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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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Why Xcode can't do anything the normal way?!
Seriously, how come that Xcode has to do everything the wrong way, in the opposite to every normal IDE and solution that has been introduced over 10 years ago. We have been dealing for so many years with the insane xcodeproj format, so to ease the pain they've introduced JSON format. Sounds like an improvement, right? Not really, instead of using regular JSON, they decided to use JSON5 making it icompatible with 95% of CLI tools & automations like the famous jq tool. They could have solved all the issues with xcodeproj, but they decided to only make PRs more readable and introduce thousand other issues which will require building another wrappers and tools to manage the project format. On top of that, they're building CLI tool to interact with the project: xcrun xcodeproj, but instead of providing the output in a parsable way like using regular JSON (like every normal CLI tool would), they print everything in human-redable way in columns, etc. which makes parsing it miserable. I can't comprehend how it happens that they don't learn from their own mistakes of reinventing the wheel by using rectangular shape...
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Xcode deployment
We are installing Xcode for standard users, but as the standard users don’t have admin rights, they cannot install the system wide components they need admin access to do that, but we don’t want to grant admin access to our users. We have already developed a script where we are accepting the license and we are doing the run first launch, but they still need the iOS simulator and the other packages pre-installed, so how can we do that?
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XCTest Feature request: Open/close and rotate iPhone Duo devices
Currently, we do not have a way to open, close and rotate iPhone Duo devices via XCUITest test automation. Please provide a way to perform these operations via XCTest. XCUIDevice.shared.orientation has no effect on an iPhone Duo iOS 27.1 simulator. We could open, close and rotate an iPhone Duo simulator manually via the Device Hub at the moment.
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Issues with StoreKit
I am a long time developer but have never incorporated an IAP into any of my work so this is very new to me. So to save time I have used some AI for coding, but the code is having an issue and I'm not sure whether it is in the code or in Xcode. Xcode 27 on macOS 27.0.1 for iOS 27.0.1. IAP is to unlock full access after a 14-day trial. DESCRIPTION OF PROBLEM In local Xcode StoreKit testing, Product.purchase() returns .pending (as expected, since "Ask to Buy" is enabled), and Xcode’s transaction manager continues to show “Pending Approval.” After closing and reopening the app’s purchase sheet, the same transaction appears as verified and non-revoked in Transaction.currentEntitlements and is delivered through Transaction.updates, giving full access to the app. This reproduces in a standalone UIKit test app (linked below). The source file in question is AppAccessManager.swift. The relevant functions are: AppAccessManager.purchaseProduct() Calls product.purchase(). Handles .pending by recording a request reminder and displaying feedback. AppAccessWindowViewController.viewDidLoad() Runs when the purchase-options sheet is opened. Calls manager.start() followed by manager.refreshAccessState(). This is the sheet-opening path associated with the unexpected transaction delivery. AppAccessManager.refreshAccessState() Iterates Transaction.currentEntitlements. A transaction still labeled “Pending Approval” in Xcode is returned here as verified and nonrevoked. AppAccessManager.startListeningForTransactionUpdates() and handleTransactionUpdate(_:) The same pending transaction is also delivered through this sequence as verified and nonrevoked. The handler applies access before calling transaction.finish(). AppAccessManager.applyVerifiedPurchase(_:) Applies verified transactions received from successful purchases or the listener. STEPS TO REPRODUCE https://avliscoding.com/storekittest.zip Launch app Select "Open Purchase Sheet" Start trial Quit app, enable "Ask to Buy" in StoreKit file configuration settings Restart app. Select Purchase (will give a pending message in response) Close sheet Reopen sheet The app now believes it has made that purchase even though the purchase is still "Pending" in Xcode.
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iPhone Duo Canvas
When using the canvas with a iPhone Duo running 27.2 the toolbars show up at the top. Had this issue with 27.1 as well. when i run the app in Device Hub or on a real device the toolbars correctly show on the side. I have downloaded 27.2 components so thats done. I would like the canvas to show the toolbars correctly. Any advice would be appreciated.
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iOS 27 Simulator: “Describe a Shortcut” stuck on “Preparing support”
I'm trying to test the new “Describe a Shortcut” feature in iOS 27 using an iPhone 17 Simulator. When I open Shortcuts and tap “Describe a Shortcut”, it stays on: “Preparing support for describe a shortcut” and the text field remains disabled. I cannot enter anything or create the shortcut. My setup: Mac: MacBook Pro macOS: 27 Xcode: 26.5 (17F42) Simulator: iPhone 17 iOS: 27 I also have a physical iPhone 14 Pro, but I understand that it doesn't support Apple Intelligence, so I'm trying to test this using the iPhone 17 Simulator. Do I need to enable/download anything for Apple Intelligence on the Mac or Simulator? Or is “Describe a Shortcut” currently unsupported/not working in the iOS 27 Simulator? Any guidance on the correct setup would be appreciated.
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Apple watch Xcode pairing & connection issues
I’m blocked debugging a watchOS app on a physical Apple Watch. The iPhone connects to Xcode normally (wired), but the Watch either fails to connect with a tunnel timeout or disappears entirely from Xcode after I unpaired it inside Devices & Simulators. Environment Mac: macOS 26.x (Apple Silicon Mac) Xcode: 26.2 iPhone: iOS 26.1 Apple Watch Ultra: watchOS 26.2 (build 23S303) Connection: iPhone connected to Mac via USB (trusted). Watch paired to iPhone and working normally in the Watch app. Issue A (when Watch is visible in Xcode) In Xcode → Window → Devices and Simulators, the Watch shows up but is not usable and fails to connect. Error: “Previous preparation error: A connection to this device could not be established.” “Timed out while attempting to establish tunnel using negotiated network parameters.” In some attempts the Watch shows “Capacity: Unknown” / limited details, and then fails during preparation. Issue B (after unpairing Watch in Xcode only) I unpaired/removed the Watch in Xcode (Devices & Simulators). I did not unpair the Watch from the iPhone. Now: iPhone appears in Xcode and works normally for builds. Watch is still paired to the iPhone and works normally. Watch no longer appears anywhere in Xcode Devices & Simulators (no paired watch section, no watch run destination). What I’ve tried Reboots of Mac, iPhone, Watch (multiple times) Watch unlocked, awake; iPhone unlocked and close to Watch Verified Watch is paired and connected in iPhone Watch app Developer Mode enabled on iPhone and Watch Wi-Fi and Bluetooth ON (Mac/iPhone/Watch), tried toggling both Tried on home Wi-Fi and also with iPhone hotspot (same result) Resetting trust prompts / reconnecting iPhone via USB, re-trusting Mac Apple Watch: “Clear Trusted Computers” Xcode: removing/re-adding devices; clearing derived data; restarting Xcode Watch Developer networking test: Responsiveness = Medium (430 RPM) Questions 1. Is this a known issue/regression with Xcode 26.2 + watchOS 26.2 tunneling (CoreDevice / devicectl)? 2. Is there an Apple-supported way to force Xcode to re-discover a paired Watch after it was removed from Xcode Devices & Simulators (without unpairing the Watch from the iPhone)? 3. Any recommended logs or diagnostic steps I should collect (Console logs, sysdiagnose, specific Xcode/CoreDevice logs) to include in a Feedback report? If helpful, I can provide the full error text from Xcode’s Devices window and any logs you recommend. Thank you in advance,
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Device Hub window shows different colors than the device, but screenshots are correct
The live Device Hub window shows my app's colors differently from a physical iPhone. The pixel values themselves are correct: a screenshot taken in Device Hub has the same colors as the device. Only the live window looks different — [e.g. more washed out / more saturated]. It happens in every project I've tried, including ones that use only plain sRGB colors and sRGB image assets, so it doesn't look app-specific. Setup Xcode 27.0 (27A266a) MacBook Pro, Apple M4 Max Built-in Liquid Retina XDR display (default "Color LCD" profile) and an external BenQ PD2705UA Simulated devices: iPhone 13 mini (iOS 26.1) and iPhone 14 (iOS 26.5) What I've ruled out Same result on both the built-in display and the external monitor True Tone and Night Shift are off on the Mac The simulated device is in light mode, with Increase Contrast, Invert Colors and Grayscale off The Device Hub screenshot matches the physical iPhone, so the rendered pixels are correct Questions Is the Device Hub window color-managed for the Mac's display, or is this expected behavior? Is there a setting to make the live window show accurate colors?
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iOS Simulator - Photos app crashes when attempting to drag image in Split View mode
The Photos app in the iOS simulator instantly crashes when attempting to drag an image to another app in Split View mode. I’m using Xcode 15.4 (15F31d), which is the current App Store build and the iOS 17.5 runtime, running on an Intel MBP. N.B.: This is drag-dropping between apps in the simulator, rather than from macOS into the simulator. Is this a known issue?
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Xcode 27 - Device Hub - backboardd crashes when displaying multiple apps under iPadOS 27
I'm getting persistent backboardd crashes in the iPadOS 27 simulator when my app and another app (Safari, Photos or Calendar, etc.) has windows visible on the screen at the same time, including slide over, etc. Steps to reproduce: Launch my app in an iPadOS 27 simulator. Open Safari or Photos in another window. Arrange both app windows so they're visible. Within a second backboardd crashes with EXC_CRASH (SIGABRT) in a com.apple.coreanimation.display.primary thread. The simulator log reports… -[MTLTextureDescriptorInternal validateWithDevice:]: error 'Texture Descriptor Validation MTLTextureDescriptor has invalid pixelFormat (0).' Xcode subsequently reports connection-interrupted messages and ends the app's debug session with: “Debug session ended with code 9: Terminated due to signal 9.” This works correctly in iPadOS 26.x simulators and on a physical device running iPadOS 27. I can reproduce this with both Xcode 27 and 27.1. Resetting the simulator and testing different simulated iPad models does not resolve it. Is anyone else seeing anything like this? It's presumably something I'm doing wrong, so I've double checked my UIScene handling and all seems well (it's been in there for a while) so I'm somewhat at a loss as to where to look next. This is on a Mac Mini M4 Pro running macOS 27.0.1 (26A434).
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PencilKit PKCanvasView flicker
I have the following setup: UIViewRepresentable with a UIView holding UIScrollView ImageView PKCanvasView this is in order to make it appear as if you are writing on a paper which you can zoom and scroll. The UIImageView is holding the paper image. The problem is if you draw some pen strokes at zoom level 1, then zoom in (say zoom level 2) as soon as you place down the pen, the PKCanvasView starts flickering repeatedly very badly. A sample video is here: https://youtube.com/shorts/5zeq6EDheSM a small sample project showing this is here: https://www.icloud.com/iclouddrive/0a0NSLP4bsism69L7jRtZPIhQ#BugDemo
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"Unsupported SDK or Xcode version" upload error with Xcode 27.2 (27B52) release
Uploading an iOS app built with the public release of Xcode 27.2 (27B52) fails with this error (code 90534 / ITMS-90534 in the upload logs): Unsupported SDK or Xcode version. Your app was built with an SDK or version of Xcode that isn't supported. Although you can use beta versions of SDKs and Xcode to build and upload apps to App Store Connect, you need to use the latest Release Candidates (RC) for SDKs and Xcode to submit the app. For details on currently supported SDKs and versions of Xcode, visit: https://developer.apple.com/news/releases. The upload itself completes; the error is returned afterward by App Store Connect when Xcode checks the upload's status, so this looks like server-side validation not yet recognizing the final 27B52 build. As of today, developer.apple.com/news/releases lists Xcode 27.2 RC (27B48) but not Xcode 27.2 (27B52). Archive metadata (app and all extensions match): DTXcode: 2720 DTXcodeBuild: 27B52 DTSDKName: iphoneos27.2 DTSDKBuild: 24B8118 Deployment target: iOS 26.0 No embedded third-party frameworks Uploaded via Xcode Organizer (ContentDelivery 27.10.4-2.2), macOS 27.2 (26B123) Local setup checked: Only one Xcode installed (27.2, 27B52); xcode-select points to it; no DEVELOPER_DIR or SDKROOT overrides Reproduced after a clean build and a fresh archive Upload error IDs: JITIPJCXJDJFKY7RQZS6GAWAGM (Oct 30, 2026) 2D3BNQAYTYPEPADRSCS4XCHZME (Oct 30, 2026, after a clean rebuild) Can Apple confirm whether Xcode 27.2 (27B52) is accepted for App Store submission, or whether builds should use 27.2 RC (27B48) until it is?
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Xcode 26: The horror of S-L-O-W T-Y-P-I-N-G returns
FB22844728 Xcode 26.5, macOS 26.5, MacStudio M1 64 GB The disaster of S-L-O-W T-Y-P-I-N-G that plagued Xcode several years ago returns. I guess all the ultra-advanced LLM neuroneirowebs still can't advise those at Apple who develop the Xcode app how to provide this uber-exotic, unheard-of functionality: JUST TYPING THE CODE. This disaster doesn't affect all projects, but it does affect the exact one I'm working on, and I need to type a lot of code there. Significant time is already wasted. I performed all the recommended steps like relaunching, restarting, and deleting deprived data with no effect. Hope something can be done about it..
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Storyboards stuck on "Loading iOS 27.1..." in Xcode 27.1, including new projects
SUMMARY In Xcode 27.1, opening any Main.storyboard never finishes loading. The editor shows "Loading iOS 27.1..." indefinitely. This happens in existing projects and in a brand-new iOS App project created with Interface: Storyboard. Before that, the editor showed "Failed to open Main.storyboard: iOS 27.1 Platform Not Installed." ENVIRONMENT Xcode 27.1 iOS SDK build: 24A94232 (from xcrun --sdk iphonesimulator --show-sdk-build-version) macOS: [YOUR macOS VERSION] Hardware: MacBook Air, Apple M1 Run destination: iPhone 17 Pro Max simulator STEPS TO REPRODUCE Open Xcode 27.1. Create a new project: iOS > App, Interface: Storyboard, Language: Swift. Click Main.storyboard in the Project Navigator. EXPECTED RESULT The storyboard renders in Interface Builder and the Objects library lists UI elements. ACTUAL RESULT The editor stays on "Loading iOS 27.1..." and the Objects library shows "No Matches." Opening the file as Source Code works, and the XML is valid (targetRuntime="iOS.CocoaTouch"), so the file itself is fine. RUNTIME STATE Initially the only iOS 27.1 runtime installed was build 24A94425, shown as Ready in xcrun simctl runtime list. Xcode reported "iOS 27.1 Platform Not Installed," and the runtime did not appear in Settings > Components. The Xcode SDK build is 24A94232, which does not match 24A94425. I ran xcodebuild -downloadPlatform iOS, which installed iOS 27.1 (24A94232). The error then changed to "Loading iOS 27.1..." and stayed there. Settings > Components then showed an "Update" button for iOS 27.1 (8.07 GB). Clicking it installed iOS 27.1 (24A94425) again, so both builds are now present and Ready. The storyboard is still stuck. WHAT I TRIED (none fixed it) Deleting ~/Library/Developer/Xcode/DerivedData sudo killall -9 com.apple.CoreSimulator.CoreSimulatorService Removing and reinstalling the iOS 27.1 runtime Restarting the Mac Waiting several minutes on the first load (~/Library/Developer/Xcode/UserData/IB Support does not exist on this machine) [link text](https://www.example.com/)
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When AI leads to lost prompts (26.3)
This was maddening: I had written a very long and detailed prompt, then went to select "Codex" from the drop down menu at the top "start a new conversation", and it wiped out the entire prompt I was working on. Well, of course it did: that drop down is part of the "Start a new Conversation" icon button, but it's position is too far away from the actual icon to infer that is its purpose. It should be a popup that shows the current choice for model (GPT-5, GPT 4.1, Codex). ANOTHER lost prompt problem. If you have a prompt-in-progress (AI is maybe building some code), and Xcode crashes, it might not save that prompt for when you re-launch. And how might that happen? Well, there's still numerous ways using the coding assistanty might crash. One I've notice is if you switch out to another app, or if you invoke a screen capture, it might crash.
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xcode27 error deleting appicon
Trying to delete or replace appIcon in my project's assets.xassets fails. After a few seconds xcode displays error "...couldn't be moved to the trash because the volume Macintosh HD doesn't have one." Needless to say the trash folder exists and works from Finder. The volume has 97G free space. I tried xcode's 'delete derived data' and 'clean build folder' and restarted xcode. Same behavior (deleting appIcon fails).
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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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Why Xcode can't do anything the normal way?!
Seriously, how come that Xcode has to do everything the wrong way, in the opposite to every normal IDE and solution that has been introduced over 10 years ago. We have been dealing for so many years with the insane xcodeproj format, so to ease the pain they've introduced JSON format. Sounds like an improvement, right? Not really, instead of using regular JSON, they decided to use JSON5 making it icompatible with 95% of CLI tools & automations like the famous jq tool. They could have solved all the issues with xcodeproj, but they decided to only make PRs more readable and introduce thousand other issues which will require building another wrappers and tools to manage the project format. On top of that, they're building CLI tool to interact with the project: xcrun xcodeproj, but instead of providing the output in a parsable way like using regular JSON (like every normal CLI tool would), they print everything in human-redable way in columns, etc. which makes parsing it miserable. I can't comprehend how it happens that they don't learn from their own mistakes of reinventing the wheel by using rectangular shape...
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140
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Xcode deployment
We are installing Xcode for standard users, but as the standard users don’t have admin rights, they cannot install the system wide components they need admin access to do that, but we don’t want to grant admin access to our users. We have already developed a script where we are accepting the license and we are doing the run first launch, but they still need the iOS simulator and the other packages pre-installed, so how can we do that?
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XCTest Feature request: Open/close and rotate iPhone Duo devices
Currently, we do not have a way to open, close and rotate iPhone Duo devices via XCUITest test automation. Please provide a way to perform these operations via XCTest. XCUIDevice.shared.orientation has no effect on an iPhone Duo iOS 27.1 simulator. We could open, close and rotate an iPhone Duo simulator manually via the Device Hub at the moment.
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Issues with StoreKit
I am a long time developer but have never incorporated an IAP into any of my work so this is very new to me. So to save time I have used some AI for coding, but the code is having an issue and I'm not sure whether it is in the code or in Xcode. Xcode 27 on macOS 27.0.1 for iOS 27.0.1. IAP is to unlock full access after a 14-day trial. DESCRIPTION OF PROBLEM In local Xcode StoreKit testing, Product.purchase() returns .pending (as expected, since "Ask to Buy" is enabled), and Xcode’s transaction manager continues to show “Pending Approval.” After closing and reopening the app’s purchase sheet, the same transaction appears as verified and non-revoked in Transaction.currentEntitlements and is delivered through Transaction.updates, giving full access to the app. This reproduces in a standalone UIKit test app (linked below). The source file in question is AppAccessManager.swift. The relevant functions are: AppAccessManager.purchaseProduct() Calls product.purchase(). Handles .pending by recording a request reminder and displaying feedback. AppAccessWindowViewController.viewDidLoad() Runs when the purchase-options sheet is opened. Calls manager.start() followed by manager.refreshAccessState(). This is the sheet-opening path associated with the unexpected transaction delivery. AppAccessManager.refreshAccessState() Iterates Transaction.currentEntitlements. A transaction still labeled “Pending Approval” in Xcode is returned here as verified and nonrevoked. AppAccessManager.startListeningForTransactionUpdates() and handleTransactionUpdate(_:) The same pending transaction is also delivered through this sequence as verified and nonrevoked. The handler applies access before calling transaction.finish(). AppAccessManager.applyVerifiedPurchase(_:) Applies verified transactions received from successful purchases or the listener. STEPS TO REPRODUCE https://avliscoding.com/storekittest.zip Launch app Select "Open Purchase Sheet" Start trial Quit app, enable "Ask to Buy" in StoreKit file configuration settings Restart app. Select Purchase (will give a pending message in response) Close sheet Reopen sheet The app now believes it has made that purchase even though the purchase is still "Pending" in Xcode.
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279
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iPhone Duo Canvas
When using the canvas with a iPhone Duo running 27.2 the toolbars show up at the top. Had this issue with 27.1 as well. when i run the app in Device Hub or on a real device the toolbars correctly show on the side. I have downloaded 27.2 components so thats done. I would like the canvas to show the toolbars correctly. Any advice would be appreciated.
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iOS 27 Simulator: “Describe a Shortcut” stuck on “Preparing support”
I'm trying to test the new “Describe a Shortcut” feature in iOS 27 using an iPhone 17 Simulator. When I open Shortcuts and tap “Describe a Shortcut”, it stays on: “Preparing support for describe a shortcut” and the text field remains disabled. I cannot enter anything or create the shortcut. My setup: Mac: MacBook Pro macOS: 27 Xcode: 26.5 (17F42) Simulator: iPhone 17 iOS: 27 I also have a physical iPhone 14 Pro, but I understand that it doesn't support Apple Intelligence, so I'm trying to test this using the iPhone 17 Simulator. Do I need to enable/download anything for Apple Intelligence on the Mac or Simulator? Or is “Describe a Shortcut” currently unsupported/not working in the iOS 27 Simulator? Any guidance on the correct setup would be appreciated.
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Apple watch Xcode pairing & connection issues
I’m blocked debugging a watchOS app on a physical Apple Watch. The iPhone connects to Xcode normally (wired), but the Watch either fails to connect with a tunnel timeout or disappears entirely from Xcode after I unpaired it inside Devices & Simulators. Environment Mac: macOS 26.x (Apple Silicon Mac) Xcode: 26.2 iPhone: iOS 26.1 Apple Watch Ultra: watchOS 26.2 (build 23S303) Connection: iPhone connected to Mac via USB (trusted). Watch paired to iPhone and working normally in the Watch app. Issue A (when Watch is visible in Xcode) In Xcode → Window → Devices and Simulators, the Watch shows up but is not usable and fails to connect. Error: “Previous preparation error: A connection to this device could not be established.” “Timed out while attempting to establish tunnel using negotiated network parameters.” In some attempts the Watch shows “Capacity: Unknown” / limited details, and then fails during preparation. Issue B (after unpairing Watch in Xcode only) I unpaired/removed the Watch in Xcode (Devices & Simulators). I did not unpair the Watch from the iPhone. Now: iPhone appears in Xcode and works normally for builds. Watch is still paired to the iPhone and works normally. Watch no longer appears anywhere in Xcode Devices & Simulators (no paired watch section, no watch run destination). What I’ve tried Reboots of Mac, iPhone, Watch (multiple times) Watch unlocked, awake; iPhone unlocked and close to Watch Verified Watch is paired and connected in iPhone Watch app Developer Mode enabled on iPhone and Watch Wi-Fi and Bluetooth ON (Mac/iPhone/Watch), tried toggling both Tried on home Wi-Fi and also with iPhone hotspot (same result) Resetting trust prompts / reconnecting iPhone via USB, re-trusting Mac Apple Watch: “Clear Trusted Computers” Xcode: removing/re-adding devices; clearing derived data; restarting Xcode Watch Developer networking test: Responsiveness = Medium (430 RPM) Questions 1. Is this a known issue/regression with Xcode 26.2 + watchOS 26.2 tunneling (CoreDevice / devicectl)? 2. Is there an Apple-supported way to force Xcode to re-discover a paired Watch after it was removed from Xcode Devices & Simulators (without unpairing the Watch from the iPhone)? 3. Any recommended logs or diagnostic steps I should collect (Console logs, sysdiagnose, specific Xcode/CoreDevice logs) to include in a Feedback report? If helpful, I can provide the full error text from Xcode’s Devices window and any logs you recommend. Thank you in advance,
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Device Hub window shows different colors than the device, but screenshots are correct
The live Device Hub window shows my app's colors differently from a physical iPhone. The pixel values themselves are correct: a screenshot taken in Device Hub has the same colors as the device. Only the live window looks different — [e.g. more washed out / more saturated]. It happens in every project I've tried, including ones that use only plain sRGB colors and sRGB image assets, so it doesn't look app-specific. Setup Xcode 27.0 (27A266a) MacBook Pro, Apple M4 Max Built-in Liquid Retina XDR display (default "Color LCD" profile) and an external BenQ PD2705UA Simulated devices: iPhone 13 mini (iOS 26.1) and iPhone 14 (iOS 26.5) What I've ruled out Same result on both the built-in display and the external monitor True Tone and Night Shift are off on the Mac The simulated device is in light mode, with Increase Contrast, Invert Colors and Grayscale off The Device Hub screenshot matches the physical iPhone, so the rendered pixels are correct Questions Is the Device Hub window color-managed for the Mac's display, or is this expected behavior? Is there a setting to make the live window show accurate colors?
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iOS Simulator - Photos app crashes when attempting to drag image in Split View mode
The Photos app in the iOS simulator instantly crashes when attempting to drag an image to another app in Split View mode. I’m using Xcode 15.4 (15F31d), which is the current App Store build and the iOS 17.5 runtime, running on an Intel MBP. N.B.: This is drag-dropping between apps in the simulator, rather than from macOS into the simulator. Is this a known issue?
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Xcode 27 - Device Hub - backboardd crashes when displaying multiple apps under iPadOS 27
I'm getting persistent backboardd crashes in the iPadOS 27 simulator when my app and another app (Safari, Photos or Calendar, etc.) has windows visible on the screen at the same time, including slide over, etc. Steps to reproduce: Launch my app in an iPadOS 27 simulator. Open Safari or Photos in another window. Arrange both app windows so they're visible. Within a second backboardd crashes with EXC_CRASH (SIGABRT) in a com.apple.coreanimation.display.primary thread. The simulator log reports… -[MTLTextureDescriptorInternal validateWithDevice:]: error 'Texture Descriptor Validation MTLTextureDescriptor has invalid pixelFormat (0).' Xcode subsequently reports connection-interrupted messages and ends the app's debug session with: “Debug session ended with code 9: Terminated due to signal 9.” This works correctly in iPadOS 26.x simulators and on a physical device running iPadOS 27. I can reproduce this with both Xcode 27 and 27.1. Resetting the simulator and testing different simulated iPad models does not resolve it. Is anyone else seeing anything like this? It's presumably something I'm doing wrong, so I've double checked my UIScene handling and all seems well (it's been in there for a while) so I'm somewhat at a loss as to where to look next. This is on a Mac Mini M4 Pro running macOS 27.0.1 (26A434).
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264
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PencilKit PKCanvasView flicker
I have the following setup: UIViewRepresentable with a UIView holding UIScrollView ImageView PKCanvasView this is in order to make it appear as if you are writing on a paper which you can zoom and scroll. The UIImageView is holding the paper image. The problem is if you draw some pen strokes at zoom level 1, then zoom in (say zoom level 2) as soon as you place down the pen, the PKCanvasView starts flickering repeatedly very badly. A sample video is here: https://youtube.com/shorts/5zeq6EDheSM a small sample project showing this is here: https://www.icloud.com/iclouddrive/0a0NSLP4bsism69L7jRtZPIhQ#BugDemo
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596
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"Unsupported SDK or Xcode version" upload error with Xcode 27.2 (27B52) release
Uploading an iOS app built with the public release of Xcode 27.2 (27B52) fails with this error (code 90534 / ITMS-90534 in the upload logs): Unsupported SDK or Xcode version. Your app was built with an SDK or version of Xcode that isn't supported. Although you can use beta versions of SDKs and Xcode to build and upload apps to App Store Connect, you need to use the latest Release Candidates (RC) for SDKs and Xcode to submit the app. For details on currently supported SDKs and versions of Xcode, visit: https://developer.apple.com/news/releases. The upload itself completes; the error is returned afterward by App Store Connect when Xcode checks the upload's status, so this looks like server-side validation not yet recognizing the final 27B52 build. As of today, developer.apple.com/news/releases lists Xcode 27.2 RC (27B48) but not Xcode 27.2 (27B52). Archive metadata (app and all extensions match): DTXcode: 2720 DTXcodeBuild: 27B52 DTSDKName: iphoneos27.2 DTSDKBuild: 24B8118 Deployment target: iOS 26.0 No embedded third-party frameworks Uploaded via Xcode Organizer (ContentDelivery 27.10.4-2.2), macOS 27.2 (26B123) Local setup checked: Only one Xcode installed (27.2, 27B52); xcode-select points to it; no DEVELOPER_DIR or SDKROOT overrides Reproduced after a clean build and a fresh archive Upload error IDs: JITIPJCXJDJFKY7RQZS6GAWAGM (Oct 30, 2026) 2D3BNQAYTYPEPADRSCS4XCHZME (Oct 30, 2026, after a clean rebuild) Can Apple confirm whether Xcode 27.2 (27B52) is accepted for App Store submission, or whether builds should use 27.2 RC (27B48) until it is?
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Xcode 26: The horror of S-L-O-W T-Y-P-I-N-G returns
FB22844728 Xcode 26.5, macOS 26.5, MacStudio M1 64 GB The disaster of S-L-O-W T-Y-P-I-N-G that plagued Xcode several years ago returns. I guess all the ultra-advanced LLM neuroneirowebs still can't advise those at Apple who develop the Xcode app how to provide this uber-exotic, unheard-of functionality: JUST TYPING THE CODE. This disaster doesn't affect all projects, but it does affect the exact one I'm working on, and I need to type a lot of code there. Significant time is already wasted. I performed all the recommended steps like relaunching, restarting, and deleting deprived data with no effect. Hope something can be done about it..
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Storyboards stuck on "Loading iOS 27.1..." in Xcode 27.1, including new projects
SUMMARY In Xcode 27.1, opening any Main.storyboard never finishes loading. The editor shows "Loading iOS 27.1..." indefinitely. This happens in existing projects and in a brand-new iOS App project created with Interface: Storyboard. Before that, the editor showed "Failed to open Main.storyboard: iOS 27.1 Platform Not Installed." ENVIRONMENT Xcode 27.1 iOS SDK build: 24A94232 (from xcrun --sdk iphonesimulator --show-sdk-build-version) macOS: [YOUR macOS VERSION] Hardware: MacBook Air, Apple M1 Run destination: iPhone 17 Pro Max simulator STEPS TO REPRODUCE Open Xcode 27.1. Create a new project: iOS > App, Interface: Storyboard, Language: Swift. Click Main.storyboard in the Project Navigator. EXPECTED RESULT The storyboard renders in Interface Builder and the Objects library lists UI elements. ACTUAL RESULT The editor stays on "Loading iOS 27.1..." and the Objects library shows "No Matches." Opening the file as Source Code works, and the XML is valid (targetRuntime="iOS.CocoaTouch"), so the file itself is fine. RUNTIME STATE Initially the only iOS 27.1 runtime installed was build 24A94425, shown as Ready in xcrun simctl runtime list. Xcode reported "iOS 27.1 Platform Not Installed," and the runtime did not appear in Settings > Components. The Xcode SDK build is 24A94232, which does not match 24A94425. I ran xcodebuild -downloadPlatform iOS, which installed iOS 27.1 (24A94232). The error then changed to "Loading iOS 27.1..." and stayed there. Settings > Components then showed an "Update" button for iOS 27.1 (8.07 GB). Clicking it installed iOS 27.1 (24A94425) again, so both builds are now present and Ready. The storyboard is still stuck. WHAT I TRIED (none fixed it) Deleting ~/Library/Developer/Xcode/DerivedData sudo killall -9 com.apple.CoreSimulator.CoreSimulatorService Removing and reinstalling the iOS 27.1 runtime Restarting the Mac Waiting several minutes on the first load (~/Library/Developer/Xcode/UserData/IB Support does not exist on this machine) [link text](https://www.example.com/)
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When AI leads to lost prompts (26.3)
This was maddening: I had written a very long and detailed prompt, then went to select "Codex" from the drop down menu at the top "start a new conversation", and it wiped out the entire prompt I was working on. Well, of course it did: that drop down is part of the "Start a new Conversation" icon button, but it's position is too far away from the actual icon to infer that is its purpose. It should be a popup that shows the current choice for model (GPT-5, GPT 4.1, Codex). ANOTHER lost prompt problem. If you have a prompt-in-progress (AI is maybe building some code), and Xcode crashes, it might not save that prompt for when you re-launch. And how might that happen? Well, there's still numerous ways using the coding assistanty might crash. One I've notice is if you switch out to another app, or if you invoke a screen capture, it might crash.
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xcode27 error deleting appicon
Trying to delete or replace appIcon in my project's assets.xassets fails. After a few seconds xcode displays error "...couldn't be moved to the trash because the volume Macintosh HD doesn't have one." Needless to say the trash folder exists and works from Finder. The volume has 97G free space. I tried xcode's 'delete derived data' and 'clean build folder' and restarted xcode. Same behavior (deleting appIcon fails).
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