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Reply to DNS Proxy system extension – OSSystemExtensionErrorDomain error 9 “validationFailed” on clean macOS machine
I updated the App ID for the DNS Proxy system extension and noticed that Developer Portal only exposes the legacy dns-proxy value under Network Extensions. There is no option for dns-proxy-systemextension. My extension’s entitlements currently contain: xml com.apple.developer.networking.networkextension dns-proxy-systemextension When I create a Mac App Development provisioning profile for this App ID and try to use it for signing the system extension target, Xcode fails with: Provisioning profile Dev-Mac-App-DNSProxy doesn't match the entitlements file's value for the com.apple.developer.networking.networkextension entitlement. So at this point the entitlements and the Developer Portal capabilities cannot be made to match: the profile only knows about dns-proxy, while my extension needs dns-proxy-systemextension. Is dns-proxy-systemextension the correct entitlement value for a DNS Proxy packaged as a system extension today, and if so, how should this be represented/configured in the Developer Portal
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Reply to iOS 26 - Identify network switch
What I’ve Done: Previously, I registered the application as a HotspotHelper using NEHotspotHelper.register(options:queue:handler:). 
In the Hotspot Helper app’s command handler block, I identified the relevant network via the NEHotspotHelperCommand and used the didJustJoin API to determine if the network was joined. For migrating this to Xcode 26 , I added a NEHotspotEvaluationProvider extension. I implemented the handleCommand method which receives NEHotspotHelperCmmand parameter. Similarly, I added code to identify the network via the NEHotspotHelperCommand and used didJustJoin to check whether the network was joined. The Issue: While running on Xcode 26/iOS 18, the handleCommand method in my NEHotspotEvaluationProvider extension is not being triggered when switching between networks. I suspect this might be due to incomplete or incorrect configuration for NEHotspotManager in the main app, or missing setup steps for the new extension. My Question: What exact configuration steps are require
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Reply to Regarding the deadline for adopting the UIScene life cycle
After reviewing the following Apple Technote, I have confirmed the statement below: https://developer.apple.com/documentation/technotes/tn3187-migrating-to-the-uikit-scene-based-life-cycle In the next major release following iOS 26, UIScene lifecycle will be required when building with the latest SDK; otherwise, your app won’t launch. While supporting multiple scenes is encouraged, only adoption of scene life-cycle is required. Based on the above, I would appreciate it if you could confirm the following points: Is my understanding correct that the term “latest SDK” refers to Xcode 27? Is it correct that an app built with the latest SDK (Xcode 27, assuming the above understanding is correct) will not launch without adopting the UIScene lifecycle, with no exceptions? Is it correct that an app built with Xcode 26 without UIScene lifecycle support will still launch without issues on an iPhone updated to iOS 27?
Topic: UI Frameworks SubTopic: UIKit Tags:
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Reply to Git Integration needs serious work.
What's the Repository Up Arrow? I don't see any arrows. The closest thing I can find suggests it may be part of GitHub Desktop, which I don't use. .gitignore is part of git. You'll have to take that up with Linus. However, this is a good use of AI. Forget vibe coding, use AI to explain how to do things in Git. This is probably causing your issue #1. You probably have some IDE data files managed by Git. You don't want that. Try this for a .gitignore file: .DS_Store xcschememanagement.plist **/xcuserdata/ **/xcshareddata/ That's another Git issue. Use Fetch Changes to do things like detect new branched added elsewhere. I forget what Refresh is good for. I have used a couple of times, but only a couple of times. It sounds like most of your complaints are just about Git. Source control system were much easier and straightforward 20 years ago.
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Unable to Receive APNs Device Token in Unity iOS App Despite Proper Configuration
I’m currently developing an iOS app built in Unity, exported to Xcode for signing and deployment. The app needs to register for Apple Push Notifications (APNs) to retrieve the device token and register it with a backend service (PlayFab). Despite enabling the required capabilities and entitlements, the app never receives a device token — the authorization request succeeds, but the token remains empty (req.DeviceToken is null in Unity). I’ve confirmed that the issue occurs before PlayFab or Firebase are involved, meaning the app never receives the token from Apple Push Notification service (APNs) itself. The Unity script I am using is: #if UNITY_IOS using UnityEngine; using Unity.Notifications.iOS; using PlayFab; using PlayFab.ClientModels; using System.Collections; using System; public class iOSPushInit : MonoBehaviour { private const int MaxRetries = 5; private const float RetryDelay = 2f; // seconds void Start() { Debug.Log(🛠 iOSPushInitDebug starting...); StartCoroutine(RequestAuthorizationAndReg
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Reply to Project xcodeproj file can no longer by iCloud Sync
Update : in fact all files which are packages can no longer be synched with iCloud Drive since the upgrade to macOS 26.2 : local package files are never sent to iCloud, and iCloud package files are never downloaded to the Mac drive. The xcodeproj files are packages files, but also realitycomposerpro, pages, number or bundle files are packages. A new Feedback was created as it is not only Xcode related: FB21663069
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Project xcodeproj file can no longer by iCloud Sync
Following an unexpected error message while working in Xcode, the project file xcodeproj is no longer synced in iCloud Drive. The Finder shows a cloud icon with a ! and an error message : (NSFileProviderErrorDomain error -2005.) If the local file is zipped, and unzipped elsewhere on iCloud Drive, then the unzipped file can still not be iCloud Synced. Restoring the file from a Time Machine archive does not solve the issue. Apple Care Support finds that iCloud Drive is working fine except for this xcodeproj file and says the issue is Xcode related.
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Reply to Planning on Swift Student Challenge.
@ron_adams_jr Thanks for the post and welcome. That's absolutely fantastic news! It's so exciting to hear you're planning to join this year's Swift Student Challenge, and even more impressive that you've got years of Swift experience under your belt at 14. That's a huge head start! If I read this page to be ready looks like include this sentence: For your submission to the Swift Student Challenge, submit an app built in Xcode or Swift Playground https://developer.apple.com/swift-student-challenge/get-ready/ So you are completely right, using an iPad with Swift Playgrounds is allowed. You've got the skills, the platform, and most importantly, the enthusiasm. That's a winning combination! If you ever want to bounce ideas around, or have specific questions as you start building, feel free to ask. We're all rooting for you! Go make some amazing stuff! Important Note: While this forums indicated my affiliation as an Apple employee, it is important to clarify that I am not a member of that team and my know
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The Example App for Monitoring Location Changes Doesn't Work
Downloaded example app from here Xcode version: Version 26.1.1 (17B100) Simulator iOS Version: 26.1 & 18.5 Set custom location in the simulator to the center of the condition being monitored in the example. The only log entry was Setup Monitor. Tried a custom gpx starting at the same point and moving 500m away. Same logs. Didn't change any of the source code, granted always permissions, allowed notifications, tapped AddCircularGeographicCondition. Let me know if there is something I am missing or more information I can provide.
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Reply to Is it safe to run Xcode from an external drive?
Is it safe and supported to move Xcode to an external hard drive (SSD), use it from there, and simply connect the drive whenever I need to work with Xcode? Yes. Absolutely. Are there known issues with performance, stability, or updates? Nope. Apps can run from any visible location. Are there components that must remain on the internal disk to avoid unexpected behavior? Nope. Xcode is self-contained. Is this a reasonable long-term setup, or just a temporary workaround? Neither. It can't possibly work. The Xcode app itself is quite small. Moving it will do absolutely nothing to solve any storage problems. The problem with Xcode is the Developer folder. On my computer that's 34 GB for Developer in my home folder. There's another one in Library that's 80 GB. And in the System Library folder, there's an iOS Runtime folder for another 211 GB. And this isn't even my primary development machine. This is my backup and test rig. You need a minimum 1 TB boot drive for Xcode
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Reply to M3 Max won't update past 15.4.1
Thanks - there's no profiles, I checked anyway but this is my own machine, and I wouldn't install anything that wanted to enable management like that. Disk Utility couldn't find anything wrong with the disk, so I'm in the middle of triggering a Time Machine backup before going for the nuclear option of reinstalling the OS. As it turns out, I could use the older Xcode (the one the App Store would let me download for 15.4.1) on the MBP to work with the project I'd been working on the Studio with, so no real problem this time around - still not really sure why the MBP OS is being stubborn though. Thanks again :)
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