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Proxies Simulator
I have a VPN installed (Global Protect) on my company computer, which is a MacBook Pro M2, to access the company network, internal URLs, websites, and run the app I work on. However, even with the VPN installed, I am having trouble accessing certain resources. The solution found was to manually configure the proxies for my Wi-Fi network. After configuring the proxies, I was able to access all the company's URLs and everything I needed. However, the Xcode Simulator is not picking up these network configurations, and when I try to run the project, it does not work. How can I solve this?
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Apple Developer Program Enrollment keep cancelling my payment after 1 day
Hi guys, we are from australia, we applied apple developer program enrolment since dec 2024, and we are stuck in a loophole that after we pay the AUD$149 for the developer program, which reflect in the bank immediately, but it will show cancelled status next day, and the bank will get bounced back $149 in several days anyone can help? We tried 6 cards, Mastercard, Visa, Prepaid, Amex, Credit card and Debit card, under different names but they are all Australian card. We emailed apple support team and we experienced 7+ agents who can't really help us and we enrolled 5+ times on both iPhone and Mac, developer app and web and everytime the results are the same!
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Getting an error in Xcode after resting simulator
I just made clean data on simulator then started getting the below error built on Xcode ? Showing Recent Issues Entitlements file "Clinic.entitlements" was modified during the build, which is not supported. You can disable this error by setting 'CODE_SIGN_ALLOW_ENTITLEMENTS_MODIFICATION' to 'YES', however this may cause the built product's code signature or provisioning profile to contain incorrect entitlements.
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Debugging, the iPhone and Mac are no longer on the same LAN, Xcode still tries to debug using a Wifi connection
Failed to launch: 'Could not attach to pid : “17649”' -- Connection shut down by remote side while waiting for reply to initial handshake packet When connecting devices for debugging, the iPhone and Mac are no longer on the same LAN, Xcode still tries to debug using a Wifi connection. If I'm using a wired connection, please prioritize debugging using a wired connection instead of always trying to debug using a Wi-Fi connection.
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Membership enrollment issues
I have purchased the membership a few times now on the same account. Still have not recieved refunds either for the purchases. However I only receive an email confirming my purchase saying "your order is being processed" and no other emails. Underneath the email I receive there is a link to accessing my account, which I press and it takes me to the app developer website where it just says my account is pending and to finish my enrollment. Furthermore I press this "finish my enrollment" button and taken straight back to a payment portal to pay for the subscription again. I did end up doing this a couple of times thinking maybe it didn't charge me the first time, however after checking my back...it did charge me each time. Can anyone help please, there is no call support for Apple developers and they won't respond to my emails.
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I recently received feedback from two users that they charged twice after entering their password when trying to initiate payment on the app.
Hello, I recently received feedback from two users that they charged twice after entering their password when trying to initiate payment on the app. I checked my front-end and back-end codes, both of which only initiate one order, but I don't know why the user deducts two payments after entering the password. I hope everyone can help me analyze this problem and how it came about? Additionally, I wonder if there is a possibility that the system may prompt the user to enter their password again due to network issues, resulting in the deduction of two payments. But the user told us that they only entered the password once (I don't know if the user lied). I am unable to find how the problem arose. I hope you can help me analyze how to solve this problem? If you also encounter such a problem, can you teach me how to solve it?
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Xcode 16.2 doesn't support custom SF Symbols 6
I was trying to compile an app that contains custom SF Symbols with Template 6.0 in Xcode (using Version 16.2 (16C5032a) on my Macbook running Sonoma 14.7.3 (23H417)). However, when building, I got the error The SVG file provided for the symbol image set ’(SVG file name)‘ is not suitable: Template format 6.0 is newer than the version that this software supports (5.0) for the custom symbols' SVGs. Attempting to preview the symbols in Xcode also seems to crash and force Xcode to quit. I am assuming this is something to do with the symbols not being compatible with my Xcode version, but the problem is that it should work since I am using Xcode 16.2, the latest stable version currently. The SVGs themselves even mention "Requires Xcode 16 or greater", which means they should work. Unfortunately, I could not find anything about this online (except another old post from 2023 with no answers), so I'm at a loss. The only possible cause that I can think of is because I'm running Sonoma instead of Sequoia (I'm using an ancient Intel Macbook which doesn't support Sequoia), but the official SF Symbols website says that it requires Ventura or later. Xcode error logs (my account name is replaced with "(name)" for privacy): CompileAssetCatalog /Users/(name)/Library/Developer/Xcode/DerivedData/Cork-dbcizsqhvdnuuqbnegvmgsinlavg/Build/Products/Debug/Cork.app/Contents/Resources /Users/(name)/Cork/Cork/Assets.xcassets /Users/(name)/Cork/Cork/Preview\ Content/Preview\ Assets.xcassets (in target 'Self-Compiled' from project 'Cork') cd /Users/(name)/Cork /Applications/Xcode-16.2.0.app/Contents/Developer/usr/bin/actool --output-format human-readable-text --notices --warnings --export-dependency-info /Users/(name)/Library/Developer/Xcode/DerivedData/Cork-dbcizsqhvdnuuqbnegvmgsinlavg/Build/Intermediates.noindex/Cork.build/Debug/Self-Compiled.build/assetcatalog_dependencies --output-partial-info-plist /Users/(name)/Library/Developer/Xcode/DerivedData/Cork-dbcizsqhvdnuuqbnegvmgsinlavg/Build/Intermediates.noindex/Cork.build/Debug/Self-Compiled.build/assetcatalog_generated_info.plist --app-icon AppIcon --accent-color AccentColor --enable-on-demand-resources NO --development-region en --target-device mac --minimum-deployment-target 13.0 --platform macosx --compile /Users/(name)/Library/Developer/Xcode/DerivedData/Cork-dbcizsqhvdnuuqbnegvmgsinlavg/Build/Products/Debug/Cork.app/Contents/Resources /Users/(name)/Cork/Cork/Assets.xcassets /Users/(name)/Cork/Cork/Preview\ Content/Preview\ Assets.xcassets 2025-02-23 18:53:33.073 ibtoold[8228:157676] NSFileCoordinator is doing nothing. 2025-02-23 18:53:33.107 ibtoold[8228:157676] Template format 6.0 is newer than the version that this software supports (5.0) 2025-02-23 18:53:33.112 ibtoold[8228:157676] Template format 6.0 is newer than the version that this software supports (5.0) 2025-02-23 18:53:33.137 ibtoold[8228:157676] Template format 6.0 is newer than the version that this software supports (5.0) 2025-02-23 18:53:33.141 ibtoold[8228:157676] Template format 6.0 is newer than the version that this software supports (5.0) 2025-02-23 18:53:33.280 ibtoold[8228:157676] Template format 6.0 is newer than the version that this software supports (5.0) /* com.apple.actool.errors */ error: Template format 6.0 is newer than the version that this software supports (5.0) /* com.apple.actool.document.errors */ /Users/(name)/Cork/Cork/Assets.xcassets:./custom.spigot.badge.xmark.symbolset/[universal][][][]: error: The SVG file provided for the symbol image set ’custom.spigot.badge.xmark‘ is not suitable: Template format 6.0 is newer than the version that this software supports (5.0) /Users/(name)/Cork/Cork/Assets.xcassets:./custom.terminal.badge.xmark.symbolset/[universal][][][]: error: The SVG file provided for the symbol image set ’custom.terminal.badge.xmark‘ is not suitable: Template format 6.0 is newer than the version that this software supports (5.0) /Users/(name)/Cork/Cork/Assets.xcassets:./custom.trash.triangle.fill.symbolset/[universal][][][]: error: The SVG file provided for the symbol image set ’custom.trash.triangle.fill‘ is not suitable: Template format 6.0 is newer than the version that this software supports (5.0) /Users/(name)/Cork/Cork/Assets.xcassets:./custom.macwindow.badge.xmark.symbolset/[universal][][][]: error: The SVG file provided for the symbol image set ’custom.macwindow.badge.xmark‘ is not suitable: Template format 6.0 is newer than the version that this software supports (5.0) /* com.apple.actool.compilation-results */ /Users/(name)/Library/Developer/Xcode/DerivedData/Cork-dbcizsqhvdnuuqbnegvmgsinlavg/Build/Intermediates.noindex/Cork.build/Debug/Self-Compiled.build/assetcatalog_generated_info.plist /Users/(name)/Library/Developer/Xcode/DerivedData/Cork-dbcizsqhvdnuuqbnegvmgsinlavg/Build/Products/Debug/Cork.app/Contents/Resources/AppIcon.icns
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Xcode does not see Apple Vision Pro headset
I have had my Apple Vision Pro headset working with Xcode before, but it has been a while since testing in the headset. Today, Xcode on my M1 Mac Studio could not see my Apple Vision Pro to run code on the headset. I have updated my headset to visionOS 2.4 developer beta Both Mac and headset are on the same Wi-Fi network (I am typing this on my Mac via Mac Virtual Display). Headset has developer mode turned on. Initially I tried on the latest macOS (15.3.x) an Xcode (16.2) releases, but Xcode failed to find the headset. I installed the lated Xcode beta (16.3 beta), but it still failed to find the headset. I installed the latest developer beta on my Mac (15.4), but neither Xcode (16.2) nor Xcode beta (16.3) can find the headset. When I try to manage devices in Xcode, my Apple Vision Pro headset does not appear. Any idea what I am missing?
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Inquiry on Pending Developer Account Enrollment
Hi everyone, I completed my Apple Developer account enrollment nearly a week ago (ID: G256C6S5Q2), but despite sending multiple emails to Apple Support, I haven’t received any confirmation or reply. When I enter my account it is stuck on the "Complete your purchase" screen (I received payment confirmation) and nothing happened since then. I ’m eager to publish my app and get started on development, so I really need them to reach out to me—ideally with a call or a direct response. Does anyone have any advice on how to escalate this issue or any tips on how to get Apple Support to contact me? Any insights or suggestions would be greatly appreciated. Thanks for your time and support!
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Day 5 of Apple Developer Support – Urgent Review Delay & Lack of Response
I am now on Day 5 of waiting for our Apple Developer Program approval, and despite multiple attempts to get an update, I have received no meaningful response from Apple. I have: ✅ Successfully paid membership fee and received invoice for same ✅ Reached out via support tickets, but got 0 replies. This delay is unreasonable and impacting my work. I am prepared to launch a critical app that aligns with Apple’s ecosystem and guidelines, but Apple’s lack of communication is preventing me from moving forward. After lot of hard work and resources I have completed app development and set up other processes for marketing. I demand a real update from an Apple Developer Program representative today. • Not silence. • A direct response with a timeline for approval. Apple claims to support developers, but these excessive delays and lack of transparency tell a different story. If there is a legitimate issue, I expect clear communication. If there isn’t, we expect this approval to be completed immediately. Apple, please address this case today. I cannot afford further inaction. Order ID: MNTHQYXGLN
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How to create a second target for an app with a linked App Clip?
I have a SwiftuI App which includes an App Clip. There is one target for the iOS app and one for the App Clip. All good. But I want to create a new target for the test flight app so that test users can distinguish it from the App Store app. E.g. Test Flight app has a different icon asset file in the target but is identical in all other aspects. However, when I try to build the test flight target I see the message: The com.apple.developer.parent-application-identifiers entitlement (...]') of an App Clip must match the application-identifier entitlement ('...') of its containing parent app. This implies that I’d have to change the entitlement of the app clip, which would mess up the production version so I clearly don’t want to go that route. Any ideas how to overcome this conflict?
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How to make RealityKit both parent and child entities accessible to UI tests?
I have a SwiftUI RealityKit app, and I am writing UI tests for it. The app has entities that have children. All entities have an accessibilityComponent so that they can be found by UI tests. If I set isAccessibilityElement = true for the parent, the UI tests find the parent. If I set isAccessibilityElement = false for the parent, and isAccessibilityElement = true for the child, the UI tests find the child. If I set isAccessibilityElement = true for the parent as well as for the child, the UI tests find only the parent. How can I make parent and child entities both be accessible by the UI tests?
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PlaygroundSupport no longer available for Playground apps
In Swift Playground 4.6.2 the package PlaygroundSupport is no longer available to Playground apps. The following test previously permitted apps run in the Playground vs compiled in XCode to support different behavior: #if canImport(PlaygroundSupport) container = NSPersistentContainer(name: "myApp", managedObjectModel: Self.createModel()) #else container = NSPersistentCloudKitContainer(name: "myApp") #endif Since Swift Playground 4.6.2 the PlaygroundSupport package is no longer available for app projects in Playgrounds. Is there a different compile type test which can be used to differentiate compilation for Swift Playground apps ? I am currently having to use a runtime workaround (below) but would prefer a compile time test is an alternative is available. public static var inPlayground: Bool { if Bundle.allBundles.contains(where: { ($0.bundleIdentifier ?? "").contains("swift-playgrounds") }) { return true } else { return false } }
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Xcode 16.3 beta Predictive Code Completion not working
With MacOS Sequoia 15.4 Beta (24E5206s) and Xcode 16.3 beta (16E5104o), Predictive Code Completion no longer works. Prior to the update, (as of yesterday) completion worked under Xcode 16.2 and MacOS 15.3 Beta. The models are already loaded. So far, I've found the Predictive Completion to be useful in some situations (eg multiple cases in a switch), variably reliable in others (eg code suggestions in a CoreData stack) and downright wrong & annoying in others (eg referring to functions / modules that don't exist). Regards, Michaela
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Xcode file liveness regression?
A while ago, perhaps early in v16, Xcode stopped tracking file liveness. I'd hoped the regression would be fixed, but... not yet. Is there some setting I'm missing? Is this from underlying filesystem limits? or from working with swift packages? Conversely, if/since this is a regression, is this the new normal, and not to be fixed (e.g., because the modern build system cannot be retrofitted to detect and update stale resources)? Assuming I create a Swift package and open it in Xcode... 1. New files I expect to get errors when I create a new swift file, add bad code, and build. Instead, the file doesn't seem to be added to the build. If I try to use Add Files to "{project}".. menu, the file is disabled for selection. A workaround is to close and re-open the project 2. Files updated extrinsically If outside Xcode I format the files in the package or edit them, I expect Xcode to notice and either 1) update with the new contents if there were no changes, or 2) ask what to do if there were changes. Instead, Xcode proceeds oblivious to the underlying changes. It is not a workaround to use Integrate/Refresh file status menu for SCM status. Again, a workaround is to close and re-open the project. Possible factors Swift package projects, if resource tracking is tied to metadata unused in package projects? External filesystem: these are on APFS volumes mounted via TB-4 and USB-3 Pilot error? Impact This leads me to re-open projects 10's of times a day, to create test files or maintain lint. Also, because I have to drop out of Xcode to process files before checking in, I end up using an external git workflow/UI. Also, because Xcode is not particularly extensible, I've written external tools for analyzing and generating Swift, hosted via CLI or eclipse (which support resource markers for UI navigation). I use Swift LSP in Eclipse for analysis and git-driven changes, and end up coding there because well, I'm already there. I'd take slower builds over this continuous hassle and context-switching in a heartbeat.
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Xcode editor fails to generate Swift Asset Symbol Extension if on demand resources is used
I started using on-demand resources for some data assets. After that, the Swift Asset Symbol Extension feature began to fail in the Xcode editor. Even though the app builds and runs fine, the Xcode editor shows errors, indicating that there is no extension variable for my color and image assets. I submitted feedback and updated it after each new Xcode release. However, I have not received any responses, and the problem persists. The Xcode versions I tested: 15.3, 15.4, 16.1, 16.2, 16.3 Steps to reproduce this error: Create a new app project (SwiftUI, Swift). Create a new color asset named "myBackground." In ContentView, add a background modifier to a view: .background(Color.myBackground). Auto-completion will work, and there are no issues. Create a new data asset named "myData." Add the "On Demand Resource" tag to "myData" with the tag "some_tag." Create a new color asset named "myOtherBackground" and make its color different from "myBackground." In ContentView, try to replace the background with Color.myOtherBackground. It will not be listed in auto-completion and will show the error "Type 'Color' has no member 'myOtherBackground.'" However, it will still compile and show "myOtherBackground" in the preview, simulator, or on the device. You will start to see the failed "Project Build Preparation" report in the Reports Navigator in Xcode. According to the report, the "GenerateAssetSymbols" command fails. Error message: GenerateAssetSymbols /Users/***/Projects/***/***/Assets.xcassets (in target '***' from project '***') cd /Users/***/Projects/*** /Applications/Xcode_15.3.app/Contents/Developer/usr/bin/actool --output-format human-readable-text --notices --warnings --export-dependency-info /Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Intermediates.noindex/***.build/Debug-iphonesimulator/***.build/assetcatalog_dependencies --output-partial-info-plist /Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Intermediates.noindex/***.build/Debug-iphonesimulator/***.build/assetcatalog_generated_info.plist --app-icon AppIcon --accent-color tint --compress-pngs --enable-on-demand-resources YES --development-region en --target-device iphone --minimum-deployment-target 15.0 --platform iphonesimulator --asset-pack-output-specifications /Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Intermediates.noindex/***.build/Debug-iphonesimulator/***.build/AssetPackOutputSpecifications.plist --compile /Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Products/Debug-iphonesimulator/workoutai.app /Users/***/Projects/***/***/Assets.xcassets --bundle-identifier *** --generate-swift-asset-symbols /Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Intermediates.noindex/***.build/Debug-iphonesimulator/***.build/DerivedSources/GeneratedAssetSymbols.swift --generate-objc-asset-symbols /Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Intermediates.noindex/***.build/Debug-iphonesimulator/***.build/DerivedSources/GeneratedAssetSymbols.h --generate-asset-symbol-index /Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Intermediates.noindex/***.build/Debug-iphonesimulator/***.build/DerivedSources/GeneratedAssetSymbols-Index.plist /* com.apple.actool.errors */ : error: Could not create a NSArray from '/Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Intermediates.noindex/***.build/Debug-iphonesimulator/***.build/AssetPackOutputSpecifications.plist'. : error: Not enough arguments provided; where is the input document to operate on? Command GenerateAssetSymbols failed with a nonzero exit code
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(React-Native Expo) Add Dependency for Local Native Module
I am converting a project to expo and have created a new expo project. I have migrated most of the react-native code but need to add a native module. I added it using npx create-expo-module expo-settings --local The name of the module DataRetrieval. So far so good but I need a package SwiftCSV. I added it as a dependency to Pods and did a npx pod-install but when I try to import SwiftCSV as a subproject, it is not found. So I tried adding to the DataRetrieval podspec an s.dependency 'SwiftCSV'. I then get an error that there is a redefining of symbols. I am able to include this in a regular Swift file but not in the sub-module under expo. What am I missing about how to not only add a native module but to add dependencies and include it in my project? Thanks, Ray
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