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Xcode 26 Beta 4 crashes on closing of project
Does anyone have this issue of Xcode 26 Beta 4 crashing on closing of their project? Currently running on macOS 26 Beta 4 on a MacBook Air M2 with 16GB of ram. Each time i close a project, Xcode 26 Beta 4 will crash. The window pops up to send a report. Opening Xcode 26 Beta 4 will reopen the previous project. If you have multiple projects opened, all these projects will always reopen.
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205
Jul ’25
What is a reasonable way for a script that runs otool to handle the need to agree to a new license?
I run otool from a script (actually from a program) and find it annoying that otool fails if I need to agree to a new version of the Xcode and SDKs license. Is there a way to test ahead of time whether this will happen, or detect when this problem occurs, so that I can display a dialog to tell me what I need to do? This happened after upgrading from macOS Tahoe beta 1 to beta 3.
4
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172
Jul ’25
Using alternate app icons with Icon Composer
I've been messing around with converting my app icons to use Icon Composer. My app has multiple app icons, but I've noticed that I cant seem to set .icon files using the alternate app icon api. I believe this is due to the requirement that alternate app icons live in the Assets Catalogue but .icon files go anywhere in your project. Is there any plan to support this? Or am i missing something? I was able to successfully set a .icon file for the primary app icon.
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251
Jul ’25
Device Support for IOS 18.5 Missing
I am missing device support for IOS 18.5 in xcode. I tried installing xcode 16.4, xcode 16.4 beta and xcode 26 beta 2 but none of them generated folder for 18.5. Is this happening only for me or everyone. Please provide me 18.5 folder if anyone has it. I would appreciate a lot.
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803
Jul ’25
Provisioning profile doesn't support the Tap to Pay on iPhone capability.
Tap to Pay capabilities are enable and I can use in development profile but I cannot make build that I can upload on TestFlight using the distribution profile because during create build I am getting "Provisioning profile doesn't support the Tap to Pay on iPhone capability." this should be working because I checked twice that distribution profile and certificate have this capability and added in Xcode. how can I resolve this mismatched profile issue I am using Xcode - 15.0.1
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2.6k
Jul ’25
Huge UI difference between Simulator and Real Device
Hi everyone, I’m testing our SwiftUI app on both Xcode simulator and a real iPhone. On the simulator, everything looks clean and aligned. But when I run it on an actual iPhone (same build, iOS 18), the layout looks broken—fonts overlap, spacing is off, and elements are misaligned. Both screenshots are from the exact same screen and time. First is simulator, second is iPhone. Any idea why this difference happens? Is there something I should check in terms of rendering or layout settings? Thanks in advance!
1
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283
Jul ’25
Xcode 26.0 beta 3: Clicking current branch in Source Control navigator doesn't show commit history
[Also submitted as FB18858239] In Xcode 26.0 beta 3 (17A5276g), clicking the current branch (e.g. "main") in the Source Control navigator no longer displays the commit history. Instead, the editor area remains stuck on the previously viewed file. REPRO STEPS Create a new iOS Swift UI app. Name it "Test" and check the Create Git repository on my Mac checkbox. In the Navigator select Source Control navigator. In Source Control, select Repositories. Expand "Test" then "Branches" the select "main (current)" CURRENT RESULTS The main view remains on the ContentView.swift file. EXPECTED RESULTS The main view changes to show the commit history. SCREENSHOTS Xcode 26.0 beta 3 Xcode 16.4
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243
Jul ’25
Module compiled with Swift 6.0.3 cannot be imported by the Swift 6.1 compiler
Module compiled with Swift 6.0.3 cannot be imported by the Swift 6.1 compiler: /private/var/tmp/_bazel_xx/8b7c61ad484d9da1bf94a11f12ae6ffd/rules_xcodeproj.noindex/build_output_base/execroot/main/CustomModules/BIYThred/CocoaLumberjack/framework/CocoaLumberjack.framework/Modules/CocoaLumberjack.swiftmodule/arm64-apple-ios.swiftmodule
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809
Jul ’25
Xcodebuild does not find any simulators
I am trying to integrate fastlane, which relies on xcodebuild. So this is my first experience with xcodebuild. Whenever I run a command to test or build the target in the folder where all the files of the project are stored, the action failes with Unable to find a device matching the provided destination specifier For example I might be running this command: xcodebuild \ -project Hoerspielzentrale.xcodeproj \ -scheme HoerspielzentraleUITests \ -destination 'platform=iOS Simulator,name="Screenshot Simulator”' \ test However the mentioned error is returned: xcodebuild: error: Unable to find a device matching the provided destination specifier: { platform:iOS Simulator, OS:latest, name:"Screenshot Simulator” } The requested device could not be found because no available devices matched the request. I can confirm that the simulator exists, is available and it can be booted. I have tried different simulators, different schemas, referencing them by their identifier, switching Xcode Versions, reset all simulators, derived data and build folder. After the error a complete list of all available destinations can be found, where I can see the simulator I try to use. Available destinations for the "HoerspielzentraleUITests" scheme: { platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device } { platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device } { platform:iOS Simulator, id:961DC569-9931-419A-B46E-769AAFA73EA2, OS:18.5, name:Screenshot Simulator } { platform:iOS Simulator, id:961DC569-9931-419A-B46E-769AAFA73EA2, OS:18.5, name:Screenshot Simulator } { platform:iOS Simulator, id:5E51FD98-C451-472F-9CDE-08D49E6B737B, OS:18.5, name:Screenshot Simulator Pro } { platform:iOS Simulator, id:5E51FD98-C451-472F-9CDE-08D49E6B737B, OS:18.5, name:Screenshot Simulator Pro } The rest of the list was omitted. I am currently completely stuck. Thank you
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231
Jul ’25
Under Xcode 26 beta 3, how to support new glass icons for iOS 26 and old icons for iOS 18?
I know there are several existing threads on this topic but things keep changing. The release notes for Xcode 26 beta 3 have the following statements for a couple of resolved issues: Asset Catalog Fixed: Unable to set Icon Composer icon as alternate iOS icon (153305178) (FB18025356) Icon Composer Fixed: Icon Composer icons back deploy to older versions of iOS, macOS, and watchOS with inconsistent rendering. (152258860) I had a working solution under beta 1 and beta 2 for both of these. But under beta 3, I am now seeing the new glass icons for my app when running on a simulated iOS 18 device. This is happening for both the main app icon and any alternates. This contradicts the statement that beta 3 fixes this issue. There is no documentation (that I can find) describing how you are supposed to support old icons for iOS 18 and new glass icons for iOS 26. There is no documentation for how to support alternate glass icons for iOS 26. What I'm doing at the moment (that worked before beta 3) was to have the normal iOS 18 app icons in the Asset catalog and to have the new glass icons added to the project. The filenames for the glass .icon files have the same name as the app icons in the Assets catalog. This worked under beta 1 and beta 2. And despite the Xcode 26 beta 3 release notes stating that Icon Composer icons no longer back deploy to iOS 18, I'm seeing the opposite. Beta 3 now does the opposite of that statement. Does anyone have a working solution that supports old iOS 18 app icons and new iOS 26 glass icons using Xcode 26 beta 3? Note, all of my testing is with simulated iOS devices and I'm running Xcode 26 beta 3 under macOS 15.5. Maybe that's an issue?
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Jul ’25
App Crashes in Xcode 26 Beta 3
Hi, I'm trying to install run the app in Xcode 26 Beta 3 and getting the below error. *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'Error during decoding of 1723: Error Domain=NSCocoaErrorDomain Code=4864 "Class 'BSAuditToken' has a superclass that supports secure coding, but 'BSAuditToken' overrides -initWithCoder: and does not override +supportsSecureCoding. The class must implement +supportsSecureCoding and return YES to verify that its implementation of -initWithCoder: is secure coding compliant." UserInfo={NSDebugDescription=Class 'BSAuditToken' has a superclass that supports secure coding, but 'BSAuditToken' overrides -initWithCoder: and does not override +supportsSecureCoding. The class must implement +supportsSecureCoding and return YES to verify that its implementation of -initWithCoder: is secure coding compliant.}' terminating due to uncaught exception of type NSException CoreSimulator 1043 - Device: iPhone 16 Pro (F158F199-A41E-4967-87C6-58A42C9C1954) - Runtime: iOS 26.0 (23A5287g) - DeviceType: iPhone 16 Pro Appreciate the help in advance
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300
Jul ’25
The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels
Trying to publish my .NET MAUI app via the transporter after migrating it from Xamarin (using the App Store Connect feature directly within visual studio 2022 has never worked for me) and getting this error. Validation failed (409) Missing required icon file. The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format for iOS versions >= 10.0. To support older versions of iOS, the icon may be required in the bundle outside of an asset catalog. Make sure the Info.plist file includes appropriate entries referencing the file. I have setup my maui app to use the asset catalog with the .pngs setup as bundled resources and I have also tried using the .svg method, both resulting in this error. When I zip and unzip my .ipa file I can see the asset catalog as part of the payload (C:\Archives\AIM_MAUI\Payload\AIM_MAUI.app\AppIcon.appiconset) Here is the contents of the Contents.json file { "images" : [ { "filename" : "icon_40.png", "idiom" : "iphone", "scale" : "2x", "size" : "20x20" }, { "filename" : "icon_60.png", "idiom" : "iphone", "scale" : "3x", "size" : "20x20" }, { "filename" : "icon_58.png", "idiom" : "iphone", "scale" : "2x", "size" : "29x29" }, { "filename" : "icon_87.png", "idiom" : "iphone", "scale" : "3x", "size" : "29x29" }, { "filename" : "icon_80.png", "idiom" : "iphone", "scale" : "2x", "size" : "40x40" }, { "filename" : "icon_120.png", "idiom" : "iphone", "scale" : "3x", "size" : "40x40" }, { "filename" : "icon_120.png", "idiom" : "iphone", "scale" : "2x", "size" : "60x60" }, { "filename" : "icon_180.png", "idiom" : "iphone", "scale" : "3x", "size" : "60x60" }, { "filename" : "icon_20.png", "idiom" : "ipad", "scale" : "1x", "size" : "20x20" }, { "filename" : "icon_40.png", "idiom" : "ipad", "scale" : "2x", "size" : "20x20" }, { "filename" : "icon_29.png", "idiom" : "ipad", "scale" : "1x", "size" : "29x29" }, { "filename" : "icon_58.png", "idiom" : "ipad", "scale" : "2x", "size" : "29x29" }, { "filename" : "icon_40.png", "idiom" : "ipad", "scale" : "1x", "size" : "40x40" }, { "filename" : "icon_80.png", "idiom" : "ipad", "scale" : "2x", "size" : "40x40" }, { "filename" : "icon_76.png", "idiom" : "ipad", "scale" : "1x", "size" : "76x76" }, { "filename" : "icon_152.png", "idiom" : "ipad", "scale" : "2x", "size" : "76x76" }, { "filename" : "icon_167.png", "idiom" : "ipad", "scale" : "2x", "size" : "83.5x83.5" }, { "filename" : "icon_1024.png", "idiom" : "ios-marketing", "scale" : "1x", "size" : "1024x1024" } ], "info" : { "author" : "xcode", "version" : 1 } } I have tried manually using the actool tool from Xcode 16.4 to create the Assets.car file that is seeming to be missing and leading to this issue but even that can't compile the icons (or even a simple sample appicon.appiconset from Xcode with a singular .png added) and I am beginning to think there's an issue with the actool itself. I have tried reinstalling Xcode and every time the actool is just a partial download or a stub of the tool and not the real tool (actool size on my Mac is only 170kb and per my research it should be at least a couple mb) Is there any workaround?
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Jul ’25
Validation incorrectly detects need for web browser engine entitlement, causes "corrupted binaries" error
My iOS app (logbook) is failing App Store Connect validation with: "The app contains one or more corrupted binaries. Rebuild the app and resubmit. (ID: 96ef48c6-afb4-4e23-9205-8f625577feab)" From the distribution logs, I found the issue: 2025-07-16 07:11:35 +0000 Item /Users/guillaumehuchet/Library/Developer/Xcode/Archives/2025-07-16/Skyden 16-7-25, 09.01.xcarchive/Products/Applications/Skyden.app doesn't have the entitlement com.apple.developer.web-browser-engine.host enabled, returning ["arm64e"] 2025-07-16 07:11:35 +0000 Archs to thin for item /Users/guillaumehuchet/Library/Developer/Xcode/Archives/2025-07-16/Skyden 16-7-25, 09.01.xcarchive/Products/Applications/Skyden.app are ["arm64e"] The validation system is checking for web browser engine entitlements (which my app doesn't need), and when not found, it incorrectly requires arm64e architecture - which is private and unavailable to third-party developers. Details: Xcode: 16.4.0 Uses WKWebView solely to render HTML templates into PDF documents for logbook exports No web browsing functionality - WebView is only used as a rendering engine for PDF generation This appears to be a validation bug. The app builds and runs fine locally. How can I get past this incorrect architecture requirement? I tried everything in the last 2 days to debug it, saying I'm desperate would be a small word... this is blocking our app launch...
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Jul ’25
How to fix iOS 26 Beta / iOS 18 SDK compile conflicts?
A method in my app now requires the override keyword when compiling with Xcode 26 beta / iOS 26 SDK, but if I add it, the current official Xcode 16.4 (iOS 18 SDK) throws a compile error. It's about 'toggleSidebar(_:)' in UIViewController. The problem is: Apple expects our apps to be ready for iOS 26 launch this fall, so I need to be actively developing and testing in the Xcode 26 beta now. At the same time, I still need to submit updates to the App Store using the current official Xcode 16.4 until iOS 26 officially launches. I'm using a single .xcodeproj file and can't keep manually adding/removing -DIOS_SDK_26_OR_LATER in Build Settings multiple times a day. How to fix it and why isn't there a straightforward #if sdk(>=26.0) type of check for compile-time in Swift? It's really frustrating to manage this override conflict.
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Jul ’25
Unable to pair xcode with vision pro
So I have an apple developer account, a mac running Sequoia, and a Vision Pro, all I want to do is run my build on the headset, but I can't connect the headset to Xcode on the mac. I've tried the steps I've seen online with no luck, as I can't see the device I cannot complete step 3: Connect to same wifi network On Vision Pro -> Settings > General > Remote Devices On Mac -> Xcode -> Devices & Simulators -> Select the Vision Pro & enter the code On Mac -> Run a build targeted at your vision pro device which should now be a run destination (Developer mode setting wasn't visible till I did this), you will get an error saying developer mode is not enabled On Vision Pro -> Privacy & Security > Developer Mode I have tried multiple networks, hotspots, disabled my firewall, disabled settings like airdrop & airplay, made sure both devices are up to date, even tried a developer beta OS on the vision pro. I can connect to the mac to share the screen on the vision pro but am unable to simply connect to xcode to run a build.
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Jul ’25
Publish IPA
Hello everyone, I build and run the app in iPhone in developer mode but now i am trying to install and run the app in another iPhone in which i did not turned on the developer mode. it installed but not opening without the Developer mode. Is there any another way to install and run the app with Developer mode for one time. If not then tell me the process how i can do publishing in testFlight or appStore. Thanks
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Jul ’25
Xcode 16.0 iOS 12 support
We are preparing builds using Xcode 16.0 given we have a large set of users on iOS 12. Now we have doubts wether we will run into issues if we ship using it (even if it compiles, archives and uploads successfully) given the table columns and content has changed since the last time we checked this table: https://developer.apple.com/support/xcode/. 1- Is the Deployment Targets range for Xcode 16 value correct for iOS? (On the 24th of February it had iOS 12-18, now it has iOS 15-18) 2- Are we OK to ship for iOS 12 using xcode 16.3? Thanks, Joao Garcia
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Jul ’25
How to use protocols to support managing SwiftUI views from different modules ?
In out project, we are creating a modular architecture where each module conform to certain protocol requirements for displaying the UI. For example: public protocol ModuleProviding: Sendable { associatedtype Content: View /// Creates and returns the main entry point view for this module /// - Parameter completion: Optional closure to be called when the flow completes /// - Returns: The main view for this module @MainActor func createView(_ completion: (() -> Void)?) -> Content } This protocol can be implemented by all different modules in the app, and I use a ViewProvider structure to build the UI from the module provided: public struct ViewProvider: Equatable { let id = UUID() let provider: any ModuleProviding let completion: () -> Void public init(provider: any ModuleProviding, completion: @escaping () -> Void) { self.provider = provider self.completion = completion } @MainActor public func layoutUI() -> some View { provider.createView(completion) } This code throws an error: Type 'any View' cannot conform to 'View' To solve this error, there are two ways, one is to wrap it in AnyView, which I don't want to do. The other option is to type check the provider with its concrete type: @ViewBuilder @MainActor private func buildViewForProvider(_ provider: any ModuleProviding, completion: (() -> Void)?) -> some View { switch provider { case let p as LoginProvider: p.createView(completion) case let p as PostAuthViewProvider: p.createView(completion) case let p as OnboardingProvider: p.createView(completion) case let p as RewardsProvider: p.createView(completion) case let p as SplashScreenProvider: p.createView(completion) default: EmptyView() } } This approach worked, but it defeats the purpose of using protocols and it is not scalable anymore. Are there any other approaches I can look at ? Or is this limitation in SwiftUI ?
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Jul ’25
Xcode 26 Beta 4 crashes on closing of project
Does anyone have this issue of Xcode 26 Beta 4 crashing on closing of their project? Currently running on macOS 26 Beta 4 on a MacBook Air M2 with 16GB of ram. Each time i close a project, Xcode 26 Beta 4 will crash. The window pops up to send a report. Opening Xcode 26 Beta 4 will reopen the previous project. If you have multiple projects opened, all these projects will always reopen.
Replies
2
Boosts
0
Views
205
Activity
Jul ’25
What is a reasonable way for a script that runs otool to handle the need to agree to a new license?
I run otool from a script (actually from a program) and find it annoying that otool fails if I need to agree to a new version of the Xcode and SDKs license. Is there a way to test ahead of time whether this will happen, or detect when this problem occurs, so that I can display a dialog to tell me what I need to do? This happened after upgrading from macOS Tahoe beta 1 to beta 3.
Replies
4
Boosts
0
Views
172
Activity
Jul ’25
Why does this symbol appear on my app icon during build?
When I build the app, a block symbol appears on the app icon in the Debug Area at the bottom. What is the reason for this?
Replies
0
Boosts
0
Views
163
Activity
Jul ’25
Using alternate app icons with Icon Composer
I've been messing around with converting my app icons to use Icon Composer. My app has multiple app icons, but I've noticed that I cant seem to set .icon files using the alternate app icon api. I believe this is due to the requirement that alternate app icons live in the Assets Catalogue but .icon files go anywhere in your project. Is there any plan to support this? Or am i missing something? I was able to successfully set a .icon file for the primary app icon.
Replies
5
Boosts
3
Views
251
Activity
Jul ’25
Device Support for IOS 18.5 Missing
I am missing device support for IOS 18.5 in xcode. I tried installing xcode 16.4, xcode 16.4 beta and xcode 26 beta 2 but none of them generated folder for 18.5. Is this happening only for me or everyone. Please provide me 18.5 folder if anyone has it. I would appreciate a lot.
Replies
6
Boosts
0
Views
803
Activity
Jul ’25
Provisioning profile doesn't support the Tap to Pay on iPhone capability.
Tap to Pay capabilities are enable and I can use in development profile but I cannot make build that I can upload on TestFlight using the distribution profile because during create build I am getting "Provisioning profile doesn't support the Tap to Pay on iPhone capability." this should be working because I checked twice that distribution profile and certificate have this capability and added in Xcode. how can I resolve this mismatched profile issue I am using Xcode - 15.0.1
Replies
3
Boosts
0
Views
2.6k
Activity
Jul ’25
Huge UI difference between Simulator and Real Device
Hi everyone, I’m testing our SwiftUI app on both Xcode simulator and a real iPhone. On the simulator, everything looks clean and aligned. But when I run it on an actual iPhone (same build, iOS 18), the layout looks broken—fonts overlap, spacing is off, and elements are misaligned. Both screenshots are from the exact same screen and time. First is simulator, second is iPhone. Any idea why this difference happens? Is there something I should check in terms of rendering or layout settings? Thanks in advance!
Replies
1
Boosts
0
Views
283
Activity
Jul ’25
Xcode 26.0 beta 3: Clicking current branch in Source Control navigator doesn't show commit history
[Also submitted as FB18858239] In Xcode 26.0 beta 3 (17A5276g), clicking the current branch (e.g. "main") in the Source Control navigator no longer displays the commit history. Instead, the editor area remains stuck on the previously viewed file. REPRO STEPS Create a new iOS Swift UI app. Name it "Test" and check the Create Git repository on my Mac checkbox. In the Navigator select Source Control navigator. In Source Control, select Repositories. Expand "Test" then "Branches" the select "main (current)" CURRENT RESULTS The main view remains on the ContentView.swift file. EXPECTED RESULTS The main view changes to show the commit history. SCREENSHOTS Xcode 26.0 beta 3 Xcode 16.4
Replies
2
Boosts
0
Views
243
Activity
Jul ’25
Module compiled with Swift 6.0.3 cannot be imported by the Swift 6.1 compiler
Module compiled with Swift 6.0.3 cannot be imported by the Swift 6.1 compiler: /private/var/tmp/_bazel_xx/8b7c61ad484d9da1bf94a11f12ae6ffd/rules_xcodeproj.noindex/build_output_base/execroot/main/CustomModules/BIYThred/CocoaLumberjack/framework/CocoaLumberjack.framework/Modules/CocoaLumberjack.swiftmodule/arm64-apple-ios.swiftmodule
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1
Boosts
0
Views
809
Activity
Jul ’25
Xcodebuild does not find any simulators
I am trying to integrate fastlane, which relies on xcodebuild. So this is my first experience with xcodebuild. Whenever I run a command to test or build the target in the folder where all the files of the project are stored, the action failes with Unable to find a device matching the provided destination specifier For example I might be running this command: xcodebuild \ -project Hoerspielzentrale.xcodeproj \ -scheme HoerspielzentraleUITests \ -destination 'platform=iOS Simulator,name="Screenshot Simulator”' \ test However the mentioned error is returned: xcodebuild: error: Unable to find a device matching the provided destination specifier: { platform:iOS Simulator, OS:latest, name:"Screenshot Simulator” } The requested device could not be found because no available devices matched the request. I can confirm that the simulator exists, is available and it can be booted. I have tried different simulators, different schemas, referencing them by their identifier, switching Xcode Versions, reset all simulators, derived data and build folder. After the error a complete list of all available destinations can be found, where I can see the simulator I try to use. Available destinations for the "HoerspielzentraleUITests" scheme: { platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device } { platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device } { platform:iOS Simulator, id:961DC569-9931-419A-B46E-769AAFA73EA2, OS:18.5, name:Screenshot Simulator } { platform:iOS Simulator, id:961DC569-9931-419A-B46E-769AAFA73EA2, OS:18.5, name:Screenshot Simulator } { platform:iOS Simulator, id:5E51FD98-C451-472F-9CDE-08D49E6B737B, OS:18.5, name:Screenshot Simulator Pro } { platform:iOS Simulator, id:5E51FD98-C451-472F-9CDE-08D49E6B737B, OS:18.5, name:Screenshot Simulator Pro } The rest of the list was omitted. I am currently completely stuck. Thank you
Replies
1
Boosts
0
Views
231
Activity
Jul ’25
Under Xcode 26 beta 3, how to support new glass icons for iOS 26 and old icons for iOS 18?
I know there are several existing threads on this topic but things keep changing. The release notes for Xcode 26 beta 3 have the following statements for a couple of resolved issues: Asset Catalog Fixed: Unable to set Icon Composer icon as alternate iOS icon (153305178) (FB18025356) Icon Composer Fixed: Icon Composer icons back deploy to older versions of iOS, macOS, and watchOS with inconsistent rendering. (152258860) I had a working solution under beta 1 and beta 2 for both of these. But under beta 3, I am now seeing the new glass icons for my app when running on a simulated iOS 18 device. This is happening for both the main app icon and any alternates. This contradicts the statement that beta 3 fixes this issue. There is no documentation (that I can find) describing how you are supposed to support old icons for iOS 18 and new glass icons for iOS 26. There is no documentation for how to support alternate glass icons for iOS 26. What I'm doing at the moment (that worked before beta 3) was to have the normal iOS 18 app icons in the Asset catalog and to have the new glass icons added to the project. The filenames for the glass .icon files have the same name as the app icons in the Assets catalog. This worked under beta 1 and beta 2. And despite the Xcode 26 beta 3 release notes stating that Icon Composer icons no longer back deploy to iOS 18, I'm seeing the opposite. Beta 3 now does the opposite of that statement. Does anyone have a working solution that supports old iOS 18 app icons and new iOS 26 glass icons using Xcode 26 beta 3? Note, all of my testing is with simulated iOS devices and I'm running Xcode 26 beta 3 under macOS 15.5. Maybe that's an issue?
Replies
2
Boosts
3
Views
361
Activity
Jul ’25
App Crashes in Xcode 26 Beta 3
Hi, I'm trying to install run the app in Xcode 26 Beta 3 and getting the below error. *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'Error during decoding of 1723: Error Domain=NSCocoaErrorDomain Code=4864 "Class 'BSAuditToken' has a superclass that supports secure coding, but 'BSAuditToken' overrides -initWithCoder: and does not override +supportsSecureCoding. The class must implement +supportsSecureCoding and return YES to verify that its implementation of -initWithCoder: is secure coding compliant." UserInfo={NSDebugDescription=Class 'BSAuditToken' has a superclass that supports secure coding, but 'BSAuditToken' overrides -initWithCoder: and does not override +supportsSecureCoding. The class must implement +supportsSecureCoding and return YES to verify that its implementation of -initWithCoder: is secure coding compliant.}' terminating due to uncaught exception of type NSException CoreSimulator 1043 - Device: iPhone 16 Pro (F158F199-A41E-4967-87C6-58A42C9C1954) - Runtime: iOS 26.0 (23A5287g) - DeviceType: iPhone 16 Pro Appreciate the help in advance
Replies
2
Boosts
0
Views
300
Activity
Jul ’25
The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels
Trying to publish my .NET MAUI app via the transporter after migrating it from Xamarin (using the App Store Connect feature directly within visual studio 2022 has never worked for me) and getting this error. Validation failed (409) Missing required icon file. The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format for iOS versions >= 10.0. To support older versions of iOS, the icon may be required in the bundle outside of an asset catalog. Make sure the Info.plist file includes appropriate entries referencing the file. I have setup my maui app to use the asset catalog with the .pngs setup as bundled resources and I have also tried using the .svg method, both resulting in this error. When I zip and unzip my .ipa file I can see the asset catalog as part of the payload (C:\Archives\AIM_MAUI\Payload\AIM_MAUI.app\AppIcon.appiconset) Here is the contents of the Contents.json file { "images" : [ { "filename" : "icon_40.png", "idiom" : "iphone", "scale" : "2x", "size" : "20x20" }, { "filename" : "icon_60.png", "idiom" : "iphone", "scale" : "3x", "size" : "20x20" }, { "filename" : "icon_58.png", "idiom" : "iphone", "scale" : "2x", "size" : "29x29" }, { "filename" : "icon_87.png", "idiom" : "iphone", "scale" : "3x", "size" : "29x29" }, { "filename" : "icon_80.png", "idiom" : "iphone", "scale" : "2x", "size" : "40x40" }, { "filename" : "icon_120.png", "idiom" : "iphone", "scale" : "3x", "size" : "40x40" }, { "filename" : "icon_120.png", "idiom" : "iphone", "scale" : "2x", "size" : "60x60" }, { "filename" : "icon_180.png", "idiom" : "iphone", "scale" : "3x", "size" : "60x60" }, { "filename" : "icon_20.png", "idiom" : "ipad", "scale" : "1x", "size" : "20x20" }, { "filename" : "icon_40.png", "idiom" : "ipad", "scale" : "2x", "size" : "20x20" }, { "filename" : "icon_29.png", "idiom" : "ipad", "scale" : "1x", "size" : "29x29" }, { "filename" : "icon_58.png", "idiom" : "ipad", "scale" : "2x", "size" : "29x29" }, { "filename" : "icon_40.png", "idiom" : "ipad", "scale" : "1x", "size" : "40x40" }, { "filename" : "icon_80.png", "idiom" : "ipad", "scale" : "2x", "size" : "40x40" }, { "filename" : "icon_76.png", "idiom" : "ipad", "scale" : "1x", "size" : "76x76" }, { "filename" : "icon_152.png", "idiom" : "ipad", "scale" : "2x", "size" : "76x76" }, { "filename" : "icon_167.png", "idiom" : "ipad", "scale" : "2x", "size" : "83.5x83.5" }, { "filename" : "icon_1024.png", "idiom" : "ios-marketing", "scale" : "1x", "size" : "1024x1024" } ], "info" : { "author" : "xcode", "version" : 1 } } I have tried manually using the actool tool from Xcode 16.4 to create the Assets.car file that is seeming to be missing and leading to this issue but even that can't compile the icons (or even a simple sample appicon.appiconset from Xcode with a singular .png added) and I am beginning to think there's an issue with the actool itself. I have tried reinstalling Xcode and every time the actool is just a partial download or a stub of the tool and not the real tool (actool size on my Mac is only 170kb and per my research it should be at least a couple mb) Is there any workaround?
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317
Activity
Jul ’25
Validation incorrectly detects need for web browser engine entitlement, causes "corrupted binaries" error
My iOS app (logbook) is failing App Store Connect validation with: "The app contains one or more corrupted binaries. Rebuild the app and resubmit. (ID: 96ef48c6-afb4-4e23-9205-8f625577feab)" From the distribution logs, I found the issue: 2025-07-16 07:11:35 +0000 Item /Users/guillaumehuchet/Library/Developer/Xcode/Archives/2025-07-16/Skyden 16-7-25, 09.01.xcarchive/Products/Applications/Skyden.app doesn't have the entitlement com.apple.developer.web-browser-engine.host enabled, returning ["arm64e"] 2025-07-16 07:11:35 +0000 Archs to thin for item /Users/guillaumehuchet/Library/Developer/Xcode/Archives/2025-07-16/Skyden 16-7-25, 09.01.xcarchive/Products/Applications/Skyden.app are ["arm64e"] The validation system is checking for web browser engine entitlements (which my app doesn't need), and when not found, it incorrectly requires arm64e architecture - which is private and unavailable to third-party developers. Details: Xcode: 16.4.0 Uses WKWebView solely to render HTML templates into PDF documents for logbook exports No web browsing functionality - WebView is only used as a rendering engine for PDF generation This appears to be a validation bug. The app builds and runs fine locally. How can I get past this incorrect architecture requirement? I tried everything in the last 2 days to debug it, saying I'm desperate would be a small word... this is blocking our app launch...
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319
Activity
Jul ’25
How to fix iOS 26 Beta / iOS 18 SDK compile conflicts?
A method in my app now requires the override keyword when compiling with Xcode 26 beta / iOS 26 SDK, but if I add it, the current official Xcode 16.4 (iOS 18 SDK) throws a compile error. It's about 'toggleSidebar(_:)' in UIViewController. The problem is: Apple expects our apps to be ready for iOS 26 launch this fall, so I need to be actively developing and testing in the Xcode 26 beta now. At the same time, I still need to submit updates to the App Store using the current official Xcode 16.4 until iOS 26 officially launches. I'm using a single .xcodeproj file and can't keep manually adding/removing -DIOS_SDK_26_OR_LATER in Build Settings multiple times a day. How to fix it and why isn't there a straightforward #if sdk(>=26.0) type of check for compile-time in Swift? It's really frustrating to manage this override conflict.
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209
Activity
Jul ’25
Xcode 26 - Can't add a Swift Package
I'm trying to add a swift package using Xcode 26 Beta but I keep getting the spinning loader. I tried to remove and re-add my github account, clear history and running plutil -remove IDESwiftPackageAdditionAssistantRecentlyUsedPackages ~/Library/Preferences/com.apple.dt.Xcode.plist in the terminal.
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225
Activity
Jul ’25
Unable to pair xcode with vision pro
So I have an apple developer account, a mac running Sequoia, and a Vision Pro, all I want to do is run my build on the headset, but I can't connect the headset to Xcode on the mac. I've tried the steps I've seen online with no luck, as I can't see the device I cannot complete step 3: Connect to same wifi network On Vision Pro -> Settings > General > Remote Devices On Mac -> Xcode -> Devices & Simulators -> Select the Vision Pro & enter the code On Mac -> Run a build targeted at your vision pro device which should now be a run destination (Developer mode setting wasn't visible till I did this), you will get an error saying developer mode is not enabled On Vision Pro -> Privacy & Security > Developer Mode I have tried multiple networks, hotspots, disabled my firewall, disabled settings like airdrop & airplay, made sure both devices are up to date, even tried a developer beta OS on the vision pro. I can connect to the mac to share the screen on the vision pro but am unable to simply connect to xcode to run a build.
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4
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285
Activity
Jul ’25
Publish IPA
Hello everyone, I build and run the app in iPhone in developer mode but now i am trying to install and run the app in another iPhone in which i did not turned on the developer mode. it installed but not opening without the Developer mode. Is there any another way to install and run the app with Developer mode for one time. If not then tell me the process how i can do publishing in testFlight or appStore. Thanks
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80
Activity
Jul ’25
Xcode 16.0 iOS 12 support
We are preparing builds using Xcode 16.0 given we have a large set of users on iOS 12. Now we have doubts wether we will run into issues if we ship using it (even if it compiles, archives and uploads successfully) given the table columns and content has changed since the last time we checked this table: https://developer.apple.com/support/xcode/. 1- Is the Deployment Targets range for Xcode 16 value correct for iOS? (On the 24th of February it had iOS 12-18, now it has iOS 15-18) 2- Are we OK to ship for iOS 12 using xcode 16.3? Thanks, Joao Garcia
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482
Activity
Jul ’25
How to use protocols to support managing SwiftUI views from different modules ?
In out project, we are creating a modular architecture where each module conform to certain protocol requirements for displaying the UI. For example: public protocol ModuleProviding: Sendable { associatedtype Content: View /// Creates and returns the main entry point view for this module /// - Parameter completion: Optional closure to be called when the flow completes /// - Returns: The main view for this module @MainActor func createView(_ completion: (() -> Void)?) -> Content } This protocol can be implemented by all different modules in the app, and I use a ViewProvider structure to build the UI from the module provided: public struct ViewProvider: Equatable { let id = UUID() let provider: any ModuleProviding let completion: () -> Void public init(provider: any ModuleProviding, completion: @escaping () -> Void) { self.provider = provider self.completion = completion } @MainActor public func layoutUI() -> some View { provider.createView(completion) } This code throws an error: Type 'any View' cannot conform to 'View' To solve this error, there are two ways, one is to wrap it in AnyView, which I don't want to do. The other option is to type check the provider with its concrete type: @ViewBuilder @MainActor private func buildViewForProvider(_ provider: any ModuleProviding, completion: (() -> Void)?) -> some View { switch provider { case let p as LoginProvider: p.createView(completion) case let p as PostAuthViewProvider: p.createView(completion) case let p as OnboardingProvider: p.createView(completion) case let p as RewardsProvider: p.createView(completion) case let p as SplashScreenProvider: p.createView(completion) default: EmptyView() } } This approach worked, but it defeats the purpose of using protocols and it is not scalable anymore. Are there any other approaches I can look at ? Or is this limitation in SwiftUI ?
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3
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185
Activity
Jul ’25