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build disappears

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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
Reply to iOS 26 Beta breaks scroll/gesture in SwiftUI chat (worked in iOS 18): Simultaneous gestures & ScrollViewReader issues
Same problem in my app that uses a Swift Chart in a ScrollView with simultaneous gestures for long press/drag to inspect data points, etc. The same code works when building in Xcode 16 when running on iOS 26 in the simulator and real device. Compiling the same code with Xcode 26 has the vertical scroll broken when you initial the scroll on a Swift Chart that has the gestures. Are there any updates or workarounds?
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Sep ’25
Record microphone in a Keyboard app (in the background)
I'm currently I'm working on an iOS app + custom keyboard extension, and I’m hoping to get some insight into how to best architect a workflow where the keyboard acts as a remote trigger for dictation, but the main app handles the actual microphone recording and transcription. I know that third-party keyboards are sandboxed and can’t access the microphone directly, so the pattern I’m following is similar to what Wispr Flow appears to be doing: What I'm Trying to Build The user taps a mic button in the custom keyboard (installed system-wide). This triggers the main app to open, start a recording session, and send the audio to my transcription endpoint (not using Speech.framework). Once the transcription result is ready, it's stored in an App Group shared container. The keyboard extension polls for or receives the transcribed text and inserts it into the current input field via textDocumentProxy.insertText(...). Key Questions Triggering App Dictation from Keyboard Is there a clean system-native way to t
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Sep ’25
Reply to ITMS-90429: Invalid Swift Support – Swift libraries not at expected location in iOS app submission
Can you post a file listing of your app? Export the app from Xcode as an .ipa file for the App Store, and then run unzip -l /Path/To/YourApp.ipa, and post that output here. Make sure to use backticks to format as a code block, or if the listing is big, use the file attachment feature. Since your app is created with Flutter, a third-party tool, it's likely that you'll have to resolve this by working backwards from the build producing these errors into their tools, and you may need to talk to their support for help. My goal with the above is to at least point out more precisely why the app's bundle structure is wrong, to enable you to begin working backwards into their tools to correct for this. — Ed Ford,  DTS Engineer
Sep ’25
Xcode trying to load a static library at run-time.
dyld[3198]: Library not loaded: @rpath/../Frameworks/freetype.framework/Versions/A/freetype Referenced from: <6BFD5FE8-3CE3-3AA9-8264-432DA092F1B1> /Users/danielmarcus/Desktop/SFML-2.6.2/lib/libsfml-graphics.2.6.2.dylib Reason: tried: '/Users/danielmarcus/Library/Developer/Xcode/DerivedData/github_demo-eotoolowecsaypbbvkfzcwzkyosw/Build/Products/Debug/freetype.framework/Versions/A/freetype' (no such file), '/Library/Frameworks/freetype.framework/Versions/A/freetype' (no such file), '/System/Library/Frameworks/freetype.framework/Versions/A/freetype' (no such file, not in dyld cache) Messa
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Sep ’25
Reply to When using requestSendPTPCommand to send both commands and data simultaneously, the response timeout occurs and the length of the command and data in the response is 0, need help pls.
Getting back to this a bit late... I don't know if specialData needs to be placed in sendData or sendCommand. I have tried various data structures, but none of them work. Looking over your code, I see two things that concern me: First, I believe command type 2 is for command ack's, so I think that should be 1 instead. I don't think you're accounting for endian-ness. The ISO-15740 spec is written using big endian notation (sensible), but the actual endian format is transport defined (not sensible). In the case of USB, I believe that means everything is little endian. Lastly, we have an old sample project named PTPPassThrough in the documentation archive. I'm not sure how hard it would be to get it working*, but it does provide an example of how to build commands. *Shockingly, the only build error I got was that Xcode couldn't find the 10.6 SDK (yes, SnowLeopard!), but I don't have the hardware at hand to see if it actually works. __ Kevin Elliott DTS Engineer, CoreOS/Hardware
Sep ’25
Reply to Icon composer icon contains alpha channel upload error
Same issue Xcode 26 (17A321), I've added FB20258577 with icon composer file and the inspector settings per layer. By blur do people mean Liquid Glass effects? Otherwise we have normal blend mode. The only way I was able to get a build uploaded today to fix my missing icon on the iPad target was to delete this file altogether. I have no idea why the iPhone target worked at all. Xcode Cloud was building for 2 hours today with no feedback. I finally archived myself and saw the validation errors with the red herring of it being in an asset catalog. So very tired but happy to have worked on betas again. I gave up on that when iOS 5 iCloud builds crashed every other launch and I had to revert three months of work. Not reverting Liquid Glass. It has issues, but it's very pretty when you give it a chance. It was inspiring to work with something beautiful amongst all the ugliness in the world these days.
Sep ’25
Reply to Invalid Swift Support Upon Submit to Testflight/AppStore
I’m facing the following issue while submitting my Flutter iOS app to App Store Connect: ITMS-90429: Invalid Swift Support - The files libswiftDarwin.dylib, libswiftMetal.dylib, libswiftCoreAudio.dylib, libswiftsimd.dylib, libswiftQuartzCore.dylib, libswiftos.dylib, libswiftObjectiveC.dylib, libswiftDispatch.dylib, libswiftCoreGraphics.dylib, libswiftCoreFoundation.dylib, libswiftUIKit.dylib, libswiftCoreMedia.dylib, libswiftCore.dylib, libswiftFoundation.dylib, libswiftCoreImage.dylib aren’t at the expected location /Payload/Runner.app/Frameworks. Move the file to the expected location, rebuild your app using the current public (GM) version of Xcode, and resubmit it. My project is a Flutter iOS application that uses a static C++ .a library, which I integrated via a custom .podspec file. However, the project does not contain any Swift code. Could you please help me understand why these Swift libraries are being included in the IPA build? Also, how should I properly configure the Podspec or Xcode proj
Sep ’25