IOS - Is is required to implement ATT into app before publishing - ios

I am about to submit my app to App Store, but just wondered if it is required to implement the ATT alert into apps to publish in App Store. I looked into it and found that Apple postponed that until early next year. So to make sure, I called the Apple Developer Support, a guy said that it's required. I am confused not. Again, is it required to implement the APP alert at this point?
Thanks,

Yes you have to implement ATT into your app otherwise your app will be rejected by Apple.
We are talking about this guy :
If you interest this links are useful for this topic as well:
article about Apple policy for tracking change
apple document

Related

newsstand app without subscriptions

Back in iOS 5 days Newsstand-Apps needed to have a subscription option. Also if the app only offers free issues, there had to be at least a free subscription.
after downloading a bunch of apps from the iOS app store (newsstand section), many of them don't include a option to subscribe. Does Apple accept Newsstand-Apps that don't offer subscriptions?
i can't find any hints in the documentation that handle this topic?
anybody knows whats the current state of this "issue" ?
Yes. There are a lot of Newsstand which do not require subscription. The same topic is discussed here. You can even get a tutorial to develop free newsstand app here.
Hope this helps. Thanks.
I think so apple accepts coz in one of app c&en developed by me doesn't have any free subscription, but app already provide free toc. You can check that app on App Store.
C&EN

Does this app use the Advertising Identifier (IDFA)? - AdMob 6.8.0

I'm currently uploading my App to the App Store and Apple is asking me if this app users IDFA. I'm using the latest Admob SDK or 6.8.0 and I don't know if it uses IDFA or not, and if it does which check boxes should I hit X.X
Image http://i.gyazo.com/a7d36f95ac0cc066e5654517d4ec2f3f.png
I'm having the same issue here and I was a bit afraid of checking the last box, since I have no idea what the 3rd party SDK will do with the data collected and if they will respect the Limit Ad Settings.
But I found a post by a Google Admob programmer, Eric Leichtenschlag, on their forums:
The Google Mobile Ads SDK and the Google Conversion Tracking SDK utilize Apple's advertising identifier introduced in iOS 6 (IDFA). While each developer is responsible for how they access device data, the SDKs use IDFA under the guidelines laid out in the iOS developer program license agreement, including Limit Ad Tracking.
Including Limit Ad Tracking. This is what the last box is all about. So you must check the that box if you use AdMob. If you use other SDK I strongly recommend checking if they respect the guidelines as well.
Since I run only ads (Google AdMob), I checked the first (Serve ads...) and last box (I, ___, confirm...). App was approved and released, no issues.
Source: https://groups.google.com/forum/#!topic/google-admob-ads-sdk/BsGRSZ-gLmk
If you are lazy to check on each third party SDK if they use or not the IDFA you can use this command:
fgrep -R advertisingIdentifier . (don't forget the dot at the end of the command)
Go to your project/workspace folder and run the command to find which files are using the advertising identifier.
Then you just have to look in the guidelines of those SDKs to see what you need to do about the IDFA.
I recently submitted an app to Apple's App Store. My app was built using iOS 12, Xcode 10, and Swift 4.2. My app uses Google AdMob for the sole purpose of showing Interstitial Ads. When prompted these question, this is what I did:
1) Does this app use the Advertising Identifier (IDFA)? ANSWER: YES
a) Serve advertisements within the app - CHECKED
b) Attribute this app ... - NOT CHECKED
c) Attribute an action ... - NOT CHECKED
I, (my name), confirm that this app ... - CHECKED
My app was accepted and "Ready for Sale" in less than 24 hrs.
You can track all calls to [ASIdentifierManager advertisingIdentifier] with symbolic breakpoint in Xcode:
Yes, it does. From the AdMob page:
The Mobile Ads SDK for iOS utilizes Apple's advertising identifier (IDFA). The SDK uses IDFA under the guidelines laid out in the iOS developer program license agreement. You must ensure you are in compliance with the iOS developer program license agreement policies governing the use of this identifier.
If you have Google analytics or Facebook api in you app, you need to check all of them to make sure it works!
Edit: This is an old answer - see comments or other answers for an exact answer.
In app store connect now if we are using ads in our app then we will answer as yes to Does this app use the Advertising Identifier (IDFA)?
further 3 questions will be asked as
if your using just admob then check the first one and leave other two unchecked. Other two options (2nd , 3rd ) will be checked if your using app flyer to show ads.
all options are explained with detail here
BTW, Yandex Metrica also uses IDFA.
./Pods/YandexMobileMetrica/libYandexMobileMetrica.a
They say on their GitHub page that
"Starting from version 1.6.0 Yandex AppMetrica became also a tracking instrument and uses Apple idfa to attribute installs. Because of that during submitting your application to the AppStore you will be prompted with three checkboxes to state your intentions for idfa usage. As Yandex AppMetrica uses idfa for attributing app installations you need to select Attribute this app installation to a previously served advertisement."
So, I will try to select this checkbox and send my app without actually no any ads in it.
It seems many indie developers like me are desperately looking for an answer to these questions for years. Strangely, even after 5 years this question was asked, it seems the answer to this question is still not clear.
As far as I can see, there is not any official statement in Google AdMob documentation or website about how a developer can safely answer these questions. It seems developers are left on their own in the mystery about answering some legally binding questions about the SDK.
In their support forums they can advice questioners to reach out to Apple Support:
Hi there,
I believe it would be best for you to reach out to Apple Support for
your concern as it tackles with Apple Submission Guidelines rather
than our SDK.
Regards, Joshua Lagonera Mobile Ads SDK Team
Or they can say that it is out of their scope of support:
Hello Robert,
On this forum, we deal with Mobile Ads SDK related technical concerns
only. We would not be able to address you question as this is out of
scope for our team.
Regards, Deepika Uragayala Mobile Ads SDK Team
The only answer I could find from a "Google person" is about the 4th question. It is not in the AdMob forum but in the "Tag Manager" forum but still related. It is like so:
Hi Jorn,
Apple asks you about your use of IDFA when submitting your application
(https://developer.apple.com/Library/ios/documentation/LanguagesUtilities/Conceptual/iTunesConnect_Guide/Chapters/SubmittingTheApp.html).
For an app that doesn't display advertising, but includes the
AdSupport framework for conversion attribution, you would select the
appropriate checkbox(es). In respect to the Limit Ad Tracking
stipulation, all of GTM's tags that utilize IDFA respect the limit ad
tracking stipulations of the SDK.
Thanks,
Eric Burley Google Tag Manager.
Here is an Internet Archive link in case they remove this page.
Lastly, let me mention about AdMob's only statement I've seen about this issue (here is the Internet Archive link):
The Mobile Ads SDK for iOS utilizes Apple's advertising identifier
(IDFA). The SDK uses IDFA under the guidelines laid out in the iOS
developer program license agreement. You must ensure you are in
compliance with the iOS developer program license agreement policies
governing the use of this identifier.
In conclusion, it seems most developers using AdMob simply checks 1st and 4th checkmarks and submit their apps without being completely sure about what Google exactly does in its SDK and without any official information about it. I wish good luck to us all.

iOS app rejection issue

Apple has rejected my App stating that
Reasons
22.2 - Misleading
22.2
We found that one or more of your submitted In-App Purchase products, and/or its metadata, contains content that could be misleading to users. This does not comply with the App Store Review Guidelines.
It will be appropriate to remove the dot lock password option within the App. This is misleading to users. A screenshot is attached for your reference.
What does this mean. I have put both the dot lock and passcode lock options in my app. The users can switch between the two from settings of my app. I don't know how this could be misleading to users?
This is the screen shot
If you haven't done so I would suggest you to read up on the iOS Human Interface Guidelines Like #Matt said in the comments, Apple is extremely picky when it comes to UI .
Unlike Android, apple wants you to design your app in a way that the user can use your app like any standard one. In your case a passcode inside of your app could be misleading.
Yes I know how you feel I had few apps rejected for things similar to this.
They must be a different way you can design this.

What shoud I do/know before send my first ios app to Apple App store?

What shoud I do/know before I'll send my first ios app to Apple App store? Thak you.
Test the App
Let others test your App (try to find people with different devices and iOS versions)
Check the official guidelines and make sure your App does not use private API's
And, most important: be patient, review may take more time than expected.
Be ready to wait. Patience is a virtue.
Follow official documented guidelines and you will be unlikely to encounter any problems. 99% of bad stories you've heard about the app submission process are from people who didn't.

Reasons for rejecting iPhone application by Apple store [closed]

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Can anybody help me out to know the possible reasons for which Apple store can reject or raise objection to submit any iPhone application.
Here are possible reasons (unofficial, from here):
Vibration. It is not permitted to use continuous vibration in your apps - short bursts as warnings is all that is allowed. Don’t bother trying to set up a timer to keep the vibration going, it will cause your app to be rejected.
Linking to private frameworks. This is obvious, but somehow in playing around with stuff we had linked to the MoviePlayer.framework. That’s a no-no, and cost us about ten days while we unlinked that framework, recompiled, and then resubmitted.
Improper handling of editing in tableview cells. Also obvious, but be aware that if you enable table cell editing, you’ll have to manually specify which cells should respond to editing controls and which should not. We had some random prefs cells in one of our early apps that were able to be swiped to bring up a ‘delete’ badge. Of course it didn’t do anything, but Apple justly considered this poor design and rejected our app.
Icons. Make sure the 57 pixel icon is identical to the 512 pixel version. Also, use a different icon if you are creating ‘lite’ and ‘pro’ versions of your app (i.e., free and paid). Using the same icon for both sends your app straight to … you guessed it … the bin.
Copying existing functionality. This one is much more subtle and insidious, and has probably affected the great percentage of developers. In addition to the widely publicized Podcaster debacle, reports from user comments indicate that Apple is casting a wide net when looking for duplicated functionality. Mini web browsers, or apps that essentially show web pages, seem particularly vulnerable, even if they add new and/or useful functionality. Stay away from email clients as well.
Using appropriate keyboard type. If your app asks for a phone number or other numeral-only input and you present a keyboard that also includes the possibility of entering standard alpha-numeric input … yep. (Thanks Jeremy1026)
Version numbers. If your app is currently at version 0.99 or below, you’d better consider giving it a promotion as Apple seems to prefer 1.0 and above. One of ours was recently rejected for being .016, with a message suggesting that our version number wasn’t even numeric. When we resubmitted the same app from scratch as version 1.0, it went through.
Network Reachability. If your app requires any type of network access you need to make sure it works when that access isn't available. If it doesn't it will be rejected. Apple provides sample code to test this which you can use as-is in most cases: https://developer.apple.com/library/content/samplecode/Reachability/Introduction/Intro.html
And last, but not least:
Flatulence Don’t even try. ;-) UPDATE: sorry, this seems to be outdated by now. Apple makes a lot of money now with "fart apps": see this article.
Edit:
Here is a link to a recent article about ten iPhone Apps That Didn't Make Apple's App Store.
And a tip: Apple has a Mac app called Application Loader that you could install. Once you install it, it analyzes your app's zip file. It verifies all the certificates, icons, and other things are correct before submitting to Apple. Using the Application Loader minimizes your chances of app rejection.
Another interesting resource: App Store Roundtable: Transparency and the Approval System (appleblog.com)
Yet another edit:
New rules by February 2010: "No Swimsuits, No Skin, And No Innuendo" (source: TechCrunch article, Wobble author's blog)
By the way: during the iPhone 3.0 preview event (march 2009), an Apple spokesman told that 96% of all submitted application were approved.

			
				
Apple have now (as of 9th September 2010) published their official list of app store review guidelines:
appstore approval guidelines
(apple developer login required)
or a mirror here:
app store guidelines
Will apple want to create an app like that in the future? If (yes) reject.
Do you have a really awesome idea that apple may want to use in the future if(yes) reject
Here's the video of the SDK announcement that describes Apple published list of rejection criteria:
SDK Announcement
As others have noted, Apple also seem to have a bunch of other conditions that they don't publicise. Note that rejection notices are now covered by the NDA.
I can't confirm this but it makes sense, but people are reporting their apps being rejected for being too simple or too trivial.
Just got a bounce for handling network outages badly. If you connect to the network, be prepared to handle any error conditions that may come up.
My paid version of app was rejected by appstore.
After Purchasing and downloading app first screen was "User Agreement" and when user taps on " I agree" only then he is able to continue using app.
Apple described the reason of rejection "when user purchased app from appstore and download in phone then you must not restrict user to Agree with Agreement" instead display your agreement before downloading app in iTunes.
Amazingly, apps can get rejected for trying to keep their interface consistent with Apple's own apps. (ie, using pinch zoom/expand gestures)
There is a site I know which can help you generate great advertising ideas with iPhone. see this site:
http://itunes.apple.com/app/adpack/id359562015?mt=8
I submitted a paid app to app store but get rejected and i learned another possibility of app rejection
My app was Game Center enabled. When app starts first screen was login screen that prompt user to login through GameCenter to continue.
They rejected the app giving reason- As user will not be able to get services of your app unless he is not logged in with Game Center although he paid you to download app. You cannot restrict user to login through Game Center each time before app starts.
From 1st May,2013 onwards if we don't support iPhone 5, your app will be rejected.So iPhone 5 support is must.

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