iOS Swift: How to implement "Cash out" method from My App? - ios

I want to build an app that distributes money to users after completing some tasks or after completing some game or something. Does anybody knows how to do "cashouts" from an app through paypal or by any other method.
However I did found a method with "paypal payout option". https://developer.paypal.com/docs/payouts/integrate/large-batch-payouts/#
I just want to know whether this would help me meet my requirement?

Using Paypal, its possible to do payments but sometimes its tricky with third party integration of batch payments, you can implement wallet in your app and use Apple pay to process the payments steady and easy to way to manage payments.
Ref Link: https://developer.apple.com/documentation/passkit
To send money between accounts: https://developer.apple.com/documentation/sirikit/payments

Related

Don't want to use in-app purchase in iOS for my application

We have an ecommerce platform that allows user to create their online store. The app offers 14 day free trial, with the option to purchase any of the three packages depending on their requirement. Now, I don't want to use in-app purchase functionality of iOS, instead I would like to collect payments using third party payment gateway like Stripe etc. What is the best possible way to achieve this? We already tried collecting payment using the web view and asking the permission before accessing the web but it's still not getting approved. However, a similar app Shopify using the same method, can anyone suggest the way out.

Paying to another user in Swift application

I have this problem. I'm making an iOS application in Swift that sells user images and videos. I've got my own server, so all media is saved there. But now I've come to a point where I need make possible that user can buy some content from another user using a credit card or PayPal account. Other users can be found on a map, they have added their payment information to their profile (it's not visible to others) so that transactions could be made.
I've done some research on this topic and I know that a powerful tool for payments in Swift is Stripe. However, as far as I read about it, users can only pay to one account that you register. Basically, they can make purchases as if buying from a store. But in my case, I need to provide the possibility to pay to another user.
Also, I need to integrate PayPal. For this I found API's like Auth0 and PayPal API, but can't seem to find any more information on inter-user transactions.
And there is In-App Purchases option, of course, but I'm not sure if I can use that in this case, because most of my purchases will be done from a Web App.
Can somebody please help me, by giving some tips on how to move forward from here and implement this payment system?
There are several considerations to take into account, the three most important being price, ease of implementation and availability. I'll briefly discuss each point of the 3 options you mentioned:
Stripe:
Implementation: Stripe has a native SDK for iOS and has a functionality called Stripe Connect which enables payment between users directly, without having the money to go through your account, yet allows you to take a cut of the transaction if you'd like:
https://support.stripe.com/questions/can-i-enable-my-users-to-receive-payments-from-others
https://stripe.com/docs/connect
Price: Stripe has a starting fee of 0.3$ and takes 2.9 % of the full amount.
Availability: Currently Stripe is only available in 9 countries worldwide and available as a beta in another 15 countries:
https://stripe.com/global
PayPal:
Implementation: PayPal has a native SDK for iOS, but a very fractioned history of SDK libraries depending on how complex functionality you need (Which Pryo's answer underlined). Paypal has something called Adaptive Payments which allows for peer-to-peer payments:
https://developer.paypal.com/docs/classic/products/adaptive-payments/
Price: PayPal has a lot of mixed information about pricing (currency conversion, cross border transfer, etc.), but roughly it is a starting fee of 0.3$ and another 3.9 %.
Availability: PayPal is available in 203 countries/markets around the world:
https://www.paypal.com/webapps/mpp/country-worldwide
In-App Purchase:
Implementation: This money will always go directly to the developer, so this means you will need to implement some sort of service which takes money from your account to the final user. So the flow goes: buyer -> you -> receiver.
Price: Apple will take 30 % of the total amount.
Availability: In-App Purchase is available in every country where you would be able to distribute the iOS app.
Conclusion:
Don't use the In-App Purchase option for user-to-user sales, it's simply too complex and expensive out of the three options.
PayPal has a strong brand that people trust and is available in many countries, which makes it a stronger candidate than Stripe, but IMHO I would choose Stripe due to its simplicity and cheaper pricing.
If you want to implement in the swift Paypal has already SDK, which you can use to make between users to make simple payment:
https://github.com/paypal/PayPal-iOS-SDK
or if you need some more advanced feature like (third-party, parallel, and chained payments ) you can check old MPL library by Paypal:
https://github.com/paypal/sdk-packages/tree/gh-pages/MPL
For the In-App Purchases payment can be made by valid app store user only and there is mostly no facility of inter-user in general case in-app payments are made to app owner

Purchases in iOS App

I have some features of an iOS App to be available after the user chooses to upgrade the app or by simple paying some bucks. Those features will be some sections/modules available if payment received.
What will be the best and most efficient way to implement it? In-App purchase or a Third Party Payment Gateway like PayPal, Stripe etc. ?
Please suggest and explain pros and cons of both in brief.

Is it possible to use discounts and pay a 3rd party using Paypal mobile SDKs?

My app needs the ability to pay different merchants, so essentially I'm acting as a middle man. A user would fill up their cart from one merchant and then I'd present them the whole paypal interface and then that particular merchant would get paid. So first question: is that possible? Or is it only possible for MY account to get paid? If I had 10 merchants, I'd like to directly send them the payment amount (and have them pay the transaction fees).
The other question is discounts. Say a merchant creates a discount of some kind, is it possible with the mobile SDKs to apply these discounts?
My app is for iOS at first but will be quickly followed by an Android and then a web version of it. I don't really care which SDK I use so long as it can meet all my feature needs.
If none of this is possible with any of the SDKs, are there any out there that might accomplish what I need? Thanks.
It sounds like you're describing chained payments. You can utilize chained payments by integrating with classic MPL. The new Mobile SDKs will support these kinds of payments in the future, so keep on the look out!

Selling something inside an application on iOS

I've heard there are some precautions to take to develop a market in an application.
I'm developing an application for a football club. I would like to integrate a kind of market to sell stadium seats.
Someone told me Apple will refuse the application if I integrate it directly inside the app (using Obj-C, communicating with PHP pages).
According to him, I should redirect the user to an external web page (using Safari app for example) to realize the transaction.
Apple does not really communicate about that kind of information.
Do you know anything about it?
You can't use In App Purchase to buy "real life things" such as stadium seats : http://developer.apple.com/news/ios/pdf/in_app_purchase.pdf
The only solution is to use an external payment solution.
The Movies Now app implements such a thing : http://moviesnowapp.com/
Yes, you can use only in-app purchases to sell anything in your app, otherwise Apple will reject your app.
I'm not so sure if Apple will reject your app on these grounds. How can they know what your php pages are doing if you put them in a WebView? Also, think about services like Sky or Spotify that require a subscription. Apple do not take a cut on this, so you could set up a similar thing whereby your users have an account online that they can purchase tickets from and the iPhone is simply a thin client for your online services...
Yes you have to use InApp purchase only to apply unlock functionality,and to use In App purchase there are certain scenarios which can be implemented.
You can find in detail about In App functionality on
http://developer.apple.com/library/ios/#documentation/NetworkingInternet/Conceptual/StoreKitGuide/AddingaStoretoYourApplication/AddingaStoretoYourApplication.html
Secondly if you want to implement In App purchase,there is a very good tutorial which i found very helpful and was easily able to integrate inApp in my application and it was also later on approved by apple.
http://troybrant.net/blog/2010/01/in-app-purchases-a-full-walkthrough/
Cheers
You cannot use Apple in app purchase to purchase non digital goods, if you have an existing payment provider or user account you could use that, take a look at the eBay app which has Paypal integration

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