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Custom font not support in Xcode 16.3
I'm experiencing an issue with a custom font not loading properly in Xcode 16.3. The font files are included in the bundle, listed in Info.plist, and verified for correct names using UIFont.familyNames, but they still don't appear at runtime. Has anyone else run into this with Xcode 16.3? Could this be related to recent changes in asset packaging or font catalogs?
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Apr ’25
Simulator frozen while Xcode debugger attached
I'm on Xcode 16.3 (16E140), using iPhone 16 Pro Simulator with iOS 18.4, on macOS Sequoia 15.4. Today is the first time using this particular configuration. On Friday I was using Xcode 16.2, simulator on 17.5, macOS 15.3.2. This morning while running the app in the debugger I get times where I pause in using the app, perhaps to look up some information or make some notes, then go back to the simulator and nothing works. It is just frozen. Tap tap tap all day long and nothing responds. In the Xcode console I get this over and over while the simulator doesn't respond. nw_protocol_socket_set_no_wake_from_sleep [C100.1.1:2] setsockopt SO_NOWAKEFROMSLEEP failed [22: Invalid argument] nw_protocol_socket_set_no_wake_from_sleep setsockopt SO_NOWAKEFROMSLEEP failed [22: Invalid argument] I then hit the "Stop" button in Xcode debugger and get this in console <0x10843a0b0> Gesture: System gesture gate timed out. XPC connection interrupted Message from debugger: Xcode has killed the LLDB RPC server to allow the debugger to detach from your process. You may need to manually terminate your process. The Simulator springs to life immediately. It even seems to have queued up my most recent inputs and happily accepts them and processes them as normal.
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Apr ’25
Unity (IL2CPP) iOS Build: "_placeGeoAnchor" Undefined Symbol for Architecture arm64
Hi all, I’m running into a persistent linker error when building my Unity 6 project (IL2CPP, iOS target) that calls a Swift method via an Objective-C++ wrapper. Despite following all known steps, I keep getting: Undefined symbols for architecture arm64: "_placeGeoAnchor", referenced from: _GeoAnchorTrigger_placeGeoAnchor in libGameAssembly.a ... ld: symbol(s) not found for architecture arm64 I’m trying to place a persistent AR anchor at real-world GPS coordinates (so that the same asset can appear at the same location for a returning user). Since I’m targeting iOS, I can’t use Google’s geospatial anchors (but I sooo wish I could--please apple I beg of you stop being so selfish lol). I've already done these things: Swift file is added to Unity-iPhone target. .mm and .h files are in Unity-iPhone target under Compile Sources. Bridging header is set to Unity-iPhone-Bridging-Header.h. Generated header name is correct (GeoTest-Swift.h). Build Active Architecture Only set to No. Function has attribute((visibility("default"))). Unity project uses IL2CPP scripting backend. Yet I'm still getting the same linker error — it appears Unity (via IL2CPP) references the function, but Xcode doesn't link it. It’s something small that’s being missed with how IL2CPP links native symbols? Or maybe I need to explicitly include something in Link Binary With Libraries? I’ve verified symbol visibility and targets repeatedly. I’ve built AR features in Unity before (for Quest), but this is my first time trying to bridge C# → Objective-C++ → Swift in this way for a geolocation-based AR anchor for an iphone. I'm going crazy, I’ve been stuck on this for 12+ hours now, so any insight or nudge would be deeply appreciated. SPECS: Macbook Pro M4 Pro--Sequoia 15.4 Unity 6000.0.45f1 IPhone 11 iOS 18.4 Xcode 15
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Apr ’25
Cannot run apps that use the callAsyncJavaScript() method on older simulators
If I use the method callAsyncJavaScript() my app will compile, but it won't run on older simulators. Specifically, in a brand new Storyboard project, I added this to `viewDidLoad(): let webView = WKWebView() webView.callAsyncJavaScript("1", in: nil, in: .page) { result in print("\(result)") } This runs fine with Xcode 16.3 targeting the iOS 18.4 simulator. It doesn't work if I target the iOS 18.3.1 simulator or the iOS 17.5 simulator. It does work on an iPhone 15 Pro running iOS 18.4 and it works on an iPhone 12 Pro running iOS 17.7.1. It goes without saying that this used to work on Xcode 16.2 and earlier, since my real project has been using that API for 3 or 4 years now. The specific error is dyld[89984]: Symbol not found: _$sSo9WKWebViewC6WebKitE19callAsyncJavaScript_9arguments2inAF17completionHandlerySS_SDySSypGSo11WKFrameInfoCSgSo14WKContentWorldCys6ResultOyyps5Error_pGcSgtF Referenced from: <82CC68A8-9426-343E-82CD-5443F53A6919> /Users/dave/Library/Developer/CoreSimulator/Devices/69CE58A3-8162-4616-B110-5857E6E2889F/data/Containers/Bundle/Application/3F27AAA0-8E96-437D-A1F4-DECD2E1A95B5/CallAsyncJavascript.app/CallAsyncJavascript.debug.dylib Expected in: <E11EC0F5-2AD1-3402-AB03-31A85EA6EB3A> /Library/Developer/CoreSimulator/Volumes/iOS_21F79/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.5.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/WebKit.framework/WebKit
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Apr ’25
Problems installing iOS 18.4 SDK on Intel iMac
Hi! I'm having problems installing the iOS 18.4 SDK for Xcode. The installation fails from within Xcode or from the command line with the following error message: $ xcodebuild -downloadPlatform iOS Downloading iOS 18.4 Simulator (22E238): Preparing to download...2025-04-05 10:16:50.451 xcodebuild[7138:103696] DVTDownloadable: Observed finish. Cancelling download asset. { assetId = 6fb1e5fe25ee1c372f7116516e615c556906bd4e; assetIdHash = 9d684dee0a7bae81ba9c4f79475976f41789eaf3; assetType = "com.apple.MobileAsset.iOSSimulatorRuntime"; attributesHash = 99e0653b3c175e32d4a045cb9be856573b2938c1; contentHash = d4aad730490a4476d8179d4cdb7c1fcae8dd388a; nonIdHash = be7dd5950580ff7c8e1f822b24bd76d58c08b8aa; pallasDynamicAssetIdHash = d7904ac1d93cc3702244074c49aafad923a6e2b4; policyHash = d3700ca0e5058eb1d7b21fd74b1c225a66f5e74e; urlHash = fc93246f74e44ae2b94a727bfd9bac228f69f961; }, error: (null) Downloading iOS 18.4 Simulator (22E238): Error: Error Domain=SimDiskImageErrorDomain Code=5 "(-67061 invalid signature (code or signature have been modified)" UserInfo={NSLocalizedDescription=(-67061 invalid signature (code or signature have been modified), unusableErrorDetail=} When trying to install in Xcode I get the following error message: Any idea on how to get this fixed is appreciated!
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Apr ’25
Xcode 16.2 archive fails to compile XIB
Xcode 16.2 archive fails to compile XIB Xcode Archive command fails most of the time while compiling an XIB which was created in older Xcode. XIB was updated in Xcode 16.2 version also which did not fix this issue. Archive from Xcode app works but Xcode build command fails and no reason shown by the command. ** ARCHIVE FAILED ** The following build commands failed: CompileXIB /Users…/Resources/Nibs/<XIB_NAME>.xib
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Apr ’25
Previews stopped working in Xcode 16.3 with baffling error message
Upgrading to Xcode 16.3, all previews across my AppKit project stopped working. The error message I'm getting is especially baffling. It says the project could not be built with incremental compilation because SWIFT_COMPILATION_MODE is set to "incremental": I tried clearing DerivedData with no effect. When I click the diagnostics button the information given is not very revealing, at least not to me. If I open the project in Xcode 16.2 everything works perfectly again. I switched over to Previews for all new code but this error situation is quite demotivating. Does anyone have any suggestions?
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Apr ’25
Xcode debugger doesn't pause on breakpoints (simulator SDK < iOS 17)
Hello. I'm seeing an inconsistent behavior where breakpoints I set in my (Swift) iOS app behave normally when I'm debugging on a device or on a simulator running iOS 17.x, but when I try using simulators of iOS 16 or 15 the breakpoints get ignored completely. I also observe that the breakpoints remain solid blue and do NOT adopt the dotted blue outline, as experienced by other users. I've seen a few posts on here and on SO about the general issue of ignored breakpoints (with no conclusive answer AFAIK), but I haven't seen any where the behavior varies with the SDK being used. The behavior is repeatable and predictable (within the same app at least). I am not adding the breakpoints after building/running, and I'm sure the logic reaches the lines with the breakpoints (and again, whenever I switch to an iOS 17 simulator, execution does pause as expected with the exact same breakpoints). Things I've tried and looked into: Clean up project build folder Delete and re-install simulators (iOS 16.4 and 15.5) Deleted the entire derived data directory, as well as the CoreSimulator one. Confirm the build configuration is Debug, and the "Debug executable" option is checked. inspect various build flags mentioned in other posts: {Swift compiler - Code generation - Optimization level - Debug: -0none; Debug information format: DWARF (I also tried DWARF with dSYM with no impact)}. Most of my settings are on the plain vanilla/out of the box side, with only a couple of SPM dependencies, and I've been maintaining the same app for about 5 years and don't think I've come across this behavior before. Currently using Xcode 15.1. Deployment target is 14.0. Thank you.
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Apr ’25
Command Ld failed with a nonzero exit code
Recently, I had an error when building a project with xcode16.3. I'm not sure if it's caused by xcode16.3. I looked in /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/ and there was no Il2CppOutputProject folder. It seems that Run Script didn't work. I'm not sure what went wrong. I'm using unity version 2023.2.19f, xcode version 16.3, system Mos 15.4 Please help me Showing All Messages chmod: /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory Showing All Messages chmod: /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp-compile: No such file or directory Showing All Messages chmod: /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/bee_backend/mac-arm64/bee_backend: No such file or directory Showing All Messages /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/GameAssembly.build/Script-C62A2A42F32E085EF849CF0B.sh: line 27: /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory
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Apr ’25
Command PhaseScriptExecution failed with a nonzero exit code
Recently, I had an error when building a project with xcode16.3. I'm not sure if it's caused by xcode16.3. I looked in /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/ and there was no Il2CppOutputProject folder. It seems that Run Script didn't work. I'm not sure what went wrong. I'm using unity version 2023.2.19f, xcode version 16.3, system Mos 15.4 Please help me Showing All Messages chmod: /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory Showing All Messages chmod: /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp-compile: No such file or directory Showing All Messages chmod: /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/bee_backend/mac-arm64/bee_backend: No such file or directory Showing All Messages /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/GameAssembly.build/Script-C62A2A42F32E085EF849CF0B.sh: line 27: /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory
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Apr ’25
empty dSYM file detected - Xcode 16
Hi, I recently updated to Xcode 16. Since then I successfully built my app and sent an update to the App Store. But suddenly, after an exception I've experienced while working on my code, the app is crashing on launch, without showing the stack trace, and showing only one warning in the console: warning: (arm64) /Users/myuser/Library/Developer/Xcode/DerivedData/myapp-bglvscamatwthwbfqmtzmbvxeewc/Build/Products/Debug-iphonesimulator/myapp.app/MyApp empty dSYM file detected, dSYM was created with an executable with no debug info. Tried deleting derived data Erasing all simulator data Reseting my computer No change yet. Any idea what am I missing? Thank you..
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Apr ’25
Ensure that your bundle's Info.plist contains a value for the key CFBundleExecutable
I am building 2 similar apps from the same source. To start I got one app building like I wanted, so I duplicated its target and changed the Display Name and the Embedded Content to match the second app. I am now getting this error, any ideas? Domain: com.apple.dt.CoreDeviceError Code: 3000 Failure Reason: The path to the provided bundle's main executable could not be determined. Recovery Suggestion: Ensure that your bundle's Info.plist contains a value for the key CFBundleExecutable.
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Apr ’25
WatchOS Xcode 16.4 to sample live RR intervals from the PPG sensor ERROR
Hi, I am getting an error stating "Argument passed to call that takes no arguments". I want this Apple Watch App to measure and store RR Intervals from the PPG sensor on the Apple Watch for Heart Rate Variability calculations. Please help me fix this, I can't figure it out. Here is my code: heartbeatQuery = HKHeartbeatSeriesQuery(predicate: predicate, dataReceivedHandler: { (query, timeSinceLastBeat, ended, error) in // Switch to main thread for UI updates DispatchQueue.main.async { if let error = error { print("Heartbeat query error: (error.localizedDescription)") self.fetchErrorMessage = "Heartbeat query error: (error.localizedDescription)" // Consider stopping the workout session if the query fails critically // self.stopWorkoutSession() return } if ended { print("Heartbeat query indicates series ended.") } // Append valid RR intervals if timeSinceLastBeat > 0 { self.rrIntervals.append(timeSinceLastBeat) self.beatCount += 1 } } // End DispatchQueue.main.async }) // End query data handler // --- END OF PROBLEMATIC INITIALIZER --- // Execute the query if it was created successfully It recommends the fix as removing this part: '(predicate: predicate, dataReceivedHandler: { (query, timeSinceLastBeat, ended, error) in // Switch to main thread for UI updates DispatchQueue.main.async { if let error = error { print("Heartbeat query error: (error.localizedDescription)") self.fetchErrorMessage = "Heartbeat query error: (error.localizedDescription)" // Consider stopping the workout session if the query fails critically // self.stopWorkoutSession() return } if ended { print("Heartbeat query indicates series ended.") } // Append valid RR intervals if timeSinceLastBeat > 0 { self.rrIntervals.append(timeSinceLastBeat) self.beatCount += 1 } } // End DispatchQueue.main.async })' But after I remove that it says "Cannot assign value of type 'HKHeartbeatSeriesQuery.Type' to type 'HKHeartbeatSeriesQuery'" PLEASE HELP ME Thanks
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Apr ’25
Framework Project Fails to Run Across Different Xcode Versions
I have a framework project that uses third-party packages integrated via Swift Package Manager. The framework is then bundled as an XCFramework to support both simulator and device builds. However, when this XCFramework is consumed in a different version of Xcode than the one it was originally built with, it results in Swift compiler errors. For example, compiling the framework in Xcode 15.4 and then using it in a consumer app built with Xcode 16.2 results in Swift compiler errors(and vice-versa) Swift should work across different Xcode versions due to ABI stability. It appears the issue is originating from the referenced library, CryptoSwift. I’ve attached two projects: the [framework] project and the consumer app. https://bit.ly/4iWgi9i I’d really appreciate any help in identifying a solution to this problem.
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Apr ’25
Custom font not support in Xcode 16.3
I'm experiencing an issue with a custom font not loading properly in Xcode 16.3. The font files are included in the bundle, listed in Info.plist, and verified for correct names using UIFont.familyNames, but they still don't appear at runtime. Has anyone else run into this with Xcode 16.3? Could this be related to recent changes in asset packaging or font catalogs?
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0
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0
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101
Activity
Apr ’25
Xcode 16 Issue: Could not complete create template..
Issue: unresolvable because: Could not complete create template: empty template: Failed # variables.0.definitions.0.synomyms.0 I have no idea what this means.
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2
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1
Views
408
Activity
Apr ’25
Simulator frozen while Xcode debugger attached
I'm on Xcode 16.3 (16E140), using iPhone 16 Pro Simulator with iOS 18.4, on macOS Sequoia 15.4. Today is the first time using this particular configuration. On Friday I was using Xcode 16.2, simulator on 17.5, macOS 15.3.2. This morning while running the app in the debugger I get times where I pause in using the app, perhaps to look up some information or make some notes, then go back to the simulator and nothing works. It is just frozen. Tap tap tap all day long and nothing responds. In the Xcode console I get this over and over while the simulator doesn't respond. nw_protocol_socket_set_no_wake_from_sleep [C100.1.1:2] setsockopt SO_NOWAKEFROMSLEEP failed [22: Invalid argument] nw_protocol_socket_set_no_wake_from_sleep setsockopt SO_NOWAKEFROMSLEEP failed [22: Invalid argument] I then hit the "Stop" button in Xcode debugger and get this in console <0x10843a0b0> Gesture: System gesture gate timed out. XPC connection interrupted Message from debugger: Xcode has killed the LLDB RPC server to allow the debugger to detach from your process. You may need to manually terminate your process. The Simulator springs to life immediately. It even seems to have queued up my most recent inputs and happily accepts them and processes them as normal.
Replies
6
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1
Views
721
Activity
Apr ’25
Are this settings correct ?
My app has a Watch app companion, and a Widget. are this settings correct to distribute these to TestFlight and Apple Store ?
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0
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0
Views
53
Activity
Apr ’25
Unity (IL2CPP) iOS Build: "_placeGeoAnchor" Undefined Symbol for Architecture arm64
Hi all, I’m running into a persistent linker error when building my Unity 6 project (IL2CPP, iOS target) that calls a Swift method via an Objective-C++ wrapper. Despite following all known steps, I keep getting: Undefined symbols for architecture arm64: "_placeGeoAnchor", referenced from: _GeoAnchorTrigger_placeGeoAnchor in libGameAssembly.a ... ld: symbol(s) not found for architecture arm64 I’m trying to place a persistent AR anchor at real-world GPS coordinates (so that the same asset can appear at the same location for a returning user). Since I’m targeting iOS, I can’t use Google’s geospatial anchors (but I sooo wish I could--please apple I beg of you stop being so selfish lol). I've already done these things: Swift file is added to Unity-iPhone target. .mm and .h files are in Unity-iPhone target under Compile Sources. Bridging header is set to Unity-iPhone-Bridging-Header.h. Generated header name is correct (GeoTest-Swift.h). Build Active Architecture Only set to No. Function has attribute((visibility("default"))). Unity project uses IL2CPP scripting backend. Yet I'm still getting the same linker error — it appears Unity (via IL2CPP) references the function, but Xcode doesn't link it. It’s something small that’s being missed with how IL2CPP links native symbols? Or maybe I need to explicitly include something in Link Binary With Libraries? I’ve verified symbol visibility and targets repeatedly. I’ve built AR features in Unity before (for Quest), but this is my first time trying to bridge C# → Objective-C++ → Swift in this way for a geolocation-based AR anchor for an iphone. I'm going crazy, I’ve been stuck on this for 12+ hours now, so any insight or nudge would be deeply appreciated. SPECS: Macbook Pro M4 Pro--Sequoia 15.4 Unity 6000.0.45f1 IPhone 11 iOS 18.4 Xcode 15
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0
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0
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176
Activity
Apr ’25
Cannot run apps that use the callAsyncJavaScript() method on older simulators
If I use the method callAsyncJavaScript() my app will compile, but it won't run on older simulators. Specifically, in a brand new Storyboard project, I added this to `viewDidLoad(): let webView = WKWebView() webView.callAsyncJavaScript("1", in: nil, in: .page) { result in print("\(result)") } This runs fine with Xcode 16.3 targeting the iOS 18.4 simulator. It doesn't work if I target the iOS 18.3.1 simulator or the iOS 17.5 simulator. It does work on an iPhone 15 Pro running iOS 18.4 and it works on an iPhone 12 Pro running iOS 17.7.1. It goes without saying that this used to work on Xcode 16.2 and earlier, since my real project has been using that API for 3 or 4 years now. The specific error is dyld[89984]: Symbol not found: _$sSo9WKWebViewC6WebKitE19callAsyncJavaScript_9arguments2inAF17completionHandlerySS_SDySSypGSo11WKFrameInfoCSgSo14WKContentWorldCys6ResultOyyps5Error_pGcSgtF Referenced from: <82CC68A8-9426-343E-82CD-5443F53A6919> /Users/dave/Library/Developer/CoreSimulator/Devices/69CE58A3-8162-4616-B110-5857E6E2889F/data/Containers/Bundle/Application/3F27AAA0-8E96-437D-A1F4-DECD2E1A95B5/CallAsyncJavascript.app/CallAsyncJavascript.debug.dylib Expected in: <E11EC0F5-2AD1-3402-AB03-31A85EA6EB3A> /Library/Developer/CoreSimulator/Volumes/iOS_21F79/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.5.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/WebKit.framework/WebKit
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4
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3
Views
263
Activity
Apr ’25
FaceTime cuts out audio on my mac M1 app
I have an iOS app that I also run on my Macbook Air M1. My app plays music and I use FaceTime for voice communication with users of my app. How do I stop FaceTime from cutting out the music on my app?
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0
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0
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54
Activity
Apr ’25
What is the minimum iOS deployment target after April 24 2025?
Beginning April 24 releasing on the App Store requires using Xcode 16, iOS 18 SDK. https://developer.apple.com/news/upcoming-requirements/?id=02212025a Xcode only offers simulators for iOS 15. I had not been able to install and use previous versions. Does it imply iOS 15 is the minimum target allowed?
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5
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2.0k
Activity
Apr ’25
Xcode 16.3, an error is occurring in the String Catalog.
It seems that Xcode gets confused when there is another format specifier before a plural variable. As shown in the screenshot, %#@VARIABLE@ %f works fine, but an error occurs with %f %#@VARIABLE@.
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4
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0
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256
Activity
Apr ’25
Problems installing iOS 18.4 SDK on Intel iMac
Hi! I'm having problems installing the iOS 18.4 SDK for Xcode. The installation fails from within Xcode or from the command line with the following error message: $ xcodebuild -downloadPlatform iOS Downloading iOS 18.4 Simulator (22E238): Preparing to download...2025-04-05 10:16:50.451 xcodebuild[7138:103696] DVTDownloadable: Observed finish. Cancelling download asset. { assetId = 6fb1e5fe25ee1c372f7116516e615c556906bd4e; assetIdHash = 9d684dee0a7bae81ba9c4f79475976f41789eaf3; assetType = "com.apple.MobileAsset.iOSSimulatorRuntime"; attributesHash = 99e0653b3c175e32d4a045cb9be856573b2938c1; contentHash = d4aad730490a4476d8179d4cdb7c1fcae8dd388a; nonIdHash = be7dd5950580ff7c8e1f822b24bd76d58c08b8aa; pallasDynamicAssetIdHash = d7904ac1d93cc3702244074c49aafad923a6e2b4; policyHash = d3700ca0e5058eb1d7b21fd74b1c225a66f5e74e; urlHash = fc93246f74e44ae2b94a727bfd9bac228f69f961; }, error: (null) Downloading iOS 18.4 Simulator (22E238): Error: Error Domain=SimDiskImageErrorDomain Code=5 "(-67061 invalid signature (code or signature have been modified)" UserInfo={NSLocalizedDescription=(-67061 invalid signature (code or signature have been modified), unusableErrorDetail=} When trying to install in Xcode I get the following error message: Any idea on how to get this fixed is appreciated!
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6
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0
Views
509
Activity
Apr ’25
Xcode 16.2 archive fails to compile XIB
Xcode 16.2 archive fails to compile XIB Xcode Archive command fails most of the time while compiling an XIB which was created in older Xcode. XIB was updated in Xcode 16.2 version also which did not fix this issue. Archive from Xcode app works but Xcode build command fails and no reason shown by the command. ** ARCHIVE FAILED ** The following build commands failed: CompileXIB /Users…/Resources/Nibs/<XIB_NAME>.xib
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0
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144
Activity
Apr ’25
Breakpoints in Xcode 16.3 (16E140) not stop
After update to Xcode 16.3, any breakpoints stopped in simulator and device. The scheme is configured to Debug in Build Configurator.
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0
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0
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95
Activity
Apr ’25
Previews stopped working in Xcode 16.3 with baffling error message
Upgrading to Xcode 16.3, all previews across my AppKit project stopped working. The error message I'm getting is especially baffling. It says the project could not be built with incremental compilation because SWIFT_COMPILATION_MODE is set to "incremental": I tried clearing DerivedData with no effect. When I click the diagnostics button the information given is not very revealing, at least not to me. If I open the project in Xcode 16.2 everything works perfectly again. I switched over to Previews for all new code but this error situation is quite demotivating. Does anyone have any suggestions?
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1
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2
Views
397
Activity
Apr ’25
Xcode debugger doesn't pause on breakpoints (simulator SDK < iOS 17)
Hello. I'm seeing an inconsistent behavior where breakpoints I set in my (Swift) iOS app behave normally when I'm debugging on a device or on a simulator running iOS 17.x, but when I try using simulators of iOS 16 or 15 the breakpoints get ignored completely. I also observe that the breakpoints remain solid blue and do NOT adopt the dotted blue outline, as experienced by other users. I've seen a few posts on here and on SO about the general issue of ignored breakpoints (with no conclusive answer AFAIK), but I haven't seen any where the behavior varies with the SDK being used. The behavior is repeatable and predictable (within the same app at least). I am not adding the breakpoints after building/running, and I'm sure the logic reaches the lines with the breakpoints (and again, whenever I switch to an iOS 17 simulator, execution does pause as expected with the exact same breakpoints). Things I've tried and looked into: Clean up project build folder Delete and re-install simulators (iOS 16.4 and 15.5) Deleted the entire derived data directory, as well as the CoreSimulator one. Confirm the build configuration is Debug, and the "Debug executable" option is checked. inspect various build flags mentioned in other posts: {Swift compiler - Code generation - Optimization level - Debug: -0none; Debug information format: DWARF (I also tried DWARF with dSYM with no impact)}. Most of my settings are on the plain vanilla/out of the box side, with only a couple of SPM dependencies, and I've been maintaining the same app for about 5 years and don't think I've come across this behavior before. Currently using Xcode 15.1. Deployment target is 14.0. Thank you.
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14
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13
Views
7.8k
Activity
Apr ’25
Command Ld failed with a nonzero exit code
Recently, I had an error when building a project with xcode16.3. I'm not sure if it's caused by xcode16.3. I looked in /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/ and there was no Il2CppOutputProject folder. It seems that Run Script didn't work. I'm not sure what went wrong. I'm using unity version 2023.2.19f, xcode version 16.3, system Mos 15.4 Please help me Showing All Messages chmod: /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory Showing All Messages chmod: /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp-compile: No such file or directory Showing All Messages chmod: /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/bee_backend/mac-arm64/bee_backend: No such file or directory Showing All Messages /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/GameAssembly.build/Script-C62A2A42F32E085EF849CF0B.sh: line 27: /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory
Replies
3
Boosts
1
Views
196
Activity
Apr ’25
Command PhaseScriptExecution failed with a nonzero exit code
Recently, I had an error when building a project with xcode16.3. I'm not sure if it's caused by xcode16.3. I looked in /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/ and there was no Il2CppOutputProject folder. It seems that Run Script didn't work. I'm not sure what went wrong. I'm using unity version 2023.2.19f, xcode version 16.3, system Mos 15.4 Please help me Showing All Messages chmod: /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory Showing All Messages chmod: /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp-compile: No such file or directory Showing All Messages chmod: /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/bee_backend/mac-arm64/bee_backend: No such file or directory Showing All Messages /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/GameAssembly.build/Script-C62A2A42F32E085EF849CF0B.sh: line 27: /Users/lijin/Library/Developer/Xcode/DerivedData/Unity-iPhone-bqyvpudaavvrkzdtpgobtxxpzmlb/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory
Replies
1
Boosts
0
Views
107
Activity
Apr ’25
empty dSYM file detected - Xcode 16
Hi, I recently updated to Xcode 16. Since then I successfully built my app and sent an update to the App Store. But suddenly, after an exception I've experienced while working on my code, the app is crashing on launch, without showing the stack trace, and showing only one warning in the console: warning: (arm64) /Users/myuser/Library/Developer/Xcode/DerivedData/myapp-bglvscamatwthwbfqmtzmbvxeewc/Build/Products/Debug-iphonesimulator/myapp.app/MyApp empty dSYM file detected, dSYM was created with an executable with no debug info. Tried deleting derived data Erasing all simulator data Reseting my computer No change yet. Any idea what am I missing? Thank you..
Replies
26
Boosts
26
Views
27k
Activity
Apr ’25
Ensure that your bundle's Info.plist contains a value for the key CFBundleExecutable
I am building 2 similar apps from the same source. To start I got one app building like I wanted, so I duplicated its target and changed the Display Name and the Embedded Content to match the second app. I am now getting this error, any ideas? Domain: com.apple.dt.CoreDeviceError Code: 3000 Failure Reason: The path to the provided bundle's main executable could not be determined. Recovery Suggestion: Ensure that your bundle's Info.plist contains a value for the key CFBundleExecutable.
Replies
1
Boosts
0
Views
100
Activity
Apr ’25
WatchOS Xcode 16.4 to sample live RR intervals from the PPG sensor ERROR
Hi, I am getting an error stating "Argument passed to call that takes no arguments". I want this Apple Watch App to measure and store RR Intervals from the PPG sensor on the Apple Watch for Heart Rate Variability calculations. Please help me fix this, I can't figure it out. Here is my code: heartbeatQuery = HKHeartbeatSeriesQuery(predicate: predicate, dataReceivedHandler: { (query, timeSinceLastBeat, ended, error) in // Switch to main thread for UI updates DispatchQueue.main.async { if let error = error { print("Heartbeat query error: (error.localizedDescription)") self.fetchErrorMessage = "Heartbeat query error: (error.localizedDescription)" // Consider stopping the workout session if the query fails critically // self.stopWorkoutSession() return } if ended { print("Heartbeat query indicates series ended.") } // Append valid RR intervals if timeSinceLastBeat > 0 { self.rrIntervals.append(timeSinceLastBeat) self.beatCount += 1 } } // End DispatchQueue.main.async }) // End query data handler // --- END OF PROBLEMATIC INITIALIZER --- // Execute the query if it was created successfully It recommends the fix as removing this part: '(predicate: predicate, dataReceivedHandler: { (query, timeSinceLastBeat, ended, error) in // Switch to main thread for UI updates DispatchQueue.main.async { if let error = error { print("Heartbeat query error: (error.localizedDescription)") self.fetchErrorMessage = "Heartbeat query error: (error.localizedDescription)" // Consider stopping the workout session if the query fails critically // self.stopWorkoutSession() return } if ended { print("Heartbeat query indicates series ended.") } // Append valid RR intervals if timeSinceLastBeat > 0 { self.rrIntervals.append(timeSinceLastBeat) self.beatCount += 1 } } // End DispatchQueue.main.async })' But after I remove that it says "Cannot assign value of type 'HKHeartbeatSeriesQuery.Type' to type 'HKHeartbeatSeriesQuery'" PLEASE HELP ME Thanks
Replies
0
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0
Views
118
Activity
Apr ’25
Framework Project Fails to Run Across Different Xcode Versions
I have a framework project that uses third-party packages integrated via Swift Package Manager. The framework is then bundled as an XCFramework to support both simulator and device builds. However, when this XCFramework is consumed in a different version of Xcode than the one it was originally built with, it results in Swift compiler errors. For example, compiling the framework in Xcode 15.4 and then using it in a consumer app built with Xcode 16.2 results in Swift compiler errors(and vice-versa) Swift should work across different Xcode versions due to ABI stability. It appears the issue is originating from the referenced library, CryptoSwift. I’ve attached two projects: the [framework] project and the consumer app. https://bit.ly/4iWgi9i I’d really appreciate any help in identifying a solution to this problem.
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1
Boosts
0
Views
69
Activity
Apr ’25