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“build disappears”

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Reply to TestFlight External Build Stuck in 'Waiting for Review' for 32+ Hours
yes, same here. until a month ago all was as usual. Now our builds take more than a week to be reviews for the App Store and I canceled by Testflight build for external users after 1 week and submitted a new one. this app is 2 years old and there's nothing new in that build that could explain it. They must be experiencing a tsunami of reviews requests by vibe coders I suppose. Meanwhile we can't work properly. Our testers can't be reached with all our hard work.
1w
Reply to App stuck in “Waiting for Review”
For 2 years our app was reviewed under 2 days. This time after a week we asked an urgent review because it contained important fixes. The worst part is that Apple is also blocking our work in Testflight. even after a week it is still under review. I submitted a new build and asked to review that one instead. Still nothing after two days. To me it seems Apple is having internal issues and we are powerless and can't work properly with our Testers.
1w
Reply to symbolicate crashlog using .symbols files instead of dSYMs
In a threaded comment, @kambala said: right now CI (GH Actions) produces iOS builds as well as the .symbols files (which are generated from dSYM using symbols command), but I upload builds manually from my Mac (this will be changed in the future to upload from CI directly). I can of course also store dSYM as a build artifact, but wondered if it's possible to avoid that and store the minimal amount of artifacts on CI. As I said above, you should be keeping the entire Xcode archive, which includes the original dSYM file for any build that you ship to your customers. There's a few things that underpin this advice, including the ability to symbolicate any crash report coming from the field on any version of your app in active use, but also the ability to export your app for different types of distribution, which can enable some further testing and debugging workflows. I can't speak to the storage details of your particular CI system, but for Xcode Cloud, you are provided with t
1w
symbolicate crashlog using .symbols files instead of dSYMs
Hi, Some crashes downloaded from TestFlight aren't symbolicated by Xcode and I don't know why, here's an example: Although all uploaded builds contain debug symbols (Symbols directory with .symbols files) and other crashlogs in the same version are symbolicated just fine (also visible on the above SS). I have access only to the .symbols files but not to the original dSYMs and I wonder how to perform symbolication manually. I tried pointing atos and symbolicatecrash utilities to respective .symbols file, but they are unable to work with it. I'm sure it's possible as TestFlight symbolicates crashlogs using only .symbols files somehow. Could you give a hint?
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1w
Static library links on device but fails on iOS Simulator
I’m working on an iOS workspace with: a static library project: M800SDK a test app project: TestAppObj I was able to build M800SDK for iOS Simulator on Apple Silicon as a simulator static library, and I also verified the architectures in the produced .a file. However, when I link the app target against that simulator build and try to build TestAppObj for iOS Simulator, I get the following linker errors: Undefined symbols for architecture arm64: _OBJC_CLASS_$_TokenMngr clang++: error: linker command failed with exit code 1 Additional context: The library links and works correctly when building the app for a physical iPhone. And the public header TokenMngr.h is found correctly by the app target. The app target is compiled as Objective-C++ where needed. The library is linked in the app target under “Link Binary With Libraries”. Could you help me understand: Is it possible to run on iOS Simulator ? the recommended way to package and consume this library for iOS Simulator on App
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Reply to Static library links on device but fails on iOS Simulator
There is potentially one detail I jumped over that is relevant — are you expecting clients of your library to build from source, or to consume a pre-compiled library? I had assumed it was a pre-compiled library based on the .a file mention. I think that's accurate, but it would be good to confirm that. If the library is intended to be a pre-compiled asset, then what you'd deliver to the client is an XCFramework. This is meant to be a single container that has everything a library client needs — copies of a built binary for each platform and simulator your library supports, plus the header files. While you can hand your clients the XCFramework so they can drag-and-drop it in their Xcode project, one nice vehicle you can use for distribution is a Swift package, which will point to a compressed (zipped) copy of the XCFramework, along with a checksum for verifying its integrity. This way, it's easy to ship updates of the library to your clients. Distributing binary frameworks as Swift packages has the de
1w
Reply to Universal Links and Cloud-testing platforms
Hi, Thank you for the follow-up and for confirming the AASA multi-App ID support, that is a useful detail. Just to make sure we fully understand the recommendation: are you suggesting we add the testing platform's Team ID + Bundle ID to our AASA file so that their re-signed build is also a trusted app for our domain? If so, we want to understand the security implications of listing a third-party signing identity in our AASA file before going down that path. Regarding TestFlight, we are already using it for manual pre-release testing and it works well for that purpose. Our challenge is specifically with automated UI testing in a cloud device farm, where TestFlight distribution is not part of the workflow. We also wanted to ask about a hybrid distribution approach we are considering, and whether it is permitted under Apple's terms: Use the Apple Developer Enterprise Program to distribute the app internally to our cloud-based testing infrastructure, allowing their re-signing process to work under an Ent
Topic: Code Signing SubTopic: Entitlements Tags:
1w
Reply to Universal Links and Cloud-testing platforms
Thanks so much for the reply and the detailed information. Yes, looks like the resigning will cause the issue you have described. I still recommend you to test against your devices to make sure the AASA file get downloaded and works well before sending the build to the App Store. You are correct that we do not offer a native provisioning flag to bypass AASA validation. Apple’s AASA file specification fully supports listing multiple App IDs (Team ID + Bundle ID) for a single domain. You can also use TestFlight to distribute your app to test devices. Wish you luck. Looking forward to your app. Albert Pascual
  Worldwide Developer Relations.
Topic: Code Signing SubTopic: Entitlements Tags:
1w
Maps: opening hours API / Property
I’m currently developing an iOS app that relies heavily on location details. I'm using MapKit and MKMapItem as my primary data source, which works perfectly for standard metadata. However, I’ve hit a roadblock: I want to display opening hours inline within my location details, but it seems Apple doesn't expose a public API or property for this in MKMapItem (even though the data is clearly visible in the native Apple Maps app). Since I'm building this as an indie developer/startup, the Google Places API is unfortunately too expensive for my current budget. ⁠Is there any legitimate, native way to get opening hours from Apple that I might have missed? ⁠If not, what are your best practices or recommended indie-friendly alternatives (e.g., Yelp Fusion API, OpenStreetMap, Foursquare)? Any tips on how to handle this elegantly and cost-efficiently would be highly appreciated! Thanks in advance.
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Reply to Section(isExpanded:) in sidebar List, inconsistent row animation on collapse/expand
Thanks for your post. This is interesting. 🧐 Do you mind filing a report using Feedback Assistant that I can share with the relevant engineering team? Share as much details as you can about affected platforms and versions. I would love to know if this started happening with a specific update or has always been there. As for workarounds, you can try handling the animation directly instead of letting it be handled implicitly or under the hood. For example, you can disable the animation entirely with .animation(.none, value: sectionExpanded) or create your own custom Section with a dropdown and animating content. You can also build the sidebar content in AppKit and display it with SwiftUI using NSViewControllerRepresentable Once complete, reply with the FB number below. Thank you.  Travis
Topic: UI Frameworks SubTopic: SwiftUI Tags:
1w
macOS 26.4 Dev Beta 2 Install Fails
Hardware: • Mac Studio (M1 Ultra) • Apple Silicon • Sufficient free disk space (~35GB+ available) • SIP enabled • 4 local Time Machine snapshots present Current System: • Already running macOS Tahoe beta • Attempting upgrade to macOS Tahoe 26.4 Beta (Build 25E5207k) Primary Issue: Software Update downloads successfully, then moves to “Preparing…”. It stalls at “About 5 minutes remaining” for ~10–15 minutes and fails with: “Failed to prepare the software update. Please try again. An error occurred while downloading the selected updates.” The error appears network-related, but download always completes. Observed Behaviour: • “Checking for Updates” completes in <3 minutes. • softwareupdated and mobileassetd CPU usage <1%. • softwareupdate --history shows no record of the failed beta install. • No excessive system load or obvious disk pressure. Steps Already Attempted: 1. Standard Software Update retries • Multiple download/retry cycles from System Settings. • Same Preparing failure every time. 2.
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Reply to First experience with App Store Connect
I opened a support ticket to find out why my builds were not appearing in TestFlight or the Distribution tabs, and after a few days, a support engineer responded. My application included an extension widget. I had inadvertently used an incorrect bundle identifier key (EXExtensionPointIdentifier) instead of NSExtensionPointIdentifier. This caused my upload to fail plist validations. It appears those validations silently fail. Once I fixed the identifier key and uploaded a new build, all my builds appeared in the list; but now I have 3 or 4 builds sitting in Pending status. So for future readers, in case you upload a build and it never appears, maybe randomly check things like plist keys.
1w
Reply to Crash on App Clip Subtitle Focus
This is happening to us too. The app store connect UI wiped all of our existing app clip configuration (image, subtitle, title), and trying to upload a new image to fix it doesn't work, nothing happens in the UI. Tapping 'subtitle' shows the same error as the original poster. It also blocks us from submitting a new build, since the UI complains about the app clip fields being required.
1w
Reply to TestFlight External Build Stuck in 'Waiting for Review' for 32+ Hours
yes, same here. until a month ago all was as usual. Now our builds take more than a week to be reviews for the App Store and I canceled by Testflight build for external users after 1 week and submitted a new one. this app is 2 years old and there's nothing new in that build that could explain it. They must be experiencing a tsunami of reviews requests by vibe coders I suppose. Meanwhile we can't work properly. Our testers can't be reached with all our hard work.
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1w
Reply to App stuck in “Waiting for Review”
For 2 years our app was reviewed under 2 days. This time after a week we asked an urgent review because it contained important fixes. The worst part is that Apple is also blocking our work in Testflight. even after a week it is still under review. I submitted a new build and asked to review that one instead. Still nothing after two days. To me it seems Apple is having internal issues and we are powerless and can't work properly with our Testers.
Replies
Boosts
Views
Activity
1w
Reply to symbolicate crashlog using .symbols files instead of dSYMs
In a threaded comment, @kambala said: right now CI (GH Actions) produces iOS builds as well as the .symbols files (which are generated from dSYM using symbols command), but I upload builds manually from my Mac (this will be changed in the future to upload from CI directly). I can of course also store dSYM as a build artifact, but wondered if it's possible to avoid that and store the minimal amount of artifacts on CI. As I said above, you should be keeping the entire Xcode archive, which includes the original dSYM file for any build that you ship to your customers. There's a few things that underpin this advice, including the ability to symbolicate any crash report coming from the field on any version of your app in active use, but also the ability to export your app for different types of distribution, which can enable some further testing and debugging workflows. I can't speak to the storage details of your particular CI system, but for Xcode Cloud, you are provided with t
Replies
Boosts
Views
Activity
1w
symbolicate crashlog using .symbols files instead of dSYMs
Hi, Some crashes downloaded from TestFlight aren't symbolicated by Xcode and I don't know why, here's an example: Although all uploaded builds contain debug symbols (Symbols directory with .symbols files) and other crashlogs in the same version are symbolicated just fine (also visible on the above SS). I have access only to the .symbols files but not to the original dSYMs and I wonder how to perform symbolication manually. I tried pointing atos and symbolicatecrash utilities to respective .symbols file, but they are unable to work with it. I'm sure it's possible as TestFlight symbolicates crashlogs using only .symbols files somehow. Could you give a hint?
Replies
3
Boosts
0
Views
254
Activity
1w
Static library links on device but fails on iOS Simulator
I’m working on an iOS workspace with: a static library project: M800SDK a test app project: TestAppObj I was able to build M800SDK for iOS Simulator on Apple Silicon as a simulator static library, and I also verified the architectures in the produced .a file. However, when I link the app target against that simulator build and try to build TestAppObj for iOS Simulator, I get the following linker errors: Undefined symbols for architecture arm64: _OBJC_CLASS_$_TokenMngr clang++: error: linker command failed with exit code 1 Additional context: The library links and works correctly when building the app for a physical iPhone. And the public header TokenMngr.h is found correctly by the app target. The app target is compiled as Objective-C++ where needed. The library is linked in the app target under “Link Binary With Libraries”. Could you help me understand: Is it possible to run on iOS Simulator ? the recommended way to package and consume this library for iOS Simulator on App
Replies
3
Boosts
0
Views
97
Activity
1w
Reply to Static library links on device but fails on iOS Simulator
There is potentially one detail I jumped over that is relevant — are you expecting clients of your library to build from source, or to consume a pre-compiled library? I had assumed it was a pre-compiled library based on the .a file mention. I think that's accurate, but it would be good to confirm that. If the library is intended to be a pre-compiled asset, then what you'd deliver to the client is an XCFramework. This is meant to be a single container that has everything a library client needs — copies of a built binary for each platform and simulator your library supports, plus the header files. While you can hand your clients the XCFramework so they can drag-and-drop it in their Xcode project, one nice vehicle you can use for distribution is a Swift package, which will point to a compressed (zipped) copy of the XCFramework, along with a checksum for verifying its integrity. This way, it's easy to ship updates of the library to your clients. Distributing binary frameworks as Swift packages has the de
Replies
Boosts
Views
Activity
1w
Reply to Universal Links and Cloud-testing platforms
Hi, Thank you for the follow-up and for confirming the AASA multi-App ID support, that is a useful detail. Just to make sure we fully understand the recommendation: are you suggesting we add the testing platform's Team ID + Bundle ID to our AASA file so that their re-signed build is also a trusted app for our domain? If so, we want to understand the security implications of listing a third-party signing identity in our AASA file before going down that path. Regarding TestFlight, we are already using it for manual pre-release testing and it works well for that purpose. Our challenge is specifically with automated UI testing in a cloud device farm, where TestFlight distribution is not part of the workflow. We also wanted to ask about a hybrid distribution approach we are considering, and whether it is permitted under Apple's terms: Use the Apple Developer Enterprise Program to distribute the app internally to our cloud-based testing infrastructure, allowing their re-signing process to work under an Ent
Topic: Code Signing SubTopic: Entitlements Tags:
Replies
Boosts
Views
Activity
1w
Reply to Universal Links and Cloud-testing platforms
Thanks so much for the reply and the detailed information. Yes, looks like the resigning will cause the issue you have described. I still recommend you to test against your devices to make sure the AASA file get downloaded and works well before sending the build to the App Store. You are correct that we do not offer a native provisioning flag to bypass AASA validation. Apple’s AASA file specification fully supports listing multiple App IDs (Team ID + Bundle ID) for a single domain. You can also use TestFlight to distribute your app to test devices. Wish you luck. Looking forward to your app. Albert Pascual
  Worldwide Developer Relations.
Topic: Code Signing SubTopic: Entitlements Tags:
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1w
Reply to App Store Connect crashes when configuring App Clip default experience (appClipDefaultExperience undefined)
Same exact issue. Cannot submit a new build for review because of this
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1w
Maps: opening hours API / Property
I’m currently developing an iOS app that relies heavily on location details. I'm using MapKit and MKMapItem as my primary data source, which works perfectly for standard metadata. However, I’ve hit a roadblock: I want to display opening hours inline within my location details, but it seems Apple doesn't expose a public API or property for this in MKMapItem (even though the data is clearly visible in the native Apple Maps app). Since I'm building this as an indie developer/startup, the Google Places API is unfortunately too expensive for my current budget. ⁠Is there any legitimate, native way to get opening hours from Apple that I might have missed? ⁠If not, what are your best practices or recommended indie-friendly alternatives (e.g., Yelp Fusion API, OpenStreetMap, Foursquare)? Any tips on how to handle this elegantly and cost-efficiently would be highly appreciated! Thanks in advance.
Replies
2
Boosts
0
Views
264
Activity
1w
Reply to Section(isExpanded:) in sidebar List, inconsistent row animation on collapse/expand
Thanks for your post. This is interesting. 🧐 Do you mind filing a report using Feedback Assistant that I can share with the relevant engineering team? Share as much details as you can about affected platforms and versions. I would love to know if this started happening with a specific update or has always been there. As for workarounds, you can try handling the animation directly instead of letting it be handled implicitly or under the hood. For example, you can disable the animation entirely with .animation(.none, value: sectionExpanded) or create your own custom Section with a dropdown and animating content. You can also build the sidebar content in AppKit and display it with SwiftUI using NSViewControllerRepresentable Once complete, reply with the FB number below. Thank you.  Travis
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Activity
1w
macOS 26.4 Dev Beta 2 Install Fails
Hardware: • Mac Studio (M1 Ultra) • Apple Silicon • Sufficient free disk space (~35GB+ available) • SIP enabled • 4 local Time Machine snapshots present Current System: • Already running macOS Tahoe beta • Attempting upgrade to macOS Tahoe 26.4 Beta (Build 25E5207k) Primary Issue: Software Update downloads successfully, then moves to “Preparing…”. It stalls at “About 5 minutes remaining” for ~10–15 minutes and fails with: “Failed to prepare the software update. Please try again. An error occurred while downloading the selected updates.” The error appears network-related, but download always completes. Observed Behaviour: • “Checking for Updates” completes in <3 minutes. • softwareupdated and mobileassetd CPU usage <1%. • softwareupdate --history shows no record of the failed beta install. • No excessive system load or obvious disk pressure. Steps Already Attempted: 1. Standard Software Update retries • Multiple download/retry cycles from System Settings. • Same Preparing failure every time. 2.
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15
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0
Views
1.5k
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1w
Reply to First experience with App Store Connect
I opened a support ticket to find out why my builds were not appearing in TestFlight or the Distribution tabs, and after a few days, a support engineer responded. My application included an extension widget. I had inadvertently used an incorrect bundle identifier key (EXExtensionPointIdentifier) instead of NSExtensionPointIdentifier. This caused my upload to fail plist validations. It appears those validations silently fail. Once I fixed the identifier key and uploaded a new build, all my builds appeared in the list; but now I have 3 or 4 builds sitting in Pending status. So for future readers, in case you upload a build and it never appears, maybe randomly check things like plist keys.
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Activity
1w
First experience with App Store Connect
This is my first time submitting an app to the App Store. I uploaded a build through Xcode a few days ago, but no build is visible in my app record on App Store Connect (nor are any builds listed in the TestFlight tab). I haven't submitted the app for review yet, because I assumed it needs a build attached first. Did I miss a step in uploading the build?
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3
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103
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Reply to Crash on App Clip Subtitle Focus
This is happening to us too. The app store connect UI wiped all of our existing app clip configuration (image, subtitle, title), and trying to upload a new image to fix it doesn't work, nothing happens in the UI. Tapping 'subtitle' shows the same error as the original poster. It also blocks us from submitting a new build, since the UI complains about the app clip fields being required.
Replies
Boosts
Views
Activity
1w