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App Store Events
We have run over 15 App Store Events. I have only ever seen data on 1 of them. We have several large apps, and based on our numbers, it is unlikely that we don't receive more than 5 installs from the event. We see an overall CR uplift, but no direct data in the event data section. Does anyone have any ideas as to what could be causing this?
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Testing a Notarised Product
To ship a product outside of the Mac App Store, you must notarise it. The notary service issues a notarised ticket, and the ultimate consumer of that ticket is Gatekeeper. However, Gatekeeper does not just check the ticket; it also applies a variety of other checks, and it’s possible for those checks to fail even if your notarised ticket is just fine. To avoid such problems showing up in the field, test your product’s compatibility with Gatekeeper before shipping it. To do this: Set up a fresh machine, one that’s never seen your product before. If your product supports macOS 10.15.x, x < 4, the best OS version to test with is 10.15.3 [1]. Download your product in a way that quarantines it (for example, using Safari). Disconnect the machine from the network. It might make sense to skip this step. See the discussion below. Install and use your product as your users would. If the product is signed, notarised, and stapled correctly, everything should work. If not, you’ll need to investigate what’s making Gatekeeper unhappy, fix that, and then retest. For detailed advice on that topic, see Resolving Trusted Execution Problems. Run this test on a fresh machine each time. This is necessary because Gatekeeper caches information about your product and it’s not easy to reset that cache. Your best option is to do this testing on a virtual machine (VM). Take a snapshot of the VM before the first test, and then restore to that snapshot when you want to retest. Also, by using a VM you can disable networking in step 3 without disrupting other work on your machine. The reason why you should disable networking in step 3 is to test that you’ve correctly stapled the notarised ticket on to your product. If, for some reason, you’re unable to do that stapling, it’s fine to skip step 3. However, be aware that this may cause problems for a user if they try to deploy your product to a Mac that does not have access to the wider Internet. For more background on this, see The Pros and Cons of Stapling. [1] macOS 10.15.4 fixes a bug that made Gatekeeper unnecessarily strict (r. 57278824), so by testing on 10.15.3 you’re exercising the worst case. The process described above is by far the best way to test your Gatekeeper compatibility because it accurately tests how your users run your product. However, you can also run a quick, albeit less accurate test, using various command-line tools. The exact process depends on the type of product you’re trying to check: App — Run syspolicy_check like this: % syspolicy_check distribution WaffleVarnish.app This tool was introduced in macOS 14. On older systems, use the older spctl tool. Run it like this: % spctl -a -t exec -vvv WaffleVarnish.app Be aware, however, that this check is much less accurate. Disk image — Run spctl like this: % spctl -a -t open -vvv --context context:primary-signature WaffleVarnish.dmg Installer package — Run spctl like this: % spctl -a -t install -vvv WaffleVarnish.pkg Other code — Run codesign like this: % codesign -vvvv -R="notarized" --check-notarization WaffleVarnish.bundle This command requires macOS 10.15 or later. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = "eskimo" + "1" + "@" + "apple.com" Revision history: 2024-12-05 Added instructions for using syspolicy_check. Made other minor editorial changes. 2023-10-20 Added links to Resolving Trusted Execution Problems and The Pros and Cons of Stapling. Made other minor editorial changes. 2021-02-26 Fixed the formatting. 2020-04-17 Added the section discussing spctl. 2020-03-25 First version.
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Notifications scheduled but never delivered at scheduled time
Device: iPhone (real device) iOS: 17.x Permission: Granted Notifications are scheduled using UNCalendarNotificationTrigger. The function runs and prints "SCHEDULING STARTED". However, notifications never appear at 8:00 AM, even the next day. Here is my DailyNotifications file code: import Foundation import UserNotifications enum DailyNotifications { // CHANGE THESE TWO FOR TESTING / PRODUCTION // For testing set to a few minutes ahead static let hour: Int = 8 static let minute: Int = 0 // For production use: // static let hour: Int = 9 // static let minute: Int = 0 static let daysToSchedule: Int = 30 private static let idPrefix = "daily-thought-" private static let categoryId = "DAILY_THOUGHT" // MARK: - Permission static func requestPermission(completion: @escaping (Bool) -> Void) { let center = UNUserNotificationCenter.current() center.requestAuthorization(options: [.alert, .sound]) { granted, _ in DispatchQueue.main.async { completion(granted) } } } // MARK: - Schedule static func scheduleNext30Days(isPro: Bool) { print("SCHEDULING STARTED") let center = UNUserNotificationCenter.current() center.getNotificationSettings { settings in guard settings.authorizationStatus == .authorized else { requestPermission { granted in if granted { scheduleNext30Days(isPro: isPro) } } return } // Remove old scheduled notifications center.getPendingNotificationRequests { pending in let idsToRemove = pending .map { $0.identifier } .filter { $0.hasPrefix(idPrefix) } center.removePendingNotificationRequests(withIdentifiers: idsToRemove) let calendar = Calendar.current let now = Date() for offset in 0..<daysToSchedule { guard let date = calendar.date(byAdding: .day, value: offset, to: now) else { continue } var comps = calendar.dateComponents([.year, .month, .day], from: date) comps.hour = hour comps.minute = minute guard let scheduleDate = calendar.date(from: comps) else { continue } if scheduleDate <= now { continue } let content = UNMutableNotificationContent() content.title = "Just One Thought" content.sound = .default content.categoryIdentifier = categoryId if isPro { content.body = thoughtForDate(scheduleDate) } else { content.body = "Your new thought is ready. Go Pro to reveal it." } let triggerComps = calendar.dateComponents( [.year, .month, .day, .hour, .minute], from: scheduleDate ) let trigger = UNCalendarNotificationTrigger( dateMatching: triggerComps, repeats: false ) let identifier = idPrefix + isoDay(scheduleDate) let request = UNNotificationRequest( identifier: identifier, content: content, trigger: trigger ) center.add(request) } } } } // MARK: - Cancel static func cancelAllScheduledDailyThoughts() { let center = UNUserNotificationCenter.current() center.getPendingNotificationRequests { pending in let idsToRemove = pending .map { $0.identifier } .filter { $0.hasPrefix(idPrefix) } center.removePendingNotificationRequests(withIdentifiers: idsToRemove) } } // MARK: - Helpers private static func isoDay(_ date: Date) -> String { let formatter = DateFormatter() formatter.locale = Locale(identifier: "en_US_POSIX") formatter.dateFormat = "yyyy-MM-dd" return formatter.string(from: date) } private static func thoughtForDate(_ date: Date) -> String { guard let url = Bundle.main.url(forResource: "thoughts", withExtension: "json"), let data = try? Data(contentsOf: url), let quotes = try? JSONDecoder().decode([String].self, from: data), !quotes.isEmpty else { return "Stay steady. Your growth is happening." } let calendar = Calendar.current let comps = calendar.dateComponents([.year, .month, .day], from: date) let seed = (comps.year ?? 0) * 10000 + (comps.month ?? 0) * 100 + (comps.day ?? 0) let index = abs(seed) % quotes.count return quotes[index] } } Then here is my Justonethoughtapp code: import SwiftUI import UserNotifications @main struct JustOneThoughtApp: App { @StateObject private var thoughtStore = ThoughtStore() // MUST match App Store Connect EXACTLY @StateObject private var subManager = SubscriptionManager(productIDs: ["Justonethought.monthly"]) var body: some Scene { WindowGroup { ContentView() .environmentObject(thoughtStore) .environmentObject(subManager) .onAppear { // Ask for notification permission NotificationManager.shared.requestPermission() // Schedule notifications using PRO status DailyNotifications.scheduleNext30Days( isPro: subManager.isPro ) } } } } final class NotificationManager { static let shared = NotificationManager() private init() {} func requestPermission() { UNUserNotificationCenter.current().requestAuthorization( options: [.alert, .sound, .badge] ) { _, _ in } } }
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Is iOS ASO mainly about optimizing the title subtitle and keyword fields
I have been exploring App Store Optimization and noticed that Apple primarily uses the App Name, Subtitle, and Keyword field as the main text based ranking signals according to official and third party sources. Are these the only factors that truly impact iOS ASO, or do elements like the app description and promotional text indirectly influence visibility, conversion, or ranking updates over time, and how frequently should subtitles and keywords be revised after launch.
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VideoMaterial Black Screen on Vision Pro Device (Works in Simulator)
VideoMaterial Black Screen on Vision Pro Device (Works in Simulator) App Overview App Name: Extn Browser Bundle ID: ai.extn.browser Purpose: A visionOS web browser that plays 360°/180° VR videos in an immersive sphere environment Development Environment & SDK Versions Component Version Xcode 26.2 Swift 6.2 visionOS Deployment Target 26.2 Swift Concurrency MainActor isolation enabled App is released in the TestFlight. Frameworks Used SwiftUI - UI framework RealityKit - 3D rendering, MeshResource, ModelEntity, VideoMaterial AVFoundation - AVPlayer, AVAudioSession WebKit - WKWebView for browser functionality Network - NWListener for local proxy server Sphere Video Mechanism The app creates an immersive 360° video experience using the following approach: // 1. Create sphere mesh (10 meter radius for immersive viewing) let mesh = MeshResource.generateSphere(radius: 10.0) // 2. Create initial transparent material var material = UnlitMaterial() material.color = .init(tint: .clear) // 3. Create entity and invert sphere (negative X scale) let sphere = ModelEntity(mesh: mesh, materials: [material]) sphere.scale = SIMD3<Float>(-1, 1, 1) // Inverts normals for inside-out viewing sphere.position = SIMD3<Float>(0, 1.5, 0) // Eye level // 4. Create AVPlayer with video URL let player = AVPlayer(url: videoURL) // 5. Configure audio session for visionOS let audioSession = AVAudioSession.sharedInstance() try audioSession.setCategory(.playback, mode: .moviePlayback, options: [.mixWithOthers]) try audioSession.setActive(true) // 6. Create VideoMaterial and apply to sphere let videoMaterial = VideoMaterial(avPlayer: player) if var modelComponent = sphere.components[ModelComponent.self] { modelComponent.materials = [videoMaterial] sphere.components.set(modelComponent) } // 7. Start playback player.play() ImmersiveSpace Configuration // browserApp.swift ImmersiveSpace(id: appModel.immersiveSpaceID) { ImmersiveView() .environment(appModel) } .immersionStyle(selection: .constant(.mixed), in: .mixed) Entitlements <!-- browser.entitlements --> <key>com.apple.security.app-sandbox</key> <true/> <key>com.apple.security.network.client</key> <true/> <key>com.apple.security.network.server</key> <true/> Info.plist Network Configuration <key>NSAppTransportSecurity</key> <dict> <key>NSAllowsArbitraryLoads</key> <true/> </dict> The Issue Behavior in Simulator: Video plays correctly on the inverted sphere surface - 360° video is visible and wraps around the user as expected. Behavior on Physical Vision Pro: The sphere displays a black screen. No video content is visible, though the sphere entity itself is present. Important: Not a DRM/Licensing Issue This issue is NOT related to Digital Rights Management (DRM) or FairPlay. I have tested with: Unlicensed raw MP4 video files (no DRM protection) Self-hosted video content with no copy protection Direct MP4 URLs from CDN without any licensing requirements The same black screen behavior occurs with all unprotected video sources, ruling out DRM as the cause. (Plain H.264 MP4, no DRM) Screen Recording: Working in Simulator The following screen recording demonstrates playing a 360° YouTube video in the immersive sphere on the visionOS Simulator: https://cdn.commenda.kr/screen-001.mov This confirms that the VideoMaterial and sphere rendering work correctly in the simulator, but the same setup shows a black screen on the physical Vision Pro device. Observations AVPlayer status reports .readyToPlay - The video appears to load successfully VideoMaterial is created without errors - No exceptions thrown Sphere entity renders - The geometry is visible (black surface) Audio session is configured - No errors during audio session setup Network requests succeed - The video URL is accessible from the device Same result with local/unprotected content - DRM is not a factor Console Logs (Device) The logging shows: Sphere created and added to scene AVPlayer created with correct URL VideoMaterial created and applied Player status transitions to .readyToPlay player.play() called successfully Rate shows 1.0 (playing) Despite all success indicators, the rendered output is black. Questions for Apple Are there known differences in VideoMaterial behavior between the visionOS Simulator and physical Vision Pro hardware? Does VideoMaterial(avPlayer:) require specific video codec/format requirements that differ on device? (The test video is a standard H.264 MP4) Is there a required Metal capability or GPU feature for VideoMaterial that may not be available in certain contexts on device? Does the immersion style (.mixed) affect VideoMaterial rendering on hardware? Are there additional entitlements required for video texture rendering in RealityKit on physical hardware? Attempted Solutions Configured AVAudioSession with .playback category Added delay before player.play() to ensure material is applied Verified sphere scale inversion (-1, 1, 1) Tested multiple video URLs (including raw, unlicensed MP4 files) Confirmed network connectivity on device Ruled out DRM/FairPlay issues by testing unprotected content Environment Details Device: Apple Vision Pro visionOS Version: 26.2 Xcode Version: 26.2 macOS Version: Darwin 25.2.0
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Camera layout within a sheet in iOS26
When inputting data within a sheet, I'm allowing the user to take a photo, so the camera is called and presents itself within a 2nd sheet, however the controls are centered within the iPhone's entire screen, cropping the top controls and not extending down to the bottom of the phone's screen. Any help on how to fix this?
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Company enrollment stuck in Pending for 8 days (Enrollment ID: 6N5TLZQ68F)
Hi, I’m enrolling our company in the Apple Developer Program and the enrollment has been stuck in Pending for 8 days. I contacted Apple Developer Support multiple times but haven’t received any response or request for additional information. Details: Enrollment ID: 6N5TLZQ68F Country: Türkiye I have the legal authority to bind the company to the Apple Developer Program agreements. Could someone from Apple please check the status and let me know if anything is missing on my side? Thank you,
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SwiftUI mysterious behavior
Hello dear developers! Recently, I stumbled upon some really strange behavior of SwiftUI and I’m very curious why it works this way struct ContentView: View { @State private var title: String? @State private var isSheetPresented: Bool = false var body: some View { Button("Hello, world!") { title = "Sheet title" isSheetPresented = true } .sheet(isPresented: $isSheetPresented, content: { if let title { Text(title) } else { EmptyView() } }) } } Why in this case when we tap the button and sheet comes in we go to the branch else even though we set title before isSheetPresented but it still somehow nil But what really drive me crazy is that if we change a little bit code to this: I just added another @State property 'number' and use it as the Button's title. In this scenario it works 😃 and Text in the sheet view appearing struct ContentView: View { @State private var title: String? @State private var number = 0 @State private var isSheetPresented = false var body: some View { Button("\(number)") { title = "Sheet title" number += 0 isSheetPresented = true } .sheet(isPresented: $isSheetPresented, content: { if let title { Text(title) } else { EmptyView() } }) } } Is this somehow related to what happens under the hood like View Tree and Render Tree (Attribute Graph)? Maybe because ContentView’s body doesn't capture title it cannot be stored in the Render Tree so it always would have the initial value of nil? if there are any well-informed folks here, please help me figure out this mystery, I’d appreciate it!!! p.s. Don’t get me wrong. Im not interested in how to make it work. I’m interested in why this doesn’t work and what really happens under the hood that led to this result
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String Catalog Symbols: No Reference-Language Fallback for Partially Translated Locales
I'm having troubles converting my string catalog to symbols because for partly translated languages there is no fallback to the reference language. Let me give you an example. Example Assume an app that supports two languages: English and Japanese. The app is very simple and has only two strings, using symbols in a String Catalog: Key: .helloWorld → “Hello World!” Key: .info → “Information” Case 1: No Japanese translations If I launch the app in Japanese and neither string is translated, English is used as a fallback. The UI shows: “Hello World!” “Information” This is exactly what I would expect. Case 2: Only one string translated Now assume I translate only one string into Japanese: .helloWorld → “こんにちは世界” When I launch the app in Japanese now: .helloWorld correctly shows “こんにちは世界” .info shows info, not “Information” So instead of falling back to English, the key is displayed. This issue does not pop up when I don't use symbols. Because then, my SwiftUI Text elements contain the English ideal text as a (kind of) key. I assume for commercial apps all strings are always translated into all supported languages. But this is not the case for apps where translations happens through crowd translations. Check the following link. There you will see that only English (reference language) and German (my native language) are 100% translated. Others will follow over time. https://poeditor.com/join/project/J2Qq2SUzYr For now, I guess I'll have to avoid symbols. Or is there a better way to handle this?
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Is Jax for Apple Silicon is still supported
Hi From https://developer.apple.com/metal/jax/ I checked all active workflows on https://github.com/jax-ml/jax and any open issues with tags Metal and seems in DEC 2025 the Jax maintainers have closed all issues citing No active development on Jax-metal and the project seems dead. We need to know how can we leverage Apple silicon for accelerated projects using popular academia library and tools . Is the JAX project still going to be supported or Apple has plans to bring something of tis own that might be platform agnostic . Thanks
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issue with my submission - 4.2 - Design - Minimum Functionality
Hi, Got my first submission rejected due to Design - Minimum Functionality and would like to ask for some guidance on what to do. To give some context of my app. My app is quite simple but solves a common issue in my home town. During the winter month, every street will have a certain time when parking is forbidden. This results in everyone having to move their car several times a week to avoid getting tickets. Every time you move, you need to note and remember when to move it again, etc. A parking ticket for forgetting is around 140 USD. My app aims to solve this by letting the user press a button which makes the app use the current GPS location to fetch the parking relevant parking restriction and create a notification the day before, reminding the user to move their car. Simple UI and nothing fancy. I've also created onboarding that gives relevant information the first time a user open their app. I'm a bit on the fence on what I should do to pass. In my opinion, the functionality is more than a website because it uses GPS, creates notifications, loading spinner when parking restrictions are being fetched, has onboarding, etc. I think an issue that might cause the reviewer to dismiss it is that it currently only work in my specific town - it uses certain APIs to fetch the parking restrictions. So, should I try to create more functionality (not sure what) or do I need to clearly argue my case and demo my apps functionality via recordings? Thanks in advance for any help and guidance :)
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Apple Ads Account “No Longer Authorized” – Ads Still Running & Unable to Contact Support
Hello, I’m looking for assistance regarding my Apple Ads account. When I try to log in, I receive the following message: “This Apple Account is no longer authorized for Apple Ads. If you believe that this is an error, please contact us.” When I click “Contact us,” I am redirected back to the same message and cannot submit a support request. I have not received any email explaining this restriction. At the same time, my ads appear to still be running, as I am seeing new users coming into my app. Since I cannot access the account, I currently have no visibility or control over active campaigns and potential ongoing spend. I would appreciate guidance on how to resolve this or how to directly contact Apple Ads support, as I am unable to reach them through the platform. Thank you for your help.
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APNS always returning "discarded as device was offline"
Approx Dec 13th 2025 til now (Dec 29th) I noticed my APNS dropped off to nothing daily. When I try to send APNS alerts on the developer site tool it always returns "discarded as device was offline" for multiple devices which I know are online. When I try pushing through my VPS (as I always have without any code changes for months) I get status codes of 400 and 403 mostly and a few 200's without it delivering also. I created a new sandbox certificate just in case it was that but still no luck, I get the same results. Ive checked for any firewall issues and I see the following on my VPS: nslookup gateway.push.apple.com Server: 1.1.1.1 Address: 1.1.1.1#53 ** server can't find gateway.push.apple.com: NXDOMAIN This seems like a second issue but not the primary issue that the portal is reporting. Any ideas what to check? Im at a loss as to why its not working at all through apples test notification portal on my developer account. It seems thats the initial issue I need to solve. Thank you for any ideas/help
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Whimsical tooltips behaviour in popover (Appkit)
In this app I use tooltips extensively. They work perfectly well, except in a popover where they may appear or not (just some flash and immediately disappear). In the popover there are 12 colour buttons, each with its own tracking area and 3 control buttons, with their tracking areas. Here when it works, hovering over "C" button or "Annuler" button: But then, when I move to another colour button, a few 2 or 3 may work, but most don't display their tooltip at all. I know that the tooltip is set because I replicate the message in a help line at the bottom of the screen and this line always update: Let messageForColor = "Choisir la couleur…" if button.isEnabled { // show tooltip button.toolTip = messageForColor } else { button.toolTip = nil } if button.isEnabled { // Shows helpline at the bottom of screen button.helpMessage = messageForColor } Maybe it comes from some useDefault (I modified NSInitialTool TipDelay and I'm not sure I have reset to the default value) I noted that if I wait for 10 seconds or so (keeping the popover opened), everything seems to work properly again. Just as if there was some lengthy initialisation going on. So questions: Is there a known issue of Tooltips in a popover ? Are there other parameters to set in userDefaults to avoid immediate disparition of the tooltip in popover ? How to reset the factory setting for the UserDefaults in the app ?
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XCode: cannot pair devices
Since upgrading to a new Mac I have been unable to pair XCode to devices using the Devices and Simulators window. When I press the + button I get 'no devices found'. I have a second Mac which works as expected. When I try 'xcrun devicectl list devices' the phone I've connected shows up with limited information and is 'unavailable'. If I run 'sudo xcrun devicectl list devices' then I get a message telling me not to run xcrun as root but also the full information about the phone as expected, plus it shows the status as 'available (paired)'. So the device seems to be defined with root privileges but XCode is not. I am running XCode 26.2 but this issue has been around since 26.0. Any suggestions welcome.
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Passkey mediation conditional get
aID is an ID service for 150+ newspaper sites in Norway. Since the middle of January the average login time with passkeys on our site https://www.aid.no/ has increased for Safari users, the number of logins using passkey in Safari has decreased dramatically. Previously Safari was the browser that provided the best user experience during login, since it triggered fingerprint reader straight away, but this behavior has vanished. Has something changed that we should be aware of, and is there something we can do to make conditional get great again? Without mediation conditional, the passkeys work as expected. In Chrome and Firefox, we get passkey suggestions in the username field, in Safari it's only password suggestions. To make things even stranger, the same code works as it used to in our test environment. It triggers a small popup by the username field and activates the fingerprint reader. If I cancel this, I can click on the Passwords icon and get passkey suggestion there.
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VisionOs Development: Seeking Advice on Key Strategic Crossroads
I am a developer working on developing a space journal application. During the development process, I encountered several crucial strategic and technical decisions, and I would like to hear the experiences of those who have gone through similar situations. Here are the simplified versions of several questions I have. Resource allocation: Which problem should I address first? Design direction: In terms of interaction and UI design, how should I balance "immersion" and "usability"? Market selection: Was it easier for a business to survive in the early stages as a B2B or B2C entity? Cost estimation: How can I reasonably present to my investors the development costs of this project? In order to avoid relying solely on intuition in my decisions, I created a short questionnaire, hoping to gather more structured opinions from my colleagues. If you are also exploring VisionOS, I sincerely hope you can take a few minutes to fill it out. The results are extremely important to me, and I would be more than happy to share the final summary findings with you.
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Can I disable a SwiftUI View from being a draggable source, but still leave it enabled as a dropDestination?
My app has a collection of Cell Views. some of the views' model objects include a Player, and others do not. I want to use drag and drop to move a player from one cell to another. I only want cells that contain a player to be valid drag sources. All cells will be valid drop destinations. When I uncomment the .disabled line both drag and drop become disabled. Is it possible to keep a view enabled as a dropDestination but disabled as a draggable source? VStack { Image("playerJersey_red") if let player = content.player { Text(player.name) } } .draggable(content) // .disabled(content.player == nil) .dropDestination(for: CellContent.self) { items, location in One thing I tried was to wrap everything in a ZStack and put a rectangle with .opacity(0.02) above the Image/Text VStack. I then left draggable modifying my VStack and moved dropDestination to the clear rectangle. This didn't work as I wasn't able to initiate a drag when tapping on the rectangle. Any other ideas or suggestions? thanks
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