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Successfully uploaded iOS app builds don't appear in App Store Connect
Since 1st of September archives uploaded via Xcode 26 beta 7 or builds distributed via CD (fastlane deliver) don't appear in App Store Connect. No errors reported during/after upload process, no e-mails with errors received. Xcode reports successful upload (with a few warnings regarding dSYM) I'm not getting any e-mails with ITMS errors Builds don't appear at in App Store Connect in TestFlight section (not even in Processing or Failed states). For me it seems like App Store Connect outage but all statuses in https://www.apple.com/support/systemstatus/ are green.
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Cannot open .xcworkspace created with expo (empty project)
Creating a testapp with expo and then trying to open in XCode just hangs. npx create-expo-app TestApp cd TestApp npx expo prebuild cd ios open TestApp.xcworkspace This used to work, but I think stopped after something got upgraded to latest, because I tried uninstalling and reinstalling latest XCode, exp, pod and result is still the same. Please Help!
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GKLeaderboard.LoadLeaderboards() return empty when testing on Xcode with local gamekit file (Unity)
var allLeaderboards = await GKLeaderboard.LoadLeaderboards(); Log(allLeaderboards.Count); // returns 0 What am I missing?? What doesn’t work: await GKGameActivityDefinition.LoadGameActivityDefinitions() → count = 0 await GKLeaderboard.LoadLeaderboards() (no args) → 0 leaderboards await GKLeaderboard.LoadLeaderboards(MY ID) → returns 0 GkGameActivity.SetScoreOnLeaderboard(Leaderboard, score, context); returns an error since my Leaderboard is null. Activities and leaderboards are defined in GameCenterResources.gamekit in Xcode. Achievements that I add locally in the .gamekit file do not appear at runtime either; only ASC live ones show. ** What works:** xcode- debug- Gamekit- Manage Game progress- I can submit new scores with the plus button and see the notification on my device. await GKLocalPlayer.Authenticate() succeeds. await GKAchievement.LoadAchievements() returns the list of achievements configured in App Store Connect- but not any new local achievements created in Xcode in Gam
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Apple terminated my account without even validating their "Evidence"
I truly believe Apple doesn't care about false positives when terminating developer accounts. They keep the doors closed and appeal is futile. Background I'm an independent mobile game developer for 5+ years. I share my games on social media and get organic users, so everything is transparent. My latest game is a relaxing ball game. It has tap mechanics and players should tap when a ball hits to a xylophone-like bars. In addition, game had level editor feature that players can create their levels, publish and create their videos and share on social media (like geometry dash) A publisher approached me and proposed me to publish my game on their account. I said ok, because I don't have any budget and operational resource. A few months after, Apple terminated publisher's account without telling any specific reason. They said fraud. After 15 days, I got account termination message: Evidence of Dishonest or Fraudulent Activity Your account is associated with terminated developer accounts and/or accounts engaged in
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Reply to The new navigationLinkIndicatorVisibility modifier crashes on < iOS 26
Seeing this crash in beta 8 (Xcode beta 7). Symbol not found: _$s7SwiftUI17EnvironmentValuesV33_navigationIndicatorVisibilityABIAA0G0OvpMV Referenced from: <35BAAD44-14F4-3B6C-8568-3E8B57A526ED> My call site: var allMerchantsSection: some View { Section { ForEach(model.paginatedMerchants.items) { merchant in NavigationLink(value: MerchantDestination.merchant(merchant)) { CardCell( image: .remote(url: merchant.info.bannerUrl), text: merchant.info.merchantName, description: nil, chipText: nil ) .navigationLinkIndicatorVisibility(.hidden) } .listRowBackground(Color.backgroundPrimary) .listRowSeparator(.hidden) .onAppear { if model.canLoadMore, merchant == model.paginatedMerchants.items.last { model.paginatedMerchants.currentPage += 1 } } } } header: { Text(All Merchants) } } made a feedback report: FB20108722
Topic: UI Frameworks SubTopic: SwiftUI
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iOS 26 can no longer report sms messages using Unwanted Communication Extension
Hi! Sms reporting is no longer available in iOS beta 26 builds. I can set my app as the SMS/Call Reporting Extensions but the report button is missing for sms messages in the messages app. Xcode 26 beta 7 build the app without errors. This is a breaking change. Same extension was previously broken for calls but has been fixed in beta 7 build, as reported here. It is however still missing for sms messages in the messages app (beta 9 build).
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Reply to Best practices for post-build codesigning
My understanding is that Xcode Cloud uses cloud signing [1]. Assuming that, the result you’re seeing make sense. With cloud signing the signing identity is never present in the keychain. Hence the whole “cloud” thing (-: Cloud signing is only supported in Xcode (and xcodebuild). It’s not directly supported by codesign [2]. So, you won’t be able to use it to sign your disk image. That leaves you with a few options: Don’t use a disk image. If it’s just a normal app, distributing it as a zip archive is a reasonable option. Don’t sign your disk image. While I generally recommend that folks sign their disk images, it’s not an absolute requirement. Pass your normal (so, not managed) Developer ID Application signing identity to Xcode Cloud and use that to sign your disk image. I’ll admit that none of these are particularly appealing, and I think it’d make sense for you to file an enhancement request against Xcode Cloud for a better way to deal with this. Please post your bug numbe
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Reply to 3rd-party closed-source XCFramework security
You are not being overly paranoid here. Supply chain attacks are real. I see two parts to this: Making sure you got the right framework. Signing your final product. I’m gonna tackle them in reverse order. Imagine an app that, under rare circumstances, erases all the users files. If that happens to a user, they’re not going to be satisfied by the app vendor saying “I got that code from some other vendor.” So, regardless of the legal side of this — and I’m not a lawyer and thus can’t comment on that — it’s clear that, from a reputation standpoint, you are responsible for all the code you ship. How that’s reflected in code signing depends on your deployment channel: For App Store apps, all code in the app must be signed by your Apple Distribution signing identity. So, yep, you will have to re-sign this framework before submitting it [1]. For a directly distributed app, using Developer ID signing, it is possible to include a framework that was Developer ID signed by another developer. Such an app will be accepted
Topic: App & System Services SubTopic: General Tags:
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Reply to Network Extension (App Extension) Not Launching
What platform are you developing for? This matters because there are important platform-specific differences between iOS (and its ‘child’ platforms) and macOS when it comes to NE. Also, I have some general advice on how to debug problems like this in Debugging a Network Extension Provider. I recommend that you start there and then, if you aren’t able to fix things, come back here with your latest results. [quote='799336021, QuentinIQ, /thread/799336, /profile/QuentinIQ'] It's not entirely clear what kind of executable the network extension is meant to be … [/quote] Network Extensions providers are packaged as either an app extension or a system extension, depending on the platform and distribution channel. TN3134 Network Extension provider deployment shows all the options. If you’re using Xcode, create your NE target from the appropriate target template, for example, choose File > New > New Target and then select iOS > Network Extension. Xcode will then do the right thing. If you’re
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Reply to Xcode 26 increase in dSYM size
Currently on Xcode 26.0 beta 7 (17A5305k), macOS 15.6.1 (24G90) For our main Phonepe app (https://apps.apple.com/in/app/phonepe-secure-payments-app/id1170055821) dSYM size went from 281 MB (xcode-16) to 584 MB (xcode-26) Tried replicating the issue for Alamofire Example app (https://github.com/Alamofire/Alamofire), there as well dSYM size went from 2.7 MB (xcode-16) to 5.8 MB (xcode-26). All Build were all release builds
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UIDocumentPickerViewController provides corrupt copy of file when user taps multiple times on file
We're trying to implement a backup/restore data feature in our business productivity iPad app using UIDocumentPickerViewController and AppleArchive, but discovered odd behavior of [UIDocumentPickerViewController initForOpeningContentTypes: asCopy:YES] when reading large archive files from a USB drive. We've duplicated this behavior with iPadOS 16.6.1 and 17.7 when building our app with Xcode 15.4 targeting minimum deployment of iPadOS 16. We haven't tested this with bleeding edge iPadOS 18. Here's our Objective-C code which presents the picker: NSArray* contentTypeArray = @[UTTypeAppleArchive]; UIDocumentPickerViewController* docPickerVC = [[UIDocumentPickerViewController alloc] initForOpeningContentTypes:contentTypeArray asCopy:YES]; docPickerVC.delegate = self; docPickerVC.allowsMultipleSelection = NO; docPickerVC.shouldShowFileExtensions = YES; docPickerVC.modalPresentationStyle = UIModalPresentationPopover; docPickerVC.popoverPresentationController.sourceView = self.view; [self presentViewControl
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