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Reply to Technical Inquiry regarding iPhone LiDAR Specifications and ARKit Data Integrity
Googling 3 words of apple dtof doe will help you. Apple LiDAR 3D camera has 64 (16x4) physical laser emitters (VCSEL) They are multiplied with 3x3 by DOE to 576 laser pulses. They are interpolated with live RGB images to generate 256x192 depthMap 60 Hz. We used an empirical error model of base_error(distance) = a + b * distance * 2 // the distance is in meters. a = 0.001 and b = 0.00005 . For demo Apps, explore the GitHub repo; https://github.com/CurvSurf/FindSurface-iOS
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Reply to Testflight builds getting stuck in processing
Guys I got mine to work in the following way: (Apple clearly isn't coming to the rescue, they're like the DMV at this point, so maybe this will help somebody...) NOTE: All my apps use Expo and eas build (which I run locally). I had 4 builds for the same app stuck in Processing purgatory. So I tested another app in another dev account, and it worked. This was a clue. I tried making swift changes, bundle version changes, everything, and it didn't work at all. So I ran expo prebuild, opened the app in Xcode, old school method, I didn't change any code at all, just the bundle version AND build number, and I ran Archive. Then I submitted it to App Store Connect from inside Xcode, and it worked. Who knows why, but it worked, and my other builds are still endlessly processing. There you go. Good luck out there everyone
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Reply to Xcode Cloud builds stuck at App Store Connect
same issue on my self-hosted server via fastlane. Build stucked for 4h and no results. Just wrote infinity: [11:15:51]: Waiting for the build to show up in the build list - this may take a few minutes (check your email for processing issues if this continues) [15:38:00]: Waiting for the build to show up in the build list - this may take a few minutes (check your email for processing issues if this continues) But sometimes it can successfully upload new build... Xcode 26.2.
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Reply to Xcode Cloud builds stuck at App Store Connect
Same issue here. I've been trying to build a new version with xcode cloud since last night (14 hours ago). They all get stuck at 93%. I've tried with a fresh branch, retried existing builds, nothing seems to work. The changes seems minimal (just some small UI things). It really seems like xcode cloud is having issues, but nothing is reported on the xcode cloud status page.
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Reply to Xcode 26 CompileMetalFile failed
Encountered the same problem here. Looks like we require elevated rights to mount the toolchain, and maybe Xcode's helper doesn't have the privileges? I resorted to writing a Launch Service to auto-mount the toolchain for me. https://christiantietze.de/posts/2026/01/auto-mount-metal-toolchain-using-launchd-because-xcode-wont/
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Reply to Library not loaded: @rpath/libswiftCompatibilitySpan.dylib – Building bundle target
I figured out a workaround: Add a new “Copy Files” build phase to the target with the destination “Frameworks” with the following file /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift-6.2/macosx/libswiftCompatibilitySpan.dylib That is, copying the libswiftCompatibilitySpan.dylib file manually into the “Frameworks” directory of the bundle. The bundle now loads on older OS versions like macOS 15. However, this workaround is not a good solution as it requires me to manually find the libswiftCompatibilitySpan.dylib file and ensure to keep its path updated in the Xcode project settings each time the toolchain is updated. Ideally, Xcode would recognize that libswiftCompatibilitySpan.dylib is linked using rpath and include the file in the “Frameworks” directory automatically. Maybe there is a build setting that I need to enable that would do this, but I could not find anything.
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Linker trying to link Metal toolchain for every object file on Catalyst
When building our project for Mac Catalyst with Xcode 26.2, we get this warning almost a hundred times, once for every object file: directory not found for option '-L/var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v17.3.48.0.UZtKea/Metal.xctoolchain/usr/lib/swift/maccatalyst' Somehow, every Link .o build step got the following parameter, regardless if the target contained Metal files or not: -L/var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v17.3.48.0.UZtKea/Metal.xctoolchain/usr/lib/swift/maccatalyst The toolchain is mounted at this point, but the directory usr/lib/swift/maccatalyst doesn't exist. When building the project for iOS, the option doesn't exist and the warning is not shown. We already check the build settings, but we couldn't find a reason why the linker is trying to link against the toolchain here. Even for targets that do contain Metal files, we get the following linker warning: search path '/var/run/com.apple.security.cryptex
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Reply to Universal Links are not working in the Xcode 26 simulators
We have validated the below cases, Updated the Xcode to the latest version Cleared simulator cache Verified AASA file using above terminal command Couldn't obtain any info from the Console logs as well. Note: In the same Xcode version, universal links for working fine in different application. Issue occurring only for our application. We need info about where can we verify the universal link setup of my simulator.
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Reply to Xcode Cloud builds stuck at App Store Connect
I think we're having the same problem. Xcode Cloud build was stuck on Prepare Build for App Store Connect for 13 hours. App Store Connect was showing the build as Processing. This morning I cancelled the build. Xcode Cloud status is Cancelled, but App Store Connect still showing as Processing. Started a new build. Same issue. So now we have two builds stuck on Processing. I contacted support with details. Case ID is 102802250079
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Policy on AI-generated assets for Swift Student Challenge 2026
Hello everyone, I am currently developing an app for my Swift Student Challenge submission that focuses on human motion analysis using the Vision framework. To effectively demonstrate the app's technical capabilities during the review process, I need to include a sample video showing a person performing specific movements. However, I want to ensure that my submission strictly adheres to all intellectual property guidelines. Instead of using existing copyrighted videos or public social media clips, I am considering using Generative AI to create an original, royalty-free sample video. This video would feature a character performing movements designed specifically to test my app's pose estimation and feedback logic. I have a few questions regarding this approach: Is it acceptable to use AI-generated sample assets (like video clips) to demonstrate technical features when it's difficult to record high-quality personal footage due to environmental constraints? If I clearly disclose the tools used and the reason for
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Reply to Incorrect packet handling in SMBClient MacOS 26.
If I’m reading FB21249476 correctly, there should be improvements in this space in Xcode 26.3b2 (25D5101c) [1]. I recommend that you re-test with that build. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] This only just started seeding, so Feedback Assistant hasn’t had time to notify you about it.
Topic: App & System Services SubTopic: Core OS Tags:
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Reply to Changing Dock Icon for my Qt app
[quote='872058022, Youssef-Hammad, /thread/812425?answerId=872058022#872058022, /profile/Youssef-Hammad'] I tried changing the icon of the app after installation and it somehow breaks the signature. [/quote] Indeed. And that’s not a mystery at all. In general, changing content within an app’s bundle will break the seal on the code signature. If you’re curious how that all works, see TN3126 Inside Code Signing: Hashes. But a custom icon is special. You can apply a custom icon to an app without breaking its signature. To see this in action, go to Finder, select your app, choose File > Get Info, select the icon, and paste in an image. I regularly do this with older Xcode versions. For example, my main Xcode is currently Xcode 26.2, but I have Xcode 16.4 around for testing. I apply a custom icon to that older Xcode to help head of the confusion that inevitably occurs when you have multiple versions of Xcode running. If you dig into the on-disk results of th
Topic: UI Frameworks SubTopic: General Tags:
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