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# Critical Bug: Apple servers not generating com.apple.developer.storekit entitlement for App ID com.driftnotes.app
Problem Summary Apple's provisioning servers are not generating the com.apple.developer.storekit entitlement for App ID com.driftnotes.app (Team ID: 43Y6AG5NPY), making it impossible to build iOS apps for physical devices despite all configurations being correct. Environment macOS: 15.3.1 (24D70) Xcode: 16.1 (xcode-select version 2409) Flutter: 3.35.2 • channel stable Account: Individual Developer (Kazakhstan) Bundle ID: com.driftnotes.app Team ID: 43Y6AG5NPY Error Message Error (Xcode): Provisioning profile iOS Team Provisioning Profile: com.driftnotes.app doesn't include the com.apple.developer.storekit entitlement. /Users/vyacheslavkuzin/Desktop/FlutterProjects/DriftNotesDart/ios/Runner.xcodeproj Steps to Reproduce Configure App ID with In-App Purchase capability (✅ verified in Developer Portal) Add In-App Purchase capability in Xcode project (✅ done) Configure entitlements file with StoreKit keys (✅ done) Enable automatic signing in Xcode (✅ done) Run: flutter build ios --release Build
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Sep ’25
iOS Build Memory Access Issues Causing Crashes
Our app has an old codebase, originating in 2011, which started out as purely Objective-C (and a little bit of Objective-C++), but a good amount of Swift has been added over time as well. Lots of Objective-C and Swift inter-op, but in general very few 3rd party libraries/frameworks. Like many other codebases of this size and age, we have a good amount of accumulated tech debt. In our case, that mostly comes in the form of using old/deprecated APIs (OpenGL primary amongst them), and also using some ‘tricks’ that allowed us to do highly customized UI popups and the like before they were officially supported by iOS, but unfortunately are still in use to this day (i.e. adding views directly to the UIWindow such that that are ‘on top’ of everything, instead of presenting a VC). Overall though, the app is very powerful and capable, and generally has a relatively low crash rate. About two months ago, we started seeing some new crashes that seemed to be totally unrelated to the code changes that were made at the time
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Sep ’25
App signing fails after account upgrade
New to working with xcode and building apps. I started last weekend, and deploying to my usb connected iPhone 16 was working great all week. Yesterday, I upgraded to a paid developer account to start using TestFlight, and I could no longer deploy to my phone. Failed to install embedded profile for com.spred.spred-alpha : 0xe800801a (This provisioning profile does not have a valid signature (or it has a valid, but untrusted signature).) i using automatic provisioning - not a custom provisioning profile. i have tried: deleting all the certificates in keychain for my developer account and recreating them, and also doing the same in the developer portal. logging out and logging back in with my developer id in xcode deleting the app bundle directory and all other associated files in the Xcode/DerivedData directory reinstalling Xcode cleaning my build directory and trying again. changing the bundle identifier to a new name. (It always matches the portal app name) Among other things. It just won’t
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Sep ’25
Hand Tracking Latency When UITextView Becomes Active in Vision Pro Immersive Space
I'm placing sphere at finger tip and updating its position as hand move. Finger joint tracking functions correctly, but I’ve observed noticeable latency in hand tracking updates whenever a UITextView becomes active. This lag happens intermittently during app usage, lasting about 5–10 seconds, after which the latency disappears and the sphere starts following the finger joints immediately. When I open the immersive space for the first time, the profiler shows a large performance spike upto 328%. After that, it stabilizes and runs smoothly. Note: I don’t observe any lag when CPU usage spikes to 300% (upon immersive view load) yet the lag still occurs even when CPU usage remains below 100%. I’m using the following code for hand tracking: private func processHandTrackingUpdates() async { for await update in handTracking.anchorUpdates { let handAnchor = update.anchor if handAnchor.isTracked { switch handAnchor.chirality { case .left: leftHandAnchor = handAnchor updateHandJoints(for: handAnchor, with: left
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Sep ’25
Reply to Can I Exporting a Developer ID PacketTunnelProvider Plugin?
[quote='857997022, lucky06, /thread/799833?answerId=857997022#857997022, /profile/lucky06'] send the demo project and app [/quote] I took a look at that today and I’m confused by your starting point. My general advice when building Mac software is to do your day-to-day development using Apple Development signing. Then, once you have things working, you can export your app using the signing appropriate for your distribution channel (Apple Distribution for the Mac App Store, Developer ID for direct distribution). See The Care and Feeding of Developer ID for more about this. If you do that then you only need to worry about the -systemextension stuff at the final step, when you export your product for distribution. And when you stick with Apple Development signing you can rely on Xcode’s automatic code signing to do the right thing. However, you seem to be trying to use Developer ID signing for day-to-day development. This is a mistake, and it’s causing you grief here. So, for example, I opened your proj
Sep ’25
Reply to Provisioning problem
In reply to @DTS Engineer: I am able to build my app with a new bundle ID, but not the already existing bundle ID. I am unable to confirm if also adding a capability fixed anything as I did this at the same time as changing the bundle ID unfortunately. However, I still have issues that I want to build my app with the current bundle ID.
Sep ’25
iOS26中ALAssetsLibrary 编译报错问题
mac os 系统版本:26.0 (25A354) Xcode版本:Version 26.0 (17A324) 项目编译报错 `SwiftExplicitDependencyCompileModuleFromInterface arm64 /Users/zhz/Library/Developer/Xcode/DerivedData/ModuleCache.noindex/AssetsLibrary-HTIJ05N58KN3.swiftmodule /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS26.0.sdk/usr/lib/swift/AssetsLibrary.swiftmodule/arm64e-apple-ios.swiftinterface:10:25: error: 'ALAssetsLibrary' is unavailable in iOS: Use PHPhotoLibrary from the Photos framework instead 8 | public import _StringProcessing 9 | public import _SwiftConcurrencyShims 10 | extension AssetsLibrary.ALAssetsLibrary { | `- error: 'ALAssetsLibrary' is unavailable in iOS: Use PHPhotoLibrary from the Photos framework instead 11 | #if compiler(>=5.3) && $NonescapableTypes 12 | @available(iOS, introduced: 9.0, deprecated: 9.0, obsoleted: 26.0) /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS26.0.sdk/System/Library/Frameworks/AssetsLibrary.framework/He
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Sep ’25
Reply to Provisioning problem
same issue on mac mini building for ipad or iphone macOS Version 15.6 (Build 24G84) Xcode 16.0 (23051) (Build 16A242d) same result, and the provisioned profile used for the same app day before is gone from VPN and devices... there is no profile to trust it has gone. signed in out tried to reissue cert as per older forums guidance. that however resulted in different certificates for the same name in keychain now. however automatically manage signing picks the cert most recently issued which it deems valid and is aware of both valid certificates. however still says This provisioning profile does not have a valid signature (or it has a valid, but untrusted signature).)
Sep ’25
Reply to macOS 26 Launch Constraints
OK, so you’re dying from a launch constraint violation. That launch constraint can come from two places: You can bake a constraint into your executable. The code running your daemon can apply a constraint. I believe you’ve eliminated the first possibility, but it’s a good idea to check that. You can do that using codesign: % codesign -d -vvv Desktop/My App.app/Contents/MacOS/com.myCompany.myDaemon … Launch Constraints: … You shouldn’t see a Launch Constraints field. As to the second possibility, there are two things to check: Make sure your daemon is signed with the some code-signing identity as the container app. Move your app from the desktop to a directory that isn’t protected by MAC. MAC-protected directories — like the desktop, Documents folder, and Downloads folder — cause all sorts of weird behaviour. I generally recommend that you run your app from either the Xcode build directory or /Applications. For more info about MAC, see On File System Permissions. Share and Enjoy — Quinn “The Eskimo!”
Topic: Code Signing SubTopic: General Tags:
Sep ’25
Reply to Issues building Unity plug-in project: Cannot locate native library Apple.Core/Apple.GameKit for iOS
These issues plague my project constantly. I'm using Unity 6000.0.33f1, and the latest from the Apple Unity Plugins repo. I've confirmed my build of the plugin is successful, notarized, and targeting the correct platforms. Most days, I have to repeat Build & Run until eventually it gets through. It seems like there is a script execution order issue that is a 50/50 chance of the native Core & GameKit libraries being found, or perhaps an issue with the multiple build steps of Addressables. I have also disabled all other iOS post processing steps, including unity's built in Entitlement generation. This issue is a huge sore in iOS Unity development currently, when utilizing the official plugins.
Topic: Graphics & Games SubTopic: GameKit Tags:
Sep ’25
HomePod Mini Beta Device Issues: Power, Connectivity, USB Recognition
Hi! Short time lurker, and first time poster, but I will try to be as descriptive as possible. I have had my HomePod mini since 2021, and have been loving it. Recently, though, I am facing issues which have paralyzed it. Background: Running two HomePod Minis under a stereo pair on the same network in a room. Devices worked well, with the odd dropping of the sound once a while, not too big of an issue. Started running HomePod OS26 beta in July to see what the new updates have, and maybe if the audio issues would be resolved. Issue: Two weeks ago, the after the (then) latest update, there was a no response issue in the app. No big deal, let's just restart the HomePod pair. After restart, no bueno. I also got a new beta software update notification, so decided if I updated them both, the issue will probably be resolved. No dice. The issue persists. So I decided to pair the HomePods and factory reset them. Both HomePods disappeared from my home app. Regular behavior. Going to reset them with the old unpl
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Sep ’25