You have no eligible Bundle IDs for Mac OS X apps. Register one here - macos

I get the error in iTunes Connect when I select:
Manage Your Applications > Add New App > Mac OSX App
You have no eligible Bundle IDs for macOS apps. Register one here.
When I click on the "register" link, it shows one App ID that I have set up. All of the lights are yellow because my app does not use iCloud, Game Center or Push Notification.
Why is it not finding this App ID, or is there something I can do to "correct" it?
When I go to "Contracts, Tax and Banking", both Mac OS X Free and Mac OS X Paid Applications agreements are listed under "Contracts in Effect".
It seems to me that I have satisfied all prerequisites. What else is there?

Log out of iTunes Connect and log back in fixed it for me.

This just happened to me (though the error was updated to "macOS apps" - which I'm including here for future solution seekers)
You have no eligible Bundle IDs for macOS apps
It seems that for some reason Mac apps have their own section in the developer portal: switch to it before creating the App ID and it'll appear immediately in AppStoreConnect.

This issue appears to have reoccured again during the during the first week of January 2020.
This time, it was likely due to an error in the App Store Connect backend where it was not able to fetch the registered bundle ID from Apple Developer backend.
The same was reported to Apple by many developers (including myself) and the fix was applied by Apple on the backend servers.
A relevant discussion on the Apple Developer Forums can be found here:
https://forums.developer.apple.com/thread/127608

The Bundle ID needs to be different than the iOS version of the same app.

Related

Can't login to Apple ID on Xcode, `Unexpected nil property at path: 'Provider/attributes/developerTeamId'`

Problem
In Xcode (Version 13.2.1 (13C100) and the latest beta, Version 13.3 beta (13E5086k)), trying to login to my Apple ID results in the error, Unexpected nil property at path: 'Provider/attributes/developerTeamId'. Has anyone got a solution to this?
Observations
this happens on multiple computers. So don't bother resetting your system. I am trying to use an older version of Xcode now. However, this might be an API issue (data sent back from Apple servers) which isn't structured well for Xcode.
this affects accounts with multiple teams.
Apple has fixed the issue
Apple has fixed the issue, you don't need to update Xcode, since it was an issue in their backend. I've emailed the Apple developer support as this seems to not be an isolated issue. Trying the latest beta of Xcode, Version 13.3 beta (13E5086k) did not solve it. This seems to have happened 1 year ago as well.
Temporary workaround
I've noticed that this only happens to me if my Apple developer account belongs to multiple teams. So I left all the teams except 1 in my alternative Apple ID.
Go to App Store Connect's "Users and Access"
Go to App Store Connect > Users and Access > People > "YOUR NAME" > Scroll down > "Leave team".
Leave the team
Scroll all the way down, and click "Leave Team". You need to leave all the teams except the one you're working on. Obviously, you'll need an invite later to work on those teams again.
Alternative
Alternatively, create a new Apple ID and invite that one to the team you need to develop for. Fortunately for us, Apple only broke Xcode, and not developer.apple.com. 😅However, you'll need an Organization team, not an individual team.
Have the same problem. I had mac In Xcode (Version 13.0 (13A233)),(MacOS BigSur 11.6 (20G165))when i trying to upload my app to Test Flight .
I think if your apple developer account have multiple team id,May be Xcode unable to find correct app id.
I found one solution i install transporter app and login through any apple id and select team id export your app and add .ipa file .
Hola it works
After writing to feedbackasistant the problem was fixed for me.
Xcode Version 13.2.1 (13C100)

microsoft-teams: How can we update the app of all users ? Lack of functionality plus issue

We have a published app in the Teams App Store.
And we are updating valid domains list from time to time (Adding new valid domains).
So we have to be sure that all users have latest version of the app.
If someone has old version of the app (without this valid domain name) they will not be able to open that site in task module window.
It is very important to keep the app updated.
So as we expected users are experiencing issues with valid domain names.
And the simple question "which app version does user have" led us to next issues: lack of a basic functionality on Mobile versions of the Teams app and a bug on the Desktop/Browser versions of the Teams app.
Mobile apps: There's just no way of getting app version. Or at least we haven't found it.
Desktop/Browser apps: There's 'About' tab with the description of the app and it's version. But in our case the text is long and the section is not scrollable so users can't scroll up and get app version. Check the screenshot below
Is there a way of updating the app for all our users of all tenants ?
Any help would be appreciated.
#Oleksa, #Hilton - Process of updating the version of the app is similar to how you submit the app initially to store.
Teams does not force users to update to latest available version of the App but it shows small banner with the message "latest version of the app is available" which user has to go and update to the newer version.
I am surprised, #Hilton did not have this question till now :)
As of (19/1/2021), You can only upgrade an app on desktop and not on mobile. Upgrading the app on desktop will automatically do the same on mobile.

How to upload to Apple's My Apps from a Xamarin project

I specifically need help getting the app build into my apps. I am so new to the MAC ecosystem. I need to get my app build from my windows 10 box (parallels) running VS2017/Xamarin Forms project uploaded to My Apps. What i have found is helpful if you are using xcode on the mac.
I have read tons of pages and help files and with all of that what I have includes:
created an app in VS2017/Xamarin that runs happily on the emulator from the MAC (MacBook Pro)
purchased the app dev subcription from apple
created a Production certificate (I don't need this yet but I was in there so...)
created a Development certificate
created a key pair from the Dev cert (that show up in the keychain)
created an App Group
created my app's placeholder under My Apps on App Store Connect
added my iPhone to devices via connecting to the Mac getting the UDID from iTunes
created a development provisioning profile for my iPhone (Not sure how this helps my testflight plight)
Assumptions
You must submit for review the same way for both TestFlight and Prod release to the actual store.
You don't need to open the app in xcode outside Xamarin
There is a tool or concept I am missing out on.
For development outside of Xcode, you will want to use Apple's Application Loader App to upload your app to App Store Connect.
As I said in comment to Matt below his correct answer to my actual question above, I needed to get the project right to get to that point.
Here are the more intimate details for the lurkers. I hope this helps some of you.
I was getting, or trying, to get all of this in place manually instead of letting VS do it's work getting this stuff together while I got to coding. FastLane FTW
Open the account management window, go to Tools > Options > Xamarin > Apple Accounts
Add your AppleID
Click on your appleID
Click the add button
Select your id in the lower text area
then add your distro cert. As is proper you deploy to TestFlight as a prod release.
Then get over to to your iOS project properties:
Make sure that your project is outputting an IPA. (Not Beer ;) )
These are my settings that worked. There could be other configurations that work as well.
I never get the automatic provisioning to work. And while this bundle signing settings look like it will not work, it does. I have received my apple approval for beta and users are in testflight.
Also, make sure you update the version of the app in the plist for subsequent releases. This change is not carried through from the AssemblyInfo.cs as one might expect. viola.
If you see this during debug make sure your debug version has Developer (Automatic) set for your debug settings.
FWIW - My VS2017:
While this does not perfectly match the info # https://learn.microsoft.com/en-us/xamarin/cross-platform/macios/apple-account-management?tabs=windows it worked for me. That page was key to the solution and deserves citing. Your mileage may vary.
If I missed something please reach out and I will update this.

Can I use In-App-Purchases when distributing outside of Apple's App Store?

I'm new to mac os app development and the documentation doesn't ever say that this is not supported (as far as I could tell).
Can I use IAPs if I don't submit to the App Store?
Is there anything different that I should do to setup IAPs when distributing outside of the App Store?
It looks like this is not possible, as documented here:
https://developer.apple.com/macos/distribution/
Only iCloud and Push Notifications are available.
I think its possible by following instructions below.
Go to itunesConnect , Users and Roles, Create a sandbox user . I am thinking you have already made the in app purchase items in your app in itunes connect. Now in your device log out the Appstore ID from settings. Do the in app purchase using the Test user credentials you created, and it will make the in app using a sandbox environment.
For more info about In App follow this link :
https://www.raywenderlich.com/122144/in-app-purchase-tutorial

Mac App Store possibility to allow free download of paid app

I am having an application which I will be putting into the Mac App Store soon.
It will be a paid application.
It is my first app I'm transmitting, so please excuse my lack of knowledge so far.
I have some guys that helped me a lot during the development with testing and stuff.
As some kind of reward we arranged that each of them will get his version of the app for free.
The thing is that I did not think of code signing and security stuff in the beginning and now I'm having a bit of a dilemma.
I could of course give them a non-code-signed version of the app, but I do not want to have another development branch for these versions in case of future updates.
Is there any possibility for them to download the app from the App Store legally with some kind of "voucher"?
For each version of your app that you submit to the app store, you can generate 50 promo codes, which can be redeemed in iTunes
Note: promo codes expire after 30 days. I usually only generate 10 at a time, keep them safely stored in a text file with the date of generation, and delete them after sending to an individual.
To create promo codes:
1) In iTunes Connect, click "Manage your Applications"
2) Click the app
3) Click "View Details"
4) Click "Promo Codes"
For my Mac store app, I only have Release builds code signed (and sandboxed as well). Debug builds are not code signed / not sandboxed and have a "Beta" attached to the bundle ID (thus avoiding issues with non-sandbox and sandbox versions of the same bundle ID). I can then quickly give out betas to testers.
Yes, it's possible. On iTunes Connect you can create promo codes which these testers can "redeem" to get a full copy of your app on the Mac App Store.
Look for this button:

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