I have a published app on app-store, which appears in iTunes as expected. The product logo has changed recently, hence I am supposed to update all graphics.
I changed all icons and republished the app. I now notice that the search result in iTunes for the app shows the older icon. The "Large Icon" in itunes connect also sows the older icon.
Upon Googling, it turned out that I need to update the iTunesArtwork file. Where shall I put that file, prior to Archiving it and preparing the app submission through XCode.
Also, I need to update the four screenshots of the app that appear in iTunes. How do I change that?
Thanks in advance
I found out ... while registering for an update, iTunesConnect provides an option to change the Large Icon and the Screenshots. No need for adding any files in the app source tree.
I've made an app using the Facebook API. I completed it, and there's no problem at all when I run my app on my device with development code signing.
So, I tried making it with adHoc distribution code signing and building was succeeded. There's also no problem when it goes through any other functions.
But when I try to share something to Facebook (using Facebook dialog API), this app shut down even though it worked well in case of development code sign on my device.
I can't debug cause this is adHoc version, so I don't know what the problem is. Can you let me know what the problem is?
When does this happen in what case?
What's the problem? Delete the app from your device, then install the ipa with itunes to your device. Then, while your device is still connected, go to Xcode => Organizer => Devices => your device => Console and start your app on your device. Then you should see the reason for the crash.
I checked the Device logs via Xcode > Window > Devices > View Device Logs.
The problem for me was that I am using a custom font which is integrated into my project via CocoaPods. During development time, the app runs smoothly because my computer can see where the font files are. However, Xcode doesn't bundle the font files (.ttf) from the pod into the project, so I had to either:
Add the font files into Build Phases > Copy Bundle Resources and adding the font files into my main project folder (without copying them; only as references).
Or, remove the custom font as a CocoaPods dependency and copy-paste the font files to my project instead.
I went with the second one since I might accidentally delete one of the references to the font files and encounter the problem again.
I'm prepping for my first update (1.0.1) on the AppStore and will be changing the icon in the process. I deleted the old 57x57 and 114x114 icons, dropped new ones into Xcode 4's target summary, and did a clean build/run. The new icons show up in Xcode, but not on the device's home screen.
I suspect if I delete the app and redo the above steps, this may work, but that leaves me to wonder if an AppStore distribution will update the icons for all users.
Is there something I'm forgetting to do to update the icon for this next release?
I was having this problem when replacing icons for an app, the new icons didn't show up on the iOS device, no matter how many times I did a clean/build. The solution for me was to reboot the device and the new icons were recognized.
I'm guessing this is a problem only in development, it is likely that the cached icon is refreshed when an app is installed or updated from the App Store.
The answer turned out to be that my new icons had slightly different names than the old. Strangely, Xcode never complained and still showed them next to the target and in the summary.
Lesson learned: When doing an app update (or "Appdate"), modified resources need to be of the same file name to be found. It seems replacing a resource with a different resource is not sufficient. Overwriting the old resource is the way to go.
It will update the icon for the user's when it's distributed. I had an app i released to the app store that I had gotten from Google Images and made into an icon. Long story short, I had to change my icon so it didn't look like another App's which had the same icon! If you change it in your Build Settings you'll be ok.
If you change your apple-touch-icon.png for both regular and retina in your Build Settings, it will update on the app store, and the end user's ultimately. Bottom line. It should've did it for yours, I don't know why it didn't?
I am creating a lite version of my app, and used Chris Fletcher's blog here as a guide to setting up an Xcode project for multiple apps. I have everything working great except for the icon file.
Here is an overview of what I have:
2 info.plist files (One for each version of the application)
In my paid info.plist, I reference the icon "IconPaid" for the Icon entry. In my Xcode project, I have added IconPaid.png and IconPaid#2x.png.
In my lite info.pist, I reference the icon "IconFree" for the Icon entry. In my Xcode project, I have added IconFree.png and IconFree#2x.png.
When I go to build both apps, my lite app shows up with the paid icon. I took a look at the package contents of my lite app, and sure enough the IconPaid files were included but not the IconFree files. I took it a step further, and printed out the value for the CFBundleIconFile in my app, and it correctly shows up as "IconFree".
So my question - Where else is the icon file referenced in a Xcode project besides the plist file? I thought that was the only place...
It sounds like your free target is copying the paid version of the icon instead of the free version. Look under Targets/Project-Name/Copy Bundle Resources and check that the free version is copying the correct icon file.
I'm not sure why the IconPaid.png is showing in the free app (assuming your build settings of your free target are referencing the proper info.plist). You may want to clean all targets and delete your intermediate build files too, and delete the old version from your simulator or device.
Whenever I submit my app to itunesconnect, after about 10 minutes, the status changes to "Invalid Binary" with absolutely no explanation why.
I have searched all over for answers there is non. I even re-installed XCode and App loader.
Note that App Loader doesn't give any errors whatsoever.
I build with XCode 3.2.3 iPhone 4 GM Seed iPhone 4 based SDK iPhone/iPad as a target family
I had the same INVALID BINARY error from iTunes Connect even if Application Loader accepted my binary. The solution was very simple...
Open your info.plist, right-click and check Show Raw Key/Values:
CFBundleIconFile = Icon.png (my iPhone 57x57 PNG icon)
CFBundleIconFile~ipad = Icon-72.png (my ipad 72x72 PNG icon)
CFBundleIconFiles = array
Item 0 = Icon.png
Item 1 = Icon#2x.png (my iPhone 4 114x114 PNG icon)
Item 2 = Icon-72.png
Save, clean all targets, build and analyze, compress in Finder and resubmit!
The error was caused because I typed the key "Icon Files". In Raw view, this has mapped to "Icon Files" instead of CFBundleIconFiles. I have Xcode 3.2.3, I guess Xcode 3.2.4 better maps this key identifier.
Good Luck everybody!
Source: Technical Q&A QA1686: App Icons on iPad and iPhone
The "invalid Binary" did cost me 4 days to figure out. and because I stumbled over this helpful page, I want to help saving you the valuable time. In my case, in the provisioning portal, a colleague revoked the distribution cetrificate, built a new one and did not let me know. You can use the new certificate for making new prov files, and in the build process, xcode "thinks" everything is all right. which of course is not. Only after uploading to the itunes connect you see the "Invalid Binary" note without further explanantions. The solution was to revoke the certifikate (again) with the whole certificate request procedure and make a new one. Use this as the certificate, and you will be fine - no more uncommented "Invalid Binary" - and if you share tzh eteam agent access to the portal with others, make sure, you let them know and hand over your new .p12 key file.
The topic is old but i had the same problem today and maybe my explanation will help somebody in future.
While submitting app by Xcode 4 organizer you have to choose distribution profile. Make sure this is exactly the same profile which you set in build settings (project and target). For almost all my projects i didn't have to change build settings from development to distribution and it was fairly enough to choose distribution only in organizer while submitting. But in one case this resulted "Invalid Binary" error in iTunes Connect.
Apple has improved the error reporting on this recently and now you will get an email that highlights the problem accordingly. Just be patient it may take a few minutes to come in. I received the following email which highlighted the problem:
Dear Developer,
We have discovered one or more issues with your recent binary submission for "XXX.APP". Before your app can be reviewed, the following issues must be corrected:
Invalid Icon Path - No icon found at the path referenced under key "CFBundleIcons": xxxIcon.png
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 and then use Application Loader to upload the corrected binary.
Regards,
The iTunes Store Team
I had this same problem and here is how I resolved it:
The CFBundleIconFile is not listed instead Icon File and Icon Files. Change the Icon File to the Icon Files selection. Now click the left arrow next to the Icon Files label to expand the list. You will see Item 0, select Item 0 and then click the plus button to the right to add another item. You should then see Item 1. Enter your 56x56 icon file name in Item 0 and your 72x72 icon file name in Item 1. Save the info list
Since I want this app to be both Iphone/Ipad I choose:
Architecture as Standard (you will get a warning but if you change to only armv7 for a no warning build, the binary will be rejected by itunesconnect)
Base sdk as 3.2
Target Device family as Iphone/iPad
iOS Deployment Target as 3.2
Now build for app store distribution, compress and upload to itunes connect.
I had the same problem. App stucks in "Upload Received" status for more than 5 days. After contacting the Itunes Connect Support with the topics "Manage Your Applications" and "Upload received" and answering unnecessary questions, the App Status changed back to "Invalid Binary". After searching for solutions which recommended to check the icons files I found another tip to check the certificate.
That was my solution: I recreated a distribution certificate with Mac's KeyChaining tool and now used a RSA private key instead of DSA. That helped. I re-uploaded the App and the status changed to "Waiting for Review" few minutes later.
I came here for the same issue, tried the App Launcher update, et cetera. I tried rebooting and resubmitting a dozen times, manually editing the info.plist again and again. For me the solution was noticing that there is now an "Icon files" AND and "Icon files (iOS5)" entry. Check both of these for a bad reference to moved icons.
Did you zip the binary? Might want to try that.
From the iTunesConnect Developer Guide:
Application Binary and Small App Icons
Keep the file size as small as
possible, both for ease of upload
through iTunes Connect, and for the
end-user’s purchase experience. The
binary must be a zipped file, and pass
a code sign check upon upload in
iTunes Connect.
iPhone and iPod touch:
If you are uploading an app to run on
iPhone and iPod touch, the binary must
include an icon that is 57x57 pixels,
which will be displayed on the home
screen and the App Store when viewed
from the iPod touch and iPhone. You
can also optionally include a hi-res
icon that is 114x1144 pixels to take
advantage of the Retina display on
iPhone 4.
iPad: If you are uploading
an app to run on iPad, the binary must
include two icons: one that is 50x50
pixels and one that is 72x72 pixels,
which will be displayed on the iPad
home screen and the App Store when
viewed on the iPad.
If all else fails, reboot, reboot, reboot. I ended up rebooting and resubmitting five times (making no other changes, honestly) before my app was accepted.
A couple of other things to try.
if you have an old xcode 3.2 Entitlements.plist file hanging around.
Delete it and recreate > New File > Code Signing > Entitlements.
Check the configuration for Archiving
Product > Edit Scheme > Archive > Build Configuration
Make sure the correct one is selected. (for me Release was selected but I needed Distribution profile - yours may vary)
your Binary final rejected because of some basic reasons.
like,
1)Check For 'icon files' option in info tab of project.
if your app is Universal icon files should be 4 or <4 *must not more then.
if your app is for one device only the icon file should be 2 or <2. *must not more then.
Icon files should be as per itunes Guide. itune guide Link
2)Must check that for splash screen if your app does not have any splash then also give blank splash screen.in universal set for both device.
3) if you are updating app then check for binary version of previous uploaded app and your app.your app must have grater version then uploaded.
4) check for Bundle name and version also.