Summary NetworkConnection in iOS 26 Network framework throws POSIXErrorCode(rawValue: 22): Invalid argument when receiving WebSocket ping (opcode 9) or pong (opcode 10) control frames. This prevents proper WebSocket keep-alive functionality. Environment iOS 26.0 (Simulator) macOS 26.1 Xcode 26.0 Note: This issue was initially discovered on iOS 26 Simulator. The same behavior was confirmed on macOS 26, suggesting a shared bug in the Network framework. The attached sample code is for macOS for easier reproduction. Description When using the new NetworkConnection API introduced in iOS 26 or macOS 26, the receive() method throws EINVAL error whenever a ping or pong control frame is received from the server. This is a critical issue because: WebSocket servers commonly send ping frames to keep connections alive Clients send ping frames to verify connection health The receive callback never receives the ping/pong frame - the error occurs before the frame reaches user code Steps to Reproduce Create a WebSock
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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
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Xcode
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The buttons in the navigation bar are not available in the element tree after iOS 26 upgrade of the test phones. The same IPA version, the same XCode version, but different trees on different phones. There is no way to automate UI testing for these missing buttons. # ios 18 NavigationBar, 0x108e0c3c0, {{0.0, 47.0}, {390.0, 44.0}}, identifier: 'Profile' Button, 0x108e0c500, {{8.0, 47.0}, {43.0, 44.0}}, identifier: 'UserProfileSceneViewController_profile_back_button', label: 'chevronLeftIcon' StaticText, 0x108e0c640, {{169.3, 58.0}, {51.3, 22.0}}, label: 'Profile' Button, 0x108e0c780, {{339.0, 47.0}, {43.0, 44.0}}, identifier: 'UserProfileSceneViewController_settings_bar_button', label: 'Settings' # ios 26 NavigationBar, 0x13d63c8c0, {{0.0, 47.0}, {428.0, 54.0}}, identifier: 'Profile' StaticText, 0x13d63ca00, {{188.3, 58.0}, {51.3, 22.0}}, label: 'Profile'
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.
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Developer Tools & Services
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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
I have a Unity AR project that I want to build for iOS. The build in Unity succeeds just fine, but when it opens in XCode, whatever I do, it keeps showing this error in GameAssembly: Command PhaseScriptExecution failed with a nonzero exit code. This error also doesn't open when choosing Reveal in Log. I have added the IL2CPP package in the Unity version, deleted and reentered scenes and no issue on Unity's side. On XCode I signed in with my developer account, tried deleting derived data, made a clean build and still the issue persists.
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
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Safari & Web
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General
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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.
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Safari & Web
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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
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TestFlight
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Can anyone please confirm that Apple-hosted Background Assets still will NOT work unless the app is: Installed from TestFlight, or Installed from the App Store Is it true Xcode-installed builds—Debug or Release—do not receive the App Store’s Background Asset metadata and cannot access the background asset packs? I am getting the error when running the app in Xcode: The asset pack with the ID “VALIDPACKNAME” couldn’t be looked up: No asset pack with the ID “VALIDPACKNAME” was found.
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
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As you’ve noticed, Swift Playground currently doesn’t support the iOS 26 SDK. We understand that there’s strong demand for that, but I can’t offer any advice as to when it’ll happen. If you need you use iOS 26 SDK features right now, your only real option is to create your playground with Xcode. Make sure to create an app playground, as explained on Developer > Swift Student Challenge > Get ready. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Community
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Swift Student Challenge
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Albert, I have downloaded Xcode 26.2 (17C48), the issue exists and is isolated to the iPhone Air. Both iPhone Air 26.2 and 26.1 simulators have this issue. Other simulators on Xcode 26.2 remain free of this issue. Let me know if there is additional information I can provide.
Topic:
UI Frameworks
SubTopic:
UIKit
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