I am currently working on a react-native app and everything went smooth so far.
But suddenly on a new testflight release the app is rendered different when distributed with testflight than when i test in the simulator or directly on devices via xcode. With different I mean that big parts of the views are simply not displayed (the app is still working and not crashing however). Previous builds worked fine on testflight.
I tried:
Product->Clean in xCode
New Checkout from Git
Using Fastlane vs building & uploading manually
Deleting app from device, restarting and reinstalling
But no success. How is that possible? i can understand that it might have different results in simulator vs real device. But real device via xcode vs testflight makes no sense to me. Any help appreciated, thanks!
It is probably quite specific but might help someone at sometime:
Problem in my case was that one View I wrote inherited from View instead of Component.
I am still wondering why it was rendered correctly in Debug mode but broken in Release mode but
myView extends Component{
...
}
instead of
myView extends View{
...
}
solved it for me.
Related
I have a SwiftUI iOS app that builds and runs perfectly on the Xcode Simulator. I'm trying to create a widget for my app. I create a new Widget Extension target successfully, and without modifying any of the stock template code, I try to run my extension target.
The widget extension builds successfully, and Xcode tells me the extension is running, but no widget appears in my simulator. I checked the "add widget" list and it isn't there either.
I've tried making a widget without having the "Include Configuration Intent" checked, I've made sure that I'm running my app and widget extension on the same device (and I've tried different devices, iPhone 11, iPhone 12, etc.), I've tried uninstalling the app and rebuilding the project... I'm not sure what I'm missing here!
Any help would be greatly appreciated.
I'm on a late 2013 MacBook Pro, running MacOS Big Sur 11.5.2, and using XCode 12.5.1. I am not a paying Apple Developer member (if that makes a difference). I'm sorry if I'm leaving some important information out, I didn't know what to include so please let me know if you have any questions.
Thanks so much for your help in advance!
Go to your mainTarget > Build Phases.
Under Embed App Extensions, uncheck "Copy only when installing"
The thing is, you want to see your widget getting copied over in all sessions, not just for the Production Profile.
Build again and you should see your widget now.
Fixed! I did some poking and tried to run the preview canvas for my widget file, it gave me an error saying the preview couldn't be rendered.
Googled it up, found this answer and rebuilt and ran the widget extension again. It still gave this error, so I rebooted the iPhone simulator and voila! It works!
Thanks for the help, hope this helps someone down the road...
I'm trying to distribute a simple today widget with an ad-hoc profile.
The widget works flawlessly when invoked from XCode in debug mode,
but appears empty when the ad-hoc app is installed on the device.
I've asserted that
the provisioning profile is correct
the app (which has almost no code) launches and displays the trust request
preferredContentSize has been set
the widget appears in the widget list (edit mode)
the widget appears in the notification center, with its title,
but with zero height.
Any clues? Thanks.
UPDATE:
the widget is actually executed (loadView, viewDidAppear, ...) but crashes. Given that its almost empty, and it works in debug mode, it's pretty strange. The crashreport has no useful info.
UPDATE 2:
Adding an MKMapView to the controller's view makes it crash. Pretty strange.
It seems the widget crashes due to memory pressure. MKMapView is known to
be memory hungry.
Few things you can check:
Is your bundle identifier different on the ad hoc profile? If so, you'll need to create a new info.plist for both Extension and App so they match.
Are you using any dependencies that don't support 64bit (Arm64)? I've seen an issue where the extension binary wasn't created correctly with older frameworks that don't support 64bit. It worked fine on armv7 devices but didn't show up on arm64 as you describe.
Are you using a app group container? The names must match on the ad hoc profile.
That's all I can think of at the moment. I had a similar issue running iOS 8 beta where I would have to restart the device every now and then to resolve the symptom you describe, but not with the release version as of yet. Hope this helps.
I'm using Unity Pro 4.5.3f3 + iOS Pro 4.x, Xcode 5.1.1, and tested with an iPhone 4S and 5 running iOS 7.1.2.
I recently took over development of an iOS app from a departing coworker at my game studio, and I'm attempting to compile the app in Xcode on my own machine for the first time. I have followed his instructions for which extra Obj-C code to add manually. The app works perfectly in Unity. Everything builds in Xcode without errors.
When the app runs, I see the custom splash screen loading as intended, but then the screen goes completely black. The app appears to be running fine...I can hear its sounds playing and it even responds when I tap the screen in areas where I know the buttons are supposed to be. There are no errors thrown to the log. But it doesn't display any graphics at all!
I suspect the Prime[31] plugin has something to do with it, as I get a strange log output saying Prime[31] didn't recognize several other plugins. And I can't delete it to test my theory, because way too many scripts depend on it.
Does anyone know how to fix this? I have lots of tasks to do for this app and I can't let something like this slow me down.
I encountered this issue last night when trying to configure my app to be compatible with Facebook Canvas.
Below is the line of code that was breaking:
FB.Canvas.SetAspectRatio(9,16, FBScreen.CenterHorizontal(), FBScreen.CenterVertical());
To fix my issue I surrounded the line with the UNITY_WEBPLAYER preprocessor directive like so:
#if UNITY_WEBPLAYER
FB.Canvas.SetAspectRatio(9,16, FBScreen.CenterHorizontal(), FBScreen.CenterVertical());
#endif
Doing this causes that line of code to only be compiled and run in the web player, and not on the mobile device. Hope that helps!
I've ran into quite an odd problem today. Today my app successfully got onto the app store. However, when I downloaded it I immediately noticed that the apps basic functionality wasn't working. It just hangs when trying to get outside information. I went back to my xcode project, ran it and it worked perfectly. I removed the app store version, and re-deployed the xcode version to my phone, and again it worked perfectly.
Did Apple do something to my code? The part that messes up seems to be a where my app creates a NSURLSESSION that is used to gather data from a website. Perhaps they "cleansed" the url strings that I use? This functionality that messes up is crucial to my app and hasn't been changed since I've submitted to the app store.
Anyone have any ideas why this is happening or how to fix this?
Thanks
Just posting the "solution":
Edit your Scheme and set the "Run" build configuration to "Release". After saving that, clean the project (cmd+shift+k) and run again on your device. By default, that will make you run the app in your device just as it will be ran when published in the AppStore.
And yes, unfortunately you will have to wait another week for Apple to aprove your app's new version as it will go through the review process again. Good luck! :)
For me it was that I was using old promocodes for testing.
That promocodes were from old version of the app (ios downloads app version that corresponds to promocode version), but I was expecting new functionality. So use latest promocodes!
I've had a workflow for a while that ran automated tests by building an app for the simulator, then launching it using waxsim. On every new sdk release there were some small tweaks to keep it working. However, XCode 5.1 removed the iPhoneSimulatorRemoteClient framework, so waxsim no longer works.
I tried using the ios simulator from the command line directly, as in:
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/Applications/iPhone\ Simulator.app/Contents/MacOS/iPhone\ Simulator -SimulateApplication /mydir/myapp.app/myapp
However myapp does not run, I just get the simulator loading the home screen. I can't figure out what might be going wrong, since I can't find a way to get any verbose output - the simulator does not complain about anything, it just doesn't load my app.
Any ideas, thoughts? Perhaps an alternative to waxsim that works on Xcode 5.1?
ios-sim was recently updated to support the new private framework DVTiPhoneSimulatorRemoteClient that is present in the current Xcode/SDK. I tried it and it seems to work fine, so I pretty much answered my main question.
Still, if someone has an idea why -SimulateApplication does not work (when the same app launches fine with ios-sim), I'd be curious to find out.