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Game Center leaderboards not posting scores
My app is live but the leaderboards still aren’t updating. App was built with unreal engine 5 with blueprints. I have the leaderboard stat info entered into the node for write integer to leaderboard and a node for show platform specific leaderboard. The leaderboards are shown as live on app connect. When I run the app, the Game Center login functions and the leaderboard interface launches as expected but it just lists a group of friends to invite. There are no scores listed and it says number of players 0 even though I have scored on two different devices and accounts. I have the Game Center entitlement added in Xcode. Not sure where else to look.
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Nov ’25
Mac Catalyst Crash on App Launch on macOS 26.1: Assertion failure in -[NSToolbarItemGroupView _layoutWrapperViewsWithAttributes:], NSToolbarItemGroupView.m:599
Returning to a Mac Catalyst app that I put to the side for awhile..when running it on Xcode 26.1 it crashes at launch with: Assertion failure in -[NSToolbarItemGroupView _layoutWrapperViewsWithAttributes:], NSToolbarItemGroupView.m:599 No attributes were found for item Call stack has a bunch of Autolayout code in AppKit like: [NSWindow(NSConstraintBasedLayoutInternal) _layoutViewTree] + 120 50 AppKit 0x00000001911e8a10 -[NSWindow(NSConstraintBasedLayoutInternal) layoutIfNeeded] + 240 51 UIKitMacHelper 0x00000001a98f293c -[UINSWindow layoutIfNeeded] + 56 A few unnamed symbols mixed in maybe that's that Swiftness beneath the surface. App is just murdered on launch. I assume this is related to using NSToolbarItemGroup when building an NSToolbar... I do see this log out: NSToolbarItemGroup does not support selectionMode. Create the group with one of the class constructors to support selection. Which is an interesting log so I commented out all calls to setSelectionMode: but still the same crash. I do set
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Nov ’25
Reply to Xcode 26.1.1 related issue.
Thanks for the post. Do you get the same results with just the relevant code in a small test project? Would be great to be able to see the issue and test it in Xcode 16.4 and Xcode 26.0 as well as the new beta Xcode. Have you tried the newest Xcode in beta? 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. Albert Pascual
  Worldwide Developer Relations.
Topic: UI Frameworks SubTopic: UIKit Tags:
Nov ’25
Reply to Standalone Watch App Woes
More Context: Xcode 26.1.1 New standalone watchOS project - default settings. There is a project with two targets - an iOS target and a watchOS target. The iOS target is at default - no code added or taken away all certificates and profiles point to my distribution certificate and provisioning. The bundle_id's seem good. The Project and ios share a bundle id of com.myteam.myapp The watchOS bundle id is com.myteam.myapp.watchkitapp There are identifiers for both in App Store Connect. The app compiles and runs on the simulator with no errors, all sizes, all languages. I do not have a watch connected to the account, but the code has been tested and I can't imagine that the lack of a physical device is causing the problem The scheme has the 3 archs in top to botton project, ios, watchOS - all marked to do everything they can and everything I see is marked to release. This is my first swift program and xcode experience, so I am confident that the error is my understanding of the workflow. thank y
Nov ’25
Reply to WatchOS version lower than deployment target in Xcode 26
Thanks for verifying this on your side. Please find the answers to your queries. iOS’s Apple Watch version:
The paired Apple Watch is running watchOS 10.6.1 on a physical device. It is paired with an iPhone running iOS 18.x. Regarding the minimum deployment target: 
You are correct that the watch app’s minimum deployment target is set to watchOS 10.0, 9.6 was typo error.
The issue I am reporting is that Xcode still displays the error “watchOS version lower than deployment target” even though the physical Apple Watch is running 10.6. This should satisfy the 10.0 deployment requirement, but Xcode continues to block installation. So we are observing the unexpected behaviour with the below configuration : Physical device: watchOS 10.6 Deployment target: watchOS 10.0 Xcode error: “watchOS version lower than deployment target” The error should not appear. Additionally, I’m still seeing the same issue even on the latest environment: Xcode 26.1.1 macOS 15.6 I performed a clean buil
Topic: UI Frameworks SubTopic: UIKit Tags:
Nov ’25
Reply to Xcode 26 Crashes on Launching App After macOS + Xcode Update (M3 Mac)
I update to the latest Xcode : Version 26.1.1 (17B100) Toolchain: Swift 6.2 Release 2025-09-11 (a) and MacOS to the latest : 26.1 (25B78) and still have the same crash problem, I give the crash report to an AI to summarize it : Primary Issue Assertion Failure in Scheme Execution: The crash occurred during scheme execution operations, specifically when Xcode was trying to create an execution operation for running a scheme. Key Technical Details Crash Location Thread 0 (main thread) crashed with SIGABRT (Abort trap: 6) Trigger: Assertion failure in IDEScheme class Specific Method: -[IDEScheme _executionOperationForSchemeOperationParameters:build:onlyBuild:buildParameters:title:buildLog:dontActuallyRunCommands:restorePersistedBuildResults:deviceAvailableChecker:error:actionCallbackBlock:] Crash Sequence Assertion triggered in IDEScheme operations Assertion handler called abort() Main thread terminated with abort signal The crash appears to be an internal Xcode assertion triggered by in
Nov ’25
Reply to iOS BGProcessingTask + Background Upload Not Executing Reliably on TestFlight (Works in Debug)
You’re combining two background execution technologies — background tasks and URLSession background sessions — and its not clear why. When you use a background session, your app doesn’t need to run in the background for the transfer to make progress. Rather, a system process (currently nsurlsessiond) does the transfer on your behalf. Can you explain why you’ve add background tasks into the mix? As to what’s going on with your current code, I have a bunch of debugging hints for you. First, you’ve not clearly separated your build configuration (Debug or Release) from your code signing (Apple Development or Apple Distribution for TestFlight). Teasing those apart can yield useful results, because it tells you whether the issue is with the way that your code is built or the way that it’s distributed. I talk about this in more depth in Isolating Code Signing Problems from Build Problems. Second, you’re testing background code from Xcode. This can be useful in limitation circumstances, but it can also be ve
Nov ’25
Repeated Guideline 4.3 Rejection for Update – Requesting Insight From Fellow Developers And App Review Team
Hello everyone, I hope you are all doing well. I’m opening this discussion because we’ve encountered a repeated Guideline 4.3 rejection for an update, despite having previously addressed the same concern with the App Review team and reaching a resolution. Several weeks ago, we went through a detailed review process regarding Guideline 4.3. We provided full technical explanations, clarified our development structure, redesigned parts of the UI, and made all adjustments requested by the App Review team. That update was ultimately approved, and the app has been live on the App Store since then without any issues. However, our new submission—which includes only a critical bug fix—is now being rejected again for the same 4.3 reason. No changes have been made to the concept, design, or core functionality since the previously approved version. The update is not introducing new features or new UI; it simply resolves a performance bug affecting downloads and uploads, which users are already experiencing in the live ve
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Nov ’25
Standalone Watch App Woes
Hello I have developed a standalone app for watchOS - trying my best to use best practices and floowing the (limited)documentation. But here I am, unable to distribute - or even Validate - my apps archive in Xcode. As far as I can tell, bundle_id's are correct. It has an iOS wrapper (set up by New Project), Skip install has been tried in every combination. I'm at a loss. I'm sure there is some simple setting or workflow that I am missing, but I've been at it for days. Yes. Days. Has anyone recently created and successfully distributed a standalone watch app that could help me troubleshoot? I would be extremely appreciative. My kids would too. They miss their dad (just one 5 more minutes, I think I got it!)(I didn't get it) Thank you bob
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Nov ’25
Live Activity (Dynamic Island) suddenly stopped working without code changes
Hi everyone, I am encountering an issue where my Live Activity (Dynamic Island) suddenly became invalid and failed to launch. It was working perfectly before, and I haven't modified any code since then. My Environment: Xcode: 26.1.1 Device iOS: 26.1 Testing: I also tested on iOS 18, but the Live Activity fails to start there as well. Here is my code: Live Activity Manager (Start/Update/End): func startLiveActivity() { // Initial static data let attributes = SimpleIslandAttributes(name: Test Order) // Initial dynamic data let initialContentState = SimpleIslandState(message: Preparing...) // Adapting for iOS 16.2+ new API (Content) let activityContent = ActivityContent(state: initialContentState, staleDate: nil) do { let activity = try Activity.request( attributes: attributes, content: activityContent, pushType: nil // Set to nil as remote push updates are not needed ) print(Live Activity Started ID: (activity.id)) } catch { print(Failed to start: (error.localizedDescription)) } } // 2. Update Live Act
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Nov ’25