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`onTapGesture` not triggered on `Map` views
When building with iOS 26 SDK beta 5 (23A5308f), onTapGesture is no longer being triggered on Map views. This appears to be a regression in beta 5 specifically, as this issue was not present in beta 4. How to reproduce Code The following code demonstrates the issue, as seen in the videos below. import MapKit import SwiftUI struct ContentView: View { @State private var location = CGPoint.zero var body: some View { Map() .onTapGesture { location in self.location = location } .safeAreaInset(edge: .bottom) { VStack(alignment: .center) { Text(iOS (UIDevice.current.systemVersion)) .font(.largeTitle) Text(Tapped Location) Text((location.x), (location.y)) } .frame(maxWidth: .infinity, alignment: .center) .background(.background) } } } Demo The gifs below show the behavior in iOS 18.5 (in which the tap gestures are recognized and tapped coordinate is displayed in the safe area inset) and iOS 26 beta 5 (in which the tap gestures have no effect): iOS 18 iOS 26 Next steps? Is there a recommended workaround for t
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Sep ’25
Reply to `onTapGesture` not triggered on `Map` views
An update regarding the state of this issue as of iOS 26.1 beta 1 Using 26.1 beta 1 (23B5044k), I tested this issue using the sample code provided with the original post, and there's a partial fix in this build of iOS 26.1, but there's a noticeable performance issue that folks will likely want to keep in mind. There's a significant regression between the responsive UI experience that was present in iOS 18.6 and the high-latency UI experience now present in iOS 26.1. I'll try to summarize how the behavior varies across OS versions: iOS 18.6: onTapGesture triggers callback nearly instantly iOS 26.0: onTapGesture fails to trigger callback at all iOS 26.1: onTapGesture eventually triggers callback, but there's a significant delay that causes the app to feel unresponsive Demo The attached gif attempts to show the delay, but it feels much more apparent when you're using an app yourself and you sense the delay between when you personally tap on the screen and when the screen updates. The gif shows the follo
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Sep ’25
Reply to Unable to log into Developer Account
I am able to sign in using my personal account, but not my account for app development. For some reason, it is no longer sending the codes to my phone, just my laptop, but every time I enter the code they have sent, it says it's wrong. Incredibly frustrating. I need to get my build out ASAP, and for the second day, it is once again timed out due to too many attempts.
Sep ’25
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
Sep ’25
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.
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Sep ’25
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:
Sep ’25
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.
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Sep ’25
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:
Sep ’25
limitations of UserSendCDB in SCSIPeripheralsDriverKit?
I've made a dext and a user client that overrides IOUserSCSIPeripheralDeviceType00, with the object of writing device firmware to the driver. I can gain and relinquish exclusive access to the device, I can call UserReportMediumBlockSize and get back a sensible answer (512). I can build command parameters with the INQUIRY macro from IOUserSCSIPeripheralDeviceHelper.h and send that command successfully using UserSendCB, and I receive sensible-looking Inquiry data from the device. However, what I really want to do is send a WriteBuffer command (opcode 0x3B), and that doesn't work. I have yet to put a bus analyzer on it, but I don't think the command goes out on the bus - there's no valid sense data, and the error returned is 0xe00002bc, or kIOReturnError, which isn't helpful. This is the code I have which doesn't work. kern_return_t driver::writeChunk(const char * buf, size_t atOffset, size_t length, bool lastOne) { DebugMsg(writeChunk %p at %ld for %ld, buf, atOffset, length); SCSIType00OutParameters o
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Sep ’25
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.
Sep ’25
Reply to Xcode Cloud Workflows Completely Stuck
I encountered this issue this morning. In my case I had the build set to use Latest Beta or Release and swapping it to Latest Release cleared the issue up. That's obviously not an option if you need the beta build to develop against upcoming APIs, but if you had it set that way and no longer need the latest beta it's worth a try.
Sep ’25
xcodebuild failing when package plugin is added to project
I have created a build tool plugin in one of my SPM packages, and am trying to get it working in my project. It works fine when I build from Xcode, or have at least built the project in Xcode once before with the plugin. But if I try to build the project using xcodebuild on a machine where I have never built the project before, it fails with this error: error: '2.3.0': Invalid manifest (compiled with: [/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/swiftc, -vfsoverlay, /var/folders/5_/q4yl04gs2kld1zztqxkqjdgh0000gq/T/TemporaryDirectory.BWwJWG/vfs.yaml, -L, /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/pm/ManifestAPI, -lPackageDescription, -Xlinker, -rpath, -Xlinker, /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/pm/ManifestAPI, -target, arm64-apple-macosx14.0, -sdk, /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/Mac
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Sep ’25
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
Sep ’25