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!
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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)
}
}
}
I’m experiencing a consistent crash of SpringBoard on macOS when running my iOS app in the Simulator. The crash occurs specifically when a critical alert (geofence notification) is triggered by my server and delivered to the app.
Xcode version: 16.4
macOS version: 15.5
App uses UNUserNotificationCenter with critical alert notifications related to geofencing. When the critical alert is received, SpringBoard quits unexpectedly on macOS, crashing the Simulator UI to the home screen.
The notification is delivered by Firebase, and I have updated to the latest version of that.
The console shows:
XPC connection interrupted
[C:1] Error received: Connection interrupted.
[C:1-2] Error received: Connection interrupted.
This does not happen when testing on a real device — the app works fine there, however, Springbaord still crashes on macOS.
Please advise if this is a known issue or if there’s a workaround. This severely impacts development and testing of location-based critical notifications.
The last time I tested this functionality, with an older version of Xcode, I had no issues.
Thank you for your help.
I haven’t been able to get this to work at any level! I’m running into multiple issues, any light shed on any of these would be nice:
I can’t implement a bloom filter that produces the same output as can be found in the SimpleURLFilter sample project, after following the textual description of it that’s available in the documentation. No clue what my implementation is doing wrong, and because of the nature of hashing, there is no way to know. Specifically:
The web is full of implementations of FNV-1a and MurmurHash3, and they all produce different hashes for the same input. Can we get the proper hashes for some sample strings, so we know which is the “correct” one?
Similarly, different implementations use different encodings for the strings to hash. Which should we use here?
The formulas for numberOfBits and numberOfHashes give Doubles and assign them to Ints. It seems we should do this conversing by rounding them, is this correct?
Can we get a sample correct value for the combined hash, so we can verify our implementations against it?
Or ignoring all of the above, can we have the actual code instead of a textual description of it? 😓
I managed to get Settings to register my first attempt at this extension in beta 1. Now, in beta 2, any other project (including the sample code) will redirect to Settings, show the Allow/Deny message box, I tap Allow, and then nothing happens. This must be a bug, right?
Whenever I try to enable the only extension that Settings accepted (by setting its isEnabled to true), its status goes to .stopped and the error is, of course, .unknown. How do I debug this?
While the extension is .stopped, ALL URL LOADS are blocked on the device. Is this to be expected? (shouldFailClosed is set to false)
Is there any way to manually reload the bloom filter? My app ships blocklist updates with background push, so it would be wasteful to fetch the filter at a fixed interval. If so, can we opt out of the periodic fetch altogether?
I initially believed the API to be near useless because I didn’t know of its “fuzzy matching” capabilities, which I’ve discovered by accident in a forum post. It’d be nice if those were documented somewhere!
Thanks!!
Good afternoon,
I have the latest version of Xcode. I am trying to debug why I am not able to Sign in with Apple Sign In on my app. After days of trying everything I just noticed today that the TeamID Xcode is using to automatically sign the app is not my current Team Id. I had a years hiatus and my code login expired. When I recreated my account I got a new Team Id and that is what is on all my certificates, profiles, etc. Old team id: Z82SJZ64R6 Current team id: 22649D52Q5. I take off automatically signing and select my Mac app bistro and iOS app distro and the app fully builds then Xcode crashes with an error that mentions security - Error code 5.
Is there a way for me to change the old team id in Xcode? I've already tried logging out and back in through settings.
In iOS 26, AVSpeechSynthesizer read Mandarin into Cantonese pronunciation.
No matter how you set the language, and change the settings of my phone system, it doesn't work.
let utterance = AVSpeechUtterance(string: "你好啊")
//let voice = AVSpeechSynthesisVoice(language: "zh-CN") // not work
let voice = AVSpeechSynthesisVoice(language: "zh-Hans") // not work too
utterance.voice = voice
et synth = AVSpeechSynthesizer()
synth.speak(utterance)
Topic:
Media Technologies
SubTopic:
General
Tags:
Speech
Internationalization
Localization
AVFoundation
Since upgrading to Xcode 26 beta 4 and using the iOS 26 simulator for testing our app, we've stopped being able to receive device tokens for the simulator from the development APNS environment.
The APNS environment is able to return meta device information (e.g. model, type, manufacturer) but there are no device tokens present. When running the same app using the iOS 18.5 simulator, we are able to register the device with the same APNS environment and receive a valid device token.
Background:
During daily usage of iOS devices, devices experience noticeable thermal issues. This heating not only affects user experience, but may also lead to device performance throttling, shortened battery life, and other problems. We need better understanding and monitoring of device thermal states to optimize application performance and user experience.
Issues Encountered:
Insufficient thermal monitoring capabilities: Unable to obtain real-time accurate temperature data from devices
Difficult power consumption analysis: Hard to determine which specific modules or threads cause high power consumption and heating
Requested Solutions:
Temperature Monitoring API: Provide accessible device temperature reading interfaces
Thermal Attribution Analysis Capability: During heating events, we expect to receive more detailed power consumption monitoring data, such as CPU, GPU, network, location services, display, high power consumption thread stacks and other information to help developers identify high energy consumption operations
Topic:
App & System Services
SubTopic:
General
Tags:
MetricKit
Developer Tools
Instruments
Performance
I have a simple visionOS app that creates an Entity, writes it to the device, and then attempts to load it. However, when the entity file get overwritten, it affects the ability for the app to load it correctly.
Here is my code for saving the entity.
import SwiftUI
import RealityKit
import UniformTypeIdentifiers
struct ContentView: View {
var body: some View {
VStack {
ToggleImmersiveSpaceButton()
Button("Save Entity") {
Task {
// if let entity = await buildEntityHierarchy(from: urdfPath) {
let type = UTType.realityFile
let filename = "testing.\(type.preferredFilenameExtension ?? "bin")"
let documentsURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0]
let fileURL = documentsURL.appendingPathComponent(filename)
do {
let mesh = MeshResource.generateBox(size: 1, cornerRadius: 0.05)
let material = SimpleMaterial(color: .blue, isMetallic: true)
let modelComponent = ModelComponent(mesh: mesh, materials: [material])
let entity = Entity()
entity.components.set(modelComponent)
print("Writing \(fileURL)")
try await entity.write(to: fileURL)
} catch {
print("Failed writing")
}
}
}
}
.padding()
}
}
Every time I press "Save Entity", I see a warning similar to:
Writing file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality
Failed to set dependencies on asset 1941054755064863441 because NetworkAssetManager does not have an asset entity for that id.
When I open the immersive space, I attempt to load the same file:
import SwiftUI
import RealityKit
import UniformTypeIdentifiers
struct ImmersiveView: View {
@Environment(AppModel.self) private var appModel
var body: some View {
RealityView { content in
guard
let type = UTType.realityFile.preferredFilenameExtension
else {
return
}
let documentsURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0]
let fileURL = documentsURL.appendingPathComponent("testing.\(type)")
guard FileManager.default.fileExists(atPath: fileURL.path) else {
print("❌ File does not exist at path: \(fileURL.path)")
return
}
if let entity = try? await Entity(contentsOf: fileURL) {
content.add(entity)
}
}
}
}
I also get errors after I overwrite the entity (by pressing "Save Entity" after I have successfully loaded it once). The warnings that appear when the Immersive space attempts to load the new entity are:
Asset 13277375032756336327 Mesh (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Mesh_0.compiledmesh failure: Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to open load stream for entry 'assets/Mesh_0.compiledmesh'.
Asset 8308977590385781534 Scene (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Scene_0.compiledscene failure: Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to read archive entry.
AssetLoadRequest failed because asset failed to load '13277375032756336327 Mesh (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Mesh_0.compiledmesh' (Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to open load stream for entry 'assets/Mesh_0.compiledmesh'.)
The order of operations to make this happen:
Launch app
Press "Save Entity" to save the entity
"Open Immersive Space" to view entity
Press "Save Entity" to overwrite the entity
"Open Immersive Space" to view entity, failed asset load request
Also
Launch app, the entity should still be save from last time the app ran
"Open Immersive Space" to view entity
Press "Save Entity" to overwrite the entity
"Open Immersive Space" to view entity, failed asset load request
NOTE: It appears I can get it to work slightly better by pressing the "Save Entity" button twice before attempting to view it again in the immersive space.
When I use the .zoom transition in a navigation stack, I get a glitch when interrupting the animation by swiping back before it completes.
When doing this, the source view disappears. I can still tap it to trigger the navigation again, but its not visible on screen.
This seems to be a regression in iOS 26, as it works as expected when testing on iOS 18.
Has someone else seen this issue and found a workaround? Is it possible to disable interrupting the transition?
Filed a feedback on the issue FB19601591
Screen recording:
https://share.icloud.com/photos/04cio3fEcbR6u64PAgxuS2CLQ
Example code
@State var showDetail = false
@Namespace var namespace
var body: some View {
NavigationStack {
ScrollView {
showDetailButton
}
.navigationTitle("Title")
.navigationBarTitleDisplayMode(.inline)
.navigationDestination(isPresented: $showDetail) {
Text("Detail")
.navigationTransition(.zoom(sourceID: "zoom", in: namespace))
}
}
}
var showDetailButton: some View {
Button {
showDetail = true
} label: {
Text("Show detail")
.padding()
.background(.green)
.matchedTransitionSource(id: "zoom", in: namespace)
}
}
}
Topic:
UI Frameworks
SubTopic:
SwiftUI
Hello,
I would like to discuss the behavior of the expiration of NFCPresentmentIntentAssertion (test in iOS 18.5).
In the documentation we have :
The intent assertion expires if any of the following occur:
The intent assertion object deinitializes
Your app goes into the background
15 seconds elapse
BUT; in fact ; only the 1st rule is applied.
The expiration seems to be random after the usage of CardSession and that's difficult to give to the user a good experience.
Has someone faced the same kind of issue; or can give an explanation?
Regards,
François
Apple is encouraging VPN apps on macOS to transition to Network Extension APIs, if they haven't done so yet, see:
TN3165: Packet Filter is not API
WWDC25: Filter and tunnel network traffic with NetworkExtension
Using Network Extension is fine for VPN apps that are distributed via the Mac App Store. Users get one pop-up requesting permission to add VPN configurations and that's it.
However, VPN apps that are distributed outside of the App Store (using Developer ID) cannot use Network Extension in the same way, such apps need to install a System Extension first (see TN3134: Network Extension provider deployment).
Installing a System Extension is a very poor user experience. There is a pop-up informing about a system extension, which the user has to manually enable. The main button is "OK", which only dismisses the pop-up and in such case there is little chance that the user will be able to find the correct place to enable the extension. The other button in that pop-up navigates to the correct screen in System Settings, where the user has to enable a toggle. Then there is a password prompt. Then the user has to close the System Settings and return to the app.
This whole dance is not necessary for VPN apps on the Mac App Store, because they work with "app extensions" rather than "system extensions".
As a developer of a VPN app that is distributed outside of the App Store, my options are:
Implement VPN functionality in an alternative way, without Network Extension. This is discouraged by Apple.
Use a System Extension with Network Extension. This is going to discourage my users.
I have submitted feedback to Apple: FB19631390.
But I wonder, why did Apple create this difference in the first place? Is there a chance that they will either improve the System Extension installation process or even allow "app extensions" outside of the Mac App Store?
Topic:
App & System Services
SubTopic:
Networking
Tags:
Extensions
Network Extension
System Extensions
Developer ID
I have an app in Pending Developer Release status and have generated a promo to test app on final time before release. After entering promo code in App Store app, I get the following error:
Unable to Redeem
"This content is incompatible with the current software on this device. Update you device to the latest software version and try again."
The device in question has been running TestFlight and Xcode builds without issue. The device is an iPhone 14 Pro running 18.6.
App is built with minimum deployment of 18.0.
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
When I create a SwiftUI toolbar item with placement of .keyboard on iOS 26, the item appears directly on top of and in contact with the keyboard. This does not look good visually nor does it match the behavior seen in Apple's apps, such as Reminders. Adding padding to the contents of the toolbar item only expands the size of the item but does not separate the capsule background of the item from the keyboard. How can I add vertical padding or spacing to separate the toolbar item capsule from the keyboard?
Topic:
UI Frameworks
SubTopic:
SwiftUI
Hi — we’re testing our app on iOS 26 and ran into strange behavior with GKLocalPlayer.local.authenticateHandler.
GKLocalPlayer.local.authenticateHandler = { [weak self] viewController, error in
// additional code
}
What happens:
When we assign authenticateHandler on iOS 26 and the user is not signed in to Game Center, the system shows a full-screen Game Center overlay asking the user to sign in.
If the user taps Cancel, nothing further happens — the closure is not invoked again, so we don’t receive an error or any callback. The app never learns whether the auth was cancelled or failed.
In previous iOS versions the closure was called (with viewController / error as appropriate) and the flow worked as expected.
What we tried:
Verified authenticateHandler is being set.
Checked GKLocalPlayer.local.isAuthenticated after the overlay dismisses — it’s unchanged.
Observed system logs: a com.apple.GameOverlayUI scene is created and later removed (so the auth overlay is shown by the system).
Confirmed the same code works on earlier iOS versions. :thinking:
Question:
Has anyone seen authenticateHandler not being invoked on iOS 26 when the Game Center auth overlay is presented? Could this be a behavioral change in iOS 26 (overlay runs in a separate system process), or a bug? Any suggested workarounds to reliably detect that the user cancelled the sign-in (for example: listening for willResignActive / didBecomeActive, watching for a system overlay, or saving/presenting the viewController manually)?
Thanks in advance for any advice — we’d appreciate pointers or suggested diagnostics ?
Hi, I am a new IOS developer, trying to learn to integrate the Apple Foundation Model.
my set up is:
Mac M1 Pro
MacOS 26 Beta
Version 26.0 beta 3
Apple Intelligence & Siri --> On
here is the code,
func generate() {
Task {
isGenerating = true
output = "⏳ Thinking..."
do {
let session = LanguageModelSession( instructions: """
Extract time from a message. Example
Q: Golfing at 6PM
A: 6PM
""")
let response = try await session.respond(to: "Go to gym at 7PM")
output = response.content
} catch {
output = "❌ Error:, \(error)"
print(output)
}
isGenerating = false
}
and I get these errors
guardrailViolation(FoundationModels.LanguageModelSession.GenerationError.Context(debugDescription: "Prompt may contain sensitive or unsafe content", underlyingErrors: [Asset com.apple.gm.safety_embedding_deny.all not found in Model Catalog]))
Can you help me get through this?
Your development team has reached the maximum number of registered iPhone devices.
I am use the free provisioning file.
So how can I delete old device and use my new iPhone to develop my app.
only way is use a paid account?
or register a new Apple ID?
Topic:
Code Signing
SubTopic:
General
I put a test.mp3 (30 sec) file into the App Bundle.
I scheduled an AlarmKit alarm with the file name test.mp3.
The custom sound plays ✅
I copied the file from the App Bundle to Library/Sounds/test2.mp3.
I scheduled an AlarmKit alarm with the file name test2.mp3.
Instead of playing the custom sound, it falls back to the default sound ❌
According to the documentation, sounds placed in Library/Sounds should be playable:
I filed report FB19779004 on August 20, but haven’t received any response yet.
This functionality is critical for our use case, so could you please let me know whether this is expected to be fixed soon, or if I’m misunderstanding the intended behavior?
Topic:
App & System Services
SubTopic:
General
Lately I am getting this error.
GenerativeModelsAvailability.Parameters: Initialized with invalid language code: en-GB. Expected to receive two-letter ISO 639 code. e.g. 'zh' or 'en'. Falling back to: en
Does anyone know what this is and how it can be resolved. The error does not crash the app
Hello, everyone!
I'm seeking some guidance on the App Store review process and technical best practices for a watchOS app.
My goal is to create an app that uses HealthKit to continuously monitor a user's heart rate in the background for sessions lasting between 30 minutes and 3 hours. This app would not be a fitness or workout tracker.
My primary question is about the best way to achieve this reliably while staying within the App Store Review Guidelines.
Is it advisable to use the WorkoutKit framework to start a custom, non-fitness "session" for the purpose of continuous background monitoring?
Are there any other recommended APIs or frameworks for this kind of background data collection on watchOS that I should be aware of?
What are the key review considerations I should be mindful of, particularly regarding Guideline 4.1 (Design) and the intended use of APIs?
My app's core functionality would require this kind of data for a beneficial purpose. I want to ensure my approach is technically sound and has the best chance of a successful review.
Any insights or advice from developers who have experience with similar use cases would be incredibly helpful!
Thank you!
Topic:
App & System Services
SubTopic:
Health & Fitness
Tags:
SensorKit
Health and Fitness
watchOS
Watch Complications