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Intelligence Features not available in Xcode 26 beta 1
At the Platform State of the Union, Apple demoed clicking a ✨ button in the Xcode toolbar to use Apple Intelligence in Xcode. I don't see that button in Xcode Version 26.0 beta (17A5241e). Am I missing it? It's supposed to be in the upper-left corner, right? Do I need to turn it on or something? I'm on macOS 15.5 Sequoia, on a 16-inch, 2021 MacBook Pro
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1.1k
Jun ’25
Check whether app is built in debug or release mode
Currently, if as a library author you are shipping dependencies as code, you can use the #if DEBUG preprocessor check to execute logic based on whether app is being built for Debug or Release. My concern is more about the approach that should be taken when distributing frameworks/xcframeworks. One approach I am thinking of using is checking the presence of {CFBundleName}.debug.dylib in the main bundle. Is this approach reliable? Do you suggest any other approach?
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464
Dec ’25
Xcode 26.0 Share Extension crashes with NSInternalInconsistencyException on iOS 26.0
Issue : When creating a new project in Xcode 26.0 and adding a Share Extension target without modifying any code, the app crashes upon displaying the extension screen with the following error: *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'The layout constraints still need update after sending -updateConstraints to <_UINavigationBarTitleControl: 0x105b9cc00; frame = (0 0; 0 0); layer = <CALayer: 0x10b834270>>. _UINavigationBarTitleControl or one of its superclasses may have overridden -updateConstraints without calling super. Or, something may have dirtied layout constraints in the middle of updating them. Both are programming errors.' Environment : Xcode 26.0 iOS 26.0 (physical device) Note: This issue does not occur when running on iOS 18.3.1 (physical device). Temporary Workaround : Adding the following implementation to the isContentValid method prevents the exception from occurring: Objective-C- (BOOL)isContentValid { // Do validation of contentText and/or NSExtensionContext attachments here if (@available(iOS 26, *)) { self.navigationController.navigationBarHidden = YES; } return YES; } Questions : Is there any alternative way to avoid this exception? Since this crash occurs with the default implementation generated by Xcode, is there any plan to fix it in future updates?
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617
Dec ’25
Apple watch Xcode pairing & connection issues
I’m blocked debugging a watchOS app on a physical Apple Watch. The iPhone connects to Xcode normally (wired), but the Watch either fails to connect with a tunnel timeout or disappears entirely from Xcode after I unpaired it inside Devices & Simulators. Environment Mac: macOS 26.x (Apple Silicon Mac) Xcode: 26.2 iPhone: iOS 26.1 Apple Watch Ultra: watchOS 26.2 (build 23S303) Connection: iPhone connected to Mac via USB (trusted). Watch paired to iPhone and working normally in the Watch app. Issue A (when Watch is visible in Xcode) In Xcode → Window → Devices and Simulators, the Watch shows up but is not usable and fails to connect. Error: “Previous preparation error: A connection to this device could not be established.” “Timed out while attempting to establish tunnel using negotiated network parameters.” In some attempts the Watch shows “Capacity: Unknown” / limited details, and then fails during preparation. Issue B (after unpairing Watch in Xcode only) I unpaired/removed the Watch in Xcode (Devices & Simulators). I did not unpair the Watch from the iPhone. Now: iPhone appears in Xcode and works normally for builds. Watch is still paired to the iPhone and works normally. Watch no longer appears anywhere in Xcode Devices & Simulators (no paired watch section, no watch run destination). What I’ve tried Reboots of Mac, iPhone, Watch (multiple times) Watch unlocked, awake; iPhone unlocked and close to Watch Verified Watch is paired and connected in iPhone Watch app Developer Mode enabled on iPhone and Watch Wi-Fi and Bluetooth ON (Mac/iPhone/Watch), tried toggling both Tried on home Wi-Fi and also with iPhone hotspot (same result) Resetting trust prompts / reconnecting iPhone via USB, re-trusting Mac Apple Watch: “Clear Trusted Computers” Xcode: removing/re-adding devices; clearing derived data; restarting Xcode Watch Developer networking test: Responsiveness = Medium (430 RPM) Questions 1. Is this a known issue/regression with Xcode 26.2 + watchOS 26.2 tunneling (CoreDevice / devicectl)? 2. Is there an Apple-supported way to force Xcode to re-discover a paired Watch after it was removed from Xcode Devices & Simulators (without unpairing the Watch from the iPhone)? 3. Any recommended logs or diagnostic steps I should collect (Console logs, sysdiagnose, specific Xcode/CoreDevice logs) to include in a Feedback report? If helpful, I can provide the full error text from Xcode’s Devices window and any logs you recommend. Thank you in advance,
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2d
UI Tests on Xcode Cloud fail due to Simulator randomly showing Apple logo
Hello everyone! When I run UI Tests on Xcode Cloud, I often encounter unexpected failures. Checking the screen recording, I found that the iOS Simulator could go into a black screen with a white Apple logo and a progress bar for a period after the test starts. This behavior of the Simulator causes my app's UI Tests to fail randomly, which greatly affects the practical use of UI Tests. I suspect this phenomenon is unrelated to my app and test cases, so I'm asking if anyone else has encountered a similar issue. 🤔
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1.3k
Apr ’25
90714: Invalid binary.
90714: Invalid binary. The app contains one or more corrupted binaries. Please rebuild the app and resubmit. 我开发的OC项目,三个月前打包分发还没有问题,半个月前开始就一直报这个错。查了很多资料都无法解决,所有的SDK也都升级了,还是报这个错,麻烦Apple的工程师帮忙指正一下问题,如何解决这个问题。
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610
Dec ’25
Building an app with both GUI and Command Line versions
I use CMake for my builds not the XCode GUI. I want to be able to build a single .app that contains both the GUI version and the command line version. I have seen products that ship both as part of the same .app (e.g. CMake) so this is clearly entirely possible, the 64k question is HOW? Right now I am building them as separate apps - lets call them DSS and DSSCL (*). The code base for each is in its own directory - each with its own CMakelists.txt file. My initial thoughts are to change the build for DSSCL so it doesn't create a bundle and then simply copy the DSSCL command and related .qm files into DSS.app/.../MacOS. However that's likely enough totally wrong, so how should I handle this please. As much detail as possible please, I am very new to macOS development -please don't assume knowledge of stuff that's second nature to you Many thanks David (*) Strictly they are DeepSkyStacker and DeepSkyStackerCL
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209
Apr ’25
"Unknown Error" - Please try again
Hello Team I tried to enroll using the Apple Developer app on both my Mac and my iPhone and I keep getting the "Unknown error" please try again popup. I'm on the latest macOS and iOS version, have everything in line to the requirements, but nothing seems to be working. Can someone guide me if there's something I've not done right?
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417
Dec ’25
Xcode Cloud randomly fails to resolve package dependencies
Hi folks, I've been having this issue for the last few months, where Xcode Cloud fails to resolve Swift package dependencies while compiling my builds, seemingly at random. Some of my Xcode Cloud builds will fail after several minutes, with an error log looking like that : xcodebuild: error: Could not resolve package dependencies: failed downloading 'https://dl.google.com/firebase/ios/bin/grpc/1.62.2/rc0/grpcpp.zip' which is required by binary target 'grpcpp': downloadError("The request timed out.") Whenever this happens, I have to manually restart an Xcode Cloud build process (or several builds, since the error can happen multiple times in a row), to the point it's becoming increasingly painful to rely on Xcode Cloud for my workflow. The failing packages are mostly random (meaning, it's not always the same one that Xcode fails to resolve), but they are always publicly accessible, even though I have an environment variable set in my Xcode workflows to retrieve a single Github private dependency (maybe this has some kind of importance). Could anyone tell me if this is an isolated issue, or if I could do anything on my end to resolve this ? Thank you !
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1.4k
Apr ’25
Command line argument behaviour in macOS 15 after compiling with Xcode 16
I encountered this issue with an app I'm writing that accepts arguments. With some troubleshooting I've determined that this is an inherent behaviour in how Xcode 16 compiles SwiftUI apps and how macOS 15 launches them. The issue: Launching the app as open /Applications/AppName.app --args --arg1 --arg2 --arg3 etc should allow the app to process the arguments as CommandLine.arguments and this is still the case. How the app sees arguments is unchanged and doesn't matter if you use CommandLine.arguments or swift argument parser or don't have arguments at all. This will affect any SwiftUI app as I'll demonstrate below. The problem is that if you use a mix of arguments as --arg value pairs or --arg as a flag, then depending on the order the arguments are provides, the app won't launch properly. The icon will appear in the dock but no window appears until you click the icon in the dock. (BTW, having "Application is agent (UIElement)" set to YES in the Info.plist makes this task rather difficult.) In testing if you use all flags, it's fine. if the flags are in pairs, it's fine. if you have one flag and then a --arg value pair, you will see the issue. If you reverse the order so the flag is after then it works fine. How to replicate: On macOS 15 and Xcode 16 Open Xcode Create a new macOS App (called demoapp in my example) Select SwiftUI as the interface Build That it. Don't add anything and just build the boilerplate hello world app that Xcode makes for you. Once that's built, cd to your /Build/Products/Debug/ directory in terminal and try the following (this happens if you build for release as well): note, the app window will display when you click the icon in the dock, just not on initial launch # three single arguments open ./demoapp.app --args --foo --bar --baz # App window displays as expected # one single argument, one arg value pair open ./demoapp.app --args --foo --bar baz # The app window will not appear. # same arguments as before but the single argument is after the arg value pair open ./demoapp.app --args --bar baz --foo # App window displays as expected # arg[1] without `-` or `--` prefix open ./demoapp.app --args foo --bar --baz # The app window will not appear. # arg[1] and arg [2] without prefix open ./demoapp.app --args foo bar --baz # The app window will not appear. # single - in front of the first two arguments open ./demoapp.app --args -foo -bar baz # The app window will not appear. # single - in front of the first three arguments open ./demoapp.app --args -foo -bar -baz bob # App window displays as expected No idea what is going on but I suspect macOS does some pre-processing before launching the app, for example you can do stuff like open /Applications/SomeApp.app --args -AppleLanguages '(de)' to run using a specific language. I presume the OS is pre-processing arguments before launching the app proper. If I compile the app using Xcode 15.4 then this issue is not present. Also Apps compiled with Xcode 16 do not exhibit the issue on macOS 14 or earlier. It's a specific Xcode 16, macOS 15 thing in the way the app is compiled that makes it behave this way. I hope I've explained it correctly, but it's very easy to replicate. I filed a feedback for it (under a different apple account), FB15577018. Any insight into what's going on here would be helpful. Also if there's any compiler flags I could be setting. In my actual project, I'm not making any other changes. The same code compiled under Xcode 16 (.0 or .1RC) behaves differently to Xcode 15.4.
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666
May ’25
Why are our macOS builds in Xcode Cloud hanging at the “Archive” stage?
Hello, We are experiencing a persistent issue where macOS builds in Xcode Cloud consistently hang at the Archive stage. The build itself completes successfully, but no artifacts appear, and it seems the build gets stuck during artifact upload. These builds remain in this state for several days (currently 3 days and counting) not failing, but never finishing. We opened a support ticket (102756662562), but we have not received any response yet. We rely on Xcode Cloud for our entire CI/CD pipeline, and at the moment our workflow is completely blocked because of this issue. Has anyone encountered something similar or found a workaround? Thank you.
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377
Dec ’25
NWPathMonitor : Lost connection to the debugger
I tried to monitor the device's network status with Network framework code below. let networkMonitor = NWPathMonitor(requiredInterfaceType: .cellular) networkMonitor.pathUpdateHandler = { [weak self] path in     if path.status == .satisfied {         print("Cellular Satisfied")     } else {         print("Cellular Unsatisfied")     } } When I run the app in my iPhone(iOS 15.5) and turn cellular on/off, iPhone suddenly loses connection with XCode. Lost connection to the debugger on “...'s iPhone”. Domain: IDEDebugSessionErrorDomain Code: 12 Recovery Suggestion: Restore the connection to “...'s iPhone” and run “...” again, or if “...” is still running, you can attach to it by selecting Debug &gt; Attach to Process &gt; .... User Info: {     DVTErrorCreationDateKey = "2022-06-23 02:16:30 +0000";     IDERunOperationFailingWorker = DBGLLDBLauncher; } Analytics Event: com.apple.dt.IDERunOperationWorkerFinished : {     "device_model" = "iPhone13,2";     "device_osBuild" = "15.5 (19F77)";     "device_platform" = "com.apple.platform.iphoneos";     "launchSession_schemeCommand" = Run;     "launchSession_state" = 2;     "launchSession_targetArch" = arm64;     "operation_duration_ms" = 5861;     "operation_errorCode" = 12;     "operation_errorDomain" = IDEDebugSessionErrorDomain;     "operation_errorWorker" = DBGLLDBLauncher;     "operation_name" = IDEiPhoneRunOperationWorkerGroup;     "param_consoleMode" = 0;     "param_debugger_attachToExtensions" = 0;     "param_debugger_attachToXPC" = 1;     "param_debugger_type" = 5;     "param_destination_isProxy" = 0;     "param_destination_platform" = "com.apple.platform.iphoneos";     "param_diag_MainThreadChecker_stopOnIssue" = 0;     "param_diag_MallocStackLogging_enableDuringAttach" = 0;     "param_diag_MallocStackLogging_enableForXPC" = 1;     "param_diag_allowLocationSimulation" = 1;     "param_diag_gpu_frameCapture_enable" = 0;     "param_diag_gpu_shaderValidation_enable" = 0;     "param_diag_gpu_validation_enable" = 0;     "param_diag_memoryGraphOnResourceException" = 0;     "param_diag_queueDebugging_enable" = 1;     "param_diag_runtimeProfile_generate" = 0;     "param_diag_sanitizer_asan_enable" = 0;     "param_diag_sanitizer_tsan_enable" = 0;     "param_diag_sanitizer_tsan_stopOnIssue" = 0;     "param_diag_sanitizer_ubsan_stopOnIssue" = 0;     "param_diag_showNonLocalizedStrings" = 0;     "param_diag_viewDebugging_enabled" = 1;     "param_diag_viewDebugging_insertDylibOnLaunch" = 1;     "param_install_style" = 0;     "param_launcher_UID" = 2;     "param_launcher_allowDeviceSensorReplayData" = 0;     "param_launcher_kind" = 0;     "param_launcher_style" = 0;     "param_launcher_substyle" = 0;     "param_runnable_appExtensionHostRunMode" = 0;     "param_runnable_productType" = "com.apple.product-type.application";     "param_runnable_swiftVersion" = "5.6";     "param_runnable_type" = 2;     "param_testing_launchedForTesting" = 0;     "param_testing_suppressSimulatorApp" = 0;     "param_testing_usingCLI" = 0;     "sdk_canonicalName" = "iphoneos15.4";     "sdk_osVersion" = "15.4";     "sdk_variant" = iphoneos; } In my opinion, it seems like an error of XCode. Plz let me know if there's any solution. Also, there's a similar issue here : https://developer.apple.com/forums/thread/681459
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1.4k
Feb ’25
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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738
Nov ’25
Enrolling, LLC Disregarded company (Non- Us Resident)
Hi There, I´m From Spain with an LLC Company in the USA. Is a Disregarded company, the problem is that when I try to set up the paid apps agreement, Apple display the form W-9 instead of Form W8-BEN (that is for non-us resident) My question is... is this right? Under the name of my company, appear an option that ask me ... "Who is the Beneficial Owner? " You can choose between : Individual, Limited Liability - Disregarded Entity, Limited Liability - Partnership, Other... I choose Limited Liability - Disregarded Entity I m not sure if the form W-9 is the right for me because my other online business is about selling books on amazon and there the form that I m using is W8-BEN
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2k
Nov ’25
Xcode 16 Do not display comments correctly
Comments are not displayed correctly in Xcode 16. As you can see on the included screenshot, the first /// are displayed correctly but the remaining ////////////////////////// are super small. In a programming text editor, like Xcode, all characters MUST be monospaced. Otherwise it is impossible to code. Xcode is not supposed to be a word processor. There are no parameters to fix that. It was working fine for the past 15 years on Xcode. Please fix that so I can work again. And never do that ever again. Understood?
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708
Apr ’25
Xcode won't execute code?
Hi everyone. I have the following code that I am trying to execute in Xcode. I then install it on my iPhone. It doesn't run at all and I don't know why. Any thoughts? Thank you. import CoreMotion class MyViewController: UIViewController { let motionManager = CMMotionManager() func startAccelerometer() { if motionManager.isAccelerometerAvailable { motionManager.accelerometerUpdateInterval = 0.1 // 10 updates per second motionManager.startAccelerometerUpdates(to: .main) { (data, error) in guard let accelerometerData = data else { return } let x = accelerometerData.acceleration.x let y = accelerometerData.acceleration.y let z = accelerometerData.acceleration.z // Process the x, y, and z acceleration values here print("X: \(x), Y: \(y), Z: \(z)") } } } }
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183
Aug ’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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497
Dec ’25