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I have set up the app identifier in Apple developer with the document URL set up for iCloud and also updated the info.plist file and entitlements according to this. info.plist <dict> <key>iCloud.com.abc.MyApp</key> <dict> <key>NSUbiquitousContainerIsDocumentScopePublic</key> <true/> <key>NSUbiquitousContainerName</key> <string>MyApp</string> <key>NSUbiquitousContainerSupportedFolderLevels</key> <string>Any</string> </dict> </dict> <key>UIFileSharingEnabled</key> <true/> <key>LSSupportsOpeningDocumentsInPlace</key> <true/> <key>UIBackgroundModes</key> <array> <string>fetch</string> <string>remote-notification</string> </array> <key>NSUbiquitousContainersUsageDescription</key> <string>This app uses iCloud containers to store and sync documents.</string> Entitlement.plist <array> <string>iCloud.com.abc.MyApp</string> </array> <key>com.apple.developer.icloud-services</key> <array> <string>CloudDocuments</string> </array> <key>com.apple.developer.ubiquity-container-identifiers</key> <array> <string>iCloud.com.abc.MyApp</string> </array> // Then I am using iCloud for CRUD operation in the app // Code snippet { try { var iCloudDocumentsURL = NSFileManager.DefaultManager.GetUrlForUbiquityContainer(null); if (iCloudDocumentsURL != null) { var path = iCloudDocumentsURL.ToString().Replace("%C3%97", "x"); var filepath = path.Replace("file://", string.Empty).Replace("%20", " "); var destinationdirectoryPath = Path.combine(filePath,"MyAppDocuments"); if (Directory.Exists(destinationdirectoryPath)) { Directory.Delete(destinationdirectoryPath, recursive: true); } } }catch(Exception ex) { LogHandler.LogError(ex); } } But in Delete operation gives Exception -> System.IO.IOException: Access to the path '/Users/USERABC/Library/Mobile Documents/iCloudcomabc~MyApp/MyAppDocuments' is denied.
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Below, I have a button designed to facilitate the purchase of a subscription, which depends on the availability of the subscription in App Store Connect. This button is visible when testing locally using a StoreKit Configuration File synced from App Store Connect, and I have linked my subscription to my app in the information section. Currently, my app is in a "waiting for review" status, and the subscription is marked as "developer action needed - rejected." However, this issue of the button not appearing persisted even when the subscription was previously in the "waiting for review" status, indicating that the problem may not be related to the subscription status. I'm encountering an issue where the 'request products' function returns no results in the TestFlight environment, even when using a sandbox Apple ID. This problem has led to repeated rejections of my app, as testers are unable to verify its functionality. What could be causing these issues? VStack { if storeVM.subscriptions.isEmpty { if storeVM.isLoading { ProgressView("Loading subscriptions...") .progressViewStyle(.circular) .scaleEffect(2.0) .padding() } else if let errorMessage = storeVM.errorMessage { Text("Error: \(errorMessage)") .foregroundColor(.red) .padding() } else { Text("No subscriptions available") .padding() } } else { ForEach(storeVM.subscriptions, id: \.id) { product in Button(action: { Task { await buy(product: product) } }) { HStack { Spacer() Text("Unlock 3-day free trial. \nThen $23.99 per year. Cancel anytime.") .font(.custom("Lora-VariableFont_wght", size: 20)) .foregroundColor(.white) .lineSpacing(5) Spacer() } } .padding() .background(Color.black.opacity(0.6)) .cornerRadius(10) .padding(.horizontal, 10) } } .onAppear { Task { await storeVM.requestProducts() } } func requestProducts() async { isLoading = true errorMessage = nil do { subscriptions = try await Product.products(for: productIds) isLoading = false } catch { print("Failed product request from App Store server: \(error)") isLoading = false errorMessage = "Failed to load products" } }
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Hi, as I checked now multiple threats in the internet I cant find a solution to solve the Problems with the Apple Guidelines. Our Business Model is based on pay per user. As Apple rejected our App due to not compatible guidelines I cant figure out how to implement pay per user with InApp Purchase. Because I cannot find a solution to increate the subscriptions because you can only have 1 Subscription per Account. I cant increase the subscription amount nor adjust prices of the subscription when they invite a user for example. I really need help to figure out how to solve this type of issue. I appreciate any hints how I could solve this.
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with the latest Xcode that runs with Mac OS 14.5 Developer Beta has messages with a time and date in them There are also some other fields of an indeterminate origin/type. "2024-05-06 15:37:32.383996-0500 RoomPlanExampleApp[24190:1708576] [CAMetalLayerDrawable texture] should not be called after already presenting this drawable. Get a nextDrawable instead." specifically I need to know how the string [24190:1708576] relates to a location in my application so I can act on the message. I certainly can't find the text in the "[CAMetalLayerDrawable texture]". field anywhere in the user documentation OR the Development documentation. In order for a diagnostic message to be Actionable and remedied by a user it must identify the module and source line of the initiating code and there must be accessible documentation for users to access to get an explanation of potential remedies.. This interface fails to supply enough information to diagnose the problem. The label in [CAMetalLayerDrawable texture] cannot even be found in a search of the package information attached to the Xcode Release paired with the IOS and Mac OS system releases.
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I have an Apple app that uses SwiftData and icloud to sync the App's data across users' devices. Everything is working well. However, I am facing the following issue: SwiftData does not support public sharing of the object graph with other users via iCloud. How can I overcome this limitation without stopping using SwiftData? Thanks in advance!
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My app is using iBeacons, and I am using func startMonitoring(for region: CLRegion). Then I am using func locationManager(_ manager: CLLocationManager, didEnterRegion region: CLRegion) and func locationManager(_ manager: CLLocationManager, didExitRegion region: CLRegion) to run logic when user enters / exits certain Beacon CLBeaconRegion. Everything worked fine until recently, iOS 17 update I guess. Now after I call startMonitoring(for: region) the code works for couple hours, and then it seems my app is somehow suspended and no longer able to use CoreLocation, and my code does not work, entry and exit events to beacon regions are NOT detected. Funny enough I have some Beacon managment apps that can scan for nearby beacons, when I run one of those apps, I see on top of iPhone screen “hollow arrow” sign that marks CoreLocation being used, and then my app works for few minutes, and then again my app is suspended, and no entry/exit events into beacon regions are detected. I could figure out how to engage CoreLocation but that would rely on user intentionally opening my app, and the sole purpose of my app is to remind user when he is near one of his Beacons, so expecting user to remember to open my app defeats my apps purpose. I added Location Updates under Background Modes for my app , maybe my app has little bit more background time until it is suspended, but the problem still persists. So for any Beacon based app to work it should be able to monitor for nearby beacons, and run logic once beacons are detected. Any suggestions on how I could solve this? iOS 17 CLMonitor has BeaconIdentityCondition that can match UUID, major, minor but this is only to detect we are NEAR a Beacon (entry event), what about exit event? Should I monitor for a change in Condition from .satisfied to .unsatisfied and that transition is Exit event? My questions: Is there a way to use old code: startMonitoring(for: region) - how to fix my app so it DOES NOT get suspended, and so that this method can monitor for beacons in background with AlwaysAllow authorization? If not and I must switch to CLMonitor how do I capture Exit event - when user exits Beacon region in iOS 17 using CLMonitor? Thanks
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Hey, I've been trying to fetch my Apple Music recently played songs for an app I'm working on, and I want to access the lastPlayedDate field. If I'm not mistaken, this field should exist for a Song according to Apple's documentation: https://developer.apple.com/documentation/musickit/song/lastplayeddate However, whenever I try to fetch this data, the lastPlayedDate field is always nil. All the other data I'm looking for, however, seems to fetch without issue. Here's the code I'm using: //Request as described in Apple MusicKit //https://developer.apple.com/documentation/musickit/musicrecentlyplayedrequestable var request = MusicRecentlyPlayedRequest<Song>() request.limit=30 do { let response = try await request.response() let songs = response.items.compactMap { song -> RecentlyPlayedSong? in let songName = song.title let songArtist = song.artistName let songAlbum = song.albumTitle let artwork: MusicArtworkType let preview_url = song.previewAssets?.first?.url?.absoluteString if let appleMusicArtwork = song.artwork { print("Found a song, \(song) with lastPlayedDate \(song.lastPlayedDate)") artwork = .AppleMusic(appleMusicArtwork) return RecentlyPlayedSong(name: songName, artist: songArtist, album: songAlbum, artwork: artwork, preview_url: preview_url, lastPlayedDate: song.lastPlayedDate ?? Date()) } I'm trying to map the response into a custom struct I made, but here's a sample of what's getting printed to the logs: Found a song, Song(id: "1676362342", title: "pwdr Blu (feat. Brother.)", artistName: "Kx5, deadmau5 & Kaskade") with lastPlayedDate nil Found a song, Song(id: "881289980", title: "Worlds Apart (feat. Kerli)", artistName: "Seven Lions") with lastPlayedDate nil Found a song, Song(id: "1501540431", title: "What’s Done Is Done", artistName: "Seven Lions & HALIENE") with lastPlayedDate nil Even though I just listened to these songs a a few minutes ago. Anyone ever run into this issue before? Any settings I need to look at changing to get this to show?
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Im trying to use a RealityView with attachments and this error is being thowen. Am i using the RealityView wrong? I've seen other people use a RealityView with Attachments in visionOS... Please let this be a bug... RealityView { content, attachments in contentEntity = ModelEntity(mesh: .generatePlane(width: 0.3, height: 0.5)) content.add(contentEntity!) } attachments: { Text("Hello!") }.task { await loadImage() await runSession() await processImageTrackingUpdates() }
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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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