I have implemented an in app purchase for my independent WatchOS app created using SwiftUI, however, I cannot find resources about testing the StoreKit functionality in a sandbox environment on the Apple Watch.
When I am signed in to my normal Apple ID or no Apple ID at all on the watch App Store I receive the following alert on my watch:
Unable to Purchase App
Sign in with your Apple ID from the Apple Watch app on your iPhone.
And I receive the following error:
SKErrorDomain error 0.
Does anyone know how to use a sandbox testing account for independent Apple Watch apps? Any help would be appreciated.
So, according to Apple this is a bug. It happens on a few devices and accounts its mostly random. I filed a feedback. They soon asked if it was fixed. Whatever Apple did seems to fix it for me on the latest watchOS 8 betas. there's really nothing you can do from our side.
Feedback ID: FB9485990
If it is still happening I suggest you file a bug report.
I had a quick look on Github and found this repo which I think implements what you're after.
https://github.com/strandlie/faerd
Hope that helps.
Related
I recently finished the first version of an iOS application. I have several in-app purchases within it. When testing these, I always used a physical iPhone. Apple just approved the build for release and the app is now in "Pending Developer Release." As one last sanity check, I generated a promo code for myself on app store connect and downloaded the app onto my phone through the app store. I quickly noticed that the SKProductsRequestDelegate method is never fired and the list of in-app purchases is never downloaded from Apple's IAP server. This is similar behavior to when the app is run within a simulator: the IAP data is never loaded.
I am unfamiliar with how the "Pending Developer Release" stage impacts in-app purchases. Will they work as expected when I release the app to the public? Is there some change I need to make and resubmit?
Any help would be greatly appreciated.
As far as I know, it should work seamlessly except for the charging (You won't be charged if your app is downloaded from outside AppStore). So trying to gather logs may help you in this case.
Turns out this was an issue on Apple's end. I contacted support and something on their end had been messed up when they approved the in-app purchases.
I am implementing auto renewable subscriptions in Flutter. I have successfully implemented them for Android using this package https://pub.dev/packages/in_app_purchase. However, it is not working on iOS.
I have followed all of the instructions to create the auto renewable subscription in app center, but when I try to fetch the list of products in the app it returns null. Please help me to resolve this issue I am stuck on this. Thanks in advance.
It's most likely a product configuration issue in App Store Connect or you're not testing on a physical device. Common things to check:
You're using a physical device (iOS simulators don't like StoreKit APIs)
Your products in App Store Connect are in the 'Ready To Submit' state (don't forget to include the screenshots)
You've signed your 'Paid Applications Agreement' in App Store Connect (this is required even for testing)
This blog post covers these cases and more in a bit more detail: Configuring In-app Products is Hard
I am working on a simple iPhone app for a not-for-profit organization that I do some work for. I've done extensive testing on the various emulators, and I think that the app is ready to go. I was reading about the process to get an app on the App Store and part of the process seems to indicate that I need to register an iOS device in Xcode as part of the process. I do not own an iPhone, and my only iOS device is an iPad Air 2. This is not a universal app.
Is it even possible for me to put the app on the App Store? I'm just checking because I want to be certain that I can accomplish my goal, before shelling out the $99 for a developer membership.
Yes, it is possible. You need purchase Apple Developer Account and it is enough.
But it is better to test on real device before release, because sometimes you can get some errors on device only.
You can publish app without having iPhone But You need to Developer membership for publish this ...
Read for more information How To Submit an iOS App to the App Store
You can publish your app without any devices but you need to make sure that you have Apple Developer Account activated. You will have to make certificate and provisioning profiles for AppStore to submit the app or you can also let Xcode handle them for you.
I would like to recommend you to test the app on real device before submitting it. You can test it on iPad as well, only there will be problem of resolution, but the app will work.
yes its possible as #Jogendra is right you need to buy apple developer account for it then later on you can also update your app too.
I have an iOS application that I developed that runs fine newer iPhones and iPads.
I get this error on a 1st generation iPad running iOS 5.1.1:
"The item you've requested is not currently available in the U.S. store."
The app is distributed by the B2B store and was installed using a coupon code.
5.1.1 is the latest version that will run on a 1st generation iPad.
I double checked the app's settings in itunes connect and it is marked as available in the U.S. store; in fact, that is the only store it is available in.
Other similar apps that I have developed will run fine on the iPad, BUT those apps are built for the public Appstore. This is why I am pursuing B2B as the problem.
A user reported this problem to me, and I was able to reproduce it easily, so it is not limited to one device.
I cannot find any documentation that this should not work.
How can I get the real reason this is failing?
Is there documentation on minimum version of iOS that supports B2B distribution?
What else should I check?
This problem "magically" went away.
Here is the story of it going away:
I reported it to Apple and after several days they responded that they could not reproduce the problem.
I picked up the iPad 1 and tried to reproduce the problem myself. I could not reproduce the problem.
I suspect it was something with Apple's servers as I did not change anything on the iPad 1 as all I was doing with it was testing this bug.
I know that I was not nuts for reporting this problem as one of the users of my app reported it as well.
I was reading about custom B2B app distribution recently & found some links. Please have a look at "Submission and Distribution" They mentioned that
When the app is approved for sale, your customers purchase redemption codes from the VPP portal. It will not be available in the App Store app or iTunes.
May be thats why user is not able to see it in US app store. The WWDC 2012 session video "Building and Distributing Custom B2B Apps for IOS" is worth watching if you are interested in distributing a B2B app. You need Apple ID for watching this video
Also have a look at this link . This link mentions the steps for B2B app distribution.
For the last couple of days I have been struggling trying to set up the enviroment to test in app purchase in xamarin. Their docs page is not very clear on what it needs to be done, at least for me.
For what I have researched, I need to sign a contract with apple, which requires me to give apple some information about my bank account, taxes, etc. That information is going to take a little while, maybe a week. So without contract, can I test in the sandbox mode in app purchase?
So far, I have created a development provisioning profile, my app id and bundle id as well, the products which I am going to sell within my app, and my test users. I tried getting product info from my device, but it did not work, no error, or app crash. Probably I am missing something here which causes this behavior.
I read in this page that I need to install my provisioning profile and configure xcode to sign the app with this profile. How do I do this in xamarin studio?
Also, I need to tell xcode whats the application bundle id, again, how do I do this?
I read the In-App Purchase Programming Guide and gave me an overall understanding about the architecture needed to implement in app purchases, but I am failing on the little details.
Any help would be appreciated. Thank you very much.
CraigD's answer to this may help: IAP ( In App Purchase ) sample for MonoTouch?
It doens't touch on live testing per se, but Craig's github example may help you with those details of implementation.