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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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NSSegmentedCell misplaced in Liquid Glass mode (macOS 26)
We are currently testing our application under macOS 26 in Liquid Glass mode and noticed an issue with NSSegmentedCell. Our app makes extensive use of NSCell-based drawing. Since macOS 26, when running in Liquid Glass mode, NSSegmentedCell does not render at the expected location. The control itself appears visually correct, but it is clearly drawn offset from the rect it is supposed to occupy. In compatibility mode, everything renders exactly as expected (same code, same layout). To illustrate the issue, here are two screenshots of the same view: Liquid Glass mode 👉 (screenshot 1 – segmented control visibly shifted) Compatibility mode 👉 (screenshot 2 – correct rendering) The regression is obvious when switching between the two modes. This behavior has been present since the first macOS 26 release and is still reproducible with Xcode 26.2 (17C52). I have already filed a report via Feedback Assistant (FB reference available if useful), but I’m posting here to see whether others are experiencing the
Topic: UI Frameworks SubTopic: AppKit
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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
Contacts permission not requested on production build (iPhone 16/17 Pro Max)
I’m encountering an issue where my app does not show the Contacts permission prompt in the production environment. This has been observed on iPhone 16 Pro Max and iPhone 17 Pro Max devices, while other iPhone models appear to behave correctly. The behavior is consistent across Xcode builds, TestFlight, and the App Store version when using the production bundle identifier. Instead of returning .notDetermined, the app receives the device’s previous Contacts authorization status, so the system permission prompt is never shown. Expected behavior On first launch after install, the app should prompt the user for Contacts access. Actual behavior (Production build) The app does not prompt for Contacts permission and instead appears to reuse the previous permission state: If the user previously had no access → after uninstall/reinstall, still no access (no prompt shown) If the user previously had limited access → after reinstall, access becomes empty (0 contacts), still no prompt If the user previously had fu
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Xcode 26.3 MCP xcode-tools: RunSomeTests / RunAllTests response violates tool output schema (missing required errors per test)
Xcode 26.3 MCP xcode-tools: RunSomeTests / RunAllTests response violates tool output schema (missing required errors per test) I’m using the MCP server “xcode-tools” shipped with Xcode 26.3 to run tests. Two tools fail consistently due to a schema mismatch: RunSomeTests RunAllTests Steps Call XcodeListWindows and get a valid tabIdentifier for my workspace. Call GetTestList with that tabIdentifier. This works and returns test identifiers like: ChatKitManagerCreationTests/testInitializesWithDependencies() Call RunSomeTests with tests = [{ targetName, testIdentifier }, …] (or call RunAllTests). Actual result The tool call fails with an MCP schema validation error like: Structured content does not match the tool's output schema: data/results/0 must have required property 'errors', data/results/1 must have required property 'errors', ... Why this looks like an xcode-tools bug According to the tool descriptor JSON for RunSomeTests / RunAllTests, each element of results[]
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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:
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Transaction.unfinished not getting unfinished transactions
I am testing auto renewing subscriptions for a macOS program in Xcode with a local Storekit file. I have renewals set to occur every minute for testing. I quit the app, and watch renewals appear in the Debug transaction manager window. Each is marked unfinished. When I start the app, I call a function that is supposed to get unfinished transactions and finish them. In one of those I swore it worked the other day, I am now finding it isn't working. The unfinished transaction remain marked as unfinished. func getUnfinished() async { for await verificationResult in Transaction.unfinished { guard case .verified(let transaction) = verificationResult else { continue } await transaction.finish() } } If I add an AppStore.sync() right before looping on Transaction.unfinished, it works (i.e., cleans up unfinished transactions), but I get an alert I have to click through. do { try await AppStore.sync() } catch { print(DEBUG UNFINISHED: AppStore.sync() failed: (error)) } Any idea why Transaction.unfinished isn't
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sysextd silently fails to realize a signed DriverKit extension after "attempting to realize" — which log surfaces the rejection reason?
A signed DriverKit extension fails OSSystemExtensionRequest activation on macOS 26.4.1. The user-facing error is OSSystemExtensionErrorDomain code 4 (Extension not found in App bundle) — but the dext is in the bundle, the identifier matches, and sysextd confirms it received the request: sysextd: [com.apple.sx:XPC] client activation request for com.arqitekta.bluefield.rshim.driver sysextd: attempting to realize extension with identifier com.arqitekta.bluefield.rshim.driver …and then nothing further. systemextensionsctl list reports 0 extensions. Question: Which log subsystem/category surfaces the kernel-side reason that sysextd aborts after attempting to realize? com.apple.sx only shows the request was accepted; whatever vetoes the realize step isn't in that subsystem (or isn't at info/debug level). Is there a separate predicate for the kernelmanagerd / dext-loading path I should be capturing? Environment: macOS 26.4.1 (25E253), Apple Silicon Mac Studio Xcode 26.2 (17C52), DriverKit SDK 25.2 SIP disab
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Setting alternate app icon fails with "Ressource temporarily not available"
Switching alternative app icons previously worked in my app and I did not notice when it broke. However now the completion handler consistently returns this error if feeding with either an existing app icon name or a fictional one. Is this a regression I should file a bug report for or am I doing something wrong here? Include all app icon assets is enabled in the target Below you can see the error, the .icon files placed in the project navigator, my code and the top of the Info.plist Thank you Button(Update icon) { UIApplication.shared.setAlternateIconName(appIcon_Heart) { error in if let error { print(error) } } } Error Domain=NSPOSIXErrorDomain Code=35 Resource temporarily unavailable UserInfo={_LSFile=LSIconAlertManager.m, _LSLine=113, _LSFunction=-[LSIconAlertManager iconChangeAlertTokenForIdentity:error:]} Xcode seems to create the correct Info.plist entries. BGTaskSchedulerPermittedIdentifiers newReleasesBackgroundTask BuildMachineOSBuild 24G90 CFBundleDevelopmentRegion de CFBundleDisplay
Topic: UI Frameworks SubTopic: UIKit
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Issues with my APN tokens
Hey guys, I made a app that features push notificaions, and I keep having problems setting them up. It asks permissions, and then it says that it cannot get the APN token after 10 seconds, and I am positive that I have enabled Push Notificaions in the provisioning profile in Xcode. Can anyone help me fix this issue?
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ITMS-90429: Invalid Swift Support on libswiftCompatibilitySpan.dylib after update to Xcode 26.4.1
Hello, after updating to Xcode 26.4.1, our app is rejected on App Store Connect because of the following error: ITMS-90429: Invalid Swift Support - The files libswiftCompatibilitySpan.dylib aren’t at the expected location /Payload/AlbusAir.app/Frameworks. Move the file to the expected location, rebuild your app using the current public (GM) version of Xcode, and resubmit it. We did not change anything to the code, we didn't update any dependency. As far as I'm aware, we don't use Spans in Swift. I even tried copying the dylib myself in the app in a Xcode build phase and it still doesn't work. Can someone help? Thanks !
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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
NSSegmentedCell misplaced in Liquid Glass mode (macOS 26)
We are currently testing our application under macOS 26 in Liquid Glass mode and noticed an issue with NSSegmentedCell. Our app makes extensive use of NSCell-based drawing. Since macOS 26, when running in Liquid Glass mode, NSSegmentedCell does not render at the expected location. The control itself appears visually correct, but it is clearly drawn offset from the rect it is supposed to occupy. In compatibility mode, everything renders exactly as expected (same code, same layout). To illustrate the issue, here are two screenshots of the same view: Liquid Glass mode 👉 (screenshot 1 – segmented control visibly shifted) Compatibility mode 👉 (screenshot 2 – correct rendering) The regression is obvious when switching between the two modes. This behavior has been present since the first macOS 26 release and is still reproducible with Xcode 26.2 (17C52). I have already filed a report via Feedback Assistant (FB reference available if useful), but I’m posting here to see whether others are experiencing the
Topic: UI Frameworks SubTopic: AppKit
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4
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0
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173
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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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1w
Contacts permission not requested on production build (iPhone 16/17 Pro Max)
I’m encountering an issue where my app does not show the Contacts permission prompt in the production environment. This has been observed on iPhone 16 Pro Max and iPhone 17 Pro Max devices, while other iPhone models appear to behave correctly. The behavior is consistent across Xcode builds, TestFlight, and the App Store version when using the production bundle identifier. Instead of returning .notDetermined, the app receives the device’s previous Contacts authorization status, so the system permission prompt is never shown. Expected behavior On first launch after install, the app should prompt the user for Contacts access. Actual behavior (Production build) The app does not prompt for Contacts permission and instead appears to reuse the previous permission state: If the user previously had no access → after uninstall/reinstall, still no access (no prompt shown) If the user previously had limited access → after reinstall, access becomes empty (0 contacts), still no prompt If the user previously had fu
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8
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762
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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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Xcode 26.3 MCP xcode-tools: RunSomeTests / RunAllTests response violates tool output schema (missing required errors per test)
Xcode 26.3 MCP xcode-tools: RunSomeTests / RunAllTests response violates tool output schema (missing required errors per test) I’m using the MCP server “xcode-tools” shipped with Xcode 26.3 to run tests. Two tools fail consistently due to a schema mismatch: RunSomeTests RunAllTests Steps Call XcodeListWindows and get a valid tabIdentifier for my workspace. Call GetTestList with that tabIdentifier. This works and returns test identifiers like: ChatKitManagerCreationTests/testInitializesWithDependencies() Call RunSomeTests with tests = [{ targetName, testIdentifier }, …] (or call RunAllTests). Actual result The tool call fails with an MCP schema validation error like: Structured content does not match the tool's output schema: data/results/0 must have required property 'errors', data/results/1 must have required property 'errors', ... Why this looks like an xcode-tools bug According to the tool descriptor JSON for RunSomeTests / RunAllTests, each element of results[]
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1
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87
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1w
I cannot distribute an app on xcode becouse he cannot find a certificate valid for my personal or business team
I cannot distribute an app on xcode becouse he cannot find a certificate valid for my personal or business team. Need to address XCODE to access to my business account and not personal
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98
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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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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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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
Transaction.unfinished not getting unfinished transactions
I am testing auto renewing subscriptions for a macOS program in Xcode with a local Storekit file. I have renewals set to occur every minute for testing. I quit the app, and watch renewals appear in the Debug transaction manager window. Each is marked unfinished. When I start the app, I call a function that is supposed to get unfinished transactions and finish them. In one of those I swore it worked the other day, I am now finding it isn't working. The unfinished transaction remain marked as unfinished. func getUnfinished() async { for await verificationResult in Transaction.unfinished { guard case .verified(let transaction) = verificationResult else { continue } await transaction.finish() } } If I add an AppStore.sync() right before looping on Transaction.unfinished, it works (i.e., cleans up unfinished transactions), but I get an alert I have to click through. do { try await AppStore.sync() } catch { print(DEBUG UNFINISHED: AppStore.sync() failed: (error)) } Any idea why Transaction.unfinished isn't
Replies
2
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0
Views
189
Activity
1w
sysextd silently fails to realize a signed DriverKit extension after "attempting to realize" — which log surfaces the rejection reason?
A signed DriverKit extension fails OSSystemExtensionRequest activation on macOS 26.4.1. The user-facing error is OSSystemExtensionErrorDomain code 4 (Extension not found in App bundle) — but the dext is in the bundle, the identifier matches, and sysextd confirms it received the request: sysextd: [com.apple.sx:XPC] client activation request for com.arqitekta.bluefield.rshim.driver sysextd: attempting to realize extension with identifier com.arqitekta.bluefield.rshim.driver …and then nothing further. systemextensionsctl list reports 0 extensions. Question: Which log subsystem/category surfaces the kernel-side reason that sysextd aborts after attempting to realize? com.apple.sx only shows the request was accepted; whatever vetoes the realize step isn't in that subsystem (or isn't at info/debug level). Is there a separate predicate for the kernelmanagerd / dext-loading path I should be capturing? Environment: macOS 26.4.1 (25E253), Apple Silicon Mac Studio Xcode 26.2 (17C52), DriverKit SDK 25.2 SIP disab
Replies
1
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0
Views
306
Activity
1w
Setting alternate app icon fails with "Ressource temporarily not available"
Switching alternative app icons previously worked in my app and I did not notice when it broke. However now the completion handler consistently returns this error if feeding with either an existing app icon name or a fictional one. Is this a regression I should file a bug report for or am I doing something wrong here? Include all app icon assets is enabled in the target Below you can see the error, the .icon files placed in the project navigator, my code and the top of the Info.plist Thank you Button(Update icon) { UIApplication.shared.setAlternateIconName(appIcon_Heart) { error in if let error { print(error) } } } Error Domain=NSPOSIXErrorDomain Code=35 Resource temporarily unavailable UserInfo={_LSFile=LSIconAlertManager.m, _LSLine=113, _LSFunction=-[LSIconAlertManager iconChangeAlertTokenForIdentity:error:]} Xcode seems to create the correct Info.plist entries. BGTaskSchedulerPermittedIdentifiers newReleasesBackgroundTask BuildMachineOSBuild 24G90 CFBundleDevelopmentRegion de CFBundleDisplay
Topic: UI Frameworks SubTopic: UIKit
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4
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0
Views
468
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1w
Issues with my APN tokens
Hey guys, I made a app that features push notificaions, and I keep having problems setting them up. It asks permissions, and then it says that it cannot get the APN token after 10 seconds, and I am positive that I have enabled Push Notificaions in the provisioning profile in Xcode. Can anyone help me fix this issue?
Replies
1
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0
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1.4k
Activity
1w
ITMS-90429: Invalid Swift Support on libswiftCompatibilitySpan.dylib after update to Xcode 26.4.1
Hello, after updating to Xcode 26.4.1, our app is rejected on App Store Connect because of the following error: ITMS-90429: Invalid Swift Support - The files libswiftCompatibilitySpan.dylib aren’t at the expected location /Payload/AlbusAir.app/Frameworks. Move the file to the expected location, rebuild your app using the current public (GM) version of Xcode, and resubmit it. We did not change anything to the code, we didn't update any dependency. As far as I'm aware, we don't use Spans in Swift. I even tried copying the dylib myself in the app in a Xcode build phase and it still doesn't work. Can someone help? Thanks !
Replies
7
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0
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244
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1w