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.
Related
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)
Apple have rejected my React Native app for external beta testing because:
when reviewed on iPad running iOS 11.2.5 on Wi-Fi connected to an IPv6
network….the app launches to a white screen and no content is loaded.
After some weeks of back and forth, they’ve admitted that it was not related to IPV6, and have given me some further info:
The app’s initial React Native view controller loads with no defined
‘loadingView’ or ‘contentView’ elements. It appears that there is code
in place for Javascript updating, but as stated, we’re not seeing any
attempt at the app to reach out - it appears likely something was
disconnected between the executable and associated bundle files
between your project and the submission.
I have not seen this issue when testing on my own devices or on the iOS Simulator. Even when submitting the app to TestFlight for internal beta testers, and then installing on my iPhone via the TestFlight iOS app, it always works fine. So, I'm baffled as to why Apple sees this and I don't, and I don't really know where to start with debugging it.
Okay, case closed, I think. And it was procedural issue rather than a technical one, down to my misunderstanding of Apple's process.
I only thought I'd ever submitted my builds for External Beta review. I hadn't intended to submit it for actual inclusion in the App Store just yet. But I think that's what I must have done, and that's the version that Apple have been referring to all along. They haven't actually been looking at my subsequent builds, where the problem was fixed, as a part of this process. That's because those builds were submitted as External Beta test builds, which is a different review process.
Apple clarified this to me by sending me screen shots of the TestFlight version of the app (all good) vs the App Store submission binary (blank screen). And the penny dropped.
We have had users reporting that they have paid for our product via in-app purchase but we have failed to unlock the content. The common denominator between these reports is iOS 9 so far. It seems like the purchase with success method does not get called. The IAP seems to work and even says that the purchase has been restored successfully (Apple's own alert), yet it does not deliver the content (unlocks the app).
This is a very odd bug because it works perfectly fine on iOS 10, and there is no reason why it should't work on other older devices. At some point, we had a customer complain of the same issue with iOS 10 as well and we just can't produce the issue. I am using RMStore for my in app purchases but this has not started since we used this library. It has been happening even with standard IAP integration.
Does anyone knows or may have heard of what causes this issue?
Any tips would be great!
I have several apps on the App Store and I'm facing similar issues. For about 1% of the users, the success callback is not called after an in-app purchase. If the users restore their purchases later, the purchased features unlock properly, so the App Store processed the purchase properly, and this is likely a bug in the app. I could never find the issue as I could not reproduce it on any of my devices.
After I just read that you use RMStore, I checked the emails that my users sent me during the last two years about this issue and noticed that this occurs exclusively with apps that use RMStore. While the code of that library looks really clean, I assume that the bug is somewhere hidden in there.
As RMStore hasn't been updated since almost two years, I consider it deprecated and will remove it from my apps in the near future. I will update this answer if the issue persists after the removal.
Update after three months: After the removal of RMStore for the in-app purchase handling from one of my apps, the problems have apparently disappeared.
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.
Here is the history of my app.
In v1.0 I didn't have IAP.
In v2.0 I had IAP code, and it worked while I was developing. When v2.0 was released, I checked and run a non-testing device (an iPhone under my itunesconnect user name, but does not have provision file installed, so I take it as a non-relevant device) and I got error message, which of course was set up by myself. The error is for situation that the app could not connect to Apple or could not find IAP for the app. The error shows up quickly right after clicking buy IAP. This is as expected since no product ID is available. It doesn't need wait payment queue at all.
Then I checked itunesconnect and found the IAP probably not linked to the app, so I updated to v2.1 and added the IAP to my app in itunesconnect (no real code change, at least no IAP-related code changed), and IAP works fine finally in development stage in my testing iPad. Now v2.1 came out, but I still have the same problem as v2.0, that means IAP encounters error, most likely no IAP product ID found. At the time I'm typing, v2.1 has been released for 2 hours, and I still have quick error --- the product ID problem, most likely.
[edit]
BTW, there was a glitch between v2.0 and v2.1. When I noticed the IAP was not linked to my app, I did something too quick so that I cannot remember exactly. Basically the IAP was hung over there, I could modify it or submit it. After talking to Apple, I was told I need reject my binary of v2.1 and resubmit v2.1 along with the IAP. I don't know if this is related, but anyway I can buy IAP in development stage with my sandbox testing iPad.
[edit]
Any idea? Thanks.
BTW, the app is set to English default, but with Chinese/Spanish localization.
[edit]
One more thing, don't know if it's related. All v1.0, v2.0, and v2.1 versions are deployed to iOS 6 or later. When I was developing v2.1, I was trying to back to iOS 5 (via adopting so deprecated methods or constants). My app could run on iOS 5, but IAP wouldn't work iOS 5. Since IAP doesn't work, there's no point for me to go compatible with iOS 5, so I removed all deprecated methods and constants and went back to original v2.0 version and resubmitted with linked IAP to become v2.1.
For those who cares, here is my app. You're welcome to try. long press first page would get you to options page where you can try buy IAP --- no worry, there is supposed to be a confirmation dialog where you can cancel, even if my IAP works.
https://itunes.apple.com/us/app/icalc24!/id566916783?mt=8
[edit]
One more edit:
OH yeah, it works now. I don't which step of the following make it work:
1, I delete my app and restart my iPhone again (and again, yes) and re-download
2, it's 4 hours now after v2.1 is approved.