Dive into the vast array of tools and services available to developers.

Posts under General subtopic

Post

Replies

Boosts

Views

Activity

Simulator high CPU usage (CrashReport and MercuryPosterExtension)
Simply opening Simulator app (26.0) causes high CPU usage on macOS Tahoe (26.1). ReportCrash process usage is very high throughout and causes the system to heat up pretty soon. Looking into Console app for the logs found MercuryPosterExtension process is keep on crashing. (Check under Crash Reports) simctl Diagnose https://download.developer.apple.com/OS_X/OS_X_Logs/simctl_Diagnose_Logging_Instructions.pdf Share the Simulator Diagnose report while reporting, Thanks. I have raised a ticket/feedback with Apple. I request all of you to raise one too so this gets fixed soon. Apple Feedback Assistant - FB20985249
6
5
370
Nov ’25
Package created with pkgbuild installs zero-byte file
Just recently, any pkg file that I create with pkgbuild will install the Payload's application as a zero-byte file in the /Applications directory. This has been working for years without issue for me. Here are the commands I am using with company specific items replaced: pkgbuild --analyze --root MyApplicationRootDirectory standalone.plist plutil -replace BundleIsRelocatable -bool NO standalone.plist pkgbuild --identifier MyIdentifier --version 1.0 --install-location /Applications --root MyApplicationRootDirectory --component-plist standalone.plist --sign 'Developer ID Installer: MyCompany (MySignId)' --timestamp installer.pkg Any ideas on what could be causing the issue? I have verified the following: The application being added to the pkg is both signed and notarized using the correct Developer ID Application certificate. The resultant pkg file is both signed and notarized using the Developer ID Installer certificate. Verified the pkg contents using "pkgutil --expand" to dump the contents. Verified the pkg's Payload contents by extracting the data using "cat Payload | gunzip | cpio -1". This results in an application file that is a binary match for file added in the "pkgbuild --root" argument. My application is the only file within the directory passed to the "pkgbuild --root" argument. There are no warnings in the System Settings / Privacy & Security Panel when running the package installer. I have a valid Mac Developer account. I am building the application and the pkg file on the same computer. Thank you for any insight.
6
0
357
Dec ’25
AASA 404 on CDN
We are reaching out to request urgent assistance with a critical issue affecting Universal Links validation for one of our production domains. The Apple App Site Association (AASA) file is now correctly served from our domain: HTTP 200 No redirects Valid JSON Correct appID and paths https://mobiledeeplink.bancogalicia.com.ar/.well-known/apple-app-site-association Despite this, Apple’s CDN endpoint still returns a 404: https://app-site-association.cdn-apple.com/a/v1/mobiledeeplink.bancogalicia.com.ar Thank you very much for your support. Best regards, Mauricio Pauluk
5
0
179
Apr ’26
iOS 26 Download Link is Broken
I'm trying to download the iOS 26 restore image for my iPhone 14 Pro Max, which is my test device. However, when I attempted to install it directly via the over-the-air (OTA) update, the iPhone rebooted to the iOS 26 "Welcome" screen, but with no touch functionality—the screen was completely unresponsive. I restored the device back to iOS 18.5 and tried the OTA update again, but once more, the touch screen stopped working upon completion. Now, I am trying to download the iOS 26 restore image from the official developer page (https://developer.apple.com/download/#ios-restore-images-ipad-new) to install it manually using my Mac. However, I've run into a problem with the download links: The link for the iPhone 14 Pro Max (iOS 26) restore image actually downloads the iPhone 14 Pro (iOS 18.5) image. Conversely, the link for the iPhone 14 Pro seems to provide the correct iPhone 14 Pro Max (iOS 26) image. The issue is that when I try to restore my iPhone using this seemingly correct file, I receive an error that the firmware file is not valid or compatible. I suspect it's not being properly signed by Apple for my device during the restore process. Does anyone have the correct, official download link for the iOS 26 restore image for the iPhone 14 Pro Max? How can I fix these errors?
5
1
348
Jun ’25
Unable to download iOS 26 Beta 5 Simulator
Hello, I'm checking to see if anyone else is experiencing an issue downloading the latest beta simulator. When I try to download the iOS 26 beta 5 simulator in Xcode, the download fails instantly. There is no progress, just an immediate error with no message other than the code itself: DVTDownloadableErrorDomain Code: 41. I've already restarted both Xcode and the Mac multiple times. I have also tried downloading on different networks to rule out a firewall issue.
5
5
647
Aug ’25
Disable automatic Liquid-Glass app icon generation
Hi. On my iOS app, both the app store and the device are making changes to my app icon to make it look more Liquid-Glass. See attached image showing my original icon, and then how it appears on the app store and on devices. There is an added bevel/3d effect. I'd like to not have this happen. Did anybody figure out how to turn this off? So that the icon appears as submitted. I've played around with Icon Composer a bit but haven't managed to turn this off there. And would prefer to just submit the png's. Thank you!
5
0
341
Apr ’26
Assertion failed: (reconstituted == accumulator), function setFixup64, file OutputFile.cpp, line 2975
Xcode 16.2 Flutter version 3.27.1 0 0x1008abee4 __assert_rtn + 160 1 0x1008add9c ld::tool::OutputFile::setFixup64(unsigned char*, unsigned long long, ld::Atom const*) (.cold.3) + 0 2 0x100789640 ld::tool::OutputFile::setFixup64(unsigned char*, unsigned long long, ld::Atom const*) + 656 3 0x100785b78 ld::tool::OutputFile::applyFixUps(ld::Internal&, unsigned long long, ld::Atom const*, unsigned char*) + 4388 4 0x10078be18 ___ZN2ld4tool10OutputFile10writeAtomsERNS_8InternalEPh_block_invoke + 488 5 0x19bc19428 _dispatch_client_callout2 + 20 6 0x19bc2d850 _dispatch_apply_invoke3 + 336 7 0x19bc193e8 _dispatch_client_callout + 20 8 0x19bc1ac68 _dispatch_once_callout + 32 9 0x19bc2c8a4 _dispatch_apply_invoke + 252 10 0x19bc193e8 _dispatch_client_callout + 20 11 0x19bc2b080 _dispatch_root_queue_drain + 864 12 0x19bc2b6b8 _dispatch_worker_thread2 + 156 13 0x19bdc5fd0 _pthread_wqthread + 228 A linker snapshot was created at: /tmp/Test Kopi Kenangan.debug.dylib-2025-02-27-100512.ld-snapshot ld: Assertion failed: (reconstituted == accumulator), function setFixup64, file OutputFile.cpp, line 2975. clang: error: linker command failed with exit code 1 (use -v to see invocation)
5
1
747
Sep ’25
How to consume a dynamic Xcode framework?
I have an Xcode project setup as follows: 3 static libraries 1 framework target, whose Mach-O type is set to Dynamic Library main app target (iOS app) The target dependencies are as follows: In framework's build phase [Link with libraries], I have the 3 libs statically linked. In the main app's build phase [Link with libraries], I have only the framework, which is dynamically linked. As per my understanding: The libs are statically linked to the framework. So, the framework binary would contain code from all the libs. The framework is dynamically linked to the main app (iOS app in this case). So, the main app's binary only has a reference to the framework's binary, which would be loaded in the memory at runtime. Assuming my understanding is correct, I'm stuck with the following problem: All 3 libs build successfully The framework builds successfully The main app target doesn't build. The compilation is successful, but the build fails with linker errors. Please let me know if I am doing something incorrectly, or if a configuration is missing. Below are more details: The linker gives the following error: Undefined symbols for architecture arm64: "StringUtils.GetStr() -> Swift.String", referenced from: dynamic_fw.AppDelegate.application(_: __C.UIApplication, didFinishLaunchingWithOptions: [__C.UIApplicationLaunchOptionsKey : Any]?) -> Swift.Bool in AppDelegate.o "TWUtils.GetNum() -> Swift.Int", referenced from: dynamic_fw.AppDelegate.application(_: __C.UIApplication, didFinishLaunchingWithOptions: [__C.UIApplicationLaunchOptionsKey : Any]?) -> Swift.Bool in AppDelegate.o ld: symbol(s) not found for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see invocation) And the command shown in the logs for linking phase is: Ld /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator/dynamic-fw.app/dynamic-fw normal (in target 'dynamic-fw' from project 'dynamic-fw') cd /Users/raunit.shrivastava/Desktop/dynamic-fw /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -Xlinker -reproducible -target arm64-apple-ios17.5-simulator -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk -O0 -L/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/EagerLinkingTBDs/Debug-iphonesimulator -L/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator -L. -L./StringUtils -L./TWFramework -L./TWUtils -L./dynamic-fw -F/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/EagerLinkingTBDs/Debug-iphonesimulator -F/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator -F. -F./StringUtils -F./TWFramework -F./TWUtils -F./dynamic-fw -filelist /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic-fw.LinkFileList -Xlinker -rpath -Xlinker @executable_path/Frameworks -Xlinker -rpath -Xlinker ./\*\* -dead_strip -Xlinker -object_path_lto -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic-fw_lto.o -Xlinker -export_dynamic -Xlinker -no_deduplicate -Xlinker -objc_abi_version -Xlinker 2 -fobjc-link-runtime -L/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/iphonesimulator -L/usr/lib/swift -Xlinker -add_ast_path -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic_fw.swiftmodule -Xlinker -sectcreate -Xlinker __TEXT -Xlinker __entitlements -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/dynamic-fw.app-Simulated.xcent -Xlinker -sectcreate -Xlinker __TEXT -Xlinker __ents_der -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/dynamic-fw.app-Simulated.xcent.der -framework TWFramework -Xlinker -no_adhoc_codesign -Xlinker -dependency_info -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic-fw_dependency_info.dat -o /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator/dynamic-fw.app/dynamic-fw
5
0
465
Oct ’25
Using alternate app icons with Icon Composer
I've been messing around with converting my app icons to use Icon Composer. My app has multiple app icons, but I've noticed that I cant seem to set .icon files using the alternate app icon api. I believe this is due to the requirement that alternate app icons live in the Assets Catalogue but .icon files go anywhere in your project. Is there any plan to support this? Or am i missing something? I was able to successfully set a .icon file for the primary app icon.
5
3
268
Jul ’25
Xcode 26 Beta Simulator Bug: Issue with Fast Account Creation Using Passkeys
Hi everyone, We’re testing the new iOS 26 capability, Performing Fast Account Creation with Passkeys, using the sample project provided here: Performing Fast Account Creation with Passkeys. When running the project on the iOS 26 simulator and tapping the "Sign Up" button, we encounter the following error: The operation couldn’t be completed. (com.apple.AuthenticationServices.AuthorizationError error 1010.) From the header file, this error is described as: /// ASAuthorizationError.h /// This error signals that the device is not currently set up to create passkeys. ASAuthorizationErrorDeviceNotConfiguredForPasskeyCreation AS_API_AVAILABLE(ios(19.0), macos(16.0), visionos(3.0)) = 1010, We’ve tested this on both Xcode 26 Beta 1 and Beta 2, and the error persists on the simulator in both versions. However, when testing on a physical iOS 26 device, everything works as expected, just like in the WWDC demo. Could this issue be related to missing simulator settings? Or is it a potential bug in the simulator? Any advice would be greatly appreciated. Thanks in advance!
5
0
616
Nov ’25
iOS Build Memory Access Issues Causing Crashes
Our app has an old codebase, originating in 2011, which started out as purely Objective-C (and a little bit of Objective-C++), but a good amount of Swift has been added over time as well. Lots of Objective-C and Swift inter-op, but in general very few 3rd party libraries/frameworks. Like many other codebases of this size and age, we have a good amount of accumulated tech debt. In our case, that mostly comes in the form of using old/deprecated APIs (OpenGL primary amongst them), and also using some ‘tricks’ that allowed us to do highly customized UI popups and the like before they were officially supported by iOS, but unfortunately are still in use to this day (i.e. adding views directly to the UIWindow such that that are ‘on top’ of everything, instead of presenting a VC). Overall though, the app is very powerful and capable, and generally has a relatively low crash rate. About two months ago, we started seeing some new crashes that seemed to be totally unrelated to the code changes that were made at the time. Moreover, if a new branch with a feature or bug fix was merged in, the new crash would either disappear entirely, or move somewhere else. These were not ‘normal’ crashes either - when hooked up to the debugger in Xcode, often times the crashes would happen when calling into system library (e.g. initializing a UIColor object). Some of the steps taken to try and mitigate or eliminate these crashes include: Rolling back merges Often worked, but then most future merges would cause a new and different crash to appear Using the TSan and ASan tools to try and diagnose thread or memory issues TSan reported a couple of issues near launch that have been fixed, and there are others in some areas of the app, but they have been around a long time and don’t appear to correlate with any recent changes, nor did fixing the ones at launch (and throughout testing to try and reproduce crashes) result in elimination of the new crashes ASan does not identify any issues Modifying the code changes in a branch before merging it in In one case where the changes were limited to declaring ‘@objc static var: Bool’ in a Swift class and setting a value to it in a couple of places, simply removing the @objc from the declaration would result in the crash going away. Since the var had to be exposed to Objective-C, it was eventually moved to a pure Objective-C class that already existed and is a singleton (not ideal, but it’s been around a long time and has not yet been refactored) in order to preserve the functionality and the crash was no longer reproducible Removing all 3rd party libraries or frameworks Not a long-term solution, and this mostly worked in that the crashes went away, but it also resulted in removal of long-existing features expected by our users Updating 3rd party libraries and frameworks when possible (there were some very old ones) Updating these did not have any effect on the crashes, except that the crashes moved around in the same way as when merging in a branch, and again, where the crash actually occurred was uncorrelated with the library/framework that was updated Changes to the App’s Build Settings in Xcode Set supported/valid architectures to arm64 exclusively Stripping of all architectures other than arm64 from 3rd party binaries Cleaning up of old/outdated linker flags Removal of other custom build flags that were needed at one point, but are no longer relevant Generally trying to make all the build settings in our (quite old/outdated) app match those of a newly created iOS app Code signing inject base entitlements is set to YES Removal of old/deprecated BitCode flag These changes seemed to help and the codebase was more ‘stable’ (non-crashing) for a while, but as we tried to continue development, the crashes would reappear Getting crash reports off of test devices and analyzing them based on the various documents about crash reports provided by Apple This was helpful and pointed to new things to investigate, but ultimately did not help to identify the root cause of these crashes Throughout all of the above, the crashes would come and go, very reproducibly for a given branch being merged in, but if a subsequent branch is merged in, the crash may go away, or simply move somewhere else - sometimes it would crash in our code that calls other parts of our code, and other times when calling system frameworks (like the UIColor example above). One thing that is consistent though, is that the crash would never happen anywhere near the code that was changed or added by a branch that was merged in. Additional observations when trying to figure out the cause of these crashes: Sometimes the smallest code change would result in a crash happening or not The crash reports generated on-device vary quite a bit in terms of the type and reason for the crash All crashes have an Exception Type of EXC_BAD_ACCESS, but vary between (SIGABRT) (SIGBUS) (SIGKILL) (SIGSEV) The crashing thread is often (but not always) on Thread 0 (main thread), and often the first line in the backtrace would be just ‘???’, sometimes followed by a valid memory address and file, but often times just ‘0x0 ???’ Most crash reports have an exception subtype of KERN_PROTECTION_FAILURE Many also state that the Termination Reason is ‘CODESIGNING 2 Invalid Page’ This in particular was investigated thoroughly, including looking at the Placing Content In A Bundle document but after further changes to ensure that everything is in the right place, the crashes were still observed Another odd thing in most of the crash reports is in the Binary Images section, there is a line that once again is mostly ???s or 000s - specifically ‘0x0 - 0xffffffffffffffff ??? unknown-arch <00000000000000000000000000000000> ???’ The crashes occur on different physical devices, typically the same crash for a given branch, and regardless of iOS version This includes building from different Macs. We did observe some differences between versions of Xcode (crashed similarly when built from an older version of Xcode, but not from a newer one), but we recently had all developers ensure they are running Xcode 16.4 - we also tried Xcode 26, but the crashes were still observed Overall, it seems like there is something very strange going on in terms of how the App binary is constructed such that a small code change somehow affects the binary in such a way that memory is not being accessed correctly, or is not where it is expected to be. This level of what appears to be a build-time issue that manifests in very strange run-time crashes is both confusing and difficult to diagnose. Despite the resources provided by Apple for investigation and diagnosis, we cannot seem to find a root cause for these crashes and eliminate them for good.
5
0
422
Sep ’25
Parallax Previewer v2 crashes in macOS 26.4.1, Tahoe.
I can run v1 of Parallax Previewer just fine, but v2 pops up an error on open. In console I can see a crash log that states that CoreRe.framework is looking for _FigSTSCreate inside the system's MediaToolbox.framework. I guess Tahoe doesn't have that. Is there a new version coming that works on Tahoe? or a workaround? I couldn't find an existing discussion about this. thanks.
4
1
323
1w
Can't install iOS 26.0 beta through xcodes or xcodebuild
I need to automate updating to latest iOS betas as part of my ci script, but I can't get it to install iOS 26.0 beta for the life of me, using xcodes or xcodebuild. I can see the version listed using xcodes runtimes --include-betas, and I tried sudo xcodes runtimes install "iOS 26.0-beta1", but I would get the error Downloading Runtime iOS 26.0-beta1: 0% Error: ProcessExecutionError()\ I also tried xcodebuild -downloadPlatform iOS -buildVersion 23A5260l, where I found the specific build id on apples dev images website. But I would get the error iOS 23A5260l is not available for download. Specific version download failed, trying downloadPlatform ios latest... And similar error for trying xcodebuild -downloadPlatform iOS -buildVersion 26.0 or other version ids I found online. But this command would work for any other versions and betas listed on the website. I was able to install iOS 26.0 through xcodebuild -downloadPlatform iOS, which automatically installed it for me, but this is unideal for my situation, as I want to control which betas to install instead of just the latest one (like iOS 18.6 beta that just came out). Is anyone else also struggling with these errors? xcodes version 1.6.2 Xcode version 26.0 Beta (installed and selected through xcode)
4
1
318
Sep ’25
Apple-hosted managed assets
Hi, anyone managed to make this work? https://developer.apple.com/documentation/backgroundassets Trying for past few days and can't make it work. Following their official documentation, also this video https://www.youtube.com/watch?v=M3jpgZrB1uo, but it seems I am stuck at: try await AssetPackManager.shared.ensureLocalAvailability(of: assetPack) What I did: Manifest files created, info.plist configured, asset pack created and uploaded to appstoreconnect via transporter, successfully assigned to app and ready for internal testing. Added to my code: let assetPack = try await AssetPackManager.shared.assetPack(withID: "Tutorial") try await AssetPackManager.shared.ensureLocalAvailability(of: assetPack) let videoData = try AssetPackManager.shared.contents(at: "Videos/Introduction.m4v") but no luck at all.... is anywhere any demo project available to download to compare with my project?
4
0
641
1w
Static library produced by Xcode 26 causes link error on Xcode 16
When a static library is built with Xcode 26 (with deployment target set to iOS 13) and then linked into an app project compiled with Xcode 16, the build process fails with the following linker error: Undefined symbols for architecture arm64: "_swift_coroFrameAlloc" This occurs even though both the static library and the app project have their deployment targets set to iOS 13.0. The static library works on Xcode 26, but fails to link on Xcode 16. This issue shows up with certain Swift syntax. For example, in my case, using a property getter and setter caused the compiler to emit a reference to _swift_coroFrameAlloc, which in turn triggered the issue. This issue prevents us from distributing pre-built static libraries compiled with Xcode 26 to teammates who are still using Xcode 16. I’ve filed feedback for this issue (FB21130604). Is there any way to work around it? For example, by adding specific Build Settings or something similar? A demo project is available here: https://github.com/Naituw/SwiftLibraryDeploymentTargetIssue The demo project includes: StaticLibraryProject: A simple Swift static library with property getter setter usage AppProject: An iOS app that links against the static library verify_compatibility.sh: An automated script to reproduce the issue Method 1: Manual Build and Verification Open StaticLibraryProject/StaticLibraryProject.xcodeproj in Xcode 26 Build the StaticLibraryProject for iOS device (Release configuration) Locate the built libStaticLibraryProject.a in the build products directory Copy libStaticLibraryProject.a to AppProject/AppProject/ directory Open AppProject/AppProject.xcodeproj in Xcode 16 Build the AppProject for iOS device Method 2: Automated Script Edit verify_compatibility.sh to configure the paths to your Xcode installations: Set XCODE_26_PATH to your Xcode 26 installation path (e.g., /Applications/Xcode.app) Set XCODE_16_PATH to your Xcode 16 installation path (e.g., /Applications/Xcode16.app) Run the script: ./verify_compatibility.sh
4
0
620
Apr ’26
Simulator high CPU usage (CrashReport and MercuryPosterExtension)
Simply opening Simulator app (26.0) causes high CPU usage on macOS Tahoe (26.1). ReportCrash process usage is very high throughout and causes the system to heat up pretty soon. Looking into Console app for the logs found MercuryPosterExtension process is keep on crashing. (Check under Crash Reports) simctl Diagnose https://download.developer.apple.com/OS_X/OS_X_Logs/simctl_Diagnose_Logging_Instructions.pdf Share the Simulator Diagnose report while reporting, Thanks. I have raised a ticket/feedback with Apple. I request all of you to raise one too so this gets fixed soon. Apple Feedback Assistant - FB20985249
Replies
6
Boosts
5
Views
370
Activity
Nov ’25
Unable to sign in to Feedback Assistant
I'm unable to sign in to Feedback Assistant on macOS. I have two Apple accounts and neither will sign in. I am able to sign in via the website. With the desktop app I'm getting a rather generic error message: "Unable to sign in to Feedback Assistant Thank you for your patience. Please try again later." This started this morning.
Replies
6
Boosts
1
Views
296
Activity
Oct ’25
Package created with pkgbuild installs zero-byte file
Just recently, any pkg file that I create with pkgbuild will install the Payload's application as a zero-byte file in the /Applications directory. This has been working for years without issue for me. Here are the commands I am using with company specific items replaced: pkgbuild --analyze --root MyApplicationRootDirectory standalone.plist plutil -replace BundleIsRelocatable -bool NO standalone.plist pkgbuild --identifier MyIdentifier --version 1.0 --install-location /Applications --root MyApplicationRootDirectory --component-plist standalone.plist --sign 'Developer ID Installer: MyCompany (MySignId)' --timestamp installer.pkg Any ideas on what could be causing the issue? I have verified the following: The application being added to the pkg is both signed and notarized using the correct Developer ID Application certificate. The resultant pkg file is both signed and notarized using the Developer ID Installer certificate. Verified the pkg contents using "pkgutil --expand" to dump the contents. Verified the pkg's Payload contents by extracting the data using "cat Payload | gunzip | cpio -1". This results in an application file that is a binary match for file added in the "pkgbuild --root" argument. My application is the only file within the directory passed to the "pkgbuild --root" argument. There are no warnings in the System Settings / Privacy & Security Panel when running the package installer. I have a valid Mac Developer account. I am building the application and the pkg file on the same computer. Thank you for any insight.
Replies
6
Boosts
0
Views
357
Activity
Dec ’25
AASA 404 on CDN
We are reaching out to request urgent assistance with a critical issue affecting Universal Links validation for one of our production domains. The Apple App Site Association (AASA) file is now correctly served from our domain: HTTP 200 No redirects Valid JSON Correct appID and paths https://mobiledeeplink.bancogalicia.com.ar/.well-known/apple-app-site-association Despite this, Apple’s CDN endpoint still returns a 404: https://app-site-association.cdn-apple.com/a/v1/mobiledeeplink.bancogalicia.com.ar Thank you very much for your support. Best regards, Mauricio Pauluk
Replies
5
Boosts
0
Views
179
Activity
Apr ’26
iOS 26 Download Link is Broken
I'm trying to download the iOS 26 restore image for my iPhone 14 Pro Max, which is my test device. However, when I attempted to install it directly via the over-the-air (OTA) update, the iPhone rebooted to the iOS 26 "Welcome" screen, but with no touch functionality—the screen was completely unresponsive. I restored the device back to iOS 18.5 and tried the OTA update again, but once more, the touch screen stopped working upon completion. Now, I am trying to download the iOS 26 restore image from the official developer page (https://developer.apple.com/download/#ios-restore-images-ipad-new) to install it manually using my Mac. However, I've run into a problem with the download links: The link for the iPhone 14 Pro Max (iOS 26) restore image actually downloads the iPhone 14 Pro (iOS 18.5) image. Conversely, the link for the iPhone 14 Pro seems to provide the correct iPhone 14 Pro Max (iOS 26) image. The issue is that when I try to restore my iPhone using this seemingly correct file, I receive an error that the firmware file is not valid or compatible. I suspect it's not being properly signed by Apple for my device during the restore process. Does anyone have the correct, official download link for the iOS 26 restore image for the iPhone 14 Pro Max? How can I fix these errors?
Replies
5
Boosts
1
Views
348
Activity
Jun ’25
Unable to download iOS 26 Beta 5 Simulator
Hello, I'm checking to see if anyone else is experiencing an issue downloading the latest beta simulator. When I try to download the iOS 26 beta 5 simulator in Xcode, the download fails instantly. There is no progress, just an immediate error with no message other than the code itself: DVTDownloadableErrorDomain Code: 41. I've already restarted both Xcode and the Mac multiple times. I have also tried downloading on different networks to rule out a firewall issue.
Replies
5
Boosts
5
Views
647
Activity
Aug ’25
Disable automatic Liquid-Glass app icon generation
Hi. On my iOS app, both the app store and the device are making changes to my app icon to make it look more Liquid-Glass. See attached image showing my original icon, and then how it appears on the app store and on devices. There is an added bevel/3d effect. I'd like to not have this happen. Did anybody figure out how to turn this off? So that the icon appears as submitted. I've played around with Icon Composer a bit but haven't managed to turn this off there. And would prefer to just submit the png's. Thank you!
Replies
5
Boosts
0
Views
341
Activity
Apr ’26
Assertion failed: (reconstituted == accumulator), function setFixup64, file OutputFile.cpp, line 2975
Xcode 16.2 Flutter version 3.27.1 0 0x1008abee4 __assert_rtn + 160 1 0x1008add9c ld::tool::OutputFile::setFixup64(unsigned char*, unsigned long long, ld::Atom const*) (.cold.3) + 0 2 0x100789640 ld::tool::OutputFile::setFixup64(unsigned char*, unsigned long long, ld::Atom const*) + 656 3 0x100785b78 ld::tool::OutputFile::applyFixUps(ld::Internal&amp;, unsigned long long, ld::Atom const*, unsigned char*) + 4388 4 0x10078be18 ___ZN2ld4tool10OutputFile10writeAtomsERNS_8InternalEPh_block_invoke + 488 5 0x19bc19428 _dispatch_client_callout2 + 20 6 0x19bc2d850 _dispatch_apply_invoke3 + 336 7 0x19bc193e8 _dispatch_client_callout + 20 8 0x19bc1ac68 _dispatch_once_callout + 32 9 0x19bc2c8a4 _dispatch_apply_invoke + 252 10 0x19bc193e8 _dispatch_client_callout + 20 11 0x19bc2b080 _dispatch_root_queue_drain + 864 12 0x19bc2b6b8 _dispatch_worker_thread2 + 156 13 0x19bdc5fd0 _pthread_wqthread + 228 A linker snapshot was created at: /tmp/Test Kopi Kenangan.debug.dylib-2025-02-27-100512.ld-snapshot ld: Assertion failed: (reconstituted == accumulator), function setFixup64, file OutputFile.cpp, line 2975. clang: error: linker command failed with exit code 1 (use -v to see invocation)
Replies
5
Boosts
1
Views
747
Activity
Sep ’25
How to consume a dynamic Xcode framework?
I have an Xcode project setup as follows: 3 static libraries 1 framework target, whose Mach-O type is set to Dynamic Library main app target (iOS app) The target dependencies are as follows: In framework's build phase [Link with libraries], I have the 3 libs statically linked. In the main app's build phase [Link with libraries], I have only the framework, which is dynamically linked. As per my understanding: The libs are statically linked to the framework. So, the framework binary would contain code from all the libs. The framework is dynamically linked to the main app (iOS app in this case). So, the main app's binary only has a reference to the framework's binary, which would be loaded in the memory at runtime. Assuming my understanding is correct, I'm stuck with the following problem: All 3 libs build successfully The framework builds successfully The main app target doesn't build. The compilation is successful, but the build fails with linker errors. Please let me know if I am doing something incorrectly, or if a configuration is missing. Below are more details: The linker gives the following error: Undefined symbols for architecture arm64: "StringUtils.GetStr() -> Swift.String", referenced from: dynamic_fw.AppDelegate.application(_: __C.UIApplication, didFinishLaunchingWithOptions: [__C.UIApplicationLaunchOptionsKey : Any]?) -> Swift.Bool in AppDelegate.o "TWUtils.GetNum() -> Swift.Int", referenced from: dynamic_fw.AppDelegate.application(_: __C.UIApplication, didFinishLaunchingWithOptions: [__C.UIApplicationLaunchOptionsKey : Any]?) -> Swift.Bool in AppDelegate.o ld: symbol(s) not found for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see invocation) And the command shown in the logs for linking phase is: Ld /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator/dynamic-fw.app/dynamic-fw normal (in target 'dynamic-fw' from project 'dynamic-fw') cd /Users/raunit.shrivastava/Desktop/dynamic-fw /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -Xlinker -reproducible -target arm64-apple-ios17.5-simulator -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk -O0 -L/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/EagerLinkingTBDs/Debug-iphonesimulator -L/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator -L. -L./StringUtils -L./TWFramework -L./TWUtils -L./dynamic-fw -F/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/EagerLinkingTBDs/Debug-iphonesimulator -F/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator -F. -F./StringUtils -F./TWFramework -F./TWUtils -F./dynamic-fw -filelist /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic-fw.LinkFileList -Xlinker -rpath -Xlinker @executable_path/Frameworks -Xlinker -rpath -Xlinker ./\*\* -dead_strip -Xlinker -object_path_lto -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic-fw_lto.o -Xlinker -export_dynamic -Xlinker -no_deduplicate -Xlinker -objc_abi_version -Xlinker 2 -fobjc-link-runtime -L/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/iphonesimulator -L/usr/lib/swift -Xlinker -add_ast_path -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic_fw.swiftmodule -Xlinker -sectcreate -Xlinker __TEXT -Xlinker __entitlements -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/dynamic-fw.app-Simulated.xcent -Xlinker -sectcreate -Xlinker __TEXT -Xlinker __ents_der -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/dynamic-fw.app-Simulated.xcent.der -framework TWFramework -Xlinker -no_adhoc_codesign -Xlinker -dependency_info -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic-fw_dependency_info.dat -o /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator/dynamic-fw.app/dynamic-fw
Replies
5
Boosts
0
Views
465
Activity
Oct ’25
Using alternate app icons with Icon Composer
I've been messing around with converting my app icons to use Icon Composer. My app has multiple app icons, but I've noticed that I cant seem to set .icon files using the alternate app icon api. I believe this is due to the requirement that alternate app icons live in the Assets Catalogue but .icon files go anywhere in your project. Is there any plan to support this? Or am i missing something? I was able to successfully set a .icon file for the primary app icon.
Replies
5
Boosts
3
Views
268
Activity
Jul ’25
accedentlyy deleted info.plist
hey I accidentally deleted my info.plist with holds my app version and other critical things and I don't know how to get it back or how to recode it
Replies
5
Boosts
0
Views
130
Activity
Jun ’25
Xcode 26 Beta Simulator Bug: Issue with Fast Account Creation Using Passkeys
Hi everyone, We’re testing the new iOS 26 capability, Performing Fast Account Creation with Passkeys, using the sample project provided here: Performing Fast Account Creation with Passkeys. When running the project on the iOS 26 simulator and tapping the "Sign Up" button, we encounter the following error: The operation couldn’t be completed. (com.apple.AuthenticationServices.AuthorizationError error 1010.) From the header file, this error is described as: /// ASAuthorizationError.h /// This error signals that the device is not currently set up to create passkeys. ASAuthorizationErrorDeviceNotConfiguredForPasskeyCreation AS_API_AVAILABLE(ios(19.0), macos(16.0), visionos(3.0)) = 1010, We’ve tested this on both Xcode 26 Beta 1 and Beta 2, and the error persists on the simulator in both versions. However, when testing on a physical iOS 26 device, everything works as expected, just like in the WWDC demo. Could this issue be related to missing simulator settings? Or is it a potential bug in the simulator? Any advice would be greatly appreciated. Thanks in advance!
Replies
5
Boosts
0
Views
616
Activity
Nov ’25
iOS Build Memory Access Issues Causing Crashes
Our app has an old codebase, originating in 2011, which started out as purely Objective-C (and a little bit of Objective-C++), but a good amount of Swift has been added over time as well. Lots of Objective-C and Swift inter-op, but in general very few 3rd party libraries/frameworks. Like many other codebases of this size and age, we have a good amount of accumulated tech debt. In our case, that mostly comes in the form of using old/deprecated APIs (OpenGL primary amongst them), and also using some ‘tricks’ that allowed us to do highly customized UI popups and the like before they were officially supported by iOS, but unfortunately are still in use to this day (i.e. adding views directly to the UIWindow such that that are ‘on top’ of everything, instead of presenting a VC). Overall though, the app is very powerful and capable, and generally has a relatively low crash rate. About two months ago, we started seeing some new crashes that seemed to be totally unrelated to the code changes that were made at the time. Moreover, if a new branch with a feature or bug fix was merged in, the new crash would either disappear entirely, or move somewhere else. These were not ‘normal’ crashes either - when hooked up to the debugger in Xcode, often times the crashes would happen when calling into system library (e.g. initializing a UIColor object). Some of the steps taken to try and mitigate or eliminate these crashes include: Rolling back merges Often worked, but then most future merges would cause a new and different crash to appear Using the TSan and ASan tools to try and diagnose thread or memory issues TSan reported a couple of issues near launch that have been fixed, and there are others in some areas of the app, but they have been around a long time and don’t appear to correlate with any recent changes, nor did fixing the ones at launch (and throughout testing to try and reproduce crashes) result in elimination of the new crashes ASan does not identify any issues Modifying the code changes in a branch before merging it in In one case where the changes were limited to declaring ‘@objc static var: Bool’ in a Swift class and setting a value to it in a couple of places, simply removing the @objc from the declaration would result in the crash going away. Since the var had to be exposed to Objective-C, it was eventually moved to a pure Objective-C class that already existed and is a singleton (not ideal, but it’s been around a long time and has not yet been refactored) in order to preserve the functionality and the crash was no longer reproducible Removing all 3rd party libraries or frameworks Not a long-term solution, and this mostly worked in that the crashes went away, but it also resulted in removal of long-existing features expected by our users Updating 3rd party libraries and frameworks when possible (there were some very old ones) Updating these did not have any effect on the crashes, except that the crashes moved around in the same way as when merging in a branch, and again, where the crash actually occurred was uncorrelated with the library/framework that was updated Changes to the App’s Build Settings in Xcode Set supported/valid architectures to arm64 exclusively Stripping of all architectures other than arm64 from 3rd party binaries Cleaning up of old/outdated linker flags Removal of other custom build flags that were needed at one point, but are no longer relevant Generally trying to make all the build settings in our (quite old/outdated) app match those of a newly created iOS app Code signing inject base entitlements is set to YES Removal of old/deprecated BitCode flag These changes seemed to help and the codebase was more ‘stable’ (non-crashing) for a while, but as we tried to continue development, the crashes would reappear Getting crash reports off of test devices and analyzing them based on the various documents about crash reports provided by Apple This was helpful and pointed to new things to investigate, but ultimately did not help to identify the root cause of these crashes Throughout all of the above, the crashes would come and go, very reproducibly for a given branch being merged in, but if a subsequent branch is merged in, the crash may go away, or simply move somewhere else - sometimes it would crash in our code that calls other parts of our code, and other times when calling system frameworks (like the UIColor example above). One thing that is consistent though, is that the crash would never happen anywhere near the code that was changed or added by a branch that was merged in. Additional observations when trying to figure out the cause of these crashes: Sometimes the smallest code change would result in a crash happening or not The crash reports generated on-device vary quite a bit in terms of the type and reason for the crash All crashes have an Exception Type of EXC_BAD_ACCESS, but vary between (SIGABRT) (SIGBUS) (SIGKILL) (SIGSEV) The crashing thread is often (but not always) on Thread 0 (main thread), and often the first line in the backtrace would be just ‘???’, sometimes followed by a valid memory address and file, but often times just ‘0x0 ???’ Most crash reports have an exception subtype of KERN_PROTECTION_FAILURE Many also state that the Termination Reason is ‘CODESIGNING 2 Invalid Page’ This in particular was investigated thoroughly, including looking at the Placing Content In A Bundle document but after further changes to ensure that everything is in the right place, the crashes were still observed Another odd thing in most of the crash reports is in the Binary Images section, there is a line that once again is mostly ???s or 000s - specifically ‘0x0 - 0xffffffffffffffff ??? unknown-arch <00000000000000000000000000000000> ???’ The crashes occur on different physical devices, typically the same crash for a given branch, and regardless of iOS version This includes building from different Macs. We did observe some differences between versions of Xcode (crashed similarly when built from an older version of Xcode, but not from a newer one), but we recently had all developers ensure they are running Xcode 16.4 - we also tried Xcode 26, but the crashes were still observed Overall, it seems like there is something very strange going on in terms of how the App binary is constructed such that a small code change somehow affects the binary in such a way that memory is not being accessed correctly, or is not where it is expected to be. This level of what appears to be a build-time issue that manifests in very strange run-time crashes is both confusing and difficult to diagnose. Despite the resources provided by Apple for investigation and diagnosis, we cannot seem to find a root cause for these crashes and eliminate them for good.
Replies
5
Boosts
0
Views
422
Activity
Sep ’25
Download link broken for Foundation Models Adaptor Training Toolkit
https://developer.apple.com/download/foundation-models-adapter/ Download link to toolkit is borked: https://developer.apple.com/services-account/download?path=/Developer_Tools/Foundation_Models_Framework_Adapter_Toolkit/adapter_training_toolkit_v0_1_0.zip
Replies
4
Boosts
1
Views
353
Activity
3d
UITests recording throws an error when running on an M1 chip
"UITests recording reports 'The capability "Create Service Socket" is not supported by this device.' on M1 chip, but works normally on Intel chip."
Replies
4
Boosts
1
Views
605
Activity
Feb ’26
Parallax Previewer v2 crashes in macOS 26.4.1, Tahoe.
I can run v1 of Parallax Previewer just fine, but v2 pops up an error on open. In console I can see a crash log that states that CoreRe.framework is looking for _FigSTSCreate inside the system's MediaToolbox.framework. I guess Tahoe doesn't have that. Is there a new version coming that works on Tahoe? or a workaround? I couldn't find an existing discussion about this. thanks.
Replies
4
Boosts
1
Views
323
Activity
1w
Can't install iOS 26.0 beta through xcodes or xcodebuild
I need to automate updating to latest iOS betas as part of my ci script, but I can't get it to install iOS 26.0 beta for the life of me, using xcodes or xcodebuild. I can see the version listed using xcodes runtimes --include-betas, and I tried sudo xcodes runtimes install "iOS 26.0-beta1", but I would get the error Downloading Runtime iOS 26.0-beta1: 0% Error: ProcessExecutionError()\ I also tried xcodebuild -downloadPlatform iOS -buildVersion 23A5260l, where I found the specific build id on apples dev images website. But I would get the error iOS 23A5260l is not available for download. Specific version download failed, trying downloadPlatform ios latest... And similar error for trying xcodebuild -downloadPlatform iOS -buildVersion 26.0 or other version ids I found online. But this command would work for any other versions and betas listed on the website. I was able to install iOS 26.0 through xcodebuild -downloadPlatform iOS, which automatically installed it for me, but this is unideal for my situation, as I want to control which betas to install instead of just the latest one (like iOS 18.6 beta that just came out). Is anyone else also struggling with these errors? xcodes version 1.6.2 Xcode version 26.0 Beta (installed and selected through xcode)
Replies
4
Boosts
1
Views
318
Activity
Sep ’25
Apple-hosted managed assets
Hi, anyone managed to make this work? https://developer.apple.com/documentation/backgroundassets Trying for past few days and can't make it work. Following their official documentation, also this video https://www.youtube.com/watch?v=M3jpgZrB1uo, but it seems I am stuck at: try await AssetPackManager.shared.ensureLocalAvailability(of: assetPack) What I did: Manifest files created, info.plist configured, asset pack created and uploaded to appstoreconnect via transporter, successfully assigned to app and ready for internal testing. Added to my code: let assetPack = try await AssetPackManager.shared.assetPack(withID: "Tutorial") try await AssetPackManager.shared.ensureLocalAvailability(of: assetPack) let videoData = try AssetPackManager.shared.contents(at: "Videos/Introduction.m4v") but no luck at all.... is anywhere any demo project available to download to compare with my project?
Replies
4
Boosts
0
Views
641
Activity
1w
Where is Xcode26 beta 2?
Hi, I have just updated my MacBook to Tahoe Beta 2, but now I cannot boot the iOS simulator. Where can I download the next Xcode beta? The Application download page is still showing the Xcode beta 1 build. Cheers, Jeff
Replies
4
Boosts
4
Views
272
Activity
Jun ’25
Static library produced by Xcode 26 causes link error on Xcode 16
When a static library is built with Xcode 26 (with deployment target set to iOS 13) and then linked into an app project compiled with Xcode 16, the build process fails with the following linker error: Undefined symbols for architecture arm64: "_swift_coroFrameAlloc" This occurs even though both the static library and the app project have their deployment targets set to iOS 13.0. The static library works on Xcode 26, but fails to link on Xcode 16. This issue shows up with certain Swift syntax. For example, in my case, using a property getter and setter caused the compiler to emit a reference to _swift_coroFrameAlloc, which in turn triggered the issue. This issue prevents us from distributing pre-built static libraries compiled with Xcode 26 to teammates who are still using Xcode 16. I’ve filed feedback for this issue (FB21130604). Is there any way to work around it? For example, by adding specific Build Settings or something similar? A demo project is available here: https://github.com/Naituw/SwiftLibraryDeploymentTargetIssue The demo project includes: StaticLibraryProject: A simple Swift static library with property getter setter usage AppProject: An iOS app that links against the static library verify_compatibility.sh: An automated script to reproduce the issue Method 1: Manual Build and Verification Open StaticLibraryProject/StaticLibraryProject.xcodeproj in Xcode 26 Build the StaticLibraryProject for iOS device (Release configuration) Locate the built libStaticLibraryProject.a in the build products directory Copy libStaticLibraryProject.a to AppProject/AppProject/ directory Open AppProject/AppProject.xcodeproj in Xcode 16 Build the AppProject for iOS device Method 2: Automated Script Edit verify_compatibility.sh to configure the paths to your Xcode installations: Set XCODE_26_PATH to your Xcode 26 installation path (e.g., /Applications/Xcode.app) Set XCODE_16_PATH to your Xcode 16 installation path (e.g., /Applications/Xcode16.app) Run the script: ./verify_compatibility.sh
Replies
4
Boosts
0
Views
620
Activity
Apr ’26