Why spinner is not showing while downloading dynamic data.
User can select multiple time Choose and most up to date data is not showing.
Below methods are never get called?
optional func handle(intent:
optional func confirm(intent:
only:
provideDeviceOptionsCollection(for intent:
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Apple TV
Samsung TV
SONOS Soundbar + S1 stereo speakers
Apple TV Preferences
Sound output = SONOS soundbar
Samsung Preferences
Sound Output = SONOS HDMI eArc soundbar
start with Apple TV movies and as I switch from movie to movie, sound comes out stereo as it should
however when I switch to Netflix or YouTube TV with stereo content, sound comes out mono .. until I manually change the ATV Preferences to stereo.
As ong as I stay with Netflix content, stereo output. But change to YouRube TV or ATV, it automatically changes to mono.
?????
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Community
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Apple Developers
i can’t turn off autofill of an input field from background noise
I am using Angular version 14
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Community
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Apple Developers
Tags:
Safari Developer Tools
Safari Services
Safari and Web
I’m trying to register an Apple Developer Account for my company. I uploaded all the required documents, but my initial application was rejected, and I was asked to provide notarized translations of my documents. I translated them and submitted everything for review on April 1.
After a week without a response, I contacted Apple Support. They replied that the documents had been received and were under review. However, as of today, April 24, my account is still under review. I’ve sent five follow-up emails to Support asking for a status update on my case, but I haven’t received any replies.
Has anyone faced a similar situation and could suggest what I can do to get a status update and finally complete the registration?
If anyone from Apple Support is reading this, my case number is 20000098634973 and my Enrollment ID is J34432JQFC.
Thank you in advance for your help.
I’ve recently updated to ios 18.4.1 and I have problems with the internet. Things download painfully slow, an application that used to download in 10 seconds is now downloading in 2 minutes. Videos tend to stop at some point and when i fast forward them it stops to load a little when on the previous version it would work fine. It feels like my internet aged 30 years in 10 minutes. I’ve tried on other phones (not iphones) and it works just fine. Is it from the update or is it just my internet?
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How to display DeviceActivityReportScene in a widget.
When I was developing a widget, I found that DeviceActivityReportScene could not be displayed in the widget.
I'm running into issues with iOS respecting the HTTP 410 "Gone" response type.
Setup:
Using the native iOS Calendar app, add a new subscription calendar. "Add Subscription Calendar"
Add the URL of a ICS calendar subscription that you control, e.g. https://mywebsite.com/userfeeds/23/cal.ics
Make sure to select the "Account" option and choose "On My iPhone/iPad". Set the query amount to 15 mins.
Calendar events show as expected, device queries the latest updates from the server every 15 minutes. Server returns HTTP 200 with the .ics contents.
Now, assume there is a need for the feed to end - maybe the user unsubscribed to mywebsite.com. There is currently no way for the mywebsite.com server / response to tell the device the feed has ended and it should stop requesting. If the user forgets to go to calendar and manually unsubscribe the device will continually ping the server every 15 minutes indefinitely. It's turning into a virtual DoS for my platform.
iOS should respect the HTTP 410 "Gone" header or something similar. If the server returns a HTTP 410 response code for https://mywebsite.com/userfeeds/23/cal.ics X amount of times, the feed should be automatically removed.
I've opened several tickets over the last 3 years and have not even had a status change on the tickets.
Does anyone know how to resolve this or a work around?
Hardware: iPad Pro 11" (M2 Version)
Software: iPadOS 18.4 Beta 4 (most recent as of 2025-03-24)
Got an interesting one today that I am curious if anyone else has run into, and sadly it’s one that does affect my iPad use a lot!
I use the Magic Keyboard 11” on mine. After upgrading to the Public Beta 4 last night, the keyboard works fine, the trackpad shows my grey dot on the screen and even indicates that it recognizes a trackpad click by that grey dot changing slightly.
However, the actual click, nor scrolling, actually works in any way shape or form. The only gesture I’ve seen work up to this point is the three-finger motion to change applications, that’s it.
I have two iPad’s, and two keyboards, and it does not matter which keyboard one I use, which confirms that it’s likely a software issue of some sort. Other reason that’s the case? Hooking up an external trackball and the same behavior happens.
Anyone else run into this?
I installed iOS 18.4 on Friday evening, all worked well during Saturday and Sunday, Monday morning the Phone rebooted and appeared to have installed an Update, I didn´t notice, I was about to answer a WhatsApp and the TestFlight beta didn´t start up, a renew of the App was not possible due to TestFlight not being available. So I thought a reboot would help, but I did a reset, since then BOOT LOOP.
I brought in recovery mode, updated with the 18.4 ipsw, no change - BOOT LOOP
im on ios 18.3.2 but this has been happening to me since I updated to ios 18 I think. every time I try to open find my, it opens and then after a few seconds it crashes. and then my phone bugs out for a few minutes then everything goes back to normal. is there any way to fix this? i wanna be able to find my devices without my app crashing 😭.
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When i say “forgot password” in the app store it allows me to reset with passcode but when i enter the passcode it’s different than the one i enter when i unlock the phone. what would cause this issue?
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Community
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After the update of the Xcode to latest version, I’m getting “No Such Module Unity Framework” as error. the complete information is below.
I had to update the Xcode and the O.S as per the Apple Requirement from my older version of 14.x to latest 16.3. I had no issued running the Unity within my iOS App till the recent update.
Previous Setup:
Unity was successfully integrated into this iOS app and running fine before the update.
As it was working till the Xcode version 14.3, i have not changed any code relevant to Unity.
What I’ve Tried:
a. Added UnityFramework.framework to “Link Binary with Libraries” and marked it as “Embed & Sign”.
b. Verified Framework Search Paths include $(PROJECT_DIR)/UnityProject/build/Debug-iphoneos
c. Cleaned build folder, deleted Derived Data
d. Checked [CP] Embed Pods Frameworks step in Build Phases
Stuck On: Xcode still throws "No such module 'UnityFramework'" — it’s as if the framework isn’t being built or seen from my main project.
Request for Help:
Has anyone encountered this issue post-Xcode 16.3 update from 14.x. I’d really appreciate any guidance, updated workflows, or even a checklist of steps for properly integrating Unity into an existing iOS app with the new Xcode build system.
Screen time api problem selector also can not pull personalized computer names what does not do man does this condition only required me to pull their names the error is the value of 'ApplicationToken' (aka 'Token') type says h
token and wants to pull their ads
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Community
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i have a specific requirement as below.
i have apartments in which i have 4 units and each unit will be of same layout. furniture etc.. might change but not walls and layout as far as i know.
Step1:
Now i will enter into one unit, scan the entire unit and save it using RoomPlan Api and at the end of the scan i will be saving the worldmap as well.
Step2:
i want to use the previously saved worldmap and enter into another unit and want to relocalize with only walls because the furniture might be different.
is that possible. if not is there any otherway to achieve this functionality? i really appreciate you valuable time. Thankyou.
Hi all, I'm working for a publisher, and we're looking to bring some of our PC/console titles over to Apple Arcade - how viable is this? Is Unity or Unreal Engine easier to port from? Does anyone have any contacts with porting studios who have done this before? Thanks
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Xcode16打包运行在iOS18系统上,当输入中文时,- (void)searchBar:(UISearchBar *)searchBar textDidChange:(NSString *)searchText; 这个代理方法,输入中文时,每次按下拼音 就会触发。 Xcode16打包在非iOS18系统上不会这样,Xcode15打包,在iOS18+和iOS18-系统上也都不会这样,只有Xcode16+iOS18 会这样
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I'm building a Live Activity using ActivityKit in iOS, and I'm trying to understand how apps like Uber or Lyft manage to keep the Dynamic Island always in its expanded state, without transitioning through the compact phase.
In my implementation, the Live Activity always starts in the compact state, and only expands temporarily when I interact with it. I've tried the following:
Updating the ContentState frequently using activity.update(using:)
I tried updating the activity every 1 second, but it didn’t make a difference.
Leaving the compactLeading, compactTrailing, and minimal regions empty using EmptyView() — also didn’t change the behavior.
Delaying the initial update by 1 second — no effect.
What I'm trying to figure out:
Is there any way to programmatically force or request the Dynamic Island to stay in the expanded state?
Could this behavior be achieved through push updates, using apns-push-type: liveactivity and a high priority (apns-priority)?
What I’m trying to achieve is similar to the behavior shown in the images below — the apps do not transition to the compact island, but instead displays the expanded view immediately.
Example:
My mail app keeps crashing? Can Anyone help?
I'm using Mac OS Ventura 13.7.5 - updated yesterday and having this issue ever since:
Translated Report (Full Report Below)
Process: Mail [924]
Path: /System/Applications/Mail.app/Contents/MacOS/Mail
Identifier: com.apple.mail
Version: 16.0 (3731.700.6.1.10)
Build Info: Mail_App-3731700006001010~2
Code Type: X86-64 (Native)
Parent Process: launchd [1]
User ID: 502
Date/Time: 2025-03-31 23:17:55.8952 +0100
OS Version: macOS 13.7.5 (22H527)
Report Version: 12
Anonymous UUID: 2B9E5AC3-9B82-567C-8B10-A0555BEEE9BC
Time Awake Since Boot: 990 seconds
System Integrity Protection: enabled
Crashed Thread: 3 Dispatch queue: MCTaskHandler queue (QOS: BACKGROUND)
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Termination Reason: Namespace SIGNAL, Code 6 Abort trap: 6
Terminating Process: Mail [924]
Application Specific Information:
abort() called
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Hello Apple Developers,
I am experiencing an issue where USB audio input (e.g., external USB microphone) is blocked when using AirPlay screen mirroring from my iPhone to a Mac or Apple TV. However, the built-in microphone continues to work without any problem.
Issue Details:
I am using an iPhone 15 (or latest device) running iOS [your iOS version].
I connect a USB audio interface/microphone via a USB-C adapter or Lightning adapter.
The USB microphone works perfectly for audio input before starting AirPlay.
The moment I enable AirPlay screen mirroring, the USB microphone stops working, and it disappears from available audio input sources.
The built-in microphone continues to function, but I cannot use the USB microphone while mirroring.
When I stop screen mirroring, the USB microphone immediately becomes available again.
Expected Behavior:
I would expect iOS to allow me to continue using an external USB microphone while mirroring my screen, just like it allows the built-in microphone to work.
Questions:
Is this an intentional restriction in iOS?
Is there any workaround to enable USB audio input while using AirPlay screen mirroring?
Is there a way to request a feature or configuration option to allow external USB microphones during AirPlay?
I appreciate any insights or guidance from the Apple team or fellow developers. Thanks in advance!
Best regards,