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A valid provisioning profile for this executable was not found.
I have a valid dev certificate and created a valid provisioning Profile. I have added the Device UDID too , which I can see in provisioning Profile too. In XCode-16 both certificate and provisioning Profile looks good and no issue here with the expiration date too. Issue - While running the app on my iPhone connected to Mac.its shows the build is successful but shows the followinf errors . An IPA of APP failing the installation. Unable to install the App `A valid provisioning profile for this executable was not found. Domain: com.apple.dt.MobileDeviceErrorDomain`
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May ’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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Mar ’25
The UT coverage does not include branch coverage for swift
We using below command to run unit test and collect coverage: xcodebuild -workspace Demo.xcworkspace -scheme VideoTests -configuration Debug -derivedDataPath ../build/derivedData -destination 'platform=iOS Simulator,id=E6630007-570B-4DEB-A023-2BCE91116A8D' -resultBundlePath './fastlane/test_output/VideoTests.xcresult' -enableCodeCoverage YES -testPlan 'Video' test-without-building | tee '/Users/rcadmin/Library/Logs/scan/VideoTests.log' | xcbeautify -q --is-ci and using xcrun llvm-cov show command to generate coverage report: xcrun llvm-cov show /build/unit-test/coverage/libraries/merged/video.o -instr-profile=/app/ios/build/derivedData/Build//ProfileData/E6630007-570B-4DEB-A023-2BCE91116A8D/video.profdata -show-branches count -show-expansions -show-line-counts -use-color -format=html -output-dir coverage and the html report does not include branch coverage: how to generate the branch coverage?
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152
May ’25
Followed docs for "Local Package", how to add to 2nd project?
I have a couple apps in one git repository. I'd like to have a Swift package in that repo as well, shared by apps. In other words, I don't want a separate repo for the Swift package. I followed the instructions here: https://developer.apple.com/documentation/xcode/organizing-your-code-with-local-packages It seems to work. I can write code like this in my app: import MyLocalPackage func foo() { myLocalPackageFunc() } I notice that the package is not listed under Project > MyApp > Package Dependencies. I don't really care, as long as I can reuse code between apps. But when I try to add this package code to a 2nd app, I'm at a loss. I tried "Add Package Dependencies" and "Add Local", but that creates a different looking setup than the 1st app. The code is browsable in the project navigator. And when I try to build it says "Missing package product 'MyLocalPackage'. The documentation linked above, which I used for the 1st app, does a "New > Package". I don't want a new package. How can I connect the existing one?
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108
May ’25
Xcode not omitting binary of static framework
I'm following the steps laid out in Creating a static framework which states: When a client links and embeds the framework, Xcode 15 or later omits the main binary from the embedded framework bundle because it’s already statically linked into the client. Specifically, I'm adding a new framework target to my project, and then changing the Mach-O type in its build settings to Static Library. What I'm observing when I build (debug or release) is that that the resulting framework folder inside of the app bundle still contains a binary. Furthermore, upon inspecting strings and symbols in both the main app executable and this library binary, it appears that my strings and symbols do end up in the main executable and not in the library binary. Does this mean that this binary is just a stub left behind? Is this intended? Can I safely delete this binary with a build phase script?
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May ’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
iOS app build error with iOS 18 SDK and Xcode 16
Hi, I am able to build my iOS app successfully, developed in objective-C with iOS 17.5 SDK and Xcode 15. Due to requirement of Appstore we are trying to build with iOS 18 SDK and Xcode 16. When building getting error in LAEnvironmentState.h file: a) "Property requires field to be named" b) "Expected member name or ';' after declaration specifiers" Same app when opening with Xcode 15 gets build without any issue. Any help/suggestion would be appreciated.
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Apr ’25
Distribution and Apple TV Question
Hi, This maybe somewhat confusing, but please bear with me. I currently have an app in the App Store that supports iOS and tvOS. But the tvOS version was a separate app during the development process. I'd like to combine the iOS and tvOS app into one project so its easier to handle and keep track of internally. Can I upload the new Apple TV version to the same place where the current one is, or would I have to delete the current Apple TV version before uploading the newly combined version? I hope I made that clear enough :-) Thank you, Dan Uff
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Apr ’25
Xcode keeps touching readonly xcschemes on launch
We use Perforce for version control, which means that all files not checked out are readonly. Lately Xcode has started displaying a fixed sequence of these dialogs on every launch: This means it is trying to modify some readonly file within the xcodeproj. Out of our 60 subprojects this always comes up for the exact same 6. I have so far uncovered the following: It is really trying to modify the shared xcschemes and not the pbxproj. (If I set those to writable the dialog does not appear.) Actually the files are not changed if I click "Unlock", but the com.apple.provenance xattr flag is removed from them. These xcschemes are of version 1.7 while all others are 1.3. If I change them to 1.3 Xcode still wants to modify them at launch and sets them back to 1.7. This is very annoying. What is it about these xcschemes that upsets Xcode, and how can I stop these dialogs from appearing? (One workaround is to keep them checked out dumped to a changelist that I never submit, but that is error prone when I do need to make changes to those, and also is not really possible when jumping between old states of the repo to find the change that broke something.)
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Jul ’25
iOS Crash Log Shows High Offsets & ??? Modules in Local Debug Build (Binary Images Missing Main Binary)
Hi all, I'm encountering a strange crash issue during local iOS debugging on a real device, and I'm hoping someone can help explain it. The crash log contains unusually high offsets that are completely outside of any module address ranges listed in Binary Images. For example: 6 ??? 0x129ac0ee8 -[...:] + 1052 But the Binary Images section shows: 0x102358000 - 0x102363fff ChinaMobile arm64 ... 0x11bb2c000 - 0x11bdeffff ChinaMobile.debug.dylib arm64 ... ... There are two binaries for my app listed here, but neither matches that high crash address (0x129ac0ee8). Additionally, sometimes the Binary Images section doesn't even include my app's binary at all, which makes the crash logs even harder to analyze. This crash definitely happens inside my main app’s business code, yet the crash offset doesn’t match any listed binary range. Also, the crash logs contain many ??? module names and missing symbols, even though I'm running a Debug build locally, and I know how to symbolize logs manually. My Questions: Why does the crash log show such high offsets, far beyond any Binary Images' range? Why does it have so many ??? entries and missing symbols, even in a local debug build? Could this be related to Xcode version, build settings, or some project misconfiguration? Any suggestions or insights would be greatly appreciated!
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Jul ’25
Xcode completion binding not working in 16.2
I'm wondering why 'Select Previous Completion' and 'Select Next Completion' aren't working. I'm using Ctrl-K and Ctrl-J but only my arrow keys work to navigation the completion list. 'Show Completion List' works just fine with Ctrl-Esc. There are no conflicts with any Xcode bindings, and I've checked my system settings for keyboard shortcuts as well.. I've completely disabled copilot, etc.. Is there another setting I'm missing? Or, is this a known issue?
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Apr ’25
Unity (IL2CPP) iOS Build: "_placeGeoAnchor" Undefined Symbol for Architecture arm64
Hi all, I’m running into a persistent linker error when building my Unity 6 project (IL2CPP, iOS target) that calls a Swift method via an Objective-C++ wrapper. Despite following all known steps, I keep getting: Undefined symbols for architecture arm64: "_placeGeoAnchor", referenced from: _GeoAnchorTrigger_placeGeoAnchor in libGameAssembly.a ... ld: symbol(s) not found for architecture arm64 I’m trying to place a persistent AR anchor at real-world GPS coordinates (so that the same asset can appear at the same location for a returning user). Since I’m targeting iOS, I can’t use Google’s geospatial anchors (but I sooo wish I could--please apple I beg of you stop being so selfish lol). I've already done these things: Swift file is added to Unity-iPhone target. .mm and .h files are in Unity-iPhone target under Compile Sources. Bridging header is set to Unity-iPhone-Bridging-Header.h. Generated header name is correct (GeoTest-Swift.h). Build Active Architecture Only set to No. Function has attribute((visibility("default"))). Unity project uses IL2CPP scripting backend. Yet I'm still getting the same linker error — it appears Unity (via IL2CPP) references the function, but Xcode doesn't link it. It’s something small that’s being missed with how IL2CPP links native symbols? Or maybe I need to explicitly include something in Link Binary With Libraries? I’ve verified symbol visibility and targets repeatedly. I’ve built AR features in Unity before (for Quest), but this is my first time trying to bridge C# → Objective-C++ → Swift in this way for a geolocation-based AR anchor for an iphone. I'm going crazy, I’ve been stuck on this for 12+ hours now, so any insight or nudge would be deeply appreciated. SPECS: Macbook Pro M4 Pro--Sequoia 15.4 Unity 6000.0.45f1 IPhone 11 iOS 18.4 Xcode 15
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Apr ’25
Privacy features in Coding Intelligence
What is the policy for data sharing when using Coding Intelligence in Xcode 26? In many environments, sending out source code or even meta data that may be stored in external systems is not allowed. Is there any kind of policy on data persistency / sharing when using the default provider? Is there a way to limit data sharing apart from running models locally?
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106
Jun ’25
XCODE Account not found
I have one of our developer when he attempts to login to xcode on his macos device, he get a message that account is not found but he has an account and he logs in to app developer portal with no issue. Thanks
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Apr ’25
Authentication in UI tests
Hello! I am writing UI tests for an app with OAuth authentication and want to avoid the login screen. I want each developer to store the password and username locally on their machines. The bash script will get the token. I need to access that token from my test target somehow. The idea was to write them to a temporary file that git ignores and access this file from the bundle. But I can't add the file from the build script to the target and make it accessible from the code.
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120
Jun ’25
SchemeBuildError: Failed to build the scheme
I have an iOS app, and I am trying to add a companion WatchOS app. My iOS app depends on 2 libraries: GoogleMobileAds FirebaseAnalyticsWithoutAdIdSupport When I add a new target for WatchOS, the preview build starts to fail. I am not adding any libraries to WatchOS. The Google Ads and Firebase Analytics libs are only under the iOS target. I am unable to run the preview, I get an error when trying to build the watch scheme. The preview does not work. The build just crashes. I've included the error log below. But, here are the steps I've tried so far: Delete folders inside Derived Data Run a clean build (Cmd + Option + Shift + K) Delete scheme and create a new one Reset Package Cache Restart Xcode Restart Macbook But, it just does not work. I do not understand why the watchOS target is erroring for "GoogleUserMessagingPlatform" and "GoogleMobileAdsTarget" when those packages are not linked/used for the watchOS. SchemeBuildError: Failed to build the scheme “timerWatch Watch App” While building for watchOS Simulator, no library for this platform was found in '/Users/k/Library/Developer/Xcode/DerivedData/timer-dhkdhvfcqtfgskfdxpmupujswtuh/SourcePackages/artifacts/swift-package-manager-google-user-messaging-platform/UserMessagingPlatform/UserMessagingPlatform.xcframework'. (in target 'UserMessagingPlatformTarget' from project 'GoogleUserMessagingPlatform') Build target UserMessagingPlatformTarget: /Users/k/Library/Developer/Xcode/DerivedData/timer-dhkdhvfcqtfgskfdxpmupujswtuh/SourcePackages/artifacts/swift-package-manager-google-user-messaging-platform/UserMessagingPlatform/UserMessagingPlatform.xcframework:1:1: error: While building for watchOS Simulator, no library for this platform was found in '/Users/k/Library/Developer/Xcode/DerivedData/timer-dhkdhvfcqtfgskfdxpmupujswtuh/SourcePackages/artifacts/swift-package-manager-google-user-messaging-platform/UserMessagingPlatform/UserMessagingPlatform.xcframework'. (in target 'UserMessagingPlatformTarget' from project 'GoogleUserMessagingPlatform') Build target GoogleMobileAdsTarget: /Users/k/Library/Developer/Xcode/DerivedData/timer-dhkdhvfcqtfgskfdxpmupujswtuh/SourcePackages/artifacts/swift-package-manager-google-mobile-ads/GoogleMobileAds/GoogleMobileAds.xcframework:1:1: error: While building for watchOS Simulator, no library for this platform was found in '/Users/k/Library/Developer/Xcode/DerivedData/timer-dhkdhvfcqtfgskfdxpmupujswtuh/SourcePackages/artifacts/swift-package-manager-google-mobile-ads/GoogleMobileAds/GoogleMobileAds.xcframework'. (in target 'GoogleMobileAdsTarget' from project 'GoogleMobileAds')
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Apr ’25
iOS 3.1.3 SDK
Hello!!! I want to do a little project for the original iPhone running iOS 3.1.3 and I don’t find the SDK for iOS 3.1.3. I’ve tried downloading Xcode 3.1.3 from the Apple Developer site, but during the installation process, the iPhone SDK doesn’t appear to be included. I also tested Xcode 3.2.2, but it doesn’t seem to have the iPhone OS 3.1.3 SDK either. Does anyone still have the iPhone OS 3.1.3 SDK available or know where I can find it? Thanks!! Edgar
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Jun ’25