In xr model mic not working after beta 18.4 update please check
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I am writing to report a significant battery drain issue after updating my Apple Watch SE (2nd generation) to watchOS 26.0 beta. Since the update, my watch’s battery life has drastically decreased: it goes from 100% to 0% in just 6 hours, whereas previously, under my typical usage, a single charge would last about 1.5 days.
I have already tried the following troubleshooting steps without success:
1. Performed a fresh reset of the watch.
2. Reset my iPhone.
3. Disabled background app activity.
4. Enabled airplane mode and power saving mode.
5. Disabled Live Activities and Photo Memories
Despite these measures, the issue persists. The battery health of my watch is at 90%, so I believe this is likely related to the software update.
I am quite concerned about this situation. I have researched and noticed that similar battery drain problems were reported by beta testers of watchOS 11, and unfortunately, there appeared to be no clear resolution at that time. I rely on my Apple Watch daily, and I sincerely hope this can be addressed soon.
I would appreciate your assistance in resolving this issue, as it is significantly affecting the usability of my Apple Watch.
Thank you for your attention to this matter.
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Community
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Apple Developers
Hello Devs,
I wanted to bring this up to display the frustration that I have obtaining the CarPlay entitlements. First and foremost they don't give you a set timeline and there is no contact number to speak to someone about this. When you call developer support they go on and say it is a different department. There is an email but all I have received is an automated response back to me.
Has anyone received the navigation entitlements and if so what was the timeline of you receiving it?
It works if Bluetooth is on for a long time, is there any problem?
I'm developing an app using beacon and Bluetooth, and I have to operate the app in the background, and after spending the weekend, I have to detect the beacon and revive the app. I can see that there is an app in the background, but the app is not coming back to life.
How can I solve this problem?
Or is the OS team working on something to block it?
The test model is Iphone16Plus.
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Community
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Apple Developers
Can iOS support Bluetooth trackpad?
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Community
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Apple Developers
I'm working on a tvOS application that plays video content using TVMLKit/TVJS. I'm trying to integrate Google IMA SDK to show pre-roll, mid-roll, and post-roll ads in my app.
Here’s what I’ve done so far:
Video playback is handled through JavaScript in application.js.
Ads are managed in Swift using Google IMA SDK.
I use the evaluateJavaScript bridge to control video playback from Swift.
I pause and resume the TVJS player (Player object) using a function like startPlayingVideo(value) from Swift based on the ad lifecycle.
Current Flow:
When the video is about to start, I call loadAds() from JS.
This presents a Swift ViewController that handles IMA ad requests.
On adsManagerDidRequestContentPause, I pause the video using JS via the bridge.
On adsManagerDidRequestContentResume, I resume the video.
The Issue:
This setup doesn't behave consistently:
Sometimes the ad plays in the background and video started playing as well but can not see the ad.
Not able to see the post-roll ads
Relevant Code Snippets:
application.js
function startPlayingVideo(value) {
if (playerReference != undefined) {
if (value == true) {
playerReference.play();
else {
playerReference.pause();
}
}
}
function playVideo(videoURL) {
setup playerReference, push mediaItem, etc.
loadAds();
player.present();
}
AppDelegate.swift
let loadAds: @convention(block) () -\> Void = {
DispatchQueue.main.async {
let adManagerVC = ViewController()
AppDelegate.tvController?.navigationController.present(adManagerVC, animated: true)
}
}
let updateVideoPlayTime: @convention(block) (Double) -\> Void = { time in
CustomContentPlayhead.shared.currentTime = TimeInterval(time)
}
ViewController.swift
func adsManagerDidRequestContentPause(\_ adsManager: IMAAdsManager) {
showAdUI()
playerViewController.player?.pause()
}
func adsManagerDidRequestContentResume(\_ adsManager: IMAAdsManager) {
hideAdUI()
// Expecting JS video to resume via bridge
}
And yeah my IMSDK Implementation is working fine if I am using it with swift AVPlayer.
What I Need Help With:
Best practice for coordinating video playback between JS (Player) and Swift (IMAAdsManager).
How can I sync the playhead reliably between JS and Swift?
Is there a better way to pause/resume TVJS player from Swift during ad lifecycle?
How to reliably insert mid-roll ads when the playback is primarily controlled in JS?
Any insights, code examples, or recommended architecture improvements would be greatly appreciated!
Hardware: iPad Pro 11" (M2 Version)
Software: iPadOS 18.4 Beta 4 (most recent as of 2025-03-24)
Got an interesting one today that I am curious if anyone else has run into, and sadly it’s one that does affect my iPad use a lot!
I use the Magic Keyboard 11” on mine. After upgrading to the Public Beta 4 last night, the keyboard works fine, the trackpad shows my grey dot on the screen and even indicates that it recognizes a trackpad click by that grey dot changing slightly.
However, the actual click, nor scrolling, actually works in any way shape or form. The only gesture I’ve seen work up to this point is the three-finger motion to change applications, that’s it.
I have two iPad’s, and two keyboards, and it does not matter which keyboard one I use, which confirms that it’s likely a software issue of some sort. Other reason that’s the case? Hooking up an external trackball and the same behavior happens.
Anyone else run into this?
Hi,
I needed some help in understanding the crash logs which is as below. Any help is very much appreciated.
Translated Report (Full Report Below)
Process: WindowServer [440]
Path: /System/Library/PrivateFrameworks/SkyLight.framework/Versions/A/Resources/WindowServer
Identifier: WindowServer
Version: 600.00 (???)
Code Type: ARM-64 (Native)
Parent Process: launchd [1]
User ID: 88
Date/Time: 2025-03-13 12:58:55.0091 +0800
OS Version: macOS 15.3.1 (24D70)
Report Version: 12
Anonymous UUID: C795BDC3-66F0-6CF9-7533-B788D0B2DD80
Sleep/Wake UUID: 6F927AA6-3C7B-4EE9-AB68-B77F0D1D622A
Time Awake Since Boot: 4400 seconds
Time Since Wake: 996 seconds
System Integrity Protection: enabled
C
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Hi all, I'm working for a publisher, and we're looking to bring some of our PC/console titles over to Apple Arcade - how viable is this? Is Unity or Unreal Engine easier to port from? Does anyone have any contacts with porting studios who have done this before? Thanks
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Under multiple display screens (left and right screens), when a commonly used app application clicks "Window" -> "Move to..." When it comes to this, the app cannot be completely moved to the other window but instead moves to the middle of the two Windows for display. Is this a bug of the system?
I am trying to connect to a google worksheet with a service account and have added the GoogleAPIClientForRest (Drive and Sheets) and GTMSessionFetcher (Core) dependencies to my project. However, this code
import GoogleAPIClientForRESTCore
import GTMSessionFetcherCore
func test() {
let x = GTLRServiceAccountCredentials.self
let y = GTLRAuthorizer.self
print("Classes Found")
}
I get the the following errors: Cannot find "GTLRServiceCredentials' in scope and Cannot find 'GTLRAuthorizer' in scope.
The dependencies are listed in the Link Binary with Libraries section.
I have am using the latest versions of OS and Xocod and have reinstalled both to try and resolve this issue with no luck.
Hey, I cant can update or downgrade to a newer Version like IOS18.5
Can someone help me? And will Apple fix that?
I’m running macOS 26 Beta 1 (build 25A5279m) on a 2019 Mac Pro (MacPro7,1) with a single 4K display connected via HDMI. Whenever I attempt to launch Finder, WindowServer immediately aborts and the machine reboots.
Crash details:
Process: WindowServer (PID 1441)
Exception: EXC_CRASH (SIGABRT) triggered in thread 0 (ws_main_thread)
Termination Reason: Abort trap: 6
Backtrace highlights:
CA::OGL::MetalContext::draw(MTLPrimitiveType, …) hits an internal __assert_rtn in libsystem_c.dylib
Subsequent calls all stem from QuartzCore’s OpenGL/Metal bridge (CA::OGL::render_layers, LayerNode::apply, etc.)
Related threads:
Thread 2 (com.apple.coreanimation.render-server) idle in mach_msg_overwrite
Thread 1 shows AmbientDisplay and ColorSync callbacks running
Hardware/Software:
MacPro7,1 (2019)
macOS 26.0 Beta 1 (25A5279m)
4K monitor via HDMI
System Integrity Protection enabled
What I’ve tried so far:
Safe-boot (crash still occurs)
Switching display profiles in System Settings → Displays → Color (no effect)
Happy to provide any additional logs or verbose console output. Let me know if there’s any other data that would help diagnose the Metal/OpenGL integration issue in this beta.
iPhone 16 Pro Max on iOS 18.5 before installing iOS 26 beta had no issues connecting to wired (there’s no wireless) CarPlay in my 2022 Honda Civic Sport. Now with IOS 26, my car recognizes that my phone is connected and asks if I want to use CarPlay and I click yes but it does nothing. I reset my head unit, reset all iPhone settings, checked different iPhone settings, tried different cables, can’t seem to determine what part of iOS 26 is causing the problem. Anyone have any ideas before I roll back to 18.5?
Hi,
I have an iPhone 15 Pro Max, model A2849, which according to Apple’s official specifications, supports eSIM.
However, in the settings, there is no visible option to add an eSIM (see attached screenshot).
There is no “Add Cellular Plan” or any other eSIM-related menu.
I’ve already checked for software updates, restarted the device, and reset the network settings, but the issue remains.
Has anyone experienced this issue or knows how to fix it?
Thanks in advance for your help!
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Community
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The iPhone XS Max and Garmin watch pairing cannot use BLE to send Scan Response; it can only send BLE advertisements. May I ask if this is a limitation of the Apple system? So far, we have tested several iPhone models, and only the iPhone XS Max has this issue. We are not sure if other untested models have the same problem.
I would like to inquire about an error that has started occurring while debugging AppStore billing. (In sandbox environment)
This error occurs after entering a password and completing the purchase process, and in this case, no completion alert appears. The error doesn't seem to depend on the purchase item, sandbox account, or device, and shows unstable behavior - sometimes succeeding and sometimes failing.
Additionally, this error started occurring after special debugging where the network was disconnected during the purchase process. Moreover, the same error occurs in the TestFlight version of our already released normal (supposedly) version.
I think this might be a sandbox-specific error where the system has temporarily become unstable, but what do you think? If so, how can I resolve this issue?
I would appreciate your insights on the cause and appropriate response.
Error details below:
<SKPaymentQueue: 0x283b3d070>: Payment completed with error: Error Domain=ASDErrorDomain Code=500 "(null)" UserInfo={NSUnderlyingError=0x28364d770 {Error Domain=AMSErrorDomain Code=305 "Purchase Failed" UserInfo={NSLocalizedDescription=Purchase Failed, AMSStatusCode=200, AMSServerPayload={
"cancel-purchase-batch" = 1;
customerMessage = "Unauthorized_message";
failureType = "";
"m-allowed" = 0;
pings = (
);
}, NSLocalizedFailureReason=Server canceled the purchase}}, storefront-country-code=JPN, client-environment-type=Sandbox}
I see games like Resident Evil and others have a partnership with Apple to help bring it to the MacOS and iOS platform and I was wondering if anyone knows how a company gets these partnerships, is it Apple who reaches out or do they have to reach out?
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Community
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Apple Developers
There appears to be a bug or a hidden feature where after sending a message in Messages and you hover over or touch near the back button in the top left, voice memo activates and starts recording. This is an unexpected behavior and it has been an issue going back several iOS releases to the current release. This has happened on various phone models, so it isn't limited to a specific model.
In addition, (and yes, this does add a second bug/issue) there is a hidden feature where touching in the top left of a message thread, above the back button, causes the focus of the message thread to jump back to some texts/messages from an earlier time. This is unexpected and seems like it should be addressed.
i have a specific requirement as below.
i have apartments in which i have 4 units and each unit will be of same layout. furniture etc.. might change but not walls and layout as far as i know.
Step1:
Now i will enter into one unit, scan the entire unit and save it using RoomPlan Api and at the end of the scan i will be saving the worldmap as well.
Step2:
i want to use the previously saved worldmap and enter into another unit and want to relocalize with only walls because the furniture might be different.
is that possible. if not is there any otherway to achieve this functionality? i really appreciate you valuable time. Thankyou.