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Using On Demand Resources with Swift Packages
Hi! I am wondering if there is a way to enable resources from a Swift Package to be stored with the ODR system? I have tried moving my asset catalogs to a Swift Package and while my tags for each asset were intact, the assets disappeared from the "Resource Tags" tab in the Project Settings. Is there any other way to make them work? I would love to be able to move these asset catalogs to a package to make the project more modular and this is a blocker for me at the moment.
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1.1k
Jun ’22
iPhone 7 does not support haptic feedback?
We are using the following code to check for the haptics support on the device import CoreHaptics let hapticCapability = CHHapticEngine.capabilitiesForHardware() let supportsHaptics: Bool = hapticCapability.supportsHaptics For some reason it returns false on iPhone 7 not only on my personal device (iOS 13) but some of our users reported the haptic settings missing from our app on iPhones 7 (iOS 15) as well. I have just checked with this private api call that in fact the devices does support haptics (obviously, it has not physical home button) extension UIDevice {     var feedbackSupportLevel: Int? {         value(forKey: "_feedbackSupportLevel") as? Int     } } let supportsHaptics: Bool = UIDevice.current.feedbackSupportLevel == 2 And it returns true, as expected. Weird thing is that the haptics work perfectly fine, it's just the haptics support status is incorrect. So my question is: will we be rejected for checking the value of the _feedbackSupportLevel on UIDevice just to make sure we are correctly displaying available system features for our users on all of the devices?
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Mar ’22
On-Demand Resources not working on Release builds (AppStore/TestFlight)
We have received multiple reports that some parts of the app do not work as expected. These features use audio files hosted as On-Demand Resources and it seems that the resource request returns true as expected, but the file behind the tag is missing or empty. We have not touched parts of the code or the resources for a long time now and the failure seems to be on the server side of thing. They work perfectly fine on debug builds or on simulator, but almost always fail on AppStore and TestFlight builds. beginAccessingResources method does not return any error and allows the app flow to continue. This unexpected behaviour resulted in plenty of crashes on our side due to the fact that returned files where either missing or empty.
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Mar ’22