Posts under Developer Tools & Services topic

Post

Replies

Boosts

Views

Activity

Apple Contact Forms not working
Hi, I need to contact Apple developer support. But on "Call Me" - it get a response to say the email is invalid (it is a telephone number!). I can also see in dev tools it fails with "errorToken": "EMAIL_VALIDATION_FAILED". "errorMessage": "Given emailAddress : xxxx is Invalid", I get the same error on the "Send a Message" form. The other members of my team also have the same problem, so we have no way to contact support.
0
0
200
Mar ’25
No renew button in developer app, signed in a account holder
I'm trying to renew my developer program membership which got expired 10 days ago. I couldnt find the renew button anywhere on the developer app both in Mac and iPhone. Why is it very hard for a simple program renewal? Why cant this be done on a browser from anywhere? Seriously frustrating, I have been trying to reach support through email but no response yet it's been almost a week and also there is no way to reach through phone.
2
0
314
Mar ’25
SwiftTesting
I am using Swift Testing for TDD my project. I have a struct that contains an array of 65536 UInt8's along with other properties. I am testing methods that modify the properties of the struct including the contents of the array. In just one of my test files, any test fails (there are several in the file), the entire contents of the struct, including the array, are printed to the console. In another test file they are not. I'm don't think there are any differences to the test setup in the two files. Any idea what's going on? I'm able get the program to skip the dump to the console by copying the properties I want to test to local let constants and testing those. Thanks
1
0
346
Feb ’25
dyld: Symbol not found ... certain MeshResource APIs on iOS 17.x
I submitted feedback as FB16463501 -- posting here for others to see, or maybe for Apple to share any help if there are workarounds, etc.: Targets below iOS 18.x fail to launch app due to dyld[xxxxx]: Symbol not found: errors when referencing: MeshResource.init(from:) async - https://developer.apple.com/documentation/realitykit/meshresource/init(from:)-b7hb i.e. dyld[61511]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE4fromACSayAD0C10DescriptorVG_tYaKcfC MeshResource.replace(with:) async - https://developer.apple.com/documentation/realitykit/meshresource/replace(with:)-8uvri i.e. dyld[78830]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE7replace4withyAcDE8ContentsV_tYaKF Targets tested that exhibit issue: (DYLD errors) Device: iOS 17.7.2, iPhone 14 Pro Max Simulator: iOS 17.5 (21F79), iPhone 15 System Information: macOS Version 15.3 (Build 24D60) Xcode 16.2 (23507) (Build 16C5032a) MRE -- include this code in your app: (no need to invoke, just reference) static func addOrUpdateEntityModel_MRE(_ entity: ModelEntity) async { let descriptor = MeshDescriptor(name: "MyDescriptor") do { if let modelComponent = entity.model { // update existing ModelComponent if let model = try? MeshResource.Model(id: "MyModelId", descriptors: [descriptor]) { var contents = MeshResource.Contents() contents.models = .init([model]) try await modelComponent.mesh.replace(with: contents) /// `dyld[78830]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE7replace4withyAcDE8ContentsV_tYaKF` } } else { //create new ModelComponent /// Comment-out the 2 lines below == dyld error for above `MeshResource.replace(with:)` let meshRes = try await MeshResource(from: [descriptor]) /// `dyld[61511]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE4fromACSayAD0C10DescriptorVG_tYaKcfC` entity.model = .init(mesh: meshRes, materials: [SimpleMaterial()]) } } catch { fatalError() } }
0
0
553
Feb ’25
Flutter Xcode Errors
I just started working with Flutter. I use a Macbook m2 and my phone is an iPhone XR. I made a very simple application but no matter what I did, I couldn't start my application on my iPhone XR. I got help from all the AIs but we couldn't do it. I deleted everything including Xcode, Android Studio and Flutter and reinstalled them and I followed the SDK installation step by step on the Flutter page but I can't run my project on Xcode. I entered my Apple account including all the signings and certificates via the .workspace file extension but it didn't work. The error I get from Xcode keeps changing. We installed podfiles with the support I got from the AIs and after some fiddling, I got the only error right now: Command PhaseScriptExecution failed with a nonzero exit code
1
0
326
Mar ’25
No drop in NSView
Since dragImage: is deprecated I am trying to update drag and drop with beginDraggingSessionWithItems:. Drag work fine but I cannot get drop to work correctly. In the code below change #ifndef to #ifdef (using dragImage:) make drop work as expected. draggingEntered, draggingUpdated, draggingExited, draggingEnded are all called but NOT performDragOperation (which do the drop). Uncommenting the line [pb_item pasteboard:paste_board provideDataForType:@"LN_PboardType"]; cause an exceptionPreprocess: -[NSPasteboardItem pasteboard:provideDataForType:]: unrecognized selector sent to instance 0x600001e64240. I also try add NSDraggingDestination, NSItemProviderWriting, NSPasteboardTypeOwner to @interface line without success. What I am doing wrong ? Any other method to do Drag and Drop (other than dragImage: and beginDraggingSessionWithItems:) ? Where can I found an Obj-C project using beginDraggingSessionWithItems: for drag an drop ? ``@interface Enclosure : NSView <NSDraggingSource, NSPasteboardItemDataProvider> - (id)initWithFrame:(NSRect)frame { self = [super initWithFrame:frame]; if (self) { [super setAutoresizesSubviews:YES]; [self registerForDraggedTypes:[NSArray arrayWithObjects:@"LN_PboardType", NSPasteboardTypeString, nil]]; } return self; } - (BOOL)acceptsFirstMouse:(NSEvent *)event { return YES; } - (void)mouseDown:(NSEvent *)drag_event { NSImage *drag_image; NSPoint drag_position; NSRect dragging_rect; NSPasteboard *paste_board; NSDraggingItem *drag_item; NSArray *items_array; NSPasteboardItem *pb_item; paste_board = [NSPasteboard pasteboardWithName:@"LN_PboardType"]; [paste_board declareTypes:[NSArray arrayWithObjects:@"LN_PboardType", NSPasteboardTypeString, nil] owner:self]; pb_item = [[NSPasteboardItem alloc] init]; [pb_item setDataProvider:self forTypes:[NSArray arrayWithObjects:@"LN_PboardType", NSPasteboardTypeString, nil]]; // [pb_item pasteboard:paste_board provideDataForType:@"LN_PboardType"]; drag_image = [ [NSImage imageNamed:@"drag.jpg"]; drag_position = [self convertPoint:[drag_event locationInWindow] fromView:nil]; drag_position.x -= drag_image.size.width/2; drag_position.y -= drag_image.size.height/2; #ifndef DEPRECATED [self dragImage:drag_image at:drag_position offset:NSZeroSize event:drag_event pasteboard:paste_board source:self slideBack:YES]; #else drag_item = [[NSDraggingItem alloc] initWithPasteboardWriter:pb_item]; dragging_rect = NSMakeRect(drag_position.x, drag_position.y, drag_image.size.width, drag_image.size.height); [drag_item setDraggingFrame:dragging_rect contents:drag_image]; items_array = [NSArray arrayWithObject:drag_item]; [self beginDraggingSessionWithItems:items_array event:drag_event source:(id)self]; #endif } - (NSDragOperation)draggingSession:(NSDraggingSession *)session sourceOperationMaskForDraggingContext:(NSDraggingContext)context { if (disable_drag_and_drop) return NSDragOperationNone; switch (context) { case NSDraggingContextWithinApplication: return NSDragOperationCopy; case NSDraggingContextOutsideApplication: return NSDragOperationMove; } return NSDragOperationNone; } …``
0
0
225
Feb ’25
Issue with Apple Developer Enrollment – Trusted Device & Subscription Conflict
Context: I recently encountered an issue while trying to enroll in the Apple Developer Program with my personal Apple ID, and I need guidance on how to resolve it. A few months ago, I helped a client set up an Apple Developer account because they didn’t have an iPhone, Mac, or even an Apple ID. To assist them, I created an Apple ID for them and used my iPhone (via the Apple Developer app) to enroll their account in the Apple Developer Program. Now that the project is complete, I have removed myself from their Apple Developer account and given them full control over the app. However, when I tried to enroll my personal Apple ID in the Developer Program, I was unable to do so. After contacting Apple Support, I was informed that my phone number is still recognized as the trusted device for my client’s Apple ID, preventing me from enrolling in the Developer Program under my own account. Additional Issues: When I checked my Apple ID subscription list on account.apple.com, I noticed that the Apple Developer Program Membership is still listed under my personal Apple ID. However, when my client logs into their Apple ID subscription list, the Apple Developer subscription does NOT appear under their account. Even though the Apple Developer Program subscription is listed under my Apple ID, I cannot access the Apple Developer portal (developer.apple.com/account) to manage my account, enroll, or create apps. However, my client CAN still access the Developer portal and create/manage apps, even though the subscription is NOT in their Apple ID subscription list. Problems: My phone number is still a trusted device for my client’s Apple ID, blocking me from enrolling my own Developer account. The Developer Program subscription appears under my Apple ID instead of my client’s, even though my client is the one using the Developer account. I cannot access Apple Developer features, while my client can—even though the subscription is technically under my Apple ID. Questions: How can I unlink my phone number and device from my client’s Apple ID so I can enroll in the Apple Developer Program? Why does the Developer Program subscription appear under my Apple ID instead of my client’s, and how can I fix this? Why can’t I access the Developer portal, even though the subscription is listed under my Apple ID? Has anyone faced a similar issue, and if so, how was it resolved? Any advice or guidance would be greatly appreciated! Thanks in advance.
0
0
153
Mar ’25
Apple Development Enrollment Payment
Hi, Yesterday I enrolled in the Apple Developer Program through the app (like the website said) and it seemed to work fine. I went through everything in the app and then I had to pay for the service, so I did. (the invoice says Apple Developer Program (Automatic Renewal): $96.99 + VAT). I can see this transaction on my bank statement as well. After finishing the the Developer app said "Wait for an email" or something similar for a day until now it says "Enrollment through the apple developer app is not available for this apple account". I found this odd so I logged in to my account in a browser (on a PC) to see what's up and there it still says if I click my name "Pending". The weird thing is that there is this banner that says "Purchase your membership." and a link to complete my purchase??? As if I did not purchase it yesterday. So in desperation I decided to see what's up and went through this process on my PC now and it took down my order and I got a prompt in the browser to wait 2 days (48 hours). Will I get charged twice? Also this time it prompted the price: $99.
2
0
329
Feb ’25
DYLD, symbol '_objc_claimAutoreleasedReturnValue' not found
When I finished updating the system (Mac: 15.3.1 (24D70) Xcode: Version 16.2 (16C5032a)), the following situation occurred in the Archive package: Termination Description: DYLD, symbol '_objc_claimAutoreleasedReturnValue' not found, expected in '/usr/lib/libobjc.A.dylib', needed by '/private/var/containers/Bundle/Application/60C6E2BE-661A-4BA9-98CC-6C222F20452B/Blurams.app/Blurams' Highlighted by Thread: 0 A startup crash occurs on a system with iOS16 or earlier How to solve this problem? The issue is currently blocking the release of the version
1
0
330
Mar ’25
code signing error
We are encountering a persistent code signing error with in-app purchase capabilities in our iOS app. Despite having the com.apple.developer.in-app-purchase entitlement properly configured in the app's entitlements file and the In-App Purchase capability enabled in both Xcode and the App ID configuration in the Apple Developer Portal, we continue to receive the error: "The provisioning profile 'iOS Team Provisioning Profile: does not include the com.apple.developer.in-app-purchase entitlement." We have attempted multiple solutions including: Regenerating provisioning profiles Cleaning and rebuilding the project Switching between automatic and manual signing Removing and re-adding the in-app purchase capability Verifying all entitlements and capabilities configurations The error persists despite the entitlement being correctly set in the entitlements file and the capability being enabled in the App ID. This appears to be an issue with how the provisioning profile is being generated or how the entitlement is being recognized by Xcode's code signing system.
1
0
263
Feb ’25
Xcode crashes when "Build Phases" -> "Copy Files" -> "Copy only when installing" checkbox gets clicked
I've got a very simple command-line Swift project that contains a couple of OpenGL shader source files. They need to be accessed at run-time in order to be compiled and linked. For initial debugging, I hard-coded the absolute path to their location in the Xcode project directory, but I switch back and forth between two machines (MacBook Pro and Mac Studio) for which the project paths are different, so this doesn't work well. To solve this, I thought I could get Xcode to copy the shader sources over with the executable file at build time. I'm aware that technically, command-line apps have no resource bundle, but the "Build Phases" -> "Copy Files" section of the project configuration isn't disabled for my project, so I assumed that it could handle this. I added the two shader source files to the set of files to copy, via the "+" button, and set the Destination to "Products Directory". I left the "Subpath" field blank. AFAICT, nothing happens: the "Products/Debug" sub-directory of "~/Library/Developer/Xcode/DerivedData/..." has the executable, but neither of the shader sources. In fact, they don't appear anywhere inside ~/Library/Developer/Xcode. Okay, perhaps I need to uncheck "Copy only when installing" in the project config? Sadly, as soon as I click to uncheck it, Xcode crashes, even if that's the very first thing I do immediately after Xcode restarts. FWIW, I'm running Xcode 16.2 on a late 2019 MacBook Pro running Sonoma 14.6.1, but I'm pretty sure I've experienced the problem on my 2024 Mac Studio as well.
2
0
386
Mar ’25
XCode Error Code: Failed to Save
I have a Mac Mini (M4) running macOS Sequoia 15.3.1. I very recently downloaded and installed the current version of XCode from the app store. I have not added any extensions - it's a vanilla, un-customized, un-enhanced installation. I have two user profiles (accounts) on my Mac: one Administrator and one Standard, each using a different apple account. I am using the Standard user account to learn XCode. When I attempt to set up a project, I get an error message when Xcode initially tries to save the (provided) project template file. The error states: "Failed to save Project2.xcodeproj. The backing file has been modified outside of XCode." I am using a NAS drive to store my project file. I have also tried saving it to the Desktop. It makes no difference to the error wherever the file is being saved. Similarly, I tried changing the Standard user account to an Administrator account to see if it was a privileges problem. Again, it made no difference to the error message. (So I changed the account back to a Standard user). I have tried googling the error but I only find references to problems related to extension/add-in products to XCode: none of which have I added to my XCode installation. I am attaching screenshots of the steps through the project creation process. Hopefully someone can tell me what I am doing wrong or what the problem is. Thank you.
0
0
321
Mar ’25
Xcode is is throwing error when I run my Unity Build
When I try to build my project in Xcode (from Unity AR) project, it throws me these errors: I feel like I've tried everything to make the LaunchScreen work. I downloaded xcode the night I tried running this build, so the whole deleting and redownloading and restarting everything didn't work. I've tried making sure my macbook and terminal are fully up to date. I literally can't find a solution! Please help!! I will also say, I'm fairly new to App building, Xcode, and Unity. But this does seem like a barrier that is stopping me from testing my project.
0
0
160
Mar ’25