In iPhone Settings -> Privacy -> Analytics, is the option "Share iPhone Analytics" enabled by default in iOS devices?
If yes, is "Share with App Developers" also enabled by default?
And if not, when exactly does the system ask user permission to enable/disable them first time?
Also, is there a feature in iOS allowing users to share their data with specific App Developers? For example, I want to share my device analytics with Twitter app, but not with Facebook application. I am guessing there is no such function, but it would be lovely to have it in future iOS versions.
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I'm trying to design a flow where if the bluetooth is turned off, then display a specific page, or skip the page entirely of bluetooth is already on. However, I want to do this without triggering this popup on IOS 13+.
I am using IONIC 6 to build the IOS app and using diagnostic.isBluetoothAvailable() to do this. However, this asks bluetooth permissions if not requested.
Is this possible? Thanks bunch!
How to integrate screen time/ Parental control API in iOS app. Is screen time api available?
I tried with MDM(Mobile device management) but I am unable to create the MDM CSR. As there is no option for this certificate on developer account.
Please guide me if you have any solution. Basically I want to create an app having restrictions like screen time in iPhone or parental control app.
You can use apple ScreenTime api (Managed Settings, Family Controls, Device Activity) to block and shields iOS application on iOS Devices.
I think it should be done through settings. I use parental control app - FindMyKids to track my kids' location and what they are doing during the day. I have an iPhone as well and no problems.
How I can restrict an iOS App so that it can install only on specific device type. for example, I do not want my app to install iPhone5, iPhone5S, and iPhone6. I do not want to control it with deployment target settings (iOS version).
And this has to be distributed using Apple Developer Enterprise Program.
You can't prevent the installation of the app on specific devices.
But you can create a splash screen as your first view of the app in which you check the device and prevent the start of the app informing the user.
Well, there is no direct option available to achieve what you requested, because you can select the device type, like iPhone, iPad or Universal while setting up the target,
You can do this in alternate way, on applicationDidFinishLaunching You can simply put a check, if the device is other than the one you wants to provide the support then allow the proceed to the application functionalities, otherwise show a screen with some message showing that, we are not currently providing support on these devices (iPhone5, iPhone5S, and iPhone6)
And as you are going to distribute the application via enterprise account, so you will not need it to get confirmation from the Apple reviewers.
Hope it helps!
I am developing with Adobe Air for IOS devices. However, I don't want to support iPhone3GS for some reason which means I don't want user can download from app store or don't let these devices install my app.
I want to know how to implement or configure this feature. Thank You
Turning on "Enable payments on the mobile web" in the application settings prevents our application from showing up in the native Facebook app! Is this supposed to be happening?
We built the app in sandbox mode, and used FB.UA.nativeApp() to determine if we were in native. In the case that we are in native, we disable all of our Facebook credits buttons.
However, now our app is live and when we check the "Enable payments on the mobile web" box in the developer settings, the app disappears from native iOS and/or offers up an access error (everything fine in Android). As soon as we un-check the box, the app is back in action, but of course all of the credits buttons don't work in Android.
It seems strange that Facebook would keep us from using credits across all platforms with a single checkbox. Are we doing something wrong, or is this just what we have to deal with?
Looks like it's either/or.
"Accepting payments are different on iOS since Facebook Credits are not supported within iOS native apps.
On the mobile web (including mobile web apps linked from Android), you must use Facebook Credits.
On iOS, you must build a native app and use iTunes payments." https://developers.facebook.com/docs/credits/
You can't have an app that is native iOS and Android. (well you can, but as you saw, it's not going to work). You can have mobile Web that serves iPhone and Android, but the iPhone won't be native.
Thanks for the question, I was curious to implement, and wonder if this is a deal-killer for us, too.