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missing package product

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Reply to SKStoreProductViewController
Thanks for the reply Rich.To make sure this works on production, we uploaded the production AppStore signed build to testflight this morning and we are still seeing this error.Are AppStore signed builds on test flight considered *real* production AppStore builds? Is there something that we might be missing?Thanks
Topic: App & System Services SubTopic: StoreKit Tags:
May ’16
Reply to xcode "Products" folder missing in project navigator
@JetForMe I faced same issue today on Xcode 13.1, checking raw project file format and there is Products group and entires exists. However, the project file is missing Frameworks group, and after I added dummy Framework linking in that product target to create Frameworks group, then Products reappears again. (After restore it, I can remove dummy Framework linking and that dummy Framework reference in Frameworks group without losing Products group in Project tree.) I don't know if you can fix your project file in same way, but just I want to share this very weird Xcode behaviors.
Nov ’21
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
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?
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Jul ’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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3.1k
Jun ’23
Reply to MacOS application: How to become an identified developer?
Did you really notarise the app, then build the package? Did you then sign and notarise the package? That’s required. If the user opens an unsigned or unnotarised package, you’ll see exactly this error. In general we recommend that you sign everything, from the inside out, and then only notarise the outermost container. For more advice this subject, see my Signing a Mac Product For Distribution - https://forums.developer.apple.com/thread/128166. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @apple.com
Topic: Code Signing SubTopic: General Tags:
Aug ’20
Reply to How do you archive a dylib in Xcode?
You archive a dynamic library using the standard process, so Product > Archive, but you’re correct that you can’t distribute a dynamic library from Xcode. Most of the time that doesn’t matter because you don’t need to sign and notarise a dynamic library. Rather, someone who uses your dynamic library in their product is expected to sign and notarise it as part of their distribution processing. In some cases it is necessary to do this, for example, when you’re creating a plug-in for some other app. In such situations you must manually sign, package, and notarise your product. For advice on how to do that, see: Creating Distribution-Signed Code for Mac Packaging Mac Software for Distribution Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Dec ’23
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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Jun ’20
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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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
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Nov ’19
CoreML Model in Swift Package Tests
I am trying to create some tests inside a swift package that require the a coreML model. I am trying to copy the compiled model into the working bundle, but when I run the tests, the resource is not found using the Bundle.main.url() method. The project also compiles and runs successfully when running command+b. My file structure: My Package.swift: // The swift-tools-version declares the minimum version of Swift required to build this package. import PackageDescription let package = Package( name: AudioPreprocessingSPM, products: [ // Products define the executables and libraries a package produces, and make them visible to other packages. .library( name: AudioPreprocessingSPM, targets: [AudioPreprocessingSPM]), ], dependencies: [ // Dependencies declare other packages that this package depends on. // .package(url: /* package url */, from: 1.0.0), ], targets: [ // Targets are the basic building blocks of
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1.7k
Jul ’21
Reply to Packages only seem to work for the first platform?
I'm working with a number of multi-platform apps that have local packages, and sometimes have your problem because I'd forgotten key steps. For each Target (platform), build the Library (package) before building the main product of that target (e.g. MacOS). You will probably have to rebuild the Library (package) after any Clean Build Folder. For each target, at the General tab of the Target explorer, make sure you've included the library (package output) in the Frameworks, Libraries and Embedded Content. Each target needs to have the Library specified, not just once at the project level. I've had problems with local packages when I've included the source(s) in my app's project, rather than having the package in a separate directory and included in the app project. Best wishes and regards, Michaela
Mar ’22
Unity VisionOS package
Hi I was wondering if there are any packages that can properly connect Unity to VisionOS and ensure that it is built properly meaning without UIScreen errors. I have been using Bing Chat and it returned package xr.sdk.visionOS but unfortunately when I downloaded it from the Unity XR SDK manual documentation it is not in the folder unity-xr-sdk-v1. I have tried researching on the internet and there is nothing on that package. Is there anything that you can do to help me find the visionOS package or find a way to build Unity to Xcode project properly with no errors using VisionOS (experimental)? Regards Angad
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Aug ’23
Reply to macOS sign app
For more up-to-date advice on how to sign and package Mac products, for both the Mac App Store and independent distribution using Developer ID, see: Creating Distribution-Signed Code for Mac Packaging Mac Software for Distribution Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: App & System Services SubTopic: Core OS Tags:
Apr ’22