I am writing to report multiple issues encountered after updating to Xcode 26 Beta, which have significantly impacted my project's compilation and functionality. My project can run normally in Xcode16.3 version, Below are the specific problems, along with the steps I took to address them and the subsequent errors that arose:
Symbol Not Found Error for _NSUserActivityTypeBrowsingWeb
After updating to Xcode 26 Beta, my project failed to build with the error: "Symbol not found: _NSUserActivityTypeBrowsingWeb." To resolve this, I removed the MobileCoreServices framework from the Build Settings, as it appeared to be related. However, this led to a new error, indicating that this change introduced further complications.
Clang++ Error: No Such File or Directory 'OpenGLES'
Following the resolution of the first issue, I encountered a new error: "iOS clang++: error: no such file or directory: 'OpenGLES'." To address this, I added the OpenGLES.framework to the Build Phases. While this resolved the clang++ error, it triggered additional errors, suggesting that the underlying issue persists or new dependencies are conflicting.
Recurring XIB File Compilation Errors
My project uses XIB files, and every time I attempt to compile and run, Xcode reports errors related to different XIB files. Notably, when I open the reported XIB file, no errors are displayed within the Interface Builder. After saving or inspecting the file, the compilation error temporarily disappears, only for another XIB file to trigger the same issue in the next build. This creates a repetitive cycle. I have confirmed this is not a caching issue, as I clean the build cache (Product > Clean Build Folder) before each run. If I skip cleaning the cache, the OpenGLES-related error (Issue 2) reappears, indicating potential interactions between these problems.
These issues have made development with Xcode 26 Beta extremely challenging, as each attempted fix seems to introduce new errors, and the XIB issue creates a persistent loop. My setup includes:
Xcode Version: 26.0 beta 2 (17A5241o)
macOS Version:15.4.1 (24E263)
Developer Tools
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App design: macos, Xcode 16.4, Sequioa 15.5, it is sandboxed
Uses: Pods->HotKey for a global hotkey which xcode says "binary compatibility can't be guaranteed"
This app is on the Apple Store and supposedly apps on the Apple Store can't use global hotkeys. Someone internally, installed it from the store and the global hotkey works just fine.
I'm concerned for two potential problems;
I need to find a hotkey library or code that is known to work with a sandbox'd Apple Store app.
Why is it working now when everything I have read says it shouldn't.
Latest ios cannot perform screenshot
Xcode 16.3 build on ios18.4 ,app can't launch. Then lost connection to the debugger .
but Xcode16.3 with ios18.3 can launch
I'm developing a visionOS app and was able to upload new builds without any problems to the App Store. A couple pf days ago I wanted to ship another update, but now I can't submit it to the App Store anymore, because the validation failed, something related to the App Icon seems to be the issue, the logs mention CFBundleIcons.CFBundlePrimaryIcon.
I have setup the App Icons here:
The validation error I first got was this, mentioning a plist entry (that has not been necessary in the past) is missing.
I've then added that plist entry, as described in the reference doc for CFBundleIcons.CFBundlePrimaryIcon.
My info.plist now includes this, following the mentioned docs:
However, now I get a type missmatch error when validating — however the types are as described in the docs:
What am I missing? Why even is this plist entry required now? Or is this a Bug? Help please
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
Developer Tools
App Store
App Store Connect
Xcode
How can I get the macOS version from the Mac Catalyst version? We're building Info.plist files ourselves but we need a way to programatically (using shell scripts) derive the LSMinimumSystemVersion key needed from the iOS deployment target.
Hi,
I have just updated my MacBook to Tahoe Beta 2, but now I cannot boot the iOS simulator.
Where can I download the next Xcode beta? The Application download page is still showing the Xcode beta 1 build.
Cheers,
Jeff
We have a .ipa file that we need to side load on iPhone via USB connected to a MAC. IPA file will be on MAC. We can't use enterprise license. We have a business use case where we need to side load the app. Any way to do that or can be reach apple support for this? Please help.
Note: The iPhones attached will not have the Apple ID logged in. There are companies who are side loading the app for business purpose on the customers phone.
Hi everyone,
I tried to enroll in the Apple Developer Program nearly two months ago. Initially, I had issues using both the website and the Developer app on Mac/iPhone to complete the process.
After contacting Apple Developer Support, I was told that they don't accept EU residence permits through the automatic system, only national ID cards or a driver’s license, which I don’t have, as a few years ago I relocated from a 3rd world non-EU country. But they said this can be reviewed manually.
Eventually, Apple Support provided me with a link to upload my passport and residence permit photos. I submitted them right away, but it’s now been 39 days with no progress. I followed up multiple times.. after 10 days, 3 weeks, and again just recently, and each time I’m told my documents are still under review, with no ETA or further details.
Has anyone been in a similar situation? Is there anything else I can do to move this forward, or is it just a matter of waiting indefinitely?
Thanks in advance for any advice or insight.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
Developer Tools
Developer Program
Hello Apple Developers i am here write down my experience with the IOS 26 Beta
first off i would like to say that i kind of do/don't like the new iquid glass UI/UIX Designs in some parrts of the ios like in m ust 3rd Party Apps like Uber Lyrith MJ Access Link Moblie app DoorDash VLC And Apple Music App just to name of few
since i have installed the beta i have ran into a few bugs i have alread sent to the feeback app via iphone but i'm going to write them here as will i'm not looking for troubleshoots or tech support i'm just shareing my experience with the apple community and the Apple Development/Enginer Team to fine tone for release Time
please note that i am a user with Vision impairment so please by respect to me due to my writteing issues and grammer and spelling
so here i go my first bug that i ran into on the first day was when i was listening to some music trakcs in the apple muisc app when scrolling down or up fast the app will froze for mill secend then contiune as noraml
my second bug that i ran into dureing music play was with my Crossfade settings not working on some tracks im not sure if this is due to BMP alignment or AI algorithm integration with in the software itseif but for me this takes me out of the listening experince that i have when i enjoy listening to music
My suggestion Move the AutoMix and Crossfade Settings in to the Apple Music its seif and give the user more controll over how long or how short they want the crossfade or autmix to happen dureing the ending of each tracked play also for the cross fade option is set at 12 increase this to 30 secs or more if possiable or add an BPM options for the Automix to mix in the next track via BMP for simple of my rock track is at 148 BMP the next track should be pop or kpop or rap synceing up with that same BMP speed or similar at 148 BMP my next suggestion for the Apple Music App Shameless track mode (this mode to can be Incorporated) in to the Automix Featrue this redue some music tracks that ends abruptly some MP3 tracks added outside of the Apple Music App seems to broke dureing playback
My 3rd bug that i ran in to with the Glass UI for controll Center like i stated before i am Vision impaired with the clear Glass over lapping the current UI for me this hard for me to tell what icons i am looking atside from the Voolum and Brightness Bars i am asking please make this more dark theme and make the icons brigher or add name undernearth the icons or Flip the Dark them or dan the current UI over lapping the Controlor center or add White colors with Black Arrows/icons for all Apple App that has this Glass UI in side of cause this is driving me nuts
My 4th Bug that i ran into was with the lock screen/restart/reboot ohh girl where do i began with this one let's with the notifications i don't know who through it was a good idea to have a Clear Bright UI over lapping the Notifications this is very annoying via imessage Texting cause my custom wallpaper Blends in with a white background and this is Worst
My suggestion for this is very simple darkering the background on the lock screen abit more so the text is more reader or increase the Notification bars (this is for users like myseif that use Dark mode)
My 5th Bug involves my Back ups/Restore/Corrupated < is seif explanatory when i tryed to downgrand back to Version 18.5/18.6 nothing happened so please fix this or make it a bit more easyer for users to be able to back up/Retore their Devices now i has to wait until (Tomttow morning Friday) to factory reset my phone
my conclusion since Beta Users and Developers and Engiers are Still testing please take look at my suggestion and try to bring not all but some of them in to public Release
Thank You!
Update i would like to Downgrad from IOS 26 Developer Beta back to IOS 18.5
I am a bit confused. My understanding previously was that a modulemap was required in order to have a bridging header be generated. Now it has come to my attention that a modulemap is both a build input and something you can put in the Modules folder of the built product if you so choose.
I have tried reading the clang modulemap documentation, but am really struggling to connect most of what it says to the problem at hand.
In a project I am working on, the generation of the modulemap file is quite problematic. The framework imports C++ libraries and itself writes Objective-C++ wrappers for them. Currently, the modulemap file is both set as the Module Map File in "Build Settings" and presumably used when the Swift project later imports it.
In this project the modulemap is a list of the objective-c++ header files then export *
I am trying to understand what I would lose if I do one or both of two things:
What happens if I dont set this module map file in the build settings for the objective-c++ framework?
What happens if I dont have a modulemap involved whatsoever in this objective-c++ framework and then it is imported into Swift?
And does any of this change if its compiled as a static vs dynamic library? What if I embed it vs not embed it?
Because the build in the real project is so complicated its hard to isolate what is going on. So I built a smaller sample app.
There is CFramework which has an objective-c++ class. There is SwiftProject which imports that framework and is purely Swift. It imports the module and uses it.
I did not write a modulemap file, and the Swift project builds just fine. In the timeline it:
Prepares packages
Computes target dependency graph
Builds static cache for iPhoneSimulator18.2sdk
As near as I can tell even though the objective-c++ framework is not built with a modulemap in its build settings and there is not a modulemap included in the framework everything works. So then the modulemap file is useless? Perhaps it speeds things up but what step would theoretically be skippable?
Hi there, Recently, a change was made to the App Store Connect API, which removed the unofficially supported templateName parameter when creating provisioning profiles. This broke fastlane as it was using the templateName parameter. Could that change be reverted or official support added for templateName?
I believe this change was first rolled out around March 18th and then reverted shortly after, before being rolled out again around May 6th.
The fastlane issue can be seen here: https://github.com/fastlane/fastlane/issues/29498
Official AppStoreConnect API docs for the endpoint are here: https://developer.apple.com/documentation/appstoreconnectapi/profilecreaterequest/data-data.dictionary/attributes-data.dictionary
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect API
Tags:
Developer Tools
App Store Connect
Hi, I am having an issue with xcodebuild -showdestinations command.
Steps to reproduce:
Create a new iOS application project in Xcode or use an existing one.
Navigate to this project in a terminal.
Run xcodebuild -project 'your-project-name.xcodeproj' -scheme 'your-scheme' -showdestinations
What I expect:
All destinations available in the Xcode UI should be listed.
What I get:
It depends. For new projects, I consistently get only generic platform destinations and my connected physical device.
When I run the same command on an older project, I sometimes see all the expected destinations. It seems to be a roughly 50/50 chance between the two outcomes.
Is there a way to get consistent results from xcodebuild -showdestinations? What can I do to ensure all destinations are listed reliably?
Here is a more detailed log and a screenshot:
❯ xcodebuild -workspace 'WorkoutDiary.xcworkspace' -scheme 'WorkoutDiary' -showdestinations
Command line invocation:
/Applications/Xcode.app/Contents/Developer/usr/bin/xcodebuild -workspace WorkoutDiary.xcworkspace -scheme WorkoutDiary -showdestinations
User defaults from command line:
IDEPackageSupportUseBuiltinSCM = YES
2025-06-17 19:13:50.261 xcodebuild[34753:6177985] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion.
2025-06-17 19:13:50.342 xcodebuild[34753:6177959] [MT] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion.
Resolve Package Graph
Resolved source packages:
<REDACTED>
Available destinations for the "WorkoutDiary" scheme:
{ platform:macOS, arch:arm64, variant:Designed for [iPad,iPhone], id:<REDACTED>, name:My Mac }
{ platform:iOS, arch:arm64, id:<REDACTED>, name:<REDACTED> }
{ platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device }
{ platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device }
❯ xcodebuild -workspace 'WorkoutDiary.xcworkspace' -scheme 'WorkoutDiary' -showdestinations
Command line invocation:
/Applications/Xcode.app/Contents/Developer/usr/bin/xcodebuild -workspace WorkoutDiary.xcworkspace -scheme WorkoutDiary -showdestinations
User defaults from command line:
IDEPackageSupportUseBuiltinSCM = YES
2025-06-17 19:13:52.393 xcodebuild[34757:6178035] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion.
2025-06-17 19:13:52.472 xcodebuild[34757:6178020] [MT] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion.
Resolve Package Graph
Resolved source packages:
<REDACTED>
Available destinations for the "WorkoutDiary" scheme:
{ platform:macOS, arch:arm64, variant:Designed for [iPad,iPhone], id:<REDACTED>, name:My Mac }
{ platform:iOS, arch:arm64, id:<REDACTED>, name:<REDACTED> }
{ platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device }
{ platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device }
{ platform:iOS Simulator, id:DBFB9613-0261-4544-908A-335570F3C35F, OS:18.3.1, name:iPhone 11 }
{ platform:iOS Simulator, id:A48C309C-231A-4197-A295-900F89C94D86, OS:18.3.1, name:iPhone 16 Pro Max }
I've installed Xcode 26.0 beta (17A5241e), and if I select my project from the Welcome to Xcode dialog, Xcode crashes.
I've attempted this 10 times with the same result each time.
What should I do?
Thank you.
Maybe it's just me but I can't find the attribute inspector anywhere. I have clicked, searched and tried everything I can think of. I love the new Xcode, but this has me dumbfounded.
We've encountered a critical issue with the new linker of CLT16 (version 16.1.0.0.1.1729049160) that prevents proper initialization of BLOCK DATA.
BLOCK DATA are used to initialize global variables in our Fortran code, and its failure to initialize those variables leads to a program crash. This affects our community of more that thousand scientists worldwide.
The current workaround is using the -ld_classic linker option. However, this option is deprecated and will be removed in a future release, as described in the Xcode release note.
I've attached a minimal example that reproduces the problem using GNU gfortran with the following instructions (the attached main.f.txt and bd.f.txt need to be rename to main.f and bd.f, respectively):
gfortran -c bd.f
gfortran -c main.f
ar rv libtest.a bd.o main.o
gfortran -ld_classic -o good.x -L. libtest.a
gfortran -o bad.x -L. libtest.a
Running the two programs, one can see that the BLOCK DATA are not initialised without the option ld_classic,
$ > ./good.x
3.7273802569289098 2.8083922366048202
$ > ./bad.x
0.0000000000000000 0.0000000000000000
We kindly request your attention to this matter and a prompt solution or alternative workaround.
Best regards
main.f.txt
bd.f.txt
part.txt
how can i generate MDM Push Certificate for my own MDM server. Please guide me on that.
I inadvertently used the build number for the version number. How can I remove these versions/builds so that i can get back to my normal versioning scheme? I am now stuck using a version number of 110 instead of a build number of 110.
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
Developer Tools
App Store Connect
Xcode
TestFlight
I have an Apple Watch 4. (GPS). It's on version 10.6.
I'm trying to deploy a basic app onto it (IOS 18) (WatchOS 9.6).
I've set the targets in General for Watch App, Watch AppTest, Watch AppUITest.
I still get an Apple Watches watchOS doesn't match App Watch app.app watch02 9.6 deployment target. Upgrade users Apple Watch watchOS version or lower app app.apps deployment target.
What can I do to fix this?
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Watch Connectivity
Developer Tools
WatchKit
watchOS
I am developing an Apple app that has to download 1000s of MP4 files between 5 and 150MB each at one time (can take an hour or more - is OK). I use Apple's file picker to select the files, and then it freezes and I cannot download anything. I had this working a few months ago but now I cannot get it to work. Can someone give me some advice please?