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Document-based app: file picker flickers since macOS 26 update
Description: Since updating to Tahoe, the file picker dialog briefly flickers immediately after opening in my document-based app. This behavior did not occur on macOS Sequoia. Rhe issue does not appear in TextEdit, but it does occur in Paper (a writing app) and Kaleidoscope. Based on this, it seems to affect third-party document-based apps that use standard open panels. Steps to Reproduce: 1. Launch a third-party document-based app. 2. Open the file picker (e.g., via “Open…”). 3. Observe a brief flicker as the dialog appears. Expected Result: The file picker dialog should open smoothly without flickering. Actual Result: The file picker dialog flickers briefly right after appearing. Notes: • Issue introduced in macOS Tahoe. • Not reproducible in macOS Sequoia. Reported through Feedback Assistant: FB20522119
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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162
Oct ’25
"Cannot connect to App Store" when trying to purchase subscription using Xcode built app
I'm developing an app and I think I've implemented what I need to in the swift code. However, when I click the Purchase button in my app, I see "Cannot connect to App Store" when the App Store app opens. Attached are images showing how I've configured the Sandbox user. What am I doing wrong? I expect to be able to do a fake purchase to test subscription activation in the app, but it doesn't work.
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233
Oct ’25
Could not install myapp on Testflight. Happend to all my builds and apps.
Hello, I uploaded my application to TestFlight via Xcode (React Native), but I cannot install it on my device or other testers' devices(Internal). This happened to all builds, all my apps and all tester's I have faced this error before, but after sending a support ticket, it was resolved. But this time, it's come back. I don't know why.
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271
Oct ’25
macOS 26.0 Tahoe + Xcode 26.0.1 Simulator causes system-wide audio distortion
After upgrading to macOS 26.0 Tahoe and Xcode 26.0.1, I’ve noticed an issue with audio playback whenever the iOS Simulator is running. Device: MacBook Pro 13" (2020, Intel, 16GB RAM, 500GB SSD) Issue: Any sound played on the Mac (system sounds, music, videos) begins to break/distort once the Simulator is active. App Sounds: If the app running inside the Simulator plays audio, that audio also breaks/distorts. Previous Version: This issue did not occur on macOS Sequoia 15 or with Xcode 16. Everything was working fine before the upgrade.
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650
Oct ’25
xcodebuild -exportLocalizations Fails Due to Cross-Platform Dependencies
I'm working on a large multi-platform iOS project (iOS, iPadOS, watchOS, tvOS, visionOS) and have successfully migrated from legacy .strings files to modern String Catalogs (.xcstrings). However, I'm unable to export localizations using xcodebuild -exportLocalizations due to cross-platform framework dependency issues. (Note: I did have AI help me write this question, so apologies in advance for any errors) Project Structure Main iOS/iPad app with multiple extensions watchOS companion app tvOS app visionOS app 49 .xcstrings files successfully migrated across all targets Uses Swift Package Manager for modularization The Problem When attempting to export localizations using xcodebuild -exportLocalizations, the build fails because it tries to build all targets across all platforms, including watchOS targets that depend on third-party xcframeworks that don't include watchOS slices: xcodebuild -exportLocalizations \ -project MyProject.xcodeproj \ -scheme MyApp \ -localizationPath ./export \ -configuration Debug Error: error: While building for watchOS, no library for this platform was found in 'Frameworks/<incompatible>.xcframework'. (in target 'Target') These frameworks cannot be modified to add watchOS support (third-party/legacy dependencies). What Works vs. What Doesn't Works: Building the iOS app through Xcode GUI Fails: Exporting localizations through Xcode GUI (Product → Export Localizations...) Fails: xcodebuild -exportLocalizations with any combination of flags Attempted Solutions (All Failed) Platform-specific destination: xcodebuild -exportLocalizations -destination "generic/platform=iOS" ... SDK constraint: xcodebuild -exportLocalizations -sdk iphoneos ... Excluding architectures: xcodebuild -exportLocalizations EXCLUDED_ARCHS="armv7k arm64_32" ... Build first, then export: xcodebuild build -scheme MyApp -sdk iphoneos && \ xcodebuild -exportLocalizations ... All approaches still attempt to build watchOS targets despite platform constraints. Observations The -exportLocalizations flag appears to ignore -destination and -sdk flags It seems to scan and build ALL schemes/targets in the project regardless of constraints Regular builds (xcodebuild build) work fine with platform constraints Current Workaround I created a Python script that parses .xcstrings JSON files directly and generates XLIFF output, which works but feels like it's bypassing Apple's intended workflow. Questions for Apple Is there a way to limit xcodebuild -exportLocalizations to specific platforms? The documentation doesn't mention any flags for this, and -destination/-sdk appear to be ignored. Why does -exportLocalizations require building ALL targets across ALL platforms? Both the Xcode GUI (Product → Export Localizations) and xcodebuild -exportLocalizations fail with identical build errors, suggesting this is by design. Is there a reason localization export can't be limited to buildable targets? Is the intended workflow to have ALL targets buildable across ALL platforms before exporting localizations? This seems impractical for multi-platform projects with platform-specific dependencies. Are there any build settings or configuration options that can exclude specific targets/platforms from the localization export scan? Is directly parsing .xcstrings files and generating XLIFF an acceptable alternative, or does this miss important metadata that -exportLocalizations would include? Environment Xcode 16.x / 26.x (reproduces on both) macOS Tahoe Project uses String Catalogs (.xcstrings) format Mixed SPM packages and traditional target structure Any guidance on the correct approach for multi-platform localization export would be greatly appreciated. Is this a known limitation, or is there a recommended pattern I'm missing?
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Oct ’25
XCode 26: is it possible to remove the preinstalled iOS Platform via xcodebuild?
Hi, as described by the subject, I'm trying to find a way to remove the preinstalled iOS support via command line tool. I need to do that because I need to use the universal architectureVariant in order to build on old Intel-based iOS Simulators, but on iOS 26. As described in this page, I can use this command to download the architecture I need xcodebuild -downloadPlatform iOS -architectureVariant universal however, launching this command I receive this error iOS is already downloaded as arm64Only. To replace with universal, first delete the existing one. Is there any way to remove the current installed iOS platform via command line? In particular I'm serching for a way to do what the button "Delete" in the attached screen does. Thank you
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Oct ’25
Embed/Do Not Embed & Mach-O type
My Xcode project has the following configuration: 1 iOS app target 1 Xcode framework target (mach-o-type "Dynamic Library") 5 static libraries Dependencies: All the static libraries are target dependencies of the framework. The framework is the only target dependency of the iOS app. For the iOS app target, within the General tab > Frameworks, Libraries & Embedded content, I've set the framework as "Do not embed" So now I have a dynamic framework which won't be copied to the .app bundle in the build output. As per my understanding, this should result in a runtime error, dyld should not be able to find the framework files as they were not embedded in the final .app bundle. But regardless, my app runs without any errors, using all the methods exposed by the framework. What is the correct understanding here? What exactly does Embed/Do not embed mean (apart from excluding the files from .app bundle) When both settings are specified, is there any priority or precedence of one setting over the other?
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Oct ’25
Xcode 26 on macOS 26 with a Dark theme in Light Mode
Is anyone else using one of the "Dark" editor themes (such as "Default (Dark)" or "Classic (Dark)" in Xcode? And is anyone doing this with Xcode 26 on macOS 26? Here's the result while using the "Default (Dark)" theme while my Mac is in "light" mode: Note that the black background of the editor goes all the way to the far left edge of the Xcode window. The large gray area in the project tree is the black background bleeding through the sidebar. This is really distracting. Is there a way to fix this (besides not using a dark theme - I've been using dark themes for over 30 years)? This appears to be a poor design decision in macOS 26 to have split views show the background of the secondary column behind the primary column. iPadOS 26 has the same issue (see https://developer.apple.com/forums/thread/800073).
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Oct ’25
Ensure that macOS-only SwiftPM project main & test source builds via swift, xcodebuild & Xcode
I want to ensure that the main & test source of my macOS-only SwiftPM project (on GitHub at mas) builds via swift, xcodebuild & Xcode. For builds of clean clones of the main branch (i.e. no locally edited files, no existing .build or .swiftpm folders, etc.): The swift command line below builds main & test fine: swift build --build-tests The xcodebuild command line below doesn't seem to run the SwiftPM MASBuildToolPlugin (which generates a Swift file necessary for the build), which is setup for the project in Package.swift, so neither main nor test build: xcodebuild -scheme MAS -destination "platform=macOS,arch=$(arch),variant=macos" How can I get xcodebuild to run my MASBuildToolPlugin, or to run an equivalent? In Xcode, building main works fine, so Xcode must run the SwiftPM MASBuildToolPlugin. Building test, however, fails with the following error: No such module 'MAS' If I capitalize the name of the executable in the following line in Package.swift from: products: [.executable(name: "mas", targets: ["MAS"])], to: products: [.executable(name: "MAS", targets: ["MAS"])], Then Xcode can compile the tests. That, however, sets the generated executable file's name to MAS, but I want it to be mas. How can I use MAS for the package/module/target/etc. names in the source, but generate an executable file named mas? I obviously can rename the executable after it has been generated by running mv MAS mas, but would the upper-case name be incorrectly used anywhere inside the executable? I assume not. Also, I'd prefer to setup my project properly, instead of using a file renaming hack.
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Oct ’25
Issue with StoreKit 2 Purchases: "unfinalized statements / unfinished backups" SQLite Crash
Hi, I’m running into a persistent error while implementing StoreKit 2 renewable subscriptions in my SwiftUI app. Context I have a two-screen flow: Screen 1: user selects a subscription plan (monthly / yearly). Screen 2: user fills out personal information and taps Subscribe that triggers the purchase function. On first launch or the first couple of purchases (on both Storekit's local and Sandbox testing), everything works fine. The App Store popup appears, the purchase goes through, and I get the transaction result. But after a few runs (3rd or 4th purchase attempt onward), my app crashes the moment the App Store purchase popup appears. Error Logs When the crash happens, the console shows: `unable to close due to unfinalized statements or unfinished backups BUG IN CLIENT OF libsqlite3.dylib: database integrity compromised by API violation: vnode unlinked while in use: /private/var/mobile/Containers/Data/Application/D8D97A11-DF06-4EF2-AC55-138C4739A167/Library/d6d2e85a60f0480c4c17834eeb827a14_MPDB.sqlite invalidated open fd: 21 (0x11) BUG IN CLIENT OF libsqlite3.dylib: database integrity compromised by API violation: vnode unlinked while in use: ...` Observations The error only shows after some time maybe due to multiple transactions and switching between plans for the same user, not on the very first purchases. If I land on the purchase screen immediately after app launch, the purchase works. But if I wait a while before navigating to the purchase screen, the popup causes the app to crash. I’m not using Core Data or my own SQLite database at all - so I assume this DB (MPDB.sqlite) is StoreKit’s internal persistence. Things I’ve tried so far Cleaning StoreKit caches: rm -rf ~/Library/Developer/CoreSimulator/Devices/*/data/Container s/Data/Application/*/Library/Caches/storekit Rebuilding from scratch, cleaning build folder. Switching between sandbox accounts, signing out/in again. Added await transaction.finish() after verified purchases. Added cleanup for unfinished transactions at app launch: for await result in Transaction.unfinished { if case .verified(let transaction) = result { await transaction.finish() } } Tried both StoreKit Configuration file and sandbox environment but issue persists in both. Questions Is this error StoreKit-specific (internal SQLite DB corruption) or something wrong in my implementation? Why would it only appear after a few runs / with a delay before navigating to the purchase screen? Am I missing something else in handling StoreKit 2 transactions? Screenshots of the errors are attached for context. Any insights would be really appreciated...I’m stuck because I can’t tell if this is an Apple bug with StoreKit 2 or something I’ve overlooked in my code. Specs: Xcode 16.4 Build version 16F6 iOS version: 18.6.2
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Oct ’25
"Build input file cannot be found" error occurs in Archive.
"Build input file cannot be found" error occurs in Archive. When running Archive to generate a build file, the build file generation fails with a "Build input file cannot be found: ..." error. When debugging, the build runs fine on the actual device without any errors. Comparing and modifying the Build Settings with other projects doesn't fix the issue. Deleting the Swift file and attempting to Archive results in a crash due to the missing file. Even after deleting and adding the Swift file, the same error persists when attempting to Archive. Even after deleting and re-adding the Swift file, the issue persists even after deleting all DerivedData file space on my Mac and restarting Xcode. Can you help me with this issue? It worked fine before the recent macOS update, and I successfully archived and published it to the App Store a few days ago. I believe this issue occurred after updating macOS to 26.0.1. My Xcode version is 26.0.1.
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Oct ’25
Xcode 15 performance tests ignore baseline
I'm trying to write performance tests with Xcode 15, but it's not working: even though setting a baseline seems to work (baseline data files are created), Xcode seems to ignore that baseline altogether whenever the test is run. As a result, performance tests never fail, no matter how bad performance gets. The source editor persistently displays a “No baseline average for Time” message. Has anyone else encountered this? Figured out how to sidestep the issue? Of note, the issue is easily reproduced: create a new (macOS in my case) app project with tests, add a dummy performance test; run the test once and save its baseline, and despite this subsequent tests will always succeed, even if you significantly slow the dummy test down. (I've filed this as FB13330139)
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Oct ’25
Xcode Code coverage shows zero; even after 245 successful tests
I have a project inside the project structure. I have around 300 unit tests in the project. I see that for some of the subprojects, the coverage numbers show up correctly, but for other subprojects and the main project, the coverage number shows zero, even though the tests are running successfully. The log I get is: Aggregation tool emitted warnings: warning: /Users/ABC/Library/Developer/Xcode/DerivedData/projectABC-hfzmkbdgpiswoxfvvnvhrafaiqyb/Build/ProfileData/A8EEC1FB-1699-4C29-A88C-D3DDA226DBC0/0A416494-A393-4319-AA47-502D72084C9C-43351.profraw: raw profile version mismatch: Profile uses raw profile format version = 8; expected version = 10 PLEASE update this tool to the version in the raw profile, or regenerate the raw profile with the expected version. I only have one Xcode (26.0.1) on my machine. I tried cleaning the derived data, the cleaning project, and rerunning the tests, but it hasn't helped. Please help me get the coverage number back. Thank you.
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Oct ’25
XIB Files line seperator = none not be respected in iOS 26.1 ONLY
Hey All, Curious if you guys are seeing the same thing for those who are using Interface Builder Files (Xib) i set the line seperator to none and on my app (built against ios 18 on the app store, but doesnt matter if i build it against ios 26, or ios 26.1) when running on iOS 26.1 the line seperator will show even when i set it to None. Funny enough if i just play around with the XIB file and set it to single line and maybe RED color the IB file will show it but when running it its the same old default dark greyish color. BUT if i set the line seperator in CODE either to be none or with single line + red it looks good when running on sim / device. So it seems to be an issue with XIB files not being respected in iOS 26.1 (only) i have submitted a feed back FB20466783, hope this helps any xcode devs / uikit devs. thank you !
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Oct ’25
Issue in distributint my app on TestFlight.
Hi, yesterday when I was trying to release the TestFlight build of my app the xcode said that it could not authenticate my apple ID. I then came to know that it actually wanted me to complete and aggrement which was "Paid Apps Agreement". This agreeemnet is to be made if one has to sell their app on AppStore or make in-app-purchases. I want to ask if it was mandatory for me to sign that agreement? As the solution which I could come across suggested that xcode blocks the distribution if there is a pending agreement.
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Oct ’25
Existing Project Not Showing Installed iOS 26 Simulator (New Projects Work Fine)
Hello everyone, I'm encountering a frustrating issue with Xcode 26 and the iOS Simulator selection, and I'd appreciate any insight from the community. Problem Overview I have updated my Xcode to version 26.0. I have successfully installed the iOS 26 SDK and the iOS 26 Simulator runtime via Xcode's component settings. However, when I open an older, existing project, the device selection dropdown menu does not list the iOS 26 simulator. I can only select older versions, such as my locally installed iOS 18.6 simulator. Key Finding (Diagnosis) New Project Test: When I create a brand new Xcode project, the iOS 26 simulator is correctly available and runs as expected. Conclusion: This strongly suggests the issue lies with a specific configuration setting in the existing (old) project, rather than the Xcode installation itself. Troubleshooting Steps Taken I suspect a project-level configuration is somehow blocking the display of the new simulator. I've already checked: General -> Deployment Target: This is set to an older version, but theoretically shouldn't hide the simulator list. Build Settings -> Base SDK: This is set to the latest iOS SDK. Has anyone else experienced this behavior when upgrading projects to support iOS 26? What specific configuration files (e.g., .xcodeproj settings, Podfile configurations, or specific Build Settings) should I check to ensure my old project properly recognizes and displays the newly installed iOS 26 simulator? Any pointers or solutions would be greatly appreciated! Thank you.
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Sep ’25
Xcode 26 gets stuck frequently
Hi, Ever since I updated to macOS Tahoe and started using Xcode 26 daily, I've run into an issue where it gets stuck very frequently when launching and running my app in the simulator. It happens with the main app target as well as when running unit tests. If I restart Xcode and the simulator app, it works fine again for a while, but after some use, it goes back to the same situation. In Activity Monitor, Xcode ends up at 1000% CPU utilization for a minute or more, basically rendering the simulator and the debugger stuck. If I untick the "Debug Executable" option in the scheme editor, it works fine as well. Anyone else run into the same situation, or are there any tips I can follow to fix this issue? It makes it really tedious to make changes and then be stalled for a minute or more to see the app run. I've restarted the Mac, erased the booted simulator as well. I'm on a MacBook Pro M4 Pro. Everything used to run fine before macOS Tahoe / Xcode 26 on my main device. In fact, I used to run macOS Tahoe / Xcode 26 beta versions on a separate partition without any problems.
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Sep ’25
preferredImageDynamicRange is not marked as being available only for iOS 17 and above.
open var isAnimating: Bool { get } /// The preferred treatment to use for HDR images. By default the image view will defer to the value from its traitCollection. open var preferredImageDynamicRange: UIImage.DynamicRange /// The resolved treatment to use for HDR images. open var imageDynamicRange: UIImage.DynamicRange { get } This attribute is not marked as being applicable only in iOS 17+ versions. When viewing the UIImageView code in Xcode, the @available(iOS 17.0, *) annotation was not added, which resulted in successful compilation but caused a crash on iOS 16 devices.
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Sep ’25
Can't install iOS 26.0 beta through xcodes or xcodebuild
I need to automate updating to latest iOS betas as part of my ci script, but I can't get it to install iOS 26.0 beta for the life of me, using xcodes or xcodebuild. I can see the version listed using xcodes runtimes --include-betas, and I tried sudo xcodes runtimes install "iOS 26.0-beta1", but I would get the error Downloading Runtime iOS 26.0-beta1: 0% Error: ProcessExecutionError()\ I also tried xcodebuild -downloadPlatform iOS -buildVersion 23A5260l, where I found the specific build id on apples dev images website. But I would get the error iOS 23A5260l is not available for download. Specific version download failed, trying downloadPlatform ios latest... And similar error for trying xcodebuild -downloadPlatform iOS -buildVersion 26.0 or other version ids I found online. But this command would work for any other versions and betas listed on the website. I was able to install iOS 26.0 through xcodebuild -downloadPlatform iOS, which automatically installed it for me, but this is unideal for my situation, as I want to control which betas to install instead of just the latest one (like iOS 18.6 beta that just came out). Is anyone else also struggling with these errors? xcodes version 1.6.2 Xcode version 26.0 Beta (installed and selected through xcode)
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Sep ’25
Document-based app: file picker flickers since macOS 26 update
Description: Since updating to Tahoe, the file picker dialog briefly flickers immediately after opening in my document-based app. This behavior did not occur on macOS Sequoia. Rhe issue does not appear in TextEdit, but it does occur in Paper (a writing app) and Kaleidoscope. Based on this, it seems to affect third-party document-based apps that use standard open panels. Steps to Reproduce: 1. Launch a third-party document-based app. 2. Open the file picker (e.g., via “Open…”). 3. Observe a brief flicker as the dialog appears. Expected Result: The file picker dialog should open smoothly without flickering. Actual Result: The file picker dialog flickers briefly right after appearing. Notes: • Issue introduced in macOS Tahoe. • Not reproducible in macOS Sequoia. Reported through Feedback Assistant: FB20522119
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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162
Activity
Oct ’25
"Cannot connect to App Store" when trying to purchase subscription using Xcode built app
I'm developing an app and I think I've implemented what I need to in the swift code. However, when I click the Purchase button in my app, I see "Cannot connect to App Store" when the App Store app opens. Attached are images showing how I've configured the Sandbox user. What am I doing wrong? I expect to be able to do a fake purchase to test subscription activation in the app, but it doesn't work.
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233
Activity
Oct ’25
Could not install myapp on Testflight. Happend to all my builds and apps.
Hello, I uploaded my application to TestFlight via Xcode (React Native), but I cannot install it on my device or other testers' devices(Internal). This happened to all builds, all my apps and all tester's I have faced this error before, but after sending a support ticket, it was resolved. But this time, it's come back. I don't know why.
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271
Activity
Oct ’25
macOS 26.0 Tahoe + Xcode 26.0.1 Simulator causes system-wide audio distortion
After upgrading to macOS 26.0 Tahoe and Xcode 26.0.1, I’ve noticed an issue with audio playback whenever the iOS Simulator is running. Device: MacBook Pro 13" (2020, Intel, 16GB RAM, 500GB SSD) Issue: Any sound played on the Mac (system sounds, music, videos) begins to break/distort once the Simulator is active. App Sounds: If the app running inside the Simulator plays audio, that audio also breaks/distorts. Previous Version: This issue did not occur on macOS Sequoia 15 or with Xcode 16. Everything was working fine before the upgrade.
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2
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4
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650
Activity
Oct ’25
Xcode not showing devices as run destination
After updating to Xcode 26 RC on Tahoe 26 RC and iOS 26 RC (and now final version of both Tahoe and iOS). I'm still unable to debug on device. I've tried rebooting, resetting settings, cleaning trusted computers. I ran out of ideas, I was expecting that final versions would fix this but they didn't.
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3
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422
Activity
Oct ’25
xcodebuild -exportLocalizations Fails Due to Cross-Platform Dependencies
I'm working on a large multi-platform iOS project (iOS, iPadOS, watchOS, tvOS, visionOS) and have successfully migrated from legacy .strings files to modern String Catalogs (.xcstrings). However, I'm unable to export localizations using xcodebuild -exportLocalizations due to cross-platform framework dependency issues. (Note: I did have AI help me write this question, so apologies in advance for any errors) Project Structure Main iOS/iPad app with multiple extensions watchOS companion app tvOS app visionOS app 49 .xcstrings files successfully migrated across all targets Uses Swift Package Manager for modularization The Problem When attempting to export localizations using xcodebuild -exportLocalizations, the build fails because it tries to build all targets across all platforms, including watchOS targets that depend on third-party xcframeworks that don't include watchOS slices: xcodebuild -exportLocalizations \ -project MyProject.xcodeproj \ -scheme MyApp \ -localizationPath ./export \ -configuration Debug Error: error: While building for watchOS, no library for this platform was found in 'Frameworks/<incompatible>.xcframework'. (in target 'Target') These frameworks cannot be modified to add watchOS support (third-party/legacy dependencies). What Works vs. What Doesn't Works: Building the iOS app through Xcode GUI Fails: Exporting localizations through Xcode GUI (Product → Export Localizations...) Fails: xcodebuild -exportLocalizations with any combination of flags Attempted Solutions (All Failed) Platform-specific destination: xcodebuild -exportLocalizations -destination "generic/platform=iOS" ... SDK constraint: xcodebuild -exportLocalizations -sdk iphoneos ... Excluding architectures: xcodebuild -exportLocalizations EXCLUDED_ARCHS="armv7k arm64_32" ... Build first, then export: xcodebuild build -scheme MyApp -sdk iphoneos && \ xcodebuild -exportLocalizations ... All approaches still attempt to build watchOS targets despite platform constraints. Observations The -exportLocalizations flag appears to ignore -destination and -sdk flags It seems to scan and build ALL schemes/targets in the project regardless of constraints Regular builds (xcodebuild build) work fine with platform constraints Current Workaround I created a Python script that parses .xcstrings JSON files directly and generates XLIFF output, which works but feels like it's bypassing Apple's intended workflow. Questions for Apple Is there a way to limit xcodebuild -exportLocalizations to specific platforms? The documentation doesn't mention any flags for this, and -destination/-sdk appear to be ignored. Why does -exportLocalizations require building ALL targets across ALL platforms? Both the Xcode GUI (Product → Export Localizations) and xcodebuild -exportLocalizations fail with identical build errors, suggesting this is by design. Is there a reason localization export can't be limited to buildable targets? Is the intended workflow to have ALL targets buildable across ALL platforms before exporting localizations? This seems impractical for multi-platform projects with platform-specific dependencies. Are there any build settings or configuration options that can exclude specific targets/platforms from the localization export scan? Is directly parsing .xcstrings files and generating XLIFF an acceptable alternative, or does this miss important metadata that -exportLocalizations would include? Environment Xcode 16.x / 26.x (reproduces on both) macOS Tahoe Project uses String Catalogs (.xcstrings) format Mixed SPM packages and traditional target structure Any guidance on the correct approach for multi-platform localization export would be greatly appreciated. Is this a known limitation, or is there a recommended pattern I'm missing?
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5
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375
Activity
Oct ’25
XCode 26: is it possible to remove the preinstalled iOS Platform via xcodebuild?
Hi, as described by the subject, I'm trying to find a way to remove the preinstalled iOS support via command line tool. I need to do that because I need to use the universal architectureVariant in order to build on old Intel-based iOS Simulators, but on iOS 26. As described in this page, I can use this command to download the architecture I need xcodebuild -downloadPlatform iOS -architectureVariant universal however, launching this command I receive this error iOS is already downloaded as arm64Only. To replace with universal, first delete the existing one. Is there any way to remove the current installed iOS platform via command line? In particular I'm serching for a way to do what the button "Delete" in the attached screen does. Thank you
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1
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1
Views
185
Activity
Oct ’25
Embed/Do Not Embed & Mach-O type
My Xcode project has the following configuration: 1 iOS app target 1 Xcode framework target (mach-o-type "Dynamic Library") 5 static libraries Dependencies: All the static libraries are target dependencies of the framework. The framework is the only target dependency of the iOS app. For the iOS app target, within the General tab > Frameworks, Libraries & Embedded content, I've set the framework as "Do not embed" So now I have a dynamic framework which won't be copied to the .app bundle in the build output. As per my understanding, this should result in a runtime error, dyld should not be able to find the framework files as they were not embedded in the final .app bundle. But regardless, my app runs without any errors, using all the methods exposed by the framework. What is the correct understanding here? What exactly does Embed/Do not embed mean (apart from excluding the files from .app bundle) When both settings are specified, is there any priority or precedence of one setting over the other?
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3
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271
Activity
Oct ’25
Xcode 26 on macOS 26 with a Dark theme in Light Mode
Is anyone else using one of the "Dark" editor themes (such as "Default (Dark)" or "Classic (Dark)" in Xcode? And is anyone doing this with Xcode 26 on macOS 26? Here's the result while using the "Default (Dark)" theme while my Mac is in "light" mode: Note that the black background of the editor goes all the way to the far left edge of the Xcode window. The large gray area in the project tree is the black background bleeding through the sidebar. This is really distracting. Is there a way to fix this (besides not using a dark theme - I've been using dark themes for over 30 years)? This appears to be a poor design decision in macOS 26 to have split views show the background of the secondary column behind the primary column. iPadOS 26 has the same issue (see https://developer.apple.com/forums/thread/800073).
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167
Activity
Oct ’25
Ensure that macOS-only SwiftPM project main & test source builds via swift, xcodebuild & Xcode
I want to ensure that the main & test source of my macOS-only SwiftPM project (on GitHub at mas) builds via swift, xcodebuild & Xcode. For builds of clean clones of the main branch (i.e. no locally edited files, no existing .build or .swiftpm folders, etc.): The swift command line below builds main & test fine: swift build --build-tests The xcodebuild command line below doesn't seem to run the SwiftPM MASBuildToolPlugin (which generates a Swift file necessary for the build), which is setup for the project in Package.swift, so neither main nor test build: xcodebuild -scheme MAS -destination "platform=macOS,arch=$(arch),variant=macos" How can I get xcodebuild to run my MASBuildToolPlugin, or to run an equivalent? In Xcode, building main works fine, so Xcode must run the SwiftPM MASBuildToolPlugin. Building test, however, fails with the following error: No such module 'MAS' If I capitalize the name of the executable in the following line in Package.swift from: products: [.executable(name: "mas", targets: ["MAS"])], to: products: [.executable(name: "MAS", targets: ["MAS"])], Then Xcode can compile the tests. That, however, sets the generated executable file's name to MAS, but I want it to be mas. How can I use MAS for the package/module/target/etc. names in the source, but generate an executable file named mas? I obviously can rename the executable after it has been generated by running mv MAS mas, but would the upper-case name be incorrectly used anywhere inside the executable? I assume not. Also, I'd prefer to setup my project properly, instead of using a file renaming hack.
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269
Activity
Oct ’25
Issue with StoreKit 2 Purchases: "unfinalized statements / unfinished backups" SQLite Crash
Hi, I’m running into a persistent error while implementing StoreKit 2 renewable subscriptions in my SwiftUI app. Context I have a two-screen flow: Screen 1: user selects a subscription plan (monthly / yearly). Screen 2: user fills out personal information and taps Subscribe that triggers the purchase function. On first launch or the first couple of purchases (on both Storekit's local and Sandbox testing), everything works fine. The App Store popup appears, the purchase goes through, and I get the transaction result. But after a few runs (3rd or 4th purchase attempt onward), my app crashes the moment the App Store purchase popup appears. Error Logs When the crash happens, the console shows: `unable to close due to unfinalized statements or unfinished backups BUG IN CLIENT OF libsqlite3.dylib: database integrity compromised by API violation: vnode unlinked while in use: /private/var/mobile/Containers/Data/Application/D8D97A11-DF06-4EF2-AC55-138C4739A167/Library/d6d2e85a60f0480c4c17834eeb827a14_MPDB.sqlite invalidated open fd: 21 (0x11) BUG IN CLIENT OF libsqlite3.dylib: database integrity compromised by API violation: vnode unlinked while in use: ...` Observations The error only shows after some time maybe due to multiple transactions and switching between plans for the same user, not on the very first purchases. If I land on the purchase screen immediately after app launch, the purchase works. But if I wait a while before navigating to the purchase screen, the popup causes the app to crash. I’m not using Core Data or my own SQLite database at all - so I assume this DB (MPDB.sqlite) is StoreKit’s internal persistence. Things I’ve tried so far Cleaning StoreKit caches: rm -rf ~/Library/Developer/CoreSimulator/Devices/*/data/Container s/Data/Application/*/Library/Caches/storekit Rebuilding from scratch, cleaning build folder. Switching between sandbox accounts, signing out/in again. Added await transaction.finish() after verified purchases. Added cleanup for unfinished transactions at app launch: for await result in Transaction.unfinished { if case .verified(let transaction) = result { await transaction.finish() } } Tried both StoreKit Configuration file and sandbox environment but issue persists in both. Questions Is this error StoreKit-specific (internal SQLite DB corruption) or something wrong in my implementation? Why would it only appear after a few runs / with a delay before navigating to the purchase screen? Am I missing something else in handling StoreKit 2 transactions? Screenshots of the errors are attached for context. Any insights would be really appreciated...I’m stuck because I can’t tell if this is an Apple bug with StoreKit 2 or something I’ve overlooked in my code. Specs: Xcode 16.4 Build version 16F6 iOS version: 18.6.2
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383
Activity
Oct ’25
"Build input file cannot be found" error occurs in Archive.
"Build input file cannot be found" error occurs in Archive. When running Archive to generate a build file, the build file generation fails with a "Build input file cannot be found: ..." error. When debugging, the build runs fine on the actual device without any errors. Comparing and modifying the Build Settings with other projects doesn't fix the issue. Deleting the Swift file and attempting to Archive results in a crash due to the missing file. Even after deleting and adding the Swift file, the same error persists when attempting to Archive. Even after deleting and re-adding the Swift file, the issue persists even after deleting all DerivedData file space on my Mac and restarting Xcode. Can you help me with this issue? It worked fine before the recent macOS update, and I successfully archived and published it to the App Store a few days ago. I believe this issue occurred after updating macOS to 26.0.1. My Xcode version is 26.0.1.
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114
Activity
Oct ’25
Xcode 15 performance tests ignore baseline
I'm trying to write performance tests with Xcode 15, but it's not working: even though setting a baseline seems to work (baseline data files are created), Xcode seems to ignore that baseline altogether whenever the test is run. As a result, performance tests never fail, no matter how bad performance gets. The source editor persistently displays a “No baseline average for Time” message. Has anyone else encountered this? Figured out how to sidestep the issue? Of note, the issue is easily reproduced: create a new (macOS in my case) app project with tests, add a dummy performance test; run the test once and save its baseline, and despite this subsequent tests will always succeed, even if you significantly slow the dummy test down. (I've filed this as FB13330139)
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Activity
Oct ’25
Xcode Code coverage shows zero; even after 245 successful tests
I have a project inside the project structure. I have around 300 unit tests in the project. I see that for some of the subprojects, the coverage numbers show up correctly, but for other subprojects and the main project, the coverage number shows zero, even though the tests are running successfully. The log I get is: Aggregation tool emitted warnings: warning: /Users/ABC/Library/Developer/Xcode/DerivedData/projectABC-hfzmkbdgpiswoxfvvnvhrafaiqyb/Build/ProfileData/A8EEC1FB-1699-4C29-A88C-D3DDA226DBC0/0A416494-A393-4319-AA47-502D72084C9C-43351.profraw: raw profile version mismatch: Profile uses raw profile format version = 8; expected version = 10 PLEASE update this tool to the version in the raw profile, or regenerate the raw profile with the expected version. I only have one Xcode (26.0.1) on my machine. I tried cleaning the derived data, the cleaning project, and rerunning the tests, but it hasn't helped. Please help me get the coverage number back. Thank you.
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135
Activity
Oct ’25
XIB Files line seperator = none not be respected in iOS 26.1 ONLY
Hey All, Curious if you guys are seeing the same thing for those who are using Interface Builder Files (Xib) i set the line seperator to none and on my app (built against ios 18 on the app store, but doesnt matter if i build it against ios 26, or ios 26.1) when running on iOS 26.1 the line seperator will show even when i set it to None. Funny enough if i just play around with the XIB file and set it to single line and maybe RED color the IB file will show it but when running it its the same old default dark greyish color. BUT if i set the line seperator in CODE either to be none or with single line + red it looks good when running on sim / device. So it seems to be an issue with XIB files not being respected in iOS 26.1 (only) i have submitted a feed back FB20466783, hope this helps any xcode devs / uikit devs. thank you !
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148
Activity
Oct ’25
Issue in distributint my app on TestFlight.
Hi, yesterday when I was trying to release the TestFlight build of my app the xcode said that it could not authenticate my apple ID. I then came to know that it actually wanted me to complete and aggrement which was "Paid Apps Agreement". This agreeemnet is to be made if one has to sell their app on AppStore or make in-app-purchases. I want to ask if it was mandatory for me to sign that agreement? As the solution which I could come across suggested that xcode blocks the distribution if there is a pending agreement.
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Activity
Oct ’25
Existing Project Not Showing Installed iOS 26 Simulator (New Projects Work Fine)
Hello everyone, I'm encountering a frustrating issue with Xcode 26 and the iOS Simulator selection, and I'd appreciate any insight from the community. Problem Overview I have updated my Xcode to version 26.0. I have successfully installed the iOS 26 SDK and the iOS 26 Simulator runtime via Xcode's component settings. However, when I open an older, existing project, the device selection dropdown menu does not list the iOS 26 simulator. I can only select older versions, such as my locally installed iOS 18.6 simulator. Key Finding (Diagnosis) New Project Test: When I create a brand new Xcode project, the iOS 26 simulator is correctly available and runs as expected. Conclusion: This strongly suggests the issue lies with a specific configuration setting in the existing (old) project, rather than the Xcode installation itself. Troubleshooting Steps Taken I suspect a project-level configuration is somehow blocking the display of the new simulator. I've already checked: General -> Deployment Target: This is set to an older version, but theoretically shouldn't hide the simulator list. Build Settings -> Base SDK: This is set to the latest iOS SDK. Has anyone else experienced this behavior when upgrading projects to support iOS 26? What specific configuration files (e.g., .xcodeproj settings, Podfile configurations, or specific Build Settings) should I check to ensure my old project properly recognizes and displays the newly installed iOS 26 simulator? Any pointers or solutions would be greatly appreciated! Thank you.
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238
Activity
Sep ’25
Xcode 26 gets stuck frequently
Hi, Ever since I updated to macOS Tahoe and started using Xcode 26 daily, I've run into an issue where it gets stuck very frequently when launching and running my app in the simulator. It happens with the main app target as well as when running unit tests. If I restart Xcode and the simulator app, it works fine again for a while, but after some use, it goes back to the same situation. In Activity Monitor, Xcode ends up at 1000% CPU utilization for a minute or more, basically rendering the simulator and the debugger stuck. If I untick the "Debug Executable" option in the scheme editor, it works fine as well. Anyone else run into the same situation, or are there any tips I can follow to fix this issue? It makes it really tedious to make changes and then be stalled for a minute or more to see the app run. I've restarted the Mac, erased the booted simulator as well. I'm on a MacBook Pro M4 Pro. Everything used to run fine before macOS Tahoe / Xcode 26 on my main device. In fact, I used to run macOS Tahoe / Xcode 26 beta versions on a separate partition without any problems.
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649
Activity
Sep ’25
preferredImageDynamicRange is not marked as being available only for iOS 17 and above.
open var isAnimating: Bool { get } /// The preferred treatment to use for HDR images. By default the image view will defer to the value from its traitCollection. open var preferredImageDynamicRange: UIImage.DynamicRange /// The resolved treatment to use for HDR images. open var imageDynamicRange: UIImage.DynamicRange { get } This attribute is not marked as being applicable only in iOS 17+ versions. When viewing the UIImageView code in Xcode, the @available(iOS 17.0, *) annotation was not added, which resulted in successful compilation but caused a crash on iOS 16 devices.
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127
Activity
Sep ’25
Can't install iOS 26.0 beta through xcodes or xcodebuild
I need to automate updating to latest iOS betas as part of my ci script, but I can't get it to install iOS 26.0 beta for the life of me, using xcodes or xcodebuild. I can see the version listed using xcodes runtimes --include-betas, and I tried sudo xcodes runtimes install "iOS 26.0-beta1", but I would get the error Downloading Runtime iOS 26.0-beta1: 0% Error: ProcessExecutionError()\ I also tried xcodebuild -downloadPlatform iOS -buildVersion 23A5260l, where I found the specific build id on apples dev images website. But I would get the error iOS 23A5260l is not available for download. Specific version download failed, trying downloadPlatform ios latest... And similar error for trying xcodebuild -downloadPlatform iOS -buildVersion 26.0 or other version ids I found online. But this command would work for any other versions and betas listed on the website. I was able to install iOS 26.0 through xcodebuild -downloadPlatform iOS, which automatically installed it for me, but this is unideal for my situation, as I want to control which betas to install instead of just the latest one (like iOS 18.6 beta that just came out). Is anyone else also struggling with these errors? xcodes version 1.6.2 Xcode version 26.0 Beta (installed and selected through xcode)
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307
Activity
Sep ’25