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.
Xcode
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Hello
On Nov 11, 2025 I upgraded Xcode to 17B100
I found instructions to install it on an external drive because the old way of doing it (install to /Applications and move it to the desired location) didn't work.
I downloaded the dmg, moved it to the external drive and the install worked
I now have a usable Xcode sitting on my external drive
The problem is, there are no simulators and the normal method of downloading them does not work.
How do I install simulators (preferably on my external drive) for use by my externally installed Xcode (same drive)?
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
User Info: {
DVTErrorCreationDateKey = "2025-10-26 06:59:38 +0000";
}
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({
RequestedBuild = 23A8464;
})
Domain: DVTDownloadsUtilitiesErrorDomain
Code: -1
Download failed due to a bad URL. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime)
Domain: com.apple.MobileAssetError.Download
Code: 49
User Info: {
checkConfiguration = 1;
}
System Information
macOS Version 26.0.1 (Build 25A362)
Xcode 26.0.1 (24229) (Build 17A400)
Timestamp: 2025-10-26T17:59:38+11:00
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hello,
When trying to login into my ChatGPT Enterprise account within Xcode 26 to setup Coding Intelligence, after credentials and OTP have been accepted, I'm getting the following error message from ChatGPT/OpenAI:
Route Error (400 ): {
"error": {
"message": "No eligible ChatGPT workspaces found.",
"type": "invalid_request_error",
"param": null,
"code": "chatgpt_account_missing"
}
}
What am I missing here?
Any help is highly appreciated. Thank you!
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hello, I’ve looked at a video and have tons of research and I’m trying to see if there is a way core audio can be created in Xcode as an audio device?
“keep in mind” I am totally new to apple’s developer forums and I do not know anything about Xcode nor on how to create an audio device of coreaudio on a Mac since there’s a lot stuff that has do with coding. Nor am I good with that type of technology.
Topic:
Developer Tools & Services
SubTopic:
Xcode
I cannot install ios device support using Xcode-Settings-> Components. I lost my support for my ios devices. My system ran low on disk space. All of a sudden my Schemes only show Get IOS support for my iPad and iPhone. Both devices run older ios versions : 18, 16. Any ways the Xcode-Settings-> Components just tries to force me to update ios. I don't want ios 26 yet as my app I developing does not play well with it.
I may try the remove XCode, restart Mac and fresh install xcode 26 to see if this fixes it. Unpairing/Repairing devices to mac does not start the autodownload of the support files.
Topic:
Developer Tools & Services
SubTopic:
Xcode
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.
Release notes of Xcode 26.2 https://developer.apple.com/documentation/xcode-release-notes/xcode-26_2-release-notes state that Swift 6.2.3 is shipped with it.
But when trying to check the Swift version with
#if swift(>= 6.2.3)
it returns false.
Running swiftc -version returns
swift-driver version: 1.127.14.1 Apple Swift version 6.2 (swiftlang-6.2.3.3.2 clang-1700.6.3.2)
As you can see, there is a mismatch between the marketing version "6.2" and the build version "6.2.3.3.2".
Being able to check for the 6.2.3 version is important for my team, because we are impatiently awaiting the change to the tabviewbottomaccessory modifier
https://developer.apple.com/documentation/swiftui/view/tabviewbottomaccessory%28isenabled:content:%29
so that it can be hidden when not needed. Without this fix we have the issue that the accessory shows even without content in iOS 26.1.
As subject, after update to Xcode 26.0.1, none of the simulator able to download, tried click the Get button, tried run command in terminal, all failed.
Error from terminal:
xcodebuild -downloadPlatform iOS
Finding content...
Automatically resolved architecture variant for platform iOS as 'universal'.
2025-10-09 06:21:24.423 xcodebuild[1789:30064] DVTDownloadable: Download Failed. Downloadable: {
architectures = (
arm64,
"x86_64"
);
authentication = none;
category = simulator;
contentType = cryptexDiskImage;
dictionaryVersion = 2;
downloadMethod = mobileAsset;
fileSize = 10066611438;
identifier = "com.apple.dmg.iPhoneSimulatorSDK26_0";
isInternalContent = 0;
isUserInitiated = 1;
name = "iOS 26.0 Universal Simulator (23A343)";
patchableFrom = (
);
platform = "com.apple.platform.iphoneos";
simulatorVersion = {
buildUpdate = 23A343;
version = "26.0";
};
version = "26.0.0.0";
}. Download failed.
Any idea how to resolve this?
iMac with Intel processor
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.
I have download the 26.1 simulator after updating app this morning then out of the blue Xcode prevents me from running app and forces me to download sim again.
Topic:
Developer Tools & Services
SubTopic:
Xcode
With Xcode 14, the device selection on the bottom of the storyboard canvas has changed, and the iPhone 12 and 13 mini screens are no longer there, as well as there only being one model of iPad. Is there a way to add more devices to this section?
I have simulators installed for these devices, and this is the way I've been checking compatibility so far, but this is not sustainable.
I appreciate any help that you can give me.
Hey everyone,
I’m trying to notarize a macOS app for direct distribution through Xcode, and the notarization step has been stuck on “In Progress” for hours now. The upload completed fine, but since then I haven’t gotten any feedback at all: no email, no notification.
Organizer just shows:
Status: In Progress
I’ve tried closing/reopening Organizer, and even re-archiving the app, but it always sits in the same state.
Is this just a delay on Apple’s side, or is there something I might have misconfigured? Any tips on how to get more insight into what’s going on?
Thanks!
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 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?
I'm seeing a lot of unexpected CPU usage when running the iOS 26.1 simulator. Looks like a "MercuryPosterExtension" is crashing over and over, which then causes the "ReportCrash" process to run, presumably to create the crash report.
Doesn't happen on device, nor on iOS 26.0 simulator. I suspect MercuryPoster is related to wallpaper. I also don't see any wallpaper background in my simulator.
Few lines from the stack trace:
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 libxpc.dylib 0x18011defc _xpc_api_misuse + 88
1 libxpc.dylib 0x18012e16c _xpc_shmem_create_with_prot.cold.1 + 24
2 libxpc.dylib 0x180113a70 _xpc_shmem_create_with_prot + 276
3 MTLSimDriver 0x23795ed48 -[MTLSimDevice newBufferWithLength:options:pointer:copyBytes:deallocator:] + 260
4 MercuryPosterExtension 0x10081d21c 0x100758000 + 807452
13 PosterKit 0x240d003d8 -[PRRenderer scene:willConnectToSession:options:] + 648
14 UIKitCore 0x1856bcf18 +[UIScene _sceneForFBSScene:create:withSession:connectionOptions:] + 956
We got an app for iPad which has two targets one for the App itself (MainApp target ) and another one for the Driver ( Driver Target ) using DriverKit.
The app works fine in Development, but I'm trying to distribute it with adhoc.
I've requested the Distribution Entitlement to Apple, after getting it, the App Id for the Driver has the following Capabilities:
DriverKit, DriverKit (development), DriverKit USB Transport (development), DriverKit USB Transport - VendorID, In-App Purchase
Now in the profile section, I've created a adhoc profile for the Driver AppId (Identifier). Obviously I've also created an Adhoc profile for the Main AppId
Finally in the Signing & Capabilities Section I set up the profiles for MainApp target, int the Debug one I set up the Development one and int the Release one I set up the adhoc one.
I do the same in the Driver Target, but when I set up the Adhoc one in the Release, I've got a warning:
Xcode 14 and later requires a DriverKit development profile enabled for iOS and macOS. Visit the developer website to create or download a DriverKit profile
Also interestingly the Signing Certificate section says: None
I also set up the Capabilities for the Driver Target:
DriverKit USB Transport - VendorID
DriverKit USB Transport ( Development )
Inside these capabilities I set up the vendor ID as dictionary
The problem is, if I try to Archive the app I will get the previous Warning message as error:
Xcode 14 and later requires a DriverKit development profile enabled for iOS and macOS. Visit the developer website to create or download a DriverKit profile.
Any idea what I'm missing?
Thanks
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
iPadOS
Xcode
Provisioning Profiles
DriverKit
Lots of pepole is wait for Xcode to be in for 15 years. And peole and kids especially me are crying about it swift is the worst its good but you can’t change the screens iPhone Xcode is better so how do I get Xcode for iPadOS?
In the Swift UI tutorial on the official website of apple developers, https://developer.apple.com/tutorials/swiftui/creating-and-combining-views, Step 2 in Section 2, through Command-Control-click, the full menu in Figure 1 cannot appear, but the style of Figure 2 appears, and the "Show SwiftUI Inspector" option is missing, see Figure 2.
Similarly, in Step 6 of Section 2, "Control-clicking on the Text declaration in the code editor", the options in the red box in Figure 3 cannot appear, and It is the style of Figure 4, and all the options in the red box of Figure 3 are missing. There is no one in Show Coding Tooks.
I am using Macbook air 2020 M1, macOS is the latest Tahoe 26.1, and the xcode version is 26.1. The project files used in the learning tutorial are downloaded directly from the above link.
Thank you very much for your help to a beginner, which is very urgent for me. I look forward to your reply and sincerely thank you again.
My iPhone no longer works for on-device debugging. This same phone, same Mac, and same cable worked before. Now Xcode always shows the device as Unavailable.
System:
• macOS 15.6.1
• Xcode 26.1.1 (17B100)
• iPhone on iOS 26.0.1 with Developer Mode enabled
• Direct USB-C connection, trust prompt appears normally
Symptoms:
The device appears in Xcode and in devicectl, but always in the “unavailable” state. JSON output shows pairingState: unsupported and ddiServicesAvailable: false, meaning USB sees the phone but debugging services won’t start.
Already tried:
• Reinstalled Xcode
• Reset trust on both Mac and iPhone
• Toggled Developer Mode
• Reset Location & Privacy
• Cleared pairing records in /var/db/lockdown
• Restarted usbmuxd
• Deleted ~/Library/Developer and /Library/Developer
• New cable, direct port, phone unlocked
• Full Mac reboot
None of these changed anything — the device stays unavailable.
Question:
Has anyone seen iOS 26.x devices stuck as “Unavailable” in Xcode 26.1.x? Is there a known CoreDevice/devicectl issue on macOS 15.6.1? Any fix that does not involve wiping the phone?
Thanks!
Topic:
Developer Tools & Services
SubTopic:
Xcode