I'm unable to reset simulators using the menu or the xcrun simctl tool:
<output of xcrun simctl list>
== Devices ==
-- iOS 17.5 --
iPhone SE (3rd generation) (5A06623A-173D-4C96-8DD3-3E9FE39A06F1) (Shutdown)
iPhone 15 (iOS 17.5) (F4329E8D-29BB-4EA7-8465-C11A98D04ED7) (Shutdown)
-- iOS 18.0 --
iPhone SE (3rd generation) (2DDE8F03-F8E1-4C1B-8E28-CD9B208F3FFA) (Shutdown)
iPhone 16 Pro (DE788688-8AC6-40A0-B25C-A56AA423798E) (Shutdown)
iPhone 16 Pro Max (1405184C-36A9-40F3-B0D0-4EEB88452883) (Shutdown)
iPhone 16 (0CBBA7DB-B20E-4F17-BBC5-910F1F6E1A0A) (Shutdown)
iPhone 16 Plus (95421C27-11A0-4FCF-A889-DAAE8557B271) (Shutdown)
== Device Pairs ==
~/Library``
❯ xcrun simctl erase 0CBBA7DB-B20E-4F17-BBC5-910F1F6E1A0A
An error was encountered processing the command (domain=NSCocoaErrorDomain, code=513):
“data” couldn’t be moved because you don’t have permission to access “Deleting-8FEDFF47-5B2F-4534-BCA2-036BBE68CE37”.
You don’t have permission.
To view or change permissions, select the item in the Finder and choose File > Get Info.
Underlying error (domain=NSPOSIXErrorDomain, code=1):
The operation couldn’t be completed. Operation not permitted
Operation not permitted
Xcode Version 16.0 (16A242d)
MacOS 15.0.1 (24A348)
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I can't create a developer account. Every time I try to enroll they tell me: you cant enroll at this time.
Dear Xcode Team,
Please consider adding an option to position the Coding Assistant on the right side of the editor. Currently, when the assistant panel is open, it makes it difficult to access the Project Navigator at the same time.
Having the ability to move the Coding Assistant to the right side would allow developers to keep the Project Navigator visible while interacting with the assistant, improving workflow and efficiency.
Thank you
Hi everyone,
Starting today, my Xcode Cloud CI workflow can no longer successfully build iOS/macOS/visionOS targets. The Archive step does not report any errors, but the xcodebuild command hangs indefinitely and eventually fails with the following message:
The step invocation hit a user timeout. The xcodebuild archive invocation timed out. No activity has been detected on stdout, stderr or the result bundle in 30 minutes.
My iOS and macOS targets can still be built, but the build time has increased by 2-3x compared to before. That's interesting. After I removed the visionOS target, the iOS target also failed to build.
Additionally, since today, I’ve noticed a significant increase in network-related errors in Xcode Cloud. There have been multiple failures to download dependencies from Homebrew or GitHub.
I have confirmed that CI versions which previously built successfully are now failing, while running the same build commands locally works fine. Based on these observations, I suspect there may be an issue with the Xcode Cloud environment itself.
Has anyone else encountered similar problems? Any suggestions or updates would be appreciated!
Thanks!
When building our project for Mac Catalyst with Xcode 26.2, we get this warning almost a hundred times, once for every object file:
directory not found for option '-L/var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v17.3.48.0.UZtKea/Metal.xctoolchain/usr/lib/swift/maccatalyst'
Somehow, every Link <FileName>.o build step got the following parameter, regardless if the target contained Metal files or not:
-L/var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v17.3.48.0.UZtKea/Metal.xctoolchain/usr/lib/swift/maccatalyst
The toolchain is mounted at this point, but the directory usr/lib/swift/maccatalyst doesn't exist.
When building the project for iOS, the option doesn't exist and the warning is not shown.
We already check the build settings, but we couldn't find a reason why the linker is trying to link against the toolchain here.
Even for targets that do contain Metal files, we get the following linker warning:
search path '/var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v17.3.48.0.UZtKea/Metal.xctoolchain/usr/lib/swift/maccatalyst' not found
Is this a known issue? Is there a way to get rid of these warnings?
Hi
One of the new Family Control API's requires the new "Family Controls App & Website Usage" capability but it appears to be missing in the latest Xcode beta (26.4 B2).
MacOS and iOS all running 26.4 Beta 3.
Does anyone know if we have to wait for Xcode 26.4 Beta 3 and it's associated SDK's for this one to become available?
Steps to reproduce:
Open Xcode 26.3 → Settings → Intelligence → Claude sign-in
Click the sign-in button — spinner begins, never completes
An email the arrives with a magic link.
The magic link opened a browser page which displayed a 6-digit verification code with instructions reading "enter this verification code where you first tried to sign in" — i.e. back in Xcode. However, Xcode was showing only an endless spinner with no code entry field anywhere in the UI. This is the core bug.
I did since manage to complete authentication sign-in through a second browser verification field that eventually appeared after about 10 minutes and did get signed in, but the Claude Intelligence agent still returns "Your request could not be completed" even after successful sign-in and a full Xcode restart.
Prior to this bug starting at 10 am on February 19 I had been using the intelligence agent successfully for about a week. Anthropic did have some sort of event on their system around February 18/19 so maybe this has been a result of that.
I have notified Anthropic support and Apple Feedback Assistant.
Does anybody have a workaround until either anthropic or Apple get back to me?
It has been two years since I wrote my a SwiftUI app, and I wanted to start again in Xcode 26. I can no longer see the attributes inspector when I select an element in the canvas. This was an Xcode feature that was very helpful as I am still a novice. Has this feature been deprecated in Xcode 26? And if not, please help explain how I can find and use it.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Developer Tools
Interface Builder
Xcode
SwiftUI
We are trying to track down some build failures that started happening only in our Jenkins CI environment.
error: Failed to decode version info for '/Applications/Xcode.app/Contents/Developer/usr/bin/actool': The data couldn’t be read because it is missing.
(stdout: '<?xml version="1.0" encoding="UTF-8"?>
[2025-07-30T19:21:18.479Z] <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
[2025-07-30T19:21:18.479Z] <plist version="1.0">
[2025-07-30T19:21:18.479Z] <dict>
[2025-07-30T19:21:18.479Z] <key>com.apple.ibtool.version</key>
[2025-07-30T19:21:18.479Z] <dict>
[2025-07-30T19:21:18.479Z] <key>bundle-version</key>
[2025-07-30T19:21:18.479Z] <string>24112</string>
[2025-07-30T19:21:18.479Z] <key>short-bundle-version</key>
[2025-07-30T19:21:18.479Z] <string>26.0</string>
[2025-07-30T19:21:18.479Z] </dict>
[2025-07-30T19:21:18.479Z] </dict>
[2025-07-30T19:21:18.479Z] </plist>
[2025-07-30T19:21:18.479Z] ', stderr: ''
Key facts we've noted:
Locally I cannot reproduce the problem
We did not see this problem with previous Xcode 26 betas
If I remote into the machine and run build commands from the command line I cannot reproduce the problem
The very first build succeeds, every build after that on this machine fails from jenkins
actool --version is spitting out the version information for ibtool, but only in the context of running from a jenkins agent. If I run this locally or if I remote into the CI machine and run this from the terminal I cannot reproduce this behavior.
Command line tools appear to be installed, xcode-select --install fails if I try to do it from the command line.
We've tried to recreate the build agents for this jenkins environment exactly as they were for all previous betas and xcode versions, and still get this behavior.
I just wanted to say thank you to the team that added coding assistance (Chat-GPT) to Xcode. I'm just learning SwiftUI and I love how it made suggestions to improve my app and shows me what it does and explains why it does what it does.
Topic:
Developer Tools & Services
SubTopic:
Xcode
"Auth Key can only be downloaded once. This auth key has already been downloaded."
Hello,
I'm trying to figure out the behavior of AssetPackManager.shared.remove(assetPackWithID: ).
I'm working with MapKit tiles and currently working on trying projecting them correctly which involves serving the AssetPack locally, downloading, checking alignment, and then deleting and changing.
My question is that remove(assetPackWithID: ) completes successfully and the asset pack is removed. This is confirmed by trying to remove the AssetPack again which throws an error.
However, the asset is still appearing on MapKit after the removal. This is a bit odd as this persists not only with force killing, but also restarting the device.
Please advise on how to properly remove an AssetPack.
Thank you
iPhone 15 Pro Max (iOS 26.0.1)
iPhone 17 Pro Max (iOS 26.0.1)
Below is an English version of your post, ready to copy-and-paste into the Apple Developer Forums:
I’m seeing a crash in Xcode 26 beta 3 whenever the StoreKit symbol SKStoreProductParameterAdNetworkSourceIdentifier is present while running on an iOS 15 simulator.
Steps to reproduce
Install Xcode 26 beta 3.
Create any iOS app and run it on an iOS 15 simulator (device model doesn’t matter).
Add the following code anywhere and run:
override func viewDidLoad() {
super.viewDidLoad()
if #available(iOS 16.1, *) {
print("SKStoreProductParameterAdNetworkSourceIdentifier: \(SKStoreProductParameterAdNetworkSourceIdentifier)")
}
}
The project builds successfully, but before the #available(iOS 16.1, *) check is reached, the app crashes with:
Symbol not found: _SKStoreProductParameterAdNetworkSourceIdentifier
When I build the same project with Xcode 16.4 and launch it on an iOS 15 simulator, it runs without crashing.
Investigation so far
Because SKStoreProductParameterAdNetworkSourceIdentifier is just an NSString, I could substitute the string literal "SKStoreProductParameterAdNetworkSourceIdentifier" as a temporary workaround, but that doesn’t feel like a proper fix.
The symbol is still declared in both SDKs:
/Applications/Xcode-16.4.0.app/.../StoreKit.framework/Headers/SKAdNetwork.h:48:
SK_EXTERN NSString * const SKStoreProductParameterAdNetworkSourceIdentifier API_AVAILABLE(ios(16.1)) API_UNAVAILABLE(macos, watchos, visionos);
/Applications/Xcode-26.0.0-Beta.3.app/.../StoreKit.framework/Headers/SKAdNetwork.h:48:
SK_EXTERN NSString * const SKStoreProductParameterAdNetworkSourceIdentifier API_AVAILABLE(ios(16.1)) API_UNAVAILABLE(macos, watchos, visionos);
So the symbol hasn’t been removed in the beta SDK. Given that the code is wrapped in #available(iOS 16.1, *), I don’t believe the sample itself is at fault.
Questions
Could this be a bug in Xcode 26’s availability checking or linker?
Has anyone else encountered the same issue or found a more robust workaround?
Any insights would be greatly appreciated.
I can't find Rosetta Simulators in Xcode 26 Beta, even when I select "Show all destinations."
Topic:
Developer Tools & Services
SubTopic:
Xcode
Attempting to launch a widget in Debug mode on Sonoma from Xcode 15 is failing with the following message:
attach failed (Not allowed to attach to process. Look in the console messages (Console.app), near the debugserver entries, when the attach failed. The subsystem that denied the attach permission will likely have logged an informative message about why it was denied.)
Looking in console I see this message:
macOSTaskPolicy: (com.apple.debugserver) may not get the task control port of (MacGalleryWidget) (pid: 1851): (MacGalleryWidget) is hardened, (MacGalleryWidget) doesn't have get-task-allow, (com.apple.debugserver) is a declared debugger(com.apple.debugserver) is not a declared read-only debugger
What Xcode settings should I be looking at to rectify this? I suspect I may have something that's out of whack.
Hey guys, I updated to macOS Tahoe and after that I tried installing Xcode 26, but I always get an error message saying it can’t complete the installation, both through the App Store and via direct download from Apple’s website. Is anyone else having this same issue?
Trying to submit a build to TF from Xcode 26 via Xcode Cloud (both for iOS and macOS). The operation fails with this message:
Missing app icon. Include a large app icon as a 1024 by 1024 pixel PNG for the 'Any Appearance' image well in the asset catalog of apps built for iOS or iPadOS. Without this icon, apps can't be submitted for review. For details, visit: https://developer.apple.com/documentation/xcode/configuring-your-app-icon. If you’ve added an icon made with Icon Composer, visit https://developer.apple.com/app-store-connect/release-notes/ for details about known issues.
I thought it's because Icon Composer icons may not be supported yet, but then that last sentence is confusing me. Does this mean that TF just won't support Xcode 26 uploads yet, or does it accept them and I need to provide legacy icons for my build?
its been a week i uploaded the documents for enrolment and there has been no reply. i have raised multiple concerns but am not receiving any resposes on them. is it normal?
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
I have a repo with hundreds of tags (we make a tag for every build and for every version, and it has a browser extension project pulled in as a subtree where all those commits can and do have version tags of their own). I am trying to create a simple tag-triggered workflow to release my app to the external users and the app store, so I want to trigger it every time I update and push an e.g. latest tag.
I created a workflow and setup the tag trigger accordingly, but, in the workflow config, it says it can't find the tag. I saved the workflow anyway, however, when I try to manually trigger the workflow and browse the Tags tab, I only see a subset of the repo's tags. I suspect Xcode Cloud might be limiting the number of tags it pulls and consequently shows when searching tags.
I think this is a bug/shortcoming of Xcode Cloud. Is there any way to work around this?
Hi, I'm investigating what looks like possibly nondeterministic behavior when linking large iOS app binaries. I do not have a concise reproduction of the issue yet, but am trying to hunt down possible leads. In particular, the problem appears to surface when invoking clang to link a binary and the resulting order of the 'branch island' instructions appears to be random each time the binary is linked (as shown by the link map output). I was wondering if anyone with insight into the linker's current implementation could shed light on whether that is expected, and if there is anything that can be done to prevent it. FWIW, it seems like it might be size-dependent as smaller app binaries don't appear to exhibit the same behavior. I'd be glad to share more specifics and hopefully a reproduction if I can ever find one eventually. Some environment info (Xcode 16.4 toolchain):
clang -v:
Apple clang version 17.0.0 (clang-1700.0.13.5)
Target: arm64-apple-darwin24.6.0
Thread model: posix
InstalledDir: /Applications/Xcode-16.4.0.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin
ld -v:
@(#)PROGRAM:ld PROJECT:ld-1167.5
BUILD 01:45:05 Apr 30 2025
configured to support archs: armv6 armv7 armv7s arm64 arm64e arm64_32 i386 x86_64 x86_64h armv6m armv7k armv7m armv7em
will use ld-classic for: armv6 armv7 armv7s i386 armv6m armv7k armv7m armv7em
LTO support using: LLVM version 17.0.0 (static support for 29, runtime is 29)
TAPI support using: Apple TAPI version 17.0.0 (tapi-1700.0.3.5)