Build, test, and submit your app using Xcode, Apple's integrated development environment.

Xcode Documentation

Posts under Xcode subtopic

Post

Replies

Boosts

Views

Activity

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.
2
2
189
4d
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 I originally made this Spritekit game a few years ago on an old 2012 intel mac stuck on Catalina.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.
0
0
29
4d
"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!
0
0
27
4d
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.
1
0
47
4d
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
5
1
198
4d
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.
0
0
23
5d
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?
0
0
45
5d
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?
0
0
57
5d
How do I find all references and usages of a let or var in Xcode?
How to trace/find all usages of a variable or constant in Xcode? I know that I can use Find > Show Callers (Ctrl + Cmd + Shift + H) in Xcode to instantly find every place a function or method is executed. However, this feature frequently returns "No Callers" or fails completely when I try to use it on a global or instance variable (var or let). Using a standard global text search (Cmd + Shift + F) works, but it returns a lot of noise, including comments, unrelated strings, and matching text in completely different scopes. My Question: What is the best, most reliable way in Xcode to find only the actual structural references (reads and writes) of a specific Swift variable across a project? Is there a built-in static analysis tool or shortcut designed specifically for data tracking rather than function execution?
0
1
32
5d
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.
29
12
3.1k
5d
Xcode doesn't recognize Icon Composer file
I'm in Xcode 27 beta, with Icon Composer 2. When I try to run my app, I see this error: /Users/barnabeskordas/Downloads/Projects/PocketGoals/AppIcon.icon: Exception while running actool: *** -[__NSPlaceholderArray initWithObjects:count:]: attempt to insert nil object from objects[0] I tried to remove the icon file and add it back freshly clear derived data quit and reopen xcode restart my mac None of them worked, what should I do?
2
0
63
5d
Apple watch Xcode pairing & connection issues
I’m blocked debugging a watchOS app on a physical Apple Watch. The iPhone connects to Xcode normally (wired), but the Watch either fails to connect with a tunnel timeout or disappears entirely from Xcode after I unpaired it inside Devices & Simulators. Environment Mac: macOS 26.x (Apple Silicon Mac) Xcode: 26.2 iPhone: iOS 26.1 Apple Watch Ultra: watchOS 26.2 (build 23S303) Connection: iPhone connected to Mac via USB (trusted). Watch paired to iPhone and working normally in the Watch app. Issue A (when Watch is visible in Xcode) In Xcode → Window → Devices and Simulators, the Watch shows up but is not usable and fails to connect. Error: “Previous preparation error: A connection to this device could not be established.” “Timed out while attempting to establish tunnel using negotiated network parameters.” In some attempts the Watch shows “Capacity: Unknown” / limited details, and then fails during preparation. Issue B (after unpairing Watch in Xcode only) I unpaired/removed the Watch in Xcode (Devices & Simulators). I did not unpair the Watch from the iPhone. Now: iPhone appears in Xcode and works normally for builds. Watch is still paired to the iPhone and works normally. Watch no longer appears anywhere in Xcode Devices & Simulators (no paired watch section, no watch run destination). What I’ve tried Reboots of Mac, iPhone, Watch (multiple times) Watch unlocked, awake; iPhone unlocked and close to Watch Verified Watch is paired and connected in iPhone Watch app Developer Mode enabled on iPhone and Watch Wi-Fi and Bluetooth ON (Mac/iPhone/Watch), tried toggling both Tried on home Wi-Fi and also with iPhone hotspot (same result) Resetting trust prompts / reconnecting iPhone via USB, re-trusting Mac Apple Watch: “Clear Trusted Computers” Xcode: removing/re-adding devices; clearing derived data; restarting Xcode Watch Developer networking test: Responsiveness = Medium (430 RPM) Questions 1. Is this a known issue/regression with Xcode 26.2 + watchOS 26.2 tunneling (CoreDevice / devicectl)? 2. Is there an Apple-supported way to force Xcode to re-discover a paired Watch after it was removed from Xcode Devices & Simulators (without unpairing the Watch from the iPhone)? 3. Any recommended logs or diagnostic steps I should collect (Console logs, sysdiagnose, specific Xcode/CoreDevice logs) to include in a Feedback report? If helpful, I can provide the full error text from Xcode’s Devices window and any logs you recommend. Thank you in advance,
20
15
2.4k
5d
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
Replies
24
Boosts
6
Views
1.1k
Activity
4d
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.
Replies
2
Boosts
2
Views
189
Activity
4d
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.
Replies
0
Boosts
0
Views
29
Activity
4d
"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!
Replies
0
Boosts
0
Views
27
Activity
4d
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.
Replies
1
Boosts
0
Views
47
Activity
4d
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
Replies
5
Boosts
1
Views
198
Activity
4d
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.
Replies
3
Boosts
1
Views
152
Activity
4d
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.
Replies
0
Boosts
0
Views
23
Activity
5d
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.
Replies
5
Boosts
2
Views
184
Activity
5d
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?
Replies
0
Boosts
0
Views
45
Activity
5d
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?
Replies
0
Boosts
0
Views
57
Activity
5d
How do I find all references and usages of a let or var in Xcode?
How to trace/find all usages of a variable or constant in Xcode? I know that I can use Find > Show Callers (Ctrl + Cmd + Shift + H) in Xcode to instantly find every place a function or method is executed. However, this feature frequently returns "No Callers" or fails completely when I try to use it on a global or instance variable (var or let). Using a standard global text search (Cmd + Shift + F) works, but it returns a lot of noise, including comments, unrelated strings, and matching text in completely different scopes. My Question: What is the best, most reliable way in Xcode to find only the actual structural references (reads and writes) of a specific Swift variable across a project? Is there a built-in static analysis tool or shortcut designed specifically for data tracking rather than function execution?
Replies
0
Boosts
1
Views
32
Activity
5d
Show callers functionality...
from: WWDC26 - Xcode Tips and Tricks Group Lab user:bondad? asked Why does selecting "Show Callers..." on a symbol sometimes show a ? icon when the symbol definitely has callers? great question - I've often wondered this, too!
Replies
0
Boosts
3
Views
34
Activity
5d
Xcode Coding intelligence AGENTS.md support
Could you please add support for https://agents.md in Xcode coding intelligence? By default or at least optionally add the AGENTS.md file to coding agent sessions.
Replies
1
Boosts
0
Views
48
Activity
5d
Gemini coding assistant no reply
I set up Gemini in Xcode 27 beta in Settings using an API key from Google AI studio. When I select "New Conversation" and "Gemini" and type "hi" it just spins forever (many minutes) - no reply or error message. Is there any way to figure out what's wrong?
Replies
1
Boosts
0
Views
55
Activity
5d
Coding Intelligence using Codex together with Claude
Is there a way to configure Coding Intelligence to use Codex as an automatic code reviewer for Claude (or vice versa)? https://community.openai.com/t/introducing-codex-plugin-for-claude-code/1378186
Replies
0
Boosts
0
Views
18
Activity
5d
Coding intelligence support GPT 5.5
How to select GPT-5.5 in Chat? In Xcode 27 beta under Codex Settings I see GPT 5.5. But in "New Conversation" -> Chat / OpenAI there's only the old GPT 5 and 4.1!?
Replies
0
Boosts
0
Views
22
Activity
5d
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.
Replies
29
Boosts
12
Views
3.1k
Activity
5d
Xcode doesn't recognize Icon Composer file
I'm in Xcode 27 beta, with Icon Composer 2. When I try to run my app, I see this error: /Users/barnabeskordas/Downloads/Projects/PocketGoals/AppIcon.icon: Exception while running actool: *** -[__NSPlaceholderArray initWithObjects:count:]: attempt to insert nil object from objects[0] I tried to remove the icon file and add it back freshly clear derived data quit and reopen xcode restart my mac None of them worked, what should I do?
Replies
2
Boosts
0
Views
63
Activity
5d
Apple watch Xcode pairing & connection issues
I’m blocked debugging a watchOS app on a physical Apple Watch. The iPhone connects to Xcode normally (wired), but the Watch either fails to connect with a tunnel timeout or disappears entirely from Xcode after I unpaired it inside Devices & Simulators. Environment Mac: macOS 26.x (Apple Silicon Mac) Xcode: 26.2 iPhone: iOS 26.1 Apple Watch Ultra: watchOS 26.2 (build 23S303) Connection: iPhone connected to Mac via USB (trusted). Watch paired to iPhone and working normally in the Watch app. Issue A (when Watch is visible in Xcode) In Xcode → Window → Devices and Simulators, the Watch shows up but is not usable and fails to connect. Error: “Previous preparation error: A connection to this device could not be established.” “Timed out while attempting to establish tunnel using negotiated network parameters.” In some attempts the Watch shows “Capacity: Unknown” / limited details, and then fails during preparation. Issue B (after unpairing Watch in Xcode only) I unpaired/removed the Watch in Xcode (Devices & Simulators). I did not unpair the Watch from the iPhone. Now: iPhone appears in Xcode and works normally for builds. Watch is still paired to the iPhone and works normally. Watch no longer appears anywhere in Xcode Devices & Simulators (no paired watch section, no watch run destination). What I’ve tried Reboots of Mac, iPhone, Watch (multiple times) Watch unlocked, awake; iPhone unlocked and close to Watch Verified Watch is paired and connected in iPhone Watch app Developer Mode enabled on iPhone and Watch Wi-Fi and Bluetooth ON (Mac/iPhone/Watch), tried toggling both Tried on home Wi-Fi and also with iPhone hotspot (same result) Resetting trust prompts / reconnecting iPhone via USB, re-trusting Mac Apple Watch: “Clear Trusted Computers” Xcode: removing/re-adding devices; clearing derived data; restarting Xcode Watch Developer networking test: Responsiveness = Medium (430 RPM) Questions 1. Is this a known issue/regression with Xcode 26.2 + watchOS 26.2 tunneling (CoreDevice / devicectl)? 2. Is there an Apple-supported way to force Xcode to re-discover a paired Watch after it was removed from Xcode Devices & Simulators (without unpairing the Watch from the iPhone)? 3. Any recommended logs or diagnostic steps I should collect (Console logs, sysdiagnose, specific Xcode/CoreDevice logs) to include in a Feedback report? If helpful, I can provide the full error text from Xcode’s Devices window and any logs you recommend. Thank you in advance,
Replies
20
Boosts
15
Views
2.4k
Activity
5d