On demand resources

RSS for tag

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

68 Posts

Post

Replies

Boosts

Views

Activity

On Demand Resource technology fails during Apple review
I developed an application that makes usage of On Demand Resource technology. The application works correctly both in Xcode (local resource) and through TestFlight (CDN remote resource). Once uploaded for review, the application resulted as not complaint for Apple Store Guidelines 2.1 since the reviewer was not able to test it entirely [see https://developer.apple.com/app-store/review/guidelines/#app-completeness]. The resource does not load correctly from Apple CDN. In order to verify the problem, I have also tested the application with a USA VPN. There was no problem for me. Since I've seen that other folks around the forum have the same problems with ODR and Apple review, I would like to know how it is possible to find a solution to this issue. Waiting for a reply I thank you for your attention.
2
2
1.4k
Sep ’22
Error with the IPA upload to App Store Connect - Unable to extract archive
Hello, We're facing the problem with the upload of prepared Xcode archive to the App Store Connect. Archive is being made successfuly but during the sheer upload step, we receive the following error: Error: The package could not be unpacked because of the following error: Unable to extract archive. Please make sure /Users/vagrant/deploy/Runner.ipa is a valid zip or ipa archive. Unable to validate your application. (-20008) { NSLocalizedDescription = "The package could not be unpacked because of the following error: Unable to extract archive. Please make sure /Users/vagrant/deploy/Runner.ipa is a valid zip or ipa archive."; NSLocalizedFailureReason = "Unable to validate your application."; } Here's some background of the situation: our application intensively uses the Apple ODR technology which allows for 20GB of archive size at maximum. The details about Apple ODR, how it works and what the limits are, can be found here: https://developer.apple.com/library/archive/documentation/FileManagement/Conceptual/On_Demand_Resources_Guide/index.html https://developer.apple.com/library/archive/documentation/FileManagement/Conceptual/On_Demand_Resources_Guide/PlatformSizesforOn-DemandResources.html#//apple_ref/doc/uid/TP40015083-CH23-SW1 We've been building the archives which used to have around 17GB in size and that was fine. All of them could go straight to the App Store Connect without the issue. For about a week and a half, we unexpectedly started to see the attached error during the sending process to App Store Connect (after Xcode archive). What's worth mentioning: we didn't change anything significant in the codebase or in the Apple ODR tags (our app still has around 17GB); the exact same app with smaller pack of ODR tags (which results in a smaller archive) is being uploaded to App Store Connect without any issues. It looks like the size here would be a problem but like I mentioned - the same size used to work with App Store Connect upload via Xcode. Right now we are forced to use the Apple Transporter which can successfully transfer the 17GB archive to the App Store Connect but that's only a workaround which is not even available on CI/CD environment. Please, advise us how we can resolve the problem or where we can search for the solution. Thanks!
0
0
1.7k
Sep ’22
I tagged some Sprite Atlas to On Demand Resources' Tags and not loading in TestFlight
My game's new version used On Demand Resources with Sprite Atlas. Everything work fine in Simulator until I submitted a version to AppStoreConnect and install through TestFlight. All Sprite Atlas' assets only show "X" inside my game. Is it TestFlight's bug? Can I still submit for Review and will it working fine in App Store version?
1
0
1.8k
Sep ’22
On-Demand Resources fails during App Review
Hello everyone, we are trying to submit our iOS app for pre-order, which requires the app to be reviewed by Apple. Unfortunately, it keeps failing when accessing On-Demand Resources that need to be downloaded before the app starts. We are aware that ODR is not designed for pre-start downloads, but that's how we're using them right now. So please refrain from asking if we understood how to utilize On-Demand Resources. App Review is seeing the following error (screenshot): We are unable to reproduce this error. The download of required resources works fine for all of our devices, as well as for some external testers. They all used a normal Wifi connection. Does anyone know if there is something special in the review environment? For example, do they use physical or virtual devices, a VPN or normal Wifi or a (maybe simulated) cellular connection? We had no luck on any documentation about the error "MZCommerce.NoProductInStoreFront". Does someone happen to know what kind of problem is usually connected to MZCommerce errors when it comes to On-Demand Resources? Thanks for your help!
0
0
894
Aug ’22
Using On Demand Resources with Swift Packages
Hi! I am wondering if there is a way to enable resources from a Swift Package to be stored with the ODR system? I have tried moving my asset catalogs to a Swift Package and while my tags for each asset were intact, the assets disappeared from the "Resource Tags" tab in the Project Settings. Is there any other way to make them work? I would love to be able to move these asset catalogs to a package to make the project more modular and this is a blocker for me at the moment.
1
2
1.3k
Jun ’22
Non Consumable Titles
I'm trying to add Non-Consumable Titles to our Apple and I have been getting strange errors. Then I came across this on the Apple Forum "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. " They suggest for us to use ODR? Is this for real? We can't use ITMSTransporter to upload new Non-Consumable Titles to our App? This is the command I been using after I create the itmsp package: /Applications/Transporter.app/Contents/itms/bin/iTMSTransporter -m upload -f /Users/abc/Desktop/2022-06-10-13-58-27.itmsp -u xyz@abc.com -p ******** But I'm able to create Non-Consumable titles when I log into the https://appstoreconnect.apple.com/ Is Apple really expecting us to change to ODR?
0
0
1.1k
Jun ’22
On-demand resources more than 20 GB
Hello, A bit late but now that I have learned about on-demand resources I see that there is a maximum of 20 GB of the total hosted content. Does this limit apply also when we have an Enterprise Developer Program and we can host it on our own server? Is there any other way to have more content? My customer wants to release special musical albums that are ~800 MB per album, with an ever-increasing number of albums over the years. So the limit of 20 GB would be reached after 25 albums. With growing device storage sizes I would expect that this limit also grows. I've been thinking about releasing 1 app per album but this results in plenty of apps, plus fixing bugs in all apps is expensive. Or I could develop my own content downloading concept that downloads resources from my own server. But this involves some server-side coding because content should only be accessible if purchased. I prefer to use on-demand resources when possible.
0
1
1.1k
May ’22
Questions about On Demand Resources
Hi,Apple I am using On Demand Resources ,and I have some questions above:  1.I tagged some Resources as "Prefetch tag order". Are these "Prefetch tag order" resources downloaded automatically by iOS system immediately once App is installed?Even though App was not launched by users finger? 2.To download "Prefetch tag order" resources, Does Developer need write specific codes to invoke ?
1
0
1.1k
May ’22
Seeing “Asset URL has expired” error with Apple On-Demand Resources
Hello, our app uses OnDemandResources and our users have been receiving the following error (Error Domain=AssetErrorDomain Code=6 "Asset URL has expired" UserInfo={NSDebugDescription=Asset URL has expired}) when trying to download these ODR assets after an app update. However, a fresh install usually fixes the issue. Does anyone know what could cause this and a potential fix for this issue?
0
1
1k
Apr ’22
Review reject because of ODR
We have problem with On Demand Resources. This screenshot comes from Apple reviewer. It looks like Apple is accessing "assets.itunes.apple.com" which is not exist, I can't even ping to it. But I got URL with this domain "odr.itunes.apple.com" while testing same build from TestFlight. And that URL is working. ODR is working on our side, but not Apple reviewer. Anyone experience this issue or know why it use "assets.itunes.apple.com" ? This ODR URL is outside of our control, since it's generated by iOS SDK with this method "beginAccessingResources". https://developer.apple.com/documentation/foundation/nsbundleresourcerequest/1614840-beginaccessingresources
1
0
1.1k
Mar ’22
On-Demand Resources not working on Release builds (AppStore/TestFlight)
We have received multiple reports that some parts of the app do not work as expected. These features use audio files hosted as On-Demand Resources and it seems that the resource request returns true as expected, but the file behind the tag is missing or empty. We have not touched parts of the code or the resources for a long time now and the failure seems to be on the server side of thing. They work perfectly fine on debug builds or on simulator, but almost always fail on AppStore and TestFlight builds. beginAccessingResources method does not return any error and allows the app flow to continue. This unexpected behaviour resulted in plenty of crashes on our side due to the fact that returned files where either missing or empty.
0
1
929
Mar ’22
Sound tracks assets
I'm writing an app that, among other things, need to be able to play several tracks using AvAudioEngine. My question is about the best practice for carrying with the App a set of tracks. I could 'bundle' them with the app but currently they are about 400MB and I think it's too much. I think that this would also significantly slow my deploy times every time I need to run/debug the app. On my iPad Pro, using the File app, I can see the 'On My iPad' folder and inside that folder I already see some folders used by others App, like Cubasis LE, Acrobat and GarageBand for iOS. I can't find any example that shows me how to access these locations and which capability I need to add to my app (if any). Can you please point me in the right direction? Thanks, Guglielmo
1
0
764
Jan ’22
ios app download push
Im working on my first ios game app and the file size is limited to apple app store limit. I noticed certain games like Call of Duty Mobile and Genshin Impact allows for download of content for the game to bypass that limit. Im building my game in Unreal engine, being a 3D game. Is there a way or known "form of method" for this?
0
0
514
Jan ’22
Number of Asset Packs not showing in TF
I have a question regarding the Metadata on appstoreconnect TestFlight builds. In the past, on the field "On Demand Resources" we had specified the number of Asset PAck, in case it was "Yes". It was something like "Yes | 80 Asset Packs". It happens that now there's never the number of asset packs there, only a "Yes". Was there some change in there that caused this? Is there any way to "turn this on" again?
1
1
661
Jan ’22
Cmake and on demand resources
What would the intended workflow be for setting up ODR tags in a project that is generated by cmake? More generally, what are the strategies of automation and integration when using ODR? All I can find in the documetation is that tags are meant to be created and assigned in Xcode, that is by hand. It is hard to believe a feature like this would be designed and rolled out without some proper ways to utilize it.
0
0
639
Nov ’21
Library Bundle won't build properly on M1 Mac
I have created a very simple bundle library. I am transitioning from a 2018 macbook pro Intel to a 2021 MBP M1 Max. I have the latest xcode installed on both computers. This library just has a single .h and single .mm Obj-C files. I have it set to build both M1 and Intel architectures. When I build this on the Intel mac I can copy my bundle to the M1 mac and use it from the environment that I need it in. When I build the exact same project on my new mac with M1 and try to run it my environment says it can't find the bundle. Is there something I need to know about building on the M1 versus Intel?
0
0
844
Nov ’21
On Demand Resource technology fails during Apple review
I developed an application that makes usage of On Demand Resource technology. The application works correctly both in Xcode (local resource) and through TestFlight (CDN remote resource). Once uploaded for review, the application resulted as not complaint for Apple Store Guidelines 2.1 since the reviewer was not able to test it entirely [see https://developer.apple.com/app-store/review/guidelines/#app-completeness]. The resource does not load correctly from Apple CDN. In order to verify the problem, I have also tested the application with a USA VPN. There was no problem for me. Since I've seen that other folks around the forum have the same problems with ODR and Apple review, I would like to know how it is possible to find a solution to this issue. Waiting for a reply I thank you for your attention.
Replies
2
Boosts
2
Views
1.4k
Activity
Sep ’22
Error with the IPA upload to App Store Connect - Unable to extract archive
Hello, We're facing the problem with the upload of prepared Xcode archive to the App Store Connect. Archive is being made successfuly but during the sheer upload step, we receive the following error: Error: The package could not be unpacked because of the following error: Unable to extract archive. Please make sure /Users/vagrant/deploy/Runner.ipa is a valid zip or ipa archive. Unable to validate your application. (-20008) { NSLocalizedDescription = "The package could not be unpacked because of the following error: Unable to extract archive. Please make sure /Users/vagrant/deploy/Runner.ipa is a valid zip or ipa archive."; NSLocalizedFailureReason = "Unable to validate your application."; } Here's some background of the situation: our application intensively uses the Apple ODR technology which allows for 20GB of archive size at maximum. The details about Apple ODR, how it works and what the limits are, can be found here: https://developer.apple.com/library/archive/documentation/FileManagement/Conceptual/On_Demand_Resources_Guide/index.html https://developer.apple.com/library/archive/documentation/FileManagement/Conceptual/On_Demand_Resources_Guide/PlatformSizesforOn-DemandResources.html#//apple_ref/doc/uid/TP40015083-CH23-SW1 We've been building the archives which used to have around 17GB in size and that was fine. All of them could go straight to the App Store Connect without the issue. For about a week and a half, we unexpectedly started to see the attached error during the sending process to App Store Connect (after Xcode archive). What's worth mentioning: we didn't change anything significant in the codebase or in the Apple ODR tags (our app still has around 17GB); the exact same app with smaller pack of ODR tags (which results in a smaller archive) is being uploaded to App Store Connect without any issues. It looks like the size here would be a problem but like I mentioned - the same size used to work with App Store Connect upload via Xcode. Right now we are forced to use the Apple Transporter which can successfully transfer the 17GB archive to the App Store Connect but that's only a workaround which is not even available on CI/CD environment. Please, advise us how we can resolve the problem or where we can search for the solution. Thanks!
Replies
0
Boosts
0
Views
1.7k
Activity
Sep ’22
I tagged some Sprite Atlas to On Demand Resources' Tags and not loading in TestFlight
My game's new version used On Demand Resources with Sprite Atlas. Everything work fine in Simulator until I submitted a version to AppStoreConnect and install through TestFlight. All Sprite Atlas' assets only show "X" inside my game. Is it TestFlight's bug? Can I still submit for Review and will it working fine in App Store version?
Replies
1
Boosts
0
Views
1.8k
Activity
Sep ’22
On-Demand Resources fails during App Review
Hello everyone, we are trying to submit our iOS app for pre-order, which requires the app to be reviewed by Apple. Unfortunately, it keeps failing when accessing On-Demand Resources that need to be downloaded before the app starts. We are aware that ODR is not designed for pre-start downloads, but that's how we're using them right now. So please refrain from asking if we understood how to utilize On-Demand Resources. App Review is seeing the following error (screenshot): We are unable to reproduce this error. The download of required resources works fine for all of our devices, as well as for some external testers. They all used a normal Wifi connection. Does anyone know if there is something special in the review environment? For example, do they use physical or virtual devices, a VPN or normal Wifi or a (maybe simulated) cellular connection? We had no luck on any documentation about the error "MZCommerce.NoProductInStoreFront". Does someone happen to know what kind of problem is usually connected to MZCommerce errors when it comes to On-Demand Resources? Thanks for your help!
Replies
0
Boosts
0
Views
894
Activity
Aug ’22
On-Demand Resources Crashed
We started seeing application getting crashed when we are calling conditionallyBeginAccessingResources API of NSBundleResourceRequest。How to fix it ? 2022-08-03_07-59-04.crash
Replies
0
Boosts
1
Views
927
Activity
Aug ’22
Using On Demand Resources with Swift Packages
Hi! I am wondering if there is a way to enable resources from a Swift Package to be stored with the ODR system? I have tried moving my asset catalogs to a Swift Package and while my tags for each asset were intact, the assets disappeared from the "Resource Tags" tab in the Project Settings. Is there any other way to make them work? I would love to be able to move these asset catalogs to a package to make the project more modular and this is a blocker for me at the moment.
Replies
1
Boosts
2
Views
1.3k
Activity
Jun ’22
Non Consumable Titles
I'm trying to add Non-Consumable Titles to our Apple and I have been getting strange errors. Then I came across this on the Apple Forum "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. " They suggest for us to use ODR? Is this for real? We can't use ITMSTransporter to upload new Non-Consumable Titles to our App? This is the command I been using after I create the itmsp package: /Applications/Transporter.app/Contents/itms/bin/iTMSTransporter -m upload -f /Users/abc/Desktop/2022-06-10-13-58-27.itmsp -u xyz@abc.com -p ******** But I'm able to create Non-Consumable titles when I log into the https://appstoreconnect.apple.com/ Is Apple really expecting us to change to ODR?
Replies
0
Boosts
0
Views
1.1k
Activity
Jun ’22
On-demand resources more than 20 GB
Hello, A bit late but now that I have learned about on-demand resources I see that there is a maximum of 20 GB of the total hosted content. Does this limit apply also when we have an Enterprise Developer Program and we can host it on our own server? Is there any other way to have more content? My customer wants to release special musical albums that are ~800 MB per album, with an ever-increasing number of albums over the years. So the limit of 20 GB would be reached after 25 albums. With growing device storage sizes I would expect that this limit also grows. I've been thinking about releasing 1 app per album but this results in plenty of apps, plus fixing bugs in all apps is expensive. Or I could develop my own content downloading concept that downloads resources from my own server. But this involves some server-side coding because content should only be accessible if purchased. I prefer to use on-demand resources when possible.
Replies
0
Boosts
1
Views
1.1k
Activity
May ’22
App Resource Priority reference
Android App Resource Priority scheme: System app (higher) > Foreground status app > Background status app (lower). What is the priority scheme for iOS apps in above context?
Replies
0
Boosts
0
Views
944
Activity
May ’22
Questions about On Demand Resources
Hi,Apple I am using On Demand Resources ,and I have some questions above:  1.I tagged some Resources as "Prefetch tag order". Are these "Prefetch tag order" resources downloaded automatically by iOS system immediately once App is installed?Even though App was not launched by users finger? 2.To download "Prefetch tag order" resources, Does Developer need write specific codes to invoke ?
Replies
1
Boosts
0
Views
1.1k
Activity
May ’22
Seeing “Asset URL has expired” error with Apple On-Demand Resources
Hello, our app uses OnDemandResources and our users have been receiving the following error (Error Domain=AssetErrorDomain Code=6 "Asset URL has expired" UserInfo={NSDebugDescription=Asset URL has expired}) when trying to download these ODR assets after an app update. However, a fresh install usually fixes the issue. Does anyone know what could cause this and a potential fix for this issue?
Replies
0
Boosts
1
Views
1k
Activity
Apr ’22
wakeups Whether it causes a crash
Test package found flash back, normal memory, no crash, only wakeups log,I wonder if wakeups causes a crash。TF packages are normal。 I see the kernel code is set fatal to stop task。
Replies
1
Boosts
1
Views
652
Activity
Apr ’22
Review reject because of ODR
We have problem with On Demand Resources. This screenshot comes from Apple reviewer. It looks like Apple is accessing "assets.itunes.apple.com" which is not exist, I can't even ping to it. But I got URL with this domain "odr.itunes.apple.com" while testing same build from TestFlight. And that URL is working. ODR is working on our side, but not Apple reviewer. Anyone experience this issue or know why it use "assets.itunes.apple.com" ? This ODR URL is outside of our control, since it's generated by iOS SDK with this method "beginAccessingResources". https://developer.apple.com/documentation/foundation/nsbundleresourcerequest/1614840-beginaccessingresources
Replies
1
Boosts
0
Views
1.1k
Activity
Mar ’22
Unable to access ODR Files.
I'm trying to access the on-demand resources files for playback, but I cannot access them unless I'm in the ODRManager request method. Outside of the ODRManager class, the path in the main bundle returns nil. Any idea?
Replies
1
Boosts
0
Views
920
Activity
Mar ’22
On-Demand Resources not working on Release builds (AppStore/TestFlight)
We have received multiple reports that some parts of the app do not work as expected. These features use audio files hosted as On-Demand Resources and it seems that the resource request returns true as expected, but the file behind the tag is missing or empty. We have not touched parts of the code or the resources for a long time now and the failure seems to be on the server side of thing. They work perfectly fine on debug builds or on simulator, but almost always fail on AppStore and TestFlight builds. beginAccessingResources method does not return any error and allows the app flow to continue. This unexpected behaviour resulted in plenty of crashes on our side due to the fact that returned files where either missing or empty.
Replies
0
Boosts
1
Views
929
Activity
Mar ’22
Sound tracks assets
I'm writing an app that, among other things, need to be able to play several tracks using AvAudioEngine. My question is about the best practice for carrying with the App a set of tracks. I could 'bundle' them with the app but currently they are about 400MB and I think it's too much. I think that this would also significantly slow my deploy times every time I need to run/debug the app. On my iPad Pro, using the File app, I can see the 'On My iPad' folder and inside that folder I already see some folders used by others App, like Cubasis LE, Acrobat and GarageBand for iOS. I can't find any example that shows me how to access these locations and which capability I need to add to my app (if any). Can you please point me in the right direction? Thanks, Guglielmo
Replies
1
Boosts
0
Views
764
Activity
Jan ’22
ios app download push
Im working on my first ios game app and the file size is limited to apple app store limit. I noticed certain games like Call of Duty Mobile and Genshin Impact allows for download of content for the game to bypass that limit. Im building my game in Unreal engine, being a 3D game. Is there a way or known "form of method" for this?
Replies
0
Boosts
0
Views
514
Activity
Jan ’22
Number of Asset Packs not showing in TF
I have a question regarding the Metadata on appstoreconnect TestFlight builds. In the past, on the field "On Demand Resources" we had specified the number of Asset PAck, in case it was "Yes". It was something like "Yes | 80 Asset Packs". It happens that now there's never the number of asset packs there, only a "Yes". Was there some change in there that caused this? Is there any way to "turn this on" again?
Replies
1
Boosts
1
Views
661
Activity
Jan ’22
Cmake and on demand resources
What would the intended workflow be for setting up ODR tags in a project that is generated by cmake? More generally, what are the strategies of automation and integration when using ODR? All I can find in the documetation is that tags are meant to be created and assigned in Xcode, that is by hand. It is hard to believe a feature like this would be designed and rolled out without some proper ways to utilize it.
Replies
0
Boosts
0
Views
639
Activity
Nov ’21
Library Bundle won't build properly on M1 Mac
I have created a very simple bundle library. I am transitioning from a 2018 macbook pro Intel to a 2021 MBP M1 Max. I have the latest xcode installed on both computers. This library just has a single .h and single .mm Obj-C files. I have it set to build both M1 and Intel architectures. When I build this on the Intel mac I can copy my bundle to the M1 mac and use it from the environment that I need it in. When I build the exact same project on my new mac with M1 and try to run it my environment says it can't find the bundle. Is there something I need to know about building on the M1 versus Intel?
Replies
0
Boosts
0
Views
844
Activity
Nov ’21