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On-demand resource exporting?
I'm a newbie to on-demand resources and I feel like I'm missing something very obvious. I've successfully tagged and set up ODR in my Xcode project, but now I want to upload the assets to my own server so I can retrieve them from within the app, and I can't figure out how to export the files I need. I'm following the ODR Guide and I'm stuck at Step #4, after I've selected my archive in the Archives window it says to "Click the Export button", but this is what I see: As shown in the screenshot, there is no export button visible. I have tried different approaches, including distributing to appstore connect, and doing a local development release. The best I've been able to do is find a .assetpack folder inside the archive package through the finder, but uploading that, or the asset.car inside it, just gives me a "cannot parse response" error from the ODR loading code. I've verified I uploaded those to the correct URL. Can anyone walk me through how to save out the file(s) I need, in a form I can just upload to my server? Thanks, Pete
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110
May ’25
Best replacement for MCL
So, as we found out from WWDC, the migration to Apple Silicon is inevitable. Does anyone have a good recommendation for a replacement for Macintosh Common Lisp on Apple Silicon? I was using it back in the MPW days and struggling to keep the Lisp code working, but Apple Silicon has thrown a money wrench at it! Thanks in advance for any advice on any available Apple Silicon Lisp development tools!
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141
Jul ’25
SwiftMacros Not able to access of main project XCTest File.
I have developed a Swift macro called @CodableInit in the SwiftCodableMacro module, and I’m able to use it successfully in my main project. Here’s an example usage: import SwiftCodableMacro @CodableInit // This is for Codable macros public class ErrorMonitoringWebPlugin { public var identifier: UUID = UUID() // MARK: - Codable required public init(from decoder:Decoder) throws { let values = try decoder.container(keyedBy: CodingKeys.self) identifier = try values.decode(UUID.self, forKey: .identifier) } } However, when I try to write a unit test for the ErrorMonitoringWebPlugin class, I encounter an issue. Here's the test case: func testCodableSubjectIdentifierShouldEqualDecodedSubjectIdentifier() { self.measure { let encoder = JSONEncoder() let data = try? encoder.encode(subject) //Here I am getting this error Class 'JSONEncoder' requires that 'ErrorMonitoringWebPlugin' conform to 'Encodable' let decoder = JSONDecoder() let decodedSubject = try? decoder.decode(ErrorMonitoringWebPlugin.self, from: data!) XCTAssertEqual(subject.identifier, decodedSubject?.identifier) } } The compiler throws an error saying: Class 'JSONEncoder' requires that 'ErrorMonitoringWebPlugin' conform to 'Encodable' Even though the @CodableInit macro is supposed to generate conformance, it seems that this macro-generated code is not visible or active inside the test target. How can I ensure that the @CodableInit macro (from SwiftCodableMacro) is correctly applied and recognized within the XCTest target of my main project?
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103
Jun ’25
Installer JS warning when try to read the version from /var/db/receipts folder
Hi, I am using Installer JS in Distrtibution file which is created using productbuild command. I am trying to read the installed version of app from the plist file present in the /var/db/receipts folder. It gives the following warning. If I enable the flag , notarization will fail. FJS: Package Authoring Error: access to path "/var/db/receipts/com.xxx.xxx.plist" requires Following is the function I have used to read the installed version. system.files.plistAtPath() I have also tried the following function to read the version from .app file. system.files.bundleAtPath Both the functions give the warning. Is there are a way to avoid this warning or a better way to read the installed version? Regards Prema Kumar
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140
Dec ’25
[REQUEST] for a tool/method/guidance how to create privacy manifest (PrivacyInfo.xcprivacy) when you don't have Xcode/mac
Hello, PrivacyInfo.xcprivacy Is primordial and without it the app is rejected from the Store I believe. All 5 ressources I had found related to it, mention XCODE, or explain how to add the code to langages that I don't use (Switf i think?) etc. I am building the app thought CI/CD, so prior to building it the app does not have privacy manifest and there is not way to generate it automatically without xcode it seems. My app is written in Flutter prior to becoming an iOS app. I am seeking for a method to do that. Thanks.
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159
Sep ’25
[Unreal Engine] File missing if packaged with command line
Hello! I am trying to automate iOS builds for my Unreal Engine game using Unreal Automation Tool, but I cannot produce a functionnal build with it, while packaging from XCode works perfectly. I have tracked down the issue to a missing file. I'm using the Firebase SDK that requires a GoogleService-Info.plist file. I have copied this file at the root of my project, as the Firebase documentation suggests. I have not taken any manual action to specify that this file needs to be included in the packaged app. The Firebase code checks the existence of this file using NSString* Path = [[NSBundle mainBundle] pathForResource: @“GoogleService-Info” ofType: @“plist”]; return Path != nil; If I package my app from XCode using Product -> Archive, this test returns true and the SDK is properly initialized. If I package my app using Unreal Engine's RunUAT.sh BuildCookRun, this test returns false and the SDK fails to initialize (and actually crashes upon trying). I have tried several Unreal Engine tricks to include my file, like setting it as a RuntimeDependecies in my projects Build.cs file. Which enables Unreal Engine code to find it, but not this direct call to NSBundle. I would like to know either how to tell Unreal Engine to include files at the root of the app bundle, or what XCode does to automatically include this file and is there a way to script it? I can provide both versions .xcarchive if needed. Thanks!
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167
Sep ’25
Side loading an app
We have a .ipa file that we need to side load on iPhone via USB connected to a MAC. IPA file will be on MAC. We can't use enterprise license. We have a business use case where we need to side load the app. Any way to do that or can be reach apple support for this? Please help. Note: The iPhones attached will not have the Apple ID logged in. There are companies who are side loading the app for business purpose on the customers phone.
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109
Jun ’25
Running tests on multiple simulators and local mock servers
Hello, I have a question about running tests on multiple simulators. Currently, my company has a WDIO+Appium test suite with XCUITEST driver that runs on a single simulator through a mockttp proxy (we are intercepting and mocking some of the responses from our APIs and pass through the rest). In order to route the traffic we are currently using 'networksetup -setsecurewebproxy '. Everything works as expected. With growing number of tests we'd like to scale number of simulators on a single host to 3-5. We have a working setup but the problem are system-wide proxy settings routing traffic from multiple simulators, which we can't distinguish by UDID or any other means, we know of. We can spin multiple mock servers on the same machine but we are struggling to find the way to route the traffic on a simulator basis. In the end, both options are viable: 1 mock server running for multiple simulators N number of mock servers for N number of simulators Has anyone had the same/similar problem? How to approach this? We are currently running on Sequoia OSX and platform version 18.6. Thanks!
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408
Feb ’26
Inconsistent results involving code signatures and bundles
I admit I am doing something unusual, and I would not be surprised if it didn't work. I am surprised, however, because after performing the equivalent operations on four bundles, all of the bundles work fine on macOS 15.6.1, but only two of them work on macOS 26.1 (beta 2). I don't know what causes the different outcomes. What I am trying to do is get Java to pass the macOS 26 AppKit UI SDK linkage checking without having to rebuild the JDK using Xcode 26. Rebuilding works for the latest SDK, but it is very inconvenient and may not work for older JDKs. It usually takes a while before the JDK build team successfully transitions to a new Xcode release. My approach is to use vtool to update the sdk version in the LC_BUILD_VERSION load command of $JAVA_HOME/bin/java, which is the launching executable for the JDK. I performed this operation on four JDKs: 25, 21, 17, and 11. (I ran vtool on macOS 15.) It was completely successful on JDK 25 and 21. The JDK launches correctly on macOS 15 and macOS 26. On macOS 26, AppKit uses the new UI, which is the desired outcome. The JDK runs despite that fact that I signed the modified $JAVA_HOME/bin/java with my developer ID, which is inconsistent with the JDK bundle signature. (Redoing the bundle signing is part of the JDK build process; if that were necessary, I would stick with rebuilding the JDK.) The operation was not successful on JDK 17 and 11. I noticed two problems, which are not obviously related. When vtool created the new version of the java program, it lost the tool definition. $ vtool -show-build-version java java: Load command 10 cmd LC_BUILD_VERSION cmdsize 32 platform MACOS minos 11.0 sdk 11.1 ntools 1 tool LD version 609.8 $ vtool -set-build-version 1 10.0 26.0 -output a.out java /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/vtool warning: code signature will be invalid for a.out $ vtool -show-build-version a.out a.out: Load command 22 cmd LC_BUILD_VERSION cmdsize 24 platform MACOS minos 10.0 sdk 26.0 ntools 0 Adding back the tool definition didn't seem to matter. When I try to run the revised executable (in the context of the JDK bundle), it works on macOS 15, but on macOS 26, it is rejected as damaged. If I run the revised executable outside the JDK bundle, it runs (but fails because it can't find the rest of the JDK, which is expected). In all cases, GateKeeper rejects the revised executable because it has not been notarized, but that doesn't seem to stop the program from executing.
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Oct ’25
iOS app shows black screen on TestFlight launch - no crash logs (Flutter, iOS 26)
Hello, I'm experiencing a critical issue with my Flutter iOS app on TestFlight where the app shows a completely black screen immediately after launch. The app does NOT crash (no .ips logs in iOS Settings → Analytics & Improvements), but Flutter Engine appears not to start at all. The same code runs perfectly on Android. PROJECT INFO: App Name: CNC AI Assistant Bundle ID: com.beratech.cncassistant Team ID: 958PPWZD27 Provisioning Profile UUID: 8122ca65-b15f-4daa-b0d2-1da5409c6859 Build CI: Codemagic Flutter Version: 3.41.5 iOS Deployment Target: 14.0 Test Device: iPad15,3 running iOS 26.x ISSUE BEHAVIOR: Build succeeds on Codemagic without errors IPA is signed with valid distribution certificate TestFlight processes and accepts the build Tester downloads/updates from TestFlight successfully App opens → completely BLACK SCREEN immediately LaunchScreen.storyboard does not appear App does not auto-close (must be manually killed) NO crash logs generated in iOS Settings Same exact codebase works on Android (Google Play Internal Testing) DEBUGGING ALREADY ATTEMPTED: Replaced main.dart with MINIMAL code (only Firebase init + single Scaffold with white background and Text widget) - still black screen Removed flutter_secure_storage package (had a known iOS 26 keychain init crash) - still black screen Updated IPHONEOS_DEPLOYMENT_TARGET from 13.0 to 14.0 in pbxproj to match Podfile platform - still black screen Tried both empty entitlements and entitlements matching the provisioning profile (com.apple.developer.applesignin + keychain-access-groups) - still black screen Verified GoogleService-Info.plist is registered in pbxproj Verified LaunchScreen.storyboard exists and is valid Verified Info.plist has UILaunchStoryboardName = LaunchScreen and ITSAppUsesNonExemptEncryption = false AppDelegate.swift contains only GeneratedPluginRegistrant.register PROVISIONING PROFILE ENTITLEMENTS: application-identifier: 958PPWZD27.com.beratech.cncassistant com.apple.developer.applesignin: Default keychain-access-groups: 958PPWZD27.*, com.apple.token com.apple.developer.team-identifier: 958PPWZD27 get-task-allow: false (production) INSTALLED PLUGINS (from GeneratedPluginRegistrant.m): firebase_auth, firebase_core, firebase_storage, cloud_firestore purchases_flutter, purchases_ui_flutter (RevenueCat) sign_in_with_apple, google_sign_in_ios shared_preferences_foundation, path_provider_foundation webview_flutter_wkwebview, video_player_avfoundation url_launcher_ios, image_picker_ios, file_picker permission_handler_apple, package_info_plus, device_info_plus app_links, open_filex QUESTIONS: What could cause a Flutter iOS app to silently fail to launch on iOS 26 with no crash logs? Is there a known incompatibility between iOS 26 and certain entitlement configurations? Could there be a mismatch issue between the provisioning profile entitlements and the app's actual entitlements that causes silent termination on iOS 26 specifically? How can I obtain detailed launch/crash logs from the test device when no .ips file is generated? (sysdiagnose only shows system services like BackgroundShortcutRunner, not my app) Are there any iOS 26-specific changes related to TestFlight builds or Flutter Engine initialization that I should be aware of? I have full access to: Complete pbxproj Info.plist, Runner.entitlements, Release.entitlements Codemagic build logs Generated IPA file Provisioning profile (.mobileprovision) Screenshots of black screen on test device Any guidance on diagnostic next steps or known iOS 26 issues would be greatly appreciated. Thank you in advance.
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2w
Xcode Cloud - Base Configuration Reference
Hello, I'm building this mobile app using Quasar - Capacitor on iOS. The app is working perfectly, but I'm encountering an issue whenever I push the rep I get this error: "Error Unable to open base configuration reference file '/Volumes/workspace/repository/ios/App/Pods/Target Support Files/Pods-App/Pods-App.release.xcconfig'. App.xcodeproj:1" I've tried every possible solution and made sure that everything is set perfectly. Can anyone please help me with that? Thanks in advance, appreciate you 🫶🏻
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189
Oct ’25
Automatic Provisioning fails in VisualStudio 2022
Hi there, I am trying to create my first iOS app using Visual Studio (Win 11) and .NET MAUI. I created a developer account and if I want to start the debugger with my local device, VS forces me to Configure Automatic Provisioning. I can select my configured account but the operation fails (see screenshot). I have no idea what is going wrong and I cannot find any setting in the developer account to fix this problem. Can anyone help me out, what is wrong and how to fix, thx!
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99
Sep ’25
LLMs/AGENTS for legacy codebases
Hello there everyone. I've got numerous support projects using old school development. Things from Objective-C to RxSwift and UIKit. I've tried the LLM/Agents and they just destroy the codebase over time, so I have given up. The final straw was trying to get it to fix a POSTCODE validation issue which was using some novel ways to provide validation in place using RxSwift. Has anyone had any luck with these LLMs on Legacy codebases? Would love to hear tips.
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Apr ’26
How to Obtain License File for Main Camera Access Entitlement in visionOS (Email Was Deactivated During Approval)
Hi everyone, I'm developing a visionOS application using Unity with an enterprise developer account. I applied for the Main Camera Access entitlement, but at the time of submission, the email address associated with my Apple ID was deactivated, so I couldn’t receive any email communication from Apple. Later, I updated the email address for my Apple ID. Now, in the Apple Developer portal under Identifiers, I can see that my app has been granted Main Camera Access, and I can also add the corresponding capability in Xcode. However, according to Apple’s documentation(https://developer.apple.com/documentation/visionos/building-spatial-experiences-for-business-apps-with-enterprise-apis): “To use entitlements, you need to include both the entitlement file and a corresponding license file in your app. After Apple approves your app for one or more entitlements, you receive a license file, along with additional instructions.” I never received this license file, possibly due to the deactivated email. I don't know where to find it or how to retrieve it now. What exactly is this license file? If it was originally sent to an unreachable email, how can I request it again or get it resent? Where in the Apple Developer portal (or elsewhere) can I access or download this file? Any help or guidance would be greatly appreciated! Thanks in advance.
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Aug ’25
Trackpad Right-Click (Two-Finger Tap) Support in Linux Guests – macOS Virtualization Framework
Hello, I'm developing a macOS application that uses the Virtualization framework to run Linux virtual machines (specifically Ubuntu and Fedora) on Apple Silicon Macs. I've noticed that while the macOS host properly supports all trackpad gestures, the two-finger tap gesture for right-click does not work within the Linux guest. Only the primary click is recognized. This behavior is consistent across different Linux distributions and desktop environments (GNOME, KDE, etc.). I would like to confirm: Is the macOS Virtualization framework expected to support trackpad gestures such as two-finger tap for right-click within Linux guest VMs? If not currently supported, is there a known workaround to enable right-click functionality for the trackpad in Linux guests? (e.g., configuration changes in the VM, Linux kernel input modules, or framework-level adjustments.) Any insights or suggestions would be greatly appreciated. Thank you!
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121
May ’25
Help Analyzing Crash Logs – Auto Layout Threading Violation, Memory Pressure, CPU Usage
We're facing critical stability issues with a Xamarin-based iOS warehouse management app and need expert validation of our crash log analysis. We’re seeing recurring issues related to: Auto Layout Threading Violations Memory Pressure Terminations CPU Resource Usage Violations These are causing app crashes and performance degradation in production. We've attached representative crash logs to this post. Technical Validation Questions: Do the crash logs point to app-level defects (e.g., threading/memory management), or could user behavior be a contributing factor? Is ~1.8GB memory usage acceptable for enterprise apps on iOS, or does it breach platform best practices? Do the threading violations suggest a fundamental architectural or concurrency design flaw in the codebase? Would you classify these as enterprise-grade stability concerns requiring immediate architectural refactoring? Do the memory logs indicate potential leaks, or are the spikes consistent with expected usage patterns under load? Could resolving the threading violation eliminate or reduce the memory and CPU issues (i.e., a cascading failure)? Are these issues rooted in Xamarin framework limitations, or do they point more toward app-specific implementation problems? Documentation & UX Questions: What Apple-recommended solutions exist for these specific issues? (e.g., memory management, thread safety, layout handling) From your experience, how would these issues manifest for users? (e.g., crashes, slow performance, logout events, unresponsive UI, etc. JetsamEvent-2025-05-27-123434_REDACTED.ips ) WarehouseApp.iOS.cpu_resource-2025-05-30-142737_REDACTED.ips WarehouseApp.iOS-2025-05-27-105134_REDACTED.ips Any insights, analysis, or references would be incredibly helpful. Thanks in advance!
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172
Jun ’25
Firebase FCM iOS Notifications Not Sending – APNs "Auth Error from APNs or Web Push"
Hi everyone. I’m working on an iOS app that uses Firebase Cloud Messaging (FCM) to send push notifications. I’m encountering an issue when trying to send notifications either from Firebase Functions or directly using the FCM token with the Firebase Admin SDK and REST API. Error Message: FirebaseMessagingError: Auth error from APNS or Web Push Service code: 'messaging/third-party-auth-error' message: 'Auth error from APNS or Web Push Service' What I’ve Set Up: iOS App Registered in Firebase Bundle ID: Kilovative-Designs.ParkAware APNs Key downloaded from Apple Developer Portal Team ID and Key ID correctly entered in Firebase Console Firebase Admin SDK Service Account setup and used for sending Device is successfully receiving FCM tokens Subscribed to topics and calling Messaging.messaging().subscribe(toTopic:) works Using firebase-admin to send FCM messages via sendToDevice or sendToTopic What I’ve Tried: Tested push via firebase-admin in Node.js (got same APNs auth error) Tested with both topic-based and direct token-based push Confirmed the .p8 key is uploaded in Firebase, with correct Key ID and Team ID Tried generating a new APNs Auth Key Firebase Admin SDK is initialized with the correct service account Using Node.js firebase-admin with a known good FCM token, and sending this payload: { notification: { title: "Test Notification", body: "This is a direct FCM test" }, token: "cxleOwi73EhFh9C5_V4hED:APA91bE3W..." } Returns: FirebaseMessagingError: Auth error from APNS or Web Push Service Questions: Are there known conditions under which Firebase throws this error even if the APNs Auth Key is present? Does the Bundle ID need to start with com. in the Apple Developer Portal and Firebase for APNs authentication to work? Could this be a certificate or provisioning profile mismatch issue (even when using a .p8 key)? Is there a way to manually validate APNs authentication from Firebase outside of actual push delivery? Any insight or guidance would be incredibly helpful. I’m new to developing and have tried repeated efforts to fix this issue but still haven’t resolved it. Thanks in advance!
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146
Jul ’25
Missing Apple-Hosted Background Assets info
After combing the forums and release nodes, here are some extra notes to help other developers using Apple-Hosted Background Assets. I don't promise I got this perfect, but it may help direct you. AssetPack.Status is an OptionSet (not an enum!) - Critical API detail missing from guide It's a bitmask where values can be combined 2⁰ (1) = available to download 2¹ (2) = update available 2² (4) = up to date 2⁶ (64) = downloaded Example: status value 69 = 0b1000101 = available + up to date + downloaded Use .contains() method to check specific flags AssetPack.version property - Undocumented feature Auto-assigned by App Store Connect for Apple-hosted packs Increments with each upload of same asset pack ID No file deduplication across asset packs Same file in two packs = counts twice toward 200GB limit Best practice: create separate pack for shared files Shared namespace path requirements Asset pack ID is NOT part of file path Each file must have unique relative path across ALL app's asset packs Example: Foo/10/239/414.png and Bar/10/239/414.png are distinct and won't collide Additional url(for:) bugs beyond iOS 26.1 fix iOS 26 Beta 5: "item with same name already exists" error Workaround: Request URL for directory, then manually append filename TestFlight-only availability - Major limitation not mentioned! Apple-hosted packs currently ONLY work for internal testers on TestFlight or from App Store. Won't work from Xcode until "later this year" HTTP 400 errors expected for non-TestFlight installs ba-serve port workaround URL override port bug exists on multiple device types Use ba-serve -p 443 instead of custom ports
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352
Oct ’25
On-demand resource exporting?
I'm a newbie to on-demand resources and I feel like I'm missing something very obvious. I've successfully tagged and set up ODR in my Xcode project, but now I want to upload the assets to my own server so I can retrieve them from within the app, and I can't figure out how to export the files I need. I'm following the ODR Guide and I'm stuck at Step #4, after I've selected my archive in the Archives window it says to "Click the Export button", but this is what I see: As shown in the screenshot, there is no export button visible. I have tried different approaches, including distributing to appstore connect, and doing a local development release. The best I've been able to do is find a .assetpack folder inside the archive package through the finder, but uploading that, or the asset.car inside it, just gives me a "cannot parse response" error from the ODR loading code. I've verified I uploaded those to the correct URL. Can anyone walk me through how to save out the file(s) I need, in a form I can just upload to my server? Thanks, Pete
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110
Activity
May ’25
Developer Runtime Missing for iOS 26 Beta
unable to find developer runtimes in this list https://developer.apple.com/download/all/?q=simulator%20runtime also, can see it's not being published since iOS 18.2 release, any specific reasons for it? or is the download link changed here?
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1
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0
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150
Activity
Jun ’25
Best replacement for MCL
So, as we found out from WWDC, the migration to Apple Silicon is inevitable. Does anyone have a good recommendation for a replacement for Macintosh Common Lisp on Apple Silicon? I was using it back in the MPW days and struggling to keep the Lisp code working, but Apple Silicon has thrown a money wrench at it! Thanks in advance for any advice on any available Apple Silicon Lisp development tools!
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2
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0
Views
141
Activity
Jul ’25
SwiftMacros Not able to access of main project XCTest File.
I have developed a Swift macro called @CodableInit in the SwiftCodableMacro module, and I’m able to use it successfully in my main project. Here’s an example usage: import SwiftCodableMacro @CodableInit // This is for Codable macros public class ErrorMonitoringWebPlugin { public var identifier: UUID = UUID() // MARK: - Codable required public init(from decoder:Decoder) throws { let values = try decoder.container(keyedBy: CodingKeys.self) identifier = try values.decode(UUID.self, forKey: .identifier) } } However, when I try to write a unit test for the ErrorMonitoringWebPlugin class, I encounter an issue. Here's the test case: func testCodableSubjectIdentifierShouldEqualDecodedSubjectIdentifier() { self.measure { let encoder = JSONEncoder() let data = try? encoder.encode(subject) //Here I am getting this error Class 'JSONEncoder' requires that 'ErrorMonitoringWebPlugin' conform to 'Encodable' let decoder = JSONDecoder() let decodedSubject = try? decoder.decode(ErrorMonitoringWebPlugin.self, from: data!) XCTAssertEqual(subject.identifier, decodedSubject?.identifier) } } The compiler throws an error saying: Class 'JSONEncoder' requires that 'ErrorMonitoringWebPlugin' conform to 'Encodable' Even though the @CodableInit macro is supposed to generate conformance, it seems that this macro-generated code is not visible or active inside the test target. How can I ensure that the @CodableInit macro (from SwiftCodableMacro) is correctly applied and recognized within the XCTest target of my main project?
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0
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103
Activity
Jun ’25
Installer JS warning when try to read the version from /var/db/receipts folder
Hi, I am using Installer JS in Distrtibution file which is created using productbuild command. I am trying to read the installed version of app from the plist file present in the /var/db/receipts folder. It gives the following warning. If I enable the flag , notarization will fail. FJS: Package Authoring Error: access to path "/var/db/receipts/com.xxx.xxx.plist" requires Following is the function I have used to read the installed version. system.files.plistAtPath() I have also tried the following function to read the version from .app file. system.files.bundleAtPath Both the functions give the warning. Is there are a way to avoid this warning or a better way to read the installed version? Regards Prema Kumar
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1
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0
Views
140
Activity
Dec ’25
[REQUEST] for a tool/method/guidance how to create privacy manifest (PrivacyInfo.xcprivacy) when you don't have Xcode/mac
Hello, PrivacyInfo.xcprivacy Is primordial and without it the app is rejected from the Store I believe. All 5 ressources I had found related to it, mention XCODE, or explain how to add the code to langages that I don't use (Switf i think?) etc. I am building the app thought CI/CD, so prior to building it the app does not have privacy manifest and there is not way to generate it automatically without xcode it seems. My app is written in Flutter prior to becoming an iOS app. I am seeking for a method to do that. Thanks.
Replies
1
Boosts
0
Views
159
Activity
Sep ’25
[Unreal Engine] File missing if packaged with command line
Hello! I am trying to automate iOS builds for my Unreal Engine game using Unreal Automation Tool, but I cannot produce a functionnal build with it, while packaging from XCode works perfectly. I have tracked down the issue to a missing file. I'm using the Firebase SDK that requires a GoogleService-Info.plist file. I have copied this file at the root of my project, as the Firebase documentation suggests. I have not taken any manual action to specify that this file needs to be included in the packaged app. The Firebase code checks the existence of this file using NSString* Path = [[NSBundle mainBundle] pathForResource: @“GoogleService-Info” ofType: @“plist”]; return Path != nil; If I package my app from XCode using Product -> Archive, this test returns true and the SDK is properly initialized. If I package my app using Unreal Engine's RunUAT.sh BuildCookRun, this test returns false and the SDK fails to initialize (and actually crashes upon trying). I have tried several Unreal Engine tricks to include my file, like setting it as a RuntimeDependecies in my projects Build.cs file. Which enables Unreal Engine code to find it, but not this direct call to NSBundle. I would like to know either how to tell Unreal Engine to include files at the root of the app bundle, or what XCode does to automatically include this file and is there a way to script it? I can provide both versions .xcarchive if needed. Thanks!
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0
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0
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167
Activity
Sep ’25
Side loading an app
We have a .ipa file that we need to side load on iPhone via USB connected to a MAC. IPA file will be on MAC. We can't use enterprise license. We have a business use case where we need to side load the app. Any way to do that or can be reach apple support for this? Please help. Note: The iPhones attached will not have the Apple ID logged in. There are companies who are side loading the app for business purpose on the customers phone.
Replies
1
Boosts
0
Views
109
Activity
Jun ’25
Can't figure out how to use an icon composer icon for a tauri app
Title basically explains what my issue is, from what I understand the only way to set an icon in an tauri app is using a icns file, I could be wrong but I don't know how to get macos theme changing stuff to work with it because of the icns file.
Replies
1
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0
Views
127
Activity
Sep ’25
Running tests on multiple simulators and local mock servers
Hello, I have a question about running tests on multiple simulators. Currently, my company has a WDIO+Appium test suite with XCUITEST driver that runs on a single simulator through a mockttp proxy (we are intercepting and mocking some of the responses from our APIs and pass through the rest). In order to route the traffic we are currently using 'networksetup -setsecurewebproxy '. Everything works as expected. With growing number of tests we'd like to scale number of simulators on a single host to 3-5. We have a working setup but the problem are system-wide proxy settings routing traffic from multiple simulators, which we can't distinguish by UDID or any other means, we know of. We can spin multiple mock servers on the same machine but we are struggling to find the way to route the traffic on a simulator basis. In the end, both options are viable: 1 mock server running for multiple simulators N number of mock servers for N number of simulators Has anyone had the same/similar problem? How to approach this? We are currently running on Sequoia OSX and platform version 18.6. Thanks!
Replies
1
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0
Views
408
Activity
Feb ’26
Inconsistent results involving code signatures and bundles
I admit I am doing something unusual, and I would not be surprised if it didn't work. I am surprised, however, because after performing the equivalent operations on four bundles, all of the bundles work fine on macOS 15.6.1, but only two of them work on macOS 26.1 (beta 2). I don't know what causes the different outcomes. What I am trying to do is get Java to pass the macOS 26 AppKit UI SDK linkage checking without having to rebuild the JDK using Xcode 26. Rebuilding works for the latest SDK, but it is very inconvenient and may not work for older JDKs. It usually takes a while before the JDK build team successfully transitions to a new Xcode release. My approach is to use vtool to update the sdk version in the LC_BUILD_VERSION load command of $JAVA_HOME/bin/java, which is the launching executable for the JDK. I performed this operation on four JDKs: 25, 21, 17, and 11. (I ran vtool on macOS 15.) It was completely successful on JDK 25 and 21. The JDK launches correctly on macOS 15 and macOS 26. On macOS 26, AppKit uses the new UI, which is the desired outcome. The JDK runs despite that fact that I signed the modified $JAVA_HOME/bin/java with my developer ID, which is inconsistent with the JDK bundle signature. (Redoing the bundle signing is part of the JDK build process; if that were necessary, I would stick with rebuilding the JDK.) The operation was not successful on JDK 17 and 11. I noticed two problems, which are not obviously related. When vtool created the new version of the java program, it lost the tool definition. $ vtool -show-build-version java java: Load command 10 cmd LC_BUILD_VERSION cmdsize 32 platform MACOS minos 11.0 sdk 11.1 ntools 1 tool LD version 609.8 $ vtool -set-build-version 1 10.0 26.0 -output a.out java /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/vtool warning: code signature will be invalid for a.out $ vtool -show-build-version a.out a.out: Load command 22 cmd LC_BUILD_VERSION cmdsize 24 platform MACOS minos 10.0 sdk 26.0 ntools 0 Adding back the tool definition didn't seem to matter. When I try to run the revised executable (in the context of the JDK bundle), it works on macOS 15, but on macOS 26, it is rejected as damaged. If I run the revised executable outside the JDK bundle, it runs (but fails because it can't find the rest of the JDK, which is expected). In all cases, GateKeeper rejects the revised executable because it has not been notarized, but that doesn't seem to stop the program from executing.
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282
Activity
Oct ’25
iOS app shows black screen on TestFlight launch - no crash logs (Flutter, iOS 26)
Hello, I'm experiencing a critical issue with my Flutter iOS app on TestFlight where the app shows a completely black screen immediately after launch. The app does NOT crash (no .ips logs in iOS Settings → Analytics & Improvements), but Flutter Engine appears not to start at all. The same code runs perfectly on Android. PROJECT INFO: App Name: CNC AI Assistant Bundle ID: com.beratech.cncassistant Team ID: 958PPWZD27 Provisioning Profile UUID: 8122ca65-b15f-4daa-b0d2-1da5409c6859 Build CI: Codemagic Flutter Version: 3.41.5 iOS Deployment Target: 14.0 Test Device: iPad15,3 running iOS 26.x ISSUE BEHAVIOR: Build succeeds on Codemagic without errors IPA is signed with valid distribution certificate TestFlight processes and accepts the build Tester downloads/updates from TestFlight successfully App opens → completely BLACK SCREEN immediately LaunchScreen.storyboard does not appear App does not auto-close (must be manually killed) NO crash logs generated in iOS Settings Same exact codebase works on Android (Google Play Internal Testing) DEBUGGING ALREADY ATTEMPTED: Replaced main.dart with MINIMAL code (only Firebase init + single Scaffold with white background and Text widget) - still black screen Removed flutter_secure_storage package (had a known iOS 26 keychain init crash) - still black screen Updated IPHONEOS_DEPLOYMENT_TARGET from 13.0 to 14.0 in pbxproj to match Podfile platform - still black screen Tried both empty entitlements and entitlements matching the provisioning profile (com.apple.developer.applesignin + keychain-access-groups) - still black screen Verified GoogleService-Info.plist is registered in pbxproj Verified LaunchScreen.storyboard exists and is valid Verified Info.plist has UILaunchStoryboardName = LaunchScreen and ITSAppUsesNonExemptEncryption = false AppDelegate.swift contains only GeneratedPluginRegistrant.register PROVISIONING PROFILE ENTITLEMENTS: application-identifier: 958PPWZD27.com.beratech.cncassistant com.apple.developer.applesignin: Default keychain-access-groups: 958PPWZD27.*, com.apple.token com.apple.developer.team-identifier: 958PPWZD27 get-task-allow: false (production) INSTALLED PLUGINS (from GeneratedPluginRegistrant.m): firebase_auth, firebase_core, firebase_storage, cloud_firestore purchases_flutter, purchases_ui_flutter (RevenueCat) sign_in_with_apple, google_sign_in_ios shared_preferences_foundation, path_provider_foundation webview_flutter_wkwebview, video_player_avfoundation url_launcher_ios, image_picker_ios, file_picker permission_handler_apple, package_info_plus, device_info_plus app_links, open_filex QUESTIONS: What could cause a Flutter iOS app to silently fail to launch on iOS 26 with no crash logs? Is there a known incompatibility between iOS 26 and certain entitlement configurations? Could there be a mismatch issue between the provisioning profile entitlements and the app's actual entitlements that causes silent termination on iOS 26 specifically? How can I obtain detailed launch/crash logs from the test device when no .ips file is generated? (sysdiagnose only shows system services like BackgroundShortcutRunner, not my app) Are there any iOS 26-specific changes related to TestFlight builds or Flutter Engine initialization that I should be aware of? I have full access to: Complete pbxproj Info.plist, Runner.entitlements, Release.entitlements Codemagic build logs Generated IPA file Provisioning profile (.mobileprovision) Screenshots of black screen on test device Any guidance on diagnostic next steps or known iOS 26 issues would be greatly appreciated. Thank you in advance.
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165
Activity
2w
Xcode Cloud - Base Configuration Reference
Hello, I'm building this mobile app using Quasar - Capacitor on iOS. The app is working perfectly, but I'm encountering an issue whenever I push the rep I get this error: "Error Unable to open base configuration reference file '/Volumes/workspace/repository/ios/App/Pods/Target Support Files/Pods-App/Pods-App.release.xcconfig'. App.xcodeproj:1" I've tried every possible solution and made sure that everything is set perfectly. Can anyone please help me with that? Thanks in advance, appreciate you 🫶🏻
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189
Activity
Oct ’25
Automatic Provisioning fails in VisualStudio 2022
Hi there, I am trying to create my first iOS app using Visual Studio (Win 11) and .NET MAUI. I created a developer account and if I want to start the debugger with my local device, VS forces me to Configure Automatic Provisioning. I can select my configured account but the operation fails (see screenshot). I have no idea what is going wrong and I cannot find any setting in the developer account to fix this problem. Can anyone help me out, what is wrong and how to fix, thx!
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99
Activity
Sep ’25
LLMs/AGENTS for legacy codebases
Hello there everyone. I've got numerous support projects using old school development. Things from Objective-C to RxSwift and UIKit. I've tried the LLM/Agents and they just destroy the codebase over time, so I have given up. The final straw was trying to get it to fix a POSTCODE validation issue which was using some novel ways to provide validation in place using RxSwift. Has anyone had any luck with these LLMs on Legacy codebases? Would love to hear tips.
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85
Activity
Apr ’26
How to Obtain License File for Main Camera Access Entitlement in visionOS (Email Was Deactivated During Approval)
Hi everyone, I'm developing a visionOS application using Unity with an enterprise developer account. I applied for the Main Camera Access entitlement, but at the time of submission, the email address associated with my Apple ID was deactivated, so I couldn’t receive any email communication from Apple. Later, I updated the email address for my Apple ID. Now, in the Apple Developer portal under Identifiers, I can see that my app has been granted Main Camera Access, and I can also add the corresponding capability in Xcode. However, according to Apple’s documentation(https://developer.apple.com/documentation/visionos/building-spatial-experiences-for-business-apps-with-enterprise-apis): “To use entitlements, you need to include both the entitlement file and a corresponding license file in your app. After Apple approves your app for one or more entitlements, you receive a license file, along with additional instructions.” I never received this license file, possibly due to the deactivated email. I don't know where to find it or how to retrieve it now. What exactly is this license file? If it was originally sent to an unreachable email, how can I request it again or get it resent? Where in the Apple Developer portal (or elsewhere) can I access or download this file? Any help or guidance would be greatly appreciated! Thanks in advance.
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131
Activity
Aug ’25
Trackpad Right-Click (Two-Finger Tap) Support in Linux Guests – macOS Virtualization Framework
Hello, I'm developing a macOS application that uses the Virtualization framework to run Linux virtual machines (specifically Ubuntu and Fedora) on Apple Silicon Macs. I've noticed that while the macOS host properly supports all trackpad gestures, the two-finger tap gesture for right-click does not work within the Linux guest. Only the primary click is recognized. This behavior is consistent across different Linux distributions and desktop environments (GNOME, KDE, etc.). I would like to confirm: Is the macOS Virtualization framework expected to support trackpad gestures such as two-finger tap for right-click within Linux guest VMs? If not currently supported, is there a known workaround to enable right-click functionality for the trackpad in Linux guests? (e.g., configuration changes in the VM, Linux kernel input modules, or framework-level adjustments.) Any insights or suggestions would be greatly appreciated. Thank you!
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121
Activity
May ’25
Help Analyzing Crash Logs – Auto Layout Threading Violation, Memory Pressure, CPU Usage
We're facing critical stability issues with a Xamarin-based iOS warehouse management app and need expert validation of our crash log analysis. We’re seeing recurring issues related to: Auto Layout Threading Violations Memory Pressure Terminations CPU Resource Usage Violations These are causing app crashes and performance degradation in production. We've attached representative crash logs to this post. Technical Validation Questions: Do the crash logs point to app-level defects (e.g., threading/memory management), or could user behavior be a contributing factor? Is ~1.8GB memory usage acceptable for enterprise apps on iOS, or does it breach platform best practices? Do the threading violations suggest a fundamental architectural or concurrency design flaw in the codebase? Would you classify these as enterprise-grade stability concerns requiring immediate architectural refactoring? Do the memory logs indicate potential leaks, or are the spikes consistent with expected usage patterns under load? Could resolving the threading violation eliminate or reduce the memory and CPU issues (i.e., a cascading failure)? Are these issues rooted in Xamarin framework limitations, or do they point more toward app-specific implementation problems? Documentation & UX Questions: What Apple-recommended solutions exist for these specific issues? (e.g., memory management, thread safety, layout handling) From your experience, how would these issues manifest for users? (e.g., crashes, slow performance, logout events, unresponsive UI, etc. JetsamEvent-2025-05-27-123434_REDACTED.ips ) WarehouseApp.iOS.cpu_resource-2025-05-30-142737_REDACTED.ips WarehouseApp.iOS-2025-05-27-105134_REDACTED.ips Any insights, analysis, or references would be incredibly helpful. Thanks in advance!
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172
Activity
Jun ’25
Firebase FCM iOS Notifications Not Sending – APNs "Auth Error from APNs or Web Push"
Hi everyone. I’m working on an iOS app that uses Firebase Cloud Messaging (FCM) to send push notifications. I’m encountering an issue when trying to send notifications either from Firebase Functions or directly using the FCM token with the Firebase Admin SDK and REST API. Error Message: FirebaseMessagingError: Auth error from APNS or Web Push Service code: 'messaging/third-party-auth-error' message: 'Auth error from APNS or Web Push Service' What I’ve Set Up: iOS App Registered in Firebase Bundle ID: Kilovative-Designs.ParkAware APNs Key downloaded from Apple Developer Portal Team ID and Key ID correctly entered in Firebase Console Firebase Admin SDK Service Account setup and used for sending Device is successfully receiving FCM tokens Subscribed to topics and calling Messaging.messaging().subscribe(toTopic:) works Using firebase-admin to send FCM messages via sendToDevice or sendToTopic What I’ve Tried: Tested push via firebase-admin in Node.js (got same APNs auth error) Tested with both topic-based and direct token-based push Confirmed the .p8 key is uploaded in Firebase, with correct Key ID and Team ID Tried generating a new APNs Auth Key Firebase Admin SDK is initialized with the correct service account Using Node.js firebase-admin with a known good FCM token, and sending this payload: { notification: { title: "Test Notification", body: "This is a direct FCM test" }, token: "cxleOwi73EhFh9C5_V4hED:APA91bE3W..." } Returns: FirebaseMessagingError: Auth error from APNS or Web Push Service Questions: Are there known conditions under which Firebase throws this error even if the APNs Auth Key is present? Does the Bundle ID need to start with com. in the Apple Developer Portal and Firebase for APNs authentication to work? Could this be a certificate or provisioning profile mismatch issue (even when using a .p8 key)? Is there a way to manually validate APNs authentication from Firebase outside of actual push delivery? Any insight or guidance would be incredibly helpful. I’m new to developing and have tried repeated efforts to fix this issue but still haven’t resolved it. Thanks in advance!
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146
Activity
Jul ’25
Missing Apple-Hosted Background Assets info
After combing the forums and release nodes, here are some extra notes to help other developers using Apple-Hosted Background Assets. I don't promise I got this perfect, but it may help direct you. AssetPack.Status is an OptionSet (not an enum!) - Critical API detail missing from guide It's a bitmask where values can be combined 2⁰ (1) = available to download 2¹ (2) = update available 2² (4) = up to date 2⁶ (64) = downloaded Example: status value 69 = 0b1000101 = available + up to date + downloaded Use .contains() method to check specific flags AssetPack.version property - Undocumented feature Auto-assigned by App Store Connect for Apple-hosted packs Increments with each upload of same asset pack ID No file deduplication across asset packs Same file in two packs = counts twice toward 200GB limit Best practice: create separate pack for shared files Shared namespace path requirements Asset pack ID is NOT part of file path Each file must have unique relative path across ALL app's asset packs Example: Foo/10/239/414.png and Bar/10/239/414.png are distinct and won't collide Additional url(for:) bugs beyond iOS 26.1 fix iOS 26 Beta 5: "item with same name already exists" error Workaround: Request URL for directory, then manually append filename TestFlight-only availability - Major limitation not mentioned! Apple-hosted packs currently ONLY work for internal testers on TestFlight or from App Store. Won't work from Xcode until "later this year" HTTP 400 errors expected for non-TestFlight installs ba-serve port workaround URL override port bug exists on multiple device types Use ba-serve -p 443 instead of custom ports
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352
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Oct ’25