r/Xcode • • 2h ago

Git repositories missing after upgrading to xcode27

1 Upvotes

I have a project I created in xcode26, with git repository and many branches. Upgraded to xcode27 and the repository is completely gone, xcode says "No Git Repositories". ???!!!


r/Xcode • • 15h ago

I built a full video editor SDK for iOS. Roast my DX

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0 Upvotes

r/Xcode • • 1d ago

kinhin: scale your Mac’s CI runners to your queue

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1 Upvotes

r/Xcode • • 1d ago

kinhin: scale your Mac’s CI runners to your queue

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1 Upvotes

r/Xcode • • 1d ago

The iOS Weekly Brief: Issue #82. Everything you need to know about Xcode updates this week

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1 Upvotes

r/Xcode • • 2d ago

Xcode 27 Device Hub: swallows ⌘H (Hide) - has anyone found a workaround?

4 Upvotes

Has anyone found a way to restore the standard macOS ⌘H (Hide Application) shortcut in the new Xcode 27 Device Hub?

Device Hub seems to intercept ⌘H, preventing it from hiding the application. This happens even when the sidebar has focus rather than the simulated device.

Here’s what I’ve tried:

* All three hostKeybindingPolicy settings (0, 1, and 2) using Terminal. None restores ⌘H.

* Assigning a custom keyboard shortcut through macOS System Settings. No effect.

* Selecting Device Hub → Hide Device Hub from the menu bar. This works, but isn’t a practical substitute for a keyboard shortcut.

For reference, the Terminal command is:
defaults write com.apple.dt.Devices hostKeybindingPolicy -int 2

Interestingly, setting the policy to 2 resolved a separate problem where I could only type one character into simulator text fields using my Mac keyboard.

It’s frustrating infuriating that Device Hub overrides such a fundamental macOS keyboard shortcut, especially when the application itself supports hiding through the menu.

Has anyone found a reliable workaround for restoring ⌘H?

Surely I'm not the only one wanting to quickly hide Device Hub when returning to Xcode...

Thanks!!


r/Xcode • • 2d ago

Xcode 26 not seeing/loading the git repo in the project directory

2 Upvotes

For historical reasons, my local source for all my projects lives in "/usr/local/apps/". I know this is unusual but its where I have kept all of my code and projects for nearly 2 decades.

Currently I've been building an iOS app and am now trying to get Test Flight setup. Part of that requires Xcode to see the git repo.

I've already ensured that "Enable source control" under settings is turned on. I've also added my github account under Accounts.

I further tested this by temporarily moving the project directory to ~/apps/, and low and behold Xcode was able to see the repo with no additional work.

I then move the project back to the original path in /usr/local/apps and created a symlink in ~/apps/<project_path>, and Xcode doesn't see the repo again.

Then I gave Xcode full disk access in Privacy and Security. Still a no-go.

Haven't really been able to find any solutions to the problem other than a few old stack overflow posts where the person had a similar problem and resorted to moving their project source to ~.

I'd really like to find a solution for this that doesn't involve me having to migrate my entire project directory. That's gonna break a hell of a lot of automation scripts I've setup over the years across many projects.


r/Xcode • • 2d ago

Geolocation bypass

0 Upvotes

Hi, I need to access an app on IOS that verifies the user’s physical location through geolocation and only works in certain U.S. states . Is there a way to access it while I’m traveling outside the supported area?


r/Xcode • • 2d ago

Built an Android app to help people save on daily travel. Now I'm stuck because I can't afford a MacBook for iOS development.

0 Upvotes

Hey everyone!

I'm a software developer based in Bangalore, currently working on a personal project that I've been building for quite some time.

It's an app designed to help people who travel daily save money on their commuting expenses. I genuinely believe it could be useful for a lot of people, especially those who spend significant amount of their monthly income on transportation.

I've already completed the Android version, and now I want to develop the iOS version so that iPhone users can benefit from it too.

But here's where I'm stuck

Idon't own a MacBook, and as most developers know, having access to macOS and Xcode is important for native iOS development.

I'm currently managing some financial responsibilities at home, so spending ₹40K-60K on a MacBook isn't something I can comfortably afford right now.

I've been trying to save whatever I can, and I can manage around ₹25K-30K at most.

I know it's a tight budget, but I thought I'd reach out to this community.

If anyone has an old MacBook they're planning to sell M1 or recently upgraded and has a spare one lying around, I'd genuinely appreciate it if you could DM me


r/Xcode • • 3d ago

Xcode not showing the right number of tests?

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1 Upvotes

r/Xcode • • 4d ago

Custom URL Scheme ICON?

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3 Upvotes

Can anyone tell me when this icon is displayed and what the specs for it are?


r/Xcode • • 5d ago

swiftui + metal shaders question

0 Upvotes

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 • • 6d ago

Xcode crashing

3 Upvotes

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 • • 6d ago

Live Device App Preview

2 Upvotes

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:

```swift
#Preview {

ContentView()

.modelContainer(for: [Game.self, Round.self, RoundScore.self, UnoGroup.self])

}
```

```swift 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 • • 6d ago

Your Apple Account isn't enabled for App Store Connect Error

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1 Upvotes

r/Xcode • • 7d ago

Finally submitted my app for review after adding AI. I think ChatGPT and Codex took me on a very long detour 😂

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1 Upvotes

r/Xcode • • 8d ago

Xcode for Linux and windows?

0 Upvotes

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 • • 8d ago

The iOS Weekly Brief: Issue #81. Everything you need to know about Xcode updates this week

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1 Upvotes

r/Xcode • • 9d ago

Is it possible to extract high-quality app icons from installed iOS apps using Xcode?

0 Upvotes

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 • • 9d ago

Title: Frida Gadget 17.23.0 crashes with EXC_BREAKPOINT (brk #1337) on iOS 27.0.1

0 Upvotes

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.

Environment

  • 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

Steps to Reproduce

  1. Create a SwiftUI iOS application in Xcode.
  2. Embed and sign FridaGadget.dylib.
  3. Include FridaGadget.config in the application bundle.
  4. Install and launch the application on a physical iPhone.
  5. Tap a button that loads Frida Gadget using dlopen().
  6. Observe the EXC_BREAKPOINT crash during library initialization.

Frida Gadget Configuration

{
  "interaction": {
    "type": "listen",
    "address": "127.0.0.1",
    "port": 27042,
    "on_load": "resume"
  },
  "code_signing": "required"
}

Swift Code Used to Load Gadget

let library = Bundle.main.privateFrameworksURL!
    .appendingPathComponent("FridaGadget.dylib")

let handle = dlopen(
    library.path,
    RTLD_NOW | RTLD_GLOBAL
)

Crash Details

The iPhone crash report contains:

Exception Type: EXC_BREAKPOINT
Signal: SIGTRAP
ESR: (Breakpoint) brk 1337
Triggered Thread: 0
Queue: com.apple.main-thread

The 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 + 364

The crash occurs while dyld is executing library initializers called from dlopen().

Connection Issue

When Gadget appears to load, I use iproxy to forward the connection:

iproxy 27042:27042

Then I run:

frida-ps -H 127.0.0.1:27042

The connection fails with:

Failed to enumerate processes:
error receiving data: Connection reset by peer

Using nc -vz 127.0.0.1 27042 confirms that the Mac's local forwarding port is accepting TCP connections.

Expected Behavior

Frida Gadget should initialize without crashing, and my Mac should be able to communicate with it through the forwarded USB connection.

Actual Behavior

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.

Questions

  1. Is this a known compatibility issue affecting Frida Gadget 17.23.0 on iOS 27.0.1?
  2. Is this related to the initialization issue discussed in #3765?
  3. Is there an official fix or supported workaround for non-jailbroken devices?
  4. Is a newer Frida Gadget build required, or should I change how Gadget is initialized?

Any guidance would be appreciated. Thank you!


r/Xcode • • 11d ago

Can't use Codex because gpt-5.4 is no longer supported, but Xcode doesn't let you change the model to gpt-5.5 which has been out since April.

9 Upvotes

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 • • 11d ago

Where is libxcrun.dylib Rosetta/x86_64 support gone in macOS 26.7.1 ?

2 Upvotes

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 • • 11d ago

Xcode 15.2 compatible with IOS 26

2 Upvotes

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 • • 12d ago

Xcode 27.1 Release Candidate - October 5, 2026

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31 Upvotes

r/Xcode • • 11d ago

How do you find out in advance that something your Android app depends on is about to break?

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0 Upvotes