I'm working In-App Purchase, i follow this tutorial. Its working well.
I have no. of videos in my project I put all my videos in my App. now my app size is comes around 850MB.
Now the user going to buy the paid version or not, But every users need to download the 850MB size app. I think its not good practice
Is it possible to change, after user buy the product we can download the videos to App. I hope it will reduce the size of app initially and good work too.
Can any one help me for this ?
Apple can host your in-app purchase content, if it is non consumable. This way, when the user buy the content through in-app purchase, it will be downloaded.
Have a look at this step-by-step guide.
Related
Building an iOS App in Swift. Quick question about IAP's I want to implement. Currently, I have my In-App Purchases fixed in my app. Meaning, I would have to push an update to the app in order to change the visible information about the IAP, etc.
Does Apple allow me to store this In-App Purchase data in my cloud(Parse), or does it have to be local? Of course, the IAP's would have to be approved in iTunes Connect, but don't have to be used if they are approved.
My goal is to alternate through different plans without having to go through an entire app update.
I feel like the answer is a big obvious yes, but I just wanted to confirm before I begin coding it all in.
Thanks!
It's up to you to decide where to store In-App Purchases.
Here is Apple documentation about storing in-app purchases data.
How to store product identifiers:
Every product you sell in your app has a unique product identifier.
Your app uses these product identifiers to fetch information about
products from the App Store, such as pricing, and to submit payment
requests when users purchase those products. Your app can either read
its list of product identifiers from a file in its app bundle or fetch
them from your server.
How to store associated content for purchased package:
You can embed that content in your app’s bundle or you can download it
as needed — each approach has its advantages and disadvantages.
Embed smaller files (up to a few megabytes) in your app.
Download larger files when needed.
Personally I want to say that all projects I was working on used remote server for getting in-app purchases data.
You don't need care about app approval in this situation.
Yes, It is possible to store In-App Purchases on the Cloud(Parse).
The in-app purchases for iOS are done through the Apple app store. We do not take a cut or interact with the transaction in any way. We simplify the process of setting up in app purchases, take care of interacting with the Apple server, perform receipt validation to ensure your purchases are done securely, take care of delivering the purchased content through PFFiles if you choose to use this mechanism and also provide an easy to use UI component for use in your app.
if you want to know in detail visit here http://blog.parse.com/announcements/in-app-purchase/
Yes, you can do that using parse in swift(youtube)
and parse doc.
I am developing an application. In this application new user will get access to download three images from my own PHP server. After downloading 2 images he then needs to purchase subscription for (1-Year) via an in-app-purchase. Then user will be able to download all available images from the server.
After completion of 1 Year subscription the user will need to renew his subscription, otherwise all downloaded content should be deleted from his device.
How can I approach this requirement using InAppPurchase? Which type of InAppPurchase do I have to implement (Consumable, Non consumable or Subscriptions)?
If you want the user to auto-renew, use an Auto-renewing Subscription.
If you want the user to manually renew, use a non-renewing Subscription.
The use cases for both of these are covered pretty clearly in Apple's documentation: "Getting Started with In-App Purchases on iOS and OS X" ( https://developer.apple.com/in-app-purchase/In-App-Purchase-Guidelines.pdf )
The user experience for each of these is different and you'll need to take that into consideration in addition to the coding complexity when you choose which path to take.
There is no one "right" answer, only the one that's right for your intent and audience.
I am working on an app that basically allow user to upload some videos and docs. Client wants to add payment for uploading contents. Like if user upload 10 photos, its free but for more than 10 user has to pay some charges say 5$ for next photos.
I just want to know that can i use the third party payment options like PayPal or similar or i must use the In-App purchase for it.
I gone through the apple guidelines but nothing mentioned for uploading content.
I'd say the review guidelines cover your situation pretty clearly:
11.1
Apps that unlock or enable additional features or functionality with mechanisms other than the App Store will be rejected
Check them out here: https://developer.apple.com/app-store/review/guidelines/#purchasing-currencies
I plan to sell offline maps in my app:
http://developer.skobbler.com/#plans
To do this I would like to add two consumable items to iTunes Connect:
- one small map
- one large map
After a purchase it will be possible to download the map until it'll be downloaded successfully. Then map will be marked as "downloaded". If user deleted or reinstalled the app, he'll have to buy the item again. But if app data will be transfered to another phone or restored then purchase will be saved.
How does it fit to AppStore policy? Does anyone have this kind of experience?
If you are planning to add the Map feature with inApp purchase than I have some suggestions that you should follow to keep it under the App Store review guidelines & to make sure it gets approved easily without any issues.
Important Points :
First highlight this as a pro feature. You have 2 different Maps with 2 different inApp purchases. So you can highlight inApp purchase screen with 2 different pro features
Second important thing is you have mentioned here you wants to keep it consumable. Which is not possible. You must keep it Non consumable inApp purchase.
As per the current rules you will have to add Restore purchases button into inApp purchase screen. So if any user has already purchased can restore it & use it again.
Hope this helps to everyone.
I know that as a developer you can give away codes so that users can download your app for free. Is it possible to do the same for a subscription to content within an app?
No, it's not possible with in-app purchases, you have codes only for download apps.