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Only see "Personal team" although I've been added to my company team
Hello, I've been added as an "App Manager" to a team of my company to which the app I'm developing belongs. I've received the invite e-mail, done all required step. On the websites (Apple Developer and App Store Connect), everything to be fine: I properly appear as a member of the team, I see the application, I can edit it. However, when I log in in Xcode with that account, I only see the "Personal team". Therefore, I got the error "Failed Registering Bundle Identifier" (which makes sense since the app belongs to the team of my company, not to my Personal team). Since the Apple ID I used is my personal Apple ID (which happens to be my personal email address), and I already done some stuff with it, I feared that there was a problem with this particular Apple ID. Therefore, we tried to add me to the team with my professional email address. This time, we added this address as a Developer in the Team. But still the same problem: When I tried to log in in Xcode with that 2nd address, I still only see the Personal team. Note that professional email address has never been used on any Apple product before. I also tried to log out / log in multiple times, restarting XCode, and still the same problem. What are we missing? How can I be able to select the right team in Xcode?
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Compiling Swift Package with Dependency on Build Tool Plugin Fails in Xcode 26
Hi, in our Xcode project we have a Tooling package, which defines build tool plugins for generating compile time safe constants for our localization strings as well as assets using swiftgen. This is working very well in Xcode 16, but fails in Xcode 26 beta 1 and beta 2 as well. The failure is specifically: unsupported configuration: the aggregate target 'Localization' has package dependencies, but targets that build for different platforms depend on it. I've reduced this to a minimal sample project, which you can find here.. To reproduce: Open the Repro workspace, that is attached in Xcode. Try to build TestyPackage. You'll see the error. I've filed this bug during WWDC week, but no feedback yet and no solution in Xcode 26 beta 2. Here's the feedback number, in case you have this too and want to file a duplicate: FB17934050. Does anyone else have this issue and perhaps a solution?
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Unable to Renew Developer Account - Payment Fails Despite Valid Cards
Hi everyone, My Apple Developer Program subscription was supposed to renew last month, but the payment failed. Surprisingly, the subscription didn’t expire right away, I got an extra month. I’ve now tried updating the payment method using multiple credit/debit cards (including my own and my dad’s), all of which are working perfectly elsewhere but the payment continues to fail. In the Developer app on macOS, I don’t see any option to manually renew the subscription (see attached screenshot). I also noticed that the street address on my developer account doesn’t match the billing address of the card I’m using. Could this be the cause of the issue? If automatic renewal fails, is there a manual payment method available? I’ve already contacted Apple Support, but the solutions they suggested haven’t worked. With my subscription now set to expire in just 3 days, I’m running out of time and options. If there's any way to manually pay or resolve this, I would really appreciate it. I’m in a desperate situation and need to renew to keep my app updates live. Thanks in advance!
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Xcode Crash on View Hierarchy debugger for mixed UIKit / SwiftUI app
For a large / older iOS app project, we have noticed the the view hierarchy debugger works fine for our UIKit screens, but runs into the following crasher whenever we try to launch the view hierarchy debugger on a UIHostingVC screen with SwiftUI content: Unable to capture the view hierarchy "AppName" encountered an unexpected error when processing the request for a view hierarchy snapshot. -- The operation couldn’t be completed. Log Title: Data source expression execution failure. Log Details: error evaluating expression “(BOOL)[[(Class)objc_getClass("DebugHierarchyTargetHub") sharedHub] performRequestInPlaceWithRequestInBase64:@"..."]”: error: Execution was interrupted, reason: EXC_BAD_ACCESS (code=2, address=0x16b23bff8). Has anyone successfully resolved the underlying issue in this crasher? Tried all the typical recommendations for a clean build, clear derived data, use the "Debug -> View Debugging" menu - all with no resolution. Reported using Feedback Assistant: FB18514200 Thanks
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Redaction problem in the forums
There seems to be some kind of problem with the forum software incorrectly redacting certain words. It's even censoring Apple employees when they use the word "s i g n a l" in this post, which is now titled, "iOS Network ****** Strength" So, no, Apple employees are not complaining about iOS Network strength.
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What is the minimum supported value for -mmacosx-version-min?
I have XCode 16.4 installed with macOS SDK 15.5. When building using that SDK, what is the oldest/minimum supported value for -mmacosx-version-min? Specifically, is -mmacosx-version-min=11.0 still supported? Also, has it been announced for macOS 26 what the oldest/minimum supported value will be for -mmacosx-version-min? Specifically, will -mmacosx-version-min=11.0 still be supported? Where would this be documented?
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Failed to create Apple Pay session: 400 Bad Request
We are using apple pay on the Web. But we are getting this error as below while creating the session from our API - {"error": "Failed to create Apple Pay session: 400 Bad Request: [{ "statusMessage": "Payment Services Exception merchantId=2BA8AF828D93E74EC76655D09C9132B7445BA789D674E970873CCCD85E5A8A5E not registered for domain=https://applepay-dev.ippay.com", "statusCode": "400" }]"} ==================================================== Please use the following Curl request to generate the error. curl --location 'https://applepay-dev.ippay.com/api/v2/payment/alternatepay/session/create' --header 'Content-Type: application/json' --header 'Accept: /' --header 'Sec-Fetch-Site: same-origin' --header 'Accept-Language: en-US,en;q=0.9' --header 'Accept-Encoding: gzip, deflate, br' --header 'Sec-Fetch-Mode: cors' --header 'Host: applepay-dev.ippay.com' --header 'Origin: https://applepay-dev.ippay.com' --header 'User-Agent: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) AppleWebKit/605.1.15 (KHTML, like Gecko) Version/18.5 Safari/605.1.15' --header 'Referer: https://applepay-dev.ippay.com/payment/payment.html' --header 'Content-Length: 84' --header 'Connection: keep-alive' --header 'Sec-Fetch-Dest: empty' --data '{"validationUrl":"https://apple-pay-gateway.apple.com/paymentservices/startSession"}' Configuration steps we followed - A. Created Merchant ID B. Created payment processing and Merchant Identity certificate C. Did domain association mapping for the merchant C. Created domain name and TLS SSL for the server from where we are calling the API Please advise.
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iOS App'te Elektronik Sözleşme Onayı ve Hukuki Geçerlilik Süreci (KVKK - SwiftUI)
Merhaba, iOS üzerinde bir sözleşme onay uygulaması geliştiriyorum. Kullanıcıların dijital ortamda sözleşmeleri okuyup onaylaması gerekiyor. Ancak hukuki geçerlilik konusunda bazı tereddütlerim vardı. Bursa’da yaşayan biri olarak bu konuda bir avukata danışmam gerekti. Şans eseri https://www.avukatcanata.com ile karşılaştım ve hem bireysel hem ticari sözleşmeler konusunda gerçekten çok net açıklamalar sundular. Özellikle elektronik imza ve KVKK uyumu hakkında verdikleri bilgiler sayesinde projemi yasal zemine oturtabildim. Eğer bu tarz uygulamalar geliştiriyorsanız, mutlaka bir hukukçu görüşü alın. Yanlış bir adım size veya kullanıcınıza ciddi sonuçlar doğurabilir. Teşekkürler 🍏
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Xcode
Hello, I'm not a developer. I have an app in the App Store and an Apple Developer account. I have two questions: 1. I'm trying to find out exactly where the source code of my app is located - I can't. It should be in Xcode. There is only Xcode cloud in my account, which is inactive. 2. I want to find out what programming language my app is written in. How do I do this?
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App Manager Unable to Enter Certificates, IDs, & Profiles Page
Hi, I'm a novice Account Holder and one of my teammate, who's role is already assigned as App Manager, cannot log into Certificates, IDs, & Profiles Page, nor adjust his account to Organization Account in Xcode's Apple account setting. I tried to change my personal account to a App Manager to see if this is a general setting stuff but I didn't come across problems above. I am able to not only log into the Certificates page but also change my account setting in Xcode. Is there anything I can do in this situation, or just hand it to Developer Support ?
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A Summary of the WWDC25 Group Lab - Developer Tools
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for Developer Tools. Will my project codebase be used for training when I use Xcode's intelligent assistant powered by cloud-based models? When using ChatGPT without logging in, your data will not be used to improve any models. If you log in to a ChatGPT account, this is based on your ChatGPT account settings, which allows you to opt-out (it defaults to on). When using Xcode with accounts for other model providers, you should check with the policies of your provider. And finally, at no point will any portion of your codebase be used to train or improve any Apple models. We'd love to make our SwiftUI Previews (and soon, Playgrounds) as snappy as possible. Is there any way to skip certain build steps, such as running linters? It seems the build environment is exactly the same (compared to a debug build), but maybe there's a trick. Starting with Xcode 16, SwiftUI previews use the exact same build artifacts as the regular build. The new Playgrounds support in Xcode 26 uses these build artifacts too. Shell script build phases are the most common thing that introduces extra build time, so as a first step, try turning off all shell script build phases (like linters) to get an idea if that’s the issue. If those build phases add significant time to your build, consider moving some of those phases into asynchronous steps, such as running linters before committing instead of on every build. If you do need a shell script build phase to run during your build, make sure to explicitly define the input and output files, as that is a huge way to improve your build performance. Are we able to provide additional context for the models, like coding standards? Documentation for third party dependencies? Documentation on your own codebase that explains things like architecture and more? In general, Xcode will automatically search for the right context based on the question and the evolving answer, as the model can interact multiple times with your project as it develops an answer. This will automatically pick up the coding style of the code it sees, and can include files that contain architecture comments, etc. Beyond automatic context, you can manually attach other documents, even if they aren't in your project. For example, you could make a file with rules and ideas and attach it, and it will influence the response. We are very aware of other kinds of automatic context like rule files, etc, though Xcode does not support these at this time. Once ChatGPT is enabled for Coding Intelligence in Xcode 26, and I sign into my existing ChatGPT account, will the ChatGPT Coding Intelligence model in Xcode know about chat conversations on Xcode development done previously in the ChatGPT Mac app? Xcode does not use information from other conversations, and conversations started in Xcode are not accessible in the web UI or ChatGPT app. Is there a plan to make SwiftUI views easier to locate and understand in the view hierarchy like UIKit views? SwiftUI uses a declarative paradigm to define your user interface. That allows you to specify what you want, with the system translating that into an efficient representation at runtime. Unlike traditional AppKit and UIKit, seeing the runtime representation of SwiftUI views isn't sufficient in order to understand why it's not doing what you want. This year, we introduced a SwiftUI Instrument that shows why things are happening, like view re-rendering. Is it possible to use the AI chat with ChatGPT Enterprise? My company doesn't allow us to use the general ChatGPT, only the enterprise version they have setup that prevents data from being leaked Yes, Xcode 26 supports logging into any existing ChatGPT account, including enterprise accounts. If that does not meet your needs, you can also setup a local server that implements the popular chat completions REST API to talk to your enterprise account how you need. Now that Icon Composer is here, how does it complement or replace existing vector design tools such as Sketch for icon design? Icon Composer complements your existing vector design tools. You should continue to create your shapes, gradients, and layers in another tool like Sketch, and compose the exported SVG layers in Icon Composer. Once you bring your layers into Icon Composer, you can then use it to influence the translucency, blur, and specular highlights for your icon. What’s one feature or improvement in the new Xcode that you personally think developers will love, but might not immediately discover? Maybe something tucked away or quietly powerful that’s flown under the radar so far? One feature we're particularly excited about is the new power profiler for iOS, which gives you further insights into the energy consumption of your app beyond what was possible with the energy instrument previously. You can learn more about how to use this instrument and how it can help you greatly reduce your apps battery usage in the documentation, as well as the session Profile and optimize power usage in your app. There were also improvements in accessibility this year with Voice Control, where you can naturally speak your Swift code to Xcode, and it understands the Swift syntax as you speak. To see it in action, take a look at the demonstration in What’s new in Xcode 26. We have a software advisory council that is very sensitive to having our private information going to the cloud in any form. What information do you have to help me guide Xcode and Apple Intelligence through the acceptance process? One thing you can do is configure a proxy for your enterprise that implementing the popular Chat Completions API endpoint protocol. When using a model provider via URL, you can use your proxy endpoint to inspect the network traffic for anything that you do not want sent outside of your enterprise, and then forward the traffic through the proxy to your chosen model provider. Are there list of recommended LLMs to use with Xcode via Intelligence/Local? I've tried Gemma3-12B, but.. I hope there are better options? Apple doesn't have a published list of recommended local models. This is a fast-moving space, and so a recommendation would become out of date very quickly as new models are released. We encourage you to try out the local model support in Xcode 26 with models that you find meet your needs, and let us and the community know! (continued below)
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StoreKit2: Testing AppTransaction Receipt Verification?
I just boxed up AppTransaction API. In the debug environment it appears to always return a VerificationResult that is .verified Unlike Storekit1 calling AppTransaction.shared does not seem to cause a sandbox receipt to actually get written on the app bundle in Derived data. I was trying to purposefully mess with the receipt in order to get AppTransaction to fail so I can test how my app behaves when errors occur but there is no receipt to mess with. I tried using the old exit(173) API and it does cause a receipt to be fetched but that seems to be completely ignored by AppTransaction, it validates even if you trash or tamper with the receipt given by exit(173). Is there a good way to test receipt validation failure using the high level Storekit2 API?
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iOS Simulator Error: UnityFramework Incompatible Platform
Hey everyone, I'm encountering an issue when trying to run my iOS application, which integrates a Unity project, on the iOS Simulator. I'm consistently getting a dlopen error 232 related to UnityFramework.framework. The full error message is: Error loading ...UnityFramework.framework/UnityFramework (232): dlopen(...UnityFramework.framework/UnityFramework, 0x0109): tried: '...UnityFramework.framework/UnityFramework' (mach-o file (...UnityFramework.framework/UnityFramework), but incompatible platform (have 'iOS', need 'iOS-sim')) It seems like the UnityFramework.framework is built for a physical iOS device (ARM architecture), but the simulator requires a different architecture (x86_64 for Intel Macs or arm64 for Apple Silicon Macs). I've already tried: Cleaning the build folder in Xcode. Checking the "Frameworks, Libraries, and Embedded Content" settings in my target's General tab. Could anyone provide guidance on how to properly configure my Unity build or Xcode project to ensure UnityFramework.framework includes the necessary simulator architectures? Any specific build settings in Unity or Xcode, or steps to re-export/re-integrate the framework, would be greatly appreciated! Thanks in advance for your help!
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Intermittent "internal error" with multiple XIBs in Xcode 26.0 beta 2 (17A5241o)
On several different XIBs I get a compiler error like Internal error. Please file a bug at feedbackassistant.apple.com and attach "/var/folders/1v/ 516am8h11fzbmdy9sh r1znh0000an/T/|B-adent-diagnostics 2025-06-30 15-02-36 468000" W These XIBs were unmodified, the only different was the Xcode version they were compiled against. Any suggestions for a fix, workaround, or troubleshooting? I tried restarting Xcode, restarting macOS, cleaning the build, and deleting derived data.
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Xcode 26 Beta 2 Storyboard Compile failures
I'm playing whack-a-mole with trying to get my project to compile. It's a mixture of SwiftUI and UIKit and I'm getting random storyboard compile failures: Command CompileStoryboard failed with a nonzero exit code If I open the storyboard in question, it spins for a while and then appears. I try to compile again and typically a different one fails. Once and a while I can actually get a build to complete. Anyone else having this issue or know of a workaround?
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Xcode crashes when saving .intentdefinition file with configuration intent
Hi everyone, I’m experiencing a consistent crash in Xcode 16.4 (on macOS 15.5 when working with SiriKit .intentdefinition files. 🐛 Issue Whenever I try to add or modify an intent and then hit ⌘S to save, Xcode immediately crashes. This happens both with: Newly created .intentdefinition files Existing ones already linked to a Widget target I’ve tried: Clearing DerivedData Recreating the intent file from scratch Minimal edits (only 1 intent and 1 parameter) Setting correct IntentsSupported in the Info.plist Editing in Xcode and using Target Membership properly Still, Xcode crashes consistently when I save. ⚙️ Environment Xcode: 16.4 macOS: 15.5 Mac: Mac Studio M2 Max ✅ Workaround I’m currently editing the .intentdefinition file manually in source mode or using a text editor, which avoids the crash — but it’s far from ideal. 💬 Question Is anyone else experiencing this? Is there a known fix or workaround that allows safe editing in Interface Builder? Any response from Apple engineering would be greatly appreciated. Thanks!
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