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XCode 16.3, AppStoreConnect, Bundle is Invalid issue.
Hello All, I am hoping someone has a solution we are encountering. We recently upgraded to XCode 16.3 this week, and were putting together the next test build to push to TestFlight. However, the AppStore is rejecting the app with the following message. ITMS-90048: This bundle is invalid - Your archive contains paths that are not allowed: [._Symbols] We have never had this before and the problem is, there is no path named "_Symbols" in our IPA. Doing some searching online I have seen people report the same problem when build using Flutter or React, but we are using plain vanilla Swift and Native iOS. We also have not added anything significantly new to our project since our last release a couple weeks ago. Any suggestion on how to fix this would be greatly apprecaited. Sincerely, Stan R. - CaringBridge
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Apr ’25
Unable to install “My App” after installing iOS 26, macOS 26, Xcode 26.
Error: Unable to install “My App” Failed to install embedded profile for com.apple.myapp : 0xe800801a (This provisioning profile does not have a valid signature (or it has a valid, but untrusted signature).) I've tried almost everything, but I keep getting the same message on a Mac Mini M1 and several physical iPhones (11 and 16, both Pro). On a MacBook Air (Sequoia 15.7) with the same account, the same profiles work without any problems; and on simulators with iOS 26, it also works without any problems. This clearly tells us that the provisioning profile is not the problem, which is what the message mentions. It obviously has to do with the 26 update. P.S All of this worked fine before installing iOS, macOS, and Xcode 26.
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Sep ’25
Xcode 26.0 beta 7 - AI - Create files? Client (Xcode) timing out?
I didn't check this out specifically on earlier betas, but AI is allowed to create new .swift files, yes? I'm only seeing proposals to create files (as opposed to code which it can change automatically), and the CREATE FILE button to the right of any proposed file creation does nothing. Next I'll mention running local models, but file creation does not seem to happen for neither ChatGPT nor any local model. Also I'm experimenting with LM Studio and it is reporting my client is timing out. So I guess Xcode is not waiting long enough for a response? The local models are slow, yes. But is there a setting for the AI timeout value? I told the LLM "Every 1 minute send me an update so I know you are still working so my client does not time out" which seems to have no visible effect, it hasn't timed out yet, but I don't visibly see that message.
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Oct ’25
iOS Simulator APNs Device Token is not received when running in a Mac VM
Starting Xcode 14, iOS Simulator is able to communicate with APNs in order to register for notification in the sandbox environment. I created a sample test for this. A dumb iOS application that registers for notifications. It has UITests to automatize the tap on the consent popup (it is not possible to ask for the permission via CLI sadly). Once the application registers, the AppDelegate method didRegisterForRemoteNotificationsWithDeviceToken is called and the device token is sent to a local server application (node.js). The test itself creates an iOS 18.6 Simulator with xcrun simctl, builds such app and run the tests through through CLI with xcodebuild. Running this on my personal Macbook Pro M1 2021 goes well every time, so I wanted to bring it on Github Actions (arm64 macOS machines), in order to test the works on a open source library I'm building (hapns). Contacting Github support led me to test this on a macOS image running inside a VM inside a Veertu Anka container on my personal Macbook Pro, due to an VM architectural limit suspicion. The results were the same: iOS simulator isn't able to receive the device token. Not even didFailToRegisterForRemoteNotificationsWithError is called (tested through some network probes-requests that communicate to the server which checkpoints the process reached). So, as asked, I've setup a repro-case to be run in the VM and I've collected VM diagnostics ready to be tested and attached. Does anyone know if there is some unspecified (or specified but buried in the documentation) limit for this? Thanks. Github discussion link for further details, repro-case and so on: https://github.com/actions/runner-images/issues/12747
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Aug ’25
Report Navigator Arrow Icon Missing in XCResult Files Since Xcode 16.4
After upgrading to Xcode 16.4, the navigation arrow icon in the Report Navigator is no longer appearing for failed test cases within XCResult bundles. This icon, which allows developers to directly navigate to the specific line of code that caused a test failure, is now missing. This significantly hinders the debugging process for test automation engineers. Details: Xcode Version: 16.4 (issue started after upgrade) Test Framework: XCTest Test Environment: iOS simulators Execution Method: The tests are executed on a Jenkins CI/CD server XCResult Analysis: The generated .xcresult bundle is downloaded from the Jenkins server and opened locally on a Mac also running Xcode 16.4. Observed Behavior: The navigation arrow icon is missing, and there is no direct way to jump to the failure line from the report. This issue appears to be a regression introduced in Xcode 16.4, as the navigation arrow was consistently present in previous versions. Any insights or workarounds would be greatly appreciated.
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Nov ’25
Can't install Universal Simulator with Xcode-beta 5
When I try to install the iOS 26.0 Universal Simulator component with Xcode-beta 5 I get the following error: Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = "2025-08-11 14:39:06 +0000"; } -- Download failed. Domain: DVTDownloadableErrorDomain Code: 41 -- System Information macOS Version 15.6 (Build 24G84) Xcode 26.0 (24198.5) (Build 17A5295f) Timestamp: 2025-08-11T17:39:06+03:00
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Aug ’25
LLDB error: type for self cannot be reconstructed: type for typename
All is fine in Xcode15, no LLDB errors whatsoever, but in Xcode16 I can't get any variable displayed in the console because of the following error: error: type for self cannot be reconstructed: type for typename "$......." was not found (cached) error: Couldn't realize Swift AST type of self. Hint: using `v` to directly inspect variables and fields may still work. I've checked the output of swift-healthcheck and there are several messages like this: SwiftASTContextForExpressions(module: "ROA", cu: "ROA+ViewLayer.swift")::LoadOneModule() -- Missing Swift module or Clang module found for "UIKit", "imported" via SwiftDWARFImporterDelegate. Hint: Register Swift modules with the linker using -add_ast_path. I added -add_ast_path to the OTHER_LDFLAGS in the faulty module's build settings but no luck. How can I debug my project in Xcode16?
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2.1k
May ’25
Breakpoint on Runtime Issue os_log_fault_default_callback
The app stops on the breakpoint when "All Runtime Issues" is added. If I disable the breakpoint, the app runs normally. Is there a new project setting to avoid this breakpoint from being set. It does not appear to be a valid error. I am running Xcode 16.2. I edited the "Type" field in the breakpoint box. This occurs with the "System Frameworks" option only.
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Apr ’25
Xcode 26 Crashes on Launching App After macOS + Xcode Update (M3 Mac)
Hi everyone, After updating my Mac and Xcode to 26, I’m running into a consistent crash whenever I try to launch an app from Xcode. Environment: Mac: Apple Silicon M3 macOS: 26.0 (25A354) Xcode: 26.0.1 (17A400) Issue: When I press Run on any project (including new, empty projects), Xcode immediately crashes. This started only after updating to the latest macOS and Xcode. Crash details: The crash log shows: Application Specific Signatures: ___localError Thread 0 crashed inside -[IDEScheme _executionOperationForSchemeOperationParameters:...] from IDEFoundation/IDEKit. I also noticed background threads calling DVTPortal (developer portal requests) right before the crash. What I’ve tried so far: Cleared DerivedData, ModuleCache.noindex, and Xcode caches. Signed out/in of my Apple ID in Xcode. Recreated project schemes. Verified provisioning profiles. Reinstalled Xcode 26. Unfortunately, the crash still happens. Question: Is this a known issue with Xcode 26 on Apple Silicon (M3)? Has anyone seen a workaround? Any guidance would be greatly appreciated — I can’t currently launch apps in Xcode at all. Thanks!
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Nov ’25
Empty dSYM file detected & Error: type for self cannot be reconstructed: type for typename
I'm pulling my hair out here with this new Xcode 16, it complains that my app's dSYM is empty though it's clearly not, it's about 25MB. I'm working on a project using an internal static library, everything is built inhouse using swift, we own all the source code. It worked just fine until the other week, when I updated the Xcode, and now I can't debug anything. I keep getting "type for self cannot be reconstructed" when I run "po self.some_property". Why is that? The Debug information Format is set to DWARF with dSYM File for both the executable and lib projects. I've been a Unix guy since before I knew myself and I enjoy fixing things myself, down to bare metal, but man, this bug is driving me crazy. Is it even a bug?? It's the first time in more than 15 years since I started coding on Mac and iPhone when a bug has defeated me. I was always able to fix things using just the documentation and google, but the Apple toolchain is getting worse and worse nowadays. I remember the time when Apple made the complicated things simple, now they make the simple things complicated :( I just split the static lib from the main project one year ago, because of the ridiculously long build time. Should I merge back all the code in a single project? Something seems wrong to me. So I created this account to ask the masters. How can I get back my debug info (and sanity)? Using Xcode 15 is not an option because it doesn't run on Sequoia.
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May ’25
MusicKit failed retrieving tokens on Simulator.
Is anyone else receiving this warning from Xcode when running on the Simulator? "Failed retrieving MusicKit tokens: fetching the developer token is not supported in the simulator when running on this version of macOS; please upgrade your Mac to macOS Ventura." My Mac is already updated to macOS Sequoia, and I'm also running the latest version of Xcode. Feedback: FB17150538
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May ’25
Xcode 16.3 beta: Unable to specify package traits for testing
Swift 6.1 introduces package traits, which are great. But sometimes one might want to have a trait that is not enabled by default, and in such cases you will still want to be able to unit test them. Can we get an option, perhaps in the test plan configuration, that would allow us to specify traits that should be enabled when compiling for testing, even if those traits are not enabled by default? Bonus points if we could have multiple test plans that each build with a different set of traits, and running all the tests would cause the package to be built multiple times, so that all possible combinations of traits could be properly unit tested.
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Feb ’25
Building mac app on Xcode 15 and Tahoe icons
I’m still using Xcode 15 to build my mac apps. My icons use the rounded rect style but Tahoe still wraps them in its own rounded rect (even when I use the official Sketch template (1)). I made an .icon with Icon Composer and added it to my project. When building in Xcode 26, that works fine: It uses the .icon in Tahoe and the .icns in older systems. But: I need to compile my app with Xcode 15 (need supports for older MacOS). Xcode 15 doesn’t know about the .icon files and so it ignores them. So I have two questions: How does Tahoe check if it can use the .icns files as is or when it needs to add the rounded rect? Is there a way to make the .icon files work in Xcode 15? (1) It works when the icon has an opaque background. But when adding a slight alpha, it doesn’t. Same file, same setting otherwise.
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Sep ’25
App Store Connect Upload Fails with Icon Alpha Channel Error in Xcode 26 Beta 4
After updating to Xcode 26 Beta 4, I can no longer upload my app to App Store Connect due to a WatchKit icon validation error. The error states: Invalid Icon. The watch application 'YourApp.app/Watch/YourWatchApp.app' contains an icon file 'Icon Image-AppIcon-watch-1024x1024 @1x.png' with an alpha channel. Icons should not have an alpha channel. • This file name doesn’t exist in the asset catalog or project source. • All icon assets used in the Watch App’s AppIcon set, including the required 1024x1024 icon, were checked with sips -g hasAlpha and confirmed to not contain an alpha channel. • Project was cleaned, derived data cleared, and archive recreated multiple times. • This issue only began after updating to Xcode 26 Beta 4. In the previous versions, everything was ok. Is anyone else experiencing this after upgrading Xcode to Beta 4? Any idea/workaround on how to solve this would be appreciated.
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Jul ’25
Xcode Debug Launch Extremely Slow on iOS 18.4 with Large Binary (~1GB)
After upgrading to iOS 18.4, I noticed that launching a debug build from Xcode becomes extremely slow. The same app with the same large debug binary (~1GB) launches normally on devices running iOS 18.3. This issue seems specific to iOS 18.4, possibly related to the way the OS handles large debug binaries or symbols during the launch process. Steps to Reproduce: Connect an iPhone running iOS 18.4 to a Mac with Xcode. Build and run an app using Xcode in Debug mode. Observe the extended launch time. Re-run the same process on another iPhone with iOS 18.3 — launch is fast. Expected Result: Debug launch should be fast and consistent across iOS versions. Actual Result: Debug launch is significantly slower on iOS 18.4 for large binaries (~1GB). Environment: Xcode version: 16.0 macOS version: 15.4 Device: iPhone [model] iOS version: 18.4 (problematic), 18.3 (no issue)
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May ’25
Xcode 26 Beta 3: missing Metal Toolchain
Hello community, After unable to use Metal Toolchain for Xcode Beta 1 and 2 even after following the workarounds, and using Xcode Beta 3, I am still unable to use the downloaded Metal Compiler on my device. Building any project with metal file results in warning: Could not read serialized diagnostics file: error("Failed to open diagnostics file") (in target '<target>' from project '<project>') error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain Command CompileMetalFile failed with a nonzero exit code Here is my build environment, $ xcodebuild -version Xcode 26.0 Build version 17A5276g I have also checked the downloaded metal toolchain. $ xcodebuild -downloadComponent metalToolchain -exportPath /tmp/MyMetalExport/ 2025-07-13 13:16:17.293 xcodebuild[2153:34019] IDEDownloadableMetalToolchainCoordinator: Failed to remount the Metal Toolchain: The file “com.apple.MobileAsset.MetalToolchain-v17.1.5276.7.3KEJwX” couldn’t be opened because you don’t have permission to view it. Beginning asset download... 2025-07-13 13:16:17.427 xcodebuild[2153:34022] IDEDownloadableMetalToolchainCoordinator: Failed to remount the Metal Toolchain: The file “com.apple.MobileAsset.MetalToolchain-v17.1.5276.7.3KEJwX” couldn’t be opened because you don’t have permission to view it. Downloaded asset to: /System/Library/AssetsV2/com_apple_MobileAsset_MetalToolchain/47af11e2964f385d510c6a9d1a49c8165f334a51.asset/AssetData/Restore/022-19457-052.dmg Beginning asset export... Done exporting: /tmp/MyMetalExport/MetalToolchain-17A5276g.exportedBundle Done downloading: Metal Toolchain 17A5276g. The ExportMetadata.plist has a buildUpdateVersion of 17A5276g. Any suggestions are greatly appreciated.
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Sep ’25
Xcode on Intel Mac useless?
I've updated to Sequoia 15.4 and Xcode 16.3 on my Intel iMac 2019 and now everything Xcode does results in a spinning rainbow. Open a window? Spin. Look up documentation? Spin. Compile the app? Well that doesn't spin, but simple things like compiling a storyboard now takes over 5 minutes. Every compile needs to redo compiling Clang modules over and over again. And compiling the project at times just stalls out. It's been bad for a while but now with these versions it's gotten even worse. Is Apple just saying give up on Intel and get an M-series Mac just to develop with? On my Intel Mac the project takes over 19 minutes to compile. The main storyboard takes almost 7 minutes alone! It didn't take this long with Xcode 16.2. The other storyboards are showing times of over 4 minutes as well, a vast increase. A swift file with two functions, neither of which is over 10 lines, takes 87 seconds? It seems like everything involving swift code is now taking much much longer to compile. And don't even get me started on debugging. 90% of the time I can't find symbols, and clicking on a variable leads to spinning. Entering anything into the debugger window results in a warning about not being able to show the value and now I have to figure out how to cast the return value to what it should be? Why? All of this used to work, and now it doesn't. Or does, but not reliably. So after all this, I went and configured an M3 Mac mini I had dedicated for other purposes for Xcode. Took a while as the mini is very limited on space, and Xcode was too big. After getting it set up, certificates transferred, account set up etc, I copied the app's files and hit build. It took 47 seconds.
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Apr ’25