Hello.
On my app I have the necessity to use mergeable libraries, in my context my libraries are indirect dependency, in other words the dependency isn’t target in my project, and they are XCFramework where they are imported on Framework, Libraries, and Embedded Content session on my app target.
Following the documentation on Configuring your project to use mergeable libraries it said.

But on Manually configure merging don’t said how to configure to indirect dependencies.

So I have tried configure use the linker flag -merge_framework for each XCFramework using -Wl, -merge_framework, {XCFramework_Name}, but I am receiving the following error unknown argument: -merge_framework’ when build the release.
In app target is set build settings MERGED_BINARY_TYPE = manual;
The question is:
Is possible using mergeable libraries in XCFramework dependencies ? How I do this? Because on the doc is not clear how to use in indirect dependency like XCFramework.
Regards
Michel Carvalho
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Hi Guys,
I want to support my client for enable the developer mode, But they not accept to connect with any other devices(Mac Xcode) to enable developer mode.
They are nearly 10 people to enable developer mode. But I think without mac we can't enable developer mode in some of devices. So I need a clarification with IOS versions. That's only we are excepting to list out which IOS versions don't have developer mode option default. Please list out that IOS versions
Like below:
default developer mode available IOS 17.4.1
default developer mode not available IOS 17.5.1
Hi Apple Engineers and fellow developers,
I'm a student developer working on an educational focus management app that helps users hide distracting apps during study sessions. The app consists of:
macOS app: Simple "Hide apps" button that triggers app hidding sessions
iOS app: Uses Screen Time API to temporarily hide selected apps from home screen
Communication: Bonjour networking between Mac and iPhone for session coordination
The Challenge
My app requires two entitlements that aren't available with Personal Developer Teams:
com.apple.developer.family-controls (for Screen Time API)
com.apple.developer.networking.multicast (for Bonjour device discovery)
Current Error Messages
text
Cannot create a iOS App Development provisioning profile for "focuser.focuser-app".
Personal development teams, including "My Name", do not support the
Family Controls (Development) capability.
Provisioning profile doesn't include the com.apple.developer.family-controls
and com.apple.developer.networking.multicast entitlements.
My Question for Apple Engineers
Is there any legitimate way to test these privacy-sensitive APIs on my own devices for educational/learning purposes without purchasing the $99/year Apple Developer Program membership?
I understand the security reasons behind these restrictions, but as a student just learning iOS development, it creates a significant barrier to experimenting with these technologies.
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
Entitlements
Network
Family Controls
Bonjour
My Apple developer certificates(4 certificates) expire soon. I'm developing an application for iOS but the application is not yet released in the App Store, only Testflight releases for private testing.
Is it necessary to create 4 new certificates or can I edit the current certificates so that they don't expire soon?
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
Provisioning Profiles
Signing Certificates
I admit I am doing something unusual, and I would not be surprised if it didn't work. I am surprised, however, because after performing the equivalent operations on four bundles, all of the bundles work fine on macOS 15.6.1, but only two of them work on macOS 26.1 (beta 2). I don't know what causes the different outcomes.
What I am trying to do is get Java to pass the macOS 26 AppKit UI SDK linkage checking without having to rebuild the JDK using Xcode 26. Rebuilding works for the latest SDK, but it is very inconvenient and may not work for older JDKs. It usually takes a while before the JDK build team successfully transitions to a new Xcode release.
My approach is to use vtool to update the sdk version in the LC_BUILD_VERSION load command of $JAVA_HOME/bin/java, which is the launching executable for the JDK.
I performed this operation on four JDKs: 25, 21, 17, and 11. (I ran vtool on macOS 15.)
It was completely successful on JDK 25 and 21. The JDK launches correctly on macOS 15 and macOS 26. On macOS 26, AppKit uses the new UI, which is the desired outcome. The JDK runs despite that fact that I signed the modified $JAVA_HOME/bin/java with my developer ID, which is inconsistent with the JDK bundle signature. (Redoing the bundle signing is part of the JDK build process; if that were necessary, I would stick with rebuilding the JDK.)
The operation was not successful on JDK 17 and 11. I noticed two problems, which are not obviously related.
When vtool created the new version of the java program, it lost the tool definition.
$ vtool -show-build-version java
java:
Load command 10
cmd LC_BUILD_VERSION
cmdsize 32
platform MACOS
minos 11.0
sdk 11.1
ntools 1
tool LD
version 609.8
$ vtool -set-build-version 1 10.0 26.0 -output a.out java
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/vtool warning: code signature will be invalid for a.out
$ vtool -show-build-version a.out
a.out:
Load command 22
cmd LC_BUILD_VERSION
cmdsize 24
platform MACOS
minos 10.0
sdk 26.0
ntools 0
Adding back the tool definition didn't seem to matter.
When I try to run the revised executable (in the context of the JDK bundle), it works on macOS 15, but on macOS 26, it is rejected as damaged. If I run the revised executable outside the JDK bundle, it runs (but fails because it can't find the rest of the JDK, which is expected).
In all cases, GateKeeper rejects the revised executable because it has not been notarized, but that doesn't seem to stop the program from executing.
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
macOS
Linker
Gatekeeper
Signing Certificates
I want to test different types of journaling suggestions, like for example photo/video containing ones but as a developer I have no control over what's shown in the Journaling Suggestions sheet. And this makes it really difficult to develop or test any suggestion type other than "reflection". Please let us have a fake suggestions sheet that includes all kinds of suggestion types so we can test. We could toggle it under Developer settings I think.
Topic:
Developer Tools & Services
SubTopic:
General
Looking for a dynamic table that displays the latest supported CLI versions with the version of macOS.
Specifically, is CLI 15.3 supported on Ventura 13.7.8?
More generally, what is the lastest version of CLI supported on macOS <version_goes_here>
With the latest (26) version of Apple's developer tools, is there a way to manually attach a debugger (other than lldb) to an iOS app launched with "devicectl device process launch --start-stopped"?
In the past, this was possible via the ios-deploy third-party tool (now defunct), which provided a debugserver port. This information is notably missing when using devicectrl – although the process ID of the launch process is provided, and the tool is clearly aimed at letting you launch and attach to processes from the command line.
lldb can, of course, attach via its built-in support for this using the device set of commands. But I'm explicitly looking for a way to attach my own debugger via the GDB-compatible debug proxy.
In SF Symbols 7 (115), there are 458 symbols missing Availability info. I only discovered this after using one that didn’t appear in iOS 18 but does in iOS 26.
Questions:
Are there plans to add Availability info for all symbols?
If the field is blank, is there a safe latest-OS version we can assume?
I realize managing 7,000+ icons is tough, but missing info like this makes development frustrating. It doesn't help that there's no build warning when a named image isn't found, it just defaults to the text label.
Screenshot
Screenshot of SF Symbols 7 showing three symbols missing Availability info. The symbol ellipsis.circle.badge is selected and its properties pane also shows no Availability info.
Hi everyone,
I’m hoping someone here can shed some light on what’s going on with Apple’s one-hour security delay when trying to register an iPhone for development use.
I’m currently setting up an app build using Expo / EAS and a paid Apple Developer account. Every time I scan the device registration QR code or try to authorise my iPhone as a development device, I get hit with a “security delay — try again in one hour” message.
This happens every single time, even if I wait the full hour. The device is the same iPhone I always use, signed in to the same Apple ID, and verified with 2FA.
The only thing unusual about my setup is that I’m using Starlink for internet access. Because Starlink uses dynamic IP routing and your exit node changes frequently (depending on which satellite or ground station you’re on), it looks like I’m signing in from a new location each time — sometimes even hundreds of miles apart.
It seems that Apple’s security system flags each of these as a “new login” or “new device registration,” then enforces a one-hour safety lockout. That makes it basically impossible to register my device and proceed with iOS builds or testing.
Has anyone else run into this problem while using Starlink (or other dynamic-routing connections like VPNs or cellular hotspots)?
And if so — is there any known workaround or setting to whitelist a device, stabilise verification, or bypass the repeated one-hour wait?
This feels like an over-protective security feature that doesn’t play well with modern satellite internet setups.
Any insights from the Apple engineers or other developers would be hugely appreciated.
Thanks,
Tim Lazenby
Topic:
Developer Tools & Services
SubTopic:
General
I am integrating On Demand Resources into my Unity game. The resources install without any problems if the internet connection is stable: all resources are installed. While testing various scenarios without an internet connection, I encountered the following problem: if I turn off the internet during installation, I don't get any error messages, but if I turn the internet back on, the download no longer continues (and I still don't get an error). If I reopen the application with a stable internet connection, the download will always be at 0%. Please tell me what I am doing wrong.
#import "Foundation/Foundation.h"
#if ENABLE_IOS_ON_DEMAND_RESOURCES
#import "Foundation/NSBundle.h"
#endif
#include <string.h>
struct CustomOnDemandResourcesRequestData;
typedef void (*CustomOnDemandResourcesRequestCompleteHandler)(struct CustomOnDemandResourcesRequestData* handler, const char* error);
#if ENABLE_IOS_ON_DEMAND_RESOURCES
struct CustomOnDemandResourcesRequestData
{
NSBundleResourceRequest* request;
};
extern "C" CustomOnDemandResourcesRequestData* CustomOnDemandResourcesCreateRequest(const char* const* tags, int tagCount, CustomOnDemandResourcesRequestCompleteHandler handler)
{
NSMutableArray* tagArray = [NSMutableArray array];
for (int i = 0; i < tagCount; i++) {
const char* tag = tags[i];
if (tag != NULL) {
[tagArray addObject:[NSString stringWithUTF8String:tag]];
}
}
NSSet* tagSet = [NSSet setWithArray:tagArray];
CustomOnDemandResourcesRequestData* data = new CustomOnDemandResourcesRequestData();
data->request = [[NSBundleResourceRequest alloc] initWithTags:tagSet];
[data->request beginAccessingResourcesWithCompletionHandler:^(NSError* error) {
dispatch_async(dispatch_get_main_queue(), ^{
const char* errorMessage = error ? [[error localizedDescription] UTF8String] : NULL;
handler(data, errorMessage);
});
}];
return data;
}
extern "C" void CustomOnDemandResourcesRelease(CustomOnDemandResourcesRequestData* data)
{
[data->request endAccessingResources];
delete data;
}
extern "C" float CustomOnDemandResourcesGetProgress(CustomOnDemandResourcesRequestData* data)
{
return data->request.progress.fractionCompleted;
}
extern "C" float CustomOnDemandResourcesGetLoadingPriority(CustomOnDemandResourcesRequestData* data)
{
float priority = (float)data->request.loadingPriority;
return priority;
}
extern "C" void CustomOnDemandResourcesSetLoadingPriority(CustomOnDemandResourcesRequestData* data, float priority)
{
if (priority < 0.0f)
priority = 0.0f;
if (priority > 1.0f)
data->request.loadingPriority = NSBundleResourceRequestLoadingPriorityUrgent;
else
data->request.loadingPriority = (double)priority;
}
extern "C" const char* CustomOnDemandResourcesGetResourcePath(CustomOnDemandResourcesRequestData * data, const char* resource)
{
NSString* resourceStr = [NSString stringWithUTF8String: resource];
NSString* path = [[data->request bundle] pathForResource: resourceStr ofType: nil];
if (path == nil) {
return NULL; // или другое значение по умолчанию
}
const char* result = strdup([path UTF8String]); // копируем строку
return result; // в C# нужно будет освободить память
}
extern "C" void CustomOnDemandResourcesFreeString(const char* str) {
free((void*)str);
}
#else // ENABLE_IOS_ON_DEMAND_RESOURCES
struct CustomOnDemandResourcesRequestData
{
};
extern "C" CustomOnDemandResourcesRequestData* CustomOnDemandResourcesCreateRequest(const char* const* tags, int tagCount, CustomOnDemandResourcesRequestCompleteHandler handler)
{
CustomOnDemandResourcesRequestData* data = new CustomOnDemandResourcesRequestData();
if (handler)
handler(handlerData, NULL);
return data;
}
extern "C" void CustomOnDemandResourcesRelease(CustomOnDemandResourcesRequestData* data)
{
delete data;
}
extern "C" float CustomOnDemandResourcesGetProgress(CustomOnDemandResourcesRequestData* data)
{
return 0.0f;
}
extern "C" float CustomOnDemandResourcesGetLoadingPriority(CustomOnDemandResourcesRequestData* data)
{
return 0.0f;
}
extern "C" void CustomOnDemandResourcesSetLoadingPriority(CustomOnDemandResourcesRequestData* data, float priority)
{
}
extern "C" const char* CustomOnDemandResourcesGetResourcePath(CustomOnDemandResourcesRequestData * data, const char* resource)
{
return NULL;
}
extern "C" void CustomOnDemandResourcesFreeString(const char* str) {
}
#endif // ENABLE_IOS_ON_DEMAND_RESOURCES
In our App we have a need to open Apple Developer App from our iOS App to guide user to Developer App.
But looks like there is no confirmed URL Scheme provided.
Can you help on this.
Topic:
Developer Tools & Services
SubTopic:
General
I am working on an iOS app and I want to achieve on demand module download inside the app when the user clicks on the module icon which he wants to use.
The idea is that we have a super app consisting of multiple modules say four independent apps/features and I want to separate each one so that when the user selects a specific app/feature, it’s downloaded on demand and then opened directly within the same super app resulting in a lower app size initially
I want to upload all the code of all modules to app store connect but when the user downloads the app, then only one module's code should be available to the user, the rest of the module's code should be downloaded when the user wants to use that module. I know apple restricts downloading new code but in my case I want to upload all the code to app store for review but just give option to the user to get rest of the code when needed. Any guidance, architectural advice, or example implementations would be highly appreciated.
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
App Clips
iOS
App Store Connect
On demand resources
Hello,
I'm building this mobile app using Quasar - Capacitor on iOS.
The app is working perfectly, but I'm encountering an issue whenever I push the rep I get this error: "Error
Unable to open base configuration reference file '/Volumes/workspace/repository/ios/App/Pods/Target Support Files/Pods-App/Pods-App.release.xcconfig'.
App.xcodeproj:1"
I've tried every possible solution and made sure that everything is set perfectly.
Can anyone please help me with that?
Thanks in advance, appreciate you 🫶🏻
Hello,
I'm trying to use multiple Background Assets Packs to host map tiles.
This is problematic for a few reasons.
MKTileOverlay requires a method that returns a URL.
AssetPackManager.shared.url() throws, but it's unrelated to the url. It will return a URL even if it points to nothing.
There's no name-spacing. Everything appears to be flattened. (See Error below)
Simultaneously, this also is not the case as the documentation states: if there’s a path collision across multiple asset packs, then it’s undefined from which asset pack an individual file will be resolved.
AssetPackManager.shared.url() doesn't have an optional parameter to explicitly declare the asset pack you want to access, like AssetPackManager.shared.contents(at: FilePath) does
For example, I have multiple different tiles I'm trying to overlay for z: 10, x: 239, and y: 414.
Foo/10/239/414.png
Bar/10/239/414.png
And even when explicitly stating the fold directory, it appears that the assets are flattened down. As I'm receiving this error.
The URL for “Foo/10/239/414.png” couldn’t be retrieved: “414.png” couldn’t be copied to “239” because an item with the same name already exists.
Hi,
is there a compiled version of MailCore.swift? I want to build an easy-to-use mail app for my mother, who is 97, has a MacBook Air, but Apple Mail is too complicated for her. chatGPT said I am too stupid to compile it by myself.
Regards Stephan
In the beta of Icon Composer, I see macOS, iOS, and watchOS icons, but there is nothing about visionOS and tvOS. Those icons are particularly hard and it would be great if this app worked for developing icons for all Apple platforms.
I tried asking this in a WWDC group lab, but they didn't get to it and suggested posting to the forum.
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
Developer Tools
Beta
Universal Apps
Icon Composer
I received this message when trying to submit a build using Rork.com. Can anyone tell me what this is and how to fix it?
There is a problem with the request entity - You are not allowed to create 'iOS' profile with App ID 'XXXXXXXX'.
✖ Failed to create Apple provisioning profile
Error: build command failed.
Topic:
Developer Tools & Services
SubTopic:
General
My Xcode project has the following configuration:
1 iOS app target
1 Xcode framework target (mach-o-type "Dynamic Library")
5 static libraries
Dependencies:
All the static libraries are target dependencies of the framework.
The framework is the only target dependency of the iOS app.
For the iOS app target, within the General tab > Frameworks, Libraries & Embedded content, I've set the framework as "Do not embed"
So now I have a dynamic framework which won't be copied to the .app bundle in the build output.
As per my understanding, this should result in a runtime error, dyld should not be able to find the framework files as they were not embedded in the final .app bundle.
But regardless, my app runs without any errors, using all the methods exposed by the framework.
What is the correct understanding here?
What exactly does Embed/Do not embed mean (apart from excluding the files from .app bundle)
When both settings are specified, is there any priority or precedence of one setting over the other?
I have a project inside the project structure. I have around 300 unit tests in the project.
I see that for some of the subprojects, the coverage numbers show up correctly, but for other subprojects and the main project, the coverage number shows zero, even though the tests are running successfully.
The log I get is:
Aggregation tool emitted warnings:
warning: /Users/ABC/Library/Developer/Xcode/DerivedData/projectABC-hfzmkbdgpiswoxfvvnvhrafaiqyb/Build/ProfileData/A8EEC1FB-1699-4C29-A88C-D3DDA226DBC0/0A416494-A393-4319-AA47-502D72084C9C-43351.profraw: raw profile version mismatch: Profile uses raw profile format version = 8; expected version = 10
PLEASE update this tool to the version in the raw profile, or regenerate the raw profile with the expected version.
I only have one Xcode (26.0.1) on my machine. I tried cleaning the derived data, the cleaning project, and rerunning the tests, but it hasn't helped.
Please help me get the coverage number back. Thank you.