My version is iOS 18.6.2 (22G100), watchOS 10.6.1 (21U580), macOS 15.3.1 (24D70), Xcode Version 16.4 (16F6). My iPhone can connect to Xcode and complete app installation testing. I have connected the iPhone to Xcode via USB, and both the iPhone and Apple Watch have been set to trust this device. The iPhone has Developer Mode enabled, but I cannot find Developer Mode in the Privacy & Security settings on the Apple Watch. As shown in the image, the Devices section in Xcode's Developer Documentation displays my iPhone but not the Apple Watch. However, the Open Console for the displayed iPhone shows my Apple Watch—actually two of them, though I only have one Apple Watch (the other might be from a previous backup). The iPhone app installs and tests normally, but the Apple Watch app cannot select a target device and fails to start installation. How can I resolve this issue?
Xcode Server
RSS for tagXcode Server controls server-side bots that continuously build, analyze, test, and even archive your Xcode projects.
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I keep getting "iOS 18.5 must be installed": dialoge box and when i try downloding 18.5 it fail Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
User Info: {
DVTErrorCreationDateKey = "2025-08-24 20:40:42 +0000";
}
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({
RequestedBuild = 22G86;
})
Domain: DVTDownloadsUtilitiesErrorDomain
Code: -1
Download failed due to a bad URL. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime)
Domain: com.apple.MobileAssetError.Download
Code: 49
User Info: {
checkConfiguration = 1;
}
System Information
macOS Version 15.5 (Build 24F74)
Xcode 16.4 (23792) (Build 16F6)
Timestamp: 2025-08-24T21:40:42+01:00
Dear all,
For an important client, we are currently experiencing issues related to performance IOS build using Xcode Cloud.
More in detail, their build process is taking approximately 30 minutes to complete at the moment, whereas the same build executed locally on a Mac machine takes around 7 minutes.
This significant difference in build times is causing concerns and slowing down the development work. We would appreciate your support in identifying possible causes and exploring different ways to improve the actual situation (ex if it is possible to increase the Cloud machine calculation power).
Could you please advise us on how we might proceed to analyze and potentially optimize the build times on Xcode Cloud? What kind of processors are used?
Any guidance, best practices, or diagnostic steps you can suggest would be greatly appreciated.
Looking forward to your support.
Topic:
Developer Tools & Services
SubTopic:
Xcode Cloud
Tags:
Developer Tools
Xcode Server
Xcode
Compiler
I need your help, my pass is window 11, Lenovo laptop and I have 6gb and 512gb storage and I have to run export on us through virtual machine because I have pass membership to run display on I can use it in a window 11 laptop....
thank you 🙏🏻
Yours faithfully
Akansha
after upgrade macos version to 15.4
the rsync start failing that cause the xcodebuild fail and not generate ipa
rsync: on remote machine: --extended-attributes: unknown option
rsync error: syntax or usage error (code 1) at main.c(1802) [server=3.4.1]
rsync(73444): error: unexpected end of file
rsync(73444): error: io_read_nonblocking
rsync(73444): error: io_read_buf
rsync(73444): error: io_read_int
rsync(73444): warning: child 73445 exited with status 1
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
App Store
Xcode Server
Xcode
Developer Tools
Xcode16.3 SwiftUI Preview Library not loaded: /usr/lib/swift/libswiftWebKit.dylib
Untitled.rtf
i have a game that i upload it in the app store that my game size is 3 gigaByte but when I download it, it show that the really size is about 100 megaByte, i upload the game in google app is given me the real size,
so the problem i think is when it get out the xcode, maybe some one can give me i clue for what is going on.
my game was made by unity2020.
if that helps.
I ran into a problem. When using Storekit1 to purchase an SKU, the user payment was successful, but StoreKit1 did return paymentCancelled to my App. I would like to know under what circumstances this problem may occur? How do I fix it? Thank you
I am currently using Xcode 16 (16A242d) and testing on an iPhone 7 running iOS 12.1.3. However, when I try to launch the app on the device, it crashes immediately. Below are the crash logs from the iPhone 7:
错误 11:54:55.731858+0800 kernel Sandbox: assertiond(62) System Policy: deny(1) file-read-metadata /private/var/mobile/Library/DuetExpertCenter/caches/ATXCacheFile-_ATXAppPredictor-TotalScore
错误 11:54:55.731897+0800 kernel Sandbox: assertiond(62) System Policy: deny(1) file-read-metadata /private/var/mobile/Library/DuetExpertCenter/caches
错误 11:54:55.754498+0800 kernel Sandbox: duetexpertd(132) deny(1) mach-lookup com.apple.proactive.ActionPrediction.predictions
错误 11:54:55.756102+0800 duetexpertd Unable to remove recent engagement cache file. Error: Error Domain=NSCocoaErrorDomain Code=4 UserInfo={NSFilePath=, NSUserStringVariant=, NSUnderlyingError=0x100db60a0 {Error Domain=NSPOSIXErrorDomain Code=2}}
错误 11:54:56.571640+0800 symptomsd Attempt to add an app with insufficient id, info {
BKSApplicationStateAppIsFrontmost = 1;
BKSApplicationStateExtensionKey = 0;
SBApplicationStateDisplayIDKey = "com.igetcool.app";
SBApplicationStateKey = 8;
SBApplicationStateProcessIDKey = 696;
SBApplicationStateRunningReasonsKey = (
{
SBApplicationStateRunningReasonAssertionIdentifierKey = UIApplicationLaunch;
SBApplicationStateRunningReasonAssertionReasonKey = 10000;
}
);
SBMostElevatedStateForProcessID = 8;
}
错误 11:54:56.829372+0800 assertiond [IGCProject:696] SyscallError: setpriority(PRIO_DARWIN_ROLE, 696, 3): No such process
错误 11:54:56.944833+0800 dasd Activity not tracked as being started, ignoring it
错误 11:55:06.153790+0800 symptomsd Attempt to add an app with insufficient id, info {
BKSApplicationStateAppIsFrontmost = 1;
BKSApplicationStateExtensionKey = 0;
SBApplicationStateDisplayIDKey = "com.igetcool.app";
SBApplicationStateKey = 8;
SBApplicationStateProcessIDKey = 697;
SBMostElevatedStateForProcessID = 8;
}
错误 11:55:06.430433+0800 assertiond [IGCProject:697] SyscallError: setpriority(PRIO_DARWIN_ROLE, 697, 3): No such process
错误 11:55:13.158889+0800 symptomsd Attempt to add an app with insufficient id, info {
BKSApplicationStateAppIsFrontmost = 1;
BKSApplicationStateExtensionKey = 0;
SBApplicationStateDisplayIDKey = "com.igetcool.app";
SBApplicationStateKey = 8;
SBApplicationStateProcessIDKey = 699;
SBMostElevatedStateForProcessID = 8;
}
错误 11:55:13.416290+0800 assertiond [IGCProject:699] SyscallError: setpriority(PRIO_DARWIN_ROLE, 699, 3): No such process
I am trying to understand what is causing this issue. Even after archiving and installing the app, it still crashes. According to the official documentation, Xcode 16 is supposed to support iOS 12, but this issue persists. I would like to know the possible reasons for this behavior.
When I try to open Xcode, it tries to open the previous windows and load up the project I was last working on, but I can’t create a new project without opening Xcode, and I can’t do that; it just quits and gives me an Xcode quit unexpectedly, and it still happens when I download earlier versions of Xcode from the Apple developer website and the latest from the App Store, and I even when in Finder and tried to open my project that way, and it just does the same thing. I have tried everything, and I mean everything. I even reinstalled macOS, and it worked for a minute until it tried to open my project and then quit again and is doing the same thing.
mac .cer证书不能导出.p12证书
不知道那个步骤出错
Hello,
I have a problem with Xcode, in C++ language. When I create a new project, I put my program in a file and click Build. It works correctly and without any problems, but when I enter a second file in the same project and click build, it says build failed. In the log it says, duplicate symbols appear.
When I try to install packages through spm it doesn't find the packages.swift file, and with pods I have problems with Foundation. Trying to install Firebase shows that many pods have issues with double quotes. I don't know if it's my PC using everything updated or what, but I'm having a lot of problems and I haven't been able to reconcile my first application. I don't want to give up, and I would like some advice, since you have managed it, I would appreciate some help. I have followed tutorials, cases of people with similar problems, but it always throws some error.
My pc is mac m1
Hi everyone,
I'm encountering an issue while working with my iPhone running iOS 18.1.1 and Xcode 16.1.
I need to run tests on my physical device using idb (Facebook's iOS Device Bridge). However, I'm unable to proceed because the required Developer Disk Image (DDI) for iOS 18.1 is not present in Xcode's DeviceSupport directory. Here's what I've tried so far:
Verified that I have the latest version of Xcode (16.1) installed:
xcodebuild -version outputs:
Xcode 16.1
Build version 16B40
Checked the contents of /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport, and the highest iOS version available is 16.4. There is no folder for 18.1.
Tried using idb to interact with my device, but it fails with the error:
The best match /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport/16.1/DeveloperDiskImage.dmg: 16.1 is not suitable for 18.1
I understand that the DDI for each iOS version is critical for debugging and testing on physical devices. I've explored potential workarounds, including downloading the iOS 18.1 restore image, but I haven't been able to resolve the issue.
Questions:
Does Xcode 16.1 officially support the iOS 18.1 Developer Disk Image?
If not, is there an official way to download and add the missing DDI to DeviceSupport?
Could creating a sample app in Xcode targeting iOS 18.1 trigger the download of the required DDI?
I'd appreciate any advice or guidance from the community or Apple team. If there's a known resolution or an official source for missing DDIs, please let me know.
Thank you in advance for your help!
func setupUDPSocket() {
stopSearch()
udpSocket = GCDAsyncUdpSocket(delegate: self, delegateQueue: DispatchQueue.main)
do {
try udpSocket?.bind(toPort: 4012)
try udpSocket?.beginReceiving()
try udpSocket?.joinMulticastGroup("239.255.255.250")
} catch let error {
DispatchQueue.main.async {
print(Thread.current)
print(error)
print(error)
}
}
}
private func search() {
guard let udpSocket = udpSocket else {
print("not set udpSocket")
stopSearch()
return
}
let message = "M-SEARCH * HTTP/1.1\r\n" +
"HOST: 239.255.255.250:1900\r\n" +
"MAN: \"ssdp:discover\"\r\n" +
"MX: 3\r\n" +
"ST: ssdp:all\r\n" +
"\r\n"
let data = message.data(using: .utf8)!
udpSocket.send(data, toHost: "239.255.255.250", port: 1900, withTimeout: -1, tag: 0)
}
This is my send SSDP code, my project was inited in Objective-C, recently I update xcode to 16, I get Error Domain=NSPOSIXErrorDomain Code=65 "No route to host", when I send UPD data in iOS 18, but iOS 17 is ok.
Even I found, if I init a new project in Swift, this bug is disappear.
Topic:
App & System Services
SubTopic:
Networking
Tags:
App Tracking Transparency
Xcode Server
Xcode
Network
Error launching process, description '未能完成操作。(com.apple.extensionKit.errorDomain错误2。)', reason ''
GPU process (0x129000ab0) took 3.3203 seconds to launch
WebContent process (0x1280180c0) took 5.3785 seconds to launch
Failed to create extensionProcess for extension 'com.apple.WebKit.Networking' error: Error Domain=com.apple.extensionKit.errorDomain Code=2 "(null)" UserInfo={NSUnderlyingError=0x302e21b60 {Error Domain=RBSServiceErrorDomain Code=1 "Client not authorized" UserInfo={NSLocalizedFailureReason=Client not authorized, RBSPermanent=false}}}
When the app is in the foreground, immediately kill the process, then click on the app icon, it will crash and there will be no crash log. It takes one second before clicking on
Hi All,
I am trying to make the connection of XCode with my Azure DevOps TFS server repository but I am not able to make it. My XCode version is 16.0 and iOS version is 15.0.
I’m currently working on an iOS project that involves loading and playing stereoscopic/spatial videos. I’m using the AVFoundation framework, specifically AVURLAsset, but I’m having trouble determining how to correctly load and handle stereoscopic videos.
I would like to know:
Any guidance or code snippets would be greatly appreciated, I´m not understanding pretty well the apple developer videos...
Thank you in advance for your help!
Best,
Lau
Hello everyone! I’m new to this forum and have never designed an app before. I’ve used Unity and Xcode. When I launch the build in Xcode, it always replies “Build Failed.” I’ll explain the problem and attach some screenshots.
The app I’m trying to launch comes from the Unity platform (version 2022.3.46f1) + Vuforia for augmented reality. Everything works well on this platform (I’ve already checked it); I export the project into a specially created folder after clicking on “Build”; I open the project in Xcode version 16.0 (I downloaded this application a few days ago); I connect my iPhone and my Apple ID by going to “Xcode” > “Settings” and linking my account; to connect my iPhone, I go to “Window” > “Devices and Simulators” and link everything; then I go to “Targets” > “Unity iPhone” and check in the “General” and “Signing and Capabilities” sections to ensure everything is correct; I then change the development team name to my account “MARCO ARICO” (previously activated on Apple Developer with an already paid annual subscription) and check that the “Bundle Identifier” is the same as the one I entered in Unity under “Player” > “Other Settings.” At this point, I send the Build, and after a few moments, it says “Build Failed” with this error: “/Users/albertodanielemanzo/Desktop/Unity/App_7/Unity-iPhone.xcodeproj Signing for 'Unity-iPhone' requires a development team. Select a development team in the Signing & Capabilities editor.” I would like to add that the Mac I’m using belongs to a friend who specifically lent it to me to launch this app, and all the steps I took are based on in-depth research from YouTube tutorials and official Unity and Xcode forums.
The computer I’m using is a MacBook Air with macOS Sonoma 14.6.1, which belongs to my friend who lent it to me. All subscriptions are under my name. My username is the same as the development team name (Development Team); the subscription I have with Apple is individual, as are my downloaded certificates for app development.
I have already addressed the issue with Apple Developer support, and they advised me to write on this forum.