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dyld: Symbol not found ... certain MeshResource APIs on iOS 17.x
I submitted feedback as FB16463501 -- posting here for others to see, or maybe for Apple to share any help if there are workarounds, etc.: Targets below iOS 18.x fail to launch app due to dyld[xxxxx]: Symbol not found: errors when referencing: MeshResource.init(from:) async - https://developer.apple.com/documentation/realitykit/meshresource/init(from:)-b7hb i.e. dyld[61511]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE4fromACSayAD0C10DescriptorVG_tYaKcfC MeshResource.replace(with:) async - https://developer.apple.com/documentation/realitykit/meshresource/replace(with:)-8uvri i.e. dyld[78830]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE7replace4withyAcDE8ContentsV_tYaKF Targets tested that exhibit issue: (DYLD errors) Device: iOS 17.7.2, iPhone 14 Pro Max Simulator: iOS 17.5 (21F79), iPhone 15 System Information: macOS Version 15.3 (Build 24D60) Xcode 16.2 (23507) (Build 16C5032a) MRE -- include this code in your app: (no need to invoke, just reference) static func addOrUpdateEntityModel_MRE(_ entity: ModelEntity) async { let descriptor = MeshDescriptor(name: "MyDescriptor") do { if let modelComponent = entity.model { // update existing ModelComponent if let model = try? MeshResource.Model(id: "MyModelId", descriptors: [descriptor]) { var contents = MeshResource.Contents() contents.models = .init([model]) try await modelComponent.mesh.replace(with: contents) /// `dyld[78830]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE7replace4withyAcDE8ContentsV_tYaKF` } } else { //create new ModelComponent /// Comment-out the 2 lines below == dyld error for above `MeshResource.replace(with:)` let meshRes = try await MeshResource(from: [descriptor]) /// `dyld[61511]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE4fromACSayAD0C10DescriptorVG_tYaKcfC` entity.model = .init(mesh: meshRes, materials: [SimpleMaterial()]) } } catch { fatalError() } }
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553
Feb ’25
Local Storekit testing error
In developing a new MacOS app in Xcode I set up a Storekit configuration file so I could test 2 non-consumable purchases locally. I've been successfully testing them for the past couple of weeks, but suddenly yesterday I found I was unable to make purchases. I can successfully fetch products, but when I try to purchase either of them, I get the following error: Error handling payment sheet request: Error Domain=NSCocoaErrorDomain Code=4099 "The connection to service created from an endpoint was invalidated from this process." UserInfo= {NSDebugDescription=The connection to service created from an endpoint was invalidated from this process.} Purchase did not return a transaction: Error Domain=ASDErrorDomain Code=5115 "Received failure in response from Xcode" UserInfo= {NSDebugDescription=Received failure in response from Xcode, NSUnderlyingError=0x600002d44ae0 {Error Domain=NSCocoaErrorDomain Code=4099 "The connection to service created from an endpoint was invalidated from this process." UserInfo= {AMSDescription=An unknown error occurred. Please try again., AMSURL=http://localhost:51482/WebObjects/MZBuy.woa/wa/inAppBuy, NSDebugDescription=The connection to service created from an endpoint was invalidated from this process., AMSStatusCode=200, AMSServerPayload={ "app-list" = ( ); dialog = { cancelButtonString = Cancel; defaultButton = Buy; explanation = "Do you want to buy one App Registration for $2.99?\n\n[Environment: Xcode]"; initialCheckboxValue = 1; "m-allowed" = 0; message = "Confirm Your In-App Purchase"; okButtonAction = { buyParams = "bid=com.airlinemates.backup&bvrs=1.4&offerName=EIBREG&quantity=1&deviceVerification=5084f98e-ab99-5846-827e-048d00d9fac3"; itemName = EIBREG; kind = Buy; }; okButtonString = Buy; paymentSheetInfo = { caseControl = true; confirmationTitle = Pay; countryCode = US; currency = USD; designVersion = 2; displayPrice = "$2.99"; flexList = ( { value = ( { style = priceMain; value = "$2.99"; }, { style = priceSub; value = "One-time charge"; } ); }, { header = "$null"; value = "For testing purposes only. You will not be charged for confirming this purchase."; } ); price = "2.99"; requestor = AppStore; salableIcon = "http://localhost:53078/StoreKit/AppIcon?bid=com.airlinemates.backup"; salableIconType = app; salableInfo = ( "App Registration %%image_0%%", backup, "In-App Purchase" ); styles = ( { bold = true; name = priceMain; size = large; }, { color = gray; name = priceSub; }, { bold = true; name = priceMainSpaceBefore; size = large; spacingBefore = medium; } ); title = { type = text; value = Xcode; }; }; }; "download-queue-item-count" = 0; dsid = 17322632127; failureType = 5115; jingleAction = inAppBuy; jingleDocType = inAppSuccess; pings = ( ); }}}} I've Googled & can't find any reference to this specific error, or even anything that points me in a direction to find the root cause. It's very strange because I haven't made any changes to the code & I hadn't changed the configuration file prior to this error appearing. I've since deleted the configuration file & created a new one - but it's still not working. If I create a transaction in Storekit transaction manager, the app picks it up as having been purchased - so the issue is only isolated to purchases initiated from the app. If I stop using the configuration file when I run the app, it works fine through sandbox testing the real items in App Store Connect.
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646
Feb ’25
How to set Reality Composer Pro Entity/Anchor Transform/Position? iOS
I am at a loss. I have looked at examples, and I have used chat/cursor. I cannot figure out how to target the transform/position of a Reality Composer Pro project when adding it to an ARView in iOS. I have a test red sphere working perfectly for raycast positioning. When I pass the same variables (tested with print out) to the Entity or Anchor position/transform nothing changes. It seems that, no matter what, the content of the Reality Composer Pro project is placed where the camera view initialized. How do I actually interact with its position? I just want to be able to tap the screen and place the RCP wherever I want.
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370
Feb ’25
MacBook Air w Sequoia 15.3 failing to output in Debug Area with Swift
Hi Folks... I’m 81 and trying to learn Swift. I taught programming 40 years ago but haven’t coded for over 20 years. As you can see in the subject line, I’m running Sequoia 15.3 on a MacBook Air and learning and running code samples from “IOS 18 Programming for Beginners” by Ahmad Sahar. When I run the code samples, the variable settings show up in the Debug area but none of the output even though Sahar’s book states that it should. I’m wondering if I’m doing some stupid newbie thing or if it might be a bug? Anyone seen this one?
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212
Feb ’25
Crashes on Xcode 16.2
Xcode 16.2 crashes when opening .swift or .xib files. ------------------------------------- Translated Report (Full Report Below) ------------------------------------- Process: Xcode [54754] Path: /Applications/Xcode-16.2.0.app/Contents/MacOS/Xcode Identifier: com.apple.dt.Xcode Version: 16.2 (23507) Build Info: IDEApplication-23507000000000000~2 (16C5032a) Code Type: ARM-64 (Native) Parent Process: launchd [1] User ID: 501 Date/Time: 2025-02-10 07:45:46.2320 +0900 OS Version: macOS 15.3 (24D60) Report Version: 12 Anonymous UUID: C4102718-BC60-1A08-FB0D-3B7AAB19D6D0 Sleep/Wake UUID: 2FE8B1FA-D2A5-4F55-9DF5-2178F3212F84 Time Awake Since Boot: 120000 seconds Time Since Wake: 33305 seconds System Integrity Protection: enabled Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Termination Reason: Namespace SIGNAL, Code 6 Abort trap: 6 Terminating Process: Xcode [54754] Application Specific Information: abort() called Application Specific Signatures: NSInvalidArgumentException Application Specific Backtrace 0: 0 CoreFoundation 0x00000001971f6e80 __exceptionPreprocess + 176 1 DVTFoundation 0x000000010643788c DVTFailureHintExceptionPreprocessor + 388 2 libobjc.A.dylib 0x0000000196cdecd8 objc_exception_throw + 88 3 CoreFoundation 0x00000001972ac1d8 -[NSObject(NSObject) __retain_OA] + 0 4 CoreFoundation 0x0000000197163830 ___forwarding___ + 1568 5 CoreFoundation 0x0000000197163150 _CF_forwarding_prep_0 + 96 6 AssetCatalogFoundation 0x000000011c04aa68 -[IBICAbstractCatalogItem(IBICManifestArchivistDelegate) manifestArchivist:applyPropertiesFromChildEntry:toChild:results:] + 1380 7 AssetCatalogFoundation 0x000000011c10b3c8 -[IBICBundleIconSet manifestArchivist:applyPropertiesFromChildEntry:toChild:results:] + 112 8 AssetCatalogFoundation 0x000000011c065e0c -[IBICAppIconSet manifestArchivist:applyPropertiesFromChildEntry:toChild:results:] + 240 9 AssetCatalogFoundation 0x000000011c048704 -[IBICManifestArchivist childFromChildEntry:results:] + 192 10 AssetCatalogFoundation 0x000000011c048890 __73-[IBICManifestArchivist childrenFromContentsJSONChildrenEntries:results:]_block_invoke + 152 11 AssetCatalogFoundation 0x000000011c122668 IBWithObjectBufferResultingInArray + 72 12 AssetCatalogFoundation 0x000000011c0487b4 -[IBICManifestArchivist childrenFromContentsJSONChildrenEntries:results:] + 128 13 AssetCatalogFoundation 0x000000011c0490ec -[IBICManifestArchivist replaceChildrenFromFileSystemSnapshot:results:] + 456 14 AssetCatalogFoundation 0x000000011c0548fc -[IBICSlottedAsset replaceChildrenFromFileSystemSnapshot:results:] + 116 15 AssetCatalogFoundation 0x000000011c04924c -[IBICManifestArchivist replaceChildrenFromFileSystemSnapshot:results:] + 808 16 AssetCatalogFoundation 0x000000011c042e54 -[IBICFolder replaceChildrenFromFileSystemSnapshot:results:] + 116 17 AssetCatalogFoundation 0x000000011c08c8e8 -[IBICAbstractCatalog replaceChildrenWithDiskContent:] + 140 18 AssetCatalogFoundation 0x000000011c0798f0 -[IBICCatalogSynchronizer replaceCatalogWithContentsOfPathWhileItIsKnowThatSyncOperationsAreNotInflightAndAreDisabled:] + 140 19 AssetCatalogFoundation 0x000000011c0796f0 -[IBICCatalogSynchronizer replaceCatalogWithContentsOfPath:] + 104 20 AssetCatalogFoundation 0x000000011c077380 +[IBICCatalogSynchronizer synchronizerTakingOwnershipForCatalog:atPath:] + 92 21 AssetCatalogFoundation 0x000000011c0773e8 +[IBICCatalogSynchronizer synchronizerForCatalogAtPath:] + 68 22 AssetCatalogKit 0x000000011a249b04 __69+[IBICCatalogMediaRepository retainedCatalogSynchronizerForFilePath:]_block_invoke + 52 23 AssetCatalogFoundation 0x000000011c0c2708 -[NSMutableDictionary(IBMutableDictionaryAdditions) ib_objectForKey:creatingIfNecessaryWithBlock:] + 100 24 AssetCatalogKit 0x000000011a249a60 +[IBICCatalogMediaRepository retainedCatalogSynchronizerForFilePath:] + 136 25 AssetCatalogKit 0x000000011a24b660 -[IBICCatalogMediaRepository _addSynchronizerForCatalogAtPath:] + 48 26 AssetCatalogKit 0x000000011a24b12c __104-[IBICCatalogMediaRepository fileReferenceObserverDidReportUpdatedAndAddedResourcesByPath:removedPaths:]_block_invoke + 544 27 AssetCatalogKit 0x000000011a24acd8 -[IBICCatalogMediaRepository notifyObserversAfterPossiblyMutatingWithBlock:] + 88 28 AssetCatalogKit 0x000000011a24aed8 -[IBICCatalogMediaRepository fileReferenceObserverDidReportUpdatedAndAddedResourcesByPath:removedPaths:] + 132 29 IDEKit 0x000000010a4f0e80 __54-[IDEContainerContentsMediaRepository _startObserving]_block_invoke + 596 30 IDEFoundation 0x000000010ea491c8 -[IDEContainerContentProductionCoordinator deliverPendingResults:] + 172 31 DVTFoundation 0x0000000106618994 __48-[DVTDelayedInvocation initWithTarget:selector:]_block_invoke + 24 32 DVTFoundation 0x0000000106619a2c -[DVTDelayedInvocation runBlock:] + 272 33 Foundation 0x00000001984026b4 __NSFirePerformWithOrder + 296 34 CoreFoundation 0x0000000197183be8 __CFRUNLOOP_IS_CALLING_OUT_TO_AN_OBSERVER_CALLBACK_FUNCTION__ + 36 35 CoreFoundation 0x0000000197183ad4 __CFRunLoopDoObservers + 552 36 CoreFoundation 0x0000000197183104 __CFRunLoopRun + 788 37 CoreFoundation 0x0000000197182734 CFRunLoopRunSpecific + 588 38 HIToolbox 0x00000001a26f1530 RunCurrentEventLoopInMode + 292 39 HIToolbox 0x00000001a26f7348 ReceiveNextEventCommon + 676 40 HIToolbox 0x00000001a26f7508 _BlockUntilNextEventMatchingListInModeWithFilter + 76 41 AppKit 0x000000019acfa848 _DPSNextEvent + 660 42 AppKit 0x000000019b660c24 -[NSApplication(NSEventRouting) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 688 43 AppKit 0x000000019aced874 -[NSApplication run] + 480 44 IDEKit 0x000000010a278f14 -[IDEApplication run] + 192 45 AppKit 0x000000019acc4068 NSApplicationMain + 888 46 dyld 0x0000000196d1c274 start + 2840
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491
Feb ’25
Xcode 16 cant see our project Git repo in Repo Navigator
For a number of years we have managed our iOS projects using Sourcetree and command line Git or Visual Code. I wanted to use the XCode Source control for a more integrated development experience. However, depite the fact that the Git repo is in the root of the XCode project tree, XCode cannot see that repo in the Source Control panel. Source Control IS enabled in settings I tried to add the repo using. Integrate >> New Git Repository. but Xcode then says there is an existing repository and does nothing. How do I add the existing local repo into the Xcode environment or does it now need to be managed only externally because it was not created using Xcode ? Thanks
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227
Feb ’25
App Installation Fails on XCODE 15.3 and up
I have two apps that I have been supporting for some time now. When Xcode 15.3 came out the app started crashing. No code changes whatsoever. I could not figure out why it would crash in 15.3. I just downloaded Xcode 15.2 and kept using 15.2. I have stayed recent with other apps, but I have just used 15.2 for this app. I just upgraded my OS to sequoia which also upgrades my Xcode to 16.2. To my surprise 15.2 is not supported on sequoia, so I only have 2 choices. setup a VM with an older OS and Xcode 15.2 or figure out why the app crashes on anything beyond 15.2 Like I said no problem running on Xcode 15.2 What gets shown in the error starts off with this: Unable to Install “Gatlinburg Pocket Guide” Domain: IXUserPresentableErrorDomain Code: 1 Failure Reason: Please try again later. Recovery Suggestion: Failed to load Info.plist from bundle at path .... Hoping someone has some suggestions for me or has seen this happen before. Thanks.
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187
Feb ’25
Xcode Code Signing Issues – Team Name Mismatch, Certificate & Provisioning Profile Errors
Hi everyone, I'm encountering several issues with Xcode's code signing and provisioning that I haven’t been able to resolve despite several attempts. I’m hoping someone here might have some insights or workarounds. Issues Encountered: Team Name Mismatch: My Apple Developer Program team is registered as Faycel Ayech (Team ID: 3K7UP6P2LQ), but in Xcode, only “Faycel Ayech” is displayed (the Team ID is missing). This seems to be affecting code signing and provisioning. Incorrect Certificate Association: The Apple Development Certificate in Xcode appears to be associated with my MacBook’s name (FayTek's MacBook Pro) rather than my personal Apple ID (Faycel Ayech). Despite revoking and recreating the certificate multiple times on both the Apple Developer Portal and within Xcode, the issue persists. Provisioning Profile Errors: I receive the following errors in Xcode: No profiles for 'com.Faycel.DrawCraft' were found. Invalid trust settings. Restore system default trust settings for certificate "Apple Development: Faycel Ayech (JW6VLM8FNS)". Simulator Issues: Due to the above issues, I am unable to run my app on the Simulator (using an iPhone 16 Pro simulator). Steps I’ve Already Taken: Deleted and recreated the Apple Development Certificate in both Xcode and the Apple Developer Portal. Enabled “Automatically manage signing” in Xcode. Verified that the correct team and bundle ID are selected under the Signing & Capabilities tab. Cleaned the build folder, restarted Xcode, and rebooted my Mac. Deleted Derived Data and manually downloaded the provisioning profiles. Environment Details: Team ID: 3K7UP6P2LQ Bundle ID: com.Faycel.DrawCraft Xcode Version: 16.2 macOS Version: macOS Sequoia 15.2 Device: Simulator (iPhone 16 Pro) My Questions: Has anyone experienced similar issues where the team name in Xcode does not include the Team ID? Is this a known bug or a configuration issue? How can I ensure that my Apple Development Certificate is generated and associated with my personal Apple ID rather than my MacBook’s name? What steps can be taken to resolve the provisioning profile errors and restore the proper trust settings for the certificate? I appreciate any guidance or suggestions you might have. Thanks in advance for your help! Best regards, Faycel
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299
Feb ’25
UIInputViewController获取外部输入框的点击事件
通过UIInputViewController自定义的一个键盘,键盘内部有一个自定义的输入框UITextField。 需要实现的效果:外部输入框和键盘上自定义输入框可互相点击切换第一响应,从而控制输入的文字插入在哪个输入框。 遇到的问题:当点击了自定义输入框并设置了自定义输入框为第一响应之后,再次点击外部输入框时,无法获取到点击外部输入框的事件,从而无法取消内部输入框的第一响应事件。
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173
Feb ’25
Assistance Needed – Xcode: Command PhaseScriptExecution Failed with a Nonzero Exit Code
Main Issue: While building an iOS project using IL2CPP in Unity, I encountered the following error: Command PhaseScriptExecution failed with a nonzero exit code Sub-Issue: Unity is unable to detect a compatible iPhoneOS SDK, even though Xcode is correctly installed and functioning as expected. Error Message: Unity.IL2CPP.Bee.BuildLogic.ToolchainNotFoundException: IL2CPP C++ code builder is unable to build C++ code. In order to build C++ code for Mac, you must have Xcode installed. Building for Apple Silicon requires Xcode 9.4 and Mac 10.12 SDK. Xcode needs to be installed in the /Applications directory and have a name matching Xcode*.app. Or be selected using xcode-select. It's also possible to use /Library/Developer/CommandLineTools if those match the listed requirements. More information and installation instructions can be found here: https://developer.apple.com/support/xcode/ Specific Xcode versions can be downloaded here: https://developer.apple.com/download/more/ Unable to detect any compatible iPhoneOS SDK! Additional Errors & Observations: bee_backend Not Found chmod: /Users/vaunicacalji/Desktop/DinoKite/Il2CppOutputProject/IL2CPP/build/deploy_x86_64/bee_backend/mac-x86_64/bee_backend: No such file or directory Issue: Manually checking the file, bee_backend does exist and is executable, but the build process still reports it as missing. 2. IL2CPP Build Failure Build failed with 0 successful nodes and 0 failed ones Error: Internal build system error. BuildProgram exited with code 1. 3. Xcode Not Detected by Unity Unable to detect any compatible iPhoneOS SDK! Issue: Running xcode-select -p confirms that Xcode is installed at /Applications/Xcode.app/Contents/Developer, and xcodebuild -showsdks lists available SDKs, including iOS 18.2. Environment Details: macOS Version: Sonoma 14.5 Mac Model: MacBook Air (Retina, 13-inch, 2018) Processor: 1.6 GHz Dual-Core Intel Core i5 Memory: 8GB 2133 MHz LPDDR3 Graphics: Intel UHD Graphics 617 1536MB Unity Version: 2022.2.21f1 Installed Unity Modules: ✅ iOS Build Support ✅ Mac Build Support (IL2CPP) ✅ IL2CPP Current Status & Key Issues: ✅ Xcode is properly installed, and xcode-select -p shows the correct path. ✅ xcodebuild -showsdks confirms that iOS SDK 18.2 is available. ✅ bee_backend is present and executable when checked manually. ❌ Unity still reports Unable to detect any compatible iPhoneOS SDK! during the build process. ❌ Unable to successfully build the iOS project. Could you please provide guidance on how to resolve this issue? Xcode Build Settings (for reference): ALWAYS_SEARCH_USER_PATHS = NO ARCHS = arm64 ASSETCATALOG_COMPILER_APPICON_NAME = AppIcon CLANG_CXX_LANGUAGE_STANDARD = c++0x CLANG_CXX_LIBRARY = libc++ CLANG_ENABLE_OBJC_ARC = YES CODE_SIGN_IDENTITY[sdk=iphoneos*] = iPhone Distribution CODE_SIGN_IDENTITY[config=Debug] = Apple Development CODE_SIGN_IDENTITY[config=Release] = Apple Distribution CODE_SIGN_STYLE = Manual DEVELOPMENT_TEAM[sdk=iphoneos*] = 4429TL28T7 IPHONEOS_DEPLOYMENT_TARGET = 15.6 LD_RUNPATH_SEARCH_PATHS = $(inherited) @executable_path/Frameworks PRODUCT_BUNDLE_IDENTIFIER = com.torihiplay.DinoKite PROVISIONING_PROFILE_SPECIFIER[sdk=iphoneos*] = DinoKite. SDKROOT = iphoneos SUPPORTED_PLATFORMS = iphoneos TARGETED_DEVICE_FAMILY = 1,2 UNITY_RUNTIME_VERSION = 2022.2.21f1 UNITY_SCRIPTING_BACKEND = il2cpp This build is intended for a production release. I would appreciate any help in resolving this issue. Thank you!
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345
Feb ’25
Assistance Needed – Xcode: Command PhaseScriptExecution Failed with a Nonzero Exit Code
Main Issue: While building an iOS project using IL2CPP in Unity, I encountered the following error: Command PhaseScriptExecution failed with a nonzero exit code Sub-Issue: Unity is unable to detect a compatible iPhoneOS SDK, even though Xcode is correctly installed and functioning as expected. Error Message: Unity.IL2CPP.Bee.BuildLogic.ToolchainNotFoundException: IL2CPP C++ code builder is unable to build C++ code. In order to build C++ code for Mac, you must have Xcode installed. Building for Apple Silicon requires Xcode 9.4 and Mac 10.12 SDK. Xcode needs to be installed in the /Applications directory and have a name matching Xcode*.app. Or be selected using xcode-select. It's also possible to use /Library/Developer/CommandLineTools if those match the listed requirements. More information and installation instructions can be found here: https://developer.apple.com/support/xcode/ Specific Xcode versions can be downloaded here: https://developer.apple.com/download/more/ Unable to detect any compatible iPhoneOS SDK! Additional Errors & Observations: bee_backend Not Found chmod: /Users/vaunicacalji/Desktop/DinoKite/Il2CppOutputProject/IL2CPP/build/deploy_x86_64/bee_backend/mac-x86_64/bee_backend: No such file or directory Issue: Manually checking the file, bee_backend does exist and is executable, but the build process still reports it as missing. 2. IL2CPP Build Failure Build failed with 0 successful nodes and 0 failed ones Error: Internal build system error. BuildProgram exited with code 1. 3. Xcode Not Detected by Unity Unable to detect any compatible iPhoneOS SDK! Issue: Running xcode-select -p confirms that Xcode is installed at /Applications/Xcode.app/Contents/Developer, and xcodebuild -showsdks lists available SDKs, including iOS 18.2. Environment Details: macOS Version: Sonoma 14.5 Mac Model: MacBook Air (Retina, 13-inch, 2018) Processor: 1.6 GHz Dual-Core Intel Core i5 Memory: 8GB 2133 MHz LPDDR3 Graphics: Intel UHD Graphics 617 1536MB Unity Version: 2022.2.21f1 Installed Unity Modules: ✅ iOS Build Support ✅ Mac Build Support (IL2CPP) ✅ IL2CPP Current Status & Key Issues: ✅ Xcode is properly installed, and xcode-select -p shows the correct path. ✅ xcodebuild -showsdks confirms that iOS SDK 18.2 is available. ✅ bee_backend is present and executable when checked manually. ❌ Unity still reports Unable to detect any compatible iPhoneOS SDK! during the build process. ❌ Unable to successfully build the iOS project. Could you please provide guidance on how to resolve this issue? Xcode Build Settings (for reference): Command PhaseScriptExecution failed with a nonzero ALWAYS_SEARCH_USER_PATHS = NO ARCHS = arm64 ASSETCATALOG_COMPILER_APPICON_NAME = AppIcon CLANG_CXX_LANGUAGE_STANDARD = c++0x CLANG_CXX_LIBRARY = libc++ CLANG_ENABLE_OBJC_ARC = YES CODE_SIGN_IDENTITY[sdk=iphoneos*] = iPhone Distribution CODE_SIGN_IDENTITY[config=Debug] = Apple Development CODE_SIGN_IDENTITY[config=Release] = Apple Distribution CODE_SIGN_STYLE = Manual DEVELOPMENT_TEAM[sdk=iphoneos*] = 4429TL28T7 IPHONEOS_DEPLOYMENT_TARGET = 15.6 LD_RUNPATH_SEARCH_PATHS = $(inherited) @executable_path/Frameworks PRODUCT_BUNDLE_IDENTIFIER = com.torihiplay.DinoKite PROVISIONING_PROFILE_SPECIFIER[sdk=iphoneos*] = DinoKite. SDKROOT = iphoneos SUPPORTED_PLATFORMS = iphoneos TARGETED_DEVICE_FAMILY = 1,2 UNITY_RUNTIME_VERSION = 2022.2.21f1 UNITY_SCRIPTING_BACKEND = il2cpp This build is intended for a production release. I would appreciate any help in resolving this issue. Thank you!
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707
Feb ’25
I have a bone to pick with Xcode
Despite Xcode being the one and most used IDE for iOS, it is far from perfect. I have used many tools in my career and here are some features, that would make it much better or what I miss from other IDEs. I encourage others to chip in discussion and lets all hope, Apple starts to improve Xcode. Will put each issue in separate comment below. Slow debugger: not sure what bloat Xcode has or what it is doing, but sometimes it can take more than 10 seconds from breakpoint firing to actually see values. Moreover when debugging SwiftUI or something objC I have to drill down to see value of property or use po and p command and hope it works. SwiftUI views and states are a big pain to debug, to see what is changing a value I have to always use didSet trick or some other black magic. Is it too hard to make it easier? Breakpoints with condition can take up to 1 minute to load and I have M1 Max MBP. Just tried cursor IDE few days ago and breakpoints are much faster and without too much bloat in variable inspector.
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361
Feb ’25
Won't compile/build after a "Clean Build Folder..." invoked
I have 2 versions of my app. This version I issued the "Clean Build Folder..." command. After doing so it will no longer compile/build. I've restored the directory to a copy prior to the Clean Build Folder with same result. The other version of this code will build and execute. Command SwiftCompile failed with a nonzero exit code /Users/martinwoscek/develop/iOS_switft_DEVELOP/FullScreenCamera-master-no_drivemonitor/AV Foundation/Base.lproj/LaunchScreen.storyboard: Encountered an error communicating with IBAgent-iOS. Showing Recent Issues . . . Command SwiftCompile failed with a nonzero exit code Command SwiftCompile failed with a nonzero exit code Build failed 2/11/25, 8:15 AM 1.4 seconds
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396
Feb ’25
"could not build module" errors on Xcode 16.2
Hello all:) I am using Xcode 16.2, react native 0.76, simulator -> iPhone 15(17.0), mac M1 Sequoia 15.2. Many "could not build module" errors appear while building files inside iPhoneSimulator18.2.sdk. The think is that I don't even use this simulator and if I try to delete it the Xcode hides all other simulator options and requires 18.2 to download.. Of course I already tried to clean and delete and reinstall everything but nothing works.. Any help is welcome:) Thanks!
1
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532
Feb ’25