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

Posts under Xcode tag

200 Posts

Post

Replies

Boosts

Views

Activity

Circular Reference Error in Xcode 26
I have my project running perfectly fine on Xcode 16. However, in Xcode 26 it doesn't build due to an error that I do not understand. I have three files that pertain to this error: // FriendListResponse.swift import Foundation struct FriendListResponse: Decodable { var friendships: [Friendship] var collections: [FriendCollection] } // Friendship.swift import Foundation struct Friendship: Decodable { var createdAt: String var friendId: Int var friendUserId: Int // user ID of the friend var friendUsername: String var id: Int var tagNames: [String] } // FriendCollection.swift struct FriendCollection: Decodable { var id: Int var permalink: String var tagNames: [String] var title: String } On the first file, FriendListResponse.swift, I am the simple error message "circular reference." I do not understand how these self-contained structs could create a circular reference. Although I have other data types in my project, none of them are even referenced in these files except for Friendship and FriendCollection. The FriendListResponse is a struct that is created from JSON values that are fetched from an API. This is the function that fetches the JSON: public static func listFriends(username: String) async throws -> [Friendship] { let data = try await sendGETRequest( url: "people/\(username)/friends/list.json" ) print(String(data: data, encoding: .utf8)!) let decoder = JSONDecoder() decoder.keyDecodingStrategy = .convertFromSnakeCase let wrapper = try decoder.decode(FriendListResponse.self, from: data) return wrapper.friendships } // Note: the function sendGETRequest is just // a function that I have created that takes a set // of parameters and returns a data object // using the HTTP GET protocol. I don't think // that it is related to this issue. However, if you // think that it is, I can share the code for that. This error has also happened in a few other cases within contained networks of my data structure. I do not know why this error is only appearing once I launch Xcode 26 beta with my project files. I would think that this error also would appear in Xcode 16.4. Any help would be greatly appreciated in my process to compile my project on Xcode 26!
7
0
459
Jun ’25
Xcode26 beta.2 build error
I am writing to report multiple issues encountered after updating to Xcode 26 Beta, which have significantly impacted my project's compilation and functionality. My project can run normally in Xcode16.3 version, Below are the specific problems, along with the steps I took to address them and the subsequent errors that arose: Symbol Not Found Error for _NSUserActivityTypeBrowsingWeb After updating to Xcode 26 Beta, my project failed to build with the error: "Symbol not found: _NSUserActivityTypeBrowsingWeb." To resolve this, I removed the MobileCoreServices framework from the Build Settings, as it appeared to be related. However, this led to a new error, indicating that this change introduced further complications. Clang++ Error: No Such File or Directory 'OpenGLES' Following the resolution of the first issue, I encountered a new error: "iOS clang++: error: no such file or directory: 'OpenGLES'." To address this, I added the OpenGLES.framework to the Build Phases. While this resolved the clang++ error, it triggered additional errors, suggesting that the underlying issue persists or new dependencies are conflicting. Recurring XIB File Compilation Errors My project uses XIB files, and every time I attempt to compile and run, Xcode reports errors related to different XIB files. Notably, when I open the reported XIB file, no errors are displayed within the Interface Builder. After saving or inspecting the file, the compilation error temporarily disappears, only for another XIB file to trigger the same issue in the next build. This creates a repetitive cycle. I have confirmed this is not a caching issue, as I clean the build cache (Product > Clean Build Folder) before each run. If I skip cleaning the cache, the OpenGLES-related error (Issue 2) reappears, indicating potential interactions between these problems. These issues have made development with Xcode 26 Beta extremely challenging, as each attempted fix seems to introduce new errors, and the XIB issue creates a persistent loop. My setup includes: Xcode Version: 26.0 beta 2 (17A5241o) macOS Version:15.4.1 (24E263)
0
3
300
Jun ’25
Bug in Xcode AI coding assistant
I've been experimenting with using local LLMs in place of ChatGPT in coding assistant. I was able to do this using LM Studio. I found that switching LLMs was a little clunky, but eventually, I was able to make it work. However, none of the LLMs I tried were able to generate error free Swift code. Not surprising at this stage. I decided to train an LLM (Llama3.1-8b) with Apple's Swift Programming language reference, using Open WebUI, and this worked. I was able to get the LLM to generate working Swift Code that I was able to test in Playgrounds. The problem I'm having now is that Xcode is locked up on the last LLM I tried out. I've tried deleting all the LLM providers in Settings, leaving only ChatGPT, but Xcode still defaults to the local LLM, even though it throws errors if you try to ask it a question. I've tried reinstalling Xcode, downloading new versions of sample Xcode projects, and deleting various data files, all to no avail. I would really like to test the new LLM I've trained in coding assistant, but right now, Xcode won't let me. It won't even let me revert to ChatGPT.
2
0
162
Jun ’25
Issue in Xcode when trying to do Product>>Archive
Hi all, Im trying to upload an app to the App Store, the app is made in Unity, well I built the app there and then open the Xcode project, from there set some fields and now when I have to go to Product>> Archive I get an error always, could you please tell me what is this and how to fix? unsupported option -mno- thumb for target arm64-apple-ios 15.6 Im using Xcode 16.4 which I think is the latest version released. Thanks for any clue about this, Im really lost
1
0
127
Jun ’25
SPM Package resources bundle id format has changed in Xcode 16
I have a project that uses local SPM packages for modularization. In one of my local SPM packages I have a .storyboard file that gets packaged as a resource in the SPM package and consumed inside the parent. In Xcode 15.4, the resource bundle for my local SPM Package has the bundle id PackageName-TargetName-resources. I use this inside a parent storyboard to reference the storyboard from the SPM package. In Xcode 16, however, the resource bundle for my SPM Package gets assigned the bundle id packagename.TargetName.resources. This, of courses, introduces a crash in builds of my app done with Xcode 16 due to the incorrect bundle id. There is no documentation of this change that I could find by Apple or by the SPM team. Apple Team: There is a Feedback Report FB14803020 with the build files attached from Xcode 15.4 and Xcode 16. I cannot attach those here due to the public nature of this forum
3
1
1k
Jun ’25
Popping sound when running XCode simulator
Hello, im getting popping / crackling sounds from my Macbook Pro (M4 2024) speakers. This happens when you do many certain tasks like click buttons or toggling switches when xcode has a simulator open and any background audio is playing, like spotify. The speakers go crazy especially when starting the simulator in xcode with music in background. Ive tried: Using blackhole, and changing audio output in the simulator app Deleting both .plist files form preferences file. "coreaudiod" trick in terminal restarting many times different xcode versions and simulators and swift files Nothing has worked. Any help?
Topic: UI Frameworks SubTopic: SwiftUI Tags:
1
5
208
Jun ’25
Can `UIApplication.shared.setAlternateIconName` use .icon file?
I’m updating my app’s alternate icons using UIApplication.shared.setAlternateIconName, and I noticed that in iOS 26, Xcode now supports the new .icon file format for App Icons. Is it possible to reference .icon files directly for alternate icons? Or does setAlternateIconName still only support traditional .png assets inside the AppIcon set? I couldn’t find any documentation confirming this either way, and I want to ensure compatibility with the new format while supporting alternate icons. Any clarification or Apple documentation link would be greatly appreciated!
0
0
225
Jun ’25
Xcode can't upload visionOS app CFBundleIcons.CFBundlePrimaryIcon Validation Failed
I'm developing a visionOS app and was able to upload new builds without any problems to the App Store. A couple pf days ago I wanted to ship another update, but now I can't submit it to the App Store anymore, because the validation failed, something related to the App Icon seems to be the issue, the logs mention CFBundleIcons.CFBundlePrimaryIcon. I have setup the App Icons here: The validation error I first got was this, mentioning a plist entry (that has not been necessary in the past) is missing. I've then added that plist entry, as described in the reference doc for CFBundleIcons.CFBundlePrimaryIcon. My info.plist now includes this, following the mentioned docs: However, now I get a type missmatch error when validating — however the types are as described in the docs: What am I missing? Why even is this plist entry required now? Or is this a Bug? Help please
1
0
123
Jun ’25
"illegal character encoding in string literal" warnings in Xcode
Good day! I have a long-term project ported all the way up from old Think C through many versions of Xcode. Its source files are encoded in "Western (Mac OS Roman)". Some of my error messages have characters outside the straight ASCII character set (i.e. "å"). The editor correctly displays these, but I get plenty of Illegal Character warnings and the messages do not display properly. I imagine there's a way to have seperate files of localized text for internationalized applications, but I am the only end-user of this application, and it used to just plain work in earlier Xcode versions. Furthermore, there must be developers throughout Europe who use such characters in string literals, just typing in their native languages, straight off their keyboards. I was thinking that there must be a Clang setting or something, but have been unable to find it, and an internet search turns up no solution except to cumbersomely escape each individual character. I can't imagine that a French programmer does that every time they want to type "è", "é", or "à"! Any help? (Disclaimer: I'm an English speaker and only use such characters whimsically, but want to keep them for legacy's sake.) Thanks.... p.s. using Xcode 15.3, and under Settings->Text Editing->Editing, "Western (Mac OS Roman)" is already selected as the default text encoding with "Convert existing files on save" checked.
3
0
191
Jun ’25
Not able to make archive build in Xcode of Unity app
We are working on a Unity iOS app for the App Store. We are working with different SDKs and plugins(Firebase, Facebook, CleverTap, AVpro, DTT, etc ). We can make an Xcode export build from Unity for the iOS platform. But in Xcode, we are getting errors while building an archive for our app. `chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp-compile: No such file or directory chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/bee_backend/mac-arm64/bee_backend: No such file or directory /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/GameAssembly.build/Script-C62A2A42F32E085EF849CF0B.sh: line 27: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory Command PhaseScriptExecution failed with a nonzero exit code Please help anyone to resolve this issue. Unity version - 2023.2.20f1 Xcode version - 16.4
1
0
104
Jun ’25
Xcode Memory Usage
Last week I bought an M4 Pro Mac mini with 24GB RAM to use as my “beta testing” machine. I don’t want to use my main machine for beta OS testing, so figured this config would be perfect for that. However, there have been several times when running Xcode 26 on macOS Tahoe, along with a simulator or two, that memory pressure has gone up into the “yellow” and keeps increasing. I am surprised that 24GB doesn‘t seem like enough RAM. I don’t have giant projects or use anything else on this machine. It’s pretty simple stuff. Maybe this is to be expected with betas: memory leaks, non-optimized code, etc. I’m considering returning the machine while I can. What do others find is a good amount of RAM for fairly modest development needs?
1
0
105
Jun ’25
Using AVAsynchronousKeyValueLoading.load() on an AVAssetTrack gives an error
I'm seeing this error while attempting to compile my VisionOS app under Xcode 26. My existing code looks like: let (naturalSize, formatDescriptions, mediaCharacteristics) = try? await videoTrack.load(.naturalSize, .formatDescriptions, .mediaCharacteristics) This is now giving a compiler error: Type of expression is ambiguous without a type annotation I don't see that anything that was changed or deprecated in the latest version. Also loading the properties individually seems to work fine i.e.: let naturalSize = try? await videoTrack.load(.naturalSize) let formatDescriptions = try? await videoTrack.load(.formatDescriptions) let mediaCharacteristics = try? await videoTrack.load(.mediaCharacteristics)
1
0
94
Jun ’25
Xcode 26 String Catalog generate comment grayed out
Why is "generate comment" button grayed out? I'm running macOS Tahoe Beta 2, Xcode 26 Beta 2 Apple intelligence on both system preferences as well as Xcode are enabled Created fresh Xcode project to test it (happens on my older project too) Xcode Preferences -> Editing -> Automatically generate string catalog comments (tried with ON/OFF) Tried to CMD+B to re-index project Not sure what else to try.
2
0
265
Jun ’25
XCode 26 beta 2 build error with AVAsset loading
I have this build error with Xcode 26 beta 2: var asset:AVURLAsset? func loadAsset() { let assetURL = URL.documentsDirectory .appendingPathComponent("sample.mov") asset = AVURLAsset(url: assetURL, options: [AVURLAssetPreferPreciseDurationAndTimingKey: true]) /*Error: Type of expression is ambiguous without a type annotation */ if let result = try? await asset?.load(.tracks, .isPlayable, .isComposable) { } } Is there an issue with try? in the new Swift compiler? Error: Type of expression is ambiguous without a type annotation
0
0
147
Jun ’25
❗️SpeechAnalyzer.framework Not Found in Xcode 26 Beta 2 (17A5241o)
Hi everyone, I’m running into an issue trying to use the new SpeechAnalyzer framework announced at WWDC 2025. ❯ My Setup: • macOS: Sequoia 15.5 (Build 26.0 / macOS Tahoe Beta 26.0) • Xcode: 26.0 beta 2 (17A5241o) • Deployment Target: macOS 26.0 • Toolchain: Clang 17.0.0 (Apple) ❯ Problem: Despite following all setup requirements: • Setting macOS 26 as the deployment target • Using the latest Xcode 26 beta 2 • Running the correct developer toolchain (xcode-select is pointing to Xcode-beta) I still get the error: No such module 'SpeechAnalyzer' Additionally: • The SpeechAnalyzer.framework does not appear under /Applications/Xcode-beta.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/ • It is also not listed in the Link Binary with Libraries pane. ❯ What I’ve Tried: • Clean builds • Deleted DerivedData • Verified SDK installation paths • Reinstalled Xcode 26 beta 2 • find search for SpeechAnalyzer.framework returned nothing ❯ Request: Has anyone successfully used SpeechAnalyzer in Xcode 26 beta 2 on macOS Sequoia/Tahoe? Is there a separate SDK or seed profile required to access this framework? Would appreciate any guidance from Apple engineers or other beta testers. Thanks! — Lalit Lakhara
0
0
92
Jun ’25