New requirement for apps using Sign in with Apple for account creation

Starting January 1, 2026, developers based in the Republic of Korea must provide a server‑to‑server notification endpoint when registering a new Services ID, or updating an existing Services ID, to associate their website with an app using Sign in with Apple. As a reminder, registering a notification endpoint allows Apple to send you important updates about the people who use your app and their account status, including: Changes in email forwarding preferences. Account deletions in your app. Permanent Apple Account deletions. To learn more about server-to-server notifications, see WWDC20 session 10173: Get the most out of Sign in with Apple. When you receive these notifications, you should immediately update any data associated with the account change in the app, as well as any necessary server infrastructure, to give people more control of the personal data they’ve shared. For more information, see Processing changes for Sign in with Apple accounts. Before submitting a new app to the App Store, or updating an existing app configuration to register a new Services ID or modify an existing Services ID, please read the guidance below. Account change guidance Account changes are directly related to privacy and control for the user and their personal data, and confirming account changes should be straightforward and transparent. For account email forwarding changes: Ensure any displayed user data affected by the account change matches the change event in the notification payload. Typically, this data is displayed in the app’s account settings or user profile. If people need to visit a website to finish changing or verifying their email address, include a link directly to the page on your website where they can complete the process. Keep users informed. If the email forwarding change affects other services you offer, let them know. If your app supports In-App Purchases, help people understand how billing, order tracking, and cancellations will be handled with the new email address. For account deletions: See TN3194: Handling account deletions and revoking tokens for Sign in with Apple. Note: Always follow applicable legal requirements for storing and retaining user account information and for handling account changes and deletions. This includes complying with local laws where your apps are available. If you have questions regarding your legal obligations, check with your legal counsel. Resources App Review Guidelines Human Interface Guidelines: Managing accounts

2025/10/9
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Updated Apple Developer Program License Agreement now available

The Apple Developer Program License Agreement has been revised to support updated policies and to provide clarification. Please review the changes below and sign in to your account to accept the updated terms. Section 3.3.1(B): Updated requirements related to interpreted code Definitions, Section 3.3.3(F): Specified requirements for use of the Location Push Service Extension Section 3.3.8(A), Attachment 4: Added links to terms for Xcode Cloud and CloudKit related to Regulation (EU) 2023/2854 (EU Data Act) Section 3.3.9(D): Updated terms regarding the entity that distributes the Tap to Pay APIs Schedule 1, Exhibit C: Updated Section 1 definition for Promo Codes Schedule 2, Section 3.13: Updated references to Offer Codes Schedule 2, Section 3.13(b): Updated availability terms for Offer Codes Translations of the updated agreement will be available on the Apple Developer website within one month.

2025/10/8
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New requirements for apps available in Texas

Beginning January 1, 2026, a new state law in Texas — SB2420 — introduces age assurance requirements for app marketplaces and developers. While we share the goal of strengthening kids’ online safety, we are concerned that SB2420 impacts the privacy of users by requiring the collection of sensitive, personally identifiable information to download any app, even if a user simply wants to check the weather or sports scores. Apple will continue to provide parents and developers with industry-leading tools that help enhance child safety while safeguarding privacy within the constraints of the law. Once this law goes into effect, users located in Texas who create a new Apple Account will be required to confirm whether they are 18 years or older. All new Apple Accounts for users under the age of 18 will be required to join a Family Sharing group, and parents or guardians will need to provide consent for all App Store downloads, app purchases, and transactions using Apple's In-App Purchase system by the minor. This will also impact developers, who will need to adopt new capabilities and modify behavior within their apps to meet their obligations under the law. Similar requirements will come into effect later next year in Utah and Louisiana. Today we’re sharing details about updates that we’re making and the tools we’ll provide to help developers meet these new requirements. To assist developers in meeting their obligations in a privacy-preserving way, we’ll introduce capabilities to help them obtain users’ age categories and manage significant changes as required by Texas state law. The Declared Age Range API is available to implement now, and will be updated in the coming months to provide the required age categories for new account users in Texas. And new APIs launching later this year will enable developers, when they determine a significant change is made to their app, to invoke a system experience to allow the user to request that parental consent be re-obtained. Additionally, parents will be able to revoke consent for a minor continuing to use an app. More details, including additional technical documentation, will be released later this fall. We know protecting kids from online threats requires constant vigilance and effort. That’s why we will continue to create industry-leading features to help developers provide age-appropriate experiences and safeguard privacy in their apps and games, and empower parents with a comprehensive set of tools to help keep their kids safe online.

2025/10/8
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Hello Developer: October 2025

This month: Watch a new code-along video to discover how to use the Foundation Models framework to access the on-device LLM that powers Apple Intelligence. Plus, dive into new games offerings, explore new App Store Connect features, and find out how the air-quality app Paku is helping its users breathe easy. Read the full story

2025/10/7
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Upcoming Currency Change in Bulgaria

Beginning January 1, 2026, Bulgaria will adopt the euro (EUR) as its official currency, replacing the Bulgarian lev (BGN). As a result, the currency for App Store purchases and subscriptions in Bulgaria will change from BGN to EUR on this date. Your proceeds from sales in Bulgaria will also change to euros. If you’ve selected the lev as the currency for your bank in App Store Connect, it will automatically change to the euro on December 1, 2025. If you’ve selected a different currency for your bank account, you’ll continue to be paid in that currency. The statutory fixed conversion rate is 1.95583 BGN = 1 EUR as established on July 8, 2025, by the Council of the European Union in connection with the introduction of the euro as the official currency in the Republic of Bulgaria. Auto-renewing subscriptions, manually priced apps and In‑App Purchases, or apps and In‑App Purchases with Bulgaria as the base storefront: Pricing on the Bulgaria storefront will be updated to a euro price based on the statutory conversion rate and rounded down to a supported euro price point. If you’ve chosen Bulgaria as the base storefront for your app or In‑App Purchases, pricing in other storefronts may be updated to maintain equalization with the new euro price. Other apps or In‑App Purchases: Pricing on the Bulgaria storefront will be converted to the euro using the standard equalization for euro markets where App Store sales are subject to value‑added tax (VAT). You can change the prices of your apps, In‑App Purchases, and auto‑renewable subscriptions at any time. Auto‑renewable subscriptions won’t be interrupted. Subscription prices will be automatically updated for each current, preserved, and future scheduled price to euros. Customers with auto‑renewable subscriptions will receive an email informing them of the currency change. Per the Euro Act, you’ll need to communicate both the lev and euro prices for In‑App Purchases to customers within your app for the duration of the transitional period from now until the end of the transition period on August 8, 2026. This messaging should appear anywhere prices are displayed. Your Sales and Trends reports and monthly financial reports will also be updated. For Sales and Trends, euros will be indicated for transactions after the currency change. For monthly financial reports, earnings from sales that occurred before the currency change will be in the BG report, and earnings from sales after the currency change will be in the EU report. All refunds issued after January 1, 2026, will be refunded in euros, regardless of the date of purchase. Learn more about the Bulgaria EUR adoption

2025/9/26
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Get ready with the latest beta releases

The beta versions of iOS 26.1, iPadOS 26.1, macOS 26.1, tvOS 26.1, visionOS 26.1, and watchOS 26.1 are now available. Get your apps ready by confirming they work as expected on these releases. And to take advantage of the advancements in the latest SDKs, make sure to build and test with Xcode 26.0.1. View downloads and release notes Learn about testing a beta OS Learn about sending feedback

2025/9/22
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App Store submissions now open for the latest OS releases

iOS 26, iPadOS 26, macOS Tahoe 26, tvOS 26, visionOS 26, and watchOS 26 will soon be available to customers worldwide — which means you can now submit apps and games that take advantage of Apple’s broadest design update ever. Build your apps and games using the Xcode 26 Release Candidate and latest SDKs, test with TestFlight, and submit for review to the App Store. By taking advantage of the new design and Liquid Glass, the Foundation Models framework, the new Apple Games app, and more, you can deliver even more unique experiences on Apple platforms. Starting April 2026, apps and games uploaded to App Store Connect need to meet the following minimum requirements. iOS and iPadOS apps must be built with the iOS 26 & iPadOS 26 SDK or later tvOS apps must be built with the tvOS 26 SDK or later visionOS apps must be built with the visionOS 26 SDK or later watchOS apps must be built with the watchOS 26 SDK or later Learn more about submitting

2025/9/9
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Hello Developer: September 2025

Be ready for the new design. Whether you’re a longtime pro or a hobbyist, get inspired and make your apps and games look their best by exploring videos, downloads, and docs. Plus, sign up for one-on-one appointments to dive into machine learning and AI, and meet the team behind the wholesome open-world game Hello Kitty Island Adventure. Read the full story

2025/9/2
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Awe dropping.

Join us for a special Apple Event on September 9 at 10 a.m. PT. Watch on apple.com, Apple TV, or YouTube Live.

2025/8/26
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Tax and Price Updates for Apps, In-App Purchases, and Subscriptions

The App Store is designed to make it easy to sell your digital goods and services globally, with support for 44 currencies across 175 storefronts. From time to time, we need to adjust prices or your proceeds due to changes in tax regulations or foreign exchange rates. These adjustments are made using publicly available exchange rate information from financial data providers to help make sure prices for apps and In-App Purchases stay consistent across all storefronts. Tax and price updates As of August 21: Your proceeds from the sale of eligible apps and In‑App Purchases have been modified in: Brazil: Imposto sobre Operações Financeiras (IOF) of 3.5% Canada: Digital services tax (DST) no longer applicable Estonia: Value‑added tax (VAT) rate increase from 22% to 24% Romania:     - VAT rate increase from 19% to 21%     - Reduced VAT rate increase from 5% to 11% for news, magazines, books, and audiobooks The Philippines: VAT introduction of 12% for developers based outside of the Philippines Vietnam:     - Organizations based outside of Vietnam: VAT rate increase from 5% to 10%.     - Individual developers based outside of Vietnam: Personal income tax (PIT) introduction of 5%, replacing the corporate income tax (CIT). Reduced VAT rate of 0% for news, magazines, and books no longer applies and all content will be taxed at the standard rate.     - Organizations based in Vietnam: Apple will no longer remit foreign contractor tax (FCT) on sales to end customers. FCT of 5% introduced on Apple’s commission.     - Individual developers based in Vietnam: Personal income tax (PIT) introduction of 2%, replacing the corporate income tax (CIT). FCT of 5% introduced on Apple’s commission. Reduced VAT rate of 0% for news, magazines, and books no longer applies and all content will be taxed at the standard rate. Exhibit B and C of the Paid Applications Agreement will be updated to indicate that Apple collects and remits applicable taxes in the Philippines, and the relevant tax changes in Vietnam.¹ Beginning September 8: Pricing for apps and In-App Purchases will be updated for the Philippines and Vietnam if you haven’t selected one of these storefronts as the base storefront for your app or In‑App Purchase.² These updates also consider VAT introductions and changes listed in the tax updates section above. If you’ve selected the Philippines or Vietnam as the base storefront for your app or In-App Purchase, prices won’t change. On other storefronts, prices will be updated to maintain equalization with your chosen base price. Prices won’t change in any region if your In‑App Purchase is an auto‑renewable subscription. Prices also won’t change on the storefronts where you manually manage prices instead of using the automated equalized prices. The Pricing and Availability section of Apps has been updated in App Store Connect to display these upcoming price changes. As always, you can change the prices of your apps, In‑App Purchases, and auto‑renewable subscriptions at any time. Learn more about managing your prices View or edit upcoming price changes Edit your app’s base country or region Pricing and availability start times by country or region Set a price for an In-App Purchase Learn more about your proceeds View payments and proceeds Download financial reports ¹ Translations of the updated agreement will be available on the Apple Developer website within one month. ² Excludes auto-renewable subscriptions.

2025/8/21
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Hello Developer: August 2025

Sign up for new Apple developer workshops all over the world. Plus, download Apple UI design kits for Figma and Sketch, meet the Italy-based team behind Sunlitt, and more. Read more

2025/8/5
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Updated age ratings in App Store Connect

The App Store is designed to be a safe and trusted place for all ages, including children. The age rating system for apps and games has been updated in order to provide people with more granular age ratings. We’ve also introduced new age rating questions to help identify sensitive content in your app and added the ability to set a higher rating to reflect your app’s minimum age requirement. Ratings for all apps and games on the App Store have been automatically updated to align with this new system and will be reflected on Apple devices running beta versions of iOS 26, iPadOS 26, macOS Tahoe 26, tvOS 26, visionOS 26, and watchOS 26. The updated age rating system adds 13+, 16+, and 18+ to the existing 4+ and 9+ ratings. Age ratings are assigned to each country or region and may vary based on region-specific suitability standards. We’ve introduced a new set of required questions to the ratings questionnaire for all apps. These new questions cover: In-app controls. Capabilities. Medical or wellness topics. Violent themes in your app or game. Your answers to these questions will help Apple better calculate a rating and help you deliver an age-appropriate experience. If your app has a policy requiring a higher minimum user age than the rating assigned by Apple, you can set a higher age rating after you respond to the age ratings questions. You can view the age rating for each of your apps under the updated system and respond to the new questions for each app in the App Information section in App Store Connect. As a reminder, you must consider how all app features, including AI assistants and chatbot functionality, impact the frequency of sensitive content appearing within your app to make sure it receives the appropriate rating. All apps are subject to the App Review Guidelines, such as the safety guidelines regarding objectionable content or user generated content, and must abide by all applicable local laws and regulations, like the Children’s Online Privacy Protection Act (“COPPA”), and the European Union’s General Data Protection Regulation (“GDPR”). Please provide responses to the updated age rating questions for each of your apps by January 31, 2026, to avoid an interruption when submitting your app updates in App Store Connect. Learn more about age ratings values and definitions Learn how to set your app rating

2025/7/24
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New 64-bit requirement for watchOS apps

Beginning April 2026, watchOS apps uploaded to App Store Connect must also include 64-bit support and be built with the watchOS 26 SDK. To enable 64-bit support in your project, we recommend using the default Xcode build setting of “Standard architectures” to build a single binary with 64-bit code. You can test ARM64 compatibility for your apps in the Xcode Simulator, and on Apple Watch Series 9 or 10, or Apple Watch Ultra 2 running watchOS 26 beta. Learn more about the SDKs included in Xcode

2025/7/22
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iOS and iPadOS 26 design kits are here

Apple Ul design kits for Figma and Sketch are now available for iOS and iPadOS 26. Apple Design Resources

2025/7/19
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Updates for apps in the European Union

The European Commission has required Apple to make a series of additional changes under the Digital Markets Act: Communication and promotion of offers Today, we’re introducing updated terms that let developers with apps in the European Union storefronts of the App Store communicate and promote offers for purchase of digital goods or services available at a destination of their choice. The destination can be a website, alternative app marketplace, or another app, and can be accessed outside the app or within the app via a web view or native experience. App Store apps that communicate and promote offers for digital goods or services will be subject to new business terms for those transactions — an initial acquisition fee, store services fee, and for apps on the StoreKit External Purchase Link Entitlement (EU) Addendum, the Core Technology Commission (CTC). The CTC reflects value Apple provides developers through ongoing investments in the tools, technologies, and services that enable them to build and share innovative apps with users. Music streaming apps on the App Store in the European Economic Area (EEA) wanting to use the Music Streaming Services Entitlement (EEA) can use these options. Update to Business Terms for Apps in the European Union By January 1, 2026, Apple plans to move to a single business model in the EU for all developers. Under this single business model, Apple will transition from the Core Technology Fee (CTF) to the CTC on digital goods or services. The CTC will apply to digital goods or services sold by apps distributed from the App Store, Web Distribution, and/or alternative marketplaces. Apps currently under the Alternative Terms Addendum for Apps in the EU continue to be subject only to the CTF until the transition to the CTC is fully implemented next year. At that time, qualifying transactions will be subject to the CTC, and the CTF will no longer apply. Additional details regarding this transition will be provided at a later date. User Experience Update Beginning with iOS 18.6 and iPadOS 18.6, iOS and iPadOS will provide an updated user experience in the EU for installing alternative marketplaces or apps from a developer’s website. Additionally, later this year, we will provide an API which will allow developers to initiate the download of alternatively distributed apps they publish from within their app. To learn more, view Communication and promotion of offers on the App Store in the EU. To read the full terms, view the Alternative Terms Addendum for Apps in the EU or the StoreKit External Purchase Link Entitlement Addendum for EU Apps. You can also request a 30-minute online appointment to ask questions and provide feedback about these changes.

2025/6/26
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Today @ WWDC25: Day 5

The European Commission has required Apple to make a series of additional changes under the Digital Markets Act: Communication and promotion of offers Today, we’re introducing updated terms that let developers with apps in the European Union storefronts of the App Store communicate and promote offers for purchase of digital goods or services available at a destination of their choice. The destination can be a website, alternative app marketplace, or another app, and can be accessed outside the app or within the app via a web view or native experience. App Store apps that communicate and promote offers for digital goods or services will be subject to new business terms for those transactions — an initial acquisition fee, store services fee, and for apps on the StoreKit External Purchase Link Entitlement (EU) Addendum, the Core Technology Commission (CTC). The CTC reflects value Apple provides developers through ongoing investments in the tools, technologies, and services that enable them to build and share innovative apps with users. Music streaming apps on the App Store in the European Economic Area (EEA) wanting to use the Music Streaming Services Entitlement (EEA) can use these options. Update to Business Terms for Apps in the European Union By January 1, 2026, Apple plans to move to a single business model in the EU for all developers. Under this single business model, Apple will transition from the Core Technology Fee (CTF) to the CTC on digital goods or services. The CTC will apply to digital goods or services sold by apps distributed from the App Store, Web Distribution, and/or alternative marketplaces. Apps currently under the Alternative Terms Addendum for Apps in the EU continue to be subject only to the CTF until the transition to the CTC is fully implemented next year. At that time, qualifying transactions will be subject to the CTC, and the CTF will no longer apply. Additional details regarding this transition will be provided at a later date. User Experience Update Beginning with iOS 18.6 and iPadOS 18.6, iOS and iPadOS will provide an updated user experience in the EU for installing alternative marketplaces or apps from a developer’s website. Additionally, later this year, we will provide an API which will allow developers to initiate the download of alternatively distributed apps they publish from within their app. To learn more, view Communication and promotion of offers on the App Store in the EU. To read the full terms, view the Alternative Terms Addendum for Apps in the EU or the StoreKit External Purchase Link Entitlement Addendum for EU Apps. You can also request a 30-minute online appointment to ask questions and provide feedback about these changes.

2025/6/13
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Today @ WWDC25: Day 4

The European Commission has required Apple to make a series of additional changes under the Digital Markets Act: Communication and promotion of offers Today, we’re introducing updated terms that let developers with apps in the European Union storefronts of the App Store communicate and promote offers for purchase of digital goods or services available at a destination of their choice. The destination can be a website, alternative app marketplace, or another app, and can be accessed outside the app or within the app via a web view or native experience. App Store apps that communicate and promote offers for digital goods or services will be subject to new business terms for those transactions — an initial acquisition fee, store services fee, and for apps on the StoreKit External Purchase Link Entitlement (EU) Addendum, the Core Technology Commission (CTC). The CTC reflects value Apple provides developers through ongoing investments in the tools, technologies, and services that enable them to build and share innovative apps with users. Music streaming apps on the App Store in the European Economic Area (EEA) wanting to use the Music Streaming Services Entitlement (EEA) can use these options. Update to Business Terms for Apps in the European Union By January 1, 2026, Apple plans to move to a single business model in the EU for all developers. Under this single business model, Apple will transition from the Core Technology Fee (CTF) to the CTC on digital goods or services. The CTC will apply to digital goods or services sold by apps distributed from the App Store, Web Distribution, and/or alternative marketplaces. Apps currently under the Alternative Terms Addendum for Apps in the EU continue to be subject only to the CTF until the transition to the CTC is fully implemented next year. At that time, qualifying transactions will be subject to the CTC, and the CTF will no longer apply. Additional details regarding this transition will be provided at a later date. User Experience Update Beginning with iOS 18.6 and iPadOS 18.6, iOS and iPadOS will provide an updated user experience in the EU for installing alternative marketplaces or apps from a developer’s website. Additionally, later this year, we will provide an API which will allow developers to initiate the download of alternatively distributed apps they publish from within their app. To learn more, view Communication and promotion of offers on the App Store in the EU. To read the full terms, view the Alternative Terms Addendum for Apps in the EU or the StoreKit External Purchase Link Entitlement Addendum for EU Apps. You can also request a 30-minute online appointment to ask questions and provide feedback about these changes.

2025/6/12
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Today @ WWDC25: Day 3

The European Commission has required Apple to make a series of additional changes under the Digital Markets Act: Communication and promotion of offers Today, we’re introducing updated terms that let developers with apps in the European Union storefronts of the App Store communicate and promote offers for purchase of digital goods or services available at a destination of their choice. The destination can be a website, alternative app marketplace, or another app, and can be accessed outside the app or within the app via a web view or native experience. App Store apps that communicate and promote offers for digital goods or services will be subject to new business terms for those transactions — an initial acquisition fee, store services fee, and for apps on the StoreKit External Purchase Link Entitlement (EU) Addendum, the Core Technology Commission (CTC). The CTC reflects value Apple provides developers through ongoing investments in the tools, technologies, and services that enable them to build and share innovative apps with users. Music streaming apps on the App Store in the European Economic Area (EEA) wanting to use the Music Streaming Services Entitlement (EEA) can use these options. Update to Business Terms for Apps in the European Union By January 1, 2026, Apple plans to move to a single business model in the EU for all developers. Under this single business model, Apple will transition from the Core Technology Fee (CTF) to the CTC on digital goods or services. The CTC will apply to digital goods or services sold by apps distributed from the App Store, Web Distribution, and/or alternative marketplaces. Apps currently under the Alternative Terms Addendum for Apps in the EU continue to be subject only to the CTF until the transition to the CTC is fully implemented next year. At that time, qualifying transactions will be subject to the CTC, and the CTF will no longer apply. Additional details regarding this transition will be provided at a later date. User Experience Update Beginning with iOS 18.6 and iPadOS 18.6, iOS and iPadOS will provide an updated user experience in the EU for installing alternative marketplaces or apps from a developer’s website. Additionally, later this year, we will provide an API which will allow developers to initiate the download of alternatively distributed apps they publish from within their app. To learn more, view Communication and promotion of offers on the App Store in the EU. To read the full terms, view the Alternative Terms Addendum for Apps in the EU or the StoreKit External Purchase Link Entitlement Addendum for EU Apps. You can also request a 30-minute online appointment to ask questions and provide feedback about these changes.

2025/6/11
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Today @ WWDC25: Day 2

Welcome to Day 2 at WWDC25! Watch the Platforms State of the Union recap, then dive into all the updates to Swift, SwiftUI, and Xcode through group labs and video sessions. WWDC25 Platforms State of the Union Recap Watch now Explore Day 2 > Today’s group labs Developer Tools group lab View now Swift group lab View now Metal & game technologies group lab View now Camera & Photos frameworks group lab View now

2025/6/10
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Find out what’s new for Apple developers

Discover the latest advancements on all Apple platforms. With incredible new features in iOS, iPadOS, macOS, tvOS, visionOS, and watchOS, and major enhancements across languages, frameworks, tools, and services, you can create even more unique experiences in your apps and games. Explore what’s new

2025/6/9
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Updated agreements and guidelines now available

The Apple Developer Program License Agreement and App Review Guidelines have been revised to support new features and updated policies, and to provide clarification. Please review the changes below. Apple Developer Program License Agreement Section 3.3.3(D): Updated language on requirements for data and privacy. Section 3.3.3(N): Updated requirements for use of the ID Verifier APIs. Definitions, 3.3.3(P): Specified requirements for use of the Declared Age Range API. Definitions, 3.3.7(G): Specified requirements for use of the Wi-Fi Aware framework. Definitions, 3.3.7(H): Specified requirements for use of the TelephonyMessagingKit APIs. Definitions, 3.3.7(I): Specified requirements for use of the Default Dialer APIs. Definition, Section 3.3.8(H), Attachment 11: Specified requirements for use of EnergyKit. Definitions, 3.3.8(I): Specified requirements for use of the Foundation Models framework. Definitions, Attachment 4: Specified requirements for use of the iCloud Extended Share APIs. Section 6.4: Removed language on Bitcode submissions as it is no longer applicable, and replaced it with terms regarding iOS app widgets on CarPlay. Section 7.4(B): Updated and clarified requirements for TestFlight related to digital purchases and tester invitations. Section 7.7: Updated language on customization of icons and widgets. Section 7.8: Specified terms related to the Apple Games app. Attachment 6: Updated terms regarding the entity that distributes the map in China. App Review Guidelines 3.1.2(a), bullet 2: This language has been deleted (“You may offer a single subscription that is shared across your own apps and services”). 3.1.2(a), bullet 5: This language has been relocated to Guideline 3.2.2(x). 3.2.1(viii): Clarified that financial apps must have necessary licensing and permissions in the locations where developers make them available. 3.2.2(x): This new guideline contains the language relocated from Guideline 3.1.2(a), bullet 5, and permits developers to otherwise incentivize users to take specific actions within app. Please sign in to your account to accept the updated Apple Developer Program License Agreement. Translations of the guidelines will be available on Apple Developer website within one month.

2025/6/9
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Today @ WWDC25: Day 1

WWDC25 is here! Watch a quick welcome video to help you get started, then dive into sessions and sign up for tomorrow’s group labs. Welcome to WWDC25 Watch now Explore Day 1 > Tuesday’s group labs Developer Tools group lab View now Swift group lab View now Metal & game technologies group lab View now Camera & Photos frameworks group lab View now

2025/6/5
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Introducing the 2025 Apple Design Award winners and finalists

An artistic puzzler with a wildlife twist. A translation app powered by machine learning and stickers. And a card game that’s been on quite a run. Say hello to the wildly inventive crop of 2025 Apple Design Award honorees. View this year's winners and finalists >

2025/6/3
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Hello Developer: June 2025

WWDC25 is just days away! Here’s everything you need to get ready — and a big announcement to start things off. Say hello to the wildly inventive crop of 2025 Apple Design Award winners and finalists. Read the full article

2025/6/3
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Sleek peek.

WWDC25 is almost here! Find out how to tune in to the Keynote and Platforms State of the Union on Monday, June 9. Learn more

2025/6/2
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Tax and Price updates for Apps, In-App Purchases, and Subscriptions

The App Store is designed to make it easy to sell your digital goods and services globally, with support for 44 currencies across 175 storefronts. From time to time, we may need to adjust prices or your proceeds due to changes in tax regulations or foreign exchange rates. These adjustments are made using publicly available exchange rate information from financial data providers to help make sure prices for apps and In-App Purchases stay consistent across all storefronts. Tax and price updates As of May 16: Your proceeds from the sale of eligible apps and In‑App Purchases have been modified in Brazil to account for the Contribuições de Intervenção no Domínio Econômico (CIDE) tax introduction of 10% for developers based outside of Brazil. Beginning June 2: Pricing for apps and In-App Purchases will be updated for Brazil and Kazakhstan if you haven’t selected one of these storefronts as the base storefront for your app or In‑App Purchase.¹ The updates in Brazil also consider the 10% CIDE tax introduction. If you’ve selected Brazil or Kazakhstan as the base storefront for your app or In-App Purchase, prices won’t change. On other storefronts, prices will be updated to maintain equalization with your chosen base price. Prices won’t change in any region if your In‑App Purchase is an auto‑renewable subscription. Prices also won’t change on the storefronts where you manually manage prices instead of using the automated equalized prices. The Pricing and Availability section of Apps has been updated in App Store Connect to display these upcoming price changes. As always, you can change the prices of your apps, In‑App Purchases, and auto‑renewable subscriptions at any time. Additional upcoming changes Beginning August 4: All auto-renewable subscription price increases in Austria, Germany, and Poland will require customers to consent to the new price for their subscription to continue renewing. Price increases scheduled with a start date on or after August 4: All customers must consent to the new price. If a subscriber doesn’t agree to the new price or takes no action, Apple will continue to request consent approximately weekly through email, push notifications, and in-app messaging until their subscription expires at the end of their current billing cycle. Price increases scheduled with a start date before August 4: Current notice criteria will remain in effect, even if the renewal occurs after August 4 (for annual subscriptions, renewal could be as late as August 2026). See criteria, noting that consent may apply to customers depending on the size or velocity of your price increases. To help ensure a smooth transition, we recommend avoiding scheduling price increases with a start date between August 2 and August 4. Learn more about managing your prices View or edit upcoming price changes Edit your app’s base country or region Pricing and availability start times by country or region Set a price for an In-App Purchase Learn more about your proceeds View payments and proceeds Download financial reports ¹ Excludes auto-renewable subscriptions.

2025/5/16
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Hello Developer: May 2025

In this edition: Join us to learn how to make your apps more accessible to everyone. Plus, check out our new and refreshed Pathways, and uncover the time-traveling secrets of the Apple Design Award-winning game The Wreck. Read the full article

2025/5/7
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Random access memories: Inside the time-shifting narrative of The Wreck

The Wreck is filed under games, but it’s also been called a visual novel, an interactive experience, and a playable movie. Florent Maurin is OK with all of it. “I like to think we’re humbly participating in expanding the idea of what a video game can be,” he says. Maurin is the co-writer, designer, and producer of The Wreck — and here we’ll let you decide what to call it. The Wreck tells the tale of Junon, a writer who’s abruptly called to a hospital to make a life-changing decision involving her mother. The story is anchored by the accident that lends the game its name, but the ensuing narrative is splintered, and begins to take shape only as players navigate through seemingly disconnected scenes that can be viewed multiple times from different perspectives. The Wreck is far from light. But its powerful story and unorthodox mechanics combine for a unique experience. “We tried to make a game that’s a bit off the beaten path,” says Maurin, who’s also the president and CEO of The Pixel Hunt studio, “and hopefully it connects with people.” ADA FACT SHEET The Wreck Winner: Social impact Team: The Pixel Hunt Available on: iPhone, iPad Team size: 4 Maurin is a former children’s journalist who worked at magazines and newspapers in his native France. After nearly 10 years in the field, he pivoted to video games, seeing them as a different way to share real stories about real people. “Reality is a source of inspiration in movies, novels, and comic books, but it’s almost completely absent in the gaming landscape,” he says. “We wanted to challenge that.” Founded in 2014, The Pixel Hunt has released acclaimed titles like the App Store Award–winning historical adventure Inua and the text-message adventure Bury Me, My Love. It was near the end of the development process for the latter that Maurin and his daughter were involved in a serious car accident. “It was honestly like a movie trope,” he says. “Time slowed down. Weird memories that had nothing to do with the moment flashed before my eyes. Later I read that the brain parses through old memories to find relevant knowledge for facing that kind of situation. It was so sudden and so intense, and I knew I wanted to make something of it. And what immediately came to mind was a game.” Junon's interactions with the hospital staff drive the narrative in The Wreck. But Maurin was too close to the source material; the accident had left a lasting impact, and he separated himself from the creative process. “I think I was trying to protect myself from the intensity of that feeling,” he says. “That’s when Alex, our art director, told me, ‘Look, this is your idea, and I don’t think it’ll bloom if you don’t really dig deep and own the creative direction.’ And he was right.” That was art director Alexandre Grilletta, who helmed the development team alongside lead developer Horace Ribout, animator Peggy Lecouvey, sound designers Luis and Rafael Torres, and Maurin’s sister, Coralie, who served as a “second brain” during writing. (In a nice bit of serendipity, the game’s script was written in an open-source scripting language developed by Inkle, which used it for their own Apple Design Award-winning game, Overboard, in 2022.) Junon's sister might not be an entirely welcome presence in The Wreck. The story of The Wreck is split into two parts. The first — what the team calls the “last day” — follows Junon at the hospital while she faces her mother’s situation as well as revealing interactions with her sister and ex-husband. Maurin says the “last day” was pretty straightforward from a design standpoint. “We knew we wanted a cinematic look,” he says, “so we made it look like a storyboard with some stop-motion animation and framing. It was really nothing too fancy. The part that was way more challenging was the memories.” Those “memories” — and the backstory they tell — employ a clever mechanism in which players view a scene as a movie and have the ability to fast-forward or rewind the scene. These memory scenes feel much different; they’re dreamlike and inventive, with swooping camera angles, shifting perspectives, and words that float in the air. “I saw that first in What Remains of Edith Finch,” says Maurin. “I thought it was an elegant way of suggesting the thing that triggers a character’s brain in that moment.” Junon's thoughts are often conveyed in floating phrases that surround her in stressful moments. Successive viewings of these memories can reveal new details or cast doubt on their legitimacy — something Maurin wrote from experience. “I’ll give you an example,” he says. “When my parents brought my baby sister home from the hospital, I remember the exact moment they arrived in the car. It’s incredibly vivid. But the weird part is: This memory is in the third person. I see myself tiptoeing to the window to watch them in the street — which is impossible! I rewrote my own memory for some reason, and only my brain knows why it works like that. But it feels so real.” Throughout the development process, Maurin and team held close to the idea of a “moving and mature” story. In fact, early prototypes of The Wreck were more gamified — in one version, players grabbed floating items — but playtesters found the activity distracting. “It took them out of the story,” Maurin says. “It broke the immersion. And that was counterproductive to our goal.” Items in The Wreck — like this tin of peppermints — often carry a larger meaning. Maurin admits that approaching games with this mindset can be a challenge. “Some players are curious about our games and absolutely love them. Some people think, ‘These don’t fit the perception of what I think I enjoy.’ And maybe the games are for them, and maybe they’re not. But this is what we’ve been doing for 11 years. And I think we're getting better at it.” Meet the 2024 Apple Design Award winners Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.

2025/5/6
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Updated guidelines now available

The App Review Guidelines have been updated for compliance with a United States court decision regarding buttons, external links, and other calls to action in apps. These changes affect apps distributed on the United States storefront of the App Store, and are reflected in updates to Guidelines 3.1.1, 3.1.1(a), 3.1.3, and 3.1.3(a). View the App Review Guidelines Translations of the guidelines will be available on Apple Developer website within one month.

2025/5/1
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Hello Developer: April 2025

In this edition: Revisit foundational sessions, join us to dive into SwiftUI, and meet an Apple Design Award winner that defies description. Read the full article

2025/4/8
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Rooms at the top: How this ADA-winning team built a title that defies description

Ask Jason Toff whether his Apple Design Award winner is a game or an app, and his answer is yes. “There’s no one-sentence description for Rooms, and that can be a blessing,” laughs Toff, CEO and head designer of Things, Inc. “It’s not entirely a game, and it’s not entirely a tool. It’s more like a toy.” It’s also a blank canvas, cozy game, coding teacher, and social network — but we’re getting ahead of ourselves. At its heart, Rooms is a collection of user-generated 3-D spaces that feels like the open-ended world of the early internet. Start with an empty room or existing template, then fill it with an array of voxel decorations, items, pets, and avatars to create whatever space you like: a college apartment, medieval castle chamber, floating fantasy realm, pirate ship, or a Weezer concert (really), to name just a few. The only limits are the room’s boundaries — and Rooms fans have even gotten around those. “Our 404 page is a room with no walls,” Toff says, “so people just started copying it to work around the constraint.” ADA FACT SHEET Rooms Winner: Visuals and Graphics Team: Things, Inc. Available on: iOS, iPadOS Team size: 4 Learn more about Rooms Download Rooms from the App Store In fact, that community element is a strong point: This creative tapestry of quirky games, tranquil havens, and clever ideas has been conjured by real people, which makes Rooms a social network as well. What’s more, users can click on each item to reveal its underlying code, offering them more options for customization. To create Rooms — which, incidentally, won the ADA for Visuals and Graphics in games — Toff and cofounders Nick Kruge and Bruno Oliveira threw themselves back into their childhoods. “I was obsessed with Legos as a kid,” says Toff, not unexpectedly. “I found myself wondering, ‘What’s the digital equivalent of that?’” Rooms isn’t just about rooms; creators have plenty of ways to noodle on their ideas. Drawing on that inspiration — as well as Toff’s experiences with Kid Pix on his dad’s 1989-era Mac — the Rooms team began envisioning something that, as Oliveira says, kept the floor low but the ceiling high. “We wanted anyone from 4-year-olds to their grandparents to be able to use Rooms,” he says, “and that meant making something free-form and creative.” It also meant building something that gave a sense of approachability and creativity, which led them right to voxels. “Blocks have a charm, but they can also be kind of ugly,” Toff laughs. “Luckily, Bruno’s were cute and soft, so they felt approachable and familiar.” And from Oliveira’s side, blocks offered a practical value. “It’s much easier to do 3-D modeling with blocks,” says Oliveira. “You can just add or remove voxels whenever you want, which lowers the bar for everyone.” We wanted anyone from 4-year-olds to their grandparents to be able to use Rooms, and that meant making something free-form and creative. Jason Toff, CEO and head designer of Things, Inc. Rooms launched in 2023 as a web-based app that included 1,000 voxel objects and allowed users to write their own code. It gained traction through both word of mouth and, more directly, a video that went viral in the cozy-gaming community. “All of a sudden, we had all these people coming,” says Oliveira, “and we realized we needed to prioritize the mobile app. Nick was like, ‘I think we can get feature parity with desktop on the iPhone screen,’ and we basically pulled a rabbit out of a hat.” Today, the vast majority of Rooms users are on mobile, where they spend the bulk of their time editing. “We were just shocked by how much time people were spending making rooms,” he says. “These weren’t quick five-minute projects. We did not anticipate that.” Of course the Things, Inc. team rebuilt their own offices in Rooms. All that building fed into a social aspect as well. Toff says most of the items in Rooms are now created, edited, and amplified by lots of different users. “Here’s a good example: We have a sway effect that makes things wave back and forth a little,” he says. “Someone realized that if they put some branches on a tree and added that effect, the tree immediately looked alive. Now everyone’s doing that. There’s a real additive effect to building in Rooms.” Today, the Rooms library contains more than 10,000 items. There’s a lot of power under the hood, too. “Rooms uses a Lua scripting language that runs in a C++ context,” says Oliveira, “so it’s kind of Lua, encased in C++, encased in Unity, encased in iOS.” Every room, he says, is a new Unity instance. And adding native iOS elements — like sliders on the Explore page and a bottom navigation — gives what he calls the “design chef’s kiss.” An early sketch of Rooms shows how the room design came together early in the process. Like its community, the Rooms team is used to moving fast. “One day I said, ‘It would be cool if this had a D-pad and A/B buttons,” says Toff, “and about 10 hours later Bruno was like, ‘Here you go.’” On another lark, Toff mentioned that it would be fun to let users fly around their rooms, and Kruge and Oliveira promptly created a “camera mode” that’s come to be known internally as the “Jason-Cam.” That’s satisfying to a team that simply set out to build a cutting-edge plaything. “We always had this metaphor that Rooms was a swimming pool with a shallow side and a deep side,” says Oliveira. “It should be fun for people dabbling in the shallow side. But it should also be amazing for people swimming in the deep end. If you just want to look at rooms, you can. But you can also dive all the way down and write complicated code. There’s something for everyone.” Meet the 2024 Apple Design Award winners Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.

2025/4/8
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WWDC25: June 9-13, 2025

Join the worldwide developer community online for a week of technology and creativity. Be there for the reveal of the latest Apple tools, frameworks, and features. Learn to elevate your apps and games through video sessions hosted by Apple engineers and designers. Engage with Apple experts in labs and connect with the worldwide developer community. All online and at no cost. Learn more about WWDC25

2025/3/25
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Assassin’s Creed Shadows comes to Mac

It’s an ice-cold late winter’s morning in Canada, but the offices of Ubisoft Quebec are ablaze with excitement. The Ubisoft team is preparing the release of Assassin’s Creed Shadows, the 14th main entry in the series and an evolution for the franchise in nearly every detail. It’s set in feudal 16th-century Japan, a rich and elegant period that’s been long sought-after by fans and Ubisoft team members alike. It introduces a pair of fierce protagonists: Yasuke, a powerful warrior of African origin, and Naoe, an agile Shinobi assassin, both brought to life with attention to historical accuracy. Its world feels alive with an ever-changing dynamism that’s apparent in everything from the shifting weather to the rotating seasons to the magical interplay of light and shadow. And what’s more, it’s set to release on Mac the same day it arrives on PCs and consoles. “It’s been a longtime dream to bring the game to Mac,” says Ubisoft executive producer Marc-Alexis Côté, who debuted the game on Mac during the WWDC24 Keynote. “It’s incredible that I can now open a MacBook Pro and get this level of immersion.” Shadows will also be coming later to iPad with M-series chips. Naoe, one of the game’s two protagonists, is an agile assassin who’s at her best when striking from the shadows. Today marks one of the first times that the gaming community will get its hands on Shadows, and to celebrate the occasion, the Ubisoft offices — a mix of cozy chalet-worthy reclaimed wood and wide-open windows that afford a view of snowy Quebec City rooftops — have been reskinned with an Assassin’s Creed theme, including a display that emphasizes the heft of Yasuke’s weapons, especially an imposing-looking 13-pound model of the character’s sword. (On this day, the display is hosted by associate game director Simon Lemay-Comtois, who appears quite capable of wielding it.) Download Assassin's Creed Shadows from the Mac App Store Côté calls Shadows his team’s “most ambitious” game. In crafting the game’s expansive world, Ubisoft’s development team took advantage of an array of advanced Mac technologies: Metal 3 (working in concert with Ubisoft’s next-generation Anvil engine), Apple silicon, and a mix of HDR support and real-time ray tracing on Macs with M3 and M4 that Côté says was “transformative” in creating the game’s immersion. It’s been a longtime dream to bring the game to Mac. Marc-Alexis Côté, Ubisoft executive producer “Seeing those millions of lines of code work natively on a Mac was a feeling that’s hard to describe,” Côté says. “When you look at the game’s performance, the curve Apple is on with successive improvements to the M-series chips year after year, and the way the game looks on an HDR screen, you’re like, ‘Is this real?’” Assassin’s Creed Shadows is a balance of the technical and creative. For the former, associate technical director Mathieu Belanger says the capabilities of Mac laid the groundwork for technical success. “The architecture of the hardware is so well done, thanks in part to the unified memory between the GPU and CPU. That made us think the future is bright for gaming on the platform. So many things about doing this on Mac were great right out of the box.” Naoe’s counterpart, Yasuke, prefers the use of brute force. On the creative side, Ubisoft creative director Jonathan Dumont focused on a different opportunity. “The important thing was: Does this feel right? Is it what we want to send to players? And the answer was yes.” The creative team’s goal was nothing short of “making this world feel alive,” says Martin Bedard, a 20-year Ubisoft veteran who served as the game’s technology director (and is very good at playing as Naoe). “You’re put into a moment that really existed,” he says. “This story is your playground.” There are also fluffy kittens. We’ll get to those. The ever-changing seasons lend an incredible variety to the game’s environments. And there’s tremendous power behind the beauty, because the game’s biomes, seasons, weather, and lighting are all dynamic creations. The sunset hour bathes the mountains in soft purple light; the sun’s rays float in through leaves and temple roofs. Pretty much every room has a candle in it, which means the light is always changing. “Look at the clouds here,” says Bedard, pointing at the screen. “That’s not a rendering. These are all fluid-based cloud simulations.” “Japan feels like it’s 80 percent trees and mountains,” says Dumont. “If you’re building this world without the rain, and the winds, and the mountains, it doesn’t feel right.” Wherever you are, wherever you go, everything is beautiful and alive. Mathieu Belanger, associate technical director And those winds? “We developed a lot of features that were barely possible before, and one of them was a full simulation of the wind, not just an animation,” says Belanger. “We even built a humidity simulation that gathers clouds together.” For the in-game seasons, Ubisoft developed an engine that depicted houses, markets, and temples, in ever-changing conditions. “This was all done along the way over the past four years,” he says. To pursue historical accuracy, Dumont and the creative team visited Japan to study every detail, including big-picture details (like town maps) to very specific ones (like the varnish that would have been applied to 16th-century wood). It wasn’t always a slam dunk, says Côté: In one visit, their Japanese hosts recommended a revision to the light splashing against the mountains. “We want to get all those little details right,” he says. (A “full-immersion version,” entirely in Japanese with English subtitles, is available.) To recreate the world of 16th-century Japan, the Ubisoft creative visited Japan to study every detail. Ubisoft’s decision to split the protagonist into two distinct characters with different identities, skill sets, origin stories, and class backgrounds came early in the process. (“That was a fun day,” laughs Belanger.) Ubisoft team members emphasize that choosing between Naoe and Yasuke is a matter of personal preference — lethal subtlety vs. brute force. Players can switch between characters at any time, and, as you might suspect, the pair grows stronger together as the story goes on. Much of Naoe’s advantage comes from her ability to linger in the game’s shadows — not just behind big buildings, but wherever the scene creates a space for her to hide. “The masterclass is clearing out a board without being spotted once,” says Bedard. (The Hideout is) peaceful. You can say, ‘I feel like putting some trees down, seeing what I collected, upgrading my buildings, and petting the cats.’ Jonathan Dumont, Ubisoft creative director Which brings us to the Hideout, Naoe and Yasuke’s home base and a bucolic rural village that acts as a zen-infused respite from the ferocity of battle. “It’s a place that welcomes you back,” says Dumont. It’s eminently customizable, both from a game-progression standpoint but also in terms of aesthetics. Where the battle scenes are a frenzy of bruising combat or stealth attacks, the Hideout is a refuge for supplies, artwork, found objects, and even a furry menagerie of cats, dogs, deer, and other calming influences. “There are progressions, of course,” says Dumont, “but it’s peaceful. You can say, ‘I feel like putting some trees down, seeing what I collected, upgrading my buildings, and petting the cats.” “The kittens were a P1 feature,” laughs associate game director Dany St-Laurent. Yasuke prepares to face off against an opponent in what will likely be a fruitful battle. Yet for all those big numbers, Dumont says the game boils down to something much simpler. “I just think the characters work super-well together,” he says. “It’s an open-world game, yes. But at its core, it features two characters you’ll like. And the game is really about following their journey, connecting with them, exploring their unique mysteries, and seeing how they flow together. And I think the way in which they join forces is one of the best moments in the franchise.” And if the Ubisoft team has its way, there will be plenty more moments to come. “I think the game will scale for years to come on the Mac platform,” says Côté. “Games can be more and more immersive with each new hardware release. We’re trying to create something here where more people can come with day-one games on the Mac, because I think it’s a beautiful platform.” Download Assassin's Creed Shadows from the Mac App Store

2025/3/5
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Hello Developer: March 2025

In this edition: An incredible AAA game comes to Mac. Plus, the latest on International Women’s Day activities, WeChat, and more. Read the full article

2025/3/5
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Apple Developer is now on WeChat

Check out the official Apple Developer WeChat account to find news, announcements, and upcoming activities for the developer community. Learn more in Simplified Chinese

2025/2/25
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Get ready with the latest beta releases

The beta versions of iOS 18.4, iPadOS 18.4, macOS 15.4, tvOS 18.4, visionOS 2.4, and watchOS 11.4 are now available. Get your apps ready by confirming they work as expected on these releases. And to take advantage of the advancements in the latest SDKs, make sure to build and test with Xcode 16.3. As previewed last year, iOS 18.4 and iPadOS 18.4 include support for default translation apps for all users worldwide, and default navigation apps for EU users. Beginning April 24, 2025, apps uploaded to App Store Connect must be built with Xcode 16 or later using an SDK for iOS 18, iPadOS 18, tvOS 18, visionOS 2, or watchOS 11. View downloads and release notes

2025/2/21
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New requirement for apps on the App Store in the European Union

As of today, apps without trader status have been removed from the App Store in the European Union (EU) until trader status is provided and verified by Apple. Account Holders or Admins in the Apple Developer Program will need to enter this status in App Store Connect to comply with the Digital Services Act. Learn what a trader is and how to enter your status

2025/2/18
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New features for APNs token authentication are now available

You can now take advantage of upgraded security options when creating new token authentication keys for the Apple Push Notification service (APNs). Team-scoped keys enable you to restrict your token authentication keys to either development or production environments, providing an additional layer of security and ensuring that keys are used only in their intended environments. Topic-specific keys provide more granular control by enabling you to associate each key with a specific bundle ID, allowing for more streamlined and organized key management. This is particularly beneficial for large organizations that manage multiple apps across different teams. Your existing keys will continue to work for all push topics and environments. At this time, you don’t have to update your keys unless you want to take advantage of the new capabilities. For detailed instructions on how to secure your communications with APNs, read Establishing a token-based connection to APNs.

2025/2/17
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Upcoming changes to offers and trials for subscriptions in South Korea

Starting February 14, 2025, new regulatory requirements in South Korea will apply to all apps with offers and trials for auto-renewing subscriptions. To comply, if you offer trials or offers for auto-renewing subscriptions to your app or game, additional consent must be obtained for your trial or offer after the initial transaction. The App Store will help to get consent by informing the affected subscribers with an email, push notification, and in-app price consent sheet, and asking your subscribers to agree to the new price. This additional consent must be obtained from customers within 30 days from the payment or conversion date for: Free to paid trials Discounted subscription offers to standard-price subscriptions Apps that do not offer a free trial or discounted offer before a subscription converts to the regular price are not affected. Learn more about this regulation

2025/2/15
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Tax and price updates for apps, In-App Purchases, and subscriptions

The App Store is designed to make it easy to sell your digital goods and services globally, with support for 44 currencies across 175 storefronts. From time to time, we may need to adjust prices or your proceeds due to changes in tax regulations or foreign exchange rates. These adjustments are made using publicly available exchange rate information from financial data providers to help make sure prices for apps and In-App Purchases stay consistent across all storefronts. Tax and pricing updates for February As of February 6: Your proceeds from the sale of eligible apps and In‑App Purchases have been modified in: Azerbaijan: value-added tax (VAT) introduction of 18% Peru: VAT introduction of 18% Slovakia: Standard VAT rate increase from 20% to 23% Slovakia: Reduced VAT rate introduction of 5% for ebooks Estonia: Reduced VAT rate increase from 5% to 9% for news publications, magazines, and other periodicals Finland: Reduced VAT rate increase from 10% to 14% for ebooks Exhibit B of the Paid Applications Agreement has been updated to indicate that Apple collects and remits applicable taxes in Azerbaijan and Peru.¹ As of February 24: Pricing for apps and In-App Purchases will be updated for the Azerbaijan and Peru storefronts if you haven’t selected one of these as the base for your app or In‑App Purchase.² These updates also consider VAT introductions listed in the tax updates section above. If you’ve selected the Azerbaijan or Peru storefront as the base for your app or In-App Purchase, prices won’t change. On other storefronts, prices will be updated to maintain equalization with your chosen base price. Prices won’t change in any region if your In‑App Purchase is an auto‑renewable subscription. Prices also won’t change on the storefronts where you manually manage prices instead of using the automated equalized prices. The Pricing and Availability section of Apps has been updated in App Store Connect to display these upcoming price changes. As always, you can change the prices of your apps, In‑App Purchases, and auto‑renewable subscriptions at any time. Learn more about managing your prices View or edit upcoming price changes Edit your app’s base country or region Pricing and availability start times by country or region Set a price for an In-App Purchase Beginning April 1: As a result of last year’s change in Japan’s tax regulations, Apple (through iTunes K.K. in Japan) is now designated as a Specified Platform Operator by the Japan tax authority. All paid apps and In-App Purchases, (including game items, such as coins) sold by non-Japan-based developers on the App Store in Japan will be subject to the platform tax regime. Apple will collect and remit a 10% Japanese consumption tax (JCT) to the National Tax Agency JAPAN on such transactions at the time of purchase. Your proceeds will be adjusted accordingly. Please note any prepaid payment instruments (such as coins) sold prior to April 1, 2025, will not be subject to platform taxation, and the relevant JCT compliance should continue to be managed by the developer. For specific information on how the JCT affects in-game items, see Question 7 in the Tax Agency of Japan’s Q&A about Platform Taxation of Consumption Tax. Learn more about your proceeds View payments and proceeds Download financial reports ¹ Translations of the updated agreement are available on the Apple Developer website today. ² Excludes auto-renewable subscriptions.

2025/2/6
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Game distribution on the App Store in Vietnam

The Vietnamese Ministry of Information and Communications (MIC) requires games to be licensed to remain available on the App Store in Vietnam. To learn more and apply for a game license, review the regulations. Once you have obtained your license: Sign in to App Store Connect. Enter the license number and the associated URL in the description section of your game’s product page. Note that you only need to provide this information for the App Store localization displayed on the Vietnam storefront. Submit an update to App Review. If you have questions on how to comply with these requirements, please contact the Authority of Broadcasting and Electronic Information (ABEI) under the Vietnamese Ministry of Information and Communications. View the full law

2025/2/5
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Hello Developer: February 2025

In this edition: The latest on developer activities, the Swift Student Challenge, the team behind Bears Gratitude, and more. Read the full article

2025/2/5
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The good news bears: Inside the adorably unorthodox design of Bears Gratitude

Here’s the story of how a few little bears led their creators right to an Apple Design Award. Bears Gratitude is a warm and welcoming title developed by the Australian husband-and-wife team of Isuru Wanasinghe and Nayomi Hettiarachchi. Journaling apps just don’t get much cuter: Through prompts like “Today isn’t over yet,” “I’m literally a new me,” and “Compliment someone,” the Swift-built app and its simple hand-drawn mascots encourage people to get in the habit of celebrating accomplishments, fostering introspection, and building gratitude. “And gratitude doesn’t have to be about big moments like birthdays or anniversaries,” says Wanasinghe. “It can be as simple as having a hot cup of coffee in the morning.” ADA FACT SHEET Bears Gratitude Winner: Delight and Fun Available on: iOS, iPadOS, macOS Team size: 2 Download Bears Gratitude from the App Store Wanasinghe is a longtime programmer who’s run an afterschool tutoring center in Sydney, Australia, for nearly a decade. But the true spark for Bears Gratitude and its predecessor, Bears Countdown, came from Hettiarachchi, a Sri Lankan-born illustrator who concentrated on her drawing hobby during the Covid-19 lockdown. Wanasinghe is more direct. “The art is the heart of everything we do,” he says. Bears Gratitude was developed by the Australian husband-and-wife team of Isuru Wanasinghe and Nayomi Hettiarachchi. In fact, the art is the whole reason the app exists. As the pandemic months and drawings stacked up, Hettiarachchi and Wanasinghe found themselves increasingly attached to her cartoon creations, enough that they began to consider how to share them with the world. The usual social media routes beckoned, but given Wanasinghe’s background, the idea of an app offered a stronger pull. “In many cases, you get an idea, put together a design, and then do the actual development,” he says. “In our case, it’s the other way around. The art drives everything.” The art is the heart of everything we do. Isuru Wanasinghe, Bears Gratitude cofounder With hundreds of drawings at their disposal, the couple began thinking about the kinds of apps that could host them. Their first release was Bears Countdown, which employed the drawings to help people look ahead to birthdays, vacations, and other marquee moments. Countdown was never intended to be a mass-market app; the pair didn’t even check its launch stats on App Store Connect. “We’d have been excited to have 100 people enjoy what Nayomi had drawn,” says Wanasinghe. “That’s where our heads were at.” But Countdown caught on with a few influencers and become enough of a success that the pair began thinking of next steps. “We thought, well, we’ve given people a way to look forward,” says Wanasinghe. “What about reflecting on the day you just had?’” Hettiarachchi’s art samples get a close inspection from one of her trusted associates. Gratitude keeps the cuddly cast from Countdown, but otherwise the app is an entirely different beast. It was also designed in what Wanasinghe says was a deliberately unusual manner. “Our design approach was almost bizarrely linear,” says Wanasinghe. “We purposely didn’t map out the app. We designed it in the same order that users experience it.” Other unorthodox decisions followed, including the absence of a sign-in screen. “We wanted people to go straight into the experience and start writing,” he says. The home-screen journaling prompts are presented via cards that users flip through by tapping left and right. “It’s definitely a nonstandard UX,” says Wanasinghe, “but we found over and over again that the first thing users did was flip through the cards.” Our design approach was almost bizarrely linear. We purposely didn’t map out the app. We designed it in the same order that users experience it. Isuru Wanasinghe, Bears Gratitude cofounder Another twist: The app’s prompts are written in the voice of the user, which Wanasinghe says was done to emphasize the personal nature of the app. “We wrote the app as if we were the only ones using it, which made it more relatable,” he says. Then there are the bears, which serve not only as a distinguishing hook in a busy field, but also as a design anchor for its creators. “We’re always thinking: ‘Instead of trying to set our app apart, how do we make it ours?’ We use apps all the time, and we know how they behave. But here we tried to detach ourselves from all that, think of it as a blank canvas, and ask, ‘What do we want this experience to be?’” Early design sketches for Bears Gratitude show the collection of swipe-able prompt cards. Bears Gratitude isn’t a mindfulness app — Wanasinghe is careful to clarify that neither he nor Hettiarachchi are therapists or mental health professionals. “All we know about are the trials and tribulations of life,” he says. But those trials and tribulations have reached a greater world. “People have said, ‘This is just something I visit every day that brings me comfort,’” says Wanasinghe. “We’re so grateful this is the way we chose to share the art. We’re plugged into people’s lives in a meaningful way.” Meet the 2024 Apple Design Award winners Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.

2025/2/5
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Apply for the Swift Student Challenge now through February 23

Submissions for the Swift Student Challenge 2025 are now open through February 23. You have three more weeks to design, test, refine, and submit your app playground for consideration to be named one of 350 winners. What to know: The Challenge is free to enter — you just need access to an iPad or Mac with Swift Playground or Xcode. The best app ideas are personal — let your passion shine through your work. No formal coding experience required — the Challenge is open to students of all levels. Your app playground doesn’t need to be intricate — it should be experienced within 3 minutes or less. Where to start: Explore tools and tutorials to build an incredible app playground. Get inspired by last year’s Distinguished Winners, learn about their winning apps, and read about their experiences at Apple Park. Learn more about the Challenge

2025/2/3
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Introducing the Advanced Commerce API

The App Store facilitates billions of transactions annually to help developers grow their businesses and provide a world-class customer experience. To further support developers’ evolving business models — such as exceptionally large content catalogs, creator experiences, and subscriptions with optional add-ons — we’re introducing the Advanced Commerce API. Developers can apply to use the Advanced Commerce API to support eligible App Store business models and more flexibly manage their In-App Purchases within their app. These purchases leverage the power of the trusted App Store commerce system, including end-to-end payment processing, tax support, customer service, and more, so developers can focus on providing great app experiences. Learn about eligibility requirements and how to apply

2025/1/23
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Apps without trader status will be removed from the App Store in the EU

Starting February 17, 2025: Due to the European Union’s Digital Services Act, apps without trader status will be removed from the App Store in the European Union until trader status is provided and verified, if necessary. As a reminder, Account Holders or Admins in the Apple Developer Program need to enter trader status in App Store Connect for apps on the App Store in the European Union in order to comply with the Digital Services Act. Learn what a trader is and how to enter your status

2025/1/17
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Reminder: Upcoming Changes to the App Store Receipt Signing Intermediate Certificate

As part of ongoing efforts to improve security and privacy on Apple platforms, the App Store receipt signing intermediate certificate is being updated to use the SHA-256 cryptographic algorithm. This certificate is used to sign App Store receipts, which are the proof of purchase for apps and In-App Purchases. This update is being completed in multiple phases and some existing apps on the App Store may be impacted by the next update, depending on how they verify receipts. Starting January 24, 2025, if your app performs on-device receipt validation and doesn’t support the SHA-256 algorithm, your app will fail to validate the receipt. If your app prevents customers from accessing the app or premium content when receipt validation fails, your customers may lose access to their content. If your app performs on-device receipt validation, update your app to support certificates that use the SHA-256 algorithm; alternatively, use the AppTransaction and Transaction APIs to verify App Store transactions. For more details, view TN3138: Handling App Store receipt signing certificate changes.

2025/1/16
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Algorithm changes to server connections for Apple Pay on the Web

Starting next month, Apple will change the supported algorithms that secure server connections for Apple Pay on the Web. In order to maintain uninterrupted service, you’ll need to ensure that your production servers support one or more of the designated six ciphers before February 4, 2025. These algorithm changes will affect any secure connection you’ve established as part of your Apple Pay integration, including the following touchpoints: Requesting an Apple Pay payment session (Apple Pay on the Web only) Renewing your domain verification (Apple Pay on the Web only) Receiving and handling merchant token notifications for recurring, deferred, and automatic-reload transactions (Apple Pay on the Web and in app) Creating and updating Wallet Orders (Apple Pay on the Web and in app) Managing merchant onboarding via the Apple Pay Web Merchant Registration API (payment service provider (PSP) and e-commerce platforms only)

2025/1/10
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Hello Developer: January 2025

In the first edition of the new year: Bring SwiftUI to your app in Cupertino, get ready for the Swift Student Challenge, meet the team behind Oko, and more. Read the full article

2025/1/8
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Walk this way: How Oko leverages AI to make street crossings more accessible

Oko is a testament to the power of simplicity. The 2024 Apple Design Award winner for Inclusivity and 2024 App Store Award winner for Cultural Impact leverages Artificial Intelligence to help blind or low-vision people navigate pedestrian walkways by alerting them to the state of signals — “Walk,” “Don’t Walk,” and the like — through haptic, audio, and visual feedback. The app instantly affords more confidence to its users. Its bare-bones UI masks a powerful blend of visual and AI tools under the hood. And it’s an especially impressive achievement for a team that had no iOS or Swift development experience before launch. “The biggest feedback we get is, ‘It’s so simple, there’s nothing complex about it,’ and that’s great to hear,” says Vincent Janssen, one of Oko’s three Belgium-based founders. “But we designed it that way because that’s what we knew how to do. It just happened to also be the right thing.” ADA FACT SHEET From left: Willem Van de Mierop, Michiel Janssen, and Vincent Janssen are the three cofounders of Oko. The app’s name means “eye.” Oko Winner: Inclusivity Team: AYES BV Available on: iPhone Team size: 6 Previous accolades: 2024 App Store Award winner for Cultural Impact; App Store Editors’ Choice Learn more about Oko Download Oko from the App Store For Janssen and his cofounders, brother Michiel and longtime friend Willem Van de Mierop, Oko — the name translates to “eye” — was a passion project that came about during the pandemic. All three studied computer science with a concentration in AI, and had spent years working in their hometown of Antwerp. But by the beginning of 2021, the trio felt restless. “We all had full-time jobs,” says Janssen, “but the weekends were pretty boring.” Yet they knew their experience couldn’t compare to that of a longtime friend with low vision, who Janssen noticed was feeling more affected as the autumn and winter months went on. “We really started to notice that he was feeling isolated more than others,” says Janssen. “Here in Belgium, we were allowed to go for walks, but you had to be alone or with your household. That meant he couldn’t go with a volunteer or guide. As AI engineers, that got us thinking, ‘Well, there are all these stories about autonomous vehicles. Could we come up with a similar system of images or videos that would help people find their way around public spaces?’” I had maybe opened Xcode three times a few years before, but otherwise none of us had any iOS or Swift experience. Vincent Janssen, Oko founder The trio began building a prototype that consisted of a microcomputer, 3D-printed materials, and a small portable speaker borrowed from the Janssen brothers’ father. Today, Janssen calls it “hacky hardware,” something akin to a small computer with a camera. But it allowed the team and their friend — now their primary tester — to walk the idea around and poke at the technology’s potential. Could AI recognize the state of a pedestrian signal? How far away could it detect a Don’t Walk sign? How would it perform in rain or wind or snow? There was just one way to know. “We went out for long walks,” says Janssen. And while the AI and hardware performed well in their road tests, issues arose around the hardware’s size and usability, and the team begin to realize that software offered a better solution. The fact that none of the three had the slightest experience building iOS apps was simply a hurdle to clear. “I had maybe opened Xcode three times a few years before,” says Janssen, “but otherwise none of us had any iOS or Swift experience.” Oko helps people navigate pedestrian walkways through interactive maps and audio, visual, and haptic feedback. So that summer, the team pivoted to software, quitting their full-time jobs and throwing themselves into learning Swift through tutorials, videos, and trusty web searches. The core idea crystallized quickly: Build a simple app that relied on Camera, the Maps SDK, and a powerful AI algorithm that could help people get around town. “Today, it’s a little more complex, but in the beginning the app basically opened up a camera feed and a Core ML model to process the images,” says Janssen, noting that the original model was brought over from Python. “Luckily, the tools made the conversion really smooth.” (Oko’s AI models run locally on device.) With the software taking shape, more field testing was needed. The team reached out to accessibility-oriented organizations throughout Belgium, drafting a team of 100 or so testers to “codevelop the app,” says Janssen. Among the initial feedback: Though Oko was originally designed to be used in landscape mode, pretty much everyone preferred holding their phones in portrait mode. “I had the same experience, to be honest,” said Janssen, “but that meant we needed to redesign the whole thing.” The Oko team navigates through prototypes at a review session in their hometown of Antwerp, Belgium. Other changes included amending the audio feedback to more closely mimic existing real-world sounds, and addressing requests to add more visual feedback. The experience amounted to getting a real-world education about accessibility on the fly. “We found ourselves learning about VoiceOver and haptic feedback very quickly,” says Janssen. Still, the project went remarkably fast — Oko launched on the App Store in December 2021, not even a year after the trio conceived of it. “It took a little while to do things, like make sure the UI wasn’t blocked, especially since we didn’t fully understand the code we wrote in Swift,” laughs Janssen, “but in the end, the app was doing what it needed to do.” We found ourselves learning about VoiceOver and haptic feedback. Vincent Janssen, Oko founder The accessibility community took notice. And in the following months, the Oko team continued expanding its reach — Michiel Janssen and Van de Mierop traveled to the U.S. to meet with accessibility organizations and get firsthand experience with American street traffic and pedestrian patterns. But even as the app expanded, the team retained its focus on simplicity. In fact, Janssen says, they explored and eventually jettisoned some expansion ideas — including one designed to help people find and board public transportation — that made the app feel a little too complex. Today, the Oko team numbers 6, including a fleet of developers who handle more advanced Swift matters. “About a year after we launched, we got feedback about extra features and speed improvements, and needed to find people who were better at Swift than we are,” laughs Janssen. At the same time, the original trio is now learning about business, marketing, and expansion. At its core, Oko remains a sparkling example of a simple app that completes its task well. “It’s still a work in progress, and we’re learning every day,” says Janssen. In other words, there are many roads yet to cross. Meet the 2024 Apple Design Award winners Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.

2025/1/8
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Get ready with the latest beta releases

The beta versions of iOS 18.3, iPadOS 18.3, macOS 15.3, tvOS 18.3, visionOS 2.3, and watchOS 11.3 are now available. Get your apps ready by confirming they work as expected on these releases. And to take advantage of the advancements in the latest SDKs, make sure to build and test with Xcode 16.2. View downloads and release notes Learn about testing a beta OS Learn about sending feedback

2024/12/17
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App Store Award winners announced

Join us in celebrating the outstanding work of these developers from around the world. Meet the winners

2024/12/12
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Updated Apple Developer Program License Agreement now available

Attachment 2 of the Apple Developer Program License Agreement has been amended to specify requirements for use of the In-App Purchase API. Please review the changes and accept the updated terms in your account. View the full terms and conditions Translations of the updated agreement will be available on the Apple Developer website within one month.

2024/12/6
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Hello Developer: December 2024

In this edition: The year in sessions, activities, apps, and games. Read the full article

2024/12/4
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Get your apps and games ready for the holidays

The busiest season on the App Store is almost here. Make sure your apps and games are up to date and ready. App Review will continue to accept submissions throughout the holiday season. Please plan to submit time-sensitive submissions early, as we anticipate high volume and reviews may take longer to complete from December 20-26. Learn more about submitting to the App Store

2024/12/2
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App Store Award finalists announced

Every year, the App Store Awards celebrate exceptional apps and games that improve people's lives while showcasing the highest levels of technical innovation, user experience, design, and positive cultural impact. This year, the App Store Editorial team is proud to recognize over 40 outstanding finalists. Winners will be announced in the coming weeks. Learn about the finalists

2024/11/25
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Price and tax updates for apps, In-App Purchases, and subscriptions

The App Store is designed to make it easy to sell your digital goods and services globally, with support for 44 currencies across 175 storefronts. From time to time, we may need to adjust prices or your proceeds due to changes in tax regulations or foreign exchange rates. These adjustments are made using publicly available exchange rate information from financial data providers to help make sure prices for apps and In-App Purchases stay consistent across all storefronts. Tax updates as of October: Your proceeds from the sale of eligible apps and In‑App Purchases have been increased in: Nepal: Apple no longer remits Nepal value-added tax (VAT) for local developers and proceeds were increased accordingly. Kazakhstan: Apple no longer remits Kazakstan VAT for local developers and proceeds were increased accordingly. Madeira: Decrease of the Madeira VAT rate from 5% to 4% for news publications, magazines and other periodicals, books, and audiobooks. Exhibit B of the Paid Applications Agreement has been updated to indicate that Apple will not remit VAT in Nepal and Kazakhstan for local developers. Learn more about your proceeds View payments and proceeds Download financial reports Price updates as of December 2: Pricing for apps and In-App Purchases will be updated for the Japan and Türkiye storefronts if you haven’t selected one of these as the base for your app or In‑App Purchases. If you’ve selected the Japan or Türkiye storefront as the base for your app or In-App Purchase, prices won’t change. On other storefronts, prices will be updated to maintain equalization with your chosen base price. Prices won’t change in any region if your In‑App Purchase is an auto‑renewable subscription and won’t change on the storefronts where you manually manage prices instead of using the automated equalized prices. The Pricing and Availability section of Apps has been updated in App Store Connect to display these upcoming price changes. As always, you can change the prices of your apps, In‑App Purchases, and auto‑renewable subscriptions at any time. Learn more about managing your prices View or edit upcoming price changes Edit your app’s base country or region Pricing and availability start times by country or region Set a price for an In-App Purchase

2024/11/15
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Enhancements to the App Store featuring process

Share your app or game’s upcoming content and enhancements for App Store featuring consideration with new Featuring Nominations in App Store Connect. Submit a nomination to tell our team about a new launch, in-app content, or added functionality. If you’re featured in select placements on the Today tab, you’ll also receive a notification via the App Store Connect app. In addition, you can promote your app or game’s biggest moments — such as an app launch, new version, or select featuring placements on the App Store — with readymade marketing assets. Use the App Store Connect app to generate Apple-designed assets and share them to your social media channels. Include the provided link alongside your assets so people can easily download your app or game on the App Store. Learn more about getting featured Submit a Featuring Nomination

2024/11/12
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New Broadcast Push Notification Metrics Now Available in the Push Notifications Console

The Push Notifications Console now includes metrics for broadcast push notifications sent in the Apple Push Notification service (APNs) production environment. The console’s interface provides an aggregated view of the broadcast push notifications that are successfully accepted by APNs, the number of devices that receive them, and a snapshot of the maximum number of devices subscribed to your channels. Set up broadcast push notifications Broadcast updates to your Live Activities

2024/11/11
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Coding in the kitchen: How Devin Davies whipped up the tasty recipe app Crouton

Let’s get this out of the way: Yes, Devin Davies is an excellent cook. “I’m not, like, a professional or anything,” he says, in the way that people say they’re not good at something when they are. But in addition to knowing his way around the kitchen, Davies is also a seasoned developer whose app Crouton, a Swift-built cooking aid, won him the 2024 Apple Design Award for Interaction. Crouton is part recipe manager, part exceptionally organized kitchen assistant. For starters, the app collects recipes from wherever people find them — blogs, family cookbooks, scribbled scraps from the ’90s, wherever — and uses tasty ML models to import and organize them. “If you find something online, just hit the Share button to pull it into Crouton,” says the New Zealand-based developer. “If you find a recipe in an old book, just snap a picture to save it.” And when it’s time to start cooking, Crouton reduces everything to the basics by displaying only the current step, ingredients, and measurements (including conversions). There’s no swiping around between apps to figure out how many fl oz are in a cup; no setting a timer in a different app. It’s all handled right in Crouton. “The key for me is: How quickly can I get you back to preparing the meal, rather than reading?” Davies says. ADA FACT SHEET Crouton Winner: Interaction Available on: iPhone, iPad, Mac, Apple Vision Pro, Apple Watch Team size: 1 Learn more about Crouton Download Crouton from the App Store Crouton is the classic case of a developer whipping up something he needed. As the de facto chef in the house, Davies had previously done his meal planning in the Notes app, which worked until, as he laughs, “it got a little out of hand.” At the time, Davies was in his salad days as an iOS developer, so he figured he could build something that would save him a little time. (It’s in his blood: Davies’s father is a developer too.) "Programming was never my strong suit,” he says, “but once I started building something that solved a problem, I started thinking of programming as a means to an end, and that helped.” Davies’s full-time job was his meal ticket, but he started teaching himself Swift on the side. Swift, he says, clicked a lot faster than the other languages he’d tried, especially as someone who was still developing a taste for programming. “It still took me a while to get my head into it,” he says, “but I found pretty early on that Swift worked the way I wanted a language to work. You can point Crouton at some text, import that text, and do something with it. The amount of steps you don’t have to think about is astounding.” I found pretty early on that Swift worked the way I wanted a language to work. Devin Davies, Crouton Coding with Swift offered plenty of baked-in benefits. Davies leaned on platform conventions to make navigating Crouton familiar and easy. Lists and collection views took advantage of Camera APIs. VisionKit powered text recognition; a separate model organized imported ingredients by category. “I could separate out a roughly chopped onion from a regular onion and then add the quantity using a Core ML model,” he says. “It’s amazing how someone like me can build a model to detect ingredients when I really have zero understanding of how it works.” Davies designed Crouton with simplicity in mind at all times. “I spent a lot of time figuring out what to leave out rather than bring in,” he says. The app came together quickly: The first version was done in about six months, but Crouton simmered for a while before finding its audience. “My mom and I were the main active users for maybe a year,” Davies laughs. “But it’s really important to build something that you use yourself — especially when you’re an indie — so there’s motivation to carry on.” Davies served up Crouton updates for a few years, and eventually the app gained more traction, culminating with its Apple Design Award for Interaction at WWDC24. That’s an appropriate category, Davies says, because he believes his approach to interaction is his app’s special sauce. “My skillset is figuring out how the pieces of an app fit together, and how you move through them from point A to B to C,” he says. “I spent a lot of time figuring out what to leave out rather than bring in.” Crouton recipes can be imported from blogs, cookbook, scraps of paper, or anywhere else they might be found. Davies hopes to use the coming months to explore spicing up Crouton with Apple Intelligence, Live Activities on Apple Watch, and translation APIs. (Though Crouton is his primary app, he’s also built an Apple Vision Pro app called Plate Smash, which is presumably very useful for cooking stress relief.) But it’s important to him that any new features or upgrades pair nicely with the current Crouton. “I’m a big believer in starting out with core intentions and holding true to them,” he says. “I don’t think that the interface, over time, has to be completely different.” My skillset is figuring out how the pieces of an app fit together, and how you move through them from point A to B to C. Devin Davies, Crouton Because it’s a kitchen assistant, Crouton is a very personal app. It’s in someone’s kitchen at mealtime, it’s helping people prepare means for their loved ones, it’s enabling them to expand their culinary reach. It makes a direct impact on a person’s day. That’s a lot of influence to have as an app developer — even when a recipe doesn’t quite pan out. “Sometimes I’ll hear from people who discover a bug, or even a kind of misunderstanding, but they’re always very kind about it,” laughs Davies. “They’ll tell me, ‘Oh, I was baking a cake for my daughter’s birthday, and I put in way too much cream cheese and I ruined it. But, great app!’” Meet the 2024 Apple Design Award winners Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.

2024/11/5
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Hello Developer: November 2024

In this edition: The Swift Pathway, new developer activities around the world, and an interview with the creator of recipe app Crouton. Read the full article

2024/11/5
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Upcoming changes to the App Store Receipt Signing Intermediate Certificate

As part of ongoing efforts to improve security and privacy on Apple platforms, the App Store receipt signing intermediate certificate is being updated to use the SHA-256 cryptographic algorithm. This certificate is used to sign App Store receipts, which are the proof of purchase for apps and In-App Purchases. This update is being completed in multiple phases and some existing apps on the App Store may be impacted by the next update, depending on how they verify receipts. Starting January 24, 2025, if your app performs on-device receipt validation and doesn't support a SHA-256 algorithm, your app will fail to validate the receipt. If your app prevents customers from accessing the app or premium content when receipt validation fails, your customers may lose access to their content. If your app performs on-device receipt validation, update your app to support certificates that use the SHA-256 algorithm; alternatively, use the AppTransaction and Transaction APIs to verify App Store transactions. For more details, view TN3138: Handling App Store receipt signing certificate change.

2024/10/31
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TestFlight enhancements to help you reach testers

Beta testing your apps, games, and App Clips is even better with new enhancements to TestFlight. Updates include: Redesigned invitations. TestFlight invitations now include your beta app description to better highlight new features and content your app or game offers to prospective testers. Apps and games with an approved version that’s ready for distribution can also include their screenshots and app category in their invite. We’ve also added a way for people to leave feedback if they didn’t join your beta, so you can understand why they didn’t participate. Tester enrollment criteria. You can choose to set criteria, such as device type and OS versions, to more easily enroll qualified testers via a public link to provide more relevant feedback on your invite. Public link metrics. Find out how successful your public link is at enrolling testers for your app with new metrics. Understand how many testers viewed your invite in the TestFlight app and chose to accept it. If you’ve set criteria for the public link, you can also view how many testers didn’t meet the criteria. To get started with TestFlight, upload your build, add test information, and invite testers. Learn more about TestFlight

2024/10/24
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Get ready with the latest beta releases

The beta versions of iOS 18.2, iPadOS 18.2, and macOS 15.2 are now available. Get your apps ready by confirming they work as expected on these releases. And make sure to build and test with Xcode 16.2 beta to take advantage of the advancements in the latest SDKs. As previewed earlier this year, changes to the browser choice screen, default apps, and app deletion for EU users, as well as support in Safari for exporting user data and for web browsers to import that data, are now available in the beta versions of iOS 18.2 and iPadOS 18.2. These releases also include improvements to the Apps area in Settings first introduced in iOS 18 and iPadOS 18. All users worldwide will be able to manage their default apps via a Default Apps section at the top of the Apps area. New calling and messaging defaults are also now available for all users worldwide. Following feedback from the European Commission and from developers, in these releases developers can develop and test EU-specific features, such as alternative browser engines, contactless apps, marketplace installations from web browsers, and marketplace apps, from anywhere in the world. Developers of apps that use alternative browser engines can now use WebKit in those same apps. View details about the browser choice screen, how to make an app available for users to choose as a default, how to create a calling or messaging app that can be a default, and how to import user data from Safari.

2024/10/23
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Updated agreements now available

The Apple Developer Program License Agreement and its Schedules 1, 2, and 3 have been updated to support updated policies and upcoming features, and to provide clarification. Please review the changes below and accept the updated terms in your account. Apple Developer Program License Agreement Definitions, Section 3.3.3(J): Specified requirements for use of App Intents. Definitions, Section 3.3.5(C): Clarified requirements for use of Sign in With Apple. Definitions, Section 3.3.8(G): Specified requirements for use of the Critical Messaging API. Definitions, Sections 3.3.9(C): Clarified requirements for use of the Apple Pay APIs; updated definition of “Apple” for use of the Apple Pay APIs. Attachment 2: Clarified requirements for use of the In-App Purchase API. Schedules 1, 2, and 3 Apple Services Pte. Ltd. is now the Apple legal entity responsible for the marketing and End-User download of the Licensed and Custom Applications by End-Users located in the following regions: Bhutan Brunei Cambodia Fiji Korea Laos Macau Maldives Micronesia, Fed States of Mongolia Myanmar Nauru Nepal Papua New Guinea Palau Solomon Islands Sri Lanka Tonga Vanuatu Paid Applications Agreement (Schedules 2 and 3) Exhibit B: Indicated that Apple shall not collect and remit taxes for local developers in Nepal and Kazakhstan, and such developers shall be solely responsible for the collection and remittance of such taxes as may be required by local law. Exhibit C: Section 6: Clarified that Apple will apply Korean VAT on the commissions payable by Korean developers to Apple to be deducted from remittance with respect to sales to Korean customers pursuant to local tax laws. Section 10: For Singaporean developers who have registered for Singapore GST and have provided their Singapore GST registration number to Apple, clarified that Apple will apply Singaporean GST on the commissions payable by Singaporean developers to Apple to be deducted from remittance with respect to sales to Singaporean customers pursuant to local tax laws. View the full terms and conditions Translations of the Apple Developer Program License Agreement will be available on the Apple Developer website within one month.

2024/10/23
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New requirement for app updates in the European Union

Starting today, in order to submit updates for apps on the App Store in the European Union (EU) Account Holders or Admins in the Apple Developer Program need to enter trader status in App Store Connect. If you’re a trader, you’ll need to provide your trader information before you can submit your app for review. Starting February 17, 2025, apps without trader status will be removed from the App Store in the EU until trader status is provided and verified in order to comply with the Digital Services Act. Learn what a trader is and how to enter your status

2024/10/18
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Apple Push Notification service server certificate update

The Certification Authority (CA) for Apple Push Notification service (APNs) is changing. APNs will update the server certificates in sandbox on January 20, 2025, and in production on February 24, 2025. All developers using APNs will need to update their application’s Trust Store to include the new server certificate: SHA-2 Root : USERTrust RSA Certification Authority certificate. To ensure a smooth transition and avoid push notification delivery failures, please make sure that both old and new server certificates are included in the Trust Store before the cut-off date for each of your application servers that connect to sandbox and production. At this time, you don’t need to update the APNs SSL provider certificates issued to you by Apple.

2024/10/18
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Hello Developer: October 2024

Get your app up to speed, meet the team behind Lies of P, explore new student resources, and more. Read the full article

2024/10/10
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Masters of puppets: How ROUND8 Studio carved out a niche for Lies of P

Lies of P is closer to its surprising source material than you might think. Based on Carlo Collodi’s 1883 novel The Adventures of Pinocchio, the Apple Design Award-winning game is a macabre reimagining of the story of a puppet who longs to be a real boy. Collodi’s story is still best known as a children’s fable. But it’s also preprogrammed with more than its share of darkness — which made it an appealing foundation for Lies of P director Jiwon Choi. “When we were looking for stories to base the game on, we had a checklist of needs,” says Choi. “We wanted something dark. We wanted a story that was familiar but not entirely childish. And the deeper we dove into Pinocchio, the more we found that it checked off everything we were looking for.” ADA FACT SHEET Lies of P Winner: Visuals and Graphics Team: ROUND8 Studio (developer), NEOWIZ (publisher) Available on: Mac Team size: 100 Previous accolades: App Store 2023 Mac Game of the Year, App Store Editors’ Choice Developed by the South Korea-based ROUND8 Studio and published by its parent company, NEOWIZ, Lies of P is a lavishly rendered dark fantasy adventure and a technical showpiece for Mac with Apple silicon. Yes, players control a humanoid puppet created by Geppetto. But instead of a little wooden boy with a penchant for little white lies, the game’s protagonist is a mechanical warrior with an array of massive swords and a mission to battle through the burned-out city of Krat to find his maker — who isn’t exactly the genial old woodcarver from the fable. “The story is well-known, and so are the characters,” says Choi. “We knew that to create a lasting memory for gamers, we had to add our own twists.” In the burned-out world of Lies of P, something this warm and beautiful can’t be good news. Those twists abound. The puppet is accompanied by a digital lamp assistant named Gemini — pronounced “jim-i-nee,” of course. A major character is a play on the original’s kindly Blue Fairy. A game boss named Mad Donkey is a lot more irritable than the donkeys featured in Collodi’s story. And though nobody’s nose grows in Lies of P, characters have opportunities to lie in a way that directly affects the storyline — and potentially one of the game’s multiple endings. We knew that to create a lasting memory for gamers, we had to add our own twists. Jiwon Choi, Lies of P director “If you play without knowing the original story, you might not catch all those twists,” says Choi. “But it goes the other way, too. We’ve heard from players who became curious about the original story, so they went back and found out about our twists that way.” There’s nothing curious about the game’s success: In addition to winning a 2024 Apple Design Award for Visuals and Graphics, Lies of P was named the App Store’s 2023 Mac Game of the Year and has collected a bounty of accolades from the gaming community. Many of those call out the game’s visual beauty, a world of rich textures, detailed lighting, and visual customization options like MetalFX upscaling and volumetric fog effects that let you style the ruined city to your liking. Many of Collodi’s original characters have been updated for Lies of P, including the Black Rabbit Brotherhood, who appear to be hopping mad. For that city, the ROUND8 team added another twist by moving the story from its original Italian locale to the Belle Èpoque era of pre-WWI France. “Everyone expected Italy, and everyone expected steampunk,” says Choi, “but we wanted something that wasn’t quite as common in the gaming industry. We considered a few other locations, like the wild west, but the Belle Èpoque was the right mix of beauty and prosperity. We just made it darker and gloomier.” We considered a few other locations, like the wild west, but the Belle Èpoque was the right mix of beauty and prosperity. We just made it darker and gloomier. Jiwon Choi, Lies of P director To create the game’s fierce (and oily) combat, Choi and the team took existing Soulslike elements and added their own touches, like customizable weapons that can be assembled from items lying around Krat. “We found that players will often find a weapon they like and use it until the ending,” says Choi. “We found that inefficient. But we also know that everyone has a different taste for weapons.” The system, he says, gives players the freedom to choose their own combinations instead of pursuing a “best” pre-ordained weapon. And the strategy worked: Choi says players are often found online discussing the best combinations rather than the best weapons. “That was our intention when creating the system,” he says. The game is set in the Belle Èpoque, an era known for its beauty and prosperity. “We just made it darker and gloomier,” says Choi. Also intentional: The game’s approach to lying, another twist on the source material. “Lying in the game isn’t just about deceiving a counterpart,” says Choi. “Humans are the only species who can lie to one another, so lying is about exploring the core of this character.” It’s also about the murky ethics of lying: Lies of P suggests that, at times, nothing is as human — or humane — as a well-intentioned falsehood. “The puppet of Geppetto is not human,” says Choi. “But at the same time, the puppet acts like a human and occasionally exhibits human behavior, like getting emotional listening to music. The idea was: Lying is something a human might do. That’s why it’s part of the game.” Every environment in Lies of P — including the Krat Festival, which has seen better days — is rich with desolate detail. The Lies of P story might not be done just yet. Choi and team are working on downloadable content and a potential sequel — possibly starring another iconic character who’s briefly teased in the game’s ending. But in the meantime, the team is taking a moment to enjoy the fruits of their success. “At the beginning of development, I honestly doubted that we could even pull this off,” says Choi. “For me, the most surprising thing is that we achieved this. And that makes us think, ‘Well, maybe we could do better next time.’” Meet the 2024 Apple Design Award winners Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.

2024/10/10
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Announcing the Swift Student Challenge 2025

We’re thrilled to announce the Swift Student Challenge 2025. The Challenge provides the next generation of student developers the opportunity to showcase their creativity and coding skills by building app playgrounds with Swift. Applications for the next Challenge will open in February 2025 for three weeks. We’ll select 350 Swift Student Challenge winners whose submissions demonstrate excellence in innovation, creativity, social impact, or inclusivity. From this esteemed group, we’ll name 50 Distinguished Winners whose work is truly exceptional and invite them to join us at Apple in Cupertino for three incredible days where they’ll gain invaluable insights from Apple experts and engineers, connect with their peers, and enjoy a host of unforgettable experiences. All Challenge winners will receive one year of membership in the Apple Developer Program, a special gift from Apple, and more. To help you get ready, we’re launching new coding resources, including Swift Coding Clubs designed for students to develop skills for a future career, build community, and get ready for the Challenge. Learn more

2024/10/8
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Upcoming regional age ratings in Australia and France

Apple is committed to making the App Store a safe place for everyone — especially kids. Within the next few months, the following regional age ratings for Australia and France will be implemented in accordance with local laws. No action is needed on your part. Where required by local regulations, regional ratings will appear alongside Apple global age ratings. Australia Apps with any instances of simulated gambling will display an R18+ regional age rating in addition to the Apple global age rating on the App Store in Australia. France Apps with a 17+ Apple global age rating will also display an 18+ regional age rating on the App Store in France. Learn more about the age ratings

2024/9/26
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Update on iPadOS 18 apps distributed in the European Union

The App Review Guidelines have been revised to add iPadOS to Notarization. Starting September 16: Users in the EU can download iPadOS apps on the App Store and through alternative distribution. As mentioned in May, if you have entered into the Alternative Terms Addendum for Apps in the EU, iPadOS first annual installs will begin to accrue and the lower App Store commission rate will apply. Alternative browser engines can be used in iPadOS apps. Historical App Install Reports in App Store Connect that can be used with our fee calculator will include iPadOS. If you’ve entered into a previous version of the following agreements, be sure to sign the latest version, which supports iPadOS: Alternative Terms Addendum for Apps in the EU Web Browser Engine Entitlement Addendum for Apps in the EU Embedded Browser Engine Entitlement Addendum for Apps in the EU Learn more about the update on apps distributed in the EU Translations of the guidelines will be available on the Apple Developer website within one month.

2024/9/13
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Win-back offers for auto-renewable subscriptions now available

You can now configure win-back offers — a new type of offer for auto-renewable subscriptions — in App Store Connect. Win-back offers allow you to reach previous subscribers and encourage them to resubscribe to your app or game. For example, you can create a pay up front offer for a reduced subscription price of $9.99 for six months, with a standard renewal price of $39.99 per year. Based on your offer configuration, Apple displays these offers to eligible customers in various places, including: Across the App Store, including on your product page, as well as in personalized recommendations and editorial selections on the Today, Games, and Apps tabs. In your app or game. Via a direct link you share using your own marketing channels. In Subscription settings. When creating win-back offers in App Store Connect, you’ll determine customer eligibility, select regional availability, and choose the discount type. Eligible customers will be able to discover win-back offers this fall. Set up win-back offers Learn about win-back offers

2024/9/10
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App Store submissions now open for the latest OS releases

iOS 18, iPadOS 18, macOS Sequoia, tvOS 18, visionOS 2, and watchOS 11 will soon be available to customers worldwide. Build your apps and games using the Xcode 16 Release Candidate and latest SDKs, test them using TestFlight, and submit them for review to the App Store. You can now start deploying seamlessly to TestFlight and the App Store from Xcode Cloud. With exciting new features like watchOS Live Activities, app icon customization, and powerful updates to Swift, Siri, Controls, and Core ML, you can deliver even more unique experiences on Apple platforms. And beginning next month, you’ll be able to bring the incredible new features of Apple Intelligence into your apps to help inspire the way users communicate, work, and express themselves. Starting April 2025, apps uploaded to App Store Connect must be built with SDKs for iOS 18, iPadOS 18, tvOS 18, visionOS 2, or watchOS 11. Learn about submitting apps

2024/9/9
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Hello Developer: September 2024

Get your apps ready by digging into these video sessions and resources. Explore machine learning on Apple platforms Watch now Bring expression to your app with Genmoji Watch now Browse new resources Learn how to make actions available to Siri and Apple Intelligence. Ebook actions Camera actions Presentation actions Need a boost? Check out our curated guide to machine learning and AI. FEATURED Get ready for OS updates Dive into the latest updates with these developer sessions. Level up your games Port advanced games to Apple platforms Watch now Design advanced games for Apple platforms Watch now Bring your vision to life Design great visionOS apps Watch now Design interactive experiences for visionOS Watch now Upgrade your iOS and iPadOS apps Extend your app’s controls across the system Watch now Elevate your tab and sidebar experience in iPadOS Watch now Browse Apple Developer on YouTube Get expert guidance Check out curated guides to the latest features and technologies. Games visionOS iOS and iPadOS BEHIND THE DESIGN Rytmos: A puzzle game with a global beat Find out how Floppy Club built an Apple Design Award winner that sounds as good as it looks. Behind the Design: The rhythms of Rytmos View now MEET WITH APPLE Reserve your spot for upcoming developer activities Envision the future: Create great apps for visionOS: Find out how to build visionOS apps for a variety of use cases. (October 2, Cupertino) Build faster and more efficient apps: Learn how to optimize your use of Apple frameworks, resolve performance issues, and reduce launch time. (October 23, Cupertino) Subscribe to Hello Developer Want to get Hello Developer in your inbox? Make sure you’ve opted in to receive emails about developer news and events by updating your email preferences in your developer account. Share your thoughts We’d love to hear from you. If you have suggestions for our activities or stories, please let us know.

2024/9/3
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Behind the Design: The rhythms of Rytmos

Rytmos is a game that sounds as good as it looks. With its global rhythms, sci-fi visuals, and clever puzzles, the 2024 Apple Design Award winner for Interaction is both a challenge and an artistic achievement. To solve each level, players must create linear pathways on increasingly complex boards, dodging obstacles and triggering buttons along the way. It’s all set to a world-music backdrop; different levels feature genres as diverse as Ethiopian jazz, Hawaiian slack key guitar, and Gamelan from Indonesia, just to name a few. And here’s the hook: Every time you clear a level, you add an instrument to an ever-growing song. “The idea is that instead of reacting to the music, you’re creating it,” says Asger Strandby, cofounder of Floppy Club, the Denmark-based studio behind Rytmos. “We do a lot to make sure it doesn’t sound too wild. But the music in Rytmos is entirely generated by the way you solve the puzzles.” ADA FACT SHEET Rytmos Winner: Interaction Team: Floppy Club Available on: iPhone, iPad Team size: 5 Learn more about Rytmos Download Rytmos from the App Store The artful game is the result of a partnership that dates back decades. In addition to being developers, Strandby and Floppy Club cofounder Niels Böttcher are both musicians who hail from the town of Aarhus in Denmark. “It’s a small enough place that if you work in music, you probably know everyone in the community,” laughs Böttcher. The music in Rytmos comes mostly from traveling and being curious. Niels Böttcher, Floppy Club cofounder The pair connected back in the early 2000s, bonding over music more than games. “For me, games were this magical thing that you could never really make yourself,” says Strandby. “I was a geeky kid, so I made music and eventually web pages on computers, but I never really thought I could make games until I was in my twenties.” Instead, Strandby formed bands like Analogik, which married a wild variety of crate-digging samples — swing music, Eastern European folk, Eurovision-worthy pop — with hip-hop beats. Strandby was the frontman, while Böttcher handled the behind-the-scenes work. “I was the manager in everything but name,” he says. The band was a success: Analogik went on to release five studio albums and perform at Glastonbury, Roskilde, and other big European festivals. But when their music adventure ended, the pair moved back into separate tech jobs for several years — until the time came to join forces again. “We found ourselves brainstorming one day, thinking about, ‘Could we combine music and games in some way?’” says Böttcher. “There are fun similarities between the two in terms of structures and patterns. We thought, ‘Well, let’s give it a shot.’” Puzzles in Rytmos — like the one set on the planet “Hateta” — come with a little history lesson about the music being played. The duo launched work on a rhythm game that was powered by their histories and travels. “I’ve collected CDs and tapes from all over the world, so the genres in Rytmos are very carefully chosen,” says Böttcher. “We really love Ethiopian jazz music, so we included that. Gamelan music (traditional Indonesian ensemble music that’s heavy on percussion) is pretty wild, but incredible. And sometimes, you just hear an instrument and say, ‘Oh, that tabla has a really nice sound.’ So the music in Rytmos comes mostly from traveling and being curious.” The game took shape early, but the mazes in its initial versions were much more intricate. To help bring them down to a more approachable level, the Floppy Club team brought on art director Niels Fyrst. “He was all about making things cleaner and clearer,” says Böttcher. “Once we saw what he was proposing — and how it made the game stronger — we realized, ‘OK, maybe we’re onto something.’” Success in Rytmos isn't just that you're beating a level. It's that you're creating something. Asger Strandby, Floppy Club cofounder Still, even with a more manageable set of puzzles, a great deal of design complexity remained. Building Rytmos levels was like stacking a puzzle on a puzzle; the team not only had to build out the levels, but also create the music to match. To do so, Strandby and his brother, Bo, would sketch out a level and then send it over to Böttcher, who would sync it to music — a process that proved even more difficult than it seems. “The sound is very dependent on the location of the obstacles in the puzzles,” says Strandby. “That’s what shapes the music that comes out of the game. So we’d test and test again to make sure the sound didn’t break the idea of the puzzle.” Puzzles in Rytmos are all about getting from Point A to Point B — but things are never as simple as they seem. The process, he says, was “quite difficult” to get right. “Usually with something like this, you create a loop, and then maybe add another loop, and then add layers on top of it,” says Böttcher. “In Rytmos, hitting an emitter triggers a tone, percussion sound, or chord. One tone hits another tone, and then another, and then another. In essence, you’re creating a pattern while playing the game.” We’ve actually gone back to make some of the songs more imprecise, because we want them to sound human. Niels Böttcher, Floppy Club cofounder The unorthodox approach leaves room for creativity. “Two different people’s solutions can sound different,” says Strandby. And when players win a level, they unlock a “jam mode” where they can play and practice freely. "It’s just something to do with no rules after all the puzzling,” laughs Strandby. Yet despite all the technical magic happening behind the scenes, the actual musical results had to have a human feel. “We’re dealing with genres that are analog and organic, so they couldn’t sound electronic at all,” says Böttcher. “We’ve actually gone back to make some of the songs more imprecise, because we want them to sound human.” Best of all, the game is shot through with creativity and cleverness — even offscreen. Each letter in the Rytmos logo represents the solution to a puzzle. The company’s logo is a 3.5-inch floppy disk, a little nod to their first software love. (“That’s all I wished for every birthday,” laughs Böttcher.) And both Böttcher and Strandby hope that the game serves as an introduction to both sounds and people they might not be familiar with. "Learning about music is a great way to learn about a culture,” says Strandby. But mostly, Rytmos is an inspirational experience that meets its lofty goal. “Success in Rytmos isn’t just that you’re beating a level,” says Strandby. “It’s that you’re creating something.” Meet the 2024 Apple Design Award winners Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.

2024/9/3
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Price and tax updates for apps, In-App Purchases, and subscriptions

The App Store is designed to make it easy to sell your digital goods and services globally, with support for 44 currencies across 175 storefronts. From time to time, we may need to adjust prices or your proceeds due to changes in tax regulations or foreign exchange rates. These adjustments are made using publicly available exchange rate information from financial data providers to help make sure prices for apps and In-App Purchases stay consistent across all storefronts. Price updates On September 16: Pricing for apps and In-App Purchases¹ will be updated for the Chile, Laos, and Senegal storefronts if you haven’t selected one of these as the base for your app or In‑App Purchase.¹ These updates also consider value‑added tax (VAT) introductions listed in the “Tax updates” section below. If you’ve selected the Chile, Laos, or Senegal storefront as the base for your app or In-App Purchase, prices won’t change. On other storefronts, prices will be updated to maintain equalization with your chosen base price. Prices won’t change in any region if your In‑App Purchase is an auto‑renewable subscription and won’t change on the storefronts where you manually manage prices instead of using the automated equalized prices. The Pricing and Availability section of Apps has been updated in App Store Connect to display these upcoming price changes. As always, you can change the prices of your apps, In‑App Purchases, and auto‑renewable subscriptions at any time. Learn more about managing your prices View or edit upcoming price changes Edit your app’s base country or region Pricing and availability start times by region Set a price for an In-App Purchase Tax updates As of August 29: Your proceeds from the sale of eligible apps and In‑App Purchases have been modified in: Laos: VAT introduction of 10% Senegal: VAT introduction of 18% India: Equalization levy of 2% no longer applicable Exhibit B of the Paid Applications Agreement has been updated to indicate that Apple collects and remits applicable taxes in Laos and Senegal. Beginning in September: Your proceeds from the sale of eligible apps and In‑App Purchases will be modified in: Canada: Digital services tax introduction of 3% Finland: VAT increase from 24% to 25.5% Learn more about your proceeds View payments and proceeds Download financial reports 1: Excludes auto-renewable subscriptions.

2024/8/29
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It’s Glowtime.

Join us for a special Apple Event on September 9 at 10 a.m. PT. Watch on apple.com, Apple TV, or YouTube Live.

2024/8/26
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Upcoming changes to the browser choice screen, default apps, and app deletion for EU users

By the end of this year, we’ll make changes to the browser choice screen, default apps, and app deletion for iOS and iPadOS for users in the EU. These updates come from our ongoing and continuing dialogue with the European Commission about compliance with the Digital Market Act’s requirements in these areas. Developers of browsers offered in the browser choice screen in the EU will have additional information about their browser shown to users who view the choice screen, and will get access to more data about the performance of the choice screen. The updated choice screen will be shown to all EU users who have Safari set as their default browser. For details about the changes coming to the browser choice screen, view About the browser choice screen in the EU. For users in the EU, iOS 18 and iPadOS 18 will also include a new Default Apps section in Settings that lists defaults available to each user. In future software updates, users will get new default settings for dialing phone numbers, sending messages, translating text, navigation, managing passwords, keyboards, and call spam filters. To learn more, view Update on apps distributed in the European Union. Additionally, the App Store, Messages, Photos, Camera, and Safari apps will now be deletable for users in the EU.

2024/8/22
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Upcoming requirements for app distribution in the European Union

As a reminder, Account Holders or Admins in the Apple Developer Program need to enter trader status in App Store Connect for apps on the App Store in the European Union (EU) in order to comply with the Digital Services Act. Please note these new dates and requirements: October 16, 2024: Trader status will be required to submit app updates. If you’re a trader, you’ll need to provide your trader information before you can submit your app for review. February 17, 2025: Apps without trader status will be removed from the App Store in the EU until trader status is provided and verified. Learn what a trader is and how to enter your status

2024/8/16
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Apple Entrepreneur Camp applications are now open

Apple Entrepreneur Camp supports underrepresented founders and developers, and encourages the pipeline and longevity of these entrepreneurs in technology. Attendees benefit from one-on-one code-level guidance, receive unprecedented access to Apple engineers and experts, and become part of the extended global network of Apple Entrepreneur Camp alumni. Applications are now open for female,* Black, Hispanic/Latinx, and Indigenous founders and developers. And this year we’re thrilled to bring back our in-person programming at Apple in Cupertino. For those who can’t attend in person, we’re still offering our full program online. We welcome established entrepreneurs with app-driven businesses to learn more about eligibility requirements and apply today. Apply by September 3, 2024. Learn more * Apple believes that gender expression is a fundamental right. We welcome all women to apply to this program.

2024/8/13
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Updates to the StoreKit External Purchase Link Entitlement

In response to the announcement by the European Commission in June, we’re making the following changes to Apple’s Digital Markets Act compliance plan. We’re introducing updated terms that will apply this fall for developers with apps in the European Union storefronts of the App Store that use the StoreKit External Purchase Link Entitlement. Key changes include: Developers can communicate and promote offers for purchases available at a destination of their choice. The destination can be an alternative app marketplace, another app, or a website, and it can be accessed outside the app or via a web view that appears in the app. Developers may design and execute within their apps the communication and promotion of offers. This includes providing information about prices of subscriptions or any other offer available both within or outside the app, and providing explanations or instructions about how to subscribe to offers outside the application. These communications must provide accurate information regarding the digital goods or services available for purchase. Developers may choose to use an actionable link that can be tapped, clicked, or scanned, to take users to their destination. Developers can use any number of URLs, without declaring them in the app’s Info.plist. Links with parameters, redirects, and intermediate links to landing pages are permitted. Updated business terms for apps with the External Purchase Link Entitlement are being introduced to align with the changes to these capabilities. Learn more by visiting Alternative payment options on the App Store in the European Union or request a 30-minute online consultation to ask questions and provide feedback about these changes.

2024/8/8
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Hello Developer: August 2024

Meet with Apple Explore the latest developer activities — including sessions, consultations, and labs — all around the world. Browse the full schedule > BEHIND THE DESIGN Creating the make-believe magic of Lost in Play Discover how the developers of this Apple Design Award-winning game conjured up an imaginative world of oversized frogs, mischievous gnomes, and occasional pizzas. Behind the Design: Creating the make-believe magic of Lost in Play View now Get resourceful Build local experiences with room tracking: Use room tracking in visionOS to provide custom interactions with physical spaces. Preview your app’s interface in Xcode: Iterate designs quickly and preview your apps’ displays across different Apple devices. News snippets Explore Apple Music Feed: Now available through the Apple Developer Program, Apple Music Feed provides bulk rich catalog metadata for developing experiences that link back to Apple Music. Updates to runtime protection in macOS Sequoia: Find out about updates to Gatekeeper. Evaluate your app’s performance: Find out what’s working — and what you can improve — with peer group benchmark metrics across app categories, business models, and download volumes. SESSION OF THE MONTH Extend your Xcode Cloud workflows Discover how Xcode Cloud can adapt to your development needs. Extend your Xcode Cloud workflows Watch now Subscribe to Hello Developer Want to get Hello Developer in your inbox? Make sure you’ve opted in to receive emails about developer news and events by updating your email preferences in your developer account. Share your thoughts We’d love to hear from you. If you have suggestions for our activities or stories, please let us know.

2024/8/6
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Behind the Design: Creating the make-believe magic of Lost in Play

Lost in Play is a game created by and for people who love to play make-believe. The 2024 Apple Design Award (ADA) winner for Innovation is a point-and-click adventure that follows two young siblings, Toto and Gal, through a beautifully animated world of forbidden forests, dark caverns, friendly frogs, and mischievous gnomes. To advance through the game’s story, players complete fun mini-games and puzzles, all of which feel like a Saturday morning cartoon: Before the journey is out, the pair will fetch a sword from a stone, visit a goblin village, soar over the sea on an enormous bird, and navigate the real-world challenges of sibling rivalry. They will also order several pizzas. ADA FACT SHEET Lost in Play Winner: Innovation Team: Happy Juice Games, Israel Available on: iPhone, iPad Team size: 7 Previous accolades: iPad Game of the Year (2023) Download Lost in Play Learn more about Lost in Play Lost in Play is the brainchild of Happy Juice Games, a small Israel-based team whose three cofounders drew inspiration from their own childhoods — and their own families. “We’ve all watched our kids get totally immersed playing make-believe games,” says Happy Juice’s Yuval Markovich. “We wanted to recreate that feeling. And we came up with the idea of kids getting lost, partly in their imaginations, and partly in real life.” The team was well-equipped for the job. Happy Juice cofounders Markovich, Oren Rubin, and Alon Simon, all have backgrounds in TV and film animation, and knew what they wanted a playful, funny adventure even before drawing their first sketch. “As adults, we can forget how to enjoy simple things like that,” says Simon, “so we set out to make a game about imagination, full of crazy creatures and colorful places.” Toto meets a new friend in the belly of a whale in Lost in Play. At right is an early sketch of the scene. For his part, Markovich didn’t just have a history in gaming; he taught himself English by playing text-based adventure games in the ‘80s. “You played those games by typing ‘go north’ or ‘look around,’ so every time I had to do something, I’d open the dictionary to figure out how to say it,” he laughs. “At some point I realized, ‘Oh wait, I know this language.’” The story became a matter of, ‘OK, a goblin village sounds fun — how do we get there?’ Yuval Markovich, Happy Juice Games cofounder But those games could be frustrating, as anyone who ever tried to “leave house” or “get ye flask” can attest. Lost in Play was conceived from day one to be light and navigable. “We wanted to keep it comic, funny, and easy,” says Rubin. “That’s what we had in mind from the very beginning.” Toto must go out on a limb to solve the ravens' puzzle in this screenshot and early sketch. Lost in Play may be a linear experience — it feels closer to playing a movie than a sandbox game — but it’s hardly simple. As befitting a playable dream, its story feels a little unmoored, like it’s being made up on the fly. That’s because the team started with art, characters, and environments, and then went back to add a hero’s journey to the elements. “We knew we’d have a dream in the beginning that introduced a few characters. We knew we’d end up back at the house. And we knew we wanted one scene under the sea, and another in a maker space, and so on,” says Markovich. “The story became a matter of, ‘OK, a goblin village sounds fun — how do we get there?’” Early concept sketches show the character design evolution of Toto and Gal. Naturally, the team drew on their shared backgrounds in animation to shape the game all throughout its three-year development process — and not just in terms of art. Like a lot of cartoons, Lost in Play has no dialogue, both to increase accessibility and to enhance the story’s illusion. Characters speak in a silly gibberish. And there are little cartoon-inspired tricks throughout; for instance, the camera shakes when something is scary. “When you study animation, you also study script writing, cinematography, acting, and everything else,” Markovich says. “I think that’s why I like making games so much: They have everything.” The best thing we hear is that it’s a game parents enjoy playing with their kids. Oren Rubin, Happy Juice games cofounder And in a clever acknowledgment of the realities of childhood, brief story beats return Toto and Gal to the real world to navigate practical issues like sibling rivalries. That’s on purpose: Simon says early versions of the game were maybe a little too cute. “Early on, we had the kids sleeping neatly in their beds,” says Simon. “But we decided that wasn’t realistic. We added a bit more of them picking on each other, and a conflict in the middle of the game.” Still, Markovich says that even the real-world interludes keep one foot in the imaginary world. “They may go through a park where an old lady is feeding pigeons, but then they walk left and there’s a goblin in a swamp,” he laughs. Strange frogs distributing swords are the basis for one of Lost in Play's many inventive puzzles. On the puzzle side, Lost in Play’s mini-games are designed to strike the right level of challenging. The team is especially proud of the game’s system of hints, which often present challenges in themselves. “We didn’t want people getting trapped like I did in those old adventure games,” laughs Markovich. “I loved those, but you could get stuck for months. And we didn’t want people going online to find answers either.” The answer: A hint system that doesn’t just hand over the answer but gives players a feeling of accomplishment, an incentive to go back for more. It all adds up to a unique experience for players of all ages — and that’s by design too. “The best feedback we get is that it’s suitable for all audiences,” says Rubin, “and the best thing we hear is that it’s a game parents enjoy playing with their kids.” Meet the 2024 Apple Design Award winners Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.

2024/8/6
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Updates to runtime protection in macOS Sequoia

In macOS Sequoia, users will no longer be able to Control-click to override Gatekeeper when opening software that isn’t signed correctly or notarized. They’ll need to visit System Settings > Privacy & Security to review security information for software before allowing it to run. If you distribute software outside of the Mac App Store, we recommend that you submit your software to be notarized. The Apple notary service automatically scans your Developer ID-signed software and performs security checks. When your software is ready for distribution, it’s assigned a ticket to let Gatekeeper know it’s been notarized so customers can run it with confidence. Learn how to notarize your macOS software

2024/8/6
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Updated guidelines now available

The App Review Guidelines have been revised to support updated policies and upcoming features, and to provide clarification. Updated 4.7 to clarify that PC emulator apps can offer to download games. Added 4.7, 4.7.2, and 4.7.3 to Notarization. View the App Review Guidelines Get resources and support to prepare for App Review Translations of the guidelines will be available on the Apple Developer website within one month.

2024/8/1
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Hello Developer: July 2024

Dive into all the new updates from WWDC24 Our doors are open. Join us to explore all the new sessions, documentation, and features through online and in-person activities held in 15 cities around the world. Sign up now > Join us July 22–26 for online office hours to get one-on-one guidance about your app or game. And visit the forums where more engineers are ready to answer your questions. Reserve your spot > Browse the forums > WWDC24 highlights View now BEHIND THE DESIGN Positive vibrations: How Gentler Streak approaches fitness with “humanity” Find out why the team behind this Apple Design Award-winning lifestyle app believes success is about more than stats. Behind the Design: How Gentler Streak approaches fitness with “humanity“ View now GET RESOURCEFUL New sample code Grow your skills with the BOT-anist: Build a multiplatform app that uses windows, volumes, and animations to create a robot botanist’s greenhouse. Doing the things a particle can: Add a range of visual effects to a RealityKit view by attaching a particle emitter component to an entity. Chart a course for Destination Video: Leverage SwiftUI to build an immersive media experience. New in the HIG Design for games: Make your game feel at home on all Apple devices. Take control of controls: Provide quick access to a feature of your app from Control Center, the Lock Screen, or the Action button. Tint your icons: Create dark and tinted app icon variants for iOS and iPadOS. SESSION OF THE MONTH Say hello to the next generation of CarPlay design system Learn how the system at the heart of CarPlay allows each automaker to express their vehicle’s character and brand. Say hello to the next generation of CarPlay design system Watch now Subscribe to Hello Developer Want to get Hello Developer in your inbox? Make sure you’ve opted in to receive emails about developer news and events by updating your email preferences in your developer account. Share your thoughts We’d love to hear from you. If you have suggestions for our activities or stories, please let us know.

2024/7/11
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Behind the Design: How Gentler Streak approaches fitness with “humanity“

Gentler Streak is a different kind of fitness tracker. In fact, to hear cofounder and CEO Katarina Lotrič tell it, it’s not really a fitness tracker at all. “We think of it more as a lifestyle app,” says Lotrič, from the team’s home office in Kranj, Slovenia. “We want it to feel like a compass, a reminder to get moving, no matter what that means for you,” she says. ADA FACT SHEET The app’s “Go Gentler” page suggests optimal workouts for a user’s day. Gentler Streak Winner: Social Impact Team: Gentler Stories d.o.o., Slovenia Available on: iPhone, iPad, Apple Watch Team size: 8 Previous accolades: Apple Watch App of the Year (2022), Apple Design Award finalist (Visuals and graphics, 2023) Download Gentler Streak from the App Store Learn more about Gentler Streak Meet the 2024 Apple Design Award winners That last part is key. True to its name, the Apple Design Award-winning Gentler Streak takes a friendlier approach to fitness. Instead of focusing on performance — on the bigger, faster, and stronger — Gentler Streak meets people where they are, presenting workout suggestions, statistics, and encouragement for all skill levels. “A lot of mainstream fitness apps can seem to be about pushing all the time,” Lotrič says. “But for a lot of people, that isn’t the reality. Everyone has different demands and capabilities on different days. We thought, ‘Can we create a tool to help anyone know where they’re at on any given day, and guide them to a sustainably active lifestyle?’” If a 15-minute walk is what your body can do at that moment, that’s great. Katarina Lotrič, CEO and cofounder of Gentler Stories To reach those goals, Lotrič and her Gentler Stories cofounders — UI/UX designer Andrej Mihelič, senior developer Luka Orešnik, and CTO and iOS developer Jasna Krmelj — created an app powered by an optimistic and encouraging vibe that considers physical fitness and mental well-being equally. Fitness and workout data (collected from HealthKit) is presented in a colorful, approachable design. The app’s core functions are available for free; a subscription unlocks premium features. And an abstract mascot named Yorhart (sound it out) adds to the light touch. “Yorhart helps you establish a relationship with the app and with yourself, because it’s what your heart would be telling you,” Lotrič says. Good news from Yorhart: This user’s needs and capabilities are being met perfectly. It’s working: In addition to the 2024 Apple Design Award for Social Impact, Gentler Streak was named 2022 Apple Watch App of the Year. What’s more, it has an award-winning ancestor: Lotrič and Orešnik won an Apple Design Award in 2017 for Lake: Coloring Book for Adults. The trio used the success of Lake to learn more about navigating the industry. But something else was happening during that time: The team, all athletes, began revisiting their own relationships with fitness. Lotrič suffered an injury that kept her from running for months and affected her mental health; she writes about her experiences in Gentler Streak’s editorial section. Mihelič had a different issue. “My problem wasn’t that I lacked motivation,” he says. “It was that I worked out too much. I needed something that let me know when it was enough.” Statistics are just numbers. Without knowing how to interpret them, they are meaningless. Katarina Lotrič, CEO and cofounder of Gentler Stories As a way to reset, Mihelič put together an internal app, a simple utility that encouraged him to move but also allowed time for recuperation. “It wasn’t very gentle,” he laughs. “But the core idea was more or less the same. It guided but it didn’t push. And it wasn’t based on numbers; it was more explanatory.” Over time, the group began using Mihelič’s app. “We saw right away that it was sticky,” says Lotrič. “I came back to it daily, and it was just this basic prototype. After a while, we realized, ‘Well, this works and is built, to an extent. Why don’t we see if there’s anything here?’” Gentler Streak pulls workout information from HealthKit and presents it in simple, easy-to-understand charts. That’s when Lotrič, Orešnik, and Krmelj split from Lake to create Gentler Stories with Mihelič. "I wanted in because I loved the idea behind the whole company,” Krmelj says. “It wasn’t just about the app. I really like the app. But I really believed in this idea about mental well-being.” Early users believed it too: The team found that initial TestFlight audience members returned at a stronger rate than expected. “Our open and return rates were high enough that we kept thinking, “Are these numbers even real?’” laughs Lotrič. The team found that those early users responded strongly to the “gentler” side, the approachable repositioning of statistics. “We weren’t primarily addressing the audience that most fitness apps seemed to target,” says Lotrič. “We focused on everyone else, the people who maybe didn’t feel like they belonged in a gym. Statistics are just numbers. Without knowing how to interpret them, they are meaningless. We wanted to change that and focus on the humanity.” By fall of 2021, Gentler Streak was ready for prime time. Gentler Streak on Apple Watch brings encouragement closer than ever before. Today’s version of the app follows the same strategy of Mihelič’s original prototype. Built largely in UIKit, its health data is smartly organized, the design is friendly and consistent, and features like its Monthly Summary view — which shows how you’re doing in relation to your history — focus less on comparison and more on progress, whatever that may mean. “If a 15-minute walk is what your body can do at that moment, that’s great,” Lotrič says. “That how we make people feel represented.” The app’s social impact continues to grow. In the spring of 2024, Gentler Streak added support for Japanese, Korean, and traditional and simplified Chinese languages; previous updates added support for French, German, Italian, Spanish, and Brazilian Portuguese. And those crucial features — fitness tracking, workout suggestions, metrics, and activity recaps — will remain available to everyone. “That goes with the Gentler Stories philosophy,” says Lotrič. “We’re bootstrapped, but at the same time we know that not everyone is in a position to support us. We still want to be a tool that helps people stay healthy not just for the first two weeks of the year or the summer, but all year long.” Meet the 2024 Apple Design Award winners Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.

2024/7/11
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Alternative payment options in the EU in visionOS 1.2

Alternative payment options are now supported starting in visionOS 1.2 for apps distributed on the App Store in the EU. Learn about alternative payments in the EU

2024/7/1
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Changes for apps in the EU now available in iPadOS 18 beta 2

The changes for apps in the European Union (EU), currently available to iOS users in the 27 EU member countries, can now be tested in iPadOS 18 beta 2 with Xcode 16 beta 2. Also, the Web Browser Engine Entitlement Addendum for Apps in the EU and Embedded Browser Engine Entitlement Addendum for Apps in the EU now include iPadOS. If you’ve already entered into either of these addendums, be sure to sign the updated terms. Learn more about the recent changes: Web Distribution Alternative marketplaces Alternative browser engines

2024/6/24
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The App Store on Apple Vision Pro expands to new markets

Apple Vision Pro will launch in China mainland, Hong Kong, Japan, and Singapore on June 28 and in Australia, Canada, France, Germany, and the United Kingdom on July 12. Your apps and games will be automatically available on the App Store in regions you’ve selected in App Store Connect. If you’d like, you can: Manage the availability of your visionOS apps and compatible iPhone or iPad apps at any time. Request to have your app evaluated directly on Apple Vision Pro. Localize your product page metadata for local audiences. You can also learn how to build native apps to fully take advantage of exciting visionOS features.

2024/6/18
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Upcoming regional age ratings in Australia and South Korea

Apple is committed to making sure that the App Store is a safe place for everyone — especially kids. Within the next few months, you’ll need to indicate in App Store Connect if your app includes loot boxes available for purchase. In addition, a regional age rating based on local laws will automatically appear on the product page of the apps listed below on the App Store in Australia and South Korea. No other action is needed. Regional age ratings appear in addition to Apple global age ratings. Australia A regional age rating is shown if Games is selected as the primary or secondary category in App Store Connect. 15+ regional age rating: Games with loot boxes available for purchase. 18+ regional age rating: Games with Frequent/Intense instances of Simulated Gambling indicated in App Store Connect. South Korea A regional age rating is shown if either Games or Entertainment is selected as the primary or secondary category in App Store Connect, or if the app has Frequent/Intense instances of Simulated Gambling in any category. KR-All regional age rating: Apps and games with an Apple global age rating of 4+ or 9+. KR-12 regional age rating: Apps and games with an Apple global age rating of 12+. Certain apps and games in this group may receive a KR-15 regional age rating from the South Korean Games Ratings and Administration Committee (GRAC). If this happens, App Review will reach out to impacted developers. Certain apps and games may receive a KR-19 regional age rating from the GRAC. Instead of a pictogram, text will indicate this rating.

2024/6/18
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WWDC24 resources and survey

Thank you to everyone who joined us for an amazing week. We hope you found value, connection, and fun. You can continue to: Watch sessions at any time. Check out session highlights. Read about newly announced technologies. Get sample code from sessions. Dive into new and updated documentation. We’d love to know what you thought of this year’s conference. If you’d like to tell us about your experience, please complete the WWDC24 survey. Take the survey

2024/6/15
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WWDC24 highlights

Browse the biggest moments from an incredible week of sessions. Machine Learning & AI Explore machine learning on Apple platforms Watch now Bring expression to your app with Genmoji Watch now Get started with Writing Tools Watch now Bring your app to Siri Watch now Design App Intents for system experiences Watch now Swift What’s new in Swift Watch now Meet Swift Testing Watch now Migrate your app to Swift 6 Watch now Go small with Embedded Swift Watch now SwiftUI & UI Frameworks What’s new in SwiftUI Watch now SwiftUI essentials Watch now Enhance your UI animations and transitions Watch now Evolve your document launch experience Watch now Squeeze the most out of Apple Pencil Watch now Developer Tools What’s new in Xcode 16 Watch now Extend your Xcode Cloud workflows Watch now Spatial Computing Design great visionOS apps Watch now Design interactive experiences for visionOS Watch now Explore game input in visionOS Watch now Bring your iOS or iPadOS game to visionOS Watch now Create custom hover effects in visionOS Watch now Work with windows in SwiftUI Watch now Dive deep into volumes and immersive spaces Watch now Customize spatial Persona templates in SharePlay Watch now Design Design great visionOS apps Watch now Design interactive experiences for visionOS Watch now Design App Intents for system experiences Watch now Design Live Activities for Apple Watch Watch now Say hello to the next generation of CarPlay design system Watch now Add personality to your app through UX writing Watch now Graphics & Games Port advanced games to Apple platforms Watch now Design advanced games for Apple platforms Watch now Bring your iOS or iPadOS game to visionOS Watch now Meet TabletopKit for visionOS Watch now App Store Distribution and Marketing What’s new in StoreKit and In-App Purchase Watch now What’s new in App Store Connect Watch now Implement App Store Offers Watch now Privacy & Security Streamline sign-in with passkey upgrades and credential managers Watch now What’s new in privacy Watch now App and System Services Meet the Contact Access Button Watch now Use CloudKit Console to monitor and optimize database activity Watch now Extend your app’s controls across the system Watch now Safari & Web Optimize for the spatial web Watch now Build immersive web experiences with WebXR Watch now Accessibility & Inclusion Catch up on accessibility in SwiftUI Watch now Get started with Dynamic Type Watch now Build multilingual-ready apps Watch now Photos & Camera Build a great Lock Screen camera capture experience Watch now Build compelling spatial photo and video experiences Watch now Keep colors consistent across captures Watch now Use HDR for dynamic image experiences in your app Watch now Audio & Video Enhance the immersion of media viewing in custom environments Watch now Explore multiview video playback in visionOS Watch now Build compelling spatial photo and video experiences Watch now Business & Education Introducing enterprise APIs for visionOS Watch now What’s new in device management Watch now Health & Fitness Explore wellbeing APIs in HealthKit Watch now Build custom swimming workouts with WorkoutKit Watch now Get started with HealthKit in visionOS Watch now

2024/6/14
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Today @ WWDC24: Day 5

Revisit the biggest moments from WWDC24 Explore the highlights. WWDC24 highlights View now Catch WWDC24 recaps around the world Join us for special in-person activities at Apple locations worldwide this summer. Sign up > Explore apps and games from the Keynote Check out all the incredible featured titles. Visit the App Store > How’d we do? We’d love to know your thoughts about this year’s conference. Take the survey > Today’s WWDC24 playlist: Power Up Get ready for one last day. Listen on Apple Music > And that’s a wrap! Thanks for being part of another incredible WWDC. It’s been a fantastic week of celebrating, connecting, and exploring, and we appreciate the opportunity to share it all with you.

2024/6/14
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Today @ WWDC24: Day 4

Plan for platforms Find out what’s new across Apple platforms. Design great visionOS apps Watch now Bring your iOS or iPadOS game to visionOS Watch now Design App Intents for system experiences Watch now Explore all platforms sessions Watch on the Apple Developer app and website Watch on YouTube Guides Sessions, labs, documentation, and sample code — all in one place. WWDC24 iOS & iPadOS guide View now WWDC24 Games guide View now WWDC24 visionOS guide View now WWDC24 watchOS guide View now Today’s WWDC24 playlist: Coffee Shop Comfy acoustic sounds for quieter moments. Listen on Apple Music > One more to go What a week! But we’re not done yet — we’ll be back tomorrow for a big Friday. #WWDC24

2024/6/13
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Today @ WWDC24: Day 3

All Swift, all day Explore new Swift and SwiftUI sessions. What’s new in Swift Watch now What’s new in SwiftUI Watch now Meet Swift Testing Watch now Explore all Swift sessions Watch on the Apple Developer app and website Watch on YouTube Guides Sessions, labs, documentation, and sample code — all in one place. WWDC24 Swift guide View now WWDC24 Developer Tools guide View now WWDC24 SwiftUI & UI Frameworks guide View now Go further with Swift Connect with Apple experts and the worldwide developer community. Request a consultation in the WWDC labs. Explore the Apple Developer Forums. Connect with developers all over the world. Today’s WWDC24 playlist: A jazz thing Cutting-edge sounds from the global frontiers of jazz. Listen on Apple Music > More to come Thanks for being a part of #WWDC24. We’ll be back tomorrow with even more.

2024/6/12
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Today @ WWDC24: Day 2

Watch the Platforms State of the Union 5-minute recap Watch on the Apple Developer app and website Watch on YouTube Explore everything announced at WWDC24 > Introducing Apple Intelligence Get smarter. Explore machine learning on Apple platforms Watch now Get started with Writing Tools Watch now Bring your app to Siri Watch now Explore all Machine Learning and AI sessions Watch on the Apple Developer app and website Watch on YouTube Guides Sessions, labs, documentation, and sample code — all in one place. WWDC24 Machine Learning & AI guide View now WWDC24 Design guide View now Go further with Apple Intelligence Request a consultation in the WWDC labs. Explore the Apple Developer Forums. Connect with developers all over the world. Today’s WWDC24 playlist: Hello sunshine Summer sounds to change your latitude. Listen on Apple Music > More tomorrow Thanks for being a part of this incredible week. We’ll catch you tomorrow for another big day of technology and creativity. #WWDC24

2024/6/11
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Find out what’s new and download beta releases

Discover the latest advancements across Apple platforms, including the all-new Apple Intelligence, that can help you create even more powerful, intuitive, and unique experiences. To start exploring and building with the latest features, download beta versions of Xcode 16, iOS 18, iPadOS 18, macOS 15, tvOS 18, visionOS 2, and watchOS 11. Learn about installing beta software Learn about sharing feedback

2024/6/11
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Explore new documentation and sample code from WWDC24

Browse new and updated documentation and sample code to learn about the latest technologies, frameworks, and APIs introduced at WWDC24. Explore everything announced at WWDC24 >

2024/6/10
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WWDC24 Design guide

WWDC24 GUIDE Design Discover how this year’s design announcements can help make your app shine on Apple platforms. Whether you’re refining your design, building for visionOS, or starting from scratch, this year’s design sessions can take your app to the next level on Apple platforms. Find out what makes a great visionOS app, and learn how to design interactive experiences for the spatial canvas. Dive into creating advanced games for Apple devices, explore the latest SF Symbols, learn how to add personality to your app through writing, and much more. Get the highlights Download the design one-sheet. Download VIDEOS Explore the latest video sessions Design great visionOS apps Watch now Design advanced games for Apple platforms Watch now Create custom environments for your immersive apps in visionOS Watch now Explore game input in visionOS Watch now Design Live Activities for Apple Watch Watch now What’s new in SF Symbols 6 Watch now Design interactive experiences for visionOS Watch now Design App Intents for system experiences Watch now Build multilingual-ready apps Watch now Add personality to your app through UX writing Watch now Get started with Dynamic Type Watch now Create custom visual effects with SwiftUI Watch now FORUMS Find answers and get advice Ask questions and get advice about design topics on the Apple Developer Forums. Design Spatial computing COMMUNITY Meet the community Explore a selection of developer activities all over the world during and after WWDC. Meet the community RESOURCES Explore the latest resources Get the latest Apple Design Resources kits and templates. Explore the latest SF Symbols. Download the fonts you need to design interfaces for your apps on Apple platforms. Check out updates to the Human Interface Guidelines Find out all that’s new in the HIG. Designing for games: Explore an all-new way to start creating games that feel comfortable and intuitive on Apple platforms. Tab bars: iPadOS apps now give people the option to switch between a tab bar or sidebar when navigating their app. Plus, items in the tab bar can now be customized. App icons: Learn how people can customize their Home Screens to show dark and tinted icons. Controls: Discover how people can quickly and easily perform actions from your app from Control Center, the Lock Screen, and the Action button. Widgets: Learn how to tint widgets when a person has customized their Home Screen to show dark and tinted icons. Windows: Learn how to use volumes in visionOS to display 2D or 3D content that people can view from any angle. Live Activities: Craft Live Activities that look and feel at home in the Smart Stack in watchOS. Immersive experiences: Explore the latest guidance on immersion, including design environments and virtual hands. Game controls: Learn how to design touch controls for games on iOS and iPadOS.

2024/6/10
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WWDC24 Swift guide

WWDC24 GUIDE Swift Your guide to everything new in Swift, related tools, and supporting frameworks. From expanded support across platforms and community resources, to an optional language mode with an emphasis on data-race safety, this year’s Swift updates meet you where you are. Explore this year’s video sessions to discover everything that’s new in Swift 6, find tools that support migrating to the new language mode at your own pace, learn about new frameworks that support developing with Swift, and much more. Get the highlights Download the Swift one-sheet. Download VIDEOS Explore the latest video sessions What’s new in Swift Watch now What’s new in SwiftData Watch now Migrate your app to Swift 6 Watch now Go small with Embedded Swift Watch now A Swift Tour: Explore Swift’s features and design Watch now Create a custom data store with SwiftData Watch now Explore the Swift on Server ecosystem Watch now Explore Swift performance Watch now Consume noncopyable types in Swift Watch now Track model changes with SwiftData history Watch now FORUMS Find answers and get advice Find support from Apple experts and the developer community on the Apple Developer Forums, and check out the Swift Forums on swift.org. Explore Swift on the Apple Developer Forums Dive into the Swift Forums COMMUNITY Meet the community Explore a selection of activities hosted by developer organizations during and after WWDC. Meet the community RESOURCES Dive into Apple Developer documentation Discover new and updated Swift documentation Explore the Swift Standard Library Discover Swift community resources Learn how to migrate your code to Swift 6 Reference the Swift programming language guide Read A Swift Tour: An overview of the features and syntax of Swift Explore the new Swift-dedicated GitHub organization Learn more about the Swift Package Manager (SwiftPM)

2024/6/10
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Today @ WWDC24: Day 1

It all starts here Keynote The exciting reveal of the latest Apple software and technologies. 10 a.m. PT. Keynote Watch now Platforms State of the Union The newest advancements on Apple platforms. 1 p.m. PT. Platforms State of the Union Watch now Where to watch Apple Developer app and website Apple Developer YouTube channel Sessions drop today The full lineup of sessions arrives after the Keynote. And you can start exploring the first batch right after the Platforms State of the Union. Get ready for sessions > What to do at WWDC24 The Keynote is only the beginning. Explore the first day of activities. Request your spot in the labs after the Keynote. Explore the Apple Developer Forums. Connect with developers all over the world. Celebrate the 2024 Apple Design Award winners The Apple Design Awards recognize unique achievements in app and game design — and provide a moment to step back and celebrate the innovations of the Apple developer community. Meet this year’s winners > More to come Thanks for reading and get some rest! We’ll be back tomorrow for a very busy Day 2. #WWDC24

2024/6/10
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WWDC24 SwiftUI & UI Frameworks guide

WWDC24 GUIDE SwiftUI & UI Frameworks Design and build your apps like never before. With enhancements to live previews in Xcode, new customization options for animations and styling, and updates to interoperability with UIKit and AppKit views, SwiftUI is the best way to build apps for Apple platforms. Dive into the latest sessions to discover everything new in SwiftUI, UIKit, AppKit, and more. Make your app stand out with more options for custom visual effects and enhanced animations. And explore sessions that cover the essentials of building apps with SwiftUI. Get the highlights Download the SwiftUI one-sheet. Download VIDEOS Explore the latest video sessions What’s new in SwiftUI Watch now What’s new in AppKit Watch now What’s new in UIKit Watch now SwiftUI essentials Watch now What’s new in watchOS 11 Watch now Swift Charts: Vectorized and function plots Watch now Elevate your tab and sidebar experience in iPadOS Watch now Bring expression to your app with Genmoji Watch now Squeeze the most out of Apple Pencil Watch now Catch up on accessibility in SwiftUI Watch now Migrate your TVML app to SwiftUI Watch now Get started with Writing Tools Watch now Dive deep into volumes and immersive spaces Watch now Work with windows in SwiftUI Watch now Enhance your UI animations and transitions Watch now Evolve your document launch experience Watch now Build multilingual-ready apps Watch now Create custom hover effects in visionOS Watch now Tailor macOS windows with SwiftUI Watch now Demystify SwiftUI containers Watch now Support semantic search with Core Spotlight Watch now Create custom visual effects with SwiftUI Watch now FORUMS Find answers and get advice Connect with Apple experts and other developers on the Apple Developer Forums. View discussions about SwiftUI & UI frameworks COMMUNITY Meet the community Explore a selection of activities hosted by developer organizations during and after WWDC. Meet the community RESOURCES Dive into documentation Level up the accessibility of your SwiftUI app. Interact with nearby points of interest. Build a document-based app with SwiftUI. Customize window styles and state-restoration behavior in macOS. Enhance your app’s content with tab navigation. Create visual effects with SwiftUI. Unify your app’s animations. Find all of this year’s SwiftUI, AppKit, and UIKit updates. Explore updates in the Human Interface Guidelines (HIG).

2024/6/10
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WWDC24 Developer Tools guide

WWDC24 GUIDE Developer Tools Explore a wave of updates to developer tools that make building apps and games easier and more efficient than ever. Watch the latest video sessions to explore a redesigned code completion experience in Xcode 16, and say hello to Swift Assist — a companion for all your coding tasks. Level up your code with the help of Swift Testing, the new, easy-to-learn framework that leverages Swift features to help enhance your testing experience. Dive deep into debugging, updates to Xcode Cloud, and more. Get the highlights Download the developer tools one-sheet. Download VIDEOS Explore the latest video sessions Meet Swift Testing Watch now What’s new in Xcode 16 Watch now Go further with Swift Testing Watch now Xcode essentials Watch now Run, Break, Inspect: Explore effective debugging in LLDB Watch now Break into the RealityKit debugger Watch now Demystify explicitly built modules Watch now Extend your Xcode Cloud workflows Watch now Analyze heap memory Watch now FORUMS Find answers and get advice Find support from Apple experts and the developer community on the Apple Developer Forums. Explore developer tools on the forums COMMUNITY Meet the community Explore a selection of activities hosted by developer organizations during and after WWDC. Meet the community RESOURCES Dive into documentation Expand your tool belt with new and updated articles and documentation. Explore updates in Xcode 16 Discover Swift Testing Migrate a test from XCTest Define test functions Organize test functions with suite types Implement parameterized tests Enable and disable tests Limit the running time of tests Add tags to tests Add comments to tests Associate bugs with tests Interpret bug identifiers

2024/6/10
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WWDC24 iOS & iPadOS guide

WWDC24 GUIDE iOS & iPadOS Your guide to all the new features and tools for building apps for iPhone and iPad. Learn how to create more customized and intelligent apps that appear in more places across the system with the latest Apple technologies. And with Apple Intelligence, you can bring personal intelligence into your apps to deliver new capabilities — all with great performance and built-in privacy. Explore new video sessions about controls, Live Activities, App Intents, and more. Get the highlights Download the iOS & iPadOS one-sheet. Download VIDEOS Explore the latest video sessions Bring your app to Siri Watch now Discover RealityKit APIs for iOS, macOS, and visionOS Watch now Explore machine learning on Apple platforms Watch now Elevate your tab and sidebar experience in iPadOS Watch now Extend your app’s controls across the system Watch now Streamline sign-in with passkey upgrades and credential managers Watch now What’s new in App Intents Watch now Squeeze the most out of Apple Pencil Watch now Meet FinanceKit Watch now Bring your iOS or iPadOS game to visionOS Watch now Build a great Lock Screen camera capture experience Watch now Design App Intents for system experiences Watch now Bring your app’s core features to users with App Intents Watch now Broadcast updates to your Live Activities Watch now Unlock the power of places with MapKit Watch now Implement App Store Offers Watch now What’s new in Wallet and Apple Pay Watch now Meet the Contact Access Button Watch now What’s new in device management Watch now FORUMS Find answers and get advice Connect with Apple experts and other developers on the Apple Developer Forums. View discussions about iOS View discussions about iPadOS COMMUNITY Meet the community Explore a selection of activities hosted by developer organizations during and after WWDC. Meet the community RESOURCES Get a head start with sample code AVCam — Building a camera app Configuring the PencilKit tool picker Dive into documentation Discover WidgetKit for controls. Find out how to set up broadcast push notifications, send channel management requests to APNs, and send broadcast push notification requests to APNs. Check out the new LockedCameraCapture, Media Accessibility, AccessorySetupKit, and Contact Provider frameworks. Explore object tracking with ARKit. Learn how to elevate your iPad app with the tab sidebar, as well as with a floating tab bar and integrated sidebar, using SwiftUI or UIkit.

2024/6/10
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WWDC24 Machine Learning & AI guide

WWDC24 GUIDE Machine Learning & AI Bring personal intelligence to your apps. Apple Intelligence brings powerful, intuitive, and integrated personal intelligence to Apple platforms — designed with privacy from the ground up. And enhancements to our machine learning frameworks let you run and train your machine learning and artificial intelligence models on Apple devices like never before. Get the highlights Download the Machine Learning & AI one-sheet. Download VIDEOS Explore the latest video sessions Get the most out of Apple Intelligence by diving into sessions that cover updates to Siri integration and App Intents, and how to support Writing Tools and Genmoji in your app. And learn how to bring machine learning and AI directly into your apps using our machine learning frameworks. Explore machine learning on Apple platforms Watch now Bring your app to Siri Watch now Bring your app’s core features to users with App Intents Watch now Bring your machine learning and AI models to Apple silicon Watch now Get started with Writing Tools Watch now Deploy machine learning and AI models on-device with Core ML Watch now Support real-time ML inference on the CPU Watch now Bring expression to your app with Genmoji Watch now What’s new in App Intents Watch now What’s new in Create ML Watch now Design App Intents for system experiences Watch now Discover Swift enhancements in the Vision framework Watch now Meet the Translation API Watch now Accelerate machine learning with Metal Watch now Train your machine learning and AI models on Apple GPUs Watch now FORUMS Find answers and get advice Connect with Apple experts and other developers on the Apple Developer Forums. Dive into Machine learning and AI on the forums COMMUNITY Meet the community Explore a selection of activities hosted by developer organizations during and after WWDC. Meet the community RESOURCES Dive into documentation Build a search interface for your app. Bring Writing Tools to your app with UITextView for UIKit and NSTextView for AppKit. Add expression to your app with Genmoji using NSAdaptiveImageGlyph in UIKit and AppKit. Integrate machine learning models into your app using Core ML. Create your own machine learning models using Create ML. Discover all of the latest Core ML updates. Find out what’s new in the Vision framework.

2024/6/10
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WWDC24 Games guide

WWDC24 GUIDE Games Create the next generation of games for millions of players worldwide. Learn how to create cutting-edge gaming experiences across a unified gaming platform built with tightly integrated graphics software and a scalable hardware architecture. Explore new video sessions about gaming in visionOS, game input, the Game Porting Toolkit 2, and more. Get the highlights Download the games one-sheet. Download VIDEOS Explore the latest video sessions Render Metal with passthrough in visionOS Watch now Meet TabletopKit for visionOS Watch now Port advanced games to Apple platforms Watch now Design advanced games for Apple platforms Watch now Explore game input in visionOS Watch now Bring your iOS or iPadOS game to visionOS Watch now Accelerate machine learning with Metal Watch now FORUMS Find answers and get advice Connect with Apple experts and other developers on the Apple Developer Forums. View discussions about games COMMUNITY Meet the community Explore a selection of activities hosted by developer organizations during and after WWDC. Meet the community RESOURCES Get a head start with sample code Creating tabletop games Dive into documentation Check out updated design guidance for games. Easily bring your game to Apple platforms using the Game Porting Toolkit 2. Meet the new TabletopKit framework. Learn how to play sound from a location in a 3D scene. Learn how to manage your game window for Metal in macOS. Get details on adapting your game interface for smaller screens. Discover how to improve your game’s graphics performance and settings. Find out how to improve the player experience for games with large downloads. Explore adding touch controls to games that support game controllers.

2024/6/10
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WWDC24 watchOS guide

WWDC24 GUIDE watchOS Your guide to all the new features and tools for building apps for Apple Watch. Learn how to take advantage of the increased intelligence and capabilities of the Smart Stack. Explore new video sessions about relevancy cues, interactivity, Live Activities, and double tap. Get the highlights Download the watchOS one-sheet. Download VIDEOS Explore the latest video sessions What’s new in watchOS 11 Watch now Bring your Live Activity to Apple Watch Watch now What’s new in SwiftUI Watch now SwiftUI essentials Watch now Design Live Activities for Apple Watch Watch now Catch up on accessibility in SwiftUI Watch now Build custom swimming workouts with WorkoutKit Watch now Demystify SwiftUI containers Watch now FORUMS Find answers and get advice Connect with Apple experts and other developers on the Apple Developer Forums. View discussions about watchOS COMMUNITY Meet the community Explore a selection of activities hosted by developer organizations during and after WWDC. Meet the community RESOURCES Dive into documentation Discover double tap. Learn how to use the latest technologies to build apps for Apple Watch. Get updated guidance on design for Apple Watch. Visit the Apple Watch site.

2024/6/10
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WWDC24 sessions schedule, lab requests, guides, and documentation now available

WWDC24 is here! Here’s how to make the most of your week: Watch daily sessions. Request one-on-one online lab appointments with Apple experts. Check out curated guides to the week’s biggest announcements. Dive into new and updated documentation. Learn more

2024/6/10
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WWDC24 visionOS guide

WWDC24 GUIDE visionOS The infinite canvas is waiting for you. In this year’s sessions, you’ll get an overview of great visionOS app design, explore object tracking, and discover new RealityKit APIs. You’ll also find out how to build compelling spatial photo and video experiences, explore enterprise APIs for visionOS, find out how to render Metal with passthrough, and much more. Get the highlights Download the visionOS one-sheet. Download VIDEOS Explore the latest video sessions Design great visionOS apps Watch now Explore object tracking for visionOS Watch now Compose interactive 3D content in Reality Composer Pro Watch now Discover RealityKit APIs for iOS, macOS, and visionOS Watch now Create enhanced spatial computing experiences with ARKit Watch now Enhance your spatial computing app with RealityKit audio Watch now Build compelling spatial photo and video experiences Watch now Meet TabletopKit for visionOS Watch now Render Metal with passthrough in visionOS Watch now Explore multiview video playback in visionOS Watch now Introducing enterprise APIs for visionOS Watch now Dive deep into volumes and immersive spaces Watch now Build a spatial drawing app with RealityKit Watch now Optimize for the spatial web Watch now Explore game input in visionOS Watch now Create custom environments for your immersive apps in visionOS Watch now Enhance the immersion of media viewing in custom environments Watch now Design interactive experiences for visionOS Watch now Create custom hover effects in visionOS Watch now Optimize your 3D assets for spatial computing Watch now Discover area mode for Object Capture Watch now Bring your iOS or iPadOS game to visionOS Watch now Build immersive web experiences with WebXR Watch now Get started with HealthKit in visionOS Watch now What’s new in Quick Look for visionOS Watch now What’s new in USD and MaterialX Watch now Customize spatial Persona templates in SharePlay Watch now Create enhanced spatial computing experiences with ARKit Watch now Break into the RealityKit debugger Watch now What’s new in SwiftUI Watch now FORUMS Find answers and get advice Connect with Apple experts and other developers on the Apple Developer Forums. View discussions about visionOS COMMUNITY Meet the community Explore a selection of activities hosted by developer organizations during and after WWDC. Meet the community RESOURCES Get a head start with sample code BOT-anist: Discover how the RealityKit debugger lets you inspect the entity hierarchy of spatial apps, debug rogue transformation, detect bad behavior, and find missing entities. Destination Video: Leverage 3D video and Spatial Audio to deliver an immersive experience. Incorporating real-world surroundings in an immersive experience: Make your app’s content respond to the local shape of the world. Simulating particles in your visionOS app: Add a range of visual effects to a RealityKit view by attaching a particle emitter component to an entity. Simulating physics with collisions in your visionOS app: Create entities that behave and react like physical objects in a RealityKit view. Dive into documentation Discover new visionOS content in the HIG. Creating your first visionOS app: Learn new tips for building a new visionOS app using SwiftUI and platform-specific features. Adding 3D content to your app: Explore the latest in adding depth and dimension to your visionOS app. Understanding RealityKit’s modular architecture: Learn how everything fits together in RealityKit. Designing RealityKit content with Reality Composer Pro: Discover updates that can help you quickly create RealityKit scenes for your visionOS app. Presenting windows and spaces: Find out how to open and close the scenes that make up your app’s interface.

2024/6/10
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Updated agreements and guidelines now available

The App Review Guidelines, Apple Developer Program License Agreement, and Apple Developer Agreement have been updated to support updated policies and upcoming features, and to provide clarification. Please review the changes below and accept the updated terms as needed. App Review Guidelines 2.1(a): Added to Notarization. 2.1(b): Added requirement to explain why configured in-app items cannot be found or reviewed in your app to your review notes. 2.5.8: We will no longer reject apps that simulate multi-app widget experiences. 4.6: This guideline has been removed. Apple Developer Agreement Sections 1, 6(B): Updated “Apple ID” to “Apple Account.” Section 16(A): Clarified export compliance requirements. Section 18: Updated terminology for government end users. Developer Program License Agreement Definitions, Section 2.1, 3.3.6(C), 3.3.10(A), 14.2(C), Attachment 9, Schedules 1-3: Updated “Apple ID” to “Apple Account.” Definitions: Clarified definition of Apple Maps Service. Definitions, Section 3.3.6(F): Specified requirements for using the Apple Music Feed API. Definitions, Section 3.3.8(F): Added terms for use of the Now Playing API. Section 3.2(h): Added terms for use of Apple Software and Services. Section 6.5: Added terms for use of TestFlight. Section 7.7: Added terms on customization of icons. Section 11.2(f), 14.8(A): Clarified export compliance requirements. Section 14.9: Updated terminology for government end users. Attachment 5, Section 3.1: Added terms for use of Wallet pass templates. Please sign in to your account to review and accept the updated terms. View all agreements and guidelines Translations of the terms will be available on the Apple Developer website within one month.

2024/6/10
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Hello Developer: June 2024

With WWDC24 just days away, there’s a lot of ground to cover, so let’s get right to it. WWDC24 Introducing the 2024 Apple Design Award winners Innovation. Ingenuity. Inspiration. Meet this year’s winners > WWDC24: Everything you need to know From the Keynote to the last session drop, here are the details for an incredible week of sessions, labs, community activities, and more. Download the Apple Developer app > Subscribe to Apple Developer on YouTube > Watch the Keynote Don’t miss the exciting reveal of the latest Apple software and technologies at 10 a.m. PT on Monday, June 10. Add to calendar > Watch the Platforms State of the Union Here’s your deep dive into the newest advancements on Apple platforms. Join us at 1 p.m. PT on Monday, June 10. Add to calendar > Get ready for sessions Learn something new in video sessions posted to the Apple Developer app, website, and YouTube channel. The full schedule drops after the Keynote on Monday, June 10. Learn more > Prepare for labs Here’s everything you need to know to get ready for online labs. Read more > Find answers on the forums Discuss the conference’s biggest moments on the Apple Developer Forums. Join the conversation > Get the most out of the forums > Meet the community Explore a selection of activities hosted by developer organizations during and after WWDC. Explore community activities > Say hello to the first WWDC24 playlist The official WWDC24 playlists drop right after the Keynote. Until then, here’s a teaser playlist to get you excited for the week. Listen on Apple Music > Coming up: One incredible week Have a great weekend, and we’ll catch you on Monday. #WWDC24

2024/6/6
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Watch the WWDC24 Keynote

WWDC24 Tune in at 10 a.m. PT on June 10 to catch the exciting reveal of the latest Apple software and technologies. Keynote Watch now Keynote (ASL) Watch now

2024/6/6
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Watch the WWDC24 Platforms State of the Union

WWDC24 Tune in at 1 p.m. PT on June 10 to dive deep into the newest advancements on Apple platforms. Platforms State of the Union Watch now Platforms State of the Union (ASL) Watch now

2024/6/6
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Price and tax updates for apps, In-App Purchases, and subscriptions

The App Store is designed to make it easy to sell your digital goods and services globally, with support for 44 currencies across 175 storefronts. From time to time, we may need to adjust prices or your proceeds due to changes in tax regulations or foreign exchange rates. These adjustments are made using publicly available exchange rate information from financial data providers to help make sure prices for apps and In-App Purchases stay consistent across all storefronts. Price updates On June 21, pricing for apps and In-App Purchases¹ will be updated for the Egypt, Ivory Coast, Nepal, Nigeria, Suriname, and Zambia storefronts if you haven’t selected one of these as the base for your app or In‑App Purchase.¹ These updates also consider the following value‑added tax (VAT) changes: Ivory Coast: VAT introduction of 18% Nepal: VAT introduction of 13% and digital services tax of 2% Suriname: VAT introduction of 10% Zambia: VAT introduction of 16% Prices won’t change on the Egypt, Ivory Coast, Nepal, Nigeria, Suriname, or Zambia storefront if you’ve selected that storefront as the base for your app or In-App Purchase.¹ Prices on other storefronts will be updated to maintain equalization with your chosen base price. Prices won’t change in any region if your In‑App Purchase is an auto‑renewable subscription and won’t change on the storefronts where you manually manage prices instead of using the automated equalized prices. The Pricing and Availability section of Apps has been updated in App Store Connect to display these upcoming price changes. As always, you can change the prices of your apps, In‑App Purchases, and auto‑renewable subscriptions at any time. Learn more about managing your prices View or edit upcoming price changes Edit your app’s base country or region Pricing and availability start times by region Set a price for an In-App Purchase Tax updates Your proceeds for sales of apps and In-App Purchases will change to reflect the new tax rates and updated prices. Exhibit B of the Paid Applications Agreement has been updated to indicate that Apple collects and remits applicable taxes in Ivory Coast, Nepal, Suriname, and Zambia. As of today, June 6, your proceeds from the sale of eligible apps and In‑App Purchases have been modified in the following countries to reflect introductions of or changes in tax rates. France: Digital services tax no longer applicable Ivory Coast: VAT introduction of 18% Malaysia: Sales and Service Tax (SST) increased to 8% from 6% Nepal: VAT introduction of 13% and digital services tax introduction of 2% Norway: VAT increased to 20% from 0% for certain Norwegian news publications Suriname: VAT introduction of 10% Uganda: Digital services tax introduction of 5% Zambia: VAT introduction of 16% Learn more about your proceeds View payments and proceeds Download financial reports Tax categories The Fitness and Health category has a new attribute: “Content is primarily accessed through streaming”. If this is relevant to your apps or In-App Purchases that offer fitness video streaming, review and update your selections in the Pricing and Availability section of Apps in App Store Connect. Learn about setting tax categories 1: Excludes auto-renewable subscriptions.

2024/6/6
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Introducing the 2024 Apple Design Award winners

Every year, the Apple Design Awards recognize innovation, ingenuity, and technical achievement in app and game design. The incredible developers behind this year’s finalists have shown what can be possible on Apple platforms — and helped lay the foundation for what’s to come. We’re thrilled to present the winners of the 2024 Apple Design Awards. Meet this year’s winners

2024/6/6
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Action packed.

One week to go. Don’t miss the exciting reveal of the latest Apple software and technologies. Keynote kicks off at 10 a.m. PT on June 10. Add to calendar Join us for the Platforms State of the Union at 1 p.m. PT on June 10. Add to calendar Learn more

2024/6/3
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Introducing the 2024 Apple Design Award finalists

Every year, the Apple Design Awards recognize innovation, ingenuity, and technical achievement in app and game design. But they’ve also become something more: A moment to step back and celebrate the Apple developer community in all its many forms. Meet this year’s finalists

2024/5/28
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Coming in swiftly.

Join the worldwide developer community for an incredible week of technology and creativity — all online and free. WWDC24 takes place from June 10-14. Get ready

2024/5/28
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Check out the new Apple Developer Forums

The Apple Developer Forums have been redesigned for WWDC24 to help developers connect with Apple experts, engineers, and each other to find answers and get advice. Apple Developer Relations and Apple engineering are joining forces to field your questions and work to solve your technical issues. You’ll have access to an expanded knowledge base and enjoy quick response times — so you can get back to creating and enhancing your app or game. Plus, Apple Developer Program members now have priority access to expert advice on the forums. Check out the new forums

2024/5/23
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Hello Developer: May 2024

It won’t be long now! WWDC24 takes place online from June 10 through 14, and we’re here to help you get ready for the biggest developer event of the year. In this edition: Explore Pathways, a brand-new way to learn about developing for Apple platforms. Meet three Distinguished Winners of this year’s Swift Student Challenge. Get great tips from the SharePlay team. Browse new developer activities about accessibility, machine learning, and more. WWDC24 Introducing Pathways If you’re new to developing for Apple platforms, we’ve got an exciting announcement. Pathways are simple and easy-to-navigate collections of the videos, documentation, and resources you’ll need to start building great apps and games. Because Pathways are self-directed and can be followed at your own pace, they’re the perfect place to begin your journey. Explore Pathways for Swift, SwiftUI, design, games, visionOS, App Store distribution, and getting started as an Apple developer. Dive into Pathways > Meet three Distinguished Winners of the Swift Student Challenge Elena Galluzzo, Dezmond Blair, and Jawaher Shaman all drew inspiration from their families to create their winning app playgrounds. Now, they share the hope that their apps can make an impact on others as well. Meet Elena, Dezmond, and Jawaher > MEET WITH APPLE EXPERTS Check out the latest worldwide developer activities Meet with App Review online to discuss the App Review Guidelines and explore best practices for a smooth review process. Sign up for May 14. Join us in Bengaluru for a special in-person activity to commemorate Global Accessibility Awareness Day. Sign up for May 15. Learn how Apple machine learning frameworks can help you create more intelligent apps and games in an online activity. Sign up for May 19. Browse the full schedule of activities > NEWS Explore Apple Pencil Pro Bring even richer and more immersive interactions to your iPad app with new features, like squeeze gestures, haptic feedback, and barrel-roll angle tracking. BEHIND THE DESIGN The rise of Tide Guide Here’s the swell story of how fishing with his grandfather got Tucker MacDonald hooked into creating his tide-predicting app. ‘I taught myself’: Tucker MacDonald and the rise of Tide Guide View now GROW YOUR BUSINESS Explore simple, safe transactions with In-App Purchase Take advantage of powerful global pricing tools, promotional features, analytics only available from Apple, built-in customer support, and fraud detection. Learn more > Q&A Get shared insights from the SharePlay team Learn about shared experiences, spatial Personas, that magic “shockwave” effect, and more. Q&A with the SharePlay team View now DOCUMENTATION Browse new and updated docs Explore the new framework for converting Pages, Numbers, and Keynote files to PDF, enabling you to show an inline preview in a web browser. Check out Writing ARM64 code for Apple platforms for an update on data-independent timing. Visit the HIG for new and enhanced guidance on virtual hands and interactive elements in visionOS, sheets in iPadOS, and more. Subscribe to Hello Developer Want to get Hello Developer in your inbox? Make sure you’ve opted in to receive emails about developer news and events by updating your email preferences in your developer account. Share your thoughts We’d love to hear from you. If you have suggestions for our activities or stories, please let us know.

2024/5/9
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Q&A with the SharePlay team

SharePlay is all about creating meaningful shared experiences in your app. By taking advantage of SharePlay, your app can provide a real-time connection that synchronizes everything from media playback to 3D models to collaborative tools across iPhone, iPad, Mac, Apple TV, and Apple Vision Pro. We caught up with the SharePlay team to ask about creating great SharePlay experiences, spatial Personas, that magic “shockwave” effect, and more. How does a person start a SharePlay experience? Anyone can begin a group activity by starting a FaceTime call and then launching a SharePlay-supported app. When they do, a notification about the group activity will appear on all participants’ screens. From there, participants can join — and come and go — as they like. You can also start a group activity from your app, from the share sheet, or by adding a SharePlay button to your app. Learn more > How can I use SharePlay to keep media playback in sync? SharePlay supports coordinated media playback using AVKit. You can use the system coordinator to synchronize your own player across multiple participants. If you have an ad-supported app, you can synchronize both playback and ad breaks. SharePlay also provides the GroupSessionMessenger API, which lets participants communicate in near-real time. What’s the difference between SharePlay and Shared with You? Can they work together? SharePlay allows people to share rich experiences with each other. Shared with You helps make app content that people are sharing in Messages available to your app. For example, if a group chat is discussing a funny meme video from your app, adopting Shared with You would allow your app to highlight that content in the app. And if your app supports SharePlay, you can surface that relevant content as an option for watching together. Separately, Shared with You offers ways to initiate collaboration on shared, persisted content (such as documents) over Messages and FaceTime. You can choose to support SharePlay on that collaborative content, but if you do, consider the ephemerality of a SharePlay experience compared to the persistence of collaboration. For example, if your document is a presentation, you may wish to leverage Shared with You to get editors into the space while using SharePlay to launch an interactive presentation mode that just isn’t possible with screen sharing alone. What’s the easiest way for people to share content? When your app lets your system know that your current view has shareable content on screen, people who bring their devices together can seamlessly share that content — much like NameDrop, which presents a brief “shockwave” animation when they do. This method supports the discrete actions of sharing documents, initiating SharePlay, and starting a collaboration. This can also connect your content to the system share sheet and help you expose shareable content to the Share menu in visionOS. Learn more > Can someone on iPhone join a SharePlay session with someone on Apple Vision Pro? Yes! SharePlay is supported across iOS, iPadOS, macOS, tvOS, and visionOS. That means people can watch a show together on Apple TV+ and keep their playback synchronized across all platforms. To support a similar playback situation in your app, watch Coordinate media playback in Safari with Group Activities. If you’re looking to maintain your app’s visual consistency across platforms, check out the Group Session Messenger and DrawTogether sample project. Remember: SharePlay keeps things synchronized, but your UI is up to you. How do I get started adopting spatial Personas with SharePlay in visionOS? When you add Group Activities to your app, people can share in that activity over FaceTime while appearing windowed — essentially the same SharePlay experience they’d see on other platforms. In visionOS, you have the ability to create a shared spatial experience using spatial Personas in which participants are placed according to a template. For example: Using spatial Personas, the environment is kept consistent and participants can see each others’ facial expressions in real time. Learn more > How do I maintain visual and spatial consistency with all participants in visionOS? FaceTime in visionOS provides a shared spatial context by placing spatial Personas in a consistent way around your app. This is what we refer to as “visual consistency.” You can use SharePlay to maintain the same content in your app for all participants. Learn more > Can both a window and a volume be shared at the same time in a SharePlay session? No. Only one window or volume can be associated with a SharePlay session, but you can help the system choose the proper window or volume. Learn more > How many people can participate in a group activity? SharePlay supports 33 total participants, including yourself. Group activities on visionOS involving spatial Personas support five participants at a time. Do iOS and iPadOS apps that are compatible with visionOS also support SharePlay in visionOS? Yes. During a FaceTime call, your app will appear in a window, and participants in the FaceTime call will appear next to it. Learn more about SharePlay Design spatial SharePlay experiences Watch now Build spatial SharePlay experiences Watch now Share files with SharePlay Watch now Add SharePlay to your app Watch now

2024/5/9
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‘I taught myself’: Tucker MacDonald and the rise of Tide Guide

Lots of apps have great origin stories, but the tale of Tucker MacDonald and Tide Guide seems tailor-made for the Hollywood treatment. It begins in the dawn hours on Cape Cod, where a school-age MacDonald first learned to fish with his grandfather. “Every day, he’d look in the paper for the tide tables,” says MacDonald. “Then he’d call me up and say, ‘Alright Tucker, we’ve got a good tide and good weather. Let’s be at the dock by 5:30 a.m.’” Rhapsody in blue: Tide Guide delivers Washington weather data in a gorgeous design and color scheme. That was MacDonald’s first introduction to tides — and the spark behind Tide Guide, which delivers comprehensive forecasts through top-notch data visualizations, an impressive array of widgets, an expanded iPad layout, and Live Activities that look especially great in, appropriately enough, the Dynamic Island. The SwiftUI-built app also offers beautiful Apple Watch complications and a UI that can be easily customized, depending how deep you want to dive into its data. It’s a remarkable blend of original design and framework standards, perfect for plotting optimal times for a boat launch, research project, or picnic on the beach. Impressively, Tide Guide was named a 2023 Apple Design Award finalist — no mean feat for a solo developer who had zero previous app-building experience and started his career as a freelance filmmaker. “I wanted to be a Hollywood director since I was in the fifth grade,” says MacDonald. Early in his filmmaking career, MacDonald found himself in need of a tool that could help him pre-visualize different camera and lens combinations — “like a director’s viewfinder app,” he says. And while he caught a few decent options on the market, MacDonald wanted an app with iOS design language that felt more at home on his iPhone. “So I dove in, watched videos, and taught myself how to make it,” he says. My primary use cases were going fishing, heading to the beach, or trying to catch a sunset. Tucker MacDonald, Tide Guide Before too long, MacDonald drifted away from filmmaking and into development, taking a job as a UI designer for a social app. “The app ended up failing, but the job taught me how a designer works with an engineer,” he says. “I also learned a lot about design best practices, because I had been creating apps that used crazy elements, non-standard navigation, stuff like that.” Tucker MacDonald grew up fishing with his grandfather in the waters off Cape Cod. Armed with growing design knowledge, he started thinking about those mornings with his grandfather, and how he might create something that could speed up the crucial process of finding optimal fishing conditions. And it didn’t need to be rocket science. “My primary use cases were going fishing, heading to the beach, or trying to catch a sunset,” he says. “I just needed to show current conditions.” I’d say my designs were way prettier than the code I wrote. Tucker MacDonald, Tide Guide In the following years, Tide Guide grew in parallel with MacDonald’s self-taught skill set. “There was a lot of trial and error, and I’d say my designs were way prettier than the code I wrote,” he laughs. “But I learned both coding and design by reading documentation and asking questions in the developer community.” Today’s Tide Guide is quite the upgrade from that initial version. MacDonald continues to target anyone heading to the ocean but includes powerful metrics — like an hour-by-hour 10-day forecast, water temperatures, and swell height — that advanced users can seek out as needed. The app’s palette is even designed to match the color of the sky throughout the day. “The more time you spend with it, the more you can dig into different layers,” he says. All the information you need for a day on the water, in one place. People around the world have dug into those layers, including an Alaskan tour company operator who can only land in a remote area when the tide is right, and a nonprofit national rescue service in Scotland, whose members weighed in with a Siri shortcut-related workflow request that MacDonald promptly included. And as Tide Guide gets bigger, MacDonald’s knowledge of developing — and oceanography — continues to swell. “I’m just happy that my passion for crafting an incredible experience comes through,” he says, “because I really do have so much fun making it.” Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.

2024/5/9
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What’s new for apps distributed in the European Union

Core Technology Fee (CTF) The CTF is an element of the alternative business terms in the EU that reflects the value Apple provides developers through tools, technologies, and services that enable them to build and share innovative apps. We believe anyone with a good idea and the ingenuity to bring it to life should have the opportunity to offer their app to the world. Only developers who reach significant scale (more than one million first annual installs per year in the EU) pay the CTF. Nonprofit organizations, government entities, and educational institutions approved for a fee waiver don’t pay the CTF. Today, we’re introducing two additional conditions in which the CTF is not required: First, no CTF is required if a developer has no revenue whatsoever. This includes creating a free app without monetization that is not related to revenue of any kind (physical, digital, advertising, or otherwise). This condition is intended to give students, hobbyists, and other non-commercial developers an opportunity to create a popular app without paying the CTF. Second, small developers (less than €10 million in global annual business revenue*) that adopt the alternative business terms receive a 3-year free on-ramp to the CTF to help them create innovative apps and rapidly grow their business. Within this 3-year period, if a small developer that hasn’t previously exceeded one million first annual installs crosses the threshold for the first time, they won’t pay the CTF, even if they continue to exceed one million first annual installs during that time. If a small developer grows to earn global revenue between €10 million and €50 million within the 3-year on-ramp period, they’ll start to pay the CTF after one million first annual installs up to a cap of €1 million per year. iPadOS This week, the European Commission designated iPadOS a gatekeeper platform under the Digital Markets Act. Apple will bring our recent iOS changes for apps in the European Union (EU) to iPadOS later this fall, as required. Developers can choose to adopt the Alternative Terms Addendum for Apps in the EU that will include these additional capabilities and options on iPadOS, or stay on Apple’s existing terms. Once these changes are publicly available to users in the EU, the CTF will also apply to iPadOS apps downloaded through the App Store, Web Distribution, and/or alternative marketplaces. Users who install the same app on both iOS and iPadOS within a 12-month period will only generate one first annual install for that app. To help developers estimate any potential impact on their app businesses under the Alternative Terms Addendum for Apps in the EU, we’ve updated the App Install reports in App Store Connect that can be used with our fee calculator. For more details, visit Understanding the Core Technology Fee for iOS apps in the European Union. If you’ve already entered into the Alternative Terms Addendum for Apps in the EU, be sure to sign the updated terms. Global business revenue takes into account revenue across all commercial activity, including from associated corporate entities. For additional details, read the Alternative Terms Addendum for Apps in the EU.

2024/5/2
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Reminder: Privacy requirement for app submissions starts May 1

The App Store was created to be a safe place for users to discover and get millions of apps all around the world. Over the years, we‘ve built many critical privacy and security features that help protect users and give them transparency and control — from Privacy Nutrition Labels to app tracking transparency, and so many more. An essential requirement of maintaining user trust is that developers are responsible for all of the code in their apps, including code frameworks and libraries from other sources. That‘s why we’ve created privacy manifests and signature requirements for the most popular third-party SDKs, as well as required reasons for covered APIs. Starting May 1, 2024, new or updated apps that have a newly added third-party SDK that‘s on the list of commonly used third-party SDKs will need all of the following to be submitted in App Store Connect: Required reasons for each listed API Privacy manifests Valid signatures when the SDK is added as a binary dependency Apps won’t be accepted if they fail to meet the manifest and signature requirements. Apps also won’t be accepted if all of the following apply: They’re missing a reason for a listed API The code is part of a dynamic framework embedded via the Embed Frameworks build phase The framework is a newly added third-party SDK that’s on the list of commonly used third-party SDKs In the future, these required reason requirements will expand to include the entire app binary. If you’re not using an API for an approved reason, please find an alternative. These changes are designed to help you better understand how third-party SDKs use data, secure software dependencies, and provide additional privacy protection for users. This is a step forward for all apps and we encourage all SDKs to adopt this functionality to better support the apps that depend on them.

2024/4/27
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Q&A: Promoting your app or game with Apple Search Ads

Apple Search Ads helps you drive discovery of your app or game on the App Store. We caught up with the Apple Search Ads team to learn more about successfully using the service, including signing up for the free online Apple Search Ads Certification course. How might my app or game benefit from promotion on the App Store? With Apple Search Ads, developers are seeing an increase in downloads, retention, return on ad spend, and more. Find out how the developers behind The Chefz, Tiket, and Petit BamBou have put the service into practice. Where will my ad appear? You can reach people in the following places: The Today tab, where people start their App Store visit. The Search tab, before people search for something specific. Search results, at the top of the results list. Product pages, in the “You Might Also Like” section. How can I learn best practices for creating and managing campaigns? Online Apple Search Ads Certification training teaches proven best practices for driving stronger campaign performance. Certification training is designed for all skill levels, from marketing pros to those just starting out. To become certified, complete all of the Certification lessons (each takes between 10 and 20 minutes), then test your skills with a free exam. Once you’re certified, you can share your certificate with your professional network on platforms like LinkedIn. Sign up here with your Apple ID. Will my certification expire? Although your Apple Search Ads certification never expires, training is regularly updated. You can choose to be notified about these updates through email or web push notifications. Can I highlight specific content or features in my ads? You can use the custom product pages you create in App Store Connect to tailor your ads for a specific audience, feature launch, seasonal promotion, and more. For instance, you can create an ad for the Today tab that leads people to a specific custom product page or create ad variations for different search queries. Certification includes a lesson on how to do so. Can I advertise my app before launch? You can use Apple Search Ads to create ads for apps you’ve made available for pre-order. People can order your app before it’s released, and it’ll automatically download onto their devices on release day.

2024/4/24
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Apple Search Ads now available in Brazil and more Latin American markets

Drive discovery and downloads on the App Store with Apple Search Ads in 70 countries and regions, now including Brazil, Bolivia, Costa Rica, the Dominican Republic, El Salvador, Guatemala, Honduras, Panama, and Paraguay. Visit the Apple Search Ads site and Q&A. And explore best practices to improve your campaign performance with the free Apple Search Ads Certification course.

2024/4/23
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Let loose.

Watch the May 7 event at apple.com, on Apple TV, or on YouTube Live.

2024/4/23
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Check out our newest developer activities

Join us around the world to learn about growing your business, elevating your app design, and preparing for the App Review process. Here’s a sample of our new activities — and you can always browse the full schedule to find more. Expand your app to new markets: Learn how to bring your apps and games to Southeast Asia, Hong Kong, and Taiwan in new online sessions with App Store experts. Request a one-on-one App Review consultation: Meet online to discuss the App Review Guidelines and explore best practices for a smooth review process. Visit the Apple Vision Pro developer labs: Test, refine, and optimize your apps and games for the infinite canvas — with in-person help from Apple. Request a design or technology consultation: In this 30-minute online consultation, you’ll get expert advice tailored to your app or game. Browse the full schedule

2024/4/20
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Web Distribution now available in iOS 17.5 beta 2 and App Store Connect

Web Distribution lets authorized developers distribute their iOS apps to users in the European Union (EU) directly from a website owned by the developer. Apple will provide developers access to APIs that facilitate the distribution of their apps from the web, integrate with system functionality, and back up and restore users’ apps, once they meet certain requirements designed to help protect users and platform integrity. For details, visit Getting started with Web Distribution in the EU.

2024/4/17
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Get ready with the latest beta releases

The beta versions of iOS 17.5, iPadOS 17.5, macOS 14.5, tvOS 17.5, visionOS 1.2, and watchOS 10.5 are now available. Get your apps ready by confirming they work as expected on these releases. And to take advantage of the advancements in the latest SDKs, make sure to build and test with Xcode 15.3. View downloads and release notes Learn about testing a beta OS Learn about sending feedback

2024/4/6
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Updated App Review Guidelines now available

The App Review Guidelines have been revised to support updated policies, upcoming features, and to provide clarification. The following guidelines have been updated: 3.1.1(a): Updated to include Music Streaming Services Entitlements. 4.7: Added games from retro game console emulator apps to the list of permitted software, and clarifies that mini apps and mini games must be HTML5. View guidelines

2024/4/6
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Hello Developer: April 2024

Welcome to Hello Developer — and the kickoff to WWDC season. In this edition: Discover what’s ahead at WWDC24 — and check out the new Apple Developer YouTube channel. Learn how the all-new Develop in Swift Tutorials can help jump-start a career in app development. Find out how Zach Gage and Jack Schlesinger rebooted the crossword puzzle with Knotwords. WWDC24 The countdown is on WWDC season is officially here. This year’s Worldwide Developers Conference takes place online from June 10 through 14, offering you the chance to explore the new tools, frameworks, and technologies that’ll help you create your best apps and games yet. All week long, you can learn and refine new skills through video sessions, meet with Apple experts to advance your projects and ideas, and join the developer community for fun activities. It’s an innovative week of technology and creativity — all online at no cost. And for the first time, WWDC video sessions will be available on YouTube, in addition to the Apple Developer app and website. Visit the new Apple Developer channel to subscribe and catch up on select sessions. TUTORIALS Check out the new Develop in Swift Tutorials Know a student or aspiring developer looking to start their coding journey? Visit the all-new Develop in Swift Tutorials, designed to introduce Swift, SwiftUI, and spatial computing through the experience of building a project in Xcode. BEHIND THE DESIGN Gage and Schlesinger at the crossroads Learn how acclaimed game designers Zach Gage and Jack Schlesinger reimagined the crossword with Knotwords. Knotwords: Gage and Schlesinger at the crossroads View now MEET WITH APPLE EXPERTS Browse new developer activities Check out this month’s sessions, labs, and consultations, held online and in person around the world. NEWS AND DOCUMENTATION Explore and create with new and updated docs Check out two new sample code projects about creating and viewing stereo MV-HEVC movies: Converting side-by-side 3D video to multiview HEVC and Reading multiview 3D video files. Find out about creating distribution-signed code for macOS, and explore the details of packaging Mac software for distribution. Learn what’s new in the Human Interface Guidelines, including guidance on displaying virtual hands, organizing your spatial layouts, and using Activity rings in your app. View the complete list of new resources. Subscribe to Hello Developer Want to get Hello Developer in your inbox? Make sure you’ve opted in to receive emails about developer news and events by updating your email preferences in your developer account. Share your thoughts We’d love to hear from you. If you have suggestions for our activities or stories, please let us know.

2024/4/5
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Knotwords: Gage and Schlesinger at the crossroads

Knotwords is a clever twist on crossword puzzles — so much so that one would expect creators Zach Gage and Jack Schlesinger to be longtime crossword masters who set out to build themselves a new challenge. One would be totally wrong. “Crosswords never hit with me,” says Gage, with a laugh. “I dragged myself kicking and screaming into this one.” It’s not about ‘What random box of words will you get?’ but, ‘What are the decisions you’ll make as a player?’ Jack Schlesinger, Knotwords In fact, Gage and Schlesinger created the Apple Design Award finalist Knotwords — and the Apple Arcade version, Knotwords+ — not to revolutionize the humble crossword but to learn it. “We know people like crosswords,” says Schlesinger, “so we wanted to figure out what we were missing.” And the process didn’t just result in a new game — it led them straight to the secret of word-game design success. “It’s not about ‘What random box of words will you get?’” says Schlesinger, “but, ‘What are the decisions you’ll make as a player?’” Knotwords challenges players to complete a puzzle using only specific letters in specific parts of the board. Gage and Schlesinger are longtime design partners; in addition to designing Knotwords and Good Sudoku with Gage, Schlesinger contributed to the 2020 reboot of SpellTower and the Apple Arcade title Card of Darkness. Neither came to game design through traditional avenues: Gage has a background in interactive art, while Schlesinger is the coding mastermind with a history in theater and, of all things, rock operas. (He’s responsible for the note-perfect soundtracks for many of the duo’s games.) And they’re as likely to talk about the philosophy behind a game as the development of it. I had been under the mistaken impression that the magic of a simple game was in its simple rule set. The magic actually comes from having an amazing algorithmic puzzle constructor. Zach Gage “When you’re playing a crossword, you’re fully focused on the clues. You’re not focused on the grid at all,” explains Gage. “But when you’re building a crossword, you’re always thinking about the grid. I wondered if there was a way to ask players not to solve a crossword but recreate the grid instead,” he says. Knotwords lets players use only specific letters in specific sections of the grid — a good idea, but one that initially proved elusive to refine and difficult to scale. “At first, the idea really wasn’t coming together,” says Gage, “so we took a break and built Good Sudoku.” Building their take on sudoku — another game with simple rules and extraordinary complexity — proved critical to restarting Knotwords. “I had been under the mistaken impression that the magic of a simple game was in its simple rule set,” Gage says. “The magic actually comes from having an amazing algorithmic puzzle constructor.” An early — and very analog — prototype of Knotwords. Problematically, they didn’t just have one of those just lying around. But they did have Schlesinger. “I said, ‘I will make you a generator for Knotwords in two hours,’” Schlesinger laughs. That was maybe a little ambitious. The first version took eight hours and was, by his own account, not great. However, it proved a valuable learning experience. “We learned that we needed to model a player. What would someone do here? What steps could they take? If they make a mistake, how long would it take them to correct it?” In short, the puzzle generation algorithm needed to take into account not just rules, but also player behavior. The work provided the duo an answer for why people liked crosswords. It also did one better by addressing one of Gage’s longstanding game-design philosophies. “To me, the only thing that’s fun in a game is the process of getting better,” says Gage. “In every game I’ve made, the most important questions have been: What’s the journey that people are going through and how can we make that journey fun? And it turns out it's easy to discover that if I've never played a game before.” Learn more about Knotwords Find Knotwords+ on Apple Arcade Behind the Design is a series that explores design practices and philosophies from each of the winners and finalists of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.

2024/4/5
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WWDC24: June 10-14

Join the worldwide developer community online for a week of technology and creativity. Be there for the unveiling of the latest Apple platforms, technologies, and tools. Learn how to create and elevate your apps and games. Engage with Apple designers and engineers and connect with the worldwide developer community. All online and at no cost. Learn more

2024/3/26
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Provide your trader status in App Store Connect

To align with the Digital Services Act (DSA) in the European Union (EU), Account Holders and Admins in the Apple Developer Program can now enter their trader status in App Store Connect. Submission requirements You’ll need to let us know whether or not you’re a trader to submit new apps to the App Store. If you’re a trader, you may be asked for documentation that verifies your trader contact information.

2024/3/21
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More options for apps distributed in the European Union

We’re providing more flexibility for developers who distribute apps in the European Union (EU), including introducing a new way to distribute apps directly from a developer’s website. More flexibility Developers who’ve agreed to the Alternative Terms Addendum for Apps in the EU have new options for their apps in the EU: Alternative app marketplaces. Marketplaces can choose to offer a catalog of apps solely from the developer of the marketplace. Linking out to purchase. When directing users to complete a transaction for digital goods or services on an external webpage, developers can choose how to design promotions, discounts, and other deals. The Apple-provided design templates, which are optimized for key purchase and promotional use cases, are now optional. Distributing directly from your website Web Distribution, available with a software update later this spring, will let authorized developers distribute their iOS apps to EU users directly from a website owned by the developer. Apple will provide authorized developers access to APIs that facilitate the distribution of their apps from the web, integrate with system functionality, back up and restore users’ apps, and more. For details, visit Getting ready for Web Distribution in the EU.

2024/3/12
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Uncovering the hidden joys of Finding Hannah

On its surface, Finding Hannah is a bright and playful hidden-object game — but dig a little deeper and you’ll find something much more. The Hannah of Finding Hannah is a 38-year-old Berlin resident trying to navigate career, relationships (including with her best friend/ex, Emma), and the nagging feeling that something’s missing in her life. To help find answers, Hannah turns to her nurturing grandmother and free-spirited mother — whose own stories gradually come into focus and shape the game’s message as well. “It’s really a story about three women from three generations looking for happiness,” says Franziska Zeiner, cofounder and co-CEO of the Fein Games studio. “For each one, times are changing. But the question is: Are they getting better?” Locate hidden objects in this lively Berlin subway scene to move along the story of Finding Hannah. To move the story along, players comb through a series of richly drawn scenes — a packed club, a bustling train, a pleasantly cluttered bookstore. Locating (and merging) hidden items unlocks new chapters, and the more you find, the more the time-hopping story unfolds. The remarkable mix of message and mechanic made the game a 2023 Apple Design Award finalist, as well as a Cultural Impact winner in the 2023 App Store Awards. Fein Games is the brainchild of Zeiner and Lea Schönfelder, longtime friends from the same small town in Germany who both pursued careers in game design — despite not being all that into video games growing up. “I mean, at some point I played The Sims as a teenager,” laughs Zeiner, “but games were rare for us. When I eventually went to study game design, I felt like I didn’t really fit in, because my game literacy was pretty limited.” The goal is to create for people who enjoy authentic female experiences in games. Lea Schönfelder, cofounder and co-CEO of Fein Games Cofounder and co-CEO Schönfelder also says she felt like an outsider, but soon found game design a surprisingly organic match for her background in illustration and animation. “In my early years, I saw a lot of people doing unconventional things with games and thought, ‘Wow, this is really powerful.’ And I knew I loved telling stories, maybe not in a linear form but a more systematic way.” Those early years included time with studios like Nerial and ustwo Games, where she worked on Monument Valley 2 and Assemble With Care. Drawing on their years of experience — and maybe that shared unconventional background — the pair went out on their own to launch Fein Games in 2020. From day one, the studio was driven by more than financial success. “The goal is to create for people who enjoy authentic female experiences in games,” says Schönfelder. “But the product is only one side of the coin — there’s also the process of how you create, and we’ve been able to make inclusive games that maybe bring different perspectives to the world.” Hannah and her free-spirited mother, Sigrid, share an uncomfortable conversation. Finding Hannah was driven by those perspectives from day one. The story was always meant to be a time-hopping journey featuring women in Berlin, and though it isn’t autobiographical, bits and pieces do draw from their creators’ lives. “There’s a scene inspired by my grandmother, who was a nurse during the second world war and would tan with her friends on a hospital roof while the planes circled above,” says Schönfelder. The script was written by Berlin-based author Rebecca Harwick, who also served as lead writer on June’s Journey and writer on Switchcraft, The Elder Scrolls Online, and many others. In the beginning, I felt like I wasn’t part of the group, and maybe even a little ashamed that I wasn’t as games-literate as my colleagues. But what I thought was a weakness was actually a strength. Lea Schönfelder, cofounder and co-CEO of Fein Games To design the art for the different eras, the team tried not to think like gamers. “The idea was to try to reach people who weren’t gamers yet, and we thought we’d most likely be able to do that if we found a style that hadn’t been seen in games before,” says Zeiner. To get there, they hired Elena Resko, a Russian-born artist based in Berlin who’d also never worked in games. “What you see is her style,” says Schönfelder. “She didn’t develop that for the game. I think that’s why it has such a deep level of polish, because Elena has been developing her style for probably a decade now.” And the hidden-object and merge gameplay mechanic itself is an example of sticking with a proven success. “When creating games, you usually want to invent a new mechanic, right?” says Schönfelder. “But Finding Hannah is for a more casual audience. And it’s been proven that the hidden-object mechanic works. So we eventually said, ‘Well, maybe we don’t need to reinvent the wheel here,’” she laughs. The scene in which Hannah’s grandmother sits with friends on the roof was inspired by Lea Schönfelder’s grandmother. The result is a hidden-object game like none other, part puzzler, part historically flavored narrative, part meditation on the choices faced by women across generations. And it couldn’t have come from a team with any other background. “In the beginning, I felt like I wasn’t part of the group, and maybe even a little ashamed that I wasn’t as games-literate as my colleagues,” says Schönfelder. “But what I thought was a weakness was actually a strength. Players don’t always play your game like you intended. And I felt a very strong, very sympathetic connection to people, and wanted to make the experience as smooth and accessible as possible. And I think that shows.” Learn more about Finding Hannah Download Finding Hannah from the App Store Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.

2024/3/8
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Q&A with the Mac notary service team

Security is at the core of every Apple platform. The Mac notary service team is part of Apple Security Engineering and Architecture, and in this Q&A, they share their tips on app distribution and account security to help Mac developers have a positive experience — and protect their users. When should I submit my new app for notarization? Apps should be mostly complete at the time of notarization. There’s no need to notarize an app that isn’t functional yet. How often should I submit my app for notarization? You should submit all versions you might want to distribute, including beta versions. That’s because we build a profile of your unique software to help distinguish your apps from other developers’ apps, as well as malware. As we release new signatures to block malware, this profile helps ensure that the software you’ve notarized is unaffected. What happens if my app is selected for additional analysis? Some uploads to the notary service require additional evaluation. If your app falls into this category, rest assured that we’ve received your file and will complete the analysis, though it may take longer than usual. In addition, if you’ve made changes to your app while a prior upload has been delayed, it’s fine to upload a new build. What should I do if my app is rejected? Keep in mind that empty apps or apps that might damage someone’s computer (by changing important system settings without the owner’s knowledge, for instance) may be rejected, even if they’re not malicious. If your app is rejected, first confirm that your app doesn’t contain malware. Then determine whether it should be distributed privately instead, such as within your enterprise via MDM. What should I do if my business changes? Keep your developer account details — including your business name, contact info, address, and agreements — up to date. Drastic shifts in account activity or software you notarize can be signs that your account or certificate has been compromised. If we notice this type of activity, we may suspend your account while we investigate further. I’m a contractor. What are some ways to make sure I’m developing responsibly? Be cautious if anyone asks you to: Sign, notarize, or distribute binaries that you didn’t develop. Develop software that appears to be a clone of existing software. Develop what looks like an internal enterprise application when your customer isn’t an employee of that company. Develop software in a high-risk category, like VPNs, system utilities, finance, or surveillance apps. These categories of software have privileged access to private data, increasing the risk to users. Remember: It’s your responsibility to know your customer and the functionality of all software you build and/or sign. What can I do to maintain control of my developer account? Since malware developers may try to gain access to legitimate accounts to hide their activity, be sure you have two-factor authentication enabled. Bad actors may also pose as consultants or employees and ask you to add them to your developer team. Luckily, there’s an easy solve: Don’t share access to your accounts. Should I remove access for developers who are no longer on my team? Yes. And we can revoke Developer ID certificates for you if you suspect they may have been compromised. Learn more about notarization Notarizing macOS software before distribution Developer agreement for notarizing macOS applications Two-factor authentication for developer accounts

2024/3/8
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Hello Developer: March 2024

Welcome to Hello Developer. In this edition: Find out what you can do at the Apple Developer Centers in Bengaluru, Cupertino, Shanghai, and Singapore. Learn how the team behind Finding Hannah created a hidden-object game with a meaningful message. Get security tips from the Mac notary service team. Catch up on the latest news and documentation. FEATURED Step inside the Apple Developer Centers The new Apple Developer Centers are open around the world — and we can’t wait for you to come by. With locations in Bengaluru, Cupertino, Shanghai, and now Singapore, Apple Developer Centers are the home bases for in-person sessions, labs, workshops, and consultations around the world. Whether you’re looking to enhance your existing app or game, refine your design, or launch a new project, there’s something exciting for you at the Apple Developer Centers. Browse activities in Bengaluru, Cupertino, Shanghai, and Singapore. BEHIND THE DESIGN Uncover the hidden joys of Finding Hannah On its surface, Finding Hannah is a bright and playful hidden-object game — but dig a little deeper and you’ll find something more. “It’s really a story about three women from three generations looking for happiness,” says Franziska Zeiner, cofounder and co-CEO of the Fein Games studio. “For each one, times are changing. But the question is: Are they getting better?” Find out how Zeiner and her Berlin-based team created this compelling Apple Design Award finalist. Uncovering the hidden joys of Finding Hannah View now Q&A Get answers from the Mac notary service team Security is at the core of every Apple platform. The Mac notary service team is part of Apple Security Engineering and Architecture, and in this Q&A, they share their tips on app distribution and account security to help Mac developers have a positive experience — and protect their users. Q&A with the Mac notary service team View now VIDEOS Improve your subscriber retention with App Store features In this new video, App Store experts share their tips for minimizing churn and winning back subscribers. Improve your subscriber retention with App Store features Watch now GROW YOUR BUSINESS Make the most of custom product pages Learn how you can highlight different app capabilities and content through additional (and fully localizable) versions of your product page. With custom product pages, you can create up to 35 additional versions — and view their performance data in App Store Connect. Plus, thanks to seamless integration with Apple Search Ads, you can use custom product pages to easily create tailored ad variations on the App Store. Read how apps like HelloFresh, Pillow, and Facetune used the feature to gain performance improvements, like higher tap-through and conversion rates. DOCUMENTATION Find the details you need in new and updated docs Create complex materials and effects for 3D content with Shader Graph, a node-based material editor in Reality Composer Pro. Use SwiftData to add persistence to your app with minimal code and no external dependencies. Check out new documentation on classes, macros, and structures. Learn how to share configurations across Xcode Cloud workflows. Explore HIG updates about visionOS support, including new details on immersive experiences, the virtual keyboard, layout, color, and motion. New in Technotes: Learn how to identify and handle CloudKit throttles. Plus, find out how to recognize and resolve synchronization issues when working with NSPersistentCloudKitContainer, and how to explore details inside the container by capturing and analyzing a sysdiagnose. View the full list of new resources NEWS Catch up on the latest updates App Store Connect upload requirement: Starting April 29, 2024, uploaded apps must be built with Xcode 15 for iOS 17, iPadOS 17, tvOS 17, or watchOS 10. Updates to support app distribution changes in the European Union: Learn how we’re continuing to provide new ways to understand and utilize these changes. App Store Connect update: Learn about changes to app statuses and support for features related to alternative app distribution in the EU. App Store Connect API 3.3: Manage distribution keys, alternative distribution packages, and marketplace search for alternative app distribution in the EU. Subscribe to Hello Developer Want to get Hello Developer in your inbox? Make sure you’ve opted in to receive emails about developer news and events by updating your email preferences in your developer account. Share your thoughts We’d love to hear from you. If you have suggestions for our activities or stories, please let us know.

2024/3/8
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New App Store and iOS data analytics now available

We’re expanding the analytics available for your apps to help you get even more insight into your business and apps’ performance. Over 50 new reports are now available through the App Store Connect API to help you analyze your apps’ App Store and iOS performance. These reports include hundreds of new metrics that can enable you to evaluate your performance and find opportunities for improvement. Reports are organized into the following categories: App Store Engagement — the number of users on the App Store interacting with a developer’s app or sharing it with others App Store Commerce — downloads, sales, pre-orders, and transactions made with the secure App Store In-App Purchase system App Usage — active devices, installs, app deletions, and more Frameworks Usage — an app’s interaction with OS capabilities, such as PhotoPicker and Widgets Performance — how your apps perform and how users interact with specific features Additionally, new reports are also available through the CloudKit console with data about Apple Push Notifications and File Provider. Apple Push Notifications — notification states as they pass through the Apple Push Notification service (APNs) File Provider — usage, consistency, and error data

2024/3/6
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Updates to app distribution in the European Union

Over the past several weeks, we’ve communicated with thousands of developers to discuss DMA-related changes to iOS, Safari, and the App Store impacting apps in the European Union. As a result of the valuable feedback received, we’ve revised the Alternative Terms Addendum for Apps in the EU to update the following policies and provide developers more flexibility: Decisioning by membership: To make it easier for more developers to sign up for the new terms, we’ve removed the corporate entity requirement that the Addendum must be signed by each membership that controls, is controlled by, or is under control with another membership. This means an entity can now choose to sign up for the new terms at the developer account level. Switching back: To help reduce the risk of unexpected business changes under the new terms, such as reaching massive scale more quickly than anticipated, or if you simply change your mind, we’ve created a one-time option to terminate the Addendum under certain circumstances and switch back to Apple’s standard business terms for your EU apps. For details, view the Addendum. Alternative app marketplace requirements: To make it easier for developers who want to create alternative app marketplaces, we’ve added a new eligibility criteria that lets developers qualify without a stand-by letter of credit. For details, view the marketplace support page. If you’ve already entered into the Addendum, you can sign the updated version here.

2024/3/6
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The latest OS Release Candidates are now available

You can now submit your apps and games built with Xcode 15.3 and all the latest SDKs for iOS 17.4, iPadOS 17.4, macOS 14.4, tvOS 17.4, visionOS 1.1, and watchOS 10.4. Developers who have agreed to the Alternative Terms Addendum for Apps in the EU can now submit apps offering alternative payment options in the EU. They can also now measure the number of first annual installs their apps have accumulated. If you’d like to discuss changes to iOS, Safari, and the App Store impacting apps in the EU to comply with the Digital Markets Act, request a 30-minute online consultation with an Apple team member.

2024/3/5
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Updated App Review Guidelines now available

The App Store Review Guidelines have been revised to support updated policies, upcoming features, and to provide clarification. The title of the document has been changed to App Review Guidelines. The Introduction section explains that in the European Union, developers can also distribute notarized iOS apps from alternative app marketplaces. This section provides links to further information about alternative app marketplaces and Notarization for iOS apps. The following guidelines have been updated: 2.3.1: Added that a violation of this rule is grounds for an app being blocked from installing via alternative distribution. 2.3.10: Added that developers cannot include names, icons, or imagery of other mobile platforms or alternative app marketplaces in their apps or metadata, unless there is specific, approved interactive functionality. 3.1.3(b): Added a link to 3.1.1 to make clear that 3.1.1(a) applies, and multiplatform services apps can use the 3.1.1(a) entitlement. 4.8 Login Services: Updated to make clear that the login service cannot collect interactions with your app for advertising purposes without consent. It also adds that another login service is not required if your app is an alternative app marketplace, or an app distributed from an alternative app marketplace, that uses a marketplace-specific login for account, download, and commerce features. 5.1.1(viii): Added that apps that compile personal information from any source that is not directly from the user or without the user’s explicit consent, even public databases, are not permitted on alternative app marketplaces. 5.4 and 5.5: Updated to state that apps that do not comply with these guidelines will be blocked from installing via alternative distribution. Bug Fix Submissions: Added that bug fixes will not be delayed for apps that are already on alternative app marketplaces, except for those related to legal or safety issues. View the App Review Guidelines Translations of the guidelines will be available on the Apple Developer website within one month.

2024/3/5
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Privacy updates for App Store submissions

Developers are responsible for all code included in their apps. At WWDC23, we introduced new privacy manifests and signatures for commonly used third-party SDKs and announced that developers will need to declare approved reasons for using a set of APIs in their app’s privacy manifest. These changes help developers better understand how third-party SDKs use data, secure software dependencies, and provide additional privacy protection for users. Starting March 13: If you upload a new or updated app to App Store Connect that uses an API requiring approved reasons, we’ll send you an email letting you know if you’re missing reasons in your app’s privacy manifest. This is in addition to the existing notification in App Store Connect. Starting May 1: You’ll need to include approved reasons for the listed APIs used by your app’s code to upload a new or updated app to App Store Connect. If you’re not using an API for an allowed reason, please find an alternative. And if you add a new third-party SDK that’s on the list of commonly used third-party SDKs, these API, privacy manifest, and signature requirements will apply to that SDK. Make sure to use a version of the SDK that includes its privacy manifest and note that signatures are also required when the SDK is added as a binary dependency. This functionality is a step forward for all apps and we encourage all SDKs to adopt it to better support the apps that depend on them.

2024/3/1
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App submissions now open for the latest OS releases

Submit in App Store Connect iOS 17.4, iPadOS 17.4, macOS 14.4, tvOS 17.4, visionOS 1.1, and watchOS 10.4 will soon be available to customers worldwide. Build your apps and games using the Xcode 15.3 Release Candidate and latest SDKs, then test them using TestFlight. You can submit your iPhone and iPad apps today. Apps in the European Union Developers who’ve agreed to the Alternative Terms Addendum for Apps in the EU can set up marketplace distribution in the EU. Eligible developers can also submit marketplace apps and offer apps with alternative browser engines. Once these platform versions are publicly available: First annual installs for the Core Technology Fee begin accruing and the new commission rates take effect for these developers. Apps offering alternative payment options in the EU will be accepted in App Store Connect. In the meantime, you can test in the sandbox environment. If you’d like to discuss changes to iOS, Safari, and the App Store impacting apps in the EU to comply with the Digital Markets Act, request a 30-minute online consultation to meet with an Apple team member. In addition, if you’re interested in getting started with operating an alternative app marketplace on iOS in the EU, you can request to attend an in-person lab in Cork, Ireland. Sign in to App Store Connect

2024/2/28
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Developer activities you’ll love

Apple developer activities are in full swing. Here’s a look at what’s happening: Join an online session to learn to minimize churn and win back subscribers hosted by App Store experts. Celebrate International Women’s Day with special in-person activities in Bengaluru, Cupertino, Shanghai, Singapore, Sydney, and Tokyo. Visit an Apple Vision Pro developer lab in Cupertino, London, Munich, Singapore, Sydney, or Tokyo to test and refine your apps for the infinite canvas. Meet with an Apple team member to discuss changes to iOS, Safari, and the App Store impacting apps in the European Union to comply with the Digital Markets Act. And we’ll have lots more activities in store — online, in person, and in multiple languages — all year long. Browse the schedule

2024/2/14
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Q&A with the Apple UX writing team

Writing is fundamental — especially in your apps and games, where the right words can have a profound impact on your experience. During WWDC23, the Apple UX writing team hosted a wide-ranging Q&A that covered everything from technical concepts to inspiring content to whether apps should have “character.” Here are some highlights from that conversation and resources to help you further explore writing for user interfaces. Writing for interfaces Watch now My app has a lot of text. What’s the best way to make copy easier to read? Ask yourself: What am I trying to accomplish with my writing? Once you’ve answered that, you can start addressing the writing itself. First, break up your paragraphs into individual sentences. Then, go back and make each sentence as short and punchy as possible. To go even further, you can start each sentence the same way — like with a verb — or add section headers to break up the copy. Or, to put it another way: Break up your paragraphs into individual sentences. Make each sentence as short and punchy as possible. Start each sentence the same way — like with a verb. Keep other options in mind too. Sometimes it might be better to get your point across with a video or animation. You might also put a short answer first and expand on it elsewhere. That way, you’re helping people who are new to your app while offering a richer option for those who want to dive a little deeper. What’s your advice for explaining technical concepts in simple terms? First, remember that not everyone will have your level of understanding. Sometimes we get so excited about technical details that we forget the folks who might be using an app for the first time. Try explaining the concept to a friend or colleague first — or ask an engineer to give you a quick summary of a feature. From there, break down your idea into smaller components and delete anything that isn’t absolutely necessary. Technical concepts can feel even more intimidating when delivered in a big block of text. Can you link to a support page? Do people need that information in this particular moment? Offering small bits of information is always a good first step. How can I harness the “less is more” concept without leaving people confused? Clarity should always be the priority. The trick is to make something as long as it needs to be, but as short as it can be. Start by writing everything down — and then putting it away for a few days. When you come back to it, you’ll have a clearer perspective on what can be cut. One more tip: Look for clusters of short words — those usually offer opportunities to tighten things up. How should I think about writing my onboarding? Naturally, this will depend on your app or game — you’ll have to figure out what’s necessary and right for you. But typically, brevity is key when it comes to text — especially at the beginning, when people are just trying to get into the experience. Consider providing a brief overview of high-level features so people know why they should use your app and what to expect while doing so. Also, think about how they got there. What text did they see before opening your app? What text appeared on the App Store? All of this contributes to the overall journey. Human Interface Guidelines: Onboarding Should UX writing have a personal tone? Or does that make localization too difficult? When establishing your voice and tone, you should absolutely consider adding elements of personality to get the elusive element of “character.” But you're right to consider how your strings will localize. Ideally, you’ll work with your localization partners for this. Focus on phrases that strike the tone you want without resorting to idioms. And remember that a little goes a long way. How should I approach writing inclusively, particularly in conveying gender? This is an incredibly important part of designing for everyone. Consider whether specifying gender is necessary for the experience you’re creating. If gender is necessary, it’s helpful to provide a full set of options — as well as an option to decline the question. Many things can be written without alluding to gender at all and are thus more inclusive. You can also consider using glyphs. SF Symbols provides lots of inclusive options. And you can find more guidance about writing inclusively in the Human Interface Guidelines. Human Interface Guidelines: Inclusion What are some best practices for writing helpful notifications? First, keep in mind that notifications can feel inherently interruptive — and that people receive lots of them all day long. Before you write a notification at all, ask yourself these questions: Does the message need to be sent right now? Does the message save someone from opening your app? Does the message convey something you haven’t already explained? If you answered yes to all of the above, learn more about notification best practices in the Human Interface Guidelines. Human Interface Guidelines: Notifications Can you offer guidance on writing for the TipKit framework? With TipKit — which displays tips that help people discover features in your app — concise writing is key. Use tips to highlight a brand-new feature in your app, help people discover a hidden feature, or demonstrate faster ways to accomplish a task. Keep your tips to just one idea, and be as clear as possible about the functionality or feature you’re highlighting. What’s one suggestion you would give writers to improve their content? One way we find the perfect (or near-perfect) sentence is to show it to other people, including other writers, designers, and creative partners. If you don’t have that option, run your writing by someone else working on your app or even a customer. And you can always read out loud to yourself — it’s an invaluable way to make your writing sound conversational, and a great way to find and cut unnecessary words.

2024/2/9
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Hello Developer: February 2024

Welcome to the first Hello Developer of the spatial computing era. In this edition: Join us to celebrate International Women’s Day all over the world, find out how the Fantastical team brought their app to life on Apple Vision Pro, get UX writing advice straight from Apple experts, and catch up on the latest news and documentation. FEATURED Join us for International Women's Day celebrations This March, we’re honoring International Women’s Day with developer activities all over the world. Celebrate and elevate women in app development through a variety of sessions, panels, and performances. FEATURED “The best version we’ve ever made”: Fantastical comes to Apple Vision Pro The best-in-class calendar app Fantastical has 11 years of history, a shelf full of awards, and plenty of well-organized fans on iPad, iPhone, Mac, and Apple Watch. Yet Fantastical’s Michael Simmons says the app on Apple Vision Pro is “the best version we’ve ever made.” Find out what Simmons learned while building for visionOS — and what advice he’d give fellow developers bringing their apps to Apple Vision Pro. “The best version we’ve ever made”: Fantastical comes to Apple Vision Pro View now Q&A Get advice from the Apple UX writing team Writing is fundamental — especially in your apps and games, where the right words can have a profound impact on your app’s experience. During WWDC23, the Apple UX writing team hosted a wide-ranging Q&A that covered everything from technical concepts to inspiring content to whether apps should have “character.” Q&A with the Apple UX writing team View now NEWS Download the Apple Developer app on visionOS Apple Developer has come to Apple Vision Pro. Experience a whole new way to catch up on WWDC videos, browse news and features, and stay up to date on the latest Apple frameworks and technologies. Download Apple Developer from the App Store VIDEOS Dive into Xcode Cloud, Apple Pay, and network selection This month’s new videos cover a lot of ground. Learn how to connect your source repository with Xcode Cloud, find out how to get started with Apple Pay on the Web, and discover how your app can automatically select the best network for an optimal experience. Connect your project to Xcode Cloud Watch now Get started with Apple Pay on the Web Watch now Adapt to changing network conditions Watch now BEHIND THE DESIGN Rebooting an inventive puzzle game for visionOS Bringing the mind-bending puzzler Blackbox to Apple Vision Pro presented Ryan McLeod with a challenge and an opportunity like nothing he'd experienced before. Find out how McLeod and team are making the Apple Design Award-winning game come to life on the infinite canvas. Then, catch up on our Apple Vision Pro developer interviews and Q&As with Apple experts. Blackbox: Rebooting an inventive puzzle game for visionOS View now Apple Vision Pro developer stories and Q&As View now MEET WITH APPLE EXPERTS Sign up for developer activities This month, you can learn to minimize churn and win back subscribers in an online session hosted by App Store experts, and meet with App Review to explore best practices for a smooth review process. You can also request to attend an in-person lab in Cork, Ireland, to help develop your alternative app marketplace on iOS in the European Union. View the full schedule of activities. DOCUMENTATION Explore and create with new and updated docs Track specific points in world space: In this new sample app, you’ll learn to use world anchors along with an ARKit session’s WorldTrackingProvider to create coherence and continuity in a 3D world. Explore over 400 newly localized SF symbols: Download the latest version of SF Symbols to browse the updates. Preview your app's interface in Xcode: Iterate designs quickly and preview your displays across Apple devices. Set up or add a Border Router to your Thread network: Configure a Border Router as a bridge between the Thread and Wi-Fi or Ethernet networks in a home. View the full list of new resources. Discover what’s new in the Human Interface Guidelines. NEWS Catch up on the latest updates Swift Student Challenge applications are open: Learn about past Challenge winners and get everything you need to create an awesome app playground. App Store Connect API 3.2: Manage your apps on the App Store for Apple Vision Pro and download new Sales and Trends install reports, including information about historical first annual installs. New StoreKit entitlement: If your app offers in-app purchases on the App Store for iPhone or iPad in the United States, you can include a link to your website to let people know of other ways to purchase your digital goods or services. New reports and sign-in options: You’ll soon be able to view over 50 new reports to help measure your apps’ performance. And you can take advantage of new flexibility when asking users to sign in to your app. App distribution in the European Union: We’re sharing some changes to iOS, Safari, and the App Store, impacting developers’ apps in the EU to comply with the Digital Markets Act. App Store Review Guideline update: Check out the latest changes to support updated policies and provide clarification. Subscribe to Hello Developer Want to get Hello Developer in your inbox? Make sure you’ve opted in to receive emails about developer news and events by updating your email preferences in your developer account. Share your thoughts We’d love to hear from you. If you have suggestions for our activities or stories, please let us know.

2024/2/9
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“The best version we’ve ever made”: Fantastical comes to Apple Vision Pro

The best-in-class calendar app Fantastical has more than a decade of history, a shelf full of awards, and plenty of well-organized fans on iPad, iPhone, Mac, and Apple Watch. Yet Michael Simmons, CEO and lead product designer for Flexibits, the company behind Fantastical, says the Apple Vision Pro app is “the best version we’ve ever made.” We asked Simmons about what he’s learned while building for visionOS, his experiences visiting the developer labs, and what advice he’d give fellow developers bringing their apps to Vision Pro. What was your initial approach to bringing Fantastical from iPad to Apple Vision Pro? The first thing we did was look at the platform to see if a calendar app made sense. We thought: “Could we do something here that’s truly an improvement?” When the answer was yes, we moved on to, “OK, what are the possibilities?” And of course, visionOS gives you unlimited possibilities. You’re not confined to borders; you have the full canvas of the world to create on. We wanted to take advantage of that infinite canvas. But we also needed to make sure Fantastical felt right at home in visionOS. People want to feel like there’s a human behind the design — especially in our case, where some customers have been with us for almost 13 years. There’s a legacy there, and an expectation that what you’ll see will feel connected to what we’ve done for more than a decade. I play guitar, so to me it felt like learning an instrument. Michael Simmons, CEO and lead product designer for Flexibits In the end, it all felt truly seamless, so much so that once Fantastical was finished, we immediately said, “Well, let’s do [the company’s contacts app] Cardhop too!” Was there a moment when you realized, “We’ve really got something here”? It happened as instantly as it could. I play guitar, so to me it felt like learning an instrument. One day it just clicks — the songs, the notes, the patterns — and feels like second nature. For me, it felt like those movies where a musical prodigy feels the music flowing out of them. How did you approach designing for visionOS? We focused a lot on legibility of the fonts, buttons, and other screen elements. The opaque background didn’t play well with elements from other operating systems, for example, so we tweaked it. We stayed consistent with design language, used system-provided colors as much as possible, built using mainly UIKit, and used SwiftUI for ornaments and other fancy Vision Pro elements. It’s incredible how great the app looked without us needing to rewrite a bunch of code. How long did the process take? It was five months from first experiencing the device to submitting a beautiful app. Essentially, that meant three months to ramp up — check out the UI, explore what was doable, and learn the tools and frameworks — and two more months to polish, refine, and test. That’s crazy fast! And once we had that domain knowledge, we were able to do Cardhop in two months. So I’d say if you have an iPad app and that knowledge, it takes just months to create a Apple Vision Pro version of your app. What advice would you give to other developers looking to bring their iPhone or iPad apps to Apple Vision Pro? Make sure your app is appropriate for the platform. Look at the device — all of its abilities and possibilities — and think about how your app would feel with unlimited real estate. And if your app makes sense — and most apps do make sense — and you’re already developing for iPad, iPhone, or Mac, it’s a no-brainer to bring it to Apple Vision Pro. Download Fantastical from the App Store

2024/2/9
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Updates to support app distribution changes in the European Union

We recently announced changes to iOS, Safari, and the App Store impacting developers’ apps in the European Union (EU) to comply with the Digital Markets Act (DMA), supported by more than 600 new APIs, a wide range of developer tools, and related documentation. And we’re continuing to provide new ways for developers to understand and utilize these changes, including: Online consultations to discuss alternative distribution on iOS, alternative payments on the App Store, linking out to purchase on their webpage, new business terms, and more. Labs to help develop alternative app marketplaces on iOS. Developers who have agreed to the new business terms can now use new features in App Store Connect and the App Store Connect API to set up marketplace distribution and marketplace apps, and use TestFlight to beta test these features. TestFlight also supports apps using alternative browser engines, and alternative payments through payment service providers and linking out to a webpage. And soon, you’ll be able to view expanded app analytics reports for the App Store and iOS.

2024/2/8
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App Store Connect upload requirement starts April 29

Apps uploaded to App Store Connect must be built with Xcode 15 for iOS 17, iPadOS 17, tvOS 17, or watchOS 10, starting April 29, 2024. Learn about submitting your apps

2024/2/6
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Apply for the Swift Student Challenge now through February 25

Every year, the Swift Student Challenge aims to inspire students to create amazing app playgrounds that can make life better for their communities — and beyond. Have an app idea that’s close to your heart? Now’s your chance to make it happen. Build an app playground and submit by February 25. All winners receive a year of complimentary membership in the Apple Developer Program and other exclusive awards. And for the first time ever, we’ll award a select group of Distinguished Winners a trip to Apple Park for an incredible in-person experience. Apply now

2024/2/6
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Request a consultation about the changes to apps distributed in the European Union

Meet with an Apple team member to discuss changes to iOS, Safari, and the App Store impacting apps in the European Union to comply with the Digital Markets Act. Topics include alternative distribution on iOS, alternative payments in the App Store, linking out to purchase on your webpage, new business terms, and more. Request a 30-minute online consultation to ask questions and provide feedback about these changes. In addition, if you’re interested in getting started with operating an alternative app marketplace on iOS in the European Union, you can request to attend an in-person lab in Cork, Ireland.

2024/2/1
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Blackbox: Rebooting an inventive puzzle game for visionOS

If you’ve ever played Blackbox, you know that Ryan McLeod builds games a little differently. In the inventive iOS puzzler from McLeod’s studio, Shapes & Stories, players solve challenges not by tapping or swiping but by rotating the device, plugging in the USB cable, singing a little tune — pretty much everything except touching the screen. “The idea was to get people in touch with the world outside their device,” says McLeod, while ambling along the canals of his Amsterdam home base. I’m trying to figure out what makes Blackbox tick on iOS, and how to bring that to visionOS. That requires some creative following of my own rules — and breaking some of them. Ryan McLeod In fact, McLeod freed his puzzles from the confines of a device screen well before Apple Vision Pro was even announced — which made bringing the game to this new platform a fascinating challenge. On iOS and iPadOS, Blackbox plays off the familiarity of our devices. But how do you transpose that experience to a device people haven’t tried yet? And how do you break boundaries on a canvas that doesn’t have any? “I do love a good constraint,” says McLeod, “but it has been fun to explore the lifting of that restraint. I’m trying to figure out what makes Blackbox tick on iOS, and how to bring that to visionOS. That requires some creative following of my own rules — and breaking some of them.” After a brief onboarding, the game becomes an all-new visionOS experience that takes advantage of the spatial canvas right from the first level selection. “I wanted something a little floaty and magical, but still grounded in reality,” he says. “I landed on the idea of bubbles. They’re like soap bubbles: They’re natural, they have this hyper-realistic gloss, and they move in a way you’re familiar with. The shader cleverly pulls the reflection of your world into them in this really believable, intriguing way.” And the puzzles within those bubbles? “Unlike Blackbox on iOS, you’re not going to play this when you’re walking home from school or waiting in line,” McLeod says. “It had to be designed differently. No matter how exciting the background is, or how pretty the sound effects are, it’s not fun to just stare at something, even if it’s bobbing around really nicely.” Ryan McLeod’s notebook shows pen sketches of what will become Blackbox on Apple Vision Pro. Now, McLeod cautions that Blackbox is still very much a work in progress, and we’re certainly not here to offer any spoilers. But if you want to go in totally cold, it might be best to skip this next part. In Blackbox, players interact with the space — and their own senses — to explore and solve challenges. One puzzle involves moving your body in a certain manner; another involves sound, silence, and a blob of molten gold floating like an alien in front of you. A second puzzle involves Morse code. And solving a third puzzle causes part of the scene to collapse into a portal. “Spatial Audio makes the whole thing kind of alarming but mesmerizing,” he says. There's an advantage to not knowing expected or common patterns. Ryan McLeod It's safe to say Blackbox will continue evolving, especially since McLeod is essentially building this plane as he’s flying it — something he views as a positive. “There’s an advantage to not knowing expected or common patterns,” he says. “There’s just so much possibility.” Download Blackbox for Vision from the App Store

2024/1/31
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Apple Vision Pro developer stories and Q&As

Meet some of the incredible teams building for visionOS, and get answers from Apple experts on spatial design and creating great apps for Apple Vision Pro. Developer stories “The best version we’ve ever made”: Fantastical comes to Apple Vision Pro View now Blackbox: Rebooting an inventive puzzle game for visionOS View now “The full impact of fruit destruction”: How Halfbrick cultivated Super Fruit Ninja on Apple Vision Pro View now Realizing their vision: How djay designed for visionOS View now JigSpace is in the driver’s seat View now PTC is uniting the makers View now Q&As Q&A: Spatial design for visionOS View now Q&A: Building apps for visionOS View now

2024/1/31
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Price and tax updates for apps, in-app purchases, and subscriptions

The App Store is designed to make it easy to sell your digital goods and services globally, with support for 44 currencies across 175 storefronts. From time to time, we may need to adjust prices or your proceeds due to changes in tax regulations or foreign exchange rates. These adjustments are made using publicly available exchange rate information from financial data providers to help ensure that prices for apps and in-app purchases remain consistent across all storefronts. Price updates On February 13, pricing for apps and in-app purchases* will be updated for the Benin, Colombia, Tajikistan, and Türkiye storefronts. Also, these updates consider the following tax changes: Benin: value-added tax (VAT) introduction of 18% Tajikistan: VAT rate decrease from 15% to 14% Prices will be updated on the Benin, Colombia, Tajikistan, and Türkiye storefronts if you haven’t selected one of these as the base for your app or in‑app purchase.* Prices won’t change on the Benin, Colombia, Tajikistan, or Türkiye storefront if you’ve selected that storefront as the base for your app or in-app purchase.* Prices on other storefronts will be updated to maintain equalization with your chosen base price. Prices won’t change in any region if your in‑app purchase is an auto‑renewable subscription and won’t change on the storefronts where you manually manage prices instead of using the automated equalized prices. The Pricing and Availability section of My Apps has been updated in App Store Connect to display these upcoming price changes. As always, you can change the prices of your apps, in‑app purchases, and auto‑renewable subscriptions at any time. Learn more about managing your prices View or edit upcoming price changes Edit your app’s base country or region Pricing and availability start times by region Set a price for an in-app purchase Tax updates Your proceeds for sales of apps and in-app purchases will change to reflect the new tax rates and updated prices. Exhibit B of the Paid Applications Agreement has been updated to indicate that Apple collects and remits applicable taxes in Benin. On January 30, your proceeds from the sale of eligible apps and in‑app purchases were modified in the following countries to reflect introductions or changes in VAT rates. Benin: VAT introduction of 18% Czechia: VAT rate decreased from 10% to 0% for certain eBooks and audiobooks Czechia: VAT rate increased from 10% to 12% for certain eNewspapers and Magazines Estonia: VAT rate increased from 20% to 22% Ireland: VAT rate decreased from 9% to 0% for certain eBooks and audiobooks Luxembourg: VAT rate increased from 16% to 17% Singapore: GST rate increased from 8% to 9% Switzerland: VAT rate increased from 2.5% to 2.6% for certain eNewspapers, magazines, books and audiobooks Switzerland: VAT rate increased from 7.7% to 8.1% for all other apps and in-app purchases Tajikistan: VAT rate decreased from 15% to 14% Learn more about your proceeds View payments and proceeds Download financial reports *Excludes auto-renewable subscriptions.

2024/1/31
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Get ready with the latest beta releases

The beta versions of iOS 17.4, iPadOS 17.4, macOS 14.4, tvOS 17.4, and watchOS 10.4 are now available. Get your apps ready by confirming they work as expected on these releases. And to take advantage of the advancements in the latest SDKs, make sure to build and test with Xcode 15.3 beta. View downloads and release notes Learn about testing a beta OS Learn about sending feedback

2024/1/30
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Apple introduces new options worldwide for streaming game services and apps that provide access to mini apps and games

New analytics reports coming in March for developers everywhere Developers can also enable new sign-in options for their apps Today, Apple is introducing new options for how apps globally can deliver in-app experiences to users, including streaming games and mini-programs. Developers can now submit a single app with the capability to stream all of the games offered in their catalog. Apps will also be able to provide enhanced discovery opportunities for streaming games, mini-apps, mini-games, chatbots, and plug-ins that are found within their apps. Additionally, mini-apps, mini-games, chatbots, and plug-ins will be able to incorporate Apple’s In-App Purchase system to offer their users paid digital content or services for the first time, such as a subscription for an individual chatbot. Each experience made available in an app on the App Store will be required to adhere to all App Store Review Guidelines and its host app will need to maintain an age rating of the highest age-rated content included in the app. The changes Apple is announcing reflect feedback from Apple’s developer community and is consistent with the App Store’s mission to provide a trusted place for users to find apps they love and developers everywhere with new capabilities to grow their businesses. Apps that host this content are responsible for ensuring all the software included in their app meets Apple’s high standards for user experience and safety. New app analytics Apple provides developers with powerful dashboards and reports to help them measure their apps’ performance through App Analytics, Sales and Trends, and Payments and Financial Reports. Today, Apple is introducing new analytics for developers everywhere to help them get even more insight into their businesses and their apps’ performance, while maintaining Apple’s long-held commitment to ensure users are not identifiable at an individual level. Over 50 new reports will be available through the App Store Connect API to help developers analyze their app performance and find opportunities for improvement with more metrics in areas like: Engagement — with additional information on the number of users on the App Store interacting with a developer’s app or sharing it with others; Commerce — with additional information on downloads, sales and proceeds, pre-orders, and transactions made with the App Store’s secure In-App Purchase system; App usage — with additional information on crashes, active devices, installs, app deletions, and more. Frameworks usage — with additional information on an app’s interaction with OS functionality such as PhotoPicker, Widgets, and CarPlay. Additional information about report details and access will be available for developers in March. Developers will have the ability to grant third-party access to their reports conveniently through the API. More flexibility for sign in options in apps In line with Apple’s mission to protect user privacy, Apple is updating its App Store Review Guideline for using Sign in with Apple. Sign in with Apple makes it easy for users to sign in to apps and websites using their Apple ID and was built from the ground up with privacy and security in mind. Starting today, developers that offer third-party or social login services within their app will have the option to offer Sign in with Apple, or they will now be able to offer an equivalent privacy-focused login service instead.

2024/1/26
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Update on apps distributed in the European Union

We’re sharing some changes to iOS, Safari, and the App Store, impacting developers’ apps in the European Union (EU) to comply with the Digital Markets Act (DMA). These changes create new options for developers who distribute apps in any of the 27 EU member states, and do not apply to apps distributed anywhere else in the world. These options include how developers can distribute apps on iOS, process payments, use web browser engines in iOS apps, request interoperability with iPhone and iOS hardware and software features, access data and analytics about their apps, and transfer App Store user data. If you want nothing to change for you — from how the App Store works currently in the EU and in the rest of the world — no action is needed. You can continue to distribute your apps only on the App Store and use its private and secure In-App Purchase system. Learn about the updates

2024/1/26
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Updated App Store Review Guidelines now available

The App Store Review Guidelines have been revised to support updated policies, upcoming features, and to provide clarification. We now also indicate which guidelines only apply to Notarization for iOS apps in the European Union. The following guidelines have been divided into subsections for the purposes of Notarization for iOS apps in the EU: 2.3.1 2.5.16 4.1 4.3 4.6 5.1.4 5.2.4 The following guidelines have been deleted: 2.5.7 3.2.2(vi) 4.2.4 4.2.5 4.4.3 2.5.6: Added a link to an entitlement to use an alternative web browser engine in your app in the EU. 3.1.6: Moved to 4.9. 3.2.2(ii): Moved to 4.10. 4.7: Edited to set forth new requirements for mini apps, mini games, streaming games, chatbots, and plug-ins. 4.8: Edited to require an additional login service with certain privacy features if you use a third-party or social login service to set up or authenticate a user’s primary account. 4.9: The original version of this rule (Streaming games) has been deleted and replaced with the Apple Pay guideline. 5.1.2(i): Added that apps may not require users to enable system functionalities (e.g., push notifications, location services, tracking) in order to access functionality, content, use the app, or receive monetary or other compensation, including but not limited to gift cards and codes. A version of this rule was originally published as Guideline 3.2.2(vi). After You Submit — Appeals: Edited to add an updated link for suggestions for changes to the Guidelines. The term “auto-renewing subscriptions” was replaced with “auto-renewable subscriptions” throughout. View guidelines Translations of the guidelines will be available on the Apple Developer website within one month.

2024/1/25
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Swift Student Challenge applications open February 5

We’re so excited applications for the Swift Student Challenge 2024 will open on February 5. Looking for some inspiration? Learn about past Challenge winners to gain insight into the motivations behind their apps. Just getting started? Get tools, tips, and guidance on everything you need to create an awesome app playground.

2024/1/24
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“The full impact of fruit destruction”: How Halfbrick cultivated Super Fruit Ninja on Apple Vision Pro

Fruit Ninja has a juicy history that stretches back more than a decade, but Samantha Turner, lead gameplay programmer at the game’s Halfbrick Studios, says the Apple Vision Pro version — Super Fruit Ninja on Apple Arcade — is truly bananas. “When it first came out, Fruit Ninja kind of gave new life to the touchscreen,” she notes, “and I think we have the potential to do something very special here.” What if players could squeeze juice out of an orange? What if they could rip apart a watermelon and cover the table and walls with juice? Samantha Turner, lead gameplay programmer at Halfbrick Studios Turner would know. She’s worked on the Fruit Ninja franchise for nearly a decade, which makes her especially well suited to help grow the game on a new platform. “We needed to understand how to bring those traditional 2D user interfaces into the 3D space,” she says. “We were full of ideas: What if players could squeeze juice out of an orange? What if they could rip apart a watermelon and cover the table and walls with juice?” She laughs, on a roll. “We were really playing with the environment.” But they also needed to get people into that environment. “That’s where we came up with the flying menu,” she says, referring to the old-timey home screen that’ll feel familiar to Fruit Ninja fans, except for how it hovers in space. “We wanted a friendly and welcoming way to bring people into the immersive space,” explains Turner. “Before we landed on the menu, we were doing things like generating 3D text to put on virtual objects. But that didn’t give us the creative freedom we needed to set the theme for our world.” To create Super Fruit Ninja, the Halfbrick team worked to bring “traditional 2D interfaces into the 3D space.” That theme: The good citizens of Fruitasia have discovered a portal to our world — one that magically materializes in the room. “Sensei steps right through the portal,” says Turner, “and you can peek back into their world too.” Next, Turner and Halfbrick set about creating a satisfying — and splashy — way for people to interact with their space. The main question: What’s the most logical way to launch fruit at people? “We started with, OK, you have a couple meters square in front of you. What will the playspace look like? What if there’s a chair or a table in the way? How do we work around different scenarios for people in their office or living room or kitchen?” To find their answers, Halfbrick built RealityKit prototypes. “Just being able to see those really opened up the possibilities.” The answer? A set of cannons, arranged in a semicircle at the optimal distance for efficient slashing. Instead of holding blades, you simply use your hands. Samantha Turner, lead gameplay programmer at Halfbrick Studios It also let them move onto the question of how players can carve up a bunch of airborne bananas in a 3D space. The team experimented with a variety of hand motions, but none felt as satisfying as the final result. “Instead of holding blades, you simply use your hands,” she says. “You become the weapon.” And you’re a powerful weapon. Slice and dice pineapples and watermelons by jabbing with your hands. Send bombs away by pushing them to a far wall, where they harmlessly explode at a distance. Fire shuriken into floating fruit by brushing your palms in an outward direction — a motion Turner particularly likes. “It’s satisfying to see it up close, but when you see it happen far away, you get the full impact of fruit destruction,” she laughs. All were results of hand gesture explorations. Truffles the pig awaits his reward in Super Fruit Ninja. “We always knew hands would be the center of the experience,” she says. “We wanted players to be able to grab things and knock them away. And we can tailor the arc of the fruit to make sure it's a comfortable fruit-slicing experience — we’re actually using the vertical position of the device itself to make sure that we're not throwing fruit over your head or too low.” The result is the most immersive — and possibly most entertaining — Fruit Ninja to date, not just for players but for the creators. “Honestly,” Turner says, “this version is one of my favorites.” Find Super Fruit Ninja on Apple Arcade

2024/1/19
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Realizing their vision: How djay designed for visionOS

Years ago, early in his professional DJ career, Algoriddim cofounder and CEO Karim Morsy found himself performing a set atop a castle tower on the Italian coast. Below him, a crowd danced in the ruins; before him streched a moonlit-drenched coastline and the Mediterranean Sea. “It was a pretty inspiring environment,” Morsy says, probably wildly underselling this. Through their app djay, Morsy and Algoriddim have worked to recreate that live DJ experience for nearly 20 years. The best-in-class DJ app started life as boxed software for Mac; subsequent versions for iPad offered features like virtual turntables and beat matching. The app was a smashing success that won an Apple Design Award in both 2011 and 2016. On Apple Vision Pro, djay transports people to a number of inventive immersive environments. But Morsy says all that previous work was prologue to djay on the infinite canvas. “When we heard about Apple Vision Pro,” he says, “it felt like djay was this beast that wanted to be unleashed. Our vision — no pun intended — with Algoriddim was to make DJing accessible to everyone,” he says. Apple Vision Pro, he says, represents the realization of that dream. “The first time I experienced the device was really emotional. I wanted to be a DJ since I was a child. And suddenly here were these turntables, and the night sky, and the stars above me, and this light show in the desert. I felt like, ‘This is the culmination of everything. This is the feeling I’ve been wanting people to experience.’” When we heard about Apple Vision Pro, it felt like djay was this beast that wanted to be unleashed. Karim Morsy, Algoriddim cofounder and CEO Getting to that culmination necessitated what Morsy calls “the wildest sprint of our lives.” With a 360-degree canvas to explore, the team rethought the entire process of how people interacted with djay. “We realized that with a decade of building DJ interfaces, we were taking a lot for granted,” he says. “So the first chunk of designing for Apple Vision Pro was going back to the drawing board and saying, ‘OK, maybe this made sense 10 years ago with a computer and mouse, but why do we need it now? Why should people have to push a button to match tempos — shouldn’t that be seamless?’ There was so much we could abstract away.” Spin in a fully immersive environment, or bring your two turntables into the room with you. They also thought about environments. djay offers a windowed view, a shared space that brings 3D turntables into your environment, and several forms of full immersion. The app first opens to the windowed view, which should feel familiar to anyone who’s spun on the iPad app: a simple UI of two decks. The volumetric view brings into your room not just turntables, but the app’s key moment: the floating 3D cube that serves as djay’s effects control pad. But those immersive scenes are where Morsy feels people can truly experience reacting to and feeding off the environment. There’s an LED wall that reflects colors from the artwork of the currently playing song, a nighttime desert scene framed by an arena of lights, and a space lounge — complete with dancing robots — that offers a great view of planet Earth. The goal of those environments is to help create the “flow state” that’s sought by live DJs. “You want to get into a loop where the environment influences you and vice versa,” Morsy says. From left: Algoriddim’s Karim Morsy, Frederik Seiffert, and Federico Tessmann work on updates to their app with the proper equipment. In the end, this incredible use of technology serves a very simple purpose: interacting with the music you love. Morsy — a musician himself — points to a piano he keeps in his office. “That piano has had the same interface for hundreds of years,” he says. “That’s what we’re trying to reach, that sweet spot between complexity and ease of use. With djay on Vision Pro, it’s less about, ‘Let’s give people bells and whistles,’ and more, ‘Let’s let them have this experience.’” Download djay from the App Store

2024/1/12
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Hello Developer: January 2024

Welcome to Hello Developer. In this Apple Vision Pro-themed edition: Find out how to submit your visionOS apps to the App Store, learn how the team behind djay approached designing for the infinite canvas, and get technical answers straight from Apple Vision Pro engineers. Plus, catch up on the latest news, documentation, and developer activities. FEATURED Submit your apps to the App Store for Apple Vision Pro Apple Vision Pro will have a brand-new App Store, where people can discover and download all the incredible apps available for visionOS. Whether you’ve created a new visionOS app or are making your existing iPad or iPhone app available on Apple Vision Pro, here’s everything you need to know to prepare and submit your app to the App Store. BEHIND THE DESIGN Realizing their vision: How djay designed for visionOS Algoriddim CEO Karim Morsy says Apple Vision Pro represents “the culmination of everything” for his app, djay. In the latest edition of Behind the Design, find out how this incredible team approached designing for the infinite canvas. Realizing their vision: How djay designed for visionOS View now Q&A Get answers from Apple Vision Pro engineers In this Q&A, Apple Vision Pro engineers answer some of the most frequently asked questions from Apple Vision Pro developer labs all over the world. Q&A: Building apps for visionOS View now COLLECTION Reimagine your enterprise apps on Apple Vision Pro Discover the languages, tools, and frameworks you’ll need to build and test your apps for visionOS. Explore videos and resources that showcase productivity and collaboration, simulation and training, and guided work. And dive into workflows for creating or converting existing media, incorporating on-device and remote assets into your app, and much more. Reimagine your enterprise apps on Apple Vision Pro View now MEET WITH APPLE EXPERTS Submit your request for developer labs and App Review consultations Join us this month in the Apple Vision Pro developer labs to get your apps ready for visionOS. With help from Apple, you’ll be able to test, refine, and finalize your apps and games. Plus, Apple Developer Program members can check out one-on-one App Review, design, and technology consultations, offered in English, Spanish, Brazilian Portuguese, and more. DOCUMENTATION Check out visionOS sample apps, SwiftUI tutorials, audio performance updates, and more These visionOS sample apps feature refreshed audio, visual, and timing elements, simplified collision boxes, and performance improvements. Hello World: Use windows, volumes, and immersive spaces to teach people about the Earth. Happy Beam: Leverage a Full Space to create a game using ARKit. Diorama: Design scenes for your visionOS app using Reality Composer Pro. Swift Splash: Use RealityKit to create an interactive ride in visionOS. And these resources and updated tutorials cover iOS 17, accessibility, Live Activities, and audio performance. SwiftUI Tutorials: Learn the latest best practices for iOS 17. Accessibility Inspector: Review your app’s accessibility experience. Starting and updating Live Activities with ActivityKit push notifications: Use push tokens to update and end Live Activities. Analyzing audio performance with Instruments: Ensure a smooth and immersive audio experience using Audio System Trace. View the full list of new resources. Discover what’s new in the Human Interface Guidelines. NEWS Catch up on the latest updates Announcing contingent pricing: Give customers discounted pricing when they’re subscribed to a different subscription on the App Store. Updated agreements and guidelines now available: Check out the latest changes that have been made to support updated policies and provide clarification. Subscribe to Hello Developer Want to get Hello Developer in your inbox? Make sure you’ve opted in to receive emails about developer news and events by updating your email preferences in your developer account. Share your thoughts We’d love to hear from you. If you have suggestions for our activities or stories, please let us know.

2024/1/12
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Q&A: Building apps for visionOS

Over the past few months, Apple experts have fielded questions about visionOS in Apple Vision Pro developer labs all over the world. Here are answers to some of the most frequent questions they’ve been asked, including insights on new concepts like entities, immersive spaces, collision shapes, and much more. How can I interact with an entity using gestures? There are three important pieces to enabling gesture-based entity interaction: The entity must have an InputTargetComponent. Otherwise, it won’t receive gesture input at all. The entity must have a CollisionComponent. The shapes of the collision component define the regions that gestures can actually hit, so make sure the collision shapes are specified appropriately for interaction with your entity. The gesture that you’re using must be targeted to the entity you’re trying to interact with (or to any entity). For example: private var tapGesture: some Gesture { TapGesture() .targetedToAnyEntity() .onEnded { gestureValue in let tappedEntity = gestureValue.entity print(tappedEntity.name) } } It’s also a good idea to give an interactive entity a HoverEffectComponent, which enables the system to trigger a standard highlight effect when the user looks at the entity. Should I use a window group, an immersive space, or both? Consider the technical differences between windows, volumes, and immersive spaces when you decide which scene type to use for a particular feature in your app. Here are some significant technical differences that you should factor into your decision: Windows and volumes from other apps the user has open are hidden when an immersive space is open. Windows and volumes clip content that exceeds their bounds. Users have full control over the placement of windows and volumes. Apps have full control over the placement of content in an immersive space. Volumes have a fixed size, windows are resizable. ARKit only delivers data to your app if it has an open immersive space. Explore the Hello World sample code to familiarize yourself with the behaviors of each scene type in visionOS. How can I visualize collision shapes in my scene? Use the Collision Shapes debug visualization in the Debug Visualizations menu, where you can find several other helpful debug visualizations as well. For information on debug visualizations, check out Diagnosing issues in the appearance of a running app. Can I position SwiftUI views within an immersive space? Yes! You can position SwiftUI views in an immersive space with the offset(x:y:) and offset(z:) methods. It’s important to remember that these offsets are specified in points, not meters. You can utilize PhysicalMetric to convert meters to points. What if I want to position my SwiftUI views relative to an entity in a reality view? Use the RealityView attachments API to create a SwiftUI view and make it accessible as a ViewAttachmentEntity. This entity can be positioned, oriented, and scaled just like any other entity. RealityView { content, attachments in // Fetch the attachment entity using the unique identifier. let attachmentEntity = attachments.entity(for: "uniqueID")! // Add the attachment entity as RealityView content. content.add(attachmentEntity) } attachments: { // Declare a view that attaches to an entity. Attachment(id: "uniqueID") { Text("My Attachment") } } Can I position windows programmatically? There’s no API available to position windows, but we’d love to know about your use case. Please file an enhancement request. For more information on this topic, check out Positioning and sizing windows. Is there any way to know what the user is looking at? As noted in Adopting best practices for privacy and user preferences, the system handles camera and sensor inputs without passing the information to apps directly. There's no way to get precise eye movements or exact line of sight. Instead, create interface elements that people can interact with and let the system manage the interaction. If you have a use case that you can't get to work this way, and as long as it doesn't require explicit eye tracking, please file an enhancement request. When are the onHover and onContinuousHover actions called on visionOS? The onHover and onContinuousHover actions are called when a finger is hovering over the view, or when the pointer from a connected trackpad is hovering over the view. Can I show my own immersive environment textures in my app? If your app has an ImmersiveSpace open, you can create a large sphere with an UnlitMaterial and scale it to have inward-facing geometry: struct ImmersiveView: View { var body: some View { RealityView { content in do { // Create the sphere mesh. let mesh = MeshResource.generateSphere(radius: 10) // Create an UnlitMaterial. var material = UnlitMaterial(applyPostProcessToneMap: false) // Give the UnlitMaterial your equirectangular color texture. let textureResource = try await TextureResource(named: "example") material.color = .init(tint: .white, texture: .init(textureResource)) // Create the model. let entity = ModelEntity(mesh: mesh, materials: [material]) // Scale the model so that it's mesh faces inward. entity.scale.x *= -1 content.add(entity) } catch { // Handle the error. } } } } I have existing stereo videos. How can I convert them to MV-HEVC? AVFoundation provides APIs to write videos in MV-HEVC format. For a full example, download the sample code project Converting side-by-side 3D video to multiview HEV. To convert your videos to MV-HEVC: Create an AVAsset for each of the left and right views. Use AVOutputSettingsAssistant to get output settings that work for MV-HEVC. Specify the horizontal disparity adjustment and field of view (this is asset specific). Here’s an example: var compressionProperties = outputSettings[AVVideoCompressionPropertiesKey] as! [String: Any] // Specifies the parallax plane. compressionProperties[kVTCompressionPropertyKey_HorizontalDisparityAdjustment as String] = horizontalDisparityAdjustment // Specifies the horizontal FOV (90 degrees is chosen in this case.) compressionProperties[kCMFormatDescriptionExtension_HorizontalFieldOfView as String] = horizontalFOV Create an AVAssetWriterInputTaggedPixelBufferGroupAdaptor as the input for your AVAssetWriter. Create an AVAssetReader for each of the left and right video tracks. Read the left and right tracks, then append matching samples to the tagged pixel buffer group adaptor: // Create a tagged buffer for each stereoView. let taggedBuffers: [CMTaggedBuffer] = [ .init(tags: [.videoLayerID(0), .stereoView(.leftEye)], pixelBuffer: leftSample.imageBuffer!), .init(tags: [.videoLayerID(1), .stereoView(.rightEye)], pixelBuffer: rightSample.imageBuffer!) ] // Append the tagged buffers to the asset writer input adaptor. let didAppend = adaptor.appendTaggedBuffers(taggedBuffers, withPresentationTime: leftSample.presentationTimeStamp) How can I light my scene in RealityKit on visionOS? You can light your scene in RealityKit on visionOS by: Using a system-provided automatic lighting environment that updates based on real-world surroundings. Providing your own image-based lighting via an ImageBasedLightComponent. To see an example, create a new visionOS app, select RealityKit as the Immersive Space Renderer, and select Full as the Immersive Space. I see that CustomMaterial isn’t supported on visionOS. Is there a way I can create materials with custom shading? You can create materials with custom shading in Reality Composer Pro using the Shader Graph. A material created this way is accessible to your app as a ShaderGraphMaterial, so that you can dynamically change inputs to the shader in your code. For a detailed introduction to the Shader Graph, watch Explore materials in Reality Composer Pro. How can I position entities relative to the position of the device? In an ImmersiveSpace, you can get the full transform of the device using the queryDeviceAnchor(atTimestamp:) method. Learn more about building apps for visionOS Q&A: Spatial design for visionOS View now Spotlight on: Developing for visionOS View now Spotlight on: Developer tools for visionOS View now Sample code contained herein is provided under the Apple Sample Code License.

2024/1/12
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Submit your apps to the App Store for Apple Vision Pro

Apple Vision Pro will have a brand-new App Store, where people can discover and download incredible apps for visionOS. Whether you’ve created a new visionOS app or are making your existing iPad or iPhone app available on Apple Vision Pro, here’s everything you need to know to prepare and submit your app to the App Store. Find out more

2024/1/9
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Updated Apple Developer Program License Agreement now available

The Apple Developer Program License Agreement has been revised to support updated policies and provide clarification. The revisions include: Definitions, Section 3.3.3(N): Updated "Tap to Present ID" to "ID Verifier" Definitions, Section 14.10: Updated terms regarding governing law and venue Section 3.3: Reorganized and categorized provisions for clarity Section 3.3.3(B): Clarified language on privacy and third-party SDKs Section 6.7: Updated terms regarding analytics Section 12: Clarified warranty disclaimer language Attachment 1: Updated terms for use of Apple Push Notification Service and Local Notifications Attachment 9: Updated terms for Xcode Cloud compute hours included with Apple Developer Program membership View full terms and conditions

2023/12/23
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Announcing contingent pricing for subscriptions

Contingent pricing for subscriptions on the App Store — a new feature that helps you attract and retain subscribers — lets you give customers a discounted subscription price as long as they’re actively subscribed to a different subscription. It can be used for subscriptions from one developer or two different developers. We’re currently piloting this feature and will be onboarding more developers in the coming months. If you’re interested in implementing contingent pricing in your app, you can start planning today and sign up to get notified when more details are available in January. Learn about contingent pricing and sign up to get notified

2023/12/16
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Get ready with the latest beta releases

The beta versions of iOS 17.3, iPadOS 17.3, macOS 14.3, tvOS 17.3, and watchOS 10.3 are now available. Get your apps ready by confirming they work as expected on these releases. And to take advantage of the advancements in the latest SDKs, make sure to build and test with Xcode 15.2 beta. View downloads and release notes Learn about testing a beta OS Learn about sending feedback

2023/12/14
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Hello Developer: December 2023

Welcome to Hello Developer. In this edition: Check out new videos on Game Center and the Journaling Suggestions API, get visionOS guidance straight from the spatial design team, meet three App Store Award winners, peek inside the time capsule that is Ancient Board Game Collection, and more. VIDEOS Manage Game Center with the App Store Connect API In this new video, discover how you can use the App Store Connect API to automate your Game Center configurations outside of App Store Connect on the web. Manage Game Center with the App Store Connect API Watch now And find out how the new Journaling Suggestions API can help people reflect on the small moments and big events in their lives through your app — all while protecting their privacy. Discover the Journaling Suggestions API Watch now Q&A Get your spatial design questions answered What’s the best way to make a great first impression in visionOS? What’s a “key moment”? And what are some easy methods for making spatial computing visual design look polished? Get answers to these questions and more. Q&A: Spatial design for visionOS View now FEATURED Celebrate the winners of the 2023 App Store Awards Every year, the App Store celebrates exceptional apps that improve people’s lives while showcasing the highest levels of technical innovation, user experience, design, and positive cultural impact. Find out how the winning teams behind Finding Hannah, Photomator, and Unpacking approached their incredible work this year. “We’re trying to drive change": Meet three App Store Award-winning teams View now Missed the big announcement? Check out the full list of 2023 winners. NEWS Xcode Cloud now included with membership Starting January 2024, all Apple Developer Program memberships will include 25 compute hours per month on Xcode Cloud as a standard, with no additional cost. Learn more. BEHIND THE DESIGN Travel back in time with Ancient Board Game Collection Klemens Strasser’s Ancient Board Game Collection blends the new and the very, very old. Its games date back centuries: Hnefatafl is said to be nearly 1,700 years old, while the Italian game Latrunculi is closer to 2,000. “I found a book on ancient board games by an Oxford professor and it threw me right down a rabbit hole,” Strasser says. Find out how the Austria-based developer and a team of international artists gave these ancient games new life. With Ancient Board Game Collection, Klemens Strasser goes back in time View now DOCUMENTATION Get creative with 3D immersion, games, SwiftUI, and more This month’s new sample code, tutorials, and documentation cover everything from games to passing control between apps to addressing reasons for common crashes. Here are a few highlights: Game Center matchmaking essentials, rules, and testing: Learn how to create custom matchmaking rules for better matches between players and test the rules before applying them. Incorporating real-world surroundings in an immersive experience: This sample code project helps you use scene reconstruction in ARKit to give your app an idea of the shape of the person’s surroundings and to bring your app experience into their world. Creating a macOS app: Find out how to bring your SwiftUI app to macOS, including adding new views tailored to macOS and modifying others to work better across platforms. Creating a watchOS app: Find out how to bring your SwiftUI app to watchOS, including customizing SwiftUI views to display the detail and list views on watchOS. View the full list of new resources. View what’s new in the Human Interface Guidelines. NEWS Catch up on the latest updates App Store holiday schedule: We’ll remain open throughout the holiday season and look forward to accepting your submissions. However, reviews may take a bit longer to complete from December 22 to 27. Sandbox improvements: Now you can change a test account’s storefront, adjust subscription renewal rates, clear purchase history, simulate interrupted purchase flows directly on iPhone or iPad, and test Family Sharing. New software releases: Build your apps using the latest developer tools and test them on this week’s OS releases. Download Xcode 15.1 RC, and the RC versions of iOS 17.2, iPadOS 17.2,  macOS 14.2,  tvOS 17.2, and watchOS 10.2. Subscribe to Hello Developer Want to get Hello Developer in your inbox? Make sure you’ve opted in to receive emails about developer news and events by updating your email preferences in your developer account. Share your thoughts We’d love to hear from you. If you have suggestions for our activities or stories, please let us know.

2023/12/8
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Q&A: Spatial design for visionOS

Spatial computing offers unique opportunities and challenges when designing apps and games. At WWDC23, the Apple design team hosted a wide-ranging Q&A to help developers explore designing for visionOS. Here are some highlights from that conversation, including insights on the spectrum of immersion, key moments, and sound design. What’s the best way to make a great first impression on this platform? While it depends on your app, of course, starting in a window is a great way to introduce people to your app and let them control the amount of immersion. We generally recommend not placing people into a fully immersive experience right away — it’s better to make sure they’re oriented in your app before transporting them somewhere else. What should I consider when bringing an existing iPadOS or iOS app to visionOS? Think about a key moment where your app would really shine spatially. For example, in the Photos app for visionOS, opening a panoramic photo makes the image wrap around your field of view. Ask yourself what that potential key moment — an experience that isn’t bound by a screen — is for your app. From a more tactical perspective, consider how your UI will need to be optimized for visionOS. To learn more, check out “Design for spatial user interfaces”. Design for spatial user interfaces Watch now Can you say a bit more about what you mean by a “key moment”? A key moment is a feature or interaction that takes advantage of the unique capabilities of visionOS. (Think of it as a spatial or immersive highlight in your app.) For instance, if you’re creating a writing app, your key moment might be a focus mode in which you immerse someone more fully in an environment or a Spatial Audio soundscape to get them in the creative zone. That’s just not possible on a screen-based device. I often use a grid system when designing for iOS and macOS. Does that still apply here? Definitely! The grid can be very useful for designing windows, and point sizes translate directly between platforms. Things can get more complex when you’re designing elements in 3D, like having nearby controls for a faraway element. To learn more, check out “Principles of spatial design.” Principles of spatial design Watch now What’s the best way to test Apple Vision Pro experiences without the device? You can use the visionOS simulator in Xcode to recreate system gestures, like pinch, drag, tap, and zoom. What’s the easiest way to make my spatial computing design look polished? As a starting point, we recommend using the system-provided UI components. Think about hover shapes, how every element appears by default, and how they change when people look directly at them. When building custom components or larger elements like 3D objects, you'll also need to customize your hover effects. What interaction or ergonomic design considerations should I keep in mind when designing for visionOS? Comfort should guide experiences. We recommend keeping your main content in the field of view, so people don't need to move their neck and body too much. The more centered the content is in the field of view, the more comfortable it is for the eyes. It's also important to consider how you use input. Make sure you support system gestures in your app so people have the option to interact with content indirectly (using their eyes to focus an element and hand gestures, like a pinch, to select). For more on design considerations, check out “Design considerations for vision and motion.” Design considerations for vision and motion Watch now Are there design philosophies for fully immersive experiences? Should the content wrap behind the person’s head, above them, and below them? Content can be placed anywhere, but we recommend providing only the amount of immersion needed. Apps can create great immersive experiences without taking over people's entire surroundings. To learn more, check out the Human Interface Guidelines. Human Interface Guidelines: Immersive experiences Are there guidelines for creating an environment for a fully immersive experience? First, your environment should have a ground plane under the feet that aligns with the real world. As you design the specifics of your environment, focus on key details that will create immersion. For example, you don't need to render all the details of a real theater to convey the feeling of being in one. You can also use subtle motion to help bring an environment to life, like the gentle movement of clouds in the Mount Hood environment. What else should I consider when designing for spatial computing? Sound design comes to mind. When designing for other Apple platforms, you may not have placed as much emphasis on creating audio for your interfaces because people often mute sounds on their devices (or it's just not desirable for your current experience). With Apple Vision Pro, sound is crucial to creating a compelling experience. People are adept at understanding their surroundings through sound, and you can use sound in your visionOS app or game to help people better understand and interact with elements around them. When someone presses a button, for example, an audio cue helps them recognize and confirm their actions. You can position sound spatially in visionOS so that audio comes directly from the item a person interacts with, and the system can use their surroundings to give it the appropriate reverberation and texture. You can even create spatial soundscapes for scenes to make them feel more lifelike and immersive. For more on designing sound for visionOS, check out “Explore immersive sound design.” Explore immersive sound design Watch now Learn more For even more on designing for visionOS, check out more videos, the Human Interface Guidelines, and the Apple Developer website. Develop your first immersive app Watch now Get started with building apps for spatial computing Watch now Build great games for spatial computing Watch now Human Interface Guidelines Design for visionOS

2023/12/8
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“We’re trying to drive change": Meet three App Store Award-winning teams

Every year, the App Store Awards celebrate exceptional apps that improve people’s lives while showcasing the highest levels of technical innovation, user experience, design, and positive cultural impact. This year’s winners were drawn from a list of 40 finalists that included everything from flight trackers to retro games to workout planners to meditative puzzles. In addition to exhibiting an incredible variety of approaches, styles, and techniques, these winners shared a thoughtful grasp and mastery of Apple tools and technologies. Meet the winners and finalists of the 2023 App Store Awards For the team behind the hidden-object game Finding Hannah, their win for Cultural Impact is especially meaningful. “We’re trying to drive change on the design level by bringing more personal stories to a mainstream audience,” says Franziska Zeiner, cofounder and managing director of the Fein Games studio, from her Berlin office. “Finding Hannah is a story that crosses three generations, and each faces the question: How truly free are we as women?” Finding Hannah’s story is driven by quiet, meaningful interactions between the main character, her mother, and her grandmother. The Hannah of Finding Hannah is a 39-year-old Berlin resident trying to navigate a career, relationships (including with her best friend/ex, Emma), and the meaning of true happiness. Players complete a series of found-object puzzles that move along the backstory of Hannah’s mother and grandmother to add a more personal touch to the game. We’re trying to drive change on the design level by bringing more personal stories to a mainstream audience. Franziska Zeiner, Fein Games co-founder and managing director To design the art for the game’s different time periods, the team tried a different approach. “We wanted an art style that was something you’d see more on social media than in games,” says Zeiner. “The idea was to try to reach people who weren’t gamers yet, and we thought we’d most likely be able to do that if we found a style that hadn’t been seen in games before. And I do think that added a new perspective, and maybe helped us stand out a little bit.” Learn more about Finding Hannah Download Finding Hannah from the App Store Pixelmator, the team behind Mac App of the Year winner Photomator, is no stranger to awards consideration, having received multiple Apple Design Awards in addition to their 2023 App Store Award. The latter is especially meaningful for the Lithuania-based team. “We’re still a Mac-first company,” says Simonas Bastys, lead developer of the Pixelmator team. “For what we do, Mac adds so many benefits to the user experience.” Photomator’s Smart Deband feature is just one of its many powerful features on Mac. To start adding Photomator to their portfolio of Mac apps back in 2020, Bastys and his team of engineers decided against porting over their UIKit and AppKit code. Instead, they set out to build Photomator specifically for Mac with SwiftUI. “We had a lot of experience with AppKit,” Bastys says, “but we chose to transition to SwiftUI to align with cutting-edge, future-proof technologies.” The team zeroed in on maximizing performance, assuming that people would need to navigate and manipulate large libraries. They also integrated a wealth of powerful editing tools, such as repairing, debanding, batch editing, and much more. Deciding what to work on — and what to prioritize — is a constant source of discussion. “We work on a lot of ideas in parallel,” Bastys says, “and what we prioritize comes up very naturally, based on what’s ready for shipment and what new technology might be coming.” This year, that meant a focus on HDR. We had a lot of experience with AppKit, but we wanted to create with native Mac technologies. Simonas Bastys, lead developer of the Pixelmator team How does Bastys and the Pixelmator team keep growing after so long? “This is the most exciting field in computer science to me,” says Bastys. “There’s so much to learn. I’m only now starting to even understand the depth of human vision and computer image processing. It’s a continuous challenge. But I see endless possibilities to make Photomator better for creators.” Learn more about Photomator Download Photomator from the Mac App Store To create the Cultural Impact winner Unpacking, the Australian duo of creative director Wren Brier and technical director Tim Dawson drew on more than a decade of development experience. Their game — part zen puzzle, part life story — follows a woman through the chapters of her life as she moves from childhood bedroom to first apartment and beyond. Players solve puzzles by placing objects around each new dwelling while learning more about her history with each new level — something Brier says is akin to a detective story. “You have this series of places, and you’re opening these hints, and you’re piecing together who this person is,” she says from the pair’s home in Brisbane. Brier and Dawson are partners who got the idea for Unpacking from — where else? — one of their own early moves. “There was something gamelike about the idea of finishing one box to unlock the one underneath,” Brier says. “You’re completing tasks, placing items together on shelves and in drawers. Tim and I started to brainstorm the game right away.” Unpacking has no visible characters and no dialogue. Its emotionally rich story is told entirely through objects in boxes. While the idea was technically interesting, says Dawson, the pair was especially drawn to the idea of unpacking as a storytelling vehicle. “This is a really weird example,” laughs Dawson, “but there’s a spatula in the game. That’s a pretty normal household item. But what does it look like? Is it cheap plastic, something that maybe this person got quickly? Is it damaged, like they’ve been holding onto it for a while? Is it one of those fancy brands with a rubberized handle? All of that starts painting a picture. It becomes this really intimate way of knowing a character.” There was something game-like about the idea of finishing one box to unlock the one underneath. Wren Brier, Unpacking creative director Those kinds of discussions — spatula-based and otherwise — led to a game that includes novel uses of technology, like the haptic feedback you get when you shake a piggy bank or board game. But its diverse, inclusive story is the reason behind its App Store Award nod for Cultural Impact. Brier and Dawson say players of all ages and backgrounds have shared their love of the game, drawn by the universal experience of moving yourself, your belongings, and your life into a new home. “One guy even sent us a picture of his bouldering shoes and told us they were identical to the ones in the game,” laughs Brier. “He said, ‘I have never felt so seen.’” Learn more about Unpacking Download Unpacking from the App Store

2023/12/8
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With Ancient Board Game Collection, Klemens Strasser goes back in time

Klemens Strasser will be the first to tell you that prior to launching his Ancient Board Game Collection, he wasn’t especially skilled at Hnefatafl. “Everybody knows chess and everybody knows backgammon,” says the indie developer from his home office in Austria, “but, yeah, I didn’t really know that one.” Today, Strasser runs what may well be the hottest Hnefatafl game in town. The Apple Design Award finalist for Inclusivity Ancient Board Game Collection comprises nine games that reach back not years or decades but centuries — Hnefatafl (or Viking chess) is said to be nearly 1,700 years old, while the Italian game Latrunculi is closer to 2,000. And while games like Konane, Gomoku, and Five Field Kono might not be household names, Strasser’s collection gives them fresh life through splashy visuals, a Renaissance faire soundtrack, efficient onboarding, and even a bit of history. At roughly 1,700 years old, Hnefatafl is one of the more ancient titles in Klemens Strasser’s Ancient Board Game Collection. Strasser is a veteran of Flexibits (Fantastical, Cardhop) and the developer behind such titles as Letter Rooms, Subwords and Elementary Minute (for which he won a student Apple Design Award in 2015). But while he was familiar with Nine Men’s Morris — a game popular in Austria he’d play with his grandma — he wasn’t exactly well versed in third-century Viking pastimes until a colleague brought Hnefatafl to his attention three years ago. “It was so different than the traditional symmetric board games I knew,” he says. “I really fell in love with it.” Less appealing were mobile versions of Hnefatafl, which Strasser found lacking. “The digital versions of many board games have a certain design,” he says. “It’s usually pretty skeuomorphic, with a lot of wood and felt and stuff like that. That just didn’t make me happy. And I thought, ‘Well, if I can’t find one I like, I’ll build it.’” I found a book on ancient board games by an Oxford professor and it threw me right down a rabbit hole. Klemens Strasser Using SpriteKit, Strasser began mocking up an iOS Hnefatafl prototype in his downtime. A programmer by trade — “I’m not very good at drawing stuff,” he demurs — Strasser took pains to keep his side project as simple as possible. “I always start with minimalistic designs for my games and apps, but these are games you play with some stones and maybe a piece of paper,” he laughs. “I figured I could build that myself.” His Hnefatafl explorations came surprisingly fast — enough so that he started wondering what other long-lost games might be out there. “I found a book on ancient board games by an Oxford professor and it threw me right down a rabbit hole,” Strasser laughs. “I kept saying, ‘Oh, that’s an interesting game, and that’s also an interesting game, and that’s another interesting game.’” Before he knew it, his simple Hnefatafl mockup had become a buffet of games. “And I still have a list of like 20 games I’d still like to digitize,” he says. Italian designer Carmine Acierno brought a mosaic-inspired design to Nine Men’s Morris. For the initial designs of his first few games, Strasser tried to maintain the simple style of his Hnefatafl prototype. “But I realized that I couldn’t really represent the culture and history behind each game in that way,” he says, “so I hired people who live where the games are from.” That’s where Ancient Board Game Collection really took off. Strasser began reaching out to artists from each ancient game’s home region — and the responses came fast. Out went the minimalist version of Ancient Board Game Collection, in came a richer take, powered by a variety of cultures and design styles. For Hnefatafl, Strasser made a fortuitous connection with Swedish designer Albina Lind. “I sent her a few images of like Vikings and runestones, and in two hours she came up with a design that was better than anything I could have imagined,” he says. “If I hadn’t run into her, I might not have finished the project. But it was so perfect that I had to continue.” Stockholm-based artist Albina Lind leapt right into designing Hnefatafl. “I instantly thought, ‘Well, this is my cup of tea,’” she says. Lind was a wise choice. The Stockholm-based freelance artist had nearly a decade of experience designing games, including her own Norse-themed adventure, Dragonberg. “I instantly thought, ‘Well, this is my cup of tea,’” Lind says. Her first concept was relatively realistic, all dark wood and stone textures, before she settled on a more relaxed, animation-inspired style. “Sometimes going unreal, going cartoony, is even more work than being realistic,” she says with a laugh. Lind went on to design two additional ancient games: Dablot, the exact origins of which aren’t known but it which first turned up in 1892, and Halatafl, a 14th century game of Scandinavian origin. Work arrived from around the globe. Italian designer Carmine Acierno contributed a mosaic-inspired version of Nine Men’s Morris; Honolulu-based designer Anna Fujishige brought a traditional Hawaiian flavor to Konane. And while the approach succeeded in preserving more of each game’s authentic heritage, it did mean iterating with numerous people over numerous emails. One example: Tokyo-based designer Yosuke Ando pitched changing Strasser’s initial designs for the Japanese game Gomoku altogether. “Klemens approached me initially with the idea of the game design to be inspired by ukiyo-e (paintings) and musha-e (woodblocks prints of warriors),” Ando says. “Eventually, we decided to focus on samurai warrior armor from musha-e, deconstructing it, and simplifying these elements into the game UI.” Honolulu-based designer Anna Fujishige brought a traditional Hawaiian flavor to Konane (at left), while the Tokyo designer Yosuke Ando’s ideas for Gomoku were inspired by samurai warrior armor. While the design process continued, Strasser worked on an onboarding strategy — times nine. As you might suspect, it can be tricky to explain the rules and subtleties of 500-year-old games from lost civilizations, and Strasser’s initial approach — walkthroughs and puzzles designed to teach each game step by step — quickly proved unwieldy. So he went in the other direction, concentrating on writing “very simple, very understandable” rules with short gameplay animations that can be accessed at any time. “I picked games that could be explained in like three or four sentences,” he says. “And I wanted to make sure it was all accessible via VoiceOver.” Strasser designed every part of Ancient Board Game Collection with accessibility in mind. In fact, accessibility remained a priority throughout the entire project. (He wrote his master’s thesis on accessibility in Unity games.) As an Apple Design Award finalist for Inclusivity, Ancient Board Game Collection shines with best-in-class VoiceOver adoption, as well as support for Reduce Motion, Dynamic Type, and high-contrast game boards. “It’s at least some contribution to making everything better for everyone,” he says. I picked games that could be explained in like three or four sentences. And I wanted to make sure it was all accessible via VoiceOver. Klemens Strasser Ancient Board Game Collection truly is for everyone, and it’s hardly hyperbole to call it a novel way to introduce games like Hnefatafl to a whole new generation of players. “Most people,” he says, “are just surprised that they’ve never heard of these games.” Learn more about Ancient Board Game Collection Download Ancient Board Game Collection from the App Store Behind the Design is a series that explores design practices and philosophies from each of the winners and finalists of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life. Explore more of the 2023 Behind the Design series

2023/12/8
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25 hours of Xcode Cloud now included with the Apple Developer Program

Xcode Cloud, the continuous integration and delivery service built into Xcode, accelerates the development and delivery of high-quality apps. It brings together cloud-based tools that help you build apps, run automated tests in parallel, deliver apps to testers, and view and manage user feedback. We’re pleased to announce that as of January 2024, all Apple Developer Program memberships will include 25 compute hours per month on Xcode Cloud as a standard, with no additional cost. If you’re already subscribed to Xcode Cloud for free, no additional action is required on your part. And if you haven’t tried Xcode Cloud yet, now is the perfect time to start building your app for free in just a few minutes. Learn more about Xcode Cloud

2023/12/8
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Privacy updates for App Store submissions

Third-party SDK privacy manifest and signatures. Third-party software development kits (SDKs) can provide great functionality for apps; they can also have the potential to impact user privacy in ways that aren’t obvious to developers and users. As a reminder, when you use a third-party SDK with your app, you are responsible for all the code the SDK includes in your app, and need to be aware of its data collection and use practices. At WWDC23, we introduced new privacy manifests and signatures for SDKs to help app developers better understand how third-party SDKs use data, secure software dependencies, and provide additional privacy protection for users. Starting in spring 2024, if your new app or app update submission adds a third-party SDK that is commonly used in apps on the App Store, you’ll need to include the privacy manifest for the SDK. Signatures are also required when the SDK is used as a binary dependency. This functionality is a step forward for all apps, and we encourage all SDKs to adopt it to better support the apps that depend on them. Learn more and view list of commonly-used third-party SDKs New use cases for APIs that require reasons. When you upload a new app or app update to App Store Connect that uses an API (including from third-party SDKs) that requires a reason, you’ll receive a notice if you haven’t provided an approved reason in your app’s privacy manifest. Based on the feedback we received from developers, the list of approved reasons has been expanded to include additional use cases. If you have a use case that directly benefits users that isn’t covered by an existing approved reason, submit a request for a new reason to be added. Starting in spring 2024, in order to upload your new app or app update to App Store Connect, you’ll be required to include an approved reason in the app’s privacy manifest which accurately reflects how your app uses the API. Learn more and view list of APIs and approved reasons

2023/12/7
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New design and technology consultations now available

Have questions on designing your app or implementing a technology? We’re here to help you find answers, no matter where you are in your development journey. One-on-one consultations with Apple experts in December — and newly published dates in January — are available now. We’ll have lots more consultations and other activities in store for 2024 — online, in person, and in multiple languages. Browse the schedule

2023/12/5
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Get your apps ready for the holidays

The busiest season on the App Store is almost here! Make sure your apps and games are up to date and ready in advance of the upcoming holidays. We’ll remain open throughout the season and look forward to accepting your submissions. On average, 90% of submissions are reviewed in less than 24 hours. However, reviews may take a bit longer to complete from December 22 to 27. Learn about submitting apps

2023/12/5
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App Store Award winners announced

Join us in celebrating the work of these outstanding developers from around the world! Discover the winners

2023/11/30
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App Store Award finalists announced

Every year, the App Store celebrates exceptional apps that improve people’s lives while showcasing the highest levels of technical innovation, user experience, design, and positive cultural impact. This year we’re proud to recognize nearly 40 outstanding finalists. Winners will be announced in the coming weeks. Learn about the finalists

2023/11/14
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Optimize your game for Apple platforms

In this series of videos, you can learn how to level up your pro app or game by harnessing the speed and power of Apple platforms. We’ll discover GPU advancements, explore new Metal profiling tools for M3 and A17 Pro, and share performance best practices for Metal shaders. Explore GPU advancements in M3 and A17 Pro Watch now Discover new Metal profiling tools for M3 and A17 Pro Watch now Learn performance best practices for Metal shaders Watch now New to developing games for Apple platforms? Familiarize yourself with the tools and technologies you need to get started.

2023/11/9
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PTC is uniting the makers

APPLE VISION PRO APPS FOR ENTERPRISE PTC’s CAD products have been at the forefront of the engineering industry for more than three decades. And the company’s AR/VR CTO, Stephen Prideaux-Ghee, has too. “I’ve been doing VR for 30 years, and I’ve never had this kind of experience before,” he says. “I almost get so blasé about VR. But when I had [Apple Vision Pro] on, walking around digital objects and interacting with others in real time — it’s one of those things that makes you stop in your tracks." Prideaux-Ghee says Apple Vision Pro offers PTC an opportunity to bring together components of the engineering and manufacturing process like never before. “Our customers either make stuff, or they make the machines that help somebody else make stuff,” says Prideaux-Ghee. And that stuff can be anything from chairs to boats to spaceships. “I can almost guarantee that the chair you’re sitting on is made by one of our customers,” he says. As AR/VR CTO (which he says means “a fancy title for somebody who comes up with crazy ideas and has a reasonably good chance of implementing them”), Prideaux-Ghee describes PTC’s role as the connective tissue between the multiple threads of production. “When you’ve got a big, international production process, it's not always easy for the people involved to talk to each other. Our thought was: ‘Hey, we’re in the middle of this, so let’s come up with a simple mechanism that allows everyone to do so.’” I’ve been doing VR for 30 years, and I’ve never had this kind of experience before. Stephen Prideaux-Ghee, AR/VR CTO of PTC For PTC, it’s all about communication and collaboration. “You can be a single user and get a lot of value from our app,” says Prideaux-Ghee, “but it really starts when you have multiple people collaborating, either in the same room or over FaceTime and SharePlay.” He speaks from experience; PTC has tested its app with everyone in the same space, and spread out across different countries. "It enables some really interesting use cases, especially with passthrough," says Prideaux-Ghee. "You can use natural human interactions with a remote device." Development is going fast. In recent weeks, PTC completed a prototype in which changes made on their iPad CAD software immediately reflect in Apple Vision Pro. “Before, we weren’t able to drive from the CAD software,” he explains. “Now, one person can run our CAD software pretty much unmodified and another can see changes instantly in 3D, at full scale. It’s really quite magical.” Read more Businesses of all kinds and sizes are exploring the possibilities of the infinite canvas of Apple Vision Pro — and realizing ideas that were never before possible. JigSpace is in the driver’s seat View now

2023/11/9
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JigSpace is in the driver’s seat

APPLE VISION PRO APPS FOR ENTERPRISE It’s one of the most memorable images from JigSpace’s early Apple Vision Pro explorations: A life-size Alfa Romeo C43 Formula 1 car, dark cherry red, built to scale, reflecting light from all around, and parked right in the room. The camera pans back over the car’s front wings; a graceful animation shows airflow over the wings and body. Numa Bertron, cofounder and chief technology officer for JigSpace — the creative and collaborative company that partnered with Alfa Romeo for the model — has been in the driver’s seat for the project from day one and still wasn’t quite prepared to see the car in the spatial environment. “The first thing everyone wanted to do was get in,” he says. “Everyone was stepping over the side to get in, even though you can just, you know, walk through.” The F1 car is just one component of JigSpace’s grand plans for visionOS. The company is leaning on the new platform to create avenues of creativity and collaboration never before possible. Bertron brings up one of JigSpace’s most notable “Jigs” (the company term for spatial presentations): an incredibly detailed model of a jet engine. “On iPhone, it’s an AR model that expands and looks awesome, but it’s still on a screen,” he explains. On Apple Vision Pro, that engine becomes a life-size piece of roaring, spinning machinery — one that people can walk around, poke through, and explore in previously unimaginable detail. “One of our guys is a senior 3D artist,” says Bertron, “and the first time he saw one of his models in space at scale — and walked around it with his hands free — he actually cried.” We made that F1 Jig with tools everyone can use. Numa Bertron, JigSpace cofounder and chief technology officer Getting there required some background learning. Prior to developing for visionOS, Bertron had no experience with SwiftUI. “We’d never gone into Xcode, so we started learning SwiftUI and RealityKit. Honestly, we expected some pain. But since everything is preset, we had really nice rounded corners, blur effects, and smooth scrolling right off the bat.” JigSpace is designing a “full-on collaboration platform,” says Bertron. For people who’ve used JigSpace on iOS, the visionOS version will look familiar but feel quite different. “We asked ourselves: What's the appropriate size for an object in front of you?” asks Bertron. “What’s comfortable? Will that model be on the table or on the floor? Spatial computing introduces so many more opportunities — and more decisions.” In the case of the F1 example, it also offers a chance to level up visually. “For objects that big, we’d never been able to achieve this level of fidelity on smaller devices, so we always had to compromise,” says Bertron. In visionOS, they were free to keep adding. “We’d look at a prototype and say, ‘Well, this still runs, so let’s double the size of the textures and add more screws and more effects!’” (It’s not just about functionality, but fun as well. You can remove a piece of the car — like a full-sized tire — and throw it backwards over your head.) The incredible visual achievement is matched by new powers of collaboration. “If I point at the tire, the other person sees me, no matter where they are,” says Bertron. “I can grab the wheel and give it to them. I can circle something we need to fix, I can leave notes or record audio. It’s a full-on collaboration platform.” And it’s also for everyone, not just F1 drivers and aerospace engineers. “We made that F1 Jig with tools everyone can use.” Download JigSpace from the App Store Read more Businesses of all kinds and sizes are exploring the possibilities of the infinite canvas of Apple Vision Pro — and realizing ideas that were never before possible. PTC is uniting the makers View now

2023/11/9
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The “sweet, creative” world of Kimono Cats

Games simply don’t get much cuter than Kimono Cats, a casual cartoon adventure about two cats on a date (awww) that creator Greg Johnson made as a present for his wife. “I wanted to make a game she and I could play together,” says the Maui-based indie developer, “and I wanted it to be sweet, creative, and romantic.” Kimono Cats is all three, and it’s also spectacularly easy to play and navigate. This Apple Design Award finalist for Interaction in games is set in a Japanese festival full of charming mini-games — darts, fishing, and the like — that are designed for maximum simplicity and casual fun. Players swipe up to throw darts at balloons that contain activities, rewards, and sometimes setbacks that threaten to briefly derail the date. Interaction gestures (like scooping fish) are simple and rewarding, and the gameplay variation and side activities (like building a village for your feline duo) fit right in. “I wanted something sweet, creative, and romantic,” says Kimono Cats developer Greg Johnson. “I’m a huge fan of Hayao Miyazaki and that kind of heartfelt, slower-paced style,” says Johnson. “What you see in Kimono Cats is a warmth and appreciation for Japanese culture.” You also see a game that’s a product of its environment. Johnson’s been creating games since 1983 and is responsible for titles like Starfight, ToeJam and Earl, Doki-Doki Universe, and many more. His wife, Sirena, is a builder of model houses — miniature worlds not unlike the village in Kimono Cats. And the game’s concept was a reaction to the early days of COVID-19 lockdowns. “When we started building this in 2020, everybody was under so much weight and pressure,” he says. “We felt like this was a good antidote.” Early Kimono Cats sketches show how the characters’ cute look was established early in the design process. To start creating the game, Johnson turned to artist and longtime collaborator Ferry Halim, as well as Tanta Vorawatanakul and Ferrari Duanghathai, a pair of developers who happen to be married. “Tanta and Ferrari would provide these charming little characters, and Ferry would come in to add animations — like moving their eyes,” says Johnson. “We iterated a lot on animating the bubbles — how fast they were moving, how many there were, how they were obscured. That was the product of a lot of testing and listening all throughout the development process.” When we started with this in 2020, everybody was under so much weight and pressure. We felt like this was a good antidote. Greg Johnson, Kimono Cats Johnson notes that players can select characters without gender distinction — a detail that he and the Kimono Cats team prioritized from day one. “Whenever any companion kisses the player character on the cheek, a subtle rainbow will appear in the sky over their heads,” Johnson says. “This allows the gender of the cat characters to be open to interpretation by the users.” Kimono Cats was designed with the simple goal of bringing smiles. “The core concept of throwing darts at bubbles isn't an earth-shaking idea by any stretch,” says Johnson, “but it was a way to interact with the storytelling that I hadn’t seen before, and the festival setting felt like a natural match.” Learn more about Kimono Cats Find Kimono Cats on Apple Arcade Behind the Design is a series that explores design practices and philosophies from each of the winners and finalists of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life. Explore more of the 2023 Behind the Design series

2023/11/9
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Spotlight on: Apple Vision Pro apps for enterprise

Businesses of all kinds and sizes are exploring the possibilities of the infinite canvas of Apple Vision Pro — and realizing ideas that were never before possible. We caught up with two of those companies — JigSpace and PTC — to find out how they’re approaching the new world of visionOS. JigSpace is in the driver’s seat View now PTC is uniting the makers View now

2023/11/9
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Reimagine your enterprise apps on Apple Vision Pro

Discover the languages, tools, and frameworks you’ll need to build and test your apps in visionOS. Explore videos and resources that showcase productivity and collaboration, simulation and training, and guided work. And dive into workflows for creating or converting existing media, incorporating on-device and remote assets into your app, and much more. Apple Vision Pro at work Keynote Watch now Keynote (ASL) Watch now Platforms State of the Union Watch now Platforms State of the Union (ASL) Watch now Design for Apple Vision Pro WWDC sessions Design for spatial input Watch now Design for spatial user interfaces Watch now Principles of spatial design Watch now Design considerations for vision and motion Watch now Explore immersive sound design Watch now Sample code, articles, documentation, and resources Destination Video Diorama Hello World Happy Beam Apple Design Resources Design for visionOS Developer paths to Apple Vision Pro WWDC sessions Go beyond the window with SwiftUI Watch now Meet SwiftUI for spatial computing Watch now Meet ARKit for spatial computing Watch now What’s new in SwiftUI Watch now Discover Observation in SwiftUI Watch now Enhance your spatial computing app with RealityKit Watch now Build spatial experiences with RealityKit Watch now Evolve your ARKit app for spatial experiences Watch now Create immersive Unity apps Watch now Bring your Unity VR app to a fully immersive space Watch now Meet Safari for spatial computing Watch now Rediscover Safari developer features Watch now Design for spatial input Watch now Explore the USD ecosystem Watch now Explore USD tools and rendering Watch now Sample code, articles, documentation, and resources Unity – Unity for visionOS Unity – XR Interaction Toolkit package Unity – How Unity builds applications for Apple platforms three.js – webGL and WebXR library babylon.js – webGL and WebXR library PlayCanvas – webGL and WebXR library w3.org – Model element AOUSD – Alliance for OpenUSD Immersiveweb – WebXR Device API WebKit.org – Bug tracking for WebKit open source project A-Frame WebXR framework Frameworks to explore WWDC sessions Discover streamlined location updates Watch now Meet Core Location Monitor Watch now Meet MapKit for SwiftUI Watch now What's new in MapKit Watch now Build spatial SharePlay experiences Watch now Share files with SharePlay Watch now Design spatial SharePlay experiences Watch now Discover Quick Look for spatial computing Watch now Create 3D models for Quick Look spatial experiences Watch now Explore pie charts and interactivity in Swift Charts Watch now Elevate your windowed app for spatial computing Watch now Create a great spatial playback experience Watch now Deliver video content for spatial experiences Watch now Sample code, articles, documentation, and resources Placing content on detected planes Incorporating real-world surroundings in an immersive experience Tracking specific points in world space Tracking preregistered images in 3D space Explore a location with a highly detailed map and Look Around Drawing content in a group session Supporting Coordinated Media Playback QuickLook example files Visualizing your app’s data Adopting live updates in Core Location Monitoring location changes with Core Location Access enterprise data and assets WWDC sessions Meet Swift OpenAPI Generator Watch now Advances in Networking, Part 1 Watch now Advances in App Background Execution Watch now The Push Notifications primer Watch now Power down: Improve battery consumption Watch now Build robust and resumable file transfers Watch now Efficiency awaits: Background tasks in SwiftUI Watch now Use async/await with URLSession Watch now Meet SwiftData Watch now Explore the USD ecosystem Watch now What’s new in App Store server APIs Watch now Sample code, articles, documentation, and resources grpc-swift swift-protobuf

2023/11/9
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Announcing the Swift Student Challenge 2024

Apple is proud to support and uplift the next generation of student developers, creators, and entrepreneurs. The Swift Student Challenge has given thousands of students the opportunity to showcase their creativity and coding capabilities through app playgrounds, and build real-world skills that they can take into their careers and beyond. From connecting their peers to mental health resources to identifying ways to support sustainability efforts on campus, Swift Student Challenge participants use their creativity to develop apps that solve problems they’re passionate about. We’re releasing new coding resources, working with community partners, and announcing the Challenge earlier than in previous years so students can dive deep into Swift and the development process — and educators can get a head start in supporting them. Applications will open in February 2024 for three weeks. New for 2024, out of 350 overall winners, we’ll recognize 50 Distinguished Winners for their outstanding submissions and invite them to join us at Apple in Cupertino for three incredible days next summer. Learn more

2023/11/8
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Over 30 new developer activities now available

Ready to level up your app or game? Join us around the world for a new set of developer labs, consultations, sessions, and workshops, hosted in person and online throughout November and December. You can explore: App Store activities: Learn about discovery, engagement, in-app events, custom product pages, subscription best practices, and much more. Apple Vision Pro developer labs: Apply to attend a lab in Cupertino, London, Munich, New York City, Shanghai, Singapore, Sydney, or Tokyo. Apple Vision Pro activities: Learn to design and build an entirely new universe of apps and games for visionOS. Design and technology consultations: Sign up for one-on-one guidance on app design, technology implementation, and more. Discover activities in multiple time zones and languages. Browse the full schedule

2023/11/7
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Tax updates for apps, in-app purchases, and subscriptions

The App Store’s commerce and payments system was built to enable you to conveniently set up and sell your products and services on a global scale in 44 currencies across 175 storefronts. Apple administers tax on behalf of developers in over 70 countries and regions and provides you with the ability to assign tax categories to your apps and in‑app purchases. Periodically, we make updates to rates, categories, and agreements to accommodate new regulations and rate changes in certain regions. As of today, the following updates have been made in App Store Connect. Tax rates Your proceeds from the sale of eligible apps and in‑app purchases (including auto‑renewable subscriptions) have been increased to reflect the following reduced value-added tax (VAT) rates. Prices on the App Store haven’t changed. Austria: Reduced VAT rates for certain apps in the Video tax category Cyprus: Reduced VAT rate of 3% for certain apps in the following tax categories: Books, News Publications, Audiobooks, Magazines and other periodicals Vietnam: Eliminated VAT for certain apps in the following tax categories: Books, News Publications, Magazines, and other periodicals Tax categories New Boosting category: Apps and/or in-app purchases that offer resources to provide exposure, visibility, or engagement to enhance the prominence and reach of specific content that’s experienced or consumed in app (such as videos, sales of “boosts” in social media apps, listings, and/or other forms of user-generated content). New attribute for books: Textbook or other educational publication used for teaching and studying between ages 5 to 18 New attributes for videos: Exclusively features live TV broadcasting and/or linear programming. Public TV broadcasting, excluding shopping or infomercial channels. If any of these categories or attributes are relevant to your apps or in-app purchases, you can review and update your selections in the Pricing and Availability section of My Apps. Learn about setting tax categories Paid Applications Agreement Exhibit C Section 1.2.2: Updated language to clarify the goods and services tax (GST) requirements for developers on the Australia storefront.

2023/10/31
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Get ready with the latest beta releases

The beta versions of iOS 17.2, iPadOS 17.2, macOS 14.2, tvOS 17.2, and watchOS 10.2 are now available. Get your apps ready by confirming they work as expected on these releases. And to take advantage of the advancements in the latest SDKs, make sure to build and test with Xcode 15.1 beta. To check if a known issue from a previous beta release has been resolved or if there’s a workaround, review the latest release notes. Please let us know if you encounter an issue or have other comments. We value your feedback, as it helps us address issues, refine features, and update documentation. View downloads and release notes Learn about testing a beta OS Learn about sending feedback

2023/10/26
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TestFlight makes it even simpler to manage testers

TestFlight provides an easy way to get feedback on beta versions of your apps, so you can publish on the App Store with confidence. Now, improved controls in App Store Connect let you better evaluate tester engagement and manage participation to help you get the most out of beta testing. Sort testers by status and engagement metrics (like sessions, crashes, and feedback), and remove inactive testers who haven’t engaged. You can also filter by device and OS, and even select relevant testers to add to a new group. Learn about managing testers Learn about TestFlight

2023/10/25
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Scary fast.

Watch the October 30 event at apple.com.

2023/10/24
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New delivery metrics now available in the Push Notifications Console

The Push Notifications Console now includes metrics for notifications sent in production through the Apple Push Notification service (APNs). With the console’s intuitive interface, you’ll get an aggregated view of delivery statuses and insights into various statistics for notifications, including a detailed breakdown based on push type and priority. Introduced at WWDC23, the Push Notifications Console makes it easy to send test notifications to Apple devices through APNs. Learn more

2023/10/20
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Apple Vision Pro developer labs expand to New York City and Sydney

We’re thrilled with the excitement and enthusiasm from developers around the world at the Apple Vision Pro developer labs, and we’re pleased to announce new labs in New York City and Sydney. Join us to test directly on the device and connect with Apple experts for help with taking your visionOS, iPadOS, and iOS apps even further on this exciting new platform. Labs also take place in Cupertino, London, Munich, Shanghai, Singapore, and Tokyo. Submit a lab request Learn about other ways to work with Apple to prepare for visionOS.

2023/10/18
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