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Unlocking hidden "Developer mode" option on Ipad (without Mac or Xcode)
Hello, I have an iphone but not an ipad Actually a relative has an iPad. The problem I encoutered was when i was testing an app that I had built prior (so I had the ipa file) but no acces to Xcode. The thing is when I wanted to test it on my iphone, everything WENT SMOOTH and ok. When I tried on iPAD, I encounteed the problem I could not unlock the hidden "developer mode" option in any way, I tried so many things, checked and rechecked, the option was and stayed hidden, I could not activate it. Therefore I could not test the app. In the apple store I was required to give a screenshot for iPAD but that failed. because I could not produce ANY, since I could not run my app on iPAD. I actually have no idea how I activated the ability to turn on the developer mode on my iphone, it was just there and I activated it perhaps because I had added the email of my iphone to the developer account somehow? somehwere? But for iPAD I just could not find a way to do it, don't know if adding it somewhere could trigger something on the ipad to allow it to show the developer mode option so I can activate it finally? Anyway, I tried things I read on internet, methods that mention how to activate the developer mode ability on an ios devide though WINDOWS, there were 2 but one I did not trust much, and even I think i tried it and in the end it did not work for some incompatibility making that method obsolete or something? the other I am not sure but probably same idea. I would like to know, how to activate the ABILITY to SHOW the option to activate the developer mode on iPAD (or any other device but for now I am focuson on iPad) please, and without using macbook or xcode!? Could Apple or anyone offer some guidance? That would help a fellow developer. Thank you. Ps. No I cant get the mac or xcode for now (but hopefully in a far future, but for now I can't). Thanks
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[REQUEST] for a tool/method/guidance how to create privacy manifest (PrivacyInfo.xcprivacy) when you don't have Xcode/mac
Hello, PrivacyInfo.xcprivacy Is primordial and without it the app is rejected from the Store I believe. All 5 ressources I had found related to it, mention XCODE, or explain how to add the code to langages that I don't use (Switf i think?) etc. I am building the app thought CI/CD, so prior to building it the app does not have privacy manifest and there is not way to generate it automatically without xcode it seems. My app is written in Flutter prior to becoming an iOS app. I am seeking for a method to do that. Thanks.
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Icon Composer icon changes font (!) in output
Hi, I'm experiencing a super weird and unexpected issue using Icon Composer (Version 1.0 (40)) and Xcode 26 beta 7. I have an icon that includes some minimal text in the icon, as part of the branding of the app. The text is an SVG layer in Icon Composer. Icon Composer has no idea this is text, just a regular SVG layer. When I import the resulting .icon file into Xcode, it appears correct in the Xcode preview. However, when building the app and installing it on the iOS 26 simulator, the font of the text in the icon changes (to the system default font?). It is also cropped, cut off, and off-center. I replicated this with a simple standalone icon and clean project. Is anyone else seeing this?
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[Unreal Engine] File missing if packaged with command line
Hello! I am trying to automate iOS builds for my Unreal Engine game using Unreal Automation Tool, but I cannot produce a functionnal build with it, while packaging from XCode works perfectly. I have tracked down the issue to a missing file. I'm using the Firebase SDK that requires a GoogleService-Info.plist file. I have copied this file at the root of my project, as the Firebase documentation suggests. I have not taken any manual action to specify that this file needs to be included in the packaged app. The Firebase code checks the existence of this file using NSString* Path = [[NSBundle mainBundle] pathForResource: @“GoogleService-Info” ofType: @“plist”]; return Path != nil; If I package my app from XCode using Product -> Archive, this test returns true and the SDK is properly initialized. If I package my app using Unreal Engine's RunUAT.sh BuildCookRun, this test returns false and the SDK fails to initialize (and actually crashes upon trying). I have tried several Unreal Engine tricks to include my file, like setting it as a RuntimeDependecies in my projects Build.cs file. Which enables Unreal Engine code to find it, but not this direct call to NSBundle. I would like to know either how to tell Unreal Engine to include files at the root of the app bundle, or what XCode does to automatically include this file and is there a way to script it? I can provide both versions .xcarchive if needed. Thanks!
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Xcode 16.4: 'Server SSH Fingerprint Failed to Verify' after update from 16.2
After updating Xcode from 16.2 to 16.4, my xcodebuild commands began failing with "Server SSH Fingerprint Failed to Verify" when accessing Bitbucket repositories. During the build process, I could see Xcode's AuthenticationAgent running SSH with these arguments: /usr/bin/ssh -v -F /dev/null -o UserKnownHostsFile=/dev/null -o IdentitiesOnly=yes -o SendEnv=GIT_PROTOCOL git@bitbucket.org git-upload-pack '***.git' Xcode 16.4 appears to be ignoring my local ~/.ssh/known_hosts file and instead using its own managed known_hosts system (stored in IDESourceControlModernKnownSSHHostsDefaultsKey within com.apple.dt.Xcode.plist). My local known_hosts file contains three entries for Bitbucket: ssh-ed25519, ecdsa-sha2-nistp256, and ssh-rsa. After updating Xcode to 16.4 and opening my existing project, Xcode prompted with "Xcode can't verify the identity of a repository hosted on 'bitbucket.org'" and offered a "Trust" button. When I clicked "Trust," Xcode's managed known_hosts only stored the ecdsa-sha2-nistp256 entry for Bitbucket. I was able to resolve the issue by overwriting Xcode's managed known_hosts with the ssh-rsa Bitbucket entry from my local known_hosts file. Also, this behavior for some reason seems to vary between machines after the same Xcode update. So on my machine, Xcode 16.4 ignores the local ~/.ssh/known_hosts. My coworker's Xcode continues to use the local ~/.ssh/known_hosts file and works normally. What could cause Xcode 16.4 to handle SSH known_hosts differently on seemingly identical setups? Is there a hidden configuration that determines whether Xcode uses its managed known_hosts versus respecting the system's SSH configuration? Additionally, why did Xcode only store the ecdsa-sha2-nistp256 host key for Bitbucket when I clicked "Trust" instead of all available host key types, and why doesn't this single key type work?
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What will be the minimum iOS deployment target for Xcode 26?
Hi, I was checking docs about this (https://developer.apple.com/support/xcode/) where implies that the minimum iOS Deployment Target is iOS 15. However, I reviewed quotes from last year (https://developer.apple.com/forums/thread/775703), where one of your engineers mentioned that the minimum version was actually iOS 12 for Xcode 16, when later on this page it was changed to 15 (even though internally the actual minimum is 12). So our team was wondering what the minimum version was for Xcode 26, since the page mentions iOS 15.
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Xcode 26.0 beta 7 - AI - Create files? Client (Xcode) timing out?
I didn't check this out specifically on earlier betas, but AI is allowed to create new .swift files, yes? I'm only seeing proposals to create files (as opposed to code which it can change automatically), and the CREATE FILE button to the right of any proposed file creation does nothing. Next I'll mention running local models, but file creation does not seem to happen for neither ChatGPT nor any local model. Also I'm experimenting with LM Studio and it is reporting my client is timing out. So I guess Xcode is not waiting long enough for a response? The local models are slow, yes. But is there a setting for the AI timeout value? I told the LLM "Every 1 minute send me an update so I know you are still working so my client does not time out" which seems to have no visible effect, it hasn't timed out yet, but I don't visibly see that message.
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AutoFill Extension issue
Good morning everyone! I have an issue with AutoFillExtension. I think that my integration is correct but I don't see the page with the list. I'm developing a password manager and I see the name of the app in Default Pass in Settings, I see the name of my app when I tap on key to choose credentials but when I tap on my app... don't see anything. Came back Password. Somebody have a list or a tutorial to implement this extension? Thanks 😔
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Unable to upload new build
I am building my first app. I submitted 1.0 to the App Store, it was rejected and I needed to make some changes. Am I unable to upload a new build with changes to testflight before I resubmit those changes? Also, I accidentally removed the app for review, so I cannot respond to the changes they asked. What do I do now? Thank you for your help
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Unable to save App ID capabilities in Apple Developer portal
Hello, I’m experiencing an issue in the Apple Developer portal when trying to manage my App ID capabilities. Whenever I try to enable or disable a capability and click Save, the page shows the loading spinner but then nothing is saved. App ID: com.kangarli.lucary Team ID: (my Apple Developer account’s Team ID) Tested on different browsers (Safari, Chrome), cleared cache and cookies The issue affects all capabilities, not just Associated Domains Other sections of the Developer portal work normally Is this a known issue with the Developer portal, or is there any workaround? Thanks in advance.
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Xcode Cloud error 401
I have now signed out of my account in Xcode, quit the application, signed back in, and also cleared the Xcode derived data and cache. However, I am still receiving the 401 Unauthorized error Any operation related to Xcode Cloud (e.g., viewing the dashboard, creating a workflow) fails immediately across all Xcode projects, including brand-new empty projects. The error is consistent and always appears as: API Invalid status code: 401. Domain: XcodeCloudCombineAPI.XCCResponseError Code: 1 System Information: macOS Version 15.6.1 (Build 24G90) "details" : "Error alert: API Invalid status code: 401.: XCCResponseError(responseErrorType: XcodeCloudCombineAPI.XCCResponseError.XCCResponseErrorType.invalidStatusCode(XcodeCloudCombineAPI.LegacyHttpStatus.unauthorized), requestUrl: Optional(https://appstoreconnect.apple.com/ci/api/teams//apps/find?bundle_id=), traceId: Optional("2ab09bea8da9ef39"), retryAfterSecsStr: nil, response: Optional(<NSHTTPURLResponse: 0x600000c6a800> { URL: https://appstoreconnect.apple.com/ci/api/teams//apps/find?bundle_id=} { Status Code: 401, Headers {\n "Content-Length" = (\n 0\n );\n Date = (\n "Fri, 05 Sep 2025 10:04:07 GMT"\n );\n Server = (\n nginx\n );\n "Set-Cookie" = (\n "dqsid=; Expires=Thu, 01 Jan 1970 00:00:00 GMT; Path=/; Secure; HTTPOnly",\n "dqsid=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJpYXQiOjE3NTcwNjY2NDQsImp0aSI6IlNQZ1FxVXd1UFF1UjI1X2wtZ2ZjN2cifQ.uoE9MRTx-TCY03Sw1qgMBcWrPVA8adtKd-nOZVwllS4; Max-Age=1800; Expires=Fri, 05 Sep 2025 10:34:04 GMT; Path=/; Secure; HTTPOnly"\n );\n "Strict-Transport-Security" = (\n "max-age=31536000; includeSubDomains; preload"\n );\n "x-apple-jingle-correlation-key" = (\n ZNGYRW2NJQJKAYDKU5FGCY6VVE\n );\n "x-b3-traceid" = (\n 2ab09bea8da9ef39\n );\n "x-cache-status" = (\n BYPASS\n );\n "x-content-security-policy" = (\n "script-src 'self' *.apple.com"\n );\n "x-content-type-options" = (\n nosniff\n );\n "x-daiquiri-instance" = (\n "daiquiri:15751001:mr36p00it-hyhk07174801:7987:25RELEASE91:daiquiri-amp-dsce-asc-int-002-mr",\n "daiquiri:18493001:mr85p00it-hyhk03154801:7987:25RELEASE91:daiquiri-amp-all-shared-ext-001-mr"\n );\n "x-frame-options" = (\n SAMEORIGIN\n );\n "x-via" = (\n "2.0 PS-WUH-01zra68 [BYPASS]"\n );\n "x-ws-request-id" = (\n "68bab594_PS-WUH-01zra68_27159-54435"\n );\n "x-xss-protection" = (\n "1; mode=block"\n );\n} }))\nError Description: Optional("API Invalid status code: 401.")\nRecovery Suggestion: nil\nHelp Anchor: nil",
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Unable to Accept Invite
I'm getting an error after clicking on a TestFlight Beta version invite from email. The error says The Apple Account you're currently signed in with, ****@outlook.com, doesn't match the one associated to this invitation. The invitation was sent to the email that I use to sign into my Apple account (it is my apple id) and I am signed into my iphone with that account. What can I do to get the invite to match up and go through with TestFlight?
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Value of the key in App.entitlements file for enabling In-App Purchase capability. Which one?
Hello! Trying to find any info about how to add In-App Purchase with application Entitlements.plist file manually (NOT with XCode). Is there any reference within keys and description? What need to be in this file: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>key-for-in-app-purchase</key> <string>value</string> </dict> </plist>
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Creating Swift Package with binaryTarget that has dependencies
How can you distribute an XCFramework via Swift Package Manager when it has dependencies on other Swift packages? We accomplished this with CocoaPods in order to distribute our closed source SDK that has dependencies, but need to migrate to SPM. Note none of the types from the dependencies are used as part of our module’s public interface - usage is purely internal. I’ve made a lot of progress following these steps for a simple example: Create Framework Project Create a new iOS Framework project in Xcode and name it WallpaperKit In the project settings select the target and verify in Build Settings that Build Libraries for Distribution is Yes then set Skip Install to No Create a new UIViewController subclass, name it WallpaperPreviewViewController, make it public, and add some functionality to it to show a UIImageView Add a new Package Dependency in the project settings, for this example we’ll use https://github.com/onevcat/Kingfisher, and specify exact version 8.5.0 Add internal import Kingfisher and use it in WallpaperPreviewViewController to download and show an image from the web Close the WallpaperKit project Create Hosting App Project (this makes it easier to develop the framework functionality and test it in an app with Xcode building both in the same workspace) Create a new iOS app project and name it WallpaperApp Create a new workspace named WallpaperApp Close the WallpaperApp project Drag and drop WallpaperApp.xcodeproj into the workspace’s sidebar Drag and drop WallpaperKit.xcodeproj into the workspace’s sidebar Switch the scheme to WallpaperKit and build Select WallpaperApp project, then with WallpaperApp target selected, in the General tab under Frameworks, Libraries, and Embedded Content, click + and add WallpaperKit.framework In ViewController.swift, import WallpaperKit and add functionality to present an instance of WallpaperPreviewViewController Run the app and verify it works Create XCFramework In Terminal, cd into WallpaperKit and run xcodebuild archive -scheme WallpaperKit -configuration Release -destination 'generic/platform=iOS' -archivePath './build/WallpaperKit.framework-iphoneos.xcarchive' SKIP_INSTALL=NO BUILD_LIBRARIES_FOR_DISTRIBUTION=YES DEFINES_MODULE=YES Run xcodebuild archive -scheme WallpaperKit -configuration Release -destination 'generic/platform=iOS Simulator' -archivePath './build/WallpaperKit.framework-iphonesimulator.xcarchive' SKIP_INSTALL=NO BUILD_LIBRARIES_FOR_DISTRIBUTION=YES DEFINES_MODULE=YES Run xcodebuild -create-xcframework -framework './build/WallpaperKit.framework-iphonesimulator.xcarchive/Products/Library/Frameworks/WallpaperKit.framework' -framework './build/WallpaperKit.framework-iphoneos.xcarchive/Products/Library/Frameworks/WallpaperKit.framework' -output './build/WallpaperKit.xcframework' Open the build folder and retrieve the XCFramework Create Swift Package Create a new package in Xcode, select Library, and name it WallpaperKitDist Drag and drop WallpaperKit.xcframework into Sources Create a new directory in Sources called WallpaperKitDependencies Create a new Swift file in WallpaperKitDependencies called WallpaperKitDependencies (SPM requires a Swift file to recognize WallpaperKitDependencies as a valid target and fetch dependencies) Open Package.swift and change it to import PackageDescription let package = Package( name: "WallpaperKit", platforms: [ .iOS(.v18) ], products: [ .library( name: "WallpaperKit", targets: ["WallpaperKit", "WallpaperKitDependencies"] ), ], dependencies: [ .package( url: "https://github.com/onevcat/Kingfisher.git", exact: "8.5.0" ) ], targets: [ .binaryTarget( name: "WallpaperKit", path: "./Sources/WallpaperKit.xcframework" ), .target( name: "WallpaperKitDependencies", dependencies: [ "Kingfisher" ], path: "./Sources/WallpaperKitDependencies" ) ] ) Create Test App (to simulate a third-party app using the package) Create a new iOS app project and name it TestApp Add a new Local package selecting the WallpaperKitDist directory that contains Package.swift Import WallpaperKit and use it to present a WallpaperPreviewViewController This works! Though the console logs objc[39953]: Class _TtC10KingfisherP33_6AA794C9C370CDB07604B4D8B99AEAA312BundleFinder is implemented in both /Users/Name/Library/Developer/Xcode/DerivedData/TestApp-capvhjiqxrdgdnbevpkajicnjpcs/Build/Products/Debug-iphonesimulator/WallpaperKit.framework/WallpaperKit (0x100e8bbf8) and /Users/Name/Library/Developer/CoreSimulator/Devices/E0AF13C2-874C-47B9-B864-72AF3E4D5D4B/data/Containers/Bundle/Application/AF32011A-92E7-4E26-9A97-9F0C25C07863/TestApp.app/TestApp.debug.dylib (0x101a543b0). This may cause spurious casting failures and mysterious crashes. One of the duplicates must be removed or renamed. I thought using internal import Kingfisher (or @_implementationOnly import Kingfisher) would have resolved this, but seems to make no difference compared to just import Kingfisher. I suspect it might not be an issue as long as the Kingfisher version number specified in the distribution Package.swift matches the version used in the framework project (and the app does not add a different version as a dependency), but not positive. Can these warnings be resolved, or is it not a concern in this setup? Is this the best solution to distribute an XCFramework via Swift Package Manager that has dependencies on other Swift packages for now or is there a better approach? Thanks!
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Game Activity link works when app is running, but not on cold start
I’m testing Game Activities in my Unity project with the new Apple.GameKit 2025-beta1 plugin. When I go into Xcode- Debug → GameKit → Manage Game Progress → Leaderboards → and click the generated link: If my app is already running in the background, the link opens the app and my handler (Apple.GameKit.GKGameActivity.WantsToPlay += OnWantsToPlay;) fires as expected. I can read the activity and route the player to the right level. If the app is completely closed, clicking the same link launches the app, but my OnWantsToPlay listener is never invoked. The app just boots normally and the activity intent seems lost. I’ve tried to subscribe as early as possible (in Awake() of my bootstrap scene, also tested with RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)]). Nothing works. Also, “Get Started with Game Center” video only demonstrates activation when the app already running, not a cold start from a Game Activity link. What am I missing? Environment Device/OS: iPhone on iOS 26.0 beta (Game Center sandbox) Xcode: 26.0 beta 6 Unity: 2022.3.21 Apple GameKit Unity plugin: 2025-beta1 (GameKit package) Signing: Game Center capability enabled; using development provisioning profile GameKit resources: GameCenterResources.gamekit in project (Target: Unity-iPhone), appears under Build Phases → Copy Bundle Resources
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How To Manually Download iOS 18.4 Simulator Without XCode
Hi There We are looking to download the iOS 18.4 Simulator Runtime but due to restrictions on internet access in our company we are unable to use XCode to download the required file. Is there an alternative location we can browse to and download the iOS 18.4 Simulator Runtime file? We checked the downloads sections of the Apple Developer site but can only find 18.2 version of the iOS Simulator Runtime. Thanks
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Xcode 26 beta, upgrading iOS beta
I'm currently running Xcode 26 beta 7; it comes with macOS 26 beta 6 and can download iOS 26 beta 6. I can compile and test my app on simulators, but to upload the app to TestFlight I need a version of the Platform support more recent than beta 6. How can I download beta 9? In Settings -> Components I see only beta 6.
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