Posts under Developer Tools & Services topic

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"Trust This Computer?" glitch
Hello everyone, my iPhone keep on showing multiple "Trust this Computer" alert simultaneously which I cannot tap on it to Trust. As a result, I cannot run my XCode project on my device. Does anyone has any ideas or solutions to fix this ? Solution I have tried: Reset Location & Privacy Reset Network Settings Enable Developer Mode Restart Device My devices specs: iPhone 15 Pro: iOS 18.2.1 Macbook Pro M3 Max: Sequoia 15.1.1
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241
Jan ’25
Spatial audio personalised profile access entitlement "not available on iOS"
I followed this guide, and added com.apple.developer.spatial-audio.profile-access as an entitlement to the app (via the + Capability button – Spatial Audio Profile). I have a audio graph that outputs to AVAudioEngine. However, the Xcode Cloud build ended up with this error: Invalid Code Signing Entitlements. Your application bundle's signature contains code signing entitlements that are not supported on iOS. Specifically, key 'com.apple.developer.spatial-audio.profile-access' in 'Payload/…' is not supported. This guide says it's available on iOS. Does it mean not on iOS 17? In which case how can I provide fallback for iOS 17?
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Jan ’25
Adding Fonts in Xcode 16.1 Causes XIB Files to Malfunction
I encountered a problem when adding a new custom font in Xcode 16.1. After including the font and opening my XIB files, the interface preview became blank and the application seemed to experience a heavy load. To troubleshoot, I removed all custom fonts, and everything returned to normal functionality. However, even after reinstalling Xcode, the issue persisted when adding the font again. The XIB preview loaded correctly: The XIB preview turned blank and became unresponsive:
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527
Dec ’24
Build input file cannot be found
I have a project that imports SPM swift-navigation which in-turn imports SPM https://github.com/pointfreeco/swift-perception I have a test target it builds and runs with no issues in XCode however if I run with xcodebuild i get the below error (I have done basics removed derived data etc.) ❌ error: Build input file cannot be found: '/Users/chris/mtp-iOS-retail-iPhone/build/Build/Products/Debug/PerceptionMacros'. Did you forget to declare this file as an output of a script phase or custom build rule which produces it? (in target 'Perception' from project 'swift-perception')
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398
Dec ’24
Is it OK to encapsulate xcframeworkA into xcframeworkB (encapsulation of xcframework only)?
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?
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195
Dec ’24
The local player is not authenticated. Please log the local player in to Game Center.
I'm receiving this error when attempting to log into my game and authenticating via Firebase and Game Center. I am using Unity to develop my game and have been able to successfully authenticate with Google Play and Apple Sign In but Game Center is giving some trouble. The error seems easy enough except I have triple checked that I am signed in to Game Center with the profile that is set up in Sandbox Testing. Other things I have verified: I have a provisioning profile and game center is on it. In xCode I have Game Center on my signing capabilities, entitlements, and have the GameKit.framework in my Link Binary with Libraries. Any ideas as to what may be causing this error to throw? Maybe another step I missed somewhere?
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295
Jan ’25
Apple Wallet extension
I'm implementing Apple wallet extension in an iOS app. Currently following this documentation https://developer.apple.com/documentation/passkit/implementing-wallet-extensions I'm facing challages while testing the extension. Any suggestion how can i test it during developmet. Like if i want to test the storyboard from Wallet UI extension. Any suggestions or helping material would be appriciated.
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533
Dec ’24
Verification failed with status INVALID_APP_IDENTIFIER using Sandbox
I get this error: Verification failed with status INVALID_APP_IDENTIFIER we use this method: payload = signed_data_verifier.verify_and_decode_notification(notification_data) I use Production environment (this is automatically set in our server) and use my device (connected to Mac) to test the purchase. When trying to purchase I get the Sandbox environment in the Widget. This works when manually setting the environment to Sandbox before calling the function. The time it works because it does not check the apple app id (because of the environment). Now my question is: Which is the apple app id? Is it the App Id "Apple-ID" in the app store connect? Or is it the TeamId+BundleId? Could it be that my function doesnt work because the Payment was done in Sandbox and the environment is Production?
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529
Jan ’25
The iPhone set display and brightness to automatic, the App is placed in the dock column at the bottom of the desktop, and the icon showing the dark mode appears in the light mode. Is this a system problem?
The iPhone set display and brightness to automatic, the App is placed in the dock column at the bottom of the desktop, and the icon showing the dark mode appears in the light mode. Is this a system problem? device: iPhone 16 pro max system version: 18.2
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285
Dec ’24
Swift Package Manager - Package Download Issue
We have developed a custom iOS framework called PaySDK. Earlier we distributed the framework as PaySDK.xcframework.zip through GitHub (Private repo) with two dependent xcframeworks. Now, one of the clients asking to distribute the framework through Swift Package Manager. I have created a new Private repo in the GitHub, created the new release (iOSSDK_SPM_Test) tag 1.0.0. Uploaded the below frameworks as Assets and updated the downloadable path in the Package.Swift and pushed to the GitHub Main branch. PaySDK.xcframework.zip PaySDKDependentOne.xcframework.zip PaySDKDependentTwo.xcframework.zip When I try to integrate (testing) the (https://github.com/YuvaRepo/iOSSDK_SPM_Test) in Xcode, am not able to download the frameworks, the downloadable path is pointing to some old path (may be cache - https://github.com/YuvaRepo/iOSSDK_SPM/releases/download/1.2.0/PaySDK.xcframework.zip). Package.Swift: // swift-tools-version:5.3 import PackageDescription let package = Package( name: "iOSSDK_SPM_Test", platforms: [ .iOS(.v13) ], products: [ // Products define the executables and libraries a package produces, making them visible to other packages. .library( name: "iOSSDK_SPM_Test", targets: ["PaySDK", "PaySDKDependentOne", "PaySDKDependentTwo"] ) ], targets: [ // Targets are the basic building blocks of a package, defining a module or a test suite. // Targets can depend on other targets in this package and products from dependencies. .binaryTarget( name: "PaySDK", url: "https://github.com/YuvaRepo/iOSSDK_SPM_Test/releases/download/1.0.0/PaySDK.xcframework.zip", checksum: " checksum " ), .binaryTarget( name: "PaySDKDependentOne", url: "https://github.com/YuvaRepo/iOSSDK_SPM_Test/releases/download/1.0.0/PaySDKDependentOne.xcframework.zip", checksum: " checksum " ), .binaryTarget( name: "PaySDKDependentTwo", url: "https://github.com/YuvaRepo/iOSSDK_SPM_Test/releases/download/1.0.0/PaySDKDependentTwo.xcframework.zip", checksum: " checksum " ), .testTarget( name: "iOSSDK_SPM_TestTests", dependencies: ["PaySDK", "PaySDKDependentOne", "PaySDKDependentTwo"] ) ] ) Steps I followed: I have tried below steps, Removed the local repo and cloned new rm -rf ~/Library/Caches/org.swift.swiftpm/ rm -rf ~/Library/Developer/Xcode/DerivedData/* Can anyone help to identify the issue and resolve? Thanks in advance.
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Jan ’25
Follow-Up on Developer Program Enrollment Request – No Response Received
Hello, I submitted my application to enroll in the Apple Developer Program , but I have not received any response or update regarding my request. Details: • Submission Date: 01/20/2025 • Account Type: [Individual/Organization] I have already checked my email, including spam/junk folders, and confirmed that my payment (if applicable) was processed. Can someone assist me in checking the status of my application or provide guidance on the next steps? Thank you for your help!
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218
Jan ’25
Xcode playground export is doesn't work
I am having issues with exported playgrounds from Xcode, when I try to open my exported swift fill I get the following message: "Couldn't load settings from contents.xcplayground" Xcode Version: Version 16.2 (16C5032a) Steps to reproduce Create new playground in Xcode. File->Export Open exported file. The issue still press persist after reinstalling Xcode.
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190
Jan ’25
recurringPaymentRequest and Authorize.net
I am seeking clarification on recurringPaymentRequestwith Apple Pay. I am using the Apple Pay JS API to make a recurring payment request. My Payment processor is Authorize.net. The initial payment processes fine via the token. My question is, how can my web application process the subsequent payment? Authorize.net doesn't allow me to set up an ARB (Automated Recurring Billing) profile for Apple Pay tokens, unlike Credit Cards. How would I go about obtaining another token for the customer? I cannot find good documentation on the recurring billing setup with Apple Pay and Authorize.net anywhere. Thank you in advance for any guidance you can give me regarding recurring billing with Apple Pay. I created an endpoint for the tokenNotificationURL but I do not believe this endpoint receives POSTs when a recurring billing event occurs, and only other lifecycle events are logged. https://developer.apple.com/documentation/apple_pay_on_the_web/applepaypaymentrequest/3955946-recurringpaymentrequest/
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293
Jan ’25
App review delay for critical bug fix in Trizz app
Is there anyone here who can provide an answer, or is it related to someone who belongs to the App Review department at Apple? We uploaded an app to the App Store and discovered a bug that disables activity. We uploaded an update with the bug fix and now we are waiting for Apple to review the latest version and approve uploading it to the store. Thousands of users are waiting and leaving us. Losses of a lot of money and more importantly - a bad user experience. If there is anyone here who can help us, or knows someone who can speed up the process, we are more than happy!!! It is critical and urgent. And yes, we signed up for Apple's fast track program... It didn't help. Thanks!
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153
Jan ’25
Any solution yet to not being able to turn off debugging via WiFI?
Debugger on Xcode 16.x is super slow and it turns out it's only this way when Xcode is connected to my iPhone via WiFi. If I disable WiFI on my iPhone everything is just fine. But that's not a solution. An engineer posted this supposed solution, https://developer.apple.com/documentation/xcode-release-notes/xcode-15-release-notes. Forgive me but that's not a solution, especially since we used to be able to shut off "Connect via WiFI." I've seen so many posts here and everywhere else with no one stating any clear answer. Does anyone know why has this been removed? And is anyone aware of it? I've posted in the Feedback Asst. as many others have. What gives?
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Jan ’25
Issue with Custom Error Message on invalidate in CoreNFC APDU Tag Reader Session
Hi everyone, I'm working on an NFC-related app using CoreNFC with APDU commands to read and write tags. I’ve encountered an issue when trying to handle the scenario where the user cancels the NFC session. Here’s what’s happening: When a user cancels the NFC session manually (e.g., by tapping "Cancel"), I see an error log indicating tagReaderSession|userCancelled. However, when I explicitly call session.invalidate(errorMessage: "No NFC tag found") in my code to handle a scenario where no tag is detected, the session still shows the error as userCancelled instead of my custom error message. This behavior is confusing both in terms of debugging and for providing feedback to users, as I expect my custom message to appear instead of the generic "user cancelled" message. func tagReaderSessionDidBecomeActive(_ session: NFCTagReaderSession) { // Session becomes active } func tagReaderSession(_ session: NFCTagReaderSession, didDetect tags: [NFCTag]) { // Handle tag detection logic } func tagReaderSession(_ session: NFCTagReaderSession, didInvalidateWithError error: Error) { print("Session invalidated with error: \(error.localizedDescription)") } func handleNoTagDetected(session: NFCTagReaderSession) { session.invalidate(errorMessage: "No NFC tag found") } I call handleNoTagDetected(session:) explicitly when no tag is detected, expecting the custom error message to show. However, the system still shows the cancellation error. Has anyone else experienced this behavior? Is this the intended behavior for CoreNFC, or am I missing something in my implementation? Any guidance would be appreciated. Thanks in advance!
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Jan ’25