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Can some of those simulator files be safely deleted ?
When looking ay space used by system, I found that AssetsV2 (in System/Library) account for 270 GB. In this folder, 3 account for 260 GB and are apparently related to Xcode simulators: Content is a bit cryptic. Does it relate to some specific apps I compiled and ran on simulator ? Or is it related to older versions of Xcode I keep on the Mac ? How to know what each forlder relates to ? Is it safe to remove ?
1
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198
Jun ’25
App Unable to Archive After Xcode Update
Hi! I am having trouble getting my app to build successfully or archive since an xcode update a few months ago. Below is the error that shows in the log. Thank you in advance for any help! Run custom shell script 'Run Script' Failed to package [project folder]. Command PhaseScriptExecution failed with a nonzero exit code
0
0
82
May ’25
dSYMs not generating in Release Build
I have a similar but different problem to another thread. I am using Xcode 16, implementing Firebase Crashlytics. I have the dSYMs working correctly in a Debug build. However when I change to a Release Build the dSYMs do not generate properly. In my archive the XXXapp.debug.dylib file is missing. I verified the debug format with dSYMs, changed Strip settings, compared Debug and Release settings etc without any fix. Any ideas of how to solve this problem?
2
0
65
Jun ’25
can't create info.plist from info-> URL Types
Hi, In Google Admob get started page they are suggesting to update info.plist file with keys. https://developers.google.com/admob/ios/quick-start#update_your_infoplist However, I can't find info.plist in the project folder. On the internet, there are videos suggesting to create info.plist file from pressing + under Targets -> info -> URL Types section. Unfortunately , I can't generate the info.plist using that method. How should I proceed? It is difficult to enter all the keys defined in the Google Admob link there are 40+ keys. Thank you for your help.
3
0
132
Aug ’25
GIT incorrectly monitoring changes to system files
I have a small playground approx 150 lines no SwiftUI It also has a 70 line text file Xcode now thinks I have over 4000 files that have changed and they are Xcode or system files If I am looking at this list then the Mac Mini will freeze with a frozen mouse, just a stuck mouse pointer. After a minute or so the Mac will reboot itself. Any suggestions as to how to fix this would be appreciated. I have already reinstalled Xcode and the tools and its still the same.
1
0
130
Jun ’25
❗️Xcode-beta: “missing required module ‘SwiftShims’” and C99 PCH conflict
Hi all, I’m running into a persistent build issue with my Swift project ORSOFINAL after migrating from Xcode stable to Xcode-beta.app 26 (June 2025 version). ⸻ 💥 Errors displayed: 1. C99 was enabled in PCH file but is currently disabled 2. module file .../ModuleCache.noindex/SwiftShims-AXUM98L131W4...pcm cannot be loaded due to a configuration mismatch with the current compilation 3. missing required module 'SwiftShims' ⸻ 🛠 What I’ve already tried: • xcode-select -s /Applications/Xcode-beta.app/Contents/Developer • Deleted ~/Library/Developer/Xcode/DerivedData, ModuleCache.noindex, Archives, and Products • Ran sudo xcodebuild -runFirstLaunch • Clean Build Folder in Xcode-beta • Verified Command Line Tools setting points to Xcode-beta ⸻ ❓Looking for guidance on: • Whether this is a known bug in Xcode-beta • If SwiftShims/PCM conflicts are expected between versions • Best practices to safely migrate from Xcode stable to beta for Swift-based projects Any advice is much appreciated. Thanks, Mathéo
1
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288
Jun ’25
XCode 26 beta 2 build error with AVAsset loading
I have this build error with Xcode 26 beta 2: var asset:AVURLAsset? func loadAsset() { let assetURL = URL.documentsDirectory .appendingPathComponent("sample.mov") asset = AVURLAsset(url: assetURL, options: [AVURLAssetPreferPreciseDurationAndTimingKey: true]) /*Error: Type of expression is ambiguous without a type annotation */ if let result = try? await asset?.load(.tracks, .isPlayable, .isComposable) { } } Is there an issue with try? in the new Swift compiler? Error: Type of expression is ambiguous without a type annotation
0
0
189
Jun ’25
UIScene Storyboard - Main and Main_iphone
Under threat of future crashes, I'm adding support of UIScene to my existing apps. Each app has two storyboards - Main for iPads and Main_iphone for iPhones. Pre-UIScene, all looks great. With the addition of the Application Scene Manifest, the iPhone versions of the app are using the Main storyboard instead of the Main_iphone storyboard. Do I need to add an item to the plist for this other storyboard? At what level in the plist is this added? Another Scene Configuration? Another Window Application Session Role? Another Storyboard Name?
2
0
174
Jun ’25
Unable to send iMessage game extension on simulator
I recently started building an iMessage game, and whenever I try to send the game through the first contact on the simulator to loop back into the second one, I get an alert saying "Unable to send. The recipient can not receive this item via satellite". Has anyone experienced this? If so, do you have a solution? It is making it a bit difficult to test the flow of my app.
1
0
127
Jun ’25
Configure document used by my swiftui document app
Trying to configure info.plist and the base application the application works with the application. I consistently get two errors. Validation failed Disallowed UTTypes value. The Info.plist key 'UTTypeIdentifier' under 'UTImportedTypeDeclarations' in 'Blood Pressure Management V2.0.app' has disallowed values '[com.example.item-document]'. A Uniform Type Identifier starting with one of the patterns in the list '( "com.example." )' is disallowed. (ID: f2dbfe04-4f06-47ac-b74f-28ec238238c4) Validation failed 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: fad3e65a-dc9d-4d9e-9506-703b874f71c6) Is there any clear documentation with examples? I have not found it yet.
0
0
79
Aug ’25
Unity iOS app crashes due to memory overloading
We are using Unity 6000.0.51f1 for an iOS app for iPhones and iPads. We have added Firebase Crashlytics to the project. We are getting several app crash issues in iPhones and iPads as well. However, in Firebase, there is no record of the crash; the app simply closes on iOS without any error. We are using so many UnityWebRequests for APIs in the project. We optimized these coroutine functions to reduce memory overload, but still we are getting app crashes. What optimization techniques can we employ in the project to address this issue? And what memory optimization techniques, texture techniques, can we use to address this issue? Please help!
0
0
129
Jul ’25
TestFlight version of Mac Multiplatform is on the wrong AppStore, but not the iOS TestFlight build
Hello, I'm sure I've probably missed a checkbox somewhere.. I have a mulitiplatform app, when building from Xcode, and not using the testing config, both iOS and macOS show the correct App Store currency.. When I distribute a build through TestFlight, my Mac version shows a different country/currency price (the US one). I can't find anywhere to change this. My Mac is signed into the same sandbox account as my iOS device. Can anyone help?
1
0
218
Jan ’26
Xcode 26 only opens code files, not Storyboard, Plist, Assets, or others
Has anyone else discovered that Xcode 26 will not open any files that aren’t code? None of my project’s Storyboard, Launch Screen, Assets, built targets, Info plist will open when I click them in the Project Navigator… I just get a blank white screen in the main pane. They still exist, however: I can build my project just fine, using the pre-existing configurations and Storyboard.

 I’ve discovered a workaround, such as it is: I can open my project back in Xcode 16 to edit my Storyboard, and then open it once again in Xcode 26 to build the project. This works, but as you can imagine, it’s a PITA. I’m also not able to access any Xcode 26 improvements to the Interface Builder, if there are any.

 Has anyone else experienced this? Or even fixed it? I can report it as a bug but I'm surprised that I haven't even found anyone else encountering this yet.
0
0
282
Jul ’25
Prevent backing up large Xcode files
I'm primarily an iOS developer. Every day that I develop, Mac Time Machine backs up a gigabyte or more of data. I'm trying to reduce that as much as possible. No data involving the simulators seems important enough to backup. If I ever need to restore Xcode, I'd reinstall rather than restore from Time Machine. But I'd want to back up code snippets, etc. What are the best practices to prevent large amounts of Xcode or simulator data from being backed up?
1
0
110
Jun ’25
Can some of those simulator files be safely deleted ?
When looking ay space used by system, I found that AssetsV2 (in System/Library) account for 270 GB. In this folder, 3 account for 260 GB and are apparently related to Xcode simulators: Content is a bit cryptic. Does it relate to some specific apps I compiled and ran on simulator ? Or is it related to older versions of Xcode I keep on the Mac ? How to know what each forlder relates to ? Is it safe to remove ?
Replies
1
Boosts
0
Views
198
Activity
Jun ’25
App Unable to Archive After Xcode Update
Hi! I am having trouble getting my app to build successfully or archive since an xcode update a few months ago. Below is the error that shows in the log. Thank you in advance for any help! Run custom shell script 'Run Script' Failed to package [project folder]. Command PhaseScriptExecution failed with a nonzero exit code
Replies
0
Boosts
0
Views
82
Activity
May ’25
How to track down issues in debug memory graph
When I run the debug memory graph from Xcode I'm getting a set of system objects with warnings. Are there any tips on how to locate what might be causing these?
Replies
0
Boosts
0
Views
122
Activity
Jun ’25
dSYMs not generating in Release Build
I have a similar but different problem to another thread. I am using Xcode 16, implementing Firebase Crashlytics. I have the dSYMs working correctly in a Debug build. However when I change to a Release Build the dSYMs do not generate properly. In my archive the XXXapp.debug.dylib file is missing. I verified the debug format with dSYMs, changed Strip settings, compared Debug and Release settings etc without any fix. Any ideas of how to solve this problem?
Replies
2
Boosts
0
Views
65
Activity
Jun ’25
spammed by "PreviewShell quit unexpectedly."
how to fix https:// i.ibb.co/SwZ76KzZ/Screenshot-2025-08-07-at-10-35-24-AM.png
Replies
0
Boosts
0
Views
58
Activity
Aug ’25
can't create info.plist from info-> URL Types
Hi, In Google Admob get started page they are suggesting to update info.plist file with keys. https://developers.google.com/admob/ios/quick-start#update_your_infoplist However, I can't find info.plist in the project folder. On the internet, there are videos suggesting to create info.plist file from pressing + under Targets -> info -> URL Types section. Unfortunately , I can't generate the info.plist using that method. How should I proceed? It is difficult to enter all the keys defined in the Google Admob link there are 40+ keys. Thank you for your help.
Replies
3
Boosts
0
Views
132
Activity
Aug ’25
GIT incorrectly monitoring changes to system files
I have a small playground approx 150 lines no SwiftUI It also has a 70 line text file Xcode now thinks I have over 4000 files that have changed and they are Xcode or system files If I am looking at this list then the Mac Mini will freeze with a frozen mouse, just a stuck mouse pointer. After a minute or so the Mac will reboot itself. Any suggestions as to how to fix this would be appreciated. I have already reinstalled Xcode and the tools and its still the same.
Replies
1
Boosts
0
Views
130
Activity
Jun ’25
❗️Xcode-beta: “missing required module ‘SwiftShims’” and C99 PCH conflict
Hi all, I’m running into a persistent build issue with my Swift project ORSOFINAL after migrating from Xcode stable to Xcode-beta.app 26 (June 2025 version). ⸻ 💥 Errors displayed: 1. C99 was enabled in PCH file but is currently disabled 2. module file .../ModuleCache.noindex/SwiftShims-AXUM98L131W4...pcm cannot be loaded due to a configuration mismatch with the current compilation 3. missing required module 'SwiftShims' ⸻ 🛠 What I’ve already tried: • xcode-select -s /Applications/Xcode-beta.app/Contents/Developer • Deleted ~/Library/Developer/Xcode/DerivedData, ModuleCache.noindex, Archives, and Products • Ran sudo xcodebuild -runFirstLaunch • Clean Build Folder in Xcode-beta • Verified Command Line Tools setting points to Xcode-beta ⸻ ❓Looking for guidance on: • Whether this is a known bug in Xcode-beta • If SwiftShims/PCM conflicts are expected between versions • Best practices to safely migrate from Xcode stable to beta for Swift-based projects Any advice is much appreciated. Thanks, Mathéo
Replies
1
Boosts
0
Views
288
Activity
Jun ’25
Music error: Error playing music: .developerTokenRequestFailed
When I attemp to Play song using apple Music api I get this error> I have put in the privacy string. Do I need to generate a token?
Replies
0
Boosts
0
Views
142
Activity
Aug ’25
XCode 26 beta 2 build error with AVAsset loading
I have this build error with Xcode 26 beta 2: var asset:AVURLAsset? func loadAsset() { let assetURL = URL.documentsDirectory .appendingPathComponent("sample.mov") asset = AVURLAsset(url: assetURL, options: [AVURLAssetPreferPreciseDurationAndTimingKey: true]) /*Error: Type of expression is ambiguous without a type annotation */ if let result = try? await asset?.load(.tracks, .isPlayable, .isComposable) { } } Is there an issue with try? in the new Swift compiler? Error: Type of expression is ambiguous without a type annotation
Replies
0
Boosts
0
Views
189
Activity
Jun ’25
UIScene Storyboard - Main and Main_iphone
Under threat of future crashes, I'm adding support of UIScene to my existing apps. Each app has two storyboards - Main for iPads and Main_iphone for iPhones. Pre-UIScene, all looks great. With the addition of the Application Scene Manifest, the iPhone versions of the app are using the Main storyboard instead of the Main_iphone storyboard. Do I need to add an item to the plist for this other storyboard? At what level in the plist is this added? Another Scene Configuration? Another Window Application Session Role? Another Storyboard Name?
Replies
2
Boosts
0
Views
174
Activity
Jun ’25
Unable to send iMessage game extension on simulator
I recently started building an iMessage game, and whenever I try to send the game through the first contact on the simulator to loop back into the second one, I get an alert saying "Unable to send. The recipient can not receive this item via satellite". Has anyone experienced this? If so, do you have a solution? It is making it a bit difficult to test the flow of my app.
Replies
1
Boosts
0
Views
127
Activity
Jun ’25
Configure document used by my swiftui document app
Trying to configure info.plist and the base application the application works with the application. I consistently get two errors. Validation failed Disallowed UTTypes value. The Info.plist key 'UTTypeIdentifier' under 'UTImportedTypeDeclarations' in 'Blood Pressure Management V2.0.app' has disallowed values '[com.example.item-document]'. A Uniform Type Identifier starting with one of the patterns in the list '( "com.example." )' is disallowed. (ID: f2dbfe04-4f06-47ac-b74f-28ec238238c4) Validation failed 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: fad3e65a-dc9d-4d9e-9506-703b874f71c6) Is there any clear documentation with examples? I have not found it yet.
Replies
0
Boosts
0
Views
79
Activity
Aug ’25
iOS Simulator (18.4) crashes when user clicks allow for microphone permission popup
Start from clean iOS 18.4 simulator. Application tried to request authorisation from user for microphone access. Clicking allow caused the application crashed. Used Swift 6. Report Identifier FB17686864.
Replies
0
Boosts
0
Views
222
Activity
May ’25
New iOS 26 Beta Xcode Support for Older Version of Xcode
I have an older Macbook, and it only supports Xcode 15.2, and I want to be able to work with my iPhone SE 3rd gen, which currently has the iOS 26 beta on it. Is there a place I can find the download for that, and can I even run it on that version of Xcode? If not, can I download a newer version of Xcode on MacOS Ventura?
Replies
2
Boosts
0
Views
354
Activity
Jun ’25
How do you specify building a package for ios26?
let package = Package( name: "MyLibrary", platforms: [.iOS(.v17)], There is no ios26 option. How do I build it under ios26? thanks
Replies
1
Boosts
0
Views
175
Activity
Jun ’25
Unity iOS app crashes due to memory overloading
We are using Unity 6000.0.51f1 for an iOS app for iPhones and iPads. We have added Firebase Crashlytics to the project. We are getting several app crash issues in iPhones and iPads as well. However, in Firebase, there is no record of the crash; the app simply closes on iOS without any error. We are using so many UnityWebRequests for APIs in the project. We optimized these coroutine functions to reduce memory overload, but still we are getting app crashes. What optimization techniques can we employ in the project to address this issue? And what memory optimization techniques, texture techniques, can we use to address this issue? Please help!
Replies
0
Boosts
0
Views
129
Activity
Jul ’25
TestFlight version of Mac Multiplatform is on the wrong AppStore, but not the iOS TestFlight build
Hello, I'm sure I've probably missed a checkbox somewhere.. I have a mulitiplatform app, when building from Xcode, and not using the testing config, both iOS and macOS show the correct App Store currency.. When I distribute a build through TestFlight, my Mac version shows a different country/currency price (the US one). I can't find anywhere to change this. My Mac is signed into the same sandbox account as my iOS device. Can anyone help?
Replies
1
Boosts
0
Views
218
Activity
Jan ’26
Xcode 26 only opens code files, not Storyboard, Plist, Assets, or others
Has anyone else discovered that Xcode 26 will not open any files that aren’t code? None of my project’s Storyboard, Launch Screen, Assets, built targets, Info plist will open when I click them in the Project Navigator… I just get a blank white screen in the main pane. They still exist, however: I can build my project just fine, using the pre-existing configurations and Storyboard.

 I’ve discovered a workaround, such as it is: I can open my project back in Xcode 16 to edit my Storyboard, and then open it once again in Xcode 26 to build the project. This works, but as you can imagine, it’s a PITA. I’m also not able to access any Xcode 26 improvements to the Interface Builder, if there are any.

 Has anyone else experienced this? Or even fixed it? I can report it as a bug but I'm surprised that I haven't even found anyone else encountering this yet.
Replies
0
Boosts
0
Views
282
Activity
Jul ’25
Prevent backing up large Xcode files
I'm primarily an iOS developer. Every day that I develop, Mac Time Machine backs up a gigabyte or more of data. I'm trying to reduce that as much as possible. No data involving the simulators seems important enough to backup. If I ever need to restore Xcode, I'd reinstall rather than restore from Time Machine. But I'd want to back up code snippets, etc. What are the best practices to prevent large amounts of Xcode or simulator data from being backed up?
Replies
1
Boosts
0
Views
110
Activity
Jun ’25