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“translate scheme”

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ContentDelivery 409 “corrupted binaries”
Builds rejected with generic ContentDelivery 409 “corrupted binaries” (no email, no Activity entry) App ID: 6752832930 Bundle ID: com.taleway.tw Toolchain: Xcode 16.0 (build 24319) on macOS 15.6.1 (24G90) What happens Archiving (Release, manual signing) succeeds. Upload/validation via Xcode Organizer or xcrun altool immediately fails with: Validation failed (409) The app contains one or more corrupted binaries. Rebuild the app and resubmit. (ID: ef414ced-bf4e-40a6-8f5f-d4ba744c9433) altool also reports a preceding 500 “internal server error” (L4JS7YJVZYJMHBI4ISC4L3UQBM) before the 409. No system-generated email ever arrives (nothing under App Store Connect → Activity). We therefore have no specific error message or file name to fix. What we’ve checked Archive entitlements and embedded provisioning profiles match: App entitlements: CarPlay audio, App Group group.com.taleway.tw, get-task-allow=false. Intents extension entitlements: com.taleway.tw.TWIntents, get-task-allow=false. Profiles decoded via openssl smi
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Sep ’25
Automatic menu translation ok with El Capitan, notok with Mojave
Hi everybody, I use a very old photo software called Snapseed v 1.2.1 on 2 MacBook, one runs with El Capitan and the second runs with Mojave. These app has no language selection during install, and no preferences language choice in menu when running. When I execute app on El Capitan, all menus and topics are translate in French, but on Mojave no translation is done. I looked Contents of app and found differents languages files (structured as xx.po where xx=country) located in Resources folder. I deduced translation was executed after getting language param. I checked values on both systems and there are same (LANG=fr_FR.UTF-8). So I tried to change Info.plist file to force code langage to 'fr' in CFBundleLocalizations key. Result is same. Does somebody has a idea of reason of issue and how to solve it ? Snapseed release was 2012, El Capitan 2015 and Mojave 2018, it seems framework used to code app runs differently and can't get language value.
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Sep ’25
Xcode 26.1 freezes
When I try to build my project with Xcode 26.1 beta (17B5025f) it freezes a lot. The steps are as follows: Open my project with the aforementioned Xcode Start a build of one of my schemes Open a browser or any other app above the Xcode window Try to present the Xcode window on the foreground Result: Xcode freezes I cleared the Derived Data and it still happens
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171
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/MacOSX15.5.sdk, -F, /Applicati
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Sep ’25
Reply to VisionPro 的内存限制
Hello @iOS-LI, thank you for your question! I recommend asking in English because more of us over here will be able to answer, but luckily your question is simple enough that my browser was able to translate. The memory limit for an app on visionOS is 5 GB, but you should always try to stay far below that number. Lower memory usage will improve the performance of your app. Thank you!
Sep ’25
Xcode 26 Crashes on Launching App After macOS + Xcode Update (M3 Mac)
Hi everyone, After updating my Mac and Xcode to 26, I’m running into a consistent crash whenever I try to launch an app from Xcode. Environment: Mac: Apple Silicon M3 macOS: 26.0 (25A354) Xcode: 26.0.1 (17A400) Issue: When I press Run on any project (including new, empty projects), Xcode immediately crashes. This started only after updating to the latest macOS and Xcode. Crash details: The crash log shows: Application Specific Signatures: ___localError Thread 0 crashed inside -[IDEScheme _executionOperationForSchemeOperationParameters:...] from IDEFoundation/IDEKit. I also noticed background threads calling DVTPortal (developer portal requests) right before the crash. What I’ve tried so far: Cleared DerivedData, ModuleCache.noindex, and Xcode caches. Signed out/in of my Apple ID in Xcode. Recreated project schemes. Verified provisioning profiles. Reinstalled Xcode 26. Unfortunately, the crash still happens. Question: Is this a known issue with Xcode 26 on Apple Silicon (M3)? Has anyone seen a workaro
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Sep ’25
Reply to Manage Game Progress Device List Not Populating
Thank you for the follow-up and mentioning the scheme change. The only other thing I can suggest is ensuring you're using the latest Xcode (released today). The Mac sandbox guidance doesn't seem relevant but worth trying nonetheless if there are similar settings for iOS. If you're still having issues please send us a bug report and attach a sample Xcode project.
Topic: Graphics & Games SubTopic: GameKit Tags:
Sep ’25
Reply to SharePlay on the VisionOS with remote participants.
As a follow-up to my earlier question about shared world anchors: I should clarify that my app does not need to pin datasets to fixed points in space. Each time a dataset is opened, I create a new world anchor directly in front of the user who opened it. The main requirement is this: Remote participants (joining via FaceTime as spatial personas) should see their persona aligned to the same anchor as local participants. For example, if a persona points to the dataset locally, it should appear to point at the same data in the remote participant’s view. This is exactly what Apple’s demo shows when a remote participant grabs the plane model and translates it — the motion stays synchronized with local participants. So my question is: Do SharedWorldAnchors work with remote spatial personas, or is Apple’s demo using a different synchronization mechanism? If anchors don’t sync across remote participants, what’s the recommended approach to keep spatial personas aligned to the same content? Thanks in advance f
Topic: Spatial Computing SubTopic: General Tags:
Sep ’25
Xcode 26 – "Manage Game Progress" not showing achievements/leaderboards on macOS
Hello, When testing GameKit Manage Game Progress in Xcode 26: On iOS devices, achievements, leaderboards, and party code data display and work correctly. On macOS devices, none of these data appear in Manage Game Progress. Is this a known issue with macOS GameKit, or is there a limitation compared to iOS? If it is not a bug, is there any additional configuration needed to make achievements and leaderboards visible on macOS? I also included the GameKit bundle in my macOS app and enabled Enable Debug Mode in GameKit Configuration in the scheme options. Thank you.
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Sep ’25
Unable to find a destination matching the provided destination specifier
Xcode build done. 0.7s Failed to build iOS app Uncategorized (Xcode): Unable to find a destination matching the provided destination specifier: { id:42969747-3560-448B-8EB3-CB5ED88D75C1 } Available destinations for the Runner scheme: { platform:macOS, arch:arm64, variant:Designed for [iPad,iPhone], id:00008132-0004256C34A1801C, name:My Mac } { platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device } { platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device } Could not build the application for the simulator. Error launching application on iPhone 17.
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256
Sep ’25
Associated Domain not working to Open App
Hello Having trouble getting associated domain to work in our project. It was working when we used Branch, but our company wants to host the domain ourselves. This is a multi-scheme project, using .xcconfig files to define the correct entitlement per Build. The relevant entitlement file has: com.apple.developer.associated-domains applinks:bm.ddcas.ai in the ....{other irrelevant test associated domains....} The project Team and App ID are taken from the Identifiers screen where the Identifier capabilities has 'associated domains' ticked on. I've also checked elsewhere on AppleDeveloper/Connect to be sure. When we used Branch with domain key app links: bmstores.app.link this worked fine. With https://bm.ddcas.ai (our own host) which is publicly available and has an aasa file in both the main directory and /.well-known, typing this in safari or anything just doesn't attempt to link to the App. The iPhone is in developer mode, and using the developer menu associated domains diagnostic tool, typing https
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147
Sep ’25
Xcode console print from autofill extension on MacOS
On iOS when I run my Autofill extension target from Xcode and attach to Safari, Swift print() statements appear in the Xcode console log. If I run the same extension on MacOS Sequoia, no log messages appear. The header strip in the debugger area remains blank. Anyone know how to see these log messages? In both cases, the scheme is set to Debug build, and Debug Executable is not selected. In fact, for iOS the Debug Executable is grayed out. When I set Debug Executable on the MacOS run, I get failure to attach with a warning about permission to debug Safari.
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Sep ’25
Reply to iOS 26 UIScene question
I'm unable to understand the exact question you are asking after reading a machine translation of your post. We have a detailed Technote covering the adoption of UIScene requirements, so I recommend you read through that, and if you still have a question that isn't answered by that Technote, please clarify your question here. — Ed Ford,  DTS Engineer
Sep ’25
Reply to iOS26中ALAssetsLibrary 编译报错问题
Sadly, I can’t read Chinese, so I’m answering based on a machine translation. I tried this out here in my office and saw exactly the same problem: Using Xcode 26.0, I created a new project from the iOS > App template. In one of the Swift files, I added the line import AssetsLibrary. The compiler errors with Failed to build module 'AssetsLibrary'; this SDK is not supported by the compiler (the SDK is built with 'Apple Swift version 6.2 effective-5.10 (swiftlang-6.2.0.17.14 clang-1700.3.17.1)', while this compiler is 'Apple Swift version 6.2 effective-5.10 (swiftlang-6.2.0.19.9 clang-1700.3.19.1)'). Please select a toolchain which matches the SDK. This is obviously a bug and I encourage you to file a report about it. Please post your bug number, just for the record. Having said that, Assets Library was deprecated in iOS 9 and Xcode 26’s minimum supported deployment target, per the table on this page, is iOS 15. There is literally no way to use Xcode 26 to build an app for an iOS version where Assets
Topic: Media Technologies SubTopic: General Tags:
Sep ’25
ContentDelivery 409 “corrupted binaries”
Builds rejected with generic ContentDelivery 409 “corrupted binaries” (no email, no Activity entry) App ID: 6752832930 Bundle ID: com.taleway.tw Toolchain: Xcode 16.0 (build 24319) on macOS 15.6.1 (24G90) What happens Archiving (Release, manual signing) succeeds. Upload/validation via Xcode Organizer or xcrun altool immediately fails with: Validation failed (409) The app contains one or more corrupted binaries. Rebuild the app and resubmit. (ID: ef414ced-bf4e-40a6-8f5f-d4ba744c9433) altool also reports a preceding 500 “internal server error” (L4JS7YJVZYJMHBI4ISC4L3UQBM) before the 409. No system-generated email ever arrives (nothing under App Store Connect → Activity). We therefore have no specific error message or file name to fix. What we’ve checked Archive entitlements and embedded provisioning profiles match: App entitlements: CarPlay audio, App Group group.com.taleway.tw, get-task-allow=false. Intents extension entitlements: com.taleway.tw.TWIntents, get-task-allow=false. Profiles decoded via openssl smi
Replies
0
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0
Views
132
Activity
Sep ’25
Automatic menu translation ok with El Capitan, notok with Mojave
Hi everybody, I use a very old photo software called Snapseed v 1.2.1 on 2 MacBook, one runs with El Capitan and the second runs with Mojave. These app has no language selection during install, and no preferences language choice in menu when running. When I execute app on El Capitan, all menus and topics are translate in French, but on Mojave no translation is done. I looked Contents of app and found differents languages files (structured as xx.po where xx=country) located in Resources folder. I deduced translation was executed after getting language param. I checked values on both systems and there are same (LANG=fr_FR.UTF-8). So I tried to change Info.plist file to force code langage to 'fr' in CFBundleLocalizations key. Result is same. Does somebody has a idea of reason of issue and how to solve it ? Snapseed release was 2012, El Capitan 2015 and Mojave 2018, it seems framework used to code app runs differently and can't get language value.
Replies
2
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0
Views
134
Activity
Sep ’25
Xcode 26.1 freezes
When I try to build my project with Xcode 26.1 beta (17B5025f) it freezes a lot. The steps are as follows: Open my project with the aforementioned Xcode Start a build of one of my schemes Open a browser or any other app above the Xcode window Try to present the Xcode window on the foreground Result: Xcode freezes I cleared the Derived Data and it still happens
Replies
0
Boosts
0
Views
171
Activity
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/MacOSX15.5.sdk, -F, /Applicati
Replies
2
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0
Views
158
Activity
Sep ’25
Reply to VisionPro 的内存限制
Hello @iOS-LI, thank you for your question! I recommend asking in English because more of us over here will be able to answer, but luckily your question is simple enough that my browser was able to translate. The memory limit for an app on visionOS is 5 GB, but you should always try to stay far below that number. Lower memory usage will improve the performance of your app. Thank you!
Replies
Boosts
Views
Activity
Sep ’25
Xcode 26 Crashes on Launching App After macOS + Xcode Update (M3 Mac)
Hi everyone, After updating my Mac and Xcode to 26, I’m running into a consistent crash whenever I try to launch an app from Xcode. Environment: Mac: Apple Silicon M3 macOS: 26.0 (25A354) Xcode: 26.0.1 (17A400) Issue: When I press Run on any project (including new, empty projects), Xcode immediately crashes. This started only after updating to the latest macOS and Xcode. Crash details: The crash log shows: Application Specific Signatures: ___localError Thread 0 crashed inside -[IDEScheme _executionOperationForSchemeOperationParameters:...] from IDEFoundation/IDEKit. I also noticed background threads calling DVTPortal (developer portal requests) right before the crash. What I’ve tried so far: Cleared DerivedData, ModuleCache.noindex, and Xcode caches. Signed out/in of my Apple ID in Xcode. Recreated project schemes. Verified provisioning profiles. Reinstalled Xcode 26. Unfortunately, the crash still happens. Question: Is this a known issue with Xcode 26 on Apple Silicon (M3)? Has anyone seen a workaro
Replies
9
Boosts
0
Views
794
Activity
Sep ’25
Reply to Manage Game Progress Device List Not Populating
Thank you for the follow-up and mentioning the scheme change. The only other thing I can suggest is ensuring you're using the latest Xcode (released today). The Mac sandbox guidance doesn't seem relevant but worth trying nonetheless if there are similar settings for iOS. If you're still having issues please send us a bug report and attach a sample Xcode project.
Topic: Graphics & Games SubTopic: GameKit Tags:
Replies
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Views
Activity
Sep ’25
Reply to SharePlay on the VisionOS with remote participants.
As a follow-up to my earlier question about shared world anchors: I should clarify that my app does not need to pin datasets to fixed points in space. Each time a dataset is opened, I create a new world anchor directly in front of the user who opened it. The main requirement is this: Remote participants (joining via FaceTime as spatial personas) should see their persona aligned to the same anchor as local participants. For example, if a persona points to the dataset locally, it should appear to point at the same data in the remote participant’s view. This is exactly what Apple’s demo shows when a remote participant grabs the plane model and translates it — the motion stays synchronized with local participants. So my question is: Do SharedWorldAnchors work with remote spatial personas, or is Apple’s demo using a different synchronization mechanism? If anchors don’t sync across remote participants, what’s the recommended approach to keep spatial personas aligned to the same content? Thanks in advance f
Topic: Spatial Computing SubTopic: General Tags:
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Views
Activity
Sep ’25
Xcode 26 – "Manage Game Progress" not showing achievements/leaderboards on macOS
Hello, When testing GameKit Manage Game Progress in Xcode 26: On iOS devices, achievements, leaderboards, and party code data display and work correctly. On macOS devices, none of these data appear in Manage Game Progress. Is this a known issue with macOS GameKit, or is there a limitation compared to iOS? If it is not a bug, is there any additional configuration needed to make achievements and leaderboards visible on macOS? I also included the GameKit bundle in my macOS app and enabled Enable Debug Mode in GameKit Configuration in the scheme options. Thank you.
Replies
3
Boosts
0
Views
732
Activity
Sep ’25
Unable to find a destination matching the provided destination specifier
Xcode build done. 0.7s Failed to build iOS app Uncategorized (Xcode): Unable to find a destination matching the provided destination specifier: { id:42969747-3560-448B-8EB3-CB5ED88D75C1 } Available destinations for the Runner scheme: { platform:macOS, arch:arm64, variant:Designed for [iPad,iPhone], id:00008132-0004256C34A1801C, name:My Mac } { platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device } { platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device } Could not build the application for the simulator. Error launching application on iPhone 17.
Replies
1
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0
Views
256
Activity
Sep ’25
Associated Domain not working to Open App
Hello Having trouble getting associated domain to work in our project. It was working when we used Branch, but our company wants to host the domain ourselves. This is a multi-scheme project, using .xcconfig files to define the correct entitlement per Build. The relevant entitlement file has: com.apple.developer.associated-domains applinks:bm.ddcas.ai in the ....{other irrelevant test associated domains....} The project Team and App ID are taken from the Identifiers screen where the Identifier capabilities has 'associated domains' ticked on. I've also checked elsewhere on AppleDeveloper/Connect to be sure. When we used Branch with domain key app links: bmstores.app.link this worked fine. With https://bm.ddcas.ai (our own host) which is publicly available and has an aasa file in both the main directory and /.well-known, typing this in safari or anything just doesn't attempt to link to the App. The iPhone is in developer mode, and using the developer menu associated domains diagnostic tool, typing https
Replies
0
Boosts
0
Views
147
Activity
Sep ’25
Xcode console print from autofill extension on MacOS
On iOS when I run my Autofill extension target from Xcode and attach to Safari, Swift print() statements appear in the Xcode console log. If I run the same extension on MacOS Sequoia, no log messages appear. The header strip in the debugger area remains blank. Anyone know how to see these log messages? In both cases, the scheme is set to Debug build, and Debug Executable is not selected. In fact, for iOS the Debug Executable is grayed out. When I set Debug Executable on the MacOS run, I get failure to attach with a warning about permission to debug Safari.
Replies
3
Boosts
0
Views
169
Activity
Sep ’25
Reply to iOS 26 UIScene question
I'm unable to understand the exact question you are asking after reading a machine translation of your post. We have a detailed Technote covering the adoption of UIScene requirements, so I recommend you read through that, and if you still have a question that isn't answered by that Technote, please clarify your question here. — Ed Ford,  DTS Engineer
Replies
Boosts
Views
Activity
Sep ’25
Reply to iOS26中ALAssetsLibrary 编译报错问题
Sadly, I can’t read Chinese, so I’m answering based on a machine translation. I tried this out here in my office and saw exactly the same problem: Using Xcode 26.0, I created a new project from the iOS > App template. In one of the Swift files, I added the line import AssetsLibrary. The compiler errors with Failed to build module 'AssetsLibrary'; this SDK is not supported by the compiler (the SDK is built with 'Apple Swift version 6.2 effective-5.10 (swiftlang-6.2.0.17.14 clang-1700.3.17.1)', while this compiler is 'Apple Swift version 6.2 effective-5.10 (swiftlang-6.2.0.19.9 clang-1700.3.19.1)'). Please select a toolchain which matches the SDK. This is obviously a bug and I encourage you to file a report about it. Please post your bug number, just for the record. Having said that, Assets Library was deprecated in iOS 9 and Xcode 26’s minimum supported deployment target, per the table on this page, is iOS 15. There is literally no way to use Xcode 26 to build an app for an iOS version where Assets
Topic: Media Technologies SubTopic: General Tags:
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Activity
Sep ’25
Reply to How to open battery settings from my app in iOS 18 using Swift?
There’s no supported way to open Settings > Battery. The approach you were previously using relies on implementation details, and thus I’m not surprised it’s now boken. I discuss this situation in detail in Supported URL Schemes. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: App & System Services SubTopic: General Tags:
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Sep ’25