I have just tried to submit a build of my app to iTunes connect and I am unable to via Xcode. Via Application loader the app will upload but then I receive an email stating the binary is invalid due to invalid watchkit support.
Invalid WatchKit Support - The WatchKitSupport folder is missing. Rebuild your app using the current public (GM) version of Xcode and resubmit it.
The application contains a watch os1 app which has been in the app for over a year without much update. The application has been updated several times since the watch app was added without any issues.
I have a strong feeling this is related to the upcoming requirement for watchOS Apps.
Starting June 1, 2016, all new watchOS apps submitted to the App Store must be native apps built with the watchOS 2 SDK or later.
However it is more than one day early... Is anyone else experiencing this?
Related
Assume the there is an iOS/iPad app already in Apple's App Store; and it turns out that a working macOS/Mac (10.15 or later) app can be built from the same project, with no code changes, by simply checking the Mac (Catalyst) checkbox in the Xcode (11.4 or later) project.
What is the proper sequence of setting the correct bundle ID for the Mac app, getting any new provisioning profiles (if needed), adding anything else required to the Xcode project (Credits?), adding to the iTunes Connect record for the app (description, screen shots?), etc., that is required to successfully upload the Mac app archive to the App Store, so that customers who download or buy the iOS app can get the Mac (Catalyst) version as well?
Are there any features or functions that need to be added or removed from an previously approved iOS app to prevent the macOS version from being immediately rejected for being unsuitable as a Mac app? (and not including any reasons that might cause a new build of the iOS app to be rejected as well.)
I have submitted an APP for review yesterday and everything went smoothly as they should.
I uploaded my APP from the Application Loader and no errors at all either.
However, when I submitted my APP for review, at the top of my iTunes connect showed this error:
The app previews and screenshots for the iPhone 5.8-Inch display won’t appear on the App Store because your binary wasn’t built with the iOS 11 SDK.
The APP is still in review but the question I have right now is if they (Apple) will reject it because of that or not?
We have successfully tested our IOS app on IPAD with Codename one Build IOS debug feature. It is working fine out here. But When we build for the App Store, The app downloads in the device and don't get installed. We have already generated the certificates for production and development, yet we didn't found any perfect solution
App store build can't work on a device until it's signed by Apple. It's meant for publishing in the store. The only app that could work on your device without passing through App store is a debug app.
When your app is fully ready, you can submit it by going to itunes connect -> My Apps and click on the plus sign to create a new app. Follow the process and submit all the requirements.
To upload the App store IPA file, open Application Loader on your Mac, login and Upload your file. It will appear on your iTunes connect within few minutes.
It takes approximately 7 working days (9 days) for Apple to review and approve or reject your app, so relax and be patient.
We have a client using our source code. This project includes Apple Watch, but they do not want to build that into their app yet. They removed the Embed App Extensions. They were able to submit to the App Store, but then received an email:
We have discovered one or more issues with your recent delivery for
"XXX". To process your delivery, the following issues must be
corrected: Invalid WatchKit Support - The bundle contains an invalid
implementation of WatchKit. The app may have been built or signed with
non-compliant or pre-release tools. Visit developer.apple.com for more
information. Once these issues have been corrected, you can then
redeliver the corrected binary. Regards, The App Store team
What is the minimum modifications to do to a project that will not include the Apple Watch component, so that it is there for when they want to add it later?
I haven't seen a setting that could be added to info.plist.
Build just the iPhone app and not the watch app by using the correct Scheme in Xcode. Schemes are how you can control which targets to build in Xcode.
When the watch kit target was added, a scheme was created for building both the watch app and the mobile app.
When exporting app for release use just the mobile app scheme that is there and does not include the watch os target.
Scheme editor doc from apple:
https://developer.apple.com/library/mac/recipes/xcode_help-scheme_editor/Articles/SchemeDialog.html
I am developing IOS app for more than a year now. I have got apps in appstore which was built with xcode 4.6 and ios 6.1. They were doing well untill today when I need to submit an update to one of my app. While submitting the app,
I received:
This bundle is invalid . New app and app updates submitted to the app store must be build with xcode 5 and ios 7 sdk
After some research I found out that app make this compulsory to use xcode 5 for submission. My question is how should I properly upgrade the machine so that my keychain will remain intact(so are my certificates), I can still build apps for IOS 6 and work with my projects which were built using xcode 4.6.
My main concerns is certificates, I heard that xcode 5.0 needs Mountain Lion 10.8, if I will upgrade the os, keychain will be removed, how will recover the certificate signing requests, private key which identifies the certificates.
Upgrade only xCode 5 and set deployment target as ios 6.0 or 5.0 and develop app for compatible for iOS 7.
Apple, Inc. recently announced changes to its iOS application developer guidelines, requiring all mobile app submissions from iPad and iPhone app developers to be optimised for the iOS 7 operating system. All apps submitted to the iTunes App Store for review on or after February 1, 2014 must comply with the new guidelines, or they will be automatically rejected and denied distribution through Apple’s app marketplace.
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