Search results for

build disappears

49,368 results found

Post

Replies

Boosts

Views

Activity

Reply to Stage Manager app icon in Xcode 26 macOS apps
Replying to my own post here. After further testing here is what I found to work on Xcode 26 with a macOS app project: Create a brand new project name/app. Add desired custom AppIcon.icon from Icon Composer to the Project/Target (pick well you won't be able to change it later) Peform the first compile/build/run of the app ever. Paradoxically, the custom icon will show in Stage Manager but not in the Dock or app switcher (Ctrl+Tab). Select “Include all app icon assets” in the project/target settings and Clean Build Folder/ReBuild/Run/Quit. Unset the “Include all app icon assets” and again Clean/Build/Run. The custom icon should now show in Stage Manager, Dock, and App Switcher. If you replace the AppIcon.icon file in the project it will show in Dock and App Switcher but not in Stage Manager. Further, replacing back the original custom AppIcon.icon in the project will not bring back the custom icon to Stage Manager, only to Dock and App Switcher, with just a generic blank icon in Stag
3w
Build upload API not yet available?
Dear community, in order to modernize our build pipelines, I wanted to try out the new App Store Connect build upload API that was introduced in the WWDC video Automate your development process with the App Store Connect API. However, when POSTing to https://api.appstoreconnect.apple.com/v1/buildUploads, I receive the following error message: { errors: [ { id: 9fb916ea-4d26-4712-8c55-d1d4b5320bf2, status: 404, code: PATH_ERROR, title: The URL path is not valid, detail: The resource 'v1/buildUploads' does not exist } ] } Is this API not yet available or am I doing something wrong? If it is not yet available, is there an ETA? Thanks in advance & best regards, Yannik
2
0
419
3w
Reply to DeclaredAgeRange import error in Mac Catalyst app
I’m not sure what you’re trying to convey with your latest reply. I’ve already: Explained that this is a bug. Recommend that you file a bug about it. Suggested a workaround that will at least allow your code to build. What else are you looking for? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
3w
XCode 26: is it possible to remove the preinstalled iOS Platform via xcodebuild?
Hi, as described by the subject, I'm trying to find a way to remove the preinstalled iOS support via command line tool. I need to do that because I need to use the universal architectureVariant in order to build on old Intel-based iOS Simulators, but on iOS 26. As described in this page, I can use this command to download the architecture I need xcodebuild -downloadPlatform iOS -architectureVariant universal however, launching this command I receive this error iOS is already downloaded as arm64Only. To replace with universal, first delete the existing one. Is there any way to remove the current installed iOS platform via command line? In particular I'm serching for a way to do what the button Delete in the attached screen does. Thank you
1
0
123
3w
Reply to Xcode shows alert about unknown com.apple.quicklook.preview extension point when running on Apple Vision Pro Simulator
Can you try deleting the phyical one and rely only on the info.tab? I don't see how, since the NSExtension plist key contains a nested structure. Inversely, can you de select from build settings the 'generate info.plist' and handle that fully manually? Not sure what that should change. Should I simply copy the generated contents into the Info.plist file? The error doesn't happen at compile time, but at installation time. What happens if you deliberately make the NSExtensionPointIdentifier 'wrong' like making a typo - do you get same error message? Same error message, now mentioning the updated NSExtensionPointIdentifier value.
3w
Reply to Embed/Do Not Embed & Mach-O type
Ah, I thought might be the case. The simulator works a bit like macOS, where Xcode sets things up so that your app can load a framework from the build products directory. That won’t work on a real device, where the framework must be embedded in the app’s bundle. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
3w
Embed/Do Not Embed & Mach-O type
My Xcode project has the following configuration: 1 iOS app target 1 Xcode framework target (mach-o-type Dynamic Library) 5 static libraries Dependencies: All the static libraries are target dependencies of the framework. The framework is the only target dependency of the iOS app. For the iOS app target, within the General tab > Frameworks, Libraries & Embedded content, I've set the framework as Do not embed So now I have a dynamic framework which won't be copied to the .app bundle in the build output. As per my understanding, this should result in a runtime error, dyld should not be able to find the framework files as they were not embedded in the final .app bundle. But regardless, my app runs without any errors, using all the methods exposed by the framework. What is the correct understanding here? What exactly does Embed/Do not embed mean (apart from excluding the files from .app bundle) When both settings are specified, is there any priority or precedence of one setting over the other?
3
0
145
3w
Reply to Endpoint Security Frameworks SDK - Not foudn for download
It looks like you’re using Xcode to build an Endpoint Security system extension. If so, the following should work: In Xcode, create a new app project by choosing File > New > Project and selecting the macOS > App template. Once that’s set up, create a new Endpoint Security system extension target by choosing File > New > Target and selecting the macOS > Endpoint Security Extension template. Then do this: In the Project navigator on the left, select your project. In the Project editor — the middle pane of the Xcode window — select your Endpoint Security system extension target on the left. At the top, select the General tab. In the Frameworks and Libraries list, you’ll see libEndpointSecurity.tbd. That’s the stub library necessary to resolve the linker error you’re reporting. If you’re not familiar with the concept of a stub library, I explain that in An Apple Library Primer. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + ap
Topic: App & System Services SubTopic: Core OS Tags:
3w
Reply to TV A1625 Using 3× More CPU After tvOS 26 Update
Hi, yes your fully correct, its an app for tvOS We are media streaming VOD and live content. and only on the AppleTV A1625, we see thats there is an effect to the stream quality, and the only diffrent i can spot is the larger cpu usage(Other processes) and we have tried build on both the 26 and the 16.4. And we are using the AvPlayer to stream the content.
Topic: Media Technologies SubTopic: Streaming Tags:
3w
File Provider UI extension unsupported on Vision OS
I am building a Vision OS app that includes a File Provider and File Provider UI extension. Both work great in simulator. When uploading to TestFlight, this message is shown: Unsupported Platform. The extension bundle [...]/PlugIns/File ProviderUI.appex is not supported for this platform. If I exclude the File Provider UI extension from the build, it is accepted. If I even include a hello-world File Provider UI extension, the error shown above is returned by ASC. There is contradicting documentation on this subject: https://developer.apple.com/documentation/technologyoverviews/app-extensions states that File Provider UI extension is not supported on Vision OS, so that explains ASC behavior https://developer.apple.com/documentation/FileProviderUI (and all other framework docs) states that File Provider UI extension is supported on Vision OS, so that explains why it works on simulator. Now, which of these two is correct? My best guess at this point is that ASC's logic follows the first documen
5
0
189
3w
Reply to Xcode shows alert about unknown com.apple.quicklook.preview extension point when running on Apple Vision Pro Simulator
Hi, Any discrepancy in deployment target versions? I suppose not since you mentioned the fresh projects attempts. What happens if you modify manually the info.plist? Can you try deleting the phyical one and rely only on the info.tab? Inversely, can you de select from build settings the 'generate info.plist' and handle that fully manually? What happens if you deliberately make the NSExtensionPointIdentifier 'wrong' like making a typo - do you get same error message? Can you check the bundle identifiers?
3w
Reply to Wifi Aware iOS devices authentication fails after a period of time
Hey @DTS Engineer there isn't a sample code at this stage in the documentation. There is only the documentation explaining how to use Wi-Fi Aware on the Apple platform. Can you provide links to a real sample application to just run and test on our end. Would be happy to reproduce it with your sample code. Right now the documentation looks a bit unfinished with missing states between what you actually see in XCode and the way you need to build a real application. Even if that's the case i have been able to build one on my end and test the flow and the current API.
3w
Xcode_26 not compiling Metal project
Hello Xcode 26.0.1 (17A400) Missing some Metal components When building a program using Metal, it induces an unexpected error : “error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain Command CompileMetalFile failed with a nonzero exit code” Which terminates the build The fix given “xcodebuild -downloadComponent MetalToolchain” using sudo does not work Did someone find a work around or could resolve the issue? Many thanks Jean MacBook Air M4; macOS 26.0.1; Xcode 26.0.1
1
0
189
3w