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No more simulators showing in Xcode
I sometimes use Xcode 14.2. Recently, I have an issue with simulators: on some SwiftUI project, the simulator list is empty. I created a new project. I see the complete list of simulators, but when running for a simulator, it fails with following diag; Same error with UIKit project. Details Unable to boot the Simulator. Domain: NSPOSIXErrorDomain Code: 60 Failure Reason: launchd failed to respond. User Info: { DVTErrorCreationDateKey = "2025-06-29 06:16:35 +0000"; IDERunOperationFailingWorker = "_IDEInstalliPhoneSimulatorWorker"; Session = "com.apple.CoreSimulator.SimDevice.134EC197-BA6B-45DF-B5B2-61A1D4F14863"; } -- Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding Domain: com.apple.SimLaunchHostService.RequestError Code: 4 -- Analytics Event: com.apple.dt.IDERunOperationWorkerFinished : { "device_model" = "iPhone15,2"; "device_osBuild" = "16.2 (20C52)"; "device_platform" = "com.apple.platform.iphonesimulator"; "launchSession_schemeCommand" = Run; "launchSession_state" = 1; "launchSession_targetArch" = "x86_64"; "operation_duration_ms" = 8341; "operation_errorCode" = 60; "operation_errorDomain" = NSPOSIXErrorDomain; "operation_errorWorker" = "_IDEInstalliPhoneSimulatorWorker"; "operation_name" = IDERunOperationWorkerGroup; "param_consoleMode" = 0; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com.apple.platform.iphonesimulator"; "param_diag_MainThreadChecker_stopOnIssue" = 0; "param_diag_MallocStackLogging_enableDuringAttach" = 0; "param_diag_MallocStackLogging_enableForXPC" = 1; "param_diag_allowLocationSimulation" = 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_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_stopOnIssue" = 0; "param_diag_showNonLocalizedStrings" = 0; "param_diag_viewDebugging_enabled" = 1; "param_diag_viewDebugging_insertDylibOnLaunch" = 1; "param_install_style" = 0; "param_launcher_UID" = 2; "param_launcher_allowDeviceSensorReplayData" = 0; "param_launcher_kind" = 0; "param_launcher_style" = 0; "param_launcher_substyle" = 0; "param_runnable_appExtensionHostRunMode" = 0; "param_runnable_productType" = "com.apple.product-type.application"; "param_runnable_type" = 2; "param_testing_launchedForTesting" = 0; "param_testing_suppressSimulatorApp" = 0; "param_testing_usingCLI" = 0; "sdk_canonicalName" = "iphonesimulator16.2"; "sdk_osVersion" = "16.2"; "sdk_variant" = iphonesimulator; } -- System Information macOS Version 12.7.1 (Build 21G920) Xcode 14.2 (21534) (Build 14C18) Timestamp: 2025-06-29T08:16:35+02:00 I filed a bug report: FB18475006
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Jun ’25
AR Camera Freezes in Split View on iPad (Vuforia + Unity + iOS 16+)
Hi everyone, We're developing an AR app using Unity with Vuforia for object detection. Our app works well in full-screen mode, including detection and post-detection phases. However, we're facing a specific issue in iPad Split View multitasking mode. Problem: The AR camera (Vuforia-based) freezes during object detection if another app is opened in Split View. Post-detection, everything works fine in Split View. The problem only occurs during detection. Testing Environment: iPadOS 16+ Unity with Vuforia plugin Using EnableMultitaskingCameraAccess() method with AVFoundation to support camera multitasking AR scene is set up properly with detection capabilities in full-screen
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May ’25
JSON Tutorial
HiSuppose i made a macOS App and want to connect to Oracle or mySQL Database I heard best way is using JSON which i dontknow anything about it, where can I find good reading about it thats specifically related to macOS or iOS Apps ?--Kindest Regards
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470
Feb ’26
Not able to make archive build in Xcode of Unity app
We are working on a Unity iOS app for the App Store. We are working with different SDKs and plugins(Firebase, Facebook, CleverTap, AVpro, DTT, etc ). We can make an Xcode export build from Unity for the iOS platform. But in Xcode, we are getting errors while building an archive for our app. `chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp-compile: No such file or directory chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/bee_backend/mac-arm64/bee_backend: No such file or directory /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/GameAssembly.build/Script-C62A2A42F32E085EF849CF0B.sh: line 27: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory Command PhaseScriptExecution failed with a nonzero exit code Please help anyone to resolve this issue. Unity version - 2023.2.20f1 Xcode version - 16.4
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Jun ’25
Playground with a Logger - Error: Couldn't look up symbols: __dso_handle
Xcode 16.4, MacOS Sequoia 15.5 If I try to use a logger in an Xcode Playground e.g. import os import UIKit var logger = Logger(subsystem: "Loggertest", category: "") logger.info("Hello, world!") I get the following error error: Couldn't look up symbols: ___dso_handle ___dso_handle Hint: The expression tried to call a function that is not present in the target, perhaps because it was optimized out by the compiler. Its the logger.info ... that is causing the error. I have raised FB18214090 but there are no other reports. I would be grateful if some of you could verify if the Playground runs or errors on your system. A workaround, still using Logger, would be a great help. Thanks, Chris
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Jun ’25
String Catalog
I have enabled Code Review with the button and then String Catalog turned up to code view anyways i can't get it back to original view. Disable Code Review button doesn't do anything. Any idea?
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Jun ’25
iOS beta 26 simulators will not in "Apple could not verify"
Apple could not verify “iPad_Air_M2_26.0_23A5260n_Restore.ipsw” is free of malware that may harm your Mac or compromise your privacy. xCode 26 fails to download simulators. I downloaded from the apple developer site. When I double click I get the above message. I went to the System Settings > GateKeeper, and selected Open Anyway. This poped up a window with a button, Open in xCode-bata. Clicking the button does not appear to do anything. I can not use xcode without simulators.
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Jun ’25
Executable path is a directory XCode-16 iOS Simulator
I have the this issue when I run the app on iOS Simulator after updating to app to make it compatible with Xcode-16 and iOS-18. after upgradation to Xcode-16 its giving the above error "Executable path is a directory" .This app work fine on Xcode-15 . Note - The issue with iOS Simulator only. From XCode-16 build is created successfully and installed in iOS device.
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May ’25
Need help to Analyse the Crash : libsystem_malloc.dylib
Hello, I am getting crash with following details. Crash occurs on only iOS 18.5. Many times the crash occurs in same library i.e. libsystem_malloc.dylib. Can someone guide me to debug this crash and resolve the issue? ————————————————————————————————— Crash sample got by a thirdparty framework: 0x00000001048cc000 Caused by:Applicationreceived signal 5 0 libsystem_malloc.dylib 0x000000019771a020 0x0000000197718000 + 8224 1 libdispatch.dylib 0x000000018ee88a1c 0x000000018ee87000 + 6684 2 libdispatch.dylib 0x000000018ee88a1c 0x000000018ee87000 + 6684 3 libdispatch.dylib 0x000000018ee90258 0x000000018ee87000 + 37464 4 CoreMedia 0x000000019439d704 0x00000001942cc000 + 857860 5 CoreMedia 0x00000001943a3bb4 0x00000001942cc000 + 883636 6 CoreMedia 0x00000001943a3688 0x00000001942cc000 + 882312 7 CoreMedia 0x00000001943a32f8 0x00000001942cc000 + 881400 8 MediaToolbox 0x0000000198736d0c 0x0000000198469000 + 2940172 9 libsystem_pthread.dylib 0x0000000211624d98 0x0000000211624000 + 3480 10 libsystem_platform.dylib 0x0000000211579d98 0x0000000211579000 + 3480 11 libsystem_platform.dylib 0x00000002115798d0 0x0000000211579000 + 2256 12 libsystem_pthread.dylib 0x0000000211628bfc 0x0000000211624000 + 19452 13 MediaToolbox 0x00000001987366dc 0x0000000198469000 + 2938588 14 AVFCore 0x0000000199078f98 0x0000000198fc1000 + 753560 15 AVFCore 0x000000019907825c 0x0000000198fc1000 + 750172 16 AVFCore 0x0000000199076de0 0x0000000198fc1000 + 744928 17 ICBCBankTest 0x0000000108ca5fc4 -[YTVideoRecorder startWith:withWidth:withHeight:withCodecSetting:withAudioSetting:] (in XXXApp) (YTVideoRecorder.mm:114) YTVideoRecorder.mm:114 should be the following code: [videoWriter startWriting]; [videoWriter startSessionAtSourceTime:kCMTimeZero]; And videoWriter is an instance of AVAssetWriter. Currently, memory exhaustion and storage space exhaustion can be ruled out. And AVAssetWriter is used in a single thread. Thanks!
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Jul ’25
❗️Xcode-beta: “missing required module ‘SwiftShims’” and C99 PCH conflict
Hi all, I’m running into a persistent build issue with my Swift project ORSOFINAL after migrating from Xcode stable to Xcode-beta.app 26 (June 2025 version). ⸻ 💥 Errors displayed: 1. C99 was enabled in PCH file but is currently disabled 2. module file .../ModuleCache.noindex/SwiftShims-AXUM98L131W4...pcm cannot be loaded due to a configuration mismatch with the current compilation 3. missing required module 'SwiftShims' ⸻ 🛠 What I’ve already tried: • xcode-select -s /Applications/Xcode-beta.app/Contents/Developer • Deleted ~/Library/Developer/Xcode/DerivedData, ModuleCache.noindex, Archives, and Products • Ran sudo xcodebuild -runFirstLaunch • Clean Build Folder in Xcode-beta • Verified Command Line Tools setting points to Xcode-beta ⸻ ❓Looking for guidance on: • Whether this is a known bug in Xcode-beta • If SwiftShims/PCM conflicts are expected between versions • Best practices to safely migrate from Xcode stable to beta for Swift-based projects Any advice is much appreciated. Thanks, Mathéo
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Jun ’25
Background process not working in TestFlight
Hi everyone, I recently built an iOS application that fetches the healthkit data with the BGProcessingTask. It is working as expected in the debug with the physical device connected but its not working in Testflight. I printed out the logs but they don't show that the background process's running. Here is my code snippet. func registerBackgroundTask() { BGTaskScheduler.shared.register(forTaskWithIdentifier: taskIdentifier, using: nil) { task in LogManager.shared.addBackgroundProcessLog("registering the background task...") print("registering the background task...") self.handleBackgroundTask(task: task as! BGProcessingTask) } } func scheduleBackgroundHealthKitSync() { print("scheduling background task...") LogManager.shared.addBackgroundProcessLog("scheduling background task...") let request = BGProcessingTaskRequest(identifier: taskIdentifier) request.earliestBeginDate = Date(timeIntervalSinceNow: 60 * 1) request.requiresNetworkConnectivity = true request.requiresExternalPower = false do { try BGTaskScheduler.shared.submit(request) print("BGProcessingTask scheduled") LogManager.shared.addBackgroundProcessLog("BGProcessingTask scheduled") } catch { print("Failed to schedule task: \(error)") LogManager.shared.addBackgroundProcessLog("Failed to schedule task: \(error)", isError: true) print(LogManager.shared.backgroundProcessLogs) } } func handleBackgroundTask(task: BGProcessingTask) { LogManager.shared.addBackgroundProcessLog("handleBackgroundTask triggered") print("handleBackgroundTask triggered") let dispatchGroup = DispatchGroup() dispatchGroup.enter() // Reschedule the background sync for the next time scheduleBackgroundHealthKitSync() var taskCancelled = false // Handling expiration task.expirationHandler = { taskCancelled = true LogManager.shared.addBackgroundProcessLog("Background task expired", isError: true) print("Background task expired") dispatchGroup.leave() } let healthKitManager = HealthKitManager.shared // Start the background sync operation healthKitManager.fetchAndSendAllTypes() { success in if success { LogManager.shared.addBackgroundProcessLog("HealthKit sync completed successfully") print("HealthKit sync completed successfully") } else { LogManager.shared.addBackgroundProcessLog("HealthKit sync failed", isError: true) print("HealthKit sync failed") } dispatchGroup.leave() } // Notify when all tasks are completed dispatchGroup.notify(queue: .main) { // Check if the task was cancelled using your own flag or state if taskCancelled { task.setTaskCompleted(success: false) // Fail the task if it was cancelled } else { task.setTaskCompleted(success: true) // Complete successfully if not cancelled } LogManager.shared.addBackgroundProcessLog("Background task ended with status: \(taskCancelled == false)") print("Background task completed with success: \(taskCancelled == false)") // Logs success or failure } } Here are the logs from my device. scheduling background task... BGProcessingTask scheduled
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May ’25
Xcode-beta project ORSOFINAL: SwiftShims & C99 PCH errors after migration from Xcode stable
Hi all, I’m running into a persistent build issue with my Swift project ORSOFINAL after migrating from Xcode stable to Xcode-beta.app (June 2025 version). ⸻ 💥 Errors displayed: 1. C99 was enabled in PCH file but is currently disabled 2. module file .../ModuleCache.noindex/SwiftShims-AXUM98L131W4...pcm cannot be loaded due to a configuration mismatch with the current compilation 3. missing required module 'SwiftShims' ⸻ 🛠 What I’ve already tried: • xcode-select -s /Applications/Xcode-beta.app/Contents/Developer • Deleted ~/Library/Developer/Xcode/DerivedData, ModuleCache.noindex, Archives, and Products • Ran sudo xcodebuild -runFirstLaunch • Clean Build Folder in Xcode-beta • Verified Command Line Tools setting points to Xcode-beta ⸻ ❓Looking for guidance on: • Whether this is a known bug in Xcode-beta • If SwiftShims/PCM conflicts are expected between versions • Best practices to safely migrate from Xcode stable to beta for Swift-based projects Any advice is much appreciated. Thanks, Mathéo
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268
Jun ’25
App Stuck on Launch Screen When Debugging on iOS 18.5 Device with Xcode 16.3
I am using a Mac computer running macOS 15.5 with Xcode version 16.3 (16E140) and an iPhone XS Max on iOS 18.5. When debugging my app on the real device using Xcode, the app gets stuck on the launch screen and fails to proceed to the main interface. There is no output in the Xcode console, and the top of the window continuously shows "attaching to [app name] on [iPhone name]". Here are the details: The same issue occurred when the phone was running iOS 18.4.1. When I tested on another real device running iOS 17, the app launched and ran normally. I’ve tried clearing the cache, but it didn’t help. I deleted the ~/Library/Developer/Xcode/iOS DeviceSupport folder, let it re-download the necessary files, and ran the app again, but the issue persists. I’m currently out of ideas and would appreciate any assistance.
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May ’25
xcode 16.3 now not selecting correct Signing Certificate with Automatically Manage Signing Selected
HI, I upgraded to macos 15.5 and xcode 16.3. Last year I was able to update one of my apps on the App Store without issues. Today, after a successful Testflight test, I now need to submit a new version of my app to the App Store for Distribution as the next version/build. However, when I configure a manual setting for the signing, I can select the correct choices. But when I click automatically manage signing, and choose the correct team, xcode put in the wrong signing certificate. It is choose a development one, and not the distribution one. I am concerned about this since I have read that when using the Archive tool, it choses the automatically manage signing by default. And that check box is selecting the "default" settings. I do not know where these default settings are being set, or how to fix this issue. I do not see any info in my searching up to this point. I hope someone can help. thank you, cc
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May ’25
No more simulators showing in Xcode
I sometimes use Xcode 14.2. Recently, I have an issue with simulators: on some SwiftUI project, the simulator list is empty. I created a new project. I see the complete list of simulators, but when running for a simulator, it fails with following diag; Same error with UIKit project. Details Unable to boot the Simulator. Domain: NSPOSIXErrorDomain Code: 60 Failure Reason: launchd failed to respond. User Info: { DVTErrorCreationDateKey = "2025-06-29 06:16:35 +0000"; IDERunOperationFailingWorker = "_IDEInstalliPhoneSimulatorWorker"; Session = "com.apple.CoreSimulator.SimDevice.134EC197-BA6B-45DF-B5B2-61A1D4F14863"; } -- Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding Domain: com.apple.SimLaunchHostService.RequestError Code: 4 -- Analytics Event: com.apple.dt.IDERunOperationWorkerFinished : { "device_model" = "iPhone15,2"; "device_osBuild" = "16.2 (20C52)"; "device_platform" = "com.apple.platform.iphonesimulator"; "launchSession_schemeCommand" = Run; "launchSession_state" = 1; "launchSession_targetArch" = "x86_64"; "operation_duration_ms" = 8341; "operation_errorCode" = 60; "operation_errorDomain" = NSPOSIXErrorDomain; "operation_errorWorker" = "_IDEInstalliPhoneSimulatorWorker"; "operation_name" = IDERunOperationWorkerGroup; "param_consoleMode" = 0; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com.apple.platform.iphonesimulator"; "param_diag_MainThreadChecker_stopOnIssue" = 0; "param_diag_MallocStackLogging_enableDuringAttach" = 0; "param_diag_MallocStackLogging_enableForXPC" = 1; "param_diag_allowLocationSimulation" = 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_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_stopOnIssue" = 0; "param_diag_showNonLocalizedStrings" = 0; "param_diag_viewDebugging_enabled" = 1; "param_diag_viewDebugging_insertDylibOnLaunch" = 1; "param_install_style" = 0; "param_launcher_UID" = 2; "param_launcher_allowDeviceSensorReplayData" = 0; "param_launcher_kind" = 0; "param_launcher_style" = 0; "param_launcher_substyle" = 0; "param_runnable_appExtensionHostRunMode" = 0; "param_runnable_productType" = "com.apple.product-type.application"; "param_runnable_type" = 2; "param_testing_launchedForTesting" = 0; "param_testing_suppressSimulatorApp" = 0; "param_testing_usingCLI" = 0; "sdk_canonicalName" = "iphonesimulator16.2"; "sdk_osVersion" = "16.2"; "sdk_variant" = iphonesimulator; } -- System Information macOS Version 12.7.1 (Build 21G920) Xcode 14.2 (21534) (Build 14C18) Timestamp: 2025-06-29T08:16:35+02:00 I filed a bug report: FB18475006
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251
Activity
Jun ’25
AR Camera Freezes in Split View on iPad (Vuforia + Unity + iOS 16+)
Hi everyone, We're developing an AR app using Unity with Vuforia for object detection. Our app works well in full-screen mode, including detection and post-detection phases. However, we're facing a specific issue in iPad Split View multitasking mode. Problem: The AR camera (Vuforia-based) freezes during object detection if another app is opened in Split View. Post-detection, everything works fine in Split View. The problem only occurs during detection. Testing Environment: iPadOS 16+ Unity with Vuforia plugin Using EnableMultitaskingCameraAccess() method with AVFoundation to support camera multitasking AR scene is set up properly with detection capabilities in full-screen
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0
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148
Activity
May ’25
How to track down issues in debug memory graph
When I run the debug memory graph from Xcode I'm getting a set of system objects with warnings. Are there any tips on how to locate what might be causing these?
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0
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118
Activity
Jun ’25
JSON Tutorial
HiSuppose i made a macOS App and want to connect to Oracle or mySQL Database I heard best way is using JSON which i dontknow anything about it, where can I find good reading about it thats specifically related to macOS or iOS Apps ?--Kindest Regards
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3
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0
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470
Activity
Feb ’26
Not able to make archive build in Xcode of Unity app
We are working on a Unity iOS app for the App Store. We are working with different SDKs and plugins(Firebase, Facebook, CleverTap, AVpro, DTT, etc ). We can make an Xcode export build from Unity for the iOS platform. But in Xcode, we are getting errors while building an archive for our app. `chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp-compile: No such file or directory chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/bee_backend/mac-arm64/bee_backend: No such file or directory /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/GameAssembly.build/Script-C62A2A42F32E085EF849CF0B.sh: line 27: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory Command PhaseScriptExecution failed with a nonzero exit code Please help anyone to resolve this issue. Unity version - 2023.2.20f1 Xcode version - 16.4
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1
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0
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133
Activity
Jun ’25
Playground with a Logger - Error: Couldn't look up symbols: __dso_handle
Xcode 16.4, MacOS Sequoia 15.5 If I try to use a logger in an Xcode Playground e.g. import os import UIKit var logger = Logger(subsystem: "Loggertest", category: "") logger.info("Hello, world!") I get the following error error: Couldn't look up symbols: ___dso_handle ___dso_handle Hint: The expression tried to call a function that is not present in the target, perhaps because it was optimized out by the compiler. Its the logger.info ... that is causing the error. I have raised FB18214090 but there are no other reports. I would be grateful if some of you could verify if the Playground runs or errors on your system. A workaround, still using Logger, would be a great help. Thanks, Chris
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0
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63
Activity
Jun ’25
String Catalog
I have enabled Code Review with the button and then String Catalog turned up to code view anyways i can't get it back to original view. Disable Code Review button doesn't do anything. Any idea?
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1
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300
Activity
Jun ’25
iOS beta 26 simulators will not in "Apple could not verify"
Apple could not verify “iPad_Air_M2_26.0_23A5260n_Restore.ipsw” is free of malware that may harm your Mac or compromise your privacy. xCode 26 fails to download simulators. I downloaded from the apple developer site. When I double click I get the above message. I went to the System Settings > GateKeeper, and selected Open Anyway. This poped up a window with a button, Open in xCode-bata. Clicking the button does not appear to do anything. I can not use xcode without simulators.
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0
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214
Activity
Jun ’25
更新Xcode16.3版本之后,使用pods工程报错,之前15.4版本XCode没有这个问题啊
谁帮我看下这个问题怎么解决啊,困扰一个多星期了,遇到的同胞联系下邮箱799610809QQ邮箱 Module 'Foundation' is needed but has notbeen provided, and implicit use of modulefiles is disabled
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5
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547
Activity
Sep ’25
Duplicate Builds in TestFlight After a Single Upload
I used Xcode to upload to App Store Connect, and I only clicked "Distribute App" once, but the build was uploaded to TestFlight twice, resulting in build numbers 356 and 357 ( I need 356 ). But this doesn’t happen every time. Why would this happen?
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0
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58
Activity
Jul ’25
Delete app from the list of apps in Xcode's StoreKit transaction manager
In Xcode's StoreKit transaction manager (Debug > StoreKit > Manage Transactions), how can I delete old apps that I do not need anymore from the list of apps?
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0
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83
Activity
May ’25
Receiving Permissions error when moving files to subfolders
I'm new to Apple Development. I've converted a python program to swift. The operator selects a top level folder and the program moves files in and out of subFolders within the selected folder. How do I resolve the Permissions errors whenever accessing subfolders?
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2
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59
Activity
Jun ’25
Executable path is a directory XCode-16 iOS Simulator
I have the this issue when I run the app on iOS Simulator after updating to app to make it compatible with Xcode-16 and iOS-18. after upgradation to Xcode-16 its giving the above error "Executable path is a directory" .This app work fine on Xcode-15 . Note - The issue with iOS Simulator only. From XCode-16 build is created successfully and installed in iOS device.
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75
Activity
May ’25
Need help to Analyse the Crash : libsystem_malloc.dylib
Hello, I am getting crash with following details. Crash occurs on only iOS 18.5. Many times the crash occurs in same library i.e. libsystem_malloc.dylib. Can someone guide me to debug this crash and resolve the issue? ————————————————————————————————— Crash sample got by a thirdparty framework: 0x00000001048cc000 Caused by:Applicationreceived signal 5 0 libsystem_malloc.dylib 0x000000019771a020 0x0000000197718000 + 8224 1 libdispatch.dylib 0x000000018ee88a1c 0x000000018ee87000 + 6684 2 libdispatch.dylib 0x000000018ee88a1c 0x000000018ee87000 + 6684 3 libdispatch.dylib 0x000000018ee90258 0x000000018ee87000 + 37464 4 CoreMedia 0x000000019439d704 0x00000001942cc000 + 857860 5 CoreMedia 0x00000001943a3bb4 0x00000001942cc000 + 883636 6 CoreMedia 0x00000001943a3688 0x00000001942cc000 + 882312 7 CoreMedia 0x00000001943a32f8 0x00000001942cc000 + 881400 8 MediaToolbox 0x0000000198736d0c 0x0000000198469000 + 2940172 9 libsystem_pthread.dylib 0x0000000211624d98 0x0000000211624000 + 3480 10 libsystem_platform.dylib 0x0000000211579d98 0x0000000211579000 + 3480 11 libsystem_platform.dylib 0x00000002115798d0 0x0000000211579000 + 2256 12 libsystem_pthread.dylib 0x0000000211628bfc 0x0000000211624000 + 19452 13 MediaToolbox 0x00000001987366dc 0x0000000198469000 + 2938588 14 AVFCore 0x0000000199078f98 0x0000000198fc1000 + 753560 15 AVFCore 0x000000019907825c 0x0000000198fc1000 + 750172 16 AVFCore 0x0000000199076de0 0x0000000198fc1000 + 744928 17 ICBCBankTest 0x0000000108ca5fc4 -[YTVideoRecorder startWith:withWidth:withHeight:withCodecSetting:withAudioSetting:] (in XXXApp) (YTVideoRecorder.mm:114) YTVideoRecorder.mm:114 should be the following code: [videoWriter startWriting]; [videoWriter startSessionAtSourceTime:kCMTimeZero]; And videoWriter is an instance of AVAssetWriter. Currently, memory exhaustion and storage space exhaustion can be ruled out. And AVAssetWriter is used in a single thread. Thanks!
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120
Activity
Jul ’25
❗️Xcode-beta: “missing required module ‘SwiftShims’” and C99 PCH conflict
Hi all, I’m running into a persistent build issue with my Swift project ORSOFINAL after migrating from Xcode stable to Xcode-beta.app 26 (June 2025 version). ⸻ 💥 Errors displayed: 1. C99 was enabled in PCH file but is currently disabled 2. module file .../ModuleCache.noindex/SwiftShims-AXUM98L131W4...pcm cannot be loaded due to a configuration mismatch with the current compilation 3. missing required module 'SwiftShims' ⸻ 🛠 What I’ve already tried: • xcode-select -s /Applications/Xcode-beta.app/Contents/Developer • Deleted ~/Library/Developer/Xcode/DerivedData, ModuleCache.noindex, Archives, and Products • Ran sudo xcodebuild -runFirstLaunch • Clean Build Folder in Xcode-beta • Verified Command Line Tools setting points to Xcode-beta ⸻ ❓Looking for guidance on: • Whether this is a known bug in Xcode-beta • If SwiftShims/PCM conflicts are expected between versions • Best practices to safely migrate from Xcode stable to beta for Swift-based projects Any advice is much appreciated. Thanks, Mathéo
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273
Activity
Jun ’25
Delete me
Delete me
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95
Activity
Jun ’25
Background process not working in TestFlight
Hi everyone, I recently built an iOS application that fetches the healthkit data with the BGProcessingTask. It is working as expected in the debug with the physical device connected but its not working in Testflight. I printed out the logs but they don't show that the background process's running. Here is my code snippet. func registerBackgroundTask() { BGTaskScheduler.shared.register(forTaskWithIdentifier: taskIdentifier, using: nil) { task in LogManager.shared.addBackgroundProcessLog("registering the background task...") print("registering the background task...") self.handleBackgroundTask(task: task as! BGProcessingTask) } } func scheduleBackgroundHealthKitSync() { print("scheduling background task...") LogManager.shared.addBackgroundProcessLog("scheduling background task...") let request = BGProcessingTaskRequest(identifier: taskIdentifier) request.earliestBeginDate = Date(timeIntervalSinceNow: 60 * 1) request.requiresNetworkConnectivity = true request.requiresExternalPower = false do { try BGTaskScheduler.shared.submit(request) print("BGProcessingTask scheduled") LogManager.shared.addBackgroundProcessLog("BGProcessingTask scheduled") } catch { print("Failed to schedule task: \(error)") LogManager.shared.addBackgroundProcessLog("Failed to schedule task: \(error)", isError: true) print(LogManager.shared.backgroundProcessLogs) } } func handleBackgroundTask(task: BGProcessingTask) { LogManager.shared.addBackgroundProcessLog("handleBackgroundTask triggered") print("handleBackgroundTask triggered") let dispatchGroup = DispatchGroup() dispatchGroup.enter() // Reschedule the background sync for the next time scheduleBackgroundHealthKitSync() var taskCancelled = false // Handling expiration task.expirationHandler = { taskCancelled = true LogManager.shared.addBackgroundProcessLog("Background task expired", isError: true) print("Background task expired") dispatchGroup.leave() } let healthKitManager = HealthKitManager.shared // Start the background sync operation healthKitManager.fetchAndSendAllTypes() { success in if success { LogManager.shared.addBackgroundProcessLog("HealthKit sync completed successfully") print("HealthKit sync completed successfully") } else { LogManager.shared.addBackgroundProcessLog("HealthKit sync failed", isError: true) print("HealthKit sync failed") } dispatchGroup.leave() } // Notify when all tasks are completed dispatchGroup.notify(queue: .main) { // Check if the task was cancelled using your own flag or state if taskCancelled { task.setTaskCompleted(success: false) // Fail the task if it was cancelled } else { task.setTaskCompleted(success: true) // Complete successfully if not cancelled } LogManager.shared.addBackgroundProcessLog("Background task ended with status: \(taskCancelled == false)") print("Background task completed with success: \(taskCancelled == false)") // Logs success or failure } } Here are the logs from my device. scheduling background task... BGProcessingTask scheduled
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151
Activity
May ’25
Xcode-beta project ORSOFINAL: SwiftShims & C99 PCH errors after migration from Xcode stable
Hi all, I’m running into a persistent build issue with my Swift project ORSOFINAL after migrating from Xcode stable to Xcode-beta.app (June 2025 version). ⸻ 💥 Errors displayed: 1. C99 was enabled in PCH file but is currently disabled 2. module file .../ModuleCache.noindex/SwiftShims-AXUM98L131W4...pcm cannot be loaded due to a configuration mismatch with the current compilation 3. missing required module 'SwiftShims' ⸻ 🛠 What I’ve already tried: • xcode-select -s /Applications/Xcode-beta.app/Contents/Developer • Deleted ~/Library/Developer/Xcode/DerivedData, ModuleCache.noindex, Archives, and Products • Ran sudo xcodebuild -runFirstLaunch • Clean Build Folder in Xcode-beta • Verified Command Line Tools setting points to Xcode-beta ⸻ ❓Looking for guidance on: • Whether this is a known bug in Xcode-beta • If SwiftShims/PCM conflicts are expected between versions • Best practices to safely migrate from Xcode stable to beta for Swift-based projects Any advice is much appreciated. Thanks, Mathéo
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268
Activity
Jun ’25
App Stuck on Launch Screen When Debugging on iOS 18.5 Device with Xcode 16.3
I am using a Mac computer running macOS 15.5 with Xcode version 16.3 (16E140) and an iPhone XS Max on iOS 18.5. When debugging my app on the real device using Xcode, the app gets stuck on the launch screen and fails to proceed to the main interface. There is no output in the Xcode console, and the top of the window continuously shows "attaching to [app name] on [iPhone name]". Here are the details: The same issue occurred when the phone was running iOS 18.4.1. When I tested on another real device running iOS 17, the app launched and ran normally. I’ve tried clearing the cache, but it didn’t help. I deleted the ~/Library/Developer/Xcode/iOS DeviceSupport folder, let it re-download the necessary files, and ran the app again, but the issue persists. I’m currently out of ideas and would appreciate any assistance.
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215
Activity
May ’25
xcode 16.3 now not selecting correct Signing Certificate with Automatically Manage Signing Selected
HI, I upgraded to macos 15.5 and xcode 16.3. Last year I was able to update one of my apps on the App Store without issues. Today, after a successful Testflight test, I now need to submit a new version of my app to the App Store for Distribution as the next version/build. However, when I configure a manual setting for the signing, I can select the correct choices. But when I click automatically manage signing, and choose the correct team, xcode put in the wrong signing certificate. It is choose a development one, and not the distribution one. I am concerned about this since I have read that when using the Archive tool, it choses the automatically manage signing by default. And that check box is selecting the "default" settings. I do not know where these default settings are being set, or how to fix this issue. I do not see any info in my searching up to this point. I hope someone can help. thank you, cc
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118
Activity
May ’25