Posts under Developer Tools & Services topic

Post

Replies

Boosts

Views

Activity

NIBs with UISwitch error on build
Hey all wondering if anyone has seen this new in xcode 26 beta 2 it seems any NIBS with a UISwitch will 'error' saying please submit a feed back and attach the log, i did submite a feedback but looking at the log it simply says : the tool closed the connection (IBAgent-iOS) then if you just build again it builds fine and runs fine, but if you switch from simulator to device and build the error will happen again, but same thing build again and it works. I opened my NIBS with the switch and they open just fine, no errors or anything so im wondering if its something in the build system. For any xcode engineers here: here is my feedback number 18348463
1
0
70
1w
Xcode intelligence Daily Limit always "Limit Reached"
I installed macOS 26 and xcode beta, enable Apple Intelligence. I am unable to use chatgpt in xcode, it always says that I've reached my daily limit even though I've not sent any requests. It has been this way since I installed the betas last week, it doesn't reset for the new day. New: the (just dropped) xcdoe beta 2 does not fix this.
2
0
71
1w
Not able to make archive build in Xcode of Unity app
We are working on a Unity iOS app for the App Store. We are working with different SDKs and plugins(Firebase, Facebook, CleverTap, AVpro, DTT, etc ). We can make an Xcode export build from Unity for the iOS platform. But in Xcode, we are getting errors while building an archive for our app. `chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp-compile: No such file or directory chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/bee_backend/mac-arm64/bee_backend: No such file or directory /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/GameAssembly.build/Script-C62A2A42F32E085EF849CF0B.sh: line 27: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory Command PhaseScriptExecution failed with a nonzero exit code Please help anyone to resolve this issue. Unity version - 2023.2.20f1 Xcode version - 16.4
1
0
47
1w
Xcode Memory Usage
Last week I bought an M4 Pro Mac mini with 24GB RAM to use as my “beta testing” machine. I don’t want to use my main machine for beta OS testing, so figured this config would be perfect for that. However, there have been several times when running Xcode 26 on macOS Tahoe, along with a simulator or two, that memory pressure has gone up into the “yellow” and keeps increasing. I am surprised that 24GB doesn‘t seem like enough RAM. I don’t have giant projects or use anything else on this machine. It’s pretty simple stuff. Maybe this is to be expected with betas: memory leaks, non-optimized code, etc. I’m considering returning the machine while I can. What do others find is a good amount of RAM for fairly modest development needs?
1
0
47
1w
XCframeworks with arm64e slices on Xcode 26
I have a XCFramework which contains slices for both arm64 and arm64e binaries, but some of my apps are only built for arm64. Prior to Xcode 26, this was not an issue, despite the binary in Frameworks folder still containing the arm64e slice. But now with Xcode 26 I get several errors when uploading to the Appstore: Validation failed Inconsistent arm64e support. The main bundle 'HackerNews.app' does not support arm64e. Verify that the all of the targets including [HackerNews.app/Frameworks/Sentry.framework] have consistent support for arm64e. (ID: 542eb011-2689-47fe-a5d5-d043342820a8) Validation failed Invalid architecture. The iOS 17.4 SDK or later is required for an arm64e slice. The bundle executable in “HackerNews.app/Frameworks/Sentry.framework” contains an arm64e slice with the iOS 17.2 SDK. (ID: 60f2cb75-e4be-4583-bebd-36d119275419) Is this intended behavior with Xcode 26?
0
0
42
1w
UI Tests with mock server
I'm using Xcode Cloud for release builds and unit tests, and it works fine. Recently, I added some XCUITests, but to run it the way I need I started to use this mock server. Basically, the idea is you define before each test what responses you want to get for specific requests. It works like a charm locally. But if I want to run it in Xcode Cloud, it looks like the server has failed to launch. The mock server is a separately launched binary file. I think this is because this permission I get when launch it locally. So, my question is how to allow this kind of permission in Xcode Cloud to make my UITests works correctly? You can find a detailed instruction how server is launched on a github page I provided.
2
2
702
1w
UIScene Storyboard - Main and Main_iphone
Under threat of future crashes, I'm adding support of UIScene to my existing apps. Each app has two storyboards - Main for iPads and Main_iphone for iPhones. Pre-UIScene, all looks great. With the addition of the Application Scene Manifest, the iPhone versions of the app are using the Main storyboard instead of the Main_iphone storyboard. Do I need to add an item to the plist for this other storyboard? At what level in the plist is this added? Another Scene Configuration? Another Window Application Session Role? Another Storyboard Name?
2
0
48
1w
MacOS 15.4 removes rsync —log-file option?
I installed MacOS Sequoia 15.4 and now my backup script no longer works. My script is using rsync in this way: rsync -avz —delete —log-file=“$LOG_FILE” “$SRC_DIR” “$DEST_DIR” This has been working fine for a very long time. After updating to 15.4, this produces the error “rsync: unrecognized action —log-file=/users/admin/logs/backuplog_***.log”. The log file path is correct (and hasn’t changed). Interestingly, the man page for rsync no longer shows the —log-file as an option. I know I can use: rsync -avz —delete “$SRC_DIR” “$DEST_DIR” > “$LOG_FILE”` or even rsync -avz —delete “$SRC_DIR” “$DEST_DIR” > “$LOG_FILE” 2>&1` to also capture stderr. However, I liked the output from the built-In log option. Does anyone know why this might have been removed or if there is a way to get it back? Thanks.
7
2
911
1w
Xcode 26 Beta-2 - missing context actions
If I control-click (or right-click) on a view, there is no longer an option to extract to subview. I also looked under the refactor option that comes up and it's not there either. Was this intentional? If so, is there an easy method to extract to a subview like in earlier versions of Xcode? Also, if I control click on a view and the context menu comes up, there used to be different embed options (ZStack, HStack, etc) now there's only embed. Not a big issue because you can just change Container to whatever.
0
1
31
1w
Xcode 26 String Catalog generate comment grayed out
Why is "generate comment" button grayed out? I'm running macOS Tahoe Beta 2, Xcode 26 Beta 2 Apple intelligence on both system preferences as well as Xcode are enabled Created fresh Xcode project to test it (happens on my older project too) Xcode Preferences -> Editing -> Automatically generate string catalog comments (tried with ON/OFF) Tried to CMD+B to re-index project Not sure what else to try.
2
0
142
1w
invalid_request - Invalid web redirect url.
Hi, I have setup Apple SignIn on a platform i am developing and configure all the required Service IDs and redirect URLs. The integration worked up until I moved the platform to a new domain name last friday. I have reconfigured the list of allowed domains and redirect urls to the new domain name, and removed all the mentions of the former one. Since then, when trying to Sign In with Apple, I am greated with the following error : " invalid_request - Invalid web redirect url". I have also observed that if i manually change the domain name in the redirect_uri parameter but keep the rest of the OAuth URL identical, the error disappears. This should not be possible since the former domain name has been completely removed from the Service ID configuration. Is there a propagation time for this ? And if so, it seems very long (5 days and pending). I have checked and rechecked and tripled checked my configuration, every time by going in my dev account > Identifiers > Service IDs > Sign In with Apple > Configure, then clicking Done > Continue > Save. I can confirm that : the redirect domains and URLs there are correct, and no mention of the former domain name is present I can still login using the former domain redirect urls (so my implementation is valid, but the configuration is not up to date) the new redirect urls are still not working as of now https is included in the redirect_urls, no trailing slash is present. again, the same URLs but with a different domain name were configured and worked (if anything, still work) properly TLS 1.3 connection (i know 1.2 is a requirement) Any advice would be welcome
1
0
22
1w
XCode 26 beta 2 build error with AVAsset loading
I have this build error with Xcode 26 beta 2: var asset:AVURLAsset? func loadAsset() { let assetURL = URL.documentsDirectory .appendingPathComponent("sample.mov") asset = AVURLAsset(url: assetURL, options: [AVURLAssetPreferPreciseDurationAndTimingKey: true]) /*Error: Type of expression is ambiguous without a type annotation */ if let result = try? await asset?.load(.tracks, .isPlayable, .isComposable) { } } Is there an issue with try? in the new Swift compiler? Error: Type of expression is ambiguous without a type annotation
0
0
52
1w
❗️SpeechAnalyzer.framework Not Found in Xcode 26 Beta 2 (17A5241o)
Hi everyone, I’m running into an issue trying to use the new SpeechAnalyzer framework announced at WWDC 2025. ❯ My Setup: • macOS: Sequoia 15.5 (Build 26.0 / macOS Tahoe Beta 26.0) • Xcode: 26.0 beta 2 (17A5241o) • Deployment Target: macOS 26.0 • Toolchain: Clang 17.0.0 (Apple) ❯ Problem: Despite following all setup requirements: • Setting macOS 26 as the deployment target • Using the latest Xcode 26 beta 2 • Running the correct developer toolchain (xcode-select is pointing to Xcode-beta) I still get the error: No such module 'SpeechAnalyzer' Additionally: • The SpeechAnalyzer.framework does not appear under /Applications/Xcode-beta.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/ • It is also not listed in the Link Binary with Libraries pane. ❯ What I’ve Tried: • Clean builds • Deleted DerivedData • Verified SDK installation paths • Reinstalled Xcode 26 beta 2 • find search for SpeechAnalyzer.framework returned nothing ❯ Request: Has anyone successfully used SpeechAnalyzer in Xcode 26 beta 2 on macOS Sequoia/Tahoe? Is there a separate SDK or seed profile required to access this framework? Would appreciate any guidance from Apple engineers or other beta testers. Thanks! — Lalit Lakhara
0
0
33
1w
Apple Watch no longer connects reliably in Xcode
Hi all, I'm developing a standalone SwiftUI watchOS app (no iOS host or extension), targeting watchOS 11.5, and running into persistent connection issues with Xcode. Xcode rarely detects my Apple Watch (Series 7, watchOS 11.5) Sometimes it appears nested under the iPhone; most of the time, it doesn’t Errors include: "OS version is lower than the deployment target" (both are 11.5) "Unable to install... device not supported" "Connection error 4000", "Tunnel timeout error 1001" "Ensure Wi-Fi is enabled on both machines" (Wi-Fi is on and on the same network) Once in a while, the app does install, but mostly I’m blocked. What I’ve Tried Verified pairing and trust Cleaned builds, nuked Derived Data and caches Reset iPhone privacy settings Removed and re-added my Apple ID Used xcrun xctrace list devices (watch inconsistently appears) Despite this, the app only installs about 5% of the time. Testing (or even running) on real hardware is nearly impossible, and has become incredibly frustrating for me. Any help or insights would be much appreciated.
0
0
11
1w