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Reply to Show device's provisioning profiles
[quote='868011022, chrismuench, /thread/769472?answerId=868011022#868011022, /profile/chrismuench'] it is clearly still a bug in Xcode 26 [/quote] Absolutely. There’s no argument about that. [quote='868011022, chrismuench, /thread/769472?answerId=868011022#868011022, /profile/chrismuench'] which leads to deployment failure from my Visual Studio on my PC. [/quote] With Xcode, you don’t need to explicitly install the profile because the system picks it up from the embedded.mobileprovision file embedded within the built app. I don’t know enough about how Visual Studio builds and installs apps to offer any insight into why that’s not working for it. My advice is that you escalate this via the support channel for that tooling. ps It’s better to reply as a reply, rather than in the comments; see Quinn’s Top Ten DevForums Tips for this and other titbits. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Reply to OSLog is not working when launching the app with Siri.
I wanted to wade in to the logging side of this. You wrote: print(…) When debugging code that might run in the background, I recommend that you use the system log rather than print(…). The print(…) routine prints to stdout, which you’ll only see if you ran your app from Xcode. OTOH, the system log lets you monitor your logging regardless of how your app was launched. I have a lot more info about the system log in Your Friend the System Log. I also have general info about debugging code that runs in the background in Testing and Debugging Code Running in the Background. Not all of that applies to your case, but it’s a good place to start. os_log(.debug, perform boot: (item)) Is there a reason you’re not using the new Logger API? It’s much nicer. [quote='868100022, Eloo, /thread/809001?answerId=868100022#868100022, /profile/Eloo'] the logs appear to be uneven [/quote] Right. The system log is a limited resource. If you log to it too quickly, you will run into problems. In your specific example, logging
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Metal Debugger only captures static on XCode 16.2
I was encountering visual artifacts in my Unity game only on iOS devices and wanted to use the Metal Debugger to diagnose it. However, it seems to only capture static noise which is not helpful as shown below For reference, this is a frame of the visual artifact and also the location where I asked Metal to capture the frame Am I missing any settings in Unity/Xcode?
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Reply to App Shortcuts Limitations
You can think of the number of phrases as in terms of the customer's selected locale, and the limits of 1,000 phrases applies within that locale, not all locales combined. For example, if you have an app with localization support for two different locales, and the first locale needs 500 localized phrases, and the second locale requires 600 localized phrases, your app is still within the phrase limit, because you're only working with 500 or 600 phrases at a time, not 1,100 phrases in total. Keep in mind that the system offers flexible phrase matching automatically, so you don't need to include minor wording changes as separate phrases, to help you manage the amount of phrases you need to provide with your App Shortcuts. You can test out different phrase variations to see how the flexible matching works through the Product > App Shortcuts Preview menu item in Xcode. — Ed Ford,  DTS Engineer
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Reply to How to connect to a IOUSBHostInterface
Any suggestions would be great. Most of the Apple documentation on USB ports is like 20 years old, and the new stuff pushes you towards DriverKit. Making this explicit, trying to do this with DriverKit is a great way to make a lot of extra work for yourself without any real benefit. You MIGHT need a codeless DEXT, but that's very different than actually using DriverKit. The USB Host framework is exactly what you want to use. I have been able to open an inservice to the device at the top level, but I get an error when I use it. What's the device? The typical issue here is that one of the class drivers has claimed the device, which blocks your access. Assuming that's the case... I started using DeviceKit, but I received signing errors. I shouldn't have to go down that path just to dump data from a USB port? ...then a codeless DEXT will let you push our driver out of the way. The article Overriding the default USB video class extension has an overview of what's involved. On the codesigning side: I started using
Topic: App & System Services SubTopic: Hardware Tags:
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Reply to Feedbacks for DeclaredAgeRange - missing platform support
Regarding feedback FB20954846 for App Clip support, I got a message from Apple saying it is fixed. I can now compile, and code sign for an App Clip using the DeclaredAgeRange API. Great. Now that I can get past the compiler failure I'm running up against a new issue. When installed via TestFlight, an App Clip throws that the age range is unavailable. In the console app it looks like the App Clip is still prohibited from calling the system functionality: default PerformanceOrganizer AppClip 18:36:39.200071-0600 (501) Failed to fetch persona: got error from remote proxy: Error Domain=NSCocoaErrorDomain Code=4099 The connection to service named com.apple.mobile.usermanagerd.xpc was invalidated: Connection init failed at lookup with error 159 - Sandbox restriction. UserInfo={NSDebugDescription=The connection to service named com.apple.mobile.usermanagerd.xpc was invalidated: Connection init failed at lookup with error 159 - Sandbox restriction.} error PerformanceOrganizer AppClip 18:36:39.200108-0600 (501) person
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Feedbacks for DeclaredAgeRange - missing platform support
I've been writing about the DeclaredAgeRange a bit on LinkedIn and now it is time to take to the developer forums. In my efforts to prepare my apps for new local requirements, I've run across some rough edges. The DeclaredAgeRange API is missing on several platforms, and extension types. First and foremost, watchOS. An Apple Watch is a clear single user platform and for standalone apps, the DeclaredAgeRange being absent is felt by developers. FB20954931 - DeclaredAgeRange: Framework not available on watchOS making compliance a challenge for watchOS standalone apps In the same vein of thinking, while users on Apple Vision Pro are far fewer numbers than Apple Watch, it is also a miss. The tricky part would be testing on the simulator. So far I haven't gotten the simulator and sandbox testing to work and give real values across any platform. I don't think an Apple Store will let me try my app out via TestFlight on their devices and they're still too expensive to reasonably buy for most developers. Too bad Feedba
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Xcode Cloud Builds Failing with 7-8 Errors - Builds Stuck in "Processing" on App Store Connect
Hey there. I'm experiencing a critical issue with Xcode Cloud builds for my macOS application (bundle ID: com.mymind.mymind-mac) where builds fail in Xcode Cloud with 7-8 errors, yet all logs indicate successful completion. Additionally, when manually uploading builds, they become stuck in Processing status indefinitely on App Store Connect. Issue Details: Problem: Xcode Cloud reports 7-8 build errors but logs show no fatal errors Secondary Issue: Builds uploaded to App Store Connect remain in Processing status indefinitely Platform: macOS application with Safari Web Extension Xcode Version: 26.1.1 (26B100) - Xcode 26.1 Build Environment: Xcode Cloud What Works: Package dependency resolution completes successfully Archive creation succeeds (** ARCHIVE SUCCEEDED **) Export succeeds (** EXPORT SUCCEEDED **) Provisioning profiles are created correctly Code signing completes without errors Manual upload to App Store Connect completes What Fails: Xcode
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Reply to "Signing certificate" and post-installation assignment fail due to IOPCIPrimaryMatch
I'm not sure why Xcode Signing Certificate status is Failed with the above configuration. It doesn't seem to me that DriverKit and the provisioning file expect & as the expected value. Based on the above, isn't it Xcode that expects &? I'm suspicious of Xcode's behavior. I was able to get a look at your account configuration this morning, and I think I can explain what's going on. For reference, I looked at the bundle with this structure: com.0.DextPCIe **Short answer: ** Change your Entitlement.plist configuration to Development Only entitlement configuration: com.apple.developer.driverkit.transport.pci IOPCIPrimaryMatch 0xFFFFFFFF&0x00000000 ...and I think you'll find that your build will suddenly work fine. Note that it's perfectly fine to use the configuration above for normal testing and development. The entitlement above does match all devices, but your IOKitPersonalities dictionary controls what you ACTUALLY match against, so having an broad entitlement doesn'
Topic: Code Signing SubTopic: Entitlements Tags:
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Guideline 2.3.1 - Performance The app contains hidden features.
Hello everyone, my game update got rejected with the following violations : Guideline 2.3.1 - Performance The app contains hidden features. Specifically, this app contains a switch which causes it to behave differently during review via alternative web content presentation. It would be appropriate to remove this feature entirely before resubmitting for review. Guideline 4.2 - Design - Minimum Functionality Your app provides a limited user experience as it is not sufficiently different from a web browsing experience. As such, the experience it provides is similar to the general experience of using a web browser. Including features such as push notifications, Core Location, or sharing do not provide a robust enough experience to be appropriate for the App Store. My game is a crossword mobile game made with Unity, and I am using the following 3rd party Sdks: -Playfab server : used to fetch configs, leaderboards and pvp matches. -Applovin : diplaying Ads -Adjust : for marketing measurement -Firebase : analytics/c
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Xcode 26 Coding Assistant & Anthropic
I've been trying to use Antrhopic with Xcode 26 RC and continue to run into this error: No Data/Bytes for request: https://api.anthropic.com/v1/messages Once I get it, all prompts fail even a simple Hello that worked a moment ago returns the error message. Restarting Xcode and it returns to normal till I hit that error again. Any ideas on what's going on?
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