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“missing package product”

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Packaging Process
I’m new to Mac packaging, and am confused by the multi-part signing and packaging process. I have built an app, using third party software, that I would like to upload to the Mac store for trial/testing purposes. I have joined the Apple Developers Programme, but am unsure whether I need to invest in third-party certification (e.g. Verisign) or can self-certify my app package. I would be obliged if someone would outline the sequence of steps that I need to follow to create a package that can be offered to users, and confirm whether my AD License is sufficient for me to follow same. Thanks in advance for any advice. Regards, L
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1k
Apr ’24
Failed to notarize a "distribution" pkg
I'm building a custom macOS installer for my software, primarily using the builtin tools of codesign, pkgbuild, productbuild and xcrun. My product consist of a list of plugins and a CEP extension for the Adobe After Effect app. All of my bundles and binaries are properly signed using a trusted Apple Developer certificate I've generated, of type Developer ID Application. My installer is a distribution pkg, and has this structure(expanding it using pkgutil --expand): SceneTools-3.4.4-osx-installer ├── Distribution ├── miscellaneous.pkg ├── plugins.aftereffects2022.pkg ├── plugins.aftereffects2023.pkg ├── plugins.aftereffects2024.pkg ├── plugins.aftereffects2025.pkg ├── preinstall.pkg ├── Resources ├── scenebuilder.pkg └── uninstaller.pkg Each child pkg would install parts of my product in different locations in the target macOS disk(this is why I'm using that kind of style of building the custom installer). Signing each and every bundle or
5
0
352
Jun ’25
Xcode always enabling default package traits
Trying out the new package trait support in Xcode 26.4 and it seems like the default traits for the package are being enabled even when explicitly set to disabled. At first I thought it was something wonky in the Xcode UI around the new support for traits. I've been able to replicate the issue with just two Swift packages, so no Xcode UI for setting the traits. Feature package // swift-tools-version: 6.3 import PackageDescription let package = Package( name: MyAwesomeFeature, platforms: [ .macOS(.v26) ], products: [ .library( name: MyAwesomeFeature, targets: [MyAwesomeFeature] ) ], traits: [ .trait(name: SomeBetaFeature), .default(enabledTraits: [SomeBetaFeature]), ], targets: [ .target( name: MyAwesomeFeature ), ], swiftLanguageModes: [.v6] ) For the sake of testing I've given it a simple object that just prints if the trait is enabled Inside MyAwesomeFeature public struct SomeObject { func printTraitStatus() { #if SomeBetaFeature print(Beta feat
1
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202
Mar ’26
Reply to Valid installer .pkg becomes invalid after uploading to Google Drive?
Could you take a look and see if anything is packaged incorrectly? I can’t see anything obviously wrong that. I took a quick general look and I also run it through the steps described in Testing a Notarised Product (using macOS 13.0 in the VM) and it worked. If you send this dummy package to your customer, do they have the same problem they have with your real package? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Code Signing SubTopic: General Tags:
Feb ’23
Unable to add package dependencies in Package Manager
Hi, I try to add the Firebase requirements to my iOS application. I launched the package manager, at first, nothing was loading, therefore I deleted and recreated my Github account, and the previous packages now appears. When I try to paste the url for Firebase in the search bar, there is an infinite loading loop and it never appears. I tried to restart Xcode several times, to disconnect and reconnect from wifi etc. Can anyone help me solve this please?
1
0
332
Nov ’24
Reply to Module dependency cycle errors in Xcode 26
I'm having a real tough time replicating the error in some brand new packages (even though they seem essentially the same) but I have been able to isolate the issue in my two custom packages to where I can sort of see when the error exists. I have a package A that has a dependency on package B (which has two products). If I include a single Swift file in both packages with no source code it works but if I just add a single import SwiftUI statement to both package A and package B's singular file the error presents itself. I see the following note also attached in the build error: note: Swift Overlay dependency of 'SwiftUI' on 'UIKit' via Clang module dependency: 'SwiftUI.swiftmodule -> SwiftUI.pcm -> UIKit.pcm' (in target '' from project '')
Nov ’25
Package trouble
I have Xcode 14.3 and have tried deleting derived data, changing build location to default and resolving packages. I uninstalled the firebase sdk and am now hanging on preparing to validate. Any solutions would be lovely When running the command xcodebuild -resolvePackageDependencies I get the following error: Resolve Package Graph Could not initialize package support: encountered an I/O error (code: 1) while reading /Users/jackderemiah/Library/org.swift.swiftpm/configuration/mirrors.json
0
0
438
Apr ’23
Packaging Mac Software for Distribution
IMPORTANT I’m very pleased to report that, due to the hard work of a number of folks at Apple, this DevForums post has been replaced by official documentation: Packaging Mac software for distribution. I’m leaving this post in place as a historical curiosity, but please consult the official documentation going forward. This post is one of a pair of posts, the other one being Creating Distribution-Signed Code for Mac, that replaces my earlier Signing a Mac Product For Distribution post. For more background on this, see the notes at the top of Creating Distribution-Signed Code for Mac. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com Packaging Mac Software for Distribution Build a zip archive, disk image, or installer package for distributing your Mac software. Overview Xcode is a great tool for creating and distributing Mac apps. Once you’ve written your code you can upload it to the App Store with just a few
0
0
12k
Mar ’22
Xcode 16 „forgetting“ package in subfolder to root package
Xcode 16 seems to „forget“ a swift package within a subfolder of a root package after restart or shut-down. I have the following project structure, which also resembles the directory structure on disc: MyPackage - Package.swift - README.md - Sources - MyPackage - Tests - MyPackageTests - Tools - MyGenerator // <- after restart this folder is not visible in the Xcode project navigator - Package.swift - Sources - main.swift - Tests MyGenerator is a standalone package which is used during development of MyPackage to generate source code files for MyPackage based on text file input. Essentially an executable target script which I can run within its folder with: swift run MyGenerator someInputFile.txt MyPackage does NOT use MyGenerator as a dependency, nor do I want this tool listed as a dependency in MyPackage Package.swift file. Yet MyGenerator is part of the same Git repo, as it documents the changes to the tool on how to generate source code for MyPackage. Both packages a
0
0
262
Mar ’25
Multiple Apps within a package?
I (we) am in the process of porting our day job application onto Mac. We've done most of the porting and got the product it self building so I am looking at the packaging step. Currently we have a single build output which includes 2 applications, a runtime and toolkit. I've been able to create a .app file for the runtime variant and the toolkit separately but I am not sure what is the best way to have two launch able apps? from the same package i.e. I have a file structure something likeRootcommon_filestoolkitruntimeThe toolkit is launched by running a command in the toolkit directory and the runtime is launched by running a command in the runtime directory.Whats the best way to package this up? I'm looking to have a simple drag and drop style install that you can with an app.Thanks for any advice. Fingers crossed this side project will get there in the end and I will be able to run the product on my laptop natively.
0
0
73
Jul ’15
Reply to Staple notarization ticket to a daemon
As you've noticed stapling is not supported for .zip packages (there is nowhere to put ticket), this is correct. macOS will indeed download and check notarization ticket for your binary upon first launch. But if there is no internet connection, this will fail and you will get nasty Gatekeeper alert. What you can do — create a package that will install you daemon (and probably launchd plist and some bootstrap script I guess) with pkgbuild and productbuild. Product package can be signed, notarized and stapled.
Topic: Code Signing SubTopic: General Tags:
Jun ’20
How do i expand payload of 3rd party package?
Hi, I'm trying to notarise package file of our product. Notarization is success with some warnings on 3rd party package file. I see two executables in the 3rd party package file is not code signed properly. I need to expand, sign those binaries and flatten it again and include into our package file. I'm able to expand the 3rd party package file using the below command: pkgutil --expand directory name Now i'm able to see files of the above package file. But how do i expand pay-load files?
1
0
1.3k
Oct ’19
Packaging Process
I’m new to Mac packaging, and am confused by the multi-part signing and packaging process. I have built an app, using third party software, that I would like to upload to the Mac store for trial/testing purposes. I have joined the Apple Developers Programme, but am unsure whether I need to invest in third-party certification (e.g. Verisign) or can self-certify my app package. I would be obliged if someone would outline the sequence of steps that I need to follow to create a package that can be offered to users, and confirm whether my AD License is sufficient for me to follow same. Thanks in advance for any advice. Regards, L
Replies
2
Boosts
0
Views
1k
Activity
Apr ’24
Failed to notarize a "distribution" pkg
I'm building a custom macOS installer for my software, primarily using the builtin tools of codesign, pkgbuild, productbuild and xcrun. My product consist of a list of plugins and a CEP extension for the Adobe After Effect app. All of my bundles and binaries are properly signed using a trusted Apple Developer certificate I've generated, of type Developer ID Application. My installer is a distribution pkg, and has this structure(expanding it using pkgutil --expand): SceneTools-3.4.4-osx-installer ├── Distribution ├── miscellaneous.pkg ├── plugins.aftereffects2022.pkg ├── plugins.aftereffects2023.pkg ├── plugins.aftereffects2024.pkg ├── plugins.aftereffects2025.pkg ├── preinstall.pkg ├── Resources ├── scenebuilder.pkg └── uninstaller.pkg Each child pkg would install parts of my product in different locations in the target macOS disk(this is why I'm using that kind of style of building the custom installer). Signing each and every bundle or
Replies
5
Boosts
0
Views
352
Activity
Jun ’25
Xcode always enabling default package traits
Trying out the new package trait support in Xcode 26.4 and it seems like the default traits for the package are being enabled even when explicitly set to disabled. At first I thought it was something wonky in the Xcode UI around the new support for traits. I've been able to replicate the issue with just two Swift packages, so no Xcode UI for setting the traits. Feature package // swift-tools-version: 6.3 import PackageDescription let package = Package( name: MyAwesomeFeature, platforms: [ .macOS(.v26) ], products: [ .library( name: MyAwesomeFeature, targets: [MyAwesomeFeature] ) ], traits: [ .trait(name: SomeBetaFeature), .default(enabledTraits: [SomeBetaFeature]), ], targets: [ .target( name: MyAwesomeFeature ), ], swiftLanguageModes: [.v6] ) For the sake of testing I've given it a simple object that just prints if the trait is enabled Inside MyAwesomeFeature public struct SomeObject { func printTraitStatus() { #if SomeBetaFeature print(Beta feat
Replies
1
Boosts
0
Views
202
Activity
Mar ’26
Reply to Valid installer .pkg becomes invalid after uploading to Google Drive?
Could you take a look and see if anything is packaged incorrectly? I can’t see anything obviously wrong that. I took a quick general look and I also run it through the steps described in Testing a Notarised Product (using macOS 13.0 in the VM) and it worked. If you send this dummy package to your customer, do they have the same problem they have with your real package? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Code Signing SubTopic: General Tags:
Replies
Boosts
Views
Activity
Feb ’23
Unable to add package dependencies in Package Manager
Hi, I try to add the Firebase requirements to my iOS application. I launched the package manager, at first, nothing was loading, therefore I deleted and recreated my Github account, and the previous packages now appears. When I try to paste the url for Firebase in the search bar, there is an infinite loading loop and it never appears. I tried to restart Xcode several times, to disconnect and reconnect from wifi etc. Can anyone help me solve this please?
Replies
1
Boosts
0
Views
332
Activity
Nov ’24
Reply to MacOS Monterey
why my macbook air M1 can't upgrade to monterey it's say The package %@ is missing or invalid please Solve for me pls my mail thank you taweerath
Topic: App & System Services SubTopic: Core OS Tags:
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Activity
Dec ’21
Reply to XCode Not Resolving Swift Package Dependencies
Missed copying the first line in my package config and I don't see a way to edit my original question, but I am using swift-tools-version:5.3.
Replies
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Views
Activity
Feb ’21
Reply to Module dependency cycle errors in Xcode 26
I'm having a real tough time replicating the error in some brand new packages (even though they seem essentially the same) but I have been able to isolate the issue in my two custom packages to where I can sort of see when the error exists. I have a package A that has a dependency on package B (which has two products). If I include a single Swift file in both packages with no source code it works but if I just add a single import SwiftUI statement to both package A and package B's singular file the error presents itself. I see the following note also attached in the build error: note: Swift Overlay dependency of 'SwiftUI' on 'UIKit' via Clang module dependency: 'SwiftUI.swiftmodule -> SwiftUI.pcm -> UIKit.pcm' (in target '' from project '')
Replies
Boosts
Views
Activity
Nov ’25
Package trouble
I have Xcode 14.3 and have tried deleting derived data, changing build location to default and resolving packages. I uninstalled the firebase sdk and am now hanging on preparing to validate. Any solutions would be lovely When running the command xcodebuild -resolvePackageDependencies I get the following error: Resolve Package Graph Could not initialize package support: encountered an I/O error (code: 1) while reading /Users/jackderemiah/Library/org.swift.swiftpm/configuration/mirrors.json
Replies
0
Boosts
0
Views
438
Activity
Apr ’23
Packaging Mac Software for Distribution
IMPORTANT I’m very pleased to report that, due to the hard work of a number of folks at Apple, this DevForums post has been replaced by official documentation: Packaging Mac software for distribution. I’m leaving this post in place as a historical curiosity, but please consult the official documentation going forward. This post is one of a pair of posts, the other one being Creating Distribution-Signed Code for Mac, that replaces my earlier Signing a Mac Product For Distribution post. For more background on this, see the notes at the top of Creating Distribution-Signed Code for Mac. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com Packaging Mac Software for Distribution Build a zip archive, disk image, or installer package for distributing your Mac software. Overview Xcode is a great tool for creating and distributing Mac apps. Once you’ve written your code you can upload it to the App Store with just a few
Replies
0
Boosts
0
Views
12k
Activity
Mar ’22
Xcode 16 „forgetting“ package in subfolder to root package
Xcode 16 seems to „forget“ a swift package within a subfolder of a root package after restart or shut-down. I have the following project structure, which also resembles the directory structure on disc: MyPackage - Package.swift - README.md - Sources - MyPackage - Tests - MyPackageTests - Tools - MyGenerator // <- after restart this folder is not visible in the Xcode project navigator - Package.swift - Sources - main.swift - Tests MyGenerator is a standalone package which is used during development of MyPackage to generate source code files for MyPackage based on text file input. Essentially an executable target script which I can run within its folder with: swift run MyGenerator someInputFile.txt MyPackage does NOT use MyGenerator as a dependency, nor do I want this tool listed as a dependency in MyPackage Package.swift file. Yet MyGenerator is part of the same Git repo, as it documents the changes to the tool on how to generate source code for MyPackage. Both packages a
Replies
0
Boosts
0
Views
262
Activity
Mar ’25
Multiple Apps within a package?
I (we) am in the process of porting our day job application onto Mac. We've done most of the porting and got the product it self building so I am looking at the packaging step. Currently we have a single build output which includes 2 applications, a runtime and toolkit. I've been able to create a .app file for the runtime variant and the toolkit separately but I am not sure what is the best way to have two launch able apps? from the same package i.e. I have a file structure something likeRootcommon_filestoolkitruntimeThe toolkit is launched by running a command in the toolkit directory and the runtime is launched by running a command in the runtime directory.Whats the best way to package this up? I'm looking to have a simple drag and drop style install that you can with an app.Thanks for any advice. Fingers crossed this side project will get there in the end and I will be able to run the product on my laptop natively.
Replies
0
Boosts
0
Views
73
Activity
Jul ’15
Reply to Staple notarization ticket to a daemon
As you've noticed stapling is not supported for .zip packages (there is nowhere to put ticket), this is correct. macOS will indeed download and check notarization ticket for your binary upon first launch. But if there is no internet connection, this will fail and you will get nasty Gatekeeper alert. What you can do — create a package that will install you daemon (and probably launchd plist and some bootstrap script I guess) with pkgbuild and productbuild. Product package can be signed, notarized and stapled.
Topic: Code Signing SubTopic: General Tags:
Replies
Boosts
Views
Activity
Jun ’20
How do i expand payload of 3rd party package?
Hi, I'm trying to notarise package file of our product. Notarization is success with some warnings on 3rd party package file. I see two executables in the 3rd party package file is not code signed properly. I need to expand, sign those binaries and flatten it again and include into our package file. I'm able to expand the 3rd party package file using the below command: pkgutil --expand directory name Now i'm able to see files of the above package file. But how do i expand pay-load files?
Replies
1
Boosts
0
Views
1.3k
Activity
Oct ’19
Is that a real package?
Is the nutrition facts package real? If so what’s the url?
Replies
0
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0
Views
523
Activity
Aug ’20