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Reply to LiveKit SDK + VisionPro
Hey @personavision, This appears to be an issue with a third party SDK. Are you able to demonstrate the issue in a test project created from one of Xcode's templates, and using only Apple APIs? If not, you should check with the support resources provided by the LiveKitSDK team to get assistance with their software. This may be a timing issue, either in your code or the third party library. Try investigating the timing around the room connection and when your app signals it is connected. It's possible that you are attempting to connect before the connection can be made. You can find tips on creating and sharing a test project in Creating a Test Project. Thanks, Michael
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Purchase Intent does not work when app has been launched
I'm implementing PurchaseIntent.intents for App Store in-app purchase promotions, following Apple's WWDC guidance. The API only works on cold launch (killed→launch), but fails on background→foreground transitions, making App Store promotions unusable. Sample code as followed from WWDC23 video What's new in StoreKit 2 and StoreKit Testing in Xcode. In the StoreKitManager observable class, I have this function which is initialized in a listening task: func listenForPurchaseIntent() -> Task { return Task { [weak self] in for await purchase in PurchaseIntent.intents { guard let self else { continue } let product = purchase.product await self.purchaseProduct(product) } } } where purchaseProduct() will perform the call to: try await product.purchase() ISSUE: When the app is in background (after previously launched), and the purchase intent is initiated from Xcode Transaction Manager or using the itms-services://?action=purchaseIntent method, the system foregrounds my app but the purchase intent
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Signing succeeds but validate fails with "Missing code-signing certificate"
We have a command line script that runs xcodebuild to make an archive, then runs xcodebuild again to export the archive to make an ipa, and then runs altool --validate-app to check that everything will be fine for a subsequent upload to the app store. This has been working fine for a few years but recently stopped working and we cannot figure out why. The validation fails with this error: ERROR: [altool.105912F20] Validation failed (409) Invalid Provisioning Profile. The provisioning profile included in the com. bundle [Payload/.app] is invalid. [Missing code-signing certificate]. A distribution provisioning profile should be used when uploading apps to App Store Connect. (ID: ) The project is configured with 'Automatically manage signing' unchecked, and the profile was created on developer.apple.com/account/resources/profiles and the matching profile magically appears in the Provisioning Profile drop down in Xcode. The profile was created with two certificates checked, but examining the embedded.mob
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Can't get DeviceActivityReportExtension to work
DeviceActivityReportExtension issues Hi, I am currently working on a project and hoping to use DeviceActivityReportExtension. I have already successfully set up the DeviceActivityMonitorExtension and that is working correctly, but can't get this to reproduce. I initially had a complex capacitor project which displayed a native UI screen which (tried to) display the screen time report though it was failing silently. I tried a much simpler setup with a pure swift project (not an iOS dev so forgive my poor code quality) and still having an issue getting this to render on my computer. Here is a reproduction: https://github.com/ethanmichel0/screen-time-report-bug-recreation/tree/main Does this code work for others? and if not do you know how I can set this up? idk if my Xcode or iOS versions are incompatible (see versions in that link). Would be super grateful for some help, thanks so much.
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Reply to Xcode Suddenly Failing to Build for ARM64 Simulator on Apple Silicon (M1)
Thanks for the post. Got a question. Is your project using CocoaPods or other third-party frameworks? What's Podd_App? If so I think the problem could be that older CocoaPods installations (or even some manual framework setups) often explicitly excluded arm64 for simulator builds because Intel Macs only needed x86_64 for simulators. Can you check on the dependencies of that project? Do you have the same issue creating new project from Xcode? Albert Pascual
  Worldwide Developer Relations.
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Xcode Suddenly Failing to Build for ARM64 Simulator on Apple Silicon (M1)
Hi all, I’m suddenly experiencing an old issue again and can no longer build my project to run on the local iOS simulator. I’m using a MacBook with an M1 (ARM64) processor and Xcode for development. Until recently, everything was working as expected. However, when I opened Xcode today, I noticed new build options such as ARM64 and ARM64 + x86_64, and I’m also seeing simulator entries running under Rosetta. I don’t recall seeing these options the last time I used Xcode. At the moment: Building for “Any iOS Device (arm64)” succeeds. Building for Rosetta-based simulators also succeeds (which I understand are intended for Intel-based processes). However, when I select an ARM64 simulator, the build fails with the error: “Framework Podd_App not found.” It appears that simulator builds targeting ARM64 are being restricted or misconfigured, possibly due to a corrupted setting or a recent update. Has anyone experienced this before, or can suggest which settings I should check to resolve this
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Reply to Incorrect menu consistency warnings logged in Tahoe for NSStatusItem, performance issues related?
This appears to be a pervasive OS-level issue, likely related to the new, and unnecessary, iconography that Tahoe introduces throughout application menus. It does not affect menu functionality, but it does interfere significantly with readability. That Apple seems unaware of the problem is unfortunately not surprising. macOS 26 has introduced a broad set of regressions, and this is far from the most severe. Many developers have become discouraged from filing reports after repeatedly receiving the familiar “No other reports” response in Feedback Assistant, which in practice suppresses useful reporting rather than encouraging it. The most serious practical impact here is that this visual noise can completely obscure meaningful output in the Xcode debug console, making it difficult to spot real warnings, errors, or diagnostics when they matter. That an Apple engineer should reply to such a problem dismissively reinforces this perception. “Bad Dye Job” is likely the underlying cause.
Topic: UI Frameworks SubTopic: AppKit Tags:
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Reply to Library not loaded: @rpath/libswiftCompatibilitySpan.dylib – Building bundle target
To test my suspicion that this is an Xcode issue and not macOS 15 issue, I used Swift Package Manager to built a small executable instead of building it with Xcode. The complete software (using the new Span API) is this: import Foundation @main struct App { static func main() { let data = Data([1, 2, 3, 4, 5]) let span = data.span print(span[2]) } } using this Package.swift file // swift-tools-version: 6.2 import PackageDescription let package = Package( name: span-compat-test, platforms: [.macOS(.v13)], targets: [.executableTarget(name: span-compat-test)] ) I make an executable by running swift build -c release on macOS 26 using Apple Swift version 6.2.1 (swift-6.2.1-RELEASE). The resulting executable runs on macOS 26, macOS 15, and macOS 14. I have not tested older OS versions. So, SwiftPM is able to compile the executable in a way that runs on older OS versions while in Xcode I currently require a manual workaround.
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XCode 26.2 (17C52) vs iOS 26.2 (23C55): Cannot mount any DDI onto my device
Hi... Is there not an available Developer Disk Image for this situation? I am unable to do my professional job because I have not been able to overcome this issue on my machine. I have various things to try to resolve this issue so that I can install, run, and test apps onto my iPhone (iPhone 13). The version of MacOSX is Sequoia 15.7.3. I've tried everything from hard resetting the pairing stack, to resetting the trust on my iPhone. I've even sought help from AI. AI says, in a nutshell I'm screwed. Apparently, I am unable to downgrade from iOS 26.2 to, say, iOS 18 or below. I'll be honest: this is frustrating, and this situation seems to happen like clockwork with every update in either direction. I hope someone somewhere has ideas. Thanks. Update: I'm not even reaching the step where the shared Cache symbols are being copied from my iPhone. The developer disk image could not be mounted on this device. Domain: com.apple.dt.CoreDeviceError Code: 12040 Failure Reason: Failed to find a DDI that can be used to e
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Reply to Xcode Cloud builds stuck at App Store Connect
Looks like an issue with App Uploads on App Store Connect was finally acknowledged on https://developer.apple.com/system-status/. We recently migrated to using exclusively Xcode Cloud, so I completely agree that instances like this happen WAY too often with no communication from Apple and are showstoppers for our process. While asking developers to verify that their projects work used to be accurate when dealing with local issues, Xcode Cloud seems to just give out at random times with no indication of what's wrong. These issues seem to solely lie with Apple's implementation of a cloud based build service, which is magnified by a serious lack of communication from Apple during these outages.
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Reply to Xcode 26.2 stuck on "Select the Components..."
Thank you for your post. Have you attempted to install a component other than the built-in one, such as iOS? Could you please provide me with a screenshot of the interface after selecting the components to install and pressing the install button? Ensure that your macOS version is compatible with Xcode 26.2. You mentioned Tahoe 26.2, Verify your macOS version by going to the Apple menu > About This Mac, and ensure it meets the minimum requirements for the Xcode version you're trying to install. Make sure you have sufficient storage space available on your drive for the installation. Xcode can require a significant amount of free space. Remove any partially installed versions of Xcode. You can check for these in the Applications folder or use and delete any leftover files related to Xcode. Ensure that your user account has the necessary permissions to install software. You should be logging in as an administrator. I trust that this implementation is successful. I
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Reply to Library not loaded: @rpath/libswiftCompatibilitySpan.dylib – Building bundle target
Thank you for your post and the valuable workaround information provided. Very interesting! Managing dynamic libraries and ensuring compatibility across various macOS versions can indeed be a complex task. The manual workaround you have implemented is highly intelligent and an effective approach when dealing with missing runtime libraries on older systems, but should not be missing in macOS as far as I know. However, automating this process would undoubtedly enhance maintainability. In my opinion, it would be beneficial to have a bug report indicating the issue in macOS 15. Instead of hardcoding the path to, you can utilize to dynamically locate it. This approach can make your build script more resilient to changes in Xcode toolchain paths. Modify your “Copy Files” build phase to include a script that utilizes, ensuring its adaptability. Given your belief that Xcode should handle this better, and I concur, consider submitting feedback to Apple on your bug report, even if the target is macOS
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