TestFlight

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Use TestFlight in App Store Connect to invite and manage beta testers for iOS, iPadOS, tvOS, and watchOS apps. Discuss questions here and share app builds publicly via TestFlight under the Community topic.

TestFlight Documentation

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Cannot Distribute App to External Testers Using Xcode Beta – TestFlight/Ad Hoc Solutions?
Hi everyone, I’m currently developing an iOS app using the latest Xcode Beta and targeting the new iOS SDK (still in beta). I would like to share my app with external testers, but I’m facing several issues: • When trying to upload a build to TestFlight via App Store Connect, I get validation errors saying that builds from beta versions of Xcode or the iOS SDK are not accepted. • I am aware that Apple generally restricts beta builds from being distributed via TestFlight, but I was hoping to find a workaround or an official statement regarding timelines for RC or final support. • Are there any recommended methods for sharing my app with external testers while still using Xcode Beta? • Is Ad Hoc distribution still a valid approach for this scenario, or are there other alternatives I should consider (e.g., Enterprise, third-party platforms)? • Any tips on best practices for managing testers, provisioning profiles, or planning for the transition once the Release Candidate becomes available? Any advice or recent experiences would be greatly appreciated! Thanks in advance.
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Public link - access requiring invitation and redemption codes that shouldn't be required
I have an approved public link to our app in Test Flight. We have provided that public link to our testers. For us it works just fine, but for multiple of our testers, their access is requiring either an invitation code or requiring them to "redeem", neither of which occurred during our internal testing nor which should be required for a public link. Help!
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In-App Purchases Not Initializing
Hello, I’m experiencing an issue with in-app purchases (IAPs) not working in my TestFlight build. Here's the situation: I created several non-consumable IAPs in App Store Connect and added them to my app. All IAPs have been approved by Apple and show the status “Ready to Submit” or “Ready for Sale.” I integrated Unity IAP correctly, and it works on Android. On iOS, however, the IStoreController is not initializing in TestFlight. I suspect the issue might be that I created a new app version before adding the IAPs, and never submitted that version. Later I added IAPs, but they don’t appear to be linked to any build. The In-App Purchases section doesn't appear in the App Store Connect version overview, and I can't find a way to connect them to the current build. What should I do in this situation?
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[Sandbox] Consumable products "already bought"
My app only offers consumable in-app purchase products. I can successfully purchase a product once but when I try to purchase it again, a popup "This In-App purchase has already been bought. It will be restored for free." appears and the first transaction is restored: the payment queue delegate is notified that a new transaction (with the same identifier as the successful transaction) is updated to the purchased state. I never get a purchased transaction with a new identifier and hence I consider that the purchase failed. Also, each time the app is put in foreground again or at startup, the payment queue delegate is notified that a transaction has been updated (as if it had never been finished). Even though the app properly finishes the transaction each time.
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Profile doesn't support Family Controls (Development).
Hi there! I've been getting this error when I've checked multiple times that I've included the right entitlements as well as provisiong profile. My one concern is that perhaps I'm unable to submit to internal or external TestFlight with Family Controls (Development) and need the one for distrubution, but have yet to submit my appplication for this ability. If anyone has any inisght into this issue lmk!
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App Review Rejected - app will not install on the device used in review.
Hi! I am currently in the process of having my app reviewed by apple so it can be distributed on TestFlight. However, apple keeps on rejecting my build because "The UIRequiredDeviceCapabilities key in the Info.plist is set up in such a way that the app will not install on the device used in review." I am very confused on how to solve this problem as I have tried many different solutions, including removing UIRequiredDeviceCapabilities entirely, or giving it the value 'arm64'. I just wanted to know if anyone has encountered this same problem and could maybe point me in the right direction. I have attached the full error message below. Thank you! The UIRequiredDeviceCapabilities key in the Info.plist is set up in such a way that the app will not install on the device used in review. Review device details: Device type: iPhone 14 Pro and iPad Air (5th generation) OS version: iOS 18.5 and iPadOS 18.5 Next Steps To resolve this issue, check the UIRequiredDeviceCapabilities key to verify that it contains only the attributes required for the app features or the attributes that must not be present on the device. Attributes specified by a dictionary should be set to true if they are required and false if they must not be present on the device.
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App Clip Local Experience with TestFlight
Hello, I'm trying to test an app clip in TestFlight with a Local Experience. Is there any way to test app clips "end to end" from a local experence? The clip I'm developing uses Apple Pay, so we'd like to be able to test the full experience using sandbox accounts. The documentation indicates that this is possible: documentation link Testers can also configure a local experience to launch the App Clip you distribute with TestFlight. However, you must still associate your App Clip with your website so testers can launch it from the TestFlight app. In addition, testers must launch the App Clip from an App Clip experience you configure for testing in App Store Connect at least once to ensure that the App Clip is cached on the device. I've had some success with running the clip from a local Xcode build, then installing a TestFlight build "over top" of the Xcode build, e.g. I can scan a QR code with a URL configured for a local experience and the card will show and launch the clip, but that seems to "expire" after a period of time. More information: App (but not App Clip) is currently live in the app store. App Clip is in TestFlight and launches using TestFlight experiences App Clip and App are associated with our website Am able to launch the app via QR code with a full installation from TestFlight Am able to see Local Experiences when the clip has been built locally and run on my device using Xcode Local Experience does not show when using a fresh install from TestFlight even when configured with the same values Local Expereince does show and work when using a TestFlight build installed over top of an Xcode build
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Download via TestFlight fails in Tahoe, ASDErrorDomain 710
I can't download my app via TestFlight in macOS Tahoe. Earlier versions work. Some other apps can be downloaded via TestFlight on Tahoe. The app is a MacCatalyst app that's not yet released on the App Store. The console prints the error: Download failed with error: Error Domain=ASDErrorDomain Code=710 "Invalid hash 'XXX' expected 'XXX'" But no error is displayed. Is there a solution?
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XCode overwrites watch companion's Info.plist with invalid data
Hi developers. I've been working on a Watch companion app for my product these past few days, and I'm currently trying to push it to TestFlight. I get stuck at the validation step with endless errors. The first one typically is missing WKApplication in Info.plist. That's fine, I'll add the field in Watch target > Info. Now more errors appear: Invalid UIDeviceFamily value of '1' and '2' Unsupported key UIRequiredDeviceCapabilities DTPlatformName value invalid Missing architecture, the bundle must contain arm64_32 because it's built with watchOS SDK 5+ I never set these values in the Info tab, so my guess is they're being overwritten by the Runner Build Settings, even though watch target build settings are correct (for example, Targeted Device Family is set to Apple Watch). What I've tried so far: Disabling auto generation of the Info.plist, and manually setting UIDeviceFamily to '4', but that doesn't help, unless I do it after creating the archive by editing the archive files and resending it to validation. I also tried a bunch of other post-build modifications to try and fix all the errors but new ones kept popping up. Cleaning Build Folder and DerivedData, restarting XCode, rebooting the computer... no effect, which is expected given that the building process doesn't return any errors Validating just the app without the apple watch (so from my main branch), still works as expected. Recreating a blank watchOS target and trying to validate just that, I get stuck in the same way. Project details: XCode Version 16.3 (16E140) Flutter 3.27.3 Targeting latest watchOS and iOS 16+ Do you have an idea what could be the problem here ? I'm sure it's just a missing or invalid property in some configuration file, but I can't figure it out and there are no resources online documenting the issue, and no "tutorials" on how to properly set up a watch target from Apple. Thank you for your time. A.H.
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Invalid Characters in Info.plist File
ITMS-90328: Your package contains a file AppName.app/Info.plist /Users/admin with a name that contains invalid characters. Avoid using control characters in the file names. ITMS-90328: Your package contains a file AppName.app/Info.plist with a name that contains invalid characters. How do I resolve this issue? My Info.plist file has no control character
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TestFlight installations repeatedly failing on macOS
I'm repeatedly hitting an issue when deploying Xcode Cloud builds to macOS from TestFlight. Once the build appears in TestFlight I hit the "Install" or "Update" button in TestFlight and after a couple of seconds of spinning-wheel the button goes back to it's original state and the app fails to install. There's no error pop-up but I've noticed an Error Domain=ASDErrorDomain Code=710 "Invalid hash 'xxx' expected 'yyy'" error in console each time it happens. My project needs to deploy 2 different macOS/Catalyst apps (actually they are 2 different targets in the same project) and it seems completely random as to which will actually successfully install on which machine. For my last build, one of the 2 binaries was failing to install on a Mac Studio on 15.5, but the other was fine. All were fine on 3 other machines I tried. For my latest build, both binaries are fine on the Mac Studio but both now fail to install on an M2 Air on macOS 26 beta 2. I'm now extremely nervous about deploying to my TestFlight beta group in case users have similar problems.
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Safari Extension: 'Review in Safari' Button Not Appearing After Reinstall — TestFlight vs. App Store?
I'm developing a Safari extension and noticed that some extensions, when uninstalled and installed again, trigger the "Review in Safari" button to request permissions. However, when I uninstall and reinstall my own extension during development, I can't get Safari to show this button again. Could the reason be that the extensions showing the "Review in Safari" button are installed from the App Store, while my extension is distributed via TestFlight? Does the distribution method affect how Safari handles extension permissions after reinstalling?
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[Open Beta] Endless Zombies – Roguelike Action Shooter (iOS)
App Name: Endless Zombies Platform: iOS Genre: Roguelike / Survival / Action TestFlight Link: https://testflight.apple.com/join/DEIN-CODE Status: Open Beta – limited seats available 🎮 What is Endless Zombies? Endless Zombies is a fast-paced, top-down roguelike shooter where you must survive increasingly intense zombie waves — with fully separated movement and aiming controls for maximum precision and tactical depth. Players can upgrade their weapons, unleash special attacks, and face progressively stronger threats including Baby Waves (fast mini-zombies) and Boss Battles against giant elite enemies with unique behavior. This is not just about survival — climb the global leaderboard and fight your way to the top! 🏆 Compete for high scores, dominate the kill count, and earn bragging rights (and potential rewards in future tournaments). Endless Zombies is currently in its first public beta and we’re looking for players who want to help us improve mechanics, test new systems, and shape the final experience. 🧪 Looking for beta testers to: Test gameplay fluidity and aiming responsiveness Evaluate performance on different iOS devices Provide feedback on UI, game balance, and spawn pacing Report bugs and edge-case issues 🚀 Features: 🎯 Dual control movement + aiming 🧠 Smarter, optimized enemy spawn logic ⚔️ Upgradeable weapons and energy system 👥 Online friends chat and leaderboard system (PlayFab-based) 📊 Stats, progress tracking, and UI improvements Join via TestFlight: 👉 https://testflight.apple.com/join/DEIN-CODE We’d love to hear what you think!
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Appclip card not getting invoked from Testflight build
I have hosted the AASA file in our server and added the App associated domain and have added the local Appclip experience in Device settings with the same URL which i create Appclip QR. But when i install build from testflight i dont see the Appclip card coming up.Its working if i directly load it from xcode My associated domain - appclips:acviss.com (configured from main and appclip target) Qr code generated like this AppClipCodeGenerator generate --url https://acviss.com/restaurant1 --foreground 33AA22 --background FFFFFF --output myclip.svg In Device Setting>Developer>Local Experience URL Prefix - https://acviss.com/restaurant1 Bundle Id - com.acviss.RestApp.Clip AASA file hosted at https://acviss.com/.well-known/apple-app-site-association
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Struggling with getting access to testflight
I’m running into an issue with TestFlight and would appreciate any help or insight. A developer previously sent a TestFlight invite to my email address, which I accessed on a different iPhone (my girlfriend’s), as I was using a non-iOS device at the time. The app installed and worked fine on that device. Now that I have my own iPhone and have downloaded the TestFlight app, I can’t access the invite or app under my own Apple ID. The developer has tried to resend the invite to the same email, but I’m not receiving anything — no email, no app showing in TestFlight. We also tried: Reopening the original invite email on my new iPhone Reinstalling TestFlight Checking for any spam/junk mail Confirming the correct Apple ID is used Nothing has worked so far. Is there a way to: Reset or revoke my original TestFlight tester status? Ensure a fresh invite can be sent and received? Link the original invite to my current Apple ID and device? Appreciate any advice — thanks in advance
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