Hi,
so here's my situation: I am currently building an app of which I want to have an Apple Watch standalone version / companion (idk yet, also doesn't matter). For it to be compatible with basically every Watch except for the original (Series 0) I want support for down to watchOS 6, as many models ended there. I also don't need the newest features for basic functionality and I can still add more for newer versions while keeping the basic functionality for watchOS 6, so that is not a concern, I'd rather have the compatibility.
However, watchOS 6 is the last version to require the Storyboard architecture with an app bundle and extension target. I did some research and found out that you can create that and set the development target to 6.0 while also having a SwiftUI target with a development target of 7.0. That would have the benefit of being able to use SwiftUI for modern features to give a nice experience while building a basic but functional version for 6.0 in Storyboard architecture. And it would figure out what to install on its own based on the watchOS version.
Now the problem is, in Xcode 26 I can't create a watchOS target with the Storyboard architecture anymore, the option is just not there. So to solve that, I installed Xcode 12 on Big Sur and created one from the template in a new project. That project can be opened and edited with no problems in Xcode 26 as long as it is already configured, you just can't create a watchOS target with that architecture anymore, it has to be there already to work with it. Now I just need to copy the app and extension target with the corresponding files and configuration to my other project, and that is the problem. I can't seem to find proper way to copy that over, and that is where I need your help. Or maybe someone has a way to create that in Xcode 26, but from my understanding the template is gone.
Thanks so much in advance
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After uprgading to new XCode version 26.0.1 my project can't be longer build. There are strange compiler errors without concrete error message. If I want to investigate the single errors they disappears on selection...
I can send a recorded screen-video.
I invested over 2 weeks on trying to solve the problem without success. That's not the first time that the project couldnt be build after a xcode upgrade. Thats really annoying.
https://ss.bscstorage.com/playlet-oss-res/video/2025195/%E6%BC%94%E7%A4%BA3.mp4?AWSAccessKeyId=6jndo5gcx079kvpu3myf&Expires=1760941761&Signature=hBcY7TDq%2BZHOARoFKY6CAthju%2Fc%3D
This is the link of the demonstration video. How is this function effect in the video achieved?
For testing, I'm trying to "manually" send a push notification to my app using Apple's tool at https://icloud.developer.apple.com/dashboard/notifications/ ... , and I can't figure out where to get the required device token without writing a program to do so. Is there somewhere in Xcode or on https://developer.apple.com where I can copy it from? I already have the .p8 file with APNs enabled, and have set the "remote notifications" capability for the app in Xcode.
I must be missing something obvious. I've read a bunch of search results and all they cover is how to get the token programmatically. The device token must be available somewhere, right?
In SF Symbols 7 (115), there are 458 symbols missing Availability info. I only discovered this after using one that didn’t appear in iOS 18 but does in iOS 26.
Questions:
Are there plans to add Availability info for all symbols?
If the field is blank, is there a safe latest-OS version we can assume?
I realize managing 7,000+ icons is tough, but missing info like this makes development frustrating. It doesn't help that there's no build warning when a named image isn't found, it just defaults to the text label.
Screenshot
Screenshot of SF Symbols 7 showing three symbols missing Availability info. The symbol ellipsis.circle.badge is selected and its properties pane also shows no Availability info.
Stop updating beta on iOS version its draning the iPhone storage
It’s making me unload my apps stop all beta updates now and go to the next io version right away be you are draining iPhone storage with your beta
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Please stop updating iOS beta because your messages up iOS and iPhone storage on there phone stop and look at the iPhone storage right away
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Currently, the icon composer app can only export the icon with a rounded app background image.
It would be better to support exporting the icon with a transparent background. It can make the exported app icon image with the liquid glass effect for websites, social networks, or other marketing places.
Thank you!
I am trying to register for the Apple Developer Program, click “Enrollment,” select “Individual,” and get the following error:
“Your enrollment in the Apple Developer Program could not be completed at this time.”
How can I fix this? What could be the problem?
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
How to connect Apple Watch to Xcode?
I haven't used Apple Watch for ages but it used to work fine. Today after adding changes to one of my apps Watch extension I wanted to test it on my Apple Watch but I'm not able to get Xcode to discover my Apple Watch.
Apple watch has both Bluetooth and Wifi on. It's connected to the same Wifi as my Mac mini. Watch is paired with iPhone and the iPhone is connected to Mac mini via USB cable. Deploying to iPhone works fine, but I Xcode doesn't see as Apple Watch. iPhone sees Apple Watch.
I tried Xcode 16.2, and Xcode 26.0 and Xcode Version 26.1 beta 2.
I updated Apple Watch to Watch OS 26 but it didn't help.
iPhone 12 Pro Max, iOS 26.0
Apple Watch Series 8 (GPS), watchOS 26.0.2
Mac mini 2025, Apple M4 Pro, macOS 15.6
Please advise. It's so frustrating! I wasted 2 hours on that already. In the past (years ago) I used to manage 3 apps with Apple Watch extensions and connection were finicky but it wasn't so bad!
I just had WindowServer crash. Xcode stopped working shortly after that. I tried restarting Xcode 26.0.1 universal but it refused. I rebooted macOS 26.0.1 Tahoe and tried to start the same Xcode, no joy. I tried...six different already installed Xcodes, all displaying the "Xcode_26.1b quit unexpectedly." alert. Looking at the report:
Exception Type: EXC_BAD_ACCESS (SIGKILL (Code Signature Invalid))
Exception Subtype: UNKNOWN_0x32 at 0x00000001111e4000
Exception Codes: 0x0000000000000032, 0x00000001111e4000
Termination Reason: Namespace CODESIGNING, Code 2, Invalid Page
This seems wild to me.
Thanks!
-Mike
Topic:
Developer Tools & Services
SubTopic:
Xcode
我在对接apple pay内购,调用https://api.storekit-sandbox.itunes.apple.com/inApps/v1/transactions/{transactionId},一直提示401,我不知道是我对接代码的错误,还是在开发者配置有问题或者是对应的参数提供错误,排查很久,依旧提示: Server returned HTTP response code: 401 for URL: https://api.storekit-sandbox.itunes.apple.com/inApps/v1/transactions/xxx
请问我该如何去查找我的问题呢
Hello everyone,
Since I installed Xcode 26, I've been encountering issues I've never seen before.
I have Mac OS applications written in Objective-C, some released as far back as 14 years ago.
When compiling them with Xcode 26, I experience efficiency issues related to thread management and interface updates.
There are rendering problems with a simple NSTextView created through Interface Builder.
The issue is not easily reproducible as it occurs randomly on some machines, regardless of their architecture or macOS version. The main thread freezes, and generally after 15-30 seconds, it unfreezes, loading the interface and text. The length of the text is irrelevant to the issue, and no crashes occur.
I spent ten days trying to optimize the code and change the loading order within the class, but the problem persists. However, if I compile the application with Xcode 16.4, everything works like a charm. I also tried using the macOS 15.5 SDK to compile with Xcode 26, but it doesn’t resolve any issues. Additionally, I tried changing the compiler optimization level, but it didn’t solve the problem.
This leads me to believe it’s an issue with the Xcode 26 compiler. If it were a code issue, it would be easily reproducible and would also occur when compiling with 16.4.
The Xcode 26.1 Beta doesn’t resolve the issue. Can anyone tell me if I need to change something related to the compiler?
Are you aware of any issues like this?
Thank you,
Luca
Hi everyone,
I’m hoping someone here can shed some light on what’s going on with Apple’s one-hour security delay when trying to register an iPhone for development use.
I’m currently setting up an app build using Expo / EAS and a paid Apple Developer account. Every time I scan the device registration QR code or try to authorise my iPhone as a development device, I get hit with a “security delay — try again in one hour” message.
This happens every single time, even if I wait the full hour. The device is the same iPhone I always use, signed in to the same Apple ID, and verified with 2FA.
The only thing unusual about my setup is that I’m using Starlink for internet access. Because Starlink uses dynamic IP routing and your exit node changes frequently (depending on which satellite or ground station you’re on), it looks like I’m signing in from a new location each time — sometimes even hundreds of miles apart.
It seems that Apple’s security system flags each of these as a “new login” or “new device registration,” then enforces a one-hour safety lockout. That makes it basically impossible to register my device and proceed with iOS builds or testing.
Has anyone else run into this problem while using Starlink (or other dynamic-routing connections like VPNs or cellular hotspots)?
And if so — is there any known workaround or setting to whitelist a device, stabilise verification, or bypass the repeated one-hour wait?
This feels like an over-protective security feature that doesn’t play well with modern satellite internet setups.
Any insights from the Apple engineers or other developers would be hugely appreciated.
Thanks,
Tim Lazenby
Topic:
Developer Tools & Services
SubTopic:
General
After upgrading to macOS Tahoe 26.0.1, I encountered an issue where the debugger could no longer display standard C++ library types such as std::map, std::string, and other std:: containers.
Instead, the debugger simply showed:
Summary Unavailable
🧪 What I Tried
• Switched from the default LLVM compiler to GDB to check if it was a debugger-related problem — no improvement.
• Cleaned and rebuilt the project — the issue persisted.
✅ Solution
Downgrading Xcode to version 16.4 immediately resolved the issue.
According to Apple’s official Xcode support documentation,
Xcode 16.4 is compatible with macOS Sequoia 15.6 and later, which includes macOS Tahoe 26.0.1.
This suggests that the problem may be caused by a compatibility issue in the latest Command Line Tools bundled with newer versions of Xcode.
💡 Takeaway
If you encounter the same problem:
1. Try downgrading to Xcode 16.4 or reinstalling the corresponding Command Line Tools.
2. Make sure your debugger (LLDB or GDB) is correctly linked to the appropriate SDK version.
Hopefully this helps anyone experiencing the same issue!
After upgrading to macOS Tahoe 26.0.1, I encountered an issue where the debugger could no longer display standard C++ library types such as std::map, std::string, and other std:: containers.
Instead, the debugger simply showed:
Summary Unavailable
🧪 What I Tried
• Switched from the default LLVM compiler to GDB to check if it was a debugger-related problem — no improvement.
• Cleaned and rebuilt the project — the issue persisted.
✅ Solution
Downgrading Xcode to version 16.4 immediately resolved the issue.
According to Apple’s official Xcode support documentation,
Xcode 16.4 is compatible with macOS Sequoia 15.6 and later, which includes macOS Tahoe 26.0.1.
This suggests that the problem may be caused by a compatibility issue in the latest Command Line Tools bundled with newer versions of Xcode.
💡 Takeaway
If you encounter the same problem:
Try downgrading to Xcode 16.4 or reinstalling the corresponding Command Line Tools.
Make sure your debugger (LLDB or GDB) is correctly linked to the appropriate SDK version.
Hopefully this helps anyone experiencing the same issue!
I'm working in Xcode for the first time in over a decade (coming from VS Code and Zed), so bear with me on this one.
I've just started up a new project and got things running, and I'm adding the following struct to my project:
struct HttpRequest: Codable {
let body: String?
let headers: [String: String]
let id: UUID
let method: HttpMethod
let url: String
}
The UUID type is from Foundation, of course. However, when I hit Ctrl+Space to auto-complete it, it says "Foundation is not imported."
If I hit enter to select that entry, it does not auto-import Foundation, and gives me an error that it "Cannot find type 'UUID' in scope".
I can click that error and it then click "import Foundation" to add the import, but this seems like a lot of effort just to "automatically" add an import that Xcode is already aware I need to add.
On the other hand, I found a number of threads online during my search for answers that suggested I shouldn't even need this import, despite Xcode's insistence.
TL;DR, my questions are: 1) Do I need the Foundation import to use UUID in Swift? and 2) If I do need it, how can I auto-import the Foundation module when I auto-complete the UUID type?
Order number: W1764260959
Ordered on: September 23, 2025
Please help me. When will I get my refund? I contacted the officer of the card I used and he said there was no refund. Please send me the document that you refunded me. I need it to get my refund.
I am integrating On Demand Resources into my Unity game. The resources install without any problems if the internet connection is stable: all resources are installed. While testing various scenarios without an internet connection, I encountered the following problem: if I turn off the internet during installation, I don't get any error messages, but if I turn the internet back on, the download no longer continues (and I still don't get an error). If I reopen the application with a stable internet connection, the download will always be at 0%. Please tell me what I am doing wrong.
#import "Foundation/Foundation.h"
#if ENABLE_IOS_ON_DEMAND_RESOURCES
#import "Foundation/NSBundle.h"
#endif
#include <string.h>
struct CustomOnDemandResourcesRequestData;
typedef void (*CustomOnDemandResourcesRequestCompleteHandler)(struct CustomOnDemandResourcesRequestData* handler, const char* error);
#if ENABLE_IOS_ON_DEMAND_RESOURCES
struct CustomOnDemandResourcesRequestData
{
NSBundleResourceRequest* request;
};
extern "C" CustomOnDemandResourcesRequestData* CustomOnDemandResourcesCreateRequest(const char* const* tags, int tagCount, CustomOnDemandResourcesRequestCompleteHandler handler)
{
NSMutableArray* tagArray = [NSMutableArray array];
for (int i = 0; i < tagCount; i++) {
const char* tag = tags[i];
if (tag != NULL) {
[tagArray addObject:[NSString stringWithUTF8String:tag]];
}
}
NSSet* tagSet = [NSSet setWithArray:tagArray];
CustomOnDemandResourcesRequestData* data = new CustomOnDemandResourcesRequestData();
data->request = [[NSBundleResourceRequest alloc] initWithTags:tagSet];
[data->request beginAccessingResourcesWithCompletionHandler:^(NSError* error) {
dispatch_async(dispatch_get_main_queue(), ^{
const char* errorMessage = error ? [[error localizedDescription] UTF8String] : NULL;
handler(data, errorMessage);
});
}];
return data;
}
extern "C" void CustomOnDemandResourcesRelease(CustomOnDemandResourcesRequestData* data)
{
[data->request endAccessingResources];
delete data;
}
extern "C" float CustomOnDemandResourcesGetProgress(CustomOnDemandResourcesRequestData* data)
{
return data->request.progress.fractionCompleted;
}
extern "C" float CustomOnDemandResourcesGetLoadingPriority(CustomOnDemandResourcesRequestData* data)
{
float priority = (float)data->request.loadingPriority;
return priority;
}
extern "C" void CustomOnDemandResourcesSetLoadingPriority(CustomOnDemandResourcesRequestData* data, float priority)
{
if (priority < 0.0f)
priority = 0.0f;
if (priority > 1.0f)
data->request.loadingPriority = NSBundleResourceRequestLoadingPriorityUrgent;
else
data->request.loadingPriority = (double)priority;
}
extern "C" const char* CustomOnDemandResourcesGetResourcePath(CustomOnDemandResourcesRequestData * data, const char* resource)
{
NSString* resourceStr = [NSString stringWithUTF8String: resource];
NSString* path = [[data->request bundle] pathForResource: resourceStr ofType: nil];
if (path == nil) {
return NULL; // или другое значение по умолчанию
}
const char* result = strdup([path UTF8String]); // копируем строку
return result; // в C# нужно будет освободить память
}
extern "C" void CustomOnDemandResourcesFreeString(const char* str) {
free((void*)str);
}
#else // ENABLE_IOS_ON_DEMAND_RESOURCES
struct CustomOnDemandResourcesRequestData
{
};
extern "C" CustomOnDemandResourcesRequestData* CustomOnDemandResourcesCreateRequest(const char* const* tags, int tagCount, CustomOnDemandResourcesRequestCompleteHandler handler)
{
CustomOnDemandResourcesRequestData* data = new CustomOnDemandResourcesRequestData();
if (handler)
handler(handlerData, NULL);
return data;
}
extern "C" void CustomOnDemandResourcesRelease(CustomOnDemandResourcesRequestData* data)
{
delete data;
}
extern "C" float CustomOnDemandResourcesGetProgress(CustomOnDemandResourcesRequestData* data)
{
return 0.0f;
}
extern "C" float CustomOnDemandResourcesGetLoadingPriority(CustomOnDemandResourcesRequestData* data)
{
return 0.0f;
}
extern "C" void CustomOnDemandResourcesSetLoadingPriority(CustomOnDemandResourcesRequestData* data, float priority)
{
}
extern "C" const char* CustomOnDemandResourcesGetResourcePath(CustomOnDemandResourcesRequestData * data, const char* resource)
{
return NULL;
}
extern "C" void CustomOnDemandResourcesFreeString(const char* str) {
}
#endif // ENABLE_IOS_ON_DEMAND_RESOURCES
Hey we got an email from apple saying apple developer membership expired, but there is no renew link or button showing in the developer app or website. please urgently help