Subject: Assistance Needed with Enabling Speech Recognition Entitlement for iOS App
Hi everyone,
I’m seeking guidance regarding the Speech Recognition entitlement for my iOS app using Capacitor. Our App and we submitted a request to Apple Developer Support four days ago, but have not yet received a response.
🧩 Summary of the issue:
Our app uses the Capacitor speech recognition plugin (@capacitor-community/speech-recognition) to listen for native voice input on iOS.
We have added both of the required keys in Info.plist:
NSSpeechRecognitionUsageDescription
NSMicrophoneUsageDescription
We previously had a duplicate microphone key, which caused the system to silently skip the permission request. After removing the duplicate, we did briefly see the microphone permission prompt appear.
However, in our most recent builds, the app launches without any prompts, even on a fresh install. The plugin reports:
available = true
permissionStatus = granted
Despite this, no speech input is ever received, and the listener returns nothing.
We believe the app is functioning correctly at a code level (plugin loads, no errors, correct Info.plist), but suspect the missing Speech Recognition entitlement is blocking actual access to the speech system.
🔎 What we need help with:
How can we confirm whether the Speech Recognition entitlement is enabled for our App ID?
If it’s not enabled, is there a way to escalate or re-submit the request? Our app is currently stuck until this entitlement is granted.
Thank you for your time and any guidance you can offer!
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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
Hi! I wanted to use Lottie in my swiftpm app, but I've been running into errors and I'm not sure if it's possible. When I try to run the app, it crashes and I get errors saying that the library isn't loaded and the files aren't found (basically these: https://github.com/lottie-react-native/lottie-react-native/issues/373 , https://github.com/airbnb/lottie-ios/issues/2233 ). But moving the framework file into the PackageFrameworks folder doesn't work, and also I'm getting the error that swiftpm cannot distribute packages containing binary frameworks and from what I understand that just isn't something that swiftpm can do. So I was wondering if anyone knows any workarounds to this, or if I should just ditch Lottie?
Any help or advice would be greatly appreciated!
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
Swift Packages
Swift Student Challenge
Swift Playground
Visual Design
Crash dump:
`Crashed Thread: 0 tid_103 Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGILL)
Exception Codes: KERN_PROTECTION_FAILURE at 0x000000016d3bfea0
Exception Codes: 0x0000000000000002, 0x000000016d3bfea0
Termination Reason: Namespace SIGNAL, Code 4 Illegal instruction: 4
Terminating Process: Unity [7873]
VM Region Info: 0x16d3bfea0 is in 0x169bbc000-0x16d3c0000; bytes after start: 58736288 bytes before end: 351
REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL
mapped file 169b00000-169ba8000 [ 672K] rw-/rwx SM=PRV Object_id=4d22156e
GAP OF 0x14000 BYTES
---> STACK GUARD 169bbc000-16d3c0000 [ 56.0M] ---/rwx SM=NUL stack guard for thread 0
Stack 16d3c0000-16dbbc000 [ 8176K] rw-/rwx SM=SHM thread 0
Thread 0 Crashed:: tid_103 Dispatch queue: com.apple.main-thread
0 libsystem_platform.dylib 0x1932ee7ac _platform_memset + 108
1 libmonobdwgc-2.0.dylib 0x33977abdc GC_clear_stack_inner + 60
2 libmonobdwgc-2.0.dylib 0x33977abf8 GC_clear_stack_inner + 88
3 libmonobdwgc-2.0.dylib 0x33977abf8 GC_clear_stack_inner + 88
4 libmonobdwgc-2.0.dylib 0x33977abf8 GC_clear_stack_inner + 88
5 libmonobdwgc-2.0.dylib 0x33977abf8 GC_clear_stack_inner + 88
6 libmonobdwgc-2.0.dylib 0x33977abf8 GC_clear_stack_inner + 88
7 libmonobdwgc-2.0.dylib 0x33977abf8 GC_clear_stack_inner + 88
8 libmonobdwgc-2.0.dylib 0x33977abf8 GC_clear_stack_inner + 88
9 libmonobdwgc-2.0.dylib 0x33977abf8 GC_clear_stack_inner + 88
10 libmonobdwgc-2.0.dylib 0x33977abf8 GC_clear_stack_inner + 88
11 libmonobdwgc-2.0.dylib 0x33977abf8 GC_clear_stack_inner + 88
12 libmonobdwgc-2.0.dylib 0x33976b518 GC_clear_stack + 76
13 libmonobdwgc-2.0.dylib 0x33973c074 mono_gc_alloc_obj + 112
14 libmonobdwgc-2.0.dylib 0x3396e0db4 mono_object_new_specific_checked + 72
15 libmonobdwgc-2.0.dylib 0x3396e116c ves_icall_object_new_specific + 28`
Hello,
My app often crashes when I use simulators. I would like some help with reading the crash report that is generated. Especially with the part below Thread 0 Crashed. Based on other posts I understand that the 0x8BADF00D in the crash report is a WatchDog crash that basically says that WatchDog terminated the app because the main thread was blocked for a significant time. Many processes can block the main thread so it's hard to find out what it is in our specific case. Can someone help me reading through the crash report?
Short_crash_report.txt
Background information
The application is Xamarin Native and I use Rider as an IDE. When I use Visual Studio, the simulators run just fine. No crash occurs while using my app on a device.
The crash happens on multiple simulators with different OS versions. I already deleted XCode cache, erased content and settings of several simulators and deleted iOS DeviceSupport files.
I’m a registered iOS developer, and I’ve been facing an issue with installing iOS developer updates for the past couple of years. I can download the updates, but they get stuck at 99.9% complete and don’t finish. I’ve tried following the instructions to force restart the phone, but it stays on the Apple logo screen until it dies.
I can update official iOS versions, but not beta versions. To update, I have to put the phone in DFU mode and install the update that way. This is frustrating and prevents me from making timely updates to my app and from diagnosing new issues during testing.
I’d like to request that Apple investigate this issue and identify a solution. For reference, I’ve installed a bare-bones version with no new apps, and the problem persists. I would like a resolution that allows me to update normally without having to DFU the phone each time. This occurs via OTA or IPSW manual download and installation.
Please refer to the following FB submission numbers: FB21642029 and FB21017894.
CAN SOMEONE PLEASE RESPOND BACK TO THIS MESSAGE AND HELP ME TROUBLESHOOT THIS ISSUE?!
First time user here. Trying to build my React-Native app on xcode. I keep getting "Could not build Module" and "missing package product" and tried many combination for my Podfile.
I am on macbook pro M2, XCode version 16.2, building on iphone 16 v18.3.1. Pod version 1.16.2, react-native-cli:2.0.1,
Here is my Podfile. I tried to assign modular_headers to individual Firebase packages but then I cant pod install.
require_relative '../node_modules/react-native/scripts/react_native_pods'
require_relative '../node_modules/@react-native-community/cli-platform-ios/native_modules'
use_modular_headers!
platform :ios, '18.0'
prepare_react_native_project!
target 'plana' do
config = use_native_modules!
use_react_native!(
:path => config[:reactNativePath],
:fabric_enabled => false,
:app_path => "#{Pod::Config.instance.installation_root}/.."
)
post_install do |installer|
react_native_post_install(
installer,
config[:reactNativePath],
:mac_catalyst_enabled => false,
)
end
end
We have a .ipa file that we need to side load on iPhone via USB connected to a MAC. IPA file will be on MAC. We can't use enterprise license. We have a business use case where we need to side load the app. Any way to do that or can be reach apple support for this? Please help.
Note: The iPhones attached will not have the Apple ID logged in. There are companies who are side loading the app for business purpose on the customers phone.
I am developing an Augmented Reality (AR) navigation application for the iPad, utilizing the ARCL library to place Points of Interest (POIs) in the real world.
The application's behavior varies significantly based on the device's networking configuration:
Cellular Network (Expected Behavior): On an iPad with a cellular modem, when using the cellular network, all POIs are placed accurately with correct orientation.
Wi-Fi Only (Expected Behavior): On a Wi-Fi-only model (no GPS chip), POI placement is inaccurate, confirming the need for an external GPS receiver for that hardware configuration.
Cellular + Wi-Fi (Anomalous Behavior):
The iPad is a cellular model (equipped with GNSS/GPS).
The device is connected to a Wi-Fi network (enforced via an MDM profile, preventing the user from disabling Wi-Fi).
When actively connected to this specific Wi-Fi network, the AR POIs consistently display with an incorrect orientation and placement, even though the device hardware has a dedicated GPS chip. The placement error strongly suggests that the device's determined location or heading is erroneous. It appears that the active Wi-Fi connection is somehow interfering with or overriding the high-accuracy GNSS/GPS data, leading to a flawed Core Location determination that negatively impacts the ARCL world tracking and anchor placement.
Has anyone experienced a scenario where an active Wi-Fi connection on a cellular iPad model causes Core Location to prioritize less accurate location data (potentially Wi-Fi-based location services) over the device's built-in GNSS/GPS, resulting in severe orientation errors? We observed that on Apple map(native application) as well it is showing wrong location and orientation when it is connected to WiFi
My App is not compatible with iPhone 15 but can run on iPhone 14 perfectly fine, what could be the problem?
I am new to App development.
I have a project inside the project structure. I have around 300 unit tests in the project.
I see that for some of the subprojects, the coverage numbers show up correctly, but for other subprojects and the main project, the coverage number shows zero, even though the tests are running successfully.
The log I get is:
Aggregation tool emitted warnings:
warning: /Users/ABC/Library/Developer/Xcode/DerivedData/projectABC-hfzmkbdgpiswoxfvvnvhrafaiqyb/Build/ProfileData/A8EEC1FB-1699-4C29-A88C-D3DDA226DBC0/0A416494-A393-4319-AA47-502D72084C9C-43351.profraw: raw profile version mismatch: Profile uses raw profile format version = 8; expected version = 10
PLEASE update this tool to the version in the raw profile, or regenerate the raw profile with the expected version.
I only have one Xcode (26.0.1) on my machine. I tried cleaning the derived data, the cleaning project, and rerunning the tests, but it hasn't helped.
Please help me get the coverage number back. Thank you.
Hello,
I have an iphone but not an ipad
Actually a relative has an iPad.
The problem I encoutered was when i was testing an app that I had built prior (so I had the ipa file) but no acces to Xcode.
The thing is when I wanted to test it on my iphone, everything WENT SMOOTH and ok.
When I tried on iPAD, I encounteed the problem I could not unlock the hidden "developer mode" option in any way, I tried so many things, checked and rechecked, the option was and stayed hidden, I could not activate it. Therefore I could not test the app.
In the apple store I was required to give a screenshot for iPAD but that failed. because I could not produce ANY, since I could not run my app on iPAD.
I actually have no idea how I activated the ability to turn on the developer mode on my iphone, it was just there and I activated it
perhaps because I had added the email of my iphone to the developer account somehow? somehwere?
But for iPAD I just could not find a way to do it, don't know if adding it somewhere could trigger something on the ipad to allow it to show the developer mode option so I can activate it finally?
Anyway, I tried things I read on internet, methods that mention how to activate the developer mode ability on an ios devide though WINDOWS, there were 2 but one I did not trust much, and even I think i tried it and in the end it did not work for some incompatibility making that method obsolete or something? the other I am not sure but probably same idea.
I would like to know, how to activate the ABILITY to SHOW the option to activate the developer mode on iPAD (or any other device but for now I am focuson on iPad) please, and without using macbook or xcode!?
Could Apple or anyone offer some guidance?
That would help a fellow developer.
Thank you.
Ps. No I cant get the mac or xcode for now (but hopefully in a far future, but for now I can't). Thanks
I've created an installation package and it is failing to install on macOS 15.6.
The package is, I believe, properly notarized, since it will install correctly on other macOS versions, including 15.5
The only clue I have is the output from installer:
installer[8015] : Opened package is not the same at install time
installer[8015] : Unable to use PK session due to incompatible packages. Terminating.
installer[8015] : Install failed: The Installer could not install the software because there was no software found to install.
The installer consists of a a single "component" package, and the outer "product" package. The component package is present, and I can successfully run installer manually to install it, so I don't think the component package is corrupt.
Has anyone else encountered this? Are there any tools available to help me diagnose the issue? The logging is not helpful.
Topic:
Developer Tools & Services
SubTopic:
General
So, as we found out from WWDC, the migration to Apple Silicon is inevitable.
Does anyone have a good recommendation for a replacement for Macintosh Common Lisp on Apple Silicon? I was using it back in the MPW days and struggling to keep the Lisp code working, but Apple Silicon has thrown a money wrench at it!
Thanks in advance for any advice on any available Apple Silicon Lisp development tools!
Topic:
Developer Tools & Services
SubTopic:
General
I'm trying to compile a simple hello world C++ program on my MacBook Pro. I have a M3 Pro (Nov 2023) running Sequoia 15.6. The program is:
#include <iostream>
int main() {
std::cout << "Hello World!";
return 0;
}
The error I get is:
In file included from test.cpp:1:
In file included from /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/include/c++/v1/iostream:42:
In file included from /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/include/c++/v1/ios:220:
In file included from /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/include/c++/v1/__locale:15:
In file included from /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/include/c++/v1/__memory/shared_ptr.h:13:
In file included from /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/include/c++/v1/__compare/compare_three_way.h:13:
In file included from /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/include/c++/v1/__compare/three_way_comparable.h:12:
In file included from /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/include/c++/v1/__compare/common_comparison_category.h:15:
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/include/c++/v1/cstddef:42:5: error: <cstddef> tried including <stddef.h> but didn't find libc++'s <stddef.h> header. This usually means that your header search paths are not configured properly. The header search paths should contain the C++ Standard Library headers before any C Standard Library, and you are probably using compiler flags that make that not be the case.
42 | # error <cstddef> tried including <stddef.h> but didn't find libc++'s <stddef.h> header. \
| ^
However, I can see stddef.h in /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/include/c++/v1/ and in /usr/local/include
Hello,
In my IOS app, I have been working on implementing a third-party library's xcframework into my app. (They don't provide spm or cocoapods). However, whenever I import the XCFramework into my app, the build is successful, but when uploading to App Store Connect, I receive an email with an error stating the Swift Support folder is missing. This app was made using SwiftUI. I have a sample project linked below. Other apps also use this framework, so I'm not sure where I'm going wrong.
Project
I developed (with AI help) using Xcode an app for myself. It logged certain places visited on a list, with photos and notes. It worked, but after a few days my iPhone can't launch it. What do I have to do to get this to last?
I didn't think I needed to pay as this is purely for me.
It used to work for me (a few months, maybe a year ago). Right now when I run it there is no output (even though I granted it Bluetooth Capture permissions and have working RFCOMM communication in my program).
Versions:
PacketLogger 2024.03.18 (2024.03.18d1)
Sequoia 15.4.1
M2 chip
How to add speech recognition in + capability in Xcode there is no "Speech Recognition" in the list.
Hi,
This can't be right. Is there really no replacement for Quartz Debug?!?
As the sole developer on a project who has an Intel Mac and Quartz Debug, I am basically a god now.
Everyone else has Apple Silicon and... I think they're randomly guessing at this point.
Because I have entire teams sending me Intel Mac builds of stuff just so I can test it in QD.
This is THE TOOL we used at NewTek to find performance issues, and THE TOOL I used for a dozen companies after that, to help them with similar issues.
If there's no replacement, is there a reason there's no replacement? This feels like a massive step backwards, having to guess at problems like this.
-Chilton