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

Posts under Xcode tag

200 Posts

Post

Replies

Boosts

Views

Activity

Popping sound when running XCode simulator
Hello, im getting popping / crackling sounds from my Macbook Pro (M4 2024) speakers. This happens when you do many certain tasks like click buttons or toggling switches when xcode has a simulator open and any background audio is playing, like spotify. The speakers go crazy especially when starting the simulator in xcode with music in background. Ive tried: Using blackhole, and changing audio output in the simulator app Deleting both .plist files form preferences file. "coreaudiod" trick in terminal restarting many times different xcode versions and simulators and swift files Nothing has worked. Any help?
Topic: UI Frameworks SubTopic: SwiftUI Tags:
1
5
269
Jun ’25
Can `UIApplication.shared.setAlternateIconName` use .icon file?
I’m updating my app’s alternate icons using UIApplication.shared.setAlternateIconName, and I noticed that in iOS 26, Xcode now supports the new .icon file format for App Icons. Is it possible to reference .icon files directly for alternate icons? Or does setAlternateIconName still only support traditional .png assets inside the AppIcon set? I couldn’t find any documentation confirming this either way, and I want to ensure compatibility with the new format while supporting alternate icons. Any clarification or Apple documentation link would be greatly appreciated!
0
0
248
Jun ’25
Xcode can't upload visionOS app CFBundleIcons.CFBundlePrimaryIcon Validation Failed
I'm developing a visionOS app and was able to upload new builds without any problems to the App Store. A couple pf days ago I wanted to ship another update, but now I can't submit it to the App Store anymore, because the validation failed, something related to the App Icon seems to be the issue, the logs mention CFBundleIcons.CFBundlePrimaryIcon. I have setup the App Icons here: The validation error I first got was this, mentioning a plist entry (that has not been necessary in the past) is missing. I've then added that plist entry, as described in the reference doc for CFBundleIcons.CFBundlePrimaryIcon. My info.plist now includes this, following the mentioned docs: However, now I get a type missmatch error when validating — however the types are as described in the docs: What am I missing? Why even is this plist entry required now? Or is this a Bug? Help please
1
0
141
Jun ’25
"illegal character encoding in string literal" warnings in Xcode
Good day! I have a long-term project ported all the way up from old Think C through many versions of Xcode. Its source files are encoded in "Western (Mac OS Roman)". Some of my error messages have characters outside the straight ASCII character set (i.e. "å"). The editor correctly displays these, but I get plenty of Illegal Character warnings and the messages do not display properly. I imagine there's a way to have seperate files of localized text for internationalized applications, but I am the only end-user of this application, and it used to just plain work in earlier Xcode versions. Furthermore, there must be developers throughout Europe who use such characters in string literals, just typing in their native languages, straight off their keyboards. I was thinking that there must be a Clang setting or something, but have been unable to find it, and an internet search turns up no solution except to cumbersomely escape each individual character. I can't imagine that a French programmer does that every time they want to type "è", "é", or "à"! Any help? (Disclaimer: I'm an English speaker and only use such characters whimsically, but want to keep them for legacy's sake.) Thanks.... p.s. using Xcode 15.3, and under Settings->Text Editing->Editing, "Western (Mac OS Roman)" is already selected as the default text encoding with "Convert existing files on save" checked.
3
0
244
Jun ’25
Not able to make archive build in Xcode of Unity app
We are working on a Unity iOS app for the App Store. We are working with different SDKs and plugins(Firebase, Facebook, CleverTap, AVpro, DTT, etc ). We can make an Xcode export build from Unity for the iOS platform. But in Xcode, we are getting errors while building an archive for our app. `chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp-compile: No such file or directory chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/bee_backend/mac-arm64/bee_backend: No such file or directory /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/GameAssembly.build/Script-C62A2A42F32E085EF849CF0B.sh: line 27: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory Command PhaseScriptExecution failed with a nonzero exit code Please help anyone to resolve this issue. Unity version - 2023.2.20f1 Xcode version - 16.4
1
0
122
Jun ’25
Xcode Memory Usage
Last week I bought an M4 Pro Mac mini with 24GB RAM to use as my “beta testing” machine. I don’t want to use my main machine for beta OS testing, so figured this config would be perfect for that. However, there have been several times when running Xcode 26 on macOS Tahoe, along with a simulator or two, that memory pressure has gone up into the “yellow” and keeps increasing. I am surprised that 24GB doesn‘t seem like enough RAM. I don’t have giant projects or use anything else on this machine. It’s pretty simple stuff. Maybe this is to be expected with betas: memory leaks, non-optimized code, etc. I’m considering returning the machine while I can. What do others find is a good amount of RAM for fairly modest development needs?
1
0
135
Jun ’25
Using AVAsynchronousKeyValueLoading.load() on an AVAssetTrack gives an error
I'm seeing this error while attempting to compile my VisionOS app under Xcode 26. My existing code looks like: let (naturalSize, formatDescriptions, mediaCharacteristics) = try? await videoTrack.load(.naturalSize, .formatDescriptions, .mediaCharacteristics) This is now giving a compiler error: Type of expression is ambiguous without a type annotation I don't see that anything that was changed or deprecated in the latest version. Also loading the properties individually seems to work fine i.e.: let naturalSize = try? await videoTrack.load(.naturalSize) let formatDescriptions = try? await videoTrack.load(.formatDescriptions) let mediaCharacteristics = try? await videoTrack.load(.mediaCharacteristics)
1
0
122
Jun ’25
Xcode 26 String Catalog generate comment grayed out
Why is "generate comment" button grayed out? I'm running macOS Tahoe Beta 2, Xcode 26 Beta 2 Apple intelligence on both system preferences as well as Xcode are enabled Created fresh Xcode project to test it (happens on my older project too) Xcode Preferences -> Editing -> Automatically generate string catalog comments (tried with ON/OFF) Tried to CMD+B to re-index project Not sure what else to try.
2
0
284
Jun ’25
XCode 26 beta 2 build error with AVAsset loading
I have this build error with Xcode 26 beta 2: var asset:AVURLAsset? func loadAsset() { let assetURL = URL.documentsDirectory .appendingPathComponent("sample.mov") asset = AVURLAsset(url: assetURL, options: [AVURLAssetPreferPreciseDurationAndTimingKey: true]) /*Error: Type of expression is ambiguous without a type annotation */ if let result = try? await asset?.load(.tracks, .isPlayable, .isComposable) { } } Is there an issue with try? in the new Swift compiler? Error: Type of expression is ambiguous without a type annotation
0
0
173
Jun ’25
❗️SpeechAnalyzer.framework Not Found in Xcode 26 Beta 2 (17A5241o)
Hi everyone, I’m running into an issue trying to use the new SpeechAnalyzer framework announced at WWDC 2025. ❯ My Setup: • macOS: Sequoia 15.5 (Build 26.0 / macOS Tahoe Beta 26.0) • Xcode: 26.0 beta 2 (17A5241o) • Deployment Target: macOS 26.0 • Toolchain: Clang 17.0.0 (Apple) ❯ Problem: Despite following all setup requirements: • Setting macOS 26 as the deployment target • Using the latest Xcode 26 beta 2 • Running the correct developer toolchain (xcode-select is pointing to Xcode-beta) I still get the error: No such module 'SpeechAnalyzer' Additionally: • The SpeechAnalyzer.framework does not appear under /Applications/Xcode-beta.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/ • It is also not listed in the Link Binary with Libraries pane. ❯ What I’ve Tried: • Clean builds • Deleted DerivedData • Verified SDK installation paths • Reinstalled Xcode 26 beta 2 • find search for SpeechAnalyzer.framework returned nothing ❯ Request: Has anyone successfully used SpeechAnalyzer in Xcode 26 beta 2 on macOS Sequoia/Tahoe? Is there a separate SDK or seed profile required to access this framework? Would appreciate any guidance from Apple engineers or other beta testers. Thanks! — Lalit Lakhara
0
0
111
Jun ’25
Apple Watch no longer connects reliably in Xcode
Hi all, I'm developing a standalone SwiftUI watchOS app (no iOS host or extension), targeting watchOS 11.5, and running into persistent connection issues with Xcode. Xcode rarely detects my Apple Watch (Series 7, watchOS 11.5) Sometimes it appears nested under the iPhone; most of the time, it doesn’t Errors include: "OS version is lower than the deployment target" (both are 11.5) "Unable to install... device not supported" "Connection error 4000", "Tunnel timeout error 1001" "Ensure Wi-Fi is enabled on both machines" (Wi-Fi is on and on the same network) Once in a while, the app does install, but mostly I’m blocked. What I’ve Tried Verified pairing and trust Cleaned builds, nuked Derived Data and caches Reset iPhone privacy settings Removed and re-added my Apple ID Used xcrun xctrace list devices (watch inconsistently appears) Despite this, the app only installs about 5% of the time. Testing (or even running) on real hardware is nearly impossible, and has become incredibly frustrating for me. Any help or insights would be much appreciated.
1
0
113
Jun ’25
CommandLineTools SDK error: conflicting types for 'MPG_PAYLOAD
building gcc14-libgcc14 using Macports + Apple clang returns following error In file included from /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/message.h:78, from /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/arm/thread_status.h:40, from /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/machine/thread_status.h:35, from /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach-o/loader.h:52, from /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach-o/dyld.h:30, from /opt/local/var/macports/build/_opt_local_var_macports_sources_rsync.macports.org_macports_release_tarballs_ports_lang_gcc14/libgcc14/work/gcc-14.2.0/libgcc/config/darwin-crt-tm.c:29: /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/port.h:510:1: error: conflicting types for 'MPG_PAYLOAD'; have 'uint64_t(uint8_t, uint32_t, uint32_t)' {aka 'long long unsigned int(unsigned char, unsigned int, unsigned int)'} 510 | MPG_PAYLOAD(uint8_t flag, uint32_t a, uint32_t b) | ^~~~~~~~~~~ /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/port.h:498:1: note: previous definition of 'MPG_PAYLOAD' with type 'uint64_t(uint8_t, uint32_t)' {aka 'long long unsigned int(unsigned char, unsigned int)'} 498 | MPG_PAYLOAD(uint8_t flag, uint32_t a) | ^~~~~~~~~~~ /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/port.h:523:1: error: conflicting types for 'MPG_PAYLOAD'; have 'uint64_t(uint8_t, uint32_t, uint16_t, uint16_t)' {aka 'long long unsigned int(unsigned char, unsigned int, short unsigned int, short unsigned int)'} 523 | MPG_PAYLOAD(uint8_t flag, uint32_t a, uint16_t b, uint16_t c) | ^~~~~~~~~~~ /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/port.h:498:1: note: previous definition of 'MPG_PAYLOAD' with type 'uint64_t(uint8_t, uint32_t)' {aka 'long long unsigned int(unsigned char, unsigned int)'} 498 | MPG_PAYLOAD(uint8_t flag, uint32_t a) libgcxx compiles fine if forcing compile using clang20/clang19 there is no error.
2
1
283
Jun ’25
Xcode 16.1 (16B40) Stopped Building Universal Binaries
Anyone else notice that Xcode 16.1 seems to have stopped building universal binaries for both debug and release builds even though under "Build Settings-Build Active Architecture" both Debug and Release are set to NO. We had been using the universal binary builds out of Debug for preliminary tests on Intel based machines. The Architectures setting is set to: Standard Architectures (Apple Silicon, Intel) - $(ARCHS_STANDARD). I started a brand new empty app and it does the same thing. A workaround is to set the Destination in Xcode's menu bar to "Build on Any Mac" and then find the binary and drag it to the Intel computer. You can't run that one though from Xcode. Another workaround is to build an Archive and drag that one.
5
1
988
Jun ’25
AI Model in Xcode isn't working
Hello Apple Developer Community. I only wanted to ask you guys, what I can do, if the ChatGPT Model isn't working in Xcode 16 (because of the Code Assistance). Because when I try to use it, it says, that I need to connect a Model, which I already did with the ChatGPT Integration. Can somebody help me with this? Thanks :) Device Info: MacBook M3 - Midnight - 16GB RAM (These are Pictures of the Errors)
1
0
225
Jun ’25
String catalogs in packages
We have separated much of our UI into different packages to reduce complexity and compile time. When we recently tested using new .xcstrings string catalogs, we hit an unexpected problem. Strings extracted from SwiftUI components like Text or Button are extracted into the Localizable.xcstrings in the same package, but the default behaviour of Text(_ key:tableName:bundle:comment:) is to use Bundle.main. When the default behaviour of the string extraction isn't to extract to the main app target, this introduces a very fragile system where it's easy to add code that looks localised, but ends up failing lookup at runtime. I don't feel comfortable that we will always remember to define the correct module every time we create a Text. Also, other components like Button doesn't have an init that takes a Bundle, so we would also have to remember that Button(_ titleKey:action:) can now only be used in a package if we make sure that the main bundle contains a matching key. Is there a way for us to make sure that strings are always extracted to the same place as they are resolved against by default? Either by having strings in packages extracted to an xcstrings file in the main app or having Text default to resolving against the module bundle by default?
4
4
2.4k
Jun ’25
Popping sound when running XCode simulator
Hello, im getting popping / crackling sounds from my Macbook Pro (M4 2024) speakers. This happens when you do many certain tasks like click buttons or toggling switches when xcode has a simulator open and any background audio is playing, like spotify. The speakers go crazy especially when starting the simulator in xcode with music in background. Ive tried: Using blackhole, and changing audio output in the simulator app Deleting both .plist files form preferences file. "coreaudiod" trick in terminal restarting many times different xcode versions and simulators and swift files Nothing has worked. Any help?
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Replies
1
Boosts
5
Views
269
Activity
Jun ’25
Is there any way to disable PHASE/CoreAudio logging?
Is there a way to permanently disable PHASE SDK logging? It seems to be a lot chattier than Apple's other SDKs. While developing a RealityKit app that uses AudioPlaybackController, I must manually hide the PHASE SDK log output several times each day so I can see my app's log messages. Thank you.
Replies
0
Boosts
0
Views
356
Activity
Jun ’25
Crash log and symbolication when using Xcode Cloud
Hello, When archiving a binary with Xcode, I've always kept my archives in the Organizer so I can symbolicate crash logs using the dSYM files. I've been thinking about moving to Xcode Cloud for archiving. Will crash logs still be symbolicated and readable in the Xcode Organizer? Thank you, Axel
Replies
4
Boosts
0
Views
203
Activity
Jun ’25
Can `UIApplication.shared.setAlternateIconName` use .icon file?
I’m updating my app’s alternate icons using UIApplication.shared.setAlternateIconName, and I noticed that in iOS 26, Xcode now supports the new .icon file format for App Icons. Is it possible to reference .icon files directly for alternate icons? Or does setAlternateIconName still only support traditional .png assets inside the AppIcon set? I couldn’t find any documentation confirming this either way, and I want to ensure compatibility with the new format while supporting alternate icons. Any clarification or Apple documentation link would be greatly appreciated!
Replies
0
Boosts
0
Views
248
Activity
Jun ’25
AVCaptureSession taking too long in XCode 26 beta 2 debugger
XCode 26 beta 2 is taking more than 20 seconds to start AVCaptureSession when AVCaptureVideoDataOutput and AVCaptureAudioDataOutput are added. The problem occurs only during debugging and is clearly seen with Cinematic Capture sample code by Apple. I am using iPhone 14 Pro running iOS 26 beta 2 for reference.
Replies
0
Boosts
0
Views
175
Activity
Jun ’25
Xcode can't upload visionOS app CFBundleIcons.CFBundlePrimaryIcon Validation Failed
I'm developing a visionOS app and was able to upload new builds without any problems to the App Store. A couple pf days ago I wanted to ship another update, but now I can't submit it to the App Store anymore, because the validation failed, something related to the App Icon seems to be the issue, the logs mention CFBundleIcons.CFBundlePrimaryIcon. I have setup the App Icons here: The validation error I first got was this, mentioning a plist entry (that has not been necessary in the past) is missing. I've then added that plist entry, as described in the reference doc for CFBundleIcons.CFBundlePrimaryIcon. My info.plist now includes this, following the mentioned docs: However, now I get a type missmatch error when validating — however the types are as described in the docs: What am I missing? Why even is this plist entry required now? Or is this a Bug? Help please
Replies
1
Boosts
0
Views
141
Activity
Jun ’25
The operation couldn’t be completed. (ModelCatalog.CatalogErrors.AssetErrors error 1.)
error I get when I try and install predictive code completion model
Replies
0
Boosts
0
Views
234
Activity
Jun ’25
"illegal character encoding in string literal" warnings in Xcode
Good day! I have a long-term project ported all the way up from old Think C through many versions of Xcode. Its source files are encoded in "Western (Mac OS Roman)". Some of my error messages have characters outside the straight ASCII character set (i.e. "å"). The editor correctly displays these, but I get plenty of Illegal Character warnings and the messages do not display properly. I imagine there's a way to have seperate files of localized text for internationalized applications, but I am the only end-user of this application, and it used to just plain work in earlier Xcode versions. Furthermore, there must be developers throughout Europe who use such characters in string literals, just typing in their native languages, straight off their keyboards. I was thinking that there must be a Clang setting or something, but have been unable to find it, and an internet search turns up no solution except to cumbersomely escape each individual character. I can't imagine that a French programmer does that every time they want to type "è", "é", or "à"! Any help? (Disclaimer: I'm an English speaker and only use such characters whimsically, but want to keep them for legacy's sake.) Thanks.... p.s. using Xcode 15.3, and under Settings->Text Editing->Editing, "Western (Mac OS Roman)" is already selected as the default text encoding with "Convert existing files on save" checked.
Replies
3
Boosts
0
Views
244
Activity
Jun ’25
Not able to make archive build in Xcode of Unity app
We are working on a Unity iOS app for the App Store. We are working with different SDKs and plugins(Firebase, Facebook, CleverTap, AVpro, DTT, etc ). We can make an Xcode export build from Unity for the iOS platform. But in Xcode, we are getting errors while building an archive for our app. `chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp-compile: No such file or directory chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/bee_backend/mac-arm64/bee_backend: No such file or directory /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/GameAssembly.build/Script-C62A2A42F32E085EF849CF0B.sh: line 27: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory Command PhaseScriptExecution failed with a nonzero exit code Please help anyone to resolve this issue. Unity version - 2023.2.20f1 Xcode version - 16.4
Replies
1
Boosts
0
Views
122
Activity
Jun ’25
Xcode Memory Usage
Last week I bought an M4 Pro Mac mini with 24GB RAM to use as my “beta testing” machine. I don’t want to use my main machine for beta OS testing, so figured this config would be perfect for that. However, there have been several times when running Xcode 26 on macOS Tahoe, along with a simulator or two, that memory pressure has gone up into the “yellow” and keeps increasing. I am surprised that 24GB doesn‘t seem like enough RAM. I don’t have giant projects or use anything else on this machine. It’s pretty simple stuff. Maybe this is to be expected with betas: memory leaks, non-optimized code, etc. I’m considering returning the machine while I can. What do others find is a good amount of RAM for fairly modest development needs?
Replies
1
Boosts
0
Views
135
Activity
Jun ’25
Using AVAsynchronousKeyValueLoading.load() on an AVAssetTrack gives an error
I'm seeing this error while attempting to compile my VisionOS app under Xcode 26. My existing code looks like: let (naturalSize, formatDescriptions, mediaCharacteristics) = try? await videoTrack.load(.naturalSize, .formatDescriptions, .mediaCharacteristics) This is now giving a compiler error: Type of expression is ambiguous without a type annotation I don't see that anything that was changed or deprecated in the latest version. Also loading the properties individually seems to work fine i.e.: let naturalSize = try? await videoTrack.load(.naturalSize) let formatDescriptions = try? await videoTrack.load(.formatDescriptions) let mediaCharacteristics = try? await videoTrack.load(.mediaCharacteristics)
Replies
1
Boosts
0
Views
122
Activity
Jun ’25
Xcode 26 String Catalog generate comment grayed out
Why is "generate comment" button grayed out? I'm running macOS Tahoe Beta 2, Xcode 26 Beta 2 Apple intelligence on both system preferences as well as Xcode are enabled Created fresh Xcode project to test it (happens on my older project too) Xcode Preferences -> Editing -> Automatically generate string catalog comments (tried with ON/OFF) Tried to CMD+B to re-index project Not sure what else to try.
Replies
2
Boosts
0
Views
284
Activity
Jun ’25
XCode 26 beta 2 build error with AVAsset loading
I have this build error with Xcode 26 beta 2: var asset:AVURLAsset? func loadAsset() { let assetURL = URL.documentsDirectory .appendingPathComponent("sample.mov") asset = AVURLAsset(url: assetURL, options: [AVURLAssetPreferPreciseDurationAndTimingKey: true]) /*Error: Type of expression is ambiguous without a type annotation */ if let result = try? await asset?.load(.tracks, .isPlayable, .isComposable) { } } Is there an issue with try? in the new Swift compiler? Error: Type of expression is ambiguous without a type annotation
Replies
0
Boosts
0
Views
173
Activity
Jun ’25
❗️SpeechAnalyzer.framework Not Found in Xcode 26 Beta 2 (17A5241o)
Hi everyone, I’m running into an issue trying to use the new SpeechAnalyzer framework announced at WWDC 2025. ❯ My Setup: • macOS: Sequoia 15.5 (Build 26.0 / macOS Tahoe Beta 26.0) • Xcode: 26.0 beta 2 (17A5241o) • Deployment Target: macOS 26.0 • Toolchain: Clang 17.0.0 (Apple) ❯ Problem: Despite following all setup requirements: • Setting macOS 26 as the deployment target • Using the latest Xcode 26 beta 2 • Running the correct developer toolchain (xcode-select is pointing to Xcode-beta) I still get the error: No such module 'SpeechAnalyzer' Additionally: • The SpeechAnalyzer.framework does not appear under /Applications/Xcode-beta.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/ • It is also not listed in the Link Binary with Libraries pane. ❯ What I’ve Tried: • Clean builds • Deleted DerivedData • Verified SDK installation paths • Reinstalled Xcode 26 beta 2 • find search for SpeechAnalyzer.framework returned nothing ❯ Request: Has anyone successfully used SpeechAnalyzer in Xcode 26 beta 2 on macOS Sequoia/Tahoe? Is there a separate SDK or seed profile required to access this framework? Would appreciate any guidance from Apple engineers or other beta testers. Thanks! — Lalit Lakhara
Replies
0
Boosts
0
Views
111
Activity
Jun ’25
Apple Watch no longer connects reliably in Xcode
Hi all, I'm developing a standalone SwiftUI watchOS app (no iOS host or extension), targeting watchOS 11.5, and running into persistent connection issues with Xcode. Xcode rarely detects my Apple Watch (Series 7, watchOS 11.5) Sometimes it appears nested under the iPhone; most of the time, it doesn’t Errors include: "OS version is lower than the deployment target" (both are 11.5) "Unable to install... device not supported" "Connection error 4000", "Tunnel timeout error 1001" "Ensure Wi-Fi is enabled on both machines" (Wi-Fi is on and on the same network) Once in a while, the app does install, but mostly I’m blocked. What I’ve Tried Verified pairing and trust Cleaned builds, nuked Derived Data and caches Reset iPhone privacy settings Removed and re-added my Apple ID Used xcrun xctrace list devices (watch inconsistently appears) Despite this, the app only installs about 5% of the time. Testing (or even running) on real hardware is nearly impossible, and has become incredibly frustrating for me. Any help or insights would be much appreciated.
Replies
1
Boosts
0
Views
113
Activity
Jun ’25
CommandLineTools SDK error: conflicting types for 'MPG_PAYLOAD
building gcc14-libgcc14 using Macports + Apple clang returns following error In file included from /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/message.h:78, from /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/arm/thread_status.h:40, from /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/machine/thread_status.h:35, from /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach-o/loader.h:52, from /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach-o/dyld.h:30, from /opt/local/var/macports/build/_opt_local_var_macports_sources_rsync.macports.org_macports_release_tarballs_ports_lang_gcc14/libgcc14/work/gcc-14.2.0/libgcc/config/darwin-crt-tm.c:29: /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/port.h:510:1: error: conflicting types for 'MPG_PAYLOAD'; have 'uint64_t(uint8_t, uint32_t, uint32_t)' {aka 'long long unsigned int(unsigned char, unsigned int, unsigned int)'} 510 | MPG_PAYLOAD(uint8_t flag, uint32_t a, uint32_t b) | ^~~~~~~~~~~ /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/port.h:498:1: note: previous definition of 'MPG_PAYLOAD' with type 'uint64_t(uint8_t, uint32_t)' {aka 'long long unsigned int(unsigned char, unsigned int)'} 498 | MPG_PAYLOAD(uint8_t flag, uint32_t a) | ^~~~~~~~~~~ /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/port.h:523:1: error: conflicting types for 'MPG_PAYLOAD'; have 'uint64_t(uint8_t, uint32_t, uint16_t, uint16_t)' {aka 'long long unsigned int(unsigned char, unsigned int, short unsigned int, short unsigned int)'} 523 | MPG_PAYLOAD(uint8_t flag, uint32_t a, uint16_t b, uint16_t c) | ^~~~~~~~~~~ /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/port.h:498:1: note: previous definition of 'MPG_PAYLOAD' with type 'uint64_t(uint8_t, uint32_t)' {aka 'long long unsigned int(unsigned char, unsigned int)'} 498 | MPG_PAYLOAD(uint8_t flag, uint32_t a) libgcxx compiles fine if forcing compile using clang20/clang19 there is no error.
Replies
2
Boosts
1
Views
283
Activity
Jun ’25
Xcode 16.1 (16B40) Stopped Building Universal Binaries
Anyone else notice that Xcode 16.1 seems to have stopped building universal binaries for both debug and release builds even though under "Build Settings-Build Active Architecture" both Debug and Release are set to NO. We had been using the universal binary builds out of Debug for preliminary tests on Intel based machines. The Architectures setting is set to: Standard Architectures (Apple Silicon, Intel) - $(ARCHS_STANDARD). I started a brand new empty app and it does the same thing. A workaround is to set the Destination in Xcode's menu bar to "Build on Any Mac" and then find the binary and drag it to the Intel computer. You can't run that one though from Xcode. Another workaround is to build an Archive and drag that one.
Replies
5
Boosts
1
Views
988
Activity
Jun ’25
AI Model in Xcode isn't working
Hello Apple Developer Community. I only wanted to ask you guys, what I can do, if the ChatGPT Model isn't working in Xcode 16 (because of the Code Assistance). Because when I try to use it, it says, that I need to connect a Model, which I already did with the ChatGPT Integration. Can somebody help me with this? Thanks :) Device Info: MacBook M3 - Midnight - 16GB RAM (These are Pictures of the Errors)
Replies
1
Boosts
0
Views
225
Activity
Jun ’25
xcode intelligence model providers
how do we add google models, deepseek, or mistral into xcode 26 intelligence model providers ?
Replies
0
Boosts
1
Views
289
Activity
Jun ’25
String catalogs in packages
We have separated much of our UI into different packages to reduce complexity and compile time. When we recently tested using new .xcstrings string catalogs, we hit an unexpected problem. Strings extracted from SwiftUI components like Text or Button are extracted into the Localizable.xcstrings in the same package, but the default behaviour of Text(_ key:tableName:bundle:comment:) is to use Bundle.main. When the default behaviour of the string extraction isn't to extract to the main app target, this introduces a very fragile system where it's easy to add code that looks localised, but ends up failing lookup at runtime. I don't feel comfortable that we will always remember to define the correct module every time we create a Text. Also, other components like Button doesn't have an init that takes a Bundle, so we would also have to remember that Button(_ titleKey:action:) can now only be used in a package if we make sure that the main bundle contains a matching key. Is there a way for us to make sure that strings are always extracted to the same place as they are resolved against by default? Either by having strings in packages extracted to an xcstrings file in the main app or having Text default to resolving against the module bundle by default?
Replies
4
Boosts
4
Views
2.4k
Activity
Jun ’25