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Quill & Cradle 1.0.0 In Review since October 5 with no response to status or expedite requests
App ID 6808792754, version 1.0.0 build 15, iOS, submitted October 5, 2026 and shown as In Review since then, 21 days as of today. I filed a status request through Contact Us on October 15 (case [number]) and an expedited review request on October 23 Case ID:102997922306. Neither has had a reply. The Developer Program Support contact page offers no phone or callback option for my account. This build is a resubmission addressing an earlier rejection under 3.1.2(c), 5.1.1(i), and 5.1.2(i). The review notes describe each fix and include a recording. The demo account is active and ready. Could someone from App Review tell me whether the review is still in progress and whether anything is needed from me?
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Organization enrollment still Pending after several membership orders – card never charged, looking for guidance
Hello everyone, I'm hoping someone can point me in the right direction. We are enrolling a small company (organization enrollment) in the Apple Developer Program. The enrollment request was accepted on October 23, 2026 and the License Agreement was signed that same day. Since then the account has stayed in "Pending" with the "Purchase your membership" banner. I have completed the $99 purchase several times since October 23. Each time I get the "Thank You" page and an "Order Acknowledgement" email saying the order will be processed within 2 business days, but the card is never charged, no activation email arrives, and the status does not change. I suspect the original cause was a mismatch between the Apple ID region (set to the company's country) and the payment card (issued in the US). On November 4 I updated the Apple ID billing region to match the card and placed a new order, which again went through to the acknowledgement email, but there is still no charge or activation. I have written to Developer Support through the contact form (two cases so far) and I understand they are busy, so I'm not expecting an immediate answer there. In the meantime, I'd like to know whether there is anything else I should check on my side (region, payment method, pending orders), whether the earlier unpaid orders could be blocking the latest one and how to clear them, and whether there is a recommended way to get the enrollment looked at so we can start uploading our app. Any guidance from the community or from Apple staff would be very much appreciated. Thank you.
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TestFlight Builds Show “Testing” but Installation Fails – App Not Available
Hello Apple Developer Community, I'm experiencing an ongoing TestFlight installation issue with my iOS app, What Should I Say?, and would appreciate assistance from an Apple engineer or anyone who has successfully resolved this problem. App Details App Name: What Should I Say? Apple App ID: 6828168328 Bundle ID: com.wron.app0rem25mhh2 Version: 1.0.0 Affected Builds: 2 and 3 Device: iPhone 17 Pro iOS Version: 26.6.2 Development Platform: Wron (Expo/React Native) The Problem Build 1 successfully installed through TestFlight on October 28, 2026, and I was able to use the application. However, Builds 2 and 3 cannot be installed. Both builds appear in App Store Connect and show a green "Testing" status. They are assigned to my internal testing group, and my Apple account is listed as an internal tester. When I attempt to install either build through the TestFlight app, I receive the following error: "Could not install What Should I Say?. The requested app is not available or doesn't exist." What I've Verified My Apple Developer account is active. My Free Apps Agreement is active. Both affected builds are processed and show "Testing" in App Store Connect. Both builds are assigned to my internal tester group. My account is correctly listed as an internal tester. Build 1 previously installed successfully on the same device. The issue persists after publishing another build. The publishing interface uses the Bundle ID associated with my existing App Store Connect app. Potential Configuration Concern I also noticed that the project's app.json contains a different bundle identifier from the existing App Store Connect listing, although I entered the correct identifier during the TestFlight publishing process. Could an inconsistency between the configured identifier and the final signed build cause this installation error? Assistance Requested Could an Apple engineer help determine: Why builds marked "Testing" cannot be downloaded through TestFlight? Whether the builds have signing, provisioning, or bundle identifier inconsistencies? Whether an Apple-side TestFlight distribution issue could cause this error? What specific diagnostic information or corrective steps are required? I have an existing Apple Developer Support case but have not received a resolution despite multiple follow-up attempts. I would appreciate guidance on resolving this without repeatedly uploading new builds or creating a duplicate app. Thank you.
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FoveatedStreamingSession headset and controller location smoothing, Velocity for OpenXR
Hi, We build a PC VR streaming app for Apple Vision Pro. It has two VR paths: our own stream (our transport, VideoToolbox decode, our compositor layer) and FoveatedStreamingSession with CloudXR, which we use for titles that benefit from foveation. On our own path we filter the head and controller poses and send velocity. Getting both right took a lot of on-device tuning, and they made a large difference to comfort and to physics-based games. On the FoveatedStreamingSession path, the pose path from tracking to the endpoint runs inside the system, so an app has no way to apply, adjust or even inspect either one. We would like to ask for that control. 1. Pose smoothing for the head and controllers What we measured on device: Vision Pro tracking picks up very small, heartbeat-rate motion (around 1.2 Hz, millimetre scale). Locally that is invisible. After a streaming round trip it comes back as a visible world shake, because the remote frame is rendered at a pose about 50 ms old and reprojection has to cover the difference. Our A/B tests showed the tremor is largely rotational. Reprojection did not fully absorb it at our latency: turning off only the rotation filter brought the shake back right away. What fixed it for us: a One-Euro filter on the head pose, applied on the client before the pose is sent, with the frame anchored at the exact pose it was rendered with, so reprojection still covers the gap to the real head at no added latency. The values we settled on after live tuning: ComponentMin cutoffBetaPosition0.1 Hz12Rotation0.5 Hz12The right values depended on the content, the user and the end-to-end latency, which is why we are asking for control rather than one fixed default. Controllers need their own settings, because the right balance between lag and steadiness differs between fast games and precise work such as aiming or drawing. What we would like on FoveatedStreamingSession: Separate smoothing settings for the head and for tracked accessories, with position and rotation set independently. A choice of system default, off, or custom parameters. A One-Euro style minimum cutoff plus speed coefficient would cover our case. Documentation of what filtering, if any, the system applies today, so apps don't filter on top of it. 2. Velocity for the head and controllers Physics titles (throws, grab-and-pull, swings) take their motion from the linear and angular velocity in the OpenXR space velocity (XrSpaceVelocity), not from changes in position. If velocity arrives as zero, throws drop at the user's feet. If it arrives noisy, the PC runtime's own extrapolation to photon time amplifies the noise, and the controllers shake at rest. We hit both cases on our own path. What fixed them: Pass the accessory anchor's velocity through. Set the pose time offset from the client's own prediction, so the PC side does not predict twice. Apply a small deadband (about 0.05 m/s linear and 10°/s angular, matching common open-source streamers). What we would like on FoveatedStreamingSession: Documentation of whether linear and angular velocity are sent to the endpoint for the head and for tracked accessories, and in which reference frame. We could not find a frame statement for AccessoryAnchor velocity in the docs or the SDK interface. Game title testing appears as though these values not being sent. App control over velocity: on/off, a gain, a deadband, and a filter (or the same smoothing settings as above). The prediction offset the session uses when it sends poses, so apps and endpoints can avoid predicting twice. 3. A possible API shape (only a sketch to try to convey the requested need) extension FoveatedStreamingSession { struct PoseFiltering: Sendable, Equatable { static var systemDefault: PoseFiltering { get } static var off: PoseFiltering { get } static func oneEuro(positionMinCutoff: Double, positionBeta: Double, rotationMinCutoff: Double, rotationBeta: Double) -> PoseFiltering } struct VelocityReporting: Sendable, Equatable { var isEnabled: Bool var linearGain: Float var angularGain: Float var linearDeadband: Float // m/s var angularDeadband: Float // rad/s var filtering: PoseFiltering } var headPoseFiltering: PoseFiltering { get set } var accessoryPoseFiltering: PoseFiltering { get set } var accessoryVelocityReporting: VelocityReporting { get set } var posePredictionInterval: TimeInterval { get } }Being able to change these during a session (not only before connect) would let users tune them from the app's own settings while wearing the headset, which is how we found our values.
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Waiting for Review for 15 days - first app back in the queue after a sandbox issue
Hello, Our first app, Bookella: Book Tracker & Log (Apple ID 6804023709), has been waiting for review since October 14. It was reviewed once, but the review ended early because of a temporary StoreKit sandbox error, and the app went back to the end of the queue. Timeline: Oct 14 - submitted version 1.0.14 Oct 22 - expedited review requested and accepted Oct 28 - reviewed and returned under Guideline 2.1(b) because of a StoreKit sandbox error Oct 28 - resubmitted as 1.0.15, back in Waiting for Review Oct 29 - expedited review requested again and accepted According to our logs, the review lasted about 5 minutes. The plans loaded, and the App Store payment sheet opened. Then the sandbox returned a "store problem" error, and the products stopped loading. Purchases work correctly in our own sandbox and TestFlight testing. Version 1.0.15 also retries loading the plans automatically. We have now been waiting for over two weeks, and the first launch is still on hold. Could someone from App Review please look at our submission? Submission ID: 47af8ce4-c8ea-457a-af1b-32e122fe8e02 Thank you!
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Free promotional offer for subscribers who stay within an in-app time limit
Our app, Unscroll, has an auto-renewable monthly subscription. Users set a daily time limit inside the app. We plan to give a monthly subscriber a free next month through a promotional offer (type: Free, duration: 1 month) when they stayed within their limit on at least 20 days of the current subscription period. Eligibility is computed on the device from the app's own measurement of time spent inside Unscroll. We do not use Screen Time, Family Controls or DeviceActivity data for it. Every paid feature stays available to every subscriber. The free month is an extra, and nothing depends on it. The offer is shown inside the app; notifications are not required. The full monthly price is shown first on the subscription screen, with the condition written next to it. Questions: Is this use of promotional offers acceptable under App Review Guidelines 3.1.1, 3.1.2 and 3.2.2(x)? Can the same customer redeem the same free promotional offer again in later periods (once per qualifying period)? For an active monthly subscriber, does a free promotional offer for the same product take effect at the next renewal date? Thank you.
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Rejected for CarPlay Audio + Video, but the submitted build has no Audio entitlement
CapDrive 1.2.1 (Build 27) has been repeatedly rejected under Guideline 2.5.1. App Review says the app uses both CarPlay Audio and Video entitlements and asks us to remove Video. That explanation does not match the build evidence. The main app's inspected CarPlay entitlements are: com.apple.developer.carplay-driving-task = true com.apple.developer.carplay-video = trueThere is no com.apple.developer.carplay-audio entitlement in the inspected main app or Live Activity extension. We checked the archive and a fresh App Store distribution re-export. More importantly, Apple's own App Store Connect metadata for the actual uploaded Build 27 shows Driving Task and Video, with no Audio entitlement. We explained this discrepancy on November 4 and asked Apple to identify where Audio was detected. On November 5, we received the same rejection explanation again, without an answer to that question. Please identify the specific binary path, bundle identifier, and exact entitlement key/value where Audio was detected. If that finding is incorrect, please correct the rejection reason and explain the actual issue in this build. Repeating the same rejection while ignoring concrete, verifiable evidence is unacceptable. We cannot fix an Audio entitlement that the build evidence does not contain. Please inspect the actual submitted build and provide a specific, actionable explanation.
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Critical Regression: smbfs 7.0 introduces a crtitical bug regarding symlinks
Apple feedback FB25355124 The SMB client no longer accepts reads to symlinks that are an absolute path to a network volume or a symlink that contains a (..) in the relative path. Reproduction steps on an SMB mount with this file structure: dir a.txt Run this command from inside of "dir": ln -s my-link ../dir/a.txt Attempt to read that symlink: cat ./my-link Which results in this error: cat: link: Invalid argument which is translating to an EINVAL getting returned from the SMB client. Same behavior was observed when making a symlink with an absolute path: ln -s my-link /Volumes/Example/dir/a.txt The server is responding successfully to the IOCTL command but the client is still rejecting the request with that error. This behavior was not observed in macOS 26.6.2 (smbfs 6.0.1) as well as previous versions of macOS.
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Reading Focus status in a macOS utility: communication entitlement triggers ITMS-90894
I maintain Time Out, a macOS break-reminder app. An optional scheduling rule skips breaks while Focus is active, avoiding interruptions during focused work. I’m trying to establish the supported way to read Focus status for this purpose and resolve an App Store Connect warning. Focus detection Our legacy Do Not Disturb/Focus observer worked on macOS 26. In testing on macOS 27, it continued to report Focus as inactive and no longer received the expected state-change notifications. I restored detection using INFocusStatusCenter. The app: Includes NSFocusStatusUsageDescription, explaining that access is used to skip breaks while focused. Requests authorization when an enabled scheduling rule needs Focus status. Reads INFocusStatusCenter.default.focusStatus.isFocused once authorized. Without the com.apple.developer.usernotifications.communication entitlement, authorization reached .authorized, but isFocused returned false while Focus was active. Adding the entitlement made detection work in the tested configuration, and Time Out correctly skipped the break. I also reset Focus-status permission and verified the authorization flow again. App Store Connect warning With that entitlement present, uploading succeeds, but Xcode and the subsequent email report ITMS-90894: Missing Info.plist value. The warning says that apps with the communication entitlement must declare either INSendMessageIntent or INStartCallIntent in the NSUserActivityTypes array. Time Out does not provide person-to-person messaging or calling, send communication notifications, or share Focus status with other people. It only uses the status locally to decide whether to present a break, so declaring either intent seems inappropriate. Questions Is INFocusStatusCenter supported for a macOS utility that uses Focus status solely to suppress its own interruptions? Is the communication entitlement required for that use? If not, is there another supported API or configuration? If this use is supported, how should the app resolve ITMS-90894 without declaring messaging or calling functionality it doesn’t provide? Is authorization succeeding while isFocused reports false without the entitlement expected behavior, or should I file a Feedback report? Does isFocused indicate that a Focus is active generally, or that the current Focus silences notifications specifically for the requesting app? Has anyone implemented this successfully in a Mac App Store utility, or can someone from Apple clarify the intended approach?
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ID Verification Rejected in Apple Developer App – Support Ticket Unanswered
Hi everyone, I'm experiencing an issue with my Apple Developer Program enrollment/verification process. In the Apple Developer iOS app under the Account tab, my status currently shows "ID Verification Rejected".image.png Here is what I have done so far: I submitted a support ticket to Apple Developer Support regarding this rejection, but I have not received a reply or resolution yet.image.png The button/option to re-upload my ID or restart the verification process in the app is grayed out/inactive.image.png Has anyone encountered this issue recently? Is there any specific step I can take to reset the verification process, or is waiting for Developer Support the only option? Any advice on how to escalate this or speed up the resolution would be greatly appreciated! Thanks!
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iPhone 17 / iOS 27.2: BLE extended advertising discovery fails approximately 90–95% of the time
We are investigating a severe BLE extended-advertising discovery issue on an iPhone 17 running iOS 27.2 (24B119). The phone fails to discover our peripherals approximately 90–95% of the time, based on our testing estimate. On rare occasions discovery succeeds, and the peripheral can then be connected. We have filed FB25463740, with diagnostic captures and a comparison of successful and failing behavior. Earlier iOS behavior Extended-advertising discovery and connection worked without issues in our previous iOS 26 testing. Failures became apparent with iOS 27, with behavior varying by iPhone model. We do not have a verified iOS 26 baseline for this particular iPhone 17, so we are treating an OS regression as a possibility rather than a confirmed cause. Test configuration Affected phone: iPhone 17, iOS 27.2 (24B119). Working comparison: iPhone 16, also running iOS 27.2 (24B119). Advertising: extended advertising with a 1M primary PHY, 2M secondary PHY, and 31-byte advertising data. Scanning: nRF Connect in the foreground, without a service UUID filter. Both phones were near the same powered-on peripherals, with advertising configuration unchanged during the comparison. Observed behavior The iPhone 16 discovers the extended-advertising peripherals. The iPhone 17 usually does not, even while discovering other nearby BLE devices. Switching the peripherals to legacy advertising provides reliable discovery on the tested iPhone 17. When extended-advertising discovery does succeed, connection works. The issue reproduces in nRF Connect as well as our application. What the captures show During failing foreground scans, the iPhone 17 receives thousands of legacy advertising reports, but neither target peripheral appears in its HCI packet log. A later capture contains rare successful extended-advertising receptions from both peripherals. These reports contain the same 31-byte payloads received by the working iPhone 16 and identify the secondary PHY as 2M. That capture also records a successful connection using 2M in both directions. Successful and failing scans occur on the same iPhone 17 with identical checked scan-start command sequences. The commands complete successfully. This does not establish that all internal controller state is identical. Wi-Fi disconnection preceded one successful period, but repeating that action did not reproduce success. We have not established Wi-Fi coexistence or primary-to-auxiliary timing as the cause. Questions Has anyone observed similar extended-advertising discovery failures on iPhone 17 or other models running iOS 27? If so, which phone models, iOS builds, peripheral chipsets, and advertising PHYs are involved? Does legacy advertising remain reliable? Are there any known issues or supported workarounds for this behavior? For Apple engineering, FB25463740 includes captures covering both successful and failing periods that may help distinguish reception, auxiliary-channel scheduling, and reporting/filtering problems.
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Rejected Due to Blurry ID, Re-application Button Blocked & Support Silent
Hi everyone, I tried enrolling in the Apple Developer Program recently, but my application was unfortunately rejected—most likely because the ID photo I uploaded was slightly blurry. Now, I'm stuck: the re-application button/option in my account is blocked or unavailable, and I cannot submit a new or corrected verification. I've already reached out to Apple Developer Support via email, but I haven't received a response yet. Has anyone experienced this enrollment lock after a photo rejection? How can I reset or unlock the application process to re-upload my documents, or is there a direct way to get Apple Support to manually review or reopen my case?
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NETransparentProxyManager: saving isOnDemandEnabled = true disables On-Demand on other proxies
On macOS, multiple NETransparentProxyManager (NEAppProxyProvider) configurations from different vendors can be enabled (isEnabled = true) and run simultaneously. However, we discovered that when one NETransparentProxyManager configuration calls saveToPreferencesWithCompletionHandler: with isOnDemandEnabled = true, /usr/libexec/nehelper (NEConfigurationManager) silently modifies any other enabled NETransparentProxyManager configuration in /Library/Preferences/com.apple.networkextension.plist and flips its OnDemandEnabled to false (and nesessionmanager logs Resetting VPN On Demand and marks the other session not-kernel-activated). Unlike NEVPNManager.isEnabled (which documents mutual exclusion for personal VPNs), NETransparentProxyManager is designed so multiple transparent proxies can coexist simultaneously, and neither NETransparentProxyManager.h nor NEVPNManager.h documents that isOnDemandEnabled is mutually exclusive across coexisting transparent proxy configurations. Root Cause Observed in NetworkExtension.framework When inspecting -[NEConfigurationManager saveConfigurationToDisk:updateSCPreferences:currentSignature:userUUID:notifyNow:isUpgrade:], when iterating over existing NEConfiguration objects of the same grade: If [[newConfig VPN] isEnabled] && [[otherConfig VPN] isEnabled] && [[newConfig VPN] isOnDemandEnabled] && [[otherConfig VPN] isOnDemandEnabled], NEConfigurationManager invokes: +[NEConfigurationManager disableConfiguration:otherConfig onDemandOnly:YES] disableConfiguration:onDemandOnly:YES calls [[otherConfig VPN] setOnDemandEnabled:NO], even when both configurations are NETransparentProxyManager (TunnelType == 2). Real-World Impact When two enterprise security products that both use NETransparentProxyManager are installed on the same Mac: Both configure isEnabled = true, onDemandRules = [NEOnDemandRuleConnect()], and isOnDemandEnabled = true. Whenever Proxy A saves its preferences, nehelper silently flips Proxy B's isOnDemandEnabled to false (and vice versa). After a reboot or network transition where Proxy B's initial startVPNTunnel fails while Wi-Fi is still associating and Proxy B relies on VPN On Demand (NEOnDemandRuleConnect) to start its NEAppProxyProvider once network connectivity comes up, macOS never starts Proxy B because its isOnDemandEnabled flag was cleared. Minimal Reproducer (Swift) Compile this minimal CLI inside an app bundle signed with the com.apple.developer.networking.networkextension = ["app-proxy-provider"] entitlement: import Foundation import NetworkExtension let args = CommandLine.arguments let name = args.count > 1 ? args[1] : "PocProxyA" let action = args.count > 2 ? args[2] : "status" DispatchQueue.main.async { NETransparentProxyManager.loadAllFromPreferences { managers, error in if let error = error { print("[\(name)] loadAllFromPreferences error: \(error)") exit(1) } let all = managers ?? [] let existing = all.first(where: { $0.localizedDescription == name }) if action == "status" { if let mgr = existing { print("[\(name)] -> isEnabled=\(mgr.isEnabled), isOnDemandEnabled=\(mgr.isOnDemandEnabled), rulesCount=\(mgr.onDemandRules?.count ?? 0)") } else { print("[\(name)] -> not found") } exit(0) } if action == "remove" { guard let mgr = existing else { exit(0) } mgr.removeFromPreferences { err in print("[\(name)] removed (err=\(String(describing: err)))") exit(0) } return } // action == "save" let mgr = existing ?? NETransparentProxyManager() let proto = (mgr.protocolConfiguration as? NETunnelProviderProtocol) ?? NETunnelProviderProtocol() proto.providerBundleIdentifier = "com.example.poc.extension" proto.serverAddress = "127.0.0.1" mgr.protocolConfiguration = proto mgr.localizedDescription = name mgr.isEnabled = true mgr.onDemandRules = [NEOnDemandRuleConnect()] mgr.isOnDemandEnabled = true print("[\(name)] Saving NETransparentProxyManager with isEnabled=true, isOnDemandEnabled=true...") mgr.saveToPreferences { err in if let err = err { print("[\(name)] saveToPreferences error: \(err)") exit(1) } print("[\(name)] saveToPreferences succeeded! isEnabled=\(mgr.isEnabled), isOnDemandEnabled=\(mgr.isOnDemandEnabled)") exit(0) } } } RunLoop.main.run()Reproduction Output Running save on PocProxyA, then save on PocProxyB, and checking status on both: === Step 1: PocProxyA saves isOnDemandEnabled = true === [PocProxyA] Saving NETransparentProxyManager with isEnabled=true, isOnDemandEnabled=true... [PocProxyA] saveToPreferences succeeded! isEnabled=true, isOnDemandEnabled=true [PocProxyA] -> isEnabled=true, isOnDemandEnabled=true, rulesCount=1 === Step 2: PocProxyB saves isOnDemandEnabled = true === [PocProxyB] Saving NETransparentProxyManager with isEnabled=true, isOnDemandEnabled=true... [PocProxyB] saveToPreferences succeeded! isEnabled=true, isOnDemandEnabled=true === Step 3: Check BOTH configurations after PocProxyB saved === [PocProxyA] -> isEnabled=true, isOnDemandEnabled=false, rulesCount=1 [PocProxyB] -> isEnabled=true, isOnDemandEnabled=true, rulesCount=1 === Step 4: PocProxyA saves isOnDemandEnabled = true again === [PocProxyA] Saving NETransparentProxyManager with isEnabled=true, isOnDemandEnabled=true... [PocProxyA] saveToPreferences succeeded! isEnabled=true, isOnDemandEnabled=true === Step 5: Check BOTH configurations after PocProxyA saved === [PocProxyA] -> isEnabled=true, isOnDemandEnabled=true, rulesCount=1 [PocProxyB] -> isEnabled=true, isOnDemandEnabled=false, rulesCount=1Questions Is disableConfiguration:onDemandOnly:YES stripping isOnDemandEnabled across coexisting NETransparentProxyManager (TunnelType = 2) configurations a bug in NEConfigurationManager, or an intentional limitation? Is there a recommended way for two coexisting NETransparentProxyManager configurations from different vendors to both use On-Demand without disabling each other's isOnDemandEnabled flag on saveToPreferences? Filed in Feedback Assistant as FB25463155.
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Organization enrollment locked
Subject: Organization enrollment locked — attempt limit exceeded (Case #103011974915) Hello, I’m enrolling Earned Athletix, Inc. (D-U-N-S on file with my enrollment) in the Apple Developer Program as an organization. During email verification I exceeded the attempt limit, and the enrollment status page now shows: “You’ve exceeded the maximum number of attempts. Please contact us.” I’ve since secured my Apple Account via iforgot.apple.com and can sign in normally. Could you please reset the verification attempts so I can complete the enrollment? I’m ready to complete any verification, including a phone call. I submitted this request on October 28 and followed up on October 30. Thank you for your help. Trevor Hansen, Founder & CEO, Earned Athletix, Inc.
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Xcode Canvas preview displays identical screen layout and modern frame across all iPhone models
Hello, I'm facing an issue with the Xcode Canvas preview (#Preview). ​No matter which device model I select from the destination list (e.g., switching between iPhone 11 Pro, iPhone 16, or iPhone 18 Pro Max), the preview rendering remains completely identical. It shows the exact same physical frame (with a Dynamic Island) and the layout dimensions don't adjust to reflect the different screen sizes or notch styles of older devices.
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Apple Developer Program – Payment Invoiced, but Membership Still Pending After 7 Days
Hello Apple Developer Community, I’m writing because I’ve been waiting for my Apple Developer Program membership to be activated, and my enrollment status is still showing as “Pending.” I completed my purchase on October 30, 2026, and received an official invoice from Apple confirming my order. However, as of November 6, 2026, my membership has still not been activated, and I haven't received any clear information about the reason for the delay. I have already contacted Apple Developer Support and received a case number, but I am still waiting for a response. This delay is preventing me from testing and distributing an iOS application that I am developing. I would appreciate any advice from the community: Is it normal for Apple Developer Program enrollment to remain pending for over a week after payment? How long does activation usually take? Is there any way to to escalate the issue or request a faster review? Has anyone experienced a similar situation? I would really appreciate an update or guidance on how to resolve this issue. Thank you for your help!
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App Store Connect still shows "Developer Program Membership Expired" 3 weeks after renewal
I renewed my Apple Developer Program membership (Individual) on 18 October 2026, the day before it was due to expire. My developer account shows the membership as active, with a renewal date of 19 October 2027, and I accepted the latest Apple Developer Program License Agreement on 2 November 2026. App Store Connect still shows "Developer Program Membership Expired": Business > Agreements is empty. No Free Apps agreement is listed, so there is nothing to accept. My live apps are stuck in "Pending Agreement" and are not available on the App Store. It has been almost three weeks since I renewed. Could Developer Support please re-sync my App Store Connect account and reinstate the agreement? Team ID: 2M8GC94R7G Thank you.
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Waiting for Review for 3 days, is this normal lately?
Hey everyone, I submitted my iOS app (v1.0.4) on Nov 3 and it’s still showing “Waiting for Review” after 3 days. It hasn’t moved to “In Review” yet. Apple sent me a message in the submission thread earlier that day, so I replied with an attachment and resubmitted. Since then there’s been no new message from Apple and nothing else I need to act on in App Store Connect. Is anyone else seeing waits like this recently? And how long did you wait before contacting Apple or requesting an expedited review? Thanks! 🙏
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Quill & Cradle 1.0.0 In Review since October 5 with no response to status or expedite requests
App ID 6808792754, version 1.0.0 build 15, iOS, submitted October 5, 2026 and shown as In Review since then, 21 days as of today. I filed a status request through Contact Us on October 15 (case [number]) and an expedited review request on October 23 Case ID:102997922306. Neither has had a reply. The Developer Program Support contact page offers no phone or callback option for my account. This build is a resubmission addressing an earlier rejection under 3.1.2(c), 5.1.1(i), and 5.1.2(i). The review notes describe each fix and include a recording. The demo account is active and ready. Could someone from App Review tell me whether the review is still in progress and whether anything is needed from me?
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Organization enrollment still Pending after several membership orders – card never charged, looking for guidance
Hello everyone, I'm hoping someone can point me in the right direction. We are enrolling a small company (organization enrollment) in the Apple Developer Program. The enrollment request was accepted on October 23, 2026 and the License Agreement was signed that same day. Since then the account has stayed in "Pending" with the "Purchase your membership" banner. I have completed the $99 purchase several times since October 23. Each time I get the "Thank You" page and an "Order Acknowledgement" email saying the order will be processed within 2 business days, but the card is never charged, no activation email arrives, and the status does not change. I suspect the original cause was a mismatch between the Apple ID region (set to the company's country) and the payment card (issued in the US). On November 4 I updated the Apple ID billing region to match the card and placed a new order, which again went through to the acknowledgement email, but there is still no charge or activation. I have written to Developer Support through the contact form (two cases so far) and I understand they are busy, so I'm not expecting an immediate answer there. In the meantime, I'd like to know whether there is anything else I should check on my side (region, payment method, pending orders), whether the earlier unpaid orders could be blocking the latest one and how to clear them, and whether there is a recommended way to get the enrollment looked at so we can start uploading our app. Any guidance from the community or from Apple staff would be very much appreciated. Thank you.
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TestFlight Builds Show “Testing” but Installation Fails – App Not Available
Hello Apple Developer Community, I'm experiencing an ongoing TestFlight installation issue with my iOS app, What Should I Say?, and would appreciate assistance from an Apple engineer or anyone who has successfully resolved this problem. App Details App Name: What Should I Say? Apple App ID: 6828168328 Bundle ID: com.wron.app0rem25mhh2 Version: 1.0.0 Affected Builds: 2 and 3 Device: iPhone 17 Pro iOS Version: 26.6.2 Development Platform: Wron (Expo/React Native) The Problem Build 1 successfully installed through TestFlight on October 28, 2026, and I was able to use the application. However, Builds 2 and 3 cannot be installed. Both builds appear in App Store Connect and show a green "Testing" status. They are assigned to my internal testing group, and my Apple account is listed as an internal tester. When I attempt to install either build through the TestFlight app, I receive the following error: "Could not install What Should I Say?. The requested app is not available or doesn't exist." What I've Verified My Apple Developer account is active. My Free Apps Agreement is active. Both affected builds are processed and show "Testing" in App Store Connect. Both builds are assigned to my internal tester group. My account is correctly listed as an internal tester. Build 1 previously installed successfully on the same device. The issue persists after publishing another build. The publishing interface uses the Bundle ID associated with my existing App Store Connect app. Potential Configuration Concern I also noticed that the project's app.json contains a different bundle identifier from the existing App Store Connect listing, although I entered the correct identifier during the TestFlight publishing process. Could an inconsistency between the configured identifier and the final signed build cause this installation error? Assistance Requested Could an Apple engineer help determine: Why builds marked "Testing" cannot be downloaded through TestFlight? Whether the builds have signing, provisioning, or bundle identifier inconsistencies? Whether an Apple-side TestFlight distribution issue could cause this error? What specific diagnostic information or corrective steps are required? I have an existing Apple Developer Support case but have not received a resolution despite multiple follow-up attempts. I would appreciate guidance on resolving this without repeatedly uploading new builds or creating a duplicate app. Thank you.
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FoveatedStreamingSession headset and controller location smoothing, Velocity for OpenXR
Hi, We build a PC VR streaming app for Apple Vision Pro. It has two VR paths: our own stream (our transport, VideoToolbox decode, our compositor layer) and FoveatedStreamingSession with CloudXR, which we use for titles that benefit from foveation. On our own path we filter the head and controller poses and send velocity. Getting both right took a lot of on-device tuning, and they made a large difference to comfort and to physics-based games. On the FoveatedStreamingSession path, the pose path from tracking to the endpoint runs inside the system, so an app has no way to apply, adjust or even inspect either one. We would like to ask for that control. 1. Pose smoothing for the head and controllers What we measured on device: Vision Pro tracking picks up very small, heartbeat-rate motion (around 1.2 Hz, millimetre scale). Locally that is invisible. After a streaming round trip it comes back as a visible world shake, because the remote frame is rendered at a pose about 50 ms old and reprojection has to cover the difference. Our A/B tests showed the tremor is largely rotational. Reprojection did not fully absorb it at our latency: turning off only the rotation filter brought the shake back right away. What fixed it for us: a One-Euro filter on the head pose, applied on the client before the pose is sent, with the frame anchored at the exact pose it was rendered with, so reprojection still covers the gap to the real head at no added latency. The values we settled on after live tuning: ComponentMin cutoffBetaPosition0.1 Hz12Rotation0.5 Hz12The right values depended on the content, the user and the end-to-end latency, which is why we are asking for control rather than one fixed default. Controllers need their own settings, because the right balance between lag and steadiness differs between fast games and precise work such as aiming or drawing. What we would like on FoveatedStreamingSession: Separate smoothing settings for the head and for tracked accessories, with position and rotation set independently. A choice of system default, off, or custom parameters. A One-Euro style minimum cutoff plus speed coefficient would cover our case. Documentation of what filtering, if any, the system applies today, so apps don't filter on top of it. 2. Velocity for the head and controllers Physics titles (throws, grab-and-pull, swings) take their motion from the linear and angular velocity in the OpenXR space velocity (XrSpaceVelocity), not from changes in position. If velocity arrives as zero, throws drop at the user's feet. If it arrives noisy, the PC runtime's own extrapolation to photon time amplifies the noise, and the controllers shake at rest. We hit both cases on our own path. What fixed them: Pass the accessory anchor's velocity through. Set the pose time offset from the client's own prediction, so the PC side does not predict twice. Apply a small deadband (about 0.05 m/s linear and 10°/s angular, matching common open-source streamers). What we would like on FoveatedStreamingSession: Documentation of whether linear and angular velocity are sent to the endpoint for the head and for tracked accessories, and in which reference frame. We could not find a frame statement for AccessoryAnchor velocity in the docs or the SDK interface. Game title testing appears as though these values not being sent. App control over velocity: on/off, a gain, a deadband, and a filter (or the same smoothing settings as above). The prediction offset the session uses when it sends poses, so apps and endpoints can avoid predicting twice. 3. A possible API shape (only a sketch to try to convey the requested need) extension FoveatedStreamingSession { struct PoseFiltering: Sendable, Equatable { static var systemDefault: PoseFiltering { get } static var off: PoseFiltering { get } static func oneEuro(positionMinCutoff: Double, positionBeta: Double, rotationMinCutoff: Double, rotationBeta: Double) -> PoseFiltering } struct VelocityReporting: Sendable, Equatable { var isEnabled: Bool var linearGain: Float var angularGain: Float var linearDeadband: Float // m/s var angularDeadband: Float // rad/s var filtering: PoseFiltering } var headPoseFiltering: PoseFiltering { get set } var accessoryPoseFiltering: PoseFiltering { get set } var accessoryVelocityReporting: VelocityReporting { get set } var posePredictionInterval: TimeInterval { get } }Being able to change these during a session (not only before connect) would let users tune them from the app's own settings while wearing the headset, which is how we found our values.
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Waiting for Review for 15 days - first app back in the queue after a sandbox issue
Hello, Our first app, Bookella: Book Tracker & Log (Apple ID 6804023709), has been waiting for review since October 14. It was reviewed once, but the review ended early because of a temporary StoreKit sandbox error, and the app went back to the end of the queue. Timeline: Oct 14 - submitted version 1.0.14 Oct 22 - expedited review requested and accepted Oct 28 - reviewed and returned under Guideline 2.1(b) because of a StoreKit sandbox error Oct 28 - resubmitted as 1.0.15, back in Waiting for Review Oct 29 - expedited review requested again and accepted According to our logs, the review lasted about 5 minutes. The plans loaded, and the App Store payment sheet opened. Then the sandbox returned a "store problem" error, and the products stopped loading. Purchases work correctly in our own sandbox and TestFlight testing. Version 1.0.15 also retries loading the plans automatically. We have now been waiting for over two weeks, and the first launch is still on hold. Could someone from App Review please look at our submission? Submission ID: 47af8ce4-c8ea-457a-af1b-32e122fe8e02 Thank you!
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Free promotional offer for subscribers who stay within an in-app time limit
Our app, Unscroll, has an auto-renewable monthly subscription. Users set a daily time limit inside the app. We plan to give a monthly subscriber a free next month through a promotional offer (type: Free, duration: 1 month) when they stayed within their limit on at least 20 days of the current subscription period. Eligibility is computed on the device from the app's own measurement of time spent inside Unscroll. We do not use Screen Time, Family Controls or DeviceActivity data for it. Every paid feature stays available to every subscriber. The free month is an extra, and nothing depends on it. The offer is shown inside the app; notifications are not required. The full monthly price is shown first on the subscription screen, with the condition written next to it. Questions: Is this use of promotional offers acceptable under App Review Guidelines 3.1.1, 3.1.2 and 3.2.2(x)? Can the same customer redeem the same free promotional offer again in later periods (once per qualifying period)? For an active monthly subscriber, does a free promotional offer for the same product take effect at the next renewal date? Thank you.
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Rejected for CarPlay Audio + Video, but the submitted build has no Audio entitlement
CapDrive 1.2.1 (Build 27) has been repeatedly rejected under Guideline 2.5.1. App Review says the app uses both CarPlay Audio and Video entitlements and asks us to remove Video. That explanation does not match the build evidence. The main app's inspected CarPlay entitlements are: com.apple.developer.carplay-driving-task = true com.apple.developer.carplay-video = trueThere is no com.apple.developer.carplay-audio entitlement in the inspected main app or Live Activity extension. We checked the archive and a fresh App Store distribution re-export. More importantly, Apple's own App Store Connect metadata for the actual uploaded Build 27 shows Driving Task and Video, with no Audio entitlement. We explained this discrepancy on November 4 and asked Apple to identify where Audio was detected. On November 5, we received the same rejection explanation again, without an answer to that question. Please identify the specific binary path, bundle identifier, and exact entitlement key/value where Audio was detected. If that finding is incorrect, please correct the rejection reason and explain the actual issue in this build. Repeating the same rejection while ignoring concrete, verifiable evidence is unacceptable. We cannot fix an Audio entitlement that the build evidence does not contain. Please inspect the actual submitted build and provide a specific, actionable explanation.
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Critical Regression: smbfs 7.0 introduces a crtitical bug regarding symlinks
Apple feedback FB25355124 The SMB client no longer accepts reads to symlinks that are an absolute path to a network volume or a symlink that contains a (..) in the relative path. Reproduction steps on an SMB mount with this file structure: dir a.txt Run this command from inside of "dir": ln -s my-link ../dir/a.txt Attempt to read that symlink: cat ./my-link Which results in this error: cat: link: Invalid argument which is translating to an EINVAL getting returned from the SMB client. Same behavior was observed when making a symlink with an absolute path: ln -s my-link /Volumes/Example/dir/a.txt The server is responding successfully to the IOCTL command but the client is still rejecting the request with that error. This behavior was not observed in macOS 26.6.2 (smbfs 6.0.1) as well as previous versions of macOS.
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Reading Focus status in a macOS utility: communication entitlement triggers ITMS-90894
I maintain Time Out, a macOS break-reminder app. An optional scheduling rule skips breaks while Focus is active, avoiding interruptions during focused work. I’m trying to establish the supported way to read Focus status for this purpose and resolve an App Store Connect warning. Focus detection Our legacy Do Not Disturb/Focus observer worked on macOS 26. In testing on macOS 27, it continued to report Focus as inactive and no longer received the expected state-change notifications. I restored detection using INFocusStatusCenter. The app: Includes NSFocusStatusUsageDescription, explaining that access is used to skip breaks while focused. Requests authorization when an enabled scheduling rule needs Focus status. Reads INFocusStatusCenter.default.focusStatus.isFocused once authorized. Without the com.apple.developer.usernotifications.communication entitlement, authorization reached .authorized, but isFocused returned false while Focus was active. Adding the entitlement made detection work in the tested configuration, and Time Out correctly skipped the break. I also reset Focus-status permission and verified the authorization flow again. App Store Connect warning With that entitlement present, uploading succeeds, but Xcode and the subsequent email report ITMS-90894: Missing Info.plist value. The warning says that apps with the communication entitlement must declare either INSendMessageIntent or INStartCallIntent in the NSUserActivityTypes array. Time Out does not provide person-to-person messaging or calling, send communication notifications, or share Focus status with other people. It only uses the status locally to decide whether to present a break, so declaring either intent seems inappropriate. Questions Is INFocusStatusCenter supported for a macOS utility that uses Focus status solely to suppress its own interruptions? Is the communication entitlement required for that use? If not, is there another supported API or configuration? If this use is supported, how should the app resolve ITMS-90894 without declaring messaging or calling functionality it doesn’t provide? Is authorization succeeding while isFocused reports false without the entitlement expected behavior, or should I file a Feedback report? Does isFocused indicate that a Focus is active generally, or that the current Focus silences notifications specifically for the requesting app? Has anyone implemented this successfully in a Mac App Store utility, or can someone from Apple clarify the intended approach?
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ID Verification Rejected in Apple Developer App – Support Ticket Unanswered
Hi everyone, I'm experiencing an issue with my Apple Developer Program enrollment/verification process. In the Apple Developer iOS app under the Account tab, my status currently shows "ID Verification Rejected".image.png Here is what I have done so far: I submitted a support ticket to Apple Developer Support regarding this rejection, but I have not received a reply or resolution yet.image.png The button/option to re-upload my ID or restart the verification process in the app is grayed out/inactive.image.png Has anyone encountered this issue recently? Is there any specific step I can take to reset the verification process, or is waiting for Developer Support the only option? Any advice on how to escalate this or speed up the resolution would be greatly appreciated! Thanks!
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iPhone 17 / iOS 27.2: BLE extended advertising discovery fails approximately 90–95% of the time
We are investigating a severe BLE extended-advertising discovery issue on an iPhone 17 running iOS 27.2 (24B119). The phone fails to discover our peripherals approximately 90–95% of the time, based on our testing estimate. On rare occasions discovery succeeds, and the peripheral can then be connected. We have filed FB25463740, with diagnostic captures and a comparison of successful and failing behavior. Earlier iOS behavior Extended-advertising discovery and connection worked without issues in our previous iOS 26 testing. Failures became apparent with iOS 27, with behavior varying by iPhone model. We do not have a verified iOS 26 baseline for this particular iPhone 17, so we are treating an OS regression as a possibility rather than a confirmed cause. Test configuration Affected phone: iPhone 17, iOS 27.2 (24B119). Working comparison: iPhone 16, also running iOS 27.2 (24B119). Advertising: extended advertising with a 1M primary PHY, 2M secondary PHY, and 31-byte advertising data. Scanning: nRF Connect in the foreground, without a service UUID filter. Both phones were near the same powered-on peripherals, with advertising configuration unchanged during the comparison. Observed behavior The iPhone 16 discovers the extended-advertising peripherals. The iPhone 17 usually does not, even while discovering other nearby BLE devices. Switching the peripherals to legacy advertising provides reliable discovery on the tested iPhone 17. When extended-advertising discovery does succeed, connection works. The issue reproduces in nRF Connect as well as our application. What the captures show During failing foreground scans, the iPhone 17 receives thousands of legacy advertising reports, but neither target peripheral appears in its HCI packet log. A later capture contains rare successful extended-advertising receptions from both peripherals. These reports contain the same 31-byte payloads received by the working iPhone 16 and identify the secondary PHY as 2M. That capture also records a successful connection using 2M in both directions. Successful and failing scans occur on the same iPhone 17 with identical checked scan-start command sequences. The commands complete successfully. This does not establish that all internal controller state is identical. Wi-Fi disconnection preceded one successful period, but repeating that action did not reproduce success. We have not established Wi-Fi coexistence or primary-to-auxiliary timing as the cause. Questions Has anyone observed similar extended-advertising discovery failures on iPhone 17 or other models running iOS 27? If so, which phone models, iOS builds, peripheral chipsets, and advertising PHYs are involved? Does legacy advertising remain reliable? Are there any known issues or supported workarounds for this behavior? For Apple engineering, FB25463740 includes captures covering both successful and failing periods that may help distinguish reception, auxiliary-channel scheduling, and reporting/filtering problems.
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Rejected Due to Blurry ID, Re-application Button Blocked & Support Silent
Hi everyone, I tried enrolling in the Apple Developer Program recently, but my application was unfortunately rejected—most likely because the ID photo I uploaded was slightly blurry. Now, I'm stuck: the re-application button/option in my account is blocked or unavailable, and I cannot submit a new or corrected verification. I've already reached out to Apple Developer Support via email, but I haven't received a response yet. Has anyone experienced this enrollment lock after a photo rejection? How can I reset or unlock the application process to re-upload my documents, or is there a direct way to get Apple Support to manually review or reopen my case?
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NETransparentProxyManager: saving isOnDemandEnabled = true disables On-Demand on other proxies
On macOS, multiple NETransparentProxyManager (NEAppProxyProvider) configurations from different vendors can be enabled (isEnabled = true) and run simultaneously. However, we discovered that when one NETransparentProxyManager configuration calls saveToPreferencesWithCompletionHandler: with isOnDemandEnabled = true, /usr/libexec/nehelper (NEConfigurationManager) silently modifies any other enabled NETransparentProxyManager configuration in /Library/Preferences/com.apple.networkextension.plist and flips its OnDemandEnabled to false (and nesessionmanager logs Resetting VPN On Demand and marks the other session not-kernel-activated). Unlike NEVPNManager.isEnabled (which documents mutual exclusion for personal VPNs), NETransparentProxyManager is designed so multiple transparent proxies can coexist simultaneously, and neither NETransparentProxyManager.h nor NEVPNManager.h documents that isOnDemandEnabled is mutually exclusive across coexisting transparent proxy configurations. Root Cause Observed in NetworkExtension.framework When inspecting -[NEConfigurationManager saveConfigurationToDisk:updateSCPreferences:currentSignature:userUUID:notifyNow:isUpgrade:], when iterating over existing NEConfiguration objects of the same grade: If [[newConfig VPN] isEnabled] && [[otherConfig VPN] isEnabled] && [[newConfig VPN] isOnDemandEnabled] && [[otherConfig VPN] isOnDemandEnabled], NEConfigurationManager invokes: +[NEConfigurationManager disableConfiguration:otherConfig onDemandOnly:YES] disableConfiguration:onDemandOnly:YES calls [[otherConfig VPN] setOnDemandEnabled:NO], even when both configurations are NETransparentProxyManager (TunnelType == 2). Real-World Impact When two enterprise security products that both use NETransparentProxyManager are installed on the same Mac: Both configure isEnabled = true, onDemandRules = [NEOnDemandRuleConnect()], and isOnDemandEnabled = true. Whenever Proxy A saves its preferences, nehelper silently flips Proxy B's isOnDemandEnabled to false (and vice versa). After a reboot or network transition where Proxy B's initial startVPNTunnel fails while Wi-Fi is still associating and Proxy B relies on VPN On Demand (NEOnDemandRuleConnect) to start its NEAppProxyProvider once network connectivity comes up, macOS never starts Proxy B because its isOnDemandEnabled flag was cleared. Minimal Reproducer (Swift) Compile this minimal CLI inside an app bundle signed with the com.apple.developer.networking.networkextension = ["app-proxy-provider"] entitlement: import Foundation import NetworkExtension let args = CommandLine.arguments let name = args.count > 1 ? args[1] : "PocProxyA" let action = args.count > 2 ? args[2] : "status" DispatchQueue.main.async { NETransparentProxyManager.loadAllFromPreferences { managers, error in if let error = error { print("[\(name)] loadAllFromPreferences error: \(error)") exit(1) } let all = managers ?? [] let existing = all.first(where: { $0.localizedDescription == name }) if action == "status" { if let mgr = existing { print("[\(name)] -> isEnabled=\(mgr.isEnabled), isOnDemandEnabled=\(mgr.isOnDemandEnabled), rulesCount=\(mgr.onDemandRules?.count ?? 0)") } else { print("[\(name)] -> not found") } exit(0) } if action == "remove" { guard let mgr = existing else { exit(0) } mgr.removeFromPreferences { err in print("[\(name)] removed (err=\(String(describing: err)))") exit(0) } return } // action == "save" let mgr = existing ?? NETransparentProxyManager() let proto = (mgr.protocolConfiguration as? NETunnelProviderProtocol) ?? NETunnelProviderProtocol() proto.providerBundleIdentifier = "com.example.poc.extension" proto.serverAddress = "127.0.0.1" mgr.protocolConfiguration = proto mgr.localizedDescription = name mgr.isEnabled = true mgr.onDemandRules = [NEOnDemandRuleConnect()] mgr.isOnDemandEnabled = true print("[\(name)] Saving NETransparentProxyManager with isEnabled=true, isOnDemandEnabled=true...") mgr.saveToPreferences { err in if let err = err { print("[\(name)] saveToPreferences error: \(err)") exit(1) } print("[\(name)] saveToPreferences succeeded! isEnabled=\(mgr.isEnabled), isOnDemandEnabled=\(mgr.isOnDemandEnabled)") exit(0) } } } RunLoop.main.run()Reproduction Output Running save on PocProxyA, then save on PocProxyB, and checking status on both: === Step 1: PocProxyA saves isOnDemandEnabled = true === [PocProxyA] Saving NETransparentProxyManager with isEnabled=true, isOnDemandEnabled=true... [PocProxyA] saveToPreferences succeeded! isEnabled=true, isOnDemandEnabled=true [PocProxyA] -> isEnabled=true, isOnDemandEnabled=true, rulesCount=1 === Step 2: PocProxyB saves isOnDemandEnabled = true === [PocProxyB] Saving NETransparentProxyManager with isEnabled=true, isOnDemandEnabled=true... [PocProxyB] saveToPreferences succeeded! isEnabled=true, isOnDemandEnabled=true === Step 3: Check BOTH configurations after PocProxyB saved === [PocProxyA] -> isEnabled=true, isOnDemandEnabled=false, rulesCount=1 [PocProxyB] -> isEnabled=true, isOnDemandEnabled=true, rulesCount=1 === Step 4: PocProxyA saves isOnDemandEnabled = true again === [PocProxyA] Saving NETransparentProxyManager with isEnabled=true, isOnDemandEnabled=true... [PocProxyA] saveToPreferences succeeded! isEnabled=true, isOnDemandEnabled=true === Step 5: Check BOTH configurations after PocProxyA saved === [PocProxyA] -> isEnabled=true, isOnDemandEnabled=true, rulesCount=1 [PocProxyB] -> isEnabled=true, isOnDemandEnabled=false, rulesCount=1Questions Is disableConfiguration:onDemandOnly:YES stripping isOnDemandEnabled across coexisting NETransparentProxyManager (TunnelType = 2) configurations a bug in NEConfigurationManager, or an intentional limitation? Is there a recommended way for two coexisting NETransparentProxyManager configurations from different vendors to both use On-Demand without disabling each other's isOnDemandEnabled flag on saveToPreferences? Filed in Feedback Assistant as FB25463155.
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Organization enrollment locked
Subject: Organization enrollment locked — attempt limit exceeded (Case #103011974915) Hello, I’m enrolling Earned Athletix, Inc. (D-U-N-S on file with my enrollment) in the Apple Developer Program as an organization. During email verification I exceeded the attempt limit, and the enrollment status page now shows: “You’ve exceeded the maximum number of attempts. Please contact us.” I’ve since secured my Apple Account via iforgot.apple.com and can sign in normally. Could you please reset the verification attempts so I can complete the enrollment? I’m ready to complete any verification, including a phone call. I submitted this request on October 28 and followed up on October 30. Thank you for your help. Trevor Hansen, Founder & CEO, Earned Athletix, Inc.
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Xcode Canvas preview displays identical screen layout and modern frame across all iPhone models
Hello, I'm facing an issue with the Xcode Canvas preview (#Preview). ​No matter which device model I select from the destination list (e.g., switching between iPhone 11 Pro, iPhone 16, or iPhone 18 Pro Max), the preview rendering remains completely identical. It shows the exact same physical frame (with a Dynamic Island) and the layout dimensions don't adjust to reflect the different screen sizes or notch styles of older devices.
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Apple Developer Program – Payment Invoiced, but Membership Still Pending After 7 Days
Hello Apple Developer Community, I’m writing because I’ve been waiting for my Apple Developer Program membership to be activated, and my enrollment status is still showing as “Pending.” I completed my purchase on October 30, 2026, and received an official invoice from Apple confirming my order. However, as of November 6, 2026, my membership has still not been activated, and I haven't received any clear information about the reason for the delay. I have already contacted Apple Developer Support and received a case number, but I am still waiting for a response. This delay is preventing me from testing and distributing an iOS application that I am developing. I would appreciate any advice from the community: Is it normal for Apple Developer Program enrollment to remain pending for over a week after payment? How long does activation usually take? Is there any way to to escalate the issue or request a faster review? Has anyone experienced a similar situation? I would really appreciate an update or guidance on how to resolve this issue. Thank you for your help!
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App Store Connect still shows "Developer Program Membership Expired" 3 weeks after renewal
I renewed my Apple Developer Program membership (Individual) on 18 October 2026, the day before it was due to expire. My developer account shows the membership as active, with a renewal date of 19 October 2027, and I accepted the latest Apple Developer Program License Agreement on 2 November 2026. App Store Connect still shows "Developer Program Membership Expired": Business > Agreements is empty. No Free Apps agreement is listed, so there is nothing to accept. My live apps are stuck in "Pending Agreement" and are not available on the App Store. It has been almost three weeks since I renewed. Could Developer Support please re-sync my App Store Connect account and reinstate the agreement? Team ID: 2M8GC94R7G Thank you.
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Waiting for Review for 3 days, is this normal lately?
Hey everyone, I submitted my iOS app (v1.0.4) on Nov 3 and it’s still showing “Waiting for Review” after 3 days. It hasn’t moved to “In Review” yet. Apple sent me a message in the submission thread earlier that day, so I replied with an attachment and resubmitted. Since then there’s been no new message from Apple and nothing else I need to act on in App Store Connect. Is anyone else seeing waits like this recently? And how long did you wait before contacting Apple or requesting an expedited review? Thanks! 🙏
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