React Native Simulator Build for Facebook App Review - ios

I'm currently making a react native application and need the user_link permission from Facebook. To do so, I have to submit an ios simulator build for app review.
I followed the instructions here https://developers.facebook.com/docs/ios/getting-started/advanced/ but my request got rejected for these two reasons:
Developer Policy 6.1 - Login
Developer Policy 1.9 - Build a Quality Product
Here's what I have done so far:
Ran my .app using ios-sim launch /path/to/.app since I did not do this previously and just directly submitted a ZIP of my DERIVEDDATA folder but
I encounter a "No bundle URL present." error, which I think is because I did not execute npx react-native start before hand (which I would have normally except I didn't becuase I launched the .app directly to the simulator)
I have reached out to Facebook App Review Support and talked to a live agent.
They were very helpful and pointed out that I should also have provided the path where to find my .app in the sea of folders inside the ZIP however, they could not provide a solution to fix the error I have since it's most probably react-native related.
Thank you very much! Any help is greatly appreciated!

Related

How to fix an error while uploading flutter app in in AppStore?

Last week I have been trying to publish my app Flutter app in App Store.
What do I have
app is compilable and works as expected on my iPhone and in emulator
apple dev account - OK
all done with certificates and apple dev page content (app screenshots and description added)
Archive was created in x-code without any errors
The last step to upload my app from x-code to apple dev page finished with an errors. Screenshot is attached
I have found some suggestions to remove
Pods_Runner.framework from project but i am not sure it will help
I do not understand what should I do to make it work. If anyone faced with this issue before please leave comment
So it was true! Pods_Runner.framework should be deleted from "Frameworks, Libraries^ and Embedded Content".
Have no idea how it get there, but on official flutter docs about how to upload iOS app there is a screenshot of this configuration screen and there is not
Pods_Runner.framework file on it.
I hope this will help someone who want to publish to Appstore!

No new App created in Fabric though fastlane beta says build uploaded to Crashlytics

I've been able to create and upload one new iOS app and two new Android apps in Fabric however, this particular iOS build will not upload to Fabric. I have gone through all the motions outlined in their tutorials and can run fastlane beta which runs successfully and says
[15:14:12]: Uploading the build to Crashlytics Beta. Time for some ☕️.
[15:14:20]: Build successfully uploaded to Crashlytics Beta 🌷
[15:14:20]: Visit https://fabric.io/_/beta to add release notes and notify testers.
However, this doesn't produce an app in Fabric. When I run through the steps for a Crashlytics upload either using the manual option or using the Mac App, I am unsuccessful. The Fabric app just leaves me with "to continue, build your Xcode project by pressing command-B," which does not do anything, I'm just stuck at that screen. I have tried every answer outlined in the Stack Overflow post here which should have addressed this problem but does not for me.
In short, I have successfully uploaded two Android apps and an iOS app to Fabric using this workflow but cannot get this iOS app to upload regardless of what's indicated by the command line.
If it matters, this is Cordova app.
The answer was tricky and bizarre so I'll post it for future reference. The trick was two steps (as far as I can tell, this is what made it work). First, run:
./Crashlytics.framework/submit *api_key* *build_secret* -ipaPath ./buildname.ipa -emails ***#*** -notifications YES
in the directory which contains your Crashlytics.framework file. This is probably the same folder as your xcodeproj file for your app. You should have this file in that directory after following the steps outlined in my post above.
Then open the xcodeproj and build and run the file (for me I had to run it on an emulator not just the physical iPhone I had connected to my Mac).
This created a new Fabric app. I have not seen any answers like this on Stack Overflow so hopefully this is helps anyone like me. I still have no idea what the root issue really was here.

Why would a Unity3D app [exported to to an Xcode project] fail because ip_unity_plugin.bundle has "unsealed contents present in the bundle root"?

I am a Swift developer submitting an app made by a Unity3D developer colleague which is destined for the App Store. The Xcode project has this file in it:
Frameworks/Plugins/x86_64/ip_unity_plugin.bundle
...which I presume is required in order to run Unity within an iPhone app (yes, no?)
When validating the latest archive of the build I get this warning:
Code signing "ip_unity_plugin.bundle" failed.
View distribution logs for more information.
The logs state that:
.../myClients.app/ip_unity_plugin.bundle: unsealed contents present in the bundle root
Which has me like 🤷🏽‍♀️
Any ideas anyone?
Thank you for reading.
That bundle is actually the instant preview library for Google Daydream.
If you're building for release it's safe to delete it from the Assets/Plugins directory of Unity.
Alternatively you can mark the bundle to not be compiled by changing it's metadata in the inspector. You might also find that this problem goes away if you update to a newer version of instance preview.

Unable to upload new build on iTunes Connect

I have already gone through various similar questions asked here on Stack Overflow and also on other blogs. Unfortunately, none of those solutions are resolving my issue.
After doing a lot of search & when I was not able to solve my issue, I decided to ask you all.
I will explain scenario briefly. I have already uploaded iOS application for beta testing on iTunes Connect. My app's current status in iTunes Connect is "Expired" as 30 days testing period is over. I did few source code modifications and I want to make this updated application available for testers. Therefore, I tried to upload new build version for the app.
What I did is -
App version (Bundle versions string.short) - Not modified (1.0)
Bundle version - Modified from "1.1" to "1.1.1"
Build the application
Submitted application - Window -> Organizer -> Submit
Even though I did it properly, I am getting error as in below -
Can anyone of you please help me to understand where I might be doing mistake? Any help is appreciated.
Edit 1:
I tried to use build version 1.2/ 1.2.1 as well. Also I tried to upload a complete new app record in iTunes Connect with app version 2.0 and build version 2.1.0/ 210, but everytime got same error.
Edit 2:
My app's current status in iTunes Connect is "Expired". Will it matter while uploading new build version for same app? If yes, what could be the best solution for such issue?
Finally my issue got resolved. Along with modifying the Build version and keeping the Bundle version as it is, we need to check for few build settings whether they are set properly.
I was missing them and that is why I was not able to upload updated version of my application to iTunes Connect.
Please, refer below screen shot for these Build Setting.
You can find complete blog here - iOS 8 Beta testing with TestFlight
This helped me and I hope this will help few others.

iOS OTA Distribution "unable to download" immediately upon clicking the link

I have an iPad app that we are distributing over the air for QA and Beta testers; we have both a debug and and a release config that we are building. Our build process puts together the website and the PLIST manifest file that that iOS needs to install the app. The release build downloads correctly, but the debug build does not. The only difference between the two manifest files is the application that it's pointing to. I've checked server permissions, signing issues (the same app that won't install OTA can be pushed via iTunes) all to no avail.
Most of the other articles out here deal with the file nearly installing and then choking (that's typically the wrong provisioning file).
Thanks for any help you can provide.
I've gotten this error before when the device has a version of iOS below the supported version of the application.
Check the url on plist file. Make sure it has correct path with http://
It turns out the problem was two-fold. One of the iPads had too old of iOS, and the other was there was a hidden character in the URL
It's also possible that the bundle ID is incorrect. We have multiple bundle IDs so we used to get them mixed up. In addition the icon URL is incorrect. Had that problem too

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