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Read, Write, and Consuming Files / URLs
Hello, I have an asset pack that I'm use to periodically distribute a sqlite database thats being used to an NSPersistentStore. Because the database is over a few GBs, and the files in an AssetPack are not mutable, I have to stream the database into a temporary file, then replace my NSPersistentStore. This requires that the user has 3x the storage available of the database, and permanently uses twice to storage needed. I'd like: To be able to mark a URL/File to be accessible for read/write access To be able to mark a file / URL as consumed when it's no needed. So that it can be cleared from the user storage while still maintaining an active subscription to the asset pack for updates. Thank you
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Cannot Accept CloudKit Share After First App Install
I have an iOS app (1Address) which allows users to share their address with family and friends using CloudKit Sharing. Users share their address record (CKRecord) via a share link/url which when tapped allows the receiving user to accept the share and have a persistent view into the sharing user's address record (CKShare). However, most users when they recieve a sharing link do not have the app installed yet, and so when a new receiving user taps the share link, it prompts them to download the app from the app store. After the new user downloads the app from the app store and opens the app, my understanding is that the system (iOS) will/should then vend to my app the previously tapped cloudKitShareMetadata (or share url), however, this metadata is not being vended by the system. This forces the user to re-tap the share link and leads to some users thinking the app doesn't work or not completing the sharing / onboarding flow. Is there a workaround or solve for this that doesn't require the user to tap the share link a second time? In my scene delegate I am implementing: func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {...} And also func scene(_ scene: UIScene, continue userActivity: NSUserActivity) {...} And also: func windowScene(_ windowScene: UIWindowScene, userDidAcceptCloudKitShareWith cloudKitShareMetadata: CKShare.Metadata) {...} And: func scene(_ scene: UIScene, openURLContexts URLContexts: Set<UIOpenURLContext>) {...} Unfortunately, none of these are called or passed metadata on the initial app run after install. Only after the user goes back and taps a link again can they accept the share. This documentation: https://developer.apple.com/documentation/cloudkit/ckshare says that adding the CKSharingSupported key to your app's Info.plist file allows the system to launch your app when a user taps or clicks a share URL, but it does not clarify what should happen if your app is being installed for the first time. This seems to imply that the system is holding onto the share metadata and/or url, but for some reason it is not being vended to the app on first run. Open to any ideas here for how to fix and I also filed feedback: FB20934189.
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Unable to Receive APNs Device Token in Unity iOS App Despite Proper Configuration
I’m currently developing an iOS app built in Unity, exported to Xcode for signing and deployment. The app needs to register for Apple Push Notifications (APNs) to retrieve the device token and register it with a backend service (PlayFab). Despite enabling the required capabilities and entitlements, the app never receives a device token — the authorization request succeeds, but the token remains empty (req.DeviceToken is null in Unity). I’ve confirmed that the issue occurs before PlayFab or Firebase are involved, meaning the app never receives the token from Apple Push Notification service (APNs) itself. The Unity script I am using is: #if UNITY_IOS using UnityEngine; using Unity.Notifications.iOS; using PlayFab; using PlayFab.ClientModels; using System.Collections; using System; public class iOSPushInit : MonoBehaviour { private const int MaxRetries = 5; private const float RetryDelay = 2f; // seconds void Start() { Debug.Log("🛠 iOSPushInitDebug starting..."); StartCoroutine(RequestAuthorizationAndRegister()); } private IEnumerator RequestAuthorizationAndRegister() { // Request Alert + Badge + Sound permissions and register for remote notifications var authOptions = AuthorizationOption.Alert | AuthorizationOption.Badge | AuthorizationOption.Sound; using (var req = new AuthorizationRequest(authOptions, true)) { Debug.Log("⏳ Waiting for user authorization..."); while (!req.IsFinished) { yield return null; } Debug.Log($"🔔 Authorization finished at {DateTime.Now}: granted={req.Granted}, error={req.Error}"); if (!req.Granted) { Debug.LogError("❌ User denied notification permissions! Cannot get APNs token."); yield break; } // Authorization granted → check for device token int attempt = 0; string token = req.DeviceToken; Debug.Log($"req.DeviceToken: {req.DeviceToken}"); while (string.IsNullOrEmpty(token) && attempt < MaxRetries) { attempt++; Debug.Log($"ℹ️ APNs token not available yet. Attempt {attempt}/{MaxRetries}. Waiting {RetryDelay} seconds..."); yield return new WaitForSeconds(RetryDelay); token = req.DeviceToken; } if (string.IsNullOrEmpty(token)) { Debug.LogWarning("⚠️ APNs token still null after multiple attempts. Try again on next app launch."); yield break; } Debug.Log($"📱 APNs Token acquired at {DateTime.Now}: {token}"); // Register with PlayFab var request = new RegisterForIOSPushNotificationRequest { DeviceToken = token, SendPushNotificationConfirmation = false }; PlayFabClientAPI.RegisterForIOSPushNotification(request, result => Debug.Log("✅ APNs token successfully registered with PlayFab."), error => Debug.LogError("❌ Failed to register APNs token with PlayFab: " + error.GenerateErrorReport())); } } } #endif When running on a real device (not simulator), the following is logged in Xcode: 🔔 Authorization finished: granted=True, error= ℹ️ APNs token not yet available. Try again on next app launch. In the Xcode console, I do not see the expected APNs registration message: [Device] Registered for remote notifications with token: <...> Environment Details: Engine: Unity 6000.2.6f2 Notifications package: com.unity.mobile.notifications 2.4.2 Xcode: 16.4 (16F6) iOS Device: iPhone 12, iOS 26.0.1 Testing Method: Building directly from Unity → Xcode → real device Signing mode: Automatic (with correct Team selected) Certificates in account: Apple Development certificate (active) Apple Distribution certificate (active) Provisioning Profile: Type: App Store (also tested Development profile) Enabled Capabilities: Push Notifications, In-App Purchase App ID Capabilities: Push Notifications: Enabled Development SSL certificate: Present Production SSL certificate: Not generated (yet) Background Modes -> remote notifications What I Have Verified: ✅ Push Notifications capability is enabled in the Xcode target (not UnityFramework). ✅ Team and Bundle Identifier match my Apple Developer App ID. ✅ App ID has Push Notifications enabled in the Developer Portal. ✅ Tested on a real iOS device with working internet. ✅ Rebuilt and reinstalled app after enabling Push Notifications. ✅ Authorization dialog appears and permission is granted by user. How can I resolve this issue?
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IAP not available on iOS but on Mac Catalyst (Invalid IAP ID)
After adding furhter IAP Items to my app, none of the products are available for purchase an more on iOS. But it works just fine on the Mac Catalyst app. Logging the request shows that all product IAP IDs are "invalid", even those who already were on sale. Any idea what this can be caused by? Ive already double checked the obvious things like the product IDs on appstoreconnect, bundle ID, tested on different devices, Test Flight etc... Has anyone experienced this already?
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Stumped by URLSession behaviour I don't understand...
I have an app that has been using the following code to down load audio files: if let url = URL(string: episode.fetchPath()) { var request = URLRequest(url: url) request.httpMethod = "get" let task = session.downloadTask(with: request) And then the following completionHandler code: func urlSession(_ session: URLSession, downloadTask: URLSessionDownloadTask, didFinishDownloadingTo location: URL) { try FileManager.default.moveItem(at: location, to: localUrl) In the spirit of modernization, I'm trying to update this code to use async await: var request = URLRequest(url: url) request.httpMethod = "get" let (data, response) = try await URLSession.shared.data(for: request) try data.write(to: localUrl, options: [.atomicWrite, .completeFileProtection]) Both these code paths use the same url value. Both return the same Data blobs (they return the same hash value) Unfortunately the second code path (using await) introduces a problem. When the audio is playing and the iPhone goes to sleep, after 15 seconds, the audio stops. This problem does not occur when running the first code (using the didFinish completion handler) Same data, stored in the same URL, but using different URLSession calls. I would like to use async/await and not have to experience the audio ending after just 15 seconds of the device screen being asleep. any guidance greatly appreciated.
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Where is macOS server for Sequoia?
Hello, I hope the title is self explanatory. As a system administrator I would like to use macOS server on Sequoia to manage the protected network behind this server: bootpd, natpmpd, paquet filter, postfix mail server, squid proxy… I am at a lost not to find in less than 15 minutes where this is available. Sorry for the silly question.
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Full Disk Access
I am developing a utility application for macOS. In the next version, I would like to access data files from multiple third-party web browsers. However, requiring users to manually select and grant access to each browser’s folder individually would be inconvenient from a usability perspective. Therefore, I am considering requesting Full Disk Access for my app. Is it realistic to expect App Store review approval when requesting Full Disk Access? Under what conditions or use cases is such permission typically accepted by Apple? I would greatly appreciate any advice or experiences you can share.
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Looking for technical feedback on a minimal iPhone satellite check-in proposal
Hi everyone — I’m hoping to get a quick technical sanity check from folks familiar with Apple’s satellite features. I’ve put together a very narrowly scoped request around the temporary enablement of existing iPhone satellite capabilities (Emergency SOS / Messages via Satellite), focused on a simple “check-in” use case. The idea is intentionally minimal: preset status messages only (e.g. “I’m safe”, “I need help”) optional one-time location sharing strict rate limits temporary enablement with a clear sunset date This isn’t a request for new features, internet access, voice, or emergency-service integration — it’s framed as a configuration/policy enablement using systems Apple already operates. I’ve documented the full scope and assumptions here Posting mainly to invite technical review, correction, or perspective from anyone familiar with how the satellite stack is structured today. Appreciate any insights.
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The Example App for Monitoring Location Changes Doesn't Work
Downloaded example app from here Xcode version: Version 26.1.1 (17B100) Simulator iOS Version: 26.1 & 18.5 Set custom location in the simulator to the center of the condition being monitored in the example. The only log entry was "Setup Monitor". Tried a custom gpx starting at the same point and moving 500m away. Same logs. Didn't change any of the source code, granted always permissions, allowed notifications, tapped "AddCircularGeographicCondition". Let me know if there is something I am missing or more information I can provide.
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Entitlement for extension to have read-only access to host's task?
Hi all, I'm building an iOS app extension using ExtensionKit that works exclusively with its containing host app, presenting UI via EXHostViewController. I'd like the extension to have read-only access to the host's task for process introspection purposes. I'm aware this would almost certainly require a special entitlement. I know get-task-allow and the debugger entitlement exist, but those aren't shippable to the App Store. I'm looking for something that could realistically be distributed to end users. My questions: Does an entitlement exist (or is one planned) that would grant an extension limited, read-only access to its host's task—given the extension is already tightly coupled to the host? If not, is this something Apple would consider adding? The use case is an extension that needs to inspect host process state without the ability to modify it. Is there a path to request such an entitlement through the provisioning profile process, or is this fundamentally off the table for App Store distribution? It seems like a reasonable trust boundary given the extension already lives inside the host's app bundle, but I understand the security implications. Any insight appreciated. Thanks!
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Can LiveActivityIntent open the app when tapping a Live Activity button on Lock Screen & Dynamic Island expanded view?
I’m implementing a Live Activity that shows some text and a button. When the user taps the button, I want to open the host app. What I’ve done so far: Implemented a LiveActivityIntent to handle the button tap. The intent is triggered successfully. However, the app does not open by using deep link/universal app link. From what I can tell, LiveActivityIntent seems limited to system/background execution and doesn’t bring the app to the foreground. Questions: Is it possible for a LiveActivityIntent to open the app? Is this behavior a documented/intentional limitation? If not supported, is using a Universal Link or deep link the recommended solution for opening the app from a Live Activity button? Any official clarification or recommended best practice would be helpful.
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BGProcessingTask Not Triggering at Scheduled Time After Updating to Xcode 26.1.1
I’m reaching out regarding an issue we’ve been experiencing with BGProcessingTask since upgrading to Xcode 26.1.1. Issue Summary Our daily background processing task—scheduled shortly after end‑of‑day—has stopped triggering reliably at night. This behavior started occurring only after updating to Xcode 26.1.1. Prior to this update, the task consistently ran around midnight, executed for ~10–15 seconds, and successfully rescheduled itself for the next day. Expected Behavior BGProcessingTask should run at/near the scheduled earliestBeginDate, which we set to roughly 2 hours after end-of-day. The task should execute, complete, and then reschedule itself. Actual Behavior On devices running builds compiled with Xcode 26.1.1, the task does not trigger at all during the night. The same code worked reliably before the Xcode update. No system logs indicate rejection, expiration, or background task denial. Technical Details This is the identifier we use: private enum DayEndProcessorConst {    static let taskIdentifier = "com.company.sdkmanagement.daysummary.manager" } The task is registered as follows: When app launched BGTaskScheduler.shared.register(    forTaskWithIdentifier: DayEndProcessorConst.taskIdentifier,    using: nil ) { [weak self] task in    self?.handleDayEndTask(task) } And scheduled like this: let date = Calendar.current.endOfDay(for: Date()).addingTimeInterval(60 * 60 * 2) let request = BGProcessingTaskRequest(identifier: DayEndProcessorConst.taskIdentifier) request.requiresNetworkConnectivity = true request.requiresExternalPower = false request.earliestBeginDate = date try BGTaskScheduler.shared.submit(request) As per our logs, tasks scheduled successfully The handler wraps the work in an operation queue, begins a UI background task, and marks completion appropriately: task.setTaskCompleted(success: true) Could you please advise whether: There are known issues with BGProcessingTask scheduling or midnight execution in Xcode 26.1.1 or iOS versions associated with it? Any new entitlement, configuration, or scheduler behavior has changed in recent releases? Additional logging or diagnostics can help pinpoint why the scheduler never fires the task?
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How to authenticate ILMessageFilterExtension network requests using tokens from the containing app?
Hi everyone, I am building an SMS filtering app using the IdentityLookup framework. My main application handles the user login and receives a JWT. I need my ILMessageFilterExtension to use this JWT to authenticate its backend requests via context.deferQueryRequestToNetwork. Since the extension is sandboxed and doesn't share a URLSession or standard Keychain with the main app, I am trying to use the Shared Web Credentials mechanism as suggested in the documentation. My Questions: Is SecAddSharedWebCredential still the recommended way to "bridge" a token from the main app to the messagefilter service in 2026? If the backend returns a 401 Unauthorized with a WWW-Authenticate: Basic realm="api.mydomain.com" header, will iOS automatically retry the request with the stored token? Are there any specific AASA (Apple App Site Association) requirements for the messagefilter key? Does it need to be a separate top-level object or nested? Current Setup: Entitlements: Both Main App and Extension have messagefilter:api.mydomain.com and webcredentials:api.mydomain.com. Main App Code: Swift SecAddSharedWebCredential("api.mydomain.com" as CFString, "UserAccount" as CFString, "my_jwt_token" as CFString) { error in // Returns nil (success) } AASA File: JSON { "messagefilter": { "apps": ["TEAMID.bundle.id"] } } Despite this, I see the first 401 in my server logs, but the automatic retry with the Authorization header never happens. Has anyone successfully implemented this "silent" handshake recently?
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HELP WITH SUBSCRIPTIONS
Hey everyone, I really need help. My app versions keep getting approved for distribution and my subscriptions and business agreements are all approved. Yet, when the paywall in my app appears, and someone clicks the subscribe button to pay, the IAP isn't appearing. It just loads forever. When I tested in Xcode it just kept saying products not found. Id's are the same, bundle id is the same, ive done everything. Can someone help pls.
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IdentityLookup ILMessageFilterExtensionConfigurationManager Scope
I'm working on building a Text Messages Filter Extension app and currently facing the below error: "Cannot find 'ILMessageFilterExtensionConfigurationManager' in scope". As required the app includes MessageFilterStatusManager.swift file, with the host app designated as the Target Membership. App minimum deployment is set to iOS 17.6 and I'm working with Xcode Version 26.2. If anyone has encountered this error I'd appreciate your feedback.
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long wait time for usernotifications.filtering entitlement
Hi, happy new year, I'm a Product Manager for a communications app that's currently in testflight. We requested the com.apple.developer.usernotifications.filtering entitlement on December 3rd, and have yet to receive a response from Apple. I understand that the holiday break may have gotten in the way, however it feels like we were lost in the queue as it's been 6 weeks with no response. Our app owner has checked-in inside appstoreconnect but has not received anything back. Is this common? Is there any process for getting a status update? Are we doing something wrong? Without this entitlement we cannot make the device ring in the background. The app is a voice and video messaging platform.
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