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“xcode github”

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Reply to Metal, Vulkan, OpenGL & Godot
@cosmic-28 Welcome to the iOS development ecosystem. However, deprecated does not mean banned. The dilemma you are facing is very common among game developers, especially those using 3rd party engines that are actively transitioning their rendering backends. Transitioning to native development using Xcode and Metal is the best long-term strategy for maximizing performance, minimizing battery drain, and fully utilizing Apple Silicon. While third party game engines are fantastic for cross-platform development, writing directly for Metal allows you to bypass the translation layers and engine-level bottlenecks like the 5-second shader compilation freeze you experienced. Resources for metal: Metal Landing Page: developer.apple.com/metal Metal Programming Guide / Documentation: developer.apple.com/documentation/metal Sample Code: Using a Render Pipeline to Render Primitives - A great Hello World for drawing your first 2D shapes in Metal. Migrating from OpenGL to Metal Since your app currently relies on Ope
Topic: Graphics & Games SubTopic: General Tags:
1w
Reply to Metal, Vulkan, OpenGL & Godot
Never used Vulkan so I can't comment on it. But with respect to OpenGL and Metal, you seem to have them swapped. It's OpenGL that requires an initial compilation phase. One of the key features of Metal is that it doesn't need that. I'm unaware of any performance problems with Metal, although some higher-level APIs like SpriteKit have had performance problems recently. Perhaps your 5 second startup time and performance problems are related to whatever Godot happens to be. Try Xcode and Swift instead.
Topic: Graphics & Games SubTopic: General Tags:
1w
HLS Tools - hlsreport critical error cause
Hi, I'm currently experiencing issues with HLS streams created by FFmpeg running on Safari. When I pass the stream to the mediastreamvalidator tool and then run hlsreport on the output, I get a critical error reported: Media Entry discontinuity value does not match previous playlist for MEDIA-SEQUENCE 1 If I let the stream finish (it's a live stream from an IoT device) and then perform the stream validation again I no longer receive the critical error. My assumption is that this critical error is contributing to the HLS stall on iOS. I have also noticed that if I let the stream continue and then re-load the video control in Safari the stream starts Is there a resource with explanations or remediation paths relevant to the possible output of the hlsreport? My m3u8 output looks like this (I have redacted the server host) #EXTM3U #EXT-X-VERSION:6 #EXT-X-TARGETDURATION:2 #EXT-X-MEDIA-SEQUENCE:1 #EXT-X-PLAYLIST-TYPE:EVENT #EXT-X-INDEPENDENT-SEGMENTS #EXT-X-DISC
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Apple Wallet extension doubts
Hello, I have recently started exploring the Apple Wallet extension and have a couple of questions I was hoping you could help clarify: Is there any form of communication between the UI extension and the non-UI extension? From my understanding, the UI extension handles the authorization and simply indicates whether the app approves it or not, without passing additional data. However, the non-UI extension is expected to make calls to the issuer app’s backend, which typically require a token obtained through prior authentication services and may even involve an OTP. Is there a recommended way to share this information between extensions within the Apple Wallet Extension framework, or is using App Groups the only option? Additionally, during the provisioning process, is there any possibility of re-invoking the UI extension if further validation is required? Furthermore, according to the documentation, testing is carried out via TestFlight and in production. Is there any way to test these extensions on a physical
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Apple Watch Privacy & Security menu prompts for Screen Time passcode only during Xcode device connection attempts
On watchOS, the Developer Mode entry under Settings -> Privacy & Security is hidden by default and only appears after Xcode has attempted to connect to the watch as a development device. In my case, once Xcode triggers that surfacing, opening Settings -> Privacy & Security on the watch prompts for a 4-digit Screen Time passcode before granting access. No Screen Time passcode I set on the paired iPhone is accepted at this prompt, which prevents me from reaching the Developer Mode toggle to enable it. The passcode prompt only appears in this specific state. With no Xcode connection attempt (and therefore no Developer Mode entry surfaced in the menu), Settings → Privacy & Security opens normally on the watch with no prompt at all. Environment macOS: Tahoe 26.4.1 (Build 25E253) Xcode: 26.4.1 (24909.0.3) (Build 17E202) iPhone: iOS 26.4.2 Apple Watch: Ultra 3 running watchOS 26.4 All devices on release software (no betas). Xcode error Developer Mode dis
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XCODE Version 26.4.1 (17E202)
I am developing an iOS app using Capacitor and Xcode. The app installs on my device but fails to launch with the error: “Quarantined due to high logging volume.” I have already: Configured signing correctly Enabled Developer Mode Disabled excessive logging in the app code Cleaned build and re-synced Capacitor The app still fails to run on a physical device (My iPhone 17Pro Max). Please advise on how to resolve this issue or whether this is related to a system-level logging limit or WebView restriction. Please suggest a reliable solution to the issue.
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Extending approved Family Controls Distribution to a child app extension bundle
Hi all, Our team (D36U48VRGM) holds approved Family Controls (Distribution) entitlement on three bundles, all live on the App Store as part of the same app: com.strategieayoub.quranfocus (main app) com.strategieayoub.quranfocus.ShieldAction com.strategieayoub.quranfocus.ShieldConfiguration We've added a fourth target — a DeviceActivityMonitor extension at com.strategieayoub.quranfocus.DeviceActivityMonitor — to replace our current BGProcessingTaskRequest re-shield path. The BGTaskScheduler approach is unreliable for our use case: iOS routinely runs the task hours late or skips it entirely, leaving users' apps unblocked far past the unlock window we promised. DeviceActivityMonitor's intervalDidEnd callback is the only mechanism Apple provides that fires reliably regardless of app state. The new bundle ID is registered, has Family Controls (Development) provisioned, and intervalDidEnd works correctly during local on-device testing. The blocker is Distribution — Xcode's Signing pane shows: Bundle identi
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SwiftData with CloudKit Error: Error updating background task request
Hi, Overview I have a SwiftData project which automatically syncs with CloudKit. When I run the app, I see the following error in Xcode logs. Error updating background task request: Error Domain=BGSystemTaskSchedulerErrorDomain Code=3 (null) My attempt I can enable Background processing (under Signing & Capabilities > Background modes), but I don't know the BGTaskSchedulerPermittedIdentifiers to add in the Info.plist Questions How can I resolve this? If I should enable background processing, what are the BGTaskSchedulerPermittedIdentifiers to add in Info.plist?
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Reply to Transaction.unfinished not getting unfinished transactions
Hello, I can confirm that there is a bug in iOS 26.4.2 when testing local StoreKit 2 in Xcode. The Transaction.unfinished loop has nothing inside, although the transaction manager clearly shows there are unfinished transactions. If testing it on iOS 18.6 (only on simulator), it will loop through unfinished and successfully clear any unfinished transactions. Also it might be possible that the local storekit daemon is out of sync, I have filed a bug report for that under: Transaction.currentEntitlements sometimes does not emit a result until device is reboot (FB22349195)
Topic: App & System Services SubTopic: StoreKit Tags:
1w
Apple Development Certificate Being Issued Under Wrong Team (Mismatch Between Team IDs)
I am experiencing an issue with Apple Development certificate creation in Xcode for my organization account. Account details: Organization: Jtecx LLC Team ID: 8V397ULNY4 Issue: When I attempt to create a new Apple Development certificate in Xcode under the Jtecx LLC (8V397ULNY4) team, the certificate is consistently generated under a different team: Apple Development: Joseph Salmond (67P4AAZ5TA) This appears to be my personal team, not the organization team. Impact: Because of this mismatch: Provisioning profiles created under 8V397ULNY4 cannot find a matching signing certificate Xcode shows “Signing Certificate: None” Xcode reports that the provisioning profile does not include the signing certificate I am unable to run or test the app on physical devices due to signing failures Troubleshooting performed: Deleted all Apple Development certificates from Keychain Access Revoked existing Apple Development certificates in the Apple Developer Portal Created a new Certificate Si
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Can Xcode Cloud produce a notarized .pkg for a macOS daemon?
I have a macOS app (a background daemon) that I distribute outside the App Store as a .pkg installer. My build process is: Build the app (xcodebuild archive) Sign the app with Developer ID Application Package it with pkgbuild, signed with Developer ID Installer Notarize with notarytool Staple with stapler This works perfectly on my local machine using custom build_pkg.sh. I'm trying to automate this in Xcode Cloud using a ci_post_xcodebuild.sh script so a new build is triggered whenever I push to git repository. The problem is: • security find-identity shows 0 valid identities in the post-build script environment • The archived app has Signature=adhoc (no Developer ID signing) • pkgbuild can't sign the .pkg without a Developer ID Installer certificate • Notarization rejects everything because nothing is signed with Developer ID My question: Is there any way to make Developer ID certificates available in Xcode Cloud's post-build scripts? Or is Xcode Cloud only designed for App Store
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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 Metal, Vulkan, OpenGL & Godot
@cosmic-28 Welcome to the iOS development ecosystem. However, deprecated does not mean banned. The dilemma you are facing is very common among game developers, especially those using 3rd party engines that are actively transitioning their rendering backends. Transitioning to native development using Xcode and Metal is the best long-term strategy for maximizing performance, minimizing battery drain, and fully utilizing Apple Silicon. While third party game engines are fantastic for cross-platform development, writing directly for Metal allows you to bypass the translation layers and engine-level bottlenecks like the 5-second shader compilation freeze you experienced. Resources for metal: Metal Landing Page: developer.apple.com/metal Metal Programming Guide / Documentation: developer.apple.com/documentation/metal Sample Code: Using a Render Pipeline to Render Primitives - A great Hello World for drawing your first 2D shapes in Metal. Migrating from OpenGL to Metal Since your app currently relies on Ope
Topic: Graphics & Games SubTopic: General Tags:
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1w
Reply to Metal, Vulkan, OpenGL & Godot
Never used Vulkan so I can't comment on it. But with respect to OpenGL and Metal, you seem to have them swapped. It's OpenGL that requires an initial compilation phase. One of the key features of Metal is that it doesn't need that. I'm unaware of any performance problems with Metal, although some higher-level APIs like SpriteKit have had performance problems recently. Perhaps your 5 second startup time and performance problems are related to whatever Godot happens to be. Try Xcode and Swift instead.
Topic: Graphics & Games SubTopic: General Tags:
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Reply to Xcode 26.3 MCP xcode-tools: RunSomeTests / RunAllTests response violates tool output schema (missing required errors per test)
Yes we have the same issue using OpenCode as an AI Agent that connects to Xcode MCP server See issue at; https://github.com/anomalyco/opencode/issues/20025
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HLS Tools - hlsreport critical error cause
Hi, I'm currently experiencing issues with HLS streams created by FFmpeg running on Safari. When I pass the stream to the mediastreamvalidator tool and then run hlsreport on the output, I get a critical error reported: Media Entry discontinuity value does not match previous playlist for MEDIA-SEQUENCE 1 If I let the stream finish (it's a live stream from an IoT device) and then perform the stream validation again I no longer receive the critical error. My assumption is that this critical error is contributing to the HLS stall on iOS. I have also noticed that if I let the stream continue and then re-load the video control in Safari the stream starts Is there a resource with explanations or remediation paths relevant to the possible output of the hlsreport? My m3u8 output looks like this (I have redacted the server host) #EXTM3U #EXT-X-VERSION:6 #EXT-X-TARGETDURATION:2 #EXT-X-MEDIA-SEQUENCE:1 #EXT-X-PLAYLIST-TYPE:EVENT #EXT-X-INDEPENDENT-SEGMENTS #EXT-X-DISC
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1
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585
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1w
Apple Wallet extension doubts
Hello, I have recently started exploring the Apple Wallet extension and have a couple of questions I was hoping you could help clarify: Is there any form of communication between the UI extension and the non-UI extension? From my understanding, the UI extension handles the authorization and simply indicates whether the app approves it or not, without passing additional data. However, the non-UI extension is expected to make calls to the issuer app’s backend, which typically require a token obtained through prior authentication services and may even involve an OTP. Is there a recommended way to share this information between extensions within the Apple Wallet Extension framework, or is using App Groups the only option? Additionally, during the provisioning process, is there any possibility of re-invoking the UI extension if further validation is required? Furthermore, according to the documentation, testing is carried out via TestFlight and in production. Is there any way to test these extensions on a physical
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77
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Reply to I cannot distribute an app on xcode becouse he cannot find a certificate valid for my personal or business team
First, add your account in Xcode: Go to Xcode → Settings → Accounts and sign in with your Apple ID Then open your project → Signing & Capabilities Enable Automatically manage signing Select your Team from the dropdown
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Apple Watch Privacy & Security menu prompts for Screen Time passcode only during Xcode device connection attempts
On watchOS, the Developer Mode entry under Settings -> Privacy & Security is hidden by default and only appears after Xcode has attempted to connect to the watch as a development device. In my case, once Xcode triggers that surfacing, opening Settings -> Privacy & Security on the watch prompts for a 4-digit Screen Time passcode before granting access. No Screen Time passcode I set on the paired iPhone is accepted at this prompt, which prevents me from reaching the Developer Mode toggle to enable it. The passcode prompt only appears in this specific state. With no Xcode connection attempt (and therefore no Developer Mode entry surfaced in the menu), Settings → Privacy & Security opens normally on the watch with no prompt at all. Environment macOS: Tahoe 26.4.1 (Build 25E253) Xcode: 26.4.1 (24909.0.3) (Build 17E202) iPhone: iOS 26.4.2 Apple Watch: Ultra 3 running watchOS 26.4 All devices on release software (no betas). Xcode error Developer Mode dis
Replies
0
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0
Views
52
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1w
XCODE Version 26.4.1 (17E202)
I am developing an iOS app using Capacitor and Xcode. The app installs on my device but fails to launch with the error: “Quarantined due to high logging volume.” I have already: Configured signing correctly Enabled Developer Mode Disabled excessive logging in the app code Cleaned build and re-synced Capacitor The app still fails to run on a physical device (My iPhone 17Pro Max). Please advise on how to resolve this issue or whether this is related to a system-level logging limit or WebView restriction. Please suggest a reliable solution to the issue.
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0
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0
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37
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1w
Extending approved Family Controls Distribution to a child app extension bundle
Hi all, Our team (D36U48VRGM) holds approved Family Controls (Distribution) entitlement on three bundles, all live on the App Store as part of the same app: com.strategieayoub.quranfocus (main app) com.strategieayoub.quranfocus.ShieldAction com.strategieayoub.quranfocus.ShieldConfiguration We've added a fourth target — a DeviceActivityMonitor extension at com.strategieayoub.quranfocus.DeviceActivityMonitor — to replace our current BGProcessingTaskRequest re-shield path. The BGTaskScheduler approach is unreliable for our use case: iOS routinely runs the task hours late or skips it entirely, leaving users' apps unblocked far past the unlock window we promised. DeviceActivityMonitor's intervalDidEnd callback is the only mechanism Apple provides that fires reliably regardless of app state. The new bundle ID is registered, has Family Controls (Development) provisioned, and intervalDidEnd works correctly during local on-device testing. The blocker is Distribution — Xcode's Signing pane shows: Bundle identi
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0
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0
Views
111
Activity
1w
SwiftData with CloudKit Error: Error updating background task request
Hi, Overview I have a SwiftData project which automatically syncs with CloudKit. When I run the app, I see the following error in Xcode logs. Error updating background task request: Error Domain=BGSystemTaskSchedulerErrorDomain Code=3 (null) My attempt I can enable Background processing (under Signing & Capabilities > Background modes), but I don't know the BGTaskSchedulerPermittedIdentifiers to add in the Info.plist Questions How can I resolve this? If I should enable background processing, what are the BGTaskSchedulerPermittedIdentifiers to add in Info.plist?
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17
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462
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Reply to NSURLSession background downloadTasks sometimes calling urlSession(_:downloadTask:didFinishDownloadingTo:) *twice*
I've seen the double urlSession(_:downloadTask:didFinishDownloadingTo happen intermittently in visionOS26.3 / Xcode 26.3. Not a big deal since we can work around it, but I just thought I'd mention it if it's a bug in the framework.
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1w
Reply to Transaction.unfinished not getting unfinished transactions
Hello, I can confirm that there is a bug in iOS 26.4.2 when testing local StoreKit 2 in Xcode. The Transaction.unfinished loop has nothing inside, although the transaction manager clearly shows there are unfinished transactions. If testing it on iOS 18.6 (only on simulator), it will loop through unfinished and successfully clear any unfinished transactions. Also it might be possible that the local storekit daemon is out of sync, I have filed a bug report for that under: Transaction.currentEntitlements sometimes does not emit a result until device is reboot (FB22349195)
Topic: App & System Services SubTopic: StoreKit Tags:
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1w
Apple Development Certificate Being Issued Under Wrong Team (Mismatch Between Team IDs)
I am experiencing an issue with Apple Development certificate creation in Xcode for my organization account. Account details: Organization: Jtecx LLC Team ID: 8V397ULNY4 Issue: When I attempt to create a new Apple Development certificate in Xcode under the Jtecx LLC (8V397ULNY4) team, the certificate is consistently generated under a different team: Apple Development: Joseph Salmond (67P4AAZ5TA) This appears to be my personal team, not the organization team. Impact: Because of this mismatch: Provisioning profiles created under 8V397ULNY4 cannot find a matching signing certificate Xcode shows “Signing Certificate: None” Xcode reports that the provisioning profile does not include the signing certificate I am unable to run or test the app on physical devices due to signing failures Troubleshooting performed: Deleted all Apple Development certificates from Keychain Access Revoked existing Apple Development certificates in the Apple Developer Portal Created a new Certificate Si
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1
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0
Views
604
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1w
Can Xcode Cloud produce a notarized .pkg for a macOS daemon?
I have a macOS app (a background daemon) that I distribute outside the App Store as a .pkg installer. My build process is: Build the app (xcodebuild archive) Sign the app with Developer ID Application Package it with pkgbuild, signed with Developer ID Installer Notarize with notarytool Staple with stapler This works perfectly on my local machine using custom build_pkg.sh. I'm trying to automate this in Xcode Cloud using a ci_post_xcodebuild.sh script so a new build is triggered whenever I push to git repository. The problem is: • security find-identity shows 0 valid identities in the post-build script environment • The archived app has Signature=adhoc (no Developer ID signing) • pkgbuild can't sign the .pkg without a Developer ID Installer certificate • Notarization rejects everything because nothing is signed with Developer ID My question: Is there any way to make Developer ID certificates available in Xcode Cloud's post-build scripts? Or is Xcode Cloud only designed for App Store
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582
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1w
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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177
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