I have a problem when trying to test an application on macOS. For reference, this was created in Unity.
The BundleID has been changed as a previous developer had used a very odd naming format, codesign and notarization works on the new app.
However, when I try to run the app it starts complaining about the app being purchased on another computer (which is correct, we still use the old version for testing) but it has been removed on this device and hidden in the App Store.
Anyone know anything else I can try to get past the problem of macOS knowing about the old app version.
If you log in it then just says the app is corrupt as I am guessing it is comparing it to the downloaded App Store version.
Solved it myself, apologies for taking up bandwidth. In Unity untick Mac App Store Validation in Player Settings-> Other Settings
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I released an iOS + Mac Catalyst app that uses Core Data and NSPersistentCloudKitContainer.
No issues for the users, but something is wrong for me when installing the app from the Mac App Store: it not only uses the development database instead of the production database, but also merged both (I think it loaded the dev one from local storage and imported the prod one from iCloud).
I once had something similar on iOS too but it was easy to fix: delete the app installed by Xcode or TestFlight, then install via App Store.
However, I can't find a solution for macOS. I've deleted the app's folder in ~/Library/Containers and deleted the app from /Applications but after re-installing from the App Store, it happens again.
What can I do to fix this?
Note that I've found this answer but it's not exactly the same - in my case the released app is using the development database instead of the production database on macOS, so I can't do the "if DEBUG" thing (unless I first clean everything maybe and do this for the next version?).
Alright so I've built my first desktop app in xcode. The app is intended for use by one person only. I want to export it in the quickest, easiest way possible so they can use it on their laptop.
I've got Mac OS 10.10.3 and XCode 6.4. The target laptop has Mac OS 10.10.5. I am reluctant to update my system and the one on the laptop but will do if I have no other choice.
Getting it to work on my own computer would be a great start. Currently if I do Product > Archive. And then Export "As Mac Application" (unsigned). It creates the app but when I try and open it, it say "App couldn't open because of a problem". Is there a way I can debug this? Or an obvious thing I may have missed?
Ideally I want the app to work on my computer and to be able to transfer it to the target laptop and have it work on there too. I'll pay for the developer licence if I have no other choice but for a single-target application I feel like it's a waste of money.
You don't say it explicitly in your question but do you not have an apple developer certificate? If not, then you will not likely be able to sign the app appropriately to export it for use. If I'm not mistaken, when I export my apps (even for local testing on other machines in my house) the app gets signed with my developer certificate, enabling OSX to see that the app has been signed by a registered developer.
I believe you will be able to run the app in Xcode (without a developer certificate), but in order to export it you need a signature (development certificate) which is provided as part of the Apple Developer subscription.
An easy thing you could try to do, assuming your app builds:
Run your app
Right click the app icon in the dock
Click Options -> Show in Finder
Boom there's your app bundle. Send that over to your recipient
It seems fairly obvious in hindsight but I ended up installing XCode on the target computer (using the Apple Developer site to get the same version as I was running on the dev computer. I was then able to just copy the project across and run it. This wasn't ideal but it did the job.
I'm a newbie in OSX Development. I built an application in which will be distributed outside the Mac App Store. I have all the other certificates and keys working except for the Developer ID (App and Installer) for production.
I know that this may sound stupid, but for what it's worth, I just wanna make sure.
Will my app still be considered Developer ID - signed if I exported it as a Mac Installer Package instead of selecting Export Developer ID-signed Application, when I install it to its destination devices? Will it be successfully installed or be rejected with GateKeeper-enabled devices?
I have been scratching my head for this since for some weird reason, I cannot add a new Distribution Developer-ID from the Dev Center. I was able to add a Developer ID earlier this week however, I ran into some issues with my private keys. As per suggested by Apple and many other developers, I revoked all the Developer IDs and private keys to start fresh. The problem now is that I can't add any new Developer ID (Distribution). I cannot add in both Dev Center and by requesting through Xcode 5.0.1. I'm stuck.
I have submitted a Bug Report to Apple, but who knows when they'll be able to resolve it.
So now, temporarily, since I don't have any choice (I guess), I'll use the Mac Installer Package, but the question is, will it work?
Any help would be very, very much appreciated.
I've done this recently and have created a third Xcode project configuration to Debug and Release called Archive, which is a copy of Release except the app is signed using the Mac App Distribution / Third Party Mac App Developer and, confusingly there is a third name used for this same certificate.
I then changed the Archive scheme to use the Archive configuration to build.
Before doing this I had errors on some Macs when signing with my Developer ID, in some cases they claimed the app was corrupted, and in other cases I got gatekeeper blocking the app, forcing me to override it in System Preferences > Security & Privacy.
I personally use xcodebuild (from Jenkins) to build the app for distribution to testers, which I package in a .dmg so they only need to drag it to /Applications or ~/Applications and I do all that using a script within the Jenkins configuration. Your experience may differ to mine if you are using the Xcode app instead.
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.
Last night we have released a free app in the Mac AppStore. The app didn't yet show up when searching for (parts of) the title, however, we could find it by searching for one of our existing Mac Apps and clicking through to our 'Developer Page'.
When 'buying' the app (it's actually free), the icon pops up in LaunchPad and the progress bar for downloading & installing shows. Under Snow Leopard, the icon pops into the Dock and the progress bar for downloading & installing shows.
However, in both cases, as soon as the progress bar is filled, the app directly disappears from the LaunchPad / Dock and can no longer be started.
I've checked my Applications folder, but the app is nowhere to be found. I also checked this on other systems (under user accounts that never develop in XCode), those showed the exact same problem. I've also tried downloading a few other free apps from the Mac AppStore on my own system, these downloaded and installed successfully and don't disappear.
There seems to be a problem with our app that causes this issue, but I have no idea what it could possibly be. I didn't find anyone else suffering from this problem.
First and foremost, I would love to know what causes this so we can fix it.
Secondly, I am wondering how this app ever came through Apple's review process having this issue.
Any ideas?? Thanks in advance!
An Apple Dev on the Apple Developer Forums answered this question:
Do you have a copy of that app elsewhere on the system? App Store will install it over an existing copy, whereever that copy happens to be.
A different user on my system had previously built a debug build of the app from XCode. Apparently, any downloaded versions of Mac Apps are written over those apps -- even if the old version is within the home folder of a different user on your system, any version you purchase/download from the Mac AppStore will overwrite thát version; effectively locking out the downloading user from the app that he may have just paid for.
Imho, that's a crappy way of handling 'updates'. But it's good to know our app is working fine.
Thanks for the help StilesCrisis!
Update: Apple has asked me to file a bug report for this issue, will do.
I'm developing an app on Electron, and for me problem was that I had build files in my project folder, even after I deleted the app which I installed with .dmg in Application folder. So, it seems Mac Store looks throw whole disk space and trying to find app with same app ID, and if it exists, don't rewrite it.
After deleting my .app and .pkg build from the project folder app successfully installed from Mac Store. If it will not work for you, please try to clean app related folder in these directions: ~/Library/Caches and /Library/Application Support. I did it before, and can't guarantee that removing only project build files can help you. Maybe these actions are somehow connected. And removing app build files do not work for you.