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Support in-app purchases and interactions with the App Store using StoreKit.

StoreKit Documentation

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can not verify receipt
I have three questions about verify receipt I use this api (https://buy.itunes.apple.com/verifyReceipt)to verify receipt is success or not. But since last month, this interface has started to return an error(21002). I see this document (https://developer.apple.com/documentation/appstorereceipts/verifyreceipt) say its Deprecated. My question is, is the error suddenly returned recently because the interface has been deprecated or for some other reason? (I haven't modified my code about this recently) I can not understand this document: (https://developer.apple.com/documentation/appstorereceipts/validating_receipts_on_the_device) Does this mean that in the new version, as long as the app returns a payment success (purchaseDetails.status == PurchaseStatus.purchased), the payment is guaranteed to be successful, and my server does not need to request payment result verification from Apple's server? I try to use this (https://github.com/apple/app-store-server-library-java) to get TransactionInfo, but I dont konw to get Transaction status to know is success or not. my java server code : AppStoreServerAPIClient client = new AppStoreServerAPIClient(encodedKey, keyId, issuerId, bundleId, environment); TransactionInfoResponse response = client.getTransactionInfo(transactionId); (bug i can note get transaction status, how do i konw this Transaction is success or not)
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153
Sep ’25
Unknown Error when Trying to Add New Offer Codes
Hi there! Whenever I try to add a new Offer Code for my app's subscription, I get an unknown error. When I get to the last step of the "Create Offer for Codes" flow, I get an error that error reads "An error has occurred. Try again later." I have been getting this same error for over a week now, so any help figuring out how to add new offer codes would be greatly appreciated!
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630
Dec ’25
Not able to renew membership
You can still renew your membership within the next 8 days and your apps will remain available on the App Store during this time. Open the Apple Developer app on your iPhone, iPad, or Mac. Sign in to your account, tap/click Renew, and follow the prompts. I'm getting this message but renew button is not visible in Developer App or on website. How to to renew?
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795
Oct ’25
Business model change confusion: premium -> freemium (originalAppVersion)
Hi 👋! I want to switch the business model in my app from premium to freemium and do it gracefully for existing users. Essentially, I wish to provide newly-paywalled content for free to existing paid users (people who bought the original app). It seems clear that I should be using appTransaction's originalAppVersion property to check against purchases made in a previous version of the app, per the documentation. However, there seems to be broad confusion over whether originalAppVersion returns the version number or the build number and how to test for it. Examples of confusion can be found here, here and here. This lack of clarity seems especially dangerous due to the difficulty in testing these values. In the sandbox originalAppVersion returns 1.0 by default, so whether you design for version number or build number, you'll always return a positive as long as your value is more than 1. There is a real risk to unknowingly either never identify previous premium users or accidentally identify everyone as premium (essentially giving away your app for free). For example, my app's current version number is 1.4.0 and build number is 18, so 1.4.0 (18). As this is a major change, for this new update I might as well go for version number 2.0.0, and let's say I release the app with build number 5, so 2.0.0 (5). If I expect originalAppVersion to return the version number, I would match it against 2, because anything before 2.0.0 needs to be marked as premium. However, if I expect the build number, I should check against 19 and respectively bump up my build number: 5 -> 19. In the standard version/build "v.v.v (b)" format, does originalAppVersion return app version or app build? If it indeed does return build, and not version, I guess I'll start all of my future build numbers from 100 just in case: 2.0.0 (100). The only way I imagine I can test this is to print the value on the visual interface in a live version of the app, and ask a random user 🤷‍♂️.
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355
Mar ’25
Sandbox apple in app purchases not working
Received error that does not have a corresponding StoreKit Error: Error Domain=AMSErrorDomain Code=305 "Purchase Failed Server canceled the purchase More details: Error Domain=AMSErrorDomain Code=305 "Purchase Failed Server canceled the purchase" UserInfo={AMSFailureReason=Server canceled the purchase, AMSURL=https://sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy?guid=00008110-000A4DC10E51401E, AMSDescription=Purchase Failed, AMSStatusCode=200, AMSServerPayload={ "cancel-purchase-batch" = 1; customerMessage = "Unable to process your request."; dialog = { defaultButton = ok; explanation = "Please try again later.\n\n[Environment: Sandbox]"; initialCheckboxValue = 1; isFree = 1; "m-allowed" = 0; message = "Unable to process your request."; okButtonString = OK; }; failureType = ""; "m-allowed" = 0; metrics = { actionUrl = "sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy"; asnState = 0; dialogId = "MZCommerce.SystemError"; eventType = dialog; message = "Unable to process your re"; mtEventTime = "2025-07-28 12:34:22 Etc/GMT"; mtTopic = "xp_its_main"; options = ( OK ); }; pings = ( ); }, NSDebugDescription=Purchase Failed Server canceled the purchase} Received error that does not have a corresponding StoreKit Error: Error Domain=ASDErrorDomain Code=500 "(null)" UserInfo={client-environment-type=Sandbox, storefront-country-code=IND, NSUnderlyingError=0x1276116e0 {Error Domain=AMSErrorDomain Code=305 "Purchase Failed Server canceled the purchase" UserInfo={AMSFailureReason=Server canceled the purchase, AMSURL=https://sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy?guid=00008110-000A4DC10E51401E, AMSDescription=Purchase Failed, AMSStatusCode=200, AMSServerPayload={ "cancel-purchase-batch" = 1; customerMessage = "Unable to process your request."; dialog = { defaultButton = ok; explanation = "Please try again later.\n\n[Environment: Sandbox]"; initialCheckboxValue = 1; isFree = 1; "m-allowed" = 0; message = "Unable to process your request."; okButtonString = OK; }; failureType = ""; "m-allowed" = 0; metrics = { actionUrl = "sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy"; asnState = 0; dialogId = "MZCommerce.SystemError"; eventType = dialog; message = "Unable to process your re"; mtEventTime = "2025-07-28 12:34:22 Etc/GMT"; mtTopic = "xp_its_main"; options = ( OK ); }; pings = ( ); }, NSDebugDescription=Purchase Failed Server canceled the purchase}}} Purchase did not return a transaction: Error Domain=ASDErrorDomain Code=500 "(null)" UserInfo={client-environment-type=Sandbox, storefront-country-code=IND, NSUnderlyingError=0x1276116e0 {Error Domain=AMSErrorDomain Code=305 "Purchase Failed Server canceled the purchase" UserInfo={AMSFailureReason=Server canceled the purchase, AMSURL=https://sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy?guid=00008110-000A4DC10E51401E, AMSDescription=Purchase Failed, AMSStatusCode=200, AMSServerPayload={ "cancel-purchase-batch" = 1; customerMessage = "Unable to process your request."; dialog = { defaultButton = ok; explanation = "Please try again later.\n\n[Environment: Sandbox]"; initialCheckboxValue = 1; isFree = 1; "m-allowed" = 0; message = "Unable to process your request."; okButtonString = OK; }; failureType = ""; "m-allowed" = 0; metrics = { actionUrl = "sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy"; asnState = 0; dialogId = "MZCommerce.SystemError"; eventType = dialog; message = "Unable to process your re"; mtEventTime = "2025-07-28 12:34:22 Etc/GMT"; mtTopic = "xp_its_main"; options = ( OK ); }; pings = ( ); }, NSDebugDescription=Purchase Failed Server canceled the purchase}}}
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223
Jul ’25
StoreKit doesn't always work correctly in sandbox environment
There is an issue with StoreKit. The line let products = try await StoreKit.Product.products(for: ids) doesn't always work correctly. Sometimes it returns an array with the correct data, and sometimes it returns an empty array. I'm passing the correct ids to products(for:). This problem only occurs when using the sandbox environment (in TestFlight builds). In the App Store version, everything works fine. StoreKit configuration is none. All IAPs are approved. Everything was working fine before this. The problem was discovered on May 1, 2025.
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526
May ’25
In-app purchase for auto-renewals subscription for sandbox
Dear Apple Support Team, We are currently implementing auto-renewable subscriptions in our iOS app and are testing the integration using the sandbox environment. On the iOS app side, the in-app purchase flow completes successfully and displays a "Purchase Successful" message. However, we are not receiving any server notification callbacks on our configured App Store Server Notifications (Sandbox) webhook URL. For your reference, the webhook URL we have set in App Store Connect (Sandbox) is: https://9c0f-182-79-123-254.ngrok-free.app/ios/webhook Despite successfully completing a subscription purchase in the sandbox, there is no evidence that the webhook is being triggered. We would appreciate your guidance in resolving this issue or confirming if there are any additional configurations or steps required on our end.
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222
May ’25
IOS IAP initialization failed: NoProductsAvailable - No Product returned from store but this app works on Android and google play store
works perfectly on android but doesn't work at all on IOS and i have used the same bundle id and product ids on both stores. The error that i get on IOS is : "IAP initialization failed: NoProductsAvailable - No Product returned from store" Here are the things that i've done: Created an App ID on the apple developer portal with the correct capabilities I have enabled the correct capabilities on the xcode project Unity Framework is embed and signed, Storekit (do not embed) In singin and capabilities in-app purchases is there I am using testflight to submit the app with a distribution certificate that appears to be valid I've checked the the bundle identifier and it's the same everywhere (unity project, xcode project, App ID) All of the products are cleared for sale and are in the status "ready to submit" I always uninstall the old app version before testing the new one My banking updates are still processing does this effect TestFlight IAP Paid Apps Agreement is in Pending User Info state does this effect also I still haven't filled out the tax forms, so I'm wondering if I need to complete them before my app's in-app purchases (IAPs) work in TestFlight.
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473
Apr ’25
Storekit2 equivalent of SKPaymentTransactionObserver
We have implementend Storekit 2 in our app, for one time purchases and subscriptions, so it is iOS15 and higher only. Everything works fine, but now we want to add App Store promotions for our IAP's. That doesn't work because the App requires the app to implement SKPaymentTransactionObserver How to Promote Your In-App Purchases Make sure your app supports a delegate method in SKPaymentTransactionObserver. You can choose to customize which promoted in-app purchases a user sees on a specific device by implementing SKProductStorePromotionController. The problem is that this observer is part of the original Storekit API and not of the new one. What can we do to make this work with the new Storekit 2 API?
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2.3k
Feb ’25
Purchase Intent does not work when app has been launched
I'm implementing PurchaseIntent.intents for App Store in-app purchase promotions, following Apple's WWDC guidance. The API only works on cold launch (killed→launch), but fails on background→foreground transitions, making App Store promotions unusable. Sample code as followed from WWDC23 video "What's new in StoreKit 2 and StoreKit Testing in Xcode". In the StoreKitManager observable class, I have this function which is initialized in a listening task: func listenForPurchaseIntent() -> Task<Void, Error> { return Task { [weak self] in for await purchase in PurchaseIntent.intents { guard let self else { continue } let product = purchase.product await self.purchaseProduct(product) } } } where purchaseProduct() will perform the call to: try await product.purchase() ISSUE: When the app is in background (after previously launched), and the purchase intent is initiated from Xcode Transaction Manager or using the "itms-services://?action=purchaseIntent" method, the system foregrounds my app but the purchase intent is never delivered to the waiting listener. The intent remains queued until the next cold launch (quit app and relaunch app). This could mean that if a user has installed the app, and has run the app, then tapped the promotional IAP from the App Store, the purchase intent will not show up until the next cold launch. If the app is in quit state, then the system will foreground the app, and purchase intent is delivered correctly. STEPS TO REPRODUCE Launch app (listener starts in StoreKitManager.init()) Background app Add purchase intent via Xcode Transaction Manager Foreground app Result: No purchase sheet appears, no intent delivered Workaround attempts: Using this either in a view or the main app: func checkForPurchaseIntents() async { for await purchaseIntent in PurchaseIntent.intents { await storeKit.purchaseProduct(purchaseIntent.product) } } Applied to .onChange(of: scenePhase) - Doesn't work, nothing happens. Using UIApplication.willEnterForegroundNotification - Only works on the first time the app goes from background to foreground when purchase intent is sent. Doesn't work on second time or third time. • Attempting to creating fresh listening task on each foreground - Does not work. The question is: How are we supposed to implement the PurchaseIntent API? I have checked Apple sample projects like BackyardBirds, and sample projects from WWDC on StoreKit 2 but they never implemented Purchase Intent.
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145
1w
Incorrect storefront country code
Both the legacy StoreKit API and the new StoreKit 2 API return the incorrect storefront countryCode. My actual Apple ID region is Germany, and my Sandbox test user is set to France, yet the SDK consistently returns USA. Expected Results: The returned storefront countryCode should reflect the correct region - sandbox user region if signed in and real user region if not signed in with sandbox). Actual Results: Returned country code is USA with both SKPaymentQueue.default().storefront?.countryCode and await Storefront.current?.countryCode. Signing out/in, device reboot and even reset do not help, I'm stuck with USA storefront.
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303
Oct ’25
Landscape safe area is incorrect when presenting SKStoreProductViewController
Hi. If the app is in landscape only and when the SKStoreProductViewController is presented, the safeArea changes to what looks like a portrait mode safe area. When the SKStoreProductViewController is dismissed, the safeArea does NOT revert back to the original values. Is there a way to force the safeArea to "reset"? I've submitted some bug tickets through Apple Feedback but I haven't received any response about it. The below code will pop up the SKStoreProductViewController and if you have a UIView that is constrained to the safe area, then you can visibly notice that the safe area is changed and doesn't go back. I have tested this on iPhone 14 Pro, iPhone 15, and iPhone 16 Pro and in the Simulators. The incorrect behavior happens on those and probably more. Thanks. #import "ViewController.h" #import &amp;lt;StoreKit/StoreKit.h&amp;gt; @interface ViewController () @property (nonatomic, strong) SKStoreProductViewController *productViewController; @end @implementation ViewController - (IBAction)buttonTapped:(id)sender { self.productViewController = [[SKStoreProductViewController alloc] init]; NSDictionary *parameters = @{ @"id" : @"6443575749" }; [self.productViewController loadProductWithParameters:parameters completionBlock:^(BOOL result, NSError * _Nullable error) { [self presentViewController:self.productViewController animated:YES completion:^{ // presented // The panel that is constraint to the safe area visibly shows that the safe area is no longer correct. }]; }]; } @end
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716
May ’25
expire test subscription immediately?
is there a way to make a test subscription in-app purchase expire immediately, for faster testing? it seems exceedingly complicated to test subscriptions if we have to a) wait until the next day for expiry, or b) keep on creating new apple ids to get into a fully unsubscribed state? it is still kind of madness testing this stuff, after all the years it has been available.
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164
Dec ’25
Transaction ID Misassociation in IAP Subscription API
Dear Apple Support Team, Hello! I am currently developing the in-app subscription functionality using Apple IAP API and have encountered a serious technical issue while processing subscription data. I would like to report this issue to you. Issue Description: When calling the subscription API endpoint, the same OriginalTransactionId returns inconsistent results. Specifically, a particular transaction ID (let's call it TransactionId_A) should belong to the subscription order with OriginalTransactionId_A, but it is currently incorrectly associated with OriginalTransactionId_B. This issue severely affects our ability to accurately manage and process subscription data. Here are the relevant log details for your reference: API Endpoint Requested: https://api.storekit.itunes.apple.com/inApps/v1/subscriptions/{TransactionId_A} (Note: The link is a placeholder for the actual API endpoint.) Log Information on February 21, 2025, at 09:40:09: { "AppAccountToken": "{AppAccountToken}", "BundleId": "{BundleId}", "Currency": "CNY", "Environment": "Production", "ExpiresDate": {ExpiresDate}, "InAppOwnershipType": "PURCHASED", "IsUpgraded": false, "OfferDiscountType": "", "OfferIdentifier": "", "OfferType": 0, "OriginalPurchaseDate": {OriginalPurchaseDate}, "OriginalTransactionId": "{OriginalTransactionId_A}", "Price": {Price}, "ProductId": "{ProductId}", "PurchaseDate": {PurchaseDate}, "Quantity": 1, "RevocationDate": 0, "RevocationReason": 0, "SignedDate": {SignedDate}, "Storefront": "CHN", "StorefrontId": {StorefrontId}, "SubscriptionGroupIdentifier": "{SubscriptionGroupIdentifier}", "TransactionId": "{TransactionId_A}", "TransactionReason": "PURCHASE", "Type": "Auto-Renewable Subscription", "WebOrderLineItemId": "{WebOrderLineItemId}" } Log Information on March 21, 2025, at 09:38:49: { "AppAccountToken": "{AppAccountToken}", "BundleId": "{BundleId}", "Currency": "CNY", "Environment": "Production", "ExpiresDate": {ExpiresDate}, "InAppOwnershipType": "PURCHASED", "IsUpgraded": false, "OfferDiscountType": "", "OfferIdentifier": "", "OfferType": 0, "OriginalPurchaseDate": {OriginalPurchaseDate}, "OriginalTransactionId": "{OriginalTransactionId_B}", "Price": {Price}, "ProductId": "{ProductId}", "PurchaseDate": {PurchaseDate}, "Quantity": 1, "RevocationDate": 0, "RevocationReason": 0, "SignedDate": {SignedDate}, "Storefront": "CHN", "StorefrontId": {StorefrontId}, "SubscriptionGroupIdentifier": "{SubscriptionGroupIdentifier}", "TransactionId": "{TransactionId_A}", "TransactionReason": "PURCHASE", "Type": "Auto-Renewable Subscription", "WebOrderLineItemId": "{WebOrderLineItemId}" } From the above logs, it is evident that the same transaction (TransactionId_A) returns different OriginalTransactionId values at different times, which is clearly not expected and severely impacts our ability to correctly process and manage subscription data. I hope you can address and investigate this issue as soon as possible. If you need any further information or assistance, please feel free to contact me. Thank you for your support! Best regards!
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415
Mar ’25
How to switch in-app-purchases from sandbox to production?
Hello all, I am new to implementing payments in an app, and thus completely at sea here. I have created a small app that I have set a one-time (non-consumable) payment for a premium version. In the Xcode simulator (on all platforms) and on any physical test devices I have tried, the payment works as expected. I have a sandbox account and various test accounts, both dummy and actual real accounts (friends and family). Everywhere everything works perfectly fine. Yet, when I submit for review I get a rejection with this contents: We found that your in-app purchase products exhibited one or more bugs which create a poor user experience. Specifically, the app still failed to load the in-app purchase. Please review the details and resources below and complete the next steps. Review device details: Device type: iPad Air (5th generation) OS version: iPadOS 18.6 Next Steps When validating receipts on your server, your server needs to be able to handle a production-signed app getting its receipts from Apple’s test environment. The recommended approach is for your production server to always validate receipts against the production App Store first. If validation fails with the error code "Sandbox receipt used in production," you should validate against the test environment instead. Additionally, note that the Account Holder must accept the Paid Apps Agreement in the Business section of App Store Connect before paid in-app purchases will function. Resources Learn how to set up and test in-app purchase products in >the sandbox environment. Learn more about validating receipts with the App Store. Steps I have done: I have signed all agreements and all bank account details are in order. Everything in the In-app-purchases section of the AppStoreConnect in an Active state. I have triple checked that the configuration of the in-app purchases is correct (product IDs, amounts, etc.) I have created test accounts and tested in sandbox What I don't understand from the reviewer's response is what receipts validation are they talking about? I have no payment servers (the whole concept of using Apple's in-app-purchases service is to not have to deal with my own payment implementation). The StoreKit documentation specifically reads: For each transaction that represents a current purchase, your app delivers the purchased products. To validate purchases, you can verify transactions on your server, or rely on StoreKit’s verification. So now I am confused. The reviewer's response is so vague, and so completely deprived of details that I have no idea what to do... Does the problem concern the product purchase trigger and the that in production environment it does not trigger? Is it that I haven't implemented a receipt validation? Do I need to? Although the documentation mentions that it can be done by StoreKit, I couldn't find anything concerning how to do it :( Can someone give me a hand please? Cheers, Alex
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263
Oct ’25
StoreKit2: appAccountToken in purchase() always returns first value instead of updated UUID
Hello, I’m experiencing an issue with StoreKit 2 when passing a new appAccountToken for each purchase request. Case-ID: 15948169 (for DTS reference) Description of the Problem When initiating a purchase, I generate a new UUID to use as the appAccountToken: let serverTransactionId = UUID() let options: Set<Product.PurchaseOption> = [ .appAccountToken(serverTransactionId) ] let result = try await product.purchase(options: options) Expected Behavior: Each new purchase should return the updated appAccountToken that I pass into the purchase options. Actual Behavior: The payload response after success always contains the same appAccountToken from the very first transaction. It ignores subsequent UUIDs I pass and keeps reusing the original one. This causes issues because the same identifier is being reused across multiple transactions, making it difficult to map purchases to the correct user session. Steps to Reproduce Generate a fresh UUID using UUID(). Pass it as .appAccountToken when calling purchase(). Complete the transaction in the sandbox environment. Inspect the payload response → The appAccountToken value is always the same as the first one used, not the newly provided one. Additional Info I do have a focused test project that reproduces this issue. The issue appears specific to appAccountToken persistence across multiple transactions. Has anyone else experienced this behavior with StoreKit 2? Is this expected (Apple caching the first token) or could this be a bug?
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316
Nov ’25
StoreKit2, IAP not instantly shared with Family
Hey folks! In one of our apps we're using the FamilyControls framework to manage the screentime for the child. The app requires the Guardian to activate a subscription on his/her device to enable the functionality for the Child on the child device. We're currently using StoreKit 2 to get notified when there is an active subscription. The issue we're seeing (and our users) is that an activated subscription isn't instantly propagated to the Family members, in this case the device belonging to the child. Is this a known bug, and are the possible any workarounds? Currently we have to ask our users to "Restore Purchase" or wait minutes/hours for the app to active, which isn't a viable solution. We want it to "just work" :) Sincerely, César Pinto Castillo Ambi Studio
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108
May ’25
My iOS application cannot connect to the Sandbox environment.
I am testing the subscription flow in my iOS app. Initially, everything was working fine when following the official StoreKit and sandbox testing documentation. After a successful subscription, the “You’re all set” popup always displayed the environment as “sandbox.” However, after some changes, possibly upgrading macOS to the latest version, upgrading Xcode, or regenerating certificates, I can no longer connect to the sandbox testing environment. The subscription success popup now always shows the environment as “xcode.” By default, the iOS app should run in the sandbox on macOS, so I didn’t set the “Enable App Sandbox” option to “Yes” in the Xcode build settings. When I try enabling it, Xcode throws the following error: “Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.n3J0tr/extracted/Payload/XXXX.app : 0xe8008015 (A valid provisioning profile for this executable was not found.) Please ensure that your app is signed by a valid provisioning profile.” Additionally, if “Enable App Sandbox” is set to “No,” the app installs successfully on a real device, but there is no prompt to trust an untrusted developer certificate, which usually appears for such certificates. I’m not sure if this information will be useful to others, but I’ve been stuck on this issue for a while, and it’s preventing me from moving forward with my work. Any help to resolve this would be greatly appreciated. Thank you!
3
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337
Feb ’25