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iOS builds get rejected by the app store connect certification with issue ITMS-90426 #25

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svenneve opened this issue Jun 5, 2024 · 5 comments

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@svenneve
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svenneve commented Jun 5, 2024

Using Unity 2022.3.23f1 and Flex UI 1.1.x

When I build my iOS project (XCode 15.4) with Flex UI in the project it won't get through Apple's certification.
Flex UI does something that requires SwiftUI but doesn't add the necessary folders/data, which prevents an app to be submitted to the app store.

ITMS-90426: Invalid Swift Support - The SwiftSupport folder is missing. Rebuild your app using the current public (GM) version of Xcode and resubmit it.

is this a known issue, or is there a workaround (besides using another flex-ui asset)

@gilzoide
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gilzoide commented Jun 5, 2024

Hey @svenneve!
There's nothing Swifty about Flex UI, it's pure C++/C#, you certainly have some other issue going on.
I've seen this exact "Invalid Swift Support" error once when I uploaded an AdHoc build instead of an AppStore one, maybe that's what happend in your case as well.

@svenneve
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svenneve commented Jun 5, 2024

That was the first thing I checked.

It only happens when I add flex ui.

I've tried all the hundreds of so called solutions, provisioning is set correct, tried adding a swift file so bridge headers get created, tried adding the folders and libs to the archive, tried always add swift libs to build option, etc, etc.

The only thing that fixes the issue, is removing this asset, which i'll probably do as this has already cost me 2 days trying to figure out which asset is causing the issue and trying to get this asset to work.

Last thing I'll try is an empty project with just this asset.

@gilzoide
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gilzoide commented Jun 5, 2024

Oh, ok, sorry about that.

Maybe there's something wrong about the dylib build process 🤔
I wanted to use static libraries for it, but got all kinds of errors, so I just stuck with embedding the dylib.

Last thing I'll try is an empty project with just this asset.

Please let me know the result of this, either if it works or not.

@svenneve
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svenneve commented Jun 5, 2024

I've tried with a super simple project, and the same issue occurs.
Does it help if I send the unity or xcode project?

Also, I'm not an iOS developer, so it could very well be I missed a way for it to be solved inside xcode.

@gilzoide
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gilzoide commented Jun 7, 2024

Does it help if I send the unity or xcode project?

I guess it would. But if the plugin works in builds and the problem is only when uploading to the App Store, I don't know if there is much I could do, really =/
I don't feel comfortable uploading something to the App Store Connect account I have access to, which I don't own, just to debug this.

For the sake of trying, I'd say the XCode project would likely be more useful, but feel free to send both, maybe some Unity plugin could be messing up the XCode project up.

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