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“build disappears”

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Reply to Xcode Devices "Download Container" no longer works on latest Xcode 26.0 (24228) (Build 17A324)
I have same problem with Xcode 26.3 Bun on Xcode 16.4 - Download Container worked User Info: { DVTErrorCreationDateKey = 2026-03-11 14:49:00 +0000; NSURL = file:///Users/alexander/Developer/..../AppData/Library/SplashBoard/Snapshots/; } -- The specified file could not be transferred. Domain: com.apple.dt.CoreDeviceError Code: 7000 User Info: { NSURL = file:///Users/alexander/Developer/..../AppData/Library/SplashBoard/Snapshots/; } -- The request from the client is missing one or more required fields: A valid filename cannot end in a path separator character Domain: com.apple.dt.remoteservices.error Code: 11015 -- System Information macOS Version 15.7.4 (Build 24G517) Xcode 26.3 (24587) (Build 17C529) Timestamp: 2026-03-11T17:49:00+03:00
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Bridging Header doesn't seem to include my Swift class
I think have done everything by the book. I added a small Swift file to my Objective-C project. This is code in the project, not in a framework, so I did not use the public keyword: import Foundation @objc TestClass: NSObject { @objc init(){} } Adding this file prompted creating a bridging header and it should have added TestClass into it. I added the import to the Objective-C .m file. This didn't produce an error so the file must be there: #import SoftServePro-Bridging-Header.h I made a property for an instance of the class in the .h file: @property(nonatomic,strong) TestClass *test; I cleaned the project and did one compile for the precompiler to populate the bridging header. I have set Defines Module to Yes in Build Settings -> Packaging. I added a line in the .m code to create a TestClass: self.test=[[TestClass alloc]init]; And for my trouble I get the error message Now, this looks to me like TestClass is not in my bridging header because if it were it should know exactly what TestClass is, no
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TestFlight install fails with “The requested app is not available or doesn’t exist” after successful upload (Flutter app)
Hello, I’m facing an issue installing my app from TestFlight on a physical iPhone device. App & Environment App: Desi Charades Framework: Flutter Distribution: TestFlight Build status: Upload completed Device: iPhone 7+ iOS version: 15.6 Tester type: Internal Apple Developer Program: Paid account Issue Description After uploading a build successfully to App Store Connect and adding it to TestFlight, the app appears in TestFlight with the Install button. However, when I tap Install, I receive the following error on the device: “Could not install Desi Charades App. The requested app is not available or doesn’t exist.” The build is visible in TestFlight, but installation fails immediately. Upload Warnings During archive upload, App Store Connect shows the following warnings: Upload Symbols Failed The archive did not include a dSYM for: ffmpegkit.framework libavcodec.framework libavdevice.framework The app uses ffmpeg-kit (Flutter plugin), which ships precompiled frameworks. Steps A
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Reply to Initial stack construction
I've done a lot more work on this, and I have the impression that this is a bug in macOS, at least on 12 and 13 Intel. #include #include #include #include #include #include // used for debugging apple pointer issues, see // https://bugs.kde.org/show_bug.cgi?id=517304 #define DEBUG_ENV // On Darwin there's this secret fourth argument, 'apple'. // That's kind of like a cut down obfuscated version of auxv. // For the moment we only support the first entry, executable_path= int main(int argc, char *argv[], char *envp[], char *apple[]) { char *pargv = calloc((PATH_MAX+1), sizeof(char)), *pappl = calloc((PATH_MAX+1), sizeof(char)); int i; for (i = 0; envp[i]; i++) { #if defined(DEBUG_ENV) fprintf(stderr, apple-main-arg: i %d &envp[i] %p envp[i] %sn, i, &envp[i], envp[i]); #endif } #if defined(DEBUG_ENV) fprintf(stderr, 2 slots after envpn); fprintf(stderr, apple-main-arg: i %d &envp[i] %p envp[i] %sn, i, &envp[i], envp[i]); fprintf(stderr, apple-main-arg: i %d &envp[i] %p envp[i] %sn, i+1,
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Auto-renewable subscriptions stuck in "Waiting for Review" causing StoreKit products unavailable during App Review
Hi Apple Developer Forums, I am experiencing a repeated issue with auto-renewable subscriptions during App Review for my iOS app. The app uses RevenueCat for subscription management. The subscription products exist in App Store Connect and are correctly configured, but they remain in Waiting for Review. During App Review, the reviewer attempts to access the subscription paywall and receives an error stating that subscriptions are unavailable. This appears to happen because StoreKit cannot fetch the products while they are still waiting for review. This creates a loop: Subscriptions exist in App Store Connect and are in Waiting for Review App Review installs the app StoreKit cannot return the subscription products yet RevenueCat returns an offerings_fetch_failed error The reviewer sees subscriptions unavailable The app is rejected before the subscriptions are approved We have thoroughly verified the configuration: • Subscription group exists • All products are inside the group • Product IDs match exactly betwe
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Submitting an app and waiting time, what is the timeline for app reviewers? And other questions
Hello, Does app review depend on app reviewers availability? And holidays etc? IS there a maximum number of days that an app has to be reviewed before end of that period? In other words: if an app is posted, a review HAS TO HAPPEN before x days, is a rule (hopefully) or no? Once an an app has been reviewed once, and you send a new build (that addresses the fixes) for example you add the sign in with Apple if you forgot to add it next to sign in with another method, does the second round of review have to be done by the SAME REVIEWER first time or can it be done by a second reviewer? I have posted and have been waiting since 5 days now (since 5 march) Are we allowed to post many apps at once? I mean as a developer I can take time working in multiple apps, then suddenly deciding to publish them all, that is okay right? Are their limitation or expected published flow to have? Once an app has been approved and published, will the waiting times for updates (new versions of the app) reviews smaller hopeful
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Latest Beta Version Breaks Xcode Testing Builds on Physical devices.
This is a grave issue I am facing while testing my apps on my personal device. This is the error I seem to be getting: The application could not be launched because the Developer App Certificate is not trusted. And on the phone side, this is the message: Unable to Verify App. An internet connection is required to verify the trust of the developer Apple Development... Before I receive any recommendations, such as deleting Xcode or restarting my device, I would like to clarify that I have already taken all necessary precautions. The application I was testing appeared to function correctly in the morning a few hours prior to the update. However, after upgrading to the latest beta builds, iOS 26.4 beta and the latest macOS beta, this issue has become a recurring problem. I would greatly appreciate your assistance in resolving this matter, as it is of utmost importance to me.
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"Unable to verify app" cannot verify trust of developer
I've seen a couple posts on reddit today but wanted to call out here because I think it may be a more widespread issue - I keep getting an error trying to open my iOS app saying Unable to verify app - An internet connection is required to verify trust of the developer.... I have never gotten this issue before and did not change anything in my build settings from my last successful build of the app to now. The directions it gives me are to go to Settings > General > VPN and Device Management and trust my developer certificate from there, but that doesn't work either. The first time I tried this, the developer certificate wasn't there at all, then I looked at Reddit and saw people recommending to download the developer certificate to solve the issue, but doing this did not fix the error either. Just looking to see if anyone else has encountered this or what the fix might be.
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RealityKit - Full 3D experience
I have a question I guess more for the Apple team. But why are there no totally 3D experiences for the Vision Pro lineup? I know they have given us tools to implement unity 3D games into iPhone and I guess you can also build it in RealityKit. But why at this moment are 3D games limited to just iPad and iPhone and can't you bring that into Vision Pro? Just to explain. When I say a totally 3D game, I mean games like Gorn. I mean the Vision Pro is definitely powerful enough, but it just feels limited to tabletop games and AR games. Is this something Apple is thinking about implementing?
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Reply to Submitting an app and waiting time, what is the timeline for app reviewers? And other questions
@Etresoft I am 100% I resolved the issues mentioned during the last review (Adding Apple Sign in method + letting access to the app content before requiring users to login/register), so I am 99% sure the app will pass. The only problem is that : when responding to the review process, I did not have a new build, so I could not do respond (by adding screenshots) + submit again when I added my new build, it went straight as a submitted item (without me able to add explanations of what was changed, although it is implied that the issues mentioned were addressed), I just sent a new build and was locked out of the item draft screenshot I showed earlier (The only option on that draft submission page was cancel the submission of course, but I did not want to cancel submission of my new build). And now look at this image, the app show at the same time as : Waiting for Review and: In Review Does that happen usually? It's been 8H30 since it's in review The first time it was in review,
3w
Reply to First experience with App Store Connect
When you have one or more binaries for submission, the + button will become visible under the Build section. If you click on it, you will see a list of candidates. If you don't see the plus button or a list of candidates, something must have gone wrong. You can upload another binary with a different build number. Usually, if there is something wrong with the binary you sending, Organizer will show an error.
3w
Is this normal while developing an app on the watch?
I used to develop iPhone apps about a decade ago and am now back at it with an iPhone and companion Apple Watch app. Why does it suck so bad? I a must be doing something wrong, but what I am doing is out of the box. The majority of the time when I go to build on the watch I get: Previous preparation error: A connection to this device could not be established.; Timed out while attempting to establish tunnel using negotiated network parameters. Which I then first try to force quit the app on the watch and if that does not work, reboot the watch (which is pretty ridiculous). I tried Gemini and it gave me the following explanation: This is arguably the single most frustrating error in the entire watchOS development ecosystem. As an expert, I can tell you that you are not doing anything wrong; you are fighting a fragile architecture. Here is the technical breakdown of why this happens and a workflow to mitigate it without constant reboots. The Technical Why This error message reveals that the issue lies i
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Missing demo project
Hi forum! I’m currently following a series of videos about SwiftData. In the WWDC23 Build an app with SwiftData video, it mentions that you can follow up with a demo project. However, I’m encountering an issue (at least in my case) where there’s no link on the entire page to download the project. I can download the video and other resources (even using the Developer’s App), but there’s no link for the project. Does anyone else face this issue? Is it possible that the project has been removed? I’m using my developer (single user) account, by the way. Any guidance would be greatly appreciated!
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Reply to Xcode Devices "Download Container" no longer works on latest Xcode 26.0 (24228) (Build 17A324)
I have same problem with Xcode 26.3 Bun on Xcode 16.4 - Download Container worked User Info: { DVTErrorCreationDateKey = 2026-03-11 14:49:00 +0000; NSURL = file:///Users/alexander/Developer/..../AppData/Library/SplashBoard/Snapshots/; } -- The specified file could not be transferred. Domain: com.apple.dt.CoreDeviceError Code: 7000 User Info: { NSURL = file:///Users/alexander/Developer/..../AppData/Library/SplashBoard/Snapshots/; } -- The request from the client is missing one or more required fields: A valid filename cannot end in a path separator character Domain: com.apple.dt.remoteservices.error Code: 11015 -- System Information macOS Version 15.7.4 (Build 24G517) Xcode 26.3 (24587) (Build 17C529) Timestamp: 2026-03-11T17:49:00+03:00
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3w
Bridging Header doesn't seem to include my Swift class
I think have done everything by the book. I added a small Swift file to my Objective-C project. This is code in the project, not in a framework, so I did not use the public keyword: import Foundation @objc TestClass: NSObject { @objc init(){} } Adding this file prompted creating a bridging header and it should have added TestClass into it. I added the import to the Objective-C .m file. This didn't produce an error so the file must be there: #import SoftServePro-Bridging-Header.h I made a property for an instance of the class in the .h file: @property(nonatomic,strong) TestClass *test; I cleaned the project and did one compile for the precompiler to populate the bridging header. I have set Defines Module to Yes in Build Settings -> Packaging. I added a line in the .m code to create a TestClass: self.test=[[TestClass alloc]init]; And for my trouble I get the error message Now, this looks to me like TestClass is not in my bridging header because if it were it should know exactly what TestClass is, no
Replies
3
Boosts
0
Views
1.3k
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3w
TestFlight install fails with “The requested app is not available or doesn’t exist” after successful upload (Flutter app)
Hello, I’m facing an issue installing my app from TestFlight on a physical iPhone device. App & Environment App: Desi Charades Framework: Flutter Distribution: TestFlight Build status: Upload completed Device: iPhone 7+ iOS version: 15.6 Tester type: Internal Apple Developer Program: Paid account Issue Description After uploading a build successfully to App Store Connect and adding it to TestFlight, the app appears in TestFlight with the Install button. However, when I tap Install, I receive the following error on the device: “Could not install Desi Charades App. The requested app is not available or doesn’t exist.” The build is visible in TestFlight, but installation fails immediately. Upload Warnings During archive upload, App Store Connect shows the following warnings: Upload Symbols Failed The archive did not include a dSYM for: ffmpegkit.framework libavcodec.framework libavdevice.framework The app uses ffmpeg-kit (Flutter plugin), which ships precompiled frameworks. Steps A
Replies
1
Boosts
0
Views
249
Activity
3w
Reply to Initial stack construction
I've done a lot more work on this, and I have the impression that this is a bug in macOS, at least on 12 and 13 Intel. #include #include #include #include #include #include // used for debugging apple pointer issues, see // https://bugs.kde.org/show_bug.cgi?id=517304 #define DEBUG_ENV // On Darwin there's this secret fourth argument, 'apple'. // That's kind of like a cut down obfuscated version of auxv. // For the moment we only support the first entry, executable_path= int main(int argc, char *argv[], char *envp[], char *apple[]) { char *pargv = calloc((PATH_MAX+1), sizeof(char)), *pappl = calloc((PATH_MAX+1), sizeof(char)); int i; for (i = 0; envp[i]; i++) { #if defined(DEBUG_ENV) fprintf(stderr, apple-main-arg: i %d &envp[i] %p envp[i] %sn, i, &envp[i], envp[i]); #endif } #if defined(DEBUG_ENV) fprintf(stderr, 2 slots after envpn); fprintf(stderr, apple-main-arg: i %d &envp[i] %p envp[i] %sn, i, &envp[i], envp[i]); fprintf(stderr, apple-main-arg: i %d &envp[i] %p envp[i] %sn, i+1,
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Activity
3w
Auto-renewable subscriptions stuck in "Waiting for Review" causing StoreKit products unavailable during App Review
Hi Apple Developer Forums, I am experiencing a repeated issue with auto-renewable subscriptions during App Review for my iOS app. The app uses RevenueCat for subscription management. The subscription products exist in App Store Connect and are correctly configured, but they remain in Waiting for Review. During App Review, the reviewer attempts to access the subscription paywall and receives an error stating that subscriptions are unavailable. This appears to happen because StoreKit cannot fetch the products while they are still waiting for review. This creates a loop: Subscriptions exist in App Store Connect and are in Waiting for Review App Review installs the app StoreKit cannot return the subscription products yet RevenueCat returns an offerings_fetch_failed error The reviewer sees subscriptions unavailable The app is rejected before the subscriptions are approved We have thoroughly verified the configuration: • Subscription group exists • All products are inside the group • Product IDs match exactly betwe
Replies
6
Boosts
0
Views
168
Activity
3w
Submitting an app and waiting time, what is the timeline for app reviewers? And other questions
Hello, Does app review depend on app reviewers availability? And holidays etc? IS there a maximum number of days that an app has to be reviewed before end of that period? In other words: if an app is posted, a review HAS TO HAPPEN before x days, is a rule (hopefully) or no? Once an an app has been reviewed once, and you send a new build (that addresses the fixes) for example you add the sign in with Apple if you forgot to add it next to sign in with another method, does the second round of review have to be done by the SAME REVIEWER first time or can it be done by a second reviewer? I have posted and have been waiting since 5 days now (since 5 march) Are we allowed to post many apps at once? I mean as a developer I can take time working in multiple apps, then suddenly deciding to publish them all, that is okay right? Are their limitation or expected published flow to have? Once an app has been approved and published, will the waiting times for updates (new versions of the app) reviews smaller hopeful
Replies
6
Boosts
0
Views
265
Activity
3w
Latest Beta Version Breaks Xcode Testing Builds on Physical devices.
This is a grave issue I am facing while testing my apps on my personal device. This is the error I seem to be getting: The application could not be launched because the Developer App Certificate is not trusted. And on the phone side, this is the message: Unable to Verify App. An internet connection is required to verify the trust of the developer Apple Development... Before I receive any recommendations, such as deleting Xcode or restarting my device, I would like to clarify that I have already taken all necessary precautions. The application I was testing appeared to function correctly in the morning a few hours prior to the update. However, after upgrading to the latest beta builds, iOS 26.4 beta and the latest macOS beta, this issue has become a recurring problem. I would greatly appreciate your assistance in resolving this matter, as it is of utmost importance to me.
Replies
2
Boosts
0
Views
112
Activity
3w
"Unable to verify app" cannot verify trust of developer
I've seen a couple posts on reddit today but wanted to call out here because I think it may be a more widespread issue - I keep getting an error trying to open my iOS app saying Unable to verify app - An internet connection is required to verify trust of the developer.... I have never gotten this issue before and did not change anything in my build settings from my last successful build of the app to now. The directions it gives me are to go to Settings > General > VPN and Device Management and trust my developer certificate from there, but that doesn't work either. The first time I tried this, the developer certificate wasn't there at all, then I looked at Reddit and saw people recommending to download the developer certificate to solve the issue, but doing this did not fix the error either. Just looking to see if anyone else has encountered this or what the fix might be.
Replies
3
Boosts
0
Views
146
Activity
3w
RealityKit - Full 3D experience
I have a question I guess more for the Apple team. But why are there no totally 3D experiences for the Vision Pro lineup? I know they have given us tools to implement unity 3D games into iPhone and I guess you can also build it in RealityKit. But why at this moment are 3D games limited to just iPad and iPhone and can't you bring that into Vision Pro? Just to explain. When I say a totally 3D game, I mean games like Gorn. I mean the Vision Pro is definitely powerful enough, but it just feels limited to tabletop games and AR games. Is this something Apple is thinking about implementing?
Replies
1
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0
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1.4k
Activity
3w
Reply to Submitting an app and waiting time, what is the timeline for app reviewers? And other questions
@Etresoft I am 100% I resolved the issues mentioned during the last review (Adding Apple Sign in method + letting access to the app content before requiring users to login/register), so I am 99% sure the app will pass. The only problem is that : when responding to the review process, I did not have a new build, so I could not do respond (by adding screenshots) + submit again when I added my new build, it went straight as a submitted item (without me able to add explanations of what was changed, although it is implied that the issues mentioned were addressed), I just sent a new build and was locked out of the item draft screenshot I showed earlier (The only option on that draft submission page was cancel the submission of course, but I did not want to cancel submission of my new build). And now look at this image, the app show at the same time as : Waiting for Review and: In Review Does that happen usually? It's been 8H30 since it's in review The first time it was in review,
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Activity
3w
Reply to First experience with App Store Connect
When you have one or more binaries for submission, the + button will become visible under the Build section. If you click on it, you will see a list of candidates. If you don't see the plus button or a list of candidates, something must have gone wrong. You can upload another binary with a different build number. Usually, if there is something wrong with the binary you sending, Organizer will show an error.
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3w
Remove incorrect version
I accidentally clicked on tvOS instead of iOS for a new build. So now I have a tvOS Prepare for Submission item in the left panel of iTunes Connect. I have no plans to make a tvOS version, so is there any way to remove that?
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21
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65k
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Is this normal while developing an app on the watch?
I used to develop iPhone apps about a decade ago and am now back at it with an iPhone and companion Apple Watch app. Why does it suck so bad? I a must be doing something wrong, but what I am doing is out of the box. The majority of the time when I go to build on the watch I get: Previous preparation error: A connection to this device could not be established.; Timed out while attempting to establish tunnel using negotiated network parameters. Which I then first try to force quit the app on the watch and if that does not work, reboot the watch (which is pretty ridiculous). I tried Gemini and it gave me the following explanation: This is arguably the single most frustrating error in the entire watchOS development ecosystem. As an expert, I can tell you that you are not doing anything wrong; you are fighting a fragile architecture. Here is the technical breakdown of why this happens and a workflow to mitigate it without constant reboots. The Technical Why This error message reveals that the issue lies i
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8
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666
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3w
Reply to ppq.apple.com returning 502 Bad Gateway - Unable to verify developer apps on device
Following this thread. we were having issues with Apples as well not opening. Also experienced some apps disappearing and then repushing back to our devices. We use an MDM and all of our devices are ADE. We escalated this with our MDM support and they referenced this posting.
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3w
Missing demo project
Hi forum! I’m currently following a series of videos about SwiftData. In the WWDC23 Build an app with SwiftData video, it mentions that you can follow up with a demo project. However, I’m encountering an issue (at least in my case) where there’s no link on the entire page to download the project. I can download the video and other resources (even using the Developer’s App), but there’s no link for the project. Does anyone else face this issue? Is it possible that the project has been removed? I’m using my developer (single user) account, by the way. Any guidance would be greatly appreciated!
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1
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0
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325
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3w