iOS simulator build for Facebook app approval crashes - ios

I have done everything specified by Facebook. I even validated the sim build using the ios-sim tools and it runs fine on my Mac. There are no crashes. Has anyone had this problem before? What am I missing. here is a screenshot :
Edit I gave it another try and I got the same results. Even for the Android build. I was thinking tht maybe i sent them a zip by mistake but this time I double checked that I'm sending them a link to a .apk file to download from Mega.nz. Testing the iOS sim build on my end yields nothing since the game runs fine. I'm in dire need of some sage advice from someone who has gone trough this process. Here is another screenshot from todays rejection.

In my case I just set the app in facebook to be active for the public. This allowed my users to log in and share post, from the app to facebook. I'm Only missing the publish_actions permission. Just get your app approved on the app store and send facebook the link for that. Simulation builds just dont work for them

Dude I never tried it before but I read somewhere that if you are getting trouble to get approved by selecting iOS on submitting you can select Android as platform on submission and after approved your facebook integrations will be working fine for iOS apps too.
Doesn't cost too much to have a try ;)

Related

TestFlight build is not working same for every user

I'm new to iOS development.
I have a app built with React Native and already deployed on app store. I'm working on version 2.0 of the app. Previous version was built by some other developer company.
They delivered the source code for the version one, I'm gonna work on top of the codes of version one.
I've pushed a build on TestFlight to check if the existing codes are okay.
Now on TestFlight,
most of the testers are not finding any problems but some users can't login. Whenever they try to login, either there is an infinite loading screen or the app takes back to splash screen. The users then tries again to login but again after entering otp, user is sent back to splash screen.
Now this scenario is happening only with 2, out of our 20+ testers. We don't know where the problem is because we can't recreate the same issue in other devices.
Also, this same app with same code is deployed on google play store and working without any issue.
Has anyone else faced similar issue? Is it a problem with the test flight?
N.B: Everyone using iphone with latest iOS update 16.3
Try to log in with their credentials on your simulator/local device where you have access to logs etc.
Sounds to me like there's an issue with some specific accounts, maybe they have some properties in their accounts that has been altered/removed that's making the login process fail / load the correct content.
Edit: If there's infinite loading, have they checked their internet connectivity as well?

Flutter app crashes on launch only during Apple FlightTest

I had completed a Flutter app, which seems to work well in simulator. I then went on to release the initial version of the app to AppStore Connect and sent it to beta testers via TestFlight and they were able to test it without any issue and sent me some feedback.
I made a few changes to the app based on the feedback (nothing too drastic) and tested it throughly in the simulator which seems to work fine. But now when the users download the app via TestFlight it crashed while opening and I cant seem to fix it no matter what I try. Any help would be really appreciated
So far I have tried,
Followed this article letter to letter
Modify optimisation parameters in Build Settings as mentioned here
Tried this SO answer
Crash report from XCode is not much of use since it is not very readable (as attached in the picture).
Can't yet seem to find any reliable answer, Any help on this would be much appreciated.

How to test Firebase passwordless login on iOS?

I'm using Firebase passwordless login on my Android app with no problem but I can't find a way to test it on iOS because the email link always redirect to the App Store, which is the escape route in case it doesn't find the app installed.
On Android, the system recognizes the debug/test version as the app to open and everything works fine. But on iOS it seems the Testflight version isn't recognized as the same app, thus escaping to the App Store. And yes, I'm using the same app identifier otherwise the compilation wouldn't appear on the Testflight.
Same problem while debugging connected to the computer without using the Testflight approach.
I know Firebase has the Apple login (beta) option now, but I'm using flutter and things aren't working well for now so passwordless login is the best way to go.
I found out that I was missing a couple special steps needed just for iOS.
This page helped me adding the missing steps.
Now I can test the app on the simulator. I haven't tested it on Testflight yet.

How to test Facebook mobile app install ads “Last Mobile Install Reported” field?

I've integreated Facebook SDK, and put the code [FBSettings publishInstall:YOUR_APP_ID]; in, and it worked all right with return value true.
I'm testing it using ad hoc distribution, for some reason the field Last Mobile Install Reported is not showing up. And the Facebook app summary page I got seems to be different to other people.
My question is:
Do I need to release the app to Apple store first, then download it via Facebook Ad in order for 'Last Mobile Install Reported' to show up?
My guess is that since I installed the app as Ad Hoc to my device, not via Facebook, so that 'Last Mobile Install Reported' didn't work. It is fair enough if that is the case, as I expect Facebook to charge me only when people download and install the app via Facebook Ads. But I'm not sure if my guess is all right or not. Can anyone clarify how facebook mobile app install ads works?
I've read through https://developers.facebook.com/docs/tutorials/mobile-app-ads/ already btw.
Any help would be appreciated.
I know I'm a little late to answer this but maybe this will help someone else. I just ran my first ad campaign on fb for my app and tracked installs.
First, the way you test if your app has the fb framework installed correctly and reporting installs is:
Look for the "fb_mobile_activate_app" event to show up in fb in the App Dashboard -> Insights -> App Events -> Overview. It should show up within a minute of the app opening.
Your app does not have to be released. I was getting install data from the simulator.
FB tracks all opens and if that same user clicked on one of your ads within the last 28 days it counts it as an install.
Your app do not have to be Released to see that feature. We have seen stats even for our development status app.
Last Mobile Install Reported works for non Facebook Ads related installs as well. They basically take in any installs .
It seems like you already have a Mobile Install Reported value in place. I don't think it would report a duplicated device if you set up the Info.plist correctly as instructed in the article below. Under "Advanced steps for mobile measurement", go to step 2.
https://developers.facebook.com/docs/tutorials/mobile-app-ads/
There is a "trick" to seeing your installs.
Yes, you can test "App Installs" on the Simulator or on your device...BUT...you might not see them on the Facebook Dashboard.
Instead, first go to the INSIGHTS tab reached from the left menu on the App Dashboard.
You may see App Installs here - but you might not.
Second, if you don't see any live data for App Installs, look at the section called "APP LAUNCHES." That can be used as a surrogate indicator that your app is working.
Third, if you don't see live data for "App Launches" - look at the date range. Change the date range to extend to TOMORROW's date. Give Facebook 1-2 minutes to update with your data. At that point, now you can see that live App Launches are occurring - and thus will know that your connection to FB is working.

Getting Production data for iOS apps with Testflight sdk

I have an iOS App with Testflight's sdk 1.1 enabled to get production data. This worked well during beta testing and I submitted the same build (with sdk enabled) to Appstore and the build is approved and released.
However, I dont see any data regarding the usage in testflight live. I have been looking around to find if there are any special setup needed for that without success.
Note that I DONT have the same build version as in appstore in testflight anymore. But I figured that testflight live will still be able to show usage dat.
Anyone have experience with this? Can someone point me in the right direction
After checking around, it looks like as of v1.1, you NEED to have the same build that is submitted to Appstore to be in testflight as well. The reason is that the event matching is done using the UUID of the build.
Their support indicated that they are working on handling orphaned build events as well.

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