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Request for Official Draggable FCPXML Structure Specification for Workflow Extensions – Needed for Subtitle/Caption Generation Tools
Hi Apple Developer Forums and Final Cut Pro team, I am developing a Final Cut Pro Workflow Extension focused on speech-to-text / subtitle recognition and generation. The extension runs inside Final Cut Pro, analyzes clips, generates accurate subtitles (often hundreds of individual elements), and allows users to drag the generated subtitles directly back into the FCP timeline as a clean, editable Compound Clip or Storyline. We are implementing this drag-and-drop functionality using the official pasteboard mechanism (com.apple.finalcutpro.xml and versioned types such as com.apple.finalcutpro.xml.v1-10). While the high-level documentation is helpful: Supporting Drag and Drop for Data Sent to Final Cut Pro FCPXML Reference Designing Workflow Extensions There is still no detailed public specification for the exact internal XML structure that Final Cut Pro expects for a drag operation to reliably result in a usable Compound Clip (or direct Storyline insertion), especially when dealing with large numbers of subtitle titles. After extensive systematic testing (multiple rounds over several weeks, with full experiment logs), we have observed the following: Short subtitle sequences work with many different structures (various combinations of , , , inline titles, etc.). Long subtitle lists (800+ individual elements) only succeed reliably when the outer structure uses a specific shell: root= containing + (often combined with a mainflow sequence and inner / layers). In all working cases, the dropped result appears as a “fake” / nested Compound Clip that requires 2–3 Break Apart (unpack) operations before the real editable Storyline with individual titles is revealed. Almost all other structures — pure as root, as root, wrapper layers, direct inline titles without the clip + gap + storyline shell, etc. — are immediately rejected by Final Cut Pro when the subtitle count is high. This undocumented behavior forces third-party Workflow Extension developers to engage in time-consuming blind guesswork and reverse-engineering just to achieve basic, reliable drag-and-drop integration. Our request: We kindly ask Apple to publish a detailed, official specification for the Draggable FCPXML Text Protocol (or expand the existing FCPXML Reference) that clearly defines: The minimal and recommended XML structure for dragging content into the timeline as a Compound Clip or Storyline. Exact roles and requirements for , , , , , and any implicit “mainflow” patterns. Best practices for handling large numbers of nested titles/subtitles. Reasons why certain nesting patterns are rejected or produce multi-level fake compounds. Any version-specific differences across FCPXML DTD versions. This specification is critically necessary for the FCPX Workflow Extension ecosystem. Reliable drag-and-drop from extensions back to the timeline is one of the most valuable integration points for subtitle/caption tools, transcription services, title generators, and other workflow utilities. Without clear guidelines, developers waste significant time on trial-and-error, leading to inconsistent user experiences and slower innovation in the Final Cut Pro community. We are more than happy to share our complete experiment logs, working and failing XML samples, and GitHub repository with the documentation or engineering team if it helps accelerate this. Thank you in advance for any official clarification or guidance. Clear documentation in this area would greatly benefit both developers and Final Cut Pro users.
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Clipboard Bug within simulator 26.4
After updating to Xcode 26.4 and also the update on the simulator the copy paste feature in the simulators doesn't work anymore and i can't build my app without it because the user has to copy and paste api keys in it. Is there an solution for it I have tried to install an other simulator ios version but then the simulator doesn't work on the the new xcode. Have someone already found an solution?
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Are there known issues with aggressive optimization (-O) affecting third-party libraries?
We are encountering an issue in an iOS application where functionality works correctly in Debug builds but fails in Release builds distributed via TestFlight. Details Debug (No Optimization -Onone): Works correctly Release (Optimize for Speed -O): Fails Release with -Onone: Works, but app size nearly doubles Context The issue is related to integration with the Microsoft ONNX runtime library. It appears that the Swift/Clang compiler is aggressively optimizing certain parts of the code in Release builds, possibly removing or altering required logic. Observations The issue started appearing with recent iOS/Xcode updates. No code changes affecting this logic were made recently. Behavior strongly suggests optimization-related side effects. Questions Are there known issues with aggressive optimization (-O) affecting third-party libraries? Are there recommended flags to selectively disable optimization for specific modules or functions? Any tools or diagnostics to identify what is being optimized out? Temporary Workaround Using -Onone resolves the issue but is not viable for production due to significant increase in app size. Any guidance would be greatly appreciated.
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Simulator fails to boot
Im working on my laptop with Mac OS 15.7.5 and Im using Xcode 26.0.1 and Im trying to simulate the code I've written. It only allows me to simulate on iPhone 16e but it never finishes loading, I also tried using my personal iPhone as a simulator but that doesn't work either. Could it possibly be my storage on why the simulators don't work?
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Installation of XCode CLT on Tahoe 26.1
I am unable to install due to the following error: "can't install the software because it is not currently available from the software update server" Mac OS: Tahoe 26.1 CLI: Iterm2 Command : xcode-select --install Output: Command transitions to a GUI installer and attempts to download but fails with the attached error. As a result I am unable to proceed with installing Homebrew from CLI or downloaded pkg
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Unable to Control Optical Zoom via USB (UVC) in Custom Swift App, While Prebuilt App Works
I’m currently working on a macOS application to control a USB camera’s optical zoom via a direct USB connection. My situation: I am using a USB camera that supports optical zoom. I downloaded an open-source project, CameraController. The prebuilt binary provided on GitHub works perfectly, and I can successfully control the camera’s optical zoom. However, when I build and run the same project from source in Xcode, the zoom control UI appears disabled (grayed out). The project compiles without errors. Additionally, I attempted to implement zoom control myself using the UVC protocol in Swift . However, it seems that the zoom control commands are not successfully sent or recognized by the camera. Questions: Why would the prebuilt app work, but the same source code built locally results in disabled zoom controls? Are there known limitations on sending zoom control requests via USB on macOS? Is there a recommended modern approach for controlling optical zoom programmatically via Swift? Any insights, debugging suggestions, or references would be greatly appreciated. Thanks in advance!
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My app fails to launch since I have changed of iPhone (from iPhone13 pro to iPhone 17 pro)
Since I have changed of iPhone (yesterday) to run my draft application, I systematically, and instantaneously get a message "The application failed to launch.", i.e. the application successfully built and was downloaded to the new iPhone (Iphone 17 pro - iOS 26.4). I have checked that this new iPhone is well registered on my list of authorized devices. Could you help me to fix this issue ? Here is the verbose attached to the failure: The application failed to launch. Domain: com.apple.dt.CoreDeviceError Code: 10002 User Info: { BundleIdentifier = "com.laurent-guise.ble-laser"; DVTErrorCreationDateKey = "2026-03-30 07:59:46 +0000"; IDERunOperationFailingWorker = IDELaunchCoreDeviceWorker; } The request to open "com.laurent-guise.ble-laser" failed. Domain: FBSOpenApplicationServiceErrorDomain Code: 1 Failure Reason: The request was denied by service delegate (SBMainWorkspace). User Info: { BSErrorCodeDescription = RequestDenied; FBSOpenApplicationRequestID = 0x3868; } The operation couldn’t be completed. The process failed to launch. Domain: FBProcessExit Code: 64 Failure Reason: The process failed to launch. User Info: { BSErrorCodeDescription = "launch-failed"; } The operation couldn’t be completed. Launch failed. Domain: RBSRequestErrorDomain Code: 5 Failure Reason: Launch failed. Launchd job spawn failed Domain: NSPOSIXErrorDomain Code: 85 Failure Reason: Bad executable (or shared library) Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : { "device_identifier" = "00008150-000E19E814A1401C"; "device_isCoreDevice" = 1; "device_model" = "iPhone18,1"; "device_osBuild" = "26.4 (23E246)"; "device_osBuild_monotonic" = 2304024600; "device_os_variant" = 1; "device_platform" = "com.apple.platform.iphoneos"; "device_platform_family" = 2; "device_reality" = 1; "device_thinningType" = "iPhone18,1"; "device_transport" = 0; "launchSession_schemeCommand" = Run; "launchSession_schemeCommand_enum" = 1; "launchSession_targetArch" = arm64; "launchSession_targetArch_enum" = 6; "operation_duration_ms" = 6590; "operation_errorCode" = 1; "operation_errorDomain" = "com.apple.dt.CoreDeviceError.10002.FBSOpenApplicationServiceErrorDomain"; "operation_errorWorker" = IDELaunchCoreDeviceWorker; "operation_error_reportable" = 1; "operation_name" = IDERunOperationWorkerGroup; "param_consoleMode" = 1; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com.apple.platform.iphoneos"; "param_diag_MTE_enable" = 0; "param_diag_MainThreadChecker_stopOnIssue" = 0; "param_diag_MallocStackLogging_enableDuringAttach" = 0; "param_diag_MallocStackLogging_enableForXPC" = 1; "param_diag_allowLocationSimulation" = 1; "param_diag_checker_mtc_enable" = 1; "param_diag_checker_tpc_enable" = 1; "param_diag_gpu_frameCapture_enable" = 0; "param_diag_gpu_shaderValidation_enable" = 0; "param_diag_gpu_validation_enable" = 0; "param_diag_guardMalloc_enable" = 0; "param_diag_memoryGraphOnResourceException" = 0; "param_diag_queueDebugging_enable" = 1; "param_diag_runtimeProfile_generate" = 0; "param_diag_sanitizer_asan_enable" = 0; "param_diag_sanitizer_tsan_enable" = 0; "param_diag_sanitizer_tsan_stopOnIssue" = 0; "param_diag_sanitizer_ubsan_enable" = 0; "param_diag_sanitizer_ubsan_stopOnIssue" = 0; "param_diag_showNonLocalizedStrings" = 0; "param_diag_viewDebugging_enabled" = 1; "param_diag_viewDebugging_insertDylibOnLaunch" = 1; "param_install_style" = 2; "param_launcher_UID" = 2; "param_launcher_allowDeviceSensorReplayData" = 0; "param_launcher_kind" = 0; "param_launcher_style" = 99; "param_launcher_substyle" = 0; "param_lldbVersion_component_idx_1" = 0; "param_lldbVersion_monotonic" = 210000160004; "param_runnable_appExtensionHostRunMode" = 0; "param_runnable_productType" = "com.apple.product-type.application"; "param_testing_launchedForTesting" = 0; "param_testing_suppressSimulatorApp" = 0; "param_testing_usingCLI" = 0; "sdk_canonicalName" = "iphoneos26.4"; "sdk_osVersion" = "26.4"; "sdk_platformID" = 2; "sdk_variant" = iphoneos; "sdk_version_monotonic" = 2304023700; } System Information macOS Version 26.4 (Build 25E246) Xcode 26.4 (24909) (Build 17E192) Timestamp: 2026-03-30T09:59:46+02:00
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Xcode 26.4 is missing the documentation for Foundation
Upgraded to Tahoe 26.4 and Xcode 26.4 and realized Xcode is missing the documentation for Foundation. Occasionally, if other (not yet missing) documentation references a Foundation entity, such as a type, clicking on it may open in a web browser pointing to the externally hosted Apple documentation. Anyone else experiencing this or have a workaround (perhaps the documentation files are on disk but were somehow lost / disconnected from the Xcode doc browser)? I checked the release notes for 26.4 and for 26.3 but did not find a mention of anything like that. Filed an issue with Apple, please do too if you are affected so hopefully it will see some love and lead to restoring the documentation. Edited: found some possibly related files in my ~/Library and the newer version v302 (26.4 related, I think, is considerably smaller): du -sh ~/Library/Developer/Xcode/DocumentationCache/* | awk -F/ '{print $NF "\t" $1}' v296 1.0G v302 507M
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XCUITesting Photo Library on macOS
Using XCUITesting to access images using photos picker. The code is roughly like this: photoPickerButton.click() try await Task.sleep(for: .seconds(2)) let images = app.descendants(matching: .image) .matching(identifier: "PXGGridLayout-Info") // select the first 5 images for ix in 0..<5 { let image = images.element(boundBy: ix) if image.exists { image.click() } } // why do I have to click this twice? Output says the second // click does "Falling back to element center point". app.buttons["Add"].firstMatch.click() app.buttons["Add"].firstMatch.click() Other than the minor annoyance of having to click the Add button twice that works fine. The issue is the second time in the same test I run almost identical code, but only try to select the first image as a test for handling duplicate selections. Doesn't work. The first image returned from the query exists, but is not hittable. This is a testing issue as running the steps manually work fine. The element I want to click is this: Attributes: Image, 0x73511d540, {{1794.0, 745.2}, {98.0, 73.5}}, identifier: 'PXGGridLayout-Info', label: 'February 02, 1:00 PM' Any ideas?
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Xcode always enabling default package traits
Trying out the new package trait support in Xcode 26.4 and it seems like the default traits for the package are being enabled even when explicitly set to disabled. At first I thought it was something wonky in the Xcode UI around the new support for traits. I've been able to replicate the issue with just two Swift packages, so no Xcode UI for setting the traits. Feature package // swift-tools-version: 6.3 import PackageDescription let package = Package( name: "MyAwesomeFeature", platforms: [ .macOS(.v26) ], products: [ .library( name: "MyAwesomeFeature", targets: ["MyAwesomeFeature"] ) ], traits: [ .trait(name: "SomeBetaFeature"), .default(enabledTraits: ["SomeBetaFeature"]), ], targets: [ .target( name: "MyAwesomeFeature" ), ], swiftLanguageModes: [.v6] ) For the sake of testing I've given it a simple object that just prints if the trait is enabled Inside MyAwesomeFeature public struct SomeObject { func printTraitStatus() { #if SomeBetaFeature print("Beta feature enabled") #else print("Beta feature disabled") #endif } } I then have a second package that depends on the feature and produces an executable // swift-tools-version: 6.3 import PackageDescription let package = Package( name: "SwiftPackageBasedProgram", platforms: [ .macOS(.v26), ], products: [], dependencies: [ .package(name: "MyAwesomeFeature", path: "../MyAwesomeFeature", traits: []) ], targets: [ .executableTarget( name: "MyAwesomeProgram", dependencies: [ .product(name: "MyAwesomeFeature", package: "MyAwesomeFeature") ] ), ], swiftLanguageModes: [.v6] ) If I run MyAwesomeProgram from the command line with swift run I get the output I would expect Build of product 'MyAwesomeProgram' complete! (6.10s) Inside SwiftPM program Beta feature disabled If I run the same program from within Xcode though Inside SwiftPM program Beta feature enabled Program ended with exit code: 0 I've got the sample project available here if anyone wants to try it out. Has anyone else come across anything like this? Very possible I'm just missing something.
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Xcode 26.4: IBOutlets/IBActions gutter circles missing — cannot connect storyboard to code (works in 26.3)
I’m seeing a regression in Xcode 26.4 where Interface Builder will not allow connecting IBOutlets or IBActions. Symptoms: The usual gutter circle/dot does not appear next to IBOutlet / IBAction in the code editor Because of this, I cannot: drag from storyboard → code drag from code → storyboard The class is valid and already connected to the storyboard (existing outlets work) Assistant Editor opens the correct view controller file Important: The exact same project, unchanged, works perfectly in Xcode 26.3. I can create and connect outlets/actions normally there. ⸻ Environment Xcode: 26.4 macOS: 26.4 Mac Mini M4 Pro 64G Ram Project: Objective-C UIKit app using Storyboards This is a long-running, ObjC, project (not newly created) ⸻ What I’ve already tried To rule out the usual suspects: Verified View Controller Custom Class is correctly set in Identity Inspector Verified files are in the correct Target Membership Verified outlets are declared correctly in the .h file: @property (weak, nonatomic) IBOutlet UILabel *exampleLabel; Opened correct file manually (not relying on Automatic Assistant) Tried both: storyboard → code drag code → storyboard drag Tried using Connections Inspector Clean Build Folder Deleted entire DerivedData Restarted Xcode Updated macOS to 26.4 Ran: sudo xcodebuild -runFirstLaunch Confirmed required platform components installed Reopened project fresh ⸻ Observations In Xcode 26.4 the outlet “connection circles” are completely missing In Xcode 26.3 they appear immediately for the same code Existing connections still function at runtime — this is purely an Interface Builder issue ⸻ Question The gutter circles appearance has always been flaky in Xcode over the 13+ years I've been using it but now with 26.4 they have completely disappeared. Has anyone else seen this in Xcode 26.4, or found a workaround? At this point it looks like a regression in Interface Builder, but I haven’t found any mention of it yet.
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Xcode now hangs; SDKs are "status unavailable"
My development work is paused as Xcode is now non-functional on my Macs. Loading any project into Xcode soon leads to a hang and Force Quit. The SDKs are listed as "status unavailable". No Simulators are available. I've tried previous versions of Xcode; removing everything and re-installing; installation from the Store and direct from the Apple Developer site. I've created a Feedback issue. This happens on both of my Mac minis. I'm running Tahoe 26.4 (25E246) on both.
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UI Glitch in Toolbar Menu Picker After Migrating to Xcode 26
I am experiencing a UI issue after migrating my app from Xcode 16 to Xcode 26. In my implementation, I have a toolbar that contains multiple buttons along with a dropdown menu. The hierarchy for dropdown is as follows: **Toolbar → ToolbarItem → View → Menu → Picker ** Prior to Xcode 26, this setup worked smoothly in production builds. The dropdown (Menu + Picker) behaves as expected, and selecting a value triggers loading a dataset containing thousands of records on the screen. However, after upgrading to Xcode 26, I am observing an animation glitch when dismissing the dropdown after a selection is made. Specifically, the dropdown briefly shows a “capsule-like” animation artifact during dismissal, which persists for a few seconds. This visual issue is noticeable and negatively impacts the perceived performance and user experience of the app. This issue is occurring in an already released app built with Xcode 26. Questions: Is this a known issue or regression in Xcode 26 / SwiftUI Menu or Picker components? If yes, are there any known fixes or upcoming Xcode versions where this is resolved? If not, what would be the recommended approach to eliminate or minimize this animation glitch when dismissing the dropdown? Additional Context: The issue appears only after migration to Xcode 26. The dataset loaded after selection is large (thousands of records). The glitch specifically occurs during the dismissal animation of the Menu/Picker. Any guidance or workarounds would be greatly appreciated.
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Previews for SwiftUI views in Packages don't work in Xcode 26.4
I have an iOS project based on SwiftUI in which almost all code is organised in Packages. With Xcode 26.2 and 26.3, I can preview all SwiftUI views without issues. With Xcode 26.4, the same previews don't work, in the canvas appears this error message: "Cannot preview in this file. Could not find target description for “TaskListView.swift”". The explanation is: "The list of source files that produce object files did not contain this file to be previewed. Check to make sure it is not excluded using the EXCLUDED_SOURCE_FILE_NAMES build setting." If I add a SwiftUI view to the main project files (not in a package), the preview works as expected. Is it an Xcode 26.4 regression? Or do I need to modify some configuration file?
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‌Xcode26-built apps cannot run on iPhone 6 or earlier devices‌
‌Using Xcode 26, the built package encounters device compatibility issues — while it installs successfully on supported iPhone devices, but it crashes immediately upon launch and cannot run normally.‌‌In previous versions of Xcode, the same "minimum deployment" setting in the project did not cause such compatibility issues.‌ The app built with Xcode 26 shows the following behavior when installed and tested on various devices:‌ iPhone6p iOS12.5.8 fails to run 2.iPhone6 iOS11 fails to run 3.Iphone6 iOS12.5.7 fails to run 4.iPhone7 iOS12.1.3 ok 5.iPhoneX iOS 12.2 ok 6.iphone6s plus iOS10.3.1 ok 7.iphoneXS. iOS 12.1.4 ok 8.iPhone11 iOS 13.6.1 ok 9.iPhone7. iOS 13.7 ok We have tested and found that an iPhone 6s Plus running iOS 10.3.1 can normally run the app. We would like to know whether apps built with Xcode 26 are inherently incompatible with iPhone 6 and older devices. Has Xcode 26’s underlying build environment removed full support for the A8 chip, resulting in binary files containing instructions or memory models that older devices cannot parse? ‌Looking forward to your reply‌.
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Using Xcode Coding Agents with Custom Model Endpoints (Azure Foundry, etc.)
Trying to use the new built-in coding agents in Xcode (Claude / Codex), but running into a limitation with enterprise model setups. Our org accesses models through Microsoft Foundry (Azure-hosted endpoints), and we can connect to those models in Xcode using a custom endpoint / URL. That part works. However, that setup doesn’t seem to work with the built-in coding agents themselves. Those still appear to require direct account login or native API keys, with no way (that I can find) to point them at a custom endpoint or provider-backed deployment. Anyone figured out a way to get the agent experience working with enterprise setups like Foundry (or proxy layers)? Or is that not supported yet?
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Xcode's built-in AI chat feature (IDEIntelligenceChat) crashes.
According tho Claude, The crash is clearly a bug in Xcode's built-in AI chat feature (IDEIntelligenceChat), not an authentication issue or anything on your end. What the crash log shows: The crash is happening in IDEIntelligenceChat — specifically in ChatInputEditorView.updateView and SourceEditorDataSource.ideChat_gracefullyApplyChangesToReflect. It's a SIGTRAP (assertion/precondition failure) triggered while SwiftUI is trying to lay out the AI chat panel. This is an Apple bug in Xcode 26.2 itself.
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Request for Official Draggable FCPXML Structure Specification for Workflow Extensions – Needed for Subtitle/Caption Generation Tools
Hi Apple Developer Forums and Final Cut Pro team, I am developing a Final Cut Pro Workflow Extension focused on speech-to-text / subtitle recognition and generation. The extension runs inside Final Cut Pro, analyzes clips, generates accurate subtitles (often hundreds of individual elements), and allows users to drag the generated subtitles directly back into the FCP timeline as a clean, editable Compound Clip or Storyline. We are implementing this drag-and-drop functionality using the official pasteboard mechanism (com.apple.finalcutpro.xml and versioned types such as com.apple.finalcutpro.xml.v1-10). While the high-level documentation is helpful: Supporting Drag and Drop for Data Sent to Final Cut Pro FCPXML Reference Designing Workflow Extensions There is still no detailed public specification for the exact internal XML structure that Final Cut Pro expects for a drag operation to reliably result in a usable Compound Clip (or direct Storyline insertion), especially when dealing with large numbers of subtitle titles. After extensive systematic testing (multiple rounds over several weeks, with full experiment logs), we have observed the following: Short subtitle sequences work with many different structures (various combinations of , , , inline titles, etc.). Long subtitle lists (800+ individual elements) only succeed reliably when the outer structure uses a specific shell: root= containing + (often combined with a mainflow sequence and inner / layers). In all working cases, the dropped result appears as a “fake” / nested Compound Clip that requires 2–3 Break Apart (unpack) operations before the real editable Storyline with individual titles is revealed. Almost all other structures — pure as root, as root, wrapper layers, direct inline titles without the clip + gap + storyline shell, etc. — are immediately rejected by Final Cut Pro when the subtitle count is high. This undocumented behavior forces third-party Workflow Extension developers to engage in time-consuming blind guesswork and reverse-engineering just to achieve basic, reliable drag-and-drop integration. Our request: We kindly ask Apple to publish a detailed, official specification for the Draggable FCPXML Text Protocol (or expand the existing FCPXML Reference) that clearly defines: The minimal and recommended XML structure for dragging content into the timeline as a Compound Clip or Storyline. Exact roles and requirements for , , , , , and any implicit “mainflow” patterns. Best practices for handling large numbers of nested titles/subtitles. Reasons why certain nesting patterns are rejected or produce multi-level fake compounds. Any version-specific differences across FCPXML DTD versions. This specification is critically necessary for the FCPX Workflow Extension ecosystem. Reliable drag-and-drop from extensions back to the timeline is one of the most valuable integration points for subtitle/caption tools, transcription services, title generators, and other workflow utilities. Without clear guidelines, developers waste significant time on trial-and-error, leading to inconsistent user experiences and slower innovation in the Final Cut Pro community. We are more than happy to share our complete experiment logs, working and failing XML samples, and GitHub repository with the documentation or engineering team if it helps accelerate this. Thank you in advance for any official clarification or guidance. Clear documentation in this area would greatly benefit both developers and Final Cut Pro users.
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Clipboard Bug within simulator 26.4
After updating to Xcode 26.4 and also the update on the simulator the copy paste feature in the simulators doesn't work anymore and i can't build my app without it because the user has to copy and paste api keys in it. Is there an solution for it I have tried to install an other simulator ios version but then the simulator doesn't work on the the new xcode. Have someone already found an solution?
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Xcode 26.4 does not restore the most recent scheme
When opening a project or workspace in Xcode 26.4 the most recently active scheme is not restored. Instead, the scheme reverts to the first scheme in the list. I've tried opening and closing Xcode a few times, and removing the user data for a workspace. No luck. Any suggestions or workarounds?
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20h
Are there known issues with aggressive optimization (-O) affecting third-party libraries?
We are encountering an issue in an iOS application where functionality works correctly in Debug builds but fails in Release builds distributed via TestFlight. Details Debug (No Optimization -Onone): Works correctly Release (Optimize for Speed -O): Fails Release with -Onone: Works, but app size nearly doubles Context The issue is related to integration with the Microsoft ONNX runtime library. It appears that the Swift/Clang compiler is aggressively optimizing certain parts of the code in Release builds, possibly removing or altering required logic. Observations The issue started appearing with recent iOS/Xcode updates. No code changes affecting this logic were made recently. Behavior strongly suggests optimization-related side effects. Questions Are there known issues with aggressive optimization (-O) affecting third-party libraries? Are there recommended flags to selectively disable optimization for specific modules or functions? Any tools or diagnostics to identify what is being optimized out? Temporary Workaround Using -Onone resolves the issue but is not viable for production due to significant increase in app size. Any guidance would be greatly appreciated.
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Simulator fails to boot
Im working on my laptop with Mac OS 15.7.5 and Im using Xcode 26.0.1 and Im trying to simulate the code I've written. It only allows me to simulate on iPhone 16e but it never finishes loading, I also tried using my personal iPhone as a simulator but that doesn't work either. Could it possibly be my storage on why the simulators don't work?
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Installation of XCode CLT on Tahoe 26.1
I am unable to install due to the following error: "can't install the software because it is not currently available from the software update server" Mac OS: Tahoe 26.1 CLI: Iterm2 Command : xcode-select --install Output: Command transitions to a GUI installer and attempts to download but fails with the attached error. As a result I am unable to proceed with installing Homebrew from CLI or downloaded pkg
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Unable to Control Optical Zoom via USB (UVC) in Custom Swift App, While Prebuilt App Works
I’m currently working on a macOS application to control a USB camera’s optical zoom via a direct USB connection. My situation: I am using a USB camera that supports optical zoom. I downloaded an open-source project, CameraController. The prebuilt binary provided on GitHub works perfectly, and I can successfully control the camera’s optical zoom. However, when I build and run the same project from source in Xcode, the zoom control UI appears disabled (grayed out). The project compiles without errors. Additionally, I attempted to implement zoom control myself using the UVC protocol in Swift . However, it seems that the zoom control commands are not successfully sent or recognized by the camera. Questions: Why would the prebuilt app work, but the same source code built locally results in disabled zoom controls? Are there known limitations on sending zoom control requests via USB on macOS? Is there a recommended modern approach for controlling optical zoom programmatically via Swift? Any insights, debugging suggestions, or references would be greatly appreciated. Thanks in advance!
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My app fails to launch since I have changed of iPhone (from iPhone13 pro to iPhone 17 pro)
Since I have changed of iPhone (yesterday) to run my draft application, I systematically, and instantaneously get a message "The application failed to launch.", i.e. the application successfully built and was downloaded to the new iPhone (Iphone 17 pro - iOS 26.4). I have checked that this new iPhone is well registered on my list of authorized devices. Could you help me to fix this issue ? Here is the verbose attached to the failure: The application failed to launch. Domain: com.apple.dt.CoreDeviceError Code: 10002 User Info: { BundleIdentifier = "com.laurent-guise.ble-laser"; DVTErrorCreationDateKey = "2026-03-30 07:59:46 +0000"; IDERunOperationFailingWorker = IDELaunchCoreDeviceWorker; } The request to open "com.laurent-guise.ble-laser" failed. Domain: FBSOpenApplicationServiceErrorDomain Code: 1 Failure Reason: The request was denied by service delegate (SBMainWorkspace). User Info: { BSErrorCodeDescription = RequestDenied; FBSOpenApplicationRequestID = 0x3868; } The operation couldn’t be completed. The process failed to launch. Domain: FBProcessExit Code: 64 Failure Reason: The process failed to launch. User Info: { BSErrorCodeDescription = "launch-failed"; } The operation couldn’t be completed. Launch failed. Domain: RBSRequestErrorDomain Code: 5 Failure Reason: Launch failed. Launchd job spawn failed Domain: NSPOSIXErrorDomain Code: 85 Failure Reason: Bad executable (or shared library) Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : { "device_identifier" = "00008150-000E19E814A1401C"; "device_isCoreDevice" = 1; "device_model" = "iPhone18,1"; "device_osBuild" = "26.4 (23E246)"; "device_osBuild_monotonic" = 2304024600; "device_os_variant" = 1; "device_platform" = "com.apple.platform.iphoneos"; "device_platform_family" = 2; "device_reality" = 1; "device_thinningType" = "iPhone18,1"; "device_transport" = 0; "launchSession_schemeCommand" = Run; "launchSession_schemeCommand_enum" = 1; "launchSession_targetArch" = arm64; "launchSession_targetArch_enum" = 6; "operation_duration_ms" = 6590; "operation_errorCode" = 1; "operation_errorDomain" = "com.apple.dt.CoreDeviceError.10002.FBSOpenApplicationServiceErrorDomain"; "operation_errorWorker" = IDELaunchCoreDeviceWorker; "operation_error_reportable" = 1; "operation_name" = IDERunOperationWorkerGroup; "param_consoleMode" = 1; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com.apple.platform.iphoneos"; "param_diag_MTE_enable" = 0; "param_diag_MainThreadChecker_stopOnIssue" = 0; "param_diag_MallocStackLogging_enableDuringAttach" = 0; "param_diag_MallocStackLogging_enableForXPC" = 1; "param_diag_allowLocationSimulation" = 1; "param_diag_checker_mtc_enable" = 1; "param_diag_checker_tpc_enable" = 1; "param_diag_gpu_frameCapture_enable" = 0; "param_diag_gpu_shaderValidation_enable" = 0; "param_diag_gpu_validation_enable" = 0; "param_diag_guardMalloc_enable" = 0; "param_diag_memoryGraphOnResourceException" = 0; "param_diag_queueDebugging_enable" = 1; "param_diag_runtimeProfile_generate" = 0; "param_diag_sanitizer_asan_enable" = 0; "param_diag_sanitizer_tsan_enable" = 0; "param_diag_sanitizer_tsan_stopOnIssue" = 0; "param_diag_sanitizer_ubsan_enable" = 0; "param_diag_sanitizer_ubsan_stopOnIssue" = 0; "param_diag_showNonLocalizedStrings" = 0; "param_diag_viewDebugging_enabled" = 1; "param_diag_viewDebugging_insertDylibOnLaunch" = 1; "param_install_style" = 2; "param_launcher_UID" = 2; "param_launcher_allowDeviceSensorReplayData" = 0; "param_launcher_kind" = 0; "param_launcher_style" = 99; "param_launcher_substyle" = 0; "param_lldbVersion_component_idx_1" = 0; "param_lldbVersion_monotonic" = 210000160004; "param_runnable_appExtensionHostRunMode" = 0; "param_runnable_productType" = "com.apple.product-type.application"; "param_testing_launchedForTesting" = 0; "param_testing_suppressSimulatorApp" = 0; "param_testing_usingCLI" = 0; "sdk_canonicalName" = "iphoneos26.4"; "sdk_osVersion" = "26.4"; "sdk_platformID" = 2; "sdk_variant" = iphoneos; "sdk_version_monotonic" = 2304023700; } System Information macOS Version 26.4 (Build 25E246) Xcode 26.4 (24909) (Build 17E192) Timestamp: 2026-03-30T09:59:46+02:00
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Xcode 26.4 is missing the documentation for Foundation
Upgraded to Tahoe 26.4 and Xcode 26.4 and realized Xcode is missing the documentation for Foundation. Occasionally, if other (not yet missing) documentation references a Foundation entity, such as a type, clicking on it may open in a web browser pointing to the externally hosted Apple documentation. Anyone else experiencing this or have a workaround (perhaps the documentation files are on disk but were somehow lost / disconnected from the Xcode doc browser)? I checked the release notes for 26.4 and for 26.3 but did not find a mention of anything like that. Filed an issue with Apple, please do too if you are affected so hopefully it will see some love and lead to restoring the documentation. Edited: found some possibly related files in my ~/Library and the newer version v302 (26.4 related, I think, is considerably smaller): du -sh ~/Library/Developer/Xcode/DocumentationCache/* | awk -F/ '{print $NF "\t" $1}' v296 1.0G v302 507M
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XCUITesting Photo Library on macOS
Using XCUITesting to access images using photos picker. The code is roughly like this: photoPickerButton.click() try await Task.sleep(for: .seconds(2)) let images = app.descendants(matching: .image) .matching(identifier: "PXGGridLayout-Info") // select the first 5 images for ix in 0..<5 { let image = images.element(boundBy: ix) if image.exists { image.click() } } // why do I have to click this twice? Output says the second // click does "Falling back to element center point". app.buttons["Add"].firstMatch.click() app.buttons["Add"].firstMatch.click() Other than the minor annoyance of having to click the Add button twice that works fine. The issue is the second time in the same test I run almost identical code, but only try to select the first image as a test for handling duplicate selections. Doesn't work. The first image returned from the query exists, but is not hittable. This is a testing issue as running the steps manually work fine. The element I want to click is this: Attributes: Image, 0x73511d540, {{1794.0, 745.2}, {98.0, 73.5}}, identifier: 'PXGGridLayout-Info', label: 'February 02, 1:00 PM' Any ideas?
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Xcode always enabling default package traits
Trying out the new package trait support in Xcode 26.4 and it seems like the default traits for the package are being enabled even when explicitly set to disabled. At first I thought it was something wonky in the Xcode UI around the new support for traits. I've been able to replicate the issue with just two Swift packages, so no Xcode UI for setting the traits. Feature package // swift-tools-version: 6.3 import PackageDescription let package = Package( name: "MyAwesomeFeature", platforms: [ .macOS(.v26) ], products: [ .library( name: "MyAwesomeFeature", targets: ["MyAwesomeFeature"] ) ], traits: [ .trait(name: "SomeBetaFeature"), .default(enabledTraits: ["SomeBetaFeature"]), ], targets: [ .target( name: "MyAwesomeFeature" ), ], swiftLanguageModes: [.v6] ) For the sake of testing I've given it a simple object that just prints if the trait is enabled Inside MyAwesomeFeature public struct SomeObject { func printTraitStatus() { #if SomeBetaFeature print("Beta feature enabled") #else print("Beta feature disabled") #endif } } I then have a second package that depends on the feature and produces an executable // swift-tools-version: 6.3 import PackageDescription let package = Package( name: "SwiftPackageBasedProgram", platforms: [ .macOS(.v26), ], products: [], dependencies: [ .package(name: "MyAwesomeFeature", path: "../MyAwesomeFeature", traits: []) ], targets: [ .executableTarget( name: "MyAwesomeProgram", dependencies: [ .product(name: "MyAwesomeFeature", package: "MyAwesomeFeature") ] ), ], swiftLanguageModes: [.v6] ) If I run MyAwesomeProgram from the command line with swift run I get the output I would expect Build of product 'MyAwesomeProgram' complete! (6.10s) Inside SwiftPM program Beta feature disabled If I run the same program from within Xcode though Inside SwiftPM program Beta feature enabled Program ended with exit code: 0 I've got the sample project available here if anyone wants to try it out. Has anyone else come across anything like this? Very possible I'm just missing something.
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Xcode 26.4: IBOutlets/IBActions gutter circles missing — cannot connect storyboard to code (works in 26.3)
I’m seeing a regression in Xcode 26.4 where Interface Builder will not allow connecting IBOutlets or IBActions. Symptoms: The usual gutter circle/dot does not appear next to IBOutlet / IBAction in the code editor Because of this, I cannot: drag from storyboard → code drag from code → storyboard The class is valid and already connected to the storyboard (existing outlets work) Assistant Editor opens the correct view controller file Important: The exact same project, unchanged, works perfectly in Xcode 26.3. I can create and connect outlets/actions normally there. ⸻ Environment Xcode: 26.4 macOS: 26.4 Mac Mini M4 Pro 64G Ram Project: Objective-C UIKit app using Storyboards This is a long-running, ObjC, project (not newly created) ⸻ What I’ve already tried To rule out the usual suspects: Verified View Controller Custom Class is correctly set in Identity Inspector Verified files are in the correct Target Membership Verified outlets are declared correctly in the .h file: @property (weak, nonatomic) IBOutlet UILabel *exampleLabel; Opened correct file manually (not relying on Automatic Assistant) Tried both: storyboard → code drag code → storyboard drag Tried using Connections Inspector Clean Build Folder Deleted entire DerivedData Restarted Xcode Updated macOS to 26.4 Ran: sudo xcodebuild -runFirstLaunch Confirmed required platform components installed Reopened project fresh ⸻ Observations In Xcode 26.4 the outlet “connection circles” are completely missing In Xcode 26.3 they appear immediately for the same code Existing connections still function at runtime — this is purely an Interface Builder issue ⸻ Question The gutter circles appearance has always been flaky in Xcode over the 13+ years I've been using it but now with 26.4 they have completely disappeared. Has anyone else seen this in Xcode 26.4, or found a workaround? At this point it looks like a regression in Interface Builder, but I haven’t found any mention of it yet.
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Xcode now hangs; SDKs are "status unavailable"
My development work is paused as Xcode is now non-functional on my Macs. Loading any project into Xcode soon leads to a hang and Force Quit. The SDKs are listed as "status unavailable". No Simulators are available. I've tried previous versions of Xcode; removing everything and re-installing; installation from the Store and direct from the Apple Developer site. I've created a Feedback issue. This happens on both of my Mac minis. I'm running Tahoe 26.4 (25E246) on both.
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UI Glitch in Toolbar Menu Picker After Migrating to Xcode 26
I am experiencing a UI issue after migrating my app from Xcode 16 to Xcode 26. In my implementation, I have a toolbar that contains multiple buttons along with a dropdown menu. The hierarchy for dropdown is as follows: **Toolbar → ToolbarItem → View → Menu → Picker ** Prior to Xcode 26, this setup worked smoothly in production builds. The dropdown (Menu + Picker) behaves as expected, and selecting a value triggers loading a dataset containing thousands of records on the screen. However, after upgrading to Xcode 26, I am observing an animation glitch when dismissing the dropdown after a selection is made. Specifically, the dropdown briefly shows a “capsule-like” animation artifact during dismissal, which persists for a few seconds. This visual issue is noticeable and negatively impacts the perceived performance and user experience of the app. This issue is occurring in an already released app built with Xcode 26. Questions: Is this a known issue or regression in Xcode 26 / SwiftUI Menu or Picker components? If yes, are there any known fixes or upcoming Xcode versions where this is resolved? If not, what would be the recommended approach to eliminate or minimize this animation glitch when dismissing the dropdown? Additional Context: The issue appears only after migration to Xcode 26. The dataset loaded after selection is large (thousands of records). The glitch specifically occurs during the dismissal animation of the Menu/Picker. Any guidance or workarounds would be greatly appreciated.
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Previews for SwiftUI views in Packages don't work in Xcode 26.4
I have an iOS project based on SwiftUI in which almost all code is organised in Packages. With Xcode 26.2 and 26.3, I can preview all SwiftUI views without issues. With Xcode 26.4, the same previews don't work, in the canvas appears this error message: "Cannot preview in this file. Could not find target description for “TaskListView.swift”". The explanation is: "The list of source files that produce object files did not contain this file to be previewed. Check to make sure it is not excluded using the EXCLUDED_SOURCE_FILE_NAMES build setting." If I add a SwiftUI view to the main project files (not in a package), the preview works as expected. Is it an Xcode 26.4 regression? Or do I need to modify some configuration file?
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‌Xcode26-built apps cannot run on iPhone 6 or earlier devices‌
‌Using Xcode 26, the built package encounters device compatibility issues — while it installs successfully on supported iPhone devices, but it crashes immediately upon launch and cannot run normally.‌‌In previous versions of Xcode, the same "minimum deployment" setting in the project did not cause such compatibility issues.‌ The app built with Xcode 26 shows the following behavior when installed and tested on various devices:‌ iPhone6p iOS12.5.8 fails to run 2.iPhone6 iOS11 fails to run 3.Iphone6 iOS12.5.7 fails to run 4.iPhone7 iOS12.1.3 ok 5.iPhoneX iOS 12.2 ok 6.iphone6s plus iOS10.3.1 ok 7.iphoneXS. iOS 12.1.4 ok 8.iPhone11 iOS 13.6.1 ok 9.iPhone7. iOS 13.7 ok We have tested and found that an iPhone 6s Plus running iOS 10.3.1 can normally run the app. We would like to know whether apps built with Xcode 26 are inherently incompatible with iPhone 6 and older devices. Has Xcode 26’s underlying build environment removed full support for the A8 chip, resulting in binary files containing instructions or memory models that older devices cannot parse? ‌Looking forward to your reply‌.
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Slow launch of app on iOS Simulator 26.4
Each time I launch a Debug version of the app on iOS Simulator, I see the Launch Screen presented and then about a 30-second delay before the app is responsive and debug output appears in the console panel. Filed FB22345091
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Choosing Minimum Deployment Targets
My app uses SwiftData so I need at least iOS 17 as the minimum deployment target. When I select iOS 17 in the dropdown it selects iOS 17.6 as the target. However, the newest simulator available is iOS 17.5. Should I set my minimum deployment target to 17.0, 17.5, 17.6, or something else?
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Using Xcode Coding Agents with Custom Model Endpoints (Azure Foundry, etc.)
Trying to use the new built-in coding agents in Xcode (Claude / Codex), but running into a limitation with enterprise model setups. Our org accesses models through Microsoft Foundry (Azure-hosted endpoints), and we can connect to those models in Xcode using a custom endpoint / URL. That part works. However, that setup doesn’t seem to work with the built-in coding agents themselves. Those still appear to require direct account login or native API keys, with no way (that I can find) to point them at a custom endpoint or provider-backed deployment. Anyone figured out a way to get the agent experience working with enterprise setups like Foundry (or proxy layers)? Or is that not supported yet?
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Xcode's built-in AI chat feature (IDEIntelligenceChat) crashes.
According tho Claude, The crash is clearly a bug in Xcode's built-in AI chat feature (IDEIntelligenceChat), not an authentication issue or anything on your end. What the crash log shows: The crash is happening in IDEIntelligenceChat — specifically in ChatInputEditorView.updateView and SourceEditorDataSource.ideChat_gracefullyApplyChangesToReflect. It's a SIGTRAP (assertion/precondition failure) triggered while SwiftUI is trying to lay out the AI chat panel. This is an Apple bug in Xcode 26.2 itself.
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