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“missing package product”

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Swift Package with Resources – Upload issue
I have an app that uses SPM. One of my packages contains resources (.xib files). While trying to upload the app to TestFlight I get an error which is a known issue, pointed here: https://developer.apple.com/news/releases/?id=06232020a as a last bullet: Apps that use Swift packages containing resources are not successfully imported. As a workaround, manually remove the CFBundleExecutable keys from the Info.plist files of the embedded resource bundles. My question is how to use that workaround? My packages don't contain an Info.plist file.
1
0
1.3k
Jul ’20
allow-external-scripts deprecated in creation of pkg installer
I noticed the following message when creating a pkg installer: [WARNING]: Specifying [allow-external-scripts='true'] is deprecated. Having this in your distribution will break the installability of this product in an upcoming release of macOS. Apple reserves the right to reject notarization of any product with this option. I have a couple of questions about that: Which upcoming release? Ventura? I am trying to figure out the timeline here. Whats the replacement for this feature? We are depending on it in our installers. I tried googling the answers but came up empty so I would appreciate some input on this from Apple.
2
0
2.9k
Oct ’22
Developer Forums Post: PKG Signing Failure
productsign Command Appears to Succeed but Package has No Valid Signature Category: Security, macOS, Code Signing Question: productsign command, when signing a PKG created with productbuild, appears to succeed with a success message (Wrote signed product archive to ...) but spctl verification results in rejected, source=no usable signature, indicating that the signature was not actually applied. Details: Goal: To sign a distribution package created with productbuild using a Developer ID Installer certificate. Certificate Used: Developer ID Installer: [Company Name] ([Team ID]) This certificate was issued by Previous Sub-CA and is not the latest G2 Sub-CA recommended by Apple. We cannot create a new G2 Sub-CA certificate as we have reached the limit of 5. productsign Command: productsign --sign Developer ID Installer: [Company Name] ([Team ID]) [input.pkg] [output.pkg] productsign Output: Wrote signed product archive to [output.pkg] (Appears as a success message). s
1
0
474
Aug ’25
Reply to How to deal with altool being both clever and stupid?
I have 2 .pkg files with the same identifier. Are referring to the --primary-bundle-id value? If so, I recommend that you not use the same identifier for two different products. Keep in mind that this identifier does not have to correspond to the identifier of the final product that the user sees. See the discussion in Customizing the Notarization Workflow.Share and Enjoy — Quinn “The Eskimo!” Apple Developer Relations, Developer Technical Support, Core OS/Hardware let myEmail = eskimo + 1 + @apple.com
Topic: Code Signing SubTopic: General Tags:
Aug ’19
About Playgrounds, Swift packages and Workspaces
So, here's the thing: I'm trying to use Lottie (a very nice Swift package) to render animations within my Swift Student Challenge submission playground. I'm not really sure if we're supposed to be turning our playgrounds into Xcode Workspaces, but I presume we aren't. Right? Another question is: would there be any way of adding an importable package to a playground? Adding the files to the project itself makes the folder structure very messy (and Xcode's compiler goes crazy, since the package doesn't really build itself), so that doesn't really work... Thanks in advance for helping me! ♥️
0
0
653
Apr ’21
The package was signed with a certificate that has expired
I am unable to find MacOS 11.5.1 Beta updates after installing the profile.During installation, I get the warning that The package was signed with a certificate that has expired. If you acquired this package recently, it may not be authentic. Do you want to continue with the installation anyway? I continued and it seemed to install correctly - however Software Update has not found the beta 3 update for the past 2 days. I have wiped and reinstalled the Macbook Air three times. I also get the same warning when installing - SF Pro Fonts- SF Symbols AppI am a member of an active Apple Developer account.
2
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2.5k
Oct ’19
Stapling a flat pkg that installs a kext
I think I understand notarization:It sends binary to AppleApple performs automatic verificationIf verification succeeds, (and perhaps this is the wrong terminology) a Notarization Ticket is stored on Apple's serversWhen an end user goes to use the Notarized Binary, macOS requests a Notarization Ticket for the binary, and if this succeeds, then all is good. This, of course, requires a network connection on the end user's machine when the binary is (first?, always?) accessed. It seems pretty clear from the staple tool that the ticket is cached locally, so while it may be verified every time, it only needs to be downloaded once.Stapling is a post-process step that downloads the Notarization Ticket and attaches it to the binary (before distribution) so that the end user's machine can verify the Notarization without a network connection back to Apple being available at all.As of 10.14.5, kexts MUST be notarized in order to be loaded. Again, it is not clear if this verification is on every load, or only the first l
6
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5.5k
May ’19
Notarizing installer package; which certificate?
I am having troubles notarizing an installer package. I created an installer package using the pkgbuild and productbuild, and then I tried to notarize it with notarytool, but I got an error message. The error message led me to Use a valid Developer ID certificate, which includes the statement Sign installer packages with a Developer ID Installer certificate The app is signed with the team Developer ID and is notarized (via Xcode). I signed both packages (during pkgbuild and productbuild) with a certificate created when I clicked Mac Installer Distribution in the developer portal, and it created a certificate named 3rd Party Mac Developer Installer: my company Is this the wrong certificate? If it is the wrong certificate, which one should I create in the developer portal? (I didn't see anything specified as Developer ID Installer) If it is the right certificate, any idea what I might have done wrong? Note: The reason I am trying to notarize the installer package is
2
0
1.2k
Nov ’23
Missing option to create In-App Purchase
I have an unreleased Mac application on iTunes Connect for which I would like to create an In-App Purchase Product. When I created the Bundle, I selected the option to allow In-App Purchases. While I can see my app as Prepare for submission, I don't have any options relating to In-App Purchase Products. Why am I missing this option?
3
0
2k
Jul ’15
I'm unable to package an Unreal Engine game with productbuild: error: Can't write temporary package to
Well I'm unable to package an Unreal Engine game with productbuild: error: Can't write temporary package to, after doing this: changing rpath to every executable needed to change install_name_tool -rpath path/tofile/incorrect path/tofile/correct path/tofile/correct/file.dylib and adding the needed with install_name_tool -add_rpath path/tofile/correct path/tofile/correct/file.dylib then signing each dylib with find Myapp/Contents | grep .dylib | xargs codesign -f -v -s Apple Distribution: Team (ID) --entitlements entitlements.plist --options runtime --timestamp then sign the executable with codesign -f --deep -s Apple Distribution: Team (ID) Myapp.app then try the pkg file to send to store with productbuild --sign 3rd Party Mac Developer Installer: Team (ID) --component Myapp.app /Applications app.pkg and finally I couldn't package with error: productbuild: error: Can't write temporary package to and I really wanted to publish the game in Apple Mac Store. Is there a
16
0
4.3k
Nov ’22
Swift Package with Resources – Upload issue
I have an app that uses SPM. One of my packages contains resources (.xib files). While trying to upload the app to TestFlight I get an error which is a known issue, pointed here: https://developer.apple.com/news/releases/?id=06232020a as a last bullet: Apps that use Swift packages containing resources are not successfully imported. As a workaround, manually remove the CFBundleExecutable keys from the Info.plist files of the embedded resource bundles. My question is how to use that workaround? My packages don't contain an Info.plist file.
Replies
1
Boosts
0
Views
1.3k
Activity
Jul ’20
allow-external-scripts deprecated in creation of pkg installer
I noticed the following message when creating a pkg installer: [WARNING]: Specifying [allow-external-scripts='true'] is deprecated. Having this in your distribution will break the installability of this product in an upcoming release of macOS. Apple reserves the right to reject notarization of any product with this option. I have a couple of questions about that: Which upcoming release? Ventura? I am trying to figure out the timeline here. Whats the replacement for this feature? We are depending on it in our installers. I tried googling the answers but came up empty so I would appreciate some input on this from Apple.
Replies
2
Boosts
0
Views
2.9k
Activity
Oct ’22
How to add a local version of a package?
Hi. I have a project that uses packages which have git repos. The problem is, I want to test some things before updating the master branch on the repo. How can I make Xcode use the local version so I can test? Thanks.
Replies
1
Boosts
0
Views
712
Activity
Oct ’22
Developer Forums Post: PKG Signing Failure
productsign Command Appears to Succeed but Package has No Valid Signature Category: Security, macOS, Code Signing Question: productsign command, when signing a PKG created with productbuild, appears to succeed with a success message (Wrote signed product archive to ...) but spctl verification results in rejected, source=no usable signature, indicating that the signature was not actually applied. Details: Goal: To sign a distribution package created with productbuild using a Developer ID Installer certificate. Certificate Used: Developer ID Installer: [Company Name] ([Team ID]) This certificate was issued by Previous Sub-CA and is not the latest G2 Sub-CA recommended by Apple. We cannot create a new G2 Sub-CA certificate as we have reached the limit of 5. productsign Command: productsign --sign Developer ID Installer: [Company Name] ([Team ID]) [input.pkg] [output.pkg] productsign Output: Wrote signed product archive to [output.pkg] (Appears as a success message). s
Replies
1
Boosts
0
Views
474
Activity
Aug ’25
Reply to How to deal with altool being both clever and stupid?
I have 2 .pkg files with the same identifier. Are referring to the --primary-bundle-id value? If so, I recommend that you not use the same identifier for two different products. Keep in mind that this identifier does not have to correspond to the identifier of the final product that the user sees. See the discussion in Customizing the Notarization Workflow.Share and Enjoy — Quinn “The Eskimo!” Apple Developer Relations, Developer Technical Support, Core OS/Hardware let myEmail = eskimo + 1 + @apple.com
Topic: Code Signing SubTopic: General Tags:
Replies
Boosts
Views
Activity
Aug ’19
About Playgrounds, Swift packages and Workspaces
So, here's the thing: I'm trying to use Lottie (a very nice Swift package) to render animations within my Swift Student Challenge submission playground. I'm not really sure if we're supposed to be turning our playgrounds into Xcode Workspaces, but I presume we aren't. Right? Another question is: would there be any way of adding an importable package to a playground? Adding the files to the project itself makes the folder structure very messy (and Xcode's compiler goes crazy, since the package doesn't really build itself), so that doesn't really work... Thanks in advance for helping me! ♥️
Replies
0
Boosts
0
Views
653
Activity
Apr ’21
Run on Main Actor for Swift Packages
I'd like to know if there is a new property we can use in the definition of a Swift Package in the new Xcode 26, where we can set the whole package to run on Main Actor, as we have it in our apps for Xcode 26.
Replies
1
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0
Views
119
Activity
Jun ’25
The package was signed with a certificate that has expired
I am unable to find MacOS 11.5.1 Beta updates after installing the profile.During installation, I get the warning that The package was signed with a certificate that has expired. If you acquired this package recently, it may not be authentic. Do you want to continue with the installation anyway? I continued and it seemed to install correctly - however Software Update has not found the beta 3 update for the past 2 days. I have wiped and reinstalled the Macbook Air three times. I also get the same warning when installing - SF Pro Fonts- SF Symbols AppI am a member of an active Apple Developer account.
Replies
2
Boosts
0
Views
2.5k
Activity
Oct ’19
How can I enable “Approachable Concurrency” for a Swift Package?
I’m aware that Xcode version 26 beta 3 provides an option to enable Swift’s Approachable Concurrency feature at the project level. However, I’d like to achieve the same for a Swift Package. Could you please advise on how to enable Approachable Concurrency support specifically for a Swift Package?
Replies
3
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0
Views
1.1k
Activity
Jul ’25
Removing Swift package from Xcode
In Xcode 11.5, removing a Swift package dependency from Xcode workspace does not delete the checkout data in the DerivedData. Is this behavior expected? If not, has it been fixed in Xcode 12? Should I file a radar?
Replies
2
Boosts
0
Views
3.9k
Activity
Jul ’20
Accessing SwiftData document package?
I would very much like to store some additional data in my SwiftData document package, outside of SwiftData. Metadata about the document that doesn't lend itself well to the underlying RDBMS nature of SwiftData. Is that possible?
Replies
0
Boosts
0
Views
484
Activity
Mar ’24
Stapling a flat pkg that installs a kext
I think I understand notarization:It sends binary to AppleApple performs automatic verificationIf verification succeeds, (and perhaps this is the wrong terminology) a Notarization Ticket is stored on Apple's serversWhen an end user goes to use the Notarized Binary, macOS requests a Notarization Ticket for the binary, and if this succeeds, then all is good. This, of course, requires a network connection on the end user's machine when the binary is (first?, always?) accessed. It seems pretty clear from the staple tool that the ticket is cached locally, so while it may be verified every time, it only needs to be downloaded once.Stapling is a post-process step that downloads the Notarization Ticket and attaches it to the binary (before distribution) so that the end user's machine can verify the Notarization without a network connection back to Apple being available at all.As of 10.14.5, kexts MUST be notarized in order to be loaded. Again, it is not clear if this verification is on every load, or only the first l
Replies
6
Boosts
0
Views
5.5k
Activity
May ’19
Notarizing installer package; which certificate?
I am having troubles notarizing an installer package. I created an installer package using the pkgbuild and productbuild, and then I tried to notarize it with notarytool, but I got an error message. The error message led me to Use a valid Developer ID certificate, which includes the statement Sign installer packages with a Developer ID Installer certificate The app is signed with the team Developer ID and is notarized (via Xcode). I signed both packages (during pkgbuild and productbuild) with a certificate created when I clicked Mac Installer Distribution in the developer portal, and it created a certificate named 3rd Party Mac Developer Installer: my company Is this the wrong certificate? If it is the wrong certificate, which one should I create in the developer portal? (I didn't see anything specified as Developer ID Installer) If it is the right certificate, any idea what I might have done wrong? Note: The reason I am trying to notarize the installer package is
Replies
2
Boosts
0
Views
1.2k
Activity
Nov ’23
Missing option to create In-App Purchase
I have an unreleased Mac application on iTunes Connect for which I would like to create an In-App Purchase Product. When I created the Bundle, I selected the option to allow In-App Purchases. While I can see my app as Prepare for submission, I don't have any options relating to In-App Purchase Products. Why am I missing this option?
Replies
3
Boosts
0
Views
2k
Activity
Jul ’15
I'm unable to package an Unreal Engine game with productbuild: error: Can't write temporary package to
Well I'm unable to package an Unreal Engine game with productbuild: error: Can't write temporary package to, after doing this: changing rpath to every executable needed to change install_name_tool -rpath path/tofile/incorrect path/tofile/correct path/tofile/correct/file.dylib and adding the needed with install_name_tool -add_rpath path/tofile/correct path/tofile/correct/file.dylib then signing each dylib with find Myapp/Contents | grep .dylib | xargs codesign -f -v -s Apple Distribution: Team (ID) --entitlements entitlements.plist --options runtime --timestamp then sign the executable with codesign -f --deep -s Apple Distribution: Team (ID) Myapp.app then try the pkg file to send to store with productbuild --sign 3rd Party Mac Developer Installer: Team (ID) --component Myapp.app /Applications app.pkg and finally I couldn't package with error: productbuild: error: Can't write temporary package to and I really wanted to publish the game in Apple Mac Store. Is there a
Replies
16
Boosts
0
Views
4.3k
Activity
Nov ’22