Hi,Does anyone else encountered a delayed or unresponsive change when trying to change input languageon macos Sierra?Beta1 and 2 same problem.Working great on El Capitan.Thanks in advanced
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Hi there,
Starting with iOS 26.2 RC, all my DeviceActivityMonitor.eventDidReachThreshold get activated immediately as I pick up my iPhone for the first time, two nights in a row.
Feedback: FB21267341
There's always a chance something odd is happening to my device in particular (although I can't recall making any changes here and the debug logs point to the issue), but just getting this out there ASAP in case others are seeing this (or haven't tried!), and it's critical as this is the RC.
DeviceActivityMonitor.eventDidReachThreshold issues also mentioned here: https://developer.apple.com/forums/thread/793747; but I believe they are different and were potentially fixed in iOS 26.1, but it points to this part of the technology having issues and maybe someone from Apple has been tweaking it.
Topic:
App & System Services
SubTopic:
General
Tags:
Family Controls
Device Activity
Managed Settings
Screen Time
Problem description
Since macOS Sequoia, our users have experienced issues with multicast traffic in our macOS app. Regularly, the app starts but cannot receive multicast, or multicast eventually stops mid-execution. The app sometimes asks again for Local Network permission, while it was already allowed so. Several versions of our app on a single machine are sometimes (but not always) shown as different instances in the System Settings > Privacy & Security > Local Network list. And when several instances are shown in that list, disabling one disables all of them, but it does not actually forbids the app from receiving multicast traffic. All of those issues are experienced by an increasing number of users after they update their system from macOS 14 to macOS 15 or 26, and many of them have reported networking issues during production-critical moments.
We haven't been able to find the root cause of those issues, so we built a simple test app, called "FM Mac App Test", that can reproduce multicast issues. This app creates a GCDAsyncUdpSocket socket to receive multicast packets from a piece of hardware we also develop, and displays a simple UI showing if such packets are received. The app is entitled with "Custom Network Protocol", is built against x86_64 and arm64, and is archived (signed and notarized). We can share the source code if requested.
Out of the many issues our main app exhibits, the test app showcases some:
The app asks several times for Local Network permission, even after being allowed so previously. After allowing the app's Local Network and rebooting the machine, the System Settings > Privacy & Security > Local Network does not show the app, and the app asks again for Local Network access.
The app shows a different Local Network Usage Description than in the project's plist.
Several versions of the app appear as different instances in the Privacy list, and behave strangely. Toggling on or off one instance toggles the others. Only one version of the app seems affected by the setting, the other versions always seem to have access to Local Network even when the toggle is set to off.
We even did see messages from different app versions in different user accounts. This seems to contradicts Apple's documentation that states user accounts have independent Privacy settings.
Can you help us understand what we are missing (in terms of build settings, entitlements, proper archiving...) so our app conforms to what macOS expects for proper Local Network behavior?
Related material
Local Network Privacy breaks Application: this issue seemed related to ours, but the fix was to ensure different versions of the app have different UUIDs. We ensured that ourselves, to no improvement.
Local Network FAQ
Technote TN3179
Steps to Reproduce
Test App is developed on Xcode 15.4 (15F31d) on macOS 14.5 (23F79), and runs on macOS 26.0.1 (25A362). We can share the source code if requested.
On a clean install of macOS Tahoe (our test setup used macOS 26.0.1 on a Mac mini M2 8GB), we upload the app (version 5.1).
We run the app, make sure the selected NIC is the proper one, and open the multicast socket. The app asks us to allow Local Network, we allow it. The alert shows a different Local Network Usage Description than the one we set in our project's plist.
The app properly shows packets are received from the console on our LAN.
We check the list in System Settings > Privacy & Security > Local Network, it includes our app properly allowed.
We then reboot the machine. After reboot, the same list does not show the app anymore.
We run the app, it asks again about Local Network access (still with incorrect Usage Description). We allow it again, but no console packet is received yet. Only after closing and reopening the socket are the console packets received.
After a 2nd reboot, the System Settings > Privacy & Security > Local Network list shows correctly the app. The app seems to now run fine.
We then upload an updated version of the same app (5.2), also built and notarized. The 2nd version is simulating when we send different versions of our main app to our users. The updated version has a different UUID than the 1st version.
The updated version also asks for Local Network access, this time with proper Usage Description.
A 3rd updated version of the app (5.3, also with unique UUID) behaves the same. The System Settings > Privacy & Security > Local Network list shows three instances of the app.
We toggle off one of the app, all of them toggle off. The 1st version of the app (5.1) does not have local network access anymore, but both 2nd and 3rd versions do, while their toggle button seems off.
We toggle on one of the app, all of them toggle on. All 3 versions have local network access.
Fatal Exception: NSInternalInconsistencyException
Cannot remove an observer <WKWebView 0x135137800> for the key path "configuration.enforcesChildRestrictions" from <STScreenTimeConfigurationObserver 0x13c6d7460>, most likely because the value for the key "configuration" has changed without an appropriate KVO notification being sent. Check the KVO-compliance of the STScreenTimeConfigurationObserver [class.]
I noticed that on iOS 26, WKWebView registers STScreenTimeConfigurationObserver, Is this an iOS 26 system issue? What should I do?
Is it possible to drive NavigationSplitView navigation with a view in sidebar (left column) that is not a List? All examples that I have seen from this year only contain List in sidebar.
I ask this because I would like to have a more complex layout in sidebar (or first view on iOS) that contains a mix of elements, some of them non-interactive and not targeting navigation. Here’s what I would like to do:
import SwiftUI
struct Thing: Identifiable, Hashable {
let id: UUID
let name: String
}
struct ContentView: View {
let things: [Thing]
@State private var selectedThingId: UUID?
var body: some View {
NavigationSplitView {
ScrollView(.vertical) {
VStack {
ForEach(things) { thing in
Button("Thing: \(thing.name) \( selectedThingId == thing.id ? "selected" : "" )") {
selectedThingId = thing.id
}
}
SomeOtherViewHere()
Button("Navigate to something else") { selectedThingId = someSpecificId }
}
}
} detail: {
// ZStack is workaround for known SDK bug
ZStack {
if let selectedThingId {
Text("There is a thing ID: \(selectedThingId)")
} else {
Text("There is no thing.")
}
}
}
}
}
This actually works as expected on iPadOS and macOS, but not iOS (iPhone). Tapping changes the selection as I see in the button label, but does not push anything to navigation stack, I remain stuck at home screen.
Also filed as FB10332749.
Is anyone else getting new warning about menu items with submenus when running on Tahoe? I'm getting big performance problems using my menu as well as seeing these messages and I'm wondering if there's a connection.
My app is faceless with a NSStatusItem with an NSMenu. Specifically it's my own subclass of NSMenu where I have a lot of code to manage the menu's dynamic behavior. This code is directly in the menu subclass instead of in a controller because the app I forked had it this way, a little wacky but I don't see it being a problem. A nib defines the contents of the menu, and it's instantiated manually with code like:
var nibObjects: NSArray? = []
guard let nib = NSNib(nibNamed: "AppMenu", bundle: nil) else { ... }
guard nib.instantiate(withOwner: owner, topLevelObjects: &nibObjects) else { ... }
guard let menu = nibObjects?.compactMap({ $0 as? Self }).first else { ... }
Within that nib.instantiate call I see a warning logged that seems new to Tahoe, before the menu's awakeFromNib is called, that says (edited):
Internal inconsistency in menus - menu <NSMenu: 0x6000034e5340> believes it has <My_StatusItem_App.AppMenu: 0x7f9570c1a440> as a supermenu, but the supermenu does not seem to have any item with that submenu
My_StatusItem_App.AppMenu: 0x7f9570c1a440 is my menu belonging to the NSStatusItem, NSMenu: 0x6000034e5340 is the submenu of one of its menu items.
At a breakpoint in the NSMenu subclass's awakeFromNib I print self and see clear evidence of the warning's incorrectness. Below is a snippet of the console including the full warning, only edited for clarity and brevity. It shows on line 32 menu item with placeholder title "prototype batch item" that indeed has that submenu.
Internal inconsistency in menus - menu <NSMenu: 0x6000034e5340>
Title:
Supermenu: 0x7f9570c1a440 (My StatusItem App), autoenable: YES
Previous menu: 0x0 (None)
Next menu: 0x0 (None)
Items: (
"<NSMenuItem: 0x6000010e4fa0 Do The Thing Again, ke mask='<none>'>",
"<NSMenuItem: 0x6000010e5040 Customize\U2026, ke mask='<none>'>",
"<NSMenuItem: 0x6000010e50e0, ke mask='<none>'>"
) believes it has <My_StatusItem_App.AppMenu: 0x7f9570c1a440>
Title: My StatusItem App
Supermenu: 0x0 (None), autoenable: YES
Previous menu: 0x0 (None)
Next menu: 0x0 (None)
Items: (
) as a supermenu, but the supermenu does not seem to have any item with that submenu
(lldb) po self
<My_StatusItem_App.AppMenu: 0x7f9570c1a440>
Title: My StatusItem App
Supermenu: 0x0 (None), autoenable: YES
Previous menu: 0x0 (None)
Next menu: 0x0 (None)
Items: (
"<NSMenuItem: 0x6000010fd7c0 About My StatusItem App\U2026, ke mask='<none>', action: showAbout:, action image: info.circle>",
"<NSMenuItem: 0x6000010fd860 Show Onboarding Window\U2026, ke mask='Shift', action: showIntro:>",
"<NSMenuItem: 0x6000010fd900 Update Available\U2026, ke mask='<none>', action: installUpdate:, standard image: icloud.and.arrow.down, hidden>",
"<NSMenuItem: 0x6000010e46e0, ke mask='<none>'>",
"<NSMenuItem: 0x6000010e4780 Start The Thing, ke mask='<none>', action: startTheThing:>",
"<NSMenuItem: 0x6000010e4dc0 \U2318-\U232b key detector item, ke mask='<none>', view: <My_StatusItem_App.KeyDetectorView: 0x7f9570c1a010>>",
"<NSMenuItem: 0x6000010e4e60, ke mask='<none>'>",
"<NSMenuItem: 0x6000010e4f00 saved batches heading item, ke mask='<none>', view: <NSView: 0x7f9570b4be10>, hidden>",
"<My_StatusItem_App.BatchMenuItem: 0x6000016e02c0 prototype batch item, ke mask='<none>', action: replaySavedBatch:, submenu: 0x6000034e5340 ()>",
"<NSMenuItem: 0x6000010f7d40, ke mask='<none>'>",
"<My_StatusItem_App.ClipMenuItem: 0x7f956ef14fd0 prototype copy clip item, ke mask='<none>', action: copyClip:>",
"<NSMenuItem: 0x6000010fa620 Settings\U2026, ke='Command-,', action: showSettings:>",
"<NSMenuItem: 0x6000010fa6c0, ke mask='<none>'>",
"<NSMenuItem: 0x6000010fa760 Quit My StatusItem App, ke='Command-Q', action: quit:>"
)
Is this seemingly incorrect inconsistency message harmless? Am I only grasping at straws to think it has some connection to the performance issues with this menu?
Rosetta 2 Deadlock on M4 Pro
January 2026 Blizzard update causes a deadlock in Rosetta 2 on M4 chips. CodeWeavers (the developer of CrossOver) has analyzed the issue and identified it as a Rosetta translation failure, not a CrossOver application-level bug.
Hardware: M4 Pro Mac Book Pro
System: Tahoe 26.2
Impacted Software:
CrossOver 25.1.1
Diablo II: Resurrected
I've written an PDF viewing app, and there seems to be a correlation between files opened by the app and files that Time Machine says couldn't be backed up.
The files can still "not be backed up", even after the app has closed them.
Is there anything I specifically need to do to sever the link between the file and the app?
I see this in Tahoe Beta release notes
macOS now supports the Apple Sparse Image Format (ASIF). These space-efficient images can be created with the diskutil image command-line tool or the Disk Utility application and are suitable for various uses, including as a backing store for virtual machines storage via the Virtualization framework. See VZDiskImageStorageDeviceAttachment. (152040832)
I'm developing a macOS app using the Virtualization framework and need to create disk images in the ASIF (Apple Sparse Image Format) to make use of the new feature in Tahoe
Is there an official way to create/resize ASIF images programmatically using Swift? I couldn’t find any public API that supports this directly.
Any guidance or recommendations would be appreciated.
Thanks!
Hello,
I have noticed a performance drop on SpriteKit-based projects running on iOS 26.0 (23A341).
Below is a SpriteKit scene used to test framerate on different devices:
import SpriteKit
import SwiftUI
class BareboneScene: SKScene {
override func didMove(to view: SKView) {
size = view.bounds.size
anchorPoint = CGPoint(x: 0.5, y: 0.5)
backgroundColor = .darkGray
let roundedSquare = SKShapeNode(rectOf: CGSize(width: 150, height: 75), cornerRadius: 12)
roundedSquare.fillColor = .systemRed
roundedSquare.strokeColor = .black
roundedSquare.lineWidth = 3
addChild(roundedSquare)
let action = SKAction.rotate(byAngle: .pi, duration: 1)
roundedSquare.run(.repeatForever(action))
}
}
struct BareboneSceneView: View {
var body: some View {
SpriteView(
scene: BareboneScene(),
debugOptions: [.showsFPS]
)
.ignoresSafeArea()
}
}
#Preview {
BareboneSceneView()
}
The scene is very simple, yet framerate drops to ~40 fps as shown by the Metal HUD. Tested on:
iPhone 13, iOS 26.0: framerate drops to 40 fps. Sometimes it runs at near 60fps. But if the screen is touched repeatedly, the framerate drops to 40-50 fps again.
iPhone 11 Pro, iOS 26.0: ~40fps.
iPad 9th Gen, iOS 18.6.2: 60fps, no issues.
See screenshots attached. These numbers were observed by me and members of our beloved SpriteKit Discord server.
Thank you for your attention.
When using the new RealityKit Manipulation Component on Entities, indirect input will never translate the entity - no matter what settings are applied. Direct manipulation works as expected for both translation and rotation.
Is this intended behaviour? This is different from how indirect manipulation works on Model3D. How else can we get translation from this component?
visionOS 26 Beta 2
Build from macOS 26 Beta 2 and Xcode 26 Beta 2
Attached is replicable sample code, I have tried this in other projects with the same results.
var body: some View {
RealityView { content in
// Add the initial RealityKit content
if let immersiveContentEntity = try? await Entity(named: "MovieFilmReel", in: reelRCPBundle) {
ManipulationComponent.configureEntity(immersiveContentEntity, allowedInputTypes: .all, collisionShapes: [ShapeResource.generateBox(width: 0.2, height: 0.2, depth: 0.2)])
immersiveContentEntity.position.y = 1
immersiveContentEntity.position.z = -0.5
var mc = ManipulationComponent()
mc.releaseBehavior = .stay
immersiveContentEntity.components.set(mc)
content.add(immersiveContentEntity)
}
}
}
Hello everyone,
I am encountering a persistent issue with Xcode where I’m unable to install my app on a testing device due to the following error message:
Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.SznYNY/extracted/iForC.app : 0xe8008018 (The identity used to sign the executable is no longer valid.)
Here’s what I have tried so far to resolve this issue:
1. Ensured that all my certificates and provisioning profiles are current and valid.
2. Removed all related certificates from my Keychain and reinstalled new ones.
3. Cleaned and rebuilt the project multiple times.
4. Unpaired the device and paired it again.
5. Reinstalled the latest version of Xcode.
6. Performed a complete restore of my Mac.
Despite these troubleshooting steps, I am still facing the same issue. I would greatly appreciate any insights or experiences related to this error from anyone who has overcome similar challenges.
Thank you in advance for your help!
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Xcode
Provisioning Profiles
Signing Certificates
I have been able to train an adapter on Google's Colaboratory.
I am able to start a LanguageModelSession and load it with my adapter.
The problem is that after one simple prompt, the context window is 90% full.
If I start the session without the adapter, the same simple prompt consumes only 1% of the context window.
Has anyone encountered this? I asked Claude AI and it seems to think that my training script needs adjusting. Grok on the other hand is (wrongly, I tried) convinced that I just need to tweak some parameters of LanguageModelSession or SystemLanguageModel.
Thanks for any tips.
Topic:
Machine Learning & AI
SubTopic:
Foundation Models
I am getting this issue when trying to accept an invite to a new test version of our app.
****Unable to Accept invite
This invitation cannot be accepted because your Apple Account, xxxxxxxx.me.com, has already been associated to this app.****
Can you help please?
Topic:
Accessibility & Inclusion
SubTopic:
General
Hi All, We are facing App Rejection from Apple due to this -
Guidelines 5.1.1(i) - Legal - Privacy - Data Collection and 5.1.2(i) - Legal - Privacy - Data Use
Issue Description
The app appears to share the user’s personal data with a third-party AI service but the app does not clearly explain what data is sent and identify who the data is sent to before sharing the data.
Apps may only use, transmit, or share personal data after they meet all of the following requirements:
Disclose what data will be sent
Specify who the data is sent to
Obtain the user’s permission before sending data
Identify in the privacy policy what data the app collects, how it collects that data, all uses of that data, and confirm any third party the app shares data with provides the same or equal protection
Next Steps
If the app sends user data to a third-party AI service, revise the app to explain what data is sent and identify who the data is sent to before sharing personal data with a third-party AI service.
If it does not already, the app’s privacy policy must also identify what data the app collects, how it collects that data, and all uses of that data, including if it is shared with a third-party AI service.
If the app does not send user data to a third-party AI service or does not include a third-party AI service, reply to this rejection to confirm and add this information to the App Review Information section of App Store Connect.
We have updated on privacy policy and ATT as well as Nutrition Labels and we have added a consent screen for explicitly taking the user consent for AI Services. However we are still seeing the rejection.
Has some else faced a similar issue and what are the steps they followed for this.
Hey all, I recently updated to Xcode 26.2 and I'm having the hardest time trying to download the corresponding iOS simulator. I installed Xcode from developer downloads and the app did not come loaded with an iOS simulator. When trying to download from Components in Settings, I only get the following message:
Download failed due to a bad URL. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime)
Domain: com.apple.MobileAssetError.Download
Code: 49
User Info: {
checkConfiguration = 1;
}
I also tried downloading via Terminal but also get a download failed message. I am on the latest macOS and have over 600 GB of disk space available. In previous versions, I was able to download the iOS simulator directly from Developer Downloads, but anything after 26 is not there. Any suggestions?
Hi there,
I recently updated to the latest version of macOS Tahoe 26.3.
Since then, Xcode is not able to resolve my Swift Package dependencies anymore. We use SSH for all our Github hosted packages. When package resolution is running, we randomly have Failed to verify SSH fingerprint on some remote package.
Nothing has changed and it worked perfectly with Tahoe 26.2. The SSH have been reconfigured and known hosts have been verified.
Is something changed between those 2 versions or is it a bug ?
Hello
When I tried to enroll for Apple developer program, I got message like
Your enrollment could not be completed.
"Your enrollment in the Apple Developer Program could not be completed at this time."
And i am not able to proceed payment page anymore .
Apple consultant also don’t know main problem that bother me.
Is anybody solve this problem??? Is waiting most proper answer??
Thanks
Hello,
I'm experiencing a persistent issue where all my notarization submissions remain stuck in "In Progress" indefinitely. This has been happening for the past several days, affecting multiple submissions.
Environment:
macOS 26.2 (Build 25C56)
Using xcrun notarytool submit for submissions
Team ID: M3FN25UQK2
Timeline of the issue:
Starting from January 2nd, 2026, my submissions began getting stuck in "In Progress"
As of January 6th, I have 6+ submissions that have been "In Progress" for 24-72+ hours
Prior to this, notarization was working normally (I have multiple "Accepted" submissions from January 1st)
What I've tried:
Verified my Developer ID Application certificate is valid and properly installed
Checked Apple Developer System Status page (shows "Operational")
Verified code signatures using codesign -vvv --deep --strict
Contacted Apple Developer Support (no response yet)
Checked my Apple Developer account for any pending agreements or warnings (none found)
Is there any known issue affecting notarization processing, or could my Team ID be rate-limited/flagged? Any guidance on how to resolve this would be greatly appreciated.
Thank you!
I am attempting to load a jpeg image into a vImage_Buffer.
I am just trying to get the data in an ARGB format. This code works fine in the Xcode 15 build , but fails with kvImageInvalidParameter error from vImageBuffer_InitWithCGImage in the Xcode 26 build.
This code is written in ObjectiveC++.
Here is a code fragment:
int CDib_ARGB::Load(LPCSTR pFilename)
{
int rc = 0;
if (NULL == m_pRaw_vImage_Buffer)
{
NSString *pNS_filename = [[NSString alloc]initWithUTF8String:pFilename];
NSImage *pNSImage = [[NSImage alloc] initWithContentsOfFile:pNS_filename];
if (nil == pNSImage)
rc = -1;
else
{
int width = pNSImage.size.width;
int height = pNSImage.size.height;
if (pNSImage.representations)
{
NSImageRep *imageRep;
int jj;
width = 0;
height = 0;
for (jj = 0; jj < pNSImage.representations.count; jj++)
{
imageRep = pNSImage.representations[jj];
if (imageRep.pixelsWide > width)
width = imageRep.pixelsWide;
if (imageRep.pixelsHigh > height)
height = imageRep.pixelsHigh;
}
}
NSSize imageSize = NSMakeSize(width, height);
NSRect imageRect = NSMakeRect(0, 0, width, height);
pNSImage.size = imageSize;
CGImageRef cgImage = [pNSImage CGImageForProposedRect:&imageRect context:NULL hints:nil];
if (nil == cgImage)
rc = -1;
else
{
//Alloc and load vImage_Buffer.
vImage_Buffer *pvImage_Buffer = new vImage_Buffer;
if (NULL == pvImage_Buffer)
rc = -1;
else
{
vImage_CGImageFormat format;
format.bitsPerComponent = 8;
format.bitsPerPixel = 32;
format.colorSpace = nil;
format.bitmapInfo = kCGImageAlphaFirst | kCGBitmapByteOrderDefault;//ARGB8888
format.version = 0;
format.decode = nil;
format.renderingIntent = kCGRenderingIntentDefault;
memset(pvImage_Buffer, 0, sizeof(vImage_Buffer));
long status = vImageBuffer_InitWithCGImage(pvImage_Buffer, &format, nil, cgImage, kvImagePrintDiagnosticsToConsole);
if (kvImageNoError != status)
{ //This is where Xcode 26 sends me.
delete pvImage_Buffer;
rc = -1;
}
=========================