iOS build and distribute a private framework - ios

I have a problem, I'm developing for work a Swift private framework and we have to distribute it.
The problem is how to build it, Xcode by default split the build for the simulator and the build for the physical device.
Googling I find how to merge this two different build, but int this case I have problem when I try to upload to the app store an app with the framework inside.
Do you know how Fabric does?
Thanks you all!

Related

Problem uploading my iOS app with C++ libraries to app store connect

I've been developing an iOS apps that implements some C++ libraries which are later converted into .dylibs in order for iOS devices to be able to run the app. I can run the app in any iOS device without any problem. I also can archive a development .ipa and test the app in other's people devices.
The problem that I'm having is when I submit the app into app store connect in order to test it using TestFlight and be able to distribute it into the app store. I'm getting the following errors when submitting it:
TMS-90426: Invalid Swift Support - The SwiftSupport folder is missing. Rebuild your app using the current public (GM) version of Xcode and resubmit it.
TMS-90424: Invalid Swift Support - The SwiftSupport folder is missing. Rebuild your app using the current public (GM) version of Xcode and resubmit it.
I have tried some solutions, including the ones suggested in here: https://developer.apple.com/library/archive/technotes/tn2435/_index.html#//apple_ref/doc/uid/DTS40017543-CH1-TROUBLESHOOTING-BUNDLE_ERRORS
I'm not sure if I'm correctly implementing the libraries into the project. I did what the link said, which is embedding the libraries into frameworks, but that didn't solve the error. I would like to know if there is any tips or solutions to what I'm doing to see if I'm doing it right or if I can take another path to solve the problem.
Make sure you build and export using an official release of Xcode, and not any Beta version.
Have you tried contacting Apple support for some insight into the problem you're having?

Unable to create Build for App Store submission

I have manually added Kingfisher in my iOS project. Project runs on my iPhone device. But when I try to make a archived build, it give too much errors. I am using MacBook Air Silicon series.
Reproduce
Add Kingfisher manually in a project.
Try to Archive the project
This is where I added Kingfisher
Errors I am receiving.
Please check if there is any inconsistency in your ios Deployment target. If you sub project (here kingfisher) deployment target is higher than your main project it may build for your device but not archieve. As when it is archieving it is building for all devices.
Added Kingfisher again using Swift Package Manager and it started working perfectly.
For a detailed conversation with the maintainer, check the issue below
https://github.com/onevcat/Kingfisher/issues/1727

Unity iOS build does not create any files

I have created an XCode project through Unity in order to build for iOS, and the build succeeds with a few warnings, but there is nothing in the build folder. It takes a few minutes to build, so it seems like it's doing something, but nothing is there.
When I deleted the empty placeholder build folders that come with the Unity-generated XCode project just to see if it creates anything, the build folder does not even get created. I have tried changing the bundle identifiers in Unity and on my provisioning profiles to match each other, but it hasn't helped.
I am building for Generic iOS Device as opposed to an actual Device connected to my Mac. Is that part of the issue?
Jean Luc answered this question, but he wrote a comment, so I am posting it here for clarity:
you build the binary through Product > Archive, after building the Organizer Windows appears where you can export a binary either for ad hoc or app store deployment

Archiving iOS Project with Framework Code

I am developing two iOS apps in Swift that have common code and resources, so I moved the shared parts to a Swift-only Framework. The app projects and the Framework are grouped together in an Xcode Workspace. Everything works fine when I build and run the apps in Xcode.
Problems arise, however, when I try to Archive an app, validate the Archive, and upload the Archive to iTunes Connect. I have tried various combinations of embedding a binary, linking a Framework, and dragging the Framework into the app's projects. I don't really understand what I am doing, so it's just groping in the dark.
Can somebody tell me the correct way to link/embed my Framework into my app for distribution? I would like to know how to do this without a third-party dependency manager. Thank you!
I've countered such situation.
Did you use Framework project in your workspace?
If so, you have to add the framework in embedded binary in project's setting.
You can find it in first tab in setting.
When you test it in simulator, there is no error.
But if you want to build it for device or archive for uploading binary, you need to add it in embedded binary setting.
If you want I can help you to do it through teamviewer.

iOS - Unity build error - Durovis SDK

I have just purchased an iOS developer account and I want to create iOS VR apps with Unity3D. I know that Google Cardboard SDK does not support iOS, so I downloaded and tried Durovis SDK.
Once I imported the durovis .unitypackage , I made an empty build, just so I could test out if it builds through Xcode.
The result is that Xcode fails to build when I choose "Device SDK" from Unity build settings , and succeeds when I choose "Simulator SDK" but of course then it runs on Simulator and not on my device.
I am very new to Xcode, so I don't know if I need to import anything from Xcode, after I make the build from Unity. Any help would be appreciated, since I've been making VR apps long time now for android and I recently decided to try to ios as well.
Thanks in advance
Make sure you have the latest version. Then press Cmd+Shift+B to bring up the PlayerSettings. Make sure company name and product name are filled in and then scroll down and click Other Settings. For the bundle identifier it has to be com.companyName.ProductName and that should be it. If that doesn't work you'll have to tweak xCode settings but that's more fragile so please respond to this with results or lack thereof.

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