Okay, good news, after trying several approaches I finally found a very simple fix/workaround...
In the app build settings under Architecture, get rid of $(ARCHS\_STANDARD) (click the minus to delete it) and add both architectures as explicit values, arm64 and x86\_64. Apparently there's an issue with that default setting not really conveying that both architectures are needed when the package dependency is built, completely regardless of the "active architecture" setting.
Everything works great with this change, I was able to build and notarize the app on M1 and verify it now also runs on x86.
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Also a little more info - the package in question does have its Xcode project macOS target configured to build universal architecture and, for Release builds, build-active-architecture-only is set to NO.
https://github.com/yahoojapan/SwiftyXMLParser
Solved: in the debugger output, Xcode warned about min and max sizes for toolbar items being deprecated.
After changing all toolbar item sizes to "Automatic", the toolbar items appear again, and the issues with the Customize panel are fixed.
Additionally, I was able to retain the existing separator-spacing of items by changing the toolbar type of the Window from "Automatic" to "Expanded".
Just posting a follow-up here, I did eventually decide to jettison the use of SKTexture because of this issue - there does not appear to be any workaround.
Using the other init method of GKNoiseMap() that just takes noise, size, origin, sampleCount and seamless params, using noisemap.value() to get the generative values and using my own drawing code (supporting NSColors with alphas in the gradients I calculate) to render the output. It's slower so far (will be working on optimization) but the lack of alpha support in the SKTexture output was a deal-breaker. On the plus side, I can also now generate noise with more than two colors across the -1.0 to 1.0 value output; SKTexture only supported two opaque colors.
I'm just adding a reply to bump the question, ridged noise seems broken to me too - I can't get any results like that shown in the documentation (the lightning-style branching). I've tried all combinations of frequency, octave count and lacunarity, and the result ranges from something like particle board texture to fine pixel static.
Final update: the only fix that worked for me was similarly upgrading the device to iOS 13.7, once I saw that was available. iOS 13.6.1 seems to just be broken with Xcode 11.7, at least on my system & devices.
Tried creating a new project & using same setup (company Team profile).
There is still an error preventing debug, though I'll note a few differences from the existing project:
The message given from Xcode on the Run attempt now says "Could not locate device support files." and basically displays the same message as in the Devices and Simulators window ("running iOS 13.6 (17G80), which may not be supported by this version of Xcode.
With the new project Xcode prompts for permission before debugging simulator for the first time (it didn't prompt on the same updated Xcode version when using the old project)
The new project by default lists a much smaller set of available devices as available simulators
Also looks like many others are seeing this problem, viz. the thread tagged "Xcode" right after this one, "What's a non-beta version of Xcode that works with iOS 13.6.1?"
It does seem to start working for some people, so while I believe this is a bug, there must be some magic workaround. I wonder if there are Xcode preference files etc. that one can delete to force a re-pairing with devices, or if completely uninstalling and reinstalling Xcode would work, or something else. If anyone on the Xcode team is reproducing this & finds a fix it would help, iOS development at my company is blocked.
https://developer.apple.com/forums/thread/658774
When you say "Once it has been trusted and recognized by Xcode"... how does one trigger that? When I connect it still shows up immediately as an available device in Xcode, even though it's marked as unsupported in the Devices window. I see no way to make Xcode itself 'forget' and re-trust a device. I have tried resetting & renaming one of the phones, and it prompts me again to trust the computer, but there's no new prompt to trust the device. (And I think it's true that I can't delete the device from my Developer account - that only happens at renewal?) So... this doesn't fix it.
Also FWIW I was momentarily on 11.6 and had the same issue, which is why I upgraded to 11.7, hoping it would fix it. I can try downgrading but this seems rather iffy.
Should I file a bug report?
I am having this same issue, was on Xcode 11.5, my device that updated to iOS 13.6.1 was flagged as unsupported, so I've updated to Xcode 11.7. I've tried cleaning the build folder, deleting intermediates folder, restarting Xcode and device, still stuck, can't debug on the phone. I did download newer simulators and Xcode is fine with 13.6 (and 13.7) on simulator. Any solution to get un-stuck on this error?
Just posting a follow-up on this - we did confirm that the "in use" name was from another app developer for an unreleased app, and we were able to get it resolved through developer support since my company had the name as a registered trademark. So it wasn't our earlier free-account prototype that marked the app name as "in use" as it did for the bundle id.