Hi everyone,
We had developed an iOS Application in Flutter and built it using XCode 26.0.1. We're unable to install this application in iOS 18.7. Below are the details,
➡️ Development Environment:
🔹 Flutter: 3.32.2
➡️ Build Environment:
🔹 Xcode: 26.0.1
🔹 Build system: Flutter → flutter build ios --release, then opened in Xcode for signing
➡️ Device models tested:
🔹 iPhone (iOS 15.8.3 / 15.8.5) → ✅ installs and launches fine
🔹 iOS Simulator (iOS 18.6 / 26) → ✅ works fine
🔹 iPad (iOS 18.7) → ❌ fails to install
➡️ Error message on iPad (iOS 18.7):
🔹 “Unable to install ‘’. Please try again later.”
➡️ What we’ve tried:
🔹 Cleaned and rebuilt the project (flutter clean, DerivedData removed)
🔹 Deployment Target is set to iOS 18.7 or lower.
🔹 Built the app using an Enterprise distribution profile, not a Development profile.
🔹 Works fine on older iPhones (iOS 15.8.3 / 15.8.5), so signing seems valid
🔹 Device has enough storage, and trust is granted under Settings › VPN & Device Management
➡️ Questions:
🔹 Could this be related to iOS 18.7’s signing or compatibility change?
🔹 Are there any known issues with enterprise installs on iOS 18.7?
🔹 Any insight from Apple engineers or others who faced this with iOS 18.7 would be extremely helpful.
Thanks in advance!
Xcode
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Hi everyone,
We had developed an iOS Application in Flutter and built it using XCode 26.0.1. We're unable to install this application in iOS 18.7. Below are the details,
➡️ Development Environment:
🔹 Flutter: 3.32.2
➡️ Build Environment:
🔹 Xcode: 26.0.1
🔹 Build system: Flutter → flutter build ios --release, then opened in Xcode for signing
➡️ Device models tested:
🔹 iPhone (iOS 15.8.3 / 15.8.5) → ✅ installs and launches fine
🔹 iOS Simulator (iOS 18.6 / 26) → ✅ works fine
🔹 iPad (iOS 18.7) → ❌ fails to install
➡️ Error message on iPad (iOS 18.7):
🔹 “Unable to install ‘’. Please try again later.”
➡️ What we’ve tried:
🔹 Cleaned and rebuilt the project (flutter clean, DerivedData removed)
🔹 Deployment Target is set to iOS 18.7 or lower.
🔹 Built the app using an Enterprise distribution profile, not a Development profile.
🔹 Works fine on older iPhones (iOS 15.8.3 / 15.8.5), so signing seems valid
🔹 Device has enough storage, and trust is granted under Settings › VPN & Device Management
➡️ Questions:
🔹 Could this be related to iOS 18.7’s signing or compatibility change?
🔹 Are there any known issues with enterprise installs on iOS 18.7?
🔹 Any insight from Apple engineers or others who faced this with iOS 18.7 would be extremely helpful.
Thanks in advance!
Hi,
I'm running Xcode version 26.0.1 (17A400). Every time I restart Xcode, it seems to not recognize my Claude login anymore, and I have to go through the whole authentication flow again. It's quite annoying. Does anyone have a solution for it?
Topic:
Developer Tools & Services
SubTopic:
Xcode
I've reset and reinstalled Xcode several times, reset finder files for Xcode, but the options in the Swift tutorial aren't showing up
Every time I launch Xcode 26.0 (17A324), I see this window:
Consequently, each time I launch Xcode, I must manually close the Downloads window, and it will always reappear the next time I launch Xcode.
My question: How can I make the Downloads window with this message go away permanently, so I don't have to manually dismiss it?
I tried deleting Device Support for Vision Pro (M5) and iPad Pro (M5) from Settings > Components, but unfortunately this is what I see:
Thank you for any guidance you can provide.
I've recently installed 26.1 Beta 3 alongside stable 26.0.1
When building my app with 26.0.1 the final .ipa size is ~17mb, however after building my app with 26.1 Beta 3 the size has increased up to ~22mb
The main difference is Assets.car blowing from 1.1mb to 5.6mb (or 8.6mb if I include all icons settings). Upon examining I've found new liquid glass .icon file duplicating itself multiple times as png variants (any, dark, tinted, etc).
Is anyone else experiencing this issue?
The buttons in the navigation bar are not available in the element tree after iOS 26 upgrade of the test phones. The same IPA version, the same XCode version, but different trees on different phones. There is no way to automate UI testing for these missing buttons.
# ios 18
NavigationBar, 0x108e0c3c0, {{0.0, 47.0}, {390.0, 44.0}}, identifier: 'Profile'
Button, 0x108e0c500, {{8.0, 47.0}, {43.0, 44.0}}, identifier: 'UserProfileSceneViewController_profile_back_button', label: 'chevronLeftIcon'
StaticText, 0x108e0c640, {{169.3, 58.0}, {51.3, 22.0}}, label: 'Profile'
Button, 0x108e0c780, {{339.0, 47.0}, {43.0, 44.0}}, identifier: 'UserProfileSceneViewController_settings_bar_button', label: 'Settings'
# ios 26
NavigationBar, 0x13d63c8c0, {{0.0, 47.0}, {428.0, 54.0}}, identifier: 'Profile'
StaticText, 0x13d63ca00, {{188.3, 58.0}, {51.3, 22.0}}, label: 'Profile'
Hi,
so here's my situation: I am currently building an app of which I want to have an Apple Watch standalone version / companion (idk yet, also doesn't matter). For it to be compatible with basically every Watch except for the original (Series 0) I want support for down to watchOS 6, as many models ended there. I also don't need the newest features for basic functionality and I can still add more for newer versions while keeping the basic functionality for watchOS 6, so that is not a concern, I'd rather have the compatibility.
However, watchOS 6 is the last version to require the Storyboard architecture with an app bundle and extension target. I did some research and found out that you can create that and set the development target to 6.0 while also having a SwiftUI target with a development target of 7.0. That would have the benefit of being able to use SwiftUI for modern features to give a nice experience while building a basic but functional version for 6.0 in Storyboard architecture. And it would figure out what to install on its own based on the watchOS version.
Now the problem is, in Xcode 26 I can't create a watchOS target with the Storyboard architecture anymore, the option is just not there. So to solve that, I installed Xcode 12 on Big Sur and created one from the template in a new project. That project can be opened and edited with no problems in Xcode 26 as long as it is already configured, you just can't create a watchOS target with that architecture anymore, it has to be there already to work with it. Now I just need to copy the app and extension target with the corresponding files and configuration to my other project, and that is the problem. I can't seem to find proper way to copy that over, and that is where I need your help. Or maybe someone has a way to create that in Xcode 26, but from my understanding the template is gone.
Thanks so much in advance
After uprgading to new XCode version 26.0.1 my project can't be longer build. There are strange compiler errors without concrete error message. If I want to investigate the single errors they disappears on selection...
I can send a recorded screen-video.
I invested over 2 weeks on trying to solve the problem without success. That's not the first time that the project couldnt be build after a xcode upgrade. Thats really annoying.
https://ss.bscstorage.com/playlet-oss-res/video/2025195/%E6%BC%94%E7%A4%BA3.mp4?AWSAccessKeyId=6jndo5gcx079kvpu3myf&Expires=1760941761&Signature=hBcY7TDq%2BZHOARoFKY6CAthju%2Fc%3D
This is the link of the demonstration video. How is this function effect in the video achieved?
For testing, I'm trying to "manually" send a push notification to my app using Apple's tool at https://icloud.developer.apple.com/dashboard/notifications/ ... , and I can't figure out where to get the required device token without writing a program to do so. Is there somewhere in Xcode or on https://developer.apple.com where I can copy it from? I already have the .p8 file with APNs enabled, and have set the "remote notifications" capability for the app in Xcode.
I must be missing something obvious. I've read a bunch of search results and all they cover is how to get the token programmatically. The device token must be available somewhere, right?
Currently, the icon composer app can only export the icon with a rounded app background image.
It would be better to support exporting the icon with a transparent background. It can make the exported app icon image with the liquid glass effect for websites, social networks, or other marketing places.
Thank you!
How to connect Apple Watch to Xcode?
I haven't used Apple Watch for ages but it used to work fine. Today after adding changes to one of my apps Watch extension I wanted to test it on my Apple Watch but I'm not able to get Xcode to discover my Apple Watch.
Apple watch has both Bluetooth and Wifi on. It's connected to the same Wifi as my Mac mini. Watch is paired with iPhone and the iPhone is connected to Mac mini via USB cable. Deploying to iPhone works fine, but I Xcode doesn't see as Apple Watch. iPhone sees Apple Watch.
I tried Xcode 16.2, and Xcode 26.0 and Xcode Version 26.1 beta 2.
I updated Apple Watch to Watch OS 26 but it didn't help.
iPhone 12 Pro Max, iOS 26.0
Apple Watch Series 8 (GPS), watchOS 26.0.2
Mac mini 2025, Apple M4 Pro, macOS 15.6
Please advise. It's so frustrating! I wasted 2 hours on that already. In the past (years ago) I used to manage 3 apps with Apple Watch extensions and connection were finicky but it wasn't so bad!
I just had WindowServer crash. Xcode stopped working shortly after that. I tried restarting Xcode 26.0.1 universal but it refused. I rebooted macOS 26.0.1 Tahoe and tried to start the same Xcode, no joy. I tried...six different already installed Xcodes, all displaying the "Xcode_26.1b quit unexpectedly." alert. Looking at the report:
Exception Type: EXC_BAD_ACCESS (SIGKILL (Code Signature Invalid))
Exception Subtype: UNKNOWN_0x32 at 0x00000001111e4000
Exception Codes: 0x0000000000000032, 0x00000001111e4000
Termination Reason: Namespace CODESIGNING, Code 2, Invalid Page
This seems wild to me.
Thanks!
-Mike
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hello everyone,
Since I installed Xcode 26, I've been encountering issues I've never seen before.
I have Mac OS applications written in Objective-C, some released as far back as 14 years ago.
When compiling them with Xcode 26, I experience efficiency issues related to thread management and interface updates.
There are rendering problems with a simple NSTextView created through Interface Builder.
The issue is not easily reproducible as it occurs randomly on some machines, regardless of their architecture or macOS version. The main thread freezes, and generally after 15-30 seconds, it unfreezes, loading the interface and text. The length of the text is irrelevant to the issue, and no crashes occur.
I spent ten days trying to optimize the code and change the loading order within the class, but the problem persists. However, if I compile the application with Xcode 16.4, everything works like a charm. I also tried using the macOS 15.5 SDK to compile with Xcode 26, but it doesn’t resolve any issues. Additionally, I tried changing the compiler optimization level, but it didn’t solve the problem.
This leads me to believe it’s an issue with the Xcode 26 compiler. If it were a code issue, it would be easily reproducible and would also occur when compiling with 16.4.
The Xcode 26.1 Beta doesn’t resolve the issue. Can anyone tell me if I need to change something related to the compiler?
Are you aware of any issues like this?
Thank you,
Luca
After upgrading to macOS Tahoe 26.0.1, I encountered an issue where the debugger could no longer display standard C++ library types such as std::map, std::string, and other std:: containers.
Instead, the debugger simply showed:
Summary Unavailable
🧪 What I Tried
• Switched from the default LLVM compiler to GDB to check if it was a debugger-related problem — no improvement.
• Cleaned and rebuilt the project — the issue persisted.
✅ Solution
Downgrading Xcode to version 16.4 immediately resolved the issue.
According to Apple’s official Xcode support documentation,
Xcode 16.4 is compatible with macOS Sequoia 15.6 and later, which includes macOS Tahoe 26.0.1.
This suggests that the problem may be caused by a compatibility issue in the latest Command Line Tools bundled with newer versions of Xcode.
💡 Takeaway
If you encounter the same problem:
1. Try downgrading to Xcode 16.4 or reinstalling the corresponding Command Line Tools.
2. Make sure your debugger (LLDB or GDB) is correctly linked to the appropriate SDK version.
Hopefully this helps anyone experiencing the same issue!
After upgrading to macOS Tahoe 26.0.1, I encountered an issue where the debugger could no longer display standard C++ library types such as std::map, std::string, and other std:: containers.
Instead, the debugger simply showed:
Summary Unavailable
🧪 What I Tried
• Switched from the default LLVM compiler to GDB to check if it was a debugger-related problem — no improvement.
• Cleaned and rebuilt the project — the issue persisted.
✅ Solution
Downgrading Xcode to version 16.4 immediately resolved the issue.
According to Apple’s official Xcode support documentation,
Xcode 16.4 is compatible with macOS Sequoia 15.6 and later, which includes macOS Tahoe 26.0.1.
This suggests that the problem may be caused by a compatibility issue in the latest Command Line Tools bundled with newer versions of Xcode.
💡 Takeaway
If you encounter the same problem:
Try downgrading to Xcode 16.4 or reinstalling the corresponding Command Line Tools.
Make sure your debugger (LLDB or GDB) is correctly linked to the appropriate SDK version.
Hopefully this helps anyone experiencing the same issue!
I'm working in Xcode for the first time in over a decade (coming from VS Code and Zed), so bear with me on this one.
I've just started up a new project and got things running, and I'm adding the following struct to my project:
struct HttpRequest: Codable {
let body: String?
let headers: [String: String]
let id: UUID
let method: HttpMethod
let url: String
}
The UUID type is from Foundation, of course. However, when I hit Ctrl+Space to auto-complete it, it says "Foundation is not imported."
If I hit enter to select that entry, it does not auto-import Foundation, and gives me an error that it "Cannot find type 'UUID' in scope".
I can click that error and it then click "import Foundation" to add the import, but this seems like a lot of effort just to "automatically" add an import that Xcode is already aware I need to add.
On the other hand, I found a number of threads online during my search for answers that suggested I shouldn't even need this import, despite Xcode's insistence.
TL;DR, my questions are: 1) Do I need the Foundation import to use UUID in Swift? and 2) If I do need it, how can I auto-import the Foundation module when I auto-complete the UUID type?
I have spent nearly an hour trying to get my iPhone 7 with iOS 15.8 to be recognized within xCode 26. I did not have this issue with the previous version of xCode. I have tried rebooting my Mac, rebooting my iPhone 7, removing the iPhone 7 from the list of devices that belong to my account, verified that I have support files for iOS 15.8 installed, signing out of my Apple account and signing back in....nothing works. Every time I go to "Windows > Devices" I see the iPhone 7, but I get a never-ending spinning circle next to the iPhone 7 (which is shown as connected) along with a banner that says "xCode will continue when Joe's iPhone 7 is finished." I can leave the phone connected to my Mac for an hour, and this message and the spinning circle next to the iPhone 7 never changes.
Topic:
Developer Tools & Services
SubTopic:
Xcode
To reproduce this bug create a new Xcode Project for IOS choose UIKit. In the app delegate add the following lines.
As you can see in the above image . Line 19 with the initialization of PHPickerViewController has no compilation failure.
Now lets add import WidgetKit
As soon as widgetKit is imported a compiler error is thrown which is PHPickerViewController is not in scope.
This worked with Xcode 16.4
It was possible to have a swift file with both WidgetKit implementations and PhotosUI implementations. This behavior has changed in Xcode 26/26.0.1 .
Does anybody know why this happens , could not find any clues within the different versions of documentations.
P.S
Found a work around which raises further questions
Adding import SwiftUI fixes this problem , I am genuinely curious on how this is happening on a compiler level.
LINKS
To my previously published post :https://developer.apple.com/forums/thread/804059