Hi Apple Developer Community. I have a problem with opening my Xcode File in Xcode 16. It says, that a specific File is missing and I don't know how to resolve this. Can someone help me?
Thanks for the help :)
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Anyone else notice that Xcode 16.1 seems to have stopped building universal binaries for both debug and release builds even though under "Build Settings-Build Active Architecture" both Debug and Release are set to NO. We had been using the universal binary builds out of Debug for preliminary tests on Intel based machines. The Architectures setting is set to: Standard Architectures (Apple Silicon, Intel) - $(ARCHS_STANDARD).
I started a brand new empty app and it does the same thing.
A workaround is to set the Destination in Xcode's menu bar to "Build on Any Mac" and then find the binary and drag it to the Intel computer. You can't run that one though from Xcode. Another workaround is to build an Archive and drag that one.
This is the Icon Composer from Xcode 26.0 Beta 1 (not the really old one Xcode6? 😆 that I find when I search here)
Is there a way to show the really cool 3D that they showed off during demos? Maybe all we get is which level is on top.
Upon export it only seems to be able to do 2x? - is there some way to get it to take 1x? Every time I change it - it jumps back to 2x and iOS wants 1x... maybe a feedback.
Also Xcode seems to want 3 icons - but there are 6 iOS ones exported. How do I get the other 3 in there?
It does seem pretty easy to import PNG's from Sketch and order them and move pieces around. I guess you can save individual lighting for each icon mode.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hi
I've downloaded the latest version of Xcode 14.2 but when I run the app in Simulator I can only test it on iOS16.2 Is there a way to run it in 16.3?
I am having similar problems to this guy on Stack Overflow over a year ago:
https://stackoverflow.com/questions/77627852/functions-of-iouserscsiperipheraldevicetype00-class-in-scsiperipheralsdriverkit
There are also a few questions on this forum about this object, none of which have answers.
I can get my driver to match and instantiate, but
nobody calls my UserDetermineDeviceCharacteristics (which does nothing, just returns kIOReturnSuccess)
I can attempt to call UserSuspendServices(), UserResumeServices() or UserReportMediumBlockSize() and all of them return kIOReturnUnsupported. It doesn't matter if I've unmounted the disk or not.
Is the custom driver supposed to be instantiated beside the kernel's IOSCSIPeripheralDeviceType00, or should it replace it?
What should its IOProviderClass be?
What should its IOClass be - IOUserService, or something else?
see FB19678139 and FB19677920
I have a very annoying problem when I try to distribute my app to the App Store. Organizer does not recognise the project as an app I think.
Xcode version is 16.2 but I have tries in 15.4.
With Xcode 14, the device selection on the bottom of the storyboard canvas has changed, and the iPhone 12 and 13 mini screens are no longer there, as well as there only being one model of iPad. Is there a way to add more devices to this section?
I have simulators installed for these devices, and this is the way I've been checking compatibility so far, but this is not sustainable.
I appreciate any help that you can give me.
As subject, after update to Xcode 26.0.1, none of the simulator able to download, tried click the Get button, tried run command in terminal, all failed.
Error from terminal:
xcodebuild -downloadPlatform iOS
Finding content...
Automatically resolved architecture variant for platform iOS as 'universal'.
2025-10-09 06:21:24.423 xcodebuild[1789:30064] DVTDownloadable: Download Failed. Downloadable: {
architectures = (
arm64,
"x86_64"
);
authentication = none;
category = simulator;
contentType = cryptexDiskImage;
dictionaryVersion = 2;
downloadMethod = mobileAsset;
fileSize = 10066611438;
identifier = "com.apple.dmg.iPhoneSimulatorSDK26_0";
isInternalContent = 0;
isUserInitiated = 1;
name = "iOS 26.0 Universal Simulator (23A343)";
patchableFrom = (
);
platform = "com.apple.platform.iphoneos";
simulatorVersion = {
buildUpdate = 23A343;
version = "26.0";
};
version = "26.0.0.0";
}. Download failed.
Any idea how to resolve this?
iMac with Intel processor
I am at a loss as to why, since the latest update, that my preview pane is no longer working. May i have some assistance on the matter? Thank you in advance! 😀✌️
Build succeed,but app startup failed.
Topic:
Developer Tools & Services
SubTopic:
Xcode
I'm trying to bring up an existing macOS app workspace to build against the macOS 26 SDK, however Xcode 26b1 is producing the following error, and I'm unable to proceed:
/Users/tonyarnold/Documents/Reveal/<unknown>:1:1: error reading '/Applications/Xcode-beta.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/clang/17/include/module.modulemap': No such file or directory
/Users/tonyarnold/Documents/Reveal/<unknown>:1:1: failed to emit precompiled module '/Users/tonyarnold/Library/Developer/Xcode/DerivedData/ModuleCache.noindex/_Builtin_stdbool-LVR359SH1U4537HG9T3JOGN.pcm' for module map '/Applications/Xcode-beta.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/clang/17/include/module.modulemap'
I've checked and the module map that it claims is missing is there on the filesystem.
Is this a known issue with this beta?
Topic:
Developer Tools & Services
SubTopic:
Xcode
Everytime when iOS simulator is launched I het a lot of repeated "*** quit unexpectedly" alerts.
Where "***" is a mix of "managedappdistributiond","healthappd", and "findmylocated"
Even after the simulator is launched I still het random "*** quit unexpectedly" alerts.
Very annoying because the alerts deactivates the active window
This is on an MacBook Pro M3 Max,, Xcode 15.2, Sonoma 14.2.1, it also happens with Xcode 15.1
A co developer (MacBook Pro M1 Max,Xcode 15.2, Sonoma 14.2.1) does not have the issue
Any idea how I can prevent this from happening?
Update
Every mentioned service crash happens in libswiftCore.dylib at
0x1929f3938 assertionFailure(:_:file:line:flags:) + 248
Canvas Previews (targeting macOS) in both Xcode 16.4 & Xcode 26 fail to load, when the project imports a Swift package that imports and uses WebKit.
I'm on macOS 15.5.
Tried also to bring minimum targets of both the project and the package to 15.0.
I see that there are some work-arounds for iOS simulator but nothing for the Mac.
Anyone facing the same problem?
From time to time while I'm editing code, Xcode 15.0.1 says "The file 'project.xcworkspace' has been modified by another application" asking me "Keep Xcode Version" or "Use Version on Disk". I didn't see this before 15.0.1 (or 14.1.1).
Who changed the file? What should my answer be? Thanks.
Ok, I'm going crazy here. I have a static library for iOS that I want to build for the simulator. I use xcodebuild -destination="iOS Simulator" and then check the library using otool which tells me the platform is 6, which is Mac Catalyst.
When I look at the output of xcodebuild, it says
--- xcodebuild: WARNING: Using the first of multiple matching destinations:
{ platform:macOS, arch:arm64, variant:Mac Catalyst, id:00006041-0008492E3AA1801C, name:My Mac } ...
It has the simulator listed too, way down the list:
{ platform:iOS Simulator, arch:x86_64, id:AB7A99B3-8D24-4F73-A42D-9BB45321928D, OS:18.6, name:iPad (A16) }
When I put all of that into xcodebuild for the platform, it still says there are multiple matching destinations and chooses Mac Catalyst. Why? How? What? Does platform="iOS Simulator" mean nothing? How in the world does "Mac Catalyst" match "iOS Simulator"?????
I don't want Mac Catalyst, I don't need Mac Catalyst, and I can't get rid of Mac Catalyst. Nothing I specify in xcodebuild results in anything I can build that will compile for the simulator.
What the heck am I doing wrong?
I have a multi target project where every target relies on a built "web bundle" which is basically a collection of html, optimized images, and optimized javascript.
Right now that web bundle is built in a pre build step by running a script. The script takes awhile to run and outputs to a folder that is referenced into the project via a PBXFileReference which is then referenced in the Copy Bundle Resources step.
96516AC22BF928DD00576562 /* build */ = {isa = PBXFileReference; lastKnownFileType = folder; name = build; path = "../web-ui/build"; sourceTree = "<group>"; }
....
96516AC32BF928DD00576562 /* build in Resources */ = {isa = PBXBuildFile; fileRef = 96516AC22BF928DD00576562 /* build */; };
As a step, I wrote an aggregate target that can also run this script. I specified its input and output files and turned off sandboxing. It does exactly what I need it to. Critically it is ran based on dependency analysis. If I modify any file in web-ui it rebuilds, if I dont I can repeatedly build the aggregate target and it will not re-run the script. This is perfect.
A97590172E419CBA00741928 /* Build Web Bundle */ = {
isa = PBXShellScriptBuildPhase;
buildActionMask = 12;
files = (
);
inputFileListPaths = (
);
inputPaths = (
"$(SRCROOT)/xcodescripts/build-web-bundle.bash",
"$(SRCROOT)/web-ui/index.html",
"$(SRCROOT)/web-ui/vite-env.d.ts",
"$(SRCROOT)/web-ui/vite.config.ts",
"$(SRCROOT)/web-ui/tsconfig.json",
"$(SRCROOT)/web-ui/stats.html",
"$(SRCROOT)/web-ui/postcss.config.js",
"$(SRCROOT)/web-ui/package.json",
"$(SRCROOT)/web-ui/justfile",
"$(SRCROOT)/web-ui/src/",
);
name = "Build Web Bundle";
outputFileListPaths = (
);
outputPaths = (
"$(SRCROOT)/web-ui/build/",
);
runOnlyForDeploymentPostprocessing = 0;
shellPath = /bin/sh;
shellScript = "exec \"${SCRIPT_INPUT_FILE_0}\"\n";
};
You may notice I reference a src file. This is made possible via a flag USE_RECURSIVE_SCRIPT_INPUTS_IN_SCRIPT_PHASES which allows Xcode to check folder dependencies recursively.
The problem is that my other targets do not automatically recognize that they need to run the "WebBundle" aggregate target in order to update a resource they copy in their "Copy bundle resources" phase.
So I tried adding it as a Target Dependency.
A9DE685B2E41C9A8005EF4E0 /* PBXTargetDependency */ = {
isa = PBXTargetDependency;
target = A97590132E419C1200741928 /* WebBundle */;
targetProxy = A9DE685A2E41C9A8005EF4E0 /* PBXContainerItemProxy */;
};
Unfortunately this breaks whatever magic was allowing the script to be run only when there are web bundle changes. Every build it runs the "Build Web Bundle" script.
I think what I am missing is a way to specify in these other targets that a resource they are used to copying from the Xcode PBXFileReference is produced by the aggregate target. This way they can start to reason about the dependencies.
Other possibilities are that I should be building the web bundle to a separate location. Or that these references are somehow broken in another way. To be clear the folder format is as thus
project/
iOS/
client.xcodeproj
web-ui/
build/ (web bundle build is output here and referenced relatively)
src/
index.html (and other things)
Is anyone else having trouble with the Documentation in the latest Xcode beta? I can't get any UIKit documentation to appear. UIKit is completely missing from the table of contents too. I've tried deleting the documentation caches but it isn't helping.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Starting Xcode 14, iOS Simulator is able to communicate with APNs in order to register for notification in the sandbox environment. I created a sample test for this.
A dumb iOS application that registers for notifications. It has UITests to automatize the tap on the consent popup (it is not possible to ask for the permission via CLI sadly).
Once the application registers, the AppDelegate method didRegisterForRemoteNotificationsWithDeviceToken is called and the device token is sent to a local server application (node.js).
The test itself creates an iOS 18.6 Simulator with xcrun simctl, builds such app and run the tests through through CLI with xcodebuild.
Running this on my personal Macbook Pro M1 2021 goes well every time, so I wanted to bring it on Github Actions (arm64 macOS machines), in order to test the works on a open source library I'm building (hapns).
Contacting Github support led me to test this on a macOS image running inside a VM inside a Veertu Anka container on my personal Macbook Pro, due to an VM architectural limit suspicion.
The results were the same: iOS simulator isn't able to receive the device token. Not even didFailToRegisterForRemoteNotificationsWithError is called (tested through some network probes-requests that communicate to the server which checkpoints the process reached).
So, as asked, I've setup a repro-case to be run in the VM and I've collected VM diagnostics ready to be tested and attached.
Does anyone know if there is some unspecified (or specified but buried in the documentation) limit for this? Thanks.
Github discussion link for further details, repro-case and so on: https://github.com/actions/runner-images/issues/12747
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
APNS
Xcode
User Notifications
Virtualization
I have an iOS app with a QuickLook extension. I also added Apple Vision Pro in the target's General > Supported Destinations section. About one year ago, I was able to run the app on iPhone, iPad and Apple Vision Pro Simulators.
Today I tried running it again on Apple Vision Pro with Xcode 26.0.1, but Xcode shows this error:
Try again later. Appex bundle at ~/Library/Developer/CoreSimulator/Devices/F6B3CCA8-82FA-485F-A306-CF85FF589096/data/Library/Caches/com.apple.mobile.installd.staging/temp.PWLT59/extracted/problem.app/PlugIns/problemQuickLook.appex with id org.example.problem.problemQuickLook specifies a value (com.apple.quicklook.preview) for the NSExtensionPointIdentifier key in the NSExtension dictionary in its Info.plist that does not correspond to a known extension point.
I tried again later a couple times, even after running Clean Build Folder Immediately, without any change. I can reproduce this with a fresh Xcode project to which I add a Quick Look Preview Extension and Apple Vision Pro as a supported destination. The error doesn't happen when running on Apple Vision Pro (Designed for iPad) or iPad Pro 13-inch (M4) destinations. What is the problem?
I created FB20448815.
The Files app in the iOS 18 beta simulator appears to be read-only. I am unable to:
create folders
copy files into it by dragging them from macOS
safe files from safari
I have been unsuccessful at finding a way to popular any file or folder in the Files app which is preventing me from testing some scenarios in my app where I import files using the files sheet.
The earliest I tried was beta 3 and it still persists in beta 7. The iOS 17 simulator works fine in comparison.
My mac is a 2019 macbook pro running Sonoma 14.5.
To reproduce:
New folder
Launch Files app in iOS simulator
Tap into "On my phone"
From the top menu tap "New Folder"
(nothing happens)
Download a file
Launch safari
Find a file like a PDF to download
Tap on the down arrow in the toolbar
Files opens up with the filename in the textfield at the bottom
The "Save" button is grayed out.
Copy from macOS
Open the Files app in iOS and browse to a local folder
drag a file from the macbook onto the simulator
the sheet appears with the filename in the text field
The "Save" button is grayed out