I recently added a new target for Apple Watch, which works fine on the simulator. However, I wasn't able to run it on real Apple watches.
First, I don't see it in the list of devices, even after I click "trust" and connect to my Mac over charging cable.
Second, I've always used automatic code signing, and everything seems OK here.
Third, I also tried distributing it over TestFlight, but that build doesn't appear in the TF. I restarted my phone and relaunched the TF app.
So, when I install the app to my iPhone over the cable, the watch app doesn't appear on Apple watches. Then, If I go to watch app and install my app manual (I see it at the bottom with the "install" button), it fails with the error "This app cannot be installed because its integrity could not be verified.".
Also, there's an icon on the Apple watch, but it shows the same error when I click it.
I unpaired and paired it again, but it didn't help. Also, I tried another pair of phones, and the same thing happened. I use an AppStore account (not enterprise), and the main app works fine.
Is there a way how to fix it?
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Hello - Asking a question that's probably been asked, and maybe a couple more.
I bought a membership yesterday and received the email, I'm assuming it's "approved", but when I log in on developer account it says "PENDING".
I will be the only user on my account. I already have the app, it's been tested by another party and all I need do is make some minor changes. So that's done, now I need to create a "debug or release testing distribution", but when I do that I get this error in xCode. Is this normal...until my status changes from "PENDING" to (guessing) APPROVED?
And one further question. I am the only developer, and this app will only be used by one person as it's specialized for a single purpose. What are the option for that person to install the app? Is there a special section on the app store for such an app?
Thanks,
Gary
There was an updated tonight I assume to something and now I am getting this for all firebase modules when I push to App Store connect "Invalid sdk value. The value provided for the sdk portion of LC_BUILD_VERSION in proxie2.app/Frameworks/GoogleAppMeasurementIdentitySupport.framework/GoogleAppMeasurementIdentitySupport is 18.2 which is greater than the maximum allowed value of 18.1." now even when I revert back to suer old firebase packages I get the same errors no matter what please fix this asap...
Hi Everyone,
I'm currently facing an issue where TensorFlow is unable to detect the GPU on my M1 Mac for model training. When I run the following code to check for available GPUs:
import tensorflow as tf
print("Num GPUs Available: ", len(tf.config.list_physical_devices('GPU')))
Num GPUs Available: 0
I have already applied the steps mentioned in the developer apple document.
https://developer.apple.com/metal/tensorflow-plugin/
System Information:
Device: M1 Mac Pro Max
Python Version: 3.12.2
TensorFlow Version: 2.17.0
OS: macOS Sequoia (15.1)
Questions:
Is there any additional configuration required to enable GPU support on M1 Macs?
Are there specific TensorFlow versions that I should be using for better compatibility?
Has anyone else faced this issue, and how did you resolve it?
I tried already twice to enroll to the developer program and I'm stuck again at the same point after receiving an email from Apple program stating:
"Please note that we still need the documentation we requested two weeks ago in an email titled “Request for Enrollment Documents”."
Except I've never received such an email and I don't know which documents I should upload. I tried to contact by mail or phone the assistance but I never managed to succeed in having a response.
Thanks
Hi hope to find help here, tried to sign up for developer account so i can continue working on my swift app, for personal use i don't want to put it on the apple store, just for me and reinstalling it every 7 days is killing my adhd )) plus couldn't install the app on iphone due to limit reached . that's the reason i need the dev account for.
i got this email after signing up
Nov 19, 2024, 12:09 PM (2 days ago)
and never have been contacted after the url that are in here is not much of help i check i'm not on any listed as mentioned here "name fully or partially matching with one or more restricted parties on the consolidated screening list from the U.S. government"
and frankly don't know why should i be in any list i'm a normal person none threatening, i have arabic name with ukranian citizenship is that the reason, apple dev system got shook ?
i have create ticket also but no answer since yesterday also 10246556****
Please do help and contact me, to resolve this.
I'm trying to develop an app to control HomeKit accessories in a way not available so far in macOS. How can I work around the absence of HomeKit Support for macOS in Xcode 16?
Thanks!
I am making an app that communicates between WatchOS and MacOS. I was able to connect and discover service characteristics one night and almost succeeded in showing the bluetooth transmited data on MacOS part, before xcode could no longer install newer app to WatchOS.
After I reboot my mac, calling central!.connect(peripheral) on WatchOS will attempt to connect but can't trigger the didConnect call back anymore.
I've installed bluetooth packet logger and BT debugging profile, but they are not that helpful for me at least.
Bonjour le temps d’écran de mon enfant dans le partage familial ne fonctionne plus. Quand est ce qu’on aura une correction ?
I'm confused by documentation and information I found regarding compatibility between versions of Xcode and macOS.
The site https://developer.apple.com/support/xcode/ is listing "Minimum OS required".
To my understanding it means "this particular version of macOS and all later/newer versions".
Also release notes for Xcode are consistently stating "Xcode xx.x. requires a Mac running macOS yy.yy.y or later."
But I also found statements like " In general, new versions of macOS will not run old versions of Xcode." in this forum, see https://forums.developer.apple.com/forums/thread/760737, which is the opposite to "requires macOS version X or later".
I'm also experiencing issues when trying to run Xcode 12.4 on macOS 14.5 (Sonoma), means XCode is not running.
It would be great if some of Apple Engineers here would shed some light on it :-)
Many thanks in advance!
Cheers,
Elena
Running
xcrun xcresulttool get build-results --path ResultFile
does not always show the warnings that the build emitted, If I run the legacy command,
xcrun xcresulttool get --legacy --path ResultFile
against the same file, there are (numerous) warnings, where the non-legacy call above shows no warnings.
My builds failed today with this error:
Unsupported SDK or Xcode version. Your app was built with an SDK or version of Xcode that isn’t supported. Although you can use beta versions of SDKs and Xcode to build and upload apps to App Store Connect, you need to use the latest Release Candidates (RC) for SDKs and Xcode to submit the app. For details on currently supported SDKs and versions of Xcode, visit: https://developer.apple.com/news/releases.
The thing is, I have Xcode Cloud configured to use the latest release. There is a separate configuration for "Latest beta or release", so why is it using the Xcode 16.2 Beta 3 build? This is clearly a beta.
If you're going to give me an option to use the latest release, then it should do what it says.
I'm on an Intel-based Mac running macOS Sonoma 14.7.1 (23H222) and Xcode Version 16.1 (16B40).
I've created a local StoreKit Configuration File that does not synchronise with App Store Connect and selected it in the Scheme.
I have some products that are consumable in-app purchase and it loads fine as expected when I run the app and I am able to make transactions. It also show up in the Transaction Manager.
After a little while, working on the app, re-running it several times, it stops working. The products do not load the metadata from the StoreKit configuration file.
I also get this error in the console:
Error enumerating unfinished transactions for first transaction listener: Error Domain=NSURLErrorDomain Code=-1003 "A server with the specified hostname could not be found." UserInfo={AMSStatusCode=0, _NSURLErrorFailingURLSessionTaskErrorKey=LocalDataTask <DF5E86B0-0E4A-4982-AF42-FC58FA858C01>.<1>, NSErrorFailingURLKey=http://localhost:51027/inApps/history?guid=F01898465023&reason=initial, _kCFStreamErrorDomainKey=10, _NSURLErrorRelatedURLSessionTaskErrorKey=(
"LocalDataTask <DF5E86B0-0E4A-4982-AF42-FC58FA858C01>.<1>"
), NSLocalizedDescription=A server with the specified hostname could not be found., NSErrorFailingURLStringKey=http://localhost:51027/inApps/history?guid=F01898465023&reason=initial, NSUnderlyingError=0x60000038c150 {Error Domain=kCFErrorDomainCFNetwork Code=-1003 "(null)" UserInfo={_kCFStreamErrorDomainKey=10, _kCFStreamErrorCodeKey=-72000, _NSURLErrorNWPathKey_desc=satisfied (Path is satisfied), interface: lo0, _NSURLErrorNWResolutionReportKey_desc=Resolved 0 endpoints in 0ms using unknown from query}}, _kCFStreamErrorCodeKey=-72000}
Restarting the computer resolves the issue but I don't want to restart the computer every single time when it happens and it happens quite soon after a short while.
How can I make sure that it doesn't happen or if it does happen then fix the issue without restarting the computer?
Relaunching Xcode doesn't help and neither does deleting Project Build Data and Indexes.
Hey Everyone, i am trying the credentials for AMEX and Discover from here:
https://developer.apple.com/apple-pay/sandbox-testing/
The problem is, none of the AMEX and Discover is working with my CyberSource integration, not sure why? the same VISA and Master is working good
We have been using a Supervision Identity successfully over the last few years to allow us to Xcode debug on managed devices. Something has changed in the last few months which we are finding it hard to find a consistent solution to. We can't determine whether it's Xcode 15/iOS version related. Behaviour we see documented below
All Macs with the Supervision Identity installed can open the device in Apple Configurator without need for trust acknowledge on the device. Configurator can open and stream the device console.
All problematic devices are also registered as a development device with Apple.
We have hit and miss connectivity in Finder, On failure it indicates that the trust prompt on the device needs to be accepted. No trust prompt is displayed
Developer Mode on the device can't be enabled until we attempt to connect to Xcode
Devices that pair successfully in Xcode do so almost immediately. If a device pairs in Xcode it is also visible in the native macOS Console application
If a device fails to pair in Xcode we get a spinner and the message
"Xcode has already started pairing with 'iPhone-X'. Select Trust on iPhone-X to complete pairing".
The macOS console app reports
"The user has not responded to the pairing request on 'iPhone-X' In neither case is a trust prompt displayed on a device.
We are not able to Xcode pair any managed device running iOS 17.x. This includes devices that were successfully paired on iOS16.x then upgraded
iOS16.x devices that pair with one Mac successfully will not pair with another Mac with the same Supervision Identity installed.
The same behaviour is seen on Ventura and Sonoma Macs
Clearing Trusted Computers in IOS Developer Mode has no effect
None supervised iOS devices pair successfully on iOS 16 and 17
Has anyone else witnessed similar issues and found a work around ?
I have a SwiftUI app that I've been working on in XCode 16.1. The project builds and runs in the simulators, on my mac and on my iPhone/iPad without any issues. I'm also able to build my unit test project and run them without any errors. The project has zero warnings in it.
When I go to the Edit Schemes options and change the Run scheme to be a Release build with the Debug Executable unchecked I get a compiler error:
Command SwiftCompile failed with a nonzero exit code
I've attempted this Release Run with the following target devices in XCode:
My iPhone 15 Pro Max (iOS 18.2 Beta 3)
MacBook Air (M1) (15.2 Beta)
iPhone 16 Simulator (iOS 18.1)
Any iOS Simulator Device (arm64, x86_64)
All 3 of these target have the same issue. Normally I would just debug the error from the logs but when I look at the build output I can't see any information in the log to tell me what happened. It looks like the source files are sent into the SwiftCompiler and the compiler fails without bubbling up the issue.
I've provided the full error log export as a Gist HERE due to it's size. Is there anything in the log I'm missing? Is there a way for me to turn on more verbose logging during compilation of a Release Build?
I created a brand new Multiplatform App in XCode and I added all of my source files to it. No project configuration settings were changed. I could build it successfully with the debug configuration. I then changed it to the Release configuration and experienced the same error. I can create another fresh project and make the same release configuration with none of my source files in it and get a successful build. I
t seems there is something wrong with my source files and the release configuration but the compiler doesn't indicate what. I'm lost at this point as I can't figure out how to get a release build and can't seem to find any indication as to why.
We enrolled in the Apple developer program and our application has been stuck for the last 3 weeks on, Your Enrollment is being processed with the enrollment ID. We have not had any support from Apple after numerous requests. Does anyone know how we can move this process to completion?
❌ Undefined symbols for architecture arm64
┌─ Symbol: _CMTimeGetSeconds
└─ Referenced from: -[ImagePickerManager mapVideoToAsset:phAsset:error:] in ImagePickerManager.o
❌ ld: symbol(s) not found for architecture arm64
I am using Xcode16, old React Native.
I don't know why CLANG_CXX_LANGUAGE_STANDARD in Pods is gnu++14 when I pod install locally, but gnu++20 when I pod install with CircleCI
Hello everyone. I would like to let everyone know that I am excited to get an Apple developer account. As soon as I stepped in, I faced the first problem.
When I try to buy the Apple developer membership through the app, the person asks for an ID card. It automatically fills in the name and surname part. If we try to become a member via the web, the person does not ask for an ID card and we can enter the name and surname field as we wish.
I am at the payment screen and I entered my website name in the name and surname field. Will Apple close my account? Will I be prevented from receiving money through the app? What do you recommend me to do? I don't want to use my own name