iOS Development: After updating my iPhone 4 to iOS 4.3 Beta 3, my app says "This game is not recognized by Game Center" - iphone

I've been building an iPhone game for the last couple months using XCode 3.2.5 and iOS 4.2 and I'm about to submit it to the App Store. Before I do that, however, I wanted to test it against iOS 4.3 Beta 3, so I downloaded the latest beta SDK, installed it in a separate location, and updated the device to iOS 4.3 Beta 3. Now, when I run the game and it attempts to authenticate the local player in Game Center, it pops up a box saying "This game is not recognized by Game Center". Why?
I tried logging out of Game Center though the Game Center app and restarting my app, but I was already logged out, so the problem doesn't appear to be the result of trying to use a non-sandboxed account. Also, I noticed that it runs fine in the 4.3 Beta 3 Simulator. I only get this error on the updated device. Any ideas?
Thanks so much for you wisdom!

Are you code signing with the provisioning profile specific to your app or with a wildcard provisioning profile?
As far as I know, signing with a wildcard profile isn't allowed for accessing Game Center.
In the Game Center app, make sure you're not connected with an account in the production environment. If you have doubt, log out and start your application.

Related

Deploying Delphi XE 8 APP to iOS(iPhone)

I have the following environment:
- Windows 7 64 bits
-Delphi XE8
-Oracle Virtual Box with Mountain Lion
-Google Developer Account
-Apple Developer Account
I already developed an APP for Android and it works fine and is already published on Google Play.
What I want now is to publish this APP to iOS(iPhone).
I can also run the application using the Iphone Emulator on the Virtual Box with Mountain Lion and the APP works fine on the emulator.
What I want now is the following:
Publish this APP on my device iPhone OR
Publish the APP on Play Store.
I saw several videos on Youtube showing tips, saying that I have to create certificates and etc. I did all these stuff at Apple Website and also ItunesConnect, but my problem is at Delphi XE 8. When I try to setup the Targe for Iphone Simnulator works fine, you can see in the image below that shows the options: IPAD, IPHONE and IPHONE 5
The problem is when I select the Iphone Device, Delphi does not show any options for selection:
Can someone give a tip here?
Read Embarcadero's documentation, it answers all of your questions.
iOS Mobile Application Development
Running Your iOS Application on the iOS Simulator
Running Your iOS Application on an iOS Device
Preparing an iOS Application for Deployment
Deploying Your iOS Application for Ad hoc Distribution
Deploying Your iOS Application for Submission to the App Store
Submitting Your App to the App Store (iOS)

Unable to deploy iOS app to iPhone with Xcode 7

I recently downloaded the Xcode 7 Beta in hopes of using the new feature that allows you to test apps on your phone without paying their developer fee. I followed the steps in the answer to this question
Test iOS app on device without apple developer program or jailbreak
However, I am unable to choose my device in the scheme because it is under ineligible devices. When I click 'Fix Issue', I get the error "Unable to create a provisioning profile because your team has no devices registered in the Member Center. Please connect a device, enable it for development, and add it to the Member Center using the Organizer." However, I cannot do any of this because I do not have a paid Apple developer account. How can I get Xcode to create a free provisioning profile and allow my phone to be used for testing?
Thanks!
To deploy an app to a device, it has to be registered in the member center. Since this functionality isn't available until iOS 9 is released, you won't be able to run it until then.
Xcode 7 doesn't change anything about that.
Join the developer forums or just log in to the developer centre with your Apple ID and then things will start to work as you will have joined the free tier of the developer program https://developer.apple.com/support/compare-memberships/ and Xcode 7 will show your apple ID as having free ios and mac development under accounts in the Xcode preferences section.
I've had no problems testing on an iPhone 6 and old iPad 3 both with iOS 8.whatever :)
Xcode 7 automatically registers your device, installs two development certificates in your keychain (Mac & iOS) and provides provisioning profile management ... thats kind of the whole point :)

UnityEngine.Social not working with IOS 8. Unsure how to resolve the issue

When running our game on any device that uses game center we get an error that is related to specifically the authentication/connection from the game to Game Center. Now this works on IOS 7 versions, just not with IOS 8.
We get this return from the authentication attempt,
Failed to authenticate local user The requested operation could not be completed because this application is not recognized by Game Centre.
Has anyone encountered this issue/problem? is this a unity related issue, or something from xCode and/or Apple and Game Centre?
Built from xCode v6.0.1, to IOS 8.

XCode v4.2 and Default-568h#2x.png --> "Invalid Binary" Message When Submitting iOS App

I spent many hours trying to figure this issue out. Apple continuously accepted my uploaded binary when I was submitting my app through XCode4.2, yet only to declare the binary invalid minutes later. It turned out that it was because I had placed the "Default-568h#2x.png" in my resources folder in an attempt to support iPhone 5's splash screen and eliminate "letterbox mode" (black top and bottom bars)... I am using a 2006 MacBook Pro, and thus am unable to upgrade to Lion OS or Xcode4.5. Also, I am able to build AdHoc versions for my customer that runs just fine on the iPhone 5 (filling its entire screen).
Does anyone know of a workaround I can implement to get Apple to accept my binary while still being able to support iPhone 5's larger screen (no black top or bottom bars)? If I re-name "Default-568h#2x.png" I am able to get Apple to accept my binary, but will I lose compatibility with iPhone5?
I found the following link in my search, which seems to suggest the startup image has nothing to do with the iPhone 5's letterbox mode, and can be labeled any name. However, I must admit, I am rather lost when the writer begins discussing 'viewports' and 'media queries'...
http://www.mobilexweb.com/blog/iphone-5-ios-6-html5-developers
Thanks in advance for any help you can offer!
Apple has made a deliberate decision to only allow two types of apps:
Apps built with XCode 4.4 and earlier, built for iOS up to version 5, including support for armv6 (required for iPhone 3G) but without support for iOS 6 and without support for the larger screen of the iPhone 5.
Apps built with XCode 4.5, built for at least iOS 4.3, possibly supporting the larger screens (Default-568h#2x.png) but without support for iOS before 4.3 and without support for the armv6 architecture (required for iPhone 3G).
All others apps are now rejected if you upload them to the App Store. Your app is rejected because it's includes Default-568h#2x.png and one the following things: either armv6 support or support for iOS before 4.3.
Without XCode 4.5, it's impossible to create an app the support the larger iPhone 5 screen and is accepted by Apple.
Some people have managed to build and upload applications the support both iPhone 3G and iPhone 5. But this is very tricky and requires a parallel installation of at least XCode 4.5 and one earlier version.
Update:
If I'm not mistaken, the crucial points for supporting the larger screen are:
The launch image Default-568h#2x.png
The setting of Base SDK being iOS 6 (or later)
If you add the launch image without setting the Base SDK to iOS 6, iTunes Connect will reject you app:
"Invalid Launch Image - You app contains a launch image with a size modifier that is only supported for apps built with the iOS 6.0 SDK or later."
Without XCode 4.5, you cannot select iOS 6 as the Base SDK.
I was able to install iOS 6.0 SDK on my XCode v4.2 following these instructions:
Is it possible to get the iOS 5.1 SDK for Xcode 4.2 on Snow Leopard?
Afterwards, I could create a binary with the below attributes that Apple would accept.
The launch image Default-568h#2x.png
The setting of Base SDK being iOS 6 (or later)
I have have a Mac mini from 2006, running Snow Leopard, Xcode 4.2. I was having the exact same problem with my submissions last night (May 2, 2013). Organizer uploads the app, and says all is fine. Within a couple of minutes The email below comes through. I did what the email suggested. Then I double checked, triple checked all settings, recreated certificates/profiles....still invalid binary.
Early in development, I was able to crack a dmg to get iOS6 installed on my machine. I put Default-568h#2x.png in my app. I tested ad hoc installations on a 5th gen iPod Touch - everything worked fine, BUT Apple won't accept my app.
I was going to get a new mac this year anyway. I'm heading to the Apple store to get one tonight. Here's the email from Apple:
Dear developer,
We have discovered one or more issues with your recent delivery for "Gazoodle Colours". To process your delivery, the following issues must be corrected:
Invalid Signature - Make sure you have signed your application with a distribution certificate, not an ad hoc certificate or a development certificate. Verify that the code signing settings in Xcode are correct at the target level (which override any values at the project level). Additionally, make sure the bundle you are uploading was built using a Release target in Xcode, not a Simulator target. If you are certain your code signing settings are correct, choose "Clean All" in Xcode, delete the "build" directory in the Finder, and rebuild your release target.
Once these issues have been corrected, go to the Version Details page and click "Ready to Upload Binary." Continue through the submission process until the app status is "Waiting for Upload." You can then deliver the corrected binary.
Regards,
The App Store team
Update: Got a new macbook pro, built my app with the latest Xcode (4.6.2) and resubmitted the app. My app is finally in the Waiting for Review state. Wasn't sure buying a new computer would solve the problem, but it was a good excuse to upgrade the hardware, and it actually fixed the invalid binary issue!

After iOS 5.0.1 upgrade, Test iAds unavailable on iPad 2

Both versions of my first App "Puffer's Train challenge" are currently sitting in the Apple queue "In Review". Saturday night I upgraded my iPhone 4 from 5.0 to 5.0.1 and also installed 5.0.1 on a new iPad 2.
Built & installed Lite versions of my app with iAds onto both devices. 5.0.1 initially caused both to crash. I was able to resolve that quickly (bad order of framework calls on my part) However! I spent the REST of Sunday trying to chase down any reason that test iAds are being served up to my iPhone (using wireless connection only to compare apples-to-apples), but the same code and the same calls fail with the error message "No inventory available" on my connected "wireless only" iPad 2.
App is built using xcode 4.2 for iphoneos, not universal, so I verified that the iAd framework call: ADBannerContentSizeIdentifierPortrait is returning 320x50 as it should. I "think" this rules out any problem that would be caused by different sized iAd requests.
Has anyone else experienced this same issue with Apple's test Ads using an iPad 2 device upgraded to 5.0.1? If so, I'd love to know that so I can stop (or at least slow down) pulling my hair out!
ps. Google's AdMob ads with which I replace iAds when not available, work Just Fine!
Because you're doing a Build & Install you're not using the Live (read: App Store) version of your app. This is why you're seeing Test Ads instead of actual Live ads.
Any time I've ever install an app to a device with Xcode I'm greeted with Test Ads from Apple. I believe this is because Apple intelligently looks at your app (either the version numbers or the provisioning file baked into the app) and knows that it's a developer build.
Now, if you're seeing Test Ads from the version of your app you've downloaded from the App Store then that's an entirely different problem. I've seen this as well but it doesn't sound like your problem.