Post

Replies

Boosts

Views

Activity

Reply to Building macOS apps with Xcode 26 on macOS 26 VM
Not fixed in beta 3. I was able to build and sign using some manual provisioning but when I try to run I get the same issue shown in post #4 above with the "Could not launch ..." screenshot. I'm running a macOS 15.5 host with macOS 26 beta 3 guest running Xcode beta 3. When I try automatic provisioning, I get an error about the device not being registered. When I click on the Register Device button I get a new error about the device already exists on the team and an error about no profiles being found.
Jul ’25
Reply to Xcode 26 running Mac catalyst app crashes on dynamic loading with failure to find _LocationEssentials framework
I found the cause of the issue. Hopefully Apple can get this resolved in an upcoming beta release. I filed a bug report: FB18649885 Create a new iOS app project using Swift/Storyboard or Objective-C/Storyboard (I imagine a SwiftUI app would have the same issue). Edit the resulting ViewController.swift or ViewController.m. Import CoreLocation. Then in viewDidLoad, add one line: let coord = CLLocationCoordinate2DMake(40, 40) or CLLocationCoordinate2D coord = CLLocationCoordinate2DMake(40, 40); depending on your chosen language. These are just one of many possible lines of CoreLocation code that will cause the crash. Set the app's iOS deployment target to iOS 16, 17, or 18. Add a Mac Catalyst destination. Build and run the Mac Catalyst destination with Xcode 26 on a Mac with macOS 15 (or earlier I would think). The issue disappears if you have an iOS deployment target of iOS 15. The app will crash on startup due to the missing _LocationEssentials.framework.
Jul ’25
Reply to About posting app in iOS and MacOS
You submit the macOS binary exactly the same way you submit the iOS binary. I'm not familiar with Unity app development so I can't provide specifics there. If you use the Xcode Organizer to submit the iOS binary to App Store Connect then do the same for the macOS binary. In App Store Connect you need to update your app entry so it has a macOS version. Click on the "Add Platform" link. It will be part of the same app entry as the iOS version. You add screenshots and description and all of the usual metadata to your app but now you will have an iOS section and a macOS section. Under each section you add the appropriate build and submit each for review separately.
Jun ’25