Quick answer: Open the failing phase's full log to see the script's own error, fix the underlying tool/path issue, and re-run — the phase name in the error tells you which script died.
Xcode wraps script failures in this generic message; the script's actual output sits in the build log. Games hit it via engine export scripts and dependency managers. Here is the unwrap.
How to fix it
1. Read the real script output
In the build log navigator, expand the failing PhaseScriptExecution step — the script's stderr (missing command, permission denied, file not found) is printed above the generic failure line.
2. Fix the environment, not the symptom
Scripts often assume tools (pod, python3, node) on PATH — GUI Xcode does not inherit your shell profile; install the tool system-wide or reference absolute paths in the phase.
3. Re-run dependency managers
For CocoaPods phases: pod install (with the right CocoaPods version) after any SDK change, and open the .xcworkspace, not the .xcodeproj.
4. Clean when state corrupts
Product > Clean Build Folder plus deleting DerivedData clears half-written phase outputs that keep an otherwise-fixed script failing.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every mobile error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.