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.
Dive into the vast array of tools, services, and support available to developers.
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
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.
I'm having an issue specifically with SwiftUI previews in my iOS project. The project builds and runs fine on devices and simulators (in Rosetta mode), but SwiftUI previews fail to load in both Rosetta and native arm64 simulator environments. The main error in the preview is related to the Alamofire dependency in my SiriKit Intents extension:
Module map file '[DerivedData path]/Build/Products/Debug-iphonesimulator/Alamofire/Alamofire.modulemap' not found
This error repeats for multiple Swift files within my SiriKit Intents extension. Additionally, I'm seeing:
Cannot load underlying module for 'Alamofire
Environment
Xcode version: 16.2
macOS version: Sonoma 14.7
Swift version: 6.0.3 (swiftlang-6.0.3.1.10 clang-1600.0.30.1)
Dependency management: CocoaPods
Alamofire version: 5.8
My project is a large, older codebase that contains a mix of UIKit, Objective-C and Swift
Architecture Issue: The project only builds successfully in Rosetta mode for simulators. SwiftUI previews are failing in both Rosetta and native arm64 environments. This suggests there may be a fundamental issue with how the preview system interacts with the project's architecture configuration. What I've Tried I've attempted several solutions without success:
Cleaning the build folder (⇧⌘K and Option+⇧⌘K)
Deleting derived data
Reinstalling dependencies
Restarting Xcode
Removing and re-adding Alamofire
My team has reached the maximum number of registered iPhone devices on our profile and would like to reset the list to remove those that are no longer valid. Currently, our reset date in the developer portal shows March 22nd as the earliest date for a reset. Is it possible to request an earlier reset date?
Thanks
I want to build an ios .xcframework (for external delivery) and .framework(for internal debugging) in order to package some code to a customer for incorporation into their app.
My framework has a dependency upon RealmSwift, which I've added using SPM.
There is a warning saying
Module RealmSwift was not compiled with library evolution support.
And when building SwiftVerifyEmittedModuleInterface fails with an error saying
"missing required modules: 'Realm.Private', 'Realm', 'Realm.Swift'"
By default, Build Libraries For Distribution was set to YES, however if I turn it off then the warning and error go away and I can cleanly build the framework.
I've been attempting to get a good understanding of this flag and if it should be used or not, most material says yes but doesn't go a good job of explaining why.
However anyway I can't get the framework to build with RealmSwift as a dependency without turning off this flag. Therefore is that ok to proceed down that route?
Does the fact the xcframework will only ever be distributed to one consumer affect decisions (i.e. binary compatibility etc.)
Thanks
We'd like to give account holder role to another person in our team and when I tried to verify my account and post id photos in Developer app, I always got the next answer:
'Unable to Send Information, Your information could not be sent due to a connection error' with 2 buttons (try, cancel).
I tried it many times with same result.
I don't know what is wrong.
I’ve been running into an annoying issue for a while now and wondering if anyone else can confirm or suggest a fix.
When Xcode hits a breakpoint (i.e., the app is paused), I often need to copy some text from the source code using cmd+C — for example, to paste into the debugger and inspect a variable or object. However, most of the time, the copy operation fails and nothing ends up on the clipboard. I have to repeat the copy action multiple times before it works.
This doesn’t happen 100% of the time, but it’s frequent — maybe around 7 out of 10 attempts fail. I’ve been noticing this behavior since around Xcode 15.
Has anyone else experienced this? Is there a known workaround or fix?
Topic:
Developer Tools & Services
SubTopic:
Xcode
I created a package using "File > New > Package" and now I want to add a new Asset Catalog to this package. With my package selected in the project navigator I select "File > New > File" but it creates a Swift file instead of showing the Template Selection dialog
Ref: https://developer.apple.com/documentation/xcode/managing-assets-with-asset-catalogs#Create-a-new-asset-catalog
I recently purchased an Apple Developer Account on March 01, 2025. Upon completing the purchase, I received a confirmation message stating that my account would be activated within 48 hours. However, it has now been more than ten days, and my account still remains inactive. I didn't recieve any further email regarding apple developer account enrollment.
Two days ago, I sent email and discuss my issue but still there is no response from apple team
what should I do?
I used fastlane to package and upload the test package to TestFlight. However, the account in Xcode is often logged out automatically without any prompts.
In Xcode, I logged in with the developer account to automatically manage certificates, provisioning profiles, signatures, etc.
For the fastlane upload, I used a Application-specific passwords.
Does anyone know what could be the reason? I'm almost driven crazy.
Topic:
Developer Tools & Services
SubTopic:
Xcode
We had a work card attached to our developer's account.
team ID 924RUYJZ34
dev ID 8771bf7b-31a9-4602-baae-02580fe5b6c4
Funds are debited from this card in other services, there are no problems with it, the amount in the account is sufficient.
Our membership subscription did not renew automatically. The applications are blocked. We can't renew our subscription, there's no Renew button anywhere.
There is no way to extend it on any device, web version, or anywhere else. We can't even cancel and re-arrange it, all the functions don't work.
Please help us, how can we renew our subscription?!
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
Subscriptions
Developer Program
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.
I would like to know if macOS DEXT supports the following networking features: Tx/Rx Multiqueue, RSS, RSC, NS/ARP offload, PTP or packet timestamping and TSN.
I couldn't find relevant documentation for these features in the Apple Developer Documentation.
If they are supported, could you let me know which features are supported and how to find the corresponding official Apple documentation?
Thanks
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
Network Extension
NetworkingDriverKit
PCIDriverKit
DriverKit
If an iOS app gets terminated by watchdog due to, for example, hanging the main thread, is that considered to be a crash or something different.
I'm asking because, according to google and AI, Crashlytics can detect and report these,but in my experience it does not.
If I deliberately cause a watchdog termination by for example sleeping on the main thread for a long time then these never appear in Crashlytics.
I know Apple folks here don't comment on non Apple software, so I'm not asking about Crashlytics, just wondering and interested about watchdog timeout terminations and how they differ from a "regular" crash.
When is my Dev account activated? I just paid the developer membership.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Since upgrading from Xcode 15 to 16, we have been experiencing a build error during compilation. Building on Xcode 15 still works with no issues. The error happens only on the first build after a clean. Subsequent builds succeed. This is an issue because our CI process archives the project from a clean slate, and this causes it to fail every time. I will attempt to describe the issue and include information I believe is relevant in this document.
The error occurs on this import line within an Objective-C file during the Scan Dependencies step of compiling. This line imports our custom Objective-C to Swift bridging header file - "Swift2Objc.h".
Our custom Objective-C to Swift bridging header file is simply wrapping the project’s auto-generated Objective-C to Swift bridging header file - "KWISwift.h".
The error is specific to the import of the OfflineServices Swift Package.
Specifically, the OfflineServices-Swift.h file - the Swift Package’s auto-generated Objective-C to Swift bridging file.
Module JRE not found - the exact error (Also included as text on the bottom of the post)
JRE is a third-party library provided to us as an xcframework. It is placed directly into our Swift Package as a binary target.
The xcframework itself is composed of .a file and a Headers folder which includes header files and a module.modulemap.
The module.modulemap file looks like this.
Hello!
I'm trying to flutter run my app but I get this error (Xcode): Command SwiftEmitModule failed with a nonzero exit code
So far I've tried:
rm -rf ios/Pods ios/Podfile.lock
flutter clean && flutter pub get
clean xcode workspace
reinstall xcode
None of the solutions actually work.
Xcode: Version 16.2 (16C5032a)
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hi there -
when attempting to upload the latest build of my macOS app to App Store Connect via Xcode's Organizer I'm now greeted with this warning.
I don't even know what it's attempting to tell me..
Yes, I understand what dSYMs are for - but the UUIDs don't appear anywhere
in my workspace (full text search on the folder),
in the build log,
or the ..thing.. the 'Export' button generates.
Any help much appreciated, ATM I don't even know where to start.
Cheers,
Jay
I work on an app that has the com.apple.developer.mail-client entitlement. We're interested in trying out Xcode Cloud, and one of the project and workspace requirements is to use automatic code signing. We do not do this at the moment because it's not compatible with the additional entitlement.
My understanding is that we can migrate to automatic code signing if we migrate the additional entitlement to a capability and that to accomplish this our account holder needs to submit a request (see the last section of that page).
We submitted the request a little over 3 weeks ago, but so far we haven't heard any updates. We also tried reaching out directly to the email address linked in the com.apple.developer.mail-client docs, but have not heard back.
We're now posting here to see if anyone can provide some guidance on whether there are other steps to complete or contacts to whom we should reach out. Thanks!
I have a xcode project generated by unity 6
my mac:
my x-code:
It's a simple project but the building time lasted over 10 minutes and I found a page
https://discussions.unity.com/t/optimizing-ios-and-macos-build-times-using-ccache/809570
I tried to run ccache in my mac and hope to accelerate the building.
I installed ccache in my MAC by brew
I made two script with +x mode
I created a testc folder to verify the script
and it did work.
Then I opened the xcode and added CC and CXX to the “Build Settings”
I triggered the building
But it didn’t work, the building used the default compiler.
I had repeated to ask AI about it and cleaned building cache many times, but the problem still exists.
Even without any probing executing of the ccache-clang script ( I configured the log file position, so if it has been executed once, there will be some logs)
Could someone help me check if there’s something wrong?
Topic:
Developer Tools & Services
SubTopic:
Xcode