Hi everyone,
I’ve run into a strange issue while building my app with Xcode 26 beta 6 (targeting iOS 26). When I include an app icon created using Icon Composer, the build time jumps to over 5 minutes. During this time, I noticed that a utility called AssetCatalogSimulatorAgent is consuming a significant amount of CPU.
If I remove the Icon Composer-generated icon from my target, the build completes in about 40 seconds. This behavior is consistent across multiple builds.
Has anyone else experienced this? Is there a known workaround or optimization for icons created with Icon Composer? I’d love to keep using the new icon format, but the build time is becoming a real bottleneck.
Thanks in advance!
Xcode
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We’re preparing our 2026 iOS development roadmap and need clarification on upcoming App Store submission requirements related to Xcode versions.
Our team plans to migrate our apps to Xcode 26 by December 2025, and we’ve seen references indicating that Xcode 26 or later may become mandatory for App Store submissions starting April 2026.
Could Apple please confirm:
1. Whether April 2026 is the official enforcement date after which builds created with earlier versions of Xcode (e.g., Xcode 16.x) will no longer be accepted for App Store submission.
2. Whether there will be any grace period or continued acceptance for builds created with older versions of Xcode beyond that date.
We want to ensure our upgrade plans and release timelines are aligned with Apple’s official submission policies to prevent any disruption to our delivery schedules.
Thank you for your guidance.
We have found that on iOS 26 beta some of our app icons built from an Xcode 16 asset catalog containing a single 1024x1024 .png file have a Liquid Glass effect applied to them while others have not.
The documentation states that
If you choose not to use Icon Composer, you can still use an AppIcon asset catalog in your project containing individual app icon images and let the system apply the Liquid Glass material.
and
If you prefer, you can take advantage of the system’s automatically generated treatment that is applied to all app icons.
Is there any insight into how the system treats app icons that have not yet been updated with Icon Composer?
Xcode SPM (Swift Package Manager) Error
I added the "Apple App Store Server Swift Library" library to Xcode using Swift Package Manager.
Both the project and target are set to iOS 14 or higher.
However, when I build after adding the library, an error occurs with the library.
A message appears stating that the target is set to iOS 12.
I'm using Xcode 26.0.1.
Even after adding it to all my projects, the build continues with the same error.
I've tried building the library from version 1.0.0 to the latest version, but the same error persists.
Even after completely cleaning the project and running it, the same error persists.
Does anyone know how to fix this?
I am using SwiftData for my model. Until Xcode 15 beta 4 I did not have issues. Since beta 5 I am receiving the following red warning multiple times:
'NSKeyedUnarchiveFromData' should not be used to for un-archiving and will be removed in a future release
This seems to be a CoreData warning. However, I am not using CoreData directly. I have no way to change the config of CoreData as used by SwiftData.
My model just uses UUID, Int, String, Double, some of them as optionals or Arrays. I only use one attribute (.unique).
Using Xcode to build and deploy the app to my watch, this is what I get:
“Waiting to reconnect to Apple Watch. Previous preparation error: Transport error." And then “Connecting to Apple Watch. Xcode will continue when the operation completes.”
And these messages continue to switch between each other.
Sometimes the watch to connect and the application starts, but more often a scenario occurs with endless reconnection.
I'm using: MacOS 14.4.1 (MacBook Pro 2019; 1.4 GHz Quad-Core Intel Core i5), Xcode 15.3, Watch OS 10.2 (Apple Watch SE 1), iOS 17.1.1 (iPhone 15 Pro).
Methods I tried:
Connecting Macbook, iPhone and Watch to the same WIfi network;
Disabling Watch (and IPhone) from the "Devices and Simulators" menu and setting up Watch (and IPhone) from the beginning.
Any help?
I didn't run benchmarks before update, but it seems at least 5x slower. Of course all the LLM work is on remote servers, so is non-intuitive to me this should be happening.
Had updated MacOS and Xcode to 26.1RC at the same time, so can't even say I think it is MacOS or I think it is Xcode.
Before the update the progress indicator for each piece of code might seem to get stuck at the very end (and toggling between Navigators and Coding Assistant) in Xcode UI seemed to refresh the UI and confirm coding complete... but now it seems progress races to 50%, then often is stuck at 75%... well earlier than used to get stuck. And it like something is legitimately processing not just a UI glitch.
I'm wondering if this is somehow tied to visual rendering of the code in the little white window? CMD-TAB into Xcode seems laggy. Xcode is pinning a CPU. Why, this is all remote LLM work?
MacBook Pro 2021 M1 64GB RAM. Went from 26.01 to 26.1RC. Didn't touch any of the betas until RC1.
In my code, I used the newly added class AssetPackManager in Xcode 26. When compiling with Xcode 16, it would report an error saying "Cannot find 'AssetPackManager' in scope". Swift cannot use __IPHONE_OS_VERSION_MAX_ALLOWED. How to solve this problem?
Since Xcode 26 our tests are crashing due to the Main Thread not being able to deallocate WKNavigationResponse.
Following an example:
import Foundation
import WebKit
final class WKNavigationResponeMock: WKNavigationResponse {
private let urlResponse: URLResponse
override var response: URLResponse { urlResponse }
init(urlResponse: URLResponse) {
self.urlResponse = urlResponse
super.init()
}
convenience init(httpUrlResponse: HTTPURLResponse) {
self.init(urlResponse: httpUrlResponse)
}
convenience init?(url: URL, statusCode: Int) {
guard let httpURLResponse = HTTPURLResponse(url: url, statusCode: statusCode, httpVersion: nil, headerFields: nil) else {
return nil
}
self.init(httpUrlResponse: httpURLResponse)
}
}
import WebKit
import XCTest
final class ExampleTests: XCTestCase {
@MainActor func testAllocAndDeallocWKNavigationResponse() {
let expectedURL = URL(string: "https://galaxus.ch/")!
let expectedStatusCode = 404
let instance = WKNavigationResponeMock()
// here it should dealloc/deinit `instance` automatically
}
Here the call stack:
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 CoreFoundation 0x101f3dd54 CFRetain.cold.1 + 16
1 CoreFoundation 0x101e14860 CFRetain + 104
2 WebKit 0x10864dd24 -[WKNavigationResponse dealloc] + 52
In Xcode I've:
select Product / Scheme / Edit scheme
tap on Archive on the left hand side of the
select post actions and + to add a new script
Then in there I have added a script I want to run on the archive after its created.
I'd like to be able to see the output the script churns out as it goes along but doesn't seem possible?
If I just add something like echo "hello" to the start of the script then I don't see "hello" visible anywhere when I build an archive (via Product/Archive).
I'm looking in the build navigator. Is there somewhere else to look or is it possible to get the logging into the navigator?
dSYM size became thrice for builds generated via xcode 26 compared to xcode 16. These are all release builds.
Hello
Xcode 26.0.1 (17A400) Missing some Metal components
When building a program using Metal, it induces an unexpected error :
“error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain
Command CompileMetalFile failed with a nonzero exit code”
Which terminates the build
The fix given “xcodebuild -downloadComponent MetalToolchain” using sudo does not work
Did someone find a work around or could resolve the issue?
Many thanks
Jean
MacBook Air M4;
macOS 26.0.1;
Xcode 26.0.1
Our project plans to upgrade Xcode from 16.2 to Xcode 26. We’ve noticed that the information on https://developer.apple.com/support/xcode/ states that the Deployment Targets for Xcode 26 supports iOS 15–26.1.
However, the Deployment Targets for our current project is set to iOS 13. Does this mean that we must set the project’s Deployment Targets to iOS 15 or higher if we want to upgrade to Xcode 26? Can we still set the Deployment Targets to iOS 13? If we upgrade to Xcode 26 and set the Deployment Targets to iOS 13, will there be any problems?
Hello,
I'm experiencing consistent crashes of XCPreviewAgent when using Xcode Previews on macOS 26.0.1 Tahoe (25A362).
Configuration:
macOS: 26.0.1 (25A362) - stable release
Xcode: 16.0 (23.0.54) - stable release
Hardware: MacBook Pro M4
Project: SwiftUI iOS app
Issue:
Every time I try to use Xcode Previews, XCPreviewAgent crashes with:
Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Subtype: KERN_PROTECTION_FAILURE at 0x0000000340e54000
Termination Reason: Namespace SIGNAL, Code 10, Bus error: 10
The crash occurs in shared memory region during dynamic library loading.
What I've tried:
Cleared all caches: rm -rf ~/Library/Developer/Xcode/DerivedData
Deleted Preview data: rm -rf ~/Library/Developer/Xcode/UserData/Previews
Reset simulators: xcrun simctl --set previews delete all
Switched xcode-select to /Applications/Xcode.app/Contents/Developer
Tried both Xcode stable and Xcode beta
Created fresh simulators
Clean build (Cmd+Shift+K)
Rebooted Mac multiple times
The app runs fine on simulator (Cmd+R), but Previews consistently crash.
We are experiencing troubles in our organization when we want to debug iOS applications on physical iPhones and iPads. Our iPhones (iPhone 16e, iOS 18.5) are not recognized by Xcode 16.4, but in the Finder they show up fine using the USB cable. We are aware, that the communication is different and there is an ad-hoc network that gets created to exchange the device profile.
Together with our IT department responsible for our security infrastructure we narrowed it down to the following reason:
As we are blocking all IPv6 traffic for local networking, the iPhone cannot communicate with Xcode to make the first connection and load the device profile. As they are not planning on changing this behavior, I am reaching out to you, if there is a way to force this first handshake between Xcode and iOS device to use IPv4? Or is there any other way to enable debugging for these devices? Any ideas would be very helpful.
開発アプリで通知確認を行うため、UDIDをプロビジョニングプロファイルに追加する必要があります。
iPhoneのUDIDは取得することができたのですが、AppleWatchのUDIDを取得する方法が分かりません。
Xcodeと接続してUDIDを取得しようとしましたが、iPhoneのみ認識がされAppleWatchが認識されていません。
AppleWatchもデベロッパモードをONしなければならないとAppleから返答をもらったが、その方法がわからないのでどなたかご教授お願い致します。
I'm trying to setup a macOS 26 build environment in a VM (using UTM and the virtualization framework Apple provides).
I have Xcode 26 installed and have logged into my Apple ID and verified that the team and other configuration looks fine in Xcode settings.
When trying to build the macOS app, I see errors saying the VM's device ID has not been registered. I have confirmed that the device ID is registered both in the Provisioning portal AND the downloaded .provisionprofiles (in Library > Developer > Xcode > UserData).
This problem appears on multiple targets (e.g. the main app and extensions).
If I try to manually provision the app, using the Provisioning portal, I can build the product, but it will not launch because of Gatekeeper issues.
Finally, signing to run locally doesn't work either. As the app launches, frameworks refuse to load because Team IDs don't match. With ad hoc provisioning, there are no Team IDs.
I've come to the conclusion that this just isn't possible.
Which is a shame because I need to support products with a build environment on macOS 15 and cannot move over to macOS 26 yet. I suspect many developers outside of Apple are in a similar position.
I'm getting this error from inside the TestFlight tab in Appstore Connect. For a MacCatalyst app. This has worked for amost 4 years now I'm getting this error.
I did update my version of Xcode to 26.0.1. And I migrated all the project settings it asked me to migrate.
I ran the Validation in the Archive window of Xcode. No issues found there.
Whenever I hit play on my app to test it on the Mac the register .app part starts taking more than 15 minutes, this is severely impacting my work.
There's no indication on what's wrong and how can I fix this.
Hi All,
I have recently upgraded my Silicon Mac Laptop from MacOS 15.3 (Sequoia) to MacOS 26 (Tahoe). Since existing Xcode 16.2 is not compatible with MacOS 26, i installed Xcode 26.0.1 but after the successful installaton the application is not working and quits after the erorr dialog "Loading a Plugin Failed." (Screenshot attached). I tried resatring/reinstalling the Xcode 26.0.1 but no luck.
To narrow down the issue i installed the same Xcode 26.0.1 in another Silicon Mac laptop with MacOS 26(Tahoe) where no previous Xcode was installed and it went well and working as expected.
With my assumption Xcode 26.0.1 breaks when the device is upgraded from sequoia to Tahoe due to some conflicting old Xcode settings/files which may not be compatible with Xcode 26 or Tahoe but i am not sure. I followed some old articles as below from the forum and nothing worked for me so far.
https://developer.apple.com/forums/thread/660860
https://developer.apple.com/forums/thread/719810
https://developer.apple.com/forums/thread/759396
Can some one shed a light on this to resolve this issue?
Thanks.