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Swift Package Manager (SPM) can't load recently used dependencies or find new one since upgrade to Xcode16
Since upgrading to Xcode 16 Swift Package Manager seems to be broken. It can't load recently used packages (just spins the progress indicator). Same thing when trying to search for a new package. I've looked online and can't find anything useful. I've deleted all the caches. Resetting existing packages completes successfully. Anyone else seen this before and have any suggestions? Thanks
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Sep ’24
Webkit Internal Error on iOS Simulator
I installed Xcode version 16 from the App Store on my new Macbook Pro this month to use the iOS simulator. When browsing with Safari on the iOS Simulator, an internal Webkit error or a Webkit networking error occurs and it does not work properly. Can you tell me how to solve this problem? Sequoia 15:0 Xcode version 16
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Sep ’24
"validate settings" missing from xcode16 ?
I’d like to migrate my watchOS app (bundled with an iOS app) from a dual-target to a single-target setup. I remember Xcode used to have a menu item (Editor -> Validate Settings) that would prompt you to initiate the migration process. However, I can’t seem to find a ‘Validate Settings’ option in the latest Xcode 16. Has "Validate Settings" been removed in xcode16 ? Thanks!
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Sep ’24
Returned from Unity games causes my app to slow and it works normal after siri or locking unlocking phone
Dear Developers, Am facing this issue on my production app. Tried everything. Removed almost everything and tested the app. Even then this issue happens. The unity games, am talking about are the slow and sluggish types, which feel like 30 fps and after returning from them, my app sounds slow and feels a little bit sluggish. As soon as i lock/unlock the device , it becomes perfectly fine. Even i was debugging with xcode, i had the issue, then i rebuild the app in xcode and opening it on device, the same issue. As soon as i locked the device or opened siri with lockbutton or moved to a native app, and came back, app is completely fine. Craziest issue, i have ever seen. Though killing the app and opening it again on iphone also works. Only anxiety is that maybe my users when returning from other slow 3rd party games which are my competitors might slow down the experience. I have tried almost everything in my app, removed all functions and just ran sounds. Retried with different ways of playing sounds. Nothing works. Dont know it is a frame rate issue, because i replaced all my animations causing framerate not to cross 60fps even then didnt work. Device on which am testing is Iphone 14 pro max.
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Sep ’24
Install command line tools 15 in xcode 16 on Mac OS Sequoia 15.0
I recently upgraded my Mac to Sequoia 15.0 (24A335) so I had to upgrade Xcode & command line tools to 16. I need command line tools 15 also on the mac due to some of the legacy projects depending on it. I want to install command line tools 15 and choose it in the Settings-->Location, but Xcode doesn't display "Command line tools 15" although i download & install from https://developer.apple.com/download/all/
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3.2k
Sep ’24
Compatibility Issue with WebKit.WKWebView.evaluateJavaScript(_:completionHandler:) in Xcode 16
I've encountered an issue after upgrading to Xcode 16. I have an overridden func of WebKit.WKWebView.evaluateJavaScript(_:completionHandler:), which no longer compiles in the new Xcode. I noticed that in Xcode 16, the completionHandler now has @MainActor and @Sendable annotations, which causes a compilation error. public override func evaluateJavaScript(_ javaScriptString: String, completionHandler: (@MainActor @Sendable (Any?, (any Error)?) -> Void)? = nil) When I add these annotations to my overridden method, it compiles fine in Xcode 16. However, this breaks compilation in older versions of Xcode. The documentation for this API doesn't explicitly mention any changes, but the behavior is clearly different between versions. https://developer.apple.com/documentation/webkit/wkwebview/1415017-evaluatejavascript Xcode 15: Xcode 16: What would be the best way to handle this situation? Should I use a compilation condition to differentiate between the versions? If so, what would be the correct condition to check? Was there a Swift compiler update in Xcode 16 that could be affecting this? Or is it better to drop support for versions of Xcode earlier than 16? Or I should not override that? Thanks in advance for any insights!
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1.8k
Oct ’24
AppIntents don't show up in Shortcuts app when in SPM package
Hi there, I successfully created an AppIntent for our app, and when I had it in the same target as our main app it showed up fine in the shortcuts app. Then I realized that many of the new System Control widgets introduced in iOS 18 (e.g. lockscreen, control center) live in the widget extension target, but they also need to reference that same AppIntent. So to fix this, I thought I'd migrate out the code into it's own SPM package that both the WidgetExtension and the Main App processes can reference. However, after doing that and rebuilding, the intent no longer shows up in the Shortcuts app. Furthermore, my AppShortcutsProvider class now has this error when trying to define the list of appShortcuts: App Intent <name> should be in the same target as AppShortcutsProvider Is this intended, and if so, how do we reference the same AppIntent across multiple targets?
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3.7k
Oct ’24
Swift xcframeworks built with Xcode 16 not works in Xcode 15 projects
Hello, when I use xcode 16 build swift xcframeworks and provide it for my customer, however they can not use it their xcode 15 projects. Undefined symbol: _swift_FORCE_LOAD$_swift_Builtin_float Undefined symbol: _+ _swift_FORCE_LOAD$_swift_errno Undefined symbol: _+ _swift_FORCE_LOAD$_swift_math Undefined symbol: _+ _swift_FORCE_LOAD$_swift_signal Undefined symbol: _+ _swift_FORCE_LOAD$_swift_stdio Undefined symbol: _+ _swift_FORCE_LOAD$_swift_time Undefined symbol: _+ _swift_FORCE_LOAD$_swiftsys_time Undefined symbol: _+ _swift_FORCE_LOAD$_swiftunistd What should I do? And macOS Sequoia does not support Xcode 15.4. I can not build my frameworks with Xcode 15.4 now.
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Oct ’24
Automating import of distribution certificates for iOS builds
We build a number of iOS apps using different distribution certificates on a "headless" build machine in a data center. It is a burden to have to accept a newly imported certificate because codesign causes a dialog to pop up requesting to authorize the private key We have tried a number of suggestions in various posts, including deleting the certificate and re-importing with security import using the -T flag to allow codesign. After doing this, and even though the ACL shows a very similar picture to the post authorized state, keychain still requires a dialog to be "Allowed". What can be done, from the command line, to avoid this popup?
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Oct ’24
Building documentation (Docc) gives error coming from `FirebaseCoreExtension` while building with Xcode 16
The project setup is as follows: Uses pods Has swift bridging header as it uses both Objc and Swift With Xcode Version 16.0 (16A242d), when building the project everything is fine but when I build the Documentation (Product > Build Documentation), I am getting this error via: /.../Project/Pods/FirebaseCore/FirebaseCore/Sources/Public/FirebaseCore/FIRLoggerLevel.h:23:28: redefinition of 'FIRLoggerLevel' ... Building the documentation of the same project with Xcode Version 15.4 works just fine, so the error must come from the new xcodebuild (Xcode 16.0 Build version 16A242d). Here are the pods in the project: pod 'Firebase/Crashlytics', '10.29.0' pod 'Firebase/Performance', '10.29.0' # (Recommended) Pod for Google Analytics pod 'FirebaseAnalytics', '10.29.0' pod 'GoogleAnalytics', '3.21' pod 'GoogleTagManager', '7.4.3' pod 'FirebaseRemoteConfig', '10.29.0' pod 'GoogleUtilities', '7.13.0' Tried with all latest, but the same issue persists. Any ideas, on how to resolve this? I read that it is not possible to disable the pods being build by docc as they are dependencies of the target which is being build by the docc process, if that is not true, maybe I can disable docc from building the Pods.
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Oct ’24
Unknown file type error in Xcode
Hello! I have been successfully building out my Xcode project in the past few months to my iPhone 15. I recently got a new iPhone 16 pro and have been having a hell of a time trying to figure out how to build to my new phone. Here's the error I am getting: Unknown file type in '/Users/username/Desktop/filename/Libraries/libiPhone-lib.a' please help! Any suggestions would be greatly appreciated. NOTE: I am using a M1 laptop with Sequoia OS
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Oct ’24