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Trouble Seeing print debug statements
I am working on an XCode project and I have some Swift functions within a helper functions file. This file has some functions declared that create 3 global variables. These global variables are then used in various views throughout the app. In the functions, there are print statements for when it catches an error. However, when I run the app and I get an error that stems from this file, there are no print statements. How can I have this print statements show up in the debug console?
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Mar ’25
Issue with Apple Developer Enrollment – Stuck in Pending State
Hello, I've noticed that many people on the forum are experiencing issues enrolling in the Apple Developer Program. I’m facing the same problem—I can't complete my enrollment using my MacBook Pro. When I try to enroll through the Apple Developer app, I get an error saying, "Enrollment through the Apple Developer app is not available for this Apple ID." So, I tried using Safari instead. I submitted all my personal information and credit card details and initiated the order. However, no transaction was processed from my bank account, and I received an email stating that I would be notified when my order and items are ready. When I check the Apple Developer portal, my enrollment status is Pending, and I see a message prompting me to complete the purchase, as if I need to make a new payment. I don’t understand why Apple makes it so complicated just to subscribe to the Developer Program. Why can’t I use my MacBook Pro for enrollment? Why does the Developer portal ask me to complete the purchase even though I already submitted my payment details? Why is the process so confusing? Any help or clarification would be greatly appreciated. Thanks!
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316
Mar ’25
Enrollment Stuck for Over 2 Weeks – No Response
We applied for the Apple Developer Program more than two weeks ago, and our application is completely stuck with no updates or clear next steps. Despite providing all required documents (Company registration, D-U-N-S number, ID verification, etc. and several times !), we are still waiting for approval, while there is nothing complicated (EU citizens, UK company) We've reached out multiple times to Apple Support but have received no concrete answers or timeline for when our application will be reviewed. Meanwhile, we have successfully completed similar processes with Google, Meta, and financial institutions like banks or PSP, all within 48h ! How can a company like Apple treat its partners this way? The lack of transparency in the approval process is frustrating and severely impacts our timeline. This kind of experience does not inspire trust or confidence in doing business with Apple... 🔹 Has anyone else experienced such long delays in the enrollment process? 🔹 Is there any way to escalate this to get an actual response? Apple, please address this issue and provide a clear resolution. Thank you.
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Mar ’25
my admin account is locked!!!
Hi, My admin account is locked and I have only one admin role account so that I can not maintain my applications that is published also I can not give permissions other developer account as admin role. I send mail and contact apple developer account support but no-one is helped me and they didnt answer me why my account is locked!!!. They didn't give me any support and help to retake my admin account and didn't reset my password although I sent my all documentation about my company. I am waiting for 15 days to solve this problem and distribute new release my application versions. So how can I recover my admin account ? Does anybody have any suggestion? Please contact with me.......... Opened Case IDs : 102546359173 , 102545233982 , 102548896020 Thanks,
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385
Mar ’25
xcrun devicectl not work as expected in Apple TV
What I want? I expect to use xcrun devicectl device process launch --device <uuid> <bundle-identifier> --payload-url <URL> to launch my app and pass the specified URL as I usually do in iPhone. What I do? Let's say the app A which I'm developing. I try to use UIApplication.open(:options:completionHandler:) in another app to open the app A with registered schema. And whether app A is cold launch or background resumption, app A can go foreground with receiving URL. If I use xcrun devicectl as above described, app A can still be opened. However, app A can't receive URL which I pass through --payload-url option. That's different from in iOS. BTW: I as well try YouTube with UIApplication.open and xcrun devicectl, the former way work, the latter way not work.
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193
Mar ’25
Game Porting Toolkit brew install issue
Hi, I’m having trouble installing GPT 1.1 on macOS Sequoia 15.3.1 using Xcode Command Line Tools 16.0. I downloaded Evaluation Environment for Windows Games 2.1, mounted the image, and opened the README file. Then, I followed Option 2 to build the environment from scratch: Set up your development and Homebrew environment Ensure you are using Command Line Tools for Xcode 15.1. You can download this older version from: https://developer.apple.com/downloads Note: There is a header file layout change that prevents using newer versions of the macOS SDK. softwareupdate --install-rosetta arch -x86_64 zsh /bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/HEAD/install.sh)" which brew brew tap apple/apple http://github.com/apple/homebrew-apple brew -v install apple/apple/game-porting-toolkit At first, I noticed that I needed to use CLT 15.1, which is not supported on later macOS versions (including mine). Even when I tried using 15.3 (which is somehow supported), I received a message stating that I needed CLT v16.0 or higher to install GPT. After following all the steps and waiting for the installation to complete, I got the following error: ==> Installing apple/apple/game-porting-toolkit ==> Staging /Users/tycjanfalana/Library/Caches/Homebrew/downloads/7baed2a6fd34b4a641db7d1ea1e380ccb2f457bb24cd8043c428b6c10ea22932--crossover-sources-22.1.1.tar.gz in /private/tmp/game-porting-toolkit-20250316-15122-yxo3un ==> Patching ==> /private/tmp/game-porting-toolkit-20250316-15122-yxo3un/wine/configure --prefix=/usr/local/Cellar/game-porting-toolkit/1.1 --disable-win16 --disable-tests --without-x --without-pulse --without-dbus --without-inotify --without-alsa --without-capi --without-oss --without-udev --without-krb5 --enable-win64 --with-gnutls --with-freetype --with-gstreamer CC=/usr/local/opt/game-porting-toolkit-compiler/bin/clang CXX=/usr/local/opt/game-porting-toolkit-compiler/bin/clang++ checking build system type... x86_64-apple-darwin24.3.0 checking host system type... x86_64-apple-darwin24.3.0 checking whether make sets $(MAKE)... yes checking for gcc... /usr/local/opt/game-porting-toolkit-compiler/bin/clang checking whether the C compiler works... no configure: error: in `/private/tmp/game-porting-toolkit-20250316-15122-yxo3un/wine64-build': configure: error: C compiler cannot create executables See `config.log' for more details ==> Formula Tap: apple/apple Path: /usr/local/Homebrew/Library/Taps/apple/homebrew-apple/Formula/game-porting-toolkit.rb ==> Configuration HOMEBREW_VERSION: 4.4.24 ORIGIN: https://github.com/Homebrew/brew HOMEBREW_PREFIX: /usr/local Homebrew Ruby: 3.3.7 => /usr/local/Homebrew/Library/Homebrew/vendor/portable-ruby/3.3.7/bin/ruby CPU: 14-core 64-bit westmere Clang: 16.0.0 build 1600 Git: 2.39.5 => /Library/Developer/CommandLineTools/usr/bin/git Curl: 8.7.1 => /usr/bin/curl macOS: 15.3.1-x86_64 CLT: 16.0.0.0.1.1724870825 Xcode: N/A Rosetta 2: true ==> ENV HOMEBREW_CC: clang HOMEBREW_CXX: clang++ CFLAGS: [..] Error: apple/apple/game-porting-toolkit 1.1 did not build Logs: /Users/xyz/Library/Logs/Homebrew/game-porting-toolkit/00.options.out /Users/xyz/Library/Logs/Homebrew/game-porting-toolkit/01.configure /Users/xyz/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc /Users/xyz/Library/Logs/Homebrew/game-porting-toolkit/wine64-build If reporting this issue, please do so to (not Homebrew/brew or Homebrew/homebrew-core): apple/apple In config.log, I found this: configure:4672: checking for gcc configure:4704: result: /usr/local/opt/game-porting-toolkit-compiler/bin/clang configure:5057: checking for C compiler version configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang --version >&5 clang version 8.0.0 Target: x86_64-apple-darwin24.3.0 Thread model: posix InstalledDir: /usr/local/opt/game-porting-toolkit-compiler/bin configure:5077: $? = 0 configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang -v >&5 clang version 8.0.0 Target: x86_64-apple-darwin24.3.0 Thread model: posix InstalledDir: /usr/local/opt/game-porting-toolkit-compiler/bin configure:5077: $? = 0 configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang -V >&5 clang-8: error: argument to '-V' is missing (expected 1 value) clang-8: error: no input files configure:5077: $? = 1 configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang -qversion >&5 clang-8: error: unknown argument '-qversion', did you mean '--version'? clang-8: error: no input files configure:5077: $? = 1 configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang -version >&5 clang-8: error: unknown argument '-version', did you mean '--version'? clang-8: error: no input files configure:5077: $? = 1 configure:5097: checking whether the C compiler works configure:5119: /usr/local/opt/game-porting-toolkit-compiler/bin/clang [...] dyld[15547]: Symbol not found: _lto_codegen_debug_options_array Referenced from: <E33DCAC4-3116-3019-8003-432FB3E66FB4> /Library/Developer/CommandLineTools/usr/bin/ld Expected in: <43F5C676-DE37-3F0E-93E1-BF793091141E> /usr/local/Cellar/game-porting-toolkit-compiler/0.1/lib/libLTO.dylib clang-8: error: unable to execute command: Abort trap: 6 clang-8: error: linker command failed due to signal (use -v to see invocation) configure:5123: $? = 254 configure:5163: result: no configure: failed program was: | /* confdefs.h */ | #define PACKAGE_NAME "Wine" | #define PACKAGE_TARNAME "wine" | #define PACKAGE_VERSION "7.7" | #define PACKAGE_STRING "Wine 7.7" | #define PACKAGE_BUGREPORT "" | #define PACKAGE_URL "" | /* end confdefs.h. */ | | int | main (void) | { | | ; | return 0; | } configure:5168: error: in `/private/tmp/game-porting-toolkit-20250316-15122-yxo3un/wine64-build': configure:5170: error: C compiler cannot create executables See `config.log` for more details Does anyone have any ideas on how to fix this?
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558
Mar ’25
Download Container downloads only partial container
In Xcode Version 16.2 (16C5032a) - and previous versions too, the download container in the Devices & Simulators functionality no longer works. It will start downloading the container, however it will also: show NO download progress fail to download the whole container (the downloaded container is missing whole directories, eg. AppData/Library is missing - where my application stores the CoreData db) show no errors This was tested with the XCode version stated above (and previous versions) and with iPhone XR (18.1.1 - MR42CN/A) and with iPad (17.7.2 - MR7F2FD/A). How can I debug this issue / make the Xcode download the whole container? Running on Mac mini 15.1.1 (24B91).
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Feb ’25
Issue using RealmSwift in a framework versus using it in an app
If I install RealmSwift into an ios app using SPM, I have no problems. However if I install it into an ios framework, then when building there is this error: error: missing required modules: 'Realm.Private', 'Realm', 'Realm.Swift' I have discovered that if I change the import statement from: import RealmSwift to private import RealmSwift then doing that makes this build error goes away (but doing that isn't a feasible workaround as I would like to publicly export classes stored in Realm from the framework). There's no point in posting issues with Realm on their support board as its being deprecated and its tumble weeds on their forum. But I would be very interested in hearing from the Apple expects explanation or speculation on: why is importing the same framework via SPM into a framework xcode project resulting in different behavior then when importing it into an app? why would changing import to private import make the build error go away? TIA
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Mar ’25
testSession.setSimulatedError(.purchase(.invalidQuantity), forAPI: .purchase)
I am trying to test this simulated Error. The issue is, I can't get this to trigger through the simulatedError function. Error will always end up as an unknown error Example code snippet: @available(iOS 17.0, *) func testPurchase_InvalidQuantity() async throws { // Arrange testSession.clearTransactions() testSession.resetToDefaultState() let productID = "consumable_1" try await testSession.setSimulatedError(.purchase(.invalidQuantity), forAPI: .purchase) guard let product = await fetchProduct(identifier: productID) else { XCTFail("Failed to fetch test product") return } let option = Product.PurchaseOption.quantity(4) let result = await manager.purchase(product: product, options: option) switch result { case .success: XCTFail("Expected failure due to invalid quantity") case .failure(let error): print("Received error: \(error.localizedDescription)") switch error { case .purchaseError(let purchaseError): XCTAssertEqual(purchaseError.code, StoreKitPurchaseError.invalidQuantity.code) default: XCTFail("Unexpected error: \(error)") } } } In the above code snippet, I have an Unexpected Error. But if i remove try await testSession.setSimulatedError(.purchase(.invalidQuantity), forAPI: .purchase) I will receive a XCTFail in the success of my result. So when I set the quantity to a -1, only then can I correctly receive an invalidQuantity. Does anyone know why the try await testSession.setSimulatedError(.purchase(.invalidQuantity), forAPI: .purchase) would fail to work as directed? I have tests for all the generic errors for loadProducts API and the simulatedError works great for them
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400
Mar ’25
Non-deterministic xctestplan files
Working with .xctestplan files reminds me very much of working with project files and nibs and storyboards back in the day 😅 It seems that they are non-deterministic. This means that every time we add a new test module or edit the inclusion rules at all the whole file is recomputed. But it doesn't have a fixed order so everything in the file changes. It makes it very difficult to see what has happened in PR reviews and causes conflicts any time anything is changed. TBH... because it isn't alphabetical, even just finding a particular test suite is difficult without changes. Are there any plans to bring this file format up to date with the likes of xcodeproj and xib files? It would help massively while working with source control in a larger team. Thanks
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Mar ’25
Xcode Cloud Code Signing Issue – App Store Review Can’t Open Exported App
Hey everyone, We’re running into a frustrating issue with Xcode Cloud builds submitted to App Store Review. After every build, we must manually delete all code signing certificates generated by Xcode Cloud; otherwise, the reviewers can’t open the exported App Store app. When they try to open it, they see the error: “Apple Information Security: A process was blocked from running and moved to Trash: [Our App Name]” Oddly enough, if we delete all Xcode Cloud-generated certificates and then trigger a new Xcode Cloud build, the problem temporarily disappears—until the next submission, where we have to repeat the process. Has anyone else encountered this issue? Any recommendations on how to prevent this from happening? We’d rather not keep trashing certificates after every build. Thanks!
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Mar ’25
How to skip this warning to complete the build in Xcode?
Hi, When build our project on one Mac/Xcode, build got interrupt and failed, it state that "The signature of "xxxxxx.x-framework" cannot be validated and may have been compromised. Validation Error: The signing certificate has been revoked (CSSMERR_TP_CERT_REVOKED)" One strang thing is this build failed only on Xcode/mac, but the exact the project could be built successfully. So question here: How can skip this warning to make the project build successfully? More curious, how this interrupt only happened on one Xcode, while others are ok? Thanks, KK
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Mar ’25
Classic Linker error after renaming project
We are renaming the project and a Static Library the is critical to the operation on the app is not found during compiling. We have the same project working fine. We have reviewed the project.pbxproj file and searched for erroneous linking, reviewed the Target settings and there is nothing obviously wrong. (Copied and secured the original) Typically workflow is: Clean Delete Derived Data dir D/l Swift Packages Build/Run The team has many years using Xcode / Swift and the project and this is not clear how to resolve. We have scoured SO and the solutions do not apply. Facts: -No cocoapods -Search Paths all set Linker all set Thoughts?
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150
Mar ’25
Xcode editor fails to generate Swift Asset Symbol Extension if on demand resources is used
I started using on-demand resources for some data assets. After that, the Swift Asset Symbol Extension feature began to fail in the Xcode editor. Even though the app builds and runs fine, the Xcode editor shows errors, indicating that there is no extension variable for my color and image assets. I submitted feedback and updated it after each new Xcode release. However, I have not received any responses, and the problem persists. The Xcode versions I tested: 15.3, 15.4, 16.1, 16.2, 16.3 Steps to reproduce this error: Create a new app project (SwiftUI, Swift). Create a new color asset named "myBackground." In ContentView, add a background modifier to a view: .background(Color.myBackground). Auto-completion will work, and there are no issues. Create a new data asset named "myData." Add the "On Demand Resource" tag to "myData" with the tag "some_tag." Create a new color asset named "myOtherBackground" and make its color different from "myBackground." In ContentView, try to replace the background with Color.myOtherBackground. It will not be listed in auto-completion and will show the error "Type 'Color' has no member 'myOtherBackground.'" However, it will still compile and show "myOtherBackground" in the preview, simulator, or on the device. You will start to see the failed "Project Build Preparation" report in the Reports Navigator in Xcode. According to the report, the "GenerateAssetSymbols" command fails. Error message: GenerateAssetSymbols /Users/***/Projects/***/***/Assets.xcassets (in target '***' from project '***') cd /Users/***/Projects/*** /Applications/Xcode_15.3.app/Contents/Developer/usr/bin/actool --output-format human-readable-text --notices --warnings --export-dependency-info /Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Intermediates.noindex/***.build/Debug-iphonesimulator/***.build/assetcatalog_dependencies --output-partial-info-plist /Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Intermediates.noindex/***.build/Debug-iphonesimulator/***.build/assetcatalog_generated_info.plist --app-icon AppIcon --accent-color tint --compress-pngs --enable-on-demand-resources YES --development-region en --target-device iphone --minimum-deployment-target 15.0 --platform iphonesimulator --asset-pack-output-specifications /Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Intermediates.noindex/***.build/Debug-iphonesimulator/***.build/AssetPackOutputSpecifications.plist --compile /Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Products/Debug-iphonesimulator/workoutai.app /Users/***/Projects/***/***/Assets.xcassets --bundle-identifier *** --generate-swift-asset-symbols /Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Intermediates.noindex/***.build/Debug-iphonesimulator/***.build/DerivedSources/GeneratedAssetSymbols.swift --generate-objc-asset-symbols /Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Intermediates.noindex/***.build/Debug-iphonesimulator/***.build/DerivedSources/GeneratedAssetSymbols.h --generate-asset-symbol-index /Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Intermediates.noindex/***.build/Debug-iphonesimulator/***.build/DerivedSources/GeneratedAssetSymbols-Index.plist /* com.apple.actool.errors */ : error: Could not create a NSArray from '/Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Intermediates.noindex/***.build/Debug-iphonesimulator/***.build/AssetPackOutputSpecifications.plist'. : error: Not enough arguments provided; where is the input document to operate on? Command GenerateAssetSymbols failed with a nonzero exit code
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482
Feb ’25
Apple Developer Program Payment Issue & Rejected Reapplication – Need Help!
Hey everyone, I’m in a really frustrating situation and could use some advice. Apple approved my Developer Program application and asked me to make the payment. I paid using my Wise card, but the payment got stuck in authorization and later timed out, resulting in a refund. I contacted Apple via email, and they advised me to reapply using the iOS Developer app. I did exactly that, but my new application got rejected. When I called support, they told me there’s no appeal process and refused to provide a reason for the rejection. I’ve sent multiple emails, but I haven’t received a single response. I just want to continue with my original application and complete the payment, but I can’t get in touch with anyone who can help. Has anyone experienced something similar? Any ideas on how to get through to Apple and resolve this? Thanks in advance!
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239
Feb ’25
Unity GameKit: signature does not match the authentication request data
I have a Unity application in which I'm implementing a GameCenter login with PlayFab. I fetch the items and use them in the PlayFab request, which returns me the error 'Authentication failed. Signature does not match the authentication request data'. I've reproduced the request using Insomnia with the same results. I have this exact same flow implemented in another application, which works normally. I'm positive that the PlayFab verification is correct, and there's indeed an issue with the data being sent, but I can't find any information about this kind of situation anywhere, and I don't know how to either reproduce the verification myself, or how to inspect the data to check for issues. I have reviewed my app's data on AppstoreConnect and have filled every form, document, and even its store page. I've also checked it's bundle identifier settings to make sure it had all the permissions necessary, which seems to be only GameCenter. I fetch the authentication items through this code try { Debug.Log("Fetching authentication items"); var fetchItemsResponse = await GKLocalPlayer.Local.FetchItems(); PlayFabGameCenterLogin(fetchItemsResponse); } catch (Exception ex) { Debug.Log("Error fetching authentication items: " + ex.Message); OnLoginFailure(); } Which is then sent to this method to start the login request static void PlayFabGameCenterLogin(GKIdentityVerificationResponse authenticationItems) { var request = new LoginWithGameCenterRequest(); request.CreateAccount = true; request.PlayerId = GKLocalPlayer.Local.GamePlayerId; request.InfoRequestParameters = new GetPlayerCombinedInfoRequestParams { GetUserAccountInfo = true }; if (authenticationItems != null) { request.PublicKeyUrl = authenticationItems.PublicKeyUrl; request.Salt = Convert.ToBase64String(authenticationItems.GetSalt()); request.Signature = Convert.ToBase64String(authenticationItems.GetSignature()); request.Timestamp = authenticationItems.Timestamp.ToString(); } else Debug.Log("Playfab Login with no authentication items"); // Login PlayFabClientAPI.LoginWithGameCenter(request, OnLoginSuccess, (e) => { I'm on Unity 2022.3.10f1 Apple.Core 3.1.3 Apple.GameKit 2.2.2 Xcode 16.2 I need information on what could be the cause of this, if it's a SDK issue, a lack of filling information somewhere, if it's some data compatibility issue (maybe data on the app that's not the same on the appstoreconnect or developer?), or if it's possible to verify the authentication data manually to investigate.
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306
Mar ’25