Before I start writing about the error, I'm running on macOS Sierra and using Xcode 7.3.1.
So I'm creating an Archive from my App, I validate the App and it passes validation, but when uploading to App Store, I get the error "ERROR ITMS - 90167 No. app bundles found in the package".
I've checked all my documentation and I have everything.
I have all my provisioning profiles.
I have Release as "iOS Distribution".
This error just started appearing after I installed macOS Sierra.
Anyone has an idea of why I'm getting this error?
After chatting with folks at WWDC in both the Xcode lab and the App Store lab, they were able to dig up information that this is a known issue in the current Sierra seed that is fixed in the next release. You can either revert, or wait. Not the most satisfying answer, I admit.
Problem:
Issue with the current macOS Sierra build.
Workaround
Build with Xcode 7.3.1 then upload using Xcode 8 [Beta]. (Thanks to #JollyRoger)
Currently, this workaround ONLY works for TestFlight and NOT for App Store submissions.
No need for fix [UPDATE]
So it seems that this bug has lasted for the whole beta period and it might not be worth for Apple to fix it anymore as the final version of iOS 10.0 is releasing in a few days and the final macOS Sierra is releasing a few days after that.
If you are still getting this issue with the final build of macOS Sierra, make sure you are using Xcode 8.x and not anything earlier than that.
Possible errors:
ERROR ITMS-90635
ERROR ITMS-90635: "Invalid Mach-O Format. The Mach-O in bundle
"....framework" isn’t consistent with the Mach-O in the main bundle.
The main bundle Mach-O contains armv7(machine code) and arm64(machine
code), while the nested bundle Mach-O contains armv7(bitcode) and
arm64(bitcode). Verify that all of the targets for a platform have a
consistent value for the ENABLE_BITCODE build setting."
Fix: Uncheck the Include Bitcode option before uploading.
INFO ITMS-90111
INFO ITMS-90111: "Beta Toolchain. This app has been built using beta toolchains. Apps built with beta toolchains are acceptable for TestFlight submission. Note that you will not be able to submit these builds for sale on the App Store."
Note: This will allow you to upload the build and use it for TestFlight but when trying to submit to the store you will be faced with this error message:
New apps and app updates must be built with the public (GM) versions of Xcode 6 or later, OS X, and tvOS SDK. Don't submit apps built with beta software including beta OS X builds.
If you are uploading from Xcode7(less than Xcode8) and macOS Sierra(V10.12), So this issue "ERROR ITMS-90167: "No .app bundles found in the package"" will come and will not allow to upload build to AppStore.
So use "Application Loader V3.6" or "Xcode8" to upload the build.
Try This, it worked like a charm for me,
We also facing same issues at time of updated macOS Sierra.
At time of upload build by using Xcode7.3.1 we get an error message
"ERROR ITMS-90167:"No.app bundles found in the package"
To Solve Error And Upload IPA file On App Store Follow Below Steps
We export build by using Xcode7.3.1.
-For upload build we use Application Loader V3.6 of Xcode8.
Xcode -> Open Developer Tools -> Application Loader
Follow Below Steps
1) Open Application Loader
2) Choose Build(IPA)
3)Uploading IPA file To app store
4)Successfully Submit Build(IPA)To App store
Your App will uploaded on Appstore,
Hope this is help for some one.
I would first like to thank #xemacobra for his solution, it worked for me until I needed to submit an application for Review.
If you need to submit an application for the App Store, and the build says You may not submit builds using beta software... here is the solution:
The problem is Xcode is sending the build information along with the version of you Mac OS. To fix that, you just need to change your Mac OS build to an older, acceptable, version.
Restart your Mac and hold Command + R on boot up
Open Terminal
Run csrutil disable
Restart your Mac.
In Finder, go to /System/Library/CoreServices/SystemVersion.plist
Open the file so that you may edit the SystemVersion.plist
Find <key>ProductBuildVersion</key> and locate the string attached to this key. For example, mine was 16A254g.
Change this string to a version of Mac OS that is currently supported for public release. At the time of this solution this one will fine: 15G31
Restart Xcode. Re-Archive your application. Re-Submit the application.
I did not try submitting the application through Xcode 7.3.1, but I do know this still works if you submit the .ipa through Xcode 8 beta 3.
Once you have submitted your build, revert the SystemVersion.plist to the original string, and repeat steps 1-4 replacing csrutil disable with csrutil enable.
I have also experienced the same. This is the simple way to solve your problem. Archive your app using Xcode 7.3.1 and export the ipa file of your app into a directory by selecting the option Save for iOS App Store deployment.
After that open Xcode 8.0 and open Application Loader from Xcode -> Developer Tools. Sign in to your team, and upload the ipa file using Xcode 8.0.
I have uploaded two apps to iTunesConnect, it will work for sure.
I was having this issue with Xcode 8 GM and trying to submit an app for release though Application Loader.
You have to use the version of Application Loader that comes with Xcode 8, which should be 3.6
I still have Xcode 7 installed, and was using Application Loader 3.5
Update
My apps submit okay now and go into processing, then soon after disappear completely. I think this might be a separate issue though.
Update 2
You still can't use Sierra to submit your apps. At least not until they release the GM.
Update 3
This issue is still occurring with this particular project. All other new ones (sticker apps) that I have created since public launch have been submitted to iTunes Connect with no issues.
I worked on this project during the betas, so it's possible something has been corrupted along the way and is causing issues. Might require starting a new project in Xcode 8.
There's a thread on the developer forums addressing this issue. https://forums.developer.apple.com/thread/62703
Solution
Turns out the fix for us was to add the "NSCameraUsageDescription" key
to the info.plist with a description of what the camera does in the
app.
Not sure if that solution will help in all cases though.
I submit an app built using LibGDX and had the same issue after upgrading to Sierra. I solved it by:
Upgrading Xcode (8.x), as explained above
Use the latest version of appLoader (3.6). To do that, use the AppLoader available within Xcode. I was using a standalone version of the appLoader: that's incorrect. Open Xcode and go to Xcode->Open Developer Tool->Application Loader
Unable to process application at this time due to the following error: No .app bundles found in the package. This issues appear when your pc's space is less. So clear you trash or some useless document from you pc. Then let's try again! It's work for me!
I recently upgraded to macOS Sierra and also received this error message. After uploading through the application loader failed.I downloaded Xcode 8 (kept my 7.3.1 copy). Closed Xcode 7.3.1. Opened Xcode 8-> Organizer-> proceeded to validate and upload my build. It worked. Hope this helps someone in a similar situation.
Maybe it's about your disk space check your disk space.
Try open App Loader from Xcode8.
Xcode > Open Developer Tools > Application Loader
Then you can upload app to TestFlight without the error.
These are all fabulous answers above... follow Nicholas's 9 step process above and also Tobeiosdev if you don't have write access to the SystemVersion.plist file.
However be very careful about how you read the step by step guide. DO NOT do as I did and restart your device after editing that plist file, as you will render most applications on your mac useless, including Terminal & TextEdit (which are required to edit it back). Reopen terminal inside Sierra (or the beta OS you are running) not inside the command line.
I unfortunately found out the hard way and then could not edit the plist file again in the command line. So I then had to reboot several times before finding the solution which was to go into single user mode (Command-S on restart), all of which scared me senseless that I had ruined the build of my mac. Eventually got everything running again but was somewhat delayed too by having to reinstall Xcode 8... leading to a sleepless night as my first ever submission to the AppStore.
All in all, the above is a perfect solution that works all around, IF you follow the directions correctly. Lesson learnt!
I accidentally opened an old version of the Application Loader Version 3.5 (921) and got the error ITMS-90167 no app bundles found. Be sure you open the Application Loader over the menu of Xcode (Xcode->Open Developer Tool). Version 3.6 (1020) works like a charm! :)
I solved this problem as follows, find your archive in the Organizer, and then:
Show in finder
Show package contents
In the „Wasabi.xcarchive“ file, find the
„Products“-„Applications“-„Wasabi.app“(Wasabi is your app’s name),
„Show package contents“ again
Finally, you can see there has a file named“Info.plist“, open it
Edit the value with a key named „BuildMachineOSBuild“, I just change
it to „15F34″(it’s „El Capitan 10.11.5“ ’s version)
According to #Fan Zhang answer follow these steps and you can upload this archive use Xcode or Application Loader, whatever you want!
When you archived your app, find your archive in the Organizer, and then:
-->"Show in finder";
-->"Show package contents";
-->In the "xx.xcarchive" file, find the "Products"->"Applications"->"xx.app"(xx is your app's name), "Show package contents" again;
-->Finally, you can see there has a file named"Info.plist", open it;
Edit the value with a key named "BuildMachineOSBuild", I just change it to "15F34"(it's "EI Capitan 10.11.5" 's version);
With me, my application writing by Swift 2.2. And must use Xcode 7.3.1 to archive and upload to Apple testflight but got the same error(I run on macOS Sierra-10.12). The follow solution fix it for me, hope another who face the same problem can find somethings helpful:
1> Use Xcode 7.3.1 to archive
2> Export to file .ipa
3> Quit Xcode 7.3.1 then open Xcode 8, and then open Application Loader, use Application Loader to upload file .ipa to itunes connect.
In case this helps, I had the same error code "ERROR ITMS - 90167 No. app bundles found in the package" using mac OS 10.14.4 with Xcode 10.2.
(As a note, I was able to successfully submit builds some weeks ago with the same configuration, but this seems to be something in the iTunes Connect side)
Had to update to mac os 10.14.6 and Xcode 10.3 to successfully submit my build.
I faced the same problem .
what worked for me was ->
go to target-> signing & capabilities -> signing certificate -> I had to revoke one certificate. Always revoke the Certificate by the name of admin's iMac .
It is created by default while making your certification and profiles.
**Picture is attached for the reference.
PS:- always make sure the bundle id is same on App store connect and Xcode before archiving.
The privacy settings are changed for iOS 10, more on this could be read here
I had previous described issues, which had to be solved as described, but after successful upload application wasn't visible on iTunes connect.
I had to add Privacy - Bluetooth Peripheral Usage Description key in a plist in order to solve the last one.
Other missing keys will make the same problem.
I was getting this error with Xcode 7.2.1 and Application Loader 3.4 on macOS 10.12.1.
But for some reason, it worked if I used the command-line "altool" to do the upload instead:
'/Applications/Xcode-7.2.1.app/Contents/Applications/Application Loader.app/Contents/Frameworks/ITunesSoftwareService.framework/Versions/A/Support/altool' \
--upload-app -f your-app.ipa \
-u your-apple-id -p your-apple-id-password \
--output-format xml
I had to provide missing application name in order to fix this problem.
Go inside your Appstore and download the new version of Transporter.
this worked for me
I am using third-party libraries(.a) that do not support simulator. When I build I seem to be getting link errors in I386 code. How can I disable building for the 386 architecture?
Set Build Settings -> Architectures -> Supported Platforms to "iphoneos" for the project (the default is "iOS", which includes both real hardware and the simulator).
You might have to limit the supported architectures too to match those shipped from the 3rd party.
I had encountered this problem when I was using a library that was not written to support running on a simulator, It resulted in a lot of link errors stating that symbols were not recognized for i386 architecture. I discovered that if I selected an attached ios device instead of the simulator, the linker errors went away.
Here's the details:
Created a blank Universal Windows App in Visual Studio 2015
Set to ARM, Debug
Attempt to deploy to a Lumia 925 Running Windows 10.0.10166.0
Phone is in 'Developer Mode'
I unlocked the phone using the Windows Phone Developer Registration (8.1) tool. Do I need one for Win10?
I first get the following error:
Error : DEP3321 : To deploy this application, your deployment target should be running Windows Universal Runtime version 10.0.10240.0 or higher. You currently are running version 10.0.10166.0. Please update your OS, or change your deployment target to a device with the appropriate version.
Now I found a solution for this first error here so I changed the following in the App1.csproj file:
<TargetPlatformMinVersion>10.0.10240.0</TargetPlatformMinVersion>
to
<TargetPlatformMinVersion>10.0.10166.0</TargetPlatformMinVersion>
Now I get the following error when I try and deploy the app to the phone and I can't find a solution:
Error : DEP0001 : Unexpected Error: Element not found. (Exception from HRESULT: 0x80070490)
Anyone have any idea how to resolve this? I can deploy the app fine to the emulator, just not to my physical phone running Windows 10.
For me I had to turn on the Windows Phone ip over USB Transport
go to run -> services.msc -> [look for it].
If any of these answer not solved your problems, here is what I've done:
Reset the phone (it's dev phone, so it's okay to reset, not losing any data)
DO NOT choose recovery. Start clean
After all waiting (installing app, get settings set), plug it in and try to deploy again.
And it's just worked
The idea come from: https://social.msdn.microsoft.com/Forums/en-US/d2340565-a80a-4f1c-8a0c-ba8ad5ce34b1/cannt-deploy-wp-81-app-to-phone-using-vs-2013-error-dep0001-unexpected-error-element-not?forum=wptools
What worked for me was resetting the phone to factory defaults ( and erasing all data... a true reset). The phone came with 8.1, when I reset it however, it was reset to windows 10 base. I re-enabled developer mode on the phone and I can deploy my apps to the phone now.
I had tried all the other suggestions with no luck.
The error is telling you that the version on your phone is older than what the tools support and that you'll need to upgrade it. Can you try checking for updates on the phone and bringing it up to 10.0.10240.0? There are likely breaking changes between 10166 and 10240 that prevent the VS RTM tools from working with older versions.
Update: we have announced a newer build of Win10 mobile, which will work with the win10 tools. More information is available here:
http://blogs.windows.com/bloggingwindows/2015/08/12/announcing-windows-10-mobile-insider-preview-build10512/
Apparently 10.0.10166.0 is a pre-release Mobile Insider Preview Build.
You just need to decrease Target Min version to 10166.
Unfortunately, you can't do this from Project settings.
Bu you can do it manually.
Follow these steps (Worked in my case with Nokia Lumia 520 Windows 10 Mobile Insider build 10.0.10166.0):
Right click on your project in Visual Studio.
Select "Unload Project", it will now appears as ProjectName
(unavailable).
Right click on the unloaded project and select "Edit
ProjectName.csproj"
Locate the <TargetPlatformVersion> and <TargetPlatformMinVersion>
items in the first <PropertyGroup>.
Change the <TargetPlatformMinVersion> value to 10.0.10166.0.
Now Save and Close the file.
Right click on the project again and select "Reload Project"
Rebuild the project and deploy to device.
When I tried to deploy my app in Release mode to Windows Phone 10 I got the following error:
Error : DEP0001 : Unexpected Error: Element not found. (Exception from HRESULT: 0x80070490)
I tried a few things but what ended up working was quite simple: I built and ran the Debug mode of my app. Then without uninstalling the app I switched the configuration to Release and built and ran it on the phone and then it worked!
Whoever ends here because they are getting
Error : DEP0001 : Unexpected Error: Element not found. (Exception from HRESULT: 0x80070490)
after trying to deploy a UWP app (but deploying on emulators work) and the Windows Phone ip over USB Transport service is started, first and foremost try reseting the phone to fabric settings. It worked for me and some others in this thread, so my advice is to start with this before spending lots of hours chasing ghosts.
I tried it with Visual Studio 2015 Update 2.
I'm trying to move an app created in flash professional cs6 to my 7" RCA tablet (serial number:RCT6378W2), but when I try to publish it, flash doesn't register the device as connected at all. The device is connected to my PC running windows 7 64 bit via USB to mini-USB. The device shows up in the computer panel as if it is connected. I have USB debugging activated on the device, I have the android SDK as well just to be sure I'm running the appropriate drivers to make up for the lack of drivers built into the RCA tablets for USB. The device runs android version 4.2.2 with jelly bean. I've already created the APK file through FLASH from the SWF. So, after all that I've been trying to bypass publishing and simply use the AIR SDK to download the app to the device using ADT commands and arguments.
adt -installApp -platform android -device RCT6378W2 -package C:\users\me\Desktop\FILE.apk
the command line returns either one of the following errors:
invalid argument
invalid device
To be clear, flash won't recognize the device when publishing. I've entered all of the appropriate info in the publishing settings, created a certificate, I even have the APK file ready to go saved on my desktop.
Does anyone have any experience with this situation, is the tablet simply not able to handle what I'm asking? Am I approaching this the wrong way? Any thoughts at all are appreciated.
Running adb with the 'devices' keyword and NOT getting any devices listed should tell you that you DON'T have a suitable USB driver installed.
Try the 'universal' driver found here:
http://download.clockworkmod.com/test/UniversalAdbDriverSetup6.msi
Restart your computer for good luck and then run adb again. Make sure that your tablet is connected to your PC and tat your cable is good. When your device is finally recognized by adb you can then see if you still have a publishing problem.
A client is having me convert an HTML5 video web application that I've already built into an AIR app.
The end users are going to need this to work with no internet access, so I MUST include a LOT of video files with the installer. This works fine on my machine, but my client can't install it because the .air file is too large and they don't have enough RAM. We'll need this installed on a number of laptops that aren't super powerful.
My SDK is up to date and we're using AIR 3.1.
Has anyone else run into a similar situation? Is there any workaround? For instance could I either include both the installer and the .air in a zipped folder, then have the installer move the video files to the appropriate location, or use AS to have the installer download the files (they will have internet access when installing).
I'd recommend you not to include heavy video files into your application. Downloading assets from web is a descent idea, I use same technique for several museum touchscreen apps.
So here's workflow: on startup app tries to connect to "assets server" and request list of files to download. It can be list of all the files, or list of files that have been updated/added since timestamp that you pass with your request. Then you download them to File.applicationStorageDirectory. Not to have mess in that directory I put all of them to "cache" subdirectory.
In case there's no internet connection for some reason when you install that app, you can have all that "cache" folder on your memory-stick/externalHD so you can manually perform that downloading process.
If you use Greensock's LoaderMax: I've written a simple URLStreamLoader that extends LoaderItem, handy for downloading files. Can share that.
The problem is quite obvious: the Adobe AIR provided installer for deploying your application is lacking.
However, Adobe recently released a new feature for deploying Adobe AIR apps: "runtime captive bundle" (Windows or OSX).
Which means 2 important things:
You receive an .exe which no longer requires an user to have Adobe AIR runtime installed (and no more incompatibilities when targeting multiple Adobe AIR runtimes).
You are no longer provided with an installer, and you have to find your own (which solves your problem halfway).
Target bundle when "compiling", and then just use a better installer (Windows or OSX) - think you are just deploying a normal application (worked for me:) ). There are too many installers arround to mention.
Your installer of choice + bundle compiling, together solve your offline installation requirement and the memory exhausting issue.
Packaging a captive runtime bundle for desktop computers