Background
I'm developing a game using a game engine that exports an (unsigned) app bundle for macOS. So to get this on the mac App Store I've managed to set up an entitlements file, embedded the required provisioning profile, codesign and finally package the app into a signed pkg that I've uploaded via the Transporter app without any errors or warnings during upload or Apple processing afterwards. With the help of
https://developer.apple.com/forums/thread/725694 I was also able to add the correct additional entitlements to get Test Flight to allow (internal) testing of the app. This now works and the app is listed as "Ready to submit".
XCode beta error issue
However, if I try to add external testers to this build and click the Submit for review button I now get the following error:
This build is using a beta version of Xcode and can’t be submitted. Make
sure you’re using the latest version of Xcode or the latest seed release
found on the releases tab in News and Updates
Which makes no sense as the build has not been built, packaged or uploaded using Xcode and I've never had a beta version of XCode installed.
Does anyone know what is causing this error with the build and how to get around it?
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macOS build uploaded via Transporter "Not Available for Testing" in Test Flight on App Store Connect
Background
I'm developing a game using a game engine that exports an (unsigned) app bundle for macOS. So to get this on the mac App Store I've managed to set up an entitlements file, embedded the required provisioning profile, codesign and finally package the app into a signed pkg that I've uploaded via the Transporter app without any errors or warnings during upload or Apple processing afterwards.
Test flight issue
However, even though I've now managed to get the build up into the App Store connect system with no errors, in Test Flight the build is listed as "Not Available for Testing" with no further information.
Before I managed to get the provision profile correctly embedded and signed Transporter gave me a warning saying that due to the missing profile the app would not be available for testing in Test Flight. But now that the profile is embedded there is no such warning.
Does anyone have any experience with getting non-xcode project up on the App Store or Test Flight? Any hints as to what might be the cause of the "Not Available for Testing" status? And does this mean the build will also be invalid for publishing?
Entitlements?
This game build only has the required com.apple.security.app-sandbox: true entitlement, but when I look at macOS apps I've previously uploaded via XCode for other projects these also contain the (undocumented?) com.apple.application-identifier: and com.apple.developer.team-identifier: entitlements. And when looking at an iOS XCode build it includes the (also undocumented?) entitlement beta-reports-active: true could it be that there is some additional entitlement that is required for Test Flight? I've found no mention of them in the entitlements documentation so it's hard to know what their function is.
I work part time with web development and part time developing mac graphics design apps and the occasional iOS project, and with my own focus on vector graphics and both retina interfaces and web graphics I've been working more and more with SVG format graphics. It has become more and more frustrating that there is no native support for rendering or parsing SVG files in macOS/iOS. Both from a personal point of view as it would make developing my vector graphics apps and supporting SVG import/export for easier. And from a more general point of view as it seems the SVG format would be such a good fit for making resolution-independent interface graphics (like it's already used on web and android) for everyone. Especially when compared to the convoluted and propriterty adobe pdf format currently offered as the vector format option.So, with the hope that someone here might be able to answer:Are there currently any plans to add native support for SVG format vector images in macOS/iOS? And with that I mean letting us draw/parse/generate them in Core Graphics, use them for NSImage/UIImage, etc etc. It seems long overdue and such a missed opportunity.