iPhone only app rejected because it is a Universal binary - iphone

I just had an iPhone only App rejected by iTunes connect because...
In our review of your app, we found that it is a Universal app for both iPad and iPhone. Because it is set as a universal binary, your app requires screenshots from iPhone and iPad.
The app had previously been a universal binary (never previously approved) and I had previously uploaded an iPad screenshot (just a place holder) to allow me to upload the binary. (I had to upload then self reject a binary to test IAP.)
But as far as I can tell my app is a iphone only binary. When I run it on the iOS iPad simulator it runs at iPhone resolution with the 2x button. Yet when I upload this (I think) iPhone only binary to iTunes Connect it still asks for iPad screenshots.
In Xcode I have the following settings
targets->Build Settings->targetted device family = iPhone.
and
targets->Summary->Devices = iPhone.
And again it acts like an iPhone only app when I run it on the simulator. Are there any other setting in XCode or in iTunes Connect that I need to set? Thnx
EDIT
After my app was rejected I removed the placeholder iPad screenshots from iTunesConnect. (I had tried to do this several times before submitting the app, but was unable to. I even wrote a developers note to the reviewer hoping they wouldn't spike my app for that reason.) I also remove the ipad Default.png from my project. One of the two of those actions fixed it. I think because I had been testing the app as a universal it took a couple of submissions to for iTC to recognize that I was only uploading an iPhone version. Either way, it now recognizes it as a iphone only and was approved.

After my app was rejected I removed the placeholder iPad screenshots from iTunesConnect. (I had tried to do this several times before submitting the app, but was unable to. I even wrote a developers note to the reviewer hoping they wouldn't spike my app for that reason.) I also remove the ipad Default.png from my project. One of the two of those actions fixed it. I think because I had been testing the app as a universal it took a couple of submissions to for iTC to recognize that I was only uploading an iPhone version. Either way, it now recognizes it as a iphone only and was approved.

just set build target devices In Sumary to iPhone...make a check in plist... also just load .xib files iPhone, make a clean in your project and rebuild.. Check if you are not loading some target

You shouldn't believe what you see in targets->Summary. Especially, if you ever changed to "Universial" and back to "iPhone".
Instead of Summary you should always check targets->Info.
Also if you change Icons, Orientations, etc. often there are leftovers which you only find in Info

Related

Distribution of universal iPhone & iPad App

I have created a universal app for iPhone & iPad. I have a confusion over here. That do I need to create a single .ipa file for both iPhone and iPad or two separate files need to be created. The application has same interface and same features no difference at all.
Also if I upload a single .ipa file on Apple App Store. Then what are the required steps to make it sure that the application will be available for both iPhone & iPad on Apple App Store. (like managing the screenshots etc).
I have searched the internet but not getting an easy answer for this.
If anyone has any idea then please explain it. There might be alot of people searching for this.
Thanks
If you have created a single universal app then you only need to upload one ipa. If you wish to have independed iPhone and iPad versions of your app, then you would upload two ipa's with different bundle id's.
However, with uploading a universal app the only additional requirements are that you make sure your app bundle contains properly linked xibs/storyboards for each device, proper imagery for every device you're supporting, and proper screenshots in iTunes Connect for both iPad and iPhone.
I'm confused with the same interface thing, if you mean same views, then your app will either be rejected or listed as iPhone app. When you change the app type to universal in info.plist, you don't have to do anything special, just create a single IPA and upload it. You will have to supply different images for iPad and iPhone version.
It will be automatically detected as universal app.

Changing app type from iPhone to Universal in iTunes Connect

I have submitted an iPhone app to Apple. It was rejected because it did not run on an iPad. I traced the problem to iAds and have fixed it. Now however, I find that the iAds do not appear on the iPad (that has been reported on a different question here). I can fix all this by making the app universal.
My problem is that, having submitted the app as an iPhone app, I can find no way to change it to a universal app in iTunes connect. I could delete the app and resubmit, but as I believe I would have to use a different name. Having made a significant investment in the current name, I very much want to avoid this. Is there a way round this?
Yes, just change the device setting in xCode and upload to iTunes Connect, remember to also add screenshots for the new device!

Running iPhone App on iPad/iPad Simulator fails

I recently created an iPhone app using Xcode and storyboards. The app works perfectly on a real iPhone and the iPhone simulator, but when I test it on the iPad simulator or an actual iPad something happens with the application, and I can't figure out what went wrong...
iPhone Simulator
iPad Simulator
I solved this problem by clicking on my main Project name in Xcode. Then I selecte the tab "info" and I changed the Main Story Board File Base Name (iPad) to my storyboard. Then it worked perfectly!
This happens to a number of apps in many occasions, my soloutions are:
1: Try making a separate app but change the app's code from the original app, if by any chance a new code would work, try uploading this app but label it by the originally name but adding 'V.2 or iPad V.1'.
2: If the soloutions above isn't working have you asked a friend or a person you know with a different version of the iPad or a different branded simulator if the app works. If it does, it means your code can either not enable in your version of the iPad or stimulator or that your code must've been changed in download (Which is rare but does happen.) and I suggest re-buy or re-download your app. If it didn't work for your friends or some friends had it working while others didn't (Soloution is best if your friends had different versions of the iPad or stimulator) I think there is a possibility of it being a 'MultiCrash&MultiUsabls'' which is a type of gaming on Mac Products which the app can be simultaneously downloaded by many users who own different versions of iPhones, iPads and iPods and some of them manage to have the app work while it doesn't for others, you should save the code in a file, then delete the already made game, re-upload and see if it works on the iPad and iPad stimulator.

How can I publish an iPad app from an existing iPhone codebase?

I have a rock solid iPhone app and wanted to know how I could get an iPad app out through iTunes Connect.
What steps are required in Xcode (or AppCode) to compile the app iPad friendly?
What features (like gps) should I pull from the iPhone code base to prevent strange crashing on the iPad?
How do I link and publish the iPad app in iTunes Connect so users who search see my app with a + sign in the App Store (assuming this means it's iPhone and iPad friendly)?
And finally, what else should I look out for doing this from a single obj-c codebase?
There are two types of porting possible one is universal app (in which a plus sign is shown with your app in itunes) and the other is two device-specific application (in which two targets are created one for iphone and one for ipad and both get released as complete independent apps). Now it depends on you which modal you choose. Yet I ported my apps using the second option as I want user to buy each time for each of his device :). Anyways, solely depends on you, here's a good tutorial for this http://www.raywenderlich.com/1111/how-to-port-an-iphone-application-to-the-ipad. I haven't came across any such thing which can crash a similar app on the ipad but might there'd be some. Though there are somethings which I came across that the ipad (ipod too) doesn't have any vibrator available, as my iphone app was using vibration to give some indication, so if you're using it you might need to circumvent it with some alternatives plus your app should support the PortraitUpsideDown orientation. It's weird that APPLE rejected my third ipad app due to this after releasing my first two apps with the similar limitation :).

iOS: Universal App - Release as iPhone only

A customer is interested in releasing a universal app. However, the first release will contain only the iPhone version, the second release will contain both versions.
I found a few links where ppl figured out how to make this work in the simulation environment. However, i could not find claims about apps that finally were released to the AppStore successfully. I need verification of this.
Do you have links of people claiming to have universal apps released for iphone only or did you do it yourself?
In the application's Build Settings change the Targeted Device Family to iPhone, instead of iPhone/iPad.
In the latest xcode you can do this by summary screen too.
Thanks
It's not possible to only release the iPhone version via iTunes Connect, but you can set the Target Device to iPhone-only for the first version and it'll only be released for iPhone/iPod touch.
You need to make two changes. First, Set the Target Device Family back to iPhone. Second, in the info plist remove the Main nib file base name (iPad) entry. If you don't do that last step it will run as though it was an iPhone app (small view port with 2x button) but your iPad main window and delegate will be triggered.
Here is a more details post with some images for illustration:
http://www.fullboarcreative.com/labs/2012/04/20/tip-going-from-a-universal-to-single-device-app/