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

Xcode Documentation

Posts under Xcode subtopic

Post

Replies

Boosts

Views

Activity

How to enable Rosetta simulators on Xcode 26 Beta 3 under MacOS 26 Beta 3?
Using Xcode 26 Beta 3 on MacOS 26 Beta 3, I cannot see any Rosetta Simulators even though I've turned on: Xcode Product -> Destination -> Show All Run Destinations I suspected that there has been an issue with showing them on Xcode, then I used Terminal to verify: First I tried to run/build unit tests with an ARM64 simulator, of course, I got a failed result - Because my project hasn't fully supported ARM64 yet. xcodebuild test \ -scheme MyScheme \ -project MyProject.xcodeproj \ -destination "platform=iOS Simulator,name=iPhone 16,arch=arm64" Output: Undefined symbol: _OBJC_CLASS_$_MTAmiVoice Then I tried with a Rosetta simulator: xcodebuild test \ -scheme MyScheme \ -project MyProject.xcodeproj \ -destination "platform=iOS Simulator,name=iPhone 16,arch=x86_64" Output: xcodebuild: error: Unable to find a destination matching the provided destination specifier: { platform:iOS Simulator, arch:x86_64, OS:latest, name:iPhone 16 } Available destinations for the "MyScheme" scheme: { platform:macOS, arch:arm64, variant:Designed for [iPad,iPhone], id:14975ac530130e6513017194c34d61ec91d18706, name:My Mac } { platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device } { platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device } { platform:iOS Simulator, arch:arm64, id:ADD3BC9A-B3C5-4A60-9BC0-AE5C0CC5AB74, OS:26.0, name:iPad (A16) } { platform:iOS Simulator, arch:arm64, id:2CA6EE27-BDC0-4A01-9ADF-418F3C967EED, OS:26.0, name:iPad Air 11-inch (M3) } { platform:iOS Simulator, arch:arm64, id:73F383A0-FBA9-4EE8-95F1-C337B936A5F2, OS:26.0, name:iPad Air 13-inch (M3) } { platform:iOS Simulator, arch:arm64, id:3A0EE8B8-6F69-455D-B69A-8F2A834608D3, OS:26.0, name:iPad Pro 11-inch (M4) } { platform:iOS Simulator, arch:arm64, id:61358EB9-A87E-45F9-80EB-CA17D2289C54, OS:26.0, name:iPad Pro 13-inch (M4) } { platform:iOS Simulator, arch:arm64, id:D040351C-6177-42BC-B0E2-9E0C995EA515, OS:26.0, name:iPad mini (A17 Pro) } { platform:iOS Simulator, arch:arm64, id:7D58AA15-86D0-4E8A-8C1C-A6CD33B70BB4, OS:26.0, name:iPhone 16 } { platform:iOS Simulator, arch:arm64, id:4CE14A8D-3E2C-4ACA-B12C-41F4642553D2, OS:26.0, name:iPhone 16 Plus } { platform:iOS Simulator, arch:arm64, id:C5B76D64-DC54-4BB9-8EFC-CF44D8346379, OS:26.0, name:iPhone 16 Pro } { platform:iOS Simulator, arch:arm64, id:5973F4D1-5C4F-4386-B0BA-A36C1A542138, OS:26.0, name:iPhone 16 Pro Max } { platform:iOS Simulator, arch:arm64, id:A6030BF7-0D50-4A48-A883-FDC276C6FCFF, OS:26.0, name:iPhone 16e } As far as I can understand, there is no Rosetta Simulator installed yet. My question is: Are there any additional steps that I need to do to trigger Rosetta Simulators on this workstation? With my other workstation, I have Mac Sequoia 15.5, Xcode 16 and Xcode 26 Beta 3, everything works perfectly for me: I can see Rosetta Simulator with Xcode 26 Beta and run my app with on Rosetta simulators. See more: https://aninterestingwebsite.com/forums/thread/791500?answerId=848514022#848514022
0
1
761
Jul ’25
Device not detected
Trying to test applications on AVP as opposed to simulator. AVP can connect to MacBook via Mac virtual display so connection exists, but in X code under Windows devices the AVP does not show up same holds true on the AVP itself under remote devices. The MacBook Pro does not appear. I am signed in under the same account on the same Wi-Fi network. I have tried all basic troubleshooting. It is not clear to me that I am logged in as a developer, which could be the issue, but I am using OS 26, which does not appear to have the developer option under privacy and security where it used to reside in previous versions of the OS.
0
0
113
Jul ’25
How to disable Stereo Spatialization in Apps
I have an App that has working audio for most devices except for iOS18 + Air pods pro connected. Eventually I realized that this is due to the Audio Spatialization which is enabled by default. I found a information property list key called AVGameBypassSystemSpatialAudio which can be enabled to true AVGameBypassSystemSpatialAudio and now the audio works for 90% of the game. However my game has a .MP4 which when it is played will be paused when the air pods are connected and after force skipping the video the Spatialization is now enabled and the app no longer has audio. I checked through the logs and found this part mediaplaybackd <<<< FigFilePlayer >>>> itemfig_establishedStereoAudioSpatializationPreferenceForAsset: <0x53451c000|I/OWH.01>: Stereo Spatialization allowed by default due to asset containing video After this line I can see the Spatialization being enabled. Does anyone know how to disable this auto setting of stereo Spatialization by default?
0
0
120
Jul ’25
iOS Simulator Error: UnityFramework Incompatible Platform
Hey everyone, I'm encountering an issue when trying to run my iOS application, which integrates a Unity project, on the iOS Simulator. I'm consistently getting a dlopen error 232 related to UnityFramework.framework. The full error message is: Error loading ...UnityFramework.framework/UnityFramework (232): dlopen(...UnityFramework.framework/UnityFramework, 0x0109): tried: '...UnityFramework.framework/UnityFramework' (mach-o file (...UnityFramework.framework/UnityFramework), but incompatible platform (have 'iOS', need 'iOS-sim')) It seems like the UnityFramework.framework is built for a physical iOS device (ARM architecture), but the simulator requires a different architecture (x86_64 for Intel Macs or arm64 for Apple Silicon Macs). I've already tried: Cleaning the build folder in Xcode. Checking the "Frameworks, Libraries, and Embedded Content" settings in my target's General tab. Could anyone provide guidance on how to properly configure my Unity build or Xcode project to ensure UnityFramework.framework includes the necessary simulator architectures? Any specific build settings in Unity or Xcode, or steps to re-export/re-integrate the framework, would be greatly appreciated! Thanks in advance for your help!
0
0
66
Jul ’25
Proper includes into Package.swift
Ok, I have a bit of special problem. I want to use the "Swift Upcoming Feature Flags" in my packages. The problem is that we have quite a lot of Packages in a quite deep tree: at the root of the Package directory there are four dirs: AppA/ AppB/ Shared/ Temporary/ also the packages ExternalLibs and BuildPlugins. Temporary contains Packages that need rework and the other three subdirs each contain the subdirs: Features/ Utilities/ Services/ All in all there are over 100 packages. Now I would like to use definitions like https://github.com/treastrain/swift-upcomingfeatureflags-cheatsheet to use in the Package.swift files. And as you might guess, I do not want to copy those into each and every Package.swift file. It seems like SPM is only finding includes by itself if they are in the exact same directory as the Package.swift file 🙄 That's not at all helpful… Has anyone found a way to do useful includes into Package.swift files? Any help appreciated. Thank You Roddi
0
0
122
Jul ’25
Upload Symbols Failed when Archiving with Xcode 16
Hello everyone, We are seeing some warnings in Xcode 16 when I archive my iOS app for distribution. During the upload phase (either via Xcode Organizer ), I get an error like: WARNING: Upload Symbols Failed The archive did not include a dSYM for MyFramework.framework with the UUIDs: XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX Ensure that the archive’s dSYM folder includes a DWARF file for MyFramework.framework with the expected UUIDs. Question: How can these warnings be fixed? Is this warning safe to ignore if I know the vendor does not supply a dSYM for their framework? If I do need a proper dSYM for full symbolication, how should I request it from the vendor or generate it myself from an XCFramework?
0
3
449
May ’25
Xcode build system has crashed after adding opencv to macApp
Hi, I am currently working on a MacOS App, where I need the undistortion function of opencv. But after I tried to add opencv to my project, I get following error: unexpected service error: The Xcode build system has crashed. Build again to continue. Cleaning the build folder also doesn't help. Does anyone have an idea what could be the issue? Ryan
0
0
129
May ’25
Xcode completion binding not working in 16.2
I'm wondering why 'Select Previous Completion' and 'Select Next Completion' aren't working. I'm using Ctrl-K and Ctrl-J but only my arrow keys work to navigation the completion list. 'Show Completion List' works just fine with Ctrl-Esc. There are no conflicts with any Xcode bindings, and I've checked my system settings for keyboard shortcuts as well.. I've completely disabled copilot, etc.. Is there another setting I'm missing? Or, is this a known issue?
0
0
38
Apr ’25
ProjectedMediaConversion Error dyld[5902]:
The latest build MacOS 26.0 Beta 25A5316i has introduced an error with the conversion tool ProjectedMediaConversion example shown at WWDC Error. I trying recompiling, but with same error: dyld[5902]: Symbol not found: _$sSo18AVAssetWriterInputC12AVFoundationE19PixelBufferReceiverC6append_4with9isolationy9CoreVideo010CVReadOnlyeF0C_So6CMTimeaScA_pSgYitYaKFTjTu Referenced from: /Users/***/Library/Developer/Xcode/DerivedData/ProjectedMediaConversion-elcmxcasetuopvghcomowlupqnuj/Build/Products/Debug/ProjectedMediaConversion Expected in: <129D07B2-72FC-32A1-8162-0E6FD4A5DB2F> /usr/lib/swift/libswiftAVFoundation.dylib
0
0
78
Jul ’25
Xcode JSONDecoder playground fails with 'The LLDB RPC server has crashed.
If I create a playground project that uses a JSONDecoder I get the following error. The LLDB RPC Server has crashed. The crash log is located at ~/Library/Logs/DiagnosticReports and has a prefix 'lldb-rpc-server'. Please file a bug and attach the most recent crash log. I have raised feedback for this, FB17702087, but I hope that there may be a workaround. The code I am using to try and get this to work is from The Apple Developer Documentation - JSON Decoder var greeting = "JSON Test 3" struct GroceryProduct: Codable { var name: String var points: Int var description: String? } let json = """ { "name": "Durian", "points": 600, "description": "A fruit with a distinctive scent." } """.data(using: .utf8)! let decoder = JSONDecoder() let product = try decoder.decode(GroceryProduct.self, from: json) print(product.name) // Prints "Durian" A screenshot of the playground showing the error The crash log (the file type has been changed to txt as ips file types cannot be selected for upload. lldb-rpc-server-2025-05-28-140832.txt
0
0
166
May ’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
0
0
142
May ’25
WatchOS app - installation not working
Hi everyone, I’ve been trying since yesterday to set up an Apple Watch app alongside my iOS app, but it’s not working at all. I created the app by adding a new target, selected watchOS > App, and linked it to my iOS project. When I run the Apple Watch scheme directly, the app works, but if I try to install it on my Apple Watch via the iOS app, it doesn’t work. Every time I tap install, I get a message saying that the installation failed. While reading the documentation, they mention an Info.plist file that is supposed to be generated with the watchOS app, but when I check, I don’t see any .plist file. Is that normal? Thanks for your help.
0
0
67
May ’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
0
0
62
Jun ’25
iOS 18.4で NFC や FeliCa の読み取りがしずらい状況のようです。こちらは認知されていますでしょうか?どのバージョンで直る想定でしょうか?
■概要: 弊社で開発しているアプリ内には、モバイルSuicaを読み取る機能があるのですが、iOS18.4でSuicaの読み取りができない事象に遭遇しています。(ごくまれに読み取れるときがある) ■利用API CoreNFC ■聞きたいこと: こちらいつごろ修正されるか教えてください。 ■参考情報 他社様ですが類似だと思われる事象が発生しております。
0
0
137
Apr ’25
iOS Simulator (18.4) crashes when user clicks allow for Speech Recognition permission popup
When a new application runs on iOS 18.4 simulator and tries to access the Speech Framework, prompting a request for authorisation to use Speech Recognition, the application will crash if the user clicks allow. Same issue in the visionOS 2.4 simulator. Using Swift 6. Report Identifier: FB17686186 /// Checks speech recognition availability and requests necessary permissions. @MainActor func checkAvailabilityAndPermissions() async { logger.debug("Checking speech recognition availability and permissions...") // 1. Verify that the speechRecognizer instance exists guard let recognizer = speechRecognizer else { logger.error("Speech recognizer is nil - speech recognition won't be available.") reportError(.configurationError(description: "Speech recognizer could not be created."), context: "checkAvailabilityAndPermissions") self.isAvailable = false return } // 2. Check recognizer availability (might change at runtime) if !recognizer.isAvailable { logger.error("Speech recognizer is not available for the current locale.") reportError(.configurationError(description: "Speech recognizer not available."), context: "checkAvailabilityAndPermissions") self.isAvailable = false return } logger.trace("Speech recognizer exists and is available.") // 3. Request Speech Recognition Authorization // IMPORTANT: Add `NSSpeechRecognitionUsageDescription` to Info.plist let speechAuthStatus = SFSpeechRecognizer.authorizationStatus() logger.debug("Current Speech Recognition authorization status: \(speechAuthStatus.rawValue)") if speechAuthStatus == .notDetermined { logger.info("Requesting speech recognition authorization...") // Use structured concurrency to wait for permission result let authStatus = await withCheckedContinuation { continuation in SFSpeechRecognizer.requestAuthorization { status in continuation.resume(returning: status) } } logger.debug("Received authorization status: \(authStatus.rawValue)") // Now handle the authorization result let speechAuthorized = (authStatus == .authorized) handleAuthorizationStatus(status: authStatus, type: "Speech Recognition") // If speech is granted, now check microphone if speechAuthorized { await checkMicrophonePermission() } } else { // Already determined, just handle it let speechAuthorized = (speechAuthStatus == .authorized) handleAuthorizationStatus(status: speechAuthStatus, type: "Speech Recognition") // If speech is already authorized, check microphone if speechAuthorized { await checkMicrophonePermission() } } }
0
0
218
May ’25
How do I stop a Playground in Xcode 26 from constantly executing as I type
I am experimenting with Foundation Models using the new #Playground macro. It is pretty useful. One thing I am finding though, is that the playground constantly executing is distracting, when I restructure my code and know that the intermediate results are broken and I don’t care about them. I would like to disable the Playground, make some bigger code changes, and then enable Plaground again. How do I enable and disable the Playground from constantly running?
0
0
77
Jun ’25
Xcode 16.2: build fails with errors from another project
When I thought Xcode could not get any worse, here's the most absurd thing I have ever seen developing software in almost 20 years of work. When building a project, which I haven't touched lately, and last time it was building just fine, it raised errors on a class that doesn't even belong in any way to such project, it only exists in another one. To clarify, we're talking of a project written in C++ which runs only on mac, which is failing due to linker errors, where the linker can not find symbols of a class living in a different project and that is not referenced in any way inside this project. I mean, really? how does Apple manage to make Xcode more and more unstable by the minute? Starting from Xcode 15.1 I was already experiencing much longer building times, due to the fact that it doesn't manage the cache properly and is rebuilding lots of stuff every time..
0
0
45
Apr ’25
How to enable Rosetta simulators on Xcode 26 Beta 3 under MacOS 26 Beta 3?
Using Xcode 26 Beta 3 on MacOS 26 Beta 3, I cannot see any Rosetta Simulators even though I've turned on: Xcode Product -> Destination -> Show All Run Destinations I suspected that there has been an issue with showing them on Xcode, then I used Terminal to verify: First I tried to run/build unit tests with an ARM64 simulator, of course, I got a failed result - Because my project hasn't fully supported ARM64 yet. xcodebuild test \ -scheme MyScheme \ -project MyProject.xcodeproj \ -destination "platform=iOS Simulator,name=iPhone 16,arch=arm64" Output: Undefined symbol: _OBJC_CLASS_$_MTAmiVoice Then I tried with a Rosetta simulator: xcodebuild test \ -scheme MyScheme \ -project MyProject.xcodeproj \ -destination "platform=iOS Simulator,name=iPhone 16,arch=x86_64" Output: xcodebuild: error: Unable to find a destination matching the provided destination specifier: { platform:iOS Simulator, arch:x86_64, OS:latest, name:iPhone 16 } Available destinations for the "MyScheme" scheme: { platform:macOS, arch:arm64, variant:Designed for [iPad,iPhone], id:14975ac530130e6513017194c34d61ec91d18706, name:My Mac } { platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device } { platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device } { platform:iOS Simulator, arch:arm64, id:ADD3BC9A-B3C5-4A60-9BC0-AE5C0CC5AB74, OS:26.0, name:iPad (A16) } { platform:iOS Simulator, arch:arm64, id:2CA6EE27-BDC0-4A01-9ADF-418F3C967EED, OS:26.0, name:iPad Air 11-inch (M3) } { platform:iOS Simulator, arch:arm64, id:73F383A0-FBA9-4EE8-95F1-C337B936A5F2, OS:26.0, name:iPad Air 13-inch (M3) } { platform:iOS Simulator, arch:arm64, id:3A0EE8B8-6F69-455D-B69A-8F2A834608D3, OS:26.0, name:iPad Pro 11-inch (M4) } { platform:iOS Simulator, arch:arm64, id:61358EB9-A87E-45F9-80EB-CA17D2289C54, OS:26.0, name:iPad Pro 13-inch (M4) } { platform:iOS Simulator, arch:arm64, id:D040351C-6177-42BC-B0E2-9E0C995EA515, OS:26.0, name:iPad mini (A17 Pro) } { platform:iOS Simulator, arch:arm64, id:7D58AA15-86D0-4E8A-8C1C-A6CD33B70BB4, OS:26.0, name:iPhone 16 } { platform:iOS Simulator, arch:arm64, id:4CE14A8D-3E2C-4ACA-B12C-41F4642553D2, OS:26.0, name:iPhone 16 Plus } { platform:iOS Simulator, arch:arm64, id:C5B76D64-DC54-4BB9-8EFC-CF44D8346379, OS:26.0, name:iPhone 16 Pro } { platform:iOS Simulator, arch:arm64, id:5973F4D1-5C4F-4386-B0BA-A36C1A542138, OS:26.0, name:iPhone 16 Pro Max } { platform:iOS Simulator, arch:arm64, id:A6030BF7-0D50-4A48-A883-FDC276C6FCFF, OS:26.0, name:iPhone 16e } As far as I can understand, there is no Rosetta Simulator installed yet. My question is: Are there any additional steps that I need to do to trigger Rosetta Simulators on this workstation? With my other workstation, I have Mac Sequoia 15.5, Xcode 16 and Xcode 26 Beta 3, everything works perfectly for me: I can see Rosetta Simulator with Xcode 26 Beta and run my app with on Rosetta simulators. See more: https://aninterestingwebsite.com/forums/thread/791500?answerId=848514022#848514022
Replies
0
Boosts
1
Views
761
Activity
Jul ’25
Device not detected
Trying to test applications on AVP as opposed to simulator. AVP can connect to MacBook via Mac virtual display so connection exists, but in X code under Windows devices the AVP does not show up same holds true on the AVP itself under remote devices. The MacBook Pro does not appear. I am signed in under the same account on the same Wi-Fi network. I have tried all basic troubleshooting. It is not clear to me that I am logged in as a developer, which could be the issue, but I am using OS 26, which does not appear to have the developer option under privacy and security where it used to reside in previous versions of the OS.
Replies
0
Boosts
0
Views
113
Activity
Jul ’25
How to disable Stereo Spatialization in Apps
I have an App that has working audio for most devices except for iOS18 + Air pods pro connected. Eventually I realized that this is due to the Audio Spatialization which is enabled by default. I found a information property list key called AVGameBypassSystemSpatialAudio which can be enabled to true AVGameBypassSystemSpatialAudio and now the audio works for 90% of the game. However my game has a .MP4 which when it is played will be paused when the air pods are connected and after force skipping the video the Spatialization is now enabled and the app no longer has audio. I checked through the logs and found this part mediaplaybackd <<<< FigFilePlayer >>>> itemfig_establishedStereoAudioSpatializationPreferenceForAsset: <0x53451c000|I/OWH.01>: Stereo Spatialization allowed by default due to asset containing video After this line I can see the Spatialization being enabled. Does anyone know how to disable this auto setting of stereo Spatialization by default?
Replies
0
Boosts
0
Views
120
Activity
Jul ’25
iOS Simulator Error: UnityFramework Incompatible Platform
Hey everyone, I'm encountering an issue when trying to run my iOS application, which integrates a Unity project, on the iOS Simulator. I'm consistently getting a dlopen error 232 related to UnityFramework.framework. The full error message is: Error loading ...UnityFramework.framework/UnityFramework (232): dlopen(...UnityFramework.framework/UnityFramework, 0x0109): tried: '...UnityFramework.framework/UnityFramework' (mach-o file (...UnityFramework.framework/UnityFramework), but incompatible platform (have 'iOS', need 'iOS-sim')) It seems like the UnityFramework.framework is built for a physical iOS device (ARM architecture), but the simulator requires a different architecture (x86_64 for Intel Macs or arm64 for Apple Silicon Macs). I've already tried: Cleaning the build folder in Xcode. Checking the "Frameworks, Libraries, and Embedded Content" settings in my target's General tab. Could anyone provide guidance on how to properly configure my Unity build or Xcode project to ensure UnityFramework.framework includes the necessary simulator architectures? Any specific build settings in Unity or Xcode, or steps to re-export/re-integrate the framework, would be greatly appreciated! Thanks in advance for your help!
Replies
0
Boosts
0
Views
66
Activity
Jul ’25
Proper includes into Package.swift
Ok, I have a bit of special problem. I want to use the "Swift Upcoming Feature Flags" in my packages. The problem is that we have quite a lot of Packages in a quite deep tree: at the root of the Package directory there are four dirs: AppA/ AppB/ Shared/ Temporary/ also the packages ExternalLibs and BuildPlugins. Temporary contains Packages that need rework and the other three subdirs each contain the subdirs: Features/ Utilities/ Services/ All in all there are over 100 packages. Now I would like to use definitions like https://github.com/treastrain/swift-upcomingfeatureflags-cheatsheet to use in the Package.swift files. And as you might guess, I do not want to copy those into each and every Package.swift file. It seems like SPM is only finding includes by itself if they are in the exact same directory as the Package.swift file 🙄 That's not at all helpful… Has anyone found a way to do useful includes into Package.swift files? Any help appreciated. Thank You Roddi
Replies
0
Boosts
0
Views
122
Activity
Jul ’25
Upload Symbols Failed when Archiving with Xcode 16
Hello everyone, We are seeing some warnings in Xcode 16 when I archive my iOS app for distribution. During the upload phase (either via Xcode Organizer ), I get an error like: WARNING: Upload Symbols Failed The archive did not include a dSYM for MyFramework.framework with the UUIDs: XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX Ensure that the archive’s dSYM folder includes a DWARF file for MyFramework.framework with the expected UUIDs. Question: How can these warnings be fixed? Is this warning safe to ignore if I know the vendor does not supply a dSYM for their framework? If I do need a proper dSYM for full symbolication, how should I request it from the vendor or generate it myself from an XCFramework?
Replies
0
Boosts
3
Views
449
Activity
May ’25
Xcode build system has crashed after adding opencv to macApp
Hi, I am currently working on a MacOS App, where I need the undistortion function of opencv. But after I tried to add opencv to my project, I get following error: unexpected service error: The Xcode build system has crashed. Build again to continue. Cleaning the build folder also doesn't help. Does anyone have an idea what could be the issue? Ryan
Replies
0
Boosts
0
Views
129
Activity
May ’25
Xcode completion binding not working in 16.2
I'm wondering why 'Select Previous Completion' and 'Select Next Completion' aren't working. I'm using Ctrl-K and Ctrl-J but only my arrow keys work to navigation the completion list. 'Show Completion List' works just fine with Ctrl-Esc. There are no conflicts with any Xcode bindings, and I've checked my system settings for keyboard shortcuts as well.. I've completely disabled copilot, etc.. Is there another setting I'm missing? Or, is this a known issue?
Replies
0
Boosts
0
Views
38
Activity
Apr ’25
ProjectedMediaConversion Error dyld[5902]:
The latest build MacOS 26.0 Beta 25A5316i has introduced an error with the conversion tool ProjectedMediaConversion example shown at WWDC Error. I trying recompiling, but with same error: dyld[5902]: Symbol not found: _$sSo18AVAssetWriterInputC12AVFoundationE19PixelBufferReceiverC6append_4with9isolationy9CoreVideo010CVReadOnlyeF0C_So6CMTimeaScA_pSgYitYaKFTjTu Referenced from: /Users/***/Library/Developer/Xcode/DerivedData/ProjectedMediaConversion-elcmxcasetuopvghcomowlupqnuj/Build/Products/Debug/ProjectedMediaConversion Expected in: <129D07B2-72FC-32A1-8162-0E6FD4A5DB2F> /usr/lib/swift/libswiftAVFoundation.dylib
Replies
0
Boosts
0
Views
78
Activity
Jul ’25
Xcode JSONDecoder playground fails with 'The LLDB RPC server has crashed.
If I create a playground project that uses a JSONDecoder I get the following error. The LLDB RPC Server has crashed. The crash log is located at ~/Library/Logs/DiagnosticReports and has a prefix 'lldb-rpc-server'. Please file a bug and attach the most recent crash log. I have raised feedback for this, FB17702087, but I hope that there may be a workaround. The code I am using to try and get this to work is from The Apple Developer Documentation - JSON Decoder var greeting = "JSON Test 3" struct GroceryProduct: Codable { var name: String var points: Int var description: String? } let json = """ { "name": "Durian", "points": 600, "description": "A fruit with a distinctive scent." } """.data(using: .utf8)! let decoder = JSONDecoder() let product = try decoder.decode(GroceryProduct.self, from: json) print(product.name) // Prints "Durian" A screenshot of the playground showing the error The crash log (the file type has been changed to txt as ips file types cannot be selected for upload. lldb-rpc-server-2025-05-28-140832.txt
Replies
0
Boosts
0
Views
166
Activity
May ’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
Replies
0
Boosts
0
Views
142
Activity
May ’25
WatchOS app - installation not working
Hi everyone, I’ve been trying since yesterday to set up an Apple Watch app alongside my iOS app, but it’s not working at all. I created the app by adding a new target, selected watchOS > App, and linked it to my iOS project. When I run the Apple Watch scheme directly, the app works, but if I try to install it on my Apple Watch via the iOS app, it doesn’t work. Every time I tap install, I get a message saying that the installation failed. While reading the documentation, they mention an Info.plist file that is supposed to be generated with the watchOS app, but when I check, I don’t see any .plist file. Is that normal? Thanks for your help.
Replies
0
Boosts
0
Views
67
Activity
May ’25
View C++ std::string as char array
How do I make std::string look like a char array? The expression viewer for std::strings is horrible.
Replies
0
Boosts
0
Views
188
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
Replies
0
Boosts
0
Views
62
Activity
Jun ’25
Incorrect Syntax Color for Raw Identifiers
Using Xcode 26.0 beta (17A5241e) Wanted to try out raw identifiers for Swift Testing tests, and while they work, syntax colorization is dreadful. Much less readable then just using a custom name with @Test. Feedback: FB18260756 Example with a raw identifier of some example test name:
Replies
0
Boosts
0
Views
90
Activity
Jun ’25
iOS 18.4で NFC や FeliCa の読み取りがしずらい状況のようです。こちらは認知されていますでしょうか?どのバージョンで直る想定でしょうか?
■概要: 弊社で開発しているアプリ内には、モバイルSuicaを読み取る機能があるのですが、iOS18.4でSuicaの読み取りができない事象に遭遇しています。(ごくまれに読み取れるときがある) ■利用API CoreNFC ■聞きたいこと: こちらいつごろ修正されるか教えてください。 ■参考情報 他社様ですが類似だと思われる事象が発生しております。
Replies
0
Boosts
0
Views
137
Activity
Apr ’25
AVCaptureSession taking too long in XCode 26 beta 2 debugger
XCode 26 beta 2 is taking more than 20 seconds to start AVCaptureSession when AVCaptureVideoDataOutput and AVCaptureAudioDataOutput are added. The problem occurs only during debugging and is clearly seen with Cinematic Capture sample code by Apple. I am using iPhone 14 Pro running iOS 26 beta 2 for reference.
Replies
0
Boosts
0
Views
177
Activity
Jun ’25
iOS Simulator (18.4) crashes when user clicks allow for Speech Recognition permission popup
When a new application runs on iOS 18.4 simulator and tries to access the Speech Framework, prompting a request for authorisation to use Speech Recognition, the application will crash if the user clicks allow. Same issue in the visionOS 2.4 simulator. Using Swift 6. Report Identifier: FB17686186 /// Checks speech recognition availability and requests necessary permissions. @MainActor func checkAvailabilityAndPermissions() async { logger.debug("Checking speech recognition availability and permissions...") // 1. Verify that the speechRecognizer instance exists guard let recognizer = speechRecognizer else { logger.error("Speech recognizer is nil - speech recognition won't be available.") reportError(.configurationError(description: "Speech recognizer could not be created."), context: "checkAvailabilityAndPermissions") self.isAvailable = false return } // 2. Check recognizer availability (might change at runtime) if !recognizer.isAvailable { logger.error("Speech recognizer is not available for the current locale.") reportError(.configurationError(description: "Speech recognizer not available."), context: "checkAvailabilityAndPermissions") self.isAvailable = false return } logger.trace("Speech recognizer exists and is available.") // 3. Request Speech Recognition Authorization // IMPORTANT: Add `NSSpeechRecognitionUsageDescription` to Info.plist let speechAuthStatus = SFSpeechRecognizer.authorizationStatus() logger.debug("Current Speech Recognition authorization status: \(speechAuthStatus.rawValue)") if speechAuthStatus == .notDetermined { logger.info("Requesting speech recognition authorization...") // Use structured concurrency to wait for permission result let authStatus = await withCheckedContinuation { continuation in SFSpeechRecognizer.requestAuthorization { status in continuation.resume(returning: status) } } logger.debug("Received authorization status: \(authStatus.rawValue)") // Now handle the authorization result let speechAuthorized = (authStatus == .authorized) handleAuthorizationStatus(status: authStatus, type: "Speech Recognition") // If speech is granted, now check microphone if speechAuthorized { await checkMicrophonePermission() } } else { // Already determined, just handle it let speechAuthorized = (speechAuthStatus == .authorized) handleAuthorizationStatus(status: speechAuthStatus, type: "Speech Recognition") // If speech is already authorized, check microphone if speechAuthorized { await checkMicrophonePermission() } } }
Replies
0
Boosts
0
Views
218
Activity
May ’25
How do I stop a Playground in Xcode 26 from constantly executing as I type
I am experimenting with Foundation Models using the new #Playground macro. It is pretty useful. One thing I am finding though, is that the playground constantly executing is distracting, when I restructure my code and know that the intermediate results are broken and I don’t care about them. I would like to disable the Playground, make some bigger code changes, and then enable Plaground again. How do I enable and disable the Playground from constantly running?
Replies
0
Boosts
0
Views
77
Activity
Jun ’25
Xcode 16.2: build fails with errors from another project
When I thought Xcode could not get any worse, here's the most absurd thing I have ever seen developing software in almost 20 years of work. When building a project, which I haven't touched lately, and last time it was building just fine, it raised errors on a class that doesn't even belong in any way to such project, it only exists in another one. To clarify, we're talking of a project written in C++ which runs only on mac, which is failing due to linker errors, where the linker can not find symbols of a class living in a different project and that is not referenced in any way inside this project. I mean, really? how does Apple manage to make Xcode more and more unstable by the minute? Starting from Xcode 15.1 I was already experiencing much longer building times, due to the fact that it doesn't manage the cache properly and is rebuilding lots of stuff every time..
Replies
0
Boosts
0
Views
45
Activity
Apr ’25