Apple Rejection App: We also noticed that your app did not run at iPhone resolution when reviewed on iPad running iOS 10.2.1 [duplicate] - ios

I made an iPhone App with Xcode. The devices setting is set to "iPhone". But in iTunes Connect it is rejected because it doesn't run on the iPad.
That is weird because it is an iPhone app, but when I checked it in Xcode, I can run it with the iPad simulator,however I think that normally this is not possible with an iPhone app.
I have added pictures to make my question clearer:
So what is gone wrong and how can I fix it?
EDIT:
Picture from resolution center:

Thanks all, I Found the problem/solution:
In my info.plist there was an extra row called supported interface orientations(iPad) where the portrait mode was added.
I have no idea how this got added here but when I removed it, the problem was solved.

From the Apple iOS App Store Review Guidelines (https://developer.apple.com/app-store/review/guidelines/):
2.10 iPhone Apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution
Basically, if you set an app to "Universal" it will have iPad and iPhone versions of the UI and will appear in the search results for both. If you set it to iPhone only, it will still be installable on iPads, but it doesn't appear in the search results by default. Additionally when a user does install it on an iPad it will just scale up the UI to best fit the screen. You cannot prevent your app from running on iPads.

Every app can run on the iPad no matter if it is supported or not. The option you have in Xcode is if you want to configure it to look good on the iPad using it's own storyboard. If you configure it for both iPad and iPhone your app fill get a + in the right corner of the price on the App Store and show up on iPad searches. However if you don't configure it to support iPads it'll not show up on searches of the Apple App Store, unless osmose selects iPhone only. You can easily submit your app to the App Store, without it being rejected my friend.
Hope that helps. Keep coding.

Nothing is wrong here , you can do this in debug mode for development purpose. Even you can run it on your iPad device from xCode. Don't worry about it, nothing wrong here.

Related

Apple rejected my app because of iPad, but my app is only for iPhone

My app is a streaming player that I pushed to AppStore Connect
In Xcode, I don't check iPad :
And Apple said :
I tried despite everything to run it on iPad Simulator on Mac, and I found no crash. The button player is OK, both on iOS 12 and 13
What's the solution ?
Building for iPhone is not meaning that it is ONLY for iPhone! iPad users still can download iPhone apps (except they need some especial feature of the phone like CoreTelephony) and Apple's testers always test apps on iPad. So try to fix the bug (that is probably not related to the device). The issue is that you Play button is not working, not the device.
you are providing screenshot for iPad also in iTunes connect to make sure if your app is only iPhone then you must add a screenshot for iPhone no need to add a screenshot for iPad just leave them empty

Problems with device target for iOS app

)
Hello all :-)
I want to release an iPhone/iPod Touch only app. However, I know iPad users can still download the app from the app store, which is fine by me. I was simulating my app on simulator to see how it would look like on an iPad. When I simulated it, the app looked terrible: the layout was not the same as the iPhone version, some labels were colliding and buttons were "cut" out of the screen.
I want iPad users to have the same view as an iPhone. I believe a 1x/2x button would appear on the screen in that case. How can I do that?
Any help/advice would be really appreciated!
Thank you :-)
When you upload your app to the App Store it will also allow iPad users to download the iPhone version of the app. This will have the 1x/2x button you are looking for.
However if you test your project on the iPad simulator before you upload the app, it will not be the same iPhone version of the app that the iPad users will see. Instead the simulator will run an actual iPad version of the app which is not what your looking for.
In your project settings, set your target device to iPhone only. Upload the app. When iPad users download the app they will get the iPhone only version with the 1x/2x button for the iPad.
In your project settings, make sure the "Devices" settings is "Universal" (this is under "Deployment Info"). If it was not before, you may have to make some layout adjustments.
Use Autolayout for fixing the design issues
in storyboard right pane -> attribute inspector -> simulated metrics-> select inferred in size for all controllers
You should be seeing this in the simulator (note the letterboxing on all sides):
And your build settings should show 1 as the target device family:
If not, you are iPad-native and that's the source of the trouble.

App store review guidelines 2.10 - should iPhone app be adjusted to iPad?

I find paragraph 2.10 of App store review guidelines a bit ambiguous. It says : "iPhone Apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution"
My app is deployment target is iphone and the supposed device orientation is portait
When I tested my app on ipad simulator it looks as follows:
This is just a piece of the view to give you the notion of how it actually look like - the app view does not fit the whole frame of ipad simulator.
The reason why I got my app rejected is completely different, however I don't want to waste another 8 days to see the rejection again because of some weird issue, so that's why I ask. Moreover, do you know if they stop review when they encounter a problem? Or they always undeline all the issues?
My question is: should I do something with this ipad view even if my app's target device is iphone? If yes, what do you suggest me to do?
Thanks in advance
iPad will be able to download your iPhone app and run it, but your app won't be fully compatible with it. iPad users may encounter issues such as bugs and incompatible features.
iPad users will only be able to download your app from the App Store by searching its name and filtering the search results with "iPhone Only". Therefore don't expect full visibility.
Your iPhone app will run successfully on an iPad most of the times but it will be presented with a scaled screen.

IPhone app is not compatible with IPad

I have submitted my app to Apple store, It was rejected for some reasons. One of the reasons that my app must be tested and compatible on iPad. Do I need to make my app to be Universal? The 1st version was submitted without any problem and it was not a Universal.
My question is: What do I need to make my app compatible on both iPhone and IPad?
Thanks
No, your app doesn't need to be universal. But it should run on the iPad without modification.
I'm wondering if you're bumping up against the Launch xib bug? If you're using a Launch xib (new in iOS 8) instead of Launch Images, the system will mistakingly treat it like a Universal app.
Otherwise, get an iPad and run your app on it so that you can see what the problem is.

Cordova iPhone app appearance on iPad

So I'm working on a Cordova-based app for both iOS and Android. The iOS portion of it is meant to run only on iPhones and iPod Touches.
When I last submitted my app for reviewal, I got this rejection message from them:
2.10: iPhone Apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution
Thing is, here is what my app looks like in an iPad:
I hunted around for another app that is also running on the iPad at iPhone sizes, and I found FourSquare:
As far as I can tell, they're running at the same resolution.
I did a $(window).width() and .height() call in my app, and I get 320x480, which as far as I can tell is the resolution of the original iPhone.
I found this other SO question here that addresses a similar (I think) problem: 2.10 iPhone Apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution
But when I check my settings ([project target] > App Icons and Launch Images), "Launch Images Source" is set to LaunchImage, and "Launch Screen File" is blank. (my experience with native iOS settings and storyboards is limited, so I'm not sure if I'm correctly implementing the solution prescribed in the linked SO question).
I also found this other one here: Make an iPhone specific app work on iPad to meet Apple requirements
It talks about editing one's .plist file to remove all references to iPad. I found two entries in mine, 'CFBundleIcons~ipad' and 'Main nib file base name (iPad)', both of which have no values (the value column is empty). Should I remove those? I'd run them to try, but I'm slightly afraid I might explode something beyond repair (plus the time taken to try, submit for review, and wait for Apple to get back to me is infinity+5 seconds, and the project's already behind schedule as is :( ).

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