Hello Apple Developer Community,
I'm investigating Core ML model loading behavior and noticed that even when the compiled model path remains unchanged after an APP update, the first run still triggers an "uncached load" process. This seems to impact user experience with unnecessary delays.
Question: Does Core ML provide any public API to check whether a compiled model (from a specific .mlmodelc path) is already cached in the system?
If such API exists, we'd like to use it for pre-loading decision logic - only perform background pre-load when the model isn't cached.
Has anyone encountered similar scenarios or found official solutions? Any insights would be greatly appreciated!
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Hi,
I am trying to remove the audio controls for my app on the lock screen. Since I use WKWebView, there are 3 audio tags in my html and I play and pause em via JS. However, if I do not play any sound since app launch, there are no audio controls on the lock screen. But if I play one of those 3 files (they are even less then 3 Sec sound effects e.g. for buttons) the audio controls appears on lock screen.
Note even when the sounds on pause() or not playing they were listed on the lock screen.
What I have tried so far without success
MPNowPlayingInfoCenter.default().nowPlayingInfo = [:]
and
``try audioSession.setCategory(.playback, mode: .default, options: [])
try audioSession.setActive(false, options: .notifyOthersOnDeactivation)``
and
UIApplication.shared.endReceivingRemoteControlEvents()
Another problem is that the app scales with iOS system settings "display zoom". Is there a way to deny it?
It is latest Xcode verion 16.3 and iOS 18.
I have no background mode in my Capabilities.
Nothing worked so far. Has anyone an idea?
Greetings
Hi Apple engineering team,
I’m trying to integrate the new Live Caller ID Lookup (PIR) on iOS using your pir-service-example code as well as a custom mock server in Vapor, but the extension never advances past the /issue/token-key-for-user-token step. I’ve tried both:
1. Official Example
Cloned https://github.com/apple/pir-service-example
Ran PIRService locally
Confirmed that
GET /.well-known/private-token-issuer-directory → 200
GET /issue/token-key-for-user-token → 200 (DER bytes, correct SPKI)
No POST /issue ever fires
2. Mock Server (Vapor)
Implemented all five endpoints (/config, /.well-known/private-token-issuer-directory, /issue/token-key-for-user-token, /issue, /queries)
Verified with curl and openssl asn1parse that:
GET /.well-known/private-token-issuer-directory
Content-Type: application/private-token-issuer-directory
{ "issuer-request-uri":"https://…/issue", "token-keys":[…] }
GET /issue/token-key-for-user-token
Content-Type: application/octet-stream
<DER bytes>
Added Cache-Control: public, max-age=3600 on directory and SPKI
Stubbed POST /issue to always return { "token": "" }
Still no POST /issue request from the extension
Reproduction Steps
Install and enable a Live Lookup extension pointing to my server.
Trigger an incoming call on device.
Watch server logs—only see the two GETs, never /issue or /queries.
Expected Behavior
After fetching the SPKI DER, the framework should issue a POST /issue call (Privacy Pass flow) and then POST /queries.
Observed Behavior
Stuck in an infinite loop of:
GET /.well-known/private-token-issuer-directory
GET /issue/token-key-for-user-token
(repeat…)
No progression to the /issue or /queries endpoints.
What I’ve Tried
Verified JSON kebab-case and headers exactly match examples
Confirmed SPKI DER is valid via openssl asn1parse
Added Cache-Control headers
Tested on real device, localhost url, and ngrok public URL
Mocked a valid-looking token response
Could you advise what additional requirement or format detail I’m missing that prevents from advancing past /issue/token-key-for-user-token?
These are the main files:
LiveLookupExtension.swift
routes.swift
service-config.json
Thanks in advance!
I am currently developing an AR experience using ARKit with SceneKit and am looking to implement functionality that enables:
Zooming into the AR camera feed, ideally leveraging the ultra-wide or telephoto lenses available on supported devices.
Macro-style focus capabilities, allowing users to view and interact with virtual content closely aligned with small or nearby real-world objects (within a few centimeters).
My objective is to ensure that ARKit continues to render the scene accurately while enabling a zoomed-in view or macro-level focus for better detail visibility and alignment.
Could you please advise on:
Whether ARKit currently supports camera zoom or allows access to macro or ultra-wide cameras within an ARSession.
Limitations or considerations when using multi-camera setups in conjunction with ARKit.
Any guidance or references to documentation or sample code would be greatly appreciated.
I have an iPad 1 running iOS 5.1.1, I want to downgrade it to iPhone OS 3.2
Does anybody have a way to downgrade unsigned .ipsw's or do I have to sign it myself?
Hi everyone,
I’m currently trying to create a pure backdrop blur effect in my iOS app (SwiftUI / UIKit), similar to the backdrop-filter: blur(20px) effect in CSS. My goal is simple:
• Apply a Gaussian blur (radius ~20px) to the background content
• Overlay a semi-transparent black layer (opacity 0.3)
• Avoid any predefined color tint from UIBlurEffect or .ultraThinMaterial, etc.
However, every method I’ve tried so far (e.g., .ultraThinMaterial, UIBlurEffect(style:)) always introduces a built-in tint, which makes the result look gray or washed out. Even when layering a black color with opacity 0.3 over .ultraThinMaterial, it doesn’t give the clean, transparent-black + blur look I want.
What I’m looking for:
• A clean 20px blur effect (like CIGaussianBlur)
• No color shift/tint added by default
• A layer of black at 30% opacity on top of the blur
• Ideally works live (not a static snapshot blur)
Has anyone achieved something like this in UIKit or SwiftUI? Would really appreciate any insights, workarounds, or libraries that can help.
Thanks in advance!
Ben
Hello,
I have been running into issues with setting nowPlayingInfo information, specifically updating information for CarPlay and the CPNowPlayingTemplate.
When I start playback for an item, I see lock screen information update as expected, along with the CarPlay now playing information.
However, the playing items are books with collections of tracks. When I select a new track(chapter) within the book, I set the MPMediaItemPropertyTitle to the new chapter name. This change is reflected correctly on the lock screen, but almost never appears correctly on the CarPlay CPNowPlayingTemplate. The previous chapter title remains set and never updates.
I see "Application exceeded audio metadata throttle limit." in the debug console fairly frequently.
From that a I figured that I need to minimize updates to the nowPlayingInfo dictionary. What I did:
I store the metadata dictionary in a local dictionary and only set values in the main nowPlayingInfo dictionary when they are different from the current value.
I kick off the nowPlayingInfo update via a task that initially sleeps for around 2 seconds (not a final value, just for my current testing). If a previous Task is active, it gets cancelled, so that only one update can happen within that time window.
Neither of these things have been sufficient. I can switch between different titles entirely and the information updates (including cover art).
But when I switch chapters within a title, the MPMediaItemPropertyTitle continues to get dropped. I know the value is getting set, because it updates on the lock screen correctly.
In total, I have 12 keys I update for info, though with the above changes, usually 2-4 of them actually get updated with high frequency.
I am running out of ideas to satisfy the throttling thresholds to accurately display metadata. I could use some advice.
Thanks.
Start from clean iOS 18.4 simulator. Application tried to request authorisation from user for microphone access. Clicking allow caused the application crashed.
Used Swift 6. Report Identifier FB17686864.
When a new application runs on iOS 18.4 simulator and tries to access the Speech Framework, prompting a request for authorisation to use Speech Recognition, the application will crash if the user clicks allow. Same issue in the visionOS 2.4 simulator.
Using Swift 6. Report Identifier: FB17686186
/// Checks speech recognition availability and requests necessary permissions.
@MainActor
func checkAvailabilityAndPermissions() async {
logger.debug("Checking speech recognition availability and permissions...")
// 1. Verify that the speechRecognizer instance exists
guard let recognizer = speechRecognizer else {
logger.error("Speech recognizer is nil - speech recognition won't be available.")
reportError(.configurationError(description: "Speech recognizer could not be created."), context: "checkAvailabilityAndPermissions")
self.isAvailable = false
return
}
// 2. Check recognizer availability (might change at runtime)
if !recognizer.isAvailable {
logger.error("Speech recognizer is not available for the current locale.")
reportError(.configurationError(description: "Speech recognizer not available."), context: "checkAvailabilityAndPermissions")
self.isAvailable = false
return
}
logger.trace("Speech recognizer exists and is available.")
// 3. Request Speech Recognition Authorization
// IMPORTANT: Add `NSSpeechRecognitionUsageDescription` to Info.plist
let speechAuthStatus = SFSpeechRecognizer.authorizationStatus()
logger.debug("Current Speech Recognition authorization status: \(speechAuthStatus.rawValue)")
if speechAuthStatus == .notDetermined {
logger.info("Requesting speech recognition authorization...")
// Use structured concurrency to wait for permission result
let authStatus = await withCheckedContinuation { continuation in
SFSpeechRecognizer.requestAuthorization { status in
continuation.resume(returning: status)
}
}
logger.debug("Received authorization status: \(authStatus.rawValue)")
// Now handle the authorization result
let speechAuthorized = (authStatus == .authorized)
handleAuthorizationStatus(status: authStatus, type: "Speech Recognition")
// If speech is granted, now check microphone
if speechAuthorized {
await checkMicrophonePermission()
}
} else {
// Already determined, just handle it
let speechAuthorized = (speechAuthStatus == .authorized)
handleAuthorizationStatus(status: speechAuthStatus, type: "Speech Recognition")
// If speech is already authorized, check microphone
if speechAuthorized {
await checkMicrophonePermission()
}
}
}
What happens if Safari is uninstalled or disabled on iOS?
Will SFafariviewcontroller still work?
Kind regards
I am reaching out to seek clarification on the usage of exit(0) within an iOS application under specific circumstances, as I have not been able to find concrete guidance on this in the App Store Review Guidelines
Context of Our Application:
We are developing a mobile game using Cocos2d-JS (Cocos2d-x JavaScript bindings). The game is built in C++ with JavaScript used for game logic, and it runs on both Android and iOS.
Occasionally, due to an unrecoverable fatal JavaScript error (e.g., corrupted state or unexpected runtime crash), the game’s screen goes completely black. When this occurs, the rendering engine halts, user interaction becomes impossible, and the app enters a non-functional state. From this point, the only way to return to a working state is to manually terminate and relaunch the app.
We are exploring a user-friendly solution where, upon detecting such a critical failure, we present a native UIAlertController to the user explaining the issue and informing them that the app needs to restart. Upon confirmation (i.e., tapping “OK”), we call exit(0) to gracefully close the app, so the user can relaunch it in a working state.
Our Question:
Is it acceptable to use exit(0) in this very limited and clearly explained context? The intention is to improve the user experience during unrecoverable fatal states that cannot be handled through standard UI or engine resets.
I understand that the use of exit(0) is generally discouraged, but in our case:
The user explicitly initiates the exit via a native prompt.
The app is not quitting on its own or in response to a policy violation.
We are not using exit(0) to bypass App Review or circumvent system behavior.
There is no mention in the App Review Guidelines explicitly stating whether or not exit(0) is disallowed in such edge cases.
Please confirm whether this approach aligns with Apple's policies, or suggest an alternative method for cleanly handling such irrecoverable errors on iOS?
Looking forward to your guidance.
Hi all,
We're working on an iOS application and would like to improve our ability to diagnose failures - especially in scenarios where the app crashes before it can present any UI to the user.
A few specific questions:
In case of an exception or crash, is there a way to log the issue so the user (or our support team) can understand the cause of the failure?
If the app crashes abruptly (e.g., due to a runtime exception or crash during launch), is there a recommended way to persist error information before the process terminates?
Are there Apple-supported mechanisms (like crash reporting tools or APIs) we can integrate that would help us capture such issues?
What’s the best practice for enabling support teams to assist users based on crash reports - especially for crashes that happen before any user interaction?
Our goal is to make sure users aren't left in the dark if the app fails to start, and to allow us to deliver timely updates or support based on the cause of the crash.
Thanks in advance for your guidance!
Hi all
I'm reworking our app in SwiftUI. My ultimate goal is to access the NavigationPath from a child view which is used throughout different NavgationStacks. While searching for I came across different ways of achieving this. As I'm relatively new to SwiftUI it is hard to understand what the actual best practice seems to be.
So for the use case. My app has a TabView and each Tab has its own NavigationStack which looks something like this
struct TabNavigation: View {
@State private var selectedProductType: StaticProductType = .all
@StateObject private var appRouter = AppRouter()
var body: some View {
TabView(selection: $appRouter.selectedTab) {
Overview(activeType: $selectedProductType)
.tabItem {
Label("Home", systemImage: "house")
}
.tag(Tab.home)
AssortmentView(router: $appRouter.assortmentRouter,
activeType: $selectedProductType)
.tabItem {
Label(String(localized: "assortment"), systemImage:
"list.bullet")
}
.tag(Tab.assortment)
}
}
The AssortmenView holds the NavigationStack and defines the routes.
struct AssortmentView: View {
@Binding var router: AssortmentRouter
@Binding var activeType: StaticProductType
var body: some View {
NavigationStack(path: $router.navigationPath) {
VStack {
ProductTypeNavigation(activeType: $activeType)
.padding(.top, 10)
.padding(.horizontal, 10)
Spacer()
TabView(selection: $activeType) {
ListNavigation(type: .all)
.tag(StaticProductType.all)
ListNavigation(type: .games)
.tag(StaticProductType.games)
ListNavigation(type: .digital)
.tag(StaticProductType.digital)
ListNavigation(type: .toys)
.tag(StaticProductType.toys)
ListNavigation(type: .movies)
.tag(StaticProductType.movies)
ListNavigation(type: .books)
.tag(StaticProductType.books)
}
.tabViewStyle(PageTabViewStyle(indexDisplayMode: .never))
}
.addToolbar()
.navigationDestination(for: AssortmentRouter.Route.self) { route in
switch route {
case .overview(let type):
OverviewTypeView(type: type)
case .productDetail(let productId):
ProductDetailView(productId: productId)
.environmentObject(router)
case .productList:
ProductList()
}
}
}
}
}
Through my app I often use a view to displaying products. This view is reused over different NavigationStacks.
struct ProductDetailView: View {
var productId: Int
@StateObject private var viewModel: ProductDetailViewModel = ProductDetailViewModel()
@State private var showErrorAlert = false
@EnvironmentObject var router: AssortmentRouter
var body: some View {
VStack {
if !viewModel.isRefreshing {
let product = viewModel.product
VStack {
Text("Product: \(product.title)")
NavigationLink(destination: ProductDetailView(productId: Product.preview.productId)) {
Text("Test")
}
}
.navigationTitle(product.title)
} else {
ProgressView()
}
}.task {
await loadProduct()
}
.alert("Error", isPresented: $showErrorAlert, presenting: viewModel.localizedError) { _ in
Button("Try again") {
Task {
await loadProduct()
}
}
Button("Go Back", role: .cancel) {
// access navigationPath
}
} message: { errorMessage in
Text(errorMessage)
}
}
@MainActor
private func loadProduct() async {
await viewModel.loadProduct(productId: productId)
showErrorAlert = viewModel.localizedError != nil
}
}
In this example I created an AppRouter which holds all information for the routes and some functions to accessing the NavigationPath.
class AppRouter: ObservableObject {
var assortmentRouter = AssortmentRouter()
var selectedTab: Tab = .home
func navigateTo(tab: Tab) {
selectedTab = tab
}
}
class AssortmentRouter: ObservableObject {
var navigationPath = NavigationPath()
enum Route: Hashable {
case overview(type: StaticProductType)
case productList
case productDetail(productId: Int)
}
func navigateTo(route: Route) {
navigationPath.append(route)
}
}
This works fine as it is. The pro of this solution is that I don't have to pass the NavigationPath down each subview to use it as I can define it as EnvrionmentObject. The problem with this though, I like to reuse ProductDetailView also in my other NavigationStack which won't have a router binding of type AssortmentRouter as you can imagine.
To come back to my initial question, what would be the best way to design this?
Passing down a NavigationPath Binding and using different typing for navigationDestinaion values
Define a callback which is passed as function parameter to the detail view
Using dismiss, but I read that this is can lead to weird behaviour and bugs
Any other option? Maybe changing the app architecture to handle this a better way
Apolgize the long post, but I would be really glad to get some feedback on this, so I can do it the right way.
Thank you very much
Hi, can someone explain me why there is so huge difference between download and install size? I get it that download is compressed but there difference is really huge.
I tested it on the app I work with and others I use and the notification message is not appearing when using sleep mode.
Someone knows something about this, and if it is mapped for correction?
Iphone: 13 mini IOS: 18.4.1
I tested it on the app I work with and others I use and the notification message is not appearing when using sleep mode
Iphone: 13 mini
IOS: 18.4.1
Hi,
I'm adding tabs to the iOS version of my multiplatform app using TabView. I want the individual tabs to have names and icons. In iOS 17 and below, I have to do this using:
tabContent().tabItem {
Label(titleKey, systemImage: systemImage)
}
but this is deprecated, so in iOS 18 I would like to use the new version:
Tab(titleKey, image: systemImage) {
content()
}
It would be annoying to have to have the two cases for each individual tab, so I'm trying to abstract it into a custom SwiftUI view like this:
var body: some View {
if #available(iOS 18.0, *) {
Tab(titleKey, image: systemImage) {
content()
}
} else {
content().tabItem {
Label(titleKey, systemImage: systemImage)
}
}
}
There's a bit more to the custom view because I also have cases for iPad and macOS where I just have the views next to each other without tabs, but that's not really relevant to the question other than providing further motivation for abstracting this.
However, with this code, I get the error:
'buildExpression' is unavailable: this expression does not conform to 'View'
on the Tab line, because Tab isn't a view, and it can only be used directly inside a TabView.
For now at least, I can just use tabItem on all iOS versions and it works, but I'd prefer not to in case it is removed some time soon. I do want to support iOS 17 because that's what my iPad runs. Is there any clean way to do this?
アプリ内課金を実装しようとしていますが、サーバサイドのセキュリティに関してについて質問です。
StoreKit2を使えばアプリとApp Store Connect間のレシート検証は不要だが、
購入情報をサーバーで管理する場合は
アプリからサーバーに購入情報を渡す際にレシート検証する必要があると考えるがその認識であっているか教えていただきたいです。
Hello,
I recently enrolled in the Apple Developer Program and created an App ID with the bundle ID com.echo.eyes.voice.
I am trying to enable Speech Recognition in the App ID capabilities list, but the option does not appear — even after waiting over a week since my membership was activated.
I’ve already:
Confirmed my Apple Developer account is active
Checked the Identifiers section in the Developer portal
Tried editing the App ID, but Speech Recognition is not listed
Contacted both Developer Support and Developer Technical Support (Case #102594089120), but was told to post here for help
My app uses Capacitor + the @capacitor-community/speech-recognition plugin. I need the com.apple.developer.speech-recognition entitlement to appear so I can use native voice input in iOS.
I would really appreciate help from an Apple engineer or anyone who has faced this issue.
Thank you,
— Daniel Colyer
Hello,
I'm running into an issue while developing an iOS app that requires local network access. I’m using the latest MacBook Air M4 with macOS sequoia 15.5 and Xcode 16.1. In the iOS Simulator, my app fails to discover devices connected to the same local network.
I’ve already added the necessary key to the Info.plist:
NSLocalNetworkUsageDescription
This app needs access to local network devices.
When I run the app on a real device and M2 Chip Macbook's simulators, it works fine for local network permission as expected. However, in the M4 Chip Macbook's Simulator:
The app can’t find any devices on the local network
Bonjour/mDNS seems not to be working as well
I’ve tried the following without success:
Restarting Simulator and Mac
Resetting network settings in Simulator
Confirming app permissions under System Settings > Privacy & Security
Has anyone else encountered this issue with the new Xcode/macOS combo? Is local network access just broken in the Simulator for now, or is there a workaround?
Thanks in advance!