Can't submit iOS app to review - ios

I'm having issues with Facebook review. I'm currently using Unity building an Android and iOS game. Android apk wasn't too hard to upload, but the iOS build is much more.
I can't download the app from App Store because the app isn't reviewed by the Apple Team, and when i try to "use an uploaded build", following instructions here : https://developers.facebook.com/docs/ios/creating-ios-simulator-build-for-review/
My build fail. I found some informations, it seems to be an issue caused by Unity, i changed SDK Version to SDK Simulator, and now i don't know what to do.
Can someone find a way to build this simulator version, can I get reviewed by Facebook without any build ? (As long as i already uploaded and Android build)

I have also had this issue. Facebook are fairly quick with their reviews so for me, the answer was to send the app to the app store and allow Facebook's Review team to download it from there to review it.

Related

Can't upload/archive iOS app "without latest Swift version" - is this a real problem?

I'm working with iOS developers overseas. I'm not an iOS developer myself.
I currently have an iOS app posted and available in the app store.
I had some work done recently to make a few changes to the app and now my developers are telling me:
"We can't upload the app because it's not archiving since our current project version doesn't have the latest Swift version".
Is this a real problem?
Their solution to this is that a lot of new work needs to be done which will be very expensive, but I'm skeptical that this is even a real problem.
Shouldn't I be able to upload changes to an app without the app having the "latest Swift version"?

iOS simulator build for Facebook app approval crashes

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 ;)

When publishing an Apple app, can a third party get access before published?

I am publishing my first iOS app to the App Store. However, the company that hired us wants to see the app work before we publish. Is there a way under the $99 developers plan to allow them to see the app work on a real iPhone?
For completeness there is another way. Although I've used TestFlight very happily for years, it can prove to be too complicated for some testers!
If your app has been approved by Apple (but you've set release date in the future), you can give people promo codes (which you can get from iTunesConnect) and they can download the unreleased app. This is great for getting your app to reviewers.
From iOS Developer Library:
Promo codes apply to a specific app version, so when users redeem
promo codes for a version of an app that hasn't been released yet,
they download the prerelease version.
https://developer.apple.com/library/ios/documentation/LanguagesUtilities/Conceptual/iTunesConnect_Guide/Chapters/ProvidingPromoCodes.html
Obviously in your case, you probably want to get your client's approval before even submitting to Apple, therefore #Anil's answer is better for you.
This is possible through multiple platforms.
iOS 8
As mentioned above, refer to the following link:
http://blog.thebetafamily.com/2014/09/10/testflight-beta-testing-ios-8/
iOS 7 and below
Test Flight - https://www.testflightapp.com (Acquired by Apple and available on iOS8 as described above)
Hockey App - http://hockeyapp.net
Test Flight is free and simple to use. All you need to do is upload the certificate and it'll take care of the rest. Test Flight used to support other OS like Android. But after the acquisition, I think it only supports iOS.
Hockey App is also simple. But only supports certain numbers of builds or projects for the free version. Hockey App provides direct update during the app launch if a new build has been uploaded.

TestFlight does not accept builds with TestFlight SDK

Trying to upload build with TF SDK I see the following error message:
Sorry, we are no longer accepting any new builds that use TestFlight SDK. Please, remove SDK and re-upload.
Does anybody know any information about this? How long it will be like that? Will it be fixed? Am I doing something wrong? Interesting, that in another TF team everything is ok and upload with SDK goes with success.
TestFlight was acquired by Apple. Android has also been disabled for TestFlight.
See the news here.
Don't worry about it. Use another mobile beta testing like
Ubertesters
Hockeyapp
Mobtest
Centercode
Appmuse
AppHost
Diawi
Burly the parent company of TestFlight was acquired by Apple a couple of weeks back. TF accepts uploads with SDK for older teams, if it is a new team that option is no longer available.
You can still distribute builds to testers though. Just remove TestFlight SDK and remove takeOff code and upload it without SDK. Obviously you lose all the SKD features, but at least you can distribute.
Here is the official announcement from TestFlight.
http://help.testflightapp.com/customer/portal/articles/1452760
If you are using the SDK for crash log reporting, have a look at Crashlytics (owned by Twitter and completely free).

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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