making it over three weeks now. The last communication I received from the support team was on January 24th (8 days ago). Despite sending follow-up inquiries to check on the status or if additional documentation is required, I haven’t received any updates since then. Has anyone else experienced similar delays recently? Is there a specific channel or method to escalate this beyond the standard follow-up emails? Request Started: Jan 11, 2026 Last Contact: Jan 24, 2026 Case ID: 102799400229 Thanks in advance for any help!
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Alarmkit- custom sounds
Hello guys, I know people already talked about this here but maybe some of you solved it. When trying Alarmkit, it keeps playing the same default sound. I tried a lot of changes to make it play my custom sound but nothing worked. Has anyone solved this or is it just the alarmkit problem? Thank you and take care guys.
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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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Titles and Header Auto Changing Color?
I have some questions about Liquid Glass and iOS 26 on the iPhone. Routine scrolling transactions in any view are causing the title to change from Light Mode colors to Dark Mode colors. Is this now standard operation? The column headers are also displaying a black stripe across the top of the screen when scrolling. So why doesn't the display shift when in Dark Mode to Light mode? Scrolling is causing everything in the header (navigation title, time, battery status, and wi-fi status) to change from black to white. Is this an accessibility action that I may have turned on by accident? I'm not very thrilled by this behavior!
Topic: Design SubTopic: General Tags:
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MetricKit Metric Payload Split
In MetricKit, a metric payload comes in with a time range which usually means it contains multiple launches/sessions. How can we relate things that will change between launches or sessions such as pid and lowPowerModeEnabled from the metadata. Will there be multiple payloads for each unique value or is there some other way to use this?
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App Launchscreen Size NOT Correct on iPadOS 26
Hello, We’re seeing an iPad-specific Launch Screen issue related to multitasking window sizes. Environment Device: iPad (iPadOS 26) Device orientation: Landscape App is launched in a small window where the app window is portrait-shaped (width < height) Issue When the iPad is in landscape but the app is launched as a portrait-shaped small window, the LaunchScreen.storyboard appears to be rendered/layouted as landscape, not matching the actual window geometry. As a result, the Launch Screen content is clipped / partially missing (we see blank/empty area at the bottom during launch). After the app finishes launching, our first view controller uses the correct window size and the UI looks fine — the problem is mainly during the Launch Screen phase. What we checked LaunchScreen.storyboard uses Auto Layout and is expected to adapt to screen/window size. This only reproduces when the device orientation and the app window aspect ratio don’t match (landscape device + portrait-shaped app window, or vice versa). When device orientation and window shape are aligned, the Launch Screen displays correctly. Question Is it expected that iPadOS renders LaunchScreen.storyboard based on the interface orientation / size class rather than the actual window bounds in multitasking scenarios? If not expected, what is the recommended way to ensure the Launch Screen matches the app’s actual window size/aspect ratio at launch (without using code, since Launch Screen is static)? Are there any additional diagnostics or recommended steps to help us investigate and confirm the root cause (e.g., specific logs, APIs/values to capture at launch such as UIWindowScene bounds, interfaceOrientation, size classes, or any guidance on how Launch Screen snapshots are chosen/cached in multitasking)? Thank you.
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Could not install [APP]. The requested app is not available or doesn't exist.
I've created a new app on App Store Connect. Setup everything like all the forms, the build, users, internal testing group, and then sent the invitation emails for testing. Now users can see the app in the TestFlight but when they try to install it, they get the error below. Could not install [APP]. The requested app is not available or doesn't exist. I've sent an email to Apple support couple of days ago but still no response. Saw some comments on the internet that you need to send your app for review and once it's approved you can use TestFlight. So I sent the app for review with a long description about how I'm not able to use TestFlight but still on wait. Tried to create a public TestFlight link but I get this error: "Beta contract is missing for the app." but there's actually no contract anywhere. What do I do? This is completely unacceptable. Why is the TestFlight not working? Why are the error messages not helpful?
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First time publishing IAPs: App Store approved but purchases pending review
Hello, My app has been approved on the App Store, but the in-app purchases are still under review. This is the first time I'm publishing an app with in-app purchases. During sandbox testing, everything worked correctly. Is it normal for there to be a validation delay for in-app purchases after the app approval? Or is there a specific action I need to take, given that this is my first experience with in-app purchases? Thank you in advance.
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Enrollment Error: "Cannot be completed at this time" - Weeks of trying, no explanation
Trying to enroll in Apple Developer Program to notarize my Mac app. Getting blocked repeatedly with "Your enrollment in the Apple Developer Program could not be completed at this time." Verified: ✅ 2FA enabled ✅ Valid payment method ✅ All details match government ID ✅ No VPN, tried multiple browsers ✅ Waited weeks between attempts Solo dev just trying to do things properly and pay the $99/year. Anyone found a way past this? Seeing similar threads but no clear solutions.
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Clarification on Secure Handling of authenticationToken for Wallet Pass Updates
Hello there, We’re currently integrating Apple Wallet pass functionality into our application and am looking for clarification around the automatic update flow. Particularly regarding secure management of the authenticationToken. We’ve reviewed the documentation here: Adding a Web Service to Update Passes authenticationToken Documentation From our understanding: When a user downloads a pass from our service, the .pkpass includes both a webServiceURL and an authenticationToken. Once the pass is added to Wallet, the Wallet app makes authenticated requests to our webServiceURL, using the token in the Authorization header. We then validate this token server-side to serve updates or handle device registration. So far, this flow is clear. However, we’re looking for clarification on two key scenarios: If a user adds the same pass twice on the same device, should the authenticationToken remain the same in both cases? If the same user adds the same pass on a different device, should the authenticationToken also remain consistent across devices? If the answer to both is “yes,” we assume that our backend must store the original authenticationToken in a retrievable form (not just as a hash) to regenerate the same pass for re-download or multi-device sync. Our main question is: What is Apple’s recommended or acceptable approach to storing authenticationToken values securely on the backend? Should these tokens be: Stored in plaintext (e.g. in a protected DB field)? Encrypted using a symmetric key? Hashed (not reversible, but limits reuse)? We want to ensure we align with Apple’s best practices for Wallet security and token management, especially in contexts where the same pass may be installed on multiple devices or reissued later.
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