I have just develop an apple watch with companion mode.
When I try to distribute this app for testers using app distribution and getting error like this:
Anyone know how to solve this problem?
Expected: Watch App can be installed
Related
I create an Unity app to desktop platforms using Unity 2017.4.40. I publish it on Steam and now I Wana publish it on Mac app store. I follow this guide "https://docs.unity3d.com/Manual/HOWTO-PortToAppleMacStore.html" to learn how to submit an Unity game to Mac App Store.
I do all steps on this guide and submit a PKG file to AppStore, but the game was rejected. I receive the following feedback from AppStore Review Team.
Hello,
The issues we previously identified still need your attention before we can approve your submission.
If you have any questions, we are here to help. Reply to this message in App Store Connect and let us know.
Guideline 2.1 - Performance
We discovered one or more bugs in your app when reviewed on Mac running macOS 12.3.
Specifically, the app did not launched and remained on a loading loop.
We tried to launch and review the app at the following two devices:
MacBook Pro (16-inch, 2019)
MacBook Air (M1, 2020)
Next Steps
Please run your app on a device to identify the issue(s), then revise and resubmit your app for review.
If you are unable to reproduce this issue, ensure you are testing the exact version of the app that you submitted for review, and that you're doing so in a minimally privileged environment. See Technical Q&A QA1778: How to reproduce bugs reported against Mac App Store submissions.
For additional information on crash reports, see Diagnosing Issues Using Crash Reports and Device Logs.
I test my game on MacOS Big Sur 11.6.1 and on a fresh install on another device with MacOS Monterey 12.3.
For me it works perfectly in both tests. But when submitted to AppStore I got this error, now I don't know what I can do fix this to make my Unity game runs on MacOS devices from Apple review team.
How can I fix that?
I succeed to publish one app in the Mac App Store.
I use the link below and I was able to understand how to publish my app in the Mac App Store
https://github.com/dilmerv/UnityBuildTools
My problem is that I forgot to sign my app with the "3rd Party Mac Developer Application: My Name (XXXXXXXXXX)" certificate and after that create a pkg file and sign it with "3rd Party Mac Developer Installer: My Name (XXXXXXXXX)" certificate.
It works for me, my app was finally published in the Mac App Store.
There is another certificates that are needed to distribute the app outside Mac App Store. For me I will need to use the "Developer ID Application: My Name (XXXXXXXXXX)" to sign my app to distribute using Steam.
I'm trying to get my Flutter application to receive messages using Cloud Messaging. This is working great on iOS, but for my Flutter macOS application, no matter what I try it's not working.
There seems to be very little documentation online about how to do this, with even the official documentation not being particularly clear.
What I have tried:
Cleaning Flutter
Removing pods and rebuilding
Sending messages from both Firebase's test page as well as a Firebase Function
What I am wondering if I have got wrong:
In the documentation it says For iOS; you must have a physical iOS device to receive messages., does this mean I should be doing something different when running a macOS app too?
Where it says in the documentation, This guide applies to both iOS & macOS Flutter apps, repeat each step for the platforms you require, does it literally mean every single step, as some steps seem to be fine not being repeated eg....
Can I reuse the same Firebase iOS app and Apple key or do I need to create a separate Firebase iOS app and separate Apple key?
Can I use the same identifier as with my iOS implementation?
Thanks so much!
For anyone else trying this, it turns out that notifications shouldn't work on MacOS using the default build approach. Instead, you must use a notarized version of the app. Many thanks to Markus Aksli, who responded with the following:
No, you can just run on your mac, however you need a build that has
been notarized by apple (https://github.com/FirebaseExtended/flutterfire/issues/5717)
You can use the same identifier and key
I am in the early process of learning how to automate Xamarin apps for my company. I started out by just cloning the TailWind Traders app from Microsoft to make sure my system is configured correctly, but I'm running into an issue. After modifying AppManager.cs to use the .app file and attempting to run a single iOS test, I see the app load in the simulator, I get a Mac alert saying "Do you want the application 'DeviceAgent-Runner.app' to accept incoming network transmissions", and then the test fails with this message:
System.Exception : Unable to contact test backend running in app. Check that your app is running and that it is properly configured:
For Xamain.iOS applications, https://learn.microsoft.com/en-us/appcenter/test-cloud/preparing-for-upload/xamarin-ios-uitest
For native iOS applications, https://github.com/calabash/calabash-ios/wiki/Tutorial%3A-How-to-add-Calabash-to-Xcode
Going to that website, I see that it is helping the user configure running tests AppCenter, but I don't want to do that. I simply want to run a test locally on my machine. In trying to fix this, I've uninstalled the Xamarin Test Cloud Agent package and deleted the #if ENABLE_TEST_CLOUD block from AppDelegate.cs. But, it's still happening. How do I run an iOS test locally? Thank you!
If you want to automate uitest using xamarin, it is necessary to add test cloud agent nuget in your xamarin ios project which enable linking to Calabash & install the device agent runner in your mobile. For more detail visit on Microsoft site.
https://learn.microsoft.com/en-us/appcenter/test-cloud/uitest/preparing-for-upload-ios
Whether you upload your test on app enter or run it locally. You have to add test cloud agent nuget in xamarin ios. If you are using native iOS, Calabash linking require to run xamarin uitest.
i'm trying to create my first app using Phone Gap, so i manage to Build a "generic" app, after installing node.js and phonegap.
So i'm trying to run the following command on the terminal:
phonegap build ios
And it always get stucked on [phonegap] Detecting iOS SDk Environment.
I have, xCode 5, and i do have all the profiles needed to develop, and distribute for iOS, in fact i couple of hours ago, i just send my first app to Itunes Connect, so i think my environment, is fine.
Any ideas? Thanks for the attention!
So, instead of using the command phonegap build ios, I tried phonegap run ios. The program runs, and also a folder was created with the xCode files.
I still dont know what was wrong, but it worked for me.
I don't have the Apple 79€/year account. In iOS 5.0 and Xcode 4.2.1 I changed SDKSettings.plist ecc... And it works. In iOS 5.1.1 and Xcode 4.3.2 no, I already changed settings ecc but don't work, the app installs on device but crash on launch... How can I run my app on device without crashes? Thanks, and sorry for my english.
I have had this issue before on a jailbroken device. You have a few solutions depending on the exact issue. First you can install app sync in order to allow unsigned code to work on your device if you are not using a valid code signing identity. The second option is to actually get a valid code signing identity along with the provision profile so you can run the application correctly. This involves paying for the developer program so this may not be the best option.
Last is a very common issue with jailbroken devices. Which is that you will receive an error such as "failed to get the task for process xxxxx". This tends to happen a lot with jailbroken devices. This is because Xcode notices you are not using a provision profile that is required to report error logs. All you have to do is launch the application again on the device and everything should work.
This is just Xcode not being able to fully launch your application because of the missing provision profile so it results in a crash. If none of these solutions solve your problem please post a more detailed explanation of the issue you are having.