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Reply to CoreText crash on iOS 26.0 Simulator (Xcode 26.2) when rendering string with zero-width non-joiner and combining marks
Hi, Thank you for your reply. It is important work within the exact same environment. I am currently using Xcode 26.2 with the iOS 26.0 simulator iPhone 17 or iPhone17 pro (should happen of any of them), and I was able to reproduce the issue on other MacBooks as well with same environment. During our investigation of crash reports, we found that this issue occurs in production on certain iOS versions. Reproducing it locally in the simulator has been the only reliable way to validate the behavior. I would greatly appreciate your assistance with this matter. The problem does not appear to be related to UIKit. I can reproduce it in SwiftUI using Text as well. Unfortunately, the stack trace is not very informative. The crash also occurs when simply passing this specific character to Safari within the simulator. In most cases, the crash can be reproduced by adding the character to a project and building it with the iOS 26.0 simulator using iPhone 17. When running the same project on iOS 26.0.1, the issue
Topic: UI Frameworks SubTopic: General
4w
Annoying popup window in Xcode Previews when the initial controller of the main storyboard is a macOS window
I started a project targeting macOS and used Storyboard app lifecycle. I also used Xcode Previews in this project. If I: Keep the entry point of the main storyboard to a window controller. (as default setup in macOS), Turn the Xcode window into full-screen, That window controller would pop up its window every time Xcode Previews refreshes. I tested in Xcode 26.3 RC and many versions before.
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Reply to LaunchAgent (Mac) as peripheral doesn't show a pairing request.
I chatted with my Core Bluetooth colleague about this, and we’re not entirely sure how the failure you’re seeing can be caused by your execution context. Which isn’t to say that it’s not the case, just that the connection isn’t obvious. I usually debug problems like this in small steps. For example, in your case: I would build my agent as an app, with a menu bar and everything. I’d run that from the Finder (or Xcode) and see if Bluetooth behaves in that case. I’d then set it to run as a launchd agent, but still with the menu bar. And re-test Bluetooth. If that works, you know that the launchd agent context isn’t the cause of your issue. Finally, I’d then switch it to run without a menu bar by setting LSUIElement. And re-test Bluetooth again. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
4w
[Xcode 26 beta 4] Cannot receive device token from APNS using iOS 26 simulator
Since upgrading to Xcode 26 beta 4 and using the iOS 26 simulator for testing our app, we've stopped being able to receive device tokens for the simulator from the development APNS environment. The APNS environment is able to return meta device information (e.g. model, type, manufacturer) but there are no device tokens present. When running the same app using the iOS 18.5 simulator, we are able to register the device with the same APNS environment and receive a valid device token.
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Reply to Do I need to request Packet Tunnel Provider entitlement from Apple to get my app working?
[quote='877058022, crewshin, /thread/816045?answerId=877058022#877058022, /profile/crewshin'] the option in Xcode is all I need? [/quote] Correct [1]. [quote='877058022, crewshin, /thread/816045?answerId=877058022#877058022, /profile/crewshin'] there is another issue on my side that I need to track down. [/quote] I have a bunch of helpful links in Network Extension Resources. Specifically, check out Debugging a Network Extension Provider. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] Assuming that: You’re creating one you’re part of a paid developer team. See Developer Account Help > Reference > Supported capabilities (iOS). You’re creating a packet tunnel provider. You’re not concerned with MDM deployment.
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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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Assets duplicating on Xcode 26.1 Beta 3
I've recently installed 26.1 Beta 3 alongside stable 26.0.1 When building my app with 26.0.1 the final .ipa size is ~17mb, however after building my app with 26.1 Beta 3 the size has increased up to ~22mb The main difference is Assets.car blowing from 1.1mb to 5.6mb (or 8.6mb if I include all icons settings). Upon examining I've found new liquid glass .icon file duplicating itself multiple times as png variants (any, dark, tinted, etc). Is anyone else experiencing this issue?
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Reply to Assets duplicating on Xcode 26.1 Beta 3
This is still an issue on 26.3. @SubvertDev What I ended up doing was extracting the Icon Composer rendered icon variants from an Assets.car built with Xcode 26.0.1 and adding those back to the project as pre-rendered icons to the assets catalog. Updating the icons in the future will be a pain, but at least for now the app's compressed thinned size hasn't gone up by >20MB when building with Xcode 26.1 and later.
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Rendering Multi-Page PDF with SwiftUI View
I have the following code that renders a one-page PDF: func render() -> URL { let renderer = ImageRenderer(content: pdfView()) let url = URL.documentsDirectory.appending(path: filename.pdf) renderer.render { size, context in var document = CGRect(x: 0, y: 0, width: 2550, height: 3300) guard let pdf = CGContext(url as CFURL, mediaBox: &document, nil) else { return } pdf.beginPDFPage(nil) context(pdf) pdf.endPDFPage() pdf.closePDF() } return url } func pdfView() -> some View { Text(View) } How can this be modified so that it renders a PDF with more than one page?
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Reply to SPM Failed to verified fingerprint for SSH url since Tahoe 26.3
While we're looking into how to address this, take a look at the contents of your ~/.ssh/known_hosts file. You may find that you have different entries for a host with algorithms like ssh-ed25519 or ecdsa-sha2-nistp256 listed. Try reordering the lines in this file so that the ecdsa-sha2-nistp256 line is last, and then quit and restart Xcode. — Ed Ford,  DTS Engineer
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Reply to Incorrect menu consistency warnings logged in Tahoe for NSStatusItem, performance issues related?
I also get these warnings for every NSMenu even when creating a blank project using XIB or Storyboards in Xcode. I think it's unreasonable to have an engineer tell us to just regard the logs as log noise, as @enquora pointed out. As developers we have to use the console to log important information and there's no way to filter this out since it's at the system level. I know this might seem like a minor problem in the bigger picture of bugs on Tahoe but this really should be looked at by Apple as we didn't have to deal with this on 15.4.
Topic: UI Frameworks SubTopic: AppKit Tags:
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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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Can we specify a simulator to be used for our app's evaluation?
I'm making my app in Xcode (as an app playground). I understand that the app will be run in a simulator when being evaluated if I choose the Xcode option on the submission form. However, my app looks significantly better on iPhones than on iPads. Is there a way for me to specify which device to use that will be respected by judges? What about device orientation? Thanks.
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123
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Reply to CoreText crash on iOS 26.0 Simulator (Xcode 26.2) when rendering string with zero-width non-joiner and combining marks
Hi, Thank you for your reply. It is important work within the exact same environment. I am currently using Xcode 26.2 with the iOS 26.0 simulator iPhone 17 or iPhone17 pro (should happen of any of them), and I was able to reproduce the issue on other MacBooks as well with same environment. During our investigation of crash reports, we found that this issue occurs in production on certain iOS versions. Reproducing it locally in the simulator has been the only reliable way to validate the behavior. I would greatly appreciate your assistance with this matter. The problem does not appear to be related to UIKit. I can reproduce it in SwiftUI using Text as well. Unfortunately, the stack trace is not very informative. The crash also occurs when simply passing this specific character to Safari within the simulator. In most cases, the crash can be reproduced by adding the character to a project and building it with the iOS 26.0 simulator using iPhone 17. When running the same project on iOS 26.0.1, the issue
Topic: UI Frameworks SubTopic: General
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Annoying popup window in Xcode Previews when the initial controller of the main storyboard is a macOS window
I started a project targeting macOS and used Storyboard app lifecycle. I also used Xcode Previews in this project. If I: Keep the entry point of the main storyboard to a window controller. (as default setup in macOS), Turn the Xcode window into full-screen, That window controller would pop up its window every time Xcode Previews refreshes. I tested in Xcode 26.3 RC and many versions before.
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198
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Reply to LaunchAgent (Mac) as peripheral doesn't show a pairing request.
I chatted with my Core Bluetooth colleague about this, and we’re not entirely sure how the failure you’re seeing can be caused by your execution context. Which isn’t to say that it’s not the case, just that the connection isn’t obvious. I usually debug problems like this in small steps. For example, in your case: I would build my agent as an app, with a menu bar and everything. I’d run that from the Finder (or Xcode) and see if Bluetooth behaves in that case. I’d then set it to run as a launchd agent, but still with the menu bar. And re-test Bluetooth. If that works, you know that the launchd agent context isn’t the cause of your issue. Finally, I’d then switch it to run without a menu bar by setting LSUIElement. And re-test Bluetooth again. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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[Xcode 26 beta 4] Cannot receive device token from APNS using iOS 26 simulator
Since upgrading to Xcode 26 beta 4 and using the iOS 26 simulator for testing our app, we've stopped being able to receive device tokens for the simulator from the development APNS environment. The APNS environment is able to return meta device information (e.g. model, type, manufacturer) but there are no device tokens present. When running the same app using the iOS 18.5 simulator, we are able to register the device with the same APNS environment and receive a valid device token.
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3.3k
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Reply to Do I need to request Packet Tunnel Provider entitlement from Apple to get my app working?
[quote='877058022, crewshin, /thread/816045?answerId=877058022#877058022, /profile/crewshin'] the option in Xcode is all I need? [/quote] Correct [1]. [quote='877058022, crewshin, /thread/816045?answerId=877058022#877058022, /profile/crewshin'] there is another issue on my side that I need to track down. [/quote] I have a bunch of helpful links in Network Extension Resources. Specifically, check out Debugging a Network Extension Provider. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] Assuming that: You’re creating one you’re part of a paid developer team. See Developer Account Help > Reference > Supported capabilities (iOS). You’re creating a packet tunnel provider. You’re not concerned with MDM deployment.
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Do I need to request Packet Tunnel Provider entitlement from Apple to get my app working?
I'm debugging an app I'm building and everything I'm seeing suggests I need to put in a request to Apple to turn on NetworkExtension → Packet Tunnel Provider entitlement for our Team ID and bundle IDs. 1: Is this true? 2: Doesn't the option in xcode handle this?
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127
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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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2
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0
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65
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4w
Assets duplicating on Xcode 26.1 Beta 3
I've recently installed 26.1 Beta 3 alongside stable 26.0.1 When building my app with 26.0.1 the final .ipa size is ~17mb, however after building my app with 26.1 Beta 3 the size has increased up to ~22mb The main difference is Assets.car blowing from 1.1mb to 5.6mb (or 8.6mb if I include all icons settings). Upon examining I've found new liquid glass .icon file duplicating itself multiple times as png variants (any, dark, tinted, etc). Is anyone else experiencing this issue?
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9
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571
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4w
Reply to Assets duplicating on Xcode 26.1 Beta 3
This is still an issue on 26.3. @SubvertDev What I ended up doing was extracting the Icon Composer rendered icon variants from an Assets.car built with Xcode 26.0.1 and adding those back to the project as pre-rendered icons to the assets catalog. Updating the icons in the future will be a pain, but at least for now the app's compressed thinned size hasn't gone up by >20MB when building with Xcode 26.1 and later.
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Rendering Multi-Page PDF with SwiftUI View
I have the following code that renders a one-page PDF: func render() -> URL { let renderer = ImageRenderer(content: pdfView()) let url = URL.documentsDirectory.appending(path: filename.pdf) renderer.render { size, context in var document = CGRect(x: 0, y: 0, width: 2550, height: 3300) guard let pdf = CGContext(url as CFURL, mediaBox: &document, nil) else { return } pdf.beginPDFPage(nil) context(pdf) pdf.endPDFPage() pdf.closePDF() } return url } func pdfView() -> some View { Text(View) } How can this be modified so that it renders a PDF with more than one page?
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Reply to SPM Failed to verified fingerprint for SSH url since Tahoe 26.3
While we're looking into how to address this, take a look at the contents of your ~/.ssh/known_hosts file. You may find that you have different entries for a host with algorithms like ssh-ed25519 or ecdsa-sha2-nistp256 listed. Try reordering the lines in this file so that the ecdsa-sha2-nistp256 line is last, and then quit and restart Xcode. — Ed Ford,  DTS Engineer
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4w
Reply to Incorrect menu consistency warnings logged in Tahoe for NSStatusItem, performance issues related?
I also get these warnings for every NSMenu even when creating a blank project using XIB or Storyboards in Xcode. I think it's unreasonable to have an engineer tell us to just regard the logs as log noise, as @enquora pointed out. As developers we have to use the console to log important information and there's no way to filter this out since it's at the system level. I know this might seem like a minor problem in the bigger picture of bugs on Tahoe but this really should be looked at by Apple as we didn't have to deal with this on 15.4.
Topic: UI Frameworks SubTopic: AppKit Tags:
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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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Reply to Broken autocomplete in Xcode 26
@DTS Engineer , every Xcode version starting Xcode 16.0 Currently the problem exists on Xcode Version 26.2 (17C52) And please check the videos I've attached
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