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App Intent snippet view does't able to fetch color for xcassets.
We have an existing app in which we have implemented AppShortcuts. The snippet view works fine in iOS 17 while in iOS18 beta, it doesn't able to fetch color from xcassets. If we use system colours or UIColor it's working fine. Not working Color("progressColor") Working Color(uiColor: UIColor(named: "progressColor")!) Color.red Color(hex: "3881d3") // Note: We created Color extension to generate color from hex string.
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923
Jun ’24
Request for clarification of Developer mode
Hi Guys, I want to support my client for enable the developer mode, But they not accept to connect with any other devices(Mac Xcode) to enable developer mode. They are nearly 10 people to enable developer mode. But I think without mac we can't enable developer mode in some of devices. So I need a clarification with IOS versions. That's only we are excepting to list out which IOS versions don't have developer mode option default. Please list out that IOS versions Like below: default developer mode available IOS 17.4.1 default developer mode not available IOS 17.5.1
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Jun ’24
Xcode Cloud on Apple Silicon any time soon?
I'm currently using another provider for CI/CD. They've been offering Apple Silicon builds for over a year now. When we switched over, we saw our build times cut in half. I've seen similar results locally, back when I bought an M1 Mac. So, recently, I tried to use Xcode Cloud on my project. My build time is nearly 45 minutes, where my build time on my current system is about 15 minutes, max. Since I work on a team, and we make regular commits, having a 45 minute turnaround is not ideal. When I looked at the logs of my Xcode Cloud project, I saw a lot "x86_64" stuff in there, which led me to believe that Xcode Cloud is still building on Intel machines. Additionally, I run tests on my builds. The build time alone (before running tests) was almost 20 minutes. The 15-minute time I cited with my current CI/CD included build time & tests running. So, a whole cycle finishes on my current setup before tests are even run. I noticed that there was a bunch of x86_64 in the logs, which made me think that Xcode Cloud is still using Intel. Is this true? I've just gotten really used to faster build times, and I can't move onto a system like this, where the times are so drastically different. Like, I wouldn't mind build time that would add only a few more minutes to what I have now. But going from 15 -> 45 minutes is a real problem.
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1.1k
Jun ’24
Apple support unresponsive
I've been contacting Apple Developer support for over 3 weeks now regarding new agreement that is not visible anywhere in account and no option to accept it either. Submitted ticket twice but no response at all. All they have to say is "Thank you for contacting us. We’ve received your support request and will get back to you as soon as possible. Your case ID is 102320028158. If you have any additional information you’d like to provide or would like a status update on your case, please reply back to this email."
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849
Jul ’24
Apple Pay Display Name
My company rebranded and we need to update our merchant name that displays when a user makes a purchase with their Apple Wallet. The merchant name displays correctly on bank statements, but still reflects the old name within apple wallet. I can't seem to find where the actual display name for the merchant is set or updated. Any insights here would be helpful!
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850
Jul ’24
Will special entitlements like Screentime API remain valid when transferring an app?
Certain entitlements require special permission from Apple like DriverKit or Screentime API/Family controls. Those entitlements are tied to the bundle IDs of the app. If those entitlements have been granted for an app from developer A (personal account) and we transfer that app to developer B (organization account), including the bundle IDs, will those bundle IDs keep the entitlement? Or will we need to re-request from the developer account B? Any insights or experiences regarding this process would be greatly appreciated.
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Jul ’24
Use of SceneDelegate not working
I am trying to configure scenes to capture a redirect URL after a successful login attempt. I am using OAuth code flow. This is the code I have so far: ios_app.swift import SwiftUI @main struct ios_appApp: App { @UIApplicationDelegateAdaptor(AppDelegate.self) var appDelegate let persistenceController = PersistenceController.shared @StateObject private var authState = AuthState() var body: some Scene { WindowGroup { ContentView() .environment(\.managedObjectContext, persistenceController.container.viewContext) .environmentObject(authState) } } } AppDelegate.swift import UIKit import AWSMobileClient import GoogleSignIn class AppDelegate: UIResponder, UIApplicationDelegate { var window: UIWindow? func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool { print("AppDelegate: didFinishLaunchingWithOptions") AWSMobileClient.default().initialize { (userState, error) in if let userState = userState { print("UserState: \(userState)") } else if let error = error { print("Error initializing AWSMobileClient: \(error.localizedDescription)") } } GIDSignIn.sharedInstance.restorePreviousSignIn { user, error in if let error = error { print("Error restoring previous Google Sign-In: \(error.localizedDescription)") } } return true } } SceneDelegate.swift import UIKit import SwiftUI import GoogleSignIn class SceneDelegate: UIResponder, UIWindowSceneDelegate { var window: UIWindow? func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) { print("SceneDelegate: scene willConnectTo") guard let windowScene = (scene as? UIWindowScene) else { print("SceneDelegate: Invalid windowScene") return } let window = UIWindow(windowScene: windowScene) let contentView = ContentView().environmentObject(AuthState()) window.rootViewController = UIHostingController(rootView: contentView) self.window = window window.makeKeyAndVisible() print("SceneDelegate: window initialized and visible") } func sceneDidDisconnect(_ scene: UIScene) { print("SceneDelegate: sceneDidDisconnect") } func sceneDidBecomeActive(_ scene: UIScene) { print("SceneDelegate: sceneDidBecomeActive") } func sceneWillResignActive(_ scene: UIScene) { print("SceneDelegate: sceneWillResignActive") } func sceneWillEnterForeground(_ scene: UIScene) { print("SceneDelegate: sceneWillEnterForeground") } func sceneDidEnterBackground(_ scene: UIScene) { print("SceneDelegate: sceneDidEnterBackground") } func scene(_ scene: UIScene, openURLContexts URLContexts: Set<UIOpenURLContext>) { guard let url = URLContexts.first?.url else { print("SceneDelegate: No URL found in URLContexts") return } print("SceneDelegate: openURLContexts with URL: \(url)") if GIDSignIn.sharedInstance.handle(url) { print("SceneDelegate: Google Sign-In handled URL") return } if url.scheme == "myurlscheme" || (url.scheme == "https" && url.host == "mydomain.com" && url.path == "/mobile-auth-callback") { print("SceneDelegate: Handling auth response for URL: \(url)") AuthService.shared.handleOAuthCallback(url: url) } else { print("SceneDelegate: URL scheme not handled: \(url.scheme ?? "No scheme")") } } func scene(_ scene: UIScene, continue userActivity: NSUserActivity) { print("SceneDelegate: continue userActivity") if userActivity.activityType == NSUserActivityTypeBrowsingWeb { if let url = userActivity.webpageURL { handleUniversalLink(url: url) } } } private func handleUniversalLink(url: URL) { print("SceneDelegate: Handling universal link: \(url)") if url.path.contains("/mobile-auth-callback") { let queryItems = URLComponents(url: url, resolvingAgainstBaseURL: false)?.queryItems let code = queryItems?.first(where: { $0.name == "code" })?.value if let code = code { print("SceneDelegate: Received code: \(code)") AuthService.shared.exchangeCodeForToken(code: code) } else { print("SceneDelegate: No code found, handling email/password callback") AuthService.shared.handleEmailPasswordCallback(url: url) } } } } Also introduced this configuration in Info.plist: <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>UIApplicationSceneManifest</key> <dict> <key>UIApplicationSupportsMultipleScenes</key> <true/> <key>UISceneConfigurations</key> <dict> <key>UIWindowSceneSessionRoleApplication</key> <array> <dict> <key>UISceneConfigurationName</key> <string>Default Configuration</string> <key>UISceneDelegateClassName</key> <string>ios-app.SceneDelegate</string> </dict> </array> </dict> </dict> ...Other parameters </dict> </plist> I am using the simulator to launch my app and can see AppDelegate related logs but I am not seeing any SceneDelegate logs (I suppose because it is not being initialized nor called). I have tried restarting the computer/Xcode, clean and rebuild the application but none of the things I tested work. Is there any part of my code wrong? Any other idea here?
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971
Jul ’24
Augmented Reality app unable to load the image from the camera
I have an app on the App Store for many years enabling users to post text into clouds in augmented reality. Yet last week abruptly upon installing the app on the iPhone the screen started going totally dark and a list of little comprehensible logs came up of the kind: ARSCNCompositor <0x300ad0e00>: ARSCNCompositor (0, 0) initialization failed. Matting is not set up properly. many times, then RWorldTrackingTechnique <0x106235180>: Unable to update pose [PredictorFailure] for timestamp 870.392108 ARWorldTrackingTechnique <0x106235180>: Unable to predict pose [1] for timestamp 870.392108 again several times and then: ARWorldTrackingTechnique <0x106235180>: SLAM error callback: Error Domain=Slam Error Code=7 "Non fatal error occurred due to significant drop in a IMU data" UserInfo={NSDescription=Non fatal error occurred due to significant drop in a IMU data, NSLocalizedFailureReason=SlamEngineNodeGroup Failure: IMU issue: gyro data stream verification failed [Significant data drop]. Failed on timestamp: 870.413247, Last known timestamp: 865.350198, Delta: 5.063049, System timestamp: 870.415781, Delta between system and frame: 0.002534. } and then again the pose issues several times. I hoped the new beta version would have solved the issue, but it was not the case. Unfortunately I do not know if that depends on the beta version or some other issue, given the app may be not installed on the Mac simulator.
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2.2k
Jul ’24
AppIntents don't show up in Shortcuts app when in SPM package
Hi there, I successfully created an AppIntent for our app, and when I had it in the same target as our main app it showed up fine in the shortcuts app. Then I realized that many of the new System Control widgets introduced in iOS 18 (e.g. lockscreen, control center) live in the widget extension target, but they also need to reference that same AppIntent. So to fix this, I thought I'd migrate out the code into it's own SPM package that both the WidgetExtension and the Main App processes can reference. However, after doing that and rebuilding, the intent no longer shows up in the Shortcuts app. Furthermore, my AppShortcutsProvider class now has this error when trying to define the list of appShortcuts: App Intent <name> should be in the same target as AppShortcutsProvider Is this intended, and if so, how do we reference the same AppIntent across multiple targets?
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4.1k
Jul ’24
Simulator crash Exception Type: EXC_CRASH (SIGKILL) WatchDog: 0x8BADF00D
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.
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533
Jul ’24
UI Tests with mock server
I'm using Xcode Cloud for release builds and unit tests, and it works fine. Recently, I added some XCUITests, but to run it the way I need I started to use this mock server. Basically, the idea is you define before each test what responses you want to get for specific requests. It works like a charm locally. But if I want to run it in Xcode Cloud, it looks like the server has failed to launch. The mock server is a separately launched binary file. I think this is because this permission I get when launch it locally. So, my question is how to allow this kind of permission in Xcode Cloud to make my UITests works correctly? You can find a detailed instruction how server is launched on a github page I provided.
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760
Jul ’24
Feedback Assistant, Apple Feedback wants me to install beta software
How to report a bug says "With Feedback Assistant available on iPhone, iPad, Mac, and the web, it’s easy to report issues you encounter". The Feedback Assistant User Guide says "Tell Apple about your experience with beta or seed releases". Is Feedback Assistant only intended for reporting bugs in beta software? A year ago I reported a bug in Xcode 14 and now I'm being asked to verify this issue with Xcode 16 Beta 3. I'm not a beta tester and I don't want to install beta software. How should I proceed?
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669
Jul ’24
Xcode 16 no longer sets ENABLE_PREVIEWS=YES for preview builds
Up until now, it was possible to check in build scripts via the ENABLE_PREVIEWS environment variable whether a build for a SwiftUI preview is being executed. In addition, it was also possible to conditionally compile code for SwiftUI or exclude it from compilation using this variable. This no longer works with Xcode 16 and the new SwiftUI Preview compilation! There is still the option to switch to the old system with the "Use Legacy Previews Execution" setting, but as stated in the release notes, this option will be removed at some point. Which brings us back to the old problem of not being able to exclude build scripts from preview builds and not being able to prevent certain code from being compiled / add special code for SwiftUI previews. This is a terrible situation, especially for more complex projects in which precisely the points mentioned are important for the build process. I seriously hope Apple provides us with another environment variable for SwiftUI preview builds that we can use.
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6.6k
Aug ’24
ERROR: Unrecognized attribute string flag '?' in attribute string "T@"NSString",?,R,C" for property debugDescription
Hello, I'm seeing many errors like this in the Xcode debug console when I build and run my app: ERROR: Unrecognized attribute string flag '?' in attribute string "T@"NSString",?,R,C" for property debugDescription The app project makes heavy use of Logger(), and I suspect it is related to that logging in some way, but I haven't been able to narrow down the issue to specific log calls. I have Category, Subsystem and Timestamp enabled in the Xcode console, but none of those are displayed for this output. What causes this? Or how can I better narrow down the source?
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1k
Aug ’24
Xcode 16 warning about missing symbols of static framework
I work on an SDK, and one of the ways we distribute it is as a pre-compiled static XCFramework. As far as I know, it’s the nature of a static framework to not contain symbols since the framework will be embedded in the final app binary, and the symbols should then be generated. However, when testing the "Validate" function of the Xcode 16 deployment process, our users are receiving a warning that says the framework does not contain symbols. Is my assumption about static frameworks and symbols incorrect? Could this be a bug in Xcode 16? Should we modify something in our framework to inform Xcode that symbols are not needed?
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Aug ’24