Swift Packages

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Create reusable code, organize it in a lightweight way, and share it across Xcode projects and with other developers using Swift Packages.

Posts under Swift Packages tag

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Xcode can't view code generated by Swift Package Plugins
When using a Swift Build Plugin, the generated code definitions are available through autocomplete, but it is currently not possible to view them directly in Xcode using Option+click. An example of such a plugin is swift-openapi-generator. According to information from "Meet Swift Package plugins" from WWDC22 the generated code is stored with other build artifacts. It would be immensely helpful if there was support for viewing these intermediate files in read-only mode using Option+click. Currently, I have to resort to opening these files through Finder, or opening the project in VS Code where viewing the generated files using Cmd+click works without a problem. Am I missing something? If not, it seems like a big oversight that this is not supported to the same extent in Apple's own tools.
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Nov ’25
Local Swift Package does not update in my project
in my xcode project, i created a new package by going through File > New > Package, just like they said in https://developer.apple.com/documentation/xcode/organizing-your-code-with-local-packages I have a package, but the problem is, whenever I made any changes in the package's source code, it never showed in the main project. I can import the package just fine, but the package does not show anything. no added apis, functions, nothing. Im using Xcode 26.0.1
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62
Nov ’25
CloudKit, SwiftData models and app crashing
Hi all... The app I'm building is not really a beginner level test app, it's intended to be published so I want everything to be done properly while I'm both learning and building the app. I'm new to swift ecosystem but well experienced with python and JS ecosystems. These two models are causing my app to crash @Model final class CustomerModel { var id: String = UUID().uuidString var name: String = "" var email: String = "" var phone: String = "" var address: String = "" var city: String = "" var postalCode: String = "" var country: String = "" @Relationship(deleteRule: .nullify) var orders: [OrderModel]? @Relationship(deleteRule: .nullify) var invoices: [InvoiceModel]? init() {} } @Model final class OrderModel { var id: String = UUID().uuidString var total: Double = 0 var status: String = "processing" var tracking_id: String = "" var order_date: Date = Date.now var updated: Date = Date.now var delivery_date: Date? var active: Bool = true var createdAt: Date = Date.now var items: [OrderItem]? @Relationship(deleteRule: .nullify) var invoice: InvoiceModel? @Relationship(deleteRule: .nullify) var customer: CustomerModel? init() {} } both referenced in this model: @Model final class InvoiceModel{ var id: String = UUID().uuidString var status: String = "Pending" var comment: String = "" var dueDate: Date = Date.now var createdAt: Date = Date.now var updated: Date = Date.now var amount: Double = 0.0 var paymentTerms: String = "Once" var paymentMethod: String = "" var paymentDates: [Date] = [] var numOfPayments: Int = 1 @Relationship(deleteRule: .nullify, inverse: \OrderModel.invoice) var order: OrderModel? @Relationship(deleteRule: .nullify) var customer: CustomerModel? init() {} } This is my modelContainer in my index structure: @main struct Aje: App { var appContainer: ModelContainer = { let schema = Schema([UserModel.self, TaskModel.self, SubtaskModel.self, InventoryModel.self, SupplierModel.self]) let config = ModelConfiguration(schema: schema, isStoredInMemoryOnly: false, allowsSave: true, groupContainer: .automatic, cloudKitDatabase: .automatic) do{ return try ModelContainer(for: schema, configurations: [config]) }catch{ fatalError("An error has occured: \(error)") } }() var body: some Scene { WindowGroup { ContentView() } .modelContainer(appContainer) } } This works fine but the below after adding the problematic models crashes the app unless CloudKit is disabled @main struct Aje: App { var appContainer: ModelContainer = { let schema = Schema([UserModel.self, TaskModel.self, SubtaskModel.self, InventoryModel.self, SupplierModel.self, InvoiceModel.self, OrderModel.self, CustomerModel.self]) let config = ModelConfiguration(schema: schema, isStoredInMemoryOnly: false, allowsSave: true, groupContainer: .automatic, cloudKitDatabase: .automatic) do{ return try ModelContainer(for: schema, configurations: [config]) }catch{ fatalError("An error has occured: \(error)") } }() var body: some Scene { WindowGroup { ContentView() } .modelContainer(appContainer) } }
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Nov ’25
Need Step-by-Step Instructions for Submitting React Native/Expo App to TestFlight & App Store (Individual Account)
Hello - I’m the Account Holder for an individual Apple Developer Program account. I’m working with freelance junior developers who are building my app in React Native mainly in TypeScript (.tsx) with some JavaScript, with code in GitHub. The app currently runs in Expo Go now. I’ve been directed to this forum for step-by-step guidance. Specifically I need clear, sequential instructions I can give my developers (and what I personally must do on my Mac) so they can produce a properly signed iOS build for TestFlight (internal testing), and Upload that build to App Store Connect and then submit the release to the App Store. Context: This is an individual developer account (not an organization). I am the only person with a Mac. I added them as developers but was told I need to be the one to upload the final build (is this true, and if so, what do they send me to do that, and when they send it to me, can you please tell me exactly what I need to do from there?) I was told about Swift Playground, possible SwiftUI conversion if needed, APK file, and using my Xcode for final submission, but not sure what to make of this that will get it on TestFlight from the current React Native. What I would like to ask for help with is a concise, step-by-step checklist (including exact menu names / commands or tools like EAS Submit, Transporter, or Xcode) of the developers' steps and my admin/account holder steps, so I can hand it to the developers and make sure nothing is missed to get on TestFlight. I’m on a tight timeline, so any clear, detailed guidance would be extremely appreciated. Thank you so much. I have looked everywhere and cannot find a step-by-step!
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Nov ’25
Module dependency cycle errors in Xcode 26
I just updated to Xcode 26 and some of my Swift Packages have been getting strange build errors that I have not been able to resolve. When I try to build my Swift Package in Xcode I get the following error Module dependency cycle: 'UIKit.swiftmodule -> .swiftmodule -> SafariServices.swiftmodule -> UIKit.swiftmodule' It seems like it is related to the change in Xcode 26 that states "Swift explicit modules will be the default mode for building all Swift targets". I see that you can disable this with the build setting SWIFT_ENABLE_EXPLICIT_MODULES=NO, but I don't see a way to do this in Package.swift, as you can't include value assignments like this .define("SWIFT_ENABLE_EXPLICIT_MODULES=NO"). Our private SPM repos use CI/CD and so we need to be able to build them independently of any use in a project. I would appreciate any help on fixing our Swift Package builds in Xcode 26, thanks!
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Nov ’25
Simulators (iOS 26.1) clean takes up to 15min every time
We have the following step before running any tests on CI machine: xcrun simctl shutdown all && xcrun simctl erase all It was working perfectly before Xcode 26.1. On Beta 3 it was doing it for 15 min every time. When updated to RC1, the tests with cached build are fast (clean goes up to 10 sec), but the package tests clean is still going up to 15 min every time. We did xcrun simctl runtime dyld_shared_cache update --all as advised but it's helping only temporarily. Is this going to be fixed in the official release?
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Nov ’25
Xcode SPM (Swift Package Manager) Error
Xcode SPM (Swift Package Manager) Error I added the "Apple App Store Server Swift Library" library to Xcode using Swift Package Manager. Both the project and target are set to iOS 14 or higher. However, when I build after adding the library, an error occurs with the library. A message appears stating that the target is set to iOS 12. I'm using Xcode 26.0.1. Even after adding it to all my projects, the build continues with the same error. I've tried building the library from version 1.0.0 to the latest version, but the same error persists. Even after completely cleaning the project and running it, the same error persists. Does anyone know how to fix this?
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Nov ’25
How can I remove a localization from a String Catalog in a Swift Package?
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
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Oct ’25
Integrating third party libraries like GoogleMaps, Payment gateways in Custom SDK
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?
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Oct ’25
Creating Swift Package with binaryTarget that has dependencies
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!
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Oct ’25
How can I optimize multilingual string translations in SwiftUI for App Store apps using Localization APIs?
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+?
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Oct ’25
Unable to access 'https://github.com/firebase/firebase-ios-sdk/'
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
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Oct ’25
ARKit Eye Tracking Calibration Issues - Word-Level Reading Tracking Feasibility
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!
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Oct ’25
X missing dependency on Y because dependency scan of Swift module 'X' discovered a dependency of Y
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.
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Oct ’25
Flutter 3.35 iOS build fails on Apple Silicon (M3/M4): 'Flutter/Flutter.h' file not found
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
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Oct ’25
Multiple-frames BlendShape (failed) Animation in Reality Composer Pro
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 } }
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Oct ’25
Ensure that macOS-only SwiftPM project main & test source builds via swift, xcodebuild & Xcode
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.
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192
Oct ’25
Xcode can't view code generated by Swift Package Plugins
When using a Swift Build Plugin, the generated code definitions are available through autocomplete, but it is currently not possible to view them directly in Xcode using Option+click. An example of such a plugin is swift-openapi-generator. According to information from "Meet Swift Package plugins" from WWDC22 the generated code is stored with other build artifacts. It would be immensely helpful if there was support for viewing these intermediate files in read-only mode using Option+click. Currently, I have to resort to opening these files through Finder, or opening the project in VS Code where viewing the generated files using Cmd+click works without a problem. Am I missing something? If not, it seems like a big oversight that this is not supported to the same extent in Apple's own tools.
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101
Activity
Nov ’25
Local Swift Package does not update in my project
in my xcode project, i created a new package by going through File > New > Package, just like they said in https://developer.apple.com/documentation/xcode/organizing-your-code-with-local-packages I have a package, but the problem is, whenever I made any changes in the package's source code, it never showed in the main project. I can import the package just fine, but the package does not show anything. no added apis, functions, nothing. Im using Xcode 26.0.1
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62
Activity
Nov ’25
CloudKit, SwiftData models and app crashing
Hi all... The app I'm building is not really a beginner level test app, it's intended to be published so I want everything to be done properly while I'm both learning and building the app. I'm new to swift ecosystem but well experienced with python and JS ecosystems. These two models are causing my app to crash @Model final class CustomerModel { var id: String = UUID().uuidString var name: String = "" var email: String = "" var phone: String = "" var address: String = "" var city: String = "" var postalCode: String = "" var country: String = "" @Relationship(deleteRule: .nullify) var orders: [OrderModel]? @Relationship(deleteRule: .nullify) var invoices: [InvoiceModel]? init() {} } @Model final class OrderModel { var id: String = UUID().uuidString var total: Double = 0 var status: String = "processing" var tracking_id: String = "" var order_date: Date = Date.now var updated: Date = Date.now var delivery_date: Date? var active: Bool = true var createdAt: Date = Date.now var items: [OrderItem]? @Relationship(deleteRule: .nullify) var invoice: InvoiceModel? @Relationship(deleteRule: .nullify) var customer: CustomerModel? init() {} } both referenced in this model: @Model final class InvoiceModel{ var id: String = UUID().uuidString var status: String = "Pending" var comment: String = "" var dueDate: Date = Date.now var createdAt: Date = Date.now var updated: Date = Date.now var amount: Double = 0.0 var paymentTerms: String = "Once" var paymentMethod: String = "" var paymentDates: [Date] = [] var numOfPayments: Int = 1 @Relationship(deleteRule: .nullify, inverse: \OrderModel.invoice) var order: OrderModel? @Relationship(deleteRule: .nullify) var customer: CustomerModel? init() {} } This is my modelContainer in my index structure: @main struct Aje: App { var appContainer: ModelContainer = { let schema = Schema([UserModel.self, TaskModel.self, SubtaskModel.self, InventoryModel.self, SupplierModel.self]) let config = ModelConfiguration(schema: schema, isStoredInMemoryOnly: false, allowsSave: true, groupContainer: .automatic, cloudKitDatabase: .automatic) do{ return try ModelContainer(for: schema, configurations: [config]) }catch{ fatalError("An error has occured: \(error)") } }() var body: some Scene { WindowGroup { ContentView() } .modelContainer(appContainer) } } This works fine but the below after adding the problematic models crashes the app unless CloudKit is disabled @main struct Aje: App { var appContainer: ModelContainer = { let schema = Schema([UserModel.self, TaskModel.self, SubtaskModel.self, InventoryModel.self, SupplierModel.self, InvoiceModel.self, OrderModel.self, CustomerModel.self]) let config = ModelConfiguration(schema: schema, isStoredInMemoryOnly: false, allowsSave: true, groupContainer: .automatic, cloudKitDatabase: .automatic) do{ return try ModelContainer(for: schema, configurations: [config]) }catch{ fatalError("An error has occured: \(error)") } }() var body: some Scene { WindowGroup { ContentView() } .modelContainer(appContainer) } }
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152
Activity
Nov ’25
How do I upgrade my current Xcode 14.3.1 to version 15.2?
Where are the instructions for this process
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2
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263
Activity
Nov ’25
Need Step-by-Step Instructions for Submitting React Native/Expo App to TestFlight & App Store (Individual Account)
Hello - I’m the Account Holder for an individual Apple Developer Program account. I’m working with freelance junior developers who are building my app in React Native mainly in TypeScript (.tsx) with some JavaScript, with code in GitHub. The app currently runs in Expo Go now. I’ve been directed to this forum for step-by-step guidance. Specifically I need clear, sequential instructions I can give my developers (and what I personally must do on my Mac) so they can produce a properly signed iOS build for TestFlight (internal testing), and Upload that build to App Store Connect and then submit the release to the App Store. Context: This is an individual developer account (not an organization). I am the only person with a Mac. I added them as developers but was told I need to be the one to upload the final build (is this true, and if so, what do they send me to do that, and when they send it to me, can you please tell me exactly what I need to do from there?) I was told about Swift Playground, possible SwiftUI conversion if needed, APK file, and using my Xcode for final submission, but not sure what to make of this that will get it on TestFlight from the current React Native. What I would like to ask for help with is a concise, step-by-step checklist (including exact menu names / commands or tools like EAS Submit, Transporter, or Xcode) of the developers' steps and my admin/account holder steps, so I can hand it to the developers and make sure nothing is missed to get on TestFlight. I’m on a tight timeline, so any clear, detailed guidance would be extremely appreciated. Thank you so much. I have looked everywhere and cannot find a step-by-step!
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95
Activity
Nov ’25
Paste a string to a findNavigator
I need to paste a string to the findNavigator of a TextEditor
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75
Activity
Nov ’25
Module dependency cycle errors in Xcode 26
I just updated to Xcode 26 and some of my Swift Packages have been getting strange build errors that I have not been able to resolve. When I try to build my Swift Package in Xcode I get the following error Module dependency cycle: 'UIKit.swiftmodule -> .swiftmodule -> SafariServices.swiftmodule -> UIKit.swiftmodule' It seems like it is related to the change in Xcode 26 that states "Swift explicit modules will be the default mode for building all Swift targets". I see that you can disable this with the build setting SWIFT_ENABLE_EXPLICIT_MODULES=NO, but I don't see a way to do this in Package.swift, as you can't include value assignments like this .define("SWIFT_ENABLE_EXPLICIT_MODULES=NO"). Our private SPM repos use CI/CD and so we need to be able to build them independently of any use in a project. I would appreciate any help on fixing our Swift Package builds in Xcode 26, thanks!
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4
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419
Activity
Nov ’25
Simulators (iOS 26.1) clean takes up to 15min every time
We have the following step before running any tests on CI machine: xcrun simctl shutdown all && xcrun simctl erase all It was working perfectly before Xcode 26.1. On Beta 3 it was doing it for 15 min every time. When updated to RC1, the tests with cached build are fast (clean goes up to 10 sec), but the package tests clean is still going up to 15 min every time. We did xcrun simctl runtime dyld_shared_cache update --all as advised but it's helping only temporarily. Is this going to be fixed in the official release?
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2
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266
Activity
Nov ’25
Xcode SPM (Swift Package Manager) Error
Xcode SPM (Swift Package Manager) Error I added the "Apple App Store Server Swift Library" library to Xcode using Swift Package Manager. Both the project and target are set to iOS 14 or higher. However, when I build after adding the library, an error occurs with the library. A message appears stating that the target is set to iOS 12. I'm using Xcode 26.0.1. Even after adding it to all my projects, the build continues with the same error. I've tried building the library from version 1.0.0 to the latest version, but the same error persists. Even after completely cleaning the project and running it, the same error persists. Does anyone know how to fix this?
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178
Activity
Nov ’25
How can I remove a localization from a String Catalog in a Swift Package?
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
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245
Activity
Oct ’25
Integrating third party libraries like GoogleMaps, Payment gateways in Custom SDK
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?
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117
Activity
Oct ’25
Creating Swift Package with binaryTarget that has dependencies
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!
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523
Activity
Oct ’25
APNs or UNNotificationServiceExtension
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?
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3
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253
Activity
Oct ’25
How can I optimize multilingual string translations in SwiftUI for App Store apps using Localization APIs?
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+?
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272
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Oct ’25
Unable to access 'https://github.com/firebase/firebase-ios-sdk/'
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
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98
Activity
Oct ’25
ARKit Eye Tracking Calibration Issues - Word-Level Reading Tracking Feasibility
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!
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740
Activity
Oct ’25
X missing dependency on Y because dependency scan of Swift module 'X' discovered a dependency of Y
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.
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259
Activity
Oct ’25
Flutter 3.35 iOS build fails on Apple Silicon (M3/M4): 'Flutter/Flutter.h' file not found
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
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Oct ’25
Multiple-frames BlendShape (failed) Animation in Reality Composer Pro
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 } }
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Oct ’25
Ensure that macOS-only SwiftPM project main & test source builds via swift, xcodebuild & Xcode
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.
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Activity
Oct ’25