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missing package product

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Reply to Making my macOS app to be downloadable on website
There’s two parts to this: Packing your app up for distribution Putting it on a web site for folks to download I can’t help you with part 2 because this is not an Apple-specific thing. You’ll need to engage with a third-party web hosting service. With regards part 1, there are three common packaging formats for Mac products: Zip archive Disk image Installer packages If you’re creating a standalone app then I recommend that you use either a zip archive or a disk image. An installer package is overkill. There are instructions for creating a zip archive and a disk image in my Signing a Mac Product For Distribution - https://forums.developer.apple.com/thread/128166 post. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @apple.com
Nov ’20
Reply to Notarization Failed for "The binary is not signed"
So my next question is here we have two schemes, one for the app and the other one for the installer package. That’s an unusual approach. The approach I recommend is based on Xcode archives. That is, you create an Xcode archive and then export from that archive. For the first step, use either Product > Archive or xcodebuild, and for the second use either the Xcode organiser or xcodebuild. This approach has a bunch of advantages: Xcode takes care of re-signing your app for the appropriate export destination. And in the case of the Mac App Store it also creates your installer package. You can fully automate it with xcodebuild. You are left with an Xcode archive containing your build product, which is important for symbolication. For more on this, see Packaging Mac Software for Distribution. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Code Signing SubTopic: Notarization Tags:
Jun ’22
Swift Packages + Dependencies + SwiftUI = Fail to Preview
I'm trying to create a project that has the following structure: Package Parser (a library and Resources) Package Posts (a library with SwiftUI and Resources) App itself Isolated, both Packages build and Preview successfully. The App also runs fine. When I add Package Parser to Package Posts as dependency to be able to use its Resources, I can build, test and run the App, but the Preview on Posts stop working. The message from diagnostic is: ld: warning: directory not found for option '-F/Applications/Xcode-beta.app/Contents/SharedFrameworks-iphonesimulator' Undefined symbols for architecture x86_64: nominal type descriptor for Parser.XMLPost, referenced from: Diagnostic - https://developer.apple.com/forums/content/attachment/8effb117-ffad-4ea6-859f-0cf47a12dea8 Here are the packages definitions: let package = Package( name: Parser, platforms: [.iOS(.v14)], products: [ .library(name: Parser, targets: [Parser]) ], targets: [ .targ
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2.4k
Jul ’20
Reply to ITMS-90238: Invalid Signature - The main app bundle Tren at path Tren.app has following signing error(s): a sealed resource is missing or invalid
Ignore the second error for the moment. You’ll need to fix the first error before you can tell whether it’s relevant. My standard practice for debugging such problems is: Choose Product > Archive to build an Xcode archive for your product. Use the Xcode organiser to upload that to App Store Connect. Confirm that you get the same error. Use the Xcode organiser to export an App Store compatible installer package (.pkg). Use Transporter to upload that to App Store Connect. Confirm that you get the same error. Now that you’ve confirmed that the installer package accurately reflects the problem, extract your app from that installer package [1]. Use codesign to check its signature: % codesign -d -vvv --deep --strict /path/to/your.app Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] I use a third-party app for this, but you can do it from the command line using the techniques shown in Unpa
Topic: Code Signing SubTopic: General Tags:
Apr ’24
How to build an XCFramework from a Swift Package (with Resources)
I have some code that is currently built using Swift Package Manager. It does not have an Xcode project. I want to build an XCFramework from my package, but when I build the package it creates a .o, and xcodebuild -create-xcframework does not seem to support .o files. Also, I have added resources, and now I see there is a .bundle, but I don’t see any way to add the .bundle to an XCFramework. I have tried changing my Package.swift library product to be .dynamic (even though I prefer it to be .static), and that produces a .framework, which I can then convert to an XCFramework, but it does not appear to have my resources (they appear to still be in the .bundle file next to my .o). I have also tried making an Xcode project to wrap my Swift package. It imports my package and links against it and produces a Framework that I can make an XCFramework from, but it also does not have my Resources. All of this was done using Xcode 12 beta.
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9.9k
Jun ’20
Reply to How fix the package "%@"is missing or invalid
May have a look here: https ://osxdaily. com/2020/11/12/macos-big-sur-update-download-errors/ “The package %@ is missing or invalid” Error Message Some users have encountered an error message stating “The package %@ is missing or invalid” when attempting to download or upgrade to macOS Big Sur. This problem can sometimes be resolved by installing any available system software updates on the Mac first. Also, sometimes changing the wi-fi network (or turning off wi-fi if you’re on ethernet), and then deleting and re-downloading the macOS Big Sur installer can sometimes resolve the error.
Topic: App & System Services SubTopic: Core OS Tags:
May ’21
Apple Core Package for Unity
I have installed the aple game kit and when it is time to build the packages i go to unity pakage manager and find the .tgz file and open it but the apple core pakage does not appear on the list inside package manager. Using unity 2022.2.2 [08:53:18] [Package Manager Window] Error adding package: file:./Assets/External Packages/unityplugins-main/Build/fbx20133_converter_mac.pkg.tgz. Unable to add package file: /Assets/External Packages/unitvolugins-main/Build/fbx20133 converter mac.nka.tazl: [08:56:07] [Package Manager Window] Error adding package: file:./Assets/External Packages/unityplugins-main/Build/fbx20133_converter_mac.pkq.tqz. Unable to add package tile:.. Assets/External Packages unitvplugins-mainBulld/TbX20133_converter mac.pka.taz: [08:59:311 [Package Manager Window] Error adding package: file../ Assets/External Packages/unityplugins-main/Build/fbx20133_converter_ma
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Dec ’23
Production review failed because IAP products cannot be loaded
My app has a couple of consumable IAP items. I have tested this extensively and it works in all test scenarios including loads of beta testers using testflight. However, Apple's production reviewer reports that loading of the products hangs in their setup. This is very frustrating as I have no means of recreating the problem. My first product was tested ok an all my IAP items are approved for release. However, I did not explicitly assign them to my build. I read somewhere that you need to do that but could not find in App Store Connect after my first product was approved. Below is the relevant code section. What am I missing? class DonationManager: NSObject, ObservableObject, SKProductsRequestDelegate, SKPaymentTransactionObserver { @Published var products: [SKProduct] = [] // This is observed by a view. But apparently that view never gets populated in Apple's production review setup @Published var isPurchasing: Bool = false @Published var purchas
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Jul ’25
Certificate Missing Required Extension
I'm not much of a Developer, but I use my developer account as a Mac Admin to sign packages and mobileconfig profiles for distribution via JAMF. I've had no problems until recently.I went to sign a mobileconfig like I always do I can get an error saying: errSecInternalComponentor I get this if I try to sign from the command line using the product sign command: productsign: error: Can't read input product archive /Users/myuser/Desktop/TEST.mobileconfigWhen I run this: security find-identity -vp macappstoreThis is the what is returned 1) 111111111111111111abcdefghijklmnop Developer ID Installer: My Name (blah0011112) (Missing required extension)In fact all of my developer ID certs return that (Missing required extension) message nowI assume this has something to do with my inability to sign mobileconfigs, but i'm totally stuck.I've created a whole new keychain, issued a new certificate, nothing works. Any ideas?
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1k
May ’20
pkg installer background disappears in Mojave dark mode
Our product uses an installer/.pkg file for distribution. The pkg has a branded background image.In Mojave Dark Mode, that background goes away and is replaced by the system default dark gray. I see this behavior in both our product and in the Python 3.7 installer (https://www.python.org/ftp/python/3.7.0/python-3.7.0-macosx10.9.pkg).Anybody know of a workaround to restore the background image in Dark Mode? Is there a new/undocumented key for the XML file?
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Aug ’18
Reply to When to notarize artifacts developed in different stages?
My general advice is that you sign and package your code from the inside out, and then notarise the final product. There are situations where it makes sense to deviate from that path, but in most cases it’s the best path forward. For general advice on signing and packaging, see: Creating distribution-signed code for macOS Packaging Mac software for distribution For lots of links to notarisation documentation, forums posts, and whatever, see Notarisation Resources. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Code Signing SubTopic: Notarization Tags:
May ’25
Notarizing a flat package?
Hi,I'm having some trouble notarizing a package with a single app bundle in it. The application is actually a binary that is run as a LaunchDaemon as root. Originally our package installer just deployed two Mach-O binaries (executable and a dylib) to a directory along with the LaunchDaemon plist.With notarization requiring an App Bundle, we've moved our two Mach-O binaries to the required App Bundle structure and successfully signed & notarized the App Bundle itself. A side note - we're not working with a typical Xcode setup. The binary is written in Rust and we're signing/notarizing manually with automation.However, now that I'm attempting to build the flat PKG installer with the App Bundle, we're failing notarization for a reason that doesn't really make sense. The error we're getting from the notarization service is:{ logFormatVersion: 1, jobId: 91ca9fc8-50b4-4008-b691-xxxxxxx, status: Invalid, statusSummary: Archive contains critical validation errors, statusCode: 4000, arch
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5.5k
Apr ’19
Xcode and Supabase Package
Hi All, I'll start by saying i am complete beginner when it comes to coding/ developing. So please be easy on me, im also using AI tools to help and learn so apologies if what im saying doesnt make sense. The error im getting is /Services/SupabaseManager.swift:47:29 Cannot find 'GlobalOptions' in scope From AI tells me 'GlobalOptions' is defined a types.swift file in the supabase package public struct GlobalOptions: Sendable { /// Optional headers for initializing the client, it will be passed down to all sub-clients. public let headers: [String: String] /// A session to use for making requests, defaults to `URLSession.shared`. public let session: URLSession /// The logger to use across all Supabase sub-packages. public let logger: (any SupabaseLogger)? public init( headers: [String: String] = [:], session: URLSession = .shared, logger: (any SupabaseLogger)? = nil ) { self.headers = headers self.session = session self.logger = logger } } From what i can see i have added the supabase package
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Apr ’25