Hi there, When I deploy my app to the iPhone for testing, I get the following error: Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.4gpZFc/extracted/c_mll.app : 0xe8008018 (The identity used to sign the Please ensure that the certificates used to sign your app have not expired. If this issue persists, please attach an IPA of your app when sending a report to Apple. executable is no longer valid.) My account was mistakenly deactivated by Apple last month. After appealing, Apple restored it at the end of last month. Currently, my Apple Developer account seems to be working fine. Today, I recreated the developer certificate and identifier, added the account in XCode, everything seemed fine, and I clicked the XCode button (Start the active scheme). The build was successful, but I got the error: Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.4gpZFc/extracted/c_mll.app : 0xe8008018 (The
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Hi, I am reaching out to seek assistance with a persistent code signing issue that is preventing our team from installing our iOS app, Scoopz (https://apps.apple.com/us/app/scoopz-real-life-real-video/id6449206831) on physical devices. We suspect there may be an issue with our Apple Developer account, as we have exhausted all standard troubleshooting steps without success. Below, I’ve provided details about the issue, the error logs, and the steps we’ve taken. Issue Description: When attempting to install the app on an iPhone using Xcode, we encounter the following error: Unable to Install “Scoopz: Debug” Domain: IXUserPresentableErrorDomain Code: 14 Recovery Suggestion: Failed to verify code signature of /[REDACTED_PATH]/OurApp.app : 0xe8008018 (The identity used to sign the executable is no longer valid.) The app builds successfully to the iOS Simulator and can be released to the App Store without issues, but it fails to debug on physical devices. Steps Taken: Our team has attempted the following t
No, you don't need an HTML page with the app-clip-bundle-id meta tag to fix URL invocation (Notes app or UIApplication.shared.open(url)) for TestFlight App Clips. This meta element is for production web/Safari invocations to trigger the card preview; TestFlight restricts dynamic URL taps/open calls despite green Domain Status and approved swcutil (Site/Fmwk Approval: approved). QR/Local Experience works because it bypasses these limits via explicit developer override. TestFlight Limitations Apple docs confirm TestFlight prioritizes controlled testing: Direct launch from TestFlight app (no card, loads clip). QR/NFC with Local Experience (full card flow). Arbitrary URLs (Notes, other apps) intentionally unsupported to mimic beta safety. Your AASA is perfect appclips entry + /numverify/appclip/* components match, CDN-propagated, swcutil validated. Your Options Method Works for Card+Launch? Setup TestFlight Invocations Partial (testers launch via TF UI) App Store Connect > TestFlight > Build > App Clips
Topic:
App Store Distribution & Marketing
SubTopic:
TestFlight
Tags:
Thank you for your reply. Our previous Team ID was H7837BUR8M. We tried changing the value of com.apple.developer.ubiquity-kvstore-identifier in the .entitlements file from $(TeamIdentifierPrefix)$(CFBundleIdentifier) to H7837BUR8M$(CFBundleIdentifier), but Xcode still reports the same error.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Hi @keckausome, please file a feedback report for Xcode Cloud (including your team ID and logs for this failure) and then post the feedback number here. You can file Xcode Cloud specific feedback using these steps.
Topic:
Developer Tools & Services
SubTopic:
Xcode Cloud
Tags:
Hello, I'm sure I've probably missed a checkbox somewhere.. I have a mulitiplatform app, when building from Xcode, and not using the testing config, both iOS and macOS show the correct App Store currency.. When I distribute a build through TestFlight, my Mac version shows a different country/currency price (the US one). I can't find anywhere to change this. My Mac is signed into the same sandbox account as my iOS device. Can anyone help?
If you transfer an app that uses iCloud key-value store (NSUbiquitousKeyValueStore), the transferred app should use the orignal store identifier, which by default is the bundle ID prefixed with the orignal team ID, so it still has the access to the existing data. The orginal store identifier is embedded in the new provisioning profiles you create for the transferred app. What you need is to update your entitlements plist with the full KVS value in your provisioning profile. This is documented in in the “Apps using iCloud” section here. In your case, is 57AWJ345M2 the new team ID? Using the new team ID as the prefix of the key-value store will lose the access to the orginal store. I believe that's why Xcode gives you the error. Best, —— Ziqiao Chen Worldwide Developer Relations.
Topic:
Developer Tools & Services
SubTopic:
Xcode
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Hello? #1 - I said I am not using XCode. Says so in the Subject. #2 - Your App Review Manager TOLD me voice in a webex meeting to post here in the forum to get an answer from an Apple Engineer! This is insane. You guys really seem to be struggling with this and providing a solution. I'm not using XCODE - I gave the exact situation above, I've been a developer for 35 years. My information above is enough for Apple engineer to give a solution.
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
Tags:
watchOS 26.2.1 seems a worse pain than previous watchOS versions to copy cache over to Xcode 26.2 than before.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
I’m blocked debugging a watchOS app on a physical Apple Watch. The iPhone connects to Xcode normally (wired), but the Watch either fails to connect with a tunnel timeout or disappears entirely from Xcode after I unpaired it inside Devices & Simulators. Environment Mac: macOS 26.x (Apple Silicon Mac) Xcode: 26.2 iPhone: iOS 26.1 Apple Watch Ultra: watchOS 26.2 (build 23S303) Connection: iPhone connected to Mac via USB (trusted). Watch paired to iPhone and working normally in the Watch app. Issue A (when Watch is visible in Xcode) In Xcode → Window → Devices and Simulators, the Watch shows up but is not usable and fails to connect. Error: “Previous preparation error: A connection to this device could not be established.” “Timed out while attempting to establish tunnel using negotiated network parameters.” In some attempts the Watch shows “Capacity: Unknown” / limited details, and then fails during preparation. Issue B (after unpairing Watch in Xcode only
It sounds like you're aware of what a routing app is, but just to confirm details: A routing app provides navigational directions between two locations. It is enabled inside of an Xcode project by going to the Capabilities tab, and adding the Maps capability, which will then show you a list of checkboxes for the transportation modes by which you're able to provide navigational directions between points. Those checkboxes correspond to values added to your Info.plist file under a key named MKDirectionsApplicationSupportedModes. It sounds like you're not providing directions, but you should check to make sure the above capability isn't enabled accidentally. And if you're not providing directions, also don't enable this capability just to try and solve this error, as I've seen people get tangled up further by trying that. If all of that looks good and that capability wasn't accidentally enabled, then the next thing you should do is to open a bug report with the details of your App ID and the build number
Topic:
App & System Services
SubTopic:
Maps & Location
I am getting this issue, whenever I am trying to reconnect XcodeCloud in App Store as the XcodeCloud builds are blocked. Steps we followed Go to App Store Connect -> select app -> select Xcode Cloud -> select build 2 we are able to see error message with connect button Xcode Cloud is unable to connect to the repository “**********”. Reconnect the repository to resume builds. 3. Tapping on connect -> shows a popup with option to authorize in bitbucket -> taping on it, takes us to another window which redirects continuously and nothing happens Can anyone help me with this
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Store Connect
Xcode Cloud
I just spend the morning debugging LocationButton and the associated CLLocationManagerDelegate only to realise that it works perfectly in iOS 18.5 but no longer works for me in iOS 26.0, 26.2 or 26.2.1 (the latter on-device). It does work when I run my app on macOS 26.2 (Designed for iPad). Is there a change in behaviour or requirements on iOS I am missing? On iOS 18.5 I observe that the authorisation status changes from .notDetermined to .authorizedWhenInUse after the LocationButton has been tapped and my delegate is able to obtain the location through locationManager(_ , didUpdateLocations:). On iOS 26.x the authorisation status remains .notDetermined and my delegate receives locationManager(_:didFailWithError:) with error code .denied. Setting NSLocationWhenInUseUsageDescription in my Info.plistdid not help. Just in case ;) FB21798098 (SwiftUI LocationButton fails to acquire authorization on iOS 26)
Ok, so just to make things clear, is it expected that whenever I want to change the SpriteKit scene and also avoid concurrently accessing objects that may be changed in the current thread, I have to queue the SpriteKit changes by capturing all the needed state? It's just surprising to me that this is needed when SpriteKit is used as an overlay in SceneKit, but when running SpriteKit alone, it doesn't seem to be needed. I filed at least one feedback recently about crashes happening only when SpriteKit is used as SCNView.overlaySKScene. Is it expected that one has to use this... boilerplate code when embedded in SceneKit? Couldn't one do without it by simply overlaying a SkView on top of SCNView? class SceneController { private var shapeNode: SKShapeNode! func main() { let shapePath = CGPath(rect: CGRect(x: 0, y: 0, width: 10, height: 10), transform: nil) GameViewController.shared.updateSpriteKit { [shapeNode, shapePath] in shapeNode!.path = shapePath shapeNode!.fillColor = .systemRed } } } cl
Topic:
Graphics & Games
SubTopic:
SpriteKit
Tags:
I recently published my first game on the App Store. It uses SceneKit with a SpriteKit overlay. All crashes Xcode downloaded for it so far are related to some SpriteKit/SceneKit internals. The most common crash is caused by SKCShapeNode::_NEW_copyRenderPathData. What could cause such a crash? crash.crash While developing this game (and the BoardGameKit framework that appears in the crash log) over the years I experienced many crashes presumably caused by the SpriteKit overlay (I opened a post SceneKit app randomly crashes with EXC_BAD_ACCESS in jet_context::set_fragment_texture about such a crash in September 2024), and other people on the internet also mention that they experience crashes when using SpriteKit as a SceneKit overlay. Should I use a separate SKView and lay it on top of SCNView rather than setting SCNView.overlaySKScene? That seemed to solve the crashes for a guy on stackoverflow, but is it also encouraged by Apple? I know SceneKit is deprecated, but according to Apple critical bugs wou