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 *** 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.
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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
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Just as a side comment - nowadays, XCode projects seem to be tightly bound to an actual App (typically an iPhone App) that you intend to have in the App store. Which is fine if that's what you're after, but what if you just want a project that's not for a specific App? Just to use as a learn how to program the Mac sandbox? How would you set that up?
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Or, as a more serious use, the production of custom libraries to aid you in making great future apps.
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If it would be useful to have a concrete example, here's a simple sample code example I'm interested in that won't run: https://developer.apple.com/documentation/metal/onscreen_presentation/reading_pixel_data_from_a_drawable_texture/
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:
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I downloaded the Reading Pixel Data from a Drawable Texture you referenced.
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In the project editor I selected the ReadPixels-macOS target.
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I switched to the Signing & Capabilities tab.
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I selected my Personal Team in the Team popup in both the Debug and Release slices.
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I selected ReadPixels-macOS in the scheme popup, resulting in the destination popup switching to My Mac.
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I chose Product > Run. The app ran on my Mac.
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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
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Just one update - when I tried a program written for Mac using Catalyst, I ran into your issue 7, but the only simulator I could run it in was an iPad. Is there any way to run Catalyst Mac examples on a Mac, or is the iPad simulator the best I can hope for?
Thanks for clarifying,
Jeff -
Also, this is a truly beginner question, but when using the iOS simulator, how do I simulate gestures like pinch and zoom? I tried using my laptop trackpad, but nothing happened. I can just use the mouse to tap and drag.
UPDATE - nvm - I Googled it. You do OPTION+Left Click. Now that I know how things tend to work on the simulator, I can google more stuff.
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:
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Create a new project from the iOS > App template.
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In the General tab of the target editor, enable Mac Catalyst.
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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"
-
—
jdiamondAppleDev
Add a CommentPerhaps 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. :)