Can't upload binary with App Clip target to App Store - ERROR ITMS-90834 - ios

I added AppClip target to my project, and followed Apple's own documentation. It runs without any error on both simulator and real device.
As it's explained in related WWDC videos, and this article, in order to configure default or advanced app clips experiences, apps have to be uploaded to App Store Connect.
I am using Xcode's Organizer to upload my binary, but I am receiving the following error.
ERROR ITMS-90834:
"Unsupported content.
This app contains an app clip.
Apps with app clips cannot be submitted at this time."
How can I pass this? Is there any other way to configure and test App Clip launch experiences?

App Clips should be fully operational now on iTunes
Outdated answer:
I found this answer by an Apple Engineer on developer forum.
This feature will be available later this year but I can't provide an
exact date. In the past, new features of TestFlight or App Store
Connect were often made available before the general availability of
iOS versions.
It looks like we need to wait some time to test App Clips.

It's available now.It happened with the recent update of TestFlight (when they changed the TestFlight icon)

Related

Invoke scan QR code app clip experience for Testflight beta version

I am new to app clip experience and currently struggling to deliver my demo app to my client with full app clip experience (including scan QR code to open app clip).
My question is that can we have scan QR code to open app clip card for testflight beta version? I tried to add an invocation URL for the specific testing build, but not working at all.
Here are things I have done so far:
Scan QR code is working as expected for local registered experience, which means you must have app clip cached in your device via building from Xcode
App & clip is submitted to Testflight for testing. I can see the open app clip from Testflight App, and my app clip works perfectly.
I did a set of configuration about aasa file, and I can see it is configured properly
Any help would be very appreciated.
For testers, they launch through Testflight. Documentation says:
Users don’t install App Clips, and App Clips don’t appear on the Home screen. Similarly, testers don’t install the beta version of your App Clip, and it also doesn’t appear on the Home screen either. Instead, testers launch the App Clip experiences you configure for testing through the TestFlight app on their device.
https://developer.apple.com/documentation/app_clips/testing_your_app_clip_s_launch_experience
Testers can configure a local experience and then launch the app clip in that way.
Testers can also configure a local experience to launch the App Clip you distribute with TestFlight. However, you must still associate your App Clip with your website. In addition, testers must launch the App Clip from an App Clip experience for testing you configure in App Store Connect at least once to ensure that the App Clip is cached on the device.
That same documentation mentions how to setup a local experience.

Unity Codeless IAP IOS build rejected

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.

iOS app doesn't show on iTunes Connect when trying to deploy on testflight

I've read a lot of tutorials and stackoverflow questions similar but I'm unable to figure out what's happening.
So I an an iPad application that I can successfully build in Xcode and on iTunes connect see the app version processing...
After a certain amount of time, it just disappears from the menu. As in it's no longer visible.
I've been following guides similar to: https://www.raywenderlich.com/133121/testflight-tutorial-ios-beta-testing
But the screenshots on internal testing show's a Select Version To Test option which I don't see:
Does anyone have any idea on how to debug this or what's going on? Because the Archive bundle looks like it's deploying it to the app store, I can see it on the iOS Builds activity but after processing I can't find it anywhere.
Recently we faced this issue couple of times. In iOS Builds section it shows Processing and after some time it disappears.
Reason is due to some errors/ issues with the ipa submitted to iTunesConnect.
Apple sends the error messages to people added in the Users and Roles section of iTunesConnect. You can check the people added in the the Users & Roles section and see the mails sent from Apple for any errors related to the app
Please add this key in info.plist
<key>ITSAppUsesNonExemptEncryption</key><false/>
Paste it before
</dict></plist>
This value means that the app uses no encryption, or only exempt encryption. If your app uses encryption and is not exempt, you must set this value to YES/true. Mine is not using encryption so I've set it to false.
It worked for me.
Apple is not going to any send any emails to any user regarding this issue.

When publishing an Apple app, can a third party get access before published?

I am publishing my first iOS app to the App Store. However, the company that hired us wants to see the app work before we publish. Is there a way under the $99 developers plan to allow them to see the app work on a real iPhone?
For completeness there is another way. Although I've used TestFlight very happily for years, it can prove to be too complicated for some testers!
If your app has been approved by Apple (but you've set release date in the future), you can give people promo codes (which you can get from iTunesConnect) and they can download the unreleased app. This is great for getting your app to reviewers.
From iOS Developer Library:
Promo codes apply to a specific app version, so when users redeem
promo codes for a version of an app that hasn't been released yet,
they download the prerelease version.
https://developer.apple.com/library/ios/documentation/LanguagesUtilities/Conceptual/iTunesConnect_Guide/Chapters/ProvidingPromoCodes.html
Obviously in your case, you probably want to get your client's approval before even submitting to Apple, therefore #Anil's answer is better for you.
This is possible through multiple platforms.
iOS 8
As mentioned above, refer to the following link:
http://blog.thebetafamily.com/2014/09/10/testflight-beta-testing-ios-8/
iOS 7 and below
Test Flight - https://www.testflightapp.com (Acquired by Apple and available on iOS8 as described above)
Hockey App - http://hockeyapp.net
Test Flight is free and simple to use. All you need to do is upload the certificate and it'll take care of the rest. Test Flight used to support other OS like Android. But after the acquisition, I think it only supports iOS.
Hockey App is also simple. But only supports certain numbers of builds or projects for the free version. Hockey App provides direct update during the app launch if a new build has been uploaded.

My app is now in the Apple App Store but crashes during the splash screen

My application is in the Apple App Store but when downloaded it crashes after the splash screen.
I thought the week long approval process was to ensure the quality of the app.
Version 1.0 of my app does run but I hear there is no way to roll it back. For now I have changed the availability date to the future so that people do not download it. When will it be taken out of the search results?
Thanks.
The approval process is not for QA testing. (Of course, they will reject an app if it crashes while testing they are other for things, such as violation of various SDK rules, HIG guidelines, etc.) A developer has to test and QA your apps themselves on the OS versions and the iOS device types for which they submit the app as appropriate for, and under stress conditions as well. A developer also needs to make very certain that the build they submit is identical (except for certificate signing) to the builds they have tested. (It is a common mistake to have different Build Settings or source files selected between the Release and Distribution builds.)
Check to see if a bad preference setting is the culprit.
Or if it worked only for you, then it may be the lack of a preference setting. You may have created a good preference before the bug was introduced.
Was taken out of search results by the end of the day.

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