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Behind the Design: Flighty

Flighty might be the easiest thing travelers navigate on their entire trip. “Travel can be a high-stress situation,” says Ryan Jones, the Austin-based developer who founded the app in 2019. “We want Flighty to work so well that it feels almost boringly obvious.”

Conceived during — when else? — a long flight delay, Flighty puts key information front and center with an immediately understandable interface, live maps, and a look that mirrors time-honored airport design conventions. The best-in-class travel app is a flight tracker, airport navigator, and concierge — and with incredible implementations of Live Activities and the Dynamic Island, a companion that makes key information available at all times.

*Flighty* puts key information front and center at all times — especially through its best-in-class Live Activities.

“There’s something comforting about information always being there,” Jones says. “You don’t have to check your phone and think, ‘OK, I have to be at the gate in 32 minutes,’ and then, ‘Now I have to be there in 29 minutes.’ And I don’t know about you, but every time I walk on a plane, I look at my seat number, put it down, and immediately say, ‘Wait, what was my seat number?’”

Since its 2019 launch, Flighty has been an incredible example of the carefully crafted use of Apple technologies. “We’re really doing this out of a passion and love for the product,” says Jones, “We all had our lives changed by iOS and mobile, so we get really excited about adopting new technologies.”

Ryan Jones, *Flighty*

They’ve added a lot. Flighty supports widgets on the Home Screen and Lock Screen, highlighting content using Shared with You, and more. With a few taps, travelers can even live-share their flight path and arrival time with loved ones who may not even have the app installed — a wonderfully convenient feature for coordinating airport pickups.

We want Flighty to work so well that it feels almost boringly obvious.

Ryan Jones, Flighty founder

Flighty is consistently impressive in adjusting to the unpredictable nature of travel. “We really have to shine when things go awry,” says Jones. For instance, the app must account for how every single person will, at some point, lose their internet connection. “Whenever [someone] takes off, we have to assume that we won’t see them again until they land,” says Jones. The solve? At a certain point before a flight takes off, the Dynamic Island switches over to flight progress bars and counters, displaying minimal presentation in a simple circular chart that tracks a flight’s duration.

The *Flighty* Passport features shows your flights, miles, and travel stats, and the Friends' Flights screen is a convenient way to keep up with others.

Visually, both Live Activities and the Dynamic Island are designed to recall airport signage conventions that have been in place for decades. “That’s our real-world analogy,” Jones says. “Those airport boards have one line per flight, and that’s a good guiding light — they’ve had 50 years of figuring out what’s important.”

While the design process is comprehensive, it’s not always fast. “It’s so tempting to start pulling from your existing asset library to see if you can quickly put something together,” he says. To avoid falling back on old ideas, the Flighty team creates 20 design ideas during the concept phase. “It’s what fits on a sheet of paper,” he says with a smile. “You get to six or seven ideas and think, ‘OK, that’s it, there’s none left.’ But then you think, ‘Well, I have an idea that will probably look bad,’ and then you try it and it’s not bad at all.”

Flighty is even fun at home. The Flighty Passport feature shows flights, miles, and travel stats through gorgeous, shareable custom artwork. It’s just more proof that Flighty really is for every step of the journey — even being back home.

Learn more about Flighty

Download Flighty from the App Store

Behind the Design is a series that explores design practices and philosophies from each of the 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.

Explore more of the 2023 Behind the Design series

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Behind the Design: Resident Evil Village

Evil has never looked better than it does in Resident Evil Village.

The AAA horror adventure is a masterpiece of visual detail on Mac, a feast of creepy castles, decrepit factories, and majestically gothic villains. The game’s bleak village is thick with details and dread; characters like Lady Dimitrescu and the game’s army of mutant lycans nearly pop out of the screen. Simply put, Resident Evil Village contains some of the most realistic graphics ever seen on Apple hardware. And the lavish visuals don’t just look amazing; they drag players into the game’s horrifying landscape and through dark mysteries, vicious confrontations, and mind-blowing plot twists.

*Resident Evil Village* makes desolation look incredible.

It’s all powered by a remarkable assembly of cutting-edge Apple technologies. Resident Evil Village takes full advantage of Apple silicon, ProMotion, Metal 3, and extended dynamic range to serve up its breathtaking visual achievements. “The game is very pretty, but it has this incredible sense of fear,” says Tsuyoshi Kanda, one of the game’s producers. “In some of the first scenes, you end up battling this horde of lycans. The sheer amount of them is impressive. But each has its own intention and personality. We’re happy with how it turned out.”

Those achievements are especially clear in the game’s village, which feels like a character in itself. The village shines in its decay; it’s a showcase of textures, geometry, and complex shaders. And players can enable MetalFX Upscaling to make it look especially breathtaking. Kazuki Kawato from the game’s engine team says the game benefits from both spatial and temporal upscaling. “Both were easy to use and gave us the results we wanted,” he says.

Tsuyoshi Kanda, *Resident Evil Village*

Masaru Ijuin, senior manager in the engine development team, says he always knew the game was beautiful. “Our main focus was taking the base game and making it run as fast and as stable as possible on Mac,” he says, “and I think we did that.”

Kanda calls out the Castle Dimitrescu, home of the game’s breakout villain, the 9-foot-tall vampire giantess Lady Dimitrescu. “The castle looks incredible no matter where you are,” he says. “There’s an entrance hall with a chandelier inside that we’re all really proud of. The team worked hard to create the best graphics possible on the hardware.”

The game’s visuals are deserving of acclaim, but Resident Evil Village also boasts an incredible story and character design. It’s a masterclass in horror pacing that skillfully mixes bursts of frantic action with long stretches of good old dread-building. Kanda says the team paid special attention to creating what he proudly calls a “variety of horrific entertainment.”

Lycans are on the move in this piece of early *Resident Evil Village* concept art.

“The concept is a horror theme park with characters that stand out against this beautifully rendered environment,” he says. “The stages cycle between horror and action to help players stay balanced. That’s something we learned from other Resident Evil games.”

Balance was also key in creating the game’s story, which had to fit into the Resident Evil universe (Village is the eighth major game in the series) while taking the storyline in wild new directions. “One of the base concepts was Ethan Winters at home with his wife and baby daughter, Rose,” says Kanda. “You see Ethan’s fatherly love all throughout the game.”

The concept is a horror theme park, with characters that stand out against this beautifully rendered environment.

Tsuyoshi Kanda, Resident Evil Village producer

But in the game’s intro, Rose is kidnapped from the family home in a shocking confrontation with Chris Redfield, a character who’s been around since the first Resident Evil. “Chris was such a big part of world-building this; the way he enters the game was so important,” says Kanda. “We didn’t want you to know his intentions until the ending.”

To get to that ending — which is as dramatic as Kanda promises — players must battle through a murderer’s row of memorable villains that look alive, even if they’re (probably?) not. There’s Salvatore Moreau, a hideous mutant; Karl Heisenberg, who runs a factory with some serious health-code violations; Donna Beneviento and her scary doll, which is probably all we need to say about that; and Lady Dimitrescu, the superstar with huge claws, a deathly gothic wardrobe, and a surprisingly devoted fan base.

The game’s myriad monsters look incredible (both inside and outside).

“The idea for Lady Dimitrescu was a huge character who was too big for the castle itself,” says Kanda. “She has to duck to get through the doors. And when she comes at you, you really feel her presence.”

As an incredible example of Mac gaming, Resident Evil makes its presence felt too. But this story has a twist ending of its own: Kanda, Ijuin, and Kawato personally aren’t all that into horror. “The (Resident Evil) creative team loves horror movies,” laughs Kanda, “but I’m more into the not-too-scary stuff.”

Learn more about Resident Evil Village

Download Resident Evil Village from the Mac App Store

Behind the Design is a series that explores design practices and philosophies from each of the 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.

Explore more of the 2023 Behind the Design series

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Behind the Design: Railbound

For a creative guy, Luke Spierewka, founder of the Poland-based game studio Afterburn, is certainly a fan of limitations.

“We make comfy puzzle games that convey an idea quickly,” he says, “but they’re all about using a limited amount of something, which is where the challenge comes in.”

*Railbound’s* track-laying mechanic is as simple as finger painting.

In Afterburn’s Railbound, players are challenged to link train cars in proper order by laying down track, manipulating switches, and navigating an increasingly convoluted series of gates, tunnels, and stations. While the puzzles may be tricky, interacting with them is sheer joy. The track-laying mechanic is as simple as finger painting, mistakes can be easily undone, and the game is full of thoughtful details, like its duo of canine conductors or the squiggly frustration cloud that appears over a misdirected train car. And it’s all presented in a bright cartoon style inspired by European comics.

Luke Spierewka, *Railbound*

Railbound’s interaction design is the product of Spierewka’s drive to make his studio’s games ever easier to play. “I pay a lot of attention to input. For Railbound, I wanted a system where you basically paint rail tiles with one finger,” he says. “I knew if we didn’t make that mechanic fun and malleable, people would be much less inclined to play. And I think we got there,” he says, before pausing and adding, “but I’m still thinking about how to make it more intuitive.”

The studio, which Spierewka runs with his wife, Kamila, also paid close attention to the size of the puzzles. “In games like Stephen’s Sausage Roll or A Monster’s Expedition, the size of the level is exactly what you need to solve it. I’m not gonna pretend we’re as elegant as those, but I try to constrain our puzzles and space as much as I can, and leave only the stuff you need.”

*Railbound’s* cute characters add to the game’s bright cartoon style.

That strategy also applies to the game’s onboarding, a process that’s largely wordless because of the unsubtle lessons the Afterburn team learned on previous games. “The first version of [our earlier game] Golf Peaks had all this onboarding text,” he says. “The first level introduced five different concepts. The second level was like, ‘This is a new tile type, deal with it.’ The third level was like, ‘Here’s another new type, deal with that too,’” he laughs. “And nobody read them! Every single person I handed a phone to tapped right past the blocks of onboarding text. It was kind of a shock, really.”

Nobody read them! Every single person I handed a phone to tapped right past the blocks of onboarding text. It was kind of a shock, really.

Luke Spierewka, Afterburn

For Railbound, Spierewka jettisoned words entirely. “We thought, ‘What is the simplest way we can break down and teach mechanics?’” The answer was to integrate them into early gameplay. Railbound’s first level gives players just one way to place a track; it’s actually impossible not to beat. In levels 1 through 3, you learn to bend and rotate tiles. “You’re not even taught how to delete tiles until several levels in, because you don’t need to yet. It’s all a dance of introducing and reinforcing concepts at the right pace.” In other words, even the onboarding is an example of using only the stuff you need.

Learn more about Railbound

Download Railbound from the App Store

Behind the Design is a series that explores design practices and philosophies from each of the 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.

Explore more of the 2023 Behind the Design series

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Behind the Design: Endling

Endling is all about survival in a changed world — and it’s a powerful mix of medium and message.

The game is a gorgeous adventure in which you play as a fox navigating a land charred by environmental disaster and human impact. Endling is not subtle — particularly when the fox starts defending its tiny offspring from an ever-increasing array of man-made dangers. Still, it draws players in with beautiful visuals, lush animations, a moody soundtrack, and brilliantly intuitive gameplay.

“It’s a survival game, but a simplified one that focuses more on telling a story,” says Philipp Nägelsbach, game designer and producer at HandyGames.

In *Endling*, you play as a lone fox navigating a land charred by human impact.

When creating such a game, balance is paramount. “You need to have cute scenes with the foxes safe in their lair, learning and growing,” says Nägelsbach. “And you have to have dramatic scenes to illustrate the real dangers.”

After an onboarding process that drops players into the heat of the action, the game becomes an open-world adventure that rewards exploration. That wasn’t always the case; Nägelsbach notes that the game’s earliest versions had a more linear structure. “It didn’t suit the message as well,” he says. “It’s much easier to show the ecological impact humans have when you visit the same spot several times and see a river that’s full of trash or a forest that’s been cut down.”

Philipp Nägelsbach, HandyGames

To control the fox, players operate a simple one-thumb control on the lower-left corner of the screen. The game gradually introduces additional interactions, like the ability to climb or jump over an obstacle. “That’s the moment people realize this isn’t entirely a side-scroller,” says Nägelsbach.

And then there’s the fox itself. Endling casts players as the animal in distress to create an instant sense of empathy — and their choice of animal was well-considered. “Foxes are some of the most adaptable animals in the world,” says Nägelsbach. “They’re not the biggest or smallest; they’re in the middle of the food chain. But if they’re close to extinction, things are really bad.”

It’s a survival game, but a simplified one that focuses more on telling a story.

Philipp Nägelsbach, game designer and producer at HandyGames

Doing so required numerous design considerations. The fox needed to be adorable enough to engage with, realistic enough to feel authentic, and believable enough to navigate the apocalyptic landscape. The fox doesn’t realize what’s happening to the environment; only the player recognizes the meaning of factories, careening trucks, and men in hazmat suits. “And the fox can only do things real foxes can do,” says Naegelsbach. “We couldn’t have the fox pushing buttons or solving complex puzzles.”

As the game progresses, you’re charged with protecting your tiny offspring from man-made dangers.

Extra attention was paid to the fox’s kits, who grow and develop unique personalities as the game goes on. Each kit represents a player’s life and has an instrument attached to it; when players lose kits, the game feels quieter and more lonely.

Nägelsbach says the teams did make adjustments to ensure the game wasn’t too severe, including the ability to replay parts of the story after a loss instead of starting over. The kits have only one owl enemy; they can’t be directly hurt by humans or dogs. And the fox’s cute bark is a mix of several different animal sounds. “In the real world, foxes aren’t very pleasant to listen to,” says Nägelsbach, “and you shouldn’t be annoyed by your protagonist.”

Endling ultimately delivers a message that sticks around long after gameplay ends. “The message is harsh,” says QA lead and producer Jan Pytlik, “but the game didn’t need to be harsh too. We worked and fine-tuned and I think we hit the mark.”

Learn more about Endling

Download Endling from the App Store

Behind the Design is a series that explores design practices and philosophies from each of the 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.

Explore more of the 2023 Behind the Design series

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Spotlight on: Developing for visionOS

What’s it like to develop for visionOS? For Karim Morsy, CEO and co-founder of Algoriddim, “it was like bringing together all of the work we’ve built over many years.”

Algoriddim’s Apple Design Award-winning app djay has long pioneered new ways for music lovers and professional DJs alike to mix songs on Apple platforms; in 2020, the team even used hand pose detection features to create an early form of spatial gesture control on iPad. On Apple Vision Pro, they’ve been able to fully embrace spatial input, creating a version of djay controlled entirely by eyes and hands.

“I’ve been DJing for over twenty years, in all sorts of places and with all sorts of technology, but this frankly just blew my mind,” says Morsy. “It’s a very natural way to interact with music, and the more we can embrace input devices that allow you to free yourself from all these buttons and knobs and fiddly things — we really feel it’s liberating.”

“It’s emotional — it feels real.”

It’s a sentiment shared by Ryan McLeod, creator of Apple Design Award-winning puzzle game Blackbox. “You have a moment of realizing — it’s not even that interacting this way has become natural. There is nothing to ‘become natural’ about it. It just is!” he says. “I very vividly remember laughing at that, because I just had to stop for a moment and appreciate it — you completely forget that this [concept] is wild.”

Blackbox is famous on iOS for “breaking the fourth glass wall,” as McLeod puts it, using the sensors and inputs on iPhone in unusual ways to create dastardly challenges that ask you to do almost everything but touch the screen. Before bringing this experience to visionOS, however, McLeod had his own puzzle to solve: how to reimagine the game to take advantage of the infinite canvas offered by Vision Pro.

“You really have to go back to those first principles: What will feel native and natural on visionOS, and within a person’s world?” he says. “What will people expect — and what won’t they? How can you exist comfortably like that, and then tweak their expectations to create a puzzle, surprise, and satisfaction?”

After some early prototyping of spatial challenges, audio quickly became a core part of the Blackbox story. While McLeod and sound designer Gus Callahan had previously created sonic interfaces for the iOS app, Spatial Audio is bringing a new dimensionality to their puzzles in visionOS. “It’s a very fun, ineffable thing and completely changes the level of immersion,” he says. “Having sounds move past you is a wild effect because it evokes emotion — it feels real.”

“It will take you minutes to have your own stuff working in space.”

As someone who had exclusively developed for iOS and iPadOS for almost a decade — and had little experience with either 3D modeling or RealityKit — McLeod was initially trepidatious about trying to build an app for spatial computing. “I really hadn’t done a platform switch like that,” he says. But once he got started in Xcode, “there was a wild, powerful moment of recognizing how to set this up.”

visionOS is built to support familiar frameworks, like SwiftUI, UIKit, RealityKit, and ARKit, which helps apps like Blackbox bring over a lot of their existing codebase without having to rewrite from scratch. “What gets me excited to tell other developers is just — you can make apps really easily,” says McLeod. “It will take you minutes to have your own stuff working in space.”

Even for developers working with a more complex assortment of frameworks, like the team behind augmented reality app JigSpace, the story is a similar one. “Within three days, we had something up and running,” says CEO and co-founder Zac Duff, crediting the prowess of his team for their quick prototype.

One member of that team is JigSpace co-founder Numa Bertron, who spent a few days early in their development process getting to know SwiftUI. “He’d just be out there, learning everything he could, playing with Swift Playgrounds, and then he’d come back the next day and go: ‘Oh, boy, you won’t believe how powerful this thing is,’” Duff says.

Though new to SwiftUI, the JigSpace team is no stranger to Apple’s augmented reality framework, having used it for years in their apps to help people learn about the world using 3D objects. On Vision Pro, the team is taking advantage of ARKit features to place 3D objects into the world and build custom gestures for scaling — all while keeping the app’s main interface in a window and easily accessible.

JigSpace is also exploring how people can work together with SharePlay and Spatial Personas. “It’s a fundamental rethink of how people interact together around knowledge,” says Duff. “Now, we can just have you experience something right in front of you. And not only that — you can bring other people into that experience, and it becomes much more about having all the right people in the room with you.”

“You want to feel at home.”

Shared experiences can be great for education and collaboration, but for Xavi H. Oromí, chief engineering officer at XRHealth, it’s also about finding new and powerful ways to help people. While Oromí and his team are new to Apple platforms, they have significant expertise building fully immersive experiences: They were creating apps for VR headsets as early as 2012 in order to assist people in recognizing phobias, physical rehabilitation, mental health, and other therapy services.

Vision Pro immediately clicked for Oromí and the team, especially the fluidity of immersion that visionOS provides. “Offering some sort of gradual exposure and letting the person decide what that should look like — it’s something that’s naturally very integrated with therapy itself,” says Oromí.

With that principle as their bedrock, the team designed an experience to help people with acrophobia (fear of heights), built entirely with Apple frameworks. Despite having no prior development experience with Swift or Xcode, the team was able to build a prototype they were proud of in just a month.

In their visionOS app, a person can open a portal in their current space that gives them the feeling of being positioned at a significant height without fully immersing themselves in that app’s environment. For Oromí, this opens up new possibilities to connect with patients and help them feel grounded without overtaxing their comfort level. “You want to feel at home,” says Oromí, “The alternative before [in a completely immersive experience] was that I needed to remove the headset, and then I totally broke the immersion.”

It also has the added benefit of giving people a way to stay true to themselves. In some of their previous immersive experiences on other platforms, Oromí notes, patients’ hands and bodies were represented in the space using virtual avatars. But this had its own challenges: “We had a lot of patients saying that they felt their body was not theirs,” he says. “It’s very difficult for our society that’s so diverse to create representations of avatars that match everyone in the world… [In Vision Pro], where you can see your own body through the passthrough, we don’t need to create a representation.”

When combined with SharePlay, people can stay connected and supported with their virtual therapists while pushing their boundaries and challenging common fears. “Years from now, when we look back,” Oromí says, “we will be able to say it all started with the launch of Vision Pro — it’s where we truly enabled real virtual therapy.”

“You’re off to the races.”

When the SDK arrives later this month, developers worldwide will be able to download Xcode and start building their own apps and games for visionOS. With 46 sessions focused on Apple Vision Pro premiering at WWDC, there’s a lot of new knowledge to explore — but Duff and McLeod have a few supplemental recommendations.

“Pick up SwiftUI if you haven’t yet,” says McLeod, noting that getting to know the framework can help developers add core platform functionality to their existing app. He also suggests getting comfortable with basic modeling and Reality Composer Pro. “At some point, you’re gonna want to come off the page,” he says. But, he notes with a smile, you don’t need to become a 3D graphics expert to build for this platform. “You can get really far with a simple model and [Reality Composer Pro] shaders.”

Duff mirrors these recommendations, adding one last framework to the list: RealityKit. “If you’re transitioning from [other renderers] there are some fundamental changes you have to get to know,” he says. “But with those three things, you’re off to the races.”

Learn more about developing for visionOS and what you can do to get ready for the SDK on developer.apple.com.

Learn more about developing for visionOS

Prepare your apps for visionOS

Explore sessions about visionOS

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Meet visionOS

Get ready to design and build an entirely new universe of apps and games for Apple Vision Pro. Find out how developers of apps like djay, Blackbox, JigSpace, and XRHealth are starting to build for spatial computing.

We’ll show you how you can prepare for the visionOS SDK, help you learn about best-in-class frameworks and tools, and explore programs and events to help support you along your development journey.

Spotlight on: Developing for visionOS

Learn how the developers behind djay, Blackbox, JigSpace, and XRHealth started designing and building apps for Apple Vision Pro.

View now

Learn more about developing for visionOS

Prepare your apps for visionOS

Explore sessions about visionOS

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Introducing Apple Vision Pro and visionOS

Apple Vision Pro is a revolutionary spatial computer that seamlessly blends digital content with the physical world, while allowing users to stay present and connected to others. Apple Vision Pro creates an infinite canvas for apps that scales beyond the boundaries of a traditional display and introduces a fully three-dimensional user interface controlled by the most natural and intuitive inputs possible — a user’s eyes, hands, and voice. Featuring visionOS, the world’s first spatial operating system, Apple Vision Pro lets users interact with digital content in a way that feels like it is physically present in their space. The breakthrough design of Apple Vision Pro features an ultra-high-resolution display system that packs 23 million pixels across two displays, and custom Apple silicon in a unique dual-chip design to ensure every experience feels like it’s taking place in front of the user’s eyes in real time.

Discover the resources you can use to bring your spatial computing creations to life with a new, yet familiar, way to build apps that reimagine what it means to be connected, productive, and entertained.

Learn more about visionOS

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What’s new in privacy on the App Store

At Apple, we believe privacy is a fundamental human right. That is why we’ve built a number of features to help users understand developers’ privacy and data collection and sharing practices, and put users in the driver’s seat when it comes to their data. App Tracking Transparency (ATT) empowers users to choose whether an app has permission to track their activity across other companies’ apps and websites for the purposes of advertising or sharing with data brokers. With Privacy Nutrition Labels and App Privacy Report, users can see what data an app collects and how it’s used.

Many apps leverage third-party software development kits (SDKs), which can offer great functionality but may have implications on how the apps handle user data. To make it even easier for developers to create great apps while informing users and respecting their choices about how their data is used, we’re introducing two new features.

First, to help developers understand how third-party SDKs use data, we’re introducing new privacy manifests — files that outline the privacy practices of the third-party code in an app, in a single standard format. When developers prepare to distribute their app, Xcode will combine the privacy manifests across all the third-party SDKs that a developer is using into a single, easy-to-use report. With one comprehensive report that summarizes all the third-party SDKs found in an app, it will be even easier for developers to create more accurate Privacy Nutrition Labels.

Additionally, to offer additional privacy protection for users, apps referencing APIs that could potentially be used for fingerprinting — a practice that is prohibited on the App Store — will now be required to select an allowed reason for usage of the API and declare that usage in the privacy manifest. As part of this process, apps must accurately describe their usage of these APIs, and may only use the APIs for the reasons described in their privacy manifest.

Second, we want to help developers improve the integrity of their software supply chain. When using third-party SDKs, it can be hard for developers to know the code that they downloaded was written by the developer that they expect. To address that, we’re introducing signatures for SDKs so that when a developer adopts a new version of a third-party SDK in their app, Xcode will validate that it was signed by the same developer. Developers and users alike will benefit from this feature.

We’ll publish additional information later this year, including:

  • A list of privacy-impacting SDKs (third-party SDKs that have particularly high impact on user privacy)
  • A list of “required reason” APIs for which an allowed reason must be declared
  • A developer feedback form to suggest new reasons for calling covered APIs
  • Additional documentation on the benefits of and details about signatures, privacy manifests, and when they will be required
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WWDC23 Overview

Join us for an exhilarating week of technology and community. Be among the first to learn the latest about Apple platforms, technologies, and tools. You’ll also have the opportunity to engage with Apple experts and other developers. All online and at no cost.

Experience WWDC here and on the Apple Developer website.


Keynote and State of the Union

The Apple Worldwide Developers Conference kicks off with exciting reveals and new opportunities. Join the developer community for an in-depth look at the future of Apple platforms, directly from Apple Park.

Keynote

The Apple Worldwide Developers Conference kicks off with exciting news, inspiration, and new opportunities. Join the worldwide developer community for an in-depth look at the future of Apple platforms, directly from Apple Park.

Watch now

Platforms State of the Union

Learn about the latest tools, technologies, and advancements to help you create even better apps across Apple platforms, including the all-new visionOS.

Watch now


Apple Design Awards

The Apple Design Awards celebrate apps and games that excel in the categories of Inclusivity, Delight and Fun, Interaction, Social Impact, Visuals and Graphics, and Innovation. Join us in congratulating this year’s finalists and winners.

June 5, 6:30 p.m. PT.

Explore the winners


Sessions

Learn how to create your most innovative apps and games yet by taking advantage of the latest updates on Apple platforms. New videos and transcripts will be posted daily from June 6 through 9. Watch on the web or in the Apple Developer app for iPhone, iPad, Mac, and Apple TV.

Learn more


Labs

Get one-on-one guidance from Apple engineers, designers, and other experts. Learn how to implement new Apple technologies, explore UI design principles, improve your App Store presence, and much more.

Learn more


Activities

Join Apple engineers, designers, and other experts for Q&As, Meet the Presenter, icebreakers, and more.

Learn more

Sign up


Forums

Connect with the community on the Apple Developer Forums. Find WWDC23 content quickly and easily by searching conference-specific tags.

Learn more


Beyond WWDC

Discover even more opportunities for learning, networking, and fun outside of the conference.

Learn more


Stay connected

We’ll be posting WWDC announcements leading up to and during the conference.

Check your email settings in your Apple Developer account. Check your notification settings in the Account tab.

Watching session videos, viewing related documentation and sample code, and posting on the forums are available to anyone. To request a lab appointment or sign up for activities, you must be a current member of the Apple Developer Program or Apple Developer Enterprise Program, or a 2023 Swift Student Challenge applicant.

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Xcode 15 beta now available

The Xcode 15 beta supports the latest SDKs for iOS, iPadOS, macOS, tvOS, and watchOS. This version of Xcode helps you code and design your apps faster with enhanced code completion, interactive previews, and live animations. Use Git staging to craft your next commit without leaving your code. Explore and diagnose your test results with redesigned test reports with video recording. And start deploying seamlessly to TestFlight and the App Store from Xcode Cloud.

Learn more