Hi!
Could you please point me to the official documentation or recommended approach for launching the host app from a Share Extension?
The scenario is:
The user is sharing some text to my app.
I need launch App and show this text.
At the moment, I'm using the following hack:
let selector = NSSelectorFromString("sharedApplication")
if let app = UIApplication.perform(selector)?.takeUnretainedValue() as? UIApplication,
app.responds(to: #selector(UIApplication.open(_:options:completionHandler:))) {
app.open(url, options: [:], completionHandler: nil)
}
This does work, but it's terrible.
So, the question:
What is the official way to open the host app from within a Share Extension?
Thanks!
Xcode
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Hi everyone,
My team and I are developing an accessibility-focused VisionOS app (MindTap) as part of a university project, aiming to support individuals with Locked-In Syndrome using Brain-Computer Interface (BCI) signals to trigger interactions (e.g., tapping) within the Apple Vision Pro environment.
Problem 1: Simulating Eye Tracking in Simulator
We are testing onHover with Send pointer to the device under I/O > Input in the simulator, and while it mostly works (a bit laggy), we found that onHover won't function on the actual Vision Pro hardware. From what I understand, we should be using FocusState for proper gaze interaction, but testing this requires the physical device. Is there any workaround or official Apple-recommended way to simulate Focus-based gaze detection without a real Vision Pro?
Problem 2: WebSocket-triggered "Click" doesn't work outside the app
We successfully use WebSocket to send a custom signal (a "1" from the brain signal device) to trigger an action inside our app. However, when the user opens a third-party app like Apple News, the WebSocket-triggered "click" no longer works.
We suspect this is due to sandbox restrictions or lack of system-level permissions.
Is it possible in anyway to:
Trigger interaction events outside the app using custom input (like BCI via Websocket)?
Access system-wide click/tap simulation APIs from within VisionOS apps
Integrate this with accessibility services (like Voice Control or AssistiveTouch)
We'd appreciate any official guidance or tips from others building similar accessibility apps with alternative input methods in VisionOS.
Thanks in advance for any insight you can provide!
Topic:
Accessibility & Inclusion
SubTopic:
General
Tags:
Xcode
Accessibility
iPad and iOS apps on visionOS
I have an app that unlocks content based on in-app purchases, both one-time payments and subscriptions.
Recently, I added new subscription products, both for distribution in App Store Connect and in the configuration file in XCode to be able to test it, declaring it in the scheme.
Since the beginning of development, I have had issues with subscriptions. Every time I close the app and reopen it, in order for the app to recover which subscription is active, I have to run the purchase function. This doesn’t happen with purchases or in the production environment, where it works fine.
I’ve now implemented SubscriptionStoreView, so I don’t depend on my business logic, in case I’m doing something wrong in the code. This view never remembers which product I’ve already purchased. Currently, in a version deployed to my phone from XCode, it doesn't even process the payment.
On macOS, the experience is even worse. On iPad, through TestFlight, I haven’t even been able to test payments at all.
Topic:
App Store Distribution & Marketing
SubTopic:
General
Tags:
Xcode
StoreKit Test
StoreKit
TestFlight
I tried installing the emulator directly from xcode,invalid signature talking about my Mac or the simulator package?
Error detial:
(-67061 invalid signature (code or signature have been modified)
Domain: SimDiskImageErrorDomain
Code: 5
User Info: {
DVTErrorCreationDateKey = "2025-04-07 08:21:21 +0000";
unusableErrorDetail = "";
}
(-67061 invalid signature (code or signature have been modified)
Domain: SimDiskImageErrorDomain
Code: 5
User Info: {
unusableErrorDetail = "";
}
System Information
macOS Version 14.6.1 (Build 23G93)
Xcode 16.2 (23507) (Build 16C5032a)
Timestamp: 2025-04-07T16:21:21+08:00
after upgrade macos version to 15.4
the rsync start failing that cause the xcodebuild fail and not generate ipa
rsync: on remote machine: --extended-attributes: unknown option
rsync error: syntax or usage error (code 1) at main.c(1802) [server=3.4.1]
rsync(73444): error: unexpected end of file
rsync(73444): error: io_read_nonblocking
rsync(73444): error: io_read_buf
rsync(73444): error: io_read_int
rsync(73444): warning: child 73445 exited with status 1
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
App Store
Xcode Server
Xcode
Developer Tools
I am developing iOS App using SwiftUI and I notice that Myanmar font of number text on 18.4 have clipped on top and bottom. Does anyone have this issues and know the fix? I have provided the Screenshot also.
Hello everyone,
I'm experiencing an issue with my app, and I would greatly appreciate any guidance. Here's the situation:
My app works flawlessly on the simulator for all iPhone models (16, 16 Pro, 16 Pro Max, SE, etc.).
It runs without issues on physical iPhone 11 devices (both mine and a friend's).
However, when my friend installs the app from the App Store on their iPhone 15 Pro or iPhone 16, it crashes immediately upon opening.
Steps I’ve taken so far:
Verified that the app works on the simulator for the same models where it crashes in real life.
Updated the app's minimum deployment target to iOS 18, but this did not resolve the issue. The app still crashes on the physical iPhone 15 Pro and 16 models while continuing to run fine on previous physical devices and all simulated ones.
Additionally, I had another friend beta test the app through TestFlight on their iPhone 15 Pro, and they received an alert message indicating that the app had crashed when they tried to open it. This confirms the issue still exists after my attempted fixes.
I'm unsure what could be causing this discrepancy between the simulated and physical devices, or what the alert message in TestFlight might signify. Has anyone encountered a similar issue, or does anyone have suggestions on what I should do to fix this?
Thanks in advance for your help!
Hi,
I'm testing out Xcode 16 beta and I have a couple of questions:
Is Swift Assist only available on Sequoia? I see that predictive code completion is per https://www.apple.com/newsroom/2024/06/apple-empowers-developers-and-fuels-innovation-with-new-tools-and-resources/, but I tried the beta on Sonoma and I'm not seeing it
Regarding Swift Assist - I understand that code is only used to process requests and never stored on servers, and Apple will not use it to train machine learning models. However, my company's security team may still decide that using Swift Assist is too much of a risk. How can we disable it across multiple developer machines?
Thank you!
I made an animation in Blender using geometry nodes that I exported to USDC file (then I used Reality Converter to convert to USDZ) and I can see the animation when viewing from the finder but does not play after importing to RCP. Any idea how I can play the animation? Or can the animation be accessed through Xcode?
Thanks!
I don't know Xcode very well, and had been using it sporadically to test a project exported from Unity.
I recently added a StoreKit Configuration to the project, and since then it gives me ≈10s after launching before the beach ball appears, and it never leaves. Xcode says it is "Indexing" but I don't know if that's an obvious culprit.
I can still build my project via the fastlane tool, on the command line, and the newly-added StoreKit configuration works just fine.
But I cannot use Xcode interactively any more, unless I re-export the project from Unity. The only difference between it working and hanging is the Store Kit configuration.
How do I understand what's going on, and (ideally) fix it? The Activity Monitor gives a bunch of backtraces that don't have an obvious network or I/O culprit in them.
I am creating an AI powered mobile application for my university dissertation that utilises Google Gemini in order to generate tailored responses with a prerequisite prompt. In order to facilitate this, I use an API key which allows the communication to be made. I received an email upon archiving my application that informed me that:
ITMS-90683: Missing purpose string in Info.plist - Your app’s code references one or more APIs that access sensitive user data, or the app has one or more entitlements that permit such access. The Info.plist file for the “Amrit AI.app” bundle should contain a NSSpeechRecognitionUsageDescription key with a user-facing purpose string explaining clearly and completely why your app needs the data. If you’re using external libraries or SDKs, they may reference APIs that require a purpose string. While your app might not use these APIs, a purpose string is still required."
I have since made the adjustments to my info.plist by adding a description as to why the API key is being used. However, it still has not rectified the issue. I have contacted multiple apple support lines and none of them have been able to help with my error. I am under extreme pressure to upload this application to the App Store before my dissertation deadline as the reviews are critical to my evaluation section. Any help would be much appreciated.
Hi,
I am able to build my iOS app successfully, developed in objective-C with iOS 17.5 SDK and Xcode 15.
Due to requirement of Appstore we are trying to build with iOS 18 SDK and Xcode 16.
When building getting error in LAEnvironmentState.h file:
a) "Property requires field to be named"
b) "Expected member name or ';' after declaration specifiers"
Same app when opening with Xcode 15 gets build without any issue.
Any help/suggestion would be appreciated.
There's an easily reproducible SwiftUI bug on macOS where an app's UI state no longer updates/re-renders for "Designed for iPad" apps (i.e. ProcessInfo.processInfo.isiOSAppOnMac == true). The bug occurs in Xcode and also if the app is running independent of Xcode.
The bug occurs when:
the user Hides the app (i.e. it goes into the background)
the user puts the Mac to sleep (e.g. Apple menu > Sleep)
a total of ~60 seconds transpires (i.e. macOS puts the app into the "suspended state")
when the app is brought back into the foreground the UI no longer updates properly
The only way I have found to fix this is to manually open a new actual full app window via File > New, in which case the app works fine again in the new window.
The following extremely simple code in a default Xcode project illustrates the issue:
import SwiftUI
@main
struct staleApp: App {
@State private var isBright = true
var body: some Scene {
WindowGroup() {
ZStack {
(isBright ? Color.white : Color.black).ignoresSafeArea()
Button("TOGGLE") { isBright.toggle(); print("TAPPED") }
}
.onAppear { print("\(isBright ? "light" : "dark") view appeared") }
}
}
}
For the code above, after Hiding the app and putting the computer to sleep for 60 seconds or more, the button no longer swaps views, although the print statements still appear in the console upon tapping the button. Also, while in this buggy state, i can get the view to update to the current state (i.e. the view triggered by the last tap) by manually dragging the corner of the app window to resize the window. But after resizing, the view again does not update upon button tapping until I resize the window again.
so it appears the diff engine is mucked or that the Scene or WindowGroup are no longer correctly running on the main thread
I have tried rebuilding the entire view hierarchy by updating .id() on views but this approach does NOT work. I have tried many other options/hacks but have not been able to reset the 'view engine' other than opening a new window manually or by using: @Environment(.openWindow) private var openWindow
openWindow could be a viable solution except there's no way to programmatically close the old window for isiOSAppOnMac (@Environment(.dismissWindow) private var dismissWindow doesn't work for iOS)
Hey Apple Team!
We recently updated to Xcode 16 and saw a massive memory spike, which caused "Out of memory" Mac warnings in the final stages of our app's build process.
We noticed that the process responsible for this is "EmbeddedBinaryValidationUtility" (see screenshot).
Is there a workaround to limit its memory usage? This is causing significant anguish for our developers.
Within Xcode's settings location section is a drop down menu to switch between setting the derived data location to be default, relative or custom.
However its a global setting.
I work on more than one project simultaneously, and for one of them I want the location set to relative, but default for all the others.
Is there any way of achieving that?
I have a project which contains local packages. One of the packages has an explicit dependency on package A, but the main project also has the same dependency. Both of them are pinned to the exact version at all times.
Should I manage "shared" dependencies at the project level for local packages? This seems counter intuitive at first, but this question is originating from me fighting with a "Build service could not create build operation: unable to load transferred PIF: The workspace contains multiple references with the same GUID" error in Xcode 16 (all versions). It happens when I switch branches. Closing and reopening Xcode does resolve the issue, but it's a real flow killer.
The guide below doesn't mention dependency graph best practice.
https://developer.apple.com/documentation/xcode/organizing-your-code-with-local-packages
Thank in advance.
Hey iOS Dev's,
I’m currently working on a Swift Package Manager (SPM) for WireGuard, originally developed by a previous team member. It was working fine in Xcode 15.2, but after upgrading to Xcode 16 and Swift 6, I need to update the SPM to ensure compatibility with my base projects and other projects relying on it.
With Apple making Xcode 16 mandatory for app submissions starting April 24, this has become an urgent issue. I’ve searched extensively but haven’t found a working solution yet.
Has anyone faced similar challenges with Swift 6 migration and SPM updates? Any insights, best practices, or debugging tips would be greatly appreciated!
Let’s connect and collaborate—I’d love to discuss possible solutions! 😊
#iOSDevelopment #Swift6 #Xcode16 #SPM #WireGuard #iOS #Swift #SoftwareEngineering #AppStore
This code was compiling fine on Xcode 16.2
public var hasSecureHardware: Bool {
let isSimulator = TARGET_OS_SIMULATOR == 1
return !isSimulator && isAvailable
}
However, now the build breaks with the message:
Cannot find 'TARGET_OS_SIMULATOR' in scope
All the threads only contain system calls. The crashed thread only contains a single call to my app's code which is main.swift:13.
What could cause such a crash?
crash.crash
I updated to Xcode Version 16.3 (16E140) on macOS Sequoia 15.3.2 (24D81). I noticed the contextual menu is missing the Copy submenu. This submenu is accessible from the Main Menu under Edit menu.
You can see that the contextual menu is missing the Copy submenu, it was there prior to Xcode Version 16.3 (16E140).
Why was it removed? Could this Copy submenu be restored in future updates, please?