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Build stuck in "Processing" status for hours
Hi everyone, I uploaded two builds to App Store Connect today, but they have been stuck in "Processing" status for 10 hours now: Build 1.0 (10): Uploaded at Jan 14, 2026 5:03 AM - still Processing Build 1.0 (9): Uploaded at Jan 14, 2026 4:23 AM(UTC+8) - still Processing Usually my builds complete processing within 10-30 minutes. Is there a known issue with build processing today, or is there something I should check on my end? Any help would be appreciated. Thanks!
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SwiftData with shared and private containers
I was hoping for an update of SwiftData which adopted the use of shared and public CloudKit containers, in the same way it does for the private CloudKit container. So firstly, a big request to any Apple devs reading, for this to be a thing! Secondly, what would be a sensible way of adding a shared container in CloudKit to an existing app that is already using SwiftData? Would it be possible to use the new DataStore method to manage CloudKit syncing with a public or shared container?
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Unusually long “Waiting for Review” times this week (App Store + TestFlight delays?)
Hi everyone, I’m currently experiencing unusually long review waiting times and wanted to ask if others see the same behavior this week. My situation: • App Store update has been in “Waiting for Review” significantly longer than usual • A newly submitted build also seems stuck • TestFlight processing is slower than I normally see • Expedited review request and contact attempts didn’t change the status so far What confuses me is that I still see other apps receiving updates, so I’m unsure whether this is a broader review delay or something submission-specific. I’m not trying to escalate anything — just looking to understand if this is currently affecting more developers. Would really appreciate hearing about your recent experiences. Thanks and good luck to everyone waiting 🙂
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Screen time API can be disabled easily
We have developed a Parental/Self control app using Screen time API. We have used individual authentication to authorize the app, using the instructions here: https://developer.apple.com/documentation/familycontrols/authorizationcenter The problem is , that individual auth can be disabled easily , by the following steps: enter Settings app. in Settings app, click on the Parental/Self control app. click to disable screen time restriction. show the device owner's face/fingerprint. (or pin code) Why is that a problem: Parental control apps, or self-control apps, are about giving control to the software, To make it hard for the user to disable the restrictions. So using the flow I have introduced above, it's super-easy for a user to disable his Parental control restrictions, which misses the entire point of Parental/Self control idea. Furthermore, not only the user have the means to unlock his screen time restrictions, he also MUST have the means to unlock it. This makes Screen time (with individual auth) useless: I have a code ready to make a great parental control app for my clients, with amazing ideas, but I can't use the Screen time API unless this problem is fixed. Why child-parent auth is not enough: My clients are grownups people between ages of 15-40, that are interested in self-control, so they don't have iCloud child accounts. also, the child-parent auth solution forces my clients to give some control to other person, and my clients prefer their privacy. Some of them prefer self-control and not parental-control. What I suggest as a solution: 1: Give more options to users how to disable the Screen time restrictions. including: a second faceID / FingerPrint (that isn't the same as the one used to unlock the device) a second pin password. a string password 2: Give the users the option to choose to not have the device's owner Face/Finger/Pincode ID , as a method to disable the Screen time restrictions.
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Driving NavigationSplitView with something other than List?
Is it possible to drive NavigationSplitView navigation with a view in sidebar (left column) that is not a List? All examples that I have seen from this year only contain List in sidebar. I ask this because I would like to have a more complex layout in sidebar (or first view on iOS) that contains a mix of elements, some of them non-interactive and not targeting navigation. Here’s what I would like to do: import SwiftUI struct Thing: Identifiable, Hashable {     let id: UUID     let name: String } struct ContentView: View {     let things: [Thing]     @State private var selectedThingId: UUID?          var body: some View {         NavigationSplitView {             ScrollView(.vertical) {                 VStack {                     ForEach(things) { thing in                         Button("Thing: \(thing.name) \( selectedThingId == thing.id ? "selected" : "" )") {                             selectedThingId = thing.id                         }                     } SomeOtherViewHere() Button("Navigate to something else") { selectedThingId = someSpecificId }                 }             }         } detail: {             // ZStack is workaround for known SDK bug             ZStack {                 if let selectedThingId {                     Text("There is a thing ID: \(selectedThingId)")                 } else {                     Text("There is no thing.")                 }             }         }     } } This actually works as expected on iPadOS and macOS, but not iOS (iPhone). Tapping changes the selection as I see in the button label, but does not push anything to navigation stack, I remain stuck at home screen. Also filed as FB10332749.
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XCode does not recognize my iPhone
I'm trying to run my app on my iPhone and XCode is unable to detect it. Versions (as of time of writing, these are all the latest versions) XCode: 15.0.1 iOS: 17.1.2 macOS: Sonoma 14.1.2 What I've tried Updating all hardware to the latest versions. Restarting all hardware. Clearing cache/derived data. Using different USBC ports/cables. Using the XCode 15.1-Beta 3 (the latest beta) Clearing trusted computers and re-trusting Disabling Multipath Networking (solution for someone else on the dev forums) Creating a brand new xcode project. Disabling all wifi/bluetooth and reconnecting Using different wifi networks Calling mac support (they directed me back here) Scouring forums What happens I start by disconnecting my phone from my computer, clear trusted computers, restart xcode, and start (basically) from a completely blank slate. First I open XCode to my project. Then I connect my iPhone via USBC. I see that XCode says "iPhone not eligible while pairing in progress" (or something like that). I see on my phone that I must trust this computer, I hit trust, I enter my phone's passcode, then that disappears on my phone, and in XCode the message about eligibility disappears. I then click on the device selector to choose between either a simulator or a hardware device and under hardware I only see a message that says "No eligible devices connected to my mac". If I open the "Manage Run Destinations" organizer I see all the simulators there in the simulators tab, but when I go to the Devices tab, I see nothing. Sometimes when I go through this process, I can get a banner to appear up top, but still no device shows up on the left. The banner will show me that it is indeed my iPhone, but it will be missing information like "Serial Number" or "Capacity". Here's a screenshot of what I see. Keep in mind, this banner up top does not always show up when I go through this process. iPhone CAN be detected on my other laptop When I do this exact same thing on my other laptop, everything works just fine. Here are the specs I'm running on that laptop. (using the same cable/wifi network/etc) XCode 15.0.1 macOS: Ventura 13.6.1 iPhone 17.1.2 (I'm using the same iPhone) The only difference here being the macOS version. However, the problem started on my "broken" computer while I was running a previous major macOS version. This problem is actually what prompted my to do a system update to Sonoma. Please for the love of god, halp!!!
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Rosetta 2 Deadlock on M4 Pro
Rosetta 2 Deadlock on M4 Pro January 2026 Blizzard update causes a deadlock in Rosetta 2 on M4 chips. CodeWeavers (the developer of CrossOver) has analyzed the issue and identified it as a Rosetta translation failure, not a CrossOver application-level bug. Hardware: M4 Pro Mac Book Pro System: Tahoe 26.2 Impacted Software: CrossOver 25.1.1 Diablo II: Resurrected
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How to accept CloudKit shares with the new SwiftUI app lifecycle?
In the iOS 13 world, I had code like this: class SceneDelegate: UIResponder, UIWindowSceneDelegate { 		func windowScene(_ windowScene: UIWindowScene, userDidAcceptCloudKitShareWith cloudKitShareMetadata: CKShare.Metadata) { 				// do stuff with the metadata, eventually call CKAcceptSharesOperation 		} } I am migrating my app to the new SwiftUI app lifecycle, and can’t figure out where to put this method. It used to live in AppDelegate pre-iOS13, and I tried going back to that, but the AppDelegate version never gets called. There doesn’t seem to be a SceneDelegateAdaptor akin to UIApplicationDelegateAdaptor available, which would provide a bridge to the old code. So, I’m lost. How do I accept CloudKit shares with SwiftUI app lifecycle? 🙈
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iOS 26 WKWebView STScreenTimeConfigurationObserver KVO Crash
Fatal Exception: NSInternalInconsistencyException Cannot remove an observer <WKWebView 0x135137800> for the key path "configuration.enforcesChildRestrictions" from <STScreenTimeConfigurationObserver 0x13c6d7460>, most likely because the value for the key "configuration" has changed without an appropriate KVO notification being sent. Check the KVO-compliance of the STScreenTimeConfigurationObserver [class.] I noticed that on iOS 26, WKWebView registers STScreenTimeConfigurationObserver, Is this an iOS 26 system issue? What should I do?
Topic: UI Frameworks SubTopic: UIKit Tags:
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In Simulator on status bar red banner with rdar:45025538
Out of nowhere I got some red banner on top of my iPhone 13 mini / iOS 17.5. I cannot pin point the root cause of this. What I can say is that it only happens to Simulators of a certain type, e.g. iPhone 12 and 13 mini, but not iPhone 14 for example. I have installed Xcode 26.1.0 and 26.1.1, out of which 26.1.0 is selected: $ xcode-select -p /Applications/Xcode-26.1.0.app/Contents/Developer And following runtimes: $ xcrun simctl runtime list == Disk Images == -- iOS -- iOS 17.5 (21F79) - CF933623-A258-44F8-B248-C0F25C0C343B (Ready) iOS 26.1 (23B80) - D11C3CDC-EE3D-44CC-8B92-9B7D00B54B0B (Ready) Total Disk Images: 2 (14.6G) Installing the newer 26.1 23B86 runtime doesn't help either.
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Shortcuts Automation Trigger Transaction Timeouts
Description The Shortcut Automation Trigger Transaction frequently times out, ultimately causing the shortcut automation to fail. Please see the attached trace for details. Additionally, the Trigger is activated even when the Transaction is declined. Details In the trace I see the error: [WFWalletTransactionProvider observeForUpdatesWithInitialTransactionIfNeeded:transactionIdentifier:completion:]_block_invoke Hit timeout waiting for transaction with identifier: <private>, finishing. Open bug report: FB14035016
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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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Source view disappearing when interrupting a zoom navigation transition
When I use the .zoom transition in a navigation stack, I get a glitch when interrupting the animation by swiping back before it completes. When doing this, the source view disappears. I can still tap it to trigger the navigation again, but its not visible on screen. This seems to be a regression in iOS 26, as it works as expected when testing on iOS 18. Has someone else seen this issue and found a workaround? Is it possible to disable interrupting the transition? Filed a feedback on the issue FB19601591 Screen recording: https://share.icloud.com/photos/04cio3fEcbR6u64PAgxuS2CLQ Example code @State var showDetail = false @Namespace var namespace var body: some View { NavigationStack { ScrollView { showDetailButton } .navigationTitle("Title") .navigationBarTitleDisplayMode(.inline) .navigationDestination(isPresented: $showDetail) { Text("Detail") .navigationTransition(.zoom(sourceID: "zoom", in: namespace)) } } } var showDetailButton: some View { Button { showDetail = true } label: { Text("Show detail") .padding() .background(.green) .matchedTransitionSource(id: "zoom", in: namespace) } } }
Topic: UI Frameworks SubTopic: SwiftUI
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Developer Program enrollment still pending after payment
Hi everyone, I subscribed to the Apple Developer Program on Tuesday evening, November 4th, 2025. The payment has already been charged to my bank account, but my account still shows the status “Pending” with the message “Subscribe your membership”. It’s now been several days, and I haven’t received any confirmation email or any request for additional information. I already contacted Apple Support by email, but I’d like to know if other developers have experienced the same situation and how long it took before their account was activated. Thanks in advance for your help and feedback! — Martin
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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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[Xcode 26 beta 4] Cannot receive device token from APNS using iOS 26 simulator
Since upgrading to Xcode 26 beta 4 and using the iOS 26 simulator for testing our app, we've stopped being able to receive device tokens for the simulator from the development APNS environment. The APNS environment is able to return meta device information (e.g. model, type, manufacturer) but there are no device tokens present. When running the same app using the iOS 18.5 simulator, we are able to register the device with the same APNS environment and receive a valid device token.
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