Demystify code signing and its importance in app development. Get help troubleshooting code signing issues and ensure your app is properly signed for distribution.

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Binary Signing Error
I will post my app xyz.app uses XY swift package this swift package is a wrapper for XYSDK.xcframework XYSDK.xcframework written in c++ and app running on arm64 macos and iphones succesfully. I got this error when i want to distribute it. Currently i sign .framework for ios with Apple Distribution Certificate and same certificate for macos framework there is no other signing step for swift package or xcframework other than that when i want to archive it validates succesfully. Exporting step shows that app has signed, has provisining profile. but .framework is only signed has no provisioning profile. Also one point i see: i have one target named xyz and its Frameworks, Lİbraries and Embedded Context has only XY package but Embed part has no option like embed and sign etc. Blank. I need more info about what am i doing wrong in which step ? I am stuck and can not move any further like weeks Error Detail: Invalid Signature. The binary with bundle identifier XYSDK at path “xyz.app/Frameworks/XYSDK.framework” contains an invalid signature. 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. (90035)
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May ’25
Command CodeSign failed with a nonzero exit code - OpenGL
Hey, So i am trying to setup OpenGL on my mac. Specs : M2 Pro, 15.5 (24F74) Now i have setup the entire project properly as far as i know. GLFW, GLAD and the OpenGL framework. the build libraries are also reference and everything. I have also included the glad.c file in the folder. i have also kept it to run locally in signing tab. its still giving me Command CodeSign failed with a nonzero exit code All the ss are provided
Topic: Code Signing SubTopic: General
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Jul ’25
Investigating Third-Party IDE Code-Signing Problems
I regularly see questions from folks who’ve run into code-signing problems with their third-party IDE. There’s a limit to how much I can help you with such problems. This post explains a simple test you can run to determine what side of that limit you’re on. If you have any questions or comments, please put them in a new thread here on DevForums. Put it in Code Signing > General topic area and apply whatever tags make sense for your specific situation. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = "eskimo" + "1" + "@" + "apple.com" Investigating Third-Party IDE Code-Signing Problems DTS doesn’t support third-party tools. If you’re using third-party tooling and encounter a code-signing problem, run this test to determine whether you should seek help from Apple or from your tool’s vendor. IMPORTANT Some third-party tools create Xcode projects that you then build and run in Xcode. While that approach is understandable, it’s not something that DTS supports. So, the steps below make sense even if you’re already using Xcode. To check that code-signing is working in general: Launch Xcode. In Xcode > Settings > Accounts, make sure you’re signed in with your developer account. Create a new project from the app project template for your target platform. For example, if you’re targeting iOS, use the iOS > App project template. When creating the project: Select the appropriate team in the Team popup. Choose a bundle ID that’s not the same as your main app’s bundle ID. Choose whatever language and interface you want. Your language and interface choices are irrelevant to code signing. Choose None for your testing system and storage model. This simplifies your project setup. In the Signing & Capabilities editor, make sure that: "Automatically manage signing” is checked. The Team popup and Bundle Identifier fields match the value you chose in the previous step. Select a simulator as the run destination. Choose Product > Build. This should always work because the simulator doesn’t use code signing [1]. However, doing this step is important because it confirms that your project is working general. Select your target device as the run destination. Choose Product > Build. Then Product > Run. If you continue to have problems, that’s something that Apple folks can help you with. If this works, there’s a second diagnostic test: Repeat steps 1 through 10 above, except this time, in step 4, choose a bundle ID that is the same as your main app’s bundle ID. If this works then your issue is not on the Apple side of the fence, and you should escalate it via the support channel for the third-party tools you’re using. On the other hand, if this fails, that’s something we can help you with. I recommend that you first try to fix the issue yourself. For links to relevant resources, see Code Signing Resources. You should also search the forums, because we’ve helped a lot of folks with a lot of code-signing issues over the years. If you’re unable to resolve the issue yourself, feel free to start a thread here in the forums. Put it in Code Signing > General topic area and apply whatever tags make sense for your specific situation.
Topic: Code Signing SubTopic: General
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Aug ’25
Apple ID, Dev Prog Team ID, and provisioning profiles
I was working in Xcode with a free personal Team ID. I upgraded to the Dev Program and now have a paid Team ID. I used the same Apple ID for both. The paid Team ID shows up in developer.apple.com as associated with my Apple ID. However, Xcode is not using the paid Team ID in signing, it's stuck on my old personal Team ID. In addition, I'm getting provisioning errors (0xe8008015) when we try to run our app on an iPhone. Anyone have any thoughts? I've scoured the forums and ChatGPT'd, Cursor'd, etc...all of the suggested fixes do not work. This almost seems like Apple needs to make my Apple ID associated with the paid Team ID or something, to start. Thanks all.
Topic: Code Signing SubTopic: General
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Aug ’25
Inquiry Regarding Gatekeeper Behavior During Application Upgrade
Can you please help us with the scenario below, including details and Apple’s recommendations? I've already read through the Notarization and Gatekeeper documentation. The installed version of our application is 1.2.3, located in /Applications/XYZSecurity.app. We created an upgrade package for version 1.2.4. As part of the pre-install script in the 1.2.4 installer, we explicitly deleted some obsolete .dylib files from /Applications/XYZSecurity.app/Contents/Frameworks and some executable files from /Applications/XYZSecurity.app/Contents/MacOS that were no longer needed in version 1.2.4. The installation of version 1.2.4 completed successfully, but we see the below error logs in installer.log: PackageKit: Failed to unlinkat file reference /Applications/XYZSecurity.app/Contents/Frameworks/libhelper.dylib PackageKit: Failed to unlinkat file reference /Applications/XYZSecurity.app/Contents/MacOS/helper-tool Our Key Questions: Is it the right practice to remove obsolete files in the pre-install script during an upgrade? Is this approach recommended by Apple? Can this cause any issues with Apple Gatekeeper? Is there a possibility of my application getting blocked by Gatekeeper as a result?
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Sep ’25
compile code required signing from unexisting user
Hi, This is my first time developing for iPhone, and I believe I have encountered an unusual edge case related to user management. Background: I work at a very small company currently in the proof-of-concept stage of building an iOS app. We created an Apple account under the company name: Green Vibe, using our corporate email. Initially, I developed the app under the free account on my local iPhone, and everything worked smoothly. When NFC functionality became necessary, we upgraded to a paid Apple Developer account. At that point, I enrolled as a developer under my personal name (Or Itach) while logged in with the Green Vibe Apple account. I want to emphasize that only one Apple account was created — the Green Vibe account. The Issue: When attempting to add NFC, I was able to create the required certificate under the name Or Itach. However, when compiling the project, Xcode prompts me to enter the login password for the user Or Itach. This is problematic because there is no Apple ID associated with that name — only the Apple Developer enrollment under Green Vibe exists. Request: Could you please advise on the proper way to resolve this situation? Specifically: Should the developer enrollment be tied directly to the Green Vibe account rather than to an individual name? How can I correctly configure the account so that Xcode no longer requires a nonexistent Apple ID password? Thank you very much for your support and clarification.
Topic: Code Signing SubTopic: General
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Sep ’25
Transfer App ID from one dev account to another for existing Enterprise app
We have an enterprise app that was developed when the IT group in the U.S. had their own enterprise developer account and HQ in Europe had their own. App's were kept separate for whatever reason. Over the past few years all new app ids etc have been created in HQ account but the local US account still contains this one legacy app ID. The app it's associated with is distributed globally and on tens of thousands of devices. Is there a way to transfer the app id etc to from the local US dev account to the HQ owned global account. I know this is possible with App Store distributed app's but this is an enterprise app that is distributed to our corp owned devices through AirWatch.
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Oct ’25