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KeyChain Sharing with App Extensions
Hi, We are trying to use Apple Security API for KeyChain Services. The motive is to store some sensitive data in the KeyChain. Our app has Network extensions enabled which share a common app group and we want to access the data stored in the KeyChain from the extensions as well. Specifically we were exploring the SecItemAdd, SecItemCopyMatching etc family of APIs. We tried a few methods: Using the common App Group : Specifying the common app group in the "kSecAttrAccessGroup" field of the KeyChain query, allowed us to have a shared keychains for different apps (targets) in the app group, but this did not work for extensionsEnabling the KeyChain Sharing capability : We enabled the KeyChain Sharing Ability in the extensions and the app target as well, giving a common KeyChain Access group. Specifying this in the kSecAttrAccessGroup field also did not work.We tried specifying "$AppIdentifier.KeyChainSharingGroup" in the kSecAttrAccessGroup field , but this did not work as wellThe error code which we get in all these 3 cases when trying to access the Keychain from the extension is error code 25291 (errSecNotAvailable). The Documentation says this error comes when "No Trust Results are available" and printing the error in xcode using the status says "No keychain is available. You may need to restart your computer". The online Documentation says that it is possible to share keychain with extensions, but by far we are unable to do it with the methods suggested.Do we need any special entitlement for this or is there something we are missing while using these APIs?If this is possible Is there any internal/open source wrapper for Keychain APIs, that we can use?We will really appreciate help in solving this issue!Thanks!
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macOS Simulator
Currently Xcode has iOS simulators that allow easily testing apps on older versions of iOS. It would be helpful if there was also a macOS simulator for testing apps on older versions of macOS. FB21229682 https://github.com/feedback-assistant/reports/issues/724
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Crashing build when testing my app
The Test target not build for not such file or directory: 'CoreGraphics'. Not sure why I get this error, but I configured the target without forgetting the variables BUNDLE_LOADER with $(BUILT_PRODUCTS_DIR)/MyExistingApp.app/MyExistingApp value and TEST_HOST with $(BUNDLE_LOADER) value. App target (not the test target), the Symbols Hidden by Default build setting its equal to NO, unlike the Test target that is set to YES. Any variable more for this? I'm not sure if I should take anything into account when using Xcode 26.1.1 and Swift Testing framework.
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Failed to retrieve development teams for
Hey everyone, after signing in to my Apple Account in Xcode and I click on it, I keep getting the "Failed to retrieve development teams for xyz". I have a developer account (Individuals), however not paid one yet as I'm not that close to finish my app. I'm using the latest version of everything, signed out and back in multiple times from my accounts. Any idea why this is happening and how to fix it?
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SwiftUI Canvas
Hi everyone, I think this is a simple issue. I got the following error message" "PreviewDevice is ignored in a #Preview macro. Use the device picker at the bottom of the Canvas to change which device type is used for the preview. (from macro 'Preview')" after this line: ".previewDevice(PreviewDevice(rawValue: "iPhone 17 Pro"))" But in my Canvas I do not see the device picker. Thank you.
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CoreNFC / NFCTagReaderSession Availability on iPad
Hello, I am currently working on a project that requires the use of the NFCTagReaderSession API to perform read and write operations on NFC tags (ISO15693 and other standard NFC tag types). According to the Apple documentation, CoreNFC and NFCTagReaderSession are fully supported on iPhone devices. However, the behavior and availability on iPad devices are not clearly documented. I would like to request clarification on the following points: Is NFCTagReaderSession officially supported on iPad devices? We have verified that some iPad models equipped with NFC hardware still do not expose support for this API. Is there an up-to-date list of iPad models that support CoreNFC? The documentation currently mentions only “iPhone 7 or later,” with no reference to iPad models. Does Apple plan to enable NFCTagReaderSession on iPad in the future? This information is important for our product roadmap, as several of our deployments rely on tablets. Our goal is to determine whether NFC tag read/write operations are intended to be available exclusively on iPhone, or whether there are existing or upcoming iPad models that will support CoreNFC as well. Thank you in advance for your support and for any clarification you can provide. Kind regards,
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Why is SimulatorTrampoline taking TONS of memory?
This is a M4 iMac 32GB 2TB where over the last few months memory use has been crazy. The worst offender is SimulatorTrampoline. I just opened a default iOS app and ran it in a simulator. So this is as simple as it gets: there's 1 SF Symbol and "Hello, world!" text. iStatMenus shows SimulatorTrampoline at 10.7GB, Safari 5.2GB, Xcode at 3.2GB, and swap at 548MB meanwhile ActivityMonitor shows the top memory use of Ildb-rpc-server at 2.30GB, Xcode at 523.4MB Swap is 548MB is the only number that matches and the fact that Memory used is ~26GB total. Is this amount of memory use normal? Is iStat menu reporting something different than Activity monitor. This computer used to never swap. Any suggestions?
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Failed PLA Update Available
I am getting the following error: " Unable to process request - PLA Update available: You currently don't have access to this membership resource. To resolve this issue, agree to the latest Program License Agreement in your developer account." Seems to be straight forward enough but after agreeing to the updated PLA I still get the error..but weirdly only on one title and on one device. I can compile and run the app on my iPad, but it fails on the iPhone. Thoughts?
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Assets duplicating on Xcode 26.1 Beta 3
I've recently installed 26.1 Beta 3 alongside stable 26.0.1 When building my app with 26.0.1 the final .ipa size is ~17mb, however after building my app with 26.1 Beta 3 the size has increased up to ~22mb The main difference is Assets.car blowing from 1.1mb to 5.6mb (or 8.6mb if I include all icons settings). Upon examining I've found new liquid glass .icon file duplicating itself multiple times as png variants (any, dark, tinted, etc). Is anyone else experiencing this issue?
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Unity build error in Xcode - Undefined Symbols - Swift
This is using: **Unity 6000.2.7f - latest ARKit etc Xcode 26.1 ** This is going to iPad/iPhone/iOS and I have succesfully built to the iPad before, but updates to the software seem to have added these errors in. Basically all updated as much as possible. Originally I got 5 errors, but updates brought it down. On build I now get 3 undefined symbols: Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibility51 Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibility56 Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibilityConcurrency This appears to be a bug, or issue, that is in some way known, but I'm not sure how best to get past it. ld: warning: search path '/var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v17.1.324.0.kGuqPt/Metal.xctoolchain/usr/lib/swift/iphoneos' not found ld: warning: search path '/var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v17.1.324.0.kGuqPt/Metal.xctoolchain/usr/lib/swift-5.0/iphoneos' not found ld: warning: Could not find or use auto-linked library 'swiftCompatibility51': library 'swiftCompatibility51' not found ld: warning: Could not find or use auto-linked library 'swiftCompatibility56': library 'swiftCompatibility56' not found ld: warning: Could not find or use auto-linked library 'swiftCompatibilityConcurrency': library 'swiftCompatibilityConcurrency' not found ld: warning: Could not find or use auto-linked library 'swiftCompatibilityPacks': library 'swiftCompatibilityPacks' not found ld: warning: Could not find or use auto-linked framework 'CoreAudioTypes': framework 'CoreAudioTypes' not found ld: warning: Could not find or use auto-linked framework 'UIUtilities': framework 'UIUtilities' not found ld: warning: Could not parse or use implicit file '/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/System/Library/Frameworks/SwiftUICore.framework/SwiftUICore.tbd': cannot link directly with 'SwiftUICore' because product being built is not an allowed client of it Undefined symbols for architecture arm64: "_swift_FORCE_LOAD$_swiftCompatibility51", referenced from: _swift_FORCE_LOAD$swiftCompatibility51$_UnityARKit in libUnityARKit.a[49](RoomCaptureSessionWrapper. o) "_swift_FORCE_LOAD$_swiftCompatibility56", referenced from: _swift_FORCE_LOAD$swiftCompatibility56$_UnityARKit in libUnityARKit.a[49](RoomCaptureSessionWrapper. o) "_swift_FORCE_LOAD$_swiftCompatibilityConcurrency", referenced from: _swift_FORCE_LOAD$swiftCompatibilityConcurrency$_UnityARKit in libUnityARKit.a[49](RoomCaptureSessionWrapper. o) ld: symbol(s) not found for architecture arm64 clang++: error: linker command failed with exit code 1 (use -v to see invocation)
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Mergeable Library Bundle Hooking Does Not Work When Frameworks Is Merged Into Container Framework
Problem When we merge FeatureModuleA.framework into IntegrationContainer.framework instead of HostApp_Main.app, the magic method Bundle(for: FeatureAProvider.self) does not work and this will trigger crash. When FeatureModuleA is merged into HostApp, Bundle(for: FeatureAProvider.self) will return: HostApp_Main.App/Frameworks/DomainFeatureA.framework instead of HostApp_Main.App/, although the FeatureAProvider class is actually in the merged main app binary So we can use the returned FeatureModuleA bundle get the nested resource. If we merge the frameworks into our IntegrationContainer.framework, the result will be: for release: PrototypeApp.app for debug: PrototypeApp.app/Frameworks/IntegrationContainer.framework/ReexportedBinaries/DomainFeatureA.framework Apple has not considered the case that frameworks are merged into independent framework. And other methods like bundle(for: identifier) does not work for both destination cases: merge into main app or a container framework.
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Icon Composer: Any way to add icons to the app bundle for older macOS versions?
Several app developers are struggling with the inability to provide a separate app icons that looks nice on older macOS versions while at the same time provide Icon Composer icons that look great on macOS Tahoe 26. An ability to provide separate icons is super important to those who have app icons that follow the curvature of the default icon borders (as the corner rounding radius is different for Sequia and Tahoe). Take a look at this for example: https://github.com/ghostty-org/ghostty/issues/7564#issuecomment-3042061547 Question: Is there a definitive/recommended way to address this issue? How can a developer add a glass icon variant that looks good on Tahoe and provide a bitmap icon for older macOS versions? Some background info: Prior to Xcode 26 beta 4, one could add an App Icon to Assets to be used as app icon for legacy macOS versions (Sequia and older) and use a new Icon Composer icon (placed in the project root) for macOS Tahoe 26. Enabling "Include all app icon assets" under target settings ensured that older macOS versions would use the old app icons while Tahoe the new Icon Composer glass one. Since Xcode beta 4 this technique no longer works. Xcode instead insists on populating Assets.car with Icon Composer generated variants, disregarding the App Icon provided in Assets. Although the App Icon in Assets makes its way to a .incs file in the app bundle's Contents/Resources folder, but that is not used by macOS anymore and is there for some compatibility purposes. The Assets.car file (which matters) only contains the variants generated by Icon Composer and does not contain the png icons provided in the Assets.
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How to stop Xcode for sending me reminders about Coding Intelligence?
Once in a while I get from Xcode a reminder to test Coding Intelligence. I am today not interested in Coding Intelligence and it's unlikely that I will be in the future. Therefore, I would like to get rid of these for me useless reminders to activate Coding Intelligence. I have not found anywhere anything for doing so. Or do I get rid of the reminders when activating it and deactivating it immediately again (if this is possible)?
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Code Coverage Not Accurate in Xcode 26
Description: I’m noticing that the code coverage metrics in Xcode 26 are not accurate compared to earlier versions. In Xcode 15, the same set of unit tests shows around 38% coverage, but in Xcode 26, even though all the tests are running successfully (for example, the SegmentedUI test cases), the code coverage is displayed as 0%. Has anyone else observed this behavior in Xcode 26? Is there any known issue, workaround, or configuration change required to get the correct coverage report? Environment: Xcode 26 iOS 18 SDK Unit tests running under XCTest Any insights or suggestions would be appreciated.
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Unable to Download iOS Simulator Runtime 26.1 on Xcode — Bad URL Error (Code 49)
Hi everyone, I’m experiencing a persistent issue when trying to download the iOS Simulator Runtime 26.1 on Xcode (version 26.1). The download always fails with the following error Download failed due to a bad URL. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime) Domain: com.apple.MobileAssetError.Download Code: 49 I’m located in Brazil, so I initially thought it might be region-related, but I’ve already tried several attempts to fix it, including: Using VPNs for the US and Europe Installing the Xcode 26.2 beta Downgrading Xcode to earlier versions Reinstalling the same version of Xcode Restarting Xcode and my Mac Switching networks Clearing simulator support/device files Unfortunately, nothing has resolved the issue. Is anyone else facing this problem? Does anyone know a workaround or a manual way to download/install the iOS 26.1 simulator runtime? Thanks in advance!
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Side-by-side comparison in source code changes view
I am trying to move over from AppCode/Intellij to Xcode. I am however having a hard time with the version control tools. I know that you can choose side-by-side when you activate "code review" and select single files. However, if you go into changes and view the list of files that have changed, i can only get inline-view to work. This is really frustrating to me, is there any way to get side-by-side also when you select a file from the changes list? Cheers
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How to find the call site for incomplete completions in a stopped app?
I am fixing bugs / extending a macOS app written by somebody else in Swift. I’ve made changes to it and debugging it, so breakpoints/rebuilding/debug print/change/rerun it isn’t a problem. But it is a multi-threaded, async app, and when I pause the running app, it will not display source code location in each thread where it is. I only get assembly. [and, yes, "Always Show Assembly" in OFF] It is inherent to async apps and threading that they spend most of their time waiting for the user to do something. Hence if you stop an app, you’ll almost always be in system code somewhere. But I think wanting to see the origin of completions that are pending is a legitimate question for somebody debugging (and trying to understand how the app works). Am I not aware some feature in Xcode / LLDB to reveal this?
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