Hello,
I have tried both automatic signing and manual signing, and still when I submit I get an error message that says "Provisioning profile failed qualification" and "Profile doesn't include the selected signing certificate.".
Everything had been working fine, but I think it may have broken with an Xcode update - not sure.
Please let me know what to look for. I appreciate any help you can give me.
Xcode
RSS for tagBuild, test, and submit your app using Xcode, Apple's integrated development environment.
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When I try to enable the Live Activities in my project, it doesn't appear in the Capabilities tab. What should I do? (Xcode 16.2 beta 16B5100e)
I am trying to learn Xcode with C as a start to learning to program. So far I have not gotten Xcode to successfully build and run a program using C on Mac OS.
Any recommendations on basic troubleshooting for Xcode setup and orientation. Every program I try to run says "Build failed".
Environment:
Xcode 16.1
Swift version: 6.0.2
Inside of an Xcode project, if I declare a framework and an application. The framework is mergeable and the application merges the framework by configuring MERGE_BINARY_TYPE to Manual (or automatic it's independent). If SWIFT_VERSION is set to 6.0.X and deployment target is set to iOS 15< the build is going to fail because of this error
Duplicate linked dylib '@rpath/libswift_Concurrency.dylib' in '/Users/**/Library/Developer/Xcode/DerivedData/GSPackage-dvnngsrgctfovgfbvwdlsscfycyq/Build/Products/Debug-iphonesimulator/DummyApp.app/DummyApp.debug.dylib'
If I'm checking the generated artifact and inspect all of it's @rpath with otool it's giving me the following:
otool -L /Users/****/Library/Developer/Xcode/DerivedData/Dummy-gbccsjwxeajftsafghxzaqksgfim/Build/Products/Debug-iphonesimulator/Dummy.app/Dummy.debug.dylib | grep @rpath
@rpath/Dummy.debug.dylib (compatibility version 0.0.0, current version 0.0.0)
@rpath/libswift_Concurrency.dylib (compatibility version 1.0.0, current version 0.0.0, weak)
@rpath/libswift_Concurrency.dylib (compatibility version 1.0.0, current version 0.0.0, weak)
A radar is already opened with the ID: FB15693702
Hi there,
I have a Multiplatform app with just one app target with an iPhone, iPad and Мас Destination. On the Mac my app is a developer singed App that is being distributed outside of the Mac App Store.
I want to use App Groups, but as long as there are multiple destinations, Xcode only allows Group Identifiers starting with group.. However, for macOS I need to have a group ID that starts with the TeamID as explained here.
So I created two separate entitlements, which are identical, but with different group IDs:
With Automatic Code Signing enabled, I get this warning:
Xcode still seems thinks it has to use the macOS Group ID for the iOS version. In the App Groups section, the mac Group ID is red and the iOS Group ID is not checked.
The app builds and runs without issues on all platforms. The App Store Connect validation (for the iOS version) also works without any errors.
Am I doing something wrong? Do I need a separate Mac target because Xcode does not support separate Group IDs for Multiplatform apps?
We develop and test App for macOS. We start to see system alert - "UlTests-Runner" would like to access data from other apps on each UITest run.
Our test suite does cleanup of files generated by App so we need access outside of UITests-Runner sandbox.
We enabled Full Disk Access for UITests-Runner at Settings -> Privacy & Security -> Full Disk Access but unfortunately still see this alert.
Is there any way to permanently remove/hide this alert or remove sandbox for 'UITests-Runner' since we want to run tests on CI and having this alert is not an option?
Note: everything works fine on previous versions of macOS.
Environment:
macOS - 15.1 (24B83)
Xcode - Version 16.1 (16B40)
I somehow broke my Xcode, it does not expand macros anymore.
What I have tried:
create new project
clean the project
remove derived data
remove contents of ~/Library/org.swift.swiftpm/security
What I have not tried:
remove Xcode completely and re-install it (will have to re-setup everything, so don't want to resort to it)
Xcode version is 16.1.
The 'Add File' button has everything grayed-out, so I can't upload a video here, and 'YouTube' website is not a valid URL here for some reason.
Has anyone else faced a similar problem?
If I have an XCode project that generates a framework when built, then I've noticed that its possible to add new additional targets to the project of type app extension.
However if I add some source code to an app extension and regenerate the framework, then that source code is not accessable from the resulting framework (i.e. if the framework is included into an app, then the app code doesn't have visibility of the code that was added to the extension in the framework).
Is this something which is possible to achieve? Ideally I would like to package the main source code that constitutes the framework content, along with the source code for a few extensions into a single framework, so that the app(s) that use the framework can include the framework into their main app target and also include it in the app extension target.
I noticed that if the scheme of the framework is changed to the extension before building, then the result is not a .framework file but a .appex file.
For client apps of the framework, can they directly include/use that .appex file?
If so how can that be achieved? Does
Hello Apple Developer Community,
I'm experiencing an issue with localization in my Xcode project that has two build targets, "Build X" and "Build Y." Both targets are set up to support the same language, but they each have slightly different wording, which is why I've created separate Localizable.strings files for each build target. Here's an overview of my setup:
Project Structure
I have a Localizable folder with two subfolders:
Localizable/OrdnerX/Localizable.strings (for Build X)
Localizable/OrdnerY/Localizable.strings (for Build Y)
Configuration
In the File Inspector, I’ve assigned each Localizable.strings file to its corresponding build target:
OrdnerX/Localizable.strings is linked to Build X
OrdnerY/Localizable.strings is linked to Build Y
Under Build Phases, I verified that each build target references the correct Localizable.strings file. The paths are all correctly set, so each target should know where to find its respective localization file.
Problem
When I build and run Build X, everything works perfectly. The app displays the correct localized strings from OrdnerX/Localizable.strings.
However, when I switch to Build Y, the app fails to find the localized strings from OrdnerY/Localizable.strings, and I’m left with placeholder text instead.
I’ve double-checked the configurations for both build targets multiple times, and they appear identical. The Localizable.strings files for both targets are configured in exactly the same way, but Build Y just doesn’t seem to recognize its assigned localization file.
Has anyone encountered a similar issue, or can anyone suggest potential fixes? I’d appreciate any advice on what might be causing this discrepancy.
Thank you in advance!
I've got a few years old app which was created using an Xcode template type of app.
I'd like to split the model part of the code (model as in model-view-controller) out into a framework.
Removed the view/controller source files to leave the model code is quick and easy, however the model code is large and complex with a couple of hundred of source files.
Rather than create a new Xcode template type of framework and move the source files into there, is it possible to simply just change the template type of the existing project from app to framework?
I am currently developing on an Intel Mac and am thinking about switching to an Apple Silicon-equipped Mac soon. When I searched the web, I found that a very complicated migration process would be required, but what exactly would be required?
Thank you for your response.
No luck with my first post in getting a response despite 24 views. Will try again.
I am trying to build/run this main() function in C language. Keep getting build fail message.
#include <stdio.h>
#include <math.h>
int main()
{
float a,b;
printf("Enter value for A: ");
scanf("%f" ,&a);
printf("Enter value for B: ");
scanf("%f" ,&b);
printf("%f + %f = %f\n",a,b,a+b);
printf("%f - %f = %f\n",a,b,a-b);
printf("%f * %f = %f\n",a,b,a*b);
printf("%f / %f = %f\n",a,b,a/b);
printf("%f to the power of %f = %f\n",a,b,pow(a,b));
printf("The square root of %f is %f\n",a,sqrt(a));
printf("The square root of %f is %f\n",a,sqrt(b));
return(0);
}
ANY feedback appreciated on why Xcode does not work here. I am a beginning programmer.
Thanks.
I am self-learning basic C programming and have installed Xcode v. 14.2 on MacOS Monterey v. 12.7.5. I cannot get any programs I write under a new project I created to build and run on Xcode. Here is an example of what I am trying to build and run:
#include <stdio.h>
int main()
{
char test_string[] = "new string text";
printf("This process will %s\n",test_string);
return(0);
}
Any guidance or feedback would be appreciated.
I'm trying to add an iMessage extension to my app, and upon adding the iMessage App Icon set, I ran into an issue with one specific icon size: 1024x768px, aka 1x 1024x768pt.
When I remove this one icon from the icon set, it compiles and runs fine, however I can't push it to the App Store as I get the error: "Asset validation failed. Missing Image Asset. Your app is missing the Large App Icon asset 'AppIcon' in 'Payload/Runner.app/PlugIns/MessagesExtension.appex'." I'm assuming this refers to 1024x768px, as this size placeholder appears upon adding a New Messages Extension Icon to my assets folder, and 1024x1024 is already included and compiles fine with it.
However, when I add the 1024x768 icon, and try to run the app, I get the error: "Command CompileAssetCatalog failed with a nonzero exit code"
The app icon's filename is correct, it is exactly 1024x768 px, and my contents.json correctly includes :
{
"filename" : "AppIcon_1024x768.png",
"idiom" : "ios-marketing",
"platform" : "ios",
"scale" : "1x",
"size" : "1024x768"
}
as is the same format for all of my other icons that work.
Why am I running into this issue upon inclusion of this one required size? How do I fix it?
I have a macOS application built via command line (xcodebuild) using Xcode 16.1. Developed on ARM but end user is on Intel (same macOS 15.1).
App crashed and they sent me a .IPS dump.
From what MacGPT tells me:
Reading an IPS (Incident Processing System) file from a macOS crash report in Xcode isn’t as straightforward as with iOS device logs.
I can open the dump using Console. I see the IPS dump is partially symbolicated.
Line in the dump says: Meteorologist 0x103e0348f 0x103d88000 + 504975
Referencing this article: Adding identifiable symbol names to a crash report | Apple Developer Documentation
I run this command and see the same UUID for x86_64 as in the dump.
dwarfdump --uuid /Users/ed/meteorologist/trunk/Build/Meteorologist.xcarchive/dSYMs/Meteorologist.app.dSYM/Contents/Resources/DWARF/Meteorologist
I run this command:
atos -arch x86_64 -o /Users/ed/meteorologist/trunk/Build/Meteorologist.xcarchive/dSYMs/Meteorologist.app.dSYM/Contents/Resources/DWARF/Meteorologist -l 0x103d88000 0x103e0348f
And it says: fg: no current job
Suggestions for what I’m missing?
I am a developer working on tvOS apps for Enterprise.
I would like to report an issue occurring in tvOS 18.1.
Workflow :
Exporting tvOS build from Xcode (Enterprise).
We have developed another Mac App to white label the tvOS App.
We are changing its Assets and bundle identifier of the app while white labeling process.
Resigning app again.
Distributing through JAMF.
Problem:
We have been facing a problem for a while.
The top shelf is not working in our white -labeled app and app icon is not appearing.
BTW App is opening and doing well.
I'm just getting following lines in console (Apple TV Device Console).
MDMProvisoningProfileTrust could not find record of managed app 'com.company.connecttv.events' with error: Error Domain=NSOSStatusErrorDomain Code=-10814 "(null)" UserInfo={_LSLine=1734, _LSFunction=runEvaluator}
Unable to create LSApplicationRecord for application: com.company.connecttv.events. error=Error Domain=NSOSStatusErrorDomain Code=-10814 UserInfo={_LSLine=1734, _LSFunction=<private>}
Top shelf content doesn't conform to TVTopShelfContentPrivate. It will not be ignored
[xpcservice<com.company.connecttv.events.Top-Shelf([app<com.apple.HeadBoard(E4023AC5-8955-4943-8AAF-9C8246A9F003)>:156])>{vt hash: 0}:328] Memorystatus failed with unexpected error: Invalid argument (22)
<0x302e2eee0-com.company.connecttv.events>: Error returned on remoteObjectProxy for loadTopShelfContentAndDelegateFlags message. error=Error Domain=NSCocoaErrorDomain Code=4097 UserInfo={NSDebugDescription=<private>}
Process state is unknown AppStateTracker, pid 328, uuid 809A68F1-76D2-396E-9CE0-5C16058FE354 display identifier com.company.connecttv.events.Top-Shelf foreground 0
Systen Information:
Machine : MacBook Pro / M1 Pro / 16 GB / 16-inch / 2021
Mac OS : Version 15.0 (15.0)
Xcode : Version 16.1 (16B40)
Apple TV Information:
tvOS : 18.1 (22J580)
Model : Apple TV 4K (3rd generation)
Capacity : 128 GB
While creating PR from Xcode I can only see first 100 branches
While trying to create a PR from Xcode I am not able to see all the branches its showing only first 100 branches. Also I did not see any option to raise PR to different remote.
I need to call xcodebuild build -scheme XYZ from a different location than Package.swift and without a navigation. Is it possible? Can I provide some argument with a path?
I've just updated to macOS 15.2 Beta and Xcode 16.2 Beta and just noticed I can't build my visionOS app as before.
I have a separate /Volumes/Development APFS volume for Xcode projects, plus utilising a Relative setting for DerivedData so that these are located in the projects' directories – in this case, subfolder on this volume mentioned.
I just found that when attempting to build the app in either Xcode 16.1 or 16.2 Beta with visionOS 2.1 SDK, I'm getting a following error:
Finished processSwiftFiles() with a failure 'You don’t have permission to save the file “CustomComponentUSDInitializers.usda” in the folder “RealityAssetsGenerated”.'
Sandbox: realitytool(6216) deny(1) file-write-create /Volumes/Development/travel-visionos/DerivedData/Tripomatic/Build/Intermediates.noindex/RealityKitContent.build/Debug-xrsimulator/RealityKitContent_RealityKitContent.build/DerivedSources/RealityAssetsGenerated/CustomComponentUSDInitializers.usda.sb-02874eb3-PS4qfZ
Failure creating schema - 'You don’t have permission to save the file “CustomComponentUSDInitializers.usda” in the folder “RealityAssetsGenerated”.'
This for sure worked previously with 15.0/16.0 or 15.1/16.1 as I've even published the app to the App Store.
It seems to be some shenanigans related to sandboxing & permissions for Xcode tools which I can hardly work around. I have Xcode added to Developer Tools and Full disk access sections in Privacy & Security, yet that doesn't really change anything in relation to this issue.
When I move the project to a subfolder in my home directory, the build succeeds. The same applies to switching DerivedData setting to the default value to that DD are generated in ~/Library/Developer folder for all projects opened in Xcode.
Thus, either macOS or Xcode now has an issue with running realitytool to generate files on my dedicated volume.
Should I consider this Xcode or macOS Beta issue? Report it via Feedback Assistant maybe?