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We are developing a new business based in an on demand app that connects the user to a live coach. Sure hoping we can avoid 30% Apple app store fee! 1) Does virtual coaching with a live person qualify as "physical services"? ie IAP not required. 2) Can users be connected to the provider within the app (through a 3rd party) and not go through Apple's IAP? 3) If answer is "no" to question 2, can the user provide their phone number and we'll call them outside the app? The app then connects user/provider for a promised coaching service and uses 3rd party payment. We would then provide coaching via phone or zoom.
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by sunstar72.
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I'm sure most of us are aware of the XcodeGhost issue from awhile back. For those unaware, the short version is Xcode downloads are notoriously slow from Apple's servers to the point that a lot of people end up trying to find other mirrors for the MASSIVE 10+GB updates that come out. The problem is that these mirrors can contain malicious versions of Xcode which inject malware into built apps. So... I've been trying to update to Xcode 12.5.1 since yesterday now. I've tried the download on the internet connection at the office (Spectrum) which has download speeds well past 100Mbps. The download gets limited to ~700KB/s with occasional spikes around 2MBps. Why? I run a speed test and our bandwidth is perfectly fine. Note this is trying to download directly from the App Store. I let the download do its thing, but of course it errors out right at the end and the download somehow is corrupted. Off to download the XIP directly: https://download.developer.apple.com/Developer_Tools/Xcode_12.5.1/Xcode_12.5.1.xip Well, same problem with TERRIBLE download speed. Check bandwidth again and no issues on my end. So I decide whatever, I'll try it on my home internet connection. Start it up again and let it run overnight. AGAIN it gets ~95% complete and errors out. This is now on 2 completely different ISPs. How can such a large company have such an issue with file distribution? I feel like a pretty competent individual and I've yet to find any reasonable way to deal with these updates. It's literally every single Xcode update that comes out. Come on Apple, give the developers (who help support your ecosystem) a hand here...
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by dmacpro91.
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I'm trying to create a package for the Mac App Store using Electron 6.1.9 and Electron builder 21.2.0. I sign the package with "3rd Party Mac Developer Application" and "3rd Party Mac Developer Installer" certificates and an am using a proper provisioning profile. It appears to work fine, the build is successful. But I cannot start the resulting app. It crashes immediately with this error: Exception Type: EXCCRASH (Code Signature Invalid) Exception Codes: 0x0000000000000000, 0x0000000000000000 Exception Note: EXCCORPSE_NOTIFY Termination Reason: Namespace CODESIGNING, Code 0x1 I also tried to a create VM running MacOS Catalina and install and run the app there. The result is the same. My question is how do I make sure that the MAS package is OK? How to test this package? Tools like codesign, pkgutil etc all print the expected output, the signature appears to be fine. Yet I'm still getting invalid signature error.
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by tamas1.
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Hi, I have several iOS apps in the App Store. I have been asked to provide a Mac app for some of them, which I am willing to do. Should I add the Mac app to an existing iOS app (i.e. a new target) or make a separate app just for the Mac, even though the information inside the app would be the same? Thanks, Dan Uff
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I have an MacOS App that get's accepted by Transporter/App Store Connect and is available to download in TestFlight. The App also installs fine. But when I try to open it I get this error: “libgdx64.dylib” can’t be opened because Apple cannot check it for malicious software. This software needs to be updated. Contact the developer for more information. When I click "Show in Finder" I get taken to this folder: /private/var/folders/cs/bqb_3kr17f35kbtv34cw7s700000gn/T/<AppBundleID>/libgdxmayr/231c5cdb/libgdx64.dylib When I try to pen this file in any capacity, e.g. in a hex editor, I get this error: “libgdx64.dylib” is damaged and can’t be opened. You should move it to the Bin. This is weird to me for multiple reasons. When I compare(with the diff command) the file to the original file in the package I sent to App Store Connect, there is no difference at all. And when I manually replace the broken file in the /private/var/folders/... directory with the working one, the file still gets marked as damaged, even though it worked a second earlier outside of that location. The file actually gets copied to two other places as well. 1: /private/var/folders/cs/bqb_3kr17f35kbtv34cw7s700000gn/T/<AppBundleID>/231c5cdb259220476539382411.tmp This also is on a byte level the exactly same file as libgdx64.dylib. 2: /Users/mayr/Library/Containers/69A9AB69-9ECB-4B55-A715-1A28FC7168B6/Data/.libgdx/231c5cdb/libgdx64.dylib This location specifically seems to be a App Sandbox location, so I suppose the whole problem has to do with the Sandbox. More Context: The file libgdx64.dylib originally lives in a jar file in the Apps Resources folder. The file belongs to a java game engine framework, called libgdx. I have signed it myself and the signature persists, even to the 3 broken files. No other files neither in my own code, nor from the framework, get copied anywhere. Only this specific dylib behaves this way. When I click "OK" on the first popup, two others appear, for the other two files I mentioned earlier. If I say OK to all of them and approve all of them in the System Settings -> Security & Privacy Settings, the app starts as it normally would. So maybe it is also a signing issue, but as I wrote, I signed the file and the signature is visible on the broken files.
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Hi team, recently after apple made TestFlight available for Mac. We want to test our mac App using testFlight for Mac. So we uploaded a new build and it got approved by Apple, But when we go to TestFlight section of it, We see status as "Not Available for Testing". The screenshot is attached below. The current state of the build is "Pending Developer Release" Please advise what could be causing the issue? Also, Is there any minimum requirement of Xcode version for a build to be test-flight ready for Mac. Example: It should be build using Xcode13 only and Xcode12 builds will not be supported for testFlight Beta Mac?
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Hi, My app name is "birthday app" and when I search it, it doesn't show at all (I went 10 pages in). My app has non-trivial traffic and is the best solution to that search, even regardless of name. Every time I email Apple, they respond with "Our algorithm is proprietary. Try "strategy." Im fairly certain something is wrong if my character for character name doesnt show in search whatsover. Please help, it took years and a ton of cash to build this. Thanks, brandon
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by bksenior.
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I want to update my new build on app store connect. I uploaded build from various devices using the Xcode 12.4 from macOS Catalina, Xcode 13.1 from macOS Monterey and also uploaded from transporter too. but still my build is not reflected on theapp store connect but showing uploaded from Xcode as well as transporter. I'm unable to find the issue.
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by Ankur_.
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Hi, I have a Qt app (https://www.qt.io/) which contains the main app executable file, Qt frameworks, and Qt plugins bundled. Signing the app this way works fine and the app is successfully published on the Mac App Store (the "deep" flag is only used for testing): codesign --deep -f -s "Apple Distribution" -v --entitlements "MyApp.entitlements" "MyApp.app" Entitlements: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>com.apple.security.files.user-selected.read-write</key> <true/> <key>com.apple.security.network.client</key> <true/> <key>com.apple.security.network.server</key> <true/> <key>com.apple.security.files.downloads.read-write</key> <true/> <key>com.apple.security.device.audio-input</key> <true/> <key>com.apple.security.device.serial</key> <true/> <key>com.apple.security.files.bookmarks.app-scope</key> <true/> <key>com.apple.security.personal-information.location</key> <true/> <key>com.apple.security.app-sandbox</key> <true/> </dict> </plist> But as soon as I change the entitlements file as follows, the app crashes with a "Code signature invalid" error: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>com.apple.security.files.user-selected.read-write</key> <true/> <key>com.apple.security.network.client</key> <true/> <key>com.apple.security.network.server</key> <true/> <key>com.apple.security.files.downloads.read-write</key> <true/> <key>com.apple.security.device.audio-input</key> <true/> <key>com.apple.security.device.serial</key> <true/> <key>com.apple.security.files.bookmarks.app-scope</key> <true/> <key>com.apple.security.personal-information.location</key> <true/> <key>com.apple.security.app-sandbox</key> <true/> <key>com.apple.application-identifier</key> <string>TEAM_ID.com.myapp</string> <key>com.apple.developer.team-identifier</key> <string>TEAM_ID</string> </dict> </plist> Running codesign -dvvv --entitlement :- ./MyApp.app on the signed app packages shows the correct entitlement. I can upload both app versions to the Mac App Store without problems. The modified entitlements file is required for enabling TestFlight testing in iTunes Connect. What could be the reason for the crash when using the modified entitlements file? Regards,
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by HMoc.
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I'm not sure what type of provisioning profile I need to create for my Mac App to allow TestFlight. I am archiving the app through Xcode and allowing it to control the provisioning but it still does not work.
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by cleevans.
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We have a simple sandboxed app with important checkbox, and toggling it enables a system-wide setting. In order for this setting to be applied at login, we use a Service Management login item installed via SMLoginItemSetEnabled, located in in the main app bundle’s Contents/Library/LoginItems folder. A couple of questions: General — does the helper tool need to launch the main app, or can it apply the setting itself? All we have to do is apply a setting at login without showing UI, then terminate the app. Technical — does the helper tool need to be a full application bundle, or can it be just a simple sandboxed command line tool, since it has no UI? Any suggestions are welcome on how to elegantly solve this and still fly in Mac App Store.
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by rakic.
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Hi everyone. I'm trying to install Xcode from the app store on my MacBook Pro (MacOS Monterey 12.0.1), and it stalls out every time. I've restarted my computer, deleted the Xcode file in Applications, and restarted the app store multiple times with no luck. Any ideas on how to install Xcode without it stalling out?
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by seanrck.
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For the past week I’ve been unable to prepare new Mac applications for submission to App Store Connect. macOS isn't providing my apps with MAS Receipt data at launch time when testing with App Store Connect Sandbox users. I discovered this when I started working on an update for one of our apps. But I’ve found that almost all of our other published apps are exhibiting the same behavior. When our apps are launched, we check for the existence of MAS Receipt data in the app's package (ie, MyAppName.app/Contents/_MASReceipt/receipt). When the receipt doesn’t exist our apps call exit(173) as per Apple’s guidelines. At that point, macOS typically downloads the MAS Receipt data and re-launches the app for us. However, after the call to exit(173) no Receipt data is downloaded, and the Finder reports the app as being “Damaged”. An inspection of the Console log reveals the following: loginwindow -[PersistentAppsSupport applicationQuit:] | for app:MyAppName, _appTrackingState = 2 loginwindow -[PersistentAppsSupport applicationQuit:] | App: MyAppName, quit, updating active tracking timer storeuid ReceiptRefreshRequest: Error fetching receipt for /Applications/MyAppName.app - Error Domain=com.apple.commerce.client Code=500 "(null)" storelegacy StoreLegacy: Failed to perform in-line receipt renewal for application at path /Applications/MyAppName.app : 'The operation couldn’t be completed. (com.apple.commerce.client error 500.)' (This particular log text is from Mojave; Catalina doesn’t provide many more details) I’m able to reproduce this issue on 3 different Macs (iMac Pro, MacBook Pro 2014, and iMac 2010), 3 different OS’s (Catalina, Mojave, High Sierra), and 4 different Sandbox accounts, one of which is brand new. I’ve made sure my Apple ID is logged out of the Mac App Store, iTunes, and iCloud. I’ve rebooted my Macs countless times. I’ve even gone so far as to install a “clean” version of Catalina on one of my Macs. Nothing seems to help. I contacted Developer Support about this. Unfortunately they didn’t have any answers and suggested I post in the Forums or file a Tech Support request. So I figured I’d try the Forums first to see if anyone had any thoughts. Thanks!
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by filbercio.
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Currently, we are selling iOS apps through the App Store, however we're looking to add a MacOS version of the app with additional features. We wan't to select a different price template for the MacOS version of the app, while keeping the iOS one as is, does anyone know if this is possible? I can't seem to find anything in the Apple Developer website that can do such a thing, so any help is greatly appreciated!
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by cstys.
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Attempting to build and run apps that require a receipt is consistently failing as no masreceipt is stored in the app bundle after the login/password dialog has been submitted. The log typically contains lines starting: StoreLegacy: Failed to renew receipt for application at path... sometimes we get the "app is damaged download again" dialog when attempting to launch We have tried: macOS 10.13.6, Xcode 10.1 macOS 10.15.6, Xcode 11.6 logging out from the App Store creating a new sandbox account (including in a different region) two different projects checked apps are signed with valid certs rebooting, rebuilding, cleaning project of course It's worked plenty of time before but we haven't run such tests for months. Any ideas what we're doing wrong or what we should kick next? TIA
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by Rhetenor.
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Hey there, first time posting here! :) Just a simple question: For my desktop app, I have users sign in with an email/password combo that uses our own system (Firebase backend with no 3rd party logins). The app is free to use (requires an account) but you can upgrade to a paid tier for additional features. All payment and checkout goes through our website, which then gets authenticated/license checked within the application. Is it okay for me to publish this app on the Mac App Store as is? Or am I required to use the Apple IAP system for upgrades/subscriptions in this case? Thanks!
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Hi, We are building an app with subscriptions. Before releasing, we would try the subscription flow out in a live environment as well, so we have a build (both iOS and Mac) in the app store, both "Pending Developer Release". We also have 2 accepted subscriptions. We have generated a few Promo codes in App Store to test it out. on iOS: We get an error, and we can't redeem for some reason (MZFreeProdutCode.NotRedeemable) on Mac we are able to redeem the app and download it through app store, however when the app asks for the product identifiers, an empty list of items are returned. We are now after 24 hours after the apps have been put into "Pending Developer Release" (Everything worked well in the testflight environment) Do you have any idea why this issue might occur? Are we doing something wrong or missing something? This way we are unable to make sure that our app will have activated subscriptions upon launch :/ We have read this: I need to correct an error which my earlier response made. In the production environment, promo codes should work once App Review has approved an app, but before the app has been officially released by the developer to the production App Store. In the promo code redemption process, the user uses iTunes to redeem the promo code. When the App Store receives the promo code redemption request, the App Store sets up an incompleteTransaction for the application ID/iTunes User, in the same way that it handles an auto-renewable subscription renewal. ~ https://developer.apple.com/forums/thread/70426?answerId=347235022#347235022 Thanks, Zsombor
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For the past few weeks, I've noticed a strong delay on the Mac App Store when it comes to the review process. More specifically, new apps — and even updates to existing apps — are getting stuck "In Review" for about a week at a time, then getting approved as if nothing happened. This issue is only apparent on the Mac App Store, and not on the iOS store. Anyone else experiencing these kinds of delays recently? Thanks!
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Hello, Recently our customers have reported experiencing an infinite loop in the App Store app on macOS when they follow a link to our Mac app's page in the store. We can confirm this behavior: Safari redirects the user to the App Store app which then repeatedly animates the page into view until an alert appears stating "Cannot Connect to App Store" and then the App Store app beachballs and has to be force quit. I have filed a report in Feedback Assistant (FB9703736) which demonstrates the behavior with a screen capture video. I wonder if this is affecting other Mac App Store apps as well, or is it something specific to our app or account? I have searched the forum and haven't found any recent posts that appear related. Cheers, Billy Update: Additional Info This appears to happen when using the "universal" link to our app in the store, which we prefer for our international customers. When we use the link that only goes to the US store, the problem does not occur.
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