My app is nearing completion (HECK YEAH!) and we are needing some extended Facebook permissions. Following Facebook's instructions for submitting an app, it requires that I do a Simulator build. However, the Appgyver Facebook plugin doesn't work on the simulator so I have to use their build service to even test the Facebook functionality.
Does anyone have any clue as to how to build an Appgyver Steroids app for iOS so that I can submit it to Facebook for review?
Thanks!
There's currently no support for custom simulator builds. That's something that we've considered but there has not been a real use case yet. Since Facebook now wants to review iOS builds using a Simulator build, we'll need to add support for that at some point soon.
We can continue over email to get your application submitted for review before we can offer custom simulator builds from the Build Service.
Edit: Custom Simulator builds have now been available since spring 2015.
Related
Issue I am facing is this below:
"We found that your in-app purchase products exhibited one or more bugs when reviewed on iPhone running iOS 14.2 on Wi-Fi."
"When validating receipts on your server, your server needs to be able to handle a production-signed app getting its receipts from Appleās test environment. The recommended approach is for your production server to always validate receipts against the production App Store first. If validation fails with the error code "Sandbox receipt used in production," you should validate against the test environment instead."
I have implemented in-App Purchase (Non-Consumable), Its working perfectly fine in Buy and Restore etc. Apple Rejects with the above reason.
What I am doing:
Using SwiftyStoreKit
Click Buy Button
SwiftyStoreKit.retrieveProductsInfo
SwiftyStoreKit.purchaseProduct
On Success ( SwiftyStoreKit.finishTransaction )
Restore:
Click Restore
SwiftyStoreKit.restorePurchases
Please let me know if need more information or code etc and what I am doing wrong which rejected the app.
Apple Recently Replied me as well this below message:
"Regarding purchasing in-app purchases, we continue to be unable to buy the full version of the app. When we tap on the button to buy, the app continues to load indefinitely.
We are not able to provide feedback on app concepts or features, but we recommend evaluating your suggestions against the App Store Review Guidelines, as well as the iOS Developer Program License Agreement (PLA), and the iOS Human Interface Guidelines."
So I found the Solution for this. When ever you receive error something like above, here are the steps you need to check and do.
Check first your In-App Purchase Implementation. Are you doing it correctly, ending the transaction etc.
Check what is the latest version of iOS supported by your XCode. If its lower than the shown in the issue like in mine ( xcode ios version was 14.0 and issue with 14.2).
For that you need to just download the latest XCode which support that iOS Version and make a build and then submit for review. It will surely work.
I have an app created for internal use. I have not published it on the play store, but I have to update it regularly.
Can anyone help...with which library should I use for implementing a self-upgrade system to my app. Any answer would be appreciated.
The answer is - yes,
You can upload your app to the Apple Store and Google Play but Not publish it to the public, instead, you can use internal testing
So only users that you define will be able to see or download your app in the Google Play and Apple Store
Google Play internal test https://support.google.com/googleplay/android-developer/answer/9303479?hl=en
Apple test flight https://developer.apple.com/testflight/
Yep it has some limitations, for example, Apple allows up to 10000 testers but I hope it's ok for your company, but its only way to share app internally without any issues on iOS (android allow you to download apps from anywhere, iOS don't)
The answer is - no, you can't do that - not at least the Flutter* apps. As #Abion47 said, you can publish the new APK and ask users to install it. If you app involves back-end then you can check the (client) mobile app version and display the alert if the version is below minimum version required.
On the iOS side, it is slightly more difficult. For internal use, the organisation needs to sign-up with Apple's enterprise program. You can then distribute the app internally.
*- I've seen certain apps downloads the zip (or whatever) file, and updates themselves without actually going through App update process via AppStore/Playstore. However, it is more of a web part within the particular app which gets updated. The app version as such remains same.
Is there any way to test the unreleased build on itunesconnect after Apple certified?
Following article shows how to get the unreleased app but just works on the very first version
"Is it possible to get App Link for App which is not approved yet? (http://www.cocos2d-iphone.org/forum/topic/10044)"
But my issue is there's already some old version on the Apple Store, and I just submitted a new version, this version was passed by Apple certificate but not released yet.
As the concern is after I release it, any issue happened on this build was not revertible.(After Apple certificate and encryption, sometimes the app will perform not exactly like what your debugging build, I just suffered a lot from this issue, that's why I want to check the real final build)
I'm not sure, but I think there is a way to do this by redeeming the app with a promo code. Apple allows this so you can send it to testers and app reviewers before you release.
I found this tutorial which shows how to build an AdHoc IPA for TestFlight. But there is also the TestFlight SDK and I don't understand if I need this and why I would need this for a simple beta test distribution.
Can someone explain?
You don't need to. You can upload any proper ipa on their site via this page: https://testflightapp.com/dashboard/builds/add/
If you're having problem with your ipa, they have help here:
http://help.testflightapp.com/customer/portal/articles/402782-how-to-create-an-ipa-xcode-4
The SDK is only for features like tracking crashes, session reports, etc. It's quite nice, but by no means required.
I want to know if an app developed with QuickConnect, and uploaded on AppStore will be approved by Apple successfully or will there be any specific terms and conditions for this type of app?
Apple used to have a policy banning apps that were not written on C,Objective-C, or C++. Tha policy has long since changed. So long as your app is completely compiled and does not include any language runtime or interpreters, you should be fine. The reason to be concerned is section 2.8 of the App Store Review Guidelines (Login required), which states:
2.8 Apps that install or launch other executable code will be rejected
That said, it doesn't sound like you'll have a problem.
I'm not familiar with QuickConnect in particular, but other projects that build "native-ish" apps by wrapping web applications in a UIWebView (PhoneGap and Appcelerator being the best known of these) have had no problem getting approved for the App Store. I bet you'll do fine.