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Validate App & Upload both hang indefinitely at "Preparing"
I have been trying for 24 hours to upload app, and first time this has happened in 8 years and 100+ uploads. Please help. Validate App and Upload both hang indefinitely at "Preparing" in Xcode Organizer. No error is ever returned — the progress bar freezes and the operation never completes or times out. Transporter 1.4.5 fails identically. Key detail: archive 2.4.3 (build 123), which Apple accepted and processed on Sept 10, 2026, now hangs the same way when validated. Same machine, same Xcode, same Apple ID. This rules out the archive, its signature, and its provisioning profile. Already ruled out: two independent networks (home Wi-Fi and iPhone cellular hotspot); the archive itself (known-good build 123 fails identically); Xcode install (27.0 / 27A266a, xcode-select verified correct); Apple ID session (signed out and back in three times); full reboot. macOS 27.0 (26A428) on MacBookPro18,4. Last successful upload Sept 10, 2026. 100+ prior archives uploaded without incident over several years. macOS has updated twice since Sept 10. Separately: Transporter 1.4.5 crashes on macOS 27.0 with an unhandled exception in TransporterKit while drawing its activity queue (EXC_BREAKPOINT via +[NSApplication _crashOnException:]).
4
1
1.9k
Sep ’26
Apple Watch pairs successfully in Device Hub (watchOS 27) but never reconnects afterward
Xcode 27.0, watchOS 27.2, macOS 27.2. Re-pairing an Apple Watch Ultra 2 via Device Hub (File ▸ Pair Nearby Device…) completes successfully — remotepairingd logs setupManualPairing succeeded — but the watch never reconnects afterward: no verifyManualPairing, no _remotepairing._tcp Bonjour advertisement, and CoreDevice never creates a device record for it. devicectl shows the watch as unavailable, then it disappears from the list entirely. Compare: pairing an iPhone the same way also closes the setup channel within ~40 ms, but the iPhone reconnects ~1.3 s later via verifyManualPairing and becomes available. The watch never does. Interesting finding: if the Mac's pairing listener is kept open past the point where Device Hub's sheet would normally close it, the watch does come back — but it requests a brand-new pair-setup instead of verifying the one it just completed. It loops: setup → close → setup. Already tried without success: restarting the watch/iPhone, Developer Mode off/on, Bluetooth on/off, Wi-Fi toggles, iPhone on USB, restarting CoreDeviceService and remotepairingd, Reset Location & Privacy on the iPhone, updating watchOS (27.0 → 27.2, same behavior). Full write-up with sanitized logs, timeline and everything tried: https://github.com/kisnner26/watchos27-pairing-bug Filed as Feedback Assistant FB24924229. If anyone else hits this exact symptom (pairing succeeds, watch never reconnects — different from the PIN never appearing, or the watch never showing up at all, which are other variants reported elsewhere), please share your report ID here so Apple can link them.
0
1
358
Sep ’26
Xcode 27.1 Device Hub crashes immediately when launched, even with no project open
[Submitted as FB24979057] Device Hub is consistently crashing for me in Xcode 27.1. I initially encountered it while working in Xcode, but I can reproduce it completely independently of any project: Quit Xcode. Launch Device Hub directly. Wait a couple of seconds. Device Hub crashes. The latest crash occurred about two seconds after Device Hub launched, so this doesn’t appear to be related to a particular Xcode project. :chatgpt-content-reference{index="0"} Environment Xcode 27.0 (27A266a) DeviceHub 27.0 (255.2.6.6) macOS 27.0.1 (26A434) Apple silicon The crash is on the main thread during AppKit/SwiftUI layout and constraint updating: :chatgpt-content-reference{index="1"} :chatgpt-content-reference{index="2"} Exception Type: EXC_CRASH (SIGABRT) Termination Reason: Namespace SIGNAL, Code 6, Abort trap: 6 AppKit -[NSWindow(NSDisplayCycle) _postWindowNeedsUpdateConstraints] -[NSView setNeedsUpdateConstraints:] SwiftUI NSHostingView.setNeedsUpdate() NSHostingView.beginTransaction() AppKitPlatformViewHost.invalidateLayout() NSHostingView.SizeConstraints.update(from:) DeviceHub main Has anyone else seen this in Xcode 27.1 or found a workaround?
1
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473
Sep ’26
Device Hub unexpectedly quit
I have raised Feedback FB23036084 Just using it on an extremely small app that display six SwiftUI charts. I was just scrolling on a ScrollView of the charts. Th feedback has a link to the app on GitHub, the content of the generate report details and also the output of running xcrun simctl diagnose
1
1
337
Sep ’26
Xcode 27 hangs when opening storyboard
Apple M2 MacBook Pro 2022 (24GB/1TB) macOS 27.0 Xcode 27.0 Xcode hangs every time I try to open any xib file. Didn't face this issue in previous versions. I have attached some initial part of the report here, I have reported the problem via xcode too. Xcode hang.txt
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2
307
Sep ’26
Device Hub in Xcode 27 does not support game controllers
I wanted to test my App for Apple TV and iPad/iPhone with a DualShock 2 game controller. This worked perfect with the former Xcode version. Now nothing happens, if I use the game controller. In blue tooth is is connected and if I use my game without Device Hub it is also working. Additionally it is nearly impossible to debug my game on Apple Watch with the Digital Crown, it takes minutes to start the simulators for iPhone, my Mac is getting extremely hot, ... Is there a possibility to use the old simulator? Device Hub is not really usable for developers.
1
0
161
Sep ’26
Xcode 27 keeps crashing
Hi everyone, Is anyone else having problems with Xcode 27? It keeps crashing on me. And when I say ‘constantly’, I mean it shuts down about every minute. You can’t work like this... Am I the only one with this problem?
1
0
375
Sep ’26
Xcode is compiling all Swift files one at a time?
I have two apps; one is a subset of functionality of the other. The smaller app has about 170 Swift files. The larger app has these files plus about 120 more. So I would expect the larger app to take around twice as long to build. Instead, the smaller app takes less than a minute to build while the larger app takes over 13 minutes to build; to be exact, it takes 15.3 times longer. While reviewing the build report, I noticed that the smaller app compiles the Swift files in batches, with each batch taking around 10 seconds, but with up to 17 batches running at once. In contrast, the larger app compiles all 290 Swift files in one giant batch, so apparently there is no multithreading of the Swift compilation (see screen shots below). The difference in the number of batches the smaller app compiles at once roughly corresponds to the difference in overall build time. Is there a build setting I can change to make the larger app compile Swift files in multiple smaller batches as the smaller app is doing? I checked SWIFT_COMPILATION_MODE and it's the same in both apps (Incremental for debugging and Whole Module for release) but I don't know what other settings I should check.
3
0
1.1k
Sep ’26
XCode 27.2 Beta / Claude Code - UI lockups
Has anyone notices persistent UI lockups when attempting to perform even the most basic tasks with Claude Code? I'm at a total loss here. I've noticed that the lockups tend to happen more often when the Claude Agent is asking me a question. I've tried removing stale data, disconnecting / reconnected the agent, force quit and restart. Nothing solves this.
11
2
508
Sep ’26
How can I test an independent watchOS app on an Apple Watch set up with Apple Watch For Your Kids (Family Setup)?
Hi, I’m trying to test an independent watchOS app on an Apple Watch Series 6 Cellular that is set up for a child using Apple Watch For Your Kids (Family Setup). My current environment: Apple Watch Series 6 Cellular watchOS 26.6 The Watch is set up for a child using Apple Watch For Your Kids / Family Setup Xcode 26.6 Parent iPhone running iOS 27.0 Developer Mode is enabled on the parent iPhone The Family Setup Watch does not appear as a development device in Xcode/CoreDevice There is no Developer Mode option visible on the Family Setup Watch For comparison, I also have another Apple Watch used for normal development, and that Watch can be detected by the development environment. The issue appears specific to the child’s Family Setup Watch. I would like to understand the Apple-supported development and testing workflow for this configuration. Specifically: Is an Apple Watch set up using Apple Watch For Your Kids / Family Setup expected to be available as a direct Xcode development device? If direct Xcode deployment is not supported, can an independent watchOS app be installed and tested on a Family Setup Watch through TestFlight? If TestFlight is supported, what is the correct workflow for installing the beta on the child’s Family Setup Watch / child Apple Account? Is there another Apple-supported testing or distribution method developers should use for this scenario? I’m specifically asking about an independent watchOS app that can operate without the parent iPhone nearby, rather than a Watch app that depends on an iPhone companion app. I’d also appreciate clarification on the distinction between direct Xcode development deployment and TestFlight/App Store distribution for Apple Watch For Your Kids. Thank you.
0
1
248
Sep ’26
Possible iOS 27 Simulator bug with NowPlaying: metadata only appears after second lock cycle, playback buttons missing
Hi, I’m testing the new NowPlaying framework on iOS 27 using Xcode 27 and an iPhone 17 Simulator, and I’m seeing some behavior that I’m trying to determine is a Simulator issue or something incorrect in my implementation. I have a local AVPlayer playing an MP3 and a MediaSession conforming to MediaSessionRepresentable. The session publishes MusicContent with static artwork, AnimatedArtwork using the .tall aspect ratio, a MediaPlaybackSnapshot, and commands for play, pause, previous, next, and seek. The strange behavior is: I start playback and call requestToBecomeApplicationPrimary(). It succeeds and isApplicationPrimary becomes true, but isSystemPrimary remains false. I lock the Simulator for the first time. There is no Now Playing UI or metadata. I unlock it and return to the app. After recreating/re-registering the MediaSession and calling requestToBecomeApplicationPrimary() again, isSystemPrimary sometimes becomes true. When I lock the Simulator a second time, the Now Playing UI finally appears and the animated 3:4 artwork works correctly. However, the Lock Screen card still does not show the expected play/pause/previous/next buttons. It only shows the title, artist, progress bar, and volume control, despite those commands being included in commands. When the second session succeeds, the framework also starts requesting the artwork as expected: applicationPrimary: true systemPrimary: true Animated preview requested: (1206, 1608) ratio: tall Static artwork requested Animated video requested: (1206, 1608) ratio: tall Calling requestToBecomeSystemPrimary() directly has also consistently returned: internalFailure Playback itself continues correctly throughout all of this. So I’m trying to understand whether anyone else is seeing similar behavior with the iOS 27 Simulator: MediaSession becoming application-primary but not system-primary on the initial playback Now Playing metadata only appearing after a lock/unlock/re-registration cycle media commands being supplied but playback buttons missing from the Lock Screen requestToBecomeSystemPrimary() returning internalFailure I have not yet tested the same build on a physical iOS 27 device, so I’m particularly interested in whether this is currently a known Simulator limitation/bug or whether there is another step required when publishing a local playback MediaSession. Thanks!
0
0
624
Sep ’26
Command Line Tools bundled Python 3.9.6 flagged by vulnerability scanner
We need guidance regarding the Python runtime bundled with Apple Command Line Tools. Environment: macOS Tahoe 26.5.2 (25F84) Xcode 26.6 (17F113) Device type: Mac Command Line Tools Python path: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/ Version confirmed locally with: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/bin/python3 --version Output: Python 3.9.6 Our vulnerability-management platform, Qualys, reports this Apple Command Line Tools Python runtime as vulnerable under QID 387170, referencing CVE-2022-4303 and CVE-2023-0286. The detection points to: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/Resources/Python.app My understanding is that this runtime is bundled and managed by Apple as part of Command Line Tools, and that manually replacing or modifying this framework is not a supported remediation path. Installing a separate standalone Python version also does not remediate the finding at this Apple-managed path. Could Apple or the community confirm the supported approach for this scenario? Specifically: Is Python 3.9.6 intentionally bundled with the current Command Line Tools release for this macOS/Xcode version? Has Apple applied security fixes or backports to this bundled Python runtime that are not reflected in the upstream Python version number? Is updating Command Line Tools/Xcode the only supported remediation method for this component? Is manually replacing or modifying the bundled Python framework unsupported? Is there any known mitigation or official guidance for vulnerability-management exceptions while waiting for an Apple-provided update? I have also filed this through Feedback Assistant: FB23893693. Any official Apple guidance or reference to existing documentation would be very helpful, as we need to provide an auditable response to our internal security and audit teams.
14
1
3.2k
Sep ’26
Xcode crashes every time I click blue project icon
Whenever I click the blue project button below for my ios application (in an attempt to get to Signing & Capabilities), my Xcode application crashes. I've tried the following: Deleting xcuserdata folder under project.xcworkspace Purging derived data in ~/Library/Developer/Xcode/DerivedData Clearing Xcode preferences with defaults delete com.apple.dt.Xcode
0
0
235
Sep ’26
Xcode 26.x and now 27.x often resets my project window
I like to use Window Tabs, setting them up with appropriate panels when working on SwiftUI views, writing tests, etc. Many times now, I open a project in Xcode only to discover the main window is very small, what was expanded in the project outline is incorrect, and the window tab bar is hidden. Showing the window tab bar then just shows a single empty tab named "New Editor". Since I didn't add any new files today or change project settings (nothing would have changed the .xcodeproj package of files), I restored a backup and that opened up a-ok. Though I first saved the bad project. In analyzing differences between the two .xcoeproj files, I can only imagine this an issue with UserInterfaceState.xcuserstate. Though it's not practical at all to see what the changes are due to different ordering. I did notice that the bad .xcodeproj version had a massive Base64 encoded block for some IDENavigatorModeSolitary entry. The working project had a much smaller encoded block. Anyone else run into this? For those that are now using the new JSON project files, has this still been an issue?
0
0
137
Sep ’26
Xcode 26.5 compatibility with macOS 27
Hi Team, My Mac has already been upgraded to macOS 27 and currently has Xcode 27 installed. However, I have a development requirement to use Xcode 26.5 as well. Is there any supported way or workaround to install and run Xcode 26.5 on macOS 27? If it is not supported directly, what would be the recommended approach to use Xcode 26.5? Thanks, Reshma
0
3
355
Sep ’26
TextField cannot receive keyboard input via Device Hub (Xcode 27.0 beta 6, tvOS 27.0)
Environment: Xcode 27.0 beta 6, Device Hub, tvOS 27.0 When focusing a TextField and using Device Hub to run on tvOS 27.0, I cannot type any text into the field. Focus moves to the TextField as expected, but keyboard input is not received. Has anyone else run into this? Any workaround would be appreciated.
Replies
2
Boosts
3
Views
1.2k
Activity
Sep ’26
Validate App & Upload both hang indefinitely at "Preparing"
I have been trying for 24 hours to upload app, and first time this has happened in 8 years and 100+ uploads. Please help. Validate App and Upload both hang indefinitely at "Preparing" in Xcode Organizer. No error is ever returned — the progress bar freezes and the operation never completes or times out. Transporter 1.4.5 fails identically. Key detail: archive 2.4.3 (build 123), which Apple accepted and processed on Sept 10, 2026, now hangs the same way when validated. Same machine, same Xcode, same Apple ID. This rules out the archive, its signature, and its provisioning profile. Already ruled out: two independent networks (home Wi-Fi and iPhone cellular hotspot); the archive itself (known-good build 123 fails identically); Xcode install (27.0 / 27A266a, xcode-select verified correct); Apple ID session (signed out and back in three times); full reboot. macOS 27.0 (26A428) on MacBookPro18,4. Last successful upload Sept 10, 2026. 100+ prior archives uploaded without incident over several years. macOS has updated twice since Sept 10. Separately: Transporter 1.4.5 crashes on macOS 27.0 with an unhandled exception in TransporterKit while drawing its activity queue (EXC_BREAKPOINT via +[NSApplication _crashOnException:]).
Replies
4
Boosts
1
Views
1.9k
Activity
Sep ’26
Apple Watch pairs successfully in Device Hub (watchOS 27) but never reconnects afterward
Xcode 27.0, watchOS 27.2, macOS 27.2. Re-pairing an Apple Watch Ultra 2 via Device Hub (File ▸ Pair Nearby Device…) completes successfully — remotepairingd logs setupManualPairing succeeded — but the watch never reconnects afterward: no verifyManualPairing, no _remotepairing._tcp Bonjour advertisement, and CoreDevice never creates a device record for it. devicectl shows the watch as unavailable, then it disappears from the list entirely. Compare: pairing an iPhone the same way also closes the setup channel within ~40 ms, but the iPhone reconnects ~1.3 s later via verifyManualPairing and becomes available. The watch never does. Interesting finding: if the Mac's pairing listener is kept open past the point where Device Hub's sheet would normally close it, the watch does come back — but it requests a brand-new pair-setup instead of verifying the one it just completed. It loops: setup → close → setup. Already tried without success: restarting the watch/iPhone, Developer Mode off/on, Bluetooth on/off, Wi-Fi toggles, iPhone on USB, restarting CoreDeviceService and remotepairingd, Reset Location & Privacy on the iPhone, updating watchOS (27.0 → 27.2, same behavior). Full write-up with sanitized logs, timeline and everything tried: https://github.com/kisnner26/watchos27-pairing-bug Filed as Feedback Assistant FB24924229. If anyone else hits this exact symptom (pairing succeeds, watch never reconnects — different from the PIN never appearing, or the watch never showing up at all, which are other variants reported elsewhere), please share your report ID here so Apple can link them.
Replies
0
Boosts
1
Views
358
Activity
Sep ’26
Xcode 27.1 Device Hub crashes immediately when launched, even with no project open
[Submitted as FB24979057] Device Hub is consistently crashing for me in Xcode 27.1. I initially encountered it while working in Xcode, but I can reproduce it completely independently of any project: Quit Xcode. Launch Device Hub directly. Wait a couple of seconds. Device Hub crashes. The latest crash occurred about two seconds after Device Hub launched, so this doesn’t appear to be related to a particular Xcode project. :chatgpt-content-reference{index="0"} Environment Xcode 27.0 (27A266a) DeviceHub 27.0 (255.2.6.6) macOS 27.0.1 (26A434) Apple silicon The crash is on the main thread during AppKit/SwiftUI layout and constraint updating: :chatgpt-content-reference{index="1"} :chatgpt-content-reference{index="2"} Exception Type: EXC_CRASH (SIGABRT) Termination Reason: Namespace SIGNAL, Code 6, Abort trap: 6 AppKit -[NSWindow(NSDisplayCycle) _postWindowNeedsUpdateConstraints] -[NSView setNeedsUpdateConstraints:] SwiftUI NSHostingView.setNeedsUpdate() NSHostingView.beginTransaction() AppKitPlatformViewHost.invalidateLayout() NSHostingView.SizeConstraints.update(from:) DeviceHub main Has anyone else seen this in Xcode 27.1 or found a workaround?
Replies
1
Boosts
0
Views
473
Activity
Sep ’26
Device Hub unexpectedly quit
I have raised Feedback FB23036084 Just using it on an extremely small app that display six SwiftUI charts. I was just scrolling on a ScrollView of the charts. Th feedback has a link to the app on GitHub, the content of the generate report details and also the output of running xcrun simctl diagnose
Replies
1
Boosts
1
Views
337
Activity
Sep ’26
Xcode 27 hangs when opening storyboard
Apple M2 MacBook Pro 2022 (24GB/1TB) macOS 27.0 Xcode 27.0 Xcode hangs every time I try to open any xib file. Didn't face this issue in previous versions. I have attached some initial part of the report here, I have reported the problem via xcode too. Xcode hang.txt
Replies
0
Boosts
2
Views
307
Activity
Sep ’26
Device Hub in Xcode 27 does not support game controllers
I wanted to test my App for Apple TV and iPad/iPhone with a DualShock 2 game controller. This worked perfect with the former Xcode version. Now nothing happens, if I use the game controller. In blue tooth is is connected and if I use my game without Device Hub it is also working. Additionally it is nearly impossible to debug my game on Apple Watch with the Digital Crown, it takes minutes to start the simulators for iPhone, my Mac is getting extremely hot, ... Is there a possibility to use the old simulator? Device Hub is not really usable for developers.
Replies
1
Boosts
0
Views
161
Activity
Sep ’26
Xcode 27 keeps crashing
Hi everyone, Is anyone else having problems with Xcode 27? It keeps crashing on me. And when I say ‘constantly’, I mean it shuts down about every minute. You can’t work like this... Am I the only one with this problem?
Replies
1
Boosts
0
Views
375
Activity
Sep ’26
Xcode is compiling all Swift files one at a time?
I have two apps; one is a subset of functionality of the other. The smaller app has about 170 Swift files. The larger app has these files plus about 120 more. So I would expect the larger app to take around twice as long to build. Instead, the smaller app takes less than a minute to build while the larger app takes over 13 minutes to build; to be exact, it takes 15.3 times longer. While reviewing the build report, I noticed that the smaller app compiles the Swift files in batches, with each batch taking around 10 seconds, but with up to 17 batches running at once. In contrast, the larger app compiles all 290 Swift files in one giant batch, so apparently there is no multithreading of the Swift compilation (see screen shots below). The difference in the number of batches the smaller app compiles at once roughly corresponds to the difference in overall build time. Is there a build setting I can change to make the larger app compile Swift files in multiple smaller batches as the smaller app is doing? I checked SWIFT_COMPILATION_MODE and it's the same in both apps (Incremental for debugging and Whole Module for release) but I don't know what other settings I should check.
Replies
3
Boosts
0
Views
1.1k
Activity
Sep ’26
XCode 27.2 Beta / Claude Code - UI lockups
Has anyone notices persistent UI lockups when attempting to perform even the most basic tasks with Claude Code? I'm at a total loss here. I've noticed that the lockups tend to happen more often when the Claude Agent is asking me a question. I've tried removing stale data, disconnecting / reconnected the agent, force quit and restart. Nothing solves this.
Replies
11
Boosts
2
Views
508
Activity
Sep ’26
How can I test an independent watchOS app on an Apple Watch set up with Apple Watch For Your Kids (Family Setup)?
Hi, I’m trying to test an independent watchOS app on an Apple Watch Series 6 Cellular that is set up for a child using Apple Watch For Your Kids (Family Setup). My current environment: Apple Watch Series 6 Cellular watchOS 26.6 The Watch is set up for a child using Apple Watch For Your Kids / Family Setup Xcode 26.6 Parent iPhone running iOS 27.0 Developer Mode is enabled on the parent iPhone The Family Setup Watch does not appear as a development device in Xcode/CoreDevice There is no Developer Mode option visible on the Family Setup Watch For comparison, I also have another Apple Watch used for normal development, and that Watch can be detected by the development environment. The issue appears specific to the child’s Family Setup Watch. I would like to understand the Apple-supported development and testing workflow for this configuration. Specifically: Is an Apple Watch set up using Apple Watch For Your Kids / Family Setup expected to be available as a direct Xcode development device? If direct Xcode deployment is not supported, can an independent watchOS app be installed and tested on a Family Setup Watch through TestFlight? If TestFlight is supported, what is the correct workflow for installing the beta on the child’s Family Setup Watch / child Apple Account? Is there another Apple-supported testing or distribution method developers should use for this scenario? I’m specifically asking about an independent watchOS app that can operate without the parent iPhone nearby, rather than a Watch app that depends on an iPhone companion app. I’d also appreciate clarification on the distinction between direct Xcode development deployment and TestFlight/App Store distribution for Apple Watch For Your Kids. Thank you.
Replies
0
Boosts
1
Views
248
Activity
Sep ’26
Possible iOS 27 Simulator bug with NowPlaying: metadata only appears after second lock cycle, playback buttons missing
Hi, I’m testing the new NowPlaying framework on iOS 27 using Xcode 27 and an iPhone 17 Simulator, and I’m seeing some behavior that I’m trying to determine is a Simulator issue or something incorrect in my implementation. I have a local AVPlayer playing an MP3 and a MediaSession conforming to MediaSessionRepresentable. The session publishes MusicContent with static artwork, AnimatedArtwork using the .tall aspect ratio, a MediaPlaybackSnapshot, and commands for play, pause, previous, next, and seek. The strange behavior is: I start playback and call requestToBecomeApplicationPrimary(). It succeeds and isApplicationPrimary becomes true, but isSystemPrimary remains false. I lock the Simulator for the first time. There is no Now Playing UI or metadata. I unlock it and return to the app. After recreating/re-registering the MediaSession and calling requestToBecomeApplicationPrimary() again, isSystemPrimary sometimes becomes true. When I lock the Simulator a second time, the Now Playing UI finally appears and the animated 3:4 artwork works correctly. However, the Lock Screen card still does not show the expected play/pause/previous/next buttons. It only shows the title, artist, progress bar, and volume control, despite those commands being included in commands. When the second session succeeds, the framework also starts requesting the artwork as expected: applicationPrimary: true systemPrimary: true Animated preview requested: (1206, 1608) ratio: tall Static artwork requested Animated video requested: (1206, 1608) ratio: tall Calling requestToBecomeSystemPrimary() directly has also consistently returned: internalFailure Playback itself continues correctly throughout all of this. So I’m trying to understand whether anyone else is seeing similar behavior with the iOS 27 Simulator: MediaSession becoming application-primary but not system-primary on the initial playback Now Playing metadata only appearing after a lock/unlock/re-registration cycle media commands being supplied but playback buttons missing from the Lock Screen requestToBecomeSystemPrimary() returning internalFailure I have not yet tested the same build on a physical iOS 27 device, so I’m particularly interested in whether this is currently a known Simulator limitation/bug or whether there is another step required when publishing a local playback MediaSession. Thanks!
Replies
0
Boosts
0
Views
624
Activity
Sep ’26
Command Line Tools bundled Python 3.9.6 flagged by vulnerability scanner
We need guidance regarding the Python runtime bundled with Apple Command Line Tools. Environment: macOS Tahoe 26.5.2 (25F84) Xcode 26.6 (17F113) Device type: Mac Command Line Tools Python path: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/ Version confirmed locally with: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/bin/python3 --version Output: Python 3.9.6 Our vulnerability-management platform, Qualys, reports this Apple Command Line Tools Python runtime as vulnerable under QID 387170, referencing CVE-2022-4303 and CVE-2023-0286. The detection points to: /Library/Developer/CommandLineTools/Library/Frameworks/Python3.framework/Versions/3.9/Resources/Python.app My understanding is that this runtime is bundled and managed by Apple as part of Command Line Tools, and that manually replacing or modifying this framework is not a supported remediation path. Installing a separate standalone Python version also does not remediate the finding at this Apple-managed path. Could Apple or the community confirm the supported approach for this scenario? Specifically: Is Python 3.9.6 intentionally bundled with the current Command Line Tools release for this macOS/Xcode version? Has Apple applied security fixes or backports to this bundled Python runtime that are not reflected in the upstream Python version number? Is updating Command Line Tools/Xcode the only supported remediation method for this component? Is manually replacing or modifying the bundled Python framework unsupported? Is there any known mitigation or official guidance for vulnerability-management exceptions while waiting for an Apple-provided update? I have also filed this through Feedback Assistant: FB23893693. Any official Apple guidance or reference to existing documentation would be very helpful, as we need to provide an auditable response to our internal security and audit teams.
Replies
14
Boosts
1
Views
3.2k
Activity
Sep ’26
Xcode crashes every time I click blue project icon
Whenever I click the blue project button below for my ios application (in an attempt to get to Signing & Capabilities), my Xcode application crashes. I've tried the following: Deleting xcuserdata folder under project.xcworkspace Purging derived data in ~/Library/Developer/Xcode/DerivedData Clearing Xcode preferences with defaults delete com.apple.dt.Xcode
Replies
0
Boosts
0
Views
235
Activity
Sep ’26
Xcode 26.x and now 27.x often resets my project window
I like to use Window Tabs, setting them up with appropriate panels when working on SwiftUI views, writing tests, etc. Many times now, I open a project in Xcode only to discover the main window is very small, what was expanded in the project outline is incorrect, and the window tab bar is hidden. Showing the window tab bar then just shows a single empty tab named "New Editor". Since I didn't add any new files today or change project settings (nothing would have changed the .xcodeproj package of files), I restored a backup and that opened up a-ok. Though I first saved the bad project. In analyzing differences between the two .xcoeproj files, I can only imagine this an issue with UserInterfaceState.xcuserstate. Though it's not practical at all to see what the changes are due to different ordering. I did notice that the bad .xcodeproj version had a massive Base64 encoded block for some IDENavigatorModeSolitary entry. The working project had a much smaller encoded block. Anyone else run into this? For those that are now using the new JSON project files, has this still been an issue?
Replies
0
Boosts
0
Views
137
Activity
Sep ’26
Xcode 26.5 compatibility with macOS 27
Hi Team, My Mac has already been upgraded to macOS 27 and currently has Xcode 27 installed. However, I have a development requirement to use Xcode 26.5 as well. Is there any supported way or workaround to install and run Xcode 26.5 on macOS 27? If it is not supported directly, what would be the recommended approach to use Xcode 26.5? Thanks, Reshma
Replies
0
Boosts
3
Views
355
Activity
Sep ’26