Search results for

build disappears

49,237 results found

Post

Replies

Boosts

Views

Activity

PHFetchOptions.includeHiddenAssets does not correctly return asset by id
When attempting to access a PHAsset that is in the hidden folder of iOS26, the PHFetchResult always returns no items, even when the user has granted full access to photos and even when includeHiddenAssets is true. This is the code suggested by ChatGPT; it always fails: public func fetchAsset(withLocalIdentifier identifier: String) -> PSSPHAssetImplementing? { // First try the direct fetch by identifier (fast path) let directResult = PHAsset.fetchAssets(withLocalIdentifiers: [identifier], options: nil) if let asset = directResult.firstObject { return build(from: asset) } // Fallback: fetch all assets including hidden, then filter manually let options = PHFetchOptions() options.includeHiddenAssets = true let allAssets = PHAsset.fetchAssets(with: options) for index in 0..
1
0
260
3w
Reply to Apple Intelligence language
I can confirm the behavior and want to add the developer perspective. I build an app that uses Apple’s on-device Foundation Models (with a Core ML fallback). When the device UI is set to Catalan, Apple Intelligence is disabled, so the Foundation Models APIs report unavailable. This blocks my app from handling prompts in English or Spanish even when the user explicitly selects those languages in-app. Developer impact • I must ship separate code paths and degrade features based on UI language, not user intent. • Users who prefer a Catalan UI lose on-device, privacy-preserving LLM features, so I am forced to route to cloud or third-party SDKs. • QA complexity rises because availability hinges on language toggles and reboots, as the bug report here illustrates. Repro (app context) 1. Set iPhone language to Catalan. 2. Call Foundation Models API from the app. availability reports not available. 3. Switch device language to Spanish. Availability often remains “unavailable” until reboot. 4. After reboot, av
3w
Long loading time when showing/hiding the Code Review window in Xcode 26.0.1
When showing or hiding the Code Review window in Xcode 26.0.1, a loading screen appears and Xcode freezes. The loading screen appears for about 30 seconds, then disappears and the Code Review window appears. During this time, Xcode also freezes and cannot function. It doesn't seem to be an error or bug, but people who frequently switch between Code Review windows find the long loading time inconvenient. Is there any way to improve this? (MacBook Pro 16, M2 Max, 64GB memory, macOS 26.0 (25A354))
0
0
103
3w
Reply to Unable to compile Core Image filter on Xcode 26 due to missing Metal toolchain
I can compile and run the project but I cannot use previews with Xcode 26.0.1. My projects needs to have use legacy previews execution switch enabled otherwise all previews are crashing during initialisation for same strange reason I have given up looking for a solution. With Xcode 26.0.1 the automatic build executed for legacy previews always fails with this error message so now I'm not able to use previews at all.
Topic: Graphics & Games SubTopic: Metal Tags:
3w
Metal is not installed on Xcode 26 on Xcode Cloud
Hi there, We’re encountering this error in all of our builds when using the latest Xcode and macOS: The Metal Toolchain was not installed and could not compile the Metal source files. Download the Metal Toolchain from Xcode > Settings > Components and try again. In short, all builds are failing. I’ve tried fixing this by installing Metal and applying other solutions, but none of them worked reliably. Is there a way to ensure that the Metal Toolchain is installed on the CI machine?
7
0
523
3w
Reply to Pink screen on MTLCommandBuffer.presentDrawable.
Thanks for your post. I was wondering if you have a way to reproduce the issue. Do you get the same results with just the relevant code in a small test project? If so, please share a link to your test project. That'll help us better understand what's going on. If you're not familiar with preparing a test project, take a look at Creating a test project. A focused Xcode project that builds and demonstrates the issue. Ideally this will be a new Xcode project created specifically to demonstrate this issue, and which includes only the minimal code and API necessary to reproduce the issue. This focuses on the important code paths and may require you to perform additional debugging to extract the relevant code. Please do not include any 3rd-party code or frameworks unless they are absolutely required for this targeted test project to run. We also recommend adding appropriate logging to your focused project. See Technical Note TN2347 - Basic debugging with the NSLog function and the DEBUG preprocessor macro:
3w
Reply to Xcode Cloud 26b7 Metal Compilation Failure
Anyone know if it's going to be this way going forward? I get it that a lot of ppl don't need the tool chain, thus making it optional. But I feel like the runners in xcode cloud should have this installed by default Each build adds 5+ minutes just to download&install it. I'm actually considering having a prebuilt metallib in the repo if this will be the case going forward.
3w
Performance degradation of HTTP/3 requests in iOS app under specific network conditions
Hello Apple Support Team, We are experiencing a performance issue with HTTP/3 in our iOS application during testing. Problem Description: Network requests using HTTP/3 are significantly slower than expected. This issue occurs on both Wi-Fi and 4G networks, with both IPv4 and IPv6. The same setup worked correctly in an earlier experiment. Key Observations: The slowdown disappears when the device uses: · A personal hotspot. · Network Link Conditioner (with no limitations applied). · Internet sharing from a MacBook via USB (where traffic was also inspected with Wireshark without issues). The problem is specific to HTTP/3 and does not occur with HTTP/2. The issue is reproducible on iOS 15, 18.7, and the latest iOS 26 beta. HTTP/3 is confirmed to be active (via assumeHttp3Capable and Alt-Svc header). Crucially, the same backend endpoint works with normal performance on Android devices and using curl with HTTP/3 support from the same network. I've checked the CFNetwork logs in the Console but haven't found
2
0
133
3w
Reply to Xcode Cloud builds don't work with *.usdz files in a RealityComposer package
Steps to reproduce: create default Xcode ARKit RealityKit template app open Reality Composer Pro, create new project, choose a folder somewhere in the above created app add RealityKitContent as dependency under Frameworks, Libraries, and Embedded Content drag the example Usdz into the reality composer project, maybe add it to base scene setup Xcode cloud basic build Result would be the above error. Additionally it always takes > 2min to fail: If I remove the *.usdz file it works (so it's not like the metal toolchain isn't installed or realitytool not working) Here's the example file, I shared it via dropbox since I can't attach usdz's here. It's just the monkey head from blender exported as usdz and crushed using usdcrush https://www.dropbox.com/scl/fi/f7b7dsyspby1zabk26932/monkey_crushed.usdz?rlkey=feilrul7gx6naxkbun7oaezv0&st=8afj5ewt&dl=0
3w
Xcode 26 Debug Error Display Issue
I recently installed Xcode 26.0.1. (MacBook Pro 16, M2 Max, 64GB memory, macOS 26.0 (25A354)) Normally, when debugging, a red error appears in the left-hand Issues navigation, and you can click on it to access the location of the error. However, currently, when debugging, the red error does not appear in the Issue Navigation on the left-hand side of the Xcode screen. There is an error, but it isn't displayed. It does appear, but disappears after 1 second. (It disappears before I can click on it.) The error doesn't appear or disappears after 1 second, so I can't pinpoint the exact location. Please help me resolve this issue. Additionally, I deleted all Xcode development-related files inside my Mac and restarted my MacBook, but the symptom still persists.
3
0
148
3w
Xcode Cloud builds don't work with *.usdz files in a RealityComposer package
In courses like Compose interactive 3D content in Reality Composer Pro Realitykit Engineers recommended working with Reality Composer Pro to create RealityKit packages to embed in our Realitykit Xcode projects. And, comparing the workflow to Unity/Unreal, I can see the reasoning since it is nice to prepare scenes/materials/assets visually. Now when we also want to run a Xcode Cloud CI/CD pipeline this seems to come into conflict: When adding a basic *.usdz to the RealityKitContent.rkassets folder, every build we run on Xcode cloud fails with: Compile Reality Asset RealityKitContent.rkassets ❌realitytool requires Metal for this operation and it is not available in this build environment I have also found this related forum post here but it was specifically about compiling a *.skybox.
4
0
380
3w