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missing package product

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Reply to Installer packages are failing to install on macOS26.1
[quote='864834022, premak, /thread/806222?answerId=864834022#864834022, /profile/premak'] Bug id is: FB20929578 [/quote] Thanks. I looked at your bug and, while there’s a sysdiagnose and a system profile, I can’t see a copy of your installer package. Did you attach it? If not, please do. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Nov ’25
App Packaging: bundle format unrecognized, invalid, or unsuitable
I am trying to package a Filemaker 18 Runtime app. A week ago, I managed to get 90% of the way towards doing as much, using MS Copilot as a guide. Unfortunately, due to my confusion over the landing stage files, I decided to start the process from scratch. This time, I fell at the first stage: Code Signing my .app Bundle. The Terminal command: codesign --deep --force --verify --verbose --sign Developer ID Application: ME (V********) /Users/Me/Documents/Apps/MyApp/Runtime/MyApp/My App.app Returned the error: /Users/Me/Documents/Apps/MyApp/Runtime/MyApp/My App.app: bundle format unrecognized, invalid, or unsuitable In subcomponent: /Users/Me/Documents/Apps/MyApp/Runtime/MyApp/My App.app/Contents/Frameworks/FMWrapper.framework No matter how many separate elements within the bundle I sign, I encounter the same error message. A few days ago, the identical command worked first time. I would be obliged for any help you can provide. Thanks.
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Nov ’25
iPhone16 cannot to connect to WPA3-Enterprise Transition Mode SSID on Wi-Fi 7 AP?
I am experiencing issue - Phone16 cannot to connect to WPA3-Enterprise Transition Mode SSID on Wi-Fi 7 AP. While iphone17 do not have this issue. And I have already created ticket - FB20924263. Here are the details below: Product: iOS 26.1, Device Models: iPhone 16 (fails), iPhone 17 (works) Network: Wi-Fi 7 AP, 2.4 GHz and 6 GHz disabled, only 5 GHz enabled Feature Area: WPA3-Enterprise Transition Mode connectivity Expected Behavior: Both iPhone 16 and iPhone 17 running iOS 26.1 should successfully connect to a WPA3-Enterprise Transition Mode SSID when configured according to the standard. Actual Behavior: iPhone 16 (iOS 26.1) fails to connect to the SSID. iPhone 17 (iOS 26.1) connects successfully under the same conditions. Steps to Reproduce: Configure a Wi-Fi 7 AP: Disable 2.4 GHz and 6 GHz bands, keep only 5 GHz active. Add an SSID using WPA3-Enterprise Transition Mode. Attempt to connect with iPhone 16 (iOS 26.1) → fails. Attempt to connect with iPhone 17 (iOS 26.1) → succeeds. Additional Notes
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Nov ’25
Reply to Xcode 26.1 RC issue
You can also fix this by setting a wallpaper in the Simulator. The iOS 26.1 simulators are missing the default wallpapers, which can trigger a crash or loop in the MercuryPosterExtension. This has happened several times in the past with other Xcode releases. I’m not sure how to set a wallpaper in the #Preview Simulator, but with this workaround you can at least debug and run apps in the regular Simulator without the high CPU load.
Nov ’25
Reply to how to handle setup for NFC without NDEF & PACE and still support iOS 15.0
we have this in config : entitlements: { com.apple.developer.in-app-payments: [ merchant.net.tag ], com.apple.developer.nfc.readersession.formats: [], // Empty array - Expo will use NFC capability from Apple Developer Portal aps-environment: production }, and but we still have this error when we submit app to TestFlight [logs] [Application Loader Error Output]: Validation failed Invalid entitlement for core nfc framework. The sdk version '18.5' and min OS version '17.0' are not compatible for the entitlement 'com.apple.developer.nfc.readersession.formats' because 'NDEF is disallowed'. (ID: 377c83da-9fcc-4903-8c6e-c041d3eedb73) (409)
Nov ’25
Crash occurring when authenticating user for Game Center
I am using the latest version of the Game Center plugin for Unity and have noticed that my game will crash on launch when trying to authenticate. I've tried this in an empty project with just the plugin and it still crashes with this exception. GfxDevice: creating device client; threaded=1; jobified=0 Initializing Metal device caps: Apple A14 GPU Initialize engine version: 2022.3.62f2 (7670c08855a9) GameKitException: Code=-7 Domain=GKErrorDomain Description=The operation couldn’t be completed. (GKErrorDomain error -7.) (UnsupportedOperationForOSVersion) at Apple.GameKit.DefaultNSErrorHandler.ThrowNSError (System.IntPtr nsErrorPtr) [0x00000] in <00000000000000000000000000000000>:0 Rethrow as TypeInitializationException: The type initializer for 'Apple.GameKit.GKGameActivity' threw an exception. And the area in the native code that is triggering the crash is this inside the GKLocalPlayer_SetAuthenticateHandler function `_onAuthenticate!(tid, _mostRecentAuthenticatePlayer!.passRetainedUnsafeMutablePointer(
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Nov ’25
Reply to Notary service down again?
This is the notary log and it still contains the same critical validation errors claiming it has no signed executables or bundles. However if I skip notarization and just install it using installer -verboseR -pkg ConcealDistribution.pkg -target / it works just fine and everything installs as expected. As I mentioned in the older thread I have not changed the structure or format of this PKG and this has been working for months up until a few weeks ago when it suddenly started failing. { logFormatVersion: 1, jobId: 14cc46bd-10d5-4e9c-9ad6-86c06baad6b2, status: Invalid, statusSummary: Archive contains critical validation errors, statusCode: 4000, archiveFilename: ConcealDistribution.pkg, uploadDate: 2025-11-05T21:53:19.782Z, sha256: 48ba80a95c818ae81cadcca07afed1ef4d0d8c120a87622b200dc9935964ee26, ticketContents: null, issues: [ { severity: error, code: null, path: ConcealDistribution.pkg, message: Package ConcealDistribution.pkg has no signed executables or bundles. No tickets can be
Topic: Code Signing SubTopic: Notarization Tags:
Nov ’25
Reply to Trying to remove app groups from my macOS app doesn't seem to work
That makes sense. I think it's not going to be too bad for customers. The data in the containers is basically transient cache and temp files (another reason why this particular App Store restriction is probably inappropriate in this case). The user's programs are stored in NSDocument bundles wherever they put them on disk (these bundles are used by the IDE via security scoped URLs which we bookmark and pass to the XPC service in the new versions of the app). In all app versions, a customer can wipe the app container, even the group container, and as soon as they restart the IDE it's all recreated and works perfectly. I test this use case regularly and it's bullet proof. Financially, the app uses (very cheap) monthly auto renewing expenses. The app itself is free to download (the auto renewing subscription is required for building programs, and comes with a month free trial) and doesn't have any permanent in-app purchases that people would lose. I can work with the new developer (a good friend), custo
Nov ’25
Reply to Crashes because main actor isolated closures are called on a background thread with `DispatchGroup.notify`, but no compiler warnings
Thanks for your thoughtful reply! It's much appreciated. I did follow your suggestion and opened an issue requesting the same treatment for notify. My bug number is FB20920858. P.S. Part of your answer above the horizontal line appears to have been cut off, but I was curious to hear what you were going to suggest! Regarding your suggestion for moving to Swift 6.2 and enabling default main actor isolation -- I did try this by copying my minimal example to a new Swift 6 project with Default Actor Isolation set to MainActor. Alas, it still crashes (albeit on a different line; it seems an internal thread assertion fails from the group.notify call itself rather than my MainActor.assertIsolated() in the closure body). Honestly, it's still what I expected given the missing @Sendable.
Nov ’25
Reply to How to speed up build time when placing large USDZ files in RCP scenes
Hello @sadaotokuyama ! Thank you for your question. Could you please submit feedback using Feedback Assistant? And then share the ticket number here. I think understanding your usecase would be helpful for us, and you'll be able to receive updates about any changes or improvements in the future. It is true that when you modify content inside your RealityKitContent package, the entire package will need to be rebuilt. This is inconvenient, especially when you need to make frequent changes during development. For now, I recommend focusing on ways to reduce the frequency of changes you make to the asset itself that would require a rebuild in the first place. For example, are there ways you could verify changes in an external DCC? One thing you could do now: try placing your large USDZ file outside the RealityKitContent package, and inside a separate bundle, like the main bundle. Then, when you make changes to the large USDZ file, your entire RealityKitContent package won't need
Nov ’25
Reply to Some issues and questions regarding the use of the BGContinuedProcessingTask API
I tried different device models, and some could trigger the task normally, such as the 15 Pro Max and 12 Pro Max. However, there were also some models, such as the 17 Pro, 15 Pro, and 15, that could not trigger the task properly. Moreover, there was no additional error information to help locate the issue. I assume you're doing this on device and not the simulator, right? And did you check the Console logs to see if an error was reported there? (look for the dasd process) I also just wanted to reiterate your other points about the BGContinuedProcessingTask API, in case someone from Apple is listening: I agree that the experience on non-Dynamic Island devices is not great. The task notification banner thing is a obtrusive and redundant. My app already displays a progress bar, so displaying another progress indicator is redundant. Moreover, the banner obscures my app's UI and does not disappear automatically like normal notifications. This leaves the user uncertain if they can safely dismiss it, or if dismissin
Nov ’25
FileProviderUI prepare method receives internal fileprovider ID list instead of actual itemIdentifier
In the context of a FPUIActionExtensionViewController module the prepare method is defined like this: override func prepare(forAction actionIdentifier: String, itemIdentifiers: [NSFileProviderItemIdentifier]) { So you would expect the itemIdentifiers list to be the item identifier but instead it is a list of the internal fileprovider IDs like: __fp/fs/docID(6595461) So this is a bit problematic because the only way to recover the ID is by using getUserVisibleURL to get the path which is not great. Is there a better way ? Am I missing something ? Thanks,
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Nov ’25
Reply to FileProviderUI prepare method receives internal fileprovider ID list instead of actual itemIdentifier
I'm looking into rewriting our non-replicated FP as a replicated FP, and I'm running into this as well. I'd like to show some UI that includes information from the database we keep about items, and if I had the NSFileProviderItemIdentifier we give to iOS, I could use that to look up the info. I'm confused by what you're trying to do here. Your file provider is the fundamental source of truth the system relies on. I can certainly see cases where you have user-relevant data that the system doesn't have— for example, displaying metadata the system doesn't use/support or showing the contents of directories the user has configured to NO sync. What I don't understand is how this flows in the other direction. The system’s view of your data should either always match yours or diverge in ways your provider understands and controls (for example, because you’re uploading/downloading data). What am I missing here? __ Kevin Elliott DTS Engineer, CoreOS/Hardware
Topic: App & System Services SubTopic: Core OS Tags:
Nov ’25