Hello,
PrivacyInfo.xcprivacy Is primordial and without it the app is rejected from the Store I believe.
All 5 ressources I had found related to it, mention XCODE, or explain how to add the code to langages that I don't use (Switf i think?) etc.
I am building the app thought CI/CD, so prior to building it the app does not have privacy manifest and there is not way to generate it automatically without xcode it seems.
My app is written in Flutter prior to becoming an iOS app.
I am seeking for a method to do that. Thanks.
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I am a solo developer building a cross-platform voice assistant app using Capacitor (with HTML, JS) and Xcode for the iOS version. The app is called "Echo Eyes," and it already functions well as a Progressive Web App (PWA). However, the iOS build has been completely blocked due to persistent sandbox permission errors from macOS during the CocoaPods framework embedding phase.
This issue has caused severe disruption to my project and personal well-being, and I am writing to formally request assistance in identifying a clear solution. I am not a beginner and have followed all known best practices, forums, and Apple guidance without success.
What I’ve Built So Far:
Fully working PWA version of the app (voice input, HTML/JS interface)
Capacitor initialized with ID: com.echo.eyes.voice
Capacitor iOS platform added with CocoaPods
App runs fine until Xcode reaches: [CP] Embed Pods Frameworks
The Exact Problem:
Sandbox: bash(12319) deny(1) file-read-data /Users/Shared/projects/Echo_Mobile/ios/App/Pods/Target Support Files/Pods-App/Pods-App-frameworks.sh
Command PhaseScriptExecution failed with a nonzero exit code
Clarification:
This is not an HTML/JS issue. The failure occurs in Xcode long before web assets are embedded into the bundle. The shell script /Pods-App-frameworks.sh cannot be read due to macOS sandbox restrictions.
Everything I’ve Tried:
Gave Xcode and Terminal Full Disk Access
Ran: sudo xattr -rd com.apple.quarantine on the entire Pods directory
Added /bin/bash and /bin/sh to Full Disk Access (after confirming the exact shell via $SHELL)
Attempted to disable Gatekeeper via Terminal: sudo spctl --master-disable (confirmed not effective without GUI toggle)
Tried relocating project to /Users/Shared/projects/
Cleaned build folder, removed derived data, reinstalled pods
Debugged shell usage with: echo "▶️ Embedding under shell: $SHELL" in the [CP] Embed Pods Frameworks script
Attempted to grant shell access to Documents Folder, Desktop, and more via Files & Folders
Current State:
Despite following all known and recommended steps, Xcode continues to return the same sandbox error. The shell script that embeds the CocoaPod frameworks is denied permission to read its own contents by macOS.
What I Am Asking For:
Is this a known issue in current versions of macOS or Xcode regarding sandbox denial for shell execution inside Pods?
Is there a recommended method to grant /bin/bash or /bin/sh permission to read and run these scripts under Xcode without compromising system security?
Is moving the project outside /Users (e.g. to /Projects) the only real workaround?
Are there official Apple workarounds or entitlements available for developers encountering this?
Personal Note:
This issue has caused significant emotional and physical distress. I’m building this app as a personal healing tool and companion. I’ve poured months of work into this and done everything I can to follow Apple’s development guidelines.
I’m not asking for hand-holding — only a clear, respectful response confirming whether this is expected behavior and what can be done to resolve it.
Thank you for your time and understanding.
First time user here. Trying to build my React-Native app on xcode. I keep getting "Could not build Module" and "missing package product" and tried many combination for my Podfile.
I am on macbook pro M2, XCode version 16.2, building on iphone 16 v18.3.1. Pod version 1.16.2, react-native-cli:2.0.1,
Here is my Podfile. I tried to assign modular_headers to individual Firebase packages but then I cant pod install.
require_relative '../node_modules/react-native/scripts/react_native_pods'
require_relative '../node_modules/@react-native-community/cli-platform-ios/native_modules'
use_modular_headers!
platform :ios, '18.0'
prepare_react_native_project!
target 'plana' do
config = use_native_modules!
use_react_native!(
:path => config[:reactNativePath],
:fabric_enabled => false,
:app_path => "#{Pod::Config.instance.installation_root}/.."
)
post_install do |installer|
react_native_post_install(
installer,
config[:reactNativePath],
:mac_catalyst_enabled => false,
)
end
end
Hi everyone,
I’m hoping someone here can shed some light on what’s going on with Apple’s one-hour security delay when trying to register an iPhone for development use.
I’m currently setting up an app build using Expo / EAS and a paid Apple Developer account. Every time I scan the device registration QR code or try to authorise my iPhone as a development device, I get hit with a “security delay — try again in one hour” message.
This happens every single time, even if I wait the full hour. The device is the same iPhone I always use, signed in to the same Apple ID, and verified with 2FA.
The only thing unusual about my setup is that I’m using Starlink for internet access. Because Starlink uses dynamic IP routing and your exit node changes frequently (depending on which satellite or ground station you’re on), it looks like I’m signing in from a new location each time — sometimes even hundreds of miles apart.
It seems that Apple’s security system flags each of these as a “new login” or “new device registration,” then enforces a one-hour safety lockout. That makes it basically impossible to register my device and proceed with iOS builds or testing.
Has anyone else run into this problem while using Starlink (or other dynamic-routing connections like VPNs or cellular hotspots)?
And if so — is there any known workaround or setting to whitelist a device, stabilise verification, or bypass the repeated one-hour wait?
This feels like an over-protective security feature that doesn’t play well with modern satellite internet setups.
Any insights from the Apple engineers or other developers would be hugely appreciated.
Thanks,
Tim Lazenby
Topic:
Developer Tools & Services
SubTopic:
General
With the latest (26) version of Apple's developer tools, is there a way to manually attach a debugger (other than lldb) to an iOS app launched with "devicectl device process launch --start-stopped"?
In the past, this was possible via the ios-deploy third-party tool (now defunct), which provided a debugserver port. This information is notably missing when using devicectrl – although the process ID of the launch process is provided, and the tool is clearly aimed at letting you launch and attach to processes from the command line.
lldb can, of course, attach via its built-in support for this using the device set of commands. But I'm explicitly looking for a way to attach my own debugger via the GDB-compatible debug proxy.
I am located in Taiwan and recently updated my Mac to the latest OS and installed the newest Xcode. However, I’m experiencing extremely slow download speeds when trying to add the iOS 26.2 Simulator Runtime (approx. 8GB) via Xcode > Settings > Platforms.
It is currently downloading at a rate of only 500MB per hour, which is impractical. I have checked the official downloads page but couldn't find a standalone DMG link for this specific version.
My questions are:
Is there a direct download link (DMG) available on the Apple Developer portal for the iOS 26.2 Simulator?
If no direct link exists, are there any recommended methods to accelerate the download? (e.g., using terminal commands or changing DNS settings).
Any help or direct URLs would be greatly appreciated. Thank you!
Hi, I requested the https://itunes.apple.com/lookup?id=6482849843&country=us for getting the information of Goods puzzle sort challange , but the screenshotUrls in the response was empty. Is iTunes search API has issue with getting the screenshot urls ? Is there any plan to update it ?
Topic:
Developer Tools & Services
SubTopic:
General
I have a Apple Developer accounts for development purposes only and that is also used for testing builds via TestFlight. Is the Age Ratings Responses updates due by the end of January 2026 still required even to send builds to TestFlight?
Hello guys,
I have probleme with the lib react tinode on ios , someone can help m on it plz ?
Hi, I am developing IOS(Android App) with React Native.
I am very confused about cocoapods and pod and how to correctly install it on my new Macbook Pro M4. I am not using bash but I am using zsh. Note, actuallywhich pod return nothing
During the preparation of my environment, it say
CocoaPods is one of the dependency management system available for iOS. CocoaPods is a Ruby gem. You can install CocoaPods using the version of Ruby that ships with the latest version of macOS.
the web site show two commands
gem install cocoapods
sudo gem install cocoapods
I saw another command as well
brew install cocoapods
During different processes, I experienced several time the following error (Command 'pod install failed)
Command pod install failed.
└─ Cause: pod install --repo-update --ansi exited with non-zero code: 1
Then I am confused about cocoapods and pod. Are both he same?
With my previous MacBook pro, I spend time to install cocoapod on my profile because Ruby was not the latest version on the system. But apparently, on my new Macbook Pro M4, the command ruby -v return (as well)
ruby 2.6.10p210 (2022-04-12 revision 67958) [universal.arm64e-darwin25]
The current stable version is 4.0.0.
I bought a new macbook pro M4 and I reinstalled node and all package for Rect Native 0.81 a expo 54 excepted cocoapods. Now, I need to configure the push notification and it's time to install cocoapods as it's require here
But on my new macbook pro, I would like to make sure I do it correctly and I kindly ask your help and recommandation to install Ruby and cocoapods/pod
Q1: Should I install cocoapods with brew install cocoapods or gem install cocoapods?
Q2: what's is the difference or the common point with cocoapods and pod?
Cocoapod web site said
If using the default Ruby included with macOS, installation will require you to use sudo when installing
gems
As ruby -v print 'ruby 2.6.10p210', I suppose, I should not install cocoapod with sudo
You can use a Ruby Version manager such as RVM or rbenv
to manage multiple Ruby versions, or you can use Homebrew to install a newer Ruby with brew install ruby.
As far I understand, I should not install cocoapods with the Ruby version of the system, then I suppose the command
Q3: Will 'brew install cocopads' install the latest version on my profile? Will it upgrade the system version
Q4: What will do the command
brew install rbenv ruby-build
rbenv install 3.2.2 (or better: rbenv install 4.0.0)
in comparison with
brew install ruby
My guess
I suppose that the following will help, but it would nice if you could correct me and clarify
# All should be done in my profile
brew install rbenv ruby-build
echo 'eval "$(rbenv init - bash)"' >> ~/.zprofile
source ~/.zprofile
rbenv install 4.0.0
# rbenv global 4.0.0 # What is it?
ruby -v
gem install cocoapods
Q5: But then, what about pod and the error message
Command pod install failed.
As you can see, I am a bit confused and I would appreciate your clarification
I thanks you for your help and clarification and I wish you a happy new years
Topic:
Developer Tools & Services
SubTopic:
General
where can i find the account quota usage for WeatherAPI?
How can I allow the popup I am encountering while I run my UI tests with video recording in the Github actions.
Since these tests are running on VMs, it's not possible to manually click Allow. Also the remote robot cannot interact with OS-level dialogs.
Weirdness going on here. Our app is crashing on startup with iPad 7s running iOS 18.5. Before updating to iOS 18.5, it was working fine on iPad 7s. Even with iOS 18.5, it is working fine on every device we have tried including dozens of other iPads and iPhones. We have narrowed it down to the SquareReaderSDK. If we remove that SDK, it will launch and work without issues. But, many of our users need the SquareReaderSDK.
The crash happens at app load, before appDelegate didFinishLaunchingWithOptions. So we can't figure out any way to debug the issue. Is anyone else having a similar issue? Square thinks it is an Apple issue.
Topic:
Developer Tools & Services
SubTopic:
General
I am on a windows computer using visual studio 2026 for developing .NET Maui apps for Android and iOS.
Am I able to connect my iPhone to my windows computer and deploy my .NET Maui app to my connected iPhone during deveoplemt?
Topic:
Developer Tools & Services
SubTopic:
General
Hi, I am having an issue with xcodebuild -showdestinations command.
Steps to reproduce:
Create a new iOS application project in Xcode or use an existing one.
Navigate to this project in a terminal.
Run xcodebuild -project 'your-project-name.xcodeproj' -scheme 'your-scheme' -showdestinations
What I expect:
All destinations available in the Xcode UI should be listed.
What I get:
It depends. For new projects, I consistently get only generic platform destinations and my connected physical device.
When I run the same command on an older project, I sometimes see all the expected destinations. It seems to be a roughly 50/50 chance between the two outcomes.
Is there a way to get consistent results from xcodebuild -showdestinations? What can I do to ensure all destinations are listed reliably?
Here is a more detailed log and a screenshot:
❯ xcodebuild -workspace 'WorkoutDiary.xcworkspace' -scheme 'WorkoutDiary' -showdestinations
Command line invocation:
/Applications/Xcode.app/Contents/Developer/usr/bin/xcodebuild -workspace WorkoutDiary.xcworkspace -scheme WorkoutDiary -showdestinations
User defaults from command line:
IDEPackageSupportUseBuiltinSCM = YES
2025-06-17 19:13:50.261 xcodebuild[34753:6177985] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion.
2025-06-17 19:13:50.342 xcodebuild[34753:6177959] [MT] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion.
Resolve Package Graph
Resolved source packages:
<REDACTED>
Available destinations for the "WorkoutDiary" scheme:
{ platform:macOS, arch:arm64, variant:Designed for [iPad,iPhone], id:<REDACTED>, name:My Mac }
{ platform:iOS, arch:arm64, id:<REDACTED>, name:<REDACTED> }
{ platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device }
{ platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device }
❯ xcodebuild -workspace 'WorkoutDiary.xcworkspace' -scheme 'WorkoutDiary' -showdestinations
Command line invocation:
/Applications/Xcode.app/Contents/Developer/usr/bin/xcodebuild -workspace WorkoutDiary.xcworkspace -scheme WorkoutDiary -showdestinations
User defaults from command line:
IDEPackageSupportUseBuiltinSCM = YES
2025-06-17 19:13:52.393 xcodebuild[34757:6178035] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion.
2025-06-17 19:13:52.472 xcodebuild[34757:6178020] [MT] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion.
Resolve Package Graph
Resolved source packages:
<REDACTED>
Available destinations for the "WorkoutDiary" scheme:
{ platform:macOS, arch:arm64, variant:Designed for [iPad,iPhone], id:<REDACTED>, name:My Mac }
{ platform:iOS, arch:arm64, id:<REDACTED>, name:<REDACTED> }
{ platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device }
{ platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device }
{ platform:iOS Simulator, id:DBFB9613-0261-4544-908A-335570F3C35F, OS:18.3.1, name:iPhone 11 }
{ platform:iOS Simulator, id:A48C309C-231A-4197-A295-900F89C94D86, OS:18.3.1, name:iPhone 16 Pro Max }
I am working on an iOS app and I want to achieve on demand module download inside the app when the user clicks on the module icon which he wants to use.
The idea is that we have a super app consisting of multiple modules say four independent apps/features and I want to separate each one so that when the user selects a specific app/feature, it’s downloaded on demand and then opened directly within the same super app resulting in a lower app size initially
I want to upload all the code of all modules to app store connect but when the user downloads the app, then only one module's code should be available to the user, the rest of the module's code should be downloaded when the user wants to use that module. I know apple restricts downloading new code but in my case I want to upload all the code to app store for review but just give option to the user to get rest of the code when needed. Any guidance, architectural advice, or example implementations would be highly appreciated.
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
App Clips
iOS
App Store Connect
On demand resources
In Simulator Korean character system has not working well.
I want to type "", however, if I type the same thing on the simulator's virtual keyboard (Korean), it comes out as ''.
I think this is caused by IME system in ios simulator bug. I think this has been happening since IOS 17.
We have a .ipa file that we need to side load on iPhone via USB connected to a MAC. IPA file will be on MAC. We can't use enterprise license. We have a business use case where we need to side load the app. Any way to do that or can be reach apple support for this? Please help.
Note: The iPhones attached will not have the Apple ID logged in. There are companies who are side loading the app for business purpose on the customers phone.
Hi everyone, I've been trying to integrate with Microsoft EntraID for more than a week. I've followed every tutorial, ChatGPT, Cloude.ai, etc, but nothing works, and I realized that the problem is setting up information inside the Info.plist correctly. In the old days, we were able to edit it, but now it's a mess. I'm working with Xcode 15.2. Unfortunately, my computer does not accept more upgrades. Yes, I know I have to buy a new one, but I'm not sure if the new version will help me solve that. Does anyone have a project example or some experience with Microsoft EntraID authentication using SwiftUI?
All the examples in the project are really old and usually don't use SwiftUI
Topic:
Developer Tools & Services
SubTopic:
General
Hello!
I am trying to automate iOS builds for my Unreal Engine game using Unreal Automation Tool, but I cannot produce a functionnal build with it, while packaging from XCode works perfectly.
I have tracked down the issue to a missing file. I'm using the Firebase SDK that requires a GoogleService-Info.plist file. I have copied this file at the root of my project, as the Firebase documentation suggests. I have not taken any manual action to specify that this file needs to be included in the packaged app.
The Firebase code checks the existence of this file using
NSString* Path = [[NSBundle mainBundle] pathForResource: @“GoogleService-Info” ofType: @“plist”];
return Path != nil;
If I package my app from XCode using Product -> Archive, this test returns true and the SDK is properly initialized. If I package my app using Unreal Engine's RunUAT.sh BuildCookRun, this test returns false and the SDK fails to initialize (and actually crashes upon trying).
I have tried several Unreal Engine tricks to include my file, like setting it as a RuntimeDependecies in my projects Build.cs file. Which enables Unreal Engine code to find it, but not this direct call to NSBundle.
I would like to know either how to tell Unreal Engine to include files at the root of the app bundle, or what XCode does to automatically include this file and is there a way to script it? I can provide both versions .xcarchive if needed.
Thanks!