Since upgrading my iPhone 13 Pro Max to iOS 26, apps have become nearly impossible to debug. The recent update to iOS 26.1 has made this even worse.
Going from app start to a fully rendered & responding screen takes <1 second on a Debug build when no debugger is attached, but with the debugger attached I get these times (measured manually with a stopwatch):
First render:
<1 second without debugger
5 seconds on USB debugger
30 seconds on wireless debugger
Data loaded from webserver and UI responding:
<1 second without debugger
19 seconds on USB debugger
5 minutes on wireless debugger!
Doing an online speed test reports 55 Mbps for the phone and 60 Mbps on the MacBook, so I doubt it's my WiFi.
Having a debugger attached used to make minimal difference on iOS 18, but the performance has tanked completely since the last major release. What happened?
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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
Topic:
Developer Tools & Services
SubTopic:
Xcode
ChatGPT in Xcode 26.1 is super slow for me, anyone else?
The response returns quickly but the preview window takes a few seconds per line. What it used to do in a few seconds on 26.0 now takes tens of minutes.
Anyone else running into this and have suggestions? I'm using the minimal setting on a fast internet connection. M2 Pro MBP, macOS 26.1.
I just discovered xcresulttool - provided with the Xcode Command Line Tools. It does an amazing job generating a JSON report of warnings/failures. The tool requires a xcresult file path - my issue is that xcodebuild build does not produce an xcresult file so I can't find a way to generate a similar report for that action.
My use case is simple - in my CI job, I want to report back on specific failures during builds and tests. I run xcodebuild build-for-testing and then later xcodebuild test-without-building. If there is a failure during the test phase, I can easily parse the issues from the JSON report in xcresult. However, if there is a failure during build, there is no result file to parse from.
What is more confusing is that if you run xcodebuild test (build and test in one command) compilation errors are put in the xcresult file and you can read them just fine with xcresulttool.
Is there any way to get a failure report from xcodebuild build actions without parsing stdout/stderror? I am aware of 3rd party tools such as xcpretty or xcbeautify - I would like to avoid anything that requires parsing the output.
Hi everyone,
I’ve run into a strange issue while building my app with Xcode 26 beta 6 (targeting iOS 26). When I include an app icon created using Icon Composer, the build time jumps to over 5 minutes. During this time, I noticed that a utility called AssetCatalogSimulatorAgent is consuming a significant amount of CPU.
If I remove the Icon Composer-generated icon from my target, the build completes in about 40 seconds. This behavior is consistent across multiple builds.
Has anyone else experienced this? Is there a known workaround or optimization for icons created with Icon Composer? I’d love to keep using the new icon format, but the build time is becoming a real bottleneck.
Thanks in advance!
I am trying to make build for my project followed all step and all but Igot
Showing Recent Errors Only
Build target PCS_EmpApp of project PCS_EmpApp with configuration Debug
ProcessInfoPlistFile /Users/mayankjain/Library/Developer/Xcode/DerivedData/PCS_EmpApp-bhccfqkphneiyabcysmesvskjrrm/Build/Products/Debug-iphonesimulator/PCS_EmpApp.app/Info.plist /Users/mayankjain/Downloads/RetailApp/PCS_EmpApp/obj/Debug/net9.0-ios/iossimulator-arm64/xcsync/Info.plist (in target 'PCS_EmpApp' from project 'PCS_EmpApp')
cd /Users/mayankjain/Downloads/RetailApp/PCS_EmpApp/obj/Debug/net9.0-ios/iossimulator-arm64/xcsync
builtin-infoPlistUtility /Users/mayankjain/Downloads/RetailApp/PCS_EmpApp/obj/Debug/net9.0-ios/iossimulator-arm64/xcsync/Info.plist -producttype com.apple.product-type.application -genpkginfo /Users/mayankjain/Library/Developer/Xcode/DerivedData/PCS_EmpApp-bhccfqkphneiyabcysmesvskjrrm/Build/Products/Debug-iphonesimulator/PCS_EmpApp.app/PkgInfo -expandbuildsettings -format binary -platform iphonesimulator -o /Users/mayankjain/Library/Developer/Xcode/DerivedData/PCS_EmpApp-bhccfqkphneiyabcysmesvskjrrm/Build/Products/Debug-iphonesimulator/PCS_EmpApp.app/Info.plist
error: Build input file cannot be found: '/Users/mayankjain/Downloads/RetailApp/PCS_EmpApp/obj/Debug/net9.0-ios/iossimulator-arm64/xcsync/Info.plist'. Did you forget to declare this file as an output of a script phase or custom build rule which produces it? (in target 'PCS_EmpApp' from project 'PCS_EmpApp')
Build input file cannot be found: '/Users/mayankjain/Downloads/RetailApp/PCS_EmpApp/obj/Debug/net9.0-ios/iossimulator-arm64/xcsync/Info.plist'. Did you forget to declare this file as an output of a script phase or custom build rule which produces it?
error .
I tried but unable to solve it .
Calling dlopen then dlclose causes an increase in the amount of memory used by the program. If I create a loop that calls dlopen / dlclose repeatedly on the same dynamic library, memory usage increases continuously. Is this a bug, or am I using dlopen / dlclose incorrectly?
I can reproduce this by modifying the sample code in the Apple Developer docs Creating Dynamic Libraries. If I modify Runtime.c, changing the line void *lib_handle = dlopen(lib_name, RTLD_NOW); to add the infinite loop, as below:
void *lib_handle = dlopen(lib_name, RTLD_NOW);
for (int ii = 0; ; ++ii) {
printf("loop %i\n", ii);
int close_err = dlclose(lib_handle);
printf("close error: %i\n", close_err);
printf("dlopen(%s, RTLD_NOW)\n", lib_name);
lib_handle = dlopen(lib_name, RTLD_NOW);
}
then opening and closing the dynamic library will succeed, but memory usage (as reported by top) will rapidly increase.
I'm running on x86_64 macOS 13.6.6. Full code for the modified Runtime.c is attached, the rest of the code is available in the Apple Developer docs.
Any suggestions?
Many thanks,
Chris
Runtime.c
The operation couldn’t be completed. (IDELanguageModelKit.IDEModelDownloadAdapter.(unknown context at $11f08ab80).DownloadError error 2.)
Domain: IDELanguageModelKit.IDEModelDownloadAdapter.(unknown context at $11f08ab80).DownloadError
Code: 2
User Info: {
DVTErrorCreationDateKey = "2025-11-04 07:58:38 +0000";
}
There was an error transferring over the network.
Domain: IDELanguageModelKit.IDEModelDownloadAdapter.(unknown context at $11f08ab80).DownloadError
Code: 2
System Information
macOS Version 15.7.1 (Build 24G231)
Xcode 26.1 (24454) (Build 17B55)
Timestamp: 2025-11-04T14:58:38+07:00
Cannot download 18.5 simulator
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
User Info: {
DVTErrorCreationDateKey = "2025-07-12 08:12:00 +0000";
}
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({
RequestedBuild = 22F77;
})
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 15.5 (Build 24F74)
Xcode 16.4 (23792) (Build 16F6)
Timestamp: 2025-07-12T18:12:00+10:00
hello
We found that our app had a lot of crashes on iOS 26. The crash stack showed [CBXpcConnection _sendBarrier]. The following is the crash log:
Thread 0 name: com.apple.main-thread (cpu_usage: 0.00%)
1
libsystem_kernel.dylib
_semaphore_wait_trap (in libsystem_kernel.dylib)
2
libdispatch.dylib
__dispatch_sema4_wait (in libdispatch.dylib)
3
libdispatch.dylib
__dispatch_semaphore_wait_slow (in libdispatch.dylib)
4
CoreBluetooth
-[CBXpcConnection _sendBarrier] (in CoreBluetooth)
5
CoreFoundation
___CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__ (in CoreFoundation)
6
CoreFoundation
____CFXRegistrationPost_block_invoke (in CoreFoundation)
7
CoreFoundation
__CFXRegistrationPost (in CoreFoundation)
8
CoreFoundation
__CFXNotificationPost (in CoreFoundation)
9
Foundation
-[NSNotificationCenter postNotificationName:object:userInfo:] (in Foundation)
10
UIKitCore
___47-[UIApplication _applicationDidEnterBackground]_block_invoke (in UIKitCore)
11
UIKitCore
+[UIViewController _performWithoutDeferringTransitionsAllowingAnimation:actions:] (in UIKitCore)
12
UIKitCore
-[UIApplication _applicationDidEnterBackground] (in UIKitCore)
13
UIKitCore
___101-[_UISceneLifecycleMultiplexer _evalTransitionToSettings:fromSettings:forceExit:withTransitionStore:]_block_invoke_2 (in UIKitCore)
14
UIKitCore
__UIScenePerformActionsWithLifecycleActionMask (in UIKitCore)
15
UIKitCore
___101-[_UISceneLifecycleMultiplexer _evalTransitionToSettings:fromSettings:forceExit:withTransitionStore:]_block_invoke (in UIKitCore)
16
UIKitCore
-[_UISceneLifecycleMultiplexer _performBlock:withApplicationOfDeactivationReasons:fromReasons:] (in UIKitCore)
17
UIKitCore
-[_UISceneLifecycleMultiplexer _evalTransitionToSettings:fromSettings:forceExit:withTransitionStore:] (in UIKitCore)
18
UIKitCore
-[_UISceneLifecycleMultiplexer uiScene:transitionedFromState:withTransitionContext:] (in UIKitCore)
19
UIKitCore
___186-[_UIWindowSceneFBSSceneTransitionContextDrivenLifecycleSettingsDiffAction _performActionsForUIScene:withUpdatedFBSScene:settingsDiff:fromSettings:transitionContext:lifecycleActionType:]_block_invoke (in UIKitCore)
20
UIKitCore
+[BSAnimationSettings(UIKit) tryAnimatingWithSettings:fromCurrentState:actions:completion:] (in UIKitCore)
21
UIKitCore
__UISceneSettingsDiffActionPerformChangesWithTransitionContextAndCompletion (in UIKitCore)
22
UIKitCore
-[_UIWindowSceneFBSSceneTransitionContextDrivenLifecycleSettingsDiffAction _performActionsForUIScene:withUpdatedFBSScene:settingsDiff:fromSettings:transitionContext:lifecycleActionType:] (in UIKitCore)
23
UIKitCore
__64-[UIScene scene:didUpdateWithDiff:transitionContext:completion:]_block_invoke.218 (in UIKitCore)
24
UIKitCore
-[UIScene _emitSceneSettingsUpdateResponseForCompletion:afterSceneUpdateWork:] (in UIKitCore)
25
UIKitCore
-[UIScene scene:didUpdateWithDiff:transitionContext:completion:] (in UIKitCore)
26
UIKitCore
-[UIApplicationSceneClientAgent scene:handleEvent:withCompletion:] (in UIKitCore)
27
FrontBoardServices
__76-[FBSScene updater:didUpdateSettings:withDiff:transitionContext:completion:]_block_invoke.129 (in FrontBoardServices)
28
FrontBoardServices
-[FBSScene _callOutQueue_maybeCoalesceClientSettingsUpdates:] (in FrontBoardServices)
29
FrontBoardServices
-[FBSScene updater:didUpdateSettings:withDiff:transitionContext:completion:] (in FrontBoardServices)
30
FrontBoardServices
__94-[FBSWorkspaceScenesClient _queue_updateScene:withSettings:diff:transitionContext:completion:]_block_invoke_2.cold.1 (in FrontBoardServices)
31
FrontBoardServices
___94-[FBSWorkspaceScenesClient _queue_updateScene:withSettings:diff:transitionContext:completion:]_block_invoke_2 (in FrontBoardServices)
32
FrontBoardServices
-[FBSWorkspace _calloutQueue_executeCalloutFromSource:withBlock:] (in FrontBoardServices)
33
libdispatch.dylib
__dispatch_client_callout (in libdispatch.dylib)
34
libdispatch.dylib
__dispatch_block_invoke_direct (in libdispatch.dylib)
35
BoardServices
___BSSERVICEMAINRUNLOOPQUEUE_IS_CALLING_OUT_TO_A_BLOCK__ (in BoardServices)
36
BoardServices
_BSServiceMainRunLoopSourceHandler (in BoardServices)
37
CoreFoundation
___CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ (in CoreFoundation)
38
CoreFoundation
___CFRunLoopDoSource0 (in CoreFoundation)
39
CoreFoundation
___CFRunLoopDoSources0 (in CoreFoundation)
40
CoreFoundation
___CFRunLoopRun (in CoreFoundation)
41
CoreFoundation
__CFRunLoopRunSpecificWithOptions (in CoreFoundation)
42
GraphicsServices
_GSEventRunModal (in GraphicsServices)
43
UIKitCore
-[UIApplication _run] (in UIKitCore)
44
UIKitCore
_UIApplicationMain (in UIKitCore)
Thanks
I often use a Wi-Fi network where:
Whatever mechanism Xcode uses to automatically discover a previously paired iOS device seems to be blocked (the Devices and Simulators window shows "Browsing on the local area network for [iPhone]" and never proceeds), but
I can connect to the iOS device from my Mac if I know its IP address, such as by pinging it
The same hardware/software configuration works with wireless Xcode connections on a different Wi-Fi network.
Thus I'm wondering if there's any functionality that allows the IP address to be manually entered into Xcode to avoid needing to connect a cable from my Mac to my iPhone during development. Searching around seems to suggest this existed at some point in the past but I can no longer find this in a current version of Xcode. Or if there are any other workarounds, although I can't modify the network itself as it's not my network.
I didn't really find anything in Apple docs on how to debug my extension using Xcode (so not saying it doesn't exist).
I found a current Stack post on it, with several devs all stuck. In 2024 someone said run the Preview Extension, select Finder as the test app, then in a Finder window select a file of the correct type and tap space.
Nothin happens when I do this (I get the file icon showing).
Suggestions most welcome!
"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.
Hey, is it possible to test with an Xcode test build if the subscription notifications are correctly being sent to the backend?
Currently nothing appears on my backend after subscribing. For some reason i can also subscribe multiple times to the same product. It looks like nothing is being saved anywhere which is why I also can't cancel a test subscription.
All of this was fairly easy and possible when setting up the google play version of our app.
I'm having a lot of trouble getting my icon working with XCode26 and Icon Composer.
<TL;DR>
The icon sucks
</TL:DR>
Why does it suck? 4 main issues plague me when I compare the new icon with the existing icon.
The colors are washed out.
I can't have a transparent background.
The size of the icon is wrong.
I can't use the old icon on pre-Tahoe macs. It's Tahoe or bust!
Here's a comparison between the two icons:
If I add any Liquid Glass effects to the icon, it just looks bad. Any more of a gradient behind the image makes the image fade out. Adding specular highlights just throws a ring around the upper and lower sections that doesn't seem to fulfill any purpose. Blur doesn't seem to do anything. And I can't get rid of the background at all. It must be there.
The biggest problem is the size. The new icon doesn't just look smaller, it is smaller! I measured the width and the new icon is 19.5% smaller. I did this by setting the finder view to 128x128, grabbing the screen shot, and using Acorn to measure the width from the left red edge to the right blue edge. The icns file is 256 pixels across which makes sense as I'm on a 4K monitor at 2x resolution. The icon file is 206 pixels. Doing the same with the finder set to 256x256 shows the same reduction.
When I look at Icon Composer, it's showing me that the icon is fitting in perfectly with the guidelines. The graphic artist I hired years ago did a great job!
So somehow there is a border being added to the icon file that shrinks the image down, and I can't get rid of it nor make the icon bigger. So I'm stuck.
I've tried the various tricks to get both the icns and icon files to be added to the build such that pre-Tahoe macs see the old icon, and it either breaks on Tahoe or breaks on the pre-Tahoe. I can't get both.
I don't think there's a solution to this, I'm just documenting my frustrations. The Mac was fine before this, why change something that works?
Topic:
Developer Tools & Services
SubTopic:
Xcode
I've got a large and complex app which has several dependencies upon 3rd party libraries (installed as pods).
The app is structured according to Model-View-Controller design and there is a requirement to implement the Model part as an .xcframework so it can be included and used in the original app along with a few new apps.
However, Apple documentation states that umbrella frameworks are not supported (Technical Note TN2435).
The Model code has several dependencies which would be totally unfeasible to replace or remove, for example it uses RealmSwift for database storage. Obviously it would be impossible to write one's own database storage scheme in place of using Realm.
However, if my framework uses Realm as a dependency, then its now become an umbrella framework.
So therefore not supported according to Apple documentation.
So what are options/solutions?
We have the following step before running any tests on CI machine:
xcrun simctl shutdown all && xcrun simctl erase all
It was working perfectly before Xcode 26.1.
On Beta 3 it was doing it for 15 min every time.
When updated to RC1, the tests with cached build are fast (clean goes up to 10 sec), but the package tests clean is still going up to 15 min every time.
We did
xcrun simctl runtime dyld_shared_cache update --all
as advised but it's helping only temporarily. Is this going to be fixed in the official release?
After upgrading my iPad to iPadOS 26.0, I noticed that when using UIPopoverPresentationController, the popover no longer appears at the expected position. According to the debug logs, the position of the arrow indicator is printed correctly. Interestingly, the issue can be fixed temporarily by switching between portrait and landscape orientations. Could you please help me resolve this issue?
UIAlertController *newSheet = [UIAlertController alertControllerWithTitle:@"111111"
message:@"2222222222222"
preferredStyle:UIAlertControllerStyleActionSheet];
UIAlertAction *action = [UIAlertAction actionWithTitle:@"1112313" style:(UIAlertActionStyleDefault) handler:^(UIAlertAction * _Nonnull action) {
}];
[newSheet addAction:action];
newSheet.modalPresentationStyle = UIModalPresentationPopover;
UIPopoverPresentationController *popover = [newSheet popoverPresentationController];
popover.sourceView = cell;
[self presentViewController:newSheet animated:YES completion:nil];
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
How do I convert screen pixels to points?
I plan to use the points in the program to move the shape to the desired position.
In macOS, when using UNMutableNotificationContent to send notifications, clicking on the notification (or the buttons on the notification) will automatically activate the window. How can this be prevented?
Clicking on the notification only triggers the click event and does not activate the window.
Topic:
Developer Tools & Services
SubTopic:
Xcode