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A Summary of the WWDC25 Group Lab - Developer Tools
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for Developer Tools. Will my project codebase be used for training when I use Xcode's intelligent assistant powered by cloud-based models? When using ChatGPT without logging in, your data will not be used to improve any models. If you log in to a ChatGPT account, this is based on your ChatGPT account settings, which allows you to opt-out (it defaults to on). When using Xcode with accounts for other model providers, you should check with the policies of your provider. And finally, at no point will any portion of your codebase be used to train or improve any Apple models. We'd love to make our SwiftUI Previews (and soon, Playgrounds) as snappy as possible. Is there any way to skip certain build steps, such as running linters? It seems the build environment is exactly the same (compared to a debug build), but maybe there's a trick. Starting with Xcode 16, SwiftUI previews use the exact same build artifacts as the regular build. The new Playgrounds support in Xcode 26 uses these build artifacts too. Shell script build phases are the most common thing that introduces extra build time, so as a first step, try turning off all shell script build phases (like linters) to get an idea if that’s the issue. If those build phases add significant time to your build, consider moving some of those phases into asynchronous steps, such as running linters before committing instead of on every build. If you do need a shell script build phase to run during your build, make sure to explicitly define the input and output files, as that is a huge way to improve your build performance. Are we able to provide additional context for the models, like coding standards? Documentation for third party dependencies? Documentation on your own codebase that explains things like architecture and more? In general, Xcode will automatically search for the right context based on the question and the evolving answer, as the model can interact multiple times with your project as it develops an answer. This will automatically pick up the coding style of the code it sees, and can include files that contain architecture comments, etc. Beyond automatic context, you can manually attach other documents, even if they aren't in your project. For example, you could make a file with rules and ideas and attach it, and it will influence the response. We are very aware of other kinds of automatic context like rule files, etc, though Xcode does not support these at this time. Once ChatGPT is enabled for Coding Intelligence in Xcode 26, and I sign into my existing ChatGPT account, will the ChatGPT Coding Intelligence model in Xcode know about chat conversations on Xcode development done previously in the ChatGPT Mac app? Xcode does not use information from other conversations, and conversations started in Xcode are not accessible in the web UI or ChatGPT app. Is there a plan to make SwiftUI views easier to locate and understand in the view hierarchy like UIKit views? SwiftUI uses a declarative paradigm to define your user interface. That allows you to specify what you want, with the system translating that into an efficient representation at runtime. Unlike traditional AppKit and UIKit, seeing the runtime representation of SwiftUI views isn't sufficient in order to understand why it's not doing what you want. This year, we introduced a SwiftUI Instrument that shows why things are happening, like view re-rendering. Is it possible to use the AI chat with ChatGPT Enterprise? My company doesn't allow us to use the general ChatGPT, only the enterprise version they have setup that prevents data from being leaked Yes, Xcode 26 supports logging into any existing ChatGPT account, including enterprise accounts. If that does not meet your needs, you can also setup a local server that implements the popular chat completions REST API to talk to your enterprise account how you need. Now that Icon Composer is here, how does it complement or replace existing vector design tools such as Sketch for icon design? Icon Composer complements your existing vector design tools. You should continue to create your shapes, gradients, and layers in another tool like Sketch, and compose the exported SVG layers in Icon Composer. Once you bring your layers into Icon Composer, you can then use it to influence the translucency, blur, and specular highlights for your icon. What’s one feature or improvement in the new Xcode that you personally think developers will love, but might not immediately discover? Maybe something tucked away or quietly powerful that’s flown under the radar so far? One feature we're particularly excited about is the new power profiler for iOS, which gives you further insights into the energy consumption of your app beyond what was possible with the energy instrument previously. You can learn more about how to use this instrument and how it can help you greatly reduce your apps battery usage in the documentation, as well as the session Profile and optimize power usage in your app. There were also improvements in accessibility this year with Voice Control, where you can naturally speak your Swift code to Xcode, and it understands the Swift syntax as you speak. To see it in action, take a look at the demonstration in What’s new in Xcode 26. We have a software advisory council that is very sensitive to having our private information going to the cloud in any form. What information do you have to help me guide Xcode and Apple Intelligence through the acceptance process? One thing you can do is configure a proxy for your enterprise that implementing the popular Chat Completions API endpoint protocol. When using a model provider via URL, you can use your proxy endpoint to inspect the network traffic for anything that you do not want sent outside of your enterprise, and then forward the traffic through the proxy to your chosen model provider. Are there list of recommended LLMs to use with Xcode via Intelligence/Local? I've tried Gemma3-12B, but.. I hope there are better options? Apple doesn't have a published list of recommended local models. This is a fast-moving space, and so a recommendation would become out of date very quickly as new models are released. We encourage you to try out the local model support in Xcode 26 with models that you find meet your needs, and let us and the community know! (continued below)
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Xcode 26.1 Simulator download fails with DVTDownloadableErrorDomain code 41 and code 49 on macOS 26.1
I'm trying to download an iOS Simulator runtime in Xcode 26.2 or 26.1 on macOS 26.1, but the download keeps failing with the following error: Download failed. Domain: DVTDownloadableErrorDomain Code: 41 Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({ RequestedBuild = 23C54;}) 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;} macOS & Xcode Info: macOS Version: 26.1 (Build 25B78) Xcode Version: 26.2 (24553) (Build 17C52) What I've tried so far: Formatted my Mac and reinstalled Xcode multiple times. Completely deleted Xcode and its related files several times (/Applications/Xcode.app, caches, preferences). Tried different internet connections from multiple locations. Checked Apple servers and verified network. Attempted downloading other simulator runtimes (fail). but download fails immediately with DVTDownloadableErrorDomain Code 41 and bad URL error. Question: How can I fix the simulator download issue in Xcode 26.2 on macOS 26.1? Is there a known workaround for the bad URL / catalog download error?
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Can DEVELOPER_DIR or xcode-select support Command Line Tools at custom paths?
I'm trying to manage multiple Command Line Tools versions side-by-side (e.g., 16.2 and 26.2). I renamed the CLT directory to /Library/Developer/CommandLineTools-26.2.0 and set: xcode-select -s /Library/Developer/CommandLineTools-26.2.0 or DEVELOPER_DIR=/Library/Developer/CommandLineTools-26.2.0 Both result in: c++: error: unable to find Xcode installation from active developer path "/Library/Developer/CommandLineTools-26.2.0" It appears CLT only works at the fixed path /Library/Developer/CommandLineTools, unlike Xcode which can be at any location. Is this by design? Is there a supported way to use multiple CLT versions in parallel, similar to how multiple Xcode versions can coexist?
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Nasty problems in Xcode 26.2: Apple Intelligence crash & Source Code Control Failure
I know this post isn't going to give a lot of details, but what I experienced tonight was so completely weird that I wanted to get it posted here in case others run into it: FIRST: All was well until I made a trivial change to a large Objective-C++ module. I suddenly got the idea to look at that line in the code review pane, to see if that area of code had ever had recent modifications. But, the entire module showed up as modified -- one giant change bar, with nothing on the right side of the code review pane, no matter what commit I selected. Then I noticed that the two lines of code which had all of 4 characters edited were no longer showing any change bars. Yet, the file showed up as "modified". Still, the exact line changes were not showing in the source code navigator, even though other files showed their changes. Note I'm connected to our remote repo on github. I did some command line git checks of the local repo, and the changes were there (as yet unstaged). So -- I figured, I'm gonna ask the Apple Coding Assistant what's up. And it gave some fantastic advice, especially on how to confirm the changes really were in the repo ready to stage and commit and push. Which I did. But despite following a couple hours of wonderful suggestions, I could never get the change bars back -- for this one specific file! (yes, the file was in the repo, and in the project -- everything seemed OK with the file itself -- nothing had changed in the project, which compiled and ran perfectly with my changes). SECOND -- suddenly, the AI assistant seemed to crash Xcode. When I went to re-run Xcode, it just crashed exactly the same. The crash log indicated "Xcode is crashing inside the IDEIntelligenceChat plugin while it’s trying to “apply changes” to a Source Editor buffer". Ultimately, I needed to restart Xcode holding down the SHIFT key. I could open other projects, but not the one I had been working on. So I turned OFF apple Intelligence (thanks, ChatGPT). That allowed me to launch. It sounds like some sort of corrupt Apple Intelligence chat logs and/or caches, which ChatGPT has given me extensive suggestions for deleting. I don't have the energy to attack that tonight -- I did an additional Time Machine backup and hope to take a closer look tomorrow. Ideally -- I'd rather NOT lose all my on-going coding assistant chats for this project -- I had some ongoing suggestions I was working on. But more concerning is the weirdness with changebars affecting this one 7,000 line .mm file. It doesn't seem like there's anything that should affect those change bars for ONE FILE that is in the repo and where changes can be seen from a git diff command line operation. If it's a bug -- I can live with it. But it's worrisome. Other than that, Xcode 26.2 has been running great! Unlike 26.1, which insisted on re-compiling all 600 files in my project every time I ran/debugged, 26.2 just does the 2-6 modified files -- a perfect incremental compile. I've saved HOURS of wasted unnecessary compilation since 26.2 was released.
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XCode reverts CoreData's .xccurrentversion
I am experiencing an issue where XCode reverts .xccurrentversion file in my iOS app to the first version whenever xcodebuild is run or whenever XCode is started. This means I can build the app and run tests in XCode if I discard the reversion .xccurrentversion on XCode start. However, testing on CI is impossible because the version the tests rely on are reverted whenever xcodebuild is run. The commands I run to reproduce the issue ❯ git status Changes not staged for commit: (use "git add <file>..." to update what will be committed) (use "git restore <file>..." to discard changes in working directory) modified: Path/.xccurrentversion no changes added to commit (use "git add" and/or "git commit -a") ❯ git checkout "Path/.xccurrentversion" Updated 1 path from the index ❯ git status nothing to commit, working tree clean ❯ xcodebuild \ -scheme Scheme \ -configuration Configuration \ -sdk iphonesimulator \ -destination 'platform=iOS Simulator,name=iPhone 16 Pro,OS=latest' \ -skipPackagePluginValidation \ -skipMacroValidation \ test > /dev/null # test fails because model version is reverted ❯ git status HEAD detached at pull/249/merge Changes not staged for commit: (use "git add <file>..." to update what will be committed) (use "git restore <file>..." to discard changes in working directory) modified: Path/.xccurrentversion no changes added to commit (use "git add" and/or "git commit -a") I have experienced such issue in 16.3 (16E140) and 16.2 (16C5032a). Similar issues/solutions I have found online are the following. But they are either not relevant or do not work in my case. https://stackoverflow.com/questions/17631587/xcode-modifies-current-coredata-model-version-at-every-launch https://github.com/CocoaPods/Xcodeproj/issues/81 Is anyone aware of any solution? Is there a recommended way I can run diagnostics on XCode and file a feedback?
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xCode 26.2 Debug exetubale ON crashes on ios 26.2 devices
Hi, I am running build on ios 26.2 device, connected with cable (not wifi) and it crashes because files are not loaded or something. But when i turn off Debug Exetuble, it works just fine. Also, tried to run on ios 18.2 device, with Debug executable On - everything is ok, and breakpoints work. My guess, App crashes on reading and loading Assets and others app files like certificates. XCode run logs shows: **"Too many file errors". ** sample.txt xcode_run_logs.txt Also, exectued image list on lldb console, could not attach here, if needed i can add it with some url here.
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Unable to Download iOS Simulator Runtime 26.1 on Xcode — Bad URL Error (Code 49)
Hi everyone, I’m experiencing a persistent issue when trying to download the iOS Simulator Runtime 26.1 on Xcode (version 26.1). The download always fails with the following error Download failed due to a bad URL. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime) Domain: com.apple.MobileAssetError.Download Code: 49 I’m located in Brazil, so I initially thought it might be region-related, but I’ve already tried several attempts to fix it, including: Using VPNs for the US and Europe Installing the Xcode 26.2 beta Downgrading Xcode to earlier versions Reinstalling the same version of Xcode Restarting Xcode and my Mac Switching networks Clearing simulator support/device files Unfortunately, nothing has resolved the issue. Is anyone else facing this problem? Does anyone know a workaround or a manual way to download/install the iOS 26.1 simulator runtime? Thanks in advance!
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Xcode 26 CompileMetalFile failed
"EnableLiveAssetServerV2-com.apple.MobileAsset.MetalToolchain" = on; ProductName: macOS ProductVersion: 26.0.1 BuildVersion: 25A362 The MetalToolchain is installed, however I keep getting error that MetalToolchain cannot be found by the Xcode "Command CompileMetalFile failed with a nonzero exit code" error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain ❯ xcodebuild -downloadComponent MetalToolchain 2025-10-31 11:18:29.004 xcodebuild[6605:45524] IDEDownloadableMetalToolchainCoordinator: Failed to remount the Metal Toolchain: The file “com.apple.MobileAsset.MetalToolchain-v17.1.324.0.k9JmEp” couldn’t be opened because you don’t have permission to view it. Beginning asset download... 2025-10-31 11:18:29.212 xcodebuild[6605:45523] IDEDownloadableMetalToolchainCoordinator: Failed to remount the Metal Toolchain: The file “com.apple.MobileAsset.MetalToolchain-v17.1.324.0.k9JmEp” couldn’t be opened because you don’t have permission to view it. Downloaded asset to: /System/Library/AssetsV2/com_apple_MobileAsset_MetalToolchain/4ab058bc1c53034b8c0a9baca6fba2d2b78bb965.asset/AssetData/Restore/022-17211-415.dmg Done downloading: Metal Toolchain 17A324.
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iOS Simulator fails to boot (18.6 / 26.1 / 26.2) – launchd_sim could not bind to session
Hi, I’m facing a consistent simulator boot issue that appears to start after iOS 18.2 simulator runtimes and persists in 18.6, 26.1, and 26.2. Observed behavior iOS 18.2 simulator works fine iOS 18.6 simulator does NOT boot iOS 26.1 / 26.2 simulators do NOT boot Tried everything reinstall/clear cache and all and event formatted the system Unable to boot the Simulator NSPOSIXErrorDomain Code: 4 Failure Reason: Interrupted system call Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding macOS: Sequoia Xcode: 26.1, 26.2 Machine: Apple Silicon Unable to boot the Simulator. Domain: NSPOSIXErrorDomain Code: 4 Failure Reason: Interrupted system call User Info: { DVTErrorCreationDateKey = "2025-12-26 02:19:27 +0000"; IDERunOperationFailingWorker = "_IDEInstalliP.honeSimulatorWorker", Session = "com apple CoreSimulator.SimDevice CCDECA56-4A59-491B-A830-0F3928FCD957"; } Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding Domain: com.apple.SimLaunchHostService.RequestError Code: 4 Event Metadata: com.apple. dt. DERunOperationWorkerFinished : { "device_identifier" = "CCDECAE6-4A59-491B-A830-0E3928FCD957"; "device_model" = "iPhone18, 1"; "device_osBuild" = "26.1 (23B86)"; "device_osBuild_monotonic" = 2301008600; "device_os_variant" = 1; "device_platform" = "com apple.platform.iohonesimulator"; "device_platform_family" = 2; "device_reality" = 2; "device_thinningType" = "iPhone18,1"; "device_transport" = 4; "launchSession_schemeCommand" = Run; "launchSession_schemeCommand_enum" = 1; "launchSession_targetArch" = arm64; "launchSession_targetArch_enum" = 6; "operation_duration_ms" = 1183; "operation_errorCode" = 4; "operation_errorDomain" = NSPOSIXErrorDomain; "operation_errorWorker" = "_IDEInstalliPhoneSimulatorWorker"; "operation_error_reportable" = 1; "operation_name" = IDERunOperationWorkerGroup; "param_consoleMode" = 1; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com apple platform Please help on this as it got stuck. Thanks
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Debugger breakpoints not hitting since updating to macOS 26.1
Hi, I have started facing an issue with Xcode since updating to macOS 26.1. The debugger is not stopping at breakpoints in Objective-C code, however breakpoints in Swift file are working fine. I am using Xcode 16.4. For breakpoints in Objective-C files I have started to get this message since the OS update - 'Xcode won't pause at this breakpoint because it has not been resolved.' I have already tried cleaning derived data and build folder. I do not want to upgrade to Xcode 26. Could someone help with the fix? Thanks
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Xcode debugger stops at dyld after upgrading to Xcode 26
After upgrading to Xcode 26, started getting an issue where Xcode debugger is stopping at dyld`lldb_image_notifier Does not happen on device. Tried cleaning derived data folder, clean build but no success. what could be the cause? this is from the stack. #0 0x0000000207e0ffa1 in lldb_image_notifier () #1 0x0000000207e11c49 in dyld4::ExternallyViewableState::triggerNotifications () #2 0x0000000207e13a2f in invocation function for block in dyld4::ExternallyViewableState::notifyMonitorOfImageListChangesSim(bool, unsigned int, mach_header const**, char const**) () #3 0x0000000207e10c3b in dyld4::ExternallyViewableState::notifyMonitorOfImageListChangesSim () #4 0x00000001102b9195 in dyld4::ExternallyViewableState::triggerNotifications () #5 0x00000001102b9465 in dyld4::ExternallyViewableState::addImages () #6 0x000000011029dcec in dyld4::RuntimeState::notifyDebuggerLoad () #7 0x00000001102b8065 in dyld4::APIs::dlopen_from(char const*, int, void*)::$_0::operator()() const::'lambda'()::operator()() const () #8 0x00000001102b71fd in dyld4::APIs::dlopen_from(char const*, int, void*)::$_0::operator()() const () #9 0x00000001102b30e3 in dyld4::APIs::dlopen_from () #10 0x00000001199b4c5e in _CFBundleDlfcnLoadFramework () #11 0x0000000119982a1e in _CFBundleLoadExecutableAndReturnError () #12 0x0000000115f081c4 in -[NSBundle loadAndReturnError:] () #13 0x00000001a3c42866 in -[NSBundleAccessibility loadAndReturnError:] () #14 0x000000013cd67fa7 in __50-[AXCodeItem loadWithStrategy:onQueue:completion:]_block_invoke_2 ()
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App Widget NSExtensionPrincipalClass found in extension Info.plist
My app is built in flutter and has a native Widget in it. The widget's Info.plist file has the NSExtensionPrincipalClass key that links to the VerseOfTheDayWidgetBundle as string. However the Transport app throws an error: Validation failed (409) Unexpected Info.plist key. Unexpected key NSExtensionPrincipalClass found in extension Info.plist for Payload/Runner.app/PlugIns/VerseOfTheDayWidgetExtension.appex. (ID: 266e2dd8-44b9-4d67-97d9-d7d47013cff9) Now I tried removing the NSExtensionPrincipalClass and but the simulator throws an error asking for the NSExtensionPrincipalClass or Storyboard class but my widget is completely written in SwiftUI and does not have a storyboard which is why I am using the NSExtensionPrincipalClass. I tried to bypass this by creating two info.plist files for my widget (debug and release) this bypassed the security check on Transporter but then the app wouldn't install in TestFlight confirming the same issue as the simulator. I can confirm that my app's info.plist does not have any mention of NSExtensionPrincipalClass. so that isn't what is causing this error. I tried a lot of things but it just wouldn't work, at this point I feel maybe its something wrong with the checks Transporter app. I'm not sure, please guide me. The widget and the app work completely fine on the simulator with the NSExtensionPrincipalClass, its just the Transporter that does not like it being there.
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Building with Xcode on macOS Tahoe does not launch in iOS 12
When trying to launch an app built with Xcode in iOS12, differences occur depending on the macOS version on which Xcode is installed. When building with Xcode 26.2 (or Xcode 16.4) installed on macOS Sequoia, installing it on iOS 12 and tapping the app icon launches the app. When building with Xcode 26.2 (or Xcode 16.4) installed on macOS Tahoe, installing it on iOS 12 and tapping the app icon does not launch the app. The following log was displayed upon launch: Dec 15 11:46:35 xxx assertiond[58] <Notice>: Submitting new job for "com.xxx.sample" on behalf of <BKProcess: 0x10151a710; SpringBoard; com.apple.springboard; pid: 48; agency: SystemShell; visibility: foreground; task: running> Dec 15 11:46:35 xxx assertiond[58] <Notice>: Submitted job with label: UIKitApplication:com.xxx.sample[0x2dfd][58] Dec 15 11:46:35 xxx assertiond[58] <Notice>: Unable to get pid for 'UIKitApplication:com.xxx.sample[0x2dfd][58]': No such process (3) The same issue occurs with both .app and .ipa. I would like to know the technical reason behind this, if anyone knows, please let me know.
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Xcode Intelligence AI feature seems to fail on slow networks
Intelligence AI powered feature fails on complex project with network error when “Reasoning” is set higher then “Low”. The visual feedback shows sending some context and answer being generated, but eventually stops with network error. Retries with “Reasoning” set higher than “Low”. won’t help, but retries or same queries with “Low” or "Minimal" reasoning always succeed. It is obvious that connectivity is not lost but looks like some kind of timeout expires and cancels the response, even not the request. Visual feedback shows the context being successfully uploaded and even shows the indicator of the answer being generated.
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No output appears on tvOS simulator when creating a new game project Xcode 26.2
When I create a new tvOS game and run the default project the simulator window appears but nothing is shown. When I create a MultiPlatform Game project and run the demo project for AppleTV the simulator work correctly. I do not get any errors just a blank screen. Also clicking on the Home icon in the simulator or the actual AppleTV does nothing. Drew
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Xcode 16 and iOS 18 project not compiling
I updated Xcode and MacOS recently and haven't been able to compile my Flutter app on iOS devices/simulators since then. The error keeps changing every time I run it but here's one of the output in the terminal after running flutter run: Uncategorized (Xcode): Command SwiftGeneratePch emitted errors but did not return a nonzero exit code to indicate failure Error (Xcode): no such file or directory: '/Users/chiragbhansali/Library/Developer/Xcode/DerivedData/ModuleCache.noindex/Session.modulevalidation' Error (Xcode): stat cache file '/Users/chiragbhansali/Library/Developer/Xcode/DerivedData/SDKStatCaches.noindex/iphonesimulator18.0-22A3362- db63dc9361471f152f572502bdbfe70a.sdkstatcache' not found Error (Xcode): unable to rename temporary '/Users/chiragbhansali/Library/Developer/Xcode/DerivedData/ModuleCache.noindex/3F9VRK3CXAUUD/UIKit-1KHQ7M05IF VXC-56601391.pcm.tmp' to output file '/Users/chiragbhansali/Library/Developer/Xcode/DerivedData/ModuleCache.noindex/3F9VRK3CXAUUD/UIKit-1KHQ7M05IF VXC.pcm': 'No such file or directory' Error (Xcode): could not build module 'UIKit' /Users/chiragbhansali/Chirag/Coding/Projects/app/test/build/ios/Debug-iphonesimulator/Flutter.framewo rk/Headers/FlutterAppDelegate.h:7:8 Error (Xcode): could not build module 'Flutter' /Users/chiragbhansali/Chirag/Coding/Projects/app/test/ios/Runner/GeneratedPluginRegistrant.h:9:8 Error (Xcode): failed to emit precompiled header '/Users/chiragbhansali/Library/Developer/Xcode/DerivedData/Runner-eifcguceazlwumgsyzegclqdrbqt/Build/Intermed iates.noindex/PrecompiledHeaders/Runner-Bridging-Header-swift_PB6A5GFLTNPC-clang_3F9VRK3CXAUUD.pch' for bridging header '/Users/chiragbhansali/Chirag/Coding/Projects/app/test/ios/Runner/Runner-Bridging-Header.h' Uncategorized (Xcode): Command PrecompileSwiftBridgingHeader emitted errors but did not return a nonzero exit code to indicate failure Uncategorized (Xcode): Command SwiftEmitModule failed with a nonzero exit code Uncategorized (Xcode): Command SwiftCompile failed with a nonzero exit code Could not build the application for the simulator. Error launching application on iPhone 16 Pro. What I have tried so far: Deleting iOS SDK and simulators Cleaning Xcode build cache using cmd+shift+k Creating a new Flutter project and trying to compile it (it failed so that reduces the chances of it being a Flutter issue) Clearing the DerivedData folder Clearing settings and cache of simulators Restarting laptop Versions: Xcode: 16.0 iOS: 18.0 MacOS: 15.1 (didn't work with 15.0 either) Flutter: 3.24
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