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What is included in App Store Connect Analytics crash numbers?
The Crashes report in App Store Connect Analytics for my app is showing unexpectedly high crash rates, well over 2,000 per day (among roughly 150k active users per day). But I'm having trouble correlating this with other sources of stability reports: Firebase Crashlytics shows about 100 crashes per day over the last 90 days In the Xcode organizer, under “On-Screen Terminations” I see “Insufficient usage data available” which I take to mean very low numbers In the Xcode organizer, under "Background Terminations" it shows a little over 2 terminations per day, and well over 95% of those are "System Pressure" In the actual crash reports section of the Organizer, I have a little over 6,000 devices in the last two weeks encountering an issue that I think is 0xdead10cc, which I think would show up under Background Terminations as File Lock. As a side note, triaging these 0xdead10cc issues in the Organizer is a pain - see FB12292887. My main question here is what is included in App Store Connect's crash numbers. Do they include background terminations, especially "System Pressure"? Is there a way for me to get more information on the distribution of termination / crash types in those numbers? My understanding of System Pressure terminations is that it's when the system has to kill my app in the background to free up resources for other things, especially an app in the foreground, and it's not a "crash" properly speaking, although I might be able to make them less frequent if I reduce my memory usage. Am I incorrect in this? Notably, "System Pressure" is conspicuously not defined in the "Reducing Terminations in Your App" documentation under "Background termination reasons". https://developer.apple.com/documentation/xcode/reduce-terminations-in-your-app
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Mini Apps & Advanced App Clip Experiences
We deployed our Augmented Reality (AR) app on the app store and our build was approved and is working – all except our Advanced App Clip Experiences. All of the Advanced App Clip Experiences continue to show a status of "Received" and seem to be stuck in this status. Also, when scanning a QR code linked to one of the App Clip Experiences, nothing happens. We checked and double checked to make sure everything is set up properly. We even had an outside developer look at our code and they confirmed that our code looks correct and it likely like an Apple Issue. We have submitted two claim tickets over the past 3 months and the person currently handling our case keeps sending emails (in response to ours) saying that they still have not heard back from their internal team about our case. At this point, we don't know what to do and we are extremely worried because this starting to financially impact our business. We are not able to take new orders and we may need to start refunding clients for projects that were sold, partially based on the App Clip Experiences. We would greatly welcome and appreciate any ideas or suggestions!
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Losing advertising packets when CBCentralManager scanForPeripheralsWithServices is left on
Right now, I am scanning for specific BLE peripherals with my iPad app, using this: [self.cbCentralManager scanForPeripheralsWithServices:serviceUUIDsToScanFor options:@{CBCentralManagerScanOptionAllowDuplicatesKey:@YES}]; I have the "CBCentralManagerScanOptionAllowDuplicatesKey" set true because I need to be able to detect when a peripheral is no longer advertising, so I capture each "didDiscoverPeripheral" callback and set a 3-second timer that notifies the user that that peripheral is no longer in range if another didDiscoverPeripheral hasn't been received in that time. The peripherals all advertise at 100ms intervals. What's weird is that if I leave the scan on for a long time, the advertising packets slow down, and eventually one of those timers times out, around about one or two minutes for the first instance, and then every 10-20 seconds after that. I've checked with ATS for all the BLE traffic, and there are indeed > 3-second gaps in the advertising packets that the iPad sees, so it's not my code introducing the gap. Is there some reason long-running scans should not be done on iPadOS (both 18 and 26.1 used)? I've tested out switching my scan to "stopScan" and restart it every 10 seconds, and that seems to have resolved the issue, but it's unclear why that would matter (and that does not seem like an appropriate use of the stop and start scans). Thanks!
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1h
Missing Privacy Policy Link
From apple's app review: I got this message: To resolve this issue, please update the Privacy Policy URL section of App Store Connect to include a link to your privacy policy. But the thing is I have clearly done it 6 days ago, I am afraid that there is some kind of a software bug and apple devs are not seeing my privacy policy URL? and that's why I am posting here, thanks.
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2h
Developer Program Enrollment Still Pending After 5 Days (Mobile Payment)
Hello everyone, I enrolled in the Apple Developer Program on February 19th through the Apple Developer App. I completed my payment using mobile carrier billing and successfully uploaded my ID documents for identity verification. However, my account status is still showing as "Pending". I opened a support ticket regarding this issue on February 21st, but I haven't received any response yet. Since it has been 5 days and I am eager to proceed with my work, I wanted to ask if this delay is normal for carrier billing enrollments? Is there any additional step I need to take, or a way to expedite this manual review process? Any advice or help from the community or Apple staff would be greatly appreciated. Thanks!
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2h
Waiting for review (7-19 days)
Hello, I have submitted two applications to App Review and would like to request a status update, as both have been waiting for review longer than expected. App 1 Name: OrbitGoals Submission Date: Tuesday at 4:11 PM App 2 Name: Healthoria: Health Diary Submission Date: [Feb, 5 at 7:01 PM] Both apps are currently waiting for review, and I would appreciate any information regarding their status or if additional action is required from my side. Thank you for your time and assistance.
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3h
Apple Developer Program enrollment: Unknown error
Hi everyone, ​I am trying to enroll in the Apple Developer Program, but I keep getting the following error message on the enrollment page: ​"We are unable to process your request. An unknown error occurred." ​I have reached out to Apple Developer Support multiple times, but I haven't received a response yet. This issue is delaying my project, and I would appreciate any guidance or advice from anyone who has managed to resolve this specific "unknown error." ​Is there a specific department I should contact, or a known workaround for this? ​Thanks in advance!
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3h
Trouble creating an XPC service for out-of-process rendering
I'm working on an editor for Bevy games and wanted the following workflow: Launch the game process Host a Metal view for the game's render target Use an XPC service to transfer an MTLSharedTextureHandle Keep the connection for editor/game communication and hot reload As such I created the following editor service: public let XPCEditorServiceName = "org.bevy.editor" public enum XPCEditorMessage: Codable { case ping } public enum XPCEditorReply: Codable { case pong } extension XPCListener { static let bevy = try! XPCListener(service: XPCEditorServiceName) { request in request.accept(XPCEditorService.init) } } struct XPCEditorService: XPCPeerHandler { let session: XPCSession private func handle(_ message: XPCEditorMessage) -> XPCEditorReply? { switch message { case .ping: return .pong } } func handleIncomingRequest(_ message: XPCReceivedMessage) -> (any Encodable)? { do { return handle(try message.decode()) } catch { return nil } } func handleCancellation(error: XPCRichError) { print(error) } } and I initialize it in my app's App initializer: // Launch the XPC service print(XPCListener.bevy) I wanted to test this using an executable target with the following main.swift: let session = try XPCSession(xpcService: XPCEditorServiceName) let response: XPCEditorReply = try session.sendSync(XPCEditorMessage.ping) print("Connected to editor!") The editor prints Listener<org.bevy.editor>(Active) but the game fails with Underlying connection was invalidated. Reason: Connection init failed at lookup with error 3 - No such process What am I doing wrong? PS. Would also appreciate an example of sending & rendering the MTLSharedTextureHandle both in editor & game.
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CoreText crash on iOS 26.0 Simulator (Xcode 26.2) when rendering string with zero-width non-joiner and combining marks
Environment: Xcode 26.2 Simulator: 26.0 / iPhone 17 Summary: Assigning a specific Unicode string to a UILabel (or any UITextView / text component backed by CoreText) causes an immediate crash. The string contains a visible base character followed by a zero-width non-joiner and two combining marks. let label = UILabel() label.text = "\u{274D}\u{200C}\u{1CD7}\u{20DB}" // ^ Crash in CoreText during text layout Crash stack trace: The crash occurs inside CoreText's glyph layout/shaping pipeline. The combining marks U+1CD7 and U+20DB appear to stack on the ZWNJ (which has no visible glyph), causing CoreText to fail during run shaping or bounding box calculation. Questions: Is this a known CoreText regression in the iOS 26.0 simulator? Is there a recommended fix or a more targeted workaround beyond stripping zero-width Unicode characters? Will this be addressed in an upcoming update
Topic: UI Frameworks SubTopic: General
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Apple Developer Renewal Button Missing
Hello, My Apple Developer membership is close to expiration, but the renewal button is not showing in my account. I checked both the Developer portal and App Store Connect, and there is no renewal option available. I am currently located in Iraq. Has anyone faced this issue or knows the reason? Thank you.
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How to Animate Fade of a View Simultaneously with Frame of Another View
Hi, I have two views in my view hierarchy searchButtonView and searchBarView. I am trying to fade out the searchButtonView while animating the change in the frame of searchBarView simultaneously within a UIView.animate block. However, when I run the app, the frame of searchBarView resizes correctly while the alpha of searchButtonView does not animate to 0 as expected. How can I fix this so that both view animate simultaneously? Please see my code below. Thank you class MovieTitlesViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() // Do any additional setup after loading the view. } var searchButtonView: UIView! var searchBarView: UIView! override func viewDidLayoutSubviews() { createSearchButtonView() createSearchBarView() } func createSearchButtonView() { searchButtonView = UIView(frame: CGRect(x: 23, y: view.safeAreaInsets.top, width: 48, height: 48)) let searchImageView = UIImageView(image: UIImage(named: "Search Icon")!) searchImageView.frame = CGRect(x: searchButtonView.frame.width / 2 - 16, y: searchButtonView.frame.height / 2 - 16, width: 32, height: 32) searchButtonView.addSubview(searchImageView) searchButtonView.backgroundColor = .blue searchButtonView.layer.cornerRadius = 24 searchButtonView.layer.borderColor = UIColor.gray.cgColor searchButtonView.layer.borderWidth = 0.5 let tapGesture = UITapGestureRecognizer(target: self, action: #selector(tappedSearchView)) tapGesture.numberOfTapsRequired = 1 searchButtonView.addGestureRecognizer(tapGesture) searchButtonView.isUserInteractionEnabled = true view.addSubview(searchButtonView) } func createSearchBarView() { searchBarView = UIView(frame: CGRect(x: 23, y: view.safeAreaInsets.top, width: 0, height: 48)) searchBarView.backgroundColor = .red // searchBarView.backgroundColor = UIColor(red: 217/255, green: 217/255, blue: 217/255, alpha: 1.0) searchBarView.layer.cornerRadius = 24 searchBarView.layer.borderColor = UIColor.gray.cgColor searchBarView.layer.borderWidth = 0.5 view.addSubview(searchBarView) } func animateExpandSearchView() { UIView.animate(withDuration: 0.25, delay: 0.0, options: .curveEaseInOut) { self.searchButtonView.alpha = 0.0 self.searchBarView.frame = CGRect(x: 23, y: self.view.safeAreaInsets.top, width: UIScreen.main.bounds.width - 46, height: 48) } } @objc func tappedSearchView() { print("tapped search view") animateExpandSearchView() } }
Topic: UI Frameworks SubTopic: UIKit
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Locked Out Loop
I am verifying my new account. However in my first log in it says my account is locked. When I try to get a new password, it is now showing a different phone number to verify that isn't mine. Now I am stuck in the loop where I can't contact support as Apple doesn't share support email or phone number details unless you log in, so now I'm stuck in a loop. Any help Apple Support, can you send me your email?
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SpriteKit framerate drop on iOS 26.4 (ongoing for months)
I have noticed that the performance drop on SpriteKit-based projects running on iOS 26 is still ongoing With iOS 26 back in Sep 2025 a framerate problem was introduced. My app was always running smoothly with 60fps even on very old devices suddenly started to stutter with 40fps - and lower on a rather normal iPhone 13. This problem continued with BETA 26.1 The problem was fixed in 26.2. But 26.3 brought the problem back and its still ongoing with 26.4 of yesterday This is easily reproducible with a very simple example // // BareboneSpriteKitApp.swift // BareboneSpriteKit // // Created by Bernd Beyreuther on 24.02.26. // import SwiftUI import SpriteKit @main struct BareboneSpriteKitApp: App { var body: some Scene { WindowGroup { BareboneSceneView() } } } final class BareboneScene: SKScene { override func didMove(to view: SKView) { size = view.bounds.size scaleMode = .resizeFill anchorPoint = CGPoint(x: 0.5, y: 0.5) backgroundColor = .darkGray let s = SKSpriteNode(color: .cyan, size: CGSize(width: 64, height: 64)) addChild(s) let action = SKAction.rotate(byAngle: .pi, duration: 2) s.run(.repeatForever(action)) let t = SKLabelNode(text: deviceInfoString()) t.fontSize = 15 t.position.y = -100 addChild(t) } } struct BareboneSceneView: View { var body: some View { SpriteView( scene: BareboneScene(), debugOptions: [.showsFPS] ) .ignoresSafeArea() } } func deviceInfoString() -> String { let os = ProcessInfo.processInfo.operatingSystemVersion let osString = "iOS \(os.majorVersion).\(os.minorVersion).\(os.patchVersion)" let model = UIDevice.current.model // "iPhone", "iPad" let machine = { var sysinfo = utsname() uname(&sysinfo) return withUnsafePointer(to: &sysinfo.machine) { ptr -> String in ptr.withMemoryRebound(to: CChar.self, capacity: 1) { cptr in String(cString: cptr) } } }() // z.B. "iPhone15,2" return "Model Identifier: \(model) (\(machine)), \(osString)" } I file a bugreport via Feedback Assistant FB22038921 The problem is no around for such a long time ! This is deeply concerning, because it questions if it is really feasable to continue to develop using Spritekit ?
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My update is stuck in the review backlog
Hello community, I submitted my app update on February 8th. Three days later it was rejected requesting a demo video, despite no new functionality being added. I responded with a video within 30 minutes. Five days later it was rejected again — this time asking how to use a feature that has been in the app since version 1.0 (four versions ago). I responded again within 30 minutes. After another 4 days with no response, I manually rejected and resubmitted the update. It entered "In Review" within 4 minutes. I contacted support twice via contact forms and once via the Developer Hotline in Ireland — no resolution. It has now been 17 days total. I have filed 3 expedited review requests and submitted an App Review Board appeal this morning. Still no response. My previous updates were always reviewed within 48 hours without issues. Something is clearly broken in February 2026. Has anyone else experienced this and found a resolution?
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