Post

Replies

Boosts

Views

Activity

Action Will Not Run The Second Time Method is called
In my method moveSun() it successfully rotates and plays the sound the first time it is called. However, subsequent calls to the method only play the sound and do not execute the rotate action. Does anyone know what may be causing this? Here's the relevant code: func moveSun() { print(sunMoving) let rotateAction = SKAction.rotate(toAngle: 2 * CGFloat.pi, duration: 2) let playGearSound = SKAction.playSoundFileNamed("spinningGear", waitForCompletion: true) let rotateAndPlayGearSound = SKAction.group([rotateAction, playGearSound]) sun.run(rotateAndPlayGearSound, completion: { self.sunMoving = false; print("completed completion handler") }) } override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { for t in touches { self.touchDown(atPoint: t.location(in: self)) } } func touchDown(atPoint pos : CGPoint) { let touchedNodes = nodes(at: pos) for touchedNode in touchedNodes { print("touchNode: \(String(describing: touchedNode.name))") if touchedNode.name == "sun" && !sunMoving { sunMoving = true moveSun() } } }
1
0
456
Jun ’24
Apple Watch Companion App Works only on Simulator and My Hardware
I have a watch companion app that sends several message to the iPhone and the phone replies with the data the watch needs. This works perfectly on the simulator and when I deploy directly from XCode to my phone/watch. However, when deployed to test flight the watch never receives replies from the phone. I've added logging and WCSession is active, WCSession.isSupported is true and WCSession.isReachable is true. The watch just doesn't receive a reply from the phone. Is there something I have to put in the Plist to make this work in Test Flight? Has anyone ever had a similar problem?
1
0
517
Feb ’24
Bad Bundle Executable. You must include a valid CFBundleExecutable key in your bundle's information property list file
When using Transporter to upload my installer to the app store I am getting the error below. I've checked the info.plist and it does have a valid CFBundleExecutable key. I'm thinking this error may be a red herring. Has anyone else received this error when you know for a fact that the key is there? If so, please let me know how you resolved it. Here's the key from my info.plist CFBundleExecutable BattleOfZama The executable I put in there works perfectly when I execute the .app file so I believe the CFBundleExecutable key is correct. "Asset validation failed (90259) Bad Bundle Executable. You must include a valid CFBundleExecutable key in your bundle's information property list file. (ID: 8e8444aa-ee91-4e2f-a6c0-4f0cf1efd15c)"
1
0
1.1k
Nov ’22
Installer created with productbuild won't write to /Applications
I'm creating a .pkg installer with the line below. It creates the installer in the correct place. When I execute the installer it doesn't write the .app to /Applications. It doesn't write it anywhere. Does anyone have an ideas how to fix this? I checked the installer.log on terminal and it doesn't show any errors. sudo productbuild --sign "3rd Party Mac Developer Installer: xxxxxxx" --component BOZ.app /Applications ./BOZPackage.pkg
1
0
555
Nov ’22