For the last couple of days I have been struggling trying to set up the enviroment to test in app purchase in xamarin. Their docs page is not very clear on what it needs to be done, at least for me.
For what I have researched, I need to sign a contract with apple, which requires me to give apple some information about my bank account, taxes, etc. That information is going to take a little while, maybe a week. So without contract, can I test in the sandbox mode in app purchase?
So far, I have created a development provisioning profile, my app id and bundle id as well, the products which I am going to sell within my app, and my test users. I tried getting product info from my device, but it did not work, no error, or app crash. Probably I am missing something here which causes this behavior.
I read in this page that I need to install my provisioning profile and configure xcode to sign the app with this profile. How do I do this in xamarin studio?
Also, I need to tell xcode whats the application bundle id, again, how do I do this?
I read the In-App Purchase Programming Guide and gave me an overall understanding about the architecture needed to implement in app purchases, but I am failing on the little details.
Any help would be appreciated. Thank you very much.
CraigD's answer to this may help: IAP ( In App Purchase ) sample for MonoTouch?
It doens't touch on live testing per se, but Craig's github example may help you with those details of implementation.
Related
I have recently developed an iOS app. I don't have an Apple dev account(the one which needs $99). I have been testing my app on my iPhone. Now one sponsor wants to test the app. He lives in a far away place. How can I install the app on his device?
I have heard about TestFlight and Diwai.
Please give me insight if I can distribute my app for testing to a device beyond my reach. And How?
I know this question is off topic but please help me. Once I understand the process, I will also delete the question if commenters ask for it.
-- A newbie in need of help :)
I don't believe something like this is currently possible. In order to distribute an app, you need to generate an archive (.ipa file) for it, and doing so requires a paid developer account. The closest you can currently get is send your sponsor your source code and instruct them on how to get a free developer account and use Xcode to run it on their own device
I'm trying to learn how to implement in-app purchases.
I found this really useful guide LINK which is related to this GitHub project LINK.
The project works by itself I only needed to create a couple of things in order to let it work:
I created a sandbox account for testing (without paying :])
I created a new App in iTunes Connect using my bundle identifier
I created the in-app purchase as requested by the app
I created all the App IDs and Provisioning profile for the App and connected to it
Running the app everything goes smoothly but the only thing (and most important one) it is that the transaction fails.
I have no idea where to look since I think I've everything correctly.
Someone can help me through the process reaching the end?
Thanks
The answer is quite easy and I found it HERE
The In-App Purchases do not work on the simulation a real device must be used!
In fact I used a real device and everything worked smoothly.
I am using XCode 6 and building the IPA. I have been following many posts in Stackoverflow and have gather information and the steps as to how to create the provisioning profiles and build the IPA.
I have been able to build the AdHoc IPA and have been successful in deploying it in my device. The application gets launched and is running fine. Now my query is that, as I am able to install the application on my device without any issues, does it mean that the IPA when uploaded to Apple will also get approved. (I am not using any private APIs. I am building my application using Appcelerator).
No, it doesn't mean that at all.
You've proven only the following:
That you have an app that compiles.
That you have an appropriate provisioning profile to load to your device.
Apple cares about a lot more than just that. For instance, you say it's "running fine", but Apple will test it fairly thoroughly to see if they can get it to crash. From personal experience, they might even find a crash that you can't replicate on your end (which is terribly frustrating!).
Also, Apple has gotten more picky about their approval process. I submitted an app that had an extra feature that linked to another app that was related but distinct. Apple ruled that my app was incomplete as it required another app to be fully-functional. What did I do? I removed the extra feature, and then Apple approved the app. Yes, I took away a feature and my app went from "incomplete" to "complete". My point? Apple's review process is fairly subjective and it can depend on who looks at your app and what kind of day they're having.
On your first app submission, be prepared for several back-and-forth sessions where they reject your app and you have something to fix. On the plus side, they're generally pretty specific about the problem they found, so it makes it easier to fix it!
You may get approved the first time out, but it's a higher bar you have to pass than just the items you mentioned in your post.
EDIT
Also, you need to make sure that you have an appropriate Distribution profile. For loading to your device, you are most likely using a Development profile. Make sure you've gone through the steps to create an App Store Distribution Profile (which also required a Distribution Certificate, by the way).
Big headache! I cannot get IAP to work on my iPad device.
I have created a developer account on iTunes.
I created some app information, SKU etc., without uploading a binary.
I have set up Unibill to use the bundle identifiers and Ids as shown in the iTunes dashboard.
I logged out of existing users on the iPad.
I created a test user with a new email.
I fooled around with Xcode settings, trying a million different settings, but mainly following the documentation best I could: specifically, linking the Storekit library.
Unibill initialization keeps returning a 'CRITICAL_ERROR'. Maybe it's a Unibill problem, but what could I have forgotten?
Does testing In-App Purchases require a special contract type?
It is probably not the fault of Unibill. There are too many reason for the failure of IAP test. Basically, you can have a look at this check list first. Follow the questions could solve for most situation.
But there is something not correct in that checklist, the most important one is you do not need to upload the binary.
For your situation, I suggest you check the following things:
If you can create the IAP product, so it seems your contract is OK. IAP need a valid paid contract and correct bank information. So you can check if your bank information is correct or not.
Did you try to uninstall the app in your device and install it again? The old one would not be luck.
Did you generate and use new provision file for the build? Maybe old one does not contain the IAP feature.
Check your app id, version and build version. They should be all set properly or the IAP won't work.
Hope it can help.
I've been trying to find some guidelines on the overall process for releasing an iOS app. The documentation on Apple's iOS Dev Center doesn't seem clear. I've found some sites that try to explain aspects of the process, but I haven't been able to find a clear, conscise guide that explains some of my questions, such as:
What do I have to do within my project (ie info.plist file changes, target/build settings, etc.)
I am using In-App Purchases. It is working in my sandbox, but what do I need to do (if anything else) to make sure this works when my app is released? As far as I can tell from what I've read, there is no way to test this in live environment until after the app appears on the app store.
Is there any other provisioning/certificates needed beyond what I have used when developing my app?
Anything else that I am overlooking?
If you know of a site (or sites) that explains this in more detail, it would be much appreciated. After searching for hours I can't seem to find answers to these questions.
Thank you.
Have you seen this document from Apple on "preparing for app store submission"? It's pretty clear on the steps you have to take to get onto the app store.
In short:
No specific changes, but you have to archive for a device rather than building for testing.
In App Purchasing will work on the app store without any more configuration
You need a distribution certificate for when you build an archive for the app store, make it in your iOS Provisioning Portal, under Provisioning page and Distribution tab.