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“missing package product”

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Not able to create package file
I am trying to create installer package for Mac using productbuild and pkgbuild . while installing everything looks good but .app file is not getting copied to install-location. Commands: /usr/bin/pkgbuild --install-location /Applications/MyAppFolder --identifier com.xxx.xxx --component Content/MyApp.app --scripts Script --version 1.0.1 Build/MyPackage.pkg In the above command, I have copied signed .app file in the content folder all my scripts in scripts folder. I tried using root arg too. While using root, all the other files available in the Content folder are getting copied at the install-location but not the .app file. /usr/bin/pkgbuild --install-location /Applications/MyAppFolder --identifier com.xxx.xxx --root Content --scripts Script --version 1.0.1 Build/MyPackage.pkg I tried using productbuild command too but no luck. App file is missing post install. /usr/bin/productbuild --identifier com.xxx.xxx --package Build/MyPackage.pkg Final/MyPackage.pkg
1
0
1.1k
Jul ’23
Reply to Unable to rename the Swift Playground or add an icon when package dependencies is imported
I was able to reproduce the behavior you described, and I recommend you submit a bug via Feedback Assistant, and make sure to reply with the feedback's ID on this thread for reference. You may also link this thread on your feedback. Some details about this bug Swift Playgrounds are a superset of swiftpm (the Swift Package format), and they have a Package.swift` settings file that you may access via clicking on Show Package Contents option in Finder: This file includes all your App Playground's settings and used packages. Here's how it looks on a functional app, with the same package you were using: // swift-tools-version: 5.9 // WARNING: // This file is automatically generated. // Do not edit it by hand because the contents will be replaced. import PackageDescription import AppleProductTypes let package = Package( name: My App, platforms: [ .iOS(18.1) ], products: [ .iOSApplication( name: My App, targets: [AppModule], displayVersion: 1.0, bundleVe
Feb ’25
Swift Package Manager, target based dependency
I wonder if its possible to get target based dependency using Swift Package Manager without Xcode resolving all dependency in package. I have a package like this: // swift-tools-version:5.3 // The swift-tools-version declares the minimum version of Swift required to build this package. import PackageDescription let package = Package( name: ReCaptcha, platforms: [ .iOS(.v9) ], products: [ .library( name: ReCaptcha, targets: [ReCaptcha]), .library( name: ReCaptchaRx, targets: [ReCaptchaRx]) ], dependencies: [ .package(url: https://github.com/ReactiveX/RxSwift.git, from: 6.0.0), .package(url: https://github.com/JakubMazur/AppSwizzle.git, from: 1.3.2), ], targets: [ .target( name: ReCaptcha, dependencies: [], path: ReCaptcha/Classes, exclude: [Rx], linkerSettings: [ .linkedFramework(UIKit) ] ), .target( name: ReCaptchaRx, dependencies: [ ReCaptcha, .product(name: RxSwift, package: RxSwift) ], path: ReCaptcha/Classes
0
0
3.1k
Jul ’21
SPC can't load packages from git
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.
1
0
469
Dec ’21
LOCALIZED_STRING_MACRO_NAMES for Swift package targets?
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?
1
0
895
Jul ’24
Providing custom packages for customers
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
9
0
2k
Sep ’19
Swift Package Manager not building external dependencies correctly
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
1
0
924
Aug ’24
Xcode package resolution issue
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!
0
0
658
Nov ’21
Reply to Selling IAP consumables using price tiers above 60
You can work around this by selling multiple packages of consumables. For example, have a consumable at tier 60 (with 100 units) and another consumable at a discount of tier 40 (also with 100 units) (for example) but the second package is not usually offered for sale. Tell the user that if they want to purchase 100 units it will cost tier 60. If they want to purchase 200 units then they can purchase the first 100 units and, for the next 24 hours, they will be able to purchase the next 100 units for tier 40 for a toal price of only tier 60 plus tier 40. For 24 hours after the first purchase show them the tier 40 product rather than the tier 60 product.
Nov ’16
Installing the Unity GameKit package
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.
1
0
4.0k
Jun ’22
Cannot notarize flat package
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?
3
0
595
Apr ’20
Reply to Selecting Provisioning Profile for MacOS app via command line
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
May ’22
Reply to Xcode 9.2 app uploading broken?
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
Dec ’17
Reply to Our app I was rejected, reason: Your app is primarily a book and is therefore not appropriate for the App Store.
If you don't like their rules, you are free to open your own online store and sell your products. Nobody can stop you. And you can be bitter for as many weeks and months as you want, thinking about how much money you have lost except that a stranger doesn't care. I would rather either accept a defeat and move on with my life or adjust the product such that it would be allowed into the store, examining similar products of others.
Feb ’24
Swift Package Issue
Hi, I am trying to install a swift package and I keep getting this error. Error When I install it any other way, I get this error: Error Any ideas on how to fix it?
Replies
4
Boosts
0
Views
2.0k
Activity
Aug ’21
Not able to create package file
I am trying to create installer package for Mac using productbuild and pkgbuild . while installing everything looks good but .app file is not getting copied to install-location. Commands: /usr/bin/pkgbuild --install-location /Applications/MyAppFolder --identifier com.xxx.xxx --component Content/MyApp.app --scripts Script --version 1.0.1 Build/MyPackage.pkg In the above command, I have copied signed .app file in the content folder all my scripts in scripts folder. I tried using root arg too. While using root, all the other files available in the Content folder are getting copied at the install-location but not the .app file. /usr/bin/pkgbuild --install-location /Applications/MyAppFolder --identifier com.xxx.xxx --root Content --scripts Script --version 1.0.1 Build/MyPackage.pkg I tried using productbuild command too but no luck. App file is missing post install. /usr/bin/productbuild --identifier com.xxx.xxx --package Build/MyPackage.pkg Final/MyPackage.pkg
Replies
1
Boosts
0
Views
1.1k
Activity
Jul ’23
Reply to Unable to rename the Swift Playground or add an icon when package dependencies is imported
I was able to reproduce the behavior you described, and I recommend you submit a bug via Feedback Assistant, and make sure to reply with the feedback's ID on this thread for reference. You may also link this thread on your feedback. Some details about this bug Swift Playgrounds are a superset of swiftpm (the Swift Package format), and they have a Package.swift` settings file that you may access via clicking on Show Package Contents option in Finder: This file includes all your App Playground's settings and used packages. Here's how it looks on a functional app, with the same package you were using: // swift-tools-version: 5.9 // WARNING: // This file is automatically generated. // Do not edit it by hand because the contents will be replaced. import PackageDescription import AppleProductTypes let package = Package( name: My App, platforms: [ .iOS(18.1) ], products: [ .iOSApplication( name: My App, targets: [AppModule], displayVersion: 1.0, bundleVe
Replies
Boosts
Views
Activity
Feb ’25
Swift Package Manager, target based dependency
I wonder if its possible to get target based dependency using Swift Package Manager without Xcode resolving all dependency in package. I have a package like this: // swift-tools-version:5.3 // The swift-tools-version declares the minimum version of Swift required to build this package. import PackageDescription let package = Package( name: ReCaptcha, platforms: [ .iOS(.v9) ], products: [ .library( name: ReCaptcha, targets: [ReCaptcha]), .library( name: ReCaptchaRx, targets: [ReCaptchaRx]) ], dependencies: [ .package(url: https://github.com/ReactiveX/RxSwift.git, from: 6.0.0), .package(url: https://github.com/JakubMazur/AppSwizzle.git, from: 1.3.2), ], targets: [ .target( name: ReCaptcha, dependencies: [], path: ReCaptcha/Classes, exclude: [Rx], linkerSettings: [ .linkedFramework(UIKit) ] ), .target( name: ReCaptchaRx, dependencies: [ ReCaptcha, .product(name: RxSwift, package: RxSwift) ], path: ReCaptcha/Classes
Replies
0
Boosts
0
Views
3.1k
Activity
Jul ’21
SPC can't load packages from git
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.
Replies
1
Boosts
0
Views
469
Activity
Dec ’21
LOCALIZED_STRING_MACRO_NAMES for Swift package targets?
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?
Replies
1
Boosts
0
Views
895
Activity
Jul ’24
Providing custom packages for customers
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
Replies
9
Boosts
0
Views
2k
Activity
Sep ’19
Swift Package Manager not building external dependencies correctly
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
Replies
1
Boosts
0
Views
924
Activity
Aug ’24
Xcode package resolution issue
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!
Replies
0
Boosts
0
Views
658
Activity
Nov ’21
Reply to Selling IAP consumables using price tiers above 60
You can work around this by selling multiple packages of consumables. For example, have a consumable at tier 60 (with 100 units) and another consumable at a discount of tier 40 (also with 100 units) (for example) but the second package is not usually offered for sale. Tell the user that if they want to purchase 100 units it will cost tier 60. If they want to purchase 200 units then they can purchase the first 100 units and, for the next 24 hours, they will be able to purchase the next 100 units for tier 40 for a toal price of only tier 60 plus tier 40. For 24 hours after the first purchase show them the tier 40 product rather than the tier 60 product.
Replies
Boosts
Views
Activity
Nov ’16
Installing the Unity GameKit package
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.
Replies
1
Boosts
0
Views
4.0k
Activity
Jun ’22
Cannot notarize flat package
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?
Replies
3
Boosts
0
Views
595
Activity
Apr ’20
Reply to Selecting Provisioning Profile for MacOS app via command line
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
Replies
Boosts
Views
Activity
May ’22
Reply to Xcode 9.2 app uploading broken?
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
Replies
Boosts
Views
Activity
Dec ’17
Reply to Our app I was rejected, reason: Your app is primarily a book and is therefore not appropriate for the App Store.
If you don't like their rules, you are free to open your own online store and sell your products. Nobody can stop you. And you can be bitter for as many weeks and months as you want, thinking about how much money you have lost except that a stranger doesn't care. I would rather either accept a defeat and move on with my life or adjust the product such that it would be allowed into the store, examining similar products of others.
Replies
Boosts
Views
Activity
Feb ’24