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XCode 26 beta 2 build error with AVAsset loading
I have this build error with Xcode 26 beta 2: var asset:AVURLAsset? func loadAsset() { let assetURL = URL.documentsDirectory .appendingPathComponent("sample.mov") asset = AVURLAsset(url: assetURL, options: [AVURLAssetPreferPreciseDurationAndTimingKey: true]) /*Error: Type of expression is ambiguous without a type annotation */ if let result = try? await asset?.load(.tracks, .isPlayable, .isComposable) { } } Is there an issue with try? in the new Swift compiler? Error: Type of expression is ambiguous without a type annotation
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Download fails on XCODE AI
Like so many, i am getting The operation couldn’t be completed. (ModelCatalog.CatalogErrors.AssetErrors error 1.) Domain: ModelCatalog.CatalogErrors.AssetErrors Code: 1 User Info: { DVTErrorCreationDateKey = "2025-06-25 12:50:18 +0000"; } Failed to find asset: com.apple.fm.code.generate_small_v1.tokenizer.generic - no asset Domain: ModelCatalog.CatalogErrors.AssetErrors Code: 1 System Information macOS Version 16.0 (Build 25A5295e) Xcode 16.4 (23792) (Build 16F6) Timestamp: 2025-06-25T08:50:18-04:00 error when trying to download the AI extension in XCODE running Tahoe Beta 2; latest Xcode version
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Not able to make archive build in Xcode of Unity app
We are working on a Unity iOS app for the App Store. We are working with different SDKs and plugins(Firebase, Facebook, CleverTap, AVpro, DTT, etc ). We can make an Xcode export build from Unity for the iOS platform. But in Xcode, we are getting errors while building an archive for our app. `chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp-compile: No such file or directory chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/bee_backend/mac-arm64/bee_backend: No such file or directory /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/GameAssembly.build/Script-C62A2A42F32E085EF849CF0B.sh: line 27: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory Command PhaseScriptExecution failed with a nonzero exit code Please help anyone to resolve this issue. Unity version - 2023.2.20f1 Xcode version - 16.4
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Compiling Swift Package with Dependency on Build Tool Plugin Fails in Xcode 26
Hi, in our Xcode project we have a Tooling package, which defines build tool plugins for generating compile time safe constants for our localization strings as well as assets using swiftgen. This is working very well in Xcode 16, but fails in Xcode 26 beta 1 and beta 2 as well. The failure is specifically: unsupported configuration: the aggregate target 'Localization' has package dependencies, but targets that build for different platforms depend on it. I've reduced this to a minimal sample project, which you can find here.. To reproduce: Open the Repro workspace, that is attached in Xcode. Try to build TestyPackage. You'll see the error. I've filed this bug during WWDC week, but no feedback yet and no solution in Xcode 26 beta 2. Here's the feedback number, in case you have this too and want to file a duplicate: FB17934050. Does anyone else have this issue and perhaps a solution?
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❗️SpeechAnalyzer.framework Not Found in Xcode 26 Beta 2 (17A5241o)
Hi everyone, I’m running into an issue trying to use the new SpeechAnalyzer framework announced at WWDC 2025. ❯ My Setup: • macOS: Sequoia 15.5 (Build 26.0 / macOS Tahoe Beta 26.0) • Xcode: 26.0 beta 2 (17A5241o) • Deployment Target: macOS 26.0 • Toolchain: Clang 17.0.0 (Apple) ❯ Problem: Despite following all setup requirements: • Setting macOS 26 as the deployment target • Using the latest Xcode 26 beta 2 • Running the correct developer toolchain (xcode-select is pointing to Xcode-beta) I still get the error: No such module 'SpeechAnalyzer' Additionally: • The SpeechAnalyzer.framework does not appear under /Applications/Xcode-beta.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/ • It is also not listed in the Link Binary with Libraries pane. ❯ What I’ve Tried: • Clean builds • Deleted DerivedData • Verified SDK installation paths • Reinstalled Xcode 26 beta 2 • find search for SpeechAnalyzer.framework returned nothing ❯ Request: Has anyone successfully used SpeechAnalyzer in Xcode 26 beta 2 on macOS Sequoia/Tahoe? Is there a separate SDK or seed profile required to access this framework? Would appreciate any guidance from Apple engineers or other beta testers. Thanks! — Lalit Lakhara
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Xcode 26 String Catalog generate comment grayed out
Why is "generate comment" button grayed out? I'm running macOS Tahoe Beta 2, Xcode 26 Beta 2 Apple intelligence on both system preferences as well as Xcode are enabled Created fresh Xcode project to test it (happens on my older project too) Xcode Preferences -> Editing -> Automatically generate string catalog comments (tried with ON/OFF) Tried to CMD+B to re-index project Not sure what else to try.
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Apple Watch no longer connects reliably in Xcode
Hi all, I'm developing a standalone SwiftUI watchOS app (no iOS host or extension), targeting watchOS 11.5, and running into persistent connection issues with Xcode. Xcode rarely detects my Apple Watch (Series 7, watchOS 11.5) Sometimes it appears nested under the iPhone; most of the time, it doesn’t Errors include: "OS version is lower than the deployment target" (both are 11.5) "Unable to install... device not supported" "Connection error 4000", "Tunnel timeout error 1001" "Ensure Wi-Fi is enabled on both machines" (Wi-Fi is on and on the same network) Once in a while, the app does install, but mostly I’m blocked. What I’ve Tried Verified pairing and trust Cleaned builds, nuked Derived Data and caches Reset iPhone privacy settings Removed and re-added my Apple ID Used xcrun xctrace list devices (watch inconsistently appears) Despite this, the app only installs about 5% of the time. Testing (or even running) on real hardware is nearly impossible, and has become incredibly frustrating for me. Any help or insights would be much appreciated.
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unsupported configuration: the aggregate target 'SwiftLintBuildToolPlugin' has package dependencies, but targets that build for different platforms depend on it
I'm seeing an error in my project that doesn't provide enough information for me to investigate further in my "Compute target dependency graph" stage: error: unsupported configuration: the aggregate target 'SwiftLintBuildToolPlugin' has package dependencies, but targets that build for different platforms depend on it error: unsupported configuration: the aggregate target 'SwiftLintBuildToolPlugin' has package dependencies, but targets that build for different platforms depend on it error: unsupported configuration: the aggregate target 'SwiftLintBuildToolPlugin' has package dependencies, but targets that build for different platforms depend on it Is there anything I can do to get Xcode to print more information to the error navigator that might help me to work out what's causing this? This error has persisted across Xcode 26 beta 1, and still happens in Xcode 26 beta 2. It did not occur in Xcode 16.x. FB18045265
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Xcode opens window twice, unless I restart Xcode.
I have a Vulkan project on Xcode which should open one window. I quit Xcode, open Xcode, open my project and then run my project. This results in one window opening. Then I close the window. Run the project and two windows open on top of each other. I again quit Xcode, open Xcode, open my project and then run my project. This results in one window opening. So in order to get my project to run properly (open only one window), I have to restart Xcode. I have an older Vulkan project I'm working on in Xcode, which opens properly. I'm setting up this project the same way as this older project. I am following the Setup Vulkan (MoltenVK) With GLFW On Mac Using Xcode - Vulkan Graphics/Games Programming Youtube video. https://www.youtube.com/watch?v=_j3ugZwT3Vc&t=19s I have my project up on Github, if someone could take a look and tell me what may be wrong with it. https://github.com/flocela/BlackSpider Thank you. : )
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Xcode intelligence Daily Limit always "Limit Reached"
I installed macOS 26 and xcode beta, enable Apple Intelligence. I am unable to use chatgpt in xcode, it always says that I've reached my daily limit even though I've not sent any requests. It has been this way since I installed the betas last week, it doesn't reset for the new day. New: the (just dropped) xcdoe beta 2 does not fix this.
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NIBs with UISwitch error on build
Hey all wondering if anyone has seen this new in xcode 26 beta 2 it seems any NIBS with a UISwitch will 'error' saying please submit a feed back and attach the log, i did submite a feedback but looking at the log it simply says : the tool closed the connection (IBAgent-iOS) then if you just build again it builds fine and runs fine, but if you switch from simulator to device and build the error will happen again, but same thing build again and it works. I opened my NIBS with the switch and they open just fine, no errors or anything so im wondering if its something in the build system. For any xcode engineers here: here is my feedback number 18348463
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AI Model in Xcode isn't working
Hello Apple Developer Community. I only wanted to ask you guys, what I can do, if the ChatGPT Model isn't working in Xcode 16 (because of the Code Assistance). Because when I try to use it, it says, that I need to connect a Model, which I already did with the ChatGPT Integration. Can somebody help me with this? Thanks :) Device Info: MacBook M3 - Midnight - 16GB RAM (These are Pictures of the Errors)
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How to use generated symbols from string catalogs in SPM packages
In WWDC25 Video "Explore localization with Xcode" they show how to use generated symbols from string catalogs. This is a great feature and I'd like to use it. However most of my code is split across smaller SPM packages. In the video they say at 19:20: Finally, generated symbols help you avoid boilerplate code in frameworks and packages. I've been able to use the refactoring tool to convert strings from my catalog to use generated symbols. Afterwards the code doesn't compile anymore: Type 'LocalizedStringResource' has no member '' Unfortunately the video only showcases this for frameworks but not for packages. Since they clearly speak about packages I'd like to learn how to use the feature for my packages.
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Any downsides to convert groups to folders on "enterprise level app"?
Seems like converting groups into folders looks like a great way to clear up the project file and reduce merge conflicts for large teams, started trying it today and it even lead us to find some untracked/unused files in the project. This structure also seems to be the default now after Xcode 16. The question is, are there any downsides to converting groups to folders, the one ones that come to mind is losing Xcode virtual file ordering, which is no biggie. If you have an "enterprise level app" would love to hear your experience if your team decided to convert to a folder structure.
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Xcode 16 Buildable Folders: Our Initial Experience & Seeking Downsides for Enterprise Apps
Seems like converting groups into folders looks like a great way to clear up the project file and reduce merge conflicts for large teams, started trying it today and it even lead us to find some untracked/unused files in the project. This structure also seems to be the default now after Xcode 16. The question is, are there any downsides to converting groups to folders, the one ones that come to mind is losing Xcode virtual file ordering, which is no biggie. If your have an "enterprise level app" would love to hear your experience if your team decided to convert to a folder structure.
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iOS 18 Simulator Crash on Xcode 26: Symbol not found: _NSUserActivityTypeBrowsingWeb
Hi, When launching my app on the iOS 18 simulator using Xcode 26 beta, the app crashes immediately with a missing symbol error: dyld[23801]: Symbol not found: _NSUserActivityTypeBrowsingWeb Referenced from: <DDBF5C50-BD0E-34C7-B202-888033A93840> /Users/username/Library/Developer/CoreSimulator/Devices/058F6615-9288-4164-8736-53CBC962FFD4/data/Containers/Bundle/Application/95B984C9-3197-423C-860C-E714BA34ACCB/MyApp.app/MyApp.debug.dylib Expected in: <443671DB-41AE-3963-8403-E4A484837405> /Library/Developer/CoreSimulator/Volumes/iOS_22A3351/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 18.0.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/CoreServices.framework/CoreServices Symbol not found: _NSUserActivityTypeBrowsingWeb Referenced from: <DDBF5C50-BD0E-34C7-B202-888033A93840> /Users/username/Library/Developer/CoreSimulator/Devices/058F6615-9288-4164-8736-53CBC962FFD4/data/Containers/Bundle/Application/95B984C9-3197-423C-860C-E714BA34ACCB/MyApp.app/MyApp.debug.dylib Expected in: <443671DB-41AE-3963-8403-E4A484837405> /Library/Developer/CoreSimulator/Volumes/iOS_22A3351/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 18.0.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/CoreServices.framework/CoreServices dyld config: DYLD_SHARED_CACHE_DIR=/Library/Developer/CoreSimulator/Caches/dyld/24F74/com.apple.CoreSimulator.SimRuntime.iOS-18-0.22A3351/ DYLD_ROOT_PATH=/Library/Developer/CoreSimulator/Volumes/iOS_22A3351/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 18.0.simruntime/Contents/Resources/RuntimeRoot DYLD_LIBRARY_PATH=/Users/username/Library/Developer/Xcode/DerivedData/MyApp-dqwvveywparbascmmycuqktsiopv/Build/Products/Debug-iphonesimulator:/Library/Developer/CoreSimulator/Volumes/iOS_22A3351/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 18.0.simruntime/Contents/Resources/RuntimeRoot/usr/lib/system/introspection DYLD_INSERT_LIBRARIES=/Library/Developer/CoreSimulator/Volumes/iOS_22A3351/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 18.0.simruntime/Contents/Resources/RuntimeRoot/usr/lib/libLogRedirect.dylib:/Library/Developer/CoreSimulator/Volumes/iOS_22A3351/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 18.0.simruntime/Contents/Resources/RuntimeRoot/usr/lib/libBacktraceRecording.dylib:/Library/Developer/CoreSimulator/Volumes/iOS_22A3351/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 18.0.simruntime/Contents/Resources/RuntimeRoot/usr/lib/libMainThreadChecker.dylib:/usr/lib/libRPAC.dylib:/Library/Developer/CoreSimulator/Volumes/iOS_22A3351/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 18.0.simruntime/Contents/Resources/RuntimeRoot/usr/lib/libViewDebuggerSupport.dylib:/System/Library/PrivateFrameworks/GPUToolsCapture.framework/GPUToolsCapture DYLD_FRAMEWORK_PATH=/Users/username/Library/Developer/Xcode/DerivedData/MyApp-dqwvveywparbascmmycuqktsiopv/Build/Products/Debug-iphonesimulator DYLD_FALLBACK_FRAMEWORK_PATH=/Library/Developer/CoreSimulator/Volumes/iOS_22A3351/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 18.0.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks DYLD_FALLBACK_LIBRARY_PATH=/Library/Developer/CoreSimulator/Volumes/iOS_22A3351/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 18.0.simruntime/Contents/Resources/ Notes: I have only tested on the iOS 18 simulator so far. I have not yet tested on earlier iOS versions or physical devices. The app runs fine on iOS 26 simulator using Xcode 26, so the crash seems specific to the iOS 18 simulator. This looks like a system symbol that may not be linked properly in the iOS 18 simruntime. Is this a known issue with the iOS 18 SDK or simulator runtime in Xcode 26 beta? Thanks!
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TN3187: Migrating to the UIKit scene-based life cycle
I'm running Xcode 16.3. Below are the instructions from TN3187: To configure your Info.plist for scene support, you should add a UIApplicationSceneManifest key with a scene configuration: Open your Xcode project. Select your app target. Navigate to the General settings for your app target. Enable the “Supports multiple windows” checkbox in the Deployment Info section. There is no checkbox - just an arrow that goes to the info tab Edit the Info.plist file and add a UIApplicationSceneManifest key [example follows] Where is the Info.plist file and how do I edit it? - none shown
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