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?
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I’m blocked debugging a watchOS app on a physical Apple Watch. The iPhone connects to Xcode normally (wired), but the Watch either fails to connect with a tunnel timeout or disappears entirely from Xcode after I unpaired it inside Devices & Simulators.
Environment
Mac: macOS 26.x (Apple Silicon Mac)
Xcode: 26.2
iPhone: iOS 26.1
Apple Watch Ultra: watchOS 26.2 (build 23S303)
Connection: iPhone connected to Mac via USB (trusted). Watch paired to iPhone and working normally in the Watch app.
Issue A (when Watch is visible in Xcode)
In Xcode → Window → Devices and Simulators, the Watch shows up but is not usable and fails to connect.
Error:
“Previous preparation error: A connection to this device could not be established.”
“Timed out while attempting to establish tunnel using negotiated network parameters.”
In some attempts the Watch shows “Capacity: Unknown” / limited details, and then fails during preparation.
Issue B (after unpairing Watch in Xcode only)
I unpaired/removed the Watch in Xcode (Devices & Simulators). I did not unpair the Watch from the iPhone.
Now:
iPhone appears in Xcode and works normally for builds.
Watch is still paired to the iPhone and works normally.
Watch no longer appears anywhere in Xcode Devices & Simulators (no paired watch section, no watch run destination).
What I’ve tried
Reboots of Mac, iPhone, Watch (multiple times)
Watch unlocked, awake; iPhone unlocked and close to Watch
Verified Watch is paired and connected in iPhone Watch app
Developer Mode enabled on iPhone and Watch
Wi-Fi and Bluetooth ON (Mac/iPhone/Watch), tried toggling both
Tried on home Wi-Fi and also with iPhone hotspot (same result)
Resetting trust prompts / reconnecting iPhone via USB, re-trusting Mac
Apple Watch: “Clear Trusted Computers”
Xcode: removing/re-adding devices; clearing derived data; restarting Xcode
Watch Developer networking test: Responsiveness = Medium (430 RPM)
Questions
1. Is this a known issue/regression with Xcode 26.2 + watchOS 26.2 tunneling (CoreDevice / devicectl)?
2. Is there an Apple-supported way to force Xcode to re-discover a paired Watch after it was removed from Xcode Devices & Simulators (without unpairing the Watch from the iPhone)?
3. Any recommended logs or diagnostic steps I should collect (Console logs, sysdiagnose, specific Xcode/CoreDevice logs) to include in a Feedback report?
If helpful, I can provide the full error text from Xcode’s Devices window and any logs you recommend.
Thank you in advance,
We are seeing repeated occurrences of the following log line in test runs triggered via .xctestrun files on iOS 26:
IDERunDestination: Supported platforms for the buildables in the current scheme is empty.
This line is printed n number of times after a test fails, significantly increasing test execution duration (2–3 minutes extra in some cases).
The issue does not occur when tests are built and run together from Xcode directly — it’s specific to .xctestrun-based executions using xcodebuild test-without-building.
Steps to Reproduce:
Use Xcode 26 to build a sample XCTest target (we used a simple UI test project).
Locate the generated .xctestrun file under DerivedData/.../Build/Products/....
Run tests using:
xcodebuild -xctestrun /path/to/sample.xctestrun \
-destination "id=<device_id>" \
test-without-building
Observe the logs during test failure.
Observed Behavior:
The log line
IDERunDestination: Supported platforms for the buildables in the current scheme is empty
appears multiple times.
The test cleanup and teardown phase takes significantly longer (2–3 minutes).
Expected Behavior:
The log should appear once or not at all.
Test cleanup time should remain consistent.
Additional Information:
Affects only iOS 26 devices and .xctestrun-based runs.
Not reproducible on iOS < 26.
Xcode 26 and 26.x beta versions tried.
Reproducible both locally and on CI systems using real devices.
Same .xctestrun file, when used on older OS versions, does not cause delay.
Dear Apple engineers:
My previous project was successfully compiled using Xcode 16.2. Now, I need to adapt it to Xcode 26. I know that the linker in Xcode 26 has undergone significant changes. So, in the 'Other Linker Flags' configuration of the Build Settings in the project engineering of Xcode 26.2, I deleted '-ld64' and added '-Xlinker -dead_strip -Xlinker -dead_strip -allow_dead_duplicates' to adapt to the new linker of Xcode 26. After the modification, when I compiled my project engineering using Xcode 26.2 compiler, I encountered a new linker error. The error log is attached. Regarding this error, how should we solve it? Thank you.
XCode26.2BuildErrorLog.txt
I've been developing an advanced gps tracking tool and had over 500 miles of data collected in the local storage of my test app. Recently, I used the XcodePreviews app to use my device to test UI updates as I was making them. To my surprise, doing this cleared all the data from my actual test app.
Has this happened to anyone else before?
Is there a way to recover my lost data?
Why does this happen?
I've verified that this is always clearing my app data. I tested by adding data to my actual test app then launching XcodePreviews - only to find that my app data has been cleared.
Topic:
Developer Tools & Services
SubTopic:
Xcode
**The issue - **
I can't add "In-App Purchase" as a capability in xCode to my iMessage extension target.
**What I have tried - **
I have a valid provisioning profile with In-App Purchases enabled.
I have agreed to all agreements in the apple developer console.
I have an apple developer membership.
I have added an active bank account to my apple developer account.
**How the issue came to be - **
I am trying to develop a "stand-alone" iMessage app (no underlying app) which as I understand it is different from a "iMessage extension app"(this has an underlying app that it syncs/interacts with). To do this, I updated my mac to latest OS (Tahoe 26.2) and xCode as well. I then began by using the "iMessage App" template in xCode. And BAM right off the bat, I could not get the "In-App Purchases" capability to show up when I select my iMessage extension target. To be clear, when you make the template, you get 2 targets, one is just a regular "app" target and the other is the iMessage extension target. Now I am not sure if I even need the "app" target if I'm trying for a standalone iMessage app, but I figured it wouldn't be causing this issue as I have tried deleting that target and nothing changed.
**Replicating the issue - **
I have tried creating other "iMessage App"'s off of the template to see if maybe I just got it wrong or misconfigured something in my development, but it seems like when you start one of those templates, you immediately are not able to see the "In-App Purchase" capability.
**Help! - **
I know this to be possible as there is another (very popular) iMessage extension out on the app store right now called "Game Pigeon" which is also provided by an individual just like I am trying to do, and he uses In App Purchases in his iMessage app.
Any help on this would be GREATLY appreciated.
Please reach out to me if you need/want additional info or could/want to schedule a meeting.
I’m running macOS 15.7 with Xcode 26.2, and I’m trying to learn the basics of AppKit.
I’m fully aware that AppKit is considered a legacy / “old” technology and that Apple clearly does not promote it out of the box anymore. This is especially visible in recent versions of Xcode, where you can no longer create a macOS App template without Storyboards or SwiftUI.
That said, AppKit is still widely used under the hood, so I think it’s reasonable to at least understand its fundamentals.
Here’s the problem I’m facing.
I create a standard macOS App project using the Xcode template (AppKit App Delegate). Then I:
delete Main.storyboard
remove all storyboard references from Info.plist
try to create the window manually in applicationDidFinishLaunching
At this point, the project builds, but the app either:
does not show any window, or
behaves as if it were not a proper GUI app
While debugging, it looks like Xcode / Swift is treating my target more like a dylib / wrapper than a normal .app bundle (at least judging by runtime behavior and the lack of a proper AppKit lifecycle).
While searching for answers, I found this article:
https://ashidiqi.com/blog/how-to-setup-xcode-project-programmatically-with-appkit/
The author claims that in this scenario you must not use the @main attribute and instead need a main.swift file that manually calls NSApplicationMain.
However, the article also mentions that Xcode shows the error:
'main' attribute cannot be used in a module that contains top-level code
The confusing part is that I do not have any top-level code in my project when using @main.
At the same time, when I ask an LLM for clarification, it tells me that:
@main does not require a storyboard
removing a storyboard does not force you to switch to main.swift
@main should work fine for a fully programmatic AppKit app
So I’m left with two concrete questions:
What is the correct, modern answer here? When building a fully programmatic AppKit app (no storyboard, no SwiftUI), do you actually need main.swift, or is @main still fully supported and correct?
Is there any supported or recommended way in modern Xcode to get a “clean” AppKit app template without a storyboard? Either via project settings, templates, or some documented workflow — without having to fight the build system or end up with a half-broken target.
I’m not trying to fight Apple’s direction here — I just want to understand the correct way to work with AppKit in 2025, even if it’s not the preferred path anymore.
Thanks in advance for any clarification.
Hello everyone,
I am encountering a persistent issue with Xcode where I’m unable to install my app on a testing device due to the following error message:
Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.SznYNY/extracted/iForC.app : 0xe8008018 (The identity used to sign the executable is no longer valid.)
Here’s what I have tried so far to resolve this issue:
1. Ensured that all my certificates and provisioning profiles are current and valid.
2. Removed all related certificates from my Keychain and reinstalled new ones.
3. Cleaned and rebuilt the project multiple times.
4. Unpaired the device and paired it again.
5. Reinstalled the latest version of Xcode.
6. Performed a complete restore of my Mac.
Despite these troubleshooting steps, I am still facing the same issue. I would greatly appreciate any insights or experiences related to this error from anyone who has overcome similar challenges.
Thank you in advance for your help!
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Xcode
Provisioning Profiles
Signing Certificates
Out of nowhere I got some red banner on top of my iPhone 13 mini / iOS 17.5. I cannot pin point the root cause of this. What I can say is that it only happens to Simulators of a certain type, e.g. iPhone 12 and 13 mini, but not iPhone 14 for example.
I have installed Xcode 26.1.0 and 26.1.1, out of which 26.1.0 is selected:
$ xcode-select -p
/Applications/Xcode-26.1.0.app/Contents/Developer
And following runtimes:
$ xcrun simctl runtime list
== Disk Images ==
-- iOS --
iOS 17.5 (21F79) - CF933623-A258-44F8-B248-C0F25C0C343B (Ready)
iOS 26.1 (23B80) - D11C3CDC-EE3D-44CC-8B92-9B7D00B54B0B (Ready)
Total Disk Images: 2 (14.6G)
Installing the newer 26.1 23B86 runtime doesn't help either.
Hi everyone,
I’m experiencing a persistent issue when trying to download the iOS Simulator Runtime 26.1 on Xcode (version 26.1). The download always fails with the following error
Download failed due to a bad URL. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime)
Domain: com.apple.MobileAssetError.Download
Code: 49
I’m located in Brazil, so I initially thought it might be region-related, but I’ve already tried several attempts to fix it, including:
Using VPNs for the US and Europe
Installing the Xcode 26.2 beta
Downgrading Xcode to earlier versions
Reinstalling the same version of Xcode
Restarting Xcode and my Mac
Switching networks
Clearing simulator support/device files
Unfortunately, nothing has resolved the issue.
Is anyone else facing this problem?
Does anyone know a workaround or a manual way to download/install the iOS 26.1 simulator runtime?
Thanks in advance!
I downloaded package, I can see it in Package Dependencies tab, [swift-collections | https://github.com/apple/swift-collections.git | Up to Next Major Version] — looks OK.
But (quite strange):
import Collections //🛑 No such module 'Collections'
typealias Objects = OrderedSet<anyHashable> // No error
I took Collection word from a list or typed — no difference.
if I remove import Collections there is no OrderedSet anymore (of course)
Can't compile. Cleaned build folder, restarted Xcode...
What could be wrong with it? Any ideas?
My inapp purchase is on "Ready to Submit" status but the button of "Submit for review" is grey out? Is there any reason why I cannot submit for review?
Thank you very much
I am trying to create a new Xcode project. I am unable to open or create a new project, and am getting the error message "You don't have permission to save the file... in the folder..." and "Authentication failed because the credentials were rejected". I have confirmed I am signed in with the correct Apple ID. I have also confirmed through Xcode account settings, my account is in my organisation team, and I have an Apple Development Certificate and an Apple Distribution Certificate, both created 20/11/2025 (no status listed for either). Could someone please help?
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hi, I'm trying to figure out what is true here - if I am not in the correct forum please direct me :-)
A. It is not possible to test a QR code scan that contains a deeplink into my iOS app from an XCoode build test run.
In other words, The build must be published to Test Flight for the iOS's QR code scan sub-system to be able to process the deeplink into my app?
If I am wrong about this, it sure would help with testing to be able to test directly from the local XCode build test. If so, can someone point me in the direction of what I would need to do for that?
Thanks for your input either way!
I'm new to Xcode. I just downloaded version 26.2 and I'm working on an iMac with macOS Sequoia 15.7.3. I'm created a playground with some very simple code and it crashes when I click live view. I tried looking all over online for a solution and nothing has worked. I tried uninstalling and reinstalling Xcode and still have the same problem. When running the code with the console open I do see the following error.
objc[19786]: Class _TtC16AppIntentSchemas16AppIntentDomains is implemented in both /System/Library/PrivateFrameworks/AppIntentSchemas.framework/Versions/A/AppIntentSchemas (0x2840a4c28) and /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/AppIntentSchemas.framework/Versions/A/AppIntentSchemas (0x3276359e8). This may cause spurious casting failures and mysterious crashes. One of the duplicates must be removed or renamed.
I went to the first folder mentioned in the error /System/Library/PrivateFrameworks/AppIntentSchemas.framework/Versions/A/AppIntentSchemas but I found no file called AppIntentSchemas.
Here is the code I'm trying to run.
import UIKit
import PlaygroundSupport
let view = UIView(frame: CGRect(x: 0, y: 0, width: 200, height: 200))
view.backgroundColor = .red
UIView.animate(withDuration: 15.0) {
view.backgroundColor = .blue
}
PlaygroundPage.current.liveView = view
Topic:
Developer Tools & Services
SubTopic:
Xcode
I'm implementing the in app provisioning in a financial project.
I got my entitlement identifier, I'm also implementing the wallet extension but I have the problem with Xcode.
Domain: IXUserPresentableErrorDomain
Code: 1 ... NSExtensionPointIdentifier key in the NSExtension dictionary in its Info.plist that does not correspond to a known extension point.
But I'm not sure what does this mean, I reviewed the info.plist form the project and the wallet extension
Hi, I am a UI designer and a total newbie with coding, so I have been using AI in Xcode to do all my coding for my personal project. Everything was working fine until this morning, when I tried to run my app in the simulator (I didn't even change any code from the last time I ran the simulator) and now the simulator is crashing and freezing and I have been trying to fix it with the AI recommendations, but it seems way too complicated for me to handle even with AI's help. I feel like I need to talk to an expert and guide me out of this hole. Please help. Thank you!
We are facing an issue where we share the Taqeem app (https://apps.apple.com/app/id6692622292) but sharing is not working properly. Few iPhone gives image, url however few share only image as shown in attached screenshot.
Also with our devices (iPhone 16 Pro, iPhone 14 Pro - especially Pro series) if we share any ad from our app, it is sharing only image and text + url that we share also not get shared. We were using regular code as below. So we believe that Share using UIActivityViewController is having an issue.
Images are available at below links.
https://ibb.co/RkG70NqH
https://ibb.co/dJKBR9jc
Code I used is as below.
func shareDetails(shareText : String, shareURLString : String) {
if let shareURL : NSURL = NSURL(string: shareURLString) {
// If you want to use an image
let image : UIImage = UIImage(named: "logo.png")
let activityViewController : UIActivityViewController = UIActivityViewController(activityItems: [shareText, shareURL, image], applicationActivities: nil)
// This lines is for the popover you need to show in iPad
activityViewController.popoverPresentationController?.sourceView = topVC?.view
// This line remove the arrow of the popover to show in iPad
activityViewController.popoverPresentationController?.permittedArrowDirections = UIPopoverArrowDirection.down
activityViewController.popoverPresentationController?.sourceRect = CGRect(x: 150, y: 150, width: 0, height: 0)
// Pre-configuring activity items
if #available(iOS 13.0, *) {
activityViewController.activityItemsConfiguration = [
UIActivity.ActivityType.message
] as? UIActivityItemsConfigurationReading
}
if #available(iOS 13.0, *) {
activityViewController.isModalInPresentation = true
}
topVC?.present(activityViewController, animated: true, completion: nil)
}
}
Thanking You
Topic:
Developer Tools & Services
SubTopic:
Xcode
I have an orphaned asset folder taking up 9.13GB located at:
/System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/c0d3fd05106683ba0b3680d4d1afec65f098d700.asset
It contains SimulatorRuntimeAsset version 18.5 (Build 22F77).
Active Version: My current Xcode setup is using version 26.2 (Build 23C54).
I checked the plist files in the directory and found what seems to be the cause of the issue:
The "Never Collected" Flag: The Info.plist inside the orphaned asset folder explicitly sets the garbage collection behavior to "NeverCollected":
<key>__AssetDefaultGarbageCollectionBehavior</key>
<string>NeverCollected</string>
The Catalog Mismatch: The master catalog file (com_apple_MobileAsset_iOSSimulatorRuntime.xml) in the parent directory only lists the new version (26.2). Because the old version (18.5) is missing from this XML, Xcode and mobileassetd seem to have lost track of it entirely.
What I Have Tried (All Failed)
Xcode Components: The version 18.5 does not appear in Settings -> Components, so I cannot delete it via the GUI.
Simctl: xcrun simctl list runtimes does not list this version. Running xcrun simctl runtime delete 22F77 fails with: "No runtime disk images or bundles found matching '22F77'."
Manual Deletion: sudo rm -rf [path] fails with "Operation not permitted", presumably because /System/Library/AssetsV2 is SIP-protected.
Third-party Tools: Apps like DevCleaner do not detect this runtime (likely because they only scan ~/Library or /Library, not /System/Library).
Has anyone found a way to force the system (perhaps via mobileassetd or a specific xcrun flag) to re-evaluate this folder and respect a deletion request?
I am trying to avoid booting into Recovery Mode just to delete a cache file.
Any insights on how AssetsV2 handles these "orphaned" files would be appreciated.
I have ios UI tests that are build with command
xcodebuild -workspace ... -scheme ... -configuration ... -derivedDataPath ... -destination ... -testPlan ... build-for-testing
Then I run them with
xcodebuild -destination ... -resultBundlePath ... -parallel-testing-worker-count ... -xctestrun ... test-without-building
I also have following settings in testplan
"maximumTestRepetitions" : 3,
"testRepetitionMode" : "retryOnFailure",
With xcode 16.4 tests were retried on failure up to 3 times, but migrating to xcode 26.2 seems to change this behavior and tests are no longer retried. Is it expected behaviour and I should manually add params like -test-iterations 3 -retry-tests-on-failure into xcodebuild test-without-building command?
Here is xcresult - https://drive.google.com/file/d/1xHgiZnIK_lptDSUf-fCyEnT9zYubZlCf/view?usp=sharing
And testrun file -https://drive.google.com/file/d/1aBi2sTjy8zFYtgYn1KA60T8gwD_OnBCF/view?usp=sharing