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Error Adding Account to Visual Studio 2022
I'm trying to add an Enterprise Apple account with the username and password of my developer account, which has worked once before. Now its giving me the following error: "There was an error while trying to log in: No trusted devices or trusted phone numbers are configured for this account." which doesn't make sense because the 2-Factor Auth works when I login to the website. What am I missing? I think the only thing different is I'm using a different Macbook, but should that make a difference? Has anyone else had this error from Visual Studio?
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32
Mar ’25
My clients are waiting, enrollment process more than one month ?
My clients are waiting.. i had to give them some excuses and discounts... everything is ready from my side but the enrollment is delayed already more than 1 month. The support did replay after 1 week , all they did was to withdraw my enrollment and tell me to try again , and back to point zero... and I'm waiting... I did try to open two accounts , one personal and one for organization so i can at least give my clients their app. now I'm checking both accounts daily basis . oh you may wounder what happened with support ? they did answer fallow my case a little but didn't provide a solution , and then stopped responding... I'm losing money, time and hope to this system.
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45
Mar ’25
App Store Connect Upload bug
I am trying to submit my app for review but when I click on the 'add to review' button, I am getting the message: Unable to Add for Review The items below are required to start the review process: There are still screenshot uploads in progress. However, there is nothing I am uploading... I tried removing all screenshots, nothing works. It has been 4 days, I cant update my app on the app store... impossible to get any response from Apple... Any inputs will be greatly appreciated.
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105
Mar ’25
"Conduct marketing and request technological support."
A few months ago, I had the opportunity to receive a 2018 iMac, and I’ve been using it to create content for my social media. I was truly impressed by the power of its processors. Even with this older model, I’ve been able to grow my presence online—something I couldn’t achieve with newer computers from other brands that I previously purchased. I would love to become a promoter of your brand in the gaming world. All I ask for is technological support with more recent equipment and a minimal payment for collaborating with you. I am genuinely interested in being part of your company and leveraging the potential and reputation of Apple to reach even greater heights.
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113
Mar ’25
Worried that Rosetta 2 will eventually be removed - I need some reassurance
I am worried that Rosetta 2 will eventually be removed. I rely on it to run x86-64 Docker containers as well as Windows games through the Game Porting Toolkit. I also use CrossOver very often, which relies on Rosetta. I also use an old version of MuseScore that needs it, and every now and then, I download a legacy Intel Mac app. Thus, I'm worried that Apple will no longer offer it for download in future macOS versions. Are there any plans to remove Rosetta? Since Rosetta is only installed on demand, I have a slight bit of reassurance that it might be offered for download indefinitely, since most casual users naturally won't install it in the future as most general consumer apps are compiled natively for ARM, and the on-demand install cuts down on the bloat included with macOS by default. I hope Rosetta could be offered indefinitely, since many pro-users and gamers rely on it very often, even 10 years from now when Intel Macs are completely unsupported. If Rosetta is removed, I might have to switch back to Windows for many tasks, so I really hope for the continued offering of Rosetta.
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191
Jun ’25
Codesign Error When Publishing iOS MAUI App in Visual Studio Code
I am experiencing an issue when publishing my .NET MAUI application for iOS using Visual Studio Code. During the publishing process, I encountered a codesign error. Hope someone can help me. This is the error: Warning: unable to build chain to self-signed root for signer "Apple Distribution: SOFTBUILDER SDN. BHD. (********)" /Users/frankongthuanhong/Desktop/App/MLBusinessCafe_Maui/MLBusinessCafe_Maui/bin/Release/net8.0-ios/ios-arm64/MLBusinessCafe_Maui.app: errSecInternalComponent /usr/local/share/dotnet/packs/Microsoft.iOS.Sdk.net8.0_18.0/18.0.8316/tools/msbuild/iOS/Xamarin.Shared.targets(2335,3): error : /usr/bin/codesign exited with code 1: [/Users/frankongthuanhong/Desktop/App/MLBusinessCafe_Maui/MLBusinessCafe_Maui/MLBusinessCafe_Maui.csproj::TargetFramework=net8.0-ios] /usr/local/share/dotnet/packs/Microsoft.iOS.Sdk.net8.0_18.0/18.0.8316/tools/msbuild/iOS/Xamarin.Shared.targets(2335,3): error : Warning: unable to build chain to self-signed root for signer "Apple Distribution: SOFTBUILDER SDN. BHD. (U44UY7DYY7)" [/Users/frankongthuanhong/Desktop/App/MLBusinessCafe_Maui/MLBusinessCafe_Maui/MLBusinessCafe_Maui.csproj::TargetFramework=net8.0-ios] /usr/local/share/dotnet/packs/Microsoft.iOS.Sdk.net8.0_18.0/18.0.8316/tools/msbuild/iOS/Xamarin.Shared.targets(2335,3): error : /Users/frankongthuanhong/Desktop/App/MLBusinessCafe_Maui/MLBusinessCafe_Maui/bin/Release/net8.0-ios/ios-arm64/MLBusinessCafe_Maui.app: errSecInternalComponent [/Users/frankongthuanhong/Desktop/App/MLBusinessCafe_Maui/MLBusinessCafe_Maui/MLBusinessCafe_Maui.csproj::TargetFramework=net8.0-ios] /usr/local/share/dotnet/packs/Microsoft.iOS.Sdk.net8.0_18.0/18.0.8316/tools/msbuild/iOS/Xamarin.Shared.targets(2335,3): error : Failed to codesign '/Users/frankongthuanhong/Desktop/App/MLBusinessCafe_Maui/MLBusinessCafe_Maui/bin/Release/net8.0-ios/ios-arm64/MLBusinessCafe_Maui.app': Warning: unable to build chain to self-signed root for signer "Apple Distribution: SOFTBUILDER SDN. BHD. (U44UY7DYY7)" [/Users/frankongthuanhong/Desktop/App/MLBusinessCafe_Maui/MLBusinessCafe_Maui/MLBusinessCafe_Maui.csproj::TargetFramework=net8.0-ios] /usr/local/share/dotnet/packs/Microsoft.iOS.Sdk.net8.0_18.0/18.0.8316/tools/msbuild/iOS/Xamarin.Shared.targets(2335,3): error : /Users/frankongthuanhong/Desktop/App/MLBusinessCafe_Maui/MLBusinessCafe_Maui/bin/Release/net8.0-ios/ios-arm64/MLBusinessCafe_Maui.app: errSecInternalComponent [/Users/frankongthuanhong/Desktop/App/MLBusinessCafe_Maui/MLBusinessCafe_Maui/MLBusinessCafe_Maui.csproj::TargetFramework=net8.0-ios] /usr/local/share/dotnet/packs/Microsoft.iOS.Sdk.net8.0_18.0/18.0.8316/tools/msbuild/iOS/Xamarin.Shared.targets(2335,3): error : [/Users/frankongthuanhong/Desktop/App/MLBusinessCafe_Maui/MLBusinessCafe_Maui/MLBusinessCafe_Maui.csproj::TargetFramework=net8.0-ios] /usr/local/share/dotnet/packs/Microsoft.iOS.Sdk.net8.0_18.0/18.0.8316/tools/msbuild/iOS/Xamarin.Shared.targets(2335,3): error : [/Users/frankongthuanhong/Desktop/App/MLBusinessCafe_Maui/MLBusinessCafe_Maui/MLBusinessCafe_Maui.csproj::TargetFramework=net8.0-ios]
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Mar ’25
"No Such Module" When Using Mergable Libraries In a Static XCFramework
I'm attempting to create a proof of concept of a static library, distributed as an XCFramework, which has two local XCFramework dependencies. The reason for this is because I'm working to provide a single statically linked library to a customer, instead of providing them with the static library plus the two dependencies. The Issue With a fairly simple example project, I'm not able to access any code from the static library without the complier throwing a "No such module" error and saying that it cannot find one of the dependent modules. Project Layout I have an example project that has some example targets with basic example code. Example Project on Github Target: FrameworkA Mach-0 Type: Dynamic Build Mergable Library: Yes Skip Install: No Build Libraries For Distribution: Yes Target: FrameworkB Mach-0 Type: Dynamic Build Mergable Library: Yes Skip Install: No Build Libraries For Distribution: Yes XCFrameworks are being generated from these two targets using Apple's recommendations. I've verified that the mergable metadata is present in both framework's Info.plist files. Each exposes a single struct which will return an example String. Finally I have my SDK target: Target: ExampleKit Mach-0 Type: Static Build Mergable Library: No Create Merged Binary: Manual Skip Install: No Build Libraries For Distribution: Yes The two .xcframework files are in the Target's folder structure as well. The "Link Binary With Libraries" build phase includes them and they're Required. Inside of the ExampleKit target, I have a single public struct which has two static properties which return the example strings from FrameworkA and FrameworkB. I then have another script which generates an XCFramework from this target. Expectations Based on Apple's documentation and the "Meet Mergable Libraries" WWDC session I would expect that I could make a simple iOS app, link the ExampleKit.xcframework, import ExampleKit inside of a file, and be able to access the single public struct present in ExampleKit. Unfortunately, all I get is "No such module FrameworkA". I would expect that FrameworkA and FrameworkB would have been merged into ExampleKit? I'm really unsure of where to go from here in debugging this. And more importantly, is this even a possible thing to do?
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220
Mar ’25
Reviewer can't see the updated screenshots
Hello, I have submitted my app for review. There is some issues with screenshots contents so I updated the screenshots and reply to apple review team. I got a response from review team again that they are not able to see the latest screenshots. Although, I can see the latest updated screenshots in my portal also the save button is disabled and add for review is enabled. I've also checked on Media manager all screenshots their is also updated. Can you please guide what I'm doing wrong or what I'm missing? Thanks
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215
Mar ’25
Enrollment Delay After Completing the Purchase
I recently purchased an Apple Developer Account on March 01, 2025. Upon completing the purchase, I received a confirmation message stating that my account would be activated within 48 hours. However, it has now been more than ten days, and my account still remains inactive. I didn't recieve any further email regarding apple developer account enrollment. Two days ago, I sent email and discuss my issue but still there is no response from apple team what should I do?
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135
Mar ’25
UI Testing Issues
Hi everyone, I've been working on an iOS app for about a year and a half. That application comes with unit and UI automated testings. Recently I started the development of the tvOS application so I added a new target and used the same bundle id as I want to eventually share purchases. What I need I'm working on an application that uses VLC (Need to play media more exotic than MP4) through these two pods pod 'MobileVLCKit', '3.6.0' (Only for iOS) pod 'TVVLCKit', '3.6.0' (Only for tvOS) What works Compilation works fine for both targets Unit tests work fine for both targets UI tests work fine ONLY for the original iOS target What doesn't work and how it fails When I launch the UI tests for the tvOS target, the compilation succeeds, but I get an error when calling app.launch() from my XCTestCase. Failed to get launch progress for <XCUIApplicationImpl: 0x600000c61e90 abergia.com.iptv at ...AppPath...>: App installation failed: Unable to Install “...AppName...”. This app is not made for this device. This app was not built to support this device family; app is compatible with ( 1, 2 ) but this device supports ( 3 ). (Underlying Error: Unable to Install “...AppName...”. This app is not made for this device. This app was not built to support this device family; app is compatible with ( 1, 2 ) but this device supports ( 3 ). What I tried Single target - Both Pods It looks like I can 'cheat' a little the system and make the Xcode target compatible with both iOS and tvO, but when declaring both pods inside the same CocoaPod target, the installation fails as one of the library is not compatible. Use a newer version of VLC (4.0.0) Works BUT that version is way too unstable, I will eventually use it again once they fix all the issues. Different Bundle ID Changing the bundle id of the tvOS application resolves the issue BUT I really want to use the same bundle id to share the purchases. Not UI testing the tvOS version It's an option I'm starting to contemplate out of frustration but I'm sure that we have people here who can help me!
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235
Mar ’25
Using ARKit Replay hangs forever on "Attaching to App"...
Hello, I'm trying to use Xcode's ARKit Session replay functionality. I have a capture I made using Reality Composer and when trying to use it with Xcode's replay functionality the installation and debugging process seems stalled forever. I've gotten it to work once so I know the capture file is functional but I have never gotten it to work a second time, even though I didn't change any settings. No amount of restarting Xcode, the Mac, or the iPhone seem to work. I have also tried cleaning build folders, reinstalling the app, and clearing DerivedData. I can confirm from the Xcode logs that the app installs correctly but the app never launches. If I unselect the checkbox for "ARKit Replay Data", the app launches and debugs nearly instantly. I have tried letting it "attach" for up to 10 minutes to no avail.
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Mar ’25
ActiveLabel
Hey Everyone, I can't see to ActiveLabel as it says there is no active module. Please help me. Thanks, Ben import UIKit import ActiveLabel protocol TweetCellDelegate: AnyObject { func handleProfileImageTapped(_ cell: TweetCell) func handleReplyTapped(_ cell: TweetCell) func handleLikeTapped(_ cell: TweetCell) } class TweetCell: UICollectionViewCell {
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209
Mar ’25
Flutter Xcode Errors
I just started working with Flutter. I use a Macbook m2 and my phone is an iPhone XR. I made a very simple application but no matter what I did, I couldn't start my application on my iPhone XR. I got help from all the AIs but we couldn't do it. I deleted everything including Xcode, Android Studio and Flutter and reinstalled them and I followed the SDK installation step by step on the Flutter page but I can't run my project on Xcode. I entered my Apple account including all the signings and certificates via the .workspace file extension but it didn't work. The error I get from Xcode keeps changing. We installed podfiles with the support I got from the AIs and after some fiddling, I got the only error right now: Command PhaseScriptExecution failed with a nonzero exit code
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245
Mar ’25
xcodebuild: WARNING: Using the first of multiple matching destinations
When trying to generate build for mac catalyst using xcodebuild xcodebuild archive -scheme MYSDK -destination="generic/platform=macOS,variant=Mac Catalyst" -archivePath archives/maccatalyst.xcarchive SKIP_INSTALL=NO BUILD_LIBRARIES_FOR_DISTRIBUTION=YES SUPPORTS_MACCATALYST=YES Xcode warnings about multiple matching destinations --- xcodebuild: WARNING: Using the first of multiple matching destinations: { platform:macOS, arch:x86_64, id:XX, name:My Mac } { platform:macOS, arch:x86_64, variant:Mac Catalyst, id:XX, name:My Mac } { platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device } { platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device } { platform:macOS, name:Any Mac } { platform:macOS, variant:Mac Catalyst, name:Any Mac } Here native macOS is displayed first instead of Mac Catalyst. I have tried using "generic/platform=macOS,variant=Mac Catalyst,name=Any Mac". But the same issue occurred. xcode version: Version 16.2 (16C5032a)
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561
Mar ’25
Random "<unknown>:0: warning: default will never be executed" Xcode warning
Hello! I'm experiencing a persistent SwiftCompile warning that I haven't been able to resolve for several months: <unknown>:0: warning: default will never be executed Observations: Appears randomly across different files during the build. No source location or line highlighting is provided. Persists across clean builds and project reopenings. Occurs in both Xcode Cloud and local builds. What I’ve tried: Ensuring all switch statements on enums explicitly handle every case. Removing default cases from fully covered enum switches. Refactoring optional enum handling (e.g., using if let instead of switch). None of these resolved the issue. Any guidance would be greatly appreciated! Project details: Xcode: 16.2 Swift: 6 iOS Target: 17.0+ UI: SwiftUI-only (no UIKit) Dependencies: SwiftPM
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225
Mar ’25
Additional certificate problem of Apple Pay E-Commerce
Dear Apple team and developers, We integrated Apple Pay E-Commerce on our system and made successful transaction at January using following certificates. Merchant Identity Certificate (generated from our Apple developer account) Payment Processing Certificate (generated from our Apple developer account) Payment Session Server Certificate (used following command and generated from apple-pay-gateway-cert.apple.com:443 test URL) Command: openssl s_client -connect apple-pay-gateway-cert.apple.com:443 -key MIC_priv.key -cert MIC_merchant_id.pem -showcerts | openssl x509 -outform DER &gt; apay_ident_trusted_cert_test.der Root CA G3 (Downloaded “Apple Root CA – G3 Root” from https://www.apple.com/certificateauthority/ ) But at this month, we got new certificate problem (please check following) when we try to execute Apple Pay E-Commerce transaction. Certificate 'C=US,O=Apple Inc.,OU=Apple Certification Authority,CN=Apple Application Integration CA - G3' is not valid Certificate. What is this certificate? And Where can I download or generate this certificate from? Could you please advise/give us good information for this certificate problem? Best Regards, Bilguun Enkhbaatar
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197
Mar ’25
Provisioning issues loading test app to iPhone
I get the following status fail when trying to upload a test app to my iPhone. (see attached). I have assigned it to a team, and checked automatic signing. Yet the app fails to load with the error in the image attached. First time getting an app to work properly in Xcode (yay!), and first time trying n failing to deploy it to my iPhone X (iOS 16). The phone is connected and viewable to image capture on my Mac, so I don't think the connection itself is the issue. I am using com.example.myName.appName as the bundle identifier, and since this is not a real domain, I am wondering if that is it. Could use some guidance here... ADVthanksANCE!!
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306
Mar ’25
Prevent iOS "Use Mobile Data" Prompt When Connected to Wi-Fi Without Internet in Flutter
I am developing a flutter app that connects the app to the boat VCU through Wi-Fi. In the iOS version of the mobile app, when the device connects to a Wi-Fi network, iOS assumes that all network traffic should route through Wi-Fi. As the connected Wi-Fi network has no internet access, iOS prompts the user with the options: "Use Mobile Data" or "Keep Trying Wi-Fi." If the user selects "Keep Trying Wi-Fi," mobile data will not be used by other apps on the phone. If the user selects "Use Mobile Data," the app switches to mobile data while remaining connected to the Wi-Fi network (VCU) without any issues. The issue is we need to find a way to prevent showing that prompt and instead handle this through code. After connecting to VCU, the mobile network is available for a few second but then it switches to wifi and no internet! I checked all the online documentation but there is not any solution for it. So, I need to stay connect to vcc and other apps use mobile data. I tried WiFiForIoTPlugin.forceWifiUsage(false); but didn't work. I tried adding delay that also didn't work. This is the function in my code that handles connecting to Wi-fI: Future connectToWifi() async { try { if (Platform.isAndroid) { isConnected = await WiFiForIoTPlugin.connect( _vesselData['ssid'], password: _vesselData['passphrase'], security: NetworkSecurity.WPA, // Enable Internet access withInternet: false, isHidden: true, timeoutInSeconds: 10, joinOnce: true, ); // Force Android to treat Wi-Fi as the primary network using await WiFiForIoTPlugin.forceWifiUsage(true); } else if (Platform.isIOS){ isConnected = await WiFiForIoTPlugin.connect( _vesselData['ssid'], password: _vesselData['passphrase'], security: NetworkSecurity.WPA, isHidden: true, timeoutInSeconds: 10, // Ensures the connection remains persistent, preventing the system from disconnecting the device. joinOnce: false, ); } if (isConnected) { log("Connected to ${_vesselData['ssid']}"); streamData(); } else { log("Failed to connect to ${_vesselData['ssid']}"); } } catch (e) { log("Error: $e"); } } I use :Device Model: iPhone 12 Pro Max iOS Version: iOS 18.3.1 Xcode Version: Xcode 16.2 Mac Version: macOS Sonoma 14.3
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247
Mar ’25