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Crashing build when testing my app
The Test target not build for not such file or directory: 'CoreGraphics'. Not sure why I get this error, but I configured the target without forgetting the variables BUNDLE_LOADER with $(BUILT_PRODUCTS_DIR)/MyExistingApp.app/MyExistingApp value and TEST_HOST with $(BUNDLE_LOADER) value. App target (not the test target), the Symbols Hidden by Default build setting its equal to NO, unlike the Test target that is set to YES. Any variable more for this? I'm not sure if I should take anything into account when using Xcode 26.1.1 and Swift Testing framework.
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Signing / Provisioning Profile Error After Enabling CloudKit + MusicKit Entitlements
Hi everyone, after enabling CloudKit in my project, my app started showing conflicts between MusicKit and CloudKit entitlements — and now Xcode is failing to generate the provisioning profile entirely. Current issue (Signing / Provisioning Profile Failure) Xcode shows this error: “Provisioning profile ‘iOS Team Provisioning Profile: team8.groovefy.dev’ doesn’t include the entitlements: com.apple.developer.media-library, com.apple.developer.music-user-token, com.apple.developer.musickit, com.apple.developer.playable-content, com.apple.security.exception.mach-lookup.global-name” Automatic signing fails, and Xcode cannot create or update the provisioning profile. This started right after CloudKit was enabled in the project. Context Before enabling CloudKit, MusicKit worked normally, including Apple Music authentication and playlist creation. After activating CloudKit capabilities: MusicKit stopped generating the Apple Music user token Playlist creation broke Now the provisioning profile cannot be rebuilt because the required MusicKit-related entitlements are no longer included Even after removing CloudKit entirely, the issue persists — as if the App ID or entitlements on the server side became inconsistent or corrupted. I already tried: Recreating App Identifier Recreating provisioning profiles Resetting capabilities Cleaning and reinitializing the Xcode project settings But Xcode still refuses to generate a valid provisioning profile that includes the MusicKit entitlements. Summary Enabling CloudKit caused MusicKit entitlements to collide, and now the provisioning profile no longer includes the required MusicKit entitlements — preventing the app from signing, running, or creating playlists. If anyone has faced this type of entitlements/provisioning corruption or knows how to reset the App ID entitlements on Apple’s side, any help would be greatly appreciated.
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Issue: System Crash when App is Force-Killed from App Switcher
During testing, we encountered an issue where when entering the game and starting audio playback, if I force-kill the app directly (by swiping up the app in the app switcher, rather than switching to the background first before killing it), a system crash prompt dialog appears after the app is killed. We conducted numerous tests to troubleshoot the problem and found that this issue only occurs with our own TestFlight account. When we uploaded our app to another TestFlight account for testing, we were unable to reproduce this problem.
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The information you entered did not match your D&B profile. Before submitting your information, check your D&B profile. If you've recently changed your legal entity name, update your D&B profile.
Hi everybody, I am trying to create a developer account, but I am having this problem: The information you entered did not match your D&B profile. Before submitting your information, check your D&B profile. If you've recently changed your legal entity name, update your D&B profile. However, the number and name of my company that I am entering are correct. Does anyone have a solution? Thank you in advance.
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Unable to Download iOS Simulator Runtime 26.1 on Xcode — Bad URL Error (Code 49)
Hi everyone, I’m experiencing a persistent issue when trying to download the iOS Simulator Runtime 26.1 on Xcode (version 26.1). The download always fails with the following error Download failed due to a bad URL. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime) Domain: com.apple.MobileAssetError.Download Code: 49 I’m located in Brazil, so I initially thought it might be region-related, but I’ve already tried several attempts to fix it, including: Using VPNs for the US and Europe Installing the Xcode 26.2 beta Downgrading Xcode to earlier versions Reinstalling the same version of Xcode Restarting Xcode and my Mac Switching networks Clearing simulator support/device files Unfortunately, nothing has resolved the issue. Is anyone else facing this problem? Does anyone know a workaround or a manual way to download/install the iOS 26.1 simulator runtime? Thanks in advance!
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How to find the call site for incomplete completions in a stopped app?
I am fixing bugs / extending a macOS app written by somebody else in Swift. I’ve made changes to it and debugging it, so breakpoints/rebuilding/debug print/change/rerun it isn’t a problem. But it is a multi-threaded, async app, and when I pause the running app, it will not display source code location in each thread where it is. I only get assembly. [and, yes, "Always Show Assembly" in OFF] It is inherent to async apps and threading that they spend most of their time waiting for the user to do something. Hence if you stop an app, you’ll almost always be in system code somewhere. But I think wanting to see the origin of completions that are pending is a legitimate question for somebody debugging (and trying to understand how the app works). Am I not aware some feature in Xcode / LLDB to reveal this?
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Xcode can't view code generated by Swift Package Plugins
When using a Swift Build Plugin, the generated code definitions are available through autocomplete, but it is currently not possible to view them directly in Xcode using Option+click. An example of such a plugin is swift-openapi-generator. According to information from "Meet Swift Package plugins" from WWDC22 the generated code is stored with other build artifacts. It would be immensely helpful if there was support for viewing these intermediate files in read-only mode using Option+click. Currently, I have to resort to opening these files through Finder, or opening the project in VS Code where viewing the generated files using Cmd+click works without a problem. Am I missing something? If not, it seems like a big oversight that this is not supported to the same extent in Apple's own tools.
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Why are our macOS builds in Xcode Cloud hanging at the “Archive” stage?
Hello, We are experiencing a persistent issue where macOS builds in Xcode Cloud consistently hang at the Archive stage. The build itself completes successfully, but no artifacts appear, and it seems the build gets stuck during artifact upload. These builds remain in this state for several days (currently 3 days and counting) not failing, but never finishing. We opened a support ticket (102756662562), but we have not received any response yet. We rely on Xcode Cloud for our entire CI/CD pipeline, and at the moment our workflow is completely blocked because of this issue. Has anyone encountered something similar or found a workaround? Thank you.
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Setting Installation Directory correctly is a mystery
Hello I'm wrapping my head around on how to properly set up xcode project to produce a static library ending up in file locations /usr/local/lib/libXXX.a and /usr/local/include/XXX/xxx.h so it can be used Unix style in other projects. If I put under Deployment Deployment Location: YES Installation Build Products Location: / Installation Directory: /usr/local/lib Skip Install: NO I get errors like warning: Stale file '/usr/local/usr/local/include/xxx.h' is located outside of the allowed root paths. and things like error: Cycle inside a single target; building could produce unreliable results. Installation Build Products Location: /usr/local/lib Installation Directory: / I get warning: Stale file '/usr/local/include/xxx.h' is located outside of the allowed root paths. but the library file is not put into /usr/local/lib (note /usr/local/lib and /usr/local/include are owned by my user and writeable) I could write an old style Makefile and have xcode call the makefile but there must be an easier way to do this. This is for a cross platform development so having it packaged into a Framework would not solve it neither.
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Xcode 26.1.1 React Native build fails: “Could not delete ios/build” & “Operation not permitted”
I’m building a React Native 0.72.10 iOS app and hitting build errors. Environment: macOS: Apple M4, Sequoia 15.7.2 Xcode: 26.1.1 React Native: 0.72.10 Errors: Could not delete /Users/.../ios/build because it was not created by the build system Unable to write file '/Users/.../ios/build/Pods.build/Debug-iphonesimulator/...': Operation not permitted (Multiple Pods / React Native framework headers affected) What I’ve tried: bash rm -rf ios/build rm -rf ~/Library/Developer/Xcode/DerivedData xattr -w com.apple.xcode.CreatedByBuildSystem true ios/build pod deintegrate && pod install sudo chown -R $(whoami) ios/build Observations: ios/build is recreated automatically. Some files have com.apple.xcode.CreatedByBuildSystem: true. 3.Xcode have Full disk access authorisation. Why does Xcode fail to delete / write to ios/build even though it’s recreated automatically by the build system? Is this caused by Xcode itself, macOS permissions? Any recommended fix or workaround for these “Operation not permitted” errors?
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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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Inactive Apple Dev acc
Hey so i’ve paid for the apple developer subscription about 2 days ago - the apple developer app disabled the enroll now button and says that my account is not authorized to enroll through the app, and the website says that i should complete purchase (and it my take up to 48 hours to process) even though i got my invoice
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Static library produced by Xcode 26 causes link error on Xcode 16
When a static library is built with Xcode 26 (with deployment target set to iOS 13) and then linked into an app project compiled with Xcode 16, the build process fails with the following linker error: Undefined symbols for architecture arm64: "_swift_coroFrameAlloc" This occurs even though both the static library and the app project have their deployment targets set to iOS 13.0. The static library works on Xcode 26, but fails to link on Xcode 16. This issue shows up with certain Swift syntax. For example, in my case, using a property getter and setter caused the compiler to emit a reference to _swift_coroFrameAlloc, which in turn triggered the issue. This issue prevents us from distributing pre-built static libraries compiled with Xcode 26 to teammates who are still using Xcode 16. I’ve filed feedback for this issue (FB21130604). Is there any way to work around it? For example, by adding specific Build Settings or something similar? A demo project is available here: https://github.com/Naituw/SwiftLibraryDeploymentTargetIssue The demo project includes: StaticLibraryProject: A simple Swift static library with property getter setter usage AppProject: An iOS app that links against the static library verify_compatibility.sh: An automated script to reproduce the issue Method 1: Manual Build and Verification Open StaticLibraryProject/StaticLibraryProject.xcodeproj in Xcode 26 Build the StaticLibraryProject for iOS device (Release configuration) Locate the built libStaticLibraryProject.a in the build products directory Copy libStaticLibraryProject.a to AppProject/AppProject/ directory Open AppProject/AppProject.xcodeproj in Xcode 16 Build the AppProject for iOS device Method 2: Automated Script Edit verify_compatibility.sh to configure the paths to your Xcode installations: Set XCODE_26_PATH to your Xcode 26 installation path (e.g., /Applications/Xcode.app) Set XCODE_16_PATH to your Xcode 16 installation path (e.g., /Applications/Xcode16.app) Run the script: ./verify_compatibility.sh
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