Is it just me or the Smart App Banners stopped working? I use them on many of my client's pages, but since iOS 9 came along, the banner doesn't show app anymore offering people do install the available app.
e.g.: this is one of them that are not working anymore, and the app is there, available.
Related
I got an email from Apple that apps now require iOS13 + storyboard for app launch screen for existing apps. (I do not use storyboard for main app functionality)
I have developed a couple swift1/swift2 based for schools a long time ago. (Still works well)
Can I somehow ditch the app store and then provide direct access or download for school pupils?
i.e. is there any way forward to simple keep the apps-as-they-are? Maybe limited download availability?
Or will I have to take plunge back into app-building?
The requirement of a Storyboard launch screen is only when you need to submit an app update. If you are not wanting to update your app any more, then it won’t stop working because of this new requirement.
Regarding distribution outside of the App Store, you could use Adhoc distribution which requires you to know the device ID’s of the devices you want to install it to.
I have an augmented reality app that utilizes the dynamic link feature of firebase to transition between web app and mobile app. This has been working seamlessly for the past couple of years, but has started causing an issue in the latest release we created in the past few weeks. When the user taps on the button on the web app which contains the dynamic link to transition to the mobile app, if the user does not have the app install they will see the 'Open link in app' page and if they tap OPEN it takes them to the appropriate app store (apple or google) to download the app, this is fine. However, after downloading the app if they tap on another link it takes them back to the 'Open link in app' page, as though they do not have the app installed.
We've tested numerous scenarios but if you restart the iPhone it will resolve the issue so it is almost as though a restart clears some sort of cache on the device and it then recognizes the app is installed.
Again, this was working perfectly and still is working on Android so it is limited to iOS and possibly may be related to iOS 13.3.1, I cannot say for sure.
Has anyone else seen this issue and have you been able to resolve it? The app is built in unity and uses firebase for dynamic links and push notifications.
I would appreciate any advice you can offer?
Is it possible to create a native iOS app which only services as a wrapper for a pwa?
So the native app has no functionality other then to load the pwa inside of it and some background functions like push notifications.
This way I would like to create the functionality of push notifications, but still only have to create a pwa.
So when you open the native app this app will open the pwa (In my mind it looks similar to an iframe inside the native app). Everything will happen in the pwa, but we can still send push notification and use other features which are not yet available in the pwa.
If this is possible how can this be accomplished?
Apple writes:
Your app should include features, content, and UI that elevate it beyond a repackaged website. If your app is not particularly useful, unique, or “app-like,” it doesn’t belong on the App Store. If your App doesn’t provide some sort of lasting entertainment value, it may not be accepted.
Link here
I've heard that they are very consistent in not allowing apps outside of their guidelines and as long as you are not giving additional value in the app, that is not present on the website (your PWA), it will not be accepted.
I still have not heard anyone who succeeded with the wrapping alone, but if there are cases I am very interested to know too.
I think Apple will not approve your app
I recently released my first app on the app store (August 5, 2014 release). When I was testing the app the test iAds seemed to never go away. Now, the actual app available on the app store isn't displaying any ads. I have read similar question, where iAds didn't work at first, but everyone says they started working after a little bit. However, mine seems unique in that it made six impressions right after it was first downloaded (6 requests, 6 impressions), but it hasn't done anything since. Is this a programming error and that's why my requests are low, or is this common for iAds on new apps?
Thanks. Oh, and I added ads using the method shown in this video https://www.youtube.com/watch?v=u5XcVnHCQ0w The app uses Sprite Kit and was designed for iOS 7.0. There is only one view controller and it only displays banner ads. The app also uses Game Center if that is of any importance.
iAd takes a few days to look at new apps and then approves those for the iAd network. It is normal that you will have to wait a little bit.
I developed my first iphone app recently and would like to port it to an ipad. I've got a couple of related questions.
1) from what i've read, it sounds like creating a universal app will increase the size of the app that the user will download onto their iphone/ipad. is that right? my app is not small right now and i'd like to add some functions to the ipad version. Its something of a disincentive to package a universal app if it means a larger app for iphone users who won't benefit from the added functions added to the ipad app.
2) is it possible to have separate apps for the ipad and iphone but only make users pay for one version of them, if i don't go for a universal app? That is, if someone pays for the iphone version right now, i'd like them to have the ipad version for free when i finish it in about a month. is that possible outside of a universal app?
thanks,
rich
1) Yes, a universal app has everything for both versions so it is bigger. For a user that wants the app on both types of devices this isn't really a problem.
2) No, there is no way to have two separate apps such that the user can have both while only paying for one. At least it's not possible through standard means. If you make both apps free with IAP, then you could have your apps generate some sort of code that could be entered into the other to grant full functionality. Such a scheme is a lot of extra work.
Try to do a universal app and see how big it gets. All of the code is shared and as long as you don't have too many iPad-only full screen images or iPhone-only full screen images, the universal app isn't much bigger than a non-universal app.