Hi,
This maybe somewhat confusing, but please bear with me.
I currently have an app in the App Store that supports iOS and tvOS. But the tvOS version was a separate app during the development process. I'd like to combine the iOS and tvOS app into one project so its easier to handle and keep track of internally.
Can I upload the new Apple TV version to the same place where the current one is, or would I have to delete the current Apple TV version before uploading the newly combined version?
I hope I made that clear enough :-)
Thank you,
Dan Uff
Xcode
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Hi everyone,
I’m facing a major roadblock with my family location tracking app, and I need some advice or guidance from the community.
Background
Back in 2021, I implemented NSE filtering entitlement to send location-based notifications and retrieve the device's location in return (as suggested by Apple’s technical code support). Over time, I built my app around this entitlement, adding many features that depend on it.
When Location Push Service Extension was introduced for iOS 15+, I adapted accordingly:
NSE filtering was used for devices below iOS 15
Location Push Service Extension was used for iOS 15+
NSE filtering also played a crucial role in:
✅ Accepting/rejecting location-based notifications
✅ Checking device settings & location permissions (since location push won’t work without proper permissions)
The Issue
In November 2024, I created a new developer account to change my business entity. Since then, I’ve been requesting the NSE entitlement repeatedly for four months, but Apple keeps rejecting it. Meanwhile, they approved the Location Push Entitlement, but without NSE filtering, I’m forced to rewrite a huge part of my app’s core functionality.
I’ve sent multiple emails explaining my use case, but I keep getting rejected without any clear explanation or workaround.
My Ask
Has anyone faced a similar issue with NSE entitlement?
Are there any alternative approaches to achieve the same functionality?
Any advice on how to escalate this to Apple or get proper feedback on why it's being rejected?
I’ve invested years into this app, and a forced rewrite would take months. Any help, insights, or contacts who could assist would be greatly appreciated!
Thanks in advance! 🙏
Topic:
Developer Tools & Services
SubTopic:
Xcode
I am attempting to generate screenshots at various logical times using a watchOS 11 simulator.
% xcrun simctl status_bar "Apple Watch Series 10 (46mm)" override --time 9:06
An error was encountered processing the command (domain=NSPOSIXErrorDomain, code=45):
Simulator device failed to complete the requested operation.
Operation not supported
Underlying error (domain=NSPOSIXErrorDomain, code=45):
Status bar overrides not supported on this platform.
Operation not supported
Using WatchOS Clock Settings gives me at most 59 minutes in which to succeed.
Even if I had a physical watch for every series and size, I would have to wait up to 23 hours before being able to generate my marketing screenshots to support various user scenarios. With three settings variations, a minimal wait time to get to good marketable content would be on the order of 1 month per app version.
Topic:
Developer Tools & Services
SubTopic:
Xcode
the Xcode Version 16.2 (16C5032a),
I want to know how to setup a directory in Xcode project when develop the iOS app.
Here is the whole thing:
I start a new iOS App project "test_path".
then I right click, and choose "New Folder", to make a new folder "configx"
then I right click on the configx folder, and choose the "add files to test_path", add a file in it
But the folder does not exist in the project when try to access by "Bundle.main.urls" func.
5. when ls in the Mac, /data/Containers/Bundle/Application/E4F11903-3FAD-467F-A4CD-60AC68D64934/test_path.app, the file just at the root path of test_path.app, no "configx" folder ahead the file.
so, how to setup a directory or a path in iOS project?
Unable to Submit iOS App for App Review Due to Incorrect Beta Xcode Error
I'm encountering an issue when trying to submit a new build of my iOS app to the App Store. The app launches from TestFlight without any problems, but when attempting to submit it for App Review, I get the following error:
"This build is using a beta version of Xcode and can’t be submitted."
However, I'm not using a beta version of Xcode. I've tested this with both the public releases of Xcode 16.3 and 16.2.
The build logs show no issues with the SDK or Platform versions, but in App Store Connect, the metadata is displaying the following:
Build SDK: $(SDK_PRODUCT_BUILD_VERSION)
Build Platform: $(PLATFORM_PRODUCT_BUILD_VERSION)
any suggestion would be greatly appreciated!
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 couple apps in one git repository. I'd like to have a Swift package in that repo as well, shared by apps. In other words, I don't want a separate repo for the Swift package. I followed the instructions here:
https://developer.apple.com/documentation/xcode/organizing-your-code-with-local-packages
It seems to work. I can write code like this in my app:
import MyLocalPackage
func foo() {
myLocalPackageFunc()
}
I notice that the package is not listed under Project > MyApp > Package Dependencies. I don't really care, as long as I can reuse code between apps.
But when I try to add this package code to a 2nd app, I'm at a loss. I tried "Add Package Dependencies" and "Add Local", but that creates a different looking setup than the 1st app. The code is browsable in the project navigator. And when I try to build it says "Missing package product 'MyLocalPackage'.
The documentation linked above, which I used for the 1st app, does a "New > Package". I don't want a new package. How can I connect the existing one?
I recently encountered an issue involving Core Data’s new Composite Attributes feature and thought I would share my experience, as well as seek clarification.
I created a composite type where all attributes were mandatory, except for one. Subsequently, I added an attribute to an entity and set its type to that composite type. Upon running the app, the console output the following error:
CoreData: error: CoreData: error: Row (pk = 85) for entity ‘(EntityName)’ is missing mandatory text data for property ‘(propertyName)’
The way I resolved this was by removing the composite type attribute from the entity, after which the error no longer appeared. I also observed that in another entity, where a different composite type is used, all the attributes were optional — and no error occurred.
This raises the question: why must all attributes in a composite type be optional? Furthermore, why does Xcode not inform the developer of this requirement? I have reviewed both the documentation and the WWDC23 “What’s New in Core Data” session, but neither mentions that having non-optional attributes within a composite type will cause such errors and lead to unpredictable application behaviour.
Additionally, this issue remains unresolved in another area I raised previously in this topic:
Composite Attributes feature requires tvOS deployment target 17.0 or later
Composite Attributes feature requires watchOS deployment target 10.0 or later
However, I do not have a tvOS or watchOS target, nor do I intend to add one.
Could someone from Apple, or anyone with more experience, please clarify why all attributes within a composite type must be optional? And could it be possible for Xcode to flag this at compile time, rather than failing at runtime?
Thank you in advance.
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.
On my MacBook Pro M4 with macOS 15.5 and Xcode 16.4, I have a simple SwiftUI-based WatchOS application consisting of a NavigationSplitView that displays a short List of items, and a detail view consisting of a TabView {...}.tabViewStyle(.verticalPage) that displays a fixed number of "pages" of detailed information about the selected list item.
When I use XCTest UI Automation with XCUIApplication(), I am finding that I need to add a sleep(1) after every interaction, such as a .tap() or .swipeUp() before I can attempt any assertion such as XCTAssertGreaterThan(app.cells.count, 3) to ensure that the top level List of items is more than 3. All the added sleep(1) statements are making the tests very slow...
It appears that the WatchOS implementation of UI Automation lacks the ability to wait until the UI event queue is idle. Am I the only one seeing this?
We are renaming the project and a Static Library the is critical to the operation on the app is not found during compiling.
We have the same project working fine. We have reviewed the project.pbxproj file and searched for erroneous linking, reviewed the Target settings and there is nothing obviously wrong. (Copied and secured the original)
Typically workflow is:
Clean
Delete Derived Data dir
D/l Swift Packages
Build/Run
The team has many years using Xcode / Swift and the project and this is not clear how to resolve. We have scoured SO and the solutions do not apply.
Facts:
-No cocoapods
-Search Paths all set
Linker all set
Thoughts?
Xcode 16.4, MacOS Sequoia 15.5
If I try to use a logger in an Xcode Playground e.g.
import os
import UIKit
var logger = Logger(subsystem: "Loggertest", category: "")
logger.info("Hello, world!")
I get the following error
error: Couldn't look up symbols: ___dso_handle ___dso_handle Hint: The expression tried to call a function that is not present in the target, perhaps because it was optimized out by the compiler.
Its the logger.info ... that is causing the error.
I have raised FB18214090 but there are no other reports.
I would be grateful if some of you could verify if the Playground runs or errors on your system.
A workaround, still using Logger, would be a great help.
Thanks,
Chris
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hello!
I'm trying to flutter run my app but I get this error (Xcode): Command SwiftEmitModule failed with a nonzero exit code
So far I've tried:
rm -rf ios/Pods ios/Podfile.lock
flutter clean && flutter pub get
clean xcode workspace
reinstall xcode
None of the solutions actually work.
Xcode: Version 16.2 (16C5032a)
Topic:
Developer Tools & Services
SubTopic:
Xcode
I am sort of trying to do the opposite of what others are doing. I have a target called CopyFramework that creates a CopyFramework.framework within my main xcproj file.
I set up this target because a specific framework (we can call it Tools.xcframework) is distributed as a binary. That framework file lives within the code.
Tools.xcframework is structured like so
Tools.xcframework (Coding/testBuild/DynamicToolFrameworks/Tools.xcframework)
info.plist
ios-arm64/
Tools.xcframework/
Tools (executable file)
Tools.bundle
Headers/
Info.plist
Modules/
Tools.swiftmodule/
arm64-apple-ios.abi.json
arm64-apple-ios.private.swiftinterface
arm64-apple-ios.swiftdoc
arm64-apple-ios.swiftinterface
module.modulemap
module.private.modulemap
PrivateHeaders/
ios-arm64_x86_64-simulator/
When the CopyFramework target is run xcode does a few steps which copy the correct version of this framework to derived data.
Process Tools.xcframework (iOS)
Coding/testBuild/DynamicToolFrameworks/Tools.xcframework
/Library/Developer/Xcode/DerivedData/testBuild-sha/Build/Products/Debug-iphoneos/Tools.framework ios
cd /Users/calebkierum/Coding/testBuild
builtin-process-xcframework --xcframework Coding/testBuild/DynamicToolFrameworks/Tools.xcframework --platform ios --target-path Library/Developer/Xcode/DerivedData/testBuild-sha/Build/Products/Debug-iphoneos
Meaning essentially that the Tools.xcframework for the proper platform is taken from Tools.xcframework/ios-arm64 and copied to Library/Developer/Xcode/DerivedData/testBuild-sha/Build/Products/Debug-iphoneos/Tools.xcframework
I am writing a Swift Package that needs to be able to reference the correct Tools.xcframework. I have set it up like so:
let package = Package(
name: "CoreObjC",
platforms: [.iOS(.v17), .macCatalyst(.v17)],
products: [
.library(name: "CoreObjC", targets: ["CoreObjC"]),
],
dependencies: [
// Does something to here ???
//.package(path: "../testBuild")
],
targets: [
.target(
name: "CoreObjC",
dependencies: [
// Here I would like to be referencing the CopyFramework.framework target within my buildTest.xcproj file
.product(name: "CopyFramework", package: /*??? its not in a swift package its a part of an xcproj file*/)
],
path: "CoreObjC",
publicHeadersPath: "Headers",
linkerSettings: [
.linkedFramework("Tools", .when(platforms: [.iOS])),
.linkedLibrary("c++")
]
),
],
cxxLanguageStandard: CXXLanguageStandard.gnucxx14
)
Now obviously this does not work. I do not know how to communicate to the Package.swift file that the binary dependency is a framework target within my xcproj file. If I do run the target CopyFramework followed by building CoreObjC it works though (so long as you comment out the bits trying to reference CopyFramework). Running the CopyFramework target processes the Tools.xcframework and copies the proper xcframework sub folder to Derived data and the Swift Package build system seems to be able to see it.
Is there a way I can get rid of this manual step? Make it so that when I build the CoreObjC target (swift package) that either CopyFramework is run or some other process is run to get the proper xcframework out of Coding/testBuild/DynamicToolFrameworks/Tools.xcframework and into DerivedData?
Is it even theoretically possible to have a Swift Package reference a target in a normal xcproj file?
After update to Xcode 16.3, any breakpoints stopped in simulator and device. The scheme is configured to Debug in Build Configurator.
Topic:
Developer Tools & Services
SubTopic:
Xcode
At the last place I worked it took roughly 5 minutes to do an application build. Which in turn made doing any sort of TDD or ever just regular Unit Tests extremely painful to do as the cycle time was simply too long.
But that got me thinking.
In recent versions of Xcode, Apple added Previews for SwiftUI Views that basically showed code changes to the View in real time. And Previews were made possible by extremely targeted compilation of the view in question.
So... what if instead of a Preview pane in the Xcode IDE there was a Test pane the could be displayed such that Tests for a piece of code could be created and run almost immediately?
Perhaps by adding a #Testing section to your code
#Testing(MyService.self) // Define the entity to be tested.
If you could drop the turnaround time AND provide a test playground for service level code that could speed development of such code greatly... and encourage interactive test development at the same time.
What do you think?
Within Xcode's settings location section is a drop down menu to switch between setting the derived data location to be default, relative or custom.
However its a global setting.
I work on more than one project simultaneously, and for one of them I want the location set to relative, but default for all the others.
Is there any way of achieving that?
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?
I don't know Xcode very well, and had been using it sporadically to test a project exported from Unity.
I recently added a StoreKit Configuration to the project, and since then it gives me ≈10s after launching before the beach ball appears, and it never leaves. Xcode says it is "Indexing" but I don't know if that's an obvious culprit.
I can still build my project via the fastlane tool, on the command line, and the newly-added StoreKit configuration works just fine.
But I cannot use Xcode interactively any more, unless I re-export the project from Unity. The only difference between it working and hanging is the Store Kit configuration.
How do I understand what's going on, and (ideally) fix it? The Activity Monitor gives a bunch of backtraces that don't have an obvious network or I/O culprit in them.
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
Topic:
Developer Tools & Services
SubTopic:
Xcode