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How to build an iOS app using the command line on macOS Sonoma?
Hello, Now we support Apple applications and we are building applications on Mac laptops with regular updates. Our goal is to build an iOS app entirely through the command line using xcodebuild and other tools from Xcode Command Line Tools on a server with _macOS Sonoma (14.6.1) without a graphical user interface (only the command line)!!! We need to build and regularly update iOS applications on clients and our accounts and we are looking for a solution to fully automate the login process for these accounts. Our goal is to automate these processes on a server without involving a customer. Here’s what I need help with building and signing the app: What are the proper commands to build and sign the app using xcodebuild and put this application in Apple Store? Server has: xcode-select -version xcode-select version 2408. xcodebuild -version Xcode 16.1 Build version 16B40. In the first step, the certificates have been added to the keychain. We have two keychains. We can check it by running the command: security list-keychains: ` "/Users/ec2-user/Library/Keychains/login.keychain-db" "/Library/Keychains/System.keychain".` All certificates are kept in login.keychain-db. We can check it: security find-identity -p codesigning -v Answer is: `'Some hash "Apple Distribution: Name. (TEAM ID)"'.` Profision file is kept in /Users/ec2-user/Library/MobileDevice/Provisioning\ Profiles/. In the first step, we have added a cordova platform with iOS 11 version. Command is: cordova platform add ios. We tried to create a sign archive with automation but we couldn't do it because we got an error. Our command is xcodebuild \ -workspace "path/to/Packet-name Test.xcworkspace" \ -scheme "Packet-name Test" \ -sdk iphoneos \ -configuration Release \ -archivePath "./Packet-name Test.xcarchive" \ CODE_SIGN_STYLE=Automatic \ DEVELOPMENT_TEAM=XXXXXXXXXX \ -allowProvisioningUpdates \ archive We get errors: /Users/ec2-user/buildApps/MyNewApplication/packet-name.test/platforms/ios/Packet-name Test.xcodeproj: error: No Accounts: Add a new account in Accounts settings. (in target 'Packet-name Test' from project 'Packet-name Test') /Users/ec2-user/buildApps/MyNewApplication/packet-name.test/platforms/ios/Packet-name Test.xcodeproj: error: No profiles for 'packet-name.test' were found: Xcode couldn't find any iOS App Development provisioning profiles matching 'packet-name.test'. (in target 'Packet-name Test' from project 'Packet-name Test') We've read about this error so the decision is to create one-time passwords for this. Certainly last error is about a problem with login, but how we can fix it we don't know because we will be using different accounts for different applications. As a result, we have to use one-time passwords for different accounts. We would appreciate detailed instructions, example commands, and references to documentation that might address this workflow.
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Feb ’25
Automatic process in assembling app and send to Apple Store
Hello! We would like to know the steps required to build an application and submit it to the Apple Store using an automated process on a server. Here are our conditions: We have a server running macOS Sonoma 14.6.1 on Amazon EC2. Xcode 16.1 (Build version 16B40) is installed. We use only console commands, as the GUI is not available. We use Cordova to add the iOS platform to the application. A private key, certificate, and provisioning profile have already been created and are located on the server. Could you please clarify: What commands are needed to configure the Keychain to use the certificate and provisioning profile? How can we build the application using xcodebuild? What are the steps to sign and submit the application to the App Store with minimal human interaction? Thank you in advance for your assistance!
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Feb ’25
.Net MAUI (Windows & Mac)
Hello, I have created a .NET MAUI application in Windows Visual Studio 2022. Also I have a MAC fully configured with latest Visual Studio for MAC and Xcode Installed. When pairing the MAC for windows machine I am able to run the simulators for various IPhone devices(as they are attached to MAC) but when I try to run for the MacCatalyst from my Windows machine it doesnt work. Is it possible to create a build for the MAUI application for MacCatalyst from my windows machine.The build should be created in my Windows folder directory.?
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Feb ’25
Error trying to publish .Net Maui app from VS2022
I just finished my first mobile app using .Net Maui. I have created all of the required certificatee, identifier, and profile in my Apple developer account and downloaded them to my MacAir. On my Windows machine I connect to my MacAir in VS2022 and build my release. Then I go to publish and I get this error: Cannot create an IOS archive 'AgentManagerMobile'. Process cannot be executed on XMA server. MessagingRemoteException: An error occurred on client Build1647067 while executing a reply for topic xvs/build/16.4.7067/execute-task/{AppName}/399e8ad002fWriteAppManifest ArgumentNullException: Value cannot be null. Parameter name: path2 What is parameter path2? Can anyone help with solving this? Thanks, Phill
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Feb ’25
HELP!! Newbie - Apple Connect API
Good day everyone. I am brand new to developing IOS applications and I am attempting to use Visual Studio .Net Maui with.net Core 8 to connect up my local device and debug my application. This is successful, however I am attempting to find a working example of using the google auth oAuth 2.0 API to validate a google user and return back to the application. I don't think this is that difficult however it appears that the callback is not being set up correctly in Google Auth API. Has anyone successfully done this with .net Maui and C# in Visual Studio 2022?
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Feb ’25
Simulator crash Exception Type: EXC_CRASH (SIGKILL) WatchDog: 0x8BADF00D
Hello, My app often crashes when I use simulators. I would like some help with reading the crash report that is generated. Especially with the part below Thread 0 Crashed. Based on other posts I understand that the 0x8BADF00D in the crash report is a WatchDog crash that basically says that WatchDog terminated the app because the main thread was blocked for a significant time. Many processes can block the main thread so it's hard to find out what it is in our specific case. Can someone help me reading through the crash report? Short_crash_report.txt Background information The application is Xamarin Native and I use Rider as an IDE. When I use Visual Studio, the simulators run just fine. No crash occurs while using my app on a device. The crash happens on multiple simulators with different OS versions. I already deleted XCode cache, erased content and settings of several simulators and deleted iOS DeviceSupport files.
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Feb ’25
disappointing responses from the apple developer team
I'm trying to reach apple developer team since last one month regarding my apple developer account enrolment process I have mailed to apple developer mail but not getting any response, after that I tried to reach them via support form but still I'm did not get any message or mail from the apple regarding my issue.
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Feb ’25
Additional Car Play Entitlements needed
Hello, Our current entitlements have the following additional capabilities in our team account. CarPlay Communications App CarPlay Messaging App CarPlay VoIP Calling App We need the following capabilities added or enabled in our team account. How do we go about enabling them? Required Entitlements Entitlement / Category com.apple.developer.carplay-audio / Audio com.apple.developer.carplay-communication / Communication com.apple.developer.carplay-charging / EV Charging`` com.apple.developer.carplay-maps / Navigation com.apple.developer.carplay-parking / Parking com.apple.developer.carplay-quick-ordering / Quick Food Ordering Thank you, Scott
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Feb ’25
Can't get Xcode Cloud to work
I have an app I am toying with and I am seeing the following error in github's Xcode automation from Apple. My other apps work fine fine in xcode cloud with the same project setup. Run scheme_list=$(xcodebuild -list -json | tr -d "\n") 2025-02-05 03:15:56.669 xcodebuild[2841:17672] Writing error result bundle to /var/folders/2s/h6hvv9ps03xgz_krkkstvq_r0000gn/T/ResultBundle_2025-05-02_03-15-0056.xcresult xcodebuild: error: Unable to read project 'Legacy Letters.xcodeproj'. Reason: The project ‘Legacy Letters’ cannot be opened because it is in a future Xcode project file format (70). Adjust the project format using a compatible version of Xcode to allow it to be opened by this version of Xcode. /opt/homebrew/Cellar/ruby@3.0/3.0.7/lib/ruby/3.0.0/json/common.rb:216:in `parse': 809: unexpected token at '' (JSON::ParserError) from /opt/homebrew/Cellar/ruby@3.0/3.0.7/lib/ruby/3.0.0/json/common.rb:216:in `parse' from -e:1:in `<main>'
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Feb ’25
Fatal Error in Swift Playground
Fatal Error in Swift Playground Description I'm experiencing a catastrophic error when importing Package Dependency in any Swift Playgrounds that has icon or name that caused the whole Playground won't work anymore with error messages below. I'm current running macOS Sequoia 15.3 (24D60) and Swift Playgrounds 4.6.1. They're all up-to-date. Reproduction Open Swift Playgrounds and and create a new project. Import a package dependency https://github.com/simibac/ConfettiSwiftUI.git Rename the project and add an icon Then you should able the reproduce the problem. I strongly believed that this is a serious bug. You'll find that Assets in the left column are disappeared and appeared Assets.xcassets, you're unable to reveal the Dependency in the column like the reference picture above. The whole Playground is destroyed now and unable to work anymore.
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Feb ’25
Not able to build an app after including framework/Static lib in the app
I have an app, which is depended on custom SDK. Custom SDK has dependencies, included all dependencies in Podspec and custom framework/static lib ios.vendored_frameworks. here I sample of my pod spec Pod::Spec.new do |s| s.name = "SDK" s.version = "1.0.1" s.summary = "SDK" s.source = { :git => "https://github.com/ABC/SDK.git", :tag => "v"+s.version.to_s } s.platform = :ios s.ios.deployment_target = '16.0' s.swift_version = '4.2' s.static_framework = true s.frameworks = 'Security' s.frameworks = 'CoreLocation' s.requires_arc = true s.module_name = 'SDK' s.library = 'z' s.default_subspec = 'Shared' s.subspec 'Shared' do |shared| shared.ios.vendored_frameworks = 'SDKLib.xcframework' shared.dependency 'CocoaAsyncSocket', '~> 7.4' shared.dependency 'CocoaHTTPServer' shared.dependency 'SocketRocket', '~> 0.6' shared.dependency 'QNNetDiag' shared.dependency 'SAMKeychain' shared.dependency 'AFNetworking/Reachability', '~> 4.0' shared.dependency 'AFNetworking/Serialization', '~> 4.0' shared.dependency 'AFNetworking/Security', '~> 4.0' shared.dependency 'AFNetworking/NSURLSession', '~> 4.0' shared.dependency 'CocoaMQTT' shared.dependency 'Starscream', '~> 4.0.8' shared.dependency 'TrustKit' shared.dependency 'Firebase/Analytics' end end below error I am getting while linking lib
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Feb ’25
ERROR: Unrecognized attribute string flag '?' in attribute string "T@"NSString",?,R,C" for property debugDescription
Hello, I'm seeing many errors like this in the Xcode debug console when I build and run my app: ERROR: Unrecognized attribute string flag '?' in attribute string "T@"NSString",?,R,C" for property debugDescription The app project makes heavy use of Logger(), and I suspect it is related to that logging in some way, but I haven't been able to narrow down the issue to specific log calls. I have Category, Subsystem and Timestamp enabled in the Xcode console, but none of those are displayed for this output. What causes this? Or how can I better narrow down the source?
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Feb ’25
dyld: Symbol not found ... certain MeshResource APIs on iOS 17.x
I submitted feedback as FB16463501 -- posting here for others to see, or maybe for Apple to share any help if there are workarounds, etc.: Targets below iOS 18.x fail to launch app due to dyld[xxxxx]: Symbol not found: errors when referencing: MeshResource.init(from:) async - https://developer.apple.com/documentation/realitykit/meshresource/init(from:)-b7hb i.e. dyld[61511]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE4fromACSayAD0C10DescriptorVG_tYaKcfC MeshResource.replace(with:) async - https://developer.apple.com/documentation/realitykit/meshresource/replace(with:)-8uvri i.e. dyld[78830]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE7replace4withyAcDE8ContentsV_tYaKF Targets tested that exhibit issue: (DYLD errors) Device: iOS 17.7.2, iPhone 14 Pro Max Simulator: iOS 17.5 (21F79), iPhone 15 System Information: macOS Version 15.3 (Build 24D60) Xcode 16.2 (23507) (Build 16C5032a) MRE -- include this code in your app: (no need to invoke, just reference) static func addOrUpdateEntityModel_MRE(_ entity: ModelEntity) async { let descriptor = MeshDescriptor(name: "MyDescriptor") do { if let modelComponent = entity.model { // update existing ModelComponent if let model = try? MeshResource.Model(id: "MyModelId", descriptors: [descriptor]) { var contents = MeshResource.Contents() contents.models = .init([model]) try await modelComponent.mesh.replace(with: contents) /// `dyld[78830]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE7replace4withyAcDE8ContentsV_tYaKF` } } else { //create new ModelComponent /// Comment-out the 2 lines below == dyld error for above `MeshResource.replace(with:)` let meshRes = try await MeshResource(from: [descriptor]) /// `dyld[61511]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE4fromACSayAD0C10DescriptorVG_tYaKcfC` entity.model = .init(mesh: meshRes, materials: [SimpleMaterial()]) } } catch { fatalError() } }
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Feb ’25
Unable to rename the Swift Playground or add an icon when package dependencies is imported
I'm unable to rename my Swift Playground or add/change the app icon when I imported a package dependency after upgraded my Swift Playgrounds App to the newest version. Every time I tried to do that, the whole project will be destroyed and showed error message below. I wonder if anyone have same experience with me or someone can tell me the solution, it terrifies me and I'm worried that I'll be unable to submit my project on time because of that.
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Feb ’25
Cannot find "renamed.swift" in scope
I use xcode to rename a view in my project. It renamed the file, the struct, and all related items. However; since doing that my xcode cloud workflow fails, indicating that the it cannot find it in scope. I have confirmed that the file shows up in my BuildPhases - Compile Sources. I have confirmed it exists in my git repo, but Xcode Cloud still fails to find it in scope. I have confirmed it shows up in the correct Target Membership. I even tried removing it from the BuildPhases and re-adding it. How can I resolve this issue? Is there something else I can look at? btw, application builds fine locally on my machine.
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Feb ’25
How to set Reality Composer Pro Entity/Anchor Transform/Position? iOS
I am at a loss. I have looked at examples, and I have used chat/cursor. I cannot figure out how to target the transform/position of a Reality Composer Pro project when adding it to an ARView in iOS. I have a test red sphere working perfectly for raycast positioning. When I pass the same variables (tested with print out) to the Entity or Anchor position/transform nothing changes. It seems that, no matter what, the content of the Reality Composer Pro project is placed where the camera view initialized. How do I actually interact with its position? I just want to be able to tap the screen and place the RCP wherever I want.
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Feb ’25