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Urgent Assistance Required – Inaccessible Account Holder for Apple Developer Organization Account
Hello Apple Developer Community, I’m seeking guidance regarding a critical issue with our organization’s Apple Developer Program account. The Apple ID belonging to our Account Holder is currently inaccessible, which has effectively blocked us from managing the account. We urgently need either to restore access to that Apple ID or have the Account Holder role reassigned so we can continue maintaining and updating our apps. I’ve already contacted Apple Developer Support but have not yet received a actionable response, and the matter is time-sensitive because our clients depend on our ability to manage these applications. Relevant details: Our enrollment type supposed to be converted to Organization/Company. The Account Holder’s Apple ID is locked and cannot be used. I have Admin/Manager-level access via a separate Apple ID. Based on the official documentation, transferring the Account Holder role requires initiation by the current Account Holder, which isn’t possible under these circumstances. If anyone has dealt with a similar situation or knows the most effective way to escalate this with Apple, I would greatly appreciate your advice.
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Apple Support Not Responding
Hello. I just got my developer account and my legal entity on my account has a mistake. My last name is spelled wrong. I have sent 3 emails to support about this and for the past week i have zero response to this issue. Can someone advise me on this? The ability to reach anybody from support is ridiculous for something that we can access only after payment especially. I even called apple business program with this and person on the phone said they will try to take to the supervisor but its not their department which i of course know but it was worth a shot to call. What more can i do? I didnt make a mistake when creating my account it was the system that didn’t recognize the letter. Such a stupid and frustrating issue and no response from apple, nada. how long am i suppose to wait?
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Sign In Failed on Apple
When testing the same warning comes up (sign in failed network error) for the apple and demo sign in I created. The google one works fine. I am confused because when I test in Xcode on multiple devices it works perfect. The tester has got the same error repeatedly? Most recently as a fix have updated the production backend. Does anyone have any insight why the xcode testing works for me but not the tester (I understand they are on a live device- I have even connected my phone and tested on that).
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Run destination for my Xcode submission
My swift student challenge submission is an iPad app built in Xcode and I'm planning on selecting the Xcode 26 option for testing in the dropdown provided in the application. Just have to confirm that the run destination for the playground in Xcode will be an iPad simulator right? Recently I have seen many participants post their submission screenshot for iPhone renders so just wanted to confirm the run destination. Thank you👾
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Extended “Waiting for Review” After Resubmission (UE5 Game, Icon Updates)
Hello🙏, I’m a new indie developer and I’m trying to understand review timing behavior. Context: App type: Game built with Unreal Engine 5 Initial submission: Entered “In Review” within 48 hrs. Result: Rejected due to icon similarity (icon too similar to an existing App Store icon) What I did next: I updated the icon to ensure it is clearly distinguishable and resubmitted. After 30 (?)hrs, I removed/rejected that submission myself while it was still in "Waiting For Review" because I suspected the icon asset might still contain a transparency issue (this was my own precaution before Apple flagged anything). I then corrected the icon asset and submitted again (current submission: Build 7). Current status: Status: Waiting for Review Duration: 9 days Calendar days ( Mon, 09 Feb and today is 17th Feb 26) in this state for Build 7 Additional notes: The app runs without crashes on my iPhone and iPad. During the earlier review, Apple only raised the icon similarity issue (no functional issues were mentioned). I contacted App Store Connect support; they couldn’t provide a queue timeline, but nothing appears flagged on their side. Question: Is it normal for a resubmitted build (after correcting an icon-related rejection, and after a developer-cancelled submission) to remain in “Waiting for Review” for an extended period before switching to “In Review”? I’m trying to understand if this is typical queue variability or if removing a submission and resubmitting can affect how long it stays in “Waiting for Review.” Thank you for any insights.
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Extended “Waiting for Review” After Resubmission (UE5 Game, Icon Updates)
Hello🙏, I’m a new indie developer and I’m trying to understand review timing behavior. Context: App type: Game built with Unreal Engine 5 Initial submission: Entered “In Review” within 41 (?) hrs. Result: Rejected due to icon similarity (icon too similar to an existing App Store icon) What I did next: I updated the icon to ensure it is clearly distinguishable and resubmitted. A day later that, I removed/rejected that submission myself while it was "Waiting for Review" because I suspected the icon asset might still contain a transparency issue (this was my own precaution before Apple flagged anything). I then corrected the icon asset and submitted again (current submission: Build 7). Current status: Status: Waiting for Review Duration: 8 Calendar days in this state (09 Feb 1208 hrs and today is 17th Feb 26, 1044 hrs) for Build 7 Additional notes: The app runs without crashes on my iPhone and iPad. During the earlier review, Apple only raised the icon similarity issue (no functional issues were mentioned). I contacted App Store Connect support; they couldn’t provide a queue timeline, but nothing appears flagged on their side. Question: Is it normal for a resubmitted build (after correcting an icon-related rejection, and after a developer-cancelled submission) to remain in “Waiting for Review” for an extended period before switching to “In Review”? I’m trying to understand if this is typical queue variability or if removing a submission and resubmitting can affect how long it stays in “Waiting for Review.” Thank you for any insights.
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Eligibility question regarding part-time employment as a developer during the school year
I have a question about the full-time employment eligibility requirement for the Swift Student Challenge 2026. The rules state that applicants cannot be "employed full time as a developer" at the time of submission. My situation is a bit nuanced: I work as a software engineer at a company, but my contract explicitly distinguishes between summer and school year employment. During the summer I work full-time, but during the school year my hours are part-time and flexible, and therefore not a fixed schedule. Since the submission deadline is February 28th, I would be submitting during the school year, at which point I am not working full-time. My question: Does the eligibility rule apply strictly to full-time hours at the time of submission, or does being employed in a developer role at all (even part-time during the school year) disqualify me?
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What iPadOS version do evaluation devices run when submitted via Swift Playgrounds?
I'm working on my Swift Student Challenge 2026 submission and have a question about the evaluation environment. My app targets iOS 26 (I had to configure this on the Package.swift file directly) and uses the Speech framework for on-device speech recognition. I've selected Swift Playgrounds as my evaluation path (rather than Xcode) with the intention of having it run on a physical iPad rather than Simulator. My question: What version of iPadOS will the evaluation iPads be running? The reason I ask is practical, as my app's minimum deployment target is iOS 26. If the evaluation device is running an earlier version of iPadOS, the app won't launch at all. I've searched the eligibility and terms pages but couldn't find this documented anywhere.
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Ios 26 and above Low Battery Animation Issue
So i and many other big youtubers out there use iphones for intense gaming such as callcof duty and fortnite. However apple never listens especially to those of us that have been your guys's clients since the early 2000's. Users have different guinsetups for their games and a lot of the time when in an intense conpetition and the the low battery animation pops up it blocks our screens and that 3 to 4 seconds it takes to disappear makes us lose a game. Apple needs to implement a feature that allows us to toggle the notification even if our phone dies or a more efficient route would be allow us to toggle or set it by default to show that your battery is low on the top of the screen where the black line expands when you start charging your phone so it doesn't affect my gameplay whatsoever. This is a crucial thing apple needs to do, many people won't report it because apple never listens. Another great feature would be if apple could make a charging port on the side for claw players.
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For some reason, my Apple Developer subscription didn't connect.
Please help. I purchased an Apple Developer account subscription through the iPhone app. It's listed in the App Store, but it's not listed in Apple Developer itself. I've been waiting for a response from support for over a week, but it's as if they've completely forgotten about me; no one's responding. Although, in fact, it says two days ago. Has anyone else encountered this and can help? It's asking me to pay a second time, and through the website.
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Question: Does CXCallDirectoryProvider affect outgoing call UI? (inconsistent behavior after iOS update)Question: Does CXCallDirectoryProvider affect outgoing call UI? (inconsistent behavior after iOS update)
Hello Apple Developer Technical Support team, We have an iOS app that provides caller identification via a Call Directory extension (CXCallDirectoryProvider). Our extension provides identification entries (phone number → label), and users enable it in Settings > Phone > Call Blocking & Identification. We would like to confirm whether Call Directory is used only for incoming calls, and understand why the outgoing call UI sometimes shows labels. Observed behavior Incoming calls: After a user logs in again (which triggers a server sync and then reloads the Call Directory extension), the caller label is shown correctly on the incoming call screen for matching numbers. Outgoing calls: In general, the outgoing call screen often shows only the phone number (no label), even when the same number exists in our identification entries and the extension is enabled. However, on some devices, the outgoing call screen does show a label even when the number is not saved in the local Contacts app. In at least one customer case, the outgoing label behavior changed after an iOS update: before updating iOS, labels were not shown on outgoing calls; after updating iOS, labels started appearing (with no changes in our app settings/config). Questions Is the Phone app expected to consult Call Directory identification entries only for incoming calls (caller ID), and not for outgoing call UI? If labels can appear on outgoing calls, what are the possible sources and rules (e.g., Recents cache, carrier Name Display/CNAM, other system caches), and is any of that behavior documented? Are there known iOS version changes or issues that could explain “outgoing label not shown” becoming “outgoing label shown” after an OS update? We can provide: A minimal repro project, steps to reproduce, and exact iOS versions/devices Screenshots/video sysdiagnose / device logs (please advise what log types are most useful) Thank you,
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Cannot enable inactive devices
As the title says, in apple developer site under (Certificates, Identifiers & Profiles) all my devices are set to inactive, and I cannot enable them back because my twices are glitched I have 2 devices and they are there twice each with the same UDID. So I cannot enable a single one. I’m hit with “A device with number 'UDID number' already exists on this team.” I have an iPad Pro and iPhone 17 Pro Max, I cannot sign any apps to them at all or do anything because my devices are set to inactive, I’ve contacted apple numerous times, and I can’t seem to get any help regarding this issue. I’ve called and emailed, and the developer team has yet to respond to me, if anyone’s had this issue please tell me how you solved it. i also cannot erase any devices myself until my renewal date. ive tried manually adding my devices, and its the same message that my devices already exist on team. Ive signed out of my apple account on my devices, changed pw, turned off developer mode and renabled it numerous times, I really don’t know what to do.
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Is Anybody interested in using Lottie animations in your SSC playground app in Xcode
Is anybody using Airbnb's Lottie-ios dependency inside your swift student challenge project? If yes can u please discuss about how did u approach using it ? Actually I wanted to use it so I downloaded the official repo maintained by Airbnb from GitHub but the package had too large size so I deleted many part's leaving just src files and some other files as it is and even modified it's package.swift file and finally deleted the .git folder which had been taking way too much space. And now I have been using it as local dependency which I can include it in my .zip submission ( as that's the rule I guess to include the packages our project depends on in our .zip submission file ). So far there have been no problems, I wanna know am I doing anything wrong here? Can someone advise me ?
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Is Changing IOS version in package.swift file manually accepted?
I was working on my challenge submission but when I created a iOS swift playground through Xcode, the playground generated get's defaulted to iOS 18, and I can't use latest features like the new glass design seemlessely without using #if available macro's everywhere so I manually changed iOS 18.0 to iOS 26.0 in the package.swift file. So far there have been no problems but as the package.swift file recommends not to change it manually so am I in any problem can someone give me advice of whether it's a legit option ??
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