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The Hub of Personalized Prompts.
Hello juice community. firts of all, i'm brazilian dev, soo this conversation will be a lot errors of english. but i'm think is a nice to prove is not a AI generate post here. hehe I want a big tip, how i integrate my app in the fruit ecosystem. Soo, i launch a AI prompt plataform, the idea is make users your own prompt, you make a context for him, like " you are a food master chief", and configure the inputs, like a photo of your freezer, to the AI take the ingredients e make a recipe with AI. The aplication is infinite! The integration, now, is with AI provider. the idea is not make a context with complex Skills.sh, but the common user create your own Prompt/AI and feel a prompt engineer master. i'm think the is a powerful plataform for native apple system. the plataform has url, and if any one has interesting a will chat in the comments the name for see how beaut is.
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Issue Getting Live Activity Push to Start and Update Tokens
I'm adding live activities to my app and I'm trying to use push notifications to fully remotely start them and end them. The pushToStartTokenUpdates sequence gives start tokens exactly as expected, and triggers even when the app is fully terminated when a new live activity starts. However, the pushTokenUpdates sequence is far less predictable and seems to never trigger when the app is fully terminated. Even when the app is just backgrounded, it's still finicky. I send the "input-push-token": 1 as part of the aps payload too to begin the live activity, but that seems to have little to no effect. Is there any way to ensure that we can receive a push token specifically to update the live activity after it starts? It seems to me that if a live activity can be started via push even when the app is fully terminated, and live activities are meant to reflect active information, then the mechanism to update it via a new token should also be able to work when the app is terminated. Both sequences are subscribed to within the AppDelegate upon initial app launch. This is what my code looks like at the moment: func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool { Task { for await newToken in Activity<WidgetAttributes>.pushToStartTokenUpdates { let tokenString = newToken.map{ String(format: "%02x", $0) }.joined() // send to server } } Task { for await activity in Activity<WidgetAttributes>.activityUpdates { Task { for await token in activity.pushTokenUpdates { let tokenString = token.map { String(format: "%02x", $0) }.joined() // send to server } } } } } } Thanks in advance for any insights!
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18h
Subs stuck in a rejection loop, App Store Connect won't let me attach them to a new app version anymore
Hey everyone, hoping someone here has seen this one because Apple support has basically gone silent on me at this point. Quick rundown of the situation: I submitted my app for review for the first time about 2 weeks ago, with my in app subscriptions attached to that first binary. That worked exactly like it's supposed to, subs and binary went into review together. The binary got rejected and the subs got rejected with it. Since then, every single time I create a new app version, the option to submit my subscriptions alongside it just isn't there. There's no "attach subscriptions" prompt anywhere in the new version's submission flow. So the only way I can actually submit the subs is on their own, straight from the Subscriptions page. And every time I do that, they come back rejected for one reason only, that they need to be submitted with a new app version. Which I literally cannot do, because that UI option doesn't appear in my ASC anymore. It worked the first time, and ever since that very first rejection it's just vanished from my account. What I've already tried: Multiple new builds over the past 2 weeks, each one addressing every bit of review feedback Bumping the version number a full major release (1.x to 2.0) incase ASC was caching something Leaving detailed review notes asking them to please review the subs alongside the current binary even though they aren't formally tied to it Including screen recordings in App Review Notes showing the option just isn't there on my end Submitting through the developer contact form, multiple times. Replying directly in Resolution Center on the rejection itself The usual stuff, refresh, clear cache, different browsers, Safari and Chrome. Same result everytime Honestly I'm fairly demoralised at this point. The hard part is that this is me costing real money for every day it drags on, users genuinely cannot upgrade to a paid plan because the subs aren't live, and as a 18 year old solo dev this aint easy. My actual question is, has anyone here run into this specific thing where the "attach subscriptions to a new version" option just disappears from ASC after the first rejection? Is there a known workaround, or a particular contact form topic that actually gets a human response within a reasonable timeframe? With all this being said I could be a complete idiot and theres something im missing and thats why its not working. If thats the case please just tell me im being stupid and that im missing something because i deserve it lowkey... I've even started thinking about deleting the subs and recreating them from scratch as a complete last resort, but that feels nuclear and I'd rather try anything else first. All help would be greatly appreciated thanks everyone 😄
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18h
watchOS sim can't receive background pushes?
For many months now we've been building a watchOS app with push support. On device, these usually work fine, but in the sim, only loud pushes are ever received (don't contain content-available). This includes pushes triggered from our backend, whether directly or through Firebase Cloud Messaging, from Apple push web interface, from apns files dropped onto the sim, or from files sent using simctl push. All say they were sent successfully, none trigger any of the push related WKApplicationDelegate methods. As I understand it, only didReceiveRemoteNotification should be triggered for this kind of push. Additionally, can anyone confirm what the proper background mode setup is for push notifications on watchOS? Is it supposed to remote-notification under UIBackgroundModes or WKBackgroundModes? For WKBackgroundModes Xcode only offers a few watch specific values, but not the push value. The docs are unclear on this part.
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18h
AVPlayerView. Internal constraints conflicts
I’m getting Auto Layout constraint conflict warnings related to AVPlayerView in my project. I’ve reproduced the issue on macOS Tahoe 26.2. The conflict appears to originate inside AVPlayerView itself, between its internal subviews, rather than in my own layout code. This issue can be easily reproduced in an empty project by simply adding an AVPlayerView as a subview using the code below. class ViewController: NSViewController { override func viewDidLoad() { super.viewDidLoad() let playerView = AVPlayerView() view.addSubview(playerView) } } After presenting that view controller, the following Auto Layout constraint conflict warnings appear in the console: Conflicting constraints detected: <decode: bad range for [%@] got [offs:346 len:1057 within:0]>. Will attempt to recover by breaking <decode: bad range for [%@] got [offs:1403 len:81 within:0]>. Unable to simultaneously satisfy constraints: ( "<NSLayoutConstraint:0xb33c29950 H:|-(0)-[AVDesktopPlayerViewContentView:0x10164dce0](LTR) (active, names: '|':AVPlayerView:0xb32ecc000 )>", "<NSLayoutConstraint:0xb33c299a0 AVDesktopPlayerViewContentView:0x10164dce0.right == AVPlayerView:0xb32ecc000.right (active)>", "<NSAutoresizingMaskLayoutConstraint:0xb33c62850 h=--& v=--& AVPlayerView:0xb32ecc000.width == 0 (active)>", "<NSLayoutConstraint:0xb33d46df0 H:|-(0)-[AVEventPassthroughView:0xb33cfb480] (active, names: '|':AVDesktopPlayerViewContentView:0x10164dce0 )>", "<NSLayoutConstraint:0xb33d46e40 AVEventPassthroughView:0xb33cfb480.trailing == AVDesktopPlayerViewContentView:0x10164dce0.trailing (active)>", "<NSLayoutConstraint:0xb33ef8320 NSGlassView:0xb33ed8c00.trailing == AVEventPassthroughView:0xb33cfb480.trailing - 6 (active)>", "<NSLayoutConstraint:0xb33ef8460 NSGlassView:0xb33ed8c00.width == 180 (active)>", "<NSLayoutConstraint:0xb33ef84b0 NSGlassView:0xb33ed8c00.leading >= AVEventPassthroughView:0xb33cfb480.leading + 6 (active)>" ) Will attempt to recover by breaking constraint <NSLayoutConstraint:0xb33ef8460 NSGlassView:0xb33ed8c00.width == 180 (active)> Set the NSUserDefault NSConstraintBasedLayoutVisualizeMutuallyExclusiveConstraints to YES to have -[NSWindow visualizeConstraints:] automatically called when this happens. And/or, set a symbolic breakpoint on LAYOUT_CONSTRAINTS_NOT_SATISFIABLE to catch this in the debugger. Is it system bug or maybe someone knows how to fix that? Thank you.
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18h
Live Activities/Widget Extension Isolation
Our application currently supports Live Activities. We’re working on adding a new Widget and are weighing some architectural decisions regarding whether we should add it to the same extension target that our Live Activity lives in or create a new extension that would expose it and other widgets we plan to create in the future. In the Add Support for Live Activities documentation, it suggests adding Live Activity code to the existing widget extension to facilitate code reuse. Beyond code sharing, we’re trying to determine if there are downsides to isolating new Widget(s) into their own extension. Specifically, we are concerned about process isolation and how a failure/crash in one might impact the other. Assuming they did live in the same extension, we’re hoping to better understand some of the finer details as presented by the following questions: If a Widget (e.g., via the TimelineProvider) causes the extension process to crash, what is the guaranteed behavior for a currently running Live Activity? Is the relaunch and restoration of a Live Activity after an extension crash guaranteed, or is it best-effort? Is there a distinction in crash isolation between a TimelineProvider failure and a View rendering crash? Are there any known scenarios where a Widget crash could cause a Live Activity to be permanently dropped? Does keeping them in the same extension affect the memory budget, or does each 'instance' receive its own allocation? In short: we're looking to ensure that an issue with a Widget doesn't inadvertently affect a Live Activity (or vice-versa) when they live in the same WidgetsBundle within the same extension and are seeking guidance on whether it makes sense to keep them together or continue down the path of separate extensions in the interest of process safety. Any pointers to other documentation or known behavior would be greatly appreciated!
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In-App Purchase subscription products have been in Waiting for Review status for several months
Our app was approved for distribution yesterday, however our In-App Purchase subscription products have been in Waiting for Review status for several months, without the ability or option to manually connect to the app when submitting for review. As a result the App Store is incorrectly displaying our app as a $6.99 one-time purchase instead of Free with In-App Purchases. What can be done to connect the app to the subscriptions.
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19h
Bug: Business name displayed incorrectly only in Location Share Preview (Apple Maps Metadata issue)
Hi everyone, I’m facing a very specific issue with our business location on Apple Maps. In the Apple Business Connect dashboard, our name is correctly set as "ANLOG Lojistik". It also appears correctly within the Apple Maps app itself. However, when we share the location via WhatsApp or iMessage, the "Preview Card" (Metadata) displays the name as "Anlog LojİStİK". It seems like a character rendering bug (specifically with Turkish character case sensitivity). Even standard characters like 'S' and 'K' are being forced into uppercase randomly. When you click the link, it opens correctly in Apple Maps, but the preview remains broken. Apple Support says "it's a 3rd party app issue," but this happens because the LPMetadataProvider fetches this specific data from Apple servers. Has anyone experienced a metadata sync/cache issue like this before? How can we force Apple to refresh the "Place Card" preview data?
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10
19h
Rejected for Guideline 2.5.2 - Performance - Software Requirements
Hi everyone, I’d appreciate guidance on a 2.5.2 rejection. My app was rejected with this message: “During review, the app installed or launched executable code. Specifically, the app allows users to install apps created by other users.” What my app actually does: Users create/share tool templates (not binaries/plugins). A template contains only: form configuration (text fields, dropdowns, checkboxes, sliders, etc.) At runtime, placeholders like #TextField are replaced with user input, then the final prompt is sent to a server for AI response. *The iOS app does not download/install/execute native code, scripts, frameworks, or dynamic modules on-device. I suspect review interpreted the word “install” in my UI as real app/code installation anyone knows what can i do to fix this problem. thank you,
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19h
Recording a Packet Trace
I want to track down which part of an app contacts a given domain listed in its App Privacy Report. Following the instructions given here I am able to capture a packet trace, but traffic to the domain in question is encrypted using QUIC. Is there a way to insert e.g. mitmproxy into the capture process in order to get hold of the SSLKEYLOGFILE so that I can decrypt the traffic?
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tensorflow 2.20 broken support
Hi, testing latest tensorflow-metal plugin with tensorflow 2.20 doesn't work.. using python Python 3.12.11 (main, Jun 3 2025, 15:41:47) [Clang 17.0.0 (clang-1700.0.13.3)] on darwin simple testing shows error: import tensorflow as tf Traceback (most recent call last): File "", line 1, in File "/Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow/init.py", line 438, in _ll.load_library(_plugin_dir) File "/Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow/python/framework/load_library.py", line 151, in load_library py_tf.TF_LoadLibrary(lib) tensorflow.python.framework.errors_impl.NotFoundError: dlopen(/Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow-plugins/libmetal_plugin.dylib, 0x0006): Library not loaded: @rpath/_pywrap_tensorflow_internal.so Referenced from: <8B62586B-B082-3113-93AB-FD766A9960AE> /Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow-plugins/libmetal_plugin.dylib Reason: tried: '/Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow-plugins/../_solib_darwin_arm64/_U@local_Uconfig_Utf_S_S_C_Upywrap_Utensorflow_Uinternal___Uexternal_Slocal_Uconfig_Utf/_pywrap_tensorflow_internal.so' (no such file), '/Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow-plugins/../_solib_darwin_arm64/_U@local_Uconfig_Utf_S_S_C_Upywrap_Utensorflow_Uinternal___Uexternal_Slocal_Uconfig_Utf/_pywrap_tensorflow_internal.so' (no such file), '/opt/homebrew/lib/_pywrap_tensorflow_internal.so' (no such file), '/System/Volumes/Preboot/Cryptexes/OS/opt/homebrew/lib/_pywrap_tensorflow_internal.so' (no such file) tf.config.experimental.list_physical_devices('GPU') Traceback (most recent call last): File "", line 1, in NameError: name 'tf' is not defined I fixed this error by copying _pywrap_tensorflow_internal.so where it's searched.. 1)mkdir /Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow-plugins/../_solib_darwin_arm64 2)mkdir /Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow-plugins/../_solib_darwin_arm64/_U@local_Uconfig_Utf_S_S_C_Upywrap_Utensorflow_Uinternal___Uexternal_Slocal_Uconfig_Utf/ 3)cp /Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow/python/_pywrap_tensorflow_internal.so /Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow-plugins/../_solib_darwin_arm64/_U@local_Uconfig_Utf_S_S_C_Upywrap_Utensorflow_Uinternal___Uexternal_Slocal_Uconfig_Utf/ then fails symbol not found: Symbol not found: __ZN10tensorflow28_AttrValue_default_instance_E in libmetal_plugin.dylib full log: with import tensorflow as tf Traceback (most recent call last): File "", line 1, in File "/Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow/init.py", line 438, in _ll.load_library(_plugin_dir) File "/Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow/python/framework/load_library.py", line 151, in load_library py_tf.TF_LoadLibrary(lib) tensorflow.python.framework.errors_impl.NotFoundError: dlopen(/Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow-plugins/libmetal_plugin.dylib, 0x0006): Symbol not found: __ZN10tensorflow28_AttrValue_default_instance_E Referenced from: <8B62586B-B082-3113-93AB-FD766A9960AE> /Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow-plugins/libmetal_plugin.dylib Expected in: <2FF91C8B-0CB6-3E66-96B7-092FDF36772E> /Users/obg/npu/venv-tf/lib/python3.12/site-packages/_solib_darwin_arm64/_U@local_Uconfig_Utf_S_S_C_Upywrap_Utensorflow_Uinternal___Uexternal_Slocal_Uconfig_Utf/_pywrap_tensorflow_internal.so
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1k
19h
MagSafe 4 LED physics
The MagSafe 3 cable is an amazing piece of engineering, showing charged as green and charging as amber. Please consider that "carging," being amber and "full" or "reached charging limit," is green, but for a high end company, you need to make the MagSafe wire more useful. A software MagSafe update, like macOS 26.5 was very noticeable for me, as i have the charging limit set on 80%. A new MagSafe 4 would be a simple MagSafe 3 update, creating MagSafe 4, introducing a yellow colour, to mimic macOS window controls. It is very simple, as both red and green diodes are already in MagSafe 3, light physics tells us that red+green=yellow. All we have to do is turn on both of those LED diodes, and we have yellow. MagSafe 4 should have the following: Amber:0%-50% Yellow:50%-90% Green: 90% + or reached charging limit Pulsing Amber: overheating or critical issue with power cut off Pulsing yellow: slow charger, under 30w for macbook air and under 70w for macbook pro. This should be very simple as its a few lines of code.
Topic: Design SubTopic: General
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19h
MagSafe 4 LED physics
The MagSafe 3 cable is an amazing piece of engineering, showing charged as green and charging as amber. Please consider that "carging," and "full" or "reached charging limit," is green, but in case you are far away, you need an estimate of battery percentage. A software magsafe update, like macOS 26.5 was very noticeable for me, as i have the charging limit set on 80%. A new MagSafe 4 would be a simple MagSafe 3 update, adding a yellow colour. it should be simple, here is the code: // 1. CRITICAL SAFETY CUT-OFF // If the system detects a hardware/thermal failure, // it cuts power and pulses RED. if (criticalError) { setLED(PULSING_RED); return; } // 2. SLOW CHARGER DETECTION // Logic: Air < 30W OR Pro < 70W triggers Pulsing Yellow. if ((isAir() && wattage < 30) || (isPro() && wattage < 70)) { setLED(PULSING_YELLOW); return; } // 3. CAPACITY GRADIENT // Simple, clear visual feedback based on your percentages. if (soc < 50) { setLED(COLOR_AMBER); // 0-50% } else if (soc >= 50 && soc < 90) { setLED(COLOR_YELLOW); // 50-90% } else if (soc >= 90) { setLED(COLOR_GREEN); // 90-100% }
Topic: Design SubTopic: General
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129
19h
RealityView Camera Target Error when set while Orbiting
When interacting with RealityView’s realityViewCameraControls .orbit and setting a new RealityViewCameraContent .cameraTarget, the resulting camera target and camera orbit is incorrect. This can be demonstrated where one finger is orbiting the RealityView, and another pushes a button which changes the camera target. Instead of the camera facing the new target, some point in the scene is the new effective camera target and orbit point. This only occurs when an orbit interaction is currently taking place. If you stop interacting with the orbit, change target, then start orbit interacting again, everything works as expected. Though this example uses two-touches, any change of the camera target has this conflict with orbit interaction. This means interacting with orbit will result in the wrong camera view which is unexpected for users and difficult to reconcile or detect, for developers. Expected: Interacting (orbiting) the scene while setting a new camera target with the buttons on screen (at the same time), the camera’s new target shows centred in view the orbit revolves the new target and continues to match my gestures. Reality: Interacting (orbiting) the scene while setting a new camera target with the buttons on screen (at the same time), the camera’s new target is not centred in view, and camera is now orbiting an unexpected point in the scene, that is not my expected target. One imperfect workaround is to force a rebuild of the view after setting a new cameraTarget. This sets all targets correctly but results in a flicker, loss of orbit controls until re-touch and ultimately is a poor user experience, but is better than the wrong target being shown unexpectedly. Code Sample: import SwiftUI import RealityKit struct RKOribtTarget: View { @State private var target: Int = 0 @State private var rcContent: RealityViewCameraContent? @State private var rkID: UUID = UUID() let root = Entity() let center = ModelEntity(mesh: .generateSphere(radius: 0.05), materials: [UnlitMaterial(color: UIColor(.gray.opacity(0.5)))]) let red = ModelEntity(mesh: .generateBox(size: 0.1), materials: [SimpleMaterial(color: .red, isMetallic: false)]) let blue = ModelEntity(mesh: .generateBox(size: 0.1), materials: [SimpleMaterial(color: .blue, isMetallic: false)]) let green = ModelEntity(mesh: .generateBox(size: 0.1), materials: [SimpleMaterial(color: .green, isMetallic: false)]) var body: some View { VStack{ RealityView { content in red.position.x = 0.5 blue.position.z = 0.5 green.position.y = 0.5 center.position = .init(repeating: 0.25) content.cameraTarget = target == 0 ? root : blue root.addChild(red) root.addChild(blue) root.addChild(green) root.addChild(center) content.add(root) } update: { content in switch target{ case 0: content.cameraTarget = root case 1: content.cameraTarget = blue case 2: content.cameraTarget = red case 3: content.cameraTarget = green default: content.cameraTarget = root } } .id(rkID) .realityViewCameraControls(.orbit) VStack{ Text("Target") Button("Default") { target = 0 // Force rebuilding view resets orbit target and rotation // But shows a flicker, interaction requires touch reset // Not an ideal workaround // rkID = UUID() } .buttonStyle(.bordered) Button("Blue") { target = 1 // rkID = UUID() } .buttonStyle(.bordered) .tint(.blue) Button("Red") { target = 2 // rkID = UUID() } .buttonStyle(.bordered) .tint(.red) Button("Green") { target = 3 // rkID = UUID() } .buttonStyle(.bordered) .tint(.green) } } } } Xcode Version: Version 26.0 (17A324) iOS Version: iOS 26.5 (23F75) Tested on devices, iPhone 12 Pro, iPhone 15 Pro
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20h
When apple support doesn't want to suppot.
This is my case. I am based and Canada (Quebec) recently i moved to org. I am small supplier. I don't have revenue. My app is free on app store. I am forced by apple to till my tax GST and RT. My app is completely free and does not use In-App Purchases, subscriptions, or paid downloads. The Paid Applications agreement appears to have been activated accidentally, and App Store Connect is now forcing Quebec tax registration fields that do not apply to my account. I need the Paid Applications agreement removed or reset so I can continue updating my free app. I called and email number of time the support but most of the time no "support" at all most of the time is is turn off/turn on "support". I am not even able to call them I am totally blocked to connect them. Support just send you links and leave you without solutions. I am really desperate and my app is blocked month without update and using services that I paid.
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22h
UIAlertController appears "shattered" on iOS 26
We are experiencing an issue with a few end users where the UIAlertController's UIView is rendered with a (for the lack of a better word) "shattered" effect (see attachments). It appears to be happening only occasionally which makes me think it's a bug with iOS 26 and/or hardware issue. I'm posting here hoping to get some type of guidance on a workaround or if this is already a known issue (I have not been able to find instances of this particular issue online). Has anyone experienced or seen others experience this issue? Does anyone know of a workaround or can confirm this is a bug with iOS 26? Thanks in advance.
Topic: UI Frameworks SubTopic: UIKit
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22h
Escalation Request: App stuck "In Review" for 30+ days (App ID: 6480077134)
Hello, I am seeking guidance or an internal escalation regarding our app (App ID: 6480077134), which has been in the "In Review" status for over 30 days. Despite several attempts to resolve this through standard channels, we have not received a status update or a response to our latest correspondence. We have already: Requested a phone callback (Result: "We'll email the review team," but no follow-up). Submitted a formal Expedited Review request 14 days ago with no response. Attempted to contact the review team via email over a week ago (exceeding the 72hr response window). Our last correspondence addressed feedback regarding Guidelines 2.3.2 and 2.1(a) as follows: Guideline 2.3.2 – Promotional Images & Price References Removed all promotional images from IAP products. Removed price references from display names (e.g., changed "90 Day Free Trial" to "90 Day Trial"). Guideline 2.1(a) – App Completeness (Conversations) Provided clear reproduction steps for the "Conversations" feature, clarifying its contextual design. This version is an update to an existing app already on the Store, and this delay is now significantly impacting our business. We are concerned the submission may be stuck in a technical queue or an un-notified account hold. Any assistance or visibility from Apple staff or the community would be greatly appreciated.
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22h
Browser upload from camera roll
When using a web page to upload from the camera roll. During selection everything is ok but after confirming the selection, its still possible to change the selection and if media is in a processing or downloading state its not obvious to a user what is going on. This results to a confusing user experience. It doesn't seem like theres any signal back to the page in this state, its just a poor camera roll picker which doesn't block selection changes or show any progress that something is happening (i.e. localising or processing for upload). Same result on Chrome and Safari
Topic: Safari & Web SubTopic: General
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22h
VoiceOver spatial navigation doesn't focus elements using UISheetPresentationController with small detent
I have already filed a bug report with a sample project via Feedback Assistant: FB22760723 When presenting a UIViewController using UIModalPresentationFormSheet alongside UISheetPresentationController with a small custom detent (e.g., around 300pt height), VoiceOver spatial swipe navigation breaks. The user is unable to swipe left or right to navigate sequentially through the accessible elements inside the sheet. Accessibility Inspector reveals that the focus seems to get trapped by the background layer (UIDimmingView / "dismiss popup"). If the sheet is taller (e.g., 600pt), the issue does not occur and swipe navigation works as expected Steps to Reproduce: Run the attached sample Objective-C/UIKit project. Turn on VoiceOver. Tap the “Open transparent modal” button to present the modal with UIModalPresentationOverFullScreen presentation. Tap the "Open form sheet" button to present the sheet (configured with a custom 300pt detent). Attempt to swipe right using VoiceOver to navigate to the next element (e.g., from the title label to the buttons). Expected Results: VoiceOver should smoothly navigate through the sequential accessibility elements inside the sheet's view hierarchy, respecting the bounds of the modal sheet. Actual Results: VoiceOver gets stuck. The swipe right/left gestures fail to move focus to the next element inside the sheet. Instead, focus often escapes to the background or doesn’t change completely.
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23h
The Hub of Personalized Prompts.
Hello juice community. firts of all, i'm brazilian dev, soo this conversation will be a lot errors of english. but i'm think is a nice to prove is not a AI generate post here. hehe I want a big tip, how i integrate my app in the fruit ecosystem. Soo, i launch a AI prompt plataform, the idea is make users your own prompt, you make a context for him, like " you are a food master chief", and configure the inputs, like a photo of your freezer, to the AI take the ingredients e make a recipe with AI. The aplication is infinite! The integration, now, is with AI provider. the idea is not make a context with complex Skills.sh, but the common user create your own Prompt/AI and feel a prompt engineer master. i'm think the is a powerful plataform for native apple system. the plataform has url, and if any one has interesting a will chat in the comments the name for see how beaut is.
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0
Views
85
Activity
18h
Issue Getting Live Activity Push to Start and Update Tokens
I'm adding live activities to my app and I'm trying to use push notifications to fully remotely start them and end them. The pushToStartTokenUpdates sequence gives start tokens exactly as expected, and triggers even when the app is fully terminated when a new live activity starts. However, the pushTokenUpdates sequence is far less predictable and seems to never trigger when the app is fully terminated. Even when the app is just backgrounded, it's still finicky. I send the "input-push-token": 1 as part of the aps payload too to begin the live activity, but that seems to have little to no effect. Is there any way to ensure that we can receive a push token specifically to update the live activity after it starts? It seems to me that if a live activity can be started via push even when the app is fully terminated, and live activities are meant to reflect active information, then the mechanism to update it via a new token should also be able to work when the app is terminated. Both sequences are subscribed to within the AppDelegate upon initial app launch. This is what my code looks like at the moment: func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool { Task { for await newToken in Activity<WidgetAttributes>.pushToStartTokenUpdates { let tokenString = newToken.map{ String(format: "%02x", $0) }.joined() // send to server } } Task { for await activity in Activity<WidgetAttributes>.activityUpdates { Task { for await token in activity.pushTokenUpdates { let tokenString = token.map { String(format: "%02x", $0) }.joined() // send to server } } } } } } Thanks in advance for any insights!
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Boosts
0
Views
19
Activity
18h
Subs stuck in a rejection loop, App Store Connect won't let me attach them to a new app version anymore
Hey everyone, hoping someone here has seen this one because Apple support has basically gone silent on me at this point. Quick rundown of the situation: I submitted my app for review for the first time about 2 weeks ago, with my in app subscriptions attached to that first binary. That worked exactly like it's supposed to, subs and binary went into review together. The binary got rejected and the subs got rejected with it. Since then, every single time I create a new app version, the option to submit my subscriptions alongside it just isn't there. There's no "attach subscriptions" prompt anywhere in the new version's submission flow. So the only way I can actually submit the subs is on their own, straight from the Subscriptions page. And every time I do that, they come back rejected for one reason only, that they need to be submitted with a new app version. Which I literally cannot do, because that UI option doesn't appear in my ASC anymore. It worked the first time, and ever since that very first rejection it's just vanished from my account. What I've already tried: Multiple new builds over the past 2 weeks, each one addressing every bit of review feedback Bumping the version number a full major release (1.x to 2.0) incase ASC was caching something Leaving detailed review notes asking them to please review the subs alongside the current binary even though they aren't formally tied to it Including screen recordings in App Review Notes showing the option just isn't there on my end Submitting through the developer contact form, multiple times. Replying directly in Resolution Center on the rejection itself The usual stuff, refresh, clear cache, different browsers, Safari and Chrome. Same result everytime Honestly I'm fairly demoralised at this point. The hard part is that this is me costing real money for every day it drags on, users genuinely cannot upgrade to a paid plan because the subs aren't live, and as a 18 year old solo dev this aint easy. My actual question is, has anyone here run into this specific thing where the "attach subscriptions to a new version" option just disappears from ASC after the first rejection? Is there a known workaround, or a particular contact form topic that actually gets a human response within a reasonable timeframe? With all this being said I could be a complete idiot and theres something im missing and thats why its not working. If thats the case please just tell me im being stupid and that im missing something because i deserve it lowkey... I've even started thinking about deleting the subs and recreating them from scratch as a complete last resort, but that feels nuclear and I'd rather try anything else first. All help would be greatly appreciated thanks everyone 😄
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1
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31
Activity
18h
watchOS sim can't receive background pushes?
For many months now we've been building a watchOS app with push support. On device, these usually work fine, but in the sim, only loud pushes are ever received (don't contain content-available). This includes pushes triggered from our backend, whether directly or through Firebase Cloud Messaging, from Apple push web interface, from apns files dropped onto the sim, or from files sent using simctl push. All say they were sent successfully, none trigger any of the push related WKApplicationDelegate methods. As I understand it, only didReceiveRemoteNotification should be triggered for this kind of push. Additionally, can anyone confirm what the proper background mode setup is for push notifications on watchOS? Is it supposed to remote-notification under UIBackgroundModes or WKBackgroundModes? For WKBackgroundModes Xcode only offers a few watch specific values, but not the push value. The docs are unclear on this part.
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0
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11
Activity
18h
AVPlayerView. Internal constraints conflicts
I’m getting Auto Layout constraint conflict warnings related to AVPlayerView in my project. I’ve reproduced the issue on macOS Tahoe 26.2. The conflict appears to originate inside AVPlayerView itself, between its internal subviews, rather than in my own layout code. This issue can be easily reproduced in an empty project by simply adding an AVPlayerView as a subview using the code below. class ViewController: NSViewController { override func viewDidLoad() { super.viewDidLoad() let playerView = AVPlayerView() view.addSubview(playerView) } } After presenting that view controller, the following Auto Layout constraint conflict warnings appear in the console: Conflicting constraints detected: <decode: bad range for [%@] got [offs:346 len:1057 within:0]>. Will attempt to recover by breaking <decode: bad range for [%@] got [offs:1403 len:81 within:0]>. Unable to simultaneously satisfy constraints: ( "<NSLayoutConstraint:0xb33c29950 H:|-(0)-[AVDesktopPlayerViewContentView:0x10164dce0](LTR) (active, names: '|':AVPlayerView:0xb32ecc000 )>", "<NSLayoutConstraint:0xb33c299a0 AVDesktopPlayerViewContentView:0x10164dce0.right == AVPlayerView:0xb32ecc000.right (active)>", "<NSAutoresizingMaskLayoutConstraint:0xb33c62850 h=--& v=--& AVPlayerView:0xb32ecc000.width == 0 (active)>", "<NSLayoutConstraint:0xb33d46df0 H:|-(0)-[AVEventPassthroughView:0xb33cfb480] (active, names: '|':AVDesktopPlayerViewContentView:0x10164dce0 )>", "<NSLayoutConstraint:0xb33d46e40 AVEventPassthroughView:0xb33cfb480.trailing == AVDesktopPlayerViewContentView:0x10164dce0.trailing (active)>", "<NSLayoutConstraint:0xb33ef8320 NSGlassView:0xb33ed8c00.trailing == AVEventPassthroughView:0xb33cfb480.trailing - 6 (active)>", "<NSLayoutConstraint:0xb33ef8460 NSGlassView:0xb33ed8c00.width == 180 (active)>", "<NSLayoutConstraint:0xb33ef84b0 NSGlassView:0xb33ed8c00.leading >= AVEventPassthroughView:0xb33cfb480.leading + 6 (active)>" ) Will attempt to recover by breaking constraint <NSLayoutConstraint:0xb33ef8460 NSGlassView:0xb33ed8c00.width == 180 (active)> Set the NSUserDefault NSConstraintBasedLayoutVisualizeMutuallyExclusiveConstraints to YES to have -[NSWindow visualizeConstraints:] automatically called when this happens. And/or, set a symbolic breakpoint on LAYOUT_CONSTRAINTS_NOT_SATISFIABLE to catch this in the debugger. Is it system bug or maybe someone knows how to fix that? Thank you.
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4
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992
Activity
18h
Live Activities/Widget Extension Isolation
Our application currently supports Live Activities. We’re working on adding a new Widget and are weighing some architectural decisions regarding whether we should add it to the same extension target that our Live Activity lives in or create a new extension that would expose it and other widgets we plan to create in the future. In the Add Support for Live Activities documentation, it suggests adding Live Activity code to the existing widget extension to facilitate code reuse. Beyond code sharing, we’re trying to determine if there are downsides to isolating new Widget(s) into their own extension. Specifically, we are concerned about process isolation and how a failure/crash in one might impact the other. Assuming they did live in the same extension, we’re hoping to better understand some of the finer details as presented by the following questions: If a Widget (e.g., via the TimelineProvider) causes the extension process to crash, what is the guaranteed behavior for a currently running Live Activity? Is the relaunch and restoration of a Live Activity after an extension crash guaranteed, or is it best-effort? Is there a distinction in crash isolation between a TimelineProvider failure and a View rendering crash? Are there any known scenarios where a Widget crash could cause a Live Activity to be permanently dropped? Does keeping them in the same extension affect the memory budget, or does each 'instance' receive its own allocation? In short: we're looking to ensure that an issue with a Widget doesn't inadvertently affect a Live Activity (or vice-versa) when they live in the same WidgetsBundle within the same extension and are seeking guidance on whether it makes sense to keep them together or continue down the path of separate extensions in the interest of process safety. Any pointers to other documentation or known behavior would be greatly appreciated!
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2
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27
Activity
19h
In-App Purchase subscription products have been in Waiting for Review status for several months
Our app was approved for distribution yesterday, however our In-App Purchase subscription products have been in Waiting for Review status for several months, without the ability or option to manually connect to the app when submitting for review. As a result the App Store is incorrectly displaying our app as a $6.99 one-time purchase instead of Free with In-App Purchases. What can be done to connect the app to the subscriptions.
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0
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25
Activity
19h
Bug: Business name displayed incorrectly only in Location Share Preview (Apple Maps Metadata issue)
Hi everyone, I’m facing a very specific issue with our business location on Apple Maps. In the Apple Business Connect dashboard, our name is correctly set as "ANLOG Lojistik". It also appears correctly within the Apple Maps app itself. However, when we share the location via WhatsApp or iMessage, the "Preview Card" (Metadata) displays the name as "Anlog LojİStİK". It seems like a character rendering bug (specifically with Turkish character case sensitivity). Even standard characters like 'S' and 'K' are being forced into uppercase randomly. When you click the link, it opens correctly in Apple Maps, but the preview remains broken. Apple Support says "it's a 3rd party app issue," but this happens because the LPMetadataProvider fetches this specific data from Apple servers. Has anyone experienced a metadata sync/cache issue like this before? How can we force Apple to refresh the "Place Card" preview data?
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0
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10
Activity
19h
Rejected for Guideline 2.5.2 - Performance - Software Requirements
Hi everyone, I’d appreciate guidance on a 2.5.2 rejection. My app was rejected with this message: “During review, the app installed or launched executable code. Specifically, the app allows users to install apps created by other users.” What my app actually does: Users create/share tool templates (not binaries/plugins). A template contains only: form configuration (text fields, dropdowns, checkboxes, sliders, etc.) At runtime, placeholders like #TextField are replaced with user input, then the final prompt is sent to a server for AI response. *The iOS app does not download/install/execute native code, scripts, frameworks, or dynamic modules on-device. I suspect review interpreted the word “install” in my UI as real app/code installation anyone knows what can i do to fix this problem. thank you,
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16
Activity
19h
Recording a Packet Trace
I want to track down which part of an app contacts a given domain listed in its App Privacy Report. Following the instructions given here I am able to capture a packet trace, but traffic to the domain in question is encrypted using QUIC. Is there a way to insert e.g. mitmproxy into the capture process in order to get hold of the SSLKEYLOGFILE so that I can decrypt the traffic?
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20
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0
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727
Activity
19h
tensorflow 2.20 broken support
Hi, testing latest tensorflow-metal plugin with tensorflow 2.20 doesn't work.. using python Python 3.12.11 (main, Jun 3 2025, 15:41:47) [Clang 17.0.0 (clang-1700.0.13.3)] on darwin simple testing shows error: import tensorflow as tf Traceback (most recent call last): File "", line 1, in File "/Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow/init.py", line 438, in _ll.load_library(_plugin_dir) File "/Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow/python/framework/load_library.py", line 151, in load_library py_tf.TF_LoadLibrary(lib) tensorflow.python.framework.errors_impl.NotFoundError: dlopen(/Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow-plugins/libmetal_plugin.dylib, 0x0006): Library not loaded: @rpath/_pywrap_tensorflow_internal.so Referenced from: <8B62586B-B082-3113-93AB-FD766A9960AE> /Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow-plugins/libmetal_plugin.dylib Reason: tried: '/Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow-plugins/../_solib_darwin_arm64/_U@local_Uconfig_Utf_S_S_C_Upywrap_Utensorflow_Uinternal___Uexternal_Slocal_Uconfig_Utf/_pywrap_tensorflow_internal.so' (no such file), '/Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow-plugins/../_solib_darwin_arm64/_U@local_Uconfig_Utf_S_S_C_Upywrap_Utensorflow_Uinternal___Uexternal_Slocal_Uconfig_Utf/_pywrap_tensorflow_internal.so' (no such file), '/opt/homebrew/lib/_pywrap_tensorflow_internal.so' (no such file), '/System/Volumes/Preboot/Cryptexes/OS/opt/homebrew/lib/_pywrap_tensorflow_internal.so' (no such file) tf.config.experimental.list_physical_devices('GPU') Traceback (most recent call last): File "", line 1, in NameError: name 'tf' is not defined I fixed this error by copying _pywrap_tensorflow_internal.so where it's searched.. 1)mkdir /Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow-plugins/../_solib_darwin_arm64 2)mkdir /Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow-plugins/../_solib_darwin_arm64/_U@local_Uconfig_Utf_S_S_C_Upywrap_Utensorflow_Uinternal___Uexternal_Slocal_Uconfig_Utf/ 3)cp /Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow/python/_pywrap_tensorflow_internal.so /Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow-plugins/../_solib_darwin_arm64/_U@local_Uconfig_Utf_S_S_C_Upywrap_Utensorflow_Uinternal___Uexternal_Slocal_Uconfig_Utf/ then fails symbol not found: Symbol not found: __ZN10tensorflow28_AttrValue_default_instance_E in libmetal_plugin.dylib full log: with import tensorflow as tf Traceback (most recent call last): File "", line 1, in File "/Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow/init.py", line 438, in _ll.load_library(_plugin_dir) File "/Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow/python/framework/load_library.py", line 151, in load_library py_tf.TF_LoadLibrary(lib) tensorflow.python.framework.errors_impl.NotFoundError: dlopen(/Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow-plugins/libmetal_plugin.dylib, 0x0006): Symbol not found: __ZN10tensorflow28_AttrValue_default_instance_E Referenced from: <8B62586B-B082-3113-93AB-FD766A9960AE> /Users/obg/npu/venv-tf/lib/python3.12/site-packages/tensorflow-plugins/libmetal_plugin.dylib Expected in: <2FF91C8B-0CB6-3E66-96B7-092FDF36772E> /Users/obg/npu/venv-tf/lib/python3.12/site-packages/_solib_darwin_arm64/_U@local_Uconfig_Utf_S_S_C_Upywrap_Utensorflow_Uinternal___Uexternal_Slocal_Uconfig_Utf/_pywrap_tensorflow_internal.so
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2
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1k
Activity
19h
MagSafe 4 LED physics
The MagSafe 3 cable is an amazing piece of engineering, showing charged as green and charging as amber. Please consider that "carging," being amber and "full" or "reached charging limit," is green, but for a high end company, you need to make the MagSafe wire more useful. A software MagSafe update, like macOS 26.5 was very noticeable for me, as i have the charging limit set on 80%. A new MagSafe 4 would be a simple MagSafe 3 update, creating MagSafe 4, introducing a yellow colour, to mimic macOS window controls. It is very simple, as both red and green diodes are already in MagSafe 3, light physics tells us that red+green=yellow. All we have to do is turn on both of those LED diodes, and we have yellow. MagSafe 4 should have the following: Amber:0%-50% Yellow:50%-90% Green: 90% + or reached charging limit Pulsing Amber: overheating or critical issue with power cut off Pulsing yellow: slow charger, under 30w for macbook air and under 70w for macbook pro. This should be very simple as its a few lines of code.
Topic: Design SubTopic: General
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470
Activity
19h
MagSafe 4 LED physics
The MagSafe 3 cable is an amazing piece of engineering, showing charged as green and charging as amber. Please consider that "carging," and "full" or "reached charging limit," is green, but in case you are far away, you need an estimate of battery percentage. A software magsafe update, like macOS 26.5 was very noticeable for me, as i have the charging limit set on 80%. A new MagSafe 4 would be a simple MagSafe 3 update, adding a yellow colour. it should be simple, here is the code: // 1. CRITICAL SAFETY CUT-OFF // If the system detects a hardware/thermal failure, // it cuts power and pulses RED. if (criticalError) { setLED(PULSING_RED); return; } // 2. SLOW CHARGER DETECTION // Logic: Air < 30W OR Pro < 70W triggers Pulsing Yellow. if ((isAir() && wattage < 30) || (isPro() && wattage < 70)) { setLED(PULSING_YELLOW); return; } // 3. CAPACITY GRADIENT // Simple, clear visual feedback based on your percentages. if (soc < 50) { setLED(COLOR_AMBER); // 0-50% } else if (soc >= 50 && soc < 90) { setLED(COLOR_YELLOW); // 50-90% } else if (soc >= 90) { setLED(COLOR_GREEN); // 90-100% }
Topic: Design SubTopic: General
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2
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129
Activity
19h
RealityView Camera Target Error when set while Orbiting
When interacting with RealityView’s realityViewCameraControls .orbit and setting a new RealityViewCameraContent .cameraTarget, the resulting camera target and camera orbit is incorrect. This can be demonstrated where one finger is orbiting the RealityView, and another pushes a button which changes the camera target. Instead of the camera facing the new target, some point in the scene is the new effective camera target and orbit point. This only occurs when an orbit interaction is currently taking place. If you stop interacting with the orbit, change target, then start orbit interacting again, everything works as expected. Though this example uses two-touches, any change of the camera target has this conflict with orbit interaction. This means interacting with orbit will result in the wrong camera view which is unexpected for users and difficult to reconcile or detect, for developers. Expected: Interacting (orbiting) the scene while setting a new camera target with the buttons on screen (at the same time), the camera’s new target shows centred in view the orbit revolves the new target and continues to match my gestures. Reality: Interacting (orbiting) the scene while setting a new camera target with the buttons on screen (at the same time), the camera’s new target is not centred in view, and camera is now orbiting an unexpected point in the scene, that is not my expected target. One imperfect workaround is to force a rebuild of the view after setting a new cameraTarget. This sets all targets correctly but results in a flicker, loss of orbit controls until re-touch and ultimately is a poor user experience, but is better than the wrong target being shown unexpectedly. Code Sample: import SwiftUI import RealityKit struct RKOribtTarget: View { @State private var target: Int = 0 @State private var rcContent: RealityViewCameraContent? @State private var rkID: UUID = UUID() let root = Entity() let center = ModelEntity(mesh: .generateSphere(radius: 0.05), materials: [UnlitMaterial(color: UIColor(.gray.opacity(0.5)))]) let red = ModelEntity(mesh: .generateBox(size: 0.1), materials: [SimpleMaterial(color: .red, isMetallic: false)]) let blue = ModelEntity(mesh: .generateBox(size: 0.1), materials: [SimpleMaterial(color: .blue, isMetallic: false)]) let green = ModelEntity(mesh: .generateBox(size: 0.1), materials: [SimpleMaterial(color: .green, isMetallic: false)]) var body: some View { VStack{ RealityView { content in red.position.x = 0.5 blue.position.z = 0.5 green.position.y = 0.5 center.position = .init(repeating: 0.25) content.cameraTarget = target == 0 ? root : blue root.addChild(red) root.addChild(blue) root.addChild(green) root.addChild(center) content.add(root) } update: { content in switch target{ case 0: content.cameraTarget = root case 1: content.cameraTarget = blue case 2: content.cameraTarget = red case 3: content.cameraTarget = green default: content.cameraTarget = root } } .id(rkID) .realityViewCameraControls(.orbit) VStack{ Text("Target") Button("Default") { target = 0 // Force rebuilding view resets orbit target and rotation // But shows a flicker, interaction requires touch reset // Not an ideal workaround // rkID = UUID() } .buttonStyle(.bordered) Button("Blue") { target = 1 // rkID = UUID() } .buttonStyle(.bordered) .tint(.blue) Button("Red") { target = 2 // rkID = UUID() } .buttonStyle(.bordered) .tint(.red) Button("Green") { target = 3 // rkID = UUID() } .buttonStyle(.bordered) .tint(.green) } } } } Xcode Version: Version 26.0 (17A324) iOS Version: iOS 26.5 (23F75) Tested on devices, iPhone 12 Pro, iPhone 15 Pro
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2
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468
Activity
20h
When apple support doesn't want to suppot.
This is my case. I am based and Canada (Quebec) recently i moved to org. I am small supplier. I don't have revenue. My app is free on app store. I am forced by apple to till my tax GST and RT. My app is completely free and does not use In-App Purchases, subscriptions, or paid downloads. The Paid Applications agreement appears to have been activated accidentally, and App Store Connect is now forcing Quebec tax registration fields that do not apply to my account. I need the Paid Applications agreement removed or reset so I can continue updating my free app. I called and email number of time the support but most of the time no "support" at all most of the time is is turn off/turn on "support". I am not even able to call them I am totally blocked to connect them. Support just send you links and leave you without solutions. I am really desperate and my app is blocked month without update and using services that I paid.
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1
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56
Activity
22h
UIAlertController appears "shattered" on iOS 26
We are experiencing an issue with a few end users where the UIAlertController's UIView is rendered with a (for the lack of a better word) "shattered" effect (see attachments). It appears to be happening only occasionally which makes me think it's a bug with iOS 26 and/or hardware issue. I'm posting here hoping to get some type of guidance on a workaround or if this is already a known issue (I have not been able to find instances of this particular issue online). Has anyone experienced or seen others experience this issue? Does anyone know of a workaround or can confirm this is a bug with iOS 26? Thanks in advance.
Topic: UI Frameworks SubTopic: UIKit
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1
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56
Activity
22h
Escalation Request: App stuck "In Review" for 30+ days (App ID: 6480077134)
Hello, I am seeking guidance or an internal escalation regarding our app (App ID: 6480077134), which has been in the "In Review" status for over 30 days. Despite several attempts to resolve this through standard channels, we have not received a status update or a response to our latest correspondence. We have already: Requested a phone callback (Result: "We'll email the review team," but no follow-up). Submitted a formal Expedited Review request 14 days ago with no response. Attempted to contact the review team via email over a week ago (exceeding the 72hr response window). Our last correspondence addressed feedback regarding Guidelines 2.3.2 and 2.1(a) as follows: Guideline 2.3.2 – Promotional Images & Price References Removed all promotional images from IAP products. Removed price references from display names (e.g., changed "90 Day Free Trial" to "90 Day Trial"). Guideline 2.1(a) – App Completeness (Conversations) Provided clear reproduction steps for the "Conversations" feature, clarifying its contextual design. This version is an update to an existing app already on the Store, and this delay is now significantly impacting our business. We are concerned the submission may be stuck in a technical queue or an un-notified account hold. Any assistance or visibility from Apple staff or the community would be greatly appreciated.
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39
Activity
22h
Browser upload from camera roll
When using a web page to upload from the camera roll. During selection everything is ok but after confirming the selection, its still possible to change the selection and if media is in a processing or downloading state its not obvious to a user what is going on. This results to a confusing user experience. It doesn't seem like theres any signal back to the page in this state, its just a poor camera roll picker which doesn't block selection changes or show any progress that something is happening (i.e. localising or processing for upload). Same result on Chrome and Safari
Topic: Safari & Web SubTopic: General
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1
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135
Activity
22h
VoiceOver spatial navigation doesn't focus elements using UISheetPresentationController with small detent
I have already filed a bug report with a sample project via Feedback Assistant: FB22760723 When presenting a UIViewController using UIModalPresentationFormSheet alongside UISheetPresentationController with a small custom detent (e.g., around 300pt height), VoiceOver spatial swipe navigation breaks. The user is unable to swipe left or right to navigate sequentially through the accessible elements inside the sheet. Accessibility Inspector reveals that the focus seems to get trapped by the background layer (UIDimmingView / "dismiss popup"). If the sheet is taller (e.g., 600pt), the issue does not occur and swipe navigation works as expected Steps to Reproduce: Run the attached sample Objective-C/UIKit project. Turn on VoiceOver. Tap the “Open transparent modal” button to present the modal with UIModalPresentationOverFullScreen presentation. Tap the "Open form sheet" button to present the sheet (configured with a custom 300pt detent). Attempt to swipe right using VoiceOver to navigate to the next element (e.g., from the title label to the buttons). Expected Results: VoiceOver should smoothly navigate through the sequential accessibility elements inside the sheet's view hierarchy, respecting the bounds of the modal sheet. Actual Results: VoiceOver gets stuck. The swipe right/left gestures fail to move focus to the next element inside the sheet. Instead, focus often escapes to the background or doesn’t change completely.
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1
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164
Activity
23h
App Store DSA regulation compliance is "in review" state for a month
My app is already in production, and there are purchases. But people from Europe cannot download it because I need to pass DSA compliance. The DSA regulation status has been “in review” for about a month already. What do I need to do?
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2
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1
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234
Activity
23h