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build disappears

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Reply to XCode 26.0.1/iOS 26 unable to mark class as ObservableObject
Just so we’re clear, ObservableObject isn’t part of Observation but part of Combine. I tried this out here in my office: Using Xcode 26.0.1, I created a new project from the macOS > Command Line Tool template. I changed main.swift to this code: import Combine class XYZ: ObservableObject { } I chose Product > Build and it compiled just fine. I’m not sure what’s going on in your case but it’s clearly context dependent. My advice is that you repeat the above steps to see if you can get the basics working. After that you can then explore why your original project is behaving differently from this test project. [quote='802686021, Gatti, /thread/802686, /profile/Gatti'] after updating to 26.0.1 [/quote] Upgrading from what? Xcode 26.0? Or Xcode 16.4? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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CallKit Display and Audio Output Mismatch with Unintended UI Reversion
I'm building a React Native call application using the following combination of libraries: https://github.com/react-native-webrtc/react-native-callkeep https://github.com/react-native-webrtc/react-native-webrtc https://github.com/react-native-webrtc/react-native-voip-push-notification When I press the speaker button on the call screen displayed by CallKit and change it to ON, the speaker button display on the call screen reverts back to OFF after a few seconds. However, when the speaker button display reverts to OFF, the actual audio output route does not return to the earpiece - the audio continues to output from the speaker without any change. Could you please advise on what cases might cause the speaker button display to revert, and if there are any potential solutions?
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Reply to xcodebuild -exportLocalizations Fails Due to Cross-Platform Dependencies
Hello, Could you tell me more about these watchOS targets? My primary curiosity is how they are able to build successfully even during a normal build, if their dependencies do not support watchOS. To more directly address your questions, Localization Export and Import are intended to cover all localizable content in the sources of the entire project or workspace. This way, a single xcloc/XLIFF file can be used for the entire project. Is directly parsing .xcstrings files and generating XLIFF an acceptable alternative, or does this miss important metadata that -exportLocalizations would include? This could work for your use case, but it is not a recommended flow and could miss a lot of things that Export would give you. Also, the xcstrings format is not guaranteed to remain stable from version to version. When you Export with Xcode (GUI or CLI), Xcode does the following: Includes strings from existing .xcstrings, .strings, and .stringsdict files in your project. Extracts localizable strings fr
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Made a new launch story board and removed old LaunchImages
Converted my app to use a Storyboard instead of a Launch Image. Everything was working fine until I removed all of the Launch Images within Image.xcassets. I kept the icons. Then I started getting an error that: None of the input catalogs contained a matching image set named LaunchImage. The storyboard imageview referenced an image not inside of LaunchImage catalog (but perhaps it did now that its causing this problem). I rebuilt, clean build, checked plist for entry and got the same error. I figured there was something wrong with the Storyboard so I completely removed it, rebuilt a new one, new name new image file, assigned the png file to the imageview and I get the same error. I've tried everything. There must be some deep metadata assignment that is looking for this catalog, so I put it back in, with the files assigned to universal 1x, 2x and 3x. I used LaunchImage as the image file and it recognized it but still get the same error during build. I can even remove the storyboard and I get
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Multiple-frames BlendShape (failed) Animation in Reality Composer Pro
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
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xcodebuild -exportLocalizations Fails Due to Cross-Platform Dependencies
I'm working on a large multi-platform iOS project (iOS, iPadOS, watchOS, tvOS, visionOS) and have successfully migrated from legacy .strings files to modern String Catalogs (.xcstrings). However, I'm unable to export localizations using xcodebuild -exportLocalizations due to cross-platform framework dependency issues. (Note: I did have AI help me write this question, so apologies in advance for any errors) Project Structure Main iOS/iPad app with multiple extensions watchOS companion app tvOS app visionOS app 49 .xcstrings files successfully migrated across all targets Uses Swift Package Manager for modularization The Problem When attempting to export localizations using xcodebuild -exportLocalizations, the build fails because it tries to build all targets across all platforms, including watchOS targets that depend on third-party xcframeworks that don't include watchOS slices: xcodebuild -exportLocalizations -project MyProject.xcodeproj -scheme MyApp -localizationPath ./export -configura
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Reply to Ventura Hack for FireWire Core Audio Support on Supported MacBook Pro and others...
For A&H ZED-R16 on M3, Sonoma 14.7.6, it's not flying. the kext is not loading on boot (or device connect, or whatever), have to manually load w. kmutil. The device shows up in FW device tree (after power-cycling when connected) but nothing in AMS. Kext seems to somehow unload after a while (disappears from kmutil showloaded list). It always shows up w. 0 address. Also tried w. Motu Ultralite FW – it happily starts on bus power but does not show up anywhere (Warning: Unable to list FireWire devices). Any ideas? Thanks.
Topic: Media Technologies SubTopic: General Tags:
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XCode 26.0.1/iOS 26 unable to mark class as ObservableObject
Started a new X-Code Project after updating to 26.0.1 and realized that I get an error when trying to mark a class as ObservableObject => Class XYZ does not conform to Protocol 'ObservableObject'. Strange behaviour, because at old projects the code is working even though the build options are the same and other settings like iOS version in Target are the same. There must be something chaged under the hood of XCode? I have to import Combine now, before I could write my class, e.g. CoreData Datamanager: ObservableObject only using CoreData.
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Reply to CapturedRoom.Section is missing a lot of information
Hi @X_Sheep, The center property is the location of the section in the frame of reference the room scan is building as the whole building is scanned. Building a visualizer as outlined in the WWDC 22 talk would be a great way to see these elements and debug what is really happening with your app and the data. If that is not what you are seeing a feedback would be great that contains the details of your use case and specifics on what's not working. Thank you
Topic: Spatial Computing SubTopic: General Tags:
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Reply to tvOS 26 file corruption issues?
Is there any way I can trigger tvOS 26 to force-quit my app while it is in the background so I can perform some additional testing? There isn't any tool/app for this, but there are two techniques you can use to achieve similar results: Your app can stop itself at any time by calling either exit() or abort() (which will generate a crash log as well as exiting). We recommend against calling that’s, but that's simply because, in the foreground, it will make your app look like it crashed. I certainly don't have any issue with using it in a development build. If you want to generate a more natural termination, you can use a second app that artificially consumes memory to force the system to terminate your primary app. You'll need to tweak how much and how quickly it touches memory (too much or too fast and the system will kill the foreground app), but once that's done you'll have an app that will force termination anytime you want. __ Kevin Elliott DTS Engineer, CoreOS/Hardware
Topic: App & System Services SubTopic: Core OS Tags:
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Reply to Instructions for debugging recent macos kernel versions?
so I've been using T6020 as the platform when building the kernel. OK, so this is the part I haven't explained as well as I should. You don't actually need to build the kernel, as you already have a development build of the kernel in the KDK. That's what kernel.development.t6020 and kernel.kasan.t6020 installed by the KDK in /System/Library/Kernels are. You should be able to jump straight to here: and then to generate a (bootable) kext collection for this kernel, I use (this command is similar to what's noted in the linked article): ...and continue from that point. __ Kevin Elliott DTS Engineer, CoreOS/Hardware
Topic: App & System Services SubTopic: Core OS Tags:
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Apple Pay pre-auth: how to not show hold amount (gas-station style) for usage-based rentals?
We’re building a usage-based rental flow. The final charge is only known after the session ends (like gas pumps). We want the same Apple Pay UX that gas stations like at a gas station has: the user does not see a pre-authorization amount up front; they only see “approved” and later the final posted amount on the statement. What we observe (gas stations / desired UX) When paying at gas station with Apple Pay (card-present), the user confirms their card (double-tap) but no pre-auth amount is shown in Wallet/notification UI. The small notification is from the bank (not the merchant) and shows only bank + merchant name, no total. After fueling ends, the final amount appears on the statement from the merchant. What happens in our flow (current behavior) Platform: Apple Pay via Stripe (Apple Pay on the Web with QR → mobile Safari Wallet sheet). When a user confirms payment, the pre-authorization amount is shown immediately to the user (appears like a charge from the user’s perspective). We want to avoid sh
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Build Failure - Missing Entitlement
I have a build failure problem in my project. The two messages read: Automatic signing failed Xcode failed to provision this target. Please file a bug report at https://feedbackassistant.apple.com and include the Update Signing report from the Report navigator. Provisioning profile iOS Team Provisioning Profile: com.hodge.MeditateMD doesn't include the com.apple.developer.activitykit entitlement. When I look at my entitlements in the signing and capability, I see that the com.apple.activitykit is missing. When I go to my app in the developer website, I can’t find live activities to add to the provisioning profile. I am really stuck and would appreciate any help!
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Web view delayed layout during window resize
The app I work on uses WKWebView to render customer data. In iPadOS 26, we observe that there is a delay when resizing the window (and thus the web view) before the content is re-rendered. The same behavior is visible in Safari. For demonstration purposes, consider this test page: https://phet-dev.colorado.edu/html/build-an-atom/0.0.0-3/simple-text-only-test-page.html Initially, the window is small: Then when the window is expanded, the content scales up temporarily: It eventually re-renders to the correct size, but then if you make the window small again, you get (temporarily): Is there anyway around this behavior? We would love to have the content reflow interactively.
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Recover iPadOS MenuBar state from different scenes
I’m building a Flutter plugin to access the new menubar API on iPadOS. Everything works fine with a single scene, but I’m running into issues when adding support for multiple scenes: Only odd-numbered windows (first, third, etc.) build their menus correctly. Even-numbered windows ignore the menus sent from Flutter and fall back to a default menubar. When switching between scenes, the last rendered menu always persists instead of updating to the current focus. So far, I’ve: Implemented the plugin as a singleton. Tried to persist menu state per scene, but without success. What would be the recommended approach here? Should I avoid a singleton and manage state entirely per UIScene instance? The project is open-source, and if anyone is willing to take a look, here are the relevant files: /ios/Classes/IpadOSMenubarPlugin.swift /example/ios/Runner/AppDelegate.swift Any guidance would be much appreciated.
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