Couldn't inspect the application package
by Bin LU · in iTorque 2D · 05/30/2009 (1:58 pm) · 28 replies
Hey,Guys:
I use the menu item "Build Project" in iTGB to build my project to deploy on my iPhone device.
I can build to deploy on simulator now,But after I build for device,xCode opend automaticly,and I click the "Run" to deploy my game on device,but popup message:"Couldn't inspect the application package"
And I couldn't push app to my iPhone now.
Anyone can help?
Who can tell me the right process to build project and deploy to iPhone.The doc is too old for reference.
Thx
I use the menu item "Build Project" in iTGB to build my project to deploy on my iPhone device.
I can build to deploy on simulator now,But after I build for device,xCode opend automaticly,and I click the "Run" to deploy my game on device,but popup message:"Couldn't inspect the application package"
And I couldn't push app to my iPhone now.
Anyone can help?
Who can tell me the right process to build project and deploy to iPhone.The doc is too old for reference.
Thx
#2
Also please keep in mind that TGB will not build anything. it creates the project. Building is done by XCode, so after the build you need to configure the provision in the project settings
06/19/2009 (5:22 am)
did you configure the provision on the device and install all the certificates, is the device connected?Also please keep in mind that TGB will not build anything. it creates the project. Building is done by XCode, so after the build you need to configure the provision in the project settings
#3
After almost bricking my iPod and upgrading to the final version of the SDK, I've managed to get everything up and running again except I'm now getting the same fault as you guy. I think it must be down to the Provisioning Profile and how it's assigned to the iTGB project?
I'm building fine in Unity without any errors so I know Xcode is ok at least and it's down to some setting in the iTGB Xcode project setup.
If I find out what it is, I'll let you know.
Cheers,
Mike.
06/21/2009 (1:52 pm)
Yeah, I've got the same problem at the moment as well.After almost bricking my iPod and upgrading to the final version of the SDK, I've managed to get everything up and running again except I'm now getting the same fault as you guy. I think it must be down to the Provisioning Profile and how it's assigned to the iTGB project?
I'm building fine in Unity without any errors so I know Xcode is ok at least and it's down to some setting in the iTGB Xcode project setup.
If I find out what it is, I'll let you know.
Cheers,
Mike.
#4
I'm now getting loads of warnings when I build using Device 2.X (it will not build at all when I use Device 3.0) and when I try it in the Simulator, it just sits there with a black screen.
I guess this is where detailed documentation would be helpful =/
I'm really getting tired and fed up of banging my head against stuff in iTGB that should be automatic.
Cheers,
Mike.
06/21/2009 (3:13 pm)
Sorry, I'm at a total loss as to why this is happening.I'm now getting loads of warnings when I build using Device 2.X (it will not build at all when I use Device 3.0) and when I try it in the Simulator, it just sits there with a black screen.
I guess this is where detailed documentation would be helpful =/
I'm really getting tired and fed up of banging my head against stuff in iTGB that should be automatic.
Cheers,
Mike.
#5
06/21/2009 (3:27 pm)
Apple has detailed documentation on how to build, setup provision, build for simulator and device and how to use the Base SDK in the project settings (which I guess could be the thing wrong, as the base sdk needs to be set to the same thing you try to build for)
#6
I need to leave it alone now as I am getting way to angry with it at the moment and need toclear my head and calm down a bit....
Cheers,
Mike
06/21/2009 (3:36 pm)
Well I've gone through setting everything up again and I'm still getting the same error. As I have said before I can build fine in Unity so the basic Xcode is fine and I've tried all the different build types now. Like I said, it was working fine until I installed 3.0 SDK =(I need to leave it alone now as I am getting way to angry with it at the moment and need toclear my head and calm down a bit....
Cheers,
Mike
#7
06/21/2009 (4:01 pm)
I've the 3.0 GM SDK installed (as I will ahve to wait for the first OS upgrade to upgrade my device without the "breakage" or "back-reset" way which I have no interest in doing until I'm forced to) and do not have any problems, neither building 2.2.1 nor 3.0 (neither in iTGB nor Unity iPhone Advanced)
#8
I can't agree more.. I was hoping to get a more easy route to work on Mac but it wasn't actually what I would be expecting....
06/21/2009 (9:11 pm)
Quote:I'm really getting tired and fed up of banging my head against stuff in iTGB that should be automatic.
I can't agree more.. I was hoping to get a more easy route to work on Mac but it wasn't actually what I would be expecting....
#9
I really don't think it's a certificate problem as that would prevent Xcode from building it in the first place (wouldn't it?) and the fault comes after Xcode has finished building it (does with warnings which I never got in the older SDK build) which just makes it even more of a puzzle.
06/24/2009 (12:54 pm)
Has anyone been able to find out what is causing this yet? I've spent a few days now trying to get this to work, but no luck so far. I've even started to use my iPhone for development just to see if it was some strange hardware fault on my side.I really don't think it's a certificate problem as that would prevent Xcode from building it in the first place (wouldn't it?) and the fault comes after Xcode has finished building it (does with warnings which I never got in the older SDK build) which just makes it even more of a puzzle.
#10
Sorry for asking for more specifics details, but would you (or someone else) take the time to explain us the whole process as if we were totally newbies here?
Let´s say open this, run that, name this, click that, plug in, etc :)
That way we will be able to identify (if the case) if we are missing something.
Cheers,
Mike
06/24/2009 (2:42 pm)
@Marc,Sorry for asking for more specifics details, but would you (or someone else) take the time to explain us the whole process as if we were totally newbies here?
Let´s say open this, run that, name this, click that, plug in, etc :)
That way we will be able to identify (if the case) if we are missing something.
Cheers,
Mike
#11
Tonight I even remove iTGB and re-installed it again and I did the same for the iPhone SDK, but still I’m getting the same fault.
I know it’s not a problem with the certificate as I used the same certificates to build an APP using Unity and it worked without any problems (plus the fact that the error comes up after the APP has been build and it starts to try to install the APP), so the only difference in the chain is that I’m using iTGB
I’ve spent way too long doing this game (not to mention the cost) to give up now on it, but I’m at a total dead end now.
Thanks,
Mike.
06/26/2009 (2:13 pm)
Can someone (anyone) please help me with this problem because I’ve been at this now for a week and I’m still nowhere near to figuring it out and I’m obviously not the only one having this problem.Tonight I even remove iTGB and re-installed it again and I did the same for the iPhone SDK, but still I’m getting the same fault.
I know it’s not a problem with the certificate as I used the same certificates to build an APP using Unity and it worked without any problems (plus the fact that the error comes up after the APP has been build and it starts to try to install the APP), so the only difference in the chain is that I’m using iTGB
I’ve spent way too long doing this game (not to mention the cost) to give up now on it, but I’m at a total dead end now.
Thanks,
Mike.
#12
Is the .app in the build directory?
If so, does is it have a _CodeSignature folder in it?
Do the name of the .app and the name of the executable in the XCode project match up?
06/26/2009 (2:58 pm)
For starters:Is the .app in the build directory?
If so, does is it have a _CodeSignature folder in it?
Do the name of the .app and the name of the executable in the XCode project match up?
#13
The APP is build in the default build folder
iTGB_1_2/engine/compilers/Xcode_iPhone/build/Debug-iphoneos
2 files X.app and X.dSYM
I don't know where to look for the _CodeSignature folder (but can't see one in the iTGB folders).
I couldn't see where Xcode name is, but I've not altered anything by hand, so it should all be the defaults (except for entering my App ID of course).
You gave me an idea, I've just tried copying the APP file into iTunes and tried to install it that way, but I've got an Xcode error of (0xE8008017) and after googling it, I get a single site in Japanese which didn't make any sense after it had been translated.
So could this be a build issue after all?
Thanks,
Mike.
06/26/2009 (3:43 pm)
Hi Mat,The APP is build in the default build folder
iTGB_1_2/engine/compilers/Xcode_iPhone/build/Debug-iphoneos
2 files X.app and X.dSYM
I don't know where to look for the _CodeSignature folder (but can't see one in the iTGB folders).
I couldn't see where Xcode name is, but I've not altered anything by hand, so it should all be the defaults (except for entering my App ID of course).
You gave me an idea, I've just tried copying the APP file into iTunes and tried to install it that way, but I've got an Xcode error of (0xE8008017) and after googling it, I get a single site in Japanese which didn't make any sense after it had been translated.
So could this be a build issue after all?
Thanks,
Mike.
#14
Also, the _CodeResources should be in the .app. Right Click -> "Show Package Contents".
06/26/2009 (3:53 pm)
Did it say something like "unexpected error 0xE8008017"?Also, the _CodeResources should be in the .app. Right Click -> "Show Package Contents".
#15
Yeah, when I look inside the APP I can see the folder _CodeResources witha single file inside that (CodeResources @4K)
Yeah, that's the error fault I get when I try to copy the APP across via iTunes.
Well if nothing else today, that's something new I've found out today (right clicking on the APP).
Thanks for helping,
Mike.
06/26/2009 (4:06 pm)
Hi Mat,Yeah, when I look inside the APP I can see the folder _CodeResources witha single file inside that (CodeResources @4K)
Yeah, that's the error fault I get when I try to copy the APP across via iTunes.
Well if nothing else today, that's something new I've found out today (right clicking on the APP).
Thanks for helping,
Mike.
#16
It's amazing how one day you can get it going on the device just fine, and then 2 days down the line, with EXACTLY the same build settings it just crashes.
Either a exec_bad_access or application failed or an exit code 1.
I mean come on, I've tried all ways and settings and have to conclude it is just quite random, just repeating the process sometimes works but not often enough and takes too long to keep trying until it does.
This seriously has to be addressed ASAP, stop making your own games and start supporting the guys here on the forum, if it wasn't without them this engine would be unsellable, surely.
06/28/2009 (12:57 pm)
I get this error, amongst many others.It's amazing how one day you can get it going on the device just fine, and then 2 days down the line, with EXACTLY the same build settings it just crashes.
Either a exec_bad_access or application failed or an exit code 1.
I mean come on, I've tried all ways and settings and have to conclude it is just quite random, just repeating the process sometimes works but not often enough and takes too long to keep trying until it does.
This seriously has to be addressed ASAP, stop making your own games and start supporting the guys here on the forum, if it wasn't without them this engine would be unsellable, surely.
#17
I run up that pretty commonly myself and am commonly able to tell where it comes from but not why it is able to happen at all.
The most common source of that error for me btw is the stack handling for strings
06/28/2009 (2:16 pm)
exec bad access means you use more RAM than available (I'm unsure if iTGB has the corresponding iPhone OS error message handled at the time, as I have not reached the point where the game runs anywhere acceptable enough to even consider it for anyone else eyes than mine) or try to use something not correctly initialized yet.I run up that pretty commonly myself and am commonly able to tell where it comes from but not why it is able to happen at all.
The most common source of that error for me btw is the stack handling for strings
#18
http://www.garagegames.com/community/forums/viewthread/95617
Basically what I did was:
First delete build folder from iTGB/Engine/Compilers/xcode_iphone...
Then delete GarageGame folder from Users/Library/Application support.
Build your project as normal (I used Device 2.2.1, debug, Device and left everything else at the defaults).
In Xcode I also had to change the “iPhone Developer” to my Certificate (Project>Edit Active Target (General Tab)) and make sure you are using you correct “Identifier” (Properties Tab).
My project is now taking to long to load, so it times out now and it sends me 5,000+ warning messages (use to build with 0 warning messages before OS 3), but it works!
It’s such a huge relief to get it working again. I hope it work for you guys as well.
Cheers,
Mike.
06/29/2009 (12:30 pm)
Thanks to another forum post and a bit of messing around, I’ve been able to send my build to the device now!http://www.garagegames.com/community/forums/viewthread/95617
Basically what I did was:
First delete build folder from iTGB/Engine/Compilers/xcode_iphone...
Then delete GarageGame folder from Users/Library/Application support.
Build your project as normal (I used Device 2.2.1, debug, Device and left everything else at the defaults).
In Xcode I also had to change the “iPhone Developer” to my Certificate (Project>Edit Active Target (General Tab)) and make sure you are using you correct “Identifier” (Properties Tab).
My project is now taking to long to load, so it times out now and it sends me 5,000+ warning messages (use to build with 0 warning messages before OS 3), but it works!
It’s such a huge relief to get it working again. I hope it work for you guys as well.
Cheers,
Mike.
#19
This is the error message: "Could not inspect the application package"
There is no xcode error code.
There are no problems with my certificates, devices, code signing settings or xcode settings as I have projects on cocos2d and unity for iphone demo that are running fine with my current settings.
I'm sorry if I had to bring this up again but I've tried fixing it for 4 hours now and I have searched the forums, there are exactly 2 topics on this, with multiple people saying they are having the same problem and unfortunately no answers.
10/06/2009 (12:05 am)
Hi, I've just purchased iTGB and I'm getting the same error when I try deploying a brand new project with just one static sprite and absolutely no code. This is the error message: "Could not inspect the application package"
There is no xcode error code.
There are no problems with my certificates, devices, code signing settings or xcode settings as I have projects on cocos2d and unity for iphone demo that are running fine with my current settings.
I'm sorry if I had to bring this up again but I've tried fixing it for 4 hours now and I have searched the forums, there are exactly 2 topics on this, with multiple people saying they are having the same problem and unfortunately no answers.
#20
I hit this, trashed the iTGB directory (though I see above there is a "hidden directory" - could anyone tell me what that is please), reset the iPhone, unpacked iTGB 1.2 again, loaded the iPhoneTest, built it and see "Could not inspect the application package". I've tried every variation I can think of.
Out of sheer frustration, I've pulled down the 1.3 Beta, done the identical steps and this does not occur - the iPhoneTest application moves to the iPhone. It fails to run properly but that's expected from the beta.
Even wiping the iTGB directory won't do it so there must be other data stores - can someone help me figure out where the "hidden directory" referenced above is? What else has to be erased?
11/28/2009 (2:50 am)
I've deployed to the iPhone before, something broke (spontaneously) and it has since started generating this "Could not inspect the application package" problem.I hit this, trashed the iTGB directory (though I see above there is a "hidden directory" - could anyone tell me what that is please), reset the iPhone, unpacked iTGB 1.2 again, loaded the iPhoneTest, built it and see "Could not inspect the application package". I've tried every variation I can think of.
Out of sheer frustration, I've pulled down the 1.3 Beta, done the identical steps and this does not occur - the iPhoneTest application moves to the iPhone. It fails to run properly but that's expected from the beta.
Even wiping the iTGB directory won't do it so there must be other data stores - can someone help me figure out where the "hidden directory" referenced above is? What else has to be erased?
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