Hello, I am encountering the following error when uploading a build to App Store Connect: ITMS-90555: Thinned app size is too large – Your on-demand resources in the universal variant are 30 GB, which exceeds the maximum allowable size. After app thinning, the total size of your on-demand resource asset packs in any variant must be less than 30 GB. Our application includes a large amount of font resources delivered via ODR. Before making structural changes, I need clarification because the documentation does not fully explain how ODR size calculations work per variant. Environment Xcode: (latest stable) Distribution method: App Store submission ODR total size before thinning: approximately (28 GB) Build processing fails immediately with the ITMS-90555 error Questions How exactly does App Thinning compute the size of ODR asset packs per variant? Is ODR size evaluated: Per device-specific variant, Or is the “universal variant” treated as an additional variant that must independently stay under
Search results for
build disappears
50,313 results found
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
Still no luck, unfortunately. OSX version is 15.7.2. I created a new user account, and as such, needed to add the Developer ID Application and Developer ID Installer certificates for our organization to XCode. After building the application, I had it notarized using XCode's Organizer window via the Direct Distribution option. Unfortunately, the package installer still wrote a zero-byte application to the /Application folder. I verified the installer had the correct Payload by extracting and decompressing the package data. Quite the head scratcher. Thank you for any insight.
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
Hello, I am unable to submit ANY of my apps for External TestFlight review. Every time I try to add a build to an external group and press Submit for Review, I immediately get this error: There was an error processing your request. Please try again later. This happens on multiple apps in the same account: LM Mobile (Apple ID: 6755979316) TPM Mobile (newly created app) All of the following have been verified and are active: Paid & Free App Agreements Banking & Tax forms App Privacy (Published) Test Information is fully completed Multiple clean builds uploaded (1.0.0 build 1 and 2) Correct distribution via App Store Connect selected in Xcode Admin + Account Holder role This clearly confirms that the problem is ACCOUNT-LEVEL on the backend. Case Number: 102766190091 Could an Apple engineer please check and reset the stuck External TestFlight submission state on the server side? Thank you.
I have developed a fun living diorama world using Reality Composer Pro and XCode. Everything is as it should be, and it looks/works great ... until it does not. If I seem to make any change to any of the 10 timelines that I am using (all on the same scene, no nested scenes), running the app in simulator, device, and via testflight throws errors around compiled timelines, leading to the black screen of death. Every time I clean and run, the timelines in questions might change. Its very frustrating and impossible to track down. Heres are some examples. AssetLoadRequest failed because asset failed to load '/ (3661553931319769725 Timeline (RealityFileAsset)URL/file:///var/containers/Bundle/Application/F4408256-6014-4264-9E4B-F74AEF0EDE53/SantasVillage.app/RealityKitContent_RealityKitContent.bundle/RealityKitContent.reality/Timeline_779.compiledtimeline)' (failed to register asset) Asset / (13631856135570808851 AnimationLibraryAsset (RealityFileAsset)URL/file:///var/containers/Bundle/Application/F4408256-6014-4264
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Reality Composer
RealityKit
Reality Composer Pro
visionOS
Have you tried to just upload the app again with a new Build number so it will be reviewed again? My experience is that every now and then this problem occurs in Apple's test environment, without anybody really knowing why. And the reviewers are not really investigating this. On the next review it will probably work. At least this is my year long experience.
Topic:
App & System Services
SubTopic:
StoreKit
Tags:
Hi everyone, I'm building a task management app that layers on top of EventKit/Reminders. I'm also moderating /r/AppleReminders. I see a confusion around the semantics of dates on both the developer side and on the user side. I'm trying to map the standard productivity mental model to the EKReminder implementation and hitting some walls. In productivity contexts, a task tends to have three distinct dates: Start Date: When the task becomes actionable — Don’t alert the user before this date. Notification: When the device should buzz/ping the user — Meaning that they can get started on the task. Due Date: Hard deadline — If the system works well, tasks are meant to rarely be past-deadline; productivity systems are about meeting deadlines rather than about missing them. The EventKit Reality Here is what I’m seeing in practice, and I’m hoping someone can correct me if I’m wrong: Field Description In Practice (Reminders App) startDateComponents Docs say start date of the task Seemingly unused? I can set it
It would be really nice if RealityView could be kept in sync for all platforms. ViewAttachmentComponents are a very useful addition and it is a shame that it is only available on VisionOS, and not iOS. Is there an easy way to add simple SwiftUI views to a RealityView in iOS? I know ViewAttachmentComponents are visionOS only, but can we achieve the same functionality by building Entities manually and somehow mapping SwiftUI views onto it? Is there sample code somewhere we could look at? Thanks
Topic:
Graphics & Games
SubTopic:
RealityKit
Tags:
It might seem like the mechanism to build the list of cypher suites in the Client Hello is simple — you start out with some defaults and then every call to sec_protocol_options_append_tls_ciphersuite adds one to the end — but that’s not the case. Like pretty much everything in TLS, it’s ridiculously complicated, based on factors like TLS version, policy, hardware capabilities, and so on. You can get an inkling of this in the BoringSSL open source but the Apple version of that is significantly more complicated. After spending way too much time down that rabbit hole, I came to the conclusion that I was actually trying to describe the implementation, not the API, and that’s not good [1]. I think the only thing you can safely say about the sec_protocol_options_append_tls_ciphersuite API is that it adds the cypher suite to the list of cypher suites that the implementation might choose to use. Which brings me to a question: What’s your high-level goal here? Why do you need these specific cypher suites enab
Topic:
App & System Services
SubTopic:
Networking
Tags:
Logging out: The platform logs people out super quickly (e.g. within like a couple of hours), it would be great to be able to stay logged in within the same day and not have to log back in every time. Latency: In general, it can be really slow to load, and sometimes pages fully load without anything on them. The team then has to refresh the page for e.g. dashboards to be shown Submission of PPO & In-app events: PPO tests and in-app events can only be submitted on the latest version, which means that you need to wait for a period when we're not having a new version of the app reviewed. If this is regularly the case, it's difficult to submit. Sometimes you then submit e.g. an in-app event, but it takes a while and the review is removed in favour of an app update. Solution: The whole thing should follow a similar process to CPPs whereby you don't need to upload to the latest version, or you should be able to select which app version you're uploading to and be able to select the latest. Rather than having to
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Store Connect
Analytics & Reporting
We are facing a DNS resolution issue with a specific ISP, where our domain name does not resolve correctly using the system DNS. However, the same domain works as expected when a custom DNS resolver is used. On Android, this is straightforward to handle by configuring a custom DNS implementation using OkHttp / Retrofit. I am trying to implement a functionally equivalent solution in native iOS (Swift / SwiftUI). Android Reference (Working Behavior) : val dns = DnsOverHttps.Builder() .client(OkHttpClient()) .url(https://cloudflare-dns.com/dns-query.toHttpUrl()) .bootstrapDnsHosts(InetAddress.getByName(1.1.1.1)) .build() OkHttpClient.Builder() .dns(dns) .build() Attempted iOS Approach I attempted the following approach : Resolve the domain to an IP address programmatically (using DNS over HTTPS) Connect directly to the resolved IP address Set the original domain in the Host HTTP header DNS Resolution via DoH : func resolveDomain(domain: String) async throws -> String { guard let url = URL( s
Any updates on supporting Apple Silicon? I've been using Xcode Cloud for a long time but current build times are unacceptable and we're considering switching to other providers.
Topic:
Developer Tools & Services
SubTopic:
Xcode Cloud
Tags:
I have a Unity AR project that I want to build for iOS. The build in Unity succeeds just fine, but when it opens in XCode, whatever I do, it keeps showing this error in GameAssembly: Command PhaseScriptExecution failed with a nonzero exit code. This error also doesn't open when choosing Reveal in Log. I have added the IL2CPP package in the Unity version, deleted and reentered scenes and no issue on Unity's side. On XCode I signed in with my developer account, tried deleting derived data, made a clean build and still the issue persists.
I’m trying to fully understand the purpose of the ageGates parameter in the AgeRangeService.requestAgeRange API. The official documentation includes the following statement: “The system may return geo-specific age ranges that override your provided age gates based on the person’s location and applicable regulations. When geo-specific ranges are required, the returned age range reflects regulatory requirements rather than the bounds of your age gates.” Based on this, it seems that even if my app provides specific age thresholds through the ageGates parameter, the system may override those boundaries depending on regional laws or regulations, and return a completely different lowerBound / upperBound than what my age gates would suggest. My current understanding is: ageGates indicates the thresholds my app uses to define its internal feature tiers, but the actual age range returned by the OS is determined by legal or regional requirements (e.g., COPPA, GDPR-K, AADC, SB2420), meaning the returned age range may no
Hello, My app (App ID: 1616628950) is already published on the App Store, but recently we’ve been unable to install the TestFlight build for testing. The TestFlight build shows the green “Testing” status, but whenever we try to install it, we get this message: “Could not install / The requested application is not available or does not exist.” The TestFlight version is the same as the one currently live on the App Store, and the App Store version installs without any issue. I wanted to share this here in case someone from the team could check whether the TestFlight build might be stuck or misconfigured on the backend. Thank you very much for your time and help!
Topic:
App Store Distribution & Marketing
SubTopic:
TestFlight
Tags:
Games
App Store Connect
TestFlight
Xcode Cloud
should mention we seem to have lost alot of previously uploaded builds in test flight
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags: