Both Apple and third-party apps in CarPlay are not displaying properly after updating to iOS 26 public beta two. I submitted feedback, wondering if anybody else had this problem and have solved it. The only apps that appear to be working normally are map apps like Apple Maps, Google Maps and Waze. The others show only background, but if you tap on the touchscreen it will perform an action as if the tile/link is there, but invisible
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I've been trying to add my bank info to my account on AppStore connect, but nothing seems to work. Even searching for my bank does not work for me. Even tried searching for any other bank does not work. Keeps giving error messages.
Anyone else experiencing this issue?
What OS will a Swift Student Challenge submission run on? I want to use iOS 26 features but the version history for Swift Playground doesn’t show it being updated past the iOS 17.5 SDK. So, can I still use features from the iOS 26 SDK?
Area: Software Update
Type of Feedback: Application Bug
Description
Device: iPhone 13 Pro running iOS 26
Build environment: Xcode 16.4
Problem description:
When a text field has secureTextEntry = YES and Password Autofill / Passkeys is active, the autofill panel is not included in the rect reported from the keyboard notifications (UIKeyboardFrameEndUserInfoKey or others).
As a result, when calculating the offset to move the screen up and reveal the hidden input field, the field is not displayed correctly because the reported keyboard height is smaller than the actual visible height.
Observed behavior:
This only occurs on devices running iOS 26 built with Xcode 16.4.
On previous versions of iOS, with the same settings (secureTextEntry and Autofill active), the rect correctly includes the autofill panel height, and the UI works as expected.
I tested with both UIKeyboardDidShowNotification and UIKeyboardWillChangeFrameNotification, and in both cases the behavior is the same: the height is incorrect (smaller than expected with the autofill panel).
What I expect / questions:
That UIKeyboardFrameEndUserInfoKey (or the related notification) correctly reports the total area covered by the keyboard, including any password autofill panel, when secureTextEntry is active.
That the new behavior in iOS 26 be documented if this omission is intentional, or otherwise considered a bug if it is not.
If there is any official workaround suggested by Apple for developers affected by this issue while a fix is provided.
Thank you for your support.
My app uses Foundation Models and Apple Pencil. The app runs great through Xcode; however, due to Apple Pencil support, it has to be run on a physical device. However, Swift Playgrounds on iPad doesn't support iOS 26. I was just wondering if this is something that can be mentioned in submission notes. eg. The app needs to be compiled in Xcode but run on a physical device.”
Or should we expect iPadOS 26 support for Swift Playgrounds by the time of submission?
Thank you!
Topic:
Community
SubTopic:
Swift Student Challenge
I set iOS 26 to install overnight, put my iPhone 16 Pro on the MagSafe charger, watched it charge just fine, and went to sleep. When I woke up the iPhone showed the “plug into power” dead battery screen. I took it off MagSafe and put it back on. A half hour later the phone was warm but still wouldn’t power on, just showed the battery screen with a little red in it. I took it off MagSafe and plugged it into my iPad charging brick with USB cable to give it more power, still it did not turn on. I tried holding all the buttons to try to force a restart but didn’t work.
For anyone else encountering this, do this to enter DFU mode and restore it. I had to do it a few times before I got the timing right.
Plug into your Mac and open Finder (or apparently a PC with Apple Devices or iTunes)
Press and quickly release volume up
Press and quickly release volume down
Press and hold right side button
When the battery disappears and screen goes black, hold volume down and continue holding side button
After a couple seconds release the side button and continue holding volume down
A prompt to allow connecting to the iPhone should appear after a couple seconds, click Allow, and it’ll say the iPhone entered DFU mode - proceed to restore the firmware
Updated iPhone to 26 beta 2, everything is ok but battery, battery is changed, not original. My phone can't charge higher than 1% and turns off every 5 minutes, even connecting to wireless charger and cable at the same time don't work, restored iPhone thru iTunes.I hope I will be able to install new beta without any problems because loving the new design,hoping for the best. Thanks.
I’m creating a new post because the situation has gone far beyond reasonable.
My Apple Developer Program enrollment has been stuck in “Pending” status for almost a month. During this time, I have sent around 10 emails to Apple Developer Program Support.
Result:
ZERO REPLISES.
NO EXPLANATIONS
NO UPDATES.
NO HELP.
If you are experiencing the same issue — or have faced it before — please leave a comment or upvote this thread so it gets visibility. At this point, this seems to be the only way to get Apple’s attention.
Apple, this situation needs to be addressed.
Hello everyone! I'm a newly graduated Computer Engineer living in Türkiye. I've been developing my skills in the iOS field for a while now. But sometimes I get lost and don't know what to do. I've just joined this community and have a request for you. I'd be very grateful if you could share your own advice, experiences you've had along the way, and how you successfully overcame them. I'm open to all kinds of positive or negative feedback. Self-improvement is paramount to me.
https://developer.apple.com/documentation/appstoreservernotifications/app-store-server-notifications-changelog#June-10-2024
ONE_TIME_CHARGE notify type running in a sandbox environment for almost a year, the feature is not yet available for production environment.
The notification is already available in Google subscriptions.
Our services often miss orders because of the absence of this notification.
Can you give us an approximate time range?
Topic:
Community
SubTopic:
Apple Developers
Tags:
Subscriptions
In-App Purchase
App Store Server Notifications
App Store Server API
I'm trying to understand how UIDevice.current.identifierForVendor behaves when an iOS app is restored via iCloud onto a different physical device.
Context
I'm building an app that needs to detect whether it’s running on a newly restored device (for example, after the user transfers their iPhone via iCloud setup).
To do this, I save the value of UIDevice.current.identifierForVendor?.uuidString in persistent storage (e.g., UserDefaults).
The question
If I install my app on Device A, store the identifierForVendor value, back up the device to iCloud,
and then restore that backup onto Device B, will the restored app see the same identifierForVendor value, or a new one?
More specifically:
Does iCloud backup/restore preserve the underlying “vendor” ID across devices?
Is the identifierForVendor tied only to the bundle identifier and vendor prefix, or also to the physical device hardware?
If the user deletes all apps from the same vendor, then restores them from iCloud, is the ID reset?
What I’ve found so far
Apple’s docs say:
“The value of this property is the same for apps that come from the same vendor running on the same device.
If the user deletes all of that vendor’s apps from the device and then reinstalls one or more of them, the value may change.”
However, it doesn’t explicitly mention what happens after iCloud restore onto a new device.
Goal
I want to know if it’s safe to use identifierForVendor to detect a new device context (e.g., trigger a refresh of a Firebase token when the user’s device changes).
Environment
iOS 17+ (latest)
Swift / Capacitor app bridge
Testing between iPhone 14 Pro → iPhone 15 Pro (iCloud restore)
Hello. I need to develop for iOS 18. I've recently updated Xcode and it says I have to download ios 26 platform. I don't need it, but I can no longer build my existing projects against ios 18, even though Xcode says it's still installed and used 13 days ago. How to I remedy this?
I have developed three apps using the Screen Time API. The following are common problems I encountered in the three apps:
DeviceActivityMonitorExtension is automatically killed after running for a few days (frequently)
The same DeviceActivityEvent in DeviceActivityMonitorExtension is triggered twice during eventDidReachThreshold (especially obvious in iOS18.5)
Screen Time authorization is automatically canceled for no reason (occasionally)
I hope to get help
I've paid - and have the confirmation of subscription email.
But when I try to enroll both on my iphone and macbook air - I get errors. on the iphone said could not complete enrollment. on the macbook it said "not available in your area"
I am in australia and it should work. Does anyone know how to fix the enrollment bugs?
I’m experiencing an issue on macOS Tahoe (Developer Beta, July 2025) related to the new “Allow in Menu Bar” section in System Settings.
After uninstalling the application Backdrop (developer: Cindori), the entry com.cindori.Backdrop.Wallpaper still appears in the list of apps allowed to show in the menu bar, even though:
— The app and all its associated files have been fully deleted.
— The LaunchAgents files in ~/Library/LaunchAgents and /Library/LaunchAgents have been removed.
— Preferences have been deleted via defaults delete com.cindori.Backdrop and defaults delete com.cindori.Backdrop.Wallpaper.
— The system has been restarted.
It seems the “Allow in Menu Bar” section keeps phantom references to apps or agents even after complete cleanup.
Could you please confirm if this is expected behavior (perhaps for future reactivation) or a bug?
Is there any official method or recommended command to permanently remove such residual entries from this list?
Thank you very much for your help and clarifications.
Topic:
Community
SubTopic:
Apple Developers
.fullScreenCover(isPresented: $isShow) {
Button(action : {
isPresented.toggle()
}){
Text("Choose")
}
.familyActivityPicker(
isPresented: $isPresented,
selection: $selection)
.onChange(of: selection){ value in
}
}
In the official version of iOS 18, when I click the Done button of familyActivityPicker, the fullScreenCover pop-up box will disappear.
👋Hi,
I want to ask what equipment the auditors in SSC will use to evaluate students' playground, whether it is iPad pro and mac with camera, or something else. And what system will they use, iPadOS/macOS 26 or something else? Looking forward to your reply.
Thank you
Topic:
Community
SubTopic:
Swift Student Challenge
Tags:
Swift Student Challenge
iPad
Swift Playground
iPadOS
Hi there,
I am new to Xcode26 and dragged my AppIcon.icon (created with Icon Composer) into the project. Then build failed with "Could not locate icontool".
Could anyone point me to the cleanest way to solve this? Any help would be appreciated, thanks!
CompileAssetCatalogVariant thinned /Users/jaffron/Library/Developer/Xcode/DerivedData/KuuDraft-dsmpyalldiyuusdldnjihwrtzmab/Build/Intermediates.noindex/ArchiveIntermediates/KuuDraft/InstallationBuildProductsLocation/Applications/KuuDraft.app /Users/jaffron/Documents/augment-projects/WalletPin/KuuDraft/AppIcon.icon /Users/jaffron/Documents/augment-projects/WalletPin/KuuDraft/Assets.xcassets (in target 'KuuDraft' from project 'KuuDraft')
cd /Users/jaffron/Documents/augment-projects/WalletPin
/Applications/Xcode.app/Contents/Developer/usr/bin/actool /Users/jaffron/Documents/augment-projects/WalletPin/KuuDraft/AppIcon.icon /Users/jaffron/Documents/augment-projects/WalletPin/KuuDraft/Assets.xcassets --compile /Users/jaffron/Library/Developer/Xcode/DerivedData/KuuDraft-dsmpyalldiyuusdldnjihwrtzmab/Build/Intermediates.noindex/ArchiveIntermediates/KuuDraft/IntermediateBuildFilesPath/KuuDraft.build/Release-iphoneos/KuuDraft.build/assetcatalog_output/thinned --output-format human-readable-text --notices --warnings --export-dependency-info /Users/jaffron/Library/Developer/Xcode/DerivedData/KuuDraft-dsmpyalldiyuusdldnjihwrtzmab/Build/Intermediates.noindex/ArchiveIntermediates/KuuDraft/IntermediateBuildFilesPath/KuuDraft.build/Release-iphoneos/KuuDraft.build/assetcatalog_dependencies_thinned --output-partial-info-plist /Users/jaffron/Library/Developer/Xcode/DerivedData/KuuDraft-dsmpyalldiyuusdldnjihwrtzmab/Build/Intermediates.noindex/ArchiveIntermediates/KuuDraft/IntermediateBuildFilesPath/KuuDraft.build/Release-iphoneos/KuuDraft.build/assetcatalog_generated_info.plist_thinned --app-icon AppIcon --include-all-app-icons --compress-pngs --enable-on-demand-resources YES --development-region en --target-device iphone --minimum-deployment-target 16.0 --platform iphoneos
error: unable to open dependencies file (/Users/jaffron/Library/Developer/Xcode/DerivedData/KuuDraft-dsmpyalldiyuusdldnjihwrtzmab/Build/Intermediates.noindex/ArchiveIntermediates/KuuDraft/IntermediateBuildFilesPath/KuuDraft.build/Release-iphoneos/KuuDraft.build/assetcatalog_dependencies_thinned) (in target 'KuuDraft' from project 'KuuDraft')
/* com.apple.actool.notices */
warning: Could not locate icontool.
Hello developers, i have a project for SSC that includes metal shader code.
The project runs fine when I build and run it in Xcode, but it does not run in the Swift Playground app.
The reason is that Swift Playgrounds doesn’t compile/build source files with the .metal extension the same way Xcode does (so the shader never gets built/loaded in Playgrounds).
The requirements say: “Your app playground must be built with and run on Swift Playgrounds 4.6 or Xcode 26, or later.” Since it says “or” (not “and”), does that mean it’s acceptable if the project only builds/runs in Xcode?
I’m looking for iOS and Apple Watch users to help beta test ChoreFit, a fitness app that transforms everyday chores into measurable workouts using NEAT (Non-Exercise Activity Thermogenesis) science.
What it does:
• Tracks chores like vacuuming, mopping, and laundry as real workouts
• Syncs with Apple Health for steps, heart rate, and calories
• Lets you start or pause chores right from your Apple Watch
• Adjusts effort based on body weight and optional weighted vests
What I need from testers:
• Install via TestFlight (link provided once approved)
• Use the app during normal household tasks
• Share feedback on usability, Apple Watch sync, and calorie accuracy
If you’re interested in movement tracking, fitness analytics, or wearable integration, I’d love your help validating and refining this app before public release.