Within the last week, we listed our app on the App Store for Pre-Download. Immediately after, we created campaign links and sent them around. We are 100% certain that at least a few of the campaign links have generated over 5 pre-downloads, yet we still can't view campaign data.
Is this because pre-downloads are not considered App Store Units, so we won't be able to get the attribution until the launch date?
Navigate the App Store landscape. Share strategies for app submission, distribution, marketing, and user acquisition. Discuss best practices for getting your app discovered and downloaded.
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I'm the account holder
I've using test flight a long ago, but today I faced this problem for my forst time
The group is there but inactive ?!
I am trying to add In-app purchases to my app. I tried to create StoreKit Configuration File but after checking "Sync this file with an app in App Store Connect" I wanted to pick my team but the only options I had were "None" or "Ad an account...". And answering upcoming question: Yes I have team. Please help.
I am trying to use the AppStoreConnect API to set the price of an app. In the documentation (here) it suggests that it is possible to set the price using the API.
"To set a price for your app using App Store Connect API, create a relationship between the apps resource and appPrices"
However it links to the instructions on how to set a price using the AppStoreConnect web site.
Looking at the website it appears that the pricing is being set by sending a PATCH to the app record itself but on the API this results in a 405 (METHOD_NOT_ALLOWED)
Is it possible to set a price using the API, and if so what endpoint should I be sending to?
Dear all,
This is my first post in this forum - and, in fact, my first app, too! I'm glad to be here, and thanks in advance for your help.
I'm looking to offer an app for a one-time payment. I'd also like people to be able to try the app for a week.
It seems that the "Pricing and Availability" section in App Store Connect is not the right place to configure this kind of offer. It does allow me to set a one-time price, but I cannot find a trial-period there (or am I missing something?)
Two different strategies seem possible here:
Using in-app-purchases: make the actual app free, but ask users after a week to buy a non-consumable IAP. The problem with that: I need to verify that the app has been installed for seven days ... even if it has been uninstalled at some point.
Using subscriptions: There is a "free trial" option for subscriptions. But after that free trial, subscriptions are being payed periodically. I'd rather have the user only pay once for lifetime-access.
Some apps seem to use strategy 1 - I believe the "Lap swim" app does. But still it seems like a bit of a hack - is there a more elegant way to achieve this?
Unable to create new versions for any of our Apps
I hope this problem will be solved asap
When trying to transfer my app to another account, I got error saying "Your transfer request could not be completed. Try again.".
I have double checked all the transfer criteria, and also tried latest version of Chrome/Firefox/Safari, and clear all the caches, but still no luck.
Anyone having similar issue?
I am trying to upload an App Preview to App Store Connect for a iphone app,I created the preview as an "App Preview".
When I try to upload the app preview I get the message " your app preview is too big".
The preview is 30 sec. It is 6 MB in size. MP4 format.
Who know how to change my app preview
So I tried changing the price for my app (which was roughly 12 hours ago) and the price just doesn't change in the Mac App Store.
It was an immediate global price change (so no scheduling).
I checked the price from a fresh VM so it's not a caching issue.
Anyone got the same problem?
I have a recently approved app (launched on March 11th).
On March 12th I generated 20 promo codes to hand out to users. These were generated in App Store Connect > Services > Promo Codes.
Users are now reporting that none of the promo codes work. Some don't get any message, the redeem dialogue just doesn't do anything. Others got an error "This item is no longer available".
Is this a bug or have I done a mistake when generating the promo codes?
I have a very embarrassing problem. that I can't transfer my macOS app to another account. and above is wrong picture.
I already tried to delete the apps group. but it doesn't work.
this transfer is very important for our team. if anyone can tell me how to do, I will be very grateful.
Anyone is experiencing this issue?
Today without any reason we can think of, all of our builds were expired on Testflight.
Without knowing what happened, then we tried to add a new build, that it it seems to be in good shape on Testflight, even with the mark green meaning is ready to be tested.
Even though, by trying to install the app on iOS using TF, we are getting a message saying "The requested app is not available"
My submission to App Store Connect has been 'In Review' for over 5 days now. My recently experience with reviews has been great with reviews occurring within a few hours. But now it seems to be taking much too long. I have contacted the support team a few days ago, and they said the app is requiring additional time and they will contact the review team. But still haven't received any updates. I've been very happy with the review process lately, and now this long wait. I don't suppose there's anything to be done? I am very tempted to cancel and resubmit just to get in front of another reviewer. Anyone else having this experience lately?
Able to show the promotional offer, but after going through the payment process, inputting my password, and confirming the purchase, I get an error popup that says "Unable to Purchase. Contact the developer for more information."
In the logs, I get the following errors:
SKErrorDomain Code=12 "(null)"
ASDServerErrorDomain Code=3903 "Unable to Purchase"
Here are the example parameter values I am passing to the combined string appBundleId + '\u2063' + keyIdentifier + '\u2063' + productIdentifier + '\u2063' + offerIdentifier + '\u2063' + appAccountToken + '\u2063' + nonce + '\u2063' + timestamp
appBundleId: com.app.myapp
keyIdentifier: copied the key ID from the App Store Connect
productIdentifier: product_identifier
offerIdentifier: offer_identifier
appAccountToken: tried both a UUID and an empty string
nonce: a UUID to lowercase
timestamp: UNIX timestamp
How I'm generating the signature (Java)
/* promotionalOfferKey = value between "-----BEGIN PRIVATE KEY-----" and "-----END PRIVATE KEY-----" from the downloaded p8 file from App Store Connect associated with the keyIdentifier parameter above */
// stringToSign = the combined string above
byte[] encoded = Base64.getDecoder().decode(promotionalOfferKey);
KeyFactory keyFactory = KeyFactory.getInstance("EC");
PKCS8EncodedKeySpec keySpec = new PKCS8EncodedKeySpec(encoded);
Signature ecdsaSign = Signature.getInstance("SHA256withECDSA");
ecdsaSign.initSign(keyFactory.generatePrivate(keySpec));
ecdsaSign.update(stringToSign.getBytes(StandardCharsets.UTF_8));
byte[] signature = ecdsaSign.sign();
signatureToReturn = Base64.getEncoder().encodeToString(signature);
What am I doing wrong? Thank you in advance.
I submitted a new App yesterday and included a video preview file for several size devices (6.7, and a copy of 6.7 for 6.5, 5.5 and 12.9). The iPhone files each took 5-10 minutes of processing (where the file icon shows a cloud image) but each eventually worked.
The iPad file uploaded fine, but now 18 hours later is still showing a cloud icon. All these uploaded files are about the same size at about 40M.
The AppStore will not allow me to submit the App for review due to: Preview File Still Processing!
What is my recourse?
I have implemented a standard GKLeaderboard in my app. The leaderboard includes the player's avatar, display name, and the score.
I only use functionality provided by GameKit without any custom server functionality. I don't even have an own server.
Still, my app got rejected with the following notice:
We noticed that your app does not obtain the user's consent prior to uploading users' scores to a global leaderboard. To collect personal data with your app, you must make it clear to the user that their personal data will be uploaded to your server.
What should I do here? Do I really have to obtain user's consent before uploading his score to Game Center?
Hi,
My App Store Connect's Sandbox Testers' page gave me the error message
"Something went wrong. Try again later" yesterday. It hasn't been resolved yet. I got the same error when adding a new sandbox tester.
This issue came suddenly, and I know the other person who has experienced the same issue. I need help or suggestion on what action I can take to get past this issue.
Thank you!
Hi All tech gurus,
This morning I got an error while uploading a new app on App Store that the app name is already taken and after that chaos started.
Now any app that I try to upload I am getting an error. When I tried to create an app manually on App Store, it created but it does not show in my apps on App Store Connect .
It creates the identifier and does not show me the app on app store connect.
Also gives an error on xcode upload that SKU is already taken. Any help would be greatly appreciated as this is major blocker for me.
macOS Version 13.4.1 (Build 22F82)
Xcode 15.0 (22181.22) (Build 15A5161b)
iPhone SE running iOS 17.0 beta
I have a test device (iPhone SE) with iOS 17 beta installed. I am using a cable to connect it to my MacBook. Within Xcode beta, I am using the "Devices and Simulators" dialog. Attempting to "connect" the device fails repeatedly with the following message:
The developer disk image could not be mounted on this device.
Domain: com.apple.dt.CoreDeviceError
Code: 12040
Failure Reason: Error mounting image: 0xe8000106 (kAMDMobileImageMounterCredentialsFailed: AppleConnect authentication failed or was cancelled.)
User Info: {
DDIPath = "/Users/***/Library/Developer/DeveloperDiskImages/iOS_DDI.dmg";
DVTErrorCreationDateKey = "2023-06-23 17:08:18 +0000";
"com.apple.dt.DVTCoreDevice.operationName" = enablePersonalizedDDI;
}
--
Error mounting image: 0xe8000106 (kAMDMobileImageMounterCredentialsFailed: AppleConnect authentication failed or was cancelled.)
Domain: com.apple.mobiledevice
Code: -402652922
User Info: {
FunctionName = AMDeviceRemoteMountPersonalizedBundle;
LineNumber = 2108;
}
--
AMAuthInstallRequestSendSync failed: 22 (kAMAuthInstallErrorAppleConnectAuthFailed)
Domain: com.apple.mobiledevice
Code: -402652922
User Info: {
FunctionName = "-[PersonalizedImage mountImage:]";
LineNumber = 2005;
}
--
I also see the following error from the phone's console:
Sending response: {
DetailedError = "Error Domain=com.apple.MobileStorage.ErrorDomain Code=-2 \"Failed to copy personalization manifest.\" UserInfo={NSLocalizedDescription=Failed to copy personalization manifest., NSUnderlyingError=0x7a6a07b80 {Error Domain=com.apple.MobileStorage.ErrorDomain Code=-2 \"Failed to retrieve personalization manifest: Error Domain=com.apple.MobileStorage.ErrorDomain Code=-2 \"Failed to find a cached manifest (im4m) for variant DeveloperDiskImage (personalization required).\" UserInfo={NSLocalizedDescription=Failed to find a cached manifest (im4m) for variant DeveloperDiskImage (personalization required)., NSUnderlyingError=0x90ab04240 {Error Domain=com.apple.MobileStorage.ErrorDomain Code=-2 \"/private/var/run/mobile_image_mounter/DeveloperDiskImage/B5A2B06AE07F3A280BC168DCAFE0D3BADD8CFCAA017BE5C735299D5398807133F23C61593439B0B93C4B772168E8F711.im4m does not exist.\" UserInfo={NSLocalizedDescription=/private/var/run/mobile_image_mounter/DeveloperDiskImage/B5A2B06AE07F3A280BC168DCAFE0D3
I have tried the usual things:
Restarting Xcode.
Restarting the iPhone.
Logging in/out from iCloud on the iPhone.
Logging in/out of Apple Developer within Xcode.
Restarting my MacBook.
Burning sage and making an incantation.
Hi,
We aim at delisting our MacOS app from the Mac App Store, so that it is no longer available for new users, while maintaining uninterrupted access for our existing MacOS user base.
However, this MacOS app is associated to an iOS app in the same app group.
Our current challenge lies in the process of removing the older MacOS app from sale without affecting the availability of the associated iOS app.
We have explored the "remove from sale" option in App Store Connect, but it appears to be common to both MacOS and iOS, preventing us from delisting the MacOS app separately.
We'd like to understand if there is a way to remove the MacOS app from sale without impacting the associated iOS app. If there are any alternative solutions or best practices that can help us achieve this, we would greatly appreciate your advice.
Any advice or suggestions you can provide would be highly appreciated !