Hello community,
After unable to use Metal Toolchain for Xcode Beta 1 and 2 even after following the workarounds, and using Xcode Beta 3, I am still unable to use the downloaded Metal Compiler on my device.
Building any project with metal file results in
warning: Could not read serialized diagnostics file: error("Failed to open diagnostics file") (in target '<target>' from project '<project>')
error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain
Command CompileMetalFile failed with a nonzero exit code
Here is my build environment,
$ xcodebuild -version
Xcode 26.0
Build version 17A5276g
I have also checked the downloaded metal toolchain.
$ xcodebuild -downloadComponent metalToolchain -exportPath /tmp/MyMetalExport/
2025-07-13 13:16:17.293 xcodebuild[2153:34019] IDEDownloadableMetalToolchainCoordinator: Failed to remount the Metal Toolchain: The file “com.apple.MobileAsset.MetalToolchain-v17.1.5276.7.3KEJwX” couldn’t be opened because you don’t have permission to view it.
Beginning asset download...
2025-07-13 13:16:17.427 xcodebuild[2153:34022] IDEDownloadableMetalToolchainCoordinator: Failed to remount the Metal Toolchain: The file “com.apple.MobileAsset.MetalToolchain-v17.1.5276.7.3KEJwX” couldn’t be opened because you don’t have permission to view it.
Downloaded asset to: /System/Library/AssetsV2/com_apple_MobileAsset_MetalToolchain/47af11e2964f385d510c6a9d1a49c8165f334a51.asset/AssetData/Restore/022-19457-052.dmg
Beginning asset export...
Done exporting: /tmp/MyMetalExport/MetalToolchain-17A5276g.exportedBundle
Done downloading: Metal Toolchain 17A5276g.
The ExportMetadata.plist has a buildUpdateVersion of 17A5276g.
Any suggestions are greatly appreciated.
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Greetings,
Ive been exerimenting with the new Apple intelligence chat. I want to be able to use my custom LLM and I made that work (I can chat back and forward from the left panel with my server) but I cannot find out how to change the editor contents like chatgpt does.
chatgpt is able to change the current editor and, seems like, all files in the pbx. I tried to catch the call with charles with no success.
In the OpenIA platform docs it doesnt mention anything that could change the code shown.
does anyone know how to achieve this? Is the apple intelliece documentation lacking this features and will it be completed soon? will this features even be open for developers?
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
Below is an English version of your post, ready to copy-and-paste into the Apple Developer Forums:
I’m seeing a crash in Xcode 26 beta 3 whenever the StoreKit symbol SKStoreProductParameterAdNetworkSourceIdentifier is present while running on an iOS 15 simulator.
Steps to reproduce
Install Xcode 26 beta 3.
Create any iOS app and run it on an iOS 15 simulator (device model doesn’t matter).
Add the following code anywhere and run:
override func viewDidLoad() {
super.viewDidLoad()
if #available(iOS 16.1, *) {
print("SKStoreProductParameterAdNetworkSourceIdentifier: \(SKStoreProductParameterAdNetworkSourceIdentifier)")
}
}
The project builds successfully, but before the #available(iOS 16.1, *) check is reached, the app crashes with:
Symbol not found: _SKStoreProductParameterAdNetworkSourceIdentifier
When I build the same project with Xcode 16.4 and launch it on an iOS 15 simulator, it runs without crashing.
Investigation so far
Because SKStoreProductParameterAdNetworkSourceIdentifier is just an NSString, I could substitute the string literal "SKStoreProductParameterAdNetworkSourceIdentifier" as a temporary workaround, but that doesn’t feel like a proper fix.
The symbol is still declared in both SDKs:
/Applications/Xcode-16.4.0.app/.../StoreKit.framework/Headers/SKAdNetwork.h:48:
SK_EXTERN NSString * const SKStoreProductParameterAdNetworkSourceIdentifier API_AVAILABLE(ios(16.1)) API_UNAVAILABLE(macos, watchos, visionos);
/Applications/Xcode-26.0.0-Beta.3.app/.../StoreKit.framework/Headers/SKAdNetwork.h:48:
SK_EXTERN NSString * const SKStoreProductParameterAdNetworkSourceIdentifier API_AVAILABLE(ios(16.1)) API_UNAVAILABLE(macos, watchos, visionos);
So the symbol hasn’t been removed in the beta SDK. Given that the code is wrapped in #available(iOS 16.1, *), I don’t believe the sample itself is at fault.
Questions
Could this be a bug in Xcode 26’s availability checking or linker?
Has anyone else encountered the same issue or found a more robust workaround?
Any insights would be greatly appreciated.
I know there are several existing threads on this topic but things keep changing.
The release notes for Xcode 26 beta 3 have the following statements for a couple of resolved issues:
Asset Catalog
Fixed: Unable to set Icon Composer icon as alternate iOS icon (153305178) (FB18025356)
Icon Composer
Fixed: Icon Composer icons back deploy to older versions of iOS, macOS, and watchOS with inconsistent rendering. (152258860)
I had a working solution under beta 1 and beta 2 for both of these. But under beta 3, I am now seeing the new glass icons for my app when running on a simulated iOS 18 device. This is happening for both the main app icon and any alternates. This contradicts the statement that beta 3 fixes this issue.
There is no documentation (that I can find) describing how you are supposed to support old icons for iOS 18 and new glass icons for iOS 26. There is no documentation for how to support alternate glass icons for iOS 26.
What I'm doing at the moment (that worked before beta 3) was to have the normal iOS 18 app icons in the Asset catalog and to have the new glass icons added to the project. The filenames for the glass .icon files have the same name as the app icons in the Assets catalog. This worked under beta 1 and beta 2. And despite the Xcode 26 beta 3 release notes stating that Icon Composer icons no longer back deploy to iOS 18, I'm seeing the opposite. Beta 3 now does the opposite of that statement.
Does anyone have a working solution that supports old iOS 18 app icons and new iOS 26 glass icons using Xcode 26 beta 3?
Note, all of my testing is with simulated iOS devices and I'm running Xcode 26 beta 3 under macOS 15.5. Maybe that's an issue?
Under Xcode 26 beta 3 I'm trying to build a project which uses Metal. I've installed the Metal Toolchain 26.0 under Settings -> Components, but when I start a build it fails during the "Prepare build" step with the following error (repeated many times):
stat(/var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v17.1.5276.7.Pb9SLL/Metal.xctoolchain/usr/bin/clang): No such file or directory (2)
I've confirmed that there is in fact no 'clang' binary in that directory. I've tried using xcode-select to set the Xcode 26 Beta app as the active developer directory, and xcodebuild -version shows:
Xcode 26.0
Build version 17A5276g
Any ideas on other things to try?
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.
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.
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.
Can anyone explain why I would be getting this warning ?
[Internal] Thread running at User-interactive quality-of-service class waiting on a lower QoS thread running at Default quality-of-service class. Investigate ways to avoid priority inversions.
The code (NB: This method is called on the main thread)
- (void)parseAudioTracks:(NSArray<AVAssetTrack *> *)audioTracks
{
NSMutableArray<AVAudioMixInputParameters *> *inputParameters = [NSMutableArray arrayWithCapacity:audioTracks.count];
NSMutableArray *tracksNames = [NSMutableArray array];
NSMutableArray *tracksChannels = [NSMutableArray array];
NSUInteger lastChannel = 0;
for ( NSUInteger i = 0 ; i < audioTracks.count; i++ )
{
AVAssetTrack *track = audioTracks[i];
for ( AVMetadataItem *item in track.metadata ) <-- WARNING HERE
...```
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?"
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
I am a developer working on iOS apps.
I would like to report an issue occurring in iOS 26 beta 2.
Our company has Enterprise account, and we are developing apps.
When we distribute these apps, and install them on a device running iOS 26 beta2, apps install successfully, but apps crashed immediately after being launched.
MDM Install Application
When I install the app via Xcode and trust it, apps will run.
Launchd job spawn failed
This issue does not occur on versions prior to iOS 26. I would like to know if this is a problem that will be resolved in future updates, or if it is a policy change.
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.
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!
I am missing device support for IOS 18.5 in xcode. I tried installing xcode 16.4, xcode 16.4 beta and xcode 26 beta 2 but none of them generated folder for 18.5. Is this happening only for me or everyone. Please provide me 18.5 folder if anyone has it. I would appreciate a lot.
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!
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.
Hi,
I am using Xcode 16.4, and my test device is Iphone 16 pro max.
Everything was working fine until today when I get an error that I cannot install the app on the device.
The error I get is:
Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.cRjyg7/extracted/[myapp].app : 0xe8008015 (A valid provisioning profile for this executable was not found.)
Please ensure sure that your app is signed by a valid provisioning profile.
Creating a new project and installing it to the mobile works fine.
Please can someone from Apple or the community respond? there are many posts with this error but none were solved.
Troubleshooting attempts included:
Resetting all certificates.
delete the app from the device
unpairing device
codesigning via cli
reloading older git code commit
Nothing is working.
thanks
We're seeing a pretty big problem with 15.x hosts and using SSH to execute builds.
Yet this works just fine in the terminal over VNC.
We see similar limitations with SSH and Virtualization too. They look related, but don't know.
Xcode 16.4
15.4.1 Host OS
Mac Mini M1.
Let me know what else is needed.
+ xcodebuild -workspace /Users/veertu/anka-arm/./Anka.xcworkspace . . . build build
/Users/veertu/anka-arm/build/Build/Products/Release/libpolicy.dylib: errSecInternalComponent
Command CodeSign failed with a nonzero exit code
** BUILD FAILED **
/Users/veertu/anka-arm/build/Build/Products/Release/libpolicy.dylib: errSecInternalComponent
Command CodeSign failed with a nonzero exit code
** BUILD FAILED **
Watching the Console logs I see
. . .
codesign CSSM Exception: -2147415840 CSSMERR_CSP_NO_USER_INTERACTION
codesign error while checking integrity, denying access: CSSM CSSMERR_CSP_NO_USER_INTERACTION
error 14:53:57.404848-0500 codesign SecKeyCreateSignature failed: Error Domain=NSOSStatusErrorDomain Code=-25308 "CSSM Exception: -2147415840 CSSMERR_CSP_NO_USER_INTERACTION" (errKCInteractionNotAllowed / errSecInteractionNotAllowed: / Interaction is not allowed with the Security Server.) UserInfo={numberOfErrorsDeep=0, NSDescription=CSSM Exception: -2147415840 CSSMERR_CSP_NO_USER_INTERACTION}
default 14:53:57.405567-0500 codesign MacOS error: -2070
. . .