Hi, Once I try to reset security question, it says:
"Your request could not be completed.
This action could not be completed due to an error. Please try again later."
So I am unable to access account. Please help!
Best Regards,
Overview
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
Family Controls entitlement not applying to DeviceActivityMonitor and ShieldConfiguration extensions
I have the Family Controls & Personal Device Usage entitlement approved for my main app target, but I'm unable to get it applied to my app extensions (DeviceActivityMonitor and ShieldConfiguration). The entitlement request form at developer.apple.com/contact shows "Thank you for your submission" when I submit requests for the extensions, but the requests never actually register. No follow-up email, no change in my account.
Without the entitlement on these extensions, I can't use the core Screen Time API functionality (monitoring device activity and displaying shield UIs when apps are blocked). The main app target has the entitlement, but the extensions need it independently to function.
Has anyone run into this? Is there a way to get the entitlement extended to app extensions, or is there a step I'm missing in the provisioning process?
Topic:
App Store Distribution & Marketing
SubTopic:
General
I had a Watch-only app on the AppStore, and decided to add an iOS companion app now. Technically this was very easy, adding just an according target to my project. TestFlight tests where successful, IAPs remained valid for the whole setup etc., watch app could remain standalone as well -- so everything looked "Go" for release.
But now customers that already previously downloaded the watch app just see "Purchased" in the AppStore for the app, and they neither automatically get the iOS companion through the update process, nor can they force a download (as there is no cloud icon to explicitly do so -- just the greyed-out "Purchased" button). The watch app updates automatically to the new version, but it seems impossible to initiate the iOS app download. The initial download of the watch-only app also doesn't show up in their list of purchases/download (only on the watch AppStore app, but from there, the iOS app won't be forced to install either).
Did anyone face this also and can recommend a solution that can be communicated to affected (i.e. all so far...) customers?
HiSuppose i made a macOS App and want to connect to Oracle or mySQL Database I heard best way is using JSON which i dontknow anything about it, where can I find good reading about it thats specifically related to macOS or iOS Apps ?--Kindest Regards
Hi everyone,
I'm new to visionOS development. I'm trying to create a physics-based scene (with gravity) where users can pick up and move objects on a workbench. I am struggling with physics interactions during the drag gesture:
Kinematic Mode: If I switch to .kinematic during the drag, the object moves smoothly but clips through other objects (no collisions).
Dynamic Mode: I tried keeping it .dynamic and applying linear velocity toward the hand position, but the movement feels laggy and unresponsive.
Hybrid Approach: I tried switching to .kinematic during DragGesture.onChange and back to .dynamic on collision, but this causes the entity to jitter/shake violently when touching other objects.
Has anyone found a clean way to drag objects while maintaining solid collisions.
Thanks for your help!
As the title suggests, I have a class marked with @Observable. Within the class I have multiple var's. When one of my var's changes (formation), I want to run an updateOrCreateContent(). I had thought I could just do this with a bit of combine, but I'm struggling to get it working...
The code below has a compile error at $formation
When I mark formation @Published, it generates a different compile error: "Invalid redeclaration of synthesized property '_formation'"
any help appreciated
thanks
class LayoutModel {
var players: [Player] = []
var formation: Formation = .f433
var cancellables = Set<AnyCancellable>()
init(players: [Player], formation: Formation) {
self.players = players
self.formation = formation
updateOrCreateContent()
$formation.sink(receiveValue: { _ in
self.updateOrCreateContent()
})
.store(in: &cancellables)
}
I recently replaced my older Macbook with a Mac Mini. My iphone charges fine from a powered USB hub, but when I connect the hub to my new Mac Mini, my phone stops charging. This is the same phone, hub, and cables that worked just fine with my Macbook. I M running Beta 26.3, but the MacBook was also on Beta 26. Anyone have any ideas?
Topic:
Community
SubTopic:
Apple Developers
Hi everyone,
With the rapid growth of digital banking, payments, and AI-driven financial services, building secure and scalable FinTech apps on iOS has become more complex than ever. From handling sensitive user data to ensuring compliance and seamless performance, iOS developers face multiple technical challenges.
Key areas that usually require deep expertise include:
Apple Pay and Wallet integrations
Secure authentication (Face ID / Touch ID / biometrics)
Real-time transaction processing
Core ML for financial predictions
SwiftUI dashboards for financial analytics
Data encryption and regulatory compliance
https://www.nimbleappgenie.com
At Nimble AppGenie, we’ve worked extensively as a FinTech app development expert, helping startups and enterprises design and build iOS financial applications that are secure, scalable, and user-centric. Our experience shows that the most successful fintech apps are those that balance strong security architecture with intuitive UX and performance optimization.
I’m interested to hear from the community:
What are the biggest challenges you’ve faced while building fintech apps on iOS?
Are there any recent iOS updates or Apple frameworks that significantly improved your fintech workflows?
How are you handling compliance and security in production apps?
Looking forward to learning from everyone’s experiences and best practices.
I have purchased the apple developer account about 2 months ago, my account has not been activated since then. I have reached apple support multiple times over mails, but received no response. We have also shared our D-U-N-S number multiple times over email. Case ID: 102773282429
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
Developer Tools
App Store Connect API
Developer Program
Hello,
I'm trying to create game in macos with transperent titlebar.
The title bar t stay transperent when I click inside, but changed to gray when the window resize or get out of focus.
How can I make it stay transperent all the time?
I did all of this:
window.styleMask.insert(.fullSizeContentView)
window.titlebarAppearsTransparent = true
window.titlebarSeparatorStyle = .none
window.titleVisibility = .hidden
window.isMovableByWindowBackground = true
window.isOpaque = false
window.backgroundColor = .black
in the swiftUI view created zstack that start with:
var body: some View {
ZStack {
Color.black.ignoresSafeArea()
help please :)
Thanks.
Topic:
UI Frameworks
SubTopic:
General
Transaction can not finish in OS26.2 TestFlight
Hi there,
I’m writing this because I’m feeling incredibly frustrated and downbeat. I launched my app about two and a half weeks ago, and while it’s been a success in terms of users—with over 2k downloads and 35 five-star reviews via Reddit—it is currently invisible when searched for on the App Store (it can be found by direct link or Google search).
Even when searching for the exact app name or my developer name (Robert Lothian), nothing comes up. It’s as if the app doesn't exist in your search database.
To make matters worse, the app was featured in several articles, podcasts, and live streams last week. Because of this search issue, potential users who heard about the app couldn't find it. This has not only stunted my growth during a critical launch window but I fear it is causing genuine damage to my reputation as a developer.
I raised a ticket last Saturday (102811242184) but haven't heard anything back, I just did a follow-up ticket just now, as it has been a week. I truly believe this is a backend synchronisation issue that just needs a quick look from the engineering team to reset the index for my App ID.
Please, can someone look into this or escalate it? I’ve worked so hard on this launch, and it’s heart-wrenching to see it blocked by a technical glitch.
App Name: Archivist Browser App ID: 6756570654
Best regards, Robert Lothian
Hi all,
I'm developing fitness app and I use healthkit to track user's "STEPS" count and "Heart Rate" from their iphone devices.
I have been receiving this rejection and can't seem to get past this:
Guideline 2.5.1 - Performance - Software Requirements
The app uses the HealthKit or CareKit APIs but does not clearly identify the HealthKit and CareKit functionality in the app's user interface.
Apps using these APIs should be clearly indicated to provide transparency and valuable information to users.
Next Steps
To resolve this issue, it would appropriate to clearly identify the HealthKit and CareKit functionality in the app's user interface.
Resources
Learn more about software requirements in guideline 2.5.1.
How I tried to Resolve the Issue
I have modified my app: adding user permission prompt, adding healthkit notification, adding healthkit indicator in the UI
**1. Added a "Permission Primer" Screen (Pre-Alert) **
When a user taps "Connect Apple Health," they are now shown a dedicated explanation screen before the system permission prompt appears. This screen clearly states: "[App] integrates with HealthKit to read your Heart Rate and Steps... to calculate physical exertion." (Please see the "Connect" flow in the Session Detail view).
**2. Added Explicit Source Attribution **
I have added a permanent text label reading "Health data sourced from Apple Health" directly below the heart rate and steps statistics on the Session Detail dashboard. This ensures that users always identify the source of the displayed metrics.
3. Deployment Target Correction
I identified a configuration error where the Deployment Target was set to a future OS version. I have corrected this to the currently shipping iOS 18 to ensure full compliance with software requirements.
4. App Description Update
I have updated the App Store description to explicitly mention the HealthKit integration and its specific purpose (tracking match intensity).
However doing the above, I still continue to receive the same review message. When I asked the reviewer what else could be done to satisfy the requirement, I only get boiler plate message above. Anyone know what they really looking for?
Any insights is appreciated. Thanks!
Opened feedback item FB21877364.
Context
I have the following Metal shader, which replaces one color with another.
[[ stitchable ]]
half4 recolor(
float2 position,
half4 currentColor,
half4 from,
half4 to
) {
if (all(currentColor == from))
return to;
return currentColor;
}
Given this SwiftUI view:
let shader = ShaderLibrary.recolor(.color(.red), .color(.green))
Color.red
.colorEffect(shader)
I get a red rectangle instead of the expected green one.
Note that this works on both dynamic and non-dynamic colors.
Note that this sometimes works with some colors, which is very inconvenient when trying to figure out what's going on.
Did I miss something? I would've expected the shader to work with colors the same way.
Issue
To really highlight the issue, here's another test case.
I'll define #94877E in an Asset Catalog as example and check the RGB values using the Digital Color Meter app in "Display native values" mode.
We'll use the following shader to determine how colorEffect receives colors:
[[ stitchable ]]
half4 test(
float2 position,
half4 currentColor,
half4 color
) {
return color;
}
The following view yields "R: 0.572, G: 0.531, B: 0.498".
Color.example
While this one yields "R: 0.572, G: 0.531, B: 0.499".
let shader = ShaderLibrary.test(.color(Color.example))
Color.white.colorEffect(shader)
I would expect them to match.
Topic:
UI Frameworks
SubTopic:
SwiftUI
Hello everyone,
I'm working on a screen recording app using ScreenCaptureKit and I've hit a strange issue. My app records the screen to an .mp4 file, and everything works perfectly until the .captureMicrophone is false
In this case, I get a valid, playable .mp4 file.
However, as soon as I try to enable the microphone by setting streamConfig.captureMicrophone = true, the recording seems to work, but the final .mp4 file is corrupted and cannot be played by QuickTime or any other player. This happens whether capturesAudio (app audio) is on or off.
I've already added the "Privacy - Microphone Usage Description" (NSMicrophoneUsageDescription) to my Info.plist, so I don't think it's a permissions problem.
I have my logic split into a ScreenRecorder class that manages state and a CaptureEngine that handles the SCStream. Here is how I'm configuring my SCStream:
ScreenRecorder.swift
// This is my main SCStreamConfiguration
private var streamConfiguration: SCStreamConfiguration {
var streamConfig = SCStreamConfiguration()
// ... other HDR/preset config ...
// These are the problem properties
streamConfig.capturesAudio = isAudioCaptureEnabled
streamConfig.captureMicrophone = isMicCaptureEnabled // breaks it if true
streamConfig.excludesCurrentProcessAudio = false
streamConfig.showsCursor = false
if let region = selectedRegion, let display = currentDisplay {
// My region/frame logic (works fine)
let regionWidth = Int(region.frame.width)
let regionHeight = Int(region.frame.height)
streamConfig.width = regionWidth * scaleFactor
streamConfig.height = regionHeight * scaleFactor
// ... (sourceRect logic) ...
}
streamConfig.pixelFormat = kCVPixelFormatType_32BGRA
streamConfig.colorSpaceName = CGColorSpace.sRGB
streamConfig.minimumFrameInterval = CMTime(value: 1, timescale: 60)
return streamConfig
}
And here is how I'm setting up the SCRecordingOutput that writes the file:
ScreenRecorder.swift
private func initRecordingOutput(for region: ScreenPickerManager.SelectedRegion) throws {
let screeRecordingOutputURL = try RecordingWorkspace.createScreenRecordingVideoFile(
in: workspaceURL,
sessionIndex: sessionIndex
)
let recordingConfiguration = SCRecordingOutputConfiguration()
recordingConfiguration.outputURL = screeRecordingOutputURL
recordingConfiguration.outputFileType = .mp4
recordingConfiguration.videoCodecType = .hevc
let recordingOutput = SCRecordingOutput(configuration: recordingConfiguration, delegate: self)
self.recordingOutput = recordingOutput
}
Finally, my CaptureEngine adds these to the SCStream:
CaptureEngine.swift
class CaptureEngine: NSObject, @unchecked Sendable {
private(set) var stream: SCStream?
private var streamOutput: CaptureEngineStreamOutput?
// ... (dispatch queues) ...
func startCapture(configuration: SCStreamConfiguration, filter: SCContentFilter, recordingOutput: SCRecordingOutput) async throws {
let streamOutput = CaptureEngineStreamOutput()
self.streamOutput = streamOutput
do {
stream = SCStream(filter: filter, configuration: configuration, delegate: streamOutput)
// Add outputs for raw buffers (not used for file recording)
try stream?.addStreamOutput(streamOutput, type: .screen, sampleHandlerQueue: videoSampleBufferQueue)
try stream?.addStreamOutput(streamOutput, type: .audio, sampleHandlerQueue: audioSampleBufferQueue)
try stream?.addStreamOutput(streamOutput, type: .microphone, sampleHandlerQueue: micSampleBufferQueue)
// Add the file recording output
try stream?.addRecordingOutput(recordingOutput)
try await stream?.startCapture()
} catch {
logger.error("Failed to start capture: \(error.localizedDescription)")
throw error
}
}
// ... (stopCapture, etc.) ...
}
When I had the .captureMicrophone value to be false, I get a perfect .mp4 video playable everywhere, however, when its true, I am getting corrupted video which doesn't play at all :-
We recently released a new version of our app that included an app clip. The actual app has been approved and released to the store.
Advanced experience tab for in app store connect the status is just stuck in "Received" from 5days.
https://feedbackassistant.apple.com/feedback/21878333
Hi there,
How can I best understand the changes on the eSIM Installation wizard, i.e. on iOS 18 and later after an eSIM installation you used to get steps such as labeling the eSIM, deciding what to use for iMessage & FaceTime, what to use for mobile data, main voice line, etc.
Whereas on iOS 26 you are not prompted for these steps.
For our research study, it is essential that the app can advertise BLE packets even when the app is no longer in the foreground (for example, when it is in the app switcher / recents state).
Is it supported to advertise BLE packets while the app is in the background or recents state?
If so, what are the specific requirements or limitations we should be aware of (background modes, payload size, timing, etc.)?
Are there any constraints that would prevent consistent BLE advertising for research use cases?
My app was submitted on 1/27/26 for review and is still in "Waiting for Review" status, with no updates. I thought there might be an issue and submitted a Support Request several days ago, but haven't heard back, and my request to schedule an App Review session was denied as well.
Updated my app to include turn-based matches. Beta testing through FlightTest and all was well between iOS 18.x and 26.2 devices. One beta tester upgraded to 26.2 during beta testing and now when the MatchMaker VC is opened, it does not show existing matches. Worse, he can create new matches and play his turn, but the new match won't even show up in MMVC, even after opponent takes turn.
My app has been reviewed and is ready for release, but I'd like to know how to solve this before I release. He has tried re-installing the app, including an updated FlightTest version that is the same as the about-to-be-released reviewed version.
Topic:
Graphics & Games
SubTopic:
GameKit