Was listening to MacBreak Weekly this week and heard Alex mention that the Apple store was changing the limit of over the air updates to 50mb which made a lot of sense given the new requirements that Apple has added to all apps on the app store. From here on out you have to include both normal and retina quality images to your app. If you are doing game development this is going to quickly get to very large files. To test it out this morning I started a new Cocos2d template project – looking to see the impact to a Universal binary.
There are now not only larger files but 33% (at significantly larger files given the 2x in screen resolution) more graphic files needed if you create all the images for iPhone, iPhone with Retina, iPad, and iPad with Retina. We see that we will need every bit (no pun intended) of the data that we can get when doing updates over the air.
The second issue that my test brought up this morning is the never ending battle with provisioning certificates. The latest version of xCode installs in the Applications folder on your device. So unless you’ve removed the original install of xCode in the Developer folder, you will find your self launching the wrong version of xCode, as I did this morning. Next I went to provision my sample app to my iPhone and got the ” No unexpired provisioning profiles found that contain any of the keychain’s signing certificates” message.
Now I am a member of the Developer program and I seem to run in to this problem every few months. I guess I need to create a blog post which explains how to keep all this straight across multiple machines. I had just fixed this on my iMac (the main development machine) back in November, but I haven’t done development on my MacBookPro in some time. Oh well, time to figure all this out once again!
p.s. Thank goodness for Stackoverflow.. Here’s the answer.