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MetalToolchain download fails on macOS 26.2, build 17C48 catalog error
Without this, I can't install/open Unreal Engine on my iMac OS 26.2 Tahoe. I can't even download the Metal Toolchain in Xcode-Settings-Components. It fails every time. when I try to open Unreal Engine, it says this: Xcode Metal Compiler error: error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain But every time I try to download Metal Toolchain in terminal, it says this: xcodebuild: error: Failed fetching catalog for assetType (com.apple.MobileAsset.MetalToolchain), serverParameters ({ RequestedBuild = 17C48; }) % sudo xcode-select --reset xcrun -f metallib Password: xcrun: error: sh -c '/Applications/Xcode.app/Contents/Developer/usr/bin/xcodebuild -sdk /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk -find metallib 2> /dev/null' failed with exit code 17664: (null) (errno=No such file or directory) xcrun: error: unable to find utility "metallib", not a developer tool or in PATH
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`import Collections` does make no sense errors.
I downloaded package, I can see it in Package Dependencies tab, [swift-collections | https://github.com/apple/swift-collections.git | Up to Next Major Version] — looks OK. But (quite strange): import Collections //🛑 No such module 'Collections' typealias Objects = OrderedSet<anyHashable> // No error I took Collection word from a list or typed — no difference. if I remove import Collections there is no OrderedSet anymore (of course) Can't compile. Cleaned build folder, restarted Xcode... What could be wrong with it? Any ideas?
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Cannot open or save a new project in Xcode
I am trying to create a new Xcode project. I am unable to open or create a new project, and am getting the error message "You don't have permission to save the file... in the folder..." and "Authentication failed because the credentials were rejected". I have confirmed I am signed in with the correct Apple ID. I have also confirmed through Xcode account settings, my account is in my organisation team, and I have an Apple Development Certificate and an Apple Distribution Certificate, both created 20/11/2025 (no status listed for either). Could someone please help?
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QR code scan deeplink not work in XCode test run?
Hi, I'm trying to figure out what is true here - if I am not in the correct forum please direct me :-) A. It is not possible to test a QR code scan that contains a deeplink into my iOS app from an XCoode build test run. In other words, The build must be published to Test Flight for the iOS's QR code scan sub-system to be able to process the deeplink into my app? If I am wrong about this, it sure would help with testing to be able to test directly from the local XCode build test. If so, can someone point me in the direction of what I would need to do for that? Thanks for your input either way!
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In-App Provisioning
I'm implementing the in app provisioning in a financial project. I got my entitlement identifier, I'm also implementing the wallet extension but I have the problem with Xcode. Domain: IXUserPresentableErrorDomain Code: 1 ... NSExtensionPointIdentifier key in the NSExtension dictionary in its Info.plist that does not correspond to a known extension point. But I'm not sure what does this mean, I reviewed the info.plist form the project and the wallet extension
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Xcode crashing in live view
I'm new to Xcode. I just downloaded version 26.2 and I'm working on an iMac with macOS Sequoia 15.7.3. I'm created a playground with some very simple code and it crashes when I click live view. I tried looking all over online for a solution and nothing has worked. I tried uninstalling and reinstalling Xcode and still have the same problem. When running the code with the console open I do see the following error. objc[19786]: Class _TtC16AppIntentSchemas16AppIntentDomains is implemented in both /System/Library/PrivateFrameworks/AppIntentSchemas.framework/Versions/A/AppIntentSchemas (0x2840a4c28) and /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/AppIntentSchemas.framework/Versions/A/AppIntentSchemas (0x3276359e8). This may cause spurious casting failures and mysterious crashes. One of the duplicates must be removed or renamed. I went to the first folder mentioned in the error /System/Library/PrivateFrameworks/AppIntentSchemas.framework/Versions/A/AppIntentSchemas but I found no file called AppIntentSchemas. Here is the code I'm trying to run. import UIKit import PlaygroundSupport let view = UIView(frame: CGRect(x: 0, y: 0, width: 200, height: 200)) view.backgroundColor = .red UIView.animate(withDuration: 15.0) { view.backgroundColor = .blue } PlaygroundPage.current.liveView = view
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XCode26.2 ld: Assertion failed: ((ct == Atom::ContentType::objcConst) || (ct == Atom::ContentType::objcData) || (ct == Atom::ContentType::constData) || (ct == Atom::ContentType::constText)), function ObjCClassReadOnlyDataRef, file Atom.cpp, line 329
Dear Apple engineers: My previous project was successfully compiled using Xcode 16.2. Now, I need to adapt it to Xcode 26. I know that the linker in Xcode 26 has undergone significant changes. So, in the 'Other Linker Flags' configuration of the Build Settings in the project engineering of Xcode 26.2, I deleted '-ld64' and added '-Xlinker -dead_strip -Xlinker -dead_strip -allow_dead_duplicates' to adapt to the new linker of Xcode 26. After the modification, when I compiled my project engineering using Xcode 26.2 compiler, I encountered a new linker error. The error log is attached. Regarding this error, how should we solve it? Thank you. XCode26.2BuildErrorLog.txt
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xcodebuild does not retry UI tests with xcode 26.2
I have ios UI tests that are build with command xcodebuild -workspace ... -scheme ... -configuration ... -derivedDataPath ... -destination ... -testPlan ... build-for-testing Then I run them with xcodebuild -destination ... -resultBundlePath ... -parallel-testing-worker-count ... -xctestrun ... test-without-building I also have following settings in testplan "maximumTestRepetitions" : 3, "testRepetitionMode" : "retryOnFailure", With xcode 16.4 tests were retried on failure up to 3 times, but migrating to xcode 26.2 seems to change this behavior and tests are no longer retried. Is it expected behaviour and I should manually add params like -test-iterations 3 -retry-tests-on-failure into xcodebuild test-without-building command? Here is xcresult - https://drive.google.com/file/d/1xHgiZnIK_lptDSUf-fCyEnT9zYubZlCf/view?usp=sharing And testrun file -https://drive.google.com/file/d/1aBi2sTjy8zFYtgYn1KA60T8gwD_OnBCF/view?usp=sharing
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Liquid glass segment view freezes when dragging handle to a disabled segment
Setup: I have a segment view with 3 segments, and the last on (at index 2) is disabled. Issue: When I drag the liquid glass handle of the segment view from what was previously selected to the disabled segment, the liquid glass handle freezes mid-air. Workaround: I can still interact with the handle and manually restore its position, or tap on any other segment to restore its position. Notes: I'm using UIKit, and no extra customizations are applied. class ViewController: UIViewController { @IBOutlet weak var segmentView: UISegmentedControl! override func viewDidLoad() { super.viewDidLoad() segmentView.removeAllSegments() let segments = ["Option 1", "Option 2", "Option 3"] for (index, title) in segments.enumerated() { segmentView.insertSegment(withTitle: title, at: index, animated: false) } // Select the first one by default segmentView.selectedSegmentIndex = 0 // Disable the last segment segmentView.setEnabled(false, forSegmentAt: 2) } }
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Simulator is not working.
Hi, I am a UI designer and a total newbie with coding, so I have been using AI in Xcode to do all my coding for my personal project. Everything was working fine until this morning, when I tried to run my app in the simulator (I didn't even change any code from the last time I ran the simulator) and now the simulator is crashing and freezing and I have been trying to fix it with the AI recommendations, but it seems way too complicated for me to handle even with AI's help. I feel like I need to talk to an expert and guide me out of this hole. Please help. Thank you!
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How to eliminate frameworks from being picked up by Xcode
I wrote my own framework and it uses some OpenGL calls, I have my own direct replacements for these calls. But Xcode complains when I try to integrate these calls into a NSApp that all of these calls are deprecated. It must be in some module that Appkit or Cocoa uses to include all the headers as I went through and eliminated all potential references. I could just encapsulate all of this in a separate C or C++ file, but I would rather write it all in Obj-C. I know it's just a warning, but I like to treat warnings as errors to catch as many bugs as possible.
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How do I build a framework and be able to use it within the same project
I am building a framework and an app, the framework is a dependent on the app so that works.. But within the app I can't use #import <OpenGL_4_6/OpenGL_4_6.h> But I have to use #import "OpenGL_4_6/OpenGL_4_6.h" I can see the framework being built its in a directory that I can't seem to express with the $ macros for Xcode Library/Developer/Xcode/DerivedData/MGL-bpbwpidwnbulrxgcndprcdmfrosb/Build/Products/Debug I tried to set my framework search path to this.. but to no avail.
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Share Issue
We are facing an issue where we share the Taqeem app (https://apps.apple.com/app/id6692622292) but sharing is not working properly. Few iPhone gives image, url however few share only image as shown in attached screenshot. Also with our devices (iPhone 16 Pro, iPhone 14 Pro - especially Pro series) if we share any ad from our app, it is sharing only image and text + url that we share also not get shared. We were using regular code as below. So we believe that Share using UIActivityViewController is having an issue. Images are available at below links. https://ibb.co/RkG70NqH https://ibb.co/dJKBR9jc Code I used is as below. func shareDetails(shareText : String, shareURLString : String) { if let shareURL : NSURL = NSURL(string: shareURLString) { // If you want to use an image let image : UIImage = UIImage(named: "logo.png") let activityViewController : UIActivityViewController = UIActivityViewController(activityItems: [shareText, shareURL, image], applicationActivities: nil) // This lines is for the popover you need to show in iPad activityViewController.popoverPresentationController?.sourceView = topVC?.view // This line remove the arrow of the popover to show in iPad activityViewController.popoverPresentationController?.permittedArrowDirections = UIPopoverArrowDirection.down activityViewController.popoverPresentationController?.sourceRect = CGRect(x: 150, y: 150, width: 0, height: 0) // Pre-configuring activity items if #available(iOS 13.0, *) { activityViewController.activityItemsConfiguration = [ UIActivity.ActivityType.message ] as? UIActivityItemsConfigurationReading } if #available(iOS 13.0, *) { activityViewController.isModalInPresentation = true } topVC?.present(activityViewController, animated: true, completion: nil) } } Thanking You
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UISegmentedControl tap position misalignment in Xcode 26 with UIDesignRequiresCompatibility enabled
Environment macOS 15.7.3 Xcode 26.1.1 / 26.2 iOS 18.5 / 26.2 iPhone 16 Pro Simulator and physical device Problem Description When tapping an unselected UISegmentedControl, the selected segment does not match the tapped position. Specifically, tapping the rightmost segment (index: 3) results in the leftmost segment (index: 0) being selected instead. Conditions for Reproduction This issue occurs when all of the following conditions are met: Built with Xcode 26.x UIDesignRequiresCompatibility is set to YES in Info.plist UISegmentedControl is positioned using Auto Layout with leading alignment Segments are added dynamically using insertSegment(withTitle:at:animated:) Note: The issue does not occur when segments are defined statically in Storyboard. Steps to Reproduce Create a subclass of UISegmentedControl that dynamically sets segments: class CustomSegmentedControl: UISegmentedControl { func setSegments(titles: [String]) { removeAllSegments() titles.forEach { title in insertSegment(withTitle: title, at: numberOfSegments, animated: false) } } } In the ViewController, configure the control: override func viewDidLoad() { super.viewDidLoad() segmentedControl.setSegments(titles: ["Item A", "Item B", "Item C", "Item D"]) segmentedControl.selectedSegmentIndex = UISegmentedControl.noSegment } Set UIDesignRequiresCompatibility to YES in Info.plist: <key>UIDesignRequiresCompatibility</key> <true/> Run the app and tap the rightmost segment ("Item D") Expected vs Actual Behavior Expected Actual Tap rightmost segment "Item D" (index: 3) is selected "Item A" (index: 0) is selected What I Tried (Did Not Work) Calling layoutIfNeeded() after adding segments: segmentedControl.setSegments(titles: ["Item A", "Item B", "Item C", "Item D"]) segmentedControl.layoutIfNeeded() // No effect Workarounds Set UIDesignRequiresCompatibility to NO (enables Liquid Glass design) Define segments statically in Storyboard instead of dynamically Sample Project Minimal reproduction project is available here: https://github.com/CH3COOH/Samples/tree/master/SampleSelectSegmentedControl Feedback Assistant This issue has been reported via Feedback Assistant: FB21712773 Has anyone else encountered this issue or found alternative workarounds?
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