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missing package product

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Access resource in swift package from xcframework
I have an iOS app that includes a local Swift package. This Swift package contains some .plist files added as resources. The package also depends on an XCFramework. I want to read these .plist files from within the XCFramework. What I’d like to know is: Is this a common or recommended approach—having resources in a Swift package and accessing them from an XCFramework? Previously, I had the .plist files added directly to the main app target, and accessing them from the XCFramework felt straightforward. With the new setup, I’m trying to determine whether this method (placing resources in a Swift package and accessing them from an XCFramework) is considered good practice. For context: I am currently able to read the .plist files from the XCFramework by passing Bundle.module through one of the APIs exposed by the XCFramework.
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Jun ’25
Reply to Struggling to constuct complete command line build
how do I staple the ticket to my product? Using a stapler (-: Seriously though, my Packaging Mac Software for Distribution post shows how to do this and has links to the official docs for it. Ssee the Staple Your Product section, right at the end. Presumably this is not something done by the notarisation process (if it was, then notarisation would not be a read-only process) That’s absolutely correct. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Mar ’22
Reply to Certificate not trusted
However, it is noted as 'certificate is not trusted'. There are two common causes for this, as described in this post. Modern versions of Xcode should install the relevant intermediate certificates on first launch. If you find that this problem was caused by a missing intermediate, please file a bug against Xcode with the details. Given that I will get my certificate trusted at some point, what are the steps I should go through (in XCode or in Terminal) to codesign my .DMG file, so that it will install without warnings on another Mac computer? Xcode is unable to build and sign disk images. You have to do that in Terminal [1]. For instructions, see Packaging Mac Software for Distribution. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] Or use one of the various third-party products that support this.
Aug ’22
How to use xcframework in SwiftPackage and statically link it into iOS product
I want to statically link xcframework as binaryTarget in Swift Package, but it is copied into the product as dynamic when the Xcode build. How to use xcframework in SwiftPackage and statically link it into iOS product? The Package.swift content and the project are: The WebP.xcframework is static: The Xcode Build Product's WebP.framework is dynamic:
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81
Apr ’25
Errors importing Apple.Core package on Windows machine
Hi, When I try to import the com.apple.unityplugin.core-1.0.3.tgz package into Unity from my Windows development machine I get lots of errors like : LibraryPackageCachecom.apple.unityplugin.core@077039b365c9EditorAppleBuildStep.cs(48,136): error CS0246: The type or namespace name 'PlistDocument' could not be found (are you missing a using directive or an assembly reference?) Is it possible to get around this so I can develop on Windows? Thanks
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1.9k
Mar ’23
Lost in developer certificates jungle
Apple Transporter.app report this issue: Asset validation failed (90237) The product archive package's signature is invalid. Ensure that it is signed with your 3rd Party Mac Developer Installer certificate. In the post https://developer.apple.com/forums/thread/680438 Quinn “The Eskimo!” reply: For the Mac App Store you need: Apple Development: TTT (or the older Mac Developer: TTT) for day-to-day development 3rd Party Mac Developer Installer: TTT for signing the installer package you submit to App Store Connect 3rd Party Mac Developer Application: TTT for signing the code inside that installer package In https://stackoverflow.com/questions/29039462/which-certificate-should-i-use-to-sign-my-mac-os-x-application Apple Codesigning Certificate Types Mac App Distribution 3rd Party Mac Developer Application: Team Name Used to sign a Mac app before submitting it to the Mac App Store. Mac Installer Distribution 3rd Party Mac Developer Installer: Team Name Used to sign and submit a M
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May ’24
Reply to Confusions with what can be notarized and what must be notarized
Thank you for you answers, it helped a lot to understand the implications.Our users are installing our product in two steps.First, they download dmg, open it and drag the app bundle to Applications.The app bundle is sandboxed and signed with Developer ID.When the user launch the app for the first time, they are invited to install the AudioServerPlugin component.The AudioServerPlugin bundle is packaged in a Developer ID Installer signed pkg installer.This pkg is embedded in the app bundle resources, and launched by the app at runtime as a separate process.It also embeds another Developer ID signed app bundle which serve as a LoginItem to have the main app bundle being launched on user session start.By the way it seems the notarization process passed successfully on the main app bundle without rejecting or raise warning about the embeded pkg.
Topic: Code Signing SubTopic: General Tags:
May ’19
Notarising an Installer Package Containing a KEXT
The question about how to notarise an installer package (.pkg) containing a KEXT has come up on a number of threads [1] over the past few weeks. Unfortunately my answers have been less than clear, so I sat down with the notarisation team to fix that. The fundamental question here is the order in which you notarise things. Do you:Sign the KEXT, wrap the KEXT in a signed installer package, then notarise the package, then staple the ticket to the package (option A).Sign the KEXT, then notarise it, then staple the ticket to the KEXT, then wrap the KEXT in a signed installer package, then notarise the package, then staple the ticket to the package (option B).We generally recommend option A, because option B requires multiple round trips to the notarisation servers.For installer packages that don’t contain a KEXT, this is the end of the story. For installer packages that contain a KEXT, there is one extra gotcha. The gotcha, a
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2.8k
May ’19
Reply to Build 18A326h downloads but won't install
Had the same issue. Tried deleting the downloaded update from internet recovery and redownloading. Comparing it to what downloaded on another Mac it was missing some packages. Redownloading it gave the same result.Solution was to rerun the beta access utility and re-download the full installer. It itnstalled18A326h without any issues.
Topic: App & System Services SubTopic: Core OS Tags:
Jul ’18
Reply to Application Loader "There was a problem retrieving the metadata"
I actually have 2 problems:(1) Application Loader does not work (in the manner discussed here)(2) I have an in-app purchase product that has languished in the processing state for over 2 weeks.Today I received a suggestion from Apple that I rename the uploaded .pkg file for the in-app purchase product that is stuck in processing. Of course I cannot do this:(a) iTunesConnect will not let me delete the stuck .pkg file.(b) Back when Application Loader was working 2 weeks ago, I could not upload a replacement .pkg because there was already one there that was in the processing state.If either (a) or (b) could be surmounted, I still have the problem that everyone else on this thread has, which is that Application Loader is not communicating properly with the iTunesConnect server (or, more likely, the reverse).Naturally I spoke with a Senior Advisor today who is sorry that I feel the way that I do.These senior advisors are not trained to understand the issues and are not
Topic: App & System Services SubTopic: StoreKit Tags:
Mar ’17
My IAP product unavailable
I've published my app on appstore severel hours ago.however, my app doesn't appear on the search result of appstore. and it doesn't show IAP product list. and also my app failed to fetch Iap product information.the same build worked on sandbox mode. but it doesn't work on store build.How do I solve this? I double checked that iap product is approved.Any advice?
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Dec ’17
Bitbucket Cloud is Breaking Swift Package Manager
Today when I went to add a package via SPM in Xcode 16.0, the Recently Used Loading... spinner ran and never stopped. I could not add any packages. The packages I am loading are remote and not from my own repo. I did a Refresh Account via the right-click which then shows items in my own hosted repo (for both Bitbucket Cloud and Github), but Recently Used just loads forever and there is no way to add a package. I tried all of the usual cache deleting to no positive outcome. I saw that others had to reinstall Xcode which I am loath to do. I wound up executing defaults delete com.apple.dt.Xcode which of course made me lose all of my settings, but that did correct the problem. At least I thought it did. However, after getting everything reset, it stopped working again with the above issue. In short, I found the issue is with Bitbucket Cloud. If I remove this account from Xcode, SPM works as normal. Add it back (all credentials are 100% fine) and I can no longer use SPM
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831
Oct ’24
swift package with arm64e
I use spm manage swift package, now i want my macos app support arm64e,so i add arm64e in Build Srtting -> Architectures. but i got error Could not find module 'SwiftyJSON' for target 'arm64e-apple-macos'; found: arm64-apple-macos, x86_64-apple-macos Apparently, if no limit in Package.swift, SPM will only compile versions for x86 and ARM64 architectures by default. now, how should I configure SPM to compile the arm64e version? thanks
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Jul ’25
StoreKit returning 0 products (IAPError: storekit_no_response)
Hi everyone, I’m facing an issue where StoreKit is returning 0 products from the App Store, even though my auto-renewable subscriptions are approved in App Store Connect. When calling queryProductDetails using Flutter’s in_app_purchase package (which uses StoreKit under the hood), StoreKit reports success but returns an empty list. The logs show the following error: IAPError(code: storekit_no_response, source: app_store, message: StoreKit: Failed to get response from platform.) InAppPurchase.isAvailable() returns true, but no product details are received. Already verified: • Subscriptions are approved in App Store Connect • Product identifiers in the app match those in App Store Connect exactly • In-App Purchase capability is enabled in Xcode • Paid Applications Agreement, banking, and tax details are active and complete • Using the latest version of the Flutter in_app_purchase package StoreKit should normally return the list of available products in the production
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Nov ’25