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Reply to Localization doesn't work in watchOS widget configuration intent
Hopefully this is not too late. I've been quite swamped these days... First, when opening your project with my Xcode (26.4) and selecting the WidgetLocalizable.xcstrings file, and I saw that Xcode showed a warning sign for the watchWidgetConfig.some.title key. Clicking the sign gave me the following: References to this key could not be found in source code. ... I wasn't sure how you had gotten there, but I did the following to fix the issue: Removed the key. Turned on the Use Compiler to Extract Swift Strings build setting the targets. Re-built the project. Observe that Xcode generated the watchWidgetConfig.some.title key, and the warning sign disappeared. Your project then looked good, and so I managed to build and run your project on my Apple Watch, and was able to reproduce and debug the issue, and here is my finding: In your project, AppIntent.swift and WidgetLocalizable.xcstrings are shared by the Watch and WatchWidgets targets. With some debugging, I find that removing the Wat
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RealityView Camera Target Error when set while Orbiting
When interacting with RealityView’s realityViewCameraControls .orbit and setting a new RealityViewCameraContent .cameraTarget, the resulting camera target and camera orbit is incorrect. This can be demonstrated where one finger is orbiting the RealityView, and another pushes a button which changes the camera target. Instead of the camera facing the new target, some point in the scene is the new effective camera target and orbit point. This only occurs when an orbit interaction is currently taking place. If you stop interacting with the orbit, change target, then start orbit interacting again, everything works as expected. Though this example uses two-touches, any change of the camera target has this conflict with orbit interaction. This means interacting with orbit will result in the wrong camera view which is unexpected for users and difficult to reconcile or detect, for developers. Expected: Interacting (orbiting) the scene while setting a new camera target with the buttons on screen (at the same time), the
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.buttonStyle(.glass) background changes abruptly between 50pt and 51pt in dark mode
[Submitted as FB22612121] A SwiftUI Button using .buttonStyle(.glass) with .buttonBorderShape(.capsule) changes its background abruptly when its size goes from 50×50 to 51×51 points in dark mode. This appears to be a threshold in opacity/material rather than a smooth size-based change. The sample shows identical buttons at 40, 50, 51, and 60 points, with a clear jump between 50 and 51. Measured RGB values shift from 19,19,19 to 30,30,30. The effect also varies with the background, which points to a material/opacity change rather than a fixed fill. ENVIRONMENT iOS 26.4.1 (23E254a) iOS 26.5 (23F5059e) REPRO STEPS Create a new iOS SwiftUI project. Replace ContentView with the sample code below. Run the app or open ContentView in SwiftUI Preview (dark mode). Observe the buttons at 40×40, 50×50, 51×51, and 60×60. Compare the 50pt and 51pt buttons. ACTUAL The background changes abruptly between 50pt and 51pt. The 51pt button uses a noticeably different opacity/material, producing a visible jump in dark mod
Topic: UI Frameworks SubTopic: SwiftUI
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Strong Password Suggestion Clears Other Secure Fields
I can't seem to find information on this but this is causing a critical bug where the Strong Password suggestion sheet presents on any secure field (UIKit) and clears the others when closing it. This means the user cannot enter a password when there is a secure confirm password field because switching fields clears the other. This looks to be a recent issue but I can't tell when this was introduced or if this is SDK / OS version related. I am finding it in both Xcode 26.2 and 16.4 when running on device (iOS 26.2.1 and XC 26 simulators). Code to reproduce: class ViewController: UIViewController { override func loadView() { let v = UIStackView() v.axis = .vertical v.layoutMargins = .init(top: 16, left: 16, bottom: 16, right: 16) v.isLayoutMarginsRelativeArrangement = true view = v let t1 = UITextField() t1.textContentType = .username t1.placeholder = Username v.addArrangedSubview(t1) let t2 = UITextField() t2.isSecureTextEntry = true t2.textContentType = .newPassword t2.placeholder = Password t2.clear
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Xcode 26.4: IBOutlets/IBActions gutter circles missing — cannot connect storyboard to code (works in 26.3)
I’m seeing a regression in Xcode 26.4 where Interface Builder will not allow connecting IBOutlets or IBActions. Symptoms: The usual gutter circle/dot does not appear next to IBOutlet / IBAction in the code editor Because of this, I cannot: drag from storyboard → code drag from code → storyboard The class is valid and already connected to the storyboard (existing outlets work) Assistant Editor opens the correct view controller file Important: The exact same project, unchanged, works perfectly in Xcode 26.3. I can create and connect outlets/actions normally there. ⸻ Environment Xcode: 26.4 macOS: 26.4 Mac Mini M4 Pro 64G Ram Project: Objective-C UIKit app using Storyboards This is a long-running, ObjC, project (not newly created) ⸻ What I’ve already tried To rule out the usual suspects: Verified View Controller Custom Class is correctly set in Identity Inspector Verified files are in the correct Target Membership Verified outlets are declared correctly in the .h file: @property (weak,
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Reply to Free trial for one-time purchase: Is the $0 IAP workaround still recommended in 2026?
@Bikrrr Your screenshots show you are testing in the local test environment. Apple reviews In-App Purchases in the sandbox, the same environment used for testing In-App Purchases. To test your In-App Purchases in the sandbox, In App Store Connect, create a Sandbox Apple Account. In your Xcode project, disable StoreKit Testing in Xcode Build and run your app on a device to test in the sandbox. For more information, see Testing In-App Purchases with sandbox.
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Xcode 26.4.1 Crashes on Launch with Code Signature Invalid on macOS 26.4.1 and All Higher Versions (26.5 / 26.6 beta)
Description Xcode 26.4.1 crashes immediately on launch with a code signature error. The issue exists on macOS 26.4.1 and persists after upgrading to macOS 26.5 (25F5058e) and attempting 26.6 beta. Crash Details: Exception Type: EXC_BAD_ACCESS (SIGKILL (Code Signature Invalid)) Termination Reason: Namespace CODESIGNING, Code 2, Invalid Page Key symbols: dyld3::MachOFile::trieWalk, dyld4::JustInTimeLoader::applyFixups, dyld4::Loader::forEachBindTarget All Steps Tried (All Failed): Fresh reinstall from Mac App Store and .xip from Developer website Multiple sudo xattr -cr + sudo codesign --force --deep --strict --options=runtime --sign - Deleted all Xcode caches, DerivedData, and preferences Tested in a brand new user account (same crash) Downgraded Xcode to older versions macOS remains on 26.4.1 (issue existed here) and upgraded to 26.5 / attempted 26.6 beta — still same crash Refreshed Apple Worldwide Developer Relations certificates Multiple restarts The crash report is identical eve
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Reply to Xcode 26.4.1 Crashes on Launch with Code Signature Invalid on macOS 26.4.1 and All Higher Versions (26.5 / 26.6 beta)
I may have found a way to make it work: try to launch it via terminal using admin privileges like sudo xed . and next time you launch it should magically start. I previously cleaned everything under ~/Library/Develop and tried without success from /Library/Develop (with admin privileges), I also previously deleted and reinstalled Xcode from the AppStore a couple of times. Once it started I removed all previously installed iOS and watchOS simulators that thought I removed before but instead they were still listed as installed by Xcode > components, because I think what caused the issue were those components that were probably corrupted by the latests macOS and/or Xcode 26.4.1 update.
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DeviceActivityReport Extension not working on iOS 26.4 — Extension process never launches
Device: iPhone 15 Pro Max, iOS 26.4 Xcode: Latest version, development signing with Automatically manage signing Team: Registered Apple Developer Program (Organization) Problem DeviceActivityReport SwiftUI view renders completely blank. The Report Extension's makeConfiguration(representing:) is never called (confirmed via App Group counter that stays at 0). The DeviceActivityMonitorExtension callbacks (intervalDidStart, eventDidReachThreshold) also never fire. What works AuthorizationCenter.shared.requestAuthorization(for: .individual) → .approved DeviceActivityCenter().startMonitoring() → registers schedules successfully, center.activities returns them ManagedSettingsStore.shield.applications → blocks apps correctly from the main app process Screen Time is enabled and actively collecting data (Settings > Screen Time shows per-app usage: Clash Royale 2h 35m, etc.) App Group UserDefaults(suiteName:) read/write works from the main app What doesn't work DeviceActivityReportExtension.makeConfiguration
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Reply to Detect SD Card
This is as far as I have got with ImageCaptureCore - attempting the simplest possible case to detect the card - running on an iPhone from Xcode it crashes. I have also tried with the ICDeviceBrowserDelegate directly on the DeviceProbe class but get the same result. import Foundation import ImageCaptureCore @objcMembers final class CameraBrowserDelegate: NSObject, ICDeviceBrowserDelegate { func deviceBrowser(_ browser: ICDeviceBrowser, didAdd device: ICDevice, moreComing: Bool) { print(Did add device: (device)) } func deviceBrowser(_ browser: ICDeviceBrowser, didRemove device: ICDevice, moreGoing: Bool) { print(Did remove device: (device)) } } final class DeviceProbe: NSObject { private let browser = ICDeviceBrowser() private let delegate = CameraBrowserDelegate() override init() { super.init() browser.delegate = delegate browser.browsedDeviceTypeMask = ICDeviceTypeMask( rawValue: ICDeviceTypeMask.camera.rawValue )! print(Starting device browser...) browser.start() // <-- crash occurs here } }
Topic: App & System Services SubTopic: Core OS Tags:
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Run iOS simulator, mediaanalysisd hogs my CPU
Any idea why this might happen and how to stop it? I try to run a simple iOS app from Xcode, in the iOS Simulator, and it takes a very long time to start. I see mediaanalysisd in the Activity Monitor, taking a lot of CPU, fans are blowing. When I quit the simulator, the mediaanalysisd process goes away and the fans stop. Maybe related: I have a 2020 MacBook Pro with Intel chips, and general it's been having more bogged down performance and fans blowing that in years past. My suspicion is the latest macOS updates are not caring much about Intel CPUs...
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Reply to Building macOS apps with Xcode 26 on macOS 26 VM
I’ve always tested this with a Personal Team because my Individual team is from work and that’s problematic for this sort of test [1]. From your post it wasn’t clear whether you tried this with a Personal Team or not? If not, please do. That’ll let us distinguish between general borkage and a Personal Team / Individual team discrepancy. [quote='886773022, sam-elegantchaos, /thread/787500?answerId=886773022#886773022, /profile/sam-elegantchaos'] The app I'm testing uses iCloud and so I can't test it using a personal team. [/quote] OK, but you can still run this test by creating a new test project that’s not tied to Xcode Cloud. Just make sure you add a restricted entitlement to the project so that you exercise the provisioning profile path. I like the Maps capability for this, because it’s one of the few capabilities that’s available to a Personal Team and unequivocally requires a restricted entitlement. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo +
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Building macOS apps with Xcode 26 on macOS 26 VM
I'm trying to setup a macOS 26 build environment in a VM (using UTM and the virtualization framework Apple provides). I have Xcode 26 installed and have logged into my Apple ID and verified that the team and other configuration looks fine in Xcode settings. When trying to build the macOS app, I see errors saying the VM's device ID has not been registered. I have confirmed that the device ID is registered both in the Provisioning portal AND the downloaded .provisionprofiles (in Library > Developer > Xcode > UserData). This problem appears on multiple targets (e.g. the main app and extensions). If I try to manually provision the app, using the Provisioning portal, I can build the product, but it will not launch because of Gatekeeper issues. Finally, signing to run locally doesn't work either. As the app launches, frameworks refuse to load because Team IDs don't match. With ad hoc provisioning, there are no Team IDs. I've come to the conclusion that this just isn't possible. W
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Reply to Localization doesn't work in watchOS widget configuration intent
Hopefully this is not too late. I've been quite swamped these days... First, when opening your project with my Xcode (26.4) and selecting the WidgetLocalizable.xcstrings file, and I saw that Xcode showed a warning sign for the watchWidgetConfig.some.title key. Clicking the sign gave me the following: References to this key could not be found in source code. ... I wasn't sure how you had gotten there, but I did the following to fix the issue: Removed the key. Turned on the Use Compiler to Extract Swift Strings build setting the targets. Re-built the project. Observe that Xcode generated the watchWidgetConfig.some.title key, and the warning sign disappeared. Your project then looked good, and so I managed to build and run your project on my Apple Watch, and was able to reproduce and debug the issue, and here is my finding: In your project, AppIntent.swift and WidgetLocalizable.xcstrings are shared by the Watch and WatchWidgets targets. With some debugging, I find that removing the Wat
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RealityView Camera Target Error when set while Orbiting
When interacting with RealityView’s realityViewCameraControls .orbit and setting a new RealityViewCameraContent .cameraTarget, the resulting camera target and camera orbit is incorrect. This can be demonstrated where one finger is orbiting the RealityView, and another pushes a button which changes the camera target. Instead of the camera facing the new target, some point in the scene is the new effective camera target and orbit point. This only occurs when an orbit interaction is currently taking place. If you stop interacting with the orbit, change target, then start orbit interacting again, everything works as expected. Though this example uses two-touches, any change of the camera target has this conflict with orbit interaction. This means interacting with orbit will result in the wrong camera view which is unexpected for users and difficult to reconcile or detect, for developers. Expected: Interacting (orbiting) the scene while setting a new camera target with the buttons on screen (at the same time), the
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301
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.buttonStyle(.glass) background changes abruptly between 50pt and 51pt in dark mode
[Submitted as FB22612121] A SwiftUI Button using .buttonStyle(.glass) with .buttonBorderShape(.capsule) changes its background abruptly when its size goes from 50×50 to 51×51 points in dark mode. This appears to be a threshold in opacity/material rather than a smooth size-based change. The sample shows identical buttons at 40, 50, 51, and 60 points, with a clear jump between 50 and 51. Measured RGB values shift from 19,19,19 to 30,30,30. The effect also varies with the background, which points to a material/opacity change rather than a fixed fill. ENVIRONMENT iOS 26.4.1 (23E254a) iOS 26.5 (23F5059e) REPRO STEPS Create a new iOS SwiftUI project. Replace ContentView with the sample code below. Run the app or open ContentView in SwiftUI Preview (dark mode). Observe the buttons at 40×40, 50×50, 51×51, and 60×60. Compare the 50pt and 51pt buttons. ACTUAL The background changes abruptly between 50pt and 51pt. The 51pt button uses a noticeably different opacity/material, producing a visible jump in dark mod
Topic: UI Frameworks SubTopic: SwiftUI
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180
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Strong Password Suggestion Clears Other Secure Fields
I can't seem to find information on this but this is causing a critical bug where the Strong Password suggestion sheet presents on any secure field (UIKit) and clears the others when closing it. This means the user cannot enter a password when there is a secure confirm password field because switching fields clears the other. This looks to be a recent issue but I can't tell when this was introduced or if this is SDK / OS version related. I am finding it in both Xcode 26.2 and 16.4 when running on device (iOS 26.2.1 and XC 26 simulators). Code to reproduce: class ViewController: UIViewController { override func loadView() { let v = UIStackView() v.axis = .vertical v.layoutMargins = .init(top: 16, left: 16, bottom: 16, right: 16) v.isLayoutMarginsRelativeArrangement = true view = v let t1 = UITextField() t1.textContentType = .username t1.placeholder = Username v.addArrangedSubview(t1) let t2 = UITextField() t2.isSecureTextEntry = true t2.textContentType = .newPassword t2.placeholder = Password t2.clear
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150
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Reply to Xcode 26.4: IBOutlets/IBActions gutter circles missing — cannot connect storyboard to code (works in 26.3)
Xcode 26.5 RC still doesn't work either.
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Xcode 26.4: IBOutlets/IBActions gutter circles missing — cannot connect storyboard to code (works in 26.3)
I’m seeing a regression in Xcode 26.4 where Interface Builder will not allow connecting IBOutlets or IBActions. Symptoms: The usual gutter circle/dot does not appear next to IBOutlet / IBAction in the code editor Because of this, I cannot: drag from storyboard → code drag from code → storyboard The class is valid and already connected to the storyboard (existing outlets work) Assistant Editor opens the correct view controller file Important: The exact same project, unchanged, works perfectly in Xcode 26.3. I can create and connect outlets/actions normally there. ⸻ Environment Xcode: 26.4 macOS: 26.4 Mac Mini M4 Pro 64G Ram Project: Objective-C UIKit app using Storyboards This is a long-running, ObjC, project (not newly created) ⸻ What I’ve already tried To rule out the usual suspects: Verified View Controller Custom Class is correctly set in Identity Inspector Verified files are in the correct Target Membership Verified outlets are declared correctly in the .h file: @property (weak,
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Reply to Free trial for one-time purchase: Is the $0 IAP workaround still recommended in 2026?
@Bikrrr Your screenshots show you are testing in the local test environment. Apple reviews In-App Purchases in the sandbox, the same environment used for testing In-App Purchases. To test your In-App Purchases in the sandbox, In App Store Connect, create a Sandbox Apple Account. In your Xcode project, disable StoreKit Testing in Xcode Build and run your app on a device to test in the sandbox. For more information, see Testing In-App Purchases with sandbox.
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Xcode 26.4.1 Crashes on Launch with Code Signature Invalid on macOS 26.4.1 and All Higher Versions (26.5 / 26.6 beta)
Description Xcode 26.4.1 crashes immediately on launch with a code signature error. The issue exists on macOS 26.4.1 and persists after upgrading to macOS 26.5 (25F5058e) and attempting 26.6 beta. Crash Details: Exception Type: EXC_BAD_ACCESS (SIGKILL (Code Signature Invalid)) Termination Reason: Namespace CODESIGNING, Code 2, Invalid Page Key symbols: dyld3::MachOFile::trieWalk, dyld4::JustInTimeLoader::applyFixups, dyld4::Loader::forEachBindTarget All Steps Tried (All Failed): Fresh reinstall from Mac App Store and .xip from Developer website Multiple sudo xattr -cr + sudo codesign --force --deep --strict --options=runtime --sign - Deleted all Xcode caches, DerivedData, and preferences Tested in a brand new user account (same crash) Downgraded Xcode to older versions macOS remains on 26.4.1 (issue existed here) and upgraded to 26.5 / attempted 26.6 beta — still same crash Refreshed Apple Worldwide Developer Relations certificates Multiple restarts The crash report is identical eve
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Reply to Xcode 26.4.1 Crashes on Launch with Code Signature Invalid on macOS 26.4.1 and All Higher Versions (26.5 / 26.6 beta)
I may have found a way to make it work: try to launch it via terminal using admin privileges like sudo xed . and next time you launch it should magically start. I previously cleaned everything under ~/Library/Develop and tried without success from /Library/Develop (with admin privileges), I also previously deleted and reinstalled Xcode from the AppStore a couple of times. Once it started I removed all previously installed iOS and watchOS simulators that thought I removed before but instead they were still listed as installed by Xcode > components, because I think what caused the issue were those components that were probably corrupted by the latests macOS and/or Xcode 26.4.1 update.
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DeviceActivityReport Extension not working on iOS 26.4 — Extension process never launches
Device: iPhone 15 Pro Max, iOS 26.4 Xcode: Latest version, development signing with Automatically manage signing Team: Registered Apple Developer Program (Organization) Problem DeviceActivityReport SwiftUI view renders completely blank. The Report Extension's makeConfiguration(representing:) is never called (confirmed via App Group counter that stays at 0). The DeviceActivityMonitorExtension callbacks (intervalDidStart, eventDidReachThreshold) also never fire. What works AuthorizationCenter.shared.requestAuthorization(for: .individual) → .approved DeviceActivityCenter().startMonitoring() → registers schedules successfully, center.activities returns them ManagedSettingsStore.shield.applications → blocks apps correctly from the main app process Screen Time is enabled and actively collecting data (Settings > Screen Time shows per-app usage: Clash Royale 2h 35m, etc.) App Group UserDefaults(suiteName:) read/write works from the main app What doesn't work DeviceActivityReportExtension.makeConfiguration
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248
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Reply to Sometimes my apps crash on launch at _libsecinit_appsandbox.cold.6
Well, for instance https://developer.apple.com/documentation/xcode/identifying-the-cause-of-common-crashes says If the Swift runtime encounters a programming error, the runtime catches the error and intentionally crashes the app. But again the question is, if this is really a programming error on my side, how do I find it?
Topic: App & System Services SubTopic: Core OS Tags:
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Reply to Detect SD Card
This is as far as I have got with ImageCaptureCore - attempting the simplest possible case to detect the card - running on an iPhone from Xcode it crashes. I have also tried with the ICDeviceBrowserDelegate directly on the DeviceProbe class but get the same result. import Foundation import ImageCaptureCore @objcMembers final class CameraBrowserDelegate: NSObject, ICDeviceBrowserDelegate { func deviceBrowser(_ browser: ICDeviceBrowser, didAdd device: ICDevice, moreComing: Bool) { print(Did add device: (device)) } func deviceBrowser(_ browser: ICDeviceBrowser, didRemove device: ICDevice, moreGoing: Bool) { print(Did remove device: (device)) } } final class DeviceProbe: NSObject { private let browser = ICDeviceBrowser() private let delegate = CameraBrowserDelegate() override init() { super.init() browser.delegate = delegate browser.browsedDeviceTypeMask = ICDeviceTypeMask( rawValue: ICDeviceTypeMask.camera.rawValue )! print(Starting device browser...) browser.start() // <-- crash occurs here } }
Topic: App & System Services SubTopic: Core OS Tags:
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Run iOS simulator, mediaanalysisd hogs my CPU
Any idea why this might happen and how to stop it? I try to run a simple iOS app from Xcode, in the iOS Simulator, and it takes a very long time to start. I see mediaanalysisd in the Activity Monitor, taking a lot of CPU, fans are blowing. When I quit the simulator, the mediaanalysisd process goes away and the fans stop. Maybe related: I have a 2020 MacBook Pro with Intel chips, and general it's been having more bogged down performance and fans blowing that in years past. My suspicion is the latest macOS updates are not caring much about Intel CPUs...
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Reply to Building macOS apps with Xcode 26 on macOS 26 VM
I’ve always tested this with a Personal Team because my Individual team is from work and that’s problematic for this sort of test [1]. From your post it wasn’t clear whether you tried this with a Personal Team or not? If not, please do. That’ll let us distinguish between general borkage and a Personal Team / Individual team discrepancy. [quote='886773022, sam-elegantchaos, /thread/787500?answerId=886773022#886773022, /profile/sam-elegantchaos'] The app I'm testing uses iCloud and so I can't test it using a personal team. [/quote] OK, but you can still run this test by creating a new test project that’s not tied to Xcode Cloud. Just make sure you add a restricted entitlement to the project so that you exercise the provisioning profile path. I like the Maps capability for this, because it’s one of the few capabilities that’s available to a Personal Team and unequivocally requires a restricted entitlement. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo +
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Building macOS apps with Xcode 26 on macOS 26 VM
I'm trying to setup a macOS 26 build environment in a VM (using UTM and the virtualization framework Apple provides). I have Xcode 26 installed and have logged into my Apple ID and verified that the team and other configuration looks fine in Xcode settings. When trying to build the macOS app, I see errors saying the VM's device ID has not been registered. I have confirmed that the device ID is registered both in the Provisioning portal AND the downloaded .provisionprofiles (in Library > Developer > Xcode > UserData). This problem appears on multiple targets (e.g. the main app and extensions). If I try to manually provision the app, using the Provisioning portal, I can build the product, but it will not launch because of Gatekeeper issues. Finally, signing to run locally doesn't work either. As the app launches, frameworks refuse to load because Team IDs don't match. With ad hoc provisioning, there are no Team IDs. I've come to the conclusion that this just isn't possible. W
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