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Reply to Is it possible to locally test a Network Extension without a paid development account?
[quote='825136021, KirkBeamedUp, /thread/825136, /profile/KirkBeamedUp'] Can this be done … ? [/quote] Probably, but whether it’s worth it depends on how much you value your time. First, some background. Most NE entitlements are available to all developers who are members of a paid team. And you’re right that there’s a bunch of backstory to this, but the info in my Network Extension Framework Entitlements post is up to date. Also, Developer Account Help > Reference > Supported capabilities (macOS) is a good page to bookmark, because it lists a bunch of common capabilities and their team requirements. The Apple Developer column in that table is what you get with free provisioning, also known as Personal Team in Xcode. Now, for iOS and its child platforms that’s the end of the story. For macOS you have options. You can disable SIP and then disable bits of the trusted execution system and thereby claim any entitlements you want. For an example of this, see this post. IMPORTANT This is not a suppor
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App Attest assertions rejected as invalid by downstream validator on iOS 26.x — fleet-wide, pristine first-install devices
Symptom Production iOS app (TestFlight) using App Attest. Devices generate assertions via DCAppAttestService (through Firebase App Check, which forwards to Apple's validation infrastructure). The fleet was attesting cleanly at ~100% verified for the first ~7 days post-first-install per device — then collapsed to ~0% verified once the initial token's natural TTL expired and devices were forced to re-attest. Has stayed at ~0% for 3+ days. Affects all 4 physical TestFlight devices; not reproducing on simulators (which is expected — App Attest unavailable there). The downstream validator's metric specifically categorizes these as invalid — meaning a token reached it and was rejected as cryptographically invalid — not as no token sent / unrecognized origin / outdated SDK. Environment iOS 26.x (26.3.1 confirmed on multiple devices). Team ID T68SS8UY5J, bundle com.calimento.app, App ID has App Attest capability checked. Entitlements signed into binary: com.apple.developer.devicecheck.appattest-environment =
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Reply to Safari Web Extension popup never opens on iOS 26 — silent failure with all resources signed and bundled
RESOLVED — for anyone who hits this The popup opens correctly now. Posting the actual cause for posterity since this took a long time to track down and may help others using GitHub Actions to build Safari Web Extensions. Root cause: The .appex bundle inside the IPA was missing all web extension files (popup.html, popup.js, background.js, content.js, images/) — only manifest.json was being included. The popup couldn't render because popup.html literally wasn't in the bundle. iOS Safari was correctly attempting to load the popup but had nothing to load, hence the silent failure with no error. Why files were missing: Running xcrun safari-web-extension-converter . against the repository root caused the converter to recursively copy its own build output back into the source folder during processing. This led to inconsistent state where Xcode's archive step didn't pick up the original web extension files. Fix: Stage web extension files into a clean subfolder before running the converter, then run
Topic: Safari & Web SubTopic: General Tags:
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Reply to Xcode playground quick look button not found.
@hwan26 Thank you for your post, this is the perfect place to ask as many developers will know what button you are looking. Xcode's interface changes frequently, so older books and tutorials often show buttons that have moved or changed slightly. Hope I understand exactly what button you are looking for. Are you talking about the quick look button after the play? I hope I'm thinking about the same thing. Make sure your playground has actually run. You can click the Play button, the blue triangle, at the very bottom of the editor, or the play button next to the specific line of code. On the far right side of your code editor, there is a gray area called the Results Sidebar. Editor > Show Playground Results (Xcode version is important for the options, but Editor has not changed) Move your mouse pointer directly over that result text in the right sidebar (hover over the last line). Clicking this will open the pop-up window with the graph you are loaoking for. Clicking this will embed the gra
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Reply to Need help to build a Mac command-line app for App Store or TestFlight
The Mac App Store might not accept command-line apps. They may require apps to be in a Mac app bundle. One way to build your app for the Mac App Store is to create a simple Mac GUI app project in Xcode and bundle your command-line app with the GUI app. Use the Process class to run the command-line app. You will have to conform to the App Sandbox guidelines to get approved on the Mac App Store. Many Mac apps that bundle command-line apps aren't in the Mac App Store because of the App Sandbox restrictions. You might have to distribute your app from your own website.
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Reply to Spatial Audio: <<<< FigAudioSession(AV) >>>> signalled err=-19224 at <>:612
Thanks so much for the post. Can you provide as much information as possible so the visionOS engineers can take a look about the error in the Audio Session including the code you are using to reproduce the issue. Is it happening on unmodified sample code on a physical Vision Pro? As a developer, you are likely mirroring your Vision Pro to your Mac while debugging with Xcode? When you mirror your screen, visionOS attempts to route audio to the AirPlay receiver (your Mac). The spatial audio engine cannot render 3D audio over a standard stereo AirPlay connection, causing FigAudioSession to crash or throw the -19224 error. Can you provide information is you are AirPlay mirroring from the Vision Pro Control Center. Have you tried the device by itself? How are you using the audio session? Can you post the code? If another app recently used the audio session, or if the system defaulted to .ambient? Add the AVAudioSession.sharedInstance().setCategory(.playback) code. All those details will help engineers fig
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Why Does Xcode Use list.bullet SF Symbol for the "Sidebar" Toolbar Item Instead of sidebar.left
I just noticed this but am curious: Why does Xcode use list.bullet SF Symbol to toggle the navigators (sidebar) instead of sidebar.left? For the inspectors Xcode uses sidebar.right but I don't understand why the left sidebar uses a different icon from the right sidebar? Shouldn't the left sidebar icon match the right sidebar (just flipped)? Am using the wrong SF Symbol in my app to toggle the sidebar? Is the list.bullet the recommended symbol for this now? Every other app seems to use sidebar.left.
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AVMutableComposition audio silently drops on iOS 26 when streaming over HTTP/2 (FB22696516)
We've discovered a regression in iOS 26 where AVMutableComposition silently drops audio when the source asset is streamed over HTTP/2. The same file served over HTTP/1.1 plays audio correctly through the same composition code. Direct AVPlayer playback (without composition) works fine on HTTP/2. This did not occur on iOS 18.x. It happens on physical devices only. It does not reproduce on a simulator or on macOS. Tested conditions (same MP4 file, different CDNs): CloudFront (HTTP/2) + Composition → ❌ Audio silent Cloudflare (HTTP/2) + Composition → ❌ Audio silent Akamai (HTTP/1.1) + Composition → ✅ Audio works Apple TS (HTTP/1.1) + Composition → ✅ Audio works Downloaded locally, then composed → ✅ Audio works Direct playback, no composition (HTTP/2) → ✅ Audio works The CloudFront and Akamai URLs serve the identical file — same S3 object, different CDN edge. CDN vendor doesn't matter; any HTTP/2 source triggers it. Minimal reproduction: let asset = AVURLAsset(url: http2URL) let videoTrack = try
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Reply to Xcode now hangs; SDKs are "status unavailable"
Anyone find a solution to this problem? I am having the same issue, I woke up one morning and could not build my iOS app. The components area shows Status unavailable for all my platforms besides macOS. I have no way of re-downloading the runtimes and have gone through steps of rebooting my machine, deleting Xcode and re-installing, clearing out all the cache, downloading older Xcode, etc. I have found no way to get Xcode to build my apps and no way to run an iOS simulator. A very frustrating problem as I have no idea what else I can do. The only thing that seems to have had any reaction in Xcode at all is removing the Images.plist file, but even then I can't get it to the point where I can compile my app. It only gives me the ability to download the iOS platform via a Get button, at which point the actual download hangs.
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Reply to Tap to Pay Entitlement only for development
I have the same problem. My application ID indicates that the Tap to Pay on iPhone option is enabled on the Apple Developer Portal (this feature also appears in the Signature & Capabilities tab of Xcode), and the entitlement file is correctly provided in its project bundle. In development/debug mode, the functionality is available and operational: my application can perform Tap-to-Pay payment simulations via the Stripe PSP, using the Stripe Terminal SDK for SwiftUI. However, Xcode reports that the provisioning profile defined with this application ID for distribution on the App Store and loaded into Xcode does not include the com.apple.developer.proximity-reader.payment.acceptance authorization, even though all configuration settings comply with Apple's documentation guidelines. I've regenerated the profile several times without success (and when I use Automatically Manage Signing in Xcode, attempting to distribute an archive to Release Testing (TestFlight) generates an
Topic: Code Signing SubTopic: Entitlements Tags:
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Right Way of Positioning an Always Visible Overlay on Top of Navigation Bar That Aligns With Other Navigation Items
Starting with Liquid Glass, the navigation items seem not to be vertically centered within the navigation bar. This makes it very challenging to position an overlay on top of the navigation bar so that it aligns naturally with other elements such as the back button, dismiss button, and others. We want to achieve this for a progress bar so that it remains visible regardless of which views are pushed underneath. Therefore, we cannot add it as a navigation item on each screen, as doing so would cause the progress bar to animate repeatedly as new screens are pushed onto the stack. This used to be easier pre liquid glass since navigation items were centered vertically within the navigation bar. The approach I tried to center the progress bar in the navigation bar: Get access to the top safe area insets through GeometryReader Get access to the the status bar height through UIWindowScene's statusBarManager Subtract status bar height from top safe area inset to calculate the navigation bar height Update the padding o
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Reply to Xcode 26.4.1, iOS 26.4.2, watchOS 26.4, Apple Watch Ultra 3 not appearing as development device.
@steveoyoung Thanks for the post. Looks at the documentation provided, on watchOS when the iPhone is on developer mode, then you just need to tap trust: In watchOS, tap Turn On. Tap Trust in the next dialog, if it appears, and enter your device passcode to confirm. https://developer.apple.com/documentation/xcode/enabling-developer-mode-on-a-device Hope this helps Albert
  Worldwide Developer Relations.
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Reply to Is it possible to locally test a Network Extension without a paid development account?
[quote='825136021, KirkBeamedUp, /thread/825136, /profile/KirkBeamedUp'] Can this be done … ? [/quote] Probably, but whether it’s worth it depends on how much you value your time. First, some background. Most NE entitlements are available to all developers who are members of a paid team. And you’re right that there’s a bunch of backstory to this, but the info in my Network Extension Framework Entitlements post is up to date. Also, Developer Account Help > Reference > Supported capabilities (macOS) is a good page to bookmark, because it lists a bunch of common capabilities and their team requirements. The Apple Developer column in that table is what you get with free provisioning, also known as Personal Team in Xcode. Now, for iOS and its child platforms that’s the end of the story. For macOS you have options. You can disable SIP and then disable bits of the trusted execution system and thereby claim any entitlements you want. For an example of this, see this post. IMPORTANT This is not a suppor
Replies
Boosts
Views
Activity
4d
App Attest assertions rejected as invalid by downstream validator on iOS 26.x — fleet-wide, pristine first-install devices
Symptom Production iOS app (TestFlight) using App Attest. Devices generate assertions via DCAppAttestService (through Firebase App Check, which forwards to Apple's validation infrastructure). The fleet was attesting cleanly at ~100% verified for the first ~7 days post-first-install per device — then collapsed to ~0% verified once the initial token's natural TTL expired and devices were forced to re-attest. Has stayed at ~0% for 3+ days. Affects all 4 physical TestFlight devices; not reproducing on simulators (which is expected — App Attest unavailable there). The downstream validator's metric specifically categorizes these as invalid — meaning a token reached it and was rejected as cryptographically invalid — not as no token sent / unrecognized origin / outdated SDK. Environment iOS 26.x (26.3.1 confirmed on multiple devices). Team ID T68SS8UY5J, bundle com.calimento.app, App ID has App Attest capability checked. Entitlements signed into binary: com.apple.developer.devicecheck.appattest-environment =
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1
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84
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4d
Reply to Safari Web Extension popup never opens on iOS 26 — silent failure with all resources signed and bundled
RESOLVED — for anyone who hits this The popup opens correctly now. Posting the actual cause for posterity since this took a long time to track down and may help others using GitHub Actions to build Safari Web Extensions. Root cause: The .appex bundle inside the IPA was missing all web extension files (popup.html, popup.js, background.js, content.js, images/) — only manifest.json was being included. The popup couldn't render because popup.html literally wasn't in the bundle. iOS Safari was correctly attempting to load the popup but had nothing to load, hence the silent failure with no error. Why files were missing: Running xcrun safari-web-extension-converter . against the repository root caused the converter to recursively copy its own build output back into the source folder during processing. This led to inconsistent state where Xcode's archive step didn't pick up the original web extension files. Fix: Stage web extension files into a clean subfolder before running the converter, then run
Topic: Safari & Web SubTopic: General Tags:
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4d
Reply to Xcode playground quick look button not found.
@hwan26 Thank you for your post, this is the perfect place to ask as many developers will know what button you are looking. Xcode's interface changes frequently, so older books and tutorials often show buttons that have moved or changed slightly. Hope I understand exactly what button you are looking for. Are you talking about the quick look button after the play? I hope I'm thinking about the same thing. Make sure your playground has actually run. You can click the Play button, the blue triangle, at the very bottom of the editor, or the play button next to the specific line of code. On the far right side of your code editor, there is a gray area called the Results Sidebar. Editor > Show Playground Results (Xcode version is important for the options, but Editor has not changed) Move your mouse pointer directly over that result text in the right sidebar (hover over the last line). Clicking this will open the pop-up window with the graph you are loaoking for. Clicking this will embed the gra
Replies
Boosts
Views
Activity
4d
Reply to Need help to build a Mac command-line app for App Store or TestFlight
The Mac App Store might not accept command-line apps. They may require apps to be in a Mac app bundle. One way to build your app for the Mac App Store is to create a simple Mac GUI app project in Xcode and bundle your command-line app with the GUI app. Use the Process class to run the command-line app. You will have to conform to the App Sandbox guidelines to get approved on the Mac App Store. Many Mac apps that bundle command-line apps aren't in the Mac App Store because of the App Sandbox restrictions. You might have to distribute your app from your own website.
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Reply to Xcode playground quick look button not found.
What book are you referring to when you say In the book? What are you trying to do when you click the Quick Look button? Telling us what you are trying to do can help us tell you what you have to do in Xcode 26 to do the thing you are trying to do.
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4d
Reply to Spatial Audio: <<<< FigAudioSession(AV) >>>> signalled err=-19224 at <>:612
Thanks so much for the post. Can you provide as much information as possible so the visionOS engineers can take a look about the error in the Audio Session including the code you are using to reproduce the issue. Is it happening on unmodified sample code on a physical Vision Pro? As a developer, you are likely mirroring your Vision Pro to your Mac while debugging with Xcode? When you mirror your screen, visionOS attempts to route audio to the AirPlay receiver (your Mac). The spatial audio engine cannot render 3D audio over a standard stereo AirPlay connection, causing FigAudioSession to crash or throw the -19224 error. Can you provide information is you are AirPlay mirroring from the Vision Pro Control Center. Have you tried the device by itself? How are you using the audio session? Can you post the code? If another app recently used the audio session, or if the system defaulted to .ambient? Add the AVAudioSession.sharedInstance().setCategory(.playback) code. All those details will help engineers fig
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4d
Spatial Audio: <<<< FigAudioSession(AV) >>>> signalled err=-19224 at <>:612
Ok trying to play Spatial Audio on my VisionPro. OS26.4, using Xcode 26.4.1. Every attempt gives me the following error. <<<< FigAudioSession(AV) >>>> signalled err=-19224 at <>:612 I have tried the sample code at https://developer.apple.com/documentation/visionos/playing-spatial-audio-in-visionos and it gives the same error.
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454
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Why Does Xcode Use list.bullet SF Symbol for the "Sidebar" Toolbar Item Instead of sidebar.left
I just noticed this but am curious: Why does Xcode use list.bullet SF Symbol to toggle the navigators (sidebar) instead of sidebar.left? For the inspectors Xcode uses sidebar.right but I don't understand why the left sidebar uses a different icon from the right sidebar? Shouldn't the left sidebar icon match the right sidebar (just flipped)? Am using the wrong SF Symbol in my app to toggle the sidebar? Is the list.bullet the recommended symbol for this now? Every other app seems to use sidebar.left.
Replies
0
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0
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26
Activity
4d
AVMutableComposition audio silently drops on iOS 26 when streaming over HTTP/2 (FB22696516)
We've discovered a regression in iOS 26 where AVMutableComposition silently drops audio when the source asset is streamed over HTTP/2. The same file served over HTTP/1.1 plays audio correctly through the same composition code. Direct AVPlayer playback (without composition) works fine on HTTP/2. This did not occur on iOS 18.x. It happens on physical devices only. It does not reproduce on a simulator or on macOS. Tested conditions (same MP4 file, different CDNs): CloudFront (HTTP/2) + Composition → ❌ Audio silent Cloudflare (HTTP/2) + Composition → ❌ Audio silent Akamai (HTTP/1.1) + Composition → ✅ Audio works Apple TS (HTTP/1.1) + Composition → ✅ Audio works Downloaded locally, then composed → ✅ Audio works Direct playback, no composition (HTTP/2) → ✅ Audio works The CloudFront and Akamai URLs serve the identical file — same S3 object, different CDN edge. CDN vendor doesn't matter; any HTTP/2 source triggers it. Minimal reproduction: let asset = AVURLAsset(url: http2URL) let videoTrack = try
Replies
1
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0
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181
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4d
Reply to Xcode now hangs; SDKs are "status unavailable"
Anyone find a solution to this problem? I am having the same issue, I woke up one morning and could not build my iOS app. The components area shows Status unavailable for all my platforms besides macOS. I have no way of re-downloading the runtimes and have gone through steps of rebooting my machine, deleting Xcode and re-installing, clearing out all the cache, downloading older Xcode, etc. I have found no way to get Xcode to build my apps and no way to run an iOS simulator. A very frustrating problem as I have no idea what else I can do. The only thing that seems to have had any reaction in Xcode at all is removing the Images.plist file, but even then I can't get it to the point where I can compile my app. It only gives me the ability to download the iOS platform via a Get button, at which point the actual download hangs.
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Views
Activity
5d
Reply to Tap to Pay Entitlement only for development
I have the same problem. My application ID indicates that the Tap to Pay on iPhone option is enabled on the Apple Developer Portal (this feature also appears in the Signature & Capabilities tab of Xcode), and the entitlement file is correctly provided in its project bundle. In development/debug mode, the functionality is available and operational: my application can perform Tap-to-Pay payment simulations via the Stripe PSP, using the Stripe Terminal SDK for SwiftUI. However, Xcode reports that the provisioning profile defined with this application ID for distribution on the App Store and loaded into Xcode does not include the com.apple.developer.proximity-reader.payment.acceptance authorization, even though all configuration settings comply with Apple's documentation guidelines. I've regenerated the profile several times without success (and when I use Automatically Manage Signing in Xcode, attempting to distribute an archive to Release Testing (TestFlight) generates an
Topic: Code Signing SubTopic: Entitlements Tags:
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Activity
5d
Right Way of Positioning an Always Visible Overlay on Top of Navigation Bar That Aligns With Other Navigation Items
Starting with Liquid Glass, the navigation items seem not to be vertically centered within the navigation bar. This makes it very challenging to position an overlay on top of the navigation bar so that it aligns naturally with other elements such as the back button, dismiss button, and others. We want to achieve this for a progress bar so that it remains visible regardless of which views are pushed underneath. Therefore, we cannot add it as a navigation item on each screen, as doing so would cause the progress bar to animate repeatedly as new screens are pushed onto the stack. This used to be easier pre liquid glass since navigation items were centered vertically within the navigation bar. The approach I tried to center the progress bar in the navigation bar: Get access to the top safe area insets through GeometryReader Get access to the the status bar height through UIWindowScene's statusBarManager Subtract status bar height from top safe area inset to calculate the navigation bar height Update the padding o
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127
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Reply to Xcode 26.4.1, iOS 26.4.2, watchOS 26.4, Apple Watch Ultra 3 not appearing as development device.
@steveoyoung Thanks for the post. Looks at the documentation provided, on watchOS when the iPhone is on developer mode, then you just need to tap trust: In watchOS, tap Turn On. Tap Trust in the next dialog, if it appears, and enter your device passcode to confirm. https://developer.apple.com/documentation/xcode/enabling-developer-mode-on-a-device Hope this helps Albert
  Worldwide Developer Relations.
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Reply to Xcode 26 fails to load SPM packages
Just wanted to add that defaults write com.apple.dt.Xcode IDEPackageSupportUseBuiltinSCM YES fixed this problem for me in Xcode 26 as well, which refused to update private packages from BitBucket Cloud.
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