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iPhone Duo Simulator: screen stays dimmed and unresponsive after ⌘L lock/unlock in split view until ⌘ is pressed
Environment Xcode 27.1 (27A9269) Simulator runtime: iOS 27.1 (24A94401) Device: iPhone Duo simulator (unfolded) macOS 26.7.1 (25G241), Apple silicon Mac Hardware keyboard connected (default Simulator setting) Summary After locking the iPhone Duo simulator with ⌘L and unlocking it, the whole display stays dimmed and appears unresponsive. Both apps in split view are affected. Pressing the ⌘ key once restores the screen immediately. This reproduces with only system apps (Settings + Safari), so it does not appear to be app-specific. Steps to reproduce Boot the iPhone Duo simulator (iOS 27.1) and unfold it. Open Settings and Safari side by side in split view. Press ⌘L to lock the device. Unlock (swipe up on the lock screen). Expected The display returns to normal brightness and both apps respond to input. Actual The entire display, including both split-view apps, stays dimmed. Taps appear to do nothing while it is dimmed. Pressing ⌘ once immediately restores normal brightness. After recovering, Settings had navigated to a different page, which suggests some taps were delivered while the screen was dimmed. Notes It looks like the simulator misses the ⌘ key-up when ⌘L locks the device, so iOS behaves as if ⌘ is still held (the hold-⌘ shortcut overlay dimming the screen). Locking with Device ▸ Lock from the Simulator menu avoids the ⌘ modifier entirely. In one case the dimmed state persisted across relaunching an app and only cleared after rebooting the simulator. We first hit this while testing our own app in split view, where it looked like an app hang. Sampling the app's process showed the main thread idle. Workaround Press ⌘ once after unlocking, or lock with Device ▸ Lock instead of ⌘L. Has anyone else seen this on the iPhone Duo simulator, or is this a known issue?
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313
Oct ’26
Xcode 26.6: supported diagnostics for project-loader exit 74 under a restricted sandbox
On macOS 26.6 (25G72), Xcode 26.6 (17F113), xcodebuild -showBuildSettings -json exits naturally with code 74 and reports that the project cannot be read / does not exist. Minimal control: A synthetic three-file .xcodeproj with one iOS application target, one shared scheme and an internal workspace. It contains no app source, package dependencies, extensions or build scripts. Its plist/XML and object references passed static validation. This does not establish that Xcode accepts the project. Reproduction outline: Run xcodebuild for this control under a custom sandbox-exec profile, with a clean environment, isolated HOME/cache/DerivedData, Release configuration, iphoneos SDK, generic/platform=iOS, automatic package resolution disabled, signing disabled, and -showBuildSettings -json. No build or device operation is requested. The profile keeps the control project read-only, restricts access to protected host data, and denies network and Simulator/device services. The exact profile is not attached to this question. Observed: The synthetic control also exits 74 and produces no settings JSON. Adding only a literal file-read-metadata allowance for the public data-volume root removed that observed denial, but exit 74 remained. Separate Foundation canonical-path and volume-URL metadata queries passed under the resulting policy. Owned-process diagnostics did not establish a causal link between another denial and the loader failure. We have not established the root cause or an Xcode regression. We understand that custom SBPL is not documented for third-party use. Is there a supported diagnostic interface that exposes the loader's underlying NSError/domain/code at this stage, before building? Do result bundles cover this specific early failure, or is another documented diagnostic method required?
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141
Oct ’26
XCode ask to connect third party organization in github
My project uses spm https://github.com/airbnb/lottie-spm.git. When I use xcode cloud in XCode to create a workflow, it asks me to connect airbnb in github. In fact, this repo is public, it's unnecessary. Then I tried to fork this https://github.com/airbnb/lottie-spm.git to my own domain, and xcode cloud created the workflow, but it was failed: Build - iOS encountered a failure that caused the build to fail. Issue an out-of-date resolved file was detected at /Volumes/workspace/repository/xxx.xcodeproj/project.xcworkspace/xcshareddata/swiftpm/Package.resolved, which is not allowed when automatic dependency resolution is disabled; please make sure to update the file to reflect the changes in dependencies. Running resolver because the following dependencies were added: 'lottie-spm' (https://github.com/xxx/lottie-spm.git)2026-10-04 03:11:57.970 xcodebuild[2735:14329] Writing error result bundle to /var/folders/zn/fgtz2b0j5014hc3fs53llxg80000gn/T/ResultBundle_2026-04-10_03-11-0057.xcresult Finally, I modify the spm url to original and commit, push the project, it build successfully.
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121
Oct ’26
Apple Watch - Xcode Build
I am unable to build to my Series 12 which is on watchOS 27.2 beta 2, I have macOS 27.2 beta 2 and Xcode 27.2 beta 2 but when I open up Device Hub, and click on my watch, it says Tunnel State("Connecting" then "Disconnected") and won't ever connect. the app im building is watchOS only and so iPhone is incompatible and I've tried restarting every device but nothing works.
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devicectl: supported metadata-only access to an iOS App Group container
Using devicectl 518.33, I need to check only whether two files exist in an installed development app's App Group container, without launching the app, copying the container, or reading file contents. The request uses: device info files --domain-type appGroupDataContainer --domain-identifier group.ru.ordo.app --subdirectory OrdoEnforcement --no-recurse --verbose --json-output /dev/stdout The device was wired and paired. The command returned exit 1, CoreDevice.ActionError code 3. File existence remains unknown. The local help lists appGroupDataContainer but does not specify its domain-identifier contract. Is metadata-only listing of an iOS App Group container supported? What exact identifier and access prerequisites are required? Is there a documented alternative that does not launch the app, copy its container, or read file contents?
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148
Oct ’26
Watch App stuck indefinitely on "Installing..." when installing debug build via iOS Watch app (Latest OS & Xcode)
Hi everyone, I am developing an iOS companion app with an integrated watchOS component (a golf swing tracking tool using CoreMotion). I have run into an issue where the watchOS app gets stuck indefinitely in the "Installing..." state and never finishes installing on the physical Apple Watch. Environment (All on latest public releases): Xcode Version: Latest release (Xcode 18.x) macOS Version: Latest release (macOS Sequoia / latest version) iOS Version: Latest release (iOS 20.x) watchOS Version: Latest release (watchOS 13.x on Apple Watch Ultra 2) Deployment Target: Matched to latest minimum deployments Signing: "Automatically manage signing" enabled with an active Apple Developer Program account Steps to Reproduce: Connect the iPhone to the Mac via a physical cable. Select the iOS target in Xcode and successfully run/install the companion app onto the iPhone. Launch the stock Watch app on the paired iPhone. Scroll down to the "Available Apps" section, locate the development app, and tap "Install". The circular progress indicator starts spinning with the status "Installing...", but it remains in this state indefinitely (waited over 2 hours) without ever completing, timing out, or surfacing an error alert on either the iPhone or the Apple Watch. Troubleshooting Already Verified: Bundle ID Hierarchy: iOS App: com.company.appname Watch App: com.company.appname.watchkitapp Both targets share the exact same Development Team, signing certificate, and provisioning profiles. Developer Mode: Explicitly enabled and rebooted on the Apple Watch (Settings -> Privacy & Security -> Developer Mode). Also verified as enabled on the host iPhone. Connectivity & Cache: Cleared Xcode DerivedData (rm -rf ~/Library/Developer/Xcode/DerivedData). Performed hard reboots on both the iPhone and the Apple Watch to terminate any hung background sync daemons (installd / CoreDevice). Ensured both devices and the Mac are on the same Wi-Fi network with Bluetooth turned on. Questions: Under the current CoreDevice architecture, is installing local debug builds via the iPhone's stock Watch app still supported, or does it silently fail because the physical Apple Watch's UDID is not directly provisioned during an iOS-only build? Which subsystem in macOS Console.app (e.g., com.apple.dt.CoreDevice, com.apple.StreamingExtractor, or installd) is best for tracking the exact error/timeout code when the watch installation hangs? What is the currently recommended workflow to deploy and debug a paired watchOS target directly onto physical hardware? Any insights from the team or community would be greatly appreciated!
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269
Oct ’26
XCUITest text entry drops characters on physical iOS 27 devices since Xcode 27 GA (FB24932647)
Since Xcode 27 GA, text entry from a UI test on a physical iOS 27 device delivers only the first 3–4 characters and then stops, while the call still returns success. Taps and scrolls are fine. The same tests pass on Xcode 27 beta 1. Filed as FB24932647. Broken: Xcode 27.0 (27A266a), 27.1 beta (27A9269), 27.2 beta 2 (27B5028f) Works: Xcode 27 beta 1 (27A5194q) Device: iPhone, iOS 27.0 (24A437) Repro. We drive it through WebDriverAgent. The failing step is XCTest's own event synthesis in testmanagerd, which is the same path XCUIElement.typeText goes through. Xcode 27.2 beta 2, run sudo xcodebuild -runFirstLaunch, reboot the device. Type subjectline into a plain UITextField. Read the field's value back. Expected subjectline. Actual sub or subj, in every one of 16 attempts. In a recipient-style field the fragment appears and is then erased, so nothing survives. 0 of 32 attempts completed. Device log, all within one second: testmanagerd Failed to load displays from CADisplay testmanagerd Failed to resolve displays. Defaulting to generic keyboard sender. testmanagerd Recap event action playback initiated UIKitCore hardwareKeyboardAttached = YES UIKitCore Moving from placement OnScreen to OffScreenDown UIKitCore Change to input view set: (empty) testmanagerd Recap event action playback completed testmanagerd can't resolve a display, so it falls back to a generic keyboard sender that registers a virtual HID keyboard. iOS then treats that as a hardware keyboard and dismisses the software keyboard while the text is still being typed. What changed. Comparing testmanagerd in the two DeveloperDiskImages: beta 1 derived the display from the app's identity (Computed display ID … from embeddedApplicationIdentifier … bundleID). GA removed that and added CADisplay enumeration with the generic fallback. That code is unchanged through 27.2 beta 2. This is not 181945323, which is marked fixed in 27.2 beta 2. That one needs Device Hub and clears on its own. Is anyone else seeing this on device? Is there a supported way to type on device under Xcode 27 GA, other than staying on beta 1?
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XCode 27: no build destinations, empty destination dropdown
Since upgrading to XCode 27, I can no longer select or install build destinations, and my own devices also no longer show up in the lists. The destinations dropdown is completely empty. The device hub shows some installed simulators, but I can't select them as build destinations, which means I can not build or compile anything. Even the usualy generic iOS or MacOS device destinations are absent, meaning I essentially can't work on projects.
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97
Oct ’26
Xcode 27 No iOS 27 Simulators
Tried three times now and absolutely cannot get Xcode 27 to install iOS 27 Simulators. I have done a complete uninstall of Xcode (including things in ~/Library). And even purged /System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/ When Xcode 27 (27A266a; release version) is installed and run the first time, I'm greeted with the SDK screen. I select iOS and it downloads that runtime. I can see it in Xcode's Components panel in Settings. I only see Any iOS Device as a target device in Xcode. If I launch Device Hub, it's empty and I cannot add any devices since the Add dialog shows No Runtimes Available. Selecting "Add Platforms in Xcode" takes me back to Xcode, but I only ever see iOS 26.5 or older in the list. I've even tried the various xcrun simctl commands, but to no avail. Why is it so difficult to have a clean install of Xcode 27, have it install the iOS 27 SDK and then be able to build and run existing projects? I'm on the release version of macOS 27.0.1 though the problems persisted earlier today on macOS 27.0 as well.
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Xcode is not supported by this device
Hi, When I run a build and select my iPhone, I get this error: "The capability “Fetch Extended Device Info” is not supported by this device." Although it works correctly when I run the build on the Simulator on my Mac. I recently updated my iPhone to iOS 27.2. Could this be the problem? Is there any way to fix it, or should I wait for an Xcode update? I tried running it in version Xcode 26.5 and 27Beta Thanks!
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290
Sep ’26
Strange Run Icon in Xcode 27
All my Xcode 27 versions (including Xcode 27.2. beta 2) have this strange Build & Run icon with a line through it. What does it mean and how can i change it? Screenshots of Xcode 27 in the App Store and the WWDC 27 videos show the normal triangle and no slash. Does anyone else see this on their Xcode 27? I works without problems, everything is normal, just this strange slash bothers me. Update: The official 27.1 release version has the normal triangle. It looks like this is for beta versions?
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Sep ’26
Device Hub: Can't switch keyboard input language with a physical keyboard
Hi, I can't switch between Korean and English input with my Mac's physical keyboard in Device Hub. The globe button on the software keyboard switches fine. Simulate Hardware Keyboard is on. I tried Ctrl+Space and Caps Lock. Nothing changes the language in the simulator. Xcode 27.1 beta, Device Hub 27.1 beta. Anyone else seeing this or know a workaround?
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Oct ’26
Declared Age Range API availability on iOS versions below iOS 26
Hello team, We are currently evaluating the Declared Age Range API for supporting age-related regulatory requirements in our application, and we would appreciate some clarification regarding iOS version compatibility. Based on the documentation, we understand that newer age-related capabilities such as isEligibleForAgeFeatures and Regulatory Features are available only on newer iOS versions (for example, iOS 26.4+). We would like to clarify the following: Is the Declared Age Range API itself available only on iOS 26+ devices, or can age range information also be retrieved on earlier iOS versions? For users running iOS versions below 26, will the Declared Age Range API: Return age range information? Return a limited response? Be completely unavailable? Is our understanding correct that applications running on iOS versions earlier than iOS 26 cannot obtain age range information through the Declared Age Range API and therefore cannot determine whether age-related regulatory requirements apply? Are there any recommended fallback approaches for supporting age-verification or age-assurance requirements on devices running iOS versions below 26? Has anyone successfully implemented a solution that provides equivalent age-related signals or regulatory age-verification handling for users on earlier iOS versions? If so, are there any best practices or recommended approaches? Any clarification or guidance would be greatly appreciated. Thanks!
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Oct ’26
iPhone Duo Simulator: screen stays dimmed and unresponsive after ⌘L lock/unlock in split view until ⌘ is pressed
Environment Xcode 27.1 (27A9269) Simulator runtime: iOS 27.1 (24A94401) Device: iPhone Duo simulator (unfolded) macOS 26.7.1 (25G241), Apple silicon Mac Hardware keyboard connected (default Simulator setting) Summary After locking the iPhone Duo simulator with ⌘L and unlocking it, the whole display stays dimmed and appears unresponsive. Both apps in split view are affected. Pressing the ⌘ key once restores the screen immediately. This reproduces with only system apps (Settings + Safari), so it does not appear to be app-specific. Steps to reproduce Boot the iPhone Duo simulator (iOS 27.1) and unfold it. Open Settings and Safari side by side in split view. Press ⌘L to lock the device. Unlock (swipe up on the lock screen). Expected The display returns to normal brightness and both apps respond to input. Actual The entire display, including both split-view apps, stays dimmed. Taps appear to do nothing while it is dimmed. Pressing ⌘ once immediately restores normal brightness. After recovering, Settings had navigated to a different page, which suggests some taps were delivered while the screen was dimmed. Notes It looks like the simulator misses the ⌘ key-up when ⌘L locks the device, so iOS behaves as if ⌘ is still held (the hold-⌘ shortcut overlay dimming the screen). Locking with Device ▸ Lock from the Simulator menu avoids the ⌘ modifier entirely. In one case the dimmed state persisted across relaunching an app and only cleared after rebooting the simulator. We first hit this while testing our own app in split view, where it looked like an app hang. Sampling the app's process showed the main thread idle. Workaround Press ⌘ once after unlocking, or lock with Device ▸ Lock instead of ⌘L. Has anyone else seen this on the iPhone Duo simulator, or is this a known issue?
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0
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1
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313
Activity
Oct ’26
Xcode 26.6: supported diagnostics for project-loader exit 74 under a restricted sandbox
On macOS 26.6 (25G72), Xcode 26.6 (17F113), xcodebuild -showBuildSettings -json exits naturally with code 74 and reports that the project cannot be read / does not exist. Minimal control: A synthetic three-file .xcodeproj with one iOS application target, one shared scheme and an internal workspace. It contains no app source, package dependencies, extensions or build scripts. Its plist/XML and object references passed static validation. This does not establish that Xcode accepts the project. Reproduction outline: Run xcodebuild for this control under a custom sandbox-exec profile, with a clean environment, isolated HOME/cache/DerivedData, Release configuration, iphoneos SDK, generic/platform=iOS, automatic package resolution disabled, signing disabled, and -showBuildSettings -json. No build or device operation is requested. The profile keeps the control project read-only, restricts access to protected host data, and denies network and Simulator/device services. The exact profile is not attached to this question. Observed: The synthetic control also exits 74 and produces no settings JSON. Adding only a literal file-read-metadata allowance for the public data-volume root removed that observed denial, but exit 74 remained. Separate Foundation canonical-path and volume-URL metadata queries passed under the resulting policy. Owned-process diagnostics did not establish a causal link between another denial and the loader failure. We have not established the root cause or an Xcode regression. We understand that custom SBPL is not documented for third-party use. Is there a supported diagnostic interface that exposes the loader's underlying NSError/domain/code at this stage, before building? Do result bundles cover this specific early failure, or is another documented diagnostic method required?
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0
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0
Views
141
Activity
Oct ’26
XCode ask to connect third party organization in github
My project uses spm https://github.com/airbnb/lottie-spm.git. When I use xcode cloud in XCode to create a workflow, it asks me to connect airbnb in github. In fact, this repo is public, it's unnecessary. Then I tried to fork this https://github.com/airbnb/lottie-spm.git to my own domain, and xcode cloud created the workflow, but it was failed: Build - iOS encountered a failure that caused the build to fail. Issue an out-of-date resolved file was detected at /Volumes/workspace/repository/xxx.xcodeproj/project.xcworkspace/xcshareddata/swiftpm/Package.resolved, which is not allowed when automatic dependency resolution is disabled; please make sure to update the file to reflect the changes in dependencies. Running resolver because the following dependencies were added: 'lottie-spm' (https://github.com/xxx/lottie-spm.git)2026-10-04 03:11:57.970 xcodebuild[2735:14329] Writing error result bundle to /var/folders/zn/fgtz2b0j5014hc3fs53llxg80000gn/T/ResultBundle_2026-04-10_03-11-0057.xcresult Finally, I modify the spm url to original and commit, push the project, it build successfully.
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0
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0
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121
Activity
Oct ’26
Apple Watch - Xcode Build
I am unable to build to my Series 12 which is on watchOS 27.2 beta 2, I have macOS 27.2 beta 2 and Xcode 27.2 beta 2 but when I open up Device Hub, and click on my watch, it says Tunnel State("Connecting" then "Disconnected") and won't ever connect. the app im building is watchOS only and so iPhone is incompatible and I've tried restarting every device but nothing works.
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1
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0
Views
506
Activity
3w
devicectl: supported metadata-only access to an iOS App Group container
Using devicectl 518.33, I need to check only whether two files exist in an installed development app's App Group container, without launching the app, copying the container, or reading file contents. The request uses: device info files --domain-type appGroupDataContainer --domain-identifier group.ru.ordo.app --subdirectory OrdoEnforcement --no-recurse --verbose --json-output /dev/stdout The device was wired and paired. The command returned exit 1, CoreDevice.ActionError code 3. File existence remains unknown. The local help lists appGroupDataContainer but does not specify its domain-identifier contract. Is metadata-only listing of an iOS App Group container supported? What exact identifier and access prerequisites are required? Is there a documented alternative that does not launch the app, copy its container, or read file contents?
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0
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0
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148
Activity
Oct ’26
Watch App stuck indefinitely on "Installing..." when installing debug build via iOS Watch app (Latest OS & Xcode)
Hi everyone, I am developing an iOS companion app with an integrated watchOS component (a golf swing tracking tool using CoreMotion). I have run into an issue where the watchOS app gets stuck indefinitely in the "Installing..." state and never finishes installing on the physical Apple Watch. Environment (All on latest public releases): Xcode Version: Latest release (Xcode 18.x) macOS Version: Latest release (macOS Sequoia / latest version) iOS Version: Latest release (iOS 20.x) watchOS Version: Latest release (watchOS 13.x on Apple Watch Ultra 2) Deployment Target: Matched to latest minimum deployments Signing: "Automatically manage signing" enabled with an active Apple Developer Program account Steps to Reproduce: Connect the iPhone to the Mac via a physical cable. Select the iOS target in Xcode and successfully run/install the companion app onto the iPhone. Launch the stock Watch app on the paired iPhone. Scroll down to the "Available Apps" section, locate the development app, and tap "Install". The circular progress indicator starts spinning with the status "Installing...", but it remains in this state indefinitely (waited over 2 hours) without ever completing, timing out, or surfacing an error alert on either the iPhone or the Apple Watch. Troubleshooting Already Verified: Bundle ID Hierarchy: iOS App: com.company.appname Watch App: com.company.appname.watchkitapp Both targets share the exact same Development Team, signing certificate, and provisioning profiles. Developer Mode: Explicitly enabled and rebooted on the Apple Watch (Settings -> Privacy & Security -> Developer Mode). Also verified as enabled on the host iPhone. Connectivity & Cache: Cleared Xcode DerivedData (rm -rf ~/Library/Developer/Xcode/DerivedData). Performed hard reboots on both the iPhone and the Apple Watch to terminate any hung background sync daemons (installd / CoreDevice). Ensured both devices and the Mac are on the same Wi-Fi network with Bluetooth turned on. Questions: Under the current CoreDevice architecture, is installing local debug builds via the iPhone's stock Watch app still supported, or does it silently fail because the physical Apple Watch's UDID is not directly provisioned during an iOS-only build? Which subsystem in macOS Console.app (e.g., com.apple.dt.CoreDevice, com.apple.StreamingExtractor, or installd) is best for tracking the exact error/timeout code when the watch installation hangs? What is the currently recommended workflow to deploy and debug a paired watchOS target directly onto physical hardware? Any insights from the team or community would be greatly appreciated!
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0
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0
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269
Activity
Oct ’26
XCUITest text entry drops characters on physical iOS 27 devices since Xcode 27 GA (FB24932647)
Since Xcode 27 GA, text entry from a UI test on a physical iOS 27 device delivers only the first 3–4 characters and then stops, while the call still returns success. Taps and scrolls are fine. The same tests pass on Xcode 27 beta 1. Filed as FB24932647. Broken: Xcode 27.0 (27A266a), 27.1 beta (27A9269), 27.2 beta 2 (27B5028f) Works: Xcode 27 beta 1 (27A5194q) Device: iPhone, iOS 27.0 (24A437) Repro. We drive it through WebDriverAgent. The failing step is XCTest's own event synthesis in testmanagerd, which is the same path XCUIElement.typeText goes through. Xcode 27.2 beta 2, run sudo xcodebuild -runFirstLaunch, reboot the device. Type subjectline into a plain UITextField. Read the field's value back. Expected subjectline. Actual sub or subj, in every one of 16 attempts. In a recipient-style field the fragment appears and is then erased, so nothing survives. 0 of 32 attempts completed. Device log, all within one second: testmanagerd Failed to load displays from CADisplay testmanagerd Failed to resolve displays. Defaulting to generic keyboard sender. testmanagerd Recap event action playback initiated UIKitCore hardwareKeyboardAttached = YES UIKitCore Moving from placement OnScreen to OffScreenDown UIKitCore Change to input view set: (empty) testmanagerd Recap event action playback completed testmanagerd can't resolve a display, so it falls back to a generic keyboard sender that registers a virtual HID keyboard. iOS then treats that as a hardware keyboard and dismisses the software keyboard while the text is still being typed. What changed. Comparing testmanagerd in the two DeveloperDiskImages: beta 1 derived the display from the app's identity (Computed display ID … from embeddedApplicationIdentifier … bundleID). GA removed that and added CADisplay enumeration with the generic fallback. That code is unchanged through 27.2 beta 2. This is not 181945323, which is marked fixed in 27.2 beta 2. That one needs Device Hub and clears on its own. Is anyone else seeing this on device? Is there a supported way to type on device under Xcode 27 GA, other than staying on beta 1?
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1
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3
Views
385
Activity
2w
XCode 27: no build destinations, empty destination dropdown
Since upgrading to XCode 27, I can no longer select or install build destinations, and my own devices also no longer show up in the lists. The destinations dropdown is completely empty. The device hub shows some installed simulators, but I can't select them as build destinations, which means I can not build or compile anything. Even the usualy generic iOS or MacOS device destinations are absent, meaning I essentially can't work on projects.
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0
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1
Views
97
Activity
Oct ’26
Xcode 27 No iOS 27 Simulators
Tried three times now and absolutely cannot get Xcode 27 to install iOS 27 Simulators. I have done a complete uninstall of Xcode (including things in ~/Library). And even purged /System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/ When Xcode 27 (27A266a; release version) is installed and run the first time, I'm greeted with the SDK screen. I select iOS and it downloads that runtime. I can see it in Xcode's Components panel in Settings. I only see Any iOS Device as a target device in Xcode. If I launch Device Hub, it's empty and I cannot add any devices since the Add dialog shows No Runtimes Available. Selecting "Add Platforms in Xcode" takes me back to Xcode, but I only ever see iOS 26.5 or older in the list. I've even tried the various xcrun simctl commands, but to no avail. Why is it so difficult to have a clean install of Xcode 27, have it install the iOS 27 SDK and then be able to build and run existing projects? I'm on the release version of macOS 27.0.1 though the problems persisted earlier today on macOS 27.0 as well.
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18
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2.5k
Activity
2d
Xcode is not supported by this device
Hi, When I run a build and select my iPhone, I get this error: "The capability “Fetch Extended Device Info” is not supported by this device." Although it works correctly when I run the build on the Simulator on my Mac. I recently updated my iPhone to iOS 27.2. Could this be the problem? Is there any way to fix it, or should I wait for an Xcode update? I tried running it in version Xcode 26.5 and 27Beta Thanks!
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0
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0
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290
Activity
Sep ’26
Strange Run Icon in Xcode 27
All my Xcode 27 versions (including Xcode 27.2. beta 2) have this strange Build & Run icon with a line through it. What does it mean and how can i change it? Screenshots of Xcode 27 in the App Store and the WWDC 27 videos show the normal triangle and no slash. Does anyone else see this on their Xcode 27? I works without problems, everything is normal, just this strange slash bothers me. Update: The official 27.1 release version has the normal triangle. It looks like this is for beta versions?
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5
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0
Views
220
Activity
Sep ’26
Device Hub: Can't switch keyboard input language with a physical keyboard
Hi, I can't switch between Korean and English input with my Mac's physical keyboard in Device Hub. The globe button on the software keyboard switches fine. Simulate Hardware Keyboard is on. I tried Ctrl+Space and Caps Lock. Nothing changes the language in the simulator. Xcode 27.1 beta, Device Hub 27.1 beta. Anyone else seeing this or know a workaround?
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1
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3
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426
Activity
Oct ’26
iPhone Duo’s iOS Simulator supported platforms
I got this error when using iPhone Duo Simulator on Xcode 27.1 iPhone Duo’s iOS Simulator platform doesn’t match App.app’s supported platforms. You can change App.app’s Base SDK or Supported Platforms to support iPhone Duo. My Supported Platforms is already iOS. How to fix this one properly?
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2
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2
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697
Activity
3w
Declared Age Range API availability on iOS versions below iOS 26
Hello team, We are currently evaluating the Declared Age Range API for supporting age-related regulatory requirements in our application, and we would appreciate some clarification regarding iOS version compatibility. Based on the documentation, we understand that newer age-related capabilities such as isEligibleForAgeFeatures and Regulatory Features are available only on newer iOS versions (for example, iOS 26.4+). We would like to clarify the following: Is the Declared Age Range API itself available only on iOS 26+ devices, or can age range information also be retrieved on earlier iOS versions? For users running iOS versions below 26, will the Declared Age Range API: Return age range information? Return a limited response? Be completely unavailable? Is our understanding correct that applications running on iOS versions earlier than iOS 26 cannot obtain age range information through the Declared Age Range API and therefore cannot determine whether age-related regulatory requirements apply? Are there any recommended fallback approaches for supporting age-verification or age-assurance requirements on devices running iOS versions below 26? Has anyone successfully implemented a solution that provides equivalent age-related signals or regulatory age-verification handling for users on earlier iOS versions? If so, are there any best practices or recommended approaches? Any clarification or guidance would be greatly appreciated. Thanks!
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1
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0
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144
Activity
Oct ’26
Logs from NetworkExtensions are absent in the Xcode console
Hello, It seems that starting Xcode 27, the logs from NetworkExtensions do not show up in the Xcode Console anymore. They still show in Console.app somehow. I have filed a bug report (FB24985332) about it, if you encounter the same issue, please upvote this so that the NetworkExtension team can fix this faster, thanks !
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2
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541
Activity
Oct ’26