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Validation Failed when using Icon Composer App Icon
I am trying to validate my update for my app to be ready for iOS 26 with the new Icon Composer .icon file. Everywhere I read says that the old AppIcon in the assets folder wouldnt be used and to just drop the .icon file in the project navigator and link it properly. I do that and its still asking for a .png file; I add the 1024x1024 .png file and its still not working. I am very lost and dont know where to go from here I have both the .icon and .png app icons in there. My app deployment target is at iOS 26, Xcode Project format 16.3 (I dont see 26 so assuming 16.3 is the highest). I feel I have done all the things, and advice? Thanks in advance!
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Xcode Cloud builds are running very long, trying to launch simulator
We have a simple workflow that just runs the Test action on my unit_tests scheme (see Xcode Cloud workflow configuration screenshot). The workflow is configured to use Xcode 16.4 (Latest Release), macOS Sequoia 15.6 (Latest Release), and iOS 18.0 simulators. Today, this workflow has been consistently running indefinitely. The Xcode cloud runner tries to launch the simulator to execute the tests, but it fails. See the error message in the screenshot from Xcode Cloud logs. Link to corresponding build is in my Feedback Assistant ticket. It continues to retry this operation for a very long time — I had one job that ran for over 90 minutes. Link to corresponding build also in that same Feedback Assistant ticket. Are Xcode Cloud runners perhaps currently undergoing maintenance? Or is something else going on. I would appreciate if Xcode Cloud usage from today could be refunded to my team’s account. Feedback Assistant ticket #FB20195292. Error message: MyApp encountered an error (Failed to prepare device 'iPhone 16' 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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Failed to find a DDI
Hello! When launching/debugging on my iPad and iPhone I keep getting the following error: “Previous preparation error: Failed to find a DDI … Run ‘devicectl list preferredDDI’ …” I believe this was caused by a previously interrupted Xcode update around June due to low disk space, which may have left DeviceSupport/DDI/CoreDevice files incomplete. Even after finishing the update later, the error persists. I now use a new Mac with 4 TB of storage, but the issue still occurs. Since then I have unfortunately been blocked from testing or presenting my app on devices. It seems that only a new, fully completed Xcode update might resolve the problem. Tried so far: – Cleared caches (CoreDevice/Devices) – Reset trust on device and re-paired – Checked devicectl list preferredDDI I would really appreciate guidance, as at the moment I cannot present my app due to this blocking issue. Thank you very much for your support!
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macOS WeatherKit "A server with the specified hostname could not be found"
My code was running with with the version before Xcode 26 RC. I recompiled one last time. Now I'm getting the error: A server with the specified hostname could not be found let now = Calendar.current.date(byAdding: .hour, value: 1, to: Date())! let nextWeek = Calendar.current.date(byAdding: .day, value: 14, to: Date())! do { let (dailyForecast, hourlyForecast, currentWeather, alertWeather) = try await weatherService.weather(for: thisLocation, including: .daily, .hourly(startDate: now, endDate: nextWeek), .current, .alerts) Suggestions?
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File download not working in Xcode 26.0 RC
Hello Apple Developer Community, I'm experiencing an issue with file download functionality in the iOS Simulator after updating to Xcode 26 RC (Build 17A321). Issue Description: When attempting to download files in the iOS Simulator via Safari, the download prompt appears correctly, but after tapping the 'Download' button, files are not being saved to the Files app. The download appears to do nothing with no error message, no indication of failure, but the file simply doesn't appear in Downloads or anywhere in the Files app. Environment: Xcode Version: 26.0 RC (17A321) iOS Simulator Version: 26.0 RC (23A339) Device Simulated: iPhone Air Steps to Reproduce: Open Safari in the iOS Simulator Navigate to a downloadable file (PDF, ZIP, etc.) Tap to initiate download Download prompt appears as expected Tap the 'Download' button Check the Files app → Downloads folder (empty) Expected Behavior: Files should download normally as they do on physical devices and as they did in previous Xcode versions. Actual Behavior: The download prompt dismisses after tapping 'Download', but no file appears in the Files app. No error message is shown, and there's no indication that the download failed, it simply appears as if nothing happened. Additional Information: Downloads work correctly on physical device (iOS 26 RC 23A340) This functionality worked properly in previous Xcode versions I have created a bug report to Feedback assistant: FB20190927 Thanks in advance for any assistance.
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RC sending non-specific file format to simulator no longer opens Files app to import
Up until yesterday (previous Xcode builds) when I send a file from the Mac to the simulator, either by right-click or drag and dropping, the simulator opened the Files app to import/save the file. Now when I do the same, instead of the iOS simulator opening the Files app, it opens Safari and asks if I want to download the file, if I agree the file is supposedly download but nowhere to be found. By a non-specific file format is a file format that is not set up to open any specific app, such is the case of PDF, JPG, MP4, MD, etc. A zip file, for example. I constantly send database backup files to the simulator to then import in my app (it has an import tool that lets me select a file from the filesystem) to test, but now I see myself unable to use this because the file I send is not being transferred. Has anyone came across this?
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Apple Develeoper Account Creation issue
Hi, I'm new to apple, I'm planning to deploy an app in the apple app Store... for this process to be done I've created apple developer account through an iPhone, when following the steps.. it asked to enter DUNS number as I'm business not individual, I've entered it but shown a DUNS number mis match notice when submit, so I tapped back and selected individual and accepted terms and conditions(just to check if it is working), now it was fixed for individual account(can't change), but I need organisation registration, please help me out somebody. There will be pooja goods sales in the app, so the individual account is sufficient or should be as organisation?
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Xcode 26 RC unable to compile asset catalogs on CI
This started with Xcode 26 beta 7, however it has continued to occur with the release candidate. Whenever I try to compile our asset catalog + icon composer icon for our AppKit/SwiftUI-based macOS app, actool fails with the following exception: *** Terminating app due to uncaught exception 'IBPlatformToolFailureException', reason: 'The tool closed the connection (AssetCatalogAgent-AssetRuntime) Last command: _ON_QUEUE_sendMessage:toChannelReturningError:during: Backtrace of last command: 0 -[IBAbstractPlatformToolProxy _ON_QUEUE_sendMessage:toChannelReturningError:during:] (in IDEInterfaceBuilderKit) 1 __74-[IBAbstractPlatformToolProxy sendMessage:toChannelReturningError:during:]_block_invoke (in IDEInterfaceBuilderKit) 2 _dispatch_client_callout (in libdispatch.dylib) 3 _dispatch_lane_barrier_sync_invoke_and_complete (in libdispatch.dylib) 4 DVTDispatchSync (in DVTFoundation) 5 -[IBAbstractPlatformToolProxy sendMessage:toChannelReturningError:during:] (in IDEInterfaceBuilderKit) 6 -[AssetCatalogRemoteAgentProxy compileItemsWithCatalogRelativeIdentifierPaths:tagSolutionSpace:andStickerPacksWithCatalogRelativeIdentifierPaths:options:] (in IDEInterfaceBuilderCocoaTouchIntegration) 7 -[IBICLARToolCARCompiler compileCARItems:tagSolutionSpace:options:queue:completionHandler:] (in AssetCatalogCocoaTouchKit) 8 -[IBICAbstractPlatformAdapter compileCARItems:tagSolutionSpace:options:queue:completionHandler:] (in AssetCatalogFoundation) 9 __84-[IBICAbstractPlatformAdapter compileSelectedItems:options:queue:completionHandler:]_block_invoke (in AssetCatalogFoundation) 10 __93-[IBICAbstractPlatformAdapter compileStandaloneCatalogItems:options:queue:completionHandler:]_block_invoke (in AssetCatalogFoundation) 11 __DVT_CALLING_CLIENT_BLOCK__ (in DVTFoundation) 12 __DVTDispatchAsync_block_invoke (in DVTFoundation) 13 _dispatch_call_block_and_release (in libdispatch.dylib) 14 _dispatch_client_callout (in libdispatch.dylib) 15 _dispatch_main_queue_drain.cold.5 (in libdispatch.dylib) 16 _dispatch_main_queue_drain (in libdispatch.dylib) 17 _dispatch_main_queue_callback_4CF (in libdispatch.dylib) 18 __CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE__ (in CoreFoundation) 19 __CFRunLoopRun (in CoreFoundation) 20 CFRunLoopRunSpecific (in CoreFoundation) 21 -[NSRunLoop(NSRunLoop) runMode:beforeDate:] (in Foundation) 22 -[NSRunLoop(DVTNSRunLoopAdditions) dvt_spinRunLoopInMode:whileQueue:executesAsynchronously:] (in DVTFoundation) 23 -[NSRunLoop(DVTNSRunLoopAdditions) dvt_spinRunLoopInMode:whileBlockExecutesConcurrently:] (in DVTFoundation) 24 -[NSRunLoop(DVTNSRunLoopAdditions) dvt_spinRunLoopInMode:waitingForSemaphore:] (in DVTFoundation) 25 -[IBCLIImageCatalogToolPersona compileCatalogCollection:withPlatformAdapter:arguments:outputDictionary:] (in ibtoold) 26 -[IBCLIImageCatalogToolPersona invokeArguments:outputDictionary:] (in ibtoold) 27 -[IBCLIImageCatalogToolPersona runSingleInvocation:outputtingToFileHandle:andVerifyingEnvironment:] (in ibtoold) 28 IBCLIServerRunSingleInvocation (in ibtoold) 29 __IBCLIServerRunSingleInvocationWithIODirectedAtPipesAndUnlinkOnSuccess_block_invoke_2 (in ibtoold) 30 __IBCLIServerRunSingleInvocationWithIODirectedAtPipesAndUnlinkOnSuccess_block_invoke (in ibtoold) 31 -[IBCLIErrorForwarder forwardErrorOutputToDescriptor:whileInvokingBlock:] (in ibtoold) 32 IBCLIServerRunSingleInvocationWithIODirectedAtPipesAndUnlinkOnSuccess (in ibtoold) 33 main (in ibtoold) 34 start (in dyld) I can't seem to get it to compile consistently — it works fine locally. I would ❤️ a workaround, otherwise I'm not sure that we'll be able to ship an update to our app for macOS 26. FB20183399
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🔥 Xcode 26 RC – visionOS App Icon Created with Icon Composer Appears Empty
App Icon created with Icon Composer is empty for visionOS app We are developing a universal app, and the app’s icon was created using Icon Composer. Xcode 26, RC visionOS 26 and visionOS 2.5 App Icons on macOS, iOS, and iPadOS are correct We have archived the app for macOS and iOS and successfully uploaded it to the App Store. This strongly suggests that the App Icon configuration in our project settings is correct for these platforms. App Icon issue on visionOS However, the visionOS app icon is not working as expected: When testing on the Vision Pro simulator (versions 2.x and 26.0), the app icon appears empty. When archiving and submitting to the App Store, the process fails with the following error: The app’s Info.plist file is missing the CFBundleIcons.CFBundlePrimaryIcon key for the visionOS App Icon. This suggests that the project’s App Icon settings may not be correctly applied for visionOS builds. Request for assistance We are preparing to release our app, one of the first to support Liquid Glass, and would greatly appreciate guidance on how to resolve this issue with the visionOS app icon. FB20184218
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GameKit Manage Game Progress does not work for Leaderboards
Works fine to show achievements but not Leaderboards. Launching the Xcode Project directly on device, loading remote (not yet live) leaderboards without issue and submitting scores to them works fine as well. I was hoping that rather than going through the app store distribution leaderboards with all of their limitations I could instead run it locally and add scores to test the behaviour, but even though I can edit the achievements progress locally, I can't see any leaderboards being available... One out of 3 leaderboards started beginning of this september while the other 2 leaderboards won't launch until the game launch.
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Payment for developer account not approved
I have made a payment the the Apple developer program from my credit card, I have contacted my bank and they have confirmed that they payment has gone off and all that is left is for Apple to 'bank the payment' on their side but Apple isn't actioning this. I have emailed support numerous times but all I get is an automatic reply acknowledging the email but nothing else, what do I do now, is there any other email or phone number I can contact them on. I'm not from the US
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Getting 401 Unauthenticated when calling StoreKit In-App API with JWT
Hello, I am trying to call the StoreKit In-App API, but I am consistently receiving a 401 Unauthenticated error. Here is what I have done so far: JWT creation (via https://jwt.io): Header: { "alg": "ES256", "kid": "**********", "typ": "JWT" } Payload: { "iss": "********-e662-43d2-be42-012d0138ce39", "aud": "appstoreconnect-v1", "iat": 1757389187, "exp": 1757390987 } Private Key (.p8): -----BEGIN PRIVATE KEY----- -----END PRIVATE KEY----- Algorithm used: ES256 This generates the JWT successfully. API Call: I then include the JWT in the request header as follows: Authorization: Bearer ************ Endpoint: https://api.storekit-sandbox.itunes.apple.com/inApps/v1/transactions/2000001003740262 Response: Status: 401 Unauthenticated Request ID: S3KCYHDVRMDKUT3TZVTY3QRRWM.0.0 Has anyone else faced this issue? Is there something incorrect with how I’m generating the JWT (e.g., iat/exp values, formatting, or encoding)? Do I need to generate separate keys for Sandbox and Production, or is the same key valid for both? Any guidance would be appreciated. Thanks in advance!
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Very technical question about the 'project.pbxproj' file. Targeted devices?
Hello In my app code (in flutter) but you can remain if you code in other langages, maybe you can help in other ways, I have a file called: project.pbxproj I am wondering about this line: ARGETED_DEVICE_FAMILY = "1,2"; Is it true that the 1 is for Iphone and 2 for Ipad? Would that mean that if I wrote "1" and removed 2, then in my app page in developer store side I would not see a tab for Ipad where the store requires from me to post screenshots for ipad? For instance (see image below) I know you guys use XCODE and it handels it itself, but can you open your .ipa files and check "project.pbxproj" to confirm differences between these files when the app is targeting Iphone Vs targeting Ipad? Thanks
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[Xcode 17A5305k] API Invalid status code: 401: This operation could not be completed
I cannot setup a workflow - every time it says "This operation could not be completed" after granting access to the source code. I removed the app from AppStore Connect, I logged out from Xcode, removed and reset the app from Github, initialized a new repository, reset Xcode Derived Data, reset the Profiles and Certificates. I tried everything and nothing worked. Any help?
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