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No response from appeal
Hello, In 2024 I received notice of Apple Developer Account termination (Team ID: FCKZLDS8EQ) (with no reason) and in 5 days I have sended the appeal. After 30+ days - my account was terminated. The notification said that I only have a month to file an appeal, I did it within 5 days, but neither during the month nor so far - I have not received a response. Also, after the appeal, I contacted support saying that there was no response to the appeal and still remained unanswered to these tickets: 102346160903 and 102349953096. I described everything in detail in that appeal. I have an Apple Developer membership since 2014 and this is some kind of misunderstanding, I have an old trusted developer account without any violations.
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154
Feb ’25
SceneKit Performance Issues with Large Node Counts on iPad (10th Gen, iPadOS 18.3)
We’re developing an iPad application that visualizes 2D and 3D building floor plans, including a mesh network of nodes that control lighting and climate. The node count ranges from 1,000 to 15,000. We’re using SceneKit to dynamically render the floor plan and node mesh on an iPad 10th generation running iPadOS 18.3. While the core visualization works, we are experiencing significant performance degradation as the node count increases. Specifically: At 750–1,000 nodes, UI responsiveness noticeably declines. At 2,000 nodes, navigating the floor plan becomes nearly unusable. We attempted to optimize performance with a Geometric Pool algorithm, but the impact was minimal. Strangely, the same iPad handles 30,000+ 3D objects effortlessly when using Unity or Unreal Engine, raising the question of whether SceneKit may not be optimized for this scale. Our questions: Is SceneKit suitable for visualizing such large node counts, or are we hitting an inherent limitation of the framework? Are there best practices or optimization techniques for SceneKit that we might be missing? Should we consider a hybrid approach or fully transition to a different 3D engine for this use case? We’ve attached a code sample below demonstrating the issue. Any insights, suggestions, or experiences would be greatly appreciated! ContentView.swift
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354
Feb ’25
Any solution yet to not being able to turn off debugging via WiFI?
Debugger on Xcode 16.x is super slow and it turns out it's only this way when Xcode is connected to my iPhone via WiFi. If I disable WiFI on my iPhone everything is just fine. But that's not a solution. An engineer posted this supposed solution, https://developer.apple.com/documentation/xcode-release-notes/xcode-15-release-notes. Forgive me but that's not a solution, especially since we used to be able to shut off "Connect via WiFI." I've seen so many posts here and everywhere else with no one stating any clear answer. Does anyone know why has this been removed? And is anyone aware of it? I've posted in the Feedback Asst. as many others have. What gives?
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227
Jan ’25
How to exclude header files from 3rd party pods from getting the Apple Clang warning policies?
I have the 'warnings as errors' policy set to Yes for Apple Clang and Swift compiler. As far as I know, there is no way to make exceptions to the warning policies from Swift compiler (correct me if I am wrong), what about Clang warning policies, specifically when it comes to header files from 3rd party pods? They don't show up on the Compile Sources so I can't apply flags such as -Wno-error=deprecated to them. Adding #pragma GCC... to them won't help as a fresh pod install will wipe the #pragma statements out. Is there a way to exclude the header files from pods from getting the warning policies from Clang so I won't see errors from them when compiling Clang modules that's a part of the build process?
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304
Feb ’25
XLSXWriter Help
Hello, I am brand new to development in Xcode. I have created a Mac app that I need to use XLSXWriter to export a workbook and sheet. Is GitHub the only place for this download or is there an apple developer specific area to get the library? Thanks
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132
Jan ’25
Notice of Termination
Dear Apple Support Team, I am Tianwei Yue. I received your email this morning regarding the immediate termination of our Apple Developer Program License Agreement and Apple Developer Agreement, citing alleged fraudulent behavior and violations of certain terms. We are both surprised and deeply anxious about this decision. Firstly, the email mentioned that if we wish to file an official complaint under the applicable Platform Regulation, we could contact you via “Contact Us”. However, when I logged in with my account and clicked the “Contact Us” link, the system responded with “You’re not eligible to make this request.” We would appreciate guidance on how to properly submit an official complaint or if there is an alternative way to reach out for assistance. Secondly, I would like to emphasize that the “mathos ai” application operated under this account currently has over 3 million active users. Our application has consistently maintained a high user rating of 4.6 and a record of excellent service. The immediate deletion of our account has rendered the service inaccessible to a large number of customers who use Apple products, severely impacting their experience. We believe that this decision does not align with the shared values of customer care that both Apple and we have always upheld. We have always been proactive in handling user accounts, refunds, and payment issues, and we continuously strive to provide high-quality service to our users. Consequently, we are puzzled by the reason for the account suspension and believe that there might be some misunderstanding or miscommunication. We sincerely hope to connect with the relevant Apple personnel to understand the issue in detail and provide any necessary additional information to resolve any concerns and restore our service. Thank you very much for taking the time to read our email. We look forward to your prompt response so that we can resolve this issue and jointly safeguard the interests of our valued customers. Sincerely, Tianwei Yue
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435
Feb ’25
Feedback - Can you provide renewal status to account page?
Hi recently when I renewed my Developer account, which had expired I found out it takes 24 hours for the active to be renewed. But your account page does not provide notice of this, and was very confusing for me! I had to spend the time to contact support to find this out - can we please just have a 'renewal pending' status instead displayed to our developer's accounts? I would greatly appreciate this! Best Regards, Justin
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155
Jan ’25
Apple Developer Program Enrollment
Hello, I have been enrolled for apple developer program in 14th of February which says it should takes up to 48 hours to enroll. I have received my order number which is W1510513031 but my account is still seems Pending when i logged in. How long it should take? In my account when i logged in it still have purchase button there which i have already paid for it.
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Feb ’25
Day 5 of Apple Developer Support – Urgent Review Delay & Lack of Response
I am now on Day 5 of waiting for our Apple Developer Program approval, and despite multiple attempts to get an update, I have received no meaningful response from Apple. I have: ✅ Successfully paid membership fee and received invoice for same ✅ Reached out via support tickets, but got 0 replies. This delay is unreasonable and impacting my work. I am prepared to launch a critical app that aligns with Apple’s ecosystem and guidelines, but Apple’s lack of communication is preventing me from moving forward. After lot of hard work and resources I have completed app development and set up other processes for marketing. I demand a real update from an Apple Developer Program representative today. • Not silence. • A direct response with a timeline for approval. Apple claims to support developers, but these excessive delays and lack of transparency tell a different story. If there is a legitimate issue, I expect clear communication. If there isn’t, we expect this approval to be completed immediately. Apple, please address this case today. I cannot afford further inaction. Order ID: MNTHQYXGLN
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304
Feb ’25
Swift 6 concurrency error of passing sending closure
I am getting this error in a couple of places in my code with Task closure after setting Swift 6 as Language version in XCode. Passing closure as a 'sending' parameter risks causing data races between code in the current task and concurrent execution of the closure Below is minimally reproducible sample code. import Foundation final class Recorder { var writer = Writer() func startRecording() { Task { await writer.startRecording() print("started recording") } } func stopRecording() { Task { await writer.stopRecording() print("stopped recording") } } } actor Writer { var isRecording = false func startRecording() { isRecording = true } func stopRecording() { isRecording = false } } While making the class Recorder as Actor would fix the problem, I fear I will have to make too many classes as Actors in the class and in my scenario, there could be performance implications where real time audio and video frames are being processed. Further, I don't see any race condition in the code above. Does the error talk about possible race conditions that could arise if I were to call other functions on the self in future, or the current code itself is not safe?
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1.2k
Jan ’25
PyCharm venv is corrupted, again
I am a new user of PyCharm, but have years of experience with MacOS, python and similar. My set up is MacBook Pro M1, 32GB ram, MacOS Sequoia 15.2, and PyCharm Pro latest. Path to projects leads to an external SSD via usb-c. I have set up some projects, each using python 3.12 in a venv. The projects work for a while then “lose” a module (module not found). I have gone through every troubleshooting method the built-in AI and web search have come up with. The first module to disappear is docx2txt. I created a new project and it worked, for a couple of days then the error returned. The docx2txt module could not be found working within or outside of PyCharm. In site-packages there is no “docx2txt” folder, only an “info” folder containing WHEEL and its companions. For the most recent disappearance, I noticed the package used distutils. I cloned the docx2txt project from GitHub and updated setup.py to use setup tools instead of distutils, and installed it. Python invoked from the command line can import it, but not from PyCharm. When I run the project from PyCharm, the interpreter cannot find dotenv. I have lost days of work time at this point so I am a bit worried. Advice on what to look at and for would be great.
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333
Dec ’24
Xcode 构建失败:无法加载传输的 PIF,GUID 冲突错误
在Mac OS 15.2 使用 Xcode 16.2 构建项目时,我遇到了以下错误: Showing All Errors Only Prepare packages Prepare build Build service could not create build operation: unable to load transferred PIF: The workspace contains multiple references with the same GUID 'PACKAGE:1Y9CU7L2QFO7OX4UJBYP19ZPPL5MJNV3R::MAINGROUP' Activity Log Complete 2024/12/24, 15:26 0.2 seconds
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466
Dec ’24
macOS 虚拟机不能识别手机
Windows 10 使用 VirtualBox 创建的 Monterey 12.6.7 macOS 虚拟机不能识别到 iPhone 7 手机。 iPhone 7 已经连接到电脑主机 (win 10) 的 USB 3.0 口子,手机已经信任电脑。 在 win 10,我看到了 “此电脑\Apple iPhone”,就是说,宿主机识别到了 手机。 现在,开启macOS 虚拟机,虚拟机右下角的 usb 图标,显示并且勾选到了 "Apple Inc. iPhone [0901]",但虚拟机还是没看到手机设备,导致 Xcode 也看不到手机设备。 虚拟机运行后,插拔 iPhone 7 手机,通过 sudo log show --predicate 'eventMessage contains "usbmuxd"' --info 看到了报错信息: 2025-02-13 10:31:06.541201+0800 0xa3c Error 0x0 0 0 kernel: (Sandbox) 1 duplicate report for System Policy: usbmuxd(22583) deny(1) file-write-mode /private/var/db/lockdown 2025-02-13 10:31:07.090321+0800 0xf807 Error 0x0 140 0 sandboxd: [com.apple.sandbox.reporting:violation] System Policy: usbmuxd(22583) deny(1) file-write-mode /private/var/db/lockdown Violation: deny(1) file-write-mode /private/var/db/lockdown Process: usbmuxd [22583] Path: /usr/local/sbin/usbmuxd Load Address: 0x10564b000 Identifier: usbmuxd Version: ??? (???) Code Type: x86_64 (Native) Parent Process: sudo [22582] Responsible: /System/Applications/Utilities/Terminal.app/Contents/MacOS/Terminal User ID: 0 Date/Time: 2025-02-13 10:31:06.793 GMT+8 OS Version: macOS 12.6.7 (21G651) Release Type: User Report Version: 8 MetaData: {"vnode-type":"DIRECTORY","hardlinked":false,"pid":22583,"process":"usbmuxd","primary-filter-value":"/private/var/db/lockdown","platform-policy":true,"binary-in-trust-cache":false,"path":"/private/var/db/lockdown","primary-filter":"path","action":"deny","matched-extension":false,"process-path":"/usr/local/sbin/usbmuxd","file-flags":0,"responsible-process-path":"/System/Applications/Utilities/Terminal.app/Contents/MacOS/Terminal","flags":21,"platform-binary":false,"rdev":0,"summary":"deny(1) file-write-mode /private/var/db/lockdown","target":"/private/var/db/lockdown","mount-flags":76582912,"profile":"platform","matched-user-intent-extension":false,"apple-internal":false,"storage-class":"Lockdown","platform_binary":"no","operation":"file-write-mode","profile-flags":0,"normalized_target":["private","var","db","lockdown"],"file-mode":448,"errno":1,"build":"macOS 12.6.7 (21G651)","policy-description":"System Policy","responsible-process-signing-id":"com.apple.Terminal","hardware":"Mac","uid":0,"release-type":"User"} Thread 0 (id: 63477): 0 libsystem_kernel.dylib 0x00007ff80d8368ae __chmod + 10 1 usbmuxd 0x000000010565584e main + 3582 (main.c:816) 2 dyld 0x0000000114e3f52e start + 462 Binary Images: 0x10564b000 - 0x10565afff usbmuxd (0) <0fc9b657-d311-38b5-bf02-e294b175a615> /usr/local/sbin/usbmuxd 0x114e3a000 - 0x114ea3567 dyld (960) <2517e9fe-884a-3855-8532-92bffba3f81c> /usr/lib/dyld 0x7ff80d832000 - 0x7ff80d869fff libsystem_kernel.dylib (8020.240.18.701.6) /usr/lib/system/libsystem_kernel.dylib 2025-02-13 10:35:39.751714+0800 0x27f Default 0x0 0 0 kernel: (Sandbox) Sandbox: usbmuxd(119) allow iokit-get-properties kCDCDoNotMatchThisDevice 2025-02-13 10:35:45.025063+0800 0x27f Default 0x0 0 0 kernel: (Sandbox) Sandbox: usbmuxd(119) allow iokit-get-properties kCDCDoNotMatchThisDevice
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516
Feb ’25
Apple developer program
I have an issue during enroll apple developer account there is a mes says “Enrollment through the Apple Developer app is not available for this Apple Account. Visit http:// developer.apple.com/programs/enroll/.” if anyone can help me with my case . i have been facing this issue for 6 months please help me out
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276
Jan ’25
Unresponsive Developer Support
My business is trying to renew our Apple Account. On renewal we get a message saying we’ll receiving an enrollment status email soon - we are yet to receive one and it’s been over a week. Our Apps have since been removed from the App Store. We have multiple cases open with Developer Support, the only response to date was with a number to call. That number was for consumer support and thus couldn’t help. How can we get hold of someone to assist? This is having a massive impact on our business.
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122
Feb ’25
How to Export OBJ with Texture (JPG + MTL) from ARKit LiDAR Scan in iOS?
I am using ARKit with RealityKit to scan objects using LiDAR on iOS. I can generate an OBJ file from ARMeshAnchors, but I am missing the texture export (JPG + MTL). What I Have So Far: Successfully capturing mesh using ARMeshAnchor. Converting mesh into MDLAsset and exporting .obj. I need help generating the .jpg texture and linking it to the .mtl file. private func exportScannedObject() { guard let camera = arView.session.currentFrame?.camera else { return } func convertToAsset(meshAnchors: [ARMeshAnchor]) -> MDLAsset? { guard let device = MTLCreateSystemDefaultDevice() else {return nil} let asset = MDLAsset() for anchor in meshAnchors { let mdlMesh = anchor.geometry.toMDLMesh(device: device, camera: camera, modelMatrix: anchor.transform) // Apply a gray material to the mesh let material = MDLMaterial(name: "GrayMaterial", scatteringFunction: MDLScatteringFunction()) material.setProperty(MDLMaterialProperty(name: "baseColor", semantic: .baseColor, float3: SIMD3(0.5, 0.5, 0.5))) // Gray color if let submeshes = mdlMesh.submeshes as? [MDLSubmesh] { for submesh in submeshes { submesh.material = material } } asset.add(mdlMesh) } return asset } func export(asset: MDLAsset) throws -> URL { let directory = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask).first! let url = directory.appendingPathComponent("scaned.obj") if MDLAsset.canExportFileExtension("obj") { do { try asset.export(to: url) return url } catch let error { fatalError(error.localizedDescription) } } else { fatalError("Can't export USD") } } if let meshAnchors = arView.session.currentFrame?.anchors.compactMap({ $0 as? ARMeshAnchor }), let asset = convertToAsset(meshAnchors: meshAnchors) { do { let url = try export(asset: asset) showScanPreview(url) } catch { print("export error") } } } extension ARMeshGeometry { func vertex(at index: UInt32) -> SIMD3<Float> { assert(vertices.format == MTLVertexFormat.float3, "Expected three floats (twelve bytes) per vertex.") let vertexPointer = vertices.buffer.contents().advanced(by: vertices.offset + (vertices.stride * Int(index))) let vertex = vertexPointer.assumingMemoryBound(to: SIMD3<Float>.self).pointee return vertex } // helps from StackOverflow: // https://stackoverflow.com/questions/61063571/arkit-3-5-how-to-export-obj-from-new-ipad-pro-with-lidar func toMDLMesh(device: MTLDevice, camera: ARCamera, modelMatrix: simd_float4x4) -> MDLMesh { func convertVertexLocalToWorld() { let verticesPointer = vertices.buffer.contents() for vertexIndex in 0..<vertices.count { let vertex = self.vertex(at: UInt32(vertexIndex)) var vertexLocalTransform = matrix_identity_float4x4 vertexLocalTransform.columns.3 = SIMD4<Float>(x: vertex.x, y: vertex.y, z: vertex.z, w: 1) let vertexWorldPosition = (modelMatrix * vertexLocalTransform).columns.3 let vertexOffset = vertices.offset + vertices.stride * vertexIndex let componentStride = vertices.stride / 3 verticesPointer.storeBytes(of: vertexWorldPosition.x, toByteOffset: vertexOffset, as: Float.self) verticesPointer.storeBytes(of: vertexWorldPosition.y, toByteOffset: vertexOffset + componentStride, as: Float.self) verticesPointer.storeBytes(of: vertexWorldPosition.z, toByteOffset: vertexOffset + (2 * componentStride), as: Float.self) } } convertVertexLocalToWorld() let allocator = MTKMeshBufferAllocator(device: device); let data = Data.init(bytes: vertices.buffer.contents(), count: vertices.stride * vertices.count); let vertexBuffer = allocator.newBuffer(with: data, type: .vertex); let indexData = Data.init(bytes: faces.buffer.contents(), count: faces.bytesPerIndex * faces.count * faces.indexCountPerPrimitive); let indexBuffer = allocator.newBuffer(with: indexData, type: .index); let submesh = MDLSubmesh(indexBuffer: indexBuffer, indexCount: faces.count * faces.indexCountPerPrimitive, indexType: .uInt32, geometryType: .triangles, material: nil); let vertexDescriptor = MDLVertexDescriptor(); vertexDescriptor.attributes[0] = MDLVertexAttribute(name: MDLVertexAttributePosition, format: .float3, offset: 0, bufferIndex: 0); vertexDescriptor.layouts[0] = MDLVertexBufferLayout(stride: vertices.stride); let mesh = MDLMesh(vertexBuffer: vertexBuffer, vertexCount: vertices.count, descriptor: vertexDescriptor, submeshes: [submesh]) return mesh } } What I Need Help With: How do I generate the JPG texture from the AR scene? How do I save an MTL file linking the OBJ model to the texture? How can I correctly apply the texture when viewing the OBJ in an external 3D viewer? I appreciate any guidance, including sample code or resources! If you have a complete working solution, I’d love to discuss further via private channels.
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447
Feb ’25