Hello. I migrated yesterday two machines from OS15 to OS26 (same Ram; M1Max chip). On the first one, a MBP, everything is allright, and my old Metal projects can compile and run, even with MacOS12 as a destination. On the second computer (MacStudio) I got a compile error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain. I spent hours on many forums and tried all proposed solutions and still get the same error. Any idea? Thanks
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Thanks. Couldn't succeed after many tries of downloading and install (errors about permissions to read or execute...). I succeeded following the protocol described here: https://medium.com/@sergey-pekar/how-to-fix-annoying-xcode-26-not-building-swiftui-previews-error-cannot-execute-tool-metal-due-49564e20357c What I dont understand is that on my M1Max MBP, Metal was already OK without any setting, and I could compile my project once XCode 26 was downloaded and installed
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Developer Tools & Services
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Xcode
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I have been using Xcode Version 26.1.1 on macOS Tahoe Version 26.1. In VIM mode, whenever I quickly tap d twice, to delete the complete line, most of the time Xcode crashes. Is anyone else facing this issue? Should I move to any older version of Xcode or any other solve for this?
The latest version of Xcode available on: https://developer.apple.com/download/applications/ is Xcode 26.2 build 17C52. It was released today, December 12, 2025. However, uploads are failing with error: Validation failed. This bundle is invalid. Apple is not currently accepting applications built with this version of Xcode. I have verified my Xcode is not beta: I think that at least the non-release candidate, latest version of Xcode should be allowed to submit apps.
The link that Albert posted has updated to include this latest entry: December 12, 2025 App Store Connect update You can now upload apps built with Xcode 26.2 using the SDK for iOS 26.2, iPadOS 26.2, macOS 26.2, tvOS 26.2, visionOS 26. 2, and watchOS 26.2 for the App Store, and for internal and external testing through TestFlight. We were able to upload and submit our app. Conclusions: This is probably a rare situation. However, it demonstrates that Xcode RC builds might not reach the point of having their archived app builds accepted for App Store submissions. If anyone from Apple is reading this, our feedback: We respect your processes and accept that it is often in Apple's and the developers' interests to not convey information that is subject to change. That said, when a pattern is established like almost always accepting Xcode RC built submissions, then expectations will become established amongst the developers. If you multiply the time spent and frustration caused across all
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Developer Tools & Services
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Xcode
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The tooling for Metal became an optional download with Xcode 26, as only some developers need those capabilities. If you look to Xcode > Settings > Components, and try to download and install it, what happens? The text of the error you shared there is also a command you can run in Terminal to do the same thing. If there are error messages when installing the toolchain from Xcode settings or in Terminal, please include a screenshot or the full error message text. — Ed Ford, DTS Engineer
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Developer Tools & Services
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Xcode
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Thanks for the post. Upon uploading your app to TestFlight and installing it from there, all audio on your app appears to be disabled? Are you utilizing Flutter? Have you reached out to the support channel for Flutter, the third-party resource you are using? I do not believe this issue is related to TestFlight, as other apps have audio. However, if you can reproduce the issue using Xcode by creating a focused sample and uploading it to TestFlight to verify the presence of audio, that would be helpful. A focused Xcode project that builds and demonstrates the issue. Ideally this will be a new Xcode project created specifically to demonstrate this issue, and which includes only the minimal code and API necessary to reproduce the issue. This focuses on the important code paths and may require you to perform additional debugging to extract the relevant code. Please do not include any 3rd-party code or frameworks unless they are absolutely required for this targeted sample project to run.
Topic:
Media Technologies
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Audio
Environment MacOC 26 Xcode Version 26.0 beta 7 (17A5305k) simulator: iPhone 16 pro iOS: iOS 26 Problem NLContextualEmbedding.load() fails with the following error In simulator Failed to load embedding from MIL representation: filesystem error: in create_directories: Permission denied [/var/db/com.apple.naturallanguaged/com.apple.e5rt.e5bundlecache] filesystem error: in create_directories: Permission denied [/var/db/com.apple.naturallanguaged/com.apple.e5rt.e5bundlecache] Failed to load embedding model 'mul_Latn' - '5C45D94E-BAB4-4927-94B6-8B5745C46289' assetRequestFailed(Optional(Error Domain=NLNaturalLanguageErrorDomain Code=7 Embedding model requires compilation UserInfo={NSLocalizedDescription=Embedding model requires compilation})) in #Playground I'm new to this embedding model. Not sure if it's caused by my code or environment. Code snippet import Foundation import NaturalLanguage import Playgrounds #Playground { // Prefer initializing by script for broader coverage; returns NLContextualEmbeddin
Uploads to App Store from Xcode 26.2 build 17C52 are working now! I was also seeing the same error 2 hours ago.
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App Store Distribution & Marketing
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App Store Connect
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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. If you post the Feedback number here I'll check the status next time I do a sweep of forums posts where I've suggested bug reports. Bug Reporting: How and Why? has tips on creating your bug report.
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Graphics & Games
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Metal
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I am tracking some other issues related to localStorage. Please consider filing a bug report. 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. If you post the Feedback number here I'll check the status next time I do a sweep of forums posts where I've suggested bug reports. Bug Reporting: How and Why? has tips on creating your bug report.
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Safari & Web
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General
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Hello, We are trying to use the new Background Upload Extension to improve uploads of assets (Photos, Live Photos, Videos) in the background in our application. 1 - We implemented the code to upload still images. We would like to do the same for Live Photos but we are not sure how to proceed since a Live Photo is composed of 2 resources that we would like to upload in the same job so that we keep the association between the 2 resources. Steps: A Live Photo is captured on the device. Our application is notified for new content in the Photo Library and the asset is queued for upload by our application. The system calls the background upload extension and the Live Photo is prepared for upload but we can schedule a job only for one resource (still photo or paired video) so we can not upload both resources in a single job. 2 - Is there a way to synchronise the application and the extension so that the application would not process the same data or execute the same requests than the extension. For example: our appl
1 - We implemented the code to upload still images. We would like to do the same for Live Photos, but we are not sure how to proceed since a Live Photo is composed of 2 resources that we would like to upload in the same job so that we keep the association between the 2 resources. I think your only option here is to process the assets as separate jobs and use the URL request to preserve the conceptual link between the assets— for example, embedding that information in the upload URL or in the URL metadata. 2 - Is there a way to synchronise the application and the extension so that the application would not process the same data or execute the same requests as the extension? For example: our application is working with tokens, and we would like to prevent those tokens from being consumed by the application and the extension at the same time. These issues are alluded to at the end of this section where it says: Important: Your extension needs a mechanism to track which assets you’ve already processed and detect
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Media Technologies
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General
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the communication permission work for me with xcode and ios 26.2 public release it needs sync contacts and enable communication limit on the child device. the error messages I got from console were very helpful. (501) Invalidation handler invoked, clearing connection (501) personaAttributesForPersonaType for type:0 failed with error Error Domain=NSCocoaErrorDomain Code=4099 The connection to service named com.apple.mobile.usermanagerd.xpc was invalidated from this process. UserInfo={NSDebugDescription=The connection to service named com.apple.mobile.usermanagerd.xpc was invalidated from this process.} SendFlow (Host): Error sending begin message: hostViewControllerDidActivate(_:) Error Domain=AskToCore.ATMessageComposeValidationError Code=2 Contact syncing is not set up UserInfo={NSLocalizedDescription=Contact syncing is not set up, NSLocalizedFailureReason=Contact syncing needs to be configured before you can send messages., NSLocalizedRecoverySuggestion=Please enable contact syncing in Settings.} S
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App Store Distribution & Marketing
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General
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The crash issue that @edorphy reported in FB21121092 is resolved when you build the app with the released Xcode 26.2 version that came out today, build number 17C52. This version is not the same build as the Xcode 16.2 Release Candidate, so make sure to update to the final release version. @edorphy, had a follow-up statement to me for a different but related issue: you or others may have already seen this one but just in case you haven't: FB21240249 - DeclaredAgeRange: DeclaredAgeRangeAction symbol unavailable on macOS catalyst apps causing crash - documentation says otherwise I appreciate that! I personally had not seen this report, though others within Apple have. We're looking in to it. — Ed Ford, DTS Engineer
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App Store Distribution & Marketing
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General
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