Scenario:
- I am the lone developer - only person running Xcode on my team. App is compiled for 0S 2.0.
- Level designer is running a tool I developed that can modify the level data
directly in the application, *after* i've compiled it in Xcode and handed them the application.
- We are modifying one file in the .app (the levels file). We are not modifying PNG's, or anything else in the .app. (PNG's are transformed by the build process, and you can't change them without re-running the build).
We tested this early on, and level designer was able to run the signed app on the iPhone even after modifying level data.
We're now trying to deploy this modified app on a variety of devices. iPod Touch (newest gen), iPhone 3G, iPhone original, OS 2.1, OS 2.2, etc.
We seem to be having trouble running/installing the modified app on the new iPod touches, iPhone 3G, and potentially OS2.2 (iPod touch is running this new OS, no other device is). iPhone original with OS2.1 is running the modified app fine. We get an error that says "unable to install application because it could not be verified" (or something close to this).
Does anyone know the limitations given this scenario? Are 1st gen iPhone's known to have lax .app bundle checking? (i'd think this would be an OS thing, not hardware specific thing, but who knows?)
Has anyone successfully worked in a small team environment like I describe with people modifying data in the compiled .app without sending everything back to the engineer for every single change, or recompiling the app in Xcode (handing around source code to every team member)?
Thanks for reading!