I can create an ipa file with vs using the wildcard bundle identifier but this is rejected by apple when I upload with the Transporter app saying invalid identifier and no distribution profile/certificate. When I create a new distribution profile with the correct XC identifier and distribution certificate and try to archive with visual studio publish says the bundle id is not a match for the distribution profile with iOS? This is a net 10 net maui project and my first build attempt
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Hi, I am trying to update my apps and i couldn't do it, can anyone please help? this is what happened to me. Once my membership renewed, i couldn't compile my apps due to signing error. here is the error message: Xcode archive done. 31.7s Failed to build iOS app Error (Xcode): Communication with Apple failed: Your team has no devices from which to generate a provisioning profile. Connect a device to use or manually add device IDs in Certificates, Identifiers & Profiles. https://developer.apple.com/account/ /Users/tony/vn246/ios/Runner.xcodeproj when I go to the portal developer.apple.com/account to create the Provisioning Profile manually then it said there is no device, and when i go into the Devices section then the machine uuid is added and it's there and registered, i had always been compiling with it before the old membership was expired. I tried to remove those and re-added and the error still persisted. P.S.: I renewed all my certificates (removed old and recreated new) thank you
Resolution (fixed) App Store Connect was rejecting my build with “RPBroadcastProcessMode … key was not specified” even though the key/value appeared in the IPA and in swinfo. The root cause was the key’s location in the Upload appex Info.plist. ASC expects the key directly under NSExtension, not inside NSExtensionAttributes. Incorrect (what I had originally): NSExtension └─ NSExtensionAttributes └─ RPBroadcastProcessMode = RPBroadcastProcessModeSampleBuffer Correct (what ASC expects): NSExtension ├─ NSExtensionPointIdentifier = com.apple.broadcast-services-upload ├─ NSExtensionPrincipalClass = $(PRODUCT_MODULE_NAME).SampleHandler └─ RPBroadcastProcessMode = RPBroadcastProcessModeSampleBuffer Minimal working Info.plist for the Upload appex: CFBundlePackageType XPC! CFBundleExecutable $(EXECUTABLE_NAME) CFBundleIdentifier $(PRODUCT_BUNDLE_IDENTIFIER) CFBundleShortVersionString $(MARKETING_VERSION) CFBundleVersion $(CURRENT_PROJECT_VERSION) MinimumOSVersion 26.0 NSExtension NSExtensionPointIdentifi
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
One additional point in some cases we also needed to set: myNSButton.imagePosition = .imageOnly In places where we used only a button without a label (because the buttons position made function obvious) if .imagePosition = .imageOnly was set to something other than .imageOnly, the button would disappear.
Topic:
UI Frameworks
SubTopic:
UIKit
Tags:
Thank you for your response. However, the situation may still need further attention. The latest build (2.1.5) has just been rejected, and I have already submitted a detailed reply through App Store Connect. The rejection appears to be due to a misunderstanding of the app’s core functionality. The app’s design is centered around on-device audio practice using the user’s own imported materials. The optional sample audio and the optional on-device AI model are downloaded only when the user explicitly requests them, and they can be removed at any time. There is no dynamic server-driven content or remote app behavior. I am preparing a full clarification and will post it here shortly. Thank you again for your time and attention.
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
Stale TBD Files Cause Runtime Crash When Framework Changes from Dynamic to Static Summary When using EAGER_LINKING=YES, Xcode generates TBD files for dynamic frameworks. When a framework changes from dynamic to static, Xcode doesn't remove the stale TBD, causing dyld: Library not loaded crash at runtime. Environment Xcode 16.4 (16F6), macOS Darwin 24.6.0, iOS Simulator 18.5 Steps to Reproduce Project Structure: MainApp (EAGER_LINKING=YES) ProjectA/SharedLib (dynamic, mh_dylib) ProjectB/SharedLib (static, staticlib) Steps: Build with ProjectA (dynamic framework) → TBD created in EagerLinkingTBDs Switch workspace to ProjectB (static framework) without cleaning DerivedData Build again → BUILD SUCCEEDED Run app → CRASH: dyld: Library not loaded Root Cause Xcode adds -F EagerLinkingTBDs before -F Build/Products: -F/.../EagerLinkingTBDs/Debug-iphonesimulator ← checked FIRST -F/.../Build/Products/Debug-iphonesimulator ← checked SECOND The linker finds the stale TBD first
My current goal is to ship the PCIe DriverKit. I want my customers to be able to install our DriverKit without having to disable SIP or anything like that. Absolutely. Why is there a difference between the Apple Development value and the Developer ID value? The two different values happen because of the development only variant that's added to all accounts. (a) This is the development only configuration (which all accounts have): 0xFFFFFFFF&0x00000000 (b) And this is the specific configuration you were approved for, which is unique to your account: 0x00001916&0x0000FFFF Unfortunately, the portal and Xcode handling of these overlapping configurations doesn't work all that well. You can find a description of what's actually going on here. However, note that I don't think the flow described at the end of that post actually works today. However, according to the URL you provided, would manual signing using a provisioning file created with a Distribution Developer ID be better? First off, please file a bug
Topic:
Code Signing
SubTopic:
Entitlements
Tags:
Hello! I’m building my Swift Student Challenge project in Swift Playgrounds, and I’ve run into an issue with app orientation. Since this is a game, the layout and interactions only work correctly in landscape, but Playgrounds doesn’t offer the usual orientation settings you’d configure in Xcode. Is there a recommended way to force a landscape-only experience in Swift Playgrounds using SwiftUI? Any workarounds or guidance would be greatly appreciated! Thank you!
Topic:
UI Frameworks
SubTopic:
SwiftUI
Tags:
Swift Student Challenge
Swift Playground
Playground Support
SwiftUI
I'm building a macOS extension that needs to track multi-step navigation chains (A → B → C) to adjust behavior based on where users came from. Current approach: Using webNavigation.onBeforeNavigate to detect intermediate steps, but experiencing issues in Safari that don't occur on Chrome/Firefox/Edge. Questions: Is webNavigation the right API for tracking redirect chains in Safari? Does ITP/Private Browsing affect event delivery? Any alternative approaches recommended? (Safari version 26.0.1) Any guidance appreciated!
Just recently, any pkg file that I create with pkgbuild will install the Payload's application as a zero-byte file in the /Applications directory. This has been working for years without issue for me. Here are the commands I am using with company specific items replaced: pkgbuild --analyze --root MyApplicationRootDirectory standalone.plist plutil -replace BundleIsRelocatable -bool NO standalone.plist pkgbuild --identifier MyIdentifier --version 1.0 --install-location /Applications --root MyApplicationRootDirectory --component-plist standalone.plist --sign 'Developer ID Installer: MyCompany (MySignId)' --timestamp installer.pkg Any ideas on what could be causing the issue? I have verified the following: The application being added to the pkg is both signed and notarized using the correct Developer ID Application certificate. The resultant pkg file is both signed and notarized using the Developer ID Installer certificate. Verified the pkg contents using pkgutil --expand to dump the contents. Verified the pkg's
Thank you for your post and the comprehensive description, including the accompanying images. It is intriguing to note that the button will be absent in iOS 26. Your application appears to be well-designed. May I request that you create a simple focused project where you can reproduce the same issue in iOS 26? The button disappears unless you add the key to the Info.plist file to disable Liquid Glass. If so, please share a link to your test project. That'll help us better understand what's going on. If you're not familiar with preparing a test project, take a look at Creating a test project. Albert Pascual
Worldwide Developer Relations.
Topic:
UI Frameworks
SubTopic:
UIKit
Tags:
I have attached 2 images of our Mac Apps user interface. The app is built for macOS 15.6 or newer. On macOS 15 and earlier everything looks fine. But the same App running on macOS 26 the controls disappear. We were able to temporarily resolve the problem by adding UIDesignRequiresCompatibility to the info.plist. This type of nonsense happens all over the app without the compatibility switch. Shouldn't all these legacy controls be backward compatible on Glass? This part of the app where the controls are disappearing is built in Swift (not swift ui) and uses standard programatic layout and visual constraints. On macOS 26, there are no Xcode warnings or layout errors on the console relative to the layout so we are confused as to how we would resolve this without the use of UIDesignRequiresCompatibility. Is this some kind of bug in NSControl glass compatibility? We are not likely to move the entire app into SwiftUI anytime soon. How would we resolve this?
The stackoverflow discussion mentions uploading of a build. I haven't done that. I just created the app in the apps and deleted it.
Topic:
App & System Services
SubTopic:
General
I'm getting the following error when I try to make a dev build for iOS even though I am an admin: ✖ Failed to register bundle identifier Apple 403 detected - Access forbidden. This request is forbidden for security reasons - You currently don't have access to this membership resource. Not certain how to proceed from here
Hello All, I am new to apple ecosystem. We have a xcode project whose code is scattered across different repos. We are trying setup CI/CD for this Xcode project to get build so that we could know build issue. Clone/Update all repos – which I can do via some script Generate xcode projects from sources synced in step 1. This is where we want your help. How should we approach this? What apple suggest for this ? In this step we don't want to use any third part tool (like CMake) to generate Xcode projects. Build targets to know build errors – This we can easily do via xcodebuild command line tool. Please share you input/thought on this. Your input is highly appreciated.