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Simulator and Canvas 27.3 "identityservicesd quit unexpectedly"
Anyone working with the 27.3 devices beta in Xcode 27.3 on macOS 27.3? Canvas and device hub/simulator are throwing this error while open, several on first load, then periodically (not sure of the periodicity). Any help is appreciated. Not sure if it's impacting at the code or app, but it is interfering with active work (it assumes modal position while working). Can reproduce from Device Hub only (all other apps, including XCode closed), screencast here - demos 27.2 for the time it is started no errors, 27.3 as soon as it is started "identityservicesd quit unexpectedly" errors. Looks like stages in the rendering also - noticed dock not displayed, error, then dock displayed, next - home icons not displayed, error, then home icons displayed, etc. https://app.screencast.com/iK0BaVIVpjt0O
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18m
Xcode 27.2 AI Conversation Window / Coding Assistant - poor UX
It seems it's not possible anymore to view the output of the thinking process of an LLM. In Xcode 27 we were able to enlarge the output of each thinking phase, even though the UX wasn't actually great for doing this. Now, in Xcode 27.2 this is almost completely gone. There's only one line that seems to print the last line of the output. Do I miss something? Observing this content while the LLM is thinking is important, in order to be able to steer the LLM, or help it to find things, stop digressing into irrelevant topics, etc. While this was also not great, since enqueuing a message while the LLM is thinking has been queued – but the thinking phase has never been interrupted. So, enqueuing a message in order to steer the LLM was almost futile anyway. Nonetheless, I would expect newer Xcode versions to improve the user experience. I am unsure why this choice was made and included in a release. In my view, the AI chat and conversation behavior need improvement in several ways, though that is material for a few more posts.
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3h
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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448
8h
Switching to Xcode from other apps takes enormous time
I have a powerful machine (Mac Studio M1 Max, 64 GB). Switching between apps is instantaneous. Except for Xcode. It consistently takes 2+ seconds to switch to Xcode from any app under any memory pressure. (And yes, it's an absolutely enormous amount of time for this task.) The same problem was with Xcode 26. I hoped that Xcode 27 will fix it, but nothing changed after updating. There are days when I need to switch between other apps and Xcode often AND many times (in hundreds). This annoying delay is absolutely unacceptable. I'm using Xcode since version 2 and have never experienced this problem. I wonder if other Xcode users experience the same? WHY there's even a delay? Again, no other app behaves like this - and I have quite a few apps open, including multiple heavy Adobe apps. FB25437949
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16h
Unable to boot Simulator: launchd_sim could not bind to session, NSPOSIXErrorDomain 4 (DeviceHub architecture)
Hi, I’m encountering a consistent boot failure on iOS 27.3 simulator runtime with the new DeviceHub architecture in the latest Xcode. Environment Mac: Apple Silicon macOS version: [macOS Golden Gate 27.2] Xcode version: [27.2] Runtime: iOS 27.3 Simulator Runtime Architecture: DeviceHub (new CoreDevice stack, no old CoreSimulatorService fallback) Error Message
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17h
Destination-created `com.apple.provenance` in a metadata-verified DeviceSupport backup
In a synthetic reproduction of a DeviceSupport-style backup on macOS 26.7.1 with Xcode 26.6 on Apple silicon, a source object has no com.apple.provenance, while a newly created destination object acquires that private extended attribute. File contents, modes, ACLs, and the source's other extended-attribute names can be verified independently. The backup acceptance contract requires a future restore to reproduce the original governed metadata. Is destination creation expected to add this attribute? For a faithful restore to a fresh APFS destination, should restoration software omit it, remove it after creation, preserve it, or allow macOS to regenerate it? Which supported API or documented postconditions establish restoration fidelity when the source lacked the attribute? Could the attribute affect DeviceSupport symbol usability or access behavior? We are seeking Apple-supported backup and restoration procedures and security postconditions, not an interpretation of private metadata. No real DeviceSupport files, raw private attribute values, production paths, credentials, datasets, or personal information are included.
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21h
Supported targeted diagnostics for XCTest automation-mode initialization timeout
With Xcode 27.1 (27A9275) and an iOS 27.0.1 (24A446) physical device, the UI-test runner starts, then fails about 60 seconds later with com.apple.dt.XCTest.XCTFuture, code 1000: “Timed out while enabling automation mode.” No business test method starts (0 methods started). What is the officially supported, targeted diagnostic entry point for this XCTest initialization boundary? Specifically: What supported configuration and logging level expose the runner sending an automation-mode RPC, device testmanagerd receiving it, testmanagerd sending a reply, and the runner receiving that reply? Which timestamps and session/request correlation fields associate those events across the runner and testmanagerd? Can collection be limited to one device, one test attempt, these processes, and a short time window? What minimal text fields are necessary? Can unrelated-app data, screenshots, audio/video, runner environment values, credentials, and personal information be excluded? Please specify any required setup and how to disable or remove it afterward. We need a supported entry point and a precise, minimal privacy scope before changing configuration or collecting broader diagnostics. A general CoreDevice or sysdiagnose workflow alone does not establish that these RPC send/receive events will be recorded.
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LLDB/debugserver: earliest observation point, image-event completeness, and child reaping
Versions under discussion: Apple Command Line Tools: 26.5.0.0.1777544298 LLDB: 2100.0.17.108 Components: lldb, LLDB.framework, debugserver I am seeking documented capability boundaries for observing an owned test process on macOS, rather than reporting a reproduced defect. Earliest observation point For a process launched under LLDB/debugserver, what is the earliest guaranteed stopped point? Is there a supported workflow that establishes observation before dyld and image initializers execute, or is observation necessarily established later? Please distinguish an exec stop, a stop at main, and images already present at the first stop. Event completeness and loss detection Are image-load/unload notifications a complete, ordered event stream, including shared-cache/preexisting images? Can library-initializer execution be observed with equivalent guarantees? What documented sequence, overflow, or dropped-event indication lets a client detect an incomplete observation, rather than treating a snapshot or lack of events as proof of completeness? Process ownership and reaping In launch versus attach modes, which process actually creates the target and which process consumes its terminal wait status? What documented behavior applies if the LLDB frontend or debugserver exits unexpectedly? In particular, how can a controller distinguish a termination signal being sent from the target actually being reaped, without competing with another wait-status consumer? Pointers to documentation or source/build references matching these components would be appreciated. If any of these guarantees are unsupported, an explicit limitation would also answer the question.
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Prevent Xcode from downloading Simulators
It annoys me that Xcode keeps downloading Simulators automatically, even though I haven't asked for them. Under Settings > Components > Other Installed Platforms I see iOS Simulator iOS 18.0 uptil 18.5. These are eating space in /Library/Developer/CoreSimulator/Caches/dyld/25E253. Is there a way to prevent these automatic downloads?
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Xcode 27 No iOS 27 Simulators
Tried three times now and absolutely cannot get Xcode 27 to install iOS 27 Simulators. I have done a complete uninstall of Xcode (including things in ~/Library). And even purged /System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/ When Xcode 27 (27A266a; release version) is installed and run the first time, I'm greeted with the SDK screen. I select iOS and it downloads that runtime. I can see it in Xcode's Components panel in Settings. I only see Any iOS Device as a target device in Xcode. If I launch Device Hub, it's empty and I cannot add any devices since the Add dialog shows No Runtimes Available. Selecting "Add Platforms in Xcode" takes me back to Xcode, but I only ever see iOS 26.5 or older in the list. I've even tried the various xcrun simctl commands, but to no avail. Why is it so difficult to have a clean install of Xcode 27, have it install the iOS 27 SDK and then be able to build and run existing projects? I'm on the release version of macOS 27.0.1 though the problems persisted earlier today on macOS 27.0 as well.
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iPhone Duo Simulator is missing the usual apps
Using Xcode 27.1 RC, the iPhone Duo simulator (Device Hub) only comes with the Settings and Safari apps. Am I missing something? Are there plans to have the usual simulator apps such as Photos, Calendar, Reminders, Maps, etc.? In these early stages it would be really nice to have some real apps to look at for examples of how some things should work/appear on the Duo in different layouts.
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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?
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Testing app on Apple Watch For Your Kids device
Does Xcode 27 or TestFlight support installing a watch-only beta on an Apple Watch For Your Kids device? I want to test my watch only standalone app on my kids apple watch as that is the only device I have. Is it possible to use that watch for testing standalone apple watch application. The watch is setup as kids watch on my iphone.
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Xcode's Background Assets Run scheme option
I just saw the following in the Xcode 27 release notes: Xcode can now serve asset packs to your app while debugging on devices by setting a Background Asset Packs folder in the Run scheme action’s Options tab. (165230494) And sure enough, the option is there. But what do I need to point this to? I tried everything: the path to the built .aar asset pack the path to the .json manifest file the path to the download-manifest.json (for self-hosted asset packs) the path to the directory that actually contains the assets (as also referenced by the manifest file) the path to the directory that contains the manifest file and the asset directory. Nothing works. I always get the same errors on the console: Checking for updates failed: DecodingError.dataCorrupted: Data was corrupted. Debug description: The given data was not valid JSON.. Underlying error: Error Domain=NSCocoaErrorDomain Code=3840 "Unexpected end of file" UserInfo={NSDebugDescription=Unexpected end of file} The asset pack with the ID “MyID” couldn’t be looked up: DecodingError.dataCorrupted: Data was corrupted. Debug description: The given data was not valid JSON.. Underlying error: Error Domain=NSCocoaErrorDomain Code=3840 "Unexpected end of file" UserInfo={NSDebugDescription=Unexpected end of file} The manifest couldn’t be refreshed: DecodingError.dataCorrupted: Data was corrupted. Debug description: The given data was not valid JSON.. Underlying error: Error Domain=NSCocoaErrorDomain Code=3840 "Unexpected end of file" UserInfo={NSDebugDescription=Unexpected end of file} I'm testing on a physical iPhone. Any advice would be appreciated!
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Is direct Xcode deployment supported for a Family Setup Watch on watchOS 26.6?
I am looking for current Apple guidance on installing an independently developed, Watch-only watchOS app on an Apple Watch configured with Apple Watch For Your Kids / Family Setup, without changing its existing pairing, Apple Account or Family Setup configuration. Configuration: Apple Watch SE 3 (GPS + Cellular). watchOS 26.6. Managing iPhone running iOS 26.6.2. Xcode 27.1. Family Setup user is a child under 13. The app operates independently of a companion iPhone app. Its conventional-device version has been installed and tested on another, conventionally paired Watch. The isolated variant builds for watchOS with signing disabled, but has not been signed or installed on this Family Setup Watch. A read-only development-device inventory did not identify the Family Setup Watch. We have not changed its settings or attempted installation on it. I found this January 2022 answer from an Apple Frameworks Engineer stating that Family Setup Watches were not supported for Xcode development: https://developer.apple.com/forums/thread/698831 I also reviewed the later discussion about missing Developer Mode, which contains similar reports but no supported installation procedure: https://developer.apple.com/forums/thread/741161 Does the earlier limitation still apply to the configuration above? If direct Xcode development deployment is now supported, what is the exact workflow for discovering the Watch as a development destination, registering it for development, enabling Developer Mode where applicable, and provisioning/installing a Watch-only app while preserving Family Setup? Please identify required trust prompts, restarts or settings changes. If it is supported but the device is undiscoverable, which non-destructive diagnostics should be collected first? If it remains unsupported, is there another Apple-supported registered-device testing route that preserves Family Setup, or is a reviewed standalone Watch App Store release required? TestFlight is not an eligible route for this child's use under Apple's published age restriction. We are not seeking an age/account workaround, private APIs, or instructions to unpair, erase or convert the Watch to conventional pairing. Please link the applicable documentation or explicitly confirm the current platform limitation. This question concerns development installation only.
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Unable to build
I have a personal company app for internal use only. Under Xcode26 if would build and I could distrubte it no problem. I updated to Xcode27. Made some minor changes to some of the Text that is displayed in the app and now I can not get the Build function to work. It is grayed out completly.
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2d
Xcode 27 marks an existing project as locked; Unlock requests missing project.xcproj
On Xcode 27 with macOS 27.0.1, I observed Xcode marking an existing project as locked because its file supposedly did not exist. The project used the traditional project.pbxproj format. That file existed, parsed successfully, was readable, and had no filesystem lock flags. Command-line builds succeeded, but the editor continued to show the lock warning. Selecting Unlock produced this error: The file “project.xcproj” could not be unlocked. Could not find the file. There was no project.xcproj in that PBX-format project. A separate minimal iOS project also reproduced the same missing-file lock warning. That sample contains one application target, a minimal Swift source file, and signing disabled. This reproduction suggests the warning is not specific to the main application's source or extensions. These observations were recorded on 10 October 2026. I have not retested the sample today. Apple Developer Technical Support directed me to post the issue here. Is this a known project-lock tracking issue involving the alternative project filenames? What supported diagnostic evidence would help establish why Xcode reports the project as locked, and is there a supported workaround that preserves the existing project format? A standalone reproduction was prepared during the investigation. I can arrange to share it after checking the files for public release.
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Simulator and Canvas 27.3 "identityservicesd quit unexpectedly"
Anyone working with the 27.3 devices beta in Xcode 27.3 on macOS 27.3? Canvas and device hub/simulator are throwing this error while open, several on first load, then periodically (not sure of the periodicity). Any help is appreciated. Not sure if it's impacting at the code or app, but it is interfering with active work (it assumes modal position while working). Can reproduce from Device Hub only (all other apps, including XCode closed), screencast here - demos 27.2 for the time it is started no errors, 27.3 as soon as it is started "identityservicesd quit unexpectedly" errors. Looks like stages in the rendering also - noticed dock not displayed, error, then dock displayed, next - home icons not displayed, error, then home icons displayed, etc. https://app.screencast.com/iK0BaVIVpjt0O
Replies
1
Boosts
0
Views
42
Activity
18m
Xcode 27.2 AI Conversation Window / Coding Assistant - poor UX
It seems it's not possible anymore to view the output of the thinking process of an LLM. In Xcode 27 we were able to enlarge the output of each thinking phase, even though the UX wasn't actually great for doing this. Now, in Xcode 27.2 this is almost completely gone. There's only one line that seems to print the last line of the output. Do I miss something? Observing this content while the LLM is thinking is important, in order to be able to steer the LLM, or help it to find things, stop digressing into irrelevant topics, etc. While this was also not great, since enqueuing a message while the LLM is thinking has been queued – but the thinking phase has never been interrupted. So, enqueuing a message in order to steer the LLM was almost futile anyway. Nonetheless, I would expect newer Xcode versions to improve the user experience. I am unsure why this choice was made and included in a release. In my view, the AI chat and conversation behavior need improvement in several ways, though that is material for a few more posts.
Replies
0
Boosts
1
Views
23
Activity
3h
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!
Replies
1
Boosts
1
Views
448
Activity
8h
Switching to Xcode from other apps takes enormous time
I have a powerful machine (Mac Studio M1 Max, 64 GB). Switching between apps is instantaneous. Except for Xcode. It consistently takes 2+ seconds to switch to Xcode from any app under any memory pressure. (And yes, it's an absolutely enormous amount of time for this task.) The same problem was with Xcode 26. I hoped that Xcode 27 will fix it, but nothing changed after updating. There are days when I need to switch between other apps and Xcode often AND many times (in hundreds). This annoying delay is absolutely unacceptable. I'm using Xcode since version 2 and have never experienced this problem. I wonder if other Xcode users experience the same? WHY there's even a delay? Again, no other app behaves like this - and I have quite a few apps open, including multiple heavy Adobe apps. FB25437949
Replies
2
Boosts
0
Views
94
Activity
16h
Unable to boot Simulator: launchd_sim could not bind to session, NSPOSIXErrorDomain 4 (DeviceHub architecture)
Hi, I’m encountering a consistent boot failure on iOS 27.3 simulator runtime with the new DeviceHub architecture in the latest Xcode. Environment Mac: Apple Silicon macOS version: [macOS Golden Gate 27.2] Xcode version: [27.2] Runtime: iOS 27.3 Simulator Runtime Architecture: DeviceHub (new CoreDevice stack, no old CoreSimulatorService fallback) Error Message
Replies
0
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0
Views
63
Activity
17h
Destination-created `com.apple.provenance` in a metadata-verified DeviceSupport backup
In a synthetic reproduction of a DeviceSupport-style backup on macOS 26.7.1 with Xcode 26.6 on Apple silicon, a source object has no com.apple.provenance, while a newly created destination object acquires that private extended attribute. File contents, modes, ACLs, and the source's other extended-attribute names can be verified independently. The backup acceptance contract requires a future restore to reproduce the original governed metadata. Is destination creation expected to add this attribute? For a faithful restore to a fresh APFS destination, should restoration software omit it, remove it after creation, preserve it, or allow macOS to regenerate it? Which supported API or documented postconditions establish restoration fidelity when the source lacked the attribute? Could the attribute affect DeviceSupport symbol usability or access behavior? We are seeking Apple-supported backup and restoration procedures and security postconditions, not an interpretation of private metadata. No real DeviceSupport files, raw private attribute values, production paths, credentials, datasets, or personal information are included.
Replies
1
Boosts
0
Views
89
Activity
21h
Supported targeted diagnostics for XCTest automation-mode initialization timeout
With Xcode 27.1 (27A9275) and an iOS 27.0.1 (24A446) physical device, the UI-test runner starts, then fails about 60 seconds later with com.apple.dt.XCTest.XCTFuture, code 1000: “Timed out while enabling automation mode.” No business test method starts (0 methods started). What is the officially supported, targeted diagnostic entry point for this XCTest initialization boundary? Specifically: What supported configuration and logging level expose the runner sending an automation-mode RPC, device testmanagerd receiving it, testmanagerd sending a reply, and the runner receiving that reply? Which timestamps and session/request correlation fields associate those events across the runner and testmanagerd? Can collection be limited to one device, one test attempt, these processes, and a short time window? What minimal text fields are necessary? Can unrelated-app data, screenshots, audio/video, runner environment values, credentials, and personal information be excluded? Please specify any required setup and how to disable or remove it afterward. We need a supported entry point and a precise, minimal privacy scope before changing configuration or collecting broader diagnostics. A general CoreDevice or sysdiagnose workflow alone does not establish that these RPC send/receive events will be recorded.
Replies
0
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0
Views
21
Activity
1d
LLDB/debugserver: earliest observation point, image-event completeness, and child reaping
Versions under discussion: Apple Command Line Tools: 26.5.0.0.1777544298 LLDB: 2100.0.17.108 Components: lldb, LLDB.framework, debugserver I am seeking documented capability boundaries for observing an owned test process on macOS, rather than reporting a reproduced defect. Earliest observation point For a process launched under LLDB/debugserver, what is the earliest guaranteed stopped point? Is there a supported workflow that establishes observation before dyld and image initializers execute, or is observation necessarily established later? Please distinguish an exec stop, a stop at main, and images already present at the first stop. Event completeness and loss detection Are image-load/unload notifications a complete, ordered event stream, including shared-cache/preexisting images? Can library-initializer execution be observed with equivalent guarantees? What documented sequence, overflow, or dropped-event indication lets a client detect an incomplete observation, rather than treating a snapshot or lack of events as proof of completeness? Process ownership and reaping In launch versus attach modes, which process actually creates the target and which process consumes its terminal wait status? What documented behavior applies if the LLDB frontend or debugserver exits unexpectedly? In particular, how can a controller distinguish a termination signal being sent from the target actually being reaped, without competing with another wait-status consumer? Pointers to documentation or source/build references matching these components would be appreciated. If any of these guarantees are unsupported, an explicit limitation would also answer the question.
Replies
1
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0
Views
110
Activity
1d
Prevent Xcode from downloading Simulators
It annoys me that Xcode keeps downloading Simulators automatically, even though I haven't asked for them. Under Settings > Components > Other Installed Platforms I see iOS Simulator iOS 18.0 uptil 18.5. These are eating space in /Library/Developer/CoreSimulator/Caches/dyld/25E253. Is there a way to prevent these automatic downloads?
Replies
1
Boosts
3
Views
519
Activity
1d
Xcode 27 No iOS 27 Simulators
Tried three times now and absolutely cannot get Xcode 27 to install iOS 27 Simulators. I have done a complete uninstall of Xcode (including things in ~/Library). And even purged /System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/ When Xcode 27 (27A266a; release version) is installed and run the first time, I'm greeted with the SDK screen. I select iOS and it downloads that runtime. I can see it in Xcode's Components panel in Settings. I only see Any iOS Device as a target device in Xcode. If I launch Device Hub, it's empty and I cannot add any devices since the Add dialog shows No Runtimes Available. Selecting "Add Platforms in Xcode" takes me back to Xcode, but I only ever see iOS 26.5 or older in the list. I've even tried the various xcrun simctl commands, but to no avail. Why is it so difficult to have a clean install of Xcode 27, have it install the iOS 27 SDK and then be able to build and run existing projects? I'm on the release version of macOS 27.0.1 though the problems persisted earlier today on macOS 27.0 as well.
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2.2k
Activity
1d
iPhone Duo Simulator is missing the usual apps
Using Xcode 27.1 RC, the iPhone Duo simulator (Device Hub) only comes with the Settings and Safari apps. Am I missing something? Are there plans to have the usual simulator apps such as Photos, Calendar, Reminders, Maps, etc.? In these early stages it would be really nice to have some real apps to look at for examples of how some things should work/appear on the Duo in different layouts.
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6
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1.3k
Activity
1d
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?
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12
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13
Views
1.6k
Activity
1d
Testing app on Apple Watch For Your Kids device
Does Xcode 27 or TestFlight support installing a watch-only beta on an Apple Watch For Your Kids device? I want to test my watch only standalone app on my kids apple watch as that is the only device I have. Is it possible to use that watch for testing standalone apple watch application. The watch is setup as kids watch on my iphone.
Replies
1
Boosts
0
Views
125
Activity
1d
Xcode's Background Assets Run scheme option
I just saw the following in the Xcode 27 release notes: Xcode can now serve asset packs to your app while debugging on devices by setting a Background Asset Packs folder in the Run scheme action’s Options tab. (165230494) And sure enough, the option is there. But what do I need to point this to? I tried everything: the path to the built .aar asset pack the path to the .json manifest file the path to the download-manifest.json (for self-hosted asset packs) the path to the directory that actually contains the assets (as also referenced by the manifest file) the path to the directory that contains the manifest file and the asset directory. Nothing works. I always get the same errors on the console: Checking for updates failed: DecodingError.dataCorrupted: Data was corrupted. Debug description: The given data was not valid JSON.. Underlying error: Error Domain=NSCocoaErrorDomain Code=3840 "Unexpected end of file" UserInfo={NSDebugDescription=Unexpected end of file} The asset pack with the ID “MyID” couldn’t be looked up: DecodingError.dataCorrupted: Data was corrupted. Debug description: The given data was not valid JSON.. Underlying error: Error Domain=NSCocoaErrorDomain Code=3840 "Unexpected end of file" UserInfo={NSDebugDescription=Unexpected end of file} The manifest couldn’t be refreshed: DecodingError.dataCorrupted: Data was corrupted. Debug description: The given data was not valid JSON.. Underlying error: Error Domain=NSCocoaErrorDomain Code=3840 "Unexpected end of file" UserInfo={NSDebugDescription=Unexpected end of file} I'm testing on a physical iPhone. Any advice would be appreciated!
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1
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2
Views
241
Activity
1d
Is direct Xcode deployment supported for a Family Setup Watch on watchOS 26.6?
I am looking for current Apple guidance on installing an independently developed, Watch-only watchOS app on an Apple Watch configured with Apple Watch For Your Kids / Family Setup, without changing its existing pairing, Apple Account or Family Setup configuration. Configuration: Apple Watch SE 3 (GPS + Cellular). watchOS 26.6. Managing iPhone running iOS 26.6.2. Xcode 27.1. Family Setup user is a child under 13. The app operates independently of a companion iPhone app. Its conventional-device version has been installed and tested on another, conventionally paired Watch. The isolated variant builds for watchOS with signing disabled, but has not been signed or installed on this Family Setup Watch. A read-only development-device inventory did not identify the Family Setup Watch. We have not changed its settings or attempted installation on it. I found this January 2022 answer from an Apple Frameworks Engineer stating that Family Setup Watches were not supported for Xcode development: https://developer.apple.com/forums/thread/698831 I also reviewed the later discussion about missing Developer Mode, which contains similar reports but no supported installation procedure: https://developer.apple.com/forums/thread/741161 Does the earlier limitation still apply to the configuration above? If direct Xcode development deployment is now supported, what is the exact workflow for discovering the Watch as a development destination, registering it for development, enabling Developer Mode where applicable, and provisioning/installing a Watch-only app while preserving Family Setup? Please identify required trust prompts, restarts or settings changes. If it is supported but the device is undiscoverable, which non-destructive diagnostics should be collected first? If it remains unsupported, is there another Apple-supported registered-device testing route that preserves Family Setup, or is a reviewed standalone Watch App Store release required? TestFlight is not an eligible route for this child's use under Apple's published age restriction. We are not seeking an age/account workaround, private APIs, or instructions to unpair, erase or convert the Watch to conventional pairing. Please link the applicable documentation or explicitly confirm the current platform limitation. This question concerns development installation only.
Replies
0
Boosts
0
Views
34
Activity
1d
Unable to build
I have a personal company app for internal use only. Under Xcode26 if would build and I could distrubte it no problem. I updated to Xcode27. Made some minor changes to some of the Text that is displayed in the app and now I can not get the Build function to work. It is grayed out completly.
Replies
0
Boosts
0
Views
38
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Xcode 27 marks an existing project as locked; Unlock requests missing project.xcproj
On Xcode 27 with macOS 27.0.1, I observed Xcode marking an existing project as locked because its file supposedly did not exist. The project used the traditional project.pbxproj format. That file existed, parsed successfully, was readable, and had no filesystem lock flags. Command-line builds succeeded, but the editor continued to show the lock warning. Selecting Unlock produced this error: The file “project.xcproj” could not be unlocked. Could not find the file. There was no project.xcproj in that PBX-format project. A separate minimal iOS project also reproduced the same missing-file lock warning. That sample contains one application target, a minimal Swift source file, and signing disabled. This reproduction suggests the warning is not specific to the main application's source or extensions. These observations were recorded on 10 October 2026. I have not retested the sample today. Apple Developer Technical Support directed me to post the issue here. Is this a known project-lock tracking issue involving the alternative project filenames? What supported diagnostic evidence would help establish why Xcode reports the project as locked, and is there a supported workaround that preserves the existing project format? A standalone reproduction was prepared during the investigation. I can arrange to share it after checking the files for public release.
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