Validation failed Missing app icon. Include a large app icon as a 1024 by 1024 pixel PNG for the 'Any Appearance' image well in the asset catalog of apps built for iOS or iPadOS. Without this icon, apps can't be submitted for review. For details, visit: https://developer.apple.com/documentation/xcode/configuring-your-app-icon. (ID: 525f6327-6859-4ae7-977b-7951423127a6) getting this error while archive and validation then validation failed and got this error But in my xcode each icon is present and when i build the app then in simulator or a real phone the icon is present but while archive and validation then validation failed also i have tried a lot solution but unable to resolve this.
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Hello, I am encountering the following error when uploading a build to App Store Connect: ITMS-90555: Thinned app size is too large – Your on-demand resources in the universal variant are 30 GB, which exceeds the maximum allowable size. After app thinning, the total size of your on-demand resource asset packs in any variant must be less than 30 GB. Our application includes a large amount of font resources delivered via ODR. Before making structural changes, I need clarification because the documentation does not fully explain how ODR size calculations work per variant. Environment Xcode: (latest stable) Distribution method: App Store submission ODR total size before thinning: approximately (28 GB) Build processing fails immediately with the ITMS-90555 error Questions How exactly does App Thinning compute the size of ODR asset packs per variant? Is ODR size evaluated: Per device-specific variant, Or is the “universal variant” treated as an additional variant that must independently stay under 30GB? Th
For anyone watching the link kindly provided by Albert, a new note is probably not created: December 8, 2025 TestFlight update You can now upload apps built with Xcode 26.2 RC using the SDK for iOS 26.2 RC, iPadOS 26.2 RC, macOS 26.2 RC, tvOS 26.2 RC, visionOS 26. 2 RC, and watchOS 26.2 RC for internal testing through TestFlight. because towards the end of the following day, December 9th, observe how and external was silently inserted: December 8, 2025 TestFlight update You can now upload apps built with Xcode 26.2 RC using the SDK for iOS 26.2 RC, iPadOS 26.2 RC, macOS 26.2 RC, tvOS 26.2 RC, visionOS 26. 2 RC, and watchOS 26.2 RC for internal and external testing through TestFlight. So watch carefully the same previously dated release note for App Store to be inserted.
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
Hello I don't recommend trying to implement controller tracking & recasting using the controller's IMU data. ARKit in visionOS 26 has support for tracking 6DOF pose of PSVR2 controllers. Apple publishes a Unity plugin that bridges the native GameController + ARKit support for discovering and tracking spatial game controllers into Unity. See Apple.SpatialAccessory in the Apple unity plugins Github.
Topic:
Spatial Computing
SubTopic:
General
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Still no luck, unfortunately. OSX version is 15.7.2. I created a new user account, and as such, needed to add the Developer ID Application and Developer ID Installer certificates for our organization to XCode. After building the application, I had it notarized using XCode's Organizer window via the Direct Distribution option. Unfortunately, the package installer still wrote a zero-byte application to the /Application folder. I verified the installer had the correct Payload by extracting and decompressing the package data. Quite the head scratcher. Thank you for any insight.
Topic:
Developer Tools & Services
SubTopic:
General
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Thanks for providing some code. I was able to reproduce the problem you have described here. 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:
UI Frameworks
SubTopic:
AppKit
Hello, I am unable to submit ANY of my apps for External TestFlight review. Every time I try to add a build to an external group and press Submit for Review, I immediately get this error: There was an error processing your request. Please try again later. This happens on multiple apps in the same account: LM Mobile (Apple ID: 6755979316) TPM Mobile (newly created app) All of the following have been verified and are active: Paid & Free App Agreements Banking & Tax forms App Privacy (Published) Test Information is fully completed Multiple clean builds uploaded (1.0.0 build 1 and 2) Correct distribution via App Store Connect selected in Xcode Admin + Account Holder role This clearly confirms that the problem is ACCOUNT-LEVEL on the backend. Case Number: 102766190091 Could an Apple engineer please check and reset the stuck External TestFlight submission state on the server side? Thank you.
Thank you for your response and for taking the time to read the Technical Note. I believe you have now realized that Universal Links function consistently well, but there could be several reasons for their behavior deviating from expectations: When encountering issues related to Apple-app-site-association files and associated domains, particularly when they function correctly on the first attempt but fail on subsequent attempts within the same tab, several potential security and configuration factors could be at play: JavaScript Logic Errors: Although you mentioned that the code execution is identical, race conditions or state mismanagement within your JavaScript could lead to differing outcomes on successive runs. Please verify for such possibilities. Error Handling and Logs: Enhance error handling surrounding the associated domain validation logic and ensure comprehensive logging to capture any discrepancies during the second invocation. By systematically examining these areas, you should be able to identif
Topic:
Safari & Web
SubTopic:
General
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I have developed a fun living diorama world using Reality Composer Pro and XCode. Everything is as it should be, and it looks/works great ... until it does not. If I seem to make any change to any of the 10 timelines that I am using (all on the same scene, no nested scenes), running the app in simulator, device, and via testflight throws errors around compiled timelines, leading to the black screen of death. Every time I clean and run, the timelines in questions might change. Its very frustrating and impossible to track down. Heres are some examples. AssetLoadRequest failed because asset failed to load '/ (3661553931319769725 Timeline (RealityFileAsset)URL/file:///var/containers/Bundle/Application/F4408256-6014-4264-9E4B-F74AEF0EDE53/SantasVillage.app/RealityKitContent_RealityKitContent.bundle/RealityKitContent.reality/Timeline_779.compiledtimeline)' (failed to register asset) Asset / (13631856135570808851 AnimationLibraryAsset (RealityFileAsset)URL/file:///var/containers/Bundle/Application/F4408256-
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Reality Composer
RealityKit
Reality Composer Pro
visionOS
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:
Safari & Web
SubTopic:
General
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Thanks for the post and thank you for bringing this issue to our attention. Indeed, this is a known problem where SwiftUI control will need to resize a window with a NavigationSplitView generates Invalid view geometry warnings in Xcode. The issue is currently being investigated. If you would like to be notified when the fix is implemented and Xcode ceases to issue these warnings, we recommend filing a bug report. The warning looks something like this: Unable to simultaneously satisfy constraints. Probably at least one of the constraints in the following list is one you don't want. Try this: (1) look at each constraint and try to figure out which you don't expect; (2) find the code that added the unwanted constraint or constraints and fix it. (Note: If you're seeing NSAutoresizingMaskLayoutConstraints that you don't understand, refer to.. In the meantime, please be advised that the engineering team is actively addressing the warning issue. If you want to file a bug please post the FB number h
Topic:
UI Frameworks
SubTopic:
SwiftUI
To test with Xcode you have to run a local server. https://developer.apple.com/documentation/backgroundassets/testing-asset-packs-locally
Topic:
App Store Distribution & Marketing
SubTopic:
TestFlight
Tags:
Thanks for the post. Are you using Flutter? Have you addressed by the support channel for Flutter - the third-party resource you are using. Unless another developer in the forums has experience with the third-party and can provide assistance. However I am sure the 3rd party tool could be aware of the issue if you provide them with crash files. Have you been able to reproduce on your environment? The objective-c code you posted seems ok, is that the part of the code is crashing? Have you use Xcode to reproduce it? Thanks Albert Pascual
Worldwide Developer Relations.
Topic:
UI Frameworks
SubTopic:
UIKit
@viktor_runcoach thanks for letting me know, I didn't see the issue when I use Xcode 26.2 beta and the simulator for iPhone Air, but it means I need to get a real device and start trying to reproduce it. However is very important if you can file a bug using a focus sample showing the issue. Once you open the bug report, please post the FB number here for my reference. If you have any questions about filing a bug report, take a look at Bug Reporting: How and Why? Above all, thanks for providing all this. Looking forward your bug to get to the bottom of the issue. Albert Pascual
Worldwide Developer Relations.
Topic:
UI Frameworks
SubTopic:
UIKit
Tags: