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Xcode won't run my app; it runs fine from Finder.
I'm developing in Objective C with Xcode on a Mac exclusively to run on Mac and all of a sudden when I try to run I get the message: a build only device cannot be used to run this target. If I go to the destination folder, the newly built app is there and runs from Finder, I just can't get it to run from within Xcode, which is inconvenient for testing. What setting am I missing or has changed? Up to now I could build and run with no problem.
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Reply to UIToolbar + liquid glass = autolayout warnings?
Thank you for sharing your post. Have you attempted using the latest Xcode beta? What version of Xcode are you using? The warnings you are receiving indicate that Auto Layout is attempting to resolve conflicting constraints. Since you have not explicitly used Auto Layout in your code previously, it is likely that Auto Layout is relying on implicit constraints generated from the frames and autoresizing masks of your views. When you create views programmatically and do not intend to set constraints manually, such as in the following example: toolbar.translatesAutoresizingMaskIntoConstraints = false

 https://developer.apple.com/documentation/uikit/uiview/translatesautoresizingmaskintoconstraints If your toolbar is embedded in or interactIn contrast to other views, ensure that those views also have the translatesAutoresizingMaskIntoConstraints property set to false and appropriate constraints added. By adopting explicit Auto Layout usage, you will not only eliminate these warnings but also gain
Topic: UI Frameworks SubTopic: UIKit Tags:
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Reply to videotoolbox superresolution
Hello. We have not received a bug report number from you so I cm unable to check on status. Our engineering teams need to investigate this issue, as resolution may involve changes to Apple's software. Please file a bug report, include a small Xcode project and some directions that can be used to reproduce the problem, and post the Feedback number here once you do. If you post the Feedback number here I'll check the status next time I do a sweep of forums posts where I've suggested bug reports. Bug Reporting: How and Why? has tips on creating your bug report.
Topic: Machine Learning & AI SubTopic: General Tags:
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Reply to Age Range API - Sandbox Testing Available
Using Xcode 26.2, targeting an iPhone 17 Pro running 26.1, Xcode crashes saying the symbol isn't available. The isEligibleForAgeFeatures property is actually available in iOS 26.2 beta or later. The documentation showing it as iOS 26 is a bug. Thank you for filing your Feedback report. Upgrade your device to iOS 26.2 beta to test it.
Topic: App & System Services SubTopic: General Tags:
Nov ’25
Reply to UIKit flip animation bugged in 26.1
Thanks for the post and the animation that worked for 12 years. What Xcode are you using? Do you get the same results with just the relevant code in a small test project? If so, please share a link to your test project. That'll help us better understand what's going on. If you're not familiar with preparing a test project, take a look at Creating a test project. This will help so I can see and test on my environment to see if something has changed and now is causing an issue. Albert Pascual
  Worldwide Developer Relations.
Topic: UI Frameworks SubTopic: UIKit Tags:
Nov ’25
CloudKit Dashboard completely empty (no containers at all) while Xcode 26 still shows my production container iCloud.gainzCloud and builds fine – Tahoe 26.1 / Xcode 26.0 (17A321)
Hi, I’m completely stuck with a very strange CloudKit problem that started recently and has now killed all iCloud sync for a live production app. What is happening Production container: iCloud.gainzCloud (created ~11 months ago, has been working perfectly until now) In Xcode 26.0 (17A321): → Signing & Capabilities → iCloud is enabled → Container correctly shows as iCloud.gainzCloud → App builds and runs on device/simulator with zero provisioning or container errors CloudKit Dashboard (https://icloud.developer.apple.com/dashboard/): completely blank – “No containers found” Result: CloudKit sync is dead for every user (development + production environments) What I know for sure Apple Developer Support confirmed the container iCloud.gainzCloud still exists and is correctly attached to my Team ID on their backend Personal iCloud (Mail, Notes, Photos, etc.) syncs perfectly on the same Mac / same Apple ID under macOS Tahoe 26.1 I have NOT changed the password on either the Apple ID or the Developer Pro
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Nov ’25
Reply to Apple-hosted managed asset pack not found on macOS
[quote='866998022, imaier, /thread/807154?answerId=866998022#866998022, /profile/imaier'] Does it need the is-Beta-App flag? [/quote] No. My expectation is that this wouldn’t be set. And yes, that flag is primarily associated with TestFlight. [quote='866998022, imaier, /thread/807154?answerId=866998022#866998022, /profile/imaier'] The code signing info from launchctl procinfo looks exactly like yours [/quote] Interesting. If, yesterday, you’d made me guess as to this result, I would’ve guessed the opposition. This results rules out my main theory as to what’s going on, namely that your app group was causing your entitlements to get invalidated. This is something I talk about in the Entitlements-Validated Flag section of App Groups: macOS vs iOS: Working Towards Harmony. And that leaves me out of ideas. My best guess right now is that this problem is the result of the different install machinery used on iOS and macOS. Well, the lack of install machinery on macOS, where Xcode just constructs the app an
Nov ’25
PushToTalk session sometimes returns silence data after activation
Hello! Thank you for bringing the new iPhone experience with the PushToTalk framework. I have a working walkie talkie app based on the PushToTalk framework. Everything works fine except for an intermittent bug that I face from time to time on different devices with different iOS versions, from iOS 18 to iOS 26.2 Beta. Sometimes the app goes into a state where the AVAudioInputNode input node tap returns buffers with a constant size that contain only silence. Leaving and rejoining a channel helps, but relaunching or reinstalling (from Xcode) the app does not. Rebooting the device or deleting and reinstalling the app also helps. I do not activate the audio session in my app. I only configure it on launch using setCategory(.playAndRecord, options: [.defaultToSpeaker, .allowBluetooth]) So the flow is: channelManager?.requestBeginTransmitting(channelUUID: globalChannelUUID) func channelManager( _ channelManager: PTChannelManager, channelUUID: UUID, didBeginTransmittingFrom source: PTChannelTransmitRequestS
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Nov ’25
Local Wi-Fi UDP discovery works in Debug but stops working in TestFlight (React Native app)
Hi everyone, I am building a React Native iOS app that discovers audio devices on the local Wi-Fi network using UDP broadcast + mDNS/Bonjour lookup (similar to the “4Stream” app). The app works 100% perfectly in Debug mode when installed directly from Xcode. But once I upload it to TestFlight, the local-network features stop working completely: UDP packets never arrive Device discovery does not work Bonjour/mDNS lookup returns nothing Same phone, same Wi-Fi, same code → only Debug works, TestFlight fails react-native-udp for UDP broadcast react-native-dns-lookup for resolving hostnames react-native-xml2js for parsing device responses
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Nov ’25
Mac Catalyst: AUv3 Extension no longer works on MacOS, still works on iOS
I have a Catalyst app ('container') which hosts an embedded AUv3 Audio Unit extension ('plugin'). This used to work for years and has worked with this project until a few days ago. it still works on iOS as expected on MacOS the extension is never registered/installed and won't load extension won't show up with AUVal seems to have stopped working with the 26.1 XCode update I'm fairly certain the problem is not code related (i.e. likely build settings, project settings, entitlements, signing, etc.) I have compared all settings with another still-working project and can't find any meaningful difference (I can't request code-level support because even the minimal thing vastly exceeds the 250 lines of code limit.) How can I debug the issue? I literally don't know where to start to fix this problem, short of rebuilding the entire thing and hope that it magically starts working again.
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Nov ’25
iOS App stuck on black screen after launch (Flutter 3.35.6) – works fine on Flutter 3.24.5
After installing the app from App Store or TestFlight, when the user opens the app and then force-kills it multiple times, the app sometimes gets permanently stuck on a black screen at launch. This issue does NOT happen on Flutter 3.24.5 — works perfectly on all tested iOS devices. The problem started only after migrating to Flutter 3.35.6. This issue happens only in real production installs (App Store / TestFlight). It does not reproduce in Debug mode or through Xcode run / Android Studio run. Expected behavior App should show native splash → render Flutter UI normally. Actual behavior Sometimes after killing the app repeatedly: Native splash shows briefly → then screen turns completely black and stays stuck Steps to Reproduce: Install the app from App Store or TestFlight Launch the app Force-kill the app using app switcher Repeat launch + kill multiple times After 3–7 attempts, app gets stuck on black screen on launch Is this a known issue with the latest Flutter iOS engine? Could this be related t
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Nov ’25
SKTestSession.setSimulatedError() not working for .loadProducts API in iOS 26.2
Description SKTestSession.setSimulatedError() does not throw the configured error when testing StoreKit with the .loadProducts API in iOS 26.2. The simulated error is ignored, and products load successfully instead. Environment iOS: 26.2 (Simulator) Xcode: 26.2 beta 2 (Build 17C5038g) macOS: 15.6.1 Framework: StoreKitTest Testing Framework: Swift Testing base project: https://developer.apple.com/documentation/StoreKit/implementing-a-store-in-your-app-using-the-storekit-api Expected Behavior After calling session.setSimulatedError(.generic(.notAvailableInStorefront), forAPI: .loadProducts), the subsequent call to Product.products(for:) should throw StoreKitError.notAvailableInStorefront. Actual Behavior The error is not thrown. Products load successfully as if setSimulatedError() was never called. Steps to Reproduce Create an SKTestSession with a StoreKit configuration file Call session.setSimulatedError(.generic(.notAvailableInStorefront), forAPI: .loadProducts) Call Product.products(for:) with a val
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Nov ’25