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No Renew button (membership)!
We had a work card attached to our developer's account. team ID 924RUYJZ34 dev ID 8771bf7b-31a9-4602-baae-02580fe5b6c4 Funds are debited from this card in other services, there are no problems with it, the amount in the account is sufficient. Our membership subscription did not renew automatically. The applications are blocked. We can't renew our subscription, there's no Renew button anywhere. There is no way to extend it on any device, web version, or anywhere else. We can't even cancel and re-arrange it, all the functions don't work. Please help us, how can we renew our subscription?!
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405
Mar ’25
I found SwiftUI SF Symbols bug from WWDC24
Summary: At WWDC24, a new transition was introduced by the Apple Design team (.contentTransition(.symbolEffect(.replace))) I was writing a post about it on my LinkedIn (https://www.linkedin.com/in/alex-fila/), and out of curiosity I tried multiple symbols with slashes. Many of them were not well center aligned during a new symbol effect. Some of the examples are: "speaker.fill" : "speaker.slash.fill”, "eye.fill" : "eye.slash.fill”. Please check the attached Swift file for more details and full SwiftUI View with issues. Steps to Reproduce: Create a new IOS App project in XCode. Create a new SwiftUI File. Initiate state variable: @State private var isSpeakerOn = true. Create a new image with transition: Image(systemName: isSpeakerOn ? "speaker.fill" : "speaker.slash.fill") .contentTransition(.symbolEffect(.replace)). 5. Create a switcher or set a timer with a constant variable to toggle isSpeakerOn value (see attachment file). 6. Toggle isSpeakerOn value. 7. Observe the issue (2 symbols are not well center aligned during transition). Expected Results: During transition .contentTransition(.symbolEffect(.replace)) 2 SF symbols ("speaker.fill" : "speaker.slash.fill”) are well center aligned. Actual Results: During transition (when slash slowly appears on top of SF symbol), the main symbol is moved a few points up, creating a decentralized effect and making the user experience feel inconsistent. Notes: There are 200 SF Symbols with .slash that might be affected. It happens on latest Xcode and macOS versions, and could be a top priority for the Apple Design Team. import SwiftUI struct BUG: View { @State private var isSpeakerOn = true let timer = Timer.publish(every: 1.5, on: .main, in: .common).autoconnect() let columns = [ GridItem(.flexible(), spacing: 20), GridItem(.flexible(), spacing: 20) ] var body: some View { LazyVGrid(columns: columns, spacing: 60) { Text("❌").font(.system(size: 100)) Image(systemName: isSpeakerOn ? "speaker.fill" : "speaker.slash.fill") .font(.system(size: 200)) .frame(width: 200, height: 100, alignment: .center) .contentTransition(.symbolEffect(.replace)) .symbolRenderingMode(.palette) .foregroundStyle( Color.primary, Color.accentColor) .onReceive(timer) { _ in withAnimation(.spring(response: 0.3, dampingFraction: 0.7)) {isSpeakerOn.toggle()}} Text("✅").font(.system(size: 100)) Image(systemName: isSpeakerOn ? "bell.fill" : "bell.slash.fill") .font(.system(size: 170)) .frame(width: 150, height: 150, alignment: .center) .contentTransition(.symbolEffect(.replace)) .symbolRenderingMode(.palette) .foregroundStyle( Color.primary, Color.accentColor) .onReceive(timer) { _ in withAnimation(.spring(response: 0.3, dampingFraction: 0.7)) {isSpeakerOn.toggle()}} Text("❌").font(.system(size: 100)) Image(systemName: isSpeakerOn ? "eye.fill" : "eye.slash.fill") .font(.system(size: 150)) .frame(width: 200, height: 100, alignment: .center) .contentTransition(.symbolEffect(.replace)) .symbolRenderingMode(.palette) .foregroundStyle( Color.primary, Color.accentColor) .onReceive(timer) { _ in withAnimation(.spring(response: 0.3, dampingFraction: 0.7)) {isSpeakerOn.toggle()}} } .padding(40) }} #Preview { BUG() }
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Mar ’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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317
Mar ’25
RoomPlan error "Room size exceeded" during Lidar Scanning
Hello, We are using the RoomPlan API and our users are facing issues during scanning everytime. Error: RoomCaptureSession.CaptureError.exceedSceneSizeLimit Apple Documentation Explanation: An error that indicates when the scene size grows past the framework’s limitations. Issue: This error is popping up in my iPhone 15 Pro (128 GB) after ONE roomplan scans are done. This error shows up even if the room size is small. It occurs immediately after I start the RoomCaptureSession after the relocalisation of previous AR session (in world tracking configuration). I am having trouble understanding exactly why this error shows and how to debug/solve it.
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322
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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284
Mar ’25
Xcode Extension isn't show up in the Editor menu
https://developer.apple.com/documentation/xcodekit/creating_a_source_editor_extension I created new MacOS project and added a Xcode Source Editor Extension target to the project. I run the extension in debug mode with extension target, but the extension is not show up in Editor menu debug mode Xcode. Xcode version is 15.3(released) MacOS version is 14.4.1 Sonoma
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2.1k
Mar ’25
Help creating notarised DMG for macOS app distribution
I am trying to follow the guide for automating creation of a DMG for distribution of a macOS application but can't figure out how to get the ExportOptions.plist from a manual export. I am trying to follow this guide: https://developer.apple.com/documentation/security/customizing-the-xcode-archive-process What is a 'manual export' and what are the steps for creating a manual export. `# Ask xcodebuild(1) to export the app. Use the export options # from a previous manual export that used a Developer ID. /usr/bin/xcodebuild -exportArchive -archivePath "$ARCHIVE_PATH" -exportOptionsPlist "$SRCROOT/ExportOptions.plist" -exportPath "$EXPORT_PATH"` Where is "$SRCROOT" ? presumably I have to copy this ExportOptions.plist to this location. Thanks - I am sure this must be blindingly obvious because there seems to be no reference as to how you do this 'manual export' or where one finds the resulting options file.
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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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246
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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154
Mar ’25
Build Input File Not Found After Migrating to Xcode 16.2 and M3 Macs
Hello everyone, My team is in the process of migrating from Xcode 15.2 to Xcode 16.2, and we are also transitioning from Intel Macs to M3 Max Macs. During this transition, we had to update the "Excluded Architectures" settings to include arm64 for compatibility with our new machines. Everything seemed fine when testing builds locally on our individual machines. However, when we merged our changes into a shared branch and attempted to archive the build or run it on Codemagic, we encountered the following error: Build input file cannot be found: '/Users/.../DerivedData/.../UninstalledProducts/iphoneos/Router.framework/Router'. Did you forget to declare this file as an output of a script phase or custom build rule which produces it? Steps We Have Taken: Checked Derived Data: We cleared DerivedData and rebuilt the project, but the issue persists. New Branch Testing: We combined all the merged changes into a new branch on a single machine to rule out any Xcode version mismatches, but we still see the same issue. Any guidance would be much appreciated. Thanks in advance!
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212
Mar ’25
Upload Symbols Failed
Hi there - when attempting to upload the latest build of my macOS app to App Store Connect via Xcode's Organizer I'm now greeted with this warning. I don't even know what it's attempting to tell me.. Yes, I understand what dSYMs are for - but the UUIDs don't appear anywhere in my workspace (full text search on the folder), in the build log, or the ..thing.. the 'Export' button generates. Any help much appreciated, ATM I don't even know where to start. Cheers, Jay
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330
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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388
Mar ’25
Rare EXC_BAD_ACCESS (SIGBUS) KERN_PROTECTION_FAILURE crash when running function?
The following function could run several hundred times with no problem but will occasionally cause a EXC_BAD_ACCESS (SIGBUS). The last time it was a KERN_PROTECTION_FAILURE perhaps meaning it is trying to write to a read only memory but previously it was KERN_INVALID_ADDRESS. I have tried debugging tools to no avail. Can anyone see any reason why the following function could be causing this. Just in case the function is a red herring the only other thing that was running is a AVQueuePlayer that contains 11 tracks, but the crash happens mid song making it unlikely. The function includes running other functions so below is all related functions that happen as a result of a swipe gesture. func completeLeft() { let add1 = Int(tiles[Square - (squares2move + 2)].name ?? "0") ?? 0 let add2 = Int(currentNode.name ?? "0") ?? 0 let add = add1 + add2 if add.isMultiple(of: 9) == false { if squares2move == 0 { self.moveinprogress = 0 return } moveLeft1() } if add.isMultiple(of: 9) { squares2move += 1 moveLeft2() } func moveLeft1() { var duration = TimeInterval(0.1) duration = Double(squares2move) * duration self.soundEffect = "swipe" self.playEffects(Volume: self.effectsVolume) let move = SKAction.move(to: positions[Square - (squares2move + 1)], duration: duration) currentNode.run(move, completion: { self.tiles[Square - (squares2move + 1)].name = self.currentNode.name self.tiles[Square - 1].name = "" self.currentNode.position = self.positions[Square - (squares2move + 1)] self.newNumber() }) } func moveLeft2() { var duration = TimeInterval(0.1) duration = Double(squares2move) * duration self.soundEffect = "swipe" self.playEffects(Volume: self.effectsVolume) let move = SKAction.move(to: positions[Square - (squares2move + 1)], duration: duration) currentNode.zPosition = currentNode.zPosition - 1 currentNode.run(move, completion: { self.currentNode.position = self.positions[Square - (squares2move + 1)] self.tiles[Square - 1].name = "" self.currentNode.name = "\(add)" self.tiles[Square - (squares2move + 1)].name = "\(add)" if add > self.score { self.score = add } if add > self.currentgoal { self.levelComplete()} else { self.playEffects2(soundEffect: "Tink", Volume: self.effectsVolume, Type: "caf")} if self.currentNode.childNode(withName: "Label") == nil { self.currentNode.texture = SKTexture(imageNamed: "0.png") let Label = SKLabelNode(fontNamed: "CHALKBOARDSE-BOLD") Label.text = "\(add)" Label.name = "Label" let numberofdigits = Label.text!.count if numberofdigits == 1 { Label.fontSize = 45 * self.hR} if numberofdigits == 2 { Label.fontSize = 40 * self.hR} if numberofdigits == 3 { Label.fontSize = 32 * self.hR} if numberofdigits == 4 { Label.fontSize = 25 * self.hR} Label.horizontalAlignmentMode = .center Label.verticalAlignmentMode = .center Label.fontColor = .systemBlue Label.zPosition = 2 self.currentNode.addChild(Label) self.currentNode.zPosition = self.currentNode.zPosition + 1 var nodes = self.nodes(at: self.positions[Square - (squares2move + 1)]) nodes = nodes.filter { $0.name != "Tile" } nodes = nodes.filter { $0 != self.currentNode } nodes = nodes.filter { $0 != self.currentNode.childNode(withName: "Label") } for v in nodes { v.removeFromParent()} } else { let Lbl = self.currentNode.childNode(withName: "Label") as? SKLabelNode Lbl!.text = "\(add)" let numberofdigits = Lbl!.text!.count if numberofdigits == 1 { Lbl!.fontSize = 45 * self.hR} if numberofdigits == 2 { Lbl!.fontSize = 40 * self.hR} if numberofdigits == 3 { Lbl!.fontSize = 32 * self.hR} if numberofdigits == 4 { Lbl!.fontSize = 25 * self.hR} self.currentNode.zPosition = self.currentNode.zPosition + 1 var nodes = self.nodes(at: self.positions[Square - (squares2move + 1)]) nodes = nodes.filter { $0.name != "Tile" } nodes = nodes.filter { $0 != self.currentNode } nodes = nodes.filter { $0 != self.currentNode.childNode(withName: "Label") } for v in nodes { v.removeFromParent()} } self.moveinprogress = 0 }) } } func moveLeft() { var duration = TimeInterval(0.1) duration = Double(squares2move) * duration self.soundEffect = "swipe" self.playEffects(Volume: self.effectsVolume) let move = SKAction.move(to: positions[Square - (squares2move + 1)], duration: duration) currentNode.run(move, completion: { self.tiles[Square - (squares2move + 1)].name = self.currentNode.name self.tiles[Square - 1].name = "" self.currentNode.position = self.positions[Square - (squares2move + 1)] self.newNumber() }) }
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215
Mar ’25
Apple ID dissapears from Xcode and build is failing
I'm calling this command to export archive: xcodebuild -exportArchive -archivePath .build/XYZ.xcarchive -exportPath .build/XYZ.ipa -exportOptionsPlist Authenticator/ExportOptions.plist -quiet -allowProvisioningUpdates Here is my exportOptions file content <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>method</key> <string>app-store-connect</string> <key>signingStyle</key> <string>automatic</string> <key>teamID</key> <string>ABCD</string> </dict> </plist> Most of the time this command fail with this error: error: exportArchive No Accounts error: exportArchive No signing certificate "iOS Distribution" found What we found is that our Apple ID just disappear from Xcode and we need to add it again manually. So there are two questions here: Why Apple ID account dissapears and how I can fix this? Is there an option to not use Apple ID account in Xcode and for example to use -authenticationKeyID flags of xcodebuild? Just to mention this happens only on our CI machine and not locally.
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600
Mar ’25
Can't extract Xcode_12.5.1.xip file
I have tried several options so far to no avail: Unarchiver shuts down silently (after ~1.5hr of trying to unarchive). xip console tool fails after ~1.5hr with this error: xip: signing certificate was "Software Update" (validation not attempted) xip: error: The archive “Xcode_12.5.1.xip” failed to be moved to the final destination due to the error: The operation couldn’t be completed. No such file or directory. extracted .app is incomplete though weighs about 30GB unxip extracts for ~1.5hr (being stuck for ~40min on Expanding items from “Xcode_12.5.1.xip”: 99%) and then shuts down. extracted .app is incomplete with the size of ~1.9GB Are there any other options I can try to extract Xcode 12.5.1 xip archive? Would external drive be an issue (I have Xcode_12.5.1.xip on external drive)?
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3.8k
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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754
Mar ’25
OS Ventura can't open XIP files
I want to install the latest Xcode development software on my Mac, but the xip files won't open. I keep getting the following message: There was a problem while reading the contents of "Xcode_15 xip": Data is corrupted I have tried several unarchiver packages, and keep getting this message. I have also downloaded several other Xcode versions with the same result. Any idea what is going on here and/or how to fix it?
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205
Mar ’25