Can I download the iOS 26 simulator runtime via a download link? The machine I need to deploy on may require an offline package installation due to firewall restrictions.
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Can I download the iOS 26 simulator runtime via a download link? The machine I need to deploy on may require an offline package installation due to firewall restrictions.
Hi Guys,
Hope you're well!
I am consistently encountering a build warning in Xcode 26 that prevents proper symbolication of crash logs. The warning states:
"warning: (arm64) /Users/mickey/Library/Developer/Xcode/DerivedData/CalendarSync-bjuvwxojzofqzzcmzzpdozbujrge/Build/Products/Debug-iphoneos/CalendarSync.app/CalendarSync empty dSYM file detected, dSYM was created with an executable with no debug info."
Steps to Reproduce:
Open the project in Xcode 26.
Build the project for a physical iOS device (arm64) or Archive the project.
The warning appears during the "Generate dSYM" phase of the build process.
Troubleshooting Steps Already Taken (Issue Persists):
Set 'Enable Debug Dylib Support' to No.
Verified 'Debug Information Format' is set to 'DWARF with dSYM File'.
Verified 'Generate Debug Symbols' is set to Yes.
Set 'Strip Debug Symbols During Copy' and 'Strip Linked Product' to No.
Performed 'Clean Build Folder' and manually deleted the DerivedData folder.
The issue persists regardless of these standard configuration fixes.
Expected Result:
Xcode should generate a populated dSYM file containing the debug symbols from the executable.
Actual Result:
An empty dSYM file is generated, making it impossible to symbolicate crash reports.
Topic:
Developer Tools & Services
SubTopic:
Xcode
hello and thank you for reading . I am having an issue with getting my phone -13 pro max - into developer mode I have tried all the basic ways and have tried some with help from Ai. But still haven’t gotten my phone into dev mode? Any tricks the for sure work or what should I do ? There is another option I have t tried but don’t have my laptop or access to a computer currently. would very much app help with this thank you in advance .
Topic:
Developer Tools & Services
SubTopic:
Xcode
I’m working on an iOS workspace with:
a static library project: M800SDK
a test app project: TestAppObj
I was able to build M800SDK for iOS Simulator on Apple Silicon as a simulator static library, and I also verified the architectures in the produced .a file.
However, when I link the app target against that simulator build and try to build TestAppObj for iOS Simulator, I get the following linker errors:
Undefined symbols for architecture arm64: _OBJC_CLASS_$_TokenMngr
clang++: error: linker command failed with exit code 1
Additional context:
The library links and works correctly when building the app for a physical iPhone. And the public header TokenMngr.h is found correctly by the app target.
The app target is compiled as Objective-C++ where needed.
The library is linked in the app target under “Link Binary With Libraries”.
Could you help me understand:
Is it possible to run on iOS Simulator ?
the recommended way to package and consume this library for iOS Simulator on Apple Silicon?
Also I am aware i can also build the library for :
Any iOS Simulator Device (arm64, x86_64)
And specify that on Build Phases in Link : Link Binary With Libraries adding the .a
Before i do that i ensure the .a is arm64, x86_64 using the command :
lipo -info libM800SDK.a
end it returns :
Architectures in the fat file: libM800SDK.a are: x86_64 arm64
However, even after confirming those architectures and linking the library to the app target, the app still does not link correctly for iOS Simulator.
In some cases, Xcode reports errors suggesting that the build is targeting iOS Simulator, but that one of the linked binaries was built for iPhoneOS instead.
This is where I am confused: I understand that lipo -info only shows the CPU architectures present in the library, but not whether a given arm64 slice was built for iPhoneOS or for iOS Simulator
Hi everyone,
I’m running out of space on my Mac and I need to use an external SSD to free up room, especially because Xcode is taking a lot of storage. I want to know if it’s safe to move some Xcode files—projects, derived data, or system-related files—to an external SSD. Which files can I move safely, and which should stay on the internal drive? I want to avoid breaking anything or causing issues with Xcode or macOS.
Also, is it the same situation if I use an external HDD instead of an SSD? Are there additional risks or performance issues to consider?
Popular automated testing systems like FireBase [1] and WeTest [2] expect the uploaded test to include the Debug-iphoneos directory generated by Xcode. However, in all of our builds on Xcode 26.3, this folder is created but remains empty. There are some other folders with the same name in subdirectories, but these only contain intermediate build files.
Now we're looking for configuration or settings in Xcode to restore the original behavior, where the top-level Debug-iphoneos directory gets populated with a complete image of the test target, include the binary and resource files. Any suggestions would be much appreciated!
[1] https://firebase.google.com/docs/test-lab/ios/run-xctest
[2] https://www.wetest.net/documents/detail/automation/d8yaA7yz
When building a SwiftUI project in Xcode 26.3, Swift compilation fails
in the Release configuration with Optimization Level set to -O, when the iOS deployment
target is lower than iOS 26 (e.g. iOS 16, 17, or 18).
The failure occurs when using a generic class conforming to ObservableObject
that contains a @Published property.
The same code:
Compiles successfully in Xcode 16.3 (Release, -O) with iOS 16/17/18
Compiles successfully in Xcode 26.x when the deployment target is set to iOS 26
Compiles successfully in Xcode 26.x Debug configuration (-Onone)
Compiles successfully in Xcode 26.x Release when optimization is disabled (-Onone)
However, in Xcode 26.3, the build consistently fails in Release (-O)
when targeting iOS 16, 17, or 18.
This appears to be a Swift compiler optimization issue related to generics,
ObservableObject, @Published, and back-deployment to iOS versions prior to iOS 26.
STEPS TO REPRODUCE
Create a new SwiftUI App project using Xcode 26.3.
Leave all project settings at default (Swift version 5).
Set the iOS Deployment Target to iOS 16, 17, or 18.
Use the following minimal code:
import SwiftUI
internal import Combine
@MainActor
class CommonViewModel<Item>: ObservableObject {
@Published var listArray = [Item]()
}
class ContentViewModel: CommonViewModel<String> {
func reloadData() {
self.listArray = ["1"]
}
}
struct ContentView: View {
@StateObject private var viewModel = ContentViewModel()
var body: some View {
Color.clear
.onAppear {
viewModel.reloadData()
}
}
}
Build and run the app using the Release configuration.
On XCode 26.x, calling XCFail with continueAfterFailure set to false causes xcodebuild command to hang indefinitely if the XCUIApplication object is stored outside the test method.
Create a new template iOS App project with UI tests
Add XCFail(...) to a UI test test-case
Set the XCUIApplication in self.app (avoiding this fixes the hang)
Run tests with xcodebuild test
The terminal hangs forever
Reproduction example
import XCTest
final class TestAppUITests: XCTestCase {
var app: XCUIApplication? = nil
override func setUpWithError() throws {
continueAfterFailure = false
}
override func tearDownWithError() throws {
app?.terminate()
}
@MainActor
func testExample() throws {
let app = XCUIApplication()
self.app = app // <- HERE this causes the problem
app.launch()
XCTFail()
}
}
Reproduction environment
macOS Sequoia 15.7.3
Tested XCode 26.3 and XCode 26.2 have the hang
Tested XCode 16.4 does work as expected
XCode 16.4
The issue does not happen on XCode 16.4, and is likely introduced in XCode 26.
Related threads:
https://developer.apple.com/forums/thread/809989
https://developer.apple.com/forums/thread/793307
Work-around
Do not store XCUIApplication in the XCTestCase instance, maintain it scoped to the test methods.
Device Details:
MBP M2 Pro AND MBP M3 Pro
macOS 26.3 (25D125)
Xcode Version 26.3, 26.2, 26.1 (I reinstalled all 3 of these after the macOS update)
BUG:
Xcode hangs indefinitely when performing Source Control operations (Pull or Push) on a Git repository that uses SSH authentication. The same repository works correctly when performing the equivalent Git operations from the Terminal using the Git CLI.
The issue appears to be specific to Xcode’s internal Source Control integration. When the operation is triggered from Xcode, the UI shows a spinning progress indicator and never completes. Terminal Git commands (git fetch, git pull, git push) complete normally using the same SSH key and repository.
A hang sample taken during the issue shows the Xcode main thread blocked in Source Control authentication and fingerprint handling code paths, including:
IDESourceControlUIHandler
IDESourceControlFingerprintManager
handleAuthenticationFailure
showFingerprintAlertOnWindow
This suggests Xcode may be waiting on a Source Control authentication or host fingerprint UI flow that never resolves.
SSH connectivity itself is functioning correctly:
ssh -T git@bitbucket.org and ssh -T git@github.com both authenticate successfully.
git ls-remote, git fetch, git pull, and git push all work correctly from Terminal.
No Source Control accounts are configured in Xcode Preferences. Authentication relies entirely on SSH keys.
Steps to Reproduce
Configure an SSH key for Git access (e.g., Bitbucket or GitHub) and confirm it works via Terminal.
Clone or open an existing Git repository that uses SSH (git@host:repo.git).
Open the project/workspace in Xcode.
In Xcode, attempt a Source Control operation such as:
Source Control → Pull
Source Control → Push
Observe that Xcode displays a spinning progress indicator and does not complete the operation.
Logs available on this Feedback Assist ID: FB22146913
I've been investigating a persistent 401 Invalid Bearer Token error with Claude Agent in Xcode 26.3 on an Intel Core i9 Mac and wanted to share my findings here in case others are affected.
ENVIRONMENT
Hardware: Intel Core i9 (x86_64)
Xcode: 26.3 (17C529)
macOS: 26.3 (25D125)
THE ISSUE
Claude Agent fails with "Failed to authenticate. API Error: 401 - Invalid bearer token" on every prompt, despite the account showing as Signed In under Settings → Intelligence. The error persists after signing out and back in, and the token is confirmed valid and unexpired in Keychain.
WHAT WORKS
Claude Code in Terminal works perfectly on the same machine with the same credentials
The basic Claude Sonnet 4.5 coding assistant in Xcode works fine
Only Claude Agent is affected
ROOT CAUSE HYPOTHESIS
Xcode appears to be installing an ARM64 Claude binary on Intel Macs silently, with no warning or fallback. This binary likely fails to execute on x86_64 hardware and that failure is being misreported upstream as a 401 authentication error — which is why the error has nothing to do with the actual credentials.
APPLE'S RESPONSE
Feedback report FB22141224 was closed as 'Works as currently designed' with the explanation that Claude Agent requires the Neural Engine found on Apple Silicon. However, Claude Agent calls Anthropic's remote API over the network and performs no on-device AI processing — the Neural Engine is not involved. The fact that Claude Code works fine on this same Intel Mac with the same credentials demonstrates this clearly.
WORKAROUND
Using an Anthropic API key instead of OAuth resolves the issue but requires additional paid billing outside of an existing Claude.ai subscription.
Has anyone else experienced this on either Intel or Apple Silicon? I'd be particularly interested to hear if Apple Silicon users are also affected, as the Developer Forums suggest this may not be limited to Intel Macs (thread/816369).
Any input from Apple DTS engineers would be greatly appreciated.
I’m constantly gettng 47 errors in my code and I’ve tried everything I can think of and can’t find the root problem, please can someone help
Topic:
Developer Tools & Services
SubTopic:
Xcode
How can i get a simple figma layout with minimal art into xcode
Topic:
Developer Tools & Services
SubTopic:
Xcode
I changed something with Bundle Identifier... since then I cannot trust the certificate anymore on iPhone. It just won't show up. I reinstalled new profile, new bundle id, completely reinstalled iPhone... created new certificates, downloaded...
nothing... I thinks it needs internet connection, but connection works just fine
Unable to Verify App
An internet connection is required to verify trust of the developer "Apple Development: My Name
(22YBQVQJZK). This app will not be available until verified.
this makes me crazy.. I lost like 5 hours on this.. still it does not work... Apple Intelligence tried like everything .. didn't help
I was developing on Xcode and downloading and testing just fine. Today when I connect (via cable), clean, build and run the system
When I look in the iPhone ->settings -> General ->VPN & Device Management it does not list my developers tag. How do I get the two talking again. I have restarted the MAC (Xcode) and the iPhone multiple times.
Topic:
Developer Tools & Services
SubTopic:
Xcode
I've seen a couple posts on reddit today but wanted to call out here because I think it may be a more widespread issue - I keep getting an error trying to open my iOS app saying "Unable to verify app - An internet connection is required to verify trust of the developer...". I have never gotten this issue before and did not change anything in my build settings from my last successful build of the app to now. The directions it gives me are to go to Settings > General > VPN and Device Management and trust my developer certificate from there, but that doesn't work either. The first time I tried this, the developer certificate wasn't there at all, then I looked at Reddit and saw people recommending to download the developer certificate to solve the issue, but doing this did not fix the error either. Just looking to see if anyone else has encountered this or what the fix might be.
I have an iOS app that I want to run on my device via Xcode and the USB-C cable. Once I run it through Xcode with my device as the target the app builds on device. But then I get an error message stating I need to Verify App via the Settings section "VPN & Device Management" I click on my account under "Developer App" and I trust my developer account. Then I am asked to "Verify App" And when I do so I can a spinning icon that spins for a minute. Spinning Icon stops and I still cant use the app. I have tried a couple of different things in particular
Here is the Xcode error output :
Domain: IDELaunchCoreDevice
Code: 0
Recovery Suggestion: Verify that the Developer App certificate for your account is trusted on your device. Open Settings on the device and navigate to General -> VPN & Device Management, then select your Developer App certificate to trust it.
User Info: {
DVTErrorCreationDateKey = "2026-03-10 21:02:06 +0000";
IDERunOperationFailingWorker = IDELaunchCoreDeviceWorker;
}
--
The application failed to launch.
Domain: com.apple.dt.CoreDeviceError
Code: 10002
User Info: {
BundleIdentifier = "com.clawfighter2.ios";
}
--
The request to open "com.clawfighter2.ios" failed.
Domain: FBSOpenApplicationServiceErrorDomain
Code: 1
Failure Reason: The request was denied by service delegate (SBMainWorkspace) for reason: Security ("Unable to launch com.clawfighter2.ios because it has an invalid code signature, inadequate entitlements or its profile has not been explicitly trusted by the user").
User Info: {
BSErrorCodeDescription = RequestDenied;
FBSOpenApplicationRequestID = 0xa301;
}
--
The operation couldn’t be completed. Unable to launch com.clawfighter2.ios because it has an invalid code signature, inadequate entitlements or its profile has not been explicitly trusted by the user.
Domain: FBSOpenApplicationErrorDomain
Code: 3
Failure Reason: Unable to launch com.clawfighter2.ios because it has an invalid code signature, inadequate entitlements or its profile has not been explicitly trusted by the user.
User Info: {
BSErrorCodeDescription = Security;
}
--
Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : {
"device_identifier" = "00008140-001A04E02193001C";
"device_isCoreDevice" = 1;
"device_model" = "iPhone17,1";
"device_osBuild" = "26.3.1 (23D8133)";
"device_osBuild_monotonic" = 2303813300;
"device_os_variant" = 1;
"device_platform" = "com.apple.platform.iphoneos";
"device_platform_family" = 2;
"device_reality" = 1;
"device_thinningType" = "iPhone17,1";
"device_transport" = 1;
"launchSession_schemeCommand" = Run;
"launchSession_schemeCommand_enum" = 1;
"launchSession_targetArch" = arm64;
"launchSession_targetArch_enum" = 6;
"operation_duration_ms" = 12563;
"operation_errorCode" = 0;
"operation_errorDomain" = IDELaunchCoreDevice;
"operation_errorWorker" = IDELaunchCoreDeviceWorker;
"operation_error_reportable" = 0;
"operation_name" = IDERunOperationWorkerGroup;
"param_consoleMode" = 1;
"param_debugger_attachToExtensions" = 0;
"param_debugger_attachToXPC" = 1;
"param_debugger_type" = 3;
"param_destination_isProxy" = 0;
"param_destination_platform" = "com.apple.platform.iphoneos";
"param_diag_MTE_enable" = 0;
"param_diag_MainThreadChecker_stopOnIssue" = 0;
"param_diag_MallocStackLogging_enableDuringAttach" = 0;
"param_diag_MallocStackLogging_enableForXPC" = 1;
"param_diag_allowLocationSimulation" = 1;
"param_diag_checker_mtc_enable" = 1;
"param_diag_checker_tpc_enable" = 1;
"param_diag_gpu_frameCapture_enable" = 0;
"param_diag_gpu_shaderValidation_enable" = 0;
"param_diag_gpu_validation_enable" = 0;
"param_diag_guardMalloc_enable" = 0;
"param_diag_memoryGraphOnResourceException" = 0;
"param_diag_queueDebugging_enable" = 1;
"param_diag_runtimeProfile_generate" = 0;
"param_diag_sanitizer_asan_enable" = 0;
"param_diag_sanitizer_tsan_enable" = 0;
"param_diag_sanitizer_tsan_stopOnIssue" = 0;
"param_diag_sanitizer_ubsan_enable" = 0;
"param_diag_sanitizer_ubsan_stopOnIssue" = 0;
"param_diag_showNonLocalizedStrings" = 0;
"param_diag_viewDebugging_enabled" = 1;
"param_diag_viewDebugging_insertDylibOnLaunch" = 1;
"param_install_style" = 2;
"param_launcher_UID" = 2;
"param_launcher_allowDeviceSensorReplayData" = 0;
"param_launcher_kind" = 0;
"param_launcher_style" = 99;
"param_launcher_substyle" = 0;
"param_lldbVersion_component_idx_1" = 0;
"param_lldbVersion_monotonic" = 170302360103;
"param_runnable_appExtensionHostRunMode" = 0;
"param_runnable_productType" = "com.apple.product-type.application";
"param_testing_launchedForTesting" = 0;
"param_testing_suppressSimulatorApp" = 0;
"param_testing_usingCLI" = 0;
"sdk_canonicalName" = "iphoneos26.2";
"sdk_osVersion" = "26.2";
"sdk_platformID" = 2;
"sdk_variant" = iphoneos;
"sdk_version_monotonic" = 2302005700;
}
--
System Information
macOS Version 26.3 (Build 25D125)
Xcode 26.3 (24587) (Build 17C529)
Timestamp: 2026-03-10T16:02:06-05:00
Topic:
Developer Tools & Services
SubTopic:
Xcode
This is a grave issue I am facing while testing my apps on my personal device.
This is the error I seem to be getting: "The application could not be launched because the Developer App Certificate is not trusted."
And on the phone side, this is the message: Unable to Verify App. An internet connection is required to verify the trust of the developer "Apple Development...
Before I receive any recommendations, such as deleting Xcode or restarting my device, I would like to clarify that I have already taken all necessary precautions. The application I was testing appeared to function correctly in the morning a few hours prior to the update. However, after upgrading to the latest beta builds, iOS 26.4 beta and the latest macOS beta, this issue has become a recurring problem. I would greatly appreciate your assistance in resolving this matter, as it is of utmost importance to me.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Xcode
Simulator
Signing Certificates
Testing
Recently I noticed that although my drive showed ~800Gb of usage, the folders within totally to around ~600Gb (and yes I was including hidden 'dot' files/folders.
After some inspection I found that there are a whole set of Disk Media Images, that appear to be related to XCode simulators. Here's an extract from the command line diskutil list command:
/dev/disk5 (synthesized):
#: TYPE NAME SIZE IDENTIFIER
0: APFS Container Scheme - +17.6 GB disk5
Physical Store disk4s1
1: APFS Volume iOS 26.2 Simulator 17.1 GB disk5s1
/dev/disk6 (disk image):
#: TYPE NAME SIZE IDENTIFIER
0: GUID_partition_scheme +14.2 GB disk6
1: Apple_APFS Container disk7 14.2 GB disk6s1
/dev/disk7 (synthesized):
#: TYPE NAME SIZE IDENTIFIER
0: APFS Container Scheme - +14.2 GB disk7
Physical Store disk6s1
1: APFS Volume XROS 26.2 Simulator 13.8 GB disk7s1
/dev/disk8 (disk image):
#: TYPE NAME SIZE IDENTIFIER
0: GUID_partition_scheme +17.2 GB disk8
1: Apple_APFS Container disk9 17.2 GB disk8s1
/dev/disk9 (synthesized):
#: TYPE NAME SIZE IDENTIFIER
0: APFS Container Scheme - +17.2 GB disk9
Physical Store disk8s1
1: APFS Volume iOS 26.0 Simulator 16.7 GB disk9s1
/dev/disk10 (disk image):
#: TYPE NAME SIZE IDENTIFIER
0: GUID_partition_scheme +8.5 GB disk10
1: Apple_APFS Container disk11 8.5 GB disk10s1
/dev/disk11 (synthesized):
#: TYPE NAME SIZE IDENTIFIER
0: APFS Container Scheme - +8.5 GB disk11
Physical Store disk10s1
1: APFS Volume XROS 2.5 Simulator B... 8.2 GB disk11s1
/dev/disk12 (disk image):
#: TYPE NAME SIZE IDENTIFIER
0: GUID_partition_scheme +18.0 GB disk12
1: Apple_APFS Container disk13 18.0 GB disk12s1
/dev/disk13 (synthesized):
#: TYPE NAME SIZE IDENTIFIER
0: APFS Container Scheme - +18.0 GB disk13
Physical Store disk12s1
1: APFS Volume XROS 2.5 Simulator 17.5 GB disk13s1
/dev/disk14 (disk image):
#: TYPE NAME SIZE IDENTIFIER
0: GUID_partition_scheme +17.6 GB disk14
1: Apple_APFS Container disk15 17.6 GB disk14s1
/dev/disk15 (synthesized):
#: TYPE NAME SIZE IDENTIFIER
0: APFS Container Scheme - +17.6 GB disk15
Physical Store disk14s1
1: APFS Volume iOS 26.1 Simulator 17.1 GB disk15s1
/dev/disk16 (disk image):
#: TYPE NAME SIZE IDENTIFIER
0: GUID_partition_scheme +14.1 GB disk16
1: Apple_APFS Container disk17 14.1 GB disk16s1
/dev/disk17 (synthesized):
#: TYPE NAME SIZE IDENTIFIER
0: APFS Container Scheme - +14.1 GB disk17
Physical Store disk16s1
1: APFS Volume XROS 26.1 Simulator 13.7 GB disk17s1
/dev/disk18 (disk image):
#: TYPE NAME SIZE IDENTIFIER
0: GUID_partition_scheme +17.6 GB disk18
1: Apple_APFS Container disk19 17.6 GB disk18s1
/dev/disk19 (synthesized):
#: TYPE NAME SIZE IDENTIFIER
0: APFS Container Scheme - +17.6 GB disk19
Physical Store disk18s1
1: APFS Volume iOS 26.1 Simulator 17.1 GB disk19s1
/dev/disk20 (disk image):
#: TYPE NAME SIZE IDENTIFIER
0: GUID_partition_scheme +9.1 GB disk20
1: Apple_APFS Container disk21 9.1 GB disk20s1
/dev/disk21 (synthesized):
#: TYPE NAME SIZE IDENTIFIER
0: APFS Container Scheme - +9.1 GB disk21
Physical Store disk20s1
1: APFS Volume iOS 18.5 Simulator B... 8.8 GB disk21s1
/dev/disk22 (disk image):
#: TYPE NAME SIZE IDENTIFIER
0: GUID_partition_scheme +20.7 GB disk22
1: Apple_APFS Container disk23 20.7 GB disk22s1
/dev/disk23 (synthesized):
#: TYPE NAME SIZE IDENTIFIER
0: APFS Container Scheme - +20.7 GB disk23
Physical Store disk22s1
1: APFS Volume iOS 18.5 Simulator 20.2 GB disk23s1
I am unable to unmount them, either from the command line or Disk Utility. How do I go about this?
Setup:
Xcode 26.3.
MacOS Tahoe 26.3.1
Signed in for Coding Intelligence with Claude Pro plan.
For the first 3 prompts Claude responded normally.
Afterwards it always responds with "Your request couldn't be completed."