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xcodebuild keeps defaulting to Mac Catalyst
Ok, I'm going crazy here. I have a static library for iOS that I want to build for the simulator. I use xcodebuild -destination="iOS Simulator" and then check the library using otool which tells me the platform is 6, which is Mac Catalyst. When I look at the output of xcodebuild, it says --- xcodebuild: WARNING: Using the first of multiple matching destinations: { platform:macOS, arch:arm64, variant:Mac Catalyst, id:00006041-0008492E3AA1801C, name:My Mac } ... It has the simulator listed too, way down the list: { platform:iOS Simulator, arch:x86_64, id:AB7A99B3-8D24-4F73-A42D-9BB45321928D, OS:18.6, name:iPad (A16) } When I put all of that into xcodebuild for the platform, it still says there are multiple matching destinations and chooses Mac Catalyst. Why? How? What? Does platform="iOS Simulator" mean nothing? How in the world does "Mac Catalyst" match "iOS Simulator"????? I don't want Mac Catalyst, I don't need Mac Catalyst, and I can't get rid of Mac Catalyst. Nothing I specify in xcodebuild results in anything I can build that will compile for the simulator. What the heck am I doing wrong?
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Aug ’25
Can't install Metal Toolchain component
With Xcode 26.0 beta 5 (17A5295f) when I run the following command xcodebuild -downloadComponent metalToolchain I get the following error: xcodebuild[48851:12478851] Writing error result bundle to /var/folders/b_/g67r_tl557z244g20ncr_qmsd9wrz1/T/ResultBundle_2025-07-08_11-10-0012.xcresult xcodebuild: error: Failed fetching catalog for assetType (com.apple.MobileAsset.MetalToolchain), serverParameters ({ RequestedBuild = 17A5295f; }) I can't install the toolchain from the Xcode GUI also. Does someone know a workaround ?
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Aug ’25
Xcode 26 Beta 5 Universal: Not able to install iOS 26 Beta 5 simulator on intel macs
Xcode 26 Beta 5 Universal: Not able to install iOS 26 Beta 5 simulator on intel macs Below log is shown: Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = "2025-08-08 06:37:48 +0000"; } Download failed. Domain: DVTDownloadableErrorDomain Code: 41 System Information macOS Version 15.5 (Build 24F74) Xcode 26.0 (24198.5) (Build 17A5295f) Is simulator run time for Xcode 26 Beta 5 not given out yet? However I am able to download simulators on Apple Silicon macs with same Universal installer. Has anyone faced similar issue?
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Aug ’25
Xcode 16.4 can't choose a lower version iOS simulator to debug
My Xcode version is 16.4, I have added an old version simulator (iPhone 13 with iOS 17.2) to the simulator list, but I can't use it for debugging, and all on display are iPhone 16 with 18.6 (the latest iOS devices). The setting "Minimum Deployments" for my App is 16.6. In addition, when I downloaded an iOS 16.0 version simulator, Xcode automatically added all iPhone 15 models of the simulator, but I still can't use them. In short, I can only use the default iPhone 16 simulators. So, if I want to debug my App using iPhone 13 (iOS 17.2), what should I do? Thank you for your reply. :) Another small issue, my App's destination has been set to support only iPhone, why are those iPad simulators still appearing?
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Aug ’25
Why doesn’t Apple fix Xcode’s performance and stability issues?
**Background: Many iOS/macOS developers have faced issues like: • Autocomplete randomly stopping • Indexing freezing or slowing down • SwiftUI previews breaking unexpectedly • Build process hanging or crashing Even after multiple updates, these issues seem to come back in different forms. ** Do you think Apple should consider a full architectural rewrite of Xcode? Would separating SDK updates from IDE updates help? How do you personally deal with Xcode’s instability in your workflow?
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Aug ’25
Instruments Failure in Xcode 16.4
Updated Xcode from 16.2 to 16.4, running Time Profile in Instruments, it launches the trace, but does not install or load on connected device, breaks the functionality. I am unable to debug... ERROR: Connection with the remote side was unexpectedly closed : <dictionary: 0x1f3c8b6d0> { count = 1, transaction: 0, voucher = 0x0, contents = "XPCErrorDescription" => <string: 0x1f3c8b850> { length = 22, contents = "Connection interrupted" } } Domain: IXRemoteErrorDomain Code: 6 User Info: { DVTErrorCreationDateKey = "2025-08-09 00:47:53 +0000"; } -- Connection with the remote side was unexpectedly closed : <dictionary: 0x1f3c8b6d0> { count = 1, transaction: 0, voucher = 0x0, contents = "XPCErrorDescription" => <string: 0x1f3c8b850> { length = 22, contents = "Connection interrupted" } } Domain: IXRemoteErrorDomain Code: 6 IOS 18.5
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Aug ’25
Xcode Simulator Can't Boot
I am facing a recurring issue with Xcode iOS simulator. I want to preview a SwiftUI for iOS in Xcode, but the Simulator app fails to boot up. I receive the follow error in Xcode: Cannot Preview in this file. Simulator was shutdown during an update. I have tried the following: Deleting Xcode cache Reinstalling iOS Simulator runtimes Completely uninstalling Xcode and deleting all developer data, then reinstalling None of the above steps fix the problem. The only fix I have found is to completely reinstall MacOS 15.4.1. THIS IS TERRIBLE! I have already reinstalled MacOS 15.4.1 once to fix the issue, and I don't want to do it again. If there is another solution, please help me find it! Thank you!!
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Aug ’25
Why does dependency analysis work for a script that outputs a folder that is copied in copy bundle resources but not once that script is moved to an aggregate target?
This question is a component of this question and an extension to this question which has been solved. This situation might feel a pinch constructed but it is a simplified version of one step of the original question. Basically in my app I have a script that outputs a folder with a few files inside of it. This folder is output to $(BUILT_PRODUCTS_DIR)/build/ and is referenced via a PBXBuildFile. Because I put a wait in the script (to simulate a long build I have in my real project) it is very obvious when the script is or isn't run. The goal would be for it to run only when its dependencies have changed. The trick is if I put this script as a "run script" phase within my final target dependency analysis works great. The script only runs when the dependencies are updated. However if I put the "run script" phase into an aggregate target then add it as a Target Dependency in the main target Xcode wants to run the script every time. Regardless of if the dependencies have changed. However if you build just the aggregate target alone everything goes just fine. It only builds when it has to. To me this does not quite make sense. I thought that dependency analysis of the script within my aggregate target would be the same regardless of whether that script was within the aggregate target or the main target. In my app I ideally need the aggregate target to be shared by multiple other targets. While I could put the script in each it would be more foolproof to have them share an aggregate target. Why would dependency analysis come to a different conclusion when the script is within an aggregate target that is a target dependency of the main target? If it helps here is the script and the entire project can be found here on GitHub if you would like to play with it. mkdir -p "${SCRIPT_OUTPUT_FILE_0}/build/" echo "Pausing for 10 seconds before creating files..." sleep 10 cat "${SCRIPT_INPUT_FILE_0}" cat > "${SCRIPT_OUTPUT_FILE_0}/build/index.html" << EOF <!DOCTYPE html> <html> <head> <title>Simple Page</title> </head> <body> <h1>Welcome to Simple Page</h1> <p>Generated at: $(date)</p> </body> </html> EOF cat > "${SCRIPT_OUTPUT_FILE_0}/build/page.html" << 'EOF' <!DOCTYPE html> <html> <head> <title>Simple Page</title> </head> <body> </body> </html> EOF
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Aug ’25
Trying to get UIBarButtonItem custom view to change color within iOS 26 Liquid Glass like native UIBarButtonItem
One of the bar button items of my bottom toolbar needs to be a custom view., and I’m trying hard to get it to behave like the proper bar button items when it comes to Liquid Glass and matching the appearance of all the other bar button items on my toolbar. I’ve tried many variations of embedding custom views within visual effect views, and this comes closest. I inited a UIBarButtonItem with a custom UIView like you’re supposed to, and then I placed a UIVisualEffectView with Vibrancy within that, so that I could place a UIImageView inside it and the UIImageView would respect the adaptive color changing that comes with being within a Liquid Glass bar button item. I’ve made sure that the UIImageView is using an SF Symbol and a rendering mode of .alwaysTemplate, and that the .tintColor is set to .label, to ensure that I’m not overriding any Liquid Glass rendering. Below, you can see the bar button item with my custom view on the left, and a native Bar Button Item with the same SF symbol on the right, in several scenarios. It gets part of the way there there: against light backgrounds the image view turns black like it should. But against darker backgrounds, instead of turning white, the symbol has an additional vibrancy that comes close to the right white look against certain grays, but then is obviously too translucent against black. The symbol is still visible/experiencing some vibrancy, so I assume it might be some configuration of the UIImageView within the Vibrancy that can correct the behavior to match the images in the native bar button items in all conditions. Anyone got thoughts on what the missing piece might be?
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Aug ’25
Xcode 26 beta iOS 16 crash Symbol not found: _UIMenuAutoFill
when launch my app from the Xcode 26 beta on iOS 16 I get this crash: Referenced from: <BB79205B-F03B-382A-A5D7-3F0C8A3135E5> /private/var/containers/Bundle/Application/7C842707-BB01-4C34-A2E0-318DC6E5B3D8/My APP.app/My APP.debug.dylib Expected in: <44798FBF-5AD6-37FB-A58C-DE1B58F2A2E7> /System/Library/Frameworks/UIKit.framework/UIKit Symbol not found: _UIMenuAutoFill Referenced from: <BB79205B-F03B-382A-A5D7-3F0C8A3135E5> /private/var/containers/Bundle/Application/7C842707-BB01-4C34-A2E0-318DC6E5B3D8/My APP.app/My APP.debug.dylib Expected in: <44798FBF-5AD6-37FB-A58C-DE1B58F2A2E7> /System/Library/Frameworks/UIKit.framework/UIKit dyld config: DYLD_LIBRARY_PATH=/usr/lib/system/introspection DYLD_INSERT_LIBRARIES=/usr/lib/libBacktraceRecording.dylib:/usr/lib/libMainThreadChecker.dylib:/usr/lib/libRPAC.dylib:/Developer/Library/PrivateFrameworks/DTDDISupport.framework/libViewDebuggerSupport.dylib
Topic: UI Frameworks SubTopic: UIKit Tags:
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Aug ’25
Xcode compile stucks(stops) when add new source files or add functions to previous files
Hello, we are working on a iOS game project, as progress, the project grows larger and larger. Because we are using other game dependencies and libraries, here larger and larger refers to the whole project, and our source files integrated and compiled by Xcode are not many. Now, it seems we hit a bottleneck, when I add new files or functions to the previous files to implement a new feature, Xcode compile stucks(stops), it's Indexing | Initializing datastore forever, cannot produce a final build. macOS 15.1, Xcode 16.2 Can you provide any solutions to solve this problem? Also submitted Feedback ID #FB18432749
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Aug ’25
Cannot find 'atomic_flag' in scope in Xcode 26
Hi, In Xcode 16.4, the atomic_flag() method can be used, but in Xcode 26.0, it is not available. An error message saying Cannot find 'atomic_flag' in scope is displayed. This can be reproduced simply by trying to use atomic_flag() in a newly created empty project. Thank you. Xcode: Version 26.0 beta 4 (17A5285i), macOS: 15.5(24F74) import SwiftUI struct ContentView: View { var body: some View { VStack { Image(systemName: "globe") .imageScale(.large) .foregroundStyle(.tint) Text("Hello, world!") } .padding() .task { _ = atomic_flag() } } }
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Aug ’25
App ID limit reached without any information beforehand
I setup an App that I have been testing on my macOS and iOS in Xcode. Then I realized I have 6 more apps I need to start working on. I have plans to become a developer in the Apple program but I want to get further in my coding to move forward. Apparently the UI Tests in my 6 Apps and those Apps took 10App ID limits from my account. I have App I have App UI Test and then and again up to a total of 5 of those 6 apps. My main app is now locked out of development? I wasn't planning on working on the other apps until I got my big first app developed. What can I do?! I am stuck. I can't work on my main app, nor can I work on the other apps. I'm not ready to at all.
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Aug ’25
Xcode folder reference to an aggregate target's output folder breaks between Debug/Release builds. BUILT_PRODUCTS_DIR not relative to the aggregate
In my project I have an aggregate target that runs a script that generates a "web bundle" in a folder build/ with all the html/css/resources needed for the website. These resources are generated via a script. I use these resources in multiple targets so I have created an aggregate target to make this simple. However, I have not found this simple. If I have the aggregate target output to $(DERIVED_FILE_DIR)/ then it outputs to a path that looks like this DerivedData/BrowserApp-bla/Build/Intermediates.noindex/BrowserApp.build/Debug-iphonesimulator/WebBundle.build/DerivedSources/build/index.html If I then drag that folder into Xcode and create a folder that references it. Then take that reference and make it relative to build products I get this A9DE6A502E41E397005EF4E0 /* build */ = { isa = PBXFileSystemSynchronizedRootGroup; name = build; path = "../../Intermediates.noindex/BrowserApp.build/Debug-iphonesimulator/WebBundle.build/DerivedSources/build"; sourceTree = BUILT_PRODUCTS_DIR; }; This is because to the main BrowserApp target the BUILT_PRODUCTS_DIR is DerivedData/BrowserApp-bla/Build/Products/Debug-iphonesimulator. You can see that the reference essentially has to maneuver out of the built products folder for the main BrowserApp target and into the built products directory for WebBundle. This is ok for a debug build I suppose you can imagine that this is going to break down the moment you have a release build. Now if we ignore that problem then comes the problem of getting it in Copy Bundle Resources. Xcode 16s PBXFileSystemSynchronizedRootGroup is a great improvement but does not help here. The only way I have found to get the folder copied is to hop into an earlier Xcode or make the following modifications. Change the PBXFileSystemSynchronizedRootGroup into a PBXBuildFile (In PBXFileReference section) A9DE6A502E41E397005EF4E0 /* ../../Intermediates.noindex/client.build/Debug/WebBundle.build/DerivedSources/build */ = {isa = PBXFileReference; lastKnownFileType = text; path = ../../Intermediates.noindex/BrowserApp.build/Debug-iphonesimulator/WebBundle.build/DerivedSources/build; sourceTree = BUILT_PRODUCTS_DIR; }; (In the mainGroup PBXGroupSection) A9DE6A502E41E397005EF4E0 /* ../../Intermediates.noindex/client.build/Debug/WebBundle.build/DerivedSources/build */, Then remove any references for A9DE6A502E41E397005EF4E0 as a synchronized group Create a PBXBuildFile using the previous PBXBuildFile as its fileRef then add it to the copy resources stage (In PBXBuildFile section) 96516AC32BF928DD00576562 /* ../../Intermediates.noindex/BrowserApp.build/Debug-iphonesimulator/WebBundle.build/DerivedSources/build in Resources */ = {isa = PBXBuildFile; fileRef = A9DE6A502E41E397005EF4E0 /* ../../Intermediates.noindex/BrowserApp.build/Debug-iphonesimulator/WebBundle.build/DerivedSources/build */; }; (In the PBXBuildResources phase for the resources section of the main target) 96516AC32BF928DD00576562 /* ../../Intermediates.noindex/BrowserApp.build/Debug-iphonesimulator/WebBundle.build/ I do not know of a way to do this with a PBXFileSystemSynchronizedRootGroup so these manual changes seem necessary. After these changes I have the following: And you can confirm the entire folder is accessible to the app. However if you try to build for release/Archive you get lstat(/Users/calebkierum/Library/Developer/Xcode/DerivedData/BrowserApp-bla/Build/Intermediates.noindex/ArchiveIntermediates/BrowserApp/Intermediates.noindex/BrowserApp.build/Debug-iphonesimulator/WebBundle.build/DerivedSources/build): No such file or directory (2) Which makes sense. The file reference has a relative path that explicitly mentions "debug" however because this path is based on an aggregate target I am not sure how you really update this reference for release.
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Aug ’25
can't create info.plist from info-> URL Types
Hi, In Google Admob get started page they are suggesting to update info.plist file with keys. https://developers.google.com/admob/ios/quick-start#update_your_infoplist However, I can't find info.plist in the project folder. On the internet, there are videos suggesting to create info.plist file from pressing + under Targets -> info -> URL Types section. Unfortunately , I can't generate the info.plist using that method. How should I proceed? It is difficult to enter all the keys defined in the Google Admob link there are 40+ keys. Thank you for your help.
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Aug ’25
xcodebuild keeps defaulting to Mac Catalyst
Ok, I'm going crazy here. I have a static library for iOS that I want to build for the simulator. I use xcodebuild -destination="iOS Simulator" and then check the library using otool which tells me the platform is 6, which is Mac Catalyst. When I look at the output of xcodebuild, it says --- xcodebuild: WARNING: Using the first of multiple matching destinations: { platform:macOS, arch:arm64, variant:Mac Catalyst, id:00006041-0008492E3AA1801C, name:My Mac } ... It has the simulator listed too, way down the list: { platform:iOS Simulator, arch:x86_64, id:AB7A99B3-8D24-4F73-A42D-9BB45321928D, OS:18.6, name:iPad (A16) } When I put all of that into xcodebuild for the platform, it still says there are multiple matching destinations and chooses Mac Catalyst. Why? How? What? Does platform="iOS Simulator" mean nothing? How in the world does "Mac Catalyst" match "iOS Simulator"????? I don't want Mac Catalyst, I don't need Mac Catalyst, and I can't get rid of Mac Catalyst. Nothing I specify in xcodebuild results in anything I can build that will compile for the simulator. What the heck am I doing wrong?
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5
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0
Views
123
Activity
Aug ’25
Can't install Metal Toolchain component
With Xcode 26.0 beta 5 (17A5295f) when I run the following command xcodebuild -downloadComponent metalToolchain I get the following error: xcodebuild[48851:12478851] Writing error result bundle to /var/folders/b_/g67r_tl557z244g20ncr_qmsd9wrz1/T/ResultBundle_2025-07-08_11-10-0012.xcresult xcodebuild: error: Failed fetching catalog for assetType (com.apple.MobileAsset.MetalToolchain), serverParameters ({ RequestedBuild = 17A5295f; }) I can't install the toolchain from the Xcode GUI also. Does someone know a workaround ?
Replies
6
Boosts
16
Views
627
Activity
Aug ’25
Xcode 26 Beta 5 Universal: Not able to install iOS 26 Beta 5 simulator on intel macs
Xcode 26 Beta 5 Universal: Not able to install iOS 26 Beta 5 simulator on intel macs Below log is shown: Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = "2025-08-08 06:37:48 +0000"; } Download failed. Domain: DVTDownloadableErrorDomain Code: 41 System Information macOS Version 15.5 (Build 24F74) Xcode 26.0 (24198.5) (Build 17A5295f) Is simulator run time for Xcode 26 Beta 5 not given out yet? However I am able to download simulators on Apple Silicon macs with same Universal installer. Has anyone faced similar issue?
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16
Boosts
13
Views
750
Activity
Aug ’25
Xcode 16.4 can't choose a lower version iOS simulator to debug
My Xcode version is 16.4, I have added an old version simulator (iPhone 13 with iOS 17.2) to the simulator list, but I can't use it for debugging, and all on display are iPhone 16 with 18.6 (the latest iOS devices). The setting "Minimum Deployments" for my App is 16.6. In addition, when I downloaded an iOS 16.0 version simulator, Xcode automatically added all iPhone 15 models of the simulator, but I still can't use them. In short, I can only use the default iPhone 16 simulators. So, if I want to debug my App using iPhone 13 (iOS 17.2), what should I do? Thank you for your reply. :) Another small issue, my App's destination has been set to support only iPhone, why are those iPad simulators still appearing?
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6
Boosts
0
Views
301
Activity
Aug ’25
Xcode 26 beta 4 and iOS 26 beta 4 unable to build: facing issues in sideloading using Xcode
Xcode 26 beta 4 and iOS 26 beta 4 unable to build: facing issues in sideloading using Xcode Unable to find a DDI that can be used to enable DDI services on the device
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10
Boosts
1
Views
369
Activity
Aug ’25
Can't build old project on Xcode 26 beta5
I have a visionOS 2 project created on Xcode 16, when I updated to Xcode 26 beta5, I can't build it any more, every time it stuck in process like the picture shows below: Already tried many methods to fix this issue, such as clear build folders, but don't work. MacBook Air M2 / MacOS 26 beta5 / Xcode 26 beta5
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1
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0
Views
225
Activity
Aug ’25
Why doesn’t Apple fix Xcode’s performance and stability issues?
**Background: Many iOS/macOS developers have faced issues like: • Autocomplete randomly stopping • Indexing freezing or slowing down • SwiftUI previews breaking unexpectedly • Build process hanging or crashing Even after multiple updates, these issues seem to come back in different forms. ** Do you think Apple should consider a full architectural rewrite of Xcode? Would separating SDK updates from IDE updates help? How do you personally deal with Xcode’s instability in your workflow?
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1
Boosts
1
Views
162
Activity
Aug ’25
Instruments Failure in Xcode 16.4
Updated Xcode from 16.2 to 16.4, running Time Profile in Instruments, it launches the trace, but does not install or load on connected device, breaks the functionality. I am unable to debug... ERROR: Connection with the remote side was unexpectedly closed : <dictionary: 0x1f3c8b6d0> { count = 1, transaction: 0, voucher = 0x0, contents = "XPCErrorDescription" => <string: 0x1f3c8b850> { length = 22, contents = "Connection interrupted" } } Domain: IXRemoteErrorDomain Code: 6 User Info: { DVTErrorCreationDateKey = "2025-08-09 00:47:53 +0000"; } -- Connection with the remote side was unexpectedly closed : <dictionary: 0x1f3c8b6d0> { count = 1, transaction: 0, voucher = 0x0, contents = "XPCErrorDescription" => <string: 0x1f3c8b850> { length = 22, contents = "Connection interrupted" } } Domain: IXRemoteErrorDomain Code: 6 IOS 18.5
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1
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0
Views
565
Activity
Aug ’25
Xcode Simulator Can't Boot
I am facing a recurring issue with Xcode iOS simulator. I want to preview a SwiftUI for iOS in Xcode, but the Simulator app fails to boot up. I receive the follow error in Xcode: Cannot Preview in this file. Simulator was shutdown during an update. I have tried the following: Deleting Xcode cache Reinstalling iOS Simulator runtimes Completely uninstalling Xcode and deleting all developer data, then reinstalling None of the above steps fix the problem. The only fix I have found is to completely reinstall MacOS 15.4.1. THIS IS TERRIBLE! I have already reinstalled MacOS 15.4.1 once to fix the issue, and I don't want to do it again. If there is another solution, please help me find it! Thank you!!
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15
Boosts
2
Views
589
Activity
Aug ’25
Problem with testing on iPad
Hello. I was working on a Unity game for iPhone, but Apple said that it is impossible to prohibit downloading to iPad. They tested it on iPad Air 5, and for some reason the game did not work correctly - nothing happened when launched, although everything was fine in the simulator and in the real iPhone. Please tell me what to do?
Replies
0
Boosts
1
Views
97
Activity
Aug ’25
Why does dependency analysis work for a script that outputs a folder that is copied in copy bundle resources but not once that script is moved to an aggregate target?
This question is a component of this question and an extension to this question which has been solved. This situation might feel a pinch constructed but it is a simplified version of one step of the original question. Basically in my app I have a script that outputs a folder with a few files inside of it. This folder is output to $(BUILT_PRODUCTS_DIR)/build/ and is referenced via a PBXBuildFile. Because I put a wait in the script (to simulate a long build I have in my real project) it is very obvious when the script is or isn't run. The goal would be for it to run only when its dependencies have changed. The trick is if I put this script as a "run script" phase within my final target dependency analysis works great. The script only runs when the dependencies are updated. However if I put the "run script" phase into an aggregate target then add it as a Target Dependency in the main target Xcode wants to run the script every time. Regardless of if the dependencies have changed. However if you build just the aggregate target alone everything goes just fine. It only builds when it has to. To me this does not quite make sense. I thought that dependency analysis of the script within my aggregate target would be the same regardless of whether that script was within the aggregate target or the main target. In my app I ideally need the aggregate target to be shared by multiple other targets. While I could put the script in each it would be more foolproof to have them share an aggregate target. Why would dependency analysis come to a different conclusion when the script is within an aggregate target that is a target dependency of the main target? If it helps here is the script and the entire project can be found here on GitHub if you would like to play with it. mkdir -p "${SCRIPT_OUTPUT_FILE_0}/build/" echo "Pausing for 10 seconds before creating files..." sleep 10 cat "${SCRIPT_INPUT_FILE_0}" cat > "${SCRIPT_OUTPUT_FILE_0}/build/index.html" << EOF <!DOCTYPE html> <html> <head> <title>Simple Page</title> </head> <body> <h1>Welcome to Simple Page</h1> <p>Generated at: $(date)</p> </body> </html> EOF cat > "${SCRIPT_OUTPUT_FILE_0}/build/page.html" << 'EOF' <!DOCTYPE html> <html> <head> <title>Simple Page</title> </head> <body> </body> </html> EOF
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0
Boosts
0
Views
88
Activity
Aug ’25
Trying to get UIBarButtonItem custom view to change color within iOS 26 Liquid Glass like native UIBarButtonItem
One of the bar button items of my bottom toolbar needs to be a custom view., and I’m trying hard to get it to behave like the proper bar button items when it comes to Liquid Glass and matching the appearance of all the other bar button items on my toolbar. I’ve tried many variations of embedding custom views within visual effect views, and this comes closest. I inited a UIBarButtonItem with a custom UIView like you’re supposed to, and then I placed a UIVisualEffectView with Vibrancy within that, so that I could place a UIImageView inside it and the UIImageView would respect the adaptive color changing that comes with being within a Liquid Glass bar button item. I’ve made sure that the UIImageView is using an SF Symbol and a rendering mode of .alwaysTemplate, and that the .tintColor is set to .label, to ensure that I’m not overriding any Liquid Glass rendering. Below, you can see the bar button item with my custom view on the left, and a native Bar Button Item with the same SF symbol on the right, in several scenarios. It gets part of the way there there: against light backgrounds the image view turns black like it should. But against darker backgrounds, instead of turning white, the symbol has an additional vibrancy that comes close to the right white look against certain grays, but then is obviously too translucent against black. The symbol is still visible/experiencing some vibrancy, so I assume it might be some configuration of the UIImageView within the Vibrancy that can correct the behavior to match the images in the native bar button items in all conditions. Anyone got thoughts on what the missing piece might be?
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4
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0
Views
719
Activity
Aug ’25
Xcode 26 beta iOS 16 crash Symbol not found: _UIMenuAutoFill
when launch my app from the Xcode 26 beta on iOS 16 I get this crash: Referenced from: <BB79205B-F03B-382A-A5D7-3F0C8A3135E5> /private/var/containers/Bundle/Application/7C842707-BB01-4C34-A2E0-318DC6E5B3D8/My APP.app/My APP.debug.dylib Expected in: <44798FBF-5AD6-37FB-A58C-DE1B58F2A2E7> /System/Library/Frameworks/UIKit.framework/UIKit Symbol not found: _UIMenuAutoFill Referenced from: <BB79205B-F03B-382A-A5D7-3F0C8A3135E5> /private/var/containers/Bundle/Application/7C842707-BB01-4C34-A2E0-318DC6E5B3D8/My APP.app/My APP.debug.dylib Expected in: <44798FBF-5AD6-37FB-A58C-DE1B58F2A2E7> /System/Library/Frameworks/UIKit.framework/UIKit dyld config: DYLD_LIBRARY_PATH=/usr/lib/system/introspection DYLD_INSERT_LIBRARIES=/usr/lib/libBacktraceRecording.dylib:/usr/lib/libMainThreadChecker.dylib:/usr/lib/libRPAC.dylib:/Developer/Library/PrivateFrameworks/DTDDISupport.framework/libViewDebuggerSupport.dylib
Topic: UI Frameworks SubTopic: UIKit Tags:
Replies
5
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0
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138
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Aug ’25
Xcode compile stucks(stops) when add new source files or add functions to previous files
Hello, we are working on a iOS game project, as progress, the project grows larger and larger. Because we are using other game dependencies and libraries, here larger and larger refers to the whole project, and our source files integrated and compiled by Xcode are not many. Now, it seems we hit a bottleneck, when I add new files or functions to the previous files to implement a new feature, Xcode compile stucks(stops), it's Indexing | Initializing datastore forever, cannot produce a final build. macOS 15.1, Xcode 16.2 Can you provide any solutions to solve this problem? Also submitted Feedback ID #FB18432749
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4
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711
Activity
Aug ’25
Xcode 26 Beta 5 Crashes Within Seconds of Opening Project
When I open my project with Xcode 26 beta 5, it crashes within a few seconds. It’s completely unusable. See the crash stack trace below: crash
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2
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198
Activity
Aug ’25
Cannot find 'atomic_flag' in scope in Xcode 26
Hi, In Xcode 16.4, the atomic_flag() method can be used, but in Xcode 26.0, it is not available. An error message saying Cannot find 'atomic_flag' in scope is displayed. This can be reproduced simply by trying to use atomic_flag() in a newly created empty project. Thank you. Xcode: Version 26.0 beta 4 (17A5285i), macOS: 15.5(24F74) import SwiftUI struct ContentView: View { var body: some View { VStack { Image(systemName: "globe") .imageScale(.large) .foregroundStyle(.tint) Text("Hello, world!") } .padding() .task { _ = atomic_flag() } } }
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1
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1
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174
Activity
Aug ’25
Xcode 16.4 does not provide "New Group without Folder" when I press the option key
This week I update from Xcode 16.0 to Xcode 16.4. Today I realized, that the Menu item "New Group without Folder" does no more appear, when I press the option key. I tried to find an answer with DuckDuch Go and Chat GPT, but without success. Can anyone help me, how to fix that issue? Thanks a lot.
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2
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196
Activity
Aug ’25
App ID limit reached without any information beforehand
I setup an App that I have been testing on my macOS and iOS in Xcode. Then I realized I have 6 more apps I need to start working on. I have plans to become a developer in the Apple program but I want to get further in my coding to move forward. Apparently the UI Tests in my 6 Apps and those Apps took 10App ID limits from my account. I have App I have App UI Test and then and again up to a total of 5 of those 6 apps. My main app is now locked out of development? I wasn't planning on working on the other apps until I got my big first app developed. What can I do?! I am stuck. I can't work on my main app, nor can I work on the other apps. I'm not ready to at all.
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3
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172
Activity
Aug ’25
Xcode folder reference to an aggregate target's output folder breaks between Debug/Release builds. BUILT_PRODUCTS_DIR not relative to the aggregate
In my project I have an aggregate target that runs a script that generates a "web bundle" in a folder build/ with all the html/css/resources needed for the website. These resources are generated via a script. I use these resources in multiple targets so I have created an aggregate target to make this simple. However, I have not found this simple. If I have the aggregate target output to $(DERIVED_FILE_DIR)/ then it outputs to a path that looks like this DerivedData/BrowserApp-bla/Build/Intermediates.noindex/BrowserApp.build/Debug-iphonesimulator/WebBundle.build/DerivedSources/build/index.html If I then drag that folder into Xcode and create a folder that references it. Then take that reference and make it relative to build products I get this A9DE6A502E41E397005EF4E0 /* build */ = { isa = PBXFileSystemSynchronizedRootGroup; name = build; path = "../../Intermediates.noindex/BrowserApp.build/Debug-iphonesimulator/WebBundle.build/DerivedSources/build"; sourceTree = BUILT_PRODUCTS_DIR; }; This is because to the main BrowserApp target the BUILT_PRODUCTS_DIR is DerivedData/BrowserApp-bla/Build/Products/Debug-iphonesimulator. You can see that the reference essentially has to maneuver out of the built products folder for the main BrowserApp target and into the built products directory for WebBundle. This is ok for a debug build I suppose you can imagine that this is going to break down the moment you have a release build. Now if we ignore that problem then comes the problem of getting it in Copy Bundle Resources. Xcode 16s PBXFileSystemSynchronizedRootGroup is a great improvement but does not help here. The only way I have found to get the folder copied is to hop into an earlier Xcode or make the following modifications. Change the PBXFileSystemSynchronizedRootGroup into a PBXBuildFile (In PBXFileReference section) A9DE6A502E41E397005EF4E0 /* ../../Intermediates.noindex/client.build/Debug/WebBundle.build/DerivedSources/build */ = {isa = PBXFileReference; lastKnownFileType = text; path = ../../Intermediates.noindex/BrowserApp.build/Debug-iphonesimulator/WebBundle.build/DerivedSources/build; sourceTree = BUILT_PRODUCTS_DIR; }; (In the mainGroup PBXGroupSection) A9DE6A502E41E397005EF4E0 /* ../../Intermediates.noindex/client.build/Debug/WebBundle.build/DerivedSources/build */, Then remove any references for A9DE6A502E41E397005EF4E0 as a synchronized group Create a PBXBuildFile using the previous PBXBuildFile as its fileRef then add it to the copy resources stage (In PBXBuildFile section) 96516AC32BF928DD00576562 /* ../../Intermediates.noindex/BrowserApp.build/Debug-iphonesimulator/WebBundle.build/DerivedSources/build in Resources */ = {isa = PBXBuildFile; fileRef = A9DE6A502E41E397005EF4E0 /* ../../Intermediates.noindex/BrowserApp.build/Debug-iphonesimulator/WebBundle.build/DerivedSources/build */; }; (In the PBXBuildResources phase for the resources section of the main target) 96516AC32BF928DD00576562 /* ../../Intermediates.noindex/BrowserApp.build/Debug-iphonesimulator/WebBundle.build/ I do not know of a way to do this with a PBXFileSystemSynchronizedRootGroup so these manual changes seem necessary. After these changes I have the following: And you can confirm the entire folder is accessible to the app. However if you try to build for release/Archive you get lstat(/Users/calebkierum/Library/Developer/Xcode/DerivedData/BrowserApp-bla/Build/Intermediates.noindex/ArchiveIntermediates/BrowserApp/Intermediates.noindex/BrowserApp.build/Debug-iphonesimulator/WebBundle.build/DerivedSources/build): No such file or directory (2) Which makes sense. The file reference has a relative path that explicitly mentions "debug" however because this path is based on an aggregate target I am not sure how you really update this reference for release.
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3
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130
Activity
Aug ’25
can't create info.plist from info-> URL Types
Hi, In Google Admob get started page they are suggesting to update info.plist file with keys. https://developers.google.com/admob/ios/quick-start#update_your_infoplist However, I can't find info.plist in the project folder. On the internet, there are videos suggesting to create info.plist file from pressing + under Targets -> info -> URL Types section. Unfortunately , I can't generate the info.plist using that method. How should I proceed? It is difficult to enter all the keys defined in the Google Admob link there are 40+ keys. Thank you for your help.
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3
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121
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Aug ’25