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Posts under Xcode tag

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Resolving a "Simulator runtime is not available" error
Some Macs recently received a macOS system update which disabled the simulator runtimes used by Xcode 15, including the simulators for iOS, tvOS, watchOS, and visionOS. If your Mac received this update, you will receive the following error message and will be unable to use the simulator: The com.apple.CoreSimulator.SimRuntime.iOS-17-2 simulator runtime is not available. Domain: com.apple.CoreSimulator.SimError Code: 401 Failure Reason: runtime profile not found using "System" match policy Recovery Suggestion: Download the com.apple.CoreSimulator.SimRuntime.iOS-17-2 simulator runtime from the Xcode To resume using the simulator, please reboot your Mac. After rebooting, check Xcode Preferences → Platforms to ensure that the simulator runtime you would like to use is still installed. If it is missing, use the Get button to download it again. The Xcode 15.3 Release Notes are also updated with this information.
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May ’24
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:
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atch 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!
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XCUITest text entry drops characters on physical iOS 27 devices since Xcode 27 GA (FB24932647)
Since Xcode 27 GA, text entry from a UI test on a physical iOS 27 device delivers only the first 3–4 characters and then stops, while the call still returns success. Taps and scrolls are fine. The same tests pass on Xcode 27 beta 1. Filed as FB24932647. Broken: Xcode 27.0 (27A266a), 27.1 beta (27A9269), 27.2 beta 2 (27B5028f) Works: Xcode 27 beta 1 (27A5194q) Device: iPhone, iOS 27.0 (24A437) Repro. We drive it through WebDriverAgent. The failing step is XCTest's own event synthesis in testmanagerd, which is the same path XCUIElement.typeText goes through. Xcode 27.2 beta 2, run sudo xcodebuild -runFirstLaunch, reboot the device. Type subjectline into a plain UITextField. Read the field's value back. Expected subjectline. Actual sub or subj, in every one of 16 attempts. In a recipient-style field the fragment appears and is then erased, so nothing survives. 0 of 32 attempts completed. Device log, all within one second: testmanagerd Failed to load displays from CADisplay testmanagerd Failed to resolve displays. Defaulting to generic keyboard sender. testmanagerd Recap event action playback initiated UIKitCore hardwareKeyboardAttached = YES UIKitCore Moving from placement OnScreen to OffScreenDown UIKitCore Change to input view set: (empty) testmanagerd Recap event action playback completed testmanagerd can't resolve a display, so it falls back to a generic keyboard sender that registers a virtual HID keyboard. iOS then treats that as a hardware keyboard and dismisses the software keyboard while the text is still being typed. What changed. Comparing testmanagerd in the two DeveloperDiskImages: beta 1 derived the display from the app's identity (Computed display ID … from embeddedApplicationIdentifier … bundleID). GA removed that and added CADisplay enumeration with the generic fallback. That code is unchanged through 27.2 beta 2. This is not 181945323, which is marked fixed in 27.2 beta 2. That one needs Device Hub and clears on its own. Is anyone else seeing this on device? Is there a supported way to type on device under Xcode 27 GA, other than staying on beta 1?
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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?
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Permission denied - Attempting to run Docker from XCTestCase
I'm setting up tests for my Xcode Multiplatform App. To create a test environment I created a docker image that I want to run an XCTestCase against. I understand I'd have to make sure Docker is running before running the test. That said I have a permission denied when trying to connect to the docker daemon socket. Background: I'm using a makefile to store the commands and planned to run the docker build and docker run commands in the setUpWithError while running the docker kill command in tearDownWithError. To run the commands I used Process to execute the shell commands. I'm currently doing this is a test function to get it up and going. Issue: When I try to run the docker command Xcode tells me that it doesn't give me the permission to run it: docker: Got permission denied while trying to connect to the Docker daemon socket at unix:///var/run/docker.sock: Post "http://%2Fvar%2Frun%2Fdocker.sock/v1.24/containers/create?name=remarkable": dial unix /var/run/docker.sock: connect: operation not permitted. See 'docker run --help'. I only want to use Docker to run this specific XCTestCase. Is there anyway to run it from here JUST for the test? Or do I need to manually run docker and kill it before/after I run these tests? Thanks for any help.
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Xcode is not supported by this device
Hi, When I run a build and select my iPhone, I get this error: "The capability “Fetch Extended Device Info” is not supported by this device." Although it works correctly when I run the build on the Simulator on my Mac. I recently updated my iPhone to iOS 27.2. Could this be the problem? Is there any way to fix it, or should I wait for an Xcode update? I tried running it in version Xcode 26.5 and 27Beta Thanks!
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Xcode 26 keeps telling you "Not Signed In" after you authorize Claude or Codex in the browser?
If you're on an Intel Mac, here's the reason and the fix. Cost me an evening, and I found nothing online except closed bug reports with the same symptom. The problem: The browser flow works fine. You authorize, the page confirms, Xcode acts like nothing happened, no error anywhere. Xcode only downloads the Apple Silicon (arm64) build of its agent binaries. On Intel they can't run at all. The process meant to receive your login dies instantly with "bad CPU type in executable" and Xcode never surfaces it. Check if this is you: file ~/Library/Developer/Xcode/CodingAssistant/Agents/claude/*/claude If it says arm64 and your Mac is Intel, that's the problem. The fix: Open the Info.plist next to the binary. It has the exact download URL. Download the x64 build of the same version. → Claude: change darwin-arm64 to darwin-x64 in that URL. → Codex: grab codex-x86_64-apple-darwin.tar.gz from the matching rust-v release on GitHub. Replace the binary and make it executable: chmod 755 Update the checksum in Info.plist. It's a plain SHA-512: shasum -a 512 Restart Xcode and sign in again. Bonus (Claude Pro / Max) Run claude setup-token in Terminal, then add the token to: ~/Library/Developer/Xcode/CodingAssistant/ClaudeAgentConfig/settings.json {"env": {"CLAUDE_CODE_OAUTH_TOKEN": "your-token"}} Pick "Authenticate with Configuration File" in the agent menu. Runs on your subscription no API key. Heads up: an Xcode update can re-download the wrong binary, so you may have to repeat this until Apple fixes the architecture detection.
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Request: Option to Position Coding Assistant on the Right Side in Xcode
Dear Xcode Team, Please consider adding an option to position the Coding Assistant on the right side of the editor. Currently, when the assistant panel is open, it makes it difficult to access the Project Navigator at the same time. Having the ability to move the Coding Assistant to the right side would allow developers to keep the Project Navigator visible while interacting with the assistant, improving workflow and efficiency. Thank you
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[Feature request] Xcode 27 Easier Previewing while using coding agent
Filed a feature request in feedback assistant, but starting a discussion here as well since I'm probably not the only one. The issue I have is that coding assistant and previews seem to be mutually exclusive. That means that when I'm iterating on UI, I either have to rely on the coding assistant showing me preview screenshots (cannot interact), firing up Device Hub (have to manually kick off a build after each change) or manually opening the associated preview (requires a lot of hoping back and forth). This feels inefficient and means I have to hop around and manage my windows and tabs more. A slight work around is to open a split view with the file and preview there. This layout is inefficient and clunky. I would love if Xcode supported a pinned preview next to coding assistant (or automatically showed the relevant one). I imagine this working just like showing a preview next to a file cmd + opt + return hides/shows the preview. FB23219611
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Validate App & Upload both hang indefinitely at "Preparing"
I have been trying for 24 hours to upload app, and first time this has happened in 8 years and 100+ uploads. Please help. Validate App and Upload both hang indefinitely at "Preparing" in Xcode Organizer. No error is ever returned — the progress bar freezes and the operation never completes or times out. Transporter 1.4.5 fails identically. Key detail: archive 2.4.3 (build 123), which Apple accepted and processed on Sept 10, 2026, now hangs the same way when validated. Same machine, same Xcode, same Apple ID. This rules out the archive, its signature, and its provisioning profile. Already ruled out: two independent networks (home Wi-Fi and iPhone cellular hotspot); the archive itself (known-good build 123 fails identically); Xcode install (27.0 / 27A266a, xcode-select verified correct); Apple ID session (signed out and back in three times); full reboot. macOS 27.0 (26A428) on MacBookPro18,4. Last successful upload Sept 10, 2026. 100+ prior archives uploaded without incident over several years. macOS has updated twice since Sept 10. Separately: Transporter 1.4.5 crashes on macOS 27.0 with an unhandled exception in TransporterKit while drawing its activity queue (EXC_BREAKPOINT via +[NSApplication _crashOnException:]).
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Developer Account with Red x
My developer account identity has a red 'x' next to it like other users have stated. It looked as though a tech helped them correct it. I have been requesting support via email for over 10 days on this and am still waiting for assistance. When I sign into App Store Connect, I can see both of my apps I have registered. My apple developer account at the top tells me I need to enroll in a program and can click to enroll but then will tell me I cannot enroll. I can see myself as the account holder and admin in the user identities. I also have the developer certificate in my keychain.
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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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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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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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Xcode is compiling all Swift files one at a time?
I have two apps; one is a subset of functionality of the other. The smaller app has about 170 Swift files. The larger app has these files plus about 120 more. So I would expect the larger app to take around twice as long to build. Instead, the smaller app takes less than a minute to build while the larger app takes over 13 minutes to build; to be exact, it takes 15.3 times longer. While reviewing the build report, I noticed that the smaller app compiles the Swift files in batches, with each batch taking around 10 seconds, but with up to 17 batches running at once. In contrast, the larger app compiles all 290 Swift files in one giant batch, so apparently there is no multithreading of the Swift compilation (see screen shots below). The difference in the number of batches the smaller app compiles at once roughly corresponds to the difference in overall build time. Is there a build setting I can change to make the larger app compile Swift files in multiple smaller batches as the smaller app is doing? I checked SWIFT_COMPILATION_MODE and it's the same in both apps (Incremental for debugging and Whole Module for release) but I don't know what other settings I should check.
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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
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 !
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Activity
6h
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:
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Activity
6h
atch 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!
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6h
XCUITest text entry drops characters on physical iOS 27 devices since Xcode 27 GA (FB24932647)
Since Xcode 27 GA, text entry from a UI test on a physical iOS 27 device delivers only the first 3–4 characters and then stops, while the call still returns success. Taps and scrolls are fine. The same tests pass on Xcode 27 beta 1. Filed as FB24932647. Broken: Xcode 27.0 (27A266a), 27.1 beta (27A9269), 27.2 beta 2 (27B5028f) Works: Xcode 27 beta 1 (27A5194q) Device: iPhone, iOS 27.0 (24A437) Repro. We drive it through WebDriverAgent. The failing step is XCTest's own event synthesis in testmanagerd, which is the same path XCUIElement.typeText goes through. Xcode 27.2 beta 2, run sudo xcodebuild -runFirstLaunch, reboot the device. Type subjectline into a plain UITextField. Read the field's value back. Expected subjectline. Actual sub or subj, in every one of 16 attempts. In a recipient-style field the fragment appears and is then erased, so nothing survives. 0 of 32 attempts completed. Device log, all within one second: testmanagerd Failed to load displays from CADisplay testmanagerd Failed to resolve displays. Defaulting to generic keyboard sender. testmanagerd Recap event action playback initiated UIKitCore hardwareKeyboardAttached = YES UIKitCore Moving from placement OnScreen to OffScreenDown UIKitCore Change to input view set: (empty) testmanagerd Recap event action playback completed testmanagerd can't resolve a display, so it falls back to a generic keyboard sender that registers a virtual HID keyboard. iOS then treats that as a hardware keyboard and dismisses the software keyboard while the text is still being typed. What changed. Comparing testmanagerd in the two DeveloperDiskImages: beta 1 derived the display from the app's identity (Computed display ID … from embeddedApplicationIdentifier … bundleID). GA removed that and added CADisplay enumeration with the generic fallback. That code is unchanged through 27.2 beta 2. This is not 181945323, which is marked fixed in 27.2 beta 2. That one needs Device Hub and clears on its own. Is anyone else seeing this on device? Is there a supported way to type on device under Xcode 27 GA, other than staying on beta 1?
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App Startup with Debugger in Xcode 26 is slow
My app start up has became horrid. It takes 1 minute to open SQLlite database for my rust core. Impossible to work... I have Address Sanitizer, Thread Perf Checker and Thread Sanitizer disabled...
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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?
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Permission denied - Attempting to run Docker from XCTestCase
I'm setting up tests for my Xcode Multiplatform App. To create a test environment I created a docker image that I want to run an XCTestCase against. I understand I'd have to make sure Docker is running before running the test. That said I have a permission denied when trying to connect to the docker daemon socket. Background: I'm using a makefile to store the commands and planned to run the docker build and docker run commands in the setUpWithError while running the docker kill command in tearDownWithError. To run the commands I used Process to execute the shell commands. I'm currently doing this is a test function to get it up and going. Issue: When I try to run the docker command Xcode tells me that it doesn't give me the permission to run it: docker: Got permission denied while trying to connect to the Docker daemon socket at unix:///var/run/docker.sock: Post "http://%2Fvar%2Frun%2Fdocker.sock/v1.24/containers/create?name=remarkable": dial unix /var/run/docker.sock: connect: operation not permitted. See 'docker run --help'. I only want to use Docker to run this specific XCTestCase. Is there anyway to run it from here JUST for the test? Or do I need to manually run docker and kill it before/after I run these tests? Thanks for any help.
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Xcode is not supported by this device
Hi, When I run a build and select my iPhone, I get this error: "The capability “Fetch Extended Device Info” is not supported by this device." Although it works correctly when I run the build on the Simulator on my Mac. I recently updated my iPhone to iOS 27.2. Could this be the problem? Is there any way to fix it, or should I wait for an Xcode update? I tried running it in version Xcode 26.5 and 27Beta Thanks!
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Xcode 26 keeps telling you "Not Signed In" after you authorize Claude or Codex in the browser?
If you're on an Intel Mac, here's the reason and the fix. Cost me an evening, and I found nothing online except closed bug reports with the same symptom. The problem: The browser flow works fine. You authorize, the page confirms, Xcode acts like nothing happened, no error anywhere. Xcode only downloads the Apple Silicon (arm64) build of its agent binaries. On Intel they can't run at all. The process meant to receive your login dies instantly with "bad CPU type in executable" and Xcode never surfaces it. Check if this is you: file ~/Library/Developer/Xcode/CodingAssistant/Agents/claude/*/claude If it says arm64 and your Mac is Intel, that's the problem. The fix: Open the Info.plist next to the binary. It has the exact download URL. Download the x64 build of the same version. → Claude: change darwin-arm64 to darwin-x64 in that URL. → Codex: grab codex-x86_64-apple-darwin.tar.gz from the matching rust-v release on GitHub. Replace the binary and make it executable: chmod 755 Update the checksum in Info.plist. It's a plain SHA-512: shasum -a 512 Restart Xcode and sign in again. Bonus (Claude Pro / Max) Run claude setup-token in Terminal, then add the token to: ~/Library/Developer/Xcode/CodingAssistant/ClaudeAgentConfig/settings.json {"env": {"CLAUDE_CODE_OAUTH_TOKEN": "your-token"}} Pick "Authenticate with Configuration File" in the agent menu. Runs on your subscription no API key. Heads up: an Xcode update can re-download the wrong binary, so you may have to repeat this until Apple fixes the architecture detection.
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Request: Option to Position Coding Assistant on the Right Side in Xcode
Dear Xcode Team, Please consider adding an option to position the Coding Assistant on the right side of the editor. Currently, when the assistant panel is open, it makes it difficult to access the Project Navigator at the same time. Having the ability to move the Coding Assistant to the right side would allow developers to keep the Project Navigator visible while interacting with the assistant, improving workflow and efficiency. Thank you
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[Feature request] Xcode 27 Easier Previewing while using coding agent
Filed a feature request in feedback assistant, but starting a discussion here as well since I'm probably not the only one. The issue I have is that coding assistant and previews seem to be mutually exclusive. That means that when I'm iterating on UI, I either have to rely on the coding assistant showing me preview screenshots (cannot interact), firing up Device Hub (have to manually kick off a build after each change) or manually opening the associated preview (requires a lot of hoping back and forth). This feels inefficient and means I have to hop around and manage my windows and tabs more. A slight work around is to open a split view with the file and preview there. This layout is inefficient and clunky. I would love if Xcode supported a pinned preview next to coding assistant (or automatically showed the relevant one). I imagine this working just like showing a preview next to a file cmd + opt + return hides/shows the preview. FB23219611
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686
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Validate App & Upload both hang indefinitely at "Preparing"
I have been trying for 24 hours to upload app, and first time this has happened in 8 years and 100+ uploads. Please help. Validate App and Upload both hang indefinitely at "Preparing" in Xcode Organizer. No error is ever returned — the progress bar freezes and the operation never completes or times out. Transporter 1.4.5 fails identically. Key detail: archive 2.4.3 (build 123), which Apple accepted and processed on Sept 10, 2026, now hangs the same way when validated. Same machine, same Xcode, same Apple ID. This rules out the archive, its signature, and its provisioning profile. Already ruled out: two independent networks (home Wi-Fi and iPhone cellular hotspot); the archive itself (known-good build 123 fails identically); Xcode install (27.0 / 27A266a, xcode-select verified correct); Apple ID session (signed out and back in three times); full reboot. macOS 27.0 (26A428) on MacBookPro18,4. Last successful upload Sept 10, 2026. 100+ prior archives uploaded without incident over several years. macOS has updated twice since Sept 10. Separately: Transporter 1.4.5 crashes on macOS 27.0 with an unhandled exception in TransporterKit while drawing its activity queue (EXC_BREAKPOINT via +[NSApplication _crashOnException:]).
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4
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1.3k
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Developer Account with Red x
My developer account identity has a red 'x' next to it like other users have stated. It looked as though a tech helped them correct it. I have been requesting support via email for over 10 days on this and am still waiting for assistance. When I sign into App Store Connect, I can see both of my apps I have registered. My apple developer account at the top tells me I need to enroll in a program and can click to enroll but then will tell me I cannot enroll. I can see myself as the account holder and admin in the user identities. I also have the developer certificate in my keychain.
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132
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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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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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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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396
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Xcode is compiling all Swift files one at a time?
I have two apps; one is a subset of functionality of the other. The smaller app has about 170 Swift files. The larger app has these files plus about 120 more. So I would expect the larger app to take around twice as long to build. Instead, the smaller app takes less than a minute to build while the larger app takes over 13 minutes to build; to be exact, it takes 15.3 times longer. While reviewing the build report, I noticed that the smaller app compiles the Swift files in batches, with each batch taking around 10 seconds, but with up to 17 batches running at once. In contrast, the larger app compiles all 290 Swift files in one giant batch, so apparently there is no multithreading of the Swift compilation (see screen shots below). The difference in the number of batches the smaller app compiles at once roughly corresponds to the difference in overall build time. Is there a build setting I can change to make the larger app compile Swift files in multiple smaller batches as the smaller app is doing? I checked SWIFT_COMPILATION_MODE and it's the same in both apps (Incremental for debugging and Whole Module for release) but I don't know what other settings I should check.
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Device Hub Screenshots are Sometimes Completely Black
A Mac reboot fixed it for a few images, but then it went black again.
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Content Not using Available Space In UICollectionViewListCell in iPhone Duo
Instead of centering the content within the available cell space, the content is to the left of center in an iPhone Duo simulation. The content is fine in an iPhone Pro simulation.
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Testing MailExtension in Mail out of Xcode
Hello, I am playing around with MailKit in Xcode... just created a new App with MailExtension target. When I run it, it's asking if I want to test it with Mail, however, I cannot see the extension in the Mail Settings for enabling it... I a totally newbie here.... what am I missing?
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