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build disappears

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Reply to Xcode 26 get an error, XXX's architectures (Intel 64-bit) include none that iPhone 17 can execute (arm64).
I find the reason of this problem, in Xcode 26, when you download the simulator, the default iOS 26 simulator's arch is arm64, so when you add the Excluded Architectures arm64, the build result get none of any arch. The solution is to download the universal simulator, first, you should delete the iOS 26 simulator, then run xcodebuild -downloadPlatform iOS -architectureVariant universal in terminal, then xcode can download the universal of iOS 26 simulator.
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Best practices for designing proactive FinTech insights with App Intents & Shortcuts?
Hello fellow developers, I'm the founder of a FinTech startup, Cent Capital (https://cent.capital), where we are building an AI-powered financial co-pilot. We're deeply exploring the Apple ecosystem to create a more proactive and ambient user experience. A core part of our vision is to use App Intents and the Shortcuts app to surface personalized financial insights without the user always needing to open our app. For example, suggesting a Shortcut like, What's my spending in the 'Dining Out' category this month? or having an App Intent proactively surface an insight like, Your 'Subscriptions' budget is almost full. My question for the community is about the architectural and user experience best practices for this. How are you thinking about the balance between providing rich, actionable insights via Intents without being overly intrusive or spammy to the user? What are the best practices for designing the data model that backs these App Intents for a complex domain like personal finance? Are there s
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Reply to iOS18,CoreText EXC_BREAKPOINT
Hello, We don't have specific points of the app code where it may be crashing, since it's random, we already seen code crashing at very different locations around the app. Currently, about 5% of our users base is having this crash, also another detail, we are seeing this around different versions of iOS, not specific to iOS 18 or 26. We suspected at first about the compiler of new Xcode 26 (since this was the first version compiled with new Xcode), but it seems it is not that. We have sent a new build out today, compiled with Xcode 16.4, but no luck, still crashes. I'm attaching 2 screenshots, from the crashing stacktrace, one from Sentry and the other one from Xcode crash reporter directly. Also, attached the .crash file with the full stacktrace that can be found at Xcode. 2025-10-01_14-37-42.7083_-0500-2937c5ddef763873e9e26e42e243231a23e27df5.crash
Topic: App & System Services SubTopic: General Tags:
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Reply to The app contains one or more corrupted binaries. Rebuild the app and resubmit.
On which version of Xcode do you build ? Have you the list of all libraries you use ? Finally, have you accepted the eventual Xcode message (appear in left panel) to update to new settings ? Old thread, but you may find interesting hints to look at: https://stackoverflow.com/questions/48501857/non-public-api-usage-the-app-contains-one-or-more-corrupted-binaries
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Report a Dynamic Island bug
Please note that after enabling the Larger Text option under Settings -> Display & Brightness -> Display Zoom, when the Dynamic Island is present, a bug occurs where the Dynamic Island blocks the signal strength icon when you repeatedly return to the home screen and open apps. I hope you can fix this bug and release an iOS 18 build. In line with what I mentioned in my previous post, please allow regular users to successfully roll back to iOS 18. The signing window for iOS 18 was closed too quickly this time—I haven’t even finished experiencing it before getting stuck on iOS 26. Moreover, iOS 26 currently has numerous bugs, and you have no reason to force users to use an unfinished system. Note that this bug still persists on iOS 26. I hope my feedback can be accurately translated by AI without ambiguity. If you have any doubts, please feel free to ask me. I really can't get used to iOS 26, so please be sure to release a system version that allows downgrading from iOS 26 to iOS 18. My device
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The app contains one or more corrupted binaries. Rebuild the app and resubmit.
I have been trying to update an app of which the code base hasn't changed in two years. It still builds fine and runs fine, on simulator and device, but... when uploading it to Testflight I get the error The app contains one or more corrupted binaries. Rebuild the app and resubmit.. I have been rebuilding like a maniac, trying to look at what could be wrong with the binary, I let ChatGPT misguide me on the log files, I think I have tried everything... but to no avail. Any ideas how I could find out what goes wrong?
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Reply to Xcode build running into issues
Thanks for the post. I understand that you are encountering difficulties with your iOS build process. To assist you in troubleshooting and potentially resolving these issues, I recommend following a systematic approach: Update Xcode: Verify that Xcode is configured to utilize the most recent iOS 26 versions. Xcode 26.1 is the latest release at this time I believe. Update macOS: Ensure that macOS has also been updated to enable Xcode functionality. Examine Error Messages: Carefully review the error messages you are encountering. They can provide valuable insights into the underlying causes of the issues. Identify Specific Warnings or Errors: Look for any specific warnings or errors related to SDK mismatches, missing frameworks, or build settings. Please provide the error messages here. Please specify the simulator you are using. Please provide any specific error messages or additional context you can offer, and I will be happy to provide more targeted advice. Albert Pascual
  Worldwide Devel
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Help Configuring Unity for Immersive VR on Vision Pro with Pinch Teleport
How do I configure a Unity project for a fully immersive VR app on Apple Vision Pro using Metal Rendering, and add a simple pinch-to-teleport-where-looking feature? I've tried the available samples and docs, but they don't cover this clearly (to me). So far, I've reviewed Unity XR docs, Apple dev guides, and tutorials, but most emphasize spatial apps. Metal examples exist but don't include teleportation. Specifically: visionOS sample XRI_SimpleRig – Deploys to device/simulator, but no full immersion or teleport. XRI Toolkit sample XR Origin Hands (XR Rig) – Pinch gestures detect, but not linked to movement. visionOS XR Plugin sample Metal Sample URP – Metal setup works, but static scene without locomotion. I'm new in Unity XR development and would appreciate a simple, standalone scene or document focused only on the essentials for teleport to gaze on pinch in VR mode—no extra features. I do have some experience in unreal, world toolkit, cosmo, etc from the 90's and I'm ok with code. Please include steps for:
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Navigation bar fade breaks when using .ignoresSafeArea() on inverted ScrollViews in iOS 26
I’m seeing a strange visual bug in iOS 26 when building chat-style UIs that use an inverted ScrollView or List (via .rotationEffect(.radians(.pi)) and .scaleEffect(x: -1, y: 1)) to anchor messages at the bottom. When I add .ignoresSafeArea() to let the chat bleed behind the navigation bar - the new navigation bar fade (that subtle top-to-bottom gradient Apple added in iOS 26) behaves incorrectly. Instead of fading from the top of the screen toward the nav bar, it fades upward from the bottom of the view, effectively covering the entire screen with the gradient. This only happens when the view is inverted. If I remove .ignoresSafeArea(), the fade looks correct — but then my chat no longer extends behind the nav bar. It looks like the fade effect is being applied in the transformed coordinate space of the inverted scroll view rather than in visual screen space. I haven’t found a reliable workaround besides disabling the fade (which isn’t really possible). Has anyone found a proper solution or a modifie
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NSTableViewRowAction do not draw the buttons background in macOS Tahoe
Hello, I developed an Open Source Apple Virtualization + QEMU VM manager for macOS, called MacMulator (GitHub repo here). In my app I have a UITableView containing a list of VMs, and I let the user delete or configure a VM through a 2 finger swipe on the corresponding table row. To do this, I added 2 NSTableViewRowActions to my NSTableView, through this code: func tableView(_: NSTableView, rowActionsForRow _: Int, edge _: NSTableView.RowActionEdge) -> [NSTableViewRowAction] { [ NSTableViewRowAction(style: NSTableViewRowAction.Style.destructive, title: NSLocalizedString(VirtualMachineListViewController.delete, comment: ), handler: { _, index in self.deleteVirtualMachine(index) }), NSTableViewRowAction(style: NSTableViewRowAction.Style.regular, title: NSLocalizedString(VirtualMachineListViewController.edit, comment: ), handler: { _, index in self.editVirtualMachine(index) }), ] } This actions work fine, but on macOS Tahoe the UI does not draw the background of the 2 buttons, despite the style. The same build
Topic: UI Frameworks SubTopic: General
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xcrun altool picking the wrong bundle id
I have 2 app store connect apps: .beta This is necessary for our usecase as we are building an iOS blockchain wallet, for a chain that updates itself every ~3 months adding new features/changing. We need the communities input, and can't have them uninstalling/re-installing the production app constantly, having to re-import private keys, etc. So we use 1 app store connect app for production releases, and another for public facing long running beta, where we experiment with new features before pulling them into production. Allowing users to have both installed at the same time Last week my CI (without any changes to scripts, project, profiles, etc), started failing for the production build with the error: [altool.105176BE0] Validation failed (409) This bundle is invalid. The bundle identifier cannot be changed from the current value, '.beta'. If you want to change your bundle identifier, you will need to create a new application in App Store Connect. (ID: ae60bab4-0c01-4b2e-9ea9-91a73adccc14)
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How to record voice, auto-transcribe, translate (auto-detect input language), and play back translated audio on same device in iOS Swift?
Hi everyone 👋 I’m building an iOS app in Swift where I want to do the following: Record the user’s voice Transcribe the spoken sentence (speech-to-text) Auto-detect the spoken language Translate it to another language selected by the user (e.g., English → Spanish or Hindi → English) Speak back (text-to-speech) the translated text on the same device Is this possible to record via phone mic and play the transcribe voice into headphone's audio?
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Reply to Wifi Aware iOS devices authentication fails after a period of time
[quote='861192022, nikiizvorski, /thread/800457?answerId=861192022#861192022, /profile/nikiizvorski'] no a sample project in general. [/quote] I’m confused. We have an iOS-to-iOS sample, namely Building peer-to-peer apps. And I know you know about it because you referenced it in your earlier message on this thread. Did you perhaps miss the Download button at the top of that page? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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App Rejected Under Guideline 4.3(a) - “Spam” for Unofficial Telegram Client with Unique Features
Hi everyone, I’m currently working on a project based on the Telegram iOS open-source code. My goal is to build an unofficial Telegram client with Telegram’s permission (they have publicly allowed third-party clients under their open-source license). My app includes unique new features and UI improvements that are not present in the official Telegram app. Essentially, it’s Telegram plus additional features — built from the official source, but extended significantly. However, when I try to submit my app to the App Store, Apple rejects the build under Guideline 4.3(a) - Design - Spam with this message: “We still noticed your app shares a similar binary, metadata, and/or concept as apps submitted to the App Store by other developers, with only minor differences. Submitting similar or repackaged apps is a form of spam that creates clutter and makes it difficult for users to discover new apps.” I completely understand Apple’s intent to prevent low-effort clones or spam apps. However, in my case,
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