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How to install macOS Tahoe 26 on an external drive
In the past I was always able to install every major macOS version on an external drive so that I can test my apps. But now I'm unable to install macOS Tahoe 26 on an external drive. Actually, as far as I'm aware, there are not even official links to macOS 26 installers, but only instructions on how to update to macOS 26 from an existing macOS installation. So I thought I'd install macOS 15 on a separate drive and then update to macOS 26, but whenever I run the macOS 15 installer, tell it to install on the external drive, and reboot after the setup process completes, my MacBook just boots into my main macOS partition as if nothing happened. 3 months ago I somehow managed to install macOS Tahoe beta 1 on an external drive, I don't remember how (but I don't think it was anything crazy); booting into that beta 1 partition and trying to update doesn't work either, as my MacBook again boots into my main macOS partition. I already asked help about the update problem one month ago here, but nobody replied. Could someone at Apple please provide instructions on how one is supposed to install macOS 26 on an external drive (if possible before it becomes available to the public)? Are we supposed to buy a separate Mac for every macOS version that we want to test our apps on?
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1k
2d
Xcode 27 release notes mention that the minimum deployment target is macOS 11.0, but Xcode itself says that only macOS 12.0 to 27.0 are supported
The release notes at https://developer.apple.com/documentation/xcode-release-notes/xcode-27-release-notes mention that the minimum deployment target is macOS 11.0, but Xcode itself says that only macOS 12.0 to 27.0 are supported. Which one is correct, Xcode or the release notes? I created FB23514411.
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2w
SpriteKit scene used as SCNView.overlaySKScene crashes due to SKShapeNode
I recently published my first game on the App Store. It uses SceneKit with a SpriteKit overlay. All crashes Xcode downloaded for it so far are related to some SpriteKit/SceneKit internals. The most common crash is caused by SKCShapeNode::_NEW_copyRenderPathData. What could cause such a crash? crash.crash While developing this game (and the BoardGameKit framework that appears in the crash log) over the years I experienced many crashes presumably caused by the SpriteKit overlay (I opened a post SceneKit app randomly crashes with EXC_BAD_ACCESS in jet_context::set_fragment_texture about such a crash in September 2024), and other people on the internet also mention that they experience crashes when using SpriteKit as a SceneKit overlay. Should I use a separate SKView and lay it on top of SCNView rather than setting SCNView.overlaySKScene? That seemed to solve the crashes for a guy on stackoverflow, but is it also encouraged by Apple? I know SceneKit is deprecated, but according to Apple critical bugs would still be fixed. Could this be considered a critical bug?
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1.5k
Jun ’26
Setting GKLocalPlayer.local.authenticateHandler may cause whole window to be obfuscated by alert "No Internet Connection"
My game supports both GameCenter, setting up a custom host and local games against bots. To log in to GameCenter and be able to handle invitations from other players, I set GKLocalPlayer.local.authenticateHandler after the app finished loading. But it seems that whenever I’m disconnected from the internet for more than 24 hours, setting GKLocalPlayer.local.authenticateHandler causes the whole window to be obfuscated by an alert telling me that I have no internet connection. When this happens, if I connect to the internet and disconnect again, the alert is not shown anymore. This is a huge problem because the alert prevents a user from using any other feature of the app unrelated to GameCenter, since there's no way to dismiss it. Is this really intended behaviour or how is a user supposed to continue using the app that supports GameCenter and does not rely on it, while being disconnected from the internet? I created FB22951946.
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523
Jun ’26
Xcode always shows error "Error Downloading Crash Log Information" when trying to download crash logs
For a couple of months now I haven't been able to see new crash reports for my App Store apps in Xcode. I see the list of crash reports in the Organizer, but selecting any of the new ones always shows the same error message: Error Downloading Crash Log Information: An error occurred preventing Xcode from downloading crash log information. "my.email at domain.com" failed with error: There was a failure decoding response: (HTTP 500, 20364 bytes) The data couldn't be read because it isn't in the correct format.. Pushing the Reload button makes the view load for a bit, but then the same error appears again. Since I want to keep fixing crashes in my apps as fast as possible, is Apple aware of the issue and working on a fix? I don't know if this is a Xcode or App Store Connect issue. I would have expected this issue to be fixed with the newest Xcode version 26.5, but it's still happening. I opened FB22589345 on April 23, but got no response so far.
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May ’26
Xcode crashes when downloading Swift package dependency
I'm trying to publish two frameworks I wrote in Swift on GitHub. https://github.com/nickasd/BoardGameKit https://github.com/nickasd/BoardGameKitHost I want to add the first framework as a dependency to one of my Xcode projects. I click on the + button in the Package Dependencies tab, select BoardGameKit and click Add Package. A sheet opens and after a couple seconds, while the sheet is still open, Xcode crashes. When I try the same steps with the second framework, Xcode survives and finally shows me a confirmation sheet, and clicking on Add Package works as expected. Both repositories look exactly the same to me, except for their name of course. I even force pushed the default, empty Swift package created in Xcode with the Framework template to both repositories, and still only the first one makes Xcode crash, even after deleting all DerivedData folders and restarting Xcode. What could be the issue? I created FB22832333.
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150
May ’26
NSTextView.shouldDrawInsertionPoint doesn't work with TextKit 2
The following code only ever causes shouldDrawInsertionPoint to be printed (no drawInsertionPoint), but even if that method returns false, the blinking insertion point is still drawn. On the other hand, with TextKit 1 it works as expected. Is there a way to hide the default insertion point in TextKit 2? My app draws its own. I've filed FB13684251. class TextView: NSTextView { override var shouldDrawInsertionPoint: Bool { print("shouldDrawInsertionPoint") return false } override func drawInsertionPoint(in rect: NSRect, color: NSColor, turnedOn flag: Bool) { print("drawInsertionPoint", flag) } } ``
Topic: UI Frameworks SubTopic: AppKit Tags:
11
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844
May ’26
Sometimes my apps crash on launch at _libsecinit_appsandbox.cold.6
I first started observing this behaviour through the crash logs of one of my App Store apps which are downloaded by Xcode. Then 3 days ago the same crash happened when launching one of my other apps on my own Mac. On the next try, the app launched correctly. The crash logs don't show any of my app's symbols, only a single thread that does something with libsecinit. I have no idea what the problem is, and since these crashes are also downloaded by Xcode, one would get the impression it’s a fault in my programming… but without any hint as to what I’m doing wrong, I have no chance to fix it, and so I get the feeling that it’s actually a macOS bug. I created FB22712334. crash
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544
May ’26
RealityKit crashes when rendering SpriteKit scene with SKShapeNode in postProcess callback
I'm converting my game from SceneKit to RealityKit. It has a SpriteKit overlay that according to Explore advanced rendering with RealityKit 2 I can add with the code below. The code runs fine if the SKScene only contains a SKSpriteNode (see the commented out line), but when I add a SKShapeNode with a fillColor instead, the app crashes with this error: -[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed assertion `Draw Errors Validation MTLDepthStencilDescriptor uses frontFaceStencil but MTLRenderPassDescriptor has a nil stencilAttachment texture MTLDepthStencilDescriptor uses backFaceStencil but MTLRenderPassDescriptor has a nil stencilAttachment texture ' I don't know enough about low-level graphics and stencils yet to figure out a quick solution, so I would appreciate if anyone could share an easy fix or explanation of what's wrong. Thanks! class ViewController: NSViewController { var device: MTLDevice! var renderer: SKRenderer! override func loadView() { let arView = ARView(frame: NSScreen.main!.frame) view = arView arView.renderCallbacks.prepareWithDevice = { [weak self] device in guard let self = self else { return } self.device = device renderer = SKRenderer(device: MTLCreateSystemDefaultDevice()!) let scene = SKScene() let shape = SKShapeNode(rectOf: CGSize(width: 10, height: 10)) shape.fillColor = .red scene.addChild(shape) // scene.addChild(SKSpriteNode(color: .red, size: CGSize(width: 10, height: 10))) renderer.scene = scene } arView.renderCallbacks.postProcess = { [weak self] context in guard let self = self else { return } let encoder = context.commandBuffer.makeBlitCommandEncoder() encoder?.copy(from: context.sourceColorTexture, to: context.targetColorTexture) encoder?.endEncoding() renderer.update(atTime: context.time) let descriptor = MTLRenderPassDescriptor() descriptor.colorAttachments[0].loadAction = .load descriptor.colorAttachments[0].storeAction = .store descriptor.colorAttachments[0].texture = context.targetColorTexture renderer.render(withViewport: CGRect(x: 0, y: 0, width: context.targetColorTexture.width, height: context.targetColorTexture.height), commandBuffer: context.commandBuffer, renderPassDescriptor: descriptor) } } }
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3.0k
Apr ’26
NSTextAttachment.character symbol suddenly not available anymore resulting in compiler error
I published the latest update of my AppKit app in September with macOS 26.0. I just wanted to create a new update, but compiling on macOS 26.4 now fails because of the symbol NSTextAttachment.character which is referenced in my code. The error is Type 'NSTextAttachment' has no member 'character' I've never experienced before that a symbol suddenly is not available anymore without even a deprecation notice from one OS release to the next, let alone a minor release. Is this a bug in macOS or Xcode, or should I start worrying about symbols becoming unavailable anytime?
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510
Apr ’26
UITextView cursor sometimes jumps up when pressing arrow down key and setting typingAttributes
My app uses TextKit 1 and unfortunately still cannot migrate to TextKit 2 because of some bugs (for instance in FB17103305 I show how NSTextView.shouldDrawInsertionPoint has no effect, but I opened that feedback exactly one year ago and it still has no answer). Unfortunately TextKit 1 has another bug which causes the text cursor to jump unpredictably up or down when pressing the arrow keys and setting UITextView.typingAttributes. Run the code below on iPhone 17 Pro Max Simulator. Scroll the text down until you see “Header 2”. Place the text cursor after “# “. Press the arrow down key twice to move the cursor two lines down. The cursor moves to the top of the view instead. Continuing to press the arrow keys up and down results in the cursor sometimes moving as expected, other times jumping around wildly. Does anyone know a workaround? I created FB22382453. class TextView: UITextView, UITextViewDelegate { override func awakeFromNib() { let _ = layoutManager delegate = self let header = textAttributes(fontSize: 30) let body = textAttributes(fontSize: 15) let string = NSMutableAttributedString(string: String(repeating: "a", count: 2681) + "\n", attributes: body) string.append(NSAttributedString(string: """ # Header 1 """, attributes: header)) string.append(NSMutableAttributedString(string: String(repeating: "a", count: 5198) + "\n", attributes: body)) string.append(NSAttributedString(string: """ # Header 2 """, attributes: header)) string.append(NSMutableAttributedString(string: String(repeating: "a", count: 7048) + "\n", attributes: body)) textStorage.setAttributedString(string) } func textViewDidChangeSelection(_ textView: UITextView) { typingAttributes = textStorage.attributes(at: selectedRange.location - 1, effectiveRange: nil) } private func textAttributes(fontSize: Double) -> [NSAttributedString.Key: Any] { var textAttributes = [NSAttributedString.Key: Any]() textAttributes[.font] = UIFont(name: "Courier", size: fontSize) let paragraphStyle = NSMutableParagraphStyle() paragraphStyle.minimumLineHeight = round(fontSize * 1.3) paragraphStyle.maximumLineHeight = paragraphStyle.minimumLineHeight textAttributes[.paragraphStyle] = paragraphStyle return textAttributes } }
Topic: UI Frameworks SubTopic: UIKit Tags:
0
0
247
Mar ’26
Left navigation bar items become invisible after rotating device and presenting detail view in split view
A user of my app, whose main view is a split view, reported an issue which causes the left navigation bar items to disappear without apparent reason if they rotate the device and later show the detail view, preventing them from using the back button to show the root view again. Am I doing something wrong or is it a bug? I can reproduce the issue with the following steps: Create a new document-based iOS app (as it uses scenes by default, as opposed to a regular app). Paste the code below. In the target build settings, delete "Launch Screen Interface File Base Name" and set "Launch Screen (Generation)" to YES. Without this step, for some reason, the issue doesn't happen. Launch the app in iPhone Simulator. Tap the top left button to show the root view, then the “detail” button to show the detail view. The left navigation bar button is still visible. Rotate the Simulator window right, then left again. Tap the top left button to show the root view, then the “detail” button to show the detail view. Now the left navigation bar button is invisible. Rotating the device right and left again solves the issue. I filed FB22363118. class SceneDelegate: UIResponder, UIWindowSceneDelegate { var window: UIWindow? func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) { window = UIWindow(windowScene: scene as! UIWindowScene) let split = SplitViewController() window!.rootViewController = split window!.makeKeyAndVisible() split.showDetail() } } class SplitViewController: UISplitViewController, UISplitViewControllerDelegate { var detailNavigationViewController: UINavigationController! init() { super.init(nibName: nil, bundle: nil) detailNavigationViewController = UINavigationController(rootViewController: DetailViewController()) viewControllers = [UINavigationController(rootViewController: RootViewController())] } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } func showDetail() { showDetailViewController(detailNavigationViewController, sender: nil) } func showRoot() { (viewControllers.first as? UINavigationController)?.popViewController(animated: true) } } class RootViewController: UIViewController { override func loadView() { navigationItem.title = "root" let button = UIButton(primaryAction: UIAction(handler: { [self] _ in (splitViewController as! SplitViewController).showDetail() })) button.setTitle("detail", for: .normal) view = button } } class DetailViewController: UIViewController { override func loadView() { navigationItem.title = "detail" view = UIView() registerForTraitChanges([UITraitHorizontalSizeClass.self]) { (self: Self, previousTraitCollection) in if previousTraitCollection.horizontalSizeClass != self.traitCollection.horizontalSizeClass { self.updateBarButtons() } } updateBarButtons() } private func updateBarButtons() { navigationItem.leftBarButtonItem = UIBarButtonItem(primaryAction: UIAction(image: UIImage(systemName: "sidebar.leading")) { [self] _ in (self.splitViewController as! SplitViewController).showRoot() }) navigationItem.rightBarButtonItem = UIBarButtonItem(title: "right") } }
Topic: UI Frameworks SubTopic: UIKit Tags:
0
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162
Mar ’26
filecopy fails with errno 34 "Result too large" when copying from NAS
A user of my app reported that when my app copies files from a QNAP NAS to a folder on their Mac, they get the error "Result too large". When copying the same files from the Desktop, it works. I asked them to reproduce the issue with the sample code below and they confirmed that it reproduces. They contacted QNAP for support who in turn contacted me saying that they are not sure they can do anything about it, and asking if Apple can help. Both the app user and QNAP are willing to help, but at this point I'm also unsure how to proceed. Can someone at Apple say anything about this? Is this something QNAP should solve, or is this a bug in macOS? P.S.: I've had users in the past who reported the same issue with other brands, mostly Synology. import Cocoa @main class AppDelegate: NSObject, NSApplicationDelegate { func applicationDidFinishLaunching(_ aNotification: Notification) { let openPanel = NSOpenPanel() openPanel.canChooseDirectories = true openPanel.runModal() let source = openPanel.urls[0] openPanel.canChooseFiles = false openPanel.runModal() let destination = openPanel.urls[0] do { try copyFile(from: source, to: destination.appendingPathComponent(source.lastPathComponent, isDirectory: false)) } catch { NSAlert(error: error).runModal() } NSApp.terminate(nil) } private func copyFile(from source: URL, to destination: URL) throws { if try source.resourceValues(forKeys: [.isDirectoryKey]).isDirectory == true { try FileManager.default.createDirectory(at: destination, withIntermediateDirectories: false) for source in try FileManager.default.contentsOfDirectory(at: source, includingPropertiesForKeys: nil) { try copyFile(from: source, to: destination.appendingPathComponent(source.lastPathComponent, isDirectory: false)) } } else { try copyRegularFile(from: source, to: destination) } } private func copyRegularFile(from source: URL, to destination: URL) throws { let state = copyfile_state_alloc() defer { copyfile_state_free(state) } var bsize = UInt32(16_777_216) if copyfile_state_set(state, UInt32(COPYFILE_STATE_BSIZE), &bsize) != 0 { throw NSError(domain: NSPOSIXErrorDomain, code: Int(errno)) } else if copyfile_state_set(state, UInt32(COPYFILE_STATE_STATUS_CB), unsafeBitCast(copyfileCallback, to: UnsafeRawPointer.self)) != 0 { throw NSError(domain: NSPOSIXErrorDomain, code: Int(errno)) } else if copyfile(source.path, destination.path, state, copyfile_flags_t(COPYFILE_DATA | COPYFILE_SECURITY | COPYFILE_NOFOLLOW | COPYFILE_EXCL | COPYFILE_XATTR)) != 0 { throw NSError(domain: NSPOSIXErrorDomain, code: Int(errno)) } } private let copyfileCallback: copyfile_callback_t = { what, stage, state, src, dst, ctx in if what == COPYFILE_COPY_DATA { if stage == COPYFILE_ERR { return COPYFILE_QUIT } } return COPYFILE_CONTINUE } }
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921
Mar ’26
UIDocumentPickerViewController allows to select file declared in Info.plist document types even when restricting to folder UTI
My document-based UIKit app can open plain text files such as .txt files. When tapping a particular button I want to be able to select a folder, but when using the code below, the document picker allows me to select folders as well as .txt files: class DocumentViewController: UIDocumentViewController, UIDocumentPickerDelegate { override func viewDidAppear(_ animated: Bool) { let documentPicker = UIDocumentPickerViewController(forOpeningContentTypes: [.folder]) documentPicker.delegate = self present(documentPicker, animated: true) } } If I remove the text file entry from the Info.plist's document types list, it works as expected. Is this a bug and if yes, is there a workaround? <key>CFBundleDocumentTypes</key> <array> <dict> <key>CFBundleTypeName</key> <string>Text</string> <key>CFBundleTypeRole</key> <string>Editor</string> <key>LSHandlerRank</key> <string>Default</string> <key>LSItemContentTypes</key> <array> <string>public.text</string> </array> </dict> </array> I created FB22254960.
Topic: UI Frameworks SubTopic: UIKit Tags:
2
0
266
Mar ’26
App Store doesn't display English among available languages for my new app
I published several apps in the past that display the correct languages in the App Store, but my newest app, which has English as the default development language in Xcode, displays all languages set in Xcode except English. My other projects seem to be set up in the exact same way, except they display correctly. What could be the issue? Xcode project info: Localizable.xcstrings (English is also fully localized): App Store Connect website: App Store page (my Mac has the primary language set to Italian):
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1
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Mar ’26
How to install macOS Tahoe 26 on an external drive
In the past I was always able to install every major macOS version on an external drive so that I can test my apps. But now I'm unable to install macOS Tahoe 26 on an external drive. Actually, as far as I'm aware, there are not even official links to macOS 26 installers, but only instructions on how to update to macOS 26 from an existing macOS installation. So I thought I'd install macOS 15 on a separate drive and then update to macOS 26, but whenever I run the macOS 15 installer, tell it to install on the external drive, and reboot after the setup process completes, my MacBook just boots into my main macOS partition as if nothing happened. 3 months ago I somehow managed to install macOS Tahoe beta 1 on an external drive, I don't remember how (but I don't think it was anything crazy); booting into that beta 1 partition and trying to update doesn't work either, as my MacBook again boots into my main macOS partition. I already asked help about the update problem one month ago here, but nobody replied. Could someone at Apple please provide instructions on how one is supposed to install macOS 26 on an external drive (if possible before it becomes available to the public)? Are we supposed to buy a separate Mac for every macOS version that we want to test our apps on?
Replies
10
Boosts
3
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1k
Activity
2d
Xcode 27 release notes mention that the minimum deployment target is macOS 11.0, but Xcode itself says that only macOS 12.0 to 27.0 are supported
The release notes at https://developer.apple.com/documentation/xcode-release-notes/xcode-27-release-notes mention that the minimum deployment target is macOS 11.0, but Xcode itself says that only macOS 12.0 to 27.0 are supported. Which one is correct, Xcode or the release notes? I created FB23514411.
Replies
1
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224
Activity
2w
SpriteKit scene used as SCNView.overlaySKScene crashes due to SKShapeNode
I recently published my first game on the App Store. It uses SceneKit with a SpriteKit overlay. All crashes Xcode downloaded for it so far are related to some SpriteKit/SceneKit internals. The most common crash is caused by SKCShapeNode::_NEW_copyRenderPathData. What could cause such a crash? crash.crash While developing this game (and the BoardGameKit framework that appears in the crash log) over the years I experienced many crashes presumably caused by the SpriteKit overlay (I opened a post SceneKit app randomly crashes with EXC_BAD_ACCESS in jet_context::set_fragment_texture about such a crash in September 2024), and other people on the internet also mention that they experience crashes when using SpriteKit as a SceneKit overlay. Should I use a separate SKView and lay it on top of SCNView rather than setting SCNView.overlaySKScene? That seemed to solve the crashes for a guy on stackoverflow, but is it also encouraged by Apple? I know SceneKit is deprecated, but according to Apple critical bugs would still be fixed. Could this be considered a critical bug?
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7
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0
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1.5k
Activity
Jun ’26
Setting GKLocalPlayer.local.authenticateHandler may cause whole window to be obfuscated by alert "No Internet Connection"
My game supports both GameCenter, setting up a custom host and local games against bots. To log in to GameCenter and be able to handle invitations from other players, I set GKLocalPlayer.local.authenticateHandler after the app finished loading. But it seems that whenever I’m disconnected from the internet for more than 24 hours, setting GKLocalPlayer.local.authenticateHandler causes the whole window to be obfuscated by an alert telling me that I have no internet connection. When this happens, if I connect to the internet and disconnect again, the alert is not shown anymore. This is a huge problem because the alert prevents a user from using any other feature of the app unrelated to GameCenter, since there's no way to dismiss it. Is this really intended behaviour or how is a user supposed to continue using the app that supports GameCenter and does not rely on it, while being disconnected from the internet? I created FB22951946.
Replies
3
Boosts
0
Views
523
Activity
Jun ’26
Xcode always shows error "Error Downloading Crash Log Information" when trying to download crash logs
For a couple of months now I haven't been able to see new crash reports for my App Store apps in Xcode. I see the list of crash reports in the Organizer, but selecting any of the new ones always shows the same error message: Error Downloading Crash Log Information: An error occurred preventing Xcode from downloading crash log information. "my.email at domain.com" failed with error: There was a failure decoding response: (HTTP 500, 20364 bytes) The data couldn't be read because it isn't in the correct format.. Pushing the Reload button makes the view load for a bit, but then the same error appears again. Since I want to keep fixing crashes in my apps as fast as possible, is Apple aware of the issue and working on a fix? I don't know if this is a Xcode or App Store Connect issue. I would have expected this issue to be fixed with the newest Xcode version 26.5, but it's still happening. I opened FB22589345 on April 23, but got no response so far.
Replies
18
Boosts
15
Views
1.1k
Activity
May ’26
Xcode crashes when downloading Swift package dependency
I'm trying to publish two frameworks I wrote in Swift on GitHub. https://github.com/nickasd/BoardGameKit https://github.com/nickasd/BoardGameKitHost I want to add the first framework as a dependency to one of my Xcode projects. I click on the + button in the Package Dependencies tab, select BoardGameKit and click Add Package. A sheet opens and after a couple seconds, while the sheet is still open, Xcode crashes. When I try the same steps with the second framework, Xcode survives and finally shows me a confirmation sheet, and clicking on Add Package works as expected. Both repositories look exactly the same to me, except for their name of course. I even force pushed the default, empty Swift package created in Xcode with the Framework template to both repositories, and still only the first one makes Xcode crash, even after deleting all DerivedData folders and restarting Xcode. What could be the issue? I created FB22832333.
Replies
2
Boosts
0
Views
150
Activity
May ’26
NSTextView.shouldDrawInsertionPoint doesn't work with TextKit 2
The following code only ever causes shouldDrawInsertionPoint to be printed (no drawInsertionPoint), but even if that method returns false, the blinking insertion point is still drawn. On the other hand, with TextKit 1 it works as expected. Is there a way to hide the default insertion point in TextKit 2? My app draws its own. I've filed FB13684251. class TextView: NSTextView { override var shouldDrawInsertionPoint: Bool { print("shouldDrawInsertionPoint") return false } override func drawInsertionPoint(in rect: NSRect, color: NSColor, turnedOn flag: Bool) { print("drawInsertionPoint", flag) } } ``
Topic: UI Frameworks SubTopic: AppKit Tags:
Replies
11
Boosts
0
Views
844
Activity
May ’26
Sometimes my apps crash on launch at _libsecinit_appsandbox.cold.6
I first started observing this behaviour through the crash logs of one of my App Store apps which are downloaded by Xcode. Then 3 days ago the same crash happened when launching one of my other apps on my own Mac. On the next try, the app launched correctly. The crash logs don't show any of my app's symbols, only a single thread that does something with libsecinit. I have no idea what the problem is, and since these crashes are also downloaded by Xcode, one would get the impression it’s a fault in my programming… but without any hint as to what I’m doing wrong, I have no chance to fix it, and so I get the feeling that it’s actually a macOS bug. I created FB22712334. crash
Replies
7
Boosts
0
Views
544
Activity
May ’26
RealityKit crashes when rendering SpriteKit scene with SKShapeNode in postProcess callback
I'm converting my game from SceneKit to RealityKit. It has a SpriteKit overlay that according to Explore advanced rendering with RealityKit 2 I can add with the code below. The code runs fine if the SKScene only contains a SKSpriteNode (see the commented out line), but when I add a SKShapeNode with a fillColor instead, the app crashes with this error: -[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed assertion `Draw Errors Validation MTLDepthStencilDescriptor uses frontFaceStencil but MTLRenderPassDescriptor has a nil stencilAttachment texture MTLDepthStencilDescriptor uses backFaceStencil but MTLRenderPassDescriptor has a nil stencilAttachment texture ' I don't know enough about low-level graphics and stencils yet to figure out a quick solution, so I would appreciate if anyone could share an easy fix or explanation of what's wrong. Thanks! class ViewController: NSViewController { var device: MTLDevice! var renderer: SKRenderer! override func loadView() { let arView = ARView(frame: NSScreen.main!.frame) view = arView arView.renderCallbacks.prepareWithDevice = { [weak self] device in guard let self = self else { return } self.device = device renderer = SKRenderer(device: MTLCreateSystemDefaultDevice()!) let scene = SKScene() let shape = SKShapeNode(rectOf: CGSize(width: 10, height: 10)) shape.fillColor = .red scene.addChild(shape) // scene.addChild(SKSpriteNode(color: .red, size: CGSize(width: 10, height: 10))) renderer.scene = scene } arView.renderCallbacks.postProcess = { [weak self] context in guard let self = self else { return } let encoder = context.commandBuffer.makeBlitCommandEncoder() encoder?.copy(from: context.sourceColorTexture, to: context.targetColorTexture) encoder?.endEncoding() renderer.update(atTime: context.time) let descriptor = MTLRenderPassDescriptor() descriptor.colorAttachments[0].loadAction = .load descriptor.colorAttachments[0].storeAction = .store descriptor.colorAttachments[0].texture = context.targetColorTexture renderer.render(withViewport: CGRect(x: 0, y: 0, width: context.targetColorTexture.width, height: context.targetColorTexture.height), commandBuffer: context.commandBuffer, renderPassDescriptor: descriptor) } } }
Replies
9
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0
Views
3.0k
Activity
Apr ’26
NSTextAttachment.character symbol suddenly not available anymore resulting in compiler error
I published the latest update of my AppKit app in September with macOS 26.0. I just wanted to create a new update, but compiling on macOS 26.4 now fails because of the symbol NSTextAttachment.character which is referenced in my code. The error is Type 'NSTextAttachment' has no member 'character' I've never experienced before that a symbol suddenly is not available anymore without even a deprecation notice from one OS release to the next, let alone a minor release. Is this a bug in macOS or Xcode, or should I start worrying about symbols becoming unavailable anytime?
Replies
3
Boosts
1
Views
510
Activity
Apr ’26
UITextView cursor sometimes jumps up when pressing arrow down key and setting typingAttributes
My app uses TextKit 1 and unfortunately still cannot migrate to TextKit 2 because of some bugs (for instance in FB17103305 I show how NSTextView.shouldDrawInsertionPoint has no effect, but I opened that feedback exactly one year ago and it still has no answer). Unfortunately TextKit 1 has another bug which causes the text cursor to jump unpredictably up or down when pressing the arrow keys and setting UITextView.typingAttributes. Run the code below on iPhone 17 Pro Max Simulator. Scroll the text down until you see “Header 2”. Place the text cursor after “# “. Press the arrow down key twice to move the cursor two lines down. The cursor moves to the top of the view instead. Continuing to press the arrow keys up and down results in the cursor sometimes moving as expected, other times jumping around wildly. Does anyone know a workaround? I created FB22382453. class TextView: UITextView, UITextViewDelegate { override func awakeFromNib() { let _ = layoutManager delegate = self let header = textAttributes(fontSize: 30) let body = textAttributes(fontSize: 15) let string = NSMutableAttributedString(string: String(repeating: "a", count: 2681) + "\n", attributes: body) string.append(NSAttributedString(string: """ # Header 1 """, attributes: header)) string.append(NSMutableAttributedString(string: String(repeating: "a", count: 5198) + "\n", attributes: body)) string.append(NSAttributedString(string: """ # Header 2 """, attributes: header)) string.append(NSMutableAttributedString(string: String(repeating: "a", count: 7048) + "\n", attributes: body)) textStorage.setAttributedString(string) } func textViewDidChangeSelection(_ textView: UITextView) { typingAttributes = textStorage.attributes(at: selectedRange.location - 1, effectiveRange: nil) } private func textAttributes(fontSize: Double) -> [NSAttributedString.Key: Any] { var textAttributes = [NSAttributedString.Key: Any]() textAttributes[.font] = UIFont(name: "Courier", size: fontSize) let paragraphStyle = NSMutableParagraphStyle() paragraphStyle.minimumLineHeight = round(fontSize * 1.3) paragraphStyle.maximumLineHeight = paragraphStyle.minimumLineHeight textAttributes[.paragraphStyle] = paragraphStyle return textAttributes } }
Topic: UI Frameworks SubTopic: UIKit Tags:
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247
Activity
Mar ’26
Left navigation bar items become invisible after rotating device and presenting detail view in split view
A user of my app, whose main view is a split view, reported an issue which causes the left navigation bar items to disappear without apparent reason if they rotate the device and later show the detail view, preventing them from using the back button to show the root view again. Am I doing something wrong or is it a bug? I can reproduce the issue with the following steps: Create a new document-based iOS app (as it uses scenes by default, as opposed to a regular app). Paste the code below. In the target build settings, delete "Launch Screen Interface File Base Name" and set "Launch Screen (Generation)" to YES. Without this step, for some reason, the issue doesn't happen. Launch the app in iPhone Simulator. Tap the top left button to show the root view, then the “detail” button to show the detail view. The left navigation bar button is still visible. Rotate the Simulator window right, then left again. Tap the top left button to show the root view, then the “detail” button to show the detail view. Now the left navigation bar button is invisible. Rotating the device right and left again solves the issue. I filed FB22363118. class SceneDelegate: UIResponder, UIWindowSceneDelegate { var window: UIWindow? func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) { window = UIWindow(windowScene: scene as! UIWindowScene) let split = SplitViewController() window!.rootViewController = split window!.makeKeyAndVisible() split.showDetail() } } class SplitViewController: UISplitViewController, UISplitViewControllerDelegate { var detailNavigationViewController: UINavigationController! init() { super.init(nibName: nil, bundle: nil) detailNavigationViewController = UINavigationController(rootViewController: DetailViewController()) viewControllers = [UINavigationController(rootViewController: RootViewController())] } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } func showDetail() { showDetailViewController(detailNavigationViewController, sender: nil) } func showRoot() { (viewControllers.first as? UINavigationController)?.popViewController(animated: true) } } class RootViewController: UIViewController { override func loadView() { navigationItem.title = "root" let button = UIButton(primaryAction: UIAction(handler: { [self] _ in (splitViewController as! SplitViewController).showDetail() })) button.setTitle("detail", for: .normal) view = button } } class DetailViewController: UIViewController { override func loadView() { navigationItem.title = "detail" view = UIView() registerForTraitChanges([UITraitHorizontalSizeClass.self]) { (self: Self, previousTraitCollection) in if previousTraitCollection.horizontalSizeClass != self.traitCollection.horizontalSizeClass { self.updateBarButtons() } } updateBarButtons() } private func updateBarButtons() { navigationItem.leftBarButtonItem = UIBarButtonItem(primaryAction: UIAction(image: UIImage(systemName: "sidebar.leading")) { [self] _ in (self.splitViewController as! SplitViewController).showRoot() }) navigationItem.rightBarButtonItem = UIBarButtonItem(title: "right") } }
Topic: UI Frameworks SubTopic: UIKit Tags:
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162
Activity
Mar ’26
filecopy fails with errno 34 "Result too large" when copying from NAS
A user of my app reported that when my app copies files from a QNAP NAS to a folder on their Mac, they get the error "Result too large". When copying the same files from the Desktop, it works. I asked them to reproduce the issue with the sample code below and they confirmed that it reproduces. They contacted QNAP for support who in turn contacted me saying that they are not sure they can do anything about it, and asking if Apple can help. Both the app user and QNAP are willing to help, but at this point I'm also unsure how to proceed. Can someone at Apple say anything about this? Is this something QNAP should solve, or is this a bug in macOS? P.S.: I've had users in the past who reported the same issue with other brands, mostly Synology. import Cocoa @main class AppDelegate: NSObject, NSApplicationDelegate { func applicationDidFinishLaunching(_ aNotification: Notification) { let openPanel = NSOpenPanel() openPanel.canChooseDirectories = true openPanel.runModal() let source = openPanel.urls[0] openPanel.canChooseFiles = false openPanel.runModal() let destination = openPanel.urls[0] do { try copyFile(from: source, to: destination.appendingPathComponent(source.lastPathComponent, isDirectory: false)) } catch { NSAlert(error: error).runModal() } NSApp.terminate(nil) } private func copyFile(from source: URL, to destination: URL) throws { if try source.resourceValues(forKeys: [.isDirectoryKey]).isDirectory == true { try FileManager.default.createDirectory(at: destination, withIntermediateDirectories: false) for source in try FileManager.default.contentsOfDirectory(at: source, includingPropertiesForKeys: nil) { try copyFile(from: source, to: destination.appendingPathComponent(source.lastPathComponent, isDirectory: false)) } } else { try copyRegularFile(from: source, to: destination) } } private func copyRegularFile(from source: URL, to destination: URL) throws { let state = copyfile_state_alloc() defer { copyfile_state_free(state) } var bsize = UInt32(16_777_216) if copyfile_state_set(state, UInt32(COPYFILE_STATE_BSIZE), &bsize) != 0 { throw NSError(domain: NSPOSIXErrorDomain, code: Int(errno)) } else if copyfile_state_set(state, UInt32(COPYFILE_STATE_STATUS_CB), unsafeBitCast(copyfileCallback, to: UnsafeRawPointer.self)) != 0 { throw NSError(domain: NSPOSIXErrorDomain, code: Int(errno)) } else if copyfile(source.path, destination.path, state, copyfile_flags_t(COPYFILE_DATA | COPYFILE_SECURITY | COPYFILE_NOFOLLOW | COPYFILE_EXCL | COPYFILE_XATTR)) != 0 { throw NSError(domain: NSPOSIXErrorDomain, code: Int(errno)) } } private let copyfileCallback: copyfile_callback_t = { what, stage, state, src, dst, ctx in if what == COPYFILE_COPY_DATA { if stage == COPYFILE_ERR { return COPYFILE_QUIT } } return COPYFILE_CONTINUE } }
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21
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921
Activity
Mar ’26
UIDocumentPickerViewController allows to select file declared in Info.plist document types even when restricting to folder UTI
My document-based UIKit app can open plain text files such as .txt files. When tapping a particular button I want to be able to select a folder, but when using the code below, the document picker allows me to select folders as well as .txt files: class DocumentViewController: UIDocumentViewController, UIDocumentPickerDelegate { override func viewDidAppear(_ animated: Bool) { let documentPicker = UIDocumentPickerViewController(forOpeningContentTypes: [.folder]) documentPicker.delegate = self present(documentPicker, animated: true) } } If I remove the text file entry from the Info.plist's document types list, it works as expected. Is this a bug and if yes, is there a workaround? <key>CFBundleDocumentTypes</key> <array> <dict> <key>CFBundleTypeName</key> <string>Text</string> <key>CFBundleTypeRole</key> <string>Editor</string> <key>LSHandlerRank</key> <string>Default</string> <key>LSItemContentTypes</key> <array> <string>public.text</string> </array> </dict> </array> I created FB22254960.
Topic: UI Frameworks SubTopic: UIKit Tags:
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2
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266
Activity
Mar ’26
App Store doesn't display English among available languages for my new app
I published several apps in the past that display the correct languages in the App Store, but my newest app, which has English as the default development language in Xcode, displays all languages set in Xcode except English. My other projects seem to be set up in the exact same way, except they display correctly. What could be the issue? Xcode project info: Localizable.xcstrings (English is also fully localized): App Store Connect website: App Store page (my Mac has the primary language set to Italian):
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9
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1
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609
Activity
Mar ’26