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My app was rejected with reason "App must be same as Web"
Dear Apple Team, My app was rejected during App Store review on the basis that it must provide the same functionality as the web version. I respectfully asked the reviewer to clarify where this requirement is stated, as I could not find it in the App Store Review Guidelines. However, my question was not addressed, and the app remains in Rejected status. Could you please advise on the best next steps and the expected timeline for resolution? Thank you.
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Apple Developer Account Terminated
My Apple Developer account was recently terminated, and I received an email stating that the reason was section 3.2(f) of the Apple Developer Program License Agreement. However, I have not changed anything recently in our apps, business model, or developer activity, and I genuinely do not understand the reason behind this termination. I have always tried to follow Apple’s guidelines carefully and act in good faith. This termination has severely impacted my work and users, and I am urgently requesting clarification regarding what exactly triggered this action. If someone from Apple or the App Review / Developer Relations team could please contact me or review the case again, I would greatly appreciate it. Thank you.
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SF Symbols Variable Color — "Draw" symbols show no effect in Default mode
I've noticed an inconsistency between how the SF Symbols app and SwiftUI code handle variable color for symbols that use the "Draw" animation mode. Background SF Symbols that support variable color fall into two categories based on their animation preference: Symbols suited for .symbolVariableValueMode(.color) — layers are highlighted/dimmed by color opacity Symbols suited for .symbolVariableValueMode(.draw) — layers are progressively drawn/erased When .symbolVariableValueMode is not set (i.e., the default mode), I expected the system to automatically choose the appropriate mode for each symbol. What SF Symbols app shows In the SF Symbols app, selecting thermometer.high, enabling variable color, and setting the value to 0.5 with "Default" mode selected produces a correct and expected result — the symbol renders identically to the explicit "Draw" mode. What SwiftUI code does In code, when symbolVariableValueMode is not specified (default), symbols from the "Draw" category receive no visual effect — they appear static, as if variable value is ignored entirely. // This works correctly Image(systemName: "thermometer.high") .symbolVariableValue(0.5) .symbolVariableValueMode(.draw) // This shows NO effect — expected to fall back to .draw, but doesn't Image(systemName: "thermometer.high") .symbolVariableValue(0.5) // no .symbolVariableValueMode set Symbols in the "Color" category appear unaffected — they render correctly with or without an explicit mode. Question / Bug? Is this a known limitation, or is the default mode in code intentionally different from what the SF Symbols app previews? If so, is there a programmatic way to query which symbolVariableValueMode a given symbol prefers at runtime, so I can set it explicitly without hardcoding per-symbol logic?
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Apple ID 6757288398 has been stuck in the “In Review”
Dear App Review Team, Our app – Apple ID 6757288398 has been stuck in the “In Review” status for over 3 daysNormally, reviews ends typically in 48 hours(i requested expedite review) it seems unusually delayed. Could you please clarify: • Is there a specific reason for this extended hold? • Is any action required from our side? • When can we expect the review to proceed? Thank you very much for your time and assistance.
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Questions regarding Guidelines 5.1.1, 4.5.3, and 4.5.5 for cross-save and custom backend integration
Hello, I am developing an macOS app and planning to implement a cross-platform save feature. I have two questions regarding the App Store Review Guidelines and Game Center integration. 1. Requiring Game Center exclusively for an optional "Cross-Save" feature (Guideline 5.1.1 & HIG) in macOS To comply with Guideline 5.1.1(v), we do not force users to sign in to Game Center upon app launch. Users can fully access the core features, play locally, and even use standard iCloud sync without any Game Center authentication. However, to use the specific, optional "Cross-Save" feature (which syncs data across different platforms via our proprietary backend), we intend to require Game Center login. Question: Is it acceptable to prompt for and require Game Center authentication only when the user explicitly tries to enable this specific cross-save feature? 2. Associating Game Center IDs with a proprietary backend account (Guidelines 4.5.3 & 4.5.5) To facilitate cross-progression, our backend server plans to authenticate the user using Game Center's identity verification signature via fetchItems(forIdentityVerificationSignature:). Once authenticated, we want to link the user's Game Center ID (specifically, teamPlayerID or gamePlayerID) to our proprietary service account in our own database. Question: Guidelines 4.5.3 and 4.5.5 state that we should not share Player IDs with "any third party." Does storing and linking the Game Center ID to our own backend server account (strictly to manage our game's cross-saves) fall under this "third party" restriction, or is our proprietary backend considered a permitted, first-party use? I want to ensure our implementation fully complies with Apple's privacy and user experience standards. Any insights would be greatly appreciated. Thank you.
1
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Unable to Add for Review The items below are required to start the review process: To submit new apps or avoid potential payment blocks, add compliance information for Part XX of the Income Tax Act (ITA).
Hi Apple Support, I've been unable to send my apps for review for quite a while. Getting this error message: "Unable to Add for Review The items below are required to start the review process: To submit new apps or avoid potential payment blocks, add compliance information for Part XX of the Income Tax Act (ITA)." I've already added compliance information as requested, not sure how to resolve this. Case ID: 102880270773 Thank you
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`ARCamera.unprojectPoint` and `ARCamera.TrackingState` behavior changes between iOS 26.3 and 26.4 under AR resource pressure
ARCamera.TrackingState questions: Did the threshold or sensitivity for transitioning ARCamera.TrackingState from .normal to .limited(.excessiveMotion) or .limited(.insufficientFeatures) change between iOS 26.3 and iOS 26.4? What does "ARWorldTrackingTechnique: resource constraints [33]" mean, and is it new in iOS 26.4? Does it correspond to a tracking state degradation? Is there a way for the client to detect or respond to ARKit entering a resource-constrained mode short of the full tracking state transition — for example, a lower-level notification or a flag on ARFrame — so that apps can take protective action without interpreting it as a full tracking failure? ARCamera.unprojectPoint questions: Did the behavior of ARCamera.unprojectPoint(_:ontoPlane:orientation:viewportSize:) change between iOS 26.3 and iOS 26.4 for near-parallel geometry? Specifically, on iOS 26.3 this method returns nil when the camera ray is nearly parallel to the target plane (denominator of the ray-plane intersection → 0 at ~90° of camera rotation). On iOS 26.4, with identical code and environment, it returns a large finite value instead — we observed z = −12.27m. Since the method's optional return type implies nil is the documented signal for no valid intersection, this reads as a behavioral regression rather than an intentional change. If returning the computed value for near-parallel geometry is now the intended behavior, is there a recommended way for the caller to guard against it? For example, should we check abs(dot(rayDirection, planeNormal)) against a threshold before calling, and if so, is there a documented epsilon Apple uses internally? Alternatively, is there a newer API we should prefer over unprojectPoint(:ontoPlane:) for this use case that handles degenerate geometry more gracefully — such as ARSession.raycast(:)? Are there any other ARKit API adjustments between OS 26.3 and 26.4? We are using the same codebase, but it behaves differently in between these 2 OS versions now. Thanks!
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IOServiceOpen returns kIOReturnError (0xE00002BC) before NewUserClient — DEXT matches and opens pipes successfully
I'm hitting a kernel-side rejection on IOServiceOpen from a host app against my DEXT's IOUserService, before any code in my DEXT's NewUserClient runs. DEXT activation and USB matching succeed; only the user-client connection fails. What works DEXT activates and shows as [activated enabled] in systemextensionsctl list. DEXT matches IOUSBHostInterface for the target device and Start() runs to completion. Inside Start(), CopyInterface() returns successfully and CopyPipe() for the expected endpoints all succeed. Host app receives the matching notification for the DEXT's IOUserService and calls IOServiceOpen(service, mach_task_self(), 0, &connect). What fails IOServiceOpen returns kIOReturnError (0xE00002BC). My DEXT's NewUserClient override is never reached — verified by the absence of any breadcrumb log and by stepping through under lldb (no entry on the DEXT side). This reproduces both with: The original com.apple.developer.driverkit.userclient-access entitlement listing the host bundle ID. The dev fallback com.apple.developer.driverkit.allow-any-userclient-access = true on host + DEXT. (Background: the App ID portal has the bundle-ID list for userclient-access stored as a single newline-joined string instead of separate array entries — see Support Thread 822652 — so I've been using allow-any-userclient-access = true for now. The IOServiceOpen failure persists either way.) Diagnostics I can't get I'd like to confirm the kernel-side rejection reason, but DEXT os_log output is suppressed in Console and: sudo log config --process <dext-pid> --mode "level:debug" log: Unable to set mode for pid <dext-pid> I've tried by PID and by subsystem; both refuse. SIP is in its default state. Any pointer to the correct invocation (or a Configuration Profile to enable DriverKit verbose logging) would unblock me. Environment macOS 26.3.1 (build 25D2128) Xcode 26.3 (build 17C529) Host app: AppKit, sandboxed, Mac App Store distribution DEXT: matches IOUSBHostInterface on idVendor: 0x1452 (DNP) and (pending capability approval) 0x1343 (Citizen) Entitlements on host: com.apple.developer.driverkit, com.apple.developer.driverkit.userclient-access (or allow-any-userclient-access = true for dev) Entitlements on DEXT: com.apple.developer.driverkit, com.apple.developer.driverkit.transport.usb, com.apple.developer.driverkit.allow-any-userclient-access for dev Questions Is IOServiceOpen → kIOReturnError before NewUserClient always an entitlement/sandbox check failure, or are there other kernel-side reasons (matching score, IOService class hierarchy mismatch) that produce the same generic code? What's the correct way to enable DEXT os_log capture so I can see the rejection reason? Is there a known interaction between a malformed userclient-access array on the App ID (Forums Thread 822652) and the kernel's user-client authorization path that would persist even after switching to allow-any-userclient-access = true? Sample profiles, codesign output, and the exact matching dictionary available on request. Thanks.
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WeatherKit fails with WeatherDaemon JWT permission denied despite valid entitlement/profile
Hi, I’m seeing WeatherKit fail on device with a JWT permission error even though the app appears to be signed correctly with the WeatherKit entitlement. Error: Failed to generate jwt token for: com.apple.weatherkit.authservice Error Domain=WeatherDaemon.WDSJWTAuthenticatorServiceListener.Errors Code=2 "(null)" Setup verified: iOS physical device, tested after clean install/reboot Tested on more than one physical device Bundle ID: com.elilindenDinematch.Al-Outfits Team ID: FYGW4LHN42 App ID has WeatherKit capability enabled Fresh provisioning profile includes: application-identifier = FYGW4LHN42.com.elilindenDinematch.Al-Outfits com.apple.developer.team-identifier = FYGW4LHN42 com.apple.developer.weatherkit = true Signed app binary entitlements also include com.apple.developer.weatherkit = true codesign -dv confirms TeamIdentifier=FYGW4LHN42 Cleared DerivedData and regenerated/reinstalled with a fresh profile Toggled WeatherKit capability off/on in Developer portal and regenerated profile The failure occurs when calling: let weather = try await WeatherKit.WeatherService.shared.weather(for: location) The request takes a few seconds before failing, which makes it seem like the WeatherKit daemon is reaching Apple’s auth service but being rejected during JWT generation. Has anyone seen WeatherKit entitlement propagation get stuck server-side for a specific Team ID + Bundle ID? Is there anything else I can verify locally, or does this require Apple to inspect the WeatherKit auth service registration for this App ID?
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Apple Membership renew issue || Not able to Publish App || Missed Deadline to Accept Terms
I bought Apple Membership [Apple Developer/App Store connect] in Feb 2026 (3 Months before), still, I am getting this issue of Renew membership. Even though, i try to buy again, it showing, Apple Account is already associated with the Account Holder of a membership. I think, I have missed accepting Agreement & terms, which needed to accept before April 15. Now, what to do? Anyone can guide me? I am not able to see anywhere option to accept it.
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First auto-renewable subscriptions stuck In Review and no In-App Purchases section on version page
My first auto-renewable subscriptions have been stuck in “In Review” for almost two weeks. Apple’s notice says the first subscription must be submitted with a new app version and selected from the “In-App Purchases and Subscriptions” section on the version page. However, my version page does not show that section, even after creating a new version in Prepare for Submission. The only place I can see the subscriptions is from the Subscriptions side tab. The app itself has already been approved, but StoreKit does not return the products in production, so my paywall cannot sell subscriptions. Has anyone found a working fix for this, or does Apple need to manually reset/review the subscription state?
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Unable to complete Apple Developer Program enrollment / ID upload link shows unauthorized
I recently purchased the Apple Developer Program membership and received an email confirming that my enrollment is being processed. However, when I log in to my Apple Developer account, it still prompts me to purchase the membership again, as if the purchase was not completed. Later, I received another email asking me to upload my ID through the portal to continue the enrollment process. But when I click the provided link and try to access the upload page, I get an error saying that I am not allowed, not authenticated, or do not have permission to access the page. I am unable to proceed with the verification or understand the current status of my enrollment. Has anyone faced this issue before, or can someone from Apple Developer Support guide me on how to resolve this?
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Stuck in app review
Dear App Review Team, I am writing to escalate an ongoing and critical issue regarding our app review. App ID: 6705133649 Status: Waiting for Review since April 30, 2026 — now over 10 days with no progress. Timeline of events: • April 30 – Submitted for review • ~May 4 – Posted on Apple Developer Forums requesting an update • May 5 – Apple responded: "We're investigating and will contact you in App Store Connect" • May 9 – Followed up again after no contact was made • Today – Still no review, no contact, no explanation We have received no communication via App Store Connect as promised. This is part of a larger pattern we have experienced: • Our reviews previously completed within 48 hours consistently • Our last review cycle took approximately 1.5 months • This current review is now past 10 days with no movement We are formally requesting: Immediate escalation to a senior App Review team member A clear explanation of why this review has stalled Confirmation of whether any action is required from our side A committed timeline for resolution This delay is directly impacting our users and business. We are fully available to provide any additional information, demo credentials, or clarification needed — and will respond immediately to any request. We respectfully ask that this be treated as urgent and resolved within 48 hours. Thank you.
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My Apple developer registration process has not been completed for 3 weeks.
I've been trying to create an Apple developer account for 3 weeks. I've created 3-4 different accounts and tried them on different devices. I finally managed to contact Apple Developer Support via email, but I don't think I'll find a solution with them. First, I explained my problem, they listened attentively, and offered solutions. They told me to verify my identity, which I uploaded to the email they sent. Then they told me to wait. 2-3 days passed, and then I received another email saying, "We can't verify your identity with the Apple Developer app, or provide further assistance with Apple Accounts for Apple Developer programs." I don't understand; I manually uploaded my ID to the system, so why isn't this working? Case number: 102886872114
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My app was rejected with reason "App must be same as Web"
Dear Apple Team, My app was rejected during App Store review on the basis that it must provide the same functionality as the web version. I respectfully asked the reviewer to clarify where this requirement is stated, as I could not find it in the App Store Review Guidelines. However, my question was not addressed, and the app remains in Rejected status. Could you please advise on the best next steps and the expected timeline for resolution? Thank you.
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2
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0
Views
41
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I need serious help
May 4, i subscribed to apple developer program then they ask me for 99$ , i paid and got confirmation on main but then go no replay and no support replay to main and nothing at all happens what should i do now ?
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0
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0
Views
15
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2d
Apple Developer Account Terminated
My Apple Developer account was recently terminated, and I received an email stating that the reason was section 3.2(f) of the Apple Developer Program License Agreement. However, I have not changed anything recently in our apps, business model, or developer activity, and I genuinely do not understand the reason behind this termination. I have always tried to follow Apple’s guidelines carefully and act in good faith. This termination has severely impacted my work and users, and I am urgently requesting clarification regarding what exactly triggered this action. If someone from Apple or the App Review / Developer Relations team could please contact me or review the case again, I would greatly appreciate it. Thank you.
Replies
1
Boosts
0
Views
43
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Why I can't test the app on my own device even if I signed it with a valid development certificate
I tried every possible but it just won't work on my device. The program runs well on the simulator by the way
Replies
3
Boosts
0
Views
114
Activity
2d
SF Symbols Variable Color — "Draw" symbols show no effect in Default mode
I've noticed an inconsistency between how the SF Symbols app and SwiftUI code handle variable color for symbols that use the "Draw" animation mode. Background SF Symbols that support variable color fall into two categories based on their animation preference: Symbols suited for .symbolVariableValueMode(.color) — layers are highlighted/dimmed by color opacity Symbols suited for .symbolVariableValueMode(.draw) — layers are progressively drawn/erased When .symbolVariableValueMode is not set (i.e., the default mode), I expected the system to automatically choose the appropriate mode for each symbol. What SF Symbols app shows In the SF Symbols app, selecting thermometer.high, enabling variable color, and setting the value to 0.5 with "Default" mode selected produces a correct and expected result — the symbol renders identically to the explicit "Draw" mode. What SwiftUI code does In code, when symbolVariableValueMode is not specified (default), symbols from the "Draw" category receive no visual effect — they appear static, as if variable value is ignored entirely. // This works correctly Image(systemName: "thermometer.high") .symbolVariableValue(0.5) .symbolVariableValueMode(.draw) // This shows NO effect — expected to fall back to .draw, but doesn't Image(systemName: "thermometer.high") .symbolVariableValue(0.5) // no .symbolVariableValueMode set Symbols in the "Color" category appear unaffected — they render correctly with or without an explicit mode. Question / Bug? Is this a known limitation, or is the default mode in code intentionally different from what the SF Symbols app previews? If so, is there a programmatic way to query which symbolVariableValueMode a given symbol prefers at runtime, so I can set it explicitly without hardcoding per-symbol logic?
Replies
0
Boosts
0
Views
93
Activity
2d
Apple ID 6757288398 has been stuck in the “In Review”
Dear App Review Team, Our app – Apple ID 6757288398 has been stuck in the “In Review” status for over 3 daysNormally, reviews ends typically in 48 hours(i requested expedite review) it seems unusually delayed. Could you please clarify: • Is there a specific reason for this extended hold? • Is any action required from our side? • When can we expect the review to proceed? Thank you very much for your time and assistance.
Replies
1
Boosts
0
Views
25
Activity
2d
Questions regarding Guidelines 5.1.1, 4.5.3, and 4.5.5 for cross-save and custom backend integration
Hello, I am developing an macOS app and planning to implement a cross-platform save feature. I have two questions regarding the App Store Review Guidelines and Game Center integration. 1. Requiring Game Center exclusively for an optional "Cross-Save" feature (Guideline 5.1.1 & HIG) in macOS To comply with Guideline 5.1.1(v), we do not force users to sign in to Game Center upon app launch. Users can fully access the core features, play locally, and even use standard iCloud sync without any Game Center authentication. However, to use the specific, optional "Cross-Save" feature (which syncs data across different platforms via our proprietary backend), we intend to require Game Center login. Question: Is it acceptable to prompt for and require Game Center authentication only when the user explicitly tries to enable this specific cross-save feature? 2. Associating Game Center IDs with a proprietary backend account (Guidelines 4.5.3 & 4.5.5) To facilitate cross-progression, our backend server plans to authenticate the user using Game Center's identity verification signature via fetchItems(forIdentityVerificationSignature:). Once authenticated, we want to link the user's Game Center ID (specifically, teamPlayerID or gamePlayerID) to our proprietary service account in our own database. Question: Guidelines 4.5.3 and 4.5.5 state that we should not share Player IDs with "any third party." Does storing and linking the Game Center ID to our own backend server account (strictly to manage our game's cross-saves) fall under this "third party" restriction, or is our proprietary backend considered a permitted, first-party use? I want to ensure our implementation fully complies with Apple's privacy and user experience standards. Any insights would be greatly appreciated. Thank you.
Replies
1
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0
Views
94
Activity
2d
stuck in "in review" over 72 hours
My app is stuck in the "in review" stage for over 3days. . Did my review get stuck or lost or something? Is there anyway to get any clarity on this?
Replies
1
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0
Views
54
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VirtualEnvironmentProbeComponent VS ImageBasedLightComponent
Hi. I want to know what's the difference between VirtualEnvironmentProbeComponent and ImageBasedLightComponent? It seems they both can achieve the same light and reflection effect of environment.
Replies
0
Boosts
0
Views
267
Activity
2d
Unable to Add for Review The items below are required to start the review process: To submit new apps or avoid potential payment blocks, add compliance information for Part XX of the Income Tax Act (ITA).
Hi Apple Support, I've been unable to send my apps for review for quite a while. Getting this error message: "Unable to Add for Review The items below are required to start the review process: To submit new apps or avoid potential payment blocks, add compliance information for Part XX of the Income Tax Act (ITA)." I've already added compliance information as requested, not sure how to resolve this. Case ID: 102880270773 Thank you
Replies
0
Boosts
0
Views
52
Activity
2d
`ARCamera.unprojectPoint` and `ARCamera.TrackingState` behavior changes between iOS 26.3 and 26.4 under AR resource pressure
ARCamera.TrackingState questions: Did the threshold or sensitivity for transitioning ARCamera.TrackingState from .normal to .limited(.excessiveMotion) or .limited(.insufficientFeatures) change between iOS 26.3 and iOS 26.4? What does "ARWorldTrackingTechnique: resource constraints [33]" mean, and is it new in iOS 26.4? Does it correspond to a tracking state degradation? Is there a way for the client to detect or respond to ARKit entering a resource-constrained mode short of the full tracking state transition — for example, a lower-level notification or a flag on ARFrame — so that apps can take protective action without interpreting it as a full tracking failure? ARCamera.unprojectPoint questions: Did the behavior of ARCamera.unprojectPoint(_:ontoPlane:orientation:viewportSize:) change between iOS 26.3 and iOS 26.4 for near-parallel geometry? Specifically, on iOS 26.3 this method returns nil when the camera ray is nearly parallel to the target plane (denominator of the ray-plane intersection → 0 at ~90° of camera rotation). On iOS 26.4, with identical code and environment, it returns a large finite value instead — we observed z = −12.27m. Since the method's optional return type implies nil is the documented signal for no valid intersection, this reads as a behavioral regression rather than an intentional change. If returning the computed value for near-parallel geometry is now the intended behavior, is there a recommended way for the caller to guard against it? For example, should we check abs(dot(rayDirection, planeNormal)) against a threshold before calling, and if so, is there a documented epsilon Apple uses internally? Alternatively, is there a newer API we should prefer over unprojectPoint(:ontoPlane:) for this use case that handles degenerate geometry more gracefully — such as ARSession.raycast(:)? Are there any other ARKit API adjustments between OS 26.3 and 26.4? We are using the same codebase, but it behaves differently in between these 2 OS versions now. Thanks!
Replies
0
Boosts
0
Views
225
Activity
2d
IOServiceOpen returns kIOReturnError (0xE00002BC) before NewUserClient — DEXT matches and opens pipes successfully
I'm hitting a kernel-side rejection on IOServiceOpen from a host app against my DEXT's IOUserService, before any code in my DEXT's NewUserClient runs. DEXT activation and USB matching succeed; only the user-client connection fails. What works DEXT activates and shows as [activated enabled] in systemextensionsctl list. DEXT matches IOUSBHostInterface for the target device and Start() runs to completion. Inside Start(), CopyInterface() returns successfully and CopyPipe() for the expected endpoints all succeed. Host app receives the matching notification for the DEXT's IOUserService and calls IOServiceOpen(service, mach_task_self(), 0, &connect). What fails IOServiceOpen returns kIOReturnError (0xE00002BC). My DEXT's NewUserClient override is never reached — verified by the absence of any breadcrumb log and by stepping through under lldb (no entry on the DEXT side). This reproduces both with: The original com.apple.developer.driverkit.userclient-access entitlement listing the host bundle ID. The dev fallback com.apple.developer.driverkit.allow-any-userclient-access = true on host + DEXT. (Background: the App ID portal has the bundle-ID list for userclient-access stored as a single newline-joined string instead of separate array entries — see Support Thread 822652 — so I've been using allow-any-userclient-access = true for now. The IOServiceOpen failure persists either way.) Diagnostics I can't get I'd like to confirm the kernel-side rejection reason, but DEXT os_log output is suppressed in Console and: sudo log config --process <dext-pid> --mode "level:debug" log: Unable to set mode for pid <dext-pid> I've tried by PID and by subsystem; both refuse. SIP is in its default state. Any pointer to the correct invocation (or a Configuration Profile to enable DriverKit verbose logging) would unblock me. Environment macOS 26.3.1 (build 25D2128) Xcode 26.3 (build 17C529) Host app: AppKit, sandboxed, Mac App Store distribution DEXT: matches IOUSBHostInterface on idVendor: 0x1452 (DNP) and (pending capability approval) 0x1343 (Citizen) Entitlements on host: com.apple.developer.driverkit, com.apple.developer.driverkit.userclient-access (or allow-any-userclient-access = true for dev) Entitlements on DEXT: com.apple.developer.driverkit, com.apple.developer.driverkit.transport.usb, com.apple.developer.driverkit.allow-any-userclient-access for dev Questions Is IOServiceOpen → kIOReturnError before NewUserClient always an entitlement/sandbox check failure, or are there other kernel-side reasons (matching score, IOService class hierarchy mismatch) that produce the same generic code? What's the correct way to enable DEXT os_log capture so I can see the rejection reason? Is there a known interaction between a malformed userclient-access array on the App ID (Forums Thread 822652) and the kernel's user-client authorization path that would persist even after switching to allow-any-userclient-access = true? Sample profiles, codesign output, and the exact matching dictionary available on request. Thanks.
Replies
1
Boosts
0
Views
39
Activity
2d
WeatherKit fails with WeatherDaemon JWT permission denied despite valid entitlement/profile
Hi, I’m seeing WeatherKit fail on device with a JWT permission error even though the app appears to be signed correctly with the WeatherKit entitlement. Error: Failed to generate jwt token for: com.apple.weatherkit.authservice Error Domain=WeatherDaemon.WDSJWTAuthenticatorServiceListener.Errors Code=2 "(null)" Setup verified: iOS physical device, tested after clean install/reboot Tested on more than one physical device Bundle ID: com.elilindenDinematch.Al-Outfits Team ID: FYGW4LHN42 App ID has WeatherKit capability enabled Fresh provisioning profile includes: application-identifier = FYGW4LHN42.com.elilindenDinematch.Al-Outfits com.apple.developer.team-identifier = FYGW4LHN42 com.apple.developer.weatherkit = true Signed app binary entitlements also include com.apple.developer.weatherkit = true codesign -dv confirms TeamIdentifier=FYGW4LHN42 Cleared DerivedData and regenerated/reinstalled with a fresh profile Toggled WeatherKit capability off/on in Developer portal and regenerated profile The failure occurs when calling: let weather = try await WeatherKit.WeatherService.shared.weather(for: location) The request takes a few seconds before failing, which makes it seem like the WeatherKit daemon is reaching Apple’s auth service but being rejected during JWT generation. Has anyone seen WeatherKit entitlement propagation get stuck server-side for a specific Team ID + Bundle ID? Is there anything else I can verify locally, or does this require Apple to inspect the WeatherKit auth service registration for this App ID?
Replies
0
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0
Views
34
Activity
2d
Apple Membership renew issue || Not able to Publish App || Missed Deadline to Accept Terms
I bought Apple Membership [Apple Developer/App Store connect] in Feb 2026 (3 Months before), still, I am getting this issue of Renew membership. Even though, i try to buy again, it showing, Apple Account is already associated with the Account Holder of a membership. I think, I have missed accepting Agreement & terms, which needed to accept before April 15. Now, what to do? Anyone can guide me? I am not able to see anywhere option to accept it.
Replies
0
Boosts
0
Views
50
Activity
2d
First auto-renewable subscriptions stuck In Review and no In-App Purchases section on version page
My first auto-renewable subscriptions have been stuck in “In Review” for almost two weeks. Apple’s notice says the first subscription must be submitted with a new app version and selected from the “In-App Purchases and Subscriptions” section on the version page. However, my version page does not show that section, even after creating a new version in Prepare for Submission. The only place I can see the subscriptions is from the Subscriptions side tab. The app itself has already been approved, but StoreKit does not return the products in production, so my paywall cannot sell subscriptions. Has anyone found a working fix for this, or does Apple need to manually reset/review the subscription state?
Replies
0
Boosts
0
Views
39
Activity
2d
Please review my app
Hello, I would like to check the status of my app, as it has been stuck in "waiting for review" for almost a month (ID: 6746933136). Thank you
Replies
2
Boosts
1
Views
89
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Unable to complete Apple Developer Program enrollment / ID upload link shows unauthorized
I recently purchased the Apple Developer Program membership and received an email confirming that my enrollment is being processed. However, when I log in to my Apple Developer account, it still prompts me to purchase the membership again, as if the purchase was not completed. Later, I received another email asking me to upload my ID through the portal to continue the enrollment process. But when I click the provided link and try to access the upload page, I get an error saying that I am not allowed, not authenticated, or do not have permission to access the page. I am unable to proceed with the verification or understand the current status of my enrollment. Has anyone faced this issue before, or can someone from Apple Developer Support guide me on how to resolve this?
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131
Activity
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Stuck in app review
Dear App Review Team, I am writing to escalate an ongoing and critical issue regarding our app review. App ID: 6705133649 Status: Waiting for Review since April 30, 2026 — now over 10 days with no progress. Timeline of events: • April 30 – Submitted for review • ~May 4 – Posted on Apple Developer Forums requesting an update • May 5 – Apple responded: "We're investigating and will contact you in App Store Connect" • May 9 – Followed up again after no contact was made • Today – Still no review, no contact, no explanation We have received no communication via App Store Connect as promised. This is part of a larger pattern we have experienced: • Our reviews previously completed within 48 hours consistently • Our last review cycle took approximately 1.5 months • This current review is now past 10 days with no movement We are formally requesting: Immediate escalation to a senior App Review team member A clear explanation of why this review has stalled Confirmation of whether any action is required from our side A committed timeline for resolution This delay is directly impacting our users and business. We are fully available to provide any additional information, demo credentials, or clarification needed — and will respond immediately to any request. We respectfully ask that this be treated as urgent and resolved within 48 hours. Thank you.
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66
Activity
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My Apple developer registration process has not been completed for 3 weeks.
I've been trying to create an Apple developer account for 3 weeks. I've created 3-4 different accounts and tried them on different devices. I finally managed to contact Apple Developer Support via email, but I don't think I'll find a solution with them. First, I explained my problem, they listened attentively, and offered solutions. They told me to verify my identity, which I uploaded to the email they sent. Then they told me to wait. 2-3 days passed, and then I received another email saying, "We can't verify your identity with the Apple Developer app, or provide further assistance with Apple Accounts for Apple Developer programs." I don't understand; I manually uploaded my ID to the system, so why isn't this working? Case number: 102886872114
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67
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I AM HIM Domain Owner Email Address Error There was a problem adding this email address. Try again later. Help
I AM HIM Domain Owner Email Address Error There was a problem adding this email address. Try again later. help
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249
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