Xcode 9, iOS 11 & WatchOS 4 Crashes Apple Watch App - apple-watch

I have 2 Apps in the AppStore since iOS 10 and both apps have iPad, iMessage Stickers and Apple Watch apps. They have been working great up until the release of all the new Apple software, Xcode 9, iOS 11 & WatchOS 4.
The apps did not need anything changed for Swift 4 but my first error occurred when I try and submit my archived apps to the AppStore. I get error messages referencing missing app icons which isn’t the case. I found a workaround here on stack overflow by editing the archived files Plist and then submit to AppStore and this works but is inconvenient and obviously I shouldn’t have to do this.
My next problem is now when I go to use the apps on my Apple Watch they crash every time on startup. I don’t have any crashes when it’s run on the simulator so I’m thinking the only thing I’ve modified since testing is the Plist of the archive.
Here is the link to the fix I was using to allow me to successfully upload my apps.
AppStore Upload Temporary Fix

Related

Is Xcode 6 necessary to submit new Apps to the App Store?

We are about to release a new version of an existing App to the AppStore this week. I would like to know whether Apple will reject my App because it is not built using Xcode 6.
I have experienced some issues when building the App using Xcode 6 but App works perfectly in all OS's with Xcode 5. To be honest I thought I could submit the App to the store even before the release of iOS 8 and Xcode 6.
We do not have much time now and need to submit the App to store this week itself at any cost.
Please help.
(Sep 2014) I just submitted an iOS app tonight, and iTunes Connect stated that Xcode 5.1.1 or newer may be used for submission.
Edit: a comment submitted 28 May 2015 states that Xcode 6 is now the minimum version.
Of course you can build and upload to App Store with xcode 5
Right now there is not any specific instruction or guideline available which indicates minimum requirement for upload any app build to app store with xcode 6
Right now (September 2014) you can submit your apps with both Xcode 5.1.1 and Xcode 6.0. In a few weeks/months Apple will stop accepting submissions with Xcode 5.1.1, so until then you have the best of both worlds.
Going by previous versions, there will most likely be an announcement as to when exactly Apple will request Xcode 6 for submissions over at https://developer.apple.com/news/ - watch that newsfeed.

Migrating an apps from iOS 6 to iOS 7

I have an iOS 6 app that works fine and was accepted by iTunes when I upload it. Now I'm trying to update the apps so it will be compatible with iOS 7. It runs well both in the simulator and on an iPhone that ran from XCode 5. When I upload the app to iTunes, it succeeded. However, later the iTunes web site reported, "Invalid Binary". This is one of my apps.
I'm using sqlite database too.
I have tried many things from the forum due to my problem, but it's still "Invalid Binary". Would someone tell me what are the things that should be changed if we want to update our apps from iOS 6 to iOS 7?
Is it a problem with the code, or is the problem with my project setting such as Build Setting, etc.?
You likely just need to include a default image for supporting the iPhone 5.
It should be called: Default-568h#2x.png
and should be 640 × 1136 pixels

iPhone only app rejected because it is a Universal binary

I just had an iPhone only App rejected by iTunes connect because...
In our review of your app, we found that it is a Universal app for both iPad and iPhone. Because it is set as a universal binary, your app requires screenshots from iPhone and iPad.
The app had previously been a universal binary (never previously approved) and I had previously uploaded an iPad screenshot (just a place holder) to allow me to upload the binary. (I had to upload then self reject a binary to test IAP.)
But as far as I can tell my app is a iphone only binary. When I run it on the iOS iPad simulator it runs at iPhone resolution with the 2x button. Yet when I upload this (I think) iPhone only binary to iTunes Connect it still asks for iPad screenshots.
In Xcode I have the following settings
targets->Build Settings->targetted device family = iPhone.
and
targets->Summary->Devices = iPhone.
And again it acts like an iPhone only app when I run it on the simulator. Are there any other setting in XCode or in iTunes Connect that I need to set? Thnx
EDIT
After my app was rejected I removed the placeholder iPad screenshots from iTunesConnect. (I had tried to do this several times before submitting the app, but was unable to. I even wrote a developers note to the reviewer hoping they wouldn't spike my app for that reason.) I also remove the ipad Default.png from my project. One of the two of those actions fixed it. I think because I had been testing the app as a universal it took a couple of submissions to for iTC to recognize that I was only uploading an iPhone version. Either way, it now recognizes it as a iphone only and was approved.
After my app was rejected I removed the placeholder iPad screenshots from iTunesConnect. (I had tried to do this several times before submitting the app, but was unable to. I even wrote a developers note to the reviewer hoping they wouldn't spike my app for that reason.) I also remove the ipad Default.png from my project. One of the two of those actions fixed it. I think because I had been testing the app as a universal it took a couple of submissions to for iTC to recognize that I was only uploading an iPhone version. Either way, it now recognizes it as a iphone only and was approved.
just set build target devices In Sumary to iPhone...make a check in plist... also just load .xib files iPhone, make a clean in your project and rebuild.. Check if you are not loading some target
You shouldn't believe what you see in targets->Summary. Especially, if you ever changed to "Universial" and back to "iPhone".
Instead of Summary you should always check targets->Info.
Also if you change Icons, Orientations, etc. often there are leftovers which you only find in Info

iOS App Crash Report, How do I read it, what does it mean?

One of my apps recently were rejected due to not running on iPad in compatibility mode. However, I fixed the problem and they load fine in Compatibility mode on iOS6 on my iPad simulator through xcode. So I reuploaded my app and about 7 hours later it already went into review and got rejected for the same reason, they said that the app crashed on iPad.
So, how do I read specifically the .crash file returned by apple?

MKStoreKit and iOS 5

I've been using MKStoreKit to enable in-app purchases in my apps. The latest binary I submitted using this method was rejected because nothing happens when the user clicks on the purchase button when the reviewer tested it on iOS 5. Is this an iOS 5 issues, or has something else gone wonky? It works fine when I test it on iOS 4.
My iPod is too old to upgrade to iOS 5 and I've started saving up to buy a new one, but I'd like to get this app on the store before then. Also, it means that several of my other apps will be broken and I would like to fix those as well.
There is nothing special in MKStoreKit that could probably break on iOS 5. I've used it in many apps running iOS 4 and 5 without any issues. Can you test it on a real device and post what happens?