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.

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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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185
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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130
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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798
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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540
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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279
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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939
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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340
Oct ’25
Recover iPadOS MenuBar state from different scenes
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.
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172
Oct ’25
HELP ME
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
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507
Sep ’25
xcodebuild failing when package plugin is added to project
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.
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SwiftUI Tutorial Question
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289
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259
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[UIKit, SwiftUI] Document-based app hangs when document initialization throws exception
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243
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Swift Package Manager – Support for Multiple Targets with Distinct Localization Files
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1.1k
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Xcode and runtime mismatch error
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Swift Package Fails iOS Validation
My app (called "MuVis - Music Visualizer") passes the macOS App Store verification, but is failing the iOS verification. The errors indicate a problem with the Swift package github.com/Treata11/CBass.  I have been in touch with the CBass package developer (Treata11) as well as the original BASS developers (un4seen.com).  We think the problem is related to CBass swift-package config (which apparently works fine for mac, but doesn’t for iOS). The source code for the package is at the site package.  All of us think that the package is configured correctly in accordance with the latest Apple package development documentation.  Please tell us what is wrong with this package, and how to make it pass the iOS App Store verification. The Xcode error messages from validation testing include several items similar to: Upload Symbols Failed: inline-code The archive did not include a dSYM for the bass.framework with the UUIDs [18D5DBE2-3250-3EDE-B75C-D81B4E9F05AC, A88554A0-9087-3776-AC05-424B2D52F973, DEB682F5-ABBE-39D5-A0F8-8C01C14E178A]. Ensure that the archive's dSYM folder includes a DWARF file for bass.framework with the expected UUIDs. Since the MuVis app is long and complex, I have written a minimal reproducible example app (called "SwiftCBassDemo") for which source code is available at DemoApp. I am using macOS 15.6.1, Xcode 16.4, and iOS 18.6.2.
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NavigationSplitView content column renders list in plain style – even on iPhone
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139
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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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185
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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761
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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344
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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391
Activity
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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130
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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798
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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540
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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279
Activity
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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Activity
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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340
Activity
Oct ’25
Recover iPadOS MenuBar state from different scenes
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.
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Activity
Oct ’25
HELP ME
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
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507
Activity
Sep ’25
xcodebuild failing when package plugin is added to project
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.
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Activity
Sep ’25
SwiftUI Tutorial Question
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!
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289
Activity
Sep ’25
Approach Used To Create Song List As In Example
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
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259
Activity
Sep ’25
[UIKit, SwiftUI] Document-based app hangs when document initialization throws exception
Steps to reproduce: Create a default document-based app for iOS using SwiftUI or UIKit with UIDocumentViewController. In the document loading method, simulate an error by throwing an exception, for example: throw CocoaError(.coderValueNotFound) Open the app on device/simulator running iOS 18 and attempt to open or create a new document. Expected behavior: An appropriate error message should be displayed to the user. Actual behavior: No error message is shown to the user The "Create Document" button becomes permanently disabled The app appears to hang or become unresponsive Environment: iOS 18, 26 beta 9 Both UIKit and SwiftUI implementations affected Has anyone encountered this issue or found a workaround? This seems like a regression in iOS 18's document handling. FB20189617, FB20189669
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243
Activity
Sep ’25
Swift Package Manager – Support for Multiple Targets with Distinct Localization Files
I am an SDK provider working with Swift Package Manager (SPM) to deliver libraries for iOS developers. My SDK currently uses SPM targets to modularize functionality. However, SPM enforces strict resource bundling, which prevents me from efficiently offering multiple targets—each with a different set of localization files—in a single package. Current Limitation: When multiple SPM targets share the same source and resource directory but require distinct sets of .lproj localization folders (for app size or client requirements), SPM raises “overlapping sources” errors. The only workaround is to manually split resource directories or have clients prune localizations post-build, which is inefficient and error-prone. Feature Request: Please consider adding native support in Swift Package Manager for: Defining multiple targets within a single package that can process overlapping source/resource directories, Each target specifying a distinct subset of localization resource files via the exclude or a new designated parameter, Enabling efficient modular delivery of SDKs to clients needing different localization payloads, without redundant resource duplication or error-prone manual pruning. Support for this feature would greatly ease SDK distribution, lower app sizes, and improve package maintainability for iOS and all Swift platforms.
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Activity
Sep ’25
Xcode and runtime mismatch error
I keep getting "iOS 18.5 must be installed": dialoge box and when i try downloding 18.5 it fail Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = "2025-08-24 20:40:42 +0000"; } Download failed. Domain: DVTDownloadableErrorDomain Code: 41 Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({ RequestedBuild = 22G86; }) Domain: DVTDownloadsUtilitiesErrorDomain Code: -1 Download failed due to a bad URL. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime) Domain: com.apple.MobileAssetError.Download Code: 49 User Info: { checkConfiguration = 1; } System Information macOS Version 15.5 (Build 24F74) Xcode 16.4 (23792) (Build 16F6) Timestamp: 2025-08-24T21:40:42+01:00
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358
Activity
Aug ’25
Swift Package Fails iOS Validation
My app (called "MuVis - Music Visualizer") passes the macOS App Store verification, but is failing the iOS verification. The errors indicate a problem with the Swift package github.com/Treata11/CBass.  I have been in touch with the CBass package developer (Treata11) as well as the original BASS developers (un4seen.com).  We think the problem is related to CBass swift-package config (which apparently works fine for mac, but doesn’t for iOS). The source code for the package is at the site package.  All of us think that the package is configured correctly in accordance with the latest Apple package development documentation.  Please tell us what is wrong with this package, and how to make it pass the iOS App Store verification. The Xcode error messages from validation testing include several items similar to: Upload Symbols Failed: inline-code The archive did not include a dSYM for the bass.framework with the UUIDs [18D5DBE2-3250-3EDE-B75C-D81B4E9F05AC, A88554A0-9087-3776-AC05-424B2D52F973, DEB682F5-ABBE-39D5-A0F8-8C01C14E178A]. Ensure that the archive's dSYM folder includes a DWARF file for bass.framework with the expected UUIDs. Since the MuVis app is long and complex, I have written a minimal reproducible example app (called "SwiftCBassDemo") for which source code is available at DemoApp. I am using macOS 15.6.1, Xcode 16.4, and iOS 18.6.2.
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169
Activity
Aug ’25
NavigationSplitView content column renders list in plain style – even on iPhone
Hi everyone, I’m building an iOS app that originally targeted iPhone using NavigationStack. Now I’m adapting it for iPad and switched to using NavigationSplitView to support a three-column layout. The structure looks like this: NavigationSplitView { A // Sidebar } content: { B // Middle column – this shows a list } detail: { C // Detail view } The issue is with the list shown in view B (the content column). It appears completely unstyled, as if it’s using .listStyle(.plain) — with no background material, and a very flat look. I can understand that this might be intentional on iPad to visually distinguish the three columns. However, the problem is that this same unstyled list also appears on iPhone, even though iPhone only shows a single column view at a time! I tried explicitly setting .listStyle(.insetGrouped) or .listStyle(.grouped) on the list in view B, but it makes no difference. When I go back to NavigationStack, the list in B is styled properly, just as expected — but then I lose the enhanced iPad layout. What I’m looking for: I’d like to keep using NavigationSplitView, but I want the list in the content column (view B) to use the default iOS list styling, at least on iPhone. Is there any way to achieve this? Thanks!
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Aug ’25