Hi Support Team,
I am new here. I am unable to add my fonts to the asset catalog there is no option to add new font set when I click the plus sign.
When I drag my files in they show up as data.
I have a Contents.json in the font folder called BeVietnamProFont.font.
Is there something I am doing wrong?
Thanks SO much!
{
"info": { "version": 1, "author": "xcode" },
"properties": {},
"fonts": [
{ "filename": "BeVietnamPro-Black.ttf", "weight": "black", "style": "normal" },
{ "filename": "BeVietnamPro-BlackItalic.ttf", "weight": "black", "style": "italic" },
{ "filename": "BeVietnamPro-Bold.ttf", "weight": "bold", "style": "normal" },
{ "filename": "BeVietnamPro-BoldItalic.ttf", "weight": "bold", "style": "italic" },
{ "filename": "BeVietnamPro-ExtraBold.ttf", "weight": "heavy", "style": "normal" },
{ "filename": "BeVietnamPro-ExtraBoldItalic.ttf", "weight": "heavy", "style": "italic" },
{ "filename": "BeVietnamPro-ExtraLight.ttf", "weight": "ultralight", "style": "normal" },
{ "filename": "BeVietnamPro-ExtraLightItalic.ttf", "weight": "ultralight", "style": "italic" },
{ "filename": "BeVietnamPro-Light.ttf", "weight": "light", "style": "normal" },
{ "filename": "BeVietnamPro-LightItalic.ttf", "weight": "light", "style": "italic" },
{ "filename": "BeVietnamPro-Regular.ttf", "weight": "regular", "style": "normal" },
{ "filename": "BeVietnamPro-Italic.ttf", "weight": "regular", "style": "italic" },
{ "filename": "BeVietnamPro-Medium.ttf", "weight": "medium", "style": "normal" },
{ "filename": "BeVietnamPro-MediumItalic.ttf", "weight": "medium", "style": "italic" },
{ "filename": "BeVietnamPro-SemiBold.ttf", "weight": "semibold", "style": "normal" },
{ "filename": "BeVietnamPro-SemiBoldItalic.ttf", "weight": "semibold", "style": "italic" },
{ "filename": "BeVietnamPro-Thin.ttf", "weight": "thin", "style": "normal" },
{ "filename": "BeVietnamPro-ThinItalic.ttf", "weight": "thin", "style": "italic" }
]
}

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Hello,
I'm encountering an issue when trying to build and launch a Flutter app on a physical iOS device using Android Studio.
Here is the full log:
`Launching lib/main.dart on (iPhone Name) in debug mode...
Automatically signing iOS for device deployment using specified development team in Xcode project: (Project ID)
Running Xcode build...
Xcode build done. 19.7s
Failed to build iOS app
Could not build the precompiled application for the device.
Error (Xcode): Target debug_unpack_ios failed: Exception: Failed to codesign (Project Names)/build/ios/Debug-iphoneos/Flutter.framework/Flutter with identity (identity ID).
Error launching application on (iPhone Name).`
This only happens when using Android Studio.
When I build the same project using Xcode, it runs fine on the same device.
Background:
I accidentally deleted all Apple accounts from Xcode recently.
In Keychain Access, I had three identical certificates; I deleted the older two and kept the newest one.
I suspect this may be related to provisioning or code signing, but I’m not sure how to resolve it within Android Studio.
Any advice or steps to fix this would be greatly appreciated.
I created a new test project in Xcode using the iOS > App template, enabled automatic signing in Signing & Capabilities, and selected my team.
I then tried building and installing the app on a real device, and it worked successfully.
This confirms that there are no issues with code signing or provisioning on the Apple side.
Thanks in advance!
Topic:
Developer Tools & Services
SubTopic:
General
Up to now I've been building my x64 binaries on Sequioa specifying a target macOS level of 13.4. That worked fine.
In an attempt to debug a problem that was causing some pain I created a 13.4 x64 build environment and tried to build the code there.
This code:
using CacheKeyType = std::filesystem::path;
using CacheValueType = std::tuple<LoadedImage, int, bool>; // <image, lastUse, currentlyLoading>
using CacheType = std::unordered_map<CacheKeyType, CacheValueType>;
friend class ThreadLoader;
static inline constexpr int16_t MAXIMAGESINCACHE = 20;
static inline constinit std::atomic_int age{ 0 };
static inline std::shared_mutex rwMutex{};
static inline CacheType imageCache{};
got me the following errors:
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX13.3.sdk/usr/include/c++/v1/__hash_table:838:5: error: static_assert failed due to requirement 'integral_constant<bool, false>::value' "the specified hash does not meet the Hash requirements"
static_assert(__check_hash_requirements<_Key, _Hash>::value,
^ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX13.3.sdk/usr/include/c++/v1/__hash_table:853:1: note: in instantiation of template class 'std::__enforce_unordered_container_requirements<std::filesystem::path, std::hash<std::filesystem::path>, std::equal_to<std::filesystem::path>>' requested here
typename __enforce_unordered_container_requirements<_Key, _Hash, _Equal>::type
^
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX13.3.sdk/usr/include/c++/v1/unordered_map:1152:30: note: while substituting explicitly-specified template arguments into function template '__diagnose_unordered_container_requirements'
static_assert(sizeof(__diagnose_unordered_container_requirements<_Key, _Hash, _Pred>(0)), "");
^
/Users/amonra/.vs/DSS/build/DeepSkyStackerKernel/DeepSkyStackerKernel_autogen/EWIEGA46WW/../../../../DeepSkyStackerKernel/imageloader.h:60:26: note: in instantiation of member function 'std::unordered_map<std::filesystem::path, std::tuple<LoadedImage, int, bool>>::~unordered_map' requested here
static inline CacheType imageCache{};
^
2 errors generated.
Which isn't "mega-helpful" :(
I thought that specifying:
set(CMAKE_OSX_DEPLOYMENT_TARGET 13.4 CACHE STRING "Minimum operating system version for deployment" FORCE)
would have made the compilations use the same headers as for Ventura above, but it seems not?
Is this to be expected?
Topic:
Developer Tools & Services
SubTopic:
General
Hi,
My Ryunjinx emulator's been crashing while I play tears of the kingdom and enter a certain area. Can somebody explain to me why it's crashing?
Process: Ryujinx [54839]
Path: /Volumes/VOLUME/*/Ryujinx.app/Contents/MacOS/Ryujinx
Identifier: org.ryujinx.Ryujinx
Version: 1.1 (1.1.0)
Code Type: ARM-64 (Native)
Parent Process: launchd [1]
User ID: 501
Date/Time: 2024-12-21 15:28:23.9844 -0500
OS Version: macOS 15.1.1 (24B91)
Report Version: 12
Anonymous UUID: 91B1764F-0E70-FDFA-0541-138ABFD9112A
Sleep/Wake UUID: 408A9A03-26A8-4E59-AB8E-66763B38E36B
Time Awake Since Boot: 170000 seconds
Time Since Wake: 7500 seconds
System Integrity Protection: enabled
Crashed Thread: 27
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Termination Reason: Namespace SIGNAL, Code 6 Abort trap: 6
Terminating Process: Ryujinx [54839]
Topic:
Developer Tools & Services
SubTopic:
General
% mkdir /tmp/test
% cd /tmp/test
% touch {a,b,c}{1,2,3,4,5,6}.txt
% lf
a1.txt a3.txt a5.txt b1.txt b3.txt b5.txt c1.txt c3.txt c5.txt
a2.txt a4.txt a6.txt b2.txt b4.txt b6.txt c2.txt c4.txt c6.txt
% echo [b-z]*.txt
a1.txt a2.txt a3.txt a4.txt a5.txt a6.txt b1.txt b2.txt b3.txt b4.txt b5.txt b6.txt c1.txt c2.txt c3.txt c4.txt c5.txt c6.txt
I filed FB16715590 about this. I have a vague memory this might be related to some code to pretend to be case insensitive, but I can't find it now.
Certainly! Below is a structured report you can use to submit to Apple Developer Support, Feedback Assistant, or share with the ad network for escalation. This report is tailored based on the logs and forensic analysis we’ve conducted.
Structured Report: SKAdNetwork Attribution Failures
Subject/Title:
Critical SKAdNetwork Attribution Failures (Bug Type: 237, Failure Type: 1201 in ASDErrorD
We are encountering repeated SKAdNetwork attribution failures (failureType: 1201 in ASDErrorDomain) for ad impression events processed through the ad network mj797d8u6f.skadnetwork. These failures are causing significant revenue losses, as ad impressions are not being properly attributed to installs.
The issue occurs across multiple campaigns and involves both SKAdNetwork API 3.0 and 4.0, suggesting a systemic problem with attribution validation or network communication.
This problem is critical as it disrupts advertisers’ ability to track conversions, optimize campaigns, and allocate budgets effectively.
Technical Details
Key Logs:
Below are anonymized samples of the failed SKAdNetwork events:
Log Sample 1 (Failure):
{
"bug_type": "237",
"timestamp": "2025-01-07 22:49:15.00 -0500",
"os_version": "iPhone OS 18.2.1 (22C161)",
"roots_installed": 0,
"incident_id": "78523BD9-1F58-4738-B526-8A8A63203214"
}
{
"advertisementStoryId": "3D2E7EBB-1A57-4DF8-9375-2C465F423038",
"apiVersion": "3.0",
"eventType": "adImpression",
"resultType": "finalized",
"anonymous": true,
"failureType": 1201,
"failureDomain": "ASDErrorDomain",
"clientEventId": "0F456623-584F-4913-BBD3-C3FD1219D104",
"os": "iOS",
"topic": "xp_amp_skad_perf",
"adType": "app",
"adNetworkId": "mj797d8u6f.skadnetwork",
"eventTime": 1736305200000,
"osBuildNumber": "22C161",
"hardwareFamily": "iPhone",
"api": "SKAdNetwork"
}
Log Sample 2 (Failure):
{
"bug_type": "237",
"timestamp": "2025-01-07 22:49:15.00 -0500",
"os_version": "iPhone OS 18.2.1 (22C161)",
"roots_installed": 0,
"incident_id": "0CBF612D-F0D9-449E-A34E-DE2DB92BEC0D"
}
{
"advertisementStoryId": "946E568C-D2C1-478F-BFF3-4996C48F9B39",
"apiVersion": "3.0",
"eventType": "adImpression",
"resultType": "finalized",
"anonymous": true,
"failureType": 1201,
"failureDomain": "ASDErrorDomain",
"clientEventId": "1A3D48FB-4452-4FD8-BB25-1195470A53DC",
"os": "iOS",
"topic": "xp_amp_skad_perf",
"adType": "app",
"adNetworkId": "mj797d8u6f.skadnetwork",
"eventTime": 1736298000000,
"osBuildNumber": "22C161",
"hardwareFamily": "iPhone",
"api": "SKAdNetwork"
}
Log Sample 3 (Success Example for Comparison):
{
"bug_type": "237",
"timestamp": "2025-01-07 22:49:15.00 -0500",
"os_version": "iPhone OS 18.2.1 (22C161)",
"roots_installed": 0,
"incident_id": "BFEAC86B-8195-4DB0-96FF-2028107256AD"
}
{
"advertisementStoryId": "946E568C-D2C1-478F-BFF3-4996C48F9B39",
"apiVersion": "3.0",
"eventType": "adImpression",
"resultType": "finalized",
"anonymous": true,
"clientEventId": "F6265488-E0FB-448A-A406-3F7254BCA9D7",
"os": "iOS",
"topic": "xp_amp_skad_perf",
"adType": "app",
"adNetworkId": "mj797d8u6f.skadnetwork",
"eventTime": 1736294400000,
"osBuildNumber": "22C161",
"hardwareFamily": "iPhone",
"api": "SKAdNetwork"
}
Failure Details:
• Failure Type: 1201
• Failure Domain: ASDErrorDomain
• Ad Network ID: mj797d8u6f.skadnetwork
• API Versions Affected: 3.0, 4.0
• Timeframe of Failures: All logs occur within 2025-01-07 22:00:00 UTC to 23:00:00 UTC.
Environment:
• OS Version: iOS 18.2.1 (Build 22C161).
• Device Type: iPhone (hardwareFamily: iPhone).
• App Configuration: Includes the ad network ID in the Info.plist under SKAdNetworkItems.
Impact Details
Financial Loss:
• Based on failure rates, we estimate $20–$65/day per advertiser for small campaigns and $75–$375/day per advertiser for larger campaigns.
• If 100 advertisers are affected, daily losses range from $2,000–$37,500.
• Over a week, losses could exceed $70,000 to $262,500 or more.
2. Operational Impact:
• Advertisers cannot track installs or optimize campaigns, leading to inefficient ad spending and potential budget reallocation to other networks.
• Damaged trust between advertisers and the ad network.
3. Reputation Risk:
• Continued failures harm the credibility of the SKAdNetwork framework, critical in a post-ATT (App Tracking Transparency) ecosystem.
Steps to Reproduce
Serve an ad impression through the ad network mj797d8u6f.skadnetwork.
Monitor SKAdNetwork attribution for that impression.
Observe repeated failures (failureType: 1201) despite the resultType: finalized status.
Recommendations for Investigation
Attribution Timeout:
• Verify if these failures stem from delayed responses or missed attribution windows.
2. Ad Network Configuration:
• Confirm the ad network’s integration complies with SKAdNetwork API 3.0 and 4.0 requirements.
3. Infrastructure Review:
• Investigate potential bottlenecks or failures in Apple’s attribution servers (ASDErrorDomain) or communication delays.
Contact Details
• Name: [Your Full Name]
• Role: [Your Role] (e.g., Ad Network Analyst/Developer)
• Organization: [Your Company Name]
• Email: [Your Email Address]
• Phone: [Your Phone Number]
Submission Instructions
You can submit this report via the following channels:
• Apple Feedback Assistant: Feedback Assistant
• Bug Reporting Tool: Bug Reporting
• Apple DTS: Developer Technical Support
This structured report should provide Apple with all the necessary details to investigate and resolve the issue effectively. Let me know if you’d like help customizing it further!
Topic:
Developer Tools & Services
SubTopic:
General
My App cordova based hubrid app , which work fine till ios-17,
On iOS 18 , it shows blank screen untill the user touch or scroll the view
Topic:
Developer Tools & Services
SubTopic:
General
Hi everyone,
I’m encountering an issue with Firebase Dynamic Links in my app that I’m hoping someone can help me with.
Everything was working perfectly before, but recently, I’ve run into a problem. Here’s the scenario:
If the app is not installed and a Firebase Dynamic Link is clicked, the user is correctly redirected to the app store to install the app.
Once the app is installed and opened for the first time, the dynamic link doesn't work. The app doesn't open to the correct content or link that was clicked.
I’ve tried the following troubleshooting steps with no success:
Verified that the app is configured properly in Firebase and that the Dynamic Links settings are correct.
Checked the app's deep linking settings and ensured everything matches with the Firebase setup.
Confirmed that the Firebase SDK is up-to-date.
Attempted to clear app cache and reinstall.
Tested the links in both debug and production modes.
Despite trying all these steps, the issue persists.
Has anyone else faced this issue before or have any suggestions for how to fix it? Any insights would be greatly appreciated!
Thanks in advance!
We are trying to setup Apple Unity Plugins, in out project we have a handful of developers who contribute to the project via git.
When building and importing plugins via tarball (as instructed in the Github repo) the package clearly points to local path, so once pushed all members encounter the error:
An error occurred while resolving packages:
Project has invalid dependencies:
com.apple.unityplugin.accessibility: Tarball package [com.apple.unityplugin.accessibility] cannot be found at path .....
When trying to actually move content to the package folder (same way as any other unity plugins is setup) and add it as "embedded", it works fine on local machine, but team members will get a few of errors:
[Apple Unity Plug-ins] No Apple native plug-in libraries found.
DLLNotFoundException: AppleCoreNativeMac assembly ...
No Apple Native plug-in libraries found.
Moreover AppleCoreNativeMac.bundle is flag as not verified and deleted by macOS.
What is the right way to setup unity plugins in a project used by multiple members via sourcetree ?
For my app Find Any File, of which both releases and TestFlight betas were released many times, the TestFlight page tells me that several users have submitted crash reports. And I'm sure the same is true for the MAS releases:
(Yes, this shows quite recent ones, but I've seen similar supposed crash report submits in this list before.)
However, the actual "Crashes" listing on the appstoreconnect sites hasn't show any new crash reports for many months now:
(This is the entirety of crash reports I can get listed, even when removing all filters.)
Something appears to be stuck, on Apple's end.
The same issue is with Xcode's Organanizer window, for "Crashes": It also used to list only the same very old reports and nothing since May 2024. And just now, when I retried this in Xcode, I'm shown a weird error message I never saw before:
Error Downloading Crashes List
An error occurred… Access Restricted with adam id: 1207815783
And yes, I'm logged in just fine, under Prefs / Accounts.
How am I going to get this investigated? I had already sent an email about this to the Review team, who didn't react to it at all. DTS is only for Code level support, which this isn't.
Any help?
Hi,
I am trying to bring an existing Unity app to vision pro, and am trying to make all of the librairies compatible (the project loads native libs at runtime).
For some of them, there is an arm64 IOS .framework file that seems to build and be found easily in the device, but for one of them I only got a .dylib.
When building on xcode, it tells me it can't find it. So I added it to the lib search path in build settings, and it built. But on the device, it still can't seem to find the .dylib :
Library not loaded: ./libpdfium.dylib
Referenced from: <59B1ACCC-FFFD-3448-B03D-69AE95604C77> /private/var/containers/Bundle/Application/0606D884-CB09-44CA-8E4F-4A309D2E7053/[...].app/Frameworks/UnityFramework.framework/UnityFramework
Reason: tried: '/usr/lib/system/introspection/libpdfium.dylib' (no such file, not in dyld cache), './libpdfium.dylib' (no such file), '/usr/lib/system/introspection/libpdfium.dylib' (no such file, not in dyld cache), '//libpdfium.dylib' (no such file)
I am not used to Apple environment, is there a way to correctly reference this .dylib (not talking about compatibility here, just the first "lib found" step) ?
Thanks.
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
Linker
Apple Unity Plug-Ins
visionOS
iPad and iOS apps on visionOS
I was just having a look at some crash reports downloaded by Xcode, and I noticed the same wrong pattern I already mentioned here: the crash reports indicate that method A calls method B, which is impossible.
In the first crash report below, method MainViewController.showSettings seems to be called by ConfirmMoveViewController.openSourceInFinder, which is impossible. ConfirmMoveViewController.openSourceInFinder is a context menu action in a modal window, and MainViewController.showSettings is in a completely different window and the two methods have no relation whatsoever.
In the second crash report below, MainViewController.setSortMode is triggered by the press of a button (and nothing else) but seems to be called by OtherViewController.copy that can be triggered by a context menu (or keyboard shortcut). The two methods have no relation whatsoever. The rest of the stack trace confirm that it's indeed the button that was pressed.
This seems to me like a quite serious bug in how macOS creates crash reports.
1.crash
2.crash
We are considering the development of a new service, We would like to ask for detailed information on the feasibility of the following.
Is it possible to encapsulate only xcframework, such as encapsulating xcframeworkA into xcframeworkB? If the above is possible, will the application incorporating the xcframework in the above state pass the review of apple?
I've got a large and complex app which has several dependencies upon 3rd party libraries (installed as pods).
The app is structured according to Model-View-Controller design and there is a requirement to implement the Model part as an .xcframework so it can be included and used in the original app along with a few new apps.
However, Apple documentation states that umbrella frameworks are not supported (Technical Note TN2435).
The Model code has several dependencies which would be totally unfeasible to replace or remove, for example it uses RealmSwift for database storage. Obviously it would be impossible to write one's own database storage scheme in place of using Realm.
However, if my framework uses Realm as a dependency, then its now become an umbrella framework.
So therefore not supported according to Apple documentation.
So what are options/solutions?
I've got an app where I want to split its Model code into a framework (.xcframework and .framework for debugging) so that it can be used by more than one app.
The code has dependencies on 3rd party code, which are installed via pods.
During the conversion process I keep running into the same issue which manifests with all the 3rd party code - which is that the majority of its api can be used (something like 80-90%) but for the remainder there is a linker error at runtime showing undefined symbols.
I have this problem with CocoaLumberjack,RealmSwift, PhoneNumberKit and more.
Its very quick and easy to reproduce the issue with a minimal framework and minimal app, below I'll describe how a minimal setup using CocoaLumberjack reproduces the issue:
From scratch, I use Xcode to create a framework project, run pod init, then modify the pod file to be:
platform :ios, '16.0'
workspace 'TheFramework'
project 'TheFramework'
target 'TheFramework' do
use_frameworks!
pod 'CocoaLumberjack/Swift', '3.8.5'
end
post_install do |installer|
installer.pods_project.targets.each do |target|
target.build_configurations.each do |config|
config.build_settings['IPHONEOS_DEPLOYMENT_TARGET'] = '16.0'
config.build_settings['BUILD_LIBRARY_FOR_DISTRIBUTION'] = 'YES'
end
end
end
Then I add source code:
import Foundation
import CocoaLumberjack
public class AClassInTheFramework {
public class func aMethod() {
let consoleLogger = DDOSLogger.sharedInstance
DDLog.add(consoleLogger, with: .debug)
DDLogDebug("Some logging")
}
}
Within the Xcode project, Build Libraries for Distribution is set to Yes, I also add that line to the pod file in case CocoaLumberjack isn't set similarly.
In the Framework's Xcode General section, Frameworks and Libraries contains Pods_TheFramework.framework set to Do Not Embed.
In the Build Phases section, in the Link Binary with Libraries section, Pods_TheFramework.framework is set to required.
Next I create an Xcode app template, run pod install, and edit the app pod file to be:
platform :ios, '16.0'
workspace 'AppUsingFramework'
project 'AppUsingFramework'
target 'AppUsingFramework' do
use_frameworks!
pod 'CocoaLumberjack/Swift', '3.8.5'
end
post_install do |installer|
installer.pods_project.targets.each do |target|
target.build_configurations.each do |config|
config.build_settings['IPHONEOS_DEPLOYMENT_TARGET'] = '16.0'
end
end
end
I build the framework, and drag and drop it into the app.
I add the following code to the app's delegate:
import TheFramework
...
AClassInTheFramework.aMethod()
The App's target has the following linkage settings:
When I build and run the app, there is the following error:
If I change the source code in the framework to this:
public class AClassInTheFramework {
public class func aMethod() {
let consoleLogger = DDOSLogger.sharedInstance
DDLog.add(consoleLogger, with: .debug)
// DDLogDebug("Some logging")
}
}
Then there is no error and the code runs successfully. This illustrates the problem I've encountered with all the nested frameworks - in this particular case calls to DDLog.add() don't result in an error but calls to DDlogDebug() do, and that has been mirrored with other nested frameworks (for example with Realm, opening a database, adding, finding,retrieving an item all works without a problem, however attempting to use Realm's Results<> API results in a similar symbol not found error).
Additionally note that the identical CocoaLumberjack code can run fine when used directly from within the app, i.e., if I add the following code to the app:
import CocoaLumberjack
func useCocoaLumberjackDirectlyFromWithinApp() {
let consoleLogger = DDOSLogger.sharedInstance
DDLog.add(consoleLogger, with: .debug)
DDLogDebug("Some logging")
}
useCocoaLumberjackDirectlyFromWithinApp()
Then it runs, i.e. DDLogDebug() can be successfully called from within the app, its only when its called via the framework that the error occurs.
Why might I be encountering these issues? I'd have thought either I'd be able to use 100% of the nested framework's public api, or 0% of it (is something is not configured correct), not ~80% which is what I am encountering.
Any ideas?
TIA
I have one iOS device running iOS 16.7.10. When I run xcrun devicectl list devices I can't see that device at all. Is that know limitation (devicectl only work in iOS 17 and above) or is something wrong with my setup.
Also is there some documention about devicectl. I can't seem to find anything about in the offical apple sites.
Topic:
Developer Tools & Services
SubTopic:
General
I'm trying to rewrite an old AppleScript mail rule that I used extensively as a Mail extension using the MailKit framework and I've run into an issue.
Previously, when developing the script, it was possible to debug it by selecting the message I wanted it applied to and choosing the Mail.app menu item "Message/Apply Rules"
This would re-execute my script and I could iterate over it as many times as I liked while developing.
I haven't found any great way of doing this for my extension with a MEMessageActionHandler. The closest I've found is to forward the message to myself and wait for it to come back in again over the internet, at which point the extension would get executed again. Needless to say, this makes debugging my MEMessageAction handler much slower.
I've tried a number of things in Mail.app to try and get it to re-execute my extension with a particular message without any luck. Does anyone know of a good process for debugging a MEMessageActionHandler that doesn't involve forwarding the message to myself over and over and waiting for it to come in each time?
Topic:
Developer Tools & Services
SubTopic:
General
Hello Apple Support,
I’m facing an issue with Background Fetch in my React Native project. When I click on Simulate Background Fetch in Xcode, everything works as expected on the iOS Simulator—background tasks run smoothly, and data is fetched without issues. However, on a real device, the app goes to the background but doesn’t execute any of the scheduled background tasks, and it also remains in the background without terminating.
Here’s some additional context:
React Native Project: I’m using React Native to develop this app, and the background tasks involve:
Getting User Location: Fetching the user’s location in the background.
API Calls: Calling an API to fetch necessary information based on the user’s location.
Scheduling Notifications and Alarms: Scheduling notifications and alarms based on the API response data.
Simulator vs. Real Device:
In the iOS Simulator, all these background tasks trigger and function correctly when I simulate Background Fetch.
On the real device, however, none of these tasks are triggered when I try to simulate Background Fetch. The app only moves to the background without performing any tasks or getting terminated.
Device and Configuration Details:
iOS Version: 17
Device Model: Iphone xs, Iphone 11, iphone 7
Background Modes: Background Fetch is enabled in Capabilities, and I’ve set the fetch interval to the minimum for testing.
I’ve verified that all configurations are correctly set, and I’ve tried restarting the device and Xcode, but the issue persists. Is there something specific about Background Fetch that could prevent it from functioning as expected on physical devices? Any guidance on troubleshooting or additional steps would be highly appreciated.
Thank you!
Not sure if this is common with releases but I've been doing some CI work recently so it's the first time I've seen this myself,
When I list the runtimes installed on my machine:
xcrun simctl list runtimes
I notice the iOS 18.3.1 release has the below info:
== Runtimes ==
iOS 18.3 (18.3.1 - 22D8075) - com.apple.CoreSimulator.SimRuntime.iOS-18-3
Meanwhile the other runtimes are listed as:
== Runtimes ==
iOS 17.5 (17.5 - 21F79) - com.apple.CoreSimulator.SimRuntime.iOS-17-5
iOS 18.4 (18.4 - 22E5216h) - com.apple.CoreSimulator.SimRuntime.iOS-18-4
watchOS 11.2 (11.2 - 22S99) - com.apple.CoreSimulator.SimRuntime.watchOS-11-2
visionOS 2.3 (2.3 - 22N895) - com.apple.CoreSimulator.SimRuntime.xrOS-2-3
(Apologies for the weird formatting above, using code blocks and quote markdown condenses things down to one line for some reason)
This is causing some funkiness in my CI code which I've managed to workaround, but wondered if this was a common thing, specifically the mismatch between the iOS name and the runtime version.
iOS 18.3 and com.apple.CoreSimulator.SimRuntime.iOS-18-3 vs 18.3.1 - 22D8075 where the .1 has been dropped for the runtime names?
Hi everyone!
I recently developed an app (sort of a social media app), built in React Native Expo. I have finally after months of coding, completed the App. It works completely fine and passes all my testcases on multiple devices. It has also passed Apples review and after a few tries become stable on all their devices. However, when I released it to TestFlight, it opens and crashes immediately? I have tried numerous fixes, error boundaries etc. but to no avail.
I am really struggling here, I can't seem to replicate the error at all even in Xcode. It seems to just crash on open where the splashscreen flashes, not sure why? I have attached the crash report and redacted the TEAM_ID and DEVICE_ID. Any help would be greatly appreciated.
Warm regards,
Hassan | Founder @ Oneforge
GymBuddiesConnect-2025-01-21-013038.txt