A month ago I joined a team and cloned the project from git, and when building the project in Xcode 13 (which I had recently installed) I ran into build issues: I reviewed my integration with git (ssh keys) and after I ran File>Packages>Reset Package Caches everything started working. Not sure whether the package cache reset fixed it, but all is good. Until I just got my new 16 M1 MacBook pro. I did a time machine backup, restored to the new machine, and the same problem is back. Except that I can't get past the issue. The other Xcode source functions work (fetch, change branch, etc.) but no luck with authenticating to pull the packages. I don't consider myself a git guru - I prefer to use GitHub Desktop over the command line, but I use the command line when I need to. In Xcode File>Preferences>Accounts the GitHub account is set up there. So what am I missing? Any help appreciated.
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I have a custom localisation function in my project that enforces the inclusion of the bundle parameter (specifically so that Swift packages are forced to include the Bundle.module value). While migrating to String Catalogs, I noticed that my custom localisation function wasn't being recognised by the automatic extraction that the Swift compiler is doing, but only in my Swift package targets. Is there a way to set something like LOCALIZED_STRING_MACRO_NAMES in Swift Packages?
Previous to the notarization requirement, we were able to offer custom downloadable packages (.pkg files) to our customers. This package could include extra information like accountIds or a different subset of the software and such so that when installed the software would be associated with the customers account automatically and have the correct features installed.We did this by modifying the install scripts and repackaging on the fly then resigning. All of this was done on a linux machine because Apple does not have much support to legally/easily license osx in the cloud.Now with catalina, and the additional notarization requirement, we could still modify install scripts and resign, but we are unable to notarize the new package for two reasons:1. It takes a long time and will fail peroidically.2. We cannot run the notarization and staple from the cloud anyway (without licensing trouble).My question is this:Is there a Apple recommended method to provide custom packages
I'm building a package for my custom fonts. But not be able to register custom .ttf file in a Swift Package. Any recommendations for this?
I am running into an issue mainly on my CI, but the issue is present either way. I have a project with multiple Swift Packages as dependancies, most are remote but i have a couple that are local swift packages. On first load of xcode, it will fail to fetch the local packages, if i keep xcode open, around 10 minutes later, it will automatically try and fetch the packages but this time will succeed. Has anybody had this issue? Apart from deploying these packages remotely, is there any other solutions? xcode 13, 13.1, 13.2 all tried and have the same behaviour. Thanks!
Issue was answered here: https://stackoverflow.com/questions/47644270/xcode-9-2-upload-to-app-store-fails-with-description-length-and-invalid-toolchai/47651392Right-Click on the archive file (.xcarchive) > Show Package Contents > Products > Applications > Right-Click on the app file > Show Package Contents > Double-Click on Info.plist to edit it Change value of DTXcodeBuild from 9C40b to 9C40 Re-submit and it will work
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
I want to use the GameKit package for my Unity project. But how do I do that? Is the GameKit plugin already available from today? Where can I find it? I can only spot that at minute 02:02 from the video tutorial session Reach new players with Game Center dashboard, there is the Package Manager window from Unity with Apple.GameKit installed from com.apple.gamekit-1.0.0.tgz but I can't find the package with this name on the web.
Topic:
Graphics & Games
SubTopic:
GameKit
Tags:
GameKit
WWDC22 Support
Apple Unity Plug-Ins
wwdc2022-10064
altool is not involved in provisioning profiles; it just uploads whatever you given it. If there’s a profile missing then that’s related to the way that your app is built. How are you creating the installer package (.pkg) that you pass to altool? Using Distribute App > App Store Connect > Export in the Xcode organiser? Or using xcodebuild? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic:
App Store Distribution & Marketing
SubTopic:
General
Tags:
Hello,I successfully codesigned my app and it was accepted by notarization service. Then I created a package using pkgbuild / an app called packages and codesigned it using Installer identity. The installer works fine.I'm now trying to notarize the .pkg file but no success. It always returns invalid status with this error:severityerrorcodenullpath<package internal path>.pkg Contents/Payload/Contents/MacOS/<executable>messageThe signature of the binary is invalid.docUrlnullarchitecturex86_64(I replaced real paths above).It's an Unity app, so I don't place random scripts in random places.If I made a .dmg installer with these files, the .dmg is accepted by notarization serviceHowever, when the application is installed, both codesign and spctl return OK status. I use XCode 11.3.1. on macOS 10.14.6.Any suggestions how to fix this problem?
Was your app uploaded before or after August 20, 2015?Prior to that date, there was an issue for apps that use the CloudKit container environment set to Development instead of Production; the issue was caused by a missing validation in iTunes Connect for apps not built and uploaded with Xcode, or where “Development” was inadvertently selected when exporting the archive from Xcode.The missing validation was corrected on August 20, and apps uploaded after that date would not pass validation until they were updated to add the “Production” value to the com.apple.developer.icloud-container-environment” entitlement (or to add that entitlement if it missing completely).The current impact on your users depends on what your app does with CloudKit:If the app uses CloudKit to get a stable user identifier, there should be no impact to your app: the identifiers for a given user are identical between Production and Development containers, so it will remain unchanged aft
Topic:
App & System Services
SubTopic:
iCloud & Data
Tags:
I made a pkg install my APP but failed to install to other macbooks because of digital signature invalid warning : Signed.pkg can't be installed because its digital signture is invalid. I signed again,but failed to install again with same warning. bogon:Desktop tanhuang$ productsign --timestamp --sign Developer ID Installer: Tan Huang (NGMD5RC85D) HuionDriver.pkg Signed.pkgproductsign: using timestamp authority for signatureproductsign: signing product with identity Developer ID Installer: Tan Huang (NGMD5RC85D) from keychain /Users/tanhuang/Library/Keychains/login.keychain-dbproductsign: adding certificate Developer ID Certification Authorityproductsign: adding certificate Apple Root CAproductsign: Wrote signed product archive to Signed.pkgbogon:Desktop tanhuang$ codesign -dvvv Signed.pkgSigned.pkg: code object is not signed at allbogon:Desktop tanhuang$ spctl --assess -v Signed.pkgSigned.pkg: rejectedsource=no usable signaturebogon:Desktop tanhuang$ spctl --assess -v --type instal
I have created my own SPM through File -> New -> Package Package.swift looks like: // swift-tools-version: 5.10 // The swift-tools-version declares the minimum version of Swift required to build this package. import PackageDescription let package = Package( name: MyPackage, platforms: [.iOS(.v16), .macCatalyst(.v16), .macOS(.v14)], products: [.library(name: MyPackage, targets: [MyPackage]),], dependencies: [ .package(path: ../external-package) ], targets: [ .target(name: MyPackage, path: Sources), .testTarget(name: MyPackageTests, dependencies: [MyPackage]), ] ) When I run swift build the error says: '.../MyPackage/.build/arm64-apple-macosx/debug/external-package.build/external-package-Swift.h' not found and surely, when I go to directory: .../MyPackage/.build/arm64-apple-macosx/debug/external-package.build/ there are only 2 files in there: module.modulemap & output-file-map.json All source files from external-package a
Somehow i have fixed it myself.It is just a message logs at console. It won't crash or warn you. But whenever you try profiling through instruments, the app gets crash the moment you receive this message. So,Follow these steps to resolve:1. Go to products group in your project file navigator and select your product then choose show in finder2. Select your product-name.app and then choose show package contents3. Now you will see your proudct-name.momd folder. Open it there you will see your product-name.omo4. Delete that and run the project again5. And it works you won't see any log message in the console nowMake sure you are not deleting any .mom files
Topic:
App & System Services
SubTopic:
iCloud & Data
Tags:
I've been trying all morning to get a trivial Swift package (local) working. I'm using macOS 11.2 with Xcode 12.4 on an iMac Pro. In all cases, I'm left with a compile error of Module 'MyPackage' has no member named 'some symbol'. Setup: Simple iOS single view app. Swift package with a simple Utility class with a static func named doWork that just prints a message. I've of course imported my package in the app's file where I need to use the utility function. What I've tried... Created a standalone Swift Package first. Then, the app project and dragged the Swift Package into it. As above but with a workspace instead of a project. Started with just an app project. Created my Utility.swift file in that project. Then, created the Swift package and dragged that Utility.swift file into the package's main source folder. This is basically what is demoed in Creating Swift Packages (WWDC 2019). During the first part showing how to create a local package
Hello, I've made all the steps as the author did and I do not get any products. I'm using react-native with expo-in-app-purchases package. Product IDs from App Store Connect are 1000credits, 2200credits and 6000credits. ... const { responseCode, results } = await InAppPurchases.getProductsAsync(['1000credits', '2200credits', '6000credits']) console.log(responseCode, responseCode); console.log(results, results); ... responseCode: 0 results: [ ] I tried to enter products using bundle identifier com.xxx.1000credits or com.xxx.xxx.1000credits as well and I have the same problem.
Topic:
App & System Services
SubTopic:
StoreKit
Tags: