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

Posts under Xcode tag

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Problem running Unreal 5.6
I am using Unreal Engine 5.6 on a MacBook Pro with an M3 chip and macOS 15.5. I’ve installed Xcode and accepted the license, but Unreal is not detecting the latest Metal Shader Standard (Metal v3.0). The maximum version Unreal sees is Metal v2.4, even though the hardware and OS should support Metal 3.0. I’ve also run sudo xcode-select -s /Applications/Xcode.app and accepted the license via Terminal. Is there anything in Xcode settings, SDK availability, or system permissions that could be preventing access to Metal 3.0 features?"
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506
Jul ’25
Xcode 26 / iOS 26 UISegmentedControl returns to index 0 incorrectly
I'm trying to update one of my apps to the new Liquid Glass effects using Xcode 26. Came across a weird issue in that I reproduced in an empty project on its own with a storyboard with a single segmented control on the initial viewController I have a UISegmentedControl with 3 options. If I click index 2, while index 0 is selected, everything works as normal However if I select index 1, and then index 2, it jumps back to index 0 instead of selecting 2. All the events fire as though I tapped index 0
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450
Jul ’25
In the iOS 26 beta, enterprise Apps installed via MDM cannot be run
I am a developer working on iOS apps. I would like to report an issue occurring in iOS 26 beta 2. Our company has Enterprise account, and we are developing apps. When we distribute these apps, and install them on a device running iOS 26 beta2, apps install successfully, but apps crashed immediately after being launched. MDM Install Application When I install the app via Xcode and trust it, apps will run. Launchd job spawn failed This issue does not occur on versions prior to iOS 26. I would like to know if this is a problem that will be resolved in future updates, or if it is a policy change.
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Sep ’25
Xcode Crashing When Attempting to Distribute/Validate App in Organizer
I'm attempting to distribute a proprietary application (not released to the app store), and everytime I confirm the either validate or distribute in anyway Xcode crashes with no error message. I've seen a few posts regarding the agreements, but I have the free app agreement signed so that can't be it. I haven't had a problem previously with not having the paid agreement signed, but now i'm running into this issue. I've confirmed my ad-hoc profile and cert are all good and valid, so I'm unsure what else could be causing this issue. Not even getting prompted to submit a crash report.
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Jul ’25
Can't fix "Provisioning profile doesn't include com.apple.InAppPurchase entitlement" even after resetting everything
Hi everyone, I’ve been struggling for days with a recurring issue in my iOS app build. The build fails with the following error: Provisioning profile "iOS Team Provisioning Profile: com.myapp.bundleid" doesn't include the com.apple.InAppPurchase entitlement. Here’s what I’ve already tried: Created a new Bundle ID with correct capabilities (In-App Purchase, Push Notifications, Sign in with Apple). Created a new provisioning profile manually from Apple Developer Console. Used EAS CLI (Expo) and Xcode to regenerate all certificates and provisioning profiles. Ensured that the In-App Purchase capability is enabled in the App ID (it's greyed out but enabled). Made sure all subscriptions and products in App Store Connect are “Ready to Submit”. Followed all steps from RevenueCat and Apple documentation. Cleaned entitlements in .entitlements file and tried both and variations. Tried building both locally and with EAS – same error every time. Sent multiple tickets to Apple Developer Support, but no helpful reply yet. Extra Notes: I'm using react-native-purchases and RevenueCat, already integrated and working before this started. The error began randomly; before that, I was able to build successfully with in-app purchases. Even creating a completely fresh app from scratch results in the same entitlement missing error. Has anyone faced this exact problem where the provisioning profile fails to include com.apple.InAppPurchase, even though everything is correctly set up? Any help or insights would be greatly appreciated. Thanks in advance!
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Jul ’25
Device Support for IOS 18.5 Missing
I am missing device support for IOS 18.5 in xcode. I tried installing xcode 16.4, xcode 16.4 beta and xcode 26 beta 2 but none of them generated folder for 18.5. Is this happening only for me or everyone. Please provide me 18.5 folder if anyone has it. I would appreciate a lot.
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Jul ’25
Xcode 26: Cannot generate provisioning profile for Mac Catalyst app in macOS 26 VM
Filed FB17873536 for this, posting here for reach. I cannot create a provisioning profile to run my Mac Catalyst app on a macOS 26 VM for my project with automatically manage signing (Xcode Managed Profile) enabled. I keep getting an error that “There is a problem with the request entity A device with number '' already exists on this team.” Disabling the device in Certificates, Identifiers, & Profiles does not work; I get the prompt to register the device on the next build but it results in the same error. “Download Manual Profiles” does not work, either. Additionally, in developer beta 2 (macOS build 25A5295e, Xcode build 17A5241o), I now get a second error message that Provisioning profile "Mac Catalyst Team Provisioning Profile: doesn't include the currently selected device "Virtual Machine" (identifier ). Clearing out the existing files in ~/Library/Developer/Xcode/UserData/Provisioning Profiles/ didn’t work either. Steps to reproduce: Create and set up a macOS 26 VM in the latest version of UTM for Mac Install Xcode 26 in the VM and sign into your Apple ID in Xcode preferences Open a Mac Catalyst app’s Xcode project and attempt to build it An alert comes up that the device is not registered in the developer account. Click the Register button to register it The process fails with the error mentioned above and it’s impossible to build for Mac Catalyst after this point. (Sign to Run Locally is not an option for me because I use entitlements that remove that option) I would appreciate any advice on how to get this working. Hopefully I will not have to create an entirely new macOS 26 VM. Thank you!
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Jul ’25
XCode overwrites watch companion's Info.plist with invalid data
Hi developers. I've been working on a Watch companion app for my product these past few days, and I'm currently trying to push it to TestFlight. I get stuck at the validation step with endless errors. The first one typically is missing WKApplication in Info.plist. That's fine, I'll add the field in Watch target > Info. Now more errors appear: Invalid UIDeviceFamily value of '1' and '2' Unsupported key UIRequiredDeviceCapabilities DTPlatformName value invalid Missing architecture, the bundle must contain arm64_32 because it's built with watchOS SDK 5+ I never set these values in the Info tab, so my guess is they're being overwritten by the Runner Build Settings, even though watch target build settings are correct (for example, Targeted Device Family is set to Apple Watch). What I've tried so far: Disabling auto generation of the Info.plist, and manually setting UIDeviceFamily to '4', but that doesn't help, unless I do it after creating the archive by editing the archive files and resending it to validation. I also tried a bunch of other post-build modifications to try and fix all the errors but new ones kept popping up. Cleaning Build Folder and DerivedData, restarting XCode, rebooting the computer... no effect, which is expected given that the building process doesn't return any errors Validating just the app without the apple watch (so from my main branch), still works as expected. Recreating a blank watchOS target and trying to validate just that, I get stuck in the same way. Project details: XCode Version 16.3 (16E140) Flutter 3.27.3 Targeting latest watchOS and iOS 16+ Do you have an idea what could be the problem here ? I'm sure it's just a missing or invalid property in some configuration file, but I can't figure it out and there are no resources online documenting the issue, and no "tutorials" on how to properly set up a watch target from Apple. Thank you for your time. A.H.
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Jul ’25
Suddenly, cannot install app on device
Hi, I am using Xcode 16.4, and my test device is Iphone 16 pro max. Everything was working fine until today when I get an error that I cannot install the app on the device. The error I get is: Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.cRjyg7/extracted/[myapp].app : 0xe8008015 (A valid provisioning profile for this executable was not found.) Please ensure sure that your app is signed by a valid provisioning profile. Creating a new project and installing it to the mobile works fine. Please can someone from Apple or the community respond? there are many posts with this error but none were solved. Troubleshooting attempts included: Resetting all certificates. delete the app from the device unpairing device codesigning via cli reloading older git code commit Nothing is working. thanks
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Jul ’25
xcodebuild/codesign failing over SSH on 15.x Host OS
We're seeing a pretty big problem with 15.x hosts and using SSH to execute builds. Yet this works just fine in the terminal over VNC. We see similar limitations with SSH and Virtualization too. They look related, but don't know. Xcode 16.4 15.4.1 Host OS Mac Mini M1. Let me know what else is needed. + xcodebuild -workspace /Users/veertu/anka-arm/./Anka.xcworkspace . . . build build /Users/veertu/anka-arm/build/Build/Products/Release/libpolicy.dylib: errSecInternalComponent Command CodeSign failed with a nonzero exit code ** BUILD FAILED ** /Users/veertu/anka-arm/build/Build/Products/Release/libpolicy.dylib: errSecInternalComponent Command CodeSign failed with a nonzero exit code ** BUILD FAILED ** Watching the Console logs I see . . . codesign CSSM Exception: -2147415840 CSSMERR_CSP_NO_USER_INTERACTION codesign error while checking integrity, denying access: CSSM CSSMERR_CSP_NO_USER_INTERACTION error 14:53:57.404848-0500 codesign SecKeyCreateSignature failed: Error Domain=NSOSStatusErrorDomain Code=-25308 "CSSM Exception: -2147415840 CSSMERR_CSP_NO_USER_INTERACTION" (errKCInteractionNotAllowed / errSecInteractionNotAllowed: / Interaction is not allowed with the Security Server.) UserInfo={numberOfErrorsDeep=0, NSDescription=CSSM Exception: -2147415840 CSSMERR_CSP_NO_USER_INTERACTION} default 14:53:57.405567-0500 codesign MacOS error: -2070 . . .
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Jul ’25
Support Request for XCode Cloud build performance
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.
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Jul ’25
Unable to package in UE5.6
Im new in the Mac area but for sure not UE. Windows is a long process to packaging but it could be done. All the documentation for Epic and from the internet is basically non existent with exactly how to package a project within UE. I have Xcode installed which makes sense, agreed to terms and install for MacOS, I've been able to make a project for several weeks now and want to package for a test run for my friends to play on Windows. Now I just get this in the log: UATHelper: Packaging (Mac): ERROR: Failed to finalize the .app with Xcode. Check the log for more information UATHelper: Packaging (Mac): Trace written to file /Users/rileysleger/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-ProjectNightTerror-Mac-Development.uba with size 12.6kb UATHelper: Packaging (Mac): Total time in Unreal Build Accelerator local executor: 8.12 seconds UATHelper: Packaging (Mac): Result: Failed (OtherCompilationError) UATHelper: Packaging (Mac): Total execution time: 9.71 seconds PackagingResults: Error: Failed to finalize the .app with Xcode. Check the log for more information UATHelper: Packaging (Mac): Took 9.77s to run dotnet, ExitCode=6 UATHelper: Packaging (Mac): UnrealBuildTool failed. See log for more details. (/Users/rileysleger/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-ProjectNightTerror-Mac-Development.txt) UATHelper: Packaging (Mac): AutomationTool executed for 0h 0m 10s UATHelper: Packaging (Mac): AutomationTool exiting with ExitCode=6 (6) UATHelper: Packaging (Mac): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 6 PackagingResults: Error: AutomationTool was unable to run successfully. Exited with code: 6 PackagingResults: Error: Unknown Error This absolutely makes no sense to me. Anyone have ideas?
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Jul ’25
Exposing Objective-C API to Swift inside a Framework (Private Framework API)
My framework has private Objective-C API that is only used within the framework. It should not be exposed in the public interface (so it shouldn't be imported in the umbrella header). To expose this API to Swift that's within the framework only the documentation seems to indicate that this needs to be imported in the umbrella header? Import Code Within a Framework Target To use the Objective-C declarations in files in the same framework target as your Swift code, configure an umbrella header as follows: 1.Under Build Settings, in Packaging, make sure the Defines Module setting for the framework target is set to Yes. 2.In the umbrella header, import every Objective-C header you want to expose to Swift. Swift sees every header you expose publicly in your umbrella header. The contents of the Objective-C files in that framework are automatically available from any Swift file within that framework target, with no import statements. Use classes and other declarations from your Objective-C code with the same Swift syntax you use for system classes. I would imagine that there must be a way to do this?
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Jul ’25
Avoiding Plugin Execution in a Linked Swift Package During Top-Level Package Builds
I am working on an iOS project using Xcode 16.0 that leverages multiple Swift packages. Among these, I have a Shared Package that contains reusable code and is linked to several top-level feature packages (e.g., VideoPlayer, VideoEditor, etc.). The Shared Package includes a Swift Package Manager plugin for linting code standards, which is designed to execute during its own build process. However, when building a top-level package (e.g., VideoPlayer), the Shared Package is also built as part of the dependency graph. During this process, the linting plugin in the Shared Package is executed unnecessarily, even though the intent is to only build the Shared Package's code. This behavior results in a significant increase in build times for the top-level packages, as the linting plugin is executed every time the Shared Package is built indirectly. Key Details: Xcode Version: 16.0 Swift Package Manager: Used for dependency management. Issue: The linting plugin in the Shared Package executes during the build of top-level packages, increasing build times. Expected Behaviour: The plugin should only execute when the Shared Package is built directly, not when it is built as a dependency of a top-level package. I would like to know if there is a way to configure the Shared Package or the Swift Package Manager to prevent the plugin from executing when the Shared Package is built as a dependency of a top-level package, while still allowing the plugin to run when the Shared Package is built directly. Any guidance, configuration tips, or best practices to address this issue would be greatly appreciated.
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Jul ’25
Possible thread performance checker bug
I'm experiencing some rare crash but only if I enable Xcode's "thread performance checker". The crash typically ends with these lines: std::_1::hash_table<std::_1::hash_value_type<long qosWaiterSignallerInvariantCheck ... and sometimes with "findPrimitiveInfoNoAssert" on the second line. I wonder if I am doing anything wrong, or is it a (hopefully known) issue in thread performance checker itself? It does look like some sort of data race bug, if to guess there's some internal dictionary that's not properly protected with a mutex or something. I'm using Xcode 16.4 running on macOS 15.5, building and running an app on iPhone with iOS 18.5. Cheers!
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Aug ’25
Intermittent "internal error" with multiple XIBs in Xcode 26.0 beta 2 (17A5241o)
On several different XIBs I get a compiler error like Internal error. Please file a bug at feedbackassistant.apple.com and attach "/var/folders/1v/ 516am8h11fzbmdy9sh r1znh0000an/T/|B-adent-diagnostics 2025-06-30 15-02-36 468000" W These XIBs were unmodified, the only different was the Xcode version they were compiled against. Any suggestions for a fix, workaround, or troubleshooting? I tried restarting Xcode, restarting macOS, cleaning the build, and deleting derived data.
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Jul ’25
How to call a Swift file directly from Angular using Capacitor?
Hi everyone, I’m working on a Capacitor app built with Angular, and I’m trying to call a Swift class directly from the root of the iOS project (next to AppDelegate.swift) without using a full Capacitor plugin structure. The Swift file is called RtspVlcPlugin.swift and looks like this: import Capacitor @objc(RtspVlcPlugin) public class RtspVlcPlugin: CAPPlugin { @objc func iniciar(_ call: CAPPluginCall) { call.resolve() } } In AppDelegate.swift I register it like this: if let bridge = self.window?.rootViewController as? CAPBridgeViewController { bridge.bridge?.registerPluginInstance(RtspVlcPlugin()) print("✅ RtspVlcPlugin registered.") } The registration message prints correctly in Xcode logs. But from Angular, when I try to call it like this: import { registerPlugin } from '@capacitor/core'; const RtspVlcPlugin: any = registerPlugin('RtspVlcPlugin'); RtspVlcPlugin.iniciar({ ... }); I get this error: {"code":"UNIMPLEMENTED"} So, even though the plugin is registered manually, it’s not exposing any methods to the Angular/Capacitor runtime. My question is: What is the correct way to access a manually created Swift class (in the root of the iOS project) from Angular via Capacitor? Thanks in advance!
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Jul ’25
Capacitor iOS Plugin with MobileVLCKit – Swift Plugin Not Recognized from Angular
Hi everyone, I'm developing a Capacitor plugin to display an RTSP video stream using MobileVLCKit on iOS. The Android side works perfectly, but I can’t get the iOS plugin to work — it seems my Swift file is not being detected or recognized, even though I’ve followed the official steps. What works: I followed the Capacitor Plugin Development Guide. I implemented the Android version of the plugin in Java inside the android/ folder. Everything works perfectly from Angular: the plugin is recognized and calls execute correctly. The issue on iOS: I implemented the iOS part in Swift, using the official MobileVLCKit documentation. I initially placed my RtspVlcPlugin.swift file in the plugin’s iOS folder, as the docs suggest. Then I moved it directly into the main app’s ios/App/App/ folder next to AppDelegate.swift and tried manual registration. The problem: Even though I manually register the plugin with: if let bridge = self.window?.rootViewController as? CAPBridgeViewController { bridge.bridge?.registerPluginInstance(RtspVlcPlugin()) print("✅ Plugin RtspVlcPlugin registered manually.") } It prints the registration message just fine. BUT from Angular, the plugin is not recognized: Capacitor.Plugins.RtspVlcPlugin has no methods, and I get this error: "code":"UNIMPLEMENTED" I also tried declaring @objc(RtspVlcPlugin) and extending CAPPlugin. I’ve verified RtspVlcPlugin.swift is added to the target and compiled. The Swift file doesn’t seem to register or expose any methods to Angular. I even tried adding the code without using a plugin at all — just creating a Swift class and using it via the AppDelegate, but it still doesn't expose any callable methods. My Swift code (RtspVlcPlugin.swift): import Capacitor import MobileVLCKit @objc(RtspVlcPlugin) public class RtspVlcPlugin: CAPPlugin, VLCMediaPlayerDelegate { var mediaPlayer: VLCMediaPlayer? var containerView: UIView? var spinner: UIActivityIndicatorView? @objc func iniciar(_ call: CAPPluginCall) { guard let urlStr = call.getString("url"), let x = call.getDouble("x"), let y = call.getDouble("y"), let w = call.getDouble("width"), let h = call.getDouble("height"), let url = URL(string: urlStr) else { call.reject("Missing parameters") return } DispatchQueue.main.async { self.containerView?.removeFromSuperview() let cont = UIView(frame: CGRect(x: x, y: y, width: w, height: h)) cont.backgroundColor = .black cont.layer.cornerRadius = 16 cont.clipsToBounds = true let sp = UIActivityIndicatorView(style: .large) sp.center = CGPoint(x: w/2, y: h/2) sp.color = .white sp.startAnimating() cont.addSubview(sp) self.spinner = sp self.containerView = cont self.bridge?.viewController?.view.addSubview(cont) let player = VLCMediaPlayer() player.delegate = self player.drawable = cont player.media = VLCMedia(url: url) self.mediaPlayer = player player.play() call.resolve() } } @objc func cerrar(_ call: CAPPluginCall) { DispatchQueue.main.async { self.mediaPlayer?.stop() self.mediaPlayer = nil self.spinner?.stopAnimating() self.spinner?.removeFromSuperview() self.spinner = nil self.containerView?.removeFromSuperview() self.containerView = nil call.resolve() } } public func mediaPlayerStateChanged(_ aNotification: Notification!) { guard let player = mediaPlayer, player.state == .playing, let sp = spinner else { return } DispatchQueue.main.async { sp.stopAnimating() sp.removeFromSuperview() self.spinner = nil } } } In the Angular project, I’m using the plugin by manually registering it with registerPlugin from @capacitor/core. Specifically, in the service where I need it, I do the following: import { registerPlugin } from '@capacitor/core'; const RtspVlcPlugin: any = registerPlugin('RtspVlcPlugin'); After this, I try to call the methods defined in the iOS plugin, like RtspVlcPlugin.iniciar({ ... }), but I get an UNIMPLEMENTED error, which suggests that the plugin is not exposing its methods properly to the Angular/Capacitor environment. That makes me believe the problem lies in how the Swift file is integrated or registered, rather than how it is used from Angular. I’d appreciate any guidance on how to properly expose a Swift-based Capacitor plugin’s methods so that they are accessible from Angular. Is there any additional registration step or metadata I might be missing on the iOS side?
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Jul ’25
Xcode26 beta.2 build error
I am writing to report multiple issues encountered after updating to Xcode 26 Beta, which have significantly impacted my project's compilation and functionality. My project can run normally in Xcode16.3 version, Below are the specific problems, along with the steps I took to address them and the subsequent errors that arose: Symbol Not Found Error for _NSUserActivityTypeBrowsingWeb After updating to Xcode 26 Beta, my project failed to build with the error: "Symbol not found: _NSUserActivityTypeBrowsingWeb." To resolve this, I removed the MobileCoreServices framework from the Build Settings, as it appeared to be related. However, this led to a new error, indicating that this change introduced further complications. Clang++ Error: No Such File or Directory 'OpenGLES' Following the resolution of the first issue, I encountered a new error: "iOS clang++: error: no such file or directory: 'OpenGLES'." To address this, I added the OpenGLES.framework to the Build Phases. While this resolved the clang++ error, it triggered additional errors, suggesting that the underlying issue persists or new dependencies are conflicting. Recurring XIB File Compilation Errors My project uses XIB files, and every time I attempt to compile and run, Xcode reports errors related to different XIB files. Notably, when I open the reported XIB file, no errors are displayed within the Interface Builder. After saving or inspecting the file, the compilation error temporarily disappears, only for another XIB file to trigger the same issue in the next build. This creates a repetitive cycle. I have confirmed this is not a caching issue, as I clean the build cache (Product &gt; Clean Build Folder) before each run. If I skip cleaning the cache, the OpenGLES-related error (Issue 2) reappears, indicating potential interactions between these problems. These issues have made development with Xcode 26 Beta extremely challenging, as each attempted fix seems to introduce new errors, and the XIB issue creates a persistent loop. My setup includes: Xcode Version: 26.0 beta 2 (17A5241o) macOS Version:15.4.1 (24E263)
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Jun ’25
Problem running Unreal 5.6
I am using Unreal Engine 5.6 on a MacBook Pro with an M3 chip and macOS 15.5. I’ve installed Xcode and accepted the license, but Unreal is not detecting the latest Metal Shader Standard (Metal v3.0). The maximum version Unreal sees is Metal v2.4, even though the hardware and OS should support Metal 3.0. I’ve also run sudo xcode-select -s /Applications/Xcode.app and accepted the license via Terminal. Is there anything in Xcode settings, SDK availability, or system permissions that could be preventing access to Metal 3.0 features?"
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2
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506
Activity
Jul ’25
Xcode 26 / iOS 26 UISegmentedControl returns to index 0 incorrectly
I'm trying to update one of my apps to the new Liquid Glass effects using Xcode 26. Came across a weird issue in that I reproduced in an empty project on its own with a storyboard with a single segmented control on the initial viewController I have a UISegmentedControl with 3 options. If I click index 2, while index 0 is selected, everything works as normal However if I select index 1, and then index 2, it jumps back to index 0 instead of selecting 2. All the events fire as though I tapped index 0
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2
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1
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450
Activity
Jul ’25
In the iOS 26 beta, enterprise Apps installed via MDM cannot be run
I am a developer working on iOS apps. I would like to report an issue occurring in iOS 26 beta 2. Our company has Enterprise account, and we are developing apps. When we distribute these apps, and install them on a device running iOS 26 beta2, apps install successfully, but apps crashed immediately after being launched. MDM Install Application When I install the app via Xcode and trust it, apps will run. Launchd job spawn failed This issue does not occur on versions prior to iOS 26. I would like to know if this is a problem that will be resolved in future updates, or if it is a policy change.
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4
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1
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938
Activity
Sep ’25
Xcode Crashing When Attempting to Distribute/Validate App in Organizer
I'm attempting to distribute a proprietary application (not released to the app store), and everytime I confirm the either validate or distribute in anyway Xcode crashes with no error message. I've seen a few posts regarding the agreements, but I have the free app agreement signed so that can't be it. I haven't had a problem previously with not having the paid agreement signed, but now i'm running into this issue. I've confirmed my ad-hoc profile and cert are all good and valid, so I'm unsure what else could be causing this issue. Not even getting prompted to submit a crash report.
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0
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151
Activity
Jul ’25
Can't fix "Provisioning profile doesn't include com.apple.InAppPurchase entitlement" even after resetting everything
Hi everyone, I’ve been struggling for days with a recurring issue in my iOS app build. The build fails with the following error: Provisioning profile "iOS Team Provisioning Profile: com.myapp.bundleid" doesn't include the com.apple.InAppPurchase entitlement. Here’s what I’ve already tried: Created a new Bundle ID with correct capabilities (In-App Purchase, Push Notifications, Sign in with Apple). Created a new provisioning profile manually from Apple Developer Console. Used EAS CLI (Expo) and Xcode to regenerate all certificates and provisioning profiles. Ensured that the In-App Purchase capability is enabled in the App ID (it's greyed out but enabled). Made sure all subscriptions and products in App Store Connect are “Ready to Submit”. Followed all steps from RevenueCat and Apple documentation. Cleaned entitlements in .entitlements file and tried both and variations. Tried building both locally and with EAS – same error every time. Sent multiple tickets to Apple Developer Support, but no helpful reply yet. Extra Notes: I'm using react-native-purchases and RevenueCat, already integrated and working before this started. The error began randomly; before that, I was able to build successfully with in-app purchases. Even creating a completely fresh app from scratch results in the same entitlement missing error. Has anyone faced this exact problem where the provisioning profile fails to include com.apple.InAppPurchase, even though everything is correctly set up? Any help or insights would be greatly appreciated. Thanks in advance!
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3
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0
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420
Activity
Jul ’25
Device Support for IOS 18.5 Missing
I am missing device support for IOS 18.5 in xcode. I tried installing xcode 16.4, xcode 16.4 beta and xcode 26 beta 2 but none of them generated folder for 18.5. Is this happening only for me or everyone. Please provide me 18.5 folder if anyone has it. I would appreciate a lot.
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6
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0
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805
Activity
Jul ’25
Xcode 26: Cannot generate provisioning profile for Mac Catalyst app in macOS 26 VM
Filed FB17873536 for this, posting here for reach. I cannot create a provisioning profile to run my Mac Catalyst app on a macOS 26 VM for my project with automatically manage signing (Xcode Managed Profile) enabled. I keep getting an error that “There is a problem with the request entity A device with number '' already exists on this team.” Disabling the device in Certificates, Identifiers, & Profiles does not work; I get the prompt to register the device on the next build but it results in the same error. “Download Manual Profiles” does not work, either. Additionally, in developer beta 2 (macOS build 25A5295e, Xcode build 17A5241o), I now get a second error message that Provisioning profile "Mac Catalyst Team Provisioning Profile: doesn't include the currently selected device "Virtual Machine" (identifier ). Clearing out the existing files in ~/Library/Developer/Xcode/UserData/Provisioning Profiles/ didn’t work either. Steps to reproduce: Create and set up a macOS 26 VM in the latest version of UTM for Mac Install Xcode 26 in the VM and sign into your Apple ID in Xcode preferences Open a Mac Catalyst app’s Xcode project and attempt to build it An alert comes up that the device is not registered in the developer account. Click the Register button to register it The process fails with the error mentioned above and it’s impossible to build for Mac Catalyst after this point. (Sign to Run Locally is not an option for me because I use entitlements that remove that option) I would appreciate any advice on how to get this working. Hopefully I will not have to create an entirely new macOS 26 VM. Thank you!
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1
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0
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502
Activity
Jul ’25
XCode overwrites watch companion's Info.plist with invalid data
Hi developers. I've been working on a Watch companion app for my product these past few days, and I'm currently trying to push it to TestFlight. I get stuck at the validation step with endless errors. The first one typically is missing WKApplication in Info.plist. That's fine, I'll add the field in Watch target > Info. Now more errors appear: Invalid UIDeviceFamily value of '1' and '2' Unsupported key UIRequiredDeviceCapabilities DTPlatformName value invalid Missing architecture, the bundle must contain arm64_32 because it's built with watchOS SDK 5+ I never set these values in the Info tab, so my guess is they're being overwritten by the Runner Build Settings, even though watch target build settings are correct (for example, Targeted Device Family is set to Apple Watch). What I've tried so far: Disabling auto generation of the Info.plist, and manually setting UIDeviceFamily to '4', but that doesn't help, unless I do it after creating the archive by editing the archive files and resending it to validation. I also tried a bunch of other post-build modifications to try and fix all the errors but new ones kept popping up. Cleaning Build Folder and DerivedData, restarting XCode, rebooting the computer... no effect, which is expected given that the building process doesn't return any errors Validating just the app without the apple watch (so from my main branch), still works as expected. Recreating a blank watchOS target and trying to validate just that, I get stuck in the same way. Project details: XCode Version 16.3 (16E140) Flutter 3.27.3 Targeting latest watchOS and iOS 16+ Do you have an idea what could be the problem here ? I'm sure it's just a missing or invalid property in some configuration file, but I can't figure it out and there are no resources online documenting the issue, and no "tutorials" on how to properly set up a watch target from Apple. Thank you for your time. A.H.
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231
Activity
Jul ’25
Suddenly, cannot install app on device
Hi, I am using Xcode 16.4, and my test device is Iphone 16 pro max. Everything was working fine until today when I get an error that I cannot install the app on the device. The error I get is: Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.cRjyg7/extracted/[myapp].app : 0xe8008015 (A valid provisioning profile for this executable was not found.) Please ensure sure that your app is signed by a valid provisioning profile. Creating a new project and installing it to the mobile works fine. Please can someone from Apple or the community respond? there are many posts with this error but none were solved. Troubleshooting attempts included: Resetting all certificates. delete the app from the device unpairing device codesigning via cli reloading older git code commit Nothing is working. thanks
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554
Activity
Jul ’25
xcodebuild/codesign failing over SSH on 15.x Host OS
We're seeing a pretty big problem with 15.x hosts and using SSH to execute builds. Yet this works just fine in the terminal over VNC. We see similar limitations with SSH and Virtualization too. They look related, but don't know. Xcode 16.4 15.4.1 Host OS Mac Mini M1. Let me know what else is needed. + xcodebuild -workspace /Users/veertu/anka-arm/./Anka.xcworkspace . . . build build /Users/veertu/anka-arm/build/Build/Products/Release/libpolicy.dylib: errSecInternalComponent Command CodeSign failed with a nonzero exit code ** BUILD FAILED ** /Users/veertu/anka-arm/build/Build/Products/Release/libpolicy.dylib: errSecInternalComponent Command CodeSign failed with a nonzero exit code ** BUILD FAILED ** Watching the Console logs I see . . . codesign CSSM Exception: -2147415840 CSSMERR_CSP_NO_USER_INTERACTION codesign error while checking integrity, denying access: CSSM CSSMERR_CSP_NO_USER_INTERACTION error 14:53:57.404848-0500 codesign SecKeyCreateSignature failed: Error Domain=NSOSStatusErrorDomain Code=-25308 "CSSM Exception: -2147415840 CSSMERR_CSP_NO_USER_INTERACTION" (errKCInteractionNotAllowed / errSecInteractionNotAllowed: / Interaction is not allowed with the Security Server.) UserInfo={numberOfErrorsDeep=0, NSDescription=CSSM Exception: -2147415840 CSSMERR_CSP_NO_USER_INTERACTION} default 14:53:57.405567-0500 codesign MacOS error: -2070 . . .
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217
Activity
Jul ’25
Support Request for XCode Cloud build performance
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.
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330
Activity
Jul ’25
Unable to package in UE5.6
Im new in the Mac area but for sure not UE. Windows is a long process to packaging but it could be done. All the documentation for Epic and from the internet is basically non existent with exactly how to package a project within UE. I have Xcode installed which makes sense, agreed to terms and install for MacOS, I've been able to make a project for several weeks now and want to package for a test run for my friends to play on Windows. Now I just get this in the log: UATHelper: Packaging (Mac): ERROR: Failed to finalize the .app with Xcode. Check the log for more information UATHelper: Packaging (Mac): Trace written to file /Users/rileysleger/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-ProjectNightTerror-Mac-Development.uba with size 12.6kb UATHelper: Packaging (Mac): Total time in Unreal Build Accelerator local executor: 8.12 seconds UATHelper: Packaging (Mac): Result: Failed (OtherCompilationError) UATHelper: Packaging (Mac): Total execution time: 9.71 seconds PackagingResults: Error: Failed to finalize the .app with Xcode. Check the log for more information UATHelper: Packaging (Mac): Took 9.77s to run dotnet, ExitCode=6 UATHelper: Packaging (Mac): UnrealBuildTool failed. See log for more details. (/Users/rileysleger/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-ProjectNightTerror-Mac-Development.txt) UATHelper: Packaging (Mac): AutomationTool executed for 0h 0m 10s UATHelper: Packaging (Mac): AutomationTool exiting with ExitCode=6 (6) UATHelper: Packaging (Mac): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 6 PackagingResults: Error: AutomationTool was unable to run successfully. Exited with code: 6 PackagingResults: Error: Unknown Error This absolutely makes no sense to me. Anyone have ideas?
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293
Activity
Jul ’25
Exposing Objective-C API to Swift inside a Framework (Private Framework API)
My framework has private Objective-C API that is only used within the framework. It should not be exposed in the public interface (so it shouldn't be imported in the umbrella header). To expose this API to Swift that's within the framework only the documentation seems to indicate that this needs to be imported in the umbrella header? Import Code Within a Framework Target To use the Objective-C declarations in files in the same framework target as your Swift code, configure an umbrella header as follows: 1.Under Build Settings, in Packaging, make sure the Defines Module setting for the framework target is set to Yes. 2.In the umbrella header, import every Objective-C header you want to expose to Swift. Swift sees every header you expose publicly in your umbrella header. The contents of the Objective-C files in that framework are automatically available from any Swift file within that framework target, with no import statements. Use classes and other declarations from your Objective-C code with the same Swift syntax you use for system classes. I would imagine that there must be a way to do this?
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326
Activity
Jul ’25
Avoiding Plugin Execution in a Linked Swift Package During Top-Level Package Builds
I am working on an iOS project using Xcode 16.0 that leverages multiple Swift packages. Among these, I have a Shared Package that contains reusable code and is linked to several top-level feature packages (e.g., VideoPlayer, VideoEditor, etc.). The Shared Package includes a Swift Package Manager plugin for linting code standards, which is designed to execute during its own build process. However, when building a top-level package (e.g., VideoPlayer), the Shared Package is also built as part of the dependency graph. During this process, the linting plugin in the Shared Package is executed unnecessarily, even though the intent is to only build the Shared Package's code. This behavior results in a significant increase in build times for the top-level packages, as the linting plugin is executed every time the Shared Package is built indirectly. Key Details: Xcode Version: 16.0 Swift Package Manager: Used for dependency management. Issue: The linting plugin in the Shared Package executes during the build of top-level packages, increasing build times. Expected Behaviour: The plugin should only execute when the Shared Package is built directly, not when it is built as a dependency of a top-level package. I would like to know if there is a way to configure the Shared Package or the Swift Package Manager to prevent the plugin from executing when the Shared Package is built as a dependency of a top-level package, while still allowing the plugin to run when the Shared Package is built directly. Any guidance, configuration tips, or best practices to address this issue would be greatly appreciated.
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97
Activity
Jul ’25
Possible thread performance checker bug
I'm experiencing some rare crash but only if I enable Xcode's "thread performance checker". The crash typically ends with these lines: std::_1::hash_table<std::_1::hash_value_type<long qosWaiterSignallerInvariantCheck ... and sometimes with "findPrimitiveInfoNoAssert" on the second line. I wonder if I am doing anything wrong, or is it a (hopefully known) issue in thread performance checker itself? It does look like some sort of data race bug, if to guess there's some internal dictionary that's not properly protected with a mutex or something. I'm using Xcode 16.4 running on macOS 15.5, building and running an app on iPhone with iOS 18.5. Cheers!
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294
Activity
Aug ’25
Intermittent "internal error" with multiple XIBs in Xcode 26.0 beta 2 (17A5241o)
On several different XIBs I get a compiler error like Internal error. Please file a bug at feedbackassistant.apple.com and attach "/var/folders/1v/ 516am8h11fzbmdy9sh r1znh0000an/T/|B-adent-diagnostics 2025-06-30 15-02-36 468000" W These XIBs were unmodified, the only different was the Xcode version they were compiled against. Any suggestions for a fix, workaround, or troubleshooting? I tried restarting Xcode, restarting macOS, cleaning the build, and deleting derived data.
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244
Activity
Jul ’25
How to call a Swift file directly from Angular using Capacitor?
Hi everyone, I’m working on a Capacitor app built with Angular, and I’m trying to call a Swift class directly from the root of the iOS project (next to AppDelegate.swift) without using a full Capacitor plugin structure. The Swift file is called RtspVlcPlugin.swift and looks like this: import Capacitor @objc(RtspVlcPlugin) public class RtspVlcPlugin: CAPPlugin { @objc func iniciar(_ call: CAPPluginCall) { call.resolve() } } In AppDelegate.swift I register it like this: if let bridge = self.window?.rootViewController as? CAPBridgeViewController { bridge.bridge?.registerPluginInstance(RtspVlcPlugin()) print("✅ RtspVlcPlugin registered.") } The registration message prints correctly in Xcode logs. But from Angular, when I try to call it like this: import { registerPlugin } from '@capacitor/core'; const RtspVlcPlugin: any = registerPlugin('RtspVlcPlugin'); RtspVlcPlugin.iniciar({ ... }); I get this error: {"code":"UNIMPLEMENTED"} So, even though the plugin is registered manually, it’s not exposing any methods to the Angular/Capacitor runtime. My question is: What is the correct way to access a manually created Swift class (in the root of the iOS project) from Angular via Capacitor? Thanks in advance!
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169
Activity
Jul ’25
Capacitor iOS Plugin with MobileVLCKit – Swift Plugin Not Recognized from Angular
Hi everyone, I'm developing a Capacitor plugin to display an RTSP video stream using MobileVLCKit on iOS. The Android side works perfectly, but I can’t get the iOS plugin to work — it seems my Swift file is not being detected or recognized, even though I’ve followed the official steps. What works: I followed the Capacitor Plugin Development Guide. I implemented the Android version of the plugin in Java inside the android/ folder. Everything works perfectly from Angular: the plugin is recognized and calls execute correctly. The issue on iOS: I implemented the iOS part in Swift, using the official MobileVLCKit documentation. I initially placed my RtspVlcPlugin.swift file in the plugin’s iOS folder, as the docs suggest. Then I moved it directly into the main app’s ios/App/App/ folder next to AppDelegate.swift and tried manual registration. The problem: Even though I manually register the plugin with: if let bridge = self.window?.rootViewController as? CAPBridgeViewController { bridge.bridge?.registerPluginInstance(RtspVlcPlugin()) print("✅ Plugin RtspVlcPlugin registered manually.") } It prints the registration message just fine. BUT from Angular, the plugin is not recognized: Capacitor.Plugins.RtspVlcPlugin has no methods, and I get this error: "code":"UNIMPLEMENTED" I also tried declaring @objc(RtspVlcPlugin) and extending CAPPlugin. I’ve verified RtspVlcPlugin.swift is added to the target and compiled. The Swift file doesn’t seem to register or expose any methods to Angular. I even tried adding the code without using a plugin at all — just creating a Swift class and using it via the AppDelegate, but it still doesn't expose any callable methods. My Swift code (RtspVlcPlugin.swift): import Capacitor import MobileVLCKit @objc(RtspVlcPlugin) public class RtspVlcPlugin: CAPPlugin, VLCMediaPlayerDelegate { var mediaPlayer: VLCMediaPlayer? var containerView: UIView? var spinner: UIActivityIndicatorView? @objc func iniciar(_ call: CAPPluginCall) { guard let urlStr = call.getString("url"), let x = call.getDouble("x"), let y = call.getDouble("y"), let w = call.getDouble("width"), let h = call.getDouble("height"), let url = URL(string: urlStr) else { call.reject("Missing parameters") return } DispatchQueue.main.async { self.containerView?.removeFromSuperview() let cont = UIView(frame: CGRect(x: x, y: y, width: w, height: h)) cont.backgroundColor = .black cont.layer.cornerRadius = 16 cont.clipsToBounds = true let sp = UIActivityIndicatorView(style: .large) sp.center = CGPoint(x: w/2, y: h/2) sp.color = .white sp.startAnimating() cont.addSubview(sp) self.spinner = sp self.containerView = cont self.bridge?.viewController?.view.addSubview(cont) let player = VLCMediaPlayer() player.delegate = self player.drawable = cont player.media = VLCMedia(url: url) self.mediaPlayer = player player.play() call.resolve() } } @objc func cerrar(_ call: CAPPluginCall) { DispatchQueue.main.async { self.mediaPlayer?.stop() self.mediaPlayer = nil self.spinner?.stopAnimating() self.spinner?.removeFromSuperview() self.spinner = nil self.containerView?.removeFromSuperview() self.containerView = nil call.resolve() } } public func mediaPlayerStateChanged(_ aNotification: Notification!) { guard let player = mediaPlayer, player.state == .playing, let sp = spinner else { return } DispatchQueue.main.async { sp.stopAnimating() sp.removeFromSuperview() self.spinner = nil } } } In the Angular project, I’m using the plugin by manually registering it with registerPlugin from @capacitor/core. Specifically, in the service where I need it, I do the following: import { registerPlugin } from '@capacitor/core'; const RtspVlcPlugin: any = registerPlugin('RtspVlcPlugin'); After this, I try to call the methods defined in the iOS plugin, like RtspVlcPlugin.iniciar({ ... }), but I get an UNIMPLEMENTED error, which suggests that the plugin is not exposing its methods properly to the Angular/Capacitor environment. That makes me believe the problem lies in how the Swift file is integrated or registered, rather than how it is used from Angular. I’d appreciate any guidance on how to properly expose a Swift-based Capacitor plugin’s methods so that they are accessible from Angular. Is there any additional registration step or metadata I might be missing on the iOS side?
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201
Activity
Jul ’25
Xcode 26 Beta 2 - Add Package dependency Crash
M2 Max Macbook Pro When i click add package dependencies to add a package in xcode it crashes every time, no matter what i do. any recommendations to work around this?
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117
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Jun ’25
Xcode26 beta.2 build error
I am writing to report multiple issues encountered after updating to Xcode 26 Beta, which have significantly impacted my project's compilation and functionality. My project can run normally in Xcode16.3 version, Below are the specific problems, along with the steps I took to address them and the subsequent errors that arose: Symbol Not Found Error for _NSUserActivityTypeBrowsingWeb After updating to Xcode 26 Beta, my project failed to build with the error: "Symbol not found: _NSUserActivityTypeBrowsingWeb." To resolve this, I removed the MobileCoreServices framework from the Build Settings, as it appeared to be related. However, this led to a new error, indicating that this change introduced further complications. Clang++ Error: No Such File or Directory 'OpenGLES' Following the resolution of the first issue, I encountered a new error: "iOS clang++: error: no such file or directory: 'OpenGLES'." To address this, I added the OpenGLES.framework to the Build Phases. While this resolved the clang++ error, it triggered additional errors, suggesting that the underlying issue persists or new dependencies are conflicting. Recurring XIB File Compilation Errors My project uses XIB files, and every time I attempt to compile and run, Xcode reports errors related to different XIB files. Notably, when I open the reported XIB file, no errors are displayed within the Interface Builder. After saving or inspecting the file, the compilation error temporarily disappears, only for another XIB file to trigger the same issue in the next build. This creates a repetitive cycle. I have confirmed this is not a caching issue, as I clean the build cache (Product &gt; Clean Build Folder) before each run. If I skip cleaning the cache, the OpenGLES-related error (Issue 2) reappears, indicating potential interactions between these problems. These issues have made development with Xcode 26 Beta extremely challenging, as each attempted fix seems to introduce new errors, and the XIB issue creates a persistent loop. My setup includes: Xcode Version: 26.0 beta 2 (17A5241o) macOS Version:15.4.1 (24E263)
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377
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Jun ’25