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

Posts under Xcode tag

200 Posts

Post

Replies

Boosts

Views

Activity

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.
0
0
11k
May ’24
Xcode: Piping selected text to external programs
This is a repost of https://discussions.apple.com/thread/253025487 Hi, How do you pipe selected text in Apple Xcode out to an external program, replacing it with the output from that program? For example, in MacVim, you can type !}command to pipe the rest of the current paragraph to command, replacing the original text with the output of that command, which is hella useful if you’ve written a lot of filters for tasks like automatic text reflowing or automatic source code reformatting. How do you do this in Apple Xcode? I am running Apple Xcode Version 10.1 (10B61) [the highest-numbered, most-recent version of Xcode compatible with Apple macOS Version 10.13.6 “High Sierra”]. ’preciate it, Austin
1
0
364
16m
Layout margins guides are still broken the iPhone Duo (sim) and 27.1 RC
Layout margin guides are broken throughout UIKit and SwiftUI on the iPhone Duo sim in iOS 27.1 RC. For example, a cell which looks perfectly fine on a normal iPhone sim (which has a compact horizontal size class), has zero vertical layout margins on iPhone Duo. Here's some screenshots. The red dotted lines are supposed to show the margins in the cell content view, i.e., the boundary between default padding around the cell (for its background) and the content of the cell. On every other device and size class these all work, and will have some vertical margin. iPhone 18 Pro: iPhone Duo: As you can see, the border is cut off. No vertical margins at all. iPhone Duo Unfolded: Not only is it busted just in UICollectionViews. Check out this segmented control (also configured with layout margins). This works fine on catalyst, iPhone, and iPad. This makes me very nervous about shipping with the 27.1 SDK. Is this a known issue? If so, what is the recommended workaround in the meantime? FB25097501
2
0
63
35m
Screen orientation on iPad
Xcode version 26.6 (17F113) MyOwnKeyboard-PAD app looks OK using simulator iPad Air 11-inch(M4). It automatically reformats to all orientations using only left and right landscape selected in General, Deployment Info. The submitted app 1.9 (4) had the portrait checked which was an error. I tried to update to version to 1.10 without portrait and upside down, but Validation states it must have all orientations needed. I tried setting all orientations and the simulator cuts off the sides. I am using a new mini M4 with Tahoe 26.6.2 Converted from an older developer mini using Migration Assistant. After conversion Xcode could not find xcspace files and apps locked up. I had to create new apps with different bundles which got conflicted in AppConnects causing rejects. When new versions are submitted, old versions cannot be removed because of submission states. Causing similar binaries, design and scam. I got trapped in the process! I have replied to AppConnect ref. binaries, design and scam. I hope someone can straighten this mess out. The good new is the free MyOwnKeyboard-PHONE analytics look OK with 4,000 impressions and 38 downloads and 172 product page reviews. It's a start! Thank you. Charlie Coupe Designer/Coder 2026sep16
2
0
490
4h
toolbarMinimizationBehavior(_:for:) crashes on some iOS 27.0.0 devices: "missing weak symbol" despite #available(iOS 27.0, *)
We are seeing a production crash that only affects devices reporting iOS 27.0.0. Devices on 27.0.1 and later, and on iOS 26, are unaffected. The app is built with Xcode 27.0 (the same binary shape appears with the Xcode 27.1 RC toolchain), deployment target iOS 26.0. The crashing code is a plain availability-gated call: extension View { @ViewBuilder func disableNavigationBarMinimization() -> some View { if #available(iOS 27.0, *) { toolbarMinimizationBehavior(.never, for: .navigationBar) } else { self } } } Crash report excerpt (addresses and app symbols removed): crash_info_entry_0: Failed to look up symbolic reference at <addr> - offset <n> - symbol <nearest stripped symbol> in <app binary> - pointer at <addr> is likely a reference to a missing weak symbol Crashed: com.apple.main-thread 0 libsystem_kernel.dylib __pthread_kill 2 libsystem_c.dylib abort 3 libswiftCore.dylib <redacted> 9 libswiftCore.dylib swift_getTypeByMangledName + 908 10 libswiftCore.dylib swift_getTypeByMangledNameInContext2 + 248 11 <app> __swift_instantiateConcreteTypeFromMangledNameV2 12 <app> specialized closure #1 in View.disableNavigationBarMinimization() 13 <app> closure #1 in SomeView.body.getter What we established: Because the deployment target is 26.0 and the API is @available(iOS 27.0, *), the app weak-imports both the function and its opaque result type descriptor. dyld_info -imports on the binary shows: _$s7SwiftUI4ViewPAAE27toolbarMinimizationBehavior_3forQrAA07ToolbareF0V_AA0H9PlacementVdtF [weak-import] (from SwiftUI) _$s7SwiftUI4ViewPAAE27toolbarMinimizationBehavior_3forQrAA07ToolbareF0V_AA0H9PlacementVdtFQOMQ [weak-import] (from SwiftUI) The call site has to instantiate the opaque return type's metadata before calling the function. That is the frame that aborts. So when dyld binds the descriptor to null, #available(iOS 27.0, *) passes and the process still dies. The symbol is present and exported on the iOS 27.0 build we can inspect locally (24A437, via Xcode's DeviceSupport symbols), and the same code runs fine on the iOS 27.0 simulator runtime (24A434). We cannot reproduce the crash on any device we own. The SwiftUI binary in 24A437 exports both toolbarMinimizeBehavior(_:for:) / ToolbarMinimizeBehavior and toolbarMinimizationBehavior(_:for:) / ToolbarMinimizationBehavior. The iOS 27.1 SDK only declares the latter, still annotated @available(iOS 27.0, *). This looks like a rename late in the 27.0 cycle. Our working theory is that some iOS 27.0.0 builds in the field (earlier 27.0 builds, possibly the ones preinstalled on new devices) predate the rename and only contain toolbarMinimizeBehavior, so the renamed symbol is absent and the weak import resolves to null. Questions: Is the @available(iOS 27.0, *) annotation on toolbarMinimizationBehavior(_:for:) accurate for every shipped 27.0.0 build? Should it be 27.0.1 or 27.1? Is there a supported way to guard against a missing opaque type descriptor at runtime, short of raising the availability check? Feedback filed as FB25095054.
0
0
47
8h
Xcode 27 cannot open storyboards or create simulators
Hi. Today we upgraded to Xcode 27 and installed the iOS 27 runtime component. Now storyboards cannot be opened. Xcode only displays "Loading iOS 27.0..." Besides, we cannot create simulators either. iOS 27 runtime appears missing even though it is installed. We tried removing and reinstalling the runtime but it didn't work. Right now all development came to a halt. Please help.
4
0
736
18h
SwiftUI views lock up after background and sleep for “Designed for iPad” apps
There's an easily reproducible SwiftUI bug on macOS where an app's UI state no longer updates/re-renders for "Designed for iPad" apps (i.e. ProcessInfo.processInfo.isiOSAppOnMac == true). The bug occurs in Xcode and also if the app is running independent of Xcode. The bug occurs when: the user Hides the app (i.e. it goes into the background) the user puts the Mac to sleep (e.g. Apple menu > Sleep) a total of ~60 seconds transpires (i.e. macOS puts the app into the "suspended state") when the app is brought back into the foreground the UI no longer updates properly The only way I have found to fix this is to manually open a new actual full app window via File > New, in which case the app works fine again in the new window. The following extremely simple code in a default Xcode project illustrates the issue: import SwiftUI @main struct staleApp: App { @State private var isBright = true var body: some Scene { WindowGroup() { ZStack { (isBright ? Color.white : Color.black).ignoresSafeArea() Button("TOGGLE") { isBright.toggle(); print("TAPPED") } } .onAppear { print("\(isBright ? "light" : "dark") view appeared") } } } } For the code above, after Hiding the app and putting the computer to sleep for 60 seconds or more, the button no longer swaps views, although the print statements still appear in the console upon tapping the button. Also, while in this buggy state, i can get the view to update to the current state (i.e. the view triggered by the last tap) by manually dragging the corner of the app window to resize the window. But after resizing, the view again does not update upon button tapping until I resize the window again. so it appears the diff engine is mucked or that the Scene or WindowGroup are no longer correctly running on the main thread I have tried rebuilding the entire view hierarchy by updating .id() on views but this approach does NOT work. I have tried many other options/hacks but have not been able to reset the 'view engine' other than opening a new window manually or by using: @Environment(.openWindow) private var openWindow openWindow could be a viable solution except there's no way to programmatically close the old window for isiOSAppOnMac (@Environment(.dismissWindow) private var dismissWindow doesn't work for iOS)
2
1
271
1d
Hinge listeners don't work in Keyboard Extension on iPhone Duo (iOS 27.1)
Hi, I've discovered that my Keyboard Extension is unable to detect any hinge status update on iPhone Duo. I tired both UIKit and SwiftUI approach - nothing works. Is there any workaround to make it work? Reproducible demo: https://www.icloud.com/iclouddrive/0460exMJtAdRkpk8EDjb751nw Xcode 27.1 (27A9269) iOS 27.1 beta 1 (24A94401) I also created a bug report: FB24883137
3
1
490
1d
Xcode 27 crashes when coding agent asks for permission
I am using Coding Intelligence, powered by Claude, in the first production release of Xcode 27.0 (in MacOS 26.7). Initially it was working ok. But after less than a day, it now crashes every time it needs to ask for permission for any shell command. And each time I restart things, it burns through a ton of tokens. ☹️ Any suggestions? (I'll file a bug report right now…)
10
4
960
1d
Xcode components download stuck
I have a problem downloading Xcode components like Metal Toolchain or Developer Documentation. The action stuck with the status "Preparing to download". The symptoms started several weeks ago. I noticed this when my copy of Xcode 27 beta stopped showing the developer documentation. Strangely, when I re-launched Xcode it insists to download the Developer Documentation and keep showing "Preparing to download" while other components like Metal Toolchain, when I quit Xcode, it cancels the component download and that component status reverts to "Get". The symptoms continue thru the released version of Xcode27. Does anyone know the cure?
4
3
714
2d
Watch App stuck indefinitely on "Installing..." when installing debug build via iOS Watch app (Latest OS & Xcode)
Hi everyone, I am developing an iOS companion app with an integrated watchOS component (a golf swing tracking tool using CoreMotion). I have run into an issue where the watchOS app gets stuck indefinitely in the "Installing..." state and never finishes installing on the physical Apple Watch. Environment (All on latest public releases): Xcode Version: Latest release (Xcode 18.x) macOS Version: Latest release (macOS Sequoia / latest version) iOS Version: Latest release (iOS 20.x) watchOS Version: Latest release (watchOS 13.x on Apple Watch Ultra 2) Deployment Target: Matched to latest minimum deployments Signing: "Automatically manage signing" enabled with an active Apple Developer Program account Steps to Reproduce: Connect the iPhone to the Mac via a physical cable. Select the iOS target in Xcode and successfully run/install the companion app onto the iPhone. Launch the stock Watch app on the paired iPhone. Scroll down to the "Available Apps" section, locate the development app, and tap "Install". The circular progress indicator starts spinning with the status "Installing...", but it remains in this state indefinitely (waited over 2 hours) without ever completing, timing out, or surfacing an error alert on either the iPhone or the Apple Watch. Troubleshooting Already Verified: Bundle ID Hierarchy: iOS App: com.company.appname Watch App: com.company.appname.watchkitapp Both targets share the exact same Development Team, signing certificate, and provisioning profiles. Developer Mode: Explicitly enabled and rebooted on the Apple Watch (Settings -> Privacy & Security -> Developer Mode). Also verified as enabled on the host iPhone. Connectivity & Cache: Cleared Xcode DerivedData (rm -rf ~/Library/Developer/Xcode/DerivedData). Performed hard reboots on both the iPhone and the Apple Watch to terminate any hung background sync daemons (installd / CoreDevice). Ensured both devices and the Mac are on the same Wi-Fi network with Bluetooth turned on. Questions: Under the current CoreDevice architecture, is installing local debug builds via the iPhone's stock Watch app still supported, or does it silently fail because the physical Apple Watch's UDID is not directly provisioned during an iOS-only build? Which subsystem in macOS Console.app (e.g., com.apple.dt.CoreDevice, com.apple.StreamingExtractor, or installd) is best for tracking the exact error/timeout code when the watch installation hangs? What is the currently recommended workflow to deploy and debug a paired watchOS target directly onto physical hardware? Any insights from the team or community would be greatly appreciated!
0
0
101
2d
Orphaned 9GB Simulator Runtime in /System/Library/AssetsV2 - Cannot Delete (SIP protected)
I have an orphaned asset folder taking up 9.13GB located at: /System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/c0d3fd05106683ba0b3680d4d1afec65f098d700.asset It contains SimulatorRuntimeAsset version 18.5 (Build 22F77). Active Version: My current Xcode setup is using version 26.2 (Build 23C54). I checked the plist files in the directory and found what seems to be the cause of the issue: The "Never Collected" Flag: The Info.plist inside the orphaned asset folder explicitly sets the garbage collection behavior to "NeverCollected": <key>__AssetDefaultGarbageCollectionBehavior</key> <string>NeverCollected</string> The Catalog Mismatch: The master catalog file (com_apple_MobileAsset_iOSSimulatorRuntime.xml) in the parent directory only lists the new version (26.2). Because the old version (18.5) is missing from this XML, Xcode and mobileassetd seem to have lost track of it entirely. What I Have Tried (All Failed) Xcode Components: The version 18.5 does not appear in Settings -> Components, so I cannot delete it via the GUI. Simctl: xcrun simctl list runtimes does not list this version. Running xcrun simctl runtime delete 22F77 fails with: "No runtime disk images or bundles found matching '22F77'." Manual Deletion: sudo rm -rf [path] fails with "Operation not permitted", presumably because /System/Library/AssetsV2 is SIP-protected. Third-party Tools: Apps like DevCleaner do not detect this runtime (likely because they only scan ~/Library or /Library, not /System/Library). Has anyone found a way to force the system (perhaps via mobileassetd or a specific xcrun flag) to re-evaluate this folder and respect a deletion request? I am trying to avoid booting into Recovery Mode just to delete a cache file. Any insights on how AssetsV2 handles these "orphaned" files would be appreciated.
28
16
9.4k
3d
No identity found: Command CodeSign failed with a nonzero exit code
Hello! I'm new to xcode and am developing an iOS app. I hit the following error when build my app: MY_SHA no identity found Command CodeSign failed with a nonzero exit code I have generated my certificate through xcode. I can see the Certificate and the private key in Keychain -> login. But it's not that private key is under the Certificate. They are listed in parallel. The certificate appears in Certificate tab but not in My Certificate Tab. Would that matter? security find-certificate -a -Z | grep -A1 "Apple Development" Gives me the certificate. But security find-identity -v -p codesigning give 0 valid identity found. Could you help me figure out what could be the reason for this? I've been stuck for several days now. Thank you so much!
4
4
492
4d
Xcode 27: CLLocationManager kCLErrorDomain Code=5
Dear Apple Developer Community, Our app monitors a user-defined region by using startMonitoring on an instance of CLLocationManager. While it works as intended on a real device, starting with Xcode 27, this method invocation always results in >locationManager ... monitoringDidFailFor< being called. The error code is always kCLErrorDomain Code=5 but this only occurs within iOS 27 simulators. It works perfectly in iOS 26 simulators. Additionally, CLLocationManager.isMonitoringAvailable(for: CLCircularRegion.self) always returns false on these iOS 27 simulators. This issue blocks parts of our automated system tests. Is it a bug or on purpose? Thank you in advance.
1
1
242
4d
FYI: Xcode and Disk Space
I discovered a disk space issue with Xcode on my 1TB hard disk. Xcode doesn’t delete old or unused Simulators, causing them to mix and consume valuable space. Deleting them from the Window > Devices & Simulators menu didn’t work, so I used Disk Utility to find and delete them. However, they persisted. To regain disk space, I completely removed Xcode and the Developer Folder. After reinstalling Xcode, I regained about 80% of my disk space. Despite unmounting the Simulators, they remained. For those unable or unwilling to do this, the Mac App Store offers DevCleaner, a utility that removes old Xcode Cache and Simulators. Thanks. I hope I've helped someone else. Dan Uff
4
0
1.1k
5d
Screen Layout and Camera Rotation Behavior on iPhone Duo - Does Build Environment Matter?
I'm developing with the following setup: Xcode 26.2 Minimum Deployment Target: iOS 15.0 Currently using AppDelegate only I have three questions: Screen Display on iPhone Duo From what I understand, when an app built with this configuration runs on iPhone Duo, the content appears in the center area while both sides show vertical empty bars. Does this layout stay the same when the device is rotated? Camera Rotation Behavior When I open the camera and rotate the device, does the camera view automatically rotate to match the device's rotation direction? UI Rendering Differences Between Xcode Versions If I build the same app with Xcode 27 and Xcode 26, and then install both versions on the same devices (regular iPhone and iPhone Duo), are there any differences in how the UI is drawn? If there are differences, does this mean the UI rendering follows the build environment (Xcode version) rather than the runtime environment?
Topic: UI Frameworks SubTopic: UIKit Tags:
0
0
90
5d
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.
Replies
0
Boosts
0
Views
11k
Activity
May ’24
Xcode: Piping selected text to external programs
This is a repost of https://discussions.apple.com/thread/253025487 Hi, How do you pipe selected text in Apple Xcode out to an external program, replacing it with the output from that program? For example, in MacVim, you can type !}command to pipe the rest of the current paragraph to command, replacing the original text with the output of that command, which is hella useful if you’ve written a lot of filters for tasks like automatic text reflowing or automatic source code reformatting. How do you do this in Apple Xcode? I am running Apple Xcode Version 10.1 (10B61) [the highest-numbered, most-recent version of Xcode compatible with Apple macOS Version 10.13.6 “High Sierra”]. ’preciate it, Austin
Replies
1
Boosts
0
Views
364
Activity
16m
Layout margins guides are still broken the iPhone Duo (sim) and 27.1 RC
Layout margin guides are broken throughout UIKit and SwiftUI on the iPhone Duo sim in iOS 27.1 RC. For example, a cell which looks perfectly fine on a normal iPhone sim (which has a compact horizontal size class), has zero vertical layout margins on iPhone Duo. Here's some screenshots. The red dotted lines are supposed to show the margins in the cell content view, i.e., the boundary between default padding around the cell (for its background) and the content of the cell. On every other device and size class these all work, and will have some vertical margin. iPhone 18 Pro: iPhone Duo: As you can see, the border is cut off. No vertical margins at all. iPhone Duo Unfolded: Not only is it busted just in UICollectionViews. Check out this segmented control (also configured with layout margins). This works fine on catalyst, iPhone, and iPad. This makes me very nervous about shipping with the 27.1 SDK. Is this a known issue? If so, what is the recommended workaround in the meantime? FB25097501
Replies
2
Boosts
0
Views
63
Activity
35m
Screen orientation on iPad
Xcode version 26.6 (17F113) MyOwnKeyboard-PAD app looks OK using simulator iPad Air 11-inch(M4). It automatically reformats to all orientations using only left and right landscape selected in General, Deployment Info. The submitted app 1.9 (4) had the portrait checked which was an error. I tried to update to version to 1.10 without portrait and upside down, but Validation states it must have all orientations needed. I tried setting all orientations and the simulator cuts off the sides. I am using a new mini M4 with Tahoe 26.6.2 Converted from an older developer mini using Migration Assistant. After conversion Xcode could not find xcspace files and apps locked up. I had to create new apps with different bundles which got conflicted in AppConnects causing rejects. When new versions are submitted, old versions cannot be removed because of submission states. Causing similar binaries, design and scam. I got trapped in the process! I have replied to AppConnect ref. binaries, design and scam. I hope someone can straighten this mess out. The good new is the free MyOwnKeyboard-PHONE analytics look OK with 4,000 impressions and 38 downloads and 172 product page reviews. It's a start! Thank you. Charlie Coupe Designer/Coder 2026sep16
Replies
2
Boosts
0
Views
490
Activity
4h
toolbarMinimizationBehavior(_:for:) crashes on some iOS 27.0.0 devices: "missing weak symbol" despite #available(iOS 27.0, *)
We are seeing a production crash that only affects devices reporting iOS 27.0.0. Devices on 27.0.1 and later, and on iOS 26, are unaffected. The app is built with Xcode 27.0 (the same binary shape appears with the Xcode 27.1 RC toolchain), deployment target iOS 26.0. The crashing code is a plain availability-gated call: extension View { @ViewBuilder func disableNavigationBarMinimization() -> some View { if #available(iOS 27.0, *) { toolbarMinimizationBehavior(.never, for: .navigationBar) } else { self } } } Crash report excerpt (addresses and app symbols removed): crash_info_entry_0: Failed to look up symbolic reference at <addr> - offset <n> - symbol <nearest stripped symbol> in <app binary> - pointer at <addr> is likely a reference to a missing weak symbol Crashed: com.apple.main-thread 0 libsystem_kernel.dylib __pthread_kill 2 libsystem_c.dylib abort 3 libswiftCore.dylib <redacted> 9 libswiftCore.dylib swift_getTypeByMangledName + 908 10 libswiftCore.dylib swift_getTypeByMangledNameInContext2 + 248 11 <app> __swift_instantiateConcreteTypeFromMangledNameV2 12 <app> specialized closure #1 in View.disableNavigationBarMinimization() 13 <app> closure #1 in SomeView.body.getter What we established: Because the deployment target is 26.0 and the API is @available(iOS 27.0, *), the app weak-imports both the function and its opaque result type descriptor. dyld_info -imports on the binary shows: _$s7SwiftUI4ViewPAAE27toolbarMinimizationBehavior_3forQrAA07ToolbareF0V_AA0H9PlacementVdtF [weak-import] (from SwiftUI) _$s7SwiftUI4ViewPAAE27toolbarMinimizationBehavior_3forQrAA07ToolbareF0V_AA0H9PlacementVdtFQOMQ [weak-import] (from SwiftUI) The call site has to instantiate the opaque return type's metadata before calling the function. That is the frame that aborts. So when dyld binds the descriptor to null, #available(iOS 27.0, *) passes and the process still dies. The symbol is present and exported on the iOS 27.0 build we can inspect locally (24A437, via Xcode's DeviceSupport symbols), and the same code runs fine on the iOS 27.0 simulator runtime (24A434). We cannot reproduce the crash on any device we own. The SwiftUI binary in 24A437 exports both toolbarMinimizeBehavior(_:for:) / ToolbarMinimizeBehavior and toolbarMinimizationBehavior(_:for:) / ToolbarMinimizationBehavior. The iOS 27.1 SDK only declares the latter, still annotated @available(iOS 27.0, *). This looks like a rename late in the 27.0 cycle. Our working theory is that some iOS 27.0.0 builds in the field (earlier 27.0 builds, possibly the ones preinstalled on new devices) predate the rename and only contain toolbarMinimizeBehavior, so the renamed symbol is absent and the weak import resolves to null. Questions: Is the @available(iOS 27.0, *) annotation on toolbarMinimizationBehavior(_:for:) accurate for every shipped 27.0.0 build? Should it be 27.0.1 or 27.1? Is there a supported way to guard against a missing opaque type descriptor at runtime, short of raising the availability check? Feedback filed as FB25095054.
Replies
0
Boosts
0
Views
47
Activity
8h
Xcode 27 cannot open storyboards or create simulators
Hi. Today we upgraded to Xcode 27 and installed the iOS 27 runtime component. Now storyboards cannot be opened. Xcode only displays "Loading iOS 27.0..." Besides, we cannot create simulators either. iOS 27 runtime appears missing even though it is installed. We tried removing and reinstalling the runtime but it didn't work. Right now all development came to a halt. Please help.
Replies
4
Boosts
0
Views
736
Activity
18h
SwiftUI views lock up after background and sleep for “Designed for iPad” apps
There's an easily reproducible SwiftUI bug on macOS where an app's UI state no longer updates/re-renders for "Designed for iPad" apps (i.e. ProcessInfo.processInfo.isiOSAppOnMac == true). The bug occurs in Xcode and also if the app is running independent of Xcode. The bug occurs when: the user Hides the app (i.e. it goes into the background) the user puts the Mac to sleep (e.g. Apple menu > Sleep) a total of ~60 seconds transpires (i.e. macOS puts the app into the "suspended state") when the app is brought back into the foreground the UI no longer updates properly The only way I have found to fix this is to manually open a new actual full app window via File > New, in which case the app works fine again in the new window. The following extremely simple code in a default Xcode project illustrates the issue: import SwiftUI @main struct staleApp: App { @State private var isBright = true var body: some Scene { WindowGroup() { ZStack { (isBright ? Color.white : Color.black).ignoresSafeArea() Button("TOGGLE") { isBright.toggle(); print("TAPPED") } } .onAppear { print("\(isBright ? "light" : "dark") view appeared") } } } } For the code above, after Hiding the app and putting the computer to sleep for 60 seconds or more, the button no longer swaps views, although the print statements still appear in the console upon tapping the button. Also, while in this buggy state, i can get the view to update to the current state (i.e. the view triggered by the last tap) by manually dragging the corner of the app window to resize the window. But after resizing, the view again does not update upon button tapping until I resize the window again. so it appears the diff engine is mucked or that the Scene or WindowGroup are no longer correctly running on the main thread I have tried rebuilding the entire view hierarchy by updating .id() on views but this approach does NOT work. I have tried many other options/hacks but have not been able to reset the 'view engine' other than opening a new window manually or by using: @Environment(.openWindow) private var openWindow openWindow could be a viable solution except there's no way to programmatically close the old window for isiOSAppOnMac (@Environment(.dismissWindow) private var dismissWindow doesn't work for iOS)
Replies
2
Boosts
1
Views
271
Activity
1d
Support your app on compatible devices
To learn about supporting your app on multiple devices, visit Test your app on compatible devices on App Review Help.
Replies
0
Boosts
0
Views
6.9k
Activity
1d
Hinge listeners don't work in Keyboard Extension on iPhone Duo (iOS 27.1)
Hi, I've discovered that my Keyboard Extension is unable to detect any hinge status update on iPhone Duo. I tired both UIKit and SwiftUI approach - nothing works. Is there any workaround to make it work? Reproducible demo: https://www.icloud.com/iclouddrive/0460exMJtAdRkpk8EDjb751nw Xcode 27.1 (27A9269) iOS 27.1 beta 1 (24A94401) I also created a bug report: FB24883137
Replies
3
Boosts
1
Views
490
Activity
1d
Xcode 27 crashes when coding agent asks for permission
I am using Coding Intelligence, powered by Claude, in the first production release of Xcode 27.0 (in MacOS 26.7). Initially it was working ok. But after less than a day, it now crashes every time it needs to ask for permission for any shell command. And each time I restart things, it burns through a ton of tokens. ☹️ Any suggestions? (I'll file a bug report right now…)
Replies
10
Boosts
4
Views
960
Activity
1d
Xcode 27.1 - When can we submit our builds?
Large companies/applications are good to go for Duo release. Is there a timeframe when Xcode 27.1 will be available so we can build and submit to App Store in time for Duo release? Any guidance around this?
Replies
2
Boosts
2
Views
371
Activity
1d
FB25073243 - Xcode 27.1 RC Device Hub iPhone Duo Screen Capture
I have submitted a feedback report regarding Xcode 27.1 RC Device Hub: iPhone Duo screen captures function only work when the device is fully closed; alternative hinge positions produce a blank display.
Replies
0
Boosts
1
Views
96
Activity
1d
Xcode components download stuck
I have a problem downloading Xcode components like Metal Toolchain or Developer Documentation. The action stuck with the status "Preparing to download". The symptoms started several weeks ago. I noticed this when my copy of Xcode 27 beta stopped showing the developer documentation. Strangely, when I re-launched Xcode it insists to download the Developer Documentation and keep showing "Preparing to download" while other components like Metal Toolchain, when I quit Xcode, it cancels the component download and that component status reverts to "Get". The symptoms continue thru the released version of Xcode27. Does anyone know the cure?
Replies
4
Boosts
3
Views
714
Activity
2d
Watch App stuck indefinitely on "Installing..." when installing debug build via iOS Watch app (Latest OS & Xcode)
Hi everyone, I am developing an iOS companion app with an integrated watchOS component (a golf swing tracking tool using CoreMotion). I have run into an issue where the watchOS app gets stuck indefinitely in the "Installing..." state and never finishes installing on the physical Apple Watch. Environment (All on latest public releases): Xcode Version: Latest release (Xcode 18.x) macOS Version: Latest release (macOS Sequoia / latest version) iOS Version: Latest release (iOS 20.x) watchOS Version: Latest release (watchOS 13.x on Apple Watch Ultra 2) Deployment Target: Matched to latest minimum deployments Signing: "Automatically manage signing" enabled with an active Apple Developer Program account Steps to Reproduce: Connect the iPhone to the Mac via a physical cable. Select the iOS target in Xcode and successfully run/install the companion app onto the iPhone. Launch the stock Watch app on the paired iPhone. Scroll down to the "Available Apps" section, locate the development app, and tap "Install". The circular progress indicator starts spinning with the status "Installing...", but it remains in this state indefinitely (waited over 2 hours) without ever completing, timing out, or surfacing an error alert on either the iPhone or the Apple Watch. Troubleshooting Already Verified: Bundle ID Hierarchy: iOS App: com.company.appname Watch App: com.company.appname.watchkitapp Both targets share the exact same Development Team, signing certificate, and provisioning profiles. Developer Mode: Explicitly enabled and rebooted on the Apple Watch (Settings -> Privacy & Security -> Developer Mode). Also verified as enabled on the host iPhone. Connectivity & Cache: Cleared Xcode DerivedData (rm -rf ~/Library/Developer/Xcode/DerivedData). Performed hard reboots on both the iPhone and the Apple Watch to terminate any hung background sync daemons (installd / CoreDevice). Ensured both devices and the Mac are on the same Wi-Fi network with Bluetooth turned on. Questions: Under the current CoreDevice architecture, is installing local debug builds via the iPhone's stock Watch app still supported, or does it silently fail because the physical Apple Watch's UDID is not directly provisioned during an iOS-only build? Which subsystem in macOS Console.app (e.g., com.apple.dt.CoreDevice, com.apple.StreamingExtractor, or installd) is best for tracking the exact error/timeout code when the watch installation hangs? What is the currently recommended workflow to deploy and debug a paired watchOS target directly onto physical hardware? Any insights from the team or community would be greatly appreciated!
Replies
0
Boosts
0
Views
101
Activity
2d
SVG in asset catalog is treated as Generic RGB instead of sRGB
When I add an SVG file to an asset catalog Image Set, the Attributes Inspector shows Color Space: Generic RGB instead of sRGB. The rendered color on device does not match the hex value in the SVG.
Replies
0
Boosts
0
Views
58
Activity
2d
Orphaned 9GB Simulator Runtime in /System/Library/AssetsV2 - Cannot Delete (SIP protected)
I have an orphaned asset folder taking up 9.13GB located at: /System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/c0d3fd05106683ba0b3680d4d1afec65f098d700.asset It contains SimulatorRuntimeAsset version 18.5 (Build 22F77). Active Version: My current Xcode setup is using version 26.2 (Build 23C54). I checked the plist files in the directory and found what seems to be the cause of the issue: The "Never Collected" Flag: The Info.plist inside the orphaned asset folder explicitly sets the garbage collection behavior to "NeverCollected": <key>__AssetDefaultGarbageCollectionBehavior</key> <string>NeverCollected</string> The Catalog Mismatch: The master catalog file (com_apple_MobileAsset_iOSSimulatorRuntime.xml) in the parent directory only lists the new version (26.2). Because the old version (18.5) is missing from this XML, Xcode and mobileassetd seem to have lost track of it entirely. What I Have Tried (All Failed) Xcode Components: The version 18.5 does not appear in Settings -> Components, so I cannot delete it via the GUI. Simctl: xcrun simctl list runtimes does not list this version. Running xcrun simctl runtime delete 22F77 fails with: "No runtime disk images or bundles found matching '22F77'." Manual Deletion: sudo rm -rf [path] fails with "Operation not permitted", presumably because /System/Library/AssetsV2 is SIP-protected. Third-party Tools: Apps like DevCleaner do not detect this runtime (likely because they only scan ~/Library or /Library, not /System/Library). Has anyone found a way to force the system (perhaps via mobileassetd or a specific xcrun flag) to re-evaluate this folder and respect a deletion request? I am trying to avoid booting into Recovery Mode just to delete a cache file. Any insights on how AssetsV2 handles these "orphaned" files would be appreciated.
Replies
28
Boosts
16
Views
9.4k
Activity
3d
No identity found: Command CodeSign failed with a nonzero exit code
Hello! I'm new to xcode and am developing an iOS app. I hit the following error when build my app: MY_SHA no identity found Command CodeSign failed with a nonzero exit code I have generated my certificate through xcode. I can see the Certificate and the private key in Keychain -> login. But it's not that private key is under the Certificate. They are listed in parallel. The certificate appears in Certificate tab but not in My Certificate Tab. Would that matter? security find-certificate -a -Z | grep -A1 "Apple Development" Gives me the certificate. But security find-identity -v -p codesigning give 0 valid identity found. Could you help me figure out what could be the reason for this? I've been stuck for several days now. Thank you so much!
Replies
4
Boosts
4
Views
492
Activity
4d
Xcode 27: CLLocationManager kCLErrorDomain Code=5
Dear Apple Developer Community, Our app monitors a user-defined region by using startMonitoring on an instance of CLLocationManager. While it works as intended on a real device, starting with Xcode 27, this method invocation always results in >locationManager ... monitoringDidFailFor< being called. The error code is always kCLErrorDomain Code=5 but this only occurs within iOS 27 simulators. It works perfectly in iOS 26 simulators. Additionally, CLLocationManager.isMonitoringAvailable(for: CLCircularRegion.self) always returns false on these iOS 27 simulators. This issue blocks parts of our automated system tests. Is it a bug or on purpose? Thank you in advance.
Replies
1
Boosts
1
Views
242
Activity
4d
FYI: Xcode and Disk Space
I discovered a disk space issue with Xcode on my 1TB hard disk. Xcode doesn’t delete old or unused Simulators, causing them to mix and consume valuable space. Deleting them from the Window > Devices & Simulators menu didn’t work, so I used Disk Utility to find and delete them. However, they persisted. To regain disk space, I completely removed Xcode and the Developer Folder. After reinstalling Xcode, I regained about 80% of my disk space. Despite unmounting the Simulators, they remained. For those unable or unwilling to do this, the Mac App Store offers DevCleaner, a utility that removes old Xcode Cache and Simulators. Thanks. I hope I've helped someone else. Dan Uff
Replies
4
Boosts
0
Views
1.1k
Activity
5d
Logs from NetworkExtensions are absent in the Xcode console
Hello, It seems that starting Xcode 27, the logs from NetworkExtensions do not show up in the Xcode Console anymore. They still show in Console.app somehow. I have filed a bug report (FB24985332) about it, if you encounter the same issue, please upvote this so that the NetworkExtension team can fix this faster, thanks !
Replies
2
Boosts
3
Views
260
Activity
5d
Screen Layout and Camera Rotation Behavior on iPhone Duo - Does Build Environment Matter?
I'm developing with the following setup: Xcode 26.2 Minimum Deployment Target: iOS 15.0 Currently using AppDelegate only I have three questions: Screen Display on iPhone Duo From what I understand, when an app built with this configuration runs on iPhone Duo, the content appears in the center area while both sides show vertical empty bars. Does this layout stay the same when the device is rotated? Camera Rotation Behavior When I open the camera and rotate the device, does the camera view automatically rotate to match the device's rotation direction? UI Rendering Differences Between Xcode Versions If I build the same app with Xcode 27 and Xcode 26, and then install both versions on the same devices (regular iPhone and iPhone Duo), are there any differences in how the UI is drawn? If there are differences, does this mean the UI rendering follows the build environment (Xcode version) rather than the runtime environment?
Topic: UI Frameworks SubTopic: UIKit Tags:
Replies
0
Boosts
0
Views
90
Activity
5d