Environment: Xcode 7 GM
I uploaded iOS app successfully using Xcode without error. This app is written in Objective-C and Swift.
However, immediately after successful upload, I got this email from Apple stating this error:
Invalid Swift Support - We have discovered one or more issues with your recent delivery for XXXXX(my app name). To process your delivery, the following issues must be corrected:
Invalid Swift Support - The SwiftSupport folder is empty. Rebuild your app using the current public (GM) version of Xcode and resubmit it.
Once these issues have been corrected, you can then redeliver the corrected binary.
Anybody has a solution against this issue?
I have already confirmed below issues.
"SwiftSupport/iphoneos/" libraries in archives(.xcarchive file) is equaly to "Products/Applications/myApp.ipa/Frameworks/"
My "Valid Architectures" setting is "$(ARCHS_STANDARD)" displaying "armv7k".
Provisioning profile is set to Dev and Release which has been created in iTunes connect, respectively.
And, in my "Edit scheme", Test target is unchecked at Archive.
important note: this only works for projects that do not use swift, see comment below
I just met the same issue and resolved it by making the following change -
If you used to have Swift files in your project but then removed them, you only need to set "Embedded Content Contains Swift Code" to NO in Build Options.
when try to export after "Xcode->Product->Archive"
you should choose "save for ios app store deployment" option
The same problem confused me a couple of days,
the above setting can solve this problem.
no matter "embedded content contains swift code" is yes or no.
There are many conflicting answers on this page.. what worked for me was the one mentioned here, which is simply select a save for iOS app store deployment option (I'm actually not interested in an app store release.. I want to simply push a release for testflight internal testing)..
that being said, I have a way to verify that your ipa will be approved or not before submitting it:
drag the .ipa file into a new folder (call it analysis)
right click the ipa file and rename it to .zip (confirm the dialog to use .zip)
double click the zip file
here if you get a folder (with the same name as the .ipa file) that has the following subfolders in it:
payload
swiftSupport
Symbols
then you are good to go, however if you only see the Payload folder within.. then you gotta try again
also a couple of pointers
I've tried setting "Embedded Content Contains Swift Code" to NO, it worked just once then stopped working after that
I've ensured that I had no cocoapod errors.. that didn't help either
I've tried manually adding the SwiftSupport folder inside the archive as suggested here.. but then i got all sorts of side effects.. didn't work
conclusion
I think this is due to some bug with xcode (writing this with Xcode 8.0 build (8A218a).. so keep on trying your luck until it works.. just don't expect some solid explanation for it
Five Step Solution:
Go to build settings and make flag Embedded Content Contains Swift Code -> YES, if your code contains partial swift code or entirely made in Swift
Archive your build using Xcode->Product->Archive
Export the Archive Build you will suddenly see the difference build size will be 40+ MBs this is because XCode has added SwiftSupport folder which was missing
Now upload this build using Application loader
If this does not work check that if you have multiple XCode on your system goto
Xcode->Preferences->Location->Command Lines Tools has the same latest or the same Xcode from drop down selected on which you have done the coding & vola it's done.
This is slightly a drawback as swift carries the baggage and has to be compatible with earlier version and Objective C code.
My many hours were wasted hope you will find this helpful ;)
This error can happen if you use xcodebuild to export the IPA without specifying the -exportOptionsPlist option
See xcodebuild -help for the available keys, but you probably want a plist with at least the method key set to "app-store", like this:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>method</key>
<string>app-store</string>
</dict>
</plist>
I spent almost an entire day on this issue, none of the above solutions worked. I got rid of this error by lowering my target tvOS back to 11 from 13; where it was originally. That restored the SwiftSupport folder. The question that remains to be answered is whether this is due to our Provision not allowing us to target tvOS 13 - or somehow the Apple Store folks not being aligned with the xCode folks because the app created by targeting tvOS 13 is 14mb and tvOS 11 is 44mb and different app folder structure.
I received this same email after uploading an .ipa file to App Store Connect through the Transporter app. The following is where I went wrong: I distributed the app using ad hoc.
The following steps are the solution for my error:
Archive app
Distribute on TestFlight and the App Store
Export
Open ExportOptions.plist in the newly created folder from the export.
Make sure the method property has the value app-store if you are uploading to App Store Connect/TestFlight like me.
Drag and drop the exported .ipa file to Transporter.
Deliver your app to upload it.
And that's it!
I grappled with this for several hours and here is what worked for me.
In the Archive, Xcode did not copy swift libs into SwiftSupport/iphoneos even though my project had "Embedded Content Contains Swift Code" set to yes for all targets. Nor did it copy swift libs into "AppName.app/Frameworks". So I had to do that manually in the Archive before submitting:
copy "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/iphoneos/lib*" to "Archive_folder/Products/Applications/AppName.app/Frameworks" and "SwiftSupport/iphoneos"
If your app also has a watch app
copy
"/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/watchos" into "Archive_folder/SwiftSupport/watchos" and "Archive_folder/Products/Applications/AppName.app/Watch/AppName WatchKit App.app/Frameworks"
Then submit the app.
App Store build submission Issue:
Invalid Swift Support - The SwiftSupport folder is missing. Rebuild your app using the current public (GM) version of Xcode and resubmit it.
Solution:
In most cases we found this issue due to submitting application via App Loader and our usual practice to make ipa as Organizer > App Archive > Show In Finder > Show Package Content > Products > Applications> OurProjectName.app in copying this app to Payload folder and zip it and making ipa file to submit on App Store using App Loader. That is work fine for submitting only objective c files contained projects.
But there is some changes if your project contains any swift classes and usage of it. If your project contains swift classes with Objective C project, IPA content structure changed slightly different as attached screenshot.
To fix this issue, submit app directly from Xcode [ OR ] if you want to submit application via App Loader than first Export ipa using Export option from Xcode organizer and submit those ipa file to app store via App Loader.
See the reference screenshot as below:
Hurrey!!! Your issue will be fixed :) :) :)
My problem was that I was using an adhoc profile to submit to TestFlight (has to be a distribution provisioning profile). Great error messages Apple!
This happened to me after I changed project settings.
Go to "File" > "Project Settings..." (or in some cases "Workspace Settings...") and then select "Use Shared Setting" from the "Build System" dropdown.
Tried this solution with Xcode 11.6, in Aug 2020, and it works.
Select the archive > Show in Finder
Show Package Contents
Delete the folder SwiftSupport
Go back to the archive > Distribute App
Setting "Embedded Content Contains Swift Code" to $(inherited) worked for me.
The warning after executing the CocoaPods command pod install helped me to find this out.
[!] The `applewatch Extension [Debug]` target overrides the `EMBEDDED_CONTENT_CONTAINS_SWIFT` build setting defined in `Pods/Target Support Files/Pods-applewatch Extension/Pods-applewatch Extension.debug.xcconfig'. This can lead to problems with the CocoaPods installation
- Use the `$(inherited)` flag, or <--------------
- Remove the build settings from the target.
Using Save for iOS App Store Deployment instead of Save for Ad Hoc Deployment Xcode export option solved this issue for me. Counterintuitively, you should use the first option even for TestFlight builds.
You also get this error when you upload an ipa that has a plist with export_method set to ad-hoc instead of app-store to itunes ...
Here's what I am doing now to solve this issue since my method above stopped working. Keep in mind that my code's main app is Obj-C and my watch app is Swift.
Make sure the "embedded Content Contains Swift Code" is set to:
YES for app target
NO for WatchKit Extension
YES for Watchkit App
After Archiving my XCode will not create the "[archive folder]/SwiftSupport/iphoneos", but will create and fill the "[archive folder]/Products/Applications/[app name].app/Watch/\ WatchKit\ App.app/Frameworks" with the Swift dylibs. So I created the following soft link:
ln -s "[archive folder]/Products/Applications/.app/Watch/\ WatchKit\ App.app/Frameworks" "[archive folder]/SwiftSupport/iphoneos"
Then when I submit via XCode Organize it is accepted without error.
If you simply copy the files rather than linking them then you risk the watch app exceeding the 50MB limit.
Setting Always Embed Swift Standard Libraries to Yes is only necessary for Objective-C targets which link against your own frameworks which depend upon Swift. In cases where you are not linking against (i.e., using) an internal framework which depends upon Swift, Xcode will embed the Swift standard libraries in your archive as long as there is at least one occurrence of importing a Swift standard library in a Swift file which is part of the build target.
In other words, if your target has a Swift file which doesn't import any Swift standard libraries––via "import Foundation", for example––then Xcode will not copy the Swift Standard libraries into the archive.
The fix for this issue is to ensure that at least one of the Swift files in your target is importing a swift standard library (e.g., "import Foundation").
Daniel Jalkut has a very informative post about Swift dependencies which sheds light into this issue.
I grappled with this issue for a while and nothing above worked. In a last desperate attempt I just deleted the SwiftSupport folder from my archive.
To my surprise it uploaded and completed processing successfully. Hope this help someone.
I managed to fix this error by unchecking the option "Strip Swift symbols".
App Store Connect distribution options
To delete the SwiftSupport folder from the .ipa I used the following script
ipa_path="${DIR_ON_CI}/ipa_name.ipa"
zip -d "${ipa_path}" "SwiftSupport*"
You'll need to set proper ipa_path. Nothing else seems to work in my case and the app was built on a CI where I have access to the .ipa after the archive is exported.
Related
In Swift Playgrounds 4 you can upload apps to App Store Connect. Like in Xcode, by default App Store Connect will complain every build is missing compliance when you upload it and cannot be tested until you provide the information.
If you are building an application in Xcode that doesn't use non-exempt encryption you can set the key ITSAppUsesNonExemptEncryption in your Info.plist and App Store Connect will skip the compliance step for each build.
Swift Playgrounds don't have an info.plist, so is there a way to provide this value inside Swift Playgrounds or is this just a minor oversight?
If you open the .swiftpm file package, and look at the Package.swift file, you will see the .iOSApplication product. It takes an optional value, additionalInfoPlistContentFilePath. Give that a relative path to an Info.plist file you create, and values from that file will be merged into the app's final Info.plist when you build.
(I know the Package.swift file has a comment saying you shouldn't edit it because it is generated, but Apple employees on Twitter have said they try to be good about not overwriting valid changes made. I can confirm the plist one is working for me.)
Details here.
I did a
git clone https://github.com/MailCore/mailcore2.git
I open the
iOS UI Test.xcodeproj
I run the Build
I get the error
'MailCore/MailCore.h' file not found
I cannot understand why that is happening.
What should I do to get this to build?
Some other sources I have found and followed their instructions are below. None of which fixed this problem.
https://github.com/MailCore/mailcore2/issues/316
https://github.com/MailCore/MailCore/issues/19
https://github.com/MailCore/mailcore2/issues/276
I also was able to open the
mailcore2.xcodeproj
and successfully build each of the targets. Which is interesting that I can do that but cannot build the test project independently.
I also followed the video and read me instructions to add to an existing project and was able to build until I added the
#import <MailCore/MailCore.h>
to one of my files.
UPDATE:
The above process I initiated on my iMac.
On my MacBook Pro after I cloned mailcore2 I opened
mailcore2.xcodeproj
first then did the build on each of the targets.
Then I closed that project.
Opened the iOS UI Test.xcodeproj and did a build on that.
This was successful.
However, I still want to know what would cause the problem with the "file not found"
UPDATE 2:
I removed to trash all mailcore2 code from my iMac.
I created different locations in Finder for doing another clone of mailcore2.
I did the git clone.
I opened mailcore2.xcodeproj
I followed the exact same process of building each target like I did on my MacBook
I then opened the iOS UI Test.xcodeproj and did a build.
I get the same problem of
'MailCore/MailCore.h' file not found
Makes no sense to me how it works on macbook but not on iMac.
You can add in target dependency static mailcore ios(mailcore2).
and add the framework libmailcore-ios.a
Its working.
What I finally did was drop mailcore2 into an existing app I already had started.
To do this I did the following:
I removed all traces of mailcore2
I again followed the instructions in the README and the video help.
This time I followed some instructions from
https://github.com/MailCore/mailcore2/issues/276
The instructions in that link says to add the following to Library Search Path:
$(PROJECT_DIR)/mailcore2/Externals/ctemplate-ios/lib
$(PROJECT_DIR)/mailcore2/build-mac/build/Debug-iphonesimulator
And the Header Search Path to
$(PROJECT_DIR)/mailcore2/build-mac/build/Debug-iphonesimulator/include - recursively
But, that did not work for me. I had to add the HARD CODED PATH to each of those 3 folders.
After doing a clean and build I was then able to add the
#import <MailCore/MailCore.h>
Now it BUILDs completely without error for me.
I will go back and try to add proper relative paths to each of those Search Paths.
Hopefully this helps somebody else with same issue.
FWIW
Had same problem, spend hours trying - nothing worked, not ever hardcoding paths.
Then I stumbled on one issue:
if in XCode\Preferences\Locations I go to Derived Data - Advanced and set it to different locations it always reverts it to Unique, when I go back and check it.
Then I went in File\Project Setting to Derived Data - Advanced and there it was set to Unique. I changed it there to Default and now it does not have that issue anymore!
I delete Derived data, clean project and Start build (Ctrl+B) and I can see now how Build is being created in derived data w/o problems. And that what mailcore needs to function.
And, I checked - no need for hardcoded paths either!
Hope it helps somebody.
PS Another feature maybe useful too - XCode\Preferences\Continue building after error though it did not matter in my case
My cocos2d-iphone project has tiled maps (.tmx files along with .png textures).
Recently, I deleted all the .png textures in my project (in Xcode, you hit the delete key and then choose to send to trash).
Then, I ran the project, and it tried to load up the CCTMXTiledMap. I was expected it to crash (there shouldn't be any textures in the project, anyway), but it didn't. In fact, it ran just fine, and the maps did load. No idea why - is Xcode keeping some kind of reference to such files somehow?
I checked the .tmx file, and this is the line that defines the source image:
<image source="myMap-hd.png" width="973" height="1024"/>
There definitely is no myMap-hd.png nor myMap.png file in my project folder. Not even Xcode's search toolbar shows it!
Oh, and I also cleaned the project.
As I wrote in question's comment. Problem was not in your Xcode project. Deleted resource files will most likely be still available on device/simulator if you had run application with these resources previously. The reason is that Xcode doesn't track files that are in application bundle, they're just simply copied. That's why they land in Copy Bundle Resources build phase.
You should delete application from device/simulator and run it again. Or if you have precious data already in application, you could navigate to application bundle and delete file manually. Files won't appear again.
In the simulator, iOS Simulator (menu item) > Reset Content and Settings. Clean your project, then run again. Same thing happens without cocos2D.
I've found this to be an issue when nib files are automagically loaded, and while not in the referenced files seem to still be loaded (or attempted). Can cause some brain pain bc the files don't appear in the Xcode IDE though they do exist in the file system.
I'm trying to import the cocoalibspotify into my Xcode project. https://github.com/spotify/cocoalibspotify
However I am completly lost to what files need to be imported and how. I'm still a beginner and the sparse info on the spotify website doesn't really help me. I did manage to run the Simple Player sample project though and I tried looking at what files are imported. But I didn't get very far with this.
I tried importing the following files that come with the zip by dragging these into my project:
CocoaLibSpotify iOS Library.xcodeproj
CocoaLibSpotify iOS Library-Prefix.pch
SPLoginResources.bundle
CocoaLibSpotify iOS Test Container (folder)
View Controllers (folder)
after doing that however, my project simply won't compile anymore.
I'm getting all kinds of errors. I'm guessing these are related to setting the wrong target???
the website does mention a couple more instructions for iOS when you scroll down on the page https://github.com/spotify/cocoalibspotify
I did manage to import the frameworks but the other stuff is beyond me.
So if anyone is willing to guide me through this, that would be great!
EDIT:
I think I'm getting closer. I've created a ".a" file by opening the "CocoaLibSpotify iOS Library.xcodeproj " and making a build. then I import the resulting libCocoaLibSpotify.a file and also a folder called "include" which has a lot of header files.
You only need to include the CocoaLibSpotify iOS Library.xcodeproj file in your project.
Once you've done that, make sure CocoaLibSpotify is added in the "Target Dependencies" and "Link Binary with Libraries" build phases of your project by clicking the '+' button in each of those phases and choosing it from the list.
Other than that, make sure you closely follow the instructions in the "Building - iOS" section of CocoaLibSpotify's README.markdown file and you'll be set.
I recently upgraded to Xcode4 and noticed that my build/Release-iphoneos folder no longer gets populated with a .app or .dSYM file after I do a build.
**note - any build that is (build for running/testing/profiling). Also why is the build for archiving option gray'd out? in Xcode3 I was able to archive and build my .ipa w/ organizer
Am I doing something wrong or does the new IDE put a release build some place else?
Thank you in advance
By default it's placed in a new folder called 'Derived Data' within your Library folder. If you open up the preferences and go to the 'Locations' tab, you can change it back to the old location if you wish.
That is because Xcode 4 no longer uses that directory. If you look in preferences, you can both see where and change where Xcode 4 builds stuff.