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Apple Watch pairs successfully in Device Hub (watchOS 27) but never reconnects afterward
Xcode 27.0, watchOS 27.2, macOS 27.2. Re-pairing an Apple Watch Ultra 2 via Device Hub (File ▸ Pair Nearby Device…) completes successfully — remotepairingd logs setupManualPairing succeeded — but the watch never reconnects afterward: no verifyManualPairing, no _remotepairing._tcp Bonjour advertisement, and CoreDevice never creates a device record for it. devicectl shows the watch as unavailable, then it disappears from the list entirely. Compare: pairing an iPhone the same way also closes the setup channel within ~40 ms, but the iPhone reconnects ~1.3 s later via verifyManualPairing and becomes available. The watch never does. Interesting finding: if the Mac's pairing listener is kept open past the point where Device Hub's sheet would normally close it, the watch does come back — but it requests a brand-new pair-setup instead of verifying the one it just completed. It loops: setup → close → setup. Already tried without success: restarting the watch/iPhone, Developer Mode off/on, Bluetooth on/off, Wi-Fi toggles, iPhone on USB, restarting CoreDeviceService and remotepairingd, Reset Location & Privacy on the iPhone, updating watchOS (27.0 → 27.2, same behavior). Full write-up with sanitized logs, timeline and everything tried: https://github.com/kisnner26/watchos27-pairing-bug Filed as Feedback Assistant FB24924229. If anyone else hits this exact symptom (pairing succeeds, watch never reconnects — different from the PIN never appearing, or the watch never showing up at all, which are other variants reported elsewhere), please share your report ID here so Apple can link them.
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Sep ’26
Xcode 27.1.0 Beta - Device Hub does not accept unsigned .app bundle drops
In previous versions of Simulator.app, you could drag an unsigned iOS .app bundle onto the Simulator screen to install it. This was useful functionality to allow for more easy distribution of simulator-only builds within a team without needing to worry about signing and distribution. This functionality appears to have been completely removed in Device Hub which is a shame.
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Sep ’26
Xcode 27.1 Device Hub crashes immediately when launched, even with no project open
[Submitted as FB24979057] Device Hub is consistently crashing for me in Xcode 27.1. I initially encountered it while working in Xcode, but I can reproduce it completely independently of any project: Quit Xcode. Launch Device Hub directly. Wait a couple of seconds. Device Hub crashes. The latest crash occurred about two seconds after Device Hub launched, so this doesn’t appear to be related to a particular Xcode project. :chatgpt-content-reference{index="0"} Environment Xcode 27.0 (27A266a) DeviceHub 27.0 (255.2.6.6) macOS 27.0.1 (26A434) Apple silicon The crash is on the main thread during AppKit/SwiftUI layout and constraint updating: :chatgpt-content-reference{index="1"} :chatgpt-content-reference{index="2"} Exception Type: EXC_CRASH (SIGABRT) Termination Reason: Namespace SIGNAL, Code 6, Abort trap: 6 AppKit -[NSWindow(NSDisplayCycle) _postWindowNeedsUpdateConstraints] -[NSView setNeedsUpdateConstraints:] SwiftUI NSHostingView.setNeedsUpdate() NSHostingView.beginTransaction() AppKitPlatformViewHost.invalidateLayout() NSHostingView.SizeConstraints.update(from:) DeviceHub main Has anyone else seen this in Xcode 27.1 or found a workaround?
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Sep ’26
Xcode 27 hangs when opening storyboard
Apple M2 MacBook Pro 2022 (24GB/1TB) macOS 27.0 Xcode 27.0 Xcode hangs every time I try to open any xib file. Didn't face this issue in previous versions. I have attached some initial part of the report here, I have reported the problem via xcode too. Xcode hang.txt
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Sep ’26
Device Hub window shows different colors than the device, but screenshots are correct
The live Device Hub window shows my app's colors differently from a physical iPhone. The pixel values themselves are correct: a screenshot taken in Device Hub has the same colors as the device. Only the live window looks different — [e.g. more washed out / more saturated]. It happens in every project I've tried, including ones that use only plain sRGB colors and sRGB image assets, so it doesn't look app-specific. Setup Xcode 27.0 (27A266a) MacBook Pro, Apple M4 Max Built-in Liquid Retina XDR display (default "Color LCD" profile) and an external BenQ PD2705UA Simulated devices: iPhone 13 mini (iOS 26.1) and iPhone 14 (iOS 26.5) What I've ruled out Same result on both the built-in display and the external monitor True Tone and Night Shift are off on the Mac The simulated device is in light mode, with Increase Contrast, Invert Colors and Grayscale off The Device Hub screenshot matches the physical iPhone, so the rendered pixels are correct Questions Is the Device Hub window color-managed for the Mac's display, or is this expected behavior? Is there a setting to make the live window show accurate colors?
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Device Hub in Xcode 27 does not support game controllers
I wanted to test my App for Apple TV and iPad/iPhone with a DualShock 2 game controller. This worked perfect with the former Xcode version. Now nothing happens, if I use the game controller. In blue tooth is is connected and if I use my game without Device Hub it is also working. Additionally it is nearly impossible to debug my game on Apple Watch with the Digital Crown, it takes minutes to start the simulators for iPhone, my Mac is getting extremely hot, ... Is there a possibility to use the old simulator? Device Hub is not really usable for developers.
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Sep ’26
Xcode 27 keeps crashing
Hi everyone, Is anyone else having problems with Xcode 27? It keeps crashing on me. And when I say ‘constantly’, I mean it shuts down about every minute. You can’t work like this... Am I the only one with this problem?
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Sep ’26
How can I test an independent watchOS app on an Apple Watch set up with Apple Watch For Your Kids (Family Setup)?
Hi, I’m trying to test an independent watchOS app on an Apple Watch Series 6 Cellular that is set up for a child using Apple Watch For Your Kids (Family Setup). My current environment: Apple Watch Series 6 Cellular watchOS 26.6 The Watch is set up for a child using Apple Watch For Your Kids / Family Setup Xcode 26.6 Parent iPhone running iOS 27.0 Developer Mode is enabled on the parent iPhone The Family Setup Watch does not appear as a development device in Xcode/CoreDevice There is no Developer Mode option visible on the Family Setup Watch For comparison, I also have another Apple Watch used for normal development, and that Watch can be detected by the development environment. The issue appears specific to the child’s Family Setup Watch. I would like to understand the Apple-supported development and testing workflow for this configuration. Specifically: Is an Apple Watch set up using Apple Watch For Your Kids / Family Setup expected to be available as a direct Xcode development device? If direct Xcode deployment is not supported, can an independent watchOS app be installed and tested on a Family Setup Watch through TestFlight? If TestFlight is supported, what is the correct workflow for installing the beta on the child’s Family Setup Watch / child Apple Account? Is there another Apple-supported testing or distribution method developers should use for this scenario? I’m specifically asking about an independent watchOS app that can operate without the parent iPhone nearby, rather than a Watch app that depends on an iPhone companion app. I’d also appreciate clarification on the distinction between direct Xcode development deployment and TestFlight/App Store distribution for Apple Watch For Your Kids. Thank you.
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Sep ’26
Possible iOS 27 Simulator bug with NowPlaying: metadata only appears after second lock cycle, playback buttons missing
Hi, I’m testing the new NowPlaying framework on iOS 27 using Xcode 27 and an iPhone 17 Simulator, and I’m seeing some behavior that I’m trying to determine is a Simulator issue or something incorrect in my implementation. I have a local AVPlayer playing an MP3 and a MediaSession conforming to MediaSessionRepresentable. The session publishes MusicContent with static artwork, AnimatedArtwork using the .tall aspect ratio, a MediaPlaybackSnapshot, and commands for play, pause, previous, next, and seek. The strange behavior is: I start playback and call requestToBecomeApplicationPrimary(). It succeeds and isApplicationPrimary becomes true, but isSystemPrimary remains false. I lock the Simulator for the first time. There is no Now Playing UI or metadata. I unlock it and return to the app. After recreating/re-registering the MediaSession and calling requestToBecomeApplicationPrimary() again, isSystemPrimary sometimes becomes true. When I lock the Simulator a second time, the Now Playing UI finally appears and the animated 3:4 artwork works correctly. However, the Lock Screen card still does not show the expected play/pause/previous/next buttons. It only shows the title, artist, progress bar, and volume control, despite those commands being included in commands. When the second session succeeds, the framework also starts requesting the artwork as expected: applicationPrimary: true systemPrimary: true Animated preview requested: (1206, 1608) ratio: tall Static artwork requested Animated video requested: (1206, 1608) ratio: tall Calling requestToBecomeSystemPrimary() directly has also consistently returned: internalFailure Playback itself continues correctly throughout all of this. So I’m trying to understand whether anyone else is seeing similar behavior with the iOS 27 Simulator: MediaSession becoming application-primary but not system-primary on the initial playback Now Playing metadata only appearing after a lock/unlock/re-registration cycle media commands being supplied but playback buttons missing from the Lock Screen requestToBecomeSystemPrimary() returning internalFailure I have not yet tested the same build on a physical iOS 27 device, so I’m particularly interested in whether this is currently a known Simulator limitation/bug or whether there is another step required when publishing a local playback MediaSession. Thanks!
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Sep ’26
Xcode crashes every time I click blue project icon
Whenever I click the blue project button below for my ios application (in an attempt to get to Signing & Capabilities), my Xcode application crashes. I've tried the following: Deleting xcuserdata folder under project.xcworkspace Purging derived data in ~/Library/Developer/Xcode/DerivedData Clearing Xcode preferences with defaults delete com.apple.dt.Xcode
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Sep ’26
Xcode 26.x and now 27.x often resets my project window
I like to use Window Tabs, setting them up with appropriate panels when working on SwiftUI views, writing tests, etc. Many times now, I open a project in Xcode only to discover the main window is very small, what was expanded in the project outline is incorrect, and the window tab bar is hidden. Showing the window tab bar then just shows a single empty tab named "New Editor". Since I didn't add any new files today or change project settings (nothing would have changed the .xcodeproj package of files), I restored a backup and that opened up a-ok. Though I first saved the bad project. In analyzing differences between the two .xcoeproj files, I can only imagine this an issue with UserInterfaceState.xcuserstate. Though it's not practical at all to see what the changes are due to different ordering. I did notice that the bad .xcodeproj version had a massive Base64 encoded block for some IDENavigatorModeSolitary entry. The working project had a much smaller encoded block. Anyone else run into this? For those that are now using the new JSON project files, has this still been an issue?
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Sep ’26
Xcode 26.5 compatibility with macOS 27
Hi Team, My Mac has already been upgraded to macOS 27 and currently has Xcode 27 installed. However, I have a development requirement to use Xcode 26.5 as well. Is there any supported way or workaround to install and run Xcode 26.5 on macOS 27? If it is not supported directly, what would be the recommended approach to use Xcode 26.5? Thanks, Reshma
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Sep ’26
Xcode 27 Documentation download fails: MAQueryTooManyResults
Xcode 27 keeps failing to download the Documentation, it shows "Preparing to download" and spins the camomile endlessly. I checked logs (with help of AI) and found this: Xcode queries com.apple.MobileAsset.AppleDeveloperDocumentation. Metadata catalog loading suceeds. Then asset resolution loops with: MAQueryTooManyResults - Asset load result ... 13 (MAQueryTooManyResults) Also CSSMERR_CSP_VERIFY_FAILED from mobileassetd during this sequence. In my /System/Library/AssetsV2 I have 3 old .asset files all from Xcode 26, the last one updated on Jun 12. But I don't think it's the reason for the error. What would you suggest to recover the documentation?
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Xcode 27.0 Metal Toolchain download stuck at "Beginning asset download..."
Hi everyone, I downloaded Xcode 27.0 today because I need the Metal Toolchain for Unreal Engine 5.6 on my Mac. Xcode itself is installed and working, but Unreal is having issues because the Metal Toolchain doesn't seem to be installed. When I run: xcrun metal --version I get: error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain I tried: sudo xcodebuild -downloadComponent MetalToolchain but it just stays on: Beginning asset download... If I cancel it, I get: xcodebuild: error: Download was cancelled. (Asset download for com.apple.MobileAsset.MetalToolchain ...) I've also run: xcodebuild -runFirstLaunch and installed the latest Command Line Tools for Xcode 27.0 through Software Update. xcrun --find metal does find the executable, but the actual Metal Toolchain appears to be missing. I'm mainly trying to get this working so I can use Unreal Engine 5.6. Has anyone had this issue with Xcode 27, or know the correct way to install the Metal Toolchain when xcodebuild -downloadComponent gets stuck at "Beginning asset download"? Thanks!
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Xcode 27.0 RC hangs indefinitely at “Preparing to upload” when uploading to App Store Connect
When I archive and distribute any iOS app from Xcode 27.0 RC on macOS 27.0 Golden Gate, the upload stalls indefinitely at “Preparing to upload [App].ipa”. The archive, signing, provisioning, IPA packaging, and App Store Connect authentication all complete successfully. This is reproducible with multiple unrelated iOS projects on the same machine, so it does not appear to be caused by a specific app, signing configuration, asset, or bundle identifier. Cancelling the upload is the only way to exit the stalled state. I also checked with ChatGPT Codex if it can narrow down the issue. It states: "The failure occurs when Xcode launches the swinfo utility from the ContentDelivery framework to generate the asset description.swinfo crashes with SIGSEGV / exit code 139. The crash report reports:Thread stack size exceeded due to excessive recursion". But I actually never got an error message during the upload itself, it just hangs indefinitely at "preparing to upload..." (Tried it several times up to 36h). This issue is new since I updated to macOS Golden Gate and xCode 27 RC. Xcode Cloud is the only working option right now to upload a Build to App Store Connect. Anyone experiencing the same issue and found a solution? What I already tried: Revoke and renewed my Apple Distribution certificate. Delete xCode, Installed it again (I also installed xCode 27.2 Beta which I knew would not work to upload an app to App Store Connect from a Beta version). Created a brand new project and tried to upload this. Also hang at "preparing to upload..."
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Oct ’26
SwiftUI Preview crash in Xcode 27 / iOS 27 simulator — segfault in libobjc map_images inside XCPreviewAgent's JIT-compiled preview binary (works with "Use Legacy Preview Execution")
Environment: Xcode 27 (macOS 27.0, build 26A428) iOS 27.0 simulator (build 24A434), tested on iPhone 18 Pro CoreSimulator 1174.9.2 Large app target: dozens of linked frameworks (first-party SPM modules plus several third-party SDKs) it occurred on xcode 26 also Description: SwiftUI canvas previews consistently crash XCPreviewAgent with EXC_BAD_ACCESS / SIGSEGV when rendering previews for a fairly large app target, across multiple different SwiftUI views (not tied to one specific file's code). Workaround found: the crash does not occur when "Use Legacy Preview Execution" is enabled (Xcode's preview settings). With the default (non-legacy, JIT-based) preview execution path, it crashes reliably; switching to legacy execution, previews render normally. Possible contributing factor — project size / timing: we suspect the size of the project may also be a factor, independent of the crash itself. The new (non-legacy) execution path recompiles/JITs the app for the canvas on every preview, and for a target this large that process takes noticeably longer than it does under legacy execution. It's plausible that on top of the crash described below, the new path is also more prone to timing out or failing under load on larger projects, simply because there's more to JIT-compile and load within whatever time budget the preview agent allows. We can't fully separate "crashes because of X" from "runs out of time because of project size" from the crash logs alone, but both seem worth flagging since they may share the same root cause in the new execution path's handling of larger binaries. Crash signature #1 (default preview execution, first attempts): Crashing Thread: 0 libswiftCore.dylib swift_conformsToProtocolMaybeInstantiateSuperclasses(...) 1 libswiftCore.dylib swift_conformsToProtocolWithExecutionContext 2 libswiftCore.dylib swift::_conformsToProtocol(...) 3 libswiftCore.dylib swift::_checkGenericRequirements(...) Termination: SIGSEGV / Segmentation fault: 11 Crash signature #2 (default preview execution, after removing an unrelated third-party SDK dependency from the previewed module, to rule it out as a cause): Crashing Thread ("com.apple.xojit_executor.wrapper_functions"): 0 libobjc.A.dylib readClass(objc_class*, bool, bool) 1 libobjc.A.dylib map_images_nolock 2 libobjc.A.dylib map_images 3 libobjc.A.dylib _objc_map_images 4-7 <unsymbolicated / anonymous image, source="A" (Absent) in the crash report> Exception: EXC_BAD_ACCESS (SIGSEGV), KERN_INVALID_ADDRESS In the second case, the crash log's usedImages list shows the frames above the objc runtime resolving to an image with no path, no resolvable UUID, and "source": "A" — this appears to be the dynamically JIT-compiled preview binary that XOJITExecutor builds and hot-loads for the canvas (rather than a normal on-disk framework), and the crash occurs while the Objective-C runtime is registering classes from it during _objc_map_images. What we've ruled out: Not caused by the specific SwiftUI view being previewed — reproduces across multiple unrelated views in the same target. Not caused by a specific third-party SDK: we removed a heavyweight closed-source analytics SDK dependency from the previewed module entirely (confirmed via successful xcodebuild build with zero references left), and the crash still occurred with an equivalent signature under default preview execution. Confirmed via symbolicated .ips crash reports in ~/Library/Logs/DiagnosticReports/XCPreviewAgent-*.ips that the crashing frames are inside Apple's own preview infrastructure (libobjc.A.dylib, libswiftCore.dylib, XOJITExecutor), not in application or third-party framework code. Confirmed the failure is specific to the new (non-legacy) preview execution path: enabling "Use Legacy Preview Execution" eliminates the crash entirely, with no other changes. Question for the community: Has anyone else seen SwiftUI Previews crash with a libobjc/map_images or swift_conformsToProtocol* segfault specifically on Xcode 27 / iOS 27 simulator with the new (non-legacy) preview execution path, for apps with a large number of linked frameworks? Does project size/build time make the new execution path more likely to fail or time out for anyone else? Is "Use Legacy Preview Execution" the recommended workaround until this is fixed, or should this be filed separately as Feedback?
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Sep ’26
Where is the I/O > External Displays feature?
Hello. I have just updated to Xcode 27 to support this version, however... my app is a navigation app with CarPlay support... The I/O > External Displays option through the Simulator helps a lot when testing it, but I’ve noticed it is now gone Why? Who thought this was a good idea? Some of us support apps that are beyond a simple ToDo app So now I have to go back to the previous version of Xcode, or what?
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Apple Watch pairs successfully in Device Hub (watchOS 27) but never reconnects afterward
Xcode 27.0, watchOS 27.2, macOS 27.2. Re-pairing an Apple Watch Ultra 2 via Device Hub (File ▸ Pair Nearby Device…) completes successfully — remotepairingd logs setupManualPairing succeeded — but the watch never reconnects afterward: no verifyManualPairing, no _remotepairing._tcp Bonjour advertisement, and CoreDevice never creates a device record for it. devicectl shows the watch as unavailable, then it disappears from the list entirely. Compare: pairing an iPhone the same way also closes the setup channel within ~40 ms, but the iPhone reconnects ~1.3 s later via verifyManualPairing and becomes available. The watch never does. Interesting finding: if the Mac's pairing listener is kept open past the point where Device Hub's sheet would normally close it, the watch does come back — but it requests a brand-new pair-setup instead of verifying the one it just completed. It loops: setup → close → setup. Already tried without success: restarting the watch/iPhone, Developer Mode off/on, Bluetooth on/off, Wi-Fi toggles, iPhone on USB, restarting CoreDeviceService and remotepairingd, Reset Location & Privacy on the iPhone, updating watchOS (27.0 → 27.2, same behavior). Full write-up with sanitized logs, timeline and everything tried: https://github.com/kisnner26/watchos27-pairing-bug Filed as Feedback Assistant FB24924229. If anyone else hits this exact symptom (pairing succeeds, watch never reconnects — different from the PIN never appearing, or the watch never showing up at all, which are other variants reported elsewhere), please share your report ID here so Apple can link them.
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352
Activity
Sep ’26
Xcode 27.1.0 Beta - Device Hub does not accept unsigned .app bundle drops
In previous versions of Simulator.app, you could drag an unsigned iOS .app bundle onto the Simulator screen to install it. This was useful functionality to allow for more easy distribution of simulator-only builds within a team without needing to worry about signing and distribution. This functionality appears to have been completely removed in Device Hub which is a shame.
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250
Activity
Sep ’26
Xcode 27.1 Device Hub crashes immediately when launched, even with no project open
[Submitted as FB24979057] Device Hub is consistently crashing for me in Xcode 27.1. I initially encountered it while working in Xcode, but I can reproduce it completely independently of any project: Quit Xcode. Launch Device Hub directly. Wait a couple of seconds. Device Hub crashes. The latest crash occurred about two seconds after Device Hub launched, so this doesn’t appear to be related to a particular Xcode project. :chatgpt-content-reference{index="0"} Environment Xcode 27.0 (27A266a) DeviceHub 27.0 (255.2.6.6) macOS 27.0.1 (26A434) Apple silicon The crash is on the main thread during AppKit/SwiftUI layout and constraint updating: :chatgpt-content-reference{index="1"} :chatgpt-content-reference{index="2"} Exception Type: EXC_CRASH (SIGABRT) Termination Reason: Namespace SIGNAL, Code 6, Abort trap: 6 AppKit -[NSWindow(NSDisplayCycle) _postWindowNeedsUpdateConstraints] -[NSView setNeedsUpdateConstraints:] SwiftUI NSHostingView.setNeedsUpdate() NSHostingView.beginTransaction() AppKitPlatformViewHost.invalidateLayout() NSHostingView.SizeConstraints.update(from:) DeviceHub main Has anyone else seen this in Xcode 27.1 or found a workaround?
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473
Activity
Sep ’26
Xcode 27 hangs when opening storyboard
Apple M2 MacBook Pro 2022 (24GB/1TB) macOS 27.0 Xcode 27.0 Xcode hangs every time I try to open any xib file. Didn't face this issue in previous versions. I have attached some initial part of the report here, I have reported the problem via xcode too. Xcode hang.txt
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306
Activity
Sep ’26
Device Hub window shows different colors than the device, but screenshots are correct
The live Device Hub window shows my app's colors differently from a physical iPhone. The pixel values themselves are correct: a screenshot taken in Device Hub has the same colors as the device. Only the live window looks different — [e.g. more washed out / more saturated]. It happens in every project I've tried, including ones that use only plain sRGB colors and sRGB image assets, so it doesn't look app-specific. Setup Xcode 27.0 (27A266a) MacBook Pro, Apple M4 Max Built-in Liquid Retina XDR display (default "Color LCD" profile) and an external BenQ PD2705UA Simulated devices: iPhone 13 mini (iOS 26.1) and iPhone 14 (iOS 26.5) What I've ruled out Same result on both the built-in display and the external monitor True Tone and Night Shift are off on the Mac The simulated device is in light mode, with Increase Contrast, Invert Colors and Grayscale off The Device Hub screenshot matches the physical iPhone, so the rendered pixels are correct Questions Is the Device Hub window color-managed for the Mac's display, or is this expected behavior? Is there a setting to make the live window show accurate colors?
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158
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1w
Device Hub in Xcode 27 does not support game controllers
I wanted to test my App for Apple TV and iPad/iPhone with a DualShock 2 game controller. This worked perfect with the former Xcode version. Now nothing happens, if I use the game controller. In blue tooth is is connected and if I use my game without Device Hub it is also working. Additionally it is nearly impossible to debug my game on Apple Watch with the Digital Crown, it takes minutes to start the simulators for iPhone, my Mac is getting extremely hot, ... Is there a possibility to use the old simulator? Device Hub is not really usable for developers.
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161
Activity
Sep ’26
Xcode 27 keeps crashing
Hi everyone, Is anyone else having problems with Xcode 27? It keeps crashing on me. And when I say ‘constantly’, I mean it shuts down about every minute. You can’t work like this... Am I the only one with this problem?
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375
Activity
Sep ’26
How can I test an independent watchOS app on an Apple Watch set up with Apple Watch For Your Kids (Family Setup)?
Hi, I’m trying to test an independent watchOS app on an Apple Watch Series 6 Cellular that is set up for a child using Apple Watch For Your Kids (Family Setup). My current environment: Apple Watch Series 6 Cellular watchOS 26.6 The Watch is set up for a child using Apple Watch For Your Kids / Family Setup Xcode 26.6 Parent iPhone running iOS 27.0 Developer Mode is enabled on the parent iPhone The Family Setup Watch does not appear as a development device in Xcode/CoreDevice There is no Developer Mode option visible on the Family Setup Watch For comparison, I also have another Apple Watch used for normal development, and that Watch can be detected by the development environment. The issue appears specific to the child’s Family Setup Watch. I would like to understand the Apple-supported development and testing workflow for this configuration. Specifically: Is an Apple Watch set up using Apple Watch For Your Kids / Family Setup expected to be available as a direct Xcode development device? If direct Xcode deployment is not supported, can an independent watchOS app be installed and tested on a Family Setup Watch through TestFlight? If TestFlight is supported, what is the correct workflow for installing the beta on the child’s Family Setup Watch / child Apple Account? Is there another Apple-supported testing or distribution method developers should use for this scenario? I’m specifically asking about an independent watchOS app that can operate without the parent iPhone nearby, rather than a Watch app that depends on an iPhone companion app. I’d also appreciate clarification on the distinction between direct Xcode development deployment and TestFlight/App Store distribution for Apple Watch For Your Kids. Thank you.
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246
Activity
Sep ’26
Possible iOS 27 Simulator bug with NowPlaying: metadata only appears after second lock cycle, playback buttons missing
Hi, I’m testing the new NowPlaying framework on iOS 27 using Xcode 27 and an iPhone 17 Simulator, and I’m seeing some behavior that I’m trying to determine is a Simulator issue or something incorrect in my implementation. I have a local AVPlayer playing an MP3 and a MediaSession conforming to MediaSessionRepresentable. The session publishes MusicContent with static artwork, AnimatedArtwork using the .tall aspect ratio, a MediaPlaybackSnapshot, and commands for play, pause, previous, next, and seek. The strange behavior is: I start playback and call requestToBecomeApplicationPrimary(). It succeeds and isApplicationPrimary becomes true, but isSystemPrimary remains false. I lock the Simulator for the first time. There is no Now Playing UI or metadata. I unlock it and return to the app. After recreating/re-registering the MediaSession and calling requestToBecomeApplicationPrimary() again, isSystemPrimary sometimes becomes true. When I lock the Simulator a second time, the Now Playing UI finally appears and the animated 3:4 artwork works correctly. However, the Lock Screen card still does not show the expected play/pause/previous/next buttons. It only shows the title, artist, progress bar, and volume control, despite those commands being included in commands. When the second session succeeds, the framework also starts requesting the artwork as expected: applicationPrimary: true systemPrimary: true Animated preview requested: (1206, 1608) ratio: tall Static artwork requested Animated video requested: (1206, 1608) ratio: tall Calling requestToBecomeSystemPrimary() directly has also consistently returned: internalFailure Playback itself continues correctly throughout all of this. So I’m trying to understand whether anyone else is seeing similar behavior with the iOS 27 Simulator: MediaSession becoming application-primary but not system-primary on the initial playback Now Playing metadata only appearing after a lock/unlock/re-registration cycle media commands being supplied but playback buttons missing from the Lock Screen requestToBecomeSystemPrimary() returning internalFailure I have not yet tested the same build on a physical iOS 27 device, so I’m particularly interested in whether this is currently a known Simulator limitation/bug or whether there is another step required when publishing a local playback MediaSession. Thanks!
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623
Activity
Sep ’26
Xcode crashes every time I click blue project icon
Whenever I click the blue project button below for my ios application (in an attempt to get to Signing & Capabilities), my Xcode application crashes. I've tried the following: Deleting xcuserdata folder under project.xcworkspace Purging derived data in ~/Library/Developer/Xcode/DerivedData Clearing Xcode preferences with defaults delete com.apple.dt.Xcode
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235
Activity
Sep ’26
Xcode 26.x and now 27.x often resets my project window
I like to use Window Tabs, setting them up with appropriate panels when working on SwiftUI views, writing tests, etc. Many times now, I open a project in Xcode only to discover the main window is very small, what was expanded in the project outline is incorrect, and the window tab bar is hidden. Showing the window tab bar then just shows a single empty tab named "New Editor". Since I didn't add any new files today or change project settings (nothing would have changed the .xcodeproj package of files), I restored a backup and that opened up a-ok. Though I first saved the bad project. In analyzing differences between the two .xcoeproj files, I can only imagine this an issue with UserInterfaceState.xcuserstate. Though it's not practical at all to see what the changes are due to different ordering. I did notice that the bad .xcodeproj version had a massive Base64 encoded block for some IDENavigatorModeSolitary entry. The working project had a much smaller encoded block. Anyone else run into this? For those that are now using the new JSON project files, has this still been an issue?
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137
Activity
Sep ’26
Xcode 26.5 compatibility with macOS 27
Hi Team, My Mac has already been upgraded to macOS 27 and currently has Xcode 27 installed. However, I have a development requirement to use Xcode 26.5 as well. Is there any supported way or workaround to install and run Xcode 26.5 on macOS 27? If it is not supported directly, what would be the recommended approach to use Xcode 26.5? Thanks, Reshma
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3
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353
Activity
Sep ’26
Xcode 27 Documentation download fails: MAQueryTooManyResults
Xcode 27 keeps failing to download the Documentation, it shows "Preparing to download" and spins the camomile endlessly. I checked logs (with help of AI) and found this: Xcode queries com.apple.MobileAsset.AppleDeveloperDocumentation. Metadata catalog loading suceeds. Then asset resolution loops with: MAQueryTooManyResults - Asset load result ... 13 (MAQueryTooManyResults) Also CSSMERR_CSP_VERIFY_FAILED from mobileassetd during this sequence. In my /System/Library/AssetsV2 I have 3 old .asset files all from Xcode 26, the last one updated on Jun 12. But I don't think it's the reason for the error. What would you suggest to recover the documentation?
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135
Activity
3w
Xcode 27.0 Metal Toolchain download stuck at "Beginning asset download..."
Hi everyone, I downloaded Xcode 27.0 today because I need the Metal Toolchain for Unreal Engine 5.6 on my Mac. Xcode itself is installed and working, but Unreal is having issues because the Metal Toolchain doesn't seem to be installed. When I run: xcrun metal --version I get: error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain I tried: sudo xcodebuild -downloadComponent MetalToolchain but it just stays on: Beginning asset download... If I cancel it, I get: xcodebuild: error: Download was cancelled. (Asset download for com.apple.MobileAsset.MetalToolchain ...) I've also run: xcodebuild -runFirstLaunch and installed the latest Command Line Tools for Xcode 27.0 through Software Update. xcrun --find metal does find the executable, but the actual Metal Toolchain appears to be missing. I'm mainly trying to get this working so I can use Unreal Engine 5.6. Has anyone had this issue with Xcode 27, or know the correct way to install the Metal Toolchain when xcodebuild -downloadComponent gets stuck at "Beginning asset download"? Thanks!
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494
Activity
5d
Xcode 27.0 RC hangs indefinitely at “Preparing to upload” when uploading to App Store Connect
When I archive and distribute any iOS app from Xcode 27.0 RC on macOS 27.0 Golden Gate, the upload stalls indefinitely at “Preparing to upload [App].ipa”. The archive, signing, provisioning, IPA packaging, and App Store Connect authentication all complete successfully. This is reproducible with multiple unrelated iOS projects on the same machine, so it does not appear to be caused by a specific app, signing configuration, asset, or bundle identifier. Cancelling the upload is the only way to exit the stalled state. I also checked with ChatGPT Codex if it can narrow down the issue. It states: "The failure occurs when Xcode launches the swinfo utility from the ContentDelivery framework to generate the asset description.swinfo crashes with SIGSEGV / exit code 139. The crash report reports:Thread stack size exceeded due to excessive recursion". But I actually never got an error message during the upload itself, it just hangs indefinitely at "preparing to upload..." (Tried it several times up to 36h). This issue is new since I updated to macOS Golden Gate and xCode 27 RC. Xcode Cloud is the only working option right now to upload a Build to App Store Connect. Anyone experiencing the same issue and found a solution? What I already tried: Revoke and renewed my Apple Distribution certificate. Delete xCode, Installed it again (I also installed xCode 27.2 Beta which I knew would not work to upload an app to App Store Connect from a Beta version). Created a brand new project and tried to upload this. Also hang at "preparing to upload..."
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286
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Oct ’26
SwiftUI Preview crash in Xcode 27 / iOS 27 simulator — segfault in libobjc map_images inside XCPreviewAgent's JIT-compiled preview binary (works with "Use Legacy Preview Execution")
Environment: Xcode 27 (macOS 27.0, build 26A428) iOS 27.0 simulator (build 24A434), tested on iPhone 18 Pro CoreSimulator 1174.9.2 Large app target: dozens of linked frameworks (first-party SPM modules plus several third-party SDKs) it occurred on xcode 26 also Description: SwiftUI canvas previews consistently crash XCPreviewAgent with EXC_BAD_ACCESS / SIGSEGV when rendering previews for a fairly large app target, across multiple different SwiftUI views (not tied to one specific file's code). Workaround found: the crash does not occur when "Use Legacy Preview Execution" is enabled (Xcode's preview settings). With the default (non-legacy, JIT-based) preview execution path, it crashes reliably; switching to legacy execution, previews render normally. Possible contributing factor — project size / timing: we suspect the size of the project may also be a factor, independent of the crash itself. The new (non-legacy) execution path recompiles/JITs the app for the canvas on every preview, and for a target this large that process takes noticeably longer than it does under legacy execution. It's plausible that on top of the crash described below, the new path is also more prone to timing out or failing under load on larger projects, simply because there's more to JIT-compile and load within whatever time budget the preview agent allows. We can't fully separate "crashes because of X" from "runs out of time because of project size" from the crash logs alone, but both seem worth flagging since they may share the same root cause in the new execution path's handling of larger binaries. Crash signature #1 (default preview execution, first attempts): Crashing Thread: 0 libswiftCore.dylib swift_conformsToProtocolMaybeInstantiateSuperclasses(...) 1 libswiftCore.dylib swift_conformsToProtocolWithExecutionContext 2 libswiftCore.dylib swift::_conformsToProtocol(...) 3 libswiftCore.dylib swift::_checkGenericRequirements(...) Termination: SIGSEGV / Segmentation fault: 11 Crash signature #2 (default preview execution, after removing an unrelated third-party SDK dependency from the previewed module, to rule it out as a cause): Crashing Thread ("com.apple.xojit_executor.wrapper_functions"): 0 libobjc.A.dylib readClass(objc_class*, bool, bool) 1 libobjc.A.dylib map_images_nolock 2 libobjc.A.dylib map_images 3 libobjc.A.dylib _objc_map_images 4-7 <unsymbolicated / anonymous image, source="A" (Absent) in the crash report> Exception: EXC_BAD_ACCESS (SIGSEGV), KERN_INVALID_ADDRESS In the second case, the crash log's usedImages list shows the frames above the objc runtime resolving to an image with no path, no resolvable UUID, and "source": "A" — this appears to be the dynamically JIT-compiled preview binary that XOJITExecutor builds and hot-loads for the canvas (rather than a normal on-disk framework), and the crash occurs while the Objective-C runtime is registering classes from it during _objc_map_images. What we've ruled out: Not caused by the specific SwiftUI view being previewed — reproduces across multiple unrelated views in the same target. Not caused by a specific third-party SDK: we removed a heavyweight closed-source analytics SDK dependency from the previewed module entirely (confirmed via successful xcodebuild build with zero references left), and the crash still occurred with an equivalent signature under default preview execution. Confirmed via symbolicated .ips crash reports in ~/Library/Logs/DiagnosticReports/XCPreviewAgent-*.ips that the crashing frames are inside Apple's own preview infrastructure (libobjc.A.dylib, libswiftCore.dylib, XOJITExecutor), not in application or third-party framework code. Confirmed the failure is specific to the new (non-legacy) preview execution path: enabling "Use Legacy Preview Execution" eliminates the crash entirely, with no other changes. Question for the community: Has anyone else seen SwiftUI Previews crash with a libobjc/map_images or swift_conformsToProtocol* segfault specifically on Xcode 27 / iOS 27 simulator with the new (non-legacy) preview execution path, for apps with a large number of linked frameworks? Does project size/build time make the new execution path more likely to fail or time out for anyone else? Is "Use Legacy Preview Execution" the recommended workaround until this is fixed, or should this be filed separately as Feedback?
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549
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Sep ’26
Where is the I/O > External Displays feature?
Hello. I have just updated to Xcode 27 to support this version, however... my app is a navigation app with CarPlay support... The I/O > External Displays option through the Simulator helps a lot when testing it, but I’ve noticed it is now gone Why? Who thought this was a good idea? Some of us support apps that are beyond a simple ToDo app So now I have to go back to the previous version of Xcode, or what?
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3w