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“missing package product”

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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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227
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
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433
Jul ’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
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
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435
Nov ’19
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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965
Jun ’21
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
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
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 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
Swift Package and SwiftUI Previews: are PreviewProviders automatically removed when the package is compiled?
When using SwiftUI Previews in a Swift Packages, are PreviewProviders automatically removed from the package when archiving an app, as it is the case with a app, or not? If not, how to deal with that? I’m not sure we can use compiler directives like if DEBUG in packages, can we?
0
0
953
Feb ’23
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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0
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0
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227
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
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2
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0
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433
Activity
Jul ’25
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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Activity
Nov ’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?
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34
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0
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23k
Activity
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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Activity
Apr ’17
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
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0
Views
435
Activity
Nov ’19
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
965
Activity
Jun ’21
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
Boosts
Views
Activity
Jul ’22
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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Boosts
Views
Activity
Jun ’20
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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Views
Activity
Apr ’22
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
Activity
Jun ’20
Swift Package and SwiftUI Previews: are PreviewProviders automatically removed when the package is compiled?
When using SwiftUI Previews in a Swift Packages, are PreviewProviders automatically removed from the package when archiving an app, as it is the case with a app, or not? If not, how to deal with that? I’m not sure we can use compiler directives like if DEBUG in packages, can we?
Replies
0
Boosts
0
Views
953
Activity
Feb ’23
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
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