Hello, I want to use universal links in my application, for which I need to get the TeamID and BundleId, for apple-app-site-association file. Can you please tell me, do I have to buy an Apple Developer Account at the time of development to do this, or can I get it all for free at the time of development?
                    
                  
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Activity
                    
                      Environment
Device: iPhone 16e
iOS Version: 18.4.1 - 18.7.1
Framework: AVFoundation (AVAudioEngine)
Problem Summary
On iPhone 16e (iOS 18.4.1-18.7.1), the installTap callback stops being invoked after resuming from a phone call interruption. This issue is specific to phone call interruptions and does not occur on iPhone 14, iPhone SE 3, or earlier devices.
Expected Behavior
After a phone call interruption ends and audioEngine.start() is called, the previously installed tap should continue receiving audio buffers.
Actual Behavior
After resuming from phone call interruption:
Tap callback is no longer invoked
No audio data is captured
No errors are thrown
Engine appears to be running normally
Note: Normal pause/resume (without phone call interruption) works correctly.
Steps to Reproduce
Start audio recording on iPhone 16e
Receive or make a phone call (triggers AVAudioSession interruption)
End the phone call
Resume recording with audioEngine.start()
Result: Tap callback is not invoked
Tested devices:
iPhone 16e (iOS 18.4.1-18.7.1): Issue reproduces ✗
iPhone 14 (iOS 18.x): Works correctly ✓
iPhone SE 3 (iOS 18.x): Works correctly ✓
Code
Initial Setup (Works)
let inputNode = audioEngine.inputNode
inputNode.installTap(onBus: 0, bufferSize: 4096, format: nil) { buffer, time in
    self.processAudioBuffer(buffer, at: time)
}
audioEngine.prepare()
try audioEngine.start()
Interruption Handling
NotificationCenter.default.addObserver(
    forName: AVAudioSession.interruptionNotification,
    object: AVAudioSession.sharedInstance(),
    queue: nil
) { notification in
    guard let userInfo = notification.userInfo,
          let typeValue = userInfo[AVAudioSessionInterruptionTypeKey] as? UInt,
          let type = AVAudioSession.InterruptionType(rawValue: typeValue) else {
        return
    }
    
    if type == .began {
        self.audioEngine.pause()
    } else if type == .ended {
        try? self.audioSession.setActive(true)
        try? self.audioEngine.start()
        // Tap callback doesn't work after this on iPhone 16e
    }
}
Workaround
Full engine restart is required on iPhone 16e:
func resumeAfterInterruption() {
    audioEngine.stop()
    inputNode.removeTap(onBus: 0)
    inputNode.installTap(onBus: 0, bufferSize: 4096, format: nil) { buffer, time in
        self.processAudioBuffer(buffer, at: time)
    }
    audioEngine.prepare()
    try audioSession.setActive(true)
    try audioEngine.start()
}
This works but adds latency and complexity compared to simple resume.
Questions
Is this expected behavior on iPhone 16e?
What is the recommended way to handle phone call interruptions?
Why does this only affect iPhone 16e and not iPhone 14 or SE 3?
Any guidance would be appreciated!
                    
                  
                
                    
                      After updating to Xcode 26 my XCUITests are now failing as during execution exceptions are being raised and caught by my catch all breakpoint
These exceptions are only raised during testing, and seem to be referencing some private internal property. It happens when trying to tap a button based off an accessibilityIdentifier
e.g.
accessibilityIdentifier = "tertiary-button"
...
...
app.buttons["tertiary-button"].tap()
The full error is:
Thread 1: "[<UIKit.ButtonBarButtonVisualProvider 0x600003b4aa00> valueForUndefinedKey:]: this class is not key value coding-compliant for the key _titleButton."
Anyone found any workarounds or solutions? I need to get my tests running on the liquid glass UI
                    
                  
                
                    
                      Setting up UITabAccessory via setBottomAccessory(_:animated:) causing recursion internally on iPhone Air which is leading into a crash.
Sharing crash log & feedback below...
crashlog.crash
crash-feedback.json
                    
                  
                
                    
                      According to the documentation for Processor Trace, it should be available on the iPhone 16 or later.
Going off of the Optimize CPU performance with Instruments WWDC session, the toggle for it should be under Developer > Performance, but I don’t see this option anywhere on my iPhone 17. I can’t run a Processor Trace in Instruments without this feature turned on, because it claims my iPhone’s CPU is unsupported.
Has anyone else managed to enable Processor Trace on the A19 chips?
                    
                  
                
                    
                      My App is not compatible with iPhone 15 but can run on iPhone 14 perfectly fine, what could be the problem?
I am new to App development.
                    
                  
                
                    
                      I am constantly running out of storage on my iPhone 16 Pro. I keep having to move my photos and videos to my laptop and delete them from my phone, and I’m constantly needing to offload apps and manually clear caches in some apps to free up storage. I finally got sick of having this cycle every two weeks so looked into it more closely. I’m finding that iOS consumes 32 GB, and then another system reserve category is consuming an additional 23 GB. Meaning the system reserved files are consuming half of the storage on this phone and effectively making it a 64 GB model. I understand the system will need to consume some capacity for itself and that iOS is getting larger, but nearly 50% of the capacity of the phone is insane.
Looking closer into the categories, I’m seeing that iOS has taken it upon itself to also permanently provision 10% of the storage capacity for reserve update space.
Already another instance of “why am I having to lose so much of my functional capacity to an occasional process?” but I can understand the utility of this — if I didn’t still have to offload basically all my apps every single time I run a software update, because I’m still some not-insignificant amount short. I seem to recall it being between 6-20 GB across the different updates I’ve had to do since iOS 26 rolled around. I’d also like to be clear that preprovisioning the storage space for updates isn’t a bad idea, just give us an off switch if we’d rather be able to take a few hundred more photos, have another few apps, etc. than have the space sit mostly unused.
The biggest culprit is this “system data” category which is somehow consuming as much space as the entire operating system and its extensions.
There’s no clear way to request iOS to clear this down if some of it is temporary data, which we should have a button for even if Apple thinks it should “just work.” Windows usually trims down on its temp files, but on the occasion you go look and see 67 GB of temporary files, being able to manually run the disk cleanup tool is very helpful. I’m hesitant to try any third party app because I shouldn’t need to, and knowing Apple, it wouldn’t have access to anything it would actually have to touch anyway. Which is neither here nor there, but give us a button to clear cache or maybe run the cleanup when the phone reboots?
I am running the developer beta right now so maybe that’s part of it. However I’m not sure… I had switched to mainline release for a while when it released, and it didn’t seem any different with storage consumption and battery drain. I jumped back to beta to see some of the new features and am waiting for another mainline release to switch back to as the recent betas have been much more unstable/buggy than the entire prerelease beta period.
Just wondering if anyone has any kind of input on this storage issue in particular as it’s not really been talked about as much as the battery drain issue from what I can see.
                    
                  
                
                    
                      I’m really frustrated with iOS 26. It was supposed to make better use of screen space, but when you combine the navigation bar, tab bar, and search bar, they eat up way too much room.
Apple actually did a great job with the new tab bar — it’s smaller, smooth, and looks great when expanding or collapsing while scrolling. The way the search bar appears above the keyboard is also really nice.
But why did they keep the navigation bar the same height in both portrait and landscape? In landscape it takes up too much space and just looks bad. It was way better in iOS 18.
                    
                  
                
                    
                      We’re facing an issue when trying to install an enterprise-distributed iOS app on devices running iOS 18.5.
During installation, we receive this error message:
“This iOS app requires a newer version of iOS. You need to update this iPhone to iOS 26.0 to install this app.”
However, in Xcode 26.0.1, our app’s minimum deployment target is explicitly set to iOS 17.6.
After adding this step and the app result is unable to install the app on ios 18.5 and message getting as per the above quotes.
Kindly help me out this issues.
                    
                  
                
                    
                      Where can I find the documentation of the Genlock feature of the iPhone 17 Pro? How does it work and how can I use it in my app?
                    
                  
                
                    
                      Context
I’m deploying large language models on iPhone using llama.cpp. A new iPhone Air (12 GB RAM) reports a Metal MTLDevice.recommendedMaxWorkingSetSize of 8,192 MB, and my attempt to load Llama-2-13B Q4_K (~7.32 GB weights) fails during model initialization.
Environment
Device: iPhone Air (12 GB RAM)
iOS: 26
Xcode: 26.0.1
Build: Metal backend enabled llama.cpp
App runs on device (not Simulator)
What I’m seeing
MTLCreateSystemDefaultDevice().recommendedMaxWorkingSetSize == 8192 MiB
Loading Llama-2-13B Q4_K (7.32 GB) fails to complete. Logs indicate memory pressure / allocation issues consistent with the 8 GB working-set guidance.
Smaller models (e.g., 7B/8B with similar quantization) load and run (8B Q4_K provide around 9 tokens/second decoding speed).
Questions
Is 8,192 MB an expected recommendedMaxWorkingSetSize on a 12 GB iPhone?
What values should I expect on other 2025 devices including iPhone 17 (8 GB RAM) and iPhone 17 Pro (12 GB RAM)
Is it strictly enforced by Metal allocations (heaps/buffers), or advisory for best performance/eviction behavior?
Can a process practically exceed this for long-lived buffers without immediate Jetsam risk?
Any guidance for LLM scenarios near the limit?
                    
                  
                
                    
                      I would like to propose a design enhancement for future iPhone models: using the existing bottom-right antenna line (next to the power button area) as a capacitive “volume control zone” that supports swipe gestures.
Today this line is a structural antenna break, but it is also located exactly where the thumb naturally rests when holding the phone in one hand. With a small embedded capacitive/force sensor, the user could slide their finger along this zone to control volume without reaching for the physical buttons.
Why this makes sense:
• Perfect ergonomic thumb position in both portrait and landscape
• One-handed volume adjustment becomes easier for large-screen devices
• Silent and frictionless vs. clicking buttons (useful in meetings / night mode)
• Consistent with Apple’s recent move toward contextual hardware input (Action Button, Capture Button, Vision Pro gestures)
The interaction model would be:
• Swipe up → increase volume
• Swipe down → decrease volume
• (Optional) long-press haptic = mute toggle
This could also enhance accessibility, especially for users with reduced hand mobility who struggle to press mechanical buttons on tall devices.
Technically, this would be similar to the Capture Button (capacitive + pressure layers), but linear instead of pressure-based. It does not replace physical buttons, it complements them as a silent gesture-based alternative.
Thank you for considering this as a future interaction refinement for iPhone hardware design.
                    
                  
                
                    
                      We have received several cases that our app  can not display uitableview cell in iOS26, but users said that they can select cells with single tab and the uitableview didselectcell delegate can response!
I have reported a feedback but no response. Does anyone have the same bugs with me?
You guys can see that the page is blank, I have a video a user sent to me can proved that he can select cell with gesture.
We cannot reproduce the bug and don't konw how to fixed, we think this is the bug with iOS26, so here for some help. This bug block our distribution of new version(support iOS26)
This is the feedback https://feedbackassistant.apple.com/feedback/20677046
                    
                  
                
                    
                      Hi Guys,
I want to support my client for enable the developer mode, But they not accept to connect with any other devices(Mac Xcode) to enable developer mode.
They are nearly 10 people to enable developer mode. But I think without mac we can't enable developer mode in some of devices. So I need a clarification with IOS versions. That's only we are excepting to list out which IOS versions don't have developer mode option default. Please list out that IOS versions
Like below:
default developer mode available IOS 17.4.1
default developer mode not available IOS 17.5.1
                    
                  
                
                    
                      Area: Software Update
Type of Feedback: Application Bug
Description
Device: iPhone 13 Pro running iOS 26
Build environment: Xcode 16.4
Problem description:
When a text field has secureTextEntry = YES and Password Autofill / Passkeys is active, the autofill panel is not included in the rect reported from the keyboard notifications (UIKeyboardFrameEndUserInfoKey or others).
As a result, when calculating the offset to move the screen up and reveal the hidden input field, the field is not displayed correctly because the reported keyboard height is smaller than the actual visible height.
Observed behavior:
This only occurs on devices running iOS 26 built with Xcode 16.4.
On previous versions of iOS, with the same settings (secureTextEntry and Autofill active), the rect correctly includes the autofill panel height, and the UI works as expected.
I tested with both UIKeyboardDidShowNotification and UIKeyboardWillChangeFrameNotification, and in both cases the behavior is the same: the height is incorrect (smaller than expected with the autofill panel).
What I expect / questions:
That UIKeyboardFrameEndUserInfoKey (or the related notification) correctly reports the total area covered by the keyboard, including any password autofill panel, when secureTextEntry is active.
That the new behavior in iOS 26 be documented if this omission is intentional, or otherwise considered a bug if it is not.
If there is any official workaround suggested by Apple for developers affected by this issue while a fix is provided.
Thank you for your support.
                    
                  
                
                    
                      When will Apple mobile phones support some of the optional features of Bluetooth 5... specifically Extended Advertising and LE Coded PHY?
There are many applications that benefit from having this capability in the mobile phone.
                    
                  
                
                    
                      I encountered a bug with drag-and-drop sorting in ios 26.
I created a UITableView for dragging and dropping to adjust the order of the list. However, when I set the height of the cells to a custom height, some cells were not displayed during the dragging process.
The tools I use are the official version of Xcode16.1 and the ios 26 emulator
And I can also reproduce the same problem on the real device.
class ViewController: UIViewController {
    private let tableView: UITableView = {
        let tableView = UITableView.init(frame: .zero, style: .grouped)
        tableView.backgroundColor = .clear
        tableView.estimatedSectionHeaderHeight = 50
        tableView.isEditing = true
        tableView.showsVerticalScrollIndicator = false
        tableView.allowsSelectionDuringEditing = true
        return tableView
    }()
    
    var content: [Int] = []
    
    override func viewDidLoad() {
        super.viewDidLoad()
        
        tableView.register(FTWatchGroupPageCell.self, forCellReuseIdentifier: "FTWatchGroupPageCell")
        tableView.delegate = self
        tableView.dataSource = self
        view.addSubview(tableView)
        
        for i in 1...100 {
            content.append(i)
        }
        
        tableView.reloadData()
    }
    
    override func viewDidLayoutSubviews() {
        super.viewDidLayoutSubviews()
        var frame = view.bounds
        frame.origin.y = 200
        frame.size.height = frame.size.height - 200
        tableView.frame = frame
    }
    
}
extension ViewController: UITableViewDelegate, UITableViewDataSource {
    func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
        return content.count
    }
    
    func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
        let cell = tableView.dequeueReusableCell(withIdentifier: "FTWatchGroupPageCell", for: indexPath) as! FTWatchGroupPageCell
        
        cell.label.text = "\(content[indexPath.row])"
        cell.label.sizeToFit()
        
        return cell
    }
    
    func tableView(_ tableView: UITableView, heightForRowAt indexPath: IndexPath) -> CGFloat {
        return 52.66
    }
    
    public func tableView(_ tableView: UITableView, heightForHeaderInSection section: Int) -> CGFloat {
        return 0.01
    }
    
    public func tableView(_ tableView: UITableView, heightForFooterInSection section: Int) -> CGFloat {
        return 0.01
    }
    
    public func tableView(_ tableView: UITableView, canEditRowAt indexPath: IndexPath) -> Bool {
        return true
    }
    
    public func tableView(_ tableView: UITableView, editingStyleForRowAt indexPath: IndexPath) -> UITableViewCell.EditingStyle {
        return .none
    }
    
    public func tableView(_ tableView: UITableView, shouldIndentWhileEditingRowAt indexPath: IndexPath) -> Bool {
        return false
    }
    
    public func tableView(_ tableView: UITableView, canMoveRowAt indexPath: IndexPath) -> Bool {
        return true
    }
    
    public func tableView(_ tableView: UITableView, moveRowAt sourceIndexPath: IndexPath, to destinationIndexPath: IndexPath) {
        
        let item = content.remove(at: sourceIndexPath.row)
        content.insert(item, at: destinationIndexPath.row)
        
        tableView.reloadData()
    }
}
class FTWatchGroupPageCell: UITableViewCell {
    
    private let contentBackView = UIView()
    
    let label = UILabel()
    override init(style: UITableViewCell.CellStyle, reuseIdentifier: String?) {
        super.init(style: style, reuseIdentifier: reuseIdentifier)
        
        contentView.isHidden = true
        
        addSubview(contentBackView)
        contentBackView.backgroundColor = .red
                
        contentBackView.addSubview(label)
        label.textColor = .black
        label.font = .systemFont(ofSize: 14)
        
        contentBackView.frame = .init(x: 0, y: 0, width: 200, height: 30)
    }
    
    required init?(coder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }
    
    override func layoutSubviews() {
        super.layoutSubviews()
        
        guard let reorderControlClass = NSClassFromString("UITableViewCellReorderControl"),
              let reorderControl = subviews.first(where: { $0.isKind(of: reorderControlClass) }) else {
            return
        }
        reorderControl.alpha = 0.02
        reorderControl.subviews.forEach({ subView in
            if let imageView = subView as? UIImageView {
                imageView.image = UIImage()
                imageView.contentMode = .scaleAspectFit
                imageView.frame.size = CGSize(width: 20, height: 20)
            }
        })
        
        
    }
}
                    
                  
                
                    
                      Call Screening has serious issues right now leading to missing calls from genuine callers because the system does not acknowledge them with missed call notifications or badges in a lot of cases. I'm posting this in the hope of catching an engineer who can bring this to the attention of the teams working on this.
Filed as FB20678829
—
I ran the following tests with iOS 26.1 beta 3, but the issues have been occurring on iOS 26.0 as well.
I used an iPhone, Apple Watch, iPad, and Mac for this.
The iPhone has Call Screening enabled with the option „Ask Reason for Calling“
The iPhone has call forwarding enabled to all devices.
Test 1: Active Focus
Turn on a focus like Do not Disturb on all devices.
Lock all devices.
Make a phone call to the iPhone with an unknown number.
Behavior:
iPhone: displays Call Screening UI on the Lock Screen, but it will not light up the screen. You don’t know Call Screening is happening unless you activate the display just in that moment on devices without Always On Display.
Watch: does nothing.
Mac: does nothing.
iPad: displays Call Screening UI on the Lock Screen, but it will not light up the screen. You don’t know Call Screening is happening unless you activate the display just in that moment.
In this test the caller does not answer any of the Call Screening questions and just hangs up. The result is that only the Mac displays a missed call notification. iPhone, iPad, and Watch do not acknowledge the missed call (no phone app icon badge, no notification, no badge inside the Phone app itself), you can only see the call inside the Calls list when manually looking for it.
Test 2: No Focus
Turn off any focus like Do not Disturb on all devices.
Lock all devices.
Make a phone call to the iPhone with an unknown number.
Behavior:
iPhone: displays Call Screening UI on the Lock Screen, but it will not light up the screen. You don’t know Call Screening is happening unless you activate the display just in that moment on devices without Always On Display.
Watch: does nothing.
Mac: displays Call Screening UI when unlocked.
iPad: displays Call Screening UI on the Lock Screen, but it will not light up the screen. You don’t know Call Screening is happening unless you activate the display just in that moment.
In this test the caller does not answer any of the Call Screening questions and just hangs up. The result is that only the Mac displays a missed call notification. iPhone, iPad, and Watch do not acknowledge the missed call (no phone app icon badge, no notification, no badge inside the Phone app itself), you can only see the call inside the Calls list when manually looking for it. The only improvement here is that the Mac now shows the Call Screening UI.
Test 3: Caller answers Call Screening questions
An active focus does not matter.
Lock all devices.
Make a phone call to the iPhone with an unknown number.
Once the caller answered the Call Screening questions, the following happens:
All devices ring like expected
When the caller hangs up or I don’t answer:
Mac: Shows Missed Call notification without details
iPhone: Shows Missed Call notification with transcript of Call Screening (also badges phone app icon)
iPad: does nothing.
Watch: Shows the mirrored iPhone notification.
Things to note:
When turning off call forwarding on iPhone to other Apple devices like iPad and Mac, the phone app icon is always badged for missed calls when Call Screening was active, but no notification is displayed regardless.
                    
                  
                
                    
                      The new iO26 that was released recently is indeed a game changer as it overhauled all the features and outlooks, it is a great one, however it came with serious drawback on my phone.
My phone started hanging after installing the new iOS26 update. It freezes each time I’m using it or when I want to pick a call. It only get resolved once i hit the power button and unlock again.
battery drains faster
I thought i0S26 .1 wil resolve it but no it didn’t
my phone is iPhone 13 Pro Max
The smoothness of the screen transition has reduce as it drags instead of smooth sliding.
My battery drains faster, my battery went from 83% to 79 in less than two weeks of upgrading to the New iOS
I can’t use the “set as ringtone” option from downloaded or created music, it just freezes.
I thought i0S26 .1 wil resolve it but no it didn’t
my phone is iPhone 13 Pro Max
i need help please, let something be done to help me.
I’m already frustrated and considering getting another operating system
                    
                  
                
                    
                      Hey dear developers!
This post should be available for the future Siri updates and improvements but also for wishes in this forum so that everyone can share their opinion and idea please stay friendly. have fun! I had already thought about developing a demo app to demonstrate my idea for a better Siri.
My change of many:
Wish Update: Siri's language recognition capabilities have been significantly enhanced. Instead of manually setting the language, Siri can now automatically recognize the language you intend to use, making language switching much more efficient. Simply speak the language you want to communicate in, and Siri will automatically recognize it and respond accordingly. Whether you speak English, German, or Japanese, Siri will respond in the language you choose.
                    
                  
                
              
                
              
              
                
                Topic:
                  
	
		Machine Learning & AI
  	
                
                
                SubTopic:
                  
                    
	
		Apple Intelligence
		
  	
                  
                
              
              
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            iPhone
          
        
        
      
      
    
      
      
      
        
          
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            Siri and Voice
          
        
        
      
      
    
      
      
      
        
          
            Apple Intelligence
          
        
        
      
      
    
  
  
              
                
                
              
            
          
                    
                      I am trying to have an Apple developer account, but when I submit the payment it says that the bank didn’t authorise my transaction, which is not true because I already spoke to the bank and they say they didn’t get a notification of any transaction and they didn’t block anything. I believe the error is on Apple's side and I would be very happy to have any support, especially since I can’t reach to Apple via call and I can’t find their email. Thank you
                    
                  
                
              
                
              
              
                
                Topic:
                  
	
		Developer Tools & Services
  	
                
                
                SubTopic:
                  
                    
	
		Apple Developer Program
		
  	
                  
                
              
              
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