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A Summary of the WWDC25 Group Lab - Developer Tools
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for Developer Tools. Will my project codebase be used for training when I use Xcode's intelligent assistant powered by cloud-based models? When using ChatGPT without logging in, your data will not be used to improve any models. If you log in to a ChatGPT account, this is based on your ChatGPT account settings, which allows you to opt-out (it defaults to on). When using Xcode with accounts for other model providers, you should check with the policies of your provider. And finally, at no point will any portion of your codebase be used to train or improve any Apple models. We'd love to make our SwiftUI Previews (and soon, Playgrounds) as snappy as possible. Is there any way to skip certain build steps, such as running linters? It seems the build environment is exactly the same (compared to a debug build), but maybe there's a trick. Starting with Xcode 16, SwiftUI previews use the exact same build artifacts as the regular build. The new Playgrounds support in Xcode 26 uses these build artifacts too. Shell script build phases are the most common thing that introduces extra build time, so as a first step, try turning off all shell script build phases (like linters) to get an idea if that’s the issue. If those build phases add significant time to your build, consider moving some of those phases into asynchronous steps, such as running linters before committing instead of on every build. If you do need a shell script build phase to run during your build, make sure to explicitly define the input and output files, as that is a huge way to improve your build performance. Are we able to provide additional context for the models, like coding standards? Documentation for third party dependencies? Documentation on your own codebase that explains things like architecture and more? In general, Xcode will automatically search for the right context based on the question and the evolving answer, as the model can interact multiple times with your project as it develops an answer. This will automatically pick up the coding style of the code it sees, and can include files that contain architecture comments, etc. Beyond automatic context, you can manually attach other documents, even if they aren't in your project. For example, you could make a file with rules and ideas and attach it, and it will influence the response. We are very aware of other kinds of automatic context like rule files, etc, though Xcode does not support these at this time. Once ChatGPT is enabled for Coding Intelligence in Xcode 26, and I sign into my existing ChatGPT account, will the ChatGPT Coding Intelligence model in Xcode know about chat conversations on Xcode development done previously in the ChatGPT Mac app? Xcode does not use information from other conversations, and conversations started in Xcode are not accessible in the web UI or ChatGPT app. Is there a plan to make SwiftUI views easier to locate and understand in the view hierarchy like UIKit views? SwiftUI uses a declarative paradigm to define your user interface. That allows you to specify what you want, with the system translating that into an efficient representation at runtime. Unlike traditional AppKit and UIKit, seeing the runtime representation of SwiftUI views isn't sufficient in order to understand why it's not doing what you want. This year, we introduced a SwiftUI Instrument that shows why things are happening, like view re-rendering. Is it possible to use the AI chat with ChatGPT Enterprise? My company doesn't allow us to use the general ChatGPT, only the enterprise version they have setup that prevents data from being leaked Yes, Xcode 26 supports logging into any existing ChatGPT account, including enterprise accounts. If that does not meet your needs, you can also setup a local server that implements the popular chat completions REST API to talk to your enterprise account how you need. Now that Icon Composer is here, how does it complement or replace existing vector design tools such as Sketch for icon design? Icon Composer complements your existing vector design tools. You should continue to create your shapes, gradients, and layers in another tool like Sketch, and compose the exported SVG layers in Icon Composer. Once you bring your layers into Icon Composer, you can then use it to influence the translucency, blur, and specular highlights for your icon. What’s one feature or improvement in the new Xcode that you personally think developers will love, but might not immediately discover? Maybe something tucked away or quietly powerful that’s flown under the radar so far? One feature we're particularly excited about is the new power profiler for iOS, which gives you further insights into the energy consumption of your app beyond what was possible with the energy instrument previously. You can learn more about how to use this instrument and how it can help you greatly reduce your apps battery usage in the documentation, as well as the session Profile and optimize power usage in your app. There were also improvements in accessibility this year with Voice Control, where you can naturally speak your Swift code to Xcode, and it understands the Swift syntax as you speak. To see it in action, take a look at the demonstration in What’s new in Xcode 26. We have a software advisory council that is very sensitive to having our private information going to the cloud in any form. What information do you have to help me guide Xcode and Apple Intelligence through the acceptance process? One thing you can do is configure a proxy for your enterprise that implementing the popular Chat Completions API endpoint protocol. When using a model provider via URL, you can use your proxy endpoint to inspect the network traffic for anything that you do not want sent outside of your enterprise, and then forward the traffic through the proxy to your chosen model provider. Are there list of recommended LLMs to use with Xcode via Intelligence/Local? I've tried Gemma3-12B, but.. I hope there are better options? Apple doesn't have a published list of recommended local models. This is a fast-moving space, and so a recommendation would become out of date very quickly as new models are released. We encourage you to try out the local model support in Xcode 26 with models that you find meet your needs, and let us and the community know! (continued below)
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Jul ’25
Undefined time_t in openssl
I'm having trouble compiling my project for the iOS 18.2 simulator. I'm getting the following error: `Missing '#include <sys/_types/_time_t.h>'; 'time_t' must be declared before it is used` The error points to to simulartor-iOS 18.2 > user/include/sys/_types/_time_t.h #ifndef _TIME_T #define _TIME_T #include <machine/types.h> /* __darwin_time_t */ typedef __darwin_time_t time_t; #endif /* _TIME_T */ This suggests that the time_t type should be defined, but the compiler isn't seeing it. I suspect there might be a problem with preprocessor definitions. Is there anything I set wrong? I am using OpenSSL.xcframework.
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Jan ’25
Create C++ static library with Swift interoperability for iOS. How?
Hello all! My application written with C++ for iOS. Want to make some functionality in static library for the purpose of reuse it in different C++ projects. Want to make universal library for using StoreKit2. Global idea is to wrap StoreKit2 Swift out with CPP interoperability. Now trying to make clear for my self how to create C++ static library with Swift interoperability for iOS in XCode. There are only Objective-C option when you creating static library in XCode for iOS. Is it correct: Create Static Library with Objective-C in XCode Remove all default Objective-C files Add C++ files Add C++/Swift interoperability in build settings Add swift classes Beside all of it some questions: When C++ static library contain Swift code with interoperability will it require some special settings for project (Swift standard lib or some other settings)? Or it could be used like any other C++ libraries? What is the optimal build settings in this case to reduce dependencies when using it different projects? Is there any examples of the same approach for iOS development?
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Jan ’25
Apple Watch Connectivity Issues XCode
Whenever I try to build on my Apple Watch using Xcode, I often encounter connection issues. It typically takes about an hour of troubleshooting, including restarting devices, restarting Xcode, erasing the Apple Watch, and other steps. I was wondering if anyone else has experienced similar problems and if there are any effective solutions.
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548
Dec ’24
"No such module" error when trying to create module
Am running Xcode 16.1 on Sequoia and am getting "No such module" error. Here are my steps: Create workspace in Xcode and name it AccessControl2 Create Project named OrangeInc and add it to AccessControl2 group. Create blank playground named AccessControl and add it to AccessControl2 group Error message in playground after I add "import OrangeInc" reads "No such module" Have tried repeating this several times; get same error message.
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Dec ’24
Adding Fonts in Xcode 16.1 Causes XIB Files to Malfunction
I encountered a problem when adding a new custom font in Xcode 16.1. After including the font and opening my XIB files, the interface preview became blank and the application seemed to experience a heavy load. To troubleshoot, I removed all custom fonts, and everything returned to normal functionality. However, even after reinstalling Xcode, the issue persisted when adding the font again. The XIB preview loaded correctly: The XIB preview turned blank and became unresponsive:
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527
Dec ’24
Can't transfer CSV file to iPhone simulator
I'm trying to transfer a CSV file to my iPhone 16 simulator to use for testing my application, but it keeps failing. See the image below. That occurs when I try to drag the file into the simulator. I also tried to use the Share option for the file, but nothing happens with that. It doesn't transfer but it also doesn't fail. I'm assuming it's failing in the background. Anyone know what I can do?
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288
Dec ’24
Xcode 16.3 beta: Unable to specify package traits for testing
Swift 6.1 introduces package traits, which are great. But sometimes one might want to have a trait that is not enabled by default, and in such cases you will still want to be able to unit test them. Can we get an option, perhaps in the test plan configuration, that would allow us to specify traits that should be enabled when compiling for testing, even if those traits are not enabled by default? Bonus points if we could have multiple test plans that each build with a different set of traits, and running all the tests would cause the package to be built multiple times, so that all possible combinations of traits could be properly unit tested.
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Feb ’25
Why can't I see the version I built on TestFlight
After developing the IOS app using XCode, I https://developer.apple.com/account/resources/identifiers/list Created Identifiers (HanBaoAI) and locally created Certificate SigningRequest.certSigningRequest https://developer.apple.com/account/resources/certificates/list Created Certificates (Expiry Date 2026/04/21) and also created profiles (HanBaoAI, Expires 2026/04/21), and then https://appstoreconnect.apple.com/apps I created an app (HanBaoAI) and uploaded it to the official website using Product Archive in xcode. The upload was successful, but the official website's testflight showed 1 (processing). When I refreshed the page, there was no information in testflight. May I ask what the reason is? How to solve it? Please provide complete and detailed solution steps.
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Apr ’25
Error When Trying to Switch from ADEP to AdHoc for iOS App Deployment
I have created two different apps using ADEP, and they were working on iPad with iOS 14.6 and 14.7.1. The environments are as follows: Environment: 1.Mac mini (Mac OS X 10.7.5) Xcode 8.3.2 2.iMac (OS X El Capitan 10.11.6) Xcode 7.3 The certificates were exported from the environment in 1 and imported into 2. When I tried to switch from ADEP to AdHoc for app creation, I encountered an error. Specifically, the app worked fine on an iPad running iOS 12.5.7 in environment 1, but on devices with iOS 14.6, 14.7.1, and 17.7, the installation was successful, but when I tried to open the app, the following error message appeared: “XXXXX” needs to be updated To run this app on this version of iOS, the developer needs to update the app. Additionally, in environment 2, I’m unable to archive the app. Is it possible to create a working app by simply switching from ADEP to AdHoc without making any other changes to the environment?
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Feb ’25
How to retrieve required Apple Pay parameters for PayFort payment request in Swift?
I'm integrating Apple Pay with PayFort in a Swift iOS application, and I’m currently working on preparing a valid purchase request using Apple Pay, as described in PayFort’s documentation: 🔗 https://docsbeta.payfort.com/docs/api/build/index.html?shell#apple-pay-authorization-purchase-request The documentation outlines the following required parameters: apple_data apple_signature apple_header apple_transactionId apple_ephemeralPublicKey apple_publicKeyHash apple_paymentMethod apple_displayName apple_network apple_type Optional: apple_applicationData I understand these should be derived from the PKPayment object after Apple Pay authorization, but I’m having trouble mapping everything correctly. Here’s what I’m seeing in code: payment.token // Returns something like: <PKPaymentToken: 0x28080ae80; transactionIdentifier: "..."; paymentData: 3780 bytes> payment.token.paymentData // Contains 3780 bytes of encrypted data payment.token.paymentData.base64EncodedString() // Returns a long base64 string, which at first glance seems like it could be used for apple_data, // but PayFort doesn't accept it as-is — so this value appears to be incomplete or incorrectly formatted I can successfully retrieve the following values from payment.token.paymentMethod: apple_displayName apple_network apple_type However, I’m still unsure how to extract or build the following in the format accepted by PayFort: apple_data apple_signature apple_header apple_transactionId apple_ephemeralPublicKey apple_publicKeyHash apple_paymentMethod These may be contained within the paymentData JSON, but I’m not sure how to decode it or if Apple allows decrypting it in a way that matches PayFort’s expected format. How can I correctly extract or build apple_data, apple_signature, and apple_header from the Apple Pay token? Also, how should I handle the decryption or decoding (if necessary) of paymentData to retrieve values like apple_transactionId, apple_ephemeralPublicKey, and apple_publicKeyHash? If anyone has successfully set this up or has example code that bridges Apple Pay and PayFort’s expected request format, it would be super helpful! Thanks in advance 🙏
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Apr ’25
How to use xcframework in SwiftPackage and statically link it into iOS product
I want to statically link xcframework as binaryTarget in Swift Package, but it is copied into the product as dynamic when the Xcode build. How to use xcframework in SwiftPackage and statically link it into iOS product? The Package.swift content and the project are: The WebP.xcframework is static: The Xcode Build Product's WebP.framework is dynamic:
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Apr ’25
SceneKit Performance Issues with Large Node Counts on iPad (10th Gen, iPadOS 18.3)
We’re developing an iPad application that visualizes 2D and 3D building floor plans, including a mesh network of nodes that control lighting and climate. The node count ranges from 1,000 to 15,000. We’re using SceneKit to dynamically render the floor plan and node mesh on an iPad 10th generation running iPadOS 18.3. While the core visualization works, we are experiencing significant performance degradation as the node count increases. Specifically: At 750–1,000 nodes, UI responsiveness noticeably declines. At 2,000 nodes, navigating the floor plan becomes nearly unusable. We attempted to optimize performance with a Geometric Pool algorithm, but the impact was minimal. Strangely, the same iPad handles 30,000+ 3D objects effortlessly when using Unity or Unreal Engine, raising the question of whether SceneKit may not be optimized for this scale. Our questions: Is SceneKit suitable for visualizing such large node counts, or are we hitting an inherent limitation of the framework? Are there best practices or optimization techniques for SceneKit that we might be missing? Should we consider a hybrid approach or fully transition to a different 3D engine for this use case? We’ve attached a code sample below demonstrating the issue. Any insights, suggestions, or experiences would be greatly appreciated! ContentView.swift
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Feb ’25
Build Libraries For Distribution flag usage
I want to build an ios .xcframework (for external delivery) and .framework(for internal debugging) in order to package some code to a customer for incorporation into their app. My framework has a dependency upon RealmSwift, which I've added using SPM. There is a warning saying Module RealmSwift was not compiled with library evolution support. And when building SwiftVerifyEmittedModuleInterface fails with an error saying "missing required modules: 'Realm.Private', 'Realm', 'Realm.Swift'" By default, Build Libraries For Distribution was set to YES, however if I turn it off then the warning and error go away and I can cleanly build the framework. I've been attempting to get a good understanding of this flag and if it should be used or not, most material says yes but doesn't go a good job of explaining why. However anyway I can't get the framework to build with RealmSwift as a dependency without turning off this flag. Therefore is that ok to proceed down that route? Does the fact the xcframework will only ever be distributed to one consumer affect decisions (i.e. binary compatibility etc.) Thanks
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115
Mar ’25
Swift Package Manager - Package Download Issue
We have developed a custom iOS framework called PaySDK. Earlier we distributed the framework as PaySDK.xcframework.zip through GitHub (Private repo) with two dependent xcframeworks. Now, one of the clients asking to distribute the framework through Swift Package Manager. I have created a new Private repo in the GitHub, created the new release (iOSSDK_SPM_Test) tag 1.0.0. Uploaded the below frameworks as Assets and updated the downloadable path in the Package.Swift and pushed to the GitHub Main branch. PaySDK.xcframework.zip PaySDKDependentOne.xcframework.zip PaySDKDependentTwo.xcframework.zip When I try to integrate (testing) the (https://github.com/YuvaRepo/iOSSDK_SPM_Test) in Xcode, am not able to download the frameworks, the downloadable path is pointing to some old path (may be cache - https://github.com/YuvaRepo/iOSSDK_SPM/releases/download/1.2.0/PaySDK.xcframework.zip). Package.Swift: // swift-tools-version:5.3 import PackageDescription let package = Package( name: "iOSSDK_SPM_Test", platforms: [ .iOS(.v13) ], products: [ // Products define the executables and libraries a package produces, making them visible to other packages. .library( name: "iOSSDK_SPM_Test", targets: ["PaySDK", "PaySDKDependentOne", "PaySDKDependentTwo"] ) ], targets: [ // Targets are the basic building blocks of a package, defining a module or a test suite. // Targets can depend on other targets in this package and products from dependencies. .binaryTarget( name: "PaySDK", url: "https://github.com/YuvaRepo/iOSSDK_SPM_Test/releases/download/1.0.0/PaySDK.xcframework.zip", checksum: " checksum " ), .binaryTarget( name: "PaySDKDependentOne", url: "https://github.com/YuvaRepo/iOSSDK_SPM_Test/releases/download/1.0.0/PaySDKDependentOne.xcframework.zip", checksum: " checksum " ), .binaryTarget( name: "PaySDKDependentTwo", url: "https://github.com/YuvaRepo/iOSSDK_SPM_Test/releases/download/1.0.0/PaySDKDependentTwo.xcframework.zip", checksum: " checksum " ), .testTarget( name: "iOSSDK_SPM_TestTests", dependencies: ["PaySDK", "PaySDKDependentOne", "PaySDKDependentTwo"] ) ] ) Steps I followed: I have tried below steps, Removed the local repo and cloned new rm -rf ~/Library/Caches/org.swift.swiftpm/ rm -rf ~/Library/Developer/Xcode/DerivedData/* Can anyone help to identify the issue and resolve? Thanks in advance.
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426
Jan ’25