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Hello! I need to display a .scnz 3D model in an iOS app. I tried converting the file to a .scn file so I could use it with SCNScene but the file became corrupted. I also tried to instantiate a SCNScene with the .scnz file but that didn't work either (crash when instantiating it). After all this, what would be the best way to use this file knowing that converting it or exporting it to a .scn file with scntool hasn't worked? Thank you!
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The status remains "In App Review" continuously. I deleted the submission and resubmitted it, but it still remains in "In App Review" status. Apple ID:6480371419
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I am developing an immersive application featured with hands interacting my virtual objects. When my hand passes through the object, the rendered color of my hand is like blending hand color with object's color together, both semi transparent. I wonder if it is possible to make my hand be always "opaque", or say the alpha value of rendered hand (coz it's VST) is always 1, but the object's alpha value could be varied in terms of whether it is interacting with hand. (I was thinking this kind of feature might be supported by a specific component (just like HoverEffectComponent), but I didn't find that out)
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Good day. I'm inquiring if there is a way to test functionality between Apple Pencil Pro and Apple Vision Pro? I'm trying to work on an idea that would require a tool like the Pencil as an input device. Will there be an SDK for this kind of connectivity?
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Steps to reproduce: Connect iPhone to a Bluetooth keyboard, and enable "Full Keyboard Access" in settings Got to https://material.angular.io/components/select/examples Open any dropdown and use keyboard to tab away Focus moved to the next control and dropdown panel is still open Expected Behavior: Dropdown should be collapsed when user tabs away using keyboard
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Hello iPhone xs for testing XCode 15.3 I've successfully managed to select the AID and send other commands to a SmartCard using the following code: class NFCReader: NSObject, ObservableObject, NFCTagReaderSessionDelegate { func startNFCSession() { session = NFCTagReaderSession(pollingOption: [.iso14443], delegate: self, queue: nil) session?.alertMessage = "Hold your iPhone near the NFC tag." session?.begin() // Start the session } func tagReaderSession(_ session: NFCTagReaderSession, didDetect tags: [NFCTag]) { guard let tag = tags.first else { // Safely unwrap the first tag session.invalidate(errorMessage: "No SmartCard detected.") return } session.connect(to: tag, completionHandler: { (error: Error?) in if let error = error { session.invalidate(errorMessage: "Unable to connect to SmartCard: \(error.localizedDescription)") return } switch tag { case let .iso7816(iso7816Tag): self.sendAPDUCommandSelect(to: iso7816Tag) self.sendAPDUCommand_2(to: iso7816Tag) default: print("Not iso7816 type") // Update the SwiftUI view break } }) } } I encounter an issue when attempting to interact with the user for specific commands. I need to maintain the session active in the background while waiting for additional commands. However, upon closing the NFC dialog, I receive the NFCError Code=200 "Session invalidated by the user" error. My ideal use case: Button1: Initiates the connection and waits for the SmartCard to be presented. tagReaderSession() connects to the SmartCard and sends the AID. Button2: Sends APDU command 2. Button3: Sends APDU command 3. To proceed with clicking the other buttons, the NFC dialog must be closed, but doing so invalidates the session with error 200. Is there a way to keep the connection valid in the background while waiting for additional commands?
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After our upgrade to Xcode 15.3, our app compiles and builds, but when we run it on an iPhone it crashes with EXC_BAD_ACCESS (code=1, address=0x15b) upon starting. We're using Qt and the crash occurs when we try to access our app's sqlite file with QSqlQuery::exec(). The EXC_BAD_ACCESS occurs when trying to run a SELECT or PRAGMA statement to read from the sqlite. Running an INSERT or DELETE with the exec() method does not result in an exception; we just get an error saying that the table in the command does not exist. exec() crashes when it gets to sqlite3VdbeMemGrow in the sqlite3VdbeMemStringify call. We're using a "solid" QSqlQuery object variable in our code, not a pointer to a QSqlQuery object, so it's not like our code is using an uninitialized pointer. We tried the suggestion in this post that references this project's bug tracker and changed our iOS Minimum Deployment setting in Xcode from 11.0 to 13.0, but this didn't resolve the issue. I hypothesized that perhaps the Xcode update prohibits the main thread from doing file access, but after preventing our main thread from doing any accessing of the sqlite file, we still get EXC_BAD_ACCESS (code=1, address=0x15b) from a separate thread that tries to access the sqlite file. I hypothesized that perhaps it was a file access permission issue when I saw the app trying to use the sqlite file out of the "Documents" folder /var/mobile/Containers/Data/Application/AAC50B3C-4DCF-4122-B88A-FC631E6BB9A0/Documents. I changed the app to use a different container sub folder but that gave different errors: QIODevice::write (QFile, "/var/mobile/Containers/Data/Application/E64A08B4-5F59-433E-9111-D503F190383F/Library/Application Support/ELD/log.txt"): device not open which would be our app's log file. The sqlite commands all give database not open responses. Another thread suggested downgrading Xcode, but we also got the EXC_BAD_ACCESS with Xcode 15.0.1. Thanks for your time!
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We've switched over to using the new App Store Server API on our server instead of the deprecated Apple verify receipt method. But we've noticed some differences between our purchase records approved by the App Store Server API and what's shown on the Apple iTunes dashboard for purchases made on May 7th, 2024. Just to clarify, the purchase dates are in UTC time and are taken from the Apple Store API transaction requests. Below are the purchase dates and the subscription names for the 7th. 2024-05-07 22:46:16 - monthly subscription 2024-05-07 22:31:53 - monthly subscription 2024-05-07 22:26:53 - six months subscription 2024-05-07 22:19:16 - monthly subscription 2024-05-07 22:01:04 - monthly subscription 2024-05-07 21:28:56 - six months subscription 2024-05-07 20:09:04 - six months subscription 2024-05-07 20:01:31 - six months subscription 2024-05-07 19:43:24 - monthly subscription 2024-05-07 19:12:30 - annual subscription 2024-05-07 18:30:36 - six months subscription 2024-05-07 00:43:33 - monthly subscription While our records indicate these transactions, the Apple iTunes dashboard only displays 3 monthly subscriptions for May 7th. May 6th and 5th is worse; almost 1 or 2 monthly subscriptions are showing. We think there's a problem that Apple engineers or developers need to look into. Before, when we used the verify receipt method in our API, purchases would show up on the iTunes dashboard the next day. But now that we've switched to the new transaction method, there's a delay in seeing these purchases on the dashboard. Have you migrated to the new App Store Server API and encountered a similar issue? What could be causing this delay?
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6 weeks ago, we received an email from the Apple Developer Program requesting certain documents. After we uploaded the requested documents, we received a message stating, "Thank you for providing the documents we requested. We will review them and follow up with you within two business days." However, we are still awaiting a response after 6 weeks. What steps can we take to expedite communication with the Apple Developer Program? Has anyone else experienced a similar issue? Additionally, how long does it typically take for the Apple Developer Program to reply after requesting documents to be uploaded? Thank you.
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I have a swiftui iPhone app running on the "iOS Apps on Mac" simulator. What I'm trying to do is get a notification when the window size changes, but nothing seems to work. I have tried .onReceive(NotificationCenter.default.publisher(for: UIContentSizeCategory.didChangeNotification)) { _ in updateStuff() } I also tried .onAppear() { updateStuff() } but neither seems to get called any suggestions ?
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Hi, I was working with URLSession.upload with background config. I came across this cancellation reason in URLError.BackgroundTaskCancelledReason. backgroundUpdatesDisabled Docs suggest that these are triggered while background tasks are disabled. Does it mean disabled by user? Can anyone please shed light on how this cancellation reason can occur? Who can disable the background upload (User or the system ...) and how?
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This is Saeid from Drion.ai Ag company in Germany. We are s marketing startup and we are developing a marketing platform we need to give opportunity to our users to sign in using Apple ID. I have sent all of the company documents, my ID card, and all documents that we have in our company just to activate the AppID login API and it is nothing after more than 2 months. I had a call from Apple support and she told me to send some documents I did it, but nothing yet. Is this Apple company's suport for developers?!
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On WWDC 2023 Apple announced this: https://developer.apple.com/videos/play/wwdc2023/10040/?time=648 And as you can see and hear, they are saying: "In the past, entire System Preference panes were hidden to fulfill this requirement. With the introduction of System Settings, we were able to implement a granular management approach. Instead of hiding entire panes, the administrator can restrict modifications of a specific setting which now shows a label about its management state." But where Apple Developer documentation can I find the payload for this? The only thing I was abble to find is https://developer.apple.com/documentation/devicemanagement/systempreferences which is DEPRECEATED for 13.0 macOS.
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Hello Apple Developer Community, I am currently working on an xCode project that uses Objective-C and I am trying to integrate Apple's external purchase link APIs available in iOS 15.4. To use these APIs, I need to utilize async and completion handlers which are available from iOS 13 onwards. The issue I'm facing is that the current minimum deployment version for my project is iOS 12. I would like to ensure my code compiles properly for the correct iOS versions and I am also using #if available; to ensure this. However, I am unsure of how to guarantee my code builds effectively with the deployment version being set to either iOS 12 or 13. I am currently facing the following linker errors: ld: warning: Could not find or use auto-linked library 'swiftCompatibility56': library 'swiftCompatibility56' not found ld: warning: Could not find or use auto-linked library 'swiftCompatibilityConcurrency': library 'swiftCompatibilityConcurrency' not found ld: warning: Could not find or use auto-linked library 'swiftCompatibilityPacks': library 'swiftCompatibilityPacks' not found ld: Undefined symbols: __swift_FORCE_LOAD_$_swiftCompatibility51, referenced from: __swift_FORCE_LOAD_$_swiftCompatibility51_$_ProjectXYZ in ProjectXYZ.a[20](ExternalPurchaseLinkWrapper.o) __swift_FORCE_LOAD_$_swiftCompatibility56, referenced from: __swift_FORCE_LOAD_$_swiftCompatibility56_$_ProjectXYZ in ProjectXYZ.a[20](ExternalPurchaseLinkWrapper.o) __swift_FORCE_LOAD_$_swiftCompatibilityConcurrency, referenced from: __swift_FORCE_LOAD_$_swiftCompatibilityConcurrency_$_ProjectXYZ in ProjectXYZ.a[20](ExternalPurchaseLinkWrapper.o) clang: error: linker command failed with exit code 1 (use -v to see invocation) I would appreciate any guidance or advice on this matter. How do I ensure my code compiles and works only for the correct versions and how do I resolve the linker errors? Thank you in advance for your assistance. Best, Sumanth
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I am installing Homebrew and GPTk according to this video: https://www.youtube.com/watch?v=WdQIc69e5oA I have Homebrew installed. When i type in which brew it responds with /opt/homebrew/bin/brew When I enter the command brew -v install apple/apple/game-porting-toolkit it replies with HomeBrew 4. 2. 21 Anyone know who to get the game porting kit to install? I have tried download both of the options (kit v1 and v1.1) from the website but it doesn't make a difference
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Hi all, i am setting up my MacBook Pro and cant install Xcode. I downloaded it through the app store. On click it starts up and asks me what platform I would like to develop for. (The window where you have to select When continue is clicked it asks for admin permissions then quits and starts the process over again. I tried running this /Applications/Xcode.app/Contents/MacOS/Xcode -installComponents in the CMD and this opens the same window but still doesnt run but now i get an error when it closes Xcode[837:10271] [MT] IDEFirstLaunch: Cannot continue without relaunching because of already-loaded bundles: [NSBundle </Library/Apple/System/Library/PrivateFrameworks/MobileDevice.framework> (loaded)] Specs: MacBook Pro M1 Pro macOS 14.1
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I have been trying to replicate the entity transform functionality present in the magnificent app Museum That Never Was (https://apps.apple.com/us/app/the-museum-that-never-was/id6477230794) -- it allows you to simultaneously rotate, magnify and translate the entity, using gestures with both hands (as opposed to normal DragGesture() which is a one-handed gesture). I am able to rotate & magnify simultaneously but translating via drag does not activate while doing two-handed gestures. Any ideas? My setup is something like so: Gestures: var drag: some Gesture { DragGesture() .targetedToEntity(where: QueryPredicate<Entity>.has(MyComponent.self)) .onChanged { value in gestureTranslation = value.convert(value.translation3D, from: .local, to: .scene) } .onEnded { value in itemTranslation += gestureTranslation gestureTranslation = .init() } } var rotate: some Gesture { RotateGesture3D() .targetedToEntity(where: QueryPredicate<Entity>.has(MyComponent.self)) .onChanged { value in gestureRotation = simd_quatf(value.rotation.quaternion).inverse } .onEnded { value in itemRotation = gestureRotation * itemRotation gestureRotation = .identity } } var magnify: some Gesture { MagnifyGesture() .targetedToEntity(where: QueryPredicate<Entity>.has(MyComponent.self)) .onChanged { value in gestureScale = Float(value.magnification) } .onEnded { value in itemScale *= gestureScale gestureScale = 1.0 } } RealityView modifiiers: .simultaneousGesture(drag) .simultaneousGesture(rotate) .simultaneousGesture(magnify) RealityView update block: entity.position = itemTranslation + gestureTranslation + exhibitDefaultPosition entity.orientation = gestureRotation * itemRotation entity.scaleAll(itemScale * gestureScale)
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