I plan to sell offline maps in my app:
http://developer.skobbler.com/#plans
To do this I would like to add two consumable items to iTunes Connect:
- one small map
- one large map
After a purchase it will be possible to download the map until it'll be downloaded successfully. Then map will be marked as "downloaded". If user deleted or reinstalled the app, he'll have to buy the item again. But if app data will be transfered to another phone or restored then purchase will be saved.
How does it fit to AppStore policy? Does anyone have this kind of experience?
If you are planning to add the Map feature with inApp purchase than I have some suggestions that you should follow to keep it under the App Store review guidelines & to make sure it gets approved easily without any issues.
Important Points :
First highlight this as a pro feature. You have 2 different Maps with 2 different inApp purchases. So you can highlight inApp purchase screen with 2 different pro features
Second important thing is you have mentioned here you wants to keep it consumable. Which is not possible. You must keep it Non consumable inApp purchase.
As per the current rules you will have to add Restore purchases button into inApp purchase screen. So if any user has already purchased can restore it & use it again.
Hope this helps to everyone.
Related
Problem
I am working on app that has millions digital items . I want to implement InAppPurchases for this . So as this is digital content and only once unlock-able/Purchase-able.
What i have already done.
I tried to do this via consumable for same price tier but apple rejected my app and forcing to use **non-consumable.
How to handle the following:
1 - Do i need to create 30k in App Purchases at iTunes ???? (I read somewhere there is a limit of 10k)
2- Is there a way to reuse one in app purchase for type non-consumable.
I'd recommend to you to make user buy points, each point opens one item, and whenever user purchases an item, you record it to user's purchases list (for restore purposes).
I have used consumable virtual currency purchases in my game.
The user can use that currency to unlock different types of jetpacks.
Apple rejected the game saying it requires a restore purchase button.
But apple's documentation says that consumable products does not require restore.
Why is apple considering the unlocked jetpacks as non-consumable products?
Following is the message that i have received in iTunes connect.
From Apple
10.6 - Apple and our customers place a high value on simple, refined, creative, well thought through interfaces. They take more work but are
worth it. Apple sets a high bar. If your user interface is complex or
less than very good, it may be rejected
10.6 Details Your app uses intermediary currency to purchase items that function as non-consumable products but does not include a
restore mechanism. Users restore transactions to maintain access to
content that they’ve already purchased. Next Steps Please modify
your app to include an optional user registration feature that allows
users to restore their purchases to all of their iOS devices. We
recommend indicating that account registration is necessary to restore
previously purchased In-App Purchase products, and providing a way for
users to register later if they wish to access this content in the
future.
Should i make a restore mechanism for the jetpacks ?
I am using Soomla and unity3d for iap.
In summary, what Apple are saying is that you must include some kind of user registration / account feature where you are storing the users items on your server.
When they sign in on a new device, they should still have everything they have bought in your game.
It seems that Apple considers these purchases as non-consumable products because they are non-consumable products, no matter how you try to handle them in your app. If you define them as consumables, that means a customer loses them when they uninstall and reinstall the app, buy a new phone and restore their old phone to the new one, use the app on several phones, and so on. In other words, Apple considers your use of a consumable purchase to be cheating.
Your customers would feel exactly the same. If your marketing people try to maximise the flow of money from customers to your company, they should consider methods that Apple and your customers don't consider to be cheating.
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 implementing In-App Purchase in my app and test around the existing apps to get some ideas. But I found a scenario which I am quite confused on it.
I have installed an iOS app and purchased the particular levels. Later I uninstall this app, sign out from existing iTunes store account and sign in again with another apple id, then reinstall that app again (same app). Here i can again i need to purchase the particular levels.But my doubt is In-App purchase method we can use based on the purchase Apple ID or Device token ?
If the user can purchased with Apple ID ,then the user can login with another device they no need to purchased again but one user can purchase app and user can login to another users Devices is the one problem..!why because another users no need to purchase.
And if we set the Device token, based on the in-app purchase user can only login that device only ,they can't login another devices with same Apple ID,here it is a problem.
I am quite confused on it... so is the purchased items tied on device if we use multiple apple ids on same device?
I understand that I can restore my purchased items on different devices using same apple id. But how about multiple apple id on multiple devices? If I have 2 apple id associated on an device, I use one of them purchased item, but later I use these 2 apple id login to another device, am I still need to pay again to download items I have purchased on previous device?
Please let me know if my questions are not clear... I hope someone can give some idea on sharing purchased items against different devices and apple ids.And which one use the in-app purchase.
Any suggestions and comments are welcome. Thanks a lot.
IAPs fall into two categories - consumable, and non-consumable.
Non-consumable purchases (purchase level 10-15 of a game, upgrade to pro, etc) are synced across devices by the system, and are restored by the system. They are tied to the Apple ID.
Consumable purchases (purchase 5 gold coins) are NOT synced or restored. Your application needs to remember that the purchase has been made, and store information about that so that a backup and restore correctly restores the user's state. If the user uninstalls and then reinstalls, they have lost any previous consumable purchases (but they will retain all non-consumable purchases, and your application can query for these). You can, of course, sync all information about consumable purchases to your own server, but you would then need to have the user create an account with you. This would allow you to sync consumables between devices.
The Device ID (which you can't get, anyway) has no relevance.
See https://developer.apple.com/library/ios/documentation/NetworkingInternet/Conceptual/StoreKitGuide/Chapters/Products.html for more discussion.
If the IAPs are non-consumables (or autorenewables) they can be 'restored' by the user (i.e. the app would execute a restoreCompletedTransactions or refreshReceipt). I believe that the username/password log-in required to restoreCompletedTransactions (or refreshReceipt) must be the same username/password as the person who downloaded the app onto the device. Given that requirement, I still believe that a single 'purchaser' can share their single purchase of a non-consumable IAP on many devices.
I have a social network with an iOS app and a website. For the purposes of illustration let's say I'm Facebook and I want to sell the ability to post on your friend's wall.
You would purchase this item once and forever be able to post on that friend's wall as much as you want, it does not expire.
You could purchase this item many times, but only once per friend.
If you purchase this ability on the iPhone app, you would also have this ability on the web app.
How do I do this using iOS in app purchases?
It's not a subscription because it does not expire or renew.
It's not a consumable item, because you do not use it up, it would be synched across devices, and it would be restored if you re-installed the app.
It's not a non-consumable product because you can purchase it multiple times (i.e. for multiple friendships).
How do I do this?
This doesn't appear to be possible within the bounds of Apple's in-app purchase system. If it were consumable, you wouldn't be able to restore it. And you have you manually create new in-app purchases, which then get approved by Apple, to add them, so you would have to manually create a non-consumable in-app purchase for every single user. That just isn't feasible. So I think you have to find some other way to approach this problem.
You could have a consumable purchase that adds the ability to post to an additional wall, where depending on where you buy it within the app, it'll apply to the particular wall being viewed. You can sync that with your server to see what walls that user is allowed to post on, and when the user signs in on other devices they will have access to those same walls there as well, so there is no "restoring" of purchases required, especially since you can't restore consumable purchases anyway. Now I don't know if Apple would like this approach because of how the in-app purchase would essentially be doing something different (allowing access to different walls) depending on which wall you're viewing, but it's the only way I can see it working within Apple's current setup for in-app purchases.