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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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How to install self signed certificate to iPhone simulator running iOS 18.5?
I am trying to communicate with the backend of my project. So I need to install the certificate into the simulator. I have the .pem file but when I drag-dropped it into the simulator, I got the error "Simulator device failed to complete the requested operation.". The simulator is an iPhone 16 Pro running iOS 18.5. Is there any way to install the cert to my simulator? PS: I can't use Apple Configurator or MDM because I am using the office's Mac. And I can't install anything there. So I can only do it manually.
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CompileAssetCatalogVariant failed with nonzero exit code.
I'm running in a very very very weird error. I have a large asset catalog, consisting of about 2700 assets for 1.19GB of size. I can successfully build and run my project with both release and debug scheme, when a real device or simulator is selected. However, whenever I select Any iOS device (arm64), about 80ish seconds in the build process, the building fails with the following output: CoreUI: Error: unable to add asset to store *** Terminating app due to uncaught exception 'IBPlatformToolFailureException', reason: 'The tool closed the connection (AssetCatalogSimulatorAgent) What I tried and failed: Cleaning DerivedData and restarting PC Building the same project on three different devices, each with a different version of XCode. All failed. running sudo killall -9 com.apple.CoreSimulator.CoreSimulatorService Scanning for duplicate image files, found none. Scanning for duplicate .imageset folders in different folders, found none. Scanning for images that declared a different format than theirs, eg .webp renamed as .png, and found none. Creating an empty Hello World project, and just adding my asset catalog. Build fails for Any iOS device, succeeds for simulator or physical device. Uninstalling and reinstalling XCode command line tools. Manually compiling via actools. Changed "Embed Assets Pack in Product Bundle" from No to Yes. I don't have any .svg file in my assets. What I tried and failed but gives more insight: Now the only thing that I was able to come up with was deleting folders to narrow down where the problem was. So I found that there is a 700MB folder called T, containing T1, T2, ..., T6. Eventually managed to narrow down even more to T3, T4, T6. I created a distinct .xcassets catalog for each subfolder and tried to compile individually with actools, along with assets.xcassets (the main one). Here's the thing: T3.xcassets + assets.xcassets compiles T4.xcassets + assets.xcassets compiles T6.xcassets + assets.xcassets compiles T3.xcassets + T4.xcassets + assets.xcassets compiles. T3.xcassets + T6.xcassets + assets.xcassets compiles. T4.xcassets + T6.xcassets + assets.xcassets compiles. T3.xcassets + T4.xcassets + T6.xcassets + assets.xcassets crashes with CoreUI: Error: unable to add asset to store. I've been stuck for days now and can't deploy my finished app I worked on for the last three years because of this.
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Developer Program Enrollment Code Marked as Already Redeemed
I’m having issues enrolling in the Apple Developer Program. My original Apple ID was unable to enroll due to an internal restriction, and after multiple calls with Support (including L2), I was advised to create a new Apple ID and use the same enrollment code I was awarded for being selected as a Swift Student Challenge 2025 winner. However, when I attempt to redeem the code with the new account, I receive an error stating that the code has already been redeemed. I have never successfully enrolled with the original account, so the code should not be marked as used. I’ve tried working through Support several times, but I’m still stuck. Could someone please review this issue or issue a new code so I can complete my enrollment? Thank you in advance for your help.
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Regarding the Deployment Targets setting for Xcode 26
Our project plans to upgrade Xcode from 16.2 to Xcode 26. We’ve noticed that the information on https://developer.apple.com/support/xcode/ states that the Deployment Targets for Xcode 26 supports iOS 15–26.1. However, the Deployment Targets for our current project is set to iOS 13. Does this mean that we must set the project’s Deployment Targets to iOS 15 or higher if we want to upgrade to Xcode 26? Can we still set the Deployment Targets to iOS 13? If we upgrade to Xcode 26 and set the Deployment Targets to iOS 13, will there be any problems?
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XCPreviewAgent crashes with KERN_PROTECTION_FAILURE on macOS 26.0.1 Tahoe
Hello, I'm experiencing consistent crashes of XCPreviewAgent when using Xcode Previews on macOS 26.0.1 Tahoe (25A362). Configuration: macOS: 26.0.1 (25A362) - stable release Xcode: 16.0 (23.0.54) - stable release Hardware: MacBook Pro M4 Project: SwiftUI iOS app Issue: Every time I try to use Xcode Previews, XCPreviewAgent crashes with: Exception Type: EXC_BAD_ACCESS (SIGBUS) Exception Subtype: KERN_PROTECTION_FAILURE at 0x0000000340e54000 Termination Reason: Namespace SIGNAL, Code 10, Bus error: 10 The crash occurs in shared memory region during dynamic library loading. What I've tried: Cleared all caches: rm -rf ~/Library/Developer/Xcode/DerivedData Deleted Preview data: rm -rf ~/Library/Developer/Xcode/UserData/Previews Reset simulators: xcrun simctl --set previews delete all Switched xcode-select to /Applications/Xcode.app/Contents/Developer Tried both Xcode stable and Xcode beta Created fresh simulators Clean build (Cmd+Shift+K) Rebooted Mac multiple times The app runs fine on simulator (Cmd+R), but Previews consistently crash.
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Adding App Icon to Xcode for Tahoe
I have designed a new icon for my app/Tahoe in Icon Composer (launched from within Xcode)but I simply cannot get it to show up. The documentation for Icon Composer spends a lot of time describing how to design the icons but goes distressingly vague/silent on how one might use it. It suggests that I should drag the file to Xcode and it will guide me as to where to put it. The app continues to use the old (pre-Tahoe) icon. I don't get any change of behaviour and I don't know what to name the file. I assume that there are no other settings that I have to change. I can't find anything on the web or in Apple's documentation: maybe I'm missing something obvious! My app is a working NSDocument-based Cocoa project. Any suggestions please. Tahoe 26.0.1, Xcode 26.0.1, Apple M1 Max MBP.
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Matter Media Playback Cluster
Hello, I am currently working on personal project based on Matter. I need to create a Basic Video Player as specified in Matter's standard embedding the Media Playback Cluster. I went through the reading of how Apple now supports Matter as a standard : linkText My understanding of the following schematic, is alongside : HomeKit Accessory Protocol (HAP) Framework API Related HAP accessories underneath the homeKit framework. Developpers also find under the Homekit framework : CHIP (Connected Home IP) Framework API Related Matter accessories this time Both types of accessories/devices can be commissioned in the HomeKit ecosystem seemlessly. Each framework has it's documentation : HAP : https://developer.apple.com/documentation/homekit/hmhomemanager CHIP : https://developer.apple.com/documentation/matter I want through the process of installing XCode and the HomeKit Accessory Simulator. In the list of HomeKit Accessories I did not see any Media related devices : The list of currently supported devices is limited as I read here and will be enriched with time : https://support.apple.com/en-us/102135#:~:text=The%20Home%20app%20currently%20supports,%2C%20temperature%2C%20and%20humidity). In the meantime, as I read the matter documentation, I read several references made to the Media Playback : https://developer.apple.com/documentation/matter/mtrclustermediaplayback https://developer.apple.com/documentation/matter/mtrbaseclustermediaplayback https://developer.apple.com/documentation/matter/clusters#Interacting-with-the-Media-Playback-cluster My questions are : Are Matter Basic Video Players, (Media Playback) supported in HomeKit ? Why aren't they listed in HomeKit Accessory Simulator ? How can I add a Basic Video Player in HomeKit and display it's Media Playback controls once I have added the device to HomeKit ? Thank you for your Answer. Regards David
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Xcode 16.4
Hi I have downloaded Xcode 16.4 with MacOS Sequoia 15.7.1 as a XIP. It has downloaded but only as a 5GB file and it won't show up in my privacy settings/or even in storage- can someone tell me what I am doing wrong please- I know it should be about 50GB. Thank you
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Apple-hosted managed assets
Hi, anyone managed to make this work? https://developer.apple.com/documentation/backgroundassets Trying for past few days and can't make it work. Following their official documentation, also this video https://www.youtube.com/watch?v=M3jpgZrB1uo, but it seems I am stuck at: try await AssetPackManager.shared.ensureLocalAvailability(of: assetPack) What I did: Manifest files created, info.plist configured, asset pack created and uploaded to appstoreconnect via transporter, successfully assigned to app and ready for internal testing. Added to my code: let assetPack = try await AssetPackManager.shared.assetPack(withID: "Tutorial") try await AssetPackManager.shared.ensureLocalAvailability(of: assetPack) let videoData = try AssetPackManager.shared.contents(at: "Videos/Introduction.m4v") but no luck at all.... is anywhere any demo project available to download to compare with my project?
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Requesting review of repeated incorrect ad flags on my posts; case #102735958673 opened via support page
My original thread ID was: https://developer.apple.com/forums/thread/805350 This was a technical post with no links to products or services, but directly to native code designed to solve the problem I was posting about. I believe a single unhappy user may be abusing the flagging/reporting feature. I am contesting what this single user has alleged, namely that my content is “advertising.” Under my rights as per the Apple Developer Forums Agreement, I am requesting a review per Apple’s right to monitor and correct moderation actions. Thank you.
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21h
Avoid IPv6 communication when debugging with real device
We are experiencing troubles in our organization when we want to debug iOS applications on physical iPhones and iPads. Our iPhones (iPhone 16e, iOS 18.5) are not recognized by Xcode 16.4, but in the Finder they show up fine using the USB cable. We are aware, that the communication is different and there is an ad-hoc network that gets created to exchange the device profile. Together with our IT department responsible for our security infrastructure we narrowed it down to the following reason: As we are blocking all IPv6 traffic for local networking, the iPhone cannot communicate with Xcode to make the first connection and load the device profile. As they are not planning on changing this behavior, I am reaching out to you, if there is a way to force this first handshake between Xcode and iOS device to use IPv4? Or is there any other way to enable debugging for these devices? Any ideas would be very helpful.
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Need assistance with accessing your developer account?
I can login. but when I click account, I was redirected to a page wiith a form directly.Need assistance with accessing your developer account?I got email saying below, but they never contact with me. What should I do? I need use the account info the app deloyment. Thank you for contacting us.We’ve received your support request and will get back to you in one to two business days. Your case number is xxxxxxxFor additional information on development-related topics, visit Apple Developer Support.Best regards,Apple Developer Program Support
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21h
WKWebView Persistent 1st-Party Cookie Deletion: Automatic Removal Policies in iOS/Safari
Our current iOS application utilizes WKWebView to display a web application. We've observed intermittent deletion of non-expired 1st-party persistent cookies within this web application, leading to session drops. Here are our environment details and specific questions: Environment: App Build: Built with Xcode 16.2. WebView Class: WKWebView. Cookie Type: 1st-Party Persistent Cookie (Explicit expiration set, not a session cookie). Domain Configuration: The content server and the cookie-issuing server are the same (same IP address, same eTLD+1). The Cookie is set via the Set-Cookie HTTP Header on the server side. Questions: Automatic Deletion Policy: Are there any scenarios (e.g., related to iOS system behavior, Safari policies, or Intelligent Tracking Prevention (ITP)) where iOS or Safari might automatically delete non-expired 1st-party persistent cookies used by WKWebView? Deletion Conditions: If the answer to Q1 is Yes, under what specific conditions (e.g., memory pressure, inactivity, storage limits, specific ITP criteria) does this cookie deletion occur, and does the behavior differ significantly across various iOS versions? OS Update Impact: Are there any known specifications or documented cases where an iOS version update itself triggers the mass deletion of existing cookies stored in the WKWebsiteDataStore? Mitigation Strategy: If this automatic deletion is a known behavior, what mitigation strategies are officially recommended to ensure the persistence of essential 1st-party authentication cookies (e.g., manual synchronization with WKHTTPCookieStore or Keychain/UserDefaults)? Official Documentation: If the answer to Q1 is Yes, please provide URLs to any official Apple documentation or technical notes that detail the specifications or behavior of 1st-party persistent cookie deletion within WKWebView.
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iPhone 17, IOS 26 - No option to enable ‘Processor Trace’
According to the documentation for Processor Trace, it should be available on the iPhone 16 or later. Going off of the Optimize CPU performance with Instruments WWDC session, the toggle for it should be under Developer > Performance, but I don’t see this option anywhere on my iPhone 17. I can’t run a Processor Trace in Instruments without this feature turned on, because it claims my iPhone’s CPU is unsupported. Has anyone else managed to enable Processor Trace on the A19 chips?
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AppleWatchのデベロッパモードをONにする方法
開発アプリで通知確認を行うため、UDIDをプロビジョニングプロファイルに追加する必要があります。 iPhoneのUDIDは取得することができたのですが、AppleWatchのUDIDを取得する方法が分かりません。 Xcodeと接続してUDIDを取得しようとしましたが、iPhoneのみ認識がされAppleWatchが認識されていません。 AppleWatchもデベロッパモードをONしなければならないとAppleから返答をもらったが、その方法がわからないのでどなたかご教授お願い致します。
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Unable to Accept Updated Apple Developer Program License Agreement – Account Holder Unavailable
Hi Apple Developer Support, We’re currently facing an issue with our Apple Store Connect account due to the updated Apple Developer Program License Agreement. Our iOS builds are failing with the following error: Apple 403 detected – Access forbidden. Unable to process request – PLA Update available. You currently don't have access to this membership resource. To resolve this issue, your team's Account Holder, Sonu Chandra, must agree to the latest Program License Agreement. The challenge is that our Account Holder is currently on medical leave and unavailable, and we’ve been advised not to reach out to her during this time. While we do have multiple team admins on the account, none of them are able to accept the updated agreement. We kindly request your support in enabling one of the team admins to review and accept the updated license agreement so we can resume our iOS build and release process. Thank you for your assistance. Thank you in advance for your swift response.
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I'm currently using macOS 26 and Xcode 26, but I'm unable to download iOS 26 simulators.
Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = "2025-10-26 06:59:38 +0000"; } Download failed. Domain: DVTDownloadableErrorDomain Code: 41 Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({ RequestedBuild = 23A8464; }) 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; } System Information macOS Version 26.0.1 (Build 25A362) Xcode 26.0.1 (24229) (Build 17A400) Timestamp: 2025-10-26T17:59:38+11:00
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