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build disappears

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Reply to Clarification and help with the certificate.
[quote='859098022, kallookoo, /thread/801301?answerId=859098022#859098022, /profile/kallookoo'] you can't manage certificates without being a paying member. [/quote] Correct. Usually this isn’t a problem because Xcode’s automatic code signing takes care of everything for you. But it certainly does make it harder to investigate weird issues. Are you actually having problems running your app? Or are you solely concerned with the presence of this extra certificate that you can’t delete? If it’s the latter, I think that this’ll fix itself. Eventually this certificate will expire and thence disappear from the list. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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SharePlay on the VisionOS with remote participants.
Hi everyone, I’m building a visualization app for VisionPro that uses SharePlay and GroupActivities to explore datasets collaboratively. I’ve successfully implemented the new SharedWorldAnchor feature, and everything works well with nearby, local participants. However, I’m stuck on one point: How can I share a world anchor with remote participants who join via FaceTime as spatial personas? Apple’s demo app (where multiple users move a plane model around) seems to suggest that this is possible. For context, I’m building an immersive app with Metal rendering. Any guidance or examples would be greatly appreciated! Thanks, Jens
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Xcode 26 build fails with “Could not locate icontool” when using .icon file — how to fix?
Hi there, I am new to Xcode26 and dragged my AppIcon.icon (created with Icon Composer) into the project. Then build failed with Could not locate icontool. Could anyone point me to the cleanest way to solve this? Any help would be appreciated, thanks! CompileAssetCatalogVariant thinned /Users/jaffron/Library/Developer/Xcode/DerivedData/KuuDraft-dsmpyalldiyuusdldnjihwrtzmab/Build/Intermediates.noindex/ArchiveIntermediates/KuuDraft/InstallationBuildProductsLocation/Applications/KuuDraft.app /Users/jaffron/Documents/augment-projects/WalletPin/KuuDraft/AppIcon.icon /Users/jaffron/Documents/augment-projects/WalletPin/KuuDraft/Assets.xcassets (in target 'KuuDraft' from project 'KuuDraft') cd /Users/jaffron/Documents/augment-projects/WalletPin /Applications/Xcode.app/Contents/Developer/usr/bin/actool /Users/jaffron/Documents/augment-projects/WalletPin/KuuDraft/AppIcon.icon /Users/jaffron/Documents/augment-projects/WalletPin/KuuDraft/Assets.xcassets --compile /Users/jaffron/Library/Developer/Xcode/De
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Reply to Family Controls + Device Activity Entitlement Missing from Provisioning Profiles (Xcode, iOS App Extensions)
Hello everyone, I’m following up because we’re still hitting the same issue even after following all the instructions provided earlier. What we did: We have a Digital Wellbeing app called Breakloop with three App IDs: bl.Breakloop (main app) bl.Breakloop.BreakloopMonitorExtension bl.Breakloop.BreakloopShieldConfigurationExtension We filled out the Family Controls distribution request form for each bundle ID separately as Quinn advised. Apple approved all of them, and in the Developer Portal each App ID shows Family Controls enabled. Our entitlements files for the extensions include both: com.apple.developer.family-controls com.apple.developer.device-activity We recreated certificates, provisioning profiles, and cleaned everything multiple times. Xcode Signing & Capabilities points to the correct profiles for each target. The problem: Provisioning profiles for the extension targets still do not include com.apple.developer.device-activity, so the build fails with: Provisioning profile Breakloop_Mon
Topic: Code Signing SubTopic: Entitlements Tags:
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iOS build not appearing in App Store Connect after upload via Xcode and Transporter (React Native)
iOS build not appearing in App Store Connect after upload via Xcode and Transporter (React Native), Uploaded IPA “successfully” but build never shows in App Store Connect — React Native iOS. App type: React Native mobile app Android: Already published on Google Play (works fine) iOS goal: Upload the iOS build so it appears in App Store Connect (for TestFlight/release) No matter how I upload (Xcode Organizer Archive or the Transporter app), the build never appears in App Store Connect. It does not show under My Apps > [My iOS App] > TestFlight, nor under App Store Connect > Activity > All Builds. I’ve tried multiple times over several days. Xcode Organizer: “Upload to apple there is no error, Transporter: delivered but app is processing , Email : there is no feedback with my problem please contact me
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Reply to iOS Distribution - Users Still Installing the Old Version After Update
In the Unity settings, I set the version to 2.0 and the build to 2. In the generated .xcodeproj folder, I noticed that the main directory's Info.plist has the correct settings. However, the CFBundleShortVersionString in both UnityFramework/Info.plist and Unity-iPhone Tests/Info.plist remains as 1. I'm unsure if this is the cause of the issue. Do I need to modify these manually?
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StoreKit entitlement not included in provisioning profiles despite In-App Purchase enabled
I’m running into an issue where the com.apple.developer.storekit entitlement is not being included in provisioning profiles, even though my App ID is properly configured for In-App Purchase. Entitlements file: explicitly includes com.apple.developer.storekit Capability: In-App Purchase is enabled in the Apple Developer Portal and shows as “Enabled.” What I’ve tried: Automatic signing in Xcode → profiles generated, but missing com.apple.developer.storekit Manual signing → deleted and recreated provisioning profiles multiple times; entitlement still missing. Waited several hours for possible propagation. Verified that my in-app purchase products are set up correctly. Error message: Provisioning profile iOS Team Provisioning Profile: zu.inniu doesn't include the com.apple.developer.storekit entitlement Question: Has anyone else encountered this? Is there a step I might be missing to get StoreKit entitlements included in provisioning profiles, or could this be a backend issue that needs escalation through Apple
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Help testing sandbox purchases in Xcode
I am attempting to test non-consumable sandbox purchases, however I am unable to select the Approve Transaction option after initiating a purchase. Leaving the transaction in a permanent pending state. I can view the transaction in the transaction manager by navigating to Debug -> Storekit -> Manage Transactions.. but the only available options to select are Refund Transaction or Delete Transaction. What am I missing about Xcode or my environment that is preventing me from testing this purchase flow? Some more information about my set up. I have a .storekit file synced to AppStore Connect with my product Id. There's a StoreKitTestCertificate.cert saved in the project. I've tried running the build on my phone as Debug, Release and ReleaseForRunning all with the same behavior after making a purchase. My phone is logged into a sandbox test user apple account in the developer iOS settings
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Reply to How to manually install iOS 26 Simulator download archive?
@Product Manager I get this when I try run the download command ifeoluwachukwu@Ifeoluwami ~ % xcodebuild -downloadPlatform iOS -verbose Finding content... Automatically resolved architecture variant for platform iOS as 'arm64'. Downloading iOS 26.0 Simulator (23A343) (arm64): Preparing to download...2025-09-20 10:30:41.335 xcodebuild[19628:642810] DVTDownloadable: Download Failed. Downloadable: { architectures = ( arm64 ); authentication = none; category = simulator; contentType = cryptexDiskImage; dictionaryVersion = 2; downloadMethod = mobileAsset; fileSize = 7986028446; identifier = com.apple.dmg.iPhoneSimulatorSDK26_0_arm64; isInternalContent = 0; isUserInitiated = 1; name = iOS 26.0 Simulator (23A343); patchableFrom = ( ); platform = com.apple.platform.iphoneos; simulatorVersion = { buildUpdate = 23A343; version = 26.0; }; version = 26.0.0.0; }. Download was cancelled. (Asset download for com.apple.MobileAsset.iOSSimulatorRuntime fba475a9a5476a30cfa540d09c309a0762b30467) Downloading iOS 26.0 Simulator (2
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Reply to Multicast Entitlements
Thanks for the explanation. Regarding step 1, the Mac was running 15.6 or later, right? Regarding steps 2 through 4, this falls under my definition of a development Mac in that the same Mac saw a development build of your app in step 2 and another development build of your app in step 4. This is why VMs are so useful, because you can limit the builds that the (virtual) machine sees: If you want to test your app on a fresh Mac, you can restore it to that snapshot each time. If you want to test the upgrade from version N to version N+1, you can install version N, create a snapshot of that, and then restore to that snapshot each time. [quote='858977022, Avae, /thread/798399?answerId=858977022#858977022, /profile/Avae'] If the permission is required on the OS, there needs to be a way to reset/troubleshoot these issues. [/quote] You’ll get no argument from me on that front. You should absolutely feel free to file an enhancement request for that, explaining the grief that not having this
Sep ’25
Private UIKit code causes a crash when the app moves to the background on iOS 26
After iOS 26 was released to the public and our build began rollout, we started seeing a strange crash affect users immediately after the app goes to the background. According to the symbolication provided in Xcode, this appears to be the result of a UICollectionView potentially related to the keyboard and a UIAlertController. I’m not sure how an error somewhere else can cause a crash in our app which does not use UIKit in the background. The feedback associated with this post is: FB20305833. I will attach a sample of the crash report in my next comment.
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Sep ’25
Reply to In the iOS 26 beta, enterprise Apps installed via MDM cannot be run
Confirming we’re seeing the same issue on supervised devices running iOS 26 (23A345; also hit on 26 beta 4 – 23A5297m). Enterprise (in-house) builds installed via MDM InstallApplication install but exit immediately on launch with NSPOSIXErrorDomain Code=85 (“Bad executable”). The same build runs when installed from Xcode. This blocks our internal rollout to iOS 26 Could you confirm it’s attached to the master and whether a fix is targeted for the next 26.x seed—or suggest any signing/distribution workaround in the meantime?
Sep ’25
Certificate Active in Keychain and I think Xcode but Not Recognized by VS Code / Flutter on macOS Tahoe (macOS 15)
Hi, hoping someone can help here. I recently updated my Mac to macOS 15 (Tahoe) and am using Xcode 15+ (possibly 16). I’m working on a Flutter app and testing on a real iPhone device. Here's the situation: I’m using the free Apple Developer account. My signing certificate and provisioning profile both show as valid and active in Keychain and says signing... in Xcode. When I build and run the app from Xcode, it works completely fine on a simulator. But when I try to run the same project from VS Code using flutter run, whether on an simulator phone or my personal iphone, I get a code signing error, specifically: Failed to codesign Flutter.framework with identity... I believe the app is set to use the correct Team ID because it says my name and (team) (my team ID isBDKUKWVRBY), and I can see my certificate in Keychain under My Certificates. What I’ve already tried: flutter clean pod install / pod update Manually selecting my team in Xcode Signing settings Restarting my machine and VS Code Confirming the
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Sep ’25