Hello,
I am currently working on personal project based on Matter.
I need to create a Basic Video Player as specified in Matter's standard embedding the Media Playback Cluster.
I went through the reading of how Apple now supports Matter as a standard :
linkText
My understanding of the following schematic, is alongside :
HomeKit Accessory Protocol (HAP) Framework API
Related HAP accessories underneath the homeKit framework.
Developpers also find under the Homekit framework :
CHIP (Connected Home IP) Framework API
Related Matter accessories this time
Both types of accessories/devices can be commissioned in the HomeKit ecosystem seemlessly.
Each framework has it's documentation :
HAP : https://developer.apple.com/documentation/homekit/hmhomemanager
CHIP : https://developer.apple.com/documentation/matter
I want through the process of installing XCode and the HomeKit Accessory Simulator. In the list of HomeKit Accessories I did not see any Media related devices :
The list of currently supported devices is limited as I read here and will be enriched with time :
https://support.apple.com/en-us/102135#:~:text=The%20Home%20app%20currently%20supports,%2C%20temperature%2C%20and%20humidity).
In the meantime, as I read the matter documentation, I read several references made to the Media Playback :
https://developer.apple.com/documentation/matter/mtrclustermediaplayback
https://developer.apple.com/documentation/matter/mtrbaseclustermediaplayback
https://developer.apple.com/documentation/matter/clusters#Interacting-with-the-Media-Playback-cluster
My questions are :
Are Matter Basic Video Players, (Media Playback) supported in HomeKit ?
Why aren't they listed in HomeKit Accessory Simulator ?
How can I add a Basic Video Player in HomeKit and display it's Media Playback controls once I have added the device to HomeKit ?
Thank you for your Answer.
Regards
David
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Environment:
Swift Playgrounds (macOS)
SwiftUI App Preview
macOS version: 26.2 (25C56)
Issue:
In Swift Playgrounds on macOS, the app repeatedly shows the system permission dialog:
“My App would like to access data from other apps.
Keeping app data separate makes it easier to manage your privacy and security.”
Steps to Reproduce:
Create a new SwiftUI app in Swift Playgrounds.
Run the SwiftUI App Preview.
When the permission dialog appears, click “Allow”.
Expected Result:
The permission should be granted once and persist, allowing the preview to continue normally.
Actual Result:
After clicking “Allow”, the SwiftUI App Preview crashes and restarts.
When the preview restarts, the same permission dialog appears again.
This repeats indefinitely, creating a loop.
Notes:
This occurs even when no explicit file system or inter-app data access code is written.
The permission choice does not appear to persist between preview restarts.
Question:
Is this a known limitation of Swift Playgrounds sandboxing or SwiftUI App Preview?
Is there an official workaround or recommended approach to avoid this behavior while using Swift Playgrounds?
Topic:
Developer Tools & Services
SubTopic:
Swift Playground
xcode 15.2, mac m2 mini, 14.2.1 sonoma
i need a pdf file to stage my app for screen shots for the market. icloud wont sync, cant drag files to the home screen or any screen, it just does not work.
i am at the end of my rope here, i just need some screen shots, my app is approved and ready
am i wrong>? is there a way to do this or is it just broken now in the name of (lazy) security?
edit--the more i read the more i angry and frustrated i get. this is broken and will not be fixed. i need to just workaround via email. so happy my second 100 dollar developer subscription bill is coming up!
I am constantly reaching my daily ChatGPT limit and even though it's recommending that I log in, I already am.
What can I do to fix this?
Hi everyone,
Starting today, my Xcode Cloud CI workflow can no longer successfully build iOS/macOS/visionOS targets. The Archive step does not report any errors, but the xcodebuild command hangs indefinitely and eventually fails with the following message:
The step invocation hit a user timeout. The xcodebuild archive invocation timed out. No activity has been detected on stdout, stderr or the result bundle in 30 minutes.
My iOS and macOS targets can still be built, but the build time has increased by 2-3x compared to before. That's interesting. After I removed the visionOS target, the iOS target also failed to build.
Additionally, since today, I’ve noticed a significant increase in network-related errors in Xcode Cloud. There have been multiple failures to download dependencies from Homebrew or GitHub.
I have confirmed that CI versions which previously built successfully are now failing, while running the same build commands locally works fine. Based on these observations, I suspect there may be an issue with the Xcode Cloud environment itself.
Has anyone else encountered similar problems? Any suggestions or updates would be appreciated!
Thanks!
"Auth Key can only be downloaded once. This auth key has already been downloaded."
It has been two years since I wrote my a SwiftUI app, and I wanted to start again in Xcode 26. I can no longer see the attributes inspector when I select an element in the canvas. This was an Xcode feature that was very helpful as I am still a novice. Has this feature been deprecated in Xcode 26? And if not, please help explain how I can find and use it.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Developer Tools
Interface Builder
Xcode
SwiftUI
We are trying to track down some build failures that started happening only in our Jenkins CI environment.
error: Failed to decode version info for '/Applications/Xcode.app/Contents/Developer/usr/bin/actool': The data couldn’t be read because it is missing.
(stdout: '<?xml version="1.0" encoding="UTF-8"?>
[2025-07-30T19:21:18.479Z] <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
[2025-07-30T19:21:18.479Z] <plist version="1.0">
[2025-07-30T19:21:18.479Z] <dict>
[2025-07-30T19:21:18.479Z] <key>com.apple.ibtool.version</key>
[2025-07-30T19:21:18.479Z] <dict>
[2025-07-30T19:21:18.479Z] <key>bundle-version</key>
[2025-07-30T19:21:18.479Z] <string>24112</string>
[2025-07-30T19:21:18.479Z] <key>short-bundle-version</key>
[2025-07-30T19:21:18.479Z] <string>26.0</string>
[2025-07-30T19:21:18.479Z] </dict>
[2025-07-30T19:21:18.479Z] </dict>
[2025-07-30T19:21:18.479Z] </plist>
[2025-07-30T19:21:18.479Z] ', stderr: ''
Key facts we've noted:
Locally I cannot reproduce the problem
We did not see this problem with previous Xcode 26 betas
If I remote into the machine and run build commands from the command line I cannot reproduce the problem
The very first build succeeds, every build after that on this machine fails from jenkins
actool --version is spitting out the version information for ibtool, but only in the context of running from a jenkins agent. If I run this locally or if I remote into the CI machine and run this from the terminal I cannot reproduce this behavior.
Command line tools appear to be installed, xcode-select --install fails if I try to do it from the command line.
We've tried to recreate the build agents for this jenkins environment exactly as they were for all previous betas and xcode versions, and still get this behavior.
Below is an English version of your post, ready to copy-and-paste into the Apple Developer Forums:
I’m seeing a crash in Xcode 26 beta 3 whenever the StoreKit symbol SKStoreProductParameterAdNetworkSourceIdentifier is present while running on an iOS 15 simulator.
Steps to reproduce
Install Xcode 26 beta 3.
Create any iOS app and run it on an iOS 15 simulator (device model doesn’t matter).
Add the following code anywhere and run:
override func viewDidLoad() {
super.viewDidLoad()
if #available(iOS 16.1, *) {
print("SKStoreProductParameterAdNetworkSourceIdentifier: \(SKStoreProductParameterAdNetworkSourceIdentifier)")
}
}
The project builds successfully, but before the #available(iOS 16.1, *) check is reached, the app crashes with:
Symbol not found: _SKStoreProductParameterAdNetworkSourceIdentifier
When I build the same project with Xcode 16.4 and launch it on an iOS 15 simulator, it runs without crashing.
Investigation so far
Because SKStoreProductParameterAdNetworkSourceIdentifier is just an NSString, I could substitute the string literal "SKStoreProductParameterAdNetworkSourceIdentifier" as a temporary workaround, but that doesn’t feel like a proper fix.
The symbol is still declared in both SDKs:
/Applications/Xcode-16.4.0.app/.../StoreKit.framework/Headers/SKAdNetwork.h:48:
SK_EXTERN NSString * const SKStoreProductParameterAdNetworkSourceIdentifier API_AVAILABLE(ios(16.1)) API_UNAVAILABLE(macos, watchos, visionos);
/Applications/Xcode-26.0.0-Beta.3.app/.../StoreKit.framework/Headers/SKAdNetwork.h:48:
SK_EXTERN NSString * const SKStoreProductParameterAdNetworkSourceIdentifier API_AVAILABLE(ios(16.1)) API_UNAVAILABLE(macos, watchos, visionos);
So the symbol hasn’t been removed in the beta SDK. Given that the code is wrapped in #available(iOS 16.1, *), I don’t believe the sample itself is at fault.
Questions
Could this be a bug in Xcode 26’s availability checking or linker?
Has anyone else encountered the same issue or found a more robust workaround?
Any insights would be greatly appreciated.
I just wanted to say thank you to the team that added coding assistance (Chat-GPT) to Xcode. I'm just learning SwiftUI and I love how it made suggestions to improve my app and shows me what it does and explains why it does what it does.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Trying to submit a build to TF from Xcode 26 via Xcode Cloud (both for iOS and macOS). The operation fails with this message:
Missing app icon. Include a large app icon as a 1024 by 1024 pixel PNG for the 'Any Appearance' image well in the asset catalog of apps built for iOS or iPadOS. Without this icon, apps can't be submitted for review. For details, visit: https://developer.apple.com/documentation/xcode/configuring-your-app-icon. If you’ve added an icon made with Icon Composer, visit https://developer.apple.com/app-store-connect/release-notes/ for details about known issues.
I thought it's because Icon Composer icons may not be supported yet, but then that last sentence is confusing me. Does this mean that TF just won't support Xcode 26 uploads yet, or does it accept them and I need to provide legacy icons for my build?
I am getting following error from one of the pod frameworks while running the app (Build is a success).
dyld: Symbol not found: __ZN5swift34swift50override_conformsToProtocolEPKNS_14TargetMetadataINS_9InProcessEEEPKNS_24TargetProtocolDescriptorIS1_EEPFPKNS_18TargetWitnessTableIS1_EES4_S8_E.
Referenced from: X framework
Expected in: frameworks/DeviceKit.framework/DeviceKit
mac OS 10.15
Xcode 12.4
React native 0.63
cocoapods: 1.10.1
Hello,
I'm trying to figure out the behavior of AssetPackManager.shared.remove(assetPackWithID: ).
I'm working with MapKit tiles and currently working on trying projecting them correctly which involves serving the AssetPack locally, downloading, checking alignment, and then deleting and changing.
My question is that remove(assetPackWithID: ) completes successfully and the asset pack is removed. This is confirmed by trying to remove the AssetPack again which throws an error.
However, the asset is still appearing on MapKit after the removal. This is a bit odd as this persists not only with force killing, but also restarting the device.
Please advise on how to properly remove an AssetPack.
Thank you
iPhone 15 Pro Max (iOS 26.0.1)
iPhone 17 Pro Max (iOS 26.0.1)
I can't find Rosetta Simulators in Xcode 26 Beta, even when I select "Show all destinations."
Topic:
Developer Tools & Services
SubTopic:
Xcode
Not a question, but a surprise.
Did I miss something, but apparently there has been no new beta release (16.3) since Release of 16.2 on Dec 11. 2 months without betas is really unusual (in fact, it never happened and usually, next beta n+1 is even released before the final release of version n).
So does that mean 16.3 will be a major update ? Wait and see.
So I have a MacOS application that was working just fine before Xcode 16. The Widgets are not working anymore.
The main application and the widgets share a file in a common App Group.
The widget app now get a permission error when accessing the file.
Also, the Widget Kit simulator keeps crashing.
I also try to start a new project in Xcode, add a target with a Widget extension with an App Intent and run it, and it also crashes.
Sometimes, it doesn't crash but just display the error: "Failed to load widget. The operation couldn't be completed. (WidgetKit_Simulator.WidgetDocument.Error error 2.).
Edited to attach WidgetKit error log
widgetKitError.txt
Hey guys, I updated to macOS Tahoe and after that I tried installing Xcode 26, but I always get an error message saying it can’t complete the installation, both through the App Store and via direct download from Apple’s website. Is anyone else having this same issue?
Hi,
I'm testing out Xcode 16 beta and I have a couple of questions:
Is Swift Assist only available on Sequoia? I see that predictive code completion is per https://www.apple.com/newsroom/2024/06/apple-empowers-developers-and-fuels-innovation-with-new-tools-and-resources/, but I tried the beta on Sonoma and I'm not seeing it
Regarding Swift Assist - I understand that code is only used to process requests and never stored on servers, and Apple will not use it to train machine learning models. However, my company's security team may still decide that using Swift Assist is too much of a risk. How can we disable it across multiple developer machines?
Thank you!
I can't create a developer account. Every time I try to enroll they tell me: you cant enroll at this time.
How to download the runtime simulators for the most recent Xcode 26 beta? The current download command I’m using doesn’t seem to work, and I’m encountering the following issues:
The runtime simulator download command (xcodebuild) requires the version number to be specified explicitly. I’ve tried multiple variations of version names/numbers but haven’t been able to identify the correct naming convention used by Apple for the Xcode 26 beta simulator runtimes.
$ xcodebuild -downloadPlatform IOS -exportPath ~/Downloads -buildVersion 26
Finding content...iOS 26 is not available for download.
$ xcodebuild -downloadPlatform iOS -exportPath ~/Downloads -buildVersion 26.0
Finding content...iOS 26.0 is not available for download.
$ xcodebuild -downloadPlatform iOS -exportPath ~/Downloads -buildVersion 26.0 beta
Finding content...iOS 26.0 is not available for download.
$ xcodebuild -downloadPlatform iOS -exportPath ~/Downloads -buildVersion "26.0 beta"
Finding content...iOS 26.0 beta is not available for download.
$ xcodebuild -downloadPlatform iOS -exportPath ~/Downloads -buildVersion "26.0_beta"
Finding content...iOS 26.0_beta is not available for download.
$ xcodebuild -downloadPlatform iOS -exportPath ~/Downloads -buildVersion 26.0_beta
Finding content...iOS 26.0_beta is not available for download.
Topic:
Developer Tools & Services
SubTopic:
Xcode