# ERROR ITMS-90511: CFBundleIdentifier Collision on FMOD bundles

**URL:** <https://qa.fmod.com/t/error-itms-90511-cfbundleidentifier-collision-on-fmod-bundles/16898>\
**Category:** Unity\
**Tags:** mac\
**Created:** [March 18, 2021, 6:25am UTC](https://qa.fmod.com/t/error-itms-90511-cfbundleidentifier-collision-on-fmod-bundles/16898 "2021-03-18T06:25:49Z")\
**Posts on this page:** 9\
**Page:** 1

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**Author:** ![bfskyle](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/bfskyle/32/257_2.png) [@bfskyle](https://qa.fmod.com/u/bfskyle)\
**Post date:** [March 18, 2021, 6:25am UTC](https://qa.fmod.com/t/error-itms-90511-cfbundleidentifier-collision-on-fmod-bundles/16898/1 "2021-03-18T06:25:49Z")

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I am getting the following errors uploading my game to the mac app store:

> ERROR ITMS-90511: “CFBundleIdentifier Collision. The Info.plist CFBundleIdentifier value ‘com.fmod.fmodstudio’ of ‘GAMENAME.app/Contents/PlugIns/fmodstudio.bundle’ is already in use by another application.”  
> ERROR ITMS-90511: “CFBundleIdentifier Collision. The Info.plist CFBundleIdentifier value ‘com.fmod.fmodstudioL’ of ‘GAMENAME.app/Contents/PlugIns/fmodstudioL.bundle’ is already in use by another application.”

I ran into this before, and the fix was to renaming the CFBundleIdentifier in the info.plist file within these plugin bundles. This worked on a previous submission. Now attempting to do an update, if I dont rename the CFBundleIdentifier, I get rejected by the app store, but the build works fine. If I DO rename the CFBundleIdentifier, the game fails to load fmostudioL and no audio works in the game.

We are using FMOD 2.00.13 and Unity 2019.4.9f1

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**Author:** ![bfskyle](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/bfskyle/32/257_2.png) [@bfskyle](https://qa.fmod.com/u/bfskyle)\
**Post date:** [March 19, 2021, 4:08am UTC](https://qa.fmod.com/t/error-itms-90511-cfbundleidentifier-collision-on-fmod-bundles/16898/2 "2021-03-19T04:08:03Z")

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@mathew I think you might be able to shed some light here - saw a similar issue in another thread:

> [@MacOS DllNotFoundException: fmodstudioL](https://qa.fmod.com/t/macos-dllnotfoundexception-fmodstudiol/16452/24):
>
> Thank you so much for providing your .app, I was able to reproduce the issue here on my Mac. So the problem is actually due to a codesign validity check triggered because the FMOD bundle has been tampered with. The tampering is the line endings for the Info.plist file contained within fmodstudio.bundle and fmodstudioL.bundle. I was able to quickly fix it here by installing dos2unix via homebrew and running it on the file. We ship the Info.plist files with Unix style line endings as is the norm …

Here you mention that the dll was not found because the info.plist file was tampered with. In my case, it is intentionally being ‘tampered’ with because MacOS App Store requires a unique CFBundleIdentifier, so I am editing it to be unique. Any ideas on how I should be approaching this?

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**Author:** ![Andrew](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/andrew/32/261_2.png) [@Andrew](https://qa.fmod.com/u/Andrew)\
**Post date:** [March 21, 2021, 11:26pm UTC](https://qa.fmod.com/t/error-itms-90511-cfbundleidentifier-collision-on-fmod-bundles/16898/3 "2021-03-21T23:26:47Z")

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Yep, if you’re modifying the Info.plist that’ll break the bundle for sure, due to codesigning. Sounds like you need to modify the Info.plist and then codesign it yourself.

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**Author:** ![bfskyle](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/bfskyle/32/257_2.png) [@bfskyle](https://qa.fmod.com/u/bfskyle)\
**Post date:** [March 23, 2021, 1:13am UTC](https://qa.fmod.com/t/error-itms-90511-cfbundleidentifier-collision-on-fmod-bundles/16898/4 "2021-03-23T01:13:12Z")

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Thanks for the reply - we are modifying the info.plist, and then codesigning it also, but the issue still persists. My method of codesigning hasn’t changed from previously when it did work, and I have tried a few different methods / parameters for codesigning, none of which seemed to work. Do you have any tips on how I should do the codesigning to get it done correctly?

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**Author:** ![Andrew](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/andrew/32/261_2.png) [@Andrew](https://qa.fmod.com/u/Andrew)\
**Post date:** [March 24, 2021, 12:54am UTC](https://qa.fmod.com/t/error-itms-90511-cfbundleidentifier-collision-on-fmod-bundles/16898/5 "2021-03-24T00:54:31Z")

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I’ve successfully followed this process to sign/notarize a Unity game (for distribution outside of the App Store) :

> <https://gist.github.com/dpid/270bdb6c1011fe07211edf431b2d0fe4>

Quinn The Eskimo usually has helpful info on signing/notarization :  
[https://developer.apple.com/forums/thread/128166](https://developer.apple.com/forums/thread/128166)

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<div class="post-metadata">

**Author:** ![bfskyle](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/bfskyle/32/257_2.png) [@bfskyle](https://qa.fmod.com/u/bfskyle)\
**Post date:** [April 14, 2021, 6:20am UTC](https://qa.fmod.com/t/error-itms-90511-cfbundleidentifier-collision-on-fmod-bundles/16898/6 "2021-04-14T06:20:45Z")

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OK just following up - I can successfully sign and distribute outside of the app store using this technique. The one and only issue is distributing within the app store, as that has the additional validation check.

The only way I can resolve all of Apple’s validation issues is to modify the plugin info.plist files to make the CFBundleIdentifier unique to my game, but in doing so the game fails to load the library at runtime (so no audio).

Have you had any success or tips on a successful mac app store submission?

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<div class="post-metadata">

**Author:** ![Andrew](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/andrew/32/261_2.png) [@Andrew](https://qa.fmod.com/u/Andrew)\
**Post date:** [April 21, 2021, 4:02am UTC](https://qa.fmod.com/t/error-itms-90511-cfbundleidentifier-collision-on-fmod-bundles/16898/7 "2021-04-21T04:02:04Z")

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Apologies for the delay Kyle. I’ve been digging into it some more and I really think it should work if you codesign our libs after changing the bundle id. Can you write to me at [support@fmod.com](mailto:support@fmod.com) with the exact command line you use to sign the fmod libs please?

Cheers

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<div class="post-metadata">

**Author:** ![bfskyle](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/bfskyle/32/257_2.png) [@bfskyle](https://qa.fmod.com/u/bfskyle)\
**Post date:** [April 23, 2021, 5:27am UTC](https://qa.fmod.com/t/error-itms-90511-cfbundleidentifier-collision-on-fmod-bundles/16898/8 "2021-04-23T05:27:22Z")

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Thanks Andrew - I have emailed support.

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<div class="post-metadata">

**Author:** ![Andrew](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/andrew/32/261_2.png) [@Andrew](https://qa.fmod.com/u/Andrew)\
**Post date:** [May 7, 2021, 12:48am UTC](https://qa.fmod.com/t/error-itms-90511-cfbundleidentifier-collision-on-fmod-bundles/16898/9 "2021-05-07T00:48:09Z")

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This was resolved offline. OP did have to modify the Info.plist to give it a unique CFBundleIdentifier (this is an Apple requirement), then remove the FMOD code signature with “codesign - - remove-signature” then ensure that the (modified) FMOD bundle was being properly signed by them.
