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I am trying to launch openImmersiveSpace, but seem like there is an issue with the openImmersiveSpace Task.
Error: Static method 'buildExpression' requires that 'Task<OpenImmersiveSpaceAction.Result, Never>' conform to 'View'
Here is the code and the error shows up on the "Task" line.
import SwiftUI
import RealityKit
import RealityKitContent
struct TestView: View {
@Environment(\.openImmersiveSpace) var openImmersiveSpace
@Environment(\.dismissImmersiveSpace) var dismissImmersiveSpace
var body: some View {
VStack{
Text("Open Full Immersive & switch to NextViewArea")
NavigationLink {
Task {
await openImmersiveSpace(id: "ImmersiveSpace")
}
NextViewArea()
} label:{
Label(" Enter Full Immersive Space")
}
}
}
}
How can I move onto the next view area in the floating window while also launching full immersive space. Any help would be much appreciated.
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I am on a fresh install of Xcode 15.3 on macOS 14.4 (23E214). I created an iMessage App template and signed it with my personal team's certificate. When I click the run button, it successfully builds and opens the simulator to the Messages app but does not open the compact extension view (or install the extension such that it shows up in the More messages extension list). This reproduces on my older laptop (same version of Xcode) as well as my friend's (also same version of Xcode).
Of note:
The IceCreamBuilder app installs and runs correctly with no modifications
I have not provided any icons for the messages extension
The iMessage App template comes with an empty main app that does not install on the home screen
The only console output that seems to differ from when I run the IceCreamBuilder is this message, which appears after a couple seconds of running the project:
unhandled process MobileSMS
Type: Error | Timestamp: 2024-03-09 00:41:07.763631-05:00 | Process: MobileSMS | Library: CoreParsec | Subsystem: com.apple.parsec | Category: CoreParsec | TID: 0xff097
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I got a new MacBook and set it up as a new one, not transferring any data from the old one.
But now the Apple Watch (Series 6) paired with my iPhone (14 Pro Max) ist not shown in Xcode.
iPhone and Watch are using the latest RC and also Xcode is the latest RC.
But in Xcode I ca only see my iPhone, not the paired Watch.
See Screenshots. The first shows the new MacBook and the second the old one.
I already tried a lot, but nothing helps:
Unpair Watch from Phone and then pair it again
Plug the iPhone to different USB ports
Restart Watch, iPhone and Mac
Delete the iPhone from Xcode
Enable and disable Developer Mode on iPhone and Watch
What else can I try to get the Watch back?
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I got this SSML from w3. org. AVSpeechUtterance(ssmlRepresentation:) is not complying with the contour. It doesn't change hz.
<?xml version="1.0"?>
<speak version="1.1" xmlns="http://www.w3.org/2001/10/synthesis"
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:schemaLocation="http://www.w3.org/2001/10/synthesis
http://www.w3.org/TR/speech-synthesis11/synthesis.xsd"
xml:lang="en-US">
<prosody contour="(0%,+20Hz) (10%,+30%) (40%,+10Hz)">
good morning
</prosody>
</speak>
override func viewDidLoad() {
super.viewDidLoad()
guard let localUtterance = AVSpeechUtterance(ssmlRepresentation: self.speechSML) else {
print("SML did not work.")
return
}
self.utterance = localUtterance
self.utterance.voice = self.voiceNoelle
}
self.synthesizer.speak(self.utterance)
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My App has beed rejected for not complying with the Criminal Activity Reporting Guideline 1.7. I have to provide a documentation showing partnership with local law enforcement (where ever the app is used).
Here's the response i got:
We noticed that your app allows users to report criminal activity, but we need additional information before continuing our review.
Specifically, it is unclear if you have partnered with local law enforcement to respond to the reports of alleged criminal activity.
To provide users a safe and reliable experience, apps may only be used to report criminal activity in locations where you have the active involvement of local law enforcement.
Next Steps
To ensure that your app is partnering with the appropriate institutions, you must provide documentation or evidence of your relationship with local law enforcement wherever your app is distributed. Please attach the documentation in the App Review Information section of App Store Connect.
Once you have shared this documentation, we will proceed with our review and will let you know if there are any further issues.
Resources
Learn more about our requirements for ensuring user safety in App Review Guideline 1.0 - Safety.
My App provied a list of police, ambulances, etc to use for emergency purposes only. Not allow users to report anywhere!
Please help!
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I need to use the Network Link Conditioner tool to test an issue with possibly dropped packets. However, all links on google say you need to download "Additional Tools for XCode" - but the links just go to the developer downloads home page, and the option isn't available anywhere on there. Likewise, "Xcode -> Open Developer Tool -> More Developer Tools..." just goes to the same location.
It seems like the download has either been removed, or moved elsewhere - how do we get this tool now?
On Xcode 13.0, I can no longer pair with an Apple TV 4K (tvOS 15.0). Until now it has always worked but since the new update to tvOS 15.0 and Xcode 13.0 I can no longer connect.
I have gone through the following steps to connect:
Open remote app and devices settings on Apple TV 4K (tvOS 15.0).
Open Devices and Simulators in Xcode 13.0.
Select Apple TV in the list and press "Pair".
Code appears on the Apple TV and I can enter it in an Xcode window.
After the code input, there is a short loading sign that a connection is being established. After a few seconds, the whole thing stops without an error message and the "Pair" button is visible again.
Does anyone have the same problem? I would like to optimize my apps for tvOS 15 and test them on a physical device.
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We are facing an issue on Catalyst when building our app using Xcode 15.4.
The issue is related to precompiled frameworks and seems to be widespread as it happens with multiple vendors (like Firebase or Braze).
We are using SPM to add these dependencies, for instance:
.package(url: "https://github.com/braze-inc/braze-swift-sdk", from: "8.2.1"),
When building, we get the following error:
clang:1:1: invalid version number in '-target arm64-apple-ios10.15-macabi'
Our macOS deployment target is 12.3. Our iOS deployment target is 15.4.
I will try to create a reproducer I can share but I wanted to share this in case there's a known workaround.
Thanks in advance!
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Hello,
I am working on an AR application to visualize a life-size room. I am working with Unity 2023.3, Apple ARKIT XR Plugin 6.0.0-pre.8 and a 2021 5th gen iPad.
First I scan a room with roomplan to get a usdz file. I open it with Blender to make sure I have the right data (I do) and I export it to fbx to use it in Unity.
Then I import the fbx to Unity and I use it as a prefab to instantiate it when I click on a detected floor.
I build my application in Unity, then in Xcode to use it on my iPad. But when the room is displayed, it is way too small.
I tried adding a slider to scale up the room's gameobject and I added a plugin to visualize my Unity scene in my built application. The room is scalling up in the Unity scene but not in the application.
Does anyone ever had this issue and if so how did you fix that?
Best regards,
Angel Garcia
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Hi, guys.
I am preparing to develop a Vision Pro app with Unity.
The Play to Device, which connects Unity Engine and Vision Pro, worked well, and there was no problem with the connection with Vision Pro simulator.
But when I tried to connect Xcode and Vision Pro, I couldn't see Vision Pro itself in the device list. (The iPhone 11, which was wired as a test, recognizes well.)
I looked up the forum and it was simple to connect. The link to the post I found is below.
https://forums.developer.apple.com/forums/thread/746464
I don't know why it's not working even though I look up YouTube.
Leaving my work environment, I'd appreciate it if you could leave a helpful answer.
MacBook : M2 MacBook
Xcode Ver. : 15.3
VisionPro Ver. : 1.1.2
Developer accounts: All use the same Apple developer account
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I am making an app in SwiftUI, but the backend code relies on python and cannot be converted to swift. How can I get the file to run?
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In V 0.1 of my app, I went with a simple option for a piece of business logic in my app.
I then changed something else that caused my simplified business logic to now crash the app at startup.
Excellent, a chance to use Test. Driven Design to replace my flawed business logic.
So I wrote my first test TDD test, but when I tried to run the test... It doesn't run because running the test target seems to start by actually running my full app (which as I described in chapter 1 is currently crashing)
Have I configured something incorrectly? or is it normal that when I attempt to run a single test, step 1 is running the full app?
(note: it is very easy for me to disable/avoid the business logic causing my crash. This question is more about my lack of understanding of what it means to run a test target.)
thanks in advance for any and all responses.
Mike
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I m trying to create an xcode project with cpp-swift interoperability(introduced in xcode15) using cmake xcode generator. I m able to invoke cpp code in swift and vice-versa but when opening the project in xcode, the build setting for 'C++ and Objective-C Interoperability' is still set to 'C/Objective C' like in image below. I want to set it to 'C++/Objective-C++'.
I m using the below cmake for this:
.
.
add_library(cxx-support ./Sources/CxxSupport/Student1.cpp
./Sources/CxxSupport/Teacher.swift
)
#include the directory to access modulemap content
target_include_directories(cxx-support PUBLIC
${CMAKE_SOURCE_DIR}/Sources/CxxSupport)
target_compile_options(cxx-support PUBLIC
"$<$<COMPILE_LANGUAGE:Swift>:-cxx-interoperability-mode=default>"
)
.
.
I Have also tried the below in cmake, but it didn't work.
#set(SWIFT_OBJC_INTEROP_MODE "objcxx" CACHE STRING "")
#target_compile_options(cxx-support PUBLIC
#"SWIFT_OBJC_INTEROP_MODE=objcxx")
Any help on how this can be achieved?
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I am facing an issue in incrementing the build number automatically. All scripts are working fine but the script for auto-increment build number is not incrementing.
id: increment_build
run: |
# Fetch current build number from your project
CURRENT_BUILD_NUMBER=$(xcrun agvtool what-version -terse)
# Output the current build number
echo "Current build number is: $CURRENT_BUILD_NUMBER"
# Increment build number
NEW_BUILD_NUMBER=$((CURRENT_BUILD_NUMBER + 1))
# Output the new build number
echo "::set-output name=new_build_number::$NEW_BUILD_NUMBER"
- name: Set build number
run: |
INFO_PLIST="Info.plist"
NEW_BUILD_NUMBER="${{ steps.increment_build.outputs.new_build_number }}"
# Check if CFBundleVersion entry exists, create it if it doesn't
if /usr/libexec/PlistBuddy -c "Print :CFBundleVersion" "$INFO_PLIST" >/dev/null 2>&1; then
/usr/libexec/PlistBuddy -c "Set :CFBundleVersion $NEW_BUILD_NUMBER" "$INFO_PLIST"
else
/usr/libexec/PlistBuddy -c "Add :CFBundleVersion string $NEW_BUILD_NUMBER" "$INFO_PLIST"
fi
I have 3 env's in my project for which I have created 3 .xconfig files for keeping the config separately. In build setting, I have used $(APP_BUILD) for APP_Build under the User-Defined section.
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Environment
Apple Silicon M1 Pro
macOS 14.4
Xcode 15.3 (15E204a)
visionOS simulator 1.1
Step
Create a new visionOS app project and compile it through xcodebuild:
xcodebuild -destination "generic/platform=visionOS"
It fails on RealityAssetsCompile with log :
error: Failed to find newest available Simulator runtime
But if I open the Xcode IDE and start building, it works fine. This error only occurs in xcodebuild.
More
I noticed that in xcrun simctl list the vision pro simulator is in unavailable state:
-- visionOS 1.1 --
Apple Vision Pro (6FB1310A-393E-4E82-9F7E-7F6D0548D136) (Booted) (unavailable, device type profile not found)
And i can't find the vision pro device type in xcrun simctl list devicetypes, does it matter? I have tried to completely reinstall Xcode and simulator runtime, but still the same error.
In order to test an iPhone app I am developing on my mac on an actual device, I connected my iPhone to my mac with a wired connection and installed the app, but got an error message saying “Uneble to verify app”.
I went to Settings -> General -> VPN and Device Management -> the app in question in ENTERPRISE APP -> Verify App -> Verify, but no matter how many times I tap on it, the status of the app remains “Not verified”.
If anyone has a solution to this problem, we would appreciate it if you could help us.
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I've reached a point where I can no longer make any progress diagnosing the issues that have popped up with Apple Watch development support. To hopefully help draw attention and focus to the severity of this problem, I'm gathering all related threads into this single thread.
Summary of problems
There are several, possibly related, issues at play:
Xcode is not discovering Apple Watches. This means it's not possible to deploy apps to Apple Watches that aren't already provisioned with Xcode. I've confirmed this behavior with a watch running watchOS 10.0.
The logging profile for watchOS has expired. It's no longer possible to pull logs via Console from Apple Watches.
AppIntent-based complications on watchOS 10.5 no longer load, staying stuck in a "placeholder" state. This can be reproduced with the Backyard Birds demo app.
It's no longer possible to debug widget extensions on Apple Watch hardware.
Feedback submitted
FB13758427: No longer able to connect to Apple Watch from Xcode
I was attempting to test another regression related to AppIntents no longer working on watchOS 10.5. To confirm the behavior had regressed since earlier versions of watchOS, I set up one of my older Apple Watches that is still running watchOS 10.0.
After wiping the watch and repairing it with one of my test devices (iPhone 11 Pro, iOS 17.4.1), I’m unable to get the Apple Watch to appear in Xcode’s Devices & Simulators manager. The phone is connected via USB cable, and the phone appears as a Connected phone, but the watch does not appear. My Apple Watch Ultra that I use as my daily driver does appear as a remote device (the globe icon is next to it), but the Apple Watch 10.0 does not appear.
Details about the older watch:
Version: 10.0 21R5341c
Model: A2478
Not being able to test on other Apple Watches is severely limiting my ability to isolate and confirm the regression in AppIntent support that can be reproduced in the Backyard Birds demo app.
Note that the 10.0 watch does actually appear in the Console app, but with a warning sign next to it. The 10.0 watch also appears twice. Clicking the warning sign does not reveal any information about why the warning is appearing, but after ~5 seconds I do get the following error in Console.app: “The user has not responded to the pairing request on 'Headless’ Respond to the Trust prompt on the device.” There is no trust prompt on the device.
FB13756074: WatchOS logging profile is no longer valid
https://developer.apple.com/bug-reporting/profiles-and-logs/?platform=watchos is no longer valid. See attached error that occurs when attempting to install the profile onto my Apple Watch Ultra.
It seems that without this I’m unable to get any logs off of my Apple Watch, which is making testing/development quite difficult.
FB13758450: AppIntent-based widgets no longer render on watchOS 10.5
AppIntent-based complications no longer get beyond a placeholder state on watchOS. This can be reproduced with the Backyard Birds demo app, which uses AppIntent-based widget configurations for the watchOS complications. AppIntent-based complications did appear to work in previous versions of watchOS 10, but I’m unable to confirm this with a 10.0 Watch I have due to FB13758427.
To reproduce
deploy the attached unmodified Backyard Birds app to a watch running watchOS 10.5.
add a Backyard Birds complication to a watch face.
Expected behavior: the widget shows live data
Actual behavior: the complication never leaves a placeholder state. See the attached screenshot for the state the widget is stuck in.
FB13758490: PacketLogger no longer logs packets
PacketLogger used to log BTLE packets as they were received and transmitted on a macOS machine. Since updating to 14.5 Beta (23F5064f) however, PacketLogger no longer logs packets on macOS at all. Upon starting a new session, the interface remains empty.
PacketLogger is still able to log packets from a connected iOS device.
Related threads
Apple Watch cannot reconnect
WatchOS Sysdiagnose Profile is no longer
XCode 15 can't run on iOS 17 devices. Previous preparation error: An error occurred while communicating with a remote process.. The connection was invalidated.
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Hello,
I have a swift package that supports visionOS and one of its targets is a xcframework that also support visionOS and when I try to archive that swift package (using xcodebuild archive) I get this error:
note: '<xcframework path>' is missing architecture(s) required by this target (x86_64), but may still be link-compatible. (in target '[library name]' from project '<swift package name>')
But starting in Xcode 15.2 (I have Xcode 15.4 installed), you cannot develop for visionOS on Intel machines. So why does it require that the xcframework needs x86_64 support for the visionOS simulator?
Any help would be great. Thanks!
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I try ti create a new project but Xcode don't let me do this...
The "Next" button doesn't let me to continue.
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I have a macOS app that links to several static libraries. Each library has its own Xcode project, and we have a workspace that includes the app along with all of the static libraries. After upgrading to Xcode 15, any changes made to the code in one of the libraries will get compiled, but not relinked into the app (so the app will still be run using the old code without the change). So far, the only way I can get it to include the change is to clean the entire workspace and rebuild, which takes several minutes.
Following suggestions I've found online, I've tried turning off "Find Implicit Dependencies" in the scheme but I can't figure out how to explicitly set the dependencies (they don't appear when trying to add a Target Dependency under Build Phases). Also, it seems to be correctly finding the dependencies since it recognizes when a change has been made and recompiles.
I've tried specifying the libraries in both the "Link Binary With Libraries" Build Phase and the Other Linker Flags build setting. Both work in terms of correctly building the app but neither one fixes this issue.
Does anyone know how to fix this issue? Waiting 5 minutes to recompile the entire project after each minor change is destroying my productivity!