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I have a target that dynamically generates the modulemap when new headers are added. Is there a way to specify for the target that uses that modulemap to wait for this modulemap file?
I have two targets: Library and Generate-Library-Modulemap I use a modulemap to help bridge the Objective-C++ code to Swift. Generate-Library-Modulemap is set up to run only when new headers are added (this is done reliably through some trickery). This seems to work, but the problem is that if I add Generate-Library-Modulemap as a dependency of Library, it seems that by the time Library Generate-Library-Modulemap is run, the Library target has already loaded up an outdated modulemap file. The result is my first attempt to build after adding headers is that the framework fails, as even though the modulemap was generated, it was not attached to the framework. The second attempt succeeds as it reads the updated modulemap. Is there any way to force Xcode to run the Generate-Library-Modulemap step before starting on Library? Or perhaps attach the modulemap after the fact?
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81
Jun ’25
iOS Simulator Keychain Issues After Xcode Reinstall
Hello All I'm encountering an issue with Keychain access in iOS simulators after reinstalling Xcode. My app successfully accesses the Keychain on physical devices, but simulators consistently fail with errors. Details: App uses Keychain to store API keys Works perfectly on physical devices After Xcode reinstall, simulator Keychain access fails Error logs show "Keychain retrieve failed for key with status: -25300" I've properly configured Keychain Sharing entitlements My entitlements file includes: $(AppIdentifierPrefix)******* What I've tried: Resetting simulators Deleting simulator Keychain databases manually Adding Keychain Sharing capability Ensuring entitlements are correct My app worked fine with simulators before reinstalling Xcode, which suggests something changed in the development environment rather than my code. Has anyone encountered similar issues? Is there a recommended approach for handling Keychain access in simulators that's more resilient to Xcode environment changes? Thanks for your help!
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154
Apr ’25
Does Xcode still support capturing GPU workload for OpenGLES game app on iOS?
As far as I know, there was a time that you can capture GPU workload for opengles game app on iOS using Xcode. However, currently I'm using Xcode version 15.2 and iOS18,it seems the "capture GPU workload" button is always disabled when I'm trying to debug my game app which is using opengles api for graphics rendering no matter switchinng "GPU Frame Capture" to "OpenGL ES" or "Metal" or "Automatically" in the scheme. And I'm not able to capture GPU workload for my game on iOS. The only way to make the "capture GPU workload" button enabled is creating a new project using metal api for graphics rendering. But I don't want to change the graphics API, because it will cause a lot. Does Xcode still support capturing GPU workload for OpenGLES game app on iOS? If not, is there an alternative way?
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0
102
Jun ’25
Unable to apply stashed changes
I am trying to perform an unstash operation. I RC on the stash to restore, select "Apply Stashed Changes". It then launches a comparison window to allow me to cherrypick the changes I want to include. However, the button along the bottom, "Apply Changes" is grayed out and remains so no matter what I do. Switching stashes, exiting and restarting xcode. TG i made an emergency project backup right before I did the stash, just for a case like this. Bug? Feature?
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1
60
Apr ’25
Icon dark mode not working on iPadOS
I updated the icons in Xcode to customize the appearance of my app icons to be light, dark, or tinted. The app is allowed to be downloaded and run on iPadOS. The app icon behaves as expected on iOS however the app icon does not change on the iPad. Am I missing a step for the iPad? To be clear the app does not target iPadOS rather it is just running the iOS version. Thanks kof
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53
Apr ’25
App Not Archiving After Update
Hi! A couple of months ago my app was archiving just fine. Since an xcode update the build fails. Here is what shows at the end of the log. Thank you in advance for any help! Run custom shell script 'Run Script' Failed to package [project folder] Command PhaseScriptExecution failed with a nonzero exit code
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47
May ’25
How to use xcframework in SwiftPackage and statically link it into iOS product
I want to statically link xcframework as binaryTarget in Swift Package, but it is copied into the product as dynamic when the Xcode build. How to use xcframework in SwiftPackage and statically link it into iOS product? The Package.swift content and the project are: The WebP.xcframework is static: The Xcode Build Product's WebP.framework is dynamic:
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99
Apr ’25
How to Prevent Xcode from Automatically Generating Unnecessary "inputPaths" and "outputPaths" in project.pbxproj?
I’ve noticed that Xcode keeps automatically adding unnecessary inputPaths and outputPaths entries to my project.pbxproj file. These outputPaths don’t seem to serve any real purpose in my project and clutter the project file, sometimes causing unnecessary merge conflicts in version control. I’ve already checked I didn't change my project.pbxproj file, but Xcode still occasionally generates these outputPaths. I’m not using any custom build tools or plugins that should be modifying this. One thing I’ve observed is that this issue only occurs when Xcode is open. If I close Xcode, the problem does not happen. This makes me think it might be related to how Xcode manages or updates the project file in the background. My questions: Is there a way to completely disable Xcode from generating these outputPaths automatically? Are there any hidden settings, project configurations, or best practices to prevent this behavior? Has anyone else experienced this issue, and how did you resolve it? Any advice or insight would be greatly appreciated. Thank you!
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122
Jul ’25
none of the input catalogs contained a matching stickers icon set or app icon set named "Assets.xcassets"
Hi, in XCode and iOS app. Tried to add Icon, got image size errors. reuploaded with correct sizes and started getting this error. Tried all the solutions from forums, didn't work. Restarted Mac Deleted Assets.xcassets and recreated with AppIcon and AccemntColor Copied "Assets.xcassets" from new dummy Project to main one. I don't have info.plist file Could you please help. Thanks, Bhanu
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99
Apr ’25
Script to modify CFBundleVersion
I am using a script originally developed by Tommy in 2014. It updates the info.plist value for CFBundleVersion. Latest version of Xcode 16.4 modifies the behavior of the script. If I clean the build folder, the value is set by the script that runs after Copy Bundle Resources and modifies the info.plist file in the Debug version of the app. Subsequent runs using the same build seem to execute the script but the info.plist value reverts to the value set in the source directory. The script calculates a value based on the number of revisions to the current branch.
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141
Jul ’25
How to enable Rosetta simulators on Xcode 26 Beta 3 under MacOS 26 Beta 3?
Using Xcode 26 Beta 3 on MacOS 26 Beta 3, I cannot see any Rosetta Simulators even though I've turned on: Xcode Product -> Destination -> Show All Run Destinations I suspected that there has been an issue with showing them on Xcode, then I used Terminal to verify: First I tried to run/build unit tests with an ARM64 simulator, of course, I got a failed result - Because my project hasn't fully supported ARM64 yet. xcodebuild test \ -scheme MyScheme \ -project MyProject.xcodeproj \ -destination "platform=iOS Simulator,name=iPhone 16,arch=arm64" Output: Undefined symbol: _OBJC_CLASS_$_MTAmiVoice Then I tried with a Rosetta simulator: xcodebuild test \ -scheme MyScheme \ -project MyProject.xcodeproj \ -destination "platform=iOS Simulator,name=iPhone 16,arch=x86_64" Output: xcodebuild: error: Unable to find a destination matching the provided destination specifier: { platform:iOS Simulator, arch:x86_64, OS:latest, name:iPhone 16 } Available destinations for the "MyScheme" scheme: { platform:macOS, arch:arm64, variant:Designed for [iPad,iPhone], id:14975ac530130e6513017194c34d61ec91d18706, name:My Mac } { platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device } { platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device } { platform:iOS Simulator, arch:arm64, id:ADD3BC9A-B3C5-4A60-9BC0-AE5C0CC5AB74, OS:26.0, name:iPad (A16) } { platform:iOS Simulator, arch:arm64, id:2CA6EE27-BDC0-4A01-9ADF-418F3C967EED, OS:26.0, name:iPad Air 11-inch (M3) } { platform:iOS Simulator, arch:arm64, id:73F383A0-FBA9-4EE8-95F1-C337B936A5F2, OS:26.0, name:iPad Air 13-inch (M3) } { platform:iOS Simulator, arch:arm64, id:3A0EE8B8-6F69-455D-B69A-8F2A834608D3, OS:26.0, name:iPad Pro 11-inch (M4) } { platform:iOS Simulator, arch:arm64, id:61358EB9-A87E-45F9-80EB-CA17D2289C54, OS:26.0, name:iPad Pro 13-inch (M4) } { platform:iOS Simulator, arch:arm64, id:D040351C-6177-42BC-B0E2-9E0C995EA515, OS:26.0, name:iPad mini (A17 Pro) } { platform:iOS Simulator, arch:arm64, id:7D58AA15-86D0-4E8A-8C1C-A6CD33B70BB4, OS:26.0, name:iPhone 16 } { platform:iOS Simulator, arch:arm64, id:4CE14A8D-3E2C-4ACA-B12C-41F4642553D2, OS:26.0, name:iPhone 16 Plus } { platform:iOS Simulator, arch:arm64, id:C5B76D64-DC54-4BB9-8EFC-CF44D8346379, OS:26.0, name:iPhone 16 Pro } { platform:iOS Simulator, arch:arm64, id:5973F4D1-5C4F-4386-B0BA-A36C1A542138, OS:26.0, name:iPhone 16 Pro Max } { platform:iOS Simulator, arch:arm64, id:A6030BF7-0D50-4A48-A883-FDC276C6FCFF, OS:26.0, name:iPhone 16e } As far as I can understand, there is no Rosetta Simulator installed yet. My question is: Are there any additional steps that I need to do to trigger Rosetta Simulators on this workstation? With my other workstation, I have Mac Sequoia 15.5, Xcode 16 and Xcode 26 Beta 3, everything works perfectly for me: I can see Rosetta Simulator with Xcode 26 Beta and run my app with on Rosetta simulators. See more: https://developer.apple.com/forums/thread/791500?answerId=848514022#848514022
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738
Jul ’25
Xcode does not see code changes in local Swift packages (autocomplete wrong, errors shown, but still compiles)
Hey, I've been having a lot of problems with Xcode 16 not seeing changes made to code in local Swift packages (the packages are inside the root directory of the project). Whenever I make any change like renaming a variable or type, or adding new methods or whatever, autocomplete doesn't see those changes and when I type in that new type/variable manually it gives me an error. However, building the project still works fine, even with the errors never going away. The only way for it to notice the code changes is to clean the project and build it again which takes a long time. At first, I thought this was connected to the new "Explicitly built modules" feature in Xcode 16, but I turned it off and it still happens. Any ideas what I can try? I'm on the latest Xcode version, but this problem has been happening since Xcode 16 originally came out. Thanks! Dennis
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0
159
May ’25
Avoiding Plugin Execution in a Linked Swift Package During Top-Level Package Builds
I am working on an iOS project using Xcode 16.0 that leverages multiple Swift packages. Among these, I have a Shared Package that contains reusable code and is linked to several top-level feature packages (e.g., VideoPlayer, VideoEditor, etc.). The Shared Package includes a Swift Package Manager plugin for linting code standards, which is designed to execute during its own build process. However, when building a top-level package (e.g., VideoPlayer), the Shared Package is also built as part of the dependency graph. During this process, the linting plugin in the Shared Package is executed unnecessarily, even though the intent is to only build the Shared Package's code. This behavior results in a significant increase in build times for the top-level packages, as the linting plugin is executed every time the Shared Package is built indirectly. Key Details: Xcode Version: 16.0 Swift Package Manager: Used for dependency management. Issue: The linting plugin in the Shared Package executes during the build of top-level packages, increasing build times. Expected Behaviour: The plugin should only execute when the Shared Package is built directly, not when it is built as a dependency of a top-level package. I would like to know if there is a way to configure the Shared Package or the Swift Package Manager to prevent the plugin from executing when the Shared Package is built as a dependency of a top-level package, while still allowing the plugin to run when the Shared Package is built directly. Any guidance, configuration tips, or best practices to address this issue would be greatly appreciated.
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0
96
Jul ’25
Privacy features in Coding Intelligence
What is the policy for data sharing when using Coding Intelligence in Xcode 26? In many environments, sending out source code or even meta data that may be stored in external systems is not allowed. Is there any kind of policy on data persistency / sharing when using the default provider? Is there a way to limit data sharing apart from running models locally?
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107
Jun ’25
Executable path is a directory XCode-16 iOS Simulator
I have the this issue when I run the app on iOS Simulator after updating to app to make it compatible with Xcode-16 and iOS-18. after upgradation to Xcode-16 its giving the above error "Executable path is a directory" .This app work fine on Xcode-15 . Note - The issue with iOS Simulator only. From XCode-16 build is created successfully and installed in iOS device.
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73
May ’25
I have a target that dynamically generates the modulemap when new headers are added. Is there a way to specify for the target that uses that modulemap to wait for this modulemap file?
I have two targets: Library and Generate-Library-Modulemap I use a modulemap to help bridge the Objective-C++ code to Swift. Generate-Library-Modulemap is set up to run only when new headers are added (this is done reliably through some trickery). This seems to work, but the problem is that if I add Generate-Library-Modulemap as a dependency of Library, it seems that by the time Library Generate-Library-Modulemap is run, the Library target has already loaded up an outdated modulemap file. The result is my first attempt to build after adding headers is that the framework fails, as even though the modulemap was generated, it was not attached to the framework. The second attempt succeeds as it reads the updated modulemap. Is there any way to force Xcode to run the Generate-Library-Modulemap step before starting on Library? Or perhaps attach the modulemap after the fact?
Replies
0
Boosts
0
Views
81
Activity
Jun ’25
iOS Simulator Keychain Issues After Xcode Reinstall
Hello All I'm encountering an issue with Keychain access in iOS simulators after reinstalling Xcode. My app successfully accesses the Keychain on physical devices, but simulators consistently fail with errors. Details: App uses Keychain to store API keys Works perfectly on physical devices After Xcode reinstall, simulator Keychain access fails Error logs show "Keychain retrieve failed for key with status: -25300" I've properly configured Keychain Sharing entitlements My entitlements file includes: $(AppIdentifierPrefix)******* What I've tried: Resetting simulators Deleting simulator Keychain databases manually Adding Keychain Sharing capability Ensuring entitlements are correct My app worked fine with simulators before reinstalling Xcode, which suggests something changed in the development environment rather than my code. Has anyone encountered similar issues? Is there a recommended approach for handling Keychain access in simulators that's more resilient to Xcode environment changes? Thanks for your help!
Replies
0
Boosts
0
Views
154
Activity
Apr ’25
Does Xcode still support capturing GPU workload for OpenGLES game app on iOS?
As far as I know, there was a time that you can capture GPU workload for opengles game app on iOS using Xcode. However, currently I'm using Xcode version 15.2 and iOS18,it seems the "capture GPU workload" button is always disabled when I'm trying to debug my game app which is using opengles api for graphics rendering no matter switchinng "GPU Frame Capture" to "OpenGL ES" or "Metal" or "Automatically" in the scheme. And I'm not able to capture GPU workload for my game on iOS. The only way to make the "capture GPU workload" button enabled is creating a new project using metal api for graphics rendering. But I don't want to change the graphics API, because it will cause a lot. Does Xcode still support capturing GPU workload for OpenGLES game app on iOS? If not, is there an alternative way?
Replies
0
Boosts
0
Views
102
Activity
Jun ’25
Unable to apply stashed changes
I am trying to perform an unstash operation. I RC on the stash to restore, select "Apply Stashed Changes". It then launches a comparison window to allow me to cherrypick the changes I want to include. However, the button along the bottom, "Apply Changes" is grayed out and remains so no matter what I do. Switching stashes, exiting and restarting xcode. TG i made an emergency project backup right before I did the stash, just for a case like this. Bug? Feature?
Replies
0
Boosts
1
Views
60
Activity
Apr ’25
Resetting settings through the Apple Vision Pro Simulator is bugged
When you try to reset settings through the Apple Vision Pro simulator (VisionOS 2.4) you get an error "Preferences quit unexpectedly". Bug report: FB17666053
Replies
0
Boosts
0
Views
113
Activity
May ’25
Icon dark mode not working on iPadOS
I updated the icons in Xcode to customize the appearance of my app icons to be light, dark, or tinted. The app is allowed to be downloaded and run on iPadOS. The app icon behaves as expected on iOS however the app icon does not change on the iPad. Am I missing a step for the iPad? To be clear the app does not target iPadOS rather it is just running the iOS version. Thanks kof
Replies
0
Boosts
0
Views
53
Activity
Apr ’25
App Not Archiving After Update
Hi! A couple of months ago my app was archiving just fine. Since an xcode update the build fails. Here is what shows at the end of the log. Thank you in advance for any help! Run custom shell script 'Run Script' Failed to package [project folder] Command PhaseScriptExecution failed with a nonzero exit code
Replies
0
Boosts
0
Views
47
Activity
May ’25
How to use xcframework in SwiftPackage and statically link it into iOS product
I want to statically link xcframework as binaryTarget in Swift Package, but it is copied into the product as dynamic when the Xcode build. How to use xcframework in SwiftPackage and statically link it into iOS product? The Package.swift content and the project are: The WebP.xcframework is static: The Xcode Build Product's WebP.framework is dynamic:
Replies
0
Boosts
0
Views
99
Activity
Apr ’25
Product.purchase stalls in test environment
Upon updating to Xcode 16.3, my StoreKit2 unit testing suite encountered a malfunction. let result = await product.purchase() The code snippet above simply halts execution, preventing the task from progressing. In a regular environment, everything appear to function correctly.
Replies
0
Boosts
0
Views
107
Activity
Apr ’25
How to Prevent Xcode from Automatically Generating Unnecessary "inputPaths" and "outputPaths" in project.pbxproj?
I’ve noticed that Xcode keeps automatically adding unnecessary inputPaths and outputPaths entries to my project.pbxproj file. These outputPaths don’t seem to serve any real purpose in my project and clutter the project file, sometimes causing unnecessary merge conflicts in version control. I’ve already checked I didn't change my project.pbxproj file, but Xcode still occasionally generates these outputPaths. I’m not using any custom build tools or plugins that should be modifying this. One thing I’ve observed is that this issue only occurs when Xcode is open. If I close Xcode, the problem does not happen. This makes me think it might be related to how Xcode manages or updates the project file in the background. My questions: Is there a way to completely disable Xcode from generating these outputPaths automatically? Are there any hidden settings, project configurations, or best practices to prevent this behavior? Has anyone else experienced this issue, and how did you resolve it? Any advice or insight would be greatly appreciated. Thank you!
Replies
0
Boosts
2
Views
122
Activity
Jul ’25
none of the input catalogs contained a matching stickers icon set or app icon set named "Assets.xcassets"
Hi, in XCode and iOS app. Tried to add Icon, got image size errors. reuploaded with correct sizes and started getting this error. Tried all the solutions from forums, didn't work. Restarted Mac Deleted Assets.xcassets and recreated with AppIcon and AccemntColor Copied "Assets.xcassets" from new dummy Project to main one. I don't have info.plist file Could you please help. Thanks, Bhanu
Replies
0
Boosts
0
Views
99
Activity
Apr ’25
Script to modify CFBundleVersion
I am using a script originally developed by Tommy in 2014. It updates the info.plist value for CFBundleVersion. Latest version of Xcode 16.4 modifies the behavior of the script. If I clean the build folder, the value is set by the script that runs after Copy Bundle Resources and modifies the info.plist file in the Debug version of the app. Subsequent runs using the same build seem to execute the script but the info.plist value reverts to the value set in the source directory. The script calculates a value based on the number of revisions to the current branch.
Replies
0
Boosts
0
Views
141
Activity
Jul ’25
Xcode local documentation location
Where are the local documentation files location on MacOS? None of the existing data on the internet is applicable anymore. Trying to bundle documentation for use in an LLM and the developer site is unusable for crawling. Thanks! *.docset
Replies
0
Boosts
0
Views
63
Activity
May ’25
How to enable Rosetta simulators on Xcode 26 Beta 3 under MacOS 26 Beta 3?
Using Xcode 26 Beta 3 on MacOS 26 Beta 3, I cannot see any Rosetta Simulators even though I've turned on: Xcode Product -> Destination -> Show All Run Destinations I suspected that there has been an issue with showing them on Xcode, then I used Terminal to verify: First I tried to run/build unit tests with an ARM64 simulator, of course, I got a failed result - Because my project hasn't fully supported ARM64 yet. xcodebuild test \ -scheme MyScheme \ -project MyProject.xcodeproj \ -destination "platform=iOS Simulator,name=iPhone 16,arch=arm64" Output: Undefined symbol: _OBJC_CLASS_$_MTAmiVoice Then I tried with a Rosetta simulator: xcodebuild test \ -scheme MyScheme \ -project MyProject.xcodeproj \ -destination "platform=iOS Simulator,name=iPhone 16,arch=x86_64" Output: xcodebuild: error: Unable to find a destination matching the provided destination specifier: { platform:iOS Simulator, arch:x86_64, OS:latest, name:iPhone 16 } Available destinations for the "MyScheme" scheme: { platform:macOS, arch:arm64, variant:Designed for [iPad,iPhone], id:14975ac530130e6513017194c34d61ec91d18706, name:My Mac } { platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device } { platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device } { platform:iOS Simulator, arch:arm64, id:ADD3BC9A-B3C5-4A60-9BC0-AE5C0CC5AB74, OS:26.0, name:iPad (A16) } { platform:iOS Simulator, arch:arm64, id:2CA6EE27-BDC0-4A01-9ADF-418F3C967EED, OS:26.0, name:iPad Air 11-inch (M3) } { platform:iOS Simulator, arch:arm64, id:73F383A0-FBA9-4EE8-95F1-C337B936A5F2, OS:26.0, name:iPad Air 13-inch (M3) } { platform:iOS Simulator, arch:arm64, id:3A0EE8B8-6F69-455D-B69A-8F2A834608D3, OS:26.0, name:iPad Pro 11-inch (M4) } { platform:iOS Simulator, arch:arm64, id:61358EB9-A87E-45F9-80EB-CA17D2289C54, OS:26.0, name:iPad Pro 13-inch (M4) } { platform:iOS Simulator, arch:arm64, id:D040351C-6177-42BC-B0E2-9E0C995EA515, OS:26.0, name:iPad mini (A17 Pro) } { platform:iOS Simulator, arch:arm64, id:7D58AA15-86D0-4E8A-8C1C-A6CD33B70BB4, OS:26.0, name:iPhone 16 } { platform:iOS Simulator, arch:arm64, id:4CE14A8D-3E2C-4ACA-B12C-41F4642553D2, OS:26.0, name:iPhone 16 Plus } { platform:iOS Simulator, arch:arm64, id:C5B76D64-DC54-4BB9-8EFC-CF44D8346379, OS:26.0, name:iPhone 16 Pro } { platform:iOS Simulator, arch:arm64, id:5973F4D1-5C4F-4386-B0BA-A36C1A542138, OS:26.0, name:iPhone 16 Pro Max } { platform:iOS Simulator, arch:arm64, id:A6030BF7-0D50-4A48-A883-FDC276C6FCFF, OS:26.0, name:iPhone 16e } As far as I can understand, there is no Rosetta Simulator installed yet. My question is: Are there any additional steps that I need to do to trigger Rosetta Simulators on this workstation? With my other workstation, I have Mac Sequoia 15.5, Xcode 16 and Xcode 26 Beta 3, everything works perfectly for me: I can see Rosetta Simulator with Xcode 26 Beta and run my app with on Rosetta simulators. See more: https://developer.apple.com/forums/thread/791500?answerId=848514022#848514022
Replies
0
Boosts
0
Views
738
Activity
Jul ’25
Xcode does not see code changes in local Swift packages (autocomplete wrong, errors shown, but still compiles)
Hey, I've been having a lot of problems with Xcode 16 not seeing changes made to code in local Swift packages (the packages are inside the root directory of the project). Whenever I make any change like renaming a variable or type, or adding new methods or whatever, autocomplete doesn't see those changes and when I type in that new type/variable manually it gives me an error. However, building the project still works fine, even with the errors never going away. The only way for it to notice the code changes is to clean the project and build it again which takes a long time. At first, I thought this was connected to the new "Explicitly built modules" feature in Xcode 16, but I turned it off and it still happens. Any ideas what I can try? I'm on the latest Xcode version, but this problem has been happening since Xcode 16 originally came out. Thanks! Dennis
Replies
0
Boosts
0
Views
159
Activity
May ’25
Avoiding Plugin Execution in a Linked Swift Package During Top-Level Package Builds
I am working on an iOS project using Xcode 16.0 that leverages multiple Swift packages. Among these, I have a Shared Package that contains reusable code and is linked to several top-level feature packages (e.g., VideoPlayer, VideoEditor, etc.). The Shared Package includes a Swift Package Manager plugin for linting code standards, which is designed to execute during its own build process. However, when building a top-level package (e.g., VideoPlayer), the Shared Package is also built as part of the dependency graph. During this process, the linting plugin in the Shared Package is executed unnecessarily, even though the intent is to only build the Shared Package's code. This behavior results in a significant increase in build times for the top-level packages, as the linting plugin is executed every time the Shared Package is built indirectly. Key Details: Xcode Version: 16.0 Swift Package Manager: Used for dependency management. Issue: The linting plugin in the Shared Package executes during the build of top-level packages, increasing build times. Expected Behaviour: The plugin should only execute when the Shared Package is built directly, not when it is built as a dependency of a top-level package. I would like to know if there is a way to configure the Shared Package or the Swift Package Manager to prevent the plugin from executing when the Shared Package is built as a dependency of a top-level package, while still allowing the plugin to run when the Shared Package is built directly. Any guidance, configuration tips, or best practices to address this issue would be greatly appreciated.
Replies
0
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0
Views
96
Activity
Jul ’25
How to track down issues in debug memory graph
When I run the debug memory graph from Xcode I'm getting a set of system objects with warnings. Are there any tips on how to locate what might be causing these?
Replies
0
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0
Views
110
Activity
Jun ’25
Privacy features in Coding Intelligence
What is the policy for data sharing when using Coding Intelligence in Xcode 26? In many environments, sending out source code or even meta data that may be stored in external systems is not allowed. Is there any kind of policy on data persistency / sharing when using the default provider? Is there a way to limit data sharing apart from running models locally?
Replies
0
Boosts
0
Views
107
Activity
Jun ’25
Executable path is a directory XCode-16 iOS Simulator
I have the this issue when I run the app on iOS Simulator after updating to app to make it compatible with Xcode-16 and iOS-18. after upgradation to Xcode-16 its giving the above error "Executable path is a directory" .This app work fine on Xcode-15 . Note - The issue with iOS Simulator only. From XCode-16 build is created successfully and installed in iOS device.
Replies
0
Boosts
0
Views
73
Activity
May ’25
Incorrect Syntax Color for Raw Identifiers
Using Xcode 26.0 beta (17A5241e) Wanted to try out raw identifiers for Swift Testing tests, and while they work, syntax colorization is dreadful. Much less readable then just using a custom name with @Test. Feedback: FB18260756 Example with a raw identifier of some example test name:
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0
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0
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90
Activity
Jun ’25