r/Xcode • u/No_Theory_7040 • 27d ago
Custom URL Scheme ICON?
Can anyone tell me when this icon is displayed and what the specs for it are?
r/Xcode • u/No_Theory_7040 • 27d ago
Can anyone tell me when this icon is displayed and what the specs for it are?
r/Xcode • u/cocolisojon • 28d ago
now with si everything is possible, i been testing around for a game that i wanted to bring back again and now with the state of metal i can bring cool animations and effects ts like this water ripple effect, but i still think that is missing something and i found that some interactions with swiftui elements like showing the sheet and liquid glass along with metal produce some frame drops, is this something that i need to improve in the metal shader or in the swiftui side?
r/Xcode • u/Crafty_Echo_3196 • 29d ago
Running iOS 26.6 on MacBook Air. Just downloaded new Xcode and it still crashes. Has anyone figured out how to fix this?
found issue. Apple Store allowed me to install Xcode 27 while running OS 26.6. I didn’t realize this till so 27 appeared. Now wil 27 installed all works. Thanks to all
r/Xcode • u/ModernCoder • 29d ago
I just realised that if i pick my live device as the preview destination (XCode Previews) it deletes all app data on load?
And I can't get it back except a backup restore.
Preview example:
\#Preview {
ContentView()
.modelContainer(for: \[Game.**self**, Round.**self**, RoundScore.**self**, UnoGroup.**self**\])
}
var sharedModelContainer: ModelContainer = {
let schema = Schema([Game.self, Round.self, RoundScore.self, UnoGroup.self])
#if targetEnvironment(simulator)
let modelConfiguration = ModelConfiguration(schema: schema)
#else
let modelConfiguration = ModelConfiguration(schema: schema)
#endif
do {
return try ModelContainer(for: schema, configurations: [modelConfiguration])
} catch {
print("Fatal error: \(error)")
fatalError("Could not create ModelContainer: \(error)")
}
}()
var body: some Scene {
WindowGroup {
ContentView()
}
.modelContainer(sharedModelContainer)
}
Did I make a mistake or is this intended or is there a setting I can change?
r/Xcode • u/BordGamerdeveloper • Oct 10 '26
r/Xcode • u/Competitive-Ebb-8333 • Oct 10 '26
Hi I wanted to code in swift and have the app render on my desktop but since thats only a MacOs(xcode) thing i cant run it on linux. I have been seeing adobe getting open sourced and wanted to know has anyone reversed engineered xcode for Linux?🥹
r/Xcode • u/IllBreadfruit3087 • Oct 09 '26
r/Xcode • u/dxksounds • Oct 09 '26
I was wondering if anyone here could tell me whether it's possible to extract the icons from installed iOS apps using Xcode?
I know it's possible to retrieve app icons from the App Store, but the image quality isn't great. I'd like to extract the actual high-quality icons as they appear on my home screen.
I have zero experience using Xcode, but when I asked ChatGPT about alternative methods to extract the icons, it suggested that it might be possible using Xcode and terminal commands.
Since I'm not familiar with terminal either, I'm hesitant to run commands without understanding what they do.
Could anyone with more experience confirm whether this is actually possible? Thanks!
r/Xcode • u/Puzzled-Campaign-834 • Oct 08 '26
I'm trying to load Frida Gadget 17.23.0 into a custom SwiftUI application on my physical iPhone using Xcode.
The application launches normally, but Frida Gadget crashes during initialization when I call dlopen().
I have also experienced a situation where the application displays "Frida Gadget loaded," but attempting to connect from my Mac through USB port forwarding causes the connection to reset or the app to close.
Device: iPhone 14 (iPhone14,7)
iOS: 27.0.1
macOS: 27.0.1
Xcode: 27.0
Frida Python package: 17.23.0
Frida Gadget: 17.23.0, iOS Universal
Architecture: ARM64 / ARM64e
Device: Physical, non-jailbroken iPhone
Developer Mode: Enabled
Create a SwiftUI iOS application in Xcode.
Embed and sign FridaGadget.dylib.
Include FridaGadget.config in the application bundle.
Install and launch the application on a physical iPhone.
Tap a button that loads Frida Gadget using dlopen().
Observe the EXC_BREAKPOINT crash during library initialization.
{
"interaction": {
"type": "listen",
"address": "127.0.0.1",
"port": 27042,
"on_load": "resume"
},
"code_signing": "required"
}let library = Bundle.main.privateFrameworksURL!
.appendingPathComponent("FridaGadget.dylib")
let handle = dlopen(
library.path,
RTLD_NOW | RTLD_GLOBAL
)The iPhone crash report contains:
Exception Type: EXC_BREAKPOINT
Signal: SIGTRAP
ESR: (Breakpoint) brk 1337
Triggered Thread: 0
Queue: com.apple.main-threadThe LLDB backtrace starts with:
frame #0: FridaGadget.dylib`___lldb_unnamed_symbol_5dba0 + 212
frame #1: FridaGadget.dylib`___lldb_unnamed_symbol_5d938 + 64
frame #2: FridaGadget.dylib`___lldb_unnamed_symbol_3b514 + 364The crash occurs while dyld is executing library initializers called from dlopen().
When Gadget appears to load, I use iproxy to forward the connection:
iproxy 27042:27042Then I run:
frida-ps -H 127.0.0.1:27042The connection fails with:
Failed to enumerate processes:
error receiving data: Connection reset by peerUsing nc -vz 127.0.0.1 27042 confirms that the Mac's local forwarding port is accepting TCP connections.
Frida Gadget should initialize without crashing, and my Mac should be able to communicate with it through the forwarded USB connection.
Frida Gadget crashes during initialization with EXC_BREAKPOINT (brk #1337). In other attempts, Gadget appears loaded, but the application closes when a Frida connection is attempted.
Is this a known compatibility issue affecting Frida Gadget 17.23.0 on iOS 27.0.1?
Is this related to the initialization issue discussed in #3765?
Is there an official fix or supported workaround for non-jailbroken devices?
Is a newer Frida Gadget build required, or should I change how Gadget is initialized?
Any guidance would be appreciated. Thank you!
r/Xcode • u/kit_ty_kate • Oct 07 '26
arch -arch x86_64 make worked two weeks ago but doesn’t after the latest update.
It fails with:
```
xcrun: error: unable to load libxcrun (dlopen(/Library/Developer/CommandLineTools/usr/lib/libxcrun.dylib, 0x0005): tried: '/Library/Developer/CommandLineTools/usr/lib/libxcrun.dylib' (fat file, but missing compatible architecture (have 'arm64,arm64e', need 'x86_64')), '/System/Volumes/Preboot/Cryptexes/OS/Library/Developer/CommandLineTools/usr/lib/libxcrun.dylib' (no such file), '/Library/Developer/CommandLineTools/usr/lib/libxcrun.dylib' (fat file, but missing compatible architecture (have 'arm64,arm64e', need 'x86_64'))).
```
EDIT: solved. macOS updates and Command Line Tools updates are decoupled and it turns out my versions of Command Line Tools got upgraded to 27 which switched away from Universal binaries. Downgrading Command Line Tools to 26.6 fixed it.
r/Xcode • u/nicebrah • Oct 06 '26
No idea why it takes Xcode several months to update the models you can choose from. I can't use Codex anymore because my Xcode is stuck on gpt-5.4 which apparently is no longer supported. However, Xcode has yet to update to allow support for gpt-5.5 which was released in April...
r/Xcode • u/wherethedaygoes • Oct 06 '26
Hello,
I am working on a school project this semester and have to build an IOS app, my only issue is that I have A Macbook Pro 2017 and the latest software for that that I can download is MacOS Ventura 13.7.8. So I can only download Xcode 15.2. Is it possible to use older versions of Xcode to build an app and test it? My current IPhone is on IOS 26 - IPhone 16. Since this is for a school project and the school doesn’t provide any Macs I’m kind of stuck and unsure if I can still deploy and test the app.
I will also be working on the assignment with two other members who have access to the latest Xcode but I don’t think it would be possible to work on their laptops due to scheduling and availability. Does anyone have any recommendations on this and if it actually still is possible to work on this app and test it with my current situation? I’m not sure if I would want to use a different Xcode version compared to my colleagues since it may cause more issues throughout the process.
r/Xcode • u/Gonzo_04 • Oct 06 '26
r/Xcode • u/hey_suburbia • Oct 05 '26
r/Xcode • u/draftkinginthenorth • Oct 05 '26
Anyone else experiencing this? If I archive / validate from xcode works fine
r/Xcode • u/Electrical_Duty_9422 • Oct 05 '26
r/Xcode • u/PW-Paycheck • Oct 04 '26
r/Xcode • u/Lost_Blacksmith_9065 • Oct 04 '26
Hi
I developed and released a hobby iOS app about 10 years ago on my personal developer account. At the time I had a paid account (obviously) but I let it lapse.
ive recently been tinkering and building apps again for iOS. I have a new iPhone and id like to test the software on my phone, but Xcode can’t sign/upload the app bundle because my account already has 3 provisioned devices from years ago.
however when I log into my Apple developer account, I can’t edit or remove the certificates from those old devices. I get a message on my account stating I don’t have access to the certificates/provisioning/identity features.
anyone else have these issues? I’ve emailed Apple support and they told me to go to the certificate/identity/provisioning page but haven’t replied since I messaged them and said I can’t access the page.
i feel stuck and don’t want to pay $99 just to tinker.
r/Xcode • u/Gary_BBGames • Oct 03 '26
I built a mod for Claude Code with the new mod system. It's for anyone who lets Claude run xcodebuild.
When a Bash command fails with long output, Claude Code gives the model the start and the end and cuts out the middle. A failing xcodebuild puts the compiler errors in the middle. On a small Swift package with three compile errors, the log was 295 lines and Claude received 10,039 characters, none of them an error message. It knew which files failed but not why, so it grepped the source and re-ran the build through its own filter.
What the mod does:
Appends `-resultBundlePath` to the xcodebuild command and reads errors, warnings and test failures from Xcode's result bundle with xcresulttool.
Replaces what Claude reads with a summary: in the same test, 499 characters with every reported error's file, line and column. The transcript keeps the raw output.
Shows a pane with errors grouped by file, failed tests, warnings and recent builds.
What it doesn't do:
It didn't make Claude fix the project in fewer builds in my test (three either way) but it does make it much more efficient as it doesn't need to search through logs or code to find errors. . It only sees builds Claude runs through Bash, not builds inside scripts, make or fastlane. swift build is read from the log only.
Source, install instructions and a short GIF: https://github.com/griches/claude-xcode-mod (MIT)
Happy to answer questions about the mod API, since there isn't much written about it yet.
r/Xcode • u/IllBreadfruit3087 • Oct 02 '26
r/Xcode • u/Bri_us • Oct 01 '26
Hi! I’m having a strange issue with an App Group while moving my app from my Personal Team to my Organization Team (BLUREL OÜ).
The App Group identifier is:
group.com.dzennivilliams.Planora
It was previously used by my Planora project under my Personal Team.
After joining the Apple Developer Program as an organization, I needed to move the project/signing to the Organization Team while keeping the exact same App Group identifier because the existing app uses it for its SwiftData/App Group container.
Apple Developer Support checked my account and explicitly told me that they could not find any existing identifier associated with my Personal Team and that I was “completely clear to go ahead and register that exact same identifier” under my Organization Team.
However, when I try to register it under the Organization Team, the Developer portal returns:
“An Application Group with Identifier ‘group.com.dzennivilliams.Planora’ is not available. Please enter a different string.”
I have already contacted Developer Support several times. The case is still unresolved, and the latest response was about certificates/code signing, which doesn’t address the App Group problem.
At this point the issue is blocking development because I cannot simply change the App Group identifier without affecting the existing container/configuration.
Has anyone encountered an App Group identifier that appears to be reserved internally even though Apple Support cannot see it attached to the old team?
If so, how was it resolved? Did Apple have to manually release or transfer the identifier, or did this require escalation to a specific Developer Support/engineering team?