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XCode 27: no build destinations, empty destination dropdown
Since upgrading to XCode 27, I can no longer select or install build destinations, and my own devices also no longer show up in the lists. The destinations dropdown is completely empty. The device hub shows some installed simulators, but I can't select them as build destinations, which means I can not build or compile anything. Even the usualy generic iOS or MacOS device destinations are absent, meaning I essentially can't work on projects.
0
1
93
Oct ’26
Mac Catalyst: AUv3 Extension no longer works on MacOS, still works on iOS
I have a Catalyst app ('container') which hosts an embedded AUv3 Audio Unit extension ('plugin'). This used to work for years and has worked with this project until a few days ago. it still works on iOS as expected on MacOS the extension is never registered/installed and won't load extension won't show up with AUVal seems to have stopped working with the 26.1 XCode update I'm fairly certain the problem is not code related (i.e. likely build settings, project settings, entitlements, signing, etc.) I have compared all settings with another still-working project and can't find any meaningful difference (I can't request code-level support because even the minimal thing vastly exceeds the 250 lines of code limit.) How can I debug the issue? I literally don't know where to start to fix this problem, short of rebuilding the entire thing and hope that it magically starts working again.
0
1
833
Nov ’25
Catalyst & Audio Units: getting plugin dimensions right
I'm experimenting with getting my AUv3 plugins working correctly on iOS and MacOS using Catalyst. I'm having trouble getting the plugin windows to look right in Logic Pro X on MacOS. My plugin is designed to look right in Garageband's minimal 'letterbox' layout (1024x335, or ~1:3 aspect ratio) I have implemented supportedViewConfigurations to help the host choose the best display dimensions On iOS this works, although Logic Pro iPad doesn't seem to call supportedViewConfigurations at all, only Garageband does. On MacOS, Logic Pro does call supportedViewConfigurations but only provides oversized screen sizes, making the plugins look awkward. I can also remove the supportedViewConfigurations method on MacOS, but this introduces other issues: I guess my question boils down to this: how do I tell Logic Pro X on MacOS what the optimal window size of my plugin is, using Mac Catalyst?
3
1
2k
Nov ’24
CMMotionManager level meter inaccurate
I want to add a "bubble horizon" to a camera application to show if the user is keeping their phone level. For this, I'm using the Motion Attitude functionality of CMMotionManager. However, the output I'm getting is very inaccurate. I'm comparing it with Apple's own Measure app which is dead accurate, so the sensors are working fine. My own readings seem to be several degrees off. Am I missing some calibration step or something? - (void)processDeviceMotion:(CMDeviceMotion *)motion { // use quaternions to avoid Gimbal Lock CMQuaternion quat = motion.attitude.quaternion; // calculate roll in degrees double roll = atan2( 2 * ( quat.w * quat.x + quat.y * quat.z ), 1 - 2 * ( quat.x * quat.x + quat.y * quat.y ) ); roll = radiansToDegrees( roll ); NSLog( @"Roll: %f", roll ); }
Topic: UI Frameworks SubTopic: General
0
0
373
Nov ’24
XCode 27: no build destinations, empty destination dropdown
Since upgrading to XCode 27, I can no longer select or install build destinations, and my own devices also no longer show up in the lists. The destinations dropdown is completely empty. The device hub shows some installed simulators, but I can't select them as build destinations, which means I can not build or compile anything. Even the usualy generic iOS or MacOS device destinations are absent, meaning I essentially can't work on projects.
Replies
0
Boosts
1
Views
93
Activity
Oct ’26
Mac Catalyst: AUv3 Extension no longer works on MacOS, still works on iOS
I have a Catalyst app ('container') which hosts an embedded AUv3 Audio Unit extension ('plugin'). This used to work for years and has worked with this project until a few days ago. it still works on iOS as expected on MacOS the extension is never registered/installed and won't load extension won't show up with AUVal seems to have stopped working with the 26.1 XCode update I'm fairly certain the problem is not code related (i.e. likely build settings, project settings, entitlements, signing, etc.) I have compared all settings with another still-working project and can't find any meaningful difference (I can't request code-level support because even the minimal thing vastly exceeds the 250 lines of code limit.) How can I debug the issue? I literally don't know where to start to fix this problem, short of rebuilding the entire thing and hope that it magically starts working again.
Replies
0
Boosts
1
Views
833
Activity
Nov ’25
Catalyst & Audio Units: getting plugin dimensions right
I'm experimenting with getting my AUv3 plugins working correctly on iOS and MacOS using Catalyst. I'm having trouble getting the plugin windows to look right in Logic Pro X on MacOS. My plugin is designed to look right in Garageband's minimal 'letterbox' layout (1024x335, or ~1:3 aspect ratio) I have implemented supportedViewConfigurations to help the host choose the best display dimensions On iOS this works, although Logic Pro iPad doesn't seem to call supportedViewConfigurations at all, only Garageband does. On MacOS, Logic Pro does call supportedViewConfigurations but only provides oversized screen sizes, making the plugins look awkward. I can also remove the supportedViewConfigurations method on MacOS, but this introduces other issues: I guess my question boils down to this: how do I tell Logic Pro X on MacOS what the optimal window size of my plugin is, using Mac Catalyst?
Replies
3
Boosts
1
Views
2k
Activity
Nov ’24
CMMotionManager level meter inaccurate
I want to add a "bubble horizon" to a camera application to show if the user is keeping their phone level. For this, I'm using the Motion Attitude functionality of CMMotionManager. However, the output I'm getting is very inaccurate. I'm comparing it with Apple's own Measure app which is dead accurate, so the sensors are working fine. My own readings seem to be several degrees off. Am I missing some calibration step or something? - (void)processDeviceMotion:(CMDeviceMotion *)motion { // use quaternions to avoid Gimbal Lock CMQuaternion quat = motion.attitude.quaternion; // calculate roll in degrees double roll = atan2( 2 * ( quat.w * quat.x + quat.y * quat.z ), 1 - 2 * ( quat.x * quat.x + quat.y * quat.y ) ); roll = radiansToDegrees( roll ); NSLog( @"Roll: %f", roll ); }
Topic: UI Frameworks SubTopic: General
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0
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373
Activity
Nov ’24