How to provision/build/release without a dev kit

It looks like Xcode requires an Apple TV device be registered to your account in order to build. This is a problem for people who were not selected for a dev kit like me.


Currently without a dev kit I'm unable to work with CloudKit, since I don't have a provisioning file that has those entitlements.

*** Terminating app due to uncaught exception 'CKException', reason: 'The application is missing required entitlement com.apple.developer.icloud-services'


And of course I can't build for hardware using "Generic tvOS Device" due to this:

"Creating a provisioning profile requires one ore more devices to be registered with your team."

So what's the course of action for people who want to release an application come release day, but don't have a dev kit?

Accepted Reply

Indeed, in order to create a provisioning profile, you do require one or more devices to be associated with your developer portal.


Would recommend that you carefully weigh the potential risks of releasing an application for a piece of hardware that you have not been able to actually test the application on. There is much that you learn from actually holding the remote in your hand and truly experiencing how the application feels to use.

Replies

Indeed, in order to create a provisioning profile, you do require one or more devices to be associated with your developer portal.


Would recommend that you carefully weigh the potential risks of releasing an application for a piece of hardware that you have not been able to actually test the application on. There is much that you learn from actually holding the remote in your hand and truly experiencing how the application feels to use.

But if you didn't get selected for a dev kit, what are your options?

Im glad Apple is taking this more seriously than with the launch of the Watch, were we had no access to hardware until after launch. Hopefully another phase of Apple TV dev kits are issued before they go to the public.

Them letting random develoeprs build for their platform and letting others not is them taking it seriously? Without a dev kit you can't build for the Apple TV. That's a major problem. I'd much rather have the ability, like with the Apple Watch, to build without the hardware.

I hope another round of devkits gets issued too as my company wasn't selected either.

Building without the hardware to test on has always been a horrible idea. I found that out myself

with WatchKit 1.0. I released an app that, though it worked great on the simulator, failed horribly

on hardware. Soon as my watch arrived, I submitted not 1 but 2 new builds to fix issues the simulator

failed to reveal.


Yes, it's a pain to have to wait for hardware but, consider your users(customers) first. You were likely

to buy the new Apple TV anyway right? In a month or so, you'll be able to walk into your local store

of choice and do so. Better to work for a great app now and test it on real hardware later if need be.

You can get CloudKit to work with the Apple TV simulator if you have a 3rd gen Apple TV. Just connect the Apple TV to your development Mac (with Xcode on) using a micro-USB cable *after* you've powered on the Apple TV. (Otherwise, the Apple TV will go into restore mode). Next, open the Devices window in Xcode and you will see your Apple TV listed under the connected devices.

Get the device ID from there and use it on the Apple Developer Portal to register your Apple TV. Now that you have a registered Apple TV, you can create a tvOS provisioning profile and get CloudKit (and any other service which requires a provisioning profile) to work

Yes, if not, at least an early purchase option (like the watch) for developers.

I tried this, and I was able to register the 3rd gen apple tv, but it doesn't show up as an available device to add to the tvOS provisioning profile. It looks like it registered as iPod Touch. Any idea