App Submission

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Submit your apps to the App Store using App Store Connect.

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Clarification regarding App Bundle size limits
Hello, There is a table in the On Demand Resources Size Limits documentation that states the size of the thinned App Bundle should be: < 2GB for iOS < 18 < 4 GB for iOS 18+ However we have products on App Store that are already currently close to 4 GB without using ODR. The "Estimated file sizes for Build" in App Store Connect shows download sizes of about 3.5 GB. From the table it seems prior to iOS 18 you were allowed 2 GB + 2 GB initial install and prefetched if you are using ODR 2 GB if you are not using ODR However, since our available apps on the store are already close to 4GB pre iOS 18, we are a bit confused why our products worked and what are the limits. Can an app have 4GB large + 2GB ODR initial install/prefetch on iOS 17 ? Thanks, Dan
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App Review - Guideline 2.3.3 Performance - Accurate Metadata i.e. Screenshots in Distribution/Product profile
Regarding Performance - Accurate Metadata i.e. Screenshots in Distribution/Product profile (Guideline 2.3.3): Our e-learning app has been rejected in App Review regarding compliance with Guideline 2.3.3 Performance - Accurate Metadata i.e. Screenshots in Distribution/Product profile. The following is our query: Our app is designed exclusively for iPhone users and will not be distributed for iPad devices. Is it mandatory to include iPad screenshots on the App Store, even if we do not have an iPad version? If not, why is the field requesting iPad App Store screenshots indicated as mandatory? Is this for marketing purposes only? The above query is based on the following instruction provided by the Apple Support/review team: Your iPad Pro (2nd Gen) and 13-inch iPad screenshots show an iPhone device frame scale. Upload new screenshots that accurately reflect the app in use on iPad. Some or all of the provided screenshots do not sufficiently show the app in use. Screenshots should highlight the app's core concept to help users understand the app’s functionality and value. Follow these requirements when adding or updating screenshots: Marketing or promotional materials that do not reflect the UI of the app are not appropriate for screenshots. The majority of the screenshots should highlight the app's main features and functionality. Confirm that the app looks and behaves identically in all languages and on all supported devices. Make sure that the screenshots show the app in use on the correct device, unless they are included to demonstrate that the app can be used on multiple Apple platforms. For example, iPhone screenshots should be taken on iPhone, not on iPad. Next Steps The iPad Pro (2nd Gen) and 13-inch iPad screenshots show an iPhone device frame. Upload new screenshots that accurately reflect the app in use on each of the supported devices. Looking forward to anyone's kind response that can help us resolve this issue. Thanks!
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App Review - 4.8.0 Design: Login Services
Our e-learning app has been rejected in App Review regarding compliance with guideline 4.8.0: Login Services. The following were Apple Support's feedback: The app uses a third-party login service like Google or Facebook, but does not appear to offer an equivalent login option with Sign in with Apple. Next Steps: Revise the app to offer an equivalent login option that meets all of the above requirements. If the app already includes a login option that meets the above requirements, reply to App Review in App Store Connect, identify which login option meets the requirements, and explain why it meets the requirements. Additionally, it would be appropriate to update the screenshots in the app's metadata to accurately reflect the revised app once another login service has been implemented. Note that Sign in with Apple meets the requirements specified in guideline 4.8. Now, regarding their instructions, the following are our queries: Our mobile app for iOS already has SSO login options for Google and Facebook. Could you clarify what is meant by "an equivalent login option"? Are there any specific third-party login services other than "Sign in with Apple" that already comply with the requirements in Guideline 4.8? We are using “Manual sign up/sign in”, “Continue with Google” and “Continue with Facebook” to let users sign up and sign in to our platform. As per the parameters involved with the third-party login, will using sign in with Apple solve the problem related to Guideline 4.8? So is it mandatory under Apple’s Guidelines to include "Sign in with Apple" now, in addition to other SSO options? If it is mandatory, how is it that many iOS apps do not include the "Sign in with Apple" option? From a technical perspective, what options are available to satisfy Apple’s guidelines in this regard? Could manual sign-in/sign-out features of the app cause any conflicts with compliance in this area? Looking forward to anyone's kind response that can help us resolve this issue. Thanks!
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Is the Registration flow required for unlisted apps?
I want to publish an unlisted app for an enterprise audience and would like to know if the registration flow is required. Since my app will only have features that require log in Apple guidelines say it needs the registration process but to ensure that only desired users will have access I plan to create accounts from outside the app, thus making the registration within the app unnecessary. Is there any docs, guideline or policy that states that registration is not needed for unlisted apps?
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Submission Rejected Due To Screenshots That Are Not Present In Submission
Hello! I have been rejected around 3 times in a row (citing 2.3.3 (inaccurate metadata)) due to iPad screenshots that are not present in my submission. These screenshots are from a much earlier build and despite pointing this out directly this issue has persisted. I have removed all screenshots and submitted completely new ones twice. It appears that there must be a glitch or technical issue preventing the review team from seeing these updated screenshots. I am unsure of how to solve this as on my end this issue appears to be resolved. My next attempt will be to set up a call with a live reviewer in order to sort this out. Any advise would be appreciated! Thank you for your time!
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Clarification Needed on Default Release Behavior in App Store Connect API
We have a requirement for our app to set "Automatically release this version" and "Release update to all users immediately." Essentially, we want the build to be released to 100% of users once it is approved, without any further action needed from our side. We are using App Store Connect APIs to release our app. To achieve this: I am creating an App Store version by setting AppStoreConnectReleaseType enum to AFTER_APPROVAL in AppStoreVersionCreateRequestData. I am not enabling phased release. I am submitting the app for review. My main concern is understanding the App Store's default behavior for app submissions, particularly whether the default action is to release the update to 100% of users immediately or in a phased manner. If the default behavior is to release to 100% of users, our implementation should meet the requirement. However, if the default is a phased release, I am uncertain if our approach will fulfill our requirement. Any insights into the App Store's default release behavior would be greatly appreciated.
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Invalid Swift Support error
I've been working on my app, and I've been recently uploading version 2.0 builds to testflight. All was going well until now, where I can run the app in xcode, but can't publish to app store connect because of the error: "Invalid Swift Support. The SwiftSupport folder is missing. Rebuild your app using the current public (GM) version of Xcode and resubmit it." Any help is appreciated.
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Testflight issue: "Could not install <app_name>. The requested app is not available or doesn't exist."
I get the message as seen in the attached image. I recently enrolled in the Apple Developer program last month. Initially, I was working for a client and everything was working fine locally. Builds were executing fine and running as well in emulators and physical devices. But when I archive the build and distribute it to TestFlight via AppStore Connect, I always get this error message as shown below. There are no warnings or errors in the console or in Xcode. I already took care of everything and all compliance related issues. I am not sure what even is wrong at this time. I resubmitted the builds at-least 8 times but still getting same message. Moreover, as a test run, I submitted a build containing a simple "Hello World" component as well. It's getting the same error. I have wrote to Apple Support as well but haven't heard back from them yet. If anyone knows how to resolve this please please guide me. This is really annoying and frustrating now since testers are not able to test the application.
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AppClip Advanced Experience stuck at "received," with inconsistent end results
I filed a more detailed report in FB15052582, but wanted to post a high-level version of this issue here as well. I have recently launched an app, and have had approved multiple subsequent releases of it, however my App Clip Advanced Experience has never left the "received" state, and shows incorrect assets when it does appear. TL;DR: At a minimum, the launch image of the App Clip is out-of-date In general, my App Clip shows up as "unavailable", and I believe has never been set to "published" I believe devices that have had the parent app installed can show the App Clip even after the parent app is uninstalled, and devices that have not may show it as "unavailable" In debugging this, I have done the following: Confirmed that the latest version (v1.0.3, build 747) is well within the size limits as specified in Creating an App Clip with Xcode article. For reference, while my App Clip targets iOS 17 and above, because it is invoked primarily from a QR code, I have kept to the iOS 16 restrictions. The universal build via TestFlight registers at 7.39MB download, 10.5MB installed. Used the diagnostic menu in the Developer settings on iOS, which shows all green checkboxes except for the URL length. I do not think this applies to my use-case, as the URL length only impacts App Clip Code creation, and not QR code invocations. Verified that the App Clip, when launched from a QR code, is the correct build. Both my app and the associated App Clip expose the build number (as generated at build time by a ci_post_clone.sh script in Xcode Cloud), so I know I am seeing the correct version. Repeated the above after clearing the "local experience cache" within iOS. Additionally, the default App Clip experience url as generated by Apple shows "App Clip Unavailable." If I test on my device, even after deleting the App Store released build, and/or the TestFlight build, the App Clip experience usually loads for me, however with the first image I uploaded to the default App Clip experience in the first release. On other devices, sometimes the App Clip is not available at all. One thing that I wonder is if I inadvertently created this issue for myself by setting up an App Clip Advanced Experience before even submitting my first build for review. I created it while prototyping the app, and only recently had the first and subsequent builds approved and released. Additionally, I have used the "copy metadata from previous build" option for each release, except that I have replaced the default experience image. The status of the App Clip Advanced Experience has only ever been in "received," and I am at a loss for next steps. Is there some step that I have missed? -erin
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How to Get Featured on the Apple Vision Pro App Store?
Hello everyone, I’ve recently released an app on the Apple Vision Pro App Store, and I believe it could be a strong candidate for featuring. I’ve already filled out the necessary forms for getting featured a few times, but I haven’t heard back, and it’s been over a month. I don’t mean to sound overly confident, but I genuinely think my app has the potential to be featured. If my app isn’t eligible for being featured for some reason, it would be great to know why. Additionally, if it doesn’t get chosen for featuring, is there someone specific I can contact for more information? I’d appreciate any insights or advice on how the featuring process works or how I might be able to improve my chances. Here is the link to my app: https://apps.apple.com/us/app/the-simulation-archive-1147/id6639664425 Also, I have the featuring artwork ready to go, but I understand I need to get it featured first to upload it. Thanks in advance for your help!
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Reinstall MacOS 14.6.1
Hello everyone. I was eager to install the latest MacOS 15 Beta and try out the new Apple intelligence. Normally, I just wait for the Alpha version. This time I did not. I am having so many errors with the OS and Xcode-Beta. For one, I updated one of my applications; however, I was informed that Apple does not accept .ipa files (or builds) that have been built in Xcode-Beta. Now I am unable to publish new apps to the Apple App Store (or updates). I reset my MacBook Air M3 2014. I downloaded Sonoma (MacOS version 14) from the AppStore, but I was informed it will not work on this Mac. I downloaded version 14.6.1 from the developer section, and my computer does not know how to open .ipsw files. Does anyone know what I should do, or what I can do. I have another MacBook that is like 10 years old, but I really want to use the new OS environment. Any help would be appreciated. Thank you, Erica Perkins
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Request for Guidance on App Approval Process
We recently submitted our app, for approval, but unfortunately, it has not been approved. Our team has worked diligently to incorporate innovative ideas, fresh designs, and unique features that we believe offer significant value to users. We’ve carefully followed the guidelines and ensured that all aspects of the app, including user data safety and security, meet industry standards. Despite our efforts, we’ve encountered difficulties in getting the app approved. We would greatly appreciate your insights into the specific reasons for the denial and any areas that may require further improvement. Any sort of help or guidance will be much appreciated.
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Aug ’24
Acceptable app updates frequency?
Hi, I'm new to AppStore Connect, can anyone help me understand of how often it's ok to submit new app versions to AppStore Connect in terms of platform guidelines/restrictions? It's clear that's probably most of users prefer less amount of updates. But as my app was just released few days ago I don't have any significant amount of users. As I find more convenient for myself to deliver small improvements not stacked but with frequent updates, can anyone give any advice of would it be acceptable to deliver new updates every 1-2 days for the first month after app release? With the intention to make them more rare after a month or so? Or is there any significant factors to make the updates not that often?
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Aug ’24
DVTAppStoreConnect.ServiceBackendError error 1 when publishing app
Hi there, I am trying to publish my first app (VisionOS 2.0) via TestFlight for internal testing via XCode 16.0 beta 2. I have tried clicking both 'Distribute App' and 'Validate App', but either way receive the following error: "DVTAppStoreConnect.ServiceBackendError error 1" I am a bit stuck for now, any feedback would be gratefully received! Many thanks
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Aug ’24
Account Holder of Apple Developer Enterprise Program Account Unable to Request Access To or See App Store Connect API
We are referring to the following Apple documentation online- specifically the instructions underneath the header "Request access to the App Store Connect API": https://developer.apple.com/help/app-store-connect/get-started/app-store-connect-api/ The first problem is that the Account Holder cannot see the "Integrations" tab in the "Users and Access" view (https://appstoreconnect.apple.com/access/users). However, they are able to reach "Integrations" by direct URL (https://appstoreconnect.apple.com/access/integrations/). Note that they still cannot see an "Integrations" tab in the UI when at this link. At this point, the documentation indicates that the Account Holder should be able to see an "App Store Connect API" option underneath the "Keys" options on the left, but they are only able to see a "Shared Secret" option underneath the "Keys" options on the left. Please assist- this is blocking Production releases for us. Additional info: we use Edge browser on Windows machines to access the web portal- I don't see how this should impact what a website displays though the Developer Account has existed for some years now. At a certain point the Account Owner role was transferred over to the current Account Owner I have confirmed that the Program type is Apple Developer Enterprise Program
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Aug ’24
Will Apple reject my app for using SKStoreProductViewController for in-app updates?
I'm currently working on an iOS app where I want to provide users with an in-app update feature. For this, I'm considering using SKStoreProductViewController to present the App Store page of my app, allowing users to update it directly. However, I'm concerned about whether Apple might reject my app during the review process for using this method. Is using SKStoreProductViewController for in-app updates acceptable according to Apple's guidelines, or is there a better approach to handle in-app updates?" This is the code below func openAppStore() { let storeViewController = SKStoreProductViewController() storeViewController.delegate = self let appStoreURL = URL(string: "https://apps.apple.com/app/id333903271")! let parameters = [SKStoreProductParameterITunesItemIdentifier: "333903271"] storeViewController.loadProduct(withParameters: parameters) { _, error in if error != nil { UIApplication.shared.open(appStoreURL) } else { self.viewController?.present(storeViewController, animated: true) } } }
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Aug ’24
Non-public or deprecated APIs from Unreal 5.2
Hello My game keeps getting rejected from App store connect because: Your app uses or references the following non-public or deprecated APIs: Contents/UE/Engine/Binaries/ThirdParty/Apple/MetalShaderConverter/Mac/libmetalirconverter.dylib Symbols: • __dyld_get_image_uuid So I tested uploading a default Unreal template and still get the same message. Any ideas how to solve this? Feels like the dyld_get_image_uuids are build in Unreal so there is nothing I can do in Unreal? In Terminal the Unreal default project looks like this: find /Users/XXXX/Desktop/MCSPlain/Binaries/Mac/MCSPlain-Mac-Shipping.app/Contents/UE/Engine/Binaries/ThirdParty/Apple/MetalShaderConverter/Mac -type f -perm +111 -exec otool -Iv {} + 2>/dev/null | grep __dyld_get_image_uuid 0x000000000136079e 325004 __dyld_get_image_uuid 0x000000000167c4c0 325004 __dyld_get_image_uuid 0x00000000012c62a0 374767 __dyld_get_image_uuid 0x00000000015e8468 374767 __dyld_get_image_uuid Any help really appreciated. I have struggled with this for two months. XCode 14 and Unreal 5.0-5.2. All the best, Ramili
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Aug ’24