Thanks for bringing up the question. It is intentional that watchOS is not an option for UIDesignRequiresCompatibility. On watchOS, Liquid Glass builds atop the watchOS 10 redesign. When building your watchOS app against watchOS 10 SDK (or later), you automatically gain the L&F of Liquid Glass, without needing to do anything specific to watchOS 26. There is no way to opt out of the new design. Having said that, I am super curious about why you would opt out. Is there anything preventing you from adopting the new design? Best, —— Ziqiao Chen Worldwide Developer Relations.
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I am seeing this when trying to load the TestFlight page: We can’t process your request. Try reloading the page. If the problem persists, contact us. b12f62a4-c608-4b5f-8a8c-23a9fa405943 This was immediately after I accidentally uploaded a build with a duplicate build number.
Topic:
App Store Distribution & Marketing
SubTopic:
TestFlight
I'm attempting to compile my app (on macOS 26), opting into the Enhanced Security (Xcode Version 26.0.1 (17A400)). Following Apple's documentation I enabled the capability via Xcode and clicked Enable Build Settings though now compilation fails: Use of undeclared identifier 'malloc_type_zone_malloc_with_options_backdeploy'; did you mean 'malloc_type_zone_malloc_with_options'? The (AI-based?) Generate Fix for Issue throws an error too 😅 See attached screenshots
Topic:
Developer Tools & Services
SubTopic:
Xcode
We are integrating Xcode Cloud into a larger CI/CD pipeline and ran into a serious limitation that makes proper build status reporting nearly impossible. Currently, Xcode Cloud provides only the following custom script phases: • ci_post_clone.sh • ci_pre_xcodebuild.sh • ci_post_xcodebuild.sh However, if a build fails during the actual Xcode build phase (for example, due to a compilation error, unit test failure, or signing issue), the ci_post_xcodebuild.sh script does not run. This means there is no guaranteed way to execute cleanup steps or send external notifications (e.g., updating build status in Bitbucket, Slack, or any external CI system). In any robust CI/CD setup, it’s critical to have a “finally” or “always run” hook that executes regardless of build success or failure — similar to post blocks in Jenkins, finally steps in GitHub Actions, or after_script in GitLab CI. Without such a mechanism, we cannot reliably integrate Xcode Cloud with the rest of our au
However, if a build fails during the actual Xcode build phase (for example, due to a compilation error, unit test failure, or signing issue), the ci_post_xcodebuild.sh script does not run. It should, and is documented that it will always run: ci_post_xcodebuild.sh: The post-xcodebuild script runs after Xcode Cloud runs the xcodebuild command — even if the xcodebuild command fails. As such, would you mind opening a bug report with as much information about your build and Xcode Cloud configuration that you can so that we can look into this? — Ed Ford, DTS Engineer
Topic:
Developer Tools & Services
SubTopic:
Xcode Cloud
Tags:
This post documents an issue I reported in feedback FB19610114 and see if anyone knows of a workaround. Here is a copy of the feedback. Short version Manipulation (SwiftUI OR RealityKit) fails to translate entities after changing rooms. By changing rooms, I mean a human wearing an Apple Vision Pro leaving one room and entering another room. Once this issue occurs, it impacts all apps that use these features. A device restart is the only solution I have to fix it. Feedback FB19610114 This is an odd one. I'm using the new Manipulation Component in visionOS 26. Most of the time this works well. Sometime it stops working and when it does the only way to get it working again is to reboot the headset. When this happens, I can continue to rotate and scale items, but translation no longer works. It is as if the item is stuck to a fixed point in the parent scene (window, volume, etc). When this bug occurs, it affects every app across the entire operating system that is using manipulation, including the RealityKit comp
Is there a workaround, unofficial method, or private API to generate a local hotspot from an app on iOS, similar to what can be done on Android? No APIs exist that will allow an app to turn the iOS device into a hotspot. Are there any best practices for improving the local Wi-Fi connection experience between an accessory and an iPhone in the absence of hotspot controls? We have a range of APIs an app can use to have the iPhone connect to a specific hotspot. In a modern app, that flow starts by pairing with your Wi-Fi accessory using AccessorySetupKit, then using either NEHotspotManager or our Wi-Fi aware support to actually join that hotspot. Note that while the AccessorySetupKit documentation is primarily focused on Bluetooth, that's largely because the Bluetooth process is significantly more complicated than the Wi-Fi flow. Is there an alternative within the MFi program? Nothing* in the MFi program applies to your particular situation. We do license WAC (Wireless Accessory Configuration) through the MFi pro
Topic:
App & System Services
SubTopic:
Hardware
Hi,It seems like it's pretty easy to consume HTTP Live Streaming content in an iOS app. Unfortunately, I need to consume media from an RTSP server. It seems to me that this is a very similar thing, and that all of the underpinnings for doing it ought to be present in iOS, but I'm having a devil of a time figuring out how to make it work without doing a lot of programming.For starters, I know that there are web-based services that can consume an RTSP stream and rebroadcast it as an HTTP Live Stream that can be easily consumed by the media players in iOS. This won't work for me because my application needs to function in an environment where there is no internet access (it's on a private Wifi network where the only other thing on the network is the device that is serving the RTSP stream).Having read everything I can get my hands on and exploring third-party and open-source solutions, I've compiled the following list of ideas:1. Using an iOS build of the open-source ffmpeg library, which supports RTSP,
We have a management application which manages security enable and disable for an external PCIe-based storage device using Kernel Extension (SCSI Architecture Model Family for External USB Mass Storage devices which deals with IOSCSIBlockCommandsDevice, IOSCSIPeripheralDeviceType00 and IOBlockStorageService). FYI, KEXT support has been deprecated for several years and replaced by DriverKit. In your case, that would probably mean building on SCSIPeripheralsDriverKit. If you haven't already, I'd strongly recommend that you begin working on that transition as soon as possible. Now the issue we are facing is when we try to unlock the device using security code (already being set), we will relink the device using VU command (RelinkBridge). Even though both the commands are successful, the device is not getting relinked due to which we are not able to use the device for storage. I'm not aware of any issue in the system that would cause what you're describing. Your KEXT has final control over what your devi
Topic:
App & System Services
SubTopic:
Drivers
Tags:
We have this issue too. How can our iOS engineering team do their jobs without access to testflight if we adopt managed apple ids? The only reference on the topic is here: https://support.apple.com/guide/apple-business-essentials/service-access-with-managed-apple-accounts-axm171b3ee95/web which cites privacy concerns as a nebulous non-reason. Our teams that own mobile software need to use testflight to test release-track builds.
Topic:
Business & Education
SubTopic:
General
Tags:
Goal: To render in an apple vision pro app, the solid-mechanics 3D simulation results coming form an FEA code. Starting point: I have surface vtks with deformations on each node. Each time step has a a mesh with the nodal coordinates. This is straighforward translatable to a usd MeshSequence. Unfortunately, the results cannot be simplified to a scaling o linear transformation as you would do with other game-oriented animations. Tools: Right now, I am using Xcode and reality composer pro (RCP) to build the scenes. Technical limitations: I am aware that RCP can do animations with BlendMesh and skeletons and that MeshSequence is not a problem. Progress: Coverting to the sequence of vtk meshes to a usd MeshSequence is straighforward. This animates correctly in Preview and Blender (see screenshot). I managed to convert from MeshSequence to multiple keys and BlendMesh. This also animates correctly in Blender and preview. Unfortunately, the BlendMesh of multiple blended meshes shows a zero animation time in
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
Swift Packages
Developer Tools
Reality Converter
Reality Composer
After updating my Xcode to the latest, I am unable to download an installed app container from the Xcode Devices screen. This currently works with older versions of Xcode with the same app on the same iPad. This worked with older versions of Xcode on the same MacBook as well (including the Xcode 26 beta before updating to the official release yesterday) The specified file could not be transferred. Domain: com.apple.dt.CoreDeviceError Code: 7000 User Info: { DVTErrorCreationDateKey = 2025-09-18 20:31:01 +0000; NSURL = file:///Users/thomsk2/Desktop/com.test.polarisdev%202025-09-18%2015:30.53.744.xcappdata/AppData/Library/Caches/; } The specified file could not be transferred. Domain: com.apple.dt.CoreDeviceError Code: 7000 User Info: { NSURL = file:///Users/thomsk2/Desktop/com.test.polarisdev%202025-09-18%2015:30.53.744.xcappdata/AppData/Library/Caches/; } Failed to perform I/O operations. Domain: com.apple.dt.remoteservices.error Code: 11001 Failure Reason: Cannot open destination file /Users/thomsk2/Desktop/c
I am receiving an entitlement error from stripe terminal SDK when integrating Tap to Pay from apple in the info.plist. Im hoping that someone can give me their input on my error output rather than diving into the stripe sdk to point me in the right direction of something I may have missed with entitlements. I have been approved for tap to pay entitlement and am following the instructions here from apple: https://developer.apple.com/documentation/proximityreader/setting-up-the-entitlement-for-tap-to-pay-on-iphone com.apple.developer.proximity-reader.tap-to-pay
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.
Topic:
Developer Tools & Services
SubTopic:
Xcode
As a followup - after upgrading to Unity 6000.2.6f1, these errors seem to have disappeared. If you're running into these issues on an earlier Editor version, try upgrading if you can.
Topic:
Graphics & Games
SubTopic:
GameKit
Tags: