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Can Live Activity Enable Continuous Nearby Interaction (UWB) in Background with Third-Party Accessories?
Hi, I'm working on an app that integrates third-party UWB accessories using the Nearby Interaction framework. I want to display real-time data via Live Activities, and ideally, I hope the app can continue ranging/interacting with the accessory even when it's in the background—triggering updates in the Live Activity. Specifically: Can I use Live Activity to keep Nearby Interaction sessions running in the background, as long as the accessory is still nearby and connected? Or do I always need to initiate sessions in the foreground? Are there ways to maintain or trigger new Nearby Interaction sessions entirely in the background, when using third-party UWB accessories? Is there any official guidance regarding permissions, user authorization requirements, or restrictions for background ranging with third-party hardware? Are there recommended strategies or patterns for updating Live Activity widgets with data from Nearby Interaction or UWB accessories while backgrounded? (e.g. Bluetooth triggers, push notifications, background tasks) Any advice, experiences, or official recommendations would be greatly appreciated! I want to ensure my implementation is compliant and offers the best possible user experience. Thanks!
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Xcode and Open Ai issue (Chat GPT) - Xcode Intelligence with ChatGPT became extremely slow after update
Hi everyone, In the previous Xcode version, I was using Intelligence with ChatGPT to refactor and fix code. It worked great: it applied changes across files in a few seconds and the code preview updated quickly. In the new Xcode version, something strange is happening: • With Claude, responses are almost instant. • With ChatGPT, it starts fine but then it shows the entire file instead of just the relevant section and, after a few lines, it starts streaming character by character, becoming extremely slow. This only started after updating Xcode. Is there any setting (streaming, token limits, formatting, etc.) that I can tweak to get ChatGPT back to the previous performance? Is anyone else seeing this issue with ChatGPT in Intelligence, or is it just my setup? Thanks in advance for any help!
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Xcode Behaviors are BROKEN
What possessed Apple developers to redesign the Behaviors UX? It is not as flexible, and at least Custom Behaviors do not work all the way through 26.2beta. You cannot name or rename behaviors. It just keeps "New Behavior." You cannot delete behaviors. Running shell scripts does not work. I gave up after that. Why was the Xcode 16 model changed and NOT TESTED!
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NSLocationTemporaryUsageDescriptionDictionary crashes Xcode 13
I just submitted a feedback for this (FB9662125) but in the spirit of “share and enjoy”… The cool new Generate Info.plist File feature in Xcode 13 crashes if you try to put an NSLocationTemporaryUsageDescriptionDictionary in your Info.plist file. Here’s a simple repro scenario: Create a minimal iOS app (no Core Data, no tests) Go to target settings → Info tab → Custom iOS Target Properties Click the (+) button on any row to begin inserting a new row Select Privacy - Location Temporary Usage Description Dictionary Click somewhere else or press Return to commit the selection Xcode crashes immediately More generally, it seems that Xcode crashes any time it tries to regenerate your Info.plist file if it contains an NSLocationTemporaryUsageDescriptionDictionary, even if (for example) you manually pasted that dictionary into the file earlier. In that case, merely tapping the (+) button in step 3 above is enough to crash it.
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CompileAssetCatalogVariant failed with nonzero exit code.
I'm running in a very very very weird error. I have a large asset catalog, consisting of about 2700 assets for 1.19GB of size. I can successfully build and run my project with both release and debug scheme, when a real device or simulator is selected. However, whenever I select Any iOS device (arm64), about 80ish seconds in the build process, the building fails with the following output: CoreUI: Error: unable to add asset to store *** Terminating app due to uncaught exception 'IBPlatformToolFailureException', reason: 'The tool closed the connection (AssetCatalogSimulatorAgent) What I tried and failed: Cleaning DerivedData and restarting PC Building the same project on three different devices, each with a different version of XCode. All failed. running sudo killall -9 com.apple.CoreSimulator.CoreSimulatorService Scanning for duplicate image files, found none. Scanning for duplicate .imageset folders in different folders, found none. Scanning for images that declared a different format than theirs, eg .webp renamed as .png, and found none. Creating an empty Hello World project, and just adding my asset catalog. Build fails for Any iOS device, succeeds for simulator or physical device. Uninstalling and reinstalling XCode command line tools. Manually compiling via actools. Changed "Embed Assets Pack in Product Bundle" from No to Yes. I don't have any .svg file in my assets. What I tried and failed but gives more insight: Now the only thing that I was able to come up with was deleting folders to narrow down where the problem was. So I found that there is a 700MB folder called T, containing T1, T2, ..., T6. Eventually managed to narrow down even more to T3, T4, T6. I created a distinct .xcassets catalog for each subfolder and tried to compile individually with actools, along with assets.xcassets (the main one). Here's the thing: T3.xcassets + assets.xcassets compiles T4.xcassets + assets.xcassets compiles T6.xcassets + assets.xcassets compiles T3.xcassets + T4.xcassets + assets.xcassets compiles. T3.xcassets + T6.xcassets + assets.xcassets compiles. T4.xcassets + T6.xcassets + assets.xcassets compiles. T3.xcassets + T4.xcassets + T6.xcassets + assets.xcassets crashes with CoreUI: Error: unable to add asset to store. I've been stuck for days now and can't deploy my finished app I worked on for the last three years because of this.
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Where are the asset catalog resources stored at runtime?
When I first load my app, where are the assets for, say, images, located? Is it somewhere where loading them in the UI is never a performance issue and can always be done in the main thread? (e.g. even if there were 100 assets loaded at once) I’m assuming it’s safe to load assets from asset catalog in main thread but I want to double check and also learn more.
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Xcode on external drive
Hello On Nov 11, 2025 I upgraded Xcode to 17B100 I found instructions to install it on an external drive because the old way of doing it (install to /Applications and move it to the desired location) didn't work. I downloaded the dmg, moved it to the external drive and the install worked I now have a usable Xcode sitting on my external drive The problem is, there are no simulators and the normal method of downloading them does not work. How do I install simulators (preferably on my external drive) for use by my externally installed Xcode (same drive)?
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I'm currently using macOS 26 and Xcode 26, but I'm unable to download iOS 26 simulators.
Download failed. Domain: DVTDownloadableErrorDomain Code: 41 User Info: { DVTErrorCreationDateKey = "2025-10-26 06:59:38 +0000"; } Download failed. Domain: DVTDownloadableErrorDomain Code: 41 Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({ RequestedBuild = 23A8464; }) 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 26.0.1 (Build 25A362) Xcode 26.0.1 (24229) (Build 17A400) Timestamp: 2025-10-26T17:59:38+11:00
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Xcode 26 | Coding Intelligence: Signing into ChatGPT Enterprise account yields error message
Hello, When trying to login into my ChatGPT Enterprise account within Xcode 26 to setup Coding Intelligence, after credentials and OTP have been accepted, I'm getting the following error message from ChatGPT/OpenAI: Route Error (400 ): { "error": { "message": "No eligible ChatGPT workspaces found.", "type": "invalid_request_error", "param": null, "code": "chatgpt_account_missing" } } What am I missing here? Any help is highly appreciated. Thank you!
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Nov ’25
Core audio for using to record Multitrack audio.
Hello, I’ve looked at a video and have tons of research and I’m trying to see if there is a way core audio can be created in Xcode as an audio device? “keep in mind” I am totally new to apple’s developer forums and I do not know anything about Xcode nor on how to create an audio device of coreaudio on a Mac since there’s a lot stuff that has do with coding. Nor am I good with that type of technology.
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Nov ’25
New Xcode lost support of old iOS versions
I cannot install ios device support using Xcode-Settings-> Components. I lost my support for my ios devices. My system ran low on disk space. All of a sudden my Schemes only show Get IOS support for my iPad and iPhone. Both devices run older ios versions : 18, 16. Any ways the Xcode-Settings-> Components just tries to force me to update ios. I don't want ios 26 yet as my app I developing does not play well with it. I may try the remove XCode, restart Mac and fresh install xcode 26 to see if this fixes it. Unpairing/Repairing devices to mac does not start the autodownload of the support files.
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Nov ’25
Localization not working for App Intents defined inside Swift Package and used in Widget Extension
Hi there, I’m having trouble with localization for App Intents used in a configurable widget when the intents are defined inside a Swift Package. The intents appear correctly in the widget configuration UI and function as expected, but the localized strings are not displayed. Instead, the widget shows the localization keys themselves. Setup Xcode: 26.1 iOS: 26 The App Intents are used for a configurable widget Intent is located in a Swift Package The Widget Extension depends on the package AppIntentsPackage setup: // In the package public struct MySharedIntentsPackage: AppIntentsPackage {} // In the widget extension import AppIntents import SharedAppIntents struct WidgetIntentsPackage: AppIntentsPackage { static var includedPackages: [any AppIntentsPackage.Type] { [MySharedIntentsPackage.self] } } What I’ve tried I tested several configurations separately to see which setup allows localization to work: Localizing inside the Swift Package Placed a Localizable.xcstrings file inside the Swift Package. Specified .module for the bundle parameter in LocalizedStringResource initializers. → The widget still displayed the localization keys. Localizing inside the Widget Extension Placed a Localizable.xcstrings file inside the Widget Extension target instead of the package. → The widget continued to show the localization keys. Allowing mixed localizations Added CFBundleAllowMixedLocalizations = YES to the Widget Extension’s Info.plist. → No change; the widget still showed the keys. Problem In the WWDC 2025 session “Get to Know App Intents”, it was announced that App Intents would officially support Swift Packages. However, despite following that guidance, here we have a situation where the localizations do not work and only the keys appear in a configurable widget’s configuration UI. When I move the same App Intent code directly into the Widget Extension target, localization works as expected, but not when the intent remains inside the Swift Package. Question Is localization for App Intents defined in Swift Packages officially supported for configurable widgets? If yes: Which bundle does App Intents use to resolve localized strings? Should the .xcstrings file be placed in the package or in the host extension’s bundle? Or is this a current limitation or known issue? Any clarification or workaround would be greatly appreciated. Thank you.
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Nov ’25
Swift version wrong in Xcode 26.2 beta
Release notes of Xcode 26.2 https://developer.apple.com/documentation/xcode-release-notes/xcode-26_2-release-notes state that Swift 6.2.3 is shipped with it. But when trying to check the Swift version with #if swift(>= 6.2.3) it returns false. Running swiftc -version returns swift-driver version: 1.127.14.1 Apple Swift version 6.2 (swiftlang-6.2.3.3.2 clang-1700.6.3.2) As you can see, there is a mismatch between the marketing version "6.2" and the build version "6.2.3.3.2". Being able to check for the 6.2.3 version is important for my team, because we are impatiently awaiting the change to the tabviewbottomaccessory modifier https://developer.apple.com/documentation/swiftui/view/tabviewbottomaccessory%28isenabled:content:%29 so that it can be hidden when not needed. Without this fix we have the issue that the accessory shows even without content in iOS 26.1.
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Nov ’25
Xcode 26 failed to download any simulator (ios, watchOS, tvOS)
As subject, after update to Xcode 26.0.1, none of the simulator able to download, tried click the Get button, tried run command in terminal, all failed. Error from terminal: xcodebuild -downloadPlatform iOS Finding content... Automatically resolved architecture variant for platform iOS as 'universal'. 2025-10-09 06:21:24.423 xcodebuild[1789:30064] DVTDownloadable: Download Failed. Downloadable: { architectures = ( arm64, "x86_64" ); authentication = none; category = simulator; contentType = cryptexDiskImage; dictionaryVersion = 2; downloadMethod = mobileAsset; fileSize = 10066611438; identifier = "com.apple.dmg.iPhoneSimulatorSDK26_0"; isInternalContent = 0; isUserInitiated = 1; name = "iOS 26.0 Universal Simulator (23A343)"; patchableFrom = ( ); platform = "com.apple.platform.iphoneos"; simulatorVersion = { buildUpdate = 23A343; version = "26.0"; }; version = "26.0.0.0"; }. Download failed. Any idea how to resolve this? iMac with Intel processor
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Nov ’25