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Using a comic app (like the Marvel app) as an example, where is a comic book purchased via an In-App Purchase actually hosted (as in where does it download from)? Is it on Apple servers (like the app itself is) or on the app developers servers?
I ask because Apple charges 30% for an In-App Purchase...the same as they do for a regular app purchase. This is supposed to be in exchange for things like not paying credit card processing fees and not having to host the app ourselves. But in the case of an In-App Purchase that requires a download (and not simply unlocking a feature already contained within the app), I assume the download has to come from the app developers own servers...which means the app developer is paying for the data transfer on top of the 30% to Apple. Is this correct?
Thanks.
Eddie
Apple does not host content outside of your ipa file. You can use services like Urban Airship to help. Again, they take a small cut for their service, but it definitely makes it easier than setting up your own S3/webservices.
http://urbanairship.com/products/in-app-purchase/
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I was considering to implement a payment method in my iOS app.
I considered to use IAP (In App Purchase) or PayPal. IAP is actually very expensive, Apple charges up to 40% according with the country you belong. On the other hand PayPal charges you something like 3% - 4%.
Anyone knows why the gap is so huge?
Does PayPal breaks Apple purchasing terms?
The gap is huge, because Apple brings you the end user directly, by using it's tools, platforms and market, whereas, PayPal is just a payment system, which does almost nothing for you.
In this case, you should consider the Apple just like your agent selling your house, who searches for customers, advertises, does all the documentation s**t, sells and gets his percent from the sale. So, Apple is getting it's 30% for using it's ecosystem, not for the payment only.
And, no, I don't think PayPal breaks Apple's purchasing terms.
PS: I don't work for Apple ))
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My App is rejected by the reason :
"We found your app inappropriately unlocks or enables additional functionality with mechanisms other than the App Store, which is not in compliance with the App Store Review Guidelines"
"It may be appropriate to revise your app to use the In App Purchase API to provide content purchasing functionality. "
What I have done is as below:
As this app is for my specific customer companies to use, I only want the companies who get the Invitation Code from me to use my app. There is no charge. I don not know is it necessary to use the In App Purchase API instead? if it is true , can you give me some tips?
Your application cannot be used by members of the general public, and thus does not belong in the App Store.
If you only intend your application to be made available to a few specific people, you should use Ad-Hoc Distribution to make it available to them.
Explain the purpose to the review team, sometimes they listen.
Also, maybe have that message as a "login page" instead. Have a username and password rather than a verification code. The verification code message may look more like you are selling the app behind the AppStore. Also provide the review team with an access code / login details if you haven't already so they can actually review the app.
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I created a Newsstand App creating Mag+. All is pretty and works great, but the app was rejected for the reason of
"We found that your app has an associated free subscription, however, it does not include a mechanism for the user to sign up for the free subscription.
It is required to revise the app to include the mechanism to allow user to sign up for the free subscription."
So what are the exact steps to set up a free subscription?
Please DO NOT just copy an Apple link and say "go here," as none of what they write makes sense.
NOTE: this is using another service for the building process, so there's nothing I can do about the internal code in the app, just the itunesconnect settings.
THANKS ... every time you help me you save a kitten!
A free subscription IAP (In App Product) need to be created in iTunes (developer account) for your app just like any other IAP and there must be an option in app from where user can see that subscription and select to subscribe.
It seems like there is no option (like a button "Subscribe for Free" etc) in your App to subscribe to your magazine. Subscription availability is required by Apple for all Newsstand apps. On tapping Free subscription option (e.g. a button) a normal In App purchase (though free) should happen.
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My app let the user input very specific types of data, and offer online synchronization. To use the app, you must pay a subscription (auto renewing subscription in-app purchase).
However, I would like to include a free trial. I cannot use the free trial option of in-app purchase products because this is only allowed for newsstand apps (according to WWDC 2012 session videos, session 308 "Managing Subscriptions with IAP")
Here is my idea of workaround to achieve similar functionality :
The user creates an account on my app
This account is given a short free subscription for testing the app. Subscription is managed server-side. During the trial, there is no restrictions on the app
When the trial is over, the user will not be able to insert new data, or sync with the server. He will be prompted to subscribe to continue using the app
I have a doubt if this is acceptable for the App Store. Any ideas?
Thanks
Technically that would work but two problems arise:
One: if you don't use in app purchasing then the users can't buy your service from the app (its in the dev agreement)
Two: if you do use in app purchasing then you trust the IOS devices to say "hey I just bought one year service so hook me up" one could hack this http://zd.net/LkY9Ra and make your server give service to illegitimate users. Will this happen? not likely but it can.
Kinda sucks apple forces developers to a clearly flawed model
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I'm about to implement credit card processing in a shoe shopping app for iPhone. I'm not using in-app purchase.
Will I have to pay 30% to Apple from the revenue?
The 30% fee is only if you use Apple's In-App Purchase API. If you are selling e-goods, then you are out of luck because you have to use the In-App API or else Apple will reject your App. One more thing, you cannot use IAP for non-electronic goods.
For anything other than electronic goods, you can use custom checkout and avoid the 30% fee. For example, you can use PayPal and pay a much smaller fee (~3% only, on average).
Finally, keep in mind that Apple will most certainly reject your App if you are managing sensitive user data yourself. For example, passing credit card numbers to your own backend server. At the very least, payment processing must be PCI compliant.
Yes, because Apple will not allow you to perform any in-app sales that do not run through their In-App Purchase APIs.