https://ss.bscstorage.com/playlet-oss-res/video/2025195/%E6%BC%94%E7%A4%BA3.mp4?AWSAccessKeyId=6jndo5gcx079kvpu3myf&Expires=1760941761&Signature=hBcY7TDq%2BZHOARoFKY6CAthju%2Fc%3D
This is the link of the demonstration video. How is this function effect in the video achieved?
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When I update the macOS from 15.5 to 15.6, Preview error.
1、I try remove simulator cache, sdk
2、remove Xcode build cache
3、reinstall Xcode
4、try with this method https://byby.dev/uninstall-xcode#:%7E:text=Delete%20old%20simulators%20and%20devices,moving%20them%20to%20the%20Trash
but all failed
swiftui log.txt
Trying to setup a new iPad Pro M5 device for development returns the "The developer disk image could not be mounted on this device." message.
The /Library/Developer/DeveloperDiskImages/iOS_DDI/Restore/BuildManifest.plist is missing any iPad17,* entries.
...
<string>iPad14,6</string>
<string>iPad14,8</string>
<string>iPad14,9</string>
<string>iPad15,3</string>
<string>iPad15,4</string>
<string>iPad15,5</string>
<string>iPad15,6</string>
<string>iPad15,7</string>
<string>iPad15,8</string>
<string>iPad16,1</string>
<string>iPad16,2</string>
<string>iPad16,3</string>
<string>iPad16,4</string>
<string>iPad16,5</string>
<string>iPad16,6</string>
-->
<string>iPad5,1</string>
...
What is the process for getting updated developer device support for Xcode 16.4? I am not sure Xcode 26.0.1 has them either.
Domain: com.apple.dt.CoreDeviceError
Code: 12040
Failure Reason: Error mounting image: 0xe800010f (kAMDMobileImageMounterPersonalizedBundleMissingVariantError: The bundle image is missing the requested variant for this device.)
User Info: {
DDIBuildUpdate = "17A321 (developerTools)";
DDIPath = "/Library/Developer/DeveloperDiskImages/iOS_DDI";
DVTErrorCreationDateKey = "2025-10-23 18:54:11 +0000";
DeviceFusing = prod;
DeviceIdentifier = "....";
NSURL = "file:///Library/Developer/DeveloperDiskImages/iOS_DDI/";
Options = {
MountedBundlePath = "file:///Library/Developer/DeveloperDiskImages/iOS_DDI/";
UseCredentials = 0;
};
"com.apple.dt.DVTCoreDevice.operationName" = enablePersonalizedDDI;
}
--
Error mounting image: 0xe800010f (kAMDMobileImageMounterPersonalizedBundleMissingVariantError: The bundle image is missing the requested variant for this device.)
Domain: com.apple.mobiledevice
Code: -402652913
User Info: {
FunctionName = AMDeviceRemoteMountPersonalizedBundle;
LineNumber = 2127;
}
--
Failed to initialize image properties: 0xe800010f (kAMDMobileImageMounterPersonalizedBundleMissingVariantError: The bundle image is missing the requested variant for this device.)
Domain: com.apple.mobiledevice
Code: -402652913
User Info: {
FunctionName = "-[PersonalizedImage mountImage:]";
LineNumber = 1793;
}
--
Failed to find image for variant/identity: (variant: DeveloperDiskImage | boardID: 10 | chipID: 33090 | securityDomain: 1).
Domain: com.apple.mobiledevice
Code: -402652913
User Info: {
FunctionName = "-[PersonalizedImage initializeImageProperties:]";
LineNumber = 1039;
}
--
System Information
macOS Version 15.7.1 (Build 24G231)
Xcode 16.4 (23792) (Build 16F6)
Timestamp: 2025-10-23T11:54:11-07:00
Topic:
Developer Tools & Services
SubTopic:
Xcode
Is it still possible to download "Additional Tools for Xcode" from anywhere? All the links I can find redirect back to the accounts page:
https://developer.apple.com/account
Where there is no obvious path forward.
We enabled ARKit replay data and chose a .mov file from reality composer. However, the app does not launch after build and run in Xcode. It stays stuck saying "Attaching to app on iPad".
Does anyone have this problem?
System Information:
macOS Version 14.6.1 (Build 23G93)
Hi everyone,
We had developed an iOS Application in Flutter and built it using XCode 26.0.1. We're unable to install this application in iOS 18.7. Below are the details,
➡️ Development Environment:
🔹 Flutter: 3.32.2
➡️ Build Environment:
🔹 Xcode: 26.0.1
🔹 Build system: Flutter → flutter build ios --release, then opened in Xcode for signing
➡️ Device models tested:
🔹 iPhone (iOS 15.8.3 / 15.8.5) → ✅ installs and launches fine
🔹 iOS Simulator (iOS 18.6 / 26) → ✅ works fine
🔹 iPad (iOS 18.7) → ❌ fails to install
➡️ Error message on iPad (iOS 18.7):
🔹 “Unable to install ‘’. Please try again later.”
➡️ What we’ve tried:
🔹 Cleaned and rebuilt the project (flutter clean, DerivedData removed)
🔹 Deployment Target is set to iOS 18.7 or lower.
🔹 Built the app using an Enterprise distribution profile, not a Development profile.
🔹 Works fine on older iPhones (iOS 15.8.3 / 15.8.5), so signing seems valid
🔹 Device has enough storage, and trust is granted under Settings › VPN & Device Management
➡️ Questions:
🔹 Could this be related to iOS 18.7’s signing or compatibility change?
🔹 Are there any known issues with enterprise installs on iOS 18.7?
🔹 Any insight from Apple engineers or others who faced this with iOS 18.7 would be extremely helpful.
Thanks in advance!
Hi everyone,
We had developed an iOS Application in Flutter and built it using XCode 26.0.1. We're unable to install this application in iOS 18.7. Below are the details,
➡️ Development Environment:
🔹 Flutter: 3.32.2
➡️ Build Environment:
🔹 Xcode: 26.0.1
🔹 Build system: Flutter → flutter build ios --release, then opened in Xcode for signing
➡️ Device models tested:
🔹 iPhone (iOS 15.8.3 / 15.8.5) → ✅ installs and launches fine
🔹 iOS Simulator (iOS 18.6 / 26) → ✅ works fine
🔹 iPad (iOS 18.7) → ❌ fails to install
➡️ Error message on iPad (iOS 18.7):
🔹 “Unable to install ‘’. Please try again later.”
➡️ What we’ve tried:
🔹 Cleaned and rebuilt the project (flutter clean, DerivedData removed)
🔹 Deployment Target is set to iOS 18.7 or lower.
🔹 Built the app using an Enterprise distribution profile, not a Development profile.
🔹 Works fine on older iPhones (iOS 15.8.3 / 15.8.5), so signing seems valid
🔹 Device has enough storage, and trust is granted under Settings › VPN & Device Management
➡️ Questions:
🔹 Could this be related to iOS 18.7’s signing or compatibility change?
🔹 Are there any known issues with enterprise installs on iOS 18.7?
🔹 Any insight from Apple engineers or others who faced this with iOS 18.7 would be extremely helpful.
Thanks in advance!
I've reset and reinstalled Xcode several times, reset finder files for Xcode, but the options in the Swift tutorial aren't showing up
Since the latest Xcode has become available users in our environment are seeing this error any time they try to launch a simulator (Primarily iOS devices, but others provided the same error) We have tested on 16.4 and 26.0.1 with various suggested fixes including uninstalling and reinstalling all of Xcode. Nothing has helped.
The buttons in the navigation bar are not available in the element tree after iOS 26 upgrade of the test phones. The same IPA version, the same XCode version, but different trees on different phones. There is no way to automate UI testing for these missing buttons.
# ios 18
NavigationBar, 0x108e0c3c0, {{0.0, 47.0}, {390.0, 44.0}}, identifier: 'Profile'
Button, 0x108e0c500, {{8.0, 47.0}, {43.0, 44.0}}, identifier: 'UserProfileSceneViewController_profile_back_button', label: 'chevronLeftIcon'
StaticText, 0x108e0c640, {{169.3, 58.0}, {51.3, 22.0}}, label: 'Profile'
Button, 0x108e0c780, {{339.0, 47.0}, {43.0, 44.0}}, identifier: 'UserProfileSceneViewController_settings_bar_button', label: 'Settings'
# ios 26
NavigationBar, 0x13d63c8c0, {{0.0, 47.0}, {428.0, 54.0}}, identifier: 'Profile'
StaticText, 0x13d63ca00, {{188.3, 58.0}, {51.3, 22.0}}, label: 'Profile'
I am experiencing an issue where my Mac's speakers will crackle and pop when running an app on the Simulator or even when previewing SwiftUI with Live Preview.
I am using a 16" MacBook Pro (i9) and I'm running Xcode 12.2 on Big Sur (11.0.1).
Killing coreaudiod temporarily fixes the problem however this is not much of a solution.
Is anyone else having this problem?
I wanted to ask is there a possibility to have an ignore file for specific files on XCode 26 like all of the other AI IDE's have?
It's somewhat impossible to use the feature without this type of functionality on the platform.
If not possible, will it be available sometime in the future?
Hi,
so here's my situation: I am currently building an app of which I want to have an Apple Watch standalone version / companion (idk yet, also doesn't matter). For it to be compatible with basically every Watch except for the original (Series 0) I want support for down to watchOS 6, as many models ended there. I also don't need the newest features for basic functionality and I can still add more for newer versions while keeping the basic functionality for watchOS 6, so that is not a concern, I'd rather have the compatibility.
However, watchOS 6 is the last version to require the Storyboard architecture with an app bundle and extension target. I did some research and found out that you can create that and set the development target to 6.0 while also having a SwiftUI target with a development target of 7.0. That would have the benefit of being able to use SwiftUI for modern features to give a nice experience while building a basic but functional version for 6.0 in Storyboard architecture. And it would figure out what to install on its own based on the watchOS version.
Now the problem is, in Xcode 26 I can't create a watchOS target with the Storyboard architecture anymore, the option is just not there. So to solve that, I installed Xcode 12 on Big Sur and created one from the template in a new project. That project can be opened and edited with no problems in Xcode 26 as long as it is already configured, you just can't create a watchOS target with that architecture anymore, it has to be there already to work with it. Now I just need to copy the app and extension target with the corresponding files and configuration to my other project, and that is the problem. I can't seem to find proper way to copy that over, and that is where I need your help. Or maybe someone has a way to create that in Xcode 26, but from my understanding the template is gone.
Thanks so much in advance
How can you distribute an XCFramework via Swift Package Manager when it has dependencies on other Swift packages? We accomplished this with CocoaPods in order to distribute our closed source SDK that has dependencies, but need to migrate to SPM. Note none of the types from the dependencies are used as part of our module’s public interface - usage is purely internal.
I’ve made a lot of progress following these steps for a simple example:
Create Framework Project
Create a new iOS Framework project in Xcode and name it WallpaperKit
In the project settings select the target and verify in Build Settings that Build Libraries for Distribution is Yes then set Skip Install to No
Create a new UIViewController subclass, name it WallpaperPreviewViewController, make it public, and add some functionality to it to show a UIImageView
Add a new Package Dependency in the project settings, for this example we’ll use https://github.com/onevcat/Kingfisher, and specify exact version 8.5.0
Add internal import Kingfisher and use it in WallpaperPreviewViewController to download and show an image from the web
Close the WallpaperKit project
Create Hosting App Project (this makes it easier to develop the framework functionality and test it in an app with Xcode building both in the same workspace)
Create a new iOS app project and name it WallpaperApp
Create a new workspace named WallpaperApp
Close the WallpaperApp project
Drag and drop WallpaperApp.xcodeproj into the workspace’s sidebar
Drag and drop WallpaperKit.xcodeproj into the workspace’s sidebar
Switch the scheme to WallpaperKit and build
Select WallpaperApp project, then with WallpaperApp target selected, in the General tab under Frameworks, Libraries, and Embedded Content, click + and add WallpaperKit.framework
In ViewController.swift, import WallpaperKit and add functionality to present an instance of WallpaperPreviewViewController
Run the app and verify it works
Create XCFramework
In Terminal, cd into WallpaperKit and run xcodebuild archive -scheme WallpaperKit -configuration Release -destination 'generic/platform=iOS' -archivePath './build/WallpaperKit.framework-iphoneos.xcarchive' SKIP_INSTALL=NO BUILD_LIBRARIES_FOR_DISTRIBUTION=YES DEFINES_MODULE=YES
Run xcodebuild archive -scheme WallpaperKit -configuration Release -destination 'generic/platform=iOS Simulator' -archivePath './build/WallpaperKit.framework-iphonesimulator.xcarchive' SKIP_INSTALL=NO BUILD_LIBRARIES_FOR_DISTRIBUTION=YES DEFINES_MODULE=YES
Run xcodebuild -create-xcframework -framework './build/WallpaperKit.framework-iphonesimulator.xcarchive/Products/Library/Frameworks/WallpaperKit.framework' -framework './build/WallpaperKit.framework-iphoneos.xcarchive/Products/Library/Frameworks/WallpaperKit.framework' -output './build/WallpaperKit.xcframework'
Open the build folder and retrieve the XCFramework
Create Swift Package
Create a new package in Xcode, select Library, and name it WallpaperKitDist
Drag and drop WallpaperKit.xcframework into Sources
Create a new directory in Sources called WallpaperKitDependencies
Create a new Swift file in WallpaperKitDependencies called WallpaperKitDependencies (SPM requires a Swift file to recognize WallpaperKitDependencies as a valid target and fetch dependencies)
Open Package.swift and change it to
import PackageDescription
let package = Package(
name: "WallpaperKit",
platforms: [
.iOS(.v18)
],
products: [
.library(
name: "WallpaperKit",
targets: ["WallpaperKit", "WallpaperKitDependencies"]
),
],
dependencies: [
.package(
url: "https://github.com/onevcat/Kingfisher.git",
exact: "8.5.0"
)
],
targets: [
.binaryTarget(
name: "WallpaperKit",
path: "./Sources/WallpaperKit.xcframework"
),
.target(
name: "WallpaperKitDependencies",
dependencies: [
"Kingfisher"
],
path: "./Sources/WallpaperKitDependencies"
)
]
)
Create Test App (to simulate a third-party app using the package)
Create a new iOS app project and name it TestApp
Add a new Local package selecting the WallpaperKitDist directory that contains Package.swift
Import WallpaperKit and use it to present a WallpaperPreviewViewController
This works! Though the console logs
objc[39953]: Class _TtC10KingfisherP33_6AA794C9C370CDB07604B4D8B99AEAA312BundleFinder is implemented in both /Users/Name/Library/Developer/Xcode/DerivedData/TestApp-capvhjiqxrdgdnbevpkajicnjpcs/Build/Products/Debug-iphonesimulator/WallpaperKit.framework/WallpaperKit (0x100e8bbf8) and /Users/Name/Library/Developer/CoreSimulator/Devices/E0AF13C2-874C-47B9-B864-72AF3E4D5D4B/data/Containers/Bundle/Application/AF32011A-92E7-4E26-9A97-9F0C25C07863/TestApp.app/TestApp.debug.dylib (0x101a543b0). This may cause spurious casting failures and mysterious crashes. One of the duplicates must be removed or renamed.
I thought using internal import Kingfisher (or @_implementationOnly import Kingfisher) would have resolved this, but seems to make no difference compared to just import Kingfisher. I suspect it might not be an issue as long as the Kingfisher version number specified in the distribution Package.swift matches the version used in the framework project (and the app does not add a different version as a dependency), but not positive.
Can these warnings be resolved, or is it not a concern in this setup? Is this the best solution to distribute an XCFramework via Swift Package Manager that has dependencies on other Swift packages for now or is there a better approach? Thanks!
I'm working on moving XCTests to Swift Testing and trying to understand why it shows Testing Library Version: 102 (arm64-apple-ios13.0-simulator) when running. Why iOS 13?
Hi I am seeing an LLDB crash in the RPC server. I have tried to update and restart everything but I am still seeing this problem. I have break points setup around code that is invoked when a WKWebView based code is being loaded. There does not seem to be a specific state the debugger crashes in and it is hard to isolate any changes in the code base. A collegue also managed to reproduce the crash. Ever so often it will be successful on then to crash on a subsequent run. This has happened on Device and simulator. We suspect that maybe a library change may of caused debug symbols to be missing or something like that. What options to I have to debug the root cause of this crash?
For testing, I'm trying to "manually" send a push notification to my app using Apple's tool at https://icloud.developer.apple.com/dashboard/notifications/ ... , and I can't figure out where to get the required device token without writing a program to do so. Is there somewhere in Xcode or on https://developer.apple.com where I can copy it from? I already have the .p8 file with APNs enabled, and have set the "remote notifications" capability for the app in Xcode.
I must be missing something obvious. I've read a bunch of search results and all they cover is how to get the token programmatically. The device token must be available somewhere, right?
After uprgading to new XCode version 26.0.1 my project can't be longer build. There are strange compiler errors without concrete error message. If I want to investigate the single errors they disappears on selection...
I can send a recorded screen-video.
I invested over 2 weeks on trying to solve the problem without success. That's not the first time that the project couldnt be build after a xcode upgrade. Thats really annoying.
Currently, the icon composer app can only export the icon with a rounded app background image.
It would be better to support exporting the icon with a transparent background. It can make the exported app icon image with the liquid glass effect for websites, social networks, or other marketing places.
Thank you!
I'm working in Xcode for the first time in over a decade (coming from VS Code and Zed), so bear with me on this one.
I've just started up a new project and got things running, and I'm adding the following struct to my project:
struct HttpRequest: Codable {
let body: String?
let headers: [String: String]
let id: UUID
let method: HttpMethod
let url: String
}
The UUID type is from Foundation, of course. However, when I hit Ctrl+Space to auto-complete it, it says "Foundation is not imported."
If I hit enter to select that entry, it does not auto-import Foundation, and gives me an error that it "Cannot find type 'UUID' in scope".
I can click that error and it then click "import Foundation" to add the import, but this seems like a lot of effort just to "automatically" add an import that Xcode is already aware I need to add.
On the other hand, I found a number of threads online during my search for answers that suggested I shouldn't even need this import, despite Xcode's insistence.
TL;DR, my questions are: 1) Do I need the Foundation import to use UUID in Swift? and 2) If I do need it, how can I auto-import the Foundation module when I auto-complete the UUID type?