Here is my Podfile:
# Uncomment this line to define a global platform for your project
platform :ios, '9.2'
# Uncomment this line if you're using Swift
use_frameworks!
target 'My_App_Name' do
pod 'LocationKit','~>3.0'
pod 'Bolts'
pod 'FBSDKCoreKit'
pod 'FBSDKShareKit'
pod 'FBSDKLoginKit'
pod 'Parse'
end
I installed 6 dependencies in total. The app is working just fine on the simulator and on the device. However, when I install it on iTunes Connect, it does not accept my built by saying:
Invalid Bundle - One or more dynamic libraries that are referenced by your app are not present in the dylib search path.
I searched a lot on the internet and tried a lot of things, but they all concluded with a frustration.
I'd be very glad if anyone having this issue once and achieved it somehow just tell me how s/he did it?
I installed several frameworks simultaneously without trying them one at a time, and see if that framework is OK with iTunes Connect. Well, I should have installed them one by one and try to upload to iTunes Connect.
So, I found that the culprit here is LocationKit. I tried to integrate it manually as well, but did not work. So I removed the framework and installed the remaining manually, and it worked like a charm.
Note that these kinds of errors can possibly be caused by the SDKs' bit-code related issues. Some SDKs are written without a careful coding and forgotten to include necessary settings needed for them to be included in an app release, so sometimes that's because you cannot send your app to AppStore, or even if you could send, your app is rejected by AppStore Connect's auto-processing, or might not run on the device or on Simulator, so on and so forth. There are some ways however to overcome this issue. One of them is to ask your SDK service provider to fix the issue in the SDK, but in the meantime you can also set
Enable Bitcode = false
in your project's Build Settings
, but remember this is NOT a preferred way of solving this issue.
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