TestFlight Public Links are a great way to share beta versions of your apps with other members of the Apple Developer Program. With this new channel, you can share your TestFlight Public Links with the developer community, to gather valuable feedback on crucial elements, like technical implementation, user experience, design, and more.
To maximize the benefits of posting TestFlight Public Links in the Developer Forums, here are some best practices to keep in mind:
Provide details: Give comprehensive information about your app, like new features and test cases, and note specific areas where you seek feedback. The more detailed your post is, the better equipped the community will be to provide insight.
Select platforms: Select the platforms that your beta app supports.
Enter categories: Enter the App category you’ve selected or plan to select for your app on the App Store. Categories are critical to ensuring your post can be easily found by interested users.
Stay connected with notifications: Enable web and push notifications so you’ll know when you receive feedback on your post.
Note: The TestFlight app is still the most comprehensive way to gather feedback. This space is meant as a helpful secondary channel.
TestFlight
RSS for tagTestFlight within App Store Connect allows you to invite and manage testers who can install and beta test your iOS, iPadOS, tvOS, and watchOS apps using the TestFlight app on the App Store.
Posts under TestFlight tag
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There seems to be a problem to a specific Apple Developer Account regarding Xcode Cloud Distribution (Signing).
The Xcode Cloud Error
Invalid Signature. Code failed to satisfy specified code requirement(s). The file at path “XcodeCloudTest.app/XcodeCloudTest” is not properly signed. Make sure you have signed your application with a distribution certificate, not an ad hoc certificate or a development certificate. Verify that the code signing settings in Xcode are correct at the target level (which override any values at the project level). Additionally, make sure the bundle you are uploading was built using a Release target in Xcode, not a Simulator target. If you are certain your code signing settings are correct, choose “Clean All” in Xcode, delete the “build” directory in the Finder, and rebuild your release target. For more information, please consult https://developer.apple.com/support/code-signing.
Investigation
Apple Developer Forums
This issue seems to be known:
https://developer.apple.com/forums/thread/746210
Debugging by ourselves
We setup an example Xcode project from a default iOS Xcode app template to rule out any project issues. This example project failed with the same error as stated above. In the next step we tried the same example project with a different Apple Developer Account and it successfully distributed the example App through Xcode Cloud.
Conclusion
It seems like there is no setup issue on developer-side, because our example project works out-of-the-box on a different Apple Developer Account. Our only hope is that Apple will have a look on our Developer Account. Maybe there is some internal setting.
I am unable to add an individual tester to a build. When I attempt to submit the information, the test information is rejected because the phone number is invalid. Only numbers are allowed, the field is set to 03453131234, in fact any combination of digits is rejected,
Hi everyone,
I built a new app and pushed it to the Testflight but call/sms is not working. Doesn't Testflight support call/sms feature?
I see the app in TestFlight. I press install, after a while the circular icon appears fills for a while and then stops and goes right back to install.
How can I install an Apple Watch only app from TestFlight? I have restarted both iPhone and watch. Same thing.
TestFlight has suddenly stopped distributing new builds to internal testers. I can't even manually add those groups the latest builds.
Hi Everyone,
Over the last week, some of the dev team has suddenly lost access to our test flight builds. Stating "builds expired", we've tried a few things including:
removing the users from both test flight and apple connect
reinstall the apps
after the entire process, they're still stuck with the same "build expired" prompt.
Originally only two devs were having this issue but more have started to follow.
Has anyone seen something similar before?
Thanks,
Hello,
We're attempting to validate our application archive through Xcode but the application is crashing during the validate step and we're not sure why.
Platform: macOS 15.1
Arch: arm64
We've confirmed that our developer agreements are up to date (a suggestion made by other posts on these forums). Other suggestions have been to downgrade Xcode but we're hoping there's another explanation.
The application is quite complex - many libraries and framework - but executes as expected during development and testing.
Crash Report
Any insight into this error would be appreciated. We're sure it's something wrong with our plist or archive structure but the crash is limiting our ability to debug.
I submitted an appeal (Appeal Ticket: APL122726), Apple App Review Team responded (24.02) that my demo account does not work (not available to check the application) and asked for restoring it. Demo account was restored by me 10 hours later. I notified App Review Team about it. But I didn't get any response. I can't get any response for one week.
The continued suspension of our app is having a significant impact on our business and our users. Specifically the app's unavailability continues to result in a substantial loss of revenue.
Please, review my appeal.
Thank you.
I want to create test flight for my unity project. But every time I create test flight for internal testing its say couldn't install your app.
Please help
I didn't receive an invitation email in my email when I added management or developer Appleid to my developer account
Hello everyone,
I’m currently developing an app that uses the Family Controls API, specifically the Screen Time API. However, my current entitlement is limited to development mode, which prevents me from publishing my app on TestFlight.
I have already contacted Apple Developer Support for production access but wanted to reach out to the community as well and I was referenced to FamilyControls API documentation and I couldn't find anything related to my case. Has anyone successfully upgraded their entitlement from development-only to production? Any insights on the process, tips for communicating with Developer Support, or guidance on ensuring full compliance with the Family Controls guidelines would be extremely helpful.
I have been trying to set up testing on my app using testflight. However for internal testing the app version uploads, says it is testing however when i go to download it I get that error 'The requested app is not available or doesn’t exist.' this occurs on multiple devices so I believe it is an issue on apples end.
Furthermore, I also get an error when I try to set up external testing. When I press on submit for review, I receive this error: 'There was an error processing your request. Please try again later.' I believe this may be related and there may be some issues with my account.
I have contacted apple support 4 days ago and I am waiting for a reply. My case ID is 102542659560
I'm developing a companion watch app for an already existing iOS app, and everything seems to be working fine compiling it for the simulator, however when I try to archive it so I can make it available on TestFlight XCode throws the error "The stickers icon set or app icon set named "AppIcon" did not have any applicable content" even though the app icon is in the assets.
The icon works and appears fine under the Simulator but I can't seem to archive it, even after renaming it to something else.
Hi all,
With version 18.4 beta, I have a problem with the display of webviews in the app. In particular, the app of my bank has webviews inside it, and as they are not loading, I am unable to access it. Can you help me? Thank you.
Hi,
It seems that TestFlight invitations are no longer RECEIVED by external testers.
Multiple posts with the same issue since 2023...
Thanks in advance for your help !
I am working on Flutter MAC app. And using ObjectBox store DB for local data saving.
When i am setting Sandbox - NO, It is working fine.
But when i am setting Sandbox - YES for production MAC flutter app - It is giving error and getting black screen only
Getting error-
Error initializing ObjectBox store: StorageException: failed to create store: Could not open database environment; please check options and file system (1: Operation not permitted) (OBX_ERROR code 10199)
Hi,
I have a question about On-Demand Resources, I tried to put some bundles into the Initial Install Tags and Download Only On Demand, and I uploaded the build to TestFlight, then I tried to make 2 builds, and the sample is like this:
Build A:
Initial Install Tags have 100 Tags.
Download Only On Demand have 5 Tags.
Build B:
all contents of Initial Install Tags are the same as in Build A.
Download Only On Demand are the same as Build A but I added 5 more tags, so the total is 10 tags, 5 tags that are the same as Build A and 5 new tags.
Then I tried to download Build A for the first time which is in TestFlight, and it runs normally, Initial Install Tags are downloaded when the main app is downloaded and Download Only On Demand is downloaded when I request the tag.
However, when I tried to update to Build B which is in TestFlight, why are the Initial Install Tags deleted? and why should it be downloaded via request? not when the main app is downloaded? has anyone ever experienced something like this?
Thanks!
We have recently developed the iwatch app. We will package the APP + iwatch app and publish it in testfight for test download. However, we often find that after the mobile app is downloaded, the iwatch app is also on the iwatch System application inside display. Click install is always in the installation. It has not been installed. Especially when the phone we tested is paired with several watches. Or delete the mobile APP and download it again to recover. But some situations still cannot be recovered. May I ask why it is always installed? We have confirmed that there is no problem with the network, and the pairing connection between the watch and the mobile phone is normal. This problem has caused us a lot of trouble. I wonder if this will happen in the app store. Please give the official reply
I'm running into an undocumented error coming back from CloudKit operations.
Specifically, I'm attempting to save new records via CKModifyRecordsOperation. I'm receiving this error for each of the records in the perRecordSaveBlock callback:
<CKError 0x3018ac3c0: "Internal Error" (1/3001); "MMCSEngineCreate failed">
Is anyone else facing this error? It has been happening for several days and I'm finally getting around to reproduction with the Console app and logs. I have 16 records on my device locally that each one gets this error back.
FB16547732 - CloudKit: CKModifyRecordsOperation saving new records results in Error <CKError 0x3018ac1e0: "Internal Error" (1/3001); "MMCSEngineCreate failed">
Hi,
Our latest update for Top Scorer 2 was rejected under Guideline 4.3(a) - Spam, despite previous versions being approved without issue. We have been developing this game since 2017, and it is an original creation with unique gameplay, AI, and physics.
This update includes super important bug fixes and improvements critical for our user base, yet Apple claims it is too similar to other apps without specifying which ones or what exactly needs to change.
Previous version with similar features and design, was successfully approved, we are improving resolutions, updating SDKs and enhancing security for our players, why would you reject it, leaving players with an older version of the game that lacks the vast array of improvements we've incorporated in the game.
Has anyone faced a similar rejection? Any advice would be appreciated.