Situation:
I have a Xcode project that included an iPhone app and a Watch App.
Goal:
Only release the Watch App
Issue at I Tunes Connect:
I get the message that I should upload product images for iPhone.
But I don't want to launch the IPHone app in it.
The Watch app works without iPhone fine.
Question:
Do I have the wrong project chosen in I Tunes Connect or must I delete targets in Xcode?
Snippet From Xcode
The iOS bundles had been inside the watch bundles.
We needed to separate them and it worked.
Related
I have an issue when uploading iOS app with watchOS, when I upload the iOS app it's showing that there is no WatchOS app attached to it. I tested the app in the simulator and it is working fine, here is the targets for my app it is showing there are watchOS targets attached to it
every time I upload the iOS build it is showing there is no Apple Watch app attached. can anyone help me out to figure out what is the problem for this one
I could think this is it. Watch app for iOS is installed with the iOS app, stand-alone watch app is installed standalone via the watch app store
When I'm running the Apple Watch simulator from Xcode, both the iOS simulator and the Watch Simulator launch but the iOS app doesn't start up. Is that by design or am I doing something wrong? I can launch either in the simulators and they communicate as expected but if both would launch at the same time that would be very useful.
Xcode doesn't have an option to automatically run both apps for you.
The existing approach is historically by design, but there are other reasons for it too. For example:
It's faster, and uses less resources to not unnecessarily (build, install and) launch the host app.
You may want to test that the watch app works as expected when it can't communicate with its paired device or app.
Within Xcode, you tell it to run a particular app, whether it be the iOS app or the watchOS app. That's the (only) app that launches.
The best you can do (within Xcode) is to first run the iOS app, then run the watchOS app. Both will be running, and you can then debug either one from within Xcode.
Of course, you could always submit a feature request to add an option to launch both apps.
We have a app that was submitted as a universal app with support for all devices iPad and iPhone but we no longer want it to show in the store as a iPad app we want it to just be a iPhone only app.
This app was built with Appcelerator so i have changed the app tiapp.xml details to only support iPhone no longer universal, but it will not submitted to the store.
I can't upload the existing app because the family group in the bundle Id. it won't accept removing the iPad.
How can we remove the app from being listed as a iPad app really important as the app was not built with iPad in mind it would be fine if it was just a scaled up version of the app.
Any help please?
Developers who wish to issue updates, but remove device support, have
three choices:
Fix their app so that it can work on the devices they originally set
out to support. Target a newer version of iOS that requires a newer
device. Remove their app from the store, and upload the new app with a
different bundle ID.
I'm new to iOS development and I'm playing with Swift in Xcode working on a number of experimental projects.
In one of these I've designed an app for the Apple Watch (using the InterfaceController.swift in Watch App Extension) and in the same Xcode project I've also deigned a corresponding app for the iPhone (in the usual Main.storyboard, ViewController.swift, etc). When I run these apps using the iPhone 6s + Apple Watch - 38mm simulator, both apps run on each device as they should.
Now, if I connect my iPhone 6s and try to run the app, I get a message stating: "Could not launch 'App Name' on iPhone 6s. No paired Apple Watch."
I don't actually own an Apple Watch, so the error is understandable. But this got me to thinking and I now have the following questions:
If I go through the process to submit this to Apple, will the iPhone app work for people as a standalone iPhone app if they have no Apple Watch? Or, are the apps in this project (both the iPhone and Apple Watch apps) only going to work for people who have an iPhone paired with an Apple Watch?
If I want this iPhone app to be available to people with only iPhones, do I need to do anything special? For example,do I need to create a new Xcode project and effectively copy across the iPhone app from this project, or is there another approach I should adopt?
What else do I need to be aware of? For example, do I need to rename the iPhone app to something different to make it available only to iPhone users? Is there anything else I should be aware of?
Regarding running the app on your iPhone, as Paulw mentioned in the comments, just change the execution target to the iPhone app. See screenshot:
Answering your other questions:
The watch extension is an extension inside your iPhone app. iOS Apps with a watch extension work on all iPhones, even if they are not paired with an Apple Watch.
Yes it will be available.
You don't need to worry about anything else. The iPhone app will work on all iPhones. The watch app will show up on only those iPhones that are paired with an Apple Watch.
I am not able to attach watch app process into debugger while running from iPhone app.
I am following below steps.
Run iPhone app from Xcode in iPhone.
Make app in background.
Open watch app in apple watch.
Now I am doing Debug -> Attach to process. in that list apple watch process is not showing..
Any help?
I have only played with the Simulator (watch not arrived), but you better launch the watch app using Xcode and then open the iPhone app manually.
Xcode will only attach to one of them, so may need to debug one at a time.
You should run the WatchKit app target from Xcode, then launch the iPhone app manually or from Xcode. Note that you can attach to the iPhone app while attached to the WatchKit app to debug both at the same time.