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Prevent backing up large Xcode files
I'm primarily an iOS developer. Every day that I develop, Mac Time Machine backs up a gigabyte or more of data. I'm trying to reduce that as much as possible. No data involving the simulators seems important enough to backup. If I ever need to restore Xcode, I'd reinstall rather than restore from Time Machine. But I'd want to back up code snippets, etc. What are the best practices to prevent large amounts of Xcode or simulator data from being backed up?
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99
Jun ’25
Best strategy to embed multiple dylibs into frameworks
Hi, I compiled Intel Open Image Denoise library for iOS, and obtained a bunch of dependent dylibs. I want to use these ones in a swift project (via bridging as this is C/C++) targeting the iPad. I understand that it is required to embed these dylibs into frameworks as iOS doesn't allow dylib. Is it necessary to generate one framework for each dylib? If so, how are dependencies between the libraries (and their frameworks) managed? Or, is it possible to generate only one framework embeding all the dependencies?
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150
Jun ’25
Xcode Preview & Simulator test failed
I upgraded IOS to 15.5 yesterday and then my xcode failed to preview today. The error message I got is: Communication with Apple failed Your team has no devices from which to generate a provisioning profile. Connect a device to use or manually add device IDs in Certificates, Identifiers & Profiles. https://developer.apple.com/account/ Any one knows how to fix it?
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153
Jun ’25
Using isActivityFullscreen to build applications in xcode 16 will crash in ios 17
My widget uses the @Environment(.isActivityFullscreen) variable. When running on ios 17, it will crash and report an error: dyld[55031]: Symbol not found: _$s7SwiftUI17EnvironmentValuesV9WidgetKitE20isActivityFullscreenSbvg Expected in: /Library/Developer/CoreSimulator/Volumes/iOS_21E213/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.4.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/WidgetKit.framework/WidgetKit
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Jun ’25
Trouble Distributing iOS + WatchOS App as a Bundle (Info.plist / Target Confusion)
Hi all, I’m running into an issue with my iOS + Apple Watch app project, and I could really use some advice. My WatchOS app requires an iOS companion for settings and configuration, so both apps need to be distributed together. Here’s how I structured my Xcode project: Main iOS App target WatchOS App target WatchOS Extension target However, I’m very confused about how these targets interact, and things are not working as expected. The problem: I can build and run the WatchOS app and its extension independently in the simulator by selecting their schemes. When I select the main iOS app scheme, I get an error about ITSWatchOnlyContainer in the Info.plist—even though there’s no Info tab for that target in Xcode. I’m able to distribute the WatchOS app by itself, and the extension as well. But I can’t distribute them bundled together as a single package, and I haven’t found any clear resources that explain how to fix this. This is my very first app, and it’s frustrating to get stuck just before the finish line! Project Structure / steps to reproduce Let’s say my project is called MyAppProject, with these targets: MyAppProject Main iOS App Embedded target: MyAppProject Watch App Bundle identifier: com.example.MyAppProject MyAppProject Watch App WKCompanionAppBundleIdentifier: com.example.MyAppProject “Requires iOS App”: YES MyAppProject Extension Bundle identifier: com.example.MyAppProject When running from the MyAppProject scheme, I get this error (even though I can’t see or edit the Info.plist in Xcode for this target): “Please try again later. This app has the ITSWatchOnlyContainer key set in its Info.plist, which identifies it as a shell app surrounding a Watch-only app; these are not installable.” As a result, I can’t distribute the app as a bundle. I’d appreciate help understanding: How should the Info.plist files be configured for each target? What do I do if the Info.plist path seems missing in the Xcode UI? Is there a “correct” way to structure an iOS + WatchOS app for bundled distribution?
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Jun ’25
ActivityKit linker error
I have a ContentView in my app which includes the line of code FileUploadProgressAttributes. this struct is defined in a file included in the target FileUploadProgressExtension. and it is an ActivityAttributes. in ContentView I imported FileUploadProgressExtension, and the xcode is able to find the FileUploadProgressAttributes during prebuild. but during build, it gives me Undefined symbols for architecture arm64: "FileUploadProgressExtension.FileUploadProgressAttributes.init(filename: Swift.String) -> FileUploadProgressExtension.FileUploadProgressAttributes the workaround i found is to add the file with the FileUploadProgressAttributes to my app's target, but I'm not sure if this is the right thing to do. When Xcode created the extension for me, it added the extension target as a target dependency of my app. so obviously if i added this file to my app target it makes the extension target pointless. First time working with widgets so I'm not sure if I'm missing something.
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May ’25
Xcode 16.3 / 16.4 UINavigationBar rendering issue?
I've recently upgraded to Sequoia and Xcode 16.3 (now 16.4RC) and a significant change I've noticed vs 16.2 is that the height of UINavigationBar components in storyboards and XIBs is incorrect. Xcode 16.2: Xcode 16.4: This only affects simulated metrics in storyboard / XIB files. I have been unable to find any discussion of this issue anywhere online. Is this actually an Xcode bug that has gone unnoticed / unfixed or is there some underlying intentional change here that I'm unaware of?
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May ’25
Does Xcode still support capturing GPU workload for OpenGLES game app on iOS?
As far as I know, there was a time that you can capture GPU workload for opengles game app on iOS using Xcode. However, currently I'm using Xcode version 15.2 and iOS18,it seems the "capture GPU workload" button is always disabled when I'm trying to debug my game app which is using opengles api for graphics rendering no matter switchinng "GPU Frame Capture" to "OpenGL ES" or "Metal" or "Automatically" in the scheme. And I'm not able to capture GPU workload for my game on iOS. The only way to make the "capture GPU workload" button enabled is creating a new project using metal api for graphics rendering. But I don't want to change the graphics API, because it will cause a lot. Does Xcode still support capturing GPU workload for OpenGLES game app on iOS? If not, is there an alternative way?
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Jun ’25
App Not Archiving After Update
Hi! A couple of months ago my app was archiving just fine. Since an xcode update the build fails. Here is what shows at the end of the log. Thank you in advance for any help! Run custom shell script 'Run Script' Failed to package [project folder] Command PhaseScriptExecution failed with a nonzero exit code
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May ’25
How can I add a folder to my app's bundle
In previous Xcode versions, it was possible to add a folder reference to a project, and in the copy resources build phase it would copy the folder the bundle, rather than the contents (i.e. the folder's contents would be nested inside a directory named after the folder). In Xcode 16.4, when creating a folder reference, the copy resources build phase will copy the contents of the folder to the bundle at the root level (not nested), like the old behavior when creating a group rather than a folder reference. If you look at the raw project.pbxproj file, it shows up as a "File System Synchronized Root Group" rather than a "File Reference". Is there a way to get the old behavior, aside from hand-editing the project.pbxproj file?
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May ’25
Followed docs for "Local Package", how to add to 2nd project?
I have a couple apps in one git repository. I'd like to have a Swift package in that repo as well, shared by apps. In other words, I don't want a separate repo for the Swift package. I followed the instructions here: https://developer.apple.com/documentation/xcode/organizing-your-code-with-local-packages It seems to work. I can write code like this in my app: import MyLocalPackage func foo() { myLocalPackageFunc() } I notice that the package is not listed under Project > MyApp > Package Dependencies. I don't really care, as long as I can reuse code between apps. But when I try to add this package code to a 2nd app, I'm at a loss. I tried "Add Package Dependencies" and "Add Local", but that creates a different looking setup than the 1st app. The code is browsable in the project navigator. And when I try to build it says "Missing package product 'MyLocalPackage'. The documentation linked above, which I used for the 1st app, does a "New > Package". I don't want a new package. How can I connect the existing one?
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128
May ’25
ISO 14443-4 Reading issue
I am working with a Texas Instruments RF430 NFC tag, which is compliant with: ISO/IEC 14443-4 (ISO-DEP) NFC Forum Type 4 Tag NFC-B protocol NDEF-formatted storage I’m using an iPhone 12 running iOS 18, and my app uses the Core NFC framework. Using NFCNDEFReaderSessionDelegate, I am able to successfully read the first NDEF message from the tag. However, the tag stores multiple NDEF messages, and I would like to access the others. Based on the tag’s specification, these messages are accessible via an NDEF file located at file ID 0xE104. To try and access this additional NDEF file, I attempted to use NFCTagReaderSession with the NFCTagReaderSessionDelegate, intending to issue APDU commands. However, the tagReaderSession(_:didDetect:) delegate method is never called, even though the tag is present and detected using NFCNDEFReaderSession. My questions: Does Core NFC on iOS 18 support issuing custom APDU commands to ISO 14443-4 (NFC-B) tags like the TI RF430? Is the use of NFCTagReaderSession with NFC-B fully supported for tags that implement ISO-DEP (even if they are NDEF-formatted)? Is there any known limitation or configuration required to ensure tagReaderSession(_:didDetect:) is triggered for NFC-B/ISO-DEP tags?
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Jan ’26
String Catalog
I have enabled Code Review with the button and then String Catalog turned up to code view anyways i can't get it back to original view. Disable Code Review button doesn't do anything. Any idea?
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293
Jun ’25
SWIFTUI LAYERING ISSUE: BACKGROUND ALWAYS APPEARS IN FRONT OF CONTENT
SWIFTUI LAYERING ISSUE: BACKGROUND ALWAYS APPEARS IN FRONT OF CONTENT THE PROBLEM I'm facing a frustrating issue in my SwiftUI macOS app where a background RoundedRectangle is consistently displaying in front of my content instead of behind it. This isn't an intermittent issue - it never works correctly. The colored background is always rendering on top of the text and icons, making the content completely unreadable. Here's my current implementation: private func sceneRow(for scene: Scene, index: Int) -> some View { ZStack(alignment: .leading) { // Hidden text to force view updates when state changes Text("$$noteStateTracker)") .frame(width: 0, height: 0) .opacity(0) // 1. Background rectangle explicitly at the bottom layer RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) // 2. Content explicitly on top HStack { Image(systemName: "line.3.horizontal") .foregroundColor(.blue) .frame(width: 20) Text("$$index). $$truncateTitle(scene.title.isEmpty ? "Untitled Scene" : scene.title))") .foregroundColor(selectedScene?.id == scene.id ? .blue : .primary) .fontWeight(selectedScene?.id == scene.id ? .bold : .regular) Spacer() if scene.isComplete { Image(systemName: "checkmark.circle.fill") .foregroundColor(.green) .font(.system(size: 12)) .padding(.trailing, 8) } } .padding(.vertical, 4) .padding(.leading, 30) } .contentShape(Rectangle()) .onTapGesture { selectedChapter = chapter selectedScene = scene } .onDrag { NSItemProvider(object: "$$scene.id.uuidString)|scene" as NSString) } .onDrop(of: ["public.text"], isTargeted: Binding( get: { hoveredSceneID == scene.id }, set: { isTargeted in hoveredSceneID = isTargeted ? scene.id : nil } )) { providers in handleSceneDrop(providers, scene, chapter) } .contextMenu { Button("Rename Scene") { sceneToRename = scene newSceneTitleForRename = scene.title newSceneDescriptionForRename = scene.description isRenamingScene = true } Button(role: .destructive) { confirmDeleteScene(scene, chapter) } label: { Label("Delete Scene", systemImage: "trash") } } } Despite explicitly ordering elements in the ZStack with the background first (which should place it at the bottom of the stack), the RoundedRectangle always renders on top of the text and icons. WHAT I'VE TRIED I've attempted multiple approaches but nothing works: ZStack with explicit zIndex values ZStack { RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) .zIndex(1) HStack { /* content */ } .padding(.vertical, 4) .padding(.leading, 30) .zIndex(2) } No effect - background still appears on top. Using .background() modifier instead of ZStack HStack { /* content */ } .padding(.vertical, 4) .padding(.leading, 30) .background( RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) ) Same issue - the background still renders in front of the content. Custom container view with GeometryReader struct SceneRowContainer: View { var background: Background var content: Content init(@ViewBuilder background: @escaping () -> Background, @ViewBuilder content: @escaping () -> Content) { self.background = background() self.content = content() } var body: some View { GeometryReader { geometry in // Background rendered first background .frame(width: geometry.size.width, height: geometry.size.height) .position(x: geometry.size.width/2, y: geometry.size.height/2) // Content rendered second content .frame(width: geometry.size.width, height: geometry.size.height) .position(x: geometry.size.width/2, y: geometry.size.height/2) } } } This changed the sizing of the components but didn't fix the layering issue. NSViewRepresentable approach I tried implementing a custom NSViewRepresentable that manually manages the view hierarchy: struct LayerOrderView: NSViewRepresentable { let background: () -> Background let content: () -> Content func makeNSView(context: Context) -> NSView { let containerView = NSView() // Add background hosting view first (should be behind) let backgroundView = NSHostingView(rootView: background()) containerView.addSubview(backgroundView) // Add content hosting view second (should be in front) let contentView = NSHostingView(rootView: content()) containerView.addSubview(contentView) // Setup constraints... return containerView } func updateNSView(_ nsView: NSView, context: Context) { // Update views... } } Even this direct AppKit approach didn't work correctly. Using .drawingGroup() ZStack { // Background RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) // Content HStack { /* content */ } .padding(.vertical, 4) .padding(.leading, 30) } .drawingGroup(opaque: false) Still no success - the background remains in front. PROJECT CONTEXT macOS app using SwiftUI Scene contents need to be displayed on top of colored backgrounds The view uses state tracking with a noteStateTracker UUID that updates when certain changes occur App needs to maintain gesture recognition for taps, drag and drop, and context menus The issue is completely reproducible 100% of the time - the background is always in front WHAT I WANT TO ACHIEVE I need a reliable solution to ensure that the background color (RoundedRectangle) renders behind the HStack content. The current behavior makes the text content completely unreadable since it's hidden behind the colored background. Has anyone found a workable solution for this seemingly basic layering problem in SwiftUI on macOS? Thank you for any help, Benjamin
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Apr ’25
LaunchServices has returned error -10810
M3 MBP running Sequoia 15.4.1 and Xcode 16.4 Mac is (old school) AD bound Mac is managed by Intune, and is set to allow apps to be run from anywhere. When we try to build and run anything in Xcode, we get the error in the title. Pertinent log entries: mcxalr{94} ** Denying execute for uid=1474851099 path=/Users//Library/Developer/Xcode/DerivedData/mactest2-gevqwurjuobygdaiwboubirauoxv/Build/Products/Debug/mactest2.app/Contents/MacOS/mactest2 If we run it from an AD account that is set up as a local admin, then we get the OS dialog saying: You don't have permissions to use the application "mactest2." For more information, contact the person who set up your account. If that user logs out, and we log in with a "true" local admin account (UID 501), then we get the same results, BUT the OS dialog gives us the option to grant access to the app. (for whatever reason, the auth dialog seems to be created by ScreenTime.) Signing is set up correctly, but we're not trying to distribute anything, just literally trying to run the generic "hello world" default macOS app project.
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May ’25
Trying to add new version of App in App Store Connect (need the + sign!)
I have a new build/version of my app that required changes by Apple in order to approve. I created a new build and uploaded via XCode (it shows in TestFlight) but cannot for the life of me figure out how to get the "+" sign next to "IOS App" in App Store Connect.
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68
Activity
Jun ’25
Bug: Xcode Refactor -> Rename with Conditional Compilation
When renaming A.value, it also causes the value inside the conditional compilation in checkRename to be renamed. How to resolve or avoid this situation? class A { let value = "1" } class B { var value = 0 } func checkRename() { var b = B() #if os(iOS) b.value = 456 #elseif os(macOS) b.value = 789 #endif } Xcode Version 15.4 (15F31d).
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1
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241
Activity
Jun ’25
iOS Simulator (18.4) crashes when user clicks allow for microphone permission popup
Start from clean iOS 18.4 simulator. Application tried to request authorisation from user for microphone access. Clicking allow caused the application crashed. Used Swift 6. Report Identifier FB17686864.
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0
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154
Activity
May ’25
Notification from BLE device even when the app is killed by the user
I have an app that connects to a BLE device and registers its services. I can create a notification when my app is running on foreground or background, but is it possible to show a notification when a message is recieved from the BLE device while the app has been killed by the user?
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1
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89
Activity
Apr ’25
Prevent backing up large Xcode files
I'm primarily an iOS developer. Every day that I develop, Mac Time Machine backs up a gigabyte or more of data. I'm trying to reduce that as much as possible. No data involving the simulators seems important enough to backup. If I ever need to restore Xcode, I'd reinstall rather than restore from Time Machine. But I'd want to back up code snippets, etc. What are the best practices to prevent large amounts of Xcode or simulator data from being backed up?
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1
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0
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99
Activity
Jun ’25
Best strategy to embed multiple dylibs into frameworks
Hi, I compiled Intel Open Image Denoise library for iOS, and obtained a bunch of dependent dylibs. I want to use these ones in a swift project (via bridging as this is C/C++) targeting the iPad. I understand that it is required to embed these dylibs into frameworks as iOS doesn't allow dylib. Is it necessary to generate one framework for each dylib? If so, how are dependencies between the libraries (and their frameworks) managed? Or, is it possible to generate only one framework embeding all the dependencies?
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0
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150
Activity
Jun ’25
Xcode Preview & Simulator test failed
I upgraded IOS to 15.5 yesterday and then my xcode failed to preview today. The error message I got is: Communication with Apple failed Your team has no devices from which to generate a provisioning profile. Connect a device to use or manually add device IDs in Certificates, Identifiers & Profiles. https://developer.apple.com/account/ Any one knows how to fix it?
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0
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153
Activity
Jun ’25
Using isActivityFullscreen to build applications in xcode 16 will crash in ios 17
My widget uses the @Environment(.isActivityFullscreen) variable. When running on ios 17, it will crash and report an error: dyld[55031]: Symbol not found: _$s7SwiftUI17EnvironmentValuesV9WidgetKitE20isActivityFullscreenSbvg Expected in: /Library/Developer/CoreSimulator/Volumes/iOS_21E213/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.4.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/WidgetKit.framework/WidgetKit
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1
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317
Activity
Jun ’25
Trouble Distributing iOS + WatchOS App as a Bundle (Info.plist / Target Confusion)
Hi all, I’m running into an issue with my iOS + Apple Watch app project, and I could really use some advice. My WatchOS app requires an iOS companion for settings and configuration, so both apps need to be distributed together. Here’s how I structured my Xcode project: Main iOS App target WatchOS App target WatchOS Extension target However, I’m very confused about how these targets interact, and things are not working as expected. The problem: I can build and run the WatchOS app and its extension independently in the simulator by selecting their schemes. When I select the main iOS app scheme, I get an error about ITSWatchOnlyContainer in the Info.plist—even though there’s no Info tab for that target in Xcode. I’m able to distribute the WatchOS app by itself, and the extension as well. But I can’t distribute them bundled together as a single package, and I haven’t found any clear resources that explain how to fix this. This is my very first app, and it’s frustrating to get stuck just before the finish line! Project Structure / steps to reproduce Let’s say my project is called MyAppProject, with these targets: MyAppProject Main iOS App Embedded target: MyAppProject Watch App Bundle identifier: com.example.MyAppProject MyAppProject Watch App WKCompanionAppBundleIdentifier: com.example.MyAppProject “Requires iOS App”: YES MyAppProject Extension Bundle identifier: com.example.MyAppProject When running from the MyAppProject scheme, I get this error (even though I can’t see or edit the Info.plist in Xcode for this target): “Please try again later. This app has the ITSWatchOnlyContainer key set in its Info.plist, which identifies it as a shell app surrounding a Watch-only app; these are not installable.” As a result, I can’t distribute the app as a bundle. I’d appreciate help understanding: How should the Info.plist files be configured for each target? What do I do if the Info.plist path seems missing in the Xcode UI? Is there a “correct” way to structure an iOS + WatchOS app for bundled distribution?
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125
Activity
Jun ’25
ActivityKit linker error
I have a ContentView in my app which includes the line of code FileUploadProgressAttributes. this struct is defined in a file included in the target FileUploadProgressExtension. and it is an ActivityAttributes. in ContentView I imported FileUploadProgressExtension, and the xcode is able to find the FileUploadProgressAttributes during prebuild. but during build, it gives me Undefined symbols for architecture arm64: "FileUploadProgressExtension.FileUploadProgressAttributes.init(filename: Swift.String) -> FileUploadProgressExtension.FileUploadProgressAttributes the workaround i found is to add the file with the FileUploadProgressAttributes to my app's target, but I'm not sure if this is the right thing to do. When Xcode created the extension for me, it added the extension target as a target dependency of my app. so obviously if i added this file to my app target it makes the extension target pointless. First time working with widgets so I'm not sure if I'm missing something.
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0
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93
Activity
May ’25
Xcode 16.3 / 16.4 UINavigationBar rendering issue?
I've recently upgraded to Sequoia and Xcode 16.3 (now 16.4RC) and a significant change I've noticed vs 16.2 is that the height of UINavigationBar components in storyboards and XIBs is incorrect. Xcode 16.2: Xcode 16.4: This only affects simulated metrics in storyboard / XIB files. I have been unable to find any discussion of this issue anywhere online. Is this actually an Xcode bug that has gone unnoticed / unfixed or is there some underlying intentional change here that I'm unaware of?
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0
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109
Activity
May ’25
Why is there virtually nothing in the Editor section for a newly created Xcode project?
I've got several Xcode iOS projects and in the Editor menu section there are dozen's of options, as in the diagram. However if I create a new iOX Project (with Xcode 16.2) look at how sparse the Editor menu is. Why is that, why do they appear for other projects but not for a new one and why are the contents different?
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1
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99
Activity
May ’25
Does Xcode still support capturing GPU workload for OpenGLES game app on iOS?
As far as I know, there was a time that you can capture GPU workload for opengles game app on iOS using Xcode. However, currently I'm using Xcode version 15.2 and iOS18,it seems the "capture GPU workload" button is always disabled when I'm trying to debug my game app which is using opengles api for graphics rendering no matter switchinng "GPU Frame Capture" to "OpenGL ES" or "Metal" or "Automatically" in the scheme. And I'm not able to capture GPU workload for my game on iOS. The only way to make the "capture GPU workload" button enabled is creating a new project using metal api for graphics rendering. But I don't want to change the graphics API, because it will cause a lot. Does Xcode still support capturing GPU workload for OpenGLES game app on iOS? If not, is there an alternative way?
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0
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102
Activity
Jun ’25
App Not Archiving After Update
Hi! A couple of months ago my app was archiving just fine. Since an xcode update the build fails. Here is what shows at the end of the log. Thank you in advance for any help! Run custom shell script 'Run Script' Failed to package [project folder] Command PhaseScriptExecution failed with a nonzero exit code
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49
Activity
May ’25
How can I add a folder to my app's bundle
In previous Xcode versions, it was possible to add a folder reference to a project, and in the copy resources build phase it would copy the folder the bundle, rather than the contents (i.e. the folder's contents would be nested inside a directory named after the folder). In Xcode 16.4, when creating a folder reference, the copy resources build phase will copy the contents of the folder to the bundle at the root level (not nested), like the old behavior when creating a group rather than a folder reference. If you look at the raw project.pbxproj file, it shows up as a "File System Synchronized Root Group" rather than a "File Reference". Is there a way to get the old behavior, aside from hand-editing the project.pbxproj file?
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92
Activity
May ’25
Followed docs for "Local Package", how to add to 2nd project?
I have a couple apps in one git repository. I'd like to have a Swift package in that repo as well, shared by apps. In other words, I don't want a separate repo for the Swift package. I followed the instructions here: https://developer.apple.com/documentation/xcode/organizing-your-code-with-local-packages It seems to work. I can write code like this in my app: import MyLocalPackage func foo() { myLocalPackageFunc() } I notice that the package is not listed under Project > MyApp > Package Dependencies. I don't really care, as long as I can reuse code between apps. But when I try to add this package code to a 2nd app, I'm at a loss. I tried "Add Package Dependencies" and "Add Local", but that creates a different looking setup than the 1st app. The code is browsable in the project navigator. And when I try to build it says "Missing package product 'MyLocalPackage'. The documentation linked above, which I used for the 1st app, does a "New > Package". I don't want a new package. How can I connect the existing one?
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128
Activity
May ’25
ISO 14443-4 Reading issue
I am working with a Texas Instruments RF430 NFC tag, which is compliant with: ISO/IEC 14443-4 (ISO-DEP) NFC Forum Type 4 Tag NFC-B protocol NDEF-formatted storage I’m using an iPhone 12 running iOS 18, and my app uses the Core NFC framework. Using NFCNDEFReaderSessionDelegate, I am able to successfully read the first NDEF message from the tag. However, the tag stores multiple NDEF messages, and I would like to access the others. Based on the tag’s specification, these messages are accessible via an NDEF file located at file ID 0xE104. To try and access this additional NDEF file, I attempted to use NFCTagReaderSession with the NFCTagReaderSessionDelegate, intending to issue APDU commands. However, the tagReaderSession(_:didDetect:) delegate method is never called, even though the tag is present and detected using NFCNDEFReaderSession. My questions: Does Core NFC on iOS 18 support issuing custom APDU commands to ISO 14443-4 (NFC-B) tags like the TI RF430? Is the use of NFCTagReaderSession with NFC-B fully supported for tags that implement ISO-DEP (even if they are NDEF-formatted)? Is there any known limitation or configuration required to ensure tagReaderSession(_:didDetect:) is triggered for NFC-B/ISO-DEP tags?
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3
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398
Activity
Jan ’26
String Catalog
I have enabled Code Review with the button and then String Catalog turned up to code view anyways i can't get it back to original view. Disable Code Review button doesn't do anything. Any idea?
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1
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293
Activity
Jun ’25
SWIFTUI LAYERING ISSUE: BACKGROUND ALWAYS APPEARS IN FRONT OF CONTENT
SWIFTUI LAYERING ISSUE: BACKGROUND ALWAYS APPEARS IN FRONT OF CONTENT THE PROBLEM I'm facing a frustrating issue in my SwiftUI macOS app where a background RoundedRectangle is consistently displaying in front of my content instead of behind it. This isn't an intermittent issue - it never works correctly. The colored background is always rendering on top of the text and icons, making the content completely unreadable. Here's my current implementation: private func sceneRow(for scene: Scene, index: Int) -> some View { ZStack(alignment: .leading) { // Hidden text to force view updates when state changes Text("$$noteStateTracker)") .frame(width: 0, height: 0) .opacity(0) // 1. Background rectangle explicitly at the bottom layer RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) // 2. Content explicitly on top HStack { Image(systemName: "line.3.horizontal") .foregroundColor(.blue) .frame(width: 20) Text("$$index). $$truncateTitle(scene.title.isEmpty ? "Untitled Scene" : scene.title))") .foregroundColor(selectedScene?.id == scene.id ? .blue : .primary) .fontWeight(selectedScene?.id == scene.id ? .bold : .regular) Spacer() if scene.isComplete { Image(systemName: "checkmark.circle.fill") .foregroundColor(.green) .font(.system(size: 12)) .padding(.trailing, 8) } } .padding(.vertical, 4) .padding(.leading, 30) } .contentShape(Rectangle()) .onTapGesture { selectedChapter = chapter selectedScene = scene } .onDrag { NSItemProvider(object: "$$scene.id.uuidString)|scene" as NSString) } .onDrop(of: ["public.text"], isTargeted: Binding( get: { hoveredSceneID == scene.id }, set: { isTargeted in hoveredSceneID = isTargeted ? scene.id : nil } )) { providers in handleSceneDrop(providers, scene, chapter) } .contextMenu { Button("Rename Scene") { sceneToRename = scene newSceneTitleForRename = scene.title newSceneDescriptionForRename = scene.description isRenamingScene = true } Button(role: .destructive) { confirmDeleteScene(scene, chapter) } label: { Label("Delete Scene", systemImage: "trash") } } } Despite explicitly ordering elements in the ZStack with the background first (which should place it at the bottom of the stack), the RoundedRectangle always renders on top of the text and icons. WHAT I'VE TRIED I've attempted multiple approaches but nothing works: ZStack with explicit zIndex values ZStack { RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) .zIndex(1) HStack { /* content */ } .padding(.vertical, 4) .padding(.leading, 30) .zIndex(2) } No effect - background still appears on top. Using .background() modifier instead of ZStack HStack { /* content */ } .padding(.vertical, 4) .padding(.leading, 30) .background( RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) ) Same issue - the background still renders in front of the content. Custom container view with GeometryReader struct SceneRowContainer: View { var background: Background var content: Content init(@ViewBuilder background: @escaping () -> Background, @ViewBuilder content: @escaping () -> Content) { self.background = background() self.content = content() } var body: some View { GeometryReader { geometry in // Background rendered first background .frame(width: geometry.size.width, height: geometry.size.height) .position(x: geometry.size.width/2, y: geometry.size.height/2) // Content rendered second content .frame(width: geometry.size.width, height: geometry.size.height) .position(x: geometry.size.width/2, y: geometry.size.height/2) } } } This changed the sizing of the components but didn't fix the layering issue. NSViewRepresentable approach I tried implementing a custom NSViewRepresentable that manually manages the view hierarchy: struct LayerOrderView: NSViewRepresentable { let background: () -> Background let content: () -> Content func makeNSView(context: Context) -> NSView { let containerView = NSView() // Add background hosting view first (should be behind) let backgroundView = NSHostingView(rootView: background()) containerView.addSubview(backgroundView) // Add content hosting view second (should be in front) let contentView = NSHostingView(rootView: content()) containerView.addSubview(contentView) // Setup constraints... return containerView } func updateNSView(_ nsView: NSView, context: Context) { // Update views... } } Even this direct AppKit approach didn't work correctly. Using .drawingGroup() ZStack { // Background RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) // Content HStack { /* content */ } .padding(.vertical, 4) .padding(.leading, 30) } .drawingGroup(opaque: false) Still no success - the background remains in front. PROJECT CONTEXT macOS app using SwiftUI Scene contents need to be displayed on top of colored backgrounds The view uses state tracking with a noteStateTracker UUID that updates when certain changes occur App needs to maintain gesture recognition for taps, drag and drop, and context menus The issue is completely reproducible 100% of the time - the background is always in front WHAT I WANT TO ACHIEVE I need a reliable solution to ensure that the background color (RoundedRectangle) renders behind the HStack content. The current behavior makes the text content completely unreadable since it's hidden behind the colored background. Has anyone found a workable solution for this seemingly basic layering problem in SwiftUI on macOS? Thank you for any help, Benjamin
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Activity
Apr ’25
LaunchServices has returned error -10810
M3 MBP running Sequoia 15.4.1 and Xcode 16.4 Mac is (old school) AD bound Mac is managed by Intune, and is set to allow apps to be run from anywhere. When we try to build and run anything in Xcode, we get the error in the title. Pertinent log entries: mcxalr{94} ** Denying execute for uid=1474851099 path=/Users//Library/Developer/Xcode/DerivedData/mactest2-gevqwurjuobygdaiwboubirauoxv/Build/Products/Debug/mactest2.app/Contents/MacOS/mactest2 If we run it from an AD account that is set up as a local admin, then we get the OS dialog saying: You don't have permissions to use the application "mactest2." For more information, contact the person who set up your account. If that user logs out, and we log in with a "true" local admin account (UID 501), then we get the same results, BUT the OS dialog gives us the option to grant access to the app. (for whatever reason, the auth dialog seems to be created by ScreenTime.) Signing is set up correctly, but we're not trying to distribute anything, just literally trying to run the generic "hello world" default macOS app project.
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May ’25