I am having problems trying to get all the parts of my app registration, certification, etc so it can be submitted to the App Store. At the moment I have a message in Xcode about the provisioning profile not containing a specific certificate. I am not able to find that certificate and am stuck. I would like to follow a guide. Is there such a thing?
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I am unable to complete the build of a unity iOS app as I am getting a code signing error.
Anyone got any hints for me please.
Having resolved the previous problems with code signing my evaluate now fails considerably later with code sign failed with non zero code.
Anyone give me a hint for this please?
I am proceeding with my development of version 2 of an app and have an icon on the app store that looks like a 'default' in that it is a set of circles with lines through it.
This icon appears as the icon for the installed app on my iphone.
The xcode images.xcassets appicon has the correct icon.
Do I have to remove my app store entry in order to correct the icon there and if I do can I reuse the name I have when I recreate the entry?
Using Xcode 12.5.1 and getting uncaught exception when trying to add child to the scene.
Attached screenshot shows the code being used and output containing the prints data and the error.
Anyone any ideas for me.
When I start my project the tile added to my SKScene using the editor do not appear until after I have clicked on the tiles that was selected in the scene setup.
Anyone any ideas why>
Also should these tiles be in the list shown to the left of the scene as those sprites (not part of the tileset) I dragged into the scene are.
I have attached screen shots of at start and after clicking the tiles.
I am having problems with verifying the SKPhysicsBody setup which is not working.
I am having difficulty seeing the PhysicsBody border line in the scene.
Is there any way of making the border bigger, different colour, etc?
I have not been able to find a solution to this problem.
Screenshots attached for run error, asset setup, code used to load image.
Anyone any hints for me on this?
I am trying to get a simple animated sprite image in a very basic game using SpriteKit and Xcode 12.
I am creating an skspritenode with image named and setting its position form the touch point and adding it as a child but a red X image is shown on the simulator of iPhone 8 Plus.
I have attached screenshots.
Can someone help me with this?
In my app using storyboard and spritekit developed in Xcode 12.5.1 uses segue connected button to bring up another storyboard which presents a scene and show a sprite.
The segue sequence triggered by the use pressing the Play button and running the segue shows an upward transition
and the scene with the sprite that when clicked animates that sprite.
My problem is I was getting two events that are causing me issues.
The first is that I was expecting a sidewards transition for the Show segue.
and second that the scene only covers 2 thirds on the screen not all of it.
Screenshots of. Xcode showing main storyboard and segue connections, simulator app Settings, app Game initial view and app Game with sprite animated.
Anyone any hints for me for explanation of the first event and how to resolve the second which is spoiling my development time?
I am attempting to detect changes of a UISlider value using the observer option but I am not getting any output.
Selected parts of code here
class MainViewController: UIViewController {
@IBOutlet weak var speedSlider: UISlider!
var speedSliderObserver: NSKeyValueObservation?
override func viewDidLoad() {
super.viewDidLoad()
setSettings()
}
func setSettings() {
speedSliderObserver = speedSlider.observe(.value, options: [.old, .new]) {
object, change in
print("speedSlider from: (change.oldValue!), to: (change.newValue!)")
}
}
Am I using observe correctly or is there some other way?
I am migrating a c# app to Xcode swift and have been looking for a swift equivalent to c# Time.time which is the time in seconds since app became active.
I have seen the Timer class but all examples I have seen depend on using #selector and @objc.
How do I get the Timer class to use a completion function?
Or
Is there another way of getting the app run time in seconds?
I have the following code
let moveDirections = ["East": CGPoint(x: 1.0, y: 0.0),
"North": CGPoint(x: 0.0, y: 1.0),
"South": CGPoint(x: 0.0, y: -1.0),
"West": CGPoint(x: -1.0, y: 0.0),
]
let direction = "South"
let cdx = moveDirections[direction]?.x
Why does it insert the ?
Surely the moveDirections variable contents is not optional.
I am trying to complete my work on a preview for my App but have not been successful in getting a complete export from iMovie using the share file option. The video did appear a few minutes after the project data file but it does not contain the titles I had added and they still exist in the iMovie project.
Is there a 'fix' for this and if not can someone suggest an alternative tool I can use to do this for item.
I am trying to complete my App for upload but cannot do the Archive which I believe is because of the warning I have for one of my view controllers.
I am using a segue for a button in my main view controller to transfer to my game view controller and that works ok in testing but I do not seem to be able to remove this warning.
I have tried using Clean and replacing the segue with code to instantiate the view controller and present it and that works in testing but still the warning persists.
I have attached some screen shots.
Can someone please give me a hint as to how I can get rid of this warning.