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Unable to download the latest EnableBluetoothCentralMatterClientDeveloperMode.mobileconfig certificate."
Hi Team, I’ve tried downloading the EnableBluetoothCentralMatterClientDeveloperMode.mobileconfig certificate from multiple sources, but all the links I found point to expired versions. Could you please help me with the URL to the latest version of this certificate? Here are the links I’ve already tried, but none of them worked: https://project-chip.github.io/connectedhomeip-doc/guides/darwin.html#profile-installation https://github.com/project-chip/connectedhomeip/blob/master/docs/guides/darwin.md Apple Site Looking forward to your support. Thanks, Mantosh Kumar
2
0
255
Sep ’25
A few questions about allowed-os-versions and os-version in Distribution Definition files
In the archived documentation for Distribution Definition files (https://developer.apple.com/library/archive/documentation/DeveloperTools/Reference/DistributionDefinitionRef/Chapters/Distribution_XML_Ref.html), the allowed-os-versions and os-version element are partially documented. I have a few questions about these elements: allowed-os-versions The documentation states: Availability: Available in OS X v10.6.6 and later. Has this element always worked correctly in the past? I'm asking because it does not seem to work correctly on OS X v10.14 for the min attribute of a sub os-version element. os-version The documentation states: This element is designed for you to use a specific OS version number for the min attribute, and a major OS version number for the before attribute. The expectation is that you will know an exact minimum version but not an exact major version. This keeps you from having to guess the last minor revision before the next major revision, as you would have to do if the before attribute were inclusive. This is quite confusing because the documentation never explicitly says what a specific or major OS version number is. Is specific major.minor.patch or major.minor? What is major? major or major.minor? As the documentation was created at a time where the OS version scheme was: 10.minor.patch (and minor was actually the major) and we are now in an era where the OS version is major.minor.path, this is even more confusing. I would also be curious to know what the major version is officially supposed to be for macOS Tahoe in this case. 16 or 26? Generally speaking, this documentation is missing examples for a lot of the elements. Also why is there a tag for InstallerJS and not one for Installation in the Developer Forums?
2
0
192
Sep ’25
Automatic Provisioning fails in VisualStudio 2022
Hi there, I am trying to create my first iOS app using Visual Studio (Win 11) and .NET MAUI. I created a developer account and if I want to start the debugger with my local device, VS forces me to Configure Automatic Provisioning. I can select my configured account but the operation fails (see screenshot). I have no idea what is going wrong and I cannot find any setting in the developer account to fix this problem. Can anyone help me out, what is wrong and how to fix, thx!
2
0
103
Sep ’25
Problem getting Expectation objects (AI slop)
This is from an Xcode generated file. var values: [String] = [] let exp = Expectation() let c = pub.filter { $0 != nil }.map { $0! }.sink( The second line gives an error: "'Expectation' cannot be constructed because it has no accessible initializers". My best guess that Expectation objects come from some other Apple Swift Testing function, but I don't know where.
2
0
334
Jan ’26
"Show API Changes" no longer available on Apple Developer Documentation website?
There was a time that Apple Developer Documentation provides a filter to show the changes across versions, at https://developer.apple.com/documentation/technologies , with purple (modified), green (added), and red (deprecated) annotations. I wonder if this feature is completely removed, or is it still hiding somewhere? It is helpful to diff the API changes among versions. Thanks. edit: as pointed out by Rick, here is an archive link to what it used to look like
2
0
336
Jul ’25
Failed to set up credentials.
I received this message when trying to submit a build using Rork.com. Can anyone tell me what this is and how to fix it? There is a problem with the request entity - You are not allowed to create 'iOS' profile with App ID 'XXXXXXXX'. ✖ Failed to create Apple provisioning profile Error: build command failed.
2
0
83
Oct ’25
Unlocking hidden "Developer mode" option on Ipad (without Mac or Xcode)
Hello, I have an iphone but not an ipad Actually a relative has an iPad. The problem I encoutered was when i was testing an app that I had built prior (so I had the ipa file) but no acces to Xcode. The thing is when I wanted to test it on my iphone, everything WENT SMOOTH and ok. When I tried on iPAD, I encounteed the problem I could not unlock the hidden "developer mode" option in any way, I tried so many things, checked and rechecked, the option was and stayed hidden, I could not activate it. Therefore I could not test the app. In the apple store I was required to give a screenshot for iPAD but that failed. because I could not produce ANY, since I could not run my app on iPAD. I actually have no idea how I activated the ability to turn on the developer mode on my iphone, it was just there and I activated it perhaps because I had added the email of my iphone to the developer account somehow? somehwere? But for iPAD I just could not find a way to do it, don't know if adding it somewhere could trigger something on the ipad to allow it to show the developer mode option so I can activate it finally? Anyway, I tried things I read on internet, methods that mention how to activate the developer mode ability on an ios devide though WINDOWS, there were 2 but one I did not trust much, and even I think i tried it and in the end it did not work for some incompatibility making that method obsolete or something? the other I am not sure but probably same idea. I would like to know, how to activate the ABILITY to SHOW the option to activate the developer mode on iPAD (or any other device but for now I am focuson on iPad) please, and without using macbook or xcode!? Could Apple or anyone offer some guidance? That would help a fellow developer. Thank you. Ps. No I cant get the mac or xcode for now (but hopefully in a far future, but for now I can't). Thanks
2
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224
Sep ’25
Background Assets Directory Collision
Hello, I'm trying to use multiple Background Assets Packs to host map tiles. This is problematic for a few reasons. MKTileOverlay requires a method that returns a URL. AssetPackManager.shared.url() throws, but it's unrelated to the url. It will return a URL even if it points to nothing. There's no name-spacing. Everything appears to be flattened. (See Error below) Simultaneously, this also is not the case as the documentation states: if there’s a path collision across multiple asset packs, then it’s undefined from which asset pack an individual file will be resolved. AssetPackManager.shared.url() doesn't have an optional parameter to explicitly declare the asset pack you want to access, like AssetPackManager.shared.contents(at: FilePath) does For example, I have multiple different tiles I'm trying to overlay for z: 10, x: 239, and y: 414. Foo/10/239/414.png Bar/10/239/414.png And even when explicitly stating the fold directory, it appears that the assets are flattened down. As I'm receiving this error. The URL for “Foo/10/239/414.png” couldn’t be retrieved: “414.png” couldn’t be copied to “239” because an item with the same name already exists.
2
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320
Oct ’25
Apple Silicon macOS app shown as 'Kind: iOS' in System Info
I have a notarized Apple Silicon application running on macOS Tahoe 26.5.1, and in File Info's General section it reports 'Kind: Application (Apple Silicon)'. In its Info.plist, NSPrincipalClass is set to 'NSApplication'. Running lipo on each of the app's executables reports 'arm64'. In the Software | Applications section of System Information, though, it is shown as 'Kind: iOS'. Can anyone suggest why this might be? The application is not built using Xcode, rather it is built on the command-line using make etc. Thanks for any advice!
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86
6d
symbolicate crashlog using .symbols files instead of dSYMs
Hi, Some crashes downloaded from TestFlight aren't symbolicated by Xcode and I don't know why, here's an example: Although all uploaded builds contain debug symbols (Symbols directory with .symbols files) and other crashlogs in the same version are symbolicated just fine (also visible on the above SS). I have access only to the .symbols files but not to the original dSYMs and I wonder how to perform symbolication manually. I tried pointing atos and symbolicatecrash utilities to respective .symbols file, but they are unable to work with it. I'm sure it's possible as TestFlight symbolicates crashlogs using only .symbols files somehow. Could you give a hint?
2
0
544
Mar ’26
Developer Mode without PC
My phone's charging port is fried. It only charges wirelessly. Fixing it costs the same as the phone. I currently am having a lot of issues enrolling for apple developer program as well, so I can't use test flight right now. I want to enable developer mode on my phone, but it's never been connected to xcode before, so the option is not available. How do I enable developer mode without being able to connect it to a pc? I have a mac, and both my mac and iphone are on the same apple id. thank you
2
0
488
Feb ’26
Flutter build fails on iOS physical device in Android Studio, works in Xcode
Hello, I'm encountering an issue when trying to build and launch a Flutter app on a physical iOS device using Android Studio. Here is the full log: `Launching lib/main.dart on (iPhone Name) in debug mode... Automatically signing iOS for device deployment using specified development team in Xcode project: (Project ID) Running Xcode build... Xcode build done. 19.7s Failed to build iOS app Could not build the precompiled application for the device. Error (Xcode): Target debug_unpack_ios failed: Exception: Failed to codesign (Project Names)/build/ios/Debug-iphoneos/Flutter.framework/Flutter with identity (identity ID). Error launching application on (iPhone Name).` This only happens when using Android Studio. When I build the same project using Xcode, it runs fine on the same device. Background: I accidentally deleted all Apple accounts from Xcode recently. In Keychain Access, I had three identical certificates; I deleted the older two and kept the newest one. I suspect this may be related to provisioning or code signing, but I’m not sure how to resolve it within Android Studio. Any advice or steps to fix this would be greatly appreciated. I created a new test project in Xcode using the iOS > App template, enabled automatic signing in Signing & Capabilities, and selected my team.
 I then tried building and installing the app on a real device, and it worked successfully.
 This confirms that there are no issues with code signing or provisioning on the Apple side.
 Thanks in advance!
1
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130
Jun ’25
The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels
Trying to publish my .NET MAUI app via the transporter after migrating it from Xamarin (using the App Store Connect feature directly within visual studio 2022 has never worked for me) and getting this error. Validation failed (409) Missing required icon file. The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format for iOS versions >= 10.0. To support older versions of iOS, the icon may be required in the bundle outside of an asset catalog. Make sure the Info.plist file includes appropriate entries referencing the file. I have setup my maui app to use the asset catalog with the .pngs setup as bundled resources and I have also tried using the .svg method, both resulting in this error. When I zip and unzip my .ipa file I can see the asset catalog as part of the payload (C:\Archives\AIM_MAUI\Payload\AIM_MAUI.app\AppIcon.appiconset) Here is the contents of the Contents.json file { "images" : [ { "filename" : "icon_40.png", "idiom" : "iphone", "scale" : "2x", "size" : "20x20" }, { "filename" : "icon_60.png", "idiom" : "iphone", "scale" : "3x", "size" : "20x20" }, { "filename" : "icon_58.png", "idiom" : "iphone", "scale" : "2x", "size" : "29x29" }, { "filename" : "icon_87.png", "idiom" : "iphone", "scale" : "3x", "size" : "29x29" }, { "filename" : "icon_80.png", "idiom" : "iphone", "scale" : "2x", "size" : "40x40" }, { "filename" : "icon_120.png", "idiom" : "iphone", "scale" : "3x", "size" : "40x40" }, { "filename" : "icon_120.png", "idiom" : "iphone", "scale" : "2x", "size" : "60x60" }, { "filename" : "icon_180.png", "idiom" : "iphone", "scale" : "3x", "size" : "60x60" }, { "filename" : "icon_20.png", "idiom" : "ipad", "scale" : "1x", "size" : "20x20" }, { "filename" : "icon_40.png", "idiom" : "ipad", "scale" : "2x", "size" : "20x20" }, { "filename" : "icon_29.png", "idiom" : "ipad", "scale" : "1x", "size" : "29x29" }, { "filename" : "icon_58.png", "idiom" : "ipad", "scale" : "2x", "size" : "29x29" }, { "filename" : "icon_40.png", "idiom" : "ipad", "scale" : "1x", "size" : "40x40" }, { "filename" : "icon_80.png", "idiom" : "ipad", "scale" : "2x", "size" : "40x40" }, { "filename" : "icon_76.png", "idiom" : "ipad", "scale" : "1x", "size" : "76x76" }, { "filename" : "icon_152.png", "idiom" : "ipad", "scale" : "2x", "size" : "76x76" }, { "filename" : "icon_167.png", "idiom" : "ipad", "scale" : "2x", "size" : "83.5x83.5" }, { "filename" : "icon_1024.png", "idiom" : "ios-marketing", "scale" : "1x", "size" : "1024x1024" } ], "info" : { "author" : "xcode", "version" : 1 } } I have tried manually using the actool tool from Xcode 16.4 to create the Assets.car file that is seeming to be missing and leading to this issue but even that can't compile the icons (or even a simple sample appicon.appiconset from Xcode with a singular .png added) and I am beginning to think there's an issue with the actool itself. I have tried reinstalling Xcode and every time the actool is just a partial download or a stub of the tool and not the real tool (actool size on my Mac is only 170kb and per my research it should be at least a couple mb) Is there any workaround?
1
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360
Jul ’25
How To change my App Icon
Hello, Good morning to you all. Please I need a guide on how to change my app icon on the developer account. Necessary steps would be appreciated Thanks for the anticipated assistance. Best Regards Biggie
Replies
2
Boosts
0
Views
106
Activity
Jul ’25
Is there a plan to finally document the PackageInfo file format?
Q. Is there a plan to finally document the PackageInfo file format used in .pkg flat package? The man page for pkgbuild is not really useful to understand the different options. It does not seem to make sense to have an official documentation for the Distribution Definition file but not for the PackageInfo file.
Replies
2
Boosts
0
Views
264
Activity
Sep ’25
Unable to download the latest EnableBluetoothCentralMatterClientDeveloperMode.mobileconfig certificate."
Hi Team, I’ve tried downloading the EnableBluetoothCentralMatterClientDeveloperMode.mobileconfig certificate from multiple sources, but all the links I found point to expired versions. Could you please help me with the URL to the latest version of this certificate? Here are the links I’ve already tried, but none of them worked: https://project-chip.github.io/connectedhomeip-doc/guides/darwin.html#profile-installation https://github.com/project-chip/connectedhomeip/blob/master/docs/guides/darwin.md Apple Site Looking forward to your support. Thanks, Mantosh Kumar
Replies
2
Boosts
0
Views
255
Activity
Sep ’25
A few questions about allowed-os-versions and os-version in Distribution Definition files
In the archived documentation for Distribution Definition files (https://developer.apple.com/library/archive/documentation/DeveloperTools/Reference/DistributionDefinitionRef/Chapters/Distribution_XML_Ref.html), the allowed-os-versions and os-version element are partially documented. I have a few questions about these elements: allowed-os-versions The documentation states: Availability: Available in OS X v10.6.6 and later. Has this element always worked correctly in the past? I'm asking because it does not seem to work correctly on OS X v10.14 for the min attribute of a sub os-version element. os-version The documentation states: This element is designed for you to use a specific OS version number for the min attribute, and a major OS version number for the before attribute. The expectation is that you will know an exact minimum version but not an exact major version. This keeps you from having to guess the last minor revision before the next major revision, as you would have to do if the before attribute were inclusive. This is quite confusing because the documentation never explicitly says what a specific or major OS version number is. Is specific major.minor.patch or major.minor? What is major? major or major.minor? As the documentation was created at a time where the OS version scheme was: 10.minor.patch (and minor was actually the major) and we are now in an era where the OS version is major.minor.path, this is even more confusing. I would also be curious to know what the major version is officially supposed to be for macOS Tahoe in this case. 16 or 26? Generally speaking, this documentation is missing examples for a lot of the elements. Also why is there a tag for InstallerJS and not one for Installation in the Developer Forums?
Replies
2
Boosts
0
Views
192
Activity
Sep ’25
Automatic Provisioning fails in VisualStudio 2022
Hi there, I am trying to create my first iOS app using Visual Studio (Win 11) and .NET MAUI. I created a developer account and if I want to start the debugger with my local device, VS forces me to Configure Automatic Provisioning. I can select my configured account but the operation fails (see screenshot). I have no idea what is going wrong and I cannot find any setting in the developer account to fix this problem. Can anyone help me out, what is wrong and how to fix, thx!
Replies
2
Boosts
0
Views
103
Activity
Sep ’25
Can the bundle ID for an unsubmitted app be reused?
I was developing an app using a certain bundle ID, but then had to delete it (and I also removed the app ID Identifier) My question is, can I make a new app with the exact same bundle ID as I was using on the removed one? Since the old app never went into production I don't see why that would be a problem
Replies
2
Boosts
0
Views
578
Activity
Jul ’25
Problem getting Expectation objects (AI slop)
This is from an Xcode generated file. var values: [String] = [] let exp = Expectation() let c = pub.filter { $0 != nil }.map { $0! }.sink( The second line gives an error: "'Expectation' cannot be constructed because it has no accessible initializers". My best guess that Expectation objects come from some other Apple Swift Testing function, but I don't know where.
Replies
2
Boosts
0
Views
334
Activity
Jan ’26
"Show API Changes" no longer available on Apple Developer Documentation website?
There was a time that Apple Developer Documentation provides a filter to show the changes across versions, at https://developer.apple.com/documentation/technologies , with purple (modified), green (added), and red (deprecated) annotations. I wonder if this feature is completely removed, or is it still hiding somewhere? It is helpful to diff the API changes among versions. Thanks. edit: as pointed out by Rick, here is an archive link to what it used to look like
Replies
2
Boosts
0
Views
336
Activity
Jul ’25
Programatically Get macOS Version From Mac Catalyst Version
How can I get the macOS version from the Mac Catalyst version? We're building Info.plist files ourselves but we need a way to programatically (using shell scripts) derive the LSMinimumSystemVersion key needed from the iOS deployment target.
Replies
2
Boosts
0
Views
217
Activity
Jun ’25
libclang_rt.fuzzer_osx.a not found
I tried to build my project with -fsanitize=fuzzer. This failed to link with libclang_rt.fuzzer_osx.a not found when attempting to link the code. I mean really!! Why on earth would you exclude this from the version of clang that ships with XCode!
Replies
2
Boosts
0
Views
176
Activity
Mar ’26
Failed to set up credentials.
I received this message when trying to submit a build using Rork.com. Can anyone tell me what this is and how to fix it? There is a problem with the request entity - You are not allowed to create 'iOS' profile with App ID 'XXXXXXXX'. ✖ Failed to create Apple provisioning profile Error: build command failed.
Replies
2
Boosts
0
Views
83
Activity
Oct ’25
Unlocking hidden "Developer mode" option on Ipad (without Mac or Xcode)
Hello, I have an iphone but not an ipad Actually a relative has an iPad. The problem I encoutered was when i was testing an app that I had built prior (so I had the ipa file) but no acces to Xcode. The thing is when I wanted to test it on my iphone, everything WENT SMOOTH and ok. When I tried on iPAD, I encounteed the problem I could not unlock the hidden "developer mode" option in any way, I tried so many things, checked and rechecked, the option was and stayed hidden, I could not activate it. Therefore I could not test the app. In the apple store I was required to give a screenshot for iPAD but that failed. because I could not produce ANY, since I could not run my app on iPAD. I actually have no idea how I activated the ability to turn on the developer mode on my iphone, it was just there and I activated it perhaps because I had added the email of my iphone to the developer account somehow? somehwere? But for iPAD I just could not find a way to do it, don't know if adding it somewhere could trigger something on the ipad to allow it to show the developer mode option so I can activate it finally? Anyway, I tried things I read on internet, methods that mention how to activate the developer mode ability on an ios devide though WINDOWS, there were 2 but one I did not trust much, and even I think i tried it and in the end it did not work for some incompatibility making that method obsolete or something? the other I am not sure but probably same idea. I would like to know, how to activate the ABILITY to SHOW the option to activate the developer mode on iPAD (or any other device but for now I am focuson on iPad) please, and without using macbook or xcode!? Could Apple or anyone offer some guidance? That would help a fellow developer. Thank you. Ps. No I cant get the mac or xcode for now (but hopefully in a far future, but for now I can't). Thanks
Replies
2
Boosts
0
Views
224
Activity
Sep ’25
Background Assets Directory Collision
Hello, I'm trying to use multiple Background Assets Packs to host map tiles. This is problematic for a few reasons. MKTileOverlay requires a method that returns a URL. AssetPackManager.shared.url() throws, but it's unrelated to the url. It will return a URL even if it points to nothing. There's no name-spacing. Everything appears to be flattened. (See Error below) Simultaneously, this also is not the case as the documentation states: if there’s a path collision across multiple asset packs, then it’s undefined from which asset pack an individual file will be resolved. AssetPackManager.shared.url() doesn't have an optional parameter to explicitly declare the asset pack you want to access, like AssetPackManager.shared.contents(at: FilePath) does For example, I have multiple different tiles I'm trying to overlay for z: 10, x: 239, and y: 414. Foo/10/239/414.png Bar/10/239/414.png And even when explicitly stating the fold directory, it appears that the assets are flattened down. As I'm receiving this error. The URL for “Foo/10/239/414.png” couldn’t be retrieved: “414.png” couldn’t be copied to “239” because an item with the same name already exists.
Replies
2
Boosts
0
Views
320
Activity
Oct ’25
Apple Silicon macOS app shown as 'Kind: iOS' in System Info
I have a notarized Apple Silicon application running on macOS Tahoe 26.5.1, and in File Info's General section it reports 'Kind: Application (Apple Silicon)'. In its Info.plist, NSPrincipalClass is set to 'NSApplication'. Running lipo on each of the app's executables reports 'arm64'. In the Software | Applications section of System Information, though, it is shown as 'Kind: iOS'. Can anyone suggest why this might be? The application is not built using Xcode, rather it is built on the command-line using make etc. Thanks for any advice!
Replies
2
Boosts
0
Views
86
Activity
6d
Swift compiler error when using DeclaredAgeRange with swift 6
I added a dummy view - copy paste directly from the Apple Developer Documentation, in a swift package using swift 6 and got concurency error. The fix is to switch to swift 5
Replies
2
Boosts
0
Views
93
Activity
1w
symbolicate crashlog using .symbols files instead of dSYMs
Hi, Some crashes downloaded from TestFlight aren't symbolicated by Xcode and I don't know why, here's an example: Although all uploaded builds contain debug symbols (Symbols directory with .symbols files) and other crashlogs in the same version are symbolicated just fine (also visible on the above SS). I have access only to the .symbols files but not to the original dSYMs and I wonder how to perform symbolication manually. I tried pointing atos and symbolicatecrash utilities to respective .symbols file, but they are unable to work with it. I'm sure it's possible as TestFlight symbolicates crashlogs using only .symbols files somehow. Could you give a hint?
Replies
2
Boosts
0
Views
544
Activity
Mar ’26
Developer Mode without PC
My phone's charging port is fried. It only charges wirelessly. Fixing it costs the same as the phone. I currently am having a lot of issues enrolling for apple developer program as well, so I can't use test flight right now. I want to enable developer mode on my phone, but it's never been connected to xcode before, so the option is not available. How do I enable developer mode without being able to connect it to a pc? I have a mac, and both my mac and iphone are on the same apple id. thank you
Replies
2
Boosts
0
Views
488
Activity
Feb ’26
URL Scheme For Apple Developer App
In our App we have a need to open Apple Developer App from our iOS App to guide user to Developer App. But looks like there is no confirmed URL Scheme provided. Can you help on this.
Replies
2
Boosts
0
Views
192
Activity
Oct ’25
Flutter build fails on iOS physical device in Android Studio, works in Xcode
Hello, I'm encountering an issue when trying to build and launch a Flutter app on a physical iOS device using Android Studio. Here is the full log: `Launching lib/main.dart on (iPhone Name) in debug mode... Automatically signing iOS for device deployment using specified development team in Xcode project: (Project ID) Running Xcode build... Xcode build done. 19.7s Failed to build iOS app Could not build the precompiled application for the device. Error (Xcode): Target debug_unpack_ios failed: Exception: Failed to codesign (Project Names)/build/ios/Debug-iphoneos/Flutter.framework/Flutter with identity (identity ID). Error launching application on (iPhone Name).` This only happens when using Android Studio. When I build the same project using Xcode, it runs fine on the same device. Background: I accidentally deleted all Apple accounts from Xcode recently. In Keychain Access, I had three identical certificates; I deleted the older two and kept the newest one. I suspect this may be related to provisioning or code signing, but I’m not sure how to resolve it within Android Studio. Any advice or steps to fix this would be greatly appreciated. I created a new test project in Xcode using the iOS > App template, enabled automatic signing in Signing & Capabilities, and selected my team.
 I then tried building and installing the app on a real device, and it worked successfully.
 This confirms that there are no issues with code signing or provisioning on the Apple side.
 Thanks in advance!
Replies
1
Boosts
0
Views
130
Activity
Jun ’25
The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels
Trying to publish my .NET MAUI app via the transporter after migrating it from Xamarin (using the App Store Connect feature directly within visual studio 2022 has never worked for me) and getting this error. Validation failed (409) Missing required icon file. The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format for iOS versions >= 10.0. To support older versions of iOS, the icon may be required in the bundle outside of an asset catalog. Make sure the Info.plist file includes appropriate entries referencing the file. I have setup my maui app to use the asset catalog with the .pngs setup as bundled resources and I have also tried using the .svg method, both resulting in this error. When I zip and unzip my .ipa file I can see the asset catalog as part of the payload (C:\Archives\AIM_MAUI\Payload\AIM_MAUI.app\AppIcon.appiconset) Here is the contents of the Contents.json file { "images" : [ { "filename" : "icon_40.png", "idiom" : "iphone", "scale" : "2x", "size" : "20x20" }, { "filename" : "icon_60.png", "idiom" : "iphone", "scale" : "3x", "size" : "20x20" }, { "filename" : "icon_58.png", "idiom" : "iphone", "scale" : "2x", "size" : "29x29" }, { "filename" : "icon_87.png", "idiom" : "iphone", "scale" : "3x", "size" : "29x29" }, { "filename" : "icon_80.png", "idiom" : "iphone", "scale" : "2x", "size" : "40x40" }, { "filename" : "icon_120.png", "idiom" : "iphone", "scale" : "3x", "size" : "40x40" }, { "filename" : "icon_120.png", "idiom" : "iphone", "scale" : "2x", "size" : "60x60" }, { "filename" : "icon_180.png", "idiom" : "iphone", "scale" : "3x", "size" : "60x60" }, { "filename" : "icon_20.png", "idiom" : "ipad", "scale" : "1x", "size" : "20x20" }, { "filename" : "icon_40.png", "idiom" : "ipad", "scale" : "2x", "size" : "20x20" }, { "filename" : "icon_29.png", "idiom" : "ipad", "scale" : "1x", "size" : "29x29" }, { "filename" : "icon_58.png", "idiom" : "ipad", "scale" : "2x", "size" : "29x29" }, { "filename" : "icon_40.png", "idiom" : "ipad", "scale" : "1x", "size" : "40x40" }, { "filename" : "icon_80.png", "idiom" : "ipad", "scale" : "2x", "size" : "40x40" }, { "filename" : "icon_76.png", "idiom" : "ipad", "scale" : "1x", "size" : "76x76" }, { "filename" : "icon_152.png", "idiom" : "ipad", "scale" : "2x", "size" : "76x76" }, { "filename" : "icon_167.png", "idiom" : "ipad", "scale" : "2x", "size" : "83.5x83.5" }, { "filename" : "icon_1024.png", "idiom" : "ios-marketing", "scale" : "1x", "size" : "1024x1024" } ], "info" : { "author" : "xcode", "version" : 1 } } I have tried manually using the actool tool from Xcode 16.4 to create the Assets.car file that is seeming to be missing and leading to this issue but even that can't compile the icons (or even a simple sample appicon.appiconset from Xcode with a singular .png added) and I am beginning to think there's an issue with the actool itself. I have tried reinstalling Xcode and every time the actool is just a partial download or a stub of the tool and not the real tool (actool size on my Mac is only 170kb and per my research it should be at least a couple mb) Is there any workaround?
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Jul ’25