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Can I still build and publish an iOS application which has bitcode disabled, even if I have one or more libraries which have bitcode?

Not all my libraries I depend on support bitcode yet. But I have read on certain forums that you cannot have bitcode disabled for your iOS target if some of your libraries have bitcode.

What if I am targeting both iOS and watchOS? I understand that you can selectively enable bitcode for watchOS (in fact it's required) and disable for the iOS target, but what about in the case of a mix of libraries?

Thanks

Matt
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1 Answers1

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The answer is, yes, you can have a mix of Bitcode settings among multiple libraries that you use and have your app successfully published.

There is a master switch for enabling Bitcode under My Apps > Pricing and Availability > Bitcode Auto-Recompilation in iTunes Connect that is independent of your project settings. If this is disabled, Bitcode will not be used at all.

I have successfully published my latest iOS app having Enable Bitcode set to No in the Build Settings for my target while also having Enable Bitcode set to Yes in the Pods used in my project.

Daniel Zhang
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  • Daniel, Is this still the case that you can submit applications with Enable Bitcode set to No? I have read some places that apps without bitcode enabled are being rejected but I think that it is largely coming from strict interpretations of the xcode 7.0 release notes. – Matt Nov 09 '15 at 23:45
  • @Matt Bitcode is currently optional for iOS apps according to the App Distribution Guide (https://developer.apple.com/library/watchos/documentation/IDEs/Conceptual/AppDistributionGuide/UploadingYourApptoiTunesConnect/UploadingYourApptoiTunesConnect.html). If it were Apple's policy to require Bitcode than they could reject the binary on upload. Bitcode will probably be mandatory for iOS in the future so it's a good idea to move toward it. – Daniel Zhang Nov 09 '15 at 23:59