ITMS 90101 error uploading app - ios

I am trying to upload an update for my app to the app store but am met with this error
ERROR ITMS-90101: "This bundle does not support one or more of the
devices supported by the previous app version. Your app update must
continue to support all devices previously supported. You declare
supported devices in Xcode with the Targeted Device Family build
setting. Refer to QA1623 for additional information:
https://developer.apple.com/library/ios/#qa/qa1623/_index.html"
I have been struggling with this for a while all the info.plist and build settings options are the same the only things that have changed are that i have had to set enable bitcode to NO and let app transport security settings to allow arbitrary loads.
What could be causing this error, is related to the bitcode/arbitrary loads.
EDIT:
I changed settings from iPhone to universal I then get these errors
ERROR ITMS-90474: "Invalid Bundle. iPad Multitasking support requires
these orientations:
'UIInterfaceOrientationPortrait,UIInterfaceOrientationPortraitUpsideDown,UIInterfaceOrientationLandscapeLeft,UIInterfaceOrientationLandscapeRight'.
Found 'UIInterfaceOrientationPortrait' in bundle 'app.app.app'."
ERROR ITMS-90475: "Invalid Bundle. iPad Multitasking support requires
launch story board in bundle 'app.app.app'."
I was wondering if these wouldn't appear if the app supported iPads before

if your app had already supported iPad and iPhone version for previous submission, but you want to send app uncheck iPad target divece. You can see this error.
Apple doesn't allow your update if you want to unsupported some old devices(only iPad or iphone).

Just create another storyboard name Ipad and change the Main interface for story board to Ipad.storyboard copy and paste all controller in Main.storyboard and paste it to the Ipad.storyboard and make sure you tick all device orientation for ipad Target setting
let me make things clear :-
1. Create a new duplicate storyboard named
ipad.storyboard
Changes in project setting General > under deployment
change Device to ipad
change main interface for ipad as the new storyboard
ipad.storyboard
Device Orientation
tick all
change back the Devices Setting to Universal (or else you will recieved a 255 error)
Now you ipad interface will follow the ipad.storyboard views instead of Main.storyboard make sure both storyboard are same at all time.
I hope your problem is solve.
can email direct for help cruzvebration35#gmail.com

If using expo, check app.json. In my case, i needed to add "supportsTablet": true. Also check "orientation": "portrait" property.

If you have any missing devices on "Supported Destinations" then add by click plus icon like selected device

Related

iTunes Store Operation Failed When Uploading App Inside Xcode Description Length Too Long

So when I go into Xcode -> Archive -> Upload To App Store I get this:
I have no idea how the description length is so long. Inside the Itunes Connect portal, my release descriptions are very short.
How do I change this inside Xcode?
I've tried using the Application Loader and other versions of Xcode but get the same error.
Any suggestions appreciated.
Your iTunes store operation failed due to two requirements not fulfilled.
You have enable the iPad multitasking, which requires the all orientations but you have enable only portrait mode, which is wrong. You have to enable all the orientations which is required and also mentioned in the error.
In your bundle "com.buildregs.Build-Regs" has only configured the portrait mode, you have to configure all the orientation into the this bundle id.
Also Update your Xcode the latest Appstore version. Do not use a beta version of Xcode and that will solve your second error.
When I have run into this stockoverflow page, I have tried all the steps but could not succeeded. My app was build with ionicframework and I was getting 2 errors. The first one was "iTUNES Store Operation Failed: description length" error and another one was complaining about image path is not wring for icon.png. After fixing image url error, this error didn't appear anymore.
I realized that I was using image.xcassets but I left icon bundle in the plist file, and this was, somehow, causing the description error as well. I simply removed icon.png line from plist file and I could upload binaries to ap store
I got this top two errors a little earlier and after two hours searching got that
Unity iOS build setting -> Resolution and Presentation ->
Multitasking Support (Requires Fullscreen: option was Inactive).
After Active this option all error gone.

iOS custom keyboard settings not saving

I’m implementing a settings bundle for a custom keyboard using the Apple Keyboard Extension documentation and the settings tutorial it links to.
This method works in the parent app, but when I implement it as identically as possible for the keyboard extension, the settings bundle does not appear to save any of the data, as shown in this video. It seems as if something is resetting the values near-constantly: any time I exit the settings view (e.g. Multitasking view, previous settings page), the values are set to zero (not default: empty, false, and zero respectively). This is the default settings bundle template, no edits, not referred to in code.
Is there a special implementation for extension settings not explicitly stated in the documentation (or that I missed) that is causing this?
For clarity, the steps I took (after creating the extension):
Created the bundle with New File –> Settings Bundle.
Named it, targeted the keyboard extension.
Built and ran.
These were the same steps I took for the parent app (targeting the app), which was able to save settings.
This is on a physical iOS 11.0 (15A5326a) device; app built with Xcode 9.0 (9M202q), Swift 4.

Error while submitting ipa onto AppStore

I'm working on a libgdx project and using robovm to try and deploy my project on iOS. I've build an ipa using the robovm tool in eclipse.
While submitting the ipa using Application Loader, I get the below error:
Invalid Bundle. iPad Multitasking support requires launch story board in bundle BundleNameHere
Invalid Bundle. iPad Multitasking support requires these orientations: 'UIInterfaceOrientationPortrait,
UIInterfaceOrientationPortraitUpsideDown...etc
On doing some research I understand these can be done away with by checking an option in Xcode for Requires Full Screen. However, I am unsure how to handle this in libgdx.
I am assuming that I need to do some additional settings in my libgdx/robovm project that I've missed.
Can anyone point out the required settings, please?
Thanks in advance
Since you are using RoboVM you need to edit the info.plist.xml file. As per Bunty Madan's answer you need to set:
<key>UIRequiresFullScreen</key>
<true/>
If this does not work, please supply your full info.plist.xml file (just redact any personal ID's if you use any)
By my experience this issue already . Did you uncheck the unnecessary orientations in plist for iPAD, UIInterfaceOrientationPortraitUpsideDown
This is because you need to specify how your iOS app is supposed to handle multitasking on iPad.
For now if your app is not going to support the multitasking feature just check requireFullScreen option in project setting.
else for making direct entry into plisthere is the ket for that.
<key>UIRequiresFullScreen</key><true/>
And also please validate your LaunchImage storyboard or image whatever you using.
Try this, hope it will help!

info plist seems outdated and cannot validate App with App Store

I took a project I did recently where the app was universal and I copy-pasted the project. With the copy, I've done a Lite version where I don't support iPad.
I've changed everything I think necessary to make this project as unique, independently that it was a copy from another project: changed the bundleID (matches with the first version on the store), project name, display name, etc. I've removed the iPad storyboard and all the iPad icons. I've also removed the iPad icons from the plist.
Now the App is ready to go and i'm trying to validate it with Apple. Then it gives me the following error:
Icon specified in the Info.plist not found under the top level app wrapper: Icon-72#2x.png (-19007)
but for all the "missing" icons. Before I tried to validate, the debugger said nothing but after the validation attempt, it now give me 6 warnings, which say the same as the error above. One warning per "missing Icon".
I've tried to delete derived data from xcode, clean the project, restart Xcode, etc. But it keeps telling me the same.
Any idea? Thanks in advance!
If you change from universial to iPhone-only via project interface, the iPad-Icon and the iPad-Storyboard are still in the info.plist.
Just open the info.plist as Propertylist and delete the wrong entries.

iPad App name & splashscreen is different on the simulator as the iPad device

I couldn't find any results in google, so i hope someone has a solution for my problem:
I changed the name, App icon, "splashscreen image" of an existing app in xcode and all of them are shown correctly on the ipad simulator 4.3
If I start the app on my ipad iOS 4.3.5 the App icon is changed but the text under the App icon and the splashscreen is the old one. How is this possible?
There aren't any images of the old splashscreen in the project folder.
I deleted the old App from the iPad. Restarted the iPad several times with no luck.
Delete that app from your device. (long hold of icon and then hit the X)
Connect to Xcode
Clean
The build and run on your device.
The resources on the device are probably lingering and not being replaced when you rebuild it.
This link gives detailed information about launch images
http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/BuildTimeConfiguration/BuildTimeConfiguration.html%23//apple_ref/doc/uid/TP40007072-CH7-SW11
For your situation you'll need is a file called Default-Landscape~ipad.png in your bundle if your app universal.
Was your app iPhone/iPod specific before?
To change the name of your app, try adding a key to your Info.plist called CFBundleDisplayName~iPad with the name you want. I'm not certain this will work mind.
Normally, images that work fine in the simulator but not on the device are caused by capitalization problems. The simulator won't be case sensitive, but the device will be. Check the filename against how you refer to it in code (and/or the standard names that you need to use, e.g. "Default.png" with an uppercase D) and make sure both match.
A Clean and rebuild might also help.

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