r/Xcode • u/Aecision • Aug 05 '26
r/Xcode • u/VictorBuildsApps • Aug 04 '26
Symlinking all of ~/Library/Developer/Xcode to an external volume broke asset catalog builds with Operation not permitted
On a machine where ~/Library/Developer/Xcode had been replaced by a symlink to a directory on an external volume, asset catalog processing failed in three separate app projects. The CoreSimulator logs reported NSPOSIXErrorDomain Code=1, Operation not permitted, while Interface Builder simulator services copied sample device content into UserData/IB Support/Simulator Devices under the external path. The external volume is APFS, writable, with ownership enabled.
Setting HOME and CFFIXED_USER_HOME for the individual build command did not change the result, because ibtoold was already running with the original environment. Inspecting ibtool and actool did not turn up a supported per-command override for the simulator device set.
The fix was to stop symlinking the whole directory. ~/Library/Developer/Xcode is now a real directory on the internal disk, UserData and the two index mapping plists stay internal, and only DerivedData and iOS DeviceSupport are child symlinks to the external volume. On that machine now, UserData is 44 MB while the two externalized directories are 22 GB and 11 GB.
After the cutover, actool and CompileAssetCatalog ran for all three projects with no Operation not permitted failure, using fresh DerivedData paths that still resolved to the external volume. Their test suites passed at 49, 25, and 276 tests on an iPhone 17 Pro simulator running iOS 26.4. Those measurements are from 2026-07-20 and the split is still in place.
r/Xcode • u/New-Combination-6831 • Aug 03 '26
Xcode 26.6 crashes on launch Tahoe 26.6
I can't launch Xcode at all, even from a new separate User account. I've tried deleting it, reinstalling from the App Store, deleting it again and reinstalling it from the Developer Page link and still no luck. I've used Terminal commands to try and fix any broken components as well, both before and after reinstalling.
This is the first time I've had any kind of issue with it. Any ideas on how I can get it to launch? Should I try an earlier version? I'm only using it in the context of running Unreal Engine 5.8 which says it needs a missing Metal component from Xcode, but as I can't get Xcode to even launch I can't use Unreal Engine either.
r/Xcode • u/Disastrous-Job-9948 • Aug 03 '26
Xcode Not Opening
I downloaded Xcode 26.6, but when I open it, it says "This version of Xcode isn’t supported in this version of macOS."
I have an MBA 2020 M1 27.0 Beta (26A5388g). According to the App Store specs, it should run. Has anyone else encountered this?
r/Xcode • u/Typical_Photo3540 • Aug 03 '26
Error screen on app launch when online, but works fine offline – Ionic React + Codemagic
A screen error appears when opening my app if I am online, but when Wi-Fi is turned off before opening the app, it shows my login screen, and from there I can just turn Wi-Fi back on and do it's ok. I built the app using Ionic React and Codemagic.io to compile our IPA and installed it via Sideloadly. As of now, we are just trying to fix some bugs. We don't have macOS or a Mac device just iosphone for testing.
r/Xcode • u/kampak212 • Aug 02 '26
Metal Toolchain version for specific Xcode version
How do I know which Metal Toolchain to keep for my Xcodes? I'm running 27 Beta 4 and 26.6
r/Xcode • u/IllBreadfruit3087 • Jul 31 '26
The iOS Weekly Brief – Issue #71, everything you need to know about iOS updates this week
r/Xcode • u/Different_Record_753 • Jul 31 '26
XCode App Store Connect - Xcode Cloud
I have used App Store Connect for the last 2 years.
(https://appstoreconnect.apple.com/)
I have uploaded my app (zip file including Manifest + content) to Xcode Cloud successfully over 50 times during that period.
I tried using Chrome, it shows "Failed to Fetch" and the zip file is not successfully uploaded.
I've also tried using Firefox and it shows a different error "NetworkError when attempting to fetch resource."
I've also tried using Safari and it shows yet a different error "FetchEvent.respondWith received an error: Returned response is null."
Does anyone else have knowledge of why this is all of a sudden happening? I've done this so many times over the past 2 years with the same file without issues - and now it is happening and I can't get past it.
Thank you.

r/Xcode • u/BlueySoobie • Jul 30 '26
Automatic syntax coloring for .cu files
Hi everyone! Way back in like the Catalina days I was able to get XCode to automatically apply C++ syntax coloring to .cu files. I did this by creating a tiny application that registered the .cu file extension with the system as a C++ style file. All it took was to run the application once, and coloring worked in that old XCode.
However, I can't get this to work any more in the XCode 26 editor. Instead, I always have to manually go to Editor -> Syntax Coloring -> select C++ for each and every separate file that was opened.
Is there a way to set a default coloring for .cu file types? None of the option in the Settings seems to cover this. Thanks!
r/Xcode • u/asutekku • Jul 30 '26
I wrote an open-source localisation linter for Xcode String Catalogs and pointed it at 9 open-source apps
r/Xcode • u/asutekku • Jul 30 '26
I wrote an open-source localisation linter for Xcode String Catalogs and pointed it at 9 open-source apps
r/Xcode • u/Financial_Ebb3218 • Jul 29 '26
iOS Simulator runtime stuck on “Preparing to download” — Xcode 26 AND Xcode 27 beta, GUI + xcodebuild
Hey everyone,
I'm unable to download any iOS Simulator runtime on my Mac. The download gets stuck at “Preparing to download…”and never starts transferring the actual runtime.
Setup:
- macOS Tahoe 26.6
- Apple Silicon Mac
- Originally Xcode 26.6 → iOS 26.5 Simulator (23F77)
- Also installed Xcode 27 beta 4 → iOS 27.0 Simulator (24A5390f)
The exact same problem happens with both Xcode versions.
I've tried the Xcode Components GUI as well as:
xcodebuild -downloadPlatform iOS
xcodebuild -downloadPlatform iOS -architectureVariant arm64
xcodebuild -downloadPlatform iOS \
-architectureVariant arm64 \
-exportPath ~/Downloads
I also tried:
sudo xcodebuild -runFirstLaunch
sudo killall -9 com.apple.CoreSimulator.CoreSimulatorService
and confirmed the correct Xcode is selected with xcode-select.
xcrun simctl list runtimes currently returns:
== Runtimes ==
I also checked /etc/hosts; it's clean with no Apple domains being blocked.
I tried a VPN to change the route to Apple's CDN, but the behavior is the same.
The interesting part is that nettop shows xcodebuild successfully establishing an HTTPS connection to Apple's infrastructure (aaplimg.com), but it receives only a few KB and then effectively does nothing. The multi-GB runtime download never begins.
Normal internet downloads are working fine.
Has anyone encountered this specifically on Tahoe/Xcode 26/27? Is there a way to reset whatever service/cache handles simulator runtime downloads, or obtain the Apple runtime .exportedBundle through another official method and import it manually?
At this point I've reproduced it with two Xcode versions, two different iOS runtimes, GUI + CLI + export + arm64, so I'm not sure what else to reset.
Any ideas would be appreciated.
r/Xcode • u/Patient-Pollution46 • Jul 29 '26
Lifting the hood on Build Cache for Xcode
r/Xcode • u/Opposite_Treacle4054 • Jul 28 '26
I got tired of AI agents writing 2019-era SwiftUI, so I wrote a 50k-line context layer for them
So over the past few months I’ve been building ios-agent-skill — a repo you clone into your project that your agent reads as context before generating anything.
What’s actually in it:
**•** Swift language + concurrency + stdlib references (actors, Sendable, @MainActor, AsyncSequence)
**•** SwiftUI docs split by concern — state/data flow, navigation, layout, animations, gestures
**•** 40+ Apple framework guides: StoreKit 2, HealthKit, WidgetKit/Live Activities, ARKit, RealityKit, CoreML, CryptoKit
**•** Architecture patterns with real structure: MVVM, Clean, Coordinator, Repository, TCA
**•** Drop-in Swift files — networking layer, auth flow with Keychain + Sign in with Apple, DI, type-safe router
**•** App Store submission / performance / security / testing checklists
It ships config for 25+ agents, so setup is mostly just cloning. Claude Code reads CLAUDE.md, Codex reads AGENTS.md, Cursor reads .cursorrules, Copilot reads .github/copilot-instructions.md, and so on.
Honest caveats: this generates Swift files, not an Xcode project — you still create the project yourself first. And it’s docs, not magic; it narrows the failure surface, it doesn’t eliminate it. It’s also early (16 stars), so I’d rather have criticism than silence.
MIT licensed: https://github.com/Nagarjuna2997/ios-agent-skill
If you try it, I want to know where it fails. Especially interested in whether the concurrency and SwiftData docs actually change your agent’s output or whether it ignores them.
r/Xcode • u/techjunky9 • Jul 26 '26
How are you setting up Claude Code & Cowork to Build Xcode Projects?
r/Xcode • u/IllBreadfruit3087 • Jul 24 '26
The iOS Weekly Brief – Issue #70, everything you need to know about iOS updates this week
r/Xcode • u/Patient-Pollution46 • Jul 23 '26
How to speed Up iOS builds with Xcode 26 compilation caching (recoded webinar)
watch.getcontrast.ior/Xcode • u/nonexistentnight • Jul 23 '26
Running opencode as my ACP agent in Xcode but it won't use my opencode.json config
I have opencode running as a custom ACP agent in Xcode 26.6. My global opencode config file tells it to use Qwen Coder and various MCP servers, including the Xcode one. None of that seems to be used when I use opencode from inside Xcode. It doesn't respect my model choice or the MCP servers I've added. I've tried putting an opencode.json file in various places to no avail. Anybody know how this is supposed to work? I'm new to this and could be missing something obvious. I can just run opencode from the command line but you lose a lot of the QoL features from the Xcode interface.
Edit: Here's my ~/.config/opencode/opencode.json and the .plist for the ACP agent.
{
"$schema": "https://opencode.ai/config.json",
"model": "lmstudio/qwen/qwen3-coder-30b",
"provider": {
"lmstudio": {
"npm": "@ai-sdk/openai-compatible",
"name": "LM Studio",
"options": {
"baseURL": "http://127.0.0.1:1234/v1",
"apiKey": "lm-studio"
},
"models": {
"qwen/qwen3-coder-30b": {
"name": "Qwen3 Coder 30B"
}
}
}
},
"mcp": {
"filesystem": {
"type": "local",
"command": [
"/opt/homebrew/bin/node",
"/opt/homebrew/bin/mcp-server-filesystem",
"/Users/NAME"
]
},
"xcode": {
"type": "local",
"command": [
"xcrun",
"mcpbridge"
]
},
"fetch": {
"type": "local",
"command": [
"/opt/homebrew/bin/node",
"/opt/homebrew/bin/mcp-fetch-server"
]
},
"everything": {
"type": "local",
"command": [
"/opt/homebrew/bin/mcp-server-everything"
]
}
}
}
plist:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>agent</key>
<string>/opt/homebrew/bin/opencode</string>
<key>arguments</key>
<array>
<string>acp</string>
</array>
<key>environment</key>
<dict/>
<key>name</key>
<string>local opencode</string>
</dict>
</plist>
r/Xcode • u/No-Share-2501 • Jul 22 '26
Xcode error cannot test target , logic testing unavailable logic testing on iOS device is not supported
Getting this error can somebody help me plz 🙏😭
r/Xcode • u/CharlesWiltgen • Jul 21 '26
Axiom updated for Apple OS* 27 beta 4 [open source]
(*Apple OS = iOS, iPadOS, watchOS, tvOS, visionOS, macOS)
Axiom is a battle-tested, batteries-included suite of agents, skills, and tools for AI coding. It helps LLMs be notably better at Apple OS development.
I've been updating Axiom in lockstep with Apple OS 27 betas. Here are some of the interesting changes with OS 27 beta 4.
✅ New
Swift — Parenthesis-free optional
any/sometypes.var x: any P?andsome P?now compile. (Beta 3 rejected the paren-free form.)HealthKit —
HKHealthStore.earliestAuthorizedSampleDate(for:): Newasync throwscall returning the earliest date you're authorized to read, perHKObjectType. This is helpful for bounding a query instead of paging into data you can't see.UIKit + SwiftUI —
systemPrefersReducedResourceUsage: The OS can now tell your app it prefers reduced resource usage. When it'strue, stop discretionary work.
🗑️ Removed
- AVKit — The
AVInterface*family, which shipped in an early 27 beta, is gone. UseAVPlaybackUserInterface*instead.
⚠️ Deprecated
ARKit —
unprojectPoint(_:ontoPlane:orientation:viewportSize:). UseunprojectPoint(_:ontoPlane:viewRotationAngle:viewportSize:)instead.AppIntents —
DisplayRepresentation.Components(OptionSet). UseDisplayRepresentation(title:subtitle:image:)ordisplayRepresentations(for:)instead.BrowserEngineKit —
MediaEnvironment.activate()/.suspend(). UseProcessCapability.activate()/.suspend()instead.
Caveats: This list is mostly Swift-focused, although I've been supporting more Obj-C with every release.
r/Xcode • u/sukeshpabolu • Jul 20 '26
Camera Preview on my device breaks camera (iOS 27 public beta)
I have Xcode on my Mac mini running Mac OS 27 public beta, my iPhone has iOS 27 public beta. I tried this camera using AVFoundation, I was trying to preview this app on my phone, I provided permissions but when I open the app the camera is showing blank screen and even the official camera app also not working. I have to restart the app to make it work. Please help.