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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Xcode Devices "Download Container" no longer works on latest Xcode 26.0 (24228) (Build 17A324)
After updating my Xcode to the latest, I am unable to download an installed app container from the Xcode Devices screen. This currently works with older versions of Xcode with the same app on the same iPad. This worked with older versions of Xcode on the same MacBook as well (including the Xcode 26 beta before updating to the official release yesterday) The specified file could not be transferred. Domain: com.apple.dt.CoreDeviceError Code: 7000 User Info: { DVTErrorCreationDateKey = "2025-09-18 20:31:01 +0000"; NSURL = "file:///Users/thomsk2/Desktop/com.test.polarisdev%202025-09-18%2015:30.53.744.xcappdata/AppData/Library/Caches/"; } The specified file could not be transferred. Domain: com.apple.dt.CoreDeviceError Code: 7000 User Info: { NSURL = "file:///Users/thomsk2/Desktop/com.test.polarisdev%202025-09-18%2015:30.53.744.xcappdata/AppData/Library/Caches/"; } Failed to perform I/O operations. Domain: com.apple.dt.remoteservices.error Code: 11001 Failure Reason: Cannot open destination file /Users/thomsk2/Desktop/com.test.polarisdev 2025-09-18 15:30.53.744.xcappdata/AppData/Library/Caches/com.apple.dyld/standaloneapp.ios.dyld4: Permission denied System Information macOS Version 15.6.1 (Build 24G90) Xcode 26.0 (24228) (Build 17A324) Timestamp: 2025-09-18T15:31:01-05:00
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On M4 macmini, Xcode 26 cannot debug iOS 12 on iPhone 6
As stated in the title, my device is M4 macmini, running macOS 26, with Xcode version 26.1. The error message is ": retrying debugserver without secure proxy due to error: Error Domain=com.apple.dtdevicekit Code=811 UserInfo={NSUnderlyingError=0xc42b07930 {Error Domain=com.apple.dt.MobileDeviceErrorDomain Code=-402653150 UserInfo={MobileDeviceErrorCode=, com.apple.dtdevicekit.stacktrace=, DVTRadarComponentKey=261622, NSLocalizedDescription=}}, NSLocalizedRecoverySuggestion=Please check your connection to your device., DVTRadarComponentKey=261622, NSLocalizedDescription=}, the official documentation does state that debugging is supported for devices running at least iOS 15. However, my 2019 MacBook Pro, with macOS 15.7.2 and Xcode 26.1 installed, can debug iOS 12 devices normally. The product manager has asked me to identify the issue, but I am at a loss. If anyone can provide a solution or confirm that support for iOS 12 is no longer available, we would be very grateful. Additionally, iOS 13 devices can all be debugged normally
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Xcode cloud
I'm facing an issue with Xcode Cloud. Every branch I push to my GitLab repository is not appearing as selectable when I try to create a build with my workflow. Additionally, if I try to update the workflow from Xcode, it crashes every time I save the changes. Any help would be appreciated. Translated Report (Full Report Below) ------------------------------------- Process: Xcode [32110] Path: /Applications/Xcode.app/Contents/MacOS/Xcode Identifier: com.apple.dt.Xcode Version: 26.2 (24553) Build Info: IDEApplication-24553000000000000~2 (17C52) Code Type: ARM-64 (Native) Role: Foreground Parent Process: launchd [1] Coalition: com.apple.dt.Xcode [58945] User ID: 501 Date/Time: 2026-02-19 13:11:54.9987 -0600 Launch Time: 2026-02-19 13:03:37.7725 -0600 Hardware Model: Mac16,5 OS Version: macOS 26.2 (25C56) Release Type: User Crash Reporter Key: 61D7E2DA-E724-EFE2-6A01-25079BFCA2D1 Incident Identifier: B3D4A277-7CB5-4696-A00F-057929659F41 Sleep/Wake UUID: 2D4F6C41-716C-4B47-8D40-27FD2D74A8AE Time Awake Since Boot: 440000 seconds Time Since Wake: 15967 seconds System Integrity Protection: enabled Triggered by Thread: 9, Dispatch Queue: com.apple.root.user-initiated-qos.cooperative Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Termination Reason: Namespace SIGNAL, Code 6, Abort trap: 6 Terminating Process: Xcode [32110] Application Specific Information: abort() called Thread 0:: Dispatch queue: com.apple.main-thread 0 AppKit 0x19ffb8250 __51-[NSWindow(NSDisplayCycle) _postWindowNeedsDisplay]_block_invoke + 0 1 CoreFoundation 0x19afe4604 __CFRUNLOOP_IS_CALLING_OUT_TO_A_BLOCK__ + 28 2 CoreFoundation 0x19afe4544 __CFRunLoopDoBlocks + 396 3 CoreFoundation 0x19afe3988 __CFRunLoopRun + 2356 4 CoreFoundation 0x19b09de34 _CFRunLoopRunSpecificWithOptions + 532 5 HIToolbox 0x1a7ad3790 RunCurrentEventLoopInMode + 316 6 HIToolbox 0x1a7ad6ab8 ReceiveNextEventCommon + 488 7 HIToolbox 0x1a7c60b64 _BlockUntilNextEventMatchingListInMode + 48 8 AppKit 0x19f8fcb5c _DPSBlockUntilNextEventMatchingListInMode + 236 9 AppKit 0x19f3f6e48 _DPSNextEvent + 588 10 AppKit 0x19fec1d0c -[NSApplication(NSEventRouting) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 688 11 AppKit 0x19fec1a18 -[NSApplication(NSEventRouting) nextEventMatchingMask:untilDate:inMode:dequeue:] + 72 12 AppKit 0x19f3ef780 -[NSApplication run] + 368 13 IDEKit 0x10cf3f630 -[IDEApplication run] + 192 14 AppKit 0x19f3db6dc NSApplicationMain + 880 15 dyld 0x19ab7dd54 start + 7184 Thread 1:: com.apple.NSEventThread 0 libsystem_kernel.dylib 0x19af02c34 mach_msg2_trap + 8 1 libsystem_kernel.dylib 0x19af15028 mach_msg2_internal + 76 2 libsystem_kernel.dylib 0x19af0b98c mach_msg_overwrite + 484 3 libsystem_kernel.dylib 0x19af02fb4 mach_msg + 24 4 CoreFoundation 0x19afe4ba0 __CFRunLoopServiceMachPort + 160 5 CoreFoundation 0x19afe34f8 __CFRunLoopRun + 1188 6 CoreFoundation 0x19b09de34 _CFRunLoopRunSpecificWithOptions + 532 7 AppKit 0x19f486a34 _NSEventThread + 184 8 libsystem_pthread.dylib 0x19af45c08 _pthread_start + 136 9 libsystem_pthread.dylib 0x19af40ba8 thread_start + 8 Thread 2: 0 libsystem_kernel.dylib 0x19af02c34 mach_msg2_trap + 8 1 libsystem_kernel.dylib 0x19af15028 mach_msg2_internal + 76 2 libsystem_kernel.dylib 0x19af0b98c mach_msg_overwrite + 484 3 libsystem_kernel.dylib 0x19af02fb4 mach_msg + 24 4 CoreFoundation 0x19afe4ba0 __CFRunLoopServiceMachPort + 160 5 CoreFoundation 0x19afe34f8 __CFRunLoopRun + 1188 6 CoreFoundation 0x19b09de34 _CFRunLoopRunSpecificWithOptions + 532 7 Foundation 0x19d232964 -[NSRunLoop(NSRunLoop) runMode:beforeDate:] + 212 8 DTDeviceKitBase 0x118331930 +[DTDKRemoteDeviceConnection startServiceBrowsers] + 148 9 Foundation 0x19c7fd7a0 __NSThread__start__ + 732 10 libsystem_pthread.dylib 0x19af45c08 _pthread_start + 136 11 libsystem_pthread.dylib 0x19af40ba8 thread_start + 8
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Support your app on compatible devices
Apple platforms make it easy to distribute your app to a variety of compatible devices, so it’s important to maximize your app experience on each platform you support. Here are some tips from App Review to help you understand how device compatibility impacts your app’s distribution — and how to make sure your apps shine on every platform they’re on. Understand device compatibility There are many ways an app built for one Apple device can run on other Apple devices: Apps designed for iPhone can run on iPad devices in compatibility mode if there are no dependencies on iPhone device capabilities. Compatible iPhone and iPad apps can run unmodified on Macs with Apple Silicon. Compatible iPhone and iPad apps can run unmodified on Apple Vision Pro. Xcode provides options to configure settings for apps on multiple platforms. You can specify which platforms your app’s target supports in the Supported Destination field. However, it’s important to note: People may still be able to run your app on a device even if you remove it or don't include it as a Supported Destination in Xcode. For example, as long as an app designed for iPhone doesn’t depend on a capability that’s only available on iPhone, it can be downloaded from the App Store onto iPad. Adding or removing iPad as a Supported Destination in Xcode won’t change that app’s availability on iPad. To view examples of cases where it's appropriate to restrict availability, see Restrict device distribution below. Follow compatibility best practices 1. Plan and test for compatibility modes so your app works on every device where it can be downloaded. Do: Use Xcode simulators to verify basic functionality across different device types. Leverage TestFlight with external testers who have access to a wide range of Apple devices. Don't: Don’t submit for review without testing your app’s behavior in compatibility modes. Don’t assume removing a supported destination in Xcode prevents distribution to that device type. 2. Build adaptive interfaces that work across device variations. Do: Build interfaces that respond to different screen sizes and orientations. Adapt features based on available hardware, providing alternatives for a consistent experience. Don't: Don’t design rigid interfaces that assume only one type of device or input method. Don’t let your app crash or become unusable when optional hardware is unavailable. Restrict device distribution Wherever possible, it’s best to make your app available on multiple platforms to increase its reach and provide people with a consistent experience across devices. But there are cases where it does makes sense to restrict an app’s availability. For example: iPhone apps that rely on iPhone-specific hardware won’t function as expected on iPad. Use the UIRequiredDeviceCapabilities key in the information property list file to specify hardware dependencies. Note: Apps should only use the UIRequiredDeviceCapabilities key for genuine hardware dependencies, not to indicate distribution preferences. Navigation- or camera-based apps are not well suited for visionOS. Learn more about managing availability of iPhone and iPad apps on Apple Vision Pro. Apps that rely heavily on touch inputs that can’t be replicated on a keyboard are not well suited for macOS. Learn more about restricting distribution to Apple Silicon devices. Learn more about how to configure multiplatform apps in Xcode. Support If you need more assistance, explore these support options: If your submission has been rejected, reply to the message from App Review in App Store Connect and request clarification. Request an App Review appointment through Meet with Apple. Appointments are available during local business hours on Tuesdays and Thursdays. If you believe your app follows the App Review Guidelines, consider submitting an appeal to the App Review Board.
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ChatGPT in Xcode - Networking error
In the Coding Intelligence feature introduced in Xcode 26, when I send a message using ChatGPT in Xcode, the message “Your request couldn't be completed. Networking error.” appears and I’m unable to use the feature. I suspect the issue may be related to the VPN or network proxy connected to my Mac and am attempting to investigate. However, Xcode does not display any specific error details, nor does it provide a way to view them, which makes a detailed investigation difficult. Next to the error message, there is a feedback button rather than a stethoscope (🩺) button, and the feedback window does not provide access to the underlying error information. Is there a way to view the detailed network error logs generated by ChatGPT in Xcode? (I am using Xcode 26.0.1.)
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Device-Specific Instant Crash on Post-Login in Production iOS App (App Store Distribution)
Hi all, I’m facing a device-specific issue in a live production iOS app distributed privately via the App Store . The app crashes immediately after login on one client’s iPhone, while the same account works fine on other devices. There’s no crash log generated in Analytics, and the app just pops to the home screen. Environment: App: Production app on App Store iOS version: 26.3 Devices: Only one device exhibits the crash; other iPhones work fine Login flow: App calls an API and writes the response to a local SQLite database immediately after login Distribution: App Store (Privately). The user is install via the redemption codes. Observations: All users on the problematic device crash immediately after login. The crash does not occur on any other devices, including the same iOS version. The client had already uninstalled and reinstalled the app via App Store cloud download, but the crash persisted. No crash log appears in Analytics or Xcode (process just terminates). Device restart had not been attempted before reinstall. App does not use Keychain tokens; local DB is only SQLite in the app sandbox. Hypotheses so far: Corrupted binary or cached app installation on that device SQLite database corruption or write failure Device-specific OS/environment issue (temp files, file locks, provisioning) iOS watchdog silently terminating the app during post-login DB write Language / region differences unlikely Questions: Is it possible for a device to retain a corrupted app binary or cached installation even after uninstall + cloud download reinstall from the App Store? Can uninstalling, restarting the device, and reinstalling guarantee a fresh binary and sandbox? Are there any known iOS behaviors where a local SQLite write could trigger an instant crash on one device only, without generating crash logs? Any other suggestions for diagnosing this device-specific post-login crash in a live production environment? Thanks in advance for any guidance — this issue is affecting a client’s live usage, and we’d like to understand the root cause and best way to resolve it safely.
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No Universal for Map App project with Tahoe
Mac Pro 2019, Tahoe 26.3, Xcode 26.2 Mac Mini 2023 M2, Tahoe 26.3, Xcode 26.2 On Mac Pro 2019 the app is only Intel while on Mac Mini 2023 M2 it is ARM64 only. Both have Standard Architectures (Apple Silicon, Intel). Both have Build Active Architecture Only is set to No (Debug + Release). Happen for default new projet macOS -> App and Obj-C, Xib. No change to defaults setting except uncheck "Automaticaly manage signing" and "Signing Certificate" set to "Sign to Run Locally" HOWEVER On Mac Pro 2019, BigSur 11.7.10, Xcode 14.10 the application is build Universal ! Why cannot build universal with Tahoe 26.3, Xcode 26.2 ? Can I submit a Mac applcation to App Store Connect with BigSur 11.7.10, Xcode 14.10 ? What are the minimal version of Mac Os and Xcode to submit a Mac applcation to App Store Connect ?
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Unable to create record in public cloudkit database for missing/not authenticated iCloud user
While testing record creation in public CloudKit database for authenticated user I am able to do so without any issues. But for devices missing iCloud account or authentication expired I am seeing the below error: ▿ <CKError 0x97a959200: "Permission Failure" (10/2007); server message = "CREATE operation not permitted"; op = 67331DE3AF3DD666; uuid = 1F3ACD4F-A799-4CD4-ADF0-EDE9E12F2DCB; container ID = "***"> _nsError : <CKError 0x97a959200: "Permission Failure" (10/2007); server message = "CREATE operation not permitted"; op = 67331DE3AF3DD666; uuid = 1F3ACD4F-A799-4CD4-ADF0-EDE9E12F2DCB; container ID = "***"> I am unable to add create/write permission to _world security role in dashboard. Is this something not supported by Cloudkit? Only authenticated iCloud users will be able to create and write data to public database as well?
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Xcode 26.3 MCP server output missing `structredContent`
I am using official MCP SDK. According to official guide, Servers MUST provide structured results that conform to this schema. https://modelcontextprotocol.io/specification/draft/server/tools#output-schema I could see output schema defined, but result have no structured content. Current output schema: { name: "XcodeListWindows", title: "List Windows", description: "Lists the current Xcode windows and their workspace information", inputSchema: { type: "object", properties: { }, required: [ ], }, outputSchema: { type: "object", properties: { message: { description: "Description of all open Xcode windows", type: "string", }, }, required: [ "message", ], }, } Current response: { "result": { "content": [ { type: "text", text: "{\"message\":\"* tabIdentifier: windowtab1, workspacePath: \\xxx\\n* tabIdentifier: windowtab2, workspacePath: \\xxx\\n\"}", }, ] } } Expected: { "result": { "content": [ { type: "text", text: "{\"message\":\"* tabIdentifier: windowtab1, workspacePath: \\xxx\\n* tabIdentifier: windowtab2, workspacePath: \\xxx\\n\"}", }, ], "structuredContent": { "message": "* tabIdentifier: windowtab1, workspacePath: \\xxx\\n* tabIdentifier: windowtab2, workspacePath: \\xxx\\n", } } }
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Assets duplicating on Xcode 26.1 Beta 3
I've recently installed 26.1 Beta 3 alongside stable 26.0.1 When building my app with 26.0.1 the final .ipa size is ~17mb, however after building my app with 26.1 Beta 3 the size has increased up to ~22mb The main difference is Assets.car blowing from 1.1mb to 5.6mb (or 8.6mb if I include all icons settings). Upon examining I've found new liquid glass .icon file duplicating itself multiple times as png variants (any, dark, tinted, etc). Is anyone else experiencing this issue?
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Xcode 26.3: Simulators incorrectly shown as "build only device" — Run (Cmd+R) fails while Build (Cmd+B) and command-line build/deploy succeed
Product Xcode Version 26.3 (26C5131e) Platform macOS / iOS Simulator / iOS Device Classification Bug / Incorrect UI Behaviour Reproducibility Always (persists across restarts, scheme recreation, DerivedData clearing) Date Encountered February 20, 2026 Hardware Mac mini (M2) running macOS Test Device iPhone SE (2nd generation), iOS 26.3 Summary In Xcode 26.3, attempting to run an iOS app on any simulator destination using Cmd+R fails with the error: "A build only device cannot be used to run this target. Please select an available device or choose a simulated device as the destination." This occurs despite the selected destination being a valid iOS Simulator (not a "build only" device). The same project builds successfully using Cmd+B within Xcode and builds, installs, and runs correctly via the command line using xcodebuild, xcrun simctl, and xcrun devicectl. Steps to Reproduce Open a valid iOS project in Xcode 26.3. The project in question has target name "h", product name "DiabetesHbA1cPrediction", bundle identifier "com.diabeteshba1c.DiabetesHbA1cPrediction", with IPHONEOS_DEPLOYMENT_TARGET set to 26.0. In the scheme/destination picker toolbar, select any iOS Simulator destination (e.g. iPhone 16, iPhone 17 Pro, or any other available simulator). The destination name appears correctly in the toolbar without any "build only" annotation. Press Cmd+R (Product > Run). Xcode immediately displays the error: "A build only device cannot be used to run this target." Press Cmd+B (Product > Build) instead. The build succeeds with no errors. Expected Behaviour Cmd+R should build and launch the application on the selected simulator, just as it does in previous Xcode versions. The user had been running simulators successfully for the prior week before this issue appeared. Actual Behaviour Xcode refuses to run the app, treating every simulator destination as a "build only device." The error appears instantly upon pressing Cmd+R, before any build activity begins. Cmd+B succeeds normally, confirming the project and scheme configuration are valid. Workarounds Attempted (All Failed) The following troubleshooting steps were performed, none of which resolved the Xcode UI issue: Changed IPHONEOS_DEPLOYMENT_TARGET across multiple values (26.2, 18.0, 26.0) in all build settings within project.pbxproj. Deleted and recreated the Xcode scheme (removed .xcscheme files from xcshareddata and xcuserdata, let Xcode auto-create a new scheme). Deleted the entire DerivedData folder (rm -rf ~/Library/Developer/Xcode/DerivedData). Selected multiple different simulator destinations (iPhone 16, iPhone 16 Pro, iPhone 17 Pro) — all produced the same error. Verified the scheme’s Executable setting (confirmed it was set to the correct .app target). Changed "Show Run Destination" setting between Automatic and Always. Quit and restarted Xcode completely. Confirmed that simulator device names in the destination dropdown appeared normally, without any "build only" suffix. Working Workaround: Command-Line Build and Deploy The project builds, installs, and runs correctly when using command-line tools, confirming the project configuration is valid: Simulator deployment: xcodebuild -scheme h -destination 'platform=iOS Simulator,name=iPhone 16' build xcrun simctl boot 7F0DF8DA-E4A3-41B2-A2E4-B1F528753189 xcrun simctl install booted xcrun simctl launch booted com.diabeteshba1c.DiabetesHbA1cPrediction Result: App launched and ran correctly in the simulator. Physical device deployment (iPhone SE 2020, iOS 26.3): xcodebuild -scheme h -destination 'id=00008030-001128DC2E51402E' build xcrun devicectl device install app --device xcrun devicectl device process launch --device com.diabeteshba1c.DiabetesHbA1cPrediction Result: BUILD SUCCEEDED, app installed and launched on the physical device without issue. Key Observations The disconnect between Xcode’s UI-based Run (Cmd+R) failing and the command-line build/deploy succeeding with identical configuration strongly suggests this is an Xcode IDE bug in the run destination resolution logic, not a project configuration issue. Cmd+B succeeds in Xcode itself, meaning the build system correctly recognises the project, scheme, and destination. The failure occurs specifically in the “run” pathway where Xcode evaluates whether the destination supports execution. The simulator dropdown shows destination names without any "build only" label, yet Xcode internally treats them as build-only when the Run action is invoked. This behaviour started occurring in Xcode 26.3. The same project and simulators worked correctly in the preceding week under the same Xcode installation. Environment Xcode version: 26.3 (26C5131e) macOS: Running on Mac mini (M2) iOS SDK: 26.3 Available simulator runtimes: iOS 18.6, iOS 26.2 Physical test device: iPhone SE (2nd generation), iOS 26.3 Project type: SwiftUI iOS app with HealthKit integration Signing: Automatic, with valid provisioning for both simulator and device
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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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Broken autocomplete in Xcode 26
Xcode 16 and 26 changes in painful way how the Tab key works during autocomplete. Previously, pressing Tab would extend the typed text up to the word match. For example, we have two classes: NSViewController and NSViewCoordinator BEFORE, typing: "NSV" + Tab used to complete to NSViewCo Now, in Xcode 26, pressing Tab just use the first suggestion. Stupidly. Especially when you want DispatchQueue and it gaves you DispatchSemaphore… That is very inconvenient because very often I want just see all possible cases with some prefix...without need of typing all prefix manually. How to restore the previous behavior? How to do autocomplete word-by-word?
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Xcode Metal Capture crash when using MTLSamplerState
The sample code just draw a triangle and sample texture. both sample code can draw a correct triangle and sample texture as expected. there are no error message from terminal. Sample code using constexpr Sampler can capture and replay well. Sample code using a argumentTable to bind a MTLSamplerState was crashed when using Metal capture and replay on Xcode. Here are sample codes. Sample Code Test Environment: M1 Pro MacOS 26.3 (25D125) Xcode Version 26.2 (17C52) Feedback ID: FB22031701
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What Xcode version will be used for SSC evaluation?
Hello! Because the compilers used by different versions of Xcode 26 may be different, and I find that my app may not be able to ensure that all versions of Xcode 26 are successfully compiled. For example, my app can run on Xcode26.3 but will report an error at 26.4 (I have fixed it now). So I want to confirm which version of Xcode the jury uses to run my app, whether it is a known version or the latest version in the future. Thanks!
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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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Archiving Catalyst project that embeds macOS tool
Hi! I have a Catalyst app that embeds command line utility. So the project has two targets: Catalyst target, this target depends on #2 and embeds it into its bundle. macOS target, the command line tool. Both targets have package dependency to the same package. I used this to embed the CMD tool. Everything builds, runs and works fine until I try to archive the project. Archiving stops early with such error: error: Multiple commands produce '/Users/kse2/Library/Developer/Xcode/DerivedData/PkgTest-clngkndczxoprpdlwefqqiqlryjt/Build/Intermediates.noindex/ArchiveIntermediates/PkgTest/IntermediateBuildFilesPath/UninstalledProducts/macosx/MacrosForSwift.o' note: Target 'MacrosForSwift' (project 'MacrosForSwift') has a command with output '/Users/kse2/Library/Developer/Xcode/DerivedData/PkgTest-clngkndczxoprpdlwefqqiqlryjt/Build/Intermediates.noindex/ArchiveIntermediates/PkgTest/IntermediateBuildFilesPath/UninstalledProducts/macosx/MacrosForSwift.o' note: Target 'MacrosForSwift' (project 'MacrosForSwift') has a command with output '/Users/kse2/Library/Developer/Xcode/DerivedData/PkgTest-clngkndczxoprpdlwefqqiqlryjt/Build/Intermediates.noindex/ArchiveIntermediates/PkgTest/IntermediateBuildFilesPath/UninstalledProducts/macosx/MacrosForSwift.o' What I have tried to fix archiving: Changing PkgTestCMD target to be on Catalyst/iOS instead of macOS. This works but I'm not sure how to properly run CMD tool with iOS SDK (if this correct at all): I need the main thread to be 'unblocked' and be active while background tasks exist. Adding an aux framework that act as container for the package. Doesn't work. Splitting targets into different projects, making workspace and cross-project reference. Doesn't work. My understanding is that archiving attempts to produce .o files for both Catalyst and macOS simultaneously, due to PkgTest being Catalyst and PkgTestCMD being macOS targets. How to archive such a project? Is there a way to separate archiving of CMD and main app? Maybe separate .o files into different directories. Simple building and running the project works, why archiving doesn't want to? I have a test project for the issue: PkgTest. main branch is the source project, DepFramework contains attempt #2, Workspace—#3. Thank you!
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Why doesn’t Transaction.updates emit reliably?
I'm on macOS Sequoia Version 15.7.3 (24G419) and using Xcode Version 26.2 (17C52). In my Xcode project, Transaction.updates and Product.SubscriptionInfo.Status.updates don’t seem to emit updates reliably. The code below works consistently in a fresh Xcode project using a minimal setup with a local StoreKit Configuration file containing a single auto-renewable subscription. class InAppPurchaseManager { static let shared = InAppPurchaseManager() var transactionTask: Task<Void, Never>? var subscriptionTask: Task<Void, Never>? init() { print("Launched InAppPurchaseManager...") transactionTask = Task(priority: .background) { for await result in Transaction.updates { print("\nReceived transaction update...") try? await result.payloadValue.finish() } } subscriptionTask = Task(priority: .background) { for await result in Product.SubscriptionInfo.Status.updates { print("\nReceived subscription update...") print("state:", result.state.localizedDescription) } } } } I initialise it in: func applicationDidFinishLaunching(_ aNotification: Notification) { _ = InAppPurchaseManager.shared } I do not build any UI for this test. I open StoreKit Transaction Manager then click Create Transaction → select the product → choose Purchase (Default) → Next → Done. The console shows that it detects the initial purchase, renewals and finishes each transaction. It also works even if I do not add the In-App Purchase capability. In my actual project, the initial purchase is detected and finished, but renewals are not detected. Subsequent transactions then appear as unverified, presumably because the updates are not being observed so the transactions are not being finished. What can I do to make this work reliably in my actual project? For context, in the actual project: I have a StoreKit Configuration file that is synced with App Store Connect The In-App Purchase capability is enabled The configuration file is selected in the scheme The products in App Store Connect show “Ready to Submit” Loading products works: try await Product.products(for: ...) Also, I use ProductView for the purchase UI. The first purchase works and is detected and finished, but subsequent renewals are not finished because the updates do not seem to be emitted.
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