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Why can't I see the version I built on TestFlight
After developing the IOS app using XCode, I https://developer.apple.com/account/resources/identifiers/list Created Identifiers (HanBaoAI) and locally created Certificate SigningRequest.certSigningRequest https://developer.apple.com/account/resources/certificates/list Created Certificates (Expiry Date 2026/04/21) and also created profiles (HanBaoAI, Expires 2026/04/21), and then https://appstoreconnect.apple.com/apps I created an app (HanBaoAI) and uploaded it to the official website using Product Archive in xcode. The upload was successful, but the official website's testflight showed 1 (processing). When I refreshed the page, there was no information in testflight. May I ask what the reason is? How to solve it? Please provide complete and detailed solution steps.
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44
Apr ’25
Build number management with Catalyst app
I have an iOS app that also has a Mac Catalyst version that I distribute on the Mac App Store. I upload builds to App Store Connect and use the "Manage version and build number" setting introduced in the past couple of years. This always works without a problem for the iOS version of the app. However, on the Mac, I often get a validation error like this: This bundle is invalid. The value for key CBundleVersion [2958] in the Info.plist file must contain a higher version than that of the previously uploaded version [2959]. Please find more information about CFBundleVersion at https://developer.apple.com/documentation/bundleresources/information_property_list/cfbundleversion (ID: 44cc3c93-a563-45bd-8e10-884444207eae) This is all without making any changes to the code or info plist. The exact same code will build, archive, and upload with no problems whatsoever. I often end up having to manually update the bundle version in order to get an upload to succeed. Once I do, both the iOS and Mac versions will upload and validate successfully, but the problem inevitably returns in future releases. All in all, it seems to defeat the purpose of the Xcode automatic build management feature. Am I missing a step somewhere? Why would this happen with the Mac build but not iOS?
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182
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 doesn't recognise changes in file status, unable to stage and commit to repo.
I'm using Version 16.4 (16F6) of Xcode on macOS 15.5 (24F74) and everything was working fine until I selected an older build to branch out from. Now, Xcode cant properly know the file status as it keeps on changing it after quitting and relaunching it. The changes in the file are there and when trying to commit to the local repo it doesn't show any changes to stage. At present I'm relying on making project folder backups as a way of backing up builds. Any suggestions what can be done?
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208
Jul ’25
code coverage broken 0% since Xcode 16.2
Hi, moving from Xcode 16.1 to 16.2, the code coverage percentage is still 0. The project is quite old, but it worked with 16.1. What I tried: converted the old tests to test plans in the settings, including all the various targets (for internal functionality contained in frameworks, each framework has its own test target). added the various code coverage flags to YES. added test hosts to the main targets. played with various settings found in dozens of guides. But nothing. The main app shows 0% coverage, even though the internal frameworks have their own coverage and the files within the main app are tested. On Xcode 16.1, the % appears, but from 16.2 onwards, it doesn't. Also tried with Xcode 26. Any ideas? Thanks
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Jul ’25
Undefined symbol linker errors after upgrading to Xcode 16 with Flutter iOS integration
Dear Apple Developer Support, We are experiencing a critical issue after upgrading our development environment from Xcode 15 to Xcode 16 (beta). Our iOS application integrates Flutter via CocoaPods (install_all_flutter_pods and flutter_post_install) and uses plugins like webview_flutter. After the upgrade, our project started failing at the linking stage with the following errors: Undefined symbol: _XPluginsGetDataFuncOrAbort Undefined symbol: _XPluginsGetFunctionPtrFromID Undefined symbol: Plugins::SocketThreadLocalScope::SocketThreadLocalScope(int) Undefined symbol: Plugins::SocketThreadLocalScope::~SocketThreadLocalScope() Linker command failed with exit code 1 These symbols seem to originate from Flutter’s new native C++ plugin architecture (possibly via webview_flutter_wkwebview), and were previously resolving fine with Xcode 15. We have ensured the following: Added -lc++ and -ObjC to OTHER_LDFLAGS Cleaned and rebuilt Flutter module via flutter build ios --release Re-installed CocoaPods with pod install Verified Flutter.xcframework and plugin xcframeworks are present Despite this, the linker fails to resolve the mentioned symbols under Xcode 16. This suggests a stricter linker behavior or a compatibility issue with the new C++ plugin system Flutter uses. Can you confirm: If Xcode 16 introduces stricter C++/Objective-C++ linker constraints? Is there an official workaround or updated documentation for dealing with Plugins::SocketThreadLocalScope and related symbol resolution? Should these symbols be declared explicitly or provided in .xcframework format from plugin developers? We would appreciate guidance or clarification on how to proceed with Flutter plugin compatibility under Xcode 16. Thank you.
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114
Jul ’25
Xcode keeps touching readonly xcschemes on launch
We use Perforce for version control, which means that all files not checked out are readonly. Lately Xcode has started displaying a fixed sequence of these dialogs on every launch: This means it is trying to modify some readonly file within the xcodeproj. Out of our 60 subprojects this always comes up for the exact same 6. I have so far uncovered the following: It is really trying to modify the shared xcschemes and not the pbxproj. (If I set those to writable the dialog does not appear.) Actually the files are not changed if I click "Unlock", but the com.apple.provenance xattr flag is removed from them. These xcschemes are of version 1.7 while all others are 1.3. If I change them to 1.3 Xcode still wants to modify them at launch and sets them back to 1.7. This is very annoying. What is it about these xcschemes that upsets Xcode, and how can I stop these dialogs from appearing? (One workaround is to keep them checked out dumped to a changelist that I never submit, but that is error prone when I do need to make changes to those, and also is not really possible when jumping between old states of the repo to find the change that broke something.)
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Jul ’25
Signing Issues with VisionOS app
I am having an issue with signing and provisioning a Vision OS app. I have an iOS app and a VisionOS app. Everything works fine on the iOS but having issues with the VisionOS. First, I am having issues with xcodebuild -exportArchive. When I run it on an archive of my VisionOS app I get ** EXPORT FAILED ** error: exportArchive No Accounts error: exportArchive No profiles for 'X' were found Where X is my bundle ID. Meanwhile the iOS app succeeds. This is on a CI machine but I confirmed the distribution provision profile for the vision OS app is installed on the machine. Even if I change the value of the -exportOptionsPlist to the one I used for the iOS project I get this error. Is the issue in the archive itself? The archives are generated from building in Unity and archiving the xcodeproject with xcodebuild archive Second, as a workaround I archived a debug ipa on my machine and uploaded this ipa to my CI machine which has the credentials to sign for distribution. I use this script as an example as how to resign the IPA: https://gist.github.com/lodalo/754a35b48d382ae99b25 I remove the CodeSignatures and codesign both .app and UnityFramework.framework. Using this resigned IPA I get this error when I try to upload to app store connect (via Transporter app and altool) errors: Validation failed (409) Missing or invalid signature. The bundle 'X' at bundle path 'Payload/Y.app' is not signed using an Apple submission certificate. To verify the signing I used codesign -dvvv --entitlements - On both the iOS and VisionOS app and they have the same values under all the Authority fields. Different profiles, of course. So the certificate I used is eligible to upload the iOS app successfully but doesn't work on the VisionOS ipa? Any help on solving any of these issues would be great so I can upload the vision OS app. Thank you!
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379
Jul ’25
CPListTemplate in CarPlay Simulator: Multiple Items Selected on Tap
I am encountering an issue while running my CarPlay app in the simulator using CPListTemplate. On app launch, when I tap on the first item in the list and then tap on the second item, both items remain selected instead of only the latest tapped item. This behavior does not align with the expected single-item selection functionality. Has anyone else faced this issue? Is there a workaround or a known resolution for this behavior?
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May ’25
Why does dependency analysis work for a script that outputs a folder that is copied in copy bundle resources but not once that script is moved to an aggregate target?
This question is a component of this question and an extension to this question which has been solved. This situation might feel a pinch constructed but it is a simplified version of one step of the original question. Basically in my app I have a script that outputs a folder with a few files inside of it. This folder is output to $(BUILT_PRODUCTS_DIR)/build/ and is referenced via a PBXBuildFile. Because I put a wait in the script (to simulate a long build I have in my real project) it is very obvious when the script is or isn't run. The goal would be for it to run only when its dependencies have changed. The trick is if I put this script as a "run script" phase within my final target dependency analysis works great. The script only runs when the dependencies are updated. However if I put the "run script" phase into an aggregate target then add it as a Target Dependency in the main target Xcode wants to run the script every time. Regardless of if the dependencies have changed. However if you build just the aggregate target alone everything goes just fine. It only builds when it has to. To me this does not quite make sense. I thought that dependency analysis of the script within my aggregate target would be the same regardless of whether that script was within the aggregate target or the main target. In my app I ideally need the aggregate target to be shared by multiple other targets. While I could put the script in each it would be more foolproof to have them share an aggregate target. Why would dependency analysis come to a different conclusion when the script is within an aggregate target that is a target dependency of the main target? If it helps here is the script and the entire project can be found here on GitHub if you would like to play with it. mkdir -p "${SCRIPT_OUTPUT_FILE_0}/build/" echo "Pausing for 10 seconds before creating files..." sleep 10 cat "${SCRIPT_INPUT_FILE_0}" cat > "${SCRIPT_OUTPUT_FILE_0}/build/index.html" << EOF <!DOCTYPE html> <html> <head> <title>Simple Page</title> </head> <body> <h1>Welcome to Simple Page</h1> <p>Generated at: $(date)</p> </body> </html> EOF cat > "${SCRIPT_OUTPUT_FILE_0}/build/page.html" << 'EOF' <!DOCTYPE html> <html> <head> <title>Simple Page</title> </head> <body> </body> </html> EOF
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Aug ’25
No models available in Xcode 26 beta Code Assistant
I have downloaded the new Xcode beta, signed in with my ChatGPT account yet there is still no model available for me to select. I have reinstalled Xcode, logged in and out of the ChatGPT integration a dozen times, pressed every single button, but nothing seems to make a model appear? Am I stupid or am I missing something?
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Jul ’25
Proper includes into Package.swift
Ok, I have a bit of special problem. I want to use the "Swift Upcoming Feature Flags" in my packages. The problem is that we have quite a lot of Packages in a quite deep tree: at the root of the Package directory there are four dirs: AppA/ AppB/ Shared/ Temporary/ also the packages ExternalLibs and BuildPlugins. Temporary contains Packages that need rework and the other three subdirs each contain the subdirs: Features/ Utilities/ Services/ All in all there are over 100 packages. Now I would like to use definitions like https://github.com/treastrain/swift-upcomingfeatureflags-cheatsheet to use in the Package.swift files. And as you might guess, I do not want to copy those into each and every Package.swift file. It seems like SPM is only finding includes by itself if they are in the exact same directory as the Package.swift file 🙄 That's not at all helpful… Has anyone found a way to do useful includes into Package.swift files? Any help appreciated. Thank You Roddi
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Jul ’25
launchd_sim and AppleSpell deadlock
I've got a 2019 Intel iMac running Sequoia 15.4.1 and Xcode 16.3. Every time I try to view a storyboard Xcode locks up and beachballs on me. It takes minutes to load the file. When I force-quit Xcode, the report that shows up has this as the reason: Processes reached dispatch thread soft limit (64): launchd_sim [96305] [unique pid 194673], launchd_sim [96260] [unique pid 194628] Deadlock: AppleSpell [1494] thread 0x1df0c4 DispatchQueue 313 -> AppleSpell [1494] thread 0x1df0c4 DispatchQueue 313 Deadlock: AppleSpell [1494] thread 0x1df114 DispatchQueue 86 -> AppleSpell [1494] thread 0x1df114 DispatchQueue 86 Blocked by Deadlock: 1 task - AppleSpell [1494] I'm wondering, why is AppleSpell trying to spell-check a plist file? Is there any way to tell AppleSpell to ignore a file?
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Apr ’25
How to disable Stereo Spatialization in Apps
I have an App that has working audio for most devices except for iOS18 + Air pods pro connected. Eventually I realized that this is due to the Audio Spatialization which is enabled by default. I found a information property list key called AVGameBypassSystemSpatialAudio which can be enabled to true AVGameBypassSystemSpatialAudio and now the audio works for 90% of the game. However my game has a .MP4 which when it is played will be paused when the air pods are connected and after force skipping the video the Spatialization is now enabled and the app no longer has audio. I checked through the logs and found this part mediaplaybackd <<<< FigFilePlayer >>>> itemfig_establishedStereoAudioSpatializationPreferenceForAsset: <0x53451c000|I/OWH.01>: Stereo Spatialization allowed by default due to asset containing video After this line I can see the Spatialization being enabled. Does anyone know how to disable this auto setting of stereo Spatialization by default?
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Jul ’25
cannot update system time on AppleWatch using simctl
I am attempting to generate screenshots at various logical times using a watchOS 11 simulator. % xcrun simctl status_bar "Apple Watch Series 10 (46mm)" override --time 9:06 An error was encountered processing the command (domain=NSPOSIXErrorDomain, code=45): Simulator device failed to complete the requested operation. Operation not supported Underlying error (domain=NSPOSIXErrorDomain, code=45): Status bar overrides not supported on this platform. Operation not supported Using WatchOS Clock Settings gives me at most 59 minutes in which to succeed. Even if I had a physical watch for every series and size, I would have to wait up to 23 hours before being able to generate my marketing screenshots to support various user scenarios. With three settings variations, a minimal wait time to get to good marketable content would be on the order of 1 month per app version.
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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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Jul ’25
Custom font not support in Xcode 16.3
I'm experiencing an issue with a custom font not loading properly in Xcode 16.3. The font files are included in the bundle, listed in Info.plist, and verified for correct names using UIFont.familyNames, but they still don't appear at runtime. Has anyone else run into this with Xcode 16.3? Could this be related to recent changes in asset packaging or font catalogs?
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Apr ’25
Device not detected
Trying to test applications on AVP as opposed to simulator. AVP can connect to MacBook via Mac virtual display so connection exists, but in X code under Windows devices the AVP does not show up same holds true on the AVP itself under remote devices. The MacBook Pro does not appear. I am signed in under the same account on the same Wi-Fi network. I have tried all basic troubleshooting. It is not clear to me that I am logged in as a developer, which could be the issue, but I am using OS 26, which does not appear to have the developer option under privacy and security where it used to reside in previous versions of the OS.
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111
Jul ’25
Why can't I see the version I built on TestFlight
After developing the IOS app using XCode, I https://developer.apple.com/account/resources/identifiers/list Created Identifiers (HanBaoAI) and locally created Certificate SigningRequest.certSigningRequest https://developer.apple.com/account/resources/certificates/list Created Certificates (Expiry Date 2026/04/21) and also created profiles (HanBaoAI, Expires 2026/04/21), and then https://appstoreconnect.apple.com/apps I created an app (HanBaoAI) and uploaded it to the official website using Product Archive in xcode. The upload was successful, but the official website's testflight showed 1 (processing). When I refreshed the page, there was no information in testflight. May I ask what the reason is? How to solve it? Please provide complete and detailed solution steps.
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44
Activity
Apr ’25
Build number management with Catalyst app
I have an iOS app that also has a Mac Catalyst version that I distribute on the Mac App Store. I upload builds to App Store Connect and use the "Manage version and build number" setting introduced in the past couple of years. This always works without a problem for the iOS version of the app. However, on the Mac, I often get a validation error like this: This bundle is invalid. The value for key CBundleVersion [2958] in the Info.plist file must contain a higher version than that of the previously uploaded version [2959]. Please find more information about CFBundleVersion at https://developer.apple.com/documentation/bundleresources/information_property_list/cfbundleversion (ID: 44cc3c93-a563-45bd-8e10-884444207eae) This is all without making any changes to the code or info plist. The exact same code will build, archive, and upload with no problems whatsoever. I often end up having to manually update the bundle version in order to get an upload to succeed. Once I do, both the iOS and Mac versions will upload and validate successfully, but the problem inevitably returns in future releases. All in all, it seems to defeat the purpose of the Xcode automatic build management feature. Am I missing a step somewhere? Why would this happen with the Mac build but not iOS?
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1
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182
Activity
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
Activity
Jul ’25
Why does this symbol appear on my app icon during build?
When I build the app, a block symbol appears on the app icon in the Debug Area at the bottom. What is the reason for this?
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162
Activity
Jul ’25
Xcode stuck on sign-in window of adding a new Apple Account
Xcode is stuck on sign-in window of adding a new Apple Account. Returns "unknown error occurred" after couple of hours
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145
Activity
Jul ’25
Xcode doesn't recognise changes in file status, unable to stage and commit to repo.
I'm using Version 16.4 (16F6) of Xcode on macOS 15.5 (24F74) and everything was working fine until I selected an older build to branch out from. Now, Xcode cant properly know the file status as it keeps on changing it after quitting and relaunching it. The changes in the file are there and when trying to commit to the local repo it doesn't show any changes to stage. At present I'm relying on making project folder backups as a way of backing up builds. Any suggestions what can be done?
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208
Activity
Jul ’25
code coverage broken 0% since Xcode 16.2
Hi, moving from Xcode 16.1 to 16.2, the code coverage percentage is still 0. The project is quite old, but it worked with 16.1. What I tried: converted the old tests to test plans in the settings, including all the various targets (for internal functionality contained in frameworks, each framework has its own test target). added the various code coverage flags to YES. added test hosts to the main targets. played with various settings found in dozens of guides. But nothing. The main app shows 0% coverage, even though the internal frameworks have their own coverage and the files within the main app are tested. On Xcode 16.1, the % appears, but from 16.2 onwards, it doesn't. Also tried with Xcode 26. Any ideas? Thanks
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190
Activity
Jul ’25
Undefined symbol linker errors after upgrading to Xcode 16 with Flutter iOS integration
Dear Apple Developer Support, We are experiencing a critical issue after upgrading our development environment from Xcode 15 to Xcode 16 (beta). Our iOS application integrates Flutter via CocoaPods (install_all_flutter_pods and flutter_post_install) and uses plugins like webview_flutter. After the upgrade, our project started failing at the linking stage with the following errors: Undefined symbol: _XPluginsGetDataFuncOrAbort Undefined symbol: _XPluginsGetFunctionPtrFromID Undefined symbol: Plugins::SocketThreadLocalScope::SocketThreadLocalScope(int) Undefined symbol: Plugins::SocketThreadLocalScope::~SocketThreadLocalScope() Linker command failed with exit code 1 These symbols seem to originate from Flutter’s new native C++ plugin architecture (possibly via webview_flutter_wkwebview), and were previously resolving fine with Xcode 15. We have ensured the following: Added -lc++ and -ObjC to OTHER_LDFLAGS Cleaned and rebuilt Flutter module via flutter build ios --release Re-installed CocoaPods with pod install Verified Flutter.xcframework and plugin xcframeworks are present Despite this, the linker fails to resolve the mentioned symbols under Xcode 16. This suggests a stricter linker behavior or a compatibility issue with the new C++ plugin system Flutter uses. Can you confirm: If Xcode 16 introduces stricter C++/Objective-C++ linker constraints? Is there an official workaround or updated documentation for dealing with Plugins::SocketThreadLocalScope and related symbol resolution? Should these symbols be declared explicitly or provided in .xcframework format from plugin developers? We would appreciate guidance or clarification on how to proceed with Flutter plugin compatibility under Xcode 16. Thank you.
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114
Activity
Jul ’25
Xcode keeps touching readonly xcschemes on launch
We use Perforce for version control, which means that all files not checked out are readonly. Lately Xcode has started displaying a fixed sequence of these dialogs on every launch: This means it is trying to modify some readonly file within the xcodeproj. Out of our 60 subprojects this always comes up for the exact same 6. I have so far uncovered the following: It is really trying to modify the shared xcschemes and not the pbxproj. (If I set those to writable the dialog does not appear.) Actually the files are not changed if I click "Unlock", but the com.apple.provenance xattr flag is removed from them. These xcschemes are of version 1.7 while all others are 1.3. If I change them to 1.3 Xcode still wants to modify them at launch and sets them back to 1.7. This is very annoying. What is it about these xcschemes that upsets Xcode, and how can I stop these dialogs from appearing? (One workaround is to keep them checked out dumped to a changelist that I never submit, but that is error prone when I do need to make changes to those, and also is not really possible when jumping between old states of the repo to find the change that broke something.)
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133
Activity
Jul ’25
Signing Issues with VisionOS app
I am having an issue with signing and provisioning a Vision OS app. I have an iOS app and a VisionOS app. Everything works fine on the iOS but having issues with the VisionOS. First, I am having issues with xcodebuild -exportArchive. When I run it on an archive of my VisionOS app I get ** EXPORT FAILED ** error: exportArchive No Accounts error: exportArchive No profiles for 'X' were found Where X is my bundle ID. Meanwhile the iOS app succeeds. This is on a CI machine but I confirmed the distribution provision profile for the vision OS app is installed on the machine. Even if I change the value of the -exportOptionsPlist to the one I used for the iOS project I get this error. Is the issue in the archive itself? The archives are generated from building in Unity and archiving the xcodeproject with xcodebuild archive Second, as a workaround I archived a debug ipa on my machine and uploaded this ipa to my CI machine which has the credentials to sign for distribution. I use this script as an example as how to resign the IPA: https://gist.github.com/lodalo/754a35b48d382ae99b25 I remove the CodeSignatures and codesign both .app and UnityFramework.framework. Using this resigned IPA I get this error when I try to upload to app store connect (via Transporter app and altool) errors: Validation failed (409) Missing or invalid signature. The bundle 'X' at bundle path 'Payload/Y.app' is not signed using an Apple submission certificate. To verify the signing I used codesign -dvvv --entitlements - On both the iOS and VisionOS app and they have the same values under all the Authority fields. Different profiles, of course. So the certificate I used is eligible to upload the iOS app successfully but doesn't work on the VisionOS ipa? Any help on solving any of these issues would be great so I can upload the vision OS app. Thank you!
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379
Activity
Jul ’25
CPListTemplate in CarPlay Simulator: Multiple Items Selected on Tap
I am encountering an issue while running my CarPlay app in the simulator using CPListTemplate. On app launch, when I tap on the first item in the list and then tap on the second item, both items remain selected instead of only the latest tapped item. This behavior does not align with the expected single-item selection functionality. Has anyone else faced this issue? Is there a workaround or a known resolution for this behavior?
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48
Activity
May ’25
Why does dependency analysis work for a script that outputs a folder that is copied in copy bundle resources but not once that script is moved to an aggregate target?
This question is a component of this question and an extension to this question which has been solved. This situation might feel a pinch constructed but it is a simplified version of one step of the original question. Basically in my app I have a script that outputs a folder with a few files inside of it. This folder is output to $(BUILT_PRODUCTS_DIR)/build/ and is referenced via a PBXBuildFile. Because I put a wait in the script (to simulate a long build I have in my real project) it is very obvious when the script is or isn't run. The goal would be for it to run only when its dependencies have changed. The trick is if I put this script as a "run script" phase within my final target dependency analysis works great. The script only runs when the dependencies are updated. However if I put the "run script" phase into an aggregate target then add it as a Target Dependency in the main target Xcode wants to run the script every time. Regardless of if the dependencies have changed. However if you build just the aggregate target alone everything goes just fine. It only builds when it has to. To me this does not quite make sense. I thought that dependency analysis of the script within my aggregate target would be the same regardless of whether that script was within the aggregate target or the main target. In my app I ideally need the aggregate target to be shared by multiple other targets. While I could put the script in each it would be more foolproof to have them share an aggregate target. Why would dependency analysis come to a different conclusion when the script is within an aggregate target that is a target dependency of the main target? If it helps here is the script and the entire project can be found here on GitHub if you would like to play with it. mkdir -p "${SCRIPT_OUTPUT_FILE_0}/build/" echo "Pausing for 10 seconds before creating files..." sleep 10 cat "${SCRIPT_INPUT_FILE_0}" cat > "${SCRIPT_OUTPUT_FILE_0}/build/index.html" << EOF <!DOCTYPE html> <html> <head> <title>Simple Page</title> </head> <body> <h1>Welcome to Simple Page</h1> <p>Generated at: $(date)</p> </body> </html> EOF cat > "${SCRIPT_OUTPUT_FILE_0}/build/page.html" << 'EOF' <!DOCTYPE html> <html> <head> <title>Simple Page</title> </head> <body> </body> </html> EOF
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88
Activity
Aug ’25
No models available in Xcode 26 beta Code Assistant
I have downloaded the new Xcode beta, signed in with my ChatGPT account yet there is still no model available for me to select. I have reinstalled Xcode, logged in and out of the ChatGPT integration a dozen times, pressed every single button, but nothing seems to make a model appear? Am I stupid or am I missing something?
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166
Activity
Jul ’25
Proper includes into Package.swift
Ok, I have a bit of special problem. I want to use the "Swift Upcoming Feature Flags" in my packages. The problem is that we have quite a lot of Packages in a quite deep tree: at the root of the Package directory there are four dirs: AppA/ AppB/ Shared/ Temporary/ also the packages ExternalLibs and BuildPlugins. Temporary contains Packages that need rework and the other three subdirs each contain the subdirs: Features/ Utilities/ Services/ All in all there are over 100 packages. Now I would like to use definitions like https://github.com/treastrain/swift-upcomingfeatureflags-cheatsheet to use in the Package.swift files. And as you might guess, I do not want to copy those into each and every Package.swift file. It seems like SPM is only finding includes by itself if they are in the exact same directory as the Package.swift file 🙄 That's not at all helpful… Has anyone found a way to do useful includes into Package.swift files? Any help appreciated. Thank You Roddi
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122
Activity
Jul ’25
launchd_sim and AppleSpell deadlock
I've got a 2019 Intel iMac running Sequoia 15.4.1 and Xcode 16.3. Every time I try to view a storyboard Xcode locks up and beachballs on me. It takes minutes to load the file. When I force-quit Xcode, the report that shows up has this as the reason: Processes reached dispatch thread soft limit (64): launchd_sim [96305] [unique pid 194673], launchd_sim [96260] [unique pid 194628] Deadlock: AppleSpell [1494] thread 0x1df0c4 DispatchQueue 313 -> AppleSpell [1494] thread 0x1df0c4 DispatchQueue 313 Deadlock: AppleSpell [1494] thread 0x1df114 DispatchQueue 86 -> AppleSpell [1494] thread 0x1df114 DispatchQueue 86 Blocked by Deadlock: 1 task - AppleSpell [1494] I'm wondering, why is AppleSpell trying to spell-check a plist file? Is there any way to tell AppleSpell to ignore a file?
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78
Activity
Apr ’25
How to disable Stereo Spatialization in Apps
I have an App that has working audio for most devices except for iOS18 + Air pods pro connected. Eventually I realized that this is due to the Audio Spatialization which is enabled by default. I found a information property list key called AVGameBypassSystemSpatialAudio which can be enabled to true AVGameBypassSystemSpatialAudio and now the audio works for 90% of the game. However my game has a .MP4 which when it is played will be paused when the air pods are connected and after force skipping the video the Spatialization is now enabled and the app no longer has audio. I checked through the logs and found this part mediaplaybackd <<<< FigFilePlayer >>>> itemfig_establishedStereoAudioSpatializationPreferenceForAsset: <0x53451c000|I/OWH.01>: Stereo Spatialization allowed by default due to asset containing video After this line I can see the Spatialization being enabled. Does anyone know how to disable this auto setting of stereo Spatialization by default?
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118
Activity
Jul ’25
cannot update system time on AppleWatch using simctl
I am attempting to generate screenshots at various logical times using a watchOS 11 simulator. % xcrun simctl status_bar "Apple Watch Series 10 (46mm)" override --time 9:06 An error was encountered processing the command (domain=NSPOSIXErrorDomain, code=45): Simulator device failed to complete the requested operation. Operation not supported Underlying error (domain=NSPOSIXErrorDomain, code=45): Status bar overrides not supported on this platform. Operation not supported Using WatchOS Clock Settings gives me at most 59 minutes in which to succeed. Even if I had a physical watch for every series and size, I would have to wait up to 23 hours before being able to generate my marketing screenshots to support various user scenarios. With three settings variations, a minimal wait time to get to good marketable content would be on the order of 1 month per app version.
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69
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.
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96
Activity
Jul ’25
Custom font not support in Xcode 16.3
I'm experiencing an issue with a custom font not loading properly in Xcode 16.3. The font files are included in the bundle, listed in Info.plist, and verified for correct names using UIFont.familyNames, but they still don't appear at runtime. Has anyone else run into this with Xcode 16.3? Could this be related to recent changes in asset packaging or font catalogs?
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99
Activity
Apr ’25
Device not detected
Trying to test applications on AVP as opposed to simulator. AVP can connect to MacBook via Mac virtual display so connection exists, but in X code under Windows devices the AVP does not show up same holds true on the AVP itself under remote devices. The MacBook Pro does not appear. I am signed in under the same account on the same Wi-Fi network. I have tried all basic troubleshooting. It is not clear to me that I am logged in as a developer, which could be the issue, but I am using OS 26, which does not appear to have the developer option under privacy and security where it used to reside in previous versions of the OS.
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111
Activity
Jul ’25