Reputation: 467
Running Xcode 10 and can not seem to find much information on this error that occurs when building my project.
Any ideas on how to fix this?
Here is the last line before the error:
Desktop/CheerApp!/CheerApp!/Assets.xcassets Command CompileAssetCatalog failed with a nonzero exit code –
Expanded:
CompileAssetCatalog /Users/michaelansell/Library/Developer/Xcode/DerivedData/CheerApp!-ehbjnqaldsycfegiviymewkplqhm/Build/Products/Debug-iphonesimulator/CheerApp!.app /Users/michaelansell/Desktop/CheerApp!/CheerApp!/Assets.xcassets (in target: CheerApp!) cd /Users/michaelansell/Desktop/CheerApp! /Applications/Xcode.app/Contents/Developer/usr/bin/actool --output-format human-readable-text --notices --warnings --export-dependency-info /Users/michaelansell/Library/Developer/Xcode/DerivedData/CheerApp!-ehbjnqaldsycfegiviymewkplqhm/Build/Intermediates.noindex/CheerApp!.build/Debug-iphonesimulator/CheerApp!.build/assetcatalog_dependencies --output-partial-info-plist /Users/michaelansell/Library/Developer/Xcode/DerivedData/CheerApp!-ehbjnqaldsycfegiviymewkplqhm/Build/Intermediates.noindex/CheerApp!.build/Debug-iphonesimulator/CheerApp!.build/assetcatalog_generated_info.plist --app-icon AppIcon --compress-pngs --enable-on-demand-resources YES --optimization space --filter-for-device-model iPhone11,2 --filter-for-device-os-version 12.0 --sticker-pack-identifier-prefix Mike.CheerApp-.sticker-pack. --target-device iphone --target-device ipad --minimum-deployment-target 11.4 --platform iphonesimulator --product-type com.apple.product-type.application --compile /Users/michaelansell/Library/Developer/Xcode/DerivedData/CheerApp!-ehbjnqaldsycfegiviymewkplqhm/Build/Products/Debug-iphonesimulator/
Upvotes: 45
Views: 66202
Reputation: 4877
As per this thread on Apple forums: https://forums.developer.apple.com/forums/thread/747920
There's a problem in Xcode 15.3 not compiling svg assets. Downgrading to Xcode 15.2 solved the problem.
Upvotes: 1
Reputation: 11
If you have appIcon or appicon with 3 image sets (1x,2x,3x) just delete that. Go to Assets in Xcode and in the left panel where assets are at the bottom is a + and -. Use the '+' and pick ios/ios app icon and it will create a single set for a 1024 x 1024 image - I resized mine from 512 x 512 to 1024 x 1024 and bob's yer uncle!
Upvotes: 1
Reputation: 31
Also, the presence of an "AppIcon" file is optional. You just need to make sure that the name of the icon file in the project file and the real name match
Upvotes: 3
Reputation: 115
For anyone coming across this today.
Make sure your AppIcon image is correctly sized to 1024x1024px, otherwise it will also produce this error.
Upvotes: 0
Reputation: 2197
None of the suggestions worked for me so I ended up downloading the zipped project folder from the last GitHub push, and simply replaced the asset folder with the asset folder from the downloaded folder. This fixed it.
Upvotes: 0
Reputation: 55
I had the same issue and my problem was that my assets.xcassets file was linked to another project which was moved on filesystem. For solution I just copied my assets.xcassets folder to the actual project and added it.
Upvotes: 0
Reputation: 1749
Here's what I did to figure out what was actually failing when I started getting this error:
make sure the Xcode command line tools were installed
in my project directory, run:
xcodebuild -verbose > build.out 2>&1
examine build.out
In there I found this line:
: error: The stickers icon set or app icon set named "AppIcon" did not have any applicable content.
I fixed the AppIcon asset and my project started building successfully again.
Other people may have different errors, but at least this gives some more information than "something bad happened."
Upvotes: 2
Reputation: 2561
If you have or have had multiple versions of Xcode open, you may need to reboot the CoreSimulatorService
, an evil background service that somehow remains online and available to many versions of Xcode despite it being compatible with only one version, and clean up the associated files.
In my case, there seems to be a compatibility issue between Xcode 13.2.1, 13.4.1 and 14-beta. After hours of searching, the following commands finally pulled me out of a pit of reboots, reinstalls, and deleting DerivedData.
# Make sure the correct version of Xcode is selected
xcode-select -p
# Clear out conflicting devices here, if any
rm -rf ~/Library/Developer/CoreSimulator/Devices
# Trigger the Simulator service to restart
sudo killall -9 com.apple.CoreSimulator.CoreSimulatorService
# Clean up Xcode simulator references
xcrun simctl delete unavailable
If this alone doesn't work, there could also be an issue where CoreSimulatorService
was installed by a conflicting version of Xcode and even restarting will not remedy your situation. You can see that this daemon is run from a global directory on your system, which is initialized by Xcode in the install scripts on first launch:
$ ps aux | grep CoreSimulator
user 13668 0.0 0.0 408883856 17760 ?? S 9:52AM 0:00.05 /Library/Developer/PrivateFrameworks/CoreSimulator.framework/Versions/A/XPCServices/SimulatorTrampoline.xpc/Contents/MacOS/SimulatorTrampoline
user 13665 0.0 0.0 408765760 25248 ?? S 9:52AM 0:03.20 /Library/Developer/PrivateFrameworks/CoreSimulator.framework/Versions/A/XPCServices/com.apple.CoreSimulator.CoreSimulatorService.xpc/Contents/MacOS/com.apple.CoreSimulator.CoreSimulatorService
root 2161 0.0 0.0 408612544 10432 ?? Ss 9:29AM 0:06.33 /Library/Developer/PrivateFrameworks/CoreSimulator.framework/Resources/bin/simdiskimaged
user 2158 0.0 0.0 408574240 7088 ?? S 9:29AM 0:00.07 /Library/Developer/PrivateFrameworks/CoreSimulator.framework/Versions/A/XPCServices/SimLaunchHost.arm64.xpc/Contents/MacOS/SimLaunchHost.arm64
This is a little more involved, because it requires that the /Library/Developer/
directory be cleaned out before Xcode restarted to replace the broken version.
rm -rf /Library/Developer/**
Note that your Terminal.app
or whatever you are using for your shell will need full disk access in order to do this, under System Preferences > Security & Privacy > Full Disk Access > [Terminal.app]
The reinstall should launch after starting the desired version of Xcode, but you can also manually run the install pkg files inside to re-execute this install process /Application/<Xcode.app>/Contents/Resources/Packages/
.
Other symptoms of this issue: Simulators not showing up in the Window > Devices and Simulators
listing and simctl
throwing errors and being unable to find base iOS SDKs similar to the following:
$ xcrun simctl list
...
-- Unavailable: com.apple.CoreSimulator.SimRuntime.iOS-15-5 --
iPhone 8 (55A90310-8202-4A0D-968B-00F440D42210) (Shutdown) (unavailable, runtime profile not found)
See also:
Upvotes: 16
Reputation: 742
For me it was an issue with one specific image/SVG - I just deleted almost all of my pictures to see that the project then built and then narrowed it down to one specific image. I made some adaptions on the SVG and then the project built again.
Upvotes: 1
Reputation: 183
For White Label App(WLA), In my case, I was creating WLA from existing functional app, after doing necessary steps to add WLA, getting above error while building, then check in
Target -> Build Phases -> Copy bundle resources -> and here images.xcassets have 2 separate folder i.e. 1st that I have added images folder for that particular target and 2nd is already there, from which target I copied and made duplicate.
So 2nd I deleted and then app build successfully
Upvotes: 0
Reputation: 95
If you are having this problem on a react-native
project, with Xcode version 13: you need to add your app icon to the Assets
folder, instead of the Images
folder.
Upvotes: 0
Reputation: 11
in Build settings, enable "Embed Asset Packs in Product Bundle". screenshot
Upvotes: 1
Reputation: 1
If you didn't provide an AppIcon it will produce the same error.
/* com.apple.actool.errors / : error: None of the input catalogs contained a matching stickers icon set or app icon set named "AppIcon". / com.apple.actool.compilation-results */
Upvotes: 0
Reputation: 945
My solution, after trying a lot of suggested fixes from above on XCode 10.1, was to run the project on XCode 10.0. Magically, it just worked.
Upvotes: 0
Reputation: 1659
I was downgrading Xcode from 12 to 10.1 to work on an old project. I had done this before successfully but after upgrading from Catalina to Big Sur it stopped working. I was getting errors about Storyboards and the Asset folder:
Command CompileAssetCatalog failed with a nonzero exit code Command
CompileStoryboard failed with a nonzero exit code
I tried everything above and beyond. And only managed to get it working by deleting this library (right click Xcode 10.1 app icon > "Show Package Content"):
Xcode.app/Contents/Developer/usr/lib/libMainThreadChecker.dylib
Upvotes: 3
Reputation: 1306
My solution was to delete the images that were not used in Assets.xcassets.
Working for me.
Upvotes: 0
Reputation: 66
This error can appear when asset catalog take long time to compile. It is one more case I faced and rebuilding the project again fixed the issue in most cases.
Upvotes: 0
Reputation: 438
In my Assets folder, I have some images, one of which was corrupted. Having a corrupted file loaded in the Assets folder will also cause this error!
Upvotes: 2
Reputation: 105
Try to restart your Xcode, and Mac. Then, clean build the project itself(command+shift+B). Worked for me. Sometimes, Xcode acts weirdly, and just needs to be restarted. Good luck!
Upvotes: 2
Reputation: 546
Try removing and then re-adding some of the files you're using. That did it for me at least.
This seems to be a bug in the Xcode 10.1
Upvotes: 7
Reputation: 206
What worked for me was adding an AppIcon in the Assets. I had previously deleted the one that came with the project, but re-adding it solved the issue for me
Upvotes: 0
Reputation: 1773
Ensure that the command-line tools and all required components are installed for your version of Xcode as the asset compilation does use some of these tools, and may be using outdated ones depending on your setup.
I was hitting a CompileAssetCatalog error on our remote build machine after the Xcode 10.1 upgrade - but it worked on a separate machine locally. I hadn't run xcode on the remote machine so it had not prompted to install all the latest components, running xcode and installing the missing components resolved the issue for us.
Upvotes: 0
Reputation: 521
Make sure that you have an AppIcon file in your assets. I had the same error because I did deleted that file.
Upvotes: 23
Reputation: 867
This should be a temporary workaround, if you are in urgent, but build succeeded by changing simulator.
Upvotes: 0
Reputation: 926
I encountered this on Xcode 11 and nothing worked until I deleted and re-installed Xcode.
Upvotes: 0
Reputation: 73
Go to the Assets.xcassets in the xcode and resolve the error and warnings in it. In this CheerApp asset is not properly linked got to that asset in xcode and drag and drop in respective 1x,2x
Upvotes: 0
Reputation: 4058
I found the same error related to the Launch Images.
My solution:
In the main project settings go to:
Remove the link to the asset catalog, and clean the build folder with CMD+SHIFT+K.
Voilà!
You can link it later again.
Upvotes: 7
Reputation: 354
All of answers don't work for me. What solved and found by me is getting better Xcode like Xcode11 beta5 or Xcode10.3 stable and installing it and then Shift-Command-K to clean the project.
And recompiling the project with new Xcode version solved the problem.
Upvotes: 2
Reputation: 1949
If you are experiencing this issue on Xcode 10.3, Delete the folders iOS DeviceSupport
, DerivedData
and Archives
from library/Developer/Xcode folder and restart your mac.
Upvotes: 0