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iOS 26.2 Platform support failed download
I've recently updated to Xcode 26.3 and I can't download any iOS Simulator Runtime from 26.2 to 18.0, every download gives me: Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = "2026-03-03 16:14:50 +0000"; } -- Download failed. Domain: DVTDownloadableErrorDomain Code: 41 -- System Information macOS Version 26.4 (Build 25E5218f) Xcode 26.3 (24587) (Build 17C529) Timestamp: 2026-03-03T17:14:50+01:00 I tried cleaning every cache, and logging in and out of my account. I saw some reddit posts where they suggested to check out VPNs, host files and other stuff but everything was okay, also I can reach apple cdns etc. I also tried using Xcode beta 26.4 and going back to 26.2 but still the same problem. Anyone has a solution?
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XCode 26.6 Apple LLVM 21.0 bug in O1
#include <stdio.h> void test50() { unsigned int b = 0x7d40d133; unsigned int m = 0x22e5bbf; unsigned int r = 64; b += (((m) << ((int)(r))) | ((m) >> (32 - (int)(r)))); // expect b = 0x7f6f2cf2, however in opt bigger than O1, b = 0x819d88b1 printf("%#x\n", b); } int main() { test50(); return 0; } Compiling with -O0 and -O1 produces different results. There appears to be a compiler optimization bug that is triggered when r % 32 == 0,This feature works correctly in Xcode 26.0.
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Question about simulating BGAppRefreshTask and BGProcessingTask in recent Xcode versions
ご指定の挨拶や結びの言葉をすべて除外した、本文のみの英文です。 I am writing to inquire about the debugging workflow for background processing in recent versions of Xcode. In previous versions of Xcode, we were able to test the behavior of background fetches using the "Simulate Background Fetch" option under the Debug menu. However, this menu item is no longer available in the latest Xcode environment. Our application requires executing background tasks, such as automatically transferring images captured during background transition to a remote server. We are currently in the process of migrating our background structure to the latest BackgroundTasks framework (BGTaskScheduler) in accordance with the recommendations in the official documentation. Now that the GUI menu item has been removed, could you please provide the official guidelines or recommended workflow for simulating and debugging BGAppRefreshTask and BGProcessingTask on the iOS Simulator? Specifically, I would like to know if executing specific LLDB commands while the process is paused is the only supported method to simulate these events during development.
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iOS Simulator fails to boot (18.6 / 26.1 / 26.2) – launchd_sim could not bind to session
Hi, I’m facing a consistent simulator boot issue that appears to start after iOS 18.2 simulator runtimes and persists in 18.6, 26.1, and 26.2. Observed behavior iOS 18.2 simulator works fine iOS 18.6 simulator does NOT boot iOS 26.1 / 26.2 simulators do NOT boot Tried everything reinstall/clear cache and all and event formatted the system Unable to boot the Simulator NSPOSIXErrorDomain Code: 4 Failure Reason: Interrupted system call Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding macOS: Sequoia Xcode: 26.1, 26.2 Machine: Apple Silicon Unable to boot the Simulator. Domain: NSPOSIXErrorDomain Code: 4 Failure Reason: Interrupted system call User Info: { DVTErrorCreationDateKey = "2025-12-26 02:19:27 +0000"; IDERunOperationFailingWorker = "_IDEInstalliP.honeSimulatorWorker", Session = "com apple CoreSimulator.SimDevice CCDECA56-4A59-491B-A830-0F3928FCD957"; } Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding Domain: com.apple.SimLaunchHostService.RequestError Code: 4 Event Metadata: com.apple. dt. DERunOperationWorkerFinished : { "device_identifier" = "CCDECAE6-4A59-491B-A830-0E3928FCD957"; "device_model" = "iPhone18, 1"; "device_osBuild" = "26.1 (23B86)"; "device_osBuild_monotonic" = 2301008600; "device_os_variant" = 1; "device_platform" = "com apple.platform.iohonesimulator"; "device_platform_family" = 2; "device_reality" = 2; "device_thinningType" = "iPhone18,1"; "device_transport" = 4; "launchSession_schemeCommand" = Run; "launchSession_schemeCommand_enum" = 1; "launchSession_targetArch" = arm64; "launchSession_targetArch_enum" = 6; "operation_duration_ms" = 1183; "operation_errorCode" = 4; "operation_errorDomain" = NSPOSIXErrorDomain; "operation_errorWorker" = "_IDEInstalliPhoneSimulatorWorker"; "operation_error_reportable" = 1; "operation_name" = IDERunOperationWorkerGroup; "param_consoleMode" = 1; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com apple platform Please help on this as it got stuck. Thanks
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Xcode 27 - you only need one window open
Hi, I've been using Xcode with Codex. I have come to the conclusions that the only window I need open 99.8% of the time is the AI conversation window. After working with this setup for almost a month duration and 80 hours of actual work, I don't bother to look at any of the code. I look at the results and guide Codex to design and implement and help debug. The fact that the AI window acts like a standard coding window is a mistake on the Xcode designers part. That window should never be closed or replaced if you happen to try to look at a file. That window is not the main focus for Xcode in the hands of an expert iOS developer. Yes I will place myself in the category, even though I don't know everything about iOS development. The entire approach is a shocking change for me, as I assume it is for others. I'm in awe of how well Codex works with Xcode and/or the MacOS command line tools. This brings up another point, it seems the Codex does most of it's work via the command line. I'm not sure I like this, but the productivity benefits are overwhelming. Codex and likely other AIs need better Xcode support for file access. I'm not sure what that means, but I'll bet Xcode engineers and designers know exactly what I mean. I'm now 10x more productive, working on a full stack project. iOS with SwiftUI and SwiftData and a server component with Vapor and Swift. Working inside a workspace. Killer!!
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Xcode Source Control pull/push hangs indefinitely, terminal Git works normally After Tahoe 26.3 (25D125) Update
Device Details: MBP M2 Pro AND MBP M3 Pro macOS 26.3 (25D125) Xcode Version 26.3, 26.2, 26.1 (I reinstalled all 3 of these after the macOS update) BUG: Xcode hangs indefinitely when performing Source Control operations (Pull or Push) on a Git repository that uses SSH authentication. The same repository works correctly when performing the equivalent Git operations from the Terminal using the Git CLI. The issue appears to be specific to Xcode’s internal Source Control integration. When the operation is triggered from Xcode, the UI shows a spinning progress indicator and never completes. Terminal Git commands (git fetch, git pull, git push) complete normally using the same SSH key and repository. A hang sample taken during the issue shows the Xcode main thread blocked in Source Control authentication and fingerprint handling code paths, including: IDESourceControlUIHandler IDESourceControlFingerprintManager handleAuthenticationFailure showFingerprintAlertOnWindow This suggests Xcode may be waiting on a Source Control authentication or host fingerprint UI flow that never resolves. SSH connectivity itself is functioning correctly: ssh -T git@bitbucket.org and ssh -T git@github.com both authenticate successfully. git ls-remote, git fetch, git pull, and git push all work correctly from Terminal. No Source Control accounts are configured in Xcode Preferences. Authentication relies entirely on SSH keys. Steps to Reproduce Configure an SSH key for Git access (e.g., Bitbucket or GitHub) and confirm it works via Terminal. Clone or open an existing Git repository that uses SSH (git@host:repo.git). Open the project/workspace in Xcode. In Xcode, attempt a Source Control operation such as: Source Control → Pull Source Control → Push Observe that Xcode displays a spinning progress indicator and does not complete the operation. Logs available on this Feedback Assist ID: FB22146913
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Generate Preview Artifact in Xcode 27 Agentic AI
Been working for several days trying to figure out a solution. I'm building a plugin to bring in OpenRouter into Xcode so you can choose pretty much whatever cloud LLM you want easily. One thing I'm having trouble with is artifacts in the right hand pane. Specifically in /plan mode. Currently, it will write the plan in the transcript, it will even create a markdown card, but it will not put it in the artifact pane for preview and inline comment annotation for the next prompt. I can't seem to find the answer. Any help would be appreciated.
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Xcode 26.5 can't run apps on visionOS 27 and iOS 27 Beta 2
With Xcode Version 26.5 (17F42) apps can no longer be launched on a real Vision Pro once migrated to visionOS 27 Beta 2. At launch there is an EXC_BAD_ACCESS runtime error in an initialiser. If you launch apps on a real iPhone/Ipad with OS 27 Beta 2 the program will stop before the end of its start, but there is no precise line with the error. Xcode just stop in assembly code in the debugger, in the init phase of Swift where it searches for which objects to instantiate at launch. After investigating, the error comes from a debug setting from Xcode to show the stack trace. To avoid the error when run from Xcode Version 26.5 (17F42) In Xcode, open Product > Scheme > Edit Scheme. Select the Run action in the sidebar, then open the Options tab. Find Queue Debugging and uncheck Enable backtrace recording. If Queue debugging is enabled, then the program crashes when launched It is useful to be able to run apps from the production Xcode to devices with 27 OSes in beta to be able to test that everything will work fine for new versions of apps released before OSes 27 release. Thank you A previous post was made but the cause was badly identified. New Feedback including a sample code FB23384318
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Parallel swift testing on multiple ios simulators
Due to massive amount of shared state in my project I cannot really use swift testing parallelization in my tests, so my idea was to embed all suites into single one with .serialized and then run them on several simulators to speed up the tests. I ran tests with xcodebuild ... -parallel-testing-enabled YES -parallel-testing-worker-count 2, but swift testing suites seemed to be executed on just one simulator. Is it possible to run swift testing tests in parallel on multiple iOS simulators, but serially within each of them? Or the only way is xctest?
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Xcode 26.6 no longer shows the built-in Agents (Codex / Claude Agent) in Intelligence settings
After upgrading from Xcode 26.5 to Xcode 26.6, I noticed that the built-in Agents section has changed. My environment Xcode 26.6 (Build 17F113) macOS 26.5.2 (Build 25F84) Installed from the Mac App Store Signed in with my Apple ID in Xcode Apple Intelligence is enabled Chat providers work normally (ChatGPT, Claude, Google) What I expected According to Apple's documentation, the Intelligence settings should display built-in Agents such as: Claude Agent Codex with a Get button to install them. Reference: https://developer.apple.com/documentation/xcode/setting-up-coding-intelligence What actually happens After upgrading to Xcode 26.6, the Agents section only contains: Allow external agents to use Xcode tools Add an Agent... The built-in Agents (Claude Agent and Codex) are completely missing. The Chat section still works normally. Comparison On the same Mac: Xcode 26.5 shows: Claude Agent Codex Get buttons Xcode 26.6 only shows MCP ("Allow external agents to use Xcode tools") and "Add an Agent...", with no built-in Agents. Things I have already tried Deleted all Xcode preferences Deleted ~/Library/Developer Deleted ~/Library/Application Support/Xcode Reinstalled Xcode 26.6 Signed out/in of Apple ID Verified Intelligence is enabled No change. Additional information The following directory is never created: ~/Library/Developer/Xcode/CodingAssistant Searching Xcode preferences also shows no Agent-related configuration. Question Is this an intentional change in Xcode 26.6, or is this a bug? If it's expected, how can I restore the built-in Agent catalog (Claude Agent / Codex)? Thanks!
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Xcode 26.6 no longer shows the built-in Agents (Codex / Claude Agent) in Intelligence settings
Installed from the Mac App Store Signed in with my Apple ID in Xcode Apple Intelligence is enabled Chat providers work normally (ChatGPT, Claude, Google) What I expected According to Apple's documentation, the Intelligence settings should display built-in Agents such as: Claude Agent Codex with a Get button to install them. Reference: https://developer.apple.com/documentation/xcode/setting-up-coding-intelligence What actually happens After upgrading to Xcode 26.6, the Agents section only contains: Allow external agents to use Xcode tools Add an Agent... The built-in Agents (Claude Agent and Codex) are completely missing.
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Choosing "Default" model in Claude Coding Intelligence Setting in Xcode but overriden by ANTHROPIC_MODEL=best env var and Fable got used & cause 5hr Max 5X token quota reached 100% from 0% in 2 min 😢😢😭
Never have this problem running in the first version of Xcode 27 until download the latest Xcode 27. At least "Fable" should be added in the dropdown to give a sense that it could be selected and be more careful (in dropdown only have "Sonnet", "Opus", "Sonnet+Opus" and more) I also submit Feedback request FB23973503 with screen capture & more Xcode Claude AI Investigation details
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Command Line Tools bundled Python 3.9.6 flagged by vulnerability scanner
We need guidance regarding the Python runtime bundled with Apple Command Line Tools. Environment: macOS Tahoe 26.5.2 (25F84) Xcode 26.6 (17F113) Device type: Mac Command Line Tools Python path: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/ Version confirmed locally with: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/bin/python3 --version Output: Python 3.9.6 Our vulnerability-management platform, Qualys, reports this Apple Command Line Tools Python runtime as vulnerable under QID 387170, referencing CVE-2022-4303 and CVE-2023-0286. The detection points to: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/Resources/Python.app My understanding is that this runtime is bundled and managed by Apple as part of Command Line Tools, and that manually replacing or modifying this framework is not a supported remediation path. Installing a separate standalone Python version also does not remediate the finding at this Apple-managed path. Could Apple or the community confirm the supported approach for this scenario? Specifically: Is Python 3.9.6 intentionally bundled with the current Command Line Tools release for this macOS/Xcode version? Has Apple applied security fixes or backports to this bundled Python runtime that are not reflected in the upstream Python version number? Is updating Command Line Tools/Xcode the only supported remediation method for this component? Is manually replacing or modifying the bundled Python framework unsupported? Is there any known mitigation or official guidance for vulnerability-management exceptions while waiting for an Apple-provided update? I have also filed this through Feedback Assistant: FB23893693. Any official Apple guidance or reference to existing documentation would be very helpful, as we need to provide an auditable response to our internal security and audit teams.
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Xcode 26.6 (17F113) -Onone: UIScene.ActivationState enum comparison crashes at runtime (works in Release)
Summary On Xcode 26.6 (17F113) / Swift 6.2, a Debug build (-Onone) crashes at runtime when comparing UIScene.ActivationState inside a closure passed to Array.first(where:). The exact same code runs fine when built with optimizations (-O / Release). This looks like an -Onone code-generation (miscompile) bug rather than a logic error in the app. Environment Xcode: 26.6 (17F113) Toolchain: Swift 6.2 (Apple default toolchain) Optimization: SWIFT_OPTIMIZATION_LEVEL = -Onone (Debug scheme) Deployment target: [ iOS xx.x ] Run destination: [ Device / Simulator — model, OS version ] Configuration: also reproduces in a fresh checkout after Clean Build Folder + DerivedData wipe Steps to Reproduce Add the following to any app and call it early in the launch path (e.g. from an async context / Task during startup): import UIKit enum ScreenUtil { static var keyScene: UIWindowScene? { let scenes = UIApplication.shared.connectedScenes .compactMap { $0 as? UIWindowScene } // Crashes here in Debug (-Onone) on Xcode 26.6 (17F113) return scenes.first { $0.activationState == .foregroundActive } ?? scenes.first } } 2. Build and run with the Debug scheme (-Onone). 3. The app crashes as soon as keyScene is evaluated. Expected keyScene returns the foreground-active UIWindowScene (or the first scene), identically to the optimized build. Actual Immediate crash when the closure evaluates $0.activationState == .foregroundActive. UIScene.ActivationState is an Objective-C-imported (NSInteger-backed) enum, and the failure appears tied to how its value is handled under -Onone. The crash surfaces inside Swift concurrency resume plumbing because keyScene is reached from an async context at launch. Representative frame: (1) await resume partial function for partial apply forwarder for reabstraction thunk helper ... @isolated(any) @callee_guaranteed @async () -> (@out τ_0_0) ... -> ldr x0, [x22, #0x8] ; faults here br x0 ; preceding: bl swift_task_dealloc Reproducibility - Debug (-Onone): crashes 100% - Release (-O): works correctly Workaround Rewriting the closure comparison as an explicit loop avoids the crash: static var keyScene: UIWindowScene? { let scenes = UIApplication.shared.connectedScenes .compactMap { $0 as? UIWindowScene } for scene in scenes where scene.activationState == .foregroundActive { return scene } return scenes.first } Notes A sysdiagnose / crash log and a minimal sample project are attached via Feedback Assistant (FB[ number ]). Happy to provide additional details.
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Xcode 26.6 unable to connect to Bitbucket Cloud
Bitbucket recently moved from App Passwords to API Tokens. When I try to access my Bitbucket Cloud account from Xcode 26.6 it does not offer the option to connect using an API Token. I am therefore unable to access my packages stored on Bitbucket.
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iOS 26.2 Platform support failed download
I've recently updated to Xcode 26.3 and I can't download any iOS Simulator Runtime from 26.2 to 18.0, every download gives me: Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = "2026-03-03 16:14:50 +0000"; } -- Download failed. Domain: DVTDownloadableErrorDomain Code: 41 -- System Information macOS Version 26.4 (Build 25E5218f) Xcode 26.3 (24587) (Build 17C529) Timestamp: 2026-03-03T17:14:50+01:00 I tried cleaning every cache, and logging in and out of my account. I saw some reddit posts where they suggested to check out VPNs, host files and other stuff but everything was okay, also I can reach apple cdns etc. I also tried using Xcode beta 26.4 and going back to 26.2 but still the same problem. Anyone has a solution?
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XCode 26.6 Apple LLVM 21.0 bug in O1
#include <stdio.h> void test50() { unsigned int b = 0x7d40d133; unsigned int m = 0x22e5bbf; unsigned int r = 64; b += (((m) << ((int)(r))) | ((m) >> (32 - (int)(r)))); // expect b = 0x7f6f2cf2, however in opt bigger than O1, b = 0x819d88b1 printf("%#x\n", b); } int main() { test50(); return 0; } Compiling with -O0 and -O1 produces different results. There appears to be a compiler optimization bug that is triggered when r % 32 == 0,This feature works correctly in Xcode 26.0.
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Question about simulating BGAppRefreshTask and BGProcessingTask in recent Xcode versions
ご指定の挨拶や結びの言葉をすべて除外した、本文のみの英文です。 I am writing to inquire about the debugging workflow for background processing in recent versions of Xcode. In previous versions of Xcode, we were able to test the behavior of background fetches using the "Simulate Background Fetch" option under the Debug menu. However, this menu item is no longer available in the latest Xcode environment. Our application requires executing background tasks, such as automatically transferring images captured during background transition to a remote server. We are currently in the process of migrating our background structure to the latest BackgroundTasks framework (BGTaskScheduler) in accordance with the recommendations in the official documentation. Now that the GUI menu item has been removed, could you please provide the official guidelines or recommended workflow for simulating and debugging BGAppRefreshTask and BGProcessingTask on the iOS Simulator? Specifically, I would like to know if executing specific LLDB commands while the process is paused is the only supported method to simulate these events during development.
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iOS Simulator fails to boot (18.6 / 26.1 / 26.2) – launchd_sim could not bind to session
Hi, I’m facing a consistent simulator boot issue that appears to start after iOS 18.2 simulator runtimes and persists in 18.6, 26.1, and 26.2. Observed behavior iOS 18.2 simulator works fine iOS 18.6 simulator does NOT boot iOS 26.1 / 26.2 simulators do NOT boot Tried everything reinstall/clear cache and all and event formatted the system Unable to boot the Simulator NSPOSIXErrorDomain Code: 4 Failure Reason: Interrupted system call Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding macOS: Sequoia Xcode: 26.1, 26.2 Machine: Apple Silicon Unable to boot the Simulator. Domain: NSPOSIXErrorDomain Code: 4 Failure Reason: Interrupted system call User Info: { DVTErrorCreationDateKey = "2025-12-26 02:19:27 +0000"; IDERunOperationFailingWorker = "_IDEInstalliP.honeSimulatorWorker", Session = "com apple CoreSimulator.SimDevice CCDECA56-4A59-491B-A830-0F3928FCD957"; } Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding Domain: com.apple.SimLaunchHostService.RequestError Code: 4 Event Metadata: com.apple. dt. DERunOperationWorkerFinished : { "device_identifier" = "CCDECAE6-4A59-491B-A830-0E3928FCD957"; "device_model" = "iPhone18, 1"; "device_osBuild" = "26.1 (23B86)"; "device_osBuild_monotonic" = 2301008600; "device_os_variant" = 1; "device_platform" = "com apple.platform.iohonesimulator"; "device_platform_family" = 2; "device_reality" = 2; "device_thinningType" = "iPhone18,1"; "device_transport" = 4; "launchSession_schemeCommand" = Run; "launchSession_schemeCommand_enum" = 1; "launchSession_targetArch" = arm64; "launchSession_targetArch_enum" = 6; "operation_duration_ms" = 1183; "operation_errorCode" = 4; "operation_errorDomain" = NSPOSIXErrorDomain; "operation_errorWorker" = "_IDEInstalliPhoneSimulatorWorker"; "operation_error_reportable" = 1; "operation_name" = IDERunOperationWorkerGroup; "param_consoleMode" = 1; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com apple platform Please help on this as it got stuck. Thanks
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Xcode 27 - you only need one window open
Hi, I've been using Xcode with Codex. I have come to the conclusions that the only window I need open 99.8% of the time is the AI conversation window. After working with this setup for almost a month duration and 80 hours of actual work, I don't bother to look at any of the code. I look at the results and guide Codex to design and implement and help debug. The fact that the AI window acts like a standard coding window is a mistake on the Xcode designers part. That window should never be closed or replaced if you happen to try to look at a file. That window is not the main focus for Xcode in the hands of an expert iOS developer. Yes I will place myself in the category, even though I don't know everything about iOS development. The entire approach is a shocking change for me, as I assume it is for others. I'm in awe of how well Codex works with Xcode and/or the MacOS command line tools. This brings up another point, it seems the Codex does most of it's work via the command line. I'm not sure I like this, but the productivity benefits are overwhelming. Codex and likely other AIs need better Xcode support for file access. I'm not sure what that means, but I'll bet Xcode engineers and designers know exactly what I mean. I'm now 10x more productive, working on a full stack project. iOS with SwiftUI and SwiftData and a server component with Vapor and Swift. Working inside a workspace. Killer!!
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Xcode Source Control pull/push hangs indefinitely, terminal Git works normally After Tahoe 26.3 (25D125) Update
Device Details: MBP M2 Pro AND MBP M3 Pro macOS 26.3 (25D125) Xcode Version 26.3, 26.2, 26.1 (I reinstalled all 3 of these after the macOS update) BUG: Xcode hangs indefinitely when performing Source Control operations (Pull or Push) on a Git repository that uses SSH authentication. The same repository works correctly when performing the equivalent Git operations from the Terminal using the Git CLI. The issue appears to be specific to Xcode’s internal Source Control integration. When the operation is triggered from Xcode, the UI shows a spinning progress indicator and never completes. Terminal Git commands (git fetch, git pull, git push) complete normally using the same SSH key and repository. A hang sample taken during the issue shows the Xcode main thread blocked in Source Control authentication and fingerprint handling code paths, including: IDESourceControlUIHandler IDESourceControlFingerprintManager handleAuthenticationFailure showFingerprintAlertOnWindow This suggests Xcode may be waiting on a Source Control authentication or host fingerprint UI flow that never resolves. SSH connectivity itself is functioning correctly: ssh -T git@bitbucket.org and ssh -T git@github.com both authenticate successfully. git ls-remote, git fetch, git pull, and git push all work correctly from Terminal. No Source Control accounts are configured in Xcode Preferences. Authentication relies entirely on SSH keys. Steps to Reproduce Configure an SSH key for Git access (e.g., Bitbucket or GitHub) and confirm it works via Terminal. Clone or open an existing Git repository that uses SSH (git@host:repo.git). Open the project/workspace in Xcode. In Xcode, attempt a Source Control operation such as: Source Control → Pull Source Control → Push Observe that Xcode displays a spinning progress indicator and does not complete the operation. Logs available on this Feedback Assist ID: FB22146913
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Generate Preview Artifact in Xcode 27 Agentic AI
Been working for several days trying to figure out a solution. I'm building a plugin to bring in OpenRouter into Xcode so you can choose pretty much whatever cloud LLM you want easily. One thing I'm having trouble with is artifacts in the right hand pane. Specifically in /plan mode. Currently, it will write the plan in the transcript, it will even create a markdown card, but it will not put it in the artifact pane for preview and inline comment annotation for the next prompt. I can't seem to find the answer. Any help would be appreciated.
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How to create a local package in Xcode 27?
Xcode 27 beta 4: how do I create a local package for my project? The menu path File > New > Package no longer exists.
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Xcode 26.5 can't run apps on visionOS 27 and iOS 27 Beta 2
With Xcode Version 26.5 (17F42) apps can no longer be launched on a real Vision Pro once migrated to visionOS 27 Beta 2. At launch there is an EXC_BAD_ACCESS runtime error in an initialiser. If you launch apps on a real iPhone/Ipad with OS 27 Beta 2 the program will stop before the end of its start, but there is no precise line with the error. Xcode just stop in assembly code in the debugger, in the init phase of Swift where it searches for which objects to instantiate at launch. After investigating, the error comes from a debug setting from Xcode to show the stack trace. To avoid the error when run from Xcode Version 26.5 (17F42) In Xcode, open Product > Scheme > Edit Scheme. Select the Run action in the sidebar, then open the Options tab. Find Queue Debugging and uncheck Enable backtrace recording. If Queue debugging is enabled, then the program crashes when launched It is useful to be able to run apps from the production Xcode to devices with 27 OSes in beta to be able to test that everything will work fine for new versions of apps released before OSes 27 release. Thank you A previous post was made but the cause was badly identified. New Feedback including a sample code FB23384318
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Parallel swift testing on multiple ios simulators
Due to massive amount of shared state in my project I cannot really use swift testing parallelization in my tests, so my idea was to embed all suites into single one with .serialized and then run them on several simulators to speed up the tests. I ran tests with xcodebuild ... -parallel-testing-enabled YES -parallel-testing-worker-count 2, but swift testing suites seemed to be executed on just one simulator. Is it possible to run swift testing tests in parallel on multiple iOS simulators, but serially within each of them? Or the only way is xctest?
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Xcode 27 beta - Device Hub - Missing "Slow animations"
Where did the simulator "Slow animations" mode go? I can't find it in the Xcode 27 beta 2 "Device Hub". This feature is incredibly useful. I'm assuming it's a glitch that it's missing, or I'm just not looking in the right place.
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Xcode 26.6 no longer shows the built-in Agents (Codex / Claude Agent) in Intelligence settings
After upgrading from Xcode 26.5 to Xcode 26.6, I noticed that the built-in Agents section has changed. My environment Xcode 26.6 (Build 17F113) macOS 26.5.2 (Build 25F84) Installed from the Mac App Store Signed in with my Apple ID in Xcode Apple Intelligence is enabled Chat providers work normally (ChatGPT, Claude, Google) What I expected According to Apple's documentation, the Intelligence settings should display built-in Agents such as: Claude Agent Codex with a Get button to install them. Reference: https://developer.apple.com/documentation/xcode/setting-up-coding-intelligence What actually happens After upgrading to Xcode 26.6, the Agents section only contains: Allow external agents to use Xcode tools Add an Agent... The built-in Agents (Claude Agent and Codex) are completely missing. The Chat section still works normally. Comparison On the same Mac: Xcode 26.5 shows: Claude Agent Codex Get buttons Xcode 26.6 only shows MCP ("Allow external agents to use Xcode tools") and "Add an Agent...", with no built-in Agents. Things I have already tried Deleted all Xcode preferences Deleted ~/Library/Developer Deleted ~/Library/Application Support/Xcode Reinstalled Xcode 26.6 Signed out/in of Apple ID Verified Intelligence is enabled No change. Additional information The following directory is never created: ~/Library/Developer/Xcode/CodingAssistant Searching Xcode preferences also shows no Agent-related configuration. Question Is this an intentional change in Xcode 26.6, or is this a bug? If it's expected, how can I restore the built-in Agent catalog (Claude Agent / Codex)? Thanks!
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Xcode 26.6 no longer shows the built-in Agents (Codex / Claude Agent) in Intelligence settings
Installed from the Mac App Store Signed in with my Apple ID in Xcode Apple Intelligence is enabled Chat providers work normally (ChatGPT, Claude, Google) What I expected According to Apple's documentation, the Intelligence settings should display built-in Agents such as: Claude Agent Codex with a Get button to install them. Reference: https://developer.apple.com/documentation/xcode/setting-up-coding-intelligence What actually happens After upgrading to Xcode 26.6, the Agents section only contains: Allow external agents to use Xcode tools Add an Agent... The built-in Agents (Claude Agent and Codex) are completely missing.
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Choosing "Default" model in Claude Coding Intelligence Setting in Xcode but overriden by ANTHROPIC_MODEL=best env var and Fable got used & cause 5hr Max 5X token quota reached 100% from 0% in 2 min 😢😢😭
Never have this problem running in the first version of Xcode 27 until download the latest Xcode 27. At least "Fable" should be added in the dropdown to give a sense that it could be selected and be more careful (in dropdown only have "Sonnet", "Opus", "Sonnet+Opus" and more) I also submit Feedback request FB23973503 with screen capture & more Xcode Claude AI Investigation details
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Codex integration just stopped working
Nothing changed on my end, Pro subscription still active, but Xcode 26.5 (17F42) simply does not want to log into Codex anymore. It opens the OAuth flow and after finishing and closing the window, it still says "Not Signed In". Codex login works everywhere else, including the Codex app. What to do?
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Command Line Tools bundled Python 3.9.6 flagged by vulnerability scanner
We need guidance regarding the Python runtime bundled with Apple Command Line Tools. Environment: macOS Tahoe 26.5.2 (25F84) Xcode 26.6 (17F113) Device type: Mac Command Line Tools Python path: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/ Version confirmed locally with: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/bin/python3 --version Output: Python 3.9.6 Our vulnerability-management platform, Qualys, reports this Apple Command Line Tools Python runtime as vulnerable under QID 387170, referencing CVE-2022-4303 and CVE-2023-0286. The detection points to: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/Resources/Python.app My understanding is that this runtime is bundled and managed by Apple as part of Command Line Tools, and that manually replacing or modifying this framework is not a supported remediation path. Installing a separate standalone Python version also does not remediate the finding at this Apple-managed path. Could Apple or the community confirm the supported approach for this scenario? Specifically: Is Python 3.9.6 intentionally bundled with the current Command Line Tools release for this macOS/Xcode version? Has Apple applied security fixes or backports to this bundled Python runtime that are not reflected in the upstream Python version number? Is updating Command Line Tools/Xcode the only supported remediation method for this component? Is manually replacing or modifying the bundled Python framework unsupported? Is there any known mitigation or official guidance for vulnerability-management exceptions while waiting for an Apple-provided update? I have also filed this through Feedback Assistant: FB23893693. Any official Apple guidance or reference to existing documentation would be very helpful, as we need to provide an auditable response to our internal security and audit teams.
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Xcode 26.6 (17F113) -Onone: UIScene.ActivationState enum comparison crashes at runtime (works in Release)
Summary On Xcode 26.6 (17F113) / Swift 6.2, a Debug build (-Onone) crashes at runtime when comparing UIScene.ActivationState inside a closure passed to Array.first(where:). The exact same code runs fine when built with optimizations (-O / Release). This looks like an -Onone code-generation (miscompile) bug rather than a logic error in the app. Environment Xcode: 26.6 (17F113) Toolchain: Swift 6.2 (Apple default toolchain) Optimization: SWIFT_OPTIMIZATION_LEVEL = -Onone (Debug scheme) Deployment target: [ iOS xx.x ] Run destination: [ Device / Simulator — model, OS version ] Configuration: also reproduces in a fresh checkout after Clean Build Folder + DerivedData wipe Steps to Reproduce Add the following to any app and call it early in the launch path (e.g. from an async context / Task during startup): import UIKit enum ScreenUtil { static var keyScene: UIWindowScene? { let scenes = UIApplication.shared.connectedScenes .compactMap { $0 as? UIWindowScene } // Crashes here in Debug (-Onone) on Xcode 26.6 (17F113) return scenes.first { $0.activationState == .foregroundActive } ?? scenes.first } } 2. Build and run with the Debug scheme (-Onone). 3. The app crashes as soon as keyScene is evaluated. Expected keyScene returns the foreground-active UIWindowScene (or the first scene), identically to the optimized build. Actual Immediate crash when the closure evaluates $0.activationState == .foregroundActive. UIScene.ActivationState is an Objective-C-imported (NSInteger-backed) enum, and the failure appears tied to how its value is handled under -Onone. The crash surfaces inside Swift concurrency resume plumbing because keyScene is reached from an async context at launch. Representative frame: (1) await resume partial function for partial apply forwarder for reabstraction thunk helper ... @isolated(any) @callee_guaranteed @async () -> (@out τ_0_0) ... -> ldr x0, [x22, #0x8] ; faults here br x0 ; preceding: bl swift_task_dealloc Reproducibility - Debug (-Onone): crashes 100% - Release (-O): works correctly Workaround Rewriting the closure comparison as an explicit loop avoids the crash: static var keyScene: UIWindowScene? { let scenes = UIApplication.shared.connectedScenes .compactMap { $0 as? UIWindowScene } for scene in scenes where scene.activationState == .foregroundActive { return scene } return scenes.first } Notes A sysdiagnose / crash log and a minimal sample project are attached via Feedback Assistant (FB[ number ]). Happy to provide additional details.
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Mac alert: "Allow ServiceExtensio to find devices on local networks?"
I'm on a Mac. I have Xcode installed but it's not running, nor is the Simulator. And yet Mac pops up an alert asking, ""Allow ServiceExtensio to find devices on local networks?" Creepy! No you can't scan my network. What gives? And why not tell me your real name?
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Regression in Unicode handling in Xcode 27 text editor
Emoji handling (usually a sign of underlying Unicode bugs) is broken in Xcode 27, all betas: The issue doesn't exist in previous Xcode source editors. FB23969935
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