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Watch Simulator ( Xcode 16.3)
I have an Watch APP and it's iOS APP .. I want to test it via the Simulator. (with my real Watch I have a lot of Xcode error and an open ticket with Apple) Xcode 16.2 associates an Iphone16 to the Series 10 Watch simulated. BUT the Watch is not associeted to the iPhone. WCSession.isSupported is true, but session.isPaired is false on the iPhone. On the Watch : session.isReachable returns false. But in its settings the Simulator shows the Watch. And It is the same problem with another model of Watch in the Simulator.
2
0
109
May ’25
Preview on real device without showing the canvas
I am using my real device and the Xcode Preview which works pretty fine. I do not want to show an empty canvas pane all the time. But when hiding the canvas, the preview pauses. I tried the refresh shortkey (OPT + CMD + P), too, while canvas is invisible. Why must the canvas be visible even there is no content besides "Previewing on iPhone from..." Info? I hope there is a workaround to hide the canvas while pushing to real devices.
1
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71
May ’25
Open app review crashlog .txt file in Xcode 13
Got emailed three .txt crash files. Cannot for the life of me figure out how to get Xcode to do something with them. Tried: renaming .txt to .crash Dropping onto "devices and simulators" window Dropping on to "devices and simulators > select device > View device logs" "Download debug symbols" for the archive in Xcode (says "dowloaded debug symbols" so did it) ... and many other things Xcode 13 simply refuses to respond to the drag-and-drop of the file no matter the file extension and no matter where in Xcode's various windows/tools I drop it. Has anyone done this with a crash .txt file from app review and Xcode 13?
12
1
9.4k
Jul ’25
SPM Package resources bundle id format has changed in Xcode 16
I have a project that uses local SPM packages for modularization. In one of my local SPM packages I have a .storyboard file that gets packaged as a resource in the SPM package and consumed inside the parent. In Xcode 15.4, the resource bundle for my local SPM Package has the bundle id PackageName-TargetName-resources. I use this inside a parent storyboard to reference the storyboard from the SPM package. In Xcode 16, however, the resource bundle for my SPM Package gets assigned the bundle id packagename.TargetName.resources. This, of courses, introduces a crash in builds of my app done with Xcode 16 due to the incorrect bundle id. There is no documentation of this change that I could find by Apple or by the SPM team. Apple Team: There is a Feedback Report FB14803020 with the build files attached from Xcode 15.4 and Xcode 16. I cannot attach those here due to the public nature of this forum
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1.1k
Jun ’25
The identity used to sign the executable is no longer valid
Hi there, When I deploy my app to the iPhone for testing, I get the following error: Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.4gpZFc/extracted/c_mll.app : 0xe8008018 (The identity used to sign the Please ensure that the certificates used to sign your app have not expired. If this issue persists, please attach an IPA of your app when sending a report to Apple. executable is no longer valid.) My account was mistakenly deactivated by Apple last month. After appealing, Apple restored it at the end of last month. Currently, my Apple Developer account seems to be working fine. Today, I recreated the developer certificate and identifier, added the account in XCode, everything seemed fine, and I clicked the XCode button (Start the active scheme). The build was successful, but I got the error: Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.4gpZFc/extracted/c_mll.app : 0xe8008018 (The identity used to sign the executable is no longer valid.) Both my certificate and identifier were created just a few hours ago and show no issues. Before my account was deactivated, everything was working fine. I used a regular non-Apple developer account in XCode and performed the same steps, and it worked fine. I looked at relevant posts on the forum and tried the suggestions, but none of them solved my problem.
7
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506
Jan ’26
CarPlay target missing in XCode
I have CarPlay enabled for my app (CarPlay Audio App (CarPlay framework), CarPlay Audio App (Media Player framework)) and the lessons I'm following suggest I need to add CarPlay as an application extension to my app in Xcode (My Project -> Targets -> My App -> '+' -> iOS Application Extension) but CarPlay is not an option as an extension. Has this step been deprecated or am I missing something in Xcode (this is my first app so yeah there's that).
1
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101
Apr ’25
Unable to Launch Tests/UITests in Xcode 16 with iOS 18 Simulator
Hello, I'm unable to run any test cases in Xcode 16 with the iOS 18 simulator. Steps to Reproduce: Create a new iOS project in Xcode 16 using the default iOS app template with the testing option checked. Run any test or UI test case by clicking the "Play" icon in the Test navigator. Xcode gets stuck at the "Testing" state indefinitely. Environment: macOS 15 beta 8 Xcode 16 beta 6 iOS 18 beta 7 simulator
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3.5k
Sep ’25
XCode 16.3, AppStoreConnect, Bundle is Invalid issue.
Hello All, I am hoping someone has a solution we are encountering. We recently upgraded to XCode 16.3 this week, and were putting together the next test build to push to TestFlight. However, the AppStore is rejecting the app with the following message. ITMS-90048: This bundle is invalid - Your archive contains paths that are not allowed: [._Symbols] We have never had this before and the problem is, there is no path named "_Symbols" in our IPA. Doing some searching online I have seen people report the same problem when build using Flutter or React, but we are using plain vanilla Swift and Native iOS. We also have not added anything significantly new to our project since our last release a couple weeks ago. Any suggestion on how to fix this would be greatly apprecaited. Sincerely, Stan R. - CaringBridge
4
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317
Apr ’25
Xcode with windows?
Yes I know x code only works with macs but my computer recently took water damage and I don’t have money for another Mac so I’m just going to buy a windows for work but if there’s any way to run Xcode with windows I’d like to know please. Thanks in advance
3
2
1.1k
Sep ’25
Xcode 16.3 - very slow to run on simulator
Build and run on simulator is suddenly very slow since Xcode 16.3. The build is normal, but the run part launches the simulator and sits and waits 5, 10, 15, sometimes 20 seconds before anything happens. During that time, the screen is blank on the simulator and the console output is blank in Xcode. What's going on here? Is there a fix or work-around? EDIT: If I turn off the debugger, so it just runs without attaching it, the launch happens instantly.
3
1
184
Jul ’25
SwiftData error: NSKeyedUnarchiveFromData' should not be used to for un-archiving and will be removed in a future release
I am using SwiftData for my model. Until Xcode 15 beta 4 I did not have issues. Since beta 5 I am receiving the following red warning multiple times: 'NSKeyedUnarchiveFromData' should not be used to for un-archiving and will be removed in a future release This seems to be a CoreData warning. However, I am not using CoreData directly. I have no way to change the config of CoreData as used by SwiftData. My model just uses UUID, Int, String, Double, some of them as optionals or Arrays. I only use one attribute (.unique).
8
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3.6k
Nov ’25
Trouble Translating a Second Word Using TranslationAPI
I’m developing an app to save words that users learn in a language they are studying. Here’s the basic workflow: Type a new word Add the new word Every time a word is added, it gets saved to a list that includes its meaning and the name of the language — useful when saving words in multiple languages Problem: For some reason, the “Add new word” button only works for the first word. The second word is not being added to the list. Here is my code: import SwiftUI import NaturalLanguage import Translation struct ContentView: View { @State private var inputWord: String = "" @State private var detectedLanguage: String? @State private var translationConfiguration: TranslationSession.Configuration? @StateObject private var viewModel = WordViewModel() var body: some View { VStack(spacing: 24) { // Input field TextField("Type a word in any language", text: $inputWord) .padding() .background(Color(.systemGray6)) .cornerRadius(10) // Button to translate and save Button("Add new word") { translateAndSave() } // .disabled(inputWord.trimmingCharacters(in: .whitespacesAndNewlines).isEmpty) .buttonStyle(.borderedProminent) // List of saved words Text("My Words") .font(.system(.title2)) List { ForEach(viewModel.words) { word in VStack(alignment: .leading, spacing: 4) { Text(word.inputWord) .font(.headline) Text(word.nativeTranslation) .font(.subheadline) .foregroundColor(.gray) Text(word.detectedLanguage.uppercased()) .font(.caption) .foregroundColor(.blue) } .padding(.vertical, 4) } } Spacer() } .padding() .animation(.easeInOut, value: detectedLanguage) // Automatically triggers translation when configuration changes .translationTask(translationConfiguration) { session in do { let response = try await session.translate(inputWord) viewModel.addWord( input: inputWord, native: response.targetText, detected: detectedLanguage ?? "Unknown" ) // Reset fields after saving inputWord = "" detectedLanguage = nil translationConfiguration = nil } catch { // Handle error print("Translation error: \(error.localizedDescription)") } } } // Function to detect language private func detectLanguage() { let recognizer = NLLanguageRecognizer() recognizer.processString(inputWord) if let code = recognizer.dominantLanguage?.rawValue { let name = Locale.current.localizedString(forIdentifier: code) detectedLanguage = name?.capitalized } else { detectedLanguage = "Unable to detect" } } // Function to prepare translation private func translateAndSave() { detectLanguage() translationConfiguration = TranslationSession.Configuration( source: nil, target: Locale.Language(identifier: "en") ) } } Question: Does anyone have any idea what I can do to fix this?
2
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130
Apr ’25
LLDB RPC server crash in Xcode 16.3
Created a new project in Xcode 16.3. While adding breakpoints app is crashing every time in Xcode and playground both. Tried with swift 5 and swift 6 getting same error. Crash reason : Couldn't find the Objective-C runtime library in loaded images. Message from debugger: The LLDB RPC server has crashed. You may need to manually terminate your process lldb-rpc-server-2025-04-14-092736.txt
4
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657
May ’25
Watch Simulator ( Xcode 16.3)
I have an Watch APP and it's iOS APP .. I want to test it via the Simulator. (with my real Watch I have a lot of Xcode error and an open ticket with Apple) Xcode 16.2 associates an Iphone16 to the Series 10 Watch simulated. BUT the Watch is not associeted to the iPhone. WCSession.isSupported is true, but session.isPaired is false on the iPhone. On the Watch : session.isReachable returns false. But in its settings the Simulator shows the Watch. And It is the same problem with another model of Watch in the Simulator.
Replies
2
Boosts
0
Views
109
Activity
May ’25
Cannot run build on connected iPhone (Xcode 16 beta 4 + IOS 18)
Build functions on simulator but when I select run on connected iPhone (12 Pro Max, latest iOS 18 beta) I am given a prompt window that says: Preparing Tom's iPhone Xcode will continue when the operation is complete with a loading icon. I have let it sit on this screen for over an hour with no change. Running Xcode 16 Beta 4 on M3 MacBook Pro
Replies
3
Boosts
2
Views
564
Activity
Apr ’25
Preview on real device without showing the canvas
I am using my real device and the Xcode Preview which works pretty fine. I do not want to show an empty canvas pane all the time. But when hiding the canvas, the preview pauses. I tried the refresh shortkey (OPT + CMD + P), too, while canvas is invisible. Why must the canvas be visible even there is no content besides "Previewing on iPhone from..." Info? I hope there is a workaround to hide the canvas while pushing to real devices.
Replies
1
Boosts
0
Views
71
Activity
May ’25
Open app review crashlog .txt file in Xcode 13
Got emailed three .txt crash files. Cannot for the life of me figure out how to get Xcode to do something with them. Tried: renaming .txt to .crash Dropping onto "devices and simulators" window Dropping on to "devices and simulators > select device > View device logs" "Download debug symbols" for the archive in Xcode (says "dowloaded debug symbols" so did it) ... and many other things Xcode 13 simply refuses to respond to the drag-and-drop of the file no matter the file extension and no matter where in Xcode's various windows/tools I drop it. Has anyone done this with a crash .txt file from app review and Xcode 13?
Replies
12
Boosts
1
Views
9.4k
Activity
Jul ’25
Swift project build process is extremely slow after upgrading to 16.3
For an initial launch of Xcode, the GatherProvisioningInputs usually takes 60 seconds for a simple project. Subsequent build is fast though. But the build process seems got stuck at VeryModule of the MyFramework target, which usually takes 15 seconds.
Replies
2
Boosts
1
Views
140
Activity
May ’25
SPM Package resources bundle id format has changed in Xcode 16
I have a project that uses local SPM packages for modularization. In one of my local SPM packages I have a .storyboard file that gets packaged as a resource in the SPM package and consumed inside the parent. In Xcode 15.4, the resource bundle for my local SPM Package has the bundle id PackageName-TargetName-resources. I use this inside a parent storyboard to reference the storyboard from the SPM package. In Xcode 16, however, the resource bundle for my SPM Package gets assigned the bundle id packagename.TargetName.resources. This, of courses, introduces a crash in builds of my app done with Xcode 16 due to the incorrect bundle id. There is no documentation of this change that I could find by Apple or by the SPM team. Apple Team: There is a Feedback Report FB14803020 with the build files attached from Xcode 15.4 and Xcode 16. I cannot attach those here due to the public nature of this forum
Replies
3
Boosts
1
Views
1.1k
Activity
Jun ’25
The identity used to sign the executable is no longer valid
Hi there, When I deploy my app to the iPhone for testing, I get the following error: Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.4gpZFc/extracted/c_mll.app : 0xe8008018 (The identity used to sign the Please ensure that the certificates used to sign your app have not expired. If this issue persists, please attach an IPA of your app when sending a report to Apple. executable is no longer valid.) My account was mistakenly deactivated by Apple last month. After appealing, Apple restored it at the end of last month. Currently, my Apple Developer account seems to be working fine. Today, I recreated the developer certificate and identifier, added the account in XCode, everything seemed fine, and I clicked the XCode button (Start the active scheme). The build was successful, but I got the error: Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.4gpZFc/extracted/c_mll.app : 0xe8008018 (The identity used to sign the executable is no longer valid.) Both my certificate and identifier were created just a few hours ago and show no issues. Before my account was deactivated, everything was working fine. I used a regular non-Apple developer account in XCode and performed the same steps, and it worked fine. I looked at relevant posts on the forum and tried the suggestions, but none of them solved my problem.
Replies
7
Boosts
0
Views
506
Activity
Jan ’26
Inline Comparison on Commit seems to be forced in XCode 15 Beta 3
Anyone know how to set Side By Side Comparison in the new commit UI? New UI seems to missing a lot of features like multi-select of files to discard/stage...
Replies
44
Boosts
27
Views
9.3k
Activity
Apr ’25
CarPlay target missing in XCode
I have CarPlay enabled for my app (CarPlay Audio App (CarPlay framework), CarPlay Audio App (Media Player framework)) and the lessons I'm following suggest I need to add CarPlay as an application extension to my app in Xcode (My Project -> Targets -> My App -> '+' -> iOS Application Extension) but CarPlay is not an option as an extension. Has this step been deprecated or am I missing something in Xcode (this is my first app so yeah there's that).
Replies
1
Boosts
0
Views
101
Activity
Apr ’25
Unable to Launch Tests/UITests in Xcode 16 with iOS 18 Simulator
Hello, I'm unable to run any test cases in Xcode 16 with the iOS 18 simulator. Steps to Reproduce: Create a new iOS project in Xcode 16 using the default iOS app template with the testing option checked. Run any test or UI test case by clicking the "Play" icon in the Test navigator. Xcode gets stuck at the "Testing" state indefinitely. Environment: macOS 15 beta 8 Xcode 16 beta 6 iOS 18 beta 7 simulator
Replies
11
Boosts
6
Views
3.5k
Activity
Sep ’25
XCode 16.3, AppStoreConnect, Bundle is Invalid issue.
Hello All, I am hoping someone has a solution we are encountering. We recently upgraded to XCode 16.3 this week, and were putting together the next test build to push to TestFlight. However, the AppStore is rejecting the app with the following message. ITMS-90048: This bundle is invalid - Your archive contains paths that are not allowed: [._Symbols] We have never had this before and the problem is, there is no path named "_Symbols" in our IPA. Doing some searching online I have seen people report the same problem when build using Flutter or React, but we are using plain vanilla Swift and Native iOS. We also have not added anything significantly new to our project since our last release a couple weeks ago. Any suggestion on how to fix this would be greatly apprecaited. Sincerely, Stan R. - CaringBridge
Replies
4
Boosts
2
Views
317
Activity
Apr ’25
Xcode with windows?
Yes I know x code only works with macs but my computer recently took water damage and I don’t have money for another Mac so I’m just going to buy a windows for work but if there’s any way to run Xcode with windows I’d like to know please. Thanks in advance
Replies
3
Boosts
2
Views
1.1k
Activity
Sep ’25
SwiftUI/Xcode preview stay loading
Hi! I´m new developing in this app, I have a problem. The preview screen is showing me the image bellow, There is no other response, I dont know what could happened. Thanks!
Replies
5
Boosts
0
Views
185
Activity
Apr ’25
BUG: iOS 18 Simulator cannot "Save to Files"
On iOS 18.0+ simulators, tap any share link button from any app, select "Save to Files", the "Save" button is disabled. In all previous simulator versions this works. This behavior even happens with default Apple apps like Photos. Simulator: Version 16.0 (1037) XCode: Version 16.1 beta (16B5001e) macOS: 14.6.1 (23G93)
Replies
11
Boosts
8
Views
2.1k
Activity
Nov ’25
Xcode 16.3 - very slow to run on simulator
Build and run on simulator is suddenly very slow since Xcode 16.3. The build is normal, but the run part launches the simulator and sits and waits 5, 10, 15, sometimes 20 seconds before anything happens. During that time, the screen is blank on the simulator and the console output is blank in Xcode. What's going on here? Is there a fix or work-around? EDIT: If I turn off the debugger, so it just runs without attaching it, the launch happens instantly.
Replies
3
Boosts
1
Views
184
Activity
Jul ’25
SwiftData error: NSKeyedUnarchiveFromData' should not be used to for un-archiving and will be removed in a future release
I am using SwiftData for my model. Until Xcode 15 beta 4 I did not have issues. Since beta 5 I am receiving the following red warning multiple times: 'NSKeyedUnarchiveFromData' should not be used to for un-archiving and will be removed in a future release This seems to be a CoreData warning. However, I am not using CoreData directly. I have no way to change the config of CoreData as used by SwiftData. My model just uses UUID, Int, String, Double, some of them as optionals or Arrays. I only use one attribute (.unique).
Replies
8
Boosts
4
Views
3.6k
Activity
Nov ’25
Trouble Translating a Second Word Using TranslationAPI
I’m developing an app to save words that users learn in a language they are studying. Here’s the basic workflow: Type a new word Add the new word Every time a word is added, it gets saved to a list that includes its meaning and the name of the language — useful when saving words in multiple languages Problem: For some reason, the “Add new word” button only works for the first word. The second word is not being added to the list. Here is my code: import SwiftUI import NaturalLanguage import Translation struct ContentView: View { @State private var inputWord: String = "" @State private var detectedLanguage: String? @State private var translationConfiguration: TranslationSession.Configuration? @StateObject private var viewModel = WordViewModel() var body: some View { VStack(spacing: 24) { // Input field TextField("Type a word in any language", text: $inputWord) .padding() .background(Color(.systemGray6)) .cornerRadius(10) // Button to translate and save Button("Add new word") { translateAndSave() } // .disabled(inputWord.trimmingCharacters(in: .whitespacesAndNewlines).isEmpty) .buttonStyle(.borderedProminent) // List of saved words Text("My Words") .font(.system(.title2)) List { ForEach(viewModel.words) { word in VStack(alignment: .leading, spacing: 4) { Text(word.inputWord) .font(.headline) Text(word.nativeTranslation) .font(.subheadline) .foregroundColor(.gray) Text(word.detectedLanguage.uppercased()) .font(.caption) .foregroundColor(.blue) } .padding(.vertical, 4) } } Spacer() } .padding() .animation(.easeInOut, value: detectedLanguage) // Automatically triggers translation when configuration changes .translationTask(translationConfiguration) { session in do { let response = try await session.translate(inputWord) viewModel.addWord( input: inputWord, native: response.targetText, detected: detectedLanguage ?? "Unknown" ) // Reset fields after saving inputWord = "" detectedLanguage = nil translationConfiguration = nil } catch { // Handle error print("Translation error: \(error.localizedDescription)") } } } // Function to detect language private func detectLanguage() { let recognizer = NLLanguageRecognizer() recognizer.processString(inputWord) if let code = recognizer.dominantLanguage?.rawValue { let name = Locale.current.localizedString(forIdentifier: code) detectedLanguage = name?.capitalized } else { detectedLanguage = "Unable to detect" } } // Function to prepare translation private func translateAndSave() { detectLanguage() translationConfiguration = TranslationSession.Configuration( source: nil, target: Locale.Language(identifier: "en") ) } } Question: Does anyone have any idea what I can do to fix this?
Replies
2
Boosts
0
Views
130
Activity
Apr ’25
Xcode 16 & Package load failure
I have installed Sequoia and Xcode 16 and now I can't add packages to my (or any project). I just get a message saying the package can't be resolved. Basically I can't carry on developing. SORT THIS OUT APPLE
Replies
22
Boosts
15
Views
11k
Activity
May ’25
LLDB RPC server crash in Xcode 16.3
Created a new project in Xcode 16.3. While adding breakpoints app is crashing every time in Xcode and playground both. Tried with swift 5 and swift 6 getting same error. Crash reason : Couldn't find the Objective-C runtime library in loaded images. Message from debugger: The LLDB RPC server has crashed. You may need to manually terminate your process lldb-rpc-server-2025-04-14-092736.txt
Replies
4
Boosts
6
Views
657
Activity
May ’25
Problem with Sandbox Testers
I try adding people as Sandbox Testers to my App, but Apple keeps saying that they already exist on the team, even though they're not. It always show "A user with this email address already exists on the team" It keeps happening with every address I try.
Replies
26
Boosts
5
Views
25k
Activity
Jun ’25