Hey, is it possible to test with an Xcode test build if the subscription notifications are correctly being sent to the backend?
Currently nothing appears on my backend after subscribing. For some reason i can also subscribe multiple times to the same product. It looks like nothing is being saved anywhere which is why I also can't cancel a test subscription.
All of this was fairly easy and possible when setting up the google play version of our app.
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I'm having a lot of trouble getting my icon working with XCode26 and Icon Composer.
<TL;DR>
The icon sucks
</TL:DR>
Why does it suck? 4 main issues plague me when I compare the new icon with the existing icon.
The colors are washed out.
I can't have a transparent background.
The size of the icon is wrong.
I can't use the old icon on pre-Tahoe macs. It's Tahoe or bust!
Here's a comparison between the two icons:
If I add any Liquid Glass effects to the icon, it just looks bad. Any more of a gradient behind the image makes the image fade out. Adding specular highlights just throws a ring around the upper and lower sections that doesn't seem to fulfill any purpose. Blur doesn't seem to do anything. And I can't get rid of the background at all. It must be there.
The biggest problem is the size. The new icon doesn't just look smaller, it is smaller! I measured the width and the new icon is 19.5% smaller. I did this by setting the finder view to 128x128, grabbing the screen shot, and using Acorn to measure the width from the left red edge to the right blue edge. The icns file is 256 pixels across which makes sense as I'm on a 4K monitor at 2x resolution. The icon file is 206 pixels. Doing the same with the finder set to 256x256 shows the same reduction.
When I look at Icon Composer, it's showing me that the icon is fitting in perfectly with the guidelines. The graphic artist I hired years ago did a great job!
So somehow there is a border being added to the icon file that shrinks the image down, and I can't get rid of it nor make the icon bigger. So I'm stuck.
I've tried the various tricks to get both the icns and icon files to be added to the build such that pre-Tahoe macs see the old icon, and it either breaks on Tahoe or breaks on the pre-Tahoe. I can't get both.
I don't think there's a solution to this, I'm just documenting my frustrations. The Mac was fine before this, why change something that works?
Topic:
Developer Tools & Services
SubTopic:
Xcode
In macOS, when using UNMutableNotificationContent to send notifications, clicking on the notification (or the buttons on the notification) will automatically activate the window. How can this be prevented?
Clicking on the notification only triggers the click event and does not activate the window.
Topic:
Developer Tools & Services
SubTopic:
Xcode
I'd like to start a subprocess from an Xcode extension. My prototype performCommandWithInvocation method looks like this:
- (void)performCommandWithInvocation:(XCSourceEditorCommandInvocation *)invocation completionHandler:(void (^)(NSError * _Nullable nilOrError))completionHandler
{
NSTask*task= [[NSTask alloc]init];
[task setExecutableURL:[NSURL fileURLWithPath:@"/bin/sh"]];
//option A: [task setArguments:@[@"-c",@"echo hello from sh"]];
//option B: [task setArguments:@[@"-c",@"/usr/bin/python3 -c 'print(\"hello from python3\")'"]];
[task launch];
[task waitUntilExit];
int status=[task terminationStatus];
printf("status: %d\n",status);
completionHandler(nil);
}
So there's two options there: option A, or option B. (Uncomment to taste.)
Option A does work. /bin/sh starts, and runs echo, and it prints hello to its stdout. I was foolish enough to let this convince me that this whole thing might be a goer.
Option B does not work. I get an error: xcrun error: cannot be used with in an App Sandbox. Which is annoying, as virtually all of the scripts I want to run are written in Python, and I'd quite like this to be an option. How do I fix this?
I tried removing the App Sandbox settings from my extension, but then Xcode refused to load it.
I added Read/Write permissions to all the File Access settings in the App Sandbox section, even though most of them sounded irrelevant, but no improvement.
Then I ticked every tick box I could find. My extension can debug, it can JIT, library validation is off, it can use the camera and access my photos and read the audio and my contacts and open sockets in any direction it wants and goodness knows what else.
But it seems it still can't run python. How do I make this work?
--Tom
Topic:
Developer Tools & Services
SubTopic:
Xcode
I am using SwiftData for my model. Until Xcode 15 beta 4 I did not have issues. Since beta 5 I am receiving the following red warning multiple times:
'NSKeyedUnarchiveFromData' should not be used to for un-archiving and will be removed in a future release
This seems to be a CoreData warning. However, I am not using CoreData directly. I have no way to change the config of CoreData as used by SwiftData.
My model just uses UUID, Int, String, Double, some of them as optionals or Arrays. I only use one attribute (.unique).
Using Xcode to build and deploy the app to my watch, this is what I get:
“Waiting to reconnect to Apple Watch. Previous preparation error: Transport error." And then “Connecting to Apple Watch. Xcode will continue when the operation completes.”
And these messages continue to switch between each other.
Sometimes the watch to connect and the application starts, but more often a scenario occurs with endless reconnection.
I'm using: MacOS 14.4.1 (MacBook Pro 2019; 1.4 GHz Quad-Core Intel Core i5), Xcode 15.3, Watch OS 10.2 (Apple Watch SE 1), iOS 17.1.1 (iPhone 15 Pro).
Methods I tried:
Connecting Macbook, iPhone and Watch to the same WIfi network;
Disabling Watch (and IPhone) from the "Devices and Simulators" menu and setting up Watch (and IPhone) from the beginning.
Any help?
Hi, run into this error today: Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.QJh2l0/extracted/MyAwesome.app : 0xe8008015 (A valid provisioning profile for this executable was not found.)
Project is an AUv3 app + extension. It builds and install fine on MacOS.
It builds on iPad but can't install : that's when the error appears.
Regarding provisioning files, I use Automatic manage signing and I can see that the Xcode Managed Profile looks fine an includes my iPad.
The only thing I see that differ from other projects is that as an AUv3 project, I have both and App (host) and extension projects. Thus the bundle identifier for this extension project is not the same as it seems I have to use different identifiers.
So app bundle id is x.y while extension is x.y.z (same x.y base))
Last but not least the project and IPA can be built fine on XCode Cloud. (Although I can't download the artifacts but it seems it's the same problem for many of us today...)
macOS Version 15.4 (Build 24E248)
Xcode 16.2 (23507) (Build 16C5032a)
Thanks in advance for your help :)
This whole time I was convinced that Apple just re-bound my favorite keyboard shortcut to something else in Xcode 26 and I just needed to find it and re-bind it, but it looks like they've gotten rid of it altogether and I'm losing my mind.
For many years, selecting a type in the Open Quickly menu (Shift-Command-O) and hitting Shift-Option-Enter would bring up a chooser that would let you move a cursor around and select which open pane to open the file in (or create a new pane.) It was so useful and made working in Xcode so fast and it really seems like it's gone for good.
Has this behaviour been changed? I don't see it mentioned in "What's New in Xcode 26?"
Topic:
Developer Tools & Services
SubTopic:
Xcode
In my code, I used the newly added class AssetPackManager in Xcode 26. When compiling with Xcode 16, it would report an error saying "Cannot find 'AssetPackManager' in scope". Swift cannot use __IPHONE_OS_VERSION_MAX_ALLOWED. How to solve this problem?
I'm running a swift script that is emitting warning lines like this
/Users/work/Documents/QuGame/QuGame/BoardTurnView.swift:1:1: warning: [dead-code] Debug-only symbol static SimpleTurn.== infix(SimpleTurn, SimpleTurn) -> Swift.Bool
/Users/work/Documents/QuGame/QuGame/DataNotifications+PreviewData.swift:1:1: warning: [dead-code] Debug-only symbol DataNotifications.(addConversation)(to: QUBoardModel, local: GKPlayer, opponent: GKPlayer, texts: [Swift.String]) -> ()
/Users/work/Documents/QuGame/QuGame/DataNotifications+PreviewData.swift:1:1: warning: [dead-code] Debug-only symbol DataNotifications.loadBlankBoard() -> ()
These are correctly formatted for Xcode to detect the filename, line and columns.
`
Showing Recent Issues
[dead-code] Debug-only symbol static SimpleTurn.== infix(SimpleTurn, SimpleTurn) -> Swift.Bool
[dead-code] Debug-only symbol DataNotifications.(addConversation)(to: QUBoardModel, local: GKPlayer, opponent: GKPlayer, texts: [Swift.String]) -> ()
[dead-code] Debug-only symbol DataNotifications.loadBlankBoard() -> ()
However, when the script is run as part of the post-actions, Xcode doesn't support clicking on the warning to take you to the file. I can map from the .o to the .swift by hunting the project directory (not-sandboxed)
If I run the script as part of the Run Script Phase, I cannot back track to find the fully qualified location of the file as I'm sandboxed. All I have is BoardTurnView.o, DataNotiications+PreviewData.o etc.
Anyone got any suggestions?
Topic:
Developer Tools & Services
SubTopic:
Xcode
In Xcode I've:
select Product / Scheme / Edit scheme
tap on Archive on the left hand side of the
select post actions and + to add a new script
Then in there I have added a script I want to run on the archive after its created.
I'd like to be able to see the output the script churns out as it goes along but doesn't seem possible?
If I just add something like echo "hello" to the start of the script then I don't see "hello" visible anywhere when I build an archive (via Product/Archive).
I'm looking in the build navigator. Is there somewhere else to look or is it possible to get the logging into the navigator?
I have designed a new icon for my app/Tahoe in Icon Composer (launched from within Xcode)but I simply cannot get it to show up. The documentation for Icon Composer spends a lot of time describing how to design the icons but goes distressingly vague/silent on how one might use it. It suggests that I should drag the file to Xcode and it will guide me as to where to put it.
The app continues to use the old (pre-Tahoe) icon.
I don't get any change of behaviour and I don't know what to name the file. I assume that there are no other settings that I have to change. I can't find anything on the web or in Apple's documentation: maybe I'm missing something obvious!
My app is a working NSDocument-based Cocoa project.
Any suggestions please.
Tahoe 26.0.1, Xcode 26.0.1, Apple M1 Max MBP.
Summary :
I tried everything from uninstalling completely XCODE to upgrading the macOS without any success.
Cleanup Xcode & Upgrade macOS to 15.3.1
This scripts were used to clean up the xcode and residual files. Also used CleanMyMac for the rest !
VERSION="" # "-16.2.0"
## Xcode Deep Clean
# 1. Delete Xcode Itself
sudo rm -rf /Applications/"Xcode${VERSION}".app
# 2. Remove Xcode Cache and Derived Data
sudo rm -rf ~/Library/Caches/com.apple.dt.Xcode
sudo rm -rf ~/Library/Developer/Xcode
sudo rm -rf ~/Library/Application\ Support/Xcode
sudo rm -rf ~/Library/Developer/CoreSimulator
sudo rm -rf ~/Library/Developer/Shared
# 3. Remove Command Line Tools (CLT)
sudo rm -rf /Library/Developer/CommandLineTools
# 4. Remove Xcode Preferences and Supporting Files
sudo rm -rf ~/Library/Preferences/com.apple.dt.Xcode.plist
sudo rm -rf ~/Library/Logs/CoreSimulator
sudo rm -rf ~/Library/Saved\ Application\ State/com.apple.dt.Xcode.savedState
# 5. Remove Simulator Data
sudo rm -rf ~/Library/Developer/CoreSimulator
# 6. Remove Swift & Code Completion Models
sudo rm -rf ~/Library/Application\ Support/Developer/Shared/Xcode
sudo rm -rf ~/Library/Application\ Support/Xcode
Problem :
When i try to press the button "Get" from Xcode -> Settings -> Components i receive systematically these issues :
For Predictive Code Completion Model :
The operation couldn’t be completed. (IDELanguageModelKit.IDEModelDownloadAdapter.(unknown context at $11b3c5a90).DownloadError error 2.)
Domain: IDELanguageModelKit.IDEModelDownloadAdapter.(unknown context at $11b3c5a90).DownloadError
Code: 2
User Info: {
DVTErrorCreationDateKey = "2025-02-20 2:36:06\U202fPM +0000";
}
--
There was an error transferring over the network.
Domain: IDELanguageModelKit.IDEModelDownloadAdapter.(unknown context at $11b3c5a90).DownloadError
Code: 2
--
System Information
macOS Version 15.3.1 (Build 24D70)
Xcode 16.2 (23507) (Build 16C5032a)
Timestamp: 2025-02-20T15:36:06+01:00
For Platform Support (ex. iOS 18.2 + iOS 18.3.1 Simulator)
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
User Info: {
DVTErrorCreationDateKey = "2025-02-20 2:24:03\U202fPM +0000";
}
--
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
--
Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({
RequestedBuild = 22D8075;
})
Domain: DVTDownloadsUtilitiesErrorDomain
Code: -1
--
Download failed due to a bad URL. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime)
Domain: com.apple.MobileAssetError.Download
Code: 49
User Info: {
checkConfiguration = 1;
}
--
System Information
macOS Version 15.3.1 (Build 24D70)
Xcode 16.2 (23507) (Build 16C5032a)
Timestamp: 2025-02-20T15:24:03+01:00
More Details :
By the way im on a MacBook Pro with M1 Max 32GB and 1TB storage. I still have more than 100 GB of Storage. I also switched to RJ45 to be sure its not network issue !
Topic:
Developer Tools & Services
SubTopic:
Xcode
dSYM size became thrice for builds generated via xcode 26 compared to xcode 16. These are all release builds.
https://github.com/swiftlang/swift-evolution/blob/main/proposals/0450-swiftpm-package-traits.md
as this proposal introduce "package traits",
how can i set traits for a package in xocde, for example an ios app project(without Package.swift)
Topic:
Developer Tools & Services
SubTopic:
Xcode
‘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/
Xcode couldn't find any tvOS App Development provisioning profiles matching ’
I followed the instructions and created it manually, but it still doesn't work. Why is that? I remember it used to be created automatically and take effect right away.
Topic:
Developer Tools & Services
SubTopic:
Xcode
I'm trying to run(debug) an Xcode watch app project on my watch. My phone is connected to my computer via USB cable, my watch is paired to my phone. When I open Xcode and then open "Devices and simulators", I can see my phone properly connected. But these errors show up for my watch........
Apple Watch may need to be unlocked to recover from previously reported preparation errors
Ensure the device is unlocked and associated with the same local area network as this Mac.
A connection to this device could not be established.
Timed out while attempting to establish tunnel using negotiated network parameters.
I have booted computer, phone and watch. I have turned wifi off and on, on all 3 devices. I have turned developer mode on the watch off and then back on again.
Anyone have any ideas how to fix this?
Can the event of long pressing the digital display in VisionPro be monitored in RealityView
I just install xcode 26.0.1 throungh app store, but when i 'xcodebuild -downloadComponent MetalToolchain', i get wrong Metal Toolchain 17A324, which is the wrong version. The correct version is 17A5241e i think.
This issue i saw 26.1 release has fixed, https://developer.apple.com/documentation/xcode-release-notes/xcode-26_1-release-notes.
How can i get update?
Topic:
Developer Tools & Services
SubTopic:
Xcode
When I use Xcode26.1 or Xcode26.0.1 compile my project, Xcode failed with error error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain. I search around and found this is a known issue and fixed in Xcode26, but I get this error in latter versions. I tried all the methods in documents(https://developer.apple.com/documentation/xcode-release-notes/xcode-26-release-notes) to intall Metal component, but it still compile error with the same error. I also delete Xcode and all related components restart computer and reinstall Xcode26.1, it's not work also.
macOS version: 26.0.1 (25A362)
Xcode version: 26.1
MetalToolchain version: 17.0 (17B54)]
Topic:
Developer Tools & Services
SubTopic:
Xcode