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Reply to How Can I get past "You'll receive an email soon."
Given that you wrote “Created 6d” (6 days ago) and you paid successfully — you are probably still within a “normal but slow” window. I wouldn’t panic yet, but I’d allow maybe up to 7–10 business days. Waiting a bit more is reasonable. Meanwhile you can test your iPhone apps with just Xcode/Apple ID — but full distribution features rely on activation, which may take some days or require manual verification.
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Reply to How to create a dylib for iOS project?
[quote='808473021, raunits, /thread/808473, /profile/raunits'] we need to wrap them in a framework [/quote] Right. And there’s no built-in support for that. There are a couple of paths you might take here: Wrap it yourself. Use a mergeable library. The first option is obvious, but surprisingly tricky. You have to manually create a .framework wrapper around your dynamic library. The tricky part [1] is in crafting the correct Info.plist. I generally recommend that you create a test framework using Xcode and then crib the on-disk structure from that. Alternatively, you could update the build process for that “independent codebase” to create a mergeable library. You can then create a framework within your own app and merge that mergeable library into it. IMPORTANT Do this for each of the platforms you support, and remember that the device and the simulator are different platforms. Your best option here is to do it separately for each platform, and then merge it all together into one XCFramework. Finally,
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How to create a dylib for iOS project?
I want to create a dynamic library for my iOS project, which would be loaded at runtime. In Xcode, there are templates available for creating a static/dynamic lib for MacOS. But under the iOS tab, there is only a static library template. So, I used the static library template and in its build settings I changed the Mach-O type to dynamic library. Now after building it, I use the file command on the generated file and it tells me it is a dynamic lib. But the generated file still has .a extension, which is usually for static libs. I'm aware we can tell Xcode in build settings to change the .a extension to something else, say .dylib but this seems like a hacky way to create a dynamic library. What is the correct way? I am aware that standalone dylibs are not supported on iOS, and we need to wrap them in a framework. For my use case, the framework will literally be a wrapper, it won't have any source files of its own. It should only contain the dynamic lib generated from some independent codebas
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Issue with iOS group entitlements being recognized
I am making an iOS step counting app and I have included a widget in the design. I would like to get the widget to pull data from the main app to display step count etc so I created a bundle id for the widget and have been trying to use a group id to link them together. The group capabilities for both seem to be set up/enabled properly with the same App Groups id, but I've been getting an error in xcode which says, 'Provisioning Profile: BUNDLE_ID doesn't include the com.apple.developer.security.application-groups entitlement.' Try Again But the identifiers do have the App Group id enabled. I have tried automatic signing, manual signing with generated profiles, unchecking and rechecking auto-signing, removing and re-adding the group capability. Creating a new bundle id from scratch, creating a new group id from scratch. Always I get the error. I've really pulled my hair out troubleshooting this and would appreciate support. I'm happy to answer and questions or share details. Thank you.
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Reply to Issue with iOS group entitlements being recognized
You definitely want to use automatic code signing for this stuff (-: Try this: In Signing & Capabilities, enable automatic code signing on both targets. Then remove the App Groups capability from each target. Select a real device as a run destination and choose Product > Build. I’d expect that to work (-: Back in Signing & Capabilities, add the App Groups capability to the app target. And enable the relevant group from the list shown by that capability. Try building again. Repeat steps 4 through 6 for the widget target. How far do you get? And if things fail, what error do you see? Also, what version of Xcode are you using? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Reply to Is there a way for two users to make development builds on separate accounts for one app?
Try this: Using Xcode, create a new project from one of the iOS > App template. During the creation process, select your team, that is, the team that the app was transferred to. And enter the bundled ID of that transferred app. Build that for the device (so not the simulator). Does that work? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Electron app notarization fails "invalid signature" - local codesign passes
Unable to notarize Electron-based application. All notarization attempts fail with The signature of the binary is invalid for main executable and Electron Framework, despite passing local codesign verification. ENVIRONMENT: macOS: 24.6.0 (Sequoia) Hardware: Apple M4 Max (arm64) electron-builder: 26.0.12 Electron: 36.9.5 (also tested 37.10.2, 38.2.0) Certificate: Developer ID Application: AS LIVE MEDIA SP Z O O Team ID: 2KJ532SU3G Certificate validity: Oct 7 2025 - Oct 8 2030 PROBLEM: Every notarization submission fails with identical error for two binaries: Contents/MacOS/PresentClic Desktop Contents/Frameworks/Electron Framework.framework/Versions/A/Electron Framework Error message: The signature of the binary is invalid. Architectures affected: Both x86_64 and arm64 CRITICAL CONTRADICTION: ✅ Local verification PASSES: $ codesign --verify --deep --strict PresentClic Desktop.app Result: valid on disk, satisfies Designated Requirement ❌ Apple notarization service FAILS: Error: The signature of the binary is in
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Archive Fails: Conflict with Existing KEXT Developer ID Certificate
Hi everyone, We're trying to prepare a DriverKit App for a client test, and we've run into an unavoidable signing conflict that seems to be caused by the Xcode Archive process itself. Background & Environment: Environment: macOS 15.6.1, Xcode 16.4 Our project consists of a main App Target and a DEXT Target. Both the Debug and Release configurations for both targets are set to Xcode's default: Automatically manage signing. Our developer account holds a valid, active Developer ID Application (With Kext) certificate, which we use for signing our legacy KEXT. The Action That Triggers Failure: From this clean state, we execute Product -> Archive. The Archive process fails during the signing validation phase and presents the following three errors, completely halting the process: There is a problem with the request entity - You already have a current Developer ID Application Managed (With Kext) certificate... No profiles for 'com.company.Acxxx.driver' were found... No profiles for
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Reply to Archive Fails: Conflict with Existing KEXT Developer ID Certificate
I’m glad to hear you get this sorted out. And thanks for posting your solution. [quote='867546022, charles.cc, /thread/807467?answerId=867546022#867546022, /profile/charles.cc'] Do not attempt to configure the Distribution Profile directly in Xcode’s Target settings [/quote] Right. [quote='867546022, charles.cc, /thread/807467?answerId=867546022#867546022, /profile/charles.cc'] only swap in the Distribution Certificates (Manual) during the Organizer Distribution phase. [/quote] Right. When using the Xcode organiser’s distribution workflows, you want the Xcode archive to be Development signed. Anything else is pointless — because when you distribute from the organiser it’s going to overwrite the signature — and a potential source of confusion. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Flutter iOS Widget Extension – CodeSign Failed (ActivityKit entitlement missing, cannot enable in Identifiers)
Hello everyone, I am developing a Flutter iOS application that includes a Widget Extension + Live Activity (ActivityKit). The project runs successfully on the iOS simulator when launched directly from Xcode, but it cannot be signed properly via Flutter and I cannot upload the build to App Store Connect due to the following CodeSign error: Command CodeSign failed with a nonzero exit code Provisioning profile … doesn't include the entitlement: com.apple.developer.activitykit.allow-third-party-activity This error never goes away no matter what I try. And the main problem is that my App ID does NOT show any ActivityKit or Live Activity capability in the Apple Developer portal → Identifiers → App ID. So I cannot enable it manually. However: Xcode requires this entitlement Flutter requires this entitlement When I add the entitlement manually in the .entitlements file, Xcode says: “This entitlement must be enabled in your Developer account. It cannot be added manually.” So I am stuck in a
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FSKit removeItem Not Being Called - Volume Operations Issue
I'm developing a custom file system using FSKit. After testing some example projects on github and have encountered an issue where the removeItem(_:named:fromDirectory:) method in my FSVolume.Operations implementation is not being invoked when attempting to delete files or directories through Finder or the command line. Environment: macOS: macOS 26.1 Xcode: 16.2 / 17A400 Sample Project: https://github.com/KhaosT/FSKitSample https://github.com/debox-network/FSKitBridge My volume implements the required FSVolume.Operations protocol with the following removeItem implementation: func removeItem( _ item: FSItem, named name: FSFileName, fromDirectory directory: FSItem ) async throws { logger.info(remove: (name)) if let item = item as? MyFSItem, let directory = directory as? MyFSItem { directory.removeItem(item) } else { throw fs_errorForPOSIXError(POSIXError.EIO.rawValue) } } Steps to Reproduce: Mount the custom FSKit-based file system Create files using Finder or terminal (works correctly - createItem is
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Title: Push notifications not working on iOS – aps-environment missing in signed app with manual Codemagic signing
Hi everyone, I’m having trouble getting remote push notifications working on iOS for a production Flutter app, and it looks like it’s related to the provisioning profile / entitlements used during signing. Context Platform: Flutter Push provider: OneSignal (backend is Supabase; Android push works fine) CI: Codemagic Target: iOS TestFlight / App Store builds I’m on Windows, so I cannot open Xcode locally. All iOS builds happen via Codemagic. Capabilities / entitlements In the Apple Developer portal, my App ID for com.zachspizza.app has: Push Notifications capability enabled A separate Broadcast capability is listed but currently not checked. In my repo, ios/Runner/Runner.entitlements contains: xml aps-environment production So the project is clearly requesting the push entitlement. Codemagic signing setup For my App Store workflow (ios_appstore_release in codemagic.yaml ): I use a combination of manual and automatic signing: Environment variables can provide: P12_BASE64 + P12_PASSWORD (distribution ce
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Failed to retrieve development teams for
Hey everyone, after signing in to my Apple Account in Xcode and I click on it, I keep getting the Failed to retrieve development teams for xyz. I have a developer account (Individuals), however not paid one yet as I'm not that close to finish my app. I'm using the latest version of everything, signed out and back in multiple times from my accounts. Any idea why this is happening and how to fix it?
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