I have made several xcode versions for different sizes on the iphone (iphone4,iphone5, iphone6, iphone 6+, all which have different storyboards, due to the different sizes. Due to the complexity of my app I wasnt able to do constraints. Is there any way I can upload different versions of my app for different platforms on the app store?
For example, I want to upload my Xcode project for iphone4 to the app store, so that it is available for people with iphone4, and I want to upload my other Xcode project for iphone5 to the app store, so that it is available for those with iphone5.. and so on.
Thank you. This is the first time I have ever uploaded an app to the Apple app store so any help would be greatly appreciate.
One suggestion, for that problem you can use the new "size classes" in xcode 6. I recommend you watch the WWDC video and read this document. Doing that you only have to have one app.
https://www.codefellows.org/blog/size-classes-with-xcode-6-one-storyboard-for-all-sizes
It would be good if you use single app using adaptive layout for different version of device
In iTunes Connect you cannot create apps with same name,sku number,bundle-identifier .Those details should be unique . If you want to create different version apps for iPhone4 and iPhone5, then you have to create different apps in iTunes connect with different Names and Bundle identifier for different versions.
Please refer this before submitting Apple to reject any apps that don't use iPhone 5 displays as of May 21st
Related
I'm shipping two binaries; one for iPhone/iTouch and the other for iPad. It's the same application.
Will Apple ensure that the user will never receive an iPhone version of the app on the iPad? If YES, then I don't have anything to worry about, but if not then I do have a problem.
The reason I ask is the iPhone application will simply not work correctly on the iPad because the server knows it's an iPad and will deliver the iPad HD content to it and the iPhone cannot handle that. I would rather not hack my application to send the server a fake device type if running the iPhone app on the iPad in order to receive the correct resources.
Suggestions?
I've been looking for this for a while because I couldn't prevent the iPhone app to load on the iPad. Searched a bit to understand why this was happening, followed #hotpaw2 instructions and found this on the official apple store rules:
UPDATE:
2.4.1 To ensure people get the most out of your app, iPhone apps should run on iPad whenever possible. We encourage you to consider
building universal apps so customers can use them on all of their
devices. Learn more about Universal apps.
https://developer.apple.com/app-store/review/guidelines/
The SDK and/or App store rules prohibit you from preventing an iPhone app from running on an iPad in 1X or 2X zoom mode, unless there are other requirements listed in the app plist. Apple's app review is known to test iPhone-only app submissions (unless there are other requirements) on an iPad, and reject the app if it doesn't run properly.
Other requirements (as listed under UIRequiredDeviceCapabilities in the app's plist) might include your app requiring telephone capabilities (or healthkit, etc.), which might help you temporarily, but still won't prevent the app from running on some hypothetical future iPad product that includes telephony capabilities (and/or healthkit, etc.).
Actually you can.
Add telephony to UIRequiredDeviceCapabilities in your plist file.
But i really not recommend it and maybe you could get rejected because of gratuitously using this property.
I think you should handle that there are iPad versions and iPhone versions on iPads, use the second one as an iPhone.
Also don't forget that retina iPads will use upscaled applications at retina resolution while none retina ones use the standard resolution. And this behavior can tweaked using jailbreak tweaks like RetinaPad and FullForce.
In the plist settings, add Application requires iPhone environment and set the boolean to YES
When submitting an iOS app to iTunes connect, is it possible to exclude 3.5" devices? I do not want to support this screen size, just 4" and above.
I checked the iTunes Connect App Properties documentation and the App's Metadata documentation and unfortunately there doesn't look like there is an easy way to restrict your app from not being downloadable onto a iPhone 4S and older device.
But one thing you could try doing is setting your app to build for armv7s & armv8 (see this related question for more elaboration), or if that doesn't work, you could try throwing a "you need a modern iPhone in order to run this app" if it's launched on a smaller screen. This might be okay if your app is free, but you certainly will have an interesting time getting it onto the store if it's a paid app.
I have never submitted an app to the appstore, but I will in the near future.
So far I am becoming quite comfortable with designing for the IPhone but not the IPad.
I understand that by putting a universal PAID app on the appstore that the customer would only have to pay once to have access to both the iPhone and Ipad versions.
What if you submit an IPhone app for $0.99. then later decide you also want an IPad App version for $0.99.
Would the consumer have to purchase both?
Or is there a way to tell Apple that "this is the IPad app" of this IPhone version, and so the consumer would only have to pay a one time fee (if he has already purchased the Iphone app = free download for Ipad App).
Thankyou
If you want just one app at one price, you can submit the app again (in a subsequent version) as a Universal app that runs natively both on iPhone and iPad. This kind of thing happens quite often, as developers expand their horizons...
If you submit an iPhone only app and an iPad only app they will be two separate apps with two different names and two separate prices. People do that - the New York Times app works that way, I believe - but it isn't as common. For one thing, it's confusing, because the iPhone version will run on the iPad, but as an iPhone app, so the user may not realize this is the wrong app (and it will probably look kind of crappy).
GoodReader is another well-known example where the iPhone version and the iPad version are two separate apps: see http://www.goodiware.com/goodreader.html
I have created an ipad application. I still haven't uploaded it to the app store, this application has a specific bundle ID.
Meanwhile, I was creating the same application content and features but compatible only with iPhone/Ipod devices.This application has a different bundle ID and a different Xcode file.
So, now i have two Xcode files, one for the iPad and the other one for iPhone, each one with different bundle IDs.
The next step would be uploading this application to the app store, so the situation is , how can i upload it and link two different xcode files together, one for ipad and the other for iPhone
keeping in mind, this is a paid application, so if the user has paid for it on his iPad, he should get the iphone version for free ( on the same App ID ) .
You cannot upload two versions of the same app to the app store.
I suggest consolidating into 1 file, a universal file that will work for BOTH iPhone or iPad.
Other option, would be to create a new app under a different name for iPad or iPhone / iPad only.
Excerpt from Apple's programming guide:
Creating a Universal App
A universal app is a single app that is optimized for iPhone, iPod
touch, and iPad devices. Providing a single binary that adapts to the
current device offers the best user experience but, of course,
involves extra work on your part. Because of the differences in device
screen sizes, most of your window, view, and view controller code for
iPad is likely to be very different from the code for iPhone and iPod
touch. In addition, there are things you must do to ensure your app
runs correctly on each device type.
Xcode provides built-in support for configuring universal apps. When
you create a new project, you can select whether you want to create a
device-specific project or a universal project. After you create your
project, you can change the supported set of devices for your app
target using the Summary pane. When changing from a single-device
project to a universal project, you must fill in the information for
the device type for which you are adding support.
Read the full version HERE
We have an iPhone app and want it to support iPad also.
But as I learned if you submit an app to Apple and indicate it is Universal, while in reality it is not (for example iPad is not supported at the time of submission, this is restricted by their policy).
So, what is the best way that we simultaneously allow further development of our application such that we also support iPad?
ps: we didn't want to create separate projects for iPad and iPhone since they share lot of code, but as I mentioned we encountered following obstacles.
Submit your app as an iPhone app. When you support iPad change it to a universal app when you submit your update.