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Xcode 11.2: Unable to install (on device): The executable was signed with invalid entitlements: Code: -402620394
Since updating to Xcode 11.2, I am unable to run any projects on iOS device at all.In each case, after the project builds, I get a popup that says "Unable to install "EDC_Manager"" (EDC_Manager is my app name.). If you click details, you see this text:DetailsUnable to install "EDC_Manager"Domain: com.apple.dtdevicekitCode: -402620394--The executable was signed with invalid entitlements.Domain: com.apple.dtdevicekitCode: -402620394Failure Reason: The entitlements specified in your application’s Code Signing Entitlements file are invalid, not permitted, or do not match those specified in your provisioning profile. (0xE8008016).User Info: { DVTRadarComponentKey = 487927; "com.apple.dtdevicekit.stacktrace" = ( 0 DTDeviceKitBase 0x000000011f0e46e7 DTDKCreateNSError + 109 1 DTDeviceKitBase 0x000000011f0e4de9 DTDK_AMDErrorToNSError + 792 2 DTDeviceKitBase 0x000000011f12456a __90-[DTDKMobileDeviceToken installApplicationBundleAtPath:withOptions:andError:withCallback:]_block_invoke + 164 3 DVTFoundation 0x0000000105db9156 DVTInvokeWithStrongOwnership + 73 4 DTDeviceKitBase 0x000000011f124301 -[DTDKMobileDeviceToken installApplicationBundleAtPath:withOptions:andError:withCallback:] + 1589 5 IDEiOSSupportCore 0x000000011efaca25 __118-[DVTiOSDevice(DVTiPhoneApplicationInstallation) processAppInstallSet:appUninstallSet:installOptions:completionBlock:]_block_invoke.352 + 4523 6 DVTFoundation 0x0000000105eea3ba __DVT_CALLING_CLIENT_BLOCK__ + 7 7 DVTFoundation 0x0000000105eeba92 __DVTDispatchAsync_block_invoke + 809 8 libdispatch.dylib 0x00007fff6431a583 _dispatch_call_block_and_release + 12 9 libdispatch.dylib 0x00007fff6431b50e _dispatch_client_callout + 8 10 libdispatch.dylib 0x00007fff64320ace _dispatch_lane_serial_drain + 597 11 libdispatch.dylib 0x00007fff64321452 _dispatch_lane_invoke + 363 12 libdispatch.dylib 0x00007fff6432aa9e _dispatch_workloop_worker_thread + 598 13 libsystem_pthread.dylib 0x00007fff6457471b _pthread_wqthread + 290 14 libsystem_pthread.dylib 0x00007fff6457457b start_wqthread + 15);}--I thought it was a problem with my project, so I completed a completely new project in Xcode and built that, but it gets the same error.The problem occurs in Xcode 11.2.And it occurs in the 11.2.1 (11B53) GM Seed.If I revert to Xcode 11.1, everything works normally.The mac is a 2018 MBP running Catalina 10.15.1, and the iOS device is an 11 Pro Max running iOS 13.2.I tried other iOS devices also, including one running iOS 12, but the problem persists.I was hoping this was something fleeting on Apple's side, but it seems to be persisting as an issue.Thanks for any help or ideas!Andrew
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0
11k
Nov ’19
Can't upload app: No accounts with App Store Connect access have been found
Getting this error suddenly tonight:No App Store Conect Account:No accounts with App Store Connect access have been found for the team "<MY TEAM>". App Store Connect access is required for App Store distribution.Then below it lists my Apple ID and says "No App Store Connect access for the team".Nothing has changed and it worked a week ago.I'm the owner of my company, the "agent" account in member center and admin on app store connect.Any solution to this?I had a similar problem maybe 6 months ago that randomly went away on its own at some point, but was stuck with it for a week or more at the time.
6
0
7.9k
Nov ’18
Xcode 10.0 diagnosticd high CPU w/iPhone XR Simulator
Hi All,I've got the new 2018 MacBook Pro 15" (15,1) running High Sierra 10.13.6 and the Xcode 10.0 (10A255) release version and am having the following recurring issue.I've got an iOS project that I'm running in the simulator. In this case I'm actually running XCTests. The total tests run for about 4 seconds.At this point, Xcode looks like it's idle, but my fans spin up to full speed and Activity Monitor shows me: diagnosticd 170% cpu diagnosticd 82% cpu notifyd 78% cpu SpringBoard 78% cpuSometimes it shows diagnosticd higher like 350% CPU, but always diagnosticd is the highest.The computer doesn't seem to be doing anything. Both Xcode and Simulator are responsive.If I close the simulator, these disappear and the fans spin back down.This happens 100% of the time with the iPhone XR simulator, but doesn't seem to happen at all with any of the others, including the XS and XS Max.Anyone else seeing this?
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5.8k
Sep ’18
SceneKit keyed blend shape animation imported from Collada (.dae) file (created in Maya) not playing
I'm using Maya to create animations to use in SceneKit.I'm exporting as COLLADA file (.dae) using Maya's built-in FBX DAE exporter.Animations on the node transform all work perfectly. For example, if we have an animation of the translation, rotation, or scale -- or a combination of those -- the animation imports correctly with the node.However, when I import an animation based on keyed blend shape inputs, the animation doesn't play.Within Xcode, if I click on the .dae and start looking at attributes, the node is there and has the blend shape (geometry morpher) attached, and it is manipulable.Additionally, an animation is listed, and if I look at attributes within the node, the animation is listed there as well.If I iterate through the SCNNode's animationKeys property, an animation is there and it has the correct amount of time associated with it. But I can't seem to get it to work.On the Xcode side of things, I have tried:Saying "Update" when prompted to update the .dae file within Xcode.Not updating the .dae file when promptedApplying Jon Allee's Collada Morph Adjuster to the .dae file, before giving it to Xcode.Loading as SCNSceneSource instead of SCNSceneOn the Maya side of things, I've tried several variations on the creation/export process:Tried the "remove single key" checkbox (with and without)Tried the "bake animation" setting in the export windowTried checking and unchecking "Deformed models" and "Blend Shapes"Under the Collada option in the export window, I've tried with and without "Single Matrix" checked. I usually check "Single Matrix" now or I get a bunch of animations within Xcode. However, checking or not checking this option does not appear to have any effect on SceneKit's behavior. The transform animations work either way, and the blend shape animations don't work either way.I've also looked at dozens of Stack Overflow questions carefully -- this is not a duplicate question, as well as ones in Apple's forums and am pretty out of ideas.I put together a quick sample project that demonstrates both the working and non-working, and includes the source Maya files as well as a couple of explainer videos.I'm using:Maya 2018.2 (Cut ID: 201711281015-8e846c9074)Xcode 9.3 (9E145)macOS High Sierra 10.13.4iOS 11.3.1Thanks!
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4.1k
Apr ’18