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Device Hub window shows different colors than the device, but screenshots are correct
The live Device Hub window shows my app's colors differently from a physical iPhone. The pixel values themselves are correct: a screenshot taken in Device Hub has the same colors as the device. Only the live window looks different — [e.g. more washed out / more saturated]. It happens in every project I've tried, including ones that use only plain sRGB colors and sRGB image assets, so it doesn't look app-specific. Setup Xcode 27.0 (27A266a) MacBook Pro, Apple M4 Max Built-in Liquid Retina XDR display (default "Color LCD" profile) and an external BenQ PD2705UA Simulated devices: iPhone 13 mini (iOS 26.1) and iPhone 14 (iOS 26.5) What I've ruled out Same result on both the built-in display and the external monitor True Tone and Night Shift are off on the Mac The simulated device is in light mode, with Increase Contrast, Invert Colors and Grayscale off The Device Hub screenshot matches the physical iPhone, so the rendered pixels are correct Questions Is the Device Hub window color-managed for the Mac's display, or is this expected behavior? Is there a setting to make the live window show accurate colors?
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iOS Simulator - Photos app crashes when attempting to drag image in Split View mode
The Photos app in the iOS simulator instantly crashes when attempting to drag an image to another app in Split View mode. I’m using Xcode 15.4 (15F31d), which is the current App Store build and the iOS 17.5 runtime, running on an Intel MBP. N.B.: This is drag-dropping between apps in the simulator, rather than from macOS into the simulator. Is this a known issue?
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Xcode 27 - Device Hub - backboardd crashes when displaying multiple apps under iPadOS 27
I'm getting persistent backboardd crashes in the iPadOS 27 simulator when my app and another app (Safari, Photos or Calendar, etc.) has windows visible on the screen at the same time, including slide over, etc. Steps to reproduce: Launch my app in an iPadOS 27 simulator. Open Safari or Photos in another window. Arrange both app windows so they're visible. Within a second backboardd crashes with EXC_CRASH (SIGABRT) in a com.apple.coreanimation.display.primary thread. The simulator log reports… -[MTLTextureDescriptorInternal validateWithDevice:]: error 'Texture Descriptor Validation MTLTextureDescriptor has invalid pixelFormat (0).' Xcode subsequently reports connection-interrupted messages and ends the app's debug session with: “Debug session ended with code 9: Terminated due to signal 9.” This works correctly in iPadOS 26.x simulators and on a physical device running iPadOS 27. I can reproduce this with both Xcode 27 and 27.1. Resetting the simulator and testing different simulated iPad models does not resolve it. Is anyone else seeing anything like this? It's presumably something I'm doing wrong, so I've double checked my UIScene handling and all seems well (it's been in there for a while) so I'm somewhat at a loss as to where to look next. This is on a Mac Mini M4 Pro running macOS 27.0.1 (26A434).
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PencilKit PKCanvasView flicker
I have the following setup: UIViewRepresentable with a UIView holding UIScrollView ImageView PKCanvasView this is in order to make it appear as if you are writing on a paper which you can zoom and scroll. The UIImageView is holding the paper image. The problem is if you draw some pen strokes at zoom level 1, then zoom in (say zoom level 2) as soon as you place down the pen, the PKCanvasView starts flickering repeatedly very badly. A sample video is here: https://youtube.com/shorts/5zeq6EDheSM a small sample project showing this is here: https://www.icloud.com/iclouddrive/0a0NSLP4bsism69L7jRtZPIhQ#BugDemo
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"Unsupported SDK or Xcode version" upload error with Xcode 27.2 (27B52) release
Uploading an iOS app built with the public release of Xcode 27.2 (27B52) fails with this error (code 90534 / ITMS-90534 in the upload logs): Unsupported SDK or Xcode version. Your app was built with an SDK or version of Xcode that isn't supported. Although you can use beta versions of SDKs and Xcode to build and upload apps to App Store Connect, you need to use the latest Release Candidates (RC) for SDKs and Xcode to submit the app. For details on currently supported SDKs and versions of Xcode, visit: https://developer.apple.com/news/releases. The upload itself completes; the error is returned afterward by App Store Connect when Xcode checks the upload's status, so this looks like server-side validation not yet recognizing the final 27B52 build. As of today, developer.apple.com/news/releases lists Xcode 27.2 RC (27B48) but not Xcode 27.2 (27B52). Archive metadata (app and all extensions match): DTXcode: 2720 DTXcodeBuild: 27B52 DTSDKName: iphoneos27.2 DTSDKBuild: 24B8118 Deployment target: iOS 26.0 No embedded third-party frameworks Uploaded via Xcode Organizer (ContentDelivery 27.10.4-2.2), macOS 27.2 (26B123) Local setup checked: Only one Xcode installed (27.2, 27B52); xcode-select points to it; no DEVELOPER_DIR or SDKROOT overrides Reproduced after a clean build and a fresh archive Upload error IDs: JITIPJCXJDJFKY7RQZS6GAWAGM (Oct 30, 2026) 2D3BNQAYTYPEPADRSCS4XCHZME (Oct 30, 2026, after a clean rebuild) Can Apple confirm whether Xcode 27.2 (27B52) is accepted for App Store submission, or whether builds should use 27.2 RC (27B48) until it is?
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Xcode 26: The horror of S-L-O-W T-Y-P-I-N-G returns
FB22844728 Xcode 26.5, macOS 26.5, MacStudio M1 64 GB The disaster of S-L-O-W T-Y-P-I-N-G that plagued Xcode several years ago returns. I guess all the ultra-advanced LLM neuroneirowebs still can't advise those at Apple who develop the Xcode app how to provide this uber-exotic, unheard-of functionality: JUST TYPING THE CODE. This disaster doesn't affect all projects, but it does affect the exact one I'm working on, and I need to type a lot of code there. Significant time is already wasted. I performed all the recommended steps like relaunching, restarting, and deleting deprived data with no effect. Hope something can be done about it..
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Storyboards stuck on "Loading iOS 27.1..." in Xcode 27.1, including new projects
SUMMARY In Xcode 27.1, opening any Main.storyboard never finishes loading. The editor shows "Loading iOS 27.1..." indefinitely. This happens in existing projects and in a brand-new iOS App project created with Interface: Storyboard. Before that, the editor showed "Failed to open Main.storyboard: iOS 27.1 Platform Not Installed." ENVIRONMENT Xcode 27.1 iOS SDK build: 24A94232 (from xcrun --sdk iphonesimulator --show-sdk-build-version) macOS: [YOUR macOS VERSION] Hardware: MacBook Air, Apple M1 Run destination: iPhone 17 Pro Max simulator STEPS TO REPRODUCE Open Xcode 27.1. Create a new project: iOS > App, Interface: Storyboard, Language: Swift. Click Main.storyboard in the Project Navigator. EXPECTED RESULT The storyboard renders in Interface Builder and the Objects library lists UI elements. ACTUAL RESULT The editor stays on "Loading iOS 27.1..." and the Objects library shows "No Matches." Opening the file as Source Code works, and the XML is valid (targetRuntime="iOS.CocoaTouch"), so the file itself is fine. RUNTIME STATE Initially the only iOS 27.1 runtime installed was build 24A94425, shown as Ready in xcrun simctl runtime list. Xcode reported "iOS 27.1 Platform Not Installed," and the runtime did not appear in Settings > Components. The Xcode SDK build is 24A94232, which does not match 24A94425. I ran xcodebuild -downloadPlatform iOS, which installed iOS 27.1 (24A94232). The error then changed to "Loading iOS 27.1..." and stayed there. Settings > Components then showed an "Update" button for iOS 27.1 (8.07 GB). Clicking it installed iOS 27.1 (24A94425) again, so both builds are now present and Ready. The storyboard is still stuck. WHAT I TRIED (none fixed it) Deleting ~/Library/Developer/Xcode/DerivedData sudo killall -9 com.apple.CoreSimulator.CoreSimulatorService Removing and reinstalling the iOS 27.1 runtime Restarting the Mac Waiting several minutes on the first load (~/Library/Developer/Xcode/UserData/IB Support does not exist on this machine) [link text](https://www.example.com/)
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When AI leads to lost prompts (26.3)
This was maddening: I had written a very long and detailed prompt, then went to select "Codex" from the drop down menu at the top "start a new conversation", and it wiped out the entire prompt I was working on. Well, of course it did: that drop down is part of the "Start a new Conversation" icon button, but it's position is too far away from the actual icon to infer that is its purpose. It should be a popup that shows the current choice for model (GPT-5, GPT 4.1, Codex). ANOTHER lost prompt problem. If you have a prompt-in-progress (AI is maybe building some code), and Xcode crashes, it might not save that prompt for when you re-launch. And how might that happen? Well, there's still numerous ways using the coding assistanty might crash. One I've notice is if you switch out to another app, or if you invoke a screen capture, it might crash.
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xcode27 error deleting appicon
Trying to delete or replace appIcon in my project's assets.xassets fails. After a few seconds xcode displays error "...couldn't be moved to the trash because the volume Macintosh HD doesn't have one." Needless to say the trash folder exists and works from Finder. The volume has 97G free space. I tried xcode's 'delete derived data' and 'clean build folder' and restarted xcode. Same behavior (deleting appIcon fails).
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Recovery qualification before updating a development app: encrypted Finder backup and container export
I am qualifying a data-preserving update of my own development-signed iOS/iPadOS app (Target Keeper). I would like to understand the supported recovery guarantees and limitations before changing an existing installation, rather than treating a completed backup or successful model-open test as proof of full rollback. Environment: iOS/iPadOS 27.0.1 and Xcode 27.1. Existing development installations must be retained. The original signed packages for the older installed builds are unavailable. No update, uninstall, device erase or restore has been performed as part of this qualification. Evidence already retained privately: Completed encrypted Finder backup records for each device, with the password kept private. Apple Device Hub downloads of each existing app-data container, retained separately with file counts and SHA-256 manifests. Disposable copies of the actual prior SwiftData store, relevant WAL/SHM files, preferences and selected-photo data opened using the proposed version's existing model and guarded local-startup implementation. Model identities/content fingerprints were unchanged in those tests. The separate Codable Portfolio repository passed loading/reopening on disposable copies without changing the ledger bytes. Controlled process interruption/reopen tests passed on disposable local copies. These tests did not run the entire signed app-update lifecycle on a physical device, validate Keychain continuity, establish an atomic source-side multi-store snapshot, or test restore on the original devices. CloudKit records are not being mutated. I have read Apple's update-testing and container-download/replace guidance: https://developer.apple.com/documentation/xcode/testing-a-release-build https://help.apple.com/xcode/mac/current/en.lproj/dev816c242e1.html Specific questions: For a locally development-signed app that is not available from the App Store, what does an encrypted Finder backup preserve and what additional artifacts are needed to recover the usable app and its data if the original signed app package is missing? Does a backup completion record establish anything about restoration of that development executable? What consistency guarantees does Device Hub's app-container download provide when the app has multiple stores (SwiftData/SQLite with WAL, a separate JSON ledger, preferences and photos)? Is a quiescent/terminated app required, and what is the recommended way to qualify a coherent capture without modifying the original records? What is Apple's recommended recovery rehearsal on a disposable device/installation before an in-place update? Which identity, signing, file-protection and Keychain limitations must be considered, especially for ThisDeviceOnly items and same-device versus different-device restoration? Which preservation checks remain the developer's responsibility beyond successful container replacement or store opening? I do not want to mistake reinstalling an app binary for rolling back a migrated multi-store data set. Separately, an earlier strict source read rejected a file-metadata change, but its paired content hashes were not retained. I am not asserting an Apple defect, corruption or an identified writer, and newer successful copies cannot reconstruct that missing observation. Is there a recommended narrowly scoped Apple diagnostic for future capture that records before/after file identity and content consistency without weakening integrity rejection? No backups, passwords, personal device identifiers, private certificates, record contents or confidential logs are attached. I am seeking a supported qualification procedure, not instructions to bypass preservation safeguards or destructively test on the original devices.
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TestFlight Declared Age Range Sandbox Scenarios Not Reflected in App Responses
Hello team, We are testing the Declared Age Range/Age Signal functionality in a TestFlight build and would appreciate guidance on the correct setup and testing process. Current Behavior Observed We are seeing inconsistent behavior between the Sandbox environment and the age-range results returned to the application. Scenario 1: Apple Account Signed In A regular Apple ID is signed in on the device. The TestFlight build is installed and launched. The application returns Verified Adult (18+). We then sign in to the Sandbox environment using a Sandbox Test Account and select a different test scenario (for example, a child/minor scenario). After relaunching the application, the age signal response still remains Verified Adult (18+). Scenario 2: Apple Account Signed Out We sign out of the Apple account from the device. As a result, TestFlight is also signed out. When the application is launched, the response changes to Unable to Verify. Even after changing Sandbox test scenarios (such as child, teen, or adult scenarios), the application continues to return Unable to Verify rather than the selected test case response. Based on this behavior, it appears that the application is not reflecting the scenario selected in the Sandbox environment. Questions What is the correct process for connecting an application to the Sandbox environment when testing Declared Age Range scenarios? Does the Apple ID used for TestFlight need to be associated with or match the Sandbox Test Account? Should the device remain signed in to a regular Apple ID while the Sandbox Test Account is used for testing? How does the app determine whether it should use the selected Sandbox scenario versus the signed-in Apple account? Are there any additional device settings, account requirements, or configuration steps required for Sandbox age-range testing? Is there a way to verify that the application is successfully connected to the Sandbox environment and consuming the selected test scenario? If the Sandbox scenario is configured correctly, should we expect the API response to change immediately when switching between child, teen, and adult test cases? At present, regardless of the Sandbox scenario selected, the application either continues to return Verified Adult (18+) or Unable to Verify, and we have been unable to validate the documented Sandbox test scenarios. Could you please provide guidance on the expected setup and testing workflow for TestFlight applications using the Declared Age Range feature? Thank you for your assistance.
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Apple Watch Ultra 4 not visible in Xcode 27 Device Hub
Hello, I’m trying to pair an Apple Watch Ultra 4 running watchOS 27 with Xcode 27, but the watch does not appear in Device Hub or under “Pair Nearby Device”. The iPhone paired with the watch is detected correctly by Xcode. Developer Mode is enabled on both devices, and the Mac, iPhone, and Apple Watch are on the same Wi-Fi network. I have already tried restarting all devices, connecting the iPhone by USB, disabling and re-enabling Bluetooth and Wi-Fi, disabling VPN/firewall software, and checking that the watchOS Developer Disk Image is installed and usable. The watch still does not appear as a physical device. Only Apple Watch simulators are listed. Has anyone experienced this issue or found a workaround? Thank you.
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iOS 27.1 Simulator download stuck at "Preparing" (FB25345300)
Hi, xcodebuild -downloadPlatform iOS stays at "Preparing to download..." for the iOS 27.1 Simulator (24A94425). mobileassetd receives 0 bytes. Environment: MacBook Pro (M3), macOS 26.7.2, Xcode 27 Tried (no change): Reinstalled macOS from Recovery Safe Mode Reset Xcode preferences Network to Apple servers is OK This started in September when the iOS 27.1 beta Simulator install failed (low disk space). mobileassetd log: Failed to set xattr on '/System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/1d40f…asset' (errno 2) SecKeyVerifySignature failed: CSSMERR_CSP_VERIFY_FAILED GetDecryptionKey: Failed to obtain decryption key Is there a supported way to reset the MobileAsset state or install the runtime manually? Feedback: FB25345300 Thank you.
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Custom DWARF_DSYM_FOLDER_PATH breaks dSYM copying during "xcodebuild archive" job
It has always been this way. But I wonder why? Having the minimal xcode project, if you building and archive with: xcodebuild archive -project sample.xcodeproj -scheme sample -configuration Release -destination 'generic/platform=macOS' -archivePath out/sample.xcarchive DWARF_DSYM_FOLDER_PATH='out/dsym'final xcarchive will have empty dSYMs directory. At the same time, out/dsym/sample.app.dSYM exists. So it turns out that dSYM generation respects DWARF_DSYM_FOLDER_PATH variable, but archiving operation - doesn't. From my point of view, this is not logical because I explicitly specified the location and this location works partially. Am I missing anything? Is there some other variables that controls where archiving searchs for dSYM? Because at this moment it looks like it is internally hardcoded to somewhat like "$(BUILD_DIR)/$(CONFIGURATION)" Any help is appreciated, Best regards!
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swift-frontend continues running after quitting xcode - draining battery.
not only that but a new instance is created every time xcode quits and restarts. each instance runs at min 100% cpu constantly even when xcode quit. my batter has been draining super fast since the last xcode update. xcode is listed under Using Significant Energy all the time, even when idle in background. and even after quitting. I thought this might just be stale information but my activity monitor shows xcode as using 8,778 power in the last 12 hours even tho i quit it last night. swift-frontend doesn't show power usage. but in the CPU usage i saw 3 instances of swift-frontend each running above 100% CPU. i force quit them and xcode finally disappeared from the USP list.
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Xcode 27 beta: "Missing package product" for a Swift Package in a registry
I have a project that builds fine in macOS 26 with Xcode 26. On macOS 27 b4 and Xcode beta, the same project can't build because of a framework that should be pulled from a Swift Package from a package-registry (named Registry, for example below), hosted on JFrog. I have the registry set up and have the token in keychain. The resolution of the packages works. But when I build, I get error like this: error: Missing package product 'Registry.Package_Package.Package' (in target 'Target' from project 'Project') . The real package should just be 'Registry.Package'. Any help with that? Is it a bug?
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New simulators do not show up in Device Hub
Xcode is completely broken since I installed Xcode 27.1 Beta for the first time. Since then every Xcode I installed is unable to properly install simulators. Even though the SDK appears as installed in settings: Device Hub doesn't show it: To fix it I have to manually add SDK image using "xcrun simctl runtime add" and then play with a couple more commands. I've just installed Xcode 27.2 with iOS 27.2 SDK and again the same problem: There is a problem with signature: Any idea how to fix it, so that I don't have to install it manually every time...?
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Storyboards stuck on "Loading iOS 27.1..." in Xcode 27.1, including new projects
SUMMARY In Xcode 27.1, opening any Main.storyboard never finishes loading. The editor shows "Loading iOS 27.1..." indefinitely. This happens in existing projects and in a brand-new iOS App project created with Interface: Storyboard. Before that, the editor showed "Failed to open Main.storyboard: iOS 27.1 Platform Not Installed." ENVIRONMENT Xcode 27.1 iOS SDK build: 24A94232 (from xcrun --sdk iphonesimulator --show-sdk-build-version) macOS: [YOUR macOS VERSION] Hardware: MacBook Air, Apple M1 Run destination: iPhone 17 Pro Max simulator STEPS TO REPRODUCE Open Xcode 27.1. Create a new project: iOS > App, Interface: Storyboard, Language: Swift. Click Main.storyboard in the Project Navigator. EXPECTED RESULT The storyboard renders in Interface Builder and the Objects library lists UI elements. ACTUAL RESULT The editor stays on "Loading iOS 27.1..." and the Objects library shows "No Matches." Opening the file as Source Code works, and the XML is valid (targetRuntime="iOS.CocoaTouch"), so the file itself is fine. RUNTIME STATE Initially the only iOS 27.1 runtime installed was build 24A94425, shown as Ready in xcrun simctl runtime list. Xcode reported "iOS 27.1 Platform Not Installed," and the runtime did not appear in Settings > Components. The Xcode SDK build is 24A94232, which does not match 24A94425. I ran xcodebuild -downloadPlatform iOS, which installed iOS 27.1 (24A94232). The error then changed to "Loading iOS 27.1..." and stayed there. Settings > Components then showed an "Update" button for iOS 27.1 (8.07 GB). Clicking it installed iOS 27.1 (24A94425) again, so both builds are now present and Ready. The storyboard is still stuck. WHAT I TRIED (none fixed it) Deleting ~/Library/Developer/Xcode/DerivedData sudo killall -9 com.apple.CoreSimulator.CoreSimulatorService Removing and reinstalling the iOS 27.1 runtime Restarting the Mac Waiting several minutes on the first load (~/Library/Developer/Xcode/UserData/IB Support does not exist on this machine)
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Device Hub window shows different colors than the device, but screenshots are correct
The live Device Hub window shows my app's colors differently from a physical iPhone. The pixel values themselves are correct: a screenshot taken in Device Hub has the same colors as the device. Only the live window looks different — [e.g. more washed out / more saturated]. It happens in every project I've tried, including ones that use only plain sRGB colors and sRGB image assets, so it doesn't look app-specific. Setup Xcode 27.0 (27A266a) MacBook Pro, Apple M4 Max Built-in Liquid Retina XDR display (default "Color LCD" profile) and an external BenQ PD2705UA Simulated devices: iPhone 13 mini (iOS 26.1) and iPhone 14 (iOS 26.5) What I've ruled out Same result on both the built-in display and the external monitor True Tone and Night Shift are off on the Mac The simulated device is in light mode, with Increase Contrast, Invert Colors and Grayscale off The Device Hub screenshot matches the physical iPhone, so the rendered pixels are correct Questions Is the Device Hub window color-managed for the Mac's display, or is this expected behavior? Is there a setting to make the live window show accurate colors?
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iOS Simulator - Photos app crashes when attempting to drag image in Split View mode
The Photos app in the iOS simulator instantly crashes when attempting to drag an image to another app in Split View mode. I’m using Xcode 15.4 (15F31d), which is the current App Store build and the iOS 17.5 runtime, running on an Intel MBP. N.B.: This is drag-dropping between apps in the simulator, rather than from macOS into the simulator. Is this a known issue?
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Xcode 27 - Device Hub - backboardd crashes when displaying multiple apps under iPadOS 27
I'm getting persistent backboardd crashes in the iPadOS 27 simulator when my app and another app (Safari, Photos or Calendar, etc.) has windows visible on the screen at the same time, including slide over, etc. Steps to reproduce: Launch my app in an iPadOS 27 simulator. Open Safari or Photos in another window. Arrange both app windows so they're visible. Within a second backboardd crashes with EXC_CRASH (SIGABRT) in a com.apple.coreanimation.display.primary thread. The simulator log reports… -[MTLTextureDescriptorInternal validateWithDevice:]: error 'Texture Descriptor Validation MTLTextureDescriptor has invalid pixelFormat (0).' Xcode subsequently reports connection-interrupted messages and ends the app's debug session with: “Debug session ended with code 9: Terminated due to signal 9.” This works correctly in iPadOS 26.x simulators and on a physical device running iPadOS 27. I can reproduce this with both Xcode 27 and 27.1. Resetting the simulator and testing different simulated iPad models does not resolve it. Is anyone else seeing anything like this? It's presumably something I'm doing wrong, so I've double checked my UIScene handling and all seems well (it's been in there for a while) so I'm somewhat at a loss as to where to look next. This is on a Mac Mini M4 Pro running macOS 27.0.1 (26A434).
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PencilKit PKCanvasView flicker
I have the following setup: UIViewRepresentable with a UIView holding UIScrollView ImageView PKCanvasView this is in order to make it appear as if you are writing on a paper which you can zoom and scroll. The UIImageView is holding the paper image. The problem is if you draw some pen strokes at zoom level 1, then zoom in (say zoom level 2) as soon as you place down the pen, the PKCanvasView starts flickering repeatedly very badly. A sample video is here: https://youtube.com/shorts/5zeq6EDheSM a small sample project showing this is here: https://www.icloud.com/iclouddrive/0a0NSLP4bsism69L7jRtZPIhQ#BugDemo
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"Unsupported SDK or Xcode version" upload error with Xcode 27.2 (27B52) release
Uploading an iOS app built with the public release of Xcode 27.2 (27B52) fails with this error (code 90534 / ITMS-90534 in the upload logs): Unsupported SDK or Xcode version. Your app was built with an SDK or version of Xcode that isn't supported. Although you can use beta versions of SDKs and Xcode to build and upload apps to App Store Connect, you need to use the latest Release Candidates (RC) for SDKs and Xcode to submit the app. For details on currently supported SDKs and versions of Xcode, visit: https://developer.apple.com/news/releases. The upload itself completes; the error is returned afterward by App Store Connect when Xcode checks the upload's status, so this looks like server-side validation not yet recognizing the final 27B52 build. As of today, developer.apple.com/news/releases lists Xcode 27.2 RC (27B48) but not Xcode 27.2 (27B52). Archive metadata (app and all extensions match): DTXcode: 2720 DTXcodeBuild: 27B52 DTSDKName: iphoneos27.2 DTSDKBuild: 24B8118 Deployment target: iOS 26.0 No embedded third-party frameworks Uploaded via Xcode Organizer (ContentDelivery 27.10.4-2.2), macOS 27.2 (26B123) Local setup checked: Only one Xcode installed (27.2, 27B52); xcode-select points to it; no DEVELOPER_DIR or SDKROOT overrides Reproduced after a clean build and a fresh archive Upload error IDs: JITIPJCXJDJFKY7RQZS6GAWAGM (Oct 30, 2026) 2D3BNQAYTYPEPADRSCS4XCHZME (Oct 30, 2026, after a clean rebuild) Can Apple confirm whether Xcode 27.2 (27B52) is accepted for App Store submission, or whether builds should use 27.2 RC (27B48) until it is?
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Xcode 26: The horror of S-L-O-W T-Y-P-I-N-G returns
FB22844728 Xcode 26.5, macOS 26.5, MacStudio M1 64 GB The disaster of S-L-O-W T-Y-P-I-N-G that plagued Xcode several years ago returns. I guess all the ultra-advanced LLM neuroneirowebs still can't advise those at Apple who develop the Xcode app how to provide this uber-exotic, unheard-of functionality: JUST TYPING THE CODE. This disaster doesn't affect all projects, but it does affect the exact one I'm working on, and I need to type a lot of code there. Significant time is already wasted. I performed all the recommended steps like relaunching, restarting, and deleting deprived data with no effect. Hope something can be done about it..
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Storyboards stuck on "Loading iOS 27.1..." in Xcode 27.1, including new projects
SUMMARY In Xcode 27.1, opening any Main.storyboard never finishes loading. The editor shows "Loading iOS 27.1..." indefinitely. This happens in existing projects and in a brand-new iOS App project created with Interface: Storyboard. Before that, the editor showed "Failed to open Main.storyboard: iOS 27.1 Platform Not Installed." ENVIRONMENT Xcode 27.1 iOS SDK build: 24A94232 (from xcrun --sdk iphonesimulator --show-sdk-build-version) macOS: [YOUR macOS VERSION] Hardware: MacBook Air, Apple M1 Run destination: iPhone 17 Pro Max simulator STEPS TO REPRODUCE Open Xcode 27.1. Create a new project: iOS > App, Interface: Storyboard, Language: Swift. Click Main.storyboard in the Project Navigator. EXPECTED RESULT The storyboard renders in Interface Builder and the Objects library lists UI elements. ACTUAL RESULT The editor stays on "Loading iOS 27.1..." and the Objects library shows "No Matches." Opening the file as Source Code works, and the XML is valid (targetRuntime="iOS.CocoaTouch"), so the file itself is fine. RUNTIME STATE Initially the only iOS 27.1 runtime installed was build 24A94425, shown as Ready in xcrun simctl runtime list. Xcode reported "iOS 27.1 Platform Not Installed," and the runtime did not appear in Settings > Components. The Xcode SDK build is 24A94232, which does not match 24A94425. I ran xcodebuild -downloadPlatform iOS, which installed iOS 27.1 (24A94232). The error then changed to "Loading iOS 27.1..." and stayed there. Settings > Components then showed an "Update" button for iOS 27.1 (8.07 GB). Clicking it installed iOS 27.1 (24A94425) again, so both builds are now present and Ready. The storyboard is still stuck. WHAT I TRIED (none fixed it) Deleting ~/Library/Developer/Xcode/DerivedData sudo killall -9 com.apple.CoreSimulator.CoreSimulatorService Removing and reinstalling the iOS 27.1 runtime Restarting the Mac Waiting several minutes on the first load (~/Library/Developer/Xcode/UserData/IB Support does not exist on this machine) [link text](https://www.example.com/)
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When AI leads to lost prompts (26.3)
This was maddening: I had written a very long and detailed prompt, then went to select "Codex" from the drop down menu at the top "start a new conversation", and it wiped out the entire prompt I was working on. Well, of course it did: that drop down is part of the "Start a new Conversation" icon button, but it's position is too far away from the actual icon to infer that is its purpose. It should be a popup that shows the current choice for model (GPT-5, GPT 4.1, Codex). ANOTHER lost prompt problem. If you have a prompt-in-progress (AI is maybe building some code), and Xcode crashes, it might not save that prompt for when you re-launch. And how might that happen? Well, there's still numerous ways using the coding assistanty might crash. One I've notice is if you switch out to another app, or if you invoke a screen capture, it might crash.
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217
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1w
xcode27 error deleting appicon
Trying to delete or replace appIcon in my project's assets.xassets fails. After a few seconds xcode displays error "...couldn't be moved to the trash because the volume Macintosh HD doesn't have one." Needless to say the trash folder exists and works from Finder. The volume has 97G free space. I tried xcode's 'delete derived data' and 'clean build folder' and restarted xcode. Same behavior (deleting appIcon fails).
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50
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1w
Recovery qualification before updating a development app: encrypted Finder backup and container export
I am qualifying a data-preserving update of my own development-signed iOS/iPadOS app (Target Keeper). I would like to understand the supported recovery guarantees and limitations before changing an existing installation, rather than treating a completed backup or successful model-open test as proof of full rollback. Environment: iOS/iPadOS 27.0.1 and Xcode 27.1. Existing development installations must be retained. The original signed packages for the older installed builds are unavailable. No update, uninstall, device erase or restore has been performed as part of this qualification. Evidence already retained privately: Completed encrypted Finder backup records for each device, with the password kept private. Apple Device Hub downloads of each existing app-data container, retained separately with file counts and SHA-256 manifests. Disposable copies of the actual prior SwiftData store, relevant WAL/SHM files, preferences and selected-photo data opened using the proposed version's existing model and guarded local-startup implementation. Model identities/content fingerprints were unchanged in those tests. The separate Codable Portfolio repository passed loading/reopening on disposable copies without changing the ledger bytes. Controlled process interruption/reopen tests passed on disposable local copies. These tests did not run the entire signed app-update lifecycle on a physical device, validate Keychain continuity, establish an atomic source-side multi-store snapshot, or test restore on the original devices. CloudKit records are not being mutated. I have read Apple's update-testing and container-download/replace guidance: https://developer.apple.com/documentation/xcode/testing-a-release-build https://help.apple.com/xcode/mac/current/en.lproj/dev816c242e1.html Specific questions: For a locally development-signed app that is not available from the App Store, what does an encrypted Finder backup preserve and what additional artifacts are needed to recover the usable app and its data if the original signed app package is missing? Does a backup completion record establish anything about restoration of that development executable? What consistency guarantees does Device Hub's app-container download provide when the app has multiple stores (SwiftData/SQLite with WAL, a separate JSON ledger, preferences and photos)? Is a quiescent/terminated app required, and what is the recommended way to qualify a coherent capture without modifying the original records? What is Apple's recommended recovery rehearsal on a disposable device/installation before an in-place update? Which identity, signing, file-protection and Keychain limitations must be considered, especially for ThisDeviceOnly items and same-device versus different-device restoration? Which preservation checks remain the developer's responsibility beyond successful container replacement or store opening? I do not want to mistake reinstalling an app binary for rolling back a migrated multi-store data set. Separately, an earlier strict source read rejected a file-metadata change, but its paired content hashes were not retained. I am not asserting an Apple defect, corruption or an identified writer, and newer successful copies cannot reconstruct that missing observation. Is there a recommended narrowly scoped Apple diagnostic for future capture that records before/after file identity and content consistency without weakening integrity rejection? No backups, passwords, personal device identifiers, private certificates, record contents or confidential logs are attached. I am seeking a supported qualification procedure, not instructions to bypass preservation safeguards or destructively test on the original devices.
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130
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1w
TestFlight Declared Age Range Sandbox Scenarios Not Reflected in App Responses
Hello team, We are testing the Declared Age Range/Age Signal functionality in a TestFlight build and would appreciate guidance on the correct setup and testing process. Current Behavior Observed We are seeing inconsistent behavior between the Sandbox environment and the age-range results returned to the application. Scenario 1: Apple Account Signed In A regular Apple ID is signed in on the device. The TestFlight build is installed and launched. The application returns Verified Adult (18+). We then sign in to the Sandbox environment using a Sandbox Test Account and select a different test scenario (for example, a child/minor scenario). After relaunching the application, the age signal response still remains Verified Adult (18+). Scenario 2: Apple Account Signed Out We sign out of the Apple account from the device. As a result, TestFlight is also signed out. When the application is launched, the response changes to Unable to Verify. Even after changing Sandbox test scenarios (such as child, teen, or adult scenarios), the application continues to return Unable to Verify rather than the selected test case response. Based on this behavior, it appears that the application is not reflecting the scenario selected in the Sandbox environment. Questions What is the correct process for connecting an application to the Sandbox environment when testing Declared Age Range scenarios? Does the Apple ID used for TestFlight need to be associated with or match the Sandbox Test Account? Should the device remain signed in to a regular Apple ID while the Sandbox Test Account is used for testing? How does the app determine whether it should use the selected Sandbox scenario versus the signed-in Apple account? Are there any additional device settings, account requirements, or configuration steps required for Sandbox age-range testing? Is there a way to verify that the application is successfully connected to the Sandbox environment and consuming the selected test scenario? If the Sandbox scenario is configured correctly, should we expect the API response to change immediately when switching between child, teen, and adult test cases? At present, regardless of the Sandbox scenario selected, the application either continues to return Verified Adult (18+) or Unable to Verify, and we have been unable to validate the documented Sandbox test scenarios. Could you please provide guidance on the expected setup and testing workflow for TestFlight applications using the Declared Age Range feature? Thank you for your assistance.
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113
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1w
Apple Watch Ultra 4 not visible in Xcode 27 Device Hub
Hello, I’m trying to pair an Apple Watch Ultra 4 running watchOS 27 with Xcode 27, but the watch does not appear in Device Hub or under “Pair Nearby Device”. The iPhone paired with the watch is detected correctly by Xcode. Developer Mode is enabled on both devices, and the Mac, iPhone, and Apple Watch are on the same Wi-Fi network. I have already tried restarting all devices, connecting the iPhone by USB, disabling and re-enabling Bluetooth and Wi-Fi, disabling VPN/firewall software, and checking that the watchOS Developer Disk Image is installed and usable. The watch still does not appear as a physical device. Only Apple Watch simulators are listed. Has anyone experienced this issue or found a workaround? Thank you.
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410
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1w
iOS 27.1 Simulator download stuck at "Preparing" (FB25345300)
Hi, xcodebuild -downloadPlatform iOS stays at "Preparing to download..." for the iOS 27.1 Simulator (24A94425). mobileassetd receives 0 bytes. Environment: MacBook Pro (M3), macOS 26.7.2, Xcode 27 Tried (no change): Reinstalled macOS from Recovery Safe Mode Reset Xcode preferences Network to Apple servers is OK This started in September when the iOS 27.1 beta Simulator install failed (low disk space). mobileassetd log: Failed to set xattr on '/System/Library/AssetsV2/com_apple_MobileAsset_iOSSimulatorRuntime/1d40f…asset' (errno 2) SecKeyVerifySignature failed: CSSMERR_CSP_VERIFY_FAILED GetDecryptionKey: Failed to obtain decryption key Is there a supported way to reset the MobileAsset state or install the runtime manually? Feedback: FB25345300 Thank you.
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1w
Custom DWARF_DSYM_FOLDER_PATH breaks dSYM copying during "xcodebuild archive" job
It has always been this way. But I wonder why? Having the minimal xcode project, if you building and archive with: xcodebuild archive -project sample.xcodeproj -scheme sample -configuration Release -destination 'generic/platform=macOS' -archivePath out/sample.xcarchive DWARF_DSYM_FOLDER_PATH='out/dsym'final xcarchive will have empty dSYMs directory. At the same time, out/dsym/sample.app.dSYM exists. So it turns out that dSYM generation respects DWARF_DSYM_FOLDER_PATH variable, but archiving operation - doesn't. From my point of view, this is not logical because I explicitly specified the location and this location works partially. Am I missing anything? Is there some other variables that controls where archiving searchs for dSYM? Because at this moment it looks like it is internally hardcoded to somewhat like "$(BUILD_DIR)/$(CONFIGURATION)" Any help is appreciated, Best regards!
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131
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1w
swift-frontend continues running after quitting xcode - draining battery.
not only that but a new instance is created every time xcode quits and restarts. each instance runs at min 100% cpu constantly even when xcode quit. my batter has been draining super fast since the last xcode update. xcode is listed under Using Significant Energy all the time, even when idle in background. and even after quitting. I thought this might just be stale information but my activity monitor shows xcode as using 8,778 power in the last 12 hours even tho i quit it last night. swift-frontend doesn't show power usage. but in the CPU usage i saw 3 instances of swift-frontend each running above 100% CPU. i force quit them and xcode finally disappeared from the USP list.
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73
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1w
Xcode 27 beta: "Missing package product" for a Swift Package in a registry
I have a project that builds fine in macOS 26 with Xcode 26. On macOS 27 b4 and Xcode beta, the same project can't build because of a framework that should be pulled from a Swift Package from a package-registry (named Registry, for example below), hosted on JFrog. I have the registry set up and have the token in keychain. The resolution of the packages works. But when I build, I get error like this: error: Missing package product 'Registry.Package_Package.Package' (in target 'Target' from project 'Project') . The real package should just be 'Registry.Package'. Any help with that? Is it a bug?
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1w
New simulators do not show up in Device Hub
Xcode is completely broken since I installed Xcode 27.1 Beta for the first time. Since then every Xcode I installed is unable to properly install simulators. Even though the SDK appears as installed in settings: Device Hub doesn't show it: To fix it I have to manually add SDK image using "xcrun simctl runtime add" and then play with a couple more commands. I've just installed Xcode 27.2 with iOS 27.2 SDK and again the same problem: There is a problem with signature: Any idea how to fix it, so that I don't have to install it manually every time...?
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536
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1w
Storyboards stuck on "Loading iOS 27.1..." in Xcode 27.1, including new projects
SUMMARY In Xcode 27.1, opening any Main.storyboard never finishes loading. The editor shows "Loading iOS 27.1..." indefinitely. This happens in existing projects and in a brand-new iOS App project created with Interface: Storyboard. Before that, the editor showed "Failed to open Main.storyboard: iOS 27.1 Platform Not Installed." ENVIRONMENT Xcode 27.1 iOS SDK build: 24A94232 (from xcrun --sdk iphonesimulator --show-sdk-build-version) macOS: [YOUR macOS VERSION] Hardware: MacBook Air, Apple M1 Run destination: iPhone 17 Pro Max simulator STEPS TO REPRODUCE Open Xcode 27.1. Create a new project: iOS > App, Interface: Storyboard, Language: Swift. Click Main.storyboard in the Project Navigator. EXPECTED RESULT The storyboard renders in Interface Builder and the Objects library lists UI elements. ACTUAL RESULT The editor stays on "Loading iOS 27.1..." and the Objects library shows "No Matches." Opening the file as Source Code works, and the XML is valid (targetRuntime="iOS.CocoaTouch"), so the file itself is fine. RUNTIME STATE Initially the only iOS 27.1 runtime installed was build 24A94425, shown as Ready in xcrun simctl runtime list. Xcode reported "iOS 27.1 Platform Not Installed," and the runtime did not appear in Settings > Components. The Xcode SDK build is 24A94232, which does not match 24A94425. I ran xcodebuild -downloadPlatform iOS, which installed iOS 27.1 (24A94232). The error then changed to "Loading iOS 27.1..." and stayed there. Settings > Components then showed an "Update" button for iOS 27.1 (8.07 GB). Clicking it installed iOS 27.1 (24A94425) again, so both builds are now present and Ready. The storyboard is still stuck. WHAT I TRIED (none fixed it) Deleting ~/Library/Developer/Xcode/DerivedData sudo killall -9 com.apple.CoreSimulator.CoreSimulatorService Removing and reinstalling the iOS 27.1 runtime Restarting the Mac Waiting several minutes on the first load (~/Library/Developer/Xcode/UserData/IB Support does not exist on this machine)
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1w