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MetalToolchain download fails on macOS 26.2, build 17C48 catalog error
Without this, I can't install/open Unreal Engine on my iMac OS 26.2 Tahoe. I can't even download the Metal Toolchain in Xcode-Settings-Components. It fails every time. when I try to open Unreal Engine, it says this: Xcode Metal Compiler error: error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain But every time I try to download Metal Toolchain in terminal, it says this: xcodebuild: error: Failed fetching catalog for assetType (com.apple.MobileAsset.MetalToolchain), serverParameters ({ RequestedBuild = 17C48; }) % sudo xcode-select --reset xcrun -f metallib Password: xcrun: error: sh -c '/Applications/Xcode.app/Contents/Developer/usr/bin/xcodebuild -sdk /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk -find metallib 2> /dev/null' failed with exit code 17664: (null) (errno=No such file or directory) xcrun: error: unable to find utility "metallib", not a developer tool or in PATH
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Gathering Required Information for Troubleshooting Apple Pay In-App Provisioning or In-App Verification Issues
Hi, You're here because you've had issues with your implementation of In-App Provisioning Extensions for Apple Pay In-App Provisioning or In-App Verification. To prevent sending sensitive credentials in plain text, create a new report in Feedback Assistant to share the details requested below with the appropriate log profiles installed. Gathering Required Information for Troubleshooting Apple Pay In-App Provisioning or In-App Verification Issues While troubleshooting Apple Pay In-App Provisioning or In-App Verification, it is essential that the issuer is able to collect logs on their device and check those logs for error message. This is also essential when reporting issues to Apple. To gather the required data for your own debugging as well as reporting issues, please perform the following steps on the test device: Install the Apple Pay and Wallet profiles on your iOS or watchOS device. If the issue occurs on Mac, continue to Step 2. Reproduce the issue and make a note of the timestamp when the issue occurred, while optionally capturing screenshots or video. Gather a sysdiagnose on the same iOS or watchOS device, or on macOS. Create a Feedback Assistant report with the following information: The bundle IDs App bundle ID Non-UI app extension bundle ID (if applicable) UI app extension bundle ID (if applicable) The serial number of the device. For iOS and watchOS: Open Settings > General > About > Serial Number (tap and hold to copy). For macOS: Open the Apple () menu > About This Mac > Serial Number. The SEID (Secure Element Identifier) of the device, represented as a HEX encoded string. For iOS and watchOS: Open Settings > General > About > SEID (tap and hold to copy). For macOS: Open the Apple () menu > About This Mac > System Report > NVMExpress > Serial Number. The sysdiagnose gathered after reproducing the issue. The timestamp (including timezone) of when the issue was reproduced. The type of provisioning failure (e.g., error at Terms & Conditions, error when adding a card, etc.) The issuer/network/country of the provisioned card (e.g., Mastercard – US) Last 4 digits of the FPAN Last 4 digits of the DPAN (if available) Was this test initiated from the Issuer App? (e.g., yes or no) The type of environment (e.g., sandbox or production) Screenshots or videos of errors and unexpected behaviors (optional). Important: From the logs gathered above, you should be able to determine the cause of the failure from PassbookUIService, PassKit or PassKitCore, and by filtering for your SEID or bundle ID of your app or app extensions in the Console app. Submitting your feedback Before you submit to Feedback Assistant, please confirm the requested information above is included in your feedback. Failure to provide the requested information will only delay my investigation into the reported issue within your Apple Pay client. After your submission to Feedback Assistant is complete, please respond in your existing Developer Forums post with the Feedback ID. Once received, I can begin my investigation and determine if this issue is caused by an error within your client, a configuration issue within your developer account, or an underlying system bug. Cheers, Paris X Pinkney |  WWDR | DTS Engineer
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Apple Developer Program purchase shows “Enrollment Complete”, but developer account still “Pending” (Xcode only shows Personal Team)
Hi, I enrolled in the Apple Developer Program as an individual and my order page shows “Enrollment Complete”, but my developer account page at developer.apple.com/account still shows “Pending”. In Xcode, under Settings/Preferences → Accounts, I only see Personal Team (no paid Program team), so I can’t use TestFlight / App Store Connect for external testing.
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Sign in with Apple in a broken state (for my account)
I have a user (myself, during development) who originally signed in with Apple successfully. I attempted to revoke access via Settings > Apple ID > Sign-In & Security > Sign in with Apple, but the app appears stuck in the list and cannot be fully removed. Now when attempting to sign in again, the identity token contains the correct sub but email is undefined. According to Apple's documentation, "Apple provides the user's email address in the identity token on all subsequent API responses." I've tried programmatically revoking via the /auth/revoke endpoint (received 200 OK), and I've implemented the server-to-server notification endpoint to handle consent-revoked events, but subsequent sign-in attempts still return no email. The same Apple ID works fine with other apps. Is there a way to fully reset the credential state for a specific app, or is this a known issue with partially-revoked authorizations?
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Sign in with Apple in a broken state (for my account)
I have a user (myself, during development) who originally signed in with Apple successfully. I attempted to revoke access via Settings > Apple ID > Sign-In & Security > Sign in with Apple, but the app appears stuck in the list and cannot be fully removed. Now when attempting to sign in again, the identity token contains the correct sub but email is undefined. According to Apple's documentation, "Apple provides the user's email address in the identity token on all subsequent API responses." I've tried programmatically revoking via the /auth/revoke endpoint (received 200 OK), and I've implemented the server-to-server notification endpoint to handle consent-revoked events, but subsequent sign-in attempts still return no email. The same Apple ID works fine with other apps. Is there a way to fully reset the credential state for a specific app, or is this a known issue with partially-revoked authorizations?
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Unable to Remove “Sign in with Apple” of my app
Hello, I’m trying to remove the “Sign in with Apple” for my app via the iOS settings (also tried on a Mac, and on the web via account.apple.com). When I tap “Stop Using”, nothing happens, the dialog disappear but the app remains listed. Someone said on a forum that the issue is linked with the ServiceId that doesn't exist anymore. But how to recover it ? And anyway this behavior is unintended and creates a gap in the process. Has anyone experienced this before? Is there a known fix, or should I contact Apple Support directly for server-side revocation? Thank you!
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No Update on Apple Developer Program (Company) Enrollment Since January 2, 2026
Hello everyone, I’m hoping to get some guidance or hear from others who may have experienced something similar. I registered for the Apple Developer Program as a company on January 2nd, 2026 Since completing the registration, I haven’t received any updates, feedback, or requests for additional information. The application still appears to be pending, and I’m unsure if this delay is within the normal timeframe or if there’s something I may have missed. I understand that company verification can take longer than individual enrollments, but I would appreciate any insight into: Typical review timelines for company enrollments Whether there’s a recommended way to follow up with Apple Developer Support Any steps I can take to help move the process forward Thanks in advance to anyone who can share their experience or advice. Best regards, Curlback
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.bottomBar menu button briefly disappears after menu dismissal on iOS 26.1 Seed 2 (23B5059e)
[Also submitted as FB20636175] In iOS 26.1 Seed 2 (23B5059e), ToolbarItem menus with .bottomBar placement cause the toolbar item to disappear and rebuild after the menu is dismissed, instead of smoothly morphing back. The bottom toolbar can take 1–2 seconds to reappear. This also seems to coincide with this console error: Adding 'UIKitToolbar' as a subview of UIHostingController.view is not supported and may result in a broken view hierarchy. Add your view above UIHostingController.view in a common superview or insert it into your SwiftUI content in a UIViewRepresentable instead. This occurs both on device and in a simulator. Sample Project This sample ContentView includes two menu buttons—one in the bottom bar and one in the top bar. Dismissing the bottom bar menu causes a short delay before the button reappears, while the top bar menu behaves normally. struct ContentView: View { var body: some View { NavigationStack { Text("Tap and dismiss both menu buttons and note the difference.") .navigationTitle("BottomBar Menu Issue") .navigationSubtitle("Reproduces on iOS 26.1 Seed 2 (23B5059e)") .toolbar { // Control: top bar trailing menu animates back smoothly ToolbarItem(placement: .topBarTrailing) { Menu { Button("Dismiss", role: .cancel) { } Button("Do Nothing") { } } label: { Label("More", systemImage: "ellipsis.circle") .font(.title3) } } // Repro: delay before menu button reappears after menu dismissal ToolbarItem(placement: .bottomBar) { Menu { Button("Dismiss", role: .cancel) { } Button("Do Nothing") { } } label: { Label("Actions", systemImage: "ellipsis.circle") .font(.title2) } } } } } } Passwords App This can also be seen in iOS 26.1 Seed 2 (23B5059e)'s Passwords app ("All" or "Passcodes" views):
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Ditto cannot extract ZIP file into filesystem-compressed files
It's quite common for app bundles to be distributed in .zip files, and to be stored on-disk as filesystem-compressed files. However, having them both appears to be an edge case that's broken for at least two major releases! (FB19048357, FB19329524) I'd expect a simple ditto -x -k appbundle.zip ~/Applications (-x: extract, -k: work on a zip file) to work. Instead it spits out countless errors and leaves 0 Byte files in the aftermath 😭 Please fix.
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Adobe XD throws error when loading UIKit resources Sketch file
Hi there. I want to use Adobe XD for designing and prototyping apps, and I would like to get the UIKit design resources working. I downloaded it and tried to open it with Adobe XD, but it threw this error: There was an error opening the file Apple iOS 26 UI Kit.sketch (Error code: 115) I really prefer to use the UIKit in Adobe XD rather than paying for Figma or Sketch. Thanks. Apple Design Resources
Topic: Design SubTopic: General Tags:
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In SwiftUI on macOS, using instancing in RealityKit, how can I set individual colours per instance?
I have written this function: @available(macOS 26.0, *) func instancing() async -> Entity { let entity = Entity() do { // 1. Create a CustomMaterial let library = offscreenRenderer.pointRenderer!.device.makeDefaultLibrary()! let surfaceShader = CustomMaterial.SurfaceShader( named: "surfaceShaderWithCustomUniforms", // This must match the function name in Metal in: library ) let instanceCount = 10 // No idea how to actually use this... // let bufferSize = instanceCount * MemoryLayout<UInt32>.stride // // // Create the descriptor // var descriptor = LowLevelBuffer.Descriptor(capacity: bufferSize, sizeMultiple: MemoryLayout<UInt32>.stride) // // // Initialize the buffer // let lowLevelBuffer = try LowLevelBuffer(descriptor: descriptor) // lowLevelBuffer.withUnsafeMutableBytes { rawBytes in // // Bind the raw memory to the UInt32 type // let pointer = rawBytes.bindMemory(to: UInt32.self) // pointer[1] = 0xff_0000 // pointer[0] = 0x00_ff00 // pointer[2] = 0x00_00ff // pointer[3] = 0xff_ff00 // pointer[4] = 0xff_00ff // pointer[5] = 0x00_ffff // pointer[6] = 0xff_ffff // pointer[7] = 0x7f_0000 // pointer[8] = 0x00_7f00 // pointer[9] = 0x00_007f // } var material = try CustomMaterial(surfaceShader: surfaceShader, lightingModel: .lit) material.withMutableUniforms(ofType: SurfaceCustomUniforms.self, stage: .surfaceShader) { params, resources in params.argb = 0xff_0000 } // 2. Create the ModelComponent (provides the MESH and MATERIAL) let mesh = MeshResource.generateSphere(radius: 0.5) let modelComponent = ModelComponent(mesh: mesh, materials: [material]) // 3. Create the MeshInstancesComponent (provides the INSTANCE TRANSFORMS) let instanceData = try LowLevelInstanceData(instanceCount: instanceCount) instanceData.withMutableTransforms { transforms in for i in 0..<instanceCount { let instanceAngle = 2 * .pi * Float(i) / Float(instanceCount) let radialTranslation: SIMD3<Float> = [-sin(instanceAngle), cos(instanceAngle), 0] * 4 // Position each sphere around a circle. let transform = Transform( scale: .one, rotation: simd_quatf(angle: instanceAngle, axis: [0, 0, 1]), translation: radialTranslation ) transforms[i] = transform.matrix } } let instancesComponent = try MeshInstancesComponent(mesh: mesh, instances: instanceData) // 4. Attach BOTH to the same entity entity.components.set(modelComponent) entity.components.set(instancesComponent) } catch { print("Failed to create mesh instances: \(error)") } return entity } and this is the corresponding Metal shader typedef struct { uint32_t argb; } SurfaceCustomUniforms; [[stitchable]] void surfaceShaderWithCustomUniforms(realitykit::surface_parameters params, constant SurfaceCustomUniforms &customParams) { half3 color = { static_cast<half>((customParams.argb >> 16) & 0xff), static_cast<half>((customParams.argb >> 8) & 0xff), static_cast<half>(customParams.argb & 0xff) }; params.surface().set_base_color(color); } which works well and generates 10 red spheres. While listening to the WWDC25 presentation on what's new in RealityKit I am positive to hear the presenter saying that it is possible to customise each instance using a LowLevelBuffer, but so far all my attempts have failed. Is it possible, and if so how ? Thanks for reading and for your help. Kind regards, Christian
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Developer app on the Mac doesn't play videos in full screen
Hi, Problem When playing videos on the Developer app on the Mac, there is no full screen button for the video. So it is not possible to play the video in full screen. Note I am not referring to the app going into full screen, the issue is with there is no option to play the video in full screen. Environment OS: macOS 26.2 (25C56) Developer app: Version 10.8.3 (1083.3.1) Feedback FB21343934 Recording Question Are others also facing this issue? Is there a workaround? Suggestion This seems to be recurring problem that seems get broken with app / OS releases. Please write some UI tests to ensure the full screen button is present. Would really appreciate if this gets fixed.
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What’s the best way to improve my app’s rating and get more positive reviews?
My iOS app currently holds a 3.5★ rating with limited reviews, and I’d like to raise it by motivating happy users to share feedback. I’m looking for ethical ways to do this without being pushy. What are the best strategies and timing for review prompts to boost ratings while keeping users satisfied?
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How do you run A/B tests for your iOS app icon in App Store Connect?
Apple’s documentation indicates that iOS now supports A/B testing for app icons, but I haven’t been able to get it working. My app already includes alternate icons within the same binary, yet when I try to set up an A/B test in App Store Connect, there’s no option to change the icon-only screenshots can be updated in a new treatment.
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App Store Connect Sales & Trends “Last 24 Hours” No Data
Hi everyone, We’re experiencing an issue with App Store Connect → Sales & Trends (Sales) → Last 24 Hours (hourly) reporting, specifically for In-App Purchase (IAP) sales. On January 30–31, 2026, when checking Last 24 Hours sales data, we consistently see IAP sales drop to 0 starting around 18:00 UTC, as if no purchases happened after that time. However, we can confirm that IAP transactions did occur during the same time window using other validation sources (e.g., server-side logs / analytics). In App Store Connect, those hours still show 0. I did a quick search and found reports of similar behavior affecting downloads/units for some teams, but in our case downloads/units look normal in Last 24 Hours. The problem appears to be only in the IAP sales portion. Questions: Is anyone else seeing hourly gaps / 0 values for IAP around Jan 30–31, 2026 (or today)? Is this a known Sales & Trends reporting delay that eventually backfills, or an ongoing issue? If you’ve seen this before, how long did it take to normalize/backfill, and did any specific check/filter help?
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SwiftUI WebView: Is action.target == nil a Reliable Way to Handle New Window Requests?
In WKWebView, there is the WKUIDelegate method: func webView(_ webView: WKWebView, createWebViewWith configuration: WKWebViewConfiguration, for navigationAction: WKNavigationAction, windowFeatures: WKWindowFeatures) -> WKWebView? {} This delegate method provides a callback when a new window (for example, target="_blank") is requested in the web view. However, in native SwiftUI (iOS 26), WebView / WebPage APIs do not provide an equivalent delegate method to handle new window requests. As a workaround, I am using the following method: public func decidePolicy(for action: WebPage.NavigationAction, preferences: inout WebPage.NavigationPreferences) async -> WKNavigationActionPolicy {} In this method, when action.target == nil, I treat it as a new window request. My question: Is relying on action.target == nil in decidePolicy a reliable and future-safe way to detect new window requests in SwiftUI’s WebView, or is there a better or more recommended approach for handling target="_blank" / new window navigation in the SwiftUI WebView APIs? Code: public func decidePolicy(for action: WebPage.NavigationAction, preferences: inout WebPage.NavigationPreferences) async -> WKNavigationActionPolicy { guard let webPage = webPage else { return .cancel } // Handle case where target frame is nil (e.g., target="_blank" or window.open) // This indicates a new window request if action.target == nil { print("Target frame is nil - new window requested") // WORKAROUND: Until iOS 26 WebPage UI protocol is available, we handle new windows here // Try to create a new WebPage through UI plugins if handleCreateWebPage(for: webPage, navigationAction: action) != nil { // Note: The new WebPage has been created and published to the view return .allow } } return .allow }
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URGENT: App & Developer Name completely missing from Search Index (2.5 weeks live, 2k+ DLs)
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
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AVAudioEngine fails to start during FaceTime call (error 2003329396)
Is it possible to perform speech-to-text using AVAudioEngine to capture microphone input while being on a FaceTime call at the same time? I tried implementing this, but whenever I attempt to start the  AVAudioEngine  while a FaceTime call is active, I get the following error: “The operation couldn’t be completed. (OSStatus error 2003329396)” I assume this might be due to microphone resource restrictions during FaceTime, but I’d like to confirm whether this limitation is at the system level or if there’s any possible workaround or entitlement that allows concurrent microphone access. Has anyone encountered this issue or found a solution?
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