Search results for

build disappears

50,313 results found

Post

Replies

Boosts

Views

Activity

Reply to Can't Edit Age Ratings in App Information Section of App Store Connect for released App Versions
You can edit the questions by creating a new release without submitting the release for formal review. But I am not sure if that is enough to be considered as fulfilling the requirement. Anyone knows? In addition, for one of my apps, apple has auto computed the age rating and I found it to be accurate. So do I even need to add a new build and re-update age ratings?
Dec ’25
Apple's new Age Ratings: do I have to submit a new binary?
I have 2 apps. I do not want to update the binaries as we are doing overhauling in the meantime. I actually attended to these issues a couple of months back when I received the first notification and thought everything was ok until we received the final reminder email hours ago. I have two apps: app_1: the age rating was auto computed in August 2025 with no missing fields and the new age rating is in line with our expectations, so I just left it as it is app_2: the age rating had some missing answers, and I was unable to input anything so I created a new release and then updated the age ratings. the app is now in pending submission stage but the age ratings have been updated. I did not submit the release for review. !!! in both cases, the updated age ratings are updated & LIVE for both our apps and can be seen in our appstore listings !!! but I still get the final reminder email anyway. Q1) should I do anything? Q2) anyone else in the same boat (not keen to submit a new binary for review)? We really are i
5
0
813
Dec ’25
Reply to Zsh kills Python process with plenty of available VM
So, I got some more time to look at this today and need to change my answer a bit. Let me actually jump back to here: All the documentation I was able to consult says that macOS is designed to use up to all available storage on the startup disk (which is the one I am using since I have only one disk and the available space aforementioned reflects this) for swapping, when physical RAM is not enough. Did you actually see this in our documentation and, if so, where? If any of our modern documentation actually says that we do this, then that's something I'd like to clean up and correct. So, let me go back to the idea here: macOS is designed to use up to all available storage on the startup disk That's the classic” UNIX system machine swap and, historically, it's how Mac OS X originally worked. However, the downside of this approach is swap death in one of two forms: Soft, meaning the system has slowed down to the point that the user is now no longer willing to use the machine, even though it technically still wor
Dec ’25
Stuck unable to update live app
I recently published version 1.0 of my first app, but I'm unable to update it. In App Store Connect, I select my App and on the left under iOS App there are currently 2 platform records, but I believe there should be 1. On the bottom is a green check mark and 1.0 Ready for Distribution. Above that with a yellow check mark is 1.0043 Prepare for submission. I believe I mistakenly pressed add platform instead of + version. Now I don't see a + Version button on my Ready for Distribution platform. I don't see any way to delete this extra platform record. For uploading, I have been using a DevOps build pipeline that uploads the final build to app store connect. It reports that the builds are being uploaded successfully, but I don't see them anywhere in the build versions. I have tried saving the 1.0043 version but I'm unable to attach any of the builds I'm uploading. Please help, I've finally got a live app but I'm unable to update it. Am I correct that the extra platfor
0
0
37
Dec ’25
Can't Edit Age Ratings in App Information Section of App Store Connect for released App Versions
Can't Edit Age Ratings in App Information Section of App Store Connect for released App Versions. I only have option to View. I think some of the Age Rating questions are still unanswered but when I view them, I can't Edit them. Non-released apps of mine in App Store Connect allow me to edit answers to the Age Ratings questions but I can only View Age Rating questions for released apps. Do I have to create a new version/build and submit to App Store Connect to be able to Edit the Age Questions?
11
0
2.8k
Dec ’25
Reply to Cannot Update Age Rating
So, just to confirm: Apple sent an email to developers with the subject: Final reminder: Answer the updated age ratings questions. That email says: We’re reaching out because you have not provided responses to the updated age ratings questions in the App Information section of your app in App Store Connect. If you don’t answer these questions by January 31, 2026, you won’t be able to submit app updates in App Store Connect. Right, so if we don't submit these new age ratings we cannot submit new app updates after January 31st 2026, but in order for us to change those age ratings we have to submit new versions of our apps? Am I really being told to build and archive a new version of each of my apps just to update the age ratings? This is what I currently see on one of my apps: so this is great... And, just to make it even more complex than it needs to be, the email also says this: Please also note that the Texas SB2420 legislation goes into effect January 1, 2026. Under this law, making an age rating c
Dec ’25
error: exportArchive No profiles for 'com.nawctsd.riotpad' were found
This is the error that I get when I build for the iOS App Store or run on my connected iPad (with App Store release). This is my first iOS app that i have developed. When I build for development I get no errors and runs fine on my iPad (also simulator ipads). I have several Mac apps on the app store. The embedded.mobileprovision file is in my app bundle. com.nawctsd.riotpad is the Bundle Identifier in the app and in the App ID Configuration.
5
0
141
Dec ’25
Reply to Crash on _UIButtonBarItemLayout _updateItemView
In my case the crash was caused indirectly by animating the viewcontrollers change inside splitViewController(_:collapseSecondary:onto:). Not sure if that's allowed by UIKit, but similarly to your case this code has worked for more than a decade without problems until 26.1. Anyway, after removing the animation the issue disappears.
Topic: UI Frameworks SubTopic: UIKit
Dec ’25
Exporting and re-importing ECC keys with file-based keychain
I'm trying to export and re-import a P-256 private key that was originally generated via SecKeyCreateRandomKey(), but I keep running into roadblocks. The key is simply exported via SecItemExport() with format formatWrappedPKCS8, and I did set a password just to be sure. Do note that I must use the file-based keychain, as the data protection keychain requires a restricted entitlement and I'm not going to pay a yearly fee just to securely store some private keys for a personal project. The 7-day limit for unsigned/self-signed binaries isn't feasible either. Here's pretty much everything I could think of trying: Simply using SecItemImport() does import the key, but I cannot set kSecAttrLabel and more importantly: kSecAttrApplicationTag. There just isn't any way to pass these attributes upfront, so it's always imported as Imported Private Key with an empty comment. Keys don't support many attributes to begin with and I need something that's unique to my program but shared across all the relevant key entries, othe
4
0
998
Dec ’25
Your app still allows users to purchase physical goods or services using the in-app purchase API.
Hi everyone, I’m looking for some help or clarification regarding repeated rejections under Guideline 3.1.3 - Business - Payments - Other Purchase Methods. In earlier versions of our app we did experiment with using in-app purchases for our eSIM-related service (which App Review treats as a physical good/service). After the first rejections, we fully reworked the payment flow. In the current build we have: Completely removed any use of the in-app purchase API / StoreKit and removed all UI elements and wording mention in-app purchases. Detached all in-app purchase products and marked all previously created IAP products as “removed from sale”, so they are no longer available to users. Moved all payments to an external outside of the in-app purchase API, which (as I understand it) is exactly what Guideline 3.1.3 requires for physical goods/services. Despite this, the app is still being rejected with the same 3.1.3 message about using in-app purchases for physical goods, without any new details or update
2
0
77
Dec ’25
Reply to New build submission error
Thanks for your post, looks like a certificate issue with flutter by looking at the error? You should check with the support resources provided by the 3rd party to get assistance with their software as I am sure they'll know the issue. Unless another developer in the forums has experience with the third-party and can provide assistance. I would recommend to get into the Flutter support channel as you are using a windows pc as their 3rd party tool to see how to configure it to submit your build. Albert Pascual
  Worldwide Developer Relations.
Dec ’25
New build submission error
When submitting my new build to app store connect directly from dreamflow, I get this error: Failed Step: Flutter build ipa and automatic versioning Building com.pinpictu for device (ios-release)... ════════════════════════════════════════════════════════════════════════════════ No valid code signing certificates were found You can connect to your Apple Developer account by signing in with your Apple ID in Xcode and create an iOS Development Certificate as well as a Provisioning Profile for your project by: 1- Open the Flutter project's Xcode target with open ios/Runner.xcworkspace 2- Select the 'Runner' project in the navigator then the 'Runner' target in the project settings 3- Make sure a 'Development Team' is selected under Signing & Capabilities > Team. You may need to: - Log in with your Apple ID in Xcode first - Ensure you have a valid unique Bundle ID - Register your device with your Apple Developer Account - Let Xcode automatically provision a profile for your app 4-
1
0
144
Dec ’25
Build failed with error in Reality Kit Content
I have an arguably massive project and am not sure if the issue is with the assets or my approach in the code. the error says : Tool terminated due to error SIGNAL 6:Abort trap:6 Basically I have around 15-20 assets (usda files built out of usdz files). In the code i am loading a scene with all the usda files and then have the functions to enable and disable a particular asset when needed. This was working as intended when i am using dummy assets(with less polygons, lesser textures) But when i placed the actual assets the error appears and persists. Do I have a bad approach of loading all the scenes at once? Previously i have used an approach which loads the scenes when needed and that involved some lag before rendering the assets. But my current approach(when using dummies) works like a dime rendering and hiding the assets in realtime with no lag. Kindly suggest any workarounds.
0
0
161
Dec ’25