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build disappears

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Apple Developer Program Account Review Delays
I am posting here to express my significant concern regarding the excessive time my Apple Developer Program account application has been held under review. It has now been over a month. This application is for a non-profit church service app. I have provided every single piece of documentation requested—and then some. It honestly feels like I've submitted enough information that if they asked for the original blueprint of the church building, I could hand that over too. The entire process is currently stalled, preventing a service-oriented application from being deployed and ultimately hindering our outreach efforts. Has anyone else experienced a review period this long for a clear-cut non-profit application? More directly, to the Apple Developer Team: What is the current expected timeframe for approval, and why is this particular application still pending after more than 30 days, despite comprehensive documentation? This delay is beyond frustrating and needs an immediate resolution.
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Certification problem/Resource Fork alignment
📦 Package Contents This is a complete macOS/iOS port of REFIXXY with all Windows dependencies removed and replaced with macOS equivalents. What's Included ✅ Complete Python source code (macOS-compatible) ✅ macOS packaging scripts (py2app, DMG creation) ✅ Info.plist for app bundle ✅ Code signing scripts for Apple Developer ✅ Apple App Store submission guide ✅ Installation and testing instructions What You Need to Add ❌ FFmpeg binaries for macOS (download instructions below) ❌ Apple Developer Certificate (for code signing) ❌ Test on your Mac (cannot test on Windows) 🚀 Quick Start on Your Mac Step 1: Copy to Your Mac Copy this entire folder to your Mac via OneDrive Location: ~/Documents/REFIXXY-macOS/ Step 2: Install Dependencies # Install Homebrew (if not already installed) /bin/bash -c $(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/HEAD/install.sh) # Install Python 3.11+ brew install python@3.11 # Install FFmpeg brew install ffmpeg # Install Python dependencies cd ~/Documents/REFIXXY-macOS p
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Reply to Adding App Icon to Xcode for Tahoe
Thank you for the quick response that seems to have moved me forward quite a lot. Sadly it still doesn’t work. My project had an asset catalogue containing the old icon files (called images.xcassets) that I deleted. I created a new one, with the default name and inserted it at the top level of my project. I was then able to import the icon file that I called IconFile. That name is consistent with the name in Project > General; I did not tick “Include all icon assets”. This didn’t work, even after a restart the old icon was still displayed. I then found that the icon file entry in my …-info.plist file still referred to the old icon (that I had removed) so I changed that to AppIcon.icon. That didn’t work either. I cleaned the build folder, the app still runs but has a blank icon (being the outline containing the glass template in white on a pale grey background). Assets.xcassets contains one item being the AppIcon. This is displayed as its three layers plus icon.json that references these and looks
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Failed to set up credentials.
I received this message when trying to submit a build using Rork.com. Can anyone tell me what this is and how to fix it? There is a problem with the request entity - You are not allowed to create 'iOS' profile with App ID 'XXXXXXXX'. ✖ Failed to create Apple provisioning profile Error: build command failed.
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Reply to Push button behaviour changed on Tahoe OS
So, I have one app which has build on Xcode 16, when using that app in tahoe OS , button is not showing background white color, it shows as borderless so same button behaves differently in different OS Note- App has build on xcode16(Sequoia) attached image of button from app from both OS this is from sequoia This is from Tahoe OS attached button's attribute inspector
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Reply to Creating Swift Package with binaryTarget that has dependencies
Thanks Ed! I appreciate the goal of reducing dependencies as much as possible. In this simple example to outline the approach in detail, I chose Kingfisher. Our real SDK is much more complicated, it utilizes a couple dependencies that would be very difficult to build ourselves. For our use case, it is acknowledged that if the app itself adds a dependency that our SDK relies on, it should be the same version number or an otherwise compatible version. Our dependencies are not super popular so that is fairly rare, though it does happen. And our SDK is not widely integrated in apps either, it happens to be quite niche. Note our SDK is already in use distributed via CocoaPods and we haven't had an issue thus far, we are now trying to understand how to distribute it via SPM instead. I'm interested to understand why I see the duplicate class warnings with the example I put together, given the app itself did not add Kingfisher as a dependency, its only dependency is the sample WallpaperKitDist SDK. Perhaps b
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iOS 17.x Simulator (Xcode 15.4): OpenGL/EAGL app shows black screen or exits; clean SDL2 rebuild + flags fix it on 17.2 (17.5 still affected)
Context Host: macOS 14.7.6 on Apple Silicon (Mac mini M2) Xcode 15.4 Simulator runtimes installed: iOS 17.2, 17.4, 17.5 Tech stack: Kivy/kivy-ios, SDL2 (OpenGL ES/EAGL), Python 3.11 App type: minimal Kivy “Hello World” (no special entitlements, no camera/mic) Observed On iOS 17.5 Simulator the app often shows a black screen or exits immediately (no crash dialog). On iOS 17.2 Simulator the same build runs fine (after a clean rebuild of SDL2 and proper xcodebuild flags). What fixed it for 17.2 Clean rebuild of SDL2 (no cached artifacts), then build python/kivy/app. xcodebuild WITHOUT OTHER_CFLAGS=-Umain -DSDL_MAIN_HANDLED. Typical flags: ONLY_ACTIVE_ARCH=YES, EXCLUDED_ARCHS=i386 x86_64, IPHONEOS_DEPLOYMENT_TARGET=16.0. Optionally enforcing EAGL RGBA8 + retained backing + opaque helped when testing, but the clean SDL2 rebuild already resolved black screen on 17.2. Still problematic 17.5 Simulator still exhibits black screen/early exit for this OpenGL ES path (no clear console/crash signal). Rea
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RealityKit migration
Hey there, I’m currently planning to use RealityKit in a new multiplatform app I’m building. Unfortunately, I noticed that WatchOS is not supported for RealityKit, while SceneKit is getting deprecated. However, I’d like to maintain the same codebase across platforms. What are my options?
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Reply to Xcode 26 RC unable to compile asset catalogs on CI
I'm running into the same issue (Xcode 26.0.1 on macOS 15.7.1). I've added a retry logic to my build script. It now just retries on error 65. Of course each failed attempt takes a minute or two. This is very frustrating. set +e while true; do xcrun xcodebuild archive (...) case $? in 0) break ;; 65) echo Received Status 65. Probably asset compiler bug. Trying again! ;; *) exit $? ;; esac done It usually works after 3-5 attempts. But that's ridiculous!
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watchOS 26.0.2+ Health Data Sync Failure - Series 7 - FB20533870
I'm reporting a critical Health data synchronization failure that began immediately after updating from watchOS 18 to watchOS 26.0.2 (stable release) and persists in watchOS 26.1 beta 2. Bug Description: Complete failure of Health data sync from Apple Watch to iPhone Health app. All health metrics are being captured and stored locally on the watch but fail to sync to the paired iPhone. Affected Data Types: Activity rings (Move, Exercise, Stand) Heart rate measurements Sleep tracking data Workout data All other HealthKit data points Environment: Device: Apple Watch Series 7 Initial failure: watchOS 26.0.2 (23R362) - stable release Current: watchOS 26.1 beta 2 (23S5052c) Paired iPhone: iPhone 17 Pro Max, iOS 26.1 beta 2 (23B5052c) Bluetooth and Wi-Fi connectivity: Normal Watch pairing status: Connected and functional for all other features Reproduction: Updated Apple Watch Series 7 from watchOS 18 to watchOS 26.0.2 on September 30, 2025 Health data sync ceased completely starting October 1, 2025 Issue persists
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ITMS-90035: Invalid Signature with Xcode Cloud
Hello, my builds keep failing in Xcode Cloud at the creation of the archive for tesflight. I am receiving an email mentioning ITMS-90035: Invalid Signature TMS-90035: Invalid Signature - Code failed to satisfy specified code requirement(s). The file at path “BASELog.app/BASELog” is not properly signed. Make sure you have signed your application with a distribution certificate, not an ad hoc certificate or a development certificate. Verify that the code signing settings in Xcode are correct at the target level (which override any values at the project level). Additionally, make sure the bundle you are uploading was built using a Release target in Xcode, not a Simulator target. If you are certain your code signing settings are correct, choose “Clean All” in Xcode, delete the “build” directory in the Finder, and rebuild your release target. For more information, please consult https://developer.apple.com/support/code-signing. The thing is the archives which are not intended for testflight not A
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