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xCode crashes after update to 26.5
After updating to Xcode 26.5 Xcode crashes when I try to open my project. Directly before update everything was fine... Not using Beta-Software.. only stable versions What can I do? Will there be an update fixing this bug? `Application Specific Information: abort() called Application Specific Signatures: NSInternalInconsistencyException Application Specific Backtrace 0: 0 CoreFoundation 0x0000000186e711c0 __exceptionPreprocess + 176 1 DVTFoundation 0x000000010578a20c DVTFailureHintExceptionPreprocessor + 388 2 libobjc.A.dylib 0x00000001868fa91c objc_exception_throw + 88 3 Foundation 0x000000018868f498 -[NSFileWrapper regularFileContents] + 436 4 IDEStoreKitCore 0x000000030e002b20 $s15IDEStoreKitCore0aB13ConfigurationC4FileV17configurationData10Foundation0G0Vvg + 440 5 IDEStoreKitCore 0x000000030e001da0 $s15IDEStoreKitCore0aB13ConfigurationC13configuration3forACSo13NSFileWrapperC_tKFZ + 304 6 IDEStoreKitCore 0x000000030e003b0c $s15IDEStoreKitCore0aB13ConfigurationC13configuration2atAC10Foundation3URLV_tKFZ + 148 7 IDEStoreKitEditor 0x000000030e792ecc $s17IDEStoreKitEditor0aB20TextFragmentProviderC12generateSeed3for17completionHandlerySo11DVTFilePathC_ySo07IDETextefH0_pSg_s5Error_pSgtctFZ06$sSo27nefh28_pSgSo7NSErrorCSgIeyByy_ABs5o2_pR8Ieggg_TRAJSo0T0CSgIeyByy_Tf1ncn_nTf4ndg_n + 152 8 IDEStoreKitEditor 0x000000030e7922fc $s17IDEStoreKitEditor0aB20TextFragmentProviderC12generateSeed3for17completionHandlerySo11DVTFilePathC_ySo07IDETextefH0_pSg_s5Error_pSgtctFZTo + 52 9 IDEFoundation 0x000000010c922318 __113+[IDETextFragmentIndex runProvider:forFilePath:explicitFileDataType:initialTimestamp:priority:completionHandler:]_block_invoke + 204 10 DVTFoundation 0x00000001058a0638 __51-[DVTThrottledConcurrentQueue processQueueIfNeeded]_block_invoke + 80 11 DVTFoundation 0x0000000105892bd0 DVT_CALLING_CLIENT_BLOCK + 16 12 DVTFoundation 0x0000000105893548 __DVTDispatchAsync_block_invoke + 152 13 libdispatch.dylib 0x0000000186b8aa28 _dispatch_call_block_and_release + 32 14 libdispatch.dylib 0x0000000186ba44b0 _dispatch_client_callout + 16 15 libdispatch.dylib 0x0000000186b8f1c8 _dispatch_continuation_pop + 596 16 libdispatch.dylib 0x0000000186b8e844 _dispatch_async_redirect_invoke + 580 17 libdispatch.dylib 0x0000000186b9c980 _dispatch_root_queue_drain + 360 18 libdispatch.dylib 0x0000000186b9d120 _dispatch_worker_thread2 + 184 19 libsystem_pthread.dylib 0x0000000186d41e84 _pthread_wqthread + 232 20 libsystem_pthread.dylib 0x0000000186d40c10 start_wqthread + 8`
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XCode - Apple Watch Connectivity
Hi Devs, I'm working with WatchOS for the first time and am having a frustrating time with Xcode to Watch, to say the least. I have a Series 9 dev watch and Xcode does not reliably connect to it. Spending 15-20 min per build/run attempt just trying to get xcode to find and connect to the watch. It WILL sometimes recognize and allow a build to run, the issue is I can't tell any reliable way to establish the connection. It drops after every build and leaves me at square zero. Current solution is some amount of force quitting, reconnecting iPhone to USBC, disconnecting watch to wifi and back on. Devices Window usually reads: Previous preparation error: A connection to this device could not be established.; Timed out while attempting to establish tunnel using negotiated network parameters - swapping to some attempting to connect state that never (reliably resolves). Is this why no one builds for WatchOS? Hoping someone has pro tips on this.
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Unable to enter text in TextField - SwiftUI preview
I'm trying out Xcode 12 (beta) and encountered an issue with TextField when viewing it in a live Preview. Although the view is interactive (scrolling vertically seems to be OK) and a cursor appears in the TextField view when it is clicked on, keyboard input is ignored. The same code works as expected in Xcode 11.5. Simulator in both 11.5 and 12 exhibits expected behaviour. Is this a bug? I know there is an issue with interactivity in Preview with multiple views inside PreviewProvider but I'd assumed this is if you'd added multiple Views to the same body of this struct.
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Please provide the power of autocompletion similar to VSCode and alike editors
AI agentic coding is great, but it drifts away from the good practices and good code. Sometimes I am writing code while thinking what exactly to write, exploring the architecture solution, the data flow, not the technology, so making a prompt is not the best use case. I am doing iOS development in VSCode since preview version of Copilot launched, the auto-completions that AI provides IS the greatest tool a developer can have Please 🙏 prioritize the unimaginable good auto-completion that only Apple can provide, so that we can auto-complete function implementation, class implementation, multiple lines of comments in a fraction of a second
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Xcode 27's Device Hub doesn't allow you to drag and drop enterprise security certificates.
I know Xcode 27 is in beta but it appears that in Device Hub you can no longer drag and drop enterprise security certificates onto the simulators like you could in Xcode 26 (and earlier) simulators. I did put in a feedback request in (FB23369006) but I was wondering if anyone found a workaround. This hampers testing for enterprise users who don't have a physical device to test on.
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Fixing long build times caused by dependencies to swift-syntax
After adding the Mockable package to a project that already used swift-dependencies and updating to Xcode 26.6, my release/archive builds got ~2 min slower because swift-syntax was being recompiled from source every time. Thorougly investigating and fixing this took about 3 hours and I thought I'd share my findings for the next person encountering such an issue: Findings: I confirmed the prebuilt swift-syntax is used for swift-syntax 603.0.2 in Xcode 26.6 when building a package separately (I suspect dependencies to older versions might cause issues, but didn't fully investigate this) It can be checked if the prebuilt version of swift-syntax is used via the build log. If working correctly/using the prebuild version, swift-syntax isn't mentioned at all. One package resolved to swift-syntax 600.x, this would trigger a build of swift-syntax. After updating the dependencies it worked fine. Even if the version in the xcodeproj resolves to a confirmed-working version of swift-syntax, it seems other packages might trigger the swift-syntax build under the hood. Opened the packages individually and built separately with Build for » Profiling to investigate. In my case, another issue was triggering the problem: The swift-snapshot-testing open source package declared a swift-syntax dependency although it didn't actually use it. That caused swift-syntax being built (not sure why, maybe Xcode thinks it's a non-macro usage of swift-syntax?) Creating a fork of the package and removing the dependency fixed the issue. After both fixes, in the full project, a Product → Clean Build Folder + restart Xcode was required before swift-syntax stopped being rebuilt. See also: Xcode 26 Release Notes — Swift Macros Build Performance:
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Unable to boot iOS 26.5 Simulator — launchd_sim fails to bind session on macOS 26.5.1 + Xcode 26.6
Environment: macOS 26.5.1 (Build 25F80) Xcode 26.6 (Build 17F113) iOS 26.5 Simulator Runtime (Build 23F77) Device: Apple Silicon (arm64) Summary: The iOS 26.5 simulator fails to boot with NSPOSIXErrorDomain Code 4 (Interrupted system call). The underlying error indicates launchd_sim cannot bind to its session, suggesting the CoreSimulator session management is broken in this macOS + Xcode + runtime combination. Steps to Reproduce: Install macOS 26.5.1 and Xcode 26.6 Open Simulator.app or run xcrun simctl boot Attempt to boot any iOS 26.5 simulator device Expected Result: Simulator boots successfully and reaches the Booted state. Actual Result: Unable to boot the Simulator. Domain: NSPOSIXErrorDomain Code: 4 Failure Reason: Interrupted system call Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding Domain: com.apple.SimLaunchHostService.RequestError Code: 4 Workaround: Installing an older stable iOS simulator runtime (iOS 17.x or 18.x) and targeting that instead allows simulators to boot normally. Additional Notes: Issue persists after full Mac restart xcrun simctl erase all and xcrun simctl delete all do not resolve it The iOS 26.5 Simulator volume mounts correctly at /Library/Developer/CoreSimulator/Volumes/iOS_23F77 launchd_sim binary is present and properly code-signed
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Apple supported way to create xcodeproject without using XCode IDE or with minimal use of XCode IDE
We need help to structure our project to start using apple standard way to create Xcode project. let me first express how currently we are creating Xcode project. As of today, we are using CMake to generate our xcode project which we can open in XCODE IDE and build/debug/run/etc. XCode IDE can open those project but we notice that some build setting does not seem to have correct value while looking into XCODE IDE but it somehow builds. There are some other issues also. Along with those issues, we also could not share this xcodeproject generated via CMake to AppleDTS support team as Apple does not support project created via some third party tool (like CMake or others). Let me also express why we decided to use CMake at first place to generate Xcode projects. Our project is layered architecture project where in upper layers uses lower layer artifacts. Each layer has its own set of build targets . And each layer can have both C++ and Swift files. And each layer would have most of the compiler flag common, but we could also have compiler flag specific to each layer also. To achieve all these, we have developed our own tool, which basically creates CMakeLists.txt (for project model- all targets, dependency, etc) and CMakePresets.json (for all compiler and linker flags). Now this tool scans through repos/source folders on each layer and then creates these files (CMakeLists.txt and CMakePresets.json). This tool uses inputs to decide compiler/linker/other properties from one centralized location. Which means every developer would use these same input files and thus they all can have same compiler/linker/other properties set consistent. This makes generated build system consistent on all developer machine and it allows confidence of saying if build works on one developer's machine would also work on other developer’s machine and if build does NOT work on one developer's machine, it would NOT work on other developer’s machine also. So, it’s consistent. That was the main reason to use CMake to generate xcode project. So, our internal tools creates meta data for CMake (which is CMakeLists and CMakePresets) and then CMake generates Xcode build system using XCode generator. Now we want to move to xcode native way to create projects but at the same time we also want this consistency that each of my developer would use exact same compiler/linker/other properties. If we ask developer to use XCode IDE to create xcode project, we cannot guarantee that they all will use same compiler/linker/etc flags and thus we would end up having inconsistent behaviour on different developer machines. We need your help to figure out how we can achive this ? We read some ways that we can create some template project and then we can create some .xcconfig files and use them to set target properties but honestly, we are able to stich them together. So please help us directionally on this , how should we proceed ? Basically we need to know how can we have all my developer use same xcodeproject. I was also thinking how would I be setting my CI for apple builds if I have to use XCode IDE to create xcode project and since CI environments are non interactive and it can happen n number of times in day (if I have setup to run sanity for all Pull Requests). Any help/direction on this is highly appreciated.
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StoreKit testing not working on iOS26.5 simulator
Hi, I'm trying to run our StoreKit unit tests with Xcode26.5 on an iOS26.5 simulator. Host computer has macOS26.5. All tests are failing and in the console I see logs such as [SKTestSession] Error saving configuration file: Error Domain=SKInternalErrorDomain Code=3 "(null)" [SKTestSession] Error deleting all transactions: Error Domain=SKInternalErrorDomain Code=3 "(null)" [SKTestSession] Error clearing overrides: Error Domain=SKInternalErrorDomain Code=3 "(null)" [SKTestSession] Error setting value to 1 for identifier 2 for jp.unext.mediaplayer: Error Domain=SKInternalErrorDomain Code=3 "(null)" And the simulator asks me to provide my AppleID. Tests have been broken since at least 26.4 The release notes claims that it has been fixed but not for me. https://developer.apple.com/documentation/ios-ipados-release-notes/ios-ipados-26_5-release-notes#StoreKit-Testing-in-Xcode Does anyone else have the same issue? Reported FB22774836 just in case.
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can not create iOS 27 Simulator
Apple M1 Pro, 26.5.1 (25F80) XCode 27.0 Beta (27A5194q) Command Line tools for Xcode 27 are installed. Device Hub Version 27.0 (235.4.2) Within device hub I can not create iOS 27 simulators. Only the 26.5 simulators are listed there. I installed the iOS 27.0 SDK. Also deleted and reinstalled it. The computer was restarted. No change. I am unable to create the proper iOS 27 Simulators. Any idea why this is not working? Thanks for the help upfront.
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Xcode 26.6 and 27 Gemini Authentication with Configuration Files
I’m attempting to set up Gemini agentic support in Xcode 26.6 RC (and I'm assuming the process is the same in 27), but since I need to use Gemini with a corporate account, I have a Google Cloud Project ID, not an API key, so it seems like the configuration file route is the right path? After consulting Gemini and filling out the .env file and settings.json files, Xcode is complaining about needing to be authenticated, and I can’t seem to see how to trigger the auth, like one might do in Gemini CLI. I'd appreciate any suggestions or advice at this point. Thanks in advance!
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iOS Simulator downloads a lot of data
iOS simulator downloads loads of data even over personal hotspots that should be low data - 10s of GBs which exhausts cellular plans. I.e. I'm connecting the phone over USB (charging and it automatically shares the cellular connection and faster deploy and debugging). I see that /Library/Developer/CoreSimulator/Volumes/iOS_23F77/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 26.5.simruntime/Contents/Resources/RuntimeRoot/usr/libexec/nsurlsessiond downloads 10s of GBs probably in /Library/Developer/Xcode/UserData/Previews/Simulator Devices/<UUID>/data/private/var/MobileAsset/AssetsV2 over time. Most plans are not that infinite. Has anyone seen such thing? The phone is connected over USB and automatically used as network device and also has the low data mode toggle on.
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Xcode 27 beta 2 almost impossible to use with 16 GB memory Macs.
Hi, I have been testing Xcode 27 beta 2 on macOS 27 beta 2 on a MacBook Air M2 (base model) with 16 GB of memory. When loading previews for the first time, it could take a while, but it looks significantly longer compared to Xcode 26.x on macOS 26.x. Then when trying to launch a simple app with a few screens, the Device Hub takes forever, and then on Activity Monitor, the swap used starts to climb up, almost as high as 12 GB or more. Running an app on Device Hub is almost impossible. Is this a limit of what a MacBook Air can do? This is not my primary machine by the way.
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Xcode 27 Beta / Beta 2 Running my app in Device Hub stalls on Launch Screen
I was hoping this was fixed in Beta 2, but I am having the same issue. I run my app: on a simulator device Device Hub opens Begins installing the app I see the icon and it starts to fill in The launch screen loads and never finishes loading. I then stop running app in Xcode. Device Hub still shows launch screen I restart device in Device Hub I then can open the app and test Anyone else experiencing this? I would really like to solve this as it makes testing changes a frustrating experience. Because I then have to close Device Hub and Xcode to simulate again.
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ChatGPT stopped working in Xcode
ChatGPT stopped working in Xcode MacBook Air M2 2022 MacOS 26.5.1 Xcode 26.5 ExpressVPN Version 11.71.0 (90727) Internet connection is working fine. On late night June 22, ChatGPT in Xcode was working fine. Then I started getting “cannot complete” messages with “network error”. Now ChatGPT in Xcode does not work at all. My subscription to ChatGPT auto-renewed on June 23. My bank confirms that the payment went through. I logged into ChatGPT in Safari and Firefox. The account looks fine. In Xcode settings/Intelligence/ChatGPT in Xcode, the Usage Limit says Under Limit. I signed out of ChatGPT from within Xcode, and signed back in. It still is not working. I quit and restarted Xcode, then signed out of ChatGPT again, and signed back in. Still not working. Restarted my Mac, opened Xcode. It still doesn’t work. Signed out and back into ChatGPT in Xcode. ChatGPT still is dead. Disabled VPN. Quit and restarted Xcode. ChatGPT still not working. 1-800-ChatGPT was no help at all. I can use ChatGPT while logged into my account on their website. I told it “ChatGPT in Xcode has stopped working”. It came back with: “I’ll help narrow this down. I’ll check current official OpenAI guidance/status first, then give you the fastest troubleshooting path for Xcode specifically. Thought for 6s Try this order: 1 Update ChatGPT for macOS — Work with Apps/Xcode needs ChatGPT macOS 1.2025.057 or later. 2 Restart both apps: quit ChatGPT and Xcode completely, then reopen Xcode first, ChatGPT second. 3 In ChatGPT macOS, check Work with Apps is enabled and Xcode is selected/available. 4 macOS permissions: System Settings → Privacy & Security → Accessibility and Automation. Make sure ChatGPT is allowed to control/read Xcode. 5 In Xcode, open an actual source file and put focus in the editor, then try ChatGPT again. 6 Check OpenAI status; current status page shows ChatGPT service status and incidents. 7 If on corporate/VPN network, try off VPN; OpenAI notes TLS/SSL inspection can break app access. Most common fix: update ChatGPT macOS + re-grant Accessibility/Automation permissions.” I never had the app ChatGPT for MacOS. I set up an account on ChatGPT.com and enabled it in Xcode. That was working fine until the June 23. ChatGPT is not in System Settings → Privacy & Security → Accessibility. Downloaded ChatGPT for MacOS. Quit Xcode. Added ChatGPT to. System Settings → Privacy & Security → Accessibility. Started ChatGPT. Started Xcode. Signed out of ChatGPT in Xcode, and signed back in. ChatGPT in Xcode still is dead. I am at a complete loss. Can anyone help? Doug
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Xcode on my new MacBook will not find my iPhone
Hi, I'm having a strange issue with my new MacBook Pro M5. My iPhone 17 is connected via USB. The phone appears in Finder, so the Mac clearly detects it, and I can access it there. However, the Xcode doesn't see the iPhone at all. Both the MacBook Pro and the iPhone are running version 26.5. What's confusing is that the exact same iPhone and the exact same USB cable work perfectly with my older Intel-based MacBook Pro. Has anyone else experienced this, or have any suggestions on what I should check?
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Interface Builder is barely usable
I wonder is anyone at Apple still using Interface Builder for anything… Across Xcode 16.x and 26.x, IB has become increasingly and noticeably slower to open storyboard and xibs. I see zero improvements in Xcode 27 beta. This morning I had both 26 and 27 going fairly quickly into "application not responding" state when trying to render a rather simple layout in storyboard. What's making it worse is that force-quitting the app and starting again leads straight back into the same storyboard and then locks up again. It does not matter if I manage to switch to a .swift file — it's clearly still doing something in the background related to that storyboard and gets stuck. I eventually managed to open just the .storyboard (without the project), fix the offending layout bits and now it's at least not getting stuck although it still takes good 5-6s before it renders a layout with about a dozen components. I assume something with LLM agents is the reason for this issue but come on people — this is infuriatingly incapacitating tool for people like me that are still maintaining UIKit apps.
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xCode crashes after update to 26.5
After updating to Xcode 26.5 Xcode crashes when I try to open my project. Directly before update everything was fine... Not using Beta-Software.. only stable versions What can I do? Will there be an update fixing this bug? `Application Specific Information: abort() called Application Specific Signatures: NSInternalInconsistencyException Application Specific Backtrace 0: 0 CoreFoundation 0x0000000186e711c0 __exceptionPreprocess + 176 1 DVTFoundation 0x000000010578a20c DVTFailureHintExceptionPreprocessor + 388 2 libobjc.A.dylib 0x00000001868fa91c objc_exception_throw + 88 3 Foundation 0x000000018868f498 -[NSFileWrapper regularFileContents] + 436 4 IDEStoreKitCore 0x000000030e002b20 $s15IDEStoreKitCore0aB13ConfigurationC4FileV17configurationData10Foundation0G0Vvg + 440 5 IDEStoreKitCore 0x000000030e001da0 $s15IDEStoreKitCore0aB13ConfigurationC13configuration3forACSo13NSFileWrapperC_tKFZ + 304 6 IDEStoreKitCore 0x000000030e003b0c $s15IDEStoreKitCore0aB13ConfigurationC13configuration2atAC10Foundation3URLV_tKFZ + 148 7 IDEStoreKitEditor 0x000000030e792ecc $s17IDEStoreKitEditor0aB20TextFragmentProviderC12generateSeed3for17completionHandlerySo11DVTFilePathC_ySo07IDETextefH0_pSg_s5Error_pSgtctFZ06$sSo27nefh28_pSgSo7NSErrorCSgIeyByy_ABs5o2_pR8Ieggg_TRAJSo0T0CSgIeyByy_Tf1ncn_nTf4ndg_n + 152 8 IDEStoreKitEditor 0x000000030e7922fc $s17IDEStoreKitEditor0aB20TextFragmentProviderC12generateSeed3for17completionHandlerySo11DVTFilePathC_ySo07IDETextefH0_pSg_s5Error_pSgtctFZTo + 52 9 IDEFoundation 0x000000010c922318 __113+[IDETextFragmentIndex runProvider:forFilePath:explicitFileDataType:initialTimestamp:priority:completionHandler:]_block_invoke + 204 10 DVTFoundation 0x00000001058a0638 __51-[DVTThrottledConcurrentQueue processQueueIfNeeded]_block_invoke + 80 11 DVTFoundation 0x0000000105892bd0 DVT_CALLING_CLIENT_BLOCK + 16 12 DVTFoundation 0x0000000105893548 __DVTDispatchAsync_block_invoke + 152 13 libdispatch.dylib 0x0000000186b8aa28 _dispatch_call_block_and_release + 32 14 libdispatch.dylib 0x0000000186ba44b0 _dispatch_client_callout + 16 15 libdispatch.dylib 0x0000000186b8f1c8 _dispatch_continuation_pop + 596 16 libdispatch.dylib 0x0000000186b8e844 _dispatch_async_redirect_invoke + 580 17 libdispatch.dylib 0x0000000186b9c980 _dispatch_root_queue_drain + 360 18 libdispatch.dylib 0x0000000186b9d120 _dispatch_worker_thread2 + 184 19 libsystem_pthread.dylib 0x0000000186d41e84 _pthread_wqthread + 232 20 libsystem_pthread.dylib 0x0000000186d40c10 start_wqthread + 8`
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XCode - Apple Watch Connectivity
Hi Devs, I'm working with WatchOS for the first time and am having a frustrating time with Xcode to Watch, to say the least. I have a Series 9 dev watch and Xcode does not reliably connect to it. Spending 15-20 min per build/run attempt just trying to get xcode to find and connect to the watch. It WILL sometimes recognize and allow a build to run, the issue is I can't tell any reliable way to establish the connection. It drops after every build and leaves me at square zero. Current solution is some amount of force quitting, reconnecting iPhone to USBC, disconnecting watch to wifi and back on. Devices Window usually reads: Previous preparation error: A connection to this device could not be established.; Timed out while attempting to establish tunnel using negotiated network parameters - swapping to some attempting to connect state that never (reliably resolves). Is this why no one builds for WatchOS? Hoping someone has pro tips on this.
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Unable to enter text in TextField - SwiftUI preview
I'm trying out Xcode 12 (beta) and encountered an issue with TextField when viewing it in a live Preview. Although the view is interactive (scrolling vertically seems to be OK) and a cursor appears in the TextField view when it is clicked on, keyboard input is ignored. The same code works as expected in Xcode 11.5. Simulator in both 11.5 and 12 exhibits expected behaviour. Is this a bug? I know there is an issue with interactivity in Preview with multiple views inside PreviewProvider but I'd assumed this is if you'd added multiple Views to the same body of this struct.
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Please provide the power of autocompletion similar to VSCode and alike editors
AI agentic coding is great, but it drifts away from the good practices and good code. Sometimes I am writing code while thinking what exactly to write, exploring the architecture solution, the data flow, not the technology, so making a prompt is not the best use case. I am doing iOS development in VSCode since preview version of Copilot launched, the auto-completions that AI provides IS the greatest tool a developer can have Please 🙏 prioritize the unimaginable good auto-completion that only Apple can provide, so that we can auto-complete function implementation, class implementation, multiple lines of comments in a fraction of a second
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Xcode 27's Device Hub doesn't allow you to drag and drop enterprise security certificates.
I know Xcode 27 is in beta but it appears that in Device Hub you can no longer drag and drop enterprise security certificates onto the simulators like you could in Xcode 26 (and earlier) simulators. I did put in a feedback request in (FB23369006) but I was wondering if anyone found a workaround. This hampers testing for enterprise users who don't have a physical device to test on.
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171
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Fixing long build times caused by dependencies to swift-syntax
After adding the Mockable package to a project that already used swift-dependencies and updating to Xcode 26.6, my release/archive builds got ~2 min slower because swift-syntax was being recompiled from source every time. Thorougly investigating and fixing this took about 3 hours and I thought I'd share my findings for the next person encountering such an issue: Findings: I confirmed the prebuilt swift-syntax is used for swift-syntax 603.0.2 in Xcode 26.6 when building a package separately (I suspect dependencies to older versions might cause issues, but didn't fully investigate this) It can be checked if the prebuilt version of swift-syntax is used via the build log. If working correctly/using the prebuild version, swift-syntax isn't mentioned at all. One package resolved to swift-syntax 600.x, this would trigger a build of swift-syntax. After updating the dependencies it worked fine. Even if the version in the xcodeproj resolves to a confirmed-working version of swift-syntax, it seems other packages might trigger the swift-syntax build under the hood. Opened the packages individually and built separately with Build for » Profiling to investigate. In my case, another issue was triggering the problem: The swift-snapshot-testing open source package declared a swift-syntax dependency although it didn't actually use it. That caused swift-syntax being built (not sure why, maybe Xcode thinks it's a non-macro usage of swift-syntax?) Creating a fork of the package and removing the dependency fixed the issue. After both fixes, in the full project, a Product → Clean Build Folder + restart Xcode was required before swift-syntax stopped being rebuilt. See also: Xcode 26 Release Notes — Swift Macros Build Performance:
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Unable to boot iOS 26.5 Simulator — launchd_sim fails to bind session on macOS 26.5.1 + Xcode 26.6
Environment: macOS 26.5.1 (Build 25F80) Xcode 26.6 (Build 17F113) iOS 26.5 Simulator Runtime (Build 23F77) Device: Apple Silicon (arm64) Summary: The iOS 26.5 simulator fails to boot with NSPOSIXErrorDomain Code 4 (Interrupted system call). The underlying error indicates launchd_sim cannot bind to its session, suggesting the CoreSimulator session management is broken in this macOS + Xcode + runtime combination. Steps to Reproduce: Install macOS 26.5.1 and Xcode 26.6 Open Simulator.app or run xcrun simctl boot Attempt to boot any iOS 26.5 simulator device Expected Result: Simulator boots successfully and reaches the Booted state. Actual Result: Unable to boot the Simulator. Domain: NSPOSIXErrorDomain Code: 4 Failure Reason: Interrupted system call Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding Domain: com.apple.SimLaunchHostService.RequestError Code: 4 Workaround: Installing an older stable iOS simulator runtime (iOS 17.x or 18.x) and targeting that instead allows simulators to boot normally. Additional Notes: Issue persists after full Mac restart xcrun simctl erase all and xcrun simctl delete all do not resolve it The iOS 26.5 Simulator volume mounts correctly at /Library/Developer/CoreSimulator/Volumes/iOS_23F77 launchd_sim binary is present and properly code-signed
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Apple supported way to create xcodeproject without using XCode IDE or with minimal use of XCode IDE
We need help to structure our project to start using apple standard way to create Xcode project. let me first express how currently we are creating Xcode project. As of today, we are using CMake to generate our xcode project which we can open in XCODE IDE and build/debug/run/etc. XCode IDE can open those project but we notice that some build setting does not seem to have correct value while looking into XCODE IDE but it somehow builds. There are some other issues also. Along with those issues, we also could not share this xcodeproject generated via CMake to AppleDTS support team as Apple does not support project created via some third party tool (like CMake or others). Let me also express why we decided to use CMake at first place to generate Xcode projects. Our project is layered architecture project where in upper layers uses lower layer artifacts. Each layer has its own set of build targets . And each layer can have both C++ and Swift files. And each layer would have most of the compiler flag common, but we could also have compiler flag specific to each layer also. To achieve all these, we have developed our own tool, which basically creates CMakeLists.txt (for project model- all targets, dependency, etc) and CMakePresets.json (for all compiler and linker flags). Now this tool scans through repos/source folders on each layer and then creates these files (CMakeLists.txt and CMakePresets.json). This tool uses inputs to decide compiler/linker/other properties from one centralized location. Which means every developer would use these same input files and thus they all can have same compiler/linker/other properties set consistent. This makes generated build system consistent on all developer machine and it allows confidence of saying if build works on one developer's machine would also work on other developer’s machine and if build does NOT work on one developer's machine, it would NOT work on other developer’s machine also. So, it’s consistent. That was the main reason to use CMake to generate xcode project. So, our internal tools creates meta data for CMake (which is CMakeLists and CMakePresets) and then CMake generates Xcode build system using XCode generator. Now we want to move to xcode native way to create projects but at the same time we also want this consistency that each of my developer would use exact same compiler/linker/other properties. If we ask developer to use XCode IDE to create xcode project, we cannot guarantee that they all will use same compiler/linker/etc flags and thus we would end up having inconsistent behaviour on different developer machines. We need your help to figure out how we can achive this ? We read some ways that we can create some template project and then we can create some .xcconfig files and use them to set target properties but honestly, we are able to stich them together. So please help us directionally on this , how should we proceed ? Basically we need to know how can we have all my developer use same xcodeproject. I was also thinking how would I be setting my CI for apple builds if I have to use XCode IDE to create xcode project and since CI environments are non interactive and it can happen n number of times in day (if I have setup to run sanity for all Pull Requests). Any help/direction on this is highly appreciated.
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Gemini coding assistant no reply
I set up Gemini in Xcode 27 beta in Settings using an API key from Google AI studio. When I select "New Conversation" and "Gemini" and type "hi" it just spins forever (many minutes) - no reply or error message. Is there any way to figure out what's wrong?
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StoreKit testing not working on iOS26.5 simulator
Hi, I'm trying to run our StoreKit unit tests with Xcode26.5 on an iOS26.5 simulator. Host computer has macOS26.5. All tests are failing and in the console I see logs such as [SKTestSession] Error saving configuration file: Error Domain=SKInternalErrorDomain Code=3 "(null)" [SKTestSession] Error deleting all transactions: Error Domain=SKInternalErrorDomain Code=3 "(null)" [SKTestSession] Error clearing overrides: Error Domain=SKInternalErrorDomain Code=3 "(null)" [SKTestSession] Error setting value to 1 for identifier 2 for jp.unext.mediaplayer: Error Domain=SKInternalErrorDomain Code=3 "(null)" And the simulator asks me to provide my AppleID. Tests have been broken since at least 26.4 The release notes claims that it has been fixed but not for me. https://developer.apple.com/documentation/ios-ipados-release-notes/ios-ipados-26_5-release-notes#StoreKit-Testing-in-Xcode Does anyone else have the same issue? Reported FB22774836 just in case.
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can not create iOS 27 Simulator
Apple M1 Pro, 26.5.1 (25F80) XCode 27.0 Beta (27A5194q) Command Line tools for Xcode 27 are installed. Device Hub Version 27.0 (235.4.2) Within device hub I can not create iOS 27 simulators. Only the 26.5 simulators are listed there. I installed the iOS 27.0 SDK. Also deleted and reinstalled it. The computer was restarted. No change. I am unable to create the proper iOS 27 Simulators. Any idea why this is not working? Thanks for the help upfront.
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Xcode 26.6 and 27 Gemini Authentication with Configuration Files
I’m attempting to set up Gemini agentic support in Xcode 26.6 RC (and I'm assuming the process is the same in 27), but since I need to use Gemini with a corporate account, I have a Google Cloud Project ID, not an API key, so it seems like the configuration file route is the right path? After consulting Gemini and filling out the .env file and settings.json files, Xcode is complaining about needing to be authenticated, and I can’t seem to see how to trigger the auth, like one might do in Gemini CLI. I'd appreciate any suggestions or advice at this point. Thanks in advance!
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iOS Simulator downloads a lot of data
iOS simulator downloads loads of data even over personal hotspots that should be low data - 10s of GBs which exhausts cellular plans. I.e. I'm connecting the phone over USB (charging and it automatically shares the cellular connection and faster deploy and debugging). I see that /Library/Developer/CoreSimulator/Volumes/iOS_23F77/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 26.5.simruntime/Contents/Resources/RuntimeRoot/usr/libexec/nsurlsessiond downloads 10s of GBs probably in /Library/Developer/Xcode/UserData/Previews/Simulator Devices/<UUID>/data/private/var/MobileAsset/AssetsV2 over time. Most plans are not that infinite. Has anyone seen such thing? The phone is connected over USB and automatically used as network device and also has the low data mode toggle on.
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xcode27 beta2 library 'd64' not found
what can i do?
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Xcode 27 beta 2 almost impossible to use with 16 GB memory Macs.
Hi, I have been testing Xcode 27 beta 2 on macOS 27 beta 2 on a MacBook Air M2 (base model) with 16 GB of memory. When loading previews for the first time, it could take a while, but it looks significantly longer compared to Xcode 26.x on macOS 26.x. Then when trying to launch a simple app with a few screens, the Device Hub takes forever, and then on Activity Monitor, the swap used starts to climb up, almost as high as 12 GB or more. Running an app on Device Hub is almost impossible. Is this a limit of what a MacBook Air can do? This is not my primary machine by the way.
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Xcode 27 Beta / Beta 2 Running my app in Device Hub stalls on Launch Screen
I was hoping this was fixed in Beta 2, but I am having the same issue. I run my app: on a simulator device Device Hub opens Begins installing the app I see the icon and it starts to fill in The launch screen loads and never finishes loading. I then stop running app in Xcode. Device Hub still shows launch screen I restart device in Device Hub I then can open the app and test Anyone else experiencing this? I would really like to solve this as it makes testing changes a frustrating experience. Because I then have to close Device Hub and Xcode to simulate again.
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ChatGPT stopped working in Xcode
ChatGPT stopped working in Xcode MacBook Air M2 2022 MacOS 26.5.1 Xcode 26.5 ExpressVPN Version 11.71.0 (90727) Internet connection is working fine. On late night June 22, ChatGPT in Xcode was working fine. Then I started getting “cannot complete” messages with “network error”. Now ChatGPT in Xcode does not work at all. My subscription to ChatGPT auto-renewed on June 23. My bank confirms that the payment went through. I logged into ChatGPT in Safari and Firefox. The account looks fine. In Xcode settings/Intelligence/ChatGPT in Xcode, the Usage Limit says Under Limit. I signed out of ChatGPT from within Xcode, and signed back in. It still is not working. I quit and restarted Xcode, then signed out of ChatGPT again, and signed back in. Still not working. Restarted my Mac, opened Xcode. It still doesn’t work. Signed out and back into ChatGPT in Xcode. ChatGPT still is dead. Disabled VPN. Quit and restarted Xcode. ChatGPT still not working. 1-800-ChatGPT was no help at all. I can use ChatGPT while logged into my account on their website. I told it “ChatGPT in Xcode has stopped working”. It came back with: “I’ll help narrow this down. I’ll check current official OpenAI guidance/status first, then give you the fastest troubleshooting path for Xcode specifically. Thought for 6s Try this order: 1 Update ChatGPT for macOS — Work with Apps/Xcode needs ChatGPT macOS 1.2025.057 or later. 2 Restart both apps: quit ChatGPT and Xcode completely, then reopen Xcode first, ChatGPT second. 3 In ChatGPT macOS, check Work with Apps is enabled and Xcode is selected/available. 4 macOS permissions: System Settings → Privacy & Security → Accessibility and Automation. Make sure ChatGPT is allowed to control/read Xcode. 5 In Xcode, open an actual source file and put focus in the editor, then try ChatGPT again. 6 Check OpenAI status; current status page shows ChatGPT service status and incidents. 7 If on corporate/VPN network, try off VPN; OpenAI notes TLS/SSL inspection can break app access. Most common fix: update ChatGPT macOS + re-grant Accessibility/Automation permissions.” I never had the app ChatGPT for MacOS. I set up an account on ChatGPT.com and enabled it in Xcode. That was working fine until the June 23. ChatGPT is not in System Settings → Privacy & Security → Accessibility. Downloaded ChatGPT for MacOS. Quit Xcode. Added ChatGPT to. System Settings → Privacy & Security → Accessibility. Started ChatGPT. Started Xcode. Signed out of ChatGPT in Xcode, and signed back in. ChatGPT in Xcode still is dead. I am at a complete loss. Can anyone help? Doug
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Xcode on my new MacBook will not find my iPhone
Hi, I'm having a strange issue with my new MacBook Pro M5. My iPhone 17 is connected via USB. The phone appears in Finder, so the Mac clearly detects it, and I can access it there. However, the Xcode doesn't see the iPhone at all. Both the MacBook Pro and the iPhone are running version 26.5. What's confusing is that the exact same iPhone and the exact same USB cable work perfectly with my older Intel-based MacBook Pro. Has anyone else experienced this, or have any suggestions on what I should check?
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Interface Builder is barely usable
I wonder is anyone at Apple still using Interface Builder for anything… Across Xcode 16.x and 26.x, IB has become increasingly and noticeably slower to open storyboard and xibs. I see zero improvements in Xcode 27 beta. This morning I had both 26 and 27 going fairly quickly into "application not responding" state when trying to render a rather simple layout in storyboard. What's making it worse is that force-quitting the app and starting again leads straight back into the same storyboard and then locks up again. It does not matter if I manage to switch to a .swift file — it's clearly still doing something in the background related to that storyboard and gets stuck. I eventually managed to open just the .storyboard (without the project), fix the offending layout bits and now it's at least not getting stuck although it still takes good 5-6s before it renders a layout with about a dozen components. I assume something with LLM agents is the reason for this issue but come on people — this is infuriatingly incapacitating tool for people like me that are still maintaining UIKit apps.
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The iOS project runs via Xcode, but the watch app cannot be installed on the watch, showing the message "This app could not be installed at this time. Could not install at this time." However, the build distributed through TestFlight installs normall
When running a mobile app through Xcode, why can't the associated watch app be installed within the watch app? How can this problem be solved?
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