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Unable to install iOS 18 simulator using xcodebuild 27
We are planning to upgrade our CI setup to run on Xcode 27, but we want to run tests on several older iOS simulator runtimes: 26, 18, 17… With Xcode 26.6, we had no trouble installing the needed runtimes by running: $ xcodebuild -downloadPlatform iOS -buildVersion 18.6 $ xcodebuild -downloadPlatform iOS -buildVersion 17.5 $ xcodebuild -downloadPlatform iOS -buildVersion 16.4 When using Xcode 27.0 (27A266a), however, the command fails to work for any runtime older than iOS 26.0: $ xcodebuild -downloadPlatform iOS -buildVersion 18.6 Finding content... iOS 18.6 is not available for download. At the same time, the runtimes can be installed just fine by using the "Add Platforms…" dialog from the Components pane in Xcode settings. Unfortunately, that's not an option in a headless CI machine. The same issue also reproduces in the beta versions 27.1 (27A9269) and 27.2 (27B5019j), and regardless of macOS version (26.7 or 27.0). Any idea how to work around the issue? I wonder if's a broken backend configuration or a regression in Xcode 27? Posted as FB24836279.
0
2
578
Sep ’26
27.1 Duo Simulator
Just download 27.1 and Device Hub 27.1 and unable to locate the iPhone Duo simulator. Please help what are the steps to get this? I have both Xcode 27 and Xcode 27.1 installed. Launched 27.1 does not have Duo sim and all test devices in providing incompatible... What are the exact steps for testing an existing app with compatibility with 27.1 iPhone Duo? Thank you.
5
3
8.9k
Sep ’26
Xcode 27 crashes on keystroke — CoreML predictive completion (MLSymbolPopularity) EXC_BAD_ACCESS on macOS 27.2 beta 1
Environment: Xcode 27.0 (27A266a), Mac App Store macOS 27.2 beta 1 (26B5086k) MacBook Pro M3 Max, 48 GB (Mac15,9) Xcode crashes 100% of the time the moment I start typing a new variable inside a struct in the source editor. Building, running and debugging all work fine — the crash only happens on keystroke in the editor. Crash log points to CoreML predictive code completion: EXC_BAD_ACCESS (SIGBUS) on thread MLSymbolPopularity.workQueue -> Espresso::inner_product_kernel_cpu::get_biases() -> CodeCompletionModel.init -> MLSymbolPopularity.loadModelIfNeeded So the Espresso/CoreML runtime in macOS 27.2 beta 1 crashes while loading the predictive-completion model. Tried, none fixed it: "Display code predictions" -> Never "Display code completions while typing" -> Manually defaults write com.apple.dt.Xcode IDEPredictiveCodeCompletionEnabled -bool NO Cleared DerivedData / Xcode caches Installed the full 2.25 GB model via Settings > Components (still crashes) Not in the beta 1 "Known Issues". Filed: FB24823899 (Core ML, with two .ips crash logs + repro steps). Anyone else seeing MLSymbolPopularity here?
4
4
1k
Sep ’26
XCode 27.2 Beta / Claude Code - UI lockups
Has anyone notices persistent UI lockups when attempting to perform even the most basic tasks with Claude Code? I'm at a total loss here. I've noticed that the lockups tend to happen more often when the Claude Agent is asking me a question. I've tried removing stale data, disconnecting / reconnected the agent, force quit and restart. Nothing solves this.
11
2
505
Sep ’26
Device Hub multi-touch gestures
On Xcode 26 and earlier versions, two-finger touches were possible on Simulator by holding down the option key. On Xcode 27 with Device Hub, this is no longer possible. While the trackpad can be used for pinch and rotate gestures, two-finger taps and two-finger pans are not possible. This is a major regression that renders our app basically unusable in Device Hub. We rely on two-finger tap and pan gestures to navigate our 3D models. Not being able to do this in Device Hub and in Xcode previews would be a huge loss. Is this actually no longer supported or am I missing something?
12
13
1.6k
6d
Xcode Version 27 Localised strings not recognised
Hello When compiling a project containing localised file strings for dictionaries with the new release Xcode version 27, I receive an error as the compiler expect a plist instead of the string! validation failed: Couldn't parse property list because the input data was in an invalid format The Xcode version 26… did work fine I did file a Feedback Assistant FB24806196 Using a MacBook Air Apple silicon
1
0
243
Sep ’26
Xcode 27, defaults to iOS 27 build
In process of creating an iOS app and installed Xcode 27, now when I add a simulator in the Device Hub the iOS version needs to be 27 or I get an incompatible version error. Also when I select the top app icon the tabs such as the build settings is not showing, only the non-modifiable text file. I'm sure the fix for both is simple but I need pointed in the right direction.
1
0
263
Sep ’26
Xcode plaforms/simulators sucking up storage space.
With the limitations on not being to install larger hard drives on all Macs these days, the built-in drives tend to fill up very quickly. One of the fastest ways my drive space disappears is the installed platforms in Xcode. Every month or two I have to go in and free up 80GB by removing all the old versions of installed platforms. I would REALLY love a first-party supported way to a) store these installed platforms on an external drive (I could not get a symlink to work properly), or b) a setting to automatically remove older platforms in the same major revision when a newer one is installed. Both my Mac mini and MacBook Pro would love this, especially in the days of SSD scarcity that we are in now.
1
0
108
Sep ’26
Xcode 27 cannot open storyboards or create simulators
Hi. Today we upgraded to Xcode 27 and installed the iOS 27 runtime component. Now storyboards cannot be opened. Xcode only displays "Loading iOS 27.0..." Besides, we cannot create simulators either. iOS 27 runtime appears missing even though it is installed. We tried removing and reinstalling the runtime but it didn't work. Right now all development came to a halt. Please help.
4
0
947
Oct ’26
Xcode 27 crashes when coding agent asks for permission
I am using Coding Intelligence, powered by Claude, in the first production release of Xcode 27.0 (in MacOS 26.7). Initially it was working ok. But after less than a day, it now crashes every time it needs to ask for permission for any shell command. And each time I restart things, it burns through a ton of tokens. ☹️ Any suggestions? (I'll file a bug report right now…)
16
6
1.8k
1w
XCode 27 Shake not working
I'm not able to use shake gesture on Device Hub, the "Control + Command + Z" also does not seem to work. No shake option is available as was available earlier in the simulator. Any work around for this, or when will it be available ?
0
3
139
Sep ’26
Xcode components download stuck
I have a problem downloading Xcode components like Metal Toolchain or Developer Documentation. The action stuck with the status "Preparing to download". The symptoms started several weeks ago. I noticed this when my copy of Xcode 27 beta stopped showing the developer documentation. Strangely, when I re-launched Xcode it insists to download the Developer Documentation and keep showing "Preparing to download" while other components like Metal Toolchain, when I quit Xcode, it cancels the component download and that component status reverts to "Get". The symptoms continue thru the released version of Xcode27. Does anyone know the cure?
5
3
1.2k
Oct ’26
Flutter iOS Simulator extremely slow after macOS 27 / Xcode 27 update
Hi everyone, I'm experiencing a very slow Flutter iOS Simulator build after upgrading to macOS 27.0 and Xcode 27.0. System: MacBook Air M2 macOS 27.0 (26A428) Xcode 27.0 (27A266a) Flutter 3.47.3 (stable) Dart 3.13.3 iOS 27.0 Simulator Simulator: iPhone 17 Pro Max Flutter Doctor reports: [✓] Flutter [✓] Android toolchain [✓] Xcode [✓] Connected device [✓] Network resources • No issues found! The physical iPhone 17 launches the same Flutter app normally, but launching on the iOS Simulator is extremely slow. When I run: bash flutter run -d "iPhone 17 Pro Max" I get: Launching lib/main.dart on iPhone 17 Pro Max in debug mode... Running Xcode build... Xcode build done. 769.6s That's approximately 12 minutes and 50 seconds just for the Xcode build. The simulator is detected correctly by Flutter, so this doesn't appear to be a device detection issue. I have also installed Rosetta 2 because Flutter initially reported an architecture error with iproxy. Has anyone else experienced extremely slow Flutter/Xcode builds on the iOS 27 Simulator after upgrading to macOS 27/Xcode 27? Is there a known workaround or issue with the new Simulator/Device Hub? Any help would be appreciated. Thanks!
0
0
162
Sep ’26
Xcode 27 TV OS simulator: cannot type symbols
I cannot type any symbols from the keyboard anymore. This is not related to my app. You can just open the simulator, open the settings, go to account, and try to type an email address. It’s impossible to type the '@' it inserts '2' instead. All symbols are discarded as if the shift key is ignored. You can only type numbers. And if you select the @ on the virtual keyboard and press enter, the "next" step is selected and asks for the password. Anyone with the same issue about the keyboard? It was perfectly working in Xcode 26.6
0
0
184
Sep ’26
Xcode 27 is unable to open project
Hi, Looks like after MacOS 27 update all my projects located in specific folder are unable to be opened by Xcode 27. When I'm trying to run anything from there, Xcode just doesn't respond. It didn't crash or block, it sits in memory without window. There is no alert or anything. Turns out fresh downloaded project can be run from download folder but my old folder is some how locked and Xcode cannot do anything with all old repos and projects there.
1
0
480
Sep ’26
Custom Keyboard extension
I’m developing a keyboard extension and noticed this weird issue. When I switch from normal keyboard to custom keyboard there is a faint overlay duplicate of the custom keyboard that comes from the top which makes the switching not seamless and I can’t seem to find the cause of this issue. I initially thought it had to do with the fact that it’s communicating with my app to get the latest data and check for edits but it’s not the case here. when I screen record it doesn’t appear as faint overlay, it appears as the keyboard becoming taller than usual and then sizing down to expected height. iOS26.6.2
1
0
549
Sep ’26
Unable to install iOS 18 simulator using xcodebuild 27
We are planning to upgrade our CI setup to run on Xcode 27, but we want to run tests on several older iOS simulator runtimes: 26, 18, 17… With Xcode 26.6, we had no trouble installing the needed runtimes by running: $ xcodebuild -downloadPlatform iOS -buildVersion 18.6 $ xcodebuild -downloadPlatform iOS -buildVersion 17.5 $ xcodebuild -downloadPlatform iOS -buildVersion 16.4 When using Xcode 27.0 (27A266a), however, the command fails to work for any runtime older than iOS 26.0: $ xcodebuild -downloadPlatform iOS -buildVersion 18.6 Finding content... iOS 18.6 is not available for download. At the same time, the runtimes can be installed just fine by using the "Add Platforms…" dialog from the Components pane in Xcode settings. Unfortunately, that's not an option in a headless CI machine. The same issue also reproduces in the beta versions 27.1 (27A9269) and 27.2 (27B5019j), and regardless of macOS version (26.7 or 27.0). Any idea how to work around the issue? I wonder if's a broken backend configuration or a regression in Xcode 27? Posted as FB24836279.
Replies
0
Boosts
2
Views
578
Activity
Sep ’26
27.1 Duo Simulator
Just download 27.1 and Device Hub 27.1 and unable to locate the iPhone Duo simulator. Please help what are the steps to get this? I have both Xcode 27 and Xcode 27.1 installed. Launched 27.1 does not have Duo sim and all test devices in providing incompatible... What are the exact steps for testing an existing app with compatibility with 27.1 iPhone Duo? Thank you.
Replies
5
Boosts
3
Views
8.9k
Activity
Sep ’26
Xcode 27 crashes on keystroke — CoreML predictive completion (MLSymbolPopularity) EXC_BAD_ACCESS on macOS 27.2 beta 1
Environment: Xcode 27.0 (27A266a), Mac App Store macOS 27.2 beta 1 (26B5086k) MacBook Pro M3 Max, 48 GB (Mac15,9) Xcode crashes 100% of the time the moment I start typing a new variable inside a struct in the source editor. Building, running and debugging all work fine — the crash only happens on keystroke in the editor. Crash log points to CoreML predictive code completion: EXC_BAD_ACCESS (SIGBUS) on thread MLSymbolPopularity.workQueue -> Espresso::inner_product_kernel_cpu::get_biases() -> CodeCompletionModel.init -> MLSymbolPopularity.loadModelIfNeeded So the Espresso/CoreML runtime in macOS 27.2 beta 1 crashes while loading the predictive-completion model. Tried, none fixed it: "Display code predictions" -> Never "Display code completions while typing" -> Manually defaults write com.apple.dt.Xcode IDEPredictiveCodeCompletionEnabled -bool NO Cleared DerivedData / Xcode caches Installed the full 2.25 GB model via Settings > Components (still crashes) Not in the beta 1 "Known Issues". Filed: FB24823899 (Core ML, with two .ips crash logs + repro steps). Anyone else seeing MLSymbolPopularity here?
Replies
4
Boosts
4
Views
1k
Activity
Sep ’26
XCode 27.2 Beta / Claude Code - UI lockups
Has anyone notices persistent UI lockups when attempting to perform even the most basic tasks with Claude Code? I'm at a total loss here. I've noticed that the lockups tend to happen more often when the Claude Agent is asking me a question. I've tried removing stale data, disconnecting / reconnected the agent, force quit and restart. Nothing solves this.
Replies
11
Boosts
2
Views
505
Activity
Sep ’26
Device Hub multi-touch gestures
On Xcode 26 and earlier versions, two-finger touches were possible on Simulator by holding down the option key. On Xcode 27 with Device Hub, this is no longer possible. While the trackpad can be used for pinch and rotate gestures, two-finger taps and two-finger pans are not possible. This is a major regression that renders our app basically unusable in Device Hub. We rely on two-finger tap and pan gestures to navigate our 3D models. Not being able to do this in Device Hub and in Xcode previews would be a huge loss. Is this actually no longer supported or am I missing something?
Replies
12
Boosts
13
Views
1.6k
Activity
6d
Xcode Version 27 Localised strings not recognised
Hello When compiling a project containing localised file strings for dictionaries with the new release Xcode version 27, I receive an error as the compiler expect a plist instead of the string! validation failed: Couldn't parse property list because the input data was in an invalid format The Xcode version 26… did work fine I did file a Feedback Assistant FB24806196 Using a MacBook Air Apple silicon
Replies
1
Boosts
0
Views
243
Activity
Sep ’26
Xcode 27, defaults to iOS 27 build
In process of creating an iOS app and installed Xcode 27, now when I add a simulator in the Device Hub the iOS version needs to be 27 or I get an incompatible version error. Also when I select the top app icon the tabs such as the build settings is not showing, only the non-modifiable text file. I'm sure the fix for both is simple but I need pointed in the right direction.
Replies
1
Boosts
0
Views
263
Activity
Sep ’26
Xcode plaforms/simulators sucking up storage space.
With the limitations on not being to install larger hard drives on all Macs these days, the built-in drives tend to fill up very quickly. One of the fastest ways my drive space disappears is the installed platforms in Xcode. Every month or two I have to go in and free up 80GB by removing all the old versions of installed platforms. I would REALLY love a first-party supported way to a) store these installed platforms on an external drive (I could not get a symlink to work properly), or b) a setting to automatically remove older platforms in the same major revision when a newer one is installed. Both my Mac mini and MacBook Pro would love this, especially in the days of SSD scarcity that we are in now.
Replies
1
Boosts
0
Views
108
Activity
Sep ’26
Xcode 27 cannot open storyboards or create simulators
Hi. Today we upgraded to Xcode 27 and installed the iOS 27 runtime component. Now storyboards cannot be opened. Xcode only displays "Loading iOS 27.0..." Besides, we cannot create simulators either. iOS 27 runtime appears missing even though it is installed. We tried removing and reinstalling the runtime but it didn't work. Right now all development came to a halt. Please help.
Replies
4
Boosts
0
Views
947
Activity
Oct ’26
Xcode 27 crashes when coding agent asks for permission
I am using Coding Intelligence, powered by Claude, in the first production release of Xcode 27.0 (in MacOS 26.7). Initially it was working ok. But after less than a day, it now crashes every time it needs to ask for permission for any shell command. And each time I restart things, it burns through a ton of tokens. ☹️ Any suggestions? (I'll file a bug report right now…)
Replies
16
Boosts
6
Views
1.8k
Activity
1w
XCode 27 Shake not working
I'm not able to use shake gesture on Device Hub, the "Control + Command + Z" also does not seem to work. No shake option is available as was available earlier in the simulator. Any work around for this, or when will it be available ?
Replies
0
Boosts
3
Views
139
Activity
Sep ’26
Xcode components download stuck
I have a problem downloading Xcode components like Metal Toolchain or Developer Documentation. The action stuck with the status "Preparing to download". The symptoms started several weeks ago. I noticed this when my copy of Xcode 27 beta stopped showing the developer documentation. Strangely, when I re-launched Xcode it insists to download the Developer Documentation and keep showing "Preparing to download" while other components like Metal Toolchain, when I quit Xcode, it cancels the component download and that component status reverts to "Get". The symptoms continue thru the released version of Xcode27. Does anyone know the cure?
Replies
5
Boosts
3
Views
1.2k
Activity
Oct ’26
Flutter iOS Simulator extremely slow after macOS 27 / Xcode 27 update
Hi everyone, I'm experiencing a very slow Flutter iOS Simulator build after upgrading to macOS 27.0 and Xcode 27.0. System: MacBook Air M2 macOS 27.0 (26A428) Xcode 27.0 (27A266a) Flutter 3.47.3 (stable) Dart 3.13.3 iOS 27.0 Simulator Simulator: iPhone 17 Pro Max Flutter Doctor reports: [✓] Flutter [✓] Android toolchain [✓] Xcode [✓] Connected device [✓] Network resources • No issues found! The physical iPhone 17 launches the same Flutter app normally, but launching on the iOS Simulator is extremely slow. When I run: bash flutter run -d "iPhone 17 Pro Max" I get: Launching lib/main.dart on iPhone 17 Pro Max in debug mode... Running Xcode build... Xcode build done. 769.6s That's approximately 12 minutes and 50 seconds just for the Xcode build. The simulator is detected correctly by Flutter, so this doesn't appear to be a device detection issue. I have also installed Rosetta 2 because Flutter initially reported an architecture error with iproxy. Has anyone else experienced extremely slow Flutter/Xcode builds on the iOS 27 Simulator after upgrading to macOS 27/Xcode 27? Is there a known workaround or issue with the new Simulator/Device Hub? Any help would be appreciated. Thanks!
Replies
0
Boosts
0
Views
162
Activity
Sep ’26
Xcode 27 TV OS simulator: cannot type symbols
I cannot type any symbols from the keyboard anymore. This is not related to my app. You can just open the simulator, open the settings, go to account, and try to type an email address. It’s impossible to type the '@' it inserts '2' instead. All symbols are discarded as if the shift key is ignored. You can only type numbers. And if you select the @ on the virtual keyboard and press enter, the "next" step is selected and asks for the password. Anyone with the same issue about the keyboard? It was perfectly working in Xcode 26.6
Replies
0
Boosts
0
Views
184
Activity
Sep ’26
Xcode 27 is unable to open project
Hi, Looks like after MacOS 27 update all my projects located in specific folder are unable to be opened by Xcode 27. When I'm trying to run anything from there, Xcode just doesn't respond. It didn't crash or block, it sits in memory without window. There is no alert or anything. Turns out fresh downloaded project can be run from download folder but my old folder is some how locked and Xcode cannot do anything with all old repos and projects there.
Replies
1
Boosts
0
Views
480
Activity
Sep ’26
Custom Keyboard extension
I’m developing a keyboard extension and noticed this weird issue. When I switch from normal keyboard to custom keyboard there is a faint overlay duplicate of the custom keyboard that comes from the top which makes the switching not seamless and I can’t seem to find the cause of this issue. I initially thought it had to do with the fact that it’s communicating with my app to get the latest data and check for edits but it’s not the case here. when I screen record it doesn’t appear as faint overlay, it appears as the keyboard becoming taller than usual and then sizing down to expected height. iOS26.6.2
Replies
1
Boosts
0
Views
549
Activity
Sep ’26