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“xcode github”

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No Universal for Map App project with Tahoe
Mac Pro 2019, Tahoe 26.3, Xcode 26.2 Mac Mini 2023 M2, Tahoe 26.3, Xcode 26.2 On Mac Pro 2019 the app is only Intel while on Mac Mini 2023 M2 it is ARM64 only. Both have Standard Architectures (Apple Silicon, Intel). Both have Build Active Architecture Only is set to No (Debug + Release). Happen for default new projet macOS -> App and Obj-C, Xib. No change to defaults setting except uncheck Automaticaly manage signing and Signing Certificate set to Sign to Run Locally HOWEVER On Mac Pro 2019, BigSur 11.7.10, Xcode 14.10 the application is build Universal ! Why cannot build universal with Tahoe 26.3, Xcode 26.2 ? Can I submit a Mac applcation to App Store Connect with BigSur 11.7.10, Xcode 14.10 ? What are the minimal version of Mac Os and Xcode to submit a Mac applcation to App Store Connect ?
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Issue configuring non-consumable IAP
Hi everyone, I’m running into a recurring issue when submitting my app to the App Store. The app is made with Unity and contains a single non-consumable IAP. Said IAP works fine locally, and sandbox testing with Xcode works when we test the build internally. Here is the current behaviour: On Game launch, the paywall pop-up displays correctly, I can try to purchase the bonus content. I go through the whole mock payment process, it takes a little while to validate but it does go through. It asks me to “pay” a second time (as if the first one hadn’t been taken into account), there’s a bit of loading but the payment is validated. A pop-up tells me it’s confirmed. Back in game, the content is correctly unlocked and accessible. But during App Store review, the reviewers report that the in-app purchase button is unresponsive. The purchase cannot be initiated, and an error that says Cannot initiate purchase because product was not found or simply failing to start. Here’s what I’ve confirmed so far: The IAP p
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65
4w
Reply to Broken autocomplete in Xcode 26
Thanks for the post, please read my first post, as still looking forward to know the build number and version of your Xcode. It's hard to see what's the version from a screenshot as Xcode UI does not change completely per version. Thanks!! Albert Pascual
  Worldwide Developer Relations.
4w
Reply to iOS 26 UIGlassEffect on custom UIButton
Thanks for the post, this is very interesting as those controls without anything should be able to produce the glass effect if you are using Xcode 26.2+ and iOS 26.0+ macOS 26.0+. I am wondering about your complete set up and where you are testing at? Can you please provide me details of you set up information as well as the simple sample of how you are using UIKit? Your comment about userInteractionEnabled is something that got me interested about how are you using the API. When UIVisualEffectView.isUserInteractionEnabled = YES: The UIVisualEffectView captures the touch events to perform its interactive effect. I think this prevents the touch from reaching the UIButton subview, so the button's action never fires. When UIVisualEffectView.isUserInteractionEnabled = NO: The UIVisualEffectView allows touches to pass through to its subviews. The UIButton receives the touch and fires its action. However, it seems like you are hosting it somehow? This is the part where I ask for a focus simple project to s
Topic: UI Frameworks SubTopic: UIKit Tags:
4w
Reply to I cannot install Cocoapods
Thank you for your post. Cocoapods is a third-party component. I am confident that many developers here may have ideas on how to resolve your installation of cocoapods, as the error suggests that this is the issue. As I don’t have much experience with that. However, I wanted to bring to your attention the announcement regarding that component from last year on their blog about the future of that component. I would encourage you to go and read their announcements. I would encourage you to look into Xcode packages to consume external libraries. But this is a personal suggestion. Hope your installation of cocoapods gets fixed, I would recommend you to re-install it. Albert Pascual
  Worldwide Developer Relations.
4w
Reply to Xcode Playground and FoundationModels
Thanks for reaching out! To clarify, Foundation Models framework is currently not available in Swift Playgrounds, which you get if you do Xcode > File > New > Playground... Overall Swift Playgrounds only support a subset of the SDK. Foundation Models is supported in Xcode inline Playgrounds though, so if you do: import Playgrounds import FoundationModels @Generable struct Specifications { @Guide(description: Search for color) var color: String } #Playground { let session = LanguageModelSession() let response = try await session.respond( to: Help me search for orange, generating: Specifications.self ) } This should work.
4w
Xcode Metal Capture crash when using MTLSamplerState
The sample code just draw a triangle and sample texture. both sample code can draw a correct triangle and sample texture as expected. there are no error message from terminal. Sample code using constexpr Sampler can capture and replay well. Sample code using a argumentTable to bind a MTLSamplerState was crashed when using Metal capture and replay on Xcode. Here are sample codes. Sample Code Test Environment: M1 Pro MacOS 26.3 (25D125) Xcode Version 26.2 (17C52) Feedback ID: FB22031701
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4w
Xcode Playground and FoundationModels
I am trying to test FoundationModels in a Swift Playground in Xcode 26.2, macOS 26.3, and am running into an issue. The following simple code generates an error: import FoundationModels @Generable struct Specifications { @Guide(description: Search for color) var color: String } I see the following error message in the console: error: AIPlayground.playground:4:8: external macro implementation type 'FoundationModelsMacros.GenerableMacro' could not be found for macro 'Generable(description:)'; plugin for module 'FoundationModelsMacros' not found The Xcode editor does not appear to recognize the @Generable or @Guide macros, despite importing FoundationModels. What step/setting am I missing?
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140
4w
Reply to How can I use private AI agents in Xcode 26.3?
This week-end, I played a bit with Xcode 26.3 coding agent. I wanted to use Claude model served by Amazon Bedrock. I found three different ways, summarised in two blog posts. Part 1: https://stormacq.com/2026/02/19/xcode-openrouter-bedrock.html. Part 2: https://stormacq.com/2026/02/21/xcode-local-proxy-bedrock.html I wrote a small local proxy (In Swift) that translate OpenAI Chat Completion API Calls issued by Xcode into Anthropic message API on Bedrock. GitHub repo: https://github.com/sebsto/anthropic-proxy Don't install a binary proxy distributed as a DMG as you can't audit what that app does.
4w
Reply to Playgrounds app with the latest SDK (OS 26)
[quote='874040022, DTS Engineer, /thread/812429?answerId=874040022#874040022'] If and when there’s news, I’ll post an update here. [/quote] I’ve been closely following this issue internally. Unfortunately, I don’t have any good news to share. And given that submissions close in less than a week, I think the only reasonable option is for you to develop your submission based on the current choices, namely: Swift Playground 4.6.x as it’s currently shipping Xcode 26 or later, with the submission running in the simulator I’m sorry I don’t have better news )-: Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
4w
Reply to Is It Acceptable to Submit an iOS 26–Only App for the Swift Student Challenge?
Your submission can rely on iOS 26 features. However, that does mean that you’ll need to choose the Xcode option when submitting, because Swift Playground doesn’t currently support the iOS 26 SDK. Regarding that last point, I wanna point you at this thread, where I’ve promised to post updates if and when they occur. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
4w
Do SwiftUI Segmented Controls on macOS 26 support the icon and title label style?
On macOS 26.3, Xcode 26.3, why does a labelStyle of titleAndIcon not show both the title and the icon of a label? The label styles iconOnly and titleOnly behave as expected. Picker(Label Demo, selection: $selectedItem) { Label { Text(File) } icon: { Image(systemName: doc) } Label { Text(Folder) } icon: { Image(systemName: folder) } } .labelStyle(.titleAndIcon) .pickerStyle(.segmented) Note that there is no icon shown. Placing the .labelStyle modifier in different places has no effect. The icon is correctly shown when the labelStyle is set to .iconOnly. An NSSegmentedControl created with AppKit and presented in an NSViewRepresentable does correctly show titles and icons if configured appropriately. Tested on: macOS 26.3 (25D125) Xcode 26.3 (17C519) A brand new SwiftUI macOS App project.
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app-site-association.cdn-apple.com | Cache not updating
We're handling our universal links (deep links) via our custom router written in express.js. We recently update our .well-known format as per: https://developer.apple.com/documentation/xcode/supporting-associated-domains Our own domain link shows them correctly if we apply cache bust to it: Normal link: https://links.sastaticket.pk/.well-known/apple-app-site-association Cache bust: https://links.sastaticket.pk/.well-known/apple-app-site-association?1 Now, since app-site cache is not updating at: https://app-site-association.cdn-apple.com/a/v1/links.sastaticket.pk Our main domain link is not getting updated response either. Its been more than 72 hours now. Any help, how to push the app-site cache to update? I can provide more context if needed, Thanks
1
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201
Feb ’26
No Universal for Map App project with Tahoe
Mac Pro 2019, Tahoe 26.3, Xcode 26.2 Mac Mini 2023 M2, Tahoe 26.3, Xcode 26.2 On Mac Pro 2019 the app is only Intel while on Mac Mini 2023 M2 it is ARM64 only. Both have Standard Architectures (Apple Silicon, Intel). Both have Build Active Architecture Only is set to No (Debug + Release). Happen for default new projet macOS -> App and Obj-C, Xib. No change to defaults setting except uncheck Automaticaly manage signing and Signing Certificate set to Sign to Run Locally HOWEVER On Mac Pro 2019, BigSur 11.7.10, Xcode 14.10 the application is build Universal ! Why cannot build universal with Tahoe 26.3, Xcode 26.2 ? Can I submit a Mac applcation to App Store Connect with BigSur 11.7.10, Xcode 14.10 ? What are the minimal version of Mac Os and Xcode to submit a Mac applcation to App Store Connect ?
Replies
3
Boosts
0
Views
93
Activity
4w
Issue configuring non-consumable IAP
Hi everyone, I’m running into a recurring issue when submitting my app to the App Store. The app is made with Unity and contains a single non-consumable IAP. Said IAP works fine locally, and sandbox testing with Xcode works when we test the build internally. Here is the current behaviour: On Game launch, the paywall pop-up displays correctly, I can try to purchase the bonus content. I go through the whole mock payment process, it takes a little while to validate but it does go through. It asks me to “pay” a second time (as if the first one hadn’t been taken into account), there’s a bit of loading but the payment is validated. A pop-up tells me it’s confirmed. Back in game, the content is correctly unlocked and accessible. But during App Store review, the reviewers report that the in-app purchase button is unresponsive. The purchase cannot be initiated, and an error that says Cannot initiate purchase because product was not found or simply failing to start. Here’s what I’ve confirmed so far: The IAP p
Replies
2
Boosts
0
Views
65
Activity
4w
Reply to Broken autocomplete in Xcode 26
Thanks for the post, please read my first post, as still looking forward to know the build number and version of your Xcode. It's hard to see what's the version from a screenshot as Xcode UI does not change completely per version. Thanks!! Albert Pascual
  Worldwide Developer Relations.
Replies
Boosts
Views
Activity
4w
Reply to iOS 26 UIGlassEffect on custom UIButton
Thanks for the post, this is very interesting as those controls without anything should be able to produce the glass effect if you are using Xcode 26.2+ and iOS 26.0+ macOS 26.0+. I am wondering about your complete set up and where you are testing at? Can you please provide me details of you set up information as well as the simple sample of how you are using UIKit? Your comment about userInteractionEnabled is something that got me interested about how are you using the API. When UIVisualEffectView.isUserInteractionEnabled = YES: The UIVisualEffectView captures the touch events to perform its interactive effect. I think this prevents the touch from reaching the UIButton subview, so the button's action never fires. When UIVisualEffectView.isUserInteractionEnabled = NO: The UIVisualEffectView allows touches to pass through to its subviews. The UIButton receives the touch and fires its action. However, it seems like you are hosting it somehow? This is the part where I ask for a focus simple project to s
Topic: UI Frameworks SubTopic: UIKit Tags:
Replies
Boosts
Views
Activity
4w
Reply to I cannot install Cocoapods
Thank you for your post. Cocoapods is a third-party component. I am confident that many developers here may have ideas on how to resolve your installation of cocoapods, as the error suggests that this is the issue. As I don’t have much experience with that. However, I wanted to bring to your attention the announcement regarding that component from last year on their blog about the future of that component. I would encourage you to go and read their announcements. I would encourage you to look into Xcode packages to consume external libraries. But this is a personal suggestion. Hope your installation of cocoapods gets fixed, I would recommend you to re-install it. Albert Pascual
  Worldwide Developer Relations.
Replies
Boosts
Views
Activity
4w
Reply to Xcode Playground and FoundationModels
Thanks for reaching out! To clarify, Foundation Models framework is currently not available in Swift Playgrounds, which you get if you do Xcode > File > New > Playground... Overall Swift Playgrounds only support a subset of the SDK. Foundation Models is supported in Xcode inline Playgrounds though, so if you do: import Playgrounds import FoundationModels @Generable struct Specifications { @Guide(description: Search for color) var color: String } #Playground { let session = LanguageModelSession() let response = try await session.respond( to: Help me search for orange, generating: Specifications.self ) } This should work.
Replies
Boosts
Views
Activity
4w
Xcode Metal Capture crash when using MTLSamplerState
The sample code just draw a triangle and sample texture. both sample code can draw a correct triangle and sample texture as expected. there are no error message from terminal. Sample code using constexpr Sampler can capture and replay well. Sample code using a argumentTable to bind a MTLSamplerState was crashed when using Metal capture and replay on Xcode. Here are sample codes. Sample Code Test Environment: M1 Pro MacOS 26.3 (25D125) Xcode Version 26.2 (17C52) Feedback ID: FB22031701
Replies
0
Boosts
0
Views
110
Activity
4w
Reply to Do I need to request Packet Tunnel Provider entitlement from Apple to get my app working?
So I take that as a no I don't need to request anything from Apple and the option in Xcode is all I need? If so, then there is another issue on my side that I need to track down.
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4w
Xcode Playground and FoundationModels
I am trying to test FoundationModels in a Swift Playground in Xcode 26.2, macOS 26.3, and am running into an issue. The following simple code generates an error: import FoundationModels @Generable struct Specifications { @Guide(description: Search for color) var color: String } I see the following error message in the console: error: AIPlayground.playground:4:8: external macro implementation type 'FoundationModelsMacros.GenerableMacro' could not be found for macro 'Generable(description:)'; plugin for module 'FoundationModelsMacros' not found The Xcode editor does not appear to recognize the @Generable or @Guide macros, despite importing FoundationModels. What step/setting am I missing?
Replies
2
Boosts
0
Views
140
Activity
4w
Reply to How can I use private AI agents in Xcode 26.3?
This week-end, I played a bit with Xcode 26.3 coding agent. I wanted to use Claude model served by Amazon Bedrock. I found three different ways, summarised in two blog posts. Part 1: https://stormacq.com/2026/02/19/xcode-openrouter-bedrock.html. Part 2: https://stormacq.com/2026/02/21/xcode-local-proxy-bedrock.html I wrote a small local proxy (In Swift) that translate OpenAI Chat Completion API Calls issued by Xcode into Anthropic message API on Bedrock. GitHub repo: https://github.com/sebsto/anthropic-proxy Don't install a binary proxy distributed as a DMG as you can't audit what that app does.
Replies
Boosts
Views
Activity
4w
Reply to Playgrounds app with the latest SDK (OS 26)
[quote='874040022, DTS Engineer, /thread/812429?answerId=874040022#874040022'] If and when there’s news, I’ll post an update here. [/quote] I’ve been closely following this issue internally. Unfortunately, I don’t have any good news to share. And given that submissions close in less than a week, I think the only reasonable option is for you to develop your submission based on the current choices, namely: Swift Playground 4.6.x as it’s currently shipping Xcode 26 or later, with the submission running in the simulator I’m sorry I don’t have better news )-: Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Replies
Boosts
Views
Activity
4w
Reply to Is It Acceptable to Submit an iOS 26–Only App for the Swift Student Challenge?
Your submission can rely on iOS 26 features. However, that does mean that you’ll need to choose the Xcode option when submitting, because Swift Playground doesn’t currently support the iOS 26 SDK. Regarding that last point, I wanna point you at this thread, where I’ve promised to post updates if and when they occur. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Replies
Boosts
Views
Activity
4w
Reply to What Xcode version will be used for SSC evaluation?
This is unspecified, other than that it will be some released variant of Xcode 26. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Replies
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Views
Activity
4w
Do SwiftUI Segmented Controls on macOS 26 support the icon and title label style?
On macOS 26.3, Xcode 26.3, why does a labelStyle of titleAndIcon not show both the title and the icon of a label? The label styles iconOnly and titleOnly behave as expected. Picker(Label Demo, selection: $selectedItem) { Label { Text(File) } icon: { Image(systemName: doc) } Label { Text(Folder) } icon: { Image(systemName: folder) } } .labelStyle(.titleAndIcon) .pickerStyle(.segmented) Note that there is no icon shown. Placing the .labelStyle modifier in different places has no effect. The icon is correctly shown when the labelStyle is set to .iconOnly. An NSSegmentedControl created with AppKit and presented in an NSViewRepresentable does correctly show titles and icons if configured appropriately. Tested on: macOS 26.3 (25D125) Xcode 26.3 (17C519) A brand new SwiftUI macOS App project.
Replies
2
Boosts
0
Views
94
Activity
4w
app-site-association.cdn-apple.com | Cache not updating
We're handling our universal links (deep links) via our custom router written in express.js. We recently update our .well-known format as per: https://developer.apple.com/documentation/xcode/supporting-associated-domains Our own domain link shows them correctly if we apply cache bust to it: Normal link: https://links.sastaticket.pk/.well-known/apple-app-site-association Cache bust: https://links.sastaticket.pk/.well-known/apple-app-site-association?1 Now, since app-site cache is not updating at: https://app-site-association.cdn-apple.com/a/v1/links.sastaticket.pk Our main domain link is not getting updated response either. Its been more than 72 hours now. Any help, how to push the app-site cache to update? I can provide more context if needed, Thanks
Replies
1
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0
Views
201
Activity
Feb ’26