No Universal for Map App project with Tahoe

Mac Pro 2019, Tahoe 26.3, Xcode 26.2 Mac Mini 2023 M2, Tahoe 26.3, Xcode 26.2

On Mac Pro 2019 the app is only Intel while on Mac Mini 2023 M2 it is ARM64 only.

Both have Standard Architectures (Apple Silicon, Intel). Both have Build Active Architecture Only is set to No (Debug + Release).

Happen for default new projet macOS -> App and Obj-C, Xib. No change to defaults setting except uncheck "Automaticaly manage signing" and "Signing Certificate" set to "Sign to Run Locally"

HOWEVER

On Mac Pro 2019, BigSur 11.7.10, Xcode 14.10 the application is build Universal !

  1. Why cannot build universal with Tahoe 26.3, Xcode 26.2 ?

  2. Can I submit a Mac applcation to App Store Connect with BigSur 11.7.10, Xcode 14.10 ?

  3. What are the minimal version of Mac Os and Xcode to submit a Mac applcation to App Store Connect ?

Typo error in title: Mac App not Map App

No Universal for Mac App project with Tahoe

Thanks for your post. This is very interesting but I also think we have released many news about why Xcode does not say universal on the template even though they are all universal depending on your target.

This thread should be utilized by other developers to provide links to Apple News and videos that explain the path forward. I extend an invitation to anyone who possesses resources and links.

I know is confusing if the Xcode template does not say universal, but is all about the target and I would prefer you think about the target after you create the app, so this is still relevant:

https://developer.apple.com/documentation/apple-silicon/building-a-universal-macos-binary

There is an announcement in this WWDC video about the platforms we are supporting I would recommend you to watch as will answer many questions. Platforms State of the Union - WWDC25 - VideosApple Developerhttps://developer.apple.com · Jun 9, 2025

https://developer.apple.com/videos/play/wwdc2025/102/

The steps outlined below are standard and are highly likely to remain the same in Xcode versions.

Here's how to ensure your macOS app is built as a universal binary:

1. Create a New macOS Project (or Check Existing Project)

When you create a new macOS project in Xcode, it typically defaults to building for universal architectures.

  • File > New > Project...
  • Choose a macOS template (e.g., "App").
  • Go through the setup. By default, the project will be configured for universal builds.

2. Verify/Configure Build Settings

The core of building a universal app lies in your project's build settings.

  1. Select your Project: In the Project Navigator (left sidebar), click on your project's root node (the blue icon).
  2. Select your Target: In the main editor area, select your application target (not the project itself) from the "TARGETS" list.
  3. Go to Build Settings: Click on the "Build Settings" tab.
  4. Search for "Architectures":
    • Ensure "All" is selected next to the search bar to see all settings.
    • Search for Architectures.
  5. Set Architectures:
    • Architectures: This should be set to Standard Architectures (ARM64, Intel 64-bit) or $(ARCHS_STANDARD).
      • If you see only arm64 or x86_64, click on it, then click the + button to add the other architecture, or select Standard Architectures.

I would recommend to look at the WWDC videos about all announcements to keep supporting both Intel and Apple Silicon Macs.

Albert Pascual
  Worldwide Developer Relations.

Builds Settings -> All -> Architectures: “Standard Architectures (Apple Silicon, Intel) - $(ARCHS_STANDARD) for both Debug and Release

Builds Settings -> All -> Build Active Architecture Only: “No” for both Debug and Release

Reinstall MacOS 26.1, Xcode 26.2. Same result: no Universal, only one platform (Silicon or Intel, never both)

No Universal for Map App project with Tahoe
 
 
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