iOS In-App Purchase, sending to another account (gifting?) - ios

I have a client that needs to have its volunteers purchase an IAP (A data package that is downloaded), then somehow reimburse them. The problem is that there is no easy way to do this that I think Apple will approve of. Especially for over 1500 people. I've come up with several ways of doing this with their pros and cons, which one would be best to implement and does anyone have any other suggestions on how to do this?
1) Have the client send out iTunes gift cards via email. The IAP is $7, and you can't send a gift card less than $10. Also, they would have to send them one at a time, there is no way to send bulk. Not going to work
2) Create gift codes like iTunes gift cards. My client can purchase codes in bulk via IAP (so Apple still gets their money), and store them on my web server securely. I can then implement a system to send all the codes to a single email, or individually to multiple emails. Then the volunteers can use the codes to unlock that single IAP. This would be more work on my part, but easier for my client. Something tells me Apple probably would not approve of this method.
3) Create "Credits" that the client can purchase in bulk via IAP (so Apple still gets their money), then gift either the credits or send the IAP info itself to the volunteers via a p2p bluetooth connection created with game kit. This would be harder for the client, as they would have to send each "Credit" individually. But I think Apple would be more likely to approve this.
4) Have the client send me a list of UUIDs for each of the volunteers devices. I add the UUIDs to a secure list on my server. During the purchase the a check is preformed to see if the devices UUID matches one on my server. If it is, they are marked as "all ready paid" and given the IAP data. I don't know about this one, as the only way I can see the money transfer happening is myself getting paid directly, and Apple being left out (So they probably wouldn't approve of this. I have no problem giving Apple their 30% if I could find a way to get that to work with this.

I'd go with Option 5, and create my own IAP system. Much like Option 3, but bypassing Apple all together. Add a Custom URL Scheme to you application, give it to your client to distribute. When your app is launched by its Custom URL Scheme have it open to a promo code entry page.
Your client would be able to purchase/create codes as necessary via a website that you set up for them. You would then store the codes (or create an algorithm to check generated codes against), and validate the codes as the users enter them.
Then your clients users would enter their unique code and have everything unlocked/downloaded as needed.
I have done a similar set up with promo codes to unlock the full version of my applications so I could create my own promotions, without making the upgrades free for everyone by removing/altering the IAP.

Related

Refund of iOS in-app purchase - triggered by developer, not end user

Case:
Our iOS app offers selling of custom made recipe packages that would be created for each user specifically. For example - user buys package of recipes, but for each user this package would be created individually, based on users preferences and needs, by someone from the app team. This package should be created in 5 days for example. If app team fails to create this package and deliver to end user in 5 days, automatic refund should be triggered and end user should receive money back that he spent on this in app purchase, thus invalidating purchased custom package.
Problem:
Is this kind of scenario even possible in Apple / iOS world? Can app developer trigger refund process of one specific purchase that end user made? If user isn't satisfied with specific purchase, could app developer trigger this is refund process if he has reference to transaction receipt?
P.S. We aren't really selling custom recipe packages, this was just an example scenario to help to understand this refund scenario case. ;)
EDIT:
If such scenario isn't possible via Apple refund, are there some examples of this kind of purchase model, implemented in some other way? It's hard to wrap my mind that only way for end user to get refund for something is to write Apple and that also needs to be done by user itself.
If you get paid using Apple services (in-app purchases) then NO, it isn't possible for an Apple Developer (business or individual) to refund App Store customers.
The only option is to direct customers to iTunes Store Customer Support as officially stated in the iTunes Connect screenshot below:
To increase the chances for your customers in getting refunded you could provide them with an e-mail stating that you would like them to receive a refund which they could show to the iTunes Support employee.
As a colleague stated, an option would be to use an external payment processor like PayPal which would allow you to manage refunds, but I think this will greatly increase the work needed since you will need to manage almost everything regarding payments on your own.
Also note that this option is highly restricted by Apple to only physical services or goods and sometimes Apple does not approve apps providing services through third-party payment processors. So.. you should be very careful what path you choose to take.
If the recipes you're providing to your customers are in digital format and users receive them in your app, you can be 100% sure that Apple will force you to use the in-app purchase system.
If such scenario isn't possible via Apple refund, are there some
examples of this kind of purchase model, implemented in some other
way?
In some cases you can use payment through PayPal (for example). We did it in our application where we had to take money of users and return it after a certain period. Check if you case is suitable for using third-party payment systems. Because (for example) Apple will restrict your app if you want to sell in-game content via Paypal, not with in-app purchase.
One very simple alternative would be to have your users buy virtual currency in your app that they can then spend on their recipe-package-orders. Since you are managing their virtual currency account balance, you can easily refund, give volume-discounts, etc. as you please. The only thing that will still be hard then is to have users return their virtual currency to get back their actual money.
There is no api for allowing users to refund a purchase (otherwise guess what can happen).
More info here

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

In app purchase - method to allow full control of adding products from personal server = allowed?

I have a very strait forward question (and yes I've looked though apple documentation to see if this has an answer but no luck... I may have accidentally missed it though)
Here's my plan:
The problem I've been trying to find a workaround for is that if the admin would ever want to add a product, he would have to log into iTunes connect to add it and also add it in a custom control panel. We, obviously, don't want to make him suffer that so I've been looking for a solution but I need you guys to tell me if it's allowed by apple. Basically I will take over most of the product handling on our servers and will only go to apple with the transactions. This means that apple will not have an in-app purchase set up for ALL the products... only one for each length of subscription (1 month, 3 month... etc) and a few consumable in-app purchases for the various prices of the issues/singles
Side note: I will be selling monthly issues that contain multiple singles for each day of the month. The user will be able to download a full month or a single day at a time if they like.
DEFINITION OF CONSUMABLE PURCHASE - products must be purchased each time the user needs that item. For example, one-time services are commonly implemented as consumable products.
So I will store all the information in our server about the products and if someone chooses to buy a single month's issue that was set to 4.99 (on our server, not apples) then the app will run the in-app purchase with apple that is listed for the 4.99 tier. Whenever a person opens the app for the first time, their app will send some information to our server and they will have a row set aside for them where all the information about their purchases will be recorded so that they can restore them if they switch over to another device.
If you guys think i'm safe in doing this, please let me know so that I can proceed. Also, if this method helps anyone, feel free to use it!
Thanks,
Matt
I think your restore process might be flawed. You talk about the app sending some information up to your server, but what is that information? There is no reliable way to uniquely identify a user across different devices.
If you want to continue on this path you'll want to make sure that your recovery and failover process is very solid. Try out every imaginable scenario. From an app store submission point of view, you'll want to consider a token/coin-based approach. Of course, Apple's guidelines are fairly loose and subject to change so it's always possible you'll get rejected, but tokens are certainly more solid than simply using the same generic in-app purchase.
In a token system, you would set up in-app purchases for different numbers of tokens that the user can purchase as a sort-of virtual currency only valid within your application. Then users can spend these tokens on any items that you dynamically create.
Server-side this means you'll need some way to store how many tokens a user currently has and a way to uniquely identify a user across devices, which is a fairly uncertain proposition. Instead of storing the number of tokens each user has, you could implement some sort of hashing algorithm that generates a hash from an in-app purchase receipt and then sends it up to your server. If the app crashes or the network dies after purchase but before sending your hashes up, next time they open the app you can recalculate all of the hashes, send 'em up, and if the server doesn't recognize a hash it just adds it to the database. Then if a user wants to restore their purchases you simply recalculate the hashes on the device using the in-app purchase receipts you'll receive and then send them up to your server and ask the server to figure out for each of those hashes, how many tokens the user has left. You could think of it like a gift card system, where each hash is one gift card.
Again, app store rules change and if apple thinks you're trying to game the system and not provide a useful experience they have the right to reject you. It could be worthwhile to open a Developer Technical Support request and see if an apple engineer can provide you with a better solution or tell you if the reviewers are likely to accept your application.

How to register user and maintain in-app-purchase state on my server

I'd like to have a user register with email and password so that I can provide his in app purchase in my android app / web site and PC software. (Its a download from my server)
1A) Would you force the user to register?
Or 1B) Allow him to skip registration if he wants and the purchase will only work on Apple devices.
And 2) How would you prevent someone from re-registering multiple emails on the same device through Apple's restore purchase feature and then allowing their friends to sign in with those emails and get things for free?
EDIT - In 2) I hear all the time people say store the receipt on the server and then check it, but I've never seen code. Also when you restore purchases the receipt is not the same so I'm not sure how you'd know to prevent the user from registering multiple emails across restores purchases. I'm looking for code(pseudo?) from anyone who has implemented receipt checking on the server.
I would go with B and let them choose. After all, if they aren't going to use the Android, web nor PC versions, why should they have to give you their email address?
Personally, I wouldn't stop people from re-registering with multiple email addresses. Yes, some people will take advantage of it, but at the end of the day, most of those people would not otherwise have paid for it, so you haven't really lost sales. See http://torrentfreak.com/piracy-is-theft-ridiculous-lost-sales-they-dont-exist-says-minecraft-creator-110303/ for more information.

Accessing StoreKit receipts directly from a server

I'm building an iOS app, which provides a service which our website already provides. It's a subscription based service, where all features are enabled when you're subscribed. To get people to sign up for regular payments on the app, it seems like I'll have to go through Apple's in app purchasing API, with auto-renewing subscriptions. That's fine, but the problem is the service users will purchase through the app must also be available on the site. But reading through walkthroughs and the developer guide, it looks like the only way to process transactions is through the app itself, which then can be set up to pass the info to the server. But then I'm imagining this scenario:
User purchases a subscription on the iOS app, goes back and forth between using the site and the iOS app. On the day the user is to be charged, and the days after, they're using just the website, for whatever reason. The server doesn't know they've been billed though, and so features are disabled. In order for the server to find out the user has been billed by Apple, the user has to open the app on their iphone or ipad and sync it with both Apple and my server.
Is there any way for my server to ping Apple directly and get information about the purchases made for my app for a given user? I haven't been able to find anything; the two suggested layouts, with or without server, both use the iOS app as the sole communicator with Apple, aside from having the server verify that information is valid. If it's not possible for the server to get this information first hand, what other possible solution could there be?
Try to not use Apple's built in payment system, and risk getting rejected (with the app duplicating a service that's been available for years online, do we no longer have to use their in app purchasing system anyway?)
If a user is paying through Apple, have the server give them a generous buffer between expected payment dates and when features are disabled (makes the problem happen less frequently but doesn't solve it)
When their account seems expired to the server but it doesn't expect that, email the user a message saying they have to open the app or else their account will not be credited for time purchased (seems like a strange and not really great thing to have to ask a user to do in order to use the service)
This is about all I've been able to think up so far. Anyone have any advice on these solutions, or know of others, or know who I could talk to to try and figure this out?
Yes, you can check on the status of a user's account from your server. There are a few caveats:
First and foremost, Auto-Renewing Subscriptions are reserved for periodicals such as magazines and newspapers. If your app doesn't resemble those, Apple may reject it (as they did mine) and request that you use Non-Renewing Subscriptions (read: Manually-Renewing Subscriptions).
Second: This scenario would require you to store all receipts that you receive on the app, on your server.
Finally: I don't know how your username/password system works, but the user would have to login with the same credentials on your app as they do on your website.
Here's how you check the status of a user's account: Store at least one receipt per user on your server. When you want to check the status, follow Apple's procedure for Verifying App Store Receipts. Send them that one receipt and they'll respond with the latest receipt and the expiration date. Now you'll know, at any given moment, if a person's account is current or not.

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