I have been working for a while now. Never encountered this issue. After accepting the invite from the organization. The organizations does not appear at developer apple account. But can see the organization at app store connect. Yes i have checked the account permissions. I have the admin role and developer role etc is checked everything is correct. This is not just me happening with my colleague as well.
Xcode
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The buttons in the navigation bar are not available in the element tree after iOS 26 upgrade of the test phones. The same IPA version, the same XCode version, but different trees on different phones. There is no way to automate UI testing for these missing buttons.
# ios 18
NavigationBar, 0x108e0c3c0, {{0.0, 47.0}, {390.0, 44.0}}, identifier: 'Profile'
Button, 0x108e0c500, {{8.0, 47.0}, {43.0, 44.0}}, identifier: 'UserProfileSceneViewController_profile_back_button', label: 'chevronLeftIcon'
StaticText, 0x108e0c640, {{169.3, 58.0}, {51.3, 22.0}}, label: 'Profile'
Button, 0x108e0c780, {{339.0, 47.0}, {43.0, 44.0}}, identifier: 'UserProfileSceneViewController_settings_bar_button', label: 'Settings'
# ios 26
NavigationBar, 0x13d63c8c0, {{0.0, 47.0}, {428.0, 54.0}}, identifier: 'Profile'
StaticText, 0x13d63ca00, {{188.3, 58.0}, {51.3, 22.0}}, label: 'Profile'
I have a Unity AR project that I want to build for iOS. The build in Unity succeeds just fine, but when it opens in XCode, whatever I do, it keeps showing this error in GameAssembly: "Command PhaseScriptExecution failed with a nonzero exit code". This error also doesn't open when choosing "Reveal in Log".
I have added the IL2CPP package in the Unity version, deleted and reentered scenes and no issue on Unity's side. On XCode I signed in with my developer account, tried deleting derived data, made a clean build and still the issue persists.
I'm really sick of Apple and their BS kickbacks they get from github and the other source control outfits restricting what source control packages we can use inside of XCode.
We have used Code Commit with AWS for YEARS! We are not switching but apple's Xcode will not allow us to add it as an account. We used to be able to use it, but Apple took away the GIT account setup so now you have to use one of their kickback outfits.
This is complete BS Apple. Even AWS realized how important Code Commit is and made it available to everyone again and pledged full support going forward.
How about you get off your collective sixes and do the same.
I'd like an explanation on why you took away the one feature that allows us to use what works for us.
Hi,
I am working through the https://developer.apple.com/tutorials/app-dev-training/editing-reminders
The app runs as described, but in the Xcode 26.1.1 console, I get numerous warnings that say:
Warning: You are setting a new content configuration to a cell that has an existing content configuration, but the existing content view does not support the new configuration. This means the existing content view must be replaced with a new content view created from the new configuration, instead of updating the existing content view directly, which is expensive. Use separate registrations or reuse identifiers for different types of cells to avoid this. Make a symbolic breakpoint at UIContentConfigurationAlertForReplacedContentView to catch this in the debugger.
Does this app need to be updated for Xcode 26, or are there settings in Xcode 26 that I need to make to get rid of these warnings?
Thanks
Topic:
Developer Tools & Services
SubTopic:
Xcode
I have an app on the App Store for many years enabling users to post text into clouds in augmented reality. Yet last week abruptly upon installing the app on the iPhone the screen started going totally dark and a list of little comprehensible logs came up of the kind:
ARSCNCompositor <0x300ad0e00>: ARSCNCompositor (0, 0) initialization failed. Matting is not set up properly.
many times, then
RWorldTrackingTechnique <0x106235180>: Unable to update pose [PredictorFailure] for timestamp 870.392108
ARWorldTrackingTechnique <0x106235180>: Unable to predict pose [1] for timestamp 870.392108
again several times and then:
ARWorldTrackingTechnique <0x106235180>: SLAM error callback: Error Domain=Slam Error Code=7 "Non fatal error occurred due to significant drop in a IMU data" UserInfo={NSDescription=Non fatal error occurred due to significant drop in a IMU data, NSLocalizedFailureReason=SlamEngineNodeGroup Failure: IMU issue: gyro data stream verification failed [Significant data drop]. Failed on timestamp: 870.413247, Last known timestamp: 865.350198, Delta: 5.063049, System timestamp: 870.415781, Delta between system and frame: 0.002534. }
and then again the pose issues several times.
I hoped the new beta version would have solved the issue, but it was not the case. Unfortunately I do not know if that depends on the beta version or some other issue, given the app may be not installed on the Mac simulator.
I have Mac mini intel, and updated top Sequia 15.7.2 and updated Xcode to 26 and now it crashes on launch. I uninstalled and reinstalled and still crashes. I uninstalled and installed Xcode 16.4 and that crashes on launch also. I've looked all over for help but cannot find anything. Can anyone please help me with this?
Topic:
Developer Tools & Services
SubTopic:
Xcode
I am constantly reaching my daily ChatGPT limit and even though it's recommending that I log in, I already am.
What can I do to fix this?
It has been two years since I wrote my a SwiftUI app, and I wanted to start again in Xcode 26. I can no longer see the attributes inspector when I select an element in the canvas. This was an Xcode feature that was very helpful as I am still a novice. Has this feature been deprecated in Xcode 26? And if not, please help explain how I can find and use it.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Developer Tools
Interface Builder
Xcode
SwiftUI
90714: Invalid binary. The app contains one or more corrupted binaries. Please rebuild the app and resubmit.
我开发的OC项目,三个月前打包分发还没有问题,半个月前开始就一直报这个错。查了很多资料都无法解决,所有的SDK也都升级了,还是报这个错,麻烦Apple的工程师帮忙指正一下问题,如何解决这个问题。
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
iOS
App Store Connect
TestFlight
Developer Program
Stale TBD Files Cause Runtime Crash When Framework Changes from Dynamic to Static
Summary
When using EAGER_LINKING=YES, Xcode generates TBD files for dynamic frameworks. When a framework changes from dynamic to static, Xcode doesn't remove the stale TBD, causing dyld: Library not loaded crash at runtime.
Environment
Xcode 16.4 (16F6), macOS Darwin 24.6.0, iOS Simulator 18.5
Steps to Reproduce
Project Structure:
MainApp (EAGER_LINKING=YES)
ProjectA/SharedLib (dynamic, mh_dylib)
ProjectB/SharedLib (static, staticlib)
Steps:
Build with ProjectA (dynamic framework) → TBD created in EagerLinkingTBDs
Switch workspace to ProjectB (static framework) without cleaning DerivedData
Build again → BUILD SUCCEEDED
Run app → CRASH: dyld: Library not loaded
Root Cause
Xcode adds -F EagerLinkingTBDs before -F Build/Products:
-F/.../EagerLinkingTBDs/Debug-iphonesimulator ← checked FIRST
-F/.../Build/Products/Debug-iphonesimulator ← checked SECOND
The linker finds the stale TBD first and treats the framework as dynamic, even though the actual binary is now static.
Evidence
# SharedLib is static
$ file SharedLib.framework/SharedLib
current ar archive random library
# But stale TBD still exists
$ ls EagerLinkingTBDs/.../SharedLib.framework/
SharedLib.tbd ← STALE!
# MainApp incorrectly references dynamic library
$ otool -L MainApp.app/MainApp.debug.dylib | grep SharedLib
@rpath/SharedLib.framework/SharedLib ← WRONG!
Attempted Workarounds (All Failed)
Workaround
Result
FRAMEWORK_SEARCH_PATHS = "$(BUILT_PRODUCTS_DIR)" "$(inherited)"
Xcode still adds EagerLinkingTBDs first
EAGER_LINKING = YES on static framework
Build failure - empty TBD
OTHER_LDFLAGS modifications
Linker still uses TBD
Expected Behavior
When a framework changes from dynamic to static, Xcode should remove the stale TBD file from EagerLinkingTBDs.
Suggested Fix
Remove TBD files when building static library targets
Track MACH_O_TYPE changes and invalidate TBD files accordingly
Hello All,
I am new to apple ecosystem. We have a xcode project whose code is scattered across different repos. We are trying setup CI/CD for this Xcode project to get build so that we could know build issue.
Clone/Update all repos – which I can do via some script
Generate xcode projects from sources synced in step 1. This is where we want your help. How should we approach this? What apple suggest for this ? In this step we don't want to use any third part tool (like CMake) to generate Xcode projects.
Build targets to know build errors – This we can easily do via xcodebuild command line tool.
Please share you input/thought on this. Your input is highly appreciated.
Hello,
I got a weird issue with xcodebuild, the tool gives the error that requested device could not be found but I already add it. The issue is solved if I remove the -scheme (and deveriedDataPath. Do you have any idea what is wrong with the parameter or it is the xcodebuild error itself?
haiphan@MacMini MetalTest % xcodebuild -project MetalTest.xcodeproj -destination 'platform=macOS,name=Any Mac' -scheme MetalTest
Command line invocation:
/Applications/Xcode.app/Contents/Developer/usr/bin/xcodebuild -project MetalTest.xcodeproj -destination "platform=macOS,name=Any Mac" -scheme MetalTest
2025-12-05 12:18:25.594 xcodebuild[17581:2982049] Writing error result bundle to /var/folders/x7/rmx20t393rx49t6gyx3fh_vdmz2lm8/T/ResultBundle_2025-05-12_12-18-0025.xcresult
xcodebuild: error: Unable to find a device matching the provided destination specifier:
{ platform:macOS, name:Any Mac }
The requested device could not be found because no available devices matched the request.
Available destinations for the "MetalTest" scheme:
{ platform:macOS, arch:arm64, id:00006020-000E29861AE8C01E, name:My Mac }
{ platform:macOS, arch:x86_64, id:00006020-000E29861AE8C01E, name:My Mac }
{ platform:macOS, name:Any Mac }
Topic:
Developer Tools & Services
SubTopic:
Xcode
My Xcode does not show my Recent projects for a while now. I have different projects on my Mac that I open using Xcode and it can't remember the recent ones and never shows it.
Does anyone know how to fix that? I've tried to clean caches, restart the Mac, download the Xcode again...
MacOs: Tahoe 26.1
Xcode: 26.1.1
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hi all,
Has anyone else run into this issue in Xcode 26?
I’m logged into my paid ChatGPT Plus account, but the Xcode integration doesn’t seem to recognize the subscription. After a short period of use, I get the following error:
“Over daily limit. ChatGPT in Xcode will be unavailable for up to 24 hours. For higher limits, sign in with a paid ChatGPT account.”
Since I’m already signed in with a paid account, this looks like either a bug or a limitation specific to Xcode.
Is this expected behavior, or has anyone found a workaround to make Xcode properly recognize Plus accounts?
Thanks in advance for any guidance.
Topic:
Developer Tools & Services
SubTopic:
Xcode
If I am using reverse-geocode to a state to determine if the State is Texas then how can I test this?
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hi,
I have been using Claude with Xcode 26.1.1 and it was working fine till a couple of days ago, when it started giving me an error message on every query:
"Message from Anthropic: This request would exceed your account's rate limit. Please try again later."
I am on the Pro model, and I can use the Claude.ai website just fine. The usage limits on the website show I've used only 11% of the weekly limit, and 4% of the 'current session'. So I'm wondering if this is an Xcode bug / issue, and if there is a workaround.
I have restarted Xcode, restarted the Mac, logged out of Anthropic and logged back in, tried Xcode 26.2 beta as well, but no luck.
Topic:
Developer Tools & Services
SubTopic:
Xcode
I was encountering visual artifacts in my Unity game only on iOS devices and wanted to use the Metal Debugger to diagnose it. However, it seems to only capture static noise which is not helpful as shown below
For reference, this is a frame of the visual artifact and also the location where I asked Metal to capture the frame
Am I missing any settings in Unity/Xcode?
GCC's shared library constructor technique has ceased working with the tool chain provided with XCode 16.4 and XCode 26. This is the GCC attribute:
__attribute__((constructor))
Example use:
void aConstructor(void) __attribute__((constructor));
void aConstructor(void)
{
printf("Called aConstructor\n");
}
In our case aConstructor() was not called.
I've been trying to use Antrhopic with Xcode 26 RC and continue to run into this error:
No Data/Bytes for request: https://api.anthropic.com/v1/messages
Once I get it, all prompts fail even a simple "Hello" that worked a moment ago returns the error message.
Restarting Xcode and it returns to normal till I hit that error again. Any ideas on what's going on?
Topic:
Developer Tools & Services
SubTopic:
Xcode