I’m running into unexpected problems with the Unity GameKit plugin setup with the new Activities. I didn’t see anyone else mentioning these issues, so my guess is that it’s a problem with my setup. The authentication (GKLocalPlayer.Authenticate()) works as expected, but any call to the new GameActivity functionality (e.g. GKGameActivityDefinition.LoadGameActivityDefinitions() or GKGameActivity.WantsToPlay) gives me an exception with a 'UnsupportedOperationForOSVersion' reason despite it running on an iOS 18.6.1 device. I’m using a completely empty Unity 2022.3.62f1 project that only contains the official authentication example, followed by an event handler for activities from another example and the Unity core and gamekit plugins. The setup: macOS 15.6 Xcode 26 beta 6 (also tried with 5) Physical iPhone device running iOS 18.6.1 Unity 2022.3.62f1, which satisfies the requirements Unity plugin, Xcode setup, and build steps: I Followed the official beta branch build steps for Unity plugins wit
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Hello, Quartz Debug is available as an additional tools package for Xcode. For example, Additional Tools for Xcode 26 beta 6 contains: This package includes audio, graphics, hardware I/O, and other auxiliary tools. These tools include AU Lab, OpenGL Driver Monitor, OpenGL Profiler, Pixie, Quartz Debug, CarPlay Simulator, HomeKit Accessory Simulator, IO Registry Explorer, Network Link Conditioner, PacketLogger, Printer Simulator, 64BitConversion, Clipboard Viewer, Crash Reporter Prefs, Dictionary Development Kit, Help Indexer, and Modem Scripts.
Topic:
Developer Tools & Services
SubTopic:
General
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Hi guys! I have gone through an absolute nightmare, trying to solve the issue that I am about to tell you about. As the title says, I am getting the error: Library '/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/clang/17/lib/darwin/libclang_rt.profile_driverkit.a' not found I trimmed off part of that directory as I did not want to reveal that information about my computer. From what I can tell, the file in question is no longer even a part of Xcode. I have searched, it is not on my computer anywhere. I have also downloaded older versions of Xcode to search with it. None of them have it. I have literally tried everything under the Son to solve this issue. I have been stuck on it for two days. I have even resorted to doing something I hate, which is asking for ChatGPT to assist me with solving the issue. No help there. I am at my wits end. So I am coming to you guys, have you seen this error? Any ideas at all? The odds are pretty good whatever you recommend I have pr
Well, I actually did solve it. I have no idea how I solved it. I fiddled around with about 2 trillion different settings and then it just worked. No clue. No idea what I did that fixed it. But now it is fixed. Thank you for responding though. I do appreciate it. Xcode is a fickle beast for someone who’s new to it.
Topic:
Developer Tools & Services
SubTopic:
General
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I'm experiencing some rare crash but only if I enable Xcode's thread performance checker. The crash typically ends with these lines: std::_1::hash_table
I rewrote the code without errors but the screen is just blank and white. struct ContentView: View { var body: some View { } } import CoreMotion class MyViewController: UIViewController { let motionManager = CMMotionManager() func startAccelerometer() { if motionManager.isAccelerometerAvailable { motionManager.accelerometerUpdateInterval = 0.1 // 10 updates per second motionManager.startAccelerometerUpdates(to: .main) { (data, error) in guard let accelerometerData = data else { return } let x = accelerometerData.acceleration.x let y = accelerometerData.acceleration.y let z = accelerometerData.acceleration.z // Process the x, y, and z acceleration values here print(X: (x), Y: (y), Z: (z)) } startAccelerometer() } } } #Preview { ContentView() }
Topic:
Developer Tools & Services
SubTopic:
Xcode
I’m having a bit of trouble uploading my new icon to the App Store Connect. I created it entirely with Icon Composer, but it keeps throwing an error saying it’s an “Invalid large app icon.” The error message says that the large app icon in the asset catalog can’t be transparent or have an alpha channel. I only have one AppIcon in the asset catalog, and I’ve checked the “single size” option, which is set to 1024x1024 for any, dark, or tinted size. In the past, when I used the previous icon with the iOS 18 SDK, I didn’t have any issues uploading it. However, when I created the new icon with Icon Composer and compiled it with Xcode Beta, it broke. I’m a bit confused because the error message suggests that removing transparency is the solution, but the whole point of Icon Composer is to make the icon transparent for the new liquid glass design. I don’t want to remove the cool look that my new transparent icon has. Could you please help me out? I’d really appreciate it. Thanks a bunch!
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Store Connect
Icon Composer
Good day! When your project have total 887 or more SPM local targets and then you try to build it, xcodebuild will be crash. Crash log: SWBBuildService-2025-08-11-151103.ips Thread 2 Crashed:: Dispatch queue: com.apple.root.default-qos.cooperative 0 libxpc.dylib 0x197c4826c _availability_version_check + 8 1 libswiftCore.dylib 0x1a9b44428 __isPlatformVersionAtLeast + 92 2 libswiftCore.dylib 0x1a9a6e054 _swift_allocObject_ + 1100 3 SWBMacro 0x104a9c408 specialized _ArrayBuffer._consumeAndCreateNew(bufferIsUnique:minimumCapacity:growForAppend:) + 116 4 SWBMacro 0x104a97b58 specialized Array.append(contentsOf:) + 116 5 SWBMacro 0x104a954e8 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 160 6 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 4352 7 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 4352 8 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withRe
Provisioning profiles are cached in ~/Library/MobileDevice/Provisioning Profiles (or ~/Library/Developer/Xcode/UserData/Provisioning Profiles in Xcode 16 and later). You can clear these out, but for in-house app development you should be careful and move them to a temporary directory instead since replacing provisioning profiles is not straight forward and revoking one could cause apps deployed in the field to stop working. Normally, in-house apps will have two provisioning profiles they can use for signing the idea being that you'll maintain the two with overlapping expiration dates so you can use one for keeping your apps running while you're using the other for uploading newer replacement versions.
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Business & Education
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General
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Thanks for those details, @JackB321. I don't have a workaround to offer you for that configuration right now, but we are investigating the root cause and understand the impact of this issue. However, your mention of the released Xcode version here is surprising — are you using that as a vehicle to submit an app built with Xcode 26? And does the build you are submitting from Xcode 16 have icons from Icon Composer? — Ed Ford, DTS Engineer
Topic:
Developer Tools & Services
SubTopic:
Instruments
Tags:
What could be causing our app to fail detecting iBeacon regions when terminated, while third-party apps work correctly? I don't know specifically, but I suspect there is an issue with how your app handles being launched into the background. The typical pattern here is that the system did launch the app into the background, but then the app either crashed or never actually registered with CoreLocation, so it never received the message notifying it that it's beacon was discovered. The other possibility is that there is an issue with your beacon itself. Why does our iBeacon detection start working only after another iBeacon app triggers? I don't know, but my guess is that there's something more complicated going on and the 3rd party app is only an indirect factor. Are there specific implementation requirements or best practices for reliable background iBeacon monitoring? The main one is that your app needs to be able to fully launch in the background. Could this be related to iOS background app refresh policies
Topic:
App & System Services
SubTopic:
Hardware
I am writing to seek assistance regarding an iBeacon implementation issue we are experiencing in our iOS application. Issue Description: We have successfully implemented iBeacon functionality in our app, but we are encountering a specific problem with background region monitoring: When app is in foreground: Our app successfully detects iBeacon signals and triggers notifications when entering beacon regions. When app is terminated: Our app fails to respond when entering our own iBeacon regions. However, we have observed an interesting behavior: Third-party iBeacon apps can still detect and trigger notifications for their beacon regions After a third-party app triggers, our app suddenly starts receiving notifications for our own iBeacon hardware Technical Details: iOS Version: 18.0 Xcode Version: 16.。4 Device Models Tested: iPhone 15 Pro Questions: What could be causing our app to fail detecting iBeacon regions when terminated, while third-party apps work correctly? Why does our iBeacon detection start
Topic:
App & System Services
SubTopic:
Hardware
Hi, Is it possible to use the iOS26 Liquid Glass icon on iOS 26 (built with Icon Composer), and use the old icon on iOS18 devices? I imported the icon file into my Xcode project and it seems to use the new icon on iOS18 (and earlier) devices as well. Thanks.
Well, I don't know what I'm doing wrong. I'm using Xcode 26 Beta 6 on a macOS 26 Beta 6 VM, with macOS 15.6.1 as the host. I can build the TahoeIconsTest project, pointed to by @superpixel, and it works just as expected, the LG icon is used on macOS 26 and the old icon is used on 15.6.1. I do note that the .icns and .icon files are not in the app bundle , but there is a .car file. The Info.plist only has CFBundleIconName set (to AppIcon). However, I'm just not able to replicate this outcome with my own app. I added the secret flag and all the other asset compiler options are the same as the test project. But my build has all three files, .icns, .icon, and .car in the bundle, and my Info.plist file has both CFBundleIcon* parameters set to AppIcon. The result is both OSs use the old icon. I just can't see what's different.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Environment visionOS 26 Xcode 26 Issue I am experiencing crash when trying to access a [String] from a @Model data, after dismissing an immersiveSpace and opening a WindowGroup. This crash only occurs when trying to access the [String] property of my Model. It works fine with other properties. Thread 1: Fatal error: This backing data was detached from a context without resolving attribute faults: PersistentIdentifier(...) Steps to Reproduce Open WindowGroup Dismiss window, open ImmersiveSpace Dismiss ImmersiveSpace, reopen WindowGroup Any guidance would be appreciated! @main struct MyApp: App { var body: some Scene { WindowGroup(id: main) { ContentView() } .modelContainer(for: [Item.self]) ImmersiveSpace(id: immersive) { ImmersiveView() } } } // In SwiftData model @Model class Item { var title: String = // Accessing this property works fine var tags: [String] = [] @storageRestrictions(accesses: _$backingData, initializes: _tags) init(initialValue) { _$backingData.setValue(forKey: . tags, to: initial