App Submission

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

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Trouble Creating An Apple Silicon (arm64 only) PKG
I'm running into issues creating a valid .pkg file for Transporter.app. I'm building an Electron app for the Mac App Store. I have a working build that's live, but I've encountered issues on x86 architectures. The delivery process fails with the following error: Asset validation failed (90981) Invalid bundle. The “com.XXXX.***.pkg/Payload/XXXX.app” bundle supports arm64 but not Intel-based Mac computers. Your build must include the x86_64 architecture to support Intel-based Mac computers. For details, view: https://developer.apple.com/documentation/xcode/building_a_universal_macos_binary. (ID: 56e46e1a-6e77-4468-80e6-249ec8990fa8) My build script that creates the .app and code signs the application uses the productbuild utility to create the .pkg. This is the command: productbuild --sign "$INSTALLER_KEY" --product "./build/requirements.plist" --component "$APP_PATH" /Applications "$RESULT_PATH" From my research, I would have assumed that the requirements property list was all that I would need to specify for the .pkg. This is this contents of /build/requirements.plist/: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>arch</key> <array> <string>arm64</string> </array> </dict> </plist> The application included in the .pkg is correctly built for arm64 and I've verified this with: lipo -archs /Path/To/XXXX.app/Contents/MacOS/XXXX arm64 Other research ha led me to solutions via Xcode, but as stated at the beginning I'm using Electron. Any suggestions or insights would be very beneficial.
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I'll publish my app on App Store but it needs Accessibility Permission
Hi, this is my app: https://macsyzones.com Here, a video that demonstrates my app: https://www.youtube.com/watch?v=0jNx3ZUD8Rw It's a very cute window management app with unique features. It needs Accessibility Permission but App Store requires App Sandbox enabled which makes to request Accessibility Permission impossible. How can I submit my app without App Sandbox enabled to Apple? Apple can review the code and build it themselves? There are apps that uses Accessibility Permissions on App Store as I can see. Hope you help to have my app on App Store, it will be very good. 😇 I hope you'll give my app a place on App Store. 🥳 Thank you.
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App Flagged 3.2(f)
We are a team of beginner developers, and we recently published our game (made in Unity) on the App Store for both macOS and iOS. It was live for about 15 days until three days ago, when we received a notice from Apple that our account had been flagged for removal. The email mentioned that our game violates section 3.2(f) of the Apple Developer Program License Agreement. We've been trying to identify the issue since then, but we're not involved in any fraudulent activities. Any guidance on how to resolve this would be a huge help. Thanks.
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App Rejection for iOS 18.1 issue I cant replicate
Forgive me for using this forum I need a quick reply and resolution. Apple says on the iPad Air, ios18.1 the "enter as guest" button doesn't work. But it works for me. Can you tell me if you have the same issue or not? Heres the TestFlight URL: https://testflight.apple.com/join/E97ZXM9T Apples message: Guideline 2.1 - Performance - App Completeness Issue Description The app exhibited one or more bugs that would negatively impact App Store users. Bug description: We were unable to login or enter as guest. The "sign in" and "enter as guest" buttons were unresponsive when tapped on. Review device details: Device type: iPad Air (5th generation) OS version: iPadOS 18.1
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App Review rejected due to Guideline 4.3(a) - Design - Spam
Hello, My app was rejected because of App Review Guideline 4.3(a). The guideline says: "Don’t create multiple Bundle IDs of the same app. If your app has different versions for specific locations, sports teams, universities, etc., consider submitting a single app and provide the variations using in-app purchase." The original answer is: "We noticed your app shares a similar binary, metadata, and/or concept as apps submitted to the App Store by other developers, with only minor differences. Submitting similar or repackaged apps is a form of spam that creates clutter and makes it difficult for users to discover new apps." I am very confused. I just bought a Mac and iPhone and ported my Android app "Travel Trivia" from Weltraumerei to iOS. So I don't have other apps in the Apple App Store. I created my app all by myself and did not repacked another apps or similar procedure. I have only one bundle id. There is one app with a similar concept in the store which unfortunately has the name "Travel Trivia". So I renamed my app for iOS to "Travel Trivia World Quiz". The difference is that this app asks questions about the world and my app has a map and asks questions about countries. On Android the only similar app to my app is "Backpacker". From my understanding my app is relatively unique in concept. Anyway I don't understand why my app is rejected. The uploaded version does not contain In-App-Purchase, Achievement, Leaderboard and Sharing like the Android version does because it is still work in progress. I admit the uploaded screenshots are not that polished and final but ok, you can check it in the Android Store. I don't know how "shares similar binaries, metadata" with other apps can be fixed if this is the case. It is because I used Unity like most developers and this results in similar filename? Anyone can help? Kind regards, Chris
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Performance 2.3.3 Metadata reason for App review error
I am trying to understand the 2.3.3 section as it was cited as an issue with my submission for an iOS App. "2.3.3 Screenshots should show the app in use, and not merely the title art, login page, or splash screen. They may also include text and image overlays (e.g. to demonstrate input mechanisms, such as an animated touch point or Apple Pencil) and show extended functionality on device, such as Touch Bar." I have provided some iOS screens for showing a stage of one game being played. However my App includes 5 games and 4 modes of play. Should I include similar screenshots for each game? I fear I may run out of screenshots. Could using videos help? I believe we are restricted to 3. Do I need to show screenshots for the App on iPad ( it is not Universal ) ? The input mechanism is a text field next to a submit button. Do I have to highlight/overlay the same? If I do the above, is it okay/recommended to skip the info page, Home Screen which neatly shows all modes and the next screen which compactly shows all the games, example of dark mode , achievements and leaderboards? Is there some other thing I should consider here? I was asked to check on Support Forum first. I am in the midst of an App Review. Please advise!! Thanks in advance.
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Multiple dynamic libraries in a package under SPM
We are currently building an app in Swift, reusing an internal C++ backend used in other platforms ( Linux/Windows/Mac ). Current state of the project: App W - ( Swift App ) Package X - Swift Package Y.xcframework - Binary Target (ios-arm64 and ios-arm64-simulator) Z.framework Z - (C++ Backend as a library) Dynamic Library Headers - Library header files Frameworks (Folder) - Required .dylib’s for Z ( libA.dylib (Dependency of Z) [ 58 of them ] libB.dylib (Runtime dependency of python) [ 123 of them ] data - Supporting binary files for Z conf - Supporting configuration files, both text and binary. for Z python - Supporting .py scripts C.py D.py Z.framework ( C++ ) contains 182 Dynamic Libraries. Goal: Validate the app for distribution with the Apple Store validation tool. Learning when trying to solve the problem: A framework can contain only one dynamic library (e.g. .dylib ) A framework cannot have nested frameworks within a Frameworks folder Certain file types within a framework are not treated as resource files (e.g. .py files) Possible solutions Allow to have nested Frameworks in Z.framework. It’s currently not allowed Link 182 dynamic libraries into the project via SPM Problem: Some of the libraries need to dynamically loaded at runtime (related to the python runtime) Making the libraries static adds significantly technical challenges to the Z.framework. Other questions: What’s the best way to achieve this
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Validate fail Archive bundle is invalid Unable to load ‘Info.plist’ for bundle at path
This bundle is invalid. Unable to load ‘Info.plist’ for bundle at path: ‘My App.app/Contents/Library/Spotlight/MyApp-SpotlightIndex.mdimporter’.. This mdimporter is embedded in my app with a Copy step in Build Phases and when I Archive the compiled app, I get that error when I try to Validate. The app works OK, the mdimporter Spotlight works OK, all runs fine. But the Validate on the Archive does not work, it fails with that error.
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App store listing name availability after name change
We have an existing app called "abc". We want to rename it to "def". We have another new app called "ghi" and we want to name it "abc". We know it's possible to name "abc" to "def" with an app update on the existing app. The question is, after how long will the name "abc" become available to use, so we can name our new app "abc"? Will simply putting the name "abc" for new app on AppStore under "General -> App Information -> Name" suffice? Thanks in advance!
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What to do to get an IOS App accepted with OpenSSL
Hi, our IOS App will use the OpenSSL library for a secure websocket communication with network devices. As far as i have understood we need to provide "Export compliance documentation" because we are using "standard encryption algorithm instead of, or in addition to, using or accessing the encryption within Apple's OS". But the documentation here does not indicate that we need to provide anything. Independently of that, the App needs to include a Privacy Manifest, right ? How does that look like ? Thanks in advance
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Oct ’24
How to Publish App as Public in the App Store for Business Use
I’m currently trying to distribute my app on the App Store, but I received the following response during the review process: "We found in our review that your app is intended to be used by a specific business or organization, including partners, clients, or employees, but you've selected public distribution on the App Store in App Store Connect. Since the App Store is intended for apps with a public audience, we recommend reviewing the other distribution options available to you through your Apple Developer Program Account." My app is primarily for business use, but it's designed to be accessible to multiple companies who register with us, rather than being limited to just one specific organization. It doesn't contain any features for the general public at the moment, but I do want it to be available publicly on the App Store for any business that registers. Can anyone guide me on why my app was flagged during the review process and how I can adjust my submission to ensure it can be published as a public app in the App Store? Thanks in advance!
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Oct ’24
Encryption and Info.plist
"https://appstoreconnect.apple.com/teams/047b121d-ab98-485e-858b-fa528d4af712/apps/6501988991/testflight/macos" -> "macOS Builds -> The following builds are available to test." show this message about Encryption: "Missing Compliance Manage". My Mac OS application don't use any encryption. From "Complying with Encryption Export Regulations" (https://developer.apple.com/documentation/security/complying-with-encryption-export-regulations): "Add the ITSAppUsesNonExemptEncryption key to your app’s Info.plist file with a Boolean value that indicates whether your app uses encryption. Set the value to NO if your app—including any third-party libraries it links against—doesn’t use encryption" But Info.plist no longer in Xcode (Version 15.4). What can I do ?
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Oct ’24
iTMSTransporter lookupMetadata apple_id not supported by the metadata lookup functionality
Hello, I am trying to use iTMSTransporter to update my app's metadata, however I am getting error code 1117. "The content type for the specified apple_id of 'XXXXXX' is not supported by the metadata lookup functionality. (1117)" Any idea on what would cause that? I have no outstanding terms to accept or anything like that and my app is in status "Prepare for Submission". I suspect this might be happening because I currently have new In App Purchases in review that have been denied because they were not yet accessible in the app for testing. The recommendation was to upload a new build. However, in order to upload a new build for testing I need to update my metadata. I have a lot of metadata so would like to use iTMSTransporter, but then I get that error. Thanks for your help!
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Oct ’24
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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Oct ’24
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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Oct ’24
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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Oct ’24