Hi, I need help with the error:
“You do not have required contracts to perform an operation.”
(ID: cc897baf-6551-474b-bbef-3dd5bdf89931)
When I try to distribute an archived build from Xcode, App Store Connect shows a banner asking to review a new agreement.
But when I click it, I’m redirected to Agreements, Tax and Banking, and there is no agreement to accept — the page is empty.
I checked with the team, and none of us can see the agreement.
Is it possible that the required agreement is available only to the Account Holder and not visible to Admin or Developer roles?
Could you please clarify what exactly this error means and how we can locate the missing agreement?
Thanks.
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I have developed a fun living diorama world using Reality Composer Pro and XCode. Everything is as it should be, and it looks/works great ... until it does not.
If I seem to make any change to any of the 10 timelines that I am using (all on the same scene, no nested scenes), running the app in simulator, device, and via testflight throws errors around compiled timelines, leading to the black screen of death. Every time I clean and run, the timelines in questions might change. Its very frustrating and impossible to track down.
Heres are some examples.
AssetLoadRequest failed because asset failed to load '/ (3661553931319769725 Timeline (RealityFileAsset)URL/file:///var/containers/Bundle/Application/F4408256-6014-4264-9E4B-F74AEF0EDE53/SantasVillage.app/RealityKitContent_RealityKitContent.bundle/RealityKitContent.reality/Timeline_779.compiledtimeline)' (failed to register asset)
Asset / (13631856135570808851 AnimationLibraryAsset (RealityFileAsset)URL/file:///var/containers/Bundle/Application/F4408256-6014-4264-9E4B-F74AEF0EDE53/SantasVillage.app/RealityKitContent_RealityKitContent.bundle/RealityKitContent.reality/AnimationLibraryAsset_1.compiledanimationlibraryasset) failure: failed to register asset
Asset 10430065658338454790 AnimationScene (RealityFileAsset)URL/file:///var/containers/Bundle/Application/F4408256-6014-4264-9E4B-F74AEF0EDE53/SantasVillage.app/RealityKitContent_RealityKitContent.bundle/RealityKitContent.reality/AnimationScene_14.compiledanimationscene failure: failed to register asset
I went with recommended fixes of closing RCP > Clean Build Folder > Delete Derrived Date (multiple ways) > Re-Open Xcode > Reset Package Cache > Re-Open RCP via XCode > Make a Change > Save > Clean Build Folder Again > Run.
Sometimes it works. Most times it does not.
I then found my own little work-around, but its not always working as is literally costing me days of wasted time messing around with this. I will DISABLE all timelines, do the above clean method, rerun with no timelines, and it resolves. Then, turn on timelines ONE BY ONE and run until I get another error. Then, rebuild that timeline and nothing else.
This is not sustainable. There must be some better way to do this? Or, perhaps I am doing something wrong? Please help if you can.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Reality Composer
RealityKit
Reality Composer Pro
visionOS
Hi,
When running unit test or app on simulator, it got process crashed mostly of the case, it works fine on the same project, like in Xcode 16.x.
Look at the crash report, it randomly crashed when loading libraries, like 2 events attached below...
My mac is M3 macbook pro, mac OS is 15.7.2
Anyone know how to sort it out, it is really annoying, can only use device for debug now.
Thx...
0x1c693f000 - 0x1c6944fff com.apple.TelephonyUIFramework.axbundle (1.0) <c877fa21-e6e7-31d9-98df-5837e2a98628> /Volumes/VOLUME/*/TelephonyUIFramework
0x1c6b17000 - 0x1c6b18fff com.apple.EmojiKit.axbundle (1.0) <49e64e22-eacd-38a0-af32-fe8834f53170> /Volumes/VOLUME/*/EmojiKit
0x1d7e90000 - 0x1d7eb3fff com.apple.PassKitUI.axbundle (1.0) <caeeabe5-17b1-3d16-8d52-1f7bb5f631f0> /Volumes/VOLUME/*/PassKitUI
0x1d835f000 - 0x1d8388fff com.apple.PhotosUICore.axbundle (1.0) <3476e3ea-772e-3dea-a3f3-a9baed307eeb> /Volumes/VOLUME/*/PhotosUICore
0x1d828f000 - 0x1d82a9fff com.apple.EventKitUIFramework.axbundle (1.0) <a91493a9-7b40-3df0-884d-7954b0dbb89b> /Volumes/VOLUME/*/EventKitUIFramework
0x1c6b30000 - 0x1c6b85fff com.apple.dyld.dyld-framework (*) <c8a41039-7c9c-324a-9770-736b63001f33> /Volumes/VOLUME/*/Dyld.framework/Dyld
0x0 - 0xffffffffffffffff ??? (*) <00000000-0000-0000-0000-000000000000> ???
Error Formulating Crash Report:
dyld_process_snapshot_get_shared_cache failed
RIP register does not match crashing frame (0x0 vs 0x7FF7FFF34A6C)
EOF
or this one:
0x10ad57000 - 0x10ad5efff libBacktraceRecording.dylib (*) <1083d13e-5185-3883-bedf-ec633b9aa76f> /Volumes/VOLUME/*/libBacktraceRecording.dylib
0x10ad7a000 - 0x10ad7cfff libLogRedirect.dylib (*) <a174f56a-c354-33bf-a458-d2e8582d3ae9> /Volumes/VOLUME/*/libLogRedirect.dylib
0x102751000 - 0x102755fff com.velobank.dev (25.11.0) <4ecd00ef-c3fc-3353-ace5-05c9ce42bae9> /Users/USER/Library/Developer/CoreSimulator/Devices/2F963721-D9A1-4CBF-A906-4646612795E1/data/Containers/Bundle/Application/FBA0FA3E-093F-48C5-8069-542F8949779D/ios_example.app/ios_example
0x0 - 0xffffffffffffffff ??? (*) <00000000-0000-0000-0000-000000000000> ???
Error Formulating Crash Report:
dyld_process_snapshot_get_shared_cache failed
RIP register does not match crashing frame (0x0 vs 0x10276AAE0)
EOF
Topic:
Developer Tools & Services
SubTopic:
Xcode
I am trying to perform swiftUI instrumentation on my ios app. whenever i hit the rocord button, the app launches on target device and closes with the error:
Failed to start the recording: Failed starting ktrace session.
How do i resolve this please?
We want to automate getting crash reports from ASC via CI or some other mechanism. Having developers manually check the Xcode Organizer isn't a scalable solution for us.
Even with a api key with the App Manager role, we get a 403.
https://api.appstoreconnect.apple.com/v1/diagnosticSignatures?limit=50 requires ADMIN role access which makes it a non starter in our org because of access restrictions.
Since developers have access to the crash reports via Xcode in their developer roles, it should make sense for the REST API to expose the same data without ADMIN permissions.
Trying to post a question about packages on this forum, I keep cueing the message:
'This post contains sensitive language. Please revise it in order to continue.'
There is nothing in my query that is remotely ‘sensitive’.
I don’t know what to do next.
Thanks in advance for any advice.
Regards,
Lar
When I login to my Dev account, I get a banner that says "The updated Apple Developer Program License Agreement needs to be reviewed. In order to update your existing apps and submit new apps to the App Store, the Account Holder must review and accept the updated agreement."However, when I go to Agreements, Tax, and Banking, I see both Free Apps and Paid Apps agreement, but when I click on View, there's nothing for me to accept. It's a pop-up window with a list of countries and a button at the end that says "Close". And that's it. No other action is possible. No other option either under the Action column.So then how can I review and accept it?
We are enrolling on behalf of an organization. We do have following information with us.
• Legal binding authority,
• Legal entity status,
• A D-U-N-S® number, and
• A website.
We are always getting the message as :-
There may be an issue with your account that needs to be resolved before you can continue. Please contact support.
This seems very generic message we are not getting the reason why we are not able to enroll for apple dev program.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
App Clips
Xcode
Feedback Assistant
Developer Program
Hi, I've just migrated to Swift Tools 6.2 and package traits, and I'm encountering an issue when using traits with multiple targets in the same Xcode workspace.
Setup:
Main iOS app target
App Clip target
Both consume the same local packages (e.g., UIComponents)
What I'm trying to achieve:
Main app imports packages without the COMPACT_BUILD trait
App Clip imports packages with the COMPACT_BUILD trait enabled
Package configuration (simplified):
// UIComponents/Package.swift
let package = Package(
name: "UIComponents",
platforms: [.iOS(.v18)],
traits: [
.trait(name: "COMPACT_BUILD", description: "Minimal build for App Clips"),
],
// ...
targets: [
.target(
name: "UIComponents",
dependencies: [...],
swiftSettings: [
.define("COMPACT_BUILD", .when(traits: ["COMPACT_BUILD"])),
]
),
]
)
In the code:
#if COMPACT_BUILD
// Excluded from App Clip
#endif
The consumer packages:
Main app's package imports without trait:
.package(path: "../UIComponents")
App Clip's package imports with trait:
.package(path: "../UIComponents", traits: ["COMPACT_BUILD"])
The problem:
When building the main app target, the COMPACT_BUILD compiler condition is unexpectedly active — even though the main app's dependency chain never enables that trait. It seems like the trait enabled by the App Clip target is "leaking" into the main app build.
I confirmed this by adding #error("COMPACT_BUILD is active") — it triggers when building the main app, which shouldn't happen.
If I disable the App Clip target from the build scheme, the main app builds correctly with COMPACT_BUILD not defined.
I am also able to build the App Clip separately.
Environment:
Xcode 26.2
swift-tools-version: 6.2
iOS 26.2
Questions:
Is this expected behavior with Xcode's SPM integration? Are traits resolved workspace-wide rather than per-target?
Is there a workaround to have different trait configurations for different targets consuming the same package?
Or do I need to fall back to separate package targets (e.g., UIComponents and UIComponentsCompact) to achieve this?
Any guidance would be appreciated. Thanks!
Currently, if as a library author you are shipping dependencies as code, you can use the #if DEBUG preprocessor check to execute logic based on whether app is being built for Debug or Release.
My concern is more about the approach that should be taken when distributing frameworks/xcframeworks. One approach I am thinking of using is checking the presence of {CFBundleName}.debug.dylib in the main bundle. Is this approach reliable? Do you suggest any other approach?
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
Swift Packages
Frameworks
Debugging
App Binary
Issue :
When creating a new project in Xcode 26.0 and adding a Share Extension target without modifying any code, the app crashes upon displaying the extension screen with the following error:
*** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'The layout constraints still need update after sending -updateConstraints to <_UINavigationBarTitleControl: 0x105b9cc00; frame = (0 0; 0 0); layer = <CALayer: 0x10b834270>>. _UINavigationBarTitleControl or one of its superclasses may have overridden -updateConstraints without calling super. Or, something may have dirtied layout constraints in the middle of updating them. Both are programming errors.'
Environment :
Xcode 26.0
iOS 26.0 (physical device)
Note: This issue does not occur when running on iOS 18.3.1 (physical device).
Temporary Workaround :
Adding the following implementation to the isContentValid method prevents the exception from occurring:
Objective-C- (BOOL)isContentValid { // Do validation of contentText and/or NSExtensionContext attachments here if (@available(iOS 26, *)) { self.navigationController.navigationBarHidden = YES; } return YES; }
Questions :
Is there any alternative way to avoid this exception?
Since this crash occurs with the default implementation generated by Xcode, is there any plan to fix it in future updates?
Topic:
Developer Tools & Services
SubTopic:
Xcode
I am curious whether Xcode Cloud uses npm internally when you run it.
With the recent and still simmering Shai-Hulud 2.0 worm, we are just a little concerned. As such, any information would be appreciated.
Thank you in advance!
Topic:
Developer Tools & Services
SubTopic:
Xcode Cloud
Hello ,
I need some help regarding my Apple Developer Program enrollment.
I purchased the Developer Program on December 3rd, 2025 at 16:03 (Turkey time).
The payment was successfully processed by my bank, and I also received the official Apple Store receipt email confirming the purchase.
However, my Developer account still shows:
• “Purchase your membership”
• “Your purchase may take up to 48 hours to process.”
• Enrollment status: Pending
• App Store Connect still not accessible
It has now been more than 5 days, and the enrollment has not been activated.
Here are the details:
• Region: Turkey
• Payment amount: 1029 TRY (local pricing for the Developer Program)
• Payment status: Completed / Posted (not pending)
• Case ID with Apple Support: 102769533427
• I have already opened a support case, but there has been no resolution yet.
I would appreciate any guidance from others who experienced similar issues.
Is this a known delay for Turkey-based accounts, or does it usually require manual activation by Apple Support?
Any suggestions or insights would be very helpful.
Thank you!
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Hello, I have a question about running tests on multiple simulators.
Currently, my company has a WDIO+Appium test suite with XCUITEST driver that runs on a single simulator through a mockttp proxy (we are intercepting and mocking some of the responses from our APIs and pass through the rest). In order to route the traffic we are currently using 'networksetup -setsecurewebproxy '. Everything works as expected.
With growing number of tests we'd like to scale number of simulators on a single host to 3-5. We have a working setup but the problem are system-wide proxy settings routing traffic from multiple simulators, which we can't distinguish by UDID or any other means, we know of. We can spin multiple mock servers on the same machine but we are struggling to find the way to route the traffic on a simulator basis.
In the end, both options are viable:
1 mock server running for multiple simulators
N number of mock servers for N number of simulators
Has anyone had the same/similar problem? How to approach this? We are currently running on Sequoia OSX and platform version 18.6. Thanks!
Just recently, any pkg file that I create with pkgbuild will install the Payload's application as a zero-byte file in the /Applications directory. This has been working for years without issue for me.
Here are the commands I am using with company specific items replaced:
pkgbuild --analyze --root MyApplicationRootDirectory standalone.plist
plutil -replace BundleIsRelocatable -bool NO standalone.plist
pkgbuild --identifier MyIdentifier --version 1.0 --install-location /Applications --root MyApplicationRootDirectory --component-plist standalone.plist --sign 'Developer ID Installer: MyCompany (MySignId)' --timestamp installer.pkg
Any ideas on what could be causing the issue?
I have verified the following:
The application being added to the pkg is both signed and notarized using the correct Developer ID Application certificate.
The resultant pkg file is both signed and notarized using the Developer ID Installer certificate.
Verified the pkg contents using "pkgutil --expand" to dump the contents.
Verified the pkg's Payload contents by extracting the data using "cat Payload | gunzip | cpio -1". This results in an application file that is a binary match for file added in the "pkgbuild --root" argument.
My application is the only file within the directory passed to the "pkgbuild --root" argument.
There are no warnings in the System Settings / Privacy & Security Panel when running the package installer.
I have a valid Mac Developer account.
I am building the application and the pkg file on the same computer.
Thank you for any insight.
I have been working for a while now. Never encountered this issue. After accepting the invite from the organization. The organizations does not appear at developer apple account. But can see the organization at app store connect. Yes i have checked the account permissions. I have the admin role and developer role etc is checked everything is correct. This is not just me happening with my colleague as well.
The buttons in the navigation bar are not available in the element tree after iOS 26 upgrade of the test phones. The same IPA version, the same XCode version, but different trees on different phones. There is no way to automate UI testing for these missing buttons.
# ios 18
NavigationBar, 0x108e0c3c0, {{0.0, 47.0}, {390.0, 44.0}}, identifier: 'Profile'
Button, 0x108e0c500, {{8.0, 47.0}, {43.0, 44.0}}, identifier: 'UserProfileSceneViewController_profile_back_button', label: 'chevronLeftIcon'
StaticText, 0x108e0c640, {{169.3, 58.0}, {51.3, 22.0}}, label: 'Profile'
Button, 0x108e0c780, {{339.0, 47.0}, {43.0, 44.0}}, identifier: 'UserProfileSceneViewController_settings_bar_button', label: 'Settings'
# ios 26
NavigationBar, 0x13d63c8c0, {{0.0, 47.0}, {428.0, 54.0}}, identifier: 'Profile'
StaticText, 0x13d63ca00, {{188.3, 58.0}, {51.3, 22.0}}, label: 'Profile'
I have a Unity AR project that I want to build for iOS. The build in Unity succeeds just fine, but when it opens in XCode, whatever I do, it keeps showing this error in GameAssembly: "Command PhaseScriptExecution failed with a nonzero exit code". This error also doesn't open when choosing "Reveal in Log".
I have added the IL2CPP package in the Unity version, deleted and reentered scenes and no issue on Unity's side. On XCode I signed in with my developer account, tried deleting derived data, made a clean build and still the issue persists.
I'm currently using another provider for CI/CD. They've been offering Apple Silicon builds for over a year now. When we switched over, we saw our build times cut in half. I've seen similar results locally, back when I bought an M1 Mac.
So, recently, I tried to use Xcode Cloud on my project. My build time is nearly 45 minutes, where my build time on my current system is about 15 minutes, max.
Since I work on a team, and we make regular commits, having a 45 minute turnaround is not ideal. When I looked at the logs of my Xcode Cloud project, I saw a lot "x86_64" stuff in there, which led me to believe that Xcode Cloud is still building on Intel machines.
Additionally, I run tests on my builds. The build time alone (before running tests) was almost 20 minutes. The 15-minute time I cited with my current CI/CD included build time & tests running. So, a whole cycle finishes on my current setup before tests are even run.
I noticed that there was a bunch of x86_64 in the logs, which made me think that Xcode Cloud is still using Intel. Is this true? I've just gotten really used to faster build times, and I can't move onto a system like this, where the times are so drastically different. Like, I wouldn't mind build time that would add only a few more minutes to what I have now. But going from 15 -> 45 minutes is a real problem.
Hi,
I accidentally upgraded my test device (iPhone 13 mini) to iOS 26. I really need to downgrade it to 18.7.X again. It seems this isn't possible since Apple doesn't sign the .ipsw anymore.
Is there really no way for a paying developer to downgrade her test devices?
(Please don't tell me to use the support forums, this is a concerning a developer test device)
Topic:
Developer Tools & Services
SubTopic:
General