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

Posts under Xcode tag

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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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11k
May ’24
Apple Developer Program enrollment stuck on Pending after successful payment — Case 102964975487
Hello, I enrolled in the Apple Developer Program as an Individual and completed the USD 99 membership purchase on September 15, 2026. The payment was successfully processed, and I received both the Apple order confirmation and invoice. However, more than 48 hours later: my Apple Developer account still shows the enrollment as Pending; the portal still displays “Purchase your membership” and asks me to complete the purchase again; I do not have access to an active Developer Program team; Xcode only shows my Personal Team, so it cannot create the required provisioning profile for the app because Sign in with Apple is enabled. I already contacted Apple Developer Support about 24 hours ago: Case ID: 102964975487 Enrollment ID: S4GNUQR7J6 Order Number: D005232549 Invoice Number: MD06813808 I have not submitted another payment because the existing USD 99 purchase has already been completed. Has anyone experienced the same situation recently, or could Apple Developer Support please confirm whether my case is already under review or requires any additional verification? Thank you.
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16
1h
App Store Connect: watch app size calculation differences since watchOS 27 / Xcode 27, resulting in binary rejection
Recently I was trying to update my app to detect and support the latest Series 12 and Ultra 4 watches, as there is an element in the app that draws on the corners of the watch, hence corner radiuses must be matched with the device. That is a very small change, and I was still using Xcode 26.6 to build that app, as the app still supports watchOS 8.4 and above for now. However, the binary was rejected with the following in App Store Connect: 90389: Size limit exceeded. The size of the watchOS variant at “/Payload/Pigeon.app” is 105MB, which exceeds the maximum allowable size of 75MB after app thinning. For details about reducing your app’s size, view: https://developer.apple.com/documentation/xcode/reducing-your-app-s-size. Considering that the recent prior builds (the last being from Sep 7) all uploaded and processed fine, with pretty much similar contents and sizes, just minor fixes and minor feature changes for TestFlight users, I don't see why this latest build should be rejected, unless there is a change in how it is calculated under the hood. My prior presumption was that the size limit was calculated based on each architecture slice, so as long as no slices exceed 75MB, it should be alright. (and it appears to be the case for the past years) My guess here is that, since the uploaded binary still contained an armv7k slice, it fails the validation, as perhaps something was changed in the backend to not consider it, but rather to consider as a whole, which resulted in the rejection. The requirement to have a minimum SDK of 27/Xcode 27 only starts on April 2027, so until then, I don't see why there should be a change in this calculation or premature size limitation for app updates that still target watchOS 8. I've tried to recompile the app with an updated minimum OS deployment of watchOS 9 via Xcode 27, which drops armv7k, and sure enough, App Store Connect takes it. I've filed this as FB24807214. I assume it's a bug. Let me know if it isn't. Thank you. PS: Food for thought, its 2026, all watches that supports the latest watchOS 27 comes with 64GB of storage, up from 8/16GB of storage, in 2017, when the watchOS app size limit was last increased from 50MB to 75MB. Maybe its time for a fresh review?
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38
3h
Upload Failed: "The app contains one or more corrupted binaries" - Xcode 26.3 / macOS Sequoia 15.8
I'm encountering a validation failure when uploading my app to App Store Connect. The upload itself completes successfully, but Apple's server-side validation fails with the following error: "The app contains one or more corrupted binaries. Rebuild the app and resubmit. (ID: 087e356b-4dc3-4e52-8d61-ddee9e3c74e7)" App Information App Name: 万华电商 Bundle ID: com.imhehe.wanhuads Version: 1.0.25 (Build 2) Distribution: iOS App Store Environment Xcode: 26.3 macOS: Sequoia 15.8 Team: Wanhua Petrochemical Co.,Ltd Steps Already Taken I have tried the following troubleshooting steps, but the issue persists: Cleaned Derived Data and removed old Archives Executed Product > Clean Build Folder Re-archived the app with a fresh build Re-uploaded via Xcode Organizer The upload appears to succeed (ContentDelivery returns 201 Created), but the binary fails during Apple's server-side validation with the corrupted binaries error. What I'm Looking For Could someone help clarify what might cause this server-side validation failure, and what additional steps I should take to resolve it? I'm particularly interested in: Whether there are known issues with Xcode 26.3 and App Store validation Any specific binary integrity checks that might be failing on Apple's side Whether there are additional diagnostic steps I can take to identify which binary is flagged as corrupted Attachments I have attached the full upload log for reference. Please let me know if any additional information would be helpful. Thank you in advance for any guidance. ContentDelivery.log DVTITunesSoftwareService.log [ContentDelivery.log] IDEDistributionPipeline.log ( IDEDistribution.standard.log h IDEDistribution.verbose.log ttps://developer.apple.com/forums/content/attachment/8d344932-bbfe-41cc-81dc-3d93e94cda2b)
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4h
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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9h
Xcode 27 cannot open storyboards or create simulators
Hi. Today we upgraded to Xcode 27 and installed the iOS 27 runtime component. Now storyboards cannot be opened. Xcode only displays "Loading iOS 27.0..." Besides, we cannot create simulators either. iOS 27 runtime appears missing even though it is installed. We tried removing and reinstalling the runtime but it didn't work. Right now all development came to a halt. Please help.
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169
13h
Screen orientation on iPad
Xcode version 26.6 (17F113) MyOwnKeyboard-PAD app looks OK using simulator iPad Air 11-inch(M4). It automatically reformats to all orientations using only left and right landscape selected in General, Deployment Info. The submitted app 1.9 (4) had the portrait checked which was an error. I tried to update to version to 1.10 without portrait and upside down, but Validation states it must have all orientations needed. I tried setting all orientations and the simulator cuts off the sides. I am using a new mini M4 with Tahoe 26.6.2 Converted from an older developer mini using Migration Assistant. After conversion Xcode could not find xcspace files and apps locked up. I had to create new apps with different bundles which got conflicted in AppConnects causing rejects. When new versions are submitted, old versions cannot be removed because of submission states. Causing similar binaries, design and scam. I got trapped in the process! I have replied to AppConnect ref. binaries, design and scam. I hope someone can straighten this mess out. The good new is the free MyOwnKeyboard-PHONE analytics look OK with 4,000 impressions and 38 downloads and 172 product page reviews. It's a start! Thank you. Charlie Coupe Designer/Coder 2026sep16
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227
21h
XCode 27b6 XCUITest clone simulators not visible in Device Hub (No Show Parallel Testing Devices)
Tried to execute our XCUITest test suite with XCode 27b6. The test plan is set to run in parallel. When executing tests locally with XCode 26, I can see the clone simulators executing the test (which is useful for debugging the test). With XCode 27b6 and Device Hub, I do not see the clone simulators executing, nor do I see a setting or menu item in Device Hub to show those clone simulators. There is no equivalent to the "Show Parallel Testing Devices" menu item in the XCode 26 sim. Am I missing something or is this a regression in XCode 27?
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Xcode Command Line Tools update not wanted, but persists
I am running Tahoe 26.4.1 on a MacBook Air, M4, 2025. In System Settings, I have an item heading of Software Update Available. Clicking on that brings up "Command Line Tools for Xcode 26.4". The only available choices are to Update Now or Cancel. In the past, I was developing a game, but have quit working on that, and deleted Xcode and Command Line Tools. Wanting the "Command Line Tools ..." line to disappear from System Settings, I called Apple Support, and at their request have followed the steps in "https://developer.apple.com/documentation/xcode/installing-the-command-line-tools" to delete this entry in System Settings, namely the 2 sudo's in that article under the section "Uninstall the command line tools". This did not cause the "Command Line Tools for Xcode 26.4" line in System Settings to disappear (as I was told by Apple support that it would, because I would be deleting the receipt). In Terminal, I did indeed receive a response of "No receipt for 'com.apple.dt.commandlinetools' found at '/'.". I have called developer support, but the individual I spoke with had no useful guidance on how to finish this issue, except to post to the Forum. I would appreciate any guidance on how to delete the "Command Line Tools ..." entry from System Settings.
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Internal PDF links stop working on iOS 27 / macOS 27 beta — every link opens the first page
On iOS 27 beta / Xcode 27.0, PDFDocument.write(to:) no longer serializes destinations for link annotations that are created at runtime. The annotation and its PDFActionGoTo action are both written, but the destination's page reference is not, so every internal link is dead. This worked correctly on iOS 26. PDFs generated on iOS 26 still navigate correctly; the same code on iOS 27 beta produces PDFs whose links are all dead.
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1d
Xcode 27 crashes when coding agent asks for permission
I am using Coding Intelligence, powered by Claude, in the first production release of Xcode 27.0 (in MacOS 26.7). Initially it was working ok. But after less than a day, it now crashes every time it needs to ask for permission for any shell command. And each time I restart things, it burns through a ton of tokens. ☹️ Any suggestions? (I'll file a bug report right now…)
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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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2d
Xcode components download stuck
I have a problem downloading Xcode components like Metal Toolchain or Developer Documentation. The action stuck with the status "Preparing to download". The symptoms started several weeks ago. I noticed this when my copy of Xcode 27 beta stopped showing the developer documentation. Strangely, when I re-launched Xcode it insists to download the Developer Documentation and keep showing "Preparing to download" while other components like Metal Toolchain, when I quit Xcode, it cancels the component download and that component status reverts to "Get". The symptoms continue thru the released version of Xcode27. Does anyone know the cure?
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2d
Flutter iOS Simulator extremely slow after macOS 27 / Xcode 27 update
Hi everyone, I'm experiencing a very slow Flutter iOS Simulator build after upgrading to macOS 27.0 and Xcode 27.0. System: MacBook Air M2 macOS 27.0 (26A428) Xcode 27.0 (27A266a) Flutter 3.47.3 (stable) Dart 3.13.3 iOS 27.0 Simulator Simulator: iPhone 17 Pro Max Flutter Doctor reports: [✓] Flutter [✓] Android toolchain [✓] Xcode [✓] Connected device [✓] Network resources • No issues found! The physical iPhone 17 launches the same Flutter app normally, but launching on the iOS Simulator is extremely slow. When I run: bash flutter run -d "iPhone 17 Pro Max" I get: Launching lib/main.dart on iPhone 17 Pro Max in debug mode... Running Xcode build... Xcode build done. 769.6s That's approximately 12 minutes and 50 seconds just for the Xcode build. The simulator is detected correctly by Flutter, so this doesn't appear to be a device detection issue. I have also installed Rosetta 2 because Flutter initially reported an architecture error with iproxy. Has anyone else experienced extremely slow Flutter/Xcode builds on the iOS 27 Simulator after upgrading to macOS 27/Xcode 27? Is there a known workaround or issue with the new Simulator/Device Hub? Any help would be appreciated. Thanks!
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2d
Extremely long names in df output
I am not sure if it's from Xcode or macOS 27, but here is what I get after running df: /dev/disk3s3 228Gi 1.5Gi 15Gi 9% 112 161M 0% /Volumes/Recovery devices -- file:///Users/USER/Library/Containers/com.apple.CoreDevice.CoreDeviceService/Data/ 1.0Ti 0Bi 1.0Ti 0% 0 9.2E 0% /Users/USER/Library/Developer/CoreDevice/DeviceFS It's really annoying. Is there any way to remove this?
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Attributes inspector in Xcode 26
It has been two years since I wrote my a SwiftUI app, and I wanted to start again in Xcode 26. I can no longer see the attributes inspector when I select an element in the canvas. This was an Xcode feature that was very helpful as I am still a novice. Has this feature been deprecated in Xcode 26? And if not, please help explain how I can find and use it.
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6d
Xcode's Background Assets Run scheme option
I just saw the following in the Xcode 27 release notes: Xcode can now serve asset packs to your app while debugging on devices by setting a Background Asset Packs folder in the Run scheme action’s Options tab. (165230494) And sure enough, the option is there. But what do I need to point this to? I tried everything: the path to the built .aar asset pack the path to the .json manifest file the path to the download-manifest.json (for self-hosted asset packs) the path to the directory that actually contains the assets (as also referenced by the manifest file) the path to the directory that contains the manifest file and the asset directory. Nothing works. I always get the same errors on the console: Checking for updates failed: DecodingError.dataCorrupted: Data was corrupted. Debug description: The given data was not valid JSON.. Underlying error: Error Domain=NSCocoaErrorDomain Code=3840 "Unexpected end of file" UserInfo={NSDebugDescription=Unexpected end of file} The asset pack with the ID “MyID” couldn’t be looked up: DecodingError.dataCorrupted: Data was corrupted. Debug description: The given data was not valid JSON.. Underlying error: Error Domain=NSCocoaErrorDomain Code=3840 "Unexpected end of file" UserInfo={NSDebugDescription=Unexpected end of file} The manifest couldn’t be refreshed: DecodingError.dataCorrupted: Data was corrupted. Debug description: The given data was not valid JSON.. Underlying error: Error Domain=NSCocoaErrorDomain Code=3840 "Unexpected end of file" UserInfo={NSDebugDescription=Unexpected end of file} I'm testing on a physical iPhone. Any advice would be appreciated!
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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.
Replies
0
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0
Views
11k
Activity
May ’24
Apple Developer Program enrollment stuck on Pending after successful payment — Case 102964975487
Hello, I enrolled in the Apple Developer Program as an Individual and completed the USD 99 membership purchase on September 15, 2026. The payment was successfully processed, and I received both the Apple order confirmation and invoice. However, more than 48 hours later: my Apple Developer account still shows the enrollment as Pending; the portal still displays “Purchase your membership” and asks me to complete the purchase again; I do not have access to an active Developer Program team; Xcode only shows my Personal Team, so it cannot create the required provisioning profile for the app because Sign in with Apple is enabled. I already contacted Apple Developer Support about 24 hours ago: Case ID: 102964975487 Enrollment ID: S4GNUQR7J6 Order Number: D005232549 Invoice Number: MD06813808 I have not submitted another payment because the existing USD 99 purchase has already been completed. Has anyone experienced the same situation recently, or could Apple Developer Support please confirm whether my case is already under review or requires any additional verification? Thank you.
Replies
1
Boosts
0
Views
16
Activity
1h
App Store Connect: watch app size calculation differences since watchOS 27 / Xcode 27, resulting in binary rejection
Recently I was trying to update my app to detect and support the latest Series 12 and Ultra 4 watches, as there is an element in the app that draws on the corners of the watch, hence corner radiuses must be matched with the device. That is a very small change, and I was still using Xcode 26.6 to build that app, as the app still supports watchOS 8.4 and above for now. However, the binary was rejected with the following in App Store Connect: 90389: Size limit exceeded. The size of the watchOS variant at “/Payload/Pigeon.app” is 105MB, which exceeds the maximum allowable size of 75MB after app thinning. For details about reducing your app’s size, view: https://developer.apple.com/documentation/xcode/reducing-your-app-s-size. Considering that the recent prior builds (the last being from Sep 7) all uploaded and processed fine, with pretty much similar contents and sizes, just minor fixes and minor feature changes for TestFlight users, I don't see why this latest build should be rejected, unless there is a change in how it is calculated under the hood. My prior presumption was that the size limit was calculated based on each architecture slice, so as long as no slices exceed 75MB, it should be alright. (and it appears to be the case for the past years) My guess here is that, since the uploaded binary still contained an armv7k slice, it fails the validation, as perhaps something was changed in the backend to not consider it, but rather to consider as a whole, which resulted in the rejection. The requirement to have a minimum SDK of 27/Xcode 27 only starts on April 2027, so until then, I don't see why there should be a change in this calculation or premature size limitation for app updates that still target watchOS 8. I've tried to recompile the app with an updated minimum OS deployment of watchOS 9 via Xcode 27, which drops armv7k, and sure enough, App Store Connect takes it. I've filed this as FB24807214. I assume it's a bug. Let me know if it isn't. Thank you. PS: Food for thought, its 2026, all watches that supports the latest watchOS 27 comes with 64GB of storage, up from 8/16GB of storage, in 2017, when the watchOS app size limit was last increased from 50MB to 75MB. Maybe its time for a fresh review?
Replies
0
Boosts
0
Views
38
Activity
3h
Upload Failed: "The app contains one or more corrupted binaries" - Xcode 26.3 / macOS Sequoia 15.8
I'm encountering a validation failure when uploading my app to App Store Connect. The upload itself completes successfully, but Apple's server-side validation fails with the following error: "The app contains one or more corrupted binaries. Rebuild the app and resubmit. (ID: 087e356b-4dc3-4e52-8d61-ddee9e3c74e7)" App Information App Name: 万华电商 Bundle ID: com.imhehe.wanhuads Version: 1.0.25 (Build 2) Distribution: iOS App Store Environment Xcode: 26.3 macOS: Sequoia 15.8 Team: Wanhua Petrochemical Co.,Ltd Steps Already Taken I have tried the following troubleshooting steps, but the issue persists: Cleaned Derived Data and removed old Archives Executed Product > Clean Build Folder Re-archived the app with a fresh build Re-uploaded via Xcode Organizer The upload appears to succeed (ContentDelivery returns 201 Created), but the binary fails during Apple's server-side validation with the corrupted binaries error. What I'm Looking For Could someone help clarify what might cause this server-side validation failure, and what additional steps I should take to resolve it? I'm particularly interested in: Whether there are known issues with Xcode 26.3 and App Store validation Any specific binary integrity checks that might be failing on Apple's side Whether there are additional diagnostic steps I can take to identify which binary is flagged as corrupted Attachments I have attached the full upload log for reference. Please let me know if any additional information would be helpful. Thank you in advance for any guidance. ContentDelivery.log DVTITunesSoftwareService.log [ContentDelivery.log] IDEDistributionPipeline.log ( IDEDistribution.standard.log h IDEDistribution.verbose.log ttps://developer.apple.com/forums/content/attachment/8d344932-bbfe-41cc-81dc-3d93e94cda2b)
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0
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Views
6
Activity
4h
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.
Replies
11
Boosts
0
Views
1.6k
Activity
9h
Xcode 27 cannot open storyboards or create simulators
Hi. Today we upgraded to Xcode 27 and installed the iOS 27 runtime component. Now storyboards cannot be opened. Xcode only displays "Loading iOS 27.0..." Besides, we cannot create simulators either. iOS 27 runtime appears missing even though it is installed. We tried removing and reinstalling the runtime but it didn't work. Right now all development came to a halt. Please help.
Replies
3
Boosts
0
Views
169
Activity
13h
iOS 17 simulator is unresponsive in Device Hub
The iOS 17 simulator does not respond at all when I try to interact with it. The simulator is not frozen as I can still control appearance and launch apps via the right sidebar. Things like the home button and clicking on the screen simply don’t work. I am using Xcode 27 beta 6. Feedback ID: FB24674634
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4
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5
Views
616
Activity
19h
Screen orientation on iPad
Xcode version 26.6 (17F113) MyOwnKeyboard-PAD app looks OK using simulator iPad Air 11-inch(M4). It automatically reformats to all orientations using only left and right landscape selected in General, Deployment Info. The submitted app 1.9 (4) had the portrait checked which was an error. I tried to update to version to 1.10 without portrait and upside down, but Validation states it must have all orientations needed. I tried setting all orientations and the simulator cuts off the sides. I am using a new mini M4 with Tahoe 26.6.2 Converted from an older developer mini using Migration Assistant. After conversion Xcode could not find xcspace files and apps locked up. I had to create new apps with different bundles which got conflicted in AppConnects causing rejects. When new versions are submitted, old versions cannot be removed because of submission states. Causing similar binaries, design and scam. I got trapped in the process! I have replied to AppConnect ref. binaries, design and scam. I hope someone can straighten this mess out. The good new is the free MyOwnKeyboard-PHONE analytics look OK with 4,000 impressions and 38 downloads and 172 product page reviews. It's a start! Thank you. Charlie Coupe Designer/Coder 2026sep16
Replies
0
Boosts
0
Views
227
Activity
21h
XCode 27b6 XCUITest clone simulators not visible in Device Hub (No Show Parallel Testing Devices)
Tried to execute our XCUITest test suite with XCode 27b6. The test plan is set to run in parallel. When executing tests locally with XCode 26, I can see the clone simulators executing the test (which is useful for debugging the test). With XCode 27b6 and Device Hub, I do not see the clone simulators executing, nor do I see a setting or menu item in Device Hub to show those clone simulators. There is no equivalent to the "Show Parallel Testing Devices" menu item in the XCode 26 sim. Am I missing something or is this a regression in XCode 27?
Replies
2
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3
Views
252
Activity
1d
Xcode Command Line Tools update not wanted, but persists
I am running Tahoe 26.4.1 on a MacBook Air, M4, 2025. In System Settings, I have an item heading of Software Update Available. Clicking on that brings up "Command Line Tools for Xcode 26.4". The only available choices are to Update Now or Cancel. In the past, I was developing a game, but have quit working on that, and deleted Xcode and Command Line Tools. Wanting the "Command Line Tools ..." line to disappear from System Settings, I called Apple Support, and at their request have followed the steps in "https://developer.apple.com/documentation/xcode/installing-the-command-line-tools" to delete this entry in System Settings, namely the 2 sudo's in that article under the section "Uninstall the command line tools". This did not cause the "Command Line Tools for Xcode 26.4" line in System Settings to disappear (as I was told by Apple support that it would, because I would be deleting the receipt). In Terminal, I did indeed receive a response of "No receipt for 'com.apple.dt.commandlinetools' found at '/'.". I have called developer support, but the individual I spoke with had no useful guidance on how to finish this issue, except to post to the Forum. I would appreciate any guidance on how to delete the "Command Line Tools ..." entry from System Settings.
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16
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Views
1.3k
Activity
1d
Internal PDF links stop working on iOS 27 / macOS 27 beta — every link opens the first page
On iOS 27 beta / Xcode 27.0, PDFDocument.write(to:) no longer serializes destinations for link annotations that are created at runtime. The annotation and its PDFActionGoTo action are both written, but the destination's page reference is not, so every internal link is dead. This worked correctly on iOS 26. PDFs generated on iOS 26 still navigate correctly; the same code on iOS 27 beta produces PDFs whose links are all dead.
Replies
2
Boosts
4
Views
499
Activity
1d
Xcode 27 crashes when coding agent asks for permission
I am using Coding Intelligence, powered by Claude, in the first production release of Xcode 27.0 (in MacOS 26.7). Initially it was working ok. But after less than a day, it now crashes every time it needs to ask for permission for any shell command. And each time I restart things, it burns through a ton of tokens. ☹️ Any suggestions? (I'll file a bug report right now…)
Replies
1
Boosts
1
Views
120
Activity
2d
Unable to download iOS 27 Universal simulator
How to download iOS 27.0 Universal simulator in Xcode 27.0 Beta 1 ? xcodebuild -downloadPlatform iOS -exportPath ~/Downloads -architectureVariant universal -buildVersion 27.0 Finding content... iOS 27.0 (universal) is not available for download.
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4
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2
Views
635
Activity
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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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14
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Xcode components download stuck
I have a problem downloading Xcode components like Metal Toolchain or Developer Documentation. The action stuck with the status "Preparing to download". The symptoms started several weeks ago. I noticed this when my copy of Xcode 27 beta stopped showing the developer documentation. Strangely, when I re-launched Xcode it insists to download the Developer Documentation and keep showing "Preparing to download" while other components like Metal Toolchain, when I quit Xcode, it cancels the component download and that component status reverts to "Get". The symptoms continue thru the released version of Xcode27. Does anyone know the cure?
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85
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Flutter iOS Simulator extremely slow after macOS 27 / Xcode 27 update
Hi everyone, I'm experiencing a very slow Flutter iOS Simulator build after upgrading to macOS 27.0 and Xcode 27.0. System: MacBook Air M2 macOS 27.0 (26A428) Xcode 27.0 (27A266a) Flutter 3.47.3 (stable) Dart 3.13.3 iOS 27.0 Simulator Simulator: iPhone 17 Pro Max Flutter Doctor reports: [✓] Flutter [✓] Android toolchain [✓] Xcode [✓] Connected device [✓] Network resources • No issues found! The physical iPhone 17 launches the same Flutter app normally, but launching on the iOS Simulator is extremely slow. When I run: bash flutter run -d "iPhone 17 Pro Max" I get: Launching lib/main.dart on iPhone 17 Pro Max in debug mode... Running Xcode build... Xcode build done. 769.6s That's approximately 12 minutes and 50 seconds just for the Xcode build. The simulator is detected correctly by Flutter, so this doesn't appear to be a device detection issue. I have also installed Rosetta 2 because Flutter initially reported an architecture error with iproxy. Has anyone else experienced extremely slow Flutter/Xcode builds on the iOS 27 Simulator after upgrading to macOS 27/Xcode 27? Is there a known workaround or issue with the new Simulator/Device Hub? Any help would be appreciated. Thanks!
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Extremely long names in df output
I am not sure if it's from Xcode or macOS 27, but here is what I get after running df: /dev/disk3s3 228Gi 1.5Gi 15Gi 9% 112 161M 0% /Volumes/Recovery devices -- file:///Users/USER/Library/Containers/com.apple.CoreDevice.CoreDeviceService/Data/ 1.0Ti 0Bi 1.0Ti 0% 0 9.2E 0% /Users/USER/Library/Developer/CoreDevice/DeviceFS It's really annoying. Is there any way to remove this?
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Xcode 26.0 through 26.6 fails to open on M2 MacBook Air with Tahoe 26.6.1
Everything has been updated. Countless reboots and reinstalls. Yet Xcode still won't open. Keep getting "Xcode quit unexpectedly dialog" with buttons to Reopen, Ignore, Report. Any suggestions on what lingering file is killing Xcode on open? Thanks!
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Attributes inspector in Xcode 26
It has been two years since I wrote my a SwiftUI app, and I wanted to start again in Xcode 26. I can no longer see the attributes inspector when I select an element in the canvas. This was an Xcode feature that was very helpful as I am still a novice. Has this feature been deprecated in Xcode 26? And if not, please help explain how I can find and use it.
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Xcode's Background Assets Run scheme option
I just saw the following in the Xcode 27 release notes: Xcode can now serve asset packs to your app while debugging on devices by setting a Background Asset Packs folder in the Run scheme action’s Options tab. (165230494) And sure enough, the option is there. But what do I need to point this to? I tried everything: the path to the built .aar asset pack the path to the .json manifest file the path to the download-manifest.json (for self-hosted asset packs) the path to the directory that actually contains the assets (as also referenced by the manifest file) the path to the directory that contains the manifest file and the asset directory. Nothing works. I always get the same errors on the console: Checking for updates failed: DecodingError.dataCorrupted: Data was corrupted. Debug description: The given data was not valid JSON.. Underlying error: Error Domain=NSCocoaErrorDomain Code=3840 "Unexpected end of file" UserInfo={NSDebugDescription=Unexpected end of file} The asset pack with the ID “MyID” couldn’t be looked up: DecodingError.dataCorrupted: Data was corrupted. Debug description: The given data was not valid JSON.. Underlying error: Error Domain=NSCocoaErrorDomain Code=3840 "Unexpected end of file" UserInfo={NSDebugDescription=Unexpected end of file} The manifest couldn’t be refreshed: DecodingError.dataCorrupted: Data was corrupted. Debug description: The given data was not valid JSON.. Underlying error: Error Domain=NSCocoaErrorDomain Code=3840 "Unexpected end of file" UserInfo={NSDebugDescription=Unexpected end of file} I'm testing on a physical iPhone. Any advice would be appreciated!
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How to add custom macOS target properties in a SwiftUI Multi-platform target
How do you add custom macOS target properties in a SwiftUI Multi-platform target? I only see custom iOS target properties. I want to add keys such as BAAppGroupID, but only for macOS.
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