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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Xcode
RSS for tagBuild, test, and submit your app using Xcode, Apple's integrated development environment.
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I'm creating a .xcframework in order to deliver an api/functionality to a customer for inclusion into an app.
I'm doing it as a .xcframework as I want it to be a binary so that the source code isn't accessable.
The xcframework has dependencies on modules which are installed via SPM (there are a few, an example is PhoneNumberKit)
When I build the xcframework and then add it to a test program and invoke its api then there's a run time error saying "PhoneNumberKit/resource_bundle_accessor.swift:44: Fatal error: unable to find bundle named PhoneNumberKit_PhoneNumberKit"
How can I build the xcframework so that its dependencies are included within it?
(Stepping back a bit, is an xcframework an appropriate approach for this?)
Hi,
I encountered an issue in my code where I directly used #import <CoreHaptics/CoreHaptics.h> without adding it to the "Link Binary With Libraries" section under Build Phases. My deployment target is iOS 12, and the code was running fine before; however, after upgrading Xcode, the app crashes immediately on an iOS 12 device with the following error message: DYLD, Library not loaded: /System/Library/Frameworks/CoreHaptics.framework/CoreHaptics | xx | Reason: image not found.
Did Xcode modify the default auto-linking configuration? When did this behavior change in which version of Xcode? Do I need to specify CoreHaptics.framework as Optional in "Link Binary With Libraries"?
Thanks for reply soon!
I'm watching the session video "What's new in Xcode 26" and when I try out the new #Playground macro (in the context of a local package in my project) I see only this activity indicator for about 10-15 minutes:
Eventually I do see this error:
Despite the error, my local package does not import SwiftUI and has no dependencies other than Foundation.
I checked the Xcode 26 release notes and I don't see this issue mentioned.
A clean build of my project takes 55 seconds. Is it expected behavior that #Playground would require 10+ minutes to spin up?
Is there anything I can to do make the new #Playground macro work correctly?
Thank you.
My app uses App Intents to create App Shortcuts.
When I build and run my app in Xcode, the App Shortcuts Preview tool (under Product menu) shows the following message:
No Flexible Matching Assets
This target is for a platform which is not supported by Flexible Matching or does not have Flexible Matching enabled.
All of my project's targets are iPhone only with a minimum deployment of 18.0. In the build settings for this project, Enable App Shortcuts Flexible Matching is set to Yes. (build settings reference)
Any guidance on how to troubleshoot this? Thank you!
Topic:
App & System Services
SubTopic:
Automation & Scripting
Tags:
Xcode
Siri and Voice
Shortcuts
App Intents
I've installed Xcode 26.0 beta (17A5241e), and if I select my project from the Welcome to Xcode dialog, Xcode crashes.
I've attempted this 10 times with the same result each time.
What should I do?
Thank you.
Hi, I am having an issue with xcodebuild -showdestinations command.
Steps to reproduce:
Create a new iOS application project in Xcode or use an existing one.
Navigate to this project in a terminal.
Run xcodebuild -project 'your-project-name.xcodeproj' -scheme 'your-scheme' -showdestinations
What I expect:
All destinations available in the Xcode UI should be listed.
What I get:
It depends. For new projects, I consistently get only generic platform destinations and my connected physical device.
When I run the same command on an older project, I sometimes see all the expected destinations. It seems to be a roughly 50/50 chance between the two outcomes.
Is there a way to get consistent results from xcodebuild -showdestinations? What can I do to ensure all destinations are listed reliably?
Here is a more detailed log and a screenshot:
❯ xcodebuild -workspace 'WorkoutDiary.xcworkspace' -scheme 'WorkoutDiary' -showdestinations
Command line invocation:
/Applications/Xcode.app/Contents/Developer/usr/bin/xcodebuild -workspace WorkoutDiary.xcworkspace -scheme WorkoutDiary -showdestinations
User defaults from command line:
IDEPackageSupportUseBuiltinSCM = YES
2025-06-17 19:13:50.261 xcodebuild[34753:6177985] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion.
2025-06-17 19:13:50.342 xcodebuild[34753:6177959] [MT] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion.
Resolve Package Graph
Resolved source packages:
<REDACTED>
Available destinations for the "WorkoutDiary" scheme:
{ platform:macOS, arch:arm64, variant:Designed for [iPad,iPhone], id:<REDACTED>, name:My Mac }
{ platform:iOS, arch:arm64, id:<REDACTED>, name:<REDACTED> }
{ platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device }
{ platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device }
❯ xcodebuild -workspace 'WorkoutDiary.xcworkspace' -scheme 'WorkoutDiary' -showdestinations
Command line invocation:
/Applications/Xcode.app/Contents/Developer/usr/bin/xcodebuild -workspace WorkoutDiary.xcworkspace -scheme WorkoutDiary -showdestinations
User defaults from command line:
IDEPackageSupportUseBuiltinSCM = YES
2025-06-17 19:13:52.393 xcodebuild[34757:6178035] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion.
2025-06-17 19:13:52.472 xcodebuild[34757:6178020] [MT] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion.
Resolve Package Graph
Resolved source packages:
<REDACTED>
Available destinations for the "WorkoutDiary" scheme:
{ platform:macOS, arch:arm64, variant:Designed for [iPad,iPhone], id:<REDACTED>, name:My Mac }
{ platform:iOS, arch:arm64, id:<REDACTED>, name:<REDACTED> }
{ platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device }
{ platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device }
{ platform:iOS Simulator, id:DBFB9613-0261-4544-908A-335570F3C35F, OS:18.3.1, name:iPhone 11 }
{ platform:iOS Simulator, id:A48C309C-231A-4197-A295-900F89C94D86, OS:18.3.1, name:iPhone 16 Pro Max }
I am wondering if new AVCam sample code was tested before release. It hangs on startup on iPhone 14 pro running iOS 26 beta with the following logs on console:
<<<< FigAudioSession(AV) >>>> audioSessionAVAudioSession_CopyMXSessionProperty signalled err=-19224 (kFigAudioSessionError_UnsupportedOperation) (getMXSessionProperty unsupported) at FigAudioSession_AVAudioSession.m:606
<<<< FigAudioSession(AV) >>>> audioSessionAVAudioSession_CopyMXSessionProperty signalled err=-19224 (kFigAudioSessionError_UnsupportedOperation) (getMXSessionProperty unsupported) at FigAudioSession_AVAudioSession.m:606
App is being debugged, do not track this hang
Hang detected: 8.04s (debugger attached, not reporting)```
Hello,
I've noticed the prices of my products in my Xcode synced StoreKit configuration are not updated when I change the price in App Store Connect. I tried to manually sync the file, to remove and add it again to my project but old initial prices are still used.
In the screenshot below, the price is currently $2.99 but the file still uses the initial price of $1.99. It makes testing a little bit painful because I'm never sure which product is being shown.
Is this a bug?
Is there a way to get the live production App Store prices be used instead of the starting prices?
I filed a feedback for this: FB17798486
Regards,
Axel
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
StoreKit Test
StoreKit
App Store Connect
Xcode
I've been messing around with converting my app icons to use Icon Composer. My app has multiple app icons, but I've noticed that I cant seem to set .icon files using the alternate app icon api. I believe this is due to the requirement that alternate app icons live in the Assets Catalogue but .icon files go anywhere in your project. Is there any plan to support this? Or am i missing something?
I was able to successfully set a .icon file for the primary app icon.
I'm seeing this error while attempting to compile my VisionOS app under Xcode 26. My existing code looks like:
let (naturalSize, formatDescriptions, mediaCharacteristics) = try? await videoTrack.load(.naturalSize, .formatDescriptions, .mediaCharacteristics)
This is now giving a compiler error: Type of expression is ambiguous without a type annotation
I don't see that anything that was changed or deprecated in the latest version. Also loading the properties individually seems to work fine i.e.:
let naturalSize = try? await videoTrack.load(.naturalSize)
let formatDescriptions = try? await videoTrack.load(.formatDescriptions)
let mediaCharacteristics = try? await videoTrack.load(.mediaCharacteristics)
Hello,
I’m building a Swift-based SDK (using SwiftUI) that will be distributed as a single .xcframework, and consumed by a React Native application. The SDK has multiple internal module dependencies (e.g., Essentials, CoreModels, CoreRepository), each of which is currently implemented as a local Swift Package (SPM).
When I attempt to archive the main SDK framework using xcodebuild archive with BUILD_LIBRARY_FOR_DISTRIBUTION=YES, the archive process fails during SwiftEmitModule for these SPMs. I understand this likely relates to module stability requirements for .xcframework distribution.
My key question:
Is it mandatory to convert all Swift Packages (SPMs) into Xcode framework targets in order to successfully archive and bundle them into a distributable .xcframework?
Or alternatively, is there a recommended approach to make Swift Packages archive-compatible for use in a compiled, closed-source SDK, without converting them into Xcode framework targets?
Awaiting your guidance.
I inadvertently used the build number for the version number. How can I remove these versions/builds so that i can get back to my normal versioning scheme? I am now stuck using a version number of 110 instead of a build number of 110.
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
Developer Tools
App Store Connect
Xcode
TestFlight
I’m currently using the stable release of Xcode 16.4, and I’m considering installing macOS beta 26.
Before I upgrade, I’d like to know:
👉 Is it generally possible to use Xcode 16.4 with macOS Tahoe beta?
My goal is to continue building and submitting apps to the App Store using the non-beta Xcode version. I understand that Apple only officially supports each stable Xcode with the current public macOS release, but in practice, has anyone run into issues doing this?
This would not be my primary development Mac, but I’d still like to be able to compile and test code on the machine running the macOS beta.
I’d appreciate any experiences or official guidance — especially regarding app signing, archiving, or compatibility with Xcode Cloud.
Thanks in advance!
Our project using UISplitViewController as the root view controller for whole app. And when using the xocde26 to build app in iOS26, the layout of page is uncorrect.
for iPhone, when launch app and in portrait mode, the app only show a blank page:
and when rotate app to landscape, the first view controller of UISplitViewController's viewControllers will float on second view controller:
and this float behavior also happens in iPad:
below is the demo code:
AppDelegate.swift:
import UIKit
@main
class AppDelegate: UIResponder, UIApplicationDelegate {
let window: UIWindow = UIWindow()
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
let vc = SplitViewController(primary: TabBarViewController(), secondary: ViewController())
window.rootViewController = vc
window.makeKeyAndVisible()
return true
}
}
SplitViewController:
import UIKit
class SplitViewController: UISplitViewController {
init(primary: UIViewController, secondary: UIViewController) {
super.init(nibName: nil, bundle: nil)
preferredDisplayMode = .oneBesideSecondary
presentsWithGesture = false
delegate = self
viewControllers = [primary, secondary]
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func viewDidLoad() {
super.viewDidLoad()
}
}
extension SplitViewController: UISplitViewControllerDelegate {
}
TabBarViewController.swift:
import UIKit
class FirstViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .red
tabBarItem = UITabBarItem(title: "Home", image: UIImage(systemName: "house"), tag: 0)
}
}
class SecondViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .purple
tabBarItem = UITabBarItem(title: "Setting", image: UIImage(systemName: "gear"), tag: 1)
}
}
class TabBarViewController: UITabBarController {
override func viewDidLoad() {
super.viewDidLoad()
let firstVC = FirstViewController()
let secondVC = SecondViewController()
tabBar.backgroundColor = .orange
viewControllers = [firstVC, secondVC]
}
}
ViewController.swift:
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .systemPink
}
}
And I have post a feedback in Feedback Assistant(id: FB18004520), the demo project code can be found there.
I have a project which is set up like so
App.xcproject
App target { Dependency on Bridges.framework }
Bridges.xcproject
Bridges.framework
Bridges.framework has a bunch of Objective-c++ headers that import c++ headers/frameworks etc. It has a modulemap that allows it to generate bridging headers for the App target which is Swift only.
I have noticed that every single build Planning Swift module App is run for 1 second, then Precompile bridging header is run for a moment, then every single swift file that imports Bridges recompiles regardless of if it had any edits taking about 2-3 seconds.
It feels like since nothing has changed inside of Bridges that this bridging header precompile should not be necessary every single run.
Bridges.framework is in General/Frameworks as "Do not
embed"
Bridges is in build phases "Target dependencies" and "Link binary with libraries"
Is this just normal and I should let this slide or is there a way to avoid this?
I have an Xcproject that I am using to define a .framework target that includes Objective-C++ bridges for a whole slew of C++ libraries.
To bridge Objective-C++ to Swift code in a separate target, I am using a .modulemap file that I generate in a script.
So we've essentially got
App.xcproject
App target { Dependency on Bridges.framework }
Bridges.xcproject
Bridges.framework { Dependency on generate-modulemap + a whole slough of c++ libraries }
generate-modulemap
It is VERY expensive for the Bridges framework to need to compile each build. The generation of the bridge static library takes 21 seconds, and the signing of it takes 32 seconds.
I would like to get generate-module to have its RunScript phase run based on dependency analysis. This way a new modulemap is only made when there is a new header and I can avoid compiling the whole framework each build. Normally, I would just list all of the headers in the input list to the script, but in this case, the goal is more to have it be any file within that folder. However, it is very unclear how to do so. Is there a way to get the "based on dependency analysis" to go based on any file within a folder?
A filelist does not work here because the filelist does not get updated automatically when you add a new header into that folder.
Hi,
The ui error says unable to login, but I'm able to login (because if I don't give the correct password it's a different error). When Xcode tries to fetch the available teams though it errors out. I can successfully login and access my teams on a different machine that's on the same network. So I know the account and network are fine. Here's what the ui shows .. and I'm also including the Xcode logs from Console.
Any ideas?
Thanks!
xcode.log
I downloaded Xcode Beta 1 on my mac (did not upgrade the OS). The target OS level of iOS26 and the device simulator for iOS26 is downloaded and selected as the target.
When I try a simple Playground in Xcode ( #Playground ) I get a session error.
#Playground {
let avail = SystemLanguageModel.default.availability
if avail != .available {
print("SystemLanguageModel not available")
return
}
let session = LanguageModelSession()
do {
let response = try await session.respond(to: "Create a recipe for apple pie")
} catch {
print(error)
}
}
The error I get is:
Asset com.apple.gm.safety_deny_input.foundation_models.framework.api not found in Model Catalog
Is there a way to test drive the FoundationModel code without upgrading to macos26?
Issue Report — Xcode 26.0 beta (17A5241e)
In Xcode 26.0 beta, double-clicking a file in the project navigator does not open it in a new tab as it normally should. Instead, it opens the file in the current editor window. Interestingly, Option-clicking a file still opens it in a new tab as expected.
I’ve confirmed that my Navigation preferences are properly set (see the attached screenshot), so this seems like a possible regression or bug in the current beta version.
I pushed a configuration to my iPhone through MDM to run the content filter. However, when I modify the configuration by adding some vendor-configuration , I lose connection to the debugger and can no longer see logs or the updated configuration in Xcode. I have to build the app again. Could this be an issue with Xcode, or is it related to MDM or the configuration itself?