Hello,
I've encountered unexpected behavior related to version information in our app logs, and I'd like to ask for some advice.
We reviewed logs collected from a user running our app (currently available on the App Store). The logs are designed to include both the build number and the app version.
Based on the build number in the logs, we believe the installed app version on the user's device is 1.0.3.
However, the app version recorded in the logs is 1.1.5, which is the latest version currently available on the App Store.
In our project, we set the app version using the MARKETING_VERSION environment variable.
This value is configured via XcodeGen, and we define it in a YAML file.
Under normal circumstances, the value defined in the YAML file (MARKETING_VERSION = 1.0.3) should be embedded in the app and reflected in the logs. But in this case, the version from the current App Store release (1.1.5) appears instead, which was unexpected.
We'd like to know what might cause this behavior, and if there are any known factors that could lead to this.
Also, is it possible that MARKETING_VERSION might somehow dynamically reflect the version currently available on the App Store?
YAML:
info.plist:
Xcode
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I am a solo developer building a cross-platform voice assistant app using Capacitor (with HTML, JS) and Xcode for the iOS version. The app is called "Echo Eyes," and it already functions well as a Progressive Web App (PWA). However, the iOS build has been completely blocked due to persistent sandbox permission errors from macOS during the CocoaPods framework embedding phase.
This issue has caused severe disruption to my project and personal well-being, and I am writing to formally request assistance in identifying a clear solution. I am not a beginner and have followed all known best practices, forums, and Apple guidance without success.
What I’ve Built So Far:
Fully working PWA version of the app (voice input, HTML/JS interface)
Capacitor initialized with ID: com.echo.eyes.voice
Capacitor iOS platform added with CocoaPods
App runs fine until Xcode reaches: [CP] Embed Pods Frameworks
The Exact Problem:
Sandbox: bash(12319) deny(1) file-read-data /Users/Shared/projects/Echo_Mobile/ios/App/Pods/Target Support Files/Pods-App/Pods-App-frameworks.sh
Command PhaseScriptExecution failed with a nonzero exit code
Clarification:
This is not an HTML/JS issue. The failure occurs in Xcode long before web assets are embedded into the bundle. The shell script /Pods-App-frameworks.sh cannot be read due to macOS sandbox restrictions.
Everything I’ve Tried:
Gave Xcode and Terminal Full Disk Access
Ran: sudo xattr -rd com.apple.quarantine on the entire Pods directory
Added /bin/bash and /bin/sh to Full Disk Access (after confirming the exact shell via $SHELL)
Attempted to disable Gatekeeper via Terminal: sudo spctl --master-disable (confirmed not effective without GUI toggle)
Tried relocating project to /Users/Shared/projects/
Cleaned build folder, removed derived data, reinstalled pods
Debugged shell usage with: echo "▶️ Embedding under shell: $SHELL" in the [CP] Embed Pods Frameworks script
Attempted to grant shell access to Documents Folder, Desktop, and more via Files & Folders
Current State:
Despite following all known and recommended steps, Xcode continues to return the same sandbox error. The shell script that embeds the CocoaPod frameworks is denied permission to read its own contents by macOS.
What I Am Asking For:
Is this a known issue in current versions of macOS or Xcode regarding sandbox denial for shell execution inside Pods?
Is there a recommended method to grant /bin/bash or /bin/sh permission to read and run these scripts under Xcode without compromising system security?
Is moving the project outside /Users (e.g. to /Projects) the only real workaround?
Are there official Apple workarounds or entitlements available for developers encountering this?
Personal Note:
This issue has caused significant emotional and physical distress. I’m building this app as a personal healing tool and companion. I’ve poured months of work into this and done everything I can to follow Apple’s development guidelines.
I’m not asking for hand-holding — only a clear, respectful response confirming whether this is expected behavior and what can be done to resolve it.
Thank you for your time and understanding.
Just wondering if it is possible to configure a secondary macbook to act as a run destination in Xcode, similar to how you would configure an iPhone as a run destination.
I have tried connecting my device via USB-C and I can see that my macbook detects the second macbook via USB but it does not show up when trying to add devices in Xcode. I suppose this flow might not be supported?
First time user here. Trying to build my React-Native app on xcode. I keep getting "Could not build Module" and "missing package product" and tried many combination for my Podfile.
I am on macbook pro M2, XCode version 16.2, building on iphone 16 v18.3.1. Pod version 1.16.2, react-native-cli:2.0.1,
Here is my Podfile. I tried to assign modular_headers to individual Firebase packages but then I cant pod install.
require_relative '../node_modules/react-native/scripts/react_native_pods'
require_relative '../node_modules/@react-native-community/cli-platform-ios/native_modules'
use_modular_headers!
platform :ios, '18.0'
prepare_react_native_project!
target 'plana' do
config = use_native_modules!
use_react_native!(
:path => config[:reactNativePath],
:fabric_enabled => false,
:app_path => "#{Pod::Config.instance.installation_root}/.."
)
post_install do |installer|
react_native_post_install(
installer,
config[:reactNativePath],
:mac_catalyst_enabled => false,
)
end
end
Hi !
I'm currently stuck with an issue on Xcode, I'll try explain to the best I can :-)
I have a workspace (that I need to keep that way, I can't split projects) that contains multiple projects.
I have 2 frameworks : Core and Draw. Draw depends on Core. So far so good.
I needed to create a test application that can be modular and link my framewok, but also other drawing frameworks.
To that extend, I created a CardLIbrary framewok, and a CardAdapter framewok, and I linked them into the test application.
Test App
└── DrawCardAdapter
│ └── CardAdapter
│ └── CardLibrary
│ └── Core
│ └── TCA (SPM)
│ └── Draw
│ └── Core
Here, all dependencies are local ones if not stated otherwise (for the SPM).
CardLibrary is a framework that generates only UI (linked to Core for logging purposes, nothing fancy). I also added TCA which is a SPM dependency, it may generate some issues after.
CardAdapter is an abstraction for CardLibrary. Basically, it acts as an interface between CardLibrary and Test Application.
DrawCardAdapter is the actual implementation of CardAdapter using local Draw framework.
Why so complex ? Because I need to be able to do this:
Test App
└── ExternalDrawCardAdapter
│ └── CardAdapter
│ └── CardLibrary
│ └── Core
│ └── TCA (SPM)
│ └── ExternalDrawFramework
With this architecture, I can create a new ExternalDrawCardAdapter that implents the CardAdapter logic. This new framework does not relies on my Draw framework, and yet, I can still generate a test application that visually looks and feel like all others, but use a completely different drawing engine underneath.
To do that, the Test App code only uses inputs and outputs from CardAdapter (the protocol), not concrete implementations like DrawCardAdapter or ExternalDrawCardAdapter.
But to be able to make it work, I have 2 test ap targets : a DrawTestApp and a ExternalDrawTestApp. All code files are shared, except a SdkLauncher that is target specific and acutally loads the proper implementation. So the SdkLauncher for DrawTestApp is linked to the DrawCardAdapter (embed and sign) and loads DrawCardAdapter framework, whereas the ExternalDrawTestApp is linked to the ExternalDrawCardAdapter (embed and sign) and loads ExternalDrawCardAdapter framework.
Now it looks like this (I only show local stuff othewise it would be too complicated :D)
So far so good, this works well.
Now, for the part that fails.
My Draw and Core frameworks are frameworks that I release for my customers (Cocoapod), and I wanted to be able to test my productions frameworks with the test app (it's that actual purpose of the test app : being able to test development and released SDKs)
To do so, I duplicated every target and removed local dependency for a cocoapod dependency. All targets were named -pod, but the actual module and product name are still the same (I tried differently, it did not work either, I'll explain it later).
Test App
└── DrawCardAdapter
│ └── CardAdapter
│ └── CardLibrary
│ └── Core
│ └── TCA (SPM)
│ └── Draw
│ └── Core
│
Test App Pod
└── DrawCardAdapter-pod
│ └── CardAdapter-pod
│ └── CardLibrary-pod
│ └── Core-pod
│ └── TCA (SPM)
│ └── Draw-pod
│ └── Core-pod
Once again, it's only targets, every project would look like
CardAdapter
└── CardAdapter
└── CardAdapter-pod
It continues to use local targets, except for the DrawCardAdapter-pod that actually loads Draw and Core from a Podfile instead of using the lkocal frameworks.
But now for the part that fails : even though TestApp-pod does not link any local frameworks, I get a warning
Multiple targets match implicit dependency for product reference 'Draw.framework'. Consider adding an explicit dependency on the intended target to resolve this ambiguity.
And actually, Xcode ends up packaging the wrong framework. I can check it but showing in the app the Draw framework version, and it's always the local one, not the one specified in the podfile.
For the record, I get this message for all 3 frameworks of course.
I tried sooooo many things, that did not work of course:
renaming the -pod frameworks so that the names are different (I had to rename all imports too). It works for all local frameworks (Lilbrary and Adapter basically), but not for Draw and Core (since I don't have -podversions of thoses framewoks of course).
Creating a new local workspace that only handles -pod versions. Does not work since as we work as a team, I have to keep the shared schemes, and all workspaces see all targets and schemes. I also tried with a separate derived data folder, but I end up with some compilation issues. It seems that mixing local, cocoapod and spm dependencies inside the same workspace is not well handled)
using explicit Target Dependenciesfrom the build phase. I end up with some compilation issues
creating local podspecs for Library and Adapter. It fails because TCA is linked with SPM and apparently not copied when using podspecs.
To the few ones that stayed so far, thanks for your patience :D I hope that @eskimo will drop by as you always were my savior in the end :D :D
We are migrating to swift 6 from swift 5 using Xcode 16.2. we are getting below errors in almost each of our source code files :
Call to main actor-isolated initializer 'init(storyboard:bundle:)' in a synchronous non isolated context
Main actor-isolated property 'delegate' can not be mutated from a nonisolated context
Call to main actor-isolated instance method 'register(cell:)' in a synchronous nonisolated context
Call to main actor-isolated instance method 'setup()' in a synchronous nonisolated context
Few questions related to these compile errors.
Some of our functions arguments have default value set but swift 6 does not allow to set any default values. This requires a lot of code changes throughout the project. This would be lot of source code re-write.
Using annotations like @uncheck sendable , @Sendable on the class (Main actor) name, lot of functions within those classes , having inside some code which coming from other classes which also showing main thread issue even we using @uncheck sendable.
There are so many compile errors, we are still seeing other than what we have listed here. Fixing these compile errors throughout our project, would be like a re-write of our whole application, which would take lot of time. In order for us to migrate efficiently, we have few questions where we need your help with. Below are the questions.
Are there any ways we can bypass these errors using any keywords or any other way possible?
Can Swift 5 and Swift 6 co-exist? so, we can slowly migrate over a period of time.
I'm working on the companion iOS app for my purpose-built MDM system. when I use the following in a .swift file:
import DeviceManagement
I get the build issue:
No such module 'DeviceManagement'
When I attempt to add the framework in the Frameworks, Libraries, and Embedded Content settings, DeviceManagement doesn't even show up in the available frameworks.
Alll the documentation I can find suggests that is the correct framework to import, but I'm new to this and not sure if I'm just missing something.
Some AI help is suggesting that the culprit might be v16.x of Xcode, but I don't know enough to prove that correct or not.
Any ideas on why Xcode believes there is no such module? Is there documentation that might help me learn how to make that framework available for my project?
On my M4 Mac running macOS 15.5 using Xcode 16.4 & Xcode CLT 16.4, Swift code in my Swift Package Manager 5.9 project (https://github.com/mas-cli/mas) builds fine against some included Objective-C headers via the following command line:
swift build -c release
But cannot find modules for the included Objective-C headers when building inside Xcode 16.4 or with the following command line on the same Mac:
xcodebuild -scheme mas -configuration Release -destination platform=macOS,arch=arm64,variant=macos
The error is:
Sources/mas/AppStore/AppleAccount.swift:9:16: error: no such module 'StoreFoundation'
How can I get Xcode / xcodebuild to work?
Note that the project is normally built by running:
Scripts/build
which runs:
swift build -c release
after running the following script, which must be run before any build (swift, Xcode, or xcodebuild) because it generates a necessary file (Sources/mas/Package.swift):
Scripts/generate_package_swift
I've tried moving the Objective-C headers into include subfolders of their existing module folders, using double quotes instead of angle brackets for the #import statements, having module.modulemap files in the include
subfolders or their parent module folder, and moving the module folders one level up the file hierarchy, to no avail.
I've also tried various changes to the root-level Package.swift (not the generated one deeper in the hierarchy, which isn't inclined in the build configuration), like making separate library targets for each of the Objective-C modules, various swiftSettings & linkerSettings, etc.
Maybe some of those changes would have helped, but maybe they were in incorrect combinations.
Thanks for any help.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Swift Packages
Developer Tools
Xcode
Objective-C
After updating to Xcode 16.4, Package resolution fails with some cryptic errors. Each package fails with the following message
Showing Recent Errors Only
<unknown>:0: warning: legacy driver is now deprecated; consider avoiding specifying '-disallow-use-new-driver'
<module-includes>:200:9: note: in file included from <module-includes>:200:
198 | #import "mach/mach_traps.h"
199 | #import "mach/mach_types.h"
200 | #import "mach/mach_vm.h"
| `- note: in file included from <module-includes>:200:
201 | #import "mach/mach_voucher.h"
202 | #import "mach/mach_voucher_types.h"
/Applications/Xcode-16.4.0.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX15.4.sdk/usr/include/mach/mach_vm.h:436:2: error: unknown type name 'mach_vm_offset_list_t'; did you mean 'mach_vm_offset_t'?
434 | (
435 | vm_map_t target,
436 | mach_vm_offset_list_t in_pointer_list,
| `- error: unknown type name 'mach_vm_offset_list_t'; did you mean 'mach_vm_offset_t'?
437 | mach_msg_type_number_t in_pointer_listCnt,
438 | mach_vm_offset_list_t out_pointer_list,
/Applications/Xcode-16.4.0.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX15.4.sdk/usr/include/mach/arm/vm_types.h:108:33: note: 'mach_vm_offset_t' declared here
106 |
107 | typedef uint64_t mach_vm_address_t __kernel_ptr_semantics;
108 | typedef uint64_t mach_vm_offset_t __kernel_ptr_semantics;
| `- note: 'mach_vm_offset_t' declared here
109 | typedef uint64_t mach_vm_size_t;
110 |
<module-includes>:200:9: note: in file included from <module-includes>:200:
198 | #import "mach/mach_traps.h"
199 | #import "mach/mach_types.h"
200 | #import "mach/mach_vm.h"
| `- note: in file included from <module-includes>:200:
201 | #import "mach/mach_voucher.h"
202 | #import "mach/mach_voucher_types.h"
<unknown>:0: error: could not build Objective-C module 'Darwin'
/Applications/Xcode-16.4.0.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX15.4.sdk/usr/include/mach/mach_vm.h:438:2: error: unknown type name 'mach_vm_offset_list_t'; did you mean 'mach_vm_offset_t'?
436 | mach_vm_offset_list_t in_pointer_list,
437 | mach_msg_type_number_t in_pointer_listCnt,
438 | mach_vm_offset_list_t out_pointer_list,
| `- error: unknown type name 'mach_vm_offset_list_t'; did you mean 'mach_vm_offset_t'?
439 | mach_msg_type_number_t *out_pointer_listCnt
440 | );
/Applications/Xcode-16.4.0.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX15.4.sdk/usr/include/mach/arm/vm_types.h:108:33: note: 'mach_vm_offset_t' declared here
106 |
107 | typedef uint64_t mach_vm_address_t __kernel_ptr_semantics;
108 | typedef uint64_t mach_vm_offset_t __kernel_ptr_semantics;
| `- note: 'mach_vm_offset_t' declared here
109 | typedef uint64_t mach_vm_size_t;
110 |
/Users/paulwilliamson/Developer/ios-app/Packages/Modules/ModalAdvert/Package.swift:4:8: error: failed to build module 'PackageDescription' for importation due to the errors above; the textual interface may be broken by project issues or a compiler bug
2 | // The swift-tools-version declares the minimum version of Swift required to build this package.
3 |
4 | import PackageDescription
| `- error: failed to build module 'PackageDescription' for importation due to the errors above; the textual interface may be broken by project issues or a compiler bug
5 |
6 | let package = Package(
We don't specify -disallow-use-new-driver, so I'm unsure where that message comes from. We have cleared derived data and are performing a clean build.
I just want to rant why is Xcode such a bad ide and I wish Apple can do a better job on Xcode. Here's why:
The preview is so slow. Most of the times it's just faster for me to test on a real device.
It is so slow, and many times I need to force quite after it's being unresponsive for sometimes. When I'm working on larger projects, the loading time becomes extremely slow especially when there's other clients that might be reading the same files like a Git client or simply iCloud.
The breakpoint is so slow. I don't know why, is it an iOS thing? But when I'm on ASP.Net the breakpoints are super fast. For Xcode it takes a long time to pause and show data.
It's so big
I don't know why it is so hard for Apple to make their ide better. The community has been unsatisfied with Xcode for a long time. There's many tricks on the internet that you can find to help you resolve some issues with your project that's actually related to Xcode. Instead of using these tricks, Apple should just fix these issues. Learn from Intellij!
In 2020 I created FB7719215, which I updated several times (including just now) and in 2021 I created FB9204092, but the issue is still there: when I keep Xcode open (currently version 16.3), my battery drains much quicker, even when it's apparently idle. For instance, today I barely did anything in Xcode, but still it has been at a constant 90% CPU for the last hours, and I keep checking the battery percentage to check how much time I have left.
Does anyone at Apple has an explanation, workaround and/or fix?
If I create a playground project that uses a JSONDecoder I get the following error.
The LLDB RPC Server has crashed. The crash log is located at ~/Library/Logs/DiagnosticReports and has a prefix 'lldb-rpc-server'. Please file a bug and attach the most recent crash log.
I have raised feedback for this, FB17702087, but I hope that there may be a workaround.
The code I am using to try and get this to work is from The Apple Developer Documentation - JSON Decoder
var greeting = "JSON Test 3"
struct GroceryProduct: Codable {
var name: String
var points: Int
var description: String?
}
let json = """
{
"name": "Durian",
"points": 600,
"description": "A fruit with a distinctive scent."
}
""".data(using: .utf8)!
let decoder = JSONDecoder()
let product = try decoder.decode(GroceryProduct.self, from: json)
print(product.name) // Prints "Durian"
A screenshot of the playground showing the error
The crash log (the file type has been changed to txt as ips file types cannot be selected for upload.
lldb-rpc-server-2025-05-28-140832.txt
Hi everyone,
We're developing an AR app using Unity with Vuforia for object detection. Our app works well in full-screen mode, including detection and post-detection phases. However, we're facing a specific issue in iPad Split View multitasking mode.
Problem:
The AR camera (Vuforia-based) freezes during object detection if another app is opened in Split View.
Post-detection, everything works fine in Split View. The problem only occurs during detection.
Testing Environment:
iPadOS 16+
Unity with Vuforia plugin
Using EnableMultitaskingCameraAccess() method with AVFoundation to support camera multitasking
AR scene is set up properly with detection capabilities in full-screen
Xcode Version 16.3 (16E140)
App developed in Flutter Flutter 3.29.3
Test iPhone device: iPhone 16 Pro running iOS 18.5
I have an app that requires Camera access. This used to work before with iOS 18.4.x. I have dumbed down my app to just get Camera permission. Even then it fails
flutter: Camera permission: PermissionStatus.denied
flutter: Photos permission: PermissionStatus.denied
flutter: Microphone permission: PermissionStatus.denied
flutter: --- End Debug Info ---
flutter: Loaded translations from asset for en_US
container_create_or_lookup_app_group_path_by_app_group_identifier: client is not entitled
container_create_or_lookup_app_group_path_by_app_group_identifier: client is not entitled
container_create_or_lookup_app_group_path_by_app_group_identifier: client is not entitled
container_create_or_lookup_app_group_path_by_app_group_identifier: client is not entitled
container_create_or_lookup_app_group_path_by_app_group_identifier: client is not entitled
container_create_or_lookup_app_group_path_by_app_group_identifier: client is not entitled
flutter: CAMERA PERMISSION STATUS: PermissionStatus.permanentlyDenied
Camera permissions don't show up in my App settings or under "Settings -> Privacy and Security -> Camera" and I am at loss to understand why this is happening.
I am facing this error on every flutter project build.
Although it runs ok.
The error happens on the codesign command
What do I need to fix ?
I have validated that every *.plist file is ok using plutil -lint
ERROR MESSAGE
/usr/bin/codesign --force --sign MY_SHA_CODE --verbose
/Users/macbookair/workspace/flutter_application_1/build/ios/Release-iphoneos/Runner.app/Frameworks/libswiftCore.dylib)` exited with status 0. The command's
output was:
/Users/macbookair/workspace/flutter_application_1/build/ios/Release-iphoneos/Runner.app/Frameworks/libswiftCore.dylib: a required plist file or resource is
malformed
Info.plist
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key> <string>$(DEVELOPMENT_LANGUAGE)</string>
<key>CFBundleDisplayName</key> <string>Flutter Application 1</string>
<key>CFBundleExecutable</key> <string>$(EXECUTABLE_NAME)</string>
<key>CFBundleIdentifier</key> <string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
<key>CFBundleInfoDictionaryVersion</key> <string>6.0</string>
<key>CFBundleName</key> <string>flutter_application_1</string>
<key>CFBundlePackageType</key> <string>APPL</string>
<key>CFBundleShortVersionString</key> <string>$(FLUTTER_BUILD_NAME)</string>
<key>CFBundleSignature</key> <string>????</string>
<key>CFBundleVersion</key> <string>$(FLUTTER_BUILD_NUMBER)</string>
<key>LSRequiresIPhoneOS</key> <true/>
<key>UILaunchStoryboardName</key> <string>LaunchScreen</string>
<key>UIMainStoryboardFile</key> <string>Main</string>
<key>UISupportedInterfaceOrientations</key> <array>
<string>UIInterfaceOrientationPortrait</string> <string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string> </array>
<key>UISupportedInterfaceOrientations~ipad</key> <array>
<string>UIInterfaceOrientationPortrait</string> <string>UIInterfaceOrientationPortraitUpsideDown</string>
<string>UIInterfaceOrientationLandscapeLeft</string> <string>UIInterfaceOrientationLandscapeRight</string>
</array> <key>CADisableMinimumFrameDurationOnPhone</key>
<true/> <key>UIApplicationSupportsIndirectInputEvents</key>
<true/></dict>
</plist>
Please help.
Hi, I’m currently developing a watchOS app and ran into an issue where I can’t enable Developer Mode on my Apple Watch.
Device info:
Apple Watch Series 9 (watchOS 10.4)
Paired with iPhone 14 Pro (iOS 17.4.1)
Xcode 15.3 (macOS 15.5, Apple Silicon)
Issue:
When I try to run the app on my physical watch device, Xcode prompts that Developer Mode needs to be enabled. However, there is no approval request on the Apple Watch, and no Developer Mode option appears under Settings → Privacy & Security.
I’ve already tried the following:
Rebooting both devices
Unpairing and re-pairing the watch
Erasing and setting up the watch again
Signing out and back into my Apple ID
Using the latest Xcode version (15.3 and 16.3 both tested)
Running clean builds and checking provisioning profiles
Attempting install via both simulator and physical device
Still no luck — the app will not launch on the Apple Watch due to Developer Mode being disabled, and the option is missing entirely from Settings.
I visited an Apple Store Genius Bar, but they couldn’t help and told me to contact Developer Support. I’ve already submitted a support request, but in the meantime I wanted to ask here in case anyone else has experienced this and found a workaround.
Thanks in advance.
Hello,
I'm sure I've probably missed a checkbox somewhere.. I have a mulitiplatform app, when building from Xcode, and not using the testing config, both iOS and macOS show the correct App Store currency..
When I distribute a build through TestFlight, my Mac version shows a
different country/currency price (the US one). I can't find anywhere to change this. My Mac is signed into the same sandbox account as my iOS device.
Can anyone help?
Hi ,
I am currently encountering issues while running a Titanium application using Xcode 16. I would like to request your guidance on resolving the following problems:
When running the Titanium app on a real device, I receive the following warning in Xcode and the app does not proceed beyond this point and the app is crashing on launch.
warning: (arm64) /Users/Library/Developer/Xcode/DerivedData/Procedures-hamsarmfbtnowbcdocpmydtuafnp/Build/Products/Debug-iphoneos/Procedures.app/Procedures empty dSYM file detected, dSYM was created with an executable with no debug info.
Thank you
"Hello everyone, I'm experiencing an issue with App Store Connect and Xcode. My client has granted me admin access to upload an app to TestFlight. However, while I can see the account in App Store Connect, it's not visible in Xcode. I suspect the client's account might be a personal account rather than an organizational one. Can anyone suggest what I might be missing or what additional steps need to be taken? For context, I can see all other teams, but this particular team is not appearing in Xcode. Any help would be appreciated!"
Hi All,
Really weird one here...
I have two bundle ids with the same reverse dns name...
com.company.app1
com.company.app2
app1 was installed on the device a year ago.
app2 was also installed on the device a year ago but I released a new updated version and pushed it to the device via Microsoft InTunes.
A year ago the vendor Id's matched as the bundle id's were on the same domain of com.company.
Now for some reason the new build of app2 or any new app I build isn't being recognised as on the same domain as app1 even though the bundle id should make it so and so the Vendor Id's do not match and it is causing me major problems as I rely on the Vendor Id to exchange data between the apps on a certain device.
In an enterprise environment, does anyone know of any other reason or things that could affect the Vendor Id?
According to Apple docs, it seems that only the bundle name affects the vendor id but it isn't following those rules in this instance.