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Metal toolchain compilation error after migration to MacOS 26 and XCode 26.1
Hello. I migrated yesterday two machines from OS15 to OS26 (same Ram; M1Max chip). On the first one, a MBP, everything is allright, and my old Metal projects can compile and run, even with MacOS12 as a destination. On the second computer (MacStudio) I got a compile "error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain". I spent hours on many forums and tried all proposed solutions and still get the same error. Any idea? Thanks
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VoIP Push Notifications Not Delivered in Background/Killed State (Using AppDelegate)
Hello, colleagues. I am reaching out to the community with an issue that is likely quite common. Unfortunately, I have not been able to resolve it independently and would like to confirm if my approach is correct. Core Problem: VoIP push notifications are not delivered to the application when it is in the background or terminated. After reviewing existing discussions on the forum, I concluded that the cause might be related to CallKit not having enough time to register. However, in my case, I am using AppDelegate, and in theory, CallKit registration should occur quickly enough. Nevertheless, the issue persists. Additional Question: I would also like to clarify the possibility of customizing the CallKit interface. Specifically, I am interested in adding custom buttons (for example, to open a door). Please advise if such functionality is supported by CallKit itself, or if a different approach is required for its implementation. Thank you in advance for your time and attention to my questions. For a more detailed analysis, I have attached a fragment of my code below. I hope this will help clarify the situation. Main File @main struct smartappApp: App { @UIApplicationDelegateAdaptor private var delegate: AppDelegate @StateObject private var navigationManager = NavigationManager() init() { print("Xct") if !isRunningTests() { DILocator.instance .registerModules([ ConfigModule(), SipModule(), AuthModule(), NetworkModule(), CoreDataModule(), RepositoryModule(), DataUseCaseModule(), SipUseCaseModule() ]) } } func application(_ application: UIApplication, didReceiveRemoteNotification userInfo: [AnyHashable: Any], fetchCompletionHandler completionHandler: @escaping (UIBackgroundFetchResult) -> Void) { print("Axtest") completionHandler(.newData) } var body: some Scene { App Delegate File class AppDelegate: UIResponder, UIApplicationDelegate { private let voipRegistry = PKPushRegistry(queue: .main) private var provider: CXProvider? func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool { setupPushKit() setupCallKit() return true } public func regist(){ setupPushKit() setupCallKit() } private func setupPushKit() { voipRegistry.delegate = self voipRegistry.desiredPushTypes = [.voIP] DispatchQueue.main.async { self.voipRegistry.pushToken(for: .voIP) } } // MARK: - CallKit Setup private func setupCallKit() { let configuration = CXProviderConfiguration(localizedName: "MyApp") configuration.maximumCallGroups = 1 configuration.maximumCallsPerCallGroup = 1 configuration.supportsVideo = true configuration.iconTemplateImageData = UIImage(named: "callIcon")?.pngData() provider = CXProvider(configuration: configuration) provider?.setDelegate(self, queue: .main) } // MARK: - Background Launch Handling func application(_ application: UIApplication, didReceiveRemoteNotification userInfo: [AnyHashable: Any], fetchCompletionHandler completionHandler: @escaping (UIBackgroundFetchResult) -> Void) { print("Axtest") completionHandler(.newData) } } extension AppDelegate: PKPushRegistryDelegate { func pushRegistry(_ registry: PKPushRegistry, didUpdate pushCredentials: PKPushCredentials, for type: PKPushType) { APNsImpl().registerToken(token: pushCredentials.token.map { String(format: "%02.2hhx", $0) }.joined()) } func pushRegistry(_ registry: PKPushRegistry, didReceiveIncomingPushWith payload: PKPushPayload, for type: PKPushType) { guard type == .voIP else { return } print("call kit") let payloadDict = payload.dictionaryPayload let update = CXCallUpdate() update.remoteHandle = CXHandle(type: .phoneNumber, value: "dsfsdfddsf") update.hasVideo = payloadDict["hasVideo"] as? Bool ?? false provider?.reportNewIncomingCall(with: UUID(), update: update, completion: { error in if let error = error { print("Failed to report incoming call: \(error.localizedDescription)") } else { print("Successfully reported incoming call") } }) } }
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Accessing Built-In iOS Alarm Sounds When Using AlarmKit
Hi everyone, I’m currently integrating AlarmKit into an app and would like to offer users the same selection of built-in iOS alarm sounds that the native Clock app provides. So far, I haven’t found any API in AlarmKit (or elsewhere in the SDK) that exposes the system’s default alarm tones. Before implementing a custom sound library, I wanted to check: Is there any way to access or present the iOS system alarm sounds when creating alarms with AlarmKit? Or are developers limited to custom audio files that we provide ourselves? If anyone has experience with AlarmKit or knows whether this is technically possible (or explicitly restricted), I’d really appreciate your insights. Thanks!
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Xcode 26 CompileMetalFile failed
"EnableLiveAssetServerV2-com.apple.MobileAsset.MetalToolchain" = on; ProductName: macOS ProductVersion: 26.0.1 BuildVersion: 25A362 The MetalToolchain is installed, however I keep getting error that MetalToolchain cannot be found by the Xcode "Command CompileMetalFile failed with a nonzero exit code" error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain ❯ xcodebuild -downloadComponent MetalToolchain 2025-10-31 11:18:29.004 xcodebuild[6605:45524] IDEDownloadableMetalToolchainCoordinator: Failed to remount the Metal Toolchain: The file “com.apple.MobileAsset.MetalToolchain-v17.1.324.0.k9JmEp” couldn’t be opened because you don’t have permission to view it. Beginning asset download... 2025-10-31 11:18:29.212 xcodebuild[6605:45523] IDEDownloadableMetalToolchainCoordinator: Failed to remount the Metal Toolchain: The file “com.apple.MobileAsset.MetalToolchain-v17.1.324.0.k9JmEp” couldn’t be opened because you don’t have permission to view it. Downloaded asset to: /System/Library/AssetsV2/com_apple_MobileAsset_MetalToolchain/4ab058bc1c53034b8c0a9baca6fba2d2b78bb965.asset/AssetData/Restore/022-17211-415.dmg Done downloading: Metal Toolchain 17A324.
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App Store Review: Zero Consistency
I’ve officially given up trying to release my app on iOS. Apple’s latest rejection quotes: • Guideline 5.1.5 – Location Services “The app uses location data for features that are not relevant to a user’s location. Specifically, the app is not functional when Location Services are disabled. To resolve this issue, please revise the app so that the app is fully functional without requiring the user to enable Location Services.” • Guideline 5.1.1 – Data Collection and Storage Complaining that the app “encourages or directs” users to go to Settings to enable location. My app is literally built around live location. The entire point is: you walk the circuit, see telemetry synced with where you are. No location, no app. That is the product. Apple wants the app to be “fully functional” without the one thing it needs to exist. That’s like rejecting a camera app because it doesn’t “fully function” with no camera permission. What makes this worse is the complete lack of consistency. Every time I fix what they ask, the next review comes back with a different problem, instead of a clear list of issues to solve in one go. No stable checklist, no coherent interpretation, just moving goalposts and copy-paste template replies that ignore reviewer notes and how the app actually works. They don’t seem to understand how incapable this process is for serious, niche apps. It’s not about quality or privacy at this point, it’s about box-ticking and cover-your-back behaviour. Meanwhile, small devs are supposed to burn weeks rewriting core flows just to satisfy someone who clearly hasn’t even tried to use the app properly. I’ve decided to keep the app Android-only. iOS simply isn’t worth fighting with a review system that can’t even be consistent with its own guidelines. Has anyone else had similar problems with Apple inventing a new issue every review instead of giving you one clear, stable set of requirements to fix?
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Xcode Cloud won't load from Xcode or App Store Connect
I am setting up a new app and am having problems with Xcode Cloud. From Xcode if I click on the "Cloud" button under the Report Navigator I get a spinner for a long time then get the message "Could not load Xcode Cloud data". I also visited the "Xcode Cloud" tab under my app in App Store Connect and I get a spinner and nothing loads. This is a recent account and I'm setting up Xcode Cloud for the first time. Below is what I've tried and I'm out of ideas on how to get this working. In Xcode, I signed out and back in as the Account Holder Closed Xcode and reopened This occurred yesterday and today and have not seen a problem under the Apple System Status page On the latest Xcode 16.2 Checked the Signing & Capabilities tab in Xcode and my team a bundle Id is correct and it's happy with signing. At this time on my machine I am using the distribution profile.
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XCTFail immediately aborts the test in Xcode 26 — no retry on failure
Hi, I’m seeing an unexpected change in how XCTFail behaves in UI tests after updating Xcode. I use the following helper method: `func waitForExistance(file: StaticString, line: UInt) -> Self { if !(element.exists || element.waitForExistence(timeout: Configuration.current.predicateTimeout)) { XCTFail("couldn't find element: \(element) after \(Configuration.current.predicateTimeout) seconds", file: file, line: line) return self } else { return self } }` In Xcode 16.4, this worked as expected: – when an element wasn’t found, XCTFail was triggered, but the test continued running, allowing my retry logic to execute. After updating to Xcode 26.1 / 26.2 - the test now immediately aborts after XCTFail, without executing the next retry. The logs show: `t = 113.22s Tear Down t = 113.22s Terminate com.viessmann.care:81789 *** Assertion failure in -[UITests.Tests _caughtUnhandledDeveloperExceptionPermittingControlFlowInterruptions:caughtInterruptionException:whileExecutingBlock:], XCTestCase+IssueHandling.m:273 Test Case '-[UITests.Tests test_case]' failed (114.323 seconds). Flushing outgoing messages to the IDE with timeout 600.00s Received confirmation that IDE processed remaining outgoing messages` It looks like XCTFail in Xcode 26 is now treated as an unhandled developer exception, which stops the test execution immediately, even when it’s called inside a helper method. This was not the case in earlier versions. My questions: Is this a regression in XCTest? Or an intentional change in how XCTFail behaves in newer Xcode versions? Should failures now be reported differently (e.g., using record(.init(type: .assertionFailure, …))) if I want to continue the test instead of aborting it? I would like to restore the previous behavior where the failure is logged without terminating the entire test, so my retry mechanism can still run. Has anyone else run into this after upgrading? Thanks in advance! If you’d like, I can also add recommended workarounds that actually work with Xcode 16.4 (e.g., replacing XCTFail with a non-terminating issue record).
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You do not have required contracts to perform an operation.
Hi, I need help with the error: “You do not have required contracts to perform an operation.” (ID: cc897baf-6551-474b-bbef-3dd5bdf89931) When I try to distribute an archived build from Xcode, App Store Connect shows a banner asking to review a new agreement. But when I click it, I’m redirected to Agreements, Tax and Banking, and there is no agreement to accept — the page is empty. I checked with the team, and none of us can see the agreement. Is it possible that the required agreement is available only to the Account Holder and not visible to Admin or Developer roles? Could you please clarify what exactly this error means and how we can locate the missing agreement? Thanks.
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Help: Compiled Timeline Issues
I have developed a fun living diorama world using Reality Composer Pro and XCode. Everything is as it should be, and it looks/works great ... until it does not. If I seem to make any change to any of the 10 timelines that I am using (all on the same scene, no nested scenes), running the app in simulator, device, and via testflight throws errors around compiled timelines, leading to the black screen of death. Every time I clean and run, the timelines in questions might change. Its very frustrating and impossible to track down. Heres are some examples. AssetLoadRequest failed because asset failed to load '/ (3661553931319769725 Timeline (RealityFileAsset)URL/file:///var/containers/Bundle/Application/F4408256-6014-4264-9E4B-F74AEF0EDE53/SantasVillage.app/RealityKitContent_RealityKitContent.bundle/RealityKitContent.reality/Timeline_779.compiledtimeline)' (failed to register asset) Asset / (13631856135570808851 AnimationLibraryAsset (RealityFileAsset)URL/file:///var/containers/Bundle/Application/F4408256-6014-4264-9E4B-F74AEF0EDE53/SantasVillage.app/RealityKitContent_RealityKitContent.bundle/RealityKitContent.reality/AnimationLibraryAsset_1.compiledanimationlibraryasset) failure: failed to register asset Asset 10430065658338454790 AnimationScene (RealityFileAsset)URL/file:///var/containers/Bundle/Application/F4408256-6014-4264-9E4B-F74AEF0EDE53/SantasVillage.app/RealityKitContent_RealityKitContent.bundle/RealityKitContent.reality/AnimationScene_14.compiledanimationscene failure: failed to register asset I went with recommended fixes of closing RCP > Clean Build Folder > Delete Derrived Date (multiple ways) > Re-Open Xcode > Reset Package Cache > Re-Open RCP via XCode > Make a Change > Save > Clean Build Folder Again > Run. Sometimes it works. Most times it does not. I then found my own little work-around, but its not always working as is literally costing me days of wasted time messing around with this. I will DISABLE all timelines, do the above clean method, rerun with no timelines, and it resolves. Then, turn on timelines ONE BY ONE and run until I get another error. Then, rebuild that timeline and nothing else. This is not sustainable. There must be some better way to do this? Or, perhaps I am doing something wrong? Please help if you can.
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Xcode 26 cannot run app on simulator, as well as unit test
Hi, When running unit test or app on simulator, it got process crashed mostly of the case, it works fine on the same project, like in Xcode 16.x. Look at the crash report, it randomly crashed when loading libraries, like 2 events attached below... My mac is M3 macbook pro, mac OS is 15.7.2 Anyone know how to sort it out, it is really annoying, can only use device for debug now. Thx... 0x1c693f000 - 0x1c6944fff com.apple.TelephonyUIFramework.axbundle (1.0) <c877fa21-e6e7-31d9-98df-5837e2a98628> /Volumes/VOLUME/*/TelephonyUIFramework 0x1c6b17000 - 0x1c6b18fff com.apple.EmojiKit.axbundle (1.0) <49e64e22-eacd-38a0-af32-fe8834f53170> /Volumes/VOLUME/*/EmojiKit 0x1d7e90000 - 0x1d7eb3fff com.apple.PassKitUI.axbundle (1.0) <caeeabe5-17b1-3d16-8d52-1f7bb5f631f0> /Volumes/VOLUME/*/PassKitUI 0x1d835f000 - 0x1d8388fff com.apple.PhotosUICore.axbundle (1.0) <3476e3ea-772e-3dea-a3f3-a9baed307eeb> /Volumes/VOLUME/*/PhotosUICore 0x1d828f000 - 0x1d82a9fff com.apple.EventKitUIFramework.axbundle (1.0) <a91493a9-7b40-3df0-884d-7954b0dbb89b> /Volumes/VOLUME/*/EventKitUIFramework 0x1c6b30000 - 0x1c6b85fff com.apple.dyld.dyld-framework (*) <c8a41039-7c9c-324a-9770-736b63001f33> /Volumes/VOLUME/*/Dyld.framework/Dyld 0x0 - 0xffffffffffffffff ??? (*) <00000000-0000-0000-0000-000000000000> ??? Error Formulating Crash Report: dyld_process_snapshot_get_shared_cache failed RIP register does not match crashing frame (0x0 vs 0x7FF7FFF34A6C) EOF or this one: 0x10ad57000 - 0x10ad5efff libBacktraceRecording.dylib (*) <1083d13e-5185-3883-bedf-ec633b9aa76f> /Volumes/VOLUME/*/libBacktraceRecording.dylib 0x10ad7a000 - 0x10ad7cfff libLogRedirect.dylib (*) <a174f56a-c354-33bf-a458-d2e8582d3ae9> /Volumes/VOLUME/*/libLogRedirect.dylib 0x102751000 - 0x102755fff com.velobank.dev (25.11.0) <4ecd00ef-c3fc-3353-ace5-05c9ce42bae9> /Users/USER/Library/Developer/CoreSimulator/Devices/2F963721-D9A1-4CBF-A906-4646612795E1/data/Containers/Bundle/Application/FBA0FA3E-093F-48C5-8069-542F8949779D/ios_example.app/ios_example 0x0 - 0xffffffffffffffff ??? (*) <00000000-0000-0000-0000-000000000000> ??? Error Formulating Crash Report: dyld_process_snapshot_get_shared_cache failed RIP register does not match crashing frame (0x0 vs 0x10276AAE0) EOF
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Request: the role access accessing diagnosticSignatures in the REST API
We want to automate getting crash reports from ASC via CI or some other mechanism. Having developers manually check the Xcode Organizer isn't a scalable solution for us. Even with a api key with the App Manager role, we get a 403. https://api.appstoreconnect.apple.com/v1/diagnosticSignatures?limit=50 requires ADMIN role access which makes it a non starter in our org because of access restrictions. Since developers have access to the crash reports via Xcode in their developer roles, it should make sense for the REST API to expose the same data without ADMIN permissions.
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Nonprofit Enrollment 28 Days in "Processing" After Continuing - UH4UT85YS3
I'm looking for advice or anyone who's experienced similar delays with nonprofit developer account enrollments. Timeline: In mid-September, we had some initial email validation issues during our nonprofit organization enrollment. Senior Advisor Kevin (case 102691832489) resolved those issues and cleared us to continue enrollment on September 16-17. We continued immediately on September 17th, and our status changed to "Your enrollment is being processed" with enrollment ID UH4UT85YS3. It's now been 28 days with no status changes, no requests for additional information, and no timeline. Follow-up attempts: I've called support three times (Sept 19, 26, and Oct 7). Each time I was told the application is "with a separate department they can't contact." They created additional cases but couldn't provide any updates or access to the reviewing team. Questions for the community: Is 28 days normal for nonprofit enrollment processing after continuing? Has anyone found a way to get status updates when regular support can't access the reviewing team? Is there a specific escalation path for nonprofit accounts that differs from standard enrollments? We're a 501(c)(3) church launching an app for a capital campaign, so the delay is starting to impact our timeline. Any insights or experiences would be greatly appreciated. Details: Enrollment ID: UH4UT85YS3 Organization Type: Nonprofit 501(c)(3) Continued enrollment: Sept 17, 2025 Current status: "Your enrollment is being processed" Thanks in advance for any guidance.
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No way to accept Updated Program License Agreement
When I login to my Dev account, I get a banner that says "The updated Apple Developer Program License Agreement needs to be reviewed. In order to update your existing apps and submit new apps to the App Store, the Account Holder must review and accept the updated agreement."However, when I go to Agreements, Tax, and Banking, I see both Free Apps and Paid Apps agreement, but when I click on View, there's nothing for me to accept. It's a pop-up window with a list of countries and a button at the end that says "Close". And that's it. No other action is possible. No other option either under the Action column.So then how can I review and accept it?
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Case ID: 102772391808
We are enrolling on behalf of an organization. We do have following information with us. • Legal binding authority, • Legal entity status, • A D-U-N-S® number, and • A website. We are always getting the message as :- There may be an issue with your account that needs to be resolved before you can continue. Please contact support. This seems very generic message we are not getting the reason why we are not able to enroll for apple dev program.
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