I created a app that has a AppClip which will pull up a restaurant menu. The invocation URL is similar to "www.mydomain.com/restaurant/113", this will be launched via QR code.
I tested the AppClip on both Xcode build and TestFlight, also tested with AppClip local experience which all works fine on my device.
Basically I follow these 2 docs when testing the Clip. link 1 , link 2
However when I submit the app to AppStore, I got rejection with the reason of "We tried again however we continue to see only the progress indicator clip was launched."
The review team wouldn't provide more information on how they launch the clip and how I could reproduce this issue. I couldn't reproduce this locally either following the AppClip test guide. if anyone have seen similar issue I appreciate your help.
Apple suddenly approved the exact build without replying anything. So I guess it's a issue on their side.
Related
I had completed a Flutter app, which seems to work well in simulator. I then went on to release the initial version of the app to AppStore Connect and sent it to beta testers via TestFlight and they were able to test it without any issue and sent me some feedback.
I made a few changes to the app based on the feedback (nothing too drastic) and tested it throughly in the simulator which seems to work fine. But now when the users download the app via TestFlight it crashed while opening and I cant seem to fix it no matter what I try. Any help would be really appreciated
So far I have tried,
Followed this article letter to letter
Modify optimisation parameters in Build Settings as mentioned here
Tried this SO answer
Crash report from XCode is not much of use since it is not very readable (as attached in the picture).
Can't yet seem to find any reliable answer, Any help on this would be much appreciated.
I have a problem using Unity's codeless API in conjunction with IOS.
Apple keeps rejecting the build with the following message:
Guideline 2.1 - Performance - App Completeness
We found that your in-app purchase products exhibited one or more bugs
when reviewed on iPad running iOS 12.1 on Wi-Fi.
Specifically, no action takes place when we initiate the purchase.
Some notes:
I succesfully built and published the app on android.
The IOS version works with the uploaded build. I can make in app purchases when i run the app on my iphone.
I have filled in all the required legal/ financial information and have a valid contract for purchases as defined in the ios docs.
The build is set as "release" and "development build" is NOT checked.
After rejection by apple, all the in app purchases in the developer console are marked as requiring action.
Specifically it is now showing that the localizations are invalid. However no further information is given. I suspect this is just because the build is rejected?
So, has anyone had a similar problem? Having the app run fine when using the development build on a local phone, but still having it rejected because of the aforementioned reason?
In the end i requested i call with Apple to discuss the rejection of my IOS build(s).
It had been rejected 3/4 times with the same reason.
The reason: A problem on their part. They suspect they had a misconfigured environment on their side, which resulted in a not working build on Ipad.
I did not have to upload a new build, they reused the last rejected one and it was approved within hours of my call.
I suspect that the developers might have been confused, seeing that the app was entirely in dutch. This can seriously cause some confusing, because the representative on the phone had trouble locating some IAP functionality himself like the restore button.
So should you have the same problem:
If your app is in a non-english language, specificy where the reviewers have to click for In App Products, where the Restore button is and similar key parts of your app.
Request a call with Apple if you are sure that you did everything correctly. Talking on the phone with them really helps speed up the review process and clarify any misunderstandings.
I have done everything specified by Facebook. I even validated the sim build using the ios-sim tools and it runs fine on my Mac. There are no crashes. Has anyone had this problem before? What am I missing. here is a screenshot :
Edit I gave it another try and I got the same results. Even for the Android build. I was thinking tht maybe i sent them a zip by mistake but this time I double checked that I'm sending them a link to a .apk file to download from Mega.nz. Testing the iOS sim build on my end yields nothing since the game runs fine. I'm in dire need of some sage advice from someone who has gone trough this process. Here is another screenshot from todays rejection.
In my case I just set the app in facebook to be active for the public. This allowed my users to log in and share post, from the app to facebook. I'm Only missing the publish_actions permission. Just get your app approved on the app store and send facebook the link for that. Simulation builds just dont work for them
Dude I never tried it before but I read somewhere that if you are getting trouble to get approved by selecting iOS on submitting you can select Android as platform on submission and after approved your facebook integrations will be working fine for iOS apps too.
Doesn't cost too much to have a try ;)
My app just got rejected, and the reason was that the Apple Watch Extension was "Booting to White Screen" on Apple Watch. They sent me a screencapture of Apple Watch screen that just has white screen. Not much information.
I honestly have no clue where I went wrong... seeing that the app runs fine on both iPhone and the Simulator.
I don't have an Apple Watch to test this with or any logs on real device to show you although I wish I could give as much information on this question.
I don't have any info I can supply other than the fact that they rejected the app, and app doesn't seem to run on real device.
I don't think it would be a code issue seeing that the First Screen in my app is just a few buttons for menu, without much things happening.
Could anyone give me any insight to how to approach this problem? or has anyone had a similar issue?
Here's the response from Apple.
2.2 Details
We discovered one or more bugs in your app when reviewed on iPhone
running iOS 8.2 on both Wi-Fi and cellular networks.
Specifically, upon review we found the Apple Watch app will boot to
white screen display upon launch.
Next Steps
Please run your app on a device to identify the issue(s), then revise
and resubmit your app for review.
For new apps, uninstall all previous versions of your app from a
device, then install and follow the steps to reproduce the issue(s).
For updates, install the new version as an update to the previous
version, then follow the steps to reproduce the issue(s).
If we misunderstood the intended behavior of your app, please reply to
this message in the Resolution Center to provide information on how
these features were intended to work.
Just in case anyone is wondering or having the same issue... it was really a stupid mistake.
I didn't put the images used for Apple Watch in the correct asset catalog with correct target membership. That's why it was displaying the images correctly on simulator, but not on real Apple Watch, since images weren't embedded within the app.
These kind of things needs to be double-triple checked before submitted to app store because it doesn't show on the simulator.
I'm in the middle of getting my very first iOS app pushed out and have been having some trouble with the review process. The app itself is good, but it was recently rejected as Metadata Rejected for the following reason:
Your iTunes Connect settings indicate that your app serves
advertisements. However, we were unable to locate ads in your app.
The thing though is that when I run the app on simulators and my test device (an iPhone 4S), the test ads are coming through fine and are consistently located on the bottom of each screen. I've made sure to include the iAd framework in the binary and have signed/agreed to the iAd contract, but when I asked for more information, all I got for a response was
Your app is metadata rejected as we have asked where to locate ads in
your binary, as your app uses IDFA.
Has anyone else encountered something like this before? Is there a final step that I'm missing to have the real ads show up for the Reviewing process? All other topics close to this that I've found seem to refer to options that are no longer on iTunes Connect.
After sending them a screen capture showing the test ads being shown, it's suddenly been approved. How very odd...