Hello Apple Developer Community,
I'm experiencing an issue with file download functionality in the iOS Simulator after updating to Xcode 26 RC (Build 17A321).
Issue Description:
When attempting to download files in the iOS Simulator via Safari, the download prompt appears correctly, but after tapping the 'Download' button, files are not being saved to the Files app. The download appears to do nothing with no error message, no indication of failure, but the file simply doesn't appear in Downloads or anywhere in the Files app.
Environment:
Xcode Version: 26.0 RC (17A321)
iOS Simulator Version: 26.0 RC (23A339)
Device Simulated: iPhone Air
Steps to Reproduce:
Open Safari in the iOS Simulator
Navigate to a downloadable file (PDF, ZIP, etc.)
Tap to initiate download
Download prompt appears as expected
Tap the 'Download' button
Check the Files app → Downloads folder (empty)
Expected Behavior:
Files should download normally as they do on physical devices and as they did in previous Xcode versions.
Actual Behavior:
The download prompt dismisses after tapping 'Download', but no file appears in the Files app. No error message is shown, and there's no indication that the download failed, it simply appears as if nothing happened.
Additional Information:
Downloads work correctly on physical device (iOS 26 RC 23A340)
This functionality worked properly in previous Xcode versions
I have created a bug report to Feedback assistant: FB20190927
Thanks in advance for any assistance.
Xcode
RSS for tagBuild, test, and submit your app using Xcode, Apple's integrated development environment.
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Created
Up until yesterday (previous Xcode builds) when I send a file from the Mac to the simulator, either by right-click or drag and dropping, the simulator opened the Files app to import/save the file.
Now when I do the same, instead of the iOS simulator opening the Files app, it opens Safari and asks if I want to download the file, if I agree the file is supposedly download but nowhere to be found.
By a non-specific file format is a file format that is not set up to open any specific app, such is the case of PDF, JPG, MP4, MD, etc. A zip file, for example.
I constantly send database backup files to the simulator to then import in my app (it has an import tool that lets me select a file from the filesystem) to test, but now I see myself unable to use this because the file I send is not being transferred.
Has anyone came across this?
Topic:
Developer Tools & Services
SubTopic:
Xcode
This started with Xcode 26 beta 7, however it has continued to occur with the release candidate. Whenever I try to compile our asset catalog + icon composer icon for our AppKit/SwiftUI-based macOS app, actool fails with the following exception:
*** Terminating app due to uncaught exception 'IBPlatformToolFailureException', reason: 'The tool closed the connection (AssetCatalogAgent-AssetRuntime)
Last command:
_ON_QUEUE_sendMessage:toChannelReturningError:during:
Backtrace of last command:
0 -[IBAbstractPlatformToolProxy _ON_QUEUE_sendMessage:toChannelReturningError:during:] (in IDEInterfaceBuilderKit)
1 __74-[IBAbstractPlatformToolProxy sendMessage:toChannelReturningError:during:]_block_invoke (in IDEInterfaceBuilderKit)
2 _dispatch_client_callout (in libdispatch.dylib)
3 _dispatch_lane_barrier_sync_invoke_and_complete (in libdispatch.dylib)
4 DVTDispatchSync (in DVTFoundation)
5 -[IBAbstractPlatformToolProxy sendMessage:toChannelReturningError:during:] (in IDEInterfaceBuilderKit)
6 -[AssetCatalogRemoteAgentProxy compileItemsWithCatalogRelativeIdentifierPaths:tagSolutionSpace:andStickerPacksWithCatalogRelativeIdentifierPaths:options:] (in IDEInterfaceBuilderCocoaTouchIntegration)
7 -[IBICLARToolCARCompiler compileCARItems:tagSolutionSpace:options:queue:completionHandler:] (in AssetCatalogCocoaTouchKit)
8 -[IBICAbstractPlatformAdapter compileCARItems:tagSolutionSpace:options:queue:completionHandler:] (in AssetCatalogFoundation)
9 __84-[IBICAbstractPlatformAdapter compileSelectedItems:options:queue:completionHandler:]_block_invoke (in AssetCatalogFoundation)
10 __93-[IBICAbstractPlatformAdapter compileStandaloneCatalogItems:options:queue:completionHandler:]_block_invoke (in AssetCatalogFoundation)
11 __DVT_CALLING_CLIENT_BLOCK__ (in DVTFoundation)
12 __DVTDispatchAsync_block_invoke (in DVTFoundation)
13 _dispatch_call_block_and_release (in libdispatch.dylib)
14 _dispatch_client_callout (in libdispatch.dylib)
15 _dispatch_main_queue_drain.cold.5 (in libdispatch.dylib)
16 _dispatch_main_queue_drain (in libdispatch.dylib)
17 _dispatch_main_queue_callback_4CF (in libdispatch.dylib)
18 __CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE__ (in CoreFoundation)
19 __CFRunLoopRun (in CoreFoundation)
20 CFRunLoopRunSpecific (in CoreFoundation)
21 -[NSRunLoop(NSRunLoop) runMode:beforeDate:] (in Foundation)
22 -[NSRunLoop(DVTNSRunLoopAdditions) dvt_spinRunLoopInMode:whileQueue:executesAsynchronously:] (in DVTFoundation)
23 -[NSRunLoop(DVTNSRunLoopAdditions) dvt_spinRunLoopInMode:whileBlockExecutesConcurrently:] (in DVTFoundation)
24 -[NSRunLoop(DVTNSRunLoopAdditions) dvt_spinRunLoopInMode:waitingForSemaphore:] (in DVTFoundation)
25 -[IBCLIImageCatalogToolPersona compileCatalogCollection:withPlatformAdapter:arguments:outputDictionary:] (in ibtoold)
26 -[IBCLIImageCatalogToolPersona invokeArguments:outputDictionary:] (in ibtoold)
27 -[IBCLIImageCatalogToolPersona runSingleInvocation:outputtingToFileHandle:andVerifyingEnvironment:] (in ibtoold)
28 IBCLIServerRunSingleInvocation (in ibtoold)
29 __IBCLIServerRunSingleInvocationWithIODirectedAtPipesAndUnlinkOnSuccess_block_invoke_2 (in ibtoold)
30 __IBCLIServerRunSingleInvocationWithIODirectedAtPipesAndUnlinkOnSuccess_block_invoke (in ibtoold)
31 -[IBCLIErrorForwarder forwardErrorOutputToDescriptor:whileInvokingBlock:] (in ibtoold)
32 IBCLIServerRunSingleInvocationWithIODirectedAtPipesAndUnlinkOnSuccess (in ibtoold)
33 main (in ibtoold)
34 start (in dyld)
I can't seem to get it to compile consistently — it works fine locally.
I would ❤️ a workaround, otherwise I'm not sure that we'll be able to ship an update to our app for macOS 26.
FB20183399
Error reported is The product archive is invalid. The value of the CFBundleDocumentTypes key in the Info.plist must be an array of dictionaries, with each dictionary containing at least the CFBundleTypeName key. (ID: 8fc7f696-a7f3-410d-b228-a220594a9edb)
The info.plist is :
Topic:
Developer Tools & Services
SubTopic:
Xcode
Will RC be allowed to upload to App Store Connect?
I have tried a couple of times with 17A321 and I keep getting unsupported SDK or Xcode version.
Submitted feedback FB20178551
Works fine to show achievements but not Leaderboards. Launching the Xcode Project directly on device, loading remote (not yet live) leaderboards without issue and submitting scores to them works fine as well.
I was hoping that rather than going through the app store distribution leaderboards with all of their limitations I could instead run it locally and add scores to test the behaviour, but even though I can edit the achievements progress locally, I can't see any leaderboards being available... One out of 3 leaderboards started beginning of this september while the other 2 leaderboards won't launch until the game launch.
I want to remove iPad from my app's device family but don't know how to do that. Previously I could do that by check boxes. Now I don't find that function.
Please help.
Thanks.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hello
In my app code (in flutter) but you can remain if you code in other langages, maybe you can help in other ways,
I have a file called: project.pbxproj
I am wondering about this line:
ARGETED_DEVICE_FAMILY = "1,2";
Is it true that the 1 is for Iphone
and 2 for Ipad?
Would that mean that if I wrote "1" and removed 2, then in my app page in developer store side I would not see a tab for Ipad where the store requires from me to post screenshots for ipad?
For instance (see image below)
I know you guys use XCODE and it handels it itself, but can you open your .ipa files and check "project.pbxproj" to confirm differences between these files when the app is targeting Iphone Vs targeting Ipad?
Thanks
https://github.com/swiftlang/swift-evolution/blob/main/proposals/0450-swiftpm-package-traits.md
as this proposal introduce "package traits",
how can i set traits for a package in xocde, for example an ios app project(without Package.swift)
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hi, I'm experiencing a super weird and unexpected issue using Icon Composer (Version 1.0 (40)) and Xcode 26 beta 7.
I have an icon that includes some minimal text in the icon, as part of the branding of the app. The text is an SVG layer in Icon Composer. Icon Composer has no idea this is text, just a regular SVG layer.
When I import the resulting .icon file into Xcode, it appears correct in the Xcode preview.
However, when building the app and installing it on the iOS 26 simulator, the font of the text in the icon changes (to the system default font?). It is also cropped, cut off, and off-center.
I replicated this with a simple standalone icon and clean project.
Is anyone else seeing this?
After updating Xcode from 16.2 to 16.4, my xcodebuild commands began failing with "Server SSH Fingerprint Failed to Verify" when accessing Bitbucket repositories.
During the build process, I could see Xcode's AuthenticationAgent running SSH with these arguments:
/usr/bin/ssh -v -F /dev/null -o UserKnownHostsFile=/dev/null -o IdentitiesOnly=yes -o SendEnv=GIT_PROTOCOL git@bitbucket.org git-upload-pack '***.git'
Xcode 16.4 appears to be ignoring my local ~/.ssh/known_hosts file and instead using its own managed known_hosts system (stored in IDESourceControlModernKnownSSHHostsDefaultsKey within com.apple.dt.Xcode.plist).
My local known_hosts file contains three entries for Bitbucket: ssh-ed25519, ecdsa-sha2-nistp256, and ssh-rsa. After updating Xcode to 16.4 and opening my existing project, Xcode prompted with "Xcode can't verify the identity of a repository hosted on 'bitbucket.org'" and offered a "Trust" button. When I clicked "Trust," Xcode's managed known_hosts only stored the ecdsa-sha2-nistp256 entry for Bitbucket.
I was able to resolve the issue by overwriting Xcode's managed known_hosts with the ssh-rsa Bitbucket entry from my local known_hosts file.
Also, this behavior for some reason seems to vary between machines after the same Xcode update. So on my machine, Xcode 16.4 ignores the local ~/.ssh/known_hosts. My coworker's Xcode continues to use the local ~/.ssh/known_hosts file and works normally.
What could cause Xcode 16.4 to handle SSH known_hosts differently on seemingly identical setups? Is there a hidden configuration that determines whether Xcode uses its managed known_hosts versus respecting the system's SSH configuration? Additionally, why did Xcode only store the ecdsa-sha2-nistp256 host key for Bitbucket when I clicked "Trust" instead of all available host key types, and why doesn't this single key type work?
Hi,
I was checking docs about this (https://developer.apple.com/support/xcode/) where implies that the minimum iOS Deployment Target is iOS 15.
However, I reviewed quotes from last year (https://developer.apple.com/forums/thread/775703), where one of your engineers mentioned that the minimum version was actually iOS 12 for Xcode 16, when later on this page it was changed to 15 (even though internally the actual minimum is 12).
So our team was wondering what the minimum version was for Xcode 26, since the page mentions iOS 15.
Topic:
Developer Tools & Services
SubTopic:
Xcode
I didn't check this out specifically on earlier betas, but AI is allowed to create new .swift files, yes? I'm only seeing proposals to create files (as opposed to code which it can change automatically), and the CREATE FILE button to the right of any proposed file creation does nothing.
Next I'll mention running local models, but file creation does not seem to happen for neither ChatGPT nor any local model.
Also I'm experimenting with LM Studio and it is reporting my client is timing out. So I guess Xcode is not waiting long enough for a response? The local models are slow, yes. But is there a setting for the AI timeout value?
I told the LLM "Every 1 minute send me an update so I know you are still working so my client does not time out" which seems to have no visible effect, it hasn't timed out yet, but I don't visibly see that message.
Good morning everyone!
I have an issue with AutoFillExtension. I think that my integration is correct but I don't see the page with the list.
I'm developing a password manager and I see the name of the app in Default Pass in Settings, I see the name of my app when I tap on key to choose credentials but when I tap on my app... don't see anything.
Came back Password.
Somebody have a list or a tutorial to implement this extension?
Thanks 😔
What happened to CMD-Option-Click in Xcode 26 for opening a symbol in a new editor split pane?
This was one of the most usefull shortcuts. Xcode 26 is a pain to use without it.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hello!
Trying to find any info about how to add In-App Purchase with application Entitlements.plist file manually (NOT with XCode). Is there any reference within keys and description?
What need to be in this file:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>key-for-in-app-purchase</key>
<string>value</string>
</dict>
</plist>
How can you distribute an XCFramework via Swift Package Manager when it has dependencies on other Swift packages? We accomplished this with CocoaPods in order to distribute our closed source SDK that has dependencies, but need to migrate to SPM. Note none of the types from the dependencies are used as part of our module’s public interface - usage is purely internal.
I’ve made a lot of progress following these steps for a simple example:
Create Framework Project
Create a new iOS Framework project in Xcode and name it WallpaperKit
In the project settings select the target and verify in Build Settings that Build Libraries for Distribution is Yes then set Skip Install to No
Create a new UIViewController subclass, name it WallpaperPreviewViewController, make it public, and add some functionality to it to show a UIImageView
Add a new Package Dependency in the project settings, for this example we’ll use https://github.com/onevcat/Kingfisher, and specify exact version 8.5.0
Add internal import Kingfisher and use it in WallpaperPreviewViewController to download and show an image from the web
Close the WallpaperKit project
Create Hosting App Project (this makes it easier to develop the framework functionality and test it in an app with Xcode building both in the same workspace)
Create a new iOS app project and name it WallpaperApp
Create a new workspace named WallpaperApp
Close the WallpaperApp project
Drag and drop WallpaperApp.xcodeproj into the workspace’s sidebar
Drag and drop WallpaperKit.xcodeproj into the workspace’s sidebar
Switch the scheme to WallpaperKit and build
Select WallpaperApp project, then with WallpaperApp target selected, in the General tab under Frameworks, Libraries, and Embedded Content, click + and add WallpaperKit.framework
In ViewController.swift, import WallpaperKit and add functionality to present an instance of WallpaperPreviewViewController
Run the app and verify it works
Create XCFramework
In Terminal, cd into WallpaperKit and run xcodebuild archive -scheme WallpaperKit -configuration Release -destination 'generic/platform=iOS' -archivePath './build/WallpaperKit.framework-iphoneos.xcarchive' SKIP_INSTALL=NO BUILD_LIBRARIES_FOR_DISTRIBUTION=YES DEFINES_MODULE=YES
Run xcodebuild archive -scheme WallpaperKit -configuration Release -destination 'generic/platform=iOS Simulator' -archivePath './build/WallpaperKit.framework-iphonesimulator.xcarchive' SKIP_INSTALL=NO BUILD_LIBRARIES_FOR_DISTRIBUTION=YES DEFINES_MODULE=YES
Run xcodebuild -create-xcframework -framework './build/WallpaperKit.framework-iphonesimulator.xcarchive/Products/Library/Frameworks/WallpaperKit.framework' -framework './build/WallpaperKit.framework-iphoneos.xcarchive/Products/Library/Frameworks/WallpaperKit.framework' -output './build/WallpaperKit.xcframework'
Open the build folder and retrieve the XCFramework
Create Swift Package
Create a new package in Xcode, select Library, and name it WallpaperKitDist
Drag and drop WallpaperKit.xcframework into Sources
Create a new directory in Sources called WallpaperKitDependencies
Create a new Swift file in WallpaperKitDependencies called WallpaperKitDependencies (SPM requires a Swift file to recognize WallpaperKitDependencies as a valid target and fetch dependencies)
Open Package.swift and change it to
import PackageDescription
let package = Package(
name: "WallpaperKit",
platforms: [
.iOS(.v18)
],
products: [
.library(
name: "WallpaperKit",
targets: ["WallpaperKit", "WallpaperKitDependencies"]
),
],
dependencies: [
.package(
url: "https://github.com/onevcat/Kingfisher.git",
exact: "8.5.0"
)
],
targets: [
.binaryTarget(
name: "WallpaperKit",
path: "./Sources/WallpaperKit.xcframework"
),
.target(
name: "WallpaperKitDependencies",
dependencies: [
"Kingfisher"
],
path: "./Sources/WallpaperKitDependencies"
)
]
)
Create Test App (to simulate a third-party app using the package)
Create a new iOS app project and name it TestApp
Add a new Local package selecting the WallpaperKitDist directory that contains Package.swift
Import WallpaperKit and use it to present a WallpaperPreviewViewController
This works! Though the console logs
objc[39953]: Class _TtC10KingfisherP33_6AA794C9C370CDB07604B4D8B99AEAA312BundleFinder is implemented in both /Users/Name/Library/Developer/Xcode/DerivedData/TestApp-capvhjiqxrdgdnbevpkajicnjpcs/Build/Products/Debug-iphonesimulator/WallpaperKit.framework/WallpaperKit (0x100e8bbf8) and /Users/Name/Library/Developer/CoreSimulator/Devices/E0AF13C2-874C-47B9-B864-72AF3E4D5D4B/data/Containers/Bundle/Application/AF32011A-92E7-4E26-9A97-9F0C25C07863/TestApp.app/TestApp.debug.dylib (0x101a543b0). This may cause spurious casting failures and mysterious crashes. One of the duplicates must be removed or renamed.
I thought using internal import Kingfisher (or @_implementationOnly import Kingfisher) would have resolved this, but seems to make no difference compared to just import Kingfisher. I suspect it might not be an issue as long as the Kingfisher version number specified in the distribution Package.swift matches the version used in the framework project (and the app does not add a different version as a dependency), but not positive.
Can these warnings be resolved, or is it not a concern in this setup? Is this the best solution to distribute an XCFramework via Swift Package Manager that has dependencies on other Swift packages for now or is there a better approach? Thanks!
I’m testing Game Activities in my Unity project with the new Apple.GameKit 2025-beta1 plugin.
When I go into Xcode- Debug → GameKit → Manage Game Progress → Leaderboards → and click the generated link:
If my app is already running in the background, the link opens the app and my handler (Apple.GameKit.GKGameActivity.WantsToPlay += OnWantsToPlay;) fires as expected. I can read the activity and route the player to the right level.
If the app is completely closed, clicking the same link launches the app, but my OnWantsToPlay listener is never invoked. The app just boots normally and the activity intent seems lost.
I’ve tried to subscribe as early as possible (in Awake() of my bootstrap scene, also tested with RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)]). Nothing works. Also, “Get Started with Game Center” video only demonstrates activation when the app already running, not a cold start from a Game Activity link. What am I missing?
Environment Device/OS: iPhone on iOS 26.0 beta (Game Center sandbox) Xcode: 26.0 beta 6 Unity: 2022.3.21 Apple GameKit Unity plugin: 2025-beta1 (GameKit package) Signing: Game Center capability enabled; using development provisioning profile GameKit resources: GameCenterResources.gamekit in project (Target: Unity-iPhone), appears under Build Phases → Copy Bundle Resources
Hi There
We are looking to download the iOS 18.4 Simulator Runtime but due to restrictions on internet access in our company we are unable to use XCode to download the required file.
Is there an alternative location we can browse to and download the iOS 18.4 Simulator Runtime file?
We checked the downloads sections of the Apple Developer site but can only find 18.2 version of the iOS Simulator Runtime.
Thanks
I'm currently running Xcode 26 beta 7; it comes with macOS 26 beta 6 and can download iOS 26 beta 6. I can compile and test my app on simulators, but to upload the app to TestFlight I need a version of the Platform support more recent than beta 6.
How can I download beta 9? In Settings -> Components I see only beta 6.