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dyld: Symbol not found ... certain MeshResource APIs on iOS 17.x
I submitted feedback as FB16463501 -- posting here for others to see, or maybe for Apple to share any help if there are workarounds, etc.: Targets below iOS 18.x fail to launch app due to dyld[xxxxx]: Symbol not found: errors when referencing: MeshResource.init(from:) async - https://developer.apple.com/documentation/realitykit/meshresource/init(from:)-b7hb i.e. dyld[61511]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE4fromACSayAD0C10DescriptorVG_tYaKcfC MeshResource.replace(with:) async - https://developer.apple.com/documentation/realitykit/meshresource/replace(with:)-8uvri i.e. dyld[78830]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE7replace4withyAcDE8ContentsV_tYaKF Targets tested that exhibit issue: (DYLD errors) Device: iOS 17.7.2, iPhone 14 Pro Max Simulator: iOS 17.5 (21F79), iPhone 15 System Information: macOS Version 15.3 (Build 24D60) Xcode 16.2 (23507) (Build 16C5032a) MRE -- include this code in your app: (no need to invoke, just reference) static func addOrUpdateEntityModel_MRE(_ entity: ModelEntity) async { let descriptor = MeshDescriptor(name: "MyDescriptor") do { if let modelComponent = entity.model { // update existing ModelComponent if let model = try? MeshResource.Model(id: "MyModelId", descriptors: [descriptor]) { var contents = MeshResource.Contents() contents.models = .init([model]) try await modelComponent.mesh.replace(with: contents) /// `dyld[78830]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE7replace4withyAcDE8ContentsV_tYaKF` } } else { //create new ModelComponent /// Comment-out the 2 lines below == dyld error for above `MeshResource.replace(with:)` let meshRes = try await MeshResource(from: [descriptor]) /// `dyld[61511]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE4fromACSayAD0C10DescriptorVG_tYaKcfC` entity.model = .init(mesh: meshRes, materials: [SimpleMaterial()]) } } catch { fatalError() } }
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553
Feb ’25
Does Xcode still support capturing GPU workload for OpenGLES game app on iOS?
As far as I know, there was a time that you can capture GPU workload for opengles game app on iOS using Xcode. However, currently I'm using Xcode version 15.2 and iOS18,it seems the "capture GPU workload" button is always disabled when I'm trying to debug my game app which is using opengles api for graphics rendering no matter switchinng "GPU Frame Capture" to "OpenGL ES" or "Metal" or "Automatically" in the scheme. And I'm not able to capture GPU workload for my game on iOS. The only way to make the "capture GPU workload" button enabled is creating a new project using metal api for graphics rendering. But I don't want to change the graphics API, because it will cause a lot. Does Xcode still support capturing GPU workload for OpenGLES game app on iOS? If not, is there an alternative way?
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99
Jun ’25
Refactor->Rename "Refactoring Engine Failure"
For Xcode 15 and Xcode 16, whenever I try to use the Refactor->Rename command I get a spinning busy cursor for a short while then I get an alert that says: Rename Failed Refactoring engine failure. This happens on several projects and I've tried removing the derived data folder, but am at a loss to find additional troubleshooting steps. Are there other files I might remove or reset to get my "Refactoring Engine" back into shape?
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157
Jun ’25
Can you use an external macOS device as an Xcode run destination?
Just wondering if it is possible to configure a secondary macbook to act as a run destination in Xcode, similar to how you would configure an iPhone as a run destination. I have tried connecting my device via USB-C and I can see that my macbook detects the second macbook via USB but it does not show up when trying to add devices in Xcode. I suppose this flow might not be supported?
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140
May ’25
Best strategy to embed multiple dylibs into frameworks
Hi, I compiled Intel Open Image Denoise library for iOS, and obtained a bunch of dependent dylibs. I want to use these ones in a swift project (via bridging as this is C/C++) targeting the iPad. I understand that it is required to embed these dylibs into frameworks as iOS doesn't allow dylib. Is it necessary to generate one framework for each dylib? If so, how are dependencies between the libraries (and their frameworks) managed? Or, is it possible to generate only one framework embeding all the dependencies?
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121
Jun ’25
watchOS-Questions about HealthKit privileges
The WatchOS developer is not allowed to obtain healthKit permission status. The result is always unauthorized (either by clicking the dot/cross in the upper left corner or by turning on all Health, on some, off all). WatchOS 开发获取 healthKit 的权限状态authorizationStatus不准。结果始终都是未授权(无论是点击左上角的点叉号还是开启全部健康项开关,开启部分,关闭所有),怎么处理?
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64
Apr ’25
Xcode build system has crashed after adding opencv to macApp
Hi, I am currently working on a MacOS App, where I need the undistortion function of opencv. But after I tried to add opencv to my project, I get following error: unexpected service error: The Xcode build system has crashed. Build again to continue. Cleaning the build folder also doesn't help. Does anyone have an idea what could be the issue? Ryan
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May ’25
Xcode JSONDecoder playground fails with 'The LLDB RPC server has crashed.
If I create a playground project that uses a JSONDecoder I get the following error. The LLDB RPC Server has crashed. The crash log is located at ~/Library/Logs/DiagnosticReports and has a prefix 'lldb-rpc-server'. Please file a bug and attach the most recent crash log. I have raised feedback for this, FB17702087, but I hope that there may be a workaround. The code I am using to try and get this to work is from The Apple Developer Documentation - JSON Decoder var greeting = "JSON Test 3" struct GroceryProduct: Codable { var name: String var points: Int var description: String? } let json = """ { "name": "Durian", "points": 600, "description": "A fruit with a distinctive scent." } """.data(using: .utf8)! let decoder = JSONDecoder() let product = try decoder.decode(GroceryProduct.self, from: json) print(product.name) // Prints "Durian" A screenshot of the playground showing the error The crash log (the file type has been changed to txt as ips file types cannot be selected for upload. lldb-rpc-server-2025-05-28-140832.txt
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118
May ’25
Objective-C headers build fine with swift but not with Xcode
On my M4 Mac running macOS 15.5 using Xcode 16.4 & Xcode CLT 16.4, Swift code in my Swift Package Manager 5.9 project (https://github.com/mas-cli/mas) builds fine against some included Objective-C headers via the following command line: swift build -c release But cannot find modules for the included Objective-C headers when building inside Xcode 16.4 or with the following command line on the same Mac: xcodebuild -scheme mas -configuration Release -destination platform=macOS,arch=arm64,variant=macos The error is: Sources/mas/AppStore/AppleAccount.swift:9:16: error: no such module 'StoreFoundation' How can I get Xcode / xcodebuild to work? Note that the project is normally built by running: Scripts/build which runs: swift build -c release after running the following script, which must be run before any build (swift, Xcode, or xcodebuild) because it generates a necessary file (Sources/mas/Package.swift): Scripts/generate_package_swift I've tried moving the Objective-C headers into include subfolders of their existing module folders, using double quotes instead of angle brackets for the #import statements, having module.modulemap files in the include subfolders or their parent module folder, and moving the module folders one level up the file hierarchy, to no avail. I've also tried various changes to the root-level Package.swift (not the generated one deeper in the hierarchy, which isn't inclined in the build configuration), like making separate library targets for each of the Objective-C modules, various swiftSettings & linkerSettings, etc. Maybe some of those changes would have helped, but maybe they were in incorrect combinations. Thanks for any help.
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124
May ’25
Unincluded dependencies failing to build for watchOS companion app.
When trying to use the watchOS preview the simulator fails to load and throws about 15 errors. Clearly the simulator is trying to load all of the iOS packages to the watchOS simulator. However, these packages clearly aren't included in the watchOS app. Furthermore, both apps build successfully to the main simulators, just not the previews. Having a list of errors that simply should not be there is a pretty big annoyance when something is going wrong. How do I fix this?
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308
Feb ’25
Xcode 16 „forgetting“ package in subfolder to root package
Xcode 16 seems to „forget“ a swift package within a subfolder of a root package after restart or shut-down. I have the following project structure, which also resembles the directory structure on disc: MyPackage - Package.swift - README.md - Sources - MyPackage - Tests - MyPackageTests - Tools - MyGenerator // <- after restart this folder is not visible in the Xcode project navigator - Package.swift - Sources - main.swift - Tests MyGenerator is a standalone package which is used during development of MyPackage to generate source code files for MyPackage based on text file input. Essentially an executable target script which I can run within its folder with: swift run MyGenerator someInputFile.txt MyPackage does NOT use MyGenerator as a dependency, nor do I want this tool listed as a dependency in MyPackage Package.swift file. Yet MyGenerator is part of the same Git repo, as it documents the changes to the tool on how to generate source code for MyPackage. Both packages are developed in tandem. MyGenerator itself defines dependencies in its Package.swift file, which are unrelated to the functionality of MyPackage. After restart of Xcode or even just a longer shut-down period the MyGenerator subfolder is not visible in the Xcode project navigator, the /Tools folder is empty. I have to manually add the sub package via Add files to "MyPackage" -> Move files to destination every time. How can I solve that Xcode remembers the sub package unter /Tools? Edit: I am using Xcode 16.2
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247
Mar ’25
Scope of GPT Training in Xcode 26
Hello, I watched WWDC 25 and saw that GPT will be integrated into Xcode. This raised a question for me. As far as I know, GPT models learn from user interactions. However, the GPT terms of use mention that business accounts are excluded from training. Does this also apply to the GPT integrated into Xcode 26? I couldn’t find any information about this in the Xcode 26 beta release notes or the Apple Developer Program License Agreement. If anyone knows where this is documented, I’d really appreciate it if you could share it. Also, if any Apple staff is reading this, I’d be grateful if you could clarify whether the same non-training policy applies within Xcode. Thank you!
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60
Jun ’25
devicectl copy directory recursively
I can use devicectl to copy single files from a device fine using: xcrun devicectl --verbose device copy from --user mobile --domain-identifier <BUNDLE_ID> --domain-type appDataContainer --device <DEVICE_ID> --source Documents/Screenshots/0001.png --destination Screeshots/0001.png but when there are many files this can get pretty slow. Is there a way of recursively copying an entire directory? I've tried this: xcrun devicectl --verbose device copy from --user mobile --domain-identifier <BUNDLE_ID> --domain-type appDataContainer --device <DEVICE_ID> --source Documents/Screenshots --destination Screeshots but nothing is transferred and it times out eventually with the error: ERROR: The specified file could not be transferred. (com.apple.dt.CoreDeviceError error 7000 (0x1B58)) ERROR: The operation couldn’t be completed. The file service client failed to read data from the network socket because we timed out when waiting for data to become available. (NSPOSIXErrorDomain error 60 (0x3C)) NSLocalizedFailureReason = The file service client failed to read data from the network socket because we timed out when waiting for data to become available. Xcode itself can do it with the "download container..." option, but I'd like to be able to automate it.
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241
Mar ’25
xcode 16.3 now not selecting correct Signing Certificate with Automatically Manage Signing Selected
HI, I upgraded to macos 15.5 and xcode 16.3. Last year I was able to update one of my apps on the App Store without issues. Today, after a successful Testflight test, I now need to submit a new version of my app to the App Store for Distribution as the next version/build. However, when I configure a manual setting for the signing, I can select the correct choices. But when I click automatically manage signing, and choose the correct team, xcode put in the wrong signing certificate. It is choose a development one, and not the distribution one. I am concerned about this since I have read that when using the Archive tool, it choses the automatically manage signing by default. And that check box is selecting the "default" settings. I do not know where these default settings are being set, or how to fix this issue. I do not see any info in my searching up to this point. I hope someone can help. thank you, cc
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106
May ’25
Canvas Preview error: Could not find target description
Hi, I'm developing an iOS/WatchOS app and have an issue with Preview for WatchOS components. The error message is Could not find target description for “ContentView.swift” Preview for all other views in the iOS app work fine. Also, the app builds and runs fine on the watch simulator and a physical watch. Preview worked fine earlier today and I didn't exclude it in EXCLUDED_SOURCE_FILE_NAMES. Does anyone have an idea what causes this issue? Diagnostics
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126
May ’25