I use spm manage swift package, now i want my macos app support arm64e,so i add arm64e in Build Srtting -> Architectures.
but i got error Could not find module 'SwiftyJSON' for target 'arm64e-apple-macos'; found: arm64-apple-macos, x86_64-apple-macos
Apparently, if no limit in Package.swift, SPM will only compile versions for x86 and ARM64 architectures by default.
now, how should I configure SPM to compile the arm64e version?
thanks
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Mostly a heads up, maybe this will help other people. I had a very simple test app for MacOS, just a ViewController with an OutlineView that had two columns, and the column data was initialized in awakeFromNib of the NSViewController like this:
override func awakeFromNib() {
if dataArray.count == 0 {
dataArray.append( Node( firstname: "John", lastname: "Doe" ) )
dataArray.append( Node( firstname: "Mary", lastname: "Smith" ) )
}
self.content = dataArray
}
There's also a toolbar with a button and a search field.
This worked perfectly fine on Sequoia and Xcode 16, but since I updated to Tahoe and Xcode 26, if I try to run/debug the app from Xcode it hangs and eventually crashes. If Debug Executable is enabled in the scheme the crash is in libMainThreadChecker with EXC_BAD_ACCESS, and without debug it's a crash report with "Thread stack size exceeded due to excessive recursion".
I found that if I moved the self.content assignment inside the if block the problems went away:
override func awakeFromNib() {
if dataArray.count == 0 {
dataArray.append( Node( firstname: "John", lastname: "Doe" ) )
dataArray.append( Node( firstname: "Mary", lastname: "Smith" ) )
self.content = dataArray
}
}
There's a good chance I was abusing awakeFromNib() and shouldn't have been doing the assignment in there, etc. It was just a local test app, no big deal for me. But maybe something changed between Sequoia and Tahoe with respect to that function and how/when it's triggered?
Topic:
Developer Tools & Services
SubTopic:
Xcode
Luego las carpetas aparecen en gris porque no encuentra los archivos
Topic:
Developer Tools & Services
SubTopic:
Xcode
Xcode26 Assertion failed: (it != _dylibToOrdinal.end()), function dylibToOrdinal, file OutputFile.cpp, line 5196
Topic:
Developer Tools & Services
SubTopic:
Xcode
When comparing the Assets.car file of the previous and current versions of my app, compiled with Xcode 16 and 26, respectively, with the Terminal command
assetutil --info MyApp.app/Contents/Resources/Assets.car
I see that the new version contains many more app icons at different sizes, increasing my app's size by 1 MB (not much, but considering that the app is only 6 MB in total...):
{
"AssetType" : "MultiSized Image",
"Name" : "AppIcon",
"NameIdentifier" : 6849,
"Scale" : 1,
"SHA1Digest" : "9D75F76992E9E9E5531A214A4AE282EBD381F7EB903024E00FB25EB42381CC45",
"SizeOnDisk" : 308,
"Sizes" : [
"16x16 index:1 idiom:universal",
"32x32 index:2 idiom:universal",
"64x64 index:3 idiom:universal",
"128x128 index:4 idiom:universal",
"256x256 index:5 idiom:universal",
"512x512 index:6 idiom:universal",
"1024x1024 index:7 idiom:universal"
]
}
The previous one allowed me to add only two sizes:
{
"AssetType" : "MultiSized Image",
"Name" : "AppIcon",
"NameIdentifier" : 6849,
"Scale" : 1,
"SHA1Digest" : "AC782A2FFF9A4B2D563EF64DF41A179583440560F8732A176A8376B31000368E",
"SizeOnDisk" : 248,
"Sizes" : [
"256x256 index:1 idiom:universal",
"512x512 index:2 idiom:universal"
]
}
Is there a way to only ship the strictly necessary app icons sizes while using Xcode 26 Icon Composer, or will all the sizes be required going forward?
Hello,
My Apple Developer Program enrollment has been stuck at “Your enrollment is being processed” for more than three weeks.
My Enrollment ID is 6H5P2ZBY6H.
I would like to know why my enrollment is taking so long and if there is any additional action required from my side.
Any guidance or update from Apple or community members would be greatly appreciated.
Thank you.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
After upgrading to macOS 26.0 Tahoe and Xcode 26.0.1, I’ve noticed an issue with audio playback whenever the iOS Simulator is running.
Device: MacBook Pro 13" (2020, Intel, 16GB RAM, 500GB SSD)
Issue: Any sound played on the Mac (system sounds, music, videos) begins to break/distort once the Simulator is active.
App Sounds: If the app running inside the Simulator plays audio, that audio also breaks/distorts.
Previous Version: This issue did not occur on macOS Sequoia 15 or with Xcode 16. Everything was working fine before the upgrade.
After updating to Xcode 26 RC on Tahoe 26 RC and iOS 26 RC (and now final version of both Tahoe and iOS).
I'm still unable to debug on device.
I've tried rebooting, resetting settings, cleaning trusted computers. I ran out of ideas, I was expecting that final versions would fix this but they didn't.
Hi there,
We’re encountering this error in all of our builds when using the latest Xcode and macOS:
The Metal Toolchain was not installed and could not compile the Metal source files. Download the Metal Toolchain from Xcode > Settings > Components and try again.
In short, all builds are failing. I’ve tried fixing this by installing Metal and applying other solutions, but none of them worked reliably.
Is there a way to ensure that the Metal Toolchain is installed on the CI machine?
I have a GPX file in my project that I've used for simulating location in xcode for many years. Since installing xcode 26, the file no longer appears as an option in the simulation list, and I can't add new GPX files either.
Topic:
Developer Tools & Services
SubTopic:
Xcode
I'm working on a large multi-platform iOS project (iOS, iPadOS, watchOS, tvOS, visionOS) and have successfully migrated from legacy .strings files to modern String Catalogs (.xcstrings). However, I'm unable to export localizations using xcodebuild -exportLocalizations due to cross-platform framework dependency issues. (Note: I did have AI help me write this question, so apologies in advance for any errors)
Project Structure
Main iOS/iPad app with multiple extensions
watchOS companion app
tvOS app
visionOS app
49 .xcstrings files successfully migrated across all targets
Uses Swift Package Manager for modularization
The Problem
When attempting to export localizations using xcodebuild -exportLocalizations, the build fails because it tries to build all targets across all platforms, including watchOS targets that depend on third-party xcframeworks that don't include watchOS slices:
xcodebuild -exportLocalizations \
-project MyProject.xcodeproj \
-scheme MyApp \
-localizationPath ./export \
-configuration Debug
Error:
error: While building for watchOS, no library for this platform was found in
'Frameworks/<incompatible>.xcframework'. (in target 'Target')
These frameworks cannot be modified to add watchOS support (third-party/legacy dependencies).
What Works vs. What Doesn't
Works: Building the iOS app through Xcode GUI
Fails: Exporting localizations through Xcode GUI (Product → Export Localizations...)
Fails: xcodebuild -exportLocalizations with any combination of flags
Attempted Solutions (All Failed)
Platform-specific destination:
xcodebuild -exportLocalizations -destination "generic/platform=iOS" ...
SDK constraint:
xcodebuild -exportLocalizations -sdk iphoneos ...
Excluding architectures:
xcodebuild -exportLocalizations EXCLUDED_ARCHS="armv7k arm64_32" ...
Build first, then export:
xcodebuild build -scheme MyApp -sdk iphoneos && \
xcodebuild -exportLocalizations ...
All approaches still attempt to build watchOS targets despite platform constraints.
Observations
The -exportLocalizations flag appears to ignore -destination and -sdk flags
It seems to scan and build ALL schemes/targets in the project regardless of constraints
Regular builds (xcodebuild build) work fine with platform constraints
Current Workaround
I created a Python script that parses .xcstrings JSON files directly and generates XLIFF output, which works but feels like it's bypassing Apple's intended workflow.
Questions for Apple
Is there a way to limit xcodebuild -exportLocalizations to specific platforms? The documentation doesn't mention any flags for this, and -destination/-sdk appear to be ignored.
Why does -exportLocalizations require building ALL targets across ALL platforms? Both the Xcode GUI (Product → Export Localizations) and xcodebuild -exportLocalizations fail with identical build errors, suggesting this is by design. Is there a reason localization export can't be limited to buildable targets?
Is the intended workflow to have ALL targets buildable across ALL platforms before exporting localizations? This seems impractical for multi-platform projects with platform-specific dependencies.
Are there any build settings or configuration options that can exclude specific targets/platforms from the localization export scan?
Is directly parsing .xcstrings files and generating XLIFF an acceptable alternative, or does this miss important metadata that -exportLocalizations would include?
Environment
Xcode 16.x / 26.x (reproduces on both)
macOS Tahoe
Project uses String Catalogs (.xcstrings) format
Mixed SPM packages and traditional target structure
Any guidance on the correct approach for multi-platform localization export would be greatly appreciated. Is this a known limitation, or is there a recommended pattern I'm missing?
Adding icons to Xcode macOS apps using Icon Composer is easy, the icon shows up in the Dock and in the About dialog right away.
Yet, after many years struggling with other ways to add icons, I was hoping the new method in macOS 26 and Xcode 26 would finally make the icons show up in Stage Manager as well. Alas, nothing I tried, including killing a lot of things, rebooting while holding my tongue at the right angle, etc, did not help.
I do have some new macOS Xcode project apps that show the icon properly in Icon Manager, generated with Icon Composer, yet other apps never show their icon in Icon Composer, no matter what voodoo I try.
Forums online yield no solutions to this common problem.
Hello,
I’m new to macOS after many years on iPhone, and I’m trying to run a simple app on my iPhone directly from Xcode. The app builds fine in the simulator, but deploying to a real device fails with this error:
The tunnel connection failed while the system tried to connect to the device.
Domain: com.apple.dt.CoreDeviceError
Code: 4
Failure Reason: The tunnel connection failed while the system tried to connect to the device.
User Info: {
DVTErrorCreationDateKey = "2025-10-02 16:55:53 +0000";
"com.apple.dt.DVTCoreDevice.operationName" = connect;
}
--
The tunnel connection failed while the system tried to connect to the device.
Domain: com.apple.dt.RemotePairingError
Code: 4
--
I get the same error via command line, e.g. for
xcrun devicectl device info apps --device "..."
My setup:
macOS Version 26.0.1 (Build 25A362)
Xcode 26.0.1 (Build 17A400)
iPhone 13 on iOS 26.0.1
iPhone is paired with the Mac (I can see it in Finder and in Xcode alongside the simulator).
Developer Mode is enabled on the iPhone.
I also see my Apple Watch listed in Xcode.
I might have enabled Multipath networking in the past - but in iOS 26.0.1, the setting is missing in the Developer settings - so there is no way to check if it's enabled or to disable it. I know this was the solution to a similar problem: https://developer.apple.com/forums/thread/737907
What I tried:
Restarted both Mac and iPhone, unpaired them, paired them again.
Disabled and re-nabled development mode
Tried both Wi-Fi and wired connection (Apple-certified cable).
Reset privacy and network settings on the iPhone.
Verified I’m not running any VPN.
Despite this, deployment always fails with the same tunnel connection error.
Has anyone encountered this before or found a solution/workaround?
Thank you very much,
Martin
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hi guys,
after updating to tvOS 26 it is not possible to disable screensaver using AVPlayer.preventsDisplaySleepDuringVideoPlayback.
We are streaming TV programs continuously and when player is in full creen we disable screensaver by setting
preventsDisplaySleepDuringVideoPlayback = true
When leaving player screen and navigating to Home or EPG where player continues to play in the background we set
preventsDisplaySleepDuringVideoPlayback = false
to enable screen saver in which case after set time screensaver activates.
Disabling screensaver appears to be working only when starting the app for the first time, but when making the first transition out of the player and calling preventsDisplaySleepDuringVideoPlayback = false for the first time, then any subsequent change of preventsDisplaySleepDuringVideoPlayback to true has no effect. Result is that player is playing in full screen, but after set period (e.g. 2 minutes) screen saver activates, which is very bad user experience making TV app unusable.
I tried using Xcode 26 and targetting tvOS 17 and higher.
I installed Xcode 16.4 and rebuilt the app, but I see the same problem with screensaver. Xcode 16.4 and tvOS 17 target worked before. It appears to be related to tvOS 26 not to SDK itself.
Is there perhaps a new API to disable screensaver?
Is preventsDisplaySleepDuringVideoPlayback obsolete or could it be intention to disallow developers disabling screensaver? Do we need to notify all users to set screensaver time to higher value or Never if they want to watch TV for all day without touching remote?
Not sure if it is a bug in tvOS 26 or purposely changed behavior.
Does anybody know?
Thanks.
Hi,
as described by the subject, I'm trying to find a way to remove the preinstalled iOS support via command line tool.
I need to do that because I need to use the universal architectureVariant in order to build on old Intel-based iOS Simulators, but on iOS 26.
As described in this page, I can use this command to download the architecture I need
xcodebuild -downloadPlatform iOS -architectureVariant universal
however, launching this command I receive this error
iOS is already downloaded as arm64Only. To replace with universal, first delete the existing one.
Is there any way to remove the current installed iOS platform via command line? In particular I'm serching for a way to do what the button "Delete" in the attached screen does.
Thank you
I run some tests for an iOS app, connecting the iPhone to my mac where the code resides.
I notice that it fills the iPhone from system data, until the iPhone is full.
I tried everything to remove the system data (I assume some logs from the XCode testing): reset network, restart the iPhone, remove the tested app, etc. Nothing works. I am stuck with having to erase all data on the iPhone and reinstall from scratch, which is very tedious.
Any suggestions ? Thanks!
My Xcode project has the following configuration:
1 iOS app target
1 Xcode framework target (mach-o-type "Dynamic Library")
5 static libraries
Dependencies:
All the static libraries are target dependencies of the framework.
The framework is the only target dependency of the iOS app.
For the iOS app target, within the General tab > Frameworks, Libraries & Embedded content, I've set the framework as "Do not embed"
So now I have a dynamic framework which won't be copied to the .app bundle in the build output.
As per my understanding, this should result in a runtime error, dyld should not be able to find the framework files as they were not embedded in the final .app bundle.
But regardless, my app runs without any errors, using all the methods exposed by the framework.
What is the correct understanding here?
What exactly does Embed/Do not embed mean (apart from excluding the files from .app bundle)
When both settings are specified, is there any priority or precedence of one setting over the other?
I've been away for a period of time and coming back to development I want to clean up my account resources.
It appears as though I have 3 Developer ID Application certificates. I've never released code using any of them, and 2 of them have the exact same expiration date. I assume I created these while under the impression they could be revoked and deleted by myself. But this isn't the case.
The fact that I can only use the expiration date to disambiguate between some them, and also that 2 of them can't be disambiguated is problematic if I were to ever notarise code with them.
How can I get some of these certificates revoked and deleted?
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
Developer ID
Developer Program
This is supposed to be a photo of a screen shot I took of this site and this box saying there is no text it is empty when I tried to post my previous post And the box was not empty and the character counter was backwards it was in the negative -. Was -6870/7000 characters. The original post was for a force reset analytic that I found suspicious and malicious towards my device and apple.
will not let me post the image
Topic:
Developer Tools & Services
SubTopic:
Developer Forums
Is anyone else using one of the "Dark" editor themes (such as "Default (Dark)" or "Classic (Dark)" in Xcode? And is anyone doing this with Xcode 26 on macOS 26?
Here's the result while using the "Default (Dark)" theme while my Mac is in "light" mode:
Note that the black background of the editor goes all the way to the far left edge of the Xcode window. The large gray area in the project tree is the black background bleeding through the sidebar.
This is really distracting. Is there a way to fix this (besides not using a dark theme - I've been using dark themes for over 30 years)? This appears to be a poor design decision in macOS 26 to have split views show the background of the secondary column behind the primary column. iPadOS 26 has the same issue (see https://developer.apple.com/forums/thread/800073).