I am trying to provision and deploy my game on iOS for testing purposes and I already have my apple developer account created with my certificate, app ID, device, and mobile provision set up in the developer portal.
When I import the mobile provisioning and certificate, this is what the menu looks like.
In other places where I have seen examples of the provisioning and cert working, I always see green text and everything but all I get is this.
Also I already tried re-creating the certificate and mobile provisioning several times with different values in the bundle information and everything to make sure it matches with the details I put in on the apple developer portal. However, before whenever I tried deploying from editor to my device like I do with my android device, it always gave me errors saying something along the lines of Provisioning key not provided. and Signed key not provided. I don’t remember the exact wording of the errors.
Now I get a different error saying: Sorry, launching a code-based project for the selected platform is currently not supported. This feature may be available in a future release.
For now this is all I can think of to share, I will post more if I remember anything to add.
Any help with this would be amazing because I found that none of the other answered questions similar to this are working for me and I’ve hit rock bottom which is why I’m posting.
Alright so because it really wasn’t working on windows, I decided to try to make the cert and provision work on mac. I had to go through a lot to get my whole project to compile on mac because of some compiler incompatibilities but after I got it to compile, I followed the mac guide for setting up mobile provisioning and I finally got it to work.
It finally deployed to my iPad mini but my game itself behaves very differently than it does on windows. I had already tested it on a samsung s6 edge which ran it fine but when I ran it on my xperia ZR c5503 as well as my mac and ipad mini, the game behaved very strangely. I have a pong game setup and whenever the paddles are told to move or more specifically - whenever the setActorLocation() method is called every tick, the paddles just start moving at insane speeds up and down randomly.
For now I’m looking at the gameplay issue separately, I still wan’t to make it so that I can deploy to my ipad from my windows because it still won’t accept my cert and mobileprovision even though the same ones work perfectly fine on my mac. I even exported my cert in a .p12 format from my mac keychain access.
Just as a side note: I still had to go through a lot to get the provisioning working on my mac and the documentation is not very clear on the fact that the bundle information has to match your app ID and I’m still not completely sure whether I’ve done it correctly or if I can even replicate it which worries me. Any word or a quick little quide on this would be great just to be sure.
Could you please explain in further detail exactly what was confusing for you on the provision documentation? If you can provide specific details, I could put a report in for the documentation to be worked on.
Can you show me a screenshot of your provisions page? Make sure you block out anything that may give your key away. Make sure I can still see it’s there though.
Can you test on a First Person Template and see if you can package for iOS from Windows?
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Hi, sorry for such a late reply. I had to deal with exams the past week.
I will put up the requested screenshots as soon as I have access to my work PC. I will also test on the First Person Template
For the thing that I’m confused about is what exactly I should be entering in the fields under the Bundle Information. It is working for me for now after I made sure that the bundle identifier matches that of my App ID when I’m creating the App ID, however there are other options available on the App ID creation page that leads me to believe that there may be other variables involved with the bundle identifier. What my confusion boils down to I guess is that there is not enough clarification on the Bundle Information on the documentation and what I did learn was through lots of digging through forum posts.
While you’re waiting to get access back to your computer at work, I would suggest looking into the following documentation. The documentation does give you a step-by-step explanation on how to set up the provisions.
I finally ran the tests on the first person template as you recommended.
First, I copied the certificate which I’m using for my original game from my mac laptop in a .p12 format. I downloaded the mobile provision from the apple developer site onto my PC. Then I used the IPhonePackager and through the “Already a registered iOS developer” tab, I imported the mobile provision and certificate that I had exported from my mac. Before I forget, I had named the project compFPS.
After doing all of the above for compFPS, it worked like a charm and deployed to my iPad.
Then I decided to create a c++ first person template and pretty much carried out the exact same steps above as I did for the blueprint version. Worked fine again but as expected, gave me the error: “Sorry, launching a code-based project for the selected platform is currently not supported. This feature may be available in a future release.”. However, I would like to know if there is a temporary workaround to this, if any, until the said future release.
The next thing I did was create a brand new certificate, App ID, and mobile provision for the blueprint FPS template project purely through my desktop using the steps provided by the iOS provisioning tutorial for Windows using the IPhonePackager again. To my surprise, it worked again and here is a screenshot of what my mobile provisioning setup looks like.
I did format my PC a few days ago because it was starting to get cluttered. So, just to be sure I imported the mobile provision and .p12 certificate that I got from my mac into my original pongGame project and it worked but of course gave me the error for code-based projects on windows.
I think the windows format may have fixed things because before that, it simply would not accept my mobile provision and certificate and always showed me the errors that I posted screenshots of before.
Also, I just ran another test and deleted all my certificates, App IDs, and mobile provisions from the apple developer site and created a fresh new set purely from my PC using the IPhonePackager for my original project and it worked like a charm. This time making sure that the bundle identifier matches what I put when I create my App ID.
What do you mean by making sure the bundle identifier ‘matches’ what I put when I create my App ID. I am having no luck and am running into the exact same issue. I’ve even downloaded 4.9.2 just so I am using the same version that is being used in the documentation and still no luck.
You need to make sure that the bundle ID in project settings matches what you enter for the App ID when creating the provisions. Or you can use a * for a wildcard. Please look at the documentation I posted previously.