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

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PHAssetChangeRequest deleteAssets not working some time
Hello Team, I try to delete photo from Photos for that i used this method, [[PHPhotoLibrary sharedPhotoLibrary] performChanges:^{ [PHAssetChangeRequest deleteAssets:@[assetToDelete]]; completionHandler:^(BOOL success, NSError *error) { }]; This method pops up a dialog with Don't Allow or Delete. But some time in some iPhones not respond PHAssetChangeRequest deleteAssets method that's why that completionHandler not called because of that i can't perform any operation of PHPhotoLibrary then after. If I restart my iPhone then it works. Many users of my app complained about this issue. I have an iPhone 11 with iOS 15.3. But some iOS 12,14,16 users also face the same issue. So what exact issue is there? Is it related to iOS or a method? Thanks, Ankur
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Jul ’25
Suddenly, cannot install app on device
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
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Jul ’25
Xcode 26 Beta 3: missing Metal Toolchain
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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Jul ’25
Xcode 26 intelligence editor modifications.
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?
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Jul ’25
Xcode 26 beta 3 - Metal toolchain installed but not working
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?
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Jul ’25
code coverage broken 0% since Xcode 16.2
Hi, moving from Xcode 16.1 to 16.2, the code coverage percentage is still 0. The project is quite old, but it worked with 16.1. What I tried: converted the old tests to test plans in the settings, including all the various targets (for internal functionality contained in frameworks, each framework has its own test target). added the various code coverage flags to YES. added test hosts to the main targets. played with various settings found in dozens of guides. But nothing. The main app shows 0% coverage, even though the internal frameworks have their own coverage and the files within the main app are tested. On Xcode 16.1, the % appears, but from 16.2 onwards, it doesn't. Also tried with Xcode 26. Any ideas? Thanks
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Jul ’25
Xcode 26 / iOS 26 UISegmentedControl returns to index 0 incorrectly
I'm trying to update one of my apps to the new Liquid Glass effects using Xcode 26. Came across a weird issue in that I reproduced in an empty project on its own with a storyboard with a single segmented control on the initial viewController I have a UISegmentedControl with 3 options. If I click index 2, while index 0 is selected, everything works as normal However if I select index 1, and then index 2, it jumps back to index 0 instead of selecting 2. All the events fire as though I tapped index 0
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Jul ’25
Xcode 26 Bug: URLs with percent encoding query parameters won't compile
Just repro'd in the latest Xcode 26 Beta 3. Building an iOS app using xcstrings for localization. We have a URL that uses percent encoding for a query param. For example: Upon compiling in the latest Xcode 26 beta this fails with: Unable to create a Swift type from the format specifier “%20S”. This was not the case in prior Xcode versions.
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Jul ’25
WebView Bridge Communication Issue After Xcode 16 Update - iOS 18 SDK
Issue Description I'm developing a hybrid iOS app and encountering WebView bridge communication issues after updating to Xcode 16 with iOS 18 SDK. App Architecture AViewController: Initial view controller displayed at app launch Handles WebView setup and web-to-native bridge communication Pushes BViewController when receiving "B" bridge message from web BViewController: View controller stacked on top of AViewController Managed by navigation controller AViewController's WebView continues bridge communication even when BViewController is active Problem Behavior Xcode 15 (iOS 18): WebView bridge communication in AViewController works normally while BViewController is active Xcode 16 (iOS 18 SDK): Server communication breaks or hangs without response while BViewController is active Communication resumes only after popping back to AViewController from BViewController Questions Is the current architecture (configuring WebView in AViewController and maintaining bridge communication through AViewController's WebView while BViewController is presented) not a recommended pattern? Is Xcode 16's iOS 18 SDK the cause of this issue? If so, could you help me understand which specific changes are affecting this behavior? This is urgent as we need to deploy soon. I would greatly appreciate a prompt response.
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Jul ’25
Intermittent "internal error" with multiple XIBs in Xcode 26.0 beta 2 (17A5241o)
On several different XIBs I get a compiler error like Internal error. Please file a bug at feedbackassistant.apple.com and attach "/var/folders/1v/ 516am8h11fzbmdy9sh r1znh0000an/T/|B-adent-diagnostics 2025-06-30 15-02-36 468000" W These XIBs were unmodified, the only different was the Xcode version they were compiled against. Any suggestions for a fix, workaround, or troubleshooting? I tried restarting Xcode, restarting macOS, cleaning the build, and deleting derived data.
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Jul ’25
What is the difference between .safeAreaInset and the new .safeAreaBar?
I've been trying out the new .safeAreaBar modifier for iOS 26, but I cannot seem to notice any difference between that and .safeAreaInset? The documentation says: the bar modifier configures the content to support views to automatically extend the edge effect of any scroll view’s the bar adjusts safe area of. But I can't seem to see that in action.
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Jul ’25
Xcode26: download stuck on 'fetching'
I just downloaded Xcode26, and am trying to download the new simulator to be able to run and test my app. But the downloads folder just shows that it's stuck on "Fetching download information ..." even 15 minutes after it started. I tried restarting Xcode but didn't help. Internet connection is good. Any tips to get it working?
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Jul ’25
Thread running at User-interactive quality-of-service class waiting on a lower QoS thread running at Default quality-of-service class
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 ...```
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Jul ’25
Open app review crashlog .txt file in Xcode 13
Got emailed three .txt crash files. Cannot for the life of me figure out how to get Xcode to do something with them. Tried: renaming .txt to .crash Dropping onto "devices and simulators" window Dropping on to "devices and simulators > select device > View device logs" "Download debug symbols" for the archive in Xcode (says "dowloaded debug symbols" so did it) ... and many other things Xcode 13 simply refuses to respond to the drag-and-drop of the file no matter the file extension and no matter where in Xcode's various windows/tools I drop it. Has anyone done this with a crash .txt file from app review and Xcode 13?
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9.1k
Jul ’25
Problem running Unreal 5.6
I am using Unreal Engine 5.6 on a MacBook Pro with an M3 chip and macOS 15.5. I’ve installed Xcode and accepted the license, but Unreal is not detecting the latest Metal Shader Standard (Metal v3.0). The maximum version Unreal sees is Metal v2.4, even though the hardware and OS should support Metal 3.0. I’ve also run sudo xcode-select -s /Applications/Xcode.app and accepted the license via Terminal. Is there anything in Xcode settings, SDK availability, or system permissions that could be preventing access to Metal 3.0 features?"
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Jul ’25
Can't fix "Provisioning profile doesn't include com.apple.InAppPurchase entitlement" even after resetting everything
Hi everyone, I’ve been struggling for days with a recurring issue in my iOS app build. The build fails with the following error: Provisioning profile "iOS Team Provisioning Profile: com.myapp.bundleid" doesn't include the com.apple.InAppPurchase entitlement. Here’s what I’ve already tried: Created a new Bundle ID with correct capabilities (In-App Purchase, Push Notifications, Sign in with Apple). Created a new provisioning profile manually from Apple Developer Console. Used EAS CLI (Expo) and Xcode to regenerate all certificates and provisioning profiles. Ensured that the In-App Purchase capability is enabled in the App ID (it's greyed out but enabled). Made sure all subscriptions and products in App Store Connect are “Ready to Submit”. Followed all steps from RevenueCat and Apple documentation. Cleaned entitlements in .entitlements file and tried both and variations. Tried building both locally and with EAS – same error every time. Sent multiple tickets to Apple Developer Support, but no helpful reply yet. Extra Notes: I'm using react-native-purchases and RevenueCat, already integrated and working before this started. The error began randomly; before that, I was able to build successfully with in-app purchases. Even creating a completely fresh app from scratch results in the same entitlement missing error. Has anyone faced this exact problem where the provisioning profile fails to include com.apple.InAppPurchase, even though everything is correctly set up? Any help or insights would be greatly appreciated. Thanks in advance!
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Jul ’25
The async/await API crashes in Xcode 16.3 and later
We use several UIKit and AVFoundation APIs in our project, including: setAlternateIconName(_:completionHandler:) getAllTasks(completionHandler:) loadMediaSelectionGroup(for:completionHandler:) Moreover, we use the Swift Concurrency versions for these APIs: @MainActor func setAlternateIconName(_ alternateIconName: String?) async throws var allTasks: [URLSessionTask] { get async } func loadMediaSelectionGroup(for mediaCharacteristic: AVMediaCharacteristic) async throws -> AVMediaSelectionGroup? Everything worked well with these APIs in Xcode 16.2 and earlier, but starting from Xcode 16.3 (and in 16.4), they cause crashes. We've rewritten the APIs to use completion blocks instead of async/await, and this approach works. Stack traces: setAlternateIconName(_:completionHandler:) var allTasks: [URLSessionTask] { get async } loadMediaSelectionGroup(for:completionHandler:) Also, I attached some screenshots from Xcode 16.4.
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Jul ’25