Build, test, and submit your app using Xcode, Apple's integrated development environment.

Posts under Xcode tag

200 Posts

Post

Replies

Boosts

Views

Activity

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.
0
0
10k
May ’24
Error in running ROOT analysis software after the recent update of MacOs and Xcode
I am facing errors in running ROOT on my M4 Air below is the terminal output can you please help me akshatsharma@akshats-MacBook-Air ~ % root /Users/akshatsharma/Applications/ROOT_v6.36.06/etc/cling/std_darwin.modulemap:73:64: error: header '__type_traits/add_lvalue_reference.h' not found module add_lvalue_reference { header "__type_traits/add_lvalue_reference.h" } ^ input_line_1:1:10: note: submodule of top-level module 'std' implicitly imported here #include <new> ^ Warning in cling::IncrementalParser::CheckABICompatibility(): Failed to extract C++ standard library version. Warning in cling::IncrementalParser::CheckABICompatibility(): Possible C++ standard library mismatch, compiled with _LIBCPP_ABI_VERSION '1' Extraction of runtime standard library version was: '' ------------------------------------------------------------------ | Welcome to ROOT 6.36.06 https://root.cern | | (c) 1995-2025, The ROOT Team; conception: R. Brun, F. Rademakers | | Built for macosxarm64 on Dec 27 2025, 07:23:39 | | From tags/6-36-06@6-36-06 | | With Apple clang version 17.0.0 (clang-1700.6.3.2) | | Try '.help'/'.?', '.demo', '.license', '.credits', '.quit'/'.q' | ------------------------------------------------------------------ root [0] new TBrowser IncrementalExecutor::executeFunction: symbol '_ZN5cling7runtime6gClingE' unresolved while linking [cling interface function]! You are probably missing the definition of cling::runtime::gCling Maybe you need to load the corresponding shared library? root [1] .q akshatsharma@akshats-MacBook-Air ~ % xcode-select --install xcode-select: note: Command line tools are already installed. Use "Software Update" in System Settings or the softwareupdate command line interface to install updates akshatsharma@akshats-MacBook-Air ~ % xcode-select -p /Library/Developer/CommandLineTools akshatsharma@akshats-MacBook-Air ~ % sudo xcode-select --reset akshatsharma@akshats-MacBook-Air ~ % sudo xcodebuild -license accept xcode-select: error: tool 'xcodebuild' requires Xcode, but active developer directory '/Library/Developer/CommandLineTools' is a command line tools instance akshatsharma@akshats-MacBook-Air ~ % unset DYLD_LIBRARY_PATH unset LD_LIBRARY_PATH source /Users/akshatsharma/applications/ROOT_v6.36.06/bin/thisroot.sh root -l /Users/akshatsharma/Applications/ROOT_v6.36.06/etc/cling/std_darwin.modulemap:73:64: error: header '__type_traits/add_lvalue_reference.h' not found module add_lvalue_reference { header "__type_traits/add_lvalue_reference.h" } ^ input_line_1:1:10: note: submodule of top-level module 'std' implicitly imported here #include <new> ^ Warning in cling::IncrementalParser::CheckABICompatibility(): Failed to extract C++ standard library version. Warning in cling::IncrementalParser::CheckABICompatibility(): Possible C++ standard library mismatch, compiled with _LIBCPP_ABI_VERSION '1' Extraction of runtime standard library version was: '' root [0] new TBrowser IncrementalExecutor::executeFunction: symbol '_ZN5cling7runtime6gClingE' unresolved while linking [cling interface function]! You are probably missing the definition of cling::runtime::gCling Maybe you need to load the corresponding shared library? root
1
0
134
40m
Xcode 26 beta 5 xcodebuild crash
Good day! When your project have total 887 or more SPM local targets and then you try to build it, xcodebuild will be crash. Crash log: SWBBuildService-2025-08-11-151103.ips Thread 2 Crashed:: Dispatch queue: com.apple.root.default-qos.cooperative 0 libxpc.dylib 0x197c4826c _availability_version_check + 8 1 libswiftCore.dylib 0x1a9b44428 __isPlatformVersionAtLeast + 92 2 libswiftCore.dylib 0x1a9a6e054 _swift_allocObject_ + 1100 3 SWBMacro 0x104a9c408 specialized _ArrayBuffer._consumeAndCreateNew(bufferIsUnique:minimumCapacity:growForAppend:) + 116 4 SWBMacro 0x104a97b58 specialized Array.append<A>(contentsOf:) + 116 5 SWBMacro 0x104a954e8 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 160 6 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 4352 7 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 4352 8 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 4352 9 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 4352 10 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 4352 But if you try to build Package.swift via swift build command, it works. Here you can open sample project: Just Package.swift with SPM 900 targets Open Package.swift via Xcode 26 any beta and try to build Xcode workspace with SPM 900 targets Open MyApp.xcworkspace and try to build You can also make by self the Package.swift (also make required directories for SPM): // swift-tools-version: 5.9 import PackageDescription // let count = 800 // no crash let count = 900 // crash let targetsNames = (1...count).map { "Pkg1Target\($0)" } let targets = targetsNames.map { Target.target(name: $0) } let package = Package( name: "Pkg1TargetLibrary", platforms: [.iOS(.v16)], products: [ .library(name: "Pkg1TargetLibrary", targets: targets.map(\.name)), ], targets: targets )
6
1
525
1h
Xcode 26 Is a Productivity Killer: Removes Option To Open Files in New Window Tab
FB19249805 Main: The option to open files in New Window Tab doesn't appear anywhere in either Preferences or the contextual menu on clicking the files in the project (unlike previous Xcode versions). Only the option to open in New Tab is available (which is useless). This BREAKS EXISTING WORKFLOWS that have been established through years for countless developers. I can only see the option to open in New Tab, which breaks all existing workflows and habits. This results in an astonishing blow to productivity. Dear Xcode team: Please restore this option immediately! Additional details: Several years ago (I've been using Xcode since version 2), Xcode renamed the normal tabs into "Window Tabs" and introduced new "Tabs". The new "Tabs" proved to be a useless and counterproductive option for the following reasons: -They cannot be used in Behaviors. (Only Window Tabs can be, and many workflows have been built around this.) -It takes much longer to load a file into a Tab than into a Window Tab (where files are loaded nearly instantly). -Navigators and Inspectors cannot be customized for individual Tabs (only for Window Tabs). -Using both Tabs and Window Tabs is not an option, as it adds another tab bar that eats an enormous part of screen real estate without providing any benefits. Fortunately, we didn't have to use Tabs and could just disable them into oblivion where they belong. Now, in Xcode 26, the option to open files in new Window Tabs is gone. Really, I can only classify it as intentional sabotage. Many years of my Xcode habits and workflows are based on opening files in New Window Tabs via the Preferences > Navigation > With Option option. Or via the contextual menu. Now this option is gone. I'm sure there are plenty of other developers in the same situation. Please reenable the option to open in New Window Tabs. Thank you for your attention to this matter!
0
0
62
6h
Previews crash after making change to Swift Package version
Previews seemed to be working okay. However, I wanted to test out some changes inside of a package that I'm working on for work, but in a lighter project since in our main project (where I have the package pulled in locally for now) is just too big to have the previews render in a decent amount of time. So, I opened a small project that was already importing that package and was set to 'Up to Next Major', but I switched that to 'branch' and added my branch. This is the second time I've done that and it causes Xcode to freak out in terms of the previews. This is the code I have: import SwiftUI extension EnvironmentValues { @Entry var trailingDescriptionColorToken: Color = .secondary } extension View { func updateTrailingDescriptionColor(to colorToken: Color, when trigger: Bool) -> some View { environment(\.trailingDescriptionColorToken, trigger ? colorToken : .secondary) } } // MARK: - ListItemDescription public struct ListItemDescription: View { @Environment(\.trailingDescriptionColorToken) var trailingDescriptionColorToken let description: String init(_ description: String) { self.description = description } public var body: some View { Text(description) .font(.caption) .foregroundStyle(trailingDescriptionColorToken) } } struct ContentView: View { @State private var isError = false var body: some View { VStack { Button("Error Trigger") { isError.toggle() } ListItemDescription("Description") .updateTrailingDescriptionColor(to: .red, when: isError) } .padding() } } #Preview { ContentView() } As soon as I tap the button to toggle the isError state property, that causes the preview canvas to indefinitely load and spin eventually leading to a crash. This is infuriating as I've just wasted a ton of time at work trying to figure out what's going on. Xcode and SPM is so fragile and delicate that at this point I feel like if I breathe on it wrong it'll break. I'm not sure what fixed it last time. Nothing in Xcode makes sense anymore. How to I resolve this please?
0
0
13
10h
Non-public API _UIDeviceOrientationDidChangeNotification error for build after validation and archive upload
I have an app that has suddenly gotten a non-public API error after uploading the archive to TestFlight. The error is posted in full below, and has never occurred before. I'm not using the _UIDeviceOrientationDidChangeNotification symbol but I do have two extensions that use UIDevice.orientationDidChangeNotification. However those extensions are not included in the target for the two watch extensions where the error occurs. Has anyone seen this problem before or have some advice? 90338: Non-public API usage. The app references non-public symbols in Watch/watchkitappBeta.app/PlugIns/watchkitappExtensionBeta.appex/watchkitappExtensionBeta: _UIDeviceOrientationDidChangeNotification,The app references non-public symbols in Watch/watchkitappBeta.app/PlugIns/watchkitappExtensionBeta.appex/PlugIns/watchkitappWidgetExtensionBeta.appex/watchkitappWidgetExtensionBeta: _UIDeviceOrientationDidChangeNotification. If method names in your source code match the private Apple APIs listed above, altering your method names will help prevent this app from being flagged in future submissions. In addition, note that one or more of the above APIs may be located in a static library that was included with your app. If so, they must be removed. For further information, visit the Technical Support Information at http://developer.apple.com/support/technical/
1
0
42
20h
SwiftData error: NSKeyedUnarchiveFromData' should not be used to for un-archiving and will be removed in a future release
I am using SwiftData for my model. Until Xcode 15 beta 4 I did not have issues. Since beta 5 I am receiving the following red warning multiple times: 'NSKeyedUnarchiveFromData' should not be used to for un-archiving and will be removed in a future release This seems to be a CoreData warning. However, I am not using CoreData directly. I have no way to change the config of CoreData as used by SwiftData. My model just uses UUID, Int, String, Double, some of them as optionals or Arrays. I only use one attribute (.unique).
9
4
3.6k
1d
2 iPhones connected to mac, XCode doesnt recognize them
Hello together. Since a few weeks I have the problem, that both of my iPhones (iPhone 15 with iOS 26.4.1 and an iPhone Xs with iOS 18.7.4) are NOT recognized by xcode, but are visible in Mac Finder this is what xcode shows: When I click on that I see this: and in finder: I tried everyhting I re-installed XCode 5 times and deleted ALL XCode folders manually I restarted all devices and today I completely reinstalled my mac My Macbook has iOS 26.4.1 as well and XCode is freshly installed from App Store
1
0
24
1d
Icon Composer: Any way to add icons to the app bundle for older macOS versions?
Several app developers are struggling with the inability to provide a separate app icons that looks nice on older macOS versions while at the same time provide Icon Composer icons that look great on macOS Tahoe 26. An ability to provide separate icons is super important to those who have app icons that follow the curvature of the default icon borders (as the corner rounding radius is different for Sequia and Tahoe). Take a look at this for example: https://github.com/ghostty-org/ghostty/issues/7564#issuecomment-3042061547 Question: Is there a definitive/recommended way to address this issue? How can a developer add a glass icon variant that looks good on Tahoe and provide a bitmap icon for older macOS versions? Some background info: Prior to Xcode 26 beta 4, one could add an App Icon to Assets to be used as app icon for legacy macOS versions (Sequia and older) and use a new Icon Composer icon (placed in the project root) for macOS Tahoe 26. Enabling "Include all app icon assets" under target settings ensured that older macOS versions would use the old app icons while Tahoe the new Icon Composer glass one. Since Xcode beta 4 this technique no longer works. Xcode instead insists on populating Assets.car with Icon Composer generated variants, disregarding the App Icon provided in Assets. Although the App Icon in Assets makes its way to a .incs file in the app bundle's Contents/Resources folder, but that is not used by macOS anymore and is there for some compatibility purposes. The Assets.car file (which matters) only contains the variants generated by Icon Composer and does not contain the png icons provided in the Assets.
18
14
1.8k
1d
StoreKit Configuration Not Syncing to Xcode
Hello! I am attempting to add Subscriptions to an App that Is already published on the App Store. I cannot get Xcode to actually sync what is in my App Store Connect. When adding the Storekit configuration file, I go through the automatic linking process and select the proper bundleID. The configuration file says 'Synced @ [CurrentTime]' however there are no subscriptions listed in there. I have attempted deleting the file several times, creating a new subscription group. With no success. Do I need to publish the subscriptions without the features first? Upon attempting to write the supporting code that will enable these features within the app, I cannot get Xcode to identify that I have these subscriptions. I have also tried pushing these to TestFlight, still with no success. Thank you.
14
5
1.7k
1d
Orphaned 9GB Simulator Runtime in /System/Library/AssetsV2 - Cannot Delete (SIP protected)
I have an orphaned asset folder taking up 9.13GB located at: /System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/c0d3fd05106683ba0b3680d4d1afec65f098d700.asset It contains SimulatorRuntimeAsset version 18.5 (Build 22F77). Active Version: My current Xcode setup is using version 26.2 (Build 23C54). I checked the plist files in the directory and found what seems to be the cause of the issue: The "Never Collected" Flag: The Info.plist inside the orphaned asset folder explicitly sets the garbage collection behavior to "NeverCollected": <key>__AssetDefaultGarbageCollectionBehavior</key> <string>NeverCollected</string> The Catalog Mismatch: The master catalog file (com_apple_MobileAsset_iOSSimulatorRuntime.xml) in the parent directory only lists the new version (26.2). Because the old version (18.5) is missing from this XML, Xcode and mobileassetd seem to have lost track of it entirely. What I Have Tried (All Failed) Xcode Components: The version 18.5 does not appear in Settings -> Components, so I cannot delete it via the GUI. Simctl: xcrun simctl list runtimes does not list this version. Running xcrun simctl runtime delete 22F77 fails with: "No runtime disk images or bundles found matching '22F77'." Manual Deletion: sudo rm -rf [path] fails with "Operation not permitted", presumably because /System/Library/AssetsV2 is SIP-protected. Third-party Tools: Apps like DevCleaner do not detect this runtime (likely because they only scan ~/Library or /Library, not /System/Library). Has anyone found a way to force the system (perhaps via mobileassetd or a specific xcrun flag) to re-evaluate this folder and respect a deletion request? I am trying to avoid booting into Recovery Mode just to delete a cache file. Any insights on how AssetsV2 handles these "orphaned" files would be appreciated.
11
5
1k
1d
macOS app icons with Icon Composer
Getting macOS app icons from Icon Composer working in Xcode 26.x appears to have caused widespread confusion. I've certainly had more than one headache from it. Here's what works for me: Drag the .icon file from Icon Composer into the Xcode Project Navigator, dropping it at the same level as Assets.xcassets — not inside it. In the Project Navigator, click the top-level project item to open the Project Editor. Select your app target and open the App Icons and Launch Screen section. Enter the icon name (without the .icon extension) in the App Icon field. In that same section, leave App Icons Source unchecked. Go to the Build Phases tab and expand Copy Bundle Resources. Delete the Assets.xcassets entry, leaving only the .icon file. Clean the build folder (⇧⌘K) and run. Your icon should now appear in the Dock. It appears that Icon Composer icons and even the presence of the Asset Catalog icons in Copy Bundle Resources are mutually exclusive right now. Including the Asset Catalog appears to suppress the Icon Composer icon. Removing it lets the Icon Composer icon through. Note: If your app depends on other assets in the Asset Catalog, this approach won't work for you. In that case, fall back to the traditional method — export all required sizes from Icon Composer and import them into the Asset Catalog. Hopefully Apple addresses this conflict soon.
0
0
74
2d
Assets duplicating on Xcode 26.1 Beta 3
I've recently installed 26.1 Beta 3 alongside stable 26.0.1 When building my app with 26.0.1 the final .ipa size is ~17mb, however after building my app with 26.1 Beta 3 the size has increased up to ~22mb The main difference is Assets.car blowing from 1.1mb to 5.6mb (or 8.6mb if I include all icons settings). Upon examining I've found new liquid glass .icon file duplicating itself multiple times as png variants (any, dark, tinted, etc). Is anyone else experiencing this issue?
10
2
615
2d
Xcode 26.4: IBOutlets/IBActions gutter circles missing — cannot connect storyboard to code (works in 26.3)
I’m seeing a regression in Xcode 26.4 where Interface Builder will not allow connecting IBOutlets or IBActions. Symptoms: The usual gutter circle/dot does not appear next to IBOutlet / IBAction in the code editor Because of this, I cannot: drag from storyboard → code drag from code → storyboard The class is valid and already connected to the storyboard (existing outlets work) Assistant Editor opens the correct view controller file Important: The exact same project, unchanged, works perfectly in Xcode 26.3. I can create and connect outlets/actions normally there. ⸻ Environment Xcode: 26.4 macOS: 26.4 Mac Mini M4 Pro 64G Ram Project: Objective-C UIKit app using Storyboards This is a long-running, ObjC, project (not newly created) ⸻ What I’ve already tried To rule out the usual suspects: Verified View Controller Custom Class is correctly set in Identity Inspector Verified files are in the correct Target Membership Verified outlets are declared correctly in the .h file: @property (weak, nonatomic) IBOutlet UILabel *exampleLabel; Opened correct file manually (not relying on Automatic Assistant) Tried both: storyboard → code drag code → storyboard drag Tried using Connections Inspector Clean Build Folder Deleted entire DerivedData Restarted Xcode Updated macOS to 26.4 Ran: sudo xcodebuild -runFirstLaunch Confirmed required platform components installed Reopened project fresh ⸻ Observations In Xcode 26.4 the outlet “connection circles” are completely missing In Xcode 26.3 they appear immediately for the same code Existing connections still function at runtime — this is purely an Interface Builder issue ⸻ Question The gutter circles appearance has always been flaky in Xcode over the 13+ years I've been using it but now with 26.4 they have completely disappeared. Has anyone else seen this in Xcode 26.4, or found a workaround? At this point it looks like a regression in Interface Builder, but I haven’t found any mention of it yet.
14
9
863
3d
IPA export fails - No provisioning profile found for App Store distribution
Hi, I'm trying to build an App Store IPA for my Flutter app on Mac M4 without a physical iPhone connected. STEP 1 - I tried Automatic Signing in Xcode but got: "Communication with Apple failed. Your team has no devices from which to generate a provisioning profile." "Xcode couldn't find any iOS App Development provisioning profiles matching my bundle ID." STEP 2 - I switched to Manual Signing in Xcode. No warnings or errors shown in Xcode UI. Everything looks fine in Signing & Capabilities. But when I run this command in terminal: flutter build ipa I get this error: Building App Store IPA... Encountered error while creating the IPA: error: exportArchive "Runner.app" requires a provisioning profile. My Setup: Mac M4 Flutter (flutter build ipa) Paid Apple Developer account No physical iPhone connected Building for App Store distribution Question: How do I successfully export an IPA for App Store distribution without a physical device on Mac M4? Any help appreciated. Thank you.
0
0
46
3d
Xcode JSON-RPC global stream failed error when using chatgpt codex.
Whenever I try and talk to chatgpt codex in Xcode, I get the request could not be completed error with this tag: JSON-RPC global stream failed: The operation couldn’t be completed. (IDEIntelligenceAgents.JSONRPCElement.Error error 1.) Chatgpt chat still works inside of xcode, however codex does not work. I have not hit my limit for codex. This issue happened after the xcode update. (I belive 26.4.1)
0
0
216
4d
Xcode26 Replay frame broken
Got a broken frame when using Xcode to capture a frame and replay it from a Unity game. It seems like the vertex buffer is broken; I see a bunch of "nan"s in the vertex buffer. However, the game displays correct when running, and it only happend when I upgrade my Xcode and iphone to Xcode26 and IOS26 ios26
1
0
253
4d
Xcode 26.4.1 simulator 16.0 bugs.
I cannot get a Jiggle on an iPhone 15 using the iOS 17.0 simulator. I cannot drag icons or widget around, only have the option to remove them. On both the iOS 17.0 and iOS 26.4 (running on an iPhone 17 simulator) There is nothing in my drawer for adding a widget, no system widgets either (attached screenshots). Just the Search Widgets bar that does have widgets in it. The system widgets are in the screen to the left of the home screen. I can put widgets I find through the search on the home screen. Although on the iOS 17 emulator no jiggle means no repositioning. May computer is running MacOS 25.4.1 and the latest versions of everything. I have asked AI, I have tried wipes, locking, unlocking, reseting, re-installing, light mode/ dark mode to refresh any cached images, trying to drag system widgets from the left side of the home screen, "a widget kit development mode option" in settings > developer on the iPhone and something using the command line for chronosd that never worked. The iPhone 17 simulator has been like this for a couple of weeks as that was when I started widget development. The iPhone 15 simulator was only downloaded and installed today. I only know there should be images on the "Widget Gallery" or "Widget Picker" from my son's iPhone Any help or suggestions would be appreciated, Thank you. iPhone 15 simulator running iOS 17.0 iPhone 17 simulator running iOS 26.4.1
0
0
67
4d
Xcode Metal Capture crash when using MTLSamplerState
The sample code just draw a triangle and sample texture. both sample code can draw a correct triangle and sample texture as expected. there are no error message from terminal. Sample code using constexpr Sampler can capture and replay well. Sample code using a argumentTable to bind a MTLSamplerState was crashed when using Metal capture and replay on Xcode. Here are sample codes. Sample Code Test Environment: M1 Pro MacOS 26.3 (25D125) Xcode Version 26.2 (17C52) Feedback ID: FB22031701
2
0
299
4d
App Store Distribution – Minimum Deployment Targets (iOS, macOS, tvOS, watchOS) with XCode 26
Hello Team, We’ve confirmed Apple’s current minimum OS requirements for Xcode 26: iOS 15 – 26 iPadOS 15 – 26 tvOS 15 – 26 watchOS 8 – 26 visionOS 1 – 26 macOS 11 – 26 Are we correct in understanding that any builds targeting below these versions are no longer accepted by the App Store and may fail to launch for users on older systems? Like this https://developer.apple.com/forums/thread/821370?answerId=882822022#882822022 For Steam macOS distribution, can older macOS targets still be supported, or should we align strictly with Apple’s minimums? Thank you and best regards, Phong
0
0
71
4d
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.
Replies
0
Boosts
0
Views
10k
Activity
May ’24
Error in running ROOT analysis software after the recent update of MacOs and Xcode
I am facing errors in running ROOT on my M4 Air below is the terminal output can you please help me akshatsharma@akshats-MacBook-Air ~ % root /Users/akshatsharma/Applications/ROOT_v6.36.06/etc/cling/std_darwin.modulemap:73:64: error: header '__type_traits/add_lvalue_reference.h' not found module add_lvalue_reference { header "__type_traits/add_lvalue_reference.h" } ^ input_line_1:1:10: note: submodule of top-level module 'std' implicitly imported here #include <new> ^ Warning in cling::IncrementalParser::CheckABICompatibility(): Failed to extract C++ standard library version. Warning in cling::IncrementalParser::CheckABICompatibility(): Possible C++ standard library mismatch, compiled with _LIBCPP_ABI_VERSION '1' Extraction of runtime standard library version was: '' ------------------------------------------------------------------ | Welcome to ROOT 6.36.06 https://root.cern | | (c) 1995-2025, The ROOT Team; conception: R. Brun, F. Rademakers | | Built for macosxarm64 on Dec 27 2025, 07:23:39 | | From tags/6-36-06@6-36-06 | | With Apple clang version 17.0.0 (clang-1700.6.3.2) | | Try '.help'/'.?', '.demo', '.license', '.credits', '.quit'/'.q' | ------------------------------------------------------------------ root [0] new TBrowser IncrementalExecutor::executeFunction: symbol '_ZN5cling7runtime6gClingE' unresolved while linking [cling interface function]! You are probably missing the definition of cling::runtime::gCling Maybe you need to load the corresponding shared library? root [1] .q akshatsharma@akshats-MacBook-Air ~ % xcode-select --install xcode-select: note: Command line tools are already installed. Use "Software Update" in System Settings or the softwareupdate command line interface to install updates akshatsharma@akshats-MacBook-Air ~ % xcode-select -p /Library/Developer/CommandLineTools akshatsharma@akshats-MacBook-Air ~ % sudo xcode-select --reset akshatsharma@akshats-MacBook-Air ~ % sudo xcodebuild -license accept xcode-select: error: tool 'xcodebuild' requires Xcode, but active developer directory '/Library/Developer/CommandLineTools' is a command line tools instance akshatsharma@akshats-MacBook-Air ~ % unset DYLD_LIBRARY_PATH unset LD_LIBRARY_PATH source /Users/akshatsharma/applications/ROOT_v6.36.06/bin/thisroot.sh root -l /Users/akshatsharma/Applications/ROOT_v6.36.06/etc/cling/std_darwin.modulemap:73:64: error: header '__type_traits/add_lvalue_reference.h' not found module add_lvalue_reference { header "__type_traits/add_lvalue_reference.h" } ^ input_line_1:1:10: note: submodule of top-level module 'std' implicitly imported here #include <new> ^ Warning in cling::IncrementalParser::CheckABICompatibility(): Failed to extract C++ standard library version. Warning in cling::IncrementalParser::CheckABICompatibility(): Possible C++ standard library mismatch, compiled with _LIBCPP_ABI_VERSION '1' Extraction of runtime standard library version was: '' root [0] new TBrowser IncrementalExecutor::executeFunction: symbol '_ZN5cling7runtime6gClingE' unresolved while linking [cling interface function]! You are probably missing the definition of cling::runtime::gCling Maybe you need to load the corresponding shared library? root
Replies
1
Boosts
0
Views
134
Activity
40m
Xcode 26 beta 5 xcodebuild crash
Good day! When your project have total 887 or more SPM local targets and then you try to build it, xcodebuild will be crash. Crash log: SWBBuildService-2025-08-11-151103.ips Thread 2 Crashed:: Dispatch queue: com.apple.root.default-qos.cooperative 0 libxpc.dylib 0x197c4826c _availability_version_check + 8 1 libswiftCore.dylib 0x1a9b44428 __isPlatformVersionAtLeast + 92 2 libswiftCore.dylib 0x1a9a6e054 _swift_allocObject_ + 1100 3 SWBMacro 0x104a9c408 specialized _ArrayBuffer._consumeAndCreateNew(bufferIsUnique:minimumCapacity:growForAppend:) + 116 4 SWBMacro 0x104a97b58 specialized Array.append<A>(contentsOf:) + 116 5 SWBMacro 0x104a954e8 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 160 6 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 4352 7 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 4352 8 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 4352 9 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 4352 10 SWBMacro 0x104a96548 MacroEvaluationProgram.executeInContext(_:withResultBuilder:alwaysEvalAsString:) + 4352 But if you try to build Package.swift via swift build command, it works. Here you can open sample project: Just Package.swift with SPM 900 targets Open Package.swift via Xcode 26 any beta and try to build Xcode workspace with SPM 900 targets Open MyApp.xcworkspace and try to build You can also make by self the Package.swift (also make required directories for SPM): // swift-tools-version: 5.9 import PackageDescription // let count = 800 // no crash let count = 900 // crash let targetsNames = (1...count).map { "Pkg1Target\($0)" } let targets = targetsNames.map { Target.target(name: $0) } let package = Package( name: "Pkg1TargetLibrary", platforms: [.iOS(.v16)], products: [ .library(name: "Pkg1TargetLibrary", targets: targets.map(\.name)), ], targets: targets )
Replies
6
Boosts
1
Views
525
Activity
1h
Xcode 26 Is a Productivity Killer: Removes Option To Open Files in New Window Tab
FB19249805 Main: The option to open files in New Window Tab doesn't appear anywhere in either Preferences or the contextual menu on clicking the files in the project (unlike previous Xcode versions). Only the option to open in New Tab is available (which is useless). This BREAKS EXISTING WORKFLOWS that have been established through years for countless developers. I can only see the option to open in New Tab, which breaks all existing workflows and habits. This results in an astonishing blow to productivity. Dear Xcode team: Please restore this option immediately! Additional details: Several years ago (I've been using Xcode since version 2), Xcode renamed the normal tabs into "Window Tabs" and introduced new "Tabs". The new "Tabs" proved to be a useless and counterproductive option for the following reasons: -They cannot be used in Behaviors. (Only Window Tabs can be, and many workflows have been built around this.) -It takes much longer to load a file into a Tab than into a Window Tab (where files are loaded nearly instantly). -Navigators and Inspectors cannot be customized for individual Tabs (only for Window Tabs). -Using both Tabs and Window Tabs is not an option, as it adds another tab bar that eats an enormous part of screen real estate without providing any benefits. Fortunately, we didn't have to use Tabs and could just disable them into oblivion where they belong. Now, in Xcode 26, the option to open files in new Window Tabs is gone. Really, I can only classify it as intentional sabotage. Many years of my Xcode habits and workflows are based on opening files in New Window Tabs via the Preferences > Navigation > With Option option. Or via the contextual menu. Now this option is gone. I'm sure there are plenty of other developers in the same situation. Please reenable the option to open in New Window Tabs. Thank you for your attention to this matter!
Replies
0
Boosts
0
Views
62
Activity
6h
Previews crash after making change to Swift Package version
Previews seemed to be working okay. However, I wanted to test out some changes inside of a package that I'm working on for work, but in a lighter project since in our main project (where I have the package pulled in locally for now) is just too big to have the previews render in a decent amount of time. So, I opened a small project that was already importing that package and was set to 'Up to Next Major', but I switched that to 'branch' and added my branch. This is the second time I've done that and it causes Xcode to freak out in terms of the previews. This is the code I have: import SwiftUI extension EnvironmentValues { @Entry var trailingDescriptionColorToken: Color = .secondary } extension View { func updateTrailingDescriptionColor(to colorToken: Color, when trigger: Bool) -> some View { environment(\.trailingDescriptionColorToken, trigger ? colorToken : .secondary) } } // MARK: - ListItemDescription public struct ListItemDescription: View { @Environment(\.trailingDescriptionColorToken) var trailingDescriptionColorToken let description: String init(_ description: String) { self.description = description } public var body: some View { Text(description) .font(.caption) .foregroundStyle(trailingDescriptionColorToken) } } struct ContentView: View { @State private var isError = false var body: some View { VStack { Button("Error Trigger") { isError.toggle() } ListItemDescription("Description") .updateTrailingDescriptionColor(to: .red, when: isError) } .padding() } } #Preview { ContentView() } As soon as I tap the button to toggle the isError state property, that causes the preview canvas to indefinitely load and spin eventually leading to a crash. This is infuriating as I've just wasted a ton of time at work trying to figure out what's going on. Xcode and SPM is so fragile and delicate that at this point I feel like if I breathe on it wrong it'll break. I'm not sure what fixed it last time. Nothing in Xcode makes sense anymore. How to I resolve this please?
Replies
0
Boosts
0
Views
13
Activity
10h
Non-public API _UIDeviceOrientationDidChangeNotification error for build after validation and archive upload
I have an app that has suddenly gotten a non-public API error after uploading the archive to TestFlight. The error is posted in full below, and has never occurred before. I'm not using the _UIDeviceOrientationDidChangeNotification symbol but I do have two extensions that use UIDevice.orientationDidChangeNotification. However those extensions are not included in the target for the two watch extensions where the error occurs. Has anyone seen this problem before or have some advice? 90338: Non-public API usage. The app references non-public symbols in Watch/watchkitappBeta.app/PlugIns/watchkitappExtensionBeta.appex/watchkitappExtensionBeta: _UIDeviceOrientationDidChangeNotification,The app references non-public symbols in Watch/watchkitappBeta.app/PlugIns/watchkitappExtensionBeta.appex/PlugIns/watchkitappWidgetExtensionBeta.appex/watchkitappWidgetExtensionBeta: _UIDeviceOrientationDidChangeNotification. If method names in your source code match the private Apple APIs listed above, altering your method names will help prevent this app from being flagged in future submissions. In addition, note that one or more of the above APIs may be located in a static library that was included with your app. If so, they must be removed. For further information, visit the Technical Support Information at http://developer.apple.com/support/technical/
Replies
1
Boosts
0
Views
42
Activity
20h
SwiftData error: NSKeyedUnarchiveFromData' should not be used to for un-archiving and will be removed in a future release
I am using SwiftData for my model. Until Xcode 15 beta 4 I did not have issues. Since beta 5 I am receiving the following red warning multiple times: 'NSKeyedUnarchiveFromData' should not be used to for un-archiving and will be removed in a future release This seems to be a CoreData warning. However, I am not using CoreData directly. I have no way to change the config of CoreData as used by SwiftData. My model just uses UUID, Int, String, Double, some of them as optionals or Arrays. I only use one attribute (.unique).
Replies
9
Boosts
4
Views
3.6k
Activity
1d
2 iPhones connected to mac, XCode doesnt recognize them
Hello together. Since a few weeks I have the problem, that both of my iPhones (iPhone 15 with iOS 26.4.1 and an iPhone Xs with iOS 18.7.4) are NOT recognized by xcode, but are visible in Mac Finder this is what xcode shows: When I click on that I see this: and in finder: I tried everyhting I re-installed XCode 5 times and deleted ALL XCode folders manually I restarted all devices and today I completely reinstalled my mac My Macbook has iOS 26.4.1 as well and XCode is freshly installed from App Store
Replies
1
Boosts
0
Views
24
Activity
1d
Icon Composer: Any way to add icons to the app bundle for older macOS versions?
Several app developers are struggling with the inability to provide a separate app icons that looks nice on older macOS versions while at the same time provide Icon Composer icons that look great on macOS Tahoe 26. An ability to provide separate icons is super important to those who have app icons that follow the curvature of the default icon borders (as the corner rounding radius is different for Sequia and Tahoe). Take a look at this for example: https://github.com/ghostty-org/ghostty/issues/7564#issuecomment-3042061547 Question: Is there a definitive/recommended way to address this issue? How can a developer add a glass icon variant that looks good on Tahoe and provide a bitmap icon for older macOS versions? Some background info: Prior to Xcode 26 beta 4, one could add an App Icon to Assets to be used as app icon for legacy macOS versions (Sequia and older) and use a new Icon Composer icon (placed in the project root) for macOS Tahoe 26. Enabling "Include all app icon assets" under target settings ensured that older macOS versions would use the old app icons while Tahoe the new Icon Composer glass one. Since Xcode beta 4 this technique no longer works. Xcode instead insists on populating Assets.car with Icon Composer generated variants, disregarding the App Icon provided in Assets. Although the App Icon in Assets makes its way to a .incs file in the app bundle's Contents/Resources folder, but that is not used by macOS anymore and is there for some compatibility purposes. The Assets.car file (which matters) only contains the variants generated by Icon Composer and does not contain the png icons provided in the Assets.
Replies
18
Boosts
14
Views
1.8k
Activity
1d
Can’t paste into Simulator after updating to Xcode 26.4
After updating to Xcode 26.4 (public release), I’m no longer able to paste from the Mac clipboard into the Simulator. Automatically Sync Pasteboard is on, and I have content on the clipboard, but paste doesn’t work—Cmd+V does nothing, and there’s no Paste option in the context menu. Is anyone else seeing this?
Replies
40
Boosts
40
Views
8.3k
Activity
1d
StoreKit Configuration Not Syncing to Xcode
Hello! I am attempting to add Subscriptions to an App that Is already published on the App Store. I cannot get Xcode to actually sync what is in my App Store Connect. When adding the Storekit configuration file, I go through the automatic linking process and select the proper bundleID. The configuration file says 'Synced @ [CurrentTime]' however there are no subscriptions listed in there. I have attempted deleting the file several times, creating a new subscription group. With no success. Do I need to publish the subscriptions without the features first? Upon attempting to write the supporting code that will enable these features within the app, I cannot get Xcode to identify that I have these subscriptions. I have also tried pushing these to TestFlight, still with no success. Thank you.
Replies
14
Boosts
5
Views
1.7k
Activity
1d
Orphaned 9GB Simulator Runtime in /System/Library/AssetsV2 - Cannot Delete (SIP protected)
I have an orphaned asset folder taking up 9.13GB located at: /System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/c0d3fd05106683ba0b3680d4d1afec65f098d700.asset It contains SimulatorRuntimeAsset version 18.5 (Build 22F77). Active Version: My current Xcode setup is using version 26.2 (Build 23C54). I checked the plist files in the directory and found what seems to be the cause of the issue: The "Never Collected" Flag: The Info.plist inside the orphaned asset folder explicitly sets the garbage collection behavior to "NeverCollected": <key>__AssetDefaultGarbageCollectionBehavior</key> <string>NeverCollected</string> The Catalog Mismatch: The master catalog file (com_apple_MobileAsset_iOSSimulatorRuntime.xml) in the parent directory only lists the new version (26.2). Because the old version (18.5) is missing from this XML, Xcode and mobileassetd seem to have lost track of it entirely. What I Have Tried (All Failed) Xcode Components: The version 18.5 does not appear in Settings -> Components, so I cannot delete it via the GUI. Simctl: xcrun simctl list runtimes does not list this version. Running xcrun simctl runtime delete 22F77 fails with: "No runtime disk images or bundles found matching '22F77'." Manual Deletion: sudo rm -rf [path] fails with "Operation not permitted", presumably because /System/Library/AssetsV2 is SIP-protected. Third-party Tools: Apps like DevCleaner do not detect this runtime (likely because they only scan ~/Library or /Library, not /System/Library). Has anyone found a way to force the system (perhaps via mobileassetd or a specific xcrun flag) to re-evaluate this folder and respect a deletion request? I am trying to avoid booting into Recovery Mode just to delete a cache file. Any insights on how AssetsV2 handles these "orphaned" files would be appreciated.
Replies
11
Boosts
5
Views
1k
Activity
1d
macOS app icons with Icon Composer
Getting macOS app icons from Icon Composer working in Xcode 26.x appears to have caused widespread confusion. I've certainly had more than one headache from it. Here's what works for me: Drag the .icon file from Icon Composer into the Xcode Project Navigator, dropping it at the same level as Assets.xcassets — not inside it. In the Project Navigator, click the top-level project item to open the Project Editor. Select your app target and open the App Icons and Launch Screen section. Enter the icon name (without the .icon extension) in the App Icon field. In that same section, leave App Icons Source unchecked. Go to the Build Phases tab and expand Copy Bundle Resources. Delete the Assets.xcassets entry, leaving only the .icon file. Clean the build folder (⇧⌘K) and run. Your icon should now appear in the Dock. It appears that Icon Composer icons and even the presence of the Asset Catalog icons in Copy Bundle Resources are mutually exclusive right now. Including the Asset Catalog appears to suppress the Icon Composer icon. Removing it lets the Icon Composer icon through. Note: If your app depends on other assets in the Asset Catalog, this approach won't work for you. In that case, fall back to the traditional method — export all required sizes from Icon Composer and import them into the Asset Catalog. Hopefully Apple addresses this conflict soon.
Replies
0
Boosts
0
Views
74
Activity
2d
Assets duplicating on Xcode 26.1 Beta 3
I've recently installed 26.1 Beta 3 alongside stable 26.0.1 When building my app with 26.0.1 the final .ipa size is ~17mb, however after building my app with 26.1 Beta 3 the size has increased up to ~22mb The main difference is Assets.car blowing from 1.1mb to 5.6mb (or 8.6mb if I include all icons settings). Upon examining I've found new liquid glass .icon file duplicating itself multiple times as png variants (any, dark, tinted, etc). Is anyone else experiencing this issue?
Replies
10
Boosts
2
Views
615
Activity
2d
Xcode 26.4: IBOutlets/IBActions gutter circles missing — cannot connect storyboard to code (works in 26.3)
I’m seeing a regression in Xcode 26.4 where Interface Builder will not allow connecting IBOutlets or IBActions. Symptoms: The usual gutter circle/dot does not appear next to IBOutlet / IBAction in the code editor Because of this, I cannot: drag from storyboard → code drag from code → storyboard The class is valid and already connected to the storyboard (existing outlets work) Assistant Editor opens the correct view controller file Important: The exact same project, unchanged, works perfectly in Xcode 26.3. I can create and connect outlets/actions normally there. ⸻ Environment Xcode: 26.4 macOS: 26.4 Mac Mini M4 Pro 64G Ram Project: Objective-C UIKit app using Storyboards This is a long-running, ObjC, project (not newly created) ⸻ What I’ve already tried To rule out the usual suspects: Verified View Controller Custom Class is correctly set in Identity Inspector Verified files are in the correct Target Membership Verified outlets are declared correctly in the .h file: @property (weak, nonatomic) IBOutlet UILabel *exampleLabel; Opened correct file manually (not relying on Automatic Assistant) Tried both: storyboard → code drag code → storyboard drag Tried using Connections Inspector Clean Build Folder Deleted entire DerivedData Restarted Xcode Updated macOS to 26.4 Ran: sudo xcodebuild -runFirstLaunch Confirmed required platform components installed Reopened project fresh ⸻ Observations In Xcode 26.4 the outlet “connection circles” are completely missing In Xcode 26.3 they appear immediately for the same code Existing connections still function at runtime — this is purely an Interface Builder issue ⸻ Question The gutter circles appearance has always been flaky in Xcode over the 13+ years I've been using it but now with 26.4 they have completely disappeared. Has anyone else seen this in Xcode 26.4, or found a workaround? At this point it looks like a regression in Interface Builder, but I haven’t found any mention of it yet.
Replies
14
Boosts
9
Views
863
Activity
3d
IPA export fails - No provisioning profile found for App Store distribution
Hi, I'm trying to build an App Store IPA for my Flutter app on Mac M4 without a physical iPhone connected. STEP 1 - I tried Automatic Signing in Xcode but got: "Communication with Apple failed. Your team has no devices from which to generate a provisioning profile." "Xcode couldn't find any iOS App Development provisioning profiles matching my bundle ID." STEP 2 - I switched to Manual Signing in Xcode. No warnings or errors shown in Xcode UI. Everything looks fine in Signing & Capabilities. But when I run this command in terminal: flutter build ipa I get this error: Building App Store IPA... Encountered error while creating the IPA: error: exportArchive "Runner.app" requires a provisioning profile. My Setup: Mac M4 Flutter (flutter build ipa) Paid Apple Developer account No physical iPhone connected Building for App Store distribution Question: How do I successfully export an IPA for App Store distribution without a physical device on Mac M4? Any help appreciated. Thank you.
Replies
0
Boosts
0
Views
46
Activity
3d
Xcode JSON-RPC global stream failed error when using chatgpt codex.
Whenever I try and talk to chatgpt codex in Xcode, I get the request could not be completed error with this tag: JSON-RPC global stream failed: The operation couldn’t be completed. (IDEIntelligenceAgents.JSONRPCElement.Error error 1.) Chatgpt chat still works inside of xcode, however codex does not work. I have not hit my limit for codex. This issue happened after the xcode update. (I belive 26.4.1)
Replies
0
Boosts
0
Views
216
Activity
4d
Xcode26 Replay frame broken
Got a broken frame when using Xcode to capture a frame and replay it from a Unity game. It seems like the vertex buffer is broken; I see a bunch of "nan"s in the vertex buffer. However, the game displays correct when running, and it only happend when I upgrade my Xcode and iphone to Xcode26 and IOS26 ios26
Replies
1
Boosts
0
Views
253
Activity
4d
Xcode 26.4.1 simulator 16.0 bugs.
I cannot get a Jiggle on an iPhone 15 using the iOS 17.0 simulator. I cannot drag icons or widget around, only have the option to remove them. On both the iOS 17.0 and iOS 26.4 (running on an iPhone 17 simulator) There is nothing in my drawer for adding a widget, no system widgets either (attached screenshots). Just the Search Widgets bar that does have widgets in it. The system widgets are in the screen to the left of the home screen. I can put widgets I find through the search on the home screen. Although on the iOS 17 emulator no jiggle means no repositioning. May computer is running MacOS 25.4.1 and the latest versions of everything. I have asked AI, I have tried wipes, locking, unlocking, reseting, re-installing, light mode/ dark mode to refresh any cached images, trying to drag system widgets from the left side of the home screen, "a widget kit development mode option" in settings > developer on the iPhone and something using the command line for chronosd that never worked. The iPhone 17 simulator has been like this for a couple of weeks as that was when I started widget development. The iPhone 15 simulator was only downloaded and installed today. I only know there should be images on the "Widget Gallery" or "Widget Picker" from my son's iPhone Any help or suggestions would be appreciated, Thank you. iPhone 15 simulator running iOS 17.0 iPhone 17 simulator running iOS 26.4.1
Replies
0
Boosts
0
Views
67
Activity
4d
Xcode Metal Capture crash when using MTLSamplerState
The sample code just draw a triangle and sample texture. both sample code can draw a correct triangle and sample texture as expected. there are no error message from terminal. Sample code using constexpr Sampler can capture and replay well. Sample code using a argumentTable to bind a MTLSamplerState was crashed when using Metal capture and replay on Xcode. Here are sample codes. Sample Code Test Environment: M1 Pro MacOS 26.3 (25D125) Xcode Version 26.2 (17C52) Feedback ID: FB22031701
Replies
2
Boosts
0
Views
299
Activity
4d
App Store Distribution – Minimum Deployment Targets (iOS, macOS, tvOS, watchOS) with XCode 26
Hello Team, We’ve confirmed Apple’s current minimum OS requirements for Xcode 26: iOS 15 – 26 iPadOS 15 – 26 tvOS 15 – 26 watchOS 8 – 26 visionOS 1 – 26 macOS 11 – 26 Are we correct in understanding that any builds targeting below these versions are no longer accepted by the App Store and may fail to launch for users on older systems? Like this https://developer.apple.com/forums/thread/821370?answerId=882822022#882822022 For Steam macOS distribution, can older macOS targets still be supported, or should we align strictly with Apple’s minimums? Thank you and best regards, Phong
Replies
0
Boosts
0
Views
71
Activity
4d