Code signing is required for product type 'Application' in SDK 'iOS 10.2' - ios

i am completely new to Mac OS and develop for iOS.
I created a TEST Unity3d Project using this tutorial:
https://unity3d.com/de/learn/tutorials/topics/mobile-touch/building-your-unity-game-ios-device-testing
Now i try to build the app in Xcode 8.2.1, but i just get an error:
["Unity-iPhone" isn't code signed but requires entitlements. It is not possible to add entitlements to a binary without signing it.
Code signing is required for product type 'Application' in SDK 'iOS 10.2' - screenshot 1]
I found many informations about this in the internet. But nothing worked for me.
The most informations in internet are for older xcode versions and i think apple changed many about code signing in xcode 8..
In Xcode Preferences, i use a default free AppleID with a default team.
[screenshot 2]
Trying to disable code signing did not work:
[screenshot 3]
Completely disable code signing also does not work:
[screenshot 4]
I use Mac OS El Capitan.
iPhone 7 v10.2.1
Can anyone help me out?
All screenshots

Try this: In Xcode, click on the project at the top of the left column, then choose the target you're trying to build. Select the general tab, and check "Automatically manage signing." You should also be able to run it in the simulator without even doing the above.

Thank you for your great reply.
I had problems to find the "general" tab.
Then i found a great screenshot in another post to find the general tab.
With this screenhot and your great answer i got it working!
Thanks!

In my case, it was due to automatically signing certificate, i have unchecked that and i have enter the certificate manually

Related

Code signing is required for product type 'Application' in SDK 'iOS 14.3'

I am trying to build an old iOS application in xcode 12.3 (macOS Catalina 10.15.6). The app was written by another person many years ago. So previously it was signed by another AppleID certificate.
Now I have already managed to build the app in xcode 12.3 and I can successfully run it on a virtual device (iPhone 11 pro). However when I try to run the app on the real iPad (iOS version 14.2) connected via usb I am getting this error: "Code signing is required for product type 'Application' in SDK 'iOS 14.3'".
I have already searched in SO and found few threads from many years ago which are not really helpful for me.
What have I tried so far?
Enabled two-step authentication for my AppleID and added my AppleID to xcode.
In project -> Signing and Capabilities section I enabled Automatic Signing and selected my Team (which is shown as 'FirstName LastName (Personal Team)'). Everything looks OK now in Signing and Capabilities section, no errors.
I have also tried to create a test app and I was able to run it on the same iPad connected to my comp. I used the same my AppleID that I am using with my real project.
Before the error there is also warning: ""MyProject" isn't code signed but requires entitlements. It is not possible to add entitlements to a binary without signing it."
Somehow I managed to run my app on external device (iPad) finally. I don't really understand how I did it but at some point it just compiled without errors and then started.
I was just trying out every suggestion one after another from this thread: Code signing is required for product type 'Application' in SDK 'iOS 10.0' - StickerPackExtension requires a development team error. I set up Automatic Signing with my AppleID, selected my Team, changed BundleID, changed Deployment Target version to 14.2 (the same as in my iPad), etc. I also tried to Clean the project and restart xcode after every change - nothing worked for me. But suddenly it started working after I changed Code Sign Identity under Build Settings for both targets (main app and tests). I just changed Code Sign Identity back and forth and it start working. Finally I set Code Sign Identity to "Apple Development" (as it was suggested in the error message in Signing tab).
It is funny but the answer that I was trying out at that time suggested totally different thing. But that answer was from few years back and there was no such settings in my interface. So I tried to set it in another way. And that is how it worked out for me. BTW, this is that answer: https://stackoverflow.com/a/47664721/4428219.
Maybe later I will make more detailed research what exactly was the setting that made it work for me. But for now I just committed my working configuration and want to write it down here while I remember the sequence of events.

Xcode: Could not locate installed application. Install claimed to have succeeded, but application could not be found on device

I manually deleted my app from the iPhone and now I get this error message when trying to run it again from Xcode.
I cleaned the build folder, restarted the device, Xcode and the Mac, nothing helps.
I also tried everything that's mentioned here: Install claimed to have succeeded, but application could not be found on device
How do I force a re-installation?
As always, when the question is posted on SO, one finds a solution ;)
I edited the Scheme, setting the build configuration from debug to release and that installed the app again. Changed it back to debug and now it's running again as expected.
I ran into the same issue while testing a app on iOS 13 via XCode 11.0. Building via the legacy system solved it (File > Workspace Settings... > Build System > Legacy Build System).
Hope it helps
I had a similar issue after one of Carthage/XCode updates. It means iOS was not able to install app on the phone. XCode apparently is not able to provide this information directly. The first thing to do is open your phone console - go to Window/Devices and Simulators then select your device and click Open Console. In the console you can search for your app name what should provide you more detailed fail info. In my case it was sth like this:
Applications did fail to install: (
"<LSApplicationProxy: 0x118913b60> com.mydomain.myapp (null) <com.mydomain.myapp <INVALID >:0>"
) (appInfos: (null))
There was another console log few rows before flagging the problem:
0x16f4df000 -[MIExecutableBundle codeSigningInfoByValidatingResources:performingOnlineAuthorization:ignoringCachedSigningInfo:checkingTrustCacheIfApplicable:error:]: 789: Code signing identifier (org.alamofire.Alamofire.iphonesimulator) does not match bundle identifier (org.alamofire.Alamofire.iphoneos) for /private/var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.E83T1l/extracted/myapp.app/Frameworks/Alamofire.framework
There was an issue with one of the frameworks Alamofire I'm using in the project. I changed bundle identifier of the project and build framework again what solved the problem.
Hope it helps!
In my case, the problem was an embedded framework that was not being signed. In the General tab of the project settings, setting the embed setting to 'Embed & Sign' did the trick.
In my case it was a problem with new Development certificate. It's created automatically after Xcode updated to 11 and may not be included in current provisioning profile.
I was facing similar issue in Xcode 11.1. I have fix this issue. Not sure about this solution that it will to work for all or not.
My device iOS version was older then the iOS Xcode target build version.
Steps:
I have put Xcode target Device to iPhone device OS version.
Delete derived data
Start xcode and open project
Clean the project and gererate build and install in device
Note: Please check your developer account, certificate validation and already registered device warning.
Hope this solution will help some peoples. Happy coding.
After trying everything here, for me the solution was to change my distribution profile to use the new Apple distribution certificate that covers all apple platforms. This should be compliant with xcode 11 (if you're not experiencing one of the other million problems since the "upgrade").
The cert change is mentioned here:
https://developer.apple.com/documentation/xcode_release_notes/xcode_11_release_notes
Cert creation instructions here:
https://help.apple.com/developer-account/#/devbfa00fef7
Once done, make sure the correct profile is selected in Signing & Capabilities, and 'Apple Distribution' is selected under Build Setting -> Signing for the appropriate build configurations
A solution that solved this issue for me was to check the signing team for my tests target. Selecting the same development team then meant that my app was able to be built and run on device.
Build system: New Build System
Xcode: Version 11.1
Uninstall all the other apps that are under the same "Organization" or "Bundle Identifier" with your current app and try again.
It works for me. Hope it does for you too.
On your iPhone go to Settings/General/Profiles & Devices/Apple Development: "YOUR APPLE ID" and delete all apps from there. It fixed the problem for me.
It happened to me when trying to launch a watchOS app on a real device.
The only solution that worked was:
Delete iOS app from device
Delete watchOS app from device
Close and reopen Xcode
Clean build folder
I did a Product -> Clean then Build, and it was able to run.
Go to settings on your phone and wipe out all certificates and apps and then install your app again. That helped me
Problem occured on XCode 11
TL;DR:
Try changing Embed option in General=>Section Frameworks, Libraries.. to Do Not Embed (although it sounds strange)
In my General=>Section Frameworks, Libraries.. list are Security.framework and the CocoaPods Pods_projectname.framework amongst others. Default setting of these two was Do Not Embed. Sounded strange to me, so I changed it without need alternating to Embed & Sign or Embed Without Signing. With both options the error occured!
On your iPhone go to Settings/General/Profiles & Devices/Apple Deelopment: "YOUR APPLE ID" and delete all apps from there. It fixed the problem for me.
This was the solution that worked for me.
Please double check the bundle ID of the installed application to see if it is re-applied, this will also cause this problem .I uninstall the app and solve the problem.
In my case i have PROD certificate and trying to install the app in the device, later i changed to development certificate it got installed.
As Marcin's answer suggested, I visited the phone console and in my case, it is this error message:
-[MIFreeProfileValidatedAppTracker _onQueue_addReferenceForApplicationIdentifier:bundle:error:]: 182: This device has reached the maximum number of installed apps using a free developer profile: {(
So if you are signing your app with a Personal Team certificate, make sure that you don't have more than 3 apps.
Read more here: Why can I not install more than three apps?
As for me,
I added a custom key-value to Info.plist of main watchOS application file. That was wrong.
After removing it, all works correctly.
It seems this is not allowed but where is no other information about it.
If you have other under-development apps installed, try uninstalling those you are not using, and run Xcode to install your app again. It works for me.

An empty identity is not valid when signing a binary for the product type 'Application' in xcode version 10.2

I have compile webrtc ios source code ,then I used the command:
gn gen out/ios --args='target_os="ios" target_cpu="arm64"' --ide=xcode
then I open the workspace with Xcode.
but when I compile the code, Xcode gives me this error below.
An empty identity is not valid when signing a binary for the product type 'Application'. (in target 'AppRTCMobile')
my Xcode version is 10.2, the latest version.
I really don't know how did this happen,can anyone can help me?
my code sign setting is:
everything looks ok.
I added CODE_SIGNING_ALLOWED=NO as an additional parameter and that fixed this issue for me.
I needed to to turn OFF Automatic manage signing and turn it ON afterwards. It seems like Xcode did fix some inconsistency by that action.
I saw this error in Xcode 12.2b when building to run on a device, but I had not set signing to Automatic, or selected profiles, etc.
Basically I was running and testing on the simulator, then plugged in a device for testing and forgot to change any signing settings.
Perhaps this error is new to Xcode 12.x for that scenario.
If you're using CocoaPods check your project.pbxproj for (null) references, there's an issue that make BuildFile references to become (null)
Even if you have the identity correctly defined it may be "empty" because of this issue
Try, as suggested:
pod deintegrate
pod install
This error can occur when an Xcode project is generated (rather than built from within xcode), and the generated output project is unexpectedly in release mode.
I was working on a Godot project and got the above error which led me to this post. The error is not WebRTC or Godot specific.
If you only want to debug the project for now on a device, and don't need release builds yet, switch to a debug scheme using the scheme switcher (1)
If the generator didn't create a debug scheme, (which is the case for me for my issue) you can add one via New Scheme (2)
At first I could not work out why it was complaining about "empty identity" (this refers to the Team drop down) when as per the screen shot I had this value set. I had the project view filter settings on Debug (as per the screenshot (3) so the Release settings (where Team was set to "None") were not showing up. Change this to All to see if that is where the None in the error is coming from for you.
Debug builds only require a basic signing setup. If you still have issues with Release builds when it comes time for that, you may need to clear out certificates & provisioning profiles from your Derived Data, Apple Developer portal and Keychain.
Release build certificates are hard to manage & replace so be careful with randomly generating & deleting them.
The problem has been fixed, it's my mistake.
Select the target, then choose info.plist and select the one for your project.

iOS code signing is required for product type 'Unit Test Bundle' in SDK 'iOS 9.2'

I want to test my application in iPhone 5s. and it have latest ios version. so, I have deleted old Xcode V 7.0.1 and install a new version v 7.2.
After installing v 7.2 I am getting below error.
CodeSign error: code signing is required for product type 'Unit Test
Bundle' in SDK 'iOS 9.2'
I have check this question code-signing-is-required-for-product-type-unit-test-bundle-in-sdk-ios-8-0 and try all the answers but still I am getting this problem.
I have proper set build target in general as well as info tab. even I am not getting code signin error to fix the issue. but still not able to run application in my testing device.
Code signing also set correctly.
Also deleted Test Project from my Application.
I found solution for that work for me. in the left panel, go under projectNameTests then in signing choose any development team that has license in ios.
Actually for every iOS app there will be two targets 1.app target 2.test target.
Code signing is required for both targets.In our case,code signing is not set for test target , so click 'app_name'tests under TARGETS section and provide same code siging details as given for app target
Change the target on left top to appNameTests and set signing section accordingly. Now signing error should go.
You can simply go to Edit Scheme, then in the Build section, removing any unit test target from being invoked in "Run" and then try again.
For me it was the build device. I had selected my iPhone, when in fact it should have been any simulator. As soon as I changed it to a simulator, the tests ran fine.

xamarin ios Why cant i select a Simulator

I am very new to Xamarin, and i have been following the Hello.ios QuickStart Tutorial and the app builds, But i cannot select a simulator for debugging.
My only options in debug are Default or IOS Device.
I have made my app the starting application and i have the xcode simulator running. I also went into xcode and updated the simulation to 7.1 i think, but i still cannot select a simulation type.
I even tried to go into project-->Active Configuration and tried to select Debug|iphoneSimulator, but it defaults back to just Debug|iPhone
can anyone help me
Thanks
EDIT
i am also getting this error : no valid ios code signing keys found in keychain
I dont know if that is caused by my issue in my question.
For the code signing issue, remove the entry in the entitlements textbox under:
iOS project => Project Options => iOS Bundle Signing
See http://forums.xamarin.com/discussion/39674/iphonesimulator-build-results-in-no-valid-ios-code-signing-keys-found-in-keychain for more information.
An alternative is to configure a signing certificate using an Apple developer account.
Here is a good walkthrough for setting up a certificate.
http://developer.xamarin.com/guides/ios/getting_started/installation/device_provisioning/

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