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Subscribe button does nothing in App Review, but In
Hello, My app MyCourses (bundle id: com.ahmedbaqer.mycourses) was rejected under Guideline 2.1 because No action followed when we tapped the button to subscribe to a course on iPadOS 26.1. When I run the same code (version 1.0.0 (11)) from Xcode on a real device using a StoreKit configuration file (In App Purchase.storekit), the purchase flow works correctly: When I tap the Subscribe via Apple button, the App Store purchase sheet appears. The purchase completes successfully and unlocks the course. I use the in_app_purchase Flutter plugin and queryProductDetails to load products. However, when I install the build via TestFlight (and in App Review), tapping the same Subscribe via Apple button does nothing – which matches the behavior described by App Review. From my logs it looks like queryProductDetails is returning an empty productDetails list in that environment. For In‑App Purchases: I created 7 non‑consumable products in App Store Connect. Their Product IDs exactly match the IDs in my In App Purch
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Reply to Container Failing to Initialize After a Successful Migration & Initialization
[quote='808442021, totallyGeneric, /thread/808442, /profile/totallyGeneric'] I have cleared all data associated with all previews multiple times [/quote] Hi, Sorry to hear you are having trouble. You mentioned you've cleared the data, but not how. I'd expect the migration/schema issue to go away for previews if you cleared out your apps data container in the processes used by previews. For iOS, watchOS, tvOS and visionOS previews the easiest way to do so would be to run xcrun simctl --set previews delete all. Could you give that a try and see if you see any improvements on the xcode previews side of things?
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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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Unable to Generate .ipa for .NET MAUI iOS App – Codesign Fails With “unable to build chain to self-signed root”
Hi everyone, I am trying to generate an .ipa file for my .NET MAUI (net9.0-ios) application, but every attempt fails with the same codesigning error. I have tried multiple approaches, including building from Windows paired to macOS, and directly building through the macOS terminal, but nothing is working. Below are the exact steps I followed: Steps I Performed Generated the Apple Development certificate using Keychain Access on macOS. Added that certificate into my developer account and created the corresponding provisioning profile. Created an App ID, attached the App ID to the provisioning profile, and downloaded it. Added the provisioning profile into Xcode. Verified that the certificate is correctly visible in Keychain Access (private key available). Attempted to build/publish the MAUI app to generate the .ipa file. Issue Whenever I run the publish command or build via Windows/macOS, codesigning fails with the following error: /usr/bin/codesign exited with code 1: Frameworks/libSkiaSharp.framewor
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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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Alternatives to exports file for using Xcode frameworks in iOS
Hi, I have an iOS project with the following app targets: main iOS application a notification service extension 5 static libs containing some swift files with public methods 1 dynamic framework with above static libs as dependencies. The framework only contains 2 files - a default .h file and 1 .exp file. This exports file contains mangled-names of all the public methods that are exposed by the 5 static libs present as framework's dependencies. I obtained these symbols using the nm command for each static lib. The main iOS app target has 2 dependencies - the framework and the notification extension. The notification extension only depends on the framework. This setup works perfectly fine. I wanted to understand: If using the exports file is the only way to make this setup work? If not, what else can I do? What way does Apple recommend? According to my requirements, I only need at-most 2-3 functions to be exposed by the framework - thus using a exports file just for that seems to bug me. Thank you.
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Reply to Unable to upload an app with ExtensionFoundation
Thank you so much for the detailed, step-by-step instructions. I have now also uploaded a build to the AppStore, with an in-app extension. The key step that I had missed in my previous attempts is number 3 on your list: remove the Info.plist for the Extension that was generated by Xcode (and probably number 4, delete the INFOPLIST_FILE in build Settings). The extension is not yet doing what I want it to, but that's another problem. I can upload, so it's worth pursuing this line of work.
Topic: App & System Services SubTopic: General Tags:
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Reply to UIToolbar + liquid glass = autolayout warnings?
I'm using the current version of XCode from the App Store (Version 26.1.1 (17B100)). I set translatesAutoresizingMaskIntoConstraints to false on everything in sight and it has no effect on this debug pane spam. I appreciate your suggestion to just use Auto Layout, but I have a large project that does a ton of explicit layout that has been working great for many years now. I don't like the idea that I might have to rewrite huge amounts of code because Apple is trying to strong-arm me into using Auto Layout.
Topic: UI Frameworks SubTopic: UIKit Tags:
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Container Failing to Initialize After a Successful Migration & Initialization
I'm experiencing the following error with my SwiftData container when running a build: Code=134504 Cannot use staged migration with an unknown model version. Code Structure - Summary I am using a versionedSchema to store multiple models in SwiftData. I started experiencing this issue when adding two new models in the newest Schema version. Starting from the current public version, V4.4.6, there are two migrations. Migration Summary The first migration is to V4.4.7. This is a lightweight migration removing one attribute from one of the models. This was tested and worked successfully. The second migration is to V5.0.0. This is a custom migration adding two new models, and instantiating instances of the two new models based on data from instances of the existing models. In the initial testing of this version, no issues were observed. Issue and Steps to Reproduce Reproduction of issue: Starting from a fresh build of the publicly released V4.4.6, I run a new build that contains both Schema Versions (V4.4.7 and V5.
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Unable to Generate .ipa for .NET MAUI iOS App – Codesign Fails With “unable to build chain to self-signed root”
Hi everyone, I am trying to generate an .ipa file for my .NET MAUI (net9.0-ios) application, but every attempt fails with the same codesigning error. I have tried multiple approaches, including building from Windows paired to macOS, and directly building through the macOS terminal, but nothing is working. Below are the exact steps I followed: Steps I Performed 1.>Generated the Apple Development certificate using Keychain Access on macOS. 2.>Added that certificate into my developer account and created the corresponding provisioning profile. 3.>Created an App ID, attached the App ID to the provisioning profile, and downloaded it. 4.>Added the provisioning profile into Xcode. Verified that the certificate is correctly visible in Keychain Access (private key available). Attempted to build/publish the MAUI app to generate the .ipa file. Issue Whenever I run the publish command or build via Windows/macOS, codesigning fails with the following error: /usr/bin/codesign exited with code 1: Framewor
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Reply to Archive Fails: Conflict with Existing KEXT Developer ID Certificate
Hi everyone, After extensive testing and verification, we have finally resolved the persistent DriverKit archiving and signing errors. The core issue lies in the fact that Xcode enforces distinctly different certificate requirements for DriverKit targets during the Build Phase versus the Distribution Phase. We are sharing our successful experience to help other developers facing the same trap. 💡 Core Conclusion Do not attempt to configure the Distribution Profile directly in Xcode’s Target settings, as this will cause the build to fail. The correct workflow is: Use Development Certificates (Auto) during the Build/Archive phase, and only swap in the Distribution Certificates (Manual) during the Organizer Distribution phase. 🔍 Root Cause Analysis The DriverKit Linker mandates linking against the Development SDK during the build phase. If you force a manual Distribution Profile in Xcode’s Signing & Capabilities tab, Xcode will fail because it cannot find a matching devel
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Project Overhaul: Can a New Xcode Project Upload to an Existing App ID?
Hello everyone, I'm currently developing an iOS application and have a question regarding project architecture changes and App Store Connect submissions. My app is already uploaded to App Store Connect and is being used for internal testing via TestFlight. During development, I've realized my initial project architecture is flawed and unsustainable. The Problem and Proposed Solution I've decided the best approach is to completely redevelop the app from scratch using a new, clean Xcode project that implements a better architecture (e.g., MVVM, Clean Architecture). The Core Question If I create a brand new Xcode project for the redeveloped app, can I: Use the same Bundle Identifier (com.mycompany.myapp) in the new project? Successfully archive and upload the build from this new Xcode project to the existing app on App Store Connect? In essence, does App Store Connect require the new build to originate from the same Xcode project structure as the previous builds, or does it on
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How to stop Xcode for sending me reminders about Coding Intelligence?
Once in a while I get from Xcode a reminder to test Coding Intelligence. I am today not interested in Coding Intelligence and it's unlikely that I will be in the future. Therefore, I would like to get rid of these for me useless reminders to activate Coding Intelligence. I have not found anywhere anything for doing so. Or do I get rid of the reminders when activating it and deactivating it immediately again (if this is possible)?
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VisionOS Spatial Accessory inputs help
The “explore spatial accessory input on visionOS” presentation from WDC25 interests me. I bought both the MUSE Logitech stylus and the PS VR2 sense controllers to try out with the sculpting app presented by the author, engineer Amanda Han. Unfortunately the app itself was not included. Could the app be made available for downloading as well as the Xcode project? I appreciate any assistance the author and your team could provide. Thank you.
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