Fastlane Apple Generic versioning not enabled in this project - ios

What I’m doing is trying to make bitbucket pipline do my iOS CD, I included docker fastlanetools/fastlane image and in the steps i pull and run the docker image everything is okay and i was able to let fastlane command work by calling fastlane beta in the steps.
What’s happening is that fastlane exits with the error
Apple Generic versioning is not enabled in this project.
I followed apple documentation to enable it from xCode
from here
I changed all the targets in my project to use App Generic and still not working

In case it was this issue xcrun avgtool xcrun: error: unable to find utility "avgtool", not a developer tool or in PATH
after
sudo xcode-select -s /Applications/Xcode.app
fastlane stopped complaining

In my case it was the issue of Command Line Tools, which wasn't specified under the location tab.

Add your xcodeproj path.
Like
increment_build_number(
xcodeproj: '../XXX.xcodeproj',
build_number: number
)

I met the same problem. I searched and tried a lot of ways, but still not worked it out. A flash of inspiration came to my mind. I set a certain version via increment_version_number, it was succeeded magically. Then I tried increment_version_number again to make it automatically increment the version number. Lucky me, it worked.

I had two installations of macOS but Xcode only on one of them, after updating I lost the command line tools location. After setting that up in the preferences it worked again

What i missed was missed setting CURRENT_PROJECT_VERSION
(whz. Current Project Version) build setting, which specifies the current version of your project.
Reason:
By default, Xcode does not use any versioning system & no value for Current Project Version. So setting versioning system to Apple Generic ensures that Xcode will include all agvtool-generated version information in your project.
Reference
So make sure, your below set values for

I highly recommend using this plugin if your issue is not having argvtool accessible in CI/CD when trying to bump stuff uniformly for both IOS/Android before it does it in the macOS runner or action etc

In my case this problem appeared after I updated Xcode and my xcode-select was pointing to the missing folder.
After I executed xcode-select -s /Applications/Xcode_13_4.app Fastlane continued working as it used to before.

Related

specifying DEVELOPER_DIR to choose xcode version have no impact in jenkins

i'm trying to switch between different xcode versions with jenkins and i come to this solution where we inject DEVELOPER_DIR as environment variables
DEVELOPER_DIR=/Applications/Xcode8.1.app/Contents/Developer.
but even if xcodebuild -version show the correct as xcode8.1 my project fail because it uses the other version of xcode7 .
Thanks for your help
There's a lot of info in the documentation for the Xcode plugin, some of which could help you debug your PATH issue, but you'll probably find it easier to just use this plugin to configure Xcode.

Why do I need to clean the xcode project everytime I build the project?

I have an iOS app written in Swift. Whenever I run the project, it gives Shell Script Invocation Errors:
When I clean the project, the subsequent build performs ok. But again, if I build the project next time, it again gives the same error.
Cleaning and rebuilding the project takes a lot of time. Is there some way around it?
It's difficult to know exactly what is causing this issue as it could be a number of things, So the question is quite broad.
Few things to try...
Check your build phases in the project and look for anything that might not be expected
Try checking out your project (if using version control) in another location such as your Documents folder to make sure there isn't a permissions issue.
Try cleaning the build folder using alt, cmd, shift + k.
If your still having issues after that try providing additonal information.
What version of xcode are you using?
Are you using any xcode plugins?
Are you using any package management solutions? carthage? pods?
Have you tried to build your project on another computer?
Are you using the latest version of the command line tools?

Setup of React Native using ndenv on OS X

I'm running into PATH difficulty setting up a new React Native iOS project in Xcode 7.1. I'm trying to use ndenv to manage node versions, which means ~/.ndenv/shims needs to be on PATH. To that end, I have PATH set as a user-defined project setting as $PATH:~/.ndenv/shims. The Xcode settings UI shows the correct expanded PATH value.
Yet the project, generated by react-native init, still fails to build. The custom build script fails to find react-native:
../node_modules/react-native/packager/react-native-xcode.sh: line 36: react-native: command not found
react-native is installed correctly, but the environment variables dump in the build output makes clear that ~/.ndenv/shims isn't on PATH. My PATH settings don't appear in the build environment. However, if I set a random user-defined setting (e.g. FOOBAR=baz), that does correctly show up in the build environment.
That result plus further inspection of PATH in the build environment makes clear that Xcode is overriding PATH somewhere along the line.
So in order of preference:
How do I correctly append to PATH for a custom build script in Xcode 7?
Alternatively, what's the best (least hacky?) way of getting ndenv-managed npm modules on PATH for the build script?
Modifying react-native-xcode.sh is out of the question, since that's a part of the external react-native npm module.
UPDATE 1
As a temporary workaround, I've bailed on ndenv and installed node via homebrew. This puts react-native on the (apparently-hardcoded) Xcode path at /usr/local/bin, and works to get the build running. I'm not going to submit or accept this as a solution, since it doesn't allow the repeatable control of node versions that ndenv does.
The problem seems to be that the react-native-xcode.sh script depends on the react-native-cli package to be in PATH. This issue was reported to the project in these two issues on Github:
https://github.com/facebook/react-native/issues/3974
https://github.com/facebook/react-native/issues/3948
I expect a fix to be implemented quite soon, because this is a major problem for anyone using the react-native cli to create new projects.
There are a few work arounds for this problem, but none of them are perfect. Which one would work for you depends on your node / npm setup:
I myself installed node via nvm and just needed to add export NVM_DIR=~/.nvm
source $(brew --prefix nvm)/nvm.shbefore running the react-native-xcode.sh.
For this to work you need to have react-native-cli installed globally.
If you need help finding a solution for your specific setup, please give me some more information about your node setup. ( or you can try one of the other solutions pointed out in the issues I linked above. )
Had the same issue. The work around called out in the link below is working for me. Haven't found a permanent solution.
The XCode $PATH differs from terminal $PATH and it doesn't include path of nvm nodes (~/.nvm/versions/...). This can be temporarily fixed by adding source ~/.bash_profile to the beginig of react-native-xcode.sh
https://github.com/facebook/react-native/issues/3948
This issue was effectively fixed when facebook/react-native#5518 landed. react-native-xcode.sh now respects a NODE_BINARY environment variable that tells it where to find node on the build system. Under your app's target, see Build Phases > Bundle React Native code and images and set the shell script code to:
export NODE_BINARY=$HOME/.ndenv/shims/node
../node_modules/react-native/packager/react-native-xcode.sh
If your node is in a different location, change the value of NODE_BINARY to suit your installation. Here's a screencap from Xcode 7.1 to aid navigation:
It looks like a fix for this was just published as release 0.14.2
https://github.com/facebook/react-native/releases/tag/v0.14.2

Crashlytics in iOS won't proceed past "Build Your Project" in Fabric app

I'm installing Crashlytics for my iOS app. I downloaded it via their site link, and went through all the steps for integrating the frameworks, adding the run script, etc.
I was experiencing an issue, so I removed the frameworks and decided to start over and try a fresh install. But the Fabric app updated to a newer version, and now when I try to reinstall Crashlytics into my app, it doesn't give me the option to reinstall the frameworks. It goes straight from clicking "install" to the "Build your project" screen, which I cannot pass.
To help configure your project, please build it now by pressing ⌘B
I press ⌘B, it builds and nothing happens. I think the issue is because I removed the Crashlytics and Fabric frameworks from my project, but I can't see a way to add them back again. The Fabric app doesn't give me that option.
Go into Build settings of the your target.
Find "Debug Information Format".
Set this from "DWARF" in both debug and release to "DWARF with dSYM File"
Moving from Comment to Answer.
Mike from Fabric here. If you back up through the Mac app, then click on the arrow in the top-left, click on "+ New App", that will walk you through re-adding everything.
If you check the resource navigator you may see the following message:
"DEBUG_INFORMATION_FORMAT should be set to dwarf-with-dsym for all configurations. This could also be a timing issue, make sure the Fabric run script build phase is the last build phase and no other scripts have moved the dSYM from the location Xcode generated it. Unable to process eCreditWebWrapper.app.dSYM at path"
Go to Build Settings and search for "Debug Information Format". Ensure "Debug" is set to "DWARF with dSYM File".
Without the dSYM file Fabric won't work.
As for Xcode 10.2.1, the automated installation via Fabric Mac app won't work anymore. New apps cannot be added via the New App Step-by-step guide.
You have to follow the manual installation instructions. Download and add the 2 frameworks into your Xcode workspace, then add the Run Build Script phase (and related Fabric codes), then build the App. Last (very important), run the app in an actual device.
Once the App is successfully launched, the new App information will be available in the Fabric dashboard as well as the Fabric Mac App (needs to relaunch the App to see the new app).
Here are the steps:
Download the 2 frameworks
Drag to your project where your App Delegate is (make sure ticked "Copy items if needed")
Compile the project / workspace in Xcode
Add the "Run Script Phase" as instructed here; note that Xcode 10+ requires an extra configuration at Input Files
Add the required import and initialization codes in App Delegate
Add the Fabric API keys in Info.plist
Compile again
Run the App in a real device. You will see the line Crashlytics in the Xcode log. If no log appears, checks if your active scheme contains OS_ACTIVITY_MODE settings. Set it to default if the current setting is disabled.
If the Crashlytics line appears, that means the manual installation is working; you will see your App appearing at Fabric online dashboard.
I have solved this issue by the following way. Following the advise from above, I began adding a new app to crashlytics. When I reached to adding new "Run script" build phase, I just copied that text and pasted it over the previous one(created with Crashlytics).
I have also unchecked "Run script only when installing".
After this, I canceleed adding a new app and procedeed back to the UPGRADE. At this moment, building the app, can pass you to the next step and you don't get stuck on that screen anymore.
I was stucked on Build phases too.
I have also unchecked "Run script only when installing" and press again command+B and then I passed to the next step.
If the script is not running, you may have checked the "run script only when installing" in the run script section.
I hope it helps
TL;DR
Tap your scheme -> edit scheme -> set build configuration to "Release"
Explanation:
The most voted answer sounds about right, but there are situations where you just don't need crashlytics in debug builds (who wants crashes sent when you just develop and experiment with your code?). In this case you should disable crashlytics by checking debug compilation flags (out of scope of this answer) and for the first time during installation build app for release to let crashlytics know that you built app.
I had the same issue today. The problem was that i didn't have the run-script :
./Fabric.framework/run <api key>
in my project. Once i put this back in then it all worked perfectly. I also cleaned my project and deleted derived data just to be sure.
you must check that your deployment target version because of "Fabric's minimum iOS version is 6.0"
I was only able to get the Fabric app to continue the installation process after setting my build target to 'Generic iOS Device' and creating an archive from the Product > Archive menu.
Simply building the app or running it on an emulator doesn't seem to trigger the Fabric App to proceed.
If you use Xcode 10.
Project Navigator -> your project -> Targets -> Build Phases -> your Run Script for Fabric -> Input Files -> "+" (add input file) -> clear field and past this line:
$(BUILT_PRODUCTS_DIR)/$(INFOPLIST_PATH)
Be sure to remove this: $(SRCROOT)/
In the Run Script build phase there is a call:
./Crashlytics.framework/run <your_api_key_here>
Maybe you added some conditions to trigger it only on certain builds like:
releaseConfig="Release"
if [ "$releaseConfig" = "${CONFIGURATION}" ]; then
echo "Running Crashlytics"
./Crashlytics.framework/run <your_api_key_here>
fi
so that it will not just trigger on ⌘B
See https://dev.twitter.com/crashlytics/ios/advanced-setup
In my situation I was following all the steps correctly but got stuck on 'add build phase' step.
Then I just restarted fabric and all works just fine
Also there are some other possible actions:
1) Just restart Fabric, Xcode and your Mac.
2) Also if you use Cocoapods change build phase line from
./Crashlytics.framework/run [yourAPIKey]
to
"${PODS_ROOT}/Fabric/run" [yourAPIKey]
3) After building project if Fabric will stop responding just wait a while. It took about minute on my Mac.
Thanks, I solved the problem by removing folders:
~ / Library / Caches / com.crashlytics.data
~ / Library / Caches / com.crashlytics.mac
Kindly cross verify that run script you adding is to your actual target if u will add to tests target it will not proceed until you add it to actual target
None of the solutions here worked for me. The scenario for me was someone else added the Fabric framework to our project and committed it to the repo. The run script on their computer launched/triggered the Fabric Plugin, but would not launch/trigger on mine, although it did not report errors.
The solution was to create a separate project, using Cocoapods download the same version of Fabric, replace the run script in our project/repo (and the one referenced in the target's run script) with the downloaded version from Cocoapods. Rebuild and then the plugin would respond.
Comparing the two run script files, they are drastically different, but the run script from Cocoapods was not a flat text file and it was unreadable. So I'm not sure what was different between the scripts, but we somehow got different versions of the script while using the same version of Fabric.
What I did wrong was adding the script to the pods project build phase instead of the main project build phase, adding it to the main projects build phase solved the problem.
If you are duplicating the target, remove the run script from build phase and add it again to solve the issue.
If you have multiple TARGETS,
check your Schema selection is correct before you build project.
For Xcode 10. Add your app's built Info.plist location to the Build Phase's Input Files field:
$(BUILT_PRODUCTS_DIR)/$(INFOPLIST_PATH)
This solved my issue i hope this can solve others issue.
It turned out I had not enough permissions to create new project in Fabric.
Upgrading from Member to Admin resolved the issue.
In my case, removing an app from helped.
1) Remove the app from Fabric.
2) Follow all the steps again to add the app and install Crashlytics.
Nothing helped me. Now Fabric catches my archive creation. But I create the archives via fastlane's build_app.
Open Project in higher version of Xcode. This resolved my issue after waste many hours.
My Project build on Xcode 10.2 and I was running on Xcode 10.1 but when I run the same project on Xocode 11. The build was succeeded.
Try to wrap your run script variable with double quotes ""
"${PODS_ROOT}/Fabric/run"
Go to folder /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/<CURRENT_IOS_SDK>/usr/lib/ and delete all .dylib files.
It worked for me.

Can you set different XCode Builder settings per project in Jenkins?

I'm brand new to Jenkins CI but liking it so far. I have run into one serious issue though. The XCode Builder settings are global settings. I have different projects that require different versions of xcodebuild. Is there a way to define those on a per project basis?
Thanks
There seems to be a way to do this using xcrun and xcode-select.
Run man xcrun and man xcode-select for details.
You may need the xcode command line package installed to see those commands.

Resources