Hello,
I'm trying to remove a localization from a String Catalog in a Swift Package. How can I do that?
I tried to remove the file and create a new one, but all the languages are back. The only place where I've found a reference to the languages is in Package/.swiftpm/xcode/package.xcworkspace/xcuserdata/user.xcuserdatad/UserInterfaceState.xcuserstate
But I don't know how to edit this file to remove a language.
Thank you,
Axel
Swift Packages
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Hello,
I’ve created a custom SDK from my iOS application to be integrated into another app. The SDK depends on Google Maps and payment gateway libraries.
If I exclude these third-party libraries from the SDK, I encounter multiple errors. However, if I include them, the host app throws errors due to duplicate dependencies, since it already integrates the same libraries.
I understand that third-party dependencies can be downloaded separately by adding them through Swift Package Manager (SPM). However, the issue is that if I exclude these dependencies from my SDK, I get compilation errors wherever I’ve used import GoogleMaps or similar statements in my code.
Could you please guide me — or share documentation — on the correct approach to create an SDK that excludes third-party libraries?
How can you distribute an XCFramework via Swift Package Manager when it has dependencies on other Swift packages? We accomplished this with CocoaPods in order to distribute our closed source SDK that has dependencies, but need to migrate to SPM. Note none of the types from the dependencies are used as part of our module’s public interface - usage is purely internal.
I’ve made a lot of progress following these steps for a simple example:
Create Framework Project
Create a new iOS Framework project in Xcode and name it WallpaperKit
In the project settings select the target and verify in Build Settings that Build Libraries for Distribution is Yes then set Skip Install to No
Create a new UIViewController subclass, name it WallpaperPreviewViewController, make it public, and add some functionality to it to show a UIImageView
Add a new Package Dependency in the project settings, for this example we’ll use https://github.com/onevcat/Kingfisher, and specify exact version 8.5.0
Add internal import Kingfisher and use it in WallpaperPreviewViewController to download and show an image from the web
Close the WallpaperKit project
Create Hosting App Project (this makes it easier to develop the framework functionality and test it in an app with Xcode building both in the same workspace)
Create a new iOS app project and name it WallpaperApp
Create a new workspace named WallpaperApp
Close the WallpaperApp project
Drag and drop WallpaperApp.xcodeproj into the workspace’s sidebar
Drag and drop WallpaperKit.xcodeproj into the workspace’s sidebar
Switch the scheme to WallpaperKit and build
Select WallpaperApp project, then with WallpaperApp target selected, in the General tab under Frameworks, Libraries, and Embedded Content, click + and add WallpaperKit.framework
In ViewController.swift, import WallpaperKit and add functionality to present an instance of WallpaperPreviewViewController
Run the app and verify it works
Create XCFramework
In Terminal, cd into WallpaperKit and run xcodebuild archive -scheme WallpaperKit -configuration Release -destination 'generic/platform=iOS' -archivePath './build/WallpaperKit.framework-iphoneos.xcarchive' SKIP_INSTALL=NO BUILD_LIBRARIES_FOR_DISTRIBUTION=YES DEFINES_MODULE=YES
Run xcodebuild archive -scheme WallpaperKit -configuration Release -destination 'generic/platform=iOS Simulator' -archivePath './build/WallpaperKit.framework-iphonesimulator.xcarchive' SKIP_INSTALL=NO BUILD_LIBRARIES_FOR_DISTRIBUTION=YES DEFINES_MODULE=YES
Run xcodebuild -create-xcframework -framework './build/WallpaperKit.framework-iphonesimulator.xcarchive/Products/Library/Frameworks/WallpaperKit.framework' -framework './build/WallpaperKit.framework-iphoneos.xcarchive/Products/Library/Frameworks/WallpaperKit.framework' -output './build/WallpaperKit.xcframework'
Open the build folder and retrieve the XCFramework
Create Swift Package
Create a new package in Xcode, select Library, and name it WallpaperKitDist
Drag and drop WallpaperKit.xcframework into Sources
Create a new directory in Sources called WallpaperKitDependencies
Create a new Swift file in WallpaperKitDependencies called WallpaperKitDependencies (SPM requires a Swift file to recognize WallpaperKitDependencies as a valid target and fetch dependencies)
Open Package.swift and change it to
import PackageDescription
let package = Package(
name: "WallpaperKit",
platforms: [
.iOS(.v18)
],
products: [
.library(
name: "WallpaperKit",
targets: ["WallpaperKit", "WallpaperKitDependencies"]
),
],
dependencies: [
.package(
url: "https://github.com/onevcat/Kingfisher.git",
exact: "8.5.0"
)
],
targets: [
.binaryTarget(
name: "WallpaperKit",
path: "./Sources/WallpaperKit.xcframework"
),
.target(
name: "WallpaperKitDependencies",
dependencies: [
"Kingfisher"
],
path: "./Sources/WallpaperKitDependencies"
)
]
)
Create Test App (to simulate a third-party app using the package)
Create a new iOS app project and name it TestApp
Add a new Local package selecting the WallpaperKitDist directory that contains Package.swift
Import WallpaperKit and use it to present a WallpaperPreviewViewController
This works! Though the console logs
objc[39953]: Class _TtC10KingfisherP33_6AA794C9C370CDB07604B4D8B99AEAA312BundleFinder is implemented in both /Users/Name/Library/Developer/Xcode/DerivedData/TestApp-capvhjiqxrdgdnbevpkajicnjpcs/Build/Products/Debug-iphonesimulator/WallpaperKit.framework/WallpaperKit (0x100e8bbf8) and /Users/Name/Library/Developer/CoreSimulator/Devices/E0AF13C2-874C-47B9-B864-72AF3E4D5D4B/data/Containers/Bundle/Application/AF32011A-92E7-4E26-9A97-9F0C25C07863/TestApp.app/TestApp.debug.dylib (0x101a543b0). This may cause spurious casting failures and mysterious crashes. One of the duplicates must be removed or renamed.
I thought using internal import Kingfisher (or @_implementationOnly import Kingfisher) would have resolved this, but seems to make no difference compared to just import Kingfisher. I suspect it might not be an issue as long as the Kingfisher version number specified in the distribution Package.swift matches the version used in the framework project (and the app does not add a different version as a dependency), but not positive.
Can these warnings be resolved, or is it not a concern in this setup? Is this the best solution to distribute an XCFramework via Swift Package Manager that has dependencies on other Swift packages for now or is there a better approach? Thanks!
When the app kills the process. Received APNs push message. Push messages carry voice related information. At the same time as receiving the push, obtain the voice playback of this voice message. How to achieve it?
Hi team,
I’m developing an iOS app that helps manage and translate multilingual content .
The app uses SwiftUI with Localizable.strings and Bundle.localizedString(forKey:). I’m trying to optimize for dynamic language switching inside the app without restarting.
I’ve tested various methods like:
Text(NSLocalizedString("welcome_text", comment: ""))
and some approaches using @Environment(.locale), but the system doesn’t always update views instantly when language changes.
Question:
What’s the recommended approach (or WWDC reference) for real-time language change handling in SwiftUI apps targeting iOS 18+?
For the last week, every Update to Latest Package Version ends with the error fatal: unable to access 'https://github.com/firebase/firebase-ios-sdk/': Failed to connect to github.com port 443 after 31891 ms: Couldn't connect to server. This could be firebase-ios-sdk or another package. The timeout in the example given is 31,891 ms, but it could be more than 75,000 ms. However, other packages from GitHub are updated without errors. The next attempt may return the same error with the same repository, or with a different one, while the repository from the previous attempt is updated normally.
This only happens in Xcode; pure Git performs clones (with and without mirrors), fetching, pulling, and any other actions permitted without any error.
What happened, and how can I restore normal package management?
MacOS 26.0.1
xcode 26.0.1
Hi Apple Developer Community,
I'm developing an eye-tracking application using ARKit's ARFaceTrackingConfiguration and ARFaceAnchor.blendShapes for gaze detection using Xcode. I'm experiencing several calibration and accuracy issues and would appreciate insights from the community.
Current Implementation
Using ARFaceAnchor.blendShapes (.eyeLookUpLeft, .eyeLookDownLeft, .eyeLookInLeft, .eyeLookOutLeft, etc.)
Implementing custom sensitivity curves and smoothing algorithms
Applying baseline correction and coordinate mapping
Using quadratic regression for calibration point mapping
Issues I'm Facing
1. Calibration Mismatch
Red dot position doesn't align with where I'm actually looking
Significant offset between intended gaze point and actual cursor position
Calibration seems to drift or become inaccurate over time
2. Extreme Eye Movement Requirements
Need to make exaggerated eye movements to reach screen edges/corners
Natural eye movements don't translate to proportional cursor movement
Difficulty reaching certain screen regions even with calibration
3. Sensitivity and Stability Issues
Cursor jitters or jumps around when looking at center
Too much sensitivity to micro-movements
Inconsistent behavior between calibration and normal operation
4. I also noticed that tracking on calibration screen as well as tracking on reading screen works better as expected when head movement is there, but I do not want much head movement. I want tracking with normal eye movement while reading an Ebook.
Primary Question: Word-Level Eye Tracking Feasibility
Is word-level eye tracking (tracking gaze as users read through individual words in an ebook) technically feasible with current iPhone/iPad hardware?
I understand that Apple's built-in eye tracking is primarily an accessibility feature for UI navigation. However, I'm wondering if the TrueDepth camera and ARKit's eye tracking capabilities are sufficient for:
Tracking natural reading patterns (left-to-right, line-by-line progression)
Detecting which specific words a user is looking at
Maintaining accuracy for sustained reading sessions (15-30 minutes)
Working reliably across different users and lighting conditions
Questions for the Community
Hardware Limitations: Are iPhone/iPad TrueDepth cameras capable of the precision needed for word-level tracking, or is this beyond current hardware capabilities?
Calibration Best Practices: What calibration strategies have worked best for accurate gaze mapping? How many calibration points are typically needed?
Reading-Specific Challenges: Are there particular challenges when tracking reading behavior vs. general gaze tracking?
Alternative Approaches: Are there better approaches than ARKit blend shapes for this use case?
Current Setup
Devices: iPhone 14 Pro
iOS Version: iOS 18.3
ARKit Version: Latest available
Any insights, experiences, or technical guidance would be greatly appreciated. I'm particularly interested in hearing from developers who have worked on similar eye tracking applications or have experience with the limitations and capabilities of ARKit's eye tracking features.
Thank you for your time and expertise!
In my app target Foo, I have a dependency on package Bar.
Bar itself have a dependency on another package Other.
In my test target FooTests, I have a dependency on package BarTestsHelpers.
BarTestsHelpers depends on Bar.
When compiling test target FooTests, I get the following unexpected warning in Xcode 26 only:
'Bar' is missing a dependency on 'Other' because dependency scan of Swift module 'Bar' discovered a dependency on 'Other'
I can see this is being discussed here as well without a solution.
I filled a feedback with a sample project here: FB20602885
It seems that we can remove the warning by explicitly adding the dependency Other on BarTestHelpers. But this shouldn't be needed as BarTestHelpers doesn't use nor know about Other, it only needs it as part of its dependency on Bar.
I'm on a MacBook Air 2025 M4 (Apple Silicon) using Flutter 3.35.5 on channel stable, Xcode 26.0.1, and CocoaPods 1.16.2.
Actual Setup:
Component Version
macOS 15.0 Sequoia
CPU Apple M4 (ARM64)
Flutter 3.35.5 on channel stable
Dart 3.9.2
DevTools 2.48.0
CocoaPods 1.16.2
Xcode 26.0.1 Build 17A400
Since updating Flutter from 3.24 → 3.35, iOS builds consistently fail with the following errors (not matter if simulation or real device, also ios version no matter):
fatal error: 'Flutter/Flutter.h' file not found
Error logs:
/Users/myuser/.pub-cache/hosted/pub.dev/app_links-6.4.1/ios/app_links/Sources/app_links/AppLinksIosPlugin.swift
/Users/myuser/.pub-cache/hosted/pub.dev/app_links-6.4.1/ios/app_links/Sources/app_links/AppLinksIosPlugin.swift:1:8 Unable to find module dependency: 'Flutter'
import Flutter
^
flutter_native_splash
/Users/myuser/.pub-cache/hosted/pub.dev/flutter_native_splash-2.4.6/ios/flutter_native_splash/Sources/flutter_native_splash/include/flutter_native_splash/FlutterNativeSplashPlugin.h
/Users/myuser/.pub-cache/hosted/pub.dev/flutter_native_splash-2.4.6/ios/flutter_native_splash/Sources/flutter_native_splash/include/flutter_native_splash/FlutterNativeSplashPlugin.h:1:9 'Flutter/Flutter.h' file not found
flutter_secure_storage
Clang dependency scanner failure: While building module 'flutter_secure_storage' imported from flutter_secure_storage-7125a5c1.input:1:
In file included from <module-includes>:1:
In file included from /Users/myuser/Documents/mycompany/auftrag/AppName/name-app/ios/Pods/Headers/Public/flutter_secure_storage/flutter_secure_storage-umbrella.h:13:
/Users/myuser/Documents/mycompany/auftrag/AppName/name-app/ios/Pods/Headers/Public/flutter_secure_storage/FlutterSecureStoragePlugin.h:11:9: fatal error: 'Flutter/Flutter.h' file not found
flutter_secure_storage-7125a5c1.input:1:1: fatal error: could not build module 'flutter_secure_storage'
Unable to find module dependency: 'flutter_secure_storage'
/Users/myuser/.pub-cache/hosted/pub.dev/flutter_secure_storage-9.2.4/ios/Classes/SwiftFlutterSecureStoragePlugin.swift
/Users/myuser/.pub-cache/hosted/pub.dev/flutter_secure_storage-9.2.4/ios/Classes/SwiftFlutterSecureStoragePlugin.swift:8:8 Unable to find module dependency: 'Flutter'
import Flutter
^
path_provider_foundation
/Users/myuser/.pub-cache/hosted/pub.dev/path_provider_foundation-2.4.2/darwin/path_provider_foundation/Sources/path_provider_foundation/messages.g.swift
/Users/myuser/.pub-cache/hosted/pub.dev/path_provider_foundation-2.4.2/darwin/path_provider_foundation/Sources/path_provider_foundation/messages.g.swift:10:10 Unable to find module dependency: 'Flutter'
import Flutter
^
sign_in_with_apple
Clang dependency scanner failure: While building module 'sign_in_with_apple' imported from sign_in_with_apple-b77ac708.input:1:
In file included from <module-includes>:1:
In file included from /Users/myuser/Documents/mycompany/auftrag/AppName/name-app/ios/Pods/Headers/Public/sign_in_with_apple/sign_in_with_apple-umbrella.h:13:
/Users/myuser/Documents/mycompany/auftrag/AppName/name-app/ios/Pods/Headers/Public/sign_in_with_apple/SignInWithApplePlugin.h:1:9: fatal error: 'Flutter/Flutter.h' file not found
sign_in_with_apple-b77ac708.input:1:1: fatal error: could not build module 'sign_in_with_apple'
Unable to find module dependency: 'sign_in_with_apple'
/Users/myuser/.pub-cache/hosted/pub.dev/sign_in_with_apple-7.0.1/ios/Classes/SignInWithAppleAvailablePlugin.swift
/Users/myuser/.pub-cache/hosted/pub.dev/sign_in_with_apple-7.0.1/ios/Classes/SignInWithAppleAvailablePlugin.swift:6:8 Unable to find module dependency: 'Flutter'
import Flutter
^
What I’ve verified
flutter clean + flutter pub get
pod install --repo-update
Deleted DerivedData
Verified Generated.xcconfig exists
Verified FLUTTER_ROOT path is correct
Tried both in Podfile use_frameworks! :linkage => :static and modular headers
Tried flutter build ios --no-codesign
Still, the same errors appear.
Observations
I couldn't find a solution with ChatGPT or searching in the Internet like on Stackoverflow
Since Flutter 3.35, Flutter.framework is no longer under .../engine/ios/Flutter.framework, but instead part of .../engine/ios/Flutter.xcframework/ios-arm64/Flutter.framework
After pod install, there is no Pods/Flutter/Flutter.xcframework folder at all.
Running flutter build ios does not generate the framework either — Flutter seems to depend on dynamic build-time injection, but the plugins expect static headers at build time.
On my Windows machine, the exact same project and plugin versions build perfectly (obviously without actual iOS compilation).
Podfile
ENV['COCOAPODS_DISABLE_STATS'] = 'true'
project 'Runner', {
'Debug' => :debug,
'Profile' => :release,
'Release' => :release,
}
def flutter_root
generated_xcode_build_settings_path = File.expand_path(File.join('..', 'Flutter', 'Generated.xcconfig'), __FILE__)
unless File.exist?(generated_xcode_build_settings_path)
raise "#{generated_xcode_build_settings_path} must exist. Run flutter pub get first."
end
File.foreach(generated_xcode_build_settings_path) do |line|
matches = line.match(/FLUTTER_ROOT\=(.*)/)
return matches[1].strip if matches
end
raise "FLUTTER_ROOT not found in #{generated_xcode_build_settings_path}"
end
require File.expand_path(File.join('packages', 'flutter_tools', 'bin', 'podhelper'), flutter_root)
flutter_ios_podfile_setup
target 'Runner' do
use_frameworks! :linkage => :static
use_modular_headers!
flutter_install_all_ios_pods File.dirname(File.realpath(__FILE__))
end
post_install do |installer|
installer.pods_project.targets.each do |target|
target.build_configurations.each do |config|
config.build_settings['IPHONEOS_DEPLOYMENT_TARGET'] = '15.0'
config.build_settings['HEADER_SEARCH_PATHS'] ||= ['$(inherited)', '${PODS_ROOT}/../Flutter/Flutter.framework/Headers']
config.build_settings['FRAMEWORK_SEARCH_PATHS'] ||= ['$(inherited)', '${PODS_ROOT}/../Flutter']
config.build_settings['DEFINES_MODULE'] = 'YES'
end
end
end
This post documents an issue I reported in feedback FB19610114 and see if anyone knows of a workaround. Here is a copy of the feedback.
Short version
Manipulation (SwiftUI OR RealityKit) fails to translate entities after changing rooms. By changing rooms, I mean a human wearing an Apple Vision Pro leaving one room and entering another room. Once this issue occurs, it impacts all apps that use these features. A device restart is the only solution I have to fix it.
Feedback FB19610114
This is an odd one. I'm using the new Manipulation Component in visionOS 26. Most of the time this works well. Sometime it stops working and when it does the only way to get it working again is to reboot the headset.
When this happens, I can continue to rotate and scale items, but translation no longer works. It is as if the item is stuck to a fixed point in the parent scene (window, volume, etc). When this bug occurs, it affects every app across the entire operating system that is using manipulation, including the RealityKit component AND the SwiftUI version. This is not limited to one app and is not limited to apps that I am working on. Once this error occurs, it affects literally any application across the operating system that is using this API, including apps from Apple.
I won't speculate on the cause of this, but I do know of one way where I can always get it to happen.
Here is how to reproduce it:
Make an Xcode project with a single entity that uses the Manipulation Component. There is no need to customize the configuration of this component. The default implementation will work.
Build and run this app on device. You can keep running from device or quit and launch the app like normal on device.
Open the app and manipulate the entity - it should work as expected.
Physically walk into another room. It is vital that you leave the current room that you are in and enter a different room entirely.
Use the digital crown to recenter your view and bring your window or volume to you.
Test the manipulation on the entity again - it should still be working as expected at this point.
Physically, move yourself and your headset into the original room where you started.
Use the digital crown to recenter your view and bring your window or volume to you.
Test the manipulation on the entity again - you should now see the issue.
When I follow the steps above, then 100% of the time manipulation translation stops working at this point. It will impact any application using this API. The only way to fix it is to restart my headset.
A few points to keep in mind
It does not matter if an app is actively being run from Xcode.
When this occurs, it impacts every single app, not just one.
When this occurs, rotation and scaling continue to work, but the entity/view cannot be translated.
This impacts BOTH the SwiftUI version and the RealityKit version.
When this occurs, the only way to "fix" it is to reboot the device.
Goal: To render in an apple vision pro app, the solid-mechanics 3D simulation results coming form an FEA code.
Starting point: I have surface vtks with deformations on each node. Each time step has a a mesh with the nodal coordinates. This is straighforward translatable to a usd MeshSequence. Unfortunately, the results cannot be simplified to a scaling o linear transformation as you would do with other game-oriented animations.
Tools: Right now, I am using Xcode and reality composer pro (RCP) to build the scenes.
Technical limitations: I am aware that RCP can do animations with BlendMesh and skeletons and that MeshSequence is not a problem.
Progress:
Coverting to the sequence of vtk meshes to a usd MeshSequence is straighforward. This animates correctly in Preview and Blender (see screenshot).
I managed to convert from MeshSequence to multiple keys and BlendMesh. This also animates correctly in Blender and preview. Unfortunately, the BlendMesh of multiple blended meshes shows a zero animation time in RCP (see screenshot below)
Also, see below usda file scheme for the animation. Of course I am not showing full vectors such as faceVertexCounts, faceVertexIndex, normals.
Question: what is the right set up to create a BlendMesh animation that RCP will correctly import and animate, form a set of Meshes or multiple key shapes?
Blender animation
Time zero RCP "animations"
#usda 1.0
(
defaultPrim = "BlendMeshRoot"
doc = "Blender v4.5.3 LTS"
endTimeCode = 48
framesPerSecond = 24
metersPerUnit = 1
startTimeCode = 0
timeCodesPerSecond = 24
upAxis = "Z"
)
def Xform "BlendMeshRoot" (
customData = {
dictionary Blender = {
bool generated = 1
}
}
)
{
def SkelRoot "Mesh"
{
custom string userProperties:blender:object_name = "Mesh"
float3 xformOp:rotateXYZ = (89.99999, -0, 0)
float3 xformOp:scale = (0.009999999, 0.01, 0.01)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
def Mesh "Mesh" (
active = true
prepend apiSchemas = ["MaterialBindingAPI", "SkelBindingAPI"]
)
{
uniform bool doubleSided = 1
float3[] extent = [(25.091871, -34.121277, -13.298501), (299.94482, 245.10088, 202.35126)]
int[] faceVertexCounts = [3, 3, ...
int[] faceVertexIndices = [0, 10293, ...
rel material:binding = </BlendMeshRoot/_materials/MeshSequence_Default>
normal3f[] normals = [(-0.3632836, -0.9102419, -0.19870725), ....
point3f[] points = [(244.41148, 155.42062, 70.454926),.....
float3[] primvars:node_displacement = [(93.54703, 110.9341, 48.37992)....
float3[] primvars:Normals = [(-0.0050530406, -0.9910114, -0.13368203),...
int[] primvars:skel:jointIndices = [0, 0, 0, 0, 0 ...
float[] primvars:skel:jointWeights = [1, 1, 1, 1, 1...
uniform token[] skel:blendShapes = ["frame_0000", "frame_0001", "frame_0002", "frame_0003", "frame_0004", "frame_0005"]
rel skel:blendShapeTargets = [
</BlendMeshRoot/Mesh/Mesh/frame_0000>,
.......
</BlendMeshRoot/Mesh/Mesh/frame_0005>,
]
prepend rel skel:skeleton = </BlendMeshRoot/Mesh/Skel>
uniform token subdivisionScheme = "none"
custom string userProperties:blender:data_name = "Mesh"
custom float userProperties:originalTime
float userProperties:originalTime.timeSamples = {
0: 0,
}
def BlendShape "frame_0000"
{
uniform vector3f[] offsets = [(0, 0, 0), (0, 0, 0),.....
uniform int[] pointIndices = [0, 1, 2, .....
}
.....
.....
#### BlendShape frame to 0005
.....
def Skeleton "Skel" (
prepend apiSchemas = ["SkelBindingAPI"]
)
{
uniform matrix4d[] bindTransforms = [( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )]
uniform token[] joints = ["joint1"]
uniform matrix4d[] restTransforms = [( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )]
prepend rel skel:animationSource = </BlendMeshRoot/Mesh/Skel/Anim>
def SkelAnimation "Anim"
{
uniform token[] blendShapes = ["frame_0000", "frame_0001", "frame_0002", "frame_0003", "frame_0004", "frame_0005"]
float[] blendShapeWeights.timeSamples = {
0: [1, 0, 0, 0, 0, 0],
1: [0.9697085, 0.03029152, 0, 0, 0, 0],
2: [0.88787615, 0.11212383, 0, 0, 0, 0],
.....
46: [0, 0, 0, 0, 0.11212379, 0.8878762],
47: [0, 0, 0, 0, 0.030291557, 0.96970844],
48: [0, 0, 0, 0, 0, 1],
}
}
}
}
def Scope "_materials"
{
def Material "MeshSequence_Default"
{
token outputs:surface.connect = </BlendMeshRoot/_materials/MeshSequence_Default/Principled_BSDF.outputs:surface>
custom string userProperties:blender:data_name = "MeshSequence_Default"
def Shader "Principled_BSDF"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat = 0
float inputs:clearcoatRoughness = 0.03
color3f inputs:diffuseColor = (0.8, 0.4, 0.3)
float inputs:ior = 1.5
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
float inputs:specular = 0.2
token outputs:surface
}
}
}
def Scope "AnimationClips"
{
custom rel animations = </BlendMeshRoot/Mesh/Skel/Anim>
}
def RealityKitComponent "AnimationLibrary"
{
custom rel animations = </BlendMeshRoot/Mesh/Skel/Anim>
custom token info:id = "RealityKit.AnimationLibrary"
custom double realitykit:approximateDuration = 2
custom double[] realitykit:clipDurations = [2]
custom string[] realitykit:clipNames = ["Anim"]
custom rel realitykit:clipTargets = </BlendMeshRoot/Mesh/Skel/Anim>
custom double realitykit:frameRate = 24
custom bool realitykit:isAnimationLibrary = 1
}
}
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
Swift Packages
Developer Tools
Reality Converter
Reality Composer
I use spm manage swift package, now i want my macos app support arm64e,so i add arm64e in Build Srtting -> Architectures.
but i got error Could not find module 'SwiftyJSON' for target 'arm64e-apple-macos'; found: arm64-apple-macos, x86_64-apple-macos
Apparently, if no limit in Package.swift, SPM will only compile versions for x86 and ARM64 architectures by default.
now, how should I configure SPM to compile the arm64e version?
thanks
I want to ensure that the main & test source of my macOS-only SwiftPM project (on GitHub at mas) builds via swift, xcodebuild & Xcode.
For builds of clean clones of the main branch (i.e. no locally edited files, no existing .build or .swiftpm folders, etc.):
The swift command line below builds main & test fine:
swift build --build-tests
The xcodebuild command line below doesn't seem to run the SwiftPM MASBuildToolPlugin (which generates a Swift file necessary for the build), which is setup for the project in Package.swift, so neither main nor test build:
xcodebuild -scheme MAS -destination "platform=macOS,arch=$(arch),variant=macos"
How can I get xcodebuild to run my MASBuildToolPlugin, or to run an equivalent?
In Xcode, building main works fine, so Xcode must run the SwiftPM MASBuildToolPlugin. Building test, however, fails with the following error:
No such module 'MAS'
If I capitalize the name of the executable in the following line in Package.swift from:
products: [.executable(name: "mas", targets: ["MAS"])],
to:
products: [.executable(name: "MAS", targets: ["MAS"])],
Then Xcode can compile the tests. That, however, sets the generated executable file's name to MAS, but I want it to be mas.
How can I use MAS for the package/module/target/etc. names in the source, but generate an executable file named mas?
I obviously can rename the executable after it has been generated by running mv MAS mas, but would the upper-case name be incorrectly used anywhere inside the executable? I assume not. Also, I'd prefer to setup my project properly, instead of using a file renaming hack.
I’m building a Flutter plugin to access the new menubar API on iPadOS. Everything works fine with a single scene, but I’m running into issues when adding support for multiple scenes:
Only odd-numbered windows (first, third, etc.) build their menus correctly.
Even-numbered windows ignore the menus sent from Flutter and fall back to a default menubar.
When switching between scenes, the last rendered menu always persists instead of updating to the current focus.
So far, I’ve:
Implemented the plugin as a singleton.
Tried to persist menu state per scene, but without success.
What would be the recommended approach here? Should I avoid a singleton and manage state entirely per UIScene instance?
The project is open-source, and if anyone is willing to take a look, here are the relevant files:
/ios/Classes/IpadOSMenubarPlugin.swift
/example/ios/Runner/AppDelegate.swift
Any guidance would be much appreciated.
HELP ME someone is using all of these tools etc and have been hacking all of my devices and iClouds and certain apps using HomeKit iCloud kit Xcode and I need someone to help me debug my phone or teach me what to do they are using hardware or external / sharing across devices / and it’s seriously affecting my physical and mental health. I have contacted the FBI and have a meeting in October but I’m hoping someone can help me in the time being please it’s all of my devices and daugters tabelts / doesn’t matter if it’s android or iPhone . help plssss
Topic:
Community
SubTopic:
Apple Developers
Tags:
Swift Packages
Developer Tools
CarPlay
External Accessory
I have created a build tool plugin in one of my SPM packages, and am trying to get it working in my project. It works fine when I build from Xcode, or have at least built the project in Xcode once before with the plugin.
But if I try to build the project using xcodebuild on a machine where I have never built the project before, it fails with this error:
error: '2.3.0': Invalid manifest (compiled with: ["/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/swiftc", "-vfsoverlay", "/var/folders/5_/q4yl04gs2kld1zztqxkqjdgh0000gq/T/TemporaryDirectory.BWwJWG/vfs.yaml", "-L", "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/pm/ManifestAPI", "-lPackageDescription", "-Xlinker", "-rpath", "-Xlinker", "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/pm/ManifestAPI", "-target", "arm64-apple-macosx14.0", "-sdk", "/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX15.5.sdk", "-F", "/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/Library/Frameworks", "-F", "/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/Library/PrivateFrameworks", "-I", "/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/usr/lib", "-L", "/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/usr/lib", "-swift-version", "5", "-I", "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/pm/ManifestAPI", "-sdk", "/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX15.5.sdk", "-package-description-version", "5.7.0", "/private/var/folders/5_/q4yl04gs2kld1zztqxkqjdgh0000gq/T/SwiftTemplate/1FA05B4D-851D-4D2B-ADD6-E5A0DF70CD37/2.3.0/Package.swift", "-o", "/var/folders/5_/q4yl04gs2kld1zztqxkqjdgh0000gq/T/TemporaryDirectory.HUxmAq/2.3.0-manifest"])
<unknown>:0: error: error opening '/var/folders/5_/q4yl04gs2kld1zztqxkqjdgh0000gq/C/clang/ModuleCache/PackageDescription-3TZGMDBKTLI5E.swiftmodule' for output: /var/folders/5_/q4yl04gs2kld1zztqxkqjdgh0000gq/C/clang/ModuleCache/PackageDescription-3TZGMDBKTLI5E.swiftmodule: Operation not permitted
/private/var/folders/5_/q4yl04gs2kld1zztqxkqjdgh0000gq/T/SwiftTemplate/1FA05B4D-851D-4D2B-ADD6-E5A0DF70CD37/2.3.0/Package.swift:4:8: error: failed to build module 'PackageDescription' for importation due to the errors above; the textual interface may be broken by project issues or a compiler bug
2 | // The swift-tools-version declares the minimum version of Swift required to build this package.
3 |
4 | import PackageDescription
| `- error: failed to build module 'PackageDescription' for importation due to the errors above; the textual interface may be broken by project issues or a compiler bug
5 |
6 | let package = Package(
On a machine where this isn't working, if I open Xcode and build the project once, then xcodebuild will succeed. Even if the Xcode build fails because I didn't choose to trust the plugin. I first ran into this on our CI server, and confirmed the same behavior by creating a brand new user account on my Mac and reproducing there.
Oddly I am not able to recreate the failure after it is fixed by Xcode, even after deleting every conceivable SPM related cache.
This is the command I used (I've added a bunch of sandbox stuff to the command, with no effect):
xcodebuild -workspace Zinnia.xcworkspace -scheme Zinnia -disableAutomaticPackageResolution -skipPackagePluginValidation -IDEPackageSupportDisableManifestSandbox=1 -IDEPackageSupportDisablePluginExecutionSandbox=1 OTHER_SWIFT_FLAGS='$(inherited) -disable-sandbox' clean test
Here is the output immediately prior to the error:
Prepare packages
Compile plug-in “PixiteDependencyGenerator” in package “pixitedependency”
[debug]: Compiling plugin to executable at /Users/natetemp/Library/Developer/Xcode/DerivedData/Zinnia-aqyjcevbunlgbtgcippbjzhhpyax/Build/Products/PluginExecutables/PixiteDependencyGenerator
[debug]: Using compiler /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/swiftc
[debug]: Plugin compilation output directory '/Users/natetemp/Library/Developer/Xcode/DerivedData/Zinnia-aqyjcevbunlgbtgcippbjzhhpyax/Build/Products/PluginExecutables'
[debug]: Computed hash of plugin compilation inputs: 44c01fc622391970b4c18b2a5fa100e2e0fa23e272829e41b575ef79872ec8f2
Apply build tool plug-in “PixiteDependencyGenerator” to target “Zinnia” in project “Zinnia”
/usr/bin/sandbox-exec -p "(version 1)
(deny default)
(import \"system.sb\")
(allow file-read*)
(allow process*)
(allow mach-lookup (global-name \"com.apple.lsd.mapdb\"))
(allow file-write*
(subpath \"/private/tmp\")
(subpath \"/private/var/folders/5_/q4yl04gs2kld1zztqxkqjdgh0000gq/T\")
)
(deny file-write*
(subpath \"/Users/natetemp/projects/pixite/Zinnia\")
)
(allow file-write*
(subpath \"/Users/natetemp/Library/Developer/Xcode/DerivedData/Zinnia-aqyjcevbunlgbtgcippbjzhhpyax/Build/Intermediates.noindex/BuildToolPluginIntermediates/Zinnia.output/Zinnia/PixiteDependencyGenerator\")
(subpath \"/private/var/folders/5_/q4yl04gs2kld1zztqxkqjdgh0000gq/T/TemporaryItems\")
)
" /Users/natetemp/Library/Developer/Xcode/DerivedData/Zinnia-aqyjcevbunlgbtgcippbjzhhpyax/SourcePackages/artifacts/pixitedependency/Sourcery/sourcery-2.3.0.artifactbundle/sourcery/bin/sourcery --templates /Users/natetemp/Library/Developer/Xcode/DerivedData/Zinnia-aqyjcevbunlgbtgcippbjzhhpyax/SourcePackages/artifacts/pixitedependency/Sourcery/sourcery-2.3.0.artifactbundle/sourcery/Templates --output /Users/natetemp/Library/Developer/Xcode/DerivedData/Zinnia-aqyjcevbunlgbtgcippbjzhhpyax/Build/Intermediates.noindex/BuildToolPluginIntermediates/Zinnia.output/Zinnia/PixiteDependencyGenerator/GeneratedSources --cacheBasePath /Users/natetemp/Library/Developer/Xcode/DerivedData/Zinnia-aqyjcevbunlgbtgcippbjzhhpyax/Build/Intermediates.noindex/BuildToolPluginIntermediates/Zinnia.output/Zinnia/PixiteDependencyGenerator/Cache --sources /Users/natetemp/projects/pixite/Zinnia/Zinnia
For the record, I did ensure that the 3 directories it complains about do exist with proper permissions.
Is it possible that the sandbox being applied to the plugin is also being incorrectly applied to something involved in parsing and caching the manifest file? Or if there is something I am doing wrong, please let me know.
This is using Xcode 16.4 on macOS 15.5.
In the ScoreKeeper tutorial there's the following code:
ForEach($players) { $player in
GridRow {
TextField("Name", text: $player.name)
Text("\(player.score)")
Stepper("\(player.score)", value: $player.score)
.labelsHidden()
}
}
Can someone please explain why the 2 instances of "player.score" are not preceded by "$". Thanks!
Good day!
When your project have total 887 or more SPM local targets and then you try to build it, xcodebuild will be crash.
Crash log:
SWBBuildService-2025-08-11-151103.ips
Thread 2 Crashed:: Dispatch queue: com.apple.root.default-qos.cooperative
0 libxpc.dylib 0x197c4826c _availability_version_check + 8
1 libswiftCore.dylib 0x1a9b44428 __isPlatformVersionAtLeast + 92
2 libswiftCore.dylib 0x1a9a6e054 _swift_allocObject_ + 1100
3 SWBMacro 0x104a9c408 specialized _ArrayBuffer._consumeAndCreateNew(bufferIsUnique:minimumCapacity:growForAppend:) + 116
4 SWBMacro 0x104a97b58 specialized Array.append<A>(contentsOf:) + 116
5 SWBMacro 0x104a954e8 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 160
6 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 4352
7 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 4352
8 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 4352
9 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 4352
10 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 4352
But if you try to build Package.swift via swift build command, it works.
Here you can open sample project:
Just Package.swift with SPM 900 targets
Open Package.swift via Xcode 26 any beta and try to build
Xcode workspace with SPM 900 targets
Open MyApp.xcworkspace and try to build
You can also make by self the Package.swift (also make required directories for SPM):
// swift-tools-version: 5.9
import PackageDescription
// let count = 800 // no crash
let count = 900 // crash
let targetsNames = (1...count).map { "Pkg1Target\($0)" }
let targets = targetsNames.map { Target.target(name: $0) }
let package = Package(
name: "Pkg1TargetLibrary",
platforms: [.iOS(.v16)],
products: [
.library(name: "Pkg1TargetLibrary", targets: targets.map(\.name)),
],
targets: targets
)
Is anyone have this problem on xcode 26 ?
Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibility50
Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibility51
Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibility56
Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibilityConcurrency
Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibilityDynamicReplacements
Hi,
I am looking for guidance on how to create a scrollable song list, such as the attachment. The song list was originally created in C#, using an RTF object and populated by about 43 lines of song criteria.
What similar approach would I use in Swift and MacOS?
By the way, I currently play music that resides on the Mac, no external streaming is required or desired.
Thanks, Jim