I have created my own DocumentPickerExtensionViewController and want to be able to open it up in the Excel app on iOS.
In the office app I press Open -> ... More -> Locations and choose my extensions name.
But after about two seconds of loading a dialog pops up saying "The document picker ... failed to launch (0)".
I can't find anything about this error when Googling. Does anyone know what I might have done wrong?
I found the solution. I tried creating a new test app and document provider with Xcode which worked out of the box. I realised that Xcode was creating a Document Provider project as well as a File Provider project and what I was missing in my Xamarin project was the File Provider since I won't be using iCloud.
After adding a File Provider project I no longer got an error message.
Related
I've been trying for the past two hours to figure this thing out! So I already created a project within my Firebase account; an iOS project. Downloaded the google-service-Info.plist files.
If I click Import New Asset and attempt to search for the file.. can't added it like that, I have to drag it into my folder.
I'm aware that the file must be put within the root folder (which I have done many times now), but I still encounter the same error message.
Could not locate google-services.json or GoogleService-info.plist files"
I removed all the Firebase files (SDK), re-installed them,.. same thing..
I also deleted the GoogleService-info.plist file and downloaded a brand new one, same thing!!! enter image description here
I'm currently using Unity 2018.2.1f1, My computer: macOS High Sierra, Version 10.13.6
I have same problem.
Add IOS and Android build component for Unity. Switch to the platform Android. It resolve you problem.
Check SDK status. See in screenshot below:
This happened to me right after adding a GoogleService-info.plist to a project that only had Android support before.
Doing Assets -> Reimport All also worked for me to get past this error.
In my case I missed the step where you generate those files on Firebase.
Generate them from your Firebase console by clicking the Unity icon in your project overview page. See more complete documentation here
The title error is what gets emailed after uploading the ipa via the application loader and below is the error that occurs in debug mode:
ERROR: "The framework
APPNAME.app/Frameworks/PersonalizedAdConsent.framework does not
contain a binary named PersonalizedAdConsent"
I've been getting this error in debug mode when trying to build the project. However, when I build it in Ad-Hoc mode, it builds fine and uploads on the application loader without any issues but then I get the following mail
"This bundle is invalid - The Info.plist file for
PersonalizedAdConsent.framework is missing or could not be read."
I've looked in the Info.plist file as well as .csproj file for this reference and I cannot find it anywhere.
Also searched online, can't find much about the PersonalizedAdConsent.
Any ideas?
So it seems like the issue was because of the following packages:
Xamarin.Google.iOS.MobileAds
&
Xamarin.Firebase.Ads
As far as I can tell, the app needs permissions to request consent to display ads or personalized ads (not too sure exactly) and it build correctly after removing these packages.
These were in a build that I've done on Windows for a different app which did not actually use them but VS for MAC gave me the issues and it turned out to be these packages that were causing it.
Hope it helps!
I am trying to upload a new build to iTunesConnect from xCode, but every time I encounter this issue:
What is the problem? and how can I fix this?
Recently I started facing issues during upload progress and Xcode used to get stuck a lot and would eventually fail with the second error which you are seeing. Having fed up for a while, I switched to use Application Loader in XCode.
Way to use would be, first archive your app, once that is finished, you can spot Export option on the right hand side panel just below Upload to App Store option. After you select Export You will see different options. Select Save for iOS App Deployment. This will create a .ipa file and save it in your desired location.
Now, go to XCode -> Developer Tools -> Application Loader -> Deliver Your App -> Select the .ipa file where you had saved before.
This method has been helping me a lot and failed not even once for quite sometime. Hope it helps you as well.
This happens due to Apple server is not working correctly for now, try to upload it later or 1 day after, it will be uploaded successfully, it happens due to Apple's app server internal problem.
Also you can try to upload it through App Loader. but if apple's server is in trouble then uploaded binary may not shown in iTunesconnect.
It would only work if I used Application Loader, like this:
First, export the application Archive from Xcode's Organizer window (it saves this into a directory on the Desktop).
Then, from Xcode:
Xcode > Open Developer Tool > Application Loader
I have a iOS project, which link a binding library and correctly works without issues.
But when I send xarchive to my customer (so xarchive is signed from him), his app crashes at launch
It seem I miss something during the xarchive build?
Using an external library maybe I have to check additional options in xamarin studio build tab?
UPDATE:
pluggin iPad and launching Xcode devices windows, error is:
Runtime error: The assembly mscorlib.dll was not found or could not be
loaded
Searching I found this:
https://developer.xamarin.com/guides/ios/troubleshooting/questions/error-mscorlib-not-found/
This issue occurs when the hidden .monotouch-32 and .monotouch-64
folders are missing from the .xcarchive for signing / IPA creation,
triggering the runtime error.
How can I fix it?
I confirm issue was related to https://developer.xamarin.com/guides/ios/troubleshooting/questions/error-mscorlib-not-found/
My archive was uploaded to my owncloud company. Owncloud client doesn't upload hidden files/folders (as .monotouch-32 and .monotouch-64), so xarchive received by customer was different and smaller and did not contain all references.
I hope this help other people will have this issue.
I am trying to use the newly released Firebase Messaging Nuget for Android
Referring to this sample which says:
Make sure you've downloaded your own config (google-services.json file) file and added it to your app project with the 'GoogleServicesJson' build action.
I've downloaded the file & added it to the project, but can't fine the build action of type GoogleServiceJson, what am I missing?
Because of which I am getting a compilation issue at
if (GetString(Resource.String.google_app_id) == "YOUR-APP-ID") as the app is not able to find the resource string named google_app_id.
Could someone please help me understand what is missing?
Thanks
After Adding google-service.json file to your project.
Select google-service.json file and go to the property of the file.
In the Properties pane, set the Build Action to GoogleServicesJson (if the GoogleServicesJson build action is not shown, save and close the Solution, then reopen it.
enter image description here