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

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No identity found: Command CodeSign failed with a nonzero exit code
Hello! I'm new to xcode and am developing an iOS app. I hit the following error when build my app: MY_SHA no identity found Command CodeSign failed with a nonzero exit code I have generated my certificate through xcode. I can see the Certificate and the private key in Keychain -> login. But it's not that private key is under the Certificate. They are listed in parallel. The certificate appears in Certificate tab but not in My Certificate Tab. Would that matter? security find-certificate -a -Z | grep -A1 "Apple Development" Gives me the certificate. But security find-identity -v -p codesigning give 0 valid identity found. Could you help me figure out what could be the reason for this? I've been stuck for several days now. Thank you so much!
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iPhone 17 Pro on iOS 26.3 stays unavailable in xcrun devicectl list devices even with Xcode 26.4 beta 2
I am unable to use my iPhone 17 Pro as a run destination in Xcode. The device appears at a low level, but CoreDevice / devicectl keeps reporting it as unavailable. Environment • Mac mini (Apple Silicon) • macOS 26.3 (Build 25D125) • iPhone 17 Pro • iOS 26.3 • Xcode 26.3 (Build 17C529) • Xcode 26.4 beta 2 (Build 17E5170d) Symptoms • The iPhone appears in Finder • On the iPhone, I tapped “Trust This Computer” • Developer Mode is enabled • Apple ID is added in Xcode Accounts • Team is configured in Signing & Capabilities • iOS Platform Support is installed • The device still does not become available as a run destination • Devices and Simulators does not show it in a usable state • xcrun devicectl list devices still shows unavailable Output of xcrun devicectl list devices Failed to load provisioning paramter list due to error: Error Domain=com.apple.dt.CoreDeviceError Code=1002 "No provider was found." UserInfo={NSLocalizedDescription=No provider was found.}. devicectl manage create may support a reduced set of arguments. Name Hostname Identifier State Model CAC1B56A-C3B4-59FF-8F9D-659277C7C76C.coredevice.local CAC1B56A-C3B4-59FF-8F9D-659277C7C76C unavailable iPhone18,1 What I already tried • Apple cable • Different USB/Thunderbolt ports • Direct connection to rear ports • Restarted both Mac and iPhone • Restarted Xcode • Ran sudo killall usbmuxd • Ran sudo pkill -9 remoted • Upgraded Xcode from 26.2 to 26.3, then to 26.4 beta 2 • Ran sudo xcode-select -s /Applications/Xcode-beta.app • Ran sudo xcodebuild -runFirstLaunch • Reset “Location & Privacy” on the iPhone, then trusted the Mac again • Still remains unavailable Additional note ioreg shows the iPhone, so the physical USB connection seems to exist. However, at the CoreDevice / devicectl layer the device remains unavailable, and Xcode cannot use it for on-device build/run. Is this a known issue with macOS 26.3 / iOS 26.3 / Xcode 26.4 beta 2? Any workaround or additional debugging steps would be appreciated.
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iOS 26.2 Simulator is not available for download
I'm trying to download the iOS 26.2 simulator, but it fails both in Xcode and via the command line. When I run: xcodebuild -downloadPlatform iOS -buildVersion 26.2 -exportPath ~/Downloads It returns: iOS 26.2 is not available for download. I would like to know: Why iOS 26.2 simulator cannot be downloaded at the moment. Whether iOS 26.2 simulator is still available, or if it has been removed or replaced. How to properly get and install the iOS 26.2 simulator. Any official explanation or solution would be greatly appreciated. Thank you!
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How to stop ios 26 glass effect UI in ios app
Hi everyone, I want to avoid the iOS 26 Liquid Glass effect in my app’s UI. While researching, I found the following possible solution: Steps: Go to Info.plist Add the key: UIDesignRequiresCompatibility Type: Boolean Value: YES I have a few questions about this approach: According to the Apple Developer website, this seems to be a temporary solution. How long will this continue to work, and what would be the recommended long-term solution? Which iOS versions does this support (both older and upcoming versions)? If this method is not recommended, is there another way to disable or avoid the glass effect across the entire app without making major UI changes? Any guidance or suggestions would be greatly appreciated. Thank you!
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App Stuck in "Waiting for Review" Since Feb 21
Hello everyone, I’m facing an issue with my app submission being stuck in “Waiting for Review.” I initially submitted my app on 21 February and waited until 27 February, but the review process did not start and there were no updates. On 27 February, I contacted Apple Support regarding this issue, but I did not receive any response. Since there was still no progress, on 4 March I removed the app from review and resubmitted it again, but it is still showing “Waiting for Review.” This delay is affecting my operations, so I would really appreciate any guidance or help if someone has experienced a similar situation. App ID: 6741708449 Thank you.
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Request: Option to Position Coding Assistant on the Right Side in Xcode
Dear Xcode Team, Please consider adding an option to position the Coding Assistant on the right side of the editor. Currently, when the assistant panel is open, it makes it difficult to access the Project Navigator at the same time. Having the ability to move the Coding Assistant to the right side would allow developers to keep the Project Navigator visible while interacting with the assistant, improving workflow and efficiency. Thank you
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Is it possible to download or copy the iOS SDK for Xcode 26.1 using command-line tools? If so, how?
I have Xcode 26.1.1 (installed on a Mac Mini with Sequoia 15.7.2), which was installed from the Universal .xip file available from the Apple Developer site. This file is 2.7Gb. When Xcode is run, there is a menu item at Settings -> Components, and the top section "Platform Support" includes an option to "Get" the iOS SDK, which is an additional 10.3Gb download.[1][2] I would like to either use command-line tools to obtain this iOS SDK component, or find where the downloaded package or its contents are installed on this Mac. This Apple Documentation some examples of using command-line tools to download components for Xcode. However, there is no specific documentation on how to separately download the iOS SDK. It seems that if possible, it could be done with "xcodebuild -downloadComponent", however I have tried a number of likely component names (ios, ios_sdk, ios26.1, ios_sdk26.1, iphoneos, iphoneos_sdk, iphoneos_sdk26.1), and none are valid. Does anyone know either where the SDK download can be found, or how to download it using command-line tools? Background: I require this as I am managing a fleet of Mac Minis located in a data centre (used for iOS/Android builds), and Internet access is restricted - any action requiring Internet access needs the Mac to be removed from the machine room racks and taken to a build room, then connected to a mobile hotspot or similar. This access is slow, and the above 10.3Gb download can take over an hour. If I can download the SDK separately, I can distribute it to all of the Macs over the internal network overnight, in advance of visiting the DC for upgrade tasks. [1] Various web sites say that the iOS SDK is "bundled with" Xcode. However, if that's the case a) how is a 10.3Gb download somehow included in a 2.7Gb file? And b) why do I still need to "Get" this component after installing Xcode from the 2.7Gb file? [2] Note that I am not looking for the iOS Simulator, I have already downloaded the iOS 26.1 version of this. I am specifically looking for the iOS SDK as listed under "Platform Support" in the Xcode menu described above.
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Xcode error: Missing target with GUID
I have been getting the following error intermittently (once it happens, then its consistent) when I try to build my app Showing Recent Errors Only Unable to resolve build file: BuildFile<b11862f281fd8c8287d499b4f0922a9c61c95323d2196ba877ed344a02baffbb> (The workspace has a reference to a missing target with GUID '0c7e19da3805e0a412c717704d4549fc25560b498add930cbef9623bd9afb53a') There have been no changes to my project (git status is clean). I have tried cleaning DerivedData as well, but it did not help. How am I supposed to figure out from the GUID what is it that xcode is trying to find?
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[HELP] Xcode unable to connect to multiple devices, stuck on "Connecting to 's iPhone"
Hello, I've been searching online for ways to remedy this issue for the past 3 days and this is my last resort. The Issue Build on device fails to connect to the device. The prompt will permanently be stuck loading in that screen. Finder is able to connect to the device, just that Xcode is unable to. Xcode does prompt for passcode on the device, and I have entered it accordingly. I note that i AM on VPN, but even disabling VPN and turning off Wifi does not fix the issue. This was working until several days ago. Not sure what the issue is. Fixes Attempted Tried with a different cable, and USB ports Tried with different devices (multiple devices both iPad and iPhone has the same issue) Turn Off and On developer mode on devices. Clear Trusted Computers on devices. Updating both devices to the latest iOS version. Quitting Xcode Clearing derived cache Restarting Macbook Updating to the latest iOS version on Macbook Reinstalling Xcode toggling signing certificates I was trying other fixes like "pkill usbmuxd", but since I am on corporate hardware, i will be required to escalate it if i require sudo permissions. Is anyone able to provide a concrete solution or explanation why this happens?
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Xcode 26 failed in the real-device debugging process
Development environment: MacBook pro Apple M1 macOS Tahoe 26.2 (25C56) Xcode 26.x iPhone 6 Plus / iOS 12.4.4 Exception description: After I upgraded to Xcode 26, my iPhone 6 Plus had a system version of 12.4.4. I was unable to perform real-device debugging, whether for existing projects or new ones. The error message from Xcode was as follows: Could not launch “xxx” Domain: IDEDebugSessionErrorDomain Code: 3 Failure Reason: Cannot launch '/private/var/containers/Bundle/Application/A44062C1-32F5-4346-B13C-FC3F39EAF7A1/xxx.app': Unspecified Even though I have already added device support for the iOS 12.4 Has Xcode 26 stopped supporting the debugging of any devices running iOS 12 system?
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How do I resolve the "Automatic signing cannot update bundle identifier..." error?
When I create an archive file and attempt to upload the app using the "Distribute App" button, the upload fails with the error "Automatic signing cannot update bundle identifier...". (The detailed message is below.) When creating an archive file in Xcode, I unchecked "Automatically Manage Signing" and proceeded with the archive. The message says "Font Enumeration," but other apps with the same option enabled upload successfully. Therefore, I believe the "Font Enumeration" option is not the issue. I tried creating a new provisioning file, but it still doesn't work. I deleted all DerivedData files from my Mac storage, restarted Xcode, and tried again, but it still doesn't work. This keeps happening only for certain targets (specific apps) in Xcode. Does anyone know how to fix this? Xcode is the latest version. Message: Automatic signing cannot update bundle identifier "com.xxxxxx.xxxxxx". Automatic signing cannot update your registered bundle identifier to enable Font Enumeration. Update your bundle identifier on https://developer.apple.com/account and then try again.
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Xcode hangs on git network operations
In Xcode 26.3 and 26.4, when I use Xcode's built-in git functionality to do a "pull" or "fetch", Xcode presents a dialog saying it's performing the operation, but it never completes. The dialog remains on screen with a spinner. My remote repos are stored on a Mac mini on my local network and I access them via SSH. The git command line works fine, as does the tool Git Tower. I've filed this as FB22091014. Has anyone else seen this, and if so, found a solution?
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How can I change the output dimensions of a CoreML model in Xcode when the outputs come from a NonMaximumSuppression layer?
After exerting a custom model with nms=True. In Xcode, the outputs show as: confidence: MultiArray (0 × 5) coordinates: MultiArray (0 × 4) I want to set fixed shapes (e.g., 100 × 5, 100 × 4), but Xcode does not allow editing—the shape fields are locked. The model graph shows both outputs come directly from a NonMaximumSuppression layer. Is it possible to set fixed output dimensions for NMS outputs in CoreML?
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Xcode 26.3 - Revert to variable editor tab width
Hi, In Xcode 26.2, editor tabs adapt their width to the number of pinned tabs: In Xcode 26.3, editor tabs have a minimal width, after which the row of tabs becomes horizontally scrollable: Notice how less tabs are visible at a time on Xcode 26.3 (second image). Yet, there is enough horizontal space to accommodate more, as shown on Xcode 26.2 (first image). This is a UX regression. How can I revert back to 26.2 tab sizing behavior? Thank you.
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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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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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No identity found: Command CodeSign failed with a nonzero exit code
Hello! I'm new to xcode and am developing an iOS app. I hit the following error when build my app: MY_SHA no identity found Command CodeSign failed with a nonzero exit code I have generated my certificate through xcode. I can see the Certificate and the private key in Keychain -> login. But it's not that private key is under the Certificate. They are listed in parallel. The certificate appears in Certificate tab but not in My Certificate Tab. Would that matter? security find-certificate -a -Z | grep -A1 "Apple Development" Gives me the certificate. But security find-identity -v -p codesigning give 0 valid identity found. Could you help me figure out what could be the reason for this? I've been stuck for several days now. Thank you so much!
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iPhone 17 Pro on iOS 26.3 stays unavailable in xcrun devicectl list devices even with Xcode 26.4 beta 2
I am unable to use my iPhone 17 Pro as a run destination in Xcode. The device appears at a low level, but CoreDevice / devicectl keeps reporting it as unavailable. Environment • Mac mini (Apple Silicon) • macOS 26.3 (Build 25D125) • iPhone 17 Pro • iOS 26.3 • Xcode 26.3 (Build 17C529) • Xcode 26.4 beta 2 (Build 17E5170d) Symptoms • The iPhone appears in Finder • On the iPhone, I tapped “Trust This Computer” • Developer Mode is enabled • Apple ID is added in Xcode Accounts • Team is configured in Signing & Capabilities • iOS Platform Support is installed • The device still does not become available as a run destination • Devices and Simulators does not show it in a usable state • xcrun devicectl list devices still shows unavailable Output of xcrun devicectl list devices Failed to load provisioning paramter list due to error: Error Domain=com.apple.dt.CoreDeviceError Code=1002 "No provider was found." UserInfo={NSLocalizedDescription=No provider was found.}. devicectl manage create may support a reduced set of arguments. Name Hostname Identifier State Model CAC1B56A-C3B4-59FF-8F9D-659277C7C76C.coredevice.local CAC1B56A-C3B4-59FF-8F9D-659277C7C76C unavailable iPhone18,1 What I already tried • Apple cable • Different USB/Thunderbolt ports • Direct connection to rear ports • Restarted both Mac and iPhone • Restarted Xcode • Ran sudo killall usbmuxd • Ran sudo pkill -9 remoted • Upgraded Xcode from 26.2 to 26.3, then to 26.4 beta 2 • Ran sudo xcode-select -s /Applications/Xcode-beta.app • Ran sudo xcodebuild -runFirstLaunch • Reset “Location & Privacy” on the iPhone, then trusted the Mac again • Still remains unavailable Additional note ioreg shows the iPhone, so the physical USB connection seems to exist. However, at the CoreDevice / devicectl layer the device remains unavailable, and Xcode cannot use it for on-device build/run. Is this a known issue with macOS 26.3 / iOS 26.3 / Xcode 26.4 beta 2? Any workaround or additional debugging steps would be appreciated.
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iOS 26.2 Simulator is not available for download
I'm trying to download the iOS 26.2 simulator, but it fails both in Xcode and via the command line. When I run: xcodebuild -downloadPlatform iOS -buildVersion 26.2 -exportPath ~/Downloads It returns: iOS 26.2 is not available for download. I would like to know: Why iOS 26.2 simulator cannot be downloaded at the moment. Whether iOS 26.2 simulator is still available, or if it has been removed or replaced. How to properly get and install the iOS 26.2 simulator. Any official explanation or solution would be greatly appreciated. Thank you!
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safeAreaBar size, for list offset
In my tabview i set a safeAreaBar topPanel, under i have contentview. That ignore safeArea.top so feed go under. What is the best Way to have a the first post in content appear under (under the bottom) if the safeareabar. I use list with foreach. Do we measure the height or is it some smart tips?
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When Will Claude Agent within Xcode be Upgraded to Sonnet 4.6?
Currently it's Sonnet 4.5. I know that 4.6 is out.
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How to delete rogue iOS simulators and reclaim disk space?
I have three rogue iOS simulators, how to correctly delete them and reclaim the disk space? These img files are costing me 18gb of storage.
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How to stop ios 26 glass effect UI in ios app
Hi everyone, I want to avoid the iOS 26 Liquid Glass effect in my app’s UI. While researching, I found the following possible solution: Steps: Go to Info.plist Add the key: UIDesignRequiresCompatibility Type: Boolean Value: YES I have a few questions about this approach: According to the Apple Developer website, this seems to be a temporary solution. How long will this continue to work, and what would be the recommended long-term solution? Which iOS versions does this support (both older and upcoming versions)? If this method is not recommended, is there another way to disable or avoid the glass effect across the entire app without making major UI changes? Any guidance or suggestions would be greatly appreciated. Thank you!
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App Stuck in "Waiting for Review" Since Feb 21
Hello everyone, I’m facing an issue with my app submission being stuck in “Waiting for Review.” I initially submitted my app on 21 February and waited until 27 February, but the review process did not start and there were no updates. On 27 February, I contacted Apple Support regarding this issue, but I did not receive any response. Since there was still no progress, on 4 March I removed the app from review and resubmitted it again, but it is still showing “Waiting for Review.” This delay is affecting my operations, so I would really appreciate any guidance or help if someone has experienced a similar situation. App ID: 6741708449 Thank you.
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Request: Option to Position Coding Assistant on the Right Side in Xcode
Dear Xcode Team, Please consider adding an option to position the Coding Assistant on the right side of the editor. Currently, when the assistant panel is open, it makes it difficult to access the Project Navigator at the same time. Having the ability to move the Coding Assistant to the right side would allow developers to keep the Project Navigator visible while interacting with the assistant, improving workflow and efficiency. Thank you
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Error Domain=NSOSStatusErrorDomain Code=-1 "kCFStreamErrorHTTPParseFailure / kCFSocketError / kCFStreamErrorDomainCustom / kCSIdentityUnknownAuthorityErr / qErr / telGenericError / dsNoExtsMacsBug / kMovieLoadStateError / cdevGenErr: Could not parse
Can't able to run the Create ML for training and I upgraded to MacOS 26.3 beta and I have tried older and newer
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Is it possible to download or copy the iOS SDK for Xcode 26.1 using command-line tools? If so, how?
I have Xcode 26.1.1 (installed on a Mac Mini with Sequoia 15.7.2), which was installed from the Universal .xip file available from the Apple Developer site. This file is 2.7Gb. When Xcode is run, there is a menu item at Settings -> Components, and the top section "Platform Support" includes an option to "Get" the iOS SDK, which is an additional 10.3Gb download.[1][2] I would like to either use command-line tools to obtain this iOS SDK component, or find where the downloaded package or its contents are installed on this Mac. This Apple Documentation some examples of using command-line tools to download components for Xcode. However, there is no specific documentation on how to separately download the iOS SDK. It seems that if possible, it could be done with "xcodebuild -downloadComponent", however I have tried a number of likely component names (ios, ios_sdk, ios26.1, ios_sdk26.1, iphoneos, iphoneos_sdk, iphoneos_sdk26.1), and none are valid. Does anyone know either where the SDK download can be found, or how to download it using command-line tools? Background: I require this as I am managing a fleet of Mac Minis located in a data centre (used for iOS/Android builds), and Internet access is restricted - any action requiring Internet access needs the Mac to be removed from the machine room racks and taken to a build room, then connected to a mobile hotspot or similar. This access is slow, and the above 10.3Gb download can take over an hour. If I can download the SDK separately, I can distribute it to all of the Macs over the internal network overnight, in advance of visiting the DC for upgrade tasks. [1] Various web sites say that the iOS SDK is "bundled with" Xcode. However, if that's the case a) how is a 10.3Gb download somehow included in a 2.7Gb file? And b) why do I still need to "Get" this component after installing Xcode from the 2.7Gb file? [2] Note that I am not looking for the iOS Simulator, I have already downloaded the iOS 26.1 version of this. I am specifically looking for the iOS SDK as listed under "Platform Support" in the Xcode menu described above.
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Xcode error: Missing target with GUID
I have been getting the following error intermittently (once it happens, then its consistent) when I try to build my app Showing Recent Errors Only Unable to resolve build file: BuildFile<b11862f281fd8c8287d499b4f0922a9c61c95323d2196ba877ed344a02baffbb> (The workspace has a reference to a missing target with GUID '0c7e19da3805e0a412c717704d4549fc25560b498add930cbef9623bd9afb53a') There have been no changes to my project (git status is clean). I have tried cleaning DerivedData as well, but it did not help. How am I supposed to figure out from the GUID what is it that xcode is trying to find?
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[HELP] Xcode unable to connect to multiple devices, stuck on "Connecting to 's iPhone"
Hello, I've been searching online for ways to remedy this issue for the past 3 days and this is my last resort. The Issue Build on device fails to connect to the device. The prompt will permanently be stuck loading in that screen. Finder is able to connect to the device, just that Xcode is unable to. Xcode does prompt for passcode on the device, and I have entered it accordingly. I note that i AM on VPN, but even disabling VPN and turning off Wifi does not fix the issue. This was working until several days ago. Not sure what the issue is. Fixes Attempted Tried with a different cable, and USB ports Tried with different devices (multiple devices both iPad and iPhone has the same issue) Turn Off and On developer mode on devices. Clear Trusted Computers on devices. Updating both devices to the latest iOS version. Quitting Xcode Clearing derived cache Restarting Macbook Updating to the latest iOS version on Macbook Reinstalling Xcode toggling signing certificates I was trying other fixes like "pkill usbmuxd", but since I am on corporate hardware, i will be required to escalate it if i require sudo permissions. Is anyone able to provide a concrete solution or explanation why this happens?
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Xcode 26 failed in the real-device debugging process
Development environment: MacBook pro Apple M1 macOS Tahoe 26.2 (25C56) Xcode 26.x iPhone 6 Plus / iOS 12.4.4 Exception description: After I upgraded to Xcode 26, my iPhone 6 Plus had a system version of 12.4.4. I was unable to perform real-device debugging, whether for existing projects or new ones. The error message from Xcode was as follows: Could not launch “xxx” Domain: IDEDebugSessionErrorDomain Code: 3 Failure Reason: Cannot launch '/private/var/containers/Bundle/Application/A44062C1-32F5-4346-B13C-FC3F39EAF7A1/xxx.app': Unspecified Even though I have already added device support for the iOS 12.4 Has Xcode 26 stopped supporting the debugging of any devices running iOS 12 system?
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How do I resolve the "Automatic signing cannot update bundle identifier..." error?
When I create an archive file and attempt to upload the app using the "Distribute App" button, the upload fails with the error "Automatic signing cannot update bundle identifier...". (The detailed message is below.) When creating an archive file in Xcode, I unchecked "Automatically Manage Signing" and proceeded with the archive. The message says "Font Enumeration," but other apps with the same option enabled upload successfully. Therefore, I believe the "Font Enumeration" option is not the issue. I tried creating a new provisioning file, but it still doesn't work. I deleted all DerivedData files from my Mac storage, restarted Xcode, and tried again, but it still doesn't work. This keeps happening only for certain targets (specific apps) in Xcode. Does anyone know how to fix this? Xcode is the latest version. Message: Automatic signing cannot update bundle identifier "com.xxxxxx.xxxxxx". Automatic signing cannot update your registered bundle identifier to enable Font Enumeration. Update your bundle identifier on https://developer.apple.com/account and then try again.
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Xcode hangs on git network operations
In Xcode 26.3 and 26.4, when I use Xcode's built-in git functionality to do a "pull" or "fetch", Xcode presents a dialog saying it's performing the operation, but it never completes. The dialog remains on screen with a spinner. My remote repos are stored on a Mac mini on my local network and I access them via SSH. The git command line works fine, as does the tool Git Tower. I've filed this as FB22091014. Has anyone else seen this, and if so, found a solution?
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How can I change the output dimensions of a CoreML model in Xcode when the outputs come from a NonMaximumSuppression layer?
After exerting a custom model with nms=True. In Xcode, the outputs show as: confidence: MultiArray (0 × 5) coordinates: MultiArray (0 × 4) I want to set fixed shapes (e.g., 100 × 5, 100 × 4), but Xcode does not allow editing—the shape fields are locked. The model graph shows both outputs come directly from a NonMaximumSuppression layer. Is it possible to set fixed output dimensions for NMS outputs in CoreML?
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Xcode 26.3 - Revert to variable editor tab width
Hi, In Xcode 26.2, editor tabs adapt their width to the number of pinned tabs: In Xcode 26.3, editor tabs have a minimal width, after which the row of tabs becomes horizontally scrollable: Notice how less tabs are visible at a time on Xcode 26.3 (second image). Yet, there is enough horizontal space to accommodate more, as shown on Xcode 26.2 (first image). This is a UX regression. How can I revert back to 26.2 tab sizing behavior? Thank you.
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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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Feb ’26
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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