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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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Xcode hangs on git network operations
In Xcode 26.3 and 26.4, when I use Xcode's built-in git functionality to do a "pull" or "fetch", Xcode presents a dialog saying it's performing the operation, but it never completes. The dialog remains on screen with a spinner. My remote repos are stored on a Mac mini on my local network and I access them via SSH. The git command line works fine, as does the tool Git Tower. I've filed this as FB22091014. Has anyone else seen this, and if so, found a solution?
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Every Unity project with ARKit doesn't open in Testflight
Even when making a completely fresh Unity project, if I include ARKit and upload it to testflight, when I open it on my ipad it says 'Couldn't Load App'. If I don't include testflight the app opens fine. If I build the app directly to my ipad the app works fine. It opens if I set ARKit to 'optional' but then the AR doesn't work. I have included a camera and location usage description so it's not that. Really not sure what's going on, any help would be massively appreciated!
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iPhone 17 Pro on iOS 26.3 stays unavailable in xcrun devicectl list devices even with Xcode 26.4 beta 2
I am unable to use my iPhone 17 Pro as a run destination in Xcode. The device appears at a low level, but CoreDevice / devicectl keeps reporting it as unavailable. Environment • Mac mini (Apple Silicon) • macOS 26.3 (Build 25D125) • iPhone 17 Pro • iOS 26.3 • Xcode 26.3 (Build 17C529) • Xcode 26.4 beta 2 (Build 17E5170d) Symptoms • The iPhone appears in Finder • On the iPhone, I tapped “Trust This Computer” • Developer Mode is enabled • Apple ID is added in Xcode Accounts • Team is configured in Signing & Capabilities • iOS Platform Support is installed • The device still does not become available as a run destination • Devices and Simulators does not show it in a usable state • xcrun devicectl list devices still shows unavailable Output of xcrun devicectl list devices Failed to load provisioning paramter list due to error: Error Domain=com.apple.dt.CoreDeviceError Code=1002 "No provider was found." UserInfo={NSLocalizedDescription=No provider was found.}. devicectl manage create may support a reduced set of arguments. Name Hostname Identifier State Model CAC1B56A-C3B4-59FF-8F9D-659277C7C76C.coredevice.local CAC1B56A-C3B4-59FF-8F9D-659277C7C76C unavailable iPhone18,1 What I already tried • Apple cable • Different USB/Thunderbolt ports • Direct connection to rear ports • Restarted both Mac and iPhone • Restarted Xcode • Ran sudo killall usbmuxd • Ran sudo pkill -9 remoted • Upgraded Xcode from 26.2 to 26.3, then to 26.4 beta 2 • Ran sudo xcode-select -s /Applications/Xcode-beta.app • Ran sudo xcodebuild -runFirstLaunch • Reset “Location & Privacy” on the iPhone, then trusted the Mac again • Still remains unavailable Additional note ioreg shows the iPhone, so the physical USB connection seems to exist. However, at the CoreDevice / devicectl layer the device remains unavailable, and Xcode cannot use it for on-device build/run. Is this a known issue with macOS 26.3 / iOS 26.3 / Xcode 26.4 beta 2? Any workaround or additional debugging steps would be appreciated.
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Xcode 26.3 not rendering Unicode/Emoji in Simulator or Canvas
I'm based in Australia, and am having the following issue. After leaving this message I received another response from someone else who is also havign the same issue, I've pasted that too. I'm quite surprised to not see it mentioned, could be local to language settings or something. Here is the issue: Folk, I am having an issue where Xcode 26.3 with the new iOS26.2+26.3.1 Simulator update installed doesn’t render Unicode characters in the Canvas or in Simulator. They do render when running direct to a device. I’ve reset devices inside Simulator, cleared Derived Data, cleaned Build Folders etc but to no avail! Is anyone else seeing this, I can’t find a mention anywhere!! Thank you in advance. Yep. Same here. Can't see emojis on the emoji picker keyboard.
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Lock Screen shows skip buttons instead of next/previous when using MPRemoteCommandCenter with AVPlayer playlist
Hello, I’m building an iOS video player using AVPlayer and a custom playback queue. I implemented remote controls using MPRemoteCommandCenter and enabled: nextTrackCommand previousTrackCommand playCommand pauseCommand I disabled: skipForwardCommand skipBackwardCommand seekForwardCommand seekBackwardCommand I also set queue metadata in MPNowPlayingInfoCenter: MPNowPlayingInfoPropertyPlaybackQueueIndex MPNowPlayingInfoPropertyPlaybackQueueCount Even with these commands enabled and the queue count greater than 1, the iOS lock screen continues to display the 10-second skip buttons instead of the previous/next track buttons. The commands themselves work correctly when triggered externally (Control Center, headphones, etc.), but the UI still shows the skip controls. Is there a way to force the lock screen UI to display previous / next track buttons for a video playlist? Or is this behavior expected when using AVPlayer with video content? Thanks.
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PencilKit PKCanvasView flicker
I have the following setup: UIViewRepresentable with a UIView holding UIScrollView ImageView PKCanvasView this is in order to make it appear as if you are writing on a paper which you can zoom and scroll. The UIImageView is holding the paper image. The problem is if you draw some pen strokes at zoom level 1, then zoom in (say zoom level 2) as soon as you place down the pen, the PKCanvasView starts flickering repeatedly very badly. A sample video is here: https://youtube.com/shorts/5zeq6EDheSM a small sample project showing this is here: https://www.icloud.com/iclouddrive/0a0NSLP4bsism69L7jRtZPIhQ#BugDemo
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iOS 26.2 Simulator is not available for download
I'm trying to download the iOS 26.2 simulator, but it fails both in Xcode and via the command line. When I run: xcodebuild -downloadPlatform iOS -buildVersion 26.2 -exportPath ~/Downloads It returns: iOS 26.2 is not available for download. I would like to know: Why iOS 26.2 simulator cannot be downloaded at the moment. Whether iOS 26.2 simulator is still available, or if it has been removed or replaced. How to properly get and install the iOS 26.2 simulator. Any official explanation or solution would be greatly appreciated. Thank you!
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Does Xcode 26 Still Support Pull Requests?
Does Xcode 26 still support creating pull requests and/or viewing comments from GitHub pull requests associated with the current branch? This used to be possible, but I cannot get it to work with the current version of Xcode (26.0.1). The "Create Pull Request" menu item takes me to github.com directly, instead of presenting a nice UI menu; hence I'm wondering.
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Xcode 26 fails to load SPM packages
For me it looks like Xcode 26 has problems reading SPM packages from a locally hosted BitBucket git solution. While Xcode 16 work perfectly fine, Xcode 26 fails to load and gives "Server SSH Fingerprint Failed to Verify" as error description. Cleaning build data and DerivedData sometimes makes loading work. Any change in Package dependencies will break it again. Anyone having same problems? How do you handle it?
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Apple watch Xcode pairing & connection issues
I’m blocked debugging a watchOS app on a physical Apple Watch. The iPhone connects to Xcode normally (wired), but the Watch either fails to connect with a tunnel timeout or disappears entirely from Xcode after I unpaired it inside Devices & Simulators. Environment Mac: macOS 26.x (Apple Silicon Mac) Xcode: 26.2 iPhone: iOS 26.1 Apple Watch Ultra: watchOS 26.2 (build 23S303) Connection: iPhone connected to Mac via USB (trusted). Watch paired to iPhone and working normally in the Watch app. Issue A (when Watch is visible in Xcode) In Xcode → Window → Devices and Simulators, the Watch shows up but is not usable and fails to connect. Error: “Previous preparation error: A connection to this device could not be established.” “Timed out while attempting to establish tunnel using negotiated network parameters.” In some attempts the Watch shows “Capacity: Unknown” / limited details, and then fails during preparation. Issue B (after unpairing Watch in Xcode only) I unpaired/removed the Watch in Xcode (Devices & Simulators). I did not unpair the Watch from the iPhone. Now: iPhone appears in Xcode and works normally for builds. Watch is still paired to the iPhone and works normally. Watch no longer appears anywhere in Xcode Devices & Simulators (no paired watch section, no watch run destination). What I’ve tried Reboots of Mac, iPhone, Watch (multiple times) Watch unlocked, awake; iPhone unlocked and close to Watch Verified Watch is paired and connected in iPhone Watch app Developer Mode enabled on iPhone and Watch Wi-Fi and Bluetooth ON (Mac/iPhone/Watch), tried toggling both Tried on home Wi-Fi and also with iPhone hotspot (same result) Resetting trust prompts / reconnecting iPhone via USB, re-trusting Mac Apple Watch: “Clear Trusted Computers” Xcode: removing/re-adding devices; clearing derived data; restarting Xcode Watch Developer networking test: Responsiveness = Medium (430 RPM) Questions 1. Is this a known issue/regression with Xcode 26.2 + watchOS 26.2 tunneling (CoreDevice / devicectl)? 2. Is there an Apple-supported way to force Xcode to re-discover a paired Watch after it was removed from Xcode Devices & Simulators (without unpairing the Watch from the iPhone)? 3. Any recommended logs or diagnostic steps I should collect (Console logs, sysdiagnose, specific Xcode/CoreDevice logs) to include in a Feedback report? If helpful, I can provide the full error text from Xcode’s Devices window and any logs you recommend. Thank you in advance,
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Active Membership but Xcode shows "Red X" at Certificates, Identifiers & Profiles
Hi everyone, I am struggling with a persistent issue regarding my Developer Program membership and Xcode syncing. Even though the Apple Developer Portal shows that my developer license is active and I have full access to App Store Connect, it is unfortunately not possible to sign applications with this account. It behaves as if the license wasn't active. The Symptoms: -Portal status: Active (Account Holder/Admin), -Xcode Settings: When I navigate to Settings > Accounts and select my team, there is a Red X displayed next to "Certificates, Identifiers & Profiles.", Xcode suggests there is an issue accessing these resources and I cannot sign any binaries. Confirmed the membership is active in the web portal. Everything seems configured correctly on the web side, but the account simply doesn't work locally in Xcode. Has anyone faced this specific "Red X" issue despite a valid membership? Is there a specific cache I need to clear or a way to force Xcode to re-fetch the correct status? Any advice on how to resolve this loop would be greatly appreciated. Thanks! :)
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Red "X" showing up for Certificates, Identifiers, & Profiles in xcode
I've upgraded to a new Macbook recently, just when I was setting up my Xcode, I realized I there is a this red "X" showing up next to my development team as I was signing in to my account I have checked my permission on App Store Connect, everything seemed fine. I have also deleted my old Apple development certificate and requested for another one. Nothing worked.
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Linker trying to link Metal toolchain for every object file on Catalyst
When building our project for Mac Catalyst with Xcode 26.2, we get this warning almost a hundred times, once for every object file: directory not found for option '-L/var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v17.3.48.0.UZtKea/Metal.xctoolchain/usr/lib/swift/maccatalyst' Somehow, every Link <FileName>.o build step got the following parameter, regardless if the target contained Metal files or not: -L/var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v17.3.48.0.UZtKea/Metal.xctoolchain/usr/lib/swift/maccatalyst The toolchain is mounted at this point, but the directory usr/lib/swift/maccatalyst doesn't exist. When building the project for iOS, the option doesn't exist and the warning is not shown. We already check the build settings, but we couldn't find a reason why the linker is trying to link against the toolchain here. Even for targets that do contain Metal files, we get the following linker warning: search path '/var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v17.3.48.0.UZtKea/Metal.xctoolchain/usr/lib/swift/maccatalyst' not found Is this a known issue? Is there a way to get rid of these warnings?
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Xcode 26.3 RC - Claude Agent returns "Your request couldn't be completed"
Environment: Xcode 26.3 RC macOS 26.3 (25D125) (Apple Silicon / arm64) Setup: Xcode > Settings > Intelligence > Claude Agent: Signed In (account status shows "Signed In") Model: Default Steps to reproduce: Open a new chat in Xcode's Coding Assistant Select "Claude Agent" from the agent dropdown (instead of "Claude Sonnet 4.5") Send any message (e.g. "HI") Expected result: Claude Agent responds normally. Actual result: The message is sent but immediately returns the error: "Your request couldn't be completed." 🚩I have an active Claude Code subscription with remaining usage. Running claude in Terminal works perfectly, confirming the subscription and quota are valid.
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Launch screen update
Hi. In my app a need do change launch screen. During development sometime in when I install new version of app over old version sometimes I see old launch screen. Is it possible that this situation will happen on production when I will publish app to App Store? Is Launch screen somehow cached?
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