Build, test, and submit your app using Xcode, Apple's integrated development environment.

Xcode Documentation

Posts under Xcode subtopic

Post

Replies

Boosts

Views

Activity

Apple Watch Logs and Debugging
Developing a standalone app for the Apple Watch. Unless I turn off Bluetooth on the paired iPhone, the Apple Watch’s Wi-Fi deactivates every ~30 seconds, which causes the connection to Xcode to drop. How is this supposed to work? I can see my app’s logs in Xcode, but I can’t view any other system logs from the Apple Watch. I tried using the Console app, with the iPhone connected via USB, trusted, etc, but I don't see any system logs. How can I access full system logs? Thanks!
1
0
258
Jul ’25
app not playing audio when not in focus
My app works fine when I load it directly from Xcode to my phone via USB but once I load it to TestFlight the sounds no longer play when the app is not in focus or the phone is locked. I've tried every combination of tools available from the support group and from AI! And I'm out of ideas.
1
0
80
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
0
0
119
May ’25
App Not Archiving After Update
Hi! A couple of months ago my app was archiving just fine. Since an xcode update the build fails. Here is what shows at the end of the log. Thank you in advance for any help! Run custom shell script 'Run Script' Failed to package [project folder] Command PhaseScriptExecution failed with a nonzero exit code
0
0
54
May ’25
Xcode crashes when saving .intentdefinition file with configuration intent
Hi everyone, I’m experiencing a consistent crash in Xcode 16.4 (on macOS 15.5 when working with SiriKit .intentdefinition files. 🐛 Issue Whenever I try to add or modify an intent and then hit ⌘S to save, Xcode immediately crashes. This happens both with: Newly created .intentdefinition files Existing ones already linked to a Widget target I’ve tried: Clearing DerivedData Recreating the intent file from scratch Minimal edits (only 1 intent and 1 parameter) Setting correct IntentsSupported in the Info.plist Editing in Xcode and using Target Membership properly Still, Xcode crashes consistently when I save. ⚙️ Environment Xcode: 16.4 macOS: 15.5 Mac: Mac Studio M2 Max ✅ Workaround I’m currently editing the .intentdefinition file manually in source mode or using a text editor, which avoids the crash — but it’s far from ideal. 💬 Question Is anyone else experiencing this? Is there a known fix or workaround that allows safe editing in Interface Builder? Any response from Apple engineering would be greatly appreciated. Thanks!
1
0
109
Jul ’25
ActivityKit linker error
I have a ContentView in my app which includes the line of code FileUploadProgressAttributes. this struct is defined in a file included in the target FileUploadProgressExtension. and it is an ActivityAttributes. in ContentView I imported FileUploadProgressExtension, and the xcode is able to find the FileUploadProgressAttributes during prebuild. but during build, it gives me Undefined symbols for architecture arm64: "FileUploadProgressExtension.FileUploadProgressAttributes.init(filename: Swift.String) -> FileUploadProgressExtension.FileUploadProgressAttributes the workaround i found is to add the file with the FileUploadProgressAttributes to my app's target, but I'm not sure if this is the right thing to do. When Xcode created the extension for me, it added the extension target as a target dependency of my app. so obviously if i added this file to my app target it makes the extension target pointless. First time working with widgets so I'm not sure if I'm missing something.
0
0
106
May ’25
Is it possible to embed dependencies within a .xcframework?
I'm creating a .xcframework in order to deliver an api/functionality to a customer for inclusion into an app. I'm doing it as a .xcframework as I want it to be a binary so that the source code isn't accessable. The xcframework has dependencies on modules which are installed via SPM (there are a few, an example is PhoneNumberKit) When I build the xcframework and then add it to a test program and invoke its api then there's a run time error saying "PhoneNumberKit/resource_bundle_accessor.swift:44: Fatal error: unable to find bundle named PhoneNumberKit_PhoneNumberKit" How can I build the xcframework so that its dependencies are included within it? (Stepping back a bit, is an xcframework an appropriate approach for this?)
1
0
130
Jun ’25
Unable to run an UITest to test a Button
I am trying to run a UI test for my app: func testFeed() throws { let tablesQuery = app.tables let cell = tablesQuery.children(matching: .cell).element(boundBy: 0) cell.swipeUp() sleep(2) let cellToLike = tablesQuery.children(matching: .cell).element(boundBy: 1) cellToLike.buttons["LikeButtonOff"].tap() cellToLike.buttons["LikeButtonOn"].tap() sleep(2) cellToLike.tap() sleep(2) let image = app.scrollViews.images.element(boundBy: 0) // Zoom in image.pinch(withScale: 3, velocity: 1) // zoom in // Zoom out image.pinch(withScale: 0.5, velocity: -1) let navBackButtonWhiteButton = app.buttons["NavBackButtonWhite"] navBackButtonWhiteButton.tap() } but on the line cellToLike.buttons["LikeButtonOff"].tap() I get the following error: Failed to failed to compute hit point for Button, {{354.0, 644.7}, {44.0, 44.0}}, identifier: 'LikeButton', label: 'LikeButtonOn': Activation point invalid and no suggested hit points based on element frame I tried checking the isHittable property of my button and it equals "false" for some reason. When I test the app myself I don't get any errors and I can interact with like button. What can be the issue? Im using Xcode 15.2
1
0
132
Jul ’25
iOS 3.1.3 SDK
Hello!!! I want to do a little project for the original iPhone running iOS 3.1.3 and I don’t find the SDK for iOS 3.1.3. I’ve tried downloading Xcode 3.1.3 from the Apple Developer site, but during the installation process, the iPhone SDK doesn’t appear to be included. I also tested Xcode 3.2.2, but it doesn’t seem to have the iPhone OS 3.1.3 SDK either. Does anyone still have the iPhone OS 3.1.3 SDK available or know where I can find it? Thanks!! Edgar
0
0
95
Jun ’25
UI Automation not waiting on WatchOS?
On my MacBook Pro M4 with macOS 15.5 and Xcode 16.4, I have a simple SwiftUI-based WatchOS application consisting of a NavigationSplitView that displays a short List of items, and a detail view consisting of a TabView {...}.tabViewStyle(.verticalPage) that displays a fixed number of "pages" of detailed information about the selected list item. When I use XCTest UI Automation with XCUIApplication(), I am finding that I need to add a sleep(1) after every interaction, such as a .tap() or .swipeUp() before I can attempt any assertion such as XCTAssertGreaterThan(app.cells.count, 3) to ensure that the top level List of items is more than 3. All the added sleep(1) statements are making the tests very slow... It appears that the WatchOS implementation of UI Automation lacks the ability to wait until the UI event queue is idle. Am I the only one seeing this?
0
0
147
Jun ’25
Bug in Xcode AI coding assistant
I've been experimenting with using local LLMs in place of ChatGPT in coding assistant. I was able to do this using LM Studio. I found that switching LLMs was a little clunky, but eventually, I was able to make it work. However, none of the LLMs I tried were able to generate error free Swift code. Not surprising at this stage. I decided to train an LLM (Llama3.1-8b) with Apple's Swift Programming language reference, using Open WebUI, and this worked. I was able to get the LLM to generate working Swift Code that I was able to test in Playgrounds. The problem I'm having now is that Xcode is locked up on the last LLM I tried out. I've tried deleting all the LLM providers in Settings, leaving only ChatGPT, but Xcode still defaults to the local LLM, even though it throws errors if you try to ask it a question. I've tried reinstalling Xcode, downloading new versions of sample Xcode projects, and deleting various data files, all to no avail. I would really like to test the new LLM I've trained in coding assistant, but right now, Xcode won't let me. It won't even let me revert to ChatGPT.
2
0
199
Jun ’25
Using isActivityFullscreen to build applications in xcode 16 will crash in ios 17
My widget uses the @Environment(.isActivityFullscreen) variable. When running on ios 17, it will crash and report an error: dyld[55031]: Symbol not found: _$s7SwiftUI17EnvironmentValuesV9WidgetKitE20isActivityFullscreenSbvg Expected in: /Library/Developer/CoreSimulator/Volumes/iOS_21E213/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.4.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/WidgetKit.framework/WidgetKit
1
0
322
Jun ’25
What is the least painful way to start using Swift packages in my very old app?
My project has been around for twenty years and has over a thousand .m files. They all build into one of two static library targets. I believe I cannot use swift packages from a static library, or at least I couldn't get it to work. Moving my code into a dynamic library also seems like an overwhelming task; when I tried, it looked like I would need to change every single #import to use <> instead of "". I also tried using the open source swift-create-xcframework but it didn't work, and I would rather not depend on third party build tools. Do I have any good options?
1
0
64
Jun ’25
Trouble Distributing iOS + WatchOS App as a Bundle (Info.plist / Target Confusion)
Hi all, I’m running into an issue with my iOS + Apple Watch app project, and I could really use some advice. My WatchOS app requires an iOS companion for settings and configuration, so both apps need to be distributed together. Here’s how I structured my Xcode project: Main iOS App target WatchOS App target WatchOS Extension target However, I’m very confused about how these targets interact, and things are not working as expected. The problem: I can build and run the WatchOS app and its extension independently in the simulator by selecting their schemes. When I select the main iOS app scheme, I get an error about ITSWatchOnlyContainer in the Info.plist—even though there’s no Info tab for that target in Xcode. I’m able to distribute the WatchOS app by itself, and the extension as well. But I can’t distribute them bundled together as a single package, and I haven’t found any clear resources that explain how to fix this. This is my very first app, and it’s frustrating to get stuck just before the finish line! Project Structure / steps to reproduce Let’s say my project is called MyAppProject, with these targets: MyAppProject Main iOS App Embedded target: MyAppProject Watch App Bundle identifier: com.example.MyAppProject MyAppProject Watch App WKCompanionAppBundleIdentifier: com.example.MyAppProject “Requires iOS App”: YES MyAppProject Extension Bundle identifier: com.example.MyAppProject When running from the MyAppProject scheme, I get this error (even though I can’t see or edit the Info.plist in Xcode for this target): “Please try again later. This app has the ITSWatchOnlyContainer key set in its Info.plist, which identifies it as a shell app surrounding a Watch-only app; these are not installable.” As a result, I can’t distribute the app as a bundle. I’d appreciate help understanding: How should the Info.plist files be configured for each target? What do I do if the Info.plist path seems missing in the Xcode UI? Is there a “correct” way to structure an iOS + WatchOS app for bundled distribution?
0
0
131
Jun ’25
GIT incorrectly monitoring changes to system files
I have a small playground approx 150 lines no SwiftUI It also has a 70 line text file Xcode now thinks I have over 4000 files that have changed and they are Xcode or system files If I am looking at this list then the Mac Mini will freeze with a frozen mouse, just a stuck mouse pointer. After a minute or so the Mac will reboot itself. Any suggestions as to how to fix this would be appreciated. I have already reinstalled Xcode and the tools and its still the same.
1
0
123
Jun ’25
Apple Watch Logs and Debugging
Developing a standalone app for the Apple Watch. Unless I turn off Bluetooth on the paired iPhone, the Apple Watch’s Wi-Fi deactivates every ~30 seconds, which causes the connection to Xcode to drop. How is this supposed to work? I can see my app’s logs in Xcode, but I can’t view any other system logs from the Apple Watch. I tried using the Console app, with the iPhone connected via USB, trusted, etc, but I don't see any system logs. How can I access full system logs? Thanks!
Replies
1
Boosts
0
Views
258
Activity
Jul ’25
app not playing audio when not in focus
My app works fine when I load it directly from Xcode to my phone via USB but once I load it to TestFlight the sounds no longer play when the app is not in focus or the phone is locked. I've tried every combination of tools available from the support group and from AI! And I'm out of ideas.
Replies
1
Boosts
0
Views
80
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
Replies
0
Boosts
0
Views
119
Activity
May ’25
App Not Archiving After Update
Hi! A couple of months ago my app was archiving just fine. Since an xcode update the build fails. Here is what shows at the end of the log. Thank you in advance for any help! Run custom shell script 'Run Script' Failed to package [project folder] Command PhaseScriptExecution failed with a nonzero exit code
Replies
0
Boosts
0
Views
54
Activity
May ’25
Xcode crashes when saving .intentdefinition file with configuration intent
Hi everyone, I’m experiencing a consistent crash in Xcode 16.4 (on macOS 15.5 when working with SiriKit .intentdefinition files. 🐛 Issue Whenever I try to add or modify an intent and then hit ⌘S to save, Xcode immediately crashes. This happens both with: Newly created .intentdefinition files Existing ones already linked to a Widget target I’ve tried: Clearing DerivedData Recreating the intent file from scratch Minimal edits (only 1 intent and 1 parameter) Setting correct IntentsSupported in the Info.plist Editing in Xcode and using Target Membership properly Still, Xcode crashes consistently when I save. ⚙️ Environment Xcode: 16.4 macOS: 15.5 Mac: Mac Studio M2 Max ✅ Workaround I’m currently editing the .intentdefinition file manually in source mode or using a text editor, which avoids the crash — but it’s far from ideal. 💬 Question Is anyone else experiencing this? Is there a known fix or workaround that allows safe editing in Interface Builder? Any response from Apple engineering would be greatly appreciated. Thanks!
Replies
1
Boosts
0
Views
109
Activity
Jul ’25
ActivityKit linker error
I have a ContentView in my app which includes the line of code FileUploadProgressAttributes. this struct is defined in a file included in the target FileUploadProgressExtension. and it is an ActivityAttributes. in ContentView I imported FileUploadProgressExtension, and the xcode is able to find the FileUploadProgressAttributes during prebuild. but during build, it gives me Undefined symbols for architecture arm64: "FileUploadProgressExtension.FileUploadProgressAttributes.init(filename: Swift.String) -> FileUploadProgressExtension.FileUploadProgressAttributes the workaround i found is to add the file with the FileUploadProgressAttributes to my app's target, but I'm not sure if this is the right thing to do. When Xcode created the extension for me, it added the extension target as a target dependency of my app. so obviously if i added this file to my app target it makes the extension target pointless. First time working with widgets so I'm not sure if I'm missing something.
Replies
0
Boosts
0
Views
106
Activity
May ’25
Is it possible to embed dependencies within a .xcframework?
I'm creating a .xcframework in order to deliver an api/functionality to a customer for inclusion into an app. I'm doing it as a .xcframework as I want it to be a binary so that the source code isn't accessable. The xcframework has dependencies on modules which are installed via SPM (there are a few, an example is PhoneNumberKit) When I build the xcframework and then add it to a test program and invoke its api then there's a run time error saying "PhoneNumberKit/resource_bundle_accessor.swift:44: Fatal error: unable to find bundle named PhoneNumberKit_PhoneNumberKit" How can I build the xcframework so that its dependencies are included within it? (Stepping back a bit, is an xcframework an appropriate approach for this?)
Replies
1
Boosts
0
Views
130
Activity
Jun ’25
Xcode 16.4 does not provide "New Group without Folder" when I press the option key
This week I update from Xcode 16.0 to Xcode 16.4. Today I realized, that the Menu item "New Group without Folder" does no more appear, when I press the option key. I tried to find an answer with DuckDuch Go and Chat GPT, but without success. Can anyone help me, how to fix that issue? Thanks a lot.
Replies
2
Boosts
0
Views
207
Activity
Aug ’25
Unable to run an UITest to test a Button
I am trying to run a UI test for my app: func testFeed() throws { let tablesQuery = app.tables let cell = tablesQuery.children(matching: .cell).element(boundBy: 0) cell.swipeUp() sleep(2) let cellToLike = tablesQuery.children(matching: .cell).element(boundBy: 1) cellToLike.buttons["LikeButtonOff"].tap() cellToLike.buttons["LikeButtonOn"].tap() sleep(2) cellToLike.tap() sleep(2) let image = app.scrollViews.images.element(boundBy: 0) // Zoom in image.pinch(withScale: 3, velocity: 1) // zoom in // Zoom out image.pinch(withScale: 0.5, velocity: -1) let navBackButtonWhiteButton = app.buttons["NavBackButtonWhite"] navBackButtonWhiteButton.tap() } but on the line cellToLike.buttons["LikeButtonOff"].tap() I get the following error: Failed to failed to compute hit point for Button, {{354.0, 644.7}, {44.0, 44.0}}, identifier: 'LikeButton', label: 'LikeButtonOn': Activation point invalid and no suggested hit points based on element frame I tried checking the isHittable property of my button and it equals "false" for some reason. When I test the app myself I don't get any errors and I can interact with like button. What can be the issue? Im using Xcode 15.2
Replies
1
Boosts
0
Views
132
Activity
Jul ’25
Resetting settings through the Apple Vision Pro Simulator is bugged
When you try to reset settings through the Apple Vision Pro simulator (VisionOS 2.4) you get an error "Preferences quit unexpectedly". Bug report: FB17666053
Replies
0
Boosts
0
Views
183
Activity
May ’25
Does WWDC2025 Xcode's AI coding support Objective-C?
When watching videos about Xcode, the AI coding feature is demonstrated using Swift. Since our company started development early with an Objective-C codebase, I want to know whether the Intelligence feature mentioned in the new feature video supports Objective-C
Replies
1
Boosts
0
Views
75
Activity
Jun ’25
Xcode 16.3 Pods Compilation Issue
I am on MacOs 15.4.1 which is being deployed with an old version of Ruby ruby 2.6.10 and bundler version 1.17.2. I ran pod install after generating the pods with these versions and during the application compilation there have been several issues reported against pods code.
Replies
0
Boosts
0
Views
115
Activity
May ’25
iOS 3.1.3 SDK
Hello!!! I want to do a little project for the original iPhone running iOS 3.1.3 and I don’t find the SDK for iOS 3.1.3. I’ve tried downloading Xcode 3.1.3 from the Apple Developer site, but during the installation process, the iPhone SDK doesn’t appear to be included. I also tested Xcode 3.2.2, but it doesn’t seem to have the iPhone OS 3.1.3 SDK either. Does anyone still have the iPhone OS 3.1.3 SDK available or know where I can find it? Thanks!! Edgar
Replies
0
Boosts
0
Views
95
Activity
Jun ’25
UI Automation not waiting on WatchOS?
On my MacBook Pro M4 with macOS 15.5 and Xcode 16.4, I have a simple SwiftUI-based WatchOS application consisting of a NavigationSplitView that displays a short List of items, and a detail view consisting of a TabView {...}.tabViewStyle(.verticalPage) that displays a fixed number of "pages" of detailed information about the selected list item. When I use XCTest UI Automation with XCUIApplication(), I am finding that I need to add a sleep(1) after every interaction, such as a .tap() or .swipeUp() before I can attempt any assertion such as XCTAssertGreaterThan(app.cells.count, 3) to ensure that the top level List of items is more than 3. All the added sleep(1) statements are making the tests very slow... It appears that the WatchOS implementation of UI Automation lacks the ability to wait until the UI event queue is idle. Am I the only one seeing this?
Replies
0
Boosts
0
Views
147
Activity
Jun ’25
Bug in Xcode AI coding assistant
I've been experimenting with using local LLMs in place of ChatGPT in coding assistant. I was able to do this using LM Studio. I found that switching LLMs was a little clunky, but eventually, I was able to make it work. However, none of the LLMs I tried were able to generate error free Swift code. Not surprising at this stage. I decided to train an LLM (Llama3.1-8b) with Apple's Swift Programming language reference, using Open WebUI, and this worked. I was able to get the LLM to generate working Swift Code that I was able to test in Playgrounds. The problem I'm having now is that Xcode is locked up on the last LLM I tried out. I've tried deleting all the LLM providers in Settings, leaving only ChatGPT, but Xcode still defaults to the local LLM, even though it throws errors if you try to ask it a question. I've tried reinstalling Xcode, downloading new versions of sample Xcode projects, and deleting various data files, all to no avail. I would really like to test the new LLM I've trained in coding assistant, but right now, Xcode won't let me. It won't even let me revert to ChatGPT.
Replies
2
Boosts
0
Views
199
Activity
Jun ’25
Using isActivityFullscreen to build applications in xcode 16 will crash in ios 17
My widget uses the @Environment(.isActivityFullscreen) variable. When running on ios 17, it will crash and report an error: dyld[55031]: Symbol not found: _$s7SwiftUI17EnvironmentValuesV9WidgetKitE20isActivityFullscreenSbvg Expected in: /Library/Developer/CoreSimulator/Volumes/iOS_21E213/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.4.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/WidgetKit.framework/WidgetKit
Replies
1
Boosts
0
Views
322
Activity
Jun ’25
What is the least painful way to start using Swift packages in my very old app?
My project has been around for twenty years and has over a thousand .m files. They all build into one of two static library targets. I believe I cannot use swift packages from a static library, or at least I couldn't get it to work. Moving my code into a dynamic library also seems like an overwhelming task; when I tried, it looked like I would need to change every single #import to use <> instead of "". I also tried using the open source swift-create-xcframework but it didn't work, and I would rather not depend on third party build tools. Do I have any good options?
Replies
1
Boosts
0
Views
64
Activity
Jun ’25
Trouble Distributing iOS + WatchOS App as a Bundle (Info.plist / Target Confusion)
Hi all, I’m running into an issue with my iOS + Apple Watch app project, and I could really use some advice. My WatchOS app requires an iOS companion for settings and configuration, so both apps need to be distributed together. Here’s how I structured my Xcode project: Main iOS App target WatchOS App target WatchOS Extension target However, I’m very confused about how these targets interact, and things are not working as expected. The problem: I can build and run the WatchOS app and its extension independently in the simulator by selecting their schemes. When I select the main iOS app scheme, I get an error about ITSWatchOnlyContainer in the Info.plist—even though there’s no Info tab for that target in Xcode. I’m able to distribute the WatchOS app by itself, and the extension as well. But I can’t distribute them bundled together as a single package, and I haven’t found any clear resources that explain how to fix this. This is my very first app, and it’s frustrating to get stuck just before the finish line! Project Structure / steps to reproduce Let’s say my project is called MyAppProject, with these targets: MyAppProject Main iOS App Embedded target: MyAppProject Watch App Bundle identifier: com.example.MyAppProject MyAppProject Watch App WKCompanionAppBundleIdentifier: com.example.MyAppProject “Requires iOS App”: YES MyAppProject Extension Bundle identifier: com.example.MyAppProject When running from the MyAppProject scheme, I get this error (even though I can’t see or edit the Info.plist in Xcode for this target): “Please try again later. This app has the ITSWatchOnlyContainer key set in its Info.plist, which identifies it as a shell app surrounding a Watch-only app; these are not installable.” As a result, I can’t distribute the app as a bundle. I’d appreciate help understanding: How should the Info.plist files be configured for each target? What do I do if the Info.plist path seems missing in the Xcode UI? Is there a “correct” way to structure an iOS + WatchOS app for bundled distribution?
Replies
0
Boosts
0
Views
131
Activity
Jun ’25
Crash while trashing an opened and pinned file.
Crash while trashing an opened and pinned file. This crashing can be reproduced. Xcode Version 26.0 beta 2 (17A5241o) Part Of Crash Log
Replies
1
Boosts
0
Views
219
Activity
Jul ’25
GIT incorrectly monitoring changes to system files
I have a small playground approx 150 lines no SwiftUI It also has a 70 line text file Xcode now thinks I have over 4000 files that have changed and they are Xcode or system files If I am looking at this list then the Mac Mini will freeze with a frozen mouse, just a stuck mouse pointer. After a minute or so the Mac will reboot itself. Any suggestions as to how to fix this would be appreciated. I have already reinstalled Xcode and the tools and its still the same.
Replies
1
Boosts
0
Views
123
Activity
Jun ’25