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Reply to Xcode 26 running Mac catalyst app crashes on dynamic loading with failure to find _LocationEssentials framework
I found the cause of the issue. Hopefully Apple can get this resolved in an upcoming beta release. I filed a bug report: FB18649885 Create a new iOS app project using Swift/Storyboard or Objective-C/Storyboard (I imagine a SwiftUI app would have the same issue). Edit the resulting ViewController.swift or ViewController.m. Import CoreLocation. Then in viewDidLoad, add one line: let coord = CLLocationCoordinate2DMake(40, 40) or CLLocationCoordinate2D coord = CLLocationCoordinate2DMake(40, 40); depending on your chosen language. These are just one of many possible lines of CoreLocation code that will cause the crash. Set the app's iOS deployment target to iOS 16, 17, or 18. Add a Mac Catalyst destination. Build and run the Mac Catalyst destination with Xcode 26 on a Mac with macOS 15 (or earlier I would think). The issue disappears if you have an iOS deployment target of iOS 15. The app will crash on startup due to the missing _LocationEssentials.framework.
Jul ’25
Reply to About posting app in iOS and MacOS
You submit the macOS binary exactly the same way you submit the iOS binary. I'm not familiar with Unity app development so I can't provide specifics there. If you use the Xcode Organizer to submit the iOS binary to App Store Connect then do the same for the macOS binary. In App Store Connect you need to update your app entry so it has a macOS version. Click on the "Add Platform" link. It will be part of the same app entry as the iOS version. You add screenshots and description and all of the usual metadata to your app but now you will have an iOS section and a macOS section. Under each section you add the appropriate build and submit each for review separately.
Jun ’25
Reply to Alternate Icon in iOS26
If your app needs to support "old" style iOS 18 icons and new glass icons for iOS 26, you can do this as well as support alternate icons. Please see my post (and the next) at https://developer.apple.com/forums/thread/787576?answerId=846523022#846523022
Topic: UI Frameworks SubTopic: SwiftUI
Jun ’25
Reply to Icon Composer icons together with iOS 18 icons
It turns out that this also works for alternate app icons. If your app icons asset has icons named AppIcon, AppIcon2, AppIcon3, for example, then if you add glass icon files named AppIcon.icon, AppIcon2.icon, and AppIcon3.icon, then existing code to set an alternate app icon works under iOS 18 as well as iOS 26. Under iOS 26 you get the glass variants and under iOS 18 (and earlier), you get the non-glass variants.
Jun ’25
Reply to Xcode 26 running Mac catalyst app crashes on dynamic loading with failure to find _LocationEssentials framework
I found the cause of the issue. Hopefully Apple can get this resolved in an upcoming beta release. I filed a bug report: FB18649885 Create a new iOS app project using Swift/Storyboard or Objective-C/Storyboard (I imagine a SwiftUI app would have the same issue). Edit the resulting ViewController.swift or ViewController.m. Import CoreLocation. Then in viewDidLoad, add one line: let coord = CLLocationCoordinate2DMake(40, 40) or CLLocationCoordinate2D coord = CLLocationCoordinate2DMake(40, 40); depending on your chosen language. These are just one of many possible lines of CoreLocation code that will cause the crash. Set the app's iOS deployment target to iOS 16, 17, or 18. Add a Mac Catalyst destination. Build and run the Mac Catalyst destination with Xcode 26 on a Mac with macOS 15 (or earlier I would think). The issue disappears if you have an iOS deployment target of iOS 15. The app will crash on startup due to the missing _LocationEssentials.framework.
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Jul ’25
Reply to URL in scene openURLContexts does not exist
Your tests have typos. The value of url.path includes com~apple~CloudDoc. Those are tildes, not dashes. Also note that the URL based to openURLContexts is only valid while that method is being executed. Once it returns, the URL is no longer valid.
Topic: UI Frameworks SubTopic: UIKit Tags:
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Jul ’25
Reply to About posting app in iOS and MacOS
You submit the macOS binary exactly the same way you submit the iOS binary. I'm not familiar with Unity app development so I can't provide specifics there. If you use the Xcode Organizer to submit the iOS binary to App Store Connect then do the same for the macOS binary. In App Store Connect you need to update your app entry so it has a macOS version. Click on the "Add Platform" link. It will be part of the same app entry as the iOS version. You add screenshots and description and all of the usual metadata to your app but now you will have an iOS section and a macOS section. Under each section you add the appropriate build and submit each for review separately.
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Jun ’25
Reply to Alternate Icon in iOS26
If your app needs to support "old" style iOS 18 icons and new glass icons for iOS 26, you can do this as well as support alternate icons. Please see my post (and the next) at https://developer.apple.com/forums/thread/787576?answerId=846523022#846523022
Topic: UI Frameworks SubTopic: SwiftUI
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Jun ’25
Reply to Alternative icons with Icon Composer
If your app needs to support "old" style iOS 18 icons and new glass icons for iOS 26, you can do this as well as support alternate icons. Please see my post (and the next) at https://developer.apple.com/forums/thread/787576?answerId=846523022#846523022
Topic: UI Frameworks SubTopic: General
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Jun ’25
Reply to Icon Composer icons together with iOS 18 icons
It turns out that this also works for alternate app icons. If your app icons asset has icons named AppIcon, AppIcon2, AppIcon3, for example, then if you add glass icon files named AppIcon.icon, AppIcon2.icon, and AppIcon3.icon, then existing code to set an alternate app icon works under iOS 18 as well as iOS 26. Under iOS 26 you get the glass variants and under iOS 18 (and earlier), you get the non-glass variants.
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Jun ’25