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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 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 Opting-out of window resizing in iPadOS 26
Never expect any response to any feedback you submit via Feedback Assistant. It will either get fixed or it won’t. I’ve filed well over a dozen beta bug reports in the last 4 weeks. 3 have been fixed with no feedback. I’m hoping the others get fixed in a future beta. And most of my reports are clearcut bugs that include a trivial app and instructions for reproducing the issue. Also keep in mind, based on the feedback numbers, Apple is getting around 20,000 bug reports per day right now! That’s way too many to expect personal feedback. As for this specific question, don’t expect Apple to reverse its decision on window resizing. Your best solution is to accept that “requires full screen” is going away. But you can set the window’s minimum size in the scene delegate so the user can’t make your window too small.
Topic: UI Frameworks SubTopic: UIKit Tags:
Jul ’25
Reply to How do I avoid a platform?
#if !os(visionOS) // some code used on all platforms except visionOS #endif But is it really needed? You can let the code compile for visionOS, just don't release your app for visionOS. In App Store Connect, for your iOS app, under Pricing and Availability, you can uncheck support for visionOS (Apple Vision Pro).
Jul ’25