I have set the app for only iPhone but if I keep the images at Universal will it be used for iPhone
This is very much confusing please guide
Nope, You cannot do so. If you are targeting Universal Apps (iPhones + iPads) then App store need assets/images for both. Thus while uploading app to App Store it will show error saying "Missing assets".
Related
I made an app with flutter and tried to upload it to app store but my app rejected, this is the message they send to me:
Guideline 2.3.10 - Performance - Accurate Metadata
We noticed that your app or its metadata includes irrelevant third-party platform information.
Specifically, your app includes non-iOS device images in the app binary.
Referencing third-party platforms in your app or its metadata is not permitted on the App Store unless there is specific interactive functionality.
Next Steps
To resolve this issue, please remove all instances of this information from your app and its metadata, including the app description, promotional text, What's New info, previews, and screenshots.
Please see attached screenshots for details.
They give me screenshot from app with xiaomi phone on it, it's a product data that requested from a web service.
I created app for a store that sell various gadgets including iOS and Android, i knew there is another app that also have something similar like this but i don't know how it can pass app store either
Is there any suggestion i can try?
Screenshot they gave to me (i cropped it to focus on xiaomi device)
check your description that you have to not added any irrelevant information.you need to update your description,make sure you don't write any specific device information on the description as their guideline.update the description so that it only gives what your app is actually doing and delete all the non essential part from it.And add your snapshot relevant (just add ios device screenshot),yours got rejected because it's showing redmi device without any specific reason(Specifically, your app includes non-iOS device images in the app binary).include screenshot with ios device and re submit and add note in the note section(at the bottom of the page ) that how your app works in detail.
how to reduce app size in react-native ios. In android i'll include the "armeabi-v7a", "x86" into build gradle file, its working fine. for ios?
React-native : 0.57.7
You should not compare iOS app size with android! There are two different platforms. Second thing if you have used assets for the images and taken care of the app thinning then your app size will be different for the different devices. If you have uploaded any build on the test flight then from AppStoreConnect -> activity -> click on app icon -> click on App Store File Sizes and you will find different sizes for different devices. App size varies as per the device resolution.
Reference Screenshots:
Now, To reduce the iOS build size you can take care of below things:
Use Assets to manage the images. Do not put it in the folder or directory
App thinning
BitCode
On demand resources are resources that are hosted on the App Store and your app downloads them when they’re needed. You add your resources to your asset catalogs and you tag them
Run Time needed data should be kept at server side
AS iOS 9 is supporting App slicing feature just by adding needed images to image assets and you will get sliced app when download from appstore.
1) My question is do we need to do extra steps for App slicing feature or by just adding image to image assets it will work on Appstore (not like we are checking bitcode feature at the time of upload)
2) How can i deactivate App slicing feature even if i am using image assets.
1) No. You are right as per apple doc it clearly states here
2) I think we can not disable it.
Trying to answer your comment:
Theoretically:- i think if you some how forget to provide #....x image, still app store process will provide an alternative image to specific device. It may be same as #3x/#2x/#1x (what ever developer have provided ). If developer have provided more than 1 image like #1x and #3x both then #3x will be download to all device except #1x supported device.
Practically:-
Delete #1x or #2x what ever you want from image.xcasset.
Create archive.
Export the app for the target device to get ipa.
Change the .ipa extension to .zip and unpack the archive.
You should be able to see what images are there #1x/#2x/#3x. These
are the images which user will be downloading for his device.
Experts,
Recently I've used PhoneGAP Build service for my iOS App (HTML5 App built using Sencha Touch), and when i submit to app store, they rejected my app with this reason
in particular, we found that on launch and/or content download, your
app stores non user-generated content in iCloud backup directories. To
check how much data your app is storing:
Install and launch your app
Go to Settings > iCloud > Storage & Backup > Manage Storage
If necessary, tap "Show all apps"
Check your app's storage
Is there any solution?
please help
I already have this app published in BB and Android with out any issues.
https://play.google.com/store/apps/details?id=com.pavan.cinetalk
http://appworld.blackberry.com/webstore/content/32189889/
I think PhoneGap Build might be setting BackupWebStorage by default to iCloud, if you set up PhoneGap locally this setting can be changed in the Cordova.plist file see the below link:
http://docs.phonegap.com/en/2.2.0/guide_project-settings_ios_index.md.html
If im not wrong the message is quite clear, they just don't want you to upload to their cloud data that is not generated by the user.
I don't know your app, but sounds like are you backing up things like images or media used by the application itself instead of user's data ¿?
#Brett Bailey: Thanks for your input, finally this parameter worked and iTunes approved my app now
https://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=687594497&mt=8
Hi
I built apps for iPad and iPhone from one single project. I created app with all data in app store and upload iPhone binary. What I need to do for uploading iPad binary with the same name? P.S. It's not universal app.
1) change the bundle identifier
2) use different display name for AppStore submission e.g. XX for iPad, XX for iPhone
3) but you can keep the same name below the icon