Comment by jb1991
4 months ago
I don’t know what it was like back then but in today’s world you do not need to pay Apple any fees if all you’re doing is writing software in Xcode and deploy it to your own device. You do need a developer account, the free version of one, but you only need to pay the fee if you’re going to publish on the App Store.
Free provisioning: If you do not pay the developer fee an app installed via Xcode will work for 7 days. Afterwards the app on your phone will *stop working*, and you must open Xcode on your Mac again, and push a new build to your phone if you want to keep using it.
Paid provisioning: If you have paid the developer fee, a build will expire based on the amount of time left before that payment renews, so if you build and install an app a month before your developer fee renews, that build of the app (that you installed via Xcode) will stop working in 1 month.
We're stuck between two mafia families :-(
A.K.A. Digital Feudalism.
I've been doing it that way for years on the free account, never seemed like a bother to me. I usually have a tweak I want to make to the code anyway. But I suppose some might find it inconvenient.
In any case, to say you can't put your own apps on your phone without paying a fee is incorrect, which is the comment I was responding to.
Saying what youve said above and knowing full well how this works, but failing to mention a crucial fact like this is deceptive.
6 replies →
Don't you also need to buy a Macbook? That is quite expensive. I guess in Apple's view also developping on a non-Apple device is a security risk.
I’ve never considered or tried anything other than using a Mac, so I don’t know. But I was responding to a comment about a different matter, the fees for a developer account.
The Mac requirement was a pain for game developers using Unity/UE primarily on Windows, and wanting to target iOS. (Back when mobile games seemed like they could be an exciting new thing, before predatory F2P enshittification killed that market...)