How to setup Xcode automatic signing for iOS apps - ios

I'm trying to finish up a small game I'm writing in Xcode for iOS.
I have a valid developer account and team setup and I've followed the simple procedure outlined here;
https://developer.apple.com/library/content/qa/qa1814/_index.html
But when I try to add Game Center capability in Xcode I get and error that states that I should "Add the Game Center feature to your App ID".
Game Center Capability Warning Message
But then there is no matching App ID in my developer Web site and I can't add it either as it complains that "An App ID (with my App ID) is not available".
Frustrating as hell, tips appreciated.

Have you added your Apple Developer account to Xcode via the Xcode Preferences screen's Accounts tab?
If you have not added your account there, add it and then try switching the Game Center capability on and off for your project.
If you have added the account already, then try exiting Xcode and restarting it. Sometimes Xcode appears to get a bit "confused" after it has been running for a while and a simple restart seems to fix a lot of issues :)
If neither of the above helps, let me know and I'll try to help you figure out what is going on.

Related

MobileGestalt no access to InverseDeviceID

This happens with every app when I try to use OpenGLES on my iPhone7+ with iOS10.3. But it works without any problems on my iPhone7 iOS10.1.
This is the message I get:
libMobileGestalt MobileGestaltSupport.m:153: pid 304 (OpenGLES_Ch4_1) does not have sandbox access for ... and IS NOT appropriately entitled
libMobileGestalt MobileGestalt.c:549: no access to InverseDeviceID
Does anyone have an idea about these messages?
I wonder if it is bugs or something else in iOS10.3? Because when I run the app on iPhone5s iOS10.2, those messages did not shown on the screen. While I upgraded the phone to iOS10.3.1, the massages shown again.
The reason why I ask this question is that some animation effects perform quite stuck on my iPhone7+, but it is completely smooth on iPhone5s. But now it seems it is no relationship between the message above and the stuck, and I have to check my iPhone7+...
I had the same issue. It turns out to be multiple thread accessing the same OpenGLES related resource, EAGLContext to be specific. I guess it is possible that OpenGLES related codes are not thread-safe, and it behaves differently in different OS versions / iPhone 7 / 7+, sometimes it messes up the memory.
After making sure data accesses are synchronised across threads, the problem is gone.
For those of you who are maybe using Ionic and getting this error, please just make sure that in case you've cloned a new fresh copy of the project from your repository that you did both npm install and bower install.
I was missing bower install and this was torturing me for like two days, so hope this helps someone. Sad thing is that I'm by all means not a beginner with Ionic (top #3 answerer on SO) but was still able to miss this fact so I hope that in case someone else runs into this problem it will help you.
Google Map display and functionality works fine with this warning
Check my answer here:
https://stackoverflow.com/a/44970665/3378076
I can see where the setting up of a sandbox account might do the trick, but if the device you are using is also connected to your normal icloud account, you can't create a sandbox with the same AppleID.
You then have to log out of your existing icloud account, and log in with the new icloud (sandbox) useid. Which screws up your existing icloud device settings.
So you are unable to use your Developer ID, only your Sandbox ID.
This worked for me:
Create a new sandbox user in iTunesConnect. YES, you have to create a new iCloud user with a new email.
Log OUT your current iCloud user on your mac AND on the device you are testing on.
Log IN with your new iCloud user on your mac AND on the device you are testing on.
Run your app on your device again. This time it should work.
Hopefully Apple will come around and simplify this issue since this is a real pain in the ...
I had the same issue, and this point me in the right direction:
I've managed to solve the same problem for MKMapView. Apparently, that happens when your app's current permissions state doesn't correspond to entitled (declared in Info.plist) one. That effecively means that you need to call APIs to gather user's permissions explicitly and preemptively. (E.g. LocationManager.requestWhenInUseAuthorization before displaying a map with user location on it)
Source: rdar://problem/11744455
I had same issue. My rendering program was written to support 3 version of openglES(1, 2 and 3). On my case I was accidentally supplying EAGLRenderingAPI.openGLES1 or kEAGLRenderingAPIOpenGLES1 to my renderer class based on openGLES2.
I just had this issue when trying to use in-app-purchases.
Not sure if yours is the same issue, but I realised that you HAVE to create a Sandbox User in iTunes Connect, then log into iCloud on an iOS device with that user to enable the app to work.
I got this console warning message because of issues with multiple Apple Developer accounts. Evidently you cannot have a sandbox account with an existing Apple Developer account. I didn't try to create a sandbox account but it seems to check my default account, which is also an old Apple Developer account that I don't use and hence is no longer entitled. This issue has been reported to Apple many times by other people and I have not yet seen a solution.
My workaround to suppress this warning was to set the OS_ACTIVITY_MODE environment variable to disable in my scheme settings. You can click on the app name and then click Edit Scheme... or from the top menu you can click Product->Scheme->Edit Scheme... :
Then you edit the "Run" settings and add the environment variable OS_ACTIVITY_MODE and set it to disable:
NOTE: Be sure to set this environment variable to enable before you submit your app so that you can see if there are other warnings. There may be other warnings you should fix before you submit your app to the App Store.

iCloud Entitlement to app?

So, I've registered for Apple's Developer program just yesterday and I've added my details in Xcode.
I'm just playing around with it and following this tutorial as a learning curve if you wish (as I haven't really played much with libraries like CloudKit, Location Manager and so on):
https://thinkster.io/swift-ios-app/#saving-our-data-using-cloudkit-enabling-cloud-kit-in-our-app
If you scroll a bit, you will see that it requires to sign in with your developer's account in order to activate iCloud.
That's cool, but I get 2 errors that I can't figure out how to solve (and where to solve it):
I'm new to this and I tried google-ing it (of course), but I couldn't figure out how to solve it.
Click Capabilities to view app services you can add to your app. From there, turn on the iCloud service:
Read more about this here
Edit: You may need to enable iCloud in Member center too
I solved the issue. I can't really tell how, but I've connected my iPhone to Xcode and clicked on "Fix issues" again it worked this time. Not sure why or how...

Game Center authentication doesn't work in iOS 8

I am trying to implement Game Center in my game. I've tried it on the iOS 8 GM.
I'm not able to get the authentication to work on device, but it works fine in the simulator. I'm using the code provided in Apple's documentation.
Do other people have the same issue? Any advice?
Happened to me as well in iOS8. Just need to enable Sandbox in Settings--> Game Center --> Sandbox.
In order to make it works you must be sure that:
The SandBox Mode it's Enable on your device
Your bundle id on Xcode must be the same bundle id on Itunes Connect
You have to enable the Game center on itunes connect:
Go to itunesconnect website (https://itunesconnect.apple.com)
Open Your app. (in My apps section)
Find "Game Center" tab. Click it.
Then click on switch "Enable/Disabled"

What are the steps to put an application onto an iphone for testing?

I have a developer account that I would love to put to use but I can't figure out how to get my app onto my phone and all the documentation I'm finding is really jargony and confusing.
I created an archive that I can see in the organizer.
I also added my phone in the organizer.
but how do I unite the two things?!?!
maybe there is a good guide for this and I just don't know what to search for?
Assuming your device is set up through your developer account, it's literally as simple as choosing your device in Xcode (rather than a simulator) and pushing the triangle play button. You don't need to archive your app.

iOS apps without developer license / app store

I'm new to iPhone development and was wondering if there is a good/easy guide I could follow to install an iOS app on a jailbroken phone without joining the developer program.
Basically, I don't know if I'm going to have the time to learn everything I need to learn, but would like to make a start and see where it leads. Once I have something decent put together I can make plans to go through official channels.
I followed a guide that I found in SO, but when launching the app it immediately dies/crashes back to the springboard. So I can only assume I did something wrong, or the guide is outdated.
I'm using iOS 4.3.3 and xCode 4.
here is the link to the guide I followed: iPhone App Minus App Store?
Thanks
Just to get the warning away.
I just found a guide that worked for me: How can I deploy an iPhone application from Xcode to a real iPhone device?. all I had to do was change the 4.2 in one of the commands to 4.3
With Xcode 7 it's now free to run your apps on your iPhone, iPad or Apple Watch (beta): https://developer.apple.com/xcode/
Now everyone can get their app on their Apple device. Xcode 7 and
Swift now make it easier for everyone to build apps and run them
directly on their Apple devices. Simply sign in with your Apple ID,
and turn your idea into an app that you can touch on your iPad,
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This isn't my own method, but I thought I'd help you out since I've just read this elsewhere:
Answer by WrightsCS
There's a way you can do this.
You will need ROOT access to edit the following file.
Navigation to /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.2.sdk and open the file SDKSettings.plist.
In that file, expand DefaultProperties and change CODE_SIGNING_REQUIRED to NO, while you are there, you can also change ENTITLEMENTS_REQUIRED to NO also.
You will have to restart Xcode for the changes to take effect. Also, you must do this for every .sdk you want to be able to run on device.
Now, in your project settings, you can change Code Signing Identity to Don't Code Sign.
Your app should now build and install on your device successfully."

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