Hello! Trying to find any info about how to add In-App Purchase with application Entitlements.plist file manually (NOT with XCode). Is there any reference within keys and description? What need to be in this file: key-for-in-app-purchase value
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To implement In-App Purchase in your app, you need: Accept the Paid Apps Agreement and complete all tax and banking information. Have an explicit App ID registered in App Store Connect. The In-App Purchase capability appears enabled by default for an explicit App ID and disabled for a wildcard App ID. Hence, it is unnecessary to add the capability in Xcode. Remove it from your project. Configure In-App Purchases products for your App ID in App Store Connect. You can test In-App Purchases in Xcode test local environment or sandbox. For more information, see Testing at all stages of development with Xcode and the sandbox TN3186: Troubleshooting In-App Purchases availability in the sandbox TN3185: Troubleshooting In-App Purchases availability in Xcode.
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Developer Tools & Services
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Xcode
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Hi @Idang, You wrote: Hey, I am trying to implement the apple pay process pay backend service, I have checked everything and somehow it fails. I only have 1 certificate for merchant and 1 for the apple pay process, I have the private keys and try to run this following code that fails - [...] Please review the following post so we can gather the proper data from your testing device and server-side implementation: Gathering Required Information for Troubleshooting Apple Pay on the Web Merchant Issues https://developer.apple.com/forums/thread/762994 Additionally, common reasons for payment token decryption errors are also listed in the technote below: TN3176: Troubleshooting Apple Pay payment processing issues: Possible reasons for payment token decryption errors https://developer.apple.com/documentation/technotes/tn3176-troubleshooting-apple-pay-payment-processing-issues#Possible-reasons-for-payment-token-decryption-errors If you continue to have issues with your description, please reply to your post
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Developer Tools & Services
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Apple Developer Program
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Since 1st of September archives uploaded via Xcode 26 beta 7 or builds distributed via CD (fastlane deliver) don't appear in App Store Connect. No errors reported during/after upload process, no e-mails with errors received. Xcode reports successful upload (with a few warnings regarding dSYM) I'm not getting any e-mails with ITMS errors Builds don't appear at in App Store Connect in TestFlight section (not even in Processing or Failed states). For me it seems like App Store Connect outage but all statuses in https://www.apple.com/support/systemstatus/ are green.
Creating a testapp with expo and then trying to open in XCode just hangs. npx create-expo-app TestApp cd TestApp npx expo prebuild cd ios open TestApp.xcworkspace This used to work, but I think stopped after something got upgraded to latest, because I tried uninstalling and reinstalling latest XCode, exp, pod and result is still the same. Please Help!
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Developer Tools & Services
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Xcode
What's on my system: node 24.7.0 npm 11.5.2 expo 6.3.12 pod 1.16.2 Xcode Version 16.4 (16F6) Mac Sequoia 15.6.1
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Developer Tools & Services
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Xcode
It's really strange to read your message after getting this result in XCode
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Developer Tools & Services
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Xcode
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For more information, see Downloading and installing additional Xcode components. The document shows how you can download the components from the command line using the xcodebuild command. This command requires Xcode to be installed on your machine before you can use it.
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Developer Tools & Services
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Xcode
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Please sign out of your account in Xcode settings, then log in again. Let us know if that resolves your issue.
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Developer Tools & Services
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Xcode Cloud
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var allLeaderboards = await GKLeaderboard.LoadLeaderboards(); Log(allLeaderboards.Count); // returns 0 What am I missing?? What doesn’t work: await GKGameActivityDefinition.LoadGameActivityDefinitions() → count = 0 await GKLeaderboard.LoadLeaderboards() (no args) → 0 leaderboards await GKLeaderboard.LoadLeaderboards(MY ID) → returns 0 GkGameActivity.SetScoreOnLeaderboard(Leaderboard, score, context); returns an error since my Leaderboard is null. Activities and leaderboards are defined in GameCenterResources.gamekit in Xcode. Achievements that I add locally in the .gamekit file do not appear at runtime either; only ASC live ones show. ** What works:** xcode- debug- Gamekit- Manage Game progress- I can submit new scores with the plus button and see the notification on my device. await GKLocalPlayer.Authenticate() succeeds. await GKAchievement.LoadAchievements() returns the list of achievements configured in App Store Connect- but not any new local achievements created in Xcode in Gam
I truly believe Apple doesn't care about false positives when terminating developer accounts. They keep the doors closed and appeal is futile. Background I'm an independent mobile game developer for 5+ years. I share my games on social media and get organic users, so everything is transparent. My latest game is a relaxing ball game. It has tap mechanics and players should tap when a ball hits to a xylophone-like bars. In addition, game had level editor feature that players can create their levels, publish and create their videos and share on social media (like geometry dash) A publisher approached me and proposed me to publish my game on their account. I said ok, because I don't have any budget and operational resource. A few months after, Apple terminated publisher's account without telling any specific reason. They said fraud. After 15 days, I got account termination message: Evidence of Dishonest or Fraudulent Activity Your account is associated with terminated developer accounts and/or accounts engaged in
Seeing this crash in beta 8 (Xcode beta 7). Symbol not found: _$s7SwiftUI17EnvironmentValuesV33_navigationIndicatorVisibilityABIAA0G0OvpMV Referenced from: <35BAAD44-14F4-3B6C-8568-3E8B57A526ED> My call site: var allMerchantsSection: some View { Section { ForEach(model.paginatedMerchants.items) { merchant in NavigationLink(value: MerchantDestination.merchant(merchant)) { CardCell( image: .remote(url: merchant.info.bannerUrl), text: merchant.info.merchantName, description: nil, chipText: nil ) .navigationLinkIndicatorVisibility(.hidden) } .listRowBackground(Color.backgroundPrimary) .listRowSeparator(.hidden) .onAppear { if model.canLoadMore, merchant == model.paginatedMerchants.items.last { model.paginatedMerchants.currentPage += 1 } } } } header: { Text(All Merchants) } } made a feedback report: FB20108722
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UI Frameworks
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SwiftUI
Hi! Sms reporting is no longer available in iOS beta 26 builds. I can set my app as the SMS/Call Reporting Extensions but the report button is missing for sms messages in the messages app. Xcode 26 beta 7 build the app without errors. This is a breaking change. Same extension was previously broken for calls but has been fixed in beta 7 build, as reported here. It is however still missing for sms messages in the messages app (beta 9 build).
My understanding is that Xcode Cloud uses cloud signing [1]. Assuming that, the result you’re seeing make sense. With cloud signing the signing identity is never present in the keychain. Hence the whole “cloud” thing (-: Cloud signing is only supported in Xcode (and xcodebuild). It’s not directly supported by codesign [2]. So, you won’t be able to use it to sign your disk image. That leaves you with a few options: Don’t use a disk image. If it’s just a normal app, distributing it as a zip archive is a reasonable option. Don’t sign your disk image. While I generally recommend that folks sign their disk images, it’s not an absolute requirement. Pass your normal (so, not managed) Developer ID Application signing identity to Xcode Cloud and use that to sign your disk image. I’ll admit that none of these are particularly appealing, and I think it’d make sense for you to file an enhancement request against Xcode Cloud for a better way to deal with this. Please post your bug numbe
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Developer Tools & Services
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Xcode Cloud
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You are not being overly paranoid here. Supply chain attacks are real. I see two parts to this: Making sure you got the right framework. Signing your final product. I’m gonna tackle them in reverse order. Imagine an app that, under rare circumstances, erases all the users files. If that happens to a user, they’re not going to be satisfied by the app vendor saying “I got that code from some other vendor.” So, regardless of the legal side of this — and I’m not a lawyer and thus can’t comment on that — it’s clear that, from a reputation standpoint, you are responsible for all the code you ship. How that’s reflected in code signing depends on your deployment channel: For App Store apps, all code in the app must be signed by your Apple Distribution signing identity. So, yep, you will have to re-sign this framework before submitting it [1]. For a directly distributed app, using Developer ID signing, it is possible to include a framework that was Developer ID signed by another developer. Such an app will be accepted
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App & System Services
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General
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