I am located in Taiwan and recently updated my Mac to the latest OS and installed the newest Xcode. However, I’m experiencing extremely slow download speeds when trying to add the iOS 26.2 Simulator Runtime (approx. 8GB) via Xcode > Settings > Platforms.
It is currently downloading at a rate of only 500MB per hour, which is impractical. I have checked the official downloads page but couldn't find a standalone DMG link for this specific version.
My questions are:
Is there a direct download link (DMG) available on the Apple Developer portal for the iOS 26.2 Simulator?
If no direct link exists, are there any recommended methods to accelerate the download? (e.g., using terminal commands or changing DNS settings).
Any help or direct URLs would be greatly appreciated. Thank you!
General
RSS for tagDive into the vast array of tools and services available to developers.
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
I am encountering an issue where the application running on a physical device does not reflect the most recent source changes.
Observed behavior
On the device, the application behaves as if an older binary is running. Specifically:
Newly added debug UI labels do not appear.
The logs still show old debug prints instead of new ones.
Steps taken to ensure a clean install:
Changed the bundle identifier
Set a new display name (the app still showed the old display name when I click run).
Deleted the app manually from the device before every reinstall.
Build and install steps
Performed multiple clean builds with a fresh Derived Data path.
Built from terminal using xcodebuild (Debug configuration, physical device target, automatic provisioning).
Installed using:
xcrun devicectl device install app
Verified:
The updated source files are listed under Compile Sources and compiled from the expected path.
The bundled Info.plist includes the new bundle identifier and display name.
Installation output confirms new bundle identifier.
Question
What could cause a newly built and installed application to run with behavior from an older binary? Are there recommended ways to verify that the device is actually launching the latest installed build, and to ensure stale binaries are not being executed?
Any guidance on additional diagnostics or misconfigurations to check would be appreciated.
Topic:
Developer Tools & Services
SubTopic:
General
i have been added to an apple membership organization, and given App manager's rights b ut my build keeps failing and asking me to get more access
Topic:
Developer Tools & Services
SubTopic:
General
I am developing an Augmented Reality (AR) navigation application for the iPad, utilizing the ARCL library to place Points of Interest (POIs) in the real world.
The application's behavior varies significantly based on the device's networking configuration:
Cellular Network (Expected Behavior): On an iPad with a cellular modem, when using the cellular network, all POIs are placed accurately with correct orientation.
Wi-Fi Only (Expected Behavior): On a Wi-Fi-only model (no GPS chip), POI placement is inaccurate, confirming the need for an external GPS receiver for that hardware configuration.
Cellular + Wi-Fi (Anomalous Behavior):
The iPad is a cellular model (equipped with GNSS/GPS).
The device is connected to a Wi-Fi network (enforced via an MDM profile, preventing the user from disabling Wi-Fi).
When actively connected to this specific Wi-Fi network, the AR POIs consistently display with an incorrect orientation and placement, even though the device hardware has a dedicated GPS chip. The placement error strongly suggests that the device's determined location or heading is erroneous. It appears that the active Wi-Fi connection is somehow interfering with or overriding the high-accuracy GNSS/GPS data, leading to a flawed Core Location determination that negatively impacts the ARCL world tracking and anchor placement.
Has anyone experienced a scenario where an active Wi-Fi connection on a cellular iPad model causes Core Location to prioritize less accurate location data (potentially Wi-Fi-based location services) over the device's built-in GNSS/GPS, resulting in severe orientation errors? We observed that on Apple map(native application) as well it is showing wrong location and orientation when it is connected to WiFi
Hey, I am using the terminal a lot. Since I updated to Sonoma (so, really a long time ago). My prompt or more precise the hostname always changes between three states. Sometimes it is username@Macbook-Pro-of-XXX, sometimes username@MacbookPro and sometimes it's username@xxxxxxxx-yyyy-zzzz-aaaa-bbbbbbbbbbbb. The latter is probably my UUID. Does anyone have a clue why this randomly changes?
Hello Apple community !
Not here to report an issue but I just wanted to make a suggestion ^^
I feel like a common frustration amongst developers is the lack of transparency over bugs filed on developer tools, SDKs, iOS versions, the whole Apple ecosystem really.
This leads to the creation of parallel bug tracking tools (https://github.com/feedback-assistant/reports?tab=readme-ov-file /
https://openradar.appspot.com/page/1) or filing of duplicates for reports that may already exist and are being worked on.
I feel like this would save time for both external developers that encounter bugs & Apple engineers that have to look for possible duplicates to share a common public database of issues.
Other companies have this kind of system in place (Google for example : https://issuetracker.google.com/) so why not Apple ?
Thank you
In the availability and pricing section, we have reviewed the plans and we will be upgrading to 50 or 100 million calls/month but before we do, we have a couple questions.
Does the API have rate limit or throttling?
Do you have additional weather forecast endpoints like hail, radar, or pollen forecast? I see in this thread https://developer.apple.com/forums/thread/795642 that air quality is not available
Thanks
I am running into an issue where when layers are grouped, the icon is not shown as it does within the preview in the Icon Composer app
Is this a bug or is it some setting within the group/app?
I’m using Developer iOS app to watch WWDC session videos. i notice it doesn’t record a video as watched after I watched it and even manual marking it using Mark as Watch has no effect.
I remember the issue started several years ago because some old WWDC videos were marked watches.
Topic:
Developer Tools & Services
SubTopic:
General
I’m a registered iOS developer, and I’ve been facing an issue with installing iOS developer updates for the past couple of years. I can download the updates, but they get stuck at 99.9% complete and don’t finish. I’ve tried following the instructions to force restart the phone, but it stays on the Apple logo screen until it dies.
I can update official iOS versions, but not beta versions. To update, I have to put the phone in DFU mode and install the update that way. This is frustrating and prevents me from making timely updates to my app and from diagnosing new issues during testing.
I’d like to request that Apple investigate this issue and identify a solution. For reference, I’ve installed a bare-bones version with no new apps, and the problem persists. I would like a resolution that allows me to update normally without having to DFU the phone each time. This occurs via OTA or IPSW manual download and installation.
Please refer to the following FB submission numbers: FB21642029 and FB21017894.
CAN SOMEONE PLEASE RESPOND BACK TO THIS MESSAGE AND HELP ME TROUBLESHOOT THIS ISSUE?!
Merhaba,
iOS üzerinde bir sözleşme onay uygulaması geliştiriyorum. Kullanıcıların dijital ortamda sözleşmeleri okuyup onaylaması gerekiyor. Ancak hukuki geçerlilik konusunda bazı tereddütlerim vardı.
Bursa’da yaşayan biri olarak bu konuda bir avukata danışmam gerekti. Şans eseri https://www.avukatcanata.com ile karşılaştım ve hem bireysel hem ticari sözleşmeler konusunda gerçekten çok net açıklamalar sundular. Özellikle elektronik imza ve KVKK uyumu hakkında verdikleri bilgiler sayesinde projemi yasal zemine oturtabildim.
Eğer bu tarz uygulamalar geliştiriyorsanız, mutlaka bir hukukçu görüşü alın. Yanlış bir adım size veya kullanıcınıza ciddi sonuçlar doğurabilir.
Teşekkürler 🍏
Hi, I’m currently developing a watchOS app and ran into an issue where I can’t enable Developer Mode on my Apple Watch.
Device info:
Apple Watch Series 9 (watchOS 10.4)
Paired with iPhone 14 Pro (iOS 17.4.1)
Xcode 15.3 (macOS 15.5, Apple Silicon)
Issue:
When I try to run the app on my physical watch device, Xcode prompts that Developer Mode needs to be enabled. However, there is no approval request on the Apple Watch, and no Developer Mode option appears under Settings → Privacy & Security.
I’ve already tried the following:
Rebooting both devices
Unpairing and re-pairing the watch
Erasing and setting up the watch again
Signing out and back into my Apple ID
Using the latest Xcode version (15.3 and 16.3 both tested)
Running clean builds and checking provisioning profiles
Attempting install via both simulator and physical device
Still no luck — the app will not launch on the Apple Watch due to Developer Mode being disabled, and the option is missing entirely from Settings.
I visited an Apple Store Genius Bar, but they couldn’t help and told me to contact Developer Support. I’ve already submitted a support request, but in the meantime I wanted to ask here in case anyone else has experienced this and found a workaround.
Thanks in advance.
I'm attempting to create a proof of concept of a static library, distributed as an XCFramework, which has two local XCFramework dependencies.
The reason for this is because I'm working to provide a single statically linked library to a customer, instead of providing them with the static library plus the two dependencies.
The Issue
With a fairly simple example project, I'm not able to access any code from the static library without the complier throwing a "No such module" error and saying that it cannot find one of the dependent modules.
Project Layout
I have an example project that has some example targets with basic example code.
Example Project on Github
Target: FrameworkA
Mach-0 Type: Dynamic
Build Mergable Library: Yes
Skip Install: No
Build Libraries For Distribution: Yes
Target: FrameworkB
Mach-0 Type: Dynamic
Build Mergable Library: Yes
Skip Install: No
Build Libraries For Distribution: Yes
XCFrameworks are being generated from these two targets using Apple's recommendations. I've verified that the mergable metadata is present in both framework's Info.plist files.
Each exposes a single struct which will return an example String.
Finally I have my SDK target:
Target: ExampleKit
Mach-0 Type: Static
Build Mergable Library: No
Create Merged Binary: Manual
Skip Install: No
Build Libraries For Distribution: Yes
The two .xcframework files are in the Target's folder structure as well. The "Link Binary With Libraries" build phase includes them and they're Required.
Inside of the ExampleKit target, I have a single public struct which has two static properties which return the example strings from FrameworkA and FrameworkB.
I then have another script which generates an XCFramework from this target.
Expectations
Based on Apple's documentation and the "Meet Mergable Libraries" WWDC session I would expect that I could make a simple iOS app, link the ExampleKit.xcframework, import ExampleKit inside of a file, and be able to access the single public struct present in ExampleKit. Unfortunately, all I get is "No such module FrameworkA".
I would expect that FrameworkA and FrameworkB would have been merged into ExampleKit? I'm really unsure of where to go from here in debugging this. And more importantly, is this even a possible thing to do?
In Simulator Korean character system has not working well.
I want to type "", however, if I type the same thing on the simulator's virtual keyboard (Korean), it comes out as ''.
I think this is caused by IME system in ios simulator bug. I think this has been happening since IOS 17.
For the Linux version of my application which is written in C++ using Qt, I display the CHM format help files with this code:
QString helpFile{ QCoreApplication::applicationDirPath() + "/Help/" + tr("DeepSkyStacker Help.chm","IDS_HELPFILE") };
QString program{ "kchmviewer" };
QStringList arguments{ "-token", "com.github.deepskystacker", helpFile };
helpProcess->startDetached(program, arguments);
(helpProcess is a pointer to a QProcess object)
The -token com.github.deepskystackerpart of that ensures that only a single instance of the viewer is used for any code that uses that invocation.
Are there any chm file viewers for macOS that are capable of that sort of trick? The ones I've found on the App Store give minimal information and appear to be very simple minded tools that are not not intended for integration into an application as above.
I know that MacPorts offers ports of kchmviewer but I'd prefer not to use either that or HomeBrew ...
David
Topic:
Developer Tools & Services
SubTopic:
General
Hi,
I’m trying to free up space on my computer and have uninstalled Xcode. However, I noticed that many large files remain on the filesystem even after uninstalling it.
The largest remaining files (~33 GB) are iOS Simulator images located at:
/System/Volumes/Data/Library/Developer/CoreSimulator/Volumes
I attempted to delete them using root privileges, but it seems that these system files are mounted as read-only.
I’m reaching out to ask for guidance to ensure that these files do not contain anything important for macOS, and that it’s safe to remove them before getting in recovery mode.
Thank you very much for your advice!
Hello,
I'm building this mobile app using Quasar - Capacitor on iOS.
The app is working perfectly, but I'm encountering an issue whenever I push the rep I get this error: "Error
Unable to open base configuration reference file '/Volumes/workspace/repository/ios/App/Pods/Target Support Files/Pods-App/Pods-App.release.xcconfig'.
App.xcodeproj:1"
I've tried every possible solution and made sure that everything is set perfectly.
Can anyone please help me with that?
Thanks in advance, appreciate you 🫶🏻
Hi Support Team,
I am new here. I am unable to add my fonts to the asset catalog there is no option to add new font set when I click the plus sign.
When I drag my files in they show up as data.
I have a Contents.json in the font folder called BeVietnamProFont.font.
Is there something I am doing wrong?
Thanks SO much!
{
"info": { "version": 1, "author": "xcode" },
"properties": {},
"fonts": [
{ "filename": "BeVietnamPro-Black.ttf", "weight": "black", "style": "normal" },
{ "filename": "BeVietnamPro-BlackItalic.ttf", "weight": "black", "style": "italic" },
{ "filename": "BeVietnamPro-Bold.ttf", "weight": "bold", "style": "normal" },
{ "filename": "BeVietnamPro-BoldItalic.ttf", "weight": "bold", "style": "italic" },
{ "filename": "BeVietnamPro-ExtraBold.ttf", "weight": "heavy", "style": "normal" },
{ "filename": "BeVietnamPro-ExtraBoldItalic.ttf", "weight": "heavy", "style": "italic" },
{ "filename": "BeVietnamPro-ExtraLight.ttf", "weight": "ultralight", "style": "normal" },
{ "filename": "BeVietnamPro-ExtraLightItalic.ttf", "weight": "ultralight", "style": "italic" },
{ "filename": "BeVietnamPro-Light.ttf", "weight": "light", "style": "normal" },
{ "filename": "BeVietnamPro-LightItalic.ttf", "weight": "light", "style": "italic" },
{ "filename": "BeVietnamPro-Regular.ttf", "weight": "regular", "style": "normal" },
{ "filename": "BeVietnamPro-Italic.ttf", "weight": "regular", "style": "italic" },
{ "filename": "BeVietnamPro-Medium.ttf", "weight": "medium", "style": "normal" },
{ "filename": "BeVietnamPro-MediumItalic.ttf", "weight": "medium", "style": "italic" },
{ "filename": "BeVietnamPro-SemiBold.ttf", "weight": "semibold", "style": "normal" },
{ "filename": "BeVietnamPro-SemiBoldItalic.ttf", "weight": "semibold", "style": "italic" },
{ "filename": "BeVietnamPro-Thin.ttf", "weight": "thin", "style": "normal" },
{ "filename": "BeVietnamPro-ThinItalic.ttf", "weight": "thin", "style": "italic" }
]
}

I have been working on a M1 Mac mini, using my iPad Air M2 running 26.3 iPadOS. Switched to a new M4 Mac mini, went to connect my iPad to run from Xcode and was presented this "The developer disk image could not be mounted on this device."
So how can a get an updated DDI?
I appreciate any ideas.
/Users/robertlawson/Desktop/Screenshot 2026-02-15 at 8.21.50 PM.png
Topic:
Developer Tools & Services
SubTopic:
General
I am integrating On Demand Resources into my Unity game. The resources install without any problems if the internet connection is stable: all resources are installed. While testing various scenarios without an internet connection, I encountered the following problem: if I turn off the internet during installation, I don't get any error messages, but if I turn the internet back on, the download no longer continues (and I still don't get an error). If I reopen the application with a stable internet connection, the download will always be at 0%. Please tell me what I am doing wrong.
#import "Foundation/Foundation.h"
#if ENABLE_IOS_ON_DEMAND_RESOURCES
#import "Foundation/NSBundle.h"
#endif
#include <string.h>
struct CustomOnDemandResourcesRequestData;
typedef void (*CustomOnDemandResourcesRequestCompleteHandler)(struct CustomOnDemandResourcesRequestData* handler, const char* error);
#if ENABLE_IOS_ON_DEMAND_RESOURCES
struct CustomOnDemandResourcesRequestData
{
NSBundleResourceRequest* request;
};
extern "C" CustomOnDemandResourcesRequestData* CustomOnDemandResourcesCreateRequest(const char* const* tags, int tagCount, CustomOnDemandResourcesRequestCompleteHandler handler)
{
NSMutableArray* tagArray = [NSMutableArray array];
for (int i = 0; i < tagCount; i++) {
const char* tag = tags[i];
if (tag != NULL) {
[tagArray addObject:[NSString stringWithUTF8String:tag]];
}
}
NSSet* tagSet = [NSSet setWithArray:tagArray];
CustomOnDemandResourcesRequestData* data = new CustomOnDemandResourcesRequestData();
data->request = [[NSBundleResourceRequest alloc] initWithTags:tagSet];
[data->request beginAccessingResourcesWithCompletionHandler:^(NSError* error) {
dispatch_async(dispatch_get_main_queue(), ^{
const char* errorMessage = error ? [[error localizedDescription] UTF8String] : NULL;
handler(data, errorMessage);
});
}];
return data;
}
extern "C" void CustomOnDemandResourcesRelease(CustomOnDemandResourcesRequestData* data)
{
[data->request endAccessingResources];
delete data;
}
extern "C" float CustomOnDemandResourcesGetProgress(CustomOnDemandResourcesRequestData* data)
{
return data->request.progress.fractionCompleted;
}
extern "C" float CustomOnDemandResourcesGetLoadingPriority(CustomOnDemandResourcesRequestData* data)
{
float priority = (float)data->request.loadingPriority;
return priority;
}
extern "C" void CustomOnDemandResourcesSetLoadingPriority(CustomOnDemandResourcesRequestData* data, float priority)
{
if (priority < 0.0f)
priority = 0.0f;
if (priority > 1.0f)
data->request.loadingPriority = NSBundleResourceRequestLoadingPriorityUrgent;
else
data->request.loadingPriority = (double)priority;
}
extern "C" const char* CustomOnDemandResourcesGetResourcePath(CustomOnDemandResourcesRequestData * data, const char* resource)
{
NSString* resourceStr = [NSString stringWithUTF8String: resource];
NSString* path = [[data->request bundle] pathForResource: resourceStr ofType: nil];
if (path == nil) {
return NULL; // или другое значение по умолчанию
}
const char* result = strdup([path UTF8String]); // копируем строку
return result; // в C# нужно будет освободить память
}
extern "C" void CustomOnDemandResourcesFreeString(const char* str) {
free((void*)str);
}
#else // ENABLE_IOS_ON_DEMAND_RESOURCES
struct CustomOnDemandResourcesRequestData
{
};
extern "C" CustomOnDemandResourcesRequestData* CustomOnDemandResourcesCreateRequest(const char* const* tags, int tagCount, CustomOnDemandResourcesRequestCompleteHandler handler)
{
CustomOnDemandResourcesRequestData* data = new CustomOnDemandResourcesRequestData();
if (handler)
handler(handlerData, NULL);
return data;
}
extern "C" void CustomOnDemandResourcesRelease(CustomOnDemandResourcesRequestData* data)
{
delete data;
}
extern "C" float CustomOnDemandResourcesGetProgress(CustomOnDemandResourcesRequestData* data)
{
return 0.0f;
}
extern "C" float CustomOnDemandResourcesGetLoadingPriority(CustomOnDemandResourcesRequestData* data)
{
return 0.0f;
}
extern "C" void CustomOnDemandResourcesSetLoadingPriority(CustomOnDemandResourcesRequestData* data, float priority)
{
}
extern "C" const char* CustomOnDemandResourcesGetResourcePath(CustomOnDemandResourcesRequestData * data, const char* resource)
{
return NULL;
}
extern "C" void CustomOnDemandResourcesFreeString(const char* str) {
}
#endif // ENABLE_IOS_ON_DEMAND_RESOURCES