ChatGPT in Xcode 26.1 is super slow for me, anyone else?
The response returns quickly but the preview window takes a few seconds per line. What it used to do in a few seconds on 26.0 now takes tens of minutes.
Anyone else running into this and have suggestions? I'm using the minimal setting on a fast internet connection. M2 Pro MBP, macOS 26.1.
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Since upgrading my iPhone 13 Pro Max to iOS 26, apps have become nearly impossible to debug. The recent update to iOS 26.1 has made this even worse.
Going from app start to a fully rendered & responding screen takes <1 second on a Debug build when no debugger is attached, but with the debugger attached I get these times (measured manually with a stopwatch):
First render:
<1 second without debugger
5 seconds on USB debugger
30 seconds on wireless debugger
Data loaded from webserver and UI responding:
<1 second without debugger
19 seconds on USB debugger
5 minutes on wireless debugger!
Doing an online speed test reports 55 Mbps for the phone and 60 Mbps on the MacBook, so I doubt it's my WiFi.
Having a debugger attached used to make minimal difference on iOS 18, but the performance has tanked completely since the last major release. What happened?
I am trying to make build for my project followed all step and all but Igot
Showing Recent Errors Only
Build target PCS_EmpApp of project PCS_EmpApp with configuration Debug
ProcessInfoPlistFile /Users/mayankjain/Library/Developer/Xcode/DerivedData/PCS_EmpApp-bhccfqkphneiyabcysmesvskjrrm/Build/Products/Debug-iphonesimulator/PCS_EmpApp.app/Info.plist /Users/mayankjain/Downloads/RetailApp/PCS_EmpApp/obj/Debug/net9.0-ios/iossimulator-arm64/xcsync/Info.plist (in target 'PCS_EmpApp' from project 'PCS_EmpApp')
cd /Users/mayankjain/Downloads/RetailApp/PCS_EmpApp/obj/Debug/net9.0-ios/iossimulator-arm64/xcsync
builtin-infoPlistUtility /Users/mayankjain/Downloads/RetailApp/PCS_EmpApp/obj/Debug/net9.0-ios/iossimulator-arm64/xcsync/Info.plist -producttype com.apple.product-type.application -genpkginfo /Users/mayankjain/Library/Developer/Xcode/DerivedData/PCS_EmpApp-bhccfqkphneiyabcysmesvskjrrm/Build/Products/Debug-iphonesimulator/PCS_EmpApp.app/PkgInfo -expandbuildsettings -format binary -platform iphonesimulator -o /Users/mayankjain/Library/Developer/Xcode/DerivedData/PCS_EmpApp-bhccfqkphneiyabcysmesvskjrrm/Build/Products/Debug-iphonesimulator/PCS_EmpApp.app/Info.plist
error: Build input file cannot be found: '/Users/mayankjain/Downloads/RetailApp/PCS_EmpApp/obj/Debug/net9.0-ios/iossimulator-arm64/xcsync/Info.plist'. Did you forget to declare this file as an output of a script phase or custom build rule which produces it? (in target 'PCS_EmpApp' from project 'PCS_EmpApp')
Build input file cannot be found: '/Users/mayankjain/Downloads/RetailApp/PCS_EmpApp/obj/Debug/net9.0-ios/iossimulator-arm64/xcsync/Info.plist'. Did you forget to declare this file as an output of a script phase or custom build rule which produces it?
error .
I tried but unable to solve it .
The operation couldn’t be completed. (IDELanguageModelKit.IDEModelDownloadAdapter.(unknown context at $11f08ab80).DownloadError error 2.)
Domain: IDELanguageModelKit.IDEModelDownloadAdapter.(unknown context at $11f08ab80).DownloadError
Code: 2
User Info: {
DVTErrorCreationDateKey = "2025-11-04 07:58:38 +0000";
}
There was an error transferring over the network.
Domain: IDELanguageModelKit.IDEModelDownloadAdapter.(unknown context at $11f08ab80).DownloadError
Code: 2
System Information
macOS Version 15.7.1 (Build 24G231)
Xcode 26.1 (24454) (Build 17B55)
Timestamp: 2025-11-04T14:58:38+07:00
My main app target builds fine and can run on Simulator without issue.
Whenever I try to run a Preview, I get this error:
== DATE:
Monday, November 3, 2025 at 2:52:23 PM Pacific Standard Time
2025-11-03T22:52:23Z
== PREVIEW UPDATE ERROR:
SimulatorShutdownUnexpectedlyError: Simulator was shutdown during an update
Simulator [F85A5AF1-F52C-4662-AFCD-762F87AF537D] failed to boot and may have crashed.
This seems like it started happening after updating to MacOS 26. I've tried reinstalling all Simulators, tried on Xcode 26, deleted derived data, restarted Xcode and my Mac several times.
What other troubleshooting steps can I take?
I didn't really find anything in Apple docs on how to debug my extension using Xcode (so not saying it doesn't exist).
I found a current Stack post on it, with several devs all stuck. In 2024 someone said run the Preview Extension, select Finder as the test app, then in a Finder window select a file of the correct type and tap space.
Nothin happens when I do this (I get the file icon showing).
Suggestions most welcome!
We have the following step before running any tests on CI machine:
xcrun simctl shutdown all && xcrun simctl erase all
It was working perfectly before Xcode 26.1.
On Beta 3 it was doing it for 15 min every time.
When updated to RC1, the tests with cached build are fast (clean goes up to 10 sec), but the package tests clean is still going up to 15 min every time.
We did
xcrun simctl runtime dyld_shared_cache update --all
as advised but it's helping only temporarily. Is this going to be fixed in the official release?
I'd like to start a subprocess from an Xcode extension. My prototype performCommandWithInvocation method looks like this:
- (void)performCommandWithInvocation:(XCSourceEditorCommandInvocation *)invocation completionHandler:(void (^)(NSError * _Nullable nilOrError))completionHandler
{
NSTask*task= [[NSTask alloc]init];
[task setExecutableURL:[NSURL fileURLWithPath:@"/bin/sh"]];
//option A: [task setArguments:@[@"-c",@"echo hello from sh"]];
//option B: [task setArguments:@[@"-c",@"/usr/bin/python3 -c 'print(\"hello from python3\")'"]];
[task launch];
[task waitUntilExit];
int status=[task terminationStatus];
printf("status: %d\n",status);
completionHandler(nil);
}
So there's two options there: option A, or option B. (Uncomment to taste.)
Option A does work. /bin/sh starts, and runs echo, and it prints hello to its stdout. I was foolish enough to let this convince me that this whole thing might be a goer.
Option B does not work. I get an error: xcrun error: cannot be used with in an App Sandbox. Which is annoying, as virtually all of the scripts I want to run are written in Python, and I'd quite like this to be an option. How do I fix this?
I tried removing the App Sandbox settings from my extension, but then Xcode refused to load it.
I added Read/Write permissions to all the File Access settings in the App Sandbox section, even though most of them sounded irrelevant, but no improvement.
Then I ticked every tick box I could find. My extension can debug, it can JIT, library validation is off, it can use the camera and access my photos and read the audio and my contacts and open sockets in any direction it wants and goodness knows what else.
But it seems it still can't run python. How do I make this work?
--Tom
Topic:
Developer Tools & Services
SubTopic:
Xcode
I'm having a lot of trouble getting my icon working with XCode26 and Icon Composer.
<TL;DR>
The icon sucks
</TL:DR>
Why does it suck? 4 main issues plague me when I compare the new icon with the existing icon.
The colors are washed out.
I can't have a transparent background.
The size of the icon is wrong.
I can't use the old icon on pre-Tahoe macs. It's Tahoe or bust!
Here's a comparison between the two icons:
If I add any Liquid Glass effects to the icon, it just looks bad. Any more of a gradient behind the image makes the image fade out. Adding specular highlights just throws a ring around the upper and lower sections that doesn't seem to fulfill any purpose. Blur doesn't seem to do anything. And I can't get rid of the background at all. It must be there.
The biggest problem is the size. The new icon doesn't just look smaller, it is smaller! I measured the width and the new icon is 19.5% smaller. I did this by setting the finder view to 128x128, grabbing the screen shot, and using Acorn to measure the width from the left red edge to the right blue edge. The icns file is 256 pixels across which makes sense as I'm on a 4K monitor at 2x resolution. The icon file is 206 pixels. Doing the same with the finder set to 256x256 shows the same reduction.
When I look at Icon Composer, it's showing me that the icon is fitting in perfectly with the guidelines. The graphic artist I hired years ago did a great job!
So somehow there is a border being added to the icon file that shrinks the image down, and I can't get rid of it nor make the icon bigger. So I'm stuck.
I've tried the various tricks to get both the icns and icon files to be added to the build such that pre-Tahoe macs see the old icon, and it either breaks on Tahoe or breaks on the pre-Tahoe. I can't get both.
I don't think there's a solution to this, I'm just documenting my frustrations. The Mac was fine before this, why change something that works?
Topic:
Developer Tools & Services
SubTopic:
Xcode
I often use a Wi-Fi network where:
Whatever mechanism Xcode uses to automatically discover a previously paired iOS device seems to be blocked (the Devices and Simulators window shows "Browsing on the local area network for [iPhone]" and never proceeds), but
I can connect to the iOS device from my Mac if I know its IP address, such as by pinging it
The same hardware/software configuration works with wireless Xcode connections on a different Wi-Fi network.
Thus I'm wondering if there's any functionality that allows the IP address to be manually entered into Xcode to avoid needing to connect a cable from my Mac to my iPhone during development. Searching around seems to suggest this existed at some point in the past but I can no longer find this in a current version of Xcode. Or if there are any other workarounds, although I can't modify the network itself as it's not my network.
Hey, is it possible to test with an Xcode test build if the subscription notifications are correctly being sent to the backend?
Currently nothing appears on my backend after subscribing. For some reason i can also subscribe multiple times to the same product. It looks like nothing is being saved anywhere which is why I also can't cancel a test subscription.
All of this was fairly easy and possible when setting up the google play version of our app.
"EnableLiveAssetServerV2-com.apple.MobileAsset.MetalToolchain" = on;
ProductName: macOS
ProductVersion: 26.0.1
BuildVersion: 25A362
The MetalToolchain is installed, however I keep getting error that MetalToolchain cannot be found by the Xcode
"Command CompileMetalFile failed with a nonzero exit code"
error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain
❯ xcodebuild -downloadComponent MetalToolchain
2025-10-31 11:18:29.004 xcodebuild[6605:45524] IDEDownloadableMetalToolchainCoordinator: Failed to remount the Metal Toolchain: The file “com.apple.MobileAsset.MetalToolchain-v17.1.324.0.k9JmEp” couldn’t be opened because you don’t have permission to view it.
Beginning asset download...
2025-10-31 11:18:29.212 xcodebuild[6605:45523] IDEDownloadableMetalToolchainCoordinator: Failed to remount the Metal Toolchain: The file “com.apple.MobileAsset.MetalToolchain-v17.1.324.0.k9JmEp” couldn’t be opened because you don’t have permission to view it.
Downloaded asset to: /System/Library/AssetsV2/com_apple_MobileAsset_MetalToolchain/4ab058bc1c53034b8c0a9baca6fba2d2b78bb965.asset/AssetData/Restore/022-17211-415.dmg
Done downloading: Metal Toolchain 17A324.
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?
I'm running a swift script that is emitting warning lines like this
/Users/work/Documents/QuGame/QuGame/BoardTurnView.swift:1:1: warning: [dead-code] Debug-only symbol static SimpleTurn.== infix(SimpleTurn, SimpleTurn) -> Swift.Bool
/Users/work/Documents/QuGame/QuGame/DataNotifications+PreviewData.swift:1:1: warning: [dead-code] Debug-only symbol DataNotifications.(addConversation)(to: QUBoardModel, local: GKPlayer, opponent: GKPlayer, texts: [Swift.String]) -> ()
/Users/work/Documents/QuGame/QuGame/DataNotifications+PreviewData.swift:1:1: warning: [dead-code] Debug-only symbol DataNotifications.loadBlankBoard() -> ()
These are correctly formatted for Xcode to detect the filename, line and columns.
`
Showing Recent Issues
[dead-code] Debug-only symbol static SimpleTurn.== infix(SimpleTurn, SimpleTurn) -> Swift.Bool
[dead-code] Debug-only symbol DataNotifications.(addConversation)(to: QUBoardModel, local: GKPlayer, opponent: GKPlayer, texts: [Swift.String]) -> ()
[dead-code] Debug-only symbol DataNotifications.loadBlankBoard() -> ()
However, when the script is run as part of the post-actions, Xcode doesn't support clicking on the warning to take you to the file. I can map from the .o to the .swift by hunting the project directory (not-sandboxed)
If I run the script as part of the Run Script Phase, I cannot back track to find the fully qualified location of the file as I'm sandboxed. All I have is BoardTurnView.o, DataNotiications+PreviewData.o etc.
Anyone got any suggestions?
Topic:
Developer Tools & Services
SubTopic:
Xcode
In macOS, when using UNMutableNotificationContent to send notifications, clicking on the notification (or the buttons on the notification) will automatically activate the window. How can this be prevented?
Clicking on the notification only triggers the click event and does not activate the window.
Topic:
Developer Tools & Services
SubTopic:
Xcode
This whole time I was convinced that Apple just re-bound my favorite keyboard shortcut to something else in Xcode 26 and I just needed to find it and re-bind it, but it looks like they've gotten rid of it altogether and I'm losing my mind.
For many years, selecting a type in the Open Quickly menu (Shift-Command-O) and hitting Shift-Option-Enter would bring up a chooser that would let you move a cursor around and select which open pane to open the file in (or create a new pane.) It was so useful and made working in Xcode so fast and it really seems like it's gone for good.
Has this behaviour been changed? I don't see it mentioned in "What's New in Xcode 26?"
Topic:
Developer Tools & Services
SubTopic:
Xcode
Right now, I am trying the tutorial for SwiftUI from the Apple Developer Program inside of Xcode, but I encountered a problem. Inside of the selectable canvas mode in Xcode, I wanted to command-control-click the element (in this case, a text) to bring up the editing popover and select "Show SwiftUI Inspector." For some reason, on the popover menu, the only option was "Embed." I only wanted the menu point Show SwiftUI Inspector, and I also tried the shortcut Ctrl+Option, but nothing worked. Now is there another method to get to this menu? Or can you help me with that?
Noah
Topic:
Developer Tools & Services
SubTopic:
Xcode
Can the event of long pressing the digital display in VisionPro be monitored in RealityView
‘Your team has no devices from which to generate a provisioning profile. Connect a device to use or manually add device IDs in Certificates, Identifiers & Profiles. https://developer.apple.com/account/
Xcode couldn't find any tvOS App Development provisioning profiles matching ’
I followed the instructions and created it manually, but it still doesn't work. Why is that? I remember it used to be created automatically and take effect right away.
Topic:
Developer Tools & Services
SubTopic:
Xcode
In Xcode 16.4, I could hide a ToolbarItem simply by applying .hidden() or .opacity(0), and the button disappeared completely — including its touch area and layout space.
However, when I build the same code with Xcode 26, the button visually disappears but its frame and tap area remain, as if the ToolbarItem were still present but invisible.
This causes an empty tappable area to remain in the toolbar.
Here’s a simplified example:
.toolbar {
ToolbarItem(placement: .topBarLeading) {
Button("Back") {
// action
}
.opacity(isSelectionMode ? 0 : 1)
// or .hidden() – both produce the same issue
}
ToolbarItem(placement: .principal) {
Text("Title")
}
ToolbarItem(placement: .topBarTrailing) {
Button("Select") {
isSelectionMode.toggle()
}
}
}
Expected behavior (Xcode 16.4):
When isSelectionMode becomes true, the Back button disappears completely and its space in the toolbar is released.
Actual behavior (Xcode 26):
The Back button becomes invisible, but its tappable area and layout spacing remain, leaving an empty spot in the toolbar.
To work around this, I tried conditionally including the ToolbarItem only when isSelectionMode == false, like this:
@ToolbarContentBuilder
private var toolbarLeadingContent: some ToolbarContent {
if !isSelectionMode {
ToolbarItem(placement: .topBarLeading) {
Button("Back") { }
}
}
}
However, this approach fails to build when the minimum deployment target is iOS 15, showing the compiler error:
'buildIf' is only available in iOS 16.0 or newer
I understand that @ToolbarContentBuilder relies on buildIf internally for conditional branches, which explains the limitation,
but this means there’s currently no iOS 15–compatible way to completely remove a ToolbarItem at runtime.
So my questions are:
Is the layout change in Xcode 26 an intentional behavior change in SwiftUI?
What’s the correct way to fully remove a ToolbarItem on iOS 15–compatible projects without using buildIf?
Topic:
Developer Tools & Services
SubTopic:
Xcode