Build, test, and submit your app using Xcode, Apple's integrated development environment.

Posts under Xcode tag

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Resolving a "Simulator runtime is not available" error
Some Macs recently received a macOS system update which disabled the simulator runtimes used by Xcode 15, including the simulators for iOS, tvOS, watchOS, and visionOS. If your Mac received this update, you will receive the following error message and will be unable to use the simulator: The com.apple.CoreSimulator.SimRuntime.iOS-17-2 simulator runtime is not available. Domain: com.apple.CoreSimulator.SimError Code: 401 Failure Reason: runtime profile not found using "System" match policy Recovery Suggestion: Download the com.apple.CoreSimulator.SimRuntime.iOS-17-2 simulator runtime from the Xcode To resume using the simulator, please reboot your Mac. After rebooting, check Xcode Preferences → Platforms to ensure that the simulator runtime you would like to use is still installed. If it is missing, use the Get button to download it again. The Xcode 15.3 Release Notes are also updated with this information.
0
0
10k
May ’24
can not create iOS 27 Simulator
Apple M1 Pro, 26.5.1 (25F80) XCode 27.0 Beta (27A5194q) Command Line tools for Xcode 27 are installed. Device Hub Version 27.0 (235.4.2) Within device hub I can not create iOS 27 simulators. Only the 26.5 simulators are listed there. I installed the iOS 27.0 SDK. Also deleted and reinstalled it. The computer was restarted. No change. I am unable to create the proper iOS 27 Simulators. Any idea why this is not working? Thanks for the help upfront.
9
1
138
1h
[Feature request] Xcode 27 Easier Previewing while using coding agent
Filed a feature request in feedback assistant, but starting a discussion here as well since I'm probably not the only one. The issue I have is that coding assistant and previews seem to be mutually exclusive. That means that when I'm iterating on UI, I either have to rely on the coding assistant showing me preview screenshots (cannot interact), firing up Device Hub (have to manually kick off a build after each change) or manually opening the associated preview (requires a lot of hoping back and forth). This feels inefficient and means I have to hop around and manage my windows and tabs more. A slight work around is to open a split view with the file and preview there. This layout is inefficient and clunky. I would love if Xcode supported a pinned preview next to coding assistant (or automatically showed the relevant one). I imagine this working just like showing a preview next to a file cmd + opt + return hides/shows the preview. FB23219611
1
0
19
1h
Xcode 27: spike in "Class X is implemented in both" warnings
Anyone else seeing a lot more "Class X is implemented in both ..." warnings on Xcode 27 than on Xcode 26? Same source, same flags, the count goes from a handful to a couple thousand, and some now correlate with real crashes (cast failures, missing protocol conformances) instead of the usual harmless first-wins behavior. Is this a known change in Swift 6.4 / Xcode 27? Is there a new flag I should be passing? Any suggestions welcome.
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12
1h
Xcode 26 on macOS 27?
It doesn't seem to be able to launch. It says "This version of Xcode is not compatible with this version of macOS." So, does that mean that users who have updated to macOS 27 cannot submit apps to the App Store? Do I have to wait until Xcode 27 starts accepting submissions? Environment: macOS 27.0 / Xcode 26.6 RC
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5
235
2h
Linker trying to link Metal toolchain for every object file on Catalyst
When building our project for Mac Catalyst with Xcode 26.2, we get this warning almost a hundred times, once for every object file: directory not found for option '-L/var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v17.3.48.0.UZtKea/Metal.xctoolchain/usr/lib/swift/maccatalyst' Somehow, every Link <FileName>.o build step got the following parameter, regardless if the target contained Metal files or not: -L/var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v17.3.48.0.UZtKea/Metal.xctoolchain/usr/lib/swift/maccatalyst The toolchain is mounted at this point, but the directory usr/lib/swift/maccatalyst doesn't exist. When building the project for iOS, the option doesn't exist and the warning is not shown. We already check the build settings, but we couldn't find a reason why the linker is trying to link against the toolchain here. Even for targets that do contain Metal files, we get the following linker warning: search path '/var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v17.3.48.0.UZtKea/Metal.xctoolchain/usr/lib/swift/maccatalyst' not found Is this a known issue? Is there a way to get rid of these warnings?
2
3
1k
13h
Xcode copilot agent
Has anyone managed to get Copilot working using the new ACP integration in Xcode 26.6 and Xcode 27 beta? I have tried setting it up using the path to the copilot binary as instructed and the flags --acp --stdio but Xcode just displays a "Your request couldn't be completed" error: JSON-RPC global stream failed: The operation couldn’t be completed. (IDEIntelligenceProtocol.JSONRPCElement.Error error 1.) I am running the latest version of copilot cli and it works in many other IDEs.
8
3
200
1d
Xcode 27: Bugs / Feedbacks
Hi, I have listed below the Feedbacks for Xcode 27, please have a look at it, considerable time was spent on filing these feedbacks, thanks! Environments All of them were tested on the environment: macOS 26.5.1 (25F80) Xcode 27.0 beta (27A5194q) Feedbacks FB23133706 (Git stage tab) FB23132869 (markdown - code block) FB23132403 (markdown - search) FB23078039 (stash - slow / unresponsive) FB23077930 (stash - allow multiselection) FB23055381 (Run destination - Clear recents) FB23041713 (SwiftUI preview - SwiftData) FB23033844 (Bundle ID) FB23033231 (Device Hub - sizes)
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183
1d
Using Xcode Build to build a framework, mach-o binary and a package separately
I am building an interactive application. My application architecture looks like this: There will be a LoaderBinary that will load 1 or more shared libraries (.framework in this case). This is also where the entry point from an OS perspective lies. There will be 1 or more frameworks built. This framework is expected to have large part of my logic as shared code so that multiple flows like the application flow, widget, notifications etc can reuse code by loading this framework itself. Now, I want to achieve the following: Building a framework independently - I believe this is doable and works fine too. Building a mach-o binary - This is what we are not clear if it is allowed or not to build just a mach-o binary ? Yes, there is an option to build a command-line tool but as this is an interactive binary, what should be the path to take ? Building a macOS bundle (.app) using 1 and 2 - Now, as I have a PRE-BUILT framework and a PRE-BUILT mach-o binary, can I create a application bundle using these ? Some directions here will help to take this forward - in alignment with both my architecture as well as how Apple Build system works. Thanks!
2
1
181
1d
[NSWorkspace desktopImageOptionsForScreen:] does not return key "Show on all spaces"
It seems this method is not updated for the new "Show on all Spaces" option in system wallpaper preferences. I encounter this problem because one customer reported that every time my app sets a new wallpaper, this option is turned off. NSDictionary* options = [SHARED_WORKSPACE desktopImageOptionsForScreen:screen]; [SHARED_WORKSPACE setDesktopImageURL:imageFileURL forScreen:screen options:options error:&error]; This can be easily verified by dumping the returned dictionary - which only contains 3 keys. Is this a known bug?
1
0
75
1d
No Universal for Map App project with Tahoe
Mac Pro 2019, Tahoe 26.3, Xcode 26.2 Mac Mini 2023 M2, Tahoe 26.3, Xcode 26.2 On Mac Pro 2019 the app is only Intel while on Mac Mini 2023 M2 it is ARM64 only. Both have Standard Architectures (Apple Silicon, Intel). Both have Build Active Architecture Only is set to No (Debug + Release). Happen for default new projet macOS -> App and Obj-C, Xib. No change to defaults setting except uncheck "Automaticaly manage signing" and "Signing Certificate" set to "Sign to Run Locally" HOWEVER On Mac Pro 2019, BigSur 11.7.10, Xcode 14.10 the application is build Universal ! Why cannot build universal with Tahoe 26.3, Xcode 26.2 ? Can I submit a Mac applcation to App Store Connect with BigSur 11.7.10, Xcode 14.10 ? What are the minimal version of Mac Os and Xcode to submit a Mac applcation to App Store Connect ?
6
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201
1d
User TCC DB inaccessible for CI setups
Hello, I am looking for guidance on how to pre-provision TCC permissions for automated desktop app testing on the macOS 27 beta. We have maintained a CI testing setup by saving snapshots of VMs with pre-configured user TCC databases. This allowed our UI tests to run without being blocked by permission prompts. This included permissions like screen recording, full disk access or apple events. On the macOS 27 beta, this workflow appears completely broken. While the system TCC database seems to function as it used to, the user TCC database has been moved into a ProtectedSystem container. Direct modifications to the user database now seem impossible. Is there any officially supported way to pre-provision user-level TCC permissions on macOS 27 VMs for automated CI environments? Is Apple's intention here that the system DB is the only one that's actually editable (with SIP disabled)? How does Apple recommend CI platforms handle user-level permission prompts in headless or automated VM environments moving forward? Any insights or recommended alternative workflows would be greatly appreciated. Thank you!
1
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63
1d
Orphaned 9GB Simulator Runtime in /System/Library/AssetsV2 - Cannot Delete (SIP protected)
I have an orphaned asset folder taking up 9.13GB located at: /System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/c0d3fd05106683ba0b3680d4d1afec65f098d700.asset It contains SimulatorRuntimeAsset version 18.5 (Build 22F77). Active Version: My current Xcode setup is using version 26.2 (Build 23C54). I checked the plist files in the directory and found what seems to be the cause of the issue: The "Never Collected" Flag: The Info.plist inside the orphaned asset folder explicitly sets the garbage collection behavior to "NeverCollected": <key>__AssetDefaultGarbageCollectionBehavior</key> <string>NeverCollected</string> The Catalog Mismatch: The master catalog file (com_apple_MobileAsset_iOSSimulatorRuntime.xml) in the parent directory only lists the new version (26.2). Because the old version (18.5) is missing from this XML, Xcode and mobileassetd seem to have lost track of it entirely. What I Have Tried (All Failed) Xcode Components: The version 18.5 does not appear in Settings -> Components, so I cannot delete it via the GUI. Simctl: xcrun simctl list runtimes does not list this version. Running xcrun simctl runtime delete 22F77 fails with: "No runtime disk images or bundles found matching '22F77'." Manual Deletion: sudo rm -rf [path] fails with "Operation not permitted", presumably because /System/Library/AssetsV2 is SIP-protected. Third-party Tools: Apps like DevCleaner do not detect this runtime (likely because they only scan ~/Library or /Library, not /System/Library). Has anyone found a way to force the system (perhaps via mobileassetd or a specific xcrun flag) to re-evaluate this folder and respect a deletion request? I am trying to avoid booting into Recovery Mode just to delete a cache file. Any insights on how AssetsV2 handles these "orphaned" files would be appreciated.
23
10
2.8k
2d
(Xcode 26.0 → 26.2) Constant UI flickering in split view mode
Hello, I’ve been experiencing a persistent issue in Xcode since version 26.0, and it is still present in 26.2. When using the split view to display two files side by side, the area in the top‑right corner of the window (the inspector / options panel) starts flickering continuously. This happens regardless of whether I’m using the light or dark theme, and even with the Liquid Glass effect disabled in macOS settings. None of these changes have any impact on the issue. I have already submitted a bug report through Xcode (Feedback Assistant), but the issue is still present as of today. The flickering makes the interface difficult to use and visually very distracting. I’ve attached a video to clearly show the issue. I will review the attachment at the time I publish this post. Thanks in advance for any help or feedback. Video 1 https://www.icloud.com/iclouddrive/077l-R7Ybvxz89NI-B7DliEuA#xcode_bug1 Video 2 https://www.icloud.com/iclouddrive/0f6bJp48ioGRdkYiA2U4sI-cg#xcode-bug2
8
2
374
2d
Codex no longer works
Since today (5th June), my Codex seems to be broken. First there is no response (wait for hours), now it just crash with this error whenever I issue a command: JSON-RPC global stream failed: The operation couldn’t be completed. (IDEIntelligenceProtocol.JSONRPCElement.Error error 1.) I have a ChatGPT Pro subscription and I don't know what to do. I have restarted Xcode, sign out and in of my account, delete DerivedData, restart machine, reinstall Xcode.
1
0
108
3d
Xcode memory RAM - requirements
Last year, I changed my iMac i7 (2015) to a new Mac mini M1 with SD disk. I saw the difference, it was incredible fast...but now after one year of working on my project, I get freeze screen and automatic reboot I have 16Go RAM...and often more than 10Go for xcode ! I work with storyboard and I have more than 100 VC. Do I need to change parameter on Xcode to optimize or I must have now min 32 RAM. What is the best requirement for important project?
3
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2.3k
3d
Create with Xcode 27 → submit with Xcode 26?
I'd like to use Xcode 27 Beta, for its Coding Intelligence features, on existing iOS 17 thru 26 production code. As long as I don't allow iOS 27 as a target, will I be able to use Xcode 26 to submit the Xcode 27 project files now to the App Store for distribution? I can imagine situations where Xcode 27 makes use of a new backward-compatible API feature that Xcode 26 balks at. Perhaps I'll have to watch out for that, unless there's a way to tell Xcode 27 to avoid it automatically?
1
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127
3d
Unable to enable login helper
I have one report from a customer, who migrated all data from his old MacBook to a new one. His is on Tahoe 26.5.1 (25F80). Here is my relevant code: + (BOOL)enableLoginItem:(BOOL)enable { NSOperatingSystemVersion osv = NSProcessInfo.processInfo.operatingSystemVersion; if (osv.majorVersion >= 13) { NSError* error; SMAppService* service = [SMAppService loginItemServiceWithIdentifier:MY_HELPER_APP_ID]; if (![service registerAndReturnError:&error] && error) @throw error; return YES; } return SMLoginItemSetEnabled((__bridge CFStringRef)MY_HELPER_APP_ID, enable); } What should I do to re-enable the login helper?
2
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121
3d
Resolving a "Simulator runtime is not available" error
Some Macs recently received a macOS system update which disabled the simulator runtimes used by Xcode 15, including the simulators for iOS, tvOS, watchOS, and visionOS. If your Mac received this update, you will receive the following error message and will be unable to use the simulator: The com.apple.CoreSimulator.SimRuntime.iOS-17-2 simulator runtime is not available. Domain: com.apple.CoreSimulator.SimError Code: 401 Failure Reason: runtime profile not found using "System" match policy Recovery Suggestion: Download the com.apple.CoreSimulator.SimRuntime.iOS-17-2 simulator runtime from the Xcode To resume using the simulator, please reboot your Mac. After rebooting, check Xcode Preferences → Platforms to ensure that the simulator runtime you would like to use is still installed. If it is missing, use the Get button to download it again. The Xcode 15.3 Release Notes are also updated with this information.
Replies
0
Boosts
0
Views
10k
Activity
May ’24
can not create iOS 27 Simulator
Apple M1 Pro, 26.5.1 (25F80) XCode 27.0 Beta (27A5194q) Command Line tools for Xcode 27 are installed. Device Hub Version 27.0 (235.4.2) Within device hub I can not create iOS 27 simulators. Only the 26.5 simulators are listed there. I installed the iOS 27.0 SDK. Also deleted and reinstalled it. The computer was restarted. No change. I am unable to create the proper iOS 27 Simulators. Any idea why this is not working? Thanks for the help upfront.
Replies
9
Boosts
1
Views
138
Activity
1h
[Feature request] Xcode 27 Easier Previewing while using coding agent
Filed a feature request in feedback assistant, but starting a discussion here as well since I'm probably not the only one. The issue I have is that coding assistant and previews seem to be mutually exclusive. That means that when I'm iterating on UI, I either have to rely on the coding assistant showing me preview screenshots (cannot interact), firing up Device Hub (have to manually kick off a build after each change) or manually opening the associated preview (requires a lot of hoping back and forth). This feels inefficient and means I have to hop around and manage my windows and tabs more. A slight work around is to open a split view with the file and preview there. This layout is inefficient and clunky. I would love if Xcode supported a pinned preview next to coding assistant (or automatically showed the relevant one). I imagine this working just like showing a preview next to a file cmd + opt + return hides/shows the preview. FB23219611
Replies
1
Boosts
0
Views
19
Activity
1h
Xcode 27: spike in "Class X is implemented in both" warnings
Anyone else seeing a lot more "Class X is implemented in both ..." warnings on Xcode 27 than on Xcode 26? Same source, same flags, the count goes from a handful to a couple thousand, and some now correlate with real crashes (cast failures, missing protocol conformances) instead of the usual harmless first-wins behavior. Is this a known change in Swift 6.4 / Xcode 27? Is there a new flag I should be passing? Any suggestions welcome.
Replies
0
Boosts
0
Views
12
Activity
1h
Xcode 26 on macOS 27?
It doesn't seem to be able to launch. It says "This version of Xcode is not compatible with this version of macOS." So, does that mean that users who have updated to macOS 27 cannot submit apps to the App Store? Do I have to wait until Xcode 27 starts accepting submissions? Environment: macOS 27.0 / Xcode 26.6 RC
Replies
1
Boosts
5
Views
235
Activity
2h
Linker trying to link Metal toolchain for every object file on Catalyst
When building our project for Mac Catalyst with Xcode 26.2, we get this warning almost a hundred times, once for every object file: directory not found for option '-L/var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v17.3.48.0.UZtKea/Metal.xctoolchain/usr/lib/swift/maccatalyst' Somehow, every Link <FileName>.o build step got the following parameter, regardless if the target contained Metal files or not: -L/var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v17.3.48.0.UZtKea/Metal.xctoolchain/usr/lib/swift/maccatalyst The toolchain is mounted at this point, but the directory usr/lib/swift/maccatalyst doesn't exist. When building the project for iOS, the option doesn't exist and the warning is not shown. We already check the build settings, but we couldn't find a reason why the linker is trying to link against the toolchain here. Even for targets that do contain Metal files, we get the following linker warning: search path '/var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v17.3.48.0.UZtKea/Metal.xctoolchain/usr/lib/swift/maccatalyst' not found Is this a known issue? Is there a way to get rid of these warnings?
Replies
2
Boosts
3
Views
1k
Activity
13h
Device Hub Breaks on use
Hi, whenever I build my app to a simulator it launched device hub but then nothing, makes my Mac extremely hot and cause fans to engage all for nothing. Is it because I'm still on MacOS 26.5.1? Just seems like device hub is broken for me I can only launch testing on physical devices.
Replies
2
Boosts
0
Views
60
Activity
18h
Can't sign in to Claude in Xcode 27 Intelligence Chat
It is not possible to log into my Claude account in Xcode 27 beta 1 for the coding intelligence chat. When I click "Sign In," the browser opens, I authorize, the browser closes, and that's it. Nothing happens. Xcode does not recognize the login. I'm on MacOS 26.4.1 (25E253) and using Xcode 27.0 beta (27A5194q)
Replies
1
Boosts
0
Views
42
Activity
1d
Xcode copilot agent
Has anyone managed to get Copilot working using the new ACP integration in Xcode 26.6 and Xcode 27 beta? I have tried setting it up using the path to the copilot binary as instructed and the flags --acp --stdio but Xcode just displays a "Your request couldn't be completed" error: JSON-RPC global stream failed: The operation couldn’t be completed. (IDEIntelligenceProtocol.JSONRPCElement.Error error 1.) I am running the latest version of copilot cli and it works in many other IDEs.
Replies
8
Boosts
3
Views
200
Activity
1d
Xcode 27: Bugs / Feedbacks
Hi, I have listed below the Feedbacks for Xcode 27, please have a look at it, considerable time was spent on filing these feedbacks, thanks! Environments All of them were tested on the environment: macOS 26.5.1 (25F80) Xcode 27.0 beta (27A5194q) Feedbacks FB23133706 (Git stage tab) FB23132869 (markdown - code block) FB23132403 (markdown - search) FB23078039 (stash - slow / unresponsive) FB23077930 (stash - allow multiselection) FB23055381 (Run destination - Clear recents) FB23041713 (SwiftUI preview - SwiftData) FB23033844 (Bundle ID) FB23033231 (Device Hub - sizes)
Replies
7
Boosts
1
Views
183
Activity
1d
Using Xcode Build to build a framework, mach-o binary and a package separately
I am building an interactive application. My application architecture looks like this: There will be a LoaderBinary that will load 1 or more shared libraries (.framework in this case). This is also where the entry point from an OS perspective lies. There will be 1 or more frameworks built. This framework is expected to have large part of my logic as shared code so that multiple flows like the application flow, widget, notifications etc can reuse code by loading this framework itself. Now, I want to achieve the following: Building a framework independently - I believe this is doable and works fine too. Building a mach-o binary - This is what we are not clear if it is allowed or not to build just a mach-o binary ? Yes, there is an option to build a command-line tool but as this is an interactive binary, what should be the path to take ? Building a macOS bundle (.app) using 1 and 2 - Now, as I have a PRE-BUILT framework and a PRE-BUILT mach-o binary, can I create a application bundle using these ? Some directions here will help to take this forward - in alignment with both my architecture as well as how Apple Build system works. Thanks!
Replies
2
Boosts
1
Views
181
Activity
1d
[NSWorkspace desktopImageOptionsForScreen:] does not return key "Show on all spaces"
It seems this method is not updated for the new "Show on all Spaces" option in system wallpaper preferences. I encounter this problem because one customer reported that every time my app sets a new wallpaper, this option is turned off. NSDictionary* options = [SHARED_WORKSPACE desktopImageOptionsForScreen:screen]; [SHARED_WORKSPACE setDesktopImageURL:imageFileURL forScreen:screen options:options error:&error]; This can be easily verified by dumping the returned dictionary - which only contains 3 keys. Is this a known bug?
Replies
1
Boosts
0
Views
75
Activity
1d
No Universal for Map App project with Tahoe
Mac Pro 2019, Tahoe 26.3, Xcode 26.2 Mac Mini 2023 M2, Tahoe 26.3, Xcode 26.2 On Mac Pro 2019 the app is only Intel while on Mac Mini 2023 M2 it is ARM64 only. Both have Standard Architectures (Apple Silicon, Intel). Both have Build Active Architecture Only is set to No (Debug + Release). Happen for default new projet macOS -> App and Obj-C, Xib. No change to defaults setting except uncheck "Automaticaly manage signing" and "Signing Certificate" set to "Sign to Run Locally" HOWEVER On Mac Pro 2019, BigSur 11.7.10, Xcode 14.10 the application is build Universal ! Why cannot build universal with Tahoe 26.3, Xcode 26.2 ? Can I submit a Mac applcation to App Store Connect with BigSur 11.7.10, Xcode 14.10 ? What are the minimal version of Mac Os and Xcode to submit a Mac applcation to App Store Connect ?
Replies
6
Boosts
0
Views
201
Activity
1d
User TCC DB inaccessible for CI setups
Hello, I am looking for guidance on how to pre-provision TCC permissions for automated desktop app testing on the macOS 27 beta. We have maintained a CI testing setup by saving snapshots of VMs with pre-configured user TCC databases. This allowed our UI tests to run without being blocked by permission prompts. This included permissions like screen recording, full disk access or apple events. On the macOS 27 beta, this workflow appears completely broken. While the system TCC database seems to function as it used to, the user TCC database has been moved into a ProtectedSystem container. Direct modifications to the user database now seem impossible. Is there any officially supported way to pre-provision user-level TCC permissions on macOS 27 VMs for automated CI environments? Is Apple's intention here that the system DB is the only one that's actually editable (with SIP disabled)? How does Apple recommend CI platforms handle user-level permission prompts in headless or automated VM environments moving forward? Any insights or recommended alternative workflows would be greatly appreciated. Thank you!
Replies
1
Boosts
0
Views
63
Activity
1d
Orphaned 9GB Simulator Runtime in /System/Library/AssetsV2 - Cannot Delete (SIP protected)
I have an orphaned asset folder taking up 9.13GB located at: /System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/c0d3fd05106683ba0b3680d4d1afec65f098d700.asset It contains SimulatorRuntimeAsset version 18.5 (Build 22F77). Active Version: My current Xcode setup is using version 26.2 (Build 23C54). I checked the plist files in the directory and found what seems to be the cause of the issue: The "Never Collected" Flag: The Info.plist inside the orphaned asset folder explicitly sets the garbage collection behavior to "NeverCollected": <key>__AssetDefaultGarbageCollectionBehavior</key> <string>NeverCollected</string> The Catalog Mismatch: The master catalog file (com_apple_MobileAsset_iOSSimulatorRuntime.xml) in the parent directory only lists the new version (26.2). Because the old version (18.5) is missing from this XML, Xcode and mobileassetd seem to have lost track of it entirely. What I Have Tried (All Failed) Xcode Components: The version 18.5 does not appear in Settings -> Components, so I cannot delete it via the GUI. Simctl: xcrun simctl list runtimes does not list this version. Running xcrun simctl runtime delete 22F77 fails with: "No runtime disk images or bundles found matching '22F77'." Manual Deletion: sudo rm -rf [path] fails with "Operation not permitted", presumably because /System/Library/AssetsV2 is SIP-protected. Third-party Tools: Apps like DevCleaner do not detect this runtime (likely because they only scan ~/Library or /Library, not /System/Library). Has anyone found a way to force the system (perhaps via mobileassetd or a specific xcrun flag) to re-evaluate this folder and respect a deletion request? I am trying to avoid booting into Recovery Mode just to delete a cache file. Any insights on how AssetsV2 handles these "orphaned" files would be appreciated.
Replies
23
Boosts
10
Views
2.8k
Activity
2d
Xcode navigator text size
I find the inspector, file navigator, issue navigator, etc. all hard to read. Is there a way to increase the size of these texts without changing all of the text on my machine?
Replies
8
Boosts
1
Views
154
Activity
2d
(Xcode 26.0 → 26.2) Constant UI flickering in split view mode
Hello, I’ve been experiencing a persistent issue in Xcode since version 26.0, and it is still present in 26.2. When using the split view to display two files side by side, the area in the top‑right corner of the window (the inspector / options panel) starts flickering continuously. This happens regardless of whether I’m using the light or dark theme, and even with the Liquid Glass effect disabled in macOS settings. None of these changes have any impact on the issue. I have already submitted a bug report through Xcode (Feedback Assistant), but the issue is still present as of today. The flickering makes the interface difficult to use and visually very distracting. I’ve attached a video to clearly show the issue. I will review the attachment at the time I publish this post. Thanks in advance for any help or feedback. Video 1 https://www.icloud.com/iclouddrive/077l-R7Ybvxz89NI-B7DliEuA#xcode_bug1 Video 2 https://www.icloud.com/iclouddrive/0f6bJp48ioGRdkYiA2U4sI-cg#xcode-bug2
Replies
8
Boosts
2
Views
374
Activity
2d
Codex no longer works
Since today (5th June), my Codex seems to be broken. First there is no response (wait for hours), now it just crash with this error whenever I issue a command: JSON-RPC global stream failed: The operation couldn’t be completed. (IDEIntelligenceProtocol.JSONRPCElement.Error error 1.) I have a ChatGPT Pro subscription and I don't know what to do. I have restarted Xcode, sign out and in of my account, delete DerivedData, restart machine, reinstall Xcode.
Replies
1
Boosts
0
Views
108
Activity
3d
Xcode memory RAM - requirements
Last year, I changed my iMac i7 (2015) to a new Mac mini M1 with SD disk. I saw the difference, it was incredible fast...but now after one year of working on my project, I get freeze screen and automatic reboot I have 16Go RAM...and often more than 10Go for xcode ! I work with storyboard and I have more than 100 VC. Do I need to change parameter on Xcode to optimize or I must have now min 32 RAM. What is the best requirement for important project?
Replies
3
Boosts
0
Views
2.3k
Activity
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Create with Xcode 27 → submit with Xcode 26?
I'd like to use Xcode 27 Beta, for its Coding Intelligence features, on existing iOS 17 thru 26 production code. As long as I don't allow iOS 27 as a target, will I be able to use Xcode 26 to submit the Xcode 27 project files now to the App Store for distribution? I can imagine situations where Xcode 27 makes use of a new backward-compatible API feature that Xcode 26 balks at. Perhaps I'll have to watch out for that, unless there's a way to tell Xcode 27 to avoid it automatically?
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Unable to enable login helper
I have one report from a customer, who migrated all data from his old MacBook to a new one. His is on Tahoe 26.5.1 (25F80). Here is my relevant code: + (BOOL)enableLoginItem:(BOOL)enable { NSOperatingSystemVersion osv = NSProcessInfo.processInfo.operatingSystemVersion; if (osv.majorVersion >= 13) { NSError* error; SMAppService* service = [SMAppService loginItemServiceWithIdentifier:MY_HELPER_APP_ID]; if (![service registerAndReturnError:&error] && error) @throw error; return YES; } return SMLoginItemSetEnabled((__bridge CFStringRef)MY_HELPER_APP_ID, enable); } What should I do to re-enable the login helper?
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