Does Non-Renewing subscription requires a restore button? - ios

My app got rejected because of restore button on non-renewing in app purchase. Do i have to remove restore button ? If i have to do so then how user will restore his purchases.Please help.

Non-renewing subscriptions are consumable. Therefore they cannot be restored. A restore button therefore makes no sense. You also need some kind of authentication/login system for the user. (See below for detailed explanations.)
Sources:
consumable vs. non-consumable in app purchases
non-renewing subscriptions
Update from WWDC2017: In Session #303 App Store Engineer Pete Hare explains at 3:00 that a non-renewing-subscription can be seen as "a consumable product with an expiry date on it"
There has been some debates in the comments wether non-renewing subscriptions are consumable or not, so I want to say something about it. "Consumable" means that you can consume them multiple times. Like "30 minutes of talking" in a voice-over-IP telephony application. On the other hand, there are non-consumables that you can buy only once. Like when you unlock all levels in a game app. You buy it once, and when you reset the device and redownload the app, you should be able to restore the purchase, so that you don't have to pay twice to unlock all levels. Furthermore, if you don't tap the restore-button in this case but just buy the "unlock all levels" package again, it works, but you will not be charged by apple a second time. That's why it is called non-consumable. It's some kind of metapher. An apple is "consumable". Once it is consumed, it is gone. A chair is non-consumable. You have it as long as you don't destroy it or give it away.
So, it makes sense to regard a non-renewing subscription as non-consumable. If you buy it a second time, you shouldn't pay twice, you should just use the old subscription you already have. If you reset the device, you should be able to restore the subscription once you re-download the app. The restoration is just not done by Apple but by the app itself.
I still regard non-renewing subscriptions as consumable though. I use a simple definition of consumable vs. non-consumable: An in-app-purchase is consumable, when, from the point of view of the StoreKit API, it can be purchased multiple times in the same week by the same user. All consumable IAP-items cannot be restored through the StoreKit. All non-consumable IAP-items can be restored through the StoreKit.
So, the developer is himself responsible for restoring the in-app-purchase of a non-renewing subscription, right? No, sorry. How would the app restore the in-app-purchase of a non-renewing subscription? Suppose I have an iPod and I subscribe to 1 month of listening to the Foo-radio. Now I want to also listen to the Foo-Radio on my iPad. Soo, I install the Foo-App on my iPad and tap the "restore" button. Well... what is the "restore" button supposed to do? How can it know if I already have purchased a "Foo"-subscription or not, and how long it will still be valid? Answer: it can not. This approach does not work.
In order for a non-renewing subscription to work, you have to login the user first, to tie the subscription to some online account. Username/Password, Open-ID, Login via Gmail, Facebook, etc. all would work. Then, when the user purchases an n-r subscription you have to store the fact that he subscribed on some server and link it to his account on the server. You also have to prevent the user from buying the n-r subscription when he is not already logged in. Let's continue with my iPod/iPad-example above. I download the app on my iPad, I login with Facebook, and voila, I can use the "Foo"-subscription now. There is no need for a "restore" button, because the app should check at login-time which subscriptions the user has.
There will be some additional problems to deal with. (1) For example, nothing prevents the user from logging in into 200 devices. Here the problem is not a user with 200 devices, but a university with 1000 students where 180 students share the same account. (2) If the server crashes, some people will probably lose their subscriptions. Problem (1) can potentially lead to decreased income. Problem (2) can lead to angry and unhappy customers.

From Apple: "Non-renewable subscriptions. Subscriptions that don’t involve delivering episodic content. Examples include access to a database of historic photos or a collection of flight maps. It’s your app’s responsibility to make the subscription available on all of the user’s devices and to let users restore the purchase. This product type is often used when your users already have an account on your server that you can use to identify them when restoring content. Expiration and the duration of the subscription are also left to your app (or your server) to implement and enforce." [Italics and bold added] https://developer.apple.com/library/ios/documentation/NetworkingInternet/Conceptual/StoreKitGuide/Chapters/Products.html

Apple Reviewer's current-similar response about Non-Renewing Subscriptions "Your app offers Non-Renewing Subscriptions and this purchasability type must have its own restoring function - if you have removed it please re-implement it. Furthermore, your app must also offer a function, such as account creation, such that purchases can be tracked across all of a user's devices. Please implement a login feature as well as a restore mechanism prior to resubmitting your revised binary for review."

Related

iOS In App Purchase: Changing from subscription to one time purchase

I am having a programmer code my iOS app, which he has done great. However, due to a new competitor we have decided to change from our current revenue model with In-App Purchases as subscription based to just having users pay a one-time fee. He tells me it'll take a lot of hours to make that change. Is it really true that there is no easy way around changing the code from having renewable purchases to simply have one-time purchases?
Well, this is a very objective question. It's impossible to tell you with any certainty without reviewing the actual code, but here are a few of the obstacles your developer may face:
The methods to buy a subscription is slightly different to buying a non-consumable product, however the app will need to continue to provide content users who are currently paying for a subscription. There is no way to change a subscription to a non-consumable product in iTunes Connect, and you may need to, or should ask and remind the user to cancel their subscription to prevent further renewals (you can't do this yourself or in the app, you can only link to the subscriptions page in their iTunes settings).
The app will need to check for either the subscription product (active or expired) or the non-consumable product has been purchased in order to provide the content. Support for this will need to be on the start of the app, purchase of a product and on the restore in-app purchases function.
There may be further complexities too, particularly if your app uses a backend API that syncs purchase information with a user account.
In conclusion, it's non-trivial, if your developer says it will take a lot of hours, I would be inclined to believe him.

Our iOS game just got rejected for not having restore mechanism to the life time goods

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.

How to detect if user has made any in-app purchases?

My iOS app has in-app purchases (consumable) and shows ads periodically. The idea is to remove ads after user has purchased anything. But in-app items are consumable, so after user re-installs the app, I would be unable to determine if he has purchased anything using [[SKPaymentQueue defaultQueue] restoreCompletedTransactions];, right? And I would bomb him with ads again...
What would you suggest to find out that the user has purchased anything already?
Well when a user re-installs your app (i.e. delete it and install it again) there is no immediate way of knowing what purchases did he made. That's why Apple requires your app to provide a way to restore previous purchases so that when the user performs this operation he restores these purchases for free.
For consumable items you might need to use a server for managing the purchases such that when the app loads it checks with the server which purchases the user has made and immediately enable the relevant content.
I do not know if mandatory but "Remove Ads" IAP should be non-consumable so the user will only need to purchase it once (Otherwise I believe users will complain or just won't buy it).
Some creative ways can be found here : iPhone - in-App purchase consumable correct approach
As an improvement on the situation, you could store the fact that a purchase was made in NSUserDefaults. That won't survive if the user uninstalls and reinstalls the app, but at least it survives if the user buys a new phone and restores a backup to transfer everything to the new phone.
You could have a look at Cloud Kit as well, which would store information per AppleId. It's a bit overkill for the problem, but it means you can use Apple's servers instead of your own for free. There would be a difference that if a user installs your app on six devices, makes a consumable purchase on one device, ads will stop on all of them.

Is it possible to detect when a user has re-purchased a non-consumable IAP for free?

When a user of an iOS app purchases a non-consumable item, then installs that app on a new device, it is possible for them to again go through the standard purchasing logic for that item. The app store will ask them if they wish to spend $0.99 on the item, but if they click "Yes", it will inform that they already own that item, and ask if they wish to download it for free.
I would like to track new purchases in my analytics, and not have them conflated with re-purchased items that a user receives for free. Unfortunately, it seems that this behavior is indistinguishable from a genuinely new purchase, (to the client app). Apple seems to say as much: "Note: If the user attempts to purchase a product that’s already been purchased, rather than using your app’s restoration interface, the App Store creates a regular transaction instead of a restore transaction. The user isn’t charged again for the product. Treat these transactions the exact same way you treated the original transactions."
In discussing this issue, most posts (and Apple's documentation) say that I should offer a 'Restore Transactions' button to the users. I do offer this button, but it is always possible for users to circumvent this logic, and go through the traditional purchasing route. This is where my tracking will become inaccurate.
Do I have any options? Thanks!
I am pretty sure you don't have any options for tracking a new purchase versus downloading a previous purchase for free when a user does an in app purchase. I have looked into this for the same reason of analytics and I could not find a way to do it. IAP is set up to make sure that you honor purchases made by the same iTunes account on other devices.
If your users are required to have an account specific to your app to make a purchase you could use that to know if they already have made the purchase or not. But requiring an account for purchase can lower your conversion rate.

how to prevent users sharing their apple id for in-app-purchase

I am implementing an App with in app purchase of type:non-renewing subscriptions.
according to apple documents:
If your app uses non-renewing subscriptions, your app is responsible for the restoration process.
FROM HERE
My question is, if the restoring is mandatory by apple, how to prevent thousands of users sharing one apple account with only one description?
For example, if in my app, you pay $0.99 that can use this app for 10 days, from apple's requirements, the user must be able to use app within 10 days on any his/her devices, with simply enter the credentials. However, if the user set a simple account credentials and share it with 100 people, then, the 100 people don't have to buy the subscription anymore and can use the app free during the 10 days.
Some people keep assert that people won't share their account... how do you know that? i saw people register some apple id exclusive for sharing apps and games, and only need to pay once.
Besides, i don't implement my own server and my App don't need one. Is there a way to prevent this?
Thanks in advance
Since non-renewing subscriptions seem to require the app (developer) to use a separate (non-Apple) server to deal with the restore process (for example, see How to support multiple devices with non-renewing In-App Purchase?), why not have that server keep track of the number of restores per "user"? Then you could impose a maximum number of restores per "user". Each installed app that has made a purchase could have its own unique_token (for example, see app rejected.how to track user non-renewing subscription). The user would then have to have a username/password, which would be associated with the unique_token, in order to do a restore (for example, see Restore transactions for Non-renewing subscriptions without registration; and see Registration should be always optional on non-renewing subscription?).

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