Getting Production data for iOS apps with Testflight sdk - ios

I have an iOS App with Testflight's sdk 1.1 enabled to get production data. This worked well during beta testing and I submitted the same build (with sdk enabled) to Appstore and the build is approved and released.
However, I dont see any data regarding the usage in testflight live. I have been looking around to find if there are any special setup needed for that without success.
Note that I DONT have the same build version as in appstore in testflight anymore. But I figured that testflight live will still be able to show usage dat.
Anyone have experience with this? Can someone point me in the right direction

After checking around, it looks like as of v1.1, you NEED to have the same build that is submitted to Appstore to be in testflight as well. The reason is that the event matching is done using the UUID of the build.
Their support indicated that they are working on handling orphaned build events as well.

Related

How to have multiple versions of app in TestFlight?

I've just published an app on Apple's store and I'm wondering about having multiple versions of the same app for testing on TestFlight. Of course dev doesn't stop when publishing... from now on I'll have to update the app store version (v1.0.0) with bug fixes (v1.0.1, v1.0.2, ...) and before doing so I'd like to check them in test flight to ensure the fix was appropriate.
My problem is that I'm already starting to develop the next version with further functionalities of the app which will become v1.1
So ideally I'd like to have my app available both for my bug fixes, for instance v1.0.2 and also my next version v1.1.0 (this will include all bug fixes made to the store version and also many new features, refactors, redesign, etc)
I know that if I build and upload to the apple store connect a build with v1.1.0 (next version) I won't be able to upload one for a built with a bug fix on the current app store version (v1.0.2) since this version would be lower than the one I uploaded (next version)
Is there a way to accomplish this? I've read this article https://savvyapps.com/blog/using-testflight-to-distribute-multiple-versions-ios-app which solution is to create extra applications in iTunes with different app ids and bind them to different certificates. But what will happen when the next release is ready to be in the store? I would have to release it and then disable the previous one? How may this affect my users? Will they have to re-install a new app rather than updating it?
I really need to start testing and checking the next release of my app in TestFlight and also support the current one with updates if something pops up. Thanks in advance!
I am able to upload multiple versions of the app to TestFlight. Each upload requires a higher version/build number, but you can switch the TestFlight test version between them as need be for testing.
Once I submit a particular build for release, however, I seem to lose the TestFlight access to the old builds.
In short, you can have many builds available in TestFlight, but once you submit the app for release, you have to start over making builds for TestFlight.
You keep talking about numbers like v1.0.1. That looks like a public-facing version string, with a major, minor, and patch number.
But that is not what TestFlight cares about. Well, it cares to some extent. But all TestFlight really cares about is that every new build you upload has a new build number. This is just an integer which you simply increment every time you submit a new build.
So you could have v1.0.1(23) on the App Store, and then on TestFlight you could upload v1.0.2(24) which starts moving forward toward version 1.0.2, but also upload v1.0.2(25) which is actually an attempt at a prospective version 1.1. TestFlight doesn't know or care what these different builds signify. They can all exist simultaneously on TestFlight. Keeping them all straight and on their individual trajectories is up to you.

Unity Codeless IAP IOS build rejected

I have a problem using Unity's codeless API in conjunction with IOS.
Apple keeps rejecting the build with the following message:
Guideline 2.1 - Performance - App Completeness
We found that your in-app purchase products exhibited one or more bugs
when reviewed on iPad running iOS 12.1 on Wi-Fi.
Specifically, no action takes place when we initiate the purchase.
Some notes:
I succesfully built and published the app on android.
The IOS version works with the uploaded build. I can make in app purchases when i run the app on my iphone.
I have filled in all the required legal/ financial information and have a valid contract for purchases as defined in the ios docs.
The build is set as "release" and "development build" is NOT checked.
After rejection by apple, all the in app purchases in the developer console are marked as requiring action.
Specifically it is now showing that the localizations are invalid. However no further information is given. I suspect this is just because the build is rejected?
So, has anyone had a similar problem? Having the app run fine when using the development build on a local phone, but still having it rejected because of the aforementioned reason?
In the end i requested i call with Apple to discuss the rejection of my IOS build(s).
It had been rejected 3/4 times with the same reason.
The reason: A problem on their part. They suspect they had a misconfigured environment on their side, which resulted in a not working build on Ipad.
I did not have to upload a new build, they reused the last rejected one and it was approved within hours of my call.
I suspect that the developers might have been confused, seeing that the app was entirely in dutch. This can seriously cause some confusing, because the representative on the phone had trouble locating some IAP functionality himself like the restore button.
So should you have the same problem:
If your app is in a non-english language, specificy where the reviewers have to click for In App Products, where the Restore button is and similar key parts of your app.
Request a call with Apple if you are sure that you did everything correctly. Talking on the phone with them really helps speed up the review process and clarify any misunderstandings.

how to add old builds which are rejected for testflight

I have an app which is rejected for multiple times stating Apple can't check the app as the app is not loading beyond Splash screen.
When I check it at my end, its working fine with no issues.
So now what I have decided is to check through the TestFlight. For that I upload new version of app with build as 1.5.4.5 and its working fine.
Now I am looking for a way to add 1.5.4.4 for testflight, however I can't.
Can someone point me in right direction on how can I add those old builds for testflight? I want to check those builds at my end on multiple devices.
No, you can't use an old version as the build number must increase, you can checkout old code and make a new build from it then upload that.

Build on device from Xcode versus downloaded from TestFlight - Issues

I have an issue when running my project on my device, but only if it has been downloaded from testFlight. It works fine when I build directly from Xcode to device.
Potentially relevant details -
Using AVCaptureSession, my app records segments of video where it can switch between front/rear camera etc. I have handled orientation of each video so when playing back or merging with multiple videos they all play the correct way round.
The playback orientation works as expected on my devices when I've built directly from Xcode. Though from the app dowloaded from Testflight, the orientation of the videos are wrong way round.
Devices used iPhone 5S - 8.1 & iPad 2 7.1
As mentioned, this is only an issue from TestFlight builds. I've not posted any code as logic works fine from Xcode. I have used TestFlight a lot over the past year and not come across an issue like this before. It only seems isolated to this video playback.
If anyone has had similar issues and knows how to resolve or has suggestion, that would be much appreciated.
I discovered why my testFlight build was acting different from my Xcode build and it all came down to Build Configuration settings within Xcode
I edited scheme which which brought up build options and within the Run option I changed Build Configuration from Debug to Release.
Although this never solved the video issue, it did allow the app to act as it would on release. I will now be able to continue test of my issue, but thought other people experiencing differences in their Xcode and test builds may wish to know about this setting.
Do you happen to be using Swift. Apple changed their certs and added an extra field as part of the process. Existing certs do not work when including external libraries that include Swift code. I lost a good chunk of time to this. Here is the explanation form TestFlight competitor AirSign.
https://www.airsignapp.com/ios-apps-using-swift-crash-when-signed-with-inhouse-certificate/
If this is the case, the conclusion is generate a new cert and a new provisioning profile using the cert. You may have to revoke your old cert if you have too many.
If you build directly from your machine you are using your development Cert. If you go through TestFlight you are using you distribution cert. What happens if you take the distribution ipa that you are about to upload to TestFlight and try to install that directly onto you device. IF you can not install the app then there is an issue with your distribution cert. I also assume you tried building a new hello world type app and going through TestFlight and then adding AVCaptureSession in a new build of the app and trying that.
To make my life easier I use iFunBox to directly install test ipas directly on my machine bypassing iTunes. Great free app. Just launch, Choose Install on Device and choose the ipa
http://www.i-funbox.com/ifunboxmac/

TestFlight does not accept builds with TestFlight SDK

Trying to upload build with TF SDK I see the following error message:
Sorry, we are no longer accepting any new builds that use TestFlight SDK. Please, remove SDK and re-upload.
Does anybody know any information about this? How long it will be like that? Will it be fixed? Am I doing something wrong? Interesting, that in another TF team everything is ok and upload with SDK goes with success.
TestFlight was acquired by Apple. Android has also been disabled for TestFlight.
See the news here.
Don't worry about it. Use another mobile beta testing like
Ubertesters
Hockeyapp
Mobtest
Centercode
Appmuse
AppHost
Diawi
Burly the parent company of TestFlight was acquired by Apple a couple of weeks back. TF accepts uploads with SDK for older teams, if it is a new team that option is no longer available.
You can still distribute builds to testers though. Just remove TestFlight SDK and remove takeOff code and upload it without SDK. Obviously you lose all the SKD features, but at least you can distribute.
Here is the official announcement from TestFlight.
http://help.testflightapp.com/customer/portal/articles/1452760
If you are using the SDK for crash log reporting, have a look at Crashlytics (owned by Twitter and completely free).

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