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Posts under Xcode tag

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code coverage broken 0% since Xcode 16.2
Hi, moving from Xcode 16.1 to 16.2, the code coverage percentage is still 0. The project is quite old, but it worked with 16.1. What I tried: converted the old tests to test plans in the settings, including all the various targets (for internal functionality contained in frameworks, each framework has its own test target). added the various code coverage flags to YES. added test hosts to the main targets. played with various settings found in dozens of guides. But nothing. The main app shows 0% coverage, even though the internal frameworks have their own coverage and the files within the main app are tested. On Xcode 16.1, the % appears, but from 16.2 onwards, it doesn't. Also tried with Xcode 26. Any ideas? Thanks
0
2
216
Jul ’25
Xcode 26 / iOS 26 UISegmentedControl returns to index 0 incorrectly
I'm trying to update one of my apps to the new Liquid Glass effects using Xcode 26. Came across a weird issue in that I reproduced in an empty project on its own with a storyboard with a single segmented control on the initial viewController I have a UISegmentedControl with 3 options. If I click index 2, while index 0 is selected, everything works as normal However if I select index 1, and then index 2, it jumps back to index 0 instead of selecting 2. All the events fire as though I tapped index 0
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1
547
Jul ’25
Xcode 26 Bug: URLs with percent encoding query parameters won't compile
Just repro'd in the latest Xcode 26 Beta 3. Building an iOS app using xcstrings for localization. We have a URL that uses percent encoding for a query param. For example: Upon compiling in the latest Xcode 26 beta this fails with: Unable to create a Swift type from the format specifier “%20S”. This was not the case in prior Xcode versions.
1
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237
Jul ’25
WebView Bridge Communication Issue After Xcode 16 Update - iOS 18 SDK
Issue Description I'm developing a hybrid iOS app and encountering WebView bridge communication issues after updating to Xcode 16 with iOS 18 SDK. App Architecture AViewController: Initial view controller displayed at app launch Handles WebView setup and web-to-native bridge communication Pushes BViewController when receiving "B" bridge message from web BViewController: View controller stacked on top of AViewController Managed by navigation controller AViewController's WebView continues bridge communication even when BViewController is active Problem Behavior Xcode 15 (iOS 18): WebView bridge communication in AViewController works normally while BViewController is active Xcode 16 (iOS 18 SDK): Server communication breaks or hangs without response while BViewController is active Communication resumes only after popping back to AViewController from BViewController Questions Is the current architecture (configuring WebView in AViewController and maintaining bridge communication through AViewController's WebView while BViewController is presented) not a recommended pattern? Is Xcode 16's iOS 18 SDK the cause of this issue? If so, could you help me understand which specific changes are affecting this behavior? This is urgent as we need to deploy soon. I would greatly appreciate a prompt response.
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230
Jul ’25
Intermittent "internal error" with multiple XIBs in Xcode 26.0 beta 2 (17A5241o)
On several different XIBs I get a compiler error like Internal error. Please file a bug at feedbackassistant.apple.com and attach "/var/folders/1v/ 516am8h11fzbmdy9sh r1znh0000an/T/|B-adent-diagnostics 2025-06-30 15-02-36 468000" W These XIBs were unmodified, the only different was the Xcode version they were compiled against. Any suggestions for a fix, workaround, or troubleshooting? I tried restarting Xcode, restarting macOS, cleaning the build, and deleting derived data.
2
2
279
Jul ’25
What is the difference between .safeAreaInset and the new .safeAreaBar?
I've been trying out the new .safeAreaBar modifier for iOS 26, but I cannot seem to notice any difference between that and .safeAreaInset? The documentation says: the bar modifier configures the content to support views to automatically extend the edge effect of any scroll view’s the bar adjusts safe area of. But I can't seem to see that in action.
1
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319
Jul ’25
Xcode26: download stuck on 'fetching'
I just downloaded Xcode26, and am trying to download the new simulator to be able to run and test my app. But the downloads folder just shows that it's stuck on "Fetching download information ..." even 15 minutes after it started. I tried restarting Xcode but didn't help. Internet connection is good. Any tips to get it working?
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449
Jul ’25
Open app review crashlog .txt file in Xcode 13
Got emailed three .txt crash files. Cannot for the life of me figure out how to get Xcode to do something with them. Tried: renaming .txt to .crash Dropping onto "devices and simulators" window Dropping on to "devices and simulators > select device > View device logs" "Download debug symbols" for the archive in Xcode (says "dowloaded debug symbols" so did it) ... and many other things Xcode 13 simply refuses to respond to the drag-and-drop of the file no matter the file extension and no matter where in Xcode's various windows/tools I drop it. Has anyone done this with a crash .txt file from app review and Xcode 13?
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9.5k
Jul ’25
Problem running Unreal 5.6
I am using Unreal Engine 5.6 on a MacBook Pro with an M3 chip and macOS 15.5. I’ve installed Xcode and accepted the license, but Unreal is not detecting the latest Metal Shader Standard (Metal v3.0). The maximum version Unreal sees is Metal v2.4, even though the hardware and OS should support Metal 3.0. I’ve also run sudo xcode-select -s /Applications/Xcode.app and accepted the license via Terminal. Is there anything in Xcode settings, SDK availability, or system permissions that could be preventing access to Metal 3.0 features?"
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533
Jul ’25
Can't fix "Provisioning profile doesn't include com.apple.InAppPurchase entitlement" even after resetting everything
Hi everyone, I’ve been struggling for days with a recurring issue in my iOS app build. The build fails with the following error: Provisioning profile "iOS Team Provisioning Profile: com.myapp.bundleid" doesn't include the com.apple.InAppPurchase entitlement. Here’s what I’ve already tried: Created a new Bundle ID with correct capabilities (In-App Purchase, Push Notifications, Sign in with Apple). Created a new provisioning profile manually from Apple Developer Console. Used EAS CLI (Expo) and Xcode to regenerate all certificates and provisioning profiles. Ensured that the In-App Purchase capability is enabled in the App ID (it's greyed out but enabled). Made sure all subscriptions and products in App Store Connect are “Ready to Submit”. Followed all steps from RevenueCat and Apple documentation. Cleaned entitlements in .entitlements file and tried both and variations. Tried building both locally and with EAS – same error every time. Sent multiple tickets to Apple Developer Support, but no helpful reply yet. Extra Notes: I'm using react-native-purchases and RevenueCat, already integrated and working before this started. The error began randomly; before that, I was able to build successfully with in-app purchases. Even creating a completely fresh app from scratch results in the same entitlement missing error. Has anyone faced this exact problem where the provisioning profile fails to include com.apple.InAppPurchase, even though everything is correctly set up? Any help or insights would be greatly appreciated. Thanks in advance!
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516
Jul ’25
The async/await API crashes in Xcode 16.3 and later
We use several UIKit and AVFoundation APIs in our project, including: setAlternateIconName(_:completionHandler:) getAllTasks(completionHandler:) loadMediaSelectionGroup(for:completionHandler:) Moreover, we use the Swift Concurrency versions for these APIs: @MainActor func setAlternateIconName(_ alternateIconName: String?) async throws var allTasks: [URLSessionTask] { get async } func loadMediaSelectionGroup(for mediaCharacteristic: AVMediaCharacteristic) async throws -> AVMediaSelectionGroup? Everything worked well with these APIs in Xcode 16.2 and earlier, but starting from Xcode 16.3 (and in 16.4), they cause crashes. We've rewritten the APIs to use completion blocks instead of async/await, and this approach works. Stack traces: setAlternateIconName(_:completionHandler:) var allTasks: [URLSessionTask] { get async } loadMediaSelectionGroup(for:completionHandler:) Also, I attached some screenshots from Xcode 16.4.
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482
Jul ’25
Xcode Crashing When Attempting to Distribute/Validate App in Organizer
I'm attempting to distribute a proprietary application (not released to the app store), and everytime I confirm the either validate or distribute in anyway Xcode crashes with no error message. I've seen a few posts regarding the agreements, but I have the free app agreement signed so that can't be it. I haven't had a problem previously with not having the paid agreement signed, but now i'm running into this issue. I've confirmed my ad-hoc profile and cert are all good and valid, so I'm unsure what else could be causing this issue. Not even getting prompted to submit a crash report.
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164
Jul ’25
Unknown CHHapticError.Code (1852797029 == 'nope') in iOS 18+ on iPhone 11 Pro
Hello, I'm getting this error when launching a SpriteKit Swift game in iOS 18+ on an iPhone 11 Pro, whose shell is partly damaged in the back: CHHapticEngine.mm:1206 -[CHHapticEngine doStartWithCompletionHandler:]_block_invoke: ERROR: Player start failed: The operation couldn’t be completed. (com.apple.CoreHaptics error 1852797029.) Haptics do not work on this device, due to the damaged shell, so some error — which obviously occurs when calling start(completionHandler:) — is definitely expected; what is not expected is the main thread sometimes blocking for up to 5 seconds — although the method is not called from the main thread... the error itself is always displayed from some other secondary (system) thread. During this time, the main thread does not access the haptics engine at all; on average, it blocks once every four or five launches. In each launch (blocking or not), the 'nope' error is displayed ~5 seconds after trying to start the engine. After going nuts with all kinds of breakpoints and instrumentation, I'm at a loss as to why the main thread would sometimes block... Ideas, anyone? Thank you, D.
2
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498
Jul ’25
Support Request for XCode Cloud build performance
Dear all, For an important client, we are currently experiencing issues related to performance IOS build using Xcode Cloud. More in detail, their build process is taking approximately 30 minutes to complete at the moment, whereas the same build executed locally on a Mac machine takes around 7 minutes. This significant difference in build times is causing concerns and slowing down the development work. We would appreciate your support in identifying possible causes and exploring different ways to improve the actual situation (ex if it is possible to increase the Cloud machine calculation power). Could you please advise us on how we might proceed to analyze and potentially optimize the build times on Xcode Cloud? What kind of processors are used? Any guidance, best practices, or diagnostic steps you can suggest would be greatly appreciated. Looking forward to your support.
2
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459
Jul ’25
Xcode 26: Cannot generate provisioning profile for Mac Catalyst app in macOS 26 VM
Filed FB17873536 for this, posting here for reach. I cannot create a provisioning profile to run my Mac Catalyst app on a macOS 26 VM for my project with automatically manage signing (Xcode Managed Profile) enabled. I keep getting an error that “There is a problem with the request entity A device with number '' already exists on this team.” Disabling the device in Certificates, Identifiers, & Profiles does not work; I get the prompt to register the device on the next build but it results in the same error. “Download Manual Profiles” does not work, either. Additionally, in developer beta 2 (macOS build 25A5295e, Xcode build 17A5241o), I now get a second error message that Provisioning profile "Mac Catalyst Team Provisioning Profile: doesn't include the currently selected device "Virtual Machine" (identifier ). Clearing out the existing files in ~/Library/Developer/Xcode/UserData/Provisioning Profiles/ didn’t work either. Steps to reproduce: Create and set up a macOS 26 VM in the latest version of UTM for Mac Install Xcode 26 in the VM and sign into your Apple ID in Xcode preferences Open a Mac Catalyst app’s Xcode project and attempt to build it An alert comes up that the device is not registered in the developer account. Click the Register button to register it The process fails with the error mentioned above and it’s impossible to build for Mac Catalyst after this point. (Sign to Run Locally is not an option for me because I use entitlements that remove that option) I would appreciate any advice on how to get this working. Hopefully I will not have to create an entirely new macOS 26 VM. Thank you!
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586
Jul ’25
XCode overwrites watch companion's Info.plist with invalid data
Hi developers. I've been working on a Watch companion app for my product these past few days, and I'm currently trying to push it to TestFlight. I get stuck at the validation step with endless errors. The first one typically is missing WKApplication in Info.plist. That's fine, I'll add the field in Watch target > Info. Now more errors appear: Invalid UIDeviceFamily value of '1' and '2' Unsupported key UIRequiredDeviceCapabilities DTPlatformName value invalid Missing architecture, the bundle must contain arm64_32 because it's built with watchOS SDK 5+ I never set these values in the Info tab, so my guess is they're being overwritten by the Runner Build Settings, even though watch target build settings are correct (for example, Targeted Device Family is set to Apple Watch). What I've tried so far: Disabling auto generation of the Info.plist, and manually setting UIDeviceFamily to '4', but that doesn't help, unless I do it after creating the archive by editing the archive files and resending it to validation. I also tried a bunch of other post-build modifications to try and fix all the errors but new ones kept popping up. Cleaning Build Folder and DerivedData, restarting XCode, rebooting the computer... no effect, which is expected given that the building process doesn't return any errors Validating just the app without the apple watch (so from my main branch), still works as expected. Recreating a blank watchOS target and trying to validate just that, I get stuck in the same way. Project details: XCode Version 16.3 (16E140) Flutter 3.27.3 Targeting latest watchOS and iOS 16+ Do you have an idea what could be the problem here ? I'm sure it's just a missing or invalid property in some configuration file, but I can't figure it out and there are no resources online documenting the issue, and no "tutorials" on how to properly set up a watch target from Apple. Thank you for your time. A.H.
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253
Jul ’25
Build Vision Pro failed
`error: [xrsimulator] Component Compatibility: EnvironmentLightingConfiguration not available for 'xros 1.0', please update 'platforms' array in Package.swift error: [xrsimulator] Exception thrown during compile: compileFailedBecause(reason: "compatibility faults") error: Tool exited with code 1
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Jul ’25
Unable to package in UE5.6
Im new in the Mac area but for sure not UE. Windows is a long process to packaging but it could be done. All the documentation for Epic and from the internet is basically non existent with exactly how to package a project within UE. I have Xcode installed which makes sense, agreed to terms and install for MacOS, I've been able to make a project for several weeks now and want to package for a test run for my friends to play on Windows. Now I just get this in the log: UATHelper: Packaging (Mac): ERROR: Failed to finalize the .app with Xcode. Check the log for more information UATHelper: Packaging (Mac): Trace written to file /Users/rileysleger/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-ProjectNightTerror-Mac-Development.uba with size 12.6kb UATHelper: Packaging (Mac): Total time in Unreal Build Accelerator local executor: 8.12 seconds UATHelper: Packaging (Mac): Result: Failed (OtherCompilationError) UATHelper: Packaging (Mac): Total execution time: 9.71 seconds PackagingResults: Error: Failed to finalize the .app with Xcode. Check the log for more information UATHelper: Packaging (Mac): Took 9.77s to run dotnet, ExitCode=6 UATHelper: Packaging (Mac): UnrealBuildTool failed. See log for more details. (/Users/rileysleger/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-ProjectNightTerror-Mac-Development.txt) UATHelper: Packaging (Mac): AutomationTool executed for 0h 0m 10s UATHelper: Packaging (Mac): AutomationTool exiting with ExitCode=6 (6) UATHelper: Packaging (Mac): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 6 PackagingResults: Error: AutomationTool was unable to run successfully. Exited with code: 6 PackagingResults: Error: Unknown Error This absolutely makes no sense to me. Anyone have ideas?
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345
Jul ’25
code coverage broken 0% since Xcode 16.2
Hi, moving from Xcode 16.1 to 16.2, the code coverage percentage is still 0. The project is quite old, but it worked with 16.1. What I tried: converted the old tests to test plans in the settings, including all the various targets (for internal functionality contained in frameworks, each framework has its own test target). added the various code coverage flags to YES. added test hosts to the main targets. played with various settings found in dozens of guides. But nothing. The main app shows 0% coverage, even though the internal frameworks have their own coverage and the files within the main app are tested. On Xcode 16.1, the % appears, but from 16.2 onwards, it doesn't. Also tried with Xcode 26. Any ideas? Thanks
Replies
0
Boosts
2
Views
216
Activity
Jul ’25
Xcode 26 / iOS 26 UISegmentedControl returns to index 0 incorrectly
I'm trying to update one of my apps to the new Liquid Glass effects using Xcode 26. Came across a weird issue in that I reproduced in an empty project on its own with a storyboard with a single segmented control on the initial viewController I have a UISegmentedControl with 3 options. If I click index 2, while index 0 is selected, everything works as normal However if I select index 1, and then index 2, it jumps back to index 0 instead of selecting 2. All the events fire as though I tapped index 0
Replies
2
Boosts
1
Views
547
Activity
Jul ’25
Crash while trashing an opened and pinned file.
Crash while trashing an opened and pinned file. This crashing can be reproduced. Xcode Version 26.0 beta 2 (17A5241o) Part Of Crash Log
Replies
1
Boosts
0
Views
224
Activity
Jul ’25
Xcode 26 Bug: URLs with percent encoding query parameters won't compile
Just repro'd in the latest Xcode 26 Beta 3. Building an iOS app using xcstrings for localization. We have a URL that uses percent encoding for a query param. For example: Upon compiling in the latest Xcode 26 beta this fails with: Unable to create a Swift type from the format specifier “%20S”. This was not the case in prior Xcode versions.
Replies
1
Boosts
0
Views
237
Activity
Jul ’25
WebView Bridge Communication Issue After Xcode 16 Update - iOS 18 SDK
Issue Description I'm developing a hybrid iOS app and encountering WebView bridge communication issues after updating to Xcode 16 with iOS 18 SDK. App Architecture AViewController: Initial view controller displayed at app launch Handles WebView setup and web-to-native bridge communication Pushes BViewController when receiving "B" bridge message from web BViewController: View controller stacked on top of AViewController Managed by navigation controller AViewController's WebView continues bridge communication even when BViewController is active Problem Behavior Xcode 15 (iOS 18): WebView bridge communication in AViewController works normally while BViewController is active Xcode 16 (iOS 18 SDK): Server communication breaks or hangs without response while BViewController is active Communication resumes only after popping back to AViewController from BViewController Questions Is the current architecture (configuring WebView in AViewController and maintaining bridge communication through AViewController's WebView while BViewController is presented) not a recommended pattern? Is Xcode 16's iOS 18 SDK the cause of this issue? If so, could you help me understand which specific changes are affecting this behavior? This is urgent as we need to deploy soon. I would greatly appreciate a prompt response.
Replies
0
Boosts
0
Views
230
Activity
Jul ’25
Intermittent "internal error" with multiple XIBs in Xcode 26.0 beta 2 (17A5241o)
On several different XIBs I get a compiler error like Internal error. Please file a bug at feedbackassistant.apple.com and attach "/var/folders/1v/ 516am8h11fzbmdy9sh r1znh0000an/T/|B-adent-diagnostics 2025-06-30 15-02-36 468000" W These XIBs were unmodified, the only different was the Xcode version they were compiled against. Any suggestions for a fix, workaround, or troubleshooting? I tried restarting Xcode, restarting macOS, cleaning the build, and deleting derived data.
Replies
2
Boosts
2
Views
279
Activity
Jul ’25
What is the difference between .safeAreaInset and the new .safeAreaBar?
I've been trying out the new .safeAreaBar modifier for iOS 26, but I cannot seem to notice any difference between that and .safeAreaInset? The documentation says: the bar modifier configures the content to support views to automatically extend the edge effect of any scroll view’s the bar adjusts safe area of. But I can't seem to see that in action.
Replies
1
Boosts
2
Views
319
Activity
Jul ’25
Xcode26: download stuck on 'fetching'
I just downloaded Xcode26, and am trying to download the new simulator to be able to run and test my app. But the downloads folder just shows that it's stuck on "Fetching download information ..." even 15 minutes after it started. I tried restarting Xcode but didn't help. Internet connection is good. Any tips to get it working?
Replies
6
Boosts
3
Views
449
Activity
Jul ’25
Xcode 26 running Mac catalyst app crashes on dynamic loading with failure to find _LocationEssentials framework
I'm building and running from Xcode 26 to macOS 15.5. On launch, app crashes on start dynamic runtime linking with failure to find _LocationEssentials framework.
Replies
9
Boosts
1
Views
555
Activity
Jul ’25
Open app review crashlog .txt file in Xcode 13
Got emailed three .txt crash files. Cannot for the life of me figure out how to get Xcode to do something with them. Tried: renaming .txt to .crash Dropping onto "devices and simulators" window Dropping on to "devices and simulators > select device > View device logs" "Download debug symbols" for the archive in Xcode (says "dowloaded debug symbols" so did it) ... and many other things Xcode 13 simply refuses to respond to the drag-and-drop of the file no matter the file extension and no matter where in Xcode's various windows/tools I drop it. Has anyone done this with a crash .txt file from app review and Xcode 13?
Replies
12
Boosts
1
Views
9.5k
Activity
Jul ’25
Problem running Unreal 5.6
I am using Unreal Engine 5.6 on a MacBook Pro with an M3 chip and macOS 15.5. I’ve installed Xcode and accepted the license, but Unreal is not detecting the latest Metal Shader Standard (Metal v3.0). The maximum version Unreal sees is Metal v2.4, even though the hardware and OS should support Metal 3.0. I’ve also run sudo xcode-select -s /Applications/Xcode.app and accepted the license via Terminal. Is there anything in Xcode settings, SDK availability, or system permissions that could be preventing access to Metal 3.0 features?"
Replies
2
Boosts
0
Views
533
Activity
Jul ’25
Can't fix "Provisioning profile doesn't include com.apple.InAppPurchase entitlement" even after resetting everything
Hi everyone, I’ve been struggling for days with a recurring issue in my iOS app build. The build fails with the following error: Provisioning profile "iOS Team Provisioning Profile: com.myapp.bundleid" doesn't include the com.apple.InAppPurchase entitlement. Here’s what I’ve already tried: Created a new Bundle ID with correct capabilities (In-App Purchase, Push Notifications, Sign in with Apple). Created a new provisioning profile manually from Apple Developer Console. Used EAS CLI (Expo) and Xcode to regenerate all certificates and provisioning profiles. Ensured that the In-App Purchase capability is enabled in the App ID (it's greyed out but enabled). Made sure all subscriptions and products in App Store Connect are “Ready to Submit”. Followed all steps from RevenueCat and Apple documentation. Cleaned entitlements in .entitlements file and tried both and variations. Tried building both locally and with EAS – same error every time. Sent multiple tickets to Apple Developer Support, but no helpful reply yet. Extra Notes: I'm using react-native-purchases and RevenueCat, already integrated and working before this started. The error began randomly; before that, I was able to build successfully with in-app purchases. Even creating a completely fresh app from scratch results in the same entitlement missing error. Has anyone faced this exact problem where the provisioning profile fails to include com.apple.InAppPurchase, even though everything is correctly set up? Any help or insights would be greatly appreciated. Thanks in advance!
Replies
3
Boosts
0
Views
516
Activity
Jul ’25
The async/await API crashes in Xcode 16.3 and later
We use several UIKit and AVFoundation APIs in our project, including: setAlternateIconName(_:completionHandler:) getAllTasks(completionHandler:) loadMediaSelectionGroup(for:completionHandler:) Moreover, we use the Swift Concurrency versions for these APIs: @MainActor func setAlternateIconName(_ alternateIconName: String?) async throws var allTasks: [URLSessionTask] { get async } func loadMediaSelectionGroup(for mediaCharacteristic: AVMediaCharacteristic) async throws -> AVMediaSelectionGroup? Everything worked well with these APIs in Xcode 16.2 and earlier, but starting from Xcode 16.3 (and in 16.4), they cause crashes. We've rewritten the APIs to use completion blocks instead of async/await, and this approach works. Stack traces: setAlternateIconName(_:completionHandler:) var allTasks: [URLSessionTask] { get async } loadMediaSelectionGroup(for:completionHandler:) Also, I attached some screenshots from Xcode 16.4.
Replies
6
Boosts
0
Views
482
Activity
Jul ’25
Xcode Crashing When Attempting to Distribute/Validate App in Organizer
I'm attempting to distribute a proprietary application (not released to the app store), and everytime I confirm the either validate or distribute in anyway Xcode crashes with no error message. I've seen a few posts regarding the agreements, but I have the free app agreement signed so that can't be it. I haven't had a problem previously with not having the paid agreement signed, but now i'm running into this issue. I've confirmed my ad-hoc profile and cert are all good and valid, so I'm unsure what else could be causing this issue. Not even getting prompted to submit a crash report.
Replies
0
Boosts
0
Views
164
Activity
Jul ’25
Unknown CHHapticError.Code (1852797029 == 'nope') in iOS 18+ on iPhone 11 Pro
Hello, I'm getting this error when launching a SpriteKit Swift game in iOS 18+ on an iPhone 11 Pro, whose shell is partly damaged in the back: CHHapticEngine.mm:1206 -[CHHapticEngine doStartWithCompletionHandler:]_block_invoke: ERROR: Player start failed: The operation couldn’t be completed. (com.apple.CoreHaptics error 1852797029.) Haptics do not work on this device, due to the damaged shell, so some error — which obviously occurs when calling start(completionHandler:) — is definitely expected; what is not expected is the main thread sometimes blocking for up to 5 seconds — although the method is not called from the main thread... the error itself is always displayed from some other secondary (system) thread. During this time, the main thread does not access the haptics engine at all; on average, it blocks once every four or five launches. In each launch (blocking or not), the 'nope' error is displayed ~5 seconds after trying to start the engine. After going nuts with all kinds of breakpoints and instrumentation, I'm at a loss as to why the main thread would sometimes block... Ideas, anyone? Thank you, D.
Replies
2
Boosts
0
Views
498
Activity
Jul ’25
Support Request for XCode Cloud build performance
Dear all, For an important client, we are currently experiencing issues related to performance IOS build using Xcode Cloud. More in detail, their build process is taking approximately 30 minutes to complete at the moment, whereas the same build executed locally on a Mac machine takes around 7 minutes. This significant difference in build times is causing concerns and slowing down the development work. We would appreciate your support in identifying possible causes and exploring different ways to improve the actual situation (ex if it is possible to increase the Cloud machine calculation power). Could you please advise us on how we might proceed to analyze and potentially optimize the build times on Xcode Cloud? What kind of processors are used? Any guidance, best practices, or diagnostic steps you can suggest would be greatly appreciated. Looking forward to your support.
Replies
2
Boosts
0
Views
459
Activity
Jul ’25
Xcode 26: Cannot generate provisioning profile for Mac Catalyst app in macOS 26 VM
Filed FB17873536 for this, posting here for reach. I cannot create a provisioning profile to run my Mac Catalyst app on a macOS 26 VM for my project with automatically manage signing (Xcode Managed Profile) enabled. I keep getting an error that “There is a problem with the request entity A device with number '' already exists on this team.” Disabling the device in Certificates, Identifiers, & Profiles does not work; I get the prompt to register the device on the next build but it results in the same error. “Download Manual Profiles” does not work, either. Additionally, in developer beta 2 (macOS build 25A5295e, Xcode build 17A5241o), I now get a second error message that Provisioning profile "Mac Catalyst Team Provisioning Profile: doesn't include the currently selected device "Virtual Machine" (identifier ). Clearing out the existing files in ~/Library/Developer/Xcode/UserData/Provisioning Profiles/ didn’t work either. Steps to reproduce: Create and set up a macOS 26 VM in the latest version of UTM for Mac Install Xcode 26 in the VM and sign into your Apple ID in Xcode preferences Open a Mac Catalyst app’s Xcode project and attempt to build it An alert comes up that the device is not registered in the developer account. Click the Register button to register it The process fails with the error mentioned above and it’s impossible to build for Mac Catalyst after this point. (Sign to Run Locally is not an option for me because I use entitlements that remove that option) I would appreciate any advice on how to get this working. Hopefully I will not have to create an entirely new macOS 26 VM. Thank you!
Replies
1
Boosts
0
Views
586
Activity
Jul ’25
XCode overwrites watch companion's Info.plist with invalid data
Hi developers. I've been working on a Watch companion app for my product these past few days, and I'm currently trying to push it to TestFlight. I get stuck at the validation step with endless errors. The first one typically is missing WKApplication in Info.plist. That's fine, I'll add the field in Watch target > Info. Now more errors appear: Invalid UIDeviceFamily value of '1' and '2' Unsupported key UIRequiredDeviceCapabilities DTPlatformName value invalid Missing architecture, the bundle must contain arm64_32 because it's built with watchOS SDK 5+ I never set these values in the Info tab, so my guess is they're being overwritten by the Runner Build Settings, even though watch target build settings are correct (for example, Targeted Device Family is set to Apple Watch). What I've tried so far: Disabling auto generation of the Info.plist, and manually setting UIDeviceFamily to '4', but that doesn't help, unless I do it after creating the archive by editing the archive files and resending it to validation. I also tried a bunch of other post-build modifications to try and fix all the errors but new ones kept popping up. Cleaning Build Folder and DerivedData, restarting XCode, rebooting the computer... no effect, which is expected given that the building process doesn't return any errors Validating just the app without the apple watch (so from my main branch), still works as expected. Recreating a blank watchOS target and trying to validate just that, I get stuck in the same way. Project details: XCode Version 16.3 (16E140) Flutter 3.27.3 Targeting latest watchOS and iOS 16+ Do you have an idea what could be the problem here ? I'm sure it's just a missing or invalid property in some configuration file, but I can't figure it out and there are no resources online documenting the issue, and no "tutorials" on how to properly set up a watch target from Apple. Thank you for your time. A.H.
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253
Activity
Jul ’25
Build Vision Pro failed
`error: [xrsimulator] Component Compatibility: EnvironmentLightingConfiguration not available for 'xros 1.0', please update 'platforms' array in Package.swift error: [xrsimulator] Exception thrown during compile: compileFailedBecause(reason: "compatibility faults") error: Tool exited with code 1
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5
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735
Activity
Jul ’25
Unable to package in UE5.6
Im new in the Mac area but for sure not UE. Windows is a long process to packaging but it could be done. All the documentation for Epic and from the internet is basically non existent with exactly how to package a project within UE. I have Xcode installed which makes sense, agreed to terms and install for MacOS, I've been able to make a project for several weeks now and want to package for a test run for my friends to play on Windows. Now I just get this in the log: UATHelper: Packaging (Mac): ERROR: Failed to finalize the .app with Xcode. Check the log for more information UATHelper: Packaging (Mac): Trace written to file /Users/rileysleger/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-ProjectNightTerror-Mac-Development.uba with size 12.6kb UATHelper: Packaging (Mac): Total time in Unreal Build Accelerator local executor: 8.12 seconds UATHelper: Packaging (Mac): Result: Failed (OtherCompilationError) UATHelper: Packaging (Mac): Total execution time: 9.71 seconds PackagingResults: Error: Failed to finalize the .app with Xcode. Check the log for more information UATHelper: Packaging (Mac): Took 9.77s to run dotnet, ExitCode=6 UATHelper: Packaging (Mac): UnrealBuildTool failed. See log for more details. (/Users/rileysleger/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-ProjectNightTerror-Mac-Development.txt) UATHelper: Packaging (Mac): AutomationTool executed for 0h 0m 10s UATHelper: Packaging (Mac): AutomationTool exiting with ExitCode=6 (6) UATHelper: Packaging (Mac): RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 6 PackagingResults: Error: AutomationTool was unable to run successfully. Exited with code: 6 PackagingResults: Error: Unknown Error This absolutely makes no sense to me. Anyone have ideas?
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2
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345
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Jul ’25