I'm using the Xcode 11 with Mojave 10.14.6 and can't see the Graph Scene. I tried clicking on the "No selection" since it was suggested in other places but not is happening.
My laptop is MacBook Air 1.7GHz i7, 8GB ram - which was recently preinstalled and the hard drive was formatted
Edit: More specs
Metal: Supported, feature set macOS GPUFamily1 v4
here is a screenshot that shows the problem
According to the icon, it seems that you have Godot installed and it claimed ownership of documents with the scn file extension.
You can right-click on the file in Xcode's Project navigator and select Open As → SceneKit Document.
Related
I am using Xcode 12.5, and I am trying to paste some text from a file into my ios Simulator (iPhone 11 ios 14.5). This does not work. Any thoughts or ideas on how to fix this?
I have looked at a number of other posts but they all seem outdated and don't work for me.
Also I am using an Apple M1 Mac mini ...if that makes a difference. I am also building my application with Xamarin.
The steps I took:
I turn of Automatically Sync Pasteboard
Copy the text (which is just letters from a .txt file)
Click send pasteboard from the edit menu.
Click on my Editor control and select paste
The outcome is that it shows the bubble at the top saying myappName pasted from CoreSimulatorBridge. However, it doesn't actually paste the text.
I answered this elsewhere, but it took so long to find I am repasting a couple places I looked first. Essentially, with Apple M1 Silicon, iOS 14+ pasting doesn't work. Switching to a simulator running 13.7 or earlier fixed it.
it seems it was an issue that Apple fixed in the latest XCode updates, copy/paste works with me on a simulator with IOS 16.2 and XCode 14.2
Now with XCode 14 I'm not being able to build 13.7 or earlier.
Today I downloaded the release of Xcode 12.3, and I went running the iOS 14.3 simulators and it seems like there is a graphic glitch that all translucent views are yellow, dock included.
I redownloaded iOS 14.2 and those seem fine. It just seems really odd. I've submitted feedback, but I was curious if anyone else has seen this?
I'm on macOS v10.15.7 (Catalina) and am curious of if it's just Catalina or also macOS v11 (Big Sur).
Xcode 12.4 RC has announced fix.
iOS simulated devices no longer display an incorrect yellow tint in translucent UI elements. Certain GPUs may continue to display the tint with some tvOS simulators. (71203015)
I think it is a bug related to the discrete GPU.
In addition, this bug causes the background of the on-screen keyboard to be almost RGB(0,0,0). Experienced on MBP 2017 with Catalina.
Workaround I - Using integrated GPU
In the simulator, set menu File → GPU Selection → Prefer Integrated GPU to work around this bug.
Restart the simulator.
This was tested on a MacBook Pro with Catalina and Big Sur. As comments suggest that it won't work on iMac.
Workaround II - Reduce transparency
In the simulated device (e.g. iPhone), Settings → Accessibility → Display & Text Size → turn on Reduce Transparency.
Notice that it can only reduce the previous 'solid' yellow to 'fairly light'.
I find this workaround, as the discrete GPU can be used, is more suitable for testing the UI logic than the previous solution.
This was tested on a MacBook Pro with Catalina. Might work on iMac.
Are you using a MacBook Pro? I had the same bug.
I solved in the following ways.
Step 1: Unplug all cables, including the charging cable
Step 2: Restart the iOS simulator
Best way around it (what I've done), is to download the 14.2 Simulator pack from within Xcode.
Open Xcode->Preferences
Tap Components
Tap the 14.2 Simulator pack and Xcode is going to start installing it.
It's a workaround till they fix that miserable error.
It is Xcode 12.3 bug! you can see that sometimes in the code interface builder too:
It is not critical but If you really care about it, download and use the previous Xcode from here
Nothe that you can't build for iOS 14.3 if you choose to use Xcode 12.2.
More description
Xcode always have unknown issues at the release point. Some of them are critical like this with 54K views! and some are not like this issue with about 5K views in only 13 days.
My suggestion is to always have 2 Xcodes at the same time until you are sure about Xcode bugs!
Happened to me as well, while I was charging my MacBook Pro 2016. I closed my Xcode, disconnected my charger from the Macbook and run it again. The problem was fixed.
One thing to point out/confirm: Seems the issue is limited to the simulator. The issue does not persist when sideloading the project to iPhone.
I do not have objects in my Xcode Library.
Xcode - Version 11.2.1 (11B500)
OS Catalina - 10.15.1 (19B88)
It was about hour ago and then disappeared. Xcode restarted, Macbook restarted. Last stable Xcode and Catalina OS.
Library automatically changes according to what file you are editing (plus some configurations for the file like Canvas open state). For example:
ViewController.swift
Main.Storyboard
MyProject
As you can see, each file represents a different library with different taps and different default tap is selected. So make sure a design (.storyboard or .xib) file is selected and try again.
Note that sometimes you need to open Canvas to see Objects in Library if you are using SwiftUI
Also note that you should check the other monitor too if you have multiple monitors.
Edit: Probable Bug. Seeking fix or workaround…
How can I get the system’s text styles to be available in the interface builder when using Xcode 11?
I just started using Xcode 11 this week. In the interface builder (storyboard mode), when I go to assign a dynamic type text style to a Label or Button, using the Font -> Style pop-up, all the text styles are missing from the popup menu.
I do have the Dynamic Type “Automatically Adjusts Font” checkbox checked, as well.
I’m not sure if this is a bug, an intentional change I can’t find documentation for, or something else.
The expected behaviour is described in Apple’s developer documentation “Scaling Fonts Automatically”. Specifically, in the “Configuring Text Styles Using Interface Builder” section.
Further exploration: I’ve tried it with new projects, old projects (from Xcode 10), projects targeting iOS 12.2 and 13.1. All had the same problem of no text styles in the popup menu.
I experience the same problem when upgrading from Xcode 11.0 to Xcode 11.1 or 11.2 beta 2:
Xcode 11.0:
Xcode 11.1:
I also filed a bug report (FB7415999) with Apple and also opened an issue with them.
**My curren solution at the moment is a downgrade to Xcode 11.0 for UI development and a parallel install of Xcode 11.2 beta for on device runs **
This is probably a bug in Xcode 11.1. I ran into the same thing and filed a bug with Apple (FB7368959). A colleague running Xcode 11.1 on Catalina did not have the same problem, nor did another running Xcode 11.1 on Mojave.
Here is a workaround that got me back on track: I opened the problematic project in both Xcode 10.3 and 11.2 beta. In both, the dynamic type styles were available in IB. I didn't change anything, but reverted to Xcode 11.1, and now the styles are there, too. Hopefully this works for Grant and anyone else that runs into this annoyance.
Edit Mar. 17, 2020: This problem has reoccurred for me on Xcode 11.3.1. It seemed to happen with a specific project, and the problem spread to a second machine as soon as I opened that project. My workaround didn't help when I opened the project in 11.4 beta 3.
We have a problem with our PS plug-ins for Mac OS X when used on Apple's Retina Display MacBook Pro models. The issue is that the preview image appears multifold.The problem as such also exists with the unchanged Dissolve example from the current PS CC SDK.
So I’ll use that to illustrate the issue.
The Dissolve example plug-in displays a 4-up preview window on a Retina display as shown below:
Interestingly, with the dialog still up, if one connects an external display (we used Apple 27” Cinema LED display) and moves the dialog back and forth between Retina display and external display, the preview actually switches between the 4 up and the regular preview as shown below as the dialog crosses over from one display to the other.
Spontaneously we know of nothing we could do within the plug-in that would correct this but I guess the answer might be in interface builder. What we'd need to do is designate the preview to use physical pixels somehow. It reports its size back and will get used accordingly in our product.
Has anyone else solved this problem? Is it required to migrate to Xcode Version 4.6, Base SDK 10.7, Apple LLVM compiler 4.2, OS X Deployment Target 10.6 as Adobe did with the CC SDK or can the problem also be solved using Xcode Version 3.2.5, GCC 4.2, SDK 10.6 as used in the PS CS6 SDK?
Edit November, 28, 2013: Added a bounty of +50 rep. I am looking for a working step by step instruction on how to make the aforementioned Adobe PS CC SDK "Dissolve" filter example work on both Retina and regular displays.
Edit December, 6, 2013: Bounty expired...