missing package product

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Does the keychain access app still exist in macOS Sequoia?
I have a bunch of certificate related things, along with a bunch of secure notes stored in the keychain. These, like previously in System Preferences, don’t show up in the new Passwords app (as tested in iOS). So before I risk losing all that information by installing Sequoia, I wonder if the KeychainAccess.app is still around, allowing me to access these items. In case Apple is listening: do NOT remove that app, until all the critical functionality is also in Passwords, or some other app….
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Jun ’24
Reply to Crash by SwiftData MigarionPlan
I'm facing the same issue as you. When testing on iOS 18 (I don't have a lower version device) using Xcode, everything works fine. However, the app crashes when distributed through TestFlight, and strangely, the second time I try to run it, the crash is gone. The error message indicates a missing critical piece of data. In a moment of desperation, I wrote some seemingly silly code, but surprisingly, it worked, and the TestFlight crash no longer occurs. before: @MainActor class MyModelContainer { @AppStorage(StorageKeys.iCloudSync) public var iCloudSync: Bool = true static let shared = MyModelContainer() let container: ModelContainer private init() { let schema = Schema(versionedSchema: SchemaLatest.self) container = try! ModelContainer(for: schema, migrationPlan: MeMigrationPlan.self, configurations: [ModelConfiguration(isStoredInMemoryOnly: false, cloudKitDatabase: Preferences.shared.iCloudSync ? .automatic : .none)]) } } after: @MainActor class MyModelContainer { @AppStorage(StorageKeys.iCloudSync)
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Subscription Unavailable - Strange Behavior with StoreKit
I added my first subscription to my app using StoreKit's SubscriptionStoreView. Everything worked as expected in the debug environment and also in TestFlight. So I submitted my app and subscriptions to App Store Connect, got everything Approved and released. After updating my app through App Store and checking the Subscription View, it just says Subscription Unavailable. The subscription is unavailable in the current storefront. I waited around 3 days and still getting the same message. Now the very strange behavior starts. I went to App Store Connect, I made and edit to the subscription description, saved, removed the edit, saved, and submitted to review. 15 minutes later the subscriptions appear in my app and everything works as expected. After getting the edit approved, the Subscription View in my app again only showed the message Subscription Unavailable. The subscription is unavailable in the current storefront. No user is able to see the subscriptions anymore, even though it worked as expected before th
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In-App Purchase works in TestFlight but not after Distribution
Good Day, This is my first app with In-App Purchase (IAP) for three simple consumable products. Ad For 1 Month, 2 Months and 3 Months. It works fine in Xcode and in TestFlight. App was approved and was automatically placed in App Store for distribution on July 25 morning. App publishes user's first ad free, by-passing StoreKit. but 2nd Ad onwards goes thru IAP. App works fine except screen with 3 consumable products/prices is not being displayed. Means IAP is not available in the distributed App whereas it all works fine in TestFlight. I googled, checked documents, asked chatGPT and submitted a question to Support (waiting for response). I don't know what I am missing. I read that it takes a day or two for IAP to work in App Store. Will appreciate any help. Thanks.
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App store preview images other than screenshots
I'm trying to figure out where/how I can post images to my app store listing that aren't directly screenshots of my app. When I browse the app store, plenty of images for apps are something like a screenshot overlayed on top of some promotional text. When I create my app store listing, I am only allowed to post exact screenshots from an iphone/ipad. Any deviation gets rejected. What I'd like to do is have a screenshot that ALSO has some text above/below it for promotional and explanation purposes. Any idea what I'm missing? How do I do this?
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Reply to Ventura Hack for FireWire Core Audio Support on Supported MacBook Pro and others...
Hi friends, For the past 14 years, I have been using a Focusrite Saffire Liquid 56 sound card paired with a mid-2011 Mac mini running Mavericks 10.9.5 (FireWire cable -> FireWire-Thunderbolt adapter). A few days ago, I bought a Mac mini M1 running Ventura 13.1, convinced that I could still use this old sound card via the Thunderbolt 3 (USB-C)-Thunderbolt 2 adapter (which I do not yet possess). However, I discovered, after contacting Focusrite support, that the sound card is not compatible with the new ARM processors (or at least they have not tested it) and that the latest supported operating systems are Catalina and Windows 10 (Build 1809). Additionally, I learned that with Ventura, compatibility with core audio FireWire has been lost, but there is still compatibility with Monterey but not with all versions. At the same time, I stumbled upon some videos on the web that attest to partial functionality of some FireWire protocol audio interfaces with the connection FireWire cable -> FireWire-Thun
5h
Reply to Widgets & Live activities debug install dosen't work
The way I resolved the problem is the following: In Products -> Schemes -> Manage Schemes, I created a new scheme with the application instead of the widget extension (which was the default scheme made by Xcode). When I built with this scheme, no error showed up. I think it solved the problem, I just can't test it right now because my developer license isn't activated yet. Thanks to Jackson-G for the help!
7h
Xcode 15.4 missing iOS 17.5.1 Device Support Files
Title is pretty self-explanatory. I updated my device from iOS 16.something to iOS 17.5.1 today and I can't build my app from Xcode directly on device anymore because I'm getting the error [Could not locate device support files] You may be able to resolve the issue by installing the latest version of Xcode from the Mac App Store or developer.apple.com. [missing string: 869a8e318f07f3e2f42e11d435502286094f76de] I saw others had the issue with obsolete systems, OSs and Xcode versions but I have none of those - Latest Xcode and latest iOS. What am I supposed to do? Thank you
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Error 21002 - Validating Receipts Server-Side
Hi! I am creating a plugin that implements the In App Purchases and Subscriptions. I have done everything already and the only error I am debugging right now is with the validation of receipts. I always get status 21002 even the format is base64 already. I prefer to use the verifyReceipt as it is intended for my plugin. I have tried everything but still the response I get is status 21002 which is I know the data in receipt-data is malformed or missing. What can I do about this? Thank you so much in advance! This is my code too: (Objective-C) NSString *receiptString = [receiptData base64EncodedStringWithOptions:2]; if (!receiptString) { [self post_receipt_validation_result:@{@status: @error, @message: @Failed to encode receipt data}]; return; } NSLog(@Requesting to Sandbox: %@, receiptString); NSURL *storeURL = [NSURL URLWithString:@https://api.storekit-sandbox.itunes.apple.com/verifyReceipt]; NSMutableURLRequest *storeRequest = [NSMutableURLRequest requestWithURL:storeURL]; [storeRequest setHTTPMetho
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AVAudioEngine: audio input does not work on iOS 17 simulator
Hello, I'm facing an issue with Xcode 15 and iOS 17: it seems impossible to get AVAudioEngine's audio input node to work on simulator. inputNode has a 0ch, 0kHz input format, connecting input node to any node or installing a tap on it fails systematically. What we tested: Everything works fine on iOS simulators <= 16.4, even with Xcode 15. Nothing works on iOS simulator 17.0 on Xcode 15. Everything works fine on iOS 17.0 device with Xcode 15. More details on this here: https://github.com/Fesongs/InputNodeFormat Any idea on this? Something I'm missing? Thanks for your help 🙏 Tom PS: I filed a bug on Feedback Assistant, but it usually takes ages to get any answer so I'm also trying here 😉
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Sep ’23
AppIntentsPackage protocol with SPM package not working
Hi, I am trying to integrate the new AppIntentsPackage protocol into my application. Especially what I want to do is to create a dedicate SPM package which holds all my app intents and then share that with my widget extension for Widget intents as well as the main iOS app for powering an AppShortcutProvider. Unfortunately I run into an issue here. I have the following explanatory setup: SPM package called ProjectAppIntents iOS target My AppIntents SPM package //Package: ProjectAppIntents public struct TestAppIntent: AppIntent { public static var title: LocalizedStringResource = TestAppIntent @Parameter(title: Parameter1, optionsProvider: ParameterOptionProvider()) public var parameter: String public init(parameter: String) { self.parameter = parameter } public init() { } public func perform() async throws -> some IntentResult & ReturnsValue { .result(value: 5) } } struct ParameterOptionProvider: DynamicOptionsProvider { func results() async throws -> [String] { re
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Jun ’23
Reply to How to build projects once?
[quote='760571021, CrazyDef, /thread/760571, /profile/CrazyDef'] Our setup uses Premake to generate platform specific project files. On Windows it creates a Visual Studio solution and project files, on Linux it creates makefiles, and on MacOS it generates an Xcode workspace and project files. [/quote] I suggest starting out by creating new Xcode projects directly in Xcode, and then creating a mock project that models the complexity between the different apps and modules, without the existing source code as part of that mix. This accomplishes two things: Let's you learn how to configure your project relationships manually, so you get a feel of how Xcode expects you to do it out of the box, and then fine tune things to your needs Removes your third-party tooling from the picture, which might have made assumptions that gets in the way of your goal Based on what you provided, I will provide a synopsis here of the top things to look at, but I also encourage you to spend time with the Build system documentation, in
17h
Reply to Honoring User's Changed Selection when Registering macOS MainApp with SMAppService
The rationale for the approach is that we are on pace to become a required third party tool for the organization. Agree to the point of letting the user choose if the app should run as a login item. I have seen other apps offer a notification to allow the user choice to add as a login item. Is there a hook to detect if a sanboxed app is opened as a login item instead of manually that we can detect? We are a 3rd party tool installed directly thru .pkg
19h
Honoring User's Changed Selection when Registering macOS MainApp with SMAppService
Hello, Currently my macOS application registers itself as a login item in the AppDelegate applicationDidFinishLaunching method (see code below) However, I'm running into a problem that if the user is auto upgraded (internal 3rd party implementation) that the .pkg postinstall script runs, the last step which is launching the GUI application. Because of this, if a user unselects our app as a LoginItem, when it is relaunched, it will add itself back. I have checked the SMAppService statuses (.enabled, .notRegistered, .notFound) and discovered that when a user disables the app as a login item, the status is returned as .notFound. I am trying to find a way to detect if the user previously removed our app from login items and not register the app as a login item back, but for the first time the user opens the app the app is registered as a login item. Would checking if the status is .notRegistered work in this case for a first time install? What should i do differently? func applicationDidFinishLaunching(_
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