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.
Xcode
RSS for tagBuild, test, and submit your app using Xcode, Apple's integrated development environment.
Posts under Xcode tag
200 Posts
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
Can I download the iOS 26 simulator runtime via a download link? The machine I need to deploy on may require an offline package installation due to firewall restrictions.
Can I download the iOS 26 simulator runtime via a download link? The machine I need to deploy on may require an offline package installation due to firewall restrictions.
I’m working on an iOS workspace with:
a static library project: M800SDK
a test app project: TestAppObj
I was able to build M800SDK for iOS Simulator on Apple Silicon as a simulator static library, and I also verified the architectures in the produced .a file.
However, when I link the app target against that simulator build and try to build TestAppObj for iOS Simulator, I get the following linker errors:
Undefined symbols for architecture arm64: _OBJC_CLASS_$_TokenMngr
clang++: error: linker command failed with exit code 1
Additional context:
The library links and works correctly when building the app for a physical iPhone. And the public header TokenMngr.h is found correctly by the app target.
The app target is compiled as Objective-C++ where needed.
The library is linked in the app target under “Link Binary With Libraries”.
Could you help me understand:
Is it possible to run on iOS Simulator ?
the recommended way to package and consume this library for iOS Simulator on Apple Silicon?
Also I am aware i can also build the library for :
Any iOS Simulator Device (arm64, x86_64)
And specify that on Build Phases in Link : Link Binary With Libraries adding the .a
Before i do that i ensure the .a is arm64, x86_64 using the command :
lipo -info libM800SDK.a
end it returns :
Architectures in the fat file: libM800SDK.a are: x86_64 arm64
However, even after confirming those architectures and linking the library to the app target, the app still does not link correctly for iOS Simulator.
In some cases, Xcode reports errors suggesting that the build is targeting iOS Simulator, but that one of the linked binaries was built for iPhoneOS instead.
This is where I am confused: I understand that lipo -info only shows the CPU architectures present in the library, but not whether a given arm64 slice was built for iPhoneOS or for iOS Simulator
I am unable to use my iPhone 17 Pro as a run destination in Xcode. The device appears at a low level, but CoreDevice / devicectl keeps reporting it as unavailable.
Environment
• Mac mini (Apple Silicon)
• macOS 26.3 (Build 25D125)
• iPhone 17 Pro
• iOS 26.3
• Xcode 26.3 (Build 17C529)
• Xcode 26.4 beta 2 (Build 17E5170d)
Symptoms
• The iPhone appears in Finder
• On the iPhone, I tapped “Trust This Computer”
• Developer Mode is enabled
• Apple ID is added in Xcode Accounts
• Team is configured in Signing & Capabilities
• iOS Platform Support is installed
• The device still does not become available as a run destination
• Devices and Simulators does not show it in a usable state
• xcrun devicectl list devices still shows unavailable
Output of xcrun devicectl list devices
Failed to load provisioning paramter list due to error: Error Domain=com.apple.dt.CoreDeviceError Code=1002 "No provider was found." UserInfo={NSLocalizedDescription=No provider was found.}.
devicectl manage create may support a reduced set of arguments.
Name Hostname Identifier State Model
CAC1B56A-C3B4-59FF-8F9D-659277C7C76C.coredevice.local CAC1B56A-C3B4-59FF-8F9D-659277C7C76C unavailable iPhone18,1
What I already tried
• Apple cable
• Different USB/Thunderbolt ports
• Direct connection to rear ports
• Restarted both Mac and iPhone
• Restarted Xcode
• Ran sudo killall usbmuxd
• Ran sudo pkill -9 remoted
• Upgraded Xcode from 26.2 to 26.3, then to 26.4 beta 2
• Ran sudo xcode-select -s /Applications/Xcode-beta.app
• Ran sudo xcodebuild -runFirstLaunch
• Reset “Location & Privacy” on the iPhone, then trusted the Mac again
• Still remains unavailable
Additional note
ioreg shows the iPhone, so the physical USB connection seems to exist.
However, at the CoreDevice / devicectl layer the device remains unavailable, and Xcode cannot use it for on-device build/run.
Is this a known issue with macOS 26.3 / iOS 26.3 / Xcode 26.4 beta 2?
Any workaround or additional debugging steps would be appreciated.
Hi everyone,
I’m running out of space on my Mac and I need to use an external SSD to free up room, especially because Xcode is taking a lot of storage. I want to know if it’s safe to move some Xcode files—projects, derived data, or system-related files—to an external SSD. Which files can I move safely, and which should stay on the internal drive? I want to avoid breaking anything or causing issues with Xcode or macOS.
Also, is it the same situation if I use an external HDD instead of an SSD? Are there additional risks or performance issues to consider?
I'm struggling to build a driver for iPadOS in a particular project configuration.
If I put the driver code and dext target into the same Xcode project which contains the iPad app, all is well. This is the way the Xcode driver template does it.
However, I'd like to build and debug the dext on macOS, while eventually deploying on iPadOS. So I put the dext into a different project, which has a macOS target, a minimal iPadOS target and a DriverKit target.
I made a workspace which contains both projects. I dragged the macOS project into the iPadOS project so that I can refer to the products of the macOS project (specifically, its driver target) as a dependency of the iPadOS target.
Note that the main iPad app target depends on the driver target.
So the workspace organization looks like this:
Workspace
iPad project
main iPad app target (depends on driver)
test project reference
test project
test macOS/iPad app target
DriverKit dext target
When I build the iPadOS target, it builds the dependent driver target in the macOS project, but it fails to link because Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/clang/15.0.0/lib/darwin/libclang_rt.profile_driverkit.a is not found.
If I just build the driver target directly in Xcode, there is no such complaint.
I looked closely at the build logs, and I see for the failed link, there are these two linker flags set which are not set in the successful case
-debug_variant
-fprofile-instr-generate
I can't seem to control the generation of this flag. I tried turning off the Profile switch in the Scheme editor for the driver, but is makes no difference. When I directly build the driver target, no -fprofile-instr-generate is set and it compiles and links. When i build the driver as a dependency of another target, -fprofile-instr-generate is passed to the linker, which fails.
The obvious workaround is to put the driver source code into a separate driver target in the iPadOS project, but I'd rather have just one DriverKit driver for both platforms, with a few settings (such as bundle ID) controlled by a configuration file. Has anyone else encountered this problem, and know of a workaround?
Xcode 16 and 26 changes in painful way how the Tab key works during autocomplete.
Previously, pressing Tab would extend the typed text up to the word match.
For example, we have two classes: NSViewController and NSViewCoordinator
BEFORE, typing: "NSV" + Tab used to complete to NSViewCo
Now, in Xcode 26, pressing Tab just use the first suggestion. Stupidly.
Especially when you want DispatchQueue and it gaves you DispatchSemaphore…
That is very inconvenient because very often I want just see all possible cases with some prefix...without need of typing all prefix manually.
How to restore the previous behavior?
How to do autocomplete word-by-word?
I’m blocked debugging a watchOS app on a physical Apple Watch. The iPhone connects to Xcode normally (wired), but the Watch either fails to connect with a tunnel timeout or disappears entirely from Xcode after I unpaired it inside Devices & Simulators.
Environment
Mac: macOS 26.x (Apple Silicon Mac)
Xcode: 26.2
iPhone: iOS 26.1
Apple Watch Ultra: watchOS 26.2 (build 23S303)
Connection: iPhone connected to Mac via USB (trusted). Watch paired to iPhone and working normally in the Watch app.
Issue A (when Watch is visible in Xcode)
In Xcode → Window → Devices and Simulators, the Watch shows up but is not usable and fails to connect.
Error:
“Previous preparation error: A connection to this device could not be established.”
“Timed out while attempting to establish tunnel using negotiated network parameters.”
In some attempts the Watch shows “Capacity: Unknown” / limited details, and then fails during preparation.
Issue B (after unpairing Watch in Xcode only)
I unpaired/removed the Watch in Xcode (Devices & Simulators). I did not unpair the Watch from the iPhone.
Now:
iPhone appears in Xcode and works normally for builds.
Watch is still paired to the iPhone and works normally.
Watch no longer appears anywhere in Xcode Devices & Simulators (no paired watch section, no watch run destination).
What I’ve tried
Reboots of Mac, iPhone, Watch (multiple times)
Watch unlocked, awake; iPhone unlocked and close to Watch
Verified Watch is paired and connected in iPhone Watch app
Developer Mode enabled on iPhone and Watch
Wi-Fi and Bluetooth ON (Mac/iPhone/Watch), tried toggling both
Tried on home Wi-Fi and also with iPhone hotspot (same result)
Resetting trust prompts / reconnecting iPhone via USB, re-trusting Mac
Apple Watch: “Clear Trusted Computers”
Xcode: removing/re-adding devices; clearing derived data; restarting Xcode
Watch Developer networking test: Responsiveness = Medium (430 RPM)
Questions
1. Is this a known issue/regression with Xcode 26.2 + watchOS 26.2 tunneling (CoreDevice / devicectl)?
2. Is there an Apple-supported way to force Xcode to re-discover a paired Watch after it was removed from Xcode Devices & Simulators (without unpairing the Watch from the iPhone)?
3. Any recommended logs or diagnostic steps I should collect (Console logs, sysdiagnose, specific Xcode/CoreDevice logs) to include in a Feedback report?
If helpful, I can provide the full error text from Xcode’s Devices window and any logs you recommend.
Thank you in advance,
Hello, I was told from Developer engineers to post an Xcode issue on Feedback Assistant. It has been 6 weeks and I have yet to receive a single reply or acknowledgement on my feedback post.
I would just like to at least get some sort of acknowledgement from Feedback Assistant that my post is being tracked or if a resolution is in work please.
Here's the post: https://feedbackassistant.apple.com/feedback/21824703
I have three rogue iOS simulators, how to correctly delete them and reclaim the disk space?
These img files are costing me 18gb of storage.
On XCode 26.x, calling XCFail with continueAfterFailure set to false causes xcodebuild command to hang indefinitely if the XCUIApplication object is stored outside the test method.
Create a new template iOS App project with UI tests
Add XCFail(...) to a UI test test-case
Set the XCUIApplication in self.app (avoiding this fixes the hang)
Run tests with xcodebuild test
The terminal hangs forever
Reproduction example
import XCTest
final class TestAppUITests: XCTestCase {
var app: XCUIApplication? = nil
override func setUpWithError() throws {
continueAfterFailure = false
}
override func tearDownWithError() throws {
app?.terminate()
}
@MainActor
func testExample() throws {
let app = XCUIApplication()
self.app = app // <- HERE this causes the problem
app.launch()
XCTFail()
}
}
Reproduction environment
macOS Sequoia 15.7.3
Tested XCode 26.3 and XCode 26.2 have the hang
Tested XCode 16.4 does work as expected
XCode 16.4
The issue does not happen on XCode 16.4, and is likely introduced in XCode 26.
Related threads:
https://developer.apple.com/forums/thread/809989
https://developer.apple.com/forums/thread/793307
Work-around
Do not store XCUIApplication in the XCTestCase instance, maintain it scoped to the test methods.
I have Xcode 26.1.1 (installed on a Mac Mini with Sequoia 15.7.2), which was installed from the Universal .xip file available from the Apple Developer site. This file is 2.7Gb. When Xcode is run, there is a menu item at Settings -> Components, and the top section "Platform Support" includes an option to "Get" the iOS SDK, which is an additional 10.3Gb download.[1][2]
I would like to either use command-line tools to obtain this iOS SDK component, or find where the downloaded package or its contents are installed on this Mac. This Apple Documentation some examples of using command-line tools to download components for Xcode. However, there is no specific documentation on how to separately download the iOS SDK. It seems that if possible, it could be done with "xcodebuild -downloadComponent", however I have tried a number of likely component names (ios, ios_sdk, ios26.1, ios_sdk26.1, iphoneos, iphoneos_sdk, iphoneos_sdk26.1), and none are valid.
Does anyone know either where the SDK download can be found, or how to download it using command-line tools?
Background: I require this as I am managing a fleet of Mac Minis located in a data centre (used for iOS/Android builds), and Internet access is restricted - any action requiring Internet access needs the Mac to be removed from the machine room racks and taken to a build room, then connected to a mobile hotspot or similar. This access is slow, and the above 10.3Gb download can take over an hour. If I can download the SDK separately, I can distribute it to all of the Macs over the internal network overnight, in advance of visiting the DC for upgrade tasks.
[1] Various web sites say that the iOS SDK is "bundled with" Xcode. However, if that's the case a) how is a 10.3Gb download somehow included in a 2.7Gb file? And b) why do I still need to "Get" this component after installing Xcode from the 2.7Gb file?
[2] Note that I am not looking for the iOS Simulator, I have already downloaded the iOS 26.1 version of this. I am specifically looking for the iOS SDK as listed under "Platform Support" in the Xcode menu described above.
Prior to iOS 26.0 we were able to download specific simulator runtimes from the command line by using a command like xcodebuild -downloadPlatform iOS -buildVersion 18.0
This is described in the documentation here.
This no longer works for 26.x. If I run the following command:
"xcodebuild -downloadPlatform iOS -buildVersion 26.0" it fails with the following error:
"Finding content... iOS 26.0 is not available for download."
If I omit the -buildVersion flag it will download the latest version, currently 26.2, but if I try and specify 26.2 as the buildVersion I still get "iOS 26.2 is not available for download".
This behavior has been confirmed on Xcode 26.2.
Perhaps related, it appears these runtimes are also no longer being made available for download on https://developer.apple.com/download/all
Device Details:
MBP M2 Pro AND MBP M3 Pro
macOS 26.3 (25D125)
Xcode Version 26.3, 26.2, 26.1 (I reinstalled all 3 of these after the macOS update)
BUG:
Xcode hangs indefinitely when performing Source Control operations (Pull or Push) on a Git repository that uses SSH authentication. The same repository works correctly when performing the equivalent Git operations from the Terminal using the Git CLI.
The issue appears to be specific to Xcode’s internal Source Control integration. When the operation is triggered from Xcode, the UI shows a spinning progress indicator and never completes. Terminal Git commands (git fetch, git pull, git push) complete normally using the same SSH key and repository.
A hang sample taken during the issue shows the Xcode main thread blocked in Source Control authentication and fingerprint handling code paths, including:
IDESourceControlUIHandler
IDESourceControlFingerprintManager
handleAuthenticationFailure
showFingerprintAlertOnWindow
This suggests Xcode may be waiting on a Source Control authentication or host fingerprint UI flow that never resolves.
SSH connectivity itself is functioning correctly:
ssh -T git@bitbucket.org and ssh -T git@github.com both authenticate successfully.
git ls-remote, git fetch, git pull, and git push all work correctly from Terminal.
No Source Control accounts are configured in Xcode Preferences. Authentication relies entirely on SSH keys.
Steps to Reproduce
Configure an SSH key for Git access (e.g., Bitbucket or GitHub) and confirm it works via Terminal.
Clone or open an existing Git repository that uses SSH (git@host:repo.git).
Open the project/workspace in Xcode.
In Xcode, attempt a Source Control operation such as:
Source Control → Pull
Source Control → Push
Observe that Xcode displays a spinning progress indicator and does not complete the operation.
Logs available on this Feedback Assist ID: FB22146913
I've been investigating a persistent 401 Invalid Bearer Token error with Claude Agent in Xcode 26.3 on an Intel Core i9 Mac and wanted to share my findings here in case others are affected.
ENVIRONMENT
Hardware: Intel Core i9 (x86_64)
Xcode: 26.3 (17C529)
macOS: 26.3 (25D125)
THE ISSUE
Claude Agent fails with "Failed to authenticate. API Error: 401 - Invalid bearer token" on every prompt, despite the account showing as Signed In under Settings → Intelligence. The error persists after signing out and back in, and the token is confirmed valid and unexpired in Keychain.
WHAT WORKS
Claude Code in Terminal works perfectly on the same machine with the same credentials
The basic Claude Sonnet 4.5 coding assistant in Xcode works fine
Only Claude Agent is affected
ROOT CAUSE HYPOTHESIS
Xcode appears to be installing an ARM64 Claude binary on Intel Macs silently, with no warning or fallback. This binary likely fails to execute on x86_64 hardware and that failure is being misreported upstream as a 401 authentication error — which is why the error has nothing to do with the actual credentials.
APPLE'S RESPONSE
Feedback report FB22141224 was closed as 'Works as currently designed' with the explanation that Claude Agent requires the Neural Engine found on Apple Silicon. However, Claude Agent calls Anthropic's remote API over the network and performs no on-device AI processing — the Neural Engine is not involved. The fact that Claude Code works fine on this same Intel Mac with the same credentials demonstrates this clearly.
WORKAROUND
Using an Anthropic API key instead of OAuth resolves the issue but requires additional paid billing outside of an existing Claude.ai subscription.
Has anyone else experienced this on either Intel or Apple Silicon? I'd be particularly interested to hear if Apple Silicon users are also affected, as the Developer Forums suggest this may not be limited to Intel Macs (thread/816369).
Any input from Apple DTS engineers would be greatly appreciated.
I'm trying to download the iOS 26.2 simulator, but it fails both in Xcode
and via the command line.
When I run:
xcodebuild -downloadPlatform iOS -buildVersion 26.2 -exportPath ~/Downloads
It returns:
iOS 26.2 is not available for download.
I would like to know:
Why iOS 26.2 simulator cannot be downloaded at the moment.
Whether iOS 26.2 simulator is still available, or if it has been removed or replaced.
How to properly get and install the iOS 26.2 simulator.
Any official explanation or solution would be greatly appreciated. Thank you!
显示为——构建描述签名错误: 签名证书无效。签名证书;不可用于代码签名。它可能已被吊销或过期。、
目前是在Apple Developer 重新创建证书、生成描述文件了(显示的是有效);但是下来出来放进打包里就显示证书失效是什么原因?
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
Developer Tools
App Store
App Store Connect
Xcode
Recently I noticed that although my drive showed ~800Gb of usage, the folders within totally to around ~600Gb (and yes I was including hidden 'dot' files/folders.
After some inspection I found that there are a whole set of Disk Media Images, that appear to be related to XCode simulators. Here's an extract from the command line diskutil list command:
/dev/disk5 (synthesized):
#: TYPE NAME SIZE IDENTIFIER
0: APFS Container Scheme - +17.6 GB disk5
Physical Store disk4s1
1: APFS Volume iOS 26.2 Simulator 17.1 GB disk5s1
/dev/disk6 (disk image):
#: TYPE NAME SIZE IDENTIFIER
0: GUID_partition_scheme +14.2 GB disk6
1: Apple_APFS Container disk7 14.2 GB disk6s1
/dev/disk7 (synthesized):
#: TYPE NAME SIZE IDENTIFIER
0: APFS Container Scheme - +14.2 GB disk7
Physical Store disk6s1
1: APFS Volume XROS 26.2 Simulator 13.8 GB disk7s1
/dev/disk8 (disk image):
#: TYPE NAME SIZE IDENTIFIER
0: GUID_partition_scheme +17.2 GB disk8
1: Apple_APFS Container disk9 17.2 GB disk8s1
/dev/disk9 (synthesized):
#: TYPE NAME SIZE IDENTIFIER
0: APFS Container Scheme - +17.2 GB disk9
Physical Store disk8s1
1: APFS Volume iOS 26.0 Simulator 16.7 GB disk9s1
/dev/disk10 (disk image):
#: TYPE NAME SIZE IDENTIFIER
0: GUID_partition_scheme +8.5 GB disk10
1: Apple_APFS Container disk11 8.5 GB disk10s1
/dev/disk11 (synthesized):
#: TYPE NAME SIZE IDENTIFIER
0: APFS Container Scheme - +8.5 GB disk11
Physical Store disk10s1
1: APFS Volume XROS 2.5 Simulator B... 8.2 GB disk11s1
/dev/disk12 (disk image):
#: TYPE NAME SIZE IDENTIFIER
0: GUID_partition_scheme +18.0 GB disk12
1: Apple_APFS Container disk13 18.0 GB disk12s1
/dev/disk13 (synthesized):
#: TYPE NAME SIZE IDENTIFIER
0: APFS Container Scheme - +18.0 GB disk13
Physical Store disk12s1
1: APFS Volume XROS 2.5 Simulator 17.5 GB disk13s1
/dev/disk14 (disk image):
#: TYPE NAME SIZE IDENTIFIER
0: GUID_partition_scheme +17.6 GB disk14
1: Apple_APFS Container disk15 17.6 GB disk14s1
/dev/disk15 (synthesized):
#: TYPE NAME SIZE IDENTIFIER
0: APFS Container Scheme - +17.6 GB disk15
Physical Store disk14s1
1: APFS Volume iOS 26.1 Simulator 17.1 GB disk15s1
/dev/disk16 (disk image):
#: TYPE NAME SIZE IDENTIFIER
0: GUID_partition_scheme +14.1 GB disk16
1: Apple_APFS Container disk17 14.1 GB disk16s1
/dev/disk17 (synthesized):
#: TYPE NAME SIZE IDENTIFIER
0: APFS Container Scheme - +14.1 GB disk17
Physical Store disk16s1
1: APFS Volume XROS 26.1 Simulator 13.7 GB disk17s1
/dev/disk18 (disk image):
#: TYPE NAME SIZE IDENTIFIER
0: GUID_partition_scheme +17.6 GB disk18
1: Apple_APFS Container disk19 17.6 GB disk18s1
/dev/disk19 (synthesized):
#: TYPE NAME SIZE IDENTIFIER
0: APFS Container Scheme - +17.6 GB disk19
Physical Store disk18s1
1: APFS Volume iOS 26.1 Simulator 17.1 GB disk19s1
/dev/disk20 (disk image):
#: TYPE NAME SIZE IDENTIFIER
0: GUID_partition_scheme +9.1 GB disk20
1: Apple_APFS Container disk21 9.1 GB disk20s1
/dev/disk21 (synthesized):
#: TYPE NAME SIZE IDENTIFIER
0: APFS Container Scheme - +9.1 GB disk21
Physical Store disk20s1
1: APFS Volume iOS 18.5 Simulator B... 8.8 GB disk21s1
/dev/disk22 (disk image):
#: TYPE NAME SIZE IDENTIFIER
0: GUID_partition_scheme +20.7 GB disk22
1: Apple_APFS Container disk23 20.7 GB disk22s1
/dev/disk23 (synthesized):
#: TYPE NAME SIZE IDENTIFIER
0: APFS Container Scheme - +20.7 GB disk23
Physical Store disk22s1
1: APFS Volume iOS 18.5 Simulator 20.2 GB disk23s1
I am unable to unmount them, either from the command line or Disk Utility. How do I go about this?
After updating my Xcode to the latest, I am unable to download an installed app container from the Xcode Devices screen. This currently works with older versions of Xcode with the same app on the same iPad. This worked with older versions of Xcode on the same MacBook as well (including the Xcode 26 beta before updating to the official release yesterday)
The specified file could not be transferred.
Domain: com.apple.dt.CoreDeviceError
Code: 7000
User Info: {
DVTErrorCreationDateKey = "2025-09-18 20:31:01 +0000";
NSURL = "file:///Users/thomsk2/Desktop/com.test.polarisdev%202025-09-18%2015:30.53.744.xcappdata/AppData/Library/Caches/";
}
The specified file could not be transferred.
Domain: com.apple.dt.CoreDeviceError
Code: 7000
User Info: {
NSURL = "file:///Users/thomsk2/Desktop/com.test.polarisdev%202025-09-18%2015:30.53.744.xcappdata/AppData/Library/Caches/";
}
Failed to perform I/O operations.
Domain: com.apple.dt.remoteservices.error
Code: 11001
Failure Reason: Cannot open destination file /Users/thomsk2/Desktop/com.test.polarisdev 2025-09-18 15:30.53.744.xcappdata/AppData/Library/Caches/com.apple.dyld/standaloneapp.ios.dyld4: Permission denied
System Information
macOS Version 15.6.1 (Build 24G90)
Xcode 26.0 (24228) (Build 17A324)
Timestamp: 2025-09-18T15:31:01-05:00
This is a grave issue I am facing while testing my apps on my personal device.
This is the error I seem to be getting: "The application could not be launched because the Developer App Certificate is not trusted."
And on the phone side, this is the message: Unable to Verify App. An internet connection is required to verify the trust of the developer "Apple Development...
Before I receive any recommendations, such as deleting Xcode or restarting my device, I would like to clarify that I have already taken all necessary precautions. The application I was testing appeared to function correctly in the morning a few hours prior to the update. However, after upgrading to the latest beta builds, iOS 26.4 beta and the latest macOS beta, this issue has become a recurring problem. I would greatly appreciate your assistance in resolving this matter, as it is of utmost importance to me.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Xcode
Simulator
Signing Certificates
Testing