Director 12 publish for iOS

I'm using the trial version on a Windows machine but publish for iOS is disabled. Has it been disabled deliberately or do I need to be using Director on a Mac?
Thanks.

You need to use Director on a Mac for iOS publishing. You will also need an Adobe developer license and the appropriate provisioning profiles for your iOS app, as well as Xcode.
http://helpx.adobe.com/director/using/publishing-ios-devices-using-director.html

Similar Messages

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    Greetings,
    I'm having the same problem as is detailed in the forum post below from March 8th:
    http://forums.adobe.com/thread/972499
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    http://help.adobe.com/en_US/as3/iphone/WS789ea67d3e73a8b2-240138de1243a7725e7-7ffc.html
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    Hi,
    There could be an issue with your latest Java Runtime Environment. Could you please uninstall your current JRE and try install a version prior to that?.
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    Mohan

  • Flash CS 5.5 Professional requires 32-bit JVM when publishing for iOS

    When trying to publish my file to AIR for iOS I get the following error:
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  • Flash and publishing for iOS (Help Needed)

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  • Unwanted margins when publishing for ios

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  • Publishing for iOS throws Java error!

    I just started working with  Air for iOS last week, and already I'm experiencing the most annoying problem that's costing me a lot of wasted development time! I got a Java error after already publishing an uncountable amount of IPA files. I tried to publish a million times and still got the error. So I got frustrated and left it alone for a few hours and I come back, and hey, it worked again... but not for long, maybe just a couple hours and I start getting the Java error again! The error is:
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  • Published for iOS, sound plays but no screen.

    Hi,
    I have completed a new game that runs great on Android - created using Flash Builder 4.5 and Flash Professional. I got all our Apple stuff out of the way and then also compiled for iOS. Then I deployed to my son's iPod Touch 5 via TestFlightApp.com. He installed and ran and we get the sound but no screen. I'd really like to finish debugging and then deploy this app for both droid and iOS at the same time (in the next few days). Can someone tell me why the SWF's that are the UI of the app are playing sound but not showing up on screen? How can I fix this problem?
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    Ooops, spoke too soon...
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    All of this works very well on Android.
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  • Flash CS6 does not publish for iOS with ANE included

    Hi,
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    IPA is ok at the CS6 flash' standard 3.2 export, just tried the new AIR 3.3 also - no problems. I just included the Gyro ANE file, not the SWC
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    Maybe obvious but I thought I'd post this little find, after a day of testing and exporting, syncing, ... this was a tiresome experience...
    After all this I can advise to sync the .ipa's with xcode though, instead of iTunes. This works MUCH faster (if you're on mac). Just run xcode, pull up the 'organizer window', select your device and go to the subbranch ' applications'. There you can add the .ipa by clicking on the '+' button

  • Level-2 GPU published for IOS and Box2D/WCK    Does this fall under the revenue share requirements?

    WCK uses the Box2D Alchemy port and therefore uses "Domain Memory".  Part 1 of premium features usage.
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    Does our project now fall under the revenue share requirements?
    We aren't using Starling or any framework other than WCK.
    I wouldn't think Level-2 GPU constitutes use of Stage3D but have to ask.
    We would appreciate some clarification from Adobe on this.

    Thanks Kevin.  I need to read more carefully. We are targeting IOS/Android with this project.
    "Level 2 - GPU" is a choice in the "Hardware Acceleration" drop down box on the main Publish Settings screen when
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    Like I said I need to read more carefully. 
    What is NOT considered part of the premium features?
    The following uses are NOT considered premium and there is no revenue share required for these uses:
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    Use of software rendering of Stage3D, or
    Use of these features within Flash content packaged as apps using AIR
    Thanks again guys

  • AIR Publish for iOS Error: Install application on the connected iOS device

    OK, I've been having this issue sporadically for a pretty long time now, I'm talking months if not over a year. Currently I am using Adobe Flash Pro CS 6 on a PC with Windows 8, AIR 4.0.0.1390 SDK installed. Sometimes, when publishing the App and having "Install the application on the connected iOS device" checked I receive the following error message although the iPad is connected with 2.5 GB available:
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    Uninstallation Error: Failed to send request to device.
    Device Error: please check if there is enough space on the device."
    I have found absolutely no rhyme or reason for this to occur. Sometimes it will, sometimes it won't, but I just tried publishing with install about four times, having unplugged the iPad, removed the previous App manually, closed the previously installed App, closed and reopened Flash, and it still won't install. Usually I can get it to install after a couple tries, thus dampening my urge to post a thread but I've now been driven to write due to the number of errors.
    Oddly a Google search for "Uninstallation Error: Failed to send request to device." yields no results, am I the only receiving this message?
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    I'm also getting the error in the post above when trying to publish and install with AIR 15.0.0.302 on an iPAD 2 iOS 8.0.2:
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         Uninstallation Error: APIInternalError.
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  • Is there a way to publish a high-res .ipa from Flash CS5.5 with AIR for iOS?

    Hello,
    I've developed an app for iOS in Flash specifically for iPad 3's. My client uses SOTI MobiControl as it's mobile device management solution. If I publish out of Flash using AIR SDK 3.1 or newer the app is created and looks high-res on the iPad3. When they try to add the app to SOTI for in-house distribution it errors with the error claiming that "CFBundleDisplayName" has been left blank.
    After having looked into it I've been able to find out that when publishing with versions of the AIR SDK older than 3.0, the info.plist file within the app package includes a CFBundleDisplayName. In versions newer than 3.0 there is no CFBundleDisplayName in the info.plist.
    Is there a way to publish for iOS from Flash utilizing an older version of the AIR SDK and having true high-res graphics that will look proper on an iPad3?
    Thanks in advance for any help.
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    It's not AIR that's lacking the key in the plist, it must be Flash Pro, although it's just running adt itself. I use AIR 3.4 and I compile via adt command line (because Flash Builder 4.6 still has not been updated to handle warnings from ANEs during compile, grr). I have CFBundleDisplayName in my plist file. Have you tried compiling on the command line?
    Here's an Adobe page with a bunch of examples compiling with ADT on the command line:
    http://help.adobe.com/en_US/air/build/WS901d38e593cd1bac1e63e3d128cdca935b-8000.html
    Being unaware of what in-house distribution system that actually is, I have noted that some people had previous issues submitting apps Flash compiles. Their solution was to rename the AppName.ipa to AppName.zip, extract the Payload folder, copy the AppName.app inside there out, then rename that AppName.app to AppName.ipa. Then it was accepted. Not sure if that old issue still exists.

  • Publishing to iOS via Windows?

    I have been thinking about upgrading my D11.5 to D12 on Windows, but the prerequisites still seem to be Mac OS X 10.7.3 and xCode? So what is the point of D12 for Windows? Am I correct in assuming that the main new feature (publishing to iOS) is not available?  Will it be? I am still using D8 for Windows to develop educational applications for students because I cannot run the needed xtras in 11.5.  D12 still does not include the ability to Print a cast member correct?  Or, the ability to change screen resolution correct?  I use POM lite in D8, but it is no longer available (and it does not work on the Mac) correct?  The full POM costs as much as the entire Director 12 upgrade (that is totally ridiculous). I have access to a computer with Mac OS X 10.6.8, but why does D12 require 10.7.3 to publish to iOS?  I have been developing educational apps on Director since D4 in 1994, but see no point to upgrade to D12 for WIndows.  Is there an answer to my questions or some type of work around?

    You will only be able to publish for iOS on a Mac. Director 12 uses Apple provisioning profiles and distribution certificates which you will need to obtain via the Apple developer portal.

  • ANE for one platform on Flex mobile project for iOS and Android

    I'm very new at Flex Mobile Projects and native extension.
    I have a big doubt... If I have an ANE that only works on iOS or Android, can I use it into a project for Android AND iOS?
    I mean, if I want to do something and I've only found and ANE that works for iOS and another ANE that works for Android, can I create only one project and depending on the device use one or another? or should I create two different projects?
    Thanks in advance

    You can set them both up and when you publish just comment out the code that does not apply, this way you still keep it as one project but you can use the ANEs as needed, I had to do this with the iAd ANE only for Apple obviously and AdMob ANE which at the time was Android only.
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  • Director 12 won't publish an iOS app

    It was working fine (if lots of bugs appearing on the iPad) and then the certificate ran out.
    I updated the keychain cert and the provisioning file and now it won't publish the .ipa file.
    Anyone struck this?

    There are other issues involving certificates...someone recommended checking the Keychain to make sure there are no duplicate certificates. Also suggested checking to see if there are any certificates in "root", because they should be in "login".
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  • Is there doc for the exact steps to publish to iOS?

    I am looking for the EXACT steps for publishing to iOS. the Xcode doc talks about "making an archive" but that doesn't seem to work because it is specific to apps made entirely in Xcode. I can get the IPA to an iPad or iPhone attached to the Mac but that's it. certainly I could FEDEX a device to somebody else for them to see it but no, that is not a solution.
    this link (Publishing to iOS devices using Director 12) does NOT have enough information. there are steps missing. for example if you make a Provisioning file on developer.apple.com that version will fail showing a yellow icon when dragging it to the Organizer.
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    Hello webdesignsf,
    I’m in the same situation as you – I’m just about to finish my first iPad app, and will be submitting it to the Apple iStore very soon.
    ( Can someone please verify this procedure below )
    As soon as I figure it all out, I’ll write down the steps.
    regard Milky.
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    Get a distribution certificate & make a distribution provisioning profile
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    Guide for Apple App Store submissions | Adobe Developer Connection
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    Uploading your GameSalad game to Apple - YouTube
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    Editing a separate info.plist to reference your app icons is actually a better approach than altering the defaults within Otto.app.
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