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Need help to build a Mac command-line app for App Store or TestFlight
I have a binary that successfully install & run on my Mac, that is build with codesign and pkgbuild with Developer ID Application and Developer ID Installer identities. I cannot figure out how to transform this pkg into a distribution package that fits with App Store and TestFlight. Xcode builds it fine and can run it seemingly, but cannot provide the App Store Distribution option in Organizer after creation of Archive. (Only Custom option.) I probably may not be able to specify properly the build Target as Release (don't know where to specify). (pkgbuild ->) productbuild -> Transporter is also an option, but don't know how to properly specify the productbuild --component options... I have a developer program and can generate the Apple developers certificate fine, such as 3rd Party Mac Developer Application/Installer. A pkg codesign'ed by them was rejected by the notarization process. My application is C and can be started again as New project from Xcode as MacOS Command-Line Tool,
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Is it possible to locally test a Network Extension without a paid development account?
I've searched these terms all over the place and have found only a confusing mishmash of things that were probably true years ago but no longer seem to reflect today's reality so I'm posting it here to hopefully add a definitive 2026 answer to these search results for myself and others. The existence of the DNS Proxy Network Extension protocol in 10.15 has given me an idea. I would like to test this idea to see if it is worth developing further or a complete waste of time. This test does not need to run on any device anywhere in the world other than the one in front of me so I would prefer not to spend $100 just to see if I can make a small code fragment do a silly trick. XCode sadly refuses to build my Network Extension target when I only have a Personal Team to sign with: Personal development teams, including XXXX XXXX, do not support the Network Extensions capability. Can this be done or is Apple just 100% pay-to-play nowadays? I have zero problems disabling SIPS or any other consumer grade protec
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App Attest assertions rejected as invalid by downstream validator on iOS 26.x — fleet-wide, pristine first-install devices
Symptom Production iOS app (TestFlight) using App Attest. Devices generate assertions via DCAppAttestService (through Firebase App Check, which forwards to Apple's validation infrastructure). The fleet was attesting cleanly at ~100% verified for the first ~7 days post-first-install per device — then collapsed to ~0% verified once the initial token's natural TTL expired and devices were forced to re-attest. Has stayed at ~0% for 3+ days. Affects all 4 physical TestFlight devices; not reproducing on simulators (which is expected — App Attest unavailable there). The downstream validator's metric specifically categorizes these as invalid — meaning a token reached it and was rejected as cryptographically invalid — not as no token sent / unrecognized origin / outdated SDK. Environment iOS 26.x (26.3.1 confirmed on multiple devices). Team ID T68SS8UY5J, bundle com.calimento.app, App ID has App Attest capability checked. Entitlements signed into binary: com.apple.developer.devicecheck.appattest-environment =
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Reply to Is it possible to locally test a Network Extension without a paid development account?
[quote='825136021, KirkBeamedUp, /thread/825136, /profile/KirkBeamedUp'] Can this be done … ? [/quote] Probably, but whether it’s worth it depends on how much you value your time. First, some background. Most NE entitlements are available to all developers who are members of a paid team. And you’re right that there’s a bunch of backstory to this, but the info in my Network Extension Framework Entitlements post is up to date. Also, Developer Account Help > Reference > Supported capabilities (macOS) is a good page to bookmark, because it lists a bunch of common capabilities and their team requirements. The Apple Developer column in that table is what you get with free provisioning, also known as Personal Team in Xcode. Now, for iOS and its child platforms that’s the end of the story. For macOS you have options. You can disable SIP and then disable bits of the trusted execution system and thereby claim any entitlements you want. For an example of this, see this post. IMPORTANT This is not a suppor
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Background Assets: Downloaded .aar not working — "bundle record couldn't be looked up" error (-10814)
Platform: iOS 26 (23E254) Xcode: 26.0 Reproduces on: Debug builds AND TestFlight Summary: I'm using Apple-Hosted Managed Background Assets with on-demand download policy. The .aar archives download successfully (correct file size, status = downloaded), but the contents are never extracted into the asset pack namespace. AssetPackManager.shared.contents(at:) returns fileNotFound for all path variants, and url(for: FilePath(.)) returns a URL that exists but contains zero children. Root Cause from Sysdiagnose: The backgroundassets.user daemon logs reveal this error on every download attempt: A bundle record couldn't be looked up for the application identifier AtlasDrift.SnapTrail: Error Domain=NSOSStatusErrorDomain Code=-10814 (null) UserInfo={_LSFile=LSBindingEvaluator.mm, _LSLine=1973, _LSFunction=runEvaluator} Error code -10814 is kLSApplicationNotFoundErr. The BA daemon downloads the .aar blob, then attempts to find the app bundle via LaunchServices to locate the extension for extraction — but the LS
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Problem running NLContextualEmbeddingModel in simulator
Environment MacOC 26 Xcode Version 26.0 beta 7 (17A5305k) simulator: iPhone 16 pro iOS: iOS 26 Problem NLContextualEmbedding.load() fails with the following error In simulator Failed to load embedding from MIL representation: filesystem error: in create_directories: Permission denied [/var/db/com.apple.naturallanguaged/com.apple.e5rt.e5bundlecache] filesystem error: in create_directories: Permission denied [/var/db/com.apple.naturallanguaged/com.apple.e5rt.e5bundlecache] Failed to load embedding model 'mul_Latn' - '5C45D94E-BAB4-4927-94B6-8B5745C46289' assetRequestFailed(Optional(Error Domain=NLNaturalLanguageErrorDomain Code=7 Embedding model requires compilation UserInfo={NSLocalizedDescription=Embedding model requires compilation})) in #Playground I'm new to this embedding model. Not sure if it's caused by my code or environment. Code snippet import Foundation import NaturalLanguage import Playgrounds #Playground { // Prefer initializing by script for broader coverage; returns NLContextualEmbeddin
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Safari Web Extension popup never opens on iOS 26 — silent failure with all resources signed and bundled
I'm distributing a Safari Web Extension iOS app via TestFlight (built from a Chrome MV3 extension via xcrun safari-web-extension-converter on Xcode 26.0.1). The extension installs and registers correctly, but its popup never opens when the toolbar item is tapped. The behavior is silent — no error, no flash of UI, no console output. The Safari ᴀA menu just closes and the user is back at the article. WHAT WORKS: Extension appears in Settings → Safari → Extensions, can be enabled Permissions can be granted (Always Allow on Every Website) Extension appears as expected in Safari's ᴀA address-bar menu WHAT DOESN'T WORK: Tapping the extension item in the AA menu produces no popup, no error, no visible response of any kind. Same on iPhone and iPad, both on iOS 26. WHAT I'VE VERIFIED VIA IPA INSPECTION: Extension .appex contains: manifest.json, popup.html, popup.js, background.js, content.js, and images/ with all icons _CodeSignature/CodeResources files2 lists 11 entries — every web extension resource is sign
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Reply to Safari Web Extension popup never opens on iOS 26 — silent failure with all resources signed and bundled
RESOLVED — for anyone who hits this The popup opens correctly now. Posting the actual cause for posterity since this took a long time to track down and may help others using GitHub Actions to build Safari Web Extensions. Root cause: The .appex bundle inside the IPA was missing all web extension files (popup.html, popup.js, background.js, content.js, images/) — only manifest.json was being included. The popup couldn't render because popup.html literally wasn't in the bundle. iOS Safari was correctly attempting to load the popup but had nothing to load, hence the silent failure with no error. Why files were missing: Running xcrun safari-web-extension-converter . against the repository root caused the converter to recursively copy its own build output back into the source folder during processing. This led to inconsistent state where Xcode's archive step didn't pick up the original web extension files. Fix: Stage web extension files into a clean subfolder before running the converter, then run
Topic: Safari & Web SubTopic: General Tags:
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Xcode playground quick look button not found.
Hello. I don't know if this is a place to ask questions and get solutions, but I think there will be a lot of experts gathered, so I'm posting it. I'm a student who recently started learning Xcode. In the book, you can see a graph-shaped pop-up window by pressing the eye-shaped quick look button in the Xcode playground, but I can't find that button in my Xcode 26 version. Can you tell me where the button is? I'm sorry for asking such a basic question.
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Reply to Xcode playground quick look button not found.
@hwan26 Thank you for your post, this is the perfect place to ask as many developers will know what button you are looking. Xcode's interface changes frequently, so older books and tutorials often show buttons that have moved or changed slightly. Hope I understand exactly what button you are looking for. Are you talking about the quick look button after the play? I hope I'm thinking about the same thing. Make sure your playground has actually run. You can click the Play button, the blue triangle, at the very bottom of the editor, or the play button next to the specific line of code. On the far right side of your code editor, there is a gray area called the Results Sidebar. Editor > Show Playground Results (Xcode version is important for the options, but Editor has not changed) Move your mouse pointer directly over that result text in the right sidebar (hover over the last line). Clicking this will open the pop-up window with the graph you are loaoking for. Clicking this will embed the gra
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Reply to Need help to build a Mac command-line app for App Store or TestFlight
The Mac App Store might not accept command-line apps. They may require apps to be in a Mac app bundle. One way to build your app for the Mac App Store is to create a simple Mac GUI app project in Xcode and bundle your command-line app with the GUI app. Use the Process class to run the command-line app. You will have to conform to the App Sandbox guidelines to get approved on the Mac App Store. Many Mac apps that bundle command-line apps aren't in the Mac App Store because of the App Sandbox restrictions. You might have to distribute your app from your own website.
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Reply to Spatial Audio: <<<< FigAudioSession(AV) >>>> signalled err=-19224 at <>:612
Thanks so much for the post. Can you provide as much information as possible so the visionOS engineers can take a look about the error in the Audio Session including the code you are using to reproduce the issue. Is it happening on unmodified sample code on a physical Vision Pro? As a developer, you are likely mirroring your Vision Pro to your Mac while debugging with Xcode? When you mirror your screen, visionOS attempts to route audio to the AirPlay receiver (your Mac). The spatial audio engine cannot render 3D audio over a standard stereo AirPlay connection, causing FigAudioSession to crash or throw the -19224 error. Can you provide information is you are AirPlay mirroring from the Vision Pro Control Center. Have you tried the device by itself? How are you using the audio session? Can you post the code? If another app recently used the audio session, or if the system defaulted to .ambient? Add the AVAudioSession.sharedInstance().setCategory(.playback) code. All those details will help engineers fig
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TelephonyMessagingKit drops first SMS at cold launch — race between client XPC handler registration and server pending flush
Hi all, I'm the developer of OV Message, an end-to-end encrypted SMS messaging app already shipped on Google Play (Android, where it natively encrypts SMS content). The iOS port aims to be the default carrier-messaging app, handling SMS, MMS, and RCS through TelephonyMessagingKit with the com.apple.developer.carrier-messaging-app entitlement under the EU programme. While testing the cold-launch flow on iOS 26.x, I've hit a reproducible bug that silently drops the first SMS/MMS/RCS that wakes the app, and I'd like to confirm whether other devs working with this API see the same. The bug When a default carrier-messaging app is force-killed and a message arrives, iOS correctly: Routes the message via CommCenter (IMS in my case — SFR France) Wakes the app in background (state = .background at didFinishLaunchingWithOptions) Acquires a TelephonyMessaging runningboard assertion on the app But CommCenter then pushes the pending message via XPC before the client TMK library has finished registering its messag
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Reply to Xcode now hangs; SDKs are "status unavailable"
Anyone find a solution to this problem? I am having the same issue, I woke up one morning and could not build my iOS app. The components area shows Status unavailable for all my platforms besides macOS. I have no way of re-downloading the runtimes and have gone through steps of rebooting my machine, deleting Xcode and re-installing, clearing out all the cache, downloading older Xcode, etc. I have found no way to get Xcode to build my apps and no way to run an iOS simulator. A very frustrating problem as I have no idea what else I can do. The only thing that seems to have had any reaction in Xcode at all is removing the Images.plist file, but even then I can't get it to the point where I can compile my app. It only gives me the ability to download the iOS platform via a Get button, at which point the actual download hangs.
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Need help to build a Mac command-line app for App Store or TestFlight
I have a binary that successfully install & run on my Mac, that is build with codesign and pkgbuild with Developer ID Application and Developer ID Installer identities. I cannot figure out how to transform this pkg into a distribution package that fits with App Store and TestFlight. Xcode builds it fine and can run it seemingly, but cannot provide the App Store Distribution option in Organizer after creation of Archive. (Only Custom option.) I probably may not be able to specify properly the build Target as Release (don't know where to specify). (pkgbuild ->) productbuild -> Transporter is also an option, but don't know how to properly specify the productbuild --component options... I have a developer program and can generate the Apple developers certificate fine, such as 3rd Party Mac Developer Application/Installer. A pkg codesign'ed by them was rejected by the notarization process. My application is C and can be started again as New project from Xcode as MacOS Command-Line Tool,
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Is it possible to locally test a Network Extension without a paid development account?
I've searched these terms all over the place and have found only a confusing mishmash of things that were probably true years ago but no longer seem to reflect today's reality so I'm posting it here to hopefully add a definitive 2026 answer to these search results for myself and others. The existence of the DNS Proxy Network Extension protocol in 10.15 has given me an idea. I would like to test this idea to see if it is worth developing further or a complete waste of time. This test does not need to run on any device anywhere in the world other than the one in front of me so I would prefer not to spend $100 just to see if I can make a small code fragment do a silly trick. XCode sadly refuses to build my Network Extension target when I only have a Personal Team to sign with: Personal development teams, including XXXX XXXX, do not support the Network Extensions capability. Can this be done or is Apple just 100% pay-to-play nowadays? I have zero problems disabling SIPS or any other consumer grade protec
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188
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App Attest assertions rejected as invalid by downstream validator on iOS 26.x — fleet-wide, pristine first-install devices
Symptom Production iOS app (TestFlight) using App Attest. Devices generate assertions via DCAppAttestService (through Firebase App Check, which forwards to Apple's validation infrastructure). The fleet was attesting cleanly at ~100% verified for the first ~7 days post-first-install per device — then collapsed to ~0% verified once the initial token's natural TTL expired and devices were forced to re-attest. Has stayed at ~0% for 3+ days. Affects all 4 physical TestFlight devices; not reproducing on simulators (which is expected — App Attest unavailable there). The downstream validator's metric specifically categorizes these as invalid — meaning a token reached it and was rejected as cryptographically invalid — not as no token sent / unrecognized origin / outdated SDK. Environment iOS 26.x (26.3.1 confirmed on multiple devices). Team ID T68SS8UY5J, bundle com.calimento.app, App ID has App Attest capability checked. Entitlements signed into binary: com.apple.developer.devicecheck.appattest-environment =
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Reply to Is it possible to locally test a Network Extension without a paid development account?
[quote='825136021, KirkBeamedUp, /thread/825136, /profile/KirkBeamedUp'] Can this be done … ? [/quote] Probably, but whether it’s worth it depends on how much you value your time. First, some background. Most NE entitlements are available to all developers who are members of a paid team. And you’re right that there’s a bunch of backstory to this, but the info in my Network Extension Framework Entitlements post is up to date. Also, Developer Account Help > Reference > Supported capabilities (macOS) is a good page to bookmark, because it lists a bunch of common capabilities and their team requirements. The Apple Developer column in that table is what you get with free provisioning, also known as Personal Team in Xcode. Now, for iOS and its child platforms that’s the end of the story. For macOS you have options. You can disable SIP and then disable bits of the trusted execution system and thereby claim any entitlements you want. For an example of this, see this post. IMPORTANT This is not a suppor
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Background Assets: Downloaded .aar not working — "bundle record couldn't be looked up" error (-10814)
Platform: iOS 26 (23E254) Xcode: 26.0 Reproduces on: Debug builds AND TestFlight Summary: I'm using Apple-Hosted Managed Background Assets with on-demand download policy. The .aar archives download successfully (correct file size, status = downloaded), but the contents are never extracted into the asset pack namespace. AssetPackManager.shared.contents(at:) returns fileNotFound for all path variants, and url(for: FilePath(.)) returns a URL that exists but contains zero children. Root Cause from Sysdiagnose: The backgroundassets.user daemon logs reveal this error on every download attempt: A bundle record couldn't be looked up for the application identifier AtlasDrift.SnapTrail: Error Domain=NSOSStatusErrorDomain Code=-10814 (null) UserInfo={_LSFile=LSBindingEvaluator.mm, _LSLine=1973, _LSFunction=runEvaluator} Error code -10814 is kLSApplicationNotFoundErr. The BA daemon downloads the .aar blob, then attempts to find the app bundle via LaunchServices to locate the extension for extraction — but the LS
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Problem running NLContextualEmbeddingModel in simulator
Environment MacOC 26 Xcode Version 26.0 beta 7 (17A5305k) simulator: iPhone 16 pro iOS: iOS 26 Problem NLContextualEmbedding.load() fails with the following error In simulator Failed to load embedding from MIL representation: filesystem error: in create_directories: Permission denied [/var/db/com.apple.naturallanguaged/com.apple.e5rt.e5bundlecache] filesystem error: in create_directories: Permission denied [/var/db/com.apple.naturallanguaged/com.apple.e5rt.e5bundlecache] Failed to load embedding model 'mul_Latn' - '5C45D94E-BAB4-4927-94B6-8B5745C46289' assetRequestFailed(Optional(Error Domain=NLNaturalLanguageErrorDomain Code=7 Embedding model requires compilation UserInfo={NSLocalizedDescription=Embedding model requires compilation})) in #Playground I'm new to this embedding model. Not sure if it's caused by my code or environment. Code snippet import Foundation import NaturalLanguage import Playgrounds #Playground { // Prefer initializing by script for broader coverage; returns NLContextualEmbeddin
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Safari Web Extension popup never opens on iOS 26 — silent failure with all resources signed and bundled
I'm distributing a Safari Web Extension iOS app via TestFlight (built from a Chrome MV3 extension via xcrun safari-web-extension-converter on Xcode 26.0.1). The extension installs and registers correctly, but its popup never opens when the toolbar item is tapped. The behavior is silent — no error, no flash of UI, no console output. The Safari ᴀA menu just closes and the user is back at the article. WHAT WORKS: Extension appears in Settings → Safari → Extensions, can be enabled Permissions can be granted (Always Allow on Every Website) Extension appears as expected in Safari's ᴀA address-bar menu WHAT DOESN'T WORK: Tapping the extension item in the AA menu produces no popup, no error, no visible response of any kind. Same on iPhone and iPad, both on iOS 26. WHAT I'VE VERIFIED VIA IPA INSPECTION: Extension .appex contains: manifest.json, popup.html, popup.js, background.js, content.js, and images/ with all icons _CodeSignature/CodeResources files2 lists 11 entries — every web extension resource is sign
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Reply to Safari Web Extension popup never opens on iOS 26 — silent failure with all resources signed and bundled
RESOLVED — for anyone who hits this The popup opens correctly now. Posting the actual cause for posterity since this took a long time to track down and may help others using GitHub Actions to build Safari Web Extensions. Root cause: The .appex bundle inside the IPA was missing all web extension files (popup.html, popup.js, background.js, content.js, images/) — only manifest.json was being included. The popup couldn't render because popup.html literally wasn't in the bundle. iOS Safari was correctly attempting to load the popup but had nothing to load, hence the silent failure with no error. Why files were missing: Running xcrun safari-web-extension-converter . against the repository root caused the converter to recursively copy its own build output back into the source folder during processing. This led to inconsistent state where Xcode's archive step didn't pick up the original web extension files. Fix: Stage web extension files into a clean subfolder before running the converter, then run
Topic: Safari & Web SubTopic: General Tags:
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Xcode playground quick look button not found.
Hello. I don't know if this is a place to ask questions and get solutions, but I think there will be a lot of experts gathered, so I'm posting it. I'm a student who recently started learning Xcode. In the book, you can see a graph-shaped pop-up window by pressing the eye-shaped quick look button in the Xcode playground, but I can't find that button in my Xcode 26 version. Can you tell me where the button is? I'm sorry for asking such a basic question.
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Reply to Xcode playground quick look button not found.
@hwan26 Thank you for your post, this is the perfect place to ask as many developers will know what button you are looking. Xcode's interface changes frequently, so older books and tutorials often show buttons that have moved or changed slightly. Hope I understand exactly what button you are looking for. Are you talking about the quick look button after the play? I hope I'm thinking about the same thing. Make sure your playground has actually run. You can click the Play button, the blue triangle, at the very bottom of the editor, or the play button next to the specific line of code. On the far right side of your code editor, there is a gray area called the Results Sidebar. Editor > Show Playground Results (Xcode version is important for the options, but Editor has not changed) Move your mouse pointer directly over that result text in the right sidebar (hover over the last line). Clicking this will open the pop-up window with the graph you are loaoking for. Clicking this will embed the gra
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4d
Reply to Need help to build a Mac command-line app for App Store or TestFlight
The Mac App Store might not accept command-line apps. They may require apps to be in a Mac app bundle. One way to build your app for the Mac App Store is to create a simple Mac GUI app project in Xcode and bundle your command-line app with the GUI app. Use the Process class to run the command-line app. You will have to conform to the App Sandbox guidelines to get approved on the Mac App Store. Many Mac apps that bundle command-line apps aren't in the Mac App Store because of the App Sandbox restrictions. You might have to distribute your app from your own website.
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Reply to Xcode playground quick look button not found.
What book are you referring to when you say In the book? What are you trying to do when you click the Quick Look button? Telling us what you are trying to do can help us tell you what you have to do in Xcode 26 to do the thing you are trying to do.
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Reply to Spatial Audio: <<<< FigAudioSession(AV) >>>> signalled err=-19224 at <>:612
Thanks so much for the post. Can you provide as much information as possible so the visionOS engineers can take a look about the error in the Audio Session including the code you are using to reproduce the issue. Is it happening on unmodified sample code on a physical Vision Pro? As a developer, you are likely mirroring your Vision Pro to your Mac while debugging with Xcode? When you mirror your screen, visionOS attempts to route audio to the AirPlay receiver (your Mac). The spatial audio engine cannot render 3D audio over a standard stereo AirPlay connection, causing FigAudioSession to crash or throw the -19224 error. Can you provide information is you are AirPlay mirroring from the Vision Pro Control Center. Have you tried the device by itself? How are you using the audio session? Can you post the code? If another app recently used the audio session, or if the system defaulted to .ambient? Add the AVAudioSession.sharedInstance().setCategory(.playback) code. All those details will help engineers fig
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TelephonyMessagingKit drops first SMS at cold launch — race between client XPC handler registration and server pending flush
Hi all, I'm the developer of OV Message, an end-to-end encrypted SMS messaging app already shipped on Google Play (Android, where it natively encrypts SMS content). The iOS port aims to be the default carrier-messaging app, handling SMS, MMS, and RCS through TelephonyMessagingKit with the com.apple.developer.carrier-messaging-app entitlement under the EU programme. While testing the cold-launch flow on iOS 26.x, I've hit a reproducible bug that silently drops the first SMS/MMS/RCS that wakes the app, and I'd like to confirm whether other devs working with this API see the same. The bug When a default carrier-messaging app is force-killed and a message arrives, iOS correctly: Routes the message via CommCenter (IMS in my case — SFR France) Wakes the app in background (state = .background at didFinishLaunchingWithOptions) Acquires a TelephonyMessaging runningboard assertion on the app But CommCenter then pushes the pending message via XPC before the client TMK library has finished registering its messag
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Reply to Xcode now hangs; SDKs are "status unavailable"
Anyone find a solution to this problem? I am having the same issue, I woke up one morning and could not build my iOS app. The components area shows Status unavailable for all my platforms besides macOS. I have no way of re-downloading the runtimes and have gone through steps of rebooting my machine, deleting Xcode and re-installing, clearing out all the cache, downloading older Xcode, etc. I have found no way to get Xcode to build my apps and no way to run an iOS simulator. A very frustrating problem as I have no idea what else I can do. The only thing that seems to have had any reaction in Xcode at all is removing the Images.plist file, but even then I can't get it to the point where I can compile my app. It only gives me the ability to download the iOS platform via a Get button, at which point the actual download hangs.
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