I've had no issue calling image files in my .swift files, but they are causing crashes when used in my .SKS files. When I set a sprite texture to an image in the inspector/ editor bar, at runtime when that sprite is being called I get the error: Cannot get value with size 16. The type encoded as {CGRect={CGPoint=dd}{CGSize=dd}} is expected to be 32 bytes. From my research it has something to do with Apple switching from 32 to 64 bite machines. From chatGPT “SpriteKit under the hood uses NSKeyedUnarchiver to load your .sks file. That unarchiver decodes each archived property by reading a fixed‑size blob of bytes and mapping it into a C struct. In your case it ran into a mismatch”. I am using a 64-bite machine to write my code and 64-bite simulators and physical devices, so there isn't a clear cause of the mismatch. My scenes play fine in Xcode 16's preview window and my code builds, it just crashes at runtime. When I don’t use image textured assets in the SKS file it works fine. It l
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Hello Im having similar issues, however with Instrumenting a macOS application. Instruments + SwiftUI was working great with XCode 16.3 and macOS 15.5 I recently updated to macOS 15.7.2 and XCode 26.1.1 And now When I run my application via Product -> Profile (Command I) SwiftUI Template Run Instruments launches my app for a microsecond, and then fails with Failed to start the recording: Failed starting ktrace session. Some notes For my macOS target, i can only choose deferred mode for the Recorder Settings
Topic:
Developer Tools & Services
SubTopic:
Instruments
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I've reset and reinstalled Xcode several times, reset finder files for Xcode, but the options in the Swift tutorial aren't showing up
I'm running in a very very very weird error. I have a large asset catalog, consisting of about 2700 assets for 1.19GB of size. I can successfully build and run my project with both release and debug scheme, when a real device or simulator is selected. However, whenever I select Any iOS device (arm64), about 80ish seconds in the build process, the building fails with the following output: CoreUI: Error: unable to add asset to store *** Terminating app due to uncaught exception 'IBPlatformToolFailureException', reason: 'The tool closed the connection (AssetCatalogSimulatorAgent) What I tried and failed: Cleaning DerivedData and restarting PC Building the same project on three different devices, each with a different version of XCode. All failed. running sudo killall -9 com.apple.CoreSimulator.CoreSimulatorService Scanning for duplicate image files, found none. Scanning for duplicate .imageset folders in different folders, found none. Scanning for images that declared a different format than theirs, eg
I can confirm this issue still exists in Xcode 26.1.1 with a ChatGPT plus subscription
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hello On Nov 11, 2025 I upgraded Xcode to 17B100 I found instructions to install it on an external drive because the old way of doing it (install to /Applications and move it to the desired location) didn't work. I downloaded the dmg, moved it to the external drive and the install worked I now have a usable Xcode sitting on my external drive The problem is, there are no simulators and the normal method of downloading them does not work. How do I install simulators (preferably on my external drive) for use by my externally installed Xcode (same drive)?
Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = 2025-10-26 06:59:38 +0000; } Download failed. Domain: DVTDownloadableErrorDomain Code: 41 Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({ RequestedBuild = 23A8464; }) Domain: DVTDownloadsUtilitiesErrorDomain Code: -1 Download failed due to a bad URL. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime) Domain: com.apple.MobileAssetError.Download Code: 49 User Info: { checkConfiguration = 1; } System Information macOS Version 26.0.1 (Build 25A362) Xcode 26.0.1 (24229) (Build 17A400) Timestamp: 2025-10-26T17:59:38+11:00
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hello - I’m the Account Holder for an individual Apple Developer Program account. I’m working with freelance junior developers who are building my app in React Native mainly in TypeScript (.tsx) with some JavaScript, with code in GitHub. The app currently runs in Expo Go now. I’ve been directed to this forum for step-by-step guidance. Specifically I need clear, sequential instructions I can give my developers (and what I personally must do on my Mac) so they can produce a properly signed iOS build for TestFlight (internal testing), and Upload that build to App Store Connect and then submit the release to the App Store. Context: This is an individual developer account (not an organization). I am the only person with a Mac. I added them as developers but was told I need to be the one to upload the final build (is this true, and if so, what do they send me to do that, and when they send it to me, can you please tell me exactly what I need to do from there?) I was told about Swift Playground, possible SwiftUI con
Thanks for the post. Your post is very interesting as to know who recommends the developer forums for using React Native? This is an intriguing question. There are comprehensive step-by-step documentation available when using Xcode that covers every aspect, including your account and App Store Connect. Perhaps this is what you require with React Native? I would know know. https://developer.apple.com/app-store/submitting/ In my opinion, preparing an iOS app using React Native differs from the traditional approach before submission. I am confident that the creators of React Native have a comprehensive guide outlining the necessary steps. I recommend reaching out to them to obtain detailed instructions on preparing your binary file before submitting it to the App Store. Albert Pascual
Worldwide Developer Relations.
Topic:
Developer Tools & Services
SubTopic:
General
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Thanks for the post. Are you using any other software besides Xcode? I have a few suggestions that I would like to share with you. Additionally, I would appreciate it if you could provide as much information as possible regarding the project that is generating this issue. Regrettably, the error message does not provide a substantial amount of information. “ITMS-90714: ” Invalid binary. The application contains one or more corrupted binaries. Please rebuild the application and resubmit it. Could I kindly request a few questions to assist us in further narrowing down the issue? Are you using Objective-C with empty names in the metadata? To identify the binaries with those conditions, you can run the following Terminal command on each binary inside the app: % xcrun dyld_info -objc Payload/YourApp.app/YourApp | grep (null)” Can you check the build log in Xcode and provide me with those messages including the warnings are really important and may give us a clue. Can you share those warnings? Addi
Topic:
Developer Tools & Services
SubTopic:
Xcode
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I am also seeing this. Debugger is causing the app to be super slow when using a physical device. I can see sentry logs in xcode for app hangs > 6 seconds. Sometimes worse.
Topic:
Developer Tools & Services
SubTopic:
Xcode
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Hello, I’m running into an issue with the Family Controls (Distribution) entitlement not being included in my App Store Connect provisioning profiles. Here’s the situation: •Both my main app and its Screen Time extension have been approved for Family Controls (Distribution) In Certificates, Identifiers & Profiles → Identifiers, I can clearly see that the capability Family Controls (Distribution) is enabled for both App IDs. However, when I generate a new provisioning profile (either manually or via Xcode), the resulting .mobileprovision file’s Entitlements section does not include the Family Controls (Distribution) entitlement. As a result, building for distribution or archiving fails to recognize that entitlement, even though everything looks correct in the Developer Portal. But the missing entitlement persists. How can I successfully generate a distribution provisioning profile that includes Family Controls (Distribution)? Thanks in advance for any guidance — this seems like a subtle configurat
When I write the entitlements file with Xcode, it automatically write it as this when looking at the file with a text editor. Yes. There's been a bit of confusion around this, so I actually wrote up a detailed description of what's going on, complete with screenshots. Case-ID: 17006366 in case you need it. Just replied on that TSI! __ Kevin Elliott DTS Engineer, CoreOS/Hardware
Topic:
App & System Services
SubTopic:
Drivers
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When scrolling a basic NSScrollView there seems to be a sudden jump after each flick. Scrolling does not appear smooth and is disorientating. A scroll jump seems to happen directly after letting go of a scroll flick using a trackpad/mouse. Right at that moment the scroll turns into a momentum scroll, slowly decreasing the speed. But the first frame after the gesture the content jumps forward, more than what is expected. Observations: Counterintuitively, scrolling appears to be smoother when disabling NSScrollView.isCompatibleWithResponsiveScrolling. If disabled using a custom NSScrollView subclass there is no large jump anymore. Scrolling also appears to be smoother using a SwiftUI ScrollView. I assume that has the same behaviour as a disabled isCompatibleWithResponsiveScrolling Ironically a WKWebView scrolls much smoother. No sudden jump is observable. It also seems to scroll with faster acceleration, but the individual frames do appear smoother. Why is this better than a native NSScrollView? Elastic scrolli
So, let me start with the causes of these failures: But when I do, the signing certificate status in Xcode shows as failed. Why is that? This post has more detail, but in basic terms, your app’s signing is created from two components: Your Entitlement.plist -> This is used to create the actual code-signature attached to your app bundle. The provisioning profile -> This is a file that we've signed and which is then embedded inside your app’s bundle. (Note: not all signed apps have/need one of these, but all DEXT do). The system validates the entitlement by comparing the entitlement values contained in those two files (your app’s code signature and its embedded provisioning profile). That's why the profile (#2) is signed by us - it proves we want your app to have the entitlement. Xcode checks that your app is properly signed by comparing the data in those values to ensure that they match, creating this failure when they don't match. What I wanted to convey in my previous post was that I
Topic:
Code Signing
SubTopic:
Entitlements
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