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I am trying to embed a framework and execute it on simulator: add framework, it is required by default, make it embed-and-sign If I start the app in simulator from XCode, all runs (by default it runs under debugger, so I assume a bit different environment). If I run it directly in simulator, using xcrun simctl, it crashes with framework binary not found (is that expected?). So I experimented [quite] a bit and updated the LOAD COMMAND to load the dylib with @loader_path (default is @rpath that xcode makes) - in such case the error is: Library not loaded: @loader_path/Frameworks/***.framework/*** Referenced from: <E13560A8-7387-308A-AF0F-F5107B737910> /Users/USER/Library/Developer/CoreSimulator/Devices/47B8C2D5-F78E-4976-B124-A25623DF14A7/data/Containers/Bundle/Application/5B5EA95D-44CD-4403-BE1E-FC6851B44917/App.app/App Reason: tried: '/Users/username/Library/Developer/CoreSimulator/Devices/47B8C2D5-F78E-4976-B124-A25623DF14A7/data/Containers/Bundle/Application/5B5EA95D-44CD-4403-BE1E-FC6851B44917/App.app/Frameworks/***.framework/***' (no such file), '/Library/Developer/CoreSimulator/Volumes/iOS_21E213/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.4.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/***.framework/***' (no such file) (terminated at launch; ignore backtrace) /Users/username/Library/Developer/CoreSimulator/Devices/47B8C2D5-F78E-4976-B124-A25623DF14A7/data/Containers/Bundle/Application/5B5EA95D-44CD-4403-BE1E-FC6851B44917/App.app/Frameworks/***.framework/*** is a local path on my dev machine, which sounds like a bug. Is that a bug? Should I open one somewhere for Apple? Then I played a bit more and found this https://stackoverflow.com/a/52535580/21881034 - "All you need to do is set the third party frameworks you are using in your custom framework for e.g:- socket.io-client-swift as Optional instead of Required under Link binary with Libraries in build Phases section" - which worked. What it does is replaces the load command with LC_LOAD_WEAK_DYLIB - so I assume it executes a bit later and probably again a different environment.
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I have recently submitted a new app version to the Appstore with Xcode 15.0. Unfortunately, I have started to see the below crash in the Xcode organiser > Crashes section occurring for more number of times. UIKitCore: +[UIAlertController _alertControllerContainedInViewController:] + 160 The exception trace is not leading to main() function but not pointing to any of the code line. I had used UIAlertController in the past versions to show the alerts but there is no code written in the current version code related to UIAlertController. Only from the latest version, this kind of crash started to surface. In the latest release, We have added a third party SDK and while implementing the SDK, we had added the Location and Bluetooth Permissions in Info.plist file. But as we don't want to use/track the Location and Bluetooth details from the app, the SDK team has disabled the Location and Bluetooth settings to not reflect in the tracked data. Is this behaviour creating any conflict with the UIAlertController and logging the crash? Because by default the OS tries to show the alert when the permissions exist in the plist file, but the alert will not come as the service is disabled on the SDK server settings. Is this creating any conflict and logging the crash. Please extend your help.
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When I try to create 1.1 (which is a new version), I get the following message: Additionally, if I try to create another version, let's say 1.1.1 or 2.0, I just get same error. When inspecting the call, this is the result: { "errors" : [ { "id" : "48d65ae9-b7d5-44cb-85a6-b7295202f13b", "status" : "409", "code" : "ENTITY_ERROR.RELATIONSHIP.INVALID", "title" : "The provided entity includes a relationship with an invalid value", "detail" : "You cannot create a new version of the App in the current state.", "source" : { "pointer" : "/data/relationships/app" } } ]
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Using the latest stable macOS/iPadOS/Xcode: macOS 14.5 (23F79) iPadOS 17.5 (21F84) Xcode 15.4 (15F31d) We're unable to deploy to the new iPad Pro devices. This applies to newly created empty projects as well. We receive the following message: The developer disk image could not be mounted on this device.. Error mounting image: 0xe8000105 (kAMDMobileImageMounterTATSUDeclinedAuthorization: The server declined to authorize this image on this device for this user.) We've tried every suggestion we can find online: Restarting everything Reinstalling everything rm -rf ~/Library/Developer/DeveloperDiskImages/ Turning on/off Developer Mode. Using various internet connection methods (to sidestep potential routing/firewall issues) It happens across all our developer accounts we've tried 5+, and all iPads tried thusfar (around 5).
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I have added an "App Intents Extension" target to my main application in macOS. This generated the below two files: TWAppIntent.swift import AppIntents struct TWAppIntent: AppIntent { static var title: LocalizedStringResource = "TWAppIntentExtension" static var parameterSummary: some ParameterSummary { Summary("Get information on \(\.$TWType)") } //launch app on running action static var openAppWhenRun: Bool = true // we can have multiple parameter of diff types @Parameter(title: "TWType") var TWType: String func perform() async throws -> some IntentResult & ReturnsValue<String> & ProvidesDialog { return .result(value: TWType, dialog: "Logged break.") } } TWAppIntentExtension.swift import AppIntents @main struct TWAppIntentExtension: AppIntentsExtension { } I m able to build the extension target and I my intent action is available in the shortcuts app. However, on launching a shortcut with the above created intent action. I m getting the below popups: I have identified what is causing this error. Setting the openAppWhenRun to true is causing this error. I don't get this when it is set to false. This property is supposed to launch the application, but can someone help me understand why is it happening? This is only causing the error when using this property for AppIntent Extension and not for In app handling for the AppIntent. Can we not launch our application from AppIntent extension?
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Hi, Since iOS 17, when setting weight on a SCNMorpher, the normals become completely wrong. As you can see below it only happens when there are vertices along an edge. Has anyone encountered that problem and found a solution? Thanks Reported: FB13798652
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How is it possible to add a schema for ar to a usd file using the python tools (or any other way). Following the instructions in: https://developer.apple.com/documentation/arkit/arkit_in_ios/usdz_schemas_for_ar/actions_and_triggers/preliminary_behavior The steps are to have the following declaration: class Preliminary_Behavior "Preliminary_Behavior" ( inherits = </Typed> ) and a usd file #usda 1.0 def Preliminary_Behavior "TapAndFlip" { rel triggers = [ <Tap> ] rel actions = [ <Entry> ] def Preliminary_Trigger "Tap" ( inherits = </TapGestureTrigger> ) { rel affectedObjects = [ </Cube> ] } def Preliminary_Action "Entry" ( inherits = </GroupAction> ) { uniform token type = "parallel" rel actions = [ <Flip> ] } def Preliminary_Action "Flip" ( inherits = </EmphasizeAction> ) { rel affectedObjects = [ </Cube> ] uniform token motionType = "flip" } } def Cube "Cube" { } How do these parts fit together? I saved the usda file, but it didn't have any interactions. Obviously, I have to add that declaration, but how do I do this? is this all in an AR Xcode project? Or can I do this with python tools (I would prefer something very lightweight).
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I have some usdz files saved and I would like to make thumbnails for them in 2D of course. I was checking Creating Quick Look Thumbnails to Preview Files in Your App but it says Augmented reality objects using the USDZ file format (iOS and iPadOS only) I would like to have the same functionality in my visionOS app. How can I do that? I thought about using some api to convert 3d asset into 2d asset, but it would be better If I could do that inside the Swift environment. Basically I wanna do Image(uiImage: "my_usdz_file")
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HI there, I would like for the user to be able to tap on a wall that has been highlighted as scanned (the white outline) and see basic information about the wall (in a pop up view modal) without being taken out of the scan session. As a first step though i'd simply like to be able to tap on the scanned wall whilst still in the session and see in the NSLog, the data about that CapturedRoom.Surface. I'm storing the CapturedRoom on update of the sesssion using the RoomCaptureSessionDelegate and I have added a UITapGestureRecognizer to the room capture view. However i've tried a number of ways (hit testing, raycasting) and i'm unable to target the wall behind the users tap gesture. If anyone can give any advice even if just the principal of how to achieve this.
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I've run into a problem related to navigation links in child Views containing a SwiftData @Query and a predicate. When tapping on a NavigationLinks, the containing View is invalidated pausing the UI. When tapping back, the View is invalidated a second time during which time the View ignores any new taps for navigation leading to a poor user experience. A complete example: import SwiftUI import SwiftData @Model final class Item { var num: Int init(num: Int) { self.num = num } } @main struct TestSwiftDataApp: App { var sharedModelContainer: ModelContainer = { let schema = Schema([Item.self]) let modelConfiguration = ModelConfiguration(schema: schema, isStoredInMemoryOnly: true) let container: ModelContainer do { container = try ModelContainer(for: schema, configurations: [modelConfiguration]) } catch { fatalError("Could not create ModelContainer: \(error)") } // Add some sample data Task { @MainActor in for i in 0...1000 { container.mainContext.insert(Item(num: i)) } } return container }() var body: some Scene { WindowGroup { ContentView() } .modelContainer(sharedModelContainer) } } extension Color { static func random() -> Color { Color(red: .random(in: 0...1), green: .random(in: 0...1), blue: .random(in: 0...1)) } } struct ContentView: View { var body: some View { NavigationStack { SubView() .navigationDestination(for: Item.self) { item in Text("Item at \(item.num)") } } } } struct SubView: View { @Environment(\.modelContext) private var modelContext @Query(filter: #Predicate<Item> { item in item.num < 20 }, sort: \.num) private var items: [Item] var body: some View { let _ = Self._printChanges() List { ForEach(items) { item in NavigationLink(value: item) { Text("Item \(item.num)") }.background(Color.random()) } } } } The background colors of cells will shift every invalidation. In addition there's some debugging in there to show what's happening. When running it, I get SubView: @self, @identity, _modelContext, @128, @144 changed. SubView: @self changed. SubView: @dependencies changed. Then I tap on an item and it invalidates: SubView: @self changed. Tapping back invalidates it again during which time the UI ignores new taps: SubView: @self changed. The odd thing is, this behavior doesn't happen if the NavigationStack is moved to the child View with the NavigationLinks like this: struct ContentView2: View { var body: some View { SubView2() } } struct SubView2: View { @Environment(\.modelContext) private var modelContext @Query(filter: #Predicate<Item> { item in item.num < 20 }, sort: \.num) private var items: [Item] var body: some View { let _ = Self._printChanges() NavigationStack { List { ForEach(items) { item in NavigationLink(value: item) { Text("Item \(item.num)") }.background(Color.random()) } } .navigationDestination(for: Item.self) { item in Text("Item at \(item.num)") } } } } When running this, there's one less change as well and no invalidations on tap or back: SubView: @self, @identity, _modelContext, @128, @144 changed. SubView: @dependencies changed. The problem also doesn't happen if the @Query does not have a filter #Predicate. Unfortunately, the application in question has a deeper hierarchy where views with a @Query with a predicate can navigation to other views with a @Query and predicate, so neither solution seems ideal. Is there some other way to stop the invalidations from happening?
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New to Apple development. Vision Pro is the reason I got a developer license and am learning XCode, SwiftUI .... The Vision Pro tutorials seem to use WIFI or the developer strap to connect the Development environment to the Vision Pro. I have the developer strap, but can't use it on my company computer. I have been learning using the developer tools, but I can't test the apps on my personal Vision Pro. Is there a way to generate an app file on the Mac Book that I can download to the Vision Pro? This would be a file that I could transfer to cloud storage and download using Safari to the Vision Pro. I will eventually get a Vision Pro at work, but till then I want to start developing.
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Hello, I want to use universal links in my application, for which I need to get the TeamID and BundleId, for apple-app-site-association file. Can you please tell me, do I have to buy an Apple Developer Account at the time of development to do this, or can I get it all for free at the time of development?
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I have a Developer account with a Developer Role, although apparently without the stated ability to create my own Sandbox ID. So, our company's Administrator is trying to create one for me. But each time he enters a new icloud.com address to create one, he gets the error, "Your Apple ID or password was entered incorrectly." (The example at the above link uses icloud.com, and that seems the natural place to do this. I'm assuming that since you can't actually create an icloud.com email without an Apple ID, that this sandbox creation process should be ok with the email not existing yet.)
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I built two parts of my app a bit disjointed: my physics component, which controls all SceneReconstruction, HandTracking, and WorldTracking. my spatial GroupActivities component that allows you to see personas of those that join the activity. My problem: When trying to use any DataProvider in a spatial experience, I get the ARKit Session Event: dataProviderStateChanged, which disables all of my providers. My question: Has anyone successfully been able to find a workaround for this? I think it would be amazing to have one user be able to be the "host" for the activity and the scene reconstruction provider still continue to run for them.
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Hi, For 10 days now we've been rejected with no answer. I am afraid Apple will never answer us... and 3 years of development down the drain. My team and our whole families are waiting but as the days go by, it is looking more and more grim for us I am afraid. Is there anything we can do? Our game had a decent rating and audience reception so far. All of our code is built by us over thousands of hours. We have alot of features that competitors do not have, this was even mentioned by several Youtubers and called out as a unique game. Guideline 4.3(a) - Design - Spam We noticed your app shares a similar binary, metadata, and/or concept as apps submitted to the App Store by other developers, with only minor differences. Any advice would be so appreciated ! Thank you, Alex
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I can enroll iOS and macOS devices with success when DEP is not used (OTA). With DEP, I can enroll iOS devices but not macOS devices. In this case, the process fails when the activation profile is received, because the system cannot decrypt the returned payload. Note that I sign the payload using the server certificate (trusted as the anchored certs are defined accordingly) and I encrypt the payload using the device identity certificate. This identity certificate was obtained when the device reached the enrollment URL (used to sign the inbound payload). From the console logs, it seems that the device cannot find the aforementioned certificate using the issuer and serial number, which is surprising because this should be the device identity certificate. I currently use PKCS7 openssl 3 API. I am wondering if I should switch for the CMS functions since it provides a way to define the certificate using it's key identifier rather than the issuer and serial number. I'm also wondering if certificates are missing in the chain. Any help would be greatly appreciated.
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I had some support tickets about dates not showing properly for customers based in the America/Merida timezone. Essentially America/Merida permanently changed to -0500 (CDT) on October 31, 2021, and it appears that the NSTimeZone does not respect this change, and reports times as -0600 (CST). Creating a little test tool with the following code: +(void) run { NSArray<NSString *> * args = [[NSProcessInfo processInfo] arguments]; if ([args count] > 1) { NSString *timezone = args[1]; NSLog(@"custom TZ: %@", timezone); NSTimeZone * tz = [NSTimeZone timeZoneWithName:timezone]; [NSTimeZone setDefaultTimeZone:tz]; } NSDate * now = [NSDate date]; NSLog(@"Testing Dates: (local timezone : %@)", [NSTimeZone localTimeZone]); NSLog(@" (default timezone: %@)", [NSTimeZone defaultTimeZone]); NSLog(@" (is DST : %@)", [[NSTimeZone defaultTimeZone] isDaylightSavingTimeForDate:now] ? @"YES" : @"NO"); NSLog(@" (current cal-tz : %@)", [[NSCalendar currentCalendar] timeZone]); NSLog(@" (current locale : %@)", [[NSLocale currentLocale] localeIdentifier]); NSLog(@"Now: %@", now); } And running with the America/Merida timezone passed in, I'm getting the following output: custom TZ: America/Merida Testing Dates: (local timezone : Local Time Zone (America/New_York (EDT) offset -14400 (Daylight))) (default timezone: America/Merida (CST) offset -21600) (is DST : NO) (current cal-tz : America/Merida (CST) offset -21600) (current locale : en_US) Now: Tue May 14 15:06:14 2024 Running the same code on Linux via the GNUStep implementation of Objective-C, I get the correct output with America/Merida showing up as CDT (ie (is DST : YES)). Are there any good ways to work around this?
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Hello, I have been stumped on this issue for a week and am looking for guidance on how to resolve it. I am aware of Guideline 5.1.1 Legal: Privacy - Data Collection and Storage and have read through it. The core functionality of our app is a Message Chatbot. This is the only feature we have, and we require user registration to limit the number of messages that can be sent on the free tier. However, despite explaining why we need user registration and pointing to a number of very similar apps that have the exact same registration system, we are not able to get approval from the App Reviewers. Their message is: "To resolve this issue, please revise the app to let users freely access the app's features that are not account-based." The problem is that we do not have any other features in our app, so we are stuck. I was wondering if anyone else had similar issues and what they did to fix it? Thank you!
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