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App targeting iOS 12 crashes on launch when installed via TestFlight but works via Ad Hoc and Xcode direct install
My app targets iOS 12.0 and crashes immediately on launch when installed via TestFlight on an iPad running iOS 12.x. The same archive works perfectly when installed via Ad Hoc distribution or directly from Xcode. This is a regression — the exact same source code, compiled with the same Xcode version, was successfully distributed via TestFlight and the App Store last month (March 2026) without issues. No changes were made to the code, Xcode version, or signing configuration. Steps to reproduce: Archive an app with IPHONEOS_DEPLOYMENT_TARGET = 12.0 using Xcode 16.4 Upload to App Store Connect Install via TestFlight on an iPad running iOS 12.x App crashes immediately on launch (pre-main, no crash log generated) Expected: App launches normally (as it did last month) Actual: App is killed immediately, process exits with reason: (none) Console.app shows the process never transitions from xpcproxy to the actual binary — it dies within ~260ms of bootstrap, indicating a dyld or app thinning issue. Environment: Xcode: 16.4 Deployment target: iOS 12.0 ENABLE_BITCODE: NO Device: iOS 12.x Ad Hoc install: WORKS Xcode direct install: WORKS TestFlight install: CRASHES App Store install: CRASHES Anyone else seeing this?
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336
Apr ’26
IPhone fails to connect with Xcode in presence of multiple WebContentFilters
I am facing an intermittent problem where iPhones are failing to pair/connect with Xcode under Xcode -> Windows -> Devices and Simulators. This happens when more than one web content filters are present, for instance, I have my web content filter (FilterSockets true, FilterGrade Firewall) and there is also Sentinel One web content filter with same configuration. Note: We are not blocking any flow from remoted / remotepairingd / core device service / MDRemoteServiceSupport etc processes. But they do get paused and resumed at times for our internal traffic verification logic. So, we are trying to understand what impact our content filter may be having on this iPhone Pairing?? If we stop either one of the filters the problem goes away. I have tracked the network traffic to the phone, and it seems to be using a ethernet interface (en5/en10) over the USB-C cable. I can see endpoints like this: localEndpoint = fe80::7:afff:fea1:edb8%en5.54442 remoteEndpoint = fe80::7:afff:fea1:ed47%en5.49813 I also see remoted process has the below ports open : sudo lsof -nP -iTCP -iUDP | grep remoted remoted 376 root 4u IPv6 0xce4a89bddba37bce 0t0 TCP [fe80:15::7:afff:fea1:edb8]:57395->[fe80:15::7:afff:fea1:ed47]:58783 (ESTABLISHED) remoted 376 root 6u IPv6 0xf20811f6922613c7 0t0 TCP [fe80:15::7:afff:fea1:edb8]:57396 (LISTEN) remoted 376 root 7u IPv6 0x2c393a52251fcc56 0t0 TCP [fe80:15::7:afff:fea1:edb8]:57397 (LISTEN) remoted 376 root 8u IPv6 0xcb9c311b0ec1d6a0 0t0 TCP [fd6e:8a96:a57d::2]:57398 (LISTEN) remoted 376 root 9u IPv6 0xc582859e0623fe4e 0t0 TCP [fd6e:8a96:a57d::2]:57399 (LISTEN) remoted 376 root 10u IPv6 0x2f7d9cee24a44c5b 0t0 TCP [fd6e:8a96:a57d::2]:57400->[fd6e:8a96:a57d::1]:60448 (ESTABLISHED) remoted 376 root 11u IPv6 0xbdb7003643659de 0t0 TCP [fd07:2e7e:2a83::2]:57419 (LISTEN) remoted 376 root 12u IPv6 0x569a5b649ff8f957 0t0 TCP [fd07:2e7e:2a83::2]:57420 (LISTEN) remoted 376 root 13u IPv6 0xa034657978a7da29 0t0 TCP [fd07:2e7e:2a83::2]:57421->[fd07:2e7e:2a83::1]:61729 (ESTABLISHED) But due to the dynamic nature of port and IPs used we are not able to decide on an effective early bypass NEFilterRule. We don't want to use a very broad bypass criteria like all link local IPs etc. Any help will be greatly appreciated.
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172
Apr ’26
About Customizing Xcode Project Navigator UI
Since I have downloaded latest Xcode version I am having Project Navigator in the Menu Style UI and not in the Tab based UI, the one earlier. Also, I am not able to find any options to change Project Navigator style. Please provide user the option to change UI to either Menu based or Tab based Project Navigator UI ( Projects, Source Control, Bookmark, find etc )
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280
Mar ’26
Localization in Swift macOS console Apps.
Is it possible to build localization into console apps, developed in SwiftUI in Xcode26. I have created a catalog, (.xcstrings file) with an English and fr-CA string. I have tried to display the French text without success. I am using the console app to test a package which also has English/French text. English text works fine in both package and the console main, but I cannot generate the French. From what I can discover so far it's not possible without bundling it as a .app, (console app). Looking for anyone who has crossed this bridge.
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Mar ’26
My app fails to launch since I have changed of iPhone (from iPhone13 pro to iPhone 17 pro)
Since I have changed of iPhone (yesterday) to run my draft application, I systematically, and instantaneously get a message "The application failed to launch.", i.e. the application successfully built and was downloaded to the new iPhone (Iphone 17 pro - iOS 26.4). I have checked that this new iPhone is well registered on my list of authorized devices. Could you help me to fix this issue ? Here is the verbose attached to the failure: The application failed to launch. Domain: com.apple.dt.CoreDeviceError Code: 10002 User Info: { BundleIdentifier = "com.laurent-guise.ble-laser"; DVTErrorCreationDateKey = "2026-03-30 07:59:46 +0000"; IDERunOperationFailingWorker = IDELaunchCoreDeviceWorker; } The request to open "com.laurent-guise.ble-laser" failed. Domain: FBSOpenApplicationServiceErrorDomain Code: 1 Failure Reason: The request was denied by service delegate (SBMainWorkspace). User Info: { BSErrorCodeDescription = RequestDenied; FBSOpenApplicationRequestID = 0x3868; } The operation couldn’t be completed. The process failed to launch. Domain: FBProcessExit Code: 64 Failure Reason: The process failed to launch. User Info: { BSErrorCodeDescription = "launch-failed"; } The operation couldn’t be completed. Launch failed. Domain: RBSRequestErrorDomain Code: 5 Failure Reason: Launch failed. Launchd job spawn failed Domain: NSPOSIXErrorDomain Code: 85 Failure Reason: Bad executable (or shared library) Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : { "device_identifier" = "00008150-000E19E814A1401C"; "device_isCoreDevice" = 1; "device_model" = "iPhone18,1"; "device_osBuild" = "26.4 (23E246)"; "device_osBuild_monotonic" = 2304024600; "device_os_variant" = 1; "device_platform" = "com.apple.platform.iphoneos"; "device_platform_family" = 2; "device_reality" = 1; "device_thinningType" = "iPhone18,1"; "device_transport" = 0; "launchSession_schemeCommand" = Run; "launchSession_schemeCommand_enum" = 1; "launchSession_targetArch" = arm64; "launchSession_targetArch_enum" = 6; "operation_duration_ms" = 6590; "operation_errorCode" = 1; "operation_errorDomain" = "com.apple.dt.CoreDeviceError.10002.FBSOpenApplicationServiceErrorDomain"; "operation_errorWorker" = IDELaunchCoreDeviceWorker; "operation_error_reportable" = 1; "operation_name" = IDERunOperationWorkerGroup; "param_consoleMode" = 1; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com.apple.platform.iphoneos"; "param_diag_MTE_enable" = 0; "param_diag_MainThreadChecker_stopOnIssue" = 0; "param_diag_MallocStackLogging_enableDuringAttach" = 0; "param_diag_MallocStackLogging_enableForXPC" = 1; "param_diag_allowLocationSimulation" = 1; "param_diag_checker_mtc_enable" = 1; "param_diag_checker_tpc_enable" = 1; "param_diag_gpu_frameCapture_enable" = 0; "param_diag_gpu_shaderValidation_enable" = 0; "param_diag_gpu_validation_enable" = 0; "param_diag_guardMalloc_enable" = 0; "param_diag_memoryGraphOnResourceException" = 0; "param_diag_queueDebugging_enable" = 1; "param_diag_runtimeProfile_generate" = 0; "param_diag_sanitizer_asan_enable" = 0; "param_diag_sanitizer_tsan_enable" = 0; "param_diag_sanitizer_tsan_stopOnIssue" = 0; "param_diag_sanitizer_ubsan_enable" = 0; "param_diag_sanitizer_ubsan_stopOnIssue" = 0; "param_diag_showNonLocalizedStrings" = 0; "param_diag_viewDebugging_enabled" = 1; "param_diag_viewDebugging_insertDylibOnLaunch" = 1; "param_install_style" = 2; "param_launcher_UID" = 2; "param_launcher_allowDeviceSensorReplayData" = 0; "param_launcher_kind" = 0; "param_launcher_style" = 99; "param_launcher_substyle" = 0; "param_lldbVersion_component_idx_1" = 0; "param_lldbVersion_monotonic" = 210000160004; "param_runnable_appExtensionHostRunMode" = 0; "param_runnable_productType" = "com.apple.product-type.application"; "param_testing_launchedForTesting" = 0; "param_testing_suppressSimulatorApp" = 0; "param_testing_usingCLI" = 0; "sdk_canonicalName" = "iphoneos26.4"; "sdk_osVersion" = "26.4"; "sdk_platformID" = 2; "sdk_variant" = iphoneos; "sdk_version_monotonic" = 2304023700; } System Information macOS Version 26.4 (Build 25E246) Xcode 26.4 (24909) (Build 17E192) Timestamp: 2026-03-30T09:59:46+02:00
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139
Mar ’26
Xcode_26 not compiling Metal project
Hello Xcode 26.0.1 (17A400) Missing some Metal components When building a program using Metal, it induces an unexpected error : “error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain Command CompileMetalFile failed with a nonzero exit code” Which terminates the build The fix given “xcodebuild -downloadComponent MetalToolchain” using sudo does not work Did someone find a work around or could resolve the issue? Many thanks Jean MacBook Air M4; macOS 26.0.1; Xcode 26.0.1
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538
Mar ’26
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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Mar ’26
UI Glitch in Toolbar Menu Picker After Migrating to Xcode 26
I am experiencing a UI issue after migrating my app from Xcode 16 to Xcode 26. In my implementation, I have a toolbar that contains multiple buttons along with a dropdown menu. The hierarchy for dropdown is as follows: **Toolbar → ToolbarItem → View → Menu → Picker ** Prior to Xcode 26, this setup worked smoothly in production builds. The dropdown (Menu + Picker) behaves as expected, and selecting a value triggers loading a dataset containing thousands of records on the screen. However, after upgrading to Xcode 26, I am observing an animation glitch when dismissing the dropdown after a selection is made. Specifically, the dropdown briefly shows a “capsule-like” animation artifact during dismissal, which persists for a few seconds. This visual issue is noticeable and negatively impacts the perceived performance and user experience of the app. This issue is occurring in an already released app built with Xcode 26. Questions: Is this a known issue or regression in Xcode 26 / SwiftUI Menu or Picker components? If yes, are there any known fixes or upcoming Xcode versions where this is resolved? If not, what would be the recommended approach to eliminate or minimize this animation glitch when dismissing the dropdown? Additional Context: The issue appears only after migration to Xcode 26. The dataset loaded after selection is large (thousands of records). The glitch specifically occurs during the dismissal animation of the Menu/Picker. Any guidance or workarounds would be greatly appreciated.
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118
Mar ’26
How to manually install iOS 26 Simulator download archive?
For difficult reasons I won’t get into, I ended up manually downloading the latest iOS 26 simulator runtime. I now have a file named 78756498-8AB4-4E5A-986C-7AA435758657.aar copied to my Mac. How do I get this archive installed so Xcode 26 recognizes it as a proper simulator runtime component? All searching I‘ve done for manually installing simulators references dmg files and older versions of Xcode. There’s no mention of aar files. When I tried the command: sudo xcrun simctl runtime add ./78756498-8AB4-4E5A-986C-7AA435758657.aar I get the result: An error was encountered processing the command (domain=NSPOSIXErrorDomain, code=22): Error while creating AEA backend Invalid argument I tried to use Archive Utility to open the file but that just says it is unable to expand the file. I even tried renaming the file with a dmg extension and then tried mounting the file and I get the same “AEA backend” error. My Mac doesn’t have sufficient Internet access to let me download and install this normally through Xcode. I need to find a way to get this file installed manually.
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1.2k
Mar ’26
Xcode fails to compile Blender-exported USDZ in .rkassets with misleading "permission" error — Xcode 26.3
The error: When building a RealityKitContent package that contains a USDZ file exported from Blender, Xcode throws the following error: error: [xrsimulator] Exception thrown during compile: Cannot get rkassets content for path .../RealityKitContent.rkassets because 'The file "RealityKitContent.rkassets" couldn't be opened because you don't have permission to view it.' error: Tool exited with code 1 The error message mentions "permission" — but permissions are not the issue. This appears to be a misleading error from realitytool masking a USD validation failure. What I've ruled out File permissions — all files are -rw-r--r--, user has Read & Write on the folder Extended attributes / quarantine flag — other files with the same @ flag work fine Corrupted archive — unzip -t confirms the USDZ is valid (board.usdc + textures) Stale build cache — deleted DerivedData and com.apple.DeveloperTools cache, no change Key observations The same file builds successfully on my colleague's machine running identical Xcode 26.3 - MacOS 26.3 Other USDZ files in the same .rkassets bundle (downloaded from Sketchfab, or created in Reality Composer Pro) compile without any issue. Only USDZ files exported directly from Blender are affected. When the file is placed in Bundle.main and loaded via Entity(named:in:.main), it works perfectly — no errors Reality Converter flags the file with two errors: UsdGeomPointInstancers not allowed, and root layer must be .usdc with no external dependencies The confusing part: the same file compiles fine on an identical Xcode 26.3 setup and importing method. This suggests either a machine-specific difference in Xcode's validation behavior, or a cached .reality bundle on my colleague's machine that isn't being recompiled. Current workaround: Loading from Bundle.main instead of the RealityKitContent package bypasses realitytool entirely and works, but loses Reality Composer Pro integration: if let entity = try? await Entity(named: "test", in: Bundle.main)
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1.7k
Mar ’26
After updating to Xcode 16.3, getting the error - Symbol not found: ___cxa_current_primary_exception
It didn't happen with Xcode 16.2 that I used before, but after updating to 16.3, when I build the app, the following error is output to the console and the app doesn't run. dyld[2150]: Symbol not found: ___cxa_current_primary_exception Referenced from: <6B00A4F2-B208-3FDB-BA38-B7095AF0034A> /private/var/containers/Bundle/Application/B590DB18-9C66-4C9E-8330-104943419E60/Mubeat DEV.app/Mubeat DEV.debug.dylib Expected in: <7F51CB08-A0CA-386E-BB62-4B8BFB0CED9F> /usr/lib/libc++.1.dylib Symbol not found: ___cxa_current_primary_exception Referenced from: <6B00A4F2-B208-3FDB-BA38-B7095AF0034A> /private/var/containers/Bundle/Application/B590DB18-9C66-4C9E-8330-104943419E60/Mubeat DEV.app/Mubeat DEV.debug.dylib Expected in: <7F51CB08-A0CA-386E-BB62-4B8BFB0CED9F> /usr/lib/libc++.1.dylib dyld config: DYLD_LIBRARY_PATH=/usr/lib/system/introspection DYLD_INSERT_LIBRARIES=/usr/lib/libBacktraceRecording.dylib:/usr/lib/libMainThreadChecker.dylib:/usr/lib/libRPAC.dylib:/Developer/Library/PrivateFrameworks/DTDDISupport.framework/libViewDebuggerSupport.dylib After looking for another solution, I found a way to remove the -Objc option in Other Linker Flags, but this method only works on iOS 18.4 and doesn't work on other versions. Is there another solution?
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2.7k
Mar ’26
Working Anti Virus - Apple Developer Account terminated
Hi, I created an anti virus app that worked within the sandbox. It was non commercial essentially a test to find a marketable anti virus app that could work within the sandbox. App store review kept saying it was malicious over and over again then told us our developer account was pending termination. We have a lot of others app that are my only source of income. I managed to work myself out of homelessness by being an App Developer (I've been an app developer since 2009). Now I'm facing it again for innovation. Thanks David
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Mar ’26
Migration to Xcode 26: Requirements, Internal Distribution, and Compatibility Concerns
Is it mandatory for all developers to migrate to Xcode 26 starting from April 28, 2026? What happens if a developer submits or distributes a build created using Xcode 16 after April 28, 2026? Will it still be accepted or supported? Our app is distributed only via an internal company portal (not through the App Store). In this case, are we still required to build and distribute the app using Xcode 26 after April 28, 2026? If a hotfix is required before our next planned release (July 2026), how safe is it to use the UIDesignRequiresCompatibility flag as a temporary solution, assuming Xcode 26 becomes mandatory? Are there any risks or limitations associated with this approach? What are the potential issues if a team continues development on Xcode 16 while others have migrated to Xcode 26? For example, could there be compatibility, build, or integration challenges in such a mixed environment? If the UIDesignRequiresCompatibility flag is used as a temporary workaround, what would be the impact if Apple later removes support for this flag, especially with newer iOS versions (e.g., iOS 26+)? For users who already have the app installed with this flag enabled For users installing the app for the first time after such changes
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182
Mar ’26
new rsync version not working as expected
after upgrade macos version to 15.4 the rsync start failing that cause the xcodebuild fail and not generate ipa rsync: on remote machine: --extended-attributes: unknown option rsync error: syntax or usage error (code 1) at main.c(1802) [server=3.4.1] rsync(73444): error: unexpected end of file rsync(73444): error: io_read_nonblocking rsync(73444): error: io_read_buf rsync(73444): error: io_read_int rsync(73444): warning: child 73445 exited with status 1
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348
Mar ’26
Scene-based Launch Detection
Our app supports UIScene. As a result, launchOptions in application(_:didFinishLaunchingWithOptions:) is always nil. However, the documentation mentions that UIApplication.LaunchOptionsKey.location should be present when the app is launched due to a location event. Given that our app is scene-based: How can we reliably determine whether the app was launched due to a location update, geofence, or significant location change? Is there a recommended pattern or API to detect this scenario in a Scene-based app lifecycle? This information is critical for us to correctly initialize location-related logic on launch. Relevant documentation: https://developer.apple.com/documentation/corelocation/cllocationmanager/startmonitoringsignificantlocationchanges()
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650
Mar ’26
Unable to change codesign page size during xcodebuild export
We've noticed, that size of our ipa started to vary from time to time. We've found that all the difference was in the LC_CODE_SIGNATURE command under the _LINKEDIT segment of binary. The main reason of that change was the different number of hash slots due to different value of page size: 4096 on macOS SEQUOIA and 16384 on macOS TAHOE. So the size of the final binary was dependent on the machine, it was produced on. I didn't find out any information on why the default page size changed on TAHOE. Apple’s codesign supports a --pagesize argument. For regular builds that setting can be passed via OTHER_CODE_SIGN_FLAGS=--pagesize 16384. But it seems that xcodebuild export ...` completely ignores it: i've tried to pass invalid size (not the power of two), and the export still succeded. I've also managed to get xcodebuild logs via log stream --style compact --predicate 'process == "xcodebuild" OR process == "codesign"' --level trace They have no occurrences of --pagesize: 2026-03-24 13:43:27.236 Df xcodebuild[93993:a08c53] [IDEDistributionPipeline:verbose] invoking codesign: <NSConcreteTask: 0x8a1b21bd0; launchPath='/usr/bin/codesign', arguments='( "-f", "-s", 8C38C4A2CB0388A3DB6BAEFE438F20E044EE6CB2, "--entitlements", "/var/folders/w_/5t00sclx2vlcm4_fvly7wvh00000gn/T/XcodeDistPipeline.~~~T3Dcdf/entitlements~~~c2srXx", "--preserve-metadata=identifier,flags,runtime,launch-constraints,library-constraints", "--generate-entitlement-der", "--strip-disallowed-xattrs", "-vvv", "/var/folders/w_/5t00sclx2vlcm4_fvly7wvh00000gn/T/XcodeDistPipeline.~~~T3Dcdf/Root/Payload/App.app/Frameworks/FLEXWrapper.framework" )'> So here I have some questions: How is the default page size selected? Why the default page size may change between SEQUOIA and TAHOE? How to provide page size to xcodebuild's export or it's a bug that it doesn't look at the value of OTHER_CODE_SIGN_FLAGS?
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517
Mar ’26
App targeting iOS 12 crashes on launch when installed via TestFlight but works via Ad Hoc and Xcode direct install
My app targets iOS 12.0 and crashes immediately on launch when installed via TestFlight on an iPad running iOS 12.x. The same archive works perfectly when installed via Ad Hoc distribution or directly from Xcode. This is a regression — the exact same source code, compiled with the same Xcode version, was successfully distributed via TestFlight and the App Store last month (March 2026) without issues. No changes were made to the code, Xcode version, or signing configuration. Steps to reproduce: Archive an app with IPHONEOS_DEPLOYMENT_TARGET = 12.0 using Xcode 16.4 Upload to App Store Connect Install via TestFlight on an iPad running iOS 12.x App crashes immediately on launch (pre-main, no crash log generated) Expected: App launches normally (as it did last month) Actual: App is killed immediately, process exits with reason: (none) Console.app shows the process never transitions from xpcproxy to the actual binary — it dies within ~260ms of bootstrap, indicating a dyld or app thinning issue. Environment: Xcode: 16.4 Deployment target: iOS 12.0 ENABLE_BITCODE: NO Device: iOS 12.x Ad Hoc install: WORKS Xcode direct install: WORKS TestFlight install: CRASHES App Store install: CRASHES Anyone else seeing this?
Replies
1
Boosts
0
Views
336
Activity
Apr ’26
IPhone fails to connect with Xcode in presence of multiple WebContentFilters
I am facing an intermittent problem where iPhones are failing to pair/connect with Xcode under Xcode -> Windows -> Devices and Simulators. This happens when more than one web content filters are present, for instance, I have my web content filter (FilterSockets true, FilterGrade Firewall) and there is also Sentinel One web content filter with same configuration. Note: We are not blocking any flow from remoted / remotepairingd / core device service / MDRemoteServiceSupport etc processes. But they do get paused and resumed at times for our internal traffic verification logic. So, we are trying to understand what impact our content filter may be having on this iPhone Pairing?? If we stop either one of the filters the problem goes away. I have tracked the network traffic to the phone, and it seems to be using a ethernet interface (en5/en10) over the USB-C cable. I can see endpoints like this: localEndpoint = fe80::7:afff:fea1:edb8%en5.54442 remoteEndpoint = fe80::7:afff:fea1:ed47%en5.49813 I also see remoted process has the below ports open : sudo lsof -nP -iTCP -iUDP | grep remoted remoted 376 root 4u IPv6 0xce4a89bddba37bce 0t0 TCP [fe80:15::7:afff:fea1:edb8]:57395->[fe80:15::7:afff:fea1:ed47]:58783 (ESTABLISHED) remoted 376 root 6u IPv6 0xf20811f6922613c7 0t0 TCP [fe80:15::7:afff:fea1:edb8]:57396 (LISTEN) remoted 376 root 7u IPv6 0x2c393a52251fcc56 0t0 TCP [fe80:15::7:afff:fea1:edb8]:57397 (LISTEN) remoted 376 root 8u IPv6 0xcb9c311b0ec1d6a0 0t0 TCP [fd6e:8a96:a57d::2]:57398 (LISTEN) remoted 376 root 9u IPv6 0xc582859e0623fe4e 0t0 TCP [fd6e:8a96:a57d::2]:57399 (LISTEN) remoted 376 root 10u IPv6 0x2f7d9cee24a44c5b 0t0 TCP [fd6e:8a96:a57d::2]:57400->[fd6e:8a96:a57d::1]:60448 (ESTABLISHED) remoted 376 root 11u IPv6 0xbdb7003643659de 0t0 TCP [fd07:2e7e:2a83::2]:57419 (LISTEN) remoted 376 root 12u IPv6 0x569a5b649ff8f957 0t0 TCP [fd07:2e7e:2a83::2]:57420 (LISTEN) remoted 376 root 13u IPv6 0xa034657978a7da29 0t0 TCP [fd07:2e7e:2a83::2]:57421->[fd07:2e7e:2a83::1]:61729 (ESTABLISHED) But due to the dynamic nature of port and IPs used we are not able to decide on an effective early bypass NEFilterRule. We don't want to use a very broad bypass criteria like all link local IPs etc. Any help will be greatly appreciated.
Replies
1
Boosts
2
Views
172
Activity
Apr ’26
About Customizing Xcode Project Navigator UI
Since I have downloaded latest Xcode version I am having Project Navigator in the Menu Style UI and not in the Tab based UI, the one earlier. Also, I am not able to find any options to change Project Navigator style. Please provide user the option to change UI to either Menu based or Tab based Project Navigator UI ( Projects, Source Control, Bookmark, find etc )
Replies
1
Boosts
0
Views
280
Activity
Mar ’26
Localization in Swift macOS console Apps.
Is it possible to build localization into console apps, developed in SwiftUI in Xcode26. I have created a catalog, (.xcstrings file) with an English and fr-CA string. I have tried to display the French text without success. I am using the console app to test a package which also has English/French text. English text works fine in both package and the console main, but I cannot generate the French. From what I can discover so far it's not possible without bundling it as a .app, (console app). Looking for anyone who has crossed this bridge.
Replies
7
Boosts
0
Views
756
Activity
Mar ’26
Xcode 26.4 does not restore the most recent scheme
When opening a project or workspace in Xcode 26.4 the most recently active scheme is not restored. Instead, the scheme reverts to the first scheme in the list. I've tried opening and closing Xcode a few times, and removing the user data for a workspace. No luck. Any suggestions or workarounds?
Replies
0
Boosts
1
Views
104
Activity
Mar ’26
My app fails to launch since I have changed of iPhone (from iPhone13 pro to iPhone 17 pro)
Since I have changed of iPhone (yesterday) to run my draft application, I systematically, and instantaneously get a message "The application failed to launch.", i.e. the application successfully built and was downloaded to the new iPhone (Iphone 17 pro - iOS 26.4). I have checked that this new iPhone is well registered on my list of authorized devices. Could you help me to fix this issue ? Here is the verbose attached to the failure: The application failed to launch. Domain: com.apple.dt.CoreDeviceError Code: 10002 User Info: { BundleIdentifier = "com.laurent-guise.ble-laser"; DVTErrorCreationDateKey = "2026-03-30 07:59:46 +0000"; IDERunOperationFailingWorker = IDELaunchCoreDeviceWorker; } The request to open "com.laurent-guise.ble-laser" failed. Domain: FBSOpenApplicationServiceErrorDomain Code: 1 Failure Reason: The request was denied by service delegate (SBMainWorkspace). User Info: { BSErrorCodeDescription = RequestDenied; FBSOpenApplicationRequestID = 0x3868; } The operation couldn’t be completed. The process failed to launch. Domain: FBProcessExit Code: 64 Failure Reason: The process failed to launch. User Info: { BSErrorCodeDescription = "launch-failed"; } The operation couldn’t be completed. Launch failed. Domain: RBSRequestErrorDomain Code: 5 Failure Reason: Launch failed. Launchd job spawn failed Domain: NSPOSIXErrorDomain Code: 85 Failure Reason: Bad executable (or shared library) Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : { "device_identifier" = "00008150-000E19E814A1401C"; "device_isCoreDevice" = 1; "device_model" = "iPhone18,1"; "device_osBuild" = "26.4 (23E246)"; "device_osBuild_monotonic" = 2304024600; "device_os_variant" = 1; "device_platform" = "com.apple.platform.iphoneos"; "device_platform_family" = 2; "device_reality" = 1; "device_thinningType" = "iPhone18,1"; "device_transport" = 0; "launchSession_schemeCommand" = Run; "launchSession_schemeCommand_enum" = 1; "launchSession_targetArch" = arm64; "launchSession_targetArch_enum" = 6; "operation_duration_ms" = 6590; "operation_errorCode" = 1; "operation_errorDomain" = "com.apple.dt.CoreDeviceError.10002.FBSOpenApplicationServiceErrorDomain"; "operation_errorWorker" = IDELaunchCoreDeviceWorker; "operation_error_reportable" = 1; "operation_name" = IDERunOperationWorkerGroup; "param_consoleMode" = 1; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com.apple.platform.iphoneos"; "param_diag_MTE_enable" = 0; "param_diag_MainThreadChecker_stopOnIssue" = 0; "param_diag_MallocStackLogging_enableDuringAttach" = 0; "param_diag_MallocStackLogging_enableForXPC" = 1; "param_diag_allowLocationSimulation" = 1; "param_diag_checker_mtc_enable" = 1; "param_diag_checker_tpc_enable" = 1; "param_diag_gpu_frameCapture_enable" = 0; "param_diag_gpu_shaderValidation_enable" = 0; "param_diag_gpu_validation_enable" = 0; "param_diag_guardMalloc_enable" = 0; "param_diag_memoryGraphOnResourceException" = 0; "param_diag_queueDebugging_enable" = 1; "param_diag_runtimeProfile_generate" = 0; "param_diag_sanitizer_asan_enable" = 0; "param_diag_sanitizer_tsan_enable" = 0; "param_diag_sanitizer_tsan_stopOnIssue" = 0; "param_diag_sanitizer_ubsan_enable" = 0; "param_diag_sanitizer_ubsan_stopOnIssue" = 0; "param_diag_showNonLocalizedStrings" = 0; "param_diag_viewDebugging_enabled" = 1; "param_diag_viewDebugging_insertDylibOnLaunch" = 1; "param_install_style" = 2; "param_launcher_UID" = 2; "param_launcher_allowDeviceSensorReplayData" = 0; "param_launcher_kind" = 0; "param_launcher_style" = 99; "param_launcher_substyle" = 0; "param_lldbVersion_component_idx_1" = 0; "param_lldbVersion_monotonic" = 210000160004; "param_runnable_appExtensionHostRunMode" = 0; "param_runnable_productType" = "com.apple.product-type.application"; "param_testing_launchedForTesting" = 0; "param_testing_suppressSimulatorApp" = 0; "param_testing_usingCLI" = 0; "sdk_canonicalName" = "iphoneos26.4"; "sdk_osVersion" = "26.4"; "sdk_platformID" = 2; "sdk_variant" = iphoneos; "sdk_version_monotonic" = 2304023700; } System Information macOS Version 26.4 (Build 25E246) Xcode 26.4 (24909) (Build 17E192) Timestamp: 2026-03-30T09:59:46+02:00
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1
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139
Activity
Mar ’26
Xcode_26 not compiling Metal project
Hello Xcode 26.0.1 (17A400) Missing some Metal components When building a program using Metal, it induces an unexpected error : “error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain Command CompileMetalFile failed with a nonzero exit code” Which terminates the build The fix given “xcodebuild -downloadComponent MetalToolchain” using sudo does not work Did someone find a work around or could resolve the issue? Many thanks Jean MacBook Air M4; macOS 26.0.1; Xcode 26.0.1
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5
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538
Activity
Mar ’26
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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9
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4
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899
Activity
Mar ’26
UI Glitch in Toolbar Menu Picker After Migrating to Xcode 26
I am experiencing a UI issue after migrating my app from Xcode 16 to Xcode 26. In my implementation, I have a toolbar that contains multiple buttons along with a dropdown menu. The hierarchy for dropdown is as follows: **Toolbar → ToolbarItem → View → Menu → Picker ** Prior to Xcode 26, this setup worked smoothly in production builds. The dropdown (Menu + Picker) behaves as expected, and selecting a value triggers loading a dataset containing thousands of records on the screen. However, after upgrading to Xcode 26, I am observing an animation glitch when dismissing the dropdown after a selection is made. Specifically, the dropdown briefly shows a “capsule-like” animation artifact during dismissal, which persists for a few seconds. This visual issue is noticeable and negatively impacts the perceived performance and user experience of the app. This issue is occurring in an already released app built with Xcode 26. Questions: Is this a known issue or regression in Xcode 26 / SwiftUI Menu or Picker components? If yes, are there any known fixes or upcoming Xcode versions where this is resolved? If not, what would be the recommended approach to eliminate or minimize this animation glitch when dismissing the dropdown? Additional Context: The issue appears only after migration to Xcode 26. The dataset loaded after selection is large (thousands of records). The glitch specifically occurs during the dismissal animation of the Menu/Picker. Any guidance or workarounds would be greatly appreciated.
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118
Activity
Mar ’26
How to manually install iOS 26 Simulator download archive?
For difficult reasons I won’t get into, I ended up manually downloading the latest iOS 26 simulator runtime. I now have a file named 78756498-8AB4-4E5A-986C-7AA435758657.aar copied to my Mac. How do I get this archive installed so Xcode 26 recognizes it as a proper simulator runtime component? All searching I‘ve done for manually installing simulators references dmg files and older versions of Xcode. There’s no mention of aar files. When I tried the command: sudo xcrun simctl runtime add ./78756498-8AB4-4E5A-986C-7AA435758657.aar I get the result: An error was encountered processing the command (domain=NSPOSIXErrorDomain, code=22): Error while creating AEA backend Invalid argument I tried to use Archive Utility to open the file but that just says it is unable to expand the file. I even tried renaming the file with a dmg extension and then tried mounting the file and I get the same “AEA backend” error. My Mac doesn’t have sufficient Internet access to let me download and install this normally through Xcode. I need to find a way to get this file installed manually.
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4
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1
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1.2k
Activity
Mar ’26
Choosing Minimum Deployment Targets
My app uses SwiftData so I need at least iOS 17 as the minimum deployment target. When I select iOS 17 in the dropdown it selects iOS 17.6 as the target. However, the newest simulator available is iOS 17.5. Should I set my minimum deployment target to 17.0, 17.5, 17.6, or something else?
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3
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242
Activity
Mar ’26
Xcode fails to compile Blender-exported USDZ in .rkassets with misleading "permission" error — Xcode 26.3
The error: When building a RealityKitContent package that contains a USDZ file exported from Blender, Xcode throws the following error: error: [xrsimulator] Exception thrown during compile: Cannot get rkassets content for path .../RealityKitContent.rkassets because 'The file "RealityKitContent.rkassets" couldn't be opened because you don't have permission to view it.' error: Tool exited with code 1 The error message mentions "permission" — but permissions are not the issue. This appears to be a misleading error from realitytool masking a USD validation failure. What I've ruled out File permissions — all files are -rw-r--r--, user has Read & Write on the folder Extended attributes / quarantine flag — other files with the same @ flag work fine Corrupted archive — unzip -t confirms the USDZ is valid (board.usdc + textures) Stale build cache — deleted DerivedData and com.apple.DeveloperTools cache, no change Key observations The same file builds successfully on my colleague's machine running identical Xcode 26.3 - MacOS 26.3 Other USDZ files in the same .rkassets bundle (downloaded from Sketchfab, or created in Reality Composer Pro) compile without any issue. Only USDZ files exported directly from Blender are affected. When the file is placed in Bundle.main and loaded via Entity(named:in:.main), it works perfectly — no errors Reality Converter flags the file with two errors: UsdGeomPointInstancers not allowed, and root layer must be .usdc with no external dependencies The confusing part: the same file compiles fine on an identical Xcode 26.3 setup and importing method. This suggests either a machine-specific difference in Xcode's validation behavior, or a cached .reality bundle on my colleague's machine that isn't being recompiled. Current workaround: Loading from Bundle.main instead of the RealityKitContent package bypasses realitytool entirely and works, but loses Reality Composer Pro integration: if let entity = try? await Entity(named: "test", in: Bundle.main)
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1.7k
Activity
Mar ’26
After updating to Xcode 16.3, getting the error - Symbol not found: ___cxa_current_primary_exception
It didn't happen with Xcode 16.2 that I used before, but after updating to 16.3, when I build the app, the following error is output to the console and the app doesn't run. dyld[2150]: Symbol not found: ___cxa_current_primary_exception Referenced from: <6B00A4F2-B208-3FDB-BA38-B7095AF0034A> /private/var/containers/Bundle/Application/B590DB18-9C66-4C9E-8330-104943419E60/Mubeat DEV.app/Mubeat DEV.debug.dylib Expected in: <7F51CB08-A0CA-386E-BB62-4B8BFB0CED9F> /usr/lib/libc++.1.dylib Symbol not found: ___cxa_current_primary_exception Referenced from: <6B00A4F2-B208-3FDB-BA38-B7095AF0034A> /private/var/containers/Bundle/Application/B590DB18-9C66-4C9E-8330-104943419E60/Mubeat DEV.app/Mubeat DEV.debug.dylib Expected in: <7F51CB08-A0CA-386E-BB62-4B8BFB0CED9F> /usr/lib/libc++.1.dylib dyld config: DYLD_LIBRARY_PATH=/usr/lib/system/introspection DYLD_INSERT_LIBRARIES=/usr/lib/libBacktraceRecording.dylib:/usr/lib/libMainThreadChecker.dylib:/usr/lib/libRPAC.dylib:/Developer/Library/PrivateFrameworks/DTDDISupport.framework/libViewDebuggerSupport.dylib After looking for another solution, I found a way to remove the -Objc option in Other Linker Flags, but this method only works on iOS 18.4 and doesn't work on other versions. Is there another solution?
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7
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4
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2.7k
Activity
Mar ’26
Working Anti Virus - Apple Developer Account terminated
Hi, I created an anti virus app that worked within the sandbox. It was non commercial essentially a test to find a marketable anti virus app that could work within the sandbox. App store review kept saying it was malicious over and over again then told us our developer account was pending termination. We have a lot of others app that are my only source of income. I managed to work myself out of homelessness by being an App Developer (I've been an app developer since 2009). Now I'm facing it again for innovation. Thanks David
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2
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319
Activity
Mar ’26
Migration to Xcode 26: Requirements, Internal Distribution, and Compatibility Concerns
Is it mandatory for all developers to migrate to Xcode 26 starting from April 28, 2026? What happens if a developer submits or distributes a build created using Xcode 16 after April 28, 2026? Will it still be accepted or supported? Our app is distributed only via an internal company portal (not through the App Store). In this case, are we still required to build and distribute the app using Xcode 26 after April 28, 2026? If a hotfix is required before our next planned release (July 2026), how safe is it to use the UIDesignRequiresCompatibility flag as a temporary solution, assuming Xcode 26 becomes mandatory? Are there any risks or limitations associated with this approach? What are the potential issues if a team continues development on Xcode 16 while others have migrated to Xcode 26? For example, could there be compatibility, build, or integration challenges in such a mixed environment? If the UIDesignRequiresCompatibility flag is used as a temporary workaround, what would be the impact if Apple later removes support for this flag, especially with newer iOS versions (e.g., iOS 26+)? For users who already have the app installed with this flag enabled For users installing the app for the first time after such changes
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182
Activity
Mar ’26
How to uncheck "Connect via network" on physical device in Xcode 15
It looks like the other thread got locked. I would still like to be able to uncheck the box for "Connect via network" so I can develop with my iOS 17+ devices normally with Xcode 15. Or a method to use Xcode 14 with iOS 17+ without CoreDevice or whatever the problematic API is.
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4
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748
Activity
Mar ’26
new rsync version not working as expected
after upgrade macos version to 15.4 the rsync start failing that cause the xcodebuild fail and not generate ipa rsync: on remote machine: --extended-attributes: unknown option rsync error: syntax or usage error (code 1) at main.c(1802) [server=3.4.1] rsync(73444): error: unexpected end of file rsync(73444): error: io_read_nonblocking rsync(73444): error: io_read_buf rsync(73444): error: io_read_int rsync(73444): warning: child 73445 exited with status 1
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2
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348
Activity
Mar ’26
Scene-based Launch Detection
Our app supports UIScene. As a result, launchOptions in application(_:didFinishLaunchingWithOptions:) is always nil. However, the documentation mentions that UIApplication.LaunchOptionsKey.location should be present when the app is launched due to a location event. Given that our app is scene-based: How can we reliably determine whether the app was launched due to a location update, geofence, or significant location change? Is there a recommended pattern or API to detect this scenario in a Scene-based app lifecycle? This information is critical for us to correctly initialize location-related logic on launch. Relevant documentation: https://developer.apple.com/documentation/corelocation/cllocationmanager/startmonitoringsignificantlocationchanges()
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4
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1
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650
Activity
Mar ’26
Unable to change codesign page size during xcodebuild export
We've noticed, that size of our ipa started to vary from time to time. We've found that all the difference was in the LC_CODE_SIGNATURE command under the _LINKEDIT segment of binary. The main reason of that change was the different number of hash slots due to different value of page size: 4096 on macOS SEQUOIA and 16384 on macOS TAHOE. So the size of the final binary was dependent on the machine, it was produced on. I didn't find out any information on why the default page size changed on TAHOE. Apple’s codesign supports a --pagesize argument. For regular builds that setting can be passed via OTHER_CODE_SIGN_FLAGS=--pagesize 16384. But it seems that xcodebuild export ...` completely ignores it: i've tried to pass invalid size (not the power of two), and the export still succeded. I've also managed to get xcodebuild logs via log stream --style compact --predicate 'process == "xcodebuild" OR process == "codesign"' --level trace They have no occurrences of --pagesize: 2026-03-24 13:43:27.236 Df xcodebuild[93993:a08c53] [IDEDistributionPipeline:verbose] invoking codesign: <NSConcreteTask: 0x8a1b21bd0; launchPath='/usr/bin/codesign', arguments='( "-f", "-s", 8C38C4A2CB0388A3DB6BAEFE438F20E044EE6CB2, "--entitlements", "/var/folders/w_/5t00sclx2vlcm4_fvly7wvh00000gn/T/XcodeDistPipeline.~~~T3Dcdf/entitlements~~~c2srXx", "--preserve-metadata=identifier,flags,runtime,launch-constraints,library-constraints", "--generate-entitlement-der", "--strip-disallowed-xattrs", "-vvv", "/var/folders/w_/5t00sclx2vlcm4_fvly7wvh00000gn/T/XcodeDistPipeline.~~~T3Dcdf/Root/Payload/App.app/Frameworks/FLEXWrapper.framework" )'> So here I have some questions: How is the default page size selected? Why the default page size may change between SEQUOIA and TAHOE? How to provide page size to xcodebuild's export or it's a bug that it doesn't look at the value of OTHER_CODE_SIGN_FLAGS?
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517
Activity
Mar ’26
Need help learning security and persistence for Swift!!!
Hello, sorry for the awkward text formatting but I kept getting prevented from positing due to "sensitive language"... Help.txt
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2
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670
Activity
Mar ’26