I have few questions about Merchant Center ( payments.google.com )
I have few apps on the Google play store. In those apps people can make in-app purchases.
Is there a minimum amount of money that I need to achieve if I want to make a bank transfer and get those money? For example can I get 5$ from it or I have to wait until I get 100$.
2.How long time usually it takes to have this money in a bank account?
3.Are those payments are automatic or should I push a button ( or something like that) to start transfer process?
4.Can I print invoice for that money transfer ?
5.On that invoice there is one cumulative position for all payments or there is every single payment on it?
Thanks.
1) In Merchant Center you can configure the Payment schedule, under Payment Settings in Payments section. Here you can choose the minimum payment threshold to make a bank transfer and get money. However the transfer are executed monthly.
2) When you are eligible for receiving a payment, money will be on your bank account in few days.
3) The payments are automatic, monthly, if your earnings exceed your payment threshold specified in 1).
4) and 5) I haven't found yet a regular invoice for transfers, but when a payment is executed you can print a simple Payment Receipt.
Related
I'm selling products inside my app, that unlock items on my server. Once the purchase is through, my server needs to distribute the incoming money of the purchase to different parties.
The account that I entered on iTunes connect is a EUR account, so everything will be converted to EUR (from what I've understood).
Is there a way for me to know the exact amount I'll receive into my bank account (from the receipt for example), so I can distribute the money correctly, or does Apple simply do a currency conversion at the time of the payment?
Apple does a currency conversion plus tax calculation depending on the country it was purchased in. You can see the exact exchange rate in your payout reports in App Store Connect. More information from Apple here:
Sales and Trends estimates the USD amount of sales and proceeds based
on a rolling average of the previous month's exchange rates. Final
payments in Payments and Financial Reports are based on the exchange
rate used to convert each report currency to the currency of your bank
account.
Usually, distributing money to users before you get paid from Apple is a risky business model that's open to exploitation. Users could refund their purchases and you'd have no way of knowing until it's too late.
A safer option could be to log the unlocked items and source country the purchase was from on your server, then divide up payouts from Apple when you get them based on these figures. That way, any scammers are distributed across the marketplace as a whole and doesn't come out of your pocket.
I am developing an iOS app and i want to sell that app to certain amount for example 100$ so is there any limit to sell or no limit and i want to sell products from my app so i am using in app Purchase so here also is there any limit can any one please answer me waiting for your positive response thank you.
There are a couple of points apple wants you to keep in mind before you go for selling through in app purchase.
It should be a digital content that you give away or unlock for the user upon purchase like the full content of your app, or more levels in a game, more ammunition, subscription to the appstore etc.You can't sell like a gym membership, or any physical product using Apple's in-app purchase.
There are specific price tiers to which apple restricts you to sell. You can find a complete list of them here.
https://itunesconnect.apple.com/WebObjects/iTunesConnect.woa/ra/ng/pricingMatrix
However, You can sell items by including payment gateways like ccavenue, stripe, paypal, and sell whatever you want.
I am working on a cab application and have a requirement like need to charge 1$ from customers after completing the drop off. Is it possible to debit amount through In-App purchase? Are Pre payment and post payments possible through In-App purchase?
We cannot debit amount with out user acceptance.
We can only provide pay option to the user and user has to complete payment process by using his iTunes account credentials.
If its a cab service - its not a good idea to do with InApp purchase, as they will take 30% of your revenue.
By maintaining own wallet for App (as "Ola Money" by Ola cabs), you can have effective control of payment process. But it needs a development effort to build own wallet from scratch.
I am implementing ios app in which I want to add In-App purchase (IAP).
I want to use in-app purchase for below situation:
1) User will make registration and pay $10.
2) Now, my app will allow user to download songs. (For ex. 10 songs of $1. So user can download 10 songs.)
3) User can add more credit by again making purchase of $10. (So if user wants to pay 2 times then he/she will get $20 in his/her account. And he can download 20 songs of $1.)
4) While downloading song, my app will check whether user has enough balance or not, then only he can download data. (If there is no balance then it will ask to make payment of $10 first.)
I have make research for above situation and also looked into in-app purchase guidelines from Apple.
From that, I come across below:
1) If I will use subscription: But in that case, user will be charged after some duration (for ex. monthly payment, 3 month payment). Which I don't want. Because I want user to pay only if he wants to download data and not have balance. So I think, subscription is not ideal.
2) If I will user Consumable in-app purchase: Here, I can use it, so user can pay as many times as he want. And I need to track his balance from server side. So, from server APIs, I can check user's balance. But I think, it may conflict with Apple rules.
"Consumable items are the one exception to the requirement that your content be available on all the user’s devices. Consumable items are digital items that are used up or disappear after use and can never be reused. Examples of consumable items include virtual poker chips, in-game ammunition, or virtual supplies such as construction materials."
So, user can make payment from his iPhone device. And he can download songs from his iPad device as well. Means, purchase is sharable.
But,
Consumables are device-by-device items, so their purchase needs to be made with the understanding that they are tied to the specific device. Apple does not let you restore a purchased consumable. You should warn your users that consumables are not shareable, and make it easy for users to purchase smaller blocks of items.
So can someone helps what kind of in-app purchase is suitable for above and also according to Apple Rules regarding in-app purchase.
Thanks in advance.
User "Non-Renewing Subscription" should fit your requirement https://developer.apple.com/library/ios/documentation/LanguagesUtilities/Conceptual/iTunesConnectInAppPurchase_Guide/Chapters/CreatingInAppPurchaseProducts.htm
I am developing online shopping App for iPhone. For financial transaction, I have used PayPal SDK and also created sandbox accounts for both buyer and receiver having US based account. I also had a test with US currency (USD) and credit/debit happens perfectly on both the accounts.
But, now I need to give support of non-USD currency, i.e INR as my App will be distributed over India. The only bottleneck is, INR is not in Paypal’s currency support list unfortunately. What should I do? Suppose, buyer buys product worth 100.00 INR and buyer have US based account having $ 500.00 balance. Now at end of transaction, based on exchange rate of these two currencies, amount should be deducted from buyer's account.
How can I manage this kind of multi-currency transaction ?
#Pratik It sounds like your app will need to do its own currency conversion from INR to USD, and then perform the PayPal transaction in USD.
There are many online currency converters, including some that return their results as JSON.