in xcode i have select the developer team. but show some error that is here,
"Communication with Apple failed
Your team has no devices from which to generate a provisioning profile. Connect a device to use or manually add device IDs in Certificates, Identifiers & Profiles. https://developer.apple.com/account/"
and show this error also
"No profiles for 'com.kuntaldoshi.homeautomation' were found
Xcode couldn't find any iOS App Development provisioning profiles matching 'com.kuntaldoshi.homeautomation'."
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Hey, I am using the terminal a lot. Since I updated to Sonoma (so, really a long time ago). My prompt or more precise the hostname always changes between three states. Sometimes it is username@Macbook-Pro-of-XXX, sometimes username@MacbookPro and sometimes it's username@xxxxxxxx-yyyy-zzzz-aaaa-bbbbbbbbbbbb. The latter is probably my UUID. Does anyone have a clue why this randomly changes?
Hey everyone,
I’m in a really frustrating situation and could use some advice.
Apple approved my Developer Program application and asked me to make the payment. I paid using my Wise card, but the payment got stuck in authorization and later timed out, resulting in a refund. I contacted Apple via email, and they advised me to reapply using the iOS Developer app.
I did exactly that, but my new application got rejected. When I called support, they told me there’s no appeal process and refused to provide a reason for the rejection. I’ve sent multiple emails, but I haven’t received a single response.
I just want to continue with my original application and complete the payment, but I can’t get in touch with anyone who can help. Has anyone experienced something similar? Any ideas on how to get through to Apple and resolve this?
Thanks in advance!
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Hi.
I have a xcframework that has a dependency on 'RxSwift' and 'RxCocoa'. I deployed it using SPM by embedding it in a Swift Package.
However when I import swift package into another project, I keep getting the following error:
"Missing required module 'RxCocoaRuntime"
How can I fix this?
Below are the steps to reproduce the error.
Steps
Create Xcode proejct, make a dependency on 'RxSwift' and 'RxCocoa' (no matter doing it through tuist or cocoapods)
Create XCFramework from that proejct. (I used commands below)
xcodebuild archive \
-workspace SimpleFramework.xcworkspace \
-scheme "SimpleFramework" \
-destination "generic/platform=iOS" \
-archivePath "./SimpleFramework-iphoneos.xcarchive" \
-sdk iphoneos \
SKIP_INSTALL=NO \
BUILD_LIBRARY_FOR_DISTRIBUTION=YES
xcodebuild archive \
-workspace SimpleFramework.xcworkspace \
-scheme "SimpleFramework" \
-archivePath "./SimpleFramework-iphonesimulator.xcarchive" \
-sdk "iphonesimulator" \
SKIP_INSTALL=NO \
BUILD_LIBRARY_FOR_DISTRIBUTION=YES
xcodebuild -create-xcframework \
-framework "./SimpleFramework-iphoneos.xcarchive/Products/Library/Frameworks/SimpleFramework.framework" \
-framework "./SimpleFramework-iphonesimulator.xcarchive/Products/Library/Frameworks/SimpleFramework.framework" \
-output "./SimpleFramework.xcframework"
Embed in Swift Package, and deploy.
// swift-tools-version: 6.0
// The swift-tools-version declares the minimum version of Swift required to build this package.
import PackageDescription
let package = Package(
name: "SimplePackage",
platforms: [.iOS(.v16)],
products: [
.library(
name: "SimplePackage",
targets: ["SimplePackage"]),
],
dependencies: [
.package(url: "https://github.com/ReactiveX/RxSwift", from: "6.8.0")
],
targets: [
.binaryTarget(
name: "SimpleFramework",
path: "Sources/SimpleFramework.xcframework"
),
.target(
name: "SimplePackage",
dependencies: [
"SimpleFramework",
"RxSwift",
.product(name: "RxCocoa", package: "RxSwift")
]
)
]
)
Download Swift Package in another project and import module.
I resolved this by removing dependencies from the Swift Package, downloading package in another project, and fetching dependencies by cocoapods.
Thist works, but I don't want to use another dependency manager while using SPM.
Development Environment
CPU : Apple M4 Max
MacOS : Sequoia 15.3
Xcode : 16.2
Hi. For over 1.5 months, I am trying to opt in apple developer program for my company. Couple of times, I got informed that I have missing documents like shown below.
• Applicant’s employment verification
• Applicant’s employee badge or business card
• Business documents for COMPANY_NAME
I have provided employment verification and business documents, but I don't have any employee badge or business card so instead, I've provided my own id card's photo. Apple keeps sending me same email regarding missing documents. What I am missing here? What should I do if i don't have employee badge or business card?
Thank you
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
I have enrolled for being a developer 10.03.
I have received an order acknowledgment email on 10th of March but there have been no updates since then.
I am still seeing 'complete your purchase' in the main page.
What should I do to get through?
I would greatly appreciate it if could help me solve this problem as soon as possible.
Thank you so much.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Hi, I currently have an app that connect to an arduno via CoreBluetooth. However, the app no longer discovers the arduino when the operating system was upgraded to iOS 18.3.1, however on iOS version 17.6.1 the ardiuno was discoverable I was able to test this theory on two different phones each with different iOS versions. Why are my peripherals no longer being discovered with this update? and what is the solution?
I am now on Day 5 of waiting for our Apple Developer Program approval, and despite multiple attempts to get an update, I have received no meaningful response from Apple.
I have:
✅ Successfully paid membership fee and received invoice for same
✅ Reached out via support tickets, but got 0 replies.
This delay is unreasonable and impacting my work. I am prepared to launch a critical app that aligns with Apple’s ecosystem and guidelines, but Apple’s lack of communication is preventing me from moving forward. After lot of hard work and resources I have completed app development and set up other processes for marketing.
I demand a real update from an Apple Developer Program representative today.
• Not silence.
• A direct response with a timeline for approval.
Apple claims to support developers, but these excessive delays and lack of transparency tell a different story. If there is a legitimate issue, I expect clear communication. If there isn’t, we expect this approval to be completed immediately.
Apple, please address this case today. I cannot afford further inaction.
Order ID: MNTHQYXGLN
Hello!
I'm experiencing a persistent SwiftCompile warning that I haven't been able to resolve for several months:
<unknown>:0: warning: default will never be executed
Observations:
Appears randomly across different files during the build.
No source location or line highlighting is provided.
Persists across clean builds and project reopenings.
Occurs in both Xcode Cloud and local builds.
What I’ve tried:
Ensuring all switch statements on enums explicitly handle every case.
Removing default cases from fully covered enum switches.
Refactoring optional enum handling (e.g., using if let instead of switch).
None of these resolved the issue. Any guidance would be greatly appreciated!
Project details:
Xcode: 16.2
Swift: 6
iOS Target: 17.0+
UI: SwiftUI-only (no UIKit)
Dependencies: SwiftPM
I’m looking to publish an app I’ve written on my iPad (Air, to be exact), but I can’t make a screenshot at the required size (which is Pro). And yes, I don’t have a Mac (yeah, I know).
Is there an easy or simple way to get a screenshot of an app if I don’t have the right hardware? Is this something I could scale/resize from a smaller device? Or, could I just include a portion of the actual screenshot in a picture (with the correct dimension) that has other text/information?
any help would be greatly appreciated
Topic:
Developer Tools & Services
SubTopic:
Swift Playground
I am developing a game that has 3 team members.
I can manually start up 3 simulators and run the game for developing/testing but seem like there should be a simple way to click build/run and have it launch on all three automatically.
Does anyone know how to do this or if its even possible without writing some scripts?
Topic:
Developer Tools & Services
SubTopic:
Xcode
I am currently using Xcode 16 (16A242d) and testing on an iPhone 7 running iOS 12.1.3. However, when I try to launch the app on the device, it crashes immediately. Below are the crash logs from the iPhone 7:
错误 11:54:55.731858+0800 kernel Sandbox: assertiond(62) System Policy: deny(1) file-read-metadata /private/var/mobile/Library/DuetExpertCenter/caches/ATXCacheFile-_ATXAppPredictor-TotalScore
错误 11:54:55.731897+0800 kernel Sandbox: assertiond(62) System Policy: deny(1) file-read-metadata /private/var/mobile/Library/DuetExpertCenter/caches
错误 11:54:55.754498+0800 kernel Sandbox: duetexpertd(132) deny(1) mach-lookup com.apple.proactive.ActionPrediction.predictions
错误 11:54:55.756102+0800 duetexpertd Unable to remove recent engagement cache file. Error: Error Domain=NSCocoaErrorDomain Code=4 UserInfo={NSFilePath=, NSUserStringVariant=, NSUnderlyingError=0x100db60a0 {Error Domain=NSPOSIXErrorDomain Code=2}}
错误 11:54:56.571640+0800 symptomsd Attempt to add an app with insufficient id, info {
BKSApplicationStateAppIsFrontmost = 1;
BKSApplicationStateExtensionKey = 0;
SBApplicationStateDisplayIDKey = "com.igetcool.app";
SBApplicationStateKey = 8;
SBApplicationStateProcessIDKey = 696;
SBApplicationStateRunningReasonsKey = (
{
SBApplicationStateRunningReasonAssertionIdentifierKey = UIApplicationLaunch;
SBApplicationStateRunningReasonAssertionReasonKey = 10000;
}
);
SBMostElevatedStateForProcessID = 8;
}
错误 11:54:56.829372+0800 assertiond [IGCProject:696] SyscallError: setpriority(PRIO_DARWIN_ROLE, 696, 3): No such process
错误 11:54:56.944833+0800 dasd Activity not tracked as being started, ignoring it
错误 11:55:06.153790+0800 symptomsd Attempt to add an app with insufficient id, info {
BKSApplicationStateAppIsFrontmost = 1;
BKSApplicationStateExtensionKey = 0;
SBApplicationStateDisplayIDKey = "com.igetcool.app";
SBApplicationStateKey = 8;
SBApplicationStateProcessIDKey = 697;
SBMostElevatedStateForProcessID = 8;
}
错误 11:55:06.430433+0800 assertiond [IGCProject:697] SyscallError: setpriority(PRIO_DARWIN_ROLE, 697, 3): No such process
错误 11:55:13.158889+0800 symptomsd Attempt to add an app with insufficient id, info {
BKSApplicationStateAppIsFrontmost = 1;
BKSApplicationStateExtensionKey = 0;
SBApplicationStateDisplayIDKey = "com.igetcool.app";
SBApplicationStateKey = 8;
SBApplicationStateProcessIDKey = 699;
SBMostElevatedStateForProcessID = 8;
}
错误 11:55:13.416290+0800 assertiond [IGCProject:699] SyscallError: setpriority(PRIO_DARWIN_ROLE, 699, 3): No such process
I am trying to understand what is causing this issue. Even after archiving and installing the app, it still crashes. According to the official documentation, Xcode 16 is supposed to support iOS 12, but this issue persists. I would like to know the possible reasons for this behavior.
I have a SwiftUI RealityKit app, and I am writing UI tests for it.
The app has entities that have children.
All entities have an accessibilityComponent so that they can be found by UI tests.
If I set isAccessibilityElement = true for the parent, the UI tests find the parent.
If I set isAccessibilityElement = false for the parent, and isAccessibilityElement = true for the child, the UI tests find the child.
If I set isAccessibilityElement = true for the parent as well as for the child, the UI tests find only the parent.
How can I make parent and child entities both be accessible by the UI tests?
I work on an app that has the com.apple.developer.mail-client entitlement. We're interested in trying out Xcode Cloud, and one of the project and workspace requirements is to use automatic code signing. We do not do this at the moment because it's not compatible with the additional entitlement.
My understanding is that we can migrate to automatic code signing if we migrate the additional entitlement to a capability and that to accomplish this our account holder needs to submit a request (see the last section of that page).
We submitted the request a little over 3 weeks ago, but so far we haven't heard any updates. We also tried reaching out directly to the email address linked in the com.apple.developer.mail-client docs, but have not heard back.
We're now posting here to see if anyone can provide some guidance on whether there are other steps to complete or contacts to whom we should reach out. Thanks!
Hello,
I have been enrolled for apple developer program in 14th of February which says it should takes up to 48 hours to enroll. I have received my order number which is W1510513031 but my account is still seems Pending when i logged in. How long it should take? In my account when i logged in it still have purchase button there which i have already paid for it.
I can use devicectl to copy single files from a device fine using:
xcrun devicectl --verbose device copy from --user mobile --domain-identifier <BUNDLE_ID> --domain-type appDataContainer --device <DEVICE_ID> --source Documents/Screenshots/0001.png --destination Screeshots/0001.png
but when there are many files this can get pretty slow.
Is there a way of recursively copying an entire directory? I've tried this:
xcrun devicectl --verbose device copy from --user mobile --domain-identifier <BUNDLE_ID> --domain-type appDataContainer --device <DEVICE_ID> --source Documents/Screenshots --destination Screeshots
but nothing is transferred and it times out eventually with the error:
ERROR: The specified file could not be transferred. (com.apple.dt.CoreDeviceError error 7000 (0x1B58))
ERROR: The operation couldn’t be completed. The file service client failed to read data from the network socket because we timed out when waiting for data to become available. (NSPOSIXErrorDomain error 60 (0x3C))
NSLocalizedFailureReason = The file service client failed to read data from the network socket because we timed out when waiting for data to become available.
Xcode itself can do it with the "download container..." option, but I'd like to be able to automate it.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Like the title says, I'll commit some changes no problem with my Git name and email displayed properly, then work for a while longer and when use the integrate menu to stage and commit I find the git name/email are empty.
My credentials are properly entered in settings.
The only fix i've found is quitting and restarting. Any less frustrating option?
Topic:
Developer Tools & Services
SubTopic:
Xcode
Example:
I have a state var curHighScore declared in ContentView.
I select it, right click and select "Find Selected Symbol in Workspace"
The result is : 1 resul in 1 file, i.e. the line of declaration of the var
But obviously, the same var is used at line #102:
How come this occurence is not found by the search command.
Such happens every now and then. Is there something I am missing ? What is causing this ? Thanks for your help.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hi all,
I’m running into a persistent linker error when building my Unity 6 project (IL2CPP, iOS target) that calls a Swift method via an Objective-C++ wrapper. Despite following all known steps, I keep getting:
Undefined symbols for architecture arm64:
"_placeGeoAnchor", referenced from:
_GeoAnchorTrigger_placeGeoAnchor in libGameAssembly.a
...
ld: symbol(s) not found for architecture arm64
I’m trying to place a persistent AR anchor at real-world GPS coordinates (so that the same asset can appear at the same location for a returning user). Since I’m targeting iOS, I can’t use Google’s geospatial anchors (but I sooo wish I could--please apple I beg of you stop being so selfish lol).
I've already done these things:
Swift file is added to Unity-iPhone target.
.mm and .h files are in Unity-iPhone target under Compile Sources.
Bridging header is set to Unity-iPhone-Bridging-Header.h.
Generated header name is correct (GeoTest-Swift.h).
Build Active Architecture Only set to No.
Function has attribute((visibility("default"))).
Unity project uses IL2CPP scripting backend.
Yet I'm still getting the same linker error — it appears Unity (via IL2CPP) references the function, but Xcode doesn't link it.
It’s something small that’s being missed with how IL2CPP links native symbols? Or maybe I need to explicitly include something in Link Binary With Libraries? I’ve verified symbol visibility and targets repeatedly.
I’ve built AR features in Unity before (for Quest), but this is my first time trying to bridge C# → Objective-C++ → Swift in this way for a geolocation-based AR anchor for an iphone.
I'm going crazy, I’ve been stuck on this for 12+ hours now, so any insight or nudge would be deeply appreciated.
SPECS:
Macbook Pro M4 Pro--Sequoia 15.4
Unity 6000.0.45f1
IPhone 11 iOS 18.4
Xcode 15
I have a warning on my AR app Virtual Tags that since July does not show its camera information telling:
"ARCL.SceneLocationView implements focusItemsInRect: - caching for linear focus movement is limited as long as this view is on screen."
I tried inserting the function, but documentation does not explain what it should return and how to generate it. Is someone able to help me?
Thanks,