I sent an app to apple with iPhone-only settings. Trust me, I have looked over all the settings to make sure the target device family is iPhones. When I sent the app to apple, however, they rejected the app on the basis that: "We found that your app crashed on iPad running iOS 8, which is not in compliance with the App Store Review Guidelines.
Your app crashed when we pressed Play.
This occurred when your app was used on Wi-Fi."
I understand why apple would say this, but at the same time I do not. I tested the app on the simulators on iPad, and the errors that I got in the debugging area were:
CUICatalog: Can't find rendition for name: mainMenuPicture scale factor: 2 device idiom: 2 device subtype: 0
SKTexture: Error loading image resource: "mainMenuPicture"
On iPhones, all of the mainMenuPictures (in the asset catalogs) work fine. In fact, everything does, except that when the same app runs on iPad, this happens. In the asset catalogs, I only included iPhone and iPhone A4 screen types (so my asset consists of 1x, 2x, 3x, and Retina 4 2x images). Would this be the interference?
Please help. Thanks!
EDIT
Here are the pictures with the crashlogs and the code when it happens.
Here is the asset catalog, which works on the iPhone device family, but doesn't on iPad:
I have tried renaming the textureWithImage: to textureWithImageNamed, which returned a blank image and ran (with many more errors however). That is not the ultimate cause of the error.
It's weird that the asset catalog explicitly says "iPhone". Can you set it to "Universal" in the settings pane, assign the images to universal instead of iPhone (excluding long iPhone which is not universal) and check if it helps?
Related
I find paragraph 2.10 of App store review guidelines a bit ambiguous. It says : "iPhone Apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution"
My app is deployment target is iphone and the supposed device orientation is portait
When I tested my app on ipad simulator it looks as follows:
This is just a piece of the view to give you the notion of how it actually look like - the app view does not fit the whole frame of ipad simulator.
The reason why I got my app rejected is completely different, however I don't want to waste another 8 days to see the rejection again because of some weird issue, so that's why I ask. Moreover, do you know if they stop review when they encounter a problem? Or they always undeline all the issues?
My question is: should I do something with this ipad view even if my app's target device is iphone? If yes, what do you suggest me to do?
Thanks in advance
iPad will be able to download your iPhone app and run it, but your app won't be fully compatible with it. iPad users may encounter issues such as bugs and incompatible features.
iPad users will only be able to download your app from the App Store by searching its name and filtering the search results with "iPhone Only". Therefore don't expect full visibility.
Your iPhone app will run successfully on an iPad most of the times but it will be presented with a scaled screen.
So I'm working on a Cordova-based app for both iOS and Android. The iOS portion of it is meant to run only on iPhones and iPod Touches.
When I last submitted my app for reviewal, I got this rejection message from them:
2.10: iPhone Apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution
Thing is, here is what my app looks like in an iPad:
I hunted around for another app that is also running on the iPad at iPhone sizes, and I found FourSquare:
As far as I can tell, they're running at the same resolution.
I did a $(window).width() and .height() call in my app, and I get 320x480, which as far as I can tell is the resolution of the original iPhone.
I found this other SO question here that addresses a similar (I think) problem: 2.10 iPhone Apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution
But when I check my settings ([project target] > App Icons and Launch Images), "Launch Images Source" is set to LaunchImage, and "Launch Screen File" is blank. (my experience with native iOS settings and storyboards is limited, so I'm not sure if I'm correctly implementing the solution prescribed in the linked SO question).
I also found this other one here: Make an iPhone specific app work on iPad to meet Apple requirements
It talks about editing one's .plist file to remove all references to iPad. I found two entries in mine, 'CFBundleIcons~ipad' and 'Main nib file base name (iPad)', both of which have no values (the value column is empty). Should I remove those? I'd run them to try, but I'm slightly afraid I might explode something beyond repair (plus the time taken to try, submit for review, and wait for Apple to get back to me is infinity+5 seconds, and the project's already behind schedule as is :( ).
so today my app was rejected in the app store because of this:
Reasons
2.10: iPhone Apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution
Considerations:- This app is an iphone-only, meaning that is the only target that I chose in the tiapp.xml.- This app was already accepted once in the appstore, this is an update.- In my code sometimes I use px for imagens and sometimes DP, but I've tried switching all to DP in this screen and had even worse results.
As far as I can see, there are no errors associated with it (that means the app does NOT crash when you run it in iPad simulator) therefore I'm assuming they rejected it because of a layout problem.
Since this is an iphone-only app, iPad should run the app in compatibility mode, meaning that it might scale it up, but respecting the original sizes.
This is a pic of the app running in a retina simulator (with no problems):
And here's a picture of the app running in a retina iPad simulator (though the result is the same in a non-retina):
As you can see, everything's huge and I have no clue why. I'm running ios7.1, Titanium SDK version 3.3.0.GA and it's a alloy app.
Any help is very much appreciated, thanks.
The point 2.10 reference any resources of app. So, if you have not resources, for example, screenshot before load application, your app will be reject. The iPhone apps should have iPad resources, but iPad apps may be independent.
My problem was not the iPad resources or splash screens. Actually, I was using PIXELS instead of DP in many places in my application. This was not a problem for none of the iPhone versions, but was a problem when iPad tried to run the iPhone-only app in compatibility mode. In any case, now there's also the iPhone 6 with different resolutions so one should never use pixels.
Apple rejected my app for the reason 2.10: iPhone apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution
Information Needed
Here is my launch image
Here is apple's reply:
My code is at github: https://github.com/imWildCat/V2EX-iOS
How can I solve the problem?
I don't think it is about your app icons / launch image.
What I suggest is that you Build and run on your iPad simulator and see how your app is rendering / behaving.
A valid result is a perfect representation / functionality of your app on an iPad (with some black boarders that will be there automatically since the screen proportions are not time same between iPhone and iPad)
it seems to me that your reviewer was testing your app on an iPad and something was just not working (visually) - most likely some user input screens
I would also make sure all the meta-data on i-connect is valid.
Here is the message that appears in iTunes Connect Resolution Center:
Reasons
3.5: Small and large app icons should be similar, so as to not to cause confusion
3.5
We found that the app icon displayed on the device does not
sufficiently match the large icon displayed on the App Store, which
does not comply with the App Store Review Guidelines.
In your case, the app icon displayed on the device is blank.
< More explanation...>
So, to my understanding the app was rejected because the app icon is blank on the device, but when I install the app on my iPhone 5 via Ad Hoc distribution (which is the closest to App Store distribution) everything looks fine.
Following is the assets App Icon configuration in XCode. Is it looks fine?
Any help will be appreciated.
I found the reason why my app was rejected and I just wish to share the solution for anyone that will face the same issue.
It appears that my app was rejected since the app icon was blank on iPad devices. (Note that iPad devices are still being used by the Apple App Review team testers even though my app is an iPhone only app)
I recently started using images.xcassets for managing my app icon and loading page images. I therefore removed all related files from my app resources but the target plist file had some leftovers that eventually found as the cause to the blank icon on the iPad...
Once I removed an entry called "CFBundleIcons~ipad" from the plist file, the issue was fixed.
Thank you #Leijonien for you comment that helped me to resolve this issue!
You not meet App Icon Requirements
Create different sizes of the app icon for different devices. If you’re creating a universal app, you need to supply app icons in all four sizes.
For iPhone and iPod touch, both of these sizes are required:
120 x 120 pixels
60 x 60 pixels (standard resolution)
For iPad, both of these sizes are required:
152 x 152
76 x 76 pixels (standard resolution)
Referenced by Apple inc for more information visit Apple icon guidelines