Hello,
I'm sure I've probably missed a checkbox somewhere.. I have a mulitiplatform app, when building from Xcode, and not using the testing config, both iOS and macOS show the correct App Store currency..
When I distribute a build through TestFlight, my Mac version shows a
different country/currency price (the US one). I can't find anywhere to change this. My Mac is signed into the same sandbox account as my iOS device.
Can anyone help?
Xcode
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Hello! I need to clarify whether it is currently possible to build a browser based on Chromium and upload it to the App Store or TestFlight for MacOS?
At the moment, when trying to build the browser with App Sandbox function, an error appears:
[2849:52739:0416/142702.300453:FATAL:mach_port_rendezvous.cc(410)] Check failed: kr == KERN_SUCCESS. bootstrap_check_in com.name.namebrowser.MachPortRendezvousServer.2849: Permission denied (1100)
"Hello everyone, I'm experiencing an issue with App Store Connect and Xcode. My client has granted me admin access to upload an app to TestFlight. However, while I can see the account in App Store Connect, it's not visible in Xcode. I suspect the client's account might be a personal account rather than an organizational one. Can anyone suggest what I might be missing or what additional steps need to be taken? For context, I can see all other teams, but this particular team is not appearing in Xcode. Any help would be appreciated!"
I’m experiencing an issue where Xcode cannot access my Team ID, even though my Apple Developer Program membership appears active and I have paid for it.
• When I visit Certificates, Identifiers & Profiles, I get this popup:
“Unable to find a team with the given Team ID XXXXXXXXXX to which you belong. Please contact Apple Developer Program Support.”
• My Apple ID still shows an active Developer Program membership under System Settings → Media & Purchases.
• In App Store Connect, I can still see my Team ID and access my account.
This issue was previously resolved via phone support after I was incorrectly locked out. I had paid twice, and was refunded once, but now the issue has returned - and support claims I was refunded twice, which is false (I have proof from my bank).
I’ve contacted support multiple times, and my case has been sitting with the operations team for weeks. No explanation. No resolution. Just silence.
I paid for a service I’m not receiving. Has anyone dealt with a similar issue or found a way to escalate it effectively?
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
Accounts
Xcode
Developer Program
I'm trying to build an MDLMesh then add normals
let mdlMesh = MDLMesh.newBox(withDimensions: SIMD3<Float>(1, 1, 1),
segments: SIMD3<UInt32>(2, 2, 2),
geometryType: MDLGeometryType.triangles,
inwardNormals:false,
allocator: allocator)
mdlMesh.addNormals(withAttributeNamed: MDLVertexAttributeNormal, creaseThreshold: 0)
When I render the mesh, some normals are (0,0,0). I don't know if the problem is in the mesh, or in the conversion to MTKMesh. Is there a way to examine an MDLMesh with the geometry viewer?
When I look at the variable values for my mdlMesh I get this:
Not too useful. I don't know how to track down the normals.
What's the best way to find out where the normals getting broken?
Is anybody able to save the autocreated testplan successfully with Xcode 16.3? I get a crash no matter what (different filenames, locations, machines, ...). Now created a template project: same thing.
Xcode Version 16.3 (16E140) on macOS 15.5 (24F74)
Known issue, or am I holding it wrong?
Hi everyone,
I'm working on an iOS app developed with React Native (version 0.69.4), and I'm running into an issue when trying to upload the archive to App Store Connect.
My app is designed to work only in landscape orientation, so in Xcode I’ve set the supported interface orientations accordingly—only landscape left and landscape right are checked, and portrait options are unchecked.
However, when I try to upload the build to App Store Connect, I receive an error indicating that the app must support the portrait orientation on iPhone. The upload process is being blocked due to this setting.
For the functionality and layout of the app, supporting portrait mode is not ideal. Is there any recommended way to configure an app so that it can still be uploaded successfully while supporting only landscape orientation on iPhones?
Any advice or workarounds would be greatly appreciated.
Thanks in advance!
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Store
Xcode
Organizer Window
App Submission
After the update of the Xcode to latest version, I’m getting “No Such Module Unity Framework” as error. the complete information is below.
I had to update the Xcode and the O.S as per the Apple Requirement from my older version of 14.x to latest 16.3. I had no issued running the Unity within my iOS App till the recent update.
Previous Setup:
Unity was successfully integrated into this iOS app and running fine before the update.
As it was working till the Xcode version 14.3, i have not changed any code relevant to Unity.
What I’ve Tried:
a. Added UnityFramework.framework to “Link Binary with Libraries” and marked it as “Embed & Sign”.
b. Verified Framework Search Paths include $(PROJECT_DIR)/UnityProject/build/Debug-iphoneos
c. Cleaned build folder, deleted Derived Data
d. Checked [CP] Embed Pods Frameworks step in Build Phases
Stuck On: Xcode still throws "No such module 'UnityFramework'" — it’s as if the framework isn’t being built or seen from my main project.
Request for Help:
Has anyone encountered this issue post-Xcode 16.3 update from 14.x. I’d really appreciate any guidance, updated workflows, or even a checklist of steps for properly integrating Unity into an existing iOS app with the new Xcode build system.
I have a ContentView in my app which includes the line of code FileUploadProgressAttributes. this struct is defined in a file included in the target FileUploadProgressExtension. and it is an ActivityAttributes.
in ContentView I imported FileUploadProgressExtension, and the xcode is able to find the FileUploadProgressAttributes during prebuild. but during build, it gives me
Undefined symbols for architecture arm64:
"FileUploadProgressExtension.FileUploadProgressAttributes.init(filename: Swift.String) -> FileUploadProgressExtension.FileUploadProgressAttributes
the workaround i found is to add the file with the FileUploadProgressAttributes to my app's target, but I'm not sure if this is the right thing to do. When Xcode created the extension for me, it added the extension target as a target dependency of my app. so obviously if i added this file to my app target it makes the extension target pointless.
First time working with widgets so I'm not sure if I'm missing something.
I added gesture support to my app that supports iOS 16 and 17 and have never had issues with it.
However, when I compiled my app with Xcode 16 I immediately noticed a problem with the app when I ran it in the simulator. I couldn't scroll up or down. I figured out it’s because of my gesture support.
My gesture support is pretty simple.
let myDragGesture = DragGesture()
.onChanged { gesture in
self.offset = gesture.translation
}
.onEnded { _ in
if self.offset.width > threshold {
...some logic
} else if self.offset.width < -threshold {
...some other logic
}
logitUI.debug("drag gesture width was \(self.offset.width)")
self.offset = .zero
}
If I pass nil to .gesture instead of myDragGesture then scrolling starts working again.
Here’s some example output when I’m trying to scroll down. These messages do NOT appear when I run my app on an iOS 16/17 simulator with Xcode 15.
drag gesture width was 5.333328
drag gesture width was -15.333344
drag gesture width was -3.000000
drag gesture width was -24.333328
drag gesture width was -30.666656
I opened FB14205678 about this.
I am using a Mac computer running macOS 15.5 with Xcode version 16.3 (16E140) and an iPhone XS Max on iOS 18.5. When debugging my app on the real device using Xcode, the app gets stuck on the launch screen and fails to proceed to the main interface. There is no output in the Xcode console, and the top of the window continuously shows "attaching to [app name] on [iPhone name]". Here are the details:
The same issue occurred when the phone was running iOS 18.4.1.
When I tested on another real device running iOS 17, the app launched and ran normally.
I’ve tried clearing the cache, but it didn’t help.
I deleted the ~/Library/Developer/Xcode/iOS DeviceSupport folder, let it re-download the necessary files, and ran the app again, but the issue persists.
I’m currently out of ideas and would appreciate any assistance.
All is fine in Xcode15, no LLDB errors whatsoever, but in Xcode16 I can't get any variable displayed in the console because of the following error:
error: type for self cannot be reconstructed: type for typename "$......." was not found (cached)
error: Couldn't realize Swift AST type of self. Hint: using `v` to directly inspect variables and fields may still work.
I've checked the output of swift-healthcheck and there are several messages like this:
SwiftASTContextForExpressions(module: "ROA", cu: "ROA+ViewLayer.swift")::LoadOneModule() -- Missing Swift module or Clang module found for "UIKit", "imported" via SwiftDWARFImporterDelegate. Hint: Register Swift modules with the linker using -add_ast_path.
I added -add_ast_path to the OTHER_LDFLAGS in the faulty module's build settings but no luck.
How can I debug my project in Xcode16?
I'm pulling my hair out here with this new Xcode 16, it complains that my app's dSYM is empty though it's clearly not, it's about 25MB.
I'm working on a project using an internal static library, everything is built inhouse using swift, we own all the source code. It worked just fine until the other week, when I updated the Xcode, and now I can't debug anything. I keep getting "type for self cannot be reconstructed" when I run "po self.some_property". Why is that?
The Debug information Format is set to DWARF with dSYM File for both the executable and lib projects.
I've been a Unix guy since before I knew myself and I enjoy fixing things myself, down to bare metal, but man, this bug is driving me crazy. Is it even a bug??
It's the first time in more than 15 years since I started coding on Mac and iPhone when a bug has defeated me. I was always able to fix things using just the documentation and google, but the Apple toolchain is getting worse and worse nowadays.
I remember the time when Apple made the complicated things simple, now they make the simple things complicated :(
I just split the static lib from the main project one year ago, because of the ridiculously long build time. Should I merge back all the code in a single project? Something seems wrong to me.
So I created this account to ask the masters. How can I get back my debug info (and sanity)? Using Xcode 15 is not an option because it doesn't run on Sequoia.
Hi,
i have met error below when i tried to po one attributes of an instance in my Xcode lldb:
error: type for self cannot be reconstructed: type for typename "$xxxxx" was not found (cached)
error: Couldn't realize Swift AST type of self. Hint: using `v` to directly inspect variables and fields may still work.
Is there anybody met the same error before? I urgently want to know why this happen and how to fix this issue.
My macOS Version is Sequoia v15.0.1, Xcode16.0. This problem showed after i upgraded my macOS and Xcode version.
For an initial launch of Xcode, the GatherProvisioningInputs usually takes 60 seconds for a simple project. Subsequent build is fast though.
But the build process seems got stuck at VeryModule of the MyFramework target, which usually takes 15 seconds.
I've been happily building and deploying my app to my iPhone and Watch S8, and the app was ready to submit to App Store Connect last night. However, when archiving it I got an error saying that my DynamicEventSelectionIntent was in multiple extensions. It was, kind of. When I started working on the complications I copied the Widgets intents into the complications, and left the name the same, but they were not in multiple targets.
It looks like the info plist only had one item in the IntentsSupported (because they're the same name), so I decided to rename them so I had a widget one and a complications one.
The problem I have now is that I can't deploy to my iPhone and Watch anymore because I'm getting this error:
This app contains a WatchKit app with one or more Siri Intents app extensions that declare IntentsSupported that are not declared in any of the companion app's Siri Intents app extensions. WatchKit Siri Intents extensions' IntentsSupported values must be a subset of the companion app's Siri Intents extensions' IntentsSupported values.
All I've done is rename one intent, and locate every instance of it in the info plist files, and add the appropriate new one into the right places.
Here's what I've got. Main App contains Widget and WidgetIntentHandler, plus Watch App, which contains Complications and ComplicationsIntentHandler.
Target: Main app: (I've removed everything that has no bearing on extensions.)
Target: Widget:
Target: WidgetIntentHandler:
Target: Watch App:
Target: Complications:
Target: ComplicationsIntentHandler:
Please, can someone tell me what should and should not be in the various parts, as I've tried for 12 hours now and I cannot get this to deploy to my iPhone anymore :( Thanks.
iOS 18.5 and macOS 15.5 have already shipped, but the final release of Xcode 16.4 is nowhere to be found at developer.apple.com
Manually building a link based upon the link for version 16.3 results in a 403 error:
https://download.developer.apple.com/Developer_Tools/Xcode_16.4/Xcode_16.4.xip
I want to side load a .ipa file from a Mac to iPhone connected to Mac via USB. I don't want to use ABM or enterprise account. Also these can be any number of unknown devices. Is there any way to set this up automatically?
Topic:
Business & Education
SubTopic:
Device Management
Tags:
Developer Tools
Xcode
Command Line Tools
Context
I created a short script to CPU profile a program from the command line. I am able to record via the Instruments app, but when I try from the command line I get the following error shown below. This example is just profiling the grep command.
Error:
% cpu_profile /usr/bin/grep \
--recursive "Brendan Gregg" \
"$(xcode-select --print-path)/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk"
Profiling /usr/bin/grep into /tmp/cpu_profile_grep.trace
Starting recording with the CPU Profiler template. Launching process: grep.
Ctrl-C to stop the recording
Run issues were detected (trace is still ready to be viewed):
* [Error] Failed to start the recording: Failed to force all hardware CPU counters: 13.
Recording failed with errors. Saving output file...
Script:
#!/bin/sh
set -o errexit
set -o nounset
if [ "$#" -lt 1 ]
then
echo "Usage $0 <program> [arguments...]" 1>&2
exit 1
fi
PROGRAM="$(realpath "$1")"
shift
OUTPUT="/tmp/cpu_profile_$(basename "$PROGRAM").trace"
echo "Profiling $PROGRAM into $OUTPUT" 1>&2
# Delete potential previous traces
rm -rf "$OUTPUT"
xcrun xctrace record \
--template 'CPU Profiler' \
--no-prompt \
--output "$OUTPUT" \
--target-stdout - \
--launch -- "$PROGRAM" "$@"
open "$OUTPUT"
I think the error has to do with xctrace based on this post, but according to this post it should have been resolved in MacOS version 15.4.
System
Chip: Apple M3 Pro
macOS: Sequoia 15.4.1
xctrace version: 16.0 (16E140)
xcrun version: 70.
Xcode version: 16.3 (16E140)
Working Screenshots from Instruments App:
Topic:
Developer Tools & Services
SubTopic:
Instruments
Tags:
Developer Tools
Instruments
Xcode
Debugging
Hello everyone, We are seeing some warnings in Xcode 16 when I archive my iOS app for distribution. During the upload phase (either via Xcode Organizer ), I get an error like:
WARNING: Upload Symbols Failed
The archive did not include a dSYM for MyFramework.framework with the UUIDs: XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX
Ensure that the archive’s dSYM folder includes a DWARF file for MyFramework.framework with the expected UUIDs.
Question:
How can these warnings be fixed?
Is this warning safe to ignore if I know the vendor does not supply a dSYM for their framework?
If I do need a proper dSYM for full symbolication, how should I request it from the vendor or generate it myself from an XCFramework?
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Frameworks
App Store Connect
Xcode
TestFlight