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Request for an update on the steps required to successfully build an iOS app with Adobe Animate CC

Engaged ,
May 20, 2018

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Hi,

With all the changes in the last months from AIR SDK 27 to the current BETA AIR SDK 30 it would be great if Adobe could give us an update on the steps required to successfully build an iOS app with Adobe Animate CC.

There are some steps that have to be done “manually”, like adding an assets.car file or adding launch images. There are things that are not up to date in the Adobe Support pages like the iOS Deployment Settings or how to Deploy AIR applications on iOS devices directly, etcetera.

This is a respectful request for such an update on the steps required to successfully build an iOS app with Adobe Animate CC.


Best Regards

This is how solved my situation, mainly with the help of Colin Holgate. I use AIR SDK 30.0.0.107 on Animate 2018:

1. I created new Developer and Distribution Certificates in my Apple Developer Account

2. I created new Developer and App Store Provisioning Profiles for my app

3. I din´t use Xcode because it makes things more complicated for me. I downloaded the free ANE LAB to generate the Assets.car file. You can get it from:

https://www.myflashlabs.com/ane-lab-lets-you-use-air-native-extension-in-adobe-air/

- I included Assets.car file in the "Included files" of the AIR for iOS Settings window. I also included these "splash" images:

Default-568h@2x.png (640 x 1,136)

Default-568h@2x~iphone.png (640 x 1,136)

Default.png (320 x 480)

- I made sure to include the icons sizes that you can see in the attached picture:

Screen Shot 2018-08-08 at 4.14.09 PM.png

- The name of the folder where you put your icons must be “icons” (with no quotation marks)

- I made sure to include all this on my .xml (use what you need)

<initialWindow>

        <content>1.swf</content>

        <systemChrome>standard</systemChrome>

        <transparent>false</transparent>

        <visible>true</visible>

        <fullScreen>true</fullScreen>

        <autoOrients>false</autoOrients>

        <aspectRatio>landscape</aspectRatio>

        <renderMode>auto</renderMode>

    </initialWindow>

    <customUpdateUI>false</customUpdateUI>

    <allowBrowserInvocation>false</allowBrowserInvocation>

    <icon>

        <image16x16>icons/icon_16.png</image16x16>

        <image29x29>icons/icon_29.png</image29x29>

        <image32x32>icons/icon_32.png</image32x32>

        <image36x36>icons/icon_36.png</image36x36>

        <image57x57>icons/icon_57.png</image57x57>

        <image114x114>icons/icon_114.png</image114x114>

        <image512x512>icons/icon_512.png</image512x512>

        <image48x48>icons/icon_48.png</image48x48>

        <image72x72>icons/icon_72.png</image72x72>

        <image50x50>icons/icon_50.png</image50x50>

        <image58x58>icons/icon_58.png</image58x58>

        <image100x100>icons/icon_100.png</image100x100>

        <image144x144>icons/icon_144.png</image144x144>

        <image1024x1024>icons/icon_1024.png</image1024x1024>

        <image40x40>icons/icon_40.png</image40x40>

        <image76x76>icons/icon_76.png</image76x76>

        <image80x80>icons/icon_80.png</image80x80>

        <image120x120>icons/icon_120.png</image120x120>

        <image152x152>icons/icon_152.png</image152x152>

        <image180x180>icons/icon_180.png</image180x180>

        <image60x60>icons/icon_60.png</image60x60>

        <image75x75>icons/icon_75.png</image75x75>

        <image87x87>icons/icon_87.png</image87x87>

        <image167x167>icons/icon_167.png</image167x167>

    </icon>

    <supportedLanguages>en fr it pt es</supportedLanguages>

    <iPhone>

        <requestedDisplayResolution>high</requestedDisplayResolution>

        <InfoAdditions><![CDATA[

    <key>UIDeviceFamily</key>

    <array><string>1</string><string>2</string></array>

  <key>UIPrerenderedIcon</key>

        <true/>

  <key>NSCalendarsUsageDescription</key>

<string>Some ad content may access calendar</string>

]]></InfoAdditions>

    </iPhone>

</application>

4. I used Developer Certificate with the Developer Provisioning Profile and in the AIR for iOS Settings I used "Device Debugging" to test the app on my device, then:

5. I used the Distribution Certificate with the AppStore Provisioning Profile and in the AIR for iOS Settings I used “App Store”. The .ipa you get from these settings wont instal in your device. But it will go up through Application Loader, then you can use it on TestFlight or the AppStore.

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Request for an update on the steps required to successfully build an iOS app with Adobe Animate CC

Engaged ,
May 20, 2018

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Hi,

With all the changes in the last months from AIR SDK 27 to the current BETA AIR SDK 30 it would be great if Adobe could give us an update on the steps required to successfully build an iOS app with Adobe Animate CC.

There are some steps that have to be done “manually”, like adding an assets.car file or adding launch images. There are things that are not up to date in the Adobe Support pages like the iOS Deployment Settings or how to Deploy AIR applications on iOS devices directly, etcetera.

This is a respectful request for such an update on the steps required to successfully build an iOS app with Adobe Animate CC.


Best Regards

This is how solved my situation, mainly with the help of Colin Holgate. I use AIR SDK 30.0.0.107 on Animate 2018:

1. I created new Developer and Distribution Certificates in my Apple Developer Account

2. I created new Developer and App Store Provisioning Profiles for my app

3. I din´t use Xcode because it makes things more complicated for me. I downloaded the free ANE LAB to generate the Assets.car file. You can get it from:

https://www.myflashlabs.com/ane-lab-lets-you-use-air-native-extension-in-adobe-air/

- I included Assets.car file in the "Included files" of the AIR for iOS Settings window. I also included these "splash" images:

Default-568h@2x.png (640 x 1,136)

Default-568h@2x~iphone.png (640 x 1,136)

Default.png (320 x 480)

- I made sure to include the icons sizes that you can see in the attached picture:

Screen Shot 2018-08-08 at 4.14.09 PM.png

- The name of the folder where you put your icons must be “icons” (with no quotation marks)

- I made sure to include all this on my .xml (use what you need)

<initialWindow>

        <content>1.swf</content>

        <systemChrome>standard</systemChrome>

        <transparent>false</transparent>

        <visible>true</visible>

        <fullScreen>true</fullScreen>

        <autoOrients>false</autoOrients>

        <aspectRatio>landscape</aspectRatio>

        <renderMode>auto</renderMode>

    </initialWindow>

    <customUpdateUI>false</customUpdateUI>

    <allowBrowserInvocation>false</allowBrowserInvocation>

    <icon>

        <image16x16>icons/icon_16.png</image16x16>

        <image29x29>icons/icon_29.png</image29x29>

        <image32x32>icons/icon_32.png</image32x32>

        <image36x36>icons/icon_36.png</image36x36>

        <image57x57>icons/icon_57.png</image57x57>

        <image114x114>icons/icon_114.png</image114x114>

        <image512x512>icons/icon_512.png</image512x512>

        <image48x48>icons/icon_48.png</image48x48>

        <image72x72>icons/icon_72.png</image72x72>

        <image50x50>icons/icon_50.png</image50x50>

        <image58x58>icons/icon_58.png</image58x58>

        <image100x100>icons/icon_100.png</image100x100>

        <image144x144>icons/icon_144.png</image144x144>

        <image1024x1024>icons/icon_1024.png</image1024x1024>

        <image40x40>icons/icon_40.png</image40x40>

        <image76x76>icons/icon_76.png</image76x76>

        <image80x80>icons/icon_80.png</image80x80>

        <image120x120>icons/icon_120.png</image120x120>

        <image152x152>icons/icon_152.png</image152x152>

        <image180x180>icons/icon_180.png</image180x180>

        <image60x60>icons/icon_60.png</image60x60>

        <image75x75>icons/icon_75.png</image75x75>

        <image87x87>icons/icon_87.png</image87x87>

        <image167x167>icons/icon_167.png</image167x167>

    </icon>

    <supportedLanguages>en fr it pt es</supportedLanguages>

    <iPhone>

        <requestedDisplayResolution>high</requestedDisplayResolution>

        <InfoAdditions><![CDATA[

    <key>UIDeviceFamily</key>

    <array><string>1</string><string>2</string></array>

  <key>UIPrerenderedIcon</key>

        <true/>

  <key>NSCalendarsUsageDescription</key>

<string>Some ad content may access calendar</string>

]]></InfoAdditions>

    </iPhone>

</application>

4. I used Developer Certificate with the Developer Provisioning Profile and in the AIR for iOS Settings I used "Device Debugging" to test the app on my device, then:

5. I used the Distribution Certificate with the AppStore Provisioning Profile and in the AIR for iOS Settings I used “App Store”. The .ipa you get from these settings wont instal in your device. But it will go up through Application Loader, then you can use it on TestFlight or the AppStore.

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May 20, 2018 0
Adobe Employee ,
May 22, 2018

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I am checking with the documentation team. Will get back to you as soon as I hear from them.

Thanks,

Preran

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May 22, 2018 0
Engaged ,
May 22, 2018

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Great!

Thanks Preran

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May 22, 2018 0
Adobe Employee ,
May 24, 2018

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The content team has logged a bug for this topic and will discuss updating the content with the product team soon.

Thanks,

PReran

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May 24, 2018 0
Engaged ,
May 30, 2018

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Hi Preran. Thanks for the information. Any idea about when it will be available?

Bestr Regards,

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May 30, 2018 0
Adobe Employee ,
May 30, 2018

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I haven't been given a timeline as yet. but the team told me that they are busy with an upcoming release, and they will get to it as soon as they are done with it.

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May 30, 2018 0
Engaged ,
May 30, 2018

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Thanks Preran

Best Regards

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May 30, 2018 0
Engaged ,
Jun 09, 2018

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Hi Preran,

Any news on this issue?

Best Regards

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Jun 09, 2018 0
Adobe Employee ,
Jun 12, 2018

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I don't expect this to be done in the next couple of months at least, I will keep you updated. Thank you for the reminder.

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Jun 12, 2018 0
Engaged ,
Jun 12, 2018

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Hi Preran:

We need to upload new apps to the App Store so we can´t wait a couple of months.

Is it possible to get a list of the specific links that one has to read in order to be updated to build iOS apps using Adobe Animate with the new AIR SDK 30?

The information is scattered all around in the forums and there are threads that have got no correct answer yet so it is difficult to find my way through.

I will appreciate your help on this.

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Jun 12, 2018 0
Adobe Employee ,
Jun 12, 2018

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Hi Paul,

Am checking with the team. Will get back as soon as I hear from them.

Thanks,

Preran

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Jun 12, 2018 0
Engaged ,
Jun 12, 2018

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Hi Preran,

Thanks. I will appreciate your help on this.

Is this the last version?

Download Adobe AIR SDK

Adobe AIR SDK & Compiler (version 30.0.0.107 for Win & Mac)

If I go to Download Adobe AIR 30 Beta - Adobe Labs

the one that shows is from May 24, 2018

so I´m a little confused.

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Jun 12, 2018 0
Adobe Community Professional ,
Jun 12, 2018

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Although it's strange, that's normal. Labs only has beta builds, and 107 is a release build. Most likely the next build to be in labs will be the first beta of AIR 31.

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Jun 12, 2018 2
Engaged ,
Jun 13, 2018

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Hi Colin,

Thanks for clarifying that. Any advice on the main issue of my thread?

I can build for iOS using AIR SDK 29.0.0.112 but with AIR SDK 30.0.0.107 I keep getting this message:

“The device has encountered an unexpected error. Installation Error: ApplicationVerificationFailed”

I checked the Apple Developer certificates. identifiers & profiles to be sure they are OK. I added the assets.car file, the additional icons and launch images but I keep getting that error.

I test my apps in an iPad2 - would that be a problem?

Any help will be very much appreciated.

Best Regards,

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Jun 13, 2018 0
Adobe Employee ,
Jun 14, 2018

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Hi Paul,

The team's response, "Currently, we have SDK 26 in Animate. No changes have been made to Adobe Animate. To use the latest SDK, include the AIR_30_assert.car file that is created by xcode in the "AIR for iOS settings" of the AIR iOS doc under "included files" section."

To download the CAR file, click here AIR_FIle - Google Drive

Let me know if that helped.

Thanks,

Preran

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Jun 14, 2018 0
Engaged ,
Jun 14, 2018

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Hi Preran,

Thanks for your time and help on this.

a) Does the team´s response mean that I can use SDK 26 in Animate and my iOS apps will be accepted by the App Store?

b) Is the use of the latest SDK optional?

Maybe that’s my misunderstanding.

_____________________________________

1. I tried to create the Assets.car file with Xcode 9.4 following the instructions given here: https://forums.adobe.com/thread/2416551

and here: https://forums.adobe.com/thread/2433827

but I always get the message “Build Failed” and I haven’t been able to find a solution to this issue on Xcode.

2. So I downloaded the ANE LAB from https://www.myflashlabs.com/generate-app-icon-assets-car/

which is recommended in some of the threads on the forums and generated the Assets.car file.

3. I included this Assets.car file in the "AIR for iOS settings" of the AIR iOS doc under "included files" section." As indicated by the team’s response but I keep getting the same error message when trying to test my app in my iPad2 using AIR SDK 30.0.0.107. The message is:

“The device has encountered an unexpected error. Installation Error: ApplicationVerificationFailed”

Again, thanks for your time and help.

Best Regards,

Paul

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Jun 14, 2018 0
Adobe Community Professional ,
Jun 14, 2018

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Here's my guess:

Animate comes with AIR 26, and the steps to publish haven't changed.

Do use AIR 30 (which you add with the Help/Manage AIR SDK... option).

In addition to publishing with AIR 30, do add the Assets.car in the General tab Included files section.

Saying "AIR_30_assert.car" may have been a mistake, it should be Assets.car

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Jun 14, 2018 0
Engaged ,
Jun 14, 2018

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Hi Colin,

Thanks for your feedback.

I added AIR 30 with the Help/Manage AIR SDK... option.

I added the Assets.car in the General tab Included files section.

I keep getting the same message when trying to test my app in my iPad2 using AIR SDK 30.0.0.107:

“The device has encountered an unexpected error. Installation Error: ApplicationVerificationFailed”

I don´t know what to do.

Best Regards

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Jun 14, 2018 0
Adobe Community Professional ,
Jun 14, 2018

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I think that error need not be to do with either AIR 30 or Assets.car. Look through this article for various things that can cause the error:

Troubleshooting common Adobe AIR installation errors with iOS applications

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Jun 14, 2018 0
Engaged ,
Jun 15, 2018

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Hi Colin,

Thanks for your reply.

I checked the link you sent me:

- I don't have any wildcard characters in mi app ID

- the only thing that could be wrong was the "Wrong certificate used for packaging". So I renewed all my Certificates and provisional profiles in the Apple Developer Center. Then I was able to install my iOS app on my iPad but only with the Developer Certificate and Developer Prov. Profile. When I tried to use the Distribution Certificate with the Adhoc profile or the AppStore profile I got the same message:

“The device has encountered an unexpected error. Installation Error: ApplicationVerificationFailed”

In the link you gave me it also talks about: "Feature listed in application.xml file is not added in the provisioning profile" but I don't use any of these in my app.

While checking my App IDs in the Apple Developer Center I noticed that they now include the "Game Center" and "In-App Purchase" services, which I never selected and I never use and there is no way to disable them. So I thought a solution could be to use an iOS Wildcard App ID because that way I can enable only "Data Protection" which is the one I use.

In the Apple Developer Center it says: "To create a wildcard App ID, enter an asterisk (*) as the last digit in the Bundle ID field." Example: com.domainname.*

So I generated my Wildcard App ID and the Provisioning Profiles for it but NOW when I try to publish my app I get this message:

"error 105: application.id contains and invalid value"

I wonder if it is not possible to use an iOS Wildcard App ID in Adobe Animate because of the required asterisk (*).

I have been in a dead end for days trying to publish my iOS app with the latest AIR SDK that is the only way to go in the App Store now.

Any help will be appreciated.

Best Regards

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Jun 15, 2018 0
Engaged ,
Jun 15, 2018

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Hi Preran,

I followed the team´s response with no positive results.

I checked this link:

Troubleshooting common Adobe AIR installation errors with iOS applications

for various things that can cause the error:

Nothing solves the issue. Can you please tell the team that I would really appreciate some help?

Best Regards

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Jun 15, 2018 0
Adobe Employee ,
Jun 18, 2018

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I have shared your feedback with them. Will get back as soon as I have more information.

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Jun 18, 2018 0
Engaged ,
Jun 18, 2018

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Thanks Preran.

Best

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Jun 18, 2018 0
Adobe Employee ,
Jun 20, 2018

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This is what the product team has to say. They have tried this procedure and it works for them.

You need to package “Assets.car” file along with the swf and app-xml for icons to be visible on iOS 11 and above devices. For more info, kindly refer https://help.adobe.com/en_US/air/build/WS901d38e593cd1bac1e63e3d129907d2886-8000.html.

Let us know how it goes.

Thanks,

Preran

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Jun 20, 2018 0
Engaged ,
Jun 20, 2018

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Hi Preran:

Thanks for your reply.

1. I have followed the points indicated by the team and I haven’t been able to build my iOS app with AIR SDK 30.0.0.107. I keep getting the same message when publishing with Distribution Cert & Prof:

“The device has encountered an unexpected error. Installation Error: ApplicationVerificationFailed”

I can install the app with Developer Cert & Prof but not with Distribution Cert & Prof.

2. Other users seem to be having similar issues. Please read the recent posts here:

https://forums.adobe.com/thread/2494125

3. Please tell the team that the link they are sending

https://help.adobe.com/en_US/air/build/WS901d38e593cd1bac1e63e3d129907d2886-8000.html is not updated, icons for iOS sizes: 16, 32 and 36 don’t appear in the list. That is one of the reasons for my request for an updated guide to build iOS apps with Adobe Animate CC 2018 latest AIR SDK. I sincerely don’t understand why this is not a priority for the team.

4. Please, with all due respect, tell the team to remember that Adobe Animate is promoted and sold as an easy way for non-programmers to build Android and iOS apps. That is the reason I have used it for years but now it is not so easy to build an iOS app. At least not for me.

Best Regards

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Jun 20, 2018 0
Adobe Employee ,
Jun 21, 2018

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The team informed me that you have to debug the software using developer certificate and developer provisioning file.

For uploading the app to the app store, use distribution certificate and distribution provisioning file, and not developer certificate and provisioning.

See Amrita's reply in the link that you shared from the AIR forum for more information.

Thanks,

Preran

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Jun 21, 2018 0
Engaged ,
Jun 21, 2018

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Hi Preran:

Thanks for your reply and time. I do appreciate it.

From my point of view; the team´s responses prove that we DO need an update on the steps required to successfully build an iOS app with Adobe Animate CC.

1. First the team said: "Currently, we have SDK 26 in Animate. No changes have been made to Adobe Animate. To use the latest SDK, include the AIR_30_assert.car file that is created by xcode in the "AIR for iOS settings" of the AIR iOS doc under "included files" section."

2. Then the team said that they have tried this procedure and it works for them:

“You need to package “Assets.car” file along with the swf and app-xml for icons to be visible on iOS 11 and above devices. For more info, kindly refer https://help.adobe.com/en_US/air/build/WS901d38e593cd1bac1e63e3d129907d2886-8000.html

3. Then the team said “you have to debug the software using developer certificate and developer provisioning file.”

And we are not supposed to get some updated guide?!?!? For the ones (as myself) who are not programmers and use Adobe because it is supposed to makes easy for us to build iOS apps without being a programmer or knowing code?

With all due respect to the team: remember that Adobe Animate is promoted and sold as an easy way for non-programmers to build iOS apps.

I had been a user of Flash since 2004. I remember the great experiences I have creating interactive content to learn music and building iOS apps so easily with Adobe Animate! Without being a programmer or knowing code.

I know that the constant changes from technology, from Apple & iOS are an understandable reason not to be able to have an Adobe Animate perfect compatible version to build iOS apps so easily as it has been in the past. But there should be some information regarding the possibility to have again those wonderful experiences of creating iOS apps so easily.

I have been a loyal Flash/Animate user for fifteen years. Do I deserve some loyalty back?

Best Regards,

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Jun 21, 2018 0
Adobe Employee ,
Jun 22, 2018

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I have requested the content team to update the documentation around this one, but that update may take time. I don't have an estimated time of action as yet. Meanwhile, I am hoping that someone with expertise on the AIR forum or here can assist you using the information that the team has provided.

Am doing my best to help.

Thanks,

Preran

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Jun 22, 2018 0
pbroom LATEST
Community Beginner ,
Sep 18, 2019

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Is there a link available to the updated documentation? My old workflow is no longer working and I am wanting to update some apps and create new apps.

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Sep 18, 2019 0
Participant ,
May 02, 2019

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Thank you, Paul, (and Colin!), for this detailed answer.  Though it was a bit of a climb, I managed to get it mostly worked out.

Preran, is there any update on making this easier for users, (now almost a year later)?

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May 02, 2019 0