iOS 8 GameCenter Not Working on Device - ios

I have a GameCenter enabled app which has been setup correctly with iTunes Connect, it works perfectly on the simulator, but when trying on the iPhone 6 it doesn't work.
After doing some debugging I discovered that, even though I'm not signed into GameCenter and Sandbox more is enabled in settings, that the viewController in the authenticationHandler is nil.
Is this a common issue? Any ideas?

Having spent a bit of time - I did end up "answering" this a while ago (forgot I'd posted a question here).
I don't fully understand what happened - but around the time that the 8.1 beta came out - I installed that on my phone (which wiped it, annoyingly) but I figured every cloud has a silver lining and tried it again and it seemed to work straight away.
So although its not a direct answer to the question it did fix it. My advice though - Make a backup of your phone before restoring if you ever get this issue.

Related

Cannot download On Demand Resources contents after iOS 10

After upgrading some of my devices to iOS 10, I am unable to download ODR contents anymore within my app. Devices which still have iOS 9 are still working without a problem.
Does anyone currently suffering from this problem? Any suggestions on how to fix this?
I logged an Apple Developer Technical Support Issue (DTI) on this as I could not find anything that could fix the issue. After a lot of back and forth I got this from them:
In iOS 9, the ODR was handled by the OnDemandD daemon inside the OS. However in iOS 10, we switched ODR to now be handled under the AppStoreD daemon. There were some issues that arose from this transistion, including this specific issue. Also, this issue was on our side of the table, so it’s nothing you or your users did.
I cannot get into the details of the issue, because I honestly don’t know what they changed, but as far as I know, it is stemmed from the daemon transistion above.
Now that iOS 10.2 is out, and will be updating across the iOS fleet, hopefully we'll see and end to this issue. In the meantime my game has been getting bad reviews and feedback from players experiencing a black screen instead of our game levels. :-(
I had the same problem after updating some devices to iOS 10.
I solved it by setting the loadingPriority of the NSBundleResourceRequest to 1.

iOS app wake up with BLE not working as before on iOS9.3?

There are previous topics about waking up an application from the background with BLE advertisement (e.g. How to wake up iOS app with bluetooth signal (BLE), Android / iOS - BLE - wake up a terminated application when a BLE device connects).
However my question is not about that since we had this feature working fine up to iOS 9.2 included.
Coming iOS 9.3 the feature doesn't work as it used to work before, it seems that the terminated by user swiping off the application is not woken up. Nothing changed on the BLE advertisement originator.
After a recheck of various parameters and reading of Apple documentation, nothing springs to our minds. Neither Apple documentation mention any change, unless we missed something.
Have other people notice this issue? Are you aware of a solution?
We wrote to Apple and we are pending on an answer but maybe somebody here has the correct tip.
Many thanks in advance for the attention.
UPDATE: After more testing, it seems that only when the user swipes the application out the wake up doesn't work like it used to in iOS 9.2
Initial testing were more manual and gave us the impression that there was an underlying issue. However not sure why this change took place without any notification from Apple. - Above text was amended based on the update -
UPDATE 2: This issue is not present anymore in iOS 10.
It turns out after a reply from Apple that this is a (new) intended behaviour.
didEnterRegion/didExitRegion events stopped working from the background after update to 9.3
I have an app that has been working almost perfectly for the last 6 months, and after the update these events are no longer getting called. I started this app over last year when I heard about iOS9 coming out, and when I couldn't get the old one working, I started a new one using Swift instead.
After some time and a LOT of driving in and out of my Region, I got the app to work more reliably than it ever had before. I have several devices using the app, and when all of them updated to iOS9.3/9.3.1, the app stopped calling didEnterRegion/didExitRegion events completely.
I have a ticket open with Apple, but I am getting a lot of push back about the service, and that 9.3 didn't change background location at all.
My devices use AT&T of Verizon, we have tried wi-fi assist on and off, I even wiped a system, formatted the HD, installed El Capitan, and XCode 7.3, and it's hasn't helped.
I also found an issue with the Devices Tool, and when you download the Container, and open package, the Documents folder is empty. I'm not getting a warm fuzzy feeling for Apple right now, and I am sure someone is feeling my MEGA MIND WEDGIE at this moment.
Help....

ios Bug fix works locally but isn't working live

I worked on some bugs for an app and the fixes seemed to work fine on the simulators and physical devices I tested them on. Now that the update has gone live though, I have reports from users saying the same bugs still exist. I downloaded the app from the app store instead of loading it from xcode and indeed the bugs are still there. Has anyone one else ran into this issue? If so do you have any idea if it is a problem with xcode, ios, the app store, or something else?
EDIT:
I've done some more looking around about '.ipa'. Is it possible that the live '.ipa' is different from the one that was submitted?

iOS App Not Building in Corona

I am wondering if there are any reasons corona does not ever finish "Performing Build" while building for iOS. I know having a poor internet connection (which I do not happen to have) can slow it down -- but not to the extent where I need to keep my computer running for hours...
A while back I was having problems with my provisioning profiles and I had switched to a new computer, and corona would not allow me to build. I have now though fixed that problem, and moved onto this one. A couple of months ago, before this problem, it was working fine and I was able to build for my iPad, and publish to the app store. Now I cannot release my next update or test any future version which is a huge setback.
Please let me know on how I can solve this problem!
If it works fine with android, the problem must be related to Xcode, do you check the terminal? Maybe you have the same issue with me

JQM/Phonegap native app stuck at splash screen when run on Iphone simulator from xcode

This guy seems to have a similar problem, except mine doesn't work at all, not just on the first try. Today I installed xcode 4.2/ios simulator 5.0 hoping that would fix the problem, but it hasn't helped. The app has consistently run on actual devices, but all the developers who own Iphones are out of the office today and the company ipod is in use elsewhere.
I've tried closing both xcode and the ios simulator, changing between 5.0 and 4.3, changing between regular iphone and iphone retina, trying with simulator running first and trying with simulator closed first. It just sits there on the loading screen. As far as I know the simulator has never worked, I'm not the one who setup xcode or any of the devices (he doesnt work on Mondays and didn't know how to fix it on Friday anyway). Any help would be appreciated.
Turns out adding "localHosts" to ExternalHosts fixed the Simulator, but the simulator doesn't like the ajax call to our services site, so it still isn't working, but now at least we have an acceptable reason for it. (Devices work correctly, so it isn't that big of a deal) Hope this helps someone.
If anyone can think of a way for the simulator to work with the reference to external calls I'll transfer the answer to their answer :P.
Like Luke said in a comment to you: just use JSONP.
It's not the simulator's fault, that's just how browsers work. They don't allow cross-domain ajax requests. That's why there is a solution to this problem, namely JSONP. In essence, the response must be a regular JSON object that is enclosed in a function call, something like callback_function({json: 'object'}).

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