Game Center Achievement Analytics - ios

I've been installing achievements into my iOS game recently using Game Center, and all appears to be fine.
What I'm wondering is is there anyway I can gather analytics on these achievements? I can't see anything explicit in iTunes Connect so I'm looking for something else I imagine.

If you use flurry analytics you can easily do this. If you are looking for an iTunes Connect or Apple way of doing this there is no feature.
Flurry is 100% free to use and extremely easy to install into your app. It's pretty much drag and drop a few imports and then you're just added one line of code to track specific things.
How I suggest you do this is insert the [FlurryAPI logEvent:#"EVENT_NAME"] call in the same statement that you call an achievement in your iOS game.
Currently you can see in my game what the analytics look like:

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Running iOS app in the background without user interaction

Hey all I’m new to the world of Xcode and building apps.
I am wondering if it were possible to have an app run in the background and have it listen to the photos library and if it finds a new photo has been added it would automatically upload that to some type of rest api call without the user having to interact/do it manually?
This will only be used in my household so I’m not looking to get it into the App Store or go through any approval process that apple does if it were going to be in the App Store.
So before I spend too much time looking around - is this possible with iOS 14+? Only thing I have come across that remotely sounds like something that would work would be this PHPhotoLibraryChangeObserver but I’m not sure if the user has to interact with it in order for it to be used or not? I’m open to any suggestions you more experienced Xcode programmers have about the above.

Xcode 9 Swift 4 AR app add ads

I am trying to add iads to my Xcode9/Swift 4 AR project.
From searching online, adding iads to the viewcontroller should be as easy as dragging the iad banner view into the main.storyboard, however there doesn't seem to be any options for ads in Xcode 9. Is this something with the new Xcode version? Or do I need to install some sort of add plugin to use iads. If for some reason iads got removed from Xcode I could always fall back on adMob for IOS.
Thanks, any info helps!
As far as I know, iAds have been depreciated. There are multiple in-app ad services which you can use, one of the most popular ones is, as you mentioned, AdMobs.
You would need to create an AdMob account, and install the Google AdMobs SDK, which is easily done through terminal/CocoaPods.
To create ads you need to first create an Ad Unit, after you've signed up to AdMobs.
Once you have done that, use this documentation, depending on the type of ad(s) you wish to display, to invoke and display ads. Keep in mind, different ads which require different delegates/methods.
But in regards to your question, you are not wrong nor is there any issues. Simple iAds have been abandoned, in essence.
iAd App Network got shut down at the end of 2016. You should use adMob as you stated, or some other form of ads for your app.

Adding Game Center turn-based multiplayer to an existing bundle id

I'm trying to add TBM to an app that already had a few versions released on the App Store (including game center leaderboards).
To get started, I first created a new test app on itunes connect and implemented all the basic methods I would need; everything was working smoothly.
I then proceeded to integrate the framework on my live app. It sort of works, but it has a few issues. The most obvious ones:
receivedTurnEventForMatch never fires
Game Center notifications are never received
Long story short: I went back to my test project, replaced the bundle id with the one from the live app, and this way it has exactly the same issues.
Of course, Game Center is enabled on this app and leaderboards are working as expected.
Any idea on what might be the issue? Is there any particular care to take when extending GC functionality to an existing app?

Is the leaderboard mandatory for a game to be accepted?

My app has just been rejected for the following reason:
10.6
We found the following issues with the user interface of your app:
Did not integrate with iOS features. For example, the leaderboard should integrate with Game Center.
These examples identify types of issues discovered in your app but may
not represent all such issues. It would be appropriate to thoroughly
evaluate your app to address these types of issues.
I don't have any leaderboard in my game, just a score at the end of every turn.
Is the leaderboard mandatory?
Please refer the attached screenshot which was taken from apple documentation.
The best thing to do is just add the leaderboard, and integrate it to the Game Center.
On the other hand, there may be other reasons for the rejection, the Game Center integration is just an example. If you do sound without using Core Audio, they would reject you too, etc

Adding in app purchases to an Open Feint powered game

I am developing a game with cocos2d-iphone and I am going to add in app purchases.
AFAIK my options are Open Feint X and MKStoreKit.
I still don't get what's the benefit of using Open Feint over MKStoreKit. Why would someone pick Open Feint?
Why would someone use any 3rd party library over Apple's?
I think the question is moot because OpenFeint added IAP as a service to their existing developers. Meaning developers who use OF primarily as a social platform. And anyone who likes to use an all-in-one solution, from FB, Twitter via Game Center right down to IAP. From what I understand MKStoreKit is just an IAP wrapper with no other features.
I ended up adding some logic to MKStoreKit.
You can get the code from my fork.

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