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A Summary of the WWDC25 Group Lab - Developer Tools
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for Developer Tools. Will my project codebase be used for training when I use Xcode's intelligent assistant powered by cloud-based models? When using ChatGPT without logging in, your data will not be used to improve any models. If you log in to a ChatGPT account, this is based on your ChatGPT account settings, which allows you to opt-out (it defaults to on). When using Xcode with accounts for other model providers, you should check with the policies of your provider. And finally, at no point will any portion of your codebase be used to train or improve any Apple models. We'd love to make our SwiftUI Previews (and soon, Playgrounds) as snappy as possible. Is there any way to skip certain build steps, such as running linters? It seems the build environment is exactly the same (compared to a debug build), but maybe there's a trick. Starting with Xcode 16, SwiftUI previews use the exact same build artifacts as the regular build. The new Playgrounds support in Xcode 26 uses these build artifacts too. Shell script build phases are the most common thing that introduces extra build time, so as a first step, try turning off all shell script build phases (like linters) to get an idea if that’s the issue. If those build phases add significant time to your build, consider moving some of those phases into asynchronous steps, such as running linters before committing instead of on every build. If you do need a shell script build phase to run during your build, make sure to explicitly define the input and output files, as that is a huge way to improve your build performance. Are we able to provide additional context for the models, like coding standards? Documentation for third party dependencies? Documentation on your own codebase that explains things like architecture and more? In general, Xcode will automatically search for the right context based on the question and the evolving answer, as the model can interact multiple times with your project as it develops an answer. This will automatically pick up the coding style of the code it sees, and can include files that contain architecture comments, etc. Beyond automatic context, you can manually attach other documents, even if they aren't in your project. For example, you could make a file with rules and ideas and attach it, and it will influence the response. We are very aware of other kinds of automatic context like rule files, etc, though Xcode does not support these at this time. Once ChatGPT is enabled for Coding Intelligence in Xcode 26, and I sign into my existing ChatGPT account, will the ChatGPT Coding Intelligence model in Xcode know about chat conversations on Xcode development done previously in the ChatGPT Mac app? Xcode does not use information from other conversations, and conversations started in Xcode are not accessible in the web UI or ChatGPT app. Is there a plan to make SwiftUI views easier to locate and understand in the view hierarchy like UIKit views? SwiftUI uses a declarative paradigm to define your user interface. That allows you to specify what you want, with the system translating that into an efficient representation at runtime. Unlike traditional AppKit and UIKit, seeing the runtime representation of SwiftUI views isn't sufficient in order to understand why it's not doing what you want. This year, we introduced a SwiftUI Instrument that shows why things are happening, like view re-rendering. Is it possible to use the AI chat with ChatGPT Enterprise? My company doesn't allow us to use the general ChatGPT, only the enterprise version they have setup that prevents data from being leaked Yes, Xcode 26 supports logging into any existing ChatGPT account, including enterprise accounts. If that does not meet your needs, you can also setup a local server that implements the popular chat completions REST API to talk to your enterprise account how you need. Now that Icon Composer is here, how does it complement or replace existing vector design tools such as Sketch for icon design? Icon Composer complements your existing vector design tools. You should continue to create your shapes, gradients, and layers in another tool like Sketch, and compose the exported SVG layers in Icon Composer. Once you bring your layers into Icon Composer, you can then use it to influence the translucency, blur, and specular highlights for your icon. What’s one feature or improvement in the new Xcode that you personally think developers will love, but might not immediately discover? Maybe something tucked away or quietly powerful that’s flown under the radar so far? One feature we're particularly excited about is the new power profiler for iOS, which gives you further insights into the energy consumption of your app beyond what was possible with the energy instrument previously. You can learn more about how to use this instrument and how it can help you greatly reduce your apps battery usage in the documentation, as well as the session Profile and optimize power usage in your app. There were also improvements in accessibility this year with Voice Control, where you can naturally speak your Swift code to Xcode, and it understands the Swift syntax as you speak. To see it in action, take a look at the demonstration in What’s new in Xcode 26. We have a software advisory council that is very sensitive to having our private information going to the cloud in any form. What information do you have to help me guide Xcode and Apple Intelligence through the acceptance process? One thing you can do is configure a proxy for your enterprise that implementing the popular Chat Completions API endpoint protocol. When using a model provider via URL, you can use your proxy endpoint to inspect the network traffic for anything that you do not want sent outside of your enterprise, and then forward the traffic through the proxy to your chosen model provider. Are there list of recommended LLMs to use with Xcode via Intelligence/Local? I've tried Gemma3-12B, but.. I hope there are better options? Apple doesn't have a published list of recommended local models. This is a fast-moving space, and so a recommendation would become out of date very quickly as new models are released. We encourage you to try out the local model support in Xcode 26 with models that you find meet your needs, and let us and the community know! (continued below)
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Jul ’25
none of the input catalogs contained a matching stickers icon set or app icon set named "Assets.xcassets"
Hi, in XCode and iOS app. Tried to add Icon, got image size errors. reuploaded with correct sizes and started getting this error. Tried all the solutions from forums, didn't work. Restarted Mac Deleted Assets.xcassets and recreated with AppIcon and AccemntColor Copied "Assets.xcassets" from new dummy Project to main one. I don't have info.plist file Could you please help. Thanks, Bhanu
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Apr ’25
Latest Xcode build giving multiple system level errors
with the latest Xcode version, i am getting all kinds of errors: few main ones: /Users/akashbhatia/MyApp/ios/Pods/Target Support Files/ReactCodegen/ReactCodegen-prefix.pch:2:9 Could not build module 'UIKit' /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator18.4.sdk/System/Library/Frameworks/CFNetwork.framework/Headers/CFNetwork.h:18:10 Could not build module 'CoreFoundation' /Users/akashbhatia/MyApp/ios/Pods/Headers/Public/RCT-Folly/folly/portability/Config.h:20:10 'folly/folly-config.h' file not found I have reinstalled Xcode, removed derived data, installed pod over and over again, but I have realized from the first error here, that it has more to do with Xcode and React Native now. Any help will be appreciated.
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Apr ’25
SchemeBuildError: Failed to build the scheme
I have an iOS app, and I am trying to add a companion WatchOS app. My iOS app depends on 2 libraries: GoogleMobileAds FirebaseAnalyticsWithoutAdIdSupport When I add a new target for WatchOS, the preview build starts to fail. I am not adding any libraries to WatchOS. The Google Ads and Firebase Analytics libs are only under the iOS target. I am unable to run the preview, I get an error when trying to build the watch scheme. The preview does not work. The build just crashes. I've included the error log below. But, here are the steps I've tried so far: Delete folders inside Derived Data Run a clean build (Cmd + Option + Shift + K) Delete scheme and create a new one Reset Package Cache Restart Xcode Restart Macbook But, it just does not work. I do not understand why the watchOS target is erroring for "GoogleUserMessagingPlatform" and "GoogleMobileAdsTarget" when those packages are not linked/used for the watchOS. SchemeBuildError: Failed to build the scheme “timerWatch Watch App” While building for watchOS Simulator, no library for this platform was found in '/Users/k/Library/Developer/Xcode/DerivedData/timer-dhkdhvfcqtfgskfdxpmupujswtuh/SourcePackages/artifacts/swift-package-manager-google-user-messaging-platform/UserMessagingPlatform/UserMessagingPlatform.xcframework'. (in target 'UserMessagingPlatformTarget' from project 'GoogleUserMessagingPlatform') Build target UserMessagingPlatformTarget: /Users/k/Library/Developer/Xcode/DerivedData/timer-dhkdhvfcqtfgskfdxpmupujswtuh/SourcePackages/artifacts/swift-package-manager-google-user-messaging-platform/UserMessagingPlatform/UserMessagingPlatform.xcframework:1:1: error: While building for watchOS Simulator, no library for this platform was found in '/Users/k/Library/Developer/Xcode/DerivedData/timer-dhkdhvfcqtfgskfdxpmupujswtuh/SourcePackages/artifacts/swift-package-manager-google-user-messaging-platform/UserMessagingPlatform/UserMessagingPlatform.xcframework'. (in target 'UserMessagingPlatformTarget' from project 'GoogleUserMessagingPlatform') Build target GoogleMobileAdsTarget: /Users/k/Library/Developer/Xcode/DerivedData/timer-dhkdhvfcqtfgskfdxpmupujswtuh/SourcePackages/artifacts/swift-package-manager-google-mobile-ads/GoogleMobileAds/GoogleMobileAds.xcframework:1:1: error: While building for watchOS Simulator, no library for this platform was found in '/Users/k/Library/Developer/Xcode/DerivedData/timer-dhkdhvfcqtfgskfdxpmupujswtuh/SourcePackages/artifacts/swift-package-manager-google-mobile-ads/GoogleMobileAds/GoogleMobileAds.xcframework'. (in target 'GoogleMobileAdsTarget' from project 'GoogleMobileAds')
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Apr ’25
Classic Linker error after renaming project
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?
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154
Mar ’25
The behavior of the app using the Promises library changes between Xcode 15.4 and Xcode 16.2.
I’m creating code that performs asynchronous processing using the Promises library (https://github.com/google/promises). In this context, when building the app in Xcode 15.4 and Xcode 16.2, the behavior differs between the two. I’m using version 2.1.1 of the library. Also, I’ve tried using the latest version, 2.4.0, but the result was the same. Has anyone encountered the same issue or know an effective solution? Here's a simple code that reproduces this issue. @IBAction func tapButton(_: UIButton) { _ = getInfo() } func getInfo() -> Promise<Void> { Promise(on: .global(qos: .background)) { fulfill, _ in self.callApi() .then { apiResult -> Promise<ApiResult> in print("\(#function), first apiResult: \(apiResult)") return self.callApi() // #1 } .then { apiResult in print("\(#function), second apiResult: \(apiResult)") // #2 fulfill(()) } } } func callApi() -> Promise<ApiResult> { Promise(on: .global(qos: .background)) { fulfill, _ in print("\(#function), start") self.wait(3) .then { _ in let apiResult = ApiResult(message: "success") print("\(#function), end") fulfill(apiResult) } } } struct ApiResult: Codable { var message: String enum CodingKeys: String, CodingKey { case message } } The Swift Language version in the build settings is 5.0. The console output when running the above code is as follows: When built with Xcode 15.4: 2025/03/21 10:10:46.248 callApi(), start 2025/03/21 10:10:46.248 wait 3.0 sec 2025/03/21 10:10:49.515 callApi(), end 2025/03/21 10:10:49.535 getDeviceInfo(), first apiResult: ApiResult(message: "success") 2025/03/21 10:10:49.535 callApi(), start 2025/03/21 10:10:49.536 wait 3.0 sec 2025/03/21 10:10:52.831 callApi(), end 2025/03/21 10:10:52.832 getDeviceInfo(), second apiResult: ApiResult(message: "success") The process proceeds from #1 to #2 after completing the code comment in #1. When built with Xcode 16.2: 2025/03/21 09:45:33.399 callApi(), start 2025/03/21 09:45:33.400 wait 3.0 sec 2025/03/21 09:45:36.648 callApi(), end 2025/03/21 09:45:36.666 getDeviceInfo(), first apiResult: ApiResult(message: "success") 2025/03/21 09:45:36.666 callApi(), start 2025/03/21 09:45:36.666 wait 3.0 sec 2025/03/21 09:45:36.677 getDeviceInfo(), second apiResult: Pending: ApiResult 2025/03/21 09:45:39.933 callApi(), end The process does not wait for the code comment in #1 to finish and outputs the #2 print statement first. Additionally, even with Xcode 16.2, when changing the #2 line to "print("(#function), second apiResult: (apiResult.message)")", the output becomes as follows. From this, it seems that referencing the ApiResult type, which is not a String, might have some effect on the behavior. 2025/03/21 10:05:42.129 callApi(), start 2025/03/21 10:05:42.131 wait 3.0 sec 2025/03/21 10:05:45.419 callApi(), end 2025/03/21 10:05:45.437 getDeviceInfo(), first apiResult: ApiResult(message: "success") 2025/03/21 10:05:45.437 callApi(), start 2025/03/21 10:05:45.437 wait 3.0 sec 2025/03/21 10:05:48.706 callApi(), end 2025/03/21 10:05:48.707 getDeviceInfo(), second apiResult: success Thank you in advance
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Mar ’25
Module not found when using inheritance
PLATFORM AND VERSION Development environment: Xcode 16.4 (16F6), macOS 15.5 (24F74) Run-time configuration: iOS 18.3.1 DESCRIPTION OF PROBLEM I cannot build my app due to a module not found error when I'm importing Sample-Swift.h header to an ObjectiveC file. I need to use Swift code to ObjectiveC file with Swift code using an external XCFramework. It seems to be related to a mix with ObjectiveC and Swift code when Swift code uses class inheritance from FZWorkoutKit class. With a full Swift project, no issue. STEPS TO REPRODUCE Project https://fizzup.s3.amazonaws.com/files/public/Sample-WK.zip Open the provided project and try to build it. The issue occurs. In MyObject.m file, if you comment the first import (Sample-Swift.h), no issue occurs but I cannot use my Swift code (MyFile class). Uncomment the line commented in step 1. Go to MyFile.swift and change class inheritance from GoModeController (from FZWorkoutKit framework) to UIView (from UIKit). No issue occurs.
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Jun ’25
devicectl: clarify username requirement for "certain" domains
Hi there, When using devicectl to manage files: It's unclear for which domains the username should be provided It's unclear how to determine the username Listing files USAGE: devicectl device info files [<options>] --device <uuid|ecid|serial_number|udid|name|dns_name> --domain-type <domain-type> FILE OPTIONS: --username <username> The username of the user we should target. Only relevant for certain domains. --domain-type <domain-type> The file service domain. Valid values are: temporary, appDataContainer, appGroupDataContainer, systemCrashLogs. You must specify a valid domain and identifier pair. Certain domains must be accompanied by an identifier that provides additional context. For example, if the domain is an app data container, the identifier is the bundle ID of the app. For temporary directories, the identifier is a unique client-provided string which is used to get your own space, separate from those of other clients. --domain-identifier <domain-identifier> A unique string used to provide additional context to the domain. --username The username of the user we should target. Only relevant for certain domains. In the domains, the username requirements are not mentioned. Copying files USAGE: devicectl device copy to --device <uuid|ecid|serial_number|udid|name|dns_name> --source <source> [--destination <destination>] [--user <user>] --domain-type <domain-type> [--domain-identifier <domain-identifier>] [--remove-existing-content <remove-existing-content>] [--verbose] [--quiet] [--timeout <seconds>] [--json-output <path>] [--log-output <path>] DEVICE OPTIONS: -d, --device <uuid|ecid|serial_number|udid|name|dns_name> The identifier, ECID, serial number, UDID, user-provided name, or DNS name of the device. FILE OPTIONS: --source <source> The item which should be copied. --destination <destination> The location to which the item should be copied. -u, --user <user> The name of the user we should target. Only relevant for certain domains. --domain-type <domain-type> The file service domain. Valid values are: temporary, appDataContainer, appGroupDataContainer, systemCrashLogs. You must specify a valid domain and identifier pair. Certain domains must be accompanied by an identifier that provides additional context. For example, if the domain is an app data container, the identifier is the bundle ID of the app. For temporary directories, the identifier is a unique client-provided string which is used to get your own space, separate from those of other clients. --domain-identifier <domain-identifier> A unique string used to provide additional context to the -u, --user The name of the user we should target. Only relevant for certain domains. The "certain domains" are not specified. user vs username The list files command takes: --username <username> The username of the user we should target. Only relevant for certain domains The copy command takes: -u, --user <user> The name of the user we should target. Only relevant for certain domains. Is there a difference between username and user? How do we figure out the user or username? From https://developer.apple.com/forums/thread/749649 I learned that about the "mobile" value, but why, and how? It would help if these arguments could be explained in more detail.
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96
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
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132
May ’25
The location coming out of geocoder in CLPlacemark has altitude 0, differently of the input CLLocation
When I execute: geoCoder.reverseGeocodeLocation(location, completionHandler:{[weak self](placemarks, error) in print("reverse geocoding location after altitude: ",location.altitude) print("placemark location first", placemarks?.first?.location?.altitude ?? -1) The input CLLocation has correct altitude 25, instead the location in the output placemarks have altitude 0, when of course they should have the same location. Moreover it is impossible to retrofit any data in the returned placemarks as they are portrayed as a read only property.
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59
Apr ’25
Executable Path is a Directory
My build succeeded but I immediately got the following pop-up error: Executable Path is a Directory Domain: DVTMachOErrorDomain Code: 5 Recovery Suggestion: /Users/myname/Library/Developer/Xcode/DerivedData/Myapp-dwsmxozkmjfflagroxubgbfvahwq/Build/Products/Debug-iphonesimulator/Myapp.app is not a valid path to an executable file. User Info: {DVTErrorCreationDateKey = "2025-04-17 11:54:27 +0000"} Executable Path is a Directory Domain: DVTMachOErrorDomain Code: 5 Recovery Suggestion: /Users/myname/Library/Developer/Xcode/DerivedData/Myname-dwsmxozkmjfflagroxubgbfvahwq/Build/Products/Debug-iphonesimulator/Myname.app is not a valid path to an executable file. System Information macOS Version 15.5 (Build 24F5053f) Xcode 16.3 (23785) (Build 16E140) Applied and Failed Fixes: Upgrade to MacOS 15.5 Beta pod deintegrate/podinstall uninstall and reinstall Xcode Delete DerivedData folder Edit info.plist Executable File name
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Apr ’25
Call Tracking with CallKit Works in Debug Mode but Not in Release (TestFlight) – iOS
I am working on an iOS app using Flutter that tracks outgoing calls using CallKit. The call tracking functionality works perfectly in Debug mode but does not work when the app is published to TestFlight. I have already added Background Modes (voip, audio, processing, fetch) in Info.plist. I have added CallKit.framework in Xcode under Link Binary With Libraries (set to Optional). <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>aps-environment</key> <string>production</string> </dict> </plist> These are the necessary permission which I used in info.plist: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>BGTaskSchedulerPermittedIdentifiers</key> <array> <string>com.agent.mygenie</string> </array> <key>CADisableMinimumFrameDurationOnPhone</key> <true/> <key>CFBundleDevelopmentRegion</key> <string>$(DEVELOPMENT_LANGUAGE)</string> <key>CFBundleDisplayName</key> <string>MyGenie</string> <key>CFBundleDocumentTypes</key> <array/> <key>CFBundleExecutable</key> <string>$(EXECUTABLE_NAME)</string> <key>CFBundleIdentifier</key> <string>$(PRODUCT_BUNDLE_IDENTIFIER)</string> <key>CFBundleInfoDictionaryVersion</key> <string>6.0</string> <key>CFBundleName</key> <string>mygenie</string> <key>CFBundlePackageType</key> <string>APPL</string> <key>CFBundleShortVersionString</key> <string>$(FLUTTER_BUILD_NAME)</string> <key>CFBundleSignature</key> <string>????</string> <key>CFBundleVersion</key> <string>$(FLUTTER_BUILD_NUMBER)</string> <key>LSRequiresIPhoneOS</key> <true/> <key>NSCallKitUsageDescription</key> <string>This app needs access to CallKit for call handling</string> <key>NSContactsUsageDescription</key> <string>This app needs access to your contacts for calls</string> <key>NSMicrophoneUsageDescription</key> <string>This app needs access to microphone for calls</string> <key>NSPhotoLibraryUsageDescription</key> <string>This app needs access to photo library for profile picture updation</string> <key>UIApplicationSupportsIndirectInputEvents</key> <true/> <key>UIBackgroundModes</key> <array> <string>voip</string> <string>processing</string> <string>fetch</string> <string>audio</string> </array> <key>UILaunchStoryboardName</key> <string>LaunchScreen</string> <key>UIMainStoryboardFile</key> <string>Main</string> <key>UISupportedInterfaceOrientations</key> <array> <string>UIInterfaceOrientationPortrait</string> <string>UIInterfaceOrientationLandscapeLeft</string> <string>UIInterfaceOrientationLandscapeRight</string> </array> <key>UISupportedInterfaceOrientations~ipad</key> <array> <string>UIInterfaceOrientationPortrait</string> <string>UIInterfaceOrientationPortraitUpsideDown</string> <string>UIInterfaceOrientationLandscapeLeft</string> <string>UIInterfaceOrientationLandscapeRight</string> </array> [code.txt](https://developer.apple.com/forums/content/attachment/0a327dbd-652e-41d5-8811-c462d09e0567) </dict> </plist> And below is the file are AppDelegate.swift, call_tracking_mixin.dart, & main_call.dart file for full knowledge
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127
Mar ’25
{Project}-LinkMap-normal-arm64.txt changed?
I upgraded xcode to 16.2 and found that the txt file generated by Write Link Map File is different from before, no longer containing detailed data. So, how to set it up to obtain the same link map file as the previous xcode version. # Path: /Users/....../xxx.app/__preview.dylib # Arch: arm64 # Object files: [ 0] linker synthesized # Sections: # Address Size Segment Section 0x00004000 0x00000000 __TEXT __text # Symbols: # Address Size File Name
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Mar ’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?
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90
Jun ’25
Unable to apply stashed changes
I am trying to perform an unstash operation. I RC on the stash to restore, select "Apply Stashed Changes". It then launches a comparison window to allow me to cherrypick the changes I want to include. However, the button along the bottom, "Apply Changes" is grayed out and remains so no matter what I do. Switching stashes, exiting and restarting xcode. TG i made an emergency project backup right before I did the stash, just for a case like this. Bug? Feature?
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57
Apr ’25
Weather Authentication Failed
I'm pretty new on this platform and also developing IOS mobile apps. I've been struggling for using the data of the api weather kit apple. I have an acount of apple developer, downloaded the certificate... i follow all the necessaries steps in the portal and also in my project and i keep having this error message when i try to use it. I don't know what else should i do for having working it. I would absolutely appreciate that someone could help me with this. Thank you very much!!!!! Encountered an error when fetching weather data subset; location=<+41.38268070,+2.17702390> +/- 0.00m (speed -1.00 mps / course -1.00) @ 2/3/25, 22:54:03 Central European Standard Time, error=WeatherDaemon.WDSJWTAuthenticatorServiceListener.Errors 2 Error Domain=WeatherDaemon.WDSJWTAuthenticatorServiceListener.Errors Code=2 "(null)"
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245
Mar ’25
AR Camera Freezes in Split View on iPad (Vuforia + Unity + iOS 16+)
Hi everyone, We're developing an AR app using Unity with Vuforia for object detection. Our app works well in full-screen mode, including detection and post-detection phases. However, we're facing a specific issue in iPad Split View multitasking mode. Problem: The AR camera (Vuforia-based) freezes during object detection if another app is opened in Split View. Post-detection, everything works fine in Split View. The problem only occurs during detection. Testing Environment: iPadOS 16+ Unity with Vuforia plugin Using EnableMultitaskingCameraAccess() method with AVFoundation to support camera multitasking AR scene is set up properly with detection capabilities in full-screen
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136
May ’25
Run on multiple simulators
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?
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70
Mar ’25