I'm experiencing a similar issue when I plug my iPhone with iOS 17 into my MacBook Pro and build a run.
My app hangs on the launch screen for a long time (~10 seconds) then once the app UI shows up, it's unresponsive to touches for about 20 seconds.
If I turn wifi off on my iPhone while it's plugged in, it works as I expect it to work: fast build and run, quick launch screen, and instantly responsive once past the launch screen.
However, turning off wifi is not ideal, because if I don't have good cell service it's hard to test my app (which requires internet). Ideally I'd like to be able to build and run at plugged-in speeds when my iPhone is plugged into my computer, even when I have wifi turned on on the iPhone.
I have a test iPhone with iOS 16, and I have connect via network enabled for that device. That devices works as expected: when I have it connected via a cable, it builds and runs quickly, and is instantly responsive to touches when the app starts, like I'd expect. Even when I don't have a cable connected, it takes a little longer to install, but then it starts right up with quick launch screen, and responds to touches immediately, unlike on my iOS 17 device.
I don't have a VPN installed on my iOS 17 device or my MacBook Pro.
It would be great to be able to build and run at a normal speed on iOS 17 devices with wifi enabled again. Hopefully someone on the Xcode team will fix this issue soon! π€π’
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I'm also trying to figure out how I should handle this for different watchOS versions, seeing the behavior here... typically it seems like a better user experience to provide dialog, because that's what the user hears or sees when running the shortcut via Siri. On watchOS 9, when there is no dialog, it almost seems like it failed. The behavior on watchOS 10 seems different, like it completed successfully. However, I have not found a way to create separate AppIntents for watchOS 9 and watchOS 10.
I finally figured out the issue and build error I was seeing related to this error.
My app minimum target is iOS 16, and I was using a version of AppShortcut.init that is only available in iOS 17.
I updated my AppShortcutsProvider code as follows to be able to still support iOS 16, and also the iOS 17 version:
struct AppShortcuts: AppShortcutsProvider {
static private let phrases: [AppShortcutPhrase<DoMyIntent>] = {
return ["Do Intent in \(.applicationName)"]
}()
static var appShortcuts: [AppShortcut] {
if #available(iOS 17.0, *) {
return [
AppShortcut(
intent: DoMyIntent(),
phrases: phrases,
shortTitle: "DoIntent",
systemImageName: "calendar"
)
]
}
else {
return [
AppShortcut(
intent: DoMyIntent(),
phrases: phrases
)
]
}
}
}
Oh no... I didn't even get that far yet, but I did want to show it in a .widgetLabel in one of my apps. It's interesting you gave the Heart Rate complication example, because that's exactly the one I was looking at and trying to replicate.
Has anyone found a solution to this?
I am still having the same issue, and had to release an app without an AppShortcutsProvider, but as a result my shortcuts do not show up in the Shortcuts app and do not get suggested to users throughout iOS.
Has anybody been able to resolve this? I'm experiencing an issue where I can build and run in Debug, but when I try to build Release version of my app with an AppShortcutsProvider defined I get the "Command AppIntentsSSUTraining failed with a nonzero exit code" error. So, I'm able to run my builds locally, but I can't submit anything to TestFlight or the App Store.
I'm also still experiencing this issue on watchOS 9.1. I tried TabView(selection: $currentTab.animation()) as well, but that did not help.
Update: This app doesn't seem to work on iOS 15
I finally found the solution here: https://developer.apple.com/forums/thread/657913
By excluding arm64 as an architecture, it now builds fine and works in the simulator.
@ioliveira I have not found a solution. I am guessing it is either an issue that either Xcode or Firebase will have to resolve. For now I am continuing to use Xcode beta 2 since that is the most recent version where it will build.
It is still not building in Xcode 12 beta 4, but now I'm getting a different error message:
building for iOS Simulator, but linking in object file built for iOS
Is there something I can do to resolve this? Or is it just an Xcode beta issue?
I may be running into the same problem as you, and I just want to confirm I'm not doing something wrong.
I'm trying to test some IAPs, but when I use a StoreKit Configuration in Xcode to use the new testing features, whenever I send my receipt data to the verification endpoint, I get this error from the server: ["status": 21002, "exception": java.lang.IllegalStateException]
When I test a real receipt, it works as expected with a valid response from the server.
Is receipt validation not supported? I was hoping to be able to use this to simulate refunds and have my app respond accordingly. The session about this new feature made it sound like receipt validation is supported.
I am still experiencing this bug on watchOS 6.2.1 for CLKComplicationTemplateGraphicCircularOpenGaugeRangeText.Submitted a feedback and sample project with this code: FB7318087