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On versions iOS 14+, my app which is connected by bluetooth to another device will become slow to write information. This isn't a couple hundred ms or a second or two, but upwards of 10 minutes for it to be sent and then 400 ms to be processed by the device and send its response back. I've confirmed with PacketLogger and with system logs that what commands we are sending with .writeValue are taking over 10 minutes. This is the timestamp of when we are writing to the device This is the PacketLogger timestamp of when the phone actually wrote to our device This doesn't occur immediately, but is intermittent and once it does begin to occur, there's nothing to do to get out of it except for connecting once again to the device. Which, overtime, the issue begins to spring up again. So why is it taking 13 minutes for it to go through the phone and finally being sent?
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Ever since I received the latest Beta update I have not been able to use CarPlay via a cord to my car (I've tried multiple cords with the same result). It has been working as expected since I bought the car a few years ago. I've tried multiple other Apple phones and they have no issue, so I know it's not my car's software. I have called apple support and they gave me instructions on how to uninstall the Beta software, which has also not been successful. I entered a ticket for this issue on April 22nd, but haven't heard anything back. Anyone have suggestions on how I can get my CarPlay to work? or how to uninstall successfully from the Beta ios?
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I've recently installed x code 15.3, but when I try and open simulator I am unable to select a device. When I navigate through the top menu a few item are active. One of these (active menu item) is New Simulator: I've tried to add a new simulator. Enter a name, selected a device type, but the drop down menu for OIS Version is not populating. I am leaving paired apple watch off. When I click create nothing happens. Open Simulator is an option, but there does not list any device when the arrow is clicked. Any suggestion? Thanks, Ed.
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Hello can I have some help on how to fix the code. Please can you tell me what to adjust to make the code work.(it was from a YouTube video and have compared it as close as possible and still doesn't work. 'No exact matches in call to initialiser' error at the work 'Group {' import SwiftUI struct ContentView: View { @State var text: Array<String> = [] @State var showsheet = false @State var textitemtemp = "" var body: some View { NavigationView { Group { if text.count <= 1 { Text("no items") } else { List { ForEach((1...text.count-1, id: \.self), {i in Text(text[i]) .contextMenu { Button(action: { text.remove(at: i) }, label: { Label ("Delete", systemImage: "delete.left") }) } } ) } .navigationTitle("Idea Book") .toolbar { Button(action: { showsheet.toggle() textitemtemp = "" }, label: { Image(systemName: "plus") } ) } .onChange(of: text) { save() load() } .onAppear() { save() load() } } .refreshable { save() load() } .sheet(isPresented: $showsheet) { NavigationView { List { TextField("Item", text: $textitemtemp) } .navigationTitle("Add an Idea") .toolbar { Button("add") { text.append(textitemtemp) showsheet.toggle() } } } } func save() -> Void { let temp = text.joined(separator: "/[split]/") let key = UserDefaults.standard key.set(temp, forKey: "text") } func load() -> Void { let key = UserDefaults.standard let temp = key.string(forKey: "text") ?? "" let temparray = temp.components(separatedBy:"/[split]/") text = temparray } } #if DEBUG ContentView() #endif } } }
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I am trying to verify my understanding of adding a HoverEffectComponent on entities inside a scene in RealityViews. Inside RealityComposer Pro, I have added the required Input Target and Collision components to one entity inside a node with multiple siblings, and left any options as defaults. They appear to create appropriately sized bounding boxes etc for these objects. In my RealityView I programmatically add the HoverEffectComponents to the entities as I don't see them in RCP. On device, this appears to "work" in the sense that when I gaze at the entity, it lights up - but so does every other entity in the scene - even those without Input Target and Collision components attached. Because the documentation on the components is sparse I am unsure if this is behavior as designed (e.g. all entities in that node are activated) or a bug or something in between. Has anyone encountered this and is there an appropriate way of setting these relationships up? Thanks
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Up until about 6 months ago, I was receiving the Apple success or failed email notifications. I no longer get them and can't figure out why. I checked my email rules and even the quarantine in Exchange. What can cause this and what else can I check? I am an Admin on the account but not the Account holder though.
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Hello, Could anyone please tell me, if it is allowed to have email-password and passkeys as only login methods? I remember reading somthing about having to include sign-by-apple first when I want to allow third party login, and I'm wandering whether this rule only applies to OAuth like google, or if it applies to passkeys as well and allowing users to sign-in using passkeys while not providing sign by apple would make my app not pass app review. Thanks for your answers.
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I use the App Store Connect API to run many parallel requests to update different parts of a single app. I am randomly getting errors such as An unexpected error occurred on the server side. or The request timed out. Usually when these errors happen, I can simply run the unsuccessful requests one or two more times and then they succeed. Is there an explanation for this? Is this possibly caused by too many parallel requests? What is the maximum suggested number of parallel requests?
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I'm trying to increase the compute hours on our Xcode Cloud, but it says this needs to be performed via the Apple Developer App. The issue is that my iOS devices are authenticated with my personal Apple ID and not my work/developer Apple ID. Is there any way to upgrade my subscription on Desktop? Any other suggestions how I can upgrade our subscription?
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I am currently stuck in app rejection limbo at the moment. This has gone on all day. My iOS app allows a user to choose 1 of 4 alternate icons or just the default primary icon in the general app settings. The review team has been rejecting my app for the following reasons which I am apparently failing to decode somehow: Guideline 4.6 - Design - Alternate App Icons We continue to find that the app's binary includes icons that may support a user-selectable icons feature but does not fulfill all of the requirements for using alternate icons. Specifically: - The app includes user-selectable icons but does not provide a way to change the icons within the app. Next Steps To resolve this issue, please ensure that the app's icons can only be changed at the user’s request, are relevant to the content and functionality of the app, and can be reverted back to the app's original icon. If these icons were included in your binary for a reason other than a user-selectable icon feature, reply to this message in App Store Connect and let us know. This was my previous response explaining the use of the alternate icons: 1. The app's icons *can only* be changed at the user’s request – the user does this from the general app settings as previously explained. We do NOT in anyway do this without the user's request. 2. It is a way for the user to personalise the app. A person who curates things would appreciate this (as I do) so it is relevant to the functionality of the app. This same feature is also in the macOS version presently in the Mac App store and it is implemented the same way. 3. It *can* be reverted back the same way it was changed *by the user* in the app settings. 4. I do not think the UI to change the app icon should be in the main app (as opposed to the general app settings) because the user is not expected to change the app icon very often. So it is situated in the general app settings along with many other options that the user is not expected change often but can whenever they want to. Does choosing the alternate app icon in app settings not count as "within the app" ?
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So, we've got a mobile app that is using background processing to occasionally scan for nearby BLE beacons. When running a debug / local build of the app, everything behaves as expected, but if we upload a build to TestFlight and install from there, the background processing doesn't happen. This behavior would seem to point to a capability in the App ID not being provisioned, but when I look in the Identifiers section of Apple Developer, Background Modes as a capability isn't listed for either the existing Application Identifier or when creating a brand new one. The app has the Background Modes capability assigned if I look at it in XCode. Any thoughts as to where to look next or what I'm missing?
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I just renewed my developer account (a little late) When will my app show up on Appstore again?
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Environment: Xcode 15.3.0. MacOS 14.4.1 (23E224) Depl. Target: iOS 17.2 Supported Destinations: iPhone Notes: Using SwiftData. Shared code in the Persistency library. Hello everyone, I am writing here after really trying everything I can to understand what is going on. I have a widget bundle composed by two different widgets, defined as following: import WidgetKit import SwiftUI import SwiftData @main struct MyWidgetBundle: WidgetBundle { @WidgetBundleBuilder var body: some Widget { MyWidget() MylMediumWidget() } } They have 2 different providers (since they need different data). The are then defined as following: import SwiftUI import WidgetKit import Persistency import SwiftData struct MyMediumWidget: Widget { let kind: String = "MyStatus" var body: some WidgetConfiguration { StaticConfiguration(kind: kind, provider: MyEntryProvider()) { entry in MyMediumWidgetView(entry: entry) .containerBackground(Color.Theme.background, for: .widget) } .supportedFamilies([.systemMedium, .systemLarge]) .configurationDisplayName("My Reminder Medium") .description("Bla bla bla") } } And import WidgetKit import SwiftUI import Persistency struct MyWidget: Widget { let kind: String = "MyStatus" var body: some WidgetConfiguration { StaticConfiguration(kind: kind, provider: SmallEntryProvider()) { entry in MyWidgetGroup(entry: entry) .containerBackground(Color.Theme.background, for: .widget) } .supportedFamilies([.systemSmall, .accessoryCircular]) .configurationDisplayName("My Reminder Small") .description("Bla bla 2") } } struct ActiveMealWidgetGroup: View { var entry: SmallEntryProvider.Entry @Environment(\.widgetFamily) var family var body: some View { switch family { case .systemSmall: MySmallWidgetView(entry: entry) case .accessoryCircular: MyAcessoryCircularWidgetView(entry: entry) default: Text("Unsupported size") } } } Note: They belong to 1 single Widget Extension for iOS. For some reason I have VERY strange behaviors in widgets with the following code. Example: When I insert the medium size, it is randomly removed from the home screen. For example, I add the small and the medium. After 3h, the medium is gone. If I try to add the widgets in mac os (readying from phone, the app is only for iOS), only the small appears. No medium and large are shown. If I try to compile the widget scheme selecting systemLarge in the xcode argument, I have an error saying: "Request widget family (systemLarge) is not supported by this widget kind (MyStatus)" UserInfo={NSLocalizedDescription=Request widget family (systemLarge) is not supported by this widget kind (MyStatus)}} What is going on? Seems my widgets are really wrongly configured, but I can't see where the issue can be. Hope someone can help me. Best Regards
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I created a prototype app with Reality Composer on an iPad. Now I would like to import the project to a Mac for further development using Xcode/Swift. How can I do this? I am able to export a .reality or .usdz file. If I open the .reality file in Xcode I just get the playback app/scene but it does not appear to be a project that I can edit.
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I have added a button in UIController: let button = UIButton(type: .custom) button.setTitle("test", for: .normal) button.addTarget(self, action: #selector(addToSiri), for: .touchUpInside) self.view.addSubview(button) Then using it in SwiftUI HStack { Controller() }.frame(maxWidth:.infinity, idealHeight: 60) And then using swiftUI in UIHostingController: let vc = UIHostingController(rootView: SwiftUIView()) But when I tap the button, the addToSiri is never called. I don't know why.
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Hello, we recently switched to the V2 notifications and we are noticing some odd requests. In general all works as expected, except that we are receiving some empty notifications i.e. the body if blank. Has anyone experienced the same issue? Is this a normal behaviour and if so how should we handle it? Thank you in advance. Greetings, Ilian
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Hi, After upgrading to Xcode 15.3 (15E204a) AppIntents unexpectedly stopped working on iOS 16. System error occurs when you try to run AppIntent on device with iOS 16, Shortcuts app just shows error alert. There are errors in device's logs: error Could not find an intent with identifier , mangledTypeName: Optional("") It seems to be an issue with extract.actionsdata file, generated by appintentsmetadataprocessor. "mangledTypeName" parameter is empty for action descriptors, though it was fulfilled when building with Xcode 14.2 and different version of generator. If I manually set this property in xcarchive and sign it everything works fine. The issue is reproducible with Xcode 15.4 which is currently in beta. Have anyone experienced this or have any solution more solid than editing metadata files after build?
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Hi, By default when selecting an item from a list in details panel it doesn't close how to make it close or hide by default ? Kindest Regards
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Hi, How to catch the event when details panel of a SplitView shows and get hidden, like when split is 2 columns and when its details only ? Kindest Regards
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