I updated to iOS 9 GM and Xcode 7 GM and am in the process of submitting an update to my game.
However, the validation process now comes up with an "Asset packs must be in /OnDemandResources." error.
Here's the log
2015-09-14 18:50:52 +0000 [MT] Failed to generate distribution items
with error: Error Domain=IDEFoundationErrorDomain Code=1 "Unexpected
asset pack at
/Applications/churningseas.app/AssetPacks/Dropbox.assetpack. Asset
packs must be in /OnDemandResources."
UserInfo={NSLocalizedDescription=Unexpected asset pack at
/Applications/churningseas.app/AssetPacks/Dropbox.assetpack. Asset
packs must be in /OnDemandResources.}
2015-09-14 18:50:52 +0000 [MT]
Presenting: Error Domain=IDEFoundationErrorDomain Code=1 "Unexpected
asset pack at
/Applications/churningseas.app/AssetPacks/Dropbox.assetpack. Asset
packs must be in /OnDemandResources."
UserInfo={NSLocalizedDescription=Unexpected asset pack at
/Applications/churningseas.app/AssetPacks/Dropbox.assetpack. Asset
packs must be in /OnDemandResources.}
And here is my Xcode directory, showing the Assetpacks are currently under Ressources (I went a little crazy with blurring, sorry about that):
I guess this is due to Apple's new "app thinning" system, which I'm not particularly wanting to use right now for a small update.
Is there a way to disable on-demand resources? If not, how to fix this (do I simply need to move my "Assetpacks" folder to another one called "OnDemandResources")? I so, where? I'm a little nervous to mess up my file structure...
Also, I did already look at the assets section of the build setting, and "Enable on-demand resources" was already set to "no"
any help is appreciated. Thanks a lot!
This seems to have become an issue since iOS 9 introduced on demand resources. The terms "AssetPacks" or "assetpack" inside folder references cause an error when attempting to validate an archive.
Because this seems to effect Codea-exported projects under version 2.3.1 and earlier. Here is a fix specifically for a Codea exported project:
Find the file named libversion in the root of your exported project. It will contain a version number, most likely 2.3.1. Change it to 2.3.2
Delete libcodea.a and libtools.a from your Libs/ folder
Delete the "AssetPacks" folder reference from the "Resources" group in your exported Xcode project — if Xcode asks you to move the files to trash say NO.
In Finder: rename the "AssetPacks" folder to "Assets"
In Finder: Rename every "SomePack.assetpack" folder within it to "SomePack.assets"
Drag the root level "Assets" folder back into Xcode, tell Xcode to add this as a "Folder Reference" (not a "Group")
There's a more in-depth discussion here https://bitbucket.org/TwoLivesLeft/core/issues/366/trying-to-export-xcode-file-so-i-can#comment-22075482
It took me a while to figure this out but I seem to have gotten something that works. Once you archive your build, if you go to XCode's preferences and click on the tab Location, you will find the location of the archive saved files. If you then click the link just under the Archives section, it will bring you to a folder (which you open) that contains the archives in it. Navigate to the date on which you archived the build and then (using get info to determine time) locate your build. Right click on it and then click "Show Package Contents". Then click on Products. Make a new folder called "OnDemandResources". Click on Applications and right click on the file and open the package contents. Depending on the previous locations of your assets they will be somewhere there, but for me they were in a handy folder titled Assets. Once you have found the folder containing your assets you need to copy it and delete it. Inside the OnDemandResources folder we created earlier, make a new folder called what ever your package bundle identifier is (com.------.-----) and add to the end of it: .New.assetpack . Then paste your AssetPacks (or Assets) file inside. Now you to create a new text edit file, set it to plain text, and then type: bplist00“TTags_CFBundleIdentifier°SNew_?com.Identifier.Identifier.asset-pack-00000008CM2Z9
')-o
This is what it says for mine, I don't know if it will work for you, but I don't see why not.
This method worked for me and now I have a working .ipa file. I hope it works for you!
Related
I'm trying to delete all the unused assets, to decrease the app size (icons, launch screens, etc), I started with the iOS project, but now I'm getting errors like this:
Bundle Resource 'Icon-Small#3x.png' not found on disk (should be at
'D:\Work\MyProj\MyProj\MyProj\MyProj.iOS\Resources\Icon-Small#3x.png')
I deleted the specified file, but it's not used in the project, at least it's not visually used. Some of the missed files are the default Xamarin X icons.
I deleted the array items in CFBundleIconFiles key, which pointed to all the missing files, but still getting the same error.
I don't know well about xamarin. But in Xcode, the images files are removed from Xcode better than from Find file utilities.
The project has a directory, .xcodeproj. And a file project.pbxproj will describe how many files will be compiled, and how many images resources in this project.
If a image file was deleted from file system, but it is still in this project.pbxproj. Then the compiler will argue this problem about it failed to find the image resource file.
So, deleting a image file in Xcode, will remove the entry from project.pbxproj and remove it from file system.
In Xcode, it will mark red colors for those missed files, I think xamarin should has similar feature too.
In iOS , some icons are required . Items marked with "Required" must be included.Refer the following image.
As we can seen ,Icon-Small#3x.png is required.It used for seetings on device (such as iPhoneX and iPhoneXs Max).Such as the icon in the following image.
So ,though you have deleted the array items in CFBundleIconFiles key.You will still get the error .
The reason you are getting this error is chances are you deleted the source files, but Xamarin still keeps on referencing them.
So resolve this error go to each folder, Resources and Resources/Drawables on android and delete each image separately. This should fix your issue
Xcode keeps prompting telling me I don't have a certain image in the project and it errors when I try to build. If I deleted the .png Xcode is complaining about from the project, why does Xcode error out when I try to build?
[Edited by Rhubarb (got too big for the comments)]
I'm getting the same thing with these details. The copy command looks like this
CpResource MyIcons/../13-bicycle.png /Users/Me/Library/Developer/Xcode/DerivedData/MyProject-cxsohyxdecdbptgrrtaixbhhixrj/Build/Products/Debug-iphonesimulator/MyProject.app/13-bicycle.png
then there's a bunch of setenv and the command is translated to "builtin-copy" but none of that matters, the result is when I compile I get this error:
error: /Users/Me/Development/MyProject/MyIcons/../13-bicycle.png: No such file or directory
Now, I opened the Copy Bundle Resources tab as suggested by Robert Harvey, and my .png is there, with nothing appearing in read. And it is in the file system (Finder) and in the Project Navigator. So I deleted it from the resources using the - button and added it manually using the + button at the bottom left of the list in the Copy Bundle Resources tab. This put it at the root of the project in the Navigator, so I moved it into my group again - but no luck, same error. So I just deleted it altogether (from the Project Navigator, allowing it to be moved to Trash). That worked, but I ran into the same error with the very next icon (it only reports one or two at a time).
Looking at the error message, it appears to think that MyIcons is a folder. It's not, it's just a group. There is no such folder, I can see in the file system.
When I added via drag-drop, I left the "Copy items into ... group folder (if needed)" checked and the "Create groups for any added folders" button selected. But note that I only dragged icons (en masse) into an existing group; I did not drag over any folders, nor where any groups or folders created. But somehow, the compiler thinks that these resources are in a folder in the file system that doesn't exist.
I right clicked the icon in the Copy Resources List and tried both Show in Finder and Reveal in Project Navigator: and both worked - the file is there and it knows where to get it - until it builds.
I haven't even found a workaround beyond deleting the icons yet - cleaning doesn't work. I think my group is corrupted.
look up here XCode Build – CopyPNGFile Error and No Such File or Directory .
I had same problem and this solution helps me.
If you receive either of these annoying errors when building your
xcode app, something has corrupted in your project bundle.
Open your project in Xcode
Click on your project
Click on your project under Targets
Hit the build phases tab
Open “Copy Bundle Resources” near the bottom
Look for any resources listed in red!
I had the same problem but my solution was a bit different:
Open project in Xcode
Open project navigator
In the filter down below, search for your erroneous file name
I found the file under a group called "Recovered References" and it was marked in red
Delete the red files and everything should work perfectly
Okay here's the unsatisfactory workaround that fixed it for me.
(First, note that when I right-clicked my dodgy Group in the Project Navigator) it looked like any other group except that Open in External Editor was greyed - weird eh?)
I closed XCode and restarted it.
=> Now I see all of the icons under the offending group are red (in the Project Navigator)
Delete the entire group.
Create a new group (same name) and drag-drop the icons from the original source into the group
=> Error failed to copy (or some such - I can't remember but I have seen and fixed this before - and seen it elsewhere on SO)
This error is due to leftover icons, so to fix this one now,
I deleted all other groups with icons and moved their icons to trash
open finder at the project location
delete every icon in the project (sort by kind, delete all the .png)
make a new group again, and drag all the icons in _again.
whew, now hit Builder
=> XCode crashes.
Lovely.
Restart Xcode
fingers crossed: Build
=> it works. Brief celebration and back to work.
(See what I mean about unsatisfactory)
perhaps you move the file named **-Prefix.pch,you can change the dictionary of the file ,do like this : the error about “no such file or directory”
Check your project file paths. If there is a space in any of the folders, it causes this error. Simply remove spaces.
Using XCode 10, I got this error after deleting some files I no longer needed in my project.
In my case, I went to XCode, clicked on the project name, then under Resources, the missing files were listed in red. All I did was to delete them.
In case you need the files, you will need to add them by going to File ->Add files to , then select the files. After selecting the file, make sure you have Copy files if needed checked.
Hope that helps someone.
HappyCoding
try set target CLANG_WARN_DEPRECATED_OBJC_IMPLEMENTATIONS=NO
XCode Build – CopyPNGFile Error and No Such File or Directory
If you receive either of these annoying errors when building your xcode app, something has corrupted in your project bundle.
Open your project in Xcode
Click on your project
Click on your project under Targets
Hit the build phases tab
Open “Copy Bundle Resources” near the bottom
Look for any resources listed in red!
When I created my project, I called it "Project1". Then, later I've changed it to "Project2" from the Xcode. I changed all "Project1" to "Project2", but now, when I compile my project, it looks for files in Project2/Project1/myFile.swift and I get the next error:
<unknown>:0: error: no such file or directory: '/Users/myusername/Copy/Projects/Project2/Project1/myFile.swift'
I need to make that it will look at
/Users/myusername/Copy/Projects/Project2/myFile.swift
without Project1 in the path.
How can I solve this problem? Also, I changed from Xcode Identity and Type section Location of my project.
Today I had the same problem when I renamed the folder containing the Xcode project and some parent folders of it.
In my case there where a .swift file shown with it's name in red in the list of files of Xcode (Navigator area). I think that this means that Xcode was not capable to find that file.
I selected that file (actually it's not a real file but a representation of it).
Then, in the File Inspector (Utility area), I clicked on the Folder icon and chose the file on Finder.
This worked for me.
Renaming projects in xcode in one of the most annoying things in iOS development. I assume you want to rename your app. I faced this problem once and figured out a simple, clean way to do it.
Go back to the point where everything worked.
Open project in xcode and click on the project icon in the project structure( first file)
Go to the info tab
Search for Bundle Name. Most probably it will automatically be set to $(PRODUCT_NAME) which is a shell variable that will set your app name the same as the project name.
Set it to whatever you want your app name to be
Done
Note : If you use custom URL Schemes this might produce an error when redirecting.
ALWAYS use git or some other SVN in your projects. This will come in handy in this kind of situations
Change you folder name in you finder "Project1" to "Project2"
Remove "myFile.swift" file from project (copy on Desktop)
Restart Xcode. Copy "myFile.swift" in project select "Copy file to folder" hope this will help.
I wanted to remove a single folder from the image collection, however, I somehow managed to throw the entire xcassets file into the trash.
The normal 'Put back' method is not available, and simply dragging the deleted folder to Xcode yields an error:
"Images.xcassets" couldn't be copied to "ProjectPear" because an item with the same name already exists.
To save the file, either provide a different name, or move aside or
delete the existing file, and try again.
I'm not sure where this collection is located within my Xcode project, as the navigator doesn't appear to show anything, and the command-line isn't dropping any hints either. I'm afraid to mess around with the project.pbxproj file, as it might jumble up a lot more than just my image collection.
Edit:
Dragging the files back to Finder from Trash was successful, however, the Xcode navigator no longer recognises - or in this case, still doesn't recognise - the .xcassets file. I'm not sure whether to add something in the .pbxproj file.
I just did this myself and figured out how to quickly remedy the issue.
Go to the project folder in the Finder. You should find that the
folder Images.xcassets is still there.
Move it to a separate location like to the Desktop or something. It
still has all of the images and json files.
Jump back to Xcode and create a new asset catalog for images.
File > New > File... > Resource > Asset Catalog
Name it Images.
Quit Xcode and return to the Finder.
Copy the folders from within your old Images.xcassets to the new
Images.xcassets directory in your project.
Launch Xcode and you're back in business!
If you didn't delete it completely, you can just drag it back in from Finder. (Right click your project and select 'Reveal in Finder' to check)
If it's gone completely you simply go Cmd+N -> Resource and select Asset Catalog. You then re-add your imagages via drag and drop or right-click and 'Add Files to ...' and should be good to go.
Hope that helps.
Usually the file's reference is removed from Xcode, the original folder still exists in the project directory.
Right-click on your project folder, click "Add files to "your project"", find Assets in your project and click Add and you're
done
Had the same problem today with Xcode Beta, I also couldn't create a new assets catalog for some reason.
This was on a Watchkit Extension Project
Here's what I did to solve it:
In finder I copied an existing images.xcassets from another folder in my app to my desktop.
Removed the content of this folder.
Copied a deleted (single) Image Asset from my trash into the folder (on my desktop).
Dragged the entire folder into my project in XCode.
That fixed it and everything went back to normal.
If you have deleted it completely, then also these are the steps to get a new Images.xcassets:
In the Navigator, click on the project.
Go to : File>New>File> Add Asset Catalog> Name it.
To add AppIcon and LaunchImage in it:
Go to the Project Setting:
In General Tab, Slide down to App Icons and Launch Images
Click option next to App Icons Source and select Use Asset Catalogs
A window will pop up- select the name of your new Images.xcassets file and click on Migrate.
Select Also add LaunchImage. Now you can see the new Images.xcassets in your project :).
I accidentally deleted the reference to the asset folder so that it was no longer visible in Xcode. But when I checked from the finder, the asset folder was still in the project folder.
If you did that, just open the file menu in Xcode (from within your current project) and at the very top you can add (existing) files to that very project (back again) - it says "Add files to..."
Right click on anything in your project and click "Show in Finder". Search around in your project folder in the finder for a bit and you'll find it. I'm not on a Mac right now, or I'd give you a more direct path straight to the default .xcassets folder location.
And anyway, if you're not able to copy/create a "new" folder in that location because "an item with the same name already exists", then that means you didn't actually delete the folder. You just deleted your project's references to that folder in XCode. The folder on your hard drive didn't go anywhere.
[I realize this is a very old question from you #Aeveus]
All the answers talk about re-doing the adding assets again. Given you could not undo, the one step that is missing in your original description is this:
In your project.pbxproj file, there would have been references to assets as below:
45AE4E781C183FBA0051674F /* Assets.xcassets in Resources */ = {...
Assuming you have source code control system (git, etc) you can revert to the original contents of your project.pbxproj file, or manually just re-add the deleted lines, and re-open the project file in xcode. You are all set now.
I had the same problem. Open your XCode Project. Just go to File -> Add Files to...(your Project) -> Assets.xcassets and you are good to go!
I had same problem and I have followed the steps above from Jason, but finally i got Image.xassets in red color, so the in order to find my images I had to click in Image.xassets and then on the top right corner put the absolute path to my image.xassets folder and it fixed my problem.
Hope it helps!
I've discovered that Xcode 4.3.1 has a serious issue validating apps with resources within a directory tree inside an application bundle.
Apps can pass validation within the Xcode "Build for Archive" process - it only fails when the validation is run via Organizer, which is required to save for ad hoc or App Store submittal.
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
The "Tiles" directory has been added to my project via "Create folder reference for any added folders".
I discovered that removing the Tiles directory allows the app to build and validate. Adding it back results in this code sign failure.
It seems that adding a multi-level directory tree completely screws up the validation process, and the error messages send developers on a wild goose chase trying to track down code signing and entitlement issues that really aren't an issue.
I never had any issues with prior releases of Xcode - this seems to be a new serious bug in Xcode 4.3.1.
Is there any workaround possible that will allow us to submit updates to our app?
Notes:
This thread seems related: https://devforums.apple.com/message/630800
This question touches on a similar issue as well:
Xcode 4.3: Codesign operation failed (Check that the identity you selected is valid)
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.
UPDATE: I have heard back from Apple DTS support confirming the issue, and indicating that there is no known workaround yet other than renaming the directories in the bundle. ugh
Maybe I've found a workaround:
Open Organizer;
Right click on the archive you want to export and select "Reveal in Finder";
Right click on the xcarchive file and select "Show package content";
Go to Products/Applications;
Create a folder and name it Payload;
Drag the .app file into the folder (don't copy it, since it would invalidate the signing);
Zip the folder;
Rename the .zip file to .ipa
It worked for me.
Let me know if it's ok even for you.
I had the same problem. The solution was to remove files beginning by "._".
Be careful, these files are hidden even when you display hidden files !
In my case, I think that these files were generated by Photoshop.
I had the same problem and solved it like this:
There was a script (under Build Phases) which did try to "clean up" frameworks, by removing seemingly unneeded items, such as the Headers.
However, this destroyed the basic structure of the framework, which probably led to it not being detected properly any more, thus failing the signing or verify operation.
For example, the "Headers" folder and symlink should not be removed, only the *.h files inside the Headers folder!
So, check if your .framework folder contains the basic structure that looks like this:
mylib.framework/
mylib -> symlink to Versions/Current/mylib
Headers -> symlink to Versions/Current/Headers
Resources -> symlink to Versions/Current/Resources
Versions/
A/
Headers/
Resources/
mylib
Current -> symlink to A
We just ran into this where somehow, our .app was getting other .apps built into its bundle. Presumably code signing was choking on the nested app.