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Persistent MTLCommandQueue.h Corruption (dispatchType missing) Despite macOS Erase & Reinstall (Xcode 26.0.1 / macOS 26.0.1)
Hello Developers and Apple Engineers, I am encountering a persistent and highly unusual Xcode build failure when trying to use Metal APIs, specifically related to MTLCommandQueueDescriptor. I have exhausted all standard troubleshooting steps, including a complete erase and reinstall of macOS, yet the issue remains. Hardware diagnostics have passed. I am seeking insights or potential solutions. The Problem: When compiling any project (including brand new, empty macOS App projects) that attempts to set the dispatchType property on an MTLCommandQueueDescriptor instance, the build fails with the following errors: Swift // Code causing the error: let queueDescriptor = MTLCommandQueueDescriptor() queueDescriptor.dispatchType = .userInteractive // <-- Error occurs here // Compiler Errors: Value of type 'MTLCommandQueueDescriptor' has no member 'dispatchType' Cannot infer contextual base in reference to member 'userInteractive' Key Evidence - Physical Header File Corruption: The root cause appears to be a physically corrupted/incomplete SDK header file. Using the cat command in Terminal to inspect the contents of the relevant Metal header file confirms that the definition for MTLCommandQueueDescriptor is missing the dispatchType property: Bash cat /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks/Metal.framework/Versions/A/Headers/MTLCommandQueue.h The output consistently shows MTLCommandQueueDescriptor only having maxCommandBufferCount and logState properties, even after a fresh OS and Xcode installation. Environment: macOS: Version 26.0.1 (Build 25A362) - Clean install via Erase and Reinstall from Recovery. Xcode: Version 26.0.1 (Build 17A400) - Installed fresh from Mac App Store after OS reinstall. Mac Hardware: MacBook Pro (14-inch, M3) - (Please confirm this model info is accurate) Hardware Diagnostics: Passed (Tested at an official Apple Store). Exhaustive Troubleshooting Steps Performed (Issue Persists After All): Standard Xcode Cleaning: Clean Build Folder (Shift+Cmd+K). Manually deleted DerivedData folder (~/Library/Developer/Xcode/DerivedData). Deleted Xcode Caches (~/Library/Caches/com.apple.dt.Xcode, com.apple.dt.xcodebuild). Command Line Tools Path: Correctly set using sudo xcode-select -s /Applications/Xcode.app/Contents/Developer. Verified path using xcode-select -p. Verified version using xcodebuild -version. Multiple Xcode Versions & Install Methods Attempted (Before OS Reinstall): Xcode 26.0.1 (App Store). Xcode 26.0.1 (.xip package from Developer Portal). Xcode 26.1 Beta 3 (.xip package from Developer Portal). Performed thorough cleaning (deleted ~/Library/Developer, /Library/Developer, caches, rebooted) before each .xip installation attempt. In all cases, cat command confirmed the header file remained corrupted on disk after installation. Hardware Check: Took the Mac to an official Apple Store. Hardware diagnostics passed without any issues reported. Complete OS Reinstallation: Booted into Recovery Mode. Used Disk Utility to completely erase the internal SSD (APFS, GUID Partition Map). Reinstalled macOS 26.0.1 from Recovery. Set up the Mac as a new device (did not restore from backup). Post-OS Reinstall: Installed Xcode 26.0.1 fresh from the Mac App Store. Set command line tools path correctly. Created a brand new macOS App project (MetalTest). Pasted the minimal code to reproduce the issue into AppDelegate.swift. Build failed with the exact same errors. Ran the cat command again, confirmed the MTLCommandQueue.h file on the fresh system is STILL missing the dispatchType property. Request for Help: Given that the SDK header file corruption persists even after a complete macOS erase and reinstall, and hardware diagnostics have passed, I am at a loss for the cause or further troubleshooting steps. Has anyone encountered a similar situation where core SDK files remain corrupted despite a clean OS install and passing hardware checks? Are there any deeper system caches or states that might survive an erase/reinstall and interfere with SDK file integrity? Are there any more advanced diagnostic steps recommended? Any insights or suggestions from Apple engineers or the community would be greatly appreciated. Thank you. I have previously contacted Apple Developer Support regarding this issue, case ID: 102731239935.
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107
Oct ’25
File download not working in Xcode 26.0 RC
Hello Apple Developer Community, I'm experiencing an issue with file download functionality in the iOS Simulator after updating to Xcode 26 RC (Build 17A321). Issue Description: When attempting to download files in the iOS Simulator via Safari, the download prompt appears correctly, but after tapping the 'Download' button, files are not being saved to the Files app. The download appears to do nothing with no error message, no indication of failure, but the file simply doesn't appear in Downloads or anywhere in the Files app. Environment: Xcode Version: 26.0 RC (17A321) iOS Simulator Version: 26.0 RC (23A339) Device Simulated: iPhone Air Steps to Reproduce: Open Safari in the iOS Simulator Navigate to a downloadable file (PDF, ZIP, etc.) Tap to initiate download Download prompt appears as expected Tap the 'Download' button Check the Files app → Downloads folder (empty) Expected Behavior: Files should download normally as they do on physical devices and as they did in previous Xcode versions. Actual Behavior: The download prompt dismisses after tapping 'Download', but no file appears in the Files app. No error message is shown, and there's no indication that the download failed, it simply appears as if nothing happened. Additional Information: Downloads work correctly on physical device (iOS 26 RC 23A340) This functionality worked properly in previous Xcode versions I have created a bug report to Feedback assistant: FB20190927 Thanks in advance for any assistance.
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Oct ’25
Could not launch “App” (Xcode26.0 + iPhone6(iOS12))
Problem Details : Could not launch “App” Reproduction Route : Install Xcode26.0 > Connect to iPhone6(iOS12) > Run app We tried this solution but didn't work. To make Xcode 26 recognize and run apps on an iOS 12 physical device, you can manually add the missing device support files by going to /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport/ on your Mac, where you’ll see folders like 17.0 or 18.0; download the matching iOS 12 folder (for example, 12.4) from the community-maintained repository.
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Oct ’25
XCode26 doesnt compile PhotosUI properly
Hi so i have a given project where I am trying to use components within the PhotosUI Framework with Xcode26 and Xcode26.0.1 Just for reference here is an attached screenshot This sample code compiled successfully with xcode16.4 and was in production. There is no change in the pbxproj file , all the build settings have remained the same. Attaching it for reference. project.pbxproj.txt While showing declarations of PHPickerViewControllerDelegate i get two options which is the same as in Xcode16.4 while browsing online found this reddit thread which is very similar https://www.reddit.com/r/Xcode/comments/1nkku20/my_project_wont_compile_after_xcode_26_update_due/ Pls help :)
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Oct ’25
iOS App Exists after launch
Hello, my iOS apps are exiting right after launch on a few of our iOS devices. I tried a couple of my apps that are deployed to our fleet and they do the same thing. If I run the app(s) in the Simulator it works fine and if I run the app(s) on the offending devices it works fine as well. Once I stop the run in Xcode the app on the device will not launch. I'm thinking something is missing like a certificate etc. Just not sure. Any ideas on how to troubleshoot this? I would really like to get this fixed.
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Oct ’25
App installs on iPhone and simulator, but fails on iPad (iOS 18.7) — “Unable to install app. Please try again later.”
Hi everyone, We had developed an iOS Application in Flutter and built it using XCode 26.0.1. We're unable to install this application in iOS 18.7. Below are the details, ➡️ Development Environment: 🔹 Flutter: 3.32.2 ➡️ Build Environment: 🔹 Xcode: 26.0.1 🔹 Build system: Flutter → flutter build ios --release, then opened in Xcode for signing ➡️ Device models tested: 🔹 iPhone (iOS 15.8.3 / 15.8.5) → ✅ installs and launches fine 🔹 iOS Simulator (iOS 18.6 / 26) → ✅ works fine 🔹 iPad (iOS 18.7) → ❌ fails to install ➡️ Error message on iPad (iOS 18.7): 🔹 “Unable to install ‘’. Please try again later.” ➡️ What we’ve tried: 🔹 Cleaned and rebuilt the project (flutter clean, DerivedData removed) 🔹 Deployment Target is set to iOS 18.7 or lower. 🔹 Built the app using an Enterprise distribution profile, not a Development profile. 🔹 Works fine on older iPhones (iOS 15.8.3 / 15.8.5), so signing seems valid 🔹 Device has enough storage, and trust is granted under Settings › VPN & Device Management ➡️ Questions: 🔹 Could this be related to iOS 18.7’s signing or compatibility change? 🔹 Are there any known issues with enterprise installs on iOS 18.7? 🔹 Any insight from Apple engineers or others who faced this with iOS 18.7 would be extremely helpful. Thanks in advance!
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Oct ’25
App installs on iPhone and simulator, but fails on iPad (iOS 18.7) — “Unable to install app. Please try again later.”
Hi everyone, We had developed an iOS Application in Flutter and built it using XCode 26.0.1. We're unable to install this application in iOS 18.7. Below are the details, ➡️ Development Environment: 🔹 Flutter: 3.32.2 ➡️ Build Environment: 🔹 Xcode: 26.0.1 🔹 Build system: Flutter → flutter build ios --release, then opened in Xcode for signing ➡️ Device models tested: 🔹 iPhone (iOS 15.8.3 / 15.8.5) → ✅ installs and launches fine 🔹 iOS Simulator (iOS 18.6 / 26) → ✅ works fine 🔹 iPad (iOS 18.7) → ❌ fails to install ➡️ Error message on iPad (iOS 18.7): 🔹 “Unable to install ‘’. Please try again later.” ➡️ What we’ve tried: 🔹 Cleaned and rebuilt the project (flutter clean, DerivedData removed) 🔹 Deployment Target is set to iOS 18.7 or lower. 🔹 Built the app using an Enterprise distribution profile, not a Development profile. 🔹 Works fine on older iPhones (iOS 15.8.3 / 15.8.5), so signing seems valid 🔹 Device has enough storage, and trust is granted under Settings › VPN & Device Management ➡️ Questions: 🔹 Could this be related to iOS 18.7’s signing or compatibility change? 🔹 Are there any known issues with enterprise installs on iOS 18.7? 🔹 Any insight from Apple engineers or others who faced this with iOS 18.7 would be extremely helpful. Thanks in advance!
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Oct ’25
Game Center SignIn alert appears on macOS 26 (Tahoe) without capability or entitlement
Hello, On macOS 26 (Tahoe), when building a OSX app that includes GameKit code, calling GKLocalPlayer.local.authenticateHandler shows the "Sign In to Game Center" alert (e.g. didShowFullscreenSignIn) — even if the app does not have the Game Center capability enabled or any related entitlement (com.apple.developer.game-center). This alert only appears when the user is not signed in to Game Center in system settings. However, when testing the same code path on iOS app built with macOS 26 (Tahoe), the alert does not appear unless the proper capability and entitlement are included. This behavior is different from macOS 15 (Sequoia) + Xcode 15.x. Prior to the update, Game Center features did not work at all even with the OSX app without Capability and Entitlements. Steps to Reproduce Create a new OSX app target (App Sandbox enabled, no Game Center capability). Add minimal GameKit code: GKLocalPlayer.local.authenticateHandler = { _, _, _ in } Build OSX app and run on macOS 26 (Tahoe). Ensure Game Center is signed out in System Settings. Observe: “Sign In to Game Center” alert appears automatically. Expected Behavior When Game Center capability and entitlement are not present, authenticateHandler should fail silently, and no signIn alert should appear. Actual Behavior On OSX app, the Game Center signIn UI appears even without any Game Center capability or entitlement. On iOS app, this alert does not appear. *Build Configuration: built with the same condition. (macOS 26 + Xcode 26) Question Could you please confirm whether this behavior is an intentional change in macOS 26 or a bug only for OSX apps in the GameKit authentication flow? Thank you.
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Oct ’25
How to consume a dynamic Xcode framework?
I have an Xcode project setup as follows: 3 static libraries 1 framework target, whose Mach-O type is set to Dynamic Library main app target (iOS app) The target dependencies are as follows: In framework's build phase [Link with libraries], I have the 3 libs statically linked. In the main app's build phase [Link with libraries], I have only the framework, which is dynamically linked. As per my understanding: The libs are statically linked to the framework. So, the framework binary would contain code from all the libs. The framework is dynamically linked to the main app (iOS app in this case). So, the main app's binary only has a reference to the framework's binary, which would be loaded in the memory at runtime. Assuming my understanding is correct, I'm stuck with the following problem: All 3 libs build successfully The framework builds successfully The main app target doesn't build. The compilation is successful, but the build fails with linker errors. Please let me know if I am doing something incorrectly, or if a configuration is missing. Below are more details: The linker gives the following error: Undefined symbols for architecture arm64: "StringUtils.GetStr() -> Swift.String", referenced from: dynamic_fw.AppDelegate.application(_: __C.UIApplication, didFinishLaunchingWithOptions: [__C.UIApplicationLaunchOptionsKey : Any]?) -> Swift.Bool in AppDelegate.o "TWUtils.GetNum() -> Swift.Int", referenced from: dynamic_fw.AppDelegate.application(_: __C.UIApplication, didFinishLaunchingWithOptions: [__C.UIApplicationLaunchOptionsKey : Any]?) -> Swift.Bool in AppDelegate.o ld: symbol(s) not found for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see invocation) And the command shown in the logs for linking phase is: Ld /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator/dynamic-fw.app/dynamic-fw normal (in target 'dynamic-fw' from project 'dynamic-fw') cd /Users/raunit.shrivastava/Desktop/dynamic-fw /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -Xlinker -reproducible -target arm64-apple-ios17.5-simulator -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk -O0 -L/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/EagerLinkingTBDs/Debug-iphonesimulator -L/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator -L. -L./StringUtils -L./TWFramework -L./TWUtils -L./dynamic-fw -F/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/EagerLinkingTBDs/Debug-iphonesimulator -F/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator -F. -F./StringUtils -F./TWFramework -F./TWUtils -F./dynamic-fw -filelist /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic-fw.LinkFileList -Xlinker -rpath -Xlinker @executable_path/Frameworks -Xlinker -rpath -Xlinker ./\*\* -dead_strip -Xlinker -object_path_lto -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic-fw_lto.o -Xlinker -export_dynamic -Xlinker -no_deduplicate -Xlinker -objc_abi_version -Xlinker 2 -fobjc-link-runtime -L/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/iphonesimulator -L/usr/lib/swift -Xlinker -add_ast_path -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic_fw.swiftmodule -Xlinker -sectcreate -Xlinker __TEXT -Xlinker __entitlements -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/dynamic-fw.app-Simulated.xcent -Xlinker -sectcreate -Xlinker __TEXT -Xlinker __ents_der -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/dynamic-fw.app-Simulated.xcent.der -framework TWFramework -Xlinker -no_adhoc_codesign -Xlinker -dependency_info -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic-fw_dependency_info.dat -o /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator/dynamic-fw.app/dynamic-fw
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Oct ’25
Mergeable Libraries using XCFramework
Hello.

On my app I have the necessity to use mergeable libraries, in my context my libraries are indirect dependency, in other words the dependency isn’t target in my project, and they are XCFramework where they are imported on Framework, Libraries, and Embedded Content session on my app target. Following the documentation on Configuring your project to use mergeable libraries it said. 
  But on Manually configure merging don’t said how to configure to indirect dependencies. 
  So I have tried configure use the linker flag -merge_framework for each XCFramework using -Wl, -merge_framework, {XCFramework_Name}, but I am receiving the following error unknown argument: -merge_framework’ when build the release. 

In app target is set build settings MERGED_BINARY_TYPE = manual; The question is: 
 Is possible using mergeable libraries in XCFramework dependencies ? How I do this? Because on the doc is not clear how to use in indirect dependency like XCFramework. 

 Regards 
Michel Carvalho
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Oct ’25
Displaying and working with Favorites in iOS app
New to iOS development and I've been trying to make heads or tails of the documentation. I know there is a difference between the data fields returned from songs from the user library and from the category, but whenever I search on the apple site I can't find a list of each. For example, Im trying to get the releaseDate of a song in my library, but it seems I'll have to cross-query either the catalog entry for the using song.catalogID or the song.irsc but when I try to use them I can't find a cross reference between the two. I'm totally turned around. Also trying to determine if a song in my library has been favorited or not? isFavorited (or something similar) doesn't seem to be a thing. Using this code and trying to find a way to display a solid star if the song has been favorited or an empty one if it's not. Seems like a basic request but I can't find anything on how to do it. I've searched docs, googled, tried. Does apple want us to query the user's Favorited Songs playlist or something? How do I know which playlist that is? I know isFavorited isn't a thing, just using it here so you can see what my intension is: HStack(spacing: 10) { Image(systemName: song.isFavorited ? "star.fill" : "star") .foregroundColor(song.isFavorited ? .yellow : .gray) Image(systemName: "magnifyingglass") }
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Oct ’25
IOS Development Certificates are being created under the incorrect Team ID
I am experiencing a critical issue with the IOS Development Portal where certificates are being created under the incorrect Team ID despite being logged into the correct team context. in the Portal also in Xcode. I am logged into the Apple Developer Portal under "Company LLC (Team ID: 12345678)" However, when creating "Apple Development" certificates through the portal, they are being assigned Team ID "987654321" (my personal developer account) This occurs even when explicitly creating certificates from within the Company LLC team context. Also the same if i create the IOS Development in Xcode as well. This is preventing me from Archive my app in Xcode so i can upload the new version in the App Store. Please Help. Thank you in advance.
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Oct ’25
IOS Development Certificates are being created under the incorrect Team ID
I am experiencing a critical issue with the Apple Developer Portal where certificates are being created under the incorrect Team ID despite being logged into the correct team context. I am logged into the Apple Developer Portal under "Company LLC (Team ID: 12345678)" However, when creating "Apple Development" certificates through the portal, they are being assigned Team ID "987654321" (my personal developer account) This occurs even when explicitly creating certificates from within the Company LLC team context. The same is happening if I tried to create the IOS Development Certificate in Xcode, same issue, creates the certificate with the wrong Team ID This is preventing me from Archive my app in Xcode so i can upload the new version of my App in the App Store. Please Help. Thank you in advance
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Oct ’25
Simulator causing Mac audio distortion
I am experiencing an issue where my Mac's speakers will crackle and pop when running an app on the Simulator or even when previewing SwiftUI with Live Preview. I am using a 16" MacBook Pro (i9) and I'm running Xcode 12.2 on Big Sur (11.0.1). Killing coreaudiod temporarily fixes the problem however this is not much of a solution. Is anyone else having this problem?
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Oct ’25
ChatGPT File ignore
I wanted to ask is there a possibility to have an ignore file for specific files on XCode 26 like all of the other AI IDE's have? It's somewhat impossible to use the feature without this type of functionality on the platform. If not possible, will it be available sometime in the future?
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Oct ’25
Copying of app targets and corresponding files from older Xcode projects to a current one
Hi, so here's my situation: I am currently building an app of which I want to have an Apple Watch standalone version / companion (idk yet, also doesn't matter). For it to be compatible with basically every Watch except for the original (Series 0) I want support for down to watchOS 6, as many models ended there. I also don't need the newest features for basic functionality and I can still add more for newer versions while keeping the basic functionality for watchOS 6, so that is not a concern, I'd rather have the compatibility. However, watchOS 6 is the last version to require the Storyboard architecture with an app bundle and extension target. I did some research and found out that you can create that and set the development target to 6.0 while also having a SwiftUI target with a development target of 7.0. That would have the benefit of being able to use SwiftUI for modern features to give a nice experience while building a basic but functional version for 6.0 in Storyboard architecture. And it would figure out what to install on its own based on the watchOS version. Now the problem is, in Xcode 26 I can't create a watchOS target with the Storyboard architecture anymore, the option is just not there. So to solve that, I installed Xcode 12 on Big Sur and created one from the template in a new project. That project can be opened and edited with no problems in Xcode 26 as long as it is already configured, you just can't create a watchOS target with that architecture anymore, it has to be there already to work with it. Now I just need to copy the app and extension target with the corresponding files and configuration to my other project, and that is the problem. I can't seem to find proper way to copy that over, and that is where I need your help. Or maybe someone has a way to create that in Xcode 26, but from my understanding the template is gone. Thanks so much in advance
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Oct ’25
Archive Failing for iPhoneOS SDK in Xcode 26
When i am trying to archive a framework for ML, using below command: xcodebuild -workspace "./src/MLProject.xcworkspace" -configuration "Release" -sdk "iphoneos" -archivePath "./gen/out/Archives/Release-iphoneos/MLProject" -scheme "MLProject" -derivedDataPath "./gen/out/" archive BUILD_LIBRARY_FOR_DISTRIBUTION=YES SKIP_INSTALL=NO The same command used to work fine on Xcode 16.4. Attached is the detailed error MLProject_Archive_failure.txt
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Oct ’25
Creating Swift Package with binaryTarget that has dependencies
How can you distribute an XCFramework via Swift Package Manager when it has dependencies on other Swift packages? We accomplished this with CocoaPods in order to distribute our closed source SDK that has dependencies, but need to migrate to SPM. Note none of the types from the dependencies are used as part of our module’s public interface - usage is purely internal. I’ve made a lot of progress following these steps for a simple example: Create Framework Project Create a new iOS Framework project in Xcode and name it WallpaperKit In the project settings select the target and verify in Build Settings that Build Libraries for Distribution is Yes then set Skip Install to No Create a new UIViewController subclass, name it WallpaperPreviewViewController, make it public, and add some functionality to it to show a UIImageView Add a new Package Dependency in the project settings, for this example we’ll use https://github.com/onevcat/Kingfisher, and specify exact version 8.5.0 Add internal import Kingfisher and use it in WallpaperPreviewViewController to download and show an image from the web Close the WallpaperKit project Create Hosting App Project (this makes it easier to develop the framework functionality and test it in an app with Xcode building both in the same workspace) Create a new iOS app project and name it WallpaperApp Create a new workspace named WallpaperApp Close the WallpaperApp project Drag and drop WallpaperApp.xcodeproj into the workspace’s sidebar Drag and drop WallpaperKit.xcodeproj into the workspace’s sidebar Switch the scheme to WallpaperKit and build Select WallpaperApp project, then with WallpaperApp target selected, in the General tab under Frameworks, Libraries, and Embedded Content, click + and add WallpaperKit.framework In ViewController.swift, import WallpaperKit and add functionality to present an instance of WallpaperPreviewViewController Run the app and verify it works Create XCFramework In Terminal, cd into WallpaperKit and run xcodebuild archive -scheme WallpaperKit -configuration Release -destination 'generic/platform=iOS' -archivePath './build/WallpaperKit.framework-iphoneos.xcarchive' SKIP_INSTALL=NO BUILD_LIBRARIES_FOR_DISTRIBUTION=YES DEFINES_MODULE=YES Run xcodebuild archive -scheme WallpaperKit -configuration Release -destination 'generic/platform=iOS Simulator' -archivePath './build/WallpaperKit.framework-iphonesimulator.xcarchive' SKIP_INSTALL=NO BUILD_LIBRARIES_FOR_DISTRIBUTION=YES DEFINES_MODULE=YES Run xcodebuild -create-xcframework -framework './build/WallpaperKit.framework-iphonesimulator.xcarchive/Products/Library/Frameworks/WallpaperKit.framework' -framework './build/WallpaperKit.framework-iphoneos.xcarchive/Products/Library/Frameworks/WallpaperKit.framework' -output './build/WallpaperKit.xcframework' Open the build folder and retrieve the XCFramework Create Swift Package Create a new package in Xcode, select Library, and name it WallpaperKitDist Drag and drop WallpaperKit.xcframework into Sources Create a new directory in Sources called WallpaperKitDependencies Create a new Swift file in WallpaperKitDependencies called WallpaperKitDependencies (SPM requires a Swift file to recognize WallpaperKitDependencies as a valid target and fetch dependencies) Open Package.swift and change it to import PackageDescription let package = Package( name: "WallpaperKit", platforms: [ .iOS(.v18) ], products: [ .library( name: "WallpaperKit", targets: ["WallpaperKit", "WallpaperKitDependencies"] ), ], dependencies: [ .package( url: "https://github.com/onevcat/Kingfisher.git", exact: "8.5.0" ) ], targets: [ .binaryTarget( name: "WallpaperKit", path: "./Sources/WallpaperKit.xcframework" ), .target( name: "WallpaperKitDependencies", dependencies: [ "Kingfisher" ], path: "./Sources/WallpaperKitDependencies" ) ] ) Create Test App (to simulate a third-party app using the package) Create a new iOS app project and name it TestApp Add a new Local package selecting the WallpaperKitDist directory that contains Package.swift Import WallpaperKit and use it to present a WallpaperPreviewViewController This works! Though the console logs objc[39953]: Class _TtC10KingfisherP33_6AA794C9C370CDB07604B4D8B99AEAA312BundleFinder is implemented in both /Users/Name/Library/Developer/Xcode/DerivedData/TestApp-capvhjiqxrdgdnbevpkajicnjpcs/Build/Products/Debug-iphonesimulator/WallpaperKit.framework/WallpaperKit (0x100e8bbf8) and /Users/Name/Library/Developer/CoreSimulator/Devices/E0AF13C2-874C-47B9-B864-72AF3E4D5D4B/data/Containers/Bundle/Application/AF32011A-92E7-4E26-9A97-9F0C25C07863/TestApp.app/TestApp.debug.dylib (0x101a543b0). This may cause spurious casting failures and mysterious crashes. One of the duplicates must be removed or renamed. I thought using internal import Kingfisher (or @_implementationOnly import Kingfisher) would have resolved this, but seems to make no difference compared to just import Kingfisher. I suspect it might not be an issue as long as the Kingfisher version number specified in the distribution Package.swift matches the version used in the framework project (and the app does not add a different version as a dependency), but not positive. Can these warnings be resolved, or is it not a concern in this setup? Is this the best solution to distribute an XCFramework via Swift Package Manager that has dependencies on other Swift packages for now or is there a better approach? Thanks!
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Oct ’25
Widgets For VisionOS26
I found that unofficial apps like ChatGPT and Shadowrocket can use widgets in VisionOS 26. How is this achieved? How can I also enable widgets for apps I develop?
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546
Activity
Oct ’25
Persistent MTLCommandQueue.h Corruption (dispatchType missing) Despite macOS Erase & Reinstall (Xcode 26.0.1 / macOS 26.0.1)
Hello Developers and Apple Engineers, I am encountering a persistent and highly unusual Xcode build failure when trying to use Metal APIs, specifically related to MTLCommandQueueDescriptor. I have exhausted all standard troubleshooting steps, including a complete erase and reinstall of macOS, yet the issue remains. Hardware diagnostics have passed. I am seeking insights or potential solutions. The Problem: When compiling any project (including brand new, empty macOS App projects) that attempts to set the dispatchType property on an MTLCommandQueueDescriptor instance, the build fails with the following errors: Swift // Code causing the error: let queueDescriptor = MTLCommandQueueDescriptor() queueDescriptor.dispatchType = .userInteractive // <-- Error occurs here // Compiler Errors: Value of type 'MTLCommandQueueDescriptor' has no member 'dispatchType' Cannot infer contextual base in reference to member 'userInteractive' Key Evidence - Physical Header File Corruption: The root cause appears to be a physically corrupted/incomplete SDK header file. Using the cat command in Terminal to inspect the contents of the relevant Metal header file confirms that the definition for MTLCommandQueueDescriptor is missing the dispatchType property: Bash cat /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks/Metal.framework/Versions/A/Headers/MTLCommandQueue.h The output consistently shows MTLCommandQueueDescriptor only having maxCommandBufferCount and logState properties, even after a fresh OS and Xcode installation. Environment: macOS: Version 26.0.1 (Build 25A362) - Clean install via Erase and Reinstall from Recovery. Xcode: Version 26.0.1 (Build 17A400) - Installed fresh from Mac App Store after OS reinstall. Mac Hardware: MacBook Pro (14-inch, M3) - (Please confirm this model info is accurate) Hardware Diagnostics: Passed (Tested at an official Apple Store). Exhaustive Troubleshooting Steps Performed (Issue Persists After All): Standard Xcode Cleaning: Clean Build Folder (Shift+Cmd+K). Manually deleted DerivedData folder (~/Library/Developer/Xcode/DerivedData). Deleted Xcode Caches (~/Library/Caches/com.apple.dt.Xcode, com.apple.dt.xcodebuild). Command Line Tools Path: Correctly set using sudo xcode-select -s /Applications/Xcode.app/Contents/Developer. Verified path using xcode-select -p. Verified version using xcodebuild -version. Multiple Xcode Versions & Install Methods Attempted (Before OS Reinstall): Xcode 26.0.1 (App Store). Xcode 26.0.1 (.xip package from Developer Portal). Xcode 26.1 Beta 3 (.xip package from Developer Portal). Performed thorough cleaning (deleted ~/Library/Developer, /Library/Developer, caches, rebooted) before each .xip installation attempt. In all cases, cat command confirmed the header file remained corrupted on disk after installation. Hardware Check: Took the Mac to an official Apple Store. Hardware diagnostics passed without any issues reported. Complete OS Reinstallation: Booted into Recovery Mode. Used Disk Utility to completely erase the internal SSD (APFS, GUID Partition Map). Reinstalled macOS 26.0.1 from Recovery. Set up the Mac as a new device (did not restore from backup). Post-OS Reinstall: Installed Xcode 26.0.1 fresh from the Mac App Store. Set command line tools path correctly. Created a brand new macOS App project (MetalTest). Pasted the minimal code to reproduce the issue into AppDelegate.swift. Build failed with the exact same errors. Ran the cat command again, confirmed the MTLCommandQueue.h file on the fresh system is STILL missing the dispatchType property. Request for Help: Given that the SDK header file corruption persists even after a complete macOS erase and reinstall, and hardware diagnostics have passed, I am at a loss for the cause or further troubleshooting steps. Has anyone encountered a similar situation where core SDK files remain corrupted despite a clean OS install and passing hardware checks? Are there any deeper system caches or states that might survive an erase/reinstall and interfere with SDK file integrity? Are there any more advanced diagnostic steps recommended? Any insights or suggestions from Apple engineers or the community would be greatly appreciated. Thank you. I have previously contacted Apple Developer Support regarding this issue, case ID: 102731239935.
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107
Activity
Oct ’25
File download not working in Xcode 26.0 RC
Hello Apple Developer Community, I'm experiencing an issue with file download functionality in the iOS Simulator after updating to Xcode 26 RC (Build 17A321). Issue Description: When attempting to download files in the iOS Simulator via Safari, the download prompt appears correctly, but after tapping the 'Download' button, files are not being saved to the Files app. The download appears to do nothing with no error message, no indication of failure, but the file simply doesn't appear in Downloads or anywhere in the Files app. Environment: Xcode Version: 26.0 RC (17A321) iOS Simulator Version: 26.0 RC (23A339) Device Simulated: iPhone Air Steps to Reproduce: Open Safari in the iOS Simulator Navigate to a downloadable file (PDF, ZIP, etc.) Tap to initiate download Download prompt appears as expected Tap the 'Download' button Check the Files app → Downloads folder (empty) Expected Behavior: Files should download normally as they do on physical devices and as they did in previous Xcode versions. Actual Behavior: The download prompt dismisses after tapping 'Download', but no file appears in the Files app. No error message is shown, and there's no indication that the download failed, it simply appears as if nothing happened. Additional Information: Downloads work correctly on physical device (iOS 26 RC 23A340) This functionality worked properly in previous Xcode versions I have created a bug report to Feedback assistant: FB20190927 Thanks in advance for any assistance.
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6
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452
Activity
Oct ’25
Build errors when trying to upload to App Store Connect
Hello, I am trying to publish a simple app to the App Store for the first time, and I am getting these 2 errors. Please note the knowledge base URLs shown in the screenshot are not clickable. I think this should be addressed. Any guidance on how to correct these issues will be greatly appreciated. Sincerely, Anis
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3
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524
Activity
Oct ’25
Could not launch “App” (Xcode26.0 + iPhone6(iOS12))
Problem Details : Could not launch “App” Reproduction Route : Install Xcode26.0 > Connect to iPhone6(iOS12) > Run app We tried this solution but didn't work. To make Xcode 26 recognize and run apps on an iOS 12 physical device, you can manually add the missing device support files by going to /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport/ on your Mac, where you’ll see folders like 17.0 or 18.0; download the matching iOS 12 folder (for example, 12.4) from the community-maintained repository.
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1
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184
Activity
Oct ’25
XCode26 doesnt compile PhotosUI properly
Hi so i have a given project where I am trying to use components within the PhotosUI Framework with Xcode26 and Xcode26.0.1 Just for reference here is an attached screenshot This sample code compiled successfully with xcode16.4 and was in production. There is no change in the pbxproj file , all the build settings have remained the same. Attaching it for reference. project.pbxproj.txt While showing declarations of PHPickerViewControllerDelegate i get two options which is the same as in Xcode16.4 while browsing online found this reddit thread which is very similar https://www.reddit.com/r/Xcode/comments/1nkku20/my_project_wont_compile_after_xcode_26_update_due/ Pls help :)
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1
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3
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429
Activity
Oct ’25
iOS App Exists after launch
Hello, my iOS apps are exiting right after launch on a few of our iOS devices. I tried a couple of my apps that are deployed to our fleet and they do the same thing. If I run the app(s) in the Simulator it works fine and if I run the app(s) on the offending devices it works fine as well. Once I stop the run in Xcode the app on the device will not launch. I'm thinking something is missing like a certificate etc. Just not sure. Any ideas on how to troubleshoot this? I would really like to get this fixed.
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3
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411
Activity
Oct ’25
App installs on iPhone and simulator, but fails on iPad (iOS 18.7) — “Unable to install app. Please try again later.”
Hi everyone, We had developed an iOS Application in Flutter and built it using XCode 26.0.1. We're unable to install this application in iOS 18.7. Below are the details, ➡️ Development Environment: 🔹 Flutter: 3.32.2 ➡️ Build Environment: 🔹 Xcode: 26.0.1 🔹 Build system: Flutter → flutter build ios --release, then opened in Xcode for signing ➡️ Device models tested: 🔹 iPhone (iOS 15.8.3 / 15.8.5) → ✅ installs and launches fine 🔹 iOS Simulator (iOS 18.6 / 26) → ✅ works fine 🔹 iPad (iOS 18.7) → ❌ fails to install ➡️ Error message on iPad (iOS 18.7): 🔹 “Unable to install ‘’. Please try again later.” ➡️ What we’ve tried: 🔹 Cleaned and rebuilt the project (flutter clean, DerivedData removed) 🔹 Deployment Target is set to iOS 18.7 or lower. 🔹 Built the app using an Enterprise distribution profile, not a Development profile. 🔹 Works fine on older iPhones (iOS 15.8.3 / 15.8.5), so signing seems valid 🔹 Device has enough storage, and trust is granted under Settings › VPN & Device Management ➡️ Questions: 🔹 Could this be related to iOS 18.7’s signing or compatibility change? 🔹 Are there any known issues with enterprise installs on iOS 18.7? 🔹 Any insight from Apple engineers or others who faced this with iOS 18.7 would be extremely helpful. Thanks in advance!
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98
Activity
Oct ’25
App installs on iPhone and simulator, but fails on iPad (iOS 18.7) — “Unable to install app. Please try again later.”
Hi everyone, We had developed an iOS Application in Flutter and built it using XCode 26.0.1. We're unable to install this application in iOS 18.7. Below are the details, ➡️ Development Environment: 🔹 Flutter: 3.32.2 ➡️ Build Environment: 🔹 Xcode: 26.0.1 🔹 Build system: Flutter → flutter build ios --release, then opened in Xcode for signing ➡️ Device models tested: 🔹 iPhone (iOS 15.8.3 / 15.8.5) → ✅ installs and launches fine 🔹 iOS Simulator (iOS 18.6 / 26) → ✅ works fine 🔹 iPad (iOS 18.7) → ❌ fails to install ➡️ Error message on iPad (iOS 18.7): 🔹 “Unable to install ‘’. Please try again later.” ➡️ What we’ve tried: 🔹 Cleaned and rebuilt the project (flutter clean, DerivedData removed) 🔹 Deployment Target is set to iOS 18.7 or lower. 🔹 Built the app using an Enterprise distribution profile, not a Development profile. 🔹 Works fine on older iPhones (iOS 15.8.3 / 15.8.5), so signing seems valid 🔹 Device has enough storage, and trust is granted under Settings › VPN & Device Management ➡️ Questions: 🔹 Could this be related to iOS 18.7’s signing or compatibility change? 🔹 Are there any known issues with enterprise installs on iOS 18.7? 🔹 Any insight from Apple engineers or others who faced this with iOS 18.7 would be extremely helpful. Thanks in advance!
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70
Activity
Oct ’25
Game Center SignIn alert appears on macOS 26 (Tahoe) without capability or entitlement
Hello, On macOS 26 (Tahoe), when building a OSX app that includes GameKit code, calling GKLocalPlayer.local.authenticateHandler shows the "Sign In to Game Center" alert (e.g. didShowFullscreenSignIn) — even if the app does not have the Game Center capability enabled or any related entitlement (com.apple.developer.game-center). This alert only appears when the user is not signed in to Game Center in system settings. However, when testing the same code path on iOS app built with macOS 26 (Tahoe), the alert does not appear unless the proper capability and entitlement are included. This behavior is different from macOS 15 (Sequoia) + Xcode 15.x. Prior to the update, Game Center features did not work at all even with the OSX app without Capability and Entitlements. Steps to Reproduce Create a new OSX app target (App Sandbox enabled, no Game Center capability). Add minimal GameKit code: GKLocalPlayer.local.authenticateHandler = { _, _, _ in } Build OSX app and run on macOS 26 (Tahoe). Ensure Game Center is signed out in System Settings. Observe: “Sign In to Game Center” alert appears automatically. Expected Behavior When Game Center capability and entitlement are not present, authenticateHandler should fail silently, and no signIn alert should appear. Actual Behavior On OSX app, the Game Center signIn UI appears even without any Game Center capability or entitlement. On iOS app, this alert does not appear. *Build Configuration: built with the same condition. (macOS 26 + Xcode 26) Question Could you please confirm whether this behavior is an intentional change in macOS 26 or a bug only for OSX apps in the GameKit authentication flow? Thank you.
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2
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499
Activity
Oct ’25
How to consume a dynamic Xcode framework?
I have an Xcode project setup as follows: 3 static libraries 1 framework target, whose Mach-O type is set to Dynamic Library main app target (iOS app) The target dependencies are as follows: In framework's build phase [Link with libraries], I have the 3 libs statically linked. In the main app's build phase [Link with libraries], I have only the framework, which is dynamically linked. As per my understanding: The libs are statically linked to the framework. So, the framework binary would contain code from all the libs. The framework is dynamically linked to the main app (iOS app in this case). So, the main app's binary only has a reference to the framework's binary, which would be loaded in the memory at runtime. Assuming my understanding is correct, I'm stuck with the following problem: All 3 libs build successfully The framework builds successfully The main app target doesn't build. The compilation is successful, but the build fails with linker errors. Please let me know if I am doing something incorrectly, or if a configuration is missing. Below are more details: The linker gives the following error: Undefined symbols for architecture arm64: "StringUtils.GetStr() -> Swift.String", referenced from: dynamic_fw.AppDelegate.application(_: __C.UIApplication, didFinishLaunchingWithOptions: [__C.UIApplicationLaunchOptionsKey : Any]?) -> Swift.Bool in AppDelegate.o "TWUtils.GetNum() -> Swift.Int", referenced from: dynamic_fw.AppDelegate.application(_: __C.UIApplication, didFinishLaunchingWithOptions: [__C.UIApplicationLaunchOptionsKey : Any]?) -> Swift.Bool in AppDelegate.o ld: symbol(s) not found for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see invocation) And the command shown in the logs for linking phase is: Ld /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator/dynamic-fw.app/dynamic-fw normal (in target 'dynamic-fw' from project 'dynamic-fw') cd /Users/raunit.shrivastava/Desktop/dynamic-fw /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -Xlinker -reproducible -target arm64-apple-ios17.5-simulator -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk -O0 -L/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/EagerLinkingTBDs/Debug-iphonesimulator -L/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator -L. -L./StringUtils -L./TWFramework -L./TWUtils -L./dynamic-fw -F/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/EagerLinkingTBDs/Debug-iphonesimulator -F/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator -F. -F./StringUtils -F./TWFramework -F./TWUtils -F./dynamic-fw -filelist /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic-fw.LinkFileList -Xlinker -rpath -Xlinker @executable_path/Frameworks -Xlinker -rpath -Xlinker ./\*\* -dead_strip -Xlinker -object_path_lto -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic-fw_lto.o -Xlinker -export_dynamic -Xlinker -no_deduplicate -Xlinker -objc_abi_version -Xlinker 2 -fobjc-link-runtime -L/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/iphonesimulator -L/usr/lib/swift -Xlinker -add_ast_path -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic_fw.swiftmodule -Xlinker -sectcreate -Xlinker __TEXT -Xlinker __entitlements -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/dynamic-fw.app-Simulated.xcent -Xlinker -sectcreate -Xlinker __TEXT -Xlinker __ents_der -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/dynamic-fw.app-Simulated.xcent.der -framework TWFramework -Xlinker -no_adhoc_codesign -Xlinker -dependency_info -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic-fw_dependency_info.dat -o /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator/dynamic-fw.app/dynamic-fw
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5
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384
Activity
Oct ’25
Mergeable Libraries using XCFramework
Hello.

On my app I have the necessity to use mergeable libraries, in my context my libraries are indirect dependency, in other words the dependency isn’t target in my project, and they are XCFramework where they are imported on Framework, Libraries, and Embedded Content session on my app target. Following the documentation on Configuring your project to use mergeable libraries it said. 
  But on Manually configure merging don’t said how to configure to indirect dependencies. 
  So I have tried configure use the linker flag -merge_framework for each XCFramework using -Wl, -merge_framework, {XCFramework_Name}, but I am receiving the following error unknown argument: -merge_framework’ when build the release. 

In app target is set build settings MERGED_BINARY_TYPE = manual; The question is: 
 Is possible using mergeable libraries in XCFramework dependencies ? How I do this? Because on the doc is not clear how to use in indirect dependency like XCFramework. 

 Regards 
Michel Carvalho
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3
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2
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320
Activity
Oct ’25
Displaying and working with Favorites in iOS app
New to iOS development and I've been trying to make heads or tails of the documentation. I know there is a difference between the data fields returned from songs from the user library and from the category, but whenever I search on the apple site I can't find a list of each. For example, Im trying to get the releaseDate of a song in my library, but it seems I'll have to cross-query either the catalog entry for the using song.catalogID or the song.irsc but when I try to use them I can't find a cross reference between the two. I'm totally turned around. Also trying to determine if a song in my library has been favorited or not? isFavorited (or something similar) doesn't seem to be a thing. Using this code and trying to find a way to display a solid star if the song has been favorited or an empty one if it's not. Seems like a basic request but I can't find anything on how to do it. I've searched docs, googled, tried. Does apple want us to query the user's Favorited Songs playlist or something? How do I know which playlist that is? I know isFavorited isn't a thing, just using it here so you can see what my intension is: HStack(spacing: 10) { Image(systemName: song.isFavorited ? "star.fill" : "star") .foregroundColor(song.isFavorited ? .yellow : .gray) Image(systemName: "magnifyingglass") }
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1
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228
Activity
Oct ’25
IOS Development Certificates are being created under the incorrect Team ID
I am experiencing a critical issue with the IOS Development Portal where certificates are being created under the incorrect Team ID despite being logged into the correct team context. in the Portal also in Xcode. I am logged into the Apple Developer Portal under "Company LLC (Team ID: 12345678)" However, when creating "Apple Development" certificates through the portal, they are being assigned Team ID "987654321" (my personal developer account) This occurs even when explicitly creating certificates from within the Company LLC team context. Also the same if i create the IOS Development in Xcode as well. This is preventing me from Archive my app in Xcode so i can upload the new version in the App Store. Please Help. Thank you in advance.
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2
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154
Activity
Oct ’25
IOS Development Certificates are being created under the incorrect Team ID
I am experiencing a critical issue with the Apple Developer Portal where certificates are being created under the incorrect Team ID despite being logged into the correct team context. I am logged into the Apple Developer Portal under "Company LLC (Team ID: 12345678)" However, when creating "Apple Development" certificates through the portal, they are being assigned Team ID "987654321" (my personal developer account) This occurs even when explicitly creating certificates from within the Company LLC team context. The same is happening if I tried to create the IOS Development Certificate in Xcode, same issue, creates the certificate with the wrong Team ID This is preventing me from Archive my app in Xcode so i can upload the new version of my App in the App Store. Please Help. Thank you in advance
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1
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137
Activity
Oct ’25
Simulator causing Mac audio distortion
I am experiencing an issue where my Mac's speakers will crackle and pop when running an app on the Simulator or even when previewing SwiftUI with Live Preview. I am using a 16" MacBook Pro (i9) and I'm running Xcode 12.2 on Big Sur (11.0.1). Killing coreaudiod temporarily fixes the problem however this is not much of a solution. Is anyone else having this problem?
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17
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7
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13k
Activity
Oct ’25
ChatGPT File ignore
I wanted to ask is there a possibility to have an ignore file for specific files on XCode 26 like all of the other AI IDE's have? It's somewhat impossible to use the feature without this type of functionality on the platform. If not possible, will it be available sometime in the future?
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3
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322
Activity
Oct ’25
Copying of app targets and corresponding files from older Xcode projects to a current one
Hi, so here's my situation: I am currently building an app of which I want to have an Apple Watch standalone version / companion (idk yet, also doesn't matter). For it to be compatible with basically every Watch except for the original (Series 0) I want support for down to watchOS 6, as many models ended there. I also don't need the newest features for basic functionality and I can still add more for newer versions while keeping the basic functionality for watchOS 6, so that is not a concern, I'd rather have the compatibility. However, watchOS 6 is the last version to require the Storyboard architecture with an app bundle and extension target. I did some research and found out that you can create that and set the development target to 6.0 while also having a SwiftUI target with a development target of 7.0. That would have the benefit of being able to use SwiftUI for modern features to give a nice experience while building a basic but functional version for 6.0 in Storyboard architecture. And it would figure out what to install on its own based on the watchOS version. Now the problem is, in Xcode 26 I can't create a watchOS target with the Storyboard architecture anymore, the option is just not there. So to solve that, I installed Xcode 12 on Big Sur and created one from the template in a new project. That project can be opened and edited with no problems in Xcode 26 as long as it is already configured, you just can't create a watchOS target with that architecture anymore, it has to be there already to work with it. Now I just need to copy the app and extension target with the corresponding files and configuration to my other project, and that is the problem. I can't seem to find proper way to copy that over, and that is where I need your help. Or maybe someone has a way to create that in Xcode 26, but from my understanding the template is gone. Thanks so much in advance
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2
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224
Activity
Oct ’25
Archive Failing for iPhoneOS SDK in Xcode 26
When i am trying to archive a framework for ML, using below command: xcodebuild -workspace "./src/MLProject.xcworkspace" -configuration "Release" -sdk "iphoneos" -archivePath "./gen/out/Archives/Release-iphoneos/MLProject" -scheme "MLProject" -derivedDataPath "./gen/out/" archive BUILD_LIBRARY_FOR_DISTRIBUTION=YES SKIP_INSTALL=NO The same command used to work fine on Xcode 16.4. Attached is the detailed error MLProject_Archive_failure.txt
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187
Activity
Oct ’25
Creating Swift Package with binaryTarget that has dependencies
How can you distribute an XCFramework via Swift Package Manager when it has dependencies on other Swift packages? We accomplished this with CocoaPods in order to distribute our closed source SDK that has dependencies, but need to migrate to SPM. Note none of the types from the dependencies are used as part of our module’s public interface - usage is purely internal. I’ve made a lot of progress following these steps for a simple example: Create Framework Project Create a new iOS Framework project in Xcode and name it WallpaperKit In the project settings select the target and verify in Build Settings that Build Libraries for Distribution is Yes then set Skip Install to No Create a new UIViewController subclass, name it WallpaperPreviewViewController, make it public, and add some functionality to it to show a UIImageView Add a new Package Dependency in the project settings, for this example we’ll use https://github.com/onevcat/Kingfisher, and specify exact version 8.5.0 Add internal import Kingfisher and use it in WallpaperPreviewViewController to download and show an image from the web Close the WallpaperKit project Create Hosting App Project (this makes it easier to develop the framework functionality and test it in an app with Xcode building both in the same workspace) Create a new iOS app project and name it WallpaperApp Create a new workspace named WallpaperApp Close the WallpaperApp project Drag and drop WallpaperApp.xcodeproj into the workspace’s sidebar Drag and drop WallpaperKit.xcodeproj into the workspace’s sidebar Switch the scheme to WallpaperKit and build Select WallpaperApp project, then with WallpaperApp target selected, in the General tab under Frameworks, Libraries, and Embedded Content, click + and add WallpaperKit.framework In ViewController.swift, import WallpaperKit and add functionality to present an instance of WallpaperPreviewViewController Run the app and verify it works Create XCFramework In Terminal, cd into WallpaperKit and run xcodebuild archive -scheme WallpaperKit -configuration Release -destination 'generic/platform=iOS' -archivePath './build/WallpaperKit.framework-iphoneos.xcarchive' SKIP_INSTALL=NO BUILD_LIBRARIES_FOR_DISTRIBUTION=YES DEFINES_MODULE=YES Run xcodebuild archive -scheme WallpaperKit -configuration Release -destination 'generic/platform=iOS Simulator' -archivePath './build/WallpaperKit.framework-iphonesimulator.xcarchive' SKIP_INSTALL=NO BUILD_LIBRARIES_FOR_DISTRIBUTION=YES DEFINES_MODULE=YES Run xcodebuild -create-xcframework -framework './build/WallpaperKit.framework-iphonesimulator.xcarchive/Products/Library/Frameworks/WallpaperKit.framework' -framework './build/WallpaperKit.framework-iphoneos.xcarchive/Products/Library/Frameworks/WallpaperKit.framework' -output './build/WallpaperKit.xcframework' Open the build folder and retrieve the XCFramework Create Swift Package Create a new package in Xcode, select Library, and name it WallpaperKitDist Drag and drop WallpaperKit.xcframework into Sources Create a new directory in Sources called WallpaperKitDependencies Create a new Swift file in WallpaperKitDependencies called WallpaperKitDependencies (SPM requires a Swift file to recognize WallpaperKitDependencies as a valid target and fetch dependencies) Open Package.swift and change it to import PackageDescription let package = Package( name: "WallpaperKit", platforms: [ .iOS(.v18) ], products: [ .library( name: "WallpaperKit", targets: ["WallpaperKit", "WallpaperKitDependencies"] ), ], dependencies: [ .package( url: "https://github.com/onevcat/Kingfisher.git", exact: "8.5.0" ) ], targets: [ .binaryTarget( name: "WallpaperKit", path: "./Sources/WallpaperKit.xcframework" ), .target( name: "WallpaperKitDependencies", dependencies: [ "Kingfisher" ], path: "./Sources/WallpaperKitDependencies" ) ] ) Create Test App (to simulate a third-party app using the package) Create a new iOS app project and name it TestApp Add a new Local package selecting the WallpaperKitDist directory that contains Package.swift Import WallpaperKit and use it to present a WallpaperPreviewViewController This works! Though the console logs objc[39953]: Class _TtC10KingfisherP33_6AA794C9C370CDB07604B4D8B99AEAA312BundleFinder is implemented in both /Users/Name/Library/Developer/Xcode/DerivedData/TestApp-capvhjiqxrdgdnbevpkajicnjpcs/Build/Products/Debug-iphonesimulator/WallpaperKit.framework/WallpaperKit (0x100e8bbf8) and /Users/Name/Library/Developer/CoreSimulator/Devices/E0AF13C2-874C-47B9-B864-72AF3E4D5D4B/data/Containers/Bundle/Application/AF32011A-92E7-4E26-9A97-9F0C25C07863/TestApp.app/TestApp.debug.dylib (0x101a543b0). This may cause spurious casting failures and mysterious crashes. One of the duplicates must be removed or renamed. I thought using internal import Kingfisher (or @_implementationOnly import Kingfisher) would have resolved this, but seems to make no difference compared to just import Kingfisher. I suspect it might not be an issue as long as the Kingfisher version number specified in the distribution Package.swift matches the version used in the framework project (and the app does not add a different version as a dependency), but not positive. Can these warnings be resolved, or is it not a concern in this setup? Is this the best solution to distribute an XCFramework via Swift Package Manager that has dependencies on other Swift packages for now or is there a better approach? Thanks!
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Oct ’25