in_app_purchase: not restored on few mobile phones in production - flutter

Is anyone having the same experience that in_app_purchase: restorePurchase is working fine on my phone and simulators but then there are a few devices not working in production, Google Play and Apple store.
I need to use this plugin to restore purchase of a subscription so that my users will have an ad-free version of the app. Somehow a few devices are still seeing ads although purchase was done. I don't know how to catch or solve the error since I cannot recreate it on both Android and iOS.
Should I just switch to other plugins?

Related

Flutter app on my iPhone without Apple Store

Good evening, I was wandering if there is the possibility to fully download (not just debug) an app made by me with Flutter on my own iPhone without passing through the App Store and without the developer account of Apple. Thanks in advance!
Edit: If I develop the app with React Native instead of Flutter is the same or in that case can I download it?
Actually, you can't do that because you have to need developer account to install the app on your phone. That's iOS requirements, but you can create free amount then you create free certificate just one week.
https://developer.apple.com/forums/thread/47843
To install a Flutter app on an iOS device you need to either generate an IPA file or publish your application in the App Store. To be able to achieve that you need two things :
A MacOS machine with XCode
An Apple developer account
For 1 there are solutions. If you do not own a Mac you can use services like appollo to configure and build your app. It's pretty easy to use.
For 2, you do not really have a choice. To be able to install an app on a physical device you have to add the device UDID in your developer account. Otherwise the IPA will not be installed.

Any recommendations about publishing an app on the App Store?

I'm learning flutter as a hobby, and I would like to publish an app. Although I've never published an app made with flutter, I've published a game made in Godot on the Google Play store, so I think publishing an app should be quite easy and straight forward. On the other hand, I've heard that publishing an app on the App Store is quite a different story, so I would like to ask if anybody has any experience with it, especially:
the cost (as I've heard it is quite expensive)
is there really a bigger chance that your app won't be approved
how long does it usually take to get your app approved
this is dumb, I know, but can you even publish something on the App Store when you don't have Mac
any other thoughts or recommendations about publishing an app on the App Store
For Android, you can make a release apk build with Android Studio (Flutter plugin installed). But for publishing app to AppStore, you need to use Xcode.
The Apple Developer Program annual fee is 99 USD and the Apple Developer Enterprise Program annual fee is 299 USD.
Apple likes to reject apps like advertising and etc. It has many restrictions.
iOS app takes about 7 days even Android takes 2 days.
You can use VMware with macOS and Xcode installed. Then try to publish without Mac.
Apple requires archived source code so I don't think it is possible without Xcode.

Problem while publishing Flutter app on AppStore

I complete my flutter app and ready to publish on app store but i receive rejected and reason was in this message
Guideline 2.1 - Performance - App Completeness
We discovered one or more bugs in your app when reviewed on iPad running iOS 13.3.1 on Wi-Fi.

After iOS 5.0.1 upgrade, Test iAds unavailable on iPad 2

Both versions of my first App "Puffer's Train challenge" are currently sitting in the Apple queue "In Review". Saturday night I upgraded my iPhone 4 from 5.0 to 5.0.1 and also installed 5.0.1 on a new iPad 2.
Built & installed Lite versions of my app with iAds onto both devices. 5.0.1 initially caused both to crash. I was able to resolve that quickly (bad order of framework calls on my part) However! I spent the REST of Sunday trying to chase down any reason that test iAds are being served up to my iPhone (using wireless connection only to compare apples-to-apples), but the same code and the same calls fail with the error message "No inventory available" on my connected "wireless only" iPad 2.
App is built using xcode 4.2 for iphoneos, not universal, so I verified that the iAd framework call: ADBannerContentSizeIdentifierPortrait is returning 320x50 as it should. I "think" this rules out any problem that would be caused by different sized iAd requests.
Has anyone else experienced this same issue with Apple's test Ads using an iPad 2 device upgraded to 5.0.1? If so, I'd love to know that so I can stop (or at least slow down) pulling my hair out!
ps. Google's AdMob ads with which I replace iAds when not available, work Just Fine!
Because you're doing a Build & Install you're not using the Live (read: App Store) version of your app. This is why you're seeing Test Ads instead of actual Live ads.
Any time I've ever install an app to a device with Xcode I'm greeted with Test Ads from Apple. I believe this is because Apple intelligently looks at your app (either the version numbers or the provisioning file baked into the app) and knows that it's a developer build.
Now, if you're seeing Test Ads from the version of your app you've downloaded from the App Store then that's an entirely different problem. I've seen this as well but it doesn't sound like your problem.

Developing for Appstore using jailbroken iPhones

HI,
I am new to development for the I phones and got the iphone from USA which is locked to at&t, i have successfully able to develop the apps on it, while it is not unlocked, now i want to unlock it so that i can use it with my local network and also wants to continue the development on it, so is it possible to continue the development on the jailblroken phones for the app store, and what problems may i encounter.
As long as the application is developed using accepted Apple practices (using the official iPhone SDK, and not open-toolchain or something like that) and does not use any private APIs, you should not have any trouble submitting an application just because you tested it on a jailbroken (or carrier unlocked) phone.
To be 100% accurate, jailbreaking and carrier unlocking are against the developer agreement, but I can't really imagine the circumstances that would lead to you being caught.
I have a first generation american iPhone that is jailbroken and works with my local network.
I had no problem deploying a self made app to my phone.
At the time writing I have iPhone OS 2.1.
I haven't yet gone through the process of submitting the application to AppStore.