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No accounts with App Store Connect access - unable to authenticate with app store connect
Suddenly today I'm getting this error when I click "Distribute App" in Xcode 12.5: No App Store Connect account: No accounts with App Store Connect access have been found for the team "XXXXXXXXXXXX". App Store Connect access is required for App Store Connect distribution. Then it lists my several accounts below, and next to each, under "Issue", it says "Unable to authenticate with App Store Connect". I can login to AppStoreConnect via the website, with no issues, and my account is the account owner. There are no updated terms or developer agreements etc to accept and no banking or tax info to update. I tried deleting the account from Xcode and re-adding it. It adds without trouble, but then fails at this point. Ideas?
2
0
5.9k
Jul ’21
Xcode 13 beta source control -- can't change branches with submodules
I've got a project repo that includes some submodules. In one of my submodules, I checked out a different commit. Neither the original repo nor the submodule have any changes. Once you get in this situation, you cannot change branches. For example, I am in "develop" branch, and I want to switch to "main". In Xcode, I control-click the "main" branch and choose "Check-out". This fails with an error that says, "The working copy has conflicting, uncommitted changes. Commit or discard the changes and try again." However, if I go to the Source Control menu and choose "Discard All Changes...", I get an error, "Cannot Discard Changes. There are no uncommitted changes in the working copies for this project." The Source Control Navigator, under Changes, under Local Changes, shows the submodule with a "?" as the status. It looks to me that Xcode 13 is confused by the submodule -- in one spot setting that changes exist, in another, acting as if there are no changes. Am I missing something?
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2.1k
Jun ’21
macOS Big Sur installation timed out (An error occurred installing macOS. The request timed out.)
I'm trying to update to the macOS Big Sur beta (day 1!) but the installation keeps failing with a timeout. I get a popup that says: An error occurred installing macOS. The request timed out. If I go into /var/log/install.log, there's some detail here, showing that bridgeOS timed out. What's the fix for this? Here are the last lines of the install.log file: 2020-06-22 23:46:18-05 Andrews-MacBook-Pro-4 osinstallersetupd[384]: Started downloading package com.apple.pkg.BridgeOSBrain (http://swcdn.apple.com/content/downloads/04/28/001-18400-A_9PR1LXEKFC/czmgv59ffn8j0u96xf2tu7tiu2ykcp3izt/BridgeOSBrain.pkg) 2020-06-22 23:46:18-05 Andrews-MacBook-Pro-4 osinstallersetupd[384]: Retrieved package com.apple.pkg.BridgeOSBrain (http://swcdn.apple.com/content/downloads/04/28/001-18400-A_9PR1LXEKFC/czmgv59ffn8j0u96xf2tu7tiu2ykcp3izt/BridgeOSBrain.pkg) 2020-06-22 23:46:18-05 Andrews-MacBook-Pro-4 osinstallersetupd[384]: Starting bridgeOS update prepare 2020-06-22 23:56:18-05 Andrews-MacBook-Pro-4 osinstallersetupd[384]: bridgeOS update prepare timed out! 2020-06-22 23:56:18-05 Andrews-MacBook-Pro-4 osinstallersetupd[384]: Operation queue failed with error: Error Domain=com.apple.OSInstallerSetup.error Code=601 "An error occurred installing macOS." UserInfo={NSLocalizedDescription=An error occurred installing macOS., NSLocalizedRecoverySuggestion=The request timed out.} 2020-06-22 23:56:18-05 Andrews-MacBook-Pro-4 InstallAssistant[375]: Stopped operation queue with Error Domain=com.apple.OSInstallerSetup.error Code=601 "An error occurred installing macOS." UserInfo={NSLocalizedDescription=An error occurred installing macOS., NSLocalizedRecoverySuggestion=The request timed out.} Any ideas?
6
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8.7k
Feb ’21
SceneKit keyed blend shape animation imported from Collada (.dae) file (created in Maya) not playing
I'm using Maya to create animations to use in SceneKit.I'm exporting as COLLADA file (.dae) using Maya's built-in FBX DAE exporter.Animations on the node transform all work perfectly. For example, if we have an animation of the translation, rotation, or scale -- or a combination of those -- the animation imports correctly with the node.However, when I import an animation based on keyed blend shape inputs, the animation doesn't play.Within Xcode, if I click on the .dae and start looking at attributes, the node is there and has the blend shape (geometry morpher) attached, and it is manipulable.Additionally, an animation is listed, and if I look at attributes within the node, the animation is listed there as well.If I iterate through the SCNNode's animationKeys property, an animation is there and it has the correct amount of time associated with it. But I can't seem to get it to work.On the Xcode side of things, I have tried:Saying "Update" when prompted to update the .dae file within Xcode.Not updating the .dae file when promptedApplying Jon Allee's Collada Morph Adjuster to the .dae file, before giving it to Xcode.Loading as SCNSceneSource instead of SCNSceneOn the Maya side of things, I've tried several variations on the creation/export process:Tried the "remove single key" checkbox (with and without)Tried the "bake animation" setting in the export windowTried checking and unchecking "Deformed models" and "Blend Shapes"Under the Collada option in the export window, I've tried with and without "Single Matrix" checked. I usually check "Single Matrix" now or I get a bunch of animations within Xcode. However, checking or not checking this option does not appear to have any effect on SceneKit's behavior. The transform animations work either way, and the blend shape animations don't work either way.I've also looked at dozens of Stack Overflow questions carefully -- this is not a duplicate question, as well as ones in Apple's forums and am pretty out of ideas.I put together a quick sample project that demonstrates both the working and non-working, and includes the source Maya files as well as a couple of explainer videos.I'm using:Maya 2018.2 (Cut ID: 201711281015-8e846c9074)Xcode 9.3 (9E145)macOS High Sierra 10.13.4iOS 11.3.1Thanks!
3
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4.2k
Jan ’21