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“build disappears”

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TestFlight installation failing across multiple apps – “The requested app is not available” (Account-level issue?)
Hello, I am experiencing a persistent TestFlight installation issue affecting multiple unrelated apps under the same Apple Developer account. For all affected apps: Builds upload successfully to App Store Connect Processing completes normally Builds appear in TestFlight Internal and external testing can be enabled Public links generate correctly However, when attempting to install the app via TestFlight, the installation fails with the error: “The requested app is not available or doesn’t exist.” This occurs: For internal testers For external testers Across different Apple IDs Across different devices With newly created apps After incrementing build numbers After re-uploading builds After signing out/in of TestFlight After regenerating provisioning profiles After creating entirely new app entries The issue currently affects: • TubeChat AI – Apple ID 6752591427 • Vibex – Apple ID 6756860663 • vigilAI – Apple ID 6757738356 Since multiple unrelated apps are impacted in the sam
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1w
🟡 Yellow Circle In front of my app Name. What does it mean ?
Hello everyone, a few months ago I started building an app using flutter, and a few days ago when I told one of my friends to test it trough Test Flight he asked me why it shows an 🟡 Yellow Circle in front of the app name ? is there an Apple documentation regarding this yellow circle so I can point others to that page ? I googled to find out about this behaviour and it says that my app uses the microphone, but I do not have any code, any library that is using the microphone, it is an Outdoor/GPS Recording app. Thank you.
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1w
Reply to Code Signing "Invalid", No Reason Given
[quote='820155021, alex_strong, /thread/820155, /profile/alex_strong'] I've had issues getting the dmg signed by the Apple notary service [/quote] That text suggests that you’ve misunderstood how notary works. The notary service doesn’t sign your product. Rather, you present it with a distribution-ready product, one that’s already signed, and the notary service checks it and, if all is well, issues a signed ticket. See Notarisation Fundamentals for more about how this process works. As to why the notary service is refusing to notarise your product, it’s hard to say without more info. It sounds like you were able to submit the product and get a response, but the status is Invalid, indicating a problem with your submission. In that case the next step is to look at the notary log. What does it say? See Fetching the Notary Log for info on how to get the log. [quote='820155021, alex_strong, /thread/820155, /profile/alex_strong'] The only big change we made this time was switching to Maven [/quote] Ah, Java. Notari
Topic: Code Signing SubTopic: Notarization Tags:
1w
Reply to Explicit dynamic loading of a framework in macOS - recommended approach?
I want to be clear about terminology here: A load-time import is one that’s statically declared in the binary via the LC_LOAD_DYLIB load command. A run-time import is one that you do from code, using dlopen or some API layered on top of that. Beyond that, I’m going to use the terms from an An Apple Library Primer, and you should read before continuing. [quote='820251021, vd02, /thread/820251, /profile/vd02'] What is the recommended approach on macOS for this kind of explicit dynamic loading … ? [/quote] My recommendation is that you not do this. Apple platforms generally prefer load-time imports because it enables optimisations in the dynamic linker. Specifically, the dynamic linker can build and cache a closure for an app, reusing that closure the next time the app launches. Note We discussed this in detail in WWDC 2017 Session 413 App Startup Time: Past, Present, and Future. Sadly, it’s no longer available from Apple, but the core info is still available from third-party sources. I don’t think this
Topic: App & System Services SubTopic: Core OS Tags:
1w
TestFlight External Build Stuck in 'Waiting for Review' for 32+ Hours
Hi everyone, My TestFlight build has been stuck in 'Waiting for Review' for over 32 hours and I'm hoping someone can help or share their experience. The situation: I have an External Testing group with a Public Link set up. The build was submitted for Beta App Review on March 19th but it's been over 32 hours with no update. I have 25+ testers waiting to install the app. What I've tried: Waited patiently Checked App Store Connect multiple times No rejection emails received No issues flagged by Apple Questions: Is anyone else experiencing unusually long review times for TestFlight external builds right now? Is there anything I can do to speed up the process or check if something is wrong? Has anyone successfully resolved this by contacting Apple Developer Support directly? Any advice would be greatly appreciated. Thank you! Apple Support Case ID: 102846633409
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Reply to TestFlight External Build Stuck in 'Waiting for Review' for 32+ Hours
yes, same here. until a month ago all was as usual. Now our builds take more than a week to be reviews for the App Store and I canceled by Testflight build for external users after 1 week and submitted a new one. this app is 2 years old and there's nothing new in that build that could explain it. They must be experiencing a tsunami of reviews requests by vibe coders I suppose. Meanwhile we can't work properly. Our testers can't be reached with all our hard work.
1w
Reply to App stuck in “Waiting for Review”
For 2 years our app was reviewed under 2 days. This time after a week we asked an urgent review because it contained important fixes. The worst part is that Apple is also blocking our work in Testflight. even after a week it is still under review. I submitted a new build and asked to review that one instead. Still nothing after two days. To me it seems Apple is having internal issues and we are powerless and can't work properly with our Testers.
1w
symbolicate crashlog using .symbols files instead of dSYMs
Hi, Some crashes downloaded from TestFlight aren't symbolicated by Xcode and I don't know why, here's an example: Although all uploaded builds contain debug symbols (Symbols directory with .symbols files) and other crashlogs in the same version are symbolicated just fine (also visible on the above SS). I have access only to the .symbols files but not to the original dSYMs and I wonder how to perform symbolication manually. I tried pointing atos and symbolicatecrash utilities to respective .symbols file, but they are unable to work with it. I'm sure it's possible as TestFlight symbolicates crashlogs using only .symbols files somehow. Could you give a hint?
3
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254
1w
Reply to symbolicate crashlog using .symbols files instead of dSYMs
In a threaded comment, @kambala said: right now CI (GH Actions) produces iOS builds as well as the .symbols files (which are generated from dSYM using symbols command), but I upload builds manually from my Mac (this will be changed in the future to upload from CI directly). I can of course also store dSYM as a build artifact, but wondered if it's possible to avoid that and store the minimal amount of artifacts on CI. As I said above, you should be keeping the entire Xcode archive, which includes the original dSYM file for any build that you ship to your customers. There's a few things that underpin this advice, including the ability to symbolicate any crash report coming from the field on any version of your app in active use, but also the ability to export your app for different types of distribution, which can enable some further testing and debugging workflows. I can't speak to the storage details of your particular CI system, but for Xcode Cloud, you are provided with t
1w
Static library links on device but fails on iOS Simulator
I’m working on an iOS workspace with: a static library project: M800SDK a test app project: TestAppObj I was able to build M800SDK for iOS Simulator on Apple Silicon as a simulator static library, and I also verified the architectures in the produced .a file. However, when I link the app target against that simulator build and try to build TestAppObj for iOS Simulator, I get the following linker errors: Undefined symbols for architecture arm64: _OBJC_CLASS_$_TokenMngr clang++: error: linker command failed with exit code 1 Additional context: The library links and works correctly when building the app for a physical iPhone. And the public header TokenMngr.h is found correctly by the app target. The app target is compiled as Objective-C++ where needed. The library is linked in the app target under “Link Binary With Libraries”. Could you help me understand: Is it possible to run on iOS Simulator ? the recommended way to package and consume this library for iOS Simulator on App
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Reply to Static library links on device but fails on iOS Simulator
There is potentially one detail I jumped over that is relevant — are you expecting clients of your library to build from source, or to consume a pre-compiled library? I had assumed it was a pre-compiled library based on the .a file mention. I think that's accurate, but it would be good to confirm that. If the library is intended to be a pre-compiled asset, then what you'd deliver to the client is an XCFramework. This is meant to be a single container that has everything a library client needs — copies of a built binary for each platform and simulator your library supports, plus the header files. While you can hand your clients the XCFramework so they can drag-and-drop it in their Xcode project, one nice vehicle you can use for distribution is a Swift package, which will point to a compressed (zipped) copy of the XCFramework, along with a checksum for verifying its integrity. This way, it's easy to ship updates of the library to your clients. Distributing binary frameworks as Swift packages has the de
1w
Reply to Universal Links and Cloud-testing platforms
Hi, Thank you for the follow-up and for confirming the AASA multi-App ID support, that is a useful detail. Just to make sure we fully understand the recommendation: are you suggesting we add the testing platform's Team ID + Bundle ID to our AASA file so that their re-signed build is also a trusted app for our domain? If so, we want to understand the security implications of listing a third-party signing identity in our AASA file before going down that path. Regarding TestFlight, we are already using it for manual pre-release testing and it works well for that purpose. Our challenge is specifically with automated UI testing in a cloud device farm, where TestFlight distribution is not part of the workflow. We also wanted to ask about a hybrid distribution approach we are considering, and whether it is permitted under Apple's terms: Use the Apple Developer Enterprise Program to distribute the app internally to our cloud-based testing infrastructure, allowing their re-signing process to work under an Ent
Topic: Code Signing SubTopic: Entitlements Tags:
1w
Reply to Universal Links and Cloud-testing platforms
Thanks so much for the reply and the detailed information. Yes, looks like the resigning will cause the issue you have described. I still recommend you to test against your devices to make sure the AASA file get downloaded and works well before sending the build to the App Store. You are correct that we do not offer a native provisioning flag to bypass AASA validation. Apple’s AASA file specification fully supports listing multiple App IDs (Team ID + Bundle ID) for a single domain. You can also use TestFlight to distribute your app to test devices. Wish you luck. Looking forward to your app. Albert Pascual
  Worldwide Developer Relations.
Topic: Code Signing SubTopic: Entitlements Tags:
1w
Maps: opening hours API / Property
I’m currently developing an iOS app that relies heavily on location details. I'm using MapKit and MKMapItem as my primary data source, which works perfectly for standard metadata. However, I’ve hit a roadblock: I want to display opening hours inline within my location details, but it seems Apple doesn't expose a public API or property for this in MKMapItem (even though the data is clearly visible in the native Apple Maps app). Since I'm building this as an indie developer/startup, the Google Places API is unfortunately too expensive for my current budget. ⁠Is there any legitimate, native way to get opening hours from Apple that I might have missed? ⁠If not, what are your best practices or recommended indie-friendly alternatives (e.g., Yelp Fusion API, OpenStreetMap, Foursquare)? Any tips on how to handle this elegantly and cost-efficiently would be highly appreciated! Thanks in advance.
2
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264
1w
TestFlight installation failing across multiple apps – “The requested app is not available” (Account-level issue?)
Hello, I am experiencing a persistent TestFlight installation issue affecting multiple unrelated apps under the same Apple Developer account. For all affected apps: Builds upload successfully to App Store Connect Processing completes normally Builds appear in TestFlight Internal and external testing can be enabled Public links generate correctly However, when attempting to install the app via TestFlight, the installation fails with the error: “The requested app is not available or doesn’t exist.” This occurs: For internal testers For external testers Across different Apple IDs Across different devices With newly created apps After incrementing build numbers After re-uploading builds After signing out/in of TestFlight After regenerating provisioning profiles After creating entirely new app entries The issue currently affects: • TubeChat AI – Apple ID 6752591427 • Vibex – Apple ID 6756860663 • vigilAI – Apple ID 6757738356 Since multiple unrelated apps are impacted in the sam
Replies
5
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0
Views
266
Activity
1w
🟡 Yellow Circle In front of my app Name. What does it mean ?
Hello everyone, a few months ago I started building an app using flutter, and a few days ago when I told one of my friends to test it trough Test Flight he asked me why it shows an 🟡 Yellow Circle in front of the app name ? is there an Apple documentation regarding this yellow circle so I can point others to that page ? I googled to find out about this behaviour and it says that my app uses the microphone, but I do not have any code, any library that is using the microphone, it is an Outdoor/GPS Recording app. Thank you.
Replies
2
Boosts
0
Views
87
Activity
1w
Reply to Code Signing "Invalid", No Reason Given
[quote='820155021, alex_strong, /thread/820155, /profile/alex_strong'] I've had issues getting the dmg signed by the Apple notary service [/quote] That text suggests that you’ve misunderstood how notary works. The notary service doesn’t sign your product. Rather, you present it with a distribution-ready product, one that’s already signed, and the notary service checks it and, if all is well, issues a signed ticket. See Notarisation Fundamentals for more about how this process works. As to why the notary service is refusing to notarise your product, it’s hard to say without more info. It sounds like you were able to submit the product and get a response, but the status is Invalid, indicating a problem with your submission. In that case the next step is to look at the notary log. What does it say? See Fetching the Notary Log for info on how to get the log. [quote='820155021, alex_strong, /thread/820155, /profile/alex_strong'] The only big change we made this time was switching to Maven [/quote] Ah, Java. Notari
Topic: Code Signing SubTopic: Notarization Tags:
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1w
Reply to Explicit dynamic loading of a framework in macOS - recommended approach?
I want to be clear about terminology here: A load-time import is one that’s statically declared in the binary via the LC_LOAD_DYLIB load command. A run-time import is one that you do from code, using dlopen or some API layered on top of that. Beyond that, I’m going to use the terms from an An Apple Library Primer, and you should read before continuing. [quote='820251021, vd02, /thread/820251, /profile/vd02'] What is the recommended approach on macOS for this kind of explicit dynamic loading … ? [/quote] My recommendation is that you not do this. Apple platforms generally prefer load-time imports because it enables optimisations in the dynamic linker. Specifically, the dynamic linker can build and cache a closure for an app, reusing that closure the next time the app launches. Note We discussed this in detail in WWDC 2017 Session 413 App Startup Time: Past, Present, and Future. Sadly, it’s no longer available from Apple, but the core info is still available from third-party sources. I don’t think this
Topic: App & System Services SubTopic: Core OS Tags:
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Views
Activity
1w
TestFlight External Build Stuck in 'Waiting for Review' for 32+ Hours
Hi everyone, My TestFlight build has been stuck in 'Waiting for Review' for over 32 hours and I'm hoping someone can help or share their experience. The situation: I have an External Testing group with a Public Link set up. The build was submitted for Beta App Review on March 19th but it's been over 32 hours with no update. I have 25+ testers waiting to install the app. What I've tried: Waited patiently Checked App Store Connect multiple times No rejection emails received No issues flagged by Apple Questions: Is anyone else experiencing unusually long review times for TestFlight external builds right now? Is there anything I can do to speed up the process or check if something is wrong? Has anyone successfully resolved this by contacting Apple Developer Support directly? Any advice would be greatly appreciated. Thank you! Apple Support Case ID: 102846633409
Replies
1
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0
Views
110
Activity
1w
Reply to TestFlight External Build Stuck in 'Waiting for Review' for 32+ Hours
yes, same here. until a month ago all was as usual. Now our builds take more than a week to be reviews for the App Store and I canceled by Testflight build for external users after 1 week and submitted a new one. this app is 2 years old and there's nothing new in that build that could explain it. They must be experiencing a tsunami of reviews requests by vibe coders I suppose. Meanwhile we can't work properly. Our testers can't be reached with all our hard work.
Replies
Boosts
Views
Activity
1w
Reply to App stuck in “Waiting for Review”
For 2 years our app was reviewed under 2 days. This time after a week we asked an urgent review because it contained important fixes. The worst part is that Apple is also blocking our work in Testflight. even after a week it is still under review. I submitted a new build and asked to review that one instead. Still nothing after two days. To me it seems Apple is having internal issues and we are powerless and can't work properly with our Testers.
Replies
Boosts
Views
Activity
1w
symbolicate crashlog using .symbols files instead of dSYMs
Hi, Some crashes downloaded from TestFlight aren't symbolicated by Xcode and I don't know why, here's an example: Although all uploaded builds contain debug symbols (Symbols directory with .symbols files) and other crashlogs in the same version are symbolicated just fine (also visible on the above SS). I have access only to the .symbols files but not to the original dSYMs and I wonder how to perform symbolication manually. I tried pointing atos and symbolicatecrash utilities to respective .symbols file, but they are unable to work with it. I'm sure it's possible as TestFlight symbolicates crashlogs using only .symbols files somehow. Could you give a hint?
Replies
3
Boosts
0
Views
254
Activity
1w
Reply to symbolicate crashlog using .symbols files instead of dSYMs
In a threaded comment, @kambala said: right now CI (GH Actions) produces iOS builds as well as the .symbols files (which are generated from dSYM using symbols command), but I upload builds manually from my Mac (this will be changed in the future to upload from CI directly). I can of course also store dSYM as a build artifact, but wondered if it's possible to avoid that and store the minimal amount of artifacts on CI. As I said above, you should be keeping the entire Xcode archive, which includes the original dSYM file for any build that you ship to your customers. There's a few things that underpin this advice, including the ability to symbolicate any crash report coming from the field on any version of your app in active use, but also the ability to export your app for different types of distribution, which can enable some further testing and debugging workflows. I can't speak to the storage details of your particular CI system, but for Xcode Cloud, you are provided with t
Replies
Boosts
Views
Activity
1w
Static library links on device but fails on iOS Simulator
I’m working on an iOS workspace with: a static library project: M800SDK a test app project: TestAppObj I was able to build M800SDK for iOS Simulator on Apple Silicon as a simulator static library, and I also verified the architectures in the produced .a file. However, when I link the app target against that simulator build and try to build TestAppObj for iOS Simulator, I get the following linker errors: Undefined symbols for architecture arm64: _OBJC_CLASS_$_TokenMngr clang++: error: linker command failed with exit code 1 Additional context: The library links and works correctly when building the app for a physical iPhone. And the public header TokenMngr.h is found correctly by the app target. The app target is compiled as Objective-C++ where needed. The library is linked in the app target under “Link Binary With Libraries”. Could you help me understand: Is it possible to run on iOS Simulator ? the recommended way to package and consume this library for iOS Simulator on App
Replies
3
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0
Views
95
Activity
1w
Reply to Static library links on device but fails on iOS Simulator
There is potentially one detail I jumped over that is relevant — are you expecting clients of your library to build from source, or to consume a pre-compiled library? I had assumed it was a pre-compiled library based on the .a file mention. I think that's accurate, but it would be good to confirm that. If the library is intended to be a pre-compiled asset, then what you'd deliver to the client is an XCFramework. This is meant to be a single container that has everything a library client needs — copies of a built binary for each platform and simulator your library supports, plus the header files. While you can hand your clients the XCFramework so they can drag-and-drop it in their Xcode project, one nice vehicle you can use for distribution is a Swift package, which will point to a compressed (zipped) copy of the XCFramework, along with a checksum for verifying its integrity. This way, it's easy to ship updates of the library to your clients. Distributing binary frameworks as Swift packages has the de
Replies
Boosts
Views
Activity
1w
Reply to Universal Links and Cloud-testing platforms
Hi, Thank you for the follow-up and for confirming the AASA multi-App ID support, that is a useful detail. Just to make sure we fully understand the recommendation: are you suggesting we add the testing platform's Team ID + Bundle ID to our AASA file so that their re-signed build is also a trusted app for our domain? If so, we want to understand the security implications of listing a third-party signing identity in our AASA file before going down that path. Regarding TestFlight, we are already using it for manual pre-release testing and it works well for that purpose. Our challenge is specifically with automated UI testing in a cloud device farm, where TestFlight distribution is not part of the workflow. We also wanted to ask about a hybrid distribution approach we are considering, and whether it is permitted under Apple's terms: Use the Apple Developer Enterprise Program to distribute the app internally to our cloud-based testing infrastructure, allowing their re-signing process to work under an Ent
Topic: Code Signing SubTopic: Entitlements Tags:
Replies
Boosts
Views
Activity
1w
Reply to Universal Links and Cloud-testing platforms
Thanks so much for the reply and the detailed information. Yes, looks like the resigning will cause the issue you have described. I still recommend you to test against your devices to make sure the AASA file get downloaded and works well before sending the build to the App Store. You are correct that we do not offer a native provisioning flag to bypass AASA validation. Apple’s AASA file specification fully supports listing multiple App IDs (Team ID + Bundle ID) for a single domain. You can also use TestFlight to distribute your app to test devices. Wish you luck. Looking forward to your app. Albert Pascual
  Worldwide Developer Relations.
Topic: Code Signing SubTopic: Entitlements Tags:
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1w
Reply to App Store Connect crashes when configuring App Clip default experience (appClipDefaultExperience undefined)
Same exact issue. Cannot submit a new build for review because of this
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1w
Maps: opening hours API / Property
I’m currently developing an iOS app that relies heavily on location details. I'm using MapKit and MKMapItem as my primary data source, which works perfectly for standard metadata. However, I’ve hit a roadblock: I want to display opening hours inline within my location details, but it seems Apple doesn't expose a public API or property for this in MKMapItem (even though the data is clearly visible in the native Apple Maps app). Since I'm building this as an indie developer/startup, the Google Places API is unfortunately too expensive for my current budget. ⁠Is there any legitimate, native way to get opening hours from Apple that I might have missed? ⁠If not, what are your best practices or recommended indie-friendly alternatives (e.g., Yelp Fusion API, OpenStreetMap, Foursquare)? Any tips on how to handle this elegantly and cost-efficiently would be highly appreciated! Thanks in advance.
Replies
2
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264
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1w