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Transfer apps with previous Sandboxed Group Container
I know it was not possible previously, but wonder have things changed to support transfer of apps with this condition: Sandboxed Group Container You can only transfer sandboxed apps that are not sharing a group container. Our old company is having some issues and cannot continue, and would like to transfer to another company without doing the binary reassignment process which loses all the reviews. Thank you!
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XCFramework with Common Third-Party Dependencies Causing Duplicate Symbol Conflicts
What is the recommended approach for distributing an XCFramework that uses common third-party dependencies (like Google Maps) when client apps may also use the same dependencies, resulting in duplicate symbol conflicts? I'm developing a closed-source SDK distributed as an XCFramework. My SDK internally uses Google Maps for mapping functionality. However, when clients integrate my XCFramework into their apps that also use Google Maps, we encounter duplicate symbol errors. What I've Tried: Static vs Dynamic Linking: Both approaches result in conflicts Static linking: Google Maps symbols compiled into my binary Dynamic linking: GoogleMaps.framework bundled with my XCFramework Build Configuration: Set "Build Libraries for Distribution" = YES Tried various linking strategies Architecture Changes: Used @implementation_only import Wrapped code with #if canImport(GoogleMaps) However, the dependencies still get linked at build time
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Can an IP address manually be entered into Xcode to wirelessly connect to an iOS device?
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.
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Xcode subscription test
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.
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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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Clicking on warning to open a file (from script)
I'm running a swift script that is emitting warning lines like this /Users/work/Documents/QuGame/QuGame/BoardTurnView.swift:1:1: warning: [dead-code] Debug-only symbol static SimpleTurn.== infix(SimpleTurn, SimpleTurn) -> Swift.Bool /Users/work/Documents/QuGame/QuGame/DataNotifications+PreviewData.swift:1:1: warning: [dead-code] Debug-only symbol DataNotifications.(addConversation)(to: QUBoardModel, local: GKPlayer, opponent: GKPlayer, texts: [Swift.String]) -> () /Users/work/Documents/QuGame/QuGame/DataNotifications+PreviewData.swift:1:1: warning: [dead-code] Debug-only symbol DataNotifications.loadBlankBoard() -> () These are correctly formatted for Xcode to detect the filename, line and columns. ` Showing Recent Issues [dead-code] Debug-only symbol static SimpleTurn.== infix(SimpleTurn, SimpleTurn) -> Swift.Bool [dead-code] Debug-only symbol DataNotifications.(addConversation)(to: QUBoardModel, local: GKPlayer, opponent: GKPlayer, texts: [Swift.String]) -> () [dead-code] Debug-only symbol DataNotifications.loadBlankBoard() -> () However, when the script is run as part of the post-actions, Xcode doesn't support clicking on the warning to take you to the file. I can map from the .o to the .swift by hunting the project directory (not-sandboxed) If I run the script as part of the Run Script Phase, I cannot back track to find the fully qualified location of the file as I'm sandboxed. All I have is BoardTurnView.o, DataNotiications+PreviewData.o etc. Anyone got any suggestions?
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Can’t complete Apple Developer Program enrollment — “Your enrollment could not be completed”
Hi everyone, I’ve been trying to enroll in the Apple Developer Program, but I keep getting this message: Your enrollment could not be completed. Your enrollment in the Apple Developer Program could not be completed at this time. I’ve already verified my Apple ID and updated my personal information (including my full legal name to match my ID documents), but the issue still persists. The problem is that I also can’t reach Apple Support — every time I try to contact them through the enrollment support form, it redirects me back to the same page with no response. Has anyone else experienced this recently? Is there any direct contact method (email or phone number) that actually works for resolving this issue? Any help would be greatly appreciated — I’m stuck at this step and can’t move forward with publishing my apps. Thank you! — Bruno
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Chooser from Open Quickly missing in Xcode 26?
This whole time I was convinced that Apple just re-bound my favorite keyboard shortcut to something else in Xcode 26 and I just needed to find it and re-bind it, but it looks like they've gotten rid of it altogether and I'm losing my mind. For many years, selecting a type in the Open Quickly menu (Shift-Command-O) and hitting Shift-Option-Enter would bring up a chooser that would let you move a cursor around and select which open pane to open the file in (or create a new pane.) It was so useful and made working in Xcode so fast and it really seems like it's gone for good. Has this behaviour been changed? I don't see it mentioned in "What's New in Xcode 26?"
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XCode problem
Right now, I am trying the tutorial for SwiftUI from the Apple Developer Program inside of Xcode, but I encountered a problem. Inside of the selectable canvas mode in Xcode, I wanted to command-control-click the element (in this case, a text) to bring up the editing popover and select "Show SwiftUI Inspector." For some reason, on the popover menu, the only option was "Embed." I only wanted the menu point Show SwiftUI Inspector, and I also tried the shortcut Ctrl+Option, but nothing worked. Now is there another method to get to this menu? Or can you help me with that? Noah
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MDM vendor CSR option not available in developer portal
Hi, Our organization is planning to build an MDM tool and for that we are in need of an MDM vendor certificate for ourselves. We have already enrolled in Apple Developer Program but still didn't see the MDM CSR option in apple developer portal. Did anyone get the CSR option in your developer portal after enrolling in Apple Developer Program? Please share the steps to enable that option in my developer portal. Or Do we need any other license for availing MDM CSR option ? Any insights on this is much appreciated. Thanks!
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Communication with Apple failed
‘Your team has no devices from which to generate a provisioning profile. Connect a device to use or manually add device IDs in Certificates, Identifiers & Profiles. https://developer.apple.com/account/ Xcode couldn't find any tvOS App Development provisioning profiles matching ’ I followed the instructions and created it manually, but it still doesn't work. Why is that? I remember it used to be created automatically and take effect right away.
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“Keep Going with Apps” Tutorial section will not complete.
Hello All, I am currently working through ”Keep going with Apps” in Swift Playground. The section in the tutorial “Add a DancingCreature view” will not complete. I have tried to type it is as written in the tutorial and even used the copy and paste button provided. I have restarted the app and my IPad with no success. I have attached a screen shot of the tutorial prompt. Here is the code block: import SwiftUI import Guide struct DancingCreatures: View { //#-learning-code-snippet(varDeclaration) @EnvironmentObject var data : CreatureZoo var body: some View { SPCAssessableGroup(view: self) { VStack { ZStack { /*#-code-walkthrough(dance.forEach)*/ ForEach(data.creatures) { creature in /*#-code-walkthrough(dance.forEach)*/ /*#-code-walkthrough(dance.textView)*/ Text(creature.emoji) .resizableFont() .offset(creature.offset) .rotationEffect(creature.rotation) /*#-code-walkthrough(dance.textView)*/ } } ZStack { /*#-code-walkthrough(dance.forEach)*/ ForEach(data.creatures) { creature in /*#-code-walkthrough(dance.forEach)*/ /*#-code-walkthrough(dance.textView)*/ Text(creature.emoji) .resizableFont() .offset(creature.offset) .rotationEffect(creature.rotation) /*#-code-walkthrough(dance.textView)*/ //#-learning-code-snippet(exp1) //#-learning-code-snippet(animationSolution) //#-learning-code-snippet(exp3) } } /*#-code-walkthrough(dance.onTap)*/ .onTapGesture { data.randomizeOffsets() } /*#-code-walkthrough(dance.onTap)*/ /*#-code-walkthrough(dance.onTap)*/ .onTapGesture { data.randomizeOffsets() } /*#-code-walkthrough(dance.onTap)*/ } } } } struct DancingCreatures_Previews: PreviewProvider { static var previews: some View { DancingCreatures().environmentObject(CreatureZoo()) } } Device information: IPad Pro (11 inch, 2nd gen) iPad OS Version: 26.0.1 Playground Version: 4.6.4 Anyone else come across this? Thank you in advance.
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ToolbarItem with .hidden() or .opacity(0) leaves a visible frame when built with Xcode 26 (worked fine in Xcode 16.4)
In Xcode 16.4, I could hide a ToolbarItem simply by applying .hidden() or .opacity(0), and the button disappeared completely — including its touch area and layout space. However, when I build the same code with Xcode 26, the button visually disappears but its frame and tap area remain, as if the ToolbarItem were still present but invisible. This causes an empty tappable area to remain in the toolbar. Here’s a simplified example: .toolbar { ToolbarItem(placement: .topBarLeading) { Button("Back") { // action } .opacity(isSelectionMode ? 0 : 1) // or .hidden() – both produce the same issue } ToolbarItem(placement: .principal) { Text("Title") } ToolbarItem(placement: .topBarTrailing) { Button("Select") { isSelectionMode.toggle() } } } Expected behavior (Xcode 16.4):  When isSelectionMode becomes true, the Back button disappears completely and its space in the toolbar is released. Actual behavior (Xcode 26):  The Back button becomes invisible, but its tappable area and layout spacing remain, leaving an empty spot in the toolbar. To work around this, I tried conditionally including the ToolbarItem only when isSelectionMode == false, like this: @ToolbarContentBuilder private var toolbarLeadingContent: some ToolbarContent { if !isSelectionMode { ToolbarItem(placement: .topBarLeading) { Button("Back") { } } } } However, this approach fails to build when the minimum deployment target is iOS 15, showing the compiler error: 'buildIf' is only available in iOS 16.0 or newer I understand that @ToolbarContentBuilder relies on buildIf internally for conditional branches, which explains the limitation, but this means there’s currently no iOS 15–compatible way to completely remove a ToolbarItem at runtime. So my questions are: Is the layout change in Xcode 26 an intentional behavior change in SwiftUI? What’s the correct way to fully remove a ToolbarItem on iOS 15–compatible projects without using buildIf?
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Xcode 26.1 RC issue
I'm seeing a lot of unexpected CPU usage when running the iOS 26.1 simulator. Looks like a "MercuryPosterExtension" is crashing over and over, which then causes the "ReportCrash" process to run, presumably to create the crash report. Doesn't happen on device, nor on iOS 26.0 simulator. I suspect MercuryPoster is related to wallpaper. I also don't see any wallpaper background in my simulator. Few lines from the stack trace: Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 libxpc.dylib 0x18011defc _xpc_api_misuse + 88 1 libxpc.dylib 0x18012e16c _xpc_shmem_create_with_prot.cold.1 + 24 2 libxpc.dylib 0x180113a70 _xpc_shmem_create_with_prot + 276 3 MTLSimDriver 0x23795ed48 -[MTLSimDevice newBufferWithLength:options:pointer:copyBytes:deallocator:] + 260 4 MercuryPosterExtension 0x10081d21c 0x100758000 + 807452 13 PosterKit 0x240d003d8 -[PRRenderer scene:willConnectToSession:options:] + 648 14 UIKitCore 0x1856bcf18 +[UIScene _sceneForFBSScene:create:withSession:connectionOptions:] + 956
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Linker nondeterminism (ld_new) involving branch islands
Hi, I'm investigating what looks like possibly nondeterministic behavior when linking large iOS app binaries. I do not have a concise reproduction of the issue yet, but am trying to hunt down possible leads. In particular, the problem appears to surface when invoking clang to link a binary and the resulting order of the 'branch island' instructions appears to be random each time the binary is linked (as shown by the link map output). I was wondering if anyone with insight into the linker's current implementation could shed light on whether that is expected, and if there is anything that can be done to prevent it. FWIW, it seems like it might be size-dependent as smaller app binaries don't appear to exhibit the same behavior. I'd be glad to share more specifics and hopefully a reproduction if I can ever find one eventually. Some environment info (Xcode 16.4 toolchain): clang -v: Apple clang version 17.0.0 (clang-1700.0.13.5) Target: arm64-apple-darwin24.6.0 Thread model: posix InstalledDir: /Applications/Xcode-16.4.0.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin ld -v: @(#)PROGRAM:ld PROJECT:ld-1167.5 BUILD 01:45:05 Apr 30 2025 configured to support archs: armv6 armv7 armv7s arm64 arm64e arm64_32 i386 x86_64 x86_64h armv6m armv7k armv7m armv7em will use ld-classic for: armv6 armv7 armv7s i386 armv6m armv7k armv7m armv7em LTO support using: LLVM version 17.0.0 (static support for 29, runtime is 29) TAPI support using: Apple TAPI version 17.0.0 (tapi-1700.0.3.5)
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