The steps followed were: Signed the .app Notarized the .app inside a .zip Unpacked the .zip Stapled the .app Created a package using Packages Sign the package Notarize the package (both as .pkg and .zip) The result of the final step always comes out to: { tlogFormatVersion: 1, tstatus: Invalid, tstatusSummary: Archive contains critical validation errors, tstatusCode: 4000, tissues: [ tt{ tttseverity: error, tttcode: null, tttpath: App_Signed.pkg.zip/App Signed.pkg/App.pkg Contents/Payload/Applications/App.app/Contents/MacOS/App, tttmessage: The signature of the binary is invalid., tttdocUrl: null, tttarchitecture: x86_64 tt} t] } I read a number of forum posts and guides and this seems to take a hold of all the requirements. Did I miss something?
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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:
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
Topic:
App Store Distribution & Marketing
SubTopic:
General
Tags:
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:
Can anyone think of anything I have missed which would cause Xcode to continue packaging it as an appex rather than a sysex? Are you signing your container app with this entitlement: com.apple.developer.system-extension.install Are you using the OSSystemExtensionRequest API to install your Network System Extension?
Topic:
Code Signing
SubTopic:
Entitlements
Tags:
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?
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:
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.
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
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?
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
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
What is the archive size in the Finder?If you unpack it:- what is the binary size inside?- what is the remaining re-zipped package size without the binary?Maybe I'm missing it, but I don't see a shipped quotient via Xcode.
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
Tags:
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:
Assume you have a working swift package that previews a view see the following question on how to achieve that (https://developer.apple.com/forums/thread/651547?login=true&page=1#617372022). Note make sure your view is in the root folder of the package or live previews will not work. Add a dependency to the package. Example shown below The Problem Currently when you add a swift package manager dependency to a swift package in which you want to view a live preview you receive the following error: The Question How do you view live previews of a SwiftUI view in Xcode 12 Swift Package assuming you have a newly created swift package with another swift package as a dependency? Note: This may be a bug on Apple's part and if I do not see a response in a few days will file a bug report in feedback assistant. Live Preview Diagnostics: build aborted due to an internal error: planningFailed(multiple configured targets of 'SwiftyStoreKit' are bein