missing package product

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SharePlay and Multiple Apps
I was hoping to add support for SharePlay, but my app is not Universal, because it is around 5 years old. The macOS and iOS versions have different bundle ids, and making a universal app would be a bag of hurt (loss of reviews, migrating data in sandboxed environments and lots more). Am I correct that SharePlay will only work with a single bundle id? I was hoping by simply choosing the same activity type in each app they could connect, but I don't really see how it can given the activity type is hard coded, rather than configured in the Info.plist. If this is the case, it seems like a lost opportunity, not only for legacy apps like ours, but also for anyone who might want to work between apps in an app group. Presumably rather than hard coding the activity type, it could have been registered as an Info.plist configuration or entitlement, allowing apps to partake with different bundle ids, the same way it works for iCloud for example.
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Jul ’21
Reply to Unable to add entitlement
For anyone still finding this thread, the correct answer is that you need to check the Outgoing Connections (Client) checkbox in the App Sandbox settings panel. This entitlement seems to be required to get WKWebView working in AppKit apps. This is missing from the WKWebView documentation, so hopefully this post is helpful for anyone else. If DTS wants to give me a job, I'd be happy to scour the forums and SO to send suggestions to the documentation team. :-P
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XCode does not recognize my iPhone
I'm trying to run my app on my iPhone and XCode is unable to detect it. Versions (as of time of writing, these are all the latest versions) XCode: 15.0.1 iOS: 17.1.2 macOS: Sonoma 14.1.2 What I've tried Updating all hardware to the latest versions. Restarting all hardware. Clearing cache/derived data. Using different USBC ports/cables. Using the XCode 15.1-Beta 3 (the latest beta) Clearing trusted computers and re-trusting Disabling Multipath Networking (solution for someone else on the dev forums) Creating a brand new xcode project. Disabling all wifi/bluetooth and reconnecting Using different wifi networks Calling mac support (they directed me back here) Scouring forums What happens I start by disconnecting my phone from my computer, clear trusted computers, restart xcode, and start (basically) from a completely blank slate. First I open XCode to my project. Then I connect my iPhone via USBC. I see that XCode says iPhone not eligible while pairing in progress (or something like that). I see on my phone that
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12k
Dec ’23
Xcode 16 missing the DeviceSupport for iOS17 and above
i am unable to deploy the iOS app with automation using below command: ios-deploy --bundle /Users/XXXX/Library/Developer/Xcode/DerivedData/iOSClient2-XXXXXXX/Build/Products/Debug-iphoneos/iOSClient2.app/ --id 00008020-XXXXXXXXX --justlaunch --verbose with the error: ------ Debug phase ------ Starting debug of 00008120-000C713236E0A01E (D38AP, D38AP, uknownos, unkarch, 18.1, 22B83) a.k.a. 'Svt’s iPhone' connected through USB... Device Class: iPhone build: 22B83 version: 18.1 Found Xcode developer dir /Applications/Xcode.app/Contents/Developer version: 18.0 version: 18 2024-11-08 15:26:09.531 ios-deploy[33496:644410] [ !! ] Unable to locate DeviceSupport directory with suffix 'DeveloperDiskImage.dmg'. This probably means you don't have Xcode installed, you will need to launch the app manually and logging output will not be shown! Observation: Xcode 16 missing the DeviceSupport for iOS17 and above. /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/.... Xcode: Version 16.1 (
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Nov ’24
Reply to Guideline 4.3(a) - Design - Spam - automatic rejection
You are not going to get anywhere by seeking advice here when it comes to getting your app rejected. It's true that the reviewers can get wrong occasionally. So do I and get my software titles rejected occasionally with mistakes on my side. If your app is rejected for the spam reason, listen to the reviewer and ask them questions. If you already have a similar app at App Store or Mac App Store, you are likely to be advised to provide it as an add-on feature to an existing title. If you have sold a similar product to one retailer and are trying to sell a similar one to another retailer, you are not going anywhere. I'm sure you are not telling us the whole story. So, again, read what the reviewer has said. It's up to you to listen to the reviewer and make changes to software.
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Password App not working
The password app on my iPad has stopped working. It goes through the Face ID then just shows a blank screen. It still seems to be applying ID / passwords when logging onto to sites that need them but I cannot manage the passwords at all. This seems to have happened after upgrading to iOS 18.1 beta but it is working fine on my iPhone which is also on 18.1 beta. Unfortunately I am forced to use Microsoft Authenticator for some apps but this has not been an issue to date and again is also installed on my iPhone. Please, does anyone have an explanation or fix for this as I rely on Apple’s password manager across a range of systems and I’m concerned I will end up losing my passwords. Thank you
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2.3k
Oct ’24
GCDualSenseAdaptiveTrigger API set trigger mode not working
I'm trying to add support to PS5 DualSense controller. when I try to use the API from here: https://developer.apple.com/documentation/gamecontroller/gcdualsenseadaptivetrigger?language=objc None of the API works, am I missed anything? The code is like this: if ( [ controller.extendedGamepad isKindOfClass:[ GCDualSenseGamepad class ] ] ) { GCDualSenseGamepad * dualSenseGamePad = ( GCDualSenseGamepad * )controller.extendedGamepad; auto funcSetEffectTrigger = []( TriggerEffectParams& params, GCDualSenseAdaptiveTrigger *trigger ) { if ( params.m_mode == TriggerEffectMode::Off ) { [ trigger setModeOff ]; NSLog(@setModeOff trigger.mode:%d, trigger.mode ); } else if ( params.m_mode == TriggerEffectMode::Feedback ) { [ trigger setModeFeedbackWithStartPosition: 0.2f resistiveStrength: 0.5f ]; } else if ( params.m_mode == TriggerEffectMode::Weapon ) { [ trigger setModeWeaponWithStartPosition: 0.2f endPosition: 0.4f resistiveStrength: 0.5f ]; } else if ( params.m_mode == TriggerEffectMode::Vibration ) { [ t
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Assistance Needed: App Submission Issue (ITMS-90426)
Hello, We submitted our app on TestFlight, but received an automated response with the following error: ITMS-90426: Invalid Swift Support - The SwiftSupport folder is missing. Rebuild your app using the current public (GM) version of Xcode and resubmit it. Our app is developed entirely in Objective-C, and we’re unsure why it’s looking for SwiftSupport. Despite attempting several potential solutions, the error persists. Could someone please assist us with understanding why this is happening and advise on how to proceed with the submission? Any guidance would be greatly appreciated. Thank you for your help.
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Reply to LLDB error: type for self cannot be reconstructed: type for typename
What's unique about the ROA+ViewLayer.swift file? Does that file reference UIKit types but is missing an import declaration? And if you look at the ROA module, how is it built in terms of frameworks it references, its dependencies, its use of UIKit, and so on? If you were to place that module into a brand new Xcode project and reference it from the new project, do you get the same results from the health check? — Ed Ford,  DTS Engineer
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Reply to App Intent title and other localized strings not showing correctly in Shortcuts app on macOS 15
App Shortcuts need to be in your main app target I have a non-SwiftUI app, so I guess this doesn't apply? It still applies — the UI framework of your app doesn't change the way your targets are structured. I don't see how I could have App Shortcuts without a separate App Intents Extension. To do this, you define a type conforming to AppShortcutsProvider in your main app target, and calling updateAppShortcutParameters() from somewhere in your app initialization code path. The process for defining the conforming type isn't different for a SwiftUI app or a UIKit based app, though the place where you call the update method would be different based on either the SwiftUI or UIKit app lifecycle. Is this AppShortcuts.xcstrings officially documented? I couldn't find it anywhere. We've mentioned it in a video (timecode link) and use it in our sample app. I recognize this is a subtle detail that's easy to miss in those sources. — Ed Ford,  DTS Engineer
1w
Logging to the Mac's console is totally unreliable, especially with release builds
I've noticed issues with logging in the Mac's console app for a very long time now (from Xcode 15?) but have just spent several hours trying to objectively observe and monitor what's going on and try to set up reliable logging. But I've totally been unable to and my conclusion is that logging just absolutely cannot be relied upon at all, its so chronically bad as to be unusable. If I for example add some logging lines right at the start of didFinishLaunchingWithOptions() and use a variety of logging mechanisms NSLog(), print(),os_log_with_type(), OSLog() (AppDelegate is in Obj-C and calls Obj-C logging, then calls a swift function for Swift logging), then none of them are reliable. If the app is build/installed via Xcode then logging is reliable within Xcode's console and also within the Mac's console app. But then if the app is uploaded/installed via Testflight it's a very different matter. Sometimes, but not very often, the logging is as expected, but more often than not, some of it is missing. How
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Develop a piece of code to force iCloud Drive sync
Hello, I apologize if this post could be slightly out of forum topic but I have one issue that I cannot solve. I tried a few times to call Apple support but the only indication that have given to me is to try with this forum. The issue I have is simple. Sometimes the modifications performed on iCloud Drive on one computer are not properly synced between the local folder /Users/[username]/Library/Mobile Documents/... and the cloud and therefore are not shared across all devices that use the same iCloud Drive. This is very disturbing as it may lead to a data loss. I would like to write a simple software that activates the iCloud Drive sync between the local iCloud folder /Users/[username]/Library/Mobile Documents/... and the Cloud. A simple macOS bash script would be fine but also other pieces of software are welcome. Can anyone please help me? Thanks! Daniele
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