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“missing package product”

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Reply to Preview in Canvas not working due to 'duplication of library code'
This is a known issue related to Xcode previews building all package products dynamically. You may be able to work around it by making the affected products explicitly static, except for the one you are trying to preview, using the type argument - https://developer.apple.com/documentation/swift_packages/product/2878196-library. For example, in this case you could make HAP an explicitly static product. Since the diagnostic mentions more targets being affected, this workaround might unfortunately be an iterative process.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Jun ’20
OpenAPIGenerator package requirements have a dependency that causes errors
Trying to utilize the new OpenAPI Generator, but after following all of the steps exactly as stated in the video, I get the following errors: - The package product 'SwiftSyntax' requires minimum platform version 13.0 for the iOS platform, but this target supports 12.0 - The package product 'SwiftSyntaxBuilder' requires minimum platform version 13.0 for the iOS platform, but this target supports 12.0 - The package product 'SwiftFormat' requires minimum platform version 13.0 for the iOS platform, but this target supports 12.0 - The package product 'SwiftFormatConfiguration' requires minimum platform version 13.0 for the iOS platform, but this target supports 12.0 under both _OpenAPIGeneratorCore and swift-openapi-generator I've seen other things online where people have had similar issues, but the fixes haven't been particularly relevant that I could tell.
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3.2k
Jun ’23
Reply to Notarizing my application issues
I'm using Packages … to create the final .pkg file. Hmmm. If you package your app using Apple tools and then unpackage it the same way (Pacifist ftw!), do you still see the problem? For instructions on how to package an app using Apple tools, see Signing a Mac Product For Distribution. If the Apple tools work, you have a choice: You can either continue using Apple tools. You can escalate this with your third-party third-party tool provider. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Code Signing SubTopic: Notarization Tags:
Dec ’21
Unable to package in UE5.6
Im new in the Mac area but for sure not UE. Windows is a long process to packaging but it could be done. All the documentation for Epic and from the internet is basically non existent with exactly how to package a project within UE. I have Xcode installed which makes sense, agreed to terms and install for MacOS, I've been able to make a project for several weeks now and want to package for a test run for my friends to play on Windows. Now I just get this in the log: UATHelper: Packaging (Mac): ERROR: Failed to finalize the .app with Xcode. Check the log for more information UATHelper: Packaging (Mac): Trace written to file /Users/rileysleger/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-ProjectNightTerror-Mac-Development.uba with size 12.6kb UATHelper: Packaging (Mac): Total time in Unreal Build Accelerator local executor: 8.12 seconds UATHelper: Packaging (Mac): Result: Failed (OtherCompilationError) UATHelper: Packaging (Mac): Total exe
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326
Jul ’25
Reply to SMJobBless privileged helpers and granting permission
One of the operations my helper is doing that needs Full Disk Access is downloading a pkg and checking it is signed. I don’t really understand this. If your helper is downloading the file, it should put it in a place that doesn’t require Full Disk Access. Did I miss something in the security api, should I be able to look at a pkg's validity? Installer packages use their own unique signing machinery. AFAIK there’s no API to check package signatures. The only good option I can see is to invoke pkgutil. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Privacy & Security SubTopic: General Tags:
Apr ’22
Reply to Failed to sign PKG Installer
It looks like you’ve notarised your app but not your installer package. That’s going to be a problem because Gatekeeper requires that installer packages be notarised. Rather than notarise twice, our general advice is that you notarise your outermost container; the resulting ticket will cover both your app and your installer package. For more on this, see Signing a Mac Product For Distribution. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Code Signing SubTopic: General Tags:
Oct ’21
Notarized package fails to run
I'm building a Unity application and attempting sign, package, and notarize the app for distribution outside of the App Store. I've joined the Developer Program, and created both Application and Installer Developer Certificates and installed them to Keychain. Using a command line build pipeline, I am able to use productbuild, productsign, and xcrun altool to generate my pkg and notarize it. Notarization is successful, and I receive Status: success and Status Message: Package Approved. Then I staple the notarization ticket to my package. However, when running the installer, I'm met with an error saying MyPackage.pkg can't be installed because its digital signature is not trusted. If I generate the same installer without notarizing it, I have no problem running it and it installs successfully if I alter my security settings to allow apps from unknown developers. Does anyone here have experience packaging Unity apps for Mac? What am I missing here...? All the
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950
Jun ’21
Swift package and git-lfs
Hi. I was wondering if anyone else has the same issue with Swift packages that include binary targets. Let's say that some static frameworks or resources are stored in git lfs, and they are a part of the Swift Package (binary targets). On the other side, in a project, you would like to add that package (or resolve it) through Xcode. By normal add swift package flow from the URL, a process fails with terminated(128). I did some digging, and here is what I get: Downloading X.a (715 KB) Error downloading object: X.a (2f7ae21): Smudge error: Error downloading X.a (2f7ae213e49b8b079b584b007d2cc0ab0fb0d581a64f8e4f800b1d2807a86f62): error transferring 2f7ae213e49b8b079b584b007d2cc0ab0fb0d581a64f8e4f800b1d2807a86f62: [0] remote missing object 2f7ae213e49b8b079b584b007d2cc0ab0fb0d581a64f8e4f800b1d2807a86f62 Errors logged to .../checkouts/X/.git/lfs/logs/20210323T161533.36114.log Use `git lfs logs last` to view the log. error: external filter 'git-lfs filter-process' failed
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4.2k
Mar ’21
Failed to notarize a "distribution" pkg
I believe that this is related to the post https://developer.apple.com/forums/thread/790880. I essentially have the same problem that they did. I submit my Distribution PKG for notarization but the notarization fails and when I attempt to install the PKG user the UI I get a External component packages (3) trustLevel=0 (trust evaluation failed; treating as invalid due to higher trust level for parent product archive) However if I install using sudo installer -verboseR -pkg ConcealDistribution.pkg -target / everything works as expected. The difference between me and the other post is that when I expand my PKG using pkgutil --expand I do not have a Resources folder within my top level distribution. Instead my structure looks like ConcealDistribution ├── Distribution ├── ConcealConnect.pkg ├── ConcealBrowse.pkg └── ConcealUpdate.pkg The specific notary service errors I receive are as follows { logFormatVersion: 1, jobId: 7e30e3fd-1739-497c-a02e-64fbe357221d, s
1
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232
Oct ’25
Xcode Previews doesn't work when used in a package that imports other packages.
I keep getting a Xcode Previews error in Xcode 12 from a package that imports other packages. As soon as I remove the dependency I'm able to see the SwiftUI preview. I'm only able to use previews in packages that have no dependencies The error I get is: LoadingError: failed to load library at path...Library not loaded then it point to the dependency that it could not load in the current package. How can I access Xcode Previews from a package that depends on other packages?
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23k
Jun ’20
How to use Swift Package Manager's binaryTarget?
I'm trying to use Swift Package Manager's binaryTarget to include the Stripe xcframework available here https://github.com/stripe/stripe-ios/releases/tag/v19.3.0. The package manager doesn't complain, and lets me link to it, but I can't import it in my files. I've made a sample repo to show it here https://github.com/martyu/StripePackageTest. Am I missing something?
0
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383
Jul ’20
Reply to Preview in Canvas not working due to 'duplication of library code'
This is a known issue related to Xcode previews building all package products dynamically. You may be able to work around it by making the affected products explicitly static, except for the one you are trying to preview, using the type argument - https://developer.apple.com/documentation/swift_packages/product/2878196-library. For example, in this case you could make HAP an explicitly static product. Since the diagnostic mentions more targets being affected, this workaround might unfortunately be an iterative process.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Jun ’20
OpenAPIGenerator package requirements have a dependency that causes errors
Trying to utilize the new OpenAPI Generator, but after following all of the steps exactly as stated in the video, I get the following errors: - The package product 'SwiftSyntax' requires minimum platform version 13.0 for the iOS platform, but this target supports 12.0 - The package product 'SwiftSyntaxBuilder' requires minimum platform version 13.0 for the iOS platform, but this target supports 12.0 - The package product 'SwiftFormat' requires minimum platform version 13.0 for the iOS platform, but this target supports 12.0 - The package product 'SwiftFormatConfiguration' requires minimum platform version 13.0 for the iOS platform, but this target supports 12.0 under both _OpenAPIGeneratorCore and swift-openapi-generator I've seen other things online where people have had similar issues, but the fixes haven't been particularly relevant that I could tell.
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4
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0
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3.2k
Activity
Jun ’23
Reply to Error installing macOS Big Sur: "The package %@ is missing or invalid"
Tried to upgrade macOS Big Sur on mac book pro 18 macOS catalina 10.15.7 The package “%@” is missing or invalid. An error occurred while installing the selected updates.
Topic: App & System Services SubTopic: Core OS Tags:
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Nov ’20
Reply to Notarizing my application issues
I'm using Packages … to create the final .pkg file. Hmmm. If you package your app using Apple tools and then unpackage it the same way (Pacifist ftw!), do you still see the problem? For instructions on how to package an app using Apple tools, see Signing a Mac Product For Distribution. If the Apple tools work, you have a choice: You can either continue using Apple tools. You can escalate this with your third-party third-party tool provider. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Code Signing SubTopic: Notarization Tags:
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Dec ’21
Reply to No webhook is being created for remote package stored on Bitbucket
Somehow the missing webhook for one of the packages just showed up one day. I'm not sure what triggered it, or if it was just a delay of sorts, but this setup is working now.
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Aug ’24
Unable to package in UE5.6
Im new in the Mac area but for sure not UE. Windows is a long process to packaging but it could be done. All the documentation for Epic and from the internet is basically non existent with exactly how to package a project within UE. I have Xcode installed which makes sense, agreed to terms and install for MacOS, I've been able to make a project for several weeks now and want to package for a test run for my friends to play on Windows. Now I just get this in the log: UATHelper: Packaging (Mac): ERROR: Failed to finalize the .app with Xcode. Check the log for more information UATHelper: Packaging (Mac): Trace written to file /Users/rileysleger/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-ProjectNightTerror-Mac-Development.uba with size 12.6kb UATHelper: Packaging (Mac): Total time in Unreal Build Accelerator local executor: 8.12 seconds UATHelper: Packaging (Mac): Result: Failed (OtherCompilationError) UATHelper: Packaging (Mac): Total exe
Replies
2
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0
Views
326
Activity
Jul ’25
Reply to iTMSTransporter could not generate an itmsp: could not find any packages bundle within the swinfo description (product-metadata.packages)
I have the same issue, did you resolve this? iTMSTransporter could not generate an itmsp: could not find any packages bundle within the swinfo description (product-metadata.packages) The build will otherwise install succefully.
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May ’22
Reply to Mismatch Between Provisioning Profile and Private Key Certificate When Packaging IPA for Production
When I try to package my IPA for the production version What tool are you using for that? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Nov ’23
Reply to SMJobBless privileged helpers and granting permission
One of the operations my helper is doing that needs Full Disk Access is downloading a pkg and checking it is signed. I don’t really understand this. If your helper is downloading the file, it should put it in a place that doesn’t require Full Disk Access. Did I miss something in the security api, should I be able to look at a pkg's validity? Installer packages use their own unique signing machinery. AFAIK there’s no API to check package signatures. The only good option I can see is to invoke pkgutil. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Privacy & Security SubTopic: General Tags:
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Activity
Apr ’22
Reply to Failed to sign PKG Installer
It looks like you’ve notarised your app but not your installer package. That’s going to be a problem because Gatekeeper requires that installer packages be notarised. Rather than notarise twice, our general advice is that you notarise your outermost container; the resulting ticket will cover both your app and your installer package. For more on this, see Signing a Mac Product For Distribution. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Code Signing SubTopic: General Tags:
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Oct ’21
Notarized package fails to run
I'm building a Unity application and attempting sign, package, and notarize the app for distribution outside of the App Store. I've joined the Developer Program, and created both Application and Installer Developer Certificates and installed them to Keychain. Using a command line build pipeline, I am able to use productbuild, productsign, and xcrun altool to generate my pkg and notarize it. Notarization is successful, and I receive Status: success and Status Message: Package Approved. Then I staple the notarization ticket to my package. However, when running the installer, I'm met with an error saying MyPackage.pkg can't be installed because its digital signature is not trusted. If I generate the same installer without notarizing it, I have no problem running it and it installs successfully if I alter my security settings to allow apps from unknown developers. Does anyone here have experience packaging Unity apps for Mac? What am I missing here...? All the
Replies
2
Boosts
0
Views
950
Activity
Jun ’21
Swift package and git-lfs
Hi. I was wondering if anyone else has the same issue with Swift packages that include binary targets. Let's say that some static frameworks or resources are stored in git lfs, and they are a part of the Swift Package (binary targets). On the other side, in a project, you would like to add that package (or resolve it) through Xcode. By normal add swift package flow from the URL, a process fails with terminated(128). I did some digging, and here is what I get: Downloading X.a (715 KB) Error downloading object: X.a (2f7ae21): Smudge error: Error downloading X.a (2f7ae213e49b8b079b584b007d2cc0ab0fb0d581a64f8e4f800b1d2807a86f62): error transferring 2f7ae213e49b8b079b584b007d2cc0ab0fb0d581a64f8e4f800b1d2807a86f62: [0] remote missing object 2f7ae213e49b8b079b584b007d2cc0ab0fb0d581a64f8e4f800b1d2807a86f62 Errors logged to .../checkouts/X/.git/lfs/logs/20210323T161533.36114.log Use `git lfs logs last` to view the log. error: external filter 'git-lfs filter-process' failed
Replies
5
Boosts
0
Views
4.2k
Activity
Mar ’21
Failed to notarize a "distribution" pkg
I believe that this is related to the post https://developer.apple.com/forums/thread/790880. I essentially have the same problem that they did. I submit my Distribution PKG for notarization but the notarization fails and when I attempt to install the PKG user the UI I get a External component packages (3) trustLevel=0 (trust evaluation failed; treating as invalid due to higher trust level for parent product archive) However if I install using sudo installer -verboseR -pkg ConcealDistribution.pkg -target / everything works as expected. The difference between me and the other post is that when I expand my PKG using pkgutil --expand I do not have a Resources folder within my top level distribution. Instead my structure looks like ConcealDistribution ├── Distribution ├── ConcealConnect.pkg ├── ConcealBrowse.pkg └── ConcealUpdate.pkg The specific notary service errors I receive are as follows { logFormatVersion: 1, jobId: 7e30e3fd-1739-497c-a02e-64fbe357221d, s
Replies
1
Boosts
0
Views
232
Activity
Oct ’25
Xcode Previews doesn't work when used in a package that imports other packages.
I keep getting a Xcode Previews error in Xcode 12 from a package that imports other packages. As soon as I remove the dependency I'm able to see the SwiftUI preview. I'm only able to use previews in packages that have no dependencies The error I get is: LoadingError: failed to load library at path...Library not loaded then it point to the dependency that it could not load in the current package. How can I access Xcode Previews from a package that depends on other packages?
Replies
34
Boosts
0
Views
23k
Activity
Jun ’20
How to use Swift Package Manager's binaryTarget?
I'm trying to use Swift Package Manager's binaryTarget to include the Stripe xcframework available here https://github.com/stripe/stripe-ios/releases/tag/v19.3.0. The package manager doesn't complain, and lets me link to it, but I can't import it in my files. I've made a sample repo to show it here https://github.com/martyu/StripePackageTest. Am I missing something?
Replies
0
Boosts
0
Views
383
Activity
Jul ’20