I have just release an app to the App Store.
I have tested the build using TestFlight and everything worked.
After installing it from App Store it crashes upon opening.
Switching back to the same build but installed through TestFlight makes it work once again.
Does anyone know of any difference between a TestFlight version and an App Store version (of the same build), or have experienced anything similar?
The issue appears to be network related (I think, but I have very little information, and can’t setup a test env as it only happened after releasing to the App Store) and the issue is reproducible on multiple devices.
The app is a React Native (Expo build with EAS) and the source in its entirety can be found at https://github.com/pictoroma/app/
Edit: added source url
Resubmitted another build using the same source, and now everything works. Maybe something inside Apple’s pipeline corrupted the binary between TestFlight and App Store 🤷
Related
Following this unity tutorial: https://docs.unity3d.com/Manual/AppThinning.html
We are trying to use on demand resources for an app to fit the 200mb limit for the apple store.
assets are tagged for the asset bundle
asset bundle is built
on demand resources are enabled
xcode on demand resources are enabled
appleconnect lists an asset pack
testflight app works on our test phone (multiple build have been tested on this phone)
ODR does not work on apple’s end for submission review ERROR: On Demand Resource request failed: The requested application data doesn’t exist
Current iOS that we have testing is 12.3. Xcode version 11.4. Unity version 2019.2.17
Could it be possible that the test iphone has the bundle cached and therefore does not encounter this error. Before every test, the previous build is deleted.
From the error it seems that the bundle is not being hosted. The test phone will be updated to 13.4 in the meantime, but it seems an important step is missing.
We have scoured the internet for a few weeks with no results, so if anyone has information, it would highly appreciated.
Hey I'm experiencing something similar with my app. To give some context. I've embedded the Unity Engine (2018.4.9f) within a native iOS app (targeting iOS >11). Seeing as your experiencing this with a unity build I'm now not sure if it's an issue with Unity, Xcode, or Apple's backend (my money is on apple's backend. See: recent ODR issue). My ODR works totally fine when tested locally and through testflight but gets rejected during app review because of a NSBundleOnDemandResourceInvalidTagError, meaning the tags my app is trying to access aren't in the tag manifest. It's been a serious headache because I can't replicate the issue at all. In the past I've eventually gotten builds approved after clearing the derived data and cleaning the build folder and continuing to submit until it works for them. I just submitted a build after completely uninstalling Xcode and reinstalling it to see if that might fix things. I'll keep you posted.
I did a mobile application using Firebase (Analytics, Crashlytics and Storage). It is working fine on Android and also on iOS so I released the application. Now I notice that none of the Firebase services the app is using is working on iOS when the app is installed from the App Store If I install the app on a device directly from XCode, all is working fine.
Does anyone has an idea of what it may be and how to fix it? I am new to iOS.
Thank you!
All is running fine on Android. The problem appears only on iOS when the app is installed from the App Store.
I found the solution, if it happens to you, generate the archive again and verify it on TestFlight, then publish it on the store if it works. I think something went wrong with my first archive.
My testers have problem with an app I had uploaded to Fabric Beta. During normal testing they uninstall already installed app from their devices and they download new version from Fabric. In that case everything works fine. App will download and launch properly.
Problems begins when they want to test situation when future app's users update my app from AppStore. My testers want to check if updated app will not crash.
Test case is easy:
List item
Download app from AppStore.
Launch it.
Download new version from Fabric (new version should override old)
Launch it.
App should not crash.
Problem appears in (4), Fabric shows error "download problem detected". (Note that everything works if there is no old app on device.).
Fabric has problems with overriding apps?
Fabric (1.7.7)
iOS 11
iPhone 6s Plus
PS. This test is important. Crash will appears when I change database model without migration for example.
Paul from Fabric here. Did you uninstall the App Store version of your app first? Since iOS 9, Apple changed its policy to prevent apps from being installed over the existing App Store version by 3rd parties, so you need to delete the original app before installing the Beta version. For more information, see our docs here: https://docs.fabric.io/apple/beta/tester-experience.html.
And the other reason could be if any other app is installing or updating parallelly, Fabric will not be able to install. Just faced the issue :)
I have an iOS app which, when submitted to Apple is crashing during usage when you try to go to a new view. This also occurs if i package up the application for enterprise distribution and then go to use the app.
If i just plug the phone in and run from xcode to the device though, it runs perfectly.
Has anyone experienced this before and have any ideas what it could be? Running latest xcode and ios, not using betas.
EDIT - i've tested building straight to the device using both debug and release scehemes, and they both working, but again, only when the device is plugged into the computer and it's built straight to it. packaging it in anyway and installing remotely causes it to crash on a particular screen. The error logs end up as a basically unreadable mess at this point.
When we archive app it mostly builds with release mode on, and when we run build on devices simply by XCode it's with debug mode on. You can check these configuration by going
Edit Scheme -> Run -> Build configuration, same you can check for Archive.
Now for tracking the crash issue you can simply try changing Run's debug mode to release mode for time being.
I got the crash where I was doing configuration for firebase for production target which has different bundle identifier than dev build identifier. You case may be different.
Wow, to be honest, that is really odd... It really shouldn't have that affect if you distribute via enterprise... As of any idea on how to fix this issue: you did add entitlements to the app when signing via enterprise, right?
So I had built my app and had successfully been approved in the app store, but the problem is the ZXing scanner does not scan QR anymore..
I did try also built my app as Ad Hoc and Development Provisioning, and it works just fine...
But, when build for App Store, after approve, it just wont work anymore (really does not scan no matter how clear the QR Code is)..
Are there any Build Settings to change or any Housekeeping before Archiving for App Store?
If there are stuffs i missed please do tell, thanks :)
Not a lot of information here.
As mentioned in the ZXing FAQ, if you happen to be using an older version of Xcode (before 4.2), if you compile with any version of llvm (llvm-gcc or clang) and turn on optimizations, ZXing will fail because of compiler errors.
If that's not it, you'll have to start tracking down the Xcode settings. The Archive action should be using the Release build configuration and if you set the Run action to use that configuration (select the project portion of the scheme pull down, then Edit Scheme ...), you should be able to replicate the failure.