I'm attempting to create a proof of concept of a static library, distributed as an XCFramework, which has two local XCFramework dependencies.
The reason for this is because I'm working to provide a single statically linked library to a customer, instead of providing them with the static library plus the two dependencies.
The Issue
With a fairly simple example project, I'm not able to access any code from the static library without the complier throwing a "No such module" error and saying that it cannot find one of the dependent modules.
Project Layout
I have an example project that has some example targets with basic example code.
Example Project on Github
Target: FrameworkA
Mach-0 Type: Dynamic
Build Mergable Library: Yes
Skip Install: No
Build Libraries For Distribution: Yes
Target: FrameworkB
Mach-0 Type: Dynamic
Build Mergable Library: Yes
Skip Install: No
Build Libraries For Distribution: Yes
XCFrameworks are being generated from these two targets using Apple's recommendations. I've verified that the mergable metadata is present in both framework's Info.plist files.
Each exposes a single struct which will return an example String.
Finally I have my SDK target:
Target: ExampleKit
Mach-0 Type: Static
Build Mergable Library: No
Create Merged Binary: Manual
Skip Install: No
Build Libraries For Distribution: Yes
The two .xcframework files are in the Target's folder structure as well. The "Link Binary With Libraries" build phase includes them and they're Required.
Inside of the ExampleKit target, I have a single public struct which has two static properties which return the example strings from FrameworkA and FrameworkB.
I then have another script which generates an XCFramework from this target.
Expectations
Based on Apple's documentation and the "Meet Mergable Libraries" WWDC session I would expect that I could make a simple iOS app, link the ExampleKit.xcframework, import ExampleKit inside of a file, and be able to access the single public struct present in ExampleKit. Unfortunately, all I get is "No such module FrameworkA".
I would expect that FrameworkA and FrameworkB would have been merged into ExampleKit? I'm really unsure of where to go from here in debugging this. And more importantly, is this even a possible thing to do?
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Hi! I wanted to use Lottie in my swiftpm app, but I've been running into errors and I'm not sure if it's possible. When I try to run the app, it crashes and I get errors saying that the library isn't loaded and the files aren't found (basically these: https://github.com/lottie-react-native/lottie-react-native/issues/373 , https://github.com/airbnb/lottie-ios/issues/2233 ). But moving the framework file into the PackageFrameworks folder doesn't work, and also I'm getting the error that swiftpm cannot distribute packages containing binary frameworks and from what I understand that just isn't something that swiftpm can do. So I was wondering if anyone knows any workarounds to this, or if I should just ditch Lottie?
Any help or advice would be greatly appreciated!
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
Swift Packages
Swift Student Challenge
Swift Playground
Visual Design
I am currently enrolled in the Apple Developer Program as an individual, but I would like to convert my account to an organization. I couldn’t find clear instructions on how to do this.
Has anyone gone through this process before? What steps do I need to take, and are there any specific requirements I should be aware of?
I’d really appreciate any guidance or advice. Thanks in advance!
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
When I finished updating the system (Mac: 15.3.1 (24D70) Xcode: Version 16.2 (16C5032a)), the following situation occurred in the Archive package:
Termination Description: DYLD, symbol '_objc_claimAutoreleasedReturnValue' not found, expected in '/usr/lib/libobjc.A.dylib', needed by '/private/var/containers/Bundle/Application/60C6E2BE-661A-4BA9-98CC-6C222F20452B/Blurams.app/Blurams'
Highlighted by Thread: 0
A startup crash occurs on a system with iOS16 or earlier
How to solve this problem? The issue is currently blocking the release of the version
Topic:
Developer Tools & Services
SubTopic:
Xcode
I have tried several options so far to no avail:
Unarchiver shuts down silently (after ~1.5hr of trying to unarchive).
xip console tool fails after ~1.5hr with this error:
xip: signing certificate was "Software Update" (validation not attempted)
xip: error: The archive “Xcode_12.5.1.xip” failed to be moved to the final destination due to the error: The operation couldn’t be completed. No such file or directory.
extracted .app is incomplete though weighs about 30GB
unxip extracts for ~1.5hr (being stuck for ~40min on Expanding items from “Xcode_12.5.1.xip”: 99%) and then shuts down. extracted .app is incomplete with the size of ~1.9GB
Are there any other options I can try to extract Xcode 12.5.1 xip archive?
Would external drive be an issue (I have Xcode_12.5.1.xip on external drive)?
I’m experiencing a serious issue with my enrollment in the Apple Developer Program. I have been waiting for weeks with no response from Apple Support. Despite sending two emails (and now a 3rd) in an attempt to get a reply, I still haven’t heard back, even though I have completed all the necessary steps and received confirmation that my enrollment process has started.
Has anyone else experienced a similar situation? If so, how did you manage to resolve it, or do you have any advice on how I can get Apple to respond and take action?
I would really appreciate any insights or suggestions. Thank you in advance!
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
I tried dragging an apns file for a live activity into my simulator to begin a Live Activity.
It didn't do anything. I didn't see it mentioned in the wwdc videos either. So I'm wondering if this experience is not yet developed, or maybe I'm doing something incorrectly?
Hey folks,
We are looking for a way to increase the sampling frequency beyong what's currently called "high frequency sampling" for CPU profiler (or time profiler -- doesn't really matter for us).
We are aware that this is not offered through the UI but wondering if we can somehow experimentally enable this via the .tracetemplate (plist).
Basically, we see that samplingRate exists (in the plist) but don't see it having an effect on the actual runs. The resulting trace file always lists sample-rate-micro-seconds="1000" for the data table. E.g.,
<table trigger="time" pmc-events="Cycles" target-pid="SINGLE" schema="counters-profile" needs-kernel-callstack="0" sample-rate-micro-seconds="1000"/>
Cheers
Topic:
Developer Tools & Services
SubTopic:
Instruments
Hi.
I have a xcframework that has a dependency on 'RxSwift' and 'RxCocoa'. I deployed it using SPM by embedding it in a Swift Package.
However when I import swift package into another project, I keep getting the following error:
"Missing required module 'RxCocoaRuntime"
How can I fix this?
Below are the steps to reproduce the error.
Steps
Create Xcode proejct, make a dependency on 'RxSwift' and 'RxCocoa' (no matter doing it through tuist or cocoapods)
Create XCFramework from that proejct. (I used commands below)
xcodebuild archive \
-workspace SimpleFramework.xcworkspace \
-scheme "SimpleFramework" \
-destination "generic/platform=iOS" \
-archivePath "./SimpleFramework-iphoneos.xcarchive" \
-sdk iphoneos \
SKIP_INSTALL=NO \
BUILD_LIBRARY_FOR_DISTRIBUTION=YES
xcodebuild archive \
-workspace SimpleFramework.xcworkspace \
-scheme "SimpleFramework" \
-archivePath "./SimpleFramework-iphonesimulator.xcarchive" \
-sdk "iphonesimulator" \
SKIP_INSTALL=NO \
BUILD_LIBRARY_FOR_DISTRIBUTION=YES
xcodebuild -create-xcframework \
-framework "./SimpleFramework-iphoneos.xcarchive/Products/Library/Frameworks/SimpleFramework.framework" \
-framework "./SimpleFramework-iphonesimulator.xcarchive/Products/Library/Frameworks/SimpleFramework.framework" \
-output "./SimpleFramework.xcframework"
Embed in Swift Package, and deploy.
// swift-tools-version: 6.0
// The swift-tools-version declares the minimum version of Swift required to build this package.
import PackageDescription
let package = Package(
name: "SimplePackage",
platforms: [.iOS(.v16)],
products: [
.library(
name: "SimplePackage",
targets: ["SimplePackage"]),
],
dependencies: [
.package(url: "https://github.com/ReactiveX/RxSwift", from: "6.8.0")
],
targets: [
.binaryTarget(
name: "SimpleFramework",
path: "Sources/SimpleFramework.xcframework"
),
.target(
name: "SimplePackage",
dependencies: [
"SimpleFramework",
"RxSwift",
.product(name: "RxCocoa", package: "RxSwift")
]
)
]
)
Download Swift Package in another project and import module.
I resolved this by removing dependencies from the Swift Package, downloading package in another project, and fetching dependencies by cocoapods.
Thist works, but I don't want to use another dependency manager while using SPM.
Development Environment
CPU : Apple M4 Max
MacOS : Sequoia 15.3
Xcode : 16.2
I have enrolled for being a developer 10.03.
I have received an order acknowledgment email on 10th of March but there have been no updates since then.
I am still seeing 'complete your purchase' in the main page.
What should I do to get through?
I would greatly appreciate it if could help me solve this problem as soon as possible.
Thank you so much.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Hey, Since I set up push notifications for my Flutter app following this tutorial https://documentation.onesignal.com/docs/flutter-sdk-setup, my Flutter app no longer builds for iOS in the CD pipeline. I get the following error:
[17:24:47]: ▸ ProcessException: Process exited abnormally with exit code -6:
[17:24:47]: ▸ Command line invocation:
[17:24:47]: ▸ /Applications/Xcode_15.4.app/Contents/Developer/usr/bin/xcodebuild -list
[17:24:47]: ▸ User defaults from command line:
[17:24:47]: ▸ IDEPackageSupportUseBuiltinSCM = YES
[17:24:47]: ▸ 2025-03-10 17:24:46.855 xcodebuild[13337:34491] [MT] DVTAssertions: ASSERTION FAILURE in DevToolsCore/Xcode3Core/LegacyProjects/Frameworks/DevToolsCore/DevToolsCore/ProjectModel/DataModel/References/SynchronizedGroups/PBXFileSystemSynchronizedAbstractGroup.m:28
[17:24:47]: ▸ Details: Assertion failed: IDEFileSystemSynchronizedGroupsAreEnabled()
[17:24:47]: ▸ Object: <PBXFileSystemSynchronizedRootGroup>
[17:24:47]: ▸ Method: +allocWithZone:
[17:24:47]: ▸ Thread: <_NSMainThread: 0x60000026c200>{number = 1, name = main}
[17:24:47]: ▸ Hints:
[17:24:47]: ▸ Backtrace:
[17:24:47]: ▸ 0 -[DVTAssertionHandler handleFailureInMethod:object:fileName:lineNumber:assertionSignature:messageFormat:arguments:] (in DVTFoundation)
[17:24:47]: ▸ 1 _DVTAssertionHandler (in DVTFoundation)
[17:24:47]: ▸ 2 _DVTAssertionFailureHandler (in DVTFoundation)
[17:24:47]: ▸ 3 _DVTAssertionWarningHandler (in DVTFoundation)
My pipeline looks like this:
name: iOS Build and Deploy to App Store with Custom Version
on:
workflow_dispatch:
inputs:
version:
description: 'Version number'
required: true
default: '1.0.0'
env:
FLUTTER_CHANNEL: "stable"
RUBY_VERSION: "3.2.2"
jobs:
build_ios:
name: Build iOS
runs-on: macos-latest
timeout-minutes: 20
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Set up Ruby
uses: ruby/setup-ruby@v1
with:
ruby-version: ${{ env.RUBY_VERSION }}
bundler-cache: true
working-directory: 'daytistics/ios'
- name: Clean up vendor
working-directory: 'daytistics/ios'
run: rm -rf vendor
- name: Install Bundler Gems
working-directory: 'daytistics/ios'
run: bundle install
- name: Run Flutter tasks and get pub packages
uses: subosito/flutter-action@v2.16.0
with:
flutter-version-file: 'daytistics/pubspec.yaml'
channel: ${{ env.FLUTTER_CHANNEL }}
cache: true
- name: Get Flutter Packages
working-directory: ./daytistics
run: flutter pub get
- name: Install Bundler Gems
working-directory: 'daytistics/ios'
run: |
bundle install
bundle exec pod repo update # Add this line
# Remove the "Reinstall CocoaPods" step entirely
- name: Pod Install
working-directory: 'daytistics/ios'
run: bundle exec pod install
- name: Clean Flutter build
working-directory: ./daytistics
run: flutter clean
- name: Create .env file
working-directory: ./daytistics
run: touch .env
- uses: maierj/fastlane-action@v3.1.0
with:
lane: 'release_app_store'
subdirectory: daytistics/ios
options: '{
"version_number": "${{ github.event.inputs.version }}",
"env_vars": ["SUPABASE_URL", "SUPABASE_ANON_KEY", "POSTHOG_API_KEY", "SUPABASE_AUTH_EXTERNAL_GOOGLE_CLIENT_ID", "SENTRY_DSN"]
}'
env:
ASC_KEY_ID: ${{ secrets.ASC_KEY_ID }}
ASC_ISSUER_ID: ${{ secrets.ASC_ISSUER_ID }}
ASC_KEY_P8_BASE64: ${{ secrets.ASC_KEY_P8_BASE64 }}
MATCH_PASSWORD: ${{ secrets.MATCH_PASSWORD }}
MATCH_GIT_BASIC_AUTHORIZATION: ${{ secrets.MATCH_GIT_BASIC_AUTHORIZATION }}
APP_BUNDLE_ID: ${{ secrets.APP_BUNDLE_ID }}
GH_TOKEN: ${{ secrets.GITHUB_TOKEN }}
SUPABASE_URL: ${{ secrets.SUPABASE_URL }}
SUPABASE_ANON_KEY: ${{ secrets.SUPABASE_ANON_KEY }}
POSTHOG_API_KEY: ${{ secrets.POSTHOG_API_KEY }}
SUPABASE_AUTH_EXTERNAL_GOOGLE_CLIENT_ID: ${{ secrets.SUPABASE_AUTH_EXTERNAL_GOOGLE_CLIENT_ID }}
SENTRY_DSN: ${{ secrets.SENTRY_DSN }}
Everything works as expected in the simulator. However, I think that the problem isn't related to the pipeline. Instead I think it is related to the "Signing Capabilities" in X-Code:
https://i.sstatic.net/E0tSetZP.png
https://i.sstatic.net/oC1xG0A4.png
Thanks for your help!
Hello,
I am reaching out to the community because I am facing an issue with my Apple Developer Program enrollment that I cannot resolve. I attempted to enroll in the program through both the Developer app and the website, but my application was denied without any explanation. When I contacted Apple Support, I was told that the decision is final and that no further clarification would be provided.
To ensure there were no issues on my end:
My Apple ID profile is complete and accurate.
All required information was submitted during the enrollment process. (Including my credit card and photos of my passport)
I have no prior violations of Apple’s Terms of Service or any history with banned accounts. (And my current account is 10 years old or more)
Despite this, my application was rejected outright, and I feel this decision lacks transparency. As a developer who has invested significant time and resources into creating apps for the Apple ecosystem, this situation is both frustrating and disheartening. The lack of explanation also makes it impossible to identify what went wrong or how to address it.
I have already tried:
Contacting Apple Support directly – they reiterated that the decision is final.
Double-checking my account details and region settings – everything matches.
Searching for similar cases online – but found no actionable solutions.
This experience feels unfair, especially since I have complied with all requirements and have not been given any opportunity to appeal or rectify potential misunderstandings.
If anyone has faced a similar situation or has advice on how to proceed, please share your insights. Is there an escalation path within Apple? Should I consider legal action due to the lack of transparency in this process?
I am committed to resolving this issue but feel stuck without any clear direction from Apple. Any help or guidance would be greatly appreciated!
Thank you in advance for your support.
Best regards,
Antonio
I recently purchased an Apple Developer Account on March 01, 2025. Upon completing the purchase, I received a confirmation message stating that my account would be activated within 48 hours. However, it has now been more than ten days, and my account still remains inactive. I didn't recieve any further email regarding apple developer account enrollment.
Two days ago, I sent email and discuss my issue but still there is no response from apple team
what should I do?
Hi All,
Hoping someone can shed light on the correct way to proceed for App Review using an app built with Unity's IAP Service. I'm unsure if I have a problem with my build or there is a problem with my sequencing of the review process.
Unity’s IAP won’t recognize a product until it exists on App Store Connect (which you would expect), however App Store Connect won’t publish products until they are reviewed with a submitted binary.
I submitted a binary with my first product for review and the app was rejected for “completeness” because the product was unavailable.
I requested clarification and the review team sent a screenshot back showing the store page in the game with the IAP UI in the state I would expect for no products returned (the buttons say “unavailable” and are disabled) - which makes sense, because the IAP is not approved and therefore not available.
The review team sent the following:
"When validating receipts on your server, your server needs to be able to handle a production-signed app getting its receipts from Apple’s test environment. The recommended approach is for your production server to always validate receipts against the production App Store first. If validation fails with the error code “Sandbox receipt used in production,” you should validate against the test environment instead."
It seems we are not event to the point of receipt validation because the rejection is due to products not being approved and therefore not returned when the app queries them.
So the app can't be approved unless it can be tested before the product exist in App Store Connect, but Unity's IAP won’t recognize the product until it exists in App Score Connect?
Since I had submitted once I was able to resubmit just the IAP, but that was rejected for completeness because it didn't include a binary - which was rejected because the IAP was not present - and the IAP was not present because it was not approved.
The IAP is a very simple "100 Gems" in game currency pack so I don't believe it is being rejected on its own merits, but I suppose I could be mistaken there.
I can’t be the only one with this problem, or I must be missing something… or there is something else wrong with my build.
Suggestions much appreciated!
When I build UITabBarController on (iPad + iOS18), selectedImage on each tabBarItems don't appear.
(SwiftUI TabView can change iconImages by state change, so no problem on SwiftUI.)
Could someone tells me how to solve this problem?
sample project which produce the problem: github
before
after
Topic:
Developer Tools & Services
SubTopic:
Xcode
% mkdir /tmp/test
% cd /tmp/test
% touch {a,b,c}{1,2,3,4,5,6}.txt
% lf
a1.txt a3.txt a5.txt b1.txt b3.txt b5.txt c1.txt c3.txt c5.txt
a2.txt a4.txt a6.txt b2.txt b4.txt b6.txt c2.txt c4.txt c6.txt
% echo [b-z]*.txt
a1.txt a2.txt a3.txt a4.txt a5.txt a6.txt b1.txt b2.txt b3.txt b4.txt b5.txt b6.txt c1.txt c2.txt c3.txt c4.txt c5.txt c6.txt
I filed FB16715590 about this. I have a vague memory this might be related to some code to pretend to be case insensitive, but I can't find it now.
I am currently working on creating a virtual interior design app.
Can an app made with the Room Plan API be used on iPhones without LIDAR? If so, how much accuracy would be lost compared to iPhones with LIDAR?
I would like to know if macOS DEXT supports the following networking features: Tx/Rx Multiqueue, RSS, RSC, NS/ARP offload, PTP or packet timestamping and TSN.
I couldn't find relevant documentation for these features in the Apple Developer Documentation.
If they are supported, could you let me know which features are supported and how to find the corresponding official Apple documentation?
Thanks
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
Network Extension
NetworkingDriverKit
PCIDriverKit
DriverKit
We are experiencing serious issues with Apple Developer Support. We submitted a support request with reference number 102519221138 over three weeks ago, but despite multiple follow-ups (three times so far), we have received no response.
This lack of support is extremely frustrating, as we are currently completely blocked from publishing our app due to this unresolved issue. The delays are impacting our release timeline and causing significant problems for our team.
It feels like the Apple Developer Support is non-existent, and we are unsure how to proceed. Has anyone experienced similar issues or found an alternative way to escalate their case?
Any advice or experiences would be highly appreciated.
Since updating to Sequoia, Xcode no longer opens some projects.
What I’ve tried so far:
Opening the project directly from the .xcworkspace file, but it still doesn’t open. The app doesn’t crash, but the project simply won’t load, and the UI doesn’t appear.
What I tried:
Uninstalled and reinstalled Xcode.
Cloned the project from scratch.
I’m currently using Sequoia 15.3.1 on a macbook pro M3.
Topic:
Developer Tools & Services
SubTopic:
Xcode