iTunes Connect Errors occurred in the app thinning process, and your app couldn’t be thinned? - ios

I Uploaded the build via Xcode Yesterday it worked fine but while uploading today the build is uploading perfectly but after 10 minutes i got a email form apple stating that.
While processing your iOS app, ---------------Build(1.0.22), errors
occurred in the app thinning process, and your app couldn’t be
thinned. If your app contains bitcode, bitcode processing may have
failed. Because of these errors, this build of your app will not be
able to be submitted for review or placed on the App Store. For
information that may help resolve this issue, see Tech Note 2432.
I only changed the one line of code and changed the Build Number. And, I uploaded 4 build got the same Error.

I met with this issue today, I used google-api-objectivec-client-for-rest (as framework).
I tried all the solutions above, but failed.
Now I fixed it by copying all the source of google-api-objectivec-client-for-rest to my own project. Hope it helpful to you.

MY SOLUTION THAT DID NOT WORKED BUT MAYBE CAN GIVE U A WAY OUT
In My own case, i developed my IOS APP with PhoneGap
After so much research, was told to disable bitcode from my ItuneConenct App Account https://developer.apple.com/library/mac/documentation/LanguagesUtilities/Conceptual/iTunesConnect_Guide/Chapters/ChangingAppStatus.html
And was introduced to a new phonegap plugin to disable bitcode in my IOS APP https://www.npmjs.com/package/cordova-plugin-cs-disable-bitcode
which i added to my Phonegap app config.xml file
Yet after rebuilding my phonegap IOS app and uploading to ItunesConenct using Application Builder (Got a successful message from the upload). Few mins' after the upload, I got same message from Apple with the same error.
This can give you a hint

Finally got it to work. In our case, the error was in one of the embedded frameworks. Generating a Production Ad-hoc build and then trying to export it generated an error message that pointed us to an error in a setting within one of the framework files. The framework has been there for a while and we never had any issues with it until this release.

I had the same problem and I found the solution. In my app, I had the Google Plus framework: GoogleOpenSource.framework. This framework was the problem. I searched about the latest update in Google Plus: https://developers.google.com/+/mobile/ios/upgrading-sdk.
The latest version was 1.7.1. This version has the same problem. In my app, I removed the login with Google Plus (deprecated https://gyazo.com/685a58f98ee0b0fca16a6bd83636aad8) and I added Google: https://developers.google.com/identity/sign-in/ios/sdk/
This works for me.
A greeting.

Hey guyz My App has been approved by Apple Store.
The trick i used was this
Deleted the plugin folder on my App root directory before building
Because most plugins were not compatible with Apple has to use just few of them on my manifest file
<plugin name="org.apache.cordova.inappbrowser" />
<plugin name="org.apache.cordova.network-information" />
<plugin name="org.apache.cordova.splashscreen" />
<plugin name="cordova-plugin-whitelist" />
i was surprised when Apple sent me a message that my App has been Approved just now.
I Home this trick work for someone

If you are having this problem recently, i.e. since September 2016, it may be due to having a 'special character' in the title of your app.
I had several targets for the same code, some of which would process OK and some of which would fail. The ones that were failing all had Apple symbols in the title, for example one app was called '🇨🇲 Flags'.
Credit to Krati Rastogi: https://forums.adobe.com/thread/2205923

I had this happen a couple days ago and the temporary solution for me was to not include bitcode for iOS content, which is an uploading option (see image). Apple suggests to do an ad hoc export with an ad hoc provisioning profile to receive the errors and logs of the failure, but I'm unable to reproduce the error(s) and the ad hoc export is successful each time. Will update this post when I find out how to re-enable bitcode, but for now this seems like a good temporary fix. -Update: there was an error in the name of one of my project folders, mixup with symbolic folder name, when I corrected the name to match what was actually in the folder structure I was able to upload properly-

I've experienced the same symptoms and have found a solution.
The root cause of the issue is invalid/incorrect keys in a given bundle's embedded Info.plist.
This is typically the .bundle contained within a third party library e.g. GoogleMaps SDK.
The steps for remediation are:
For each .bundle containing only resources:
Remove the key/value CFBundleExecutable
Change the value for key
CFBundleSupportedPlatforms to iPhoneOS (Item 0, first element in the array. The previous value was iPhoneSimulator in my case)
The technical reason is that CFBundleExecutable should not be present in a bundle's plist if there is no executable. The value for CFBundleSupportedPlatforms is self explanatory, it should be iPhoneOS.
Tech Note 2432 mentions the above two keys but does not elaborate how to resolve the issue.
I hope this solution works for you.

As another user above stated... Remove the Plug In Directory and it solves the problem!
I just uploaded a fully functional version of my App with all of my Plug Ins. When I use build.phonegap.com to compile my IPA file, I have no Plugin folder in the ZIP file. The plugins are correctly referenced in my config.xml file.
It works!
I have no clue why this was ever an issue, but that is the ticket to move forward!

Finally, I made this work!!!
Just like #applejack42 said, you must remove CFBundleExecutable key of all 3rd party library info.plist file.
In my case, I just remove this key from JSONModel info.plist, and submit.
Success!
I really hope it works for you, because that issue make me crazy.

update xcode to 8.0 which published at 0914 from apple store , rebuild project and submit to iturns , the issue was not found , instead any detail info for anouther issue which use ios 10 sdk required . i have submited success, and waiting for approval .

Ive attempted various build and submitted to Itunes with Xcode 8 and 7, with no success.
Deleting my plugins folder was not the solution, neither was greping through all my .plist's to find the CFBundleExecutable. At this moment its just waiting on further discovery from the community and or returning to our 3rd party resources and asking them to update their libs which may not be as easy as apple is suggesting us to do.
To identify the affected libraries I built to an iPhone with Bitcode enabled and in my case their are three libs that need updating. This may not be the best solution but if you need an explanation for your superiors this may save you some time in identifying what needs updating.
I will update my thread as I continue along this road.

Apple recommends to test by archiving the app first and then exporting the app for ad hoc distribution. If there are errors, you can then see this in the logs, you can access them from the export dialog.
My favorite solution, if there is no error during export:
update cocoapods
run pod install
clean the project and resubmit
It just worked for me, no clue why, but it might be worth a try instead of wasting hours on finding a solution for a non existant problem ;)

For me the Issue was that one of my frameworks wasn't embedded and signed . hope that might help someone

I have met with this situation with Xamarin IOS Project in Visual Studio
I have solved in
Clean All
Rebuild All
then archive your project

Related

Strange Errors on Archive Validation

I've had an iOS project in fairly stable condition up until Xcode 8's public release. After a bit of confusion with the Migrator, I finally convinced the compiler that I did not want to go Swift 3 yet, and that my code was indeed valid Swift 2.3. Not sure if this at all relates to what the Organizer does in validating my long-awaited archive with some long-overdue fixes for iOS 10, but we'll see...
Anyway, I got Xcode to archive my latest build (which runs fine on my iPhone 5s by the way). I tell Organizer to "Validate..." in preparation for an upload to iTunes Connect. After a good deal of doing its thing, it finally spits this at me:
Been at this for three days now. Application Loader gives me something similar, but not much more helpful:
Following the suggestions in this answer, I find that every single one of my compiled assets read as sRGB, not 16-bit, or P3. Aside: When does an API analysis file get "too large"? I mean, sure I use Apple's APIs a lot, but I can't be alone in that. That's what they're for, right?
I've tried (almost) everything I can think of. I've redone my code signing a dozen different ways, read and recombobulated the build settings wherever I thought could be relevant, and tried every combination of bitcode and symbol inclusion available to me. Just about everything I could come up with short of migrating to Swift 3! Could that really be my solution? It's a rather big jump, and with the time I have, I'd prefer to get this working build out to my users before I'm slammed too hard to shore up the updated codebase.
I can't seem to find anything on "ITunesSoftwareServiceAuthenticationErrorDomain", or this mysterious "error 434". The only reference I've found so far leads to a dead StackOverflow question. Really wish the author hadn't removed it... Wonder if he found his answer?
So my question is as follows: What am I doing wrong to get these errors, and how can I fix them? I'd rather not have to upload without symbols or bitcode, so if that's the workaround, I'd like to know why, so I'm not limiting myself for something dumb.
Cheers!
I had the same problem with Xcode 8.2 while submitting my application:
ITunesSoftwareServiceAuthenticationErrorDomain error 434.
Solution: I switched to different network and it worked for me.
Bump the build number and validate again.
Had the exact same problem. I tried upgrading to Sierra which seemed to update bits of Xcode etc. The new error message was formatted differently, so I could not see the "434"
(With 1 success in 15 attempts (I had to tweak a version number in a string in the app, so didn't choose to upload after that brief moment of joy), i just uploaded the archive anyway, and after 2 hours of processing, it was accepted. I will update when my new app version is live to verify this error can be safely ignored, at least in some cases (e.g. I checked all my graphics' color profiles, etc.).
Do the below steps :-
1. Analyze the project. (From Product Menu)
2. Click on Archive. (From Product Menu)
3. Select the development team for provisioning.
4. From summary window unselect "Include bitcode" and click on Validate button.
Now, It will working fine.
I solved it by uploading my app through Application Loader.
Archive app Export ipa iOS Deployment
Xcode-> open developer tool -> Application loader
I had the same problem while I was trying to submit the app to client's iTunesConnect account. I've signed in with new apple id, downloaded the certificates and provisionin profiles but still got this error:
(ITunesSoftwareServiceAuthenticationErrorDomain error 434.)
How to fix this error?
Try to remove Provisioning Profiles files at ~/Library/MobileDevice/Provisioning Profiles/
Make new Build and Archive the app. Xcode will create new Provisioning Profiles and submit the app to iTunesConnect.
Just to share this.
Quit xcode and re-login as suggested by members does not work for me. I solved it by using "Application Loader"
Steps: 1) change the version and build in your App 2) archive again for new file submission and export file to desktop 3) goto top menu: Open Developer Tool > Application Loader (if you don't have this , search, download and install this plug init) 4) upload the new version archived file. Done
You will find them in iTune Connect. From here process to My Apps > choose the rejected app > change the version and click on the new uploaded archive file, file will be processing..
5) time to resubmit :) cheers
Clicked Valid until it succeeded, 3rd time.
Since there seem to be many solutions to this problem, it may just be an issue not related to anything developers have control over and the "solutions" seem to be "solutions" because after some action was taken, it succeeded. The action I took was the non-action... and it was successful.
Hope this helps, as this is a stressful problem to have when you cannot upload your app and muddling around in Xcode to fix it you might break something else.
I fixed it by upload using Application Loader.
Besides, after upload the app i receive the warning about Privacy - Photo Library Usage Description and Privacy - Camera Usage Description, so that, please make sure you have them in your info
Hope it help!
I had the same problem. In my case it was caused by following. I had a lot of png-files in assets.xcassets and some of them had AdobeRGB Color profile. I changed the profiles to sRGB and xcode validated the archive with no error.
Frankly speaking, when I changed the profiles some other strange errors occured, but they dissapeared by themselves when I tried to re-validate the acrchive several hours later (I did nothing just waited).
If this occurred randomly, try to delete that archive and make sure you have "Generic iOS Device" selected as target when you run Product > Archive again. This solved it for me.
I Got the same issues when i try first time.Next time it Validated successfully. Please check network once before trying second time.
1.Cmd+Shift+K
2.Close Xcode
3.Open Xcode
4.Cmd+B
5.Product->Archive
Just Clear all file in Path ~/Library/MobileDevice/Provisioning Profiles
Go to Xcode Select Provisioning profile again and then it auto-generate again.
So It will be working fine.
In my case it was the following:
my account had been logged out and I had to enter the password again
Xcode v8.0 had to be updated to 9.x to be able to publish to the App Store (as of July 2018)
I fixed this problem by updating Xcode from 8.2 to 9.
Apparently there was a compatibility issue with an SDK used internally. Xcode was not helping with it's error message. I discovered it by using the Application Loader to upload the archive. Application Loader's error message made some sense.

XCode - Invalid Signature. Code not signed at all. ITMS-90035

I recently made some changes to my iOS app.
Now I want to push the new files to iTunes Connect and I keep getting "ITMS-90035 Invalid Signature. Code is not signed at all."
I found answers to similar questions here on StackOverflow but I there was no solution provided that worked for me.
Here is what I tried:
I tried to reactivate my certs / provisioning profiles to make sure they are valid and configured for deployment
I checked for .sh / .git files as mentioned here - but couldn't find any
I checked my build settings as mentioned here
I checked for external libs but I'm only using GoogleMobileAds and GoogleAnalytics - both worked in my last submit (this issue was mentioned multiple times with different external libs)
Any idea where to search? Sadly iTunes Connect doesn't give any feedback about which file makes the problems.
I noticed you tagged this under swift2. Are you using a beta Xcode to build and submit to the App Store? That's not permitted.
Crazily, I was able to fix this by unchecking the Include Bitcode ? checkbox when uploading via Xcode 8.1 (8B62). ENABLE_BITCODE is set to YES everywhere in my project, so I'm not sure what's going on here.
Will report back once it's sorted.

Invalid Signature - Code object is not signed at all

Im able to submit my app through Xcode 6.3.2 perfectly fine. Validation and analyzing pass perfectly. Once it successfully submits to the app store though I get an email from Apple:
"Dear developer,
We have discovered one or more issues with your recent delivery for "App". To process your delivery, the following issues must be corrected:
Invalid Signature - Code object is not signed at all. Make sure you have signed your application with a distribution certificate, not an ad hoc certificate or a development certificate. Verify that the code signing settings in Xcode are correct at the target level (which override any values at the project level). Additionally, make sure the bundle you are uploading was built using a Release target in Xcode, not a Simulator target. If you are certain your code signing settings are correct, choose "Clean All" in Xcode, delete the "build" directory in the Finder, and rebuild your release target. For more information, please consult https://developer.apple.com/library/ios/documentation/Security/Conceptual/CodeSigningGuide/Introduction/Introduction.html
Once these issues have been corrected, you can then redeliver the corrected binary."
I have tried redownloading the distribution cert, regenerating the distribution provisioning profile, added "--deep" to the code signing "Other Code Signing Flags." I even checked the bundle name etc, everthing is alpha numeric. I was able to submit fine on May 22nd, now on June 3rd everything breaks.
Doesnt make any sense, any help would be appreciated!
UPDATE & SOLUTION:
While I don't have a good explanation of why this suddenly has happened within the last week, I finally found a solution this morning.
I started with a new project and submitted to the app store with nothing but the identifier and correct version and build numbers, which processed fine. After that I started piecing in any assets that wasnt my own code until I got the "Invalid Binary" email. I narrowed it down to the Hockey App SDK (embedded framework) which was causing the issue and not even being used anymore so I removed it from the project (problem solved). The disturbing part is that nothing fails on my end during validation or submission and according to github this directory and content hasn't changed in a year, which leads me to believe something changed server side at Apple.
I did see a lot of posts via google saying that frameworks needed signed etc and when using Xcode 6 and iOS 8 it seems to be the standard which is why I assumed it might be something along these lines.
Im not sure how helpful this is as I was building for iOS and this article is in reference to Mac, but HockeyApp explains in order to distribute to the app store you need to sign the framework with your own identity here:
http://support.hockeyapp.net/kb/client-integration-ios-mac-os-x/hockeyapp-for-mac-os-x
If anyone has anymore technical notes on this or why this suddenly changed Id love to understand this better.
I've checked a variety of places and there seem to be several things that are now being rejected by iTunes Connect. The solution is typically to remove the offending resource from the Target -> Build Phases -> Copy Bundle Resources (as #azizus mentions). Unfortunately Apple doesn't tell you what file causes this issue with your builds so you have to go hunt for yourself. Here are some items that I've found that will do it:
Shell scripts (Look for .sh files, though they could have a different
extension)
Also, look out for files that are listed as executable, when they
shouldn't be. Those might be a good place to look for shell scripts
that you might have missed.
Frameworks (Framework bundles, even .a or .o files - you
don't need them as they will get compiled into the executable binary)
DocSets (I don't know why, but I found that the HockeyApp SDK
includes a DocSet bundle which was the cause in my experience)
Sometimes this might also happen due to some weird entitlements
issue. The entitlements you have may not match up with the App in the
provisioning portal.
Look out for invalid characters in your app name or file names (like
wildcard characters)
This is a pretty broad list, something I did to help in the search is build an archive and then show the contents of the .app in the archive using finder, sorting by file type. The strange thing is that these files actually exist in the _CodeSignature/CodeResources file.
My own theory on why this is happening is that Apple made some changes (or is making some changes) because of Extensions and WatchKit apps. Essentially, you are including a couple of binaries in the packaged IPA (phone app, extension, watch app). They probably want to make sure you're not including something else that could potentially be executed. Unfortunately, the error message is too vague (really it's incorrect) for most.
This took me 3 days to debug.
In the end it was due to an external framework I created (lets call it X) that I was importing via carthage. X had its own dependencies that it was importing via carthage as well. In order to link these frameworks it had a path in the build settings called Framework Search Paths set to the location of the frameworks. For some reason it was this flag in this framework that was causing the problem specified in the questions. I eventually imported X's dependencies with Git submodules so that I didn't have to set the Framework Search Paths flag. I the exported the framework and manually added it to my project I was submitting to the AppStore. Then it worked.
I can reproduce this when I 'create folder references' for my resources folder as opposed to 'create groups' when adding in.
I contacted HockeyApp and they suggested not to add the SDK to app bundle. So I navigated to Target -> Build Phases -> Copy Bundle Resources and removed HockeySDKResources.bundle from there. iTunes Connect accepted my binary.
In my case it was a info.plist duplicated that was not used. (it wasn't easy find out the problem). I removed almost all the files of my project until remove this one and.. it worked
Clearing the value for Code Sign Resource Rules Path in each target resolved the issue.

AppStore Submission - Missing or invalid signature - com.google.GPPSignIn3PResources

I'm trying to submit an iOS app to AppStore and I'm having the following error:
ERROR ITMS-9000: "Missing or invalid signature. The bundle
'com.google.GPPSignIn3PResources' at bundle path
'Payload/My_app_name.app/GooglePlus.bundle' is not signed using an
Apple submission certificate."
I've submitted this app before I've never had this problem. Does anybody know if there is any recent change?
Update:
I could submit the app about 6 hours before having this error. Then, my app was rejected with this message:
This bundle is invalid - New apps and app updates submitted to the App
Store must be built with public (GM) versions of Xcode 5.1.1 or higher
and iOS 7 SDK. Do not submit apps built with beta software.
After this, couldn't submit anymore.
Update2:
Google has made an announcement about this:
http://googledevelopers.blogspot.com.br/2014/09/an-important-announcement-for-ios.html
A new version was released, solving the problem.
Just remove files below and build your app as usual!
GooglePlus.bundle/GPPSignIn3PResources
GooglePlus.bundle/GPPCommonSharedResources.bundle/GPPCommonSharedResources
GooglePlus.bundle/GPPShareboxSharedResources.bundle/GPPShareboxSharedResources
Google released the version 1.7.1 of the google plus sdk.
I created a new podspec for the 1.7.1 version as the previous owner is not reachable.
Just add into your Podfile:
pod 'googleplus-ios-sdk', '~> 1.7.1'
Adding the --deep flag to Other Code Signing Flags (OTHER_CODE_SIGN_FLAGS) in the Project (not target) settings seems to fix this.
The correct fix is to upgrade to the 1.7.1 version of the Google Plus iOS SDK.
It seems to have been specifically released to fix this problem.
If you diff the 1.7.0 and 1.7.1 bundles you will see that no files were added, but three files were deleted : GPPSignIn3PResources, GPPShareboxSharedResources and GPPCommonSharedResources - the three files that the App Store was complaining about.
Adding --deep flag didn't help me, so I solved the issue in a simple and elegant way (sarcasm detected). I removed Google+ SDK from Podfile, then downloaded SDK from here and installed it in a old-fashioned way.
my solution for Google Plus looked this way
deleted the 3 bundles from frameworks from my project
downloaded new Version 1.7.0 (had to upgrade anyway)
i opened the GooglePlus.bundle and removed 3 files (GPPSignIn3PResources,GPPShareboxSharedResources.bundle,GPPCommonSharedResources.bundle) as all 3 files will give you a warning in itunes
I added the 3 bundles back to frameworks
i tested my Google + login in app ... works
submitted ...
and run into a new issue (arm64 requirement), unrelated to this one :)
I think this should work if you don't need the resource files like login button.
If --deep doesn't work, then chances are that the bundle is simply resources and does not actually have any executable file. Delete its Info.plist and you'll be good. If there's some reason you actually need Info.plist, at least delete the CFBundleExecutable key.
I had the same error when I tried to submit the app with xcode 6.1. Nothing worked and I really tried everything.
Then I found a solution on apple developer forums. It worked for me:
Go into Keychain Access
Go into Login keychain
Delete Apple World Wide Developer Relations Certificate Authority
Go into System keychain
Delete Apple World Wide Developer Relations Certificate Authority
Download new WWDR certificate
Install it in Login keychain (just clicking it did that)
link: https://devforums.apple.com/message/1072465#1072465
This issue appears to have been fixed today by Apple, after being broken for ~24 hours.
Submitting the same app today, with no changes to the .bundle, no longer throws the error.
--deep code signing of the bundle is not required.
(Note that I did not test this with the specific Google bundle that the question references. The Resources Bundle that our app uses, though, now works correctly and no longer throws the error.)
Google just released an updated version 1.7.1, which can be downloaded from their website https://developers.google.com/+/mobile/ios/getting-started. Currently it's still not mentioned in their Release Notes though.
If you're using cocoapods you can copy the current 1.7.0 podspec, create a local one and change all the version references in their to 1.7.1 until the new one is merged into the official cocoapods repo.
You should also remove info.plist files
GooglePlus.bundle/info.plist
GooglePlus.bundle/GPPCommonSharedResources.bundle/info.plist
GooglePlus.bundle/GPPShareboxSharedResources.bundle/info.plist
By removing all Info.plist file form goolepplus.bundle file work for me.

Xcode 4.3: Codesign operation failed (Check that the identity you selected is valid)

After installing Xcode 4.3 I can't validate and distribute application using Organizer.
While building, signing and validating in Xcode is OK, the validation in Organizer fails with the message in the title of this question.
First, Xcode 4.3 can download provisioning profiles automatically (there's an option in Organizer), but it downloads only development profiles and ignores distribution profiles as if there are none. OK, I downloaded and installed it manually and it appears in Organizer. Then I set proper Code Signing Identity both for project and for target and use Distribution profile that matches Distribution certificate in my keychain. Then I do Archive (build-sign-verify) and no errors, in the log I see green checkmarks for CodeSign and for Verify steps. Looks good and the archive appears in Organizer.
And that's where all goes wrong, I just select Validate, choose the new version I just prepared in iTunes Connect, choose correct code signing identity, same as was used for Archiving (actually, there are no other choices in my case), it asks for iTunes login/password as usual, and then says
Codesign operation failed
Check that the identity you selected is valid
Ahhh!!! Why!? It had no problems while archiving it, then same code signing doesn't work when trying to submit to AppStore. Well, not even submit, but validate before actually sending it. So this issue is local to my machine. The very same signing and validation that is successful during build, fails in Organizer...
I tried everything, re-installed Xcode, removed/revoked and re-issued all certificates, removed duplicated private and public keys from keychain, put all certificates in one "login" keychain, issued new profiles, installed Application Loader 2.5.1, and so on... still no luck.
Could it be that I have some left-over from previous Xcode installs? Or that I have to update some tools to make Organizer work properly?
Meanwhile, if anyone knows another way to upload binary to AppStore, please share. I couldn't figure out how to do that using Application Loader, when it asks me to choose a bundle to upload, all I have is xcode archive created by Xcode in Archive step. How do I get my hands on iap or whatever file the Application Loader wants from me?
I've discovered that Xcode 4.3.1 has a serious issue validating apps with resources within a directory tree within an application bundle.
Apps can pass validation within the Xcode "Build for Archive" process - it only fails when the validation is run via Organizer.
After spending hours trying to trace down the usual code signing entitlement issues, I eventually noticed the following line in the system console when the export fails:
3/10/12 2:32:48.450 PM [0x0-0x261261].com.apple.dt.Xcode: /Users/chris/Library/Developer/Xcode/Archives/2012-03-10/Coverage 3-10-12 2.32 PM.xcarchive/Products/Applications/Coverage.app/Tiles/T-Mobile-roam/4: Is a directory
I spent a day trying to isolate this bug, and I've finally nailed it.
The code signer in XCode 4.3.1 when validating for the App Store or saving for AdHoc distribution chokes whenever there is a subdirectory in your bundle that has the same name as its parent directory.
For example:
test/test/file.x -- FAIL
test/test2/file.x -- WORKS
This seems to be new in Xcode 4.3.1, and hopefully will be fixed soon.
Notes: This thread seems related: https://devforums.apple.com/message/630800
I was the original poster on the Apple Dev Forums...
https://devforums.apple.com/message/621193
I've also attempted to bring this to the attention of the AddThis developers:
https://www.addthis.com/forum/viewtopic.php?f=19&t=38292
As mentioned in the other posts, the only way I've found to prevent the code signing failure is to remove the ATResources.bundle file from the project.
Of course, this bundle contains many of the necessary images for AddThis, among other things, but the error no longer occurs.
I'm hoping this helps someone else discover the correct way to solve this issue.
The problem is AddThis or explicitly the ATResources.bundle in the AddThis folder.
So you have two options:
The first one is using an older version of Xcode to Archive.
The second one is relocate all the images inside the
ATResources.bundle into a folder, and copy the content of the
Localizable.strings into your own Localizable.strings
Then open the FBDialog.m file and search for "close.png", remove that
line of code and replace it with:
UIImage* closeImage = [UIImage imageNamed:#"close.png"];
Now you're ready to Archive.
Finally consider to file a bug report in https://bugreport.apple.com/
In my case, it was a damaged custom framework.
I have so many subdirectories on my bundle that have the same name as their parents, so I was not able to validate and submit. The only solution I found is to download xcode 4.2.1 from Apple developer center and install it side by side with xcode 4.3.2. Then I used it to validate and submit.
I'm developing on Sencha 2. The key here is to launch the System Console from Apps/Utilities and look at the error log when distributing. That's the easiest way to see the offending directory. In Sencha2 its in the /sdk/src/device/device. Good stuff: Still happening in xcode 4.3.2
Just confirming that the problem was indeed nested folders with the same name in my app.
In my particular case this was the issue:
problem: images/packs/1/1/img.png
solution: images/packs/pack_1/1/img.png
Smooth sailing after that. This happened in Xcode 4.3.3
found the solution, it really works for me. hope this will help you guys.
if the issue is because of Addthis, try following
noted that the inside ATResources.bundle you have a folder named ATResources.
ATResources contains exactly the copy items (ADDTHIS.db,en.lproj,images) which is present in ATResources.bundle. so we can simply delete the ATResources folder from ATResources.bundle.
for deleting,, select the files from ATResources.bundle and right click , show in finder -> and remove ATResources folder.
the major issue is because subdirectory in your bundle that has the same name as its parent directory.
:)
I had same problem in my project (in xcode 4.3.2) and as per all answers I checked for any .png file starting with ._* and also checked folder and its subfolder are different name.
Also checked code signing identity as per requirement, but did not succeed to solve this problem.
After whole days effort finally I got reason for "Packaging operation failed" error in my project.
In my case, I have classed About_us.h and About_us.m and by mistake I import header file like #import "About Us.h" (white space in middle). So when I loaded app on Device it will successfully loaded but when I try to create ipa using archive its give me error and return me Estimated App Store Size just 143 kb.
Finally while I change header like #import "About_Us.h" and try to make ipa I got real size in proper MB.
Hope this will help someone.
I experienced this issue on Xcode 5.0.2 (5A3005) with 2 completely separate folders that happened to be named the same thing.
Most other cases in this thread focus on the parent/sibling relationship, but I think it's any two folders with the same name will cause this failure.
I had same problem as you do, and radven response inspired me:
did you see that ATResources directory contains nothing more than just copy of its parent?
ADDTHIS.db
en.lproj/*
images/*
ATResources/ADDTHIS.db
ATResources/en.lproj/*
ATResources/images/*
As a quick-and-dirty fix I removed the redundant subdirectory. Application builds and seems to work fine, and Xcode is able to sign.
Let me know if I missed any consequence of this fix?
Gee, I spent like an hour on this problem.
I just removed AddThis from my project. Do it and it would work.
restarting xcode made the buttons work for me. they were greyed out before, in case anyone here is having the same problem
Techi50 alluded to this but to be clear - under Xcode 4.3.5 there is a serious bug where code signing will fail if you have subdirectories with the same name as the parent directory. In the Sencha Touch 2 SDK tree, for example, there is
/sdk/src/device/device
argh... hours of trying to code sign with no luck... rename to:
/sdk/src/device/device_epic_fail
(since I don't need those libraries anyway)
and I can code sign.
And one big bug hunt is over. Apple... fix please...
Updating the AddThis SDK from 0.1.7 to 0.1.9 fixed this problem for me (using XCode 4.3.1).
I've determined another cause of this error, which occurred for me in Xcode 4.6.2 (4H1003). I had a subproject building an executable. This executable is a helper tool which is copied into my app's bundle when it builds.
The app has a min deployment target of OS X 10.7 and builds for 64-bit Intel as a result.
The helper tool, however, was set to a deployment target of 10.6, and was building for 32-bit/64-bit Intel.
Changing the helper tool to also build for 10.7 and 64-bit Intel only fixed the error. I can reliably recreate the error by changing the helper tool back to 32-bit/64-bit Intel; this is not a 'erm, zap your PRAM' fix.
As #radven and #tomek-cejner mentioned sometimes some extra directories could cause problems. Maybe if named improperly? for me the offenders were different.
Gruntfile.js, karma-e2e.conf.js, karma.conf.js, and the entire node_modules directory.
see: How to build IPA for distribution with TestFlight with XCode 5?

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