I have an environment variable set in an xctestplan for a set of unit tests that I access like so:
let testType = ProcessInfo.processInfo.environment[TARGET_TEST_TYPE_KEY]
This is always is always returning nil when I run my unit tests in Xcode 26, but seems to work as expected in Xcode 16.4. Were there any changes in Xcode 26 that changes how this works?
Thanks in advance.
Xcode
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I just downloaded xCode 26.0.1 and installed it overtop of my previous version of xCode (I don't know the version, but it was less than a year old). Everything was working fine with the previous version of xCode, but with v 26.0.1, I am getting the following popup error message when trying to install my app to some of my tethered devices:
"Could not located developer disk image for this device"
This occurs with an iPhone 7 with iOS 14.8 and an iPad Pro (1st gen) with iOS 13.5.1. Again, these devices had no problem launching an app from xCode while tethered prior to the v 26.0.1 install.
I do have the following folders in the \Users\MyName\Library\Developer\xCode\iOS DeviceSupport folder:
12.4.1 (16G102)
12.4.1 (16...2) arm64e
13.5.1 (17F80)
14.4.2 (18D70)
14.6 (18F72)
14.7.1 (18G82)
14.8 (18H17)
15.0.2 (19A404)
15.1 (19B74) arm64e
15.3.1 (19D52)
15.3.1 (19...2) arm64e
16.1 (20B82) arm64e
16.3.1 (20...7) arm64e
Topic:
Developer Tools & Services
SubTopic:
Xcode
Context
Host: macOS 14.7.6 on Apple Silicon (Mac mini M2)
Xcode 15.4
Simulator runtimes installed: iOS 17.2, 17.4, 17.5
Tech stack: Kivy/kivy-ios, SDL2 (OpenGL ES/EAGL), Python 3.11
App type: minimal Kivy “Hello World” (no special entitlements, no camera/mic)
Observed
On iOS 17.5 Simulator the app often shows a black screen or exits immediately (no crash dialog).
On iOS 17.2 Simulator the same build runs fine (after a clean rebuild of SDL2 and proper xcodebuild flags).
What fixed it for 17.2
Clean rebuild of SDL2 (no cached artifacts), then build python/kivy/app.
xcodebuild WITHOUT OTHER_CFLAGS="-Umain -DSDL_MAIN_HANDLED".
Typical flags: ONLY_ACTIVE_ARCH=YES, EXCLUDED_ARCHS="i386 x86_64", IPHONEOS_DEPLOYMENT_TARGET=16.0.
Optionally enforcing EAGL RGBA8 + retained backing + opaque helped when testing, but the clean SDL2 rebuild already resolved black screen on 17.2.
Still problematic
17.5 Simulator still exhibits black screen/early exit for this OpenGL ES path (no clear console/crash signal).
Real devices are fine.
Questions
Is there a known regression or change in iOS 17.5 Simulator related to EAGL/OpenGL ES contexts or presentation?
Any recommended Simulator settings/workarounds for GL/EAGL apps on 17.5?
References
Repro, scripts and notes (GitHub Discussion): <https://github.com/orgs/kivy/discussions/62 >
Gist with scripts (create/boot iOS 17.2 simulator, clean scripts, recipe notes): https://gist.github.com/wolfgang-coder/7e88636fb3f19b492d565e982575939d
(We avoid posting Bundle IDs, certificate details, or real UDIDs. Happy to provide sanitized logs if useful.)
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Simulator
Xcode Sanitizers and Runtime Issues
I'm on a MacBook Air 2025 M4 (Apple Silicon) using Flutter 3.35.5 on channel stable, Xcode 26.0.1, and CocoaPods 1.16.2.
Actual Setup:
Component Version
macOS 15.0 Sequoia
CPU Apple M4 (ARM64)
Flutter 3.35.5 on channel stable
Dart 3.9.2
DevTools 2.48.0
CocoaPods 1.16.2
Xcode 26.0.1 Build 17A400
Since updating Flutter from 3.24 → 3.35, iOS builds consistently fail with the following errors (not matter if simulation or real device, also ios version no matter):
fatal error: 'Flutter/Flutter.h' file not found
Error logs:
/Users/myuser/.pub-cache/hosted/pub.dev/app_links-6.4.1/ios/app_links/Sources/app_links/AppLinksIosPlugin.swift
/Users/myuser/.pub-cache/hosted/pub.dev/app_links-6.4.1/ios/app_links/Sources/app_links/AppLinksIosPlugin.swift:1:8 Unable to find module dependency: 'Flutter'
import Flutter
^
flutter_native_splash
/Users/myuser/.pub-cache/hosted/pub.dev/flutter_native_splash-2.4.6/ios/flutter_native_splash/Sources/flutter_native_splash/include/flutter_native_splash/FlutterNativeSplashPlugin.h
/Users/myuser/.pub-cache/hosted/pub.dev/flutter_native_splash-2.4.6/ios/flutter_native_splash/Sources/flutter_native_splash/include/flutter_native_splash/FlutterNativeSplashPlugin.h:1:9 'Flutter/Flutter.h' file not found
flutter_secure_storage
Clang dependency scanner failure: While building module 'flutter_secure_storage' imported from flutter_secure_storage-7125a5c1.input:1:
In file included from <module-includes>:1:
In file included from /Users/myuser/Documents/mycompany/auftrag/AppName/name-app/ios/Pods/Headers/Public/flutter_secure_storage/flutter_secure_storage-umbrella.h:13:
/Users/myuser/Documents/mycompany/auftrag/AppName/name-app/ios/Pods/Headers/Public/flutter_secure_storage/FlutterSecureStoragePlugin.h:11:9: fatal error: 'Flutter/Flutter.h' file not found
flutter_secure_storage-7125a5c1.input:1:1: fatal error: could not build module 'flutter_secure_storage'
Unable to find module dependency: 'flutter_secure_storage'
/Users/myuser/.pub-cache/hosted/pub.dev/flutter_secure_storage-9.2.4/ios/Classes/SwiftFlutterSecureStoragePlugin.swift
/Users/myuser/.pub-cache/hosted/pub.dev/flutter_secure_storage-9.2.4/ios/Classes/SwiftFlutterSecureStoragePlugin.swift:8:8 Unable to find module dependency: 'Flutter'
import Flutter
^
path_provider_foundation
/Users/myuser/.pub-cache/hosted/pub.dev/path_provider_foundation-2.4.2/darwin/path_provider_foundation/Sources/path_provider_foundation/messages.g.swift
/Users/myuser/.pub-cache/hosted/pub.dev/path_provider_foundation-2.4.2/darwin/path_provider_foundation/Sources/path_provider_foundation/messages.g.swift:10:10 Unable to find module dependency: 'Flutter'
import Flutter
^
sign_in_with_apple
Clang dependency scanner failure: While building module 'sign_in_with_apple' imported from sign_in_with_apple-b77ac708.input:1:
In file included from <module-includes>:1:
In file included from /Users/myuser/Documents/mycompany/auftrag/AppName/name-app/ios/Pods/Headers/Public/sign_in_with_apple/sign_in_with_apple-umbrella.h:13:
/Users/myuser/Documents/mycompany/auftrag/AppName/name-app/ios/Pods/Headers/Public/sign_in_with_apple/SignInWithApplePlugin.h:1:9: fatal error: 'Flutter/Flutter.h' file not found
sign_in_with_apple-b77ac708.input:1:1: fatal error: could not build module 'sign_in_with_apple'
Unable to find module dependency: 'sign_in_with_apple'
/Users/myuser/.pub-cache/hosted/pub.dev/sign_in_with_apple-7.0.1/ios/Classes/SignInWithAppleAvailablePlugin.swift
/Users/myuser/.pub-cache/hosted/pub.dev/sign_in_with_apple-7.0.1/ios/Classes/SignInWithAppleAvailablePlugin.swift:6:8 Unable to find module dependency: 'Flutter'
import Flutter
^
What I’ve verified
flutter clean + flutter pub get
pod install --repo-update
Deleted DerivedData
Verified Generated.xcconfig exists
Verified FLUTTER_ROOT path is correct
Tried both in Podfile use_frameworks! :linkage => :static and modular headers
Tried flutter build ios --no-codesign
Still, the same errors appear.
Observations
I couldn't find a solution with ChatGPT or searching in the Internet like on Stackoverflow
Since Flutter 3.35, Flutter.framework is no longer under .../engine/ios/Flutter.framework, but instead part of .../engine/ios/Flutter.xcframework/ios-arm64/Flutter.framework
After pod install, there is no Pods/Flutter/Flutter.xcframework folder at all.
Running flutter build ios does not generate the framework either — Flutter seems to depend on dynamic build-time injection, but the plugins expect static headers at build time.
On my Windows machine, the exact same project and plugin versions build perfectly (obviously without actual iOS compilation).
Podfile
ENV['COCOAPODS_DISABLE_STATS'] = 'true'
project 'Runner', {
'Debug' => :debug,
'Profile' => :release,
'Release' => :release,
}
def flutter_root
generated_xcode_build_settings_path = File.expand_path(File.join('..', 'Flutter', 'Generated.xcconfig'), __FILE__)
unless File.exist?(generated_xcode_build_settings_path)
raise "#{generated_xcode_build_settings_path} must exist. Run flutter pub get first."
end
File.foreach(generated_xcode_build_settings_path) do |line|
matches = line.match(/FLUTTER_ROOT\=(.*)/)
return matches[1].strip if matches
end
raise "FLUTTER_ROOT not found in #{generated_xcode_build_settings_path}"
end
require File.expand_path(File.join('packages', 'flutter_tools', 'bin', 'podhelper'), flutter_root)
flutter_ios_podfile_setup
target 'Runner' do
use_frameworks! :linkage => :static
use_modular_headers!
flutter_install_all_ios_pods File.dirname(File.realpath(__FILE__))
end
post_install do |installer|
installer.pods_project.targets.each do |target|
target.build_configurations.each do |config|
config.build_settings['IPHONEOS_DEPLOYMENT_TARGET'] = '15.0'
config.build_settings['HEADER_SEARCH_PATHS'] ||= ['$(inherited)', '${PODS_ROOT}/../Flutter/Flutter.framework/Headers']
config.build_settings['FRAMEWORK_SEARCH_PATHS'] ||= ['$(inherited)', '${PODS_ROOT}/../Flutter']
config.build_settings['DEFINES_MODULE'] = 'YES'
end
end
end
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 have designed a new icon for my app/Tahoe in Icon Composer (launched from within Xcode)but I simply cannot get it to show up. The documentation for Icon Composer spends a lot of time describing how to design the icons but goes distressingly vague/silent on how one might use it. It suggests that I should drag the file to Xcode and it will guide me as to where to put it.
The app continues to use the old (pre-Tahoe) icon.
I don't get any change of behaviour and I don't know what to name the file. I assume that there are no other settings that I have to change. I can't find anything on the web or in Apple's documentation: maybe I'm missing something obvious!
My app is a working NSDocument-based Cocoa project.
Any suggestions please.
Tahoe 26.0.1, Xcode 26.0.1, Apple M1 Max MBP.
I'm testing a c++ project. I would like multiple XCTest files to be able to use this function:
void testGLMVEC3(const glm::vec3& actual, const glm::vec3& expected)
{
XCTAssertEqualWithAccuracy(actual.x, expected.x, 0.00001f);
XCTAssertEqualWithAccuracy(actual.y, expected.y, 0.00001f);
XCTAssertEqualWithAccuracy(actual.z, expected.z, 0.00001f);
}
I'm not sure how to do this. I don't think I should put this function in my project code. I'd like it to be in my XCTest files. (I wouldn't know how to put it in my project code anyhow.)
Here's how I'd expect to use it:
#import <XCTest/XCTest.h>
#import "../OrangeSpider/SpLeftLeg.hpp"
...
@interface SpLeftLegTest : XCTestCase
@end
@implementation SpLeftLegTest
- (void)setUp {}
- (void)tearDown {}
- (void)testGetPoints{
// Set up
float topLength = 10.0f;
...
// Actual SpLeftLeg
SpLeftLeg spiderLeg{spLegAnatomy, spLegAngles, minExtensionAngles, maxExtensionAngles};
// Test points
testGLMVEC3(spiderLeg.getConnectionPoint(), glm::vec3(0.0f, 0.0f, 0.0f));
}
- (void)testPerformanceExample {
[self measureBlock:^{
}];
}
@end
Topic:
Developer Tools & Services
SubTopic:
Xcode
When running unit tests or UI tests that cause a crash (even intentionally), the simulator itself crashes and can't be booted again in subsequent runs.
This started happening from Xcode 26, our project never had this issue before (we had crashes before as well).
Steps to Reproduce:
Run the unit test with fatalError().
Observe the simulator crashes.
On the next test run, the simulator fails to boot, remaining in a crashed or stuck state.
Example error:
error = Error Domain=FBSOpenApplicationServiceErrorDomain Code=1 "Simulator device failed to launch com.xxx.xctrunner." UserInfo={NSLocalizedDescription=Simulator device failed to launch com.xxx.xctrunner., NSUnderlyingError=0x600009895830 {Error Domain=FBSOpenApplicationServiceErrorDomain Code=1 "The request to open "com.xxx.xctrunner" failed." UserInfo={BSErrorCodeDescription=RequestDenied, NSLocalizedDescription=The request to open "com.xxx.xctrunner" failed., NSUnderlyingError=0x6000085d9500 {Error Domain=FBProcessExit Code=64 "The process failed to launch." UserInfo={NSUnderlyingError=0x60000850b360 {Error Domain=RBSRequestErrorDomain Code=5 "Launch failed." UserInfo=0x600008999340 (not displayed)}, BSErrorCodeDescription=launch-failed, NSLocalizedFailureReason=The process failed to launch.}}, FBSOpenApplicationRequestID=0xbe36, NSLocalizedFailureReason=The request was denied by service delegate (SBMainWorkspace).}}, NSLocalizedFailureReason=The request was denied by service delegate (SBMainWorkspace)., FBSOpenApplicationRequestID=0xbe36, SimCallingSelector=launchApplicationWithID:options:pid:error:, BSErrorCodeDescription=RequestDenied})
When attempting to download the iOS 26 simulator runtime from Xcode → Settings → Platforms, the process fails with the following error:
(-67061 invalid signature (code or signature have been modified)
Domain: SimDiskImageErrorDomain
Code: 5
User Info: {
unusableErrorDetail = "";
}
Even after manually importing other runtimes (e.g., iOS 18.2), they do not appear under Xcode → Product → Destination, and the simulator list remains empty.
System Information:
macOS: 26.0.1 (Build 25A362)
Xcode: 26.0.1 (24229) (Build 17A400)
Processor: Intel Core i5 (Intel-based Mac)
The error occurs consistently each time I try to download the runtime, preventing Xcode from adding the iOS 26 simulator.
No third-party tools or manual modifications were made to Xcode.
What I’ve Tried:
Restarted Xcode and macOS
Cleared DerivedData and simulator cache
Verified Xcode path via xcode-select -p
Imported iOS 18.2 runtime manually using:
xcodebuild -importPlatform "iOS_18.2_Simulator_Runtime.dm
Reset CoreSimulator service and re-created simulators via xcrun simctl
Despite all of this, no simulator appears in Xcode’s destination list, and I keep getting the signature validation error when trying to download iOS 26 from Xcode.
I am trying to run the simple demo app from xcode on my Apple Watch SE 1st gen, which has WatchOS 10.6
This turned out to be an impossible mission.
I have xcode 16.1 installed, can't downgrade to 15.4 (which is the latest that supports this os) since it won't run on my OS (Sequoia), using parallels I installed Sonoma and xcode 15.4 but it won't recognize my iphone or my watch.
Asking ChatGPT it seems that it is possible to use the DeviceSupport watchOS 10.6 image if I get it from someone, but loading it up "the right way" on my machine turned out to be impossible.
Any recommendations / help / link to this file where I can download it?
I'm trying to find the installer for Metal Toolchain 26. It seems to fix an issue I have but I don't want to have to install Xcode 26 just to get the toolchain installed.
Is this possible?
I have been trying to update an app of which the code base hasn't changed in two years.
It still builds fine and runs fine, on simulator and device, but... when uploading it to Testflight I get the error "The app contains one or more corrupted binaries. Rebuild the app and resubmit.".
I have been rebuilding like a maniac, trying to look at what could be wrong with the binary, I let ChatGPT misguide me on the log files, I think I have tried everything... but to no avail.
Any ideas how I could find out what goes wrong?
I have 2 app store connect apps:
""
".beta"
This is necessary for our usecase as we are building an iOS blockchain wallet, for a chain that updates itself every ~3 months adding new features/changing. We need the communities input, and can't have them uninstalling/re-installing the production app constantly, having to re-import private keys, etc. So we use 1 app store connect app for production releases, and another for public facing long running beta, where we experiment with new features before pulling them into production. Allowing users to have both installed at the same time
Last week my CI (without any changes to scripts, project, profiles, etc), started failing for the production build with the error:
[altool.105176BE0] Validation failed (409) This bundle is invalid. The bundle identifier cannot be changed from the current value, '<bundle-id>.beta'. If you want to change your bundle identifier, you will need to create a new application in App Store Connect. (ID: ae60bab4-0c01-4b2e-9ea9-91a73adccc14)
Nowhere in any of the .app, .ipa, info.plist, provisioning profiles, etc, is it referencing ".beta", everything is referencing ""
I tried building it manually locally, same error. I took the local output that failed with xcrun altool, and instead dropped it into Transporter, and it uploaded successfully to the production app
Is it possible that xcrun altool is using an app store connect API that changed sometime in the last few weeks? Maybe the search/sort ordering logic has changed?
I have been trying to run the ios build and facing issues since last few days.
I installed xcode with ios26 and switched to xcode 16.2 beta and now in xcode16.1.
My development is blocked as am hitting errors one after the other. Can you point me to any configuration which works ?
My development is blocked and its real pain.
Mostly a heads up, maybe this will help other people. I had a very simple test app for MacOS, just a ViewController with an OutlineView that had two columns, and the column data was initialized in awakeFromNib of the NSViewController like this:
override func awakeFromNib() {
if dataArray.count == 0 {
dataArray.append( Node( firstname: "John", lastname: "Doe" ) )
dataArray.append( Node( firstname: "Mary", lastname: "Smith" ) )
}
self.content = dataArray
}
There's also a toolbar with a button and a search field.
This worked perfectly fine on Sequoia and Xcode 16, but since I updated to Tahoe and Xcode 26, if I try to run/debug the app from Xcode it hangs and eventually crashes. If Debug Executable is enabled in the scheme the crash is in libMainThreadChecker with EXC_BAD_ACCESS, and without debug it's a crash report with "Thread stack size exceeded due to excessive recursion".
I found that if I moved the self.content assignment inside the if block the problems went away:
override func awakeFromNib() {
if dataArray.count == 0 {
dataArray.append( Node( firstname: "John", lastname: "Doe" ) )
dataArray.append( Node( firstname: "Mary", lastname: "Smith" ) )
self.content = dataArray
}
}
There's a good chance I was abusing awakeFromNib() and shouldn't have been doing the assignment in there, etc. It was just a local test app, no big deal for me. But maybe something changed between Sequoia and Tahoe with respect to that function and how/when it's triggered?
Topic:
Developer Tools & Services
SubTopic:
Xcode
Luego las carpetas aparecen en gris porque no encuentra los archivos
Topic:
Developer Tools & Services
SubTopic:
Xcode
When comparing the Assets.car file of the previous and current versions of my app, compiled with Xcode 16 and 26, respectively, with the Terminal command
assetutil --info MyApp.app/Contents/Resources/Assets.car
I see that the new version contains many more app icons at different sizes, increasing my app's size by 1 MB (not much, but considering that the app is only 6 MB in total...):
{
"AssetType" : "MultiSized Image",
"Name" : "AppIcon",
"NameIdentifier" : 6849,
"Scale" : 1,
"SHA1Digest" : "9D75F76992E9E9E5531A214A4AE282EBD381F7EB903024E00FB25EB42381CC45",
"SizeOnDisk" : 308,
"Sizes" : [
"16x16 index:1 idiom:universal",
"32x32 index:2 idiom:universal",
"64x64 index:3 idiom:universal",
"128x128 index:4 idiom:universal",
"256x256 index:5 idiom:universal",
"512x512 index:6 idiom:universal",
"1024x1024 index:7 idiom:universal"
]
}
The previous one allowed me to add only two sizes:
{
"AssetType" : "MultiSized Image",
"Name" : "AppIcon",
"NameIdentifier" : 6849,
"Scale" : 1,
"SHA1Digest" : "AC782A2FFF9A4B2D563EF64DF41A179583440560F8732A176A8376B31000368E",
"SizeOnDisk" : 248,
"Sizes" : [
"256x256 index:1 idiom:universal",
"512x512 index:2 idiom:universal"
]
}
Is there a way to only ship the strictly necessary app icons sizes while using Xcode 26 Icon Composer, or will all the sizes be required going forward?
I have a GPX file in my project that I've used for simulating location in xcode for many years. Since installing xcode 26, the file no longer appears as an option in the simulation list, and I can't add new GPX files either.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hello,
I’m new to macOS after many years on iPhone, and I’m trying to run a simple app on my iPhone directly from Xcode. The app builds fine in the simulator, but deploying to a real device fails with this error:
The tunnel connection failed while the system tried to connect to the device.
Domain: com.apple.dt.CoreDeviceError
Code: 4
Failure Reason: The tunnel connection failed while the system tried to connect to the device.
User Info: {
DVTErrorCreationDateKey = "2025-10-02 16:55:53 +0000";
"com.apple.dt.DVTCoreDevice.operationName" = connect;
}
--
The tunnel connection failed while the system tried to connect to the device.
Domain: com.apple.dt.RemotePairingError
Code: 4
--
I get the same error via command line, e.g. for
xcrun devicectl device info apps --device "..."
My setup:
macOS Version 26.0.1 (Build 25A362)
Xcode 26.0.1 (Build 17A400)
iPhone 13 on iOS 26.0.1
iPhone is paired with the Mac (I can see it in Finder and in Xcode alongside the simulator).
Developer Mode is enabled on the iPhone.
I also see my Apple Watch listed in Xcode.
I might have enabled Multipath networking in the past - but in iOS 26.0.1, the setting is missing in the Developer settings - so there is no way to check if it's enabled or to disable it. I know this was the solution to a similar problem: https://developer.apple.com/forums/thread/737907
What I tried:
Restarted both Mac and iPhone, unpaired them, paired them again.
Disabled and re-nabled development mode
Tried both Wi-Fi and wired connection (Apple-certified cable).
Reset privacy and network settings on the iPhone.
Verified I’m not running any VPN.
Despite this, deployment always fails with the same tunnel connection error.
Has anyone encountered this before or found a solution/workaround?
Thank you very much,
Martin
Topic:
Developer Tools & Services
SubTopic:
Xcode
I run some tests for an iOS app, connecting the iPhone to my mac where the code resides.
I notice that it fills the iPhone from system data, until the iPhone is full.
I tried everything to remove the system data (I assume some logs from the XCode testing): reset network, restart the iPhone, remove the tested app, etc. Nothing works. I am stuck with having to erase all data on the iPhone and reinstall from scratch, which is very tedious.
Any suggestions ? Thanks!