App Store Connect

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App Store Connect is a suite of tools for submitting and managing your apps and in-app purchases on the App Store.

Posts under App Store Connect tag

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iOS build not appearing in App Store Connect after upload via Xcode and Transporter (React Native)
iOS build not appearing in App Store Connect after upload via Xcode and Transporter (React Native), Uploaded IPA “successfully” but build never shows in App Store Connect — React Native iOS. App type: React Native mobile app Android: Already published on Google Play (works fine) iOS goal: Upload the iOS build so it appears in App Store Connect (for TestFlight/release) No matter how I upload (Xcode Organizer Archive or the Transporter app), the build never appears in App Store Connect. It does not show under My Apps > [My iOS App] > TestFlight, nor under App Store Connect > Activity > All Builds. I’ve tried multiple times over several days. Xcode Organizer: “Upload to apple" there is no error, Transporter: delivered but app is processing , Email : there is no feedback with my problem please contact me
0
1
232
Sep ’25
Replicating figures from App Store Connect using Analytics Reports via App Store Connect API
We have recently ingested data using the App Store Connect API for: App Store Discovery and Engagement App Store Downloads I'm unable to match figures from fairly basic reports and I can't understand where I'm going wrong. For example: Running figures from App Store Connect > Analytics > Metrics > Product Page Views, with no filters, for a given date (e.g. 1 July 2025) - I get a completely different figure (smaller, almost half the volume) than when I try to use the data from the App Store Discover and Engagement report for the same date. For reference, I am looking at the sum of counts when event = Page view and page type = Product page. It's a similar thing for First-Time Downloads. Am I missing something obvious?
1
1
294
Sep ’25
Age Rating is stucked on UnRated, and App Unavailable
This is my first launch, and i submitted 4 versions of my app. All the versions were reviewed and accepted. For each submission i filled in the Age Rating questionnaire, but after all the 7 steps, it shows UnRated. When i fill in the questions for the Age Rating, and in my game app i have no nudity/obscene or defamatry content of any sort, and i eplxicitly mark this questions to NONE, but after answering all questions, on the final step i see the warning: "Based on your selections, this app can't be made available on the App Store. Apps on the App Store can’t contain any obscene, pornographic, offensive or defamatory content or materials of any kind (text, graphics, images, photographs, and so on)." Which is BS because the app contains nothing of the sort and epxlicitly answered all related questions that it contains nothing of the sort and the app submissions are reviewed and accepted for distribution,.
2
0
394
Sep ’25
"NO AGE RATING" — IS THIS A JOKE?
I've seen several posts for this issue posted over the past few weeks with ZERO response from Apple. On the screen where we need to input an age rating, we're seeing "No Age Rating", with no way to get around it. The bigger question here, though, is: HOW MANY OF US HAVE TO SUBMIT THIS ISSUE BEFORE SOMEONE THERE GETS OFF THEIR ASS AND HELPS US OUT?!!!!
4
1
1.5k
Sep ’25
How to use Unity Apple GameKit Plugin For Rule-based matchmaking?
Hello, **I'm Using ** Unity 6 LTS Unity Apple GameKit + Core plugins Turn-based matchmaking interface w/ 2 players max App Store Connect API for rule-based matchmaking I have already enabled game center in app store connect (I think) authenticated players and matched via friend request I am stuck Using queues to match players automatically I'm working on a rule-based matchmaking system which aims to place two players against each other into a GKTurnBasedMatch. I have a simple Unity Project that correctly authenticates a user and proceeds to send a matchmaking request. The matchmaking script utilizes the Unity plugins' GKTurnBasedMatchmakerViewController.Request(...) request function with a GKMatchRequest.Init() request configured with a QueueName equal to the App Store Connect API Queue I created. The queue I created is also linked to a ruleset with a very basic rule that checks if the properties contains a key called 'preference' that contains a string value for what side the player wants to play for this match. If during the matchmaking, the preferences between players are different, then the match is made and both players should join the match; each player gets to play the side they have chosen. I have my rule expression designed to just check if the preferences are not equal: requests[0].properties.faction_preference != requests[1].properties.faction_preference When I launch the game with two physical iPads and begin the matchmaking request, each player is immediately presented with two options: Invite a friend, or Start game The Problem: Inviting a friend works to get two players into a game, but queue seems to not matter, and clicking start game will just put the current player into its own match (no one joins). The Question: How do I get queue based matchmaking to work in Unity for a Turn-based match with only two players who are able to select the enemy side they want to play dictated by a rule that compares enemy play-side preferences? Resources I've used: Apple Unity GameKit Plugin: https://github.com/apple/unityplugins Matchmaking: https://developer.apple.com/documentation/gamekit/matchmaking-rules Multiplayer rulesets: https://developer.apple.com/documentation/gamekit/finding-players-using-matchmaking-rules
1
0
1.3k
Sep ’25
Can we Wrap a web application in a React Native Web view and Make it live on iOS
Can we Wrap a website in a React Native Web view and Make it live on iOS? Here is an example code (Just a web application wrapped inside React Native ) import React, { useEffect, useRef, useState } from "react"; import { BackHandler, StyleSheet } from "react-native"; import { SafeAreaProvider, SafeAreaView } from "react-native-safe-area-context"; import { WebView } from "react-native-webview"; export default function App() { const webviewRef = useRef<WebView>(null); const [canGoBack, setCanGoBack] = useState(false); // Handle Android back button useEffect(() => { const backHandler = BackHandler.addEventListener("hardwareBackPress", () => { if (canGoBack && webviewRef.current) { webviewRef.current.goBack(); return true; // prevent app exit } return false; // allow app exit }); return () => backHandler.remove(); }, [canGoBack]); return ( <SafeAreaProvider> <SafeAreaView style={styles.container} edges={["top", "bottom", "left", "right"]}> <WebView ref={webviewRef} source={{ uri: "https://www.kallardo.com/" }} style={styles.webview} startInLoadingState={true} javaScriptEnabled={true} domStorageEnabled={true} onNavigationStateChange={(navState) => setCanGoBack(navState.canGoBack)} /> </SafeAreaView> </SafeAreaProvider> ); } const styles = StyleSheet.create({ container: { flex: 1, }, webview: { flex: 1, }, }); I want to know will we get approval easier or makes it complicated or not allowed
1
0
112
Sep ’25
Apps Keep getting rejected for IAP Consumable Coins being seen as Non-consumable
Lately every app that I submit (games) with in app purchases, always coins , the app gets rejected with: Guideline 3.1.1 - Business - Payments - In-App Purchase Your app uses intermediary currency to purchase items that function as non-consumable products but still does not include a restore mechanism. Users restore transactions to maintain access to content that they've already purchased It baffles me that reviewers think buy different number of coins is non-consumable. I have tried to explain that coins will be used to buy weapons and skins and they will also be earned at the end of every level yet for some reasons they are still rejecting the app. It is absurd. This is the second app that I have to go through with this. The first one they eventually figured it out but this one no.
1
0
73
Sep ’25
App's App Store ID availble before initial App release?
Hey guys, I'm currently building my first app, which is not released yet. Inside the app there is one button that should bring the user to the app's App Store page, if the user wants to rate the app. I have found a way to navigate the user to the App Store page, with the help of the SKStoreProductViewController - https://developer.apple.com/documentation/storekit/skstoreproductviewcontroller. Although I need the App Store ID of my app aka the SKStoreProductParameterITunesItemIdentifier. - https://developer.apple.com/documentation/storekit/skstoreproductparameteritunesitemidentifier My question is now: How can I get my App Store ID if my app is not released yet? When looking into App Store Connect - My App - General Information I see a point called "Apple ID" with an 10 digit code. The description when clicking on the question mark is: "An automatically generated ID assigned to your app". This code looks like the App Store ID, but is it really it? Really appreciate any help!
1
0
1.7k
Sep ’25
iOS26 - ITMS-90717: Invalid large app icon
Trying to upload an iOS26 app archive with Xcode 26 beta 7 and getting ITMS-90717: Invalid large app icon, meaning my app is not eligible for TestFlight testing. My App contains an IconComposer .icon asset, so I'm not sure what it's complaining about. I'm not seeing anything in the release notes about this, and I'm not sure if I'm doing something wrong or not.
6
1
396
Sep ’25
App stuck "In Review" for 7+ days
Since the app was submitted on September 3, it has been stuck in the "in review" status for more than 7 days without being rejected, without further information updates, and without any other feedback. We can't delay any longer, the lack of progress is disrupting our plans. Please inform us immediately on how to proceed or upgrade the review. We contact the Apple review team almost every day (via email), but there is no clear reason for the response. This makes us feel frustrated while waiting for feedback, and at the same time, our users cannot wait any longer.
2
0
244
Sep ’25
How to test "Remove from Sale" for subscriptions in Sandbox?
I want to test the "Remove from Sale" scenario in Sandbox. I set my subscription to "Remove from Sale" for all territories in App Store Connect, but I can still make new purchases and auto-renewals continue in the Sandbox environment. Is this a known limitation? Or is there a specific way to make this work for testing? If it can't be tested, I'd like to know the expected production behavior. What changes occur in the App Receipt and what App Store Server Notification is sent?
0
0
74
Sep ’25
App Store Connect Error ITMS-90058: This bundle is invalid
App Store Connect rejects the build with the following error: Please correct the following issues and upload a new binary to App Store Connect. ITMS-90058: This bundle is invalid - The value for key CFBundleVersion [iphoneos] in the Info.plist file must be a period-separated list of at most three non-negative integers. Please find more information about CFBundleVersion at https://developer.apple.com/documentation/bundleresources/information_property_list/cfbundleversion But we double-checked at the app level; in all places the CFBundleVersion and versions is mentioned in the correct format. Even though we tried to upload via Xcode and Transporter, both show success. but the build is not reflecting in TestFlight. Receive the above error message via mail. data: { "attributes": { "cfBundleShortVersionString": "3.25.9", "cfBundleVersion": "25", "p Validated with the delivery log, but the delivery log also shows correct versioning only.
4
0
234
Sep ’25
Validation Failed when using Icon Composer App Icon
I am trying to validate my update for my app to be ready for iOS 26 with the new Icon Composer .icon file. Everywhere I read says that the old AppIcon in the assets folder wouldnt be used and to just drop the .icon file in the project navigator and link it properly. I do that and its still asking for a .png file; I add the 1024x1024 .png file and its still not working. I am very lost and dont know where to go from here I have both the .icon and .png app icons in there. My app deployment target is at iOS 26, Xcode Project format 16.3 (I dont see 26 so assuming 16.3 is the highest). I feel I have done all the things, and advice? Thanks in advance!
2
0
290
Sep ’25
App Store validation fails with ITMS-90338 (Non-public API usage) when using TwilioVoice 6.12.1+
Hi, When submitting my iOS app that integrates the TwilioVoice SDK (v6.12.1+), validation fails with the following error: Upload failed with errors: Validation failed The app references non-public selectors in Payload/careqb.app/careqb: _isKeyDown, _modifiedInput, _modifierFlags (ID: 34774fb-ba69-4131-904f-694aead106d7) Steps to reproduce: Integrate TwilioVoice using CocoaPods (v6.12.1). Archive the app in Xcode 16.x. Validate for App Store Connect. Question: Is this a known false positive in App Store validation, or is TwilioVoice exposing private APIs internally? What’s the recommended way to proceed until Twilio releases a fix? Thanks, Ashutosh
2
0
135
Sep ’25
Can I set a custom subscription price (e.g., ¥710 or multiples of 10 yen) in App Store Connect?
Hello, I am setting up an auto-renewable subscription for my iOS app in App Store Connect. I would like to set the monthly subscription price to ¥710 (Japanese yen). From what I understand, Apple requires us to use predefined price tiers for in-app purchases and subscriptions. However, I’m not sure whether subscriptions allow more flexibility than one-time in-app purchases. 👉 My questions are: Is it possible to set an arbitrary subscription price such as ¥710, or must I pick the closest price tier from Apple’s official subscription price list? If arbitrary prices are not allowed, is there an official list of available subscription price points for Japan that I can refer to? Can we set subscription prices in multiples of 10 yen (e.g., ¥700, ¥710, ¥720), or are we strictly limited to the price points Apple provides? Thank you in advance for your help!
0
0
309
Sep ’25
Link to app store game that does not yet exist
Hi all, Pretty new here, so please remember when you were trying hard. I am creating an IOS app that will generate a link where you have a room-id and a unique id. This will be sent (normal sms. email, copy/paste values etc) to another user. If the person receiving the link does not have the app installed, I would like it to go to the app store for download, however the app is currently not finished and therefore I can't provide a proper link. How do you deal with that? Thanks in advance
2
0
206
Sep ’25
iOS build not appearing in App Store Connect after upload via Xcode and Transporter (React Native)
iOS build not appearing in App Store Connect after upload via Xcode and Transporter (React Native), Uploaded IPA “successfully” but build never shows in App Store Connect — React Native iOS. App type: React Native mobile app Android: Already published on Google Play (works fine) iOS goal: Upload the iOS build so it appears in App Store Connect (for TestFlight/release) No matter how I upload (Xcode Organizer Archive or the Transporter app), the build never appears in App Store Connect. It does not show under My Apps > [My iOS App] > TestFlight, nor under App Store Connect > Activity > All Builds. I’ve tried multiple times over several days. Xcode Organizer: “Upload to apple" there is no error, Transporter: delivered but app is processing , Email : there is no feedback with my problem please contact me
Replies
0
Boosts
1
Views
232
Activity
Sep ’25
Replicating figures from App Store Connect using Analytics Reports via App Store Connect API
We have recently ingested data using the App Store Connect API for: App Store Discovery and Engagement App Store Downloads I'm unable to match figures from fairly basic reports and I can't understand where I'm going wrong. For example: Running figures from App Store Connect > Analytics > Metrics > Product Page Views, with no filters, for a given date (e.g. 1 July 2025) - I get a completely different figure (smaller, almost half the volume) than when I try to use the data from the App Store Discover and Engagement report for the same date. For reference, I am looking at the sum of counts when event = Page view and page type = Product page. It's a similar thing for First-Time Downloads. Am I missing something obvious?
Replies
1
Boosts
1
Views
294
Activity
Sep ’25
Age Rating is stucked on UnRated, and App Unavailable
This is my first launch, and i submitted 4 versions of my app. All the versions were reviewed and accepted. For each submission i filled in the Age Rating questionnaire, but after all the 7 steps, it shows UnRated. When i fill in the questions for the Age Rating, and in my game app i have no nudity/obscene or defamatry content of any sort, and i eplxicitly mark this questions to NONE, but after answering all questions, on the final step i see the warning: "Based on your selections, this app can't be made available on the App Store. Apps on the App Store can’t contain any obscene, pornographic, offensive or defamatory content or materials of any kind (text, graphics, images, photographs, and so on)." Which is BS because the app contains nothing of the sort and epxlicitly answered all related questions that it contains nothing of the sort and the app submissions are reviewed and accepted for distribution,.
Replies
2
Boosts
0
Views
394
Activity
Sep ’25
"NO AGE RATING" — IS THIS A JOKE?
I've seen several posts for this issue posted over the past few weeks with ZERO response from Apple. On the screen where we need to input an age rating, we're seeing "No Age Rating", with no way to get around it. The bigger question here, though, is: HOW MANY OF US HAVE TO SUBMIT THIS ISSUE BEFORE SOMEONE THERE GETS OFF THEIR ASS AND HELPS US OUT?!!!!
Replies
4
Boosts
1
Views
1.5k
Activity
Sep ’25
How to use Unity Apple GameKit Plugin For Rule-based matchmaking?
Hello, **I'm Using ** Unity 6 LTS Unity Apple GameKit + Core plugins Turn-based matchmaking interface w/ 2 players max App Store Connect API for rule-based matchmaking I have already enabled game center in app store connect (I think) authenticated players and matched via friend request I am stuck Using queues to match players automatically I'm working on a rule-based matchmaking system which aims to place two players against each other into a GKTurnBasedMatch. I have a simple Unity Project that correctly authenticates a user and proceeds to send a matchmaking request. The matchmaking script utilizes the Unity plugins' GKTurnBasedMatchmakerViewController.Request(...) request function with a GKMatchRequest.Init() request configured with a QueueName equal to the App Store Connect API Queue I created. The queue I created is also linked to a ruleset with a very basic rule that checks if the properties contains a key called 'preference' that contains a string value for what side the player wants to play for this match. If during the matchmaking, the preferences between players are different, then the match is made and both players should join the match; each player gets to play the side they have chosen. I have my rule expression designed to just check if the preferences are not equal: requests[0].properties.faction_preference != requests[1].properties.faction_preference When I launch the game with two physical iPads and begin the matchmaking request, each player is immediately presented with two options: Invite a friend, or Start game The Problem: Inviting a friend works to get two players into a game, but queue seems to not matter, and clicking start game will just put the current player into its own match (no one joins). The Question: How do I get queue based matchmaking to work in Unity for a Turn-based match with only two players who are able to select the enemy side they want to play dictated by a rule that compares enemy play-side preferences? Resources I've used: Apple Unity GameKit Plugin: https://github.com/apple/unityplugins Matchmaking: https://developer.apple.com/documentation/gamekit/matchmaking-rules Multiplayer rulesets: https://developer.apple.com/documentation/gamekit/finding-players-using-matchmaking-rules
Replies
1
Boosts
0
Views
1.3k
Activity
Sep ’25
Can we Wrap a web application in a React Native Web view and Make it live on iOS
Can we Wrap a website in a React Native Web view and Make it live on iOS? Here is an example code (Just a web application wrapped inside React Native ) import React, { useEffect, useRef, useState } from "react"; import { BackHandler, StyleSheet } from "react-native"; import { SafeAreaProvider, SafeAreaView } from "react-native-safe-area-context"; import { WebView } from "react-native-webview"; export default function App() { const webviewRef = useRef<WebView>(null); const [canGoBack, setCanGoBack] = useState(false); // Handle Android back button useEffect(() => { const backHandler = BackHandler.addEventListener("hardwareBackPress", () => { if (canGoBack && webviewRef.current) { webviewRef.current.goBack(); return true; // prevent app exit } return false; // allow app exit }); return () => backHandler.remove(); }, [canGoBack]); return ( <SafeAreaProvider> <SafeAreaView style={styles.container} edges={["top", "bottom", "left", "right"]}> <WebView ref={webviewRef} source={{ uri: "https://www.kallardo.com/" }} style={styles.webview} startInLoadingState={true} javaScriptEnabled={true} domStorageEnabled={true} onNavigationStateChange={(navState) => setCanGoBack(navState.canGoBack)} /> </SafeAreaView> </SafeAreaProvider> ); } const styles = StyleSheet.create({ container: { flex: 1, }, webview: { flex: 1, }, }); I want to know will we get approval easier or makes it complicated or not allowed
Replies
1
Boosts
0
Views
112
Activity
Sep ’25
App Store Connect SOC 2 Report
Does anyone know if App Store Connect (or any subset of Apple's toolsuite) has publicly available SOC 2 report? Or if there's a relevant email we can request that from. I tried security-certifications emails and got no response so it seems decently hard to find (didn't see on any searches/with aid of GPT). Thanks!
Replies
2
Boosts
2
Views
853
Activity
Sep ’25
Apps Keep getting rejected for IAP Consumable Coins being seen as Non-consumable
Lately every app that I submit (games) with in app purchases, always coins , the app gets rejected with: Guideline 3.1.1 - Business - Payments - In-App Purchase Your app uses intermediary currency to purchase items that function as non-consumable products but still does not include a restore mechanism. Users restore transactions to maintain access to content that they've already purchased It baffles me that reviewers think buy different number of coins is non-consumable. I have tried to explain that coins will be used to buy weapons and skins and they will also be earned at the end of every level yet for some reasons they are still rejecting the app. It is absurd. This is the second app that I have to go through with this. The first one they eventually figured it out but this one no.
Replies
1
Boosts
0
Views
73
Activity
Sep ’25
App's App Store ID availble before initial App release?
Hey guys, I'm currently building my first app, which is not released yet. Inside the app there is one button that should bring the user to the app's App Store page, if the user wants to rate the app. I have found a way to navigate the user to the App Store page, with the help of the SKStoreProductViewController - https://developer.apple.com/documentation/storekit/skstoreproductviewcontroller. Although I need the App Store ID of my app aka the SKStoreProductParameterITunesItemIdentifier. - https://developer.apple.com/documentation/storekit/skstoreproductparameteritunesitemidentifier My question is now: How can I get my App Store ID if my app is not released yet? When looking into App Store Connect - My App - General Information I see a point called "Apple ID" with an 10 digit code. The description when clicking on the question mark is: "An automatically generated ID assigned to your app". This code looks like the App Store ID, but is it really it? Really appreciate any help!
Replies
1
Boosts
0
Views
1.7k
Activity
Sep ’25
iOS26 - ITMS-90717: Invalid large app icon
Trying to upload an iOS26 app archive with Xcode 26 beta 7 and getting ITMS-90717: Invalid large app icon, meaning my app is not eligible for TestFlight testing. My App contains an IconComposer .icon asset, so I'm not sure what it's complaining about. I'm not seeing anything in the release notes about this, and I'm not sure if I'm doing something wrong or not.
Replies
6
Boosts
1
Views
396
Activity
Sep ’25
App stuck "In Review" for 7+ days
Since the app was submitted on September 3, it has been stuck in the "in review" status for more than 7 days without being rejected, without further information updates, and without any other feedback. We can't delay any longer, the lack of progress is disrupting our plans. Please inform us immediately on how to proceed or upgrade the review. We contact the Apple review team almost every day (via email), but there is no clear reason for the response. This makes us feel frustrated while waiting for feedback, and at the same time, our users cannot wait any longer.
Replies
2
Boosts
0
Views
244
Activity
Sep ’25
Proceeds for purchases in India show 60% cut on Rs.199
App store connect shows proceeds of Rs. 118.05 for a price of Rs 199 which is 60% cut instead of the usual 30%. Why?
Replies
0
Boosts
0
Views
123
Activity
Sep ’25
How to test "Remove from Sale" for subscriptions in Sandbox?
I want to test the "Remove from Sale" scenario in Sandbox. I set my subscription to "Remove from Sale" for all territories in App Store Connect, but I can still make new purchases and auto-renewals continue in the Sandbox environment. Is this a known limitation? Or is there a specific way to make this work for testing? If it can't be tested, I'd like to know the expected production behavior. What changes occur in the App Receipt and what App Store Server Notification is sent?
Replies
0
Boosts
0
Views
74
Activity
Sep ’25
App Store Connect Error ITMS-90058: This bundle is invalid
App Store Connect rejects the build with the following error: Please correct the following issues and upload a new binary to App Store Connect. ITMS-90058: This bundle is invalid - The value for key CFBundleVersion [iphoneos] in the Info.plist file must be a period-separated list of at most three non-negative integers. Please find more information about CFBundleVersion at https://developer.apple.com/documentation/bundleresources/information_property_list/cfbundleversion But we double-checked at the app level; in all places the CFBundleVersion and versions is mentioned in the correct format. Even though we tried to upload via Xcode and Transporter, both show success. but the build is not reflecting in TestFlight. Receive the above error message via mail. data: { "attributes": { "cfBundleShortVersionString": "3.25.9", "cfBundleVersion": "25", "p Validated with the delivery log, but the delivery log also shows correct versioning only.
Replies
4
Boosts
0
Views
234
Activity
Sep ’25
Validation Failed when using Icon Composer App Icon
I am trying to validate my update for my app to be ready for iOS 26 with the new Icon Composer .icon file. Everywhere I read says that the old AppIcon in the assets folder wouldnt be used and to just drop the .icon file in the project navigator and link it properly. I do that and its still asking for a .png file; I add the 1024x1024 .png file and its still not working. I am very lost and dont know where to go from here I have both the .icon and .png app icons in there. My app deployment target is at iOS 26, Xcode Project format 16.3 (I dont see 26 so assuming 16.3 is the highest). I feel I have done all the things, and advice? Thanks in advance!
Replies
2
Boosts
0
Views
290
Activity
Sep ’25
iOS 26 App Status not change after submission completed
My iOS 26 app submited this morning and set manual release. My app review is submission completed 30 minutes ago (I received email), But now, App Store Connect stayed 「In Review」status.
Replies
1
Boosts
0
Views
207
Activity
Sep ’25
Xcode 26 RC & App Store Connect
Will RC be allowed to upload to App Store Connect? I have tried a couple of times with 17A321 and I keep getting unsupported SDK or Xcode version. Submitted feedback FB20178551
Replies
6
Boosts
6
Views
235
Activity
Sep ’25
App Store validation fails with ITMS-90338 (Non-public API usage) when using TwilioVoice 6.12.1+
Hi, When submitting my iOS app that integrates the TwilioVoice SDK (v6.12.1+), validation fails with the following error: Upload failed with errors: Validation failed The app references non-public selectors in Payload/careqb.app/careqb: _isKeyDown, _modifiedInput, _modifierFlags (ID: 34774fb-ba69-4131-904f-694aead106d7) Steps to reproduce: Integrate TwilioVoice using CocoaPods (v6.12.1). Archive the app in Xcode 16.x. Validate for App Store Connect. Question: Is this a known false positive in App Store validation, or is TwilioVoice exposing private APIs internally? What’s the recommended way to proceed until Twilio releases a fix? Thanks, Ashutosh
Replies
2
Boosts
0
Views
135
Activity
Sep ’25
Can I set a custom subscription price (e.g., ¥710 or multiples of 10 yen) in App Store Connect?
Hello, I am setting up an auto-renewable subscription for my iOS app in App Store Connect. I would like to set the monthly subscription price to ¥710 (Japanese yen). From what I understand, Apple requires us to use predefined price tiers for in-app purchases and subscriptions. However, I’m not sure whether subscriptions allow more flexibility than one-time in-app purchases. 👉 My questions are: Is it possible to set an arbitrary subscription price such as ¥710, or must I pick the closest price tier from Apple’s official subscription price list? If arbitrary prices are not allowed, is there an official list of available subscription price points for Japan that I can refer to? Can we set subscription prices in multiples of 10 yen (e.g., ¥700, ¥710, ¥720), or are we strictly limited to the price points Apple provides? Thank you in advance for your help!
Replies
0
Boosts
0
Views
309
Activity
Sep ’25
Link to app store game that does not yet exist
Hi all, Pretty new here, so please remember when you were trying hard. I am creating an IOS app that will generate a link where you have a room-id and a unique id. This will be sent (normal sms. email, copy/paste values etc) to another user. If the person receiving the link does not have the app installed, I would like it to go to the app store for download, however the app is currently not finished and therefore I can't provide a proper link. How do you deal with that? Thanks in advance
Replies
2
Boosts
0
Views
206
Activity
Sep ’25