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“build disappears”

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Apple watch Xcode pairing & connection issues
I’m blocked debugging a watchOS app on a physical Apple Watch. The iPhone connects to Xcode normally (wired), but the Watch either fails to connect with a tunnel timeout or disappears entirely from Xcode after I unpaired it inside Devices & Simulators. Environment Mac: macOS 26.x (Apple Silicon Mac) Xcode: 26.2 iPhone: iOS 26.1 Apple Watch Ultra: watchOS 26.2 (build 23S303) Connection: iPhone connected to Mac via USB (trusted). Watch paired to iPhone and working normally in the Watch app. Issue A (when Watch is visible in Xcode) In Xcode → Window → Devices and Simulators, the Watch shows up but is not usable and fails to connect. Error: “Previous preparation error: A connection to this device could not be established.” “Timed out while attempting to establish tunnel using negotiated network parameters.” In some attempts the Watch shows “Capacity: Unknown” / limited details, and then fails during preparation. Issue B (after unpairing Watch in Xcode only) I unpaired/removed the Watch in Xc
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Different app behavior when running on device from Xcode
I have an app I am working on that makes a REST call, updates the UI with the info, and sends a notification. When I run Build and Run my app from Xcode using my iPhone as the destination, it works exactly as I want it to - my REST calls and notifications continue to work when the app is in the background. However, when I run my app that has been installed on my iPhone from the Xcode build/run directly (without Xcode in the picture), it does NOT behave correctly and only works when my app is in the foreground. What am I missing?
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Reply to Different app behavior when running on device from Xcode
Thank you @Tomato and @DTS Engineer ! The purpose of my app is to provide a notification mechanism when there are drastic air quality changes. To accomplish this, I have an async function that makes a GET request to an air quality sensor (using UrlSession), decode the payload, and then do comparisons with previous readings. If the readings have changed drastically, an UNMutableNotificationContent() is scheduled. Currently, my async function is called from within a repeating scheduled timer so that I can poll my sensor every minute: Timer.scheduledTimer(withTimeInterval: 1.0, repeats: true) { _ in timerVal -= 1 if timerVal == 0 { timerVal = startVal getAQI() } } This all works just fine (including when the app is in the background) ONLY when I run the app from Build and Run in Xcode on my dev iPhone as the destination. I've left the app running this way for hours in the background and with the phone locked and it works great! However, when I try to run the app purely from the app shortcut on my iPhone
Topic: Community SubTopic: Apple Developers Tags:
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Reply to Dual Monitor Studio Display XDR fails on MacBook Pro M4 Pro
First off, to clarify the purpose of this forum and my role at Apple, this forum is specifically to support engineers building products for our platform, not consumer-level support. I'm responding here because I hope the information will be helpful to you and to other engineers working on our hardware. However, I can't comment on if or when this will be fixed, nor am I the right person to try and pass feedback through. Secondly, on the feedback side, I'd appreciate you filling a bug on this and then posting the bug number back here so I can ensure it gets to the correct team. That's the best way to get this feedback to the relevant engineering team. In any case, I can't provide you with a direct solution, but I can confirm that this is basically what's going on: From what I am reading, it appears to be that the M4 Pro has 3 display lanes, and when I plug the first Studio Display XDR, it is using 2 lanes. More specifically, the kernel logic that assigns display pipes to monitors is not particularly so
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Reply to Installation of XCode CLT on Tahoe 26.1
Thanks for the post, I don’t see what are you selecting to install. Download Directly from the Apple Developer Portal is the recommended way or better use the Apple Store for the release version. Go to the Apple Developer Downloads page. Sometimes the GUI fails, but forcing the macOS software update utility through the terminal works. If Xcode is a beta or internal build, the xcode-select --install command will almost always fail because Apple does not host beta Command Line Tools on the public production update servers. I would recommend to install the Xcode you want from the developer portal if beta or RC and the App Store if you want the latest release version. Albert 
  Worldwide Developer Relations.
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409 Error when submitting app for App Store review — stuck submission
I've been trying to submit my iOS app for App Store review and keep getting a 409 error when clicking Add for Review in App Store Connect. The error appears in the console on appStoreVersions. Bundle ID: com.aigency.tabby Team ID: T8J2WDTJWB Everything is filled out — screenshots, description, pricing, privacy policy, build selected (Build 7, status Complete). The submission just fails silently with a red stop icon on the Save button and a 409 conflict on the API call. Called Apple Developer Support and was directed here. Is there a stuck submission on the backend that needs to be cleared? Any help appreciated.
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Reply to 409 Error when submitting app for App Store review — stuck submission
I am seeing the same issue. I had another developer try to submit the same build and they got the issue as well, but when they created a new build for submission on their end they were able to successfully submit. So I'm wondering if there is possibly some build issue on my end, but I'm not seeing any indication that is the case from App Store Connect. This is a build that we have distributed through Test Flight that we are now trying to submit for release.
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Reply to Unable to use FoundationModels in older app?
The error comes and goes while its compiling and then doesn't run the app. This typically happens when the code is shared across multiple targets, and one of them has minimal deployment target lower than version 26. Also, if your project has a watchOS app, the FoundationModels framework isn't currently available in watchOS. If that is not your case, I'll be interested in looking into your project, or the build log that contains the error. Best, —— Ziqiao Chen  Worldwide Developer Relations.
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Reply to Supported way to expose an iPhone+controller as a macOS gamepad without restricted entitlements?
I will go ahead and file a request for a Core HID development variant. Perfect, thank you. FYI, I can't guarantee anything will change, but I'd like to get this sorted out as soon as possible, so this might be working relatively soon (at least on paid accounts). One comment here: More broadly, I think it would be very valuable to have a simple user-space API for controller virtualization available to hobbyists and personal developers as well, even if limited to development builds. I've seen a few requests asking about providing this support to the free account tier, not just the paid tier. It's a reasonable suggestion, but I did want to explain that the main reason the development entitlements are restricted to paid accounts is as a form of practical security protection. The idea here is that the underlying details of development signing's limitations: Builds only run on the specific devices that were registered when the signing profile was generated. Registering a device requires extracting
Topic: App & System Services SubTopic: Drivers Tags:
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My app fails to launch since I have changed of iPhone (from iPhone13 pro to iPhone 17 pro)
Since I have changed of iPhone (yesterday) to run my draft application, I systematically, and instantaneously get a message The application failed to launch., i.e. the application successfully built and was downloaded to the new iPhone (Iphone 17 pro - iOS 26.4). I have checked that this new iPhone is well registered on my list of authorized devices. Could you help me to fix this issue ? Here is the verbose attached to the failure: The application failed to launch. Domain: com.apple.dt.CoreDeviceError Code: 10002 User Info: { BundleIdentifier = com.laurent-guise.ble-laser; DVTErrorCreationDateKey = 2026-03-30 07:59:46 +0000; IDERunOperationFailingWorker = IDELaunchCoreDeviceWorker; } The request to open com.laurent-guise.ble-laser failed. Domain: FBSOpenApplicationServiceErrorDomain Code: 1 Failure Reason: The request was denied by service delegate (SBMainWorkspace). User Info: { BSErrorCodeDescription = RequestDenied; FBSOpenApplicationRequestID = 0x3868; } The operation couldn’t be completed. The process fa
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As of macOS 26.4, WKWebView content disappears after 3 seconds when part of a legacy ScreenSaver view hierarchy.
The title says it all, and I've filed FB FB22353950 that includes an Xcode 26.4 Screen Saver test project, QT movie demonstrating the error, and a PDF with complete steps to build and test. I'm asking here just to learn if this sounds familiar. The SS built on 26.4 fails in 26.4, works fine on 26.3.1. I'll supply the test files if there's interest. Thanks.
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[FB21797091] Regression: Universal Links/AASA Fetching Fails for IDN on iOS 16+
Reference: FB21797091 / Related to thread 807695 Hello, I have already submitted a report regarding this issue via Feedback Assistant (FB21797091), but I would like to share the technical details here to seek further insights or potential workarounds. We are experiencing a technical regression where Universal Links and Shared Web Credentials fail to resolve for Internationalized Domain Names (IDN) specifically on iOS 16 and later. This issue appears to be identical to the one discussed in thread 807695 (https://developer.apple.com/forums/thread/807695). Technical Contrast: What works vs. What fails On the exact same app build and iOS 16+ devices, we observe a clear distinction: Standard ASCII Domain (onelink.me): Works perfectly. (Proves App ID and Entitlements are correct) Internal Development Domain (Standard ASCII): Works perfectly. (Proves our server-side AASA hosting and HTTPS configuration are correct) Japanese IDN Domain (xn--[punycode].com): Fails completely. (Status: unspecified) Note: This
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Xcode_26 not compiling Metal project
Hello Xcode 26.0.1 (17A400) Missing some Metal components When building a program using Metal, it induces an unexpected error : “error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain Command CompileMetalFile failed with a nonzero exit code” Which terminates the build The fix given “xcodebuild -downloadComponent MetalToolchain” using sudo does not work Did someone find a work around or could resolve the issue? Many thanks Jean MacBook Air M4; macOS 26.0.1; Xcode 26.0.1
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App Store Version Not Working on iOS 12
I recently released version 8.5.4 (build 188) using Cloud Build. During testing via TestFlight, the app worked correctly on an iPhone 6 running iOS 12.5.8. However, after the app was published on the App Store, I found that the same version does not open at all on iOS 12 devices. Previously, earlier versions (such as 8.5.3) were functioning properly on iOS 12. My app’s minimum deployment target is set to iOS 12.0. This issue appears only with the App Store version, while the TestFlight version works fine on the same device. Due to this, I have paused the phased release of version 8.5.4 to prevent further impact on users still running iOS 12. I would like guidance on the following: 1. Has there been any recent change or limitation affecting apps targeting iOS 12 on the App Store? 2. Is there a way to prevent iOS 12 users from downloading version 8.5.4 while allowing them to continue using version 8.5.3? 3. Is there any recommended approach to ensure compatibility or restrict distribution base
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Apple watch Xcode pairing & connection issues
I’m blocked debugging a watchOS app on a physical Apple Watch. The iPhone connects to Xcode normally (wired), but the Watch either fails to connect with a tunnel timeout or disappears entirely from Xcode after I unpaired it inside Devices & Simulators. Environment Mac: macOS 26.x (Apple Silicon Mac) Xcode: 26.2 iPhone: iOS 26.1 Apple Watch Ultra: watchOS 26.2 (build 23S303) Connection: iPhone connected to Mac via USB (trusted). Watch paired to iPhone and working normally in the Watch app. Issue A (when Watch is visible in Xcode) In Xcode → Window → Devices and Simulators, the Watch shows up but is not usable and fails to connect. Error: “Previous preparation error: A connection to this device could not be established.” “Timed out while attempting to establish tunnel using negotiated network parameters.” In some attempts the Watch shows “Capacity: Unknown” / limited details, and then fails during preparation. Issue B (after unpairing Watch in Xcode only) I unpaired/removed the Watch in Xc
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1.8k
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1d
Different app behavior when running on device from Xcode
I have an app I am working on that makes a REST call, updates the UI with the info, and sends a notification. When I run Build and Run my app from Xcode using my iPhone as the destination, it works exactly as I want it to - my REST calls and notifications continue to work when the app is in the background. However, when I run my app that has been installed on my iPhone from the Xcode build/run directly (without Xcode in the picture), it does NOT behave correctly and only works when my app is in the foreground. What am I missing?
Replies
4
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0
Views
102
Activity
1d
Reply to Different app behavior when running on device from Xcode
Thank you @Tomato and @DTS Engineer ! The purpose of my app is to provide a notification mechanism when there are drastic air quality changes. To accomplish this, I have an async function that makes a GET request to an air quality sensor (using UrlSession), decode the payload, and then do comparisons with previous readings. If the readings have changed drastically, an UNMutableNotificationContent() is scheduled. Currently, my async function is called from within a repeating scheduled timer so that I can poll my sensor every minute: Timer.scheduledTimer(withTimeInterval: 1.0, repeats: true) { _ in timerVal -= 1 if timerVal == 0 { timerVal = startVal getAQI() } } This all works just fine (including when the app is in the background) ONLY when I run the app from Build and Run in Xcode on my dev iPhone as the destination. I've left the app running this way for hours in the background and with the phone locked and it works great! However, when I try to run the app purely from the app shortcut on my iPhone
Topic: Community SubTopic: Apple Developers Tags:
Replies
Boosts
Views
Activity
1d
Reply to Dual Monitor Studio Display XDR fails on MacBook Pro M4 Pro
First off, to clarify the purpose of this forum and my role at Apple, this forum is specifically to support engineers building products for our platform, not consumer-level support. I'm responding here because I hope the information will be helpful to you and to other engineers working on our hardware. However, I can't comment on if or when this will be fixed, nor am I the right person to try and pass feedback through. Secondly, on the feedback side, I'd appreciate you filling a bug on this and then posting the bug number back here so I can ensure it gets to the correct team. That's the best way to get this feedback to the relevant engineering team. In any case, I can't provide you with a direct solution, but I can confirm that this is basically what's going on: From what I am reading, it appears to be that the M4 Pro has 3 display lanes, and when I plug the first Studio Display XDR, it is using 2 lanes. More specifically, the kernel logic that assigns display pipes to monitors is not particularly so
Replies
Boosts
Views
Activity
1d
Reply to Installation of XCode CLT on Tahoe 26.1
Thanks for the post, I don’t see what are you selecting to install. Download Directly from the Apple Developer Portal is the recommended way or better use the Apple Store for the release version. Go to the Apple Developer Downloads page. Sometimes the GUI fails, but forcing the macOS software update utility through the terminal works. If Xcode is a beta or internal build, the xcode-select --install command will almost always fail because Apple does not host beta Command Line Tools on the public production update servers. I would recommend to install the Xcode you want from the developer portal if beta or RC and the App Store if you want the latest release version. Albert 
  Worldwide Developer Relations.
Replies
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Views
Activity
1d
409 Error when submitting app for App Store review — stuck submission
I've been trying to submit my iOS app for App Store review and keep getting a 409 error when clicking Add for Review in App Store Connect. The error appears in the console on appStoreVersions. Bundle ID: com.aigency.tabby Team ID: T8J2WDTJWB Everything is filled out — screenshots, description, pricing, privacy policy, build selected (Build 7, status Complete). The submission just fails silently with a red stop icon on the Save button and a 409 conflict on the API call. Called Apple Developer Support and was directed here. Is there a stuck submission on the backend that needs to be cleared? Any help appreciated.
Replies
1
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0
Views
94
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1d
Reply to 409 Error when submitting app for App Store review — stuck submission
I am seeing the same issue. I had another developer try to submit the same build and they got the issue as well, but when they created a new build for submission on their end they were able to successfully submit. So I'm wondering if there is possibly some build issue on my end, but I'm not seeing any indication that is the case from App Store Connect. This is a build that we have distributed through Test Flight that we are now trying to submit for release.
Replies
Boosts
Views
Activity
1d
Reply to Unable to use FoundationModels in older app?
The error comes and goes while its compiling and then doesn't run the app. This typically happens when the code is shared across multiple targets, and one of them has minimal deployment target lower than version 26. Also, if your project has a watchOS app, the FoundationModels framework isn't currently available in watchOS. If that is not your case, I'll be interested in looking into your project, or the build log that contains the error. Best, —— Ziqiao Chen  Worldwide Developer Relations.
Replies
Boosts
Views
Activity
2d
Reply to Supported way to expose an iPhone+controller as a macOS gamepad without restricted entitlements?
I will go ahead and file a request for a Core HID development variant. Perfect, thank you. FYI, I can't guarantee anything will change, but I'd like to get this sorted out as soon as possible, so this might be working relatively soon (at least on paid accounts). One comment here: More broadly, I think it would be very valuable to have a simple user-space API for controller virtualization available to hobbyists and personal developers as well, even if limited to development builds. I've seen a few requests asking about providing this support to the free account tier, not just the paid tier. It's a reasonable suggestion, but I did want to explain that the main reason the development entitlements are restricted to paid accounts is as a form of practical security protection. The idea here is that the underlying details of development signing's limitations: Builds only run on the specific devices that were registered when the signing profile was generated. Registering a device requires extracting
Topic: App & System Services SubTopic: Drivers Tags:
Replies
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Views
Activity
2d
My app fails to launch since I have changed of iPhone (from iPhone13 pro to iPhone 17 pro)
Since I have changed of iPhone (yesterday) to run my draft application, I systematically, and instantaneously get a message The application failed to launch., i.e. the application successfully built and was downloaded to the new iPhone (Iphone 17 pro - iOS 26.4). I have checked that this new iPhone is well registered on my list of authorized devices. Could you help me to fix this issue ? Here is the verbose attached to the failure: The application failed to launch. Domain: com.apple.dt.CoreDeviceError Code: 10002 User Info: { BundleIdentifier = com.laurent-guise.ble-laser; DVTErrorCreationDateKey = 2026-03-30 07:59:46 +0000; IDERunOperationFailingWorker = IDELaunchCoreDeviceWorker; } The request to open com.laurent-guise.ble-laser failed. Domain: FBSOpenApplicationServiceErrorDomain Code: 1 Failure Reason: The request was denied by service delegate (SBMainWorkspace). User Info: { BSErrorCodeDescription = RequestDenied; FBSOpenApplicationRequestID = 0x3868; } The operation couldn’t be completed. The process fa
Replies
1
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0
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41
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2d
As of macOS 26.4, WKWebView content disappears after 3 seconds when part of a legacy ScreenSaver view hierarchy.
The title says it all, and I've filed FB FB22353950 that includes an Xcode 26.4 Screen Saver test project, QT movie demonstrating the error, and a PDF with complete steps to build and test. I'm asking here just to learn if this sounds familiar. The SS built on 26.4 fails in 26.4, works fine on 26.3.1. I'll supply the test files if there's interest. Thanks.
Replies
2
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0
Views
465
Activity
2d
[FB21797091] Regression: Universal Links/AASA Fetching Fails for IDN on iOS 16+
Reference: FB21797091 / Related to thread 807695 Hello, I have already submitted a report regarding this issue via Feedback Assistant (FB21797091), but I would like to share the technical details here to seek further insights or potential workarounds. We are experiencing a technical regression where Universal Links and Shared Web Credentials fail to resolve for Internationalized Domain Names (IDN) specifically on iOS 16 and later. This issue appears to be identical to the one discussed in thread 807695 (https://developer.apple.com/forums/thread/807695). Technical Contrast: What works vs. What fails On the exact same app build and iOS 16+ devices, we observe a clear distinction: Standard ASCII Domain (onelink.me): Works perfectly. (Proves App ID and Entitlements are correct) Internal Development Domain (Standard ASCII): Works perfectly. (Proves our server-side AASA hosting and HTTPS configuration are correct) Japanese IDN Domain (xn--[punycode].com): Fails completely. (Status: unspecified) Note: This
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16
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662
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Reply to "Testflight is currently unavailable" message for all users
I uploaded a new build of the app and that seems to have resolved the issue. 🤷‍♂️
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2d
Xcode_26 not compiling Metal project
Hello Xcode 26.0.1 (17A400) Missing some Metal components When building a program using Metal, it induces an unexpected error : “error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain Command CompileMetalFile failed with a nonzero exit code” Which terminates the build The fix given “xcodebuild -downloadComponent MetalToolchain” using sudo does not work Did someone find a work around or could resolve the issue? Many thanks Jean MacBook Air M4; macOS 26.0.1; Xcode 26.0.1
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400
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2d
App Store Version Not Working on iOS 12
I recently released version 8.5.4 (build 188) using Cloud Build. During testing via TestFlight, the app worked correctly on an iPhone 6 running iOS 12.5.8. However, after the app was published on the App Store, I found that the same version does not open at all on iOS 12 devices. Previously, earlier versions (such as 8.5.3) were functioning properly on iOS 12. My app’s minimum deployment target is set to iOS 12.0. This issue appears only with the App Store version, while the TestFlight version works fine on the same device. Due to this, I have paused the phased release of version 8.5.4 to prevent further impact on users still running iOS 12. I would like guidance on the following: 1. Has there been any recent change or limitation affecting apps targeting iOS 12 on the App Store? 2. Is there a way to prevent iOS 12 users from downloading version 8.5.4 while allowing them to continue using version 8.5.3? 3. Is there any recommended approach to ensure compatibility or restrict distribution base
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101
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