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 26.5 downloads darwin-arm64 Claude Agent binary on Intel Macs, causing exec failure misreported as code-signing error (workaround verified)
Xcode 26.5 downloads darwin-arm64 Claude Agent binary on Intel Macs, causing exec failure misreported as code-signing error (workaround verified) On Intel Macs, Xcode 26.5 (build 17F42) downloads the darwin-arm64 build of the Claude Agent rather than the darwin-x64 build that the vendor publishes at the same version. The arm64 binary fails to exec on Intel with NSPOSIXErrorDomain Code=86 ("Bad CPU type in executable") and Xcode's Intelligence subsystem then surfaces this in the UI as a code-signing / sandboxing failure. Replacing the downloaded binary with the parallel darwin-x64 build, and updating the agent's Info.plist checksum and URL to match, results in a fully functional Claude Agent in Xcode 26.5 on the same Intel Mac. This was verified end to end on the affected hardware. The agent downloader in Xcode should select the URL matching the host CPU architecture (e.g. by inspecting the result of uname -m or the equivalent in Foundation). This appears to be an isolated fix to whichever component constructs the agent's download URL in Xcode's Intelligence subsystem. Secondary suggestion: the user-facing error message "the code signing identity for the agent did not match expectations, or the agent violated sandboxing rules" should be revised when the underlying cause is an exec failure (EBADARCH or otherwise). The current wording is misleading and has produced considerable misdirected investigation in the developer community. USER-SIDE WORKAROUND (VERIFIED) The following restores Claude Agent functionality on this Intel Mac running Xcode 26.5. It may need re-applying after Xcode updates the agent, since the buggy download logic will run again. Quit Xcode. Download the parallel darwin-x64 binary from the vendor's release bucket (the same URL as in the Info.plist, with "darwin-arm64" replaced by "darwin-x64"). Make the destination writable, copy in the new binary, restore read-only mode. Recompute SHA-512 and update Info.plist's checksum and url fields with plutil. Relaunch Xcode. Workaround for Intel Mac users (verified) This restores a working Claude Agent in Xcode 26.5 on Intel until Xcode'sdownloader is fixed. Quit Xcode fully first. 1. Quit Xcode osascript -e 'tell application "Xcode" to quit' sleep 3 2. Download the correct-arch binary directly from Anthropic's release bucket curl -fL -o /tmp/claude-x64\ttps://storage.googleapis.com/claude-code-dist-86c565f3-f756-42ad-8dfa-d59b1c096819/claude-code-releases/2.1.118/darwin-x64/claude chmod +x /tmp/claude-x64 3. Verify it's the right arch and properly signed file /tmp/claude-x64 # → Mach-O 64-bit executable x86_64 codesign --verify --verbose /tmp/claude-x64 4. Replace the arm64 binary Xcode downloaded (destination is read-only by default) AGENT_DIR=~/Library/Developer/Xcode/CodingAssistant/Agents/XcodeVersions/17F42/claude chmod u+w "$AGENT_DIR/claude" cp -p /tmp/claude-x64 "$AGENT_DIR/claude" chmod a-w "$AGENT_DIR/claude" 5. Update Info.plist so its checksum and URL match the swapped binary NEW_CHECKSUM=$(shasum -a 512 "$AGENT_DIR/claude" | awk '{print $1}') plutil -replace checksum -string "$NEW_CHECKSUM" "$AGENT_DIR/Info.plist" plutil -replace url -string "https://storage.googleapis.com/claude-code-dist-86c565f3-f756-42ad-8dfa-d59b1c096819/claude-code-releases/2.1.118/darwin-x64/claude" "$AGENT_DIR/Info.plist" 6. Relaunch Xcode; the Claude Agent now works on Intel. Caveats Adjust 17F42 and 2.1.118 to whatever your Xcode build and agent version actually are. Check with ls ~/Library/Developer/Xcode/CodingAssistant/Agents/XcodeVersions/ and the version key in the Info.plist. The workaround may not survive an Xcode update. If Xcode refreshes the agent (new Claude Code version, new Xcode point release), the buggy download logic will run again and overwrite the x86_64 binary. The same procedure restores working state. Worth saving the commands above as a small shell script so you don't have to re-derive them next time. ENVIRONMENT Hardware: MacBook Pro 2019, Intel Core i9 (x86_64) macOS: 26.5 Xcode: 26.5 (build 17F42) Agent: Claude Code 2.1.118 Account: Claude Pro (claude.ai OAuth) I have tried unsuccessfully to request via 'Apple Feedback Assistant' that the above problem be looked into. This was their response: "Thank you for your feedback, it is noted. Engineering has determined that there are currently no plans to address this issue. This feature relies on the dedicated Neural Engine found on Macs with Apple silicon (M1 or newer) to provide the necessary performance and capabilities. As a result, systems that do not include this hardware are not supported for this specific workflow. You can close this feedback by selecting "Close Feedback" via the Actions button found above. This Feedback will no longer be monitored, and incoming messages will not be reviewed. " Clearly no one from the senior engineering team has looked at this or given it any consideration and they are not interested in making a trivial fix within Xcode so that it selects the correct Claude binary for download. It is frustrating that Apple's response cites the requirement for a 'neural engine found in M-series Macs' , when this is very clear to any developer that Claude does not make use of this feature and it self-evidently works on x86 hardware without it . If anyone has any ideas how to get a response from a helpful senior Xcode developer, I would be most interested. I can understand Apple are reluctant to put any effort into old hardware, however they still provide an up to date Xcode for the x86 platform and I don't think it is asking too much to fix a simple bug which would make life easier.
1
0
224
3w
Xcode crashes when downloading Swift package dependency
I'm trying to publish two frameworks I wrote in Swift on GitHub. https://github.com/nickasd/BoardGameKit https://github.com/nickasd/BoardGameKitHost I want to add the first framework as a dependency to one of my Xcode projects. I click on the + button in the Package Dependencies tab, select BoardGameKit and click Add Package. A sheet opens and after a couple seconds, while the sheet is still open, Xcode crashes. When I try the same steps with the second framework, Xcode survives and finally shows me a confirmation sheet, and clicking on Add Package works as expected. Both repositories look exactly the same to me, except for their name of course. I even force pushed the default, empty Swift package created in Xcode with the Framework template to both repositories, and still only the first one makes Xcode crash, even after deleting all DerivedData folders and restarting Xcode. What could be the issue? I created FB22832333.
2
0
124
3w
Application Hangs with Nested LazyVStack When Accessibility Inspector is Active
Description I've encountered a consistent hang/freeze issue in SwiftUI applications when using nested LazyVStack containers with Accessibility Inspector (simulator) or VoiceOver (physical device) enabled. The application becomes completely unresponsive and must be force-quit. Importantly, this hang occurs in a minimal SwiftUI project with no third-party dependencies, suggesting this is a framework-level issue with the interaction between SwiftUI's lazy view lifecycle and the accessibility system. Reproduction Steps I've created a minimal reproduction project available here: https://github.com/pendo-io/SwiftUI_Hang_Reproduction To Reproduce: Create a SwiftUI view with the following nested LazyVStack structure: struct NestedLazyVStackView: View { @State private var outerSections: [Int] = [] @State private var innerRows: [Int: [Int]] = [:] var body: some View { ScrollView { LazyVStack(alignment: .leading, spacing: 24) { ForEach(outerSections, id: \.self) { section in VStack(alignment: .leading, spacing: 8) { Text("Section #\(section)") // Nested LazyVStack LazyVStack(alignment: .leading, spacing: 2) { ForEach(innerRows[section] ?? [], id: \.self) { row in Text("Section #\(section) - Row #\(row)") .onAppear { // Load more data when row appears loadMoreInner(section: section) } } } } .onAppear { // Load more sections when section appears loadMoreOuter() } } } } } } Enable Accessibility Inspector in iOS Simulator: Xcode → Open Developer Tool → Accessibility Inspector Select your running simulator Enable Inspection mode (eye icon) Navigate to the view and start scrolling Result: The application hangs and becomes unresponsive within a few seconds of scrolling Expected Behavior The application should remain responsive when Accessibility Inspector or VoiceOver is enabled, allowing users to scroll through nested lazy containers without freezing. Actual Behavior The application freezes/hangs completely CPU usage may spike The app must be force-quit to recover The hang occurs consistently and is reproducible Workaround 1: Replace inner LazyVStack with VStack LazyVStack { ForEach(...) { section in VStack { // ← Changed from LazyVStack ForEach(...) { row in ... } } } } Workaround 2: Embed in TabView TabView { NavigationStack { NestedLazyVStackView() // ← Same nested structure, but no hang } .tabItem { ... } } Interestingly, wrapping the entire navigation stack in a TabView prevents the hang entirely, even with the nested LazyVStack structure intact. Questions for Apple Is there a known issue with nested LazyVStack containers and accessibility traversal? Why does wrapping the view in a TabView prevent the hang? Are there recommended patterns for using nested lazy containers with accessibility support? Is this a timing issue, a deadlock, or an infinite loop in the accessibility system? Why that happens? Reproduction Project A complete, minimal reproduction project is available at: https://github.com/pendo-io/SwiftUI_Hang_Reproduction
5
0
525
3w
StoreKit testing not working on iOS26.5 simulator
Hi, I'm trying to run our StoreKit unit tests with Xcode26.5 on an iOS26.5 simulator. Host computer has macOS26.5. All tests are failing and in the console I see logs such as [SKTestSession] Error saving configuration file: Error Domain=SKInternalErrorDomain Code=3 "(null)" [SKTestSession] Error deleting all transactions: Error Domain=SKInternalErrorDomain Code=3 "(null)" [SKTestSession] Error clearing overrides: Error Domain=SKInternalErrorDomain Code=3 "(null)" [SKTestSession] Error setting value to 1 for identifier 2 for jp.unext.mediaplayer: Error Domain=SKInternalErrorDomain Code=3 "(null)" And the simulator asks me to provide my AppleID. Tests have been broken since at least 26.4 The release notes claims that it has been fixed but not for me. https://developer.apple.com/documentation/ios-ipados-release-notes/ios-ipados-26_5-release-notes#StoreKit-Testing-in-Xcode Does anyone else have the same issue? Reported FB22774836 just in case.
6
9
606
3w
Zooming in Storyboards/XIBs for macOS App?
I've found several references for this functionality being removed, but no viable workaround. When I'm trying to fine tune a layout the constraint lines, boundary boxes, etc. get in the way and I can't see what I'm doing. For doing pixel-perfect layouts in a storyboard it gets really tedious. This borders on an accessibility issue. Does anyone know when or if this is ever coming? It works fine with iOS apps.
1
0
205
3w
MetalToolchain and auto updates...
Hello, I can understand why you do not ship the MetalToolchain with the default Xcode installation any more due to the relatively low usage and high download size. That said, every time Xcode runs an auto update it wipes MetalToolchain and breaks my local development build. It would be nice if the updates would be smart enough to honor the fact that. I have already run: "xcodebuild -downloadComponent MetalToolchain" and include that in the update, rather than deleting the module. Thanks, Chris
1
0
235
3w
Xcode 26 RC unable to compile asset catalogs on CI
This started with Xcode 26 beta 7, however it has continued to occur with the release candidate. Whenever I try to compile our asset catalog + icon composer icon for our AppKit/SwiftUI-based macOS app, actool fails with the following exception: *** Terminating app due to uncaught exception 'IBPlatformToolFailureException', reason: 'The tool closed the connection (AssetCatalogAgent-AssetRuntime) Last command: _ON_QUEUE_sendMessage:toChannelReturningError:during: Backtrace of last command: 0 -[IBAbstractPlatformToolProxy _ON_QUEUE_sendMessage:toChannelReturningError:during:] (in IDEInterfaceBuilderKit) 1 __74-[IBAbstractPlatformToolProxy sendMessage:toChannelReturningError:during:]_block_invoke (in IDEInterfaceBuilderKit) 2 _dispatch_client_callout (in libdispatch.dylib) 3 _dispatch_lane_barrier_sync_invoke_and_complete (in libdispatch.dylib) 4 DVTDispatchSync (in DVTFoundation) 5 -[IBAbstractPlatformToolProxy sendMessage:toChannelReturningError:during:] (in IDEInterfaceBuilderKit) 6 -[AssetCatalogRemoteAgentProxy compileItemsWithCatalogRelativeIdentifierPaths:tagSolutionSpace:andStickerPacksWithCatalogRelativeIdentifierPaths:options:] (in IDEInterfaceBuilderCocoaTouchIntegration) 7 -[IBICLARToolCARCompiler compileCARItems:tagSolutionSpace:options:queue:completionHandler:] (in AssetCatalogCocoaTouchKit) 8 -[IBICAbstractPlatformAdapter compileCARItems:tagSolutionSpace:options:queue:completionHandler:] (in AssetCatalogFoundation) 9 __84-[IBICAbstractPlatformAdapter compileSelectedItems:options:queue:completionHandler:]_block_invoke (in AssetCatalogFoundation) 10 __93-[IBICAbstractPlatformAdapter compileStandaloneCatalogItems:options:queue:completionHandler:]_block_invoke (in AssetCatalogFoundation) 11 __DVT_CALLING_CLIENT_BLOCK__ (in DVTFoundation) 12 __DVTDispatchAsync_block_invoke (in DVTFoundation) 13 _dispatch_call_block_and_release (in libdispatch.dylib) 14 _dispatch_client_callout (in libdispatch.dylib) 15 _dispatch_main_queue_drain.cold.5 (in libdispatch.dylib) 16 _dispatch_main_queue_drain (in libdispatch.dylib) 17 _dispatch_main_queue_callback_4CF (in libdispatch.dylib) 18 __CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE__ (in CoreFoundation) 19 __CFRunLoopRun (in CoreFoundation) 20 CFRunLoopRunSpecific (in CoreFoundation) 21 -[NSRunLoop(NSRunLoop) runMode:beforeDate:] (in Foundation) 22 -[NSRunLoop(DVTNSRunLoopAdditions) dvt_spinRunLoopInMode:whileQueue:executesAsynchronously:] (in DVTFoundation) 23 -[NSRunLoop(DVTNSRunLoopAdditions) dvt_spinRunLoopInMode:whileBlockExecutesConcurrently:] (in DVTFoundation) 24 -[NSRunLoop(DVTNSRunLoopAdditions) dvt_spinRunLoopInMode:waitingForSemaphore:] (in DVTFoundation) 25 -[IBCLIImageCatalogToolPersona compileCatalogCollection:withPlatformAdapter:arguments:outputDictionary:] (in ibtoold) 26 -[IBCLIImageCatalogToolPersona invokeArguments:outputDictionary:] (in ibtoold) 27 -[IBCLIImageCatalogToolPersona runSingleInvocation:outputtingToFileHandle:andVerifyingEnvironment:] (in ibtoold) 28 IBCLIServerRunSingleInvocation (in ibtoold) 29 __IBCLIServerRunSingleInvocationWithIODirectedAtPipesAndUnlinkOnSuccess_block_invoke_2 (in ibtoold) 30 __IBCLIServerRunSingleInvocationWithIODirectedAtPipesAndUnlinkOnSuccess_block_invoke (in ibtoold) 31 -[IBCLIErrorForwarder forwardErrorOutputToDescriptor:whileInvokingBlock:] (in ibtoold) 32 IBCLIServerRunSingleInvocationWithIODirectedAtPipesAndUnlinkOnSuccess (in ibtoold) 33 main (in ibtoold) 34 start (in dyld) I can't seem to get it to compile consistently — it works fine locally. I would ❤️ a workaround, otherwise I'm not sure that we'll be able to ship an update to our app for macOS 26. FB20183399
5
2
618
3w
‌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.
10
5
1k
3w
Any way to turn off delimiter auto-insertion?
In a recent Xcode update (maybe 26.5, maybe all 26 versions), Xcode started inserting the closing quote, parenthesis, or bracket. It happens like this. I type, say, an opening double quote ("). Then as soon as I type another character, it adds another double quote just ahead of the insertion point. Now, I have everything in the Settings->Editing->Completion section turned off. I also have virtually everything in the Indentation section turned off. Is this just a bug? I've reported it (FB22693037). But I'm surprised it wasn't caught by internal testing. I can't express how much I hate this behavior.
0
0
90
3w
"Unable to find module dependency" with custom PRODUCT_MODULE_NAME
Hi! Here is a brief introduction at first. I am developing a framework and our project has following structure: All frameworks are static ones. PublicAPI framework contains the only declarations that are visible to users, while ModuleX frameworks are internal modules. During build process we archive all targets and libtool all internal module binaries into PublicAPI one. This way we distribute our framework as a single xcframework package and hide all internal modules from users. Here is the problem part. All these frameworks exist in separate projects that have single static library target. I want to add new targets with different settings, say SWIFT_ACTIVE_COMPILATION_CONDITIONS or else. So project would look like this Also I would like both regular and extended targets to build frameworks with same module name, so that neither users (that use PublicAPI framework) nor I would have to change imports in my code. My idea was to set PRODUCT_MODULE_NAME in extended targets to the same value as in regular ones. But when I build PublicAPIExtended target I get an error Unable to find module dependency 'Module1' although derived data contains Module1Extended.framework with Module1 module inside. What did I do wrong? Is it possible to build project like this at all? And another thing - I also tried to build a scheme containing both PublicAPI and PublicAPIExtended targets and got different error even prior to build: error: Multiple commands produce '<ExtractAppIntentsMetadata Path(_str: "/Users/antonprotko/Library/Developer/Xcode/DerivedData/test-acncglphufkosyhjzbwrbzalsnlh/Build/Products/Debug") bar/Metadata.appintents>' note: Target 'bar copy' (project 'bar'): ExtractAppIntentsMetadata note: Target 'bar' (project 'bar'): ExtractAppIntentsMetadata Can I fix it somehow? Here is example project with similar targets - foo/foo_copy and bar/bar_copy share the same sources with different compilation conditions. bar targets depend on foo targets and building bar_copy fails with Unable to find module dependency: 'foo' https://drive.google.com/file/d/1Cj5cIw8U0LJ5Xt9ZnhbKIo240kbrizLE/view?usp=sharing
0
1
274
3w
ChatGPT in Xcode 26 not recognizing Plus subscription
Hi all, Has anyone else run into this issue in Xcode 26? I’m logged into my paid ChatGPT Plus account, but the Xcode integration doesn’t seem to recognize the subscription. After a short period of use, I get the following error: “Over daily limit. ChatGPT in Xcode will be unavailable for up to 24 hours. For higher limits, sign in with a paid ChatGPT account.” Since I’m already signed in with a paid account, this looks like either a bug or a limitation specific to Xcode. Is this expected behavior, or has anyone found a workaround to make Xcode properly recognize Plus accounts? Thanks in advance for any guidance.
37
22
3.5k
3w
Xcode 26 is insanely slow
Hey there Just updated to Xcode 26 on mac OS Sequoia (MBP M1 Max 32GB, 2021, so you know, still pretty decent and capable). Xcode is super slow on building, but also on editing. There is a lag between what I type and what is displayed. Am I the only one experiencing this? Is there something I should look into?
2
1
335
4w
"Clean Build Folder…" vs "Clean Build Folder Immediately"?
Xcode 26 (and previous versions) have these options: "Clean Build Folder…" vs "Clean Build Folder Immediately" (if you hold the option key). I can't tell how they're different. The ellipsis traditionally means you're going to get a dialog you have to address before the command will execute, but that doesn’t happen. Both seem to just delete files in the build folder.
0
0
104
4w
Drag on a Canvas with XCUICoordinate.press(...)
I am trying to create a test case in XCTest using the UI Test target. I have a use case where I use a SwiftUI Canvas to draw a network graph; and the user can drag the graph on the Canvas. After the drag, the user may click on a node. The application presents a popup with the information about the network node clicked. SwiftUI provides the information required for the application to translate the location of the tap into the original location prior to the drag; and so the logic behind the popup can determine which node the network graph was tapped by the user. It appears that the distance of the drag operation performed does not match distance that the image actually moved. The drag distance is always larger than the actual distance dragged. I can observe this during the test execution. The arrow starts at the correct spot but then goes further than the object being dragged. I also observe this when I am driving the application. Is there some standard and supported way to determine the distance that the image on the screen was moved given a specific distance of the "thenDragTo:" coordinate?
3
0
199
4w
After the last update, the Undo button is not appearing in the chat screen.
I enter the following example code into the chat screen, the code is applied, but the Undo button does not appear. The Undo button is also grayed out in the Edit menu. I don't know if this is due to the update or a settings issue, as this is my first time using Xcode. Before the update, there were no problems; the Undo button would appear right next to the chat screen after the code was applied, but now it's gone. Can you help me with this? Edit only: MetalPortfolio/MetalPortfolio/Models/Transaction.swift Goal: Make Transaction decoding backward-compatible so older saved transactions do not fail to load when newer fields are missing. Critical rules: - Do not edit any other file. - Do not change Transaction stored property names. - Do not change encoding format. - Do not change UI. - Do not change storage/export/import logic yet. - Do not change calculations. - Keep existing behavior for valid current JSON. Implementation: In Transaction.init(from:), change only optional/backward-compatible decoding where safe. Required: - fee should decode with default 0 if missing: fee = try container.decodeIfPresent(Double.self, forKey: .fee) ?? 0 Optional if consistent with existing defaults: - unit can keep decodeIfPresent fallback. - currency can keep decodeIfPresent fallback. Do not make core required fields optional: - id - type - asset - quantity - price - date Return only: - which file changed - exact decoding behavior changed
1
0
190
4w
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.
34
14
3.2k
4w
Xcode 26.5 downloads darwin-arm64 Claude Agent binary on Intel Macs, causing exec failure misreported as code-signing error (workaround verified)
Xcode 26.5 downloads darwin-arm64 Claude Agent binary on Intel Macs, causing exec failure misreported as code-signing error (workaround verified) On Intel Macs, Xcode 26.5 (build 17F42) downloads the darwin-arm64 build of the Claude Agent rather than the darwin-x64 build that the vendor publishes at the same version. The arm64 binary fails to exec on Intel with NSPOSIXErrorDomain Code=86 ("Bad CPU type in executable") and Xcode's Intelligence subsystem then surfaces this in the UI as a code-signing / sandboxing failure. Replacing the downloaded binary with the parallel darwin-x64 build, and updating the agent's Info.plist checksum and URL to match, results in a fully functional Claude Agent in Xcode 26.5 on the same Intel Mac. This was verified end to end on the affected hardware. The agent downloader in Xcode should select the URL matching the host CPU architecture (e.g. by inspecting the result of uname -m or the equivalent in Foundation). This appears to be an isolated fix to whichever component constructs the agent's download URL in Xcode's Intelligence subsystem. Secondary suggestion: the user-facing error message "the code signing identity for the agent did not match expectations, or the agent violated sandboxing rules" should be revised when the underlying cause is an exec failure (EBADARCH or otherwise). The current wording is misleading and has produced considerable misdirected investigation in the developer community. USER-SIDE WORKAROUND (VERIFIED) The following restores Claude Agent functionality on this Intel Mac running Xcode 26.5. It may need re-applying after Xcode updates the agent, since the buggy download logic will run again. Quit Xcode. Download the parallel darwin-x64 binary from the vendor's release bucket (the same URL as in the Info.plist, with "darwin-arm64" replaced by "darwin-x64"). Make the destination writable, copy in the new binary, restore read-only mode. Recompute SHA-512 and update Info.plist's checksum and url fields with plutil. Relaunch Xcode. Workaround for Intel Mac users (verified) This restores a working Claude Agent in Xcode 26.5 on Intel until Xcode'sdownloader is fixed. Quit Xcode fully first. 1. Quit Xcode osascript -e 'tell application "Xcode" to quit' sleep 3 2. Download the correct-arch binary directly from Anthropic's release bucket curl -fL -o /tmp/claude-x64\ttps://storage.googleapis.com/claude-code-dist-86c565f3-f756-42ad-8dfa-d59b1c096819/claude-code-releases/2.1.118/darwin-x64/claude chmod +x /tmp/claude-x64 3. Verify it's the right arch and properly signed file /tmp/claude-x64 # → Mach-O 64-bit executable x86_64 codesign --verify --verbose /tmp/claude-x64 4. Replace the arm64 binary Xcode downloaded (destination is read-only by default) AGENT_DIR=~/Library/Developer/Xcode/CodingAssistant/Agents/XcodeVersions/17F42/claude chmod u+w "$AGENT_DIR/claude" cp -p /tmp/claude-x64 "$AGENT_DIR/claude" chmod a-w "$AGENT_DIR/claude" 5. Update Info.plist so its checksum and URL match the swapped binary NEW_CHECKSUM=$(shasum -a 512 "$AGENT_DIR/claude" | awk '{print $1}') plutil -replace checksum -string "$NEW_CHECKSUM" "$AGENT_DIR/Info.plist" plutil -replace url -string "https://storage.googleapis.com/claude-code-dist-86c565f3-f756-42ad-8dfa-d59b1c096819/claude-code-releases/2.1.118/darwin-x64/claude" "$AGENT_DIR/Info.plist" 6. Relaunch Xcode; the Claude Agent now works on Intel. Caveats Adjust 17F42 and 2.1.118 to whatever your Xcode build and agent version actually are. Check with ls ~/Library/Developer/Xcode/CodingAssistant/Agents/XcodeVersions/ and the version key in the Info.plist. The workaround may not survive an Xcode update. If Xcode refreshes the agent (new Claude Code version, new Xcode point release), the buggy download logic will run again and overwrite the x86_64 binary. The same procedure restores working state. Worth saving the commands above as a small shell script so you don't have to re-derive them next time. ENVIRONMENT Hardware: MacBook Pro 2019, Intel Core i9 (x86_64) macOS: 26.5 Xcode: 26.5 (build 17F42) Agent: Claude Code 2.1.118 Account: Claude Pro (claude.ai OAuth) I have tried unsuccessfully to request via 'Apple Feedback Assistant' that the above problem be looked into. This was their response: "Thank you for your feedback, it is noted. Engineering has determined that there are currently no plans to address this issue. This feature relies on the dedicated Neural Engine found on Macs with Apple silicon (M1 or newer) to provide the necessary performance and capabilities. As a result, systems that do not include this hardware are not supported for this specific workflow. You can close this feedback by selecting "Close Feedback" via the Actions button found above. This Feedback will no longer be monitored, and incoming messages will not be reviewed. " Clearly no one from the senior engineering team has looked at this or given it any consideration and they are not interested in making a trivial fix within Xcode so that it selects the correct Claude binary for download. It is frustrating that Apple's response cites the requirement for a 'neural engine found in M-series Macs' , when this is very clear to any developer that Claude does not make use of this feature and it self-evidently works on x86 hardware without it . If anyone has any ideas how to get a response from a helpful senior Xcode developer, I would be most interested. I can understand Apple are reluctant to put any effort into old hardware, however they still provide an up to date Xcode for the x86 platform and I don't think it is asking too much to fix a simple bug which would make life easier.
Replies
1
Boosts
0
Views
224
Activity
3w
Swift Package Manager authentication failed
Swift Package Manager fails while downloading Firebase SDK. Error: Authentication failed because no credentials were provided. Package: https://github.com/firebase/firebase-ios-sdk.git Already tried: Reset package cache Removed DerivedData Re-added GitHub account Reinstalled Xcode
Replies
0
Boosts
0
Views
97
Activity
3w
Xcode crashes when downloading Swift package dependency
I'm trying to publish two frameworks I wrote in Swift on GitHub. https://github.com/nickasd/BoardGameKit https://github.com/nickasd/BoardGameKitHost I want to add the first framework as a dependency to one of my Xcode projects. I click on the + button in the Package Dependencies tab, select BoardGameKit and click Add Package. A sheet opens and after a couple seconds, while the sheet is still open, Xcode crashes. When I try the same steps with the second framework, Xcode survives and finally shows me a confirmation sheet, and clicking on Add Package works as expected. Both repositories look exactly the same to me, except for their name of course. I even force pushed the default, empty Swift package created in Xcode with the Framework template to both repositories, and still only the first one makes Xcode crash, even after deleting all DerivedData folders and restarting Xcode. What could be the issue? I created FB22832333.
Replies
2
Boosts
0
Views
124
Activity
3w
Application Hangs with Nested LazyVStack When Accessibility Inspector is Active
Description I've encountered a consistent hang/freeze issue in SwiftUI applications when using nested LazyVStack containers with Accessibility Inspector (simulator) or VoiceOver (physical device) enabled. The application becomes completely unresponsive and must be force-quit. Importantly, this hang occurs in a minimal SwiftUI project with no third-party dependencies, suggesting this is a framework-level issue with the interaction between SwiftUI's lazy view lifecycle and the accessibility system. Reproduction Steps I've created a minimal reproduction project available here: https://github.com/pendo-io/SwiftUI_Hang_Reproduction To Reproduce: Create a SwiftUI view with the following nested LazyVStack structure: struct NestedLazyVStackView: View { @State private var outerSections: [Int] = [] @State private var innerRows: [Int: [Int]] = [:] var body: some View { ScrollView { LazyVStack(alignment: .leading, spacing: 24) { ForEach(outerSections, id: \.self) { section in VStack(alignment: .leading, spacing: 8) { Text("Section #\(section)") // Nested LazyVStack LazyVStack(alignment: .leading, spacing: 2) { ForEach(innerRows[section] ?? [], id: \.self) { row in Text("Section #\(section) - Row #\(row)") .onAppear { // Load more data when row appears loadMoreInner(section: section) } } } } .onAppear { // Load more sections when section appears loadMoreOuter() } } } } } } Enable Accessibility Inspector in iOS Simulator: Xcode → Open Developer Tool → Accessibility Inspector Select your running simulator Enable Inspection mode (eye icon) Navigate to the view and start scrolling Result: The application hangs and becomes unresponsive within a few seconds of scrolling Expected Behavior The application should remain responsive when Accessibility Inspector or VoiceOver is enabled, allowing users to scroll through nested lazy containers without freezing. Actual Behavior The application freezes/hangs completely CPU usage may spike The app must be force-quit to recover The hang occurs consistently and is reproducible Workaround 1: Replace inner LazyVStack with VStack LazyVStack { ForEach(...) { section in VStack { // ← Changed from LazyVStack ForEach(...) { row in ... } } } } Workaround 2: Embed in TabView TabView { NavigationStack { NestedLazyVStackView() // ← Same nested structure, but no hang } .tabItem { ... } } Interestingly, wrapping the entire navigation stack in a TabView prevents the hang entirely, even with the nested LazyVStack structure intact. Questions for Apple Is there a known issue with nested LazyVStack containers and accessibility traversal? Why does wrapping the view in a TabView prevent the hang? Are there recommended patterns for using nested lazy containers with accessibility support? Is this a timing issue, a deadlock, or an infinite loop in the accessibility system? Why that happens? Reproduction Project A complete, minimal reproduction project is available at: https://github.com/pendo-io/SwiftUI_Hang_Reproduction
Replies
5
Boosts
0
Views
525
Activity
3w
StoreKit testing not working on iOS26.5 simulator
Hi, I'm trying to run our StoreKit unit tests with Xcode26.5 on an iOS26.5 simulator. Host computer has macOS26.5. All tests are failing and in the console I see logs such as [SKTestSession] Error saving configuration file: Error Domain=SKInternalErrorDomain Code=3 "(null)" [SKTestSession] Error deleting all transactions: Error Domain=SKInternalErrorDomain Code=3 "(null)" [SKTestSession] Error clearing overrides: Error Domain=SKInternalErrorDomain Code=3 "(null)" [SKTestSession] Error setting value to 1 for identifier 2 for jp.unext.mediaplayer: Error Domain=SKInternalErrorDomain Code=3 "(null)" And the simulator asks me to provide my AppleID. Tests have been broken since at least 26.4 The release notes claims that it has been fixed but not for me. https://developer.apple.com/documentation/ios-ipados-release-notes/ios-ipados-26_5-release-notes#StoreKit-Testing-in-Xcode Does anyone else have the same issue? Reported FB22774836 just in case.
Replies
6
Boosts
9
Views
606
Activity
3w
M1 芯片的 Mac mini 安装的 Xcode 26.3 打包出来的 App 在 iOS 12.5.8 设备上无法打开
我发现在 M1 芯片的 MacMini上使用 Xcode26.3打包出来的 App 在 iphone6设备 ios 12.5.8 的系统下 安装或者直接调试都会直接 启动后 立即 崩溃,但是在 intel 芯片的 MacBook pro 上使用 Xcode 26.3 在相同的设备相同的系统下,就可以正常安装和调试,请问这是为什么?
Replies
0
Boosts
0
Views
116
Activity
3w
Zooming in Storyboards/XIBs for macOS App?
I've found several references for this functionality being removed, but no viable workaround. When I'm trying to fine tune a layout the constraint lines, boundary boxes, etc. get in the way and I can't see what I'm doing. For doing pixel-perfect layouts in a storyboard it gets really tedious. This borders on an accessibility issue. Does anyone know when or if this is ever coming? It works fine with iOS apps.
Replies
1
Boosts
0
Views
205
Activity
3w
MetalToolchain and auto updates...
Hello, I can understand why you do not ship the MetalToolchain with the default Xcode installation any more due to the relatively low usage and high download size. That said, every time Xcode runs an auto update it wipes MetalToolchain and breaks my local development build. It would be nice if the updates would be smart enough to honor the fact that. I have already run: "xcodebuild -downloadComponent MetalToolchain" and include that in the update, rather than deleting the module. Thanks, Chris
Replies
1
Boosts
0
Views
235
Activity
3w
Xcode 26 RC unable to compile asset catalogs on CI
This started with Xcode 26 beta 7, however it has continued to occur with the release candidate. Whenever I try to compile our asset catalog + icon composer icon for our AppKit/SwiftUI-based macOS app, actool fails with the following exception: *** Terminating app due to uncaught exception 'IBPlatformToolFailureException', reason: 'The tool closed the connection (AssetCatalogAgent-AssetRuntime) Last command: _ON_QUEUE_sendMessage:toChannelReturningError:during: Backtrace of last command: 0 -[IBAbstractPlatformToolProxy _ON_QUEUE_sendMessage:toChannelReturningError:during:] (in IDEInterfaceBuilderKit) 1 __74-[IBAbstractPlatformToolProxy sendMessage:toChannelReturningError:during:]_block_invoke (in IDEInterfaceBuilderKit) 2 _dispatch_client_callout (in libdispatch.dylib) 3 _dispatch_lane_barrier_sync_invoke_and_complete (in libdispatch.dylib) 4 DVTDispatchSync (in DVTFoundation) 5 -[IBAbstractPlatformToolProxy sendMessage:toChannelReturningError:during:] (in IDEInterfaceBuilderKit) 6 -[AssetCatalogRemoteAgentProxy compileItemsWithCatalogRelativeIdentifierPaths:tagSolutionSpace:andStickerPacksWithCatalogRelativeIdentifierPaths:options:] (in IDEInterfaceBuilderCocoaTouchIntegration) 7 -[IBICLARToolCARCompiler compileCARItems:tagSolutionSpace:options:queue:completionHandler:] (in AssetCatalogCocoaTouchKit) 8 -[IBICAbstractPlatformAdapter compileCARItems:tagSolutionSpace:options:queue:completionHandler:] (in AssetCatalogFoundation) 9 __84-[IBICAbstractPlatformAdapter compileSelectedItems:options:queue:completionHandler:]_block_invoke (in AssetCatalogFoundation) 10 __93-[IBICAbstractPlatformAdapter compileStandaloneCatalogItems:options:queue:completionHandler:]_block_invoke (in AssetCatalogFoundation) 11 __DVT_CALLING_CLIENT_BLOCK__ (in DVTFoundation) 12 __DVTDispatchAsync_block_invoke (in DVTFoundation) 13 _dispatch_call_block_and_release (in libdispatch.dylib) 14 _dispatch_client_callout (in libdispatch.dylib) 15 _dispatch_main_queue_drain.cold.5 (in libdispatch.dylib) 16 _dispatch_main_queue_drain (in libdispatch.dylib) 17 _dispatch_main_queue_callback_4CF (in libdispatch.dylib) 18 __CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE__ (in CoreFoundation) 19 __CFRunLoopRun (in CoreFoundation) 20 CFRunLoopRunSpecific (in CoreFoundation) 21 -[NSRunLoop(NSRunLoop) runMode:beforeDate:] (in Foundation) 22 -[NSRunLoop(DVTNSRunLoopAdditions) dvt_spinRunLoopInMode:whileQueue:executesAsynchronously:] (in DVTFoundation) 23 -[NSRunLoop(DVTNSRunLoopAdditions) dvt_spinRunLoopInMode:whileBlockExecutesConcurrently:] (in DVTFoundation) 24 -[NSRunLoop(DVTNSRunLoopAdditions) dvt_spinRunLoopInMode:waitingForSemaphore:] (in DVTFoundation) 25 -[IBCLIImageCatalogToolPersona compileCatalogCollection:withPlatformAdapter:arguments:outputDictionary:] (in ibtoold) 26 -[IBCLIImageCatalogToolPersona invokeArguments:outputDictionary:] (in ibtoold) 27 -[IBCLIImageCatalogToolPersona runSingleInvocation:outputtingToFileHandle:andVerifyingEnvironment:] (in ibtoold) 28 IBCLIServerRunSingleInvocation (in ibtoold) 29 __IBCLIServerRunSingleInvocationWithIODirectedAtPipesAndUnlinkOnSuccess_block_invoke_2 (in ibtoold) 30 __IBCLIServerRunSingleInvocationWithIODirectedAtPipesAndUnlinkOnSuccess_block_invoke (in ibtoold) 31 -[IBCLIErrorForwarder forwardErrorOutputToDescriptor:whileInvokingBlock:] (in ibtoold) 32 IBCLIServerRunSingleInvocationWithIODirectedAtPipesAndUnlinkOnSuccess (in ibtoold) 33 main (in ibtoold) 34 start (in dyld) I can't seem to get it to compile consistently — it works fine locally. I would ❤️ a workaround, otherwise I'm not sure that we'll be able to ship an update to our app for macOS 26. FB20183399
Replies
5
Boosts
2
Views
618
Activity
3w
‌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.
Replies
10
Boosts
5
Views
1k
Activity
3w
Any way to turn off delimiter auto-insertion?
In a recent Xcode update (maybe 26.5, maybe all 26 versions), Xcode started inserting the closing quote, parenthesis, or bracket. It happens like this. I type, say, an opening double quote ("). Then as soon as I type another character, it adds another double quote just ahead of the insertion point. Now, I have everything in the Settings->Editing->Completion section turned off. I also have virtually everything in the Indentation section turned off. Is this just a bug? I've reported it (FB22693037). But I'm surprised it wasn't caught by internal testing. I can't express how much I hate this behavior.
Replies
0
Boosts
0
Views
90
Activity
3w
"Unable to find module dependency" with custom PRODUCT_MODULE_NAME
Hi! Here is a brief introduction at first. I am developing a framework and our project has following structure: All frameworks are static ones. PublicAPI framework contains the only declarations that are visible to users, while ModuleX frameworks are internal modules. During build process we archive all targets and libtool all internal module binaries into PublicAPI one. This way we distribute our framework as a single xcframework package and hide all internal modules from users. Here is the problem part. All these frameworks exist in separate projects that have single static library target. I want to add new targets with different settings, say SWIFT_ACTIVE_COMPILATION_CONDITIONS or else. So project would look like this Also I would like both regular and extended targets to build frameworks with same module name, so that neither users (that use PublicAPI framework) nor I would have to change imports in my code. My idea was to set PRODUCT_MODULE_NAME in extended targets to the same value as in regular ones. But when I build PublicAPIExtended target I get an error Unable to find module dependency 'Module1' although derived data contains Module1Extended.framework with Module1 module inside. What did I do wrong? Is it possible to build project like this at all? And another thing - I also tried to build a scheme containing both PublicAPI and PublicAPIExtended targets and got different error even prior to build: error: Multiple commands produce '<ExtractAppIntentsMetadata Path(_str: "/Users/antonprotko/Library/Developer/Xcode/DerivedData/test-acncglphufkosyhjzbwrbzalsnlh/Build/Products/Debug") bar/Metadata.appintents>' note: Target 'bar copy' (project 'bar'): ExtractAppIntentsMetadata note: Target 'bar' (project 'bar'): ExtractAppIntentsMetadata Can I fix it somehow? Here is example project with similar targets - foo/foo_copy and bar/bar_copy share the same sources with different compilation conditions. bar targets depend on foo targets and building bar_copy fails with Unable to find module dependency: 'foo' https://drive.google.com/file/d/1Cj5cIw8U0LJ5Xt9ZnhbKIo240kbrizLE/view?usp=sharing
Replies
0
Boosts
1
Views
274
Activity
3w
ChatGPT in Xcode 26 not recognizing Plus subscription
Hi all, Has anyone else run into this issue in Xcode 26? I’m logged into my paid ChatGPT Plus account, but the Xcode integration doesn’t seem to recognize the subscription. After a short period of use, I get the following error: “Over daily limit. ChatGPT in Xcode will be unavailable for up to 24 hours. For higher limits, sign in with a paid ChatGPT account.” Since I’m already signed in with a paid account, this looks like either a bug or a limitation specific to Xcode. Is this expected behavior, or has anyone found a workaround to make Xcode properly recognize Plus accounts? Thanks in advance for any guidance.
Replies
37
Boosts
22
Views
3.5k
Activity
3w
Xcode 26 is insanely slow
Hey there Just updated to Xcode 26 on mac OS Sequoia (MBP M1 Max 32GB, 2021, so you know, still pretty decent and capable). Xcode is super slow on building, but also on editing. There is a lag between what I type and what is displayed. Am I the only one experiencing this? Is there something I should look into?
Replies
2
Boosts
1
Views
335
Activity
4w
"Clean Build Folder…" vs "Clean Build Folder Immediately"?
Xcode 26 (and previous versions) have these options: "Clean Build Folder…" vs "Clean Build Folder Immediately" (if you hold the option key). I can't tell how they're different. The ellipsis traditionally means you're going to get a dialog you have to address before the command will execute, but that doesn’t happen. Both seem to just delete files in the build folder.
Replies
0
Boosts
0
Views
104
Activity
4w
Drag on a Canvas with XCUICoordinate.press(...)
I am trying to create a test case in XCTest using the UI Test target. I have a use case where I use a SwiftUI Canvas to draw a network graph; and the user can drag the graph on the Canvas. After the drag, the user may click on a node. The application presents a popup with the information about the network node clicked. SwiftUI provides the information required for the application to translate the location of the tap into the original location prior to the drag; and so the logic behind the popup can determine which node the network graph was tapped by the user. It appears that the distance of the drag operation performed does not match distance that the image actually moved. The drag distance is always larger than the actual distance dragged. I can observe this during the test execution. The arrow starts at the correct spot but then goes further than the object being dragged. I also observe this when I am driving the application. Is there some standard and supported way to determine the distance that the image on the screen was moved given a specific distance of the "thenDragTo:" coordinate?
Replies
3
Boosts
0
Views
199
Activity
4w
After the last update, the Undo button is not appearing in the chat screen.
I enter the following example code into the chat screen, the code is applied, but the Undo button does not appear. The Undo button is also grayed out in the Edit menu. I don't know if this is due to the update or a settings issue, as this is my first time using Xcode. Before the update, there were no problems; the Undo button would appear right next to the chat screen after the code was applied, but now it's gone. Can you help me with this? Edit only: MetalPortfolio/MetalPortfolio/Models/Transaction.swift Goal: Make Transaction decoding backward-compatible so older saved transactions do not fail to load when newer fields are missing. Critical rules: - Do not edit any other file. - Do not change Transaction stored property names. - Do not change encoding format. - Do not change UI. - Do not change storage/export/import logic yet. - Do not change calculations. - Keep existing behavior for valid current JSON. Implementation: In Transaction.init(from:), change only optional/backward-compatible decoding where safe. Required: - fee should decode with default 0 if missing: fee = try container.decodeIfPresent(Double.self, forKey: .fee) ?? 0 Optional if consistent with existing defaults: - unit can keep decodeIfPresent fallback. - currency can keep decodeIfPresent fallback. Do not make core required fields optional: - id - type - asset - quantity - price - date Return only: - which file changed - exact decoding behavior changed
Replies
1
Boosts
0
Views
190
Activity
4w
Xcode resets commit message when leaving changes editor
After entering a commit message into the commit message field in the Xcode source control changes editor, it will clear any commit message that I entered if I go to another part of Xcode and open a file in the editor and then go back to the changes screen. FB22806896 https://github.com/feedback-assistant/reports/issues/801
Replies
0
Boosts
0
Views
148
Activity
4w
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.
Replies
34
Boosts
14
Views
3.2k
Activity
4w
Xcode 15 B/BL out of range Error During Build
Hi, we've getting error when we are building our app with Xcode 15 beta versions and Xcode 15.0 public release. ld: B/BL out of range 156662596 (max +/-128MB) to '' To fix this just add -ld64 to Other Linker Flags in Target.
Replies
10
Boosts
2
Views
6.4k
Activity
4w