[Submitted as FB20950954]
Xcode Simulator causes crackling and distortion in audio playback across all apps (Apple Podcasts, Music, third-party).
REPRO STEPS
Open any audio app and start playback
Note the audio quality
Launch Xcode Simulator
After a few seconds, note audio quality again
Quit Xcode Simulator
Audio returns to normal
CURRENT
Audio has crackling and distortion while Simulator is running.
EXPECTED
Clean audio playback regardless of whether Simulator is running.
SYSTEM INFO
macOS 26.1 (25B78)
Xcode 26.1 (17B55)
Simulator 26.0 (1058)
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Hi everyone,
We run our CI builds on a Mac mini. On my local MacBook, incremental builds work properly and build times are fast, but on CI it looks like Xcode rebuilds everything from scratch every time, and the build is about 6 minutes slower than local.
In Xcode 26, “compilation caching” became available. My understanding was that if DerivedData is preserved between CI runs, compilation caching / incremental builds should reduce build time.
So I tried specifying the DerivedData path as an absolute path in our xcodebuild command to reuse it across builds. However, it still seems to do a full rebuild every time and the build time didn’t improve.
Has anyone seen a similar issue with incremental builds on CI (Mac mini) with Xcode 26? Any advice on what to check or how to configure CI so incremental builds / caching actually work would be greatly appreciated.
Thanks!
Hi Apple Developer Community and Enrollment Team,
Update on organization enrollment H6899PPP9F for AI Prosperity Limited (D-U-N-S [yours]): All initial issues (D-U-N-S, email blocks, docs) resolved weeks ago, with enrollment number issued—yet final activation remains pending over 7 weeks since full submission on 11/27/2025. No ETA or outreach despite prior calls/emails/forum posts.
To highlight the stakes: Our app powers a joint venture under the "Freedom Mastery" brand (planners promising QR-app access), with ~+10K customer engagements via physical sales trying to download the app. Key proof (attachments), 500-1000 customers added every day from now on:
Amazon Seller Central (Nov 1–Dec 11, 2025): 9,360 units, $323K+ sales, avg $30/order—listings here tease app integration (1K–4K reviews/SKU).
Shopify (same period): 9,999+ orders, $63K+ sales, 195K sessions—direct traffic to app waitlist.
Redacted JV agreement excerpt: Confirms AI Prosperity Limited's legal authority/control over "Freedom Mastery" branding and sales.
Dev entity (AI Prosperity Limited) matches all docs/D-U-N-S, but the JV tie may need verification—happy to provide full details. These buyers (many iOS users) are inquiring daily; delays risk churn/refunds in our habit-tracking space.
Request: Escalate to senior review for activation/ETA. Ready for any clarifications.
Thanks—excited to launch on Apple!
Frederik
AI Prosperity Limited
Enrollment ID: H6899PPP9F
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
Subscriptions
Developer Tools
Accounts
Apple Business Manager
“Side Button Access” Capability cannot be found under capabilities and when trying to add the entitlement com.apple.developer.side-button-access.allow manually, I got the invalid entitlement error.
Xcode: 26.2, MacOS: 26.2.
In previous versions of the simulator, it was possible to import files into the Files app by dragging them from the Finder into the Simulator. It appears that in the iOS 26 Simulator, this opens the file in Safari.
I've only tried it with .json files so far.
The documentation at https://developer.apple.com/documentation/xcode/sharing-data-with-simulator says that the original behaviour should happen:
To add files to Simulator, select one or more files in Finder on your Mac, then click the Share button. Select Simulator from the share destination list. Choose the simulated device from the drop-down list. Simulator opens the Files app, and lets you select where to save the files.
I'd love to learn if this is intentional behaviour, and if so, what workarounds there might be. I use this pattern quite a lot, as I have a HealthKit app, and I've built a system that allows me to export workouts as JSON files from a real device, that I can then import into a simulator for testing.
Edit: I found a workaround. Make a folder in Files.app, then search for it within ~/Library/Developer/CoreSimulator/Devices. Open the folder in Finder, then add any files you want to be available in the Simulator.
We’re facing an issue with Xcode 26.1 where code coverage is not being generated. All our test cases run and pass successfully, but the .xccovreport / .xccovarchive files are never produced.
Code coverage is enabled in the scheme, and this setup used to work correctly in earlier Xcode versions. We are trying to determine whether this is a configuration issue on our end or a possible Xcode 26.1 bug.
Is anyone else experiencing the same problem with code coverage in Xcode 26.1?
Any insights or workarounds would be appreciated.
I'm using Vision framework (DetectFaceLandmarksRequest) with the same code and the same test image to detect face landmarks. On iOS 18 everything works as expected: detected face landmarks align with the face correctly.
But when I run the same code on devices with iOS 26, the landmark coordinates are outside the [0,1] range, which indicates they are out of face bounds.
Fun fact: the old VNDetectFaceLandmarksRequest API works very well without encountering this issue
How I get face landmarks:
private let faceRectangleRequest = DetectFaceRectanglesRequest(.revision3)
private var faceLandmarksRequest = DetectFaceLandmarksRequest(.revision3)
func detectFaces(in ciImage: CIImage) async throws -> FaceTrackingResult {
let faces = try await faceRectangleRequest.perform(on: ciImage)
faceLandmarksRequest.inputFaceObservations = faces
let landmarksResults = try await faceLandmarksRequest.perform(on: ciImage)
...
}
How I show face landmarks in SwiftUI View:
private func convert(
point: NormalizedPoint,
faceBoundingBox: NormalizedRect,
imageSize: CGSize
) -> CGPoint {
let point = point.toImageCoordinates(
from: faceBoundingBox,
imageSize: imageSize,
origin: .upperLeft
)
return point
}
At the same time, it works as expected and gives me the correct results:
region is FaceObservation.Landmarks2D.Region
let points: [CGPoint] = region.pointsInImageCoordinates(
imageSize,
origin: .upperLeft
)
After that, I found that the landmarks are normalized relative to the unalignedBoundingBox. However, I can’t access it in code. Still, using these values for the bounding box works correctly.
Things I've already tried:
Same image input
Tested multiple devices on iOS 26.2 -> always wrong.
Tested multiple devices on iOS 18.7.1 -> always correct.
Environment:
macOS 26.2
Xcode 26.2 (17C52)
Real devices, not simulator
Face Landmarks iOS 18
Face Landmarks iOS 26
Moving the cursor left and right becomes extremely sluggish, though up-down movement and mouse clicks are normal. The Apple Store Genius checked the hardware and even reinstalled the OS, but the issue remains.
Topic:
Developer Tools & Services
SubTopic:
Swift Playground
Tags:
Developer Tools
Swift
Swift Playground
I have been using Xcode Version 26.1.1 on macOS Tahoe Version 26.1. In VIM mode, whenever I quickly tap d twice, to delete the complete line, most of the time Xcode crashes. Is anyone else facing this issue? Should I move to any older version of Xcode or any other solve for this?
Hello.
I migrated yesterday two machines from OS15 to OS26 (same Ram; M1Max chip). On the first one, a MBP, everything is allright, and my old Metal projects can compile and run, even with MacOS12 as a destination.
On the second computer (MacStudio) I got a compile "error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain".
I spent hours on many forums and tried all proposed solutions and still get the same error. Any idea? Thanks
Hello, colleagues.
I am reaching out to the community with an issue that is likely quite common. Unfortunately, I have not been able to resolve it independently and would like to confirm if my approach is correct.
Core Problem: VoIP push notifications are not delivered to the application when it is in the background or terminated. After reviewing existing discussions on the forum, I concluded that the cause might be related to CallKit not having enough time to register. However, in my case, I am using AppDelegate, and in theory, CallKit registration should occur quickly enough. Nevertheless, the issue persists.
Additional Question: I would also like to clarify the possibility of customizing the CallKit interface. Specifically, I am interested in adding custom buttons (for example, to open a door). Please advise if such functionality is supported by CallKit itself, or if a different approach is required for its implementation.
Thank you in advance for your time and attention to my questions. For a more detailed analysis, I have attached a fragment of my code below. I hope this will help clarify the situation.
Main File
@main
struct smartappApp: App {
@UIApplicationDelegateAdaptor private var delegate: AppDelegate
@StateObject private var navigationManager = NavigationManager()
init() {
print("Xct")
if !isRunningTests() {
DILocator.instance
.registerModules([
ConfigModule(),
SipModule(),
AuthModule(),
NetworkModule(),
CoreDataModule(),
RepositoryModule(),
DataUseCaseModule(),
SipUseCaseModule()
])
}
}
func application(_ application: UIApplication,
didReceiveRemoteNotification userInfo: [AnyHashable: Any],
fetchCompletionHandler completionHandler: @escaping (UIBackgroundFetchResult) -> Void) {
print("Axtest")
completionHandler(.newData)
}
var body: some Scene {
App Delegate File
class AppDelegate: UIResponder, UIApplicationDelegate {
private let voipRegistry = PKPushRegistry(queue: .main)
private var provider: CXProvider?
func application(_ application: UIApplication,
didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
setupPushKit()
setupCallKit()
return true
}
public func regist(){
setupPushKit()
setupCallKit()
}
private func setupPushKit() {
voipRegistry.delegate = self
voipRegistry.desiredPushTypes = [.voIP]
DispatchQueue.main.async {
self.voipRegistry.pushToken(for: .voIP)
}
}
// MARK: - CallKit Setup
private func setupCallKit() {
let configuration = CXProviderConfiguration(localizedName: "MyApp")
configuration.maximumCallGroups = 1
configuration.maximumCallsPerCallGroup = 1
configuration.supportsVideo = true
configuration.iconTemplateImageData = UIImage(named: "callIcon")?.pngData()
provider = CXProvider(configuration: configuration)
provider?.setDelegate(self, queue: .main)
}
// MARK: - Background Launch Handling
func application(_ application: UIApplication,
didReceiveRemoteNotification userInfo: [AnyHashable: Any],
fetchCompletionHandler completionHandler: @escaping (UIBackgroundFetchResult) -> Void) {
print("Axtest")
completionHandler(.newData)
}
}
extension AppDelegate: PKPushRegistryDelegate {
func pushRegistry(_ registry: PKPushRegistry,
didUpdate pushCredentials: PKPushCredentials,
for type: PKPushType) {
APNsImpl().registerToken(token: pushCredentials.token.map { String(format: "%02.2hhx", $0) }.joined())
}
func pushRegistry(_ registry: PKPushRegistry,
didReceiveIncomingPushWith payload: PKPushPayload,
for type: PKPushType) {
guard type == .voIP else {
return
}
print("call kit")
let payloadDict = payload.dictionaryPayload
let update = CXCallUpdate()
update.remoteHandle = CXHandle(type: .phoneNumber, value: "dsfsdfddsf")
update.hasVideo = payloadDict["hasVideo"] as? Bool ?? false
provider?.reportNewIncomingCall(with: UUID(),
update: update,
completion: { error in
if let error = error {
print("Failed to report incoming call: \(error.localizedDescription)")
} else {
print("Successfully reported incoming call")
}
})
}
}
Hi everyone,
I’m currently integrating AlarmKit into an app and would like to offer users the same selection of built-in iOS alarm sounds that the native Clock app provides.
So far, I haven’t found any API in AlarmKit (or elsewhere in the SDK) that exposes the system’s default alarm tones. Before implementing a custom sound library, I wanted to check:
Is there any way to access or present the iOS system alarm sounds when creating alarms with AlarmKit?
Or are developers limited to custom audio files that we provide ourselves?
If anyone has experience with AlarmKit or knows whether this is technically possible (or explicitly restricted), I’d really appreciate your insights.
Thanks!
Topic:
Developer Tools & Services
SubTopic:
Instruments
iPhone, iPad, MacOS Build numbers are all the same but each actual platform reports the actual version.
"EnableLiveAssetServerV2-com.apple.MobileAsset.MetalToolchain" = on;
ProductName: macOS
ProductVersion: 26.0.1
BuildVersion: 25A362
The MetalToolchain is installed, however I keep getting error that MetalToolchain cannot be found by the Xcode
"Command CompileMetalFile failed with a nonzero exit code"
error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain
❯ xcodebuild -downloadComponent MetalToolchain
2025-10-31 11:18:29.004 xcodebuild[6605:45524] IDEDownloadableMetalToolchainCoordinator: Failed to remount the Metal Toolchain: The file “com.apple.MobileAsset.MetalToolchain-v17.1.324.0.k9JmEp” couldn’t be opened because you don’t have permission to view it.
Beginning asset download...
2025-10-31 11:18:29.212 xcodebuild[6605:45523] IDEDownloadableMetalToolchainCoordinator: Failed to remount the Metal Toolchain: The file “com.apple.MobileAsset.MetalToolchain-v17.1.324.0.k9JmEp” couldn’t be opened because you don’t have permission to view it.
Downloaded asset to: /System/Library/AssetsV2/com_apple_MobileAsset_MetalToolchain/4ab058bc1c53034b8c0a9baca6fba2d2b78bb965.asset/AssetData/Restore/022-17211-415.dmg
Done downloading: Metal Toolchain 17A324.
I’ve officially given up trying to release my app on iOS.
Apple’s latest rejection quotes:
• Guideline 5.1.5 – Location Services
“The app uses location data for features that are not relevant to a user’s location. Specifically, the app is not functional when Location Services are disabled. To resolve this issue, please revise the app so that the app is fully functional without requiring the user to enable Location Services.”
• Guideline 5.1.1 – Data Collection and Storage
Complaining that the app “encourages or directs” users to go to Settings to enable location.
My app is literally built around live location. The entire point is: you walk the circuit, see telemetry synced with where you are. No location, no app. That is the product. Apple wants the app to be “fully functional” without the one thing it needs to exist. That’s like rejecting a camera app because it doesn’t “fully function” with no camera permission.
What makes this worse is the complete lack of consistency. Every time I fix what they ask, the next review comes back with a different problem, instead of a clear list of issues to solve in one go. No stable checklist, no coherent interpretation, just moving goalposts and copy-paste template replies that ignore reviewer notes and how the app actually works.
They don’t seem to understand how incapable this process is for serious, niche apps. It’s not about quality or privacy at this point, it’s about box-ticking and cover-your-back behaviour. Meanwhile, small devs are supposed to burn weeks rewriting core flows just to satisfy someone who clearly hasn’t even tried to use the app properly.
I’ve decided to keep the app Android-only. iOS simply isn’t worth fighting with a review system that can’t even be consistent with its own guidelines.
Has anyone else had similar problems with Apple inventing a new issue every review instead of giving you one clear, stable set of requirements to fix?
Topic:
Developer Tools & Services
SubTopic:
General
I want to enable developer program but after submitting the enrollment I see:
Your enrollment in the Apple Developer Program could not be completed at this time.
I am setting up a new app and am having problems with Xcode Cloud. From Xcode if I click on the "Cloud" button under the Report Navigator I get a spinner for a long time then get the message "Could not load Xcode Cloud data". I also visited the "Xcode Cloud" tab under my app in App Store Connect and I get a spinner and nothing loads.
This is a recent account and I'm setting up Xcode Cloud for the first time. Below is what I've tried and I'm out of ideas on how to get this working.
In Xcode, I signed out and back in as the Account Holder
Closed Xcode and reopened
This occurred yesterday and today and have not seen a problem under the Apple System Status page
On the latest Xcode 16.2
Checked the Signing & Capabilities tab in Xcode and my team a bundle Id is correct and it's happy with signing. At this time on my machine I am using the distribution profile.
Hi, I need help with the error:
“You do not have required contracts to perform an operation.”
(ID: cc897baf-6551-474b-bbef-3dd5bdf89931)
When I try to distribute an archived build from Xcode, App Store Connect shows a banner asking to review a new agreement.
But when I click it, I’m redirected to Agreements, Tax and Banking, and there is no agreement to accept — the page is empty.
I checked with the team, and none of us can see the agreement.
Is it possible that the required agreement is available only to the Account Holder and not visible to Admin or Developer roles?
Could you please clarify what exactly this error means and how we can locate the missing agreement?
Thanks.
I have developed a fun living diorama world using Reality Composer Pro and XCode. Everything is as it should be, and it looks/works great ... until it does not.
If I seem to make any change to any of the 10 timelines that I am using (all on the same scene, no nested scenes), running the app in simulator, device, and via testflight throws errors around compiled timelines, leading to the black screen of death. Every time I clean and run, the timelines in questions might change. Its very frustrating and impossible to track down.
Heres are some examples.
AssetLoadRequest failed because asset failed to load '/ (3661553931319769725 Timeline (RealityFileAsset)URL/file:///var/containers/Bundle/Application/F4408256-6014-4264-9E4B-F74AEF0EDE53/SantasVillage.app/RealityKitContent_RealityKitContent.bundle/RealityKitContent.reality/Timeline_779.compiledtimeline)' (failed to register asset)
Asset / (13631856135570808851 AnimationLibraryAsset (RealityFileAsset)URL/file:///var/containers/Bundle/Application/F4408256-6014-4264-9E4B-F74AEF0EDE53/SantasVillage.app/RealityKitContent_RealityKitContent.bundle/RealityKitContent.reality/AnimationLibraryAsset_1.compiledanimationlibraryasset) failure: failed to register asset
Asset 10430065658338454790 AnimationScene (RealityFileAsset)URL/file:///var/containers/Bundle/Application/F4408256-6014-4264-9E4B-F74AEF0EDE53/SantasVillage.app/RealityKitContent_RealityKitContent.bundle/RealityKitContent.reality/AnimationScene_14.compiledanimationscene failure: failed to register asset
I went with recommended fixes of closing RCP > Clean Build Folder > Delete Derrived Date (multiple ways) > Re-Open Xcode > Reset Package Cache > Re-Open RCP via XCode > Make a Change > Save > Clean Build Folder Again > Run.
Sometimes it works. Most times it does not.
I then found my own little work-around, but its not always working as is literally costing me days of wasted time messing around with this. I will DISABLE all timelines, do the above clean method, rerun with no timelines, and it resolves. Then, turn on timelines ONE BY ONE and run until I get another error. Then, rebuild that timeline and nothing else.
This is not sustainable. There must be some better way to do this? Or, perhaps I am doing something wrong? Please help if you can.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Reality Composer
RealityKit
Reality Composer Pro
visionOS
Hi,
When running unit test or app on simulator, it got process crashed mostly of the case, it works fine on the same project, like in Xcode 16.x.
Look at the crash report, it randomly crashed when loading libraries, like 2 events attached below...
My mac is M3 macbook pro, mac OS is 15.7.2
Anyone know how to sort it out, it is really annoying, can only use device for debug now.
Thx...
0x1c693f000 - 0x1c6944fff com.apple.TelephonyUIFramework.axbundle (1.0) <c877fa21-e6e7-31d9-98df-5837e2a98628> /Volumes/VOLUME/*/TelephonyUIFramework
0x1c6b17000 - 0x1c6b18fff com.apple.EmojiKit.axbundle (1.0) <49e64e22-eacd-38a0-af32-fe8834f53170> /Volumes/VOLUME/*/EmojiKit
0x1d7e90000 - 0x1d7eb3fff com.apple.PassKitUI.axbundle (1.0) <caeeabe5-17b1-3d16-8d52-1f7bb5f631f0> /Volumes/VOLUME/*/PassKitUI
0x1d835f000 - 0x1d8388fff com.apple.PhotosUICore.axbundle (1.0) <3476e3ea-772e-3dea-a3f3-a9baed307eeb> /Volumes/VOLUME/*/PhotosUICore
0x1d828f000 - 0x1d82a9fff com.apple.EventKitUIFramework.axbundle (1.0) <a91493a9-7b40-3df0-884d-7954b0dbb89b> /Volumes/VOLUME/*/EventKitUIFramework
0x1c6b30000 - 0x1c6b85fff com.apple.dyld.dyld-framework (*) <c8a41039-7c9c-324a-9770-736b63001f33> /Volumes/VOLUME/*/Dyld.framework/Dyld
0x0 - 0xffffffffffffffff ??? (*) <00000000-0000-0000-0000-000000000000> ???
Error Formulating Crash Report:
dyld_process_snapshot_get_shared_cache failed
RIP register does not match crashing frame (0x0 vs 0x7FF7FFF34A6C)
EOF
or this one:
0x10ad57000 - 0x10ad5efff libBacktraceRecording.dylib (*) <1083d13e-5185-3883-bedf-ec633b9aa76f> /Volumes/VOLUME/*/libBacktraceRecording.dylib
0x10ad7a000 - 0x10ad7cfff libLogRedirect.dylib (*) <a174f56a-c354-33bf-a458-d2e8582d3ae9> /Volumes/VOLUME/*/libLogRedirect.dylib
0x102751000 - 0x102755fff com.velobank.dev (25.11.0) <4ecd00ef-c3fc-3353-ace5-05c9ce42bae9> /Users/USER/Library/Developer/CoreSimulator/Devices/2F963721-D9A1-4CBF-A906-4646612795E1/data/Containers/Bundle/Application/FBA0FA3E-093F-48C5-8069-542F8949779D/ios_example.app/ios_example
0x0 - 0xffffffffffffffff ??? (*) <00000000-0000-0000-0000-000000000000> ???
Error Formulating Crash Report:
dyld_process_snapshot_get_shared_cache failed
RIP register does not match crashing frame (0x0 vs 0x10276AAE0)
EOF
Topic:
Developer Tools & Services
SubTopic:
Xcode