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“missing package product”

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Notarizing a packaged app invalid signature
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?
2
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579
Jan ’21
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
3
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2.4k
Jul ’20
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
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.
7
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1.0.0k
Jun ’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
Using consumable in app product for multiple products
We have an app where people can buy guides and guides in bundles. They pay x for a single guide and y for a bundle. x always has the same price and so does y.We have over 300 guides and over 100 bundles. When a user purchases a product we store this transaction in our own database because the user can also login to our website and android app. Is it possible to use a consumable product to buy a bundle? So a person buys a consumable product (guide), when we get success we store the purchase in our database and then consume the product.
0
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672
Apr ’18
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
1
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976
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
2
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228
Jul ’25
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?
5
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4k
Aug ’18
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?
2
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1.1k
May ’20
Notarizing a packaged app invalid signature
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?
Replies
2
Boosts
0
Views
579
Activity
Jan ’21
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
Replies
3
Boosts
0
Views
2.4k
Activity
Jul ’20
Reply to Apple TV Developer Kit - Missing cable?
Really, I wonder why you wonder?Shipping pre-packaged product is a complex process. We'll never know why you scored. It's not like they did a background check on you and cherry picked the kit with your name on it, afterall 🙂
Topic: App & System Services SubTopic: Core OS Tags:
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Activity
Oct ’15
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
Replies
Boosts
Views
Activity
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:
Replies
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Views
Activity
Jun ’22
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.
Replies
7
Boosts
0
Views
1.0.0k
Activity
Jun ’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:
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Views
Activity
Apr ’24
Reply to Current bundle does not have a SystemExtensions directory
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:
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Views
Activity
Jul ’22
Using consumable in app product for multiple products
We have an app where people can buy guides and guides in bundles. They pay x for a single guide and y for a bundle. x always has the same price and so does y.We have over 300 guides and over 100 bundles. When a user purchases a product we store this transaction in our own database because the user can also login to our website and android app. Is it possible to use a consumable product to buy a bundle? So a person buys a consumable product (guide), when we get success we store the purchase in our database and then consume the product.
Replies
0
Boosts
0
Views
672
Activity
Apr ’18
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:
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Views
Activity
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
Replies
1
Boosts
0
Views
976
Activity
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
Replies
2
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0
Views
228
Activity
Jul ’25
Reply to Apple TV - How can I know my app bundle size?
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.
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Activity
Oct ’15
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?
Replies
5
Boosts
0
Views
4k
Activity
Aug ’18
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?
Replies
2
Boosts
0
Views
1.1k
Activity
May ’20