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Xcode 26 + iOS 26 debugging is extremely slow
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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Nov ’25
Icon Composer: Any way to add icons to the app bundle for older macOS versions?
Several app developers are struggling with the inability to provide a separate app icons that looks nice on older macOS versions while at the same time provide Icon Composer icons that look great on macOS Tahoe 26. An ability to provide separate icons is super important to those who have app icons that follow the curvature of the default icon borders (as the corner rounding radius is different for Sequia and Tahoe). Take a look at this for example: https://github.com/ghostty-org/ghostty/issues/7564#issuecomment-3042061547 Question: Is there a definitive/recommended way to address this issue? How can a developer add a glass icon variant that looks good on Tahoe and provide a bitmap icon for older macOS versions? Some background info: Prior to Xcode 26 beta 4, one could add an App Icon to Assets to be used as app icon for legacy macOS versions (Sequia and older) and use a new Icon Composer icon (placed in the project root) for macOS Tahoe 26. Enabling "Include all app icon assets" under target settings ensured that older macOS versions would use the old app icons while Tahoe the new Icon Composer glass one. Since Xcode beta 4 this technique no longer works. Xcode instead insists on populating Assets.car with Icon Composer generated variants, disregarding the App Icon provided in Assets. Although the App Icon in Assets makes its way to a .incs file in the app bundle's Contents/Resources folder, but that is not used by macOS anymore and is there for some compatibility purposes. The Assets.car file (which matters) only contains the variants generated by Icon Composer and does not contain the png icons provided in the Assets.
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1.6k
Nov ’25
Xcode Beta 5 Metal toolchain download issue
I failed to download Metal toolchain for Xcode Beta 5. Downloading in Settings -> Components didn't work so I tried in terminal but didn't work too. /tmp xcodebuild -downloadComponent metalToolchain -exportPath ~/Downloads Beginning asset download... 2025-08-07 16:38:44.867 xcodebuild[91064:2244768] Writing error result bundle to /var/folders/bb/xtdv2kgn6rq3zxqs4f8f1j4w0000gn/T/ResultBundle_2025-07-08_16-38-0044.xcresult xcodebuild: error: Failed fetching catalog for assetType (com.apple.MobileAsset.MetalToolchain), serverParameters ({ RequestedBuild = 17A5295f; })
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Aug ’25
Xcode Cloud 26b7 Metal Compilation Failure
I've been getting intermittent failures on Xcode code compiling my app on multiple platforms because it fails to compile a metal shader. 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. Sometimes if I re-run it, it works fine. Then I'll run it again, and it will fail. If you tell me to file a feedback, please tell me what information would be useful and actionable, because this is all I have.
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Sep ’25
iOS 26 CarPlay Widgets
My company's app has a few widgets and a couple of them we do not want to show up on CarPlay due to safety concerns when iOS 26 releases. I understand Apple's recommended way to prevent users from using your widget in CarPlay is to use the .disfavoredLocations([.carPlay], for: [.systemSmall]), and this puts your widget in the 'Other' section of the widgets. https://developer.apple.com/download/files/CarPlay-Developer-Guide.pdf However, this .carPlay widget location is only available in Xcode 26, and our app cannot be built on Xcode 26 yet due to some build errors. We are able to fix those build errors in a separate branch, but we won't be doing our official release builds on Xcode 26 until it is out of beta, which is usually right before iOS 26 officially releases to general audiences. We release our app versions on a monthly cadence, so the version that will be out when iOS 26 comes out is already in testing. Is there any existing way we can disable this widget on CarPlay so it does not appear to work when tapped? Currently, it opens our CarPlay app, but the CarPlay app does nothing with it. On the iPhone, when you tap the widget it opens our app and performs a function. We don't wan't to disable it on the iPhone, just when it's on CarPlay. We don't have time before the app release to implement the same functionality on our CarPlay app. I haven't found any reliable way to detect if the widget is running in the CarPlay location versus the iPhone home screen. Thanks in advance for any assistance.
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Aug ’25
Xcode 26 Beta 5 Universal: Not able to install iOS 26 Beta 5 simulator on intel macs
Xcode 26 Beta 5 Universal: Not able to install iOS 26 Beta 5 simulator on intel macs Below log is shown: Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = "2025-08-08 06:37:48 +0000"; } Download failed. Domain: DVTDownloadableErrorDomain Code: 41 System Information macOS Version 15.5 (Build 24F74) Xcode 26.0 (24198.5) (Build 17A5295f) Is simulator run time for Xcode 26 Beta 5 not given out yet? However I am able to download simulators on Apple Silicon macs with same Universal installer. Has anyone faced similar issue?
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Aug ’25
Xcode debugger doesn't pause on breakpoints (simulator SDK < iOS 17)
Hello. I'm seeing an inconsistent behavior where breakpoints I set in my (Swift) iOS app behave normally when I'm debugging on a device or on a simulator running iOS 17.x, but when I try using simulators of iOS 16 or 15 the breakpoints get ignored completely. I also observe that the breakpoints remain solid blue and do NOT adopt the dotted blue outline, as experienced by other users. I've seen a few posts on here and on SO about the general issue of ignored breakpoints (with no conclusive answer AFAIK), but I haven't seen any where the behavior varies with the SDK being used. The behavior is repeatable and predictable (within the same app at least). I am not adding the breakpoints after building/running, and I'm sure the logic reaches the lines with the breakpoints (and again, whenever I switch to an iOS 17 simulator, execution does pause as expected with the exact same breakpoints). Things I've tried and looked into: Clean up project build folder Delete and re-install simulators (iOS 16.4 and 15.5) Deleted the entire derived data directory, as well as the CoreSimulator one. Confirm the build configuration is Debug, and the "Debug executable" option is checked. inspect various build flags mentioned in other posts: {Swift compiler - Code generation - Optimization level - Debug: -0none; Debug information format: DWARF (I also tried DWARF with dSYM with no impact)}. Most of my settings are on the plain vanilla/out of the box side, with only a couple of SPM dependencies, and I've been maintaining the same app for about 5 years and don't think I've come across this behavior before. Currently using Xcode 15.1. Deployment target is 14.0. Thank you.
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7.8k
Apr ’25
Apple Developer Program payment completed but membership not activated
Hello everyone, I’m looking for some guidance to see if anyone has experienced a similar issue with the Apple Developer Program membership. About one week ago, I completed the payment for the membership. I received an email with the subject: We’re processing your order Wxxxxxxxxxx That email included the order details and cost, and shortly after that, I also received the CFDI invoice for the payment, so the charge appears to have been completed successfully. However, up to now: I have not received any membership confirmation email The membership does not appear under Subscriptions in my Apple ID It is not active in the Apple Developer app On the Apple Developer website, I still see the usual message as if the membership was not purchased: “Purchase your membership to continue your enrollment. Buy today” I understand Apple mentions that the purchase may take up to 48 hours to process, but it has now been more than a week with no changes. Has anyone else encountered this situation? Is it normal to receive the invoice but not have the membership activated? Would you recommend contacting Apple Developer Support at this point? Thanks in advance for any help or shared experiences.
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Why is Xcode taking forever to install/launch app?
Ever since Xcode 15 and iOS 17 came out development has quite often been a nightmare of waiting and waiting -Xcode displaying endless circles saying preparing the device, connecting to the device, installing the device. But recently to add to this, installation and launching is just taking really forever. I'm currently running Xcode 15.1 and various versions of iOS 17 (I have several phones) and installing the app from Xcode takes about 7 - 10 minutes (compared to the same app installing in seconds with Xcode 14 for example). Then once its finally installed, it then takes further minutes to launch, Xcode often actually displays a dialog saying its taking longer than expected to launch the app, adding the footnote "LLDB is likely reading from device memory to resolve symbols." What could be reasons, and solutions, for the excruciatingly slow installation time, and launch time? I really need to find a solution to this please - making a code change tweak, running, making another, running, making another, running, just isn't possible given the length of time it takes to install and launch each time. The iPhone is connected via physical cable to the Mac, and the Mac and iPhone are both on the same Wifi network. Xcode 15.1 M1 Macbook Pro Sonomo 14.0 iOS 17.2
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Jan ’26
Using Previews causes a system crash on Xcode 26 Beta 4 and MacOS 26 Beta 4
Hey, I've updated to both Xcode 26 Beta 4 and MacOS 26 Beta 4. Both run super stable so far. However, every time I use Xcode Previews for a few minutes, the entire system freezes for a few seconds and then crashes and reboots. I'm trying to generate a system diagnosis (which it offers me after the reboot), but it seems to be stuck generating. It's hard to say what exactly causes the crash, unfortunately. But it happened multiple times after starting to use Xcode Previews. Anyone else has that problem? I've also filed a feedback for this: FB19013059 Cheers Dennis
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Aug ’25
Failed to prepare device
We are getting unreliable results on XCode Cloud tests. I'm not sure if it's related to the current service outage. I'm running a very simple XCTest UI suite, on some devices it succeds and it others it fails to start. I'm not getting a userful error message. MyApp-Runner encountered an error (Failed to prepare device 'iPhone 16 Pro Max' for impending launch. (Underlying Error: Unable to boot the Simulator. launchd failed to respond. (Underlying Error: Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding)))
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Feb ’25
Apple Developer Enrollment Stuck — Paid Twice, Still Pending
Hello, I am writing this post because the Apple Developer Program enrollment process is clearly malfunctioning, and I have reached a point where this situation is unacceptable. First payment I initially purchased the Apple Developer Program on December 3rd, 2025 at 16:03 (Turkey time). The payment was fully completed, confirmed by my bank, and I received the official Apple Store receipt. • Order ID: W1557478965 • Amount: 1029 TRY • Status: Completed / Posted Despite this, my account continued to show: • “Purchase your membership” • Enrollment status: Pending • No access to App Store Connect After several days with no response from Apple Support and no activation, I assumed something had gone wrong on Apple’s side. Second payment Because I was completely blocked and received no reply from support or the forums, I made a second payment to rule out any payment failure. • Order ID: W1694587309 • Amount: 1029 TRY • Status: Completed / Posted Current situation At this point: • Two separate payments • Two unique Apple Store order IDs • Zero activation • Zero response from Apple Support • Enrollment still Pending • App Store Connect still inaccessible Support case details: • Apple Support Case ID: 102769533427 • Multiple follow-ups sent • No reply • No action taken This is no longer a delay — this is a system-level failure. I have paid twice for a single Developer Program membership and received nothing in return: no activation, no explanation, and no support. I am formally requesting manual intervention by Apple staff to: 1. Immediately activate my Apple Developer Program membership 2. Investigate and resolve the duplicate payment (refund or clarification) 3. Explain why a paid enrollment can remain blocked with no support response If this forum is monitored by Apple employees, this issue requires urgent escalation. This situation should not happen in a paid developer program. Thank you.
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Jan ’26
Xcode 26.1 ChatGPT very slow
ChatGPT in Xcode 26.1 is super slow for me. What used to complete in a batter f seconds is now taking tens of minutes. Context: M2 Pro MBP, Xcode 26.1, macOS 26.1. CPU stays under 50% while ChatGPT returns. Using the minimal setting. Tried restarting, have verified I have nothing running Electron, no other apps are running. ChatGPT returns fast for the displayed content but the preview window where it renders code per line takes a few seconds per line.
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757
Nov ’25
Importing files to Files.app in iOS 26 Simulator
In previous versions of the simulator, it was possible to import files into the Files app by dragging them from the Finder into the Simulator. It appears that in the iOS 26 Simulator, this opens the file in Safari. I've only tried it with .json files so far. The documentation at https://developer.apple.com/documentation/xcode/sharing-data-with-simulator says that the original behaviour should happen: To add files to Simulator, select one or more files in Finder on your Mac, then click the Share button. Select Simulator from the share destination list. Choose the simulated device from the drop-down list. Simulator opens the Files app, and lets you select where to save the files. I'd love to learn if this is intentional behaviour, and if so, what workarounds there might be. I use this pattern quite a lot, as I have a HealthKit app, and I've built a system that allows me to export workouts as JSON files from a real device, that I can then import into a simulator for testing. Edit: I found a workaround. Make a folder in Files.app, then search for it within ~/Library/Developer/CoreSimulator/Devices. Open the folder in Finder, then add any files you want to be available in the Simulator.
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Dec ’25
Xcode Cloud is unable to connect to the repository
Hello, I am trying out Xcode Cloud for the first time. I could connect to Github in the initial setup and had a few failed builds (package resolution error), which I resolved fairly quickly. Now whenever I am trying to build, I get the following error: Xcode Cloud is unable to connect to the repository “<respository-name>”. Reconnect the repository to resume builds. I am unable to remove the connection from settings as well because it's stuck in a loading state. Is there a way to fix this?
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Company Developer Account locked
Hi everyone! Writing this from my personal Developer Account but this is related to my other account, enrolled under my startup organization account. Sunday morning I've started finalizing a feature on my startup that I've worked on with my colleagues for over a year already. I've pushed the code as usual, wanted to do a internal TestFlight build and I was apparently logged out on Xcode from my account. Thought it's no big deal - went to log in in Xcode Settings -> Account but my attempt was unsuccessful - I was presented a message stating "Unknown error occurred". Weird, but then I tried to use the browser to login into App Store Connect using the following account - I was met with the same message. Alright, I thought I might need to reset my password - clicked on Forgot Password and started the reset password flow. To my surprise, I am presented a new message, stating - Your account has been locked and I need to verify my phone number to request access to this account. I proceed, enter my phone number associated with the account and click continue. I am the presented with the message that my Account Access is Requested and I need to wait up to a day. I then also decided to check Keychain and well, surprise surprise - all my certificates have also been revoked from keychain, both development and distribution. Well, I wake up this morning to the following email: And attempting to login/reset password now presents a message stating that my account is now LOCKED: I've been an Apple Developer for more than 7 years. I've had multiple Developer accounts. This is the first time I'm seeing such things. Please, someone explain what is going on and how can I verify my identity with apple to access my account? I cannot release a new version of our startup's app. We are suffering business losses due to failing to meet a deadline with a potential client. I cannot believe such things are happening.
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Apr ’25
Network Connection Issue on Xcode 16.3 Simulator
Hi, I just migrated from Xcode 15 to Xcode 16.3 RC. When I run my app on any simulator, iOS 17 or iOS 18, I seeing strange behavior the second time I launch the app. The app uses a few frameworks, such as Firebase Crashlytics, and the network calls all work fine on the initial launch. however, subsequent launches consistently get the following error: Task <17ACD3D4-FB31-4091-A797-D573F31909C2>.<2> finished with error [-1001] Error Domain=NSURLErrorDomain Code=-1001 "The request timed out." UserInfo={_kCFStreamErrorCodeKey=-2102, NSUnderlyingError=0x600000c46910 {Error Domain=kCFErrorDomainCFNetwork Code=-1001 "(null)" UserInfo={_kCFStreamErrorCodeKey=-2102, _kCFStreamErrorDomainKey=4}}, _NSURLErrorFailingURLSessionTaskErrorKey=LocalDataTask <17ACD3D4-FB31-4091-A797-D573F31909C2>.<2>, _NSURLErrorRelatedURLSessionTaskErrorKey=( "LocalDataTask <17ACD3D4-FB31-4091-A797-D573F31909C2>.<2>" ), NSLocalizedDescription=The request timed out., The only way to run again on that simulator is to Erase All Content and Settings. I did not see this issue in Xcode 16, and my app has been in production for over a year without networking issues. Pushing to my phone works fine. Running on MacBook Pro apple silicon - Sequoia 15.3.2 Any help would be greatly appreciated! Thanks, Mike
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3.4k
Apr ’25