When I first load my app, where are the assets for, say, images, located? Is it somewhere where loading them in the UI is never a performance issue and can always be done in the main thread? (e.g. even if there were 100 assets loaded at once)
I’m assuming it’s safe to load assets from asset catalog in main thread but I want to double check and also learn more.
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Hello,
I am facing a recurring issue with Xcode iOS simulator (preview). I want to preview a SwiftUI for iOS in Xcode, but the Simulator app fails to boot up.
I receive the following error in Xcode:
Cannot Preview in this file. Simulator was shutdown during an update.
I have tried the following:
Completely uninstalling XCode and deleting all developer data, then reinstalling everthing again.
Shutdown and restart
Deleting all developer data, deleting XCode cache
Reinstalling iOS Simulator runtimes and reconfiguration of simulators.
Tested using different simulator and runtime versions.
"xcrun simctl --set previews delete al"
My reported issues:
FB20987522
FB20485454
Thank you
Best regards,
Jens
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Xcode Previews
Xcode
Simulator
Business and Enterprise
Hello,
I am facing a recurring issue with Xcode iOS simulator (preview). I want to preview a SwiftUI for iOS in Xcode, but the Simulator app fails to boot up.
I receive the follow error in Xcode:
Cannot Preview in this file. Simulator was shutdown during an update.
I have tried the following:
Uninstall Xcode and reinstall it again
Deleting all developer data
Deleting Xcode cache
Reinstalling iOS Simulator runtimes and reconfiguration of simulators.
Tested using different simulator and runtime versions.
"xcrun simctl --set previews delete al"
I reported the issue:
FB20485454
FB20987522
Thank you.
Best regards,
Jens
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Xcode Previews
Xcode
Simulator
Business and Enterprise
On devices and simulators with iOS 26.1, the animation does not work correctly (the initial and final screens are distorted). I use open class func transition(with view: UIView, duration: TimeInterval, options: UIView.AnimationOptions = [], animations: (() -> Void)?, completion: ((Bool) -> Void)? = nil)
with options: .transitionFlipFromRight
I am using MacOS 26.1 and Xcode 26.1; my existing project cannot select a simulator, but creating a new project allows me to select a simulator normally.
Since iOS 26.1 the AlarmKit alerts don't work anymore on simulator when the screen is locked. This is also still broken on the current Xcode 26.2 beta.
They do trigger on the home screen and in-app though. Also on device everything works fine.
Is there any secret trick to make it work again?
Description:
I’m noticing that the code coverage metrics in Xcode 26 are not accurate compared to earlier versions.
In Xcode 15, the same set of unit tests shows around 38% coverage, but in Xcode 26, even though all the tests are running successfully (for example, the SegmentedUI test cases), the code coverage is displayed as 0%.
Has anyone else observed this behavior in Xcode 26?
Is there any known issue, workaround, or configuration change required to get the correct coverage report?
Environment:
Xcode 26
iOS 18 SDK
Unit tests running under XCTest
Any insights or suggestions would be appreciated.
Description:
I’m noticing that the code coverage metrics in Xcode 26 are not accurate compared to earlier versions.
In Xcode 15, the same set of unit tests shows around 38% coverage, but in Xcode 26, even though all the tests are running successfully (for example, the SegmentedUI test cases), the code coverage is displayed as 0%.
Has anyone else observed this behavior in Xcode 26?
Is there any known issue, workaround, or configuration change required to get the correct coverage report?
Environment:
Xcode 26
iOS 18 SDK
Unit tests running under XCTest
Any insights or suggestions would be appreciated.
I am unable to download the iOS 26.1 Simulator Runtime through Xcode 26.1 on macOS 26.1 (Build 25B78).
Issue Details:
When attempting to download via Xcode Settings → Platforms, the download fails with error code 41 (DVTDownloadableErrorDomain) and error code 60 (MADownloadCannotConnectToHost)
The error message states: "Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({RequestedBuild = 23B80;})"
I receive HTTP 403 Forbidden when accessing mesu.apple.com/assets/
Steps Attempted:
Downloaded via Xcode Settings → Component → iOS 26.1 Simulator
Tried command line: xcodebuild -downloadPlatform iOS
Searched https://developer.apple.com/download/all/ - iOS 26.1 Simulator Runtime not listed
Tested with different networks (home WiFi, VPN, mobile hotspot)
Disabled proxy settings
Flushed DNS cache
All attempts result in the same error.
Important Notes:
Xcode 26.1 shows iOS Simulator SDK 26.1 (Build 23B77) is available
However, Xcode attempts to download Build 23B80, which appears unavailable
I experienced a similar issue previously with Xcode 16.4 requesting iOS 18.4 Simulator Runtime, which was also unavailable for download
Impact:
Without the iOS 26.1 Simulator Runtime, I cannot develop or test iOS applications. macOS 26.1 requires Xcode 26.1, which in turn requires iOS 26.1 runtime, leaving me unable to perform any iOS development work.
Questions:
Is iOS 26.1 Simulator Runtime (Build 23B80) officially released?
Is there a direct download link available?
Should Xcode 26.1 be requesting Build 23B77 instead of 23B80?
Is there any account restriction preventing me from downloading newer simulator runtimes?
System Information:
macOS: 26.1 (Build 25B78)
Xcode: 26.1 (Build 17B55)
Error description:
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
User Info: {
DVTErrorCreationDateKey = "2025-11-10 15:38:07 +0000";
}
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({
RequestedBuild = 23B80;
})
Domain: DVTDownloadsUtilitiesErrorDomain
Code: -1
Download failed due to not being able to connect to the host. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime)
Domain: com.apple.MobileAssetError.Download
Code: 60
User Info: {
checkNetwork = 1;
}
Topic:
Developer Tools & Services
SubTopic:
Xcode
I just updated to Xcode 26 and some of my Swift Packages have been getting strange build errors that I have not been able to resolve. When I try to build my Swift Package in Xcode I get the following error
Module dependency cycle: 'UIKit.swiftmodule -> .swiftmodule -> SafariServices.swiftmodule -> UIKit.swiftmodule'
It seems like it is related to the change in Xcode 26 that states "Swift explicit modules will be the default mode for building all Swift targets". I see that you can disable this with the build setting SWIFT_ENABLE_EXPLICIT_MODULES=NO, but I don't see a way to do this in Package.swift, as you can't include value assignments like this .define("SWIFT_ENABLE_EXPLICIT_MODULES=NO").
Our private SPM repos use CI/CD and so we need to be able to build them independently of any use in a project. I would appreciate any help on fixing our Swift Package builds in Xcode 26, thanks!
I have created a valid bundle identifier, registered device with correct UUID, created an profile, and still am not able to get things to connect to XCode. I have tried manually downloading certificates to refresh. I'm not sure what I'm doing wrong, and Apple Support only refers me to the same instructions I used to complete this process. Can anyone help?
Errors:
Communication with Apple failed
Your team has no devices from which to generate a provisioning profile. Connect a device to use or manually add device IDs in Certificates, Identifiers & Profiles. https://developer.apple.com/account/
No profiles for '*' were found
Xcode couldn't find any iOS App Development provisioning profiles matching ''.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hello everyone,
We are currently facing an issue when testing our hybrid mobile application (built with Ionic and Angular) on the iOS Simulator.
The app works perfectly on physical iOS devices — all HTTP requests complete successfully.
However, when running the same build on the iOS Simulator, every HTTP request fails with the following error:
{
"headers": { "normalizedNames": {}, "lazyUpdate": null, "headers": {} },
"status": 0,
"statusText": "Unknown Error",
"url": "https://api.bizify.com.br/demo/api/ping",
"ok": false,
"name": "HttpErrorResponse",
"message": "Http failure response for https://api.bizify.com.br/demo/api/ping: 0 Unknown Error",
"error": { "isTrusted": true }
}
We have confirmed that the API endpoint https://api.bizify.com.br/demo/api/ping is reachable and secured with a valid SSL certificate.
This issue occurs only in the iOS Simulator — not on Android devices or physical iOS devices.
Has anyone encountered this issue before?
Any insights on why the iOS Simulator might be blocking or failing these HTTPS requests — and how we could resolve it — would be greatly appreciated.
Hi there,
I’m having trouble with localization for App Intents used in a configurable widget when the intents are defined inside a Swift Package.
The intents appear correctly in the widget configuration UI and function as expected, but the localized strings are not displayed.
Instead, the widget shows the localization keys themselves.
Setup
Xcode: 26.1
iOS: 26
The App Intents are used for a configurable widget
Intent is located in a Swift Package
The Widget Extension depends on the package
AppIntentsPackage setup:
// In the package
public struct MySharedIntentsPackage: AppIntentsPackage {}
// In the widget extension
import AppIntents
import SharedAppIntents
struct WidgetIntentsPackage: AppIntentsPackage {
static var includedPackages: [any AppIntentsPackage.Type] {
[MySharedIntentsPackage.self]
}
}
What I’ve tried
I tested several configurations separately to see which setup allows localization to work:
Localizing inside the Swift Package
Placed a Localizable.xcstrings file inside the Swift Package.
Specified .module for the bundle parameter in LocalizedStringResource initializers.
→ The widget still displayed the localization keys.
Localizing inside the Widget Extension
Placed a Localizable.xcstrings file inside the Widget Extension target instead of the package.
→ The widget continued to show the localization keys.
Allowing mixed localizations
Added CFBundleAllowMixedLocalizations = YES to the Widget Extension’s Info.plist.
→ No change; the widget still showed the keys.
Problem
In the WWDC 2025 session “Get to Know App Intents”, it was announced that App Intents would officially support Swift Packages.
However, despite following that guidance, here we have a situation where the localizations do not work and only the keys appear in a configurable widget’s configuration UI.
When I move the same App Intent code directly into the Widget Extension target, localization works as expected, but not when the intent remains inside the Swift Package.
Question
Is localization for App Intents defined in Swift Packages officially supported for configurable widgets?
If yes:
Which bundle does App Intents use to resolve localized strings?
Should the .xcstrings file be placed in the package or in the host extension’s bundle?
Or is this a current limitation or known issue?
Any clarification or workaround would be greatly appreciated.
Thank you.
I have a test target in my app MacPacker (download via github.com/sarensw/MacPacker as this is open source). I want to remove the test target in Xcode. However, Xcode crashes when I try to delete it.
I have submitted an issue in the Feedback app (FB20976404). I'm posting here to see if anyone else has the same issue and has a workaround. Or, maybe there is an alternative way to get rid of a target?
Steps to reproduce:
Open project file
Select test target in TARGETS on the left side of the project file editor
Click the “-“ button to remove that target
Found in:
Xcode 26.1 (and also before in Xcode 26.0)
I would like to understand what the “Text Encoding” and “Line Endings” settings in the Identity Inspector of a file actually represent. Both settings are configurable in Xcode’s preferences.
It seems that both of them are broken. I have a file that uses CRLF line endings and is encoded in a Japanese code page, but Xcode displays “No Explicit Encoding” and “No Explicit Line Endings”.
I tried saving the file after changing these settings in Xcode, but nothing changes for the file in question.
I thought maybe these settings only apply to source files in C++, C, or Objective-C projects—or even assembler—but there’s no impact on other languages either.
Are “Text Encoding” and “Line Endings” simply broken?
If not, when and how are they actually used?
Topic:
Developer Tools & Services
SubTopic:
Xcode
I have placed a .contextignore file next to my .xcworkspace file, it's contents look like this:
CHANGELOG.md
*.generated.swift
*.mockingbird.swift
However I'm still getting files that match these globs in my project context requests when using Coding Intelligence with a 3rd party provider (Gemini)
What am I doing wrong?
sometimes when i add an info plist from info in project to project navigator. sometimes it dissapears from project navigator.how can i bring it back to show the info.plist on the priject navigator? I want to keep it there
After updating my system to macOS Tahoe 26.1 and Xcode 26.1, all breakpoints in my project fail to work. When I run the application in Debug mode, any enabled breakpoint (blue) immediately becomes disabled (grayed out) the moment the app launches. The application runs, but the debugger never stops.
This issue occurs in any location, including in the application's init() method, which should always be hit. This behavior suggests that the LLDB debugger is failing to attach to the process at launch or is being instructed not to enable breakpoints.
System Configuration:
Mac Model: MacBook Pro 14" (2021), Apple M1 Pro
macOS Version: Tahoe 26.1
Xcode Version: 26.1
Project Type: SwiftUI App for macOS
Troubleshooting Steps Performed (All Unsuccessful):
We have performed an extensive series of troubleshooting steps to resolve the issue, none of which have worked. These steps include:
Basic Project Cleaning:
Cleaned the build folder (Product > Clean Build Folder).
Deleted the entire DerivedData directory.
Deleted the project's xcuserdata folder.
Xcode & System Procedures:
Restarted Xcode multiple times.
Rebooted the Mac multiple times.
Reinstalled Xcode Command Line Tools using xcode-select --install.
Reset the Xcode path using sudo xcode-select --reset and sudo xcode-select -s /Applications/Xcode.app/Contents/Developer.
Forced an update of the system's shared cache with xcrun simctl runtime dyld_shared_cache update --all.
Project Build Settings Verification (for Debug configuration):
Build Configuration: Verified that the "Run" scheme is set to Debug.
Optimization Level: Confirmed it is set to No Optimization [-O0].
Debug Information Format: Confirmed it is set to DWARF with dSYM File.
Strip Swift Symbols: Confirmed it is set to No. (This was a new setting noticed after the Xcode update).
Enable Hardened Runtime: Attempted setting this to both Yes and No. The issue persists in both cases.
Validate Workspace: Confirmed it is set to Yes.
Code Signing:
Verified that "Automatically manage signing" is enabled with a valid team.
Manually deleted and re-created the "Apple Development" certificates via Xcode's Accounts settings.
Direct LLDB Testing:
Created a ~/.lldbinit file.
Using breakpoint list, confirmed that LLDB starts with "No breakpoints currently set," indicating that Xcode is likely not passing the breakpoints to the debugger.
Using settings set target.process.stop-on-entry true, confirmed that the app still does not stop on entry, suggesting the debugger is failing to attach to the process at all.
Conclusion:
Given that all standard and advanced troubleshooting steps have failed, and the issue started immediately after updating both macOS and Xcode to a non-public release (Tahoe 26.1 / Xcode 26.1), this appears to be a regression or a bug in the new development environment. The failure of stop-on-entry strongly suggests a fundamental issue with the debugger attachment process on this specific OS and Xcode combination.
Hello Apples,
Noticed that after iOS 26.1 update the Xcode simulator seems to be prompting to login with Apple ID arbitrarily while working on some UI tests.
This does not happen with previous iOS 26.0 or 26.0.1 but is now causing trouble when launching the app or uninstalling at teardown. The current other issue with the uninstallation being sticky and taking a long time (waiting for springboard to become idle) is not helping either.
The dialog seems to appear a bit unreliably to be able to handle it correctly. Have tried both manual springboard dialog mapping and handling as well as an interruption monitor. The latter only seems to work for the first dialog which appears but then ceases to function so not much help…
Anyone else seeing this and are there any knowledge or good workarounds? Or should we just roll back to testing with previous OS versions and cross fingers for iOS 26.2?
Bottom line we cannot login with an Apple ID while running tests on a simulator…
As bonus noticed the simulator background images are not working?
Thanks!
BR,
ARu_ (Senior QE)
When following the official SwiftUI Tutorial "Landmarks", I should be able to Cmd-Ctrl-Click an element of a preview in Selectable mode to view a list of options. But Xcode shows only one option (Embed). Furthermore, if I try to type anything the popover breaks completely and grows in length infinitely. I am not sure whether this is a bug, or I missed something when installing Xcode, or both