Posts under Developer Tools & Services topic

Post

Replies

Boosts

Views

Activity

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
0
0
287
Mar ’25
Xcode 16 Automatically Builds & Runs Simulator While Editing Storyboard
I’m experiencing an issue in Xcode 16 where the app randomly builds and runs in the simulator while I’m designing items in the storyboard. Here’s what I’ve tried so far to stop this behavior: Disabled "Show Live Issues" in the General settings Removed all key bindings related to Build & Run in the Key Bindings settings Checked for unintentional shortcut triggers, but nothing seems to be causing it Update XCode from 16.1 to 16.2 Delete Derived Data Despite these actions, Xcode still automatically builds and launches the simulator at unexpected times, disrupting my workflow. Is there any setting or hidden configuration that could be causing this? How can I completely prevent Xcode from running the simulator automatically while editing UI in the storyboard? Would really appreciate any guidance on this!
0
0
109
Mar ’25
Xcode 16's "Stage All" button does nothing most of the time
Use a project hosted by a filesystem/local Git repository. Make changes to any file in the project. Switch to the "Source Control" Navigator, and the "Changes" sub-navigator within that. Select "Uncommitted Changes", or any file below that. Verify that your changes appear in the source change browser/editor on the right. Click the "Stage All" button. Absolutely nothing happens, 90% of the time. Go back to the Changes navigator, right-click on an item there and select the "Stage Changes in..." popup menu item. It works, every time. I haven't found any pattern to the 10% of the time the "Stage All" button actually works, wrt what changes are selected in the navigator, whether I've already typed a commit message, etc.. I happen to be using Xcode 16.0 on two Macs: a Mac Studio running MacOS 14.6.1, and a 2019 MacBook Pro running MacOS 14.7.1. Both exhibit the same symptoms.
1
0
119
Apr ’25
App Freezing at Launch and Unexpected Termination
We are experiencing an issue where our app gets stuck during launch. The splash screen appears for some time, and then the app either becomes unresponsive or closes unexpectedly. However, there are no crash logs captured in Xcode or Firebase Crashlytics, indicating that the app is not crashing but rather being terminated. This issue is preventing affected users from properly launching the app. Additionally, some users have reported occasional lag and slow performance when using the app. The issue occurs only for a specific subset of users and appears to be related to other Electronic Logging Device (ELD) apps running in the background. When these apps are active, our app struggles to launch and sometimes becomes unresponsive. We suspect that this behavior could be related to system resource allocation, such as high memory consumption by background apps, which might be affecting our app's ability to launch correctly. However, we have been unable to reproduce the issue on our end despite multiple attempts. Actions Performed During App Launch: Firebase configuration API requests, including: Fetching account details Registering the FCM token with the server Asynchronous background requests to fetch POI details Creating a local database and storing POI data in local storage We would like guidance from Apple regarding potential causes and debugging strategies, especially in scenarios where the app does not produce crash logs but still fails to launch properly. Any insights into memory management, conflicts with background applications, or system resource constraints would be highly appreciated. Steps to Reproduce: Install and launch the app on an affected device. Observe that the app gets stuck on the launch screen. After some time, the app terminates unexpectedly. Issue is inconsistent and occurs only for certain users. Presence of other ELD apps running in the background appears to influence the issue.
3
0
333
Mar ’25
How to Convert Individual Apple Developer Account to Organization?
I am currently enrolled in the Apple Developer Program as an individual, but I would like to convert my account to an organization. I couldn’t find clear instructions on how to do this. Has anyone gone through this process before? What steps do I need to take, and are there any specific requirements I should be aware of? I’d really appreciate any guidance or advice. Thanks in advance!
1
0
141
Mar ’25
Are umbrella frameworks possible/discouraged?
I want to release a Framework F, containing several other frameworks (such as Realm, Appetitive, Cocoalumberjack, PhoneNumberKit) for use by app A. According to this article: https://medium.com/@bittudavis/how-to-create-an-umbrella-framework-in-swift-ca964d0a2345 They write, without referencing a source: "Although Apple discourage creating umbrella framework". Is that true, do Apple discourage umbrella frameworks, if so why and is it a very strong discourage or a mild one? If not discouraged, then how can this be achieved with Xcode 16? I've been attempting to follow a few tutorial to achieve this, such as https://medium.com/john-lewis-software-engineering/adding-a-third-party-framework-inside-a-first-party-framework-in-xcode-3ba58cfd08da however so far without any success. This last article mentions the Link Binary With Libraries section, which doesn't exist in Xcode 16. There's the Frameworks, Libraries, and Embedded Content section where I have been attempting to add the frameworks into my Framework F (choosing Embed without Signing). I'm able to successfully build Framework F, but when app A attempts to use it (adding F to the Frameworks, Libraries, and Embedded Content section with option embed and sign, or embed and don't sign, makes no difference) then I get run time errors about the umbrellaed frameworks not being able to be found.
3
0
813
Mar ’25
{Project}-LinkMap-normal-arm64.txt changed?
I upgraded xcode to 16.2 and found that the txt file generated by Write Link Map File is different from before, no longer containing detailed data. So, how to set it up to obtain the same link map file as the previous xcode version. # Path: /Users/....../xxx.app/__preview.dylib # Arch: arm64 # Object files: [ 0] linker synthesized # Sections: # Address Size Segment Section 0x00004000 0x00000000 __TEXT __text # Symbols: # Address Size File Name
0
0
92
Mar ’25
Does Xcode force to download latest iOS simulator after update?
I have Xcode on my mac. I am iOS Dev. I do not know what version of Xcode was before I did next steps, but I could say that I had iOS Simulator 18.3.1. So I update my Xcode to Version 16.3 (16E140). At this version is available iOS Simulator 18.4. But from some time before Xcode separate downloading components and actual Xcode itself. So i make update and do not download latest iOS simulator. What i have: in Xcode -> Settings -> Components under " Other Installed Platforms" i have iOS 18.3.1 and 17.5 in Choose Destination dropdown menu i have nothing. And Xcode say me that i need install iOS Simulator. After some time with ChatGPT I could not do nothing from this. I try go to : Window -> Device and Simulators and here create new simulator with 18.3.1 and make it appear Always. But it didn't help. Solution I did: I download latest version 18.4 because i could not wait because i need fix bug only 1 hour shift and it was this hour so i fast download the simulator. After downloading 18.4 in Choose Destination dropdown it appears all versions of simulaors and 18.3.1 and that i created and 17.5 Question: Does Xcode force to install latest version of iOS simulator? What is the sense of this upgrade that now Xcode is updating faster because it download 8 GB not 16 if eventually I need download 8 GB again ? The new what i could do download Xcode in the evening and Simulator in the morning?
0
0
157
Apr ’25
Flutter App not Building for iOS
Hey, Since I set up push notifications for my Flutter app following this tutorial https://documentation.onesignal.com/docs/flutter-sdk-setup, my Flutter app no ​​longer builds for iOS in the CD pipeline. I get the following error: [17:24:47]: ▸ ProcessException: Process exited abnormally with exit code -6: [17:24:47]: ▸ Command line invocation: [17:24:47]: ▸ /Applications/Xcode_15.4.app/Contents/Developer/usr/bin/xcodebuild -list [17:24:47]: ▸ User defaults from command line: [17:24:47]: ▸ IDEPackageSupportUseBuiltinSCM = YES [17:24:47]: ▸ 2025-03-10 17:24:46.855 xcodebuild[13337:34491] [MT] DVTAssertions: ASSERTION FAILURE in DevToolsCore/Xcode3Core/LegacyProjects/Frameworks/DevToolsCore/DevToolsCore/ProjectModel/DataModel/References/SynchronizedGroups/PBXFileSystemSynchronizedAbstractGroup.m:28 [17:24:47]: ▸ Details: Assertion failed: IDEFileSystemSynchronizedGroupsAreEnabled() [17:24:47]: ▸ Object: <PBXFileSystemSynchronizedRootGroup> [17:24:47]: ▸ Method: +allocWithZone: [17:24:47]: ▸ Thread: <_NSMainThread: 0x60000026c200>{number = 1, name = main} [17:24:47]: ▸ Hints: [17:24:47]: ▸ Backtrace: [17:24:47]: ▸ 0 -[DVTAssertionHandler handleFailureInMethod:object:fileName:lineNumber:assertionSignature:messageFormat:arguments:] (in DVTFoundation) [17:24:47]: ▸ 1 _DVTAssertionHandler (in DVTFoundation) [17:24:47]: ▸ 2 _DVTAssertionFailureHandler (in DVTFoundation) [17:24:47]: ▸ 3 _DVTAssertionWarningHandler (in DVTFoundation) My pipeline looks like this: name: iOS Build and Deploy to App Store with Custom Version on: workflow_dispatch: inputs: version: description: 'Version number' required: true default: '1.0.0' env: FLUTTER_CHANNEL: "stable" RUBY_VERSION: "3.2.2" jobs: build_ios: name: Build iOS runs-on: macos-latest timeout-minutes: 20 steps: - name: Checkout uses: actions/checkout@v4 - name: Set up Ruby uses: ruby/setup-ruby@v1 with: ruby-version: ${{ env.RUBY_VERSION }} bundler-cache: true working-directory: 'daytistics/ios' - name: Clean up vendor working-directory: 'daytistics/ios' run: rm -rf vendor - name: Install Bundler Gems working-directory: 'daytistics/ios' run: bundle install - name: Run Flutter tasks and get pub packages uses: subosito/flutter-action@v2.16.0 with: flutter-version-file: 'daytistics/pubspec.yaml' channel: ${{ env.FLUTTER_CHANNEL }} cache: true - name: Get Flutter Packages working-directory: ./daytistics run: flutter pub get - name: Install Bundler Gems working-directory: 'daytistics/ios' run: | bundle install bundle exec pod repo update # Add this line # Remove the "Reinstall CocoaPods" step entirely - name: Pod Install working-directory: 'daytistics/ios' run: bundle exec pod install - name: Clean Flutter build working-directory: ./daytistics run: flutter clean - name: Create .env file working-directory: ./daytistics run: touch .env - uses: maierj/fastlane-action@v3.1.0 with: lane: 'release_app_store' subdirectory: daytistics/ios options: '{ "version_number": "${{ github.event.inputs.version }}", "env_vars": ["SUPABASE_URL", "SUPABASE_ANON_KEY", "POSTHOG_API_KEY", "SUPABASE_AUTH_EXTERNAL_GOOGLE_CLIENT_ID", "SENTRY_DSN"] }' env: ASC_KEY_ID: ${{ secrets.ASC_KEY_ID }} ASC_ISSUER_ID: ${{ secrets.ASC_ISSUER_ID }} ASC_KEY_P8_BASE64: ${{ secrets.ASC_KEY_P8_BASE64 }} MATCH_PASSWORD: ${{ secrets.MATCH_PASSWORD }} MATCH_GIT_BASIC_AUTHORIZATION: ${{ secrets.MATCH_GIT_BASIC_AUTHORIZATION }} APP_BUNDLE_ID: ${{ secrets.APP_BUNDLE_ID }} GH_TOKEN: ${{ secrets.GITHUB_TOKEN }} SUPABASE_URL: ${{ secrets.SUPABASE_URL }} SUPABASE_ANON_KEY: ${{ secrets.SUPABASE_ANON_KEY }} POSTHOG_API_KEY: ${{ secrets.POSTHOG_API_KEY }} SUPABASE_AUTH_EXTERNAL_GOOGLE_CLIENT_ID: ${{ secrets.SUPABASE_AUTH_EXTERNAL_GOOGLE_CLIENT_ID }} SENTRY_DSN: ${{ secrets.SENTRY_DSN }} Everything works as expected in the simulator. However, I think that the problem isn't related to the pipeline. Instead I think it is related to the "Signing Capabilities" in X-Code: https://i.sstatic.net/E0tSetZP.png https://i.sstatic.net/oC1xG0A4.png Thanks for your help!
1
0
657
Mar ’25
who can help me?
Why is it so hard to register a developer account in China? As an iOS developer for 12 years, why is it so hard for me to register a developer account in China? Can Apple improve your service? If there is something wrong with me, I'm willing to accept the penalty of not being able to register. But I submitted all the information you need and then you tell me I can't register. I also just bought a new Macbook Air 2 months ago and I'm willing to contribute my income to you guys. But how are you treating me? Who can help me? Translated with DeepL.com (free version)
1
0
125
Mar ’25
Build artefacts not available in Xcode Cloud
This appears to be the same issue as wasresolved here, but given that post is marked as solved, I thought it appropriate to open a new thread. I have no access to build artefacts for any of the App Store Connect teams I'm a member of. I have Admin or App Manager permissions for the teams I've tried. Clicking the download link for any artefact directs to a single json string: {"message":"You are not authorized to access this team’s resources."} Trying through the build navigator in Xcode 16.3 crashes Xcode.
1
0
74
Apr ’25
Unable to Re-Enroll in Apple Developer Program Due to Document Rejection
Hello, Two months ago, I tried to enroll in the Apple Developer Program and provided official documents such as my ID and passport. However, I was repeatedly asked to upload them again until my account was declared no longer eligible for use in the Apple Developer Program. I don’t know why my ID was rejected. I tried uploading a regular photo of the document, I tried a scan, and I tried various formats, but nothing worked. Now I want to try again and enroll, but the button is not clickable. Can you please guide me through what went wrong and how I can try again? Thank you.
0
0
79
Mar ’25
Xcode inserts unexpected apostrophes into Markdown and XML files
In Xcode, when you type a word like "don't", a second apostrophe is automatically inserted after the word and you have to manually delete it. Repro steps: Create a new empty Markdown file or XML file. Open the file in Xcode. Type the word “don’t”. Expected behavior: The word “don’t” appears. Observed behavior: The word “don’t” appears, followed by an extra single quote.
1
0
80
Apr ’25
Xcode crash reports from TestFlight
My application is in flightTest mode. I received my first two crash reports in XCODE /Organizer. The context is well described, and I was able to isolate the locations where very serious errors occurred. My application is connected. I'm missing one piece of data in this crash report: the time of the crash. This will help me see what (in my case) static data was being read on the data server at that time. This will help me investigate. Is it possible to obtain this information?
0
0
104
Mar ’25
devicectl: clarify username requirement for "certain" domains
Hi there, When using devicectl to manage files: It's unclear for which domains the username should be provided It's unclear how to determine the username Listing files USAGE: devicectl device info files [<options>] --device <uuid|ecid|serial_number|udid|name|dns_name> --domain-type <domain-type> FILE OPTIONS: --username <username> The username of the user we should target. Only relevant for certain domains. --domain-type <domain-type> The file service domain. Valid values are: temporary, appDataContainer, appGroupDataContainer, systemCrashLogs. You must specify a valid domain and identifier pair. Certain domains must be accompanied by an identifier that provides additional context. For example, if the domain is an app data container, the identifier is the bundle ID of the app. For temporary directories, the identifier is a unique client-provided string which is used to get your own space, separate from those of other clients. --domain-identifier <domain-identifier> A unique string used to provide additional context to the domain. --username The username of the user we should target. Only relevant for certain domains. In the domains, the username requirements are not mentioned. Copying files USAGE: devicectl device copy to --device <uuid|ecid|serial_number|udid|name|dns_name> --source <source> [--destination <destination>] [--user <user>] --domain-type <domain-type> [--domain-identifier <domain-identifier>] [--remove-existing-content <remove-existing-content>] [--verbose] [--quiet] [--timeout <seconds>] [--json-output <path>] [--log-output <path>] DEVICE OPTIONS: -d, --device <uuid|ecid|serial_number|udid|name|dns_name> The identifier, ECID, serial number, UDID, user-provided name, or DNS name of the device. FILE OPTIONS: --source <source> The item which should be copied. --destination <destination> The location to which the item should be copied. -u, --user <user> The name of the user we should target. Only relevant for certain domains. --domain-type <domain-type> The file service domain. Valid values are: temporary, appDataContainer, appGroupDataContainer, systemCrashLogs. You must specify a valid domain and identifier pair. Certain domains must be accompanied by an identifier that provides additional context. For example, if the domain is an app data container, the identifier is the bundle ID of the app. For temporary directories, the identifier is a unique client-provided string which is used to get your own space, separate from those of other clients. --domain-identifier <domain-identifier> A unique string used to provide additional context to the -u, --user The name of the user we should target. Only relevant for certain domains. The "certain domains" are not specified. user vs username The list files command takes: --username <username> The username of the user we should target. Only relevant for certain domains The copy command takes: -u, --user <user> The name of the user we should target. Only relevant for certain domains. Is there a difference between username and user? How do we figure out the user or username? From https://developer.apple.com/forums/thread/749649 I learned that about the "mobile" value, but why, and how? It would help if these arguments could be explained in more detail.
0
0
100
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
0
0
173
Apr ’25