I would like to capture the NFC payment details in an app and was hoping this would be available if the NFC payment was launched from my app. I just need to know the amount paid, and merchant.
Going through Apple's docs, all I can see is software implementations of the Apple Pay with Touch ID, I can't see any references to integrate the Apple Pay NFC.
This is not possible as Apple's implementation is meant to conceal this data. That's the reason you can't find anything in their docs about it. Apple Pay via NFC is initiated by the contactless payment terminal and not "launched from [your] app". The data like the tokenized Primary Account Number (PAN), Cardholder Name, Expiration date, etc is sent from the Apple device to the payment terminal and up to the cloud via the merchant's infrastructure. Check page 19 of the EMV Overview Guide to get an idea. The Apple device unlocks the data from the Secure Element (after TouchID access granted) and shuttles it over NFC and most likely won't ever expose these details to the App layer. The approach runs inline with their statement "Keep your purchases private." If the transaction is approved the payment terminal will send a Transaction Certificate (TC) over the NFC link to alert the Apple device the payment was successful. No amount paid or merchant name is sent over with the TC according to the spec. It might also be worth reading this post to better understand how the Apple devices only act as contactless cards and not readers.
The best way to get involved with the customer transaction is offering an InApp payment experience at the store. Whether it be through iBeacons or geolocation, launching the retail app in context can allow customers to purchase through Apple Pay InApp rather than NFC. This provides you more opportunity to get the merchant and transaction amount since your app is in control vs the NFC stack. It's tricky to cover the checkout workflow but doable.
I hope this info is useful and guides you to some other options to get what you need done.
Related
I have a question about apple review system.
I have a website where user can subscribe to different plan through 3rd party (the subscription is linked to user’s account) to access to some content.
I have also an iOS application that not let user subscribe to this plan directly from the app (just an informative message to says user that subscription must be made from my website, and their is no redirection to my websites like spotify do it).
Is the application will be rejected because it’s not use In App Purchase ?
Thank you for answer
You should use In App purchase for this purpose. If you don't, your app might get rejected with the following response from Apple.
We noticed that your app contains a payment mechanism other than in-app purchase for digital content or to unlock features or functionality within your app, which is not appropriate for the App Store. In-app purchase is the only valid in-app payment mechanism for digital content.
Note: Continuing to hide functionality within your app or other dishonest acts may result in the removal of your apps from the App Store and termination of your Apple Developer Program membership and all associated memberships.
Next Steps
To resolve this issue, please remove all external or third-party payment mechanisms and implement in-app purchase to facilitate digital good transactions, including unlocking features or functionality within your app.
If you believe your use of an alternative payment mechanism is a permissible use case, please respond directly to this message in Resolution Center with detailed information.
you may visit it for further information and guidelines.
https://developer.apple.com/in-app-purchase/
I am developing an music application that charges user per songs are played. I have an a registration functionality that helps user to sign up and register their card with some files: name or card, card number, expire date etc.
I am concerning if getting card info will be rejected by Apple. My assumption is the songs I buy are approved by Apple.
I am really appreciated with any suggestions.
In order to handle branded credit cards from the major card schemes (Including Visa, MasterCard, American Express, Discover, and JCB) your system/backend should be PCI DSS compliance (The Payment Card Industry Data Security Standard), Which is a proprietary information security standard to ensure security of the stored/transmitted card information over the open network. Of course Apple will reject your app if you are not PCI compliance. This is an expensive process and it needs constant supervision and maintenance of the backend server. Still if you wish to handle your customers' cards by yourself, Get started from here.
There are few workarounds. You can simply use third party service providers such as Paypal or Zooz payments instead of handling customer card information by your own.
Also you can go for Apple in-app purchase which is the native mechanism/framework for payments handling. Infact i recommend to go with Apple in-app purchase so you don't have to worry about any card information handling and there is really less work to implement.
All the above payment options i mentioned here are supporting Subscriptions, One time payments, etc...
I have developed an app like money wallet (e.g. paytm), where user can request money to each other and transfer money to each others account. with every transaction of user, Admin will get some fixed percent commission.
As app is for one small town only,right now user will have to manually contact admin to load money in his wallet or to withdraw it.
I want to submit my app on iTunes store. I know to use any digital content, services, unlock features we need to use In App Purchase. And for any physical good we need to go with any other third party payment gateway.
So I am confused that will apple approve my app or not. Please help.
Thanks,
First, you never know if Apple will approve or not. The only way to know for sure is to submit and see what happens.
Your description of features sounds like you are probably taking the correct approach.
Its important to use In app purchase for unlocking content/features:
Apps that unlock or enable additional features or functionality
with mechanisms other than the App Store will be rejected
And equally for real world purchases to use something else:
Apps using IAP to purchase physical goods or goods and services used
outside of the App will be rejected
The complete guidelines can be found here https://developer.apple.com/app-store/review/guidelines/#purchasing-currencies
And again, its Apples own words:
This is a living document, and new Apps presenting new questions may
result in new rules at any time. Perhaps your App will trigger this.
I tried to submit using paytm integration sdk, and after that my app got rejected
following is reply from App Store
Guideline 3.1.1 - Business - Payments - In-App Purchase
We noticed that your app or its metadata enables the purchase of content, services, or functionality in the app by means other than the in-app purchase API, which is not appropriate for the App Store.
Next Steps
While the payment system that you have included may conduct the transaction outside of the app, if the purchasable content, functionality, or services are intended to be used in the app, they must be purchased using in-app purchase, within the app - unless it is of the type referenced in guideline 3.1.3 of the App Store Review Guidelines.
Please see attached screenshots for details.
Since your App Store Connect status is Rejected, a new binary will be required.
I'm about to develop an app (for iOS and Android) that allows users to create a collection of digital content from their phone (e.g. some videos and pictures), and send that content to other users who can consume that collection on the same iOS/Android app. I'd like to bill users for sending a collection, because this process involves uploading and processing the collection to the cloud (which I pay for) and the recipient's app downloading it again (causing traffic costs). Note that I don't want to charge any money from the recipient!
The way I see it, producing such an iOS app is not possible (because Apple will reject it, see App store guidelines and In App Purchase Guidelines) for the following reasons:
Setting a fixed price for the app ("paid app") is not reasonable, because I want to charge the user each time he sends a collection, so IAP (In-App-Purchases) would be more reasonable
The IAP-logic/flow would be that a user can create the collection in the app for free and then, when he clicks the "send collection" button, he is asked to approve a purchase, in return he gets the link that he can send to his friend. The logic would essentially be the same in the Android app, using Google's "In App Billing"
Such an app could be rejected by Apple because of rule "11.3. Apps using IAP to purchase physical goods or goods and services used outside of the App will be rejected" - because the user essentially paid for hosting the collection, and that collection can be used outside of the app (by an Android app user for example)
OTOH it's also impossible to use external means of payment. For example, I was thinking about forcing users to first create an account on my website, where they can pay for a voucher (with Paypal, say) that enables users to send collections. They'd first need to log into their account in the iOS app and then they might see a warning that they have not yet purchased (or no longer have) any credits for sending a collection. The IAP guidelines forbid me to directly link to my website with a note saying that users can pay for additional credits by other means. When Apple engineers sees that message during review (assuming they aren't putting very bright people in charge) the app might be rejected, too. Even if it were not, this work flow is very uncomfortable for the user, I'd prefer IAP as this also makes accounting (taxes and earnings for my company) a lot easier.
I'd like to get your opinions on this. Please note that I might be "too hard" on myself. As a matter of fact, I do know apps that have been approved to the store that do exactly that, see e.g. here and here. Maybe they have been approved because paragraph 11.3 actually just forbids the ability to purchase the functionality of uploading (converting a collection to a link) and then use this functionality somewhere else - effectively that would mean "to buy credits for an external service" mechanism. My app wouldn't do this. You'd have to do the purchase and the upload/convert-to-link functionality would only work on that device where you did the purchase.
Any thoughts?
I have similar experience with an app i worked on. It was a GPS device showing tracking data in the app. The device uses cellular data to send tracking information and we need to collect a fee to pay the SIM provider which is an external service. We did this using Stripe payment but Apple rejected the app and asked to implement In-App purchase. Because we were blocking the user and asking to pay in the app that looks like we are asking payment for app digital content.
Based on my experience, to answer your question :
Yes you have to use In-App purchase and it can be Consumable type. When user try to send a collection, show a consumable purchase type. Keep track of the purchase in the server using purchase receipt, collection id etc.
Even though the amount collected is used for hosting and web traffic, you can term this as a service fee for managing/sending the collection. Behind the seen, you use this fee to pay your hosting provider or anyone else, that's up to you. Apple won't reject the app for this reason. Because you are charging a fee for digital service you are provided in the app. In apple guidelines, external physical service means, for example taxi charge in Uber, shopping goods price in amazon etc.
This is very common mistake developer often doing while choosing the payment options for any Payment related feature into application. Specifically in iOS there are new rules defined by the Apple for choosing the payment model for your application.
Here are some important points :
If your application having some points system or coins system for which you needs user to pay for than you must use the inApp purchase. And inApp purchase must be of type Consumable. So it will be purchasable multiple times
If your application offering any pro features or facility inside the application you must use inApp purchase. Type will be non consumable. (Note : For Non Consumable inApp purchase you must give Restore Purchase option into your application other wise your application will get rejected.)
If your application is providing any feature or any internal content access for limited time than you must use the subscription based inApp Purchase.
If your application is selling any physical goods than you must use any third party payment options. You can't use inApp purchase for it.
If your application is selling external services or any donation related feature then you can't use inApp purchase for it. This will be a complicated case & in this case according to the apple guidelines you should use the Payment gate way with Webview redirection. So the user will do the payment from the Webview redirected component.
Hope this helps to everyone.
My iOS app got rejected because we charge users with Stripe's payment service, and Apple requires us to use IAPs for payments.
We deleted the Stripe reload balance module from the app. Now the only way to recharge it is for the user to go to the website and make the payment. Does this solution work or does the app still have to use IAPs?
Apple has explicitly requested any submission to go through their iAP for any payment. Your rejection is expected and normal. You have two choices, asking a user to pay through iAP or accept the payment on your website. Both works, but you can't and can't explicitly ask your user to pay you directly.
Let's take Dropbox as an example. You can upgrade Dropbox account on their website. It works. But Dropbox isn't allowed to encourage you to do the upgrade in the app itself (unless the payment goes through Apple). That is, you can't do something like a button in the app that takes you to the payment form on your website. If a user knows how and where to do it on the Dropbox website without being told to do in the app, good, Apple doesn't take that 30% commission.
Unless your service is popular, most users wouldn't be bothered to goto your website and give you their credit card number for a purchase. You should consider just giving the 30% commission to Apple, you'll get more sales.
You are required by Apple to use IAP, and can only use IAP, if you are using the purchase to unlock code in the app. You may use other payment systems only if you are selling real world goods and services or, in certain circumstances, files that are being downloaded from your servers. If you use other payment systems they must be used outside of the app. This is explained in the app review guidelines, section 11.
Note that requiring the use of IAP for sales of code distributed by Apple may not be an issue under anti-trust laws. But in any event, if the "market" is smartphones then Apple is not a monopoly player since their market share is limited.