Hello,
There seems to be a regression with macOS SDK 15 and dynamically loading libraries if Address Sanitizer is turned on. Seems to only affect Debug builds, and .frameworks. I've also reported this via the Feedback Assistant: FB16513866
Here's a minimal repro, if anyone is interested: https://gist.github.com/peter-esik/6b00432e411be85333e14ae7d953966e
I thought I'd post this here, as according to my web searches, this isn't a very well-known bug at this point.
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I’m developing an app that uses Family Controls to block other apps. I’ve already received approval from Apple for the entitlement, and everything works perfectly when I run the app from Xcode on a physical device.
However, when I upload the same build to TestFlight, the app installs and runs, but the Family Controls functionality doesn’t work — it seems like the entitlement isn’t being applied in the TestFlight version.
So I’d like to ask:
👉 Do Family Controls entitlements work automatically on TestFlight builds, or is there any additional step required to enable them?
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
Xcode
TestFlight
Family Controls
Screen Time
My experience with Swift 6 strict concurrency so far doesn't match my understanding of implicit MainActor isolation semantics.
This is a cross-post from StackOverflow. I will link answers between both forums.
TL;DR
Build succeeds when testing a struct declared in the test module, but fails when the struct is moved to the main module:
Main actor-isolated property … cannot be accessed from outside the actor.
Steps to reproduce
Open up Xcode 26 beta 2 on macOS 26 (probably also ok on current stables).
Create a new Swift app with Swift testing, no storage. Call it WhatTheSwift.
Set the Swift Language Version on all three targets to Swift 6.
Update the default test file to be this:
import Testing
@testable import WhatTheSwift
struct WhatTheSwiftTests {
@Test func example() async throws {
let thing = Thing(foo: "bar")
#expect(thing.foo == "bar")
}
}
struct Thing {
let foo: String
}
That should build fine, and the tests should pass.
Now, move the Thing declaration into its own Thing.swift file in the WhatTheSwift module, and try running the test again. You should see this:
Observations
Marking the test @MainActor allows the test to pass, suggesting the compiler actually wants to isolate Thing.foo to the main actor.
My question
Why? And why only when Thing is in a different module?
I added an Apple Watch app target for an iOS app. If I install it directly through Xcode it runs, however it seems to be able to communicate with iphone through Watch Connectivity framework and once I close the app it seems to uninstall itself from the watch. When I installed the iphone app frist, the app does not show up on the available apps on the iphone Watch application, what could be the issue ?
The iphone app was created using react native through expo.
Testing Devices
Iphone 13 pro max IOS 26.0.1 --- Apple Watch Series 4 WatchOS 10.6
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
Watch Connectivity
WatchKit
watchOS
Apple Watch
How can I get the macOS version from the Mac Catalyst version? We're building Info.plist files ourselves but we need a way to programatically (using shell scripts) derive the LSMinimumSystemVersion key needed from the iOS deployment target.
Under macOS 26 and iPadOS, the Help menu in many cases has a menu item for "App Help". This item has the following icon:
I need to use this in my own app. I am unable to find this icon in SF Symbols 7 beta. I've scanned all of the icons under "What's New". I've searched for "help", "light", and "bulb" and this icon does not appear.
Does anyone know if it's even a new SF Symbol? Or does anyone know of a way to use this icon?
Hello, I need a little bit of help. My game keeps crashing on launch no matter what I do. I’ve tried running it in Xcode on my Mac, on my iPhone, and through TestFlight, but I get the same result every time.
I’ve tried everything I could find on the internet, and nothing worked. Asking here is my last resort because I’m completely stuck.
The game runs fine in Unity, but not so much in Xcode.
Can someone help me figure out what I’m doing wrong?Any help would be greatly appreciated.
Here is the error log I found by connecting my iPhone to my Mac. To view the logs, I used the Console in the Devices and Simulators section of Xcode.
➤ SecKeyVerifySignature failed: Error Domain=NSOSStatusErrorDomain Code=-50 "rsa_pub_crypt failed"
[10:27:36.034791+0200] kernel
➤ Sandbox: [App] deny(1) sysctl-read kern.bootargs
[10:27:36.043389+0200] SpringBoard
➤ Live host view super view[(null)] not matching container view
➤ Frame not updated
[10:27:36.050473+0200] backboardd
➤ Cycle detected
[10:27:36.100799+0200] SpringBoard
➤ Live host view super view[(null)] not matching container view
[10:27:36.538361+0200] akd
➤ Error fetching keychain item - Error Domain=NSOSStatusErrorDomain Code=-25300 "no matching items found"
[10:27:36.545734+0200] akd
➤ Failed to set last known MID with error (Error Domain=NSOSStatusErrorDomain Code=-25300)
[10:27:36.603384+0200] rtcreportingd
➤ Gap in hierarchy:
[10:27:36.604536+0200] cloudd
➤ TCP input flags=[R.] state=LAST_ACK
[10:27:36.613317+0200] cloudd
➤ TCP input flags=[R] state=CLOSED
[10:27:36.648449+0200] kernel
➤ 1 duplicate report for Sandbox: [App] deny(1) sysctl-read kern.bootargs
[10:27:36.648484+0200] kernel
➤ Sandbox: [App] deny(1) file-test-existence /private/var/Managed Preferences/mobile/com.apple.CoreMotion.plist
[10:27:36.900275+0200] CommCenter
➤ Client is not entitled for request
[10:27:37.131555+0200] storekitd
➤ AMSURLSession: Session decoder failed. Error = Error Domain=AMSErrorDomain Code=301 "Invalid Status Code"
[10:27:37.131761+0200] storekitd
➤ AMSURLSession: Task completed with error = Error Domain=AMSErrorDomain Code=301 "Invalid Status Code"
[10:27:38.137847+0200] kernel
➤ System Policy: [Process] deny(1) file-read-metadata /private/var/mobile/Library/Biome/FlexibleStorage
[10:27:38.779536+0200] kernel
➤ Sandbox: [App] deny(2) file-test-existence /private/etc/localtime
[10:27:38.942342+0200] mobileassetd
➤ TCP input flags=[R] state=LAST_ACK
[10:27:38.963596+0200] kernel
➤ Sandbox: [App] deny(2) file-test-existence /bin/bash
[10:27:40.152019+0200] mobileassetd
➤ TCP input flags=[R] state=LAST_ACK
[10:27:40.280661+0200] assetsd
➤ Warning: cache_handle_memory_pressure invokedPreformatted text```
I was developing an app using a certain bundle ID, but then had to delete it (and I also removed the app ID Identifier)
My question is, can I make a new app with the exact same bundle ID as I was using on the removed one? Since the old app never went into production I don't see why that would be a problem
Hello,
Good morning to you all. Please I need a guide on how to change my app icon on the developer account. Necessary steps would be appreciated
Thanks for the anticipated assistance.
Best Regards
Biggie
Topic:
Developer Tools & Services
SubTopic:
General
We are trying to setup Apple Unity Plugins, in out project we have a handful of developers who contribute to the project via git.
When building and importing plugins via tarball (as instructed in the Github repo) the package clearly points to local path, so once pushed all members encounter the error:
An error occurred while resolving packages:
Project has invalid dependencies:
com.apple.unityplugin.accessibility: Tarball package [com.apple.unityplugin.accessibility] cannot be found at path .....
When trying to actually move content to the package folder (same way as any other unity plugins is setup) and add it as "embedded", it works fine on local machine, but team members will get a few of errors:
[Apple Unity Plug-ins] No Apple native plug-in libraries found.
DLLNotFoundException: AppleCoreNativeMac assembly ...
No Apple Native plug-in libraries found.
Moreover AppleCoreNativeMac.bundle is flag as not verified and deleted by macOS.
What is the right way to setup unity plugins in a project used by multiple members via sourcetree ?
There was a time that Apple Developer Documentation provides a filter to show the changes across versions, at https://developer.apple.com/documentation/technologies , with purple (modified), green (added), and red (deprecated) annotations.
I wonder if this feature is completely removed, or is it still hiding somewhere? It is helpful to diff the API changes among versions. Thanks.
edit: as pointed out by Rick, here is an archive link to what it used to look like
So, as we found out from WWDC, the migration to Apple Silicon is inevitable.
Does anyone have a good recommendation for a replacement for Macintosh Common Lisp on Apple Silicon? I was using it back in the MPW days and struggling to keep the Lisp code working, but Apple Silicon has thrown a money wrench at it!
Thanks in advance for any advice on any available Apple Silicon Lisp development tools!
Topic:
Developer Tools & Services
SubTopic:
General
I observed the following problem:
A scientific code to perform Reverse Monte Carlo simulations (‘rmcxas’) compiled with the most up to date version of gcc/gfortran and Xcode including command line tools on Mac OS Sequoia 15.4 on a Macbook air with M4 processor generates the following problem upon starting it in a terminal:
dyld[10154]: dyld cache '(null)' not loaded: syscall to map cache into shared region failed
dyld[10154]: Library not loaded: /usr/lib/libSystem.B.dylib
Referenced from: <0144F82E-003C-37A9-A544-9AE6336E549B> /Users/markuswinterer/bin/rmcxas
Reason: tried: '/usr/lib/libSystem.B.dylib' (no such file), '/System/Volumes/Preboot/Cryptexes/OS/usr/lib/libSystem.B.dylib' (no such file), '/usr/lib/libSystem.B.dylib' (no such file, no dyld cache), '/usr/local/lib/libSystem.B.dylib' (no such file)
zsh: abort rmcxas
This occurs only about every 5th time the code is started.
Help would be highly appreciated.
Hi everyone,
I'm developing a visionOS application using Unity with an enterprise developer account. I applied for the Main Camera Access entitlement, but at the time of submission, the email address associated with my Apple ID was deactivated, so I couldn’t receive any email communication from Apple.
Later, I updated the email address for my Apple ID. Now, in the Apple Developer portal under Identifiers, I can see that my app has been granted Main Camera Access, and I can also add the corresponding capability in Xcode.
However, according to Apple’s documentation(https://developer.apple.com/documentation/visionos/building-spatial-experiences-for-business-apps-with-enterprise-apis):
“To use entitlements, you need to include both the entitlement file and a corresponding license file in your app. After Apple approves your app for one or more entitlements, you receive a license file, along with additional instructions.”
I never received this license file, possibly due to the deactivated email. I don't know where to find it or how to retrieve it now.
What exactly is this license file?
If it was originally sent to an unreachable email, how can I request it again or get it resent?
Where in the Apple Developer portal (or elsewhere) can I access or download this file?
Any help or guidance would be greatly appreciated!
Thanks in advance.
I've created an installation package and it is failing to install on macOS 15.6.
The package is, I believe, properly notarized, since it will install correctly on other macOS versions, including 15.5
The only clue I have is the output from installer:
installer[8015] : Opened package is not the same at install time
installer[8015] : Unable to use PK session due to incompatible packages. Terminating.
installer[8015] : Install failed: The Installer could not install the software because there was no software found to install.
The installer consists of a a single "component" package, and the outer "product" package. The component package is present, and I can successfully run installer manually to install it, so I don't think the component package is corrupt.
Has anyone else encountered this? Are there any tools available to help me diagnose the issue? The logging is not helpful.
Topic:
Developer Tools & Services
SubTopic:
General
Hi! I was wondering if anyone else encountered similar issues and what the solution ended up being.
We're encountering weird sign-in issues on our iOS version of our app. It seems like an uninstall and reinstall solves it, but the issue seems to only impact users who underwent the transfer process from one iOS device to another. What I am curious about:
What is copied over from one device to another in this process?
Is there a way outside of owning multiple test devices to replicate this flow?
Our current suspicion is that NSUserDefaults is not being cleared by our app on first start, and that stale data is copied over during this transfer process, breaking the sign-in until a re-install wipes everything properly.
Does it seem like we're on the right track with this assumption, or completely out to lunch?
Hello,
I'm developing a macOS application that uses the Virtualization framework to run Linux virtual machines (specifically Ubuntu and Fedora) on Apple Silicon Macs.
I've noticed that while the macOS host properly supports all trackpad gestures, the two-finger tap gesture for right-click does not work within the Linux guest. Only the primary click is recognized. This behavior is consistent across different Linux distributions and desktop environments (GNOME, KDE, etc.).
I would like to confirm:
Is the macOS Virtualization framework expected to support trackpad gestures such as two-finger tap for right-click within Linux guest VMs?
If not currently supported, is there a known workaround to enable right-click functionality for the trackpad in Linux guests? (e.g., configuration changes in the VM, Linux kernel input modules, or framework-level adjustments.)
Any insights or suggestions would be greatly appreciated.
Thank you!
Hello,
I’m trying to test a Xamarin.iOS application using the iOS 26 simulators in Mac Visual Studio, but I’m encountering an issue where the simulators are not appearing or accessible from Visual Studio.
Details:
macOS version: 15.6 (24G84)
Xcode version: 26 Beta 5
Visual Studio version: 17.6.0.80
Xamarin.iOS version: Xamarin.Forms (Version: 4.6.0.1180) using XAML for cross-platform support (iOS/Android)
The problem started after updating to iOS 26 SDK. I am unable to select or run the app on any iOS 26 simulator from Visual Studio.
Has anyone faced a similar issue? Is there any configuration or workaround to enable iOS 26 simulators for Xamarin projects?
Thanks in advance for your help.
Topic:
Developer Tools & Services
SubTopic:
General
Hello Apple Support,
I’m facing an issue with Background Fetch in my React Native project. When I click on Simulate Background Fetch in Xcode, everything works as expected on the iOS Simulator—background tasks run smoothly, and data is fetched without issues. However, on a real device, the app goes to the background but doesn’t execute any of the scheduled background tasks, and it also remains in the background without terminating.
Here’s some additional context:
React Native Project: I’m using React Native to develop this app, and the background tasks involve:
Getting User Location: Fetching the user’s location in the background.
API Calls: Calling an API to fetch necessary information based on the user’s location.
Scheduling Notifications and Alarms: Scheduling notifications and alarms based on the API response data.
Simulator vs. Real Device:
In the iOS Simulator, all these background tasks trigger and function correctly when I simulate Background Fetch.
On the real device, however, none of these tasks are triggered when I try to simulate Background Fetch. The app only moves to the background without performing any tasks or getting terminated.
Device and Configuration Details:
iOS Version: 17
Device Model: Iphone xs, Iphone 11, iphone 7
Background Modes: Background Fetch is enabled in Capabilities, and I’ve set the fetch interval to the minimum for testing.
I’ve verified that all configurations are correctly set, and I’ve tried restarting the device and Xcode, but the issue persists. Is there something specific about Background Fetch that could prevent it from functioning as expected on physical devices? Any guidance on troubleshooting or additional steps would be highly appreciated.
Thank you!
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.