Hi,
I’m facing an issue when trying to build a Unity AR project for iOS using Xcode 26.0.1 (Build 17A400) on macOS Tahoe. The build always fails with the following error:
Assertion failed: (it != _dylibToOrdinal.end()), function dylibToOrdinal, file OutputFile.cpp, line 5196.
Details:
Unity versions tested: 6.0.0 (6000.0.57f1), 6.2.5, and 6.3 beta
Xcode: 26.0.1 (latest)
macOS: Tahoe
Even a fresh Unity AR template project fails (no external plugins or modifications)
Deleting derived data, reinstalling Xcode, and re-exporting from Unity doesn’t resolve it
Notes:
Downgrading Xcode is not possible because macOS Tahoe requires the latest version.
Android builds work fine; the issue only happens on iOS.
Question:
Has anyone else encountered this linker assertion in Xcode 26 with Unity builds? Is this a known bug in the new Xcode linker, or is there a recommended workaround until Unity or Apple updates their toolchain?
Thanks in advance for any guidance!
Xcode
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Hello,
My project fails to build/run on a physical device or archive, due to a persistent provisioning error.
Exact Error: Provisioning profile "iOS Team Provisioning Profile: com.huiwan.Ohra-Journal" doesn't include the BGTaskSchedulerPermittedIdentifiers entitlement.
I have already performed extensive troubleshooting, and all local configurations appear to be correct:
Capabilities: "Background Modes" with the "Background processing" option is enabled in the target's "Signing & Capabilities" tab.
Info.plist: The Permitted background task scheduler identifiers key is present in the target's Info.plist, and it contains the correct task identifier (com.huiwan.ohra-journal.refresh).
Entitlements File: The .entitlements file is correctly configured by Xcode.
Full Reset: I have tried a complete reset procedure, including deleting ~/Library/Developer/Xcode/DerivedData and ~/Library/MobileDevice/Provisioning Profiles/, restarting Xcode, and letting the automatic signing system regenerate the profile from scratch. The issue persists.
Despite all these correct local settings, the provisioning profile automatically generated by Xcode is consistently missing the required entitlement. This strongly suggests a server-side issue with the provisioning service for my App ID (com.huiwan.Ohra-Journal).
I filed a bug report on the Feedback Assistant (FB20268285) a week ago but have not received a response. This issue is completely blocking my development and ability to submit the app.
Could you please investigate the status of my App ID and the provisioning services associated with it?
Thank you.
Topic:
Code Signing
SubTopic:
Certificates, Identifiers & Profiles
Tags:
Xcode Server
Xcode
Signing Certificates
Developer ID
Hello,
When testing GameKit "Manage Game Progress" in Xcode 26:
On iOS devices, achievements, leaderboards, and party code data display and work correctly.
On macOS devices, none of these data appear in "Manage Game Progress."
Is this a known issue with macOS GameKit, or is there a limitation compared to iOS?
If it is not a bug, is there any additional configuration needed to make achievements and leaderboards visible on macOS?
I also included the GameKit bundle in my macOS app and enabled Enable Debug Mode in GameKit Configuration in the scheme options.
Thank you.
XCode has failed countless times in updates, and every time it fails, it has to be downloaded again.
By 2025, the App Store will still be so foolish as not to have download caching function.
Previously, there was a separate installation package for XCode, but now the official website does not provide a separate address?
EXC_BAD_ACCESS (SIGKILL (Code Signature Invalid))
Crash Report
Hi,
We successfully migrated to the new AppIcon from Icon Composer.
Everything works great on simulator and on real devices.
We also released a manually generated build that works great.
However when we build the same project from Xcode Cloud we get the following error:
None of the input catalogs contained a matching stickers icon set, app icon set, or icon stack named "AppIcon"
The previous line seems to indicate that no icon is passed:
/Applications/Xcode.app/Contents/Developer/usr/bin/actool /Volumes/workspace/repository/Mail/Assets.xcassets --compile /Volumes/workspace/DerivedData/Build/Intermediates.noindex/ArchiveIntermediates/Infomaniak\ Mail/IntermediateBuildFilesPath/Mail.build/Release-iphoneos/Infomaniak\ Mail.build/assetcatalog_output/thinned --output-format human-readable-text --notices --warnings --export-dependency-info /Volumes/workspace/DerivedData/Build/Intermediates.noindex/ArchiveIntermediates/Infomaniak\ Mail/IntermediateBuildFilesPath/Mail.build/Release-iphoneos/Infomaniak\ Mail.build/assetcatalog_dependencies_thinned --output-partial-info-plist /Volumes/workspace/DerivedData/Build/Intermediates.noindex/ArchiveIntermediates/Infomaniak\ Mail/IntermediateBuildFilesPath/Mail.build/Release-iphoneos/Infomaniak\ Mail.build/assetcatalog_generated_info.plist_thinned --app-icon AppIcon --accent-color AccentColor --compress-pngs --enable-on-demand-resources YES --development-region en --target-device iphone --target-device ipad --minimum-deployment-target 15.0 --platform iphoneos
However when I archive locally, the icon seems correctly referenced:
/Applications/Xcode.app/Contents/Developer/usr/bin/actool /Users/<my name>/Developer/ios/infomaniak/apps/ios-kMail/Mail/Resources/AppIcon.icon /Users/<my name>/Developer/ios/infomaniak/apps/ios-kMail/Mail/Resources/Assets.xcassets --compile /Users/<my name>/Library/Developer/Xcode/DerivedData/Mail-fbgflwyftafvlmezepjlymckizhg/Build/Intermediates.noindex/ArchiveIntermediates/Infomaniak\ Mail/IntermediateBuildFilesPath/Mail.build/Release-iphoneos/Infomaniak\ Mail.build/assetcatalog_output/thinned --output-format human-readable-text --notices --warnings --export-dependency-info /Users/<my name>/Library/Developer/Xcode/DerivedData/Mail-fbgflwyftafvlmezepjlymckizhg/Build/Intermediates.noindex/ArchiveIntermediates/Infomaniak\ Mail/IntermediateBuildFilesPath/Mail.build/Release-iphoneos/Infomaniak\ Mail.build/assetcatalog_dependencies_thinned --output-partial-info-plist /Users/<my name>/Library/Developer/Xcode/DerivedData/Mail-fbgflwyftafvlmezepjlymckizhg/Build/Intermediates.noindex/ArchiveIntermediates/Infomaniak\ Mail/IntermediateBuildFilesPath/Mail.build/Release-iphoneos/Infomaniak\ Mail.build/assetcatalog_generated_info.plist_thinned --app-icon AppIcon --accent-color AccentColor --compress-pngs --enable-on-demand-resources YES --development-region en --target-device iphone --target-device ipad --minimum-deployment-target 15.0 --platform iphoneos
Has anyone encountered a similar issue ?
Installed xCode 26 RC.
other Components: Predictive Code Completion Model is installed.
Go to Settings and Intelligence should be under Apple Accounts. However, it is not.
How do I get Intelligence turned on?
After porting code to Swift 6 (Xcode 16.4), I get a consistent crash (on simulator) when using UNUserNotificationServiceConnection
It seems (searching on the web) that others have met the same issue. Is it a known Swift6 bug ? Or am I misusing UNUserNotification ?
I do not have the crash when compiling on Xcode 26 ß5, which hints at an issue in Xcode 16.4.
Crash log:
Thread 10 Queue : com.apple.usernotifications.UNUserNotificationServiceConnection.call-out (serial)
As far as I can tell, it seems error is when calling
nonisolated func userNotificationCenter(_ center: UNUserNotificationCenter, willPresent notification: UNNotification, withCompletionHandler completionHandler: @escaping (UNNotificationPresentationOptions) -> Void)
I had to declare non isolated to solve a compiler error.
Main actor-isolated instance method 'userNotificationCenter(_:didReceive:withCompletionHandler:)' cannot be used to satisfy nonisolated requirement from protocol 'UNUserNotificationCenterDelegate'
I was advised to:
Add 'nonisolated' to 'userNotificationCenter(_:didReceive:withCompletionHandler:)' to make this instance method not isolated to the actor
I filed a bug report: Aug 10, 2025 at 2:43 PM – FB19519575
Topic:
App & System Services
SubTopic:
Notifications
Tags:
Swift
Xcode
Notification Center
User Notifications
I'm having a heck of a time getting this to work. I'm trying to add an event notification at the end of a timeline animation to trigger something in code but I'm not receiving the notification from RC Pro. I've watched that Compose Interactive 3D Content video quite a few times now and have tried many different ways. RC Pro has the correct ID names on the notifications. I'm not a programmer at all. Just a lowly 3D artist. Here is my code...
import SwiftUI
import RealityKit
import RealityKitContent
extension Notification.Name {
static let button1Pressed = Notification.Name("button1pressed")
static let button2Pressed = Notification.Name("button2pressed")
static let button3Pressed = Notification.Name("button3pressed")
}
struct MainButtons: View {
@State private var transitionToNextSceneForButton1 = false
@State private var transitionToNextSceneForButton2 = false
@State private var transitionToNextSceneForButton3 = false
@Environment(AppModel.self) var appModel
@Environment(\.dismissWindow) var dismissWindow
// Notification publishers for each button
private let button1PressedReceived = NotificationCenter.default.publisher(for: .button1Pressed)
private let button2PressedReceived = NotificationCenter.default.publisher(for: .button2Pressed)
private let button3PressedReceived = NotificationCenter.default.publisher(for: .button3Pressed)
var body: some View {
ZStack {
RealityView { content in
// Load your RC Pro scene that contains the 3D buttons.
if let immersiveContentEntity = try? await Entity(named: "MainButtons", in: realityKitContentBundle) {
content.add(immersiveContentEntity)
}
}
// Optionally attach a gesture if you want to debug a generic tap:
.gesture(
TapGesture().targetedToAnyEntity().onEnded { value in
print("3D Object tapped")
_ = value.entity.applyTapForBehaviors()
// Do not post a test notification here—rely on RC Pro timeline events.
}
)
}
.onAppear {
dismissWindow(id: "main")
// Remove any test notification posting code.
}
// Listen for distinct button notifications.
.onReceive(button1PressedReceived) { (output) in
print("Button 1 pressed notification received")
transitionToNextSceneForButton1 = true
}
.onReceive(button2PressedReceived.receive(on: DispatchQueue.main)) { _ in
print("Button 2 pressed notification received")
transitionToNextSceneForButton2 = true
}
.onReceive(button3PressedReceived.receive(on: DispatchQueue.main)) { _ in
print("Button 3 pressed notification received")
transitionToNextSceneForButton3 = true
}
// Present next scenes for each button as needed. For example, for button 1:
.fullScreenCover(isPresented: $transitionToNextSceneForButton1) {
FacilityTour()
.environment(appModel)
}
// You can add additional fullScreenCover modifiers for button 2 and 3 transitions.
}
}
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
Graphics and Games
Xcode
SwiftUI
Reality Composer Pro
Hello,
I recently updated my app’s icon to use the new Liquid Glass style by adding an .icon file created with Icon Composer to my project.
Previously, I had two image sets (light and dark versions of the app icon), and I’d implemented a settings option that let users either manually select their preferred icon, or let the app automatically switch between light/dark based on the system appearance.
Is there a way to achieve the same behavior with the new Liquid Glass .icon file?Specifically, can I programmatically override the system-selected Liquid Glass dock icon and force a particular variant?
Thank you.
I am attempting to test non-consumable sandbox purchases, however I am unable to select the "Approve Transaction" option after initiating a purchase. Leaving the transaction in a permanent pending state. I can view the transaction in the transaction manager by navigating to Debug -> Storekit -> Manage Transactions.. but the only available options to select are "Refund Transaction" or "Delete Transaction".
What am I missing about Xcode or my environment that is preventing me from testing this purchase flow?
Some more information about my set up.
I have a .storekit file synced to AppStore Connect with my product Id.
There's a StoreKitTestCertificate.cert saved in the project.
I've tried running the build on my phone as Debug, Release and ReleaseForRunning all with the same behavior after making a purchase.
My phone is logged into a sandbox test user apple account in the developer iOS settings
I have recently restarted an old code base. The app uses App Groups to communicate with network and endpoint system extensions.
For some reason, in
Xcode > Target > Signing & Capabilities
the app groups are showing up with red text. I feel the red signifies a problem, but I cannot figure out what it is.
The app compiles and runs, but I feel there is problem that I am missing.
Any idea why App Group names would be displayed in red?
Yes I know x code only works with macs but my computer recently took water damage and I don’t have money for another Mac so I’m just going to buy a windows for work but if there’s any way to run Xcode with windows I’d like to know please. Thanks in advance
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.
I want to use a ci_script to change the CI_BUILD_NUMBER to a new value.
But in XCODE CLOUD there seems to be no programmatic way to change it?
Is there a way to use CFBundleVersion instead of CI_BUILD_NUMBER from XCode Cloud's workflow on Web ?
We would like to have control over the major and minor version numbers of the build from the workflow.
I have Xcode 26 on one Mac, but LM Studio running on another. LM Studio does not have an api key so I have provided "dummy-api-key" but whenever I try to connect, it gives the error "Models could not be fetched with the provided account details"
I have the IP and port (1234) of LM Study
The server in LM Studio is running.
Has anyone got this to work? And if so, what details did you enter?
Hardware & OS:
MacBook Pro 15,4 (mid-2019)
macOS 15.7 (24G222)
Apple Hardware Diagnostics: Passed (ADP000)
Xcode crashes on every launch attempt with identical CoreSimDeviceIO framework failures. This started after an automatic Xcode update and affects multiple Xcode versions.
Versions tested (all crash identically):
Xcode 16.0 (26.0/24228)
Xcode 16.4 (23792)
*Unable to download Xcode 15.4 due to my ios
Crash signature:
Exception Type: EXC_BAD_ACCESS (SIGKILL Code Signature Invalid)
Crashed Thread: 0 (main thread)
Crashing Framework: CoreSimDeviceIO.framework
Termination Reason: CODESIGNING, Code 2 Invalid Page
Troubleshooting completed:
Multiple fresh Xcode downloads from Apple Developer portal
Security database rebuild and SystemPolicy reset
Complete macOS clean reinstall
Developer tools reset (xcode-select)
NVRAM reset
Hardware diagnostics (passed)
Additional problem:
macOS compatibility enforcement prevents installing Xcode 15.x as a workaround, showing "update to latest version" errors even for properly downloaded older versions.
Current status:
Unable to perform iOS development. Bug report submitted to Apple (FB# FB20308027).
Has anyone with similar MacBook Pro hardware (mid-2019) encountered this? Any successful workarounds for the CoreSimDeviceIO crash or compatibility enforcement blocks? Is there something that I am missing?
Summary:
When running our iPad app on macOS (“Designed for iPad”), invoking
UIPrintInteractionController intermittently fails to show a working print sheet. The same code works reliably on iPad or iOS devices and also on macOS pre 26.
This regression started after updating to macOS Tahoe Version 26.0 (25A354)
Steps to Reproduce:
Launch the attached minimal sample on macOS (Designed for iPad).
Tap “Print plain text”
Expected Results:
The print panel should appear and discover AirPrint printers reliably, as on iPad/iOS or previous mac versions.
Actual Results:
On macOS, the panel fails to appear.
Mac version:
macOS Tahoe 26.0 (25A354)
xCode version:
26.0 (17A324)
Sample Reproduction Code:
struct ContentView: View {
var body: some View {
Button("Print plain text") {
printPlainText()
}
.buttonStyle(.borderedProminent)
.padding()
}
func printPlainText() {
let text = "This is just a sample print"
guard UIPrintInteractionController.isPrintingAvailable else {
NSLog("Printing not available on this device")
return
}
let info = UIPrintInfo(dictionary: nil)
info.outputType = .general
info.jobName = "Plain Text"
let formatter = UISimpleTextPrintFormatter(text: text)
formatter.perPageContentInsets = UIEdgeInsets(top: 36, left: 36, bottom: 36, right: 36)
let ctrl = UIPrintInteractionController.shared
ctrl.printInfo = info
ctrl.printFormatter = formatter
DispatchQueue.main.async {
ctrl.present(animated: true) { _, completed, error in
if let error { NSLog("Print error: \(error.localizedDescription)") }
else { NSLog(completed ? "Print completed" : "Print cancelled") }
}
}
}
}
Also I have added the following values to info.plist:
<key>NSLocalNetworkUsageDescription</key>
<string>This app needs local network access to discover AirPrint printers.</string>
<key>NSBonjourServices</key>
<array>
<string>_ipp._tcp.</string>
<string>_ipps._tcp.</string>
<string>_printer._tcp.</string>
</array>
In a new document-based macOS app project created in Xcode, some of the default system-provided menu commands appear without their standard icons in the menu bar.
Steps to Reproduce:
1. In Xcode, create a new macOS “Document App” project (using Swift/SwiftUI or AppKit template).
2. Build and run the project.
3. Open the app’s main menu bar and examine the default items such as New Document, Open…, Save, Duplicate, etc.
Expected Results:
System-provided menu items (e.g. Open…, Save, Duplicate) should display their standard SF Symbol–based icons automatically, as they do in TextEdit and other system apps.
Actual Results:
Some of these menu items display only text, with no icon namely:
Services
Open Recent
Revert To
Share
This happens even though the items are the system-managed defaults generated by the document-based app template.
Notes:
• No code modifications were made — this occurs in a fresh, unedited template project.
• Behavior seen on macOS 26.0 (25A354).
• Xcode Version 26.0 (17A324) used.