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Upload Symbols Failed on Xcode 16
I am using GoogleMobileAds package dependencies and now when I want to archive and export an app I get this two warnings : Upload Symbols Failed The archive did not include a dSYM for the GoogleMobileAds.framework with the UUIDs [13B55A37-D103-36E1-8D7B-FA4EAB2C8146]. Ensure that the archive's dSYM folder includes a DWARF file for GoogleMobileAds.framework with the expected UUIDs. Upload Symbols Failed The archive did not include a dSYM for the UserMessagingPlatform.framework with the UUIDs [A3941120-02A1-30B5-8C28-BFC0F9496E16]. Ensure that the archive's dSYM folder includes a DWARF file for UserMessagingPlatform.framework with the expected UUIDs. I have updated the packages to 11.9.0 (lasted) and Xcode 16 to 16 RC (lasted also) and I would like to know how to fix this... With Xcode 15 I have no problem !! I can export with no warnings ! But now with Xcode 16 no... Thanks for helping !
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Xcode 16.4: 'Server SSH Fingerprint Failed to Verify' after update from 16.2
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?
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Xcode 16.4 Can't Attach to iPhone app for debugging
Xcode will transfer the app to the iPhone, and I can run it on the iPhone, but the Xcode debugger fails to attach. I am using iPhone 14 Pro with iOS 18.6. I've tried connecting via cable, also via network - same issue both ways. The message raised by Xcode says: Could not attach to pid: "6303" Ensure “<a\AppName>” is not already running, and has permission to debug it. I don't know how to determine if I have permission. I assume I do; I am the owner of the account, with admin role.
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waiting for reply from DTS engineer.
Hello , am facing issue in submitting my app to store I have submitted my case to apple developer team my case ids "101969263018","101975805043". they told me to submit the report from feedback assistance my case id : FB12141270. but still I don't get any replay form feedback assistance. after that I submitted my case to DTS engineer case id : 2394373. got email to submit some file which I have submitted after that still I don't get any reply from DTS team. please help me to short out this issue. last one month am trying to short out this issue with apple developer team. still I don't get solution.
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AutoFill Extension issue
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 😔
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Value of the key in App.entitlements file for enabling In-App Purchase capability. Which one?
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>
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Developer Mode option not visible in iOS device Privacy & Security section
Developer Mode option is not visible in Privacy & Security section. Always invisible in Privacy & Security section after iOS 18.6 upgrade. I have done the reset iPhone and clear data many times but same issue i am getting in iOS device. Note* - When we plug the iPhone in Mac system using wire i did receive the message like - 'Trust the system'. How to show the developer mode option in iOS device? Kindly suggest.
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How To Manually Download iOS 18.4 Simulator Without XCode
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
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Creating Swift Package with binaryTarget that has dependencies
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!
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Game Activity link works when app is running, but not on cold start
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
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Xcode 26 beta, upgrading iOS beta
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.
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Error Message when running C++ program (with SFML) in Xcode.
Error Message: dyld[11081]: Library not loaded: @rpath/sfml-system. framework/Versions/2.5.1/sfml-system Referenced from: /Users/………../Library/Developer/Xcode/DerivedData Computer_Simulation_Part_A_Stage_2-gflpuzzcrbxlhsgqypwfzyighzkj/Build/Products/Debug/Terminal.app/Contents/MacOS/Terminal Reason: tried: ‘/Users/…………./ Library/Developer/Xcode/DerivedData/Computer_Simulation_Part_A_Stage_2-gflpuzzerbxIhsgqypwfzyighzkj/Build/Products/Debug/sfm1-system.framework/Versions/2.5.1/sfmI-system' (no such file), ‘/Users/…………/Library/Developer/Xcode/DerivedData/Computer_Simulation_Part_A_Stage_2-gflpuzzerbx1hsgqypwfzyighzkj/Build/Products/Debug/Terminal.app/Contents/MacOS/../Frameworks/sfmI-system. framework/Versions/2.5.1/sfmI-system' (no such file), ‘/Users/………./Library/Developer/Xcode/DerivedData/Computer_Simulation_Part_A_Stage_2-gfIpuzzcrbxIhsgaypwfzyighzkj/Build/Products/Debug/Terminal.app/Contents/MacOS/../Frameworks/sfmI-system. framework/Versions/2.5.1/sfmI-system' (no such file) Message from debugger: Terminated due to signal 6 Logging Error: Failed to initialize logging system due to time out. Log messages may be missing. If this issue persists, try setting IDEPreferLogStreaming=YES in the active scheme actions environment variables I think it was caused when I ‘Cleaned the Build Folder’ while trying to solve another minor problem. But now the program won’t run at all.
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List of all XCode project parameters or build settings. Where to find?
Hello all! Trying to find list of all XCode project parameters or build settings within description. Is there any documentation? Need something that will help me to understand list of project properties when running command in project folder: $ xcodebuild -showBuildSettings Command line invocation: /Applications/Xcode.app/Contents/Developer/usr/bin/xcodebuild -showBuildSettings User defaults from command line: IDEPackageSupportUseBuiltinSCM = YES Build settings for action build and target test: ACTION = build AD_HOC_CODE_SIGNING_ALLOWED = NO AGGREGATE_TRACKED_DOMAINS = YES ALLOW_BUILD_REQUEST_OVERRIDES = NO ALLOW_TARGET_PLATFORM_SPECIALIZATION = NO ALTERNATE_GROUP = staff ALTERNATE_MODE = u+w,go-w,a+rX ALTERNATE_OWNER = alexandr ALTERNATIVE_DISTRIBUTION_WEB = NO ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES = NO ALWAYS_SEARCH_USER_PATHS = NO ALWAYS_USE_SEPARATE_HEADERMAPS = NO and may other parameters Need to know meaning of this kind of parameters.
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Xcode using too much memory when opening AI Panel
I pasted what ends up being too much log into the coding assistant and now every time I open up xcode and go to the AI coding panel it just runs until there's no system ram left. Is there a way to clear the cache and get rid of all of the data in the coding assistance so I can open the project again and use the coding assistant. Thanks, Rob
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Tab bar controller drag and drop order of items not working
Hi I'm using Xcode 16.4 on a Mac mini m4 so please let's not get in the weeds about latest this or that for software, etc... I'm trying to move one of the tab bar items in the controller, the home item, the the far left and I can grab it and drag it but it won't drop anywhere except where it exists. the other items won't move either. I've googled this and not finding anything stating you have to do a key combo, etc... which I've tried the command, option and control keys each with the dragging. Also the ability to actually select and item to drag it is extremely inconsistent, sometimes it grabs it and most of the time it doesn't. do I need to just delete the connectors and add them back in the proper order? is that really the solution here?
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