-deleted- The Glas Delete button is missing :) ;) :) Or I can't see the button due to much glas.
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We are facing an issue where we share the Taqeem app (https://apps.apple.com/app/id6692622292) but sharing is not working properly. Few iPhone gives image, url however few share only image as shown in attached screenshot.
Also with our devices (iPhone 16 Pro, iPhone 14 Pro - especially Pro series) if we share any ad from our app, it is sharing only image and text + url that we share also not get shared. We were using regular code as below. So we believe that Share using UIActivityViewController is having an issue.
Images are available at below links.
https://ibb.co/RkG70NqH
https://ibb.co/dJKBR9jc
Code I used is as below.
func shareDetails(shareText : String, shareURLString : String) {
if let shareURL : NSURL = NSURL(string: shareURLString) {
// If you want to use an image
let image : UIImage = UIImage(named: "logo.png")
let activityViewController : UIActivityViewController = UIActivityViewController(activityItems: [shareText, shareURL, image], applicationActivities: nil)
// This lines is for the popover you need to show in iPad
activityViewController.popoverPresentationController?.sourceView = topVC?.view
// This line remove the arrow of the popover to show in iPad
activityViewController.popoverPresentationController?.permittedArrowDirections = UIPopoverArrowDirection.down
activityViewController.popoverPresentationController?.sourceRect = CGRect(x: 150, y: 150, width: 0, height: 0)
// Pre-configuring activity items
if #available(iOS 13.0, *) {
activityViewController.activityItemsConfiguration = [
UIActivity.ActivityType.message
] as? UIActivityItemsConfigurationReading
}
if #available(iOS 13.0, *) {
activityViewController.isModalInPresentation = true
}
topVC?.present(activityViewController, animated: true, completion: nil)
}
}
Thanking You
Topic:
Developer Tools & Services
SubTopic:
Xcode
Environment
macOS 15.7.3
Xcode 26.1.1 / 26.2
iOS 18.5 / 26.2
iPhone 16 Pro Simulator and physical device
Problem Description
When tapping an unselected UISegmentedControl, the selected segment does not match the tapped position. Specifically, tapping the rightmost segment (index: 3) results in the leftmost segment (index: 0) being selected instead.
Conditions for Reproduction
This issue occurs when all of the following conditions are met:
Built with Xcode 26.x
UIDesignRequiresCompatibility is set to YES in Info.plist
UISegmentedControl is positioned using Auto Layout with leading alignment
Segments are added dynamically using insertSegment(withTitle:at:animated:)
Note: The issue does not occur when segments are defined statically in Storyboard.
Steps to Reproduce
Create a subclass of UISegmentedControl that dynamically sets segments:
class CustomSegmentedControl: UISegmentedControl {
func setSegments(titles: [String]) {
removeAllSegments()
titles.forEach { title in
insertSegment(withTitle: title, at: numberOfSegments, animated: false)
}
}
}
In the ViewController, configure the control:
override func viewDidLoad() {
super.viewDidLoad()
segmentedControl.setSegments(titles: ["Item A", "Item B", "Item C", "Item D"])
segmentedControl.selectedSegmentIndex = UISegmentedControl.noSegment
}
Set UIDesignRequiresCompatibility to YES in Info.plist:
<key>UIDesignRequiresCompatibility</key>
<true/>
Run the app and tap the rightmost segment ("Item D")
Expected vs Actual Behavior
Expected
Actual
Tap rightmost segment
"Item D" (index: 3) is selected
"Item A" (index: 0) is selected
What I Tried (Did Not Work)
Calling layoutIfNeeded() after adding segments:
segmentedControl.setSegments(titles: ["Item A", "Item B", "Item C", "Item D"])
segmentedControl.layoutIfNeeded() // No effect
Workarounds
Set UIDesignRequiresCompatibility to NO (enables Liquid Glass design)
Define segments statically in Storyboard instead of dynamically
Sample Project
Minimal reproduction project is available here:
https://github.com/CH3COOH/Samples/tree/master/SampleSelectSegmentedControl
Feedback Assistant
This issue has been reported via Feedback Assistant: FB21712773
Has anyone else encountered this issue or found alternative workarounds?
Hi,
I’ve been invited to an Apple Developer account with the Developer role. I’ve already created a subscription in App Store Connect, but when I try to fetch available subscriptions in Xcode for in-app purchase, nothing appears to be available for purchase.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Subscriptions
App Store Server Notifications
Simulators not showing up in Xcode Version 26.2 (17C52)(Mac OS 26.2 (25C56))
Topic:
Developer Tools & Services
SubTopic:
Xcode
When I try to create a new remote GitHub repository I get dialog saying "An unknown error occurred"
I have existing projects with a remote repository on GitHub and I can push to those ok.
Any suggestions of a workaround or how to get further diagnostics will be most welcome.
Topic:
Developer Tools & Services
SubTopic:
Xcode
I have quite a few in-door local packages that I do not really develop outside of the context of Xcode projects - meaning that I add local references to these libraries (and other content) to my Xcode project - and I update the libraries directly in Xcode within the project. I very rarely open up the library package on its own and work on it just like that.
The unfortunate thing is that Xcode seems to be silencing warnings from all the packages during the build phase, resulting in me not seeing warnings from those libraries. I then need to open them separately in Xcode and review whether they contain any warnings and fix them.
Using treat warnings as errors is, of course, one solution, but it doesn't help in cases where it's impossible to avoid them (e.g. https://github.com/swiftlang/swift/issues/86650) as there's no #pragma push; or in case of user-defined #warning which I often use to mark parts of code that need revisiting.
I've gone through various settings, but I don't see anything relevant. Most of Google search is filled with attempts to silence the warnings instead of enabling them or wanting errors instead of warnings.
Does anyone here know if it's possible for Xcode to display warnings from included packages and how to adjust such an option?
Thanks!
Topic:
Developer Tools & Services
SubTopic:
Xcode
I can't find the full content of the SwiftUI inspector in the latest version of Xcode. I've opened the preview canvas but it still won't display.
I can't see that capability, anyone knows why..? does it have to be a paid developer account?
HI When I try to add Declared Age Range in the capability, there is no such thing... I'm on XCode version 26.2 (17C52)
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Entitlements
Signing Certificates
Declared Age Range
Hello,
after updating macOS to 26.2 and Xcode to 26.2 (Build 17C52), I am unable to build a Flutter iOS application for the simulator.
Environment:
macOS 26.2 (darwin-arm64)
Xcode 26.2 (17C52)
Flutter 3.38.7 (stable)
Dart 3.10.7
CocoaPods 1.16.2
Target device: iPhone 16e Simulator (iOS 26.x)
Issue:
The build fails during the Flutter Xcode build phase with this error:
Unhandled exception:
Null check operator used on a null value
#0 Context._embedNativeAssets
(file:///opt/homebrew/share/flutter/packages/flutter_tools/bin/xcode_backend.dart:341)
Command PhaseScriptExecution failed with a nonzero exit code.
Additional info:
Runner target uses Pods-Runner.debug/profile/release.xcconfig correctly
SUPPORTED_PLATFORMS = iphoneos iphonesimulator
SDKROOT resolves to iPhoneOS26.2.sdk even when building for simulator
Build Settings and Run Script phases are default Flutter-generated
Issue occurs both via flutter run and directly from Xcode
Project worked before macOS/Xcode update
It appears Xcode 26.2 may be resolving SDKROOT or build environment incorrectly for Flutter projects, causing Flutter’s xcode_backend.dart to crash.
Could you please advise whether this is a known issue or requires a workaround?
Thank you.
Best regards
David
Topic:
Developer Tools & Services
SubTopic:
Xcode
In our app, we implement a document picker using FilePickerManager+available.m, selecting different APIs based on the iOS version:
if (@available(iOS 14.0, *)) {
NSMutableArray<UTType *> *contentTypes = [NSMutableArray array];
for (NSString *uti in documentTypes) {
UTType *type = [UTType typeWithIdentifier:uti];
if (type) {
[contentTypes addObject:type];
NSLog(@"iOS 14+ Adding type: %@", uti);
} else {
NSLog(@"Warning: Unable to create UTI: %@", uti);
}
}
UIDocumentPickerViewController *documentPicker =
[[UIDocumentPickerViewController alloc] initForOpeningContentTypes:contentTypes];
documentPicker.delegate = self;
documentPicker.allowsMultipleSelection = NO;
[self.presentingViewController presentViewController:documentPicker animated:YES completion:nil];
}
However, we've observed inconsistent symbol reference types to UTType in the final linked binaries:
One build results in a strong reference to UTType.
Another demo project (with seemingly identical code and build settings) results in a weak reference.
Both object files (.o) show undefined references to UTType symbols (e.g., UTTypeCreatePreferredIdentifierForTag), yet the final linked binaries differ in how these symbols are resolved.
Impact of the Issue
This inconsistency causes problems on iOS 14.0+ devices:
Strong reference version: Fails to launch on devices where the UniformTypeIdentifiers framework is not present (e.g., certain older iOS 14.x devices), due to link-time failure.
Weak reference version: Launches successfully but crashes at runtime when attempting to call UTType methods, because the implementation cannot be found.
Our Analysis
Using nm -u, both versions show an undefined symbol:
U _UTTypeCreatePreferredIdentifierForTag
However, in the final binaries:
One shows: T _UTTypeCreatePreferredIdentifierForTag (strong)
The other shows: W _UTTypeCreatePreferredIdentifierForTag (weak)
Both projects link against the framework identically in their build logs:
-framework UniformTypeIdentifiers
(no -weak_framework flag is used in either case).
Questions
Why do identical source code and linker flags result in different symbol reference strengths (T vs W) for the same framework?
Are there specific compiler or linker behaviors (e.g., deployment target, SDK version, module imports, or bitcode settings) that influence whether symbols from UniformTypeIdentifiers are treated as strong or weak?
What is the recommended best practice to ensure consistent symbol referencing when using newer APIs like UTType, especially when supporting older OS versions?
We aim to understand this behavior to guarantee stable operation across all supported iOS versions—avoiding both launch failures and runtime crashes caused by inconsistent symbol linking.
Any insights or guidance from the community or Apple engineers would be greatly appreciated!
Let me know if you'd like a shorter version or want to include additional build environment details (Xcode version, deployment target, etc.)!
In our app, we implement a document picker using FilePickerManager+available.m, selecting different APIs based on the iOS version:
if (@available(iOS 14.0, *)) {
NSMutableArray<UTType *> *contentTypes = [NSMutableArray array];
for (NSString *uti in documentTypes) {
UTType *type = [UTType typeWithIdentifier:uti];
if (type) {
[contentTypes addObject:type];
NSLog(@"iOS 14+ Adding type: %@", uti);
} else {
NSLog(@"Warning: Unable to create UTI: %@", uti);
}
}
UIDocumentPickerViewController *documentPicker =
[[UIDocumentPickerViewController alloc] initForOpeningContentTypes:contentTypes];
documentPicker.delegate = self;
documentPicker.allowsMultipleSelection = NO;
[self.presentingViewController presentViewController:documentPicker animated:YES completion:nil];
}
However, we've observed inconsistent symbol reference types to UTType in the final linked binaries:
One build results in a strong reference to UTType.
Another demo project (with seemingly identical code and build settings) results in a weak reference.
Both object files (.o) show undefined references to UTType symbols (e.g., UTTypeCreatePreferredIdentifierForTag), yet the final linked binaries differ in how these symbols are resolved.
Impact of the Issue
This inconsistency causes problems on iOS 14.0+ devices:
Strong reference version: Fails to launch on devices where the UniformTypeIdentifiers framework is not present (e.g., certain older iOS 14.x devices), due to link-time failure.
Weak reference version: Launches successfully but crashes at runtime when attempting to call UTType methods, because the implementation cannot be found.
Our Analysis
Using nm -u, both versions show an undefined symbol:
U _UTTypeCreatePreferredIdentifierForTag
However, in the final binaries:
One shows: T _UTTypeCreatePreferredIdentifierForTag (strong)
The other shows: W _UTTypeCreatePreferredIdentifierForTag (weak)
Both projects link against the framework identically in their build logs:
-framework UniformTypeIdentifiers
(no -weak_framework flag is used in either case).
Questions
Why do identical source code and linker flags result in different symbol reference strengths (T vs W) for the same framework?
Are there specific compiler or linker behaviors (e.g., deployment target, SDK version, module imports, or bitcode settings) that influence whether symbols from UniformTypeIdentifiers are treated as strong or weak?
What is the recommended best practice to ensure consistent symbol referencing when using newer APIs like UTType, especially when supporting older OS versions?
We aim to understand this behavior to guarantee stable operation across all supported iOS versions—avoiding both launch failures and runtime crashes caused by inconsistent symbol linking.
Any insights or guidance from the community or Apple engineers would be greatly appreciated!
Let me know if you'd like a shorter version or want to include additional build environment details (Xcode version, deployment target, etc.)!
After committing and pushing code changes, the Repository Up Arrow remains. Not matter how many times you Refresh or Fetch..it only goes away when you shutdown Xcode and restart.
.gitignore processing is a nightmare to correct. There should be a clearer way to remove/delete files from the repository and also synch with new .gitignore settings. But even the .gitignore file name is misleading. Please clean this up in the settings and/or IDE. It costs huge time to correct.
Not seeing a difference between, Fetch Changes, Refresh, or Pull. The only indications of a code changes seems to occur with a Pull. Just not clear what is supposed to happen at the code level.
Topic:
Developer Tools & Services
SubTopic:
Xcode
I’m blocked debugging a watchOS app on a physical Apple Watch. The iPhone connects to Xcode normally (wired), but the Watch either fails to connect with a tunnel timeout or disappears entirely from Xcode after I unpaired it inside Devices & Simulators.
Environment
Mac: macOS 26.x (Apple Silicon Mac)
Xcode: 26.2
iPhone: iOS 26.1
Apple Watch Ultra: watchOS 26.2 (build 23S303)
Connection: iPhone connected to Mac via USB (trusted). Watch paired to iPhone and working normally in the Watch app.
Issue A (when Watch is visible in Xcode)
In Xcode → Window → Devices and Simulators, the Watch shows up but is not usable and fails to connect.
Error:
“Previous preparation error: A connection to this device could not be established.”
“Timed out while attempting to establish tunnel using negotiated network parameters.”
In some attempts the Watch shows “Capacity: Unknown” / limited details, and then fails during preparation.
Issue B (after unpairing Watch in Xcode only)
I unpaired/removed the Watch in Xcode (Devices & Simulators). I did not unpair the Watch from the iPhone.
Now:
iPhone appears in Xcode and works normally for builds.
Watch is still paired to the iPhone and works normally.
Watch no longer appears anywhere in Xcode Devices & Simulators (no paired watch section, no watch run destination).
What I’ve tried
Reboots of Mac, iPhone, Watch (multiple times)
Watch unlocked, awake; iPhone unlocked and close to Watch
Verified Watch is paired and connected in iPhone Watch app
Developer Mode enabled on iPhone and Watch
Wi-Fi and Bluetooth ON (Mac/iPhone/Watch), tried toggling both
Tried on home Wi-Fi and also with iPhone hotspot (same result)
Resetting trust prompts / reconnecting iPhone via USB, re-trusting Mac
Apple Watch: “Clear Trusted Computers”
Xcode: removing/re-adding devices; clearing derived data; restarting Xcode
Watch Developer networking test: Responsiveness = Medium (430 RPM)
Questions
1. Is this a known issue/regression with Xcode 26.2 + watchOS 26.2 tunneling (CoreDevice / devicectl)?
2. Is there an Apple-supported way to force Xcode to re-discover a paired Watch after it was removed from Xcode Devices & Simulators (without unpairing the Watch from the iPhone)?
3. Any recommended logs or diagnostic steps I should collect (Console logs, sysdiagnose, specific Xcode/CoreDevice logs) to include in a Feedback report?
If helpful, I can provide the full error text from Xcode’s Devices window and any logs you recommend.
Thank you in advance,
I’m currently facing a disk space limitation on my Mac.
I’ve already freed up some storage by following the suggestions shared in a previous post, which helped partially, but the issue is not fully resolved and space is still a bottleneck for my workflow.
To move forward, I’d like to ask a very concrete question:
Is it safe and supported to move Xcode to an external hard drive (SSD), use it from there, and simply connect the drive whenever I need to work with Xcode?
Specifically:
Are there known issues with performance, stability, or updates?
Are there components that must remain on the internal disk to avoid unexpected behavior?
Is this a reasonable long-term setup, or just a temporary workaround?
I want to make sure I’m not setting myself up for hidden problems down the road.
Thanks in advance for any clarification or best practices you can share.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Files and Storage
Developer Tools
External Accessory
Xcode
for detailed
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
User Info: {
DVTErrorCreationDateKey = "2026-01-17 08:51:49 +0000";
}
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({
RequestedBuild = 23C54;
})
Domain: DVTDownloadsUtilitiesErrorDomain
Code: -1
Download failed due to not being able to connect to the host. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime)
Domain: com.apple.MobileAssetError.Download
Code: 60
User Info: {
checkNetwork = 1;
}
System Information
macOS Version 15.7.3 (Build 24G419)
Xcode 26.2 (24553) (Build 17C52)
Timestamp: 2026-01-17T16:51:49+08:00
I have an orphaned asset folder taking up 9.13GB located at:
/System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/c0d3fd05106683ba0b3680d4d1afec65f098d700.asset
It contains SimulatorRuntimeAsset version 18.5 (Build 22F77).
Active Version: My current Xcode setup is using version 26.2 (Build 23C54).
I checked the plist files in the directory and found what seems to be the cause of the issue:
The "Never Collected" Flag: The Info.plist inside the orphaned asset folder explicitly sets the garbage collection behavior to "NeverCollected":
<key>__AssetDefaultGarbageCollectionBehavior</key>
<string>NeverCollected</string>
The Catalog Mismatch: The master catalog file (com_apple_MobileAsset_iOSSimulatorRuntime.xml) in the parent directory only lists the new version (26.2). Because the old version (18.5) is missing from this XML, Xcode and mobileassetd seem to have lost track of it entirely.
What I Have Tried (All Failed)
Xcode Components: The version 18.5 does not appear in Settings -> Components, so I cannot delete it via the GUI.
Simctl: xcrun simctl list runtimes does not list this version. Running xcrun simctl runtime delete 22F77 fails with: "No runtime disk images or bundles found matching '22F77'."
Manual Deletion: sudo rm -rf [path] fails with "Operation not permitted", presumably because /System/Library/AssetsV2 is SIP-protected.
Third-party Tools: Apps like DevCleaner do not detect this runtime (likely because they only scan ~/Library or /Library, not /System/Library).
Has anyone found a way to force the system (perhaps via mobileassetd or a specific xcrun flag) to re-evaluate this folder and respect a deletion request?
I am trying to avoid booting into Recovery Mode just to delete a cache file.
Any insights on how AssetsV2 handles these "orphaned" files would be appreciated.
Hi!
I have a bigger Xcode project that has multiple targets:
the main app (MainApp)
helper command line tool (HelperTool)
The project also lists multiple package dependencies via SwiftPM and these dependencies have dependencies between themselves.
One of such packages produces a dynamic library MyFramework which is a dependency for both the main app and the HelperTool which has it listed under Build Phases > Dependencies as well as under Link with Frameworks.
This builds just fine, but the issue somes when I want to add another target called AdditionalHelperTool which it has pretty much the same dependencies as HelperTool.
When I add this second target, I start running into issues like the following:
Multiple commands produce '[...]/Build/Products/Debug/Frameworks/MyFramework.framework/Versions/A'
Target 'HelperTool' (project 'MyApp') has copy command from '[...]/Build/Products/Debug/PackageFrameworks/MyFramework.framework' to '[...]/Build/Products/Debug/Frameworks/MyFramework.framework'
Target 'AdditionalHelperTool' (project 'MyApp') has copy command from '[...]/Build/Products/Debug/PackageFrameworks/MyFramework.framework' to '[...]/Build/Products/Debug/Frameworks/MyFramework.framework'`
It seems that Xcode runs the build of both targets separately and it sees a conflict given that both targets have same dependencies that it's trying to built separately.
Has anyone encountered something similar?
Can anyone suggest a solution for this?
Hello, I just updated my Xcode to 26.2 and downloaded the relevant simulator for it to test how my app looks in general. I use the newest iPhone and mini version, in this case, iPhone 13 mini, and the SE (3rd generation).
Everything is working as expected, but for the iPhone mini simulator, this weird red line is showing. Is anyone having this issue?