IOS app size 100MB warning - ios

I've uploaded my app to the itunes connect and am using TestFlight before I release my app. When i check my build it gives me a warning about the "Universal" Device type being over the 100 mb mark for the app to be downloaded over a network connection. All the rest are around the 60MB mark.
I tested on my device, iphone 6 running 9.2.1. and in testflight it shows the app as being the correct size. But on another device iphone 6 running 8.2 it displays the Univeral size 149 and actually downloads it as that size. I don't why firstly the universal size is twice the size and secondly why is the iphone 6 running 8.2 downloading the Universal app.
Sorry i don't currently have a screen shot of the other device. but it has 149MB as the size

Sounds like App Thinning to me:
Note: Sliced apps are supported on devices running 9.0 and later;
otherwise, the store delivers universal apps to customers.

If I remember correctly, I think iTunes is responsible for making a general compiled causing a large increase in the size of the IPA. You can read more here.
https://forums.developer.apple.com/thread/17903

Related

Is there a minimum MB amount an Apple app is supposed to be

According to my iPhone 5c device my app size is 3.1 MB. When i plug in my iPhones and iPads into Xcode i go to Product then Archive and the App store estimate size of my app is 2.8 MB. I have 5 storyboards, each storyboard with it's own ViewController.h and ViewController.m. Each ViewController has about 1350+ lines of custom code. Plus i have over 40 images of various sizes. How is my app so small? I was expecting 20-25MB. Is there an app store minimum size ? In other words, can my app get rejected automatically if it doesn't meet a certain possible minimum app store size in MB requirement?
Your app will not get rejected for being to small, they can get rejected for having no functionality though! I have had apps which were under 1 MB back in the early days. If you are concerned because you have a bunch of images in the app and expect it to be much larger than 3.1 MB, I would do some investigation to see if the images were added correctly and are in fact going into the app when you archive it.

"You must provide a screenshot for 5.5-inch Retina display, because your app binary supports 5.5-inch Retina displays" while building in Xcode 5.1

I've updated an old app with a minor bug fix. The app was compiled using Xcode 5.1.
(No way to use assets catalog or to add iPhone 6 and 6 Plus images.)
But still when I try to submit it to review I'm getting this error:
You must provide a screenshot for 4.7-inch Retina display, because
your app binary supports 4.7-inch Retina displays.
You must provide a
screenshot for 5.5-inch Retina display, because your app binary
supports 5.5-inch Retina displays.
The easiest fix would be to upload 4.7 & 5.5 pics which is fine but I'm more worried about the "because your app binary supports 4.7-inch Retina displays" part.
Although it feels like a bug in iTunes connect, any one found a workaround for this?
TL;DR
We've had the same issue yesterday although our app did not state support or optimization for iPhone 6(or +).
Using Xcode 6.1 to build the IPA, we've simply re-scaled relevant images, and had no further issues submitting the app.
Update
Some developers are not encountering the issue with their app's submission, while having no 4.7/5.5 inch scaled screenshots, meaning there's a possible flag in the binary which enforces this limitation.
The longer version
Apple now demands screenshots for the new screen sizes, without being dependent on the actual app binary.
As per the Developer portal, if an app states it supports iPhone 6, it must provide at least one properly* scaled image ( * proper size is listed in the link above).
All current releases to the app store should support the latest device, including iPhone 6 and the 6+, by default, therefore the error message is terrible. There is no actual relation to the binary. Just a new iTunes Connect limitation.
This is a recently added limitation by apple as our previous release to the App Store using Xcode 6.0 did not require us to add these new scaled images.
I had this issue too and I discovered that it was because I had inadvertently set the "Launch Screen File" (General Project Settings) to the name of Main.storyboard. When I cleared that out I was able to Submit for Review successfully.

Estimated App Store Size on Xcode 6 is showing huge size (Unity iOS Export)

I have been making builds using Xcode 5.x so far. My app size (Estimated app store size) was around 55MB. Just after updating to Xcode 6.0.1. The same app is now showing 145MB. I read in few places that it is showing download app size. But this is just a speculation.
here is a link for people facing same issue
http://forum.unity3d.com/threads/estimated-app-size-increased-considerably-on-newest-unity.269245/
This is a Unity game. Is this only related to Unity's exported projects or this is a new behaviour of Xcode's "Estimated app store size"?
Finally i got my game approved from Apple and the size is 56MB (same as the build made with Xcode 5.X). So i am now sure that Xcode 6 shows downloaded size of the app or as it appears from my experience.
So don't worry :) your app is going to be what it should be.

Are non-retina images required for purely iOS7 apps? [duplicate]

The next update of my iPhone app will be targeted for iOS7 only. A couple of questions?
Does this mean I can delete all the non-retina images from my app?
If I have only retina images left do I still need to mark them #2x?
Does Apple keep older iOS versions of my app on the store so those running older versions of iOS who have bought or want to buy can still access it?
Any help would be most appreciated.
Yes you still need to have the #2x at the end. Yes you can drop all the non-retina images but could affect performance as even the newer devices will use some none-retina images but the main performance hit was to iPhone 3GS and below but as iOS 7 will not run on iPhone 3GS or below it isn't a requirement you'll just have to handle the performance issues. No Apple do not keep hold of older versions of your app on the app store, if you drop support for it then it is gone.
To answer the second part of your question YES, Apple does indeed store older versions for download.
For my app Parkable I created one for iOS5/6 then when 7 came about I specifically targeted it and dropped support for older iOS builds, now if you're not on 7+ you can still download the old version (instead of the old error telling the user to update their OS). This happens automatically as I recall, simply change your deployment target in both your project and target under the info tab.
Feel free to test if you have a pre-7 device (iPhone or iPad) and 7+ device https://itunes.apple.com/us/app/parkable/id577954935?mt=8&uo=4

Why my iPhone app was rejected?

Here is the message that appears in iTunes Connect Resolution Center:
Reasons
3.5: Small and large app icons should be similar, so as to not to cause confusion
3.5
We found that the app icon displayed on the device does not
sufficiently match the large icon displayed on the App Store, which
does not comply with the App Store Review Guidelines.
In your case, the app icon displayed on the device is blank.
< More explanation...>
So, to my understanding the app was rejected because the app icon is blank on the device, but when I install the app on my iPhone 5 via Ad Hoc distribution (which is the closest to App Store distribution) everything looks fine.
Following is the assets App Icon configuration in XCode. Is it looks fine?
Any help will be appreciated.
I found the reason why my app was rejected and I just wish to share the solution for anyone that will face the same issue.
It appears that my app was rejected since the app icon was blank on iPad devices. (Note that iPad devices are still being used by the Apple App Review team testers even though my app is an iPhone only app)
I recently started using images.xcassets for managing my app icon and loading page images. I therefore removed all related files from my app resources but the target plist file had some leftovers that eventually found as the cause to the blank icon on the iPad...
Once I removed an entry called "CFBundleIcons~ipad" from the plist file, the issue was fixed.
Thank you #Leijonien for you comment that helped me to resolve this issue!
You not meet App Icon Requirements
Create different sizes of the app icon for different devices. If you’re creating a universal app, you need to supply app icons in all four sizes.
For iPhone and iPod touch, both of these sizes are required:
120 x 120 pixels
60 x 60 pixels (standard resolution)
For iPad, both of these sizes are required:
152 x 152
76 x 76 pixels (standard resolution)
Referenced by Apple inc for more information visit Apple icon guidelines

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