I just started Mac development on an M1/Monterey MBP and developer signing won't work

I want to (continue to) use XCODE to develop for my personal, local use on my Mac as I have been doing for decades. But on my new computer, in every project, I first try going to the code signing options and select either my developer ID or sign to run locally, and then I choose my personal team name (I'm not professional developing at this point - just learning and running locally.) But on Monterey/M1 and the latest XCode, it won't accept my Personal development team - it just repeats the error "signing for xxx requires selecting a development team", even though I selected my Personal Team. I am very desperate to start developing with my new Mac, and any help to get past the code signing problem is greatly appreciated. I just want my projects to compile and run again. I am willing to pay for help.

Perhaps it would be useful to list the exact code signing build settings required to develop a Mac App with a Personal Team on XCode 13.3? Much appreciated. :)

it just repeats the error "signing for … requires selecting a development team", even though I selected my Personal Team.

If you create a new test project from one of the built-in templates, does it exhibit the same problem?

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Quinn “The Eskimo!” @ Developer Technical Support @ Apple
let myEmail = "eskimo" + "1" + "@" + "apple.com"

Thanks so much for your help, Quinn. I so appreciate it. :)

There's many types of projects that I can imagine requiring more credentials, but I tried the simplest one (a common case for me) of just a Mac app that's a command line tool. It required me to supply info I don't have, like my developer prefix, so I just made up random names, and it still created the project and it built and ran with no signing issues.

The biggest challenge is when I try to run developer example projects. Those typically are designed to run on iPhone, iPad and Mac (and I modify them to turn off the iPhone and iPad parts), but they all seem to require code signing I don't have. These sample projects are how I learn the latest Mac APIs, so being able to use them is important. Are they expected to automatically run, or is it expected that you go into them and change their information?

I'm willing to pay for an official developer account, but I somehow doubt that will solve the problem? Thanks again,

  • Jeff

OK, so it seems like Mac projects are working just fine and you’re primary issue is with iOS sample code. If you’re building those samples so that you can learn the API for the benefit of your Mac work, your best option is to build them for the simulator. For example:

  1. I downloaded the Reading Pixel Data from a Drawable Texture you referenced.

  2. In the project editor I selected the ReadPixels-macOS target.

  3. I switched to the Signing & Capabilities tab.

  4. I selected my Personal Team in the Team popup in both the Debug and Release slices.

  5. I selected ReadPixels-macOS in the scheme popup, resulting in the destination popup switching to My Mac.

  6. I chose Product > Run. The app ran on my Mac.

  7. I repeated this process for the ReadPixels-iOS target, but this time I selected a simulator in the destination popup. The app ran just fine in the sim.

Now, during step 7 Xcode complained about it not being able to create a provisioning profile for the app but that’s OK. The simulator doesn’t need any of that.

Share and Enjoy

Quinn “The Eskimo!” @ Developer Technical Support @ Apple
let myEmail = "eskimo" + "1" + "@" + "apple.com"

Quinn, I can't thank you enough! I followed your directions above, and everything worked perfectly. :) I don't know if it mattered, but the Signing Certificate was set to "Development" instead of "Run Locally".

What you did sounds so simple and easy, but I never hit on quite the right combination of options before. Thank you so much for helping me out. :)

  • Jeff

Is there any way to run Catalyst Mac examples on a Mac … ?

If the code supports Mac Catalyst it will run on the Mac. Make sure to select My Mac (Mac Catalyst) in the run destination popup (or, equivalently, in the Product > Destination menu).

To get a handle for this, do the following:

  1. Create a new project from the iOS > App template.

  2. In the General tab of the target editor, enable Mac Catalyst.

  3. My Mac (Mac Catalyst) will now show up in the run destination popup.

Share and Enjoy

Quinn “The Eskimo!” @ Developer Technical Support @ Apple
let myEmail = "eskimo" + "1" + "@" + "apple.com"

I just started Mac development on an M1/Monterey MBP and developer signing won't work
 
 
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