Adding Game Center Support on iTunesConnect Broke My In App Purchasing - ios

I had a well functioning in app purchase system in place and everything was going great. However, after managing Game Center and adding some leaderboards/achievements here on iTunes Connect (without changing anything in the code), in app purchase stopped working altogether and keeps giving me "Unable to Connect" errors. Could this have somehow messed up the sandbox environment? Anyone know what could be the problem?
I think there is a definite correlation since enabling/disabling Game Center on iTunesConnect changes behaviour on the device, but even if I disable everything it tsill won't go back to the way it was before).
I've been at this for days now. Help?

I doubt there's any correlation between Game Center and IAP, although the sandboxes are pretty unreliable. Have you checked so that your Paid Applications contract hasn't expired or is invalid in some other way? Also, have you checked that your test user is still valid?

Related

How do I replace an old expired iOS app with a new app that I built from the ground up?

I have what I believe to be a pretty unique situation and I can't seem to find a solution online. The problem timeline:
4 years ago I paid a developer to build/upload an app to the iOS App Store for me under my own developer account.
Over the years it became outdated and this April it was kicked out of the App Store
I took some online courses this year and rebuilt the app from the ground up.
I would like to post my rebuilt version to the App Store - completely fresh like it's a brand new app (because it basically is)
A couple more things to consider...
I used Swift vs the original Objective-C that the developer used.
I used UserDefaults instead of what appears to be iCloud. (the dev account seems to be littered with permissions for things I don't intend to use - so advice on how to get rid of all of the weird stuff I don't use would be helpful, too)
I also have a different but similar bundle identifier (it replaces "RandomRuby" with "Random-Ruby") that Apple's App ID registration system seems to not like.
The level content and game play are the same - but I have no idea how to figure out what level the previous users were on. (which I'm ok with if it's ethical to make people start over).
It had In-App purchases (they could purchase consumable "Rubies" to use for hints and there was an "Ad Free" upgrade option. The new app doesn't use ads - it just has consumable "Rubies" for monetization). I have no plan to add ads back in - so I imagine a complete reset would be ok here, too? Again - is that ethical?
With all of this context - my question is...
How do I upload a completely-rebuilt-from-scratch app with the exact same name from the exact same company as an expired app through the iOS Developer system? Is this even possible? I'm having a hard time figuring out where to start. I can't even get past creating an App ID.
To update an existing app in your Apple Developer account you only need to use the same BUNDLE ID (e.g. com.apple.keynote) in your Xcode project and a higher version/build number. Everything else is not relevant.
Your previous iOS APP is bounded with the Apple Developer account when it was submitted. And the APP name is unique, just like anyone else may not create another app named 'Facebook'.
So, if the Apple Developer account was not yours, you are in trouble. You need to ask the previous programmer to transfer the APP to you.
If the Apple Developer account was merely expired, and you can prove that the account belongs to you, I guess you can contact Apple Support for help.

Why does match-making in Game Center work for sandbox but not live?

I have a game that uses match-making in Game Center and everything worked great during testing in Sandbox. It went in the app store yesterday and now during match-making I get "Unable to create match. Please try again later.". I went back to my build in xcode and noticed that Game Center was turned OFF in the capabilities section. Is this the problem? If so why did it work in Sandbox?
I just want to make sure this is the problem before I resend since it is taking about a week per review and I want to get it right.
Yes, you need to have this turned on in your capabilities.

iOS Game Center not working now app is live

I've just released my app on the App store tonight (https://itunes.apple.com/us/app/bird-hunter/id829810807?ls=1&mt=8), it has a leaderboard that worked perfectly well in sandbox mode, but now shows up saying no items.
During the review process I was able to see another user on the leaderboard, presumable the person who tested the app. I have game center enabled in itunes connect.
Is this something that will take some time to kick in, or is there something else I have to do to make it work?
I'd not submitted the Leader Board for approval to Apple with the app. I ended up doing some bug fixes to the app and then submitting the Leader Board for approval with the bug fixes, and then everything worked.
It's kind of a shame though as I had a big spike of downloads on the first day, and downloads didn't pick up again until the leader board stuff worked. I kind of wonder if I'd have got a lot more downloads had this been working straight away.

Distributed app freezes when connecting to In-App-Purchase Manager

I am quite stumped right now - I released a new update for my puzzle game app few days ago, and I started getting reports that the game shuts down whenever the user tries to enter the store. The store connects to the InAppPurchaseManager, gets the list of all the IAPs, and opens up the store view.
In debugging mode, I had no problems, and it even passed the review without problem! And now the game is freezing on all the users who try to give me some money!!! :S Did anyone else run into this problem? My store was working fine in previous version. Only thing that I changed was I changed the items that could be purchased so I removed some and added some.
Also I noticed that whenever user tries to enter the store WITHOUT internet connection, it works fine. It only freezes when the user has the internet connection (very ironic...)
Any input or past experiences would be very much appreciated!!! Thank you for saving me from this insanity!
Solution - In itunesconnect, in the manage IAP section, I turned off the IAPs that were not being used anymore, but apparently my program was still trying to receive one of the IAPs that was not being used anymore from the IAPmanager, so it was not receiving the product and crashing. I think anyone running into same problem as me would be rare, but if you do, here it is :) happy coding!

Sandbox GameCenter accounts failing to find each other in matchmaking

I'm developing a turn-based iPhone game using Game Center. I created two Game Center accounts for testing but neither can find the other when I try to matchmake games. Both are in two matchmade games alone - neither found the other when matchmaking, in spite of the fact that the matches have 8 players max. What do you think could be causing this? Should I just put it on my physical device, because the games don't really work in sandbox, or what?
Gamecenter testing was a big disappointment for me, but I would enjoy to summarize some things that I learned in the process.
Make sure
-You enabled gamecenter support in both itunes connect's app information section and inside version details
-You completed a turn with a call to endTurnWithMatchData otherwise no other user will be able to connect to your game
-Know that simulator is able to connect to a game but it can't receive data only actual devices can.
-It is not a lag!
There is the possibility that your devices are actually able to match but there is a huge lag before they can, so you think it is not working. This happens to me with my iPad and iPhone for testing, it always takes around a minute to match another device. I have a asked a question regarding this lag here :Game Center Matchmaking GKTurnBasedMatch has significant lag (~1 min) Most replies told same things happens to them and problem is usually in apple's server not your code. I have also contacted apple for the issue by submitting a TSI, they have suggested doing many things (such as trying different gamecenter sandbox accounts, turning off the device, hard reset) but in the end all they told me was 1 min is well within the acceptable lag for turn based matchmaking. I have also submitted a bug report with ID #: 13635249 and its status is open.

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