I'm building a iOS 10 Sticker App, and it works great on the simulators, but I was hoping to also test it out on few devices. When I try to run the app on an iPhone running iOS 10, it only shows me the icon, and not all the stickers associated with the app. Is it not possible to test a Sticker app on a real device due to it being in Beta?
Was unable to attach from xCode to device so I tried doing it through testflight and the stickers show up on device that way.
Related
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
So I tried to ship my iPhone app into the App Store. but it get rejected because when the App reviewer test my app they are using iPad and it seems my app is messed up.
and this was the rejection message:
We noticed that your app did not run at iPhone resolution when reviewed on iPad running iOS 10.3.1. Specifically, we were unable to Sign Up using an iPad.
So I searched that I need to make the deployment info devices into Universal. It works well on iPad when I tested out. But the problem is I'm shipping this app for iPad. and when I go to iTunes connect, they were asking for iPad screenshots.
So should I set the device deployment for iPhone or Universal?
The app must work in iPad also. choose the devices iphone only and try to run your app in ipad in 1x and 2x view.
If you want to build for iPhone only, you will need to go to the project settings > General > Devices and choose "iPhone". If you choose "Universal" then you are building for both iPhone and iPad, which is why you need screen shots for the iPad as well. If you build for iPhone only, though, the app can still run on iPad, it will get scaled up.
As for the reason why it is not working on iPad using iOS 10.3.1, you'll have to run it on a device with that version of the OS and do some debugging. The information you gave here is not enough.
I have updated an iPhone App which was workig perfectly in previously .
But now after updating Apple has rejected with following issue.
Performance - 2.4.1
We noticed that your app did not run at iPhone resolution when
reviewed on iPad running iOS 10.1.1. Specifically, the app loads to a
white screen and does not displays properly on iPad.
We've attached screenshot(s) for your reference.
I have checked in simulator 10.0 everything looks good .
But i don't have Xcode 8.1 so i can not able to reproduce the issue.
Does any one has any idea about the issue.
You should test your app on real device because in some cases some kind of storage techniques work on simulators not on devices.
I updated one of my apps to also run a little code on Apple Watch. I do not own an Apple Watch. After taking the time to do this, I found that Xcode refused to run my app on my phone, because the phone is not paired with an Apple Watch. Is it supposed to work that way? What about all of the customers who do not yet own an Apple Watch? Can they not use the app any longer?
Obvious it is. Because if you don't have an iWatch, you have to run your app on simulator only. To get iWatch simulator, click on iOS simulator -> Hardware -> External Displays, and then select Apple Watch-32mm OR Apple Watch-42mm. Firstly run your app on iPhone simulator then run iWatch app, that automatically will run on iWatch simulator.
If you just change your iphone app and run it without watch.
Click the button (it will open like drop down) of on your xcode near app run and stop buttons, just select your iphone app (its name without watchkit) and run it. It will show you just phones in selectable devices for emulators.
Other one (watchkit) show you phones + watch like "iphone 7 + Apple Watch Series 38 mm". If you select watchkit and run it. It will expect apple watch.
We've been working on a iPhone app for the last couple of months, an app that will only be targeted for the iPhone.
I have read through the Review Guidelines and spotted a potential reason for the app getting rejected under the 'Functionality' category.
"Iphone apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution."
In xcode we have targeted the app for iPhone only. To my mind this means that the app should only be available to iPhone users in the App Store and shouldn't get rejected.
My question is - Are we going to face possible rejection if the app doesn't display propertly on an iPad? Eventhough it is only targeted for iPhone?
iPad owners can download and run ALL iPhone apps in the App Store. Your app must run correctly on an iPad in iPhone mode. You should test your app on an actual iPad device before releasing it to make sure there are no issues. In general, if your app works fine on an iPhone 3GS, you should be fine.