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Xcode 16.1 not recognizing connected iPhone
Xcode 16.1 can't see my connected iPhone 15 Pro Max (18.1.1) macOS is 15.1.1 So everything is updated. The phone is getting charged so assuming usb is not the issue. It's an original Apple USB C. Developer mode is enabled on iPhone No VPN on my Mac (personal Mac so no MDM / VPN) Have tried all the different USB C ports on my Mac. Tried restarting Xcode, Mac, Connecting / Disconnecting iPhone
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214
Dec ’24
Xcode 16 beta 3 can't load Teams in VM
I'm currently setting up a new build environment. Our old build server was a small M1 Mac Mini set up to build our, up-to-now, only app. Since we now have a second app (and probably more to come) and have some issues building all on the same mac (gem versions, flutter versions, etc.) I now set up a virtualized build environment. I'm currently running a MacOS 15 beta 3 VM on a M2 Mac Mini also on MacOS 15 beta 3. The VM has all basic tools inside, including Xcode 16 beta 3 and is logged in with our AppleID for our build server. The VM is spun up with a non-persistent storage before the build, installs the gem's/flutter in the correct version, checks out the code and builds it. Now I'm getting an error on the build, that I have to select a development team, but he team is already selected and the build is working fine on the old M1 Mac Mini. It is suggested to login to Xcode, so I logged in to Xcode in the VM, which itself was successful, but when loading the teams I'm getting the following error: Decoding Error There was a failure decoding response: (HTTP 401, 60 bytes) The data couldn't be read because it isn't in the correct format.. The account info is correct, it's the same account that is logged in to MacOS and it's the same account from the old build system. I guess this somehow has to do with the MacOS VM (before MacOS 15 it was not possible to signin to an apple id, this is also the reason why I use the beta). Is there any chance to fix this and get it working? We are not able to use Xcode cloud builds (or any other cloud services) due to corporate policies. We are also not able to buy a dedicated Mac Mini for every app (too expensive and too much time needed for maintenance).
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3.1k
Dec ’24
On-demand resources suddenly stopped working?
So yesterday I noticed that some of images in my app stopped appearing. All of them were placed in the on-demand resources, that is I've assigned tags to them. Up until yesterday they were working correctly but since then whenever I try to load the assets I get the error message saying: Error Domain=NSCocoaErrorDomain Code=4099 "Connection invalidated to streaming unzip service." My code for loading the asset is pretty straightforward and it was working perfectly fine before: let resourceRequest = NSBundleResourceRequest(tags: ["vinyl"]) defer { resourceRequest.endAccessingResources() } do { if await !resourceRequest.conditionallyBeginAccessingResources() { try await resourceRequest.beginAccessingResources() } } catch { assertionFailure("Vinyl image was not available, error: \(error)") } I'm obviously using it in asynchronous context, but the old method which used completion handler gives me the same error. Has anyone encountered this issue as well? I just updated my devices to iOS 15.5, maybe that update broke on-demand resources? Tested on Xcode 13.4, iOS 15.5
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3.6k
Dec ’24
Xcode cloud errors
Hi community: I'm coming across two error types on Xcode cloud during ui tests. encountered an error (Early unexpected exit, operation never finished bootstrapping - no restart will be attempted. (Underlying Error: Test crashed with signal kill before starting test execution. If you believe this error represents a bug, please attach the result bundle at /Volumes/workspace/resultbundlexcresult)) encountered an error (Failed to prepare device 'Clone 7 of iPhone 14 Pro' for impending launch. If you believe this error represents a bug, please attach the result bundle at /Volumes/workspace/ resultbundle.xcresult. (Underlying Error: Unable to boot the Simulator. launch failed to respond. (Underlying Error: Failed to start launch_ sim: could not bind to session, launchd_sim may have crashed or quit responding))) Any ideas on how to solve them? Thanks
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2.3k
Dec ’24
Changed vendor uuid
I updated a new app and the vendor uuid changed. I didn't change the way I generate the vendor uuid, but I confirmed that the uuid value I received from the app store is output differently. Can you tell me why identifierForVendor changes when I distribute it?
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Dec ’24
Code=4099 "Connection invalidated to streaming unzip service."
Hello, I am new to be using on-demand resources in my project, it’s a wonderful idea and concept I have to say! Kudos to whoever invented this! I am facing one problem that I couldn't solve so far: whenever I switch between the TestFlight / App Store / local Xcode builds I receive this error message: Code=4099 "Connection invalidated to streaming unzip service." Does anyone know what this means and how I can resolve it? I saw this other thread where it was recommended to delete & reinstall the app, but that is not always feasible because then all user data from the app is lost as well: https://forums.developer.apple.com/forums/thread/707070 Thanks a lot for any hints!
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Dec ’24
Swift Testing tests in enum (namespace) extensions are acting strange
Using Xcode 16.1 (16B40). When adding a test suite with tests in an extension to an enum: The tests can be compiled and executed as expected (by clicking the diamond), and e.g. "Reveal in Test Navigator" works as expected. But after the tests have been executed, there is no check or cross diamond icons in the Test Navigator, If I right click the empty diamond in the margin for one of the tests and click "Jump to report", Xcode shows an alert saying "No test found matching the identifier MyEnumNameSpace/SomeTests/example()", which is very strange. Steps to reproduce: Create a new iOS app project using SwiftUI and Swift Testing. Add a file in the app target defining an enum namespace: public enum NamespaceDefinedInSomeApp {} Replace the content of the already created …Tests.swift file with: import Testing @testable import SomeApp // This works as expected: @Suite struct SomeTests { @Test func example() async throws { #expect(true) } } // This compiles and executes but acts strange: extension NamespaceDefinedInSomeApp { @Suite struct SomeTests { @Test func example() async throws { #expect(true) } } } // This compiles and executes but acts strange: enum AnotherNamespace {} extension AnotherNamespace { @Suite struct SomeTests { @Test func example() async throws { #expect(true) } } }
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642
Dec ’24
Xcode Doesn't recognises the git worktree version of the swift package
I'm building an iOS app using Xcode, and I frequently modify code within a package. To do this, I drag and drop a locally cloned version of the package into my project as a local package. However, when working across multiple branches of my app, I need different versions of the package as well. To achieve this, I use Git worktrees to create branch-specific copies of the package. Unfortunately, when I drag and drop these worktree copies into Xcode, the IDE doesn't seem to recognize them. Could you kindly guide me on resolving this?
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251
Dec ’24
Archive Failed On Xcode 16
I am using TXLiteAVSDK_Player package dependencies and now when I want to archive and distribute an app I get this two warnings : Upload Symbols Failed The archive did not include a dSYM for the TXFFmpeg.framework with the UUIDs [1xxxxxx]. Ensure that the archive's dSYM folder includes a DWARF file for TXFFmpeg.framework with the expected UUIDs. Upload Symbols Failed The archive did not include a dSYM for the TXSoundTouch.framework with the UUIDs [Axxxx]. Ensure that the archive's dSYM folder includes a DWARF file for TXSoundTouch.framework with the expected UUIDs. My system is macOS sonoma 14.5 and Xcode is 16.0. How can I eliminate this warning?
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2.6k
Dec ’24
Apple Clang generating incorrect SIMD code
I have an M2 Mac Mini with Apple Clang 16.0.0. Under certain circumstances, the SIMD code generated by an unrolled loop is incorrect. I have a short example program which reproduces the bug, on my machine and someone else's with the same Clang version. The core operation is this: for (size_t i = 0; i < count; ++i) { c[i] = a[i]*std::conj(b[i]); } This loop gets unrolled to process 4 elements at once, and when count=15, the first 12 results have the wrong sign for the imaginary part. The final 3 elements are correct, since those are processed in a different code path. Is this an known error? I suspect it might be present in other Apple Clang versions as well (because I found this while chasing down an extremely unpredictable bug) but so far this is the only setup where I've cleanly reproduced it. Minimal test program (43 lines): https://signalsmith-audio.co.uk/tmp/argh.git/ - just run make. The expected output is a bunch of error=0, or small values from floating-point errors. I'm getting results like error=0.229711, and you can see it's because the "actual" results have a ± error.
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726
Dec ’24
Modularizing an Xcode 16 project
My preferred way of setting up an app project no longer works in Xcode 16. I like to have my apps massively modularized - a separate SPM module for every significant feature. I use a project grouped together with a package that contains all the feature modules. The project's app target imports a consolidated AppFeature from the package that is all the logic of the app. In Xcode 15 and before, I had a process for creating this kind of setup (described below -- unfortunately the forums don't support collapsible sections). Where I used to be able to drag a directory from Finder into the Xcode files navigator (step 6 in my process), it now rejects the drag. What I'm looking for is a way to have a single window open that has my Swift package and below that a separate folder for each executable target. Creating new modules in the package automatically creates new schemes in Xcode. Executable targets in the project can reference any module in the package. Source control treats the entire thing as one repository. I've tried all the approaches I can think of to accomplish the same goal, but no luck. The projects I've already built work fine in Xcode 16 -- I just can't make a new one. Unfortunately I can't revert to Xcode 15 for this purpose since it apparently doesn't run on my work machine with macOS 15. Here's my process that worked great till now: In Terminal, create the project folder Foo: $ mkdir Foo $ cd Foo Create the package: $ swift package init Creating library package: Foo Creating Package.swift ... Create a directory for the project: $ mkdir App In Xcode, create a new app project called Foo and put it in the App folder Open the Foo project Drag the top level Foo directory from Finder into the Xcode project and drop it immediately under the project name Close the Xcode project Create a file called Package.swift and place it in the App folder. Edit it to have an empty package content. This ensures Xcode won’t display that folder in the source navigator under the package header. import PackageDescription let package = Package( name: "", products: [], dependencies: [], targets: [] ) Open the Xcode project. You should have top-level project name* Foo*. Under that will be the package, also named Foo. Then there will be the app target, also named Foo. You can rename the app target folder Foo to something like iOS if you want to have other targets for other platforms like macOS.
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1.1k
Dec ’24
Blend shape animation in USDZ not importing into Reality Composer Pro
Hello, I have a usdz model created in Maya. It's supposed to have a splashing animation associated with it, and this can be viewed in Maya and Blender, but for some reason when I export it to usdz and then import it into my Reality Composer Pro project, the animation is missing. I expect an animation library to be created on the entity when I drag it in like any other usdz with animation data, but that is not the case. Any help would be appreciated on this issue.
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546
Dec ’24
ExternalLinkAccount API
I am having a very strange problem with await ExternalLinkAccount.canOpen On some apps using the same project and code (different targets) it reports false, but works in the simulator. Some apps work both in the simulator and a device and, but some apps only work in the simulator. They are all sharing the same code. What could be wrong? They all have SKExternalLinkAccount and the correct url in plist and they also have the com.apple.developer.storekit.external-link.account entitlement
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250
Dec ’24
Can Xcode still link with libcurl.{#}.tbd?
I created a new iOS project (storyboard if it matters) and added a bunch of C files to it. Some portion of the C files depend on libcurl. I would like to be able to build for both simulator and device if possible. Google claims that Xcode can provide the dependency as part of the inbuilt libraries however I do not see libcurl.4.tbd (or any version) as an option to choose. Is this feature no longer available or is there something I am missing here? For context here is a screen shot of my build error situation
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562
Dec ’24
Preview Crashes with glitched visuals
When working on my Xcode project and using Previews from time to time I find preview crashes and ens up with the image below. The UI is completely unresponsive and only way to bring it back I find is close and relaunch Xcode. Anyone else experience this - is there a known fix or a better way to "kick" preview to restart that doesn't involve full relaunch of XCode
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340
Dec ’24
Moving files to local package not possible in Xcode 16?
Hi! Trying to move some code into a local package - with Xcode 16 I am unable to move my code to the new package as drag and drop will always result in a copy. This contradicts the demo in the original intro session at WWDC19, and also the current documentation.. Of course I can delete the original files but this feels somewhat wrong... Am I missing something? Did the behaviour of moving files in the Project navigator change in the recent Xcode releases?
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308
Dec ’24
Assets.xcassets vs. Media.xcassets
In Xcode 16, when I use File > New > Project to create a new iOS app project, Xcode automatically creates an asset catalog file called Assets.xcassets in the project. However, if I later use File > New > File from Template, for example to add an asset catalog to an embedded Swift package within a project, Xcode suggests the default filename Media.xcassets for the file, instead of Assets.xcassets. Why is the default name for this file different in each context? Thank you for explaining this troubling consistency issue which causes me to lie awake at night.
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Dec ’24