The log contains a number of lines like this
2023-03-09 07:48:36 +0000 [MT] Rejected distribution method <IDEDistributionMethodTVOSAppStoreDistribution: 0x60000dea8c30> because it doesn't support distributing archive
Help please.
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I have created a test app for iOS 14 running on iPhone 6s and get the same problem as in my app shown above.
Should I raise a bug report for this?
I have tried the following info.plist settings with and without the Launch Screen Name in the General tab with no change. Still get white blank screen at start.
This problem of getting a blank launch screen has stopped my development so need some help.
Yes I have that setting.
Ok, Didn't realise that.
The image is 204 KB.
I resolved the no entry point by setting the Storyboard ID to the filename (minus the .png)
I still do not see the LaunchScreen at start of the app in the simulator.
Is there any way to keep it displayed for a few seconds?
I contacted Development Support and they gave my some links about app signing and I have worked my way through them but have not got anywhere and have messed things up even further as I now do not have the necessary signed certificate, profile, etc.
I am now looking for a step by step guide for setting up the signing for my app and my future development here.
Can anyone please give me a link for one of those.
I am sorry I left off a screenshot.
I have signing set to automatic.
After another attempt saving to the desktop the video did contain all the details I had in iMovie so it appears to be some temporary problem with the location I tried to save the file in.
I have worked round this using the following code
let moveDirections: [(Double,Double)] = [(1.0, 0.0), // East
(0.0, 1.0), // North
(1.0, 1.0), // NorthEast
(-1.0, 0.0), // NorthWest
(0.0, -1.0), // South
(1.0, -1.0), // SouthEast
(-1.0, -1.0), // SouthWest
(-1.0, 0.0) // West
]
var directions = ["East","North","NorthEast","NorthWest","South","SouthEast","SouthWest","West"]
let id = directions.firstIndex(of: direction)
let dt = moveDirections[id!]
let dx = dt.0
let dy = dt.1
It all ok now.
Did not need to use observer.
Just needed to drag the slider button to add an Action and use that for value updates.
there are no segue's in the code. I simply Ctrl-Dragged the Play button to the GameView in the MainStoryboard.
Should have coded something instead and if so what?
I added a SKSHapeNode using dimensions of the physics body plus line width and can see that there is a physics body where I am expecting it.
So this question is now solved for me.
I went through the development process again and when I got to setting up the DesertBackground image in the asset library I remembered that I went through the process of making a copy of the original png and resizing to get the x2 and x3 and renamed the files accordingly. This meant that instead of the desert background being named "DesertBackground.png" it was named DesertBackground appended with @x1.png instead of just png.
I had assumed that the load image process would have selected the appropriate image based on the devices capability and loaded the appropriate named file. This has been proved to be wrong, at least, for the simulator.
I have now solved my problem by not doing the sizing process and the backgrounds now load correctly.
I am trying the following as another work round for problem with the scene editor.
I use the scene editor to remove a tile.
I then use the media library and copy in the equivalent sprite image and position it to replace the original.
This appears to result in the scene being shown correctly and the item has been added to the list.
I feel confidant that doing this for all the tiles I added using the editor will meet the requirements for the app code to work.
It a lot more work but I see no other way.
Anyone see any reason for not doing this?