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App Installation Fails on XCODE 15.3 and up
I have two apps that I have been supporting for some time now. When Xcode 15.3 came out the app started crashing. No code changes whatsoever. I could not figure out why it would crash in 15.3. I just downloaded Xcode 15.2 and kept using 15.2. I have stayed recent with other apps, but I have just used 15.2 for this app. I just upgraded my OS to sequoia which also upgrades my Xcode to 16.2. To my surprise 15.2 is not supported on sequoia, so I only have 2 choices. setup a VM with an older OS and Xcode 15.2 or figure out why the app crashes on anything beyond 15.2 Like I said no problem running on Xcode 15.2 What gets shown in the error starts off with this: Unable to Install “Gatlinburg Pocket Guide” Domain: IXUserPresentableErrorDomain Code: 1 Failure Reason: Please try again later. Recovery Suggestion: Failed to load Info.plist from bundle at path .... Hoping someone has some suggestions for me or has seen this happen before. Thanks.
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Feb ’25
Xcode Code Signing Issues – Team Name Mismatch, Certificate & Provisioning Profile Errors
Hi everyone, I'm encountering several issues with Xcode's code signing and provisioning that I haven’t been able to resolve despite several attempts. I’m hoping someone here might have some insights or workarounds. Issues Encountered: Team Name Mismatch: My Apple Developer Program team is registered as Faycel Ayech (Team ID: 3K7UP6P2LQ), but in Xcode, only “Faycel Ayech” is displayed (the Team ID is missing). This seems to be affecting code signing and provisioning. Incorrect Certificate Association: The Apple Development Certificate in Xcode appears to be associated with my MacBook’s name (FayTek's MacBook Pro) rather than my personal Apple ID (Faycel Ayech). Despite revoking and recreating the certificate multiple times on both the Apple Developer Portal and within Xcode, the issue persists. Provisioning Profile Errors: I receive the following errors in Xcode: No profiles for 'com.Faycel.DrawCraft' were found. Invalid trust settings. Restore system default trust settings for certificate "Apple Development: Faycel Ayech (JW6VLM8FNS)". Simulator Issues: Due to the above issues, I am unable to run my app on the Simulator (using an iPhone 16 Pro simulator). Steps I’ve Already Taken: Deleted and recreated the Apple Development Certificate in both Xcode and the Apple Developer Portal. Enabled “Automatically manage signing” in Xcode. Verified that the correct team and bundle ID are selected under the Signing & Capabilities tab. Cleaned the build folder, restarted Xcode, and rebooted my Mac. Deleted Derived Data and manually downloaded the provisioning profiles. Environment Details: Team ID: 3K7UP6P2LQ Bundle ID: com.Faycel.DrawCraft Xcode Version: 16.2 macOS Version: macOS Sequoia 15.2 Device: Simulator (iPhone 16 Pro) My Questions: Has anyone experienced similar issues where the team name in Xcode does not include the Team ID? Is this a known bug or a configuration issue? How can I ensure that my Apple Development Certificate is generated and associated with my personal Apple ID rather than my MacBook’s name? What steps can be taken to resolve the provisioning profile errors and restore the proper trust settings for the certificate? I appreciate any guidance or suggestions you might have. Thanks in advance for your help! Best regards, Faycel
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Feb ’25
UIInputViewController获取外部输入框的点击事件
通过UIInputViewController自定义的一个键盘,键盘内部有一个自定义的输入框UITextField。 需要实现的效果:外部输入框和键盘上自定义输入框可互相点击切换第一响应,从而控制输入的文字插入在哪个输入框。 遇到的问题:当点击了自定义输入框并设置了自定义输入框为第一响应之后,再次点击外部输入框时,无法获取到点击外部输入框的事件,从而无法取消内部输入框的第一响应事件。
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Feb ’25
Assistance Needed – Xcode: Command PhaseScriptExecution Failed with a Nonzero Exit Code
Main Issue: While building an iOS project using IL2CPP in Unity, I encountered the following error: Command PhaseScriptExecution failed with a nonzero exit code Sub-Issue: Unity is unable to detect a compatible iPhoneOS SDK, even though Xcode is correctly installed and functioning as expected. Error Message: Unity.IL2CPP.Bee.BuildLogic.ToolchainNotFoundException: IL2CPP C++ code builder is unable to build C++ code. In order to build C++ code for Mac, you must have Xcode installed. Building for Apple Silicon requires Xcode 9.4 and Mac 10.12 SDK. Xcode needs to be installed in the /Applications directory and have a name matching Xcode*.app. Or be selected using xcode-select. It's also possible to use /Library/Developer/CommandLineTools if those match the listed requirements. More information and installation instructions can be found here: https://developer.apple.com/support/xcode/ Specific Xcode versions can be downloaded here: https://developer.apple.com/download/more/ Unable to detect any compatible iPhoneOS SDK! Additional Errors & Observations: bee_backend Not Found chmod: /Users/vaunicacalji/Desktop/DinoKite/Il2CppOutputProject/IL2CPP/build/deploy_x86_64/bee_backend/mac-x86_64/bee_backend: No such file or directory Issue: Manually checking the file, bee_backend does exist and is executable, but the build process still reports it as missing. 2. IL2CPP Build Failure Build failed with 0 successful nodes and 0 failed ones Error: Internal build system error. BuildProgram exited with code 1. 3. Xcode Not Detected by Unity Unable to detect any compatible iPhoneOS SDK! Issue: Running xcode-select -p confirms that Xcode is installed at /Applications/Xcode.app/Contents/Developer, and xcodebuild -showsdks lists available SDKs, including iOS 18.2. Environment Details: macOS Version: Sonoma 14.5 Mac Model: MacBook Air (Retina, 13-inch, 2018) Processor: 1.6 GHz Dual-Core Intel Core i5 Memory: 8GB 2133 MHz LPDDR3 Graphics: Intel UHD Graphics 617 1536MB Unity Version: 2022.2.21f1 Installed Unity Modules: ✅ iOS Build Support ✅ Mac Build Support (IL2CPP) ✅ IL2CPP Current Status & Key Issues: ✅ Xcode is properly installed, and xcode-select -p shows the correct path. ✅ xcodebuild -showsdks confirms that iOS SDK 18.2 is available. ✅ bee_backend is present and executable when checked manually. ❌ Unity still reports Unable to detect any compatible iPhoneOS SDK! during the build process. ❌ Unable to successfully build the iOS project. Could you please provide guidance on how to resolve this issue? Xcode Build Settings (for reference): ALWAYS_SEARCH_USER_PATHS = NO ARCHS = arm64 ASSETCATALOG_COMPILER_APPICON_NAME = AppIcon CLANG_CXX_LANGUAGE_STANDARD = c++0x CLANG_CXX_LIBRARY = libc++ CLANG_ENABLE_OBJC_ARC = YES CODE_SIGN_IDENTITY[sdk=iphoneos*] = iPhone Distribution CODE_SIGN_IDENTITY[config=Debug] = Apple Development CODE_SIGN_IDENTITY[config=Release] = Apple Distribution CODE_SIGN_STYLE = Manual DEVELOPMENT_TEAM[sdk=iphoneos*] = 4429TL28T7 IPHONEOS_DEPLOYMENT_TARGET = 15.6 LD_RUNPATH_SEARCH_PATHS = $(inherited) @executable_path/Frameworks PRODUCT_BUNDLE_IDENTIFIER = com.torihiplay.DinoKite PROVISIONING_PROFILE_SPECIFIER[sdk=iphoneos*] = DinoKite. SDKROOT = iphoneos SUPPORTED_PLATFORMS = iphoneos TARGETED_DEVICE_FAMILY = 1,2 UNITY_RUNTIME_VERSION = 2022.2.21f1 UNITY_SCRIPTING_BACKEND = il2cpp This build is intended for a production release. I would appreciate any help in resolving this issue. Thank you!
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Feb ’25
Assistance Needed – Xcode: Command PhaseScriptExecution Failed with a Nonzero Exit Code
Main Issue: While building an iOS project using IL2CPP in Unity, I encountered the following error: Command PhaseScriptExecution failed with a nonzero exit code Sub-Issue: Unity is unable to detect a compatible iPhoneOS SDK, even though Xcode is correctly installed and functioning as expected. Error Message: Unity.IL2CPP.Bee.BuildLogic.ToolchainNotFoundException: IL2CPP C++ code builder is unable to build C++ code. In order to build C++ code for Mac, you must have Xcode installed. Building for Apple Silicon requires Xcode 9.4 and Mac 10.12 SDK. Xcode needs to be installed in the /Applications directory and have a name matching Xcode*.app. Or be selected using xcode-select. It's also possible to use /Library/Developer/CommandLineTools if those match the listed requirements. More information and installation instructions can be found here: https://developer.apple.com/support/xcode/ Specific Xcode versions can be downloaded here: https://developer.apple.com/download/more/ Unable to detect any compatible iPhoneOS SDK! Additional Errors & Observations: bee_backend Not Found chmod: /Users/vaunicacalji/Desktop/DinoKite/Il2CppOutputProject/IL2CPP/build/deploy_x86_64/bee_backend/mac-x86_64/bee_backend: No such file or directory Issue: Manually checking the file, bee_backend does exist and is executable, but the build process still reports it as missing. 2. IL2CPP Build Failure Build failed with 0 successful nodes and 0 failed ones Error: Internal build system error. BuildProgram exited with code 1. 3. Xcode Not Detected by Unity Unable to detect any compatible iPhoneOS SDK! Issue: Running xcode-select -p confirms that Xcode is installed at /Applications/Xcode.app/Contents/Developer, and xcodebuild -showsdks lists available SDKs, including iOS 18.2. Environment Details: macOS Version: Sonoma 14.5 Mac Model: MacBook Air (Retina, 13-inch, 2018) Processor: 1.6 GHz Dual-Core Intel Core i5 Memory: 8GB 2133 MHz LPDDR3 Graphics: Intel UHD Graphics 617 1536MB Unity Version: 2022.2.21f1 Installed Unity Modules: ✅ iOS Build Support ✅ Mac Build Support (IL2CPP) ✅ IL2CPP Current Status & Key Issues: ✅ Xcode is properly installed, and xcode-select -p shows the correct path. ✅ xcodebuild -showsdks confirms that iOS SDK 18.2 is available. ✅ bee_backend is present and executable when checked manually. ❌ Unity still reports Unable to detect any compatible iPhoneOS SDK! during the build process. ❌ Unable to successfully build the iOS project. Could you please provide guidance on how to resolve this issue? Xcode Build Settings (for reference): Command PhaseScriptExecution failed with a nonzero ALWAYS_SEARCH_USER_PATHS = NO ARCHS = arm64 ASSETCATALOG_COMPILER_APPICON_NAME = AppIcon CLANG_CXX_LANGUAGE_STANDARD = c++0x CLANG_CXX_LIBRARY = libc++ CLANG_ENABLE_OBJC_ARC = YES CODE_SIGN_IDENTITY[sdk=iphoneos*] = iPhone Distribution CODE_SIGN_IDENTITY[config=Debug] = Apple Development CODE_SIGN_IDENTITY[config=Release] = Apple Distribution CODE_SIGN_STYLE = Manual DEVELOPMENT_TEAM[sdk=iphoneos*] = 4429TL28T7 IPHONEOS_DEPLOYMENT_TARGET = 15.6 LD_RUNPATH_SEARCH_PATHS = $(inherited) @executable_path/Frameworks PRODUCT_BUNDLE_IDENTIFIER = com.torihiplay.DinoKite PROVISIONING_PROFILE_SPECIFIER[sdk=iphoneos*] = DinoKite. SDKROOT = iphoneos SUPPORTED_PLATFORMS = iphoneos TARGETED_DEVICE_FAMILY = 1,2 UNITY_RUNTIME_VERSION = 2022.2.21f1 UNITY_SCRIPTING_BACKEND = il2cpp This build is intended for a production release. I would appreciate any help in resolving this issue. Thank you!
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Feb ’25
I have a bone to pick with Xcode
Despite Xcode being the one and most used IDE for iOS, it is far from perfect. I have used many tools in my career and here are some features, that would make it much better or what I miss from other IDEs. I encourage others to chip in discussion and lets all hope, Apple starts to improve Xcode. Will put each issue in separate comment below. Slow debugger: not sure what bloat Xcode has or what it is doing, but sometimes it can take more than 10 seconds from breakpoint firing to actually see values. Moreover when debugging SwiftUI or something objC I have to drill down to see value of property or use po and p command and hope it works. SwiftUI views and states are a big pain to debug, to see what is changing a value I have to always use didSet trick or some other black magic. Is it too hard to make it easier? Breakpoints with condition can take up to 1 minute to load and I have M1 Max MBP. Just tried cursor IDE few days ago and breakpoints are much faster and without too much bloat in variable inspector.
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Feb ’25
Won't compile/build after a "Clean Build Folder..." invoked
I have 2 versions of my app. This version I issued the "Clean Build Folder..." command. After doing so it will no longer compile/build. I've restored the directory to a copy prior to the Clean Build Folder with same result. The other version of this code will build and execute. Command SwiftCompile failed with a nonzero exit code /Users/martinwoscek/develop/iOS_switft_DEVELOP/FullScreenCamera-master-no_drivemonitor/AV Foundation/Base.lproj/LaunchScreen.storyboard: Encountered an error communicating with IBAgent-iOS. Showing Recent Issues . . . Command SwiftCompile failed with a nonzero exit code Command SwiftCompile failed with a nonzero exit code Build failed 2/11/25, 8:15 AM 1.4 seconds
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Feb ’25
"could not build module" errors on Xcode 16.2
Hello all:) I am using Xcode 16.2, react native 0.76, simulator -> iPhone 15(17.0), mac M1 Sequoia 15.2. Many "could not build module" errors appear while building files inside iPhoneSimulator18.2.sdk. The think is that I don't even use this simulator and if I try to delete it the Xcode hides all other simulator options and requires 18.2 to download.. Of course I already tried to clean and delete and reinstall everything but nothing works.. Any help is welcome:) Thanks!
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Feb ’25
Compiling old code with XCode give the error [XSym <- Unknown type name ‘Xsym’]
When I try to compile with XCode an app that is about 10 years old gives me the following compiler errors in JSONModel.h header file. There are only 4 lines in that file. Content of file with the error messages. XSym <- Uknown type name ‘Xsym’ 0075 <- Expected identifier or ‘(’ a7b090c047283ff76fc7f1def7ba7425 ../../../JSONModel/JSONModel/JSONModel/JSONModel.h The app was originally compiled wit XCode 3.2, targeting iPhone 7 Now I am using XCode 16, targeting iPhone 12. Original coder is unaccessible. I am very new to this environment and any guidance / assistance is greatly appreciated. Please let me know if it is more appropriate to post this somewhere else.
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216
Feb ’25
Unincluded dependencies failing to build for watchOS companion app.
When trying to use the watchOS preview the simulator fails to load and throws about 15 errors. Clearly the simulator is trying to load all of the iOS packages to the watchOS simulator. However, these packages clearly aren't included in the watchOS app. Furthermore, both apps build successfully to the main simulators, just not the previews. Having a list of errors that simply should not be there is a pretty big annoyance when something is going wrong. How do I fix this?
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Feb ’25
Toggle off inline pull request comments in Xcode
Xcode renders a beautiful bubble with PR comments inline with my code. However, I'd like to edit my code without that comment in the way. How do I turn / toggle that feature off? I've looked through Settings for editing and source control, menus for the editor and view, as well as the drop down menus and diff toggles for the specific editor box.
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Feb ’25
Option to download SDK Seperatly.
Hey Guys , I think forcing people to download Simulator along side SDK will increase hude download size, is not a good experience for developers. Make simulator download optional and you can keep it ticked by default inside (Settings/Components/IOS XX.X Support) for beginner developers , but for advanced developer there should be option to untick it and reduce huge download size. If it doesn't result in huge download size,then we have took a wrong turn somewhere.
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Feb ’25
Apple developer
in xcode i have select the developer team. but show some error that is here, "Communication with Apple failed Your team has no devices from which to generate a provisioning profile. Connect a device to use or manually add device IDs in Certificates, Identifiers & Profiles. https://developer.apple.com/account/" and show this error also "No profiles for 'com.kuntaldoshi.homeautomation' were found Xcode couldn't find any iOS App Development provisioning profiles matching 'com.kuntaldoshi.homeautomation'."
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384
Feb ’25
Swift, kevent, and wth?!?!?
I have this code: var eventIn = kevent(ident: UInt(self.socket), filter: Int16(EVFILT_WRITE), flags: UInt16((EV_ADD | EV_ENABLE)), fflags: 0, data: 0, udata: nil ) I looked at it and thought why do I have those extra parentheses? So I changed it to var eventIn = kevent(ident: UInt(self.socket), filter: Int16(EVFILT_WRITE), flags: UInt16(EV_ADD | EV_ENABLE), // changed line! fflags: 0, data: 0, udata: nil ) and then kevent gave me EBADF. Does this make sense to anyone?
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Feb ’25