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Xcode 27 disabling MCP server after startup
Hello, I’m trying to use a third-party MCP server (ICM) in Xcode 27’s new Coding Assistant. The server appears to start correctly and shows up when I run /mcp, but as soon as an agent tries to use it, Xcode appears to rewrite my config and changes "enabled = true" to "enabled = false". My configuration looks like this: [mcp_servers.icm] command = "/opt/homebrew/bin/icm" args = [ "serve", "--no-embeddings", "--db", "/Users/Sam/emdash/worktrees/Castle/emdash/custom-widget-system-5dubi/.icm-xcode/memories.db" ] enabled = true I’ve spent quite a while debugging this and found some interesting behaviour: The MCP server appears when I type /mcp. SQLite databases can be created and written inside the current workspace. SQLite databases can also be created and written in /tmp. SQLite databases outside the workspace (for example in ~/Library/Application Support) fail with readonly/open errors. Ordinary file operations outside the workspace still work fine. What I’m trying to understand is: Why is Xcode disabling the MCP server? What filesystem access should MCP servers have? Are they intentionally restricted to the workspace and /tmp? Is there a supported way to allow an MCP server to access data stored elsewhere on disk? Has anyone else run into this? Thanks!
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XCode 26.5: cannot Copy shared cache symbols from Apple Watch
The process of copying shared cache symbols from my Apple Watch has been horrendous. I cannot even get past 2% complete before this process fails. Every device is on the same network. I have trusted my machine. Developer mode is enabled on the watch. I have successfully paired the phone and watch. I managed to install an Watch app onto the watch. But the shared cache symbols were never copied from the watch. I gathered several commands at the terminal to help me. rm -rf ~/Library/Developer/Xcode/DerivedData rm -rf ~/Library/Developer/CoreDevice sudo killall -9 remoted CoreDeviceService 2>/dev/null || true xcrun devicectl manage ddis update xcrun devicectl list devices Clear CoreDevice state. With Xcode quit: rm -rf ~/Library/Developer/Xcode/DerivedData rm -rf ~/Library/Caches/com.apple.dt.Xcode Reset Xcode's Local Network permission. tccutil reset Local-Network com.apple.dt.Xcode tccutil reset Bluetooth com.apple.dt.Xcode xcrun devicectl device info hardware --device MY_DEVICE_ID xcrun devicectl list devices ping -c 3 MY_IP_ADDRESS Confirm no VPN/proxy/filter is lurking scutil --nwi ifconfig | grep -E "utun|ipsec|tap|tun" xcrun devicectl device info details --device MY_DEVICE_ID xcrun devicectl manage pair --device MY_DEVICE_ID I keep obtain this type of error: Unable to copy shared cache files Domain: com.apple.dt.deviceprep Code: -33 User Info: { DVTErrorCreationDateKey = "2026-05-20 23:41:00 +0000"; NSLocalizedRecoverySuggestion = ""; "com.apple.dt.DVTCoreDevice.operationName" = dtfetchsymbols; } -- The operation couldn’t be completed. No route to host Domain: NSPOSIXErrorDomain Code: 65 Failure Reason: No route to host -- System Information macOS Version 26.5 (Build 25F71) Xcode 26.5 (24943) (Build 17F42) Timestamp: 2026-05-20T16:41:00-07:00 Does anyone have ideas to help me overcome this nightmare?
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Differences between cloud and local models in Xcode Intelligence
I can't use cloud-based AI providers, so I'm very excited about the potential of local models with Xcode's Coding Assistant. I've been playing around with a local MLX model, and have been generally pretty satisfied with it. But I'm curious - what features am I missing out on by using a local model instead of a larger, cloud-based model? Is Xcode's ability to run tests, build the project, etc. limited by the use of a local model? Does it limit the ability to do more complex agentic workflows? If so, how? Basically, local models in Xcode seem to be working pretty well for me, and I'm curious to know what cloud-based models can offer that I don't already have.
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How to get Xcode to automatically build and package a driver
I have a workspace containing a DriverKit USB driver and the containing application that utilizes the driver. These are in separate projects. How do I configure the application project or the workspace so that, when I build the app, the driver is automatically built and copied into the application package as required for delivery? Currently I have to manually select the driver target, build, and then select the app target and build. In order to get the driver into the app, I have included it as a build-phase dependency but I had to hardcode the driver project output path and it doesn't build it automatically. Additionally, because I hard-coded the debug path, when I try and create an Archive to deliver the app, the app includes the debug version of the driver instead of the release version. I'm obviously doing this wrong because it is as clunky as can be.
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Xcode Codex sign-in fails after updating OpenAI component
Environment: macOS: Tahoe 26.4 Xcode: 26.5 ChatGPT account successfully authenticated Codex CLI installed and working Codex App installed and working Steps to reproduce: Install Xcode Codex/OpenAI component version where GPT-5.4 is the highest available model. Sign in with ChatGPT account. Confirm Codex works in Xcode. Update the OpenAI/Codex component in Xcode. Attempt to sign in again. Expected result: Xcode completes authentication and shows signed-in status. Actual result: Browser successfully completes authentication and displays "Signed in to Codex." Xcode remains in a sign-in loop or shows "Not Signed In." Authentication never completes. Additional observations: Codex CLI authentication succeeds. Codex App authentication succeeds. ChatGPT web/app access succeeds. Anthropic/Claude component updates continue to work normally in Xcode. Issue appears specific to the updated OpenAI/Codex Xcode component. Older component (GPT-5.4 maximum model available) authenticates successfully.
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Refactoring an old spritekit game I made in swift 3 / iOS 11 to iOS 26. Everything's working now, except 1 out of my 14 .SKS (scene file) causes Xcode to immediately crash whenever I click on it. I'm lost when looking at the Xcode crash report .ips.
I wasn't sure if I should post this to the gaming subsection or here, but since this is an Xcode crash, I thought I'd try here first. I originally made this Spritekit game a few years ago on an old 2012 intel mac stuck on Catalina. When bringing the project over to Xcode 26, I first had to download Xcode 10 on the old mac, upgrade the project to swift 4, then bring it over to my newer machine to even be able to open it in Xcode 26. All that being said, I'm sure this process had some unintended consequences. I wasn't getting this crash before converting the project to swift 4 and bringing it over to Xcode 26. As you imagine, the entire Xcode crash report was massive. Near the top of the report there is I believe some crash relevant crash information, but google wasn't much help with the error codes and I don't know what to make of it: Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Termination Reason: Namespace SIGNAL, Code 6, Abort trap: 6 Terminating Process: Xcode [55897] I have no idea how to tackle this problem since I can't even get in to the scene to look around, nor does Xcode have time to throw any specific scene errors. The game runs just fine, including that level. I can play through the entire thing on device or simulator with no issues, but if I click on the .sks of level 3 in Xcode, Xcode immediately crashes. Closing Xcode and trying to open the .sks in question by itself via finder also immediately causes an Xcode crash. I can open up the other levels in the finder just fine.
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Xcode copilot agent
Has anyone managed to get Copilot working using the new ACP integration in Xcode 26.6 and Xcode 27 beta? I have tried setting it up using the path to the copilot binary as instructed and the flags --acp --stdio but Xcode just displays a "Your request couldn't be completed" error: JSON-RPC global stream failed: The operation couldn’t be completed. (IDEIntelligenceProtocol.JSONRPCElement.Error error 1.) I am running the latest version of copilot cli and it works in many other IDEs.
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"Skip permissions" mode ?
Hi everyone, quick question, as the title suggests: is there a mode that bypasses permission requests for actions that aren't already in "Always Allowed" mode? Something like Claude Code's "dangerously skip permissions" setting. It's quite annoying to see his conversation ask for permission dozens of times; Thanks!
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Using agent mode in Xcode 27 beta when using a Chat provider
Do you need to be on macOS 27 beta for the agents to work well in Xcode 27 beta? I tried using the agent yesterday in Xcode 27 beta on my Mac that isn't on macOS 27 beta yet (it's on 26.5.1) and it was very slow and just kept stopping without actually performing the steps. I did send a feedback. I was using a chat provider that is made available within our enterprise which provides access to many LLMs.
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DeviceHub Not showing simulator
I can't figure out what I'm doing wrong, maybe it's just "in development." I am running on Tahoe, but running the 27 beta. I created a simulator and asked it to run and it did, but claude had to jump through hoops to get it to actually display. The hub only shows my appleTV device that I test on. Simulators do not show at all. Even when running. Hints on what I am doing wrong? Is it because I'm on Tahoe? Known bug? Dumb user?
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Xcode 27 Agent is impossible to work with.
Working with Agents in Xcode 27 is a nightmare right now. Every conversation opens in a new window, so you don't see the code you and the agent are working on. You have to go back and forward between the code file and the conversation tab to get the names of data types or functions you need to ask the agent to work on, or to see exactly what you need to ask or how to explain it to the agent. We need the conversation and the code to be side by side to be able to work on the code and provide the right instructions, as we do in Xcode 26. The current interface just completely ruins any reasonable workflow, unless you are vibe coding, which I don't recommend. Let me know if there is a way to open the conversation on one side and code files on the other, or PLEASE change it back of what it was before or I will have to keep working on Xcode 26 and miss all the new features. Thanks
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Recording app audio from Device Hub
It appears that recording video of a device in Device Hub does not record the associated audio of the device. Are there any plans to do this? (Or a workaround that's easier than rerouting the audio output to an audio editor app and recording it separately?) It would be incredibly useful for making app demonstrations and tutorials.
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Building Mac Catalyst app in Xcode fails with internal error
I'm trying to build a Mac Catalyst version of our iOS (iPad) app but the build always fails with 'Internal error, please file a bug at ...' when compiling MainWindow.xib file. (I have already filed a bug.) The error in the log.txt file is: "Failed to compile nib consisting of IBProxyObject (x2), IBUICustomObject (x1), IBUINavigationBar (x1), IBUINavigationController (x1), IBUINavigationItem (x1), IBUIToolbar (x1), IBUIViewController (x1), and IBUIWindow (x1). Exception name: IBPlatformToolFailureException Exception reason: The tool closed the connection (IBAgent-macOS-UIKit)" The same .xib file works fine when building an iOS version of the app and it worked for MAC catalyst until Xcode v26.x. I've already tried cleaning the build folder, deleted project DerivedData folder, replaced all custom classes with base classes and tried other suggestions found in the internet but nothing seems to help.
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Best practices for avoiding target and cache conflicts in Xcode when working with Git worktrees?
How do you prevent Xcode global resource conflicts when utilizing git worktree? I am adopting git worktree to manage multiple concurrent branches of our iOS project simultaneously. While Git handles the isolated source files perfectly, Xcode struggles because it relies heavily on global, centralized states behind the scenes. When opening multiple worktrees concurrently in Xcode, I run into several breaking issues with globally shared resources: DerivedData Collision: By default, Xcode hashes the project path/name to generate a folder in ~/Library/Developer/Xcode/DerivedData. Because the project files have identical names (just different root directory paths), Xcode occasionally maps them to overlapping cache locations, causing incremental build corruption. Swift Package Manager (SPM) Fetching: The global SPM cache (~/Library/Developer/Xcode/DerivedData/../SourcePackages) seems to choke or trigger duplicate index/fetch cycles when two worktrees try to resolve dependencies at the same time. Simulator/Previews Overwriting: Running an app from Worktree_A installs it on the simulator. Running it from Worktree_B overwrites the exact same App Sandbox container, destroying test data. My Question: What are the best practices, custom build configurations, or tooling scripts to safely isolate Xcode instances when working across multiple active Git worktrees? How can we force Xcode to treat each worktree as a completely independent environment?
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Best practices for speeding up watchOS physical device debugging loops in Xcode?
What are the best practices for a painless physical watchOS debugging loop in Xcode? Debugging a standalone or companion watchOS app on a physical Apple Watch is arguably the slowest feedback loop in Apple development. Every minor code change often results in Xcode getting stuck on "Installing to Apple Watch" for minutes, or throwing a "Failed to attach" LLDB error after a long timeout. The biggest bottlenecks seem to be: The initial Symbol Copying / dyld shared cache sync: This takes forever whenever watchOS gets updated. Can these symbols be pre-cached or manually downloaded on the Mac via an internet connection rather than pulling them byte-by-byte from the watch? Slow Installation over Bluetooth: The watch often defaults to a sluggish Bluetooth link with the iPhone instead of leveraging local Wi-Fi or the direct Mac-to-Watch network tunnel. Debugger Connection Timeouts: Xcode routinely loses track of the target process before the app finishes launching on the watch. My Question: What are your recommended workflows, hidden Xcode flags, build settings, or networking setups to make physical watchOS debugging as close to the simulator experience as possible? Specifically, how do we handle symbol caching and force faster deployment pipelines?
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Xcode 27 disabling MCP server after startup
Hello, I’m trying to use a third-party MCP server (ICM) in Xcode 27’s new Coding Assistant. The server appears to start correctly and shows up when I run /mcp, but as soon as an agent tries to use it, Xcode appears to rewrite my config and changes "enabled = true" to "enabled = false". My configuration looks like this: [mcp_servers.icm] command = "/opt/homebrew/bin/icm" args = [ "serve", "--no-embeddings", "--db", "/Users/Sam/emdash/worktrees/Castle/emdash/custom-widget-system-5dubi/.icm-xcode/memories.db" ] enabled = true I’ve spent quite a while debugging this and found some interesting behaviour: The MCP server appears when I type /mcp. SQLite databases can be created and written inside the current workspace. SQLite databases can also be created and written in /tmp. SQLite databases outside the workspace (for example in ~/Library/Application Support) fail with readonly/open errors. Ordinary file operations outside the workspace still work fine. What I’m trying to understand is: Why is Xcode disabling the MCP server? What filesystem access should MCP servers have? Are they intentionally restricted to the workspace and /tmp? Is there a supported way to allow an MCP server to access data stored elsewhere on disk? Has anyone else run into this? Thanks!
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47
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XCode 26.5: cannot Copy shared cache symbols from Apple Watch
The process of copying shared cache symbols from my Apple Watch has been horrendous. I cannot even get past 2% complete before this process fails. Every device is on the same network. I have trusted my machine. Developer mode is enabled on the watch. I have successfully paired the phone and watch. I managed to install an Watch app onto the watch. But the shared cache symbols were never copied from the watch. I gathered several commands at the terminal to help me. rm -rf ~/Library/Developer/Xcode/DerivedData rm -rf ~/Library/Developer/CoreDevice sudo killall -9 remoted CoreDeviceService 2>/dev/null || true xcrun devicectl manage ddis update xcrun devicectl list devices Clear CoreDevice state. With Xcode quit: rm -rf ~/Library/Developer/Xcode/DerivedData rm -rf ~/Library/Caches/com.apple.dt.Xcode Reset Xcode's Local Network permission. tccutil reset Local-Network com.apple.dt.Xcode tccutil reset Bluetooth com.apple.dt.Xcode xcrun devicectl device info hardware --device MY_DEVICE_ID xcrun devicectl list devices ping -c 3 MY_IP_ADDRESS Confirm no VPN/proxy/filter is lurking scutil --nwi ifconfig | grep -E "utun|ipsec|tap|tun" xcrun devicectl device info details --device MY_DEVICE_ID xcrun devicectl manage pair --device MY_DEVICE_ID I keep obtain this type of error: Unable to copy shared cache files Domain: com.apple.dt.deviceprep Code: -33 User Info: { DVTErrorCreationDateKey = "2026-05-20 23:41:00 +0000"; NSLocalizedRecoverySuggestion = ""; "com.apple.dt.DVTCoreDevice.operationName" = dtfetchsymbols; } -- The operation couldn’t be completed. No route to host Domain: NSPOSIXErrorDomain Code: 65 Failure Reason: No route to host -- System Information macOS Version 26.5 (Build 25F71) Xcode 26.5 (24943) (Build 17F42) Timestamp: 2026-05-20T16:41:00-07:00 Does anyone have ideas to help me overcome this nightmare?
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4
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1
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299
Activity
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Differences between cloud and local models in Xcode Intelligence
I can't use cloud-based AI providers, so I'm very excited about the potential of local models with Xcode's Coding Assistant. I've been playing around with a local MLX model, and have been generally pretty satisfied with it. But I'm curious - what features am I missing out on by using a local model instead of a larger, cloud-based model? Is Xcode's ability to run tests, build the project, etc. limited by the use of a local model? Does it limit the ability to do more complex agentic workflows? If so, how? Basically, local models in Xcode seem to be working pretty well for me, and I'm curious to know what cloud-based models can offer that I don't already have.
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2
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0
Views
91
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How to get Xcode to automatically build and package a driver
I have a workspace containing a DriverKit USB driver and the containing application that utilizes the driver. These are in separate projects. How do I configure the application project or the workspace so that, when I build the app, the driver is automatically built and copied into the application package as required for delivery? Currently I have to manually select the driver target, build, and then select the app target and build. In order to get the driver into the app, I have included it as a build-phase dependency but I had to hardcode the driver project output path and it doesn't build it automatically. Additionally, because I hard-coded the debug path, when I try and create an Archive to deliver the app, the app includes the debug version of the driver instead of the release version. I'm obviously doing this wrong because it is as clunky as can be.
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4
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59
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Agents in Xcode: Codex Sign In not working
Hey all, the codex sign in isn't working for me in Agents. I am using the 26.5 release candidate version. It always says "Not Signed In". I have completed the Sign In process multiple times. Anyone else seeing this? I have filed Feedback FB22732574
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24
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Xcode Codex sign-in fails after updating OpenAI component
Environment: macOS: Tahoe 26.4 Xcode: 26.5 ChatGPT account successfully authenticated Codex CLI installed and working Codex App installed and working Steps to reproduce: Install Xcode Codex/OpenAI component version where GPT-5.4 is the highest available model. Sign in with ChatGPT account. Confirm Codex works in Xcode. Update the OpenAI/Codex component in Xcode. Attempt to sign in again. Expected result: Xcode completes authentication and shows signed-in status. Actual result: Browser successfully completes authentication and displays "Signed in to Codex." Xcode remains in a sign-in loop or shows "Not Signed In." Authentication never completes. Additional observations: Codex CLI authentication succeeds. Codex App authentication succeeds. ChatGPT web/app access succeeds. Anthropic/Claude component updates continue to work normally in Xcode. Issue appears specific to the updated OpenAI/Codex Xcode component. Older component (GPT-5.4 maximum model available) authenticates successfully.
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119
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Refactoring an old spritekit game I made in swift 3 / iOS 11 to iOS 26. Everything's working now, except 1 out of my 14 .SKS (scene file) causes Xcode to immediately crash whenever I click on it. I'm lost when looking at the Xcode crash report .ips.
I wasn't sure if I should post this to the gaming subsection or here, but since this is an Xcode crash, I thought I'd try here first. I originally made this Spritekit game a few years ago on an old 2012 intel mac stuck on Catalina. When bringing the project over to Xcode 26, I first had to download Xcode 10 on the old mac, upgrade the project to swift 4, then bring it over to my newer machine to even be able to open it in Xcode 26. All that being said, I'm sure this process had some unintended consequences. I wasn't getting this crash before converting the project to swift 4 and bringing it over to Xcode 26. As you imagine, the entire Xcode crash report was massive. Near the top of the report there is I believe some crash relevant crash information, but google wasn't much help with the error codes and I don't know what to make of it: Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Termination Reason: Namespace SIGNAL, Code 6, Abort trap: 6 Terminating Process: Xcode [55897] I have no idea how to tackle this problem since I can't even get in to the scene to look around, nor does Xcode have time to throw any specific scene errors. The game runs just fine, including that level. I can play through the entire thing on device or simulator with no issues, but if I click on the .sks of level 3 in Xcode, Xcode immediately crashes. Closing Xcode and trying to open the .sks in question by itself via finder also immediately causes an Xcode crash. I can open up the other levels in the finder just fine.
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22
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How to simulate two-finger touches in the Device Hub?
My app relies on two-finger tap for some interactions. This was easy in the old simulator by holding down option while clicking. Is there an equivalent interaction in Device Hub? (Option-click no longer seems to work.) If not, will this be added back in a future beta?
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16
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What is the logic for when the Enter Resize Mode button is enabled in the Device Hub?
This button is enabled for new projects I've created in Xcode 27, but I haven't been able to see it in a not grayed-out state with any of my existing projects created with prior versions of Xcode.
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22
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Xcode copilot agent
Has anyone managed to get Copilot working using the new ACP integration in Xcode 26.6 and Xcode 27 beta? I have tried setting it up using the path to the copilot binary as instructed and the flags --acp --stdio but Xcode just displays a "Your request couldn't be completed" error: JSON-RPC global stream failed: The operation couldn’t be completed. (IDEIntelligenceProtocol.JSONRPCElement.Error error 1.) I am running the latest version of copilot cli and it works in many other IDEs.
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7
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3
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157
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"Skip permissions" mode ?
Hi everyone, quick question, as the title suggests: is there a mode that bypasses permission requests for actions that aren't already in "Always Allowed" mode? Something like Claude Code's "dangerously skip permissions" setting. It's quite annoying to see his conversation ask for permission dozens of times; Thanks!
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0
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0
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18
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Using agent mode in Xcode 27 beta when using a Chat provider
Do you need to be on macOS 27 beta for the agents to work well in Xcode 27 beta? I tried using the agent yesterday in Xcode 27 beta on my Mac that isn't on macOS 27 beta yet (it's on 26.5.1) and it was very slow and just kept stopping without actually performing the steps. I did send a feedback. I was using a chat provider that is made available within our enterprise which provides access to many LLMs.
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1
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40
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DeviceHub Not showing simulator
I can't figure out what I'm doing wrong, maybe it's just "in development." I am running on Tahoe, but running the 27 beta. I created a simulator and asked it to run and it did, but claude had to jump through hoops to get it to actually display. The hub only shows my appleTV device that I test on. Simulators do not show at all. Even when running. Hints on what I am doing wrong? Is it because I'm on Tahoe? Known bug? Dumb user?
Replies
2
Boosts
1
Views
57
Activity
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Xcode 27 Agent is impossible to work with.
Working with Agents in Xcode 27 is a nightmare right now. Every conversation opens in a new window, so you don't see the code you and the agent are working on. You have to go back and forward between the code file and the conversation tab to get the names of data types or functions you need to ask the agent to work on, or to see exactly what you need to ask or how to explain it to the agent. We need the conversation and the code to be side by side to be able to work on the code and provide the right instructions, as we do in Xcode 26. The current interface just completely ruins any reasonable workflow, unless you are vibe coding, which I don't recommend. Let me know if there is a way to open the conversation on one side and code files on the other, or PLEASE change it back of what it was before or I will have to keep working on Xcode 26 and miss all the new features. Thanks
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5
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167
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Unable to download iOS 27 Universal simulator
How to download iOS 27.0 Universal simulator in Xcode 27.0 Beta 1 ? xcodebuild -downloadPlatform iOS -exportPath ~/Downloads -architectureVariant universal -buildVersion 27.0 Finding content... iOS 27.0 (universal) is not available for download.
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3
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129
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Recording app audio from Device Hub
It appears that recording video of a device in Device Hub does not record the associated audio of the device. Are there any plans to do this? (Or a workaround that's easier than rerouting the audio output to an audio editor app and recording it separately?) It would be incredibly useful for making app demonstrations and tutorials.
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0
Boosts
1
Views
34
Activity
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Building Mac Catalyst app in Xcode fails with internal error
I'm trying to build a Mac Catalyst version of our iOS (iPad) app but the build always fails with 'Internal error, please file a bug at ...' when compiling MainWindow.xib file. (I have already filed a bug.) The error in the log.txt file is: "Failed to compile nib consisting of IBProxyObject (x2), IBUICustomObject (x1), IBUINavigationBar (x1), IBUINavigationController (x1), IBUINavigationItem (x1), IBUIToolbar (x1), IBUIViewController (x1), and IBUIWindow (x1). Exception name: IBPlatformToolFailureException Exception reason: The tool closed the connection (IBAgent-macOS-UIKit)" The same .xib file works fine when building an iOS version of the app and it worked for MAC catalyst until Xcode v26.x. I've already tried cleaning the build folder, deleted project DerivedData folder, replaced all custom classes with base classes and tried other suggestions found in the internet but nothing seems to help.
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20
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Codex Requests Failing in Xcode 26.5 and Xcode 27 Beta
Hi everyone, Since today, all my Codex requests have been failing in both Xcode 26.5 and Xcode 27 beta. The Codex integration appears to be connected and authenticated correctly, but every request fails immediately with the error shown in the attached screenshot. Error message: The data couldn’t be read because it isn’t in the correct format.
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5
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2
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161
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Best practices for avoiding target and cache conflicts in Xcode when working with Git worktrees?
How do you prevent Xcode global resource conflicts when utilizing git worktree? I am adopting git worktree to manage multiple concurrent branches of our iOS project simultaneously. While Git handles the isolated source files perfectly, Xcode struggles because it relies heavily on global, centralized states behind the scenes. When opening multiple worktrees concurrently in Xcode, I run into several breaking issues with globally shared resources: DerivedData Collision: By default, Xcode hashes the project path/name to generate a folder in ~/Library/Developer/Xcode/DerivedData. Because the project files have identical names (just different root directory paths), Xcode occasionally maps them to overlapping cache locations, causing incremental build corruption. Swift Package Manager (SPM) Fetching: The global SPM cache (~/Library/Developer/Xcode/DerivedData/../SourcePackages) seems to choke or trigger duplicate index/fetch cycles when two worktrees try to resolve dependencies at the same time. Simulator/Previews Overwriting: Running an app from Worktree_A installs it on the simulator. Running it from Worktree_B overwrites the exact same App Sandbox container, destroying test data. My Question: What are the best practices, custom build configurations, or tooling scripts to safely isolate Xcode instances when working across multiple active Git worktrees? How can we force Xcode to treat each worktree as a completely independent environment?
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0
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0
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30
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Best practices for speeding up watchOS physical device debugging loops in Xcode?
What are the best practices for a painless physical watchOS debugging loop in Xcode? Debugging a standalone or companion watchOS app on a physical Apple Watch is arguably the slowest feedback loop in Apple development. Every minor code change often results in Xcode getting stuck on "Installing to Apple Watch" for minutes, or throwing a "Failed to attach" LLDB error after a long timeout. The biggest bottlenecks seem to be: The initial Symbol Copying / dyld shared cache sync: This takes forever whenever watchOS gets updated. Can these symbols be pre-cached or manually downloaded on the Mac via an internet connection rather than pulling them byte-by-byte from the watch? Slow Installation over Bluetooth: The watch often defaults to a sluggish Bluetooth link with the iPhone instead of leveraging local Wi-Fi or the direct Mac-to-Watch network tunnel. Debugger Connection Timeouts: Xcode routinely loses track of the target process before the app finishes launching on the watch. My Question: What are your recommended workflows, hidden Xcode flags, build settings, or networking setups to make physical watchOS debugging as close to the simulator experience as possible? Specifically, how do we handle symbol caching and force faster deployment pipelines?
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0
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45
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