I don't know Xcode very well, and had been using it sporadically to test a project exported from Unity.
I recently added a StoreKit Configuration to the project, and since then it gives me ≈10s after launching before the beach ball appears, and it never leaves. Xcode says it is "Indexing" but I don't know if that's an obvious culprit.
I can still build my project via the fastlane tool, on the command line, and the newly-added StoreKit configuration works just fine.
But I cannot use Xcode interactively any more, unless I re-export the project from Unity. The only difference between it working and hanging is the Store Kit configuration.
How do I understand what's going on, and (ideally) fix it? The Activity Monitor gives a bunch of backtraces that don't have an obvious network or I/O culprit in them.
Xcode
RSS for tagBuild, test, and submit your app using Xcode, Apple's integrated development environment.
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
When upgrading to a new version of Xcode, normally we look in the "Toolchain version history" table of the Xcode wikipedia page. But for Xcode 16.2, it lists git tag swift-6.0.3-RELEASE, which fails to compile with a known error. There was a fix for this error way back on July 4, 2024, but for some reason this fix does not appear in swift-6.0.3-RELEASE (as confirmed with git log, even though the tag occurred on December 2, 2024). So it turns out the minimum tag is swift-6.1-RELEASE for building LLVM with Xcode 16.2 (there are no other release tags between these two).
Is it possible that the wikipedia table is simply incorrect in this case? If not, is there a workaround to build swift-6.0.3-RELEASE using Xcode 16.2, as published by Apple?
Dear Apple Developer Support,
We are experiencing a critical issue after upgrading our development environment from Xcode 15 to Xcode 16 (beta). Our iOS application integrates Flutter via CocoaPods (install_all_flutter_pods and flutter_post_install) and uses plugins like webview_flutter.
After the upgrade, our project started failing at the linking stage with the following errors:
Undefined symbol: _XPluginsGetDataFuncOrAbort
Undefined symbol: _XPluginsGetFunctionPtrFromID
Undefined symbol: Plugins::SocketThreadLocalScope::SocketThreadLocalScope(int)
Undefined symbol: Plugins::SocketThreadLocalScope::~SocketThreadLocalScope()
Linker command failed with exit code 1
These symbols seem to originate from Flutter’s new native C++ plugin architecture (possibly via webview_flutter_wkwebview), and were previously resolving fine with Xcode 15.
We have ensured the following:
Added -lc++ and -ObjC to OTHER_LDFLAGS
Cleaned and rebuilt Flutter module via flutter build ios --release
Re-installed CocoaPods with pod install
Verified Flutter.xcframework and plugin xcframeworks are present
Despite this, the linker fails to resolve the mentioned symbols under Xcode 16. This suggests a stricter linker behavior or a compatibility issue with the new C++ plugin system Flutter uses.
Can you confirm:
If Xcode 16 introduces stricter C++/Objective-C++ linker constraints?
Is there an official workaround or updated documentation for dealing with Plugins::SocketThreadLocalScope and related symbol resolution?
Should these symbols be declared explicitly or provided in .xcframework format from plugin developers?
We would appreciate guidance or clarification on how to proceed with Flutter plugin compatibility under Xcode 16.
Thank you.
I am using a script originally developed by Tommy in 2014. It updates the info.plist value for CFBundleVersion. Latest version of Xcode 16.4 modifies the behavior of the script. If I clean the build folder, the value is set by the script that runs after Copy Bundle Resources and modifies the info.plist file in the Debug version of the app. Subsequent runs using the same build seem to execute the script but the info.plist value reverts to the value set in the source directory.
The script calculates a value based on the number of revisions to the current branch.
Topic:
Developer Tools & Services
SubTopic:
Xcode
At the last place I worked it took roughly 5 minutes to do an application build. Which in turn made doing any sort of TDD or ever just regular Unit Tests extremely painful to do as the cycle time was simply too long.
But that got me thinking.
In recent versions of Xcode, Apple added Previews for SwiftUI Views that basically showed code changes to the View in real time. And Previews were made possible by extremely targeted compilation of the view in question.
So... what if instead of a Preview pane in the Xcode IDE there was a Test pane the could be displayed such that Tests for a piece of code could be created and run almost immediately?
Perhaps by adding a #Testing section to your code
#Testing(MyService.self) // Define the entity to be tested.
If you could drop the turnaround time AND provide a test playground for service level code that could speed development of such code greatly... and encourage interactive test development at the same time.
What do you think?
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?
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Frameworks
App Store Connect
Xcode
TestFlight
I have a swift project with a Watch companion.
Since the update of Xcode in 16.3 version after updating MAcOs , Watch OS, iOS to the latest version . It is quasi impossible for me to make Xcode work with my series 10 Watch. I have a lot of alert box, messages in the "device & Simulator" tool like this
Previous preparation error: A connection to this device could not be established.; Timed out while attempting to establish tunnel using negotiated network parameters.
And many message telling me that Xcode is preparing the Watch , then that it has lost the connexion.
I have to wait some minutes after EACH run of the App to test it again. This is very annoying .
Some of the alerts I have :
And the best to know , is that I can run the APP outside of Xcode , it works, Connects to the iPhone, fetch data and so. the iPhone sees the Watch without and problem.
Reboots can solve for a few minutes the problem. But that is not a solution.
Topic:
Developer Tools & Services
SubTopic:
Xcode
I have an iOS app that also has a Mac Catalyst version that I distribute on the Mac App Store. I upload builds to App Store Connect and use the "Manage version and build number" setting introduced in the past couple of years. This always works without a problem for the iOS version of the app. However, on the Mac, I often get a validation error like this:
This bundle is invalid. The value for key CBundleVersion [2958] in the Info.plist file must contain a higher version than that of the previously uploaded version [2959]. Please find more information about CFBundleVersion at https://developer.apple.com/documentation/bundleresources/information_property_list/cfbundleversion (ID: 44cc3c93-a563-45bd-8e10-884444207eae)
This is all without making any changes to the code or info plist. The exact same code will build, archive, and upload with no problems whatsoever.
I often end up having to manually update the bundle version in order to get an upload to succeed. Once I do, both the iOS and Mac versions will upload and validate successfully, but the problem inevitably returns in future releases. All in all, it seems to defeat the purpose of the Xcode automatic build management feature. Am I missing a step somewhere? Why would this happen with the Mac build but not iOS?
Hi, moving from Xcode 16.1 to 16.2, the code coverage percentage is still 0.
The project is quite old, but it worked with 16.1.
What I tried:
converted the old tests to test plans in the settings, including all the various targets (for internal functionality contained in frameworks, each framework has its own test target).
added the various code coverage flags to YES.
added test hosts to the main targets.
played with various settings found in dozens of guides.
But nothing. The main app shows 0% coverage, even though the internal frameworks have their own coverage and the files within the main app are tested.
On Xcode 16.1, the % appears, but from 16.2 onwards, it doesn't.
Also tried with Xcode 26.
Any ideas?
Thanks
Hello. Experimenting with xcode programming
at the siging and Capabilities i see
Team - Personal Team
Provisioning profile - Xcode MAnaged Profile
Siging sertificate - Apple Development
and two errors
Communication with Apple failed. Your maximum App ID limit has been reached. You may create up to 10 App IDs every 7 days.
No profiles for 'ssd3' were found: Xcode couldn't find any Mac App Development provisioning profiles matching 'ssd3'.
what is happaned?
I do not Apple Dev ID
But i think i have posibillyty to programming and build on my own Mac
Anybody can help?
Thanks
Topic:
Developer Tools & Services
SubTopic:
Xcode
I am having an issue with signing and provisioning a Vision OS app. I have an iOS app and a VisionOS app. Everything works fine on the iOS but having issues with the VisionOS.
First, I am having issues with xcodebuild -exportArchive. When I run it on an archive of my VisionOS app I get
** EXPORT FAILED **
error: exportArchive No Accounts
error: exportArchive No profiles for 'X' were found
Where X is my bundle ID. Meanwhile the iOS app succeeds. This is on a CI machine but I confirmed the distribution provision profile for the vision OS app is installed on the machine. Even if I change the value of the -exportOptionsPlist to the one I used for the iOS project I get this error. Is the issue in the archive itself?
The archives are generated from building in Unity and archiving the xcodeproject with xcodebuild archive
Second, as a workaround I archived a debug ipa on my machine and uploaded this ipa to my CI machine which has the credentials to sign for distribution. I use this script as an example as how to resign the IPA: https://gist.github.com/lodalo/754a35b48d382ae99b25
I remove the CodeSignatures and codesign both .app and UnityFramework.framework. Using this resigned IPA I get this error when I try to upload to app store connect (via Transporter app and altool)
errors: Validation failed (409) Missing or invalid signature. The bundle 'X' at bundle path 'Payload/Y.app' is not signed using an Apple submission certificate.
To verify the signing I used
codesign -dvvv --entitlements -
On both the iOS and VisionOS app and they have the same values under all the Authority fields. Different profiles, of course. So the certificate I used is eligible to upload the iOS app successfully but doesn't work on the VisionOS ipa?
Any help on solving any of these issues would be great so I can upload the vision OS app. Thank you!
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
App Store Connect
Command Line Tools
Code Signing
visionOS
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
User Info: {
DVTErrorCreationDateKey = "2025-07-11 16:39:49 +0000";
}
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({
RequestedBuild = 22F77;
})
Domain: DVTDownloadsUtilitiesErrorDomain
Code: -1
Download failed due to not being able to connect to the host. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime)
Domain: com.apple.MobileAssetError.Download
Code: 60
User Info: {
checkNetwork = 1;
}
System Information
macOS Version 15.5 (Build 24F74)
Xcode 16.4 (23792) (Build 16F6)
Timestamp: 2025-07-11T22:09:49+05:30
with the latest Xcode version, i am getting all kinds of errors:
few main ones:
/Users/akashbhatia/MyApp/ios/Pods/Target Support Files/ReactCodegen/ReactCodegen-prefix.pch:2:9 Could not build module 'UIKit'
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator18.4.sdk/System/Library/Frameworks/CFNetwork.framework/Headers/CFNetwork.h:18:10 Could not build module 'CoreFoundation'
/Users/akashbhatia/MyApp/ios/Pods/Headers/Public/RCT-Folly/folly/portability/Config.h:20:10 'folly/folly-config.h' file not found
I have reinstalled Xcode, removed derived data, installed pod over and over again, but I have realized from the first error here, that it has more to do with Xcode and React Native now. Any help will be appreciated.
hi ,
There is a crash when we run on an **iOS 16 real device **
if we set a .toggleButton trait for accessibilty .
it has version check as apple doc refers (IOS 17 +)
but it crashes
so there is someinconsistency between availbility in ios 18 + , somehow other xcodes made it available from 17
for now we commented our code , but would like dto report this to be fixed
cheers
Topic:
Developer Tools & Services
SubTopic:
Xcode
My build succeeded but I immediately got the following pop-up error:
Executable Path is a Directory
Domain: DVTMachOErrorDomain
Code: 5
Recovery Suggestion: /Users/myname/Library/Developer/Xcode/DerivedData/Myapp-dwsmxozkmjfflagroxubgbfvahwq/Build/Products/Debug-iphonesimulator/Myapp.app is not a valid path to an executable file.
User Info: {DVTErrorCreationDateKey = "2025-04-17 11:54:27 +0000"}
Executable Path is a Directory
Domain: DVTMachOErrorDomain
Code: 5
Recovery Suggestion: /Users/myname/Library/Developer/Xcode/DerivedData/Myname-dwsmxozkmjfflagroxubgbfvahwq/Build/Products/Debug-iphonesimulator/Myname.app is not a valid path to an executable file.
System Information
macOS Version 15.5 (Build 24F5053f)
Xcode 16.3 (23785) (Build 16E140)
Applied and Failed Fixes:
Upgrade to MacOS 15.5 Beta
pod deintegrate/podinstall
uninstall and reinstall Xcode
Delete DerivedData folder
Edit info.plist Executable File name
Topic:
Developer Tools & Services
SubTopic:
Xcode
I'm trying to add a swift package using Xcode 26 Beta but I keep getting the spinning loader.
I tried to remove and re-add my github account, clear history and running plutil -remove IDESwiftPackageAdditionAssistantRecentlyUsedPackages ~/Library/Preferences/com.apple.dt.Xcode.plist in the terminal.
Hello,
I've been added as an "App Manager" to a team of my company to which the app I'm developing belongs. I've received the invite e-mail, done all required step. On the websites (Apple Developer and App Store Connect), everything to be fine: I properly appear as a member of the team, I see the application, I can edit it.
However, when I log in in Xcode with that account, I only see the "Personal team". Therefore, I got the error "Failed Registering Bundle Identifier" (which makes sense since the app belongs to the team of my company, not to my Personal team).
Since the Apple ID I used is my personal Apple ID (which happens to be my personal email address), and I already done some stuff with it, I feared that there was a problem with this particular Apple ID. Therefore, we tried
to add me to the team with my professional email address. This time, we added this address as a Developer in the Team. But still the same problem: When I tried to log in in Xcode with that 2nd address, I still only see the Personal team. Note that professional email address has never been used on any Apple product before.
I also tried to log out / log in multiple times, restarting XCode, and still the same problem.
What are we missing? How can I be able to select the right team in Xcode?
Topic:
Developer Tools & Services
SubTopic:
Xcode
I have downloaded the new Xcode beta, signed in with my ChatGPT account yet there is still no model available for me to select.
I have reinstalled Xcode, logged in and out of the ChatGPT integration a dozen times, pressed every single button, but nothing seems to make a model appear? Am I stupid or am I missing something?
Topic:
Developer Tools & Services
SubTopic:
Xcode
M2 Max Macbook Pro
When i click add package dependencies to add a package in xcode it crashes every time, no matter what i do.
any recommendations to work around this?
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
Topic:
Developer Tools & Services
SubTopic:
Xcode