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

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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
When AI leads to lost prompts (26.3)
This was maddening: I had written a very long and detailed prompt, then went to select "Codex" from the drop down menu at the top "start a new conversation", and it wiped out the entire prompt I was working on. Well, of course it did: that drop down is part of the "Start a new Conversation" icon button, but it's position is too far away from the actual icon to infer that is its purpose. It should be a popup that shows the current choice for model (GPT-5, GPT 4.1, Codex). ANOTHER lost prompt problem. If you have a prompt-in-progress (AI is maybe building some code), and Xcode crashes, it might not save that prompt for when you re-launch. And how might that happen? Well, there's still numerous ways using the coding assistanty might crash. One I've notice is if you switch out to another app, or if you invoke a screen capture, it might crash.
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Supported memory-limit increase for an iOS Enhanced Security helper extension
We’re using an Enhanced Security helper extension with AppExtensionProcess and XPCSession to isolate native zero-knowledge proof generation from wallet and signing code. On an iPhone 15 Pro running iOS 26.6.2 (23G90), the helper terminates with: EXC_RESOURCE RESOURCE_TYPE_MEMORY: high watermark memory limit exceeded (limit=35 MB) Terminated due to memory issue Our current prover requires substantially more memory: its public proving key is approximately 402 MiB, and its witness workspace alone is approximately 69 MiB. The same proof engine has completed successfully in a standalone iOS app process. The helper currently processes only synthetic test inputs. We want to preserve the helper’s sandbox and Enhanced Security protections and use a configuration supported for App Store distribution. Is there a supported way to increase the memory limit for this specific helper extension type? Does com.apple.developer.kernel.increased-memory-limit apply to Enhanced Security helper extensions? If so, what provisioning, target configuration, and device/OS requirements apply?
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Getting error that bundle version is not high enough (which isn't true)
A couple months ago, I got an error when attempting to deploy our app to App Store Connect (see error further below). I used the CLI command xcrun altool --upload-app, and I was trying to upload a new version 1.0.26 build 0, when the previous uploaded version was 1.0.25 build 2 (so the new version is definitely a higher number). I later tried to upload a version 1.0.27 build 1, and that still failed. Note that I have an identical staging app, and I was able to go from 1.0.25 build 2 to 1.0.26 build 0 just fine there. And I have never had issues with version incrementation in the past for either our production or staging app. What could be going wrong here? Here are the error logs: 2026-04-30 23:18:19.430 ERROR: [ContentDelivery.Uploader.6000012404C0] The provided entity includes an attribute with a value that has already been used (-19232) The bundle version must be higher than the previously uploaded version: ‘0’. (ID: 71a9077b-807a-476c-b8a2-04cb8357bc32) NSUnderlyingError : The provided entity includes an attribute with a value that has already been used (-19241) The bundle version must be higher than the previously uploaded version. status : 409 detail : The bundle version must be higher than the previously uploaded version. Failed to upload archive at '[MyApp].ipa'. source : pointer : /data/attributes/cfBundleVersion id : 71a9077b-807a-476c-b8a2-04cb8357bc32 code : ENTITY_ERROR.ATTRIBUTE.INVALID.DUPLICATE title : The provided entity includes an attribute with a value that has already been used meta : previousBundleVersion : 0 previousBundleVersion : 0 iris-code : ENTITY_ERROR.ATTRIBUTE.INVALID.DUPLICATE 2026-04-30 23:18:19.431 ERROR: [altool.6000012404C0] Failed to upload package. 2026-04-30 23:18:19.431 ERROR: [altool.6000012404C0] The provided entity includes an attribute with a value that has already been used (-19232) The bundle version must be higher than the previously uploaded version: ‘0’. (ID: 71a9077b-807a-476c-b8a2-04cb8357bc32) NSUnderlyingError : The provided entity includes an attribute with a value that has already been used (-19241) The bundle version must be higher than the previously uploaded version. status : 409 detail : The bundle version must be higher than the previously uploaded version. source : pointer : /data/attributes/cfBundleVersion id : 71a9077b-807a-476c-b8a2-04cb8357bc32 code : ENTITY_ERROR.ATTRIBUTE.INVALID.DUPLICATE title : The provided entity includes an attribute with a value that has already been used meta : previousBundleVersion : 0 previousBundleVersion : 0 iris-code : ENTITY_ERROR.ATTRIBUTE.INVALID.DUPLICATE
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Accessibility Inspector Element Detection and contrast failures with SwiftUI sheets
I am investigating Accessibility Inspector/XCTest audit results in a SwiftUI app (Target Keeper), without suppressing warnings. Environment: Xcode 27.1 (27A9275), iPadOS 27.0 Simulator, macOS 27.0.1. Debug and Release builds pass. The app uses scalable text and labeled controls. Element Detection / native sheet Main-screen Element Detection passes when the sheet is closed. With a SwiftUI .sheet presented, the iPad audit reports “Potentially inaccessible text”; XCUIAccessibilityAuditIssue.element is nil. Exported Inspector HTML highlights background labels behind/outside the sheet, rather than a foreground control. The separate, data-free SwiftUI application below reproduces the modal-only warning; it links no application modules or persistence. Actual iPad Simulator VoiceOver testing using XCUIDevice.shared.voiceOverService passes forward/backward traversal of the real application's modal controls, without reaching the background labels. This is simulator evidence, not physical-device acceptance. A trial explicit modal container/.isModal trait did not clear the audit and was reverted; no warnings are filtered. Minimal independent app: import SwiftUI @main struct ModalRepro: App { @State private var showing=false private let names=["Vegetables","Protein","Fruit","Dairy","Grains","Healthy Fats"] var body:some Scene {WindowGroup { NavigationStack { VStack(spacing:24) { Button("Nutrition") {}.accessibilityLabel("Choose Page").accessibilityValue("Nutrition") LazyVGrid(columns:[GridItem(.flexible()),GridItem(.flexible()),GridItem(.flexible())],spacing:40) { ForEach(names,id:\.self) { name in Button {} label: { VStack(spacing:10) { Circle().fill(.blue.opacity(0.3)).frame(width:250,height:250) Text(name).font(.system(size:17)).accessibilityHidden(true) } }.buttonStyle(.plain).accessibilityLabel(name) } } Button("Show modal") {showing=true} }.padding(24).frame(maxWidth:.infinity,maxHeight:.infinity).background(Color.black) }.preferredColorScheme(.dark) .sheet(isPresented:$showing) { NavigationStack { VStack {Text("Foreground content");Button("Close") {showing=false}} .frame(maxWidth:.infinity,maxHeight:.infinity).background(Color.black) .navigationTitle("Modal flow") }.preferredColorScheme(.dark) } }} }In an Xcode UI-test target, launch this app, run try app.performAccessibilityAudit(for: [.elementDetection]), tap “Show modal”, then run the same audit again. The first passes and the second fails. No issue handler ignores failures. Contrast / scrolling — separate unresolved finding All four iPhone combined-audit configurations (portrait/landscape, normal/maximum Dynamic Type) pass in the tested picker state. However, iPad maximum-text combined audits and a separate scrolled iPhone maximum-text landscape contrast audit still fail; we are not calling these resolved. In the scrolled iPhone case, XCTest identifies a count label whose frame is entirely above the visible results viewport. Inspector's exported HTML reports 1.37:1 using #252526 versus #000000; its marked screenshot rectangle overlaps the dark search/header area, not visible count text. Visible sampled labels instead have white or light foregrounds on opaque dark fills (e.g. #FFFFFF/#1C1C1E = 17.01:1; #98989F/#1C1C1E = 5.94:1). These are screenshot core-pixel measurements, not proof every warning is false. We compare ordinary text against 4.5:1 and interactive non-text against 3:1. iPad maximum-text warnings have not yet been matched to an exact visible color pair. Original failures and HTML exports are preserved privately. Questions Is Element Detection expected to inspect background elements behind a presented native SwiftUI sheet? Is this a known tool limitation/framework issue, or does the sample need different semantics? What is the supported way to establish modal accessibility boundaries with SwiftUI sheets, and when should .isModal be added explicitly? How should we distinguish a real contrast defect from clipping, occlusion, translucency, or sampling of an offscreen element? Which Inspector export fields/diagnostics should establish the actual sampled text/background pair? What additional evidence/manual and physical-device tests does Apple recommend before qualifying accessibility when the minimal audit reproduction fails but actual VoiceOver modal focus behaves correctly? We are not asking to waive audits or declare full accessibility from a VoiceOver pass alone. I read Apple's audit guidance and modal trait documentation: https://developer.apple.com/documentation/accessibility/performing-accessibility-audits-for-your-app https://developer.apple.com/documentation/swiftui/accessibilitytraits/ismodal https://developer.apple.com/help/app-store-connect/manage-app-accessibility/sufficient-contrast-evaluation-criteria/ Related discussion https://developer.apple.com/forums/thread/823968 recommends Feedback for a different apparent Dynamic Type false positive; it does not answer these modal/contrast questions. A Feedback draft is prepared but not submitted, so I have no Feedback ID yet. No private data, identifiers, credentials, app containers or confidential application source are included.
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Acessing structs from Swift
My latest app communicates, via TCP, with an embedded device. The embedded device is programmed in C and sends my Swift app data encapsulated in "messages" which are actually structures defined like this: { uint16_t sig; uint16_t len; // Total length of message, include header and playload; uint16_t type; uint32_t data; // 32 Bits of data. } MSG_t; In my Swit app they arrive via NWConnection, and are sent to my controller delegate as Data (That's the swift type called Data, not just the general term 'data') So me question for you harties is this: How can I unpack this 'Data' into something resembling my C struct - and acess it's members by name. In Pseudo code I'd like to do something like: if let myData = data { myStruct = <cast myData.bytes onto a struct > if myStruct.sig == CORRECT_MSG_SIG { // do soemthig with the message... } } So is this possible? Is it the wrong approach? Is there a better approach?
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14h
Receiving message "Unable to find a team with the given Team ID to which you belong" when trying to access Certificates Identifiers & Profiles page
When attempting to access the (Certificates Identifiers & Profiles) page, I receive the message "Unable to find a team with the given Team ID to which you belong". Even while set as a developer or as an admin I still receive the same message above.
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17h
Recovery qualification before updating a development app: encrypted Finder backup and container export
I am qualifying a data-preserving update of my own development-signed iOS/iPadOS app (Target Keeper). I would like to understand the supported recovery guarantees and limitations before changing an existing installation, rather than treating a completed backup or successful model-open test as proof of full rollback. Environment: iOS/iPadOS 27.0.1 and Xcode 27.1. Existing development installations must be retained. The original signed packages for the older installed builds are unavailable. No update, uninstall, device erase or restore has been performed as part of this qualification. Evidence already retained privately: Completed encrypted Finder backup records for each device, with the password kept private. Apple Device Hub downloads of each existing app-data container, retained separately with file counts and SHA-256 manifests. Disposable copies of the actual prior SwiftData store, relevant WAL/SHM files, preferences and selected-photo data opened using the proposed version's existing model and guarded local-startup implementation. Model identities/content fingerprints were unchanged in those tests. The separate Codable Portfolio repository passed loading/reopening on disposable copies without changing the ledger bytes. Controlled process interruption/reopen tests passed on disposable local copies. These tests did not run the entire signed app-update lifecycle on a physical device, validate Keychain continuity, establish an atomic source-side multi-store snapshot, or test restore on the original devices. CloudKit records are not being mutated. I have read Apple's update-testing and container-download/replace guidance: https://developer.apple.com/documentation/xcode/testing-a-release-build https://help.apple.com/xcode/mac/current/en.lproj/dev816c242e1.html Specific questions: For a locally development-signed app that is not available from the App Store, what does an encrypted Finder backup preserve and what additional artifacts are needed to recover the usable app and its data if the original signed app package is missing? Does a backup completion record establish anything about restoration of that development executable? What consistency guarantees does Device Hub's app-container download provide when the app has multiple stores (SwiftData/SQLite with WAL, a separate JSON ledger, preferences and photos)? Is a quiescent/terminated app required, and what is the recommended way to qualify a coherent capture without modifying the original records? What is Apple's recommended recovery rehearsal on a disposable device/installation before an in-place update? Which identity, signing, file-protection and Keychain limitations must be considered, especially for ThisDeviceOnly items and same-device versus different-device restoration? Which preservation checks remain the developer's responsibility beyond successful container replacement or store opening? I do not want to mistake reinstalling an app binary for rolling back a migrated multi-store data set. Separately, an earlier strict source read rejected a file-metadata change, but its paired content hashes were not retained. I am not asserting an Apple defect, corruption or an identified writer, and newer successful copies cannot reconstruct that missing observation. Is there a recommended narrowly scoped Apple diagnostic for future capture that records before/after file identity and content consistency without weakening integrity rejection? No backups, passwords, personal device identifiers, private certificates, record contents or confidential logs are attached. I am seeking a supported qualification procedure, not instructions to bypass preservation safeguards or destructively test on the original devices.
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Apple Watch Ultra 4 not visible in Xcode 27 Device Hub
Hello, I’m trying to pair an Apple Watch Ultra 4 running watchOS 27 with Xcode 27, but the watch does not appear in Device Hub or under “Pair Nearby Device”. The iPhone paired with the watch is detected correctly by Xcode. Developer Mode is enabled on both devices, and the Mac, iPhone, and Apple Watch are on the same Wi-Fi network. I have already tried restarting all devices, connecting the iPhone by USB, disabling and re-enabling Bluetooth and Wi-Fi, disabling VPN/firewall software, and checking that the watchOS Developer Disk Image is installed and usable. The watch still does not appear as a physical device. Only Apple Watch simulators are listed. Has anyone experienced this issue or found a workaround? Thank you.
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22h
iOS 27.1 Simulator download stuck at "Preparing" (FB25345300)
Hi, xcodebuild -downloadPlatform iOS stays at "Preparing to download..." for the iOS 27.1 Simulator (24A94425). mobileassetd receives 0 bytes. Environment: MacBook Pro (M3), macOS 26.7.2, Xcode 27 Tried (no change): Reinstalled macOS from Recovery Safe Mode Reset Xcode preferences Network to Apple servers is OK This started in September when the iOS 27.1 beta Simulator install failed (low disk space). mobileassetd log: Failed to set xattr on '/System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/1d40f…asset' (errno 2) SecKeyVerifySignature failed: CSSMERR_CSP_VERIFY_FAILED GetDecryptionKey: Failed to obtain decryption key Is there a supported way to reset the MobileAsset state or install the runtime manually? Feedback: FB25345300 Thank you.
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Apple watch Xcode pairing & connection issues
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,
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Custom DWARF_DSYM_FOLDER_PATH breaks dSYM copying during "xcodebuild archive" job
It has always been this way. But I wonder why? Having the minimal xcode project, if you building and archive with: xcodebuild archive -project sample.xcodeproj -scheme sample -configuration Release -destination 'generic/platform=macOS' -archivePath out/sample.xcarchive DWARF_DSYM_FOLDER_PATH='out/dsym'final xcarchive will have empty dSYMs directory. At the same time, out/dsym/sample.app.dSYM exists. So it turns out that dSYM generation respects DWARF_DSYM_FOLDER_PATH variable, but archiving operation - doesn't. From my point of view, this is not logical because I explicitly specified the location and this location works partially. Am I missing anything? Is there some other variables that controls where archiving searchs for dSYM? Because at this moment it looks like it is internally hardcoded to somewhat like "$(BUILD_DIR)/$(CONFIGURATION)" Any help is appreciated, Best regards!
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Developer Program active but App Store Connect says my Apple Account isn't enabled
Hey everybody, I enrolled in the Apple Developer Program and my membership is active. Xcode recognizes my team, code signing works, and I can archive my app successfully. The problem is that App Store Connect itself says: “Your Apple Account isn't enabled for App Store Connect.” Xcode gives the same kind of issue when I try to upload through Organizer. It says it can't authenticate with App Store Connect and that I don't have App Store Connect access for my team. What's weird is that everything else seems to work. My developer account is active, the team shows up correctly in Xcode, and the archive builds without any issues. I've tried signing out and back into Xcode, removing and re-adding my Apple ID, restarting everything, and waiting more than 24 hours since my membership became active. I already contacted Apple Support and they escalated the case to their senior support team, but I wanted to ask if anyone here has seen this before. Has anyone had App Store Connect take a while to become enabled after joining the Developer Program? Or is there something else I should be checking? Thanks.
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Xcode Cloud cannot be setup from Xcode 27
I'm trying to start using Xcode Cloud from a project, but the only thing I get is the message saying "Failed to create workflow" with the actual error being "Could not find item. Domain: XcodeCloudKit.XcodeCloudCommandHandler.CommandHandlerError Code: 5". Initially, it did lead me to configuring permissions on GitHub. But it failed in the end probably because the git remote of the project was pointing to another organisation, that transferred the ownership to me. I switched remote to my org, but it didn't help. So, I revoked the permission and deleted Xcode Cloud app from my GitHub in hopes that the config process would start again. It does not. All I get is this senseless error. Is Xcode Cloud functionality functioning at all in Xcode beta 27 for anyone?
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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…)
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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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Why Xcode can't do anything the normal way?!
Seriously, how come that Xcode has to do everything the wrong way, in the opposite to every normal IDE and solution that has been introduced over 10 years ago. We have been dealing for so many years with the insane xcodeproj format, so to ease the pain they've introduced JSON format. Sounds like an improvement, right? Not really, instead of using regular JSON, they decided to use JSON5 making it icompatible with 95% of CLI tools & automations like the famous jq tool. They could have solved all the issues with xcodeproj, but they decided to only make PRs more readable and introduce thousand other issues which will require building another wrappers and tools to manage the project format. On top of that, they're building CLI tool to interact with the project: xcrun xcodeproj, but instead of providing the output in a parsable way like using regular JSON (like every normal CLI tool would), they print everything in human-redable way in columns, etc. which makes parsing it miserable. I can't comprehend how it happens that they don't learn from their own mistakes of reinventing the wheel by using rectangular shape...
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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
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New simulators do not show up in Device Hub
Xcode is completely broken since I installed Xcode 27.1 Beta for the first time. Since then every Xcode I installed is unable to properly install simulators. Even though the SDK appears as installed in settings: Device Hub doesn't show it: To fix it I have to manually add SDK image using "xcrun simctl runtime add" and then play with a couple more commands. I've just installed Xcode 27.2 with iOS 27.2 SDK and again the same problem: There is a problem with signature: Any idea how to fix it, so that I don't have to install it manually every time...?
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Apple Store Connect submission: ambiguity about "Uploaded to Apple" and "Upload your builds using one of several tools"
In Xcode -> Product -> Archive the Mac application is mark as "Uploaded to Apple" But in Apple Store Connect -> MyApp -> "Add for Review" button show "Unable to Add for Review ... You must choose a build" And Distribution -> Build section is empty (Upload your builds using one of several tools) Need help about the ambiguity: "Uploaded to Apple" and "Upload your builds using one of several tools" Any suggestion will be greatly appreciate.
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SFSpeechRecognizer is unavailable or fails to initialize on iOS 26.4 and 26.5 Simulators
I am testing SFSpeechRecognizer using the en_US locale. When the iPhone Simulator’s system language is set to Japanese, SFSpeechRecognizer.isAvailable returns false for en_US, so speech recognition is unavailable. As far as I have tested, this issue does not occur on iOS Simulator 26.2 or earlier. Is this a Simulator-specific issue, or is it a behavior change that could also occur on physical devices? Has any additional setup become necessary to use speech recognition in Simulator? I then changed the iPhone Simulator’s system language to English. After doing so, SFSpeechRecognizer.isAvailable returned true for en_US. However, starting a recognition task still failed immediately with kLSRErrorDomain Code=300, “Failed to initialize recognizer.” The following error was returned: Error Domain=kLSRErrorDomain Code=300 "Failed to initialize recognizer" UserInfo={ NSLocalizedDescription=Failed to initialize recognizer, NSUnderlyingError={ Error Domain=kLSRErrorDomain Code=300 "Failed to create recognizer from=/Users/<USERNAME>/Library/Developer/CoreSimulator/Devices/<DEVICE-UUID>/data/private/var/MobileAsset/AssetsV2/com_apple_MobileAsset_UAF_Siri_Understanding/purpose_auto/ c079bfa6b8856202dc8cb2135fef3b06229ced6e.asset/AssetData/mini.json" UserInfo={ NSLocalizedDescription=Failed to create recognizer from=/Users/<USERNAME>/Library/Developer/CoreSimulator/Devices/<DEVICE-UUID>/data/private/var/MobileAsset/AssetsV2/com_apple_MobileAsset_UAF_Siri_Understanding/purpose_auto/ c079bfa6b8856202dc8cb2135fef3b06229ced6e.asset/AssetData/mini.json } } } I have not observed either of these issues on iOS Simulator 26.2 or earlier: With the Simulator language set to Japanese, the en_US recognizer does not become unavailable. When SFSpeechRecognizer.isAvailable is true, recognition does not fail with kLSRErrorDomain Code=300. Environment Xcode: 26.6 (17F113) iOS Simulator 26.5 (23F77), iPhone 17 (A3258J/A) iOS Simulator 26.4 (23E244), iPhone 17 (A3258J/A)
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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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11k
Activity
May ’24
When AI leads to lost prompts (26.3)
This was maddening: I had written a very long and detailed prompt, then went to select "Codex" from the drop down menu at the top "start a new conversation", and it wiped out the entire prompt I was working on. Well, of course it did: that drop down is part of the "Start a new Conversation" icon button, but it's position is too far away from the actual icon to infer that is its purpose. It should be a popup that shows the current choice for model (GPT-5, GPT 4.1, Codex). ANOTHER lost prompt problem. If you have a prompt-in-progress (AI is maybe building some code), and Xcode crashes, it might not save that prompt for when you re-launch. And how might that happen? Well, there's still numerous ways using the coding assistanty might crash. One I've notice is if you switch out to another app, or if you invoke a screen capture, it might crash.
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174
Activity
2h
Supported memory-limit increase for an iOS Enhanced Security helper extension
We’re using an Enhanced Security helper extension with AppExtensionProcess and XPCSession to isolate native zero-knowledge proof generation from wallet and signing code. On an iPhone 15 Pro running iOS 26.6.2 (23G90), the helper terminates with: EXC_RESOURCE RESOURCE_TYPE_MEMORY: high watermark memory limit exceeded (limit=35 MB) Terminated due to memory issue Our current prover requires substantially more memory: its public proving key is approximately 402 MiB, and its witness workspace alone is approximately 69 MiB. The same proof engine has completed successfully in a standalone iOS app process. The helper currently processes only synthetic test inputs. We want to preserve the helper’s sandbox and Enhanced Security protections and use a configuration supported for App Store distribution. Is there a supported way to increase the memory limit for this specific helper extension type? Does com.apple.developer.kernel.increased-memory-limit apply to Enhanced Security helper extensions? If so, what provisioning, target configuration, and device/OS requirements apply?
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168
Activity
10h
Getting error that bundle version is not high enough (which isn't true)
A couple months ago, I got an error when attempting to deploy our app to App Store Connect (see error further below). I used the CLI command xcrun altool --upload-app, and I was trying to upload a new version 1.0.26 build 0, when the previous uploaded version was 1.0.25 build 2 (so the new version is definitely a higher number). I later tried to upload a version 1.0.27 build 1, and that still failed. Note that I have an identical staging app, and I was able to go from 1.0.25 build 2 to 1.0.26 build 0 just fine there. And I have never had issues with version incrementation in the past for either our production or staging app. What could be going wrong here? Here are the error logs: 2026-04-30 23:18:19.430 ERROR: [ContentDelivery.Uploader.6000012404C0] The provided entity includes an attribute with a value that has already been used (-19232) The bundle version must be higher than the previously uploaded version: ‘0’. (ID: 71a9077b-807a-476c-b8a2-04cb8357bc32) NSUnderlyingError : The provided entity includes an attribute with a value that has already been used (-19241) The bundle version must be higher than the previously uploaded version. status : 409 detail : The bundle version must be higher than the previously uploaded version. Failed to upload archive at '[MyApp].ipa'. source : pointer : /data/attributes/cfBundleVersion id : 71a9077b-807a-476c-b8a2-04cb8357bc32 code : ENTITY_ERROR.ATTRIBUTE.INVALID.DUPLICATE title : The provided entity includes an attribute with a value that has already been used meta : previousBundleVersion : 0 previousBundleVersion : 0 iris-code : ENTITY_ERROR.ATTRIBUTE.INVALID.DUPLICATE 2026-04-30 23:18:19.431 ERROR: [altool.6000012404C0] Failed to upload package. 2026-04-30 23:18:19.431 ERROR: [altool.6000012404C0] The provided entity includes an attribute with a value that has already been used (-19232) The bundle version must be higher than the previously uploaded version: ‘0’. (ID: 71a9077b-807a-476c-b8a2-04cb8357bc32) NSUnderlyingError : The provided entity includes an attribute with a value that has already been used (-19241) The bundle version must be higher than the previously uploaded version. status : 409 detail : The bundle version must be higher than the previously uploaded version. source : pointer : /data/attributes/cfBundleVersion id : 71a9077b-807a-476c-b8a2-04cb8357bc32 code : ENTITY_ERROR.ATTRIBUTE.INVALID.DUPLICATE title : The provided entity includes an attribute with a value that has already been used meta : previousBundleVersion : 0 previousBundleVersion : 0 iris-code : ENTITY_ERROR.ATTRIBUTE.INVALID.DUPLICATE
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12h
Accessibility Inspector Element Detection and contrast failures with SwiftUI sheets
I am investigating Accessibility Inspector/XCTest audit results in a SwiftUI app (Target Keeper), without suppressing warnings. Environment: Xcode 27.1 (27A9275), iPadOS 27.0 Simulator, macOS 27.0.1. Debug and Release builds pass. The app uses scalable text and labeled controls. Element Detection / native sheet Main-screen Element Detection passes when the sheet is closed. With a SwiftUI .sheet presented, the iPad audit reports “Potentially inaccessible text”; XCUIAccessibilityAuditIssue.element is nil. Exported Inspector HTML highlights background labels behind/outside the sheet, rather than a foreground control. The separate, data-free SwiftUI application below reproduces the modal-only warning; it links no application modules or persistence. Actual iPad Simulator VoiceOver testing using XCUIDevice.shared.voiceOverService passes forward/backward traversal of the real application's modal controls, without reaching the background labels. This is simulator evidence, not physical-device acceptance. A trial explicit modal container/.isModal trait did not clear the audit and was reverted; no warnings are filtered. Minimal independent app: import SwiftUI @main struct ModalRepro: App { @State private var showing=false private let names=["Vegetables","Protein","Fruit","Dairy","Grains","Healthy Fats"] var body:some Scene {WindowGroup { NavigationStack { VStack(spacing:24) { Button("Nutrition") {}.accessibilityLabel("Choose Page").accessibilityValue("Nutrition") LazyVGrid(columns:[GridItem(.flexible()),GridItem(.flexible()),GridItem(.flexible())],spacing:40) { ForEach(names,id:\.self) { name in Button {} label: { VStack(spacing:10) { Circle().fill(.blue.opacity(0.3)).frame(width:250,height:250) Text(name).font(.system(size:17)).accessibilityHidden(true) } }.buttonStyle(.plain).accessibilityLabel(name) } } Button("Show modal") {showing=true} }.padding(24).frame(maxWidth:.infinity,maxHeight:.infinity).background(Color.black) }.preferredColorScheme(.dark) .sheet(isPresented:$showing) { NavigationStack { VStack {Text("Foreground content");Button("Close") {showing=false}} .frame(maxWidth:.infinity,maxHeight:.infinity).background(Color.black) .navigationTitle("Modal flow") }.preferredColorScheme(.dark) } }} }In an Xcode UI-test target, launch this app, run try app.performAccessibilityAudit(for: [.elementDetection]), tap “Show modal”, then run the same audit again. The first passes and the second fails. No issue handler ignores failures. Contrast / scrolling — separate unresolved finding All four iPhone combined-audit configurations (portrait/landscape, normal/maximum Dynamic Type) pass in the tested picker state. However, iPad maximum-text combined audits and a separate scrolled iPhone maximum-text landscape contrast audit still fail; we are not calling these resolved. In the scrolled iPhone case, XCTest identifies a count label whose frame is entirely above the visible results viewport. Inspector's exported HTML reports 1.37:1 using #252526 versus #000000; its marked screenshot rectangle overlaps the dark search/header area, not visible count text. Visible sampled labels instead have white or light foregrounds on opaque dark fills (e.g. #FFFFFF/#1C1C1E = 17.01:1; #98989F/#1C1C1E = 5.94:1). These are screenshot core-pixel measurements, not proof every warning is false. We compare ordinary text against 4.5:1 and interactive non-text against 3:1. iPad maximum-text warnings have not yet been matched to an exact visible color pair. Original failures and HTML exports are preserved privately. Questions Is Element Detection expected to inspect background elements behind a presented native SwiftUI sheet? Is this a known tool limitation/framework issue, or does the sample need different semantics? What is the supported way to establish modal accessibility boundaries with SwiftUI sheets, and when should .isModal be added explicitly? How should we distinguish a real contrast defect from clipping, occlusion, translucency, or sampling of an offscreen element? Which Inspector export fields/diagnostics should establish the actual sampled text/background pair? What additional evidence/manual and physical-device tests does Apple recommend before qualifying accessibility when the minimal audit reproduction fails but actual VoiceOver modal focus behaves correctly? We are not asking to waive audits or declare full accessibility from a VoiceOver pass alone. I read Apple's audit guidance and modal trait documentation: https://developer.apple.com/documentation/accessibility/performing-accessibility-audits-for-your-app https://developer.apple.com/documentation/swiftui/accessibilitytraits/ismodal https://developer.apple.com/help/app-store-connect/manage-app-accessibility/sufficient-contrast-evaluation-criteria/ Related discussion https://developer.apple.com/forums/thread/823968 recommends Feedback for a different apparent Dynamic Type false positive; it does not answer these modal/contrast questions. A Feedback draft is prepared but not submitted, so I have no Feedback ID yet. No private data, identifiers, credentials, app containers or confidential application source are included.
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109
Activity
12h
Acessing structs from Swift
My latest app communicates, via TCP, with an embedded device. The embedded device is programmed in C and sends my Swift app data encapsulated in "messages" which are actually structures defined like this: { uint16_t sig; uint16_t len; // Total length of message, include header and playload; uint16_t type; uint32_t data; // 32 Bits of data. } MSG_t; In my Swit app they arrive via NWConnection, and are sent to my controller delegate as Data (That's the swift type called Data, not just the general term 'data') So me question for you harties is this: How can I unpack this 'Data' into something resembling my C struct - and acess it's members by name. In Pseudo code I'd like to do something like: if let myData = data { myStruct = <cast myData.bytes onto a struct > if myStruct.sig == CORRECT_MSG_SIG { // do soemthig with the message... } } So is this possible? Is it the wrong approach? Is there a better approach?
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1k
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14h
Receiving message "Unable to find a team with the given Team ID to which you belong" when trying to access Certificates Identifiers & Profiles page
When attempting to access the (Certificates Identifiers & Profiles) page, I receive the message "Unable to find a team with the given Team ID to which you belong". Even while set as a developer or as an admin I still receive the same message above.
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7
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2.2k
Activity
17h
Recovery qualification before updating a development app: encrypted Finder backup and container export
I am qualifying a data-preserving update of my own development-signed iOS/iPadOS app (Target Keeper). I would like to understand the supported recovery guarantees and limitations before changing an existing installation, rather than treating a completed backup or successful model-open test as proof of full rollback. Environment: iOS/iPadOS 27.0.1 and Xcode 27.1. Existing development installations must be retained. The original signed packages for the older installed builds are unavailable. No update, uninstall, device erase or restore has been performed as part of this qualification. Evidence already retained privately: Completed encrypted Finder backup records for each device, with the password kept private. Apple Device Hub downloads of each existing app-data container, retained separately with file counts and SHA-256 manifests. Disposable copies of the actual prior SwiftData store, relevant WAL/SHM files, preferences and selected-photo data opened using the proposed version's existing model and guarded local-startup implementation. Model identities/content fingerprints were unchanged in those tests. The separate Codable Portfolio repository passed loading/reopening on disposable copies without changing the ledger bytes. Controlled process interruption/reopen tests passed on disposable local copies. These tests did not run the entire signed app-update lifecycle on a physical device, validate Keychain continuity, establish an atomic source-side multi-store snapshot, or test restore on the original devices. CloudKit records are not being mutated. I have read Apple's update-testing and container-download/replace guidance: https://developer.apple.com/documentation/xcode/testing-a-release-build https://help.apple.com/xcode/mac/current/en.lproj/dev816c242e1.html Specific questions: For a locally development-signed app that is not available from the App Store, what does an encrypted Finder backup preserve and what additional artifacts are needed to recover the usable app and its data if the original signed app package is missing? Does a backup completion record establish anything about restoration of that development executable? What consistency guarantees does Device Hub's app-container download provide when the app has multiple stores (SwiftData/SQLite with WAL, a separate JSON ledger, preferences and photos)? Is a quiescent/terminated app required, and what is the recommended way to qualify a coherent capture without modifying the original records? What is Apple's recommended recovery rehearsal on a disposable device/installation before an in-place update? Which identity, signing, file-protection and Keychain limitations must be considered, especially for ThisDeviceOnly items and same-device versus different-device restoration? Which preservation checks remain the developer's responsibility beyond successful container replacement or store opening? I do not want to mistake reinstalling an app binary for rolling back a migrated multi-store data set. Separately, an earlier strict source read rejected a file-metadata change, but its paired content hashes were not retained. I am not asserting an Apple defect, corruption or an identified writer, and newer successful copies cannot reconstruct that missing observation. Is there a recommended narrowly scoped Apple diagnostic for future capture that records before/after file identity and content consistency without weakening integrity rejection? No backups, passwords, personal device identifiers, private certificates, record contents or confidential logs are attached. I am seeking a supported qualification procedure, not instructions to bypass preservation safeguards or destructively test on the original devices.
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Activity
19h
Apple Watch Ultra 4 not visible in Xcode 27 Device Hub
Hello, I’m trying to pair an Apple Watch Ultra 4 running watchOS 27 with Xcode 27, but the watch does not appear in Device Hub or under “Pair Nearby Device”. The iPhone paired with the watch is detected correctly by Xcode. Developer Mode is enabled on both devices, and the Mac, iPhone, and Apple Watch are on the same Wi-Fi network. I have already tried restarting all devices, connecting the iPhone by USB, disabling and re-enabling Bluetooth and Wi-Fi, disabling VPN/firewall software, and checking that the watchOS Developer Disk Image is installed and usable. The watch still does not appear as a physical device. Only Apple Watch simulators are listed. Has anyone experienced this issue or found a workaround? Thank you.
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364
Activity
22h
iOS 27.1 Simulator download stuck at "Preparing" (FB25345300)
Hi, xcodebuild -downloadPlatform iOS stays at "Preparing to download..." for the iOS 27.1 Simulator (24A94425). mobileassetd receives 0 bytes. Environment: MacBook Pro (M3), macOS 26.7.2, Xcode 27 Tried (no change): Reinstalled macOS from Recovery Safe Mode Reset Xcode preferences Network to Apple servers is OK This started in September when the iOS 27.1 beta Simulator install failed (low disk space). mobileassetd log: Failed to set xattr on '/System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/1d40f…asset' (errno 2) SecKeyVerifySignature failed: CSSMERR_CSP_VERIFY_FAILED GetDecryptionKey: Failed to obtain decryption key Is there a supported way to reset the MobileAsset state or install the runtime manually? Feedback: FB25345300 Thank you.
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21
Activity
22h
Apple watch Xcode pairing & connection issues
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,
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5.7k
Activity
1d
Custom DWARF_DSYM_FOLDER_PATH breaks dSYM copying during "xcodebuild archive" job
It has always been this way. But I wonder why? Having the minimal xcode project, if you building and archive with: xcodebuild archive -project sample.xcodeproj -scheme sample -configuration Release -destination 'generic/platform=macOS' -archivePath out/sample.xcarchive DWARF_DSYM_FOLDER_PATH='out/dsym'final xcarchive will have empty dSYMs directory. At the same time, out/dsym/sample.app.dSYM exists. So it turns out that dSYM generation respects DWARF_DSYM_FOLDER_PATH variable, but archiving operation - doesn't. From my point of view, this is not logical because I explicitly specified the location and this location works partially. Am I missing anything? Is there some other variables that controls where archiving searchs for dSYM? Because at this moment it looks like it is internally hardcoded to somewhat like "$(BUILD_DIR)/$(CONFIGURATION)" Any help is appreciated, Best regards!
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Activity
1d
Developer Program active but App Store Connect says my Apple Account isn't enabled
Hey everybody, I enrolled in the Apple Developer Program and my membership is active. Xcode recognizes my team, code signing works, and I can archive my app successfully. The problem is that App Store Connect itself says: “Your Apple Account isn't enabled for App Store Connect.” Xcode gives the same kind of issue when I try to upload through Organizer. It says it can't authenticate with App Store Connect and that I don't have App Store Connect access for my team. What's weird is that everything else seems to work. My developer account is active, the team shows up correctly in Xcode, and the archive builds without any issues. I've tried signing out and back into Xcode, removing and re-adding my Apple ID, restarting everything, and waiting more than 24 hours since my membership became active. I already contacted Apple Support and they escalated the case to their senior support team, but I wanted to ask if anyone here has seen this before. Has anyone had App Store Connect take a while to become enabled after joining the Developer Program? Or is there something else I should be checking? Thanks.
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954
Activity
2d
Xcode Cloud cannot be setup from Xcode 27
I'm trying to start using Xcode Cloud from a project, but the only thing I get is the message saying "Failed to create workflow" with the actual error being "Could not find item. Domain: XcodeCloudKit.XcodeCloudCommandHandler.CommandHandlerError Code: 5". Initially, it did lead me to configuring permissions on GitHub. But it failed in the end probably because the git remote of the project was pointing to another organisation, that transferred the ownership to me. I switched remote to my org, but it didn't help. So, I revoked the permission and deleted Xcode Cloud app from my GitHub in hopes that the config process would start again. It does not. All I get is this senseless error. Is Xcode Cloud functionality functioning at all in Xcode beta 27 for anyone?
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1.2k
Activity
2d
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…)
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14
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1.6k
Activity
2d
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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15
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2.2k
Activity
2d
Why Xcode can't do anything the normal way?!
Seriously, how come that Xcode has to do everything the wrong way, in the opposite to every normal IDE and solution that has been introduced over 10 years ago. We have been dealing for so many years with the insane xcodeproj format, so to ease the pain they've introduced JSON format. Sounds like an improvement, right? Not really, instead of using regular JSON, they decided to use JSON5 making it icompatible with 95% of CLI tools & automations like the famous jq tool. They could have solved all the issues with xcodeproj, but they decided to only make PRs more readable and introduce thousand other issues which will require building another wrappers and tools to manage the project format. On top of that, they're building CLI tool to interact with the project: xcrun xcodeproj, but instead of providing the output in a parsable way like using regular JSON (like every normal CLI tool would), they print everything in human-redable way in columns, etc. which makes parsing it miserable. I can't comprehend how it happens that they don't learn from their own mistakes of reinventing the wheel by using rectangular shape...
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Activity
2d
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
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872
Activity
2d
New simulators do not show up in Device Hub
Xcode is completely broken since I installed Xcode 27.1 Beta for the first time. Since then every Xcode I installed is unable to properly install simulators. Even though the SDK appears as installed in settings: Device Hub doesn't show it: To fix it I have to manually add SDK image using "xcrun simctl runtime add" and then play with a couple more commands. I've just installed Xcode 27.2 with iOS 27.2 SDK and again the same problem: There is a problem with signature: Any idea how to fix it, so that I don't have to install it manually every time...?
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167
Activity
3d
Apple Store Connect submission: ambiguity about "Uploaded to Apple" and "Upload your builds using one of several tools"
In Xcode -> Product -> Archive the Mac application is mark as "Uploaded to Apple" But in Apple Store Connect -> MyApp -> "Add for Review" button show "Unable to Add for Review ... You must choose a build" And Distribution -> Build section is empty (Upload your builds using one of several tools) Need help about the ambiguity: "Uploaded to Apple" and "Upload your builds using one of several tools" Any suggestion will be greatly appreciate.
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3d
SFSpeechRecognizer is unavailable or fails to initialize on iOS 26.4 and 26.5 Simulators
I am testing SFSpeechRecognizer using the en_US locale. When the iPhone Simulator’s system language is set to Japanese, SFSpeechRecognizer.isAvailable returns false for en_US, so speech recognition is unavailable. As far as I have tested, this issue does not occur on iOS Simulator 26.2 or earlier. Is this a Simulator-specific issue, or is it a behavior change that could also occur on physical devices? Has any additional setup become necessary to use speech recognition in Simulator? I then changed the iPhone Simulator’s system language to English. After doing so, SFSpeechRecognizer.isAvailable returned true for en_US. However, starting a recognition task still failed immediately with kLSRErrorDomain Code=300, “Failed to initialize recognizer.” The following error was returned: Error Domain=kLSRErrorDomain Code=300 "Failed to initialize recognizer" UserInfo={ NSLocalizedDescription=Failed to initialize recognizer, NSUnderlyingError={ Error Domain=kLSRErrorDomain Code=300 "Failed to create recognizer from=/Users/<USERNAME>/Library/Developer/CoreSimulator/Devices/<DEVICE-UUID>/data/private/var/MobileAsset/AssetsV2/com_apple_MobileAsset_UAF_Siri_Understanding/purpose_auto/ c079bfa6b8856202dc8cb2135fef3b06229ced6e.asset/AssetData/mini.json" UserInfo={ NSLocalizedDescription=Failed to create recognizer from=/Users/<USERNAME>/Library/Developer/CoreSimulator/Devices/<DEVICE-UUID>/data/private/var/MobileAsset/AssetsV2/com_apple_MobileAsset_UAF_Siri_Understanding/purpose_auto/ c079bfa6b8856202dc8cb2135fef3b06229ced6e.asset/AssetData/mini.json } } } I have not observed either of these issues on iOS Simulator 26.2 or earlier: With the Simulator language set to Japanese, the en_US recognizer does not become unavailable. When SFSpeechRecognizer.isAvailable is true, recognition does not fail with kLSRErrorDomain Code=300. Environment Xcode: 26.6 (17F113) iOS Simulator 26.5 (23F77), iPhone 17 (A3258J/A) iOS Simulator 26.4 (23E244), iPhone 17 (A3258J/A)
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5d