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Joining developer program
Hi everyone, It’s been almost three weeks, and I’m still waiting for a reply about my subscription to the Apple Developer Program, but I haven’t received anything. I replied to the email three days ago and got no response. I tried again by requesting the subscription two days ago, but all I received was an automated message saying they would reply within two business days. What I did exactly: I went to my Apple Developer account, clicked on Subscriptions, and entered my card details. They sent me an email saying they are preparing my order, but nothing else. Has anyone else had the same issue with Apple Developer support? Regards,
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Jun ’25
Question regarding ethernet over USB-C
Hello, I have a question regarding the ethernet-over-USB-C stack within iOS/iPadOS. It seems that when manually assigning an IP on this interface within iOS, the IP is stored. Therefore, when disconnecting (the USB-C cable) and reconnecting to another device for a subsequent ethernet connection, the iOS device will always default to the previously assigned IP address (obviously, this isn't the case if the other end is a DHCP server). So, within the iPhone's Ethernet-over-USB-C driver, I was curious if iOS just keeps the assignment based on the MAC of the local USB-C interface, or is stored information tied to some other identifier? Is there a way to override this behavior? Thank you
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74
Jun ’25
Apple Sign In Issues using Firebase on Flutter App
We are currently facing an issue with implementing "Sign in with Apple" in our iOS application built using Flutter. We've implemented "Sign in with Apple" using Firebase and On attempting to sign in, we are encountering the following error: “Sign-up not completed.” We have verified that: The Apple Sign is enabled on our Firebase Project. The Sign in with Apple capability is enabled in the Xcode project. The Apple Sign-In capability is enabled for the App ID on our Apple Developer account. All the certificates were re-provisioned after enabling the capability. The Bundle ID matches across Apple Developer portal and our app configuration. The email and fullName scopes are requested in the credential. Please let us know if you require any additional information. We’re happy to provide whatever is needed. Here's a screenshot attached to explain the problem better
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Jun ’25
18.5 beta 22F5042g April 2, 2025
18.5 beta 22F5042g April 2, 2025 this last updates i did have troubles with my wi~fi connections.I dont know if it is only me who experienced this problem.Let us share and wait to see the perfomance of the new beta firmware updates.
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Apr ’25
Printing error
Back in December 2024 I noticed when I go through the steps to print I would get an error to cancel or retry. We have 4 iPhones and 3 had the newest IOS and those 3 would get the same error. The phone that had old ios 17 something the print would work. Called Apple and did troubleshooting, the opened something on apples end for the developer to investigate. Within 2 weeks a new ios was available and fixed the issue on the 3 phones that could not print. I did the latest update February and March 2025 on all 4 phones thinking no way the issue will happen again and if did all 4 phone cannot print. Is there an iOS bug that is affecting printing ios 18.3.2.
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Mar ’25
Apple JS SDK: invalid_client error with new Service IDs in AppleID.auth.signIn()
We’re integrating Sign in with Apple using Apple’s official JavaScript SDK: https://appleid.cdn-apple.com/appleauth/static/jsapi/appleid/1/en_US/appleid.auth.js We’ve successfully used this setup with an older Service ID, but when we try to use any newly created Service ID, we get the following error immediately when calling AppleID.auth.signIn(): invalid_client This happens before any request reaches our backend. The same flow, redirect URI, and frontend code works fine with an old Service ID — but fails with new ones. ✅ What We’ve Verified: The Service ID (e.g., com.projectx.web.login) is created under Apple Developer → Identifiers → Service IDs The redirect URI is correct and matches exactly (HTTPS, no trailing slash) No client_secret is passed in the frontend (by design) We’re using usePopup: true ❌ What Doesn’t Work: Any new Service ID we create — even on the same domain and configuration — fails with invalid_client. 🔁 What We’ve Tried: Creating multiple new Service IDs Waiting 48+ hours in case of propagation delays Validating HTTPS and redirect URI setup Comparing all settings with the working (older) Service ID (which we deleted since we thought that was causing a problem) Testing in different environments and browsers ❓ Questions: Why do newly created Service IDs fail with invalid_client while older ones work? Are there undocumented requirements, propagation delays, or steps for new Service IDs to become active? Is this a known limitation or bug in the SDK? 💻 Our Code: import { useEffect } from "react"; import { Button, Box } from "@mui/material"; import api from "../utils/api"; // Axios wrapper import AppleIcon from "@mui/icons-material/Apple"; import MainAuthStyles from "../pages/MainAuthStyles"; import { useUser } from "../../../user-module/src/contexts/UserContext"; import { useNavigate } from "react-router-dom"; // Apple global type declare global { interface Window { AppleID: any; } } type AppleSignInButtonProps = { setApiError: (msg: string) => void; }; const AppleLogInButton = ({ setApiError }: AppleSignInButtonProps) => { const { user, setUser } = useUser(); const navigate = useNavigate(); useEffect(() => { if (!window.AppleID) return; window.AppleID.auth.init({ clientId: import.meta.env.VITE_APPLE_CLIENT_ID, scope: "name email", redirectURI: import.meta.env.VITE_APPLE_REDIRECT_URI, usePopup: true, }); }, []); const handleAppleLogin = async () => { try { const response = await window.AppleID.auth.signIn(); const { id_token, code, user } = response.authorization; const res = await api.post("/auth/apple-login", { idToken: id_token, code, user, rememberMe: true, }); if (res.data.success == true && res.data.user.userDataInitialised == true ) { setUser({ id: res.data.user.id ? res.data.user.id : '', fullName: res.data.user.fullName ? res.data.user.fullName : '', email: res.data.user.email ? res.data.user.email : '', role: res.data.user.role ? res.data.user.role : '', signUpType: res.data.user.signUpType ? res.data.user.signUpType : '', userDataInitialised: res.data.user.userDataInitialised ? res.data.user.userDataInitialised : false, }); localStorage.setItem("accessToken", res.data.accessToken); localStorage.setItem("refreshToken", res.data.refreshToken); navigate("/app") } else { setApiError("Unrecognized login method") return; } } catch (err) { console.error("Apple Sign-In failed", err); setApiError("AppleSignInFailed"); } }; return ( <Box mt={2}> <Button variant="outlined" fullWidth onClick={handleAppleLogin} className="AuthAppleButton" startIcon={<AppleIcon />} > Log in with Apple </Button> </Box> ); }; export default AppleLogInButton; Any help from the Apple team or anyone who's resolved this issue would be appreciated — we’re currently blocked on deploying new environments due to this error. Thanks!
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Jun ’25
Independent Technician from Chile Publishes Surgical Apple XR Restore Lab – POSIX Environment, Public Portfolio, Formal Apple Request
Hello engineers, technicians and Apple community, I'm an autodidact technician from Temuco, Chile. I have built a fully documented surgical Apple restore lab focused on extreme intervention and analysis for a disabled iPhone XR. The restoration was executed using POSIX infrastructure (MSYS2/UCRT64, WSL2, Hyper-V) with manual compilation of essential tools (libirecovery, img4tool, libimobiledevice). All scripting, bootchain traces and environment diagnostics have been published for public review. 🔧 GitHub repository (public): https://github.com/Robinson-bastias/apple-xr-surgical-lab 📄 PDF portfolio (attached): Apple_XR_Surgical_Portfolio.pdf I have submitted a formal technical request to Apple Developer Support with full rights, asking for community engagement and further access to devices for expanded research. My goal is to contribute surgical technical insight, empower autodidact technicians in underserved regions, and help strengthen Apple restoration transparency from the ground. All traces, interventions and logs are public and replicable. Feedback, validation or references to Apple restoration mechanisms are deeply appreciated. Thank you for considering this independent initiative. – Robinson Miguel Bastías Leiva Technical operator / autodidact Temuco, Chile
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Jul ’25
iOS 26 Beta 3 In App Purchase bug
So here is my issue regarding iOS 26 Beta 3. I was playing a game called BangBang Survivor, while inside the game there is an option to make the game ad free with a monthly subscription. Somehow i found that it doesnt work anymore on Beta 3. When I clicked renew subcription, it shows “This Purchase has already been bought. It will restored for free” and I found that buying diamonds actually working, except those ad free subscription was not working. I contacted game dev for this issue, they cant seems to solve anything and asked me to contact Apple Support. But Apple Support doesnt solve the issue as well and asked me to contact the game dev. I guess i will need to wait for next update to see whether this issue will finally solve or not.
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Jul ’25
iMessage
My imessage has been acting up for 1 month now. It fails to activate my phone number and prefers my email. This is a beta issue Apple support has told me and it needs fixing asap.
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Apr ’25
How to Properly Integrate Google IMA SDK for Pre-roll, Mid-roll, and Post-roll Ads in a tvOS App using TVJS and Swift?
I'm working on a tvOS application that plays video content using TVMLKit/TVJS. I'm trying to integrate Google IMA SDK to show pre-roll, mid-roll, and post-roll ads in my app. Here’s what I’ve done so far: Video playback is handled through JavaScript in application.js. Ads are managed in Swift using Google IMA SDK. I use the evaluateJavaScript bridge to control video playback from Swift. I pause and resume the TVJS player (Player object) using a function like startPlayingVideo(value) from Swift based on the ad lifecycle. Current Flow: When the video is about to start, I call loadAds() from JS. This presents a Swift ViewController that handles IMA ad requests. On adsManagerDidRequestContentPause, I pause the video using JS via the bridge. On adsManagerDidRequestContentResume, I resume the video. The Issue: This setup doesn't behave consistently: Sometimes the ad plays in the background and video started playing as well but can not see the ad. Not able to see the post-roll ads Relevant Code Snippets: application.js function startPlayingVideo(value) { if (playerReference != undefined) { if (value == true) { playerReference.play(); else { playerReference.pause(); } } } function playVideo(videoURL) { setup playerReference, push mediaItem, etc. loadAds(); player.present(); } AppDelegate.swift let loadAds: @convention(block) () -\> Void = { DispatchQueue.main.async { let adManagerVC = ViewController() AppDelegate.tvController?.navigationController.present(adManagerVC, animated: true) } } let updateVideoPlayTime: @convention(block) (Double) -\> Void = { time in CustomContentPlayhead.shared.currentTime = TimeInterval(time) } ViewController.swift func adsManagerDidRequestContentPause(\_ adsManager: IMAAdsManager) { showAdUI() playerViewController.player?.pause() } func adsManagerDidRequestContentResume(\_ adsManager: IMAAdsManager) { hideAdUI() // Expecting JS video to resume via bridge } And yeah my IMSDK Implementation is working fine if I am using it with swift AVPlayer. What I Need Help With: Best practice for coordinating video playback between JS (Player) and Swift (IMAAdsManager). How can I sync the playhead reliably between JS and Swift? Is there a better way to pause/resume TVJS player from Swift during ad lifecycle? How to reliably insert mid-roll ads when the playback is primarily controlled in JS? Any insights, code examples, or recommended architecture improvements would be greatly appreciated!
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Jun ’25
No such module 'UnityFramework' ,Getting this message updating Xcode to latest version
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.
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May ’25
Disabling Dolby Atmos MAT2.0 with an Apple TV 4k 3rd gen 128gb OS26
I have an Apple TV 4k 3rd gen 128gb model connected to a downstream device that is compatible with all surround sound formats except object-based ones like DTS:X, Dolby Atmos and Dolby Atmos MAT2.0 . However, I would still like to have the highest possible audio output from the Apple TV 4k and not have to downgrade to the lossy Dolby 5.1 or stereo options when playing back content with Atmos audio (only that is affected since all other non-object-based audio is output without any problems since the problem arises from the MAT2.0 encoding for Atmos content which my downstream device is not able to decode). Please let me know if I missed a setting that can resolve my problem and otherwise please either consider adding the option or including me in the closed beta for the Apple TV OS26 since I heared that an option for audio-passtrough is in the works. Many thanks already in advance!
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Aug ’25
Severe Frame Drops and Chat Bug in Delta Force Garena on iPhone 16 Pro Max After iOS 26 Update
After updating my iPhone 16 Pro Max to iOS 26, I began experiencing serious performance issues while playing Delta Force Garena. The game struggles to maintain a stable 120 FPS, frequently dropping to 30 FPS or lower, causing severe lag and stuttering especially during intense action or in open environments. There’s also a critical bug when I open the in-game chat: once the chat is opened, I become completely unable to move or perform any actions. The only solution is to force close and restart the game. The chat feature becomes totally unusable in this state. What makes this even more frustrating is that I’ve seen Android devices running the game at higher resolutions and with stable 120 FPS, despite having technically weaker processors than the A18 Pro chip in my iPhone which Apple claims is the most powerful mobile chip. In reality, the game runs significantly better on my Galaxy S23 Ultra, with no frame drops and much smoother performance overall. This makes my iPhone feel like an outdated device with poor optimization, which is disappointing given its specs and price.
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Aug ’25
ipad won't power after reset
In preparing my ipad 7th gen for resale, I factory reset and now it will not power up. Tried hard reset, new cables, different computer. iTunes does not recognize the ipad yet device manager shows it hooked to usb port. Any advice? Thanks!
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Jun ’25
App Latest version from the App Store
i am using this code public static bool CheckForForceUpdate() { try { Version latestVersion = new(GetLatestVersion()); Version currentVersion = new(AppInfo.VersionString); if (latestVersion != null && currentVersion < latestVersion) { NSUserDefaults.StandardUserDefaults.SetBool(true, StorageKey.IsForceUpdate); return true; } else { NSUserDefaults.StandardUserDefaults.SetBool(false, StorageKey.IsForceUpdate); return false; } } catch (Exception ex) { Console.WriteLine("CheckForForceUpdate....." + ex.Message); return false; } } public static string GetLatestVersion() { try { string appId = "1586153397"; // Replace with your App Store app ID string url = $"https://itunes.apple.com/lookup?id={appId}"; using (HttpClient client = new HttpClient()) { var response = client.GetStringAsync(url).GetAwaiter().GetResult(); var json = JObject.Parse(response); var latestVersion = json["results"]?[0]?["version"]?.ToString(); return latestVersion; } } catch (Exception ex) { Console.WriteLine("GetLatestVersion..." + ex.Message); return null; } } The value of latestVersion should 2.1 in my production app i am not able to get this hence i am not able to achieve Force Update functionality
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Apr ’25
Photo album videos and sound issues
Is anyone aware of a issue with the videos of you replaying a video you took then swip up the sound is still being played when you open another video it doubles to the first video if you open a third video and so on it just keeps adding the sound of all the other videos you open and swip up to change to a different video all videos sound is being played and doubled over The videos o was hoping they would be a fix on iOS 26 beta 4 but so far nothing has fixed the issue. You have to close the entire photo library and swip up to force close the phot video gallery for the recording sounds playing to stop??
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Jul ’25
Disk Utility / diskutil Partition Freezes
Hello Apple Developer Community, I'm encountering a persistent issue while attempting to create a new partition on my Mac, and I'm hoping to get some assistance or insights from anyone who might have faced a similar problem. Issue Description: I'm trying to partition my internal drive. I initially used Disk Utility.app for this purpose. The partitioning process starts, but consistently freezes when it reaches approximately 10-20% completion. I've left it running overnight (for over 9 hours), but there was no progress, and the application remained unresponsive at that percentage. After several attempts with Disk Utility, I decided to try using the diskutil commands in Terminal to see if that would yield a different result. I used commands such as diskutil apfs resizeContainer and diskutil partitionDisk. Unfortunately, these commands also result in the same behavior: the process starts, reports progress up to about 10-20%, and then completely freezes without any further output or completion, requiring me to force-quit Terminal. Mac Model: Apple M4 Pro MacOS Version: Sequoia 15.6
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Jun ’25
Photo Markup Function?
Okay… help me out, I’m behind on the times. Upgraded to the 26 beta from … honestly I think I was still using 16-something? And I’m wondering where the photo markup feature went? To be clear, I’m referring to the ability to write on a photo or screenshot from the Photos app by clicking “Edit”, then “Markup”. Is it gone or am I overlooking it? And do forgive me if this feature has been gone for a while already—as I mentioned, it’s been a while since I bothered with an iOS update. (So far, I definitely liked the version I was on previously much more!)
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Jul ’25
Joining developer program
Hi everyone, It’s been almost three weeks, and I’m still waiting for a reply about my subscription to the Apple Developer Program, but I haven’t received anything. I replied to the email three days ago and got no response. I tried again by requesting the subscription two days ago, but all I received was an automated message saying they would reply within two business days. What I did exactly: I went to my Apple Developer account, clicked on Subscriptions, and entered my card details. They sent me an email saying they are preparing my order, but nothing else. Has anyone else had the same issue with Apple Developer support? Regards,
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121
Activity
Jun ’25
Question regarding ethernet over USB-C
Hello, I have a question regarding the ethernet-over-USB-C stack within iOS/iPadOS. It seems that when manually assigning an IP on this interface within iOS, the IP is stored. Therefore, when disconnecting (the USB-C cable) and reconnecting to another device for a subsequent ethernet connection, the iOS device will always default to the previously assigned IP address (obviously, this isn't the case if the other end is a DHCP server). So, within the iPhone's Ethernet-over-USB-C driver, I was curious if iOS just keeps the assignment based on the MAC of the local USB-C interface, or is stored information tied to some other identifier? Is there a way to override this behavior? Thank you
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74
Activity
Jun ’25
Apple Sign In Issues using Firebase on Flutter App
We are currently facing an issue with implementing "Sign in with Apple" in our iOS application built using Flutter. We've implemented "Sign in with Apple" using Firebase and On attempting to sign in, we are encountering the following error: “Sign-up not completed.” We have verified that: The Apple Sign is enabled on our Firebase Project. The Sign in with Apple capability is enabled in the Xcode project. The Apple Sign-In capability is enabled for the App ID on our Apple Developer account. All the certificates were re-provisioned after enabling the capability. The Bundle ID matches across Apple Developer portal and our app configuration. The email and fullName scopes are requested in the credential. Please let us know if you require any additional information. We’re happy to provide whatever is needed. Here's a screenshot attached to explain the problem better
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156
Activity
Jun ’25
18.5 beta 22F5042g April 2, 2025
18.5 beta 22F5042g April 2, 2025 this last updates i did have troubles with my wi~fi connections.I dont know if it is only me who experienced this problem.Let us share and wait to see the perfomance of the new beta firmware updates.
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92
Activity
Apr ’25
Printing error
Back in December 2024 I noticed when I go through the steps to print I would get an error to cancel or retry. We have 4 iPhones and 3 had the newest IOS and those 3 would get the same error. The phone that had old ios 17 something the print would work. Called Apple and did troubleshooting, the opened something on apples end for the developer to investigate. Within 2 weeks a new ios was available and fixed the issue on the 3 phones that could not print. I did the latest update February and March 2025 on all 4 phones thinking no way the issue will happen again and if did all 4 phone cannot print. Is there an iOS bug that is affecting printing ios 18.3.2.
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72
Activity
Mar ’25
Apple JS SDK: invalid_client error with new Service IDs in AppleID.auth.signIn()
We’re integrating Sign in with Apple using Apple’s official JavaScript SDK: https://appleid.cdn-apple.com/appleauth/static/jsapi/appleid/1/en_US/appleid.auth.js We’ve successfully used this setup with an older Service ID, but when we try to use any newly created Service ID, we get the following error immediately when calling AppleID.auth.signIn(): invalid_client This happens before any request reaches our backend. The same flow, redirect URI, and frontend code works fine with an old Service ID — but fails with new ones. ✅ What We’ve Verified: The Service ID (e.g., com.projectx.web.login) is created under Apple Developer → Identifiers → Service IDs The redirect URI is correct and matches exactly (HTTPS, no trailing slash) No client_secret is passed in the frontend (by design) We’re using usePopup: true ❌ What Doesn’t Work: Any new Service ID we create — even on the same domain and configuration — fails with invalid_client. 🔁 What We’ve Tried: Creating multiple new Service IDs Waiting 48+ hours in case of propagation delays Validating HTTPS and redirect URI setup Comparing all settings with the working (older) Service ID (which we deleted since we thought that was causing a problem) Testing in different environments and browsers ❓ Questions: Why do newly created Service IDs fail with invalid_client while older ones work? Are there undocumented requirements, propagation delays, or steps for new Service IDs to become active? Is this a known limitation or bug in the SDK? 💻 Our Code: import { useEffect } from "react"; import { Button, Box } from "@mui/material"; import api from "../utils/api"; // Axios wrapper import AppleIcon from "@mui/icons-material/Apple"; import MainAuthStyles from "../pages/MainAuthStyles"; import { useUser } from "../../../user-module/src/contexts/UserContext"; import { useNavigate } from "react-router-dom"; // Apple global type declare global { interface Window { AppleID: any; } } type AppleSignInButtonProps = { setApiError: (msg: string) => void; }; const AppleLogInButton = ({ setApiError }: AppleSignInButtonProps) => { const { user, setUser } = useUser(); const navigate = useNavigate(); useEffect(() => { if (!window.AppleID) return; window.AppleID.auth.init({ clientId: import.meta.env.VITE_APPLE_CLIENT_ID, scope: "name email", redirectURI: import.meta.env.VITE_APPLE_REDIRECT_URI, usePopup: true, }); }, []); const handleAppleLogin = async () => { try { const response = await window.AppleID.auth.signIn(); const { id_token, code, user } = response.authorization; const res = await api.post("/auth/apple-login", { idToken: id_token, code, user, rememberMe: true, }); if (res.data.success == true && res.data.user.userDataInitialised == true ) { setUser({ id: res.data.user.id ? res.data.user.id : '', fullName: res.data.user.fullName ? res.data.user.fullName : '', email: res.data.user.email ? res.data.user.email : '', role: res.data.user.role ? res.data.user.role : '', signUpType: res.data.user.signUpType ? res.data.user.signUpType : '', userDataInitialised: res.data.user.userDataInitialised ? res.data.user.userDataInitialised : false, }); localStorage.setItem("accessToken", res.data.accessToken); localStorage.setItem("refreshToken", res.data.refreshToken); navigate("/app") } else { setApiError("Unrecognized login method") return; } } catch (err) { console.error("Apple Sign-In failed", err); setApiError("AppleSignInFailed"); } }; return ( <Box mt={2}> <Button variant="outlined" fullWidth onClick={handleAppleLogin} className="AuthAppleButton" startIcon={<AppleIcon />} > Log in with Apple </Button> </Box> ); }; export default AppleLogInButton; Any help from the Apple team or anyone who's resolved this issue would be appreciated — we’re currently blocked on deploying new environments due to this error. Thanks!
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132
Activity
Jun ’25
Independent Technician from Chile Publishes Surgical Apple XR Restore Lab – POSIX Environment, Public Portfolio, Formal Apple Request
Hello engineers, technicians and Apple community, I'm an autodidact technician from Temuco, Chile. I have built a fully documented surgical Apple restore lab focused on extreme intervention and analysis for a disabled iPhone XR. The restoration was executed using POSIX infrastructure (MSYS2/UCRT64, WSL2, Hyper-V) with manual compilation of essential tools (libirecovery, img4tool, libimobiledevice). All scripting, bootchain traces and environment diagnostics have been published for public review. 🔧 GitHub repository (public): https://github.com/Robinson-bastias/apple-xr-surgical-lab 📄 PDF portfolio (attached): Apple_XR_Surgical_Portfolio.pdf I have submitted a formal technical request to Apple Developer Support with full rights, asking for community engagement and further access to devices for expanded research. My goal is to contribute surgical technical insight, empower autodidact technicians in underserved regions, and help strengthen Apple restoration transparency from the ground. All traces, interventions and logs are public and replicable. Feedback, validation or references to Apple restoration mechanisms are deeply appreciated. Thank you for considering this independent initiative. – Robinson Miguel Bastías Leiva Technical operator / autodidact Temuco, Chile
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61
Activity
Jul ’25
iOS 26 Beta 3 In App Purchase bug
So here is my issue regarding iOS 26 Beta 3. I was playing a game called BangBang Survivor, while inside the game there is an option to make the game ad free with a monthly subscription. Somehow i found that it doesnt work anymore on Beta 3. When I clicked renew subcription, it shows “This Purchase has already been bought. It will restored for free” and I found that buying diamonds actually working, except those ad free subscription was not working. I contacted game dev for this issue, they cant seems to solve anything and asked me to contact Apple Support. But Apple Support doesnt solve the issue as well and asked me to contact the game dev. I guess i will need to wait for next update to see whether this issue will finally solve or not.
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241
Activity
Jul ’25
iMessage
My imessage has been acting up for 1 month now. It fails to activate my phone number and prefers my email. This is a beta issue Apple support has told me and it needs fixing asap.
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58
Activity
Apr ’25
How to Properly Integrate Google IMA SDK for Pre-roll, Mid-roll, and Post-roll Ads in a tvOS App using TVJS and Swift?
I'm working on a tvOS application that plays video content using TVMLKit/TVJS. I'm trying to integrate Google IMA SDK to show pre-roll, mid-roll, and post-roll ads in my app. Here’s what I’ve done so far: Video playback is handled through JavaScript in application.js. Ads are managed in Swift using Google IMA SDK. I use the evaluateJavaScript bridge to control video playback from Swift. I pause and resume the TVJS player (Player object) using a function like startPlayingVideo(value) from Swift based on the ad lifecycle. Current Flow: When the video is about to start, I call loadAds() from JS. This presents a Swift ViewController that handles IMA ad requests. On adsManagerDidRequestContentPause, I pause the video using JS via the bridge. On adsManagerDidRequestContentResume, I resume the video. The Issue: This setup doesn't behave consistently: Sometimes the ad plays in the background and video started playing as well but can not see the ad. Not able to see the post-roll ads Relevant Code Snippets: application.js function startPlayingVideo(value) { if (playerReference != undefined) { if (value == true) { playerReference.play(); else { playerReference.pause(); } } } function playVideo(videoURL) { setup playerReference, push mediaItem, etc. loadAds(); player.present(); } AppDelegate.swift let loadAds: @convention(block) () -\> Void = { DispatchQueue.main.async { let adManagerVC = ViewController() AppDelegate.tvController?.navigationController.present(adManagerVC, animated: true) } } let updateVideoPlayTime: @convention(block) (Double) -\> Void = { time in CustomContentPlayhead.shared.currentTime = TimeInterval(time) } ViewController.swift func adsManagerDidRequestContentPause(\_ adsManager: IMAAdsManager) { showAdUI() playerViewController.player?.pause() } func adsManagerDidRequestContentResume(\_ adsManager: IMAAdsManager) { hideAdUI() // Expecting JS video to resume via bridge } And yeah my IMSDK Implementation is working fine if I am using it with swift AVPlayer. What I Need Help With: Best practice for coordinating video playback between JS (Player) and Swift (IMAAdsManager). How can I sync the playhead reliably between JS and Swift? Is there a better way to pause/resume TVJS player from Swift during ad lifecycle? How to reliably insert mid-roll ads when the playback is primarily controlled in JS? Any insights, code examples, or recommended architecture improvements would be greatly appreciated!
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142
Activity
Jun ’25
No such module 'UnityFramework' ,Getting this message updating Xcode to latest version
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.
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92
Activity
May ’25
Appstore connect API sandboxTestersClearPurchaseHistoryRequest does not work
calling this app store connect API returns 201 created but does not clear purchase history for sandbox account
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58
Activity
May ’25
Disabling Dolby Atmos MAT2.0 with an Apple TV 4k 3rd gen 128gb OS26
I have an Apple TV 4k 3rd gen 128gb model connected to a downstream device that is compatible with all surround sound formats except object-based ones like DTS:X, Dolby Atmos and Dolby Atmos MAT2.0 . However, I would still like to have the highest possible audio output from the Apple TV 4k and not have to downgrade to the lossy Dolby 5.1 or stereo options when playing back content with Atmos audio (only that is affected since all other non-object-based audio is output without any problems since the problem arises from the MAT2.0 encoding for Atmos content which my downstream device is not able to decode). Please let me know if I missed a setting that can resolve my problem and otherwise please either consider adding the option or including me in the closed beta for the Apple TV OS26 since I heared that an option for audio-passtrough is in the works. Many thanks already in advance!
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94
Activity
Aug ’25
Severe Frame Drops and Chat Bug in Delta Force Garena on iPhone 16 Pro Max After iOS 26 Update
After updating my iPhone 16 Pro Max to iOS 26, I began experiencing serious performance issues while playing Delta Force Garena. The game struggles to maintain a stable 120 FPS, frequently dropping to 30 FPS or lower, causing severe lag and stuttering especially during intense action or in open environments. There’s also a critical bug when I open the in-game chat: once the chat is opened, I become completely unable to move or perform any actions. The only solution is to force close and restart the game. The chat feature becomes totally unusable in this state. What makes this even more frustrating is that I’ve seen Android devices running the game at higher resolutions and with stable 120 FPS, despite having technically weaker processors than the A18 Pro chip in my iPhone which Apple claims is the most powerful mobile chip. In reality, the game runs significantly better on my Galaxy S23 Ultra, with no frame drops and much smoother performance overall. This makes my iPhone feel like an outdated device with poor optimization, which is disappointing given its specs and price.
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208
Activity
Aug ’25
ipad won't power after reset
In preparing my ipad 7th gen for resale, I factory reset and now it will not power up. Tried hard reset, new cables, different computer. iTunes does not recognize the ipad yet device manager shows it hooked to usb port. Any advice? Thanks!
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75
Activity
Jun ’25
App Latest version from the App Store
i am using this code public static bool CheckForForceUpdate() { try { Version latestVersion = new(GetLatestVersion()); Version currentVersion = new(AppInfo.VersionString); if (latestVersion != null && currentVersion < latestVersion) { NSUserDefaults.StandardUserDefaults.SetBool(true, StorageKey.IsForceUpdate); return true; } else { NSUserDefaults.StandardUserDefaults.SetBool(false, StorageKey.IsForceUpdate); return false; } } catch (Exception ex) { Console.WriteLine("CheckForForceUpdate....." + ex.Message); return false; } } public static string GetLatestVersion() { try { string appId = "1586153397"; // Replace with your App Store app ID string url = $"https://itunes.apple.com/lookup?id={appId}"; using (HttpClient client = new HttpClient()) { var response = client.GetStringAsync(url).GetAwaiter().GetResult(); var json = JObject.Parse(response); var latestVersion = json["results"]?[0]?["version"]?.ToString(); return latestVersion; } } catch (Exception ex) { Console.WriteLine("GetLatestVersion..." + ex.Message); return null; } } The value of latestVersion should 2.1 in my production app i am not able to get this hence i am not able to achieve Force Update functionality
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66
Activity
Apr ’25
Photo album videos and sound issues
Is anyone aware of a issue with the videos of you replaying a video you took then swip up the sound is still being played when you open another video it doubles to the first video if you open a third video and so on it just keeps adding the sound of all the other videos you open and swip up to change to a different video all videos sound is being played and doubled over The videos o was hoping they would be a fix on iOS 26 beta 4 but so far nothing has fixed the issue. You have to close the entire photo library and swip up to force close the phot video gallery for the recording sounds playing to stop??
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314
Activity
Jul ’25
Disk Utility / diskutil Partition Freezes
Hello Apple Developer Community, I'm encountering a persistent issue while attempting to create a new partition on my Mac, and I'm hoping to get some assistance or insights from anyone who might have faced a similar problem. Issue Description: I'm trying to partition my internal drive. I initially used Disk Utility.app for this purpose. The partitioning process starts, but consistently freezes when it reaches approximately 10-20% completion. I've left it running overnight (for over 9 hours), but there was no progress, and the application remained unresponsive at that percentage. After several attempts with Disk Utility, I decided to try using the diskutil commands in Terminal to see if that would yield a different result. I used commands such as diskutil apfs resizeContainer and diskutil partitionDisk. Unfortunately, these commands also result in the same behavior: the process starts, reports progress up to about 10-20%, and then completely freezes without any further output or completion, requiring me to force-quit Terminal. Mac Model: Apple M4 Pro MacOS Version: Sequoia 15.6
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149
Activity
Jun ’25
Photo Markup Function?
Okay… help me out, I’m behind on the times. Upgraded to the 26 beta from … honestly I think I was still using 16-something? And I’m wondering where the photo markup feature went? To be clear, I’m referring to the ability to write on a photo or screenshot from the Photos app by clicking “Edit”, then “Markup”. Is it gone or am I overlooking it? And do forgive me if this feature has been gone for a while already—as I mentioned, it’s been a while since I bothered with an iOS update. (So far, I definitely liked the version I was on previously much more!)
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118
Activity
Jul ’25
Visual Intelligence
Hi, Visual Intelligence doesn't work for my screenshot. Does anyone know why? I'm in Greece, maybe it's the region, or something to set up? Thanks
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63
Activity
Jun ’25