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“translate scheme”

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Reply to Problems compiling xcframeworks using Carthage with the latest Xcode beta
Thank you for the reply. I am still working my way through this, but I have figured out at least one Xcode behavior change that appears to trigger the issue. Take RSParser: https://github.com/Ranchero-Software/RSParser It moved away from Xcode projects entirely, but at this commit it had an Xcode project I could build with Carthage: fcbd9a34ecd8c080c6f26798a4b22ea0c98d8e74 Carthage runs this command to get a list of build settings: xcodebuild -project RSParser.xcodeproj -scheme RSParser -configuration Release archive -showBuildSettings -skipUnavailableActions With Xcode 26 beta 4, the output had: LLVM_TARGET_TRIPLE_OS_VERSION = macos10.13 With Xcode 26 beta 5, the output has: LLVM_TARGET_TRIPLE_OS_VERSION = ios13.0 This appears to be what makes Carthage not build the .xcframework for macOS. John
Aug ’25
FromToByAnimation triggers availableAnimations not the single bone animation
So, I was trying to animate a single bone using FromToByAnimation, but when I start the animation, the model instead does the full body animation stored in the availableAnimations. If I don't run testAnimation nothing happens. If I run testAnimation I see the same animation as If I had called entity.playAnimation(entity.availableAnimations[0],..) here's the full code I use to animate a single bone: func testAnimation() { guard let jawAnim = jawAnimation(mouthOpen: 0.4) else { print(Failed to create jawAnim) return } guard let creature, let animResource = try? AnimationResource.generate(with: jawAnim) else { return } let controller = creature.playAnimation(animResource, transitionDuration: 0.02, startsPaused: false) print(controller: (controller)) } func jawAnimation(mouthOpen: Float) -> FromToByAnimation? { guard let basePose else { return nil } guard let index = basePose.jointNames.firstIndex(of: jawBoneName) else { print(Target joint (self.jawBoneName) not found in default pose joint names) return nil }
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Aug ’25
Manipulation stops working when changing rooms
This post documents an issue I reported in feedback FB19610114 and see if anyone knows of a workaround. Here is a copy of the feedback. Short version Manipulation (SwiftUI OR RealityKit) fails to translate entities after changing rooms. By changing rooms, I mean a human wearing an Apple Vision Pro leaving one room and entering another room. Once this issue occurs, it impacts all apps that use these features. A device restart is the only solution I have to fix it. Feedback FB19610114 This is an odd one. I'm using the new Manipulation Component in visionOS 26. Most of the time this works well. Sometime it stops working and when it does the only way to get it working again is to reboot the headset. When this happens, I can continue to rotate and scale items, but translation no longer works. It is as if the item is stuck to a fixed point in the parent scene (window, volume, etc). When this bug occurs, it affects every app across the entire operating system that is using manipulation, including t
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992
Aug ’25
Reply to Dynamic Library cannot call exposed C function
@DTS Engineer I just tried the SPM version of the package and found out that on release config, it crashes with a undefined symbol. I guess cocoapods masqueraded the issue. When ran with the debug scheme then it runs fine. The Package.swift is defined as follows // swift-tools-version: 5.8 import PackageDescription let package = Package( name: OpacityCore, platforms: [ .iOS(.v13) ], products: [ .library( name: OpacityCore, targets: [OpacityCoreObjc, OpacityCoreSwift]) ], dependencies: [], targets: [ .binaryTarget( name: sdk, path: sdk.xcframework ), .target( name: OpacityCoreObjc, dependencies: [sdk], path: src/objc, publicHeadersPath: ., cSettings: [ .headerSearchPath(../../include) ], linkerSettings: [ .linkedFramework(CoreTelephony), .linkedFramework(CoreLocation), .linkedFramework(WebKit), ] ), .target( name: OpacityCoreSwift, dependencies: [OpacityCoreObjc], path: src/swift ), ] )
Topic: Code Signing SubTopic: General Tags:
Aug ’25
Reply to xcodebuild keeps defaulting to Mac Catalyst
Something odd is happening here. Here's a test to run, which I also just did for myself: Create a brand new Xcode project, static library template Set the Skip Install build setting to No since you are using archive builds Run the following commands: % xcodebuild archive -project Test.xcodeproj -scheme Test -destination=generic/iOS Simulator -archivePath /Some/Path/To/Test.xcarchive % otool -l /Some/Path/To/Test.xcarchive/Products/usr/local/lib/libTest.a | grep LC_BUILD_VERSION -A4 If that outputs anything but 7 for the platform, please open a bug report, attach your test project and the exact commands and their output from above, and then post the FB number here for my reference. In my test run with the above, I got platform 2, i.e. iOS, not the simulator, but also not Mac Catalyst as in your original post. — Ed Ford,  DTS Engineer
Aug ’25
Problems compiling xcframeworks using Carthage with the latest Xcode beta
I use Carthage to build a set of dependencies. I generate .xcframework files with code for both macOS and iOS. This works through Xcode 26 beta 4. With Xcode 26 beta 5, the resulting .xcframework files seem to have code only for iOS, not macOS. Each framework has a ios-arm64 directory and a ios-arm64_x86_64-simulator directory, but no macos-arm64_x86_64 directory. This is affecting 3 of my 7 cross-platform dependencies that I compile with Carthage. What those 3 seem to have in common is that each has one target and scheme for the shared library – instead of one for iOS and another for macOS. I may have to create a second scheme and target in each of these dependencies, or move to SPM. But I am wondering if anyone has another suggestion. Thank you. John
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Aug ’25
Reply to Dynamic Library cannot call exposed C function
Yes, the .env is just for testing purposes. This entire app is just a tester app, so some quirks are fine and indeed the file does not cause any issues. Here is the crash report of my latest build crashlog.crash Here is the output of the file command $ file OpacityPod_Example OpacityPod_Example: Mach-O 64-bit executable arm64 $ file Frameworks/sdk.framework/sdk Frameworks/sdk.framework/sdk: Mach-O 64-bit dynamically linked shared library arm64 I'm sure I have ran the app with the Release config (done via changing the scheme and selecting run → release). I just tried the Isolating Code Signig Problems from Build Problems you shared. The development option is not there in Xcode 26, but I chose debugging that generated an .ipa which I installed in my device by dragging and dropping. The crash persists on that version. @DTS Engineer
Topic: Code Signing SubTopic: General Tags:
Aug ’25
Reply to xcodebuild keeps defaulting to Mac Catalyst
/Applications/Xcode.app/Contents/Developer/usr/bin/xcodebuild archive -project netcdf.xcodeproj -scheme netcdf-simulator -destination=generic/iOS Simulator, arch:x86_64, id:AB7A99B3-8D24-4F73-A42D-9BB45321928D -archivePath=archives/netcdf_simulator --- xcodebuild: WARNING: Using the first of multiple matching destinations: { platform:macOS, arch:arm64, variant:Mac Catalyst, id:00006041-0008492E3AA1801C, name:My Mac } { platform:macOS, arch:x86_64, variant:Mac Catalyst, id:00006041-0008492E3AA1801C, name:My Mac } { platform:macOS, arch:arm64, variant:Designed for [iPad,iPhone], id:00006041-0008492E3AA1801C, 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 } { platform:macOS, variant:Mac Catalyst, name:Any Mac } { platform:iOS, arch:arm64, id:00008101-001C61991A90001E, name:August’s iPhone } { platform:iOS Simulator
Aug ’25
Reply to "Add to Apple Wallet" (PKAddPassButton) title localization to device language
Hi @DTS Engineer , We have a similar issue in our app. Officially, we support the Croatian language only, so there are no .lproj folders for other languages as we don't want to falsely advertise supported languages on the App Store as the app is translated only to Croatian. When we set the device to Croatian, the button is in Croatian. When we set it to any other language, the button is in English (developer language / CFBundleDevelopmentRegion). So, would you say that that's the expected and okay behavior? We don't have to add .lproj for all 30+ languages iOS support, just to have that one button translated to system language, if we don't want to support all those languages in the app? Thnx!
Aug ’25
Xcode 26 beta 5 - actool version decode error killing CI builds
Getting a weird build failure with Xcode 26 beta 5 that I haven't seen before. Build works fine locally but fails in CI when building with xcodebuild with this error: build description signature: 7cb0bf47dd6decc14090f5ae23d66594 Build description path: /Users/user/Library/Developer/Xcode/DerivedData/ProjectName-dpklhpaqruhpwdbkihszqtqogzfb/Build/Intermediates.noindex/XCBuildData/7cb0bf47dd6decc14090f5ae23d66594.xcbuilddata error: Failed to decode version info for '/Applications/Xcode-beta.app/Contents/Developer/usr/bin/actool': The data couldn’t be read because it is missing. (stdout: ' com.apple.ibtool.version bundle-version 24118.1 short-bundle-version 26.0 ', stderr: '' The thing is, the data is definitely there - actool is outputting valid XML: com.apple.ibtool.version bundle-version 24118.1 short-bundle-version 26.0 But xcodebuild keeps saying it's missing. This error repeats like 15 times in the build log. Build command: set -o pipefail && xcodebuild -workspace ProjectName/ProjectName.x
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Aug ’25
Xcode always crash.
OS version:15.6 (24G84). mac mini m 4 Xcode:16.4 stack: Translated Report (Full Report Below) Process: Xcode [5261] Path: /Applications/Xcode.app/Contents/MacOS/Xcode Identifier: com.apple.dt.Xcode Version: 16.4 (23792) Build Info: IDEApplication-23792000000000000~2 (16F6) App Item ID: 497799835 App External ID: 874973124 Code Type: ARM-64 (Native) Parent Process: launchd [1] User ID: 501 Date/Time: 2025-08-11 19:57:18.7642 +0800 OS Version: macOS 15.6 (24G84) Report Version: 12 Anonymous UUID: 314F3813-7BB3-0263-1826-79D64A62D963 Time Awake Since Boot: 700 seconds System Integrity Protection: enabled Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BREAKPOINT (SIGTRAP) Exception Codes: 0x0000000000000001, 0x00000001ab5dc1f8 Termination Reason: Namespace SIGNAL, Code 5 Trace/BPT trap: 5 Terminating Process: exc handler [5261] Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 libswiftCore.dylib 0x1ab5dc1f8 assertionFailure(:_:file:line:flags:) + 176 1 libswiftCore.d
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Aug ’25
Reply to Xcode 16.4 can't choose a lower version iOS simulator to debug
@DTS Engineer Command line invocation: /Applications/Xcode.app/Contents/Developer/usr/bin/xcodebuild -project WeSplit.xcodeproj -scheme WeSplit -showdestinations Available destinations for the WeSplit scheme: { platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device } { platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device } { platform:iOS Simulator, arch:arm64, id:69BF3E41-8164-4C23-9E15-08003079BF8A, OS:17.2, name:iPad (10th generation) } { platform:iOS Simulator, arch:arm64, id:6418F056-1788-43A7-B86D-923A017763D7, OS:18.6, name:iPad (A16) } { platform:iOS Simulator, arch:arm64, id:46BE4717-0798-4D9E-9F74-58A88107A239, OS:17.2, name:iPad Air (5th generation) } { platform:iOS Simulator, arch:arm64, id:D3F27A4C-4BC0-4031-B4BA-2B626552F111, OS:18.6, name:iPad Air 11-inch (M3) } { platform:iOS Simulator, arch:arm64, id:64AC8DDD-FF66-4805-B4F7-5BC15C15DC3F, OS:18.6, name:iPad Air 13-inc
Aug ’25
Reply to Live Translations on VOIP on iOS26
Is it possible to invoke live translations within the app? (without going into the Call System UI) You can enable/disable translation using CXSetTranslatingCallAction, but that's really the only API control you have. Is it possible to navigate users from app to Call System UI via an API? (and also invoking the new live translations directly) This is something developers have occasionally suggested since we changed CallKit's original behavior* during iOS 10's original beta, however, it might be worth reconsidering API for this give the new APIs options like live translation. Please file a bug asking for this, then post the bug number back here. *Ironically, when we originally introduced CallKit, call reporting automatically brought up the in call UI and we actually changed to the current behavior based on developer feedback during that beta. Will Apple support more languages apart from the current ones? (Currently I see 4 supported languages) That's a question about our futu
Topic: Media Technologies SubTopic: Audio Tags:
Aug ’25
Reply to Problems compiling xcframeworks using Carthage with the latest Xcode beta
Thank you for the reply. I am still working my way through this, but I have figured out at least one Xcode behavior change that appears to trigger the issue. Take RSParser: https://github.com/Ranchero-Software/RSParser It moved away from Xcode projects entirely, but at this commit it had an Xcode project I could build with Carthage: fcbd9a34ecd8c080c6f26798a4b22ea0c98d8e74 Carthage runs this command to get a list of build settings: xcodebuild -project RSParser.xcodeproj -scheme RSParser -configuration Release archive -showBuildSettings -skipUnavailableActions With Xcode 26 beta 4, the output had: LLVM_TARGET_TRIPLE_OS_VERSION = macos10.13 With Xcode 26 beta 5, the output has: LLVM_TARGET_TRIPLE_OS_VERSION = ios13.0 This appears to be what makes Carthage not build the .xcframework for macOS. John
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Aug ’25
FromToByAnimation triggers availableAnimations not the single bone animation
So, I was trying to animate a single bone using FromToByAnimation, but when I start the animation, the model instead does the full body animation stored in the availableAnimations. If I don't run testAnimation nothing happens. If I run testAnimation I see the same animation as If I had called entity.playAnimation(entity.availableAnimations[0],..) here's the full code I use to animate a single bone: func testAnimation() { guard let jawAnim = jawAnimation(mouthOpen: 0.4) else { print(Failed to create jawAnim) return } guard let creature, let animResource = try? AnimationResource.generate(with: jawAnim) else { return } let controller = creature.playAnimation(animResource, transitionDuration: 0.02, startsPaused: false) print(controller: (controller)) } func jawAnimation(mouthOpen: Float) -> FromToByAnimation? { guard let basePose else { return nil } guard let index = basePose.jointNames.firstIndex(of: jawBoneName) else { print(Target joint (self.jawBoneName) not found in default pose joint names) return nil }
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321
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Aug ’25
Manipulation stops working when changing rooms
This post documents an issue I reported in feedback FB19610114 and see if anyone knows of a workaround. Here is a copy of the feedback. Short version Manipulation (SwiftUI OR RealityKit) fails to translate entities after changing rooms. By changing rooms, I mean a human wearing an Apple Vision Pro leaving one room and entering another room. Once this issue occurs, it impacts all apps that use these features. A device restart is the only solution I have to fix it. Feedback FB19610114 This is an odd one. I'm using the new Manipulation Component in visionOS 26. Most of the time this works well. Sometime it stops working and when it does the only way to get it working again is to reboot the headset. When this happens, I can continue to rotate and scale items, but translation no longer works. It is as if the item is stuck to a fixed point in the parent scene (window, volume, etc). When this bug occurs, it affects every app across the entire operating system that is using manipulation, including t
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992
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Aug ’25
Reply to Dynamic Library cannot call exposed C function
@DTS Engineer I just tried the SPM version of the package and found out that on release config, it crashes with a undefined symbol. I guess cocoapods masqueraded the issue. When ran with the debug scheme then it runs fine. The Package.swift is defined as follows // swift-tools-version: 5.8 import PackageDescription let package = Package( name: OpacityCore, platforms: [ .iOS(.v13) ], products: [ .library( name: OpacityCore, targets: [OpacityCoreObjc, OpacityCoreSwift]) ], dependencies: [], targets: [ .binaryTarget( name: sdk, path: sdk.xcframework ), .target( name: OpacityCoreObjc, dependencies: [sdk], path: src/objc, publicHeadersPath: ., cSettings: [ .headerSearchPath(../../include) ], linkerSettings: [ .linkedFramework(CoreTelephony), .linkedFramework(CoreLocation), .linkedFramework(WebKit), ] ), .target( name: OpacityCoreSwift, dependencies: [OpacityCoreObjc], path: src/swift ), ] )
Topic: Code Signing SubTopic: General Tags:
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Aug ’25
Reply to xcodebuild keeps defaulting to Mac Catalyst
Something odd is happening here. Here's a test to run, which I also just did for myself: Create a brand new Xcode project, static library template Set the Skip Install build setting to No since you are using archive builds Run the following commands: % xcodebuild archive -project Test.xcodeproj -scheme Test -destination=generic/iOS Simulator -archivePath /Some/Path/To/Test.xcarchive % otool -l /Some/Path/To/Test.xcarchive/Products/usr/local/lib/libTest.a | grep LC_BUILD_VERSION -A4 If that outputs anything but 7 for the platform, please open a bug report, attach your test project and the exact commands and their output from above, and then post the FB number here for my reference. In my test run with the above, I got platform 2, i.e. iOS, not the simulator, but also not Mac Catalyst as in your original post. — Ed Ford,  DTS Engineer
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Aug ’25
Problems compiling xcframeworks using Carthage with the latest Xcode beta
I use Carthage to build a set of dependencies. I generate .xcframework files with code for both macOS and iOS. This works through Xcode 26 beta 4. With Xcode 26 beta 5, the resulting .xcframework files seem to have code only for iOS, not macOS. Each framework has a ios-arm64 directory and a ios-arm64_x86_64-simulator directory, but no macos-arm64_x86_64 directory. This is affecting 3 of my 7 cross-platform dependencies that I compile with Carthage. What those 3 seem to have in common is that each has one target and scheme for the shared library – instead of one for iOS and another for macOS. I may have to create a second scheme and target in each of these dependencies, or move to SPM. But I am wondering if anyone has another suggestion. Thank you. John
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153
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Aug ’25
Reply to Dynamic Library cannot call exposed C function
Yes, the .env is just for testing purposes. This entire app is just a tester app, so some quirks are fine and indeed the file does not cause any issues. Here is the crash report of my latest build crashlog.crash Here is the output of the file command $ file OpacityPod_Example OpacityPod_Example: Mach-O 64-bit executable arm64 $ file Frameworks/sdk.framework/sdk Frameworks/sdk.framework/sdk: Mach-O 64-bit dynamically linked shared library arm64 I'm sure I have ran the app with the Release config (done via changing the scheme and selecting run → release). I just tried the Isolating Code Signig Problems from Build Problems you shared. The development option is not there in Xcode 26, but I chose debugging that generated an .ipa which I installed in my device by dragging and dropping. The crash persists on that version. @DTS Engineer
Topic: Code Signing SubTopic: General Tags:
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Aug ’25
Reply to xcodebuild keeps defaulting to Mac Catalyst
/Applications/Xcode.app/Contents/Developer/usr/bin/xcodebuild archive -project netcdf.xcodeproj -scheme netcdf-simulator -destination=generic/iOS Simulator, arch:x86_64, id:AB7A99B3-8D24-4F73-A42D-9BB45321928D -archivePath=archives/netcdf_simulator --- xcodebuild: WARNING: Using the first of multiple matching destinations: { platform:macOS, arch:arm64, variant:Mac Catalyst, id:00006041-0008492E3AA1801C, name:My Mac } { platform:macOS, arch:x86_64, variant:Mac Catalyst, id:00006041-0008492E3AA1801C, name:My Mac } { platform:macOS, arch:arm64, variant:Designed for [iPad,iPhone], id:00006041-0008492E3AA1801C, 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 } { platform:macOS, variant:Mac Catalyst, name:Any Mac } { platform:iOS, arch:arm64, id:00008101-001C61991A90001E, name:August’s iPhone } { platform:iOS Simulator
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Aug ’25
Reply to "Add to Apple Wallet" (PKAddPassButton) title localization to device language
Hi @DTS Engineer , We have a similar issue in our app. Officially, we support the Croatian language only, so there are no .lproj folders for other languages as we don't want to falsely advertise supported languages on the App Store as the app is translated only to Croatian. When we set the device to Croatian, the button is in Croatian. When we set it to any other language, the button is in English (developer language / CFBundleDevelopmentRegion). So, would you say that that's the expected and okay behavior? We don't have to add .lproj for all 30+ languages iOS support, just to have that one button translated to system language, if we don't want to support all those languages in the app? Thnx!
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Aug ’25
Xcode 26 beta 5 - actool version decode error killing CI builds
Getting a weird build failure with Xcode 26 beta 5 that I haven't seen before. Build works fine locally but fails in CI when building with xcodebuild with this error: build description signature: 7cb0bf47dd6decc14090f5ae23d66594 Build description path: /Users/user/Library/Developer/Xcode/DerivedData/ProjectName-dpklhpaqruhpwdbkihszqtqogzfb/Build/Intermediates.noindex/XCBuildData/7cb0bf47dd6decc14090f5ae23d66594.xcbuilddata error: Failed to decode version info for '/Applications/Xcode-beta.app/Contents/Developer/usr/bin/actool': The data couldn’t be read because it is missing. (stdout: ' com.apple.ibtool.version bundle-version 24118.1 short-bundle-version 26.0 ', stderr: '' The thing is, the data is definitely there - actool is outputting valid XML: com.apple.ibtool.version bundle-version 24118.1 short-bundle-version 26.0 But xcodebuild keeps saying it's missing. This error repeats like 15 times in the build log. Build command: set -o pipefail && xcodebuild -workspace ProjectName/ProjectName.x
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229
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Aug ’25
Xcode always crash.
OS version:15.6 (24G84). mac mini m 4 Xcode:16.4 stack: Translated Report (Full Report Below) Process: Xcode [5261] Path: /Applications/Xcode.app/Contents/MacOS/Xcode Identifier: com.apple.dt.Xcode Version: 16.4 (23792) Build Info: IDEApplication-23792000000000000~2 (16F6) App Item ID: 497799835 App External ID: 874973124 Code Type: ARM-64 (Native) Parent Process: launchd [1] User ID: 501 Date/Time: 2025-08-11 19:57:18.7642 +0800 OS Version: macOS 15.6 (24G84) Report Version: 12 Anonymous UUID: 314F3813-7BB3-0263-1826-79D64A62D963 Time Awake Since Boot: 700 seconds System Integrity Protection: enabled Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BREAKPOINT (SIGTRAP) Exception Codes: 0x0000000000000001, 0x00000001ab5dc1f8 Termination Reason: Namespace SIGNAL, Code 5 Trace/BPT trap: 5 Terminating Process: exc handler [5261] Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 libswiftCore.dylib 0x1ab5dc1f8 assertionFailure(:_:file:line:flags:) + 176 1 libswiftCore.d
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128
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Aug ’25
Reply to Xcode 16.4 can't choose a lower version iOS simulator to debug
@DTS Engineer Command line invocation: /Applications/Xcode.app/Contents/Developer/usr/bin/xcodebuild -project WeSplit.xcodeproj -scheme WeSplit -showdestinations Available destinations for the WeSplit scheme: { platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device } { platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device } { platform:iOS Simulator, arch:arm64, id:69BF3E41-8164-4C23-9E15-08003079BF8A, OS:17.2, name:iPad (10th generation) } { platform:iOS Simulator, arch:arm64, id:6418F056-1788-43A7-B86D-923A017763D7, OS:18.6, name:iPad (A16) } { platform:iOS Simulator, arch:arm64, id:46BE4717-0798-4D9E-9F74-58A88107A239, OS:17.2, name:iPad Air (5th generation) } { platform:iOS Simulator, arch:arm64, id:D3F27A4C-4BC0-4031-B4BA-2B626552F111, OS:18.6, name:iPad Air 11-inch (M3) } { platform:iOS Simulator, arch:arm64, id:64AC8DDD-FF66-4805-B4F7-5BC15C15DC3F, OS:18.6, name:iPad Air 13-inc
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Aug ’25
Reply to Xcode Cloud with watchOS app - unable to archive
I've gotten past this issue. My scheme was not set up properly. I was not archiving the iOS Container app.
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Aug ’25
Reply to Xcode 16.4 can't choose a lower version iOS simulator to debug
Would you mind sharing the outputs of the following commands? xcodebuild -project YourProject.xcodeproj -scheme YourScheme -showdestinations xcodebuild -project YourProject.xcodeproj -scheme YourScheme -showBuildSettings — Ed Ford,  DTS Engineer
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Aug ’25
Reply to Live Translations on VOIP on iOS26
Is it possible to invoke live translations within the app? (without going into the Call System UI) You can enable/disable translation using CXSetTranslatingCallAction, but that's really the only API control you have. Is it possible to navigate users from app to Call System UI via an API? (and also invoking the new live translations directly) This is something developers have occasionally suggested since we changed CallKit's original behavior* during iOS 10's original beta, however, it might be worth reconsidering API for this give the new APIs options like live translation. Please file a bug asking for this, then post the bug number back here. *Ironically, when we originally introduced CallKit, call reporting automatically brought up the in call UI and we actually changed to the current behavior based on developer feedback during that beta. Will Apple support more languages apart from the current ones? (Currently I see 4 supported languages) That's a question about our futu
Topic: Media Technologies SubTopic: Audio Tags:
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Aug ’25