On demand resources

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On-demand resources are app contents that are hosted on the App Store and are separate from the related app bundle that you download.

Posts under On demand resources tag

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On Demand Resource Crash
When making an NSBundleResourceRequest to request resources, it works fine the first time. However, after calling endAccessingResources and making the request again, the app crashes when interacting with the page。 Xcode 15.0.1 (15A507) iPhone Xs 17.1.2 error prompt: *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'CoreUI: CGImageBlockSetRef __CUIImageProviderCopyImageBlockSetWithOptions(void *, CGImageProviderRef, CGRect, CGSize, CFDictionaryRef) unknown pixel format 0 rendition '(null)'' *** First throw call stack: (0x197258870 0x18f57fc00 0x1967c2e54 0x1b34532c4 0x198d46128 0x198d45f84 0x198d30134 0x198d3017c 0x198d30134 0x198d2fe00 0x198d2d54c 0x198d2cae4 0x198d37bf8 0x198d37434 0x198d20390 0x198d1fd28 0x198d061bc 0x198d053c0 0x199467ca0 0x199467c50 0x199466f94 0x199466e04 0x199466d30 0x19a5bbf80 0x1993fe200 0x1993fdc74 0x1993fdb90 0x1993fd708 0x1993fd580 0x1993fd288 0x1993fd21c 0x1993fea3c 0x1993fce8c 0x1993d1c68 0x1993d1990 0x1993fffdc 0x1993ffb58 0x1993ffaa4 0x1993c2694 0x1987d81c0 0x1987d7d48 0x1987de278 0x1987d7574 0x1987d721c 0x1971a1a2c 0x1971a0434 0x19719fb50 0x19719f668 0x1da56a5ec 0x1995bc2b4 0x1995bb8f0 0x100e2e454 0x1b9bf2dcc) libc++abi: terminating due to uncaught exception of type NSException *** Assertion failure in CGImageBlockSetRef __CUIImageProviderCopyImageBlockSetWithOptions(void *, CGImageProviderRef, CGRect, CGSize, CFDictionaryRef)(), CUIThemeRendition.m:1,328
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829
Jan ’24
Test iOS On-Demand Resources on M1 mac(Designed for iPad) fail
I create a new project just for testing on-demand resources and it works properly on real devices and iOS simulators but no luck on Mac(Designed for iPad). The project is very simple like bellow: NSBundleResourceRequest* request = [[NSBundleResourceRequest alloc] initWithTags:[NSSet setWithArray:@[@"A"]]]; [request beginAccessingResourcesWithCompletionHandler:^(NSError* error){ if (error != nil) { NSLog(@"%@", error.description); } }]; The error I encounter on my M1 Mac is consistently: Error Domain=NSCocoaErrorDomain Code=-1 "(null)". However, I'm unsure about what steps to take to resolve this issue. Just wondering can we test on-demand resources on apple silicon macs directly by 'Designed for iPad', or we can only test on real devices and simulators? I have read many documentations and websites but it seems like no one addresses about this.
0
0
561
Dec ’23
Running the program on OSX failed
Hi, ALL, I'm writing a program that should operate with different DBMSes... I'm using Xcode and test it under OSX High Sierra 10.13.6. The compilation of my code succeeds however, when I tried to run it from Terminal, I got following: Filed to load shared library liblibdbloader.dylib: dlopen(liblibdbloader.dylib, 2). Library not loaded: /usr/local/lib/liblibmysql.dylib. Referenced from Reason: image not found At the end of the compilation I'm running a script which contains following lines: cp -f ~/dbhandler/dbhandler/mysql-server/BuildOSX/libmysql/libmysqlclient.dylib "$TARGET_BUILD_DIR/$TARGET_NAME.app/Contents/Frameworks/libmysqlclient.dylib" install_name_tool -id "@rpath/Frameworks/libmysqlclient.dylib" "$TARGET_BUILD_DIR/$TARGET_NAME.app/Contents/Frameworks/libmysqlclient.dylib" cp ~/dbhandler/dbhandler/Build/Products/Debug/liblibmysql.dylib "$TARGET_BUILD_DIR/$TARGET_NAME.app/Contents/Frameworks/liblibmysql.dylib" install_name_tool -id '@rpath/Frameworks/liblibmysql.dylib' "$TARGET_BUILD_DIR/$TARGET_NAME.app/Contents/Frameworks/liblibmysql.dylib" install_name_tool -change "/Users/igorkorot/dbhandler/dbhandler/mysql-server/buildOSX/libmysql/libmysqlclient.21.dylib" @executable_path/../Frameworks/libmysqlclient.dylib "$TARGET_BUILD_DIR/$TARGET_NAME.app/Contents/Frameworks/liblibmysql.dylib" install_name_tool -change "/usr/local/lib/liblibmysql.dylib" @executable_path/../Frameworks/liblibmysql.dylib "$TARGET_BUILD_DIR/$TARGET_NAME.app/Contents/Frameworks/liblibdbloader.dylib" Trying to verify the linkage I have: Igors-MacBook-Air:Frameworks igorkorot$ otool -L liblibmysql.dylib liblibmysql.dylib: @rpath/Frameworks/liblibmysql.dylib (compatibility version 1.0.0, current version 1.0.0) @executable_path/../Frameworks/libmysqlclient.dylib (compatibility version 21.0.0, current version 21.0.0) /usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 400.9.0) /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 1252.50.4) Igors-MacBook-Air:Frameworks igorkorot$ otool -L libmysqlclient.dylib libmysqlclient.dylib: @rpath/Frameworks/libmysqlclient.dylib (compatibility version 21.0.0, current version 21.0.0) /usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 400.9.0) /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 1252.50.4) Igors-MacBook-Air:Frameworks igorkorot$ pwd /Users/igorkorot/dbhandler/dbhandler/Build/Products/Debug/dbhandler.app/Contents/Frameworks Igors-MacBook-Air:Frameworks igorkorot$ I don't understand why the linker still trying to load the library from the /usr/local/lib. The library is not referencing anything from /usr/local/lib. Can someone explain what is going on?
0
0
602
Oct ’23
Real Money Gaming app (Online Casino) and on demand resources
Hi all, we're developing the Real Money Gambling app and store our games in Apple Cloud (we use game bundles that store as Hosted on-demand resources). We know, that we have only 20Gb available space in Apple's Cloud - https://developer.apple.com/library/archive/documentation/FileManagement/Conceptual/On_Demand_Resources_Guide/PlatformSizesforOn-DemandResources.html#//apple_ref/doc/uid/TP40015083-CH23-SW1 So, we use all this 20 Gb for storing the games, we successfully pass the review and now live in Apple Store. My question is, we want to update the app, for example we fix the minor bugs or add some new functionality into the app. We create the new build and send it for review. But when we create the new build we need to sign all games in Apple's storage with this new build and upload all the games one more time on Apple's cloud, so we rewrite the games. And what will be with the old version of the app? As I understand, the games in the old version will not be available for the user (and will be available only after he updates the app), because we deleted these games and uploaded the same games but these games will work only with the new build. How does app update work in general if we use hosted on-demand resources (we use the full 20 Gb of storage)? Help me please, guys.
2
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1.5k
Aug ’23
Downloaded On-Demand Resources Purged on App Update
Hey there! We have noticed that any downloaded ODR tags (and thus resources) are purged when a user updates their app even though the ODR resources, tags, etc, have not changed between the two versions. Is there any way to prevent this? I found this thread regarding how resources are managed between different versions of the app. I presume that the explanation provided there extends to this case. Is there a checksum mechanism that we can use to compare the downloaded resource tags with the resource tags in the update prevent the identical downloaded tags from being purged during an update? Thanks!
0
0
802
Jul ’23
On-Demand Resources in iOS apps running on Apple silicon Macs
I'm trying to get my iOS app to work on Apple silicon Macs, but ODR (On-Demand Resources) don't seem to work. It seems like the Xcode doesn't even acknowledge existence of ODR in the project when run as an iOS app for Mac on my M1 MacBook Air. I've created a very simple Xcode project to verify the issue, which only has a single image tagged as ODR. Checking the Disk tab in the Debug navigator, the ODR is shown correctly when running on a simulator: ...Yet when run as an iOS app for Mac it simply shows No Resources: The beginAccessingResources(...) call predictably fails, too, with the following error: Error: Error Domain=AssetErrorDomain Code=7 "Invalid status code `404`" UserInfo={NSDebugDescription=Invalid status code `404`, NSUnderlyingError=0x600003fd5fb0 {Error Domain=AssetErrorDomain Code=1404 "(null)"}} There are other messages in the console that could be related to the issue. The first thing the app logs when run as an iOS app for Mac, is this message repeated several times: 2022-01-20 12:14:41.566305+0000 ODRTest[29926:333135] [default] could not create original path for node <FSNode 0x600003191ca0> { isDir = ?, path = '/private/var/folders/kw/g_lttmtn0yx747mvzjmbksbc0000gn/X/FE0DB2BA-8F2D-5783-9BE1-891F8E117EC9/d/Wrapper/ODRTest.app' }, proceeding: Error Domain=NSPOSIXErrorDomain Code=1 "Operation not permitted" ODRTest is the name of the Xcode project I use to reproduce the issue. Nothing else is logged apart from these repeated messages and the ODR request error. The documentation here seems to explicitly suggest that ODR should work fine, so I'm guessing this is some odd configuration error on my machine — perhaps related to file system access? I've tried updating macOS and re-installing Xcode to latest from scratch to no avail. Anything else I'm missing here?
4
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2.4k
Jun ’23
Changes to hosting non-consumable in-app purchases in April 2022
I received an email from Apple: We’re reaching out to let you know about upcoming changes to in-app purchase content hosting. In Xcode 13.3, we’ve removed the option to upload non-consumable in-app purchase assets for Apple to host. In addition, support for managing these assets in App Store Connect will be removed starting in April 2022.  Does this mean that Apple will no longer offer hosting non-consumable IAP content? I'm not sure, as there is no indication of this on the App Store Connect help page: App Store Connect Help (I have a lot of IAP content in my app which is hosted on the Apple server)
20
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7k
Apr ’23
On demand resource host
On demand resource can be used on external server (not apple host server)? I get error like below: Error Domain=NSCocoaErrorDomain Code=4994 "The requested application data doesn’t exist." UserInfo={NSUnderlyingError=0x2814fd3b0 {Error Domain=_NSBundleResourceRequestErrorDomain Code=100 "No manifest found for bundle ID xxxxx" UserInfo={NSLocalizedFailureReason=No manifest found for bundle ID xxxxx}}} How to solve this? Any advice?
0
0
695
Apr ’23
Using of music in the app
I want to add music to my app to recreate the 80's era. Do I understand correctly that if I use music by real and famous artists at the time, I will be disqualified for copyright infringement? If so, the following question follows from this. Can I then use music available without a license indicating the author? The most sensitive subject of my app, I would be glad if you could clarify it. Thank you!
1
0
870
Apr ’23
On Demand Resource "Asset URL has expired" issue
After pushing out our last app update some of our users are having trouble downloading certain on demand resources. They are receiving the following error: Caught exception downloading ODR asset pack to device: Error Domain=AssetErrorDomain Code=6 "Asset URL has expired" UserInfo={NSDebugDescription=Asset URL has expired} From looking at our analytics it seems some resources are affected more than others. We have seen one case where deleting the app and reinstalling fixed the issue however we have also seen a case where this did not work. From what I've gathered in my searches it appears that changing resource tags can fix this issue. This is not guaranteed however and it doesn't explain how we ended up in this situation in the first place. We'd like to avoid having to change resource tags every release as that will effect our UX. This issue has been hard to resolve as we are unable to reproduce the bug on our end. If anyone has run into this before please provide details to the solution and any possible ideas on the cause. Thanks!
2
1
2.1k
Nov ’22
Recent TestFlight build missing ODR assets
Hi, It looks like On Demand Resources are missing in our latest TestFlight builds. Everything was fine few days ago (3rd of October). We built the exact same revision of the code and now the assets are missing in the freshly built TestFlight build. Our development builds using an external OnDemandResources server work fine too. Similar issues happened in the past, could this be an issue on Apple's side? I attached the device logs with the error. Thank you Thierry
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3.8k
Oct ’22
On Demand Resources failing to download
I have been using On Demand Resources for a long time but in this particular app they have stopped working in more recent builds. For example, they work in builds up to 10 and in 11 onwards they are failing. There have been no changes relating to anything ODR related in the app between builds where it worked and now doesn't work. Locally everything remains fine when debugging but in the TestFlight builds the downloads are all failing. The cause of failure seems to be download failure from Apple servers, given the error I get inside the accessing resource closure: "The requested application data doesn't exist". All resources are definitely included in the app upload. Has anyone got a suggestion to resolve this issue? It's an infuriating bug that I have seen before during Apple submission for review in other apps but this time I am seeing it constantly and it is not correcting itself with new builds being uploaded. I took a look at device logs from my phone and I can see this sort of thing being produced when I run the TestFlight build: Failed to find asset manifest for {bundleID = <bundle-id>; error: Error Domain=_OnDemandResourcesErrorDomain Code=2003 "Error message: MZCommerce.NoProductInStoreFront_message, Correlation ID: ....." UserInfo={NSDebugDescription=Error message: MZCommerce.NoProductInStoreFront_message, Correlation ID: ....} Pin tags failed for invalid tag in set [{( "<valid-tag>" )}], bundleURL: file:///var/containers/Bundle/Application/80F0B062-A048-4AB2-A6BC-156D4100E6CD/<app>.app/ Tags aren't valid for [<app-bundle-id>]. This error doesn't make much sense since I have taken a look inside the IPA I uploaded and I know the tags and resources are there and being uploaded to Apple inside it. Any advice recommended.
3
2
2.1k
Oct ’22
On Demand Resource Crash
When making an NSBundleResourceRequest to request resources, it works fine the first time. However, after calling endAccessingResources and making the request again, the app crashes when interacting with the page。 Xcode 15.0.1 (15A507) iPhone Xs 17.1.2 error prompt: *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'CoreUI: CGImageBlockSetRef __CUIImageProviderCopyImageBlockSetWithOptions(void *, CGImageProviderRef, CGRect, CGSize, CFDictionaryRef) unknown pixel format 0 rendition '(null)'' *** First throw call stack: (0x197258870 0x18f57fc00 0x1967c2e54 0x1b34532c4 0x198d46128 0x198d45f84 0x198d30134 0x198d3017c 0x198d30134 0x198d2fe00 0x198d2d54c 0x198d2cae4 0x198d37bf8 0x198d37434 0x198d20390 0x198d1fd28 0x198d061bc 0x198d053c0 0x199467ca0 0x199467c50 0x199466f94 0x199466e04 0x199466d30 0x19a5bbf80 0x1993fe200 0x1993fdc74 0x1993fdb90 0x1993fd708 0x1993fd580 0x1993fd288 0x1993fd21c 0x1993fea3c 0x1993fce8c 0x1993d1c68 0x1993d1990 0x1993fffdc 0x1993ffb58 0x1993ffaa4 0x1993c2694 0x1987d81c0 0x1987d7d48 0x1987de278 0x1987d7574 0x1987d721c 0x1971a1a2c 0x1971a0434 0x19719fb50 0x19719f668 0x1da56a5ec 0x1995bc2b4 0x1995bb8f0 0x100e2e454 0x1b9bf2dcc) libc++abi: terminating due to uncaught exception of type NSException *** Assertion failure in CGImageBlockSetRef __CUIImageProviderCopyImageBlockSetWithOptions(void *, CGImageProviderRef, CGRect, CGSize, CFDictionaryRef)(), CUIThemeRendition.m:1,328
Replies
2
Boosts
0
Views
829
Activity
Jan ’24
Test iOS On-Demand Resources on M1 mac(Designed for iPad) fail
I create a new project just for testing on-demand resources and it works properly on real devices and iOS simulators but no luck on Mac(Designed for iPad). The project is very simple like bellow: NSBundleResourceRequest* request = [[NSBundleResourceRequest alloc] initWithTags:[NSSet setWithArray:@[@"A"]]]; [request beginAccessingResourcesWithCompletionHandler:^(NSError* error){ if (error != nil) { NSLog(@"%@", error.description); } }]; The error I encounter on my M1 Mac is consistently: Error Domain=NSCocoaErrorDomain Code=-1 "(null)". However, I'm unsure about what steps to take to resolve this issue. Just wondering can we test on-demand resources on apple silicon macs directly by 'Designed for iPad', or we can only test on real devices and simulators? I have read many documentations and websites but it seems like no one addresses about this.
Replies
0
Boosts
0
Views
561
Activity
Dec ’23
Running the program on OSX failed
Hi, ALL, I'm writing a program that should operate with different DBMSes... I'm using Xcode and test it under OSX High Sierra 10.13.6. The compilation of my code succeeds however, when I tried to run it from Terminal, I got following: Filed to load shared library liblibdbloader.dylib: dlopen(liblibdbloader.dylib, 2). Library not loaded: /usr/local/lib/liblibmysql.dylib. Referenced from Reason: image not found At the end of the compilation I'm running a script which contains following lines: cp -f ~/dbhandler/dbhandler/mysql-server/BuildOSX/libmysql/libmysqlclient.dylib "$TARGET_BUILD_DIR/$TARGET_NAME.app/Contents/Frameworks/libmysqlclient.dylib" install_name_tool -id "@rpath/Frameworks/libmysqlclient.dylib" "$TARGET_BUILD_DIR/$TARGET_NAME.app/Contents/Frameworks/libmysqlclient.dylib" cp ~/dbhandler/dbhandler/Build/Products/Debug/liblibmysql.dylib "$TARGET_BUILD_DIR/$TARGET_NAME.app/Contents/Frameworks/liblibmysql.dylib" install_name_tool -id '@rpath/Frameworks/liblibmysql.dylib' "$TARGET_BUILD_DIR/$TARGET_NAME.app/Contents/Frameworks/liblibmysql.dylib" install_name_tool -change "/Users/igorkorot/dbhandler/dbhandler/mysql-server/buildOSX/libmysql/libmysqlclient.21.dylib" @executable_path/../Frameworks/libmysqlclient.dylib "$TARGET_BUILD_DIR/$TARGET_NAME.app/Contents/Frameworks/liblibmysql.dylib" install_name_tool -change "/usr/local/lib/liblibmysql.dylib" @executable_path/../Frameworks/liblibmysql.dylib "$TARGET_BUILD_DIR/$TARGET_NAME.app/Contents/Frameworks/liblibdbloader.dylib" Trying to verify the linkage I have: Igors-MacBook-Air:Frameworks igorkorot$ otool -L liblibmysql.dylib liblibmysql.dylib: @rpath/Frameworks/liblibmysql.dylib (compatibility version 1.0.0, current version 1.0.0) @executable_path/../Frameworks/libmysqlclient.dylib (compatibility version 21.0.0, current version 21.0.0) /usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 400.9.0) /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 1252.50.4) Igors-MacBook-Air:Frameworks igorkorot$ otool -L libmysqlclient.dylib libmysqlclient.dylib: @rpath/Frameworks/libmysqlclient.dylib (compatibility version 21.0.0, current version 21.0.0) /usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 400.9.0) /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 1252.50.4) Igors-MacBook-Air:Frameworks igorkorot$ pwd /Users/igorkorot/dbhandler/dbhandler/Build/Products/Debug/dbhandler.app/Contents/Frameworks Igors-MacBook-Air:Frameworks igorkorot$ I don't understand why the linker still trying to load the library from the /usr/local/lib. The library is not referencing anything from /usr/local/lib. Can someone explain what is going on?
Replies
0
Boosts
0
Views
602
Activity
Oct ’23
Real Money Gaming app (Online Casino) and on demand resources
Hi all, we're developing the Real Money Gambling app and store our games in Apple Cloud (we use game bundles that store as Hosted on-demand resources). We know, that we have only 20Gb available space in Apple's Cloud - https://developer.apple.com/library/archive/documentation/FileManagement/Conceptual/On_Demand_Resources_Guide/PlatformSizesforOn-DemandResources.html#//apple_ref/doc/uid/TP40015083-CH23-SW1 So, we use all this 20 Gb for storing the games, we successfully pass the review and now live in Apple Store. My question is, we want to update the app, for example we fix the minor bugs or add some new functionality into the app. We create the new build and send it for review. But when we create the new build we need to sign all games in Apple's storage with this new build and upload all the games one more time on Apple's cloud, so we rewrite the games. And what will be with the old version of the app? As I understand, the games in the old version will not be available for the user (and will be available only after he updates the app), because we deleted these games and uploaded the same games but these games will work only with the new build. How does app update work in general if we use hosted on-demand resources (we use the full 20 Gb of storage)? Help me please, guys.
Replies
2
Boosts
0
Views
1.5k
Activity
Aug ’23
How do you check actual app size when use initial install tags
before use on demand resource it was enough to check TestFlight build size on App Store Connect. but now it includes ODR size and main bundle size. I mean it is hard to know app size reaches limit now. How do you check main bundle size?
Replies
0
Boosts
0
Views
782
Activity
Aug ’23
Downloaded On-Demand Resources Purged on App Update
Hey there! We have noticed that any downloaded ODR tags (and thus resources) are purged when a user updates their app even though the ODR resources, tags, etc, have not changed between the two versions. Is there any way to prevent this? I found this thread regarding how resources are managed between different versions of the app. I presume that the explanation provided there extends to this case. Is there a checksum mechanism that we can use to compare the downloaded resource tags with the resource tags in the update prevent the identical downloaded tags from being purged during an update? Thanks!
Replies
0
Boosts
0
Views
802
Activity
Jul ’23
On Demand Resource Size LImit
Is there a solution for increasing the size of on-demand resource files to the platform maximum of 20 GB? We need to integrate more assets but are now constrained by the size constraint.
Replies
0
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0
Views
660
Activity
Jun ’23
Can I use On Demand Resources (ODR) in my free app?
I would like to split my free app into smaller parts so the download size is smaller. But I read somewhere that On Demand Resources are for in-app purchases only. Can I use On Demand Resources in my free app?
Replies
1
Boosts
0
Views
979
Activity
Jun ’23
On-Demand Resources in iOS apps running on Apple silicon Macs
I'm trying to get my iOS app to work on Apple silicon Macs, but ODR (On-Demand Resources) don't seem to work. It seems like the Xcode doesn't even acknowledge existence of ODR in the project when run as an iOS app for Mac on my M1 MacBook Air. I've created a very simple Xcode project to verify the issue, which only has a single image tagged as ODR. Checking the Disk tab in the Debug navigator, the ODR is shown correctly when running on a simulator: ...Yet when run as an iOS app for Mac it simply shows No Resources: The beginAccessingResources(...) call predictably fails, too, with the following error: Error: Error Domain=AssetErrorDomain Code=7 "Invalid status code `404`" UserInfo={NSDebugDescription=Invalid status code `404`, NSUnderlyingError=0x600003fd5fb0 {Error Domain=AssetErrorDomain Code=1404 "(null)"}} There are other messages in the console that could be related to the issue. The first thing the app logs when run as an iOS app for Mac, is this message repeated several times: 2022-01-20 12:14:41.566305+0000 ODRTest[29926:333135] [default] could not create original path for node <FSNode 0x600003191ca0> { isDir = ?, path = '/private/var/folders/kw/g_lttmtn0yx747mvzjmbksbc0000gn/X/FE0DB2BA-8F2D-5783-9BE1-891F8E117EC9/d/Wrapper/ODRTest.app' }, proceeding: Error Domain=NSPOSIXErrorDomain Code=1 "Operation not permitted" ODRTest is the name of the Xcode project I use to reproduce the issue. Nothing else is logged apart from these repeated messages and the ODR request error. The documentation here seems to explicitly suggest that ODR should work fine, so I'm guessing this is some odd configuration error on my machine — perhaps related to file system access? I've tried updating macOS and re-installing Xcode to latest from scratch to no avail. Anything else I'm missing here?
Replies
4
Boosts
0
Views
2.4k
Activity
Jun ’23
Why doesn't Debug Navigator show On-Demand Resources Tags?
I according to the https://www.kodeco.com/520-on-demand-resources-in-ios-tutorial article to set some resource files to ODR (On-Demand Resources) and add some tags. But when the Simulator was running, I couldn't find any Tags in the Debug Navigator, it show "No Resources". Xcode: Version 14.3 (14E222b) iPadOS Simulator: 16.4
Replies
0
Boosts
1
Views
719
Activity
May ’23
On-demand resource sizes
Hi all, Is it possible to increase the size of the hosted on-demand resources from 20 GB to 50 GB for example? Thanks
Replies
2
Boosts
0
Views
853
Activity
May ’23
Changes to hosting non-consumable in-app purchases in April 2022
I received an email from Apple: We’re reaching out to let you know about upcoming changes to in-app purchase content hosting. In Xcode 13.3, we’ve removed the option to upload non-consumable in-app purchase assets for Apple to host. In addition, support for managing these assets in App Store Connect will be removed starting in April 2022.  Does this mean that Apple will no longer offer hosting non-consumable IAP content? I'm not sure, as there is no indication of this on the App Store Connect help page: App Store Connect Help (I have a lot of IAP content in my app which is hosted on the Apple server)
Replies
20
Boosts
0
Views
7k
Activity
Apr ’23
On demand resource host
On demand resource can be used on external server (not apple host server)? I get error like below: Error Domain=NSCocoaErrorDomain Code=4994 "The requested application data doesn’t exist." UserInfo={NSUnderlyingError=0x2814fd3b0 {Error Domain=_NSBundleResourceRequestErrorDomain Code=100 "No manifest found for bundle ID xxxxx" UserInfo={NSLocalizedFailureReason=No manifest found for bundle ID xxxxx}}} How to solve this? Any advice?
Replies
0
Boosts
0
Views
695
Activity
Apr ’23
Using of music in the app
I want to add music to my app to recreate the 80's era. Do I understand correctly that if I use music by real and famous artists at the time, I will be disqualified for copyright infringement? If so, the following question follows from this. Can I then use music available without a license indicating the author? The most sensitive subject of my app, I would be glad if you could clarify it. Thank you!
Replies
1
Boosts
0
Views
870
Activity
Apr ’23
On Demand Hosting
hello everyone, I need a help regarding on demand hosting, I have a mobile app on appstore which have multiple webviews, I already hosted these webs on azure storage account. anyone can guide me what I can do next. I shall be thankful.
Replies
1
Boosts
0
Views
1.1k
Activity
Dec ’22
About 15 hours now since my customers start getting the error "Asset URL has expired"
About 15 hours now since my customers start getting the error "Asset URL has expired" when they try to download any On-Demand Resource on any of my apps. It has worked before and it still works fine in TestFlight (with the same App versions). How do I get this fixed? Or what do I have todo now??
Replies
15
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0
Views
5.0k
Activity
Nov ’22
On Demand Resource "Asset URL has expired" issue
After pushing out our last app update some of our users are having trouble downloading certain on demand resources. They are receiving the following error: Caught exception downloading ODR asset pack to device: Error Domain=AssetErrorDomain Code=6 "Asset URL has expired" UserInfo={NSDebugDescription=Asset URL has expired} From looking at our analytics it seems some resources are affected more than others. We have seen one case where deleting the app and reinstalling fixed the issue however we have also seen a case where this did not work. From what I've gathered in my searches it appears that changing resource tags can fix this issue. This is not guaranteed however and it doesn't explain how we ended up in this situation in the first place. We'd like to avoid having to change resource tags every release as that will effect our UX. This issue has been hard to resolve as we are unable to reproduce the bug on our end. If anyone has run into this before please provide details to the solution and any possible ideas on the cause. Thanks!
Replies
2
Boosts
1
Views
2.1k
Activity
Nov ’22
moving hosted content to on-demand resource
I have multiple IAPs with hosted content that I'd like to move to being hosted through on-demand resources. There does not seem to be a way to remove hosted content from App Store Connect so I'm wondering what the process is for migrating to on-demand resources. Thanks.
Replies
2
Boosts
0
Views
953
Activity
Oct ’22
Recent TestFlight build missing ODR assets
Hi, It looks like On Demand Resources are missing in our latest TestFlight builds. Everything was fine few days ago (3rd of October). We built the exact same revision of the code and now the assets are missing in the freshly built TestFlight build. Our development builds using an external OnDemandResources server work fine too. Similar issues happened in the past, could this be an issue on Apple's side? I attached the device logs with the error. Thank you Thierry
Replies
15
Boosts
4
Views
3.8k
Activity
Oct ’22
On Demand Resources failing to download
I have been using On Demand Resources for a long time but in this particular app they have stopped working in more recent builds. For example, they work in builds up to 10 and in 11 onwards they are failing. There have been no changes relating to anything ODR related in the app between builds where it worked and now doesn't work. Locally everything remains fine when debugging but in the TestFlight builds the downloads are all failing. The cause of failure seems to be download failure from Apple servers, given the error I get inside the accessing resource closure: "The requested application data doesn't exist". All resources are definitely included in the app upload. Has anyone got a suggestion to resolve this issue? It's an infuriating bug that I have seen before during Apple submission for review in other apps but this time I am seeing it constantly and it is not correcting itself with new builds being uploaded. I took a look at device logs from my phone and I can see this sort of thing being produced when I run the TestFlight build: Failed to find asset manifest for {bundleID = <bundle-id>; error: Error Domain=_OnDemandResourcesErrorDomain Code=2003 "Error message: MZCommerce.NoProductInStoreFront_message, Correlation ID: ....." UserInfo={NSDebugDescription=Error message: MZCommerce.NoProductInStoreFront_message, Correlation ID: ....} Pin tags failed for invalid tag in set [{( "<valid-tag>" )}], bundleURL: file:///var/containers/Bundle/Application/80F0B062-A048-4AB2-A6BC-156D4100E6CD/<app>.app/ Tags aren't valid for [<app-bundle-id>]. This error doesn't make much sense since I have taken a look inside the IPA I uploaded and I know the tags and resources are there and being uploaded to Apple inside it. Any advice recommended.
Replies
3
Boosts
2
Views
2.1k
Activity
Oct ’22