errorCan't find 'node' binary to build React Native bundle If you have non-standard nodejs installation, select your project in Xcode, find 'Build Phases' - 'Bundle React Native code and images' and change NODE_BINARY to absolute path to your node executable (you can find it by invoking 'which node' in the terminal)
Remove the export NODE_BINARY=node line of code. It's not needed anymore. The way I figured this out was reading through the source code found in ../node_modules/react-native/scripts/react-native-xcode.sh If you look there, you'll find nvm/node sourcing being done for you.
The best solution is to actually do ln -s $(which node) /usr/local/bin, this will create a "symlink" from /usr/local/bin/node to wherever your node is, this is important because most apps looks at node at this path. You probably don't want to do export NODE_BINARY=[your node path] because when another teammate has a different OS or different installation of node (i.e., one is using nvm the other is using homebrew), then the same error will occur, it will also happen when building for production. So just go with ln -s $(which node) /usr/local/bin to be safe.
The .xcode.env file contains an environment variable to export the path to the node executable in the NODE_BINARY variable. This is the suggested approach to decouple the build infrastructure from the system version of node. You should customize this variable with your own path or your own node version manager, if it differs from the default.
This file will be loaded by Xcode and properly provide the node binary for your build process. Note that if you're using NVM for your node environment, you'll need to uncomment the line to initialize your NVM environment before exporting the node binary.
If this command says /usr/local/bin/node: File exists you need to know that the link already exists to maybe a different version of node. In my case, to install yarn, brew installed a separate nodejs v15 and linked the file to its binary. Although I use nvm to have nodejs v14 and nodejs v16. This extra nodejs was the reason for the error mentioned in question.
In my case I am not fixing the React Native project but I use a React Native integration in my native project. Some dependencies were not seeing the node I had installed using homebrew, although I had it on PATH.
If you run into this issue when building your iOS project using react-native 0.73 then this issue may be caused by the presence of an ios/.xcode.env.local file which is setting the NODE_BINARY environment variable during the iOS build to a temporary node location. This can happen if you are using using Yarn.
If you use the NVM tool to manage different versions of the Node then creating a symbolic link to the current default Node version ln -s $(which node) /usr/local/bin/node could break the other projects those expect another version. That happens as in the PATH environment variable the path /usr/local/bin goes before the path of the Node selected by NVM.
I am just looking for the native watchOS applications bundle ids.For example:for iPhone: "com.apple.news" and what is for Watch: ???I tried "com.apple.news.watchkitapp" which doesn't work. Maybe someone know how to help me?
com.apple.AppStorecom.apple.NanoStopwatchcom.apple.SessionTrackerAppcom.apple.clockfacecom.apple.chrono.WidgetRenderer-Defaultcom.apple.NanoCalendarcom.apple.ActivityMonitorAppcom.apple.weather.watchappcom.apple.NanoNowPlayingcom.apple.NanoAlarmcom.apple.Mindcom.apple.NanoCompass.watchkitappcom.apple.NanoCalculator.watchkitappcom.apple.NanoSettingscom.apple.NanoTipscom.apple.NanoContactscom.apple.NanoCameracom.apple.NanoMenstrualCyclescom.apple.findmy.finddevicescom.apple.findmy.findpeoplecom.apple.NanoPhotoscom.apple.HeartRatecom.apple.NanoMailcom.apple.NanoMapscom.apple.NanoMedicationscom.apple.watchmemojieditorcom.apple.MobileSMScom.apple.NanoRemotecom.apple.Noisecom.apple.NanoSleep.watchkitappcom.apple.NanoPhonecom.apple.private.NanoTimercom.apple.NanoPassbookcom.apple.findmy.finditemscom.apple.Carousel
My concern is that I be able to distribute a single native library (bundle) that can be included in a project and be built into a final game and be able to be distributed through any means without signing identity conflicts or rejection from Mac App Store due to unsigned code or using the wrong signing identity.
Both of these issues are going to be a giant hassle for users if they have to go through special steps editing the .plist and downloading specific code signing tools in order to be able to publish an application containing this plugin (Rewired) to the Apple Store.
I will have to ask the user who reported this how he downloaded Rewired. The vast majority of users would be getting it through the Unity Asset Store, but I do have downloads available on my site for registered users. The primary use case is for developers using versions of Unity that the Asset Store no longer supports (anything before 2019.4), as Rewired still supports Unity 4.3+. Also, the free trial can only be downloaded from my website.
Just chiming in to say that codesigning a mac app and its plugins when exported directly to an .app has been a pretty frustrating exercise for quite a few years. Apple change the rules/checks on the App Store now and again which means more checks and hacks are needed now and again to get things just right.
We have a set of bash shell scripts that we run over an .app, finding nested .bundles and .dylibs, editing various Info.plists to append unique identifiers to avoid the bundle id clash with other apps shipping on the store, etc., and then finally codesigning the main .app.
Hi There - I've asked this question elsewhere, but perhaps in the wrong community. My use case is a supervised iPhone, with "Only Some Apps Allowed." There is also a paired Apple Watch. Under the above iPhone setting, re: the Apple Watch: several native Watch apps disappear, and the watch face often displays a clock with a spinning gear. I'm wondering how I might specify the native Watch apps, so that the watch might function normally.
But this does not solve some remaining problems: the watch face, as I mentioned above, and Messages and Contacts, and perhaps a few others, are not yet working. Specifying "com.apple.MobileSMS" in the config profile does not do it.
I dunno why you closed the other thread down? This statement is not true. Even in your own specs. you only state support for Mac OS 10.4-11.3. See? Monterey and later not supported and do not work very well in my and others experience.
"Sounds like you guys may have missed this, but as I have stated elsewhere in the forum, our plugins work fine with M1 Macs and even the latest Mac OS using Rosetta. We will have native silicon support in the new update this year. If you have not downloaded and updated to the latest versions of the plugin you can do that at any time -"
Do you not think we allready have the latest versions running? I have scanned your site regular around 10 times a week for the last 2 years for new updates. Of course I have the latest version running.
As said. The chamber plugin upon opening directly crashes Ableton to desktop on my iMac Pro 2017 running Ableton 11 and Mac OS Monterey.
The other plugins takes around 10-15 seconds for them to "close down and release" spinning "the ball". Sometimes even crashing Ableton. Projects takes twice the time to load than earlier versions of the Bundle. (Though the older versions crashes Ableton to desktop directly when clicking the "preset" selector. Happens on all plugins.)
Some lingering issues remain for some users with the last version with performance issues, unfortunately until the new update is released this year I cannot give any specific troubleshooting advice for your specific issue. Increasing your buffer size might work for you as well, that has helped some people with performance and crash issues. Chamber is a big offender of that now though with CPU usage spikes - an issue that will be fixed in the later version.
This is mainly a Mac OS issue towards the Plugins.
Older versions of the bundle and older Mac OS... I never had a single issue through all years.
I still have them in my system but I don't use them anymore which is a shame because I LOVE them. Hope for that Update soon so that all those bugs are fixed and maybe I can upgrade my Mac from Intel to Apple Silicon and still use my loving PCM Reverb Bundle.
In addition to the source maps, the command extracts version and build information, including your BugSnag API key, required for the upload from your Xcode project file. These values can be overridden, or provided entirely, by command line options.
If you use CodePush, or similar mechanism, to update the JavaScript bundle of your app without changing the native version or build number, use the code bundle ID to uniquely identify the update. This same ID must also be set in the BugSnag configuration in your app, so that errors match the uploaded bundle.
Default: path obtained from the SOURCEMAP_FILE environment variable, which can be set during a build to specify the location of the source map. If this is not set, the command then checks ios/build/sourcemaps.
For iOS, the Sentry SDK wraps the React Native bundle process to upload source maps automatically. The SDK also adds a new Xcode Build Phase to upload debug symbols to ensure you get readable stack traces for your native crashes.
The SDK needs access to certain information about the device and the application for its essential functionality. Some of the APIs required for this are considered privacy-relevant. Add the privacy manifest to your Xcode project to ensure your app is compliant with Apple's guidelines. Read the Apple Privacy Manifest guide for more info on how to add records required for the Sentry SDKs.
By default, uploading of source maps for debug simulator builds is disabled for speed reasons. If you want to generate source maps for debug builds, you can pass --allow-fetch as a parameter to SENTRY_CLI_RN_XCODE_EXTRA_ARGS in the above mentioned script.
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