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A Summary of the WWDC25 Group Lab - Developer Tools
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for Developer Tools. Will my project codebase be used for training when I use Xcode's intelligent assistant powered by cloud-based models? When using ChatGPT without logging in, your data will not be used to improve any models. If you log in to a ChatGPT account, this is based on your ChatGPT account settings, which allows you to opt-out (it defaults to on). When using Xcode with accounts for other model providers, you should check with the policies of your provider. And finally, at no point will any portion of your codebase be used to train or improve any Apple models. We'd love to make our SwiftUI Previews (and soon, Playgrounds) as snappy as possible. Is there any way to skip certain build steps, such as running linters? It seems the build environment is exactly the same (compared to a debug build), but maybe there's a trick. Starting with Xcode 16, SwiftUI previews use the exact same build artifacts as the regular build. The new Playgrounds support in Xcode 26 uses these build artifacts too. Shell script build phases are the most common thing that introduces extra build time, so as a first step, try turning off all shell script build phases (like linters) to get an idea if that’s the issue. If those build phases add significant time to your build, consider moving some of those phases into asynchronous steps, such as running linters before committing instead of on every build. If you do need a shell script build phase to run during your build, make sure to explicitly define the input and output files, as that is a huge way to improve your build performance. Are we able to provide additional context for the models, like coding standards? Documentation for third party dependencies? Documentation on your own codebase that explains things like architecture and more? In general, Xcode will automatically search for the right context based on the question and the evolving answer, as the model can interact multiple times with your project as it develops an answer. This will automatically pick up the coding style of the code it sees, and can include files that contain architecture comments, etc. Beyond automatic context, you can manually attach other documents, even if they aren't in your project. For example, you could make a file with rules and ideas and attach it, and it will influence the response. We are very aware of other kinds of automatic context like rule files, etc, though Xcode does not support these at this time. Once ChatGPT is enabled for Coding Intelligence in Xcode 26, and I sign into my existing ChatGPT account, will the ChatGPT Coding Intelligence model in Xcode know about chat conversations on Xcode development done previously in the ChatGPT Mac app? Xcode does not use information from other conversations, and conversations started in Xcode are not accessible in the web UI or ChatGPT app. Is there a plan to make SwiftUI views easier to locate and understand in the view hierarchy like UIKit views? SwiftUI uses a declarative paradigm to define your user interface. That allows you to specify what you want, with the system translating that into an efficient representation at runtime. Unlike traditional AppKit and UIKit, seeing the runtime representation of SwiftUI views isn't sufficient in order to understand why it's not doing what you want. This year, we introduced a SwiftUI Instrument that shows why things are happening, like view re-rendering. Is it possible to use the AI chat with ChatGPT Enterprise? My company doesn't allow us to use the general ChatGPT, only the enterprise version they have setup that prevents data from being leaked Yes, Xcode 26 supports logging into any existing ChatGPT account, including enterprise accounts. If that does not meet your needs, you can also setup a local server that implements the popular chat completions REST API to talk to your enterprise account how you need. Now that Icon Composer is here, how does it complement or replace existing vector design tools such as Sketch for icon design? Icon Composer complements your existing vector design tools. You should continue to create your shapes, gradients, and layers in another tool like Sketch, and compose the exported SVG layers in Icon Composer. Once you bring your layers into Icon Composer, you can then use it to influence the translucency, blur, and specular highlights for your icon. What’s one feature or improvement in the new Xcode that you personally think developers will love, but might not immediately discover? Maybe something tucked away or quietly powerful that’s flown under the radar so far? One feature we're particularly excited about is the new power profiler for iOS, which gives you further insights into the energy consumption of your app beyond what was possible with the energy instrument previously. You can learn more about how to use this instrument and how it can help you greatly reduce your apps battery usage in the documentation, as well as the session Profile and optimize power usage in your app. There were also improvements in accessibility this year with Voice Control, where you can naturally speak your Swift code to Xcode, and it understands the Swift syntax as you speak. To see it in action, take a look at the demonstration in What’s new in Xcode 26. We have a software advisory council that is very sensitive to having our private information going to the cloud in any form. What information do you have to help me guide Xcode and Apple Intelligence through the acceptance process? One thing you can do is configure a proxy for your enterprise that implementing the popular Chat Completions API endpoint protocol. When using a model provider via URL, you can use your proxy endpoint to inspect the network traffic for anything that you do not want sent outside of your enterprise, and then forward the traffic through the proxy to your chosen model provider. Are there list of recommended LLMs to use with Xcode via Intelligence/Local? I've tried Gemma3-12B, but.. I hope there are better options? Apple doesn't have a published list of recommended local models. This is a fast-moving space, and so a recommendation would become out of date very quickly as new models are released. We encourage you to try out the local model support in Xcode 26 with models that you find meet your needs, and let us and the community know! (continued below)
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1.1k
Jul ’25
Crash during batch deletion merge when positive fractional decimals are stored and used in a derived attribute
I am experiencing a crash when performing a batch delete and merging changes on a Core Data store that uses NSPersistentCloudKitContainer. The crash appears to be triggered when positive fractional Decimal values are stored in a TransactionSplit entity (those values are aggregated via a derived attribute in the AccountTransaction entity). If I store whole numbers or negative fractional decimals, deletion seems to work correctly. I suspect that the issue is related to the internal representation of positive fractional decimals in conjunction with a derived attribute. Data Model Setup: Account (1:N relationship → AccountTransaction) AccountTransaction (1:N relationship → TransactionSplit), which contains a derived attribute (e.g., “splits.amount.@sum”) that computes the sum over the “amount” attribute on its related TransactionSplit objects. TransactionSplit, which contains a stored Decimal attribute named “amount” (of type Decimal/NSDecimalNumber). Steps to Reproduce: Insert sample data where each TransactionSplit’s “amount” is set to a positive fractional value (e.g., 1000.01), by using code similar to: func createSampleData() { // Execute all creation on the context’s queue. let checkingAccount = Account(context: context) checkingAccount.id = UUID() checkingAccount.name = "Main Checking" let randomTransactionCount = 1000 for _ in 0..<randomTransactionCount { let transaction = AccountTransaction(context: context) transaction.id = UUID() transaction.account = checkingAccount let randomValue = Double.random(in: 5...5000) let decimalValue = NSDecimalNumber(value: randomValue) let split1 = TransactionSplit(context: context) split1.id = UUID() split1.amount = decimalValue split1.transaction = transaction let split2 = TransactionSplit(context: context) split2.id = UUID() split2.amount = decimalValue split2.transaction = transaction } save() } The AccountTransaction’s derived attribute automatically aggregates the sum of its related TransactionSplit amounts. Perform a batch deletion using NSBatchDeleteRequest (with resultType set to .resultTypeObjectIDs) on your entities and merge the changes back into your main context: private func delete(_ fetchRequest: NSFetchRequest<NSFetchRequestResult>) { let batchDeleteRequest = NSBatchDeleteRequest(fetchRequest: fetchRequest) batchDeleteRequest.resultType = .resultTypeObjectIDs // ⚠️ When performing a batch delete we need to make sure we read the result back // then merge all the changes from that result back into our live view context // so that the two stay in sync. if let delete = try? context.execute(batchDeleteRequest) as? NSBatchDeleteResult { let changes = [NSDeletedObjectsKey: delete.result as? [NSManagedObjectID] ?? []] NSManagedObjectContext.mergeChanges(fromRemoteContextSave: changes, into: [context]) } } Save the context after deletion.
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629
Mar ’25
can't get Xcode not to build x86_64 for Swift Packages
I'm trying to improve my build time on macOS by not building for x86_64. I've got the following settings: This gets Xcode not to build x86_64 for my app, but not all the package dependencies. I've updated most of the packages to swift-tools-version: 6.0 but FlatBuffers is still on 5.8 and .macOS(.v10_14). GPT claims: If your deployment target is set to macOS 10.15 or earlier, Xcode may force x86_64 support for compatibility reasons. But Xcode is building x86_64 for ALL my packages, even the ones that don't depend on FlatBuffers. When I open a package in Xcode that depends on FlatBuffers, then it builds arm only, so that may be a red herring. Not sure what else to try.
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338
Mar ’25
FamilyControls Framework info.plist missing
We are trying to create a screentime app using the Family Controls as well as Device activity frameworks. The build succeeds but while pushing to an iphone we are getting an info.plist file for deviceactivity.framework could not be found error. For reference when using the Screentime API a physical device must be used not a simulator. When we remove the device activity framework this error also occurs for the family controls framework. We have added the Family Controls(development) Capability and applied for the distribution capability. We have redownloaded xcode multiple times on the main device, deleted derived data, and redownloaded all of the iphone SDKs and the issue still persists.
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274
Mar ’25
xcode15.1/15.2 debug does not show the value but only the address of its pointer
xcode15.1 debug does not show the value on the real machine but only the address of the pointer, but on the emulator it shows the normal value. But in the emulator it shows the normal value. xcode15.2 debug doesn't show the value but only the address of the pointer in both the real machine and the emulator. In Xcode14, the value is displayed normally in both the real machine and the emulator. What do I need to do to get it back to the way it was in Xcode14?
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Mar ’25
UI Testing Issues
Hi everyone, I've been working on an iOS app for about a year and a half. That application comes with unit and UI automated testings. Recently I started the development of the tvOS application so I added a new target and used the same bundle id as I want to eventually share purchases. What I need I'm working on an application that uses VLC (Need to play media more exotic than MP4) through these two pods pod 'MobileVLCKit', '3.6.0' (Only for iOS) pod 'TVVLCKit', '3.6.0' (Only for tvOS) What works Compilation works fine for both targets Unit tests work fine for both targets UI tests work fine ONLY for the original iOS target What doesn't work and how it fails When I launch the UI tests for the tvOS target, the compilation succeeds, but I get an error when calling app.launch() from my XCTestCase. Failed to get launch progress for <XCUIApplicationImpl: 0x600000c61e90 abergia.com.iptv at ...AppPath...>: App installation failed: Unable to Install “...AppName...”. This app is not made for this device. This app was not built to support this device family; app is compatible with ( 1, 2 ) but this device supports ( 3 ). (Underlying Error: Unable to Install “...AppName...”. This app is not made for this device. This app was not built to support this device family; app is compatible with ( 1, 2 ) but this device supports ( 3 ). What I tried Single target - Both Pods It looks like I can 'cheat' a little the system and make the Xcode target compatible with both iOS and tvO, but when declaring both pods inside the same CocoaPod target, the installation fails as one of the library is not compatible. Use a newer version of VLC (4.0.0) Works BUT that version is way too unstable, I will eventually use it again once they fix all the issues. Different Bundle ID Changing the bundle id of the tvOS application resolves the issue BUT I really want to use the same bundle id to share the purchases. Not UI testing the tvOS version It's an option I'm starting to contemplate out of frustration but I'm sure that we have people here who can help me!
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334
Mar ’25
Reproducible Builds on iOS
Dear Apple Developer Forum! I'm in need of help regarding an issue that has to do with binaries. I'm building an iOS App that needs a fingerprint of its binaries, exclusively based on the source code written. A "reproducible" build, meaning that when I compile it on my machine and run checksum on it, the output (hash) will be the same, as if another device clones the project, compiles and checksums the values. The App depends on swift packages which depends on Swift Packages, which I've managed to compile to .o files, convert to .a files (static frameworks) and create xcframeworks, which the App depends on. They work great, once compiled, their checksum value does not change when App is compiled (unless source code of them is changed of course), but the Apps executable (checksummed inside the IPA) changes every time it's compiled. I'm guessing that perhaps the Xcode compiler injects a timestamp or other unique identifier in the binaries? Is there any way to have "reproducible" builds on iOS (Swift Xcode)? All input is greatly appreciated, Thank you very much, Kind regards Johan.
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1k
Mar ’25
xattr -c not removing com.apple.FinderInfo attribute from Xcode files
Hi all, reposting this from here: https://unix.stackexchange.com/questions/789849/xattr-c-not-removing-com-apple-finderinfo-attribute I came to this problem because my Xcode project was failing to build due to the error "resource fork, Finder information, or similar detritus not allowed" (was trying the solutions on this post). Basically, running xattr -cr . in the terminal on my project directory removes all extended attributes except com.apple.FinderInfo, which stays on all .xcodeproj and .xcworkspace files. I've tried everything under the sun, from sudo to xattr -d to dot_clean to tar to rsync and nothing works. Is this just an immortal attribute that can never be removed? I'm truly at a loss here, this is for my senior thesis project.
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668
Mar ’25
Warning: Error creating LLDB target at path. the specified architecture 'arm64-*-*' is not compatible with 'x86_64-apple-ios13.2.0-simulator'
Every time my app runs in the simulator I see this error: Warning: Error creating LLDB target at path '/Users/aaronsmith/Library/Developer/Xcode/DerivedData/Babylist-ahvzjxxrpawwqhecszqeyvjstfca/Build/Products/Debug-iphonesimulator/Babylist.app'- using an empty LLDB target which can cause slow memory reads from remote devices: the specified architecture 'arm64--' is not compatible with 'x86_64-apple-ios13.2.0-simulator' in '/Users/aaronsmith/Library/Developer/Xcode/DerivedData/Babylist-ahvzjxxrpawwqhecszqeyvjstfca/Build/Products/Debug-iphonesimulator/Babylist.app/Babylist' What is this? I'm on an M1, no build issues. It makes me think the simulator is running under rosetta with x68_64. But I didn't choose to do that. Mac OS Ventura. Xcode 14 RC.
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6.3k
Mar ’25
Unable to see source editor extension commands in Xcode 16
I am trying to create a source editor extension in Xcode 16, I just created a blank macOS project and added an extension target. I also changed "XcodeKit.framework" to Embed and sign, but when I run the extension on my Mac, I can't see the command under "Editor" menu. I even tried to clone a sample extension from online and run it, even in this project I'm unable to see the commands under "Editor" menu. Has anyone faced this issue?
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Mar ’25
Error Missing required module 'RxCocoaRuntime' in xcframeworks
Hi. I have a xcframework that has a dependency on 'RxSwift' and 'RxCocoa'. I deployed it using SPM by embedding it in a Swift Package. However when I import swift package into another project, I keep getting the following error: "Missing required module 'RxCocoaRuntime" How can I fix this? Below are the steps to reproduce the error. Steps Create Xcode proejct, make a dependency on 'RxSwift' and 'RxCocoa' (no matter doing it through tuist or cocoapods) Create XCFramework from that proejct. (I used commands below) xcodebuild archive \ -workspace SimpleFramework.xcworkspace \ -scheme "SimpleFramework" \ -destination "generic/platform=iOS" \ -archivePath "./SimpleFramework-iphoneos.xcarchive" \ -sdk iphoneos \ SKIP_INSTALL=NO \ BUILD_LIBRARY_FOR_DISTRIBUTION=YES xcodebuild archive \ -workspace SimpleFramework.xcworkspace \ -scheme "SimpleFramework" \ -archivePath "./SimpleFramework-iphonesimulator.xcarchive" \ -sdk "iphonesimulator" \ SKIP_INSTALL=NO \ BUILD_LIBRARY_FOR_DISTRIBUTION=YES xcodebuild -create-xcframework \ -framework "./SimpleFramework-iphoneos.xcarchive/Products/Library/Frameworks/SimpleFramework.framework" \ -framework "./SimpleFramework-iphonesimulator.xcarchive/Products/Library/Frameworks/SimpleFramework.framework" \ -output "./SimpleFramework.xcframework" Embed in Swift Package, and deploy. // swift-tools-version: 6.0 // The swift-tools-version declares the minimum version of Swift required to build this package. import PackageDescription let package = Package( name: "SimplePackage", platforms: [.iOS(.v16)], products: [ .library( name: "SimplePackage", targets: ["SimplePackage"]), ], dependencies: [ .package(url: "https://github.com/ReactiveX/RxSwift", from: "6.8.0") ], targets: [ .binaryTarget( name: "SimpleFramework", path: "Sources/SimpleFramework.xcframework" ), .target( name: "SimplePackage", dependencies: [ "SimpleFramework", "RxSwift", .product(name: "RxCocoa", package: "RxSwift") ] ) ] ) Download Swift Package in another project and import module. I resolved this by removing dependencies from the Swift Package, downloading package in another project, and fetching dependencies by cocoapods. Thist works, but I don't want to use another dependency manager while using SPM. Development Environment CPU : Apple M4 Max MacOS : Sequoia 15.3 Xcode : 16.2
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286
Mar ’25
I found SwiftUI SF Symbols bug from WWDC24
Summary: At WWDC24, a new transition was introduced by the Apple Design team (.contentTransition(.symbolEffect(.replace))) I was writing a post about it on my LinkedIn (https://www.linkedin.com/in/alex-fila/), and out of curiosity I tried multiple symbols with slashes. Many of them were not well center aligned during a new symbol effect. Some of the examples are: "speaker.fill" : "speaker.slash.fill”, "eye.fill" : "eye.slash.fill”. Please check the attached Swift file for more details and full SwiftUI View with issues. Steps to Reproduce: Create a new IOS App project in XCode. Create a new SwiftUI File. Initiate state variable: @State private var isSpeakerOn = true. Create a new image with transition: Image(systemName: isSpeakerOn ? "speaker.fill" : "speaker.slash.fill") .contentTransition(.symbolEffect(.replace)). 5. Create a switcher or set a timer with a constant variable to toggle isSpeakerOn value (see attachment file). 6. Toggle isSpeakerOn value. 7. Observe the issue (2 symbols are not well center aligned during transition). Expected Results: During transition .contentTransition(.symbolEffect(.replace)) 2 SF symbols ("speaker.fill" : "speaker.slash.fill”) are well center aligned. Actual Results: During transition (when slash slowly appears on top of SF symbol), the main symbol is moved a few points up, creating a decentralized effect and making the user experience feel inconsistent. Notes: There are 200 SF Symbols with .slash that might be affected. It happens on latest Xcode and macOS versions, and could be a top priority for the Apple Design Team. import SwiftUI struct BUG: View { @State private var isSpeakerOn = true let timer = Timer.publish(every: 1.5, on: .main, in: .common).autoconnect() let columns = [ GridItem(.flexible(), spacing: 20), GridItem(.flexible(), spacing: 20) ] var body: some View { LazyVGrid(columns: columns, spacing: 60) { Text("❌").font(.system(size: 100)) Image(systemName: isSpeakerOn ? "speaker.fill" : "speaker.slash.fill") .font(.system(size: 200)) .frame(width: 200, height: 100, alignment: .center) .contentTransition(.symbolEffect(.replace)) .symbolRenderingMode(.palette) .foregroundStyle( Color.primary, Color.accentColor) .onReceive(timer) { _ in withAnimation(.spring(response: 0.3, dampingFraction: 0.7)) {isSpeakerOn.toggle()}} Text("✅").font(.system(size: 100)) Image(systemName: isSpeakerOn ? "bell.fill" : "bell.slash.fill") .font(.system(size: 170)) .frame(width: 150, height: 150, alignment: .center) .contentTransition(.symbolEffect(.replace)) .symbolRenderingMode(.palette) .foregroundStyle( Color.primary, Color.accentColor) .onReceive(timer) { _ in withAnimation(.spring(response: 0.3, dampingFraction: 0.7)) {isSpeakerOn.toggle()}} Text("❌").font(.system(size: 100)) Image(systemName: isSpeakerOn ? "eye.fill" : "eye.slash.fill") .font(.system(size: 150)) .frame(width: 200, height: 100, alignment: .center) .contentTransition(.symbolEffect(.replace)) .symbolRenderingMode(.palette) .foregroundStyle( Color.primary, Color.accentColor) .onReceive(timer) { _ in withAnimation(.spring(response: 0.3, dampingFraction: 0.7)) {isSpeakerOn.toggle()}} } .padding(40) }} #Preview { BUG() }
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375
Mar ’25
RoomPlan error "Room size exceeded" during Lidar Scanning
Hello, We are using the RoomPlan API and our users are facing issues during scanning everytime. Error: RoomCaptureSession.CaptureError.exceedSceneSizeLimit Apple Documentation Explanation: An error that indicates when the scene size grows past the framework’s limitations. Issue: This error is popping up in my iPhone 15 Pro (128 GB) after ONE roomplan scans are done. This error shows up even if the room size is small. It occurs immediately after I start the RoomCaptureSession after the relocalisation of previous AR session (in world tracking configuration). I am having trouble understanding exactly why this error shows and how to debug/solve it.
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325
Mar ’25
Xcode Extension isn't show up in the Editor menu
https://developer.apple.com/documentation/xcodekit/creating_a_source_editor_extension I created new MacOS project and added a Xcode Source Editor Extension target to the project. I run the extension in debug mode with extension target, but the extension is not show up in Editor menu debug mode Xcode. Xcode version is 15.3(released) MacOS version is 14.4.1 Sonoma
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2.1k
Mar ’25
Help creating notarised DMG for macOS app distribution
I am trying to follow the guide for automating creation of a DMG for distribution of a macOS application but can't figure out how to get the ExportOptions.plist from a manual export. I am trying to follow this guide: https://developer.apple.com/documentation/security/customizing-the-xcode-archive-process What is a 'manual export' and what are the steps for creating a manual export. `# Ask xcodebuild(1) to export the app. Use the export options # from a previous manual export that used a Developer ID. /usr/bin/xcodebuild -exportArchive -archivePath "$ARCHIVE_PATH" -exportOptionsPlist "$SRCROOT/ExportOptions.plist" -exportPath "$EXPORT_PATH"` Where is "$SRCROOT" ? presumably I have to copy this ExportOptions.plist to this location. Thanks - I am sure this must be blindingly obvious because there seems to be no reference as to how you do this 'manual export' or where one finds the resulting options file.
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230
Mar ’25
How to skip this warning to complete the build in Xcode?
Hi, When build our project on one Mac/Xcode, build got interrupt and failed, it state that "The signature of "xxxxxx.x-framework" cannot be validated and may have been compromised. Validation Error: The signing certificate has been revoked (CSSMERR_TP_CERT_REVOKED)" One strang thing is this build failed only on Xcode/mac, but the exact the project could be built successfully. So question here: How can skip this warning to make the project build successfully? More curious, how this interrupt only happened on one Xcode, while others are ok? Thanks, KK
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248
Mar ’25
Classic Linker error after renaming project
We are renaming the project and a Static Library the is critical to the operation on the app is not found during compiling. We have the same project working fine. We have reviewed the project.pbxproj file and searched for erroneous linking, reviewed the Target settings and there is nothing obviously wrong. (Copied and secured the original) Typically workflow is: Clean Delete Derived Data dir D/l Swift Packages Build/Run The team has many years using Xcode / Swift and the project and this is not clear how to resolve. We have scoured SO and the solutions do not apply. Facts: -No cocoapods -Search Paths all set Linker all set Thoughts?
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155
Mar ’25