After updated to Tahoe 26.2 and Xcode 26.2 it seems to have forgotten the Model Provider I had configured. I create a new Model Provider and it works fine, until I exit Xcode. When I open Xcode again my Model Provider is gone. It all worked fine before I did the updates of MacOS and Xcode.
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@hotngui Thanks for letting the thread know that Xcode 26.3 has solved the issue for you. Albert Pascual
Worldwide Developer Relations.
Topic:
Developer Tools & Services
SubTopic:
Xcode
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Xcode 26.3 solved the issue.
Topic:
Developer Tools & Services
SubTopic:
Xcode
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Thanks for the post, this is extremely interesting to me for metal, what version of macOS are you using in what computer that can’t find the slice? I think, the error message Unable to find intelgpu_kbl_gt2r0 slice or a compatible one strongly suggests that it is related to the performance of the app on your Mac running macOS 26.2. This is a specific slice or compilation target for Metal shaders. This file contains precompiled Metal shader code for various graphics hardware configurations. The error means the system couldn't find a version of a shader that's compatible with your specific Intel graphics processor in the precompiled resources? The error message you're seeing is a strong indicator of a graphics-related issue likely impacting performance on your Intel Mac. The specific version of macOS and the applications you are using will determine the scope of the impact and the appropriate troubleshooting steps. I’m not an expert in metal nor I know enough to figure it out. May I ask you to submit a bug for
Topic:
Graphics & Games
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Metal
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Hello Developer Community, I'm encountering a persistent issue with app rejections related to iPad compatibility, even after explicitly removing iPad as a supported device family in my Xcode project for the latest submission (Version 1.0.1, Build 11). The Apple Review team continues to test on iPad devices (specifically an iPad Air 5th generation running iPadOS 18.4.1) and rejects the build under Guideline 2.1 - Performance - App Completeness, citing a login issue with demo credentials that leaves the app stuck on the login page. In my previous submission and subsequent resubmission, I clearly targeted only iPhone in the Xcode project settings (Target -> General -> Deployment Info -> Devices: iPhone). I also confirmed that the Targeted Device Families setting reflects only iPhone. Despite these changes, the review team's feedback indicates they are still evaluating the app on an iPad and encountering the same bug. Their response to my clarification about removing iPad support was: R
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
This sounds very similar to the issue discussed in https://developer.apple.com/forums/thread/700648. Our engineering teams need to investigate this issue, as resolution may involve changes to Apple's software. Please file a bug report, include a small Xcode project and some directions that can be used to reproduce the problem, and post the Feedback number here once you do. I'll check the status next time I do a sweep of forums posts where I've suggested bug reports and post any information about changes I am able to share to this thread. Bug Reporting: How and Why? has tips on creating your bug report.
Topic:
Safari & Web
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General
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Any updates on this? We are facing the very same issue in our app and couldn't find a workaround for this. This issue is preventing us from migrating to Xcode 26. We have also filed the FB21327884 feedback in December.
Topic:
UI Frameworks
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UIKit
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When using UITraitBridgedEnvironmentKey to pass a trait value to the swift environment, it causes a crash when trying to access the value from the environment. The issue seems to be related to how swift uses the UITraitBridgedEnvironmentKey protocol since the crash occurs in swift::_getWitnessTable () from lazy protocol witness table accessor…. It can occur when calling any function that is generic using the UITraitBridgedEnvironmentKey type. I originally encountered the issue when trying to use a UITraitBridgedEnvironmentKey in SwiftUI, but have been able to reproduce the issue with any function with a similar signature. https://developer.apple.com/documentation/swiftui/environmentvalues/subscript(_:)-9zku Steps to Reproduce Requirements for the issue to occur Project with a minimum iOS version of iOS 16 Build the project with Xcode 26 Run on iOS 18 Add the following code to a project and call foo(key: MyCustomTraitKey.self) from anywhere. @available(iOS 17.0, *) func foo(key: K.Type) where K: UITra
Updated version of this post My HomePod mini is now on version 16.4, so the the temperature and humidity sensors are enabled. The data properly shows up in the Home app on my various devices. In my HomeKit iPad app running on Mac Catalyst, however, the data does not show up. I would expect the HomePod mini to show up in HMHome.accessories with a service of type HMServiceTypeTempatureSensor. I see all of my other HomeKit accessories, just not the HomePod mini. I have tried with the latest Xcode (14.3) and highest available iOS Target and Minimum Deployment (16.4), macOS version 13.3. I have not, as of this writing, upgraded my HomeKit architecture, however. Note that I haven't tried the app on an actual iPad (and the iOS simulator doesn't expose my HomeKit environment.)
Our project using UITabBarController and set a custom tabbar using below code: let customTabBar = CustomTabBar(with: dataSource) setValue(customTabBar, forKey: tabBar) But when using Xcode 26 build app in iOS 26, the tabbar does not show: above code works well in iOS 18: below is the demo code: AppDelegate.swift: import UIKit @main class AppDelegate: UIResponder, UIApplicationDelegate { let window: UIWindow = UIWindow() func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool { window.rootViewController = TabBarViewController() window.makeKeyAndVisible() return true } } CustomTabBar.swift: import UIKit class CustomTabBar: UITabBar { class TabBarModel { let title: String let icon: UIImage? init(title: String, icon: UIImage?) { self.title = title self.icon = icon } } class TabBarItemView: UIView { lazy var titleLabel: UILabel = { let titleLabel = UILabel() titleLabel.translatesAutoresizingMaskIntoConstraints = false t
On macOS 26.2 (Tahoe), the Preview app fails to render many USDZ models correctly. The issue appears inconsistent: • Some USDZ files open normally in Preview • Some USDZ files open but the viewport turns completely black (no geometry, no material, no lighting) • All the same files open correctly when opened using “Open With → Xcode” This was not the behavior on macOS 15.7.2, where the exact same USDZ files rendered consistently in Preview without failures.
Thanks for the post and it seems like when you moved to the new computer the git was not configured? The fact that you switched Macs and upgraded Xcode/macOS versions is a strong indicator, for me, that the issue stems from the environment differences or a configuration mismatch. Open your Terminal application and navigate to your project directory. What do you get when you request the git status? git status Does git status accurately reflect the staged changes you see in Xcode? Are there any untracked files that Xcode might be confused about? Are there any error messages? There are a few things you can do in the terminal to make sure git was installed and configured correctly: git commit -m Test commit message from terminal
git diff --cached
In Xcode, go to the Navigator pane (left-hand side). Select the Source Control tab (the icon with branches or waves). Does it show any errors or warnings related to your repository? Check the configuration on git with using the cor
Topic:
Developer Tools & Services
SubTopic:
Xcode
[quote='874651022, mlgiPhone7plus, /thread/812911?answerId=874651022#874651022, /profile/mlgiPhone7plus'] I’ll include it in a reply for easier viewing. [/quote] Thanks. Generally, it’s better to reply as a reply, rather than in the comments; see Quinn’s Top Ten DevForums Tips for this and other titbits. [quote='874651022, mlgiPhone7plus, /thread/812911?answerId=874651022#874651022, /profile/mlgiPhone7plus'] I was thinking about using screen time APIs [/quote] I’m not sure that’s viable. A key part of the Screen Time APIs is the Device Activity app extension. Swift Student Challenge expects you to submit an app playground (.swiftpm) and neither Swift Playground or Xcode will let you create an app playground that includes an embedded app extension. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Community
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Swift Student Challenge
I'm developing a visionOS panorama viewer app where I need to implement an auto-hiding floating menu in immersive space. The menu should: Show for 3 seconds when entering immersive mode Auto-hide after 3 seconds, Reappear when user taps anywhere (using SpatialTapGesture). Buttons should respond to gaze + pinch interaction The Problem: When I add .windowStyle(.plain) to achieve transparent window background for the auto-hide effect, all buttons in the menu become completely unresponsive to gaze + pinch interaction. The buttons only respond to direct finger touch (poking). Without .windowStyle(.plain): Buttons work correctly with gaze + pinch, but I cannot achieve transparent window background for hiding. With .windowStyle(.plain): Window can be transparent, but buttons lose gaze + pinch interaction. Code: App.swift: @main struct MyApp: App { @StateObject private var model = AppModel() var body: some Scene { WindowGroup(id: MainWindow) { ContentView() .environmentObject(model) } .defaultSize(width: 900, height:
Hi Michael, Thank you for your previous suggestion to use ViewAttachmentComponent for immersive controls. I've implemented it, However, I'm still facing two critical issues: Issue 1: Buttons in ViewAttachmentComponent Not Responding to Gaze + Pinch The buttons inside my ViewAttachmentComponent are visible and render correctly, but they do not respond to eye gaze + pinch gestures. This defeats the purpose of using visionOS's hands-free interaction model. My Implementation: ImmersiveView.swift (for panoramic images): struct ImmersiveView: View { @EnvironmentObject var model: AppModel @State private var menuEntity: Entity? @State private var isMenuVisible: Bool = true var body: some View { RealityView { content in // Invisible sphere for gesture detection let tapDetector = Entity() tapDetector.name = TapDetector tapDetector.components.set(CollisionComponent(shapes: [.generateSphere(radius: 900)])) tapDetector.components.set(InputTargetComponent()) content.add(tapDetector) // Create control menu using ViewAttachm
Topic:
Spatial Computing
SubTopic:
General
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