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Reply to RealityKit crashes when rendering SpriteKit scene with SKShapeNode in postProcess callback
Thanks for your help. Now the app doesn't crash anymore, but the colours of textures shown in SKSpriteNode are a little bit off. To reproduce this, add the below image as a new image resource named blue in the Xcode project. It contains a single color RGB = (71, 147, 191). When shown in ARView, it is rendered as RGB = (93, 201, 227), which is visibly different than the original image. When shown in SKView, it is rendered as RGB = (28, 149, 195), which is still slightly different than the original image, but close enough that I didn't notice it before doing this measurement. Why is the colour so different in ARView? (Optional question: why is it also slightly different in SKView?) Also, I'm not sure what I should do in order to not create the texture every frame, since its size is dependent on the size of the postProcess context. Should I store the texture in an instance variable and generate it again when the size of the old one doesn't match the size of context.targetColorTexture? I created FB225411
Topic: Graphics & Games SubTopic: RealityKit Tags:
3w
Reply to SwiftData document-based app crashes on undo/redo without ModelContext.transaction(block:)
The issue is still occurring with Xcode 26.4.1 (17E202) and macOS Tahoe 26.4.1 (25E253). I also noticed that, rarely, the following errors get logged when the app crashes instead of the error in my original post: SwiftData.DefaultStore save failed with error: Error Domain=NSCocoaErrorDomain Code=1570 %{PROPERTY}@ is a required value. UserInfo={NSValidationErrorObject= (entity: ChildItem; id: 0x9d7f324a0 ; data: { index = nil; parentItem = 0x9d7f32380 ; }), NSLocalizedDescription=%{PROPERTY}@ is a required value., NSValidationErrorKey=index, NSValidationErrorValue=null} SwiftData/ModelContext.swift:3256: Fatal error: Illegal attempt to resolve a fault against a store that is not known to this model context: PersistentIdentifier(id: SwiftData.PersistentIdentifier.ID(backing: SwiftData.PersistentIdentifier.PersistentIdentifierBacking.managedObjectID(0x9d7f32380 ))) SwiftData.ModelContext Can't show source file for stack frame 8: ParentItem.childItems.getter The file path does not exist on the file syste
3w
SwiftData document-based app crashes on undo/redo without ModelContext.transaction(block:)
Overview I'm developing a document-based app for macOS using SwiftData. When I undo/redo changes using Command-Z/Command-Shift-Z, the app reliably crashes with the following error: SwiftData/ModelSnapshot.swift:46: Fatal error: Unexpected backing data for snapshot creation: SwiftData._FullFutureBackingData And before the app crashes, what always happens is that UndoManager stops removing/restoring instances of ChildItem (but continues to remove/restore instances of ParentItem). The issue goes away when I enclose the relevant code in ModelContext.transaction(block:). However, this shouldn't be necessary, as ModelContext.autosaveEnabled is true by default. The issues are occurring with Xcode 26.4 (17E192) and macOS Tahoe 26.4 (25E246). I have modified the macOS Document App project template to showcase the issue. The sample project, along with a screen recording of the crash, can be downloaded from here: https://drive.google.com/drive/folders/13bCB1qRZ6273BI81zW2zUUBraSvv6p5w?usp=share_link Is this exp
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RealityView content disappears when selecting Lock In Place on visionOS
Hi, I'm experiencing an issue where all RealityView content disappears when the user selects Lock In Place from the window management menu (long press on close button). Follow Me works correctly and this happens in Testflight builds only not reproducible when I run locally I have reproduced this with a minimal project containing nothing but a simple red cube — no custom anchors, no app state, no dependencies. Steps to Reproduce: Open an ImmersiveSpace. A red cube is placed 1m in front of the user via RealityView. Long press the X button on any floating window Select Lock In Place. The cube disappears immediately. Expected: Cube remains visible after window is locked Actual: Cube disappears. Minimal reproducible code: var body: some View { RealityView { content in let cube = ModelEntity( mesh: .generateBox(size: 0.3), materials: [SimpleMaterial(color: .red, isMetallic: false)] ) cube.setPosition(SIMD3(0, 1.5, -1), relativeTo: nil) content.add(cube) } } } Device: Apple Vision Pro visionOS vers
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SCNTechnique clearColor Always Shows sceneBackground When Passes Share Depth Buffer
Problem Description I'm encountering an issue with SCNTechnique where the clearColor setting is being ignored when multiple passes share the same depth buffer. The clear color always appears as the scene background, regardless of what value I set. The minimal project for reproducing the issue: https://www.dropbox.com/scl/fi/30mx06xunh75wgl3t4sbd/SCNTechniqueCustomSymbols.zip?rlkey=yuehjtk7xh2pmdbetv2r8t2lx&st=b9uobpkp&dl=0 Problem Details In my SCNTechnique configuration, I have two passes that need to share the same depth buffer for proper occlusion handling: passes: [ box1_pass: [ draw: DRAW_SCENE, includeCategoryMask: 1, colorStates: [ clear: true, clearColor: 0 0 0 0 // Expecting transparent black ], depthStates: [ clear: true, enableWrite: true ], outputs: [ depth: box1_depth, color: box1_color ], ], box2_pass: [ draw: DRAW_SCENE, includeCategoryMask: 2, colorStates: [ clear: true, clearColor: 0 0 0 0 // Also expecting transparent black ], depthStates: [ clear: false, enableWrite: false ], output
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Cannot Export Mac app from Xcode 26.4
Took app and selected Archive. Selected Direct Distribution. Process completed. I selected export app. Could not elect the app to export since it was greyed out. Queried on both google and Claudie. Followed all the instructions and there is still no joy. Worked fine yesterday.
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Reply to process.waitUntilExit never exits in tahoe 26.3
now it fails in 26.5 beta 2 with operation not permitted error. I am not sure why apple keep introducing new bugs for this feature. we cant rely on this method at all. need a better stable way for creating asif disk programmatically. apple keeps breaking things . what will happen to live applications on appstore. i am very disappointed Update: Downlaoded xcode 26.5 and it seems to be fixed the problem. sorry about the above post
Topic: App & System Services SubTopic: Core OS Tags:
3w
Xcode26 Replay frame broken
Got a broken frame when using Xcode to capture a frame and replay it from a Unity game. It seems like the vertex buffer is broken; I see a bunch of nans in the vertex buffer. However, the game displays correct when running, and it only happend when I upgrade my Xcode and iphone to Xcode26 and IOS26 ios26
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Reply to Xcode26 Replay frame broken
Thanks for the report and screenshot. Since the game renders correctly at runtime and the corruption only appears during frame capture replay, this looks like a regression in Xcode 26's GPU capture tooling rather than an issue with your rendering code. To help us investigate, please file a feedback report through Feedback Assistant and include: The .gputrace file from the captured frame Your specific iPhone model The Unity version you're using If you're able to reproduce the issue with a simple Metal project outside Unity, that would also help isolate the cause — but the .gputrace file is the most useful starting point. Please post the feedback number here so we can follow up.
Topic: Graphics & Games SubTopic: Metal Tags:
3w
Reply to Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3
Thanks for the detailed report and for filing FB22330617. A couple of clarifications on the specific items: For D3D12_FEATURE_D3D12_OPTIONS2.DepthBoundsTestSupported — depth bounds testing is not supported on all Apple Silicon hardware. If your hardware doesn't support it, D3DMetal is returning the correct value. Your game should have a code path that handles hardware where this feature isn't available. For IDXGIOutput6::GetDesc1().ColorSpace returning SDR on an HDR-capable display — can you clarify whether you're seeing this on the built-in display, an external display, or both? That distinction affects the diagnosis. For debugging the water rendering issue, Xcode's GPU frame capture is the recommended approach. Capture a frame while the issue is visible and inspect the draw calls, shader inputs, and render targets to identify where the geometry or shader output diverges from what you expect. Given that you're seeing the water placed at an extreme Y position, the frame capture should help narrow dow
Topic: Graphics & Games SubTopic: Metal Tags:
3w
Reply to Xcode 26.4: IBOutlets/IBActions gutter circles missing — cannot connect storyboard to code (works in 26.3)
It's still not working in Xcode 26.4.1 :-(
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Clipboard issues with simulators
After updating to Xcode 26.4 the pasteboard sharing feature in the simulators doesn't work.
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Reply to Clipboard issues with simulators
I can confirm that Xcode 26.4.1 fixed this for me.
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Reply to Can’t paste into Simulator after updating to Xcode 26.4
I can confirm that Xcode 26.4.1 fixed this for me too.
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Reply to RealityKit crashes when rendering SpriteKit scene with SKShapeNode in postProcess callback
Thanks for your help. Now the app doesn't crash anymore, but the colours of textures shown in SKSpriteNode are a little bit off. To reproduce this, add the below image as a new image resource named blue in the Xcode project. It contains a single color RGB = (71, 147, 191). When shown in ARView, it is rendered as RGB = (93, 201, 227), which is visibly different than the original image. When shown in SKView, it is rendered as RGB = (28, 149, 195), which is still slightly different than the original image, but close enough that I didn't notice it before doing this measurement. Why is the colour so different in ARView? (Optional question: why is it also slightly different in SKView?) Also, I'm not sure what I should do in order to not create the texture every frame, since its size is dependent on the size of the postProcess context. Should I store the texture in an instance variable and generate it again when the size of the old one doesn't match the size of context.targetColorTexture? I created FB225411
Topic: Graphics & Games SubTopic: RealityKit Tags:
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3w
Reply to SwiftData document-based app crashes on undo/redo without ModelContext.transaction(block:)
The issue is still occurring with Xcode 26.4.1 (17E202) and macOS Tahoe 26.4.1 (25E253). I also noticed that, rarely, the following errors get logged when the app crashes instead of the error in my original post: SwiftData.DefaultStore save failed with error: Error Domain=NSCocoaErrorDomain Code=1570 %{PROPERTY}@ is a required value. UserInfo={NSValidationErrorObject= (entity: ChildItem; id: 0x9d7f324a0 ; data: { index = nil; parentItem = 0x9d7f32380 ; }), NSLocalizedDescription=%{PROPERTY}@ is a required value., NSValidationErrorKey=index, NSValidationErrorValue=null} SwiftData/ModelContext.swift:3256: Fatal error: Illegal attempt to resolve a fault against a store that is not known to this model context: PersistentIdentifier(id: SwiftData.PersistentIdentifier.ID(backing: SwiftData.PersistentIdentifier.PersistentIdentifierBacking.managedObjectID(0x9d7f32380 ))) SwiftData.ModelContext Can't show source file for stack frame 8: ParentItem.childItems.getter The file path does not exist on the file syste
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3w
SwiftData document-based app crashes on undo/redo without ModelContext.transaction(block:)
Overview I'm developing a document-based app for macOS using SwiftData. When I undo/redo changes using Command-Z/Command-Shift-Z, the app reliably crashes with the following error: SwiftData/ModelSnapshot.swift:46: Fatal error: Unexpected backing data for snapshot creation: SwiftData._FullFutureBackingData And before the app crashes, what always happens is that UndoManager stops removing/restoring instances of ChildItem (but continues to remove/restore instances of ParentItem). The issue goes away when I enclose the relevant code in ModelContext.transaction(block:). However, this shouldn't be necessary, as ModelContext.autosaveEnabled is true by default. The issues are occurring with Xcode 26.4 (17E192) and macOS Tahoe 26.4 (25E246). I have modified the macOS Document App project template to showcase the issue. The sample project, along with a screen recording of the crash, can be downloaded from here: https://drive.google.com/drive/folders/13bCB1qRZ6273BI81zW2zUUBraSvv6p5w?usp=share_link Is this exp
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3
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0
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351
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3w
RealityView content disappears when selecting Lock In Place on visionOS
Hi, I'm experiencing an issue where all RealityView content disappears when the user selects Lock In Place from the window management menu (long press on close button). Follow Me works correctly and this happens in Testflight builds only not reproducible when I run locally I have reproduced this with a minimal project containing nothing but a simple red cube — no custom anchors, no app state, no dependencies. Steps to Reproduce: Open an ImmersiveSpace. A red cube is placed 1m in front of the user via RealityView. Long press the X button on any floating window Select Lock In Place. The cube disappears immediately. Expected: Cube remains visible after window is locked Actual: Cube disappears. Minimal reproducible code: var body: some View { RealityView { content in let cube = ModelEntity( mesh: .generateBox(size: 0.3), materials: [SimpleMaterial(color: .red, isMetallic: false)] ) cube.setPosition(SIMD3(0, 1.5, -1), relativeTo: nil) content.add(cube) } } } Device: Apple Vision Pro visionOS vers
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6
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1.4k
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3w
SCNTechnique clearColor Always Shows sceneBackground When Passes Share Depth Buffer
Problem Description I'm encountering an issue with SCNTechnique where the clearColor setting is being ignored when multiple passes share the same depth buffer. The clear color always appears as the scene background, regardless of what value I set. The minimal project for reproducing the issue: https://www.dropbox.com/scl/fi/30mx06xunh75wgl3t4sbd/SCNTechniqueCustomSymbols.zip?rlkey=yuehjtk7xh2pmdbetv2r8t2lx&st=b9uobpkp&dl=0 Problem Details In my SCNTechnique configuration, I have two passes that need to share the same depth buffer for proper occlusion handling: passes: [ box1_pass: [ draw: DRAW_SCENE, includeCategoryMask: 1, colorStates: [ clear: true, clearColor: 0 0 0 0 // Expecting transparent black ], depthStates: [ clear: true, enableWrite: true ], outputs: [ depth: box1_depth, color: box1_color ], ], box2_pass: [ draw: DRAW_SCENE, includeCategoryMask: 2, colorStates: [ clear: true, clearColor: 0 0 0 0 // Also expecting transparent black ], depthStates: [ clear: false, enableWrite: false ], output
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1
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765
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3w
Cannot Export Mac app from Xcode 26.4
Took app and selected Archive. Selected Direct Distribution. Process completed. I selected export app. Could not elect the app to export since it was greyed out. Queried on both google and Claudie. Followed all the instructions and there is still no joy. Worked fine yesterday.
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3
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0
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105
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3w
Reply to Cannot Export Mac app from Xcode 26.4
Oddly Xcode fixed itself
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Reply to process.waitUntilExit never exits in tahoe 26.3
now it fails in 26.5 beta 2 with operation not permitted error. I am not sure why apple keep introducing new bugs for this feature. we cant rely on this method at all. need a better stable way for creating asif disk programmatically. apple keeps breaking things . what will happen to live applications on appstore. i am very disappointed Update: Downlaoded xcode 26.5 and it seems to be fixed the problem. sorry about the above post
Topic: App & System Services SubTopic: Core OS Tags:
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3w
Xcode26 Replay frame broken
Got a broken frame when using Xcode to capture a frame and replay it from a Unity game. It seems like the vertex buffer is broken; I see a bunch of nans in the vertex buffer. However, the game displays correct when running, and it only happend when I upgrade my Xcode and iphone to Xcode26 and IOS26 ios26
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1
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0
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300
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3w
Reply to Xcode26 Replay frame broken
Thanks for the report and screenshot. Since the game renders correctly at runtime and the corruption only appears during frame capture replay, this looks like a regression in Xcode 26's GPU capture tooling rather than an issue with your rendering code. To help us investigate, please file a feedback report through Feedback Assistant and include: The .gputrace file from the captured frame Your specific iPhone model The Unity version you're using If you're able to reproduce the issue with a simple Metal project outside Unity, that would also help isolate the cause — but the .gputrace file is the most useful starting point. Please post the feedback number here so we can follow up.
Topic: Graphics & Games SubTopic: Metal Tags:
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3w
Reply to Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3
Thanks for the detailed report and for filing FB22330617. A couple of clarifications on the specific items: For D3D12_FEATURE_D3D12_OPTIONS2.DepthBoundsTestSupported — depth bounds testing is not supported on all Apple Silicon hardware. If your hardware doesn't support it, D3DMetal is returning the correct value. Your game should have a code path that handles hardware where this feature isn't available. For IDXGIOutput6::GetDesc1().ColorSpace returning SDR on an HDR-capable display — can you clarify whether you're seeing this on the built-in display, an external display, or both? That distinction affects the diagnosis. For debugging the water rendering issue, Xcode's GPU frame capture is the recommended approach. Capture a frame while the issue is visible and inspect the draw calls, shader inputs, and render targets to identify where the geometry or shader output diverges from what you expect. Given that you're seeing the water placed at an extreme Y position, the frame capture should help narrow dow
Topic: Graphics & Games SubTopic: Metal Tags:
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