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Making an xcode Run Script phase run when any file within a folder has changed
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.
1
0
108
Jun ’25
String Catalog
I have enabled Code Review with the button and then String Catalog turned up to code view anyways i can't get it back to original view. Disable Code Review button doesn't do anything. Any idea?
1
0
301
Jun ’25
Precompile bridging header and compilation of any swift files that import that import my objective-c framework with modulemap runs every build
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?
2
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123
Jun ’25
Prevent backing up large Xcode files
I'm primarily an iOS developer. Every day that I develop, Mac Time Machine backs up a gigabyte or more of data. I'm trying to reduce that as much as possible. No data involving the simulators seems important enough to backup. If I ever need to restore Xcode, I'd reinstall rather than restore from Time Machine. But I'd want to back up code snippets, etc. What are the best practices to prevent large amounts of Xcode or simulator data from being backed up?
1
0
110
Jun ’25
(-67061 invalid signature (code or signature have been modified)
I have tried to download the new Simulator for Xcode keeps giving me this error I have over 20 GB available on my system and I have looked online of others talking about this issue some would do it manually I am not sure how to do that. I have tried the following from articles I read this but it doesn't have the most recent iOS 18.5 Download the iOS Simulator that I need for the most recent version of Xcode: https://developer.apple.com/download/all/?q=Xcode Try the following path to delete all files. Download it again /System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/ Mind you I did not delete any files only that 1 folder and from trash as well is cleaned out I really wish Apple would fix this issues for Devs can anyone help me out thanks
1
0
152
Jun ’25
iOS 26 Simulator - Extreme Memory Usage on M1 Pro
Hi everyone, Is anyone else seeing massive memory usage with the iOS 26 simulator? On my M1 Pro MacBook Pro (16GB RAM) running macOS 26, the simulator consumes all available memory, making my Mac extremely slow. This seems to be a memory leak. For comparison, the iOS 18.5 simulator runs perfectly fine and uses very little RAM. I've already tried restarting, but the issue persists. Has anyone found a workaround for this? Thanks.
3
0
380
Jun ’25
provisining profile
Hi there. I'm super frustrated. My Apple Developer keeps telling me that I have no device to generate a provisioning profile. And it's not clear whether a device is registered. I have a Developed Account as a parent, but the macmini we are working on is registered to my son. Is this a poblem? Super frustrated as we simply want to archive his program to post for review. Can anyone help? We've been at this for days.
1
0
60
Jun ’25
Trying to deploy WatchOS 9.6 to a watch that is on 10.6
I have an Apple Watch 4. (GPS). It's on version 10.6. I'm trying to deploy a basic app onto it (IOS 18) (WatchOS 9.6). I've set the targets in General for Watch App, Watch AppTest, Watch AppUITest. I still get an Apple Watches watchOS doesn't match App Watch app.app watch02 9.6 deployment target. Upgrade users Apple Watch watchOS version or lower app app.apps deployment target. What can I do to fix this?
1
0
294
Jun ’25
visionOS Simulator: CloudKitWrapper not found
Hello, I'm working on a Unity game which uses Apple Arcade Cloudkit Unity plugin. Cloud save works on all platforms except visionOS. I tried to debug using visionOS 2.4 Simulator. When the game starts XCode display the following error: DllNotFoundException: Unable to load DLL 'CloudKitWrapper'. Tried the load the following dynamic libraries: Unable to load dynamic library '/CloudKitWrapper' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen(/CloudKitWrapper, 0x0005): tried: '/Users/seb/Library/Developer/Xcode/DerivedData/Unity-VisionOS-akwybgjotadlwrghmmfkhbhpuduf/Build/Products/Debug-xrsimulator/CloudKitWrapper' (no such file), '/Library/Developer/CoreSimulator/Volumes/xrOS_22O237/Library/Developer/CoreSimulator/Profiles/Runtimes/xrOS 2.4.simruntime/Contents/Resources/RuntimeRoot/usr/lib/system/introspection/CloudKitWrapper' (no such file), '/Library/Developer/CoreSimulator/Volumes/xrOS_22O237/Library/Developer/CoreSimulator/Profiles/Runtimes/xrOS 2.4.simruntime/Contents/Resources/RuntimeRoot/CloudKitWrapper' (no such file), '/CloudKitWrapper' (no such file) at Apple.CloudKit.CKContainer.CKContainer_Default () [0x00000] in <00000000000000000000000000000000>:0 at Apple.CloudKit.CKContainer.Default () [0x00000] in <00000000000000000000000000000000>:0 I opened up the "Debug-xrsimulator" and indeed there is no CloudKitWrapper. However, if I "show content" on the app and navigate to the "Frameworks" folder, all Apple Arcade plugins are here, including CloudKit. I guess the plugin is in the right location, but the code tries to load it from the wrong path.
2
0
151
Jun ’25
I have a target that dynamically generates the modulemap when new headers are added. Is there a way to specify for the target that uses that modulemap to wait for this modulemap file?
I have two targets: Library and Generate-Library-Modulemap I use a modulemap to help bridge the Objective-C++ code to Swift. Generate-Library-Modulemap is set up to run only when new headers are added (this is done reliably through some trickery). This seems to work, but the problem is that if I add Generate-Library-Modulemap as a dependency of Library, it seems that by the time Library Generate-Library-Modulemap is run, the Library target has already loaded up an outdated modulemap file. The result is my first attempt to build after adding headers is that the framework fails, as even though the modulemap was generated, it was not attached to the framework. The second attempt succeeds as it reads the updated modulemap. Is there any way to force Xcode to run the Generate-Library-Modulemap step before starting on Library? Or perhaps attach the modulemap after the fact?
0
0
93
Jun ’25
Is SFSymbol Customization officially valid as a method for using SVG in embedded widgets (lock-screen & watchOS)?
Is SFSymbol Customization officially valid as a method for using SVG in embedded widgets (lock-screen & watchOS)? I use this in UnitedPizzaHelper but wonder whether this is the prime cause why all widgets of this app gets missing on iOS devices? This issue only happened on at least 2 device in the recent 12 months (they are all on iOS 18, and one of them is running iOS 18.5... Rebooting device won't work.), and we currently have no clue how to troubleshoot this. Update: The guy running iOS 18.5 told me that the widgets are now discoverable after waiting for minutes. Seems that this is a random issue.
0
0
79
Jun ’25
Ionic In App Purchase Products not showing on Simulators iOS 18.5 but showing on real devices.
Hi guys, i have an issue with my app, i am able to view in app purchase products from my deployed hybrid app (Ionic 8 with Capacitor 7) IOS platform. My inapp products are displaying on real device os 18.5 but on simulators there are no products. Is there a bug or something. Simulators tested 16 Pro max iPad m4, and iPad 5th gen all 18.5 other versions below the products does show and on real device. Your assistance will be much appreciated.
0
0
72
Jun ’25
Xcode 16.4 CoreHaptics watchOS
Unable to import CoreHaptics Starting from scratch: Downloaded Xcode 16.4, selected new project (watch-only app), accepted all defaults. Can write code and run simulator, but cannot import CoreHaptics. Searching for an answer for hours without luck. Would appreciate any help. CoreHaptics is in my Frameworks directory. Can import Foundation, Combine, etc. Have reinstalled Xcode 16.4. Have restarted the MacBook Pro (2019,Intel i9, Sequoia 15.5). No luck so far.
3
1
160
Jun ’25
iOS 3.1.3 SDK
Hello!!! I want to do a little project for the original iPhone running iOS 3.1.3 and I don’t find the SDK for iOS 3.1.3. I’ve tried downloading Xcode 3.1.3 from the Apple Developer site, but during the installation process, the iPhone SDK doesn’t appear to be included. I also tested Xcode 3.2.2, but it doesn’t seem to have the iPhone OS 3.1.3 SDK either. Does anyone still have the iPhone OS 3.1.3 SDK available or know where I can find it? Thanks!! Edgar
0
0
95
Jun ’25
New linker in Command Line Tools 16 not working with BLOCK DATA
We've encountered a critical issue with the new linker of CLT16 (version 16.1.0.0.1.1729049160) that prevents proper initialization of BLOCK DATA. BLOCK DATA are used to initialize global variables in our Fortran code, and its failure to initialize those variables leads to a program crash. This affects our community of more that thousand scientists worldwide. The current workaround is using the -ld_classic linker option. However, this option is deprecated and will be removed in a future release, as described in the Xcode release note. I've attached a minimal example that reproduces the problem using GNU gfortran with the following instructions (the attached main.f.txt and bd.f.txt need to be rename to main.f and bd.f, respectively): gfortran -c bd.f gfortran -c main.f ar rv libtest.a bd.o main.o gfortran -ld_classic -o good.x -L. libtest.a gfortran -o bad.x -L. libtest.a Running the two programs, one can see that the BLOCK DATA are not initialised without the option ld_classic, $ > ./good.x 3.7273802569289098 2.8083922366048202 $ > ./bad.x 0.0000000000000000 0.0000000000000000 We kindly request your attention to this matter and a prompt solution or alternative workaround. Best regards main.f.txt bd.f.txt part.txt
1
1
509
Jun ’25
Making an xcode Run Script phase run when any file within a folder has changed
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.
Replies
1
Boosts
0
Views
108
Activity
Jun ’25
String Catalog
I have enabled Code Review with the button and then String Catalog turned up to code view anyways i can't get it back to original view. Disable Code Review button doesn't do anything. Any idea?
Replies
1
Boosts
0
Views
301
Activity
Jun ’25
Precompile bridging header and compilation of any swift files that import that import my objective-c framework with modulemap runs every build
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?
Replies
2
Boosts
0
Views
123
Activity
Jun ’25
"CLIENT OF UIKIT REQUIRES UPDATE: This process does not adopt UIScene lifecycle. This will become an assert in a future version."
I just noticed this today while building a React Native app. Anybody else seen this and know what it means/how to track it down/how to fix it
Replies
7
Boosts
1
Views
1.2k
Activity
Jun ’25
Prevent backing up large Xcode files
I'm primarily an iOS developer. Every day that I develop, Mac Time Machine backs up a gigabyte or more of data. I'm trying to reduce that as much as possible. No data involving the simulators seems important enough to backup. If I ever need to restore Xcode, I'd reinstall rather than restore from Time Machine. But I'd want to back up code snippets, etc. What are the best practices to prevent large amounts of Xcode or simulator data from being backed up?
Replies
1
Boosts
0
Views
110
Activity
Jun ’25
(-67061 invalid signature (code or signature have been modified)
I have tried to download the new Simulator for Xcode keeps giving me this error I have over 20 GB available on my system and I have looked online of others talking about this issue some would do it manually I am not sure how to do that. I have tried the following from articles I read this but it doesn't have the most recent iOS 18.5 Download the iOS Simulator that I need for the most recent version of Xcode: https://developer.apple.com/download/all/?q=Xcode Try the following path to delete all files. Download it again /System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/ Mind you I did not delete any files only that 1 folder and from trash as well is cleaned out I really wish Apple would fix this issues for Devs can anyone help me out thanks
Replies
1
Boosts
0
Views
152
Activity
Jun ’25
iOS 26 Simulator - Extreme Memory Usage on M1 Pro
Hi everyone, Is anyone else seeing massive memory usage with the iOS 26 simulator? On my M1 Pro MacBook Pro (16GB RAM) running macOS 26, the simulator consumes all available memory, making my Mac extremely slow. This seems to be a memory leak. For comparison, the iOS 18.5 simulator runs perfectly fine and uses very little RAM. I've already tried restarting, but the issue persists. Has anyone found a workaround for this? Thanks.
Replies
3
Boosts
0
Views
380
Activity
Jun ’25
provisining profile
Hi there. I'm super frustrated. My Apple Developer keeps telling me that I have no device to generate a provisioning profile. And it's not clear whether a device is registered. I have a Developed Account as a parent, but the macmini we are working on is registered to my son. Is this a poblem? Super frustrated as we simply want to archive his program to post for review. Can anyone help? We've been at this for days.
Replies
1
Boosts
0
Views
60
Activity
Jun ’25
Will Xcode be able to edit code directly?
I realized you needed to install OS Tahoe to get the models in Xcode and its working now, but the chat doesn't edit the code directly like Cursor. Is Xcode going to update to edit code directly? Would love to know. Thanks to anyone that answers.
Replies
3
Boosts
0
Views
67
Activity
Jun ’25
Trying to deploy WatchOS 9.6 to a watch that is on 10.6
I have an Apple Watch 4. (GPS). It's on version 10.6. I'm trying to deploy a basic app onto it (IOS 18) (WatchOS 9.6). I've set the targets in General for Watch App, Watch AppTest, Watch AppUITest. I still get an Apple Watches watchOS doesn't match App Watch app.app watch02 9.6 deployment target. Upgrade users Apple Watch watchOS version or lower app app.apps deployment target. What can I do to fix this?
Replies
1
Boosts
0
Views
294
Activity
Jun ’25
visionOS Simulator: CloudKitWrapper not found
Hello, I'm working on a Unity game which uses Apple Arcade Cloudkit Unity plugin. Cloud save works on all platforms except visionOS. I tried to debug using visionOS 2.4 Simulator. When the game starts XCode display the following error: DllNotFoundException: Unable to load DLL 'CloudKitWrapper'. Tried the load the following dynamic libraries: Unable to load dynamic library '/CloudKitWrapper' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen(/CloudKitWrapper, 0x0005): tried: '/Users/seb/Library/Developer/Xcode/DerivedData/Unity-VisionOS-akwybgjotadlwrghmmfkhbhpuduf/Build/Products/Debug-xrsimulator/CloudKitWrapper' (no such file), '/Library/Developer/CoreSimulator/Volumes/xrOS_22O237/Library/Developer/CoreSimulator/Profiles/Runtimes/xrOS 2.4.simruntime/Contents/Resources/RuntimeRoot/usr/lib/system/introspection/CloudKitWrapper' (no such file), '/Library/Developer/CoreSimulator/Volumes/xrOS_22O237/Library/Developer/CoreSimulator/Profiles/Runtimes/xrOS 2.4.simruntime/Contents/Resources/RuntimeRoot/CloudKitWrapper' (no such file), '/CloudKitWrapper' (no such file) at Apple.CloudKit.CKContainer.CKContainer_Default () [0x00000] in <00000000000000000000000000000000>:0 at Apple.CloudKit.CKContainer.Default () [0x00000] in <00000000000000000000000000000000>:0 I opened up the "Debug-xrsimulator" and indeed there is no CloudKitWrapper. However, if I "show content" on the app and navigate to the "Frameworks" folder, all Apple Arcade plugins are here, including CloudKit. I guess the plugin is in the right location, but the code tries to load it from the wrong path.
Replies
2
Boosts
0
Views
151
Activity
Jun ’25
I have a target that dynamically generates the modulemap when new headers are added. Is there a way to specify for the target that uses that modulemap to wait for this modulemap file?
I have two targets: Library and Generate-Library-Modulemap I use a modulemap to help bridge the Objective-C++ code to Swift. Generate-Library-Modulemap is set up to run only when new headers are added (this is done reliably through some trickery). This seems to work, but the problem is that if I add Generate-Library-Modulemap as a dependency of Library, it seems that by the time Library Generate-Library-Modulemap is run, the Library target has already loaded up an outdated modulemap file. The result is my first attempt to build after adding headers is that the framework fails, as even though the modulemap was generated, it was not attached to the framework. The second attempt succeeds as it reads the updated modulemap. Is there any way to force Xcode to run the Generate-Library-Modulemap step before starting on Library? Or perhaps attach the modulemap after the fact?
Replies
0
Boosts
0
Views
93
Activity
Jun ’25
Can I ship app current updates from MacOS 26 Tahoe beta?
This year, if I update my Mac to the MacOS 26 Tahoe beta, will I still be able to ship app updates to the App Store using Xcode 16.4 until Xcode 26 is GM? Thanks!
Replies
2
Boosts
1
Views
451
Activity
Jun ’25
Xcode opens multiple Terminal windows when running app
Whenever I run anything in xcode it opens an extra terminal that runs the program then exits immediately, but the app still runs through the normal xcode launch. It's not a huge issue but It's getting really annoying to realize I have like 7 windows of terminal open that are just doing nothing. Has anyone had this issue before?
Replies
4
Boosts
0
Views
518
Activity
Jun ’25
Is SFSymbol Customization officially valid as a method for using SVG in embedded widgets (lock-screen & watchOS)?
Is SFSymbol Customization officially valid as a method for using SVG in embedded widgets (lock-screen & watchOS)? I use this in UnitedPizzaHelper but wonder whether this is the prime cause why all widgets of this app gets missing on iOS devices? This issue only happened on at least 2 device in the recent 12 months (they are all on iOS 18, and one of them is running iOS 18.5... Rebooting device won't work.), and we currently have no clue how to troubleshoot this. Update: The guy running iOS 18.5 told me that the widgets are now discoverable after waiting for minutes. Seems that this is a random issue.
Replies
0
Boosts
0
Views
79
Activity
Jun ’25
Ionic In App Purchase Products not showing on Simulators iOS 18.5 but showing on real devices.
Hi guys, i have an issue with my app, i am able to view in app purchase products from my deployed hybrid app (Ionic 8 with Capacitor 7) IOS platform. My inapp products are displaying on real device os 18.5 but on simulators there are no products. Is there a bug or something. Simulators tested 16 Pro max iPad m4, and iPad 5th gen all 18.5 other versions below the products does show and on real device. Your assistance will be much appreciated.
Replies
0
Boosts
0
Views
72
Activity
Jun ’25
Xcode 16.4 CoreHaptics watchOS
Unable to import CoreHaptics Starting from scratch: Downloaded Xcode 16.4, selected new project (watch-only app), accepted all defaults. Can write code and run simulator, but cannot import CoreHaptics. Searching for an answer for hours without luck. Would appreciate any help. CoreHaptics is in my Frameworks directory. Can import Foundation, Combine, etc. Have reinstalled Xcode 16.4. Have restarted the MacBook Pro (2019,Intel i9, Sequoia 15.5). No luck so far.
Replies
3
Boosts
1
Views
160
Activity
Jun ’25
iOS 3.1.3 SDK
Hello!!! I want to do a little project for the original iPhone running iOS 3.1.3 and I don’t find the SDK for iOS 3.1.3. I’ve tried downloading Xcode 3.1.3 from the Apple Developer site, but during the installation process, the iPhone SDK doesn’t appear to be included. I also tested Xcode 3.2.2, but it doesn’t seem to have the iPhone OS 3.1.3 SDK either. Does anyone still have the iPhone OS 3.1.3 SDK available or know where I can find it? Thanks!! Edgar
Replies
0
Boosts
0
Views
95
Activity
Jun ’25
Can iOS simulators simulate device pixel density?
Do simulators match real device for pixel density for testing image assets?
Replies
1
Boosts
0
Views
82
Activity
Jun ’25
New linker in Command Line Tools 16 not working with BLOCK DATA
We've encountered a critical issue with the new linker of CLT16 (version 16.1.0.0.1.1729049160) that prevents proper initialization of BLOCK DATA. BLOCK DATA are used to initialize global variables in our Fortran code, and its failure to initialize those variables leads to a program crash. This affects our community of more that thousand scientists worldwide. The current workaround is using the -ld_classic linker option. However, this option is deprecated and will be removed in a future release, as described in the Xcode release note. I've attached a minimal example that reproduces the problem using GNU gfortran with the following instructions (the attached main.f.txt and bd.f.txt need to be rename to main.f and bd.f, respectively): gfortran -c bd.f gfortran -c main.f ar rv libtest.a bd.o main.o gfortran -ld_classic -o good.x -L. libtest.a gfortran -o bad.x -L. libtest.a Running the two programs, one can see that the BLOCK DATA are not initialised without the option ld_classic, $ > ./good.x 3.7273802569289098 2.8083922366048202 $ > ./bad.x 0.0000000000000000 0.0000000000000000 We kindly request your attention to this matter and a prompt solution or alternative workaround. Best regards main.f.txt bd.f.txt part.txt
Replies
1
Boosts
1
Views
509
Activity
Jun ’25