Notice (2018-05-24): bugzilla.xamarin.com is now in
Please join us on
Visual Studio Developer Community and in the
Mono organizations on
GitHub to continue tracking issues. Bugzilla will remain
available for reference in read-only mode. We will continue to work
on open Bugzilla bugs, copy them to the new locations
as needed for follow-up, and add the new items under Related
Our sincere thanks to everyone who has contributed on this bug
tracker over the years. Thanks also for your understanding as we
make these adjustments and improvements for the future.
Please create a new report on
Developer Community or GitHub with
your current version information, steps to reproduce, and relevant error
messages or log files if you are hitting an issue that looks similar to
this resolved bug and you do not yet see a matching new report.
I get the very unhelpful error "No valid iPhone code signing keys found in keychain".
I've just updated everything in Xcode 4.6.3, made sure all my keys and certs are up to date. I can create a simple hello world app in Xcode, build and deploy to my attached device... so not sure why Xamarin Studio cannot do the same.
FWIW, I have previously been able to do this on this same system. (I had the 30 day trial version.) I've since updated Xamarin, and paid for a an Indie developer license, but now this feature no longer works.
How do I trouble-shoot this?
I'll need build logs to figure out what is going wrong. Configuration settings for your "iOS Bundle Signing" Project Options would also be helpful.
The "No valid iPhone code signing keys found in keychain" error can only occur if you don't have any X.509 code-signing certificates in your Login keychain (open Keychain Access.app to view your certificates / private keys) that start with "iPhone Developer: "
If Xcode was able to sign, then it must have been using a certificate from its internal database or something.
My guess is that you've either figured it out or moved on by this point (sorry about not finding this bug before, or I could have helped you sooner), so I guess it's probably safe to close this bug report.
As per comment 2, now this issue does not exist.
Hence closing this issue.