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

Posts under Xcode tag

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90714: Invalid binary. The app contains one or more corrupted binaries. Please rebuild the app and resubmit.
I'm getting this error from inside the TestFlight tab in Appstore Connect. For a MacCatalyst app. This has worked for amost 4 years now I'm getting this error. I did update my version of Xcode to 26.0.1. And I migrated all the project settings it asked me to migrate. I ran the Validation in the Archive window of Xcode. No issues found there.
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245
Oct ’25
Xcode 26.0.1 launch fails with error "Loading a Plugin Failed."
Hi All, I have recently upgraded my Silicon Mac Laptop from MacOS 15.3 (Sequoia) to MacOS 26 (Tahoe). Since existing Xcode 16.2 is not compatible with MacOS 26, i installed Xcode 26.0.1 but after the successful installaton the application is not working and quits after the erorr dialog "Loading a Plugin Failed." (Screenshot attached). I tried resatring/reinstalling the Xcode 26.0.1 but no luck. To narrow down the issue i installed the same Xcode 26.0.1 in another Silicon Mac laptop with MacOS 26(Tahoe) where no previous Xcode was installed and it went well and working as expected. With my assumption Xcode 26.0.1 breaks when the device is upgraded from sequoia to Tahoe due to some conflicting old Xcode settings/files which may not be compatible with Xcode 26 or Tahoe but i am not sure. I followed some old articles as below from the forum and nothing worked for me so far. https://developer.apple.com/forums/thread/660860 https://developer.apple.com/forums/thread/719810 https://developer.apple.com/forums/thread/759396 Can some one shed a light on this to resolve this issue? Thanks.
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107
Oct ’25
iOS Enterprise App Build Showing “Requires iOS 26.0” Even Though Deployment Target Set to iOS 18.0
We’re facing an issue when trying to install an enterprise-distributed iOS app on devices running iOS 18.5. During installation, we receive this error message: “This iOS app requires a newer version of iOS. You need to update this iPhone to iOS 26.0 to install this app.” However, in Xcode 26.0.1, our app’s minimum deployment target is explicitly set to iOS 17.6. After adding this step and the app result is unable to install the app on ios 18.5 and message getting as per the above quotes. Kindly help me out this issues.
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131
Oct ’25
How can I remove a localization from a String Catalog in a Swift Package?
Hello, I'm trying to remove a localization from a String Catalog in a Swift Package. How can I do that? I tried to remove the file and create a new one, but all the languages are back. The only place where I've found a reference to the languages is in Package/.swiftpm/xcode/package.xcworkspace/xcuserdata/user.xcuserdatad/UserInterfaceState.xcuserstate But I don't know how to edit this file to remove a language. Thank you, Axel
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283
Oct ’25
Xcode downloads window won't go away
Every time I launch Xcode 26.0 (17A324), I see this window: Consequently, each time I launch Xcode, I must manually close the Downloads window, and it will always reappear the next time I launch Xcode. My question: How can I make the Downloads window with this message go away permanently, so I don't have to manually dismiss it? I tried deleting Device Support for Vision Pro (M5) and iPad Pro (M5) from Settings > Components, but unfortunately this is what I see: Thank you for any guidance you can provide.
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387
Oct ’25
I can't run or create a simulator that isn't iOS26 after downloading the Xcode Beta 3
I downloaded the Xcode Beta 3 on my MacBook Pro M4 Base today and tested out some iOS26 mechanics of my app. And when I came back to my main Xcode to continue developing in iOS18, I couldn't build my app. I went to Product > Destination > Manage run destinations and then tried to create a simulator with iOS18 but it didn't show up, only choice that's showing up was iOS26. I tried deleting iOS18 platform and downloading it again but it didn't solve, I tried deleting Xcode Beta but it didn't solve the problem either. I deleted Runtimes folder, it didn't solve too. I can not create a simulator of iOS18 or below too, the error says "The iOS 18.5 simulator runtime is not available. Try reinstalling Xcode or the simulator runtime." How can I fix this problem?
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544
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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118
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
90714: Invalid binary. The app contains one or more corrupted binaries. Please rebuild the app and resubmit.
I'm getting this error from inside the TestFlight tab in Appstore Connect. For a MacCatalyst app. This has worked for amost 4 years now I'm getting this error. I did update my version of Xcode to 26.0.1. And I migrated all the project settings it asked me to migrate. I ran the Validation in the Archive window of Xcode. No issues found there.
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5
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0
Views
245
Activity
Oct ’25
When I run my app for Mac on XCode register .app takes more than 15 minutes
Whenever I hit play on my app to test it on the Mac the register .app part starts taking more than 15 minutes, this is severely impacting my work. There's no indication on what's wrong and how can I fix this.
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6
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0
Views
222
Activity
Oct ’25
Xcode 26.0.1 launch fails with error "Loading a Plugin Failed."
Hi All, I have recently upgraded my Silicon Mac Laptop from MacOS 15.3 (Sequoia) to MacOS 26 (Tahoe). Since existing Xcode 16.2 is not compatible with MacOS 26, i installed Xcode 26.0.1 but after the successful installaton the application is not working and quits after the erorr dialog "Loading a Plugin Failed." (Screenshot attached). I tried resatring/reinstalling the Xcode 26.0.1 but no luck. To narrow down the issue i installed the same Xcode 26.0.1 in another Silicon Mac laptop with MacOS 26(Tahoe) where no previous Xcode was installed and it went well and working as expected. With my assumption Xcode 26.0.1 breaks when the device is upgraded from sequoia to Tahoe due to some conflicting old Xcode settings/files which may not be compatible with Xcode 26 or Tahoe but i am not sure. I followed some old articles as below from the forum and nothing worked for me so far. https://developer.apple.com/forums/thread/660860 https://developer.apple.com/forums/thread/719810 https://developer.apple.com/forums/thread/759396 Can some one shed a light on this to resolve this issue? Thanks.
Replies
0
Boosts
0
Views
107
Activity
Oct ’25
iOS Enterprise App Build Showing “Requires iOS 26.0” Even Though Deployment Target Set to iOS 18.0
We’re facing an issue when trying to install an enterprise-distributed iOS app on devices running iOS 18.5. During installation, we receive this error message: “This iOS app requires a newer version of iOS. You need to update this iPhone to iOS 26.0 to install this app.” However, in Xcode 26.0.1, our app’s minimum deployment target is explicitly set to iOS 17.6. After adding this step and the app result is unable to install the app on ios 18.5 and message getting as per the above quotes. Kindly help me out this issues.
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0
Boosts
0
Views
131
Activity
Oct ’25
How can I remove a localization from a String Catalog in a Swift Package?
Hello, I'm trying to remove a localization from a String Catalog in a Swift Package. How can I do that? I tried to remove the file and create a new one, but all the languages are back. The only place where I've found a reference to the languages is in Package/.swiftpm/xcode/package.xcworkspace/xcuserdata/user.xcuserdatad/UserInterfaceState.xcuserstate But I don't know how to edit this file to remove a language. Thank you, Axel
Replies
2
Boosts
0
Views
283
Activity
Oct ’25
Xcode downloads window won't go away
Every time I launch Xcode 26.0 (17A324), I see this window: Consequently, each time I launch Xcode, I must manually close the Downloads window, and it will always reappear the next time I launch Xcode. My question: How can I make the Downloads window with this message go away permanently, so I don't have to manually dismiss it? I tried deleting Device Support for Vision Pro (M5) and iPad Pro (M5) from Settings > Components, but unfortunately this is what I see: Thank you for any guidance you can provide.
Replies
3
Boosts
1
Views
387
Activity
Oct ’25
I can't run or create a simulator that isn't iOS26 after downloading the Xcode Beta 3
I downloaded the Xcode Beta 3 on my MacBook Pro M4 Base today and tested out some iOS26 mechanics of my app. And when I came back to my main Xcode to continue developing in iOS18, I couldn't build my app. I went to Product &gt; Destination &gt; Manage run destinations and then tried to create a simulator with iOS18 but it didn't show up, only choice that's showing up was iOS26. I tried deleting iOS18 platform and downloading it again but it didn't solve, I tried deleting Xcode Beta but it didn't solve the problem either. I deleted Runtimes folder, it didn't solve too. I can not create a simulator of iOS18 or below too, the error says "The iOS 18.5 simulator runtime is not available. Try reinstalling Xcode or the simulator runtime." How can I fix this problem?
Replies
5
Boosts
1
Views
544
Activity
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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0
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0
Views
558
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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118
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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1
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491
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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544
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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231
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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452
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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427
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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115
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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0
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84
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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531
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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425
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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349
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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243
Activity
Oct ’25