How can I limit ios app purchasers to one account? - ios

I want to create a social networking ios app which costs money, and when the user buys it they are allowed to create only one account on the app. So the purchase is associated with the account somehow... or the app has a specific id on each device its bought on... would I need to use gamecenter somehow...
How would I approach something like this?
Any help would be greatly appreciated.

First of all, more than one person may use the device (think a family with an iPad) so what your doing is inherently a bad idea.
That said, you can use an in-app purchase to let them buy account access - check with the server first to make sure a desired username is available, then let them use an in-app purchase to buy access, and on your server tie that purchase ID to the user name. Even if they deleted the app and tried to re-purchase (while logged into the same iTunes store account) it would see a purchase had been made and essentially be the same user. It even does kind of work with multiple users as they could switch iTunes accounts (though that is a pain).
I would also suggest trying to tie it to the users iCloud account in some way, which is easier for users to switch between on an device (a family might use one iTunes account but have separate iCloud accounts).
If you don't want to give Apple 30% of the registration fee, your only option is to have users sign up on the web and pay there, then have a login they can use in your app. Then it's a matter of trying to prevent duplicate logins on you server, although as a last point of thought, I can't remember a business that succeeded by refusing people's money.

You could generate an unique id on the phone, store it in the keychain, and use that to communicate with the server.

Since you are creating your own account management system, just save the user information once they do the account creation bit and never show the option again. Because developers no longer have access to the device id, you may have problems identifying an existing user if they delete and re-install the app, but I am not sure that there is a solution to that problem.
Edit: As a commenter to this question mentioned, you can save things to the keychain. Check out this link for a good lib for modifying the keychain.

Related

How to transfer entire iTunes Connect Account's portfolio of apps to another entity?

There are many answers out there on how to transfer individual apps, but none that I could find on how to transfer an entire account. I'm exploring this as a workaround to the issue where Apple won't let me move an app that has iCloud entitlements. Even if you remove the entitlement, as long as the app has had it in the past, it can't be transferred.
One idea is to add another user as an admin on my iTunes Connect, and then have them remove me. Anybody have any ideas?
It's not possible to transfer a portfolio of apps. You can only transfer apps one-by-one and have the already mentioned restrictions. It's possible to change the team agent/account owner at least for company accounts.
If you have a personal account, this might not be possible. I had an issue with a personal developer account (account owner Apple ID no longer found in Apple's database) and they were able to change the email, but I had to prove that I'm the same person.
In any way, might be best to contact https://developer.apple.com/contact/ for that.

Private set of users for iOS App

I would like to create an iOS App for a limited set of people.
It should be possible to download the app for free from App Store, but in order to use it
the idea is that you are required to be a member of the organization, which in this case is a local sports organization.
To solve the problem I thought of giving away activation keys to members that can be entered when they create an account, and therefore only members will be using the app.
Will the app be rejected by App Store? If so, is it possible to go around this in some away?
Thanks.
No you will not be rejected by the App Store.
During the review you will only need to give the access to demo account.
Your app will be available to anyone but you are free to give the credential to any person you want.
edit
Fyi I have such apps. The AppStore only block 'discriminating' app based on carrier or location (you can choose the countries anyway), but you are perfectly in the rules if you give access only to your clients...
edit edit
2.22 like I said is against arbitrary criterias, not linked to the login mechanism
for 11.1 and so on, I understand the point, but in my case (and I think yours) there is no problem if
you sell your service before, the app is just complimentary
you dont sell anything within the app
you dont charge for the app itself or anything within the app, you charge only the use of the server/back office/whatsoever
I guess that Apple dont care, they just don't want to bypass the applestore but I dont think that it is your case.
You should try Enterprise distribution for such purpose.
Yes your app may be rejected. Check the App Store Review Guidelines. In 2.2 it says
Apps that arbitrarily restrict which users may use the App, such as by location or carrier, may be rejected
There are different alternatives.
You can opt in for the Apple Developer Enterprise Program, this'll cost you 300$ a year and requires you to be a legal entity.
If you want to test it with a limited number of people (<1000) try looking into Testflight it was bought by Apple and is deeply integrated in the development process.
No, there will not. You need to to give some demo account info as test data to review while submitting to app store in the iTunes Connect portal.
Demo use case(worked for me): Implementation is like, there need some userid/unique pin to the registered account holders to start the application. At the time they input this pin, authenticate the user with our server and give the permission to let in to the app.
Otherwise you need to go for enterprise distribution. Find more about enterprise distribution here.

Best practice for uploading app to Appstore for Client

im a developer and i have my own developer-account for IOS. I have a Prototype-App which i want to sell to my clients. All of my clients do not have a MAC and a own developer account. Im searching for the easiest way for me and for my clients for uploading the app on their dev-accounts.
So i thought, that i let my customer open a own developer-account (99$/year) and send me only the login-data. Then i can prepare and upload the app on their account. Is this possible? Can i upload from my MAC (XCode) to a different Dev-Account?
The best way to accomplish what you want is for the client to setup their own dev account but instead of giving you their credentials, they should add you as a collaborator. Given that you will be handling everything for them, they may as well make you an admin (although a technical role may work as well).
One of the annoying thing with iTunesConnect is that a login can only be attached to one account.
If you already have an iTunes Connect account for distributing another
media type besides apps (music, TV, movies, or books) or for
participating in the Volume Purchase Program, the same Apple ID cannot
be used to manage apps. When you enroll in the iOS Developer Program
or Mac Developer Program, you'll need to use a different Apple ID. (source)
So you will need to create a new login for yourself. I do this with clients by creating custom email address for each one. Say my client is Odyssey, I would create an Apple account "odyseey#mydomain.com" and have them add that account into their iTunesConnect.
Thanks to Vijayts in the comments: You can actually append +something to your email address to reuse the same one with a different login id (so same email, different login basically). So if my normal ID is firo#mydomain.com I can use firo+odyseey#mydomain.com.
This gives the client the most control, while allowing you to accomplish everything you need.

Apple App Store - bypass listed purchase price?

Is there a way to offer a purchase free of charge for in-app purchases? I'd like to give a free download as a promotional item and not charge the normal price that is listed in iTunes.
You have to code for this in your app. In my app all purchases are registered on parse.com and sync'd between user's devices. I can add a purchase to the class on parse.com for a user and then they get the IAP for free when the data sync's to their device.
Apple don't have any mechanism for this like they do with app purchases unfortunately. The best way I've found is a custom URL scheme, so you can generated a code/string of your custom URL type ://myApp/123456promoCodeFooBar12999 etc, then your app, in response can connect to your server and check this code off against your database (confirming that it has not been used before, and can't be used again on a diff device) before unlocking the feature. This circumvents needing to get UUID's off people etc (which you can't do in code anymore to check against anyway), you just need an email address, send link, user clicks in it, your app opens and away you go :)
edit addition 28 Feb 2014..
an alternate approach might be to submit an separate paid version of the application in which all upgrades are unlocked because they are paid for upfront at purchase time. You may choose to keep this off the iTunes shelf but occasionally put it up, perhaps at a prohibitively high price, $1000 etc, because you can get the normal promo codes off Apple for this one to give to journalists etc, just explain what you are doing to them in your cover letter and I'm sure they'll be more than happy to play ball

iPhone app consumables - Server vs keychain method

I had an iPhone app developed by a company, which contains consumables purchases, specifically a currency named as "coins", used for app-specific purchases. In the current version, the team has added the ability for a user to register under a username/email/password. This information is stored on my external server and used as a recovery for the user's purchased coins via signing in using these credentials.
The model looks fine programmatically but is not convenient in terms of usability. Ideally, i would want my users to not have to register at all. I have been reading that it is a possibility to store the user's purchased consumables on the client side, using the internal keychain.
Now this would imply that consumables can only be restored on this single device (i guess unless iCloud is used). But is this allowed by Apple ? Or there should be a method to restore across different devices ?
If the keychain method is allowed, I believe that it would be way better for my app to go with that. I just wanted to make sure that Apple would not have a problem with that. I have been reading that it's allowed, but do not want to have unpleasant surprised after changing the whole client-server model to client-only keychain.
If you have experience with that, could you please let me know what the case is ?
EDIT : Somewhere on SO I read that using Gamecenter's GKPlayer class is also a way to store information on my server and retrieve that automatically in order to identify a user purchase. This would mean that the step of username/email registration is avoided, which is something i really really want to avoid. Is this really a possibility that is allowed by Apple ?
EDIT 2 : I am now thinking that I will keep the client-server model but lose the username/password and use the device id instead. This way i will be able to keep the restoration of coins working on a specific device. Would that be ok you think?

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