4
votes

So I have build a Xamarin Forms application, that I now want to test on a physical iOS device. The debugger successfully run my program, but unfortunately I run into problems when I deploy my program on a physical iPhone.

I did the following in order to deploy my app:

  1. Followed this tutorial in order to create a Free provisioning profile for my app (https://docs.microsoft.com/en-us/xamarin/ios/get-started/installation/device-provisioning/free-provisioning?tabs=windows) (successfully runs xcode 1 view app, and installs provisioning profile on phone)
  2. Switched xamarin to debug on a phyiscal device

The bundle identifier naturally matches, and I have done the following to solve the issue:

  • Set the value of "CodesignEntitlements" from the .csproj to null

Still no success. I'm curious why Xamarin asks for a code signing key, while I'm still just debugging..

any help is much appreciated

2
What do you mean by asks for signing key? Are you getting any exceptions after that? - Nirmal Subedi
It utilize a signing key while debugging. I find that strange? - Anyway, I'm not getting any other exceptions. - Jeppe Christensen
Yes, you need a signing key even if you just want to debug on an iPhone. - uprightbassfan78
Thats wierd, I remember that it was possible a half a year ago ish, to make a free provisioning profile through xCode with the same bundle identifier, and then use that to debug through Xamarin. - Jeppe Christensen
@JeppeChristensen Hi, Could you show a screenshot of the properties of project about bundle signinng .You need to check the Signinng Identity . If Automatic Signing not wirking , you can have a try with Manual provisioning . - Junior Jiang

2 Answers

3
votes

After long struggling I just noticed that Automatic provisioning is not working anymore with my project but I just added Debug codesign key manually in .csproj of iOS project and I replaced "iPhone Developer" into "Apple Development: yourmail.icloud.com (XYZ12345678)" You can find this identifier in Your Keychain

3
votes

Make sure you select "Remote Device" instead of "Local Device" during the build.