i encountered an error when i distributing my app on xcode 26.0.1. Below is error log. { logFormatVersion: 1, jobId: ed2b622b-61f6-4c8a-90b7-7c3cdfbafc7a, status: Rejected, statusSummary: Team is not yet configured for notarization. Please contact Developer Programs Support at developer.apple.com under the topic Development and Technical / Other Development or Technical Questions., statusCode: 7000, archiveFilename: mychm.zip, uploadDate: 2025-12-10T01:50:34.198Z, sha256: b61e224154823c8e06c3db904d67a78969f1564c7602f1fa77335fdd12a8d22b, ticketContents: null, issues: null }
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I sincerely apologize for the delayed response! I have also confirmed on my end that the combination of Xcode 26.1.1 and iOS 26.1 works properly without any crashes. Thank you to everyone who provided comments and to those who worked on addressing this issue.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Issue : When creating a new project in Xcode 26.0 and adding a Share Extension target without modifying any code, the app crashes upon displaying the extension screen with the following error: *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'The layout constraints still need update after sending -updateConstraints to <_UINavigationBarTitleControl: 0x105b9cc00; frame = (0 0; 0 0); layer = >. _UINavigationBarTitleControl or one of its superclasses may have overridden -updateConstraints without calling super. Or, something may have dirtied layout constraints in the middle of updating them. Both are programming errors.' Environment : Xcode 26.0 iOS 26.0 (physical device) Note: This issue does not occur when running on iOS 18.3.1 (physical device). Temporary Workaround : Adding the following implementation to the isContentValid method prevents the exception from occurring: Objective-C- (BOOL)isContentValid { // Do validation of contentText and/or NS
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hi there, I received an enterprise license file to include enhanced object tracking configuration for the Vision Pro. My account is part of the team which got the allowance from Apple to use this capability. Unfortunately, although I followed the guide, I do not find the Object Tracking capability when I try to add it to my project. There are other capabilities like Main Camera on the Vision Pro, but not for Object Tracking. I am using Xcode 26.1 and visionOS 26.1. What am I missing here? Thanks in advance, Matthias
The way I approach issues like this is to work backwards from the contents of the built app to understand why you received an error message, and then keep going backwards from there to see why the app was built that way. For this error, you need to inspect your built app bundle. You can do this by going to the Xcode Organizer, selecting the version of your app receiving this message, right-clicking, and selecting Show in Finder. You'll see a .xcarchive package in Finder, and you select this, right-click, and select Show Package Contents. Inside of this Xcode archive package, you'll see the folders Products/Applications/YourCoolApp.app. Right click on your .app and select Show Package Contents. We're now looking at the inner contents of your app bundle. Take a look at the contents of your Info.plist file inside this bundle, and look at the value of the CFBundleExecutable key — the value of that key is the file name of your main app binary. Does that file exist? A Missing Bundle Executable If
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Hi, I am experiencing an issue where my in-app purchase products cannot be fetched from App Store Connect during sandbox testing, despite all products being properly configured. ERROR MESSAGE: When testing on a physical iOS device, I receive the following error: Error fetching offerings - The operation couldn't be completed. (RevenueCat.OfferingsManager.Error error 1.) There's a problem with your configuration. None of the products registered in the RevenueCat dashboard could be fetched from App Store Connect (or the StoreKit Configuration file if one is being used). All products show status READY_TO_SUBMIT with the warning: This product's status (READY_TO_SUBMIT) requires you to take action in App Store Connect before using it in production purchases. I have 2 subscriptions and 4 Consumable in-app purchases set up in App Store Connect. VERIFICATION COMPLETED: Bundle ID matches exactly in App Store Connect, Xcode project, and RevenueCat dashboard Product IDs match exactly between App Store Connect, R
Topic:
App & System Services
SubTopic:
StoreKit
Signing a distribution USB or PCI DEXT The issues described above mean that the standard Xcode GUI flow cannot be used to directly export a distribution release of a USB or PCI DEXT. Here is that flow I've found that will work: Note: The instructions below reference macOS-specific documentation, but the flow I'm describing was actually tested using an iOS project. Start by building the final version of your DEXT. On the portal, generate and download a provisioning profile for whatever environment you're going to try to build. Generate a profile for both the DEXT and the app it will be embedded in. Rename the DEXT profile you downloaded in #2 to embedded.provisionprofile”. Show the packaged contents of your DEXT and replace the existing embedded.provisionprofile (development profile) profile with the file from #3 (the release profile). Use this command to resign the DEXT with the final entitlement configuration you'll be shipping. See the Sign each code item section of Creating distribution-signed cod
Topic:
App & System Services
SubTopic:
Drivers
Tags:
Kevin's Guide to DEXT Signing The question of How do I sign a DEXT comes up a lot, so this post is my attempt to describe both what the issue are and the best current solutions are. So... The Problems: When DEXTs were originally introduced, the recommended development signing process required disabling SIP and local signing. There is a newer, much simpler process that's built on Xcode's integrated code-signing support; however, that newer process has not yet been integrated into the documentation library. In addition, while the older flow still works, many of the details it describes are no longer correct due to changes to Xcode and the developer portal. DriverKit's use of individually customized entitlements is different than the other entitlements on our platform, and Xcode's support for it is somewhat incomplete and buggy. The situation has improved considerably over time, particularly from Xcode 15 and Xcode 16, but there are still issues that are not fully res
Our engineering teams need to investigate this issue, as resolution may involve changes to Apple's software. Please file a bug report, include a small Xcode project and some directions that can be used to reproduce the problem, and post the Feedback number here once you do. If you post the Feedback number here I'll check the status next time I do a sweep of forums posts where I've suggested bug reports. Bug Reporting: How and Why? has tips on creating your bug report.
Topic:
App & System Services
SubTopic:
Core OS
Tags:
Apple now accepting Xcode 26.2 RC submissions
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Environment visionOS 26.1, Xcode 26.1.1 Problem When a WindowGroup opens an ImmersiveSpace and the user closes the window via X button, the async Task in .onDisappear gets cancelled before dismissImmersiveSpace() completes, leaving the ImmersiveSpace active with no way to exit. Steps WindowGroup opens ImmersiveSpace in .onAppear User clicks X to close window .onDisappear fires but async cleanup cancelled ImmersiveSpace remains active, user trapped Expected ImmersiveSpace dismissed when window closes Actual ImmersiveSpace remains active Code .onAppear { Task { await openImmersiveSpace(id: VideoCallMainCamera) } } .onDisappear { Task { await dismissImmersiveSpace() // Gets cancelled } } What I've Tried Task in .onDisappear ❌ scenePhase monitoring ❌ High priority Task ❌ .restorationBehavior(.disabled) + .defaultLaunchBehavior(.suppressed) ✅ (prevents restoration but doesn't fix immediate cleanup) Question What's the recommended pattern for ensuring ImmersiveSpace cleanup when
The OS is shutting down our app due to high memory usage. In our app, each “room” is an immersive space with a skybox. Within the room we navigate through a variety of spaces, each with its own texture to be used in the skybox material. Each time we swap out the skybox material the memory usage grows significantly. When we exit each room (immersive space), we remove the skybox (removeFromParent), assign it to nil, and have even tried to set the Texture to nil. Exiting a room doesn’t appear to release any of the allocated memory. Each time we enter a new room the memory usage climbs until we reach about 5G, by which time the app is closed by the system. Should we remove the UnlitMaterial reference in each room object as well upon exiting immersive space? We also observed that when we navigated through spaces that we’ve previously visited, the Persistent Bytes don’t grow even though we are releasing the Texture resource upon exiting a space, then re-creating the TextureResource when we enter it again. Could the
Topic:
Spatial Computing
SubTopic:
General
Tags:
Hi everyone, I’m working on an iOS app that uses a Core ML model to run live image recognition. I’ve run into a persistent issue with the mlpackage not being turned into a swift class. This following error is in the code, and in carDetection.mlpackage, it says that model class has not been generated yet. The error in the code is as follows: What I’ve tried: Verified Target Membership is checked for carDetectionModel.mlpackage Confirmed the file is listed under Copy Bundle Resources (and removed from Compile Sources) Cleaned the build folder (Shift + Cmd + K) and rebuilt Renamed and re-added the .mlpackage file Restarted Xcode and re-added the file Logged bundle contents at runtime, but the .mlpackage still doesn’t appear The mlpackage is in Copy bundle resources, and is not in the compile sources. I just don't know why a swift class is not being generated for the mlpackage. Could someone please give me some guidance on what to do to resolve this issue? Sorry if my error is a bit naive, I'm pretty new
Topic:
Machine Learning & AI
SubTopic:
Core ML
See the first message in this thread for the FB number. I've added a line that this still seems to be broken in the 26.2 beta I tested in simulator. The bug report also contains a trivial Xcode project to reproduce the problem.
Topic:
UI Frameworks
SubTopic:
SwiftUI
I figured out the issue! I recently received a new external drive into which I setup XCode to write its Derived Data and Archives. This external drive was formatted as ExFAT. I have now reformatted the drive as Mac OS Extended (APFS was not an available option in my Disk Utility) and rebuilt the application. The updated pkg using the rebuilt and notarized application now correctly installs to /Applications. It's unfortunate that I could not find a Console log or display verbose enough information via sudo installer -verboseR detailing why the application was not being written to /Applications. Hopefully this post helps someone in a similar situation. Thank you for your time and responses.
Topic:
Developer Tools & Services
SubTopic:
General
Tags: