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
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Im getting this specific error 'Apple 403 detected - Access forbidden' when trying to build my app, my previous 10 builds all succesfully work but now it keeps on giving this error. I'm guessing its because of a new agreement email I recieved. But when i got to both developer website and app store connect there is no new agreements to accept. I'm quite stuck. Any help appreciated. Thanks
Topic:
Developer Tools & Services
SubTopic:
General
I am developing an Augmented Reality (AR) navigation application for the iPad, utilizing the ARCL library to place Points of Interest (POIs) in the real world.
The application's behavior varies significantly based on the device's networking configuration:
Cellular Network (Expected Behavior): On an iPad with a cellular modem, when using the cellular network, all POIs are placed accurately with correct orientation.
Wi-Fi Only (Expected Behavior): On a Wi-Fi-only model (no GPS chip), POI placement is inaccurate, confirming the need for an external GPS receiver for that hardware configuration.
Cellular + Wi-Fi (Anomalous Behavior):
The iPad is a cellular model (equipped with GNSS/GPS).
The device is connected to a Wi-Fi network (enforced via an MDM profile, preventing the user from disabling Wi-Fi).
When actively connected to this specific Wi-Fi network, the AR POIs consistently display with an incorrect orientation and placement, even though the device hardware has a dedicated GPS chip. The placement error strongly suggests that the device's determined location or heading is erroneous. It appears that the active Wi-Fi connection is somehow interfering with or overriding the high-accuracy GNSS/GPS data, leading to a flawed Core Location determination that negatively impacts the ARCL world tracking and anchor placement.
Has anyone experienced a scenario where an active Wi-Fi connection on a cellular iPad model causes Core Location to prioritize less accurate location data (potentially Wi-Fi-based location services) over the device's built-in GNSS/GPS, resulting in severe orientation errors? We observed that on Apple map(native application) as well it is showing wrong location and orientation when it is connected to WiFi
Hi,
I'm generating MusicKit JWT tokens on my backend side and using it on the client side to query the Apple Music API. One concern I have is accidentally over issuing the scope of this JWT, resulting in accidental access more services than intended like DeviceCheck or APNS.
Other than using separate keys for MusicKit and other services, is there a way to limit the generated JWT to only the Apple Music API (https://api.music.apple.com/v1/*) using the JWT payload scope?
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
Apple Music API
MusicKit
App Store Connect API
We're facing critical stability issues with a Xamarin-based iOS warehouse management app and need expert validation of our crash log analysis.
We’re seeing recurring issues related to:
Auto Layout Threading Violations
Memory Pressure Terminations
CPU Resource Usage Violations
These are causing app crashes and performance degradation in production. We've attached representative crash logs to this post.
Technical Validation Questions:
Do the crash logs point to app-level defects (e.g., threading/memory management), or could user behavior be a contributing factor?
Is ~1.8GB memory usage acceptable for enterprise apps on iOS, or does it breach platform best practices?
Do the threading violations suggest a fundamental architectural or concurrency design flaw in the codebase?
Would you classify these as enterprise-grade stability concerns requiring immediate architectural refactoring?
Do the memory logs indicate potential leaks, or are the spikes consistent with expected usage patterns under load?
Could resolving the threading violation eliminate or reduce the memory and CPU issues (i.e., a cascading failure)?
Are these issues rooted in Xamarin framework limitations, or do they point more toward app-specific implementation problems?
Documentation & UX Questions:
What Apple-recommended solutions exist for these specific issues? (e.g., memory management, thread safety, layout handling)
From your experience, how would these issues manifest for users? (e.g., crashes, slow performance, logout events, unresponsive UI, etc.
JetsamEvent-2025-05-27-123434_REDACTED.ips
)
WarehouseApp.iOS.cpu_resource-2025-05-30-142737_REDACTED.ips
WarehouseApp.iOS-2025-05-27-105134_REDACTED.ips
Any insights, analysis, or references would be incredibly helpful.
Thanks in advance!
Topic:
Developer Tools & Services
SubTopic:
General
We have tried using multiple test devices to dev and test Digital Wallet provisioning and unable to do it successfully as the rule decision goes into orange flow.
This is a blocker for our project involving digial wallet provisioning testing.
Is there a way that our test devices could be excluded from hitting orange rule so we can continue with provisioning?
Topic:
Developer Tools & Services
SubTopic:
General
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
Hi Support Team,
I am new here. I am unable to add my fonts to the asset catalog there is no option to add new font set when I click the plus sign.
When I drag my files in they show up as data.
I have a Contents.json in the font folder called BeVietnamProFont.font.
Is there something I am doing wrong?
Thanks SO much!
{
"info": { "version": 1, "author": "xcode" },
"properties": {},
"fonts": [
{ "filename": "BeVietnamPro-Black.ttf", "weight": "black", "style": "normal" },
{ "filename": "BeVietnamPro-BlackItalic.ttf", "weight": "black", "style": "italic" },
{ "filename": "BeVietnamPro-Bold.ttf", "weight": "bold", "style": "normal" },
{ "filename": "BeVietnamPro-BoldItalic.ttf", "weight": "bold", "style": "italic" },
{ "filename": "BeVietnamPro-ExtraBold.ttf", "weight": "heavy", "style": "normal" },
{ "filename": "BeVietnamPro-ExtraBoldItalic.ttf", "weight": "heavy", "style": "italic" },
{ "filename": "BeVietnamPro-ExtraLight.ttf", "weight": "ultralight", "style": "normal" },
{ "filename": "BeVietnamPro-ExtraLightItalic.ttf", "weight": "ultralight", "style": "italic" },
{ "filename": "BeVietnamPro-Light.ttf", "weight": "light", "style": "normal" },
{ "filename": "BeVietnamPro-LightItalic.ttf", "weight": "light", "style": "italic" },
{ "filename": "BeVietnamPro-Regular.ttf", "weight": "regular", "style": "normal" },
{ "filename": "BeVietnamPro-Italic.ttf", "weight": "regular", "style": "italic" },
{ "filename": "BeVietnamPro-Medium.ttf", "weight": "medium", "style": "normal" },
{ "filename": "BeVietnamPro-MediumItalic.ttf", "weight": "medium", "style": "italic" },
{ "filename": "BeVietnamPro-SemiBold.ttf", "weight": "semibold", "style": "normal" },
{ "filename": "BeVietnamPro-SemiBoldItalic.ttf", "weight": "semibold", "style": "italic" },
{ "filename": "BeVietnamPro-Thin.ttf", "weight": "thin", "style": "normal" },
{ "filename": "BeVietnamPro-ThinItalic.ttf", "weight": "thin", "style": "italic" }
]
}

In the online documentation for InstallerJS, it is stated that the unit for the availableKilobytes property of the target field is kilobytes.
Isn't it actually bytes because of a bug in the very first release of macOS that supported InstallerJS?
[Q] Has there been a fix in the recent years regarding this property that would explain why the documentation says it's kilobytes? Even though at the time of this writing, the unit is still bytes when you call my.target.availableKilobytes
I'm using this call to dump the value of this property in install.log:
system.log(my.target.availableKilobytes + '');
Ref. https://developer.apple.com/documentation/installer_js/target/1811975-availablekilobytes
(FB20448952)
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!
We're having issues getting Sign in with Google to function on TestFlight (not experiencing these issues on iOS Browser) with user unable to be authorised and proceed to logged in screens of our app.
Below are the three sign-in methods tested and the exact results for each.
Button 1: Default
Standard Google Sign-In button (Google JavaScript SDK) embedded in the frontend.
Uses the normal OAuth browser redirect flow.
Auth URL: https://accounts.google.com/o/oauth2/v2/auth?...
Sometimes disallowed_useragent error.
Other times a 400 invalid_request error.
In most cases the callback is never triggered inside the wrapper.
Appears that the wrapper does not retain cookies/session data from the external Google window.
Button 2: Custom
Custom button calling Google OAuth through our own redirect handler.
Explicitly set a custom user-agent to bypass disallowed user agent logic.
Later removed user-agent override entirely for testing.
Added multiple ATS (App Transport Security) exceptions for Google domains.
Added custom URL scheme to Info.plist for OAuth redirect.
Changing the user-agent had no effect.
ATS exceptions + scheme support verified and working.
Redirect still fails to propagate tokens back to the WebView.
In tests a few weeks ago we got to Google’s login page, but it never returned to the app with a valid code. Now
we are consistently getting disallowed_useragent error.
Button 3: Default
Same as Button 1 however tested outside of Vue.js with just plain JavaScript.
Added new Google domain exceptions and updated redirect URIs.
Behaviour matches Button 1
Google account selection sometimes worked, however now consitently disallowed_useragent error
Additional Technical Attempts
User-Agent Modifications
Set UA to standard desktop Chrome → no effect.
Removed UA override → no effect.
ATS / Domain / Scheme Configuration
Added:
accounts.google.com
.googleusercontent.com
*.googleapis.com
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.
I enrolled yesterday. Paid the money. It's already hit my credit card.
Still shows that I'm not a member.
You had zero problem taking my money, where is the service I paid for?
Topic:
Developer Tools & Services
SubTopic:
General
Hello,
I've encountered unexpected behavior related to version information in our app logs, and I'd like to ask for some advice.
We reviewed logs collected from a user running our app (currently available on the App Store). The logs are designed to include both the build number and the app version.
Based on the build number in the logs, we believe the installed app version on the user's device is 1.0.3.
However, the app version recorded in the logs is 1.1.5, which is the latest version currently available on the App Store.
In our project, we set the app version using the MARKETING_VERSION environment variable.
This value is configured via XcodeGen, and we define it in a YAML file.
Under normal circumstances, the value defined in the YAML file (MARKETING_VERSION = 1.0.3) should be embedded in the app and reflected in the logs. But in this case, the version from the current App Store release (1.1.5) appears instead, which was unexpected.
We'd like to know what might cause this behavior, and if there are any known factors that could lead to this.
Also, is it possible that MARKETING_VERSION might somehow dynamically reflect the version currently available on the App Store?
YAML:
info.plist:
Hello,
I'm building this mobile app using Quasar - Capacitor on iOS.
The app is working perfectly, but I'm encountering an issue whenever I push the rep I get this error: "Error
Unable to open base configuration reference file '/Volumes/workspace/repository/ios/App/Pods/Target Support Files/Pods-App/Pods-App.release.xcconfig'.
App.xcodeproj:1"
I've tried every possible solution and made sure that everything is set perfectly.
Can anyone please help me with that?
Thanks in advance, appreciate you 🫶🏻
Hi,
I’m trying to free up space on my computer and have uninstalled Xcode. However, I noticed that many large files remain on the filesystem even after uninstalling it.
The largest remaining files (~33 GB) are iOS Simulator images located at:
/System/Volumes/Data/Library/Developer/CoreSimulator/Volumes
I attempted to delete them using root privileges, but it seems that these system files are mounted as read-only.
I’m reaching out to ask for guidance to ensure that these files do not contain anything important for macOS, and that it’s safe to remove them before getting in recovery mode.
Thank you very much for your advice!
On iOS 18, when XCUITest encounters an "Application has not loaded accessibility" error after the 60 second timeout, it performs an undocumented auto-recovery ("Setting up automation session") instead of halting the test as documented. This leaves the XCUITest framework in a corrupted state, causing subsequent tests in the same session to fail with unexpected behavior.
Expected Behavior (per Apple documentation):
Any failure in the launch sequence will be reported as a test failure and the test will be halted at that point.
Actual Behavior:
XCUITest waits 60 seconds for accessibility to load
Logs "Application has not loaded accessibility" error
Instead of halting, performs "Setting up automation session" (auto-recovery)
Test continues with corrupted framework state
Subsequent tests in the same session fail with phantom element queries
Steps
Run XCUITest suite on a real iOS 18 device
Have an app with moderately heavy initialization (e.g., synchronous network operations during bootstrap)
Observe intermittent "accessibility not loaded" errors
When error occurs, subsequent tests fail with unexpected behavior
Test Logs Evidence
First test (accessibility failure + recovery):
t = 11.11s Wait for accessibility to load
t = 71.14s Capturing diagnostic spindump
t = 76.24s Assertion Failure: Application 'com.example.app' has not loaded accessibility
t = 76.26s Setting up automation session ← Undocumented recovery
t = 77.29s Tear Down
Second test (corrupted state):
t = 35.01s Tap "signin-button"
t = 35.55s Waiting for "bannerButtonStackFirstItem" ← Query NOT in test code!
t = 40.58s Assertion Failure: Failed to find element
The second test executes element queries that do not exist in its source code, indicating leaked/corrupted state from the previous test's failed recovery.
Note: The tearDown() method terminates the app but cannot reset the internal state of the XCUITest framework itself, so corruption persists across tests.
We are observing this behavior consistently on iOS 18 real devices. We would like to know:
Is this a known issue with XCUITest on iOS 18?
Is anyone experiencing similar "accessibility not loaded" failures followed by auto-recovery?
Is the "Setting up automation session" recovery behavior intentional or a bug?
Is there a recommended workaround to prevent framework state corruption between tests?
I have been working on a M1 Mac mini, using my iPad Air M2 running 26.3 iPadOS. Switched to a new M4 Mac mini, went to connect my iPad to run from Xcode and was presented this "The developer disk image could not be mounted on this device."
So how can a get an updated DDI?
I appreciate any ideas.
/Users/robertlawson/Desktop/Screenshot 2026-02-15 at 8.21.50 PM.png
Topic:
Developer Tools & Services
SubTopic:
General
I have a project inside the project structure. I have around 300 unit tests in the project.
I see that for some of the subprojects, the coverage numbers show up correctly, but for other subprojects and the main project, the coverage number shows zero, even though the tests are running successfully.
The log I get is:
Aggregation tool emitted warnings:
warning: /Users/ABC/Library/Developer/Xcode/DerivedData/projectABC-hfzmkbdgpiswoxfvvnvhrafaiqyb/Build/ProfileData/A8EEC1FB-1699-4C29-A88C-D3DDA226DBC0/0A416494-A393-4319-AA47-502D72084C9C-43351.profraw: raw profile version mismatch: Profile uses raw profile format version = 8; expected version = 10
PLEASE update this tool to the version in the raw profile, or regenerate the raw profile with the expected version.
I only have one Xcode (26.0.1) on my machine. I tried cleaning the derived data, the cleaning project, and rerunning the tests, but it hasn't helped.
Please help me get the coverage number back. Thank you.
In our Unity App for iOS build, when we opened the PDF from the app, it is automatically opening in landspace mode instead of portrait. In the android and windows apps, we are able to open in the portrait mode. We tried to make the changes in the project settings but it did not change.
Any way in which we can acheive this would be helpful for us.