In the last three betas of Xcode 26, opening XIB files that rely on the older struts-and-springs setup (rather than Auto Layout) has exposed a new problem: Xcode 26 ignore the difference between a view’s frame and alignment rectangle.
If you had arranged views using their frame rectangle (the default for the old method) this causes two problems:
All UI widgets are both larger and no longer aligned.
Switching between frame and alignment rectangles while configuring any NSView (through the inspector setting) has no effect.
Is anyone else seeing this? It’s one thing to convert a few smaller views to Auto-layout (its reliance on alignment rectangles makes it immune to the "death" of frame rectangle-based layout) it is a rather different task to re-layout thousands of UI widgets as a result of this one bug.
Filed as FB18835363
Xcode
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I'm not seeing the Accessibility or Attributes Inspectors in Xcode 26. Were these features removed?
Xcode 16
Xcode 26
Has anyone else discovered that Xcode 26 will not open any files that aren’t code? None of my project’s Storyboard, Launch Screen, Assets, built targets, Info plist will open when I click them in the Project Navigator… I just get a blank white screen in the main pane. They still exist, however: I can build my project just fine, using the pre-existing configurations and Storyboard.
I’ve discovered a workaround, such as it is: I can open my project back in Xcode 16 to edit my Storyboard, and then open it once again in Xcode 26 to build the project. This works, but as you can imagine, it’s a PITA. I’m also not able to access any Xcode 26 improvements to the Interface Builder, if there are any.
Has anyone else experienced this? Or even fixed it? I can report it as a bug but I'm surprised that I haven't even found anyone else encountering this yet.
Does anyone have this issue of Xcode 26 Beta 4 crashing on closing of their project?
Currently running on macOS 26 Beta 4 on a MacBook Air M2 with 16GB of ram.
Each time i close a project, Xcode 26 Beta 4 will crash. The window pops up to send a report. Opening Xcode 26 Beta 4 will reopen the previous project. If you have multiple projects opened, all these projects will always reopen.
I run otool from a script (actually from a program) and find it annoying that otool fails if I need to agree to a new version of the Xcode and SDKs license. Is there a way to test ahead of time whether this will happen, or detect when this problem occurs, so that I can display a dialog to tell me what I need to do?
This happened after upgrading from macOS Tahoe beta 1 to beta 3.
When I build the app, a block symbol appears on the app icon in the Debug Area at the bottom. What is the reason for this?
I've been messing around with converting my app icons to use Icon Composer. My app has multiple app icons, but I've noticed that I cant seem to set .icon files using the alternate app icon api. I believe this is due to the requirement that alternate app icons live in the Assets Catalogue but .icon files go anywhere in your project. Is there any plan to support this? Or am i missing something?
I was able to successfully set a .icon file for the primary app icon.
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.
Tap to Pay capabilities are enable and I can use in development profile but I cannot make build that I can upload on TestFlight using the distribution profile because during create build I am getting "Provisioning profile doesn't support the Tap to Pay on iPhone capability." this should be working because I checked twice that distribution profile and certificate have this capability and added in Xcode. how can I resolve this mismatched profile issue I am using Xcode - 15.0.1
Topic:
App & System Services
SubTopic:
Tap to Pay on iPhone
Tags:
Entitlements
Xcode
Apple Pay
Core NFC
Hi everyone,
I’m testing our SwiftUI app on both Xcode simulator and a real iPhone. On the simulator, everything looks clean and aligned. But when I run it on an actual iPhone (same build, iOS 18), the layout looks broken—fonts overlap, spacing is off, and elements are misaligned.
Both screenshots are from the exact same screen and time. First is simulator, second is iPhone.
Any idea why this difference happens? Is there something I should check in terms of rendering or layout settings?
Thanks in advance!
[Also submitted as FB18858239]
In Xcode 26.0 beta 3 (17A5276g), clicking the current branch (e.g. "main") in the Source Control navigator no longer displays the commit history. Instead, the editor area remains stuck on the previously viewed file.
REPRO STEPS
Create a new iOS Swift UI app.
Name it "Test" and check the Create Git repository on my Mac checkbox.
In the Navigator select Source Control navigator.
In Source Control, select Repositories.
Expand "Test" then "Branches" the select "main (current)"
CURRENT RESULTS
The main view remains on the ContentView.swift file.
EXPECTED RESULTS
The main view changes to show the commit history.
SCREENSHOTS
Xcode 26.0 beta 3
Xcode 16.4
Module compiled with Swift 6.0.3 cannot be imported by the Swift 6.1 compiler: /private/var/tmp/_bazel_xx/8b7c61ad484d9da1bf94a11f12ae6ffd/rules_xcodeproj.noindex/build_output_base/execroot/main/CustomModules/BIYThred/CocoaLumberjack/framework/CocoaLumberjack.framework/Modules/CocoaLumberjack.swiftmodule/arm64-apple-ios.swiftmodule
I am trying to integrate fastlane, which relies on xcodebuild. So this is my first experience with xcodebuild. Whenever I run a command to test or build the target in the folder where all the files of the project are stored, the action failes with Unable to find a device matching the provided destination specifier
For example I might be running this command:
xcodebuild \
-project Hoerspielzentrale.xcodeproj \
-scheme HoerspielzentraleUITests \
-destination 'platform=iOS Simulator,name="Screenshot Simulator”' \
test
However the mentioned error is returned:
xcodebuild: error: Unable to find a device matching the provided destination specifier:
{ platform:iOS Simulator, OS:latest, name:"Screenshot Simulator” }
The requested device could not be found because no available devices matched the request.
I can confirm that the simulator exists, is available and it can be booted. I have tried different simulators, different schemas, referencing them by their identifier, switching Xcode Versions, reset all simulators, derived data and build folder. After the error a complete list of all available destinations can be found, where I can see the simulator I try to use.
Available destinations for the "HoerspielzentraleUITests" scheme:
{ platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device }
{ platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device }
{ platform:iOS Simulator, id:961DC569-9931-419A-B46E-769AAFA73EA2, OS:18.5, name:Screenshot Simulator }
{ platform:iOS Simulator, id:961DC569-9931-419A-B46E-769AAFA73EA2, OS:18.5, name:Screenshot Simulator }
{ platform:iOS Simulator, id:5E51FD98-C451-472F-9CDE-08D49E6B737B, OS:18.5, name:Screenshot Simulator Pro }
{ platform:iOS Simulator, id:5E51FD98-C451-472F-9CDE-08D49E6B737B, OS:18.5, name:Screenshot Simulator Pro }
The rest of the list was omitted.
I am currently completely stuck.
Thank you
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?
Hi,
I'm trying to install run the app in Xcode 26 Beta 3 and getting the below error.
*** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'Error during decoding of 1723: Error Domain=NSCocoaErrorDomain Code=4864 "Class 'BSAuditToken' has a superclass that supports secure coding, but 'BSAuditToken' overrides -initWithCoder: and does not override +supportsSecureCoding. The class must implement +supportsSecureCoding and return YES to verify that its implementation of -initWithCoder: is secure coding compliant." UserInfo={NSDebugDescription=Class 'BSAuditToken' has a superclass that supports secure coding, but 'BSAuditToken' overrides -initWithCoder: and does not override +supportsSecureCoding. The class must implement +supportsSecureCoding and return YES to verify that its implementation of -initWithCoder: is secure coding compliant.}'
terminating due to uncaught exception of type NSException
CoreSimulator 1043 - Device: iPhone 16 Pro (F158F199-A41E-4967-87C6-58A42C9C1954) - Runtime: iOS 26.0 (23A5287g) - DeviceType: iPhone 16 Pro
Appreciate the help in advance
Trying to publish my .NET MAUI app via the transporter after migrating it from Xamarin (using the App Store Connect feature directly within visual studio 2022 has never worked for me) and getting this error.
Validation failed (409)
Missing required icon file. The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format for iOS versions >= 10.0. To support older versions of iOS, the icon may be required in the bundle outside of an asset catalog. Make sure the Info.plist file includes appropriate entries referencing the file.
I have setup my maui app to use the asset catalog with the .pngs setup as bundled resources and I have also tried using the .svg method, both resulting in this error.
When I zip and unzip my .ipa file I can see the asset catalog as part of the payload (C:\Archives\AIM_MAUI\Payload\AIM_MAUI.app\AppIcon.appiconset)
Here is the contents of the Contents.json file
{
"images" : [
{
"filename" : "icon_40.png",
"idiom" : "iphone",
"scale" : "2x",
"size" : "20x20"
},
{
"filename" : "icon_60.png",
"idiom" : "iphone",
"scale" : "3x",
"size" : "20x20"
},
{
"filename" : "icon_58.png",
"idiom" : "iphone",
"scale" : "2x",
"size" : "29x29"
},
{
"filename" : "icon_87.png",
"idiom" : "iphone",
"scale" : "3x",
"size" : "29x29"
},
{
"filename" : "icon_80.png",
"idiom" : "iphone",
"scale" : "2x",
"size" : "40x40"
},
{
"filename" : "icon_120.png",
"idiom" : "iphone",
"scale" : "3x",
"size" : "40x40"
},
{
"filename" : "icon_120.png",
"idiom" : "iphone",
"scale" : "2x",
"size" : "60x60"
},
{
"filename" : "icon_180.png",
"idiom" : "iphone",
"scale" : "3x",
"size" : "60x60"
},
{
"filename" : "icon_20.png",
"idiom" : "ipad",
"scale" : "1x",
"size" : "20x20"
},
{
"filename" : "icon_40.png",
"idiom" : "ipad",
"scale" : "2x",
"size" : "20x20"
},
{
"filename" : "icon_29.png",
"idiom" : "ipad",
"scale" : "1x",
"size" : "29x29"
},
{
"filename" : "icon_58.png",
"idiom" : "ipad",
"scale" : "2x",
"size" : "29x29"
},
{
"filename" : "icon_40.png",
"idiom" : "ipad",
"scale" : "1x",
"size" : "40x40"
},
{
"filename" : "icon_80.png",
"idiom" : "ipad",
"scale" : "2x",
"size" : "40x40"
},
{
"filename" : "icon_76.png",
"idiom" : "ipad",
"scale" : "1x",
"size" : "76x76"
},
{
"filename" : "icon_152.png",
"idiom" : "ipad",
"scale" : "2x",
"size" : "76x76"
},
{
"filename" : "icon_167.png",
"idiom" : "ipad",
"scale" : "2x",
"size" : "83.5x83.5"
},
{
"filename" : "icon_1024.png",
"idiom" : "ios-marketing",
"scale" : "1x",
"size" : "1024x1024"
}
],
"info" : {
"author" : "xcode",
"version" : 1
}
}
I have tried manually using the actool tool from Xcode 16.4 to create the Assets.car file that is seeming to be missing and leading to this issue but even that can't compile the icons (or even a simple sample appicon.appiconset from Xcode with a singular .png added) and I am beginning to think there's an issue with the actool itself. I have tried reinstalling Xcode and every time the actool is just a partial download or a stub of the tool and not the real tool (actool size on my Mac is only 170kb and per my research it should be at least a couple mb)
Is there any workaround?
My iOS app (logbook) is failing App Store Connect validation with:
"The app contains one or more corrupted binaries. Rebuild the app and resubmit. (ID: 96ef48c6-afb4-4e23-9205-8f625577feab)"
From the distribution logs, I found the issue:
2025-07-16 07:11:35 +0000 Item /Users/guillaumehuchet/Library/Developer/Xcode/Archives/2025-07-16/Skyden 16-7-25, 09.01.xcarchive/Products/Applications/Skyden.app doesn't have the entitlement com.apple.developer.web-browser-engine.host enabled, returning ["arm64e"]
2025-07-16 07:11:35 +0000 Archs to thin for item /Users/guillaumehuchet/Library/Developer/Xcode/Archives/2025-07-16/Skyden 16-7-25, 09.01.xcarchive/Products/Applications/Skyden.app are ["arm64e"]
The validation system is checking for web browser engine entitlements (which my app doesn't need), and when not found, it incorrectly requires arm64e architecture - which is private and unavailable to third-party developers.
Details:
Xcode: 16.4.0
Uses WKWebView solely to render HTML templates into PDF documents for logbook exports
No web browsing functionality - WebView is only used as a rendering engine for PDF generation
This appears to be a validation bug. The app builds and runs fine locally. How can I get past this incorrect architecture requirement?
I tried everything in the last 2 days to debug it, saying I'm desperate would be a small word... this is blocking our app launch...
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Store Connect
Xcode
App Binary
A method in my app now requires the override keyword when compiling with Xcode 26 beta / iOS 26 SDK, but if I add it, the current official Xcode 16.4 (iOS 18 SDK) throws a compile error. It's about 'toggleSidebar(_:)' in UIViewController.
The problem is:
Apple expects our apps to be ready for iOS 26 launch this fall, so I need to be actively developing and testing in the Xcode 26 beta now.
At the same time, I still need to submit updates to the App Store using the current official Xcode 16.4 until iOS 26 officially launches.
I'm using a single .xcodeproj file and can't keep manually adding/removing -DIOS_SDK_26_OR_LATER in Build Settings multiple times a day.
How to fix it and why isn't there a straightforward #if sdk(>=26.0) type of check for compile-time in Swift?
It's really frustrating to manage this override conflict.
I'm trying to add a swift package using Xcode 26 Beta but I keep getting the spinning loader.
I tried to remove and re-add my github account, clear history and running plutil -remove IDESwiftPackageAdditionAssistantRecentlyUsedPackages ~/Library/Preferences/com.apple.dt.Xcode.plist in the terminal.
So I have an apple developer account, a mac running Sequoia, and a Vision Pro, all I want to do is run my build on the headset, but I can't connect the headset to Xcode on the mac.
I've tried the steps I've seen online with no luck, as I can't see the device I cannot complete step 3:
Connect to same wifi network
On Vision Pro -> Settings > General > Remote Devices
On Mac -> Xcode -> Devices & Simulators -> Select the Vision Pro & enter the code
On Mac -> Run a build targeted at your vision pro device which should now be a run destination (Developer mode setting wasn't visible till I did this), you will get an error saying developer mode is not enabled
On Vision Pro -> Privacy & Security > Developer Mode
I have tried multiple networks, hotspots, disabled my firewall, disabled settings like airdrop & airplay, made sure both devices are up to date, even tried a developer beta OS on the vision pro.
I can connect to the mac to share the screen on the vision pro but am unable to simply connect to xcode to run a build.