Build, test, and submit your app using Xcode, Apple's integrated development environment.

Xcode Documentation

Posts under Xcode subtopic

Post

Replies

Boosts

Views

Activity

Is a modulemap file required when importing a static library objective-c framework? If not when is a modulemap required?
I am a bit confused. My understanding previously was that a modulemap was required in order to have a bridging header be generated. Now it has come to my attention that a modulemap is both a build input and something you can put in the Modules folder of the built product if you so choose. I have tried reading the clang modulemap documentation, but am really struggling to connect most of what it says to the problem at hand. In a project I am working on, the generation of the modulemap file is quite problematic. The framework imports C++ libraries and itself writes Objective-C++ wrappers for them. Currently, the modulemap file is both set as the Module Map File in "Build Settings" and presumably used when the Swift project later imports it. In this project the modulemap is a list of the objective-c++ header files then export * I am trying to understand what I would lose if I do one or both of two things: What happens if I dont set this module map file in the build settings for the objective-c++ framework? What happens if I dont have a modulemap involved whatsoever in this objective-c++ framework and then it is imported into Swift? And does any of this change if its compiled as a static vs dynamic library? What if I embed it vs not embed it? Because the build in the real project is so complicated its hard to isolate what is going on. So I built a smaller sample app. There is CFramework which has an objective-c++ class. There is SwiftProject which imports that framework and is purely Swift. It imports the module and uses it. I did not write a modulemap file, and the Swift project builds just fine. In the timeline it: Prepares packages Computes target dependency graph Builds static cache for iPhoneSimulator18.2sdk As near as I can tell even though the objective-c++ framework is not built with a modulemap in its build settings and there is not a modulemap included in the framework everything works. So then the modulemap file is useless? Perhaps it speeds things up but what step would theoretically be skippable?
0
0
94
Jun ’25
Xcode Preview & Simulator test failed
I upgraded IOS to 15.5 yesterday and then my xcode failed to preview today. The error message I got is: 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://aninterestingwebsite.com/account/ Any one knows how to fix it?
0
0
150
Jun ’25
Breakpoint on Runtime Issue os_log_fault_default_callback
The app stops on the breakpoint when "All Runtime Issues" is added. If I disable the breakpoint, the app runs normally. Is there a new project setting to avoid this breakpoint from being set. It does not appear to be a valid error. I am running Xcode 16.2. I edited the "Type" field in the breakpoint box. This occurs with the "System Frameworks" option only.
0
2
203
Apr ’25
Privacy features in Coding Intelligence
What is the policy for data sharing when using Coding Intelligence in Xcode 26? In many environments, sending out source code or even meta data that may be stored in external systems is not allowed. Is there any kind of policy on data persistency / sharing when using the default provider? Is there a way to limit data sharing apart from running models locally?
0
0
108
Jun ’25
NO_CRASH_STACK with different number of crashes from the App Store.
Hello. For the last few months I have been facing a situation for which I do not understand either the reason or the solution. Here is an example for the last few weeks: In App Store Connect it shows 214 crashes for the last week In Xcode it shows 56 crashes for the last 2 weeks without stack traces (NO_CRASH_STACK) In Firebase Crashlytics there is not a single crash. When I click "Show in Finder" it opens a folder with .xccrashpoint files. As far as I understood from the instructions on posting crash reports - this is not what is needed. Interesting point: it looks like the errors occur on iOS 15-16 devices. I have several questions: Why is the number of crashes in Xcode different from the number in App Store Connect? Where are the other crashes? How can I understand what the problem is if there are no stack traces in Xcode?
0
0
124
May ’25
Price in a Xcode synced StoreKit configuration file is not updated when I change it on App Store Connect and always shows the starting price
Hello, I've noticed the prices of my products in my Xcode synced StoreKit configuration are not updated when I change the price in App Store Connect. I tried to manually sync the file, to remove and add it again to my project but old initial prices are still used. In the screenshot below, the price is currently $2.99 but the file still uses the initial price of $1.99. It makes testing a little bit painful because I'm never sure which product is being shown. Is this a bug? Is there a way to get the live production App Store prices be used instead of the starting prices? I filed a feedback for this: FB17798486 Regards, Axel
0
2
180
Jun ’25
Ionic In App Purchase Products not showing on Simulators iOS 18.5 but showing on real devices.
Hi guys, i have an issue with my app, i am able to view in app purchase products from my deployed hybrid app (Ionic 8 with Capacitor 7) IOS platform. My inapp products are displaying on real device os 18.5 but on simulators there are no products. Is there a bug or something. Simulators tested 16 Pro max iPad m4, and iPad 5th gen all 18.5 other versions below the products does show and on real device. Your assistance will be much appreciated.
0
0
63
Jun ’25
Modifer .classEffect()
Hi everyone, does anyone also have the problem that e.g. the modifier .classEffect() does not work? it is not recognized, although I have the required versions and languages all up to date. I can't get any further, even ChatGPT was at the end of its wisdom 😬. maybe someone has the same problem and a solution for it. many thanks in advance
0
0
43
Jun ’25
APNS NULL
this is our code foe fetching the apnstoken - and registering for the FCM and snding it to our servers. - we are consistently getting apns == null import 'dart:io'; import 'package:firebase_messaging/firebase_messaging.dart'; import 'package:firebase_auth/firebase_auth.dart'; import 'package:cloud_firestore/cloud_firestore.dart'; import 'package:firebase_messaging/firebase_messaging.dart'; import 'package:solaris/services/fetch_deviceId.dart'; Future initializeFCM() async { final FirebaseMessaging _firebaseMessaging = FirebaseMessaging.instance; // Request notification permissions for iOS final settings = await _firebaseMessaging.requestPermission(); print('Notifcation Permission Status: ${settings.authorizationStatus}'); String? apnsToken; int retries = 0; const int maxRetries = 60; const Duration retryDelay = Duration(seconds: 2); // Retry fetching the APNs token until it's available or max retries are reached while (apnsToken == null && retries < maxRetries) { print(retries); apnsToken = await _firebaseMessaging.getAPNSToken(); if (apnsToken == null) { await Future.delayed(retryDelay); retries++; } } if (apnsToken != null) { // APNs token is available, proceed to get FCM token String? fcmToken = await _firebaseMessaging.getToken(); if (fcmToken != null) { // Register the device and token with your backend await registerDeviceAndToken(fcmToken); } else { // Handle the case where FCM token is still null print('FCM token is null.'); } } else { // Handle the case where APNs token is not available after retries print('APNs token not available after retries.'); } } Future registerDeviceAndToken(String fcmToken) async { //fcmToken = fcmToken; print(fcmToken); final user = FirebaseAuth.instance.currentUser; if (user == null) { print('❌ User not logged in'); return; } final deviceId = await DeviceInfoService.getUniqueDeviceId(); //final fcmToken = await FirebaseMessaging.instance.getToken(); print('📱 Device ID from register_fcm: $deviceId'); print('📩 FCM Token from mew getapnd function: $fcmToken'); if (deviceId == null || fcmToken == null) { print('❌ Failed to get deviceId or fcmToken'); return; } final docRef = FirebaseFirestore.instance .collection('master_users') .doc(user.uid) .collection('deviceId') .doc(user.uid); // This document holds a map: { deviceId: fcmToken } print(docRef); try { // Get current data, fallback to empty map final snapshot = await docRef.get(); final data = snapshot.data() ?? <String, dynamic>{}; print(data); // Update or add current deviceId key data[deviceId] = fcmToken; // Save updated map back to Firestore await docRef.set(data); print(data); print('✅ Device ID and FCM token updated/stored under correct structure'); } catch (e) { print('❌ Firestore write error: $e'); } }
0
0
110
Apr ’25
How can you have a framework which uses a 3rd party dependency and an app that uses the framework and also the same dependency?
Is this setup possible / have a solution: There is a .xcframework F, which uses a 3rd party library, lets call it L. There is an app which uses the xcframework The app also uses L Both the app and F use SPM to integrate L F is using L for its own internal purposes. F is providing some functionality to the app. How it implements that ideally should be a black box from the app's perspective. The app also happens to use L for its own purposes. I can't get this set up working, always get warnings about duplicate symbols when running the App. This will presumably be due to the fact there are separate copies of L in both F and A. So how can that be eliminated? Can F not statically like to L and use the App's version of L at runtime? If so how can Xcode be configured so that F can actually compile? Or vice versa - can the App not statically link in its own copy of L and use that in the framework? If so, similar questions, how to configure Xcode to set this up? I can't believe this is an obscure use case, yet after days of searching and reading documentation I can't find any solution. Note that I was able to get this going when the app and the framework used Cocoapods to integrate L, but I just can't do similarly if the use of Cocoapods is replaced with SMP. When using cocoapods, within the frameworks Xcode section, the pods framework is set to Do Not Embed. This is probably the vital difference between the working Cocoapods implementation and the not working SPM solution. However, when using SPM Xcode doesn't present any option to either embed nor not embed the dependency. Why not? Can it somehow be set to not embed?
0
0
96
Jun ’25
Any way to automate adding libraries in Xcode from Swift Package Manager (SPM)?
Hi all, I’m looking for a way to automate the process of adding Swift Package dependencies (SPM) into an Xcode project. Right now, I’m doing this manually via: Xcode → Project → Swift Packages → Add Package Dependency... But I’d like to script this step — ideally as part of a CI/CD pipeline or a setup script. I explored the xcodeproj Ruby gem, but it doesn’t support adding SPM packages, and there's no official support for editing the .xcodeproj structure related to Swift Packages. So my question is: Is there any Apple-supported or community-supported way to programmatically add Swift Package dependencies to an Xcode project or workspace? Would love to know if anyone has: Used xcodebuild, xcodegen, or other tools for this Explored editing project files directly (like project.pbxproj or Package.resolved) Found any API or CLI hooks from Apple for this Thanks in advance!
0
0
51
Apr ’25
Canvas Preview error: Could not find target description
Hi, I'm developing an iOS/WatchOS app and have an issue with Preview for WatchOS components. The error message is Could not find target description for “ContentView.swift” Preview for all other views in the iOS app work fine. Also, the app builds and runs fine on the watch simulator and a physical watch. Preview worked fine earlier today and I didn't exclude it in EXCLUDED_SOURCE_FILE_NAMES. Does anyone have an idea what causes this issue? Diagnostics
0
1
143
May ’25
Xcode 16.2: build fails with errors from another project
When I thought Xcode could not get any worse, here's the most absurd thing I have ever seen developing software in almost 20 years of work. When building a project, which I haven't touched lately, and last time it was building just fine, it raised errors on a class that doesn't even belong in any way to such project, it only exists in another one. To clarify, we're talking of a project written in C++ which runs only on mac, which is failing due to linker errors, where the linker can not find symbols of a class living in a different project and that is not referenced in any way inside this project. I mean, really? how does Apple manage to make Xcode more and more unstable by the minute? Starting from Xcode 15.1 I was already experiencing much longer building times, due to the fact that it doesn't manage the cache properly and is rebuilding lots of stuff every time..
0
0
45
Apr ’25
Can you use an external macOS device as an Xcode run destination?
Just wondering if it is possible to configure a secondary macbook to act as a run destination in Xcode, similar to how you would configure an iPhone as a run destination. I have tried connecting my device via USB-C and I can see that my macbook detects the second macbook via USB but it does not show up when trying to add devices in Xcode. I suppose this flow might not be supported?
0
0
150
May ’25
Having serious trouble with replaykit
Hi everyone, I'm totally new to this and am just having fun making an app for myself. I'm attempting to get a broadcastupload extension working, but whatever i do i cant get the replaykit to work. I keep getting this error in xcode: Provisioning profile "Project v6 Broadcast Upload Development" doesn't include the com.apple.developer.replaykit.broadcast entitlement. What I've tried: Created separate App IDs for each target (Explicit App IDs, not Wildcard) Enabled App Groups capability on all three App IDs in Apple Developer Portal Selected the correct App Group for all App IDs Added App Groups capability in Xcode for all targets and all build configurations Created entitlements file with com.apple.developer.replaykit.broadcast: true for Broadcast Upload extension Recreated provisioning profiles multiple times Used manual code signing with correct certificates I'm completely lost. I reached out directly to apple developer support and they just told me to come here... Any help would be grgeatly appreciated.
0
0
235
Aug ’25
Is a modulemap file required when importing a static library objective-c framework? If not when is a modulemap required?
I am a bit confused. My understanding previously was that a modulemap was required in order to have a bridging header be generated. Now it has come to my attention that a modulemap is both a build input and something you can put in the Modules folder of the built product if you so choose. I have tried reading the clang modulemap documentation, but am really struggling to connect most of what it says to the problem at hand. In a project I am working on, the generation of the modulemap file is quite problematic. The framework imports C++ libraries and itself writes Objective-C++ wrappers for them. Currently, the modulemap file is both set as the Module Map File in "Build Settings" and presumably used when the Swift project later imports it. In this project the modulemap is a list of the objective-c++ header files then export * I am trying to understand what I would lose if I do one or both of two things: What happens if I dont set this module map file in the build settings for the objective-c++ framework? What happens if I dont have a modulemap involved whatsoever in this objective-c++ framework and then it is imported into Swift? And does any of this change if its compiled as a static vs dynamic library? What if I embed it vs not embed it? Because the build in the real project is so complicated its hard to isolate what is going on. So I built a smaller sample app. There is CFramework which has an objective-c++ class. There is SwiftProject which imports that framework and is purely Swift. It imports the module and uses it. I did not write a modulemap file, and the Swift project builds just fine. In the timeline it: Prepares packages Computes target dependency graph Builds static cache for iPhoneSimulator18.2sdk As near as I can tell even though the objective-c++ framework is not built with a modulemap in its build settings and there is not a modulemap included in the framework everything works. So then the modulemap file is useless? Perhaps it speeds things up but what step would theoretically be skippable?
Replies
0
Boosts
0
Views
94
Activity
Jun ’25
Xcode 16.3 Pods Compilation Issue
I am on MacOs 15.4.1 which is being deployed with an old version of Ruby ruby 2.6.10 and bundler version 1.17.2. I ran pod install after generating the pods with these versions and during the application compilation there have been several issues reported against pods code.
Replies
0
Boosts
0
Views
111
Activity
May ’25
Xcode Preview & Simulator test failed
I upgraded IOS to 15.5 yesterday and then my xcode failed to preview today. The error message I got is: 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://aninterestingwebsite.com/account/ Any one knows how to fix it?
Replies
0
Boosts
0
Views
150
Activity
Jun ’25
Breakpoint on Runtime Issue os_log_fault_default_callback
The app stops on the breakpoint when "All Runtime Issues" is added. If I disable the breakpoint, the app runs normally. Is there a new project setting to avoid this breakpoint from being set. It does not appear to be a valid error. I am running Xcode 16.2. I edited the "Type" field in the breakpoint box. This occurs with the "System Frameworks" option only.
Replies
0
Boosts
2
Views
203
Activity
Apr ’25
Privacy features in Coding Intelligence
What is the policy for data sharing when using Coding Intelligence in Xcode 26? In many environments, sending out source code or even meta data that may be stored in external systems is not allowed. Is there any kind of policy on data persistency / sharing when using the default provider? Is there a way to limit data sharing apart from running models locally?
Replies
0
Boosts
0
Views
108
Activity
Jun ’25
NO_CRASH_STACK with different number of crashes from the App Store.
Hello. For the last few months I have been facing a situation for which I do not understand either the reason or the solution. Here is an example for the last few weeks: In App Store Connect it shows 214 crashes for the last week In Xcode it shows 56 crashes for the last 2 weeks without stack traces (NO_CRASH_STACK) In Firebase Crashlytics there is not a single crash. When I click "Show in Finder" it opens a folder with .xccrashpoint files. As far as I understood from the instructions on posting crash reports - this is not what is needed. Interesting point: it looks like the errors occur on iOS 15-16 devices. I have several questions: Why is the number of crashes in Xcode different from the number in App Store Connect? Where are the other crashes? How can I understand what the problem is if there are no stack traces in Xcode?
Replies
0
Boosts
0
Views
124
Activity
May ’25
Price in a Xcode synced StoreKit configuration file is not updated when I change it on App Store Connect and always shows the starting price
Hello, I've noticed the prices of my products in my Xcode synced StoreKit configuration are not updated when I change the price in App Store Connect. I tried to manually sync the file, to remove and add it again to my project but old initial prices are still used. In the screenshot below, the price is currently $2.99 but the file still uses the initial price of $1.99. It makes testing a little bit painful because I'm never sure which product is being shown. Is this a bug? Is there a way to get the live production App Store prices be used instead of the starting prices? I filed a feedback for this: FB17798486 Regards, Axel
Replies
0
Boosts
2
Views
180
Activity
Jun ’25
Ionic In App Purchase Products not showing on Simulators iOS 18.5 but showing on real devices.
Hi guys, i have an issue with my app, i am able to view in app purchase products from my deployed hybrid app (Ionic 8 with Capacitor 7) IOS platform. My inapp products are displaying on real device os 18.5 but on simulators there are no products. Is there a bug or something. Simulators tested 16 Pro max iPad m4, and iPad 5th gen all 18.5 other versions below the products does show and on real device. Your assistance will be much appreciated.
Replies
0
Boosts
0
Views
63
Activity
Jun ’25
Modifer .classEffect()
Hi everyone, does anyone also have the problem that e.g. the modifier .classEffect() does not work? it is not recognized, although I have the required versions and languages all up to date. I can't get any further, even ChatGPT was at the end of its wisdom 😬. maybe someone has the same problem and a solution for it. many thanks in advance
Replies
0
Boosts
0
Views
43
Activity
Jun ’25
APNS NULL
this is our code foe fetching the apnstoken - and registering for the FCM and snding it to our servers. - we are consistently getting apns == null import 'dart:io'; import 'package:firebase_messaging/firebase_messaging.dart'; import 'package:firebase_auth/firebase_auth.dart'; import 'package:cloud_firestore/cloud_firestore.dart'; import 'package:firebase_messaging/firebase_messaging.dart'; import 'package:solaris/services/fetch_deviceId.dart'; Future initializeFCM() async { final FirebaseMessaging _firebaseMessaging = FirebaseMessaging.instance; // Request notification permissions for iOS final settings = await _firebaseMessaging.requestPermission(); print('Notifcation Permission Status: ${settings.authorizationStatus}'); String? apnsToken; int retries = 0; const int maxRetries = 60; const Duration retryDelay = Duration(seconds: 2); // Retry fetching the APNs token until it's available or max retries are reached while (apnsToken == null && retries < maxRetries) { print(retries); apnsToken = await _firebaseMessaging.getAPNSToken(); if (apnsToken == null) { await Future.delayed(retryDelay); retries++; } } if (apnsToken != null) { // APNs token is available, proceed to get FCM token String? fcmToken = await _firebaseMessaging.getToken(); if (fcmToken != null) { // Register the device and token with your backend await registerDeviceAndToken(fcmToken); } else { // Handle the case where FCM token is still null print('FCM token is null.'); } } else { // Handle the case where APNs token is not available after retries print('APNs token not available after retries.'); } } Future registerDeviceAndToken(String fcmToken) async { //fcmToken = fcmToken; print(fcmToken); final user = FirebaseAuth.instance.currentUser; if (user == null) { print('❌ User not logged in'); return; } final deviceId = await DeviceInfoService.getUniqueDeviceId(); //final fcmToken = await FirebaseMessaging.instance.getToken(); print('📱 Device ID from register_fcm: $deviceId'); print('📩 FCM Token from mew getapnd function: $fcmToken'); if (deviceId == null || fcmToken == null) { print('❌ Failed to get deviceId or fcmToken'); return; } final docRef = FirebaseFirestore.instance .collection('master_users') .doc(user.uid) .collection('deviceId') .doc(user.uid); // This document holds a map: { deviceId: fcmToken } print(docRef); try { // Get current data, fallback to empty map final snapshot = await docRef.get(); final data = snapshot.data() ?? <String, dynamic>{}; print(data); // Update or add current deviceId key data[deviceId] = fcmToken; // Save updated map back to Firestore await docRef.set(data); print(data); print('✅ Device ID and FCM token updated/stored under correct structure'); } catch (e) { print('❌ Firestore write error: $e'); } }
Replies
0
Boosts
0
Views
110
Activity
Apr ’25
Module audioplayers not found
Hi! I am getting this error since an xcode update when trying to build my project. Module 'audioplayers' not found (in target 'Runner' from project 'Runner'). Thank you in advance for any help!
Replies
0
Boosts
0
Views
89
Activity
May ’25
Xcode 16.3 simulator slow to load - unusable
Xcode 16.3 simulator slow to load - unusable
Replies
0
Boosts
1
Views
174
Activity
Apr ’25
How can you have a framework which uses a 3rd party dependency and an app that uses the framework and also the same dependency?
Is this setup possible / have a solution: There is a .xcframework F, which uses a 3rd party library, lets call it L. There is an app which uses the xcframework The app also uses L Both the app and F use SPM to integrate L F is using L for its own internal purposes. F is providing some functionality to the app. How it implements that ideally should be a black box from the app's perspective. The app also happens to use L for its own purposes. I can't get this set up working, always get warnings about duplicate symbols when running the App. This will presumably be due to the fact there are separate copies of L in both F and A. So how can that be eliminated? Can F not statically like to L and use the App's version of L at runtime? If so how can Xcode be configured so that F can actually compile? Or vice versa - can the App not statically link in its own copy of L and use that in the framework? If so, similar questions, how to configure Xcode to set this up? I can't believe this is an obscure use case, yet after days of searching and reading documentation I can't find any solution. Note that I was able to get this going when the app and the framework used Cocoapods to integrate L, but I just can't do similarly if the use of Cocoapods is replaced with SMP. When using cocoapods, within the frameworks Xcode section, the pods framework is set to Do Not Embed. This is probably the vital difference between the working Cocoapods implementation and the not working SPM solution. However, when using SPM Xcode doesn't present any option to either embed nor not embed the dependency. Why not? Can it somehow be set to not embed?
Replies
0
Boosts
0
Views
96
Activity
Jun ’25
This content was automatically upgraded and should be served over HTTPS
Xcode16.2+iOS18以上的系统,加载图片http类型的url时,会自动升级为https,下面是Safari自动打印的日志:This content was automatically upgraded and should be served over HTTPS.有什么解决方案吗?
Replies
0
Boosts
0
Views
119
Activity
Apr ’25
Any way to automate adding libraries in Xcode from Swift Package Manager (SPM)?
Hi all, I’m looking for a way to automate the process of adding Swift Package dependencies (SPM) into an Xcode project. Right now, I’m doing this manually via: Xcode → Project → Swift Packages → Add Package Dependency... But I’d like to script this step — ideally as part of a CI/CD pipeline or a setup script. I explored the xcodeproj Ruby gem, but it doesn’t support adding SPM packages, and there's no official support for editing the .xcodeproj structure related to Swift Packages. So my question is: Is there any Apple-supported or community-supported way to programmatically add Swift Package dependencies to an Xcode project or workspace? Would love to know if anyone has: Used xcodebuild, xcodegen, or other tools for this Explored editing project files directly (like project.pbxproj or Package.resolved) Found any API or CLI hooks from Apple for this Thanks in advance!
Replies
0
Boosts
0
Views
51
Activity
Apr ’25
Xcode16.2 + iOS18以上系统,http自动转为https
Xcode16.2 加 iOS18 以上的系统加载图片 http 类型的 url 时, http 链接会自动升级为 https,请问有处理方案吗?浏览器报错信息如下:This content was automatically upgraded and should be served over HTTPS.
Replies
0
Boosts
0
Views
222
Activity
Apr ’25
Canvas Preview error: Could not find target description
Hi, I'm developing an iOS/WatchOS app and have an issue with Preview for WatchOS components. The error message is Could not find target description for “ContentView.swift” Preview for all other views in the iOS app work fine. Also, the app builds and runs fine on the watch simulator and a physical watch. Preview worked fine earlier today and I didn't exclude it in EXCLUDED_SOURCE_FILE_NAMES. Does anyone have an idea what causes this issue? Diagnostics
Replies
0
Boosts
1
Views
143
Activity
May ’25
Xcode 16.2: build fails with errors from another project
When I thought Xcode could not get any worse, here's the most absurd thing I have ever seen developing software in almost 20 years of work. When building a project, which I haven't touched lately, and last time it was building just fine, it raised errors on a class that doesn't even belong in any way to such project, it only exists in another one. To clarify, we're talking of a project written in C++ which runs only on mac, which is failing due to linker errors, where the linker can not find symbols of a class living in a different project and that is not referenced in any way inside this project. I mean, really? how does Apple manage to make Xcode more and more unstable by the minute? Starting from Xcode 15.1 I was already experiencing much longer building times, due to the fact that it doesn't manage the cache properly and is rebuilding lots of stuff every time..
Replies
0
Boosts
0
Views
45
Activity
Apr ’25
Can you use an external macOS device as an Xcode run destination?
Just wondering if it is possible to configure a secondary macbook to act as a run destination in Xcode, similar to how you would configure an iPhone as a run destination. I have tried connecting my device via USB-C and I can see that my macbook detects the second macbook via USB but it does not show up when trying to add devices in Xcode. I suppose this flow might not be supported?
Replies
0
Boosts
0
Views
150
Activity
May ’25
Having serious trouble with replaykit
Hi everyone, I'm totally new to this and am just having fun making an app for myself. I'm attempting to get a broadcastupload extension working, but whatever i do i cant get the replaykit to work. I keep getting this error in xcode: Provisioning profile "Project v6 Broadcast Upload Development" doesn't include the com.apple.developer.replaykit.broadcast entitlement. What I've tried: Created separate App IDs for each target (Explicit App IDs, not Wildcard) Enabled App Groups capability on all three App IDs in Apple Developer Portal Selected the correct App Group for all App IDs Added App Groups capability in Xcode for all targets and all build configurations Created entitlements file with com.apple.developer.replaykit.broadcast: true for Broadcast Upload extension Recreated provisioning profiles multiple times Used manual code signing with correct certificates I'm completely lost. I reached out directly to apple developer support and they just told me to come here... Any help would be grgeatly appreciated.
Replies
0
Boosts
0
Views
235
Activity
Aug ’25