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“missing package product”

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How can I sign a package from a privileged helper?
I need to figure out how to go about signing a package from a privileged helper. One of our products can create packages and can sign the packages. It's currently using AuthorizationExecuteWithPrivileges, which has been deprecated since 10.7, to obtain root access, and starting an external task to run the /usr/bin/productsign utility. We are changing it to use a privileged helper instead, however, I tried running the /usr/bin/productsign utility from the privileged helper, but since that prompts for credentials to access the keychain, it just hangs since the privileged helper doesn't seem to have access to the UI. Does anyone know of a way to sign a package using an API function instead of the productsign utility, or have any ideas how to prevent to prevent the productsign utility from prompting when run from the privilged helper, or know of a way that the privileged helper could allow the productsign utility to prompt the user for credentials?
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749
Dec ’19
Reply to Missing transactions in Sandbox StoreKit IAP receipt
are there any updates on this? I guess I have the same problem. I don't know what happened, but I have a non-consumable product purchased in sandbox. If I restore / re-buy for free the product and call the apple verify api, I do not get the product inside latest_receipt_info nor in receipt.in_app. (anyways the response says its valid) Even if I call the getTranscationHistory with the originalTranscationId there is no entry for the product.... So the product is missing.... What to do???
Topic: App & System Services SubTopic: StoreKit Tags:
Jul ’22
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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3.3k
Jun ’23
Reply to The archive did not include a dSYM
Easy Fix Locate the missing.framework in your Flutter app *Missing is the name of missing DSYM find ~/Library/Developer/Xcode/DerivedData -name missingframework | grep -v SourcePackages Generate the dSYM file manually xcrun dsymutil -o ~/Desktop/missing.framework.dSYM /path/to/found/missing.framework/missing Find your recent archive Go to Xcode > Window > Organizer Right-click on your most recent archive and select Show in Finder Right-click on the .xcarchive file and select Show Package Contents Navigate to dSYMs folder Copy the generated dSYM** Copy the generated Razorpay.framework.dSYM file from your Desktop Paste it into the dSYMs folder in your .xcarchive package Retry uploading or validating*
Mar ’25
Avoiding Plugin Execution in a Linked Swift Package During Top-Level Package Builds
I am working on an iOS project using Xcode 16.0 that leverages multiple Swift packages. Among these, I have a Shared Package that contains reusable code and is linked to several top-level feature packages (e.g., VideoPlayer, VideoEditor, etc.). The Shared Package includes a Swift Package Manager plugin for linting code standards, which is designed to execute during its own build process. However, when building a top-level package (e.g., VideoPlayer), the Shared Package is also built as part of the dependency graph. During this process, the linting plugin in the Shared Package is executed unnecessarily, even though the intent is to only build the Shared Package's code. This behavior results in a significant increase in build times for the top-level packages, as the linting plugin is executed every time the Shared Package is built indirectly. Key Details: Xcode Version: 16.0 Swift Package Manager: Used fo
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118
Jul ’25
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
2
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370
Jul ’25
Swift Packages..how do they work?
Hi there,I'm writing a swift 5.1 iphone application in xcode 11.2, and want to pull in some swift packages (notably SwiftPhoenixClient in particular). I add the package via the Project -> Swift Packages interface. The package/project is downloaded from github, its dependencies too. The little little package icon shows up in the file explorer, pleasingly.The problem: None of the classes from the packages are available in my application. Anything I try to import dies with a no such module error. Clearly, my deps are not available to me, despite being in the project explorer.Is there another step? I don't see xcode doing anything to compile either of the packages. Do I have to go in and somehow manually compile them? Notably, going to target->build phase area, i see Dependencies (0 items). Trying to add my dependencies here doesn't work (despite the dependency showing up in the list interface, though they are un-selectable). This is a vanilla i
1
0
433
Nov ’19
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
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?
34
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23k
Jun ’20
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
2
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956
Jun ’21
How to use a local .xcFramework as a Resource of a Swift Package
I asked this question here incorrectly: https://developer.apple.com/forums/thread/651187?page=1#615966022 What I am actually trying to do is use a local .xcFramework as a Resource inside of a Swift Package without having to distribute it with the package..? Am I supposed to create a binaryTarget as a dependency instead of it being a resource? Im getting the error: No such module 'SampleFramework' Example: Say that my SampleFramework has a dependency on sample.xcFramework, how can I add it as a resource to use it in sample.swift Source // Sample.swift // MARK: Import the local xcFramework inside of my package import SampleFramework struct Model { var something: SampleFramework.something } Package file // swift-tools-version:5.3 // The swift-tools-version declares the minimum version of Swift required to build this package. import PackageDescription let package = Package( name: SamplePackage, platforms: [ .iOS(.v13) ], products: [ // Products
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10k
Jun ’20
Reply to gamed Application is not allowed to run in production
Sorry if I missed it - did you confirm to move from development/sandbox provisioning to release/production/store provisioning?
Topic: Code Signing SubTopic: General Tags:
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Apr ’17
How can I sign a package from a privileged helper?
I need to figure out how to go about signing a package from a privileged helper. One of our products can create packages and can sign the packages. It's currently using AuthorizationExecuteWithPrivileges, which has been deprecated since 10.7, to obtain root access, and starting an external task to run the /usr/bin/productsign utility. We are changing it to use a privileged helper instead, however, I tried running the /usr/bin/productsign utility from the privileged helper, but since that prompts for credentials to access the keychain, it just hangs since the privileged helper doesn't seem to have access to the UI. Does anyone know of a way to sign a package using an API function instead of the productsign utility, or have any ideas how to prevent to prevent the productsign utility from prompting when run from the privilged helper, or know of a way that the privileged helper could allow the productsign utility to prompt the user for credentials?
Replies
2
Boosts
0
Views
749
Activity
Dec ’19
Reply to Missing transactions in Sandbox StoreKit IAP receipt
are there any updates on this? I guess I have the same problem. I don't know what happened, but I have a non-consumable product purchased in sandbox. If I restore / re-buy for free the product and call the apple verify api, I do not get the product inside latest_receipt_info nor in receipt.in_app. (anyways the response says its valid) Even if I call the getTranscationHistory with the originalTranscationId there is no entry for the product.... So the product is missing.... What to do???
Topic: App & System Services SubTopic: StoreKit Tags:
Replies
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Views
Activity
Jul ’22
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
Views
3.3k
Activity
Jun ’23
Reply to The archive did not include a dSYM
Easy Fix Locate the missing.framework in your Flutter app *Missing is the name of missing DSYM find ~/Library/Developer/Xcode/DerivedData -name missingframework | grep -v SourcePackages Generate the dSYM file manually xcrun dsymutil -o ~/Desktop/missing.framework.dSYM /path/to/found/missing.framework/missing Find your recent archive Go to Xcode > Window > Organizer Right-click on your most recent archive and select Show in Finder Right-click on the .xcarchive file and select Show Package Contents Navigate to dSYMs folder Copy the generated dSYM** Copy the generated Razorpay.framework.dSYM file from your Desktop Paste it into the dSYMs folder in your .xcarchive package Retry uploading or validating*
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Views
Activity
Mar ’25
Avoiding Plugin Execution in a Linked Swift Package During Top-Level Package Builds
I am working on an iOS project using Xcode 16.0 that leverages multiple Swift packages. Among these, I have a Shared Package that contains reusable code and is linked to several top-level feature packages (e.g., VideoPlayer, VideoEditor, etc.). The Shared Package includes a Swift Package Manager plugin for linting code standards, which is designed to execute during its own build process. However, when building a top-level package (e.g., VideoPlayer), the Shared Package is also built as part of the dependency graph. During this process, the linting plugin in the Shared Package is executed unnecessarily, even though the intent is to only build the Shared Package's code. This behavior results in a significant increase in build times for the top-level packages, as the linting plugin is executed every time the Shared Package is built indirectly. Key Details: Xcode Version: 16.0 Swift Package Manager: Used fo
Replies
0
Boosts
0
Views
118
Activity
Jul ’25
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
370
Activity
Jul ’25
Swift Packages..how do they work?
Hi there,I'm writing a swift 5.1 iphone application in xcode 11.2, and want to pull in some swift packages (notably SwiftPhoenixClient in particular). I add the package via the Project -> Swift Packages interface. The package/project is downloaded from github, its dependencies too. The little little package icon shows up in the file explorer, pleasingly.The problem: None of the classes from the packages are available in my application. Anything I try to import dies with a no such module error. Clearly, my deps are not available to me, despite being in the project explorer.Is there another step? I don't see xcode doing anything to compile either of the packages. Do I have to go in and somehow manually compile them? Notably, going to target->build phase area, i see Dependencies (0 items). Trying to add my dependencies here doesn't work (despite the dependency showing up in the list interface, though they are un-selectable). This is a vanilla i
Replies
1
Boosts
0
Views
433
Activity
Nov ’19
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
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 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
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
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
956
Activity
Jun ’21
How to use a local .xcFramework as a Resource of a Swift Package
I asked this question here incorrectly: https://developer.apple.com/forums/thread/651187?page=1#615966022 What I am actually trying to do is use a local .xcFramework as a Resource inside of a Swift Package without having to distribute it with the package..? Am I supposed to create a binaryTarget as a dependency instead of it being a resource? Im getting the error: No such module 'SampleFramework' Example: Say that my SampleFramework has a dependency on sample.xcFramework, how can I add it as a resource to use it in sample.swift Source // Sample.swift // MARK: Import the local xcFramework inside of my package import SampleFramework struct Model { var something: SampleFramework.something } Package file // swift-tools-version:5.3 // The swift-tools-version declares the minimum version of Swift required to build this package. import PackageDescription let package = Package( name: SamplePackage, platforms: [ .iOS(.v13) ], products: [ // Products
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3
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0
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10k
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Jun ’20