Hello Apple Dev Team,
I’m seeking guidance on how to ensure full compliance with the App Store Review Guidelines, specifically section 3.1.1 (In-App Purchase).
In-App Purchase Mechanisms:
I want to verify that my app is correctly using in-app purchases to unlock premium content, rather than alternative mechanisms. The guidelines outline various restrictions on unlocking content (e.g., license keys, QR codes, cryptocurrency). If I follow all of these restrictions, would Apple require anything else specific to prove compliance?
Subscription Handling Across Platforms:
Our app plans to offer a subscription service where users could subscribe on Android and then access the content on iOS with the same credentials (similar to Netflix). Users should also have the option to manage (including canceling) their subscription directly from their iOS device. Are there any specific requirements or precautions I should take to facilitate this cross-platform subscription access while remaining compliant?
Restoring Purchases:
I see that in-app purchases must have a restore mechanism. Could you confirm if Apple expects any specific UX or technical standards here, particularly if there are multiple types of IAPs?
I’d appreciate any insights or examples from other apps that meet these requirements successfully. Thanks in advance!
This should help clarify your approach, ensuring alignment with Apple’s guidelines.
Create elegant and intuitive apps that integrate seamlessly with Apple platforms.
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Hi, so, we grabbed a couple of nice new watches the other week (Ultra for dad, SE for teenage son). Mostly cool and working together (calls, messages, maps, walkie talkies, etc, etc). All good.
But then son said, "Dad, why can't I see my sleep stuff like you can..?". He was right, it wasn't working. Looking around a bit, it turns out that there are a bunch of things that are turned off or not available when pairing a kids watch with dad's phone.
From the Apple page: "The following features and apps are not available: Medications, respiratory rate, irregular heart rhythm notifications, ECG, AF History, Cycle Tracking, Sleep, Wrist Temperature, Blood Oxygen, Walking Steadiness, Audiobooks, Remote, News, Shortcuts and the double-tap gesture".
Now dev-me reacts to this situation with: "Ok, so let's just build a little standalone sleep app for son's watch. There must be lots of parents out there who would like the same thing". And there are also a bunch of other "family sharing" enabled apps that when you try and use them on kid's phone, say "iPhone requireed", i.e, they don't apparently work with just a watch hooked up to mum or dad's phone.
So before I dive into that kind of project, which seems like an obvious fix path from a dev and a parents' point of view: does anybody know if this from Apple's point of view is a hardware, a software or a legal/age limitation? What's the basic framework/dev/design issue here?
Is it something on the device(s) that prevents sleep data from even being collected on family/kids paired watches? (Therefore don't bother trying to build an app); I assume not becauses it's just a normal SE used by a kid; or
Is it "just" that Apple hasn't wanted to make that available without a kids iPhone too (Therefore you could certainly build a standalone app to do what Apple hasn't wanted to do); or
Netiher 1 nor 2, but Apple won't even allow Sleep data collection for kids for some legal/health data reason (Therefore don't bother trying to build the app).
In visionOS, i have been trying to implement this view as a background for information view, but i cannot find any information about it anywhere. Does anyone know what this is called or any workaround to achieve this look?
I’m trying to create a custom animation for a button in SwiftUI, but the animation doesn’t seem to trigger properly when the button is pressed. I’ve followed the standard approaches using withAnimation, but the button only occasionally animates. Has anyone encountered this issue? Are there specific guidelines or common pitfalls in SwiftUI for button animations that I might be missing? Any insights would be appreciated!
APP有一個UI是輸入數字的TextField,每輸入一個數字會自動跳至下一個TextField,總共有6個Textfield,但是用戶輸入時,畫面顯示的數字會自動縮小,並取不到Textfield的值,非常奇怪!!
I can’t figure out how to make the iOS 18 photoshop template for app icons work. In the past, each variant of the icon size was an
editable layer you could open up, change and save. In this one, only the large App Store icons are editable. So I thought maybe if I put my icon in the App Store layer, the smaller icons would automatically scale and fill in. But they don’t. When I checkmark the generate assets option, it generates all the icon files, but all of them are blank, except for the App Store one. I don’t really want the smaller icons to just automatically scale down anyway; I would rather have them be fine-tuned by hand so that they look good at all sizes.
I used the sketch template in a free trial of sketch and it automatically scaled and generated all of the icon sizes, as expected. But I don’t own sketch; I use Photoshop and Illustrator for all of my work.
I’ve always been able to use the template in the past; it’s only this year‘s iOS 18 version that isn’t working for me.
Greetings,
We have been rejected in the review of our App for a code non-compliance with 4.3 Design guidelines. Our App appears to be similar to others, and indeed it is similar in functionality and appearance. The others that are similar have been developed by us as well, these being customisations that are specifically targeted at the companies or accounts we deal with.
The truth is that we have gone through several reviews of the other Apps before when we submitted them for publication at the time.
We know that there are other development companies that customise Apps for different brands and in these cases there has been no reason for rejection by the Apple Store.
We are beginning to think that there may be certain factors that are directly influencing the rejection of this App:
The mockups or screenshots we are using are similar to those of another App we have published with the same functionalities.
The backgrounds of the App have a gem of colours similar to that of the other App.
And now we wonder:
Is it possible that he rejected it solely because of design issues with the presentation screenshots and backgrounds of the App?
Apart from the appeal that can be submitted to the Store via the review form, is there any way to contact Apple by phone to determine exactly why the App was rejected?
How do other companies upload the same custom App and get it reviewed?
I'm using apple maps to build a feature so users can create and save running/cycling/hiking routes.
Currently the map only shows trails and similar local paths after zooming in to what is basically an extreme level.
I want the trails and local paths to be more visible on a further, broader level of zoom.
APPLE MAPS JS EX:
https://trkbucket.s3.amazonaws.com/media/shoe_images/Screenshot_2024-10-23_at_10.52.17AM.png
https://trkbucket.s3.amazonaws.com/media/shoe_images/Screenshot_2024-10-23_at_10.52.04AM.png
APPLE MAPS iOS EX:
https://trkbucket.s3.amazonaws.com/media/shoe_images/IMG_9DDF5C9A320D-1.jpeg
Also strange that on iOS the path is visible while more zoomed out whereas JS does not.
Please advise how to show these map items at a broader zoom.
As the title states, this severely limits the flexibility of multi-window applications in creating a good user experience.
Even effects like the ones shown below cannot be achieved.
I'm trying to make a Swift Chart where 24 AreaMarks an hour apart on X axis over a day display a vertical gradient.
The gradient is vertical and is essentially [Color.opacity(0.1),Colour,Color.opacity(0.1]
The idea here is where the upper and lower points of each AreaMark are the same or close to each other in the Y axis, the chart essentially displays a line, where they are far apart you get a nice fading vertical gradient.
However, it seems that the .alignsMarkStylesWithPlotArea modifier is always set for AreaMarks even if manually applying it false.
Investigating further, I've learnt that with AreaMarks in a series, Swift Charts seems to only listen to the first foreground style set in. I've created some sample code to demonstrate this.
struct DemoChartView: View {
var body: some View {
Chart {
AreaMark(x: .value("Time", Date().addingTimeInterval(0)), yStart: .value("1", 40), yEnd: .value("2", 60))
.foregroundStyle(LinearGradient(colors: [.pink, .teal], startPoint: .top, endPoint: .bottom))
.alignsMarkStylesWithPlotArea(false)
AreaMark(x: .value("Time", Date().addingTimeInterval(3600)), yStart: .value("1", 44), yEnd: .value("2", 58))
.foregroundStyle(LinearGradient(colors: [.orange, .yellow], startPoint: .top, endPoint: .bottom))
.alignsMarkStylesWithPlotArea(false)
AreaMark(x: .value("Time", Date().addingTimeInterval(03600*2)), yStart: .value("1", 50), yEnd: .value("2", 90))
.foregroundStyle(LinearGradient(colors: [.green, .blue], startPoint: .top, endPoint: .bottom))
.alignsMarkStylesWithPlotArea(false)
}
}
}
Which produces this:
So here, all the different .foregroundStyle LinearGradients are being ignored AND the .alignsMarkStylesWithPlotArea(false) is also ignored - the amount of pink on the first mark is different to the second and third 🤷♂️
Has anyone encountered this. Are AreaMarks the correct choice or are they just not setup to create this type of data display. Thanks
I am using iOS 18.1 on an iPhone 16 Pro. Although I am using a SanDisk external hard drive, the iPhone’s Files app is not recognizing the drive properly, and video files are not playing well. However, everything works fine on my iPad. Could this be an issue with the iPhone's OS?I am using iOS 18.1 on an iPhone 16 Pro. Although I am using a SanDisk external hard drive, the iPhone’s Files app is not recognizing the drive properly, and video files are not playing well. However, everything works fine on my iPad. Could this be an issue with the iPhone's OS?
I used standard font styles in an iOS app. For example .font(.headline). I hoped that developing this way would allow the adoption of the app to other platforms, relatively easy.
However, when trying to run for iPadOS, the text did not increase in size to occupy the more abundant space offered by larger screen, but it actually shrank. Overall, the app does not look great "automatically".
Why does it happen?
What is the best practice for cross platform development with SwiftUI (with regards to font sizes). I want to make as little as possible human interface design decisions on my own and just let SwiftUI take care of everything. (But I also want the results to look as Apple would consider great looking)
I want to be able to write a cross-platform screensaver that works on both Windows and macOS using the Pygame 2D graphics library in Python. On Windows, this is super easy - you just write your program with three possible command line arguments: /p for preview mode, /c for the configuration dialog mode, and /s for the actual full-screen screensaver mode. Then you just use pyinstaller to build an .exe file and rename the extension to .scr, and you're good to go. However, it seems that making a screensaver on macOS is a pretty convoluted process, and there was stuff about specific Objective-C functions that you had to write, and I didn't really understand the documentation. Could you please tell me if there is any way to simply get my Python Pygame program to build as a proper .saver file? Thanks!
Last November 13 I came up with a phone keyboard layout (strategy) that can make key size bigger hence less mistyping.
The typical phone keyboard looks like this:
My proposed keyboard looks like this:
Essentially, it's a split keyboard with the left-hand part stacked above/below the right-hand part. Key size/width/height and the vertical distance between the left-hand part and right-hand part may be adjustable to suit different phone widths and user hand sizes.
You guys can show the proposed keyboard's image on your phone and fit this keyboard to your phone width so you can actually simulate typing on it to see how it feels. On my phone, the letter keys in it are a little too big for my thumbs to reach the farthest keys, but as I said, key size should be adjustable to suit different phone widths and user hand sizes.
URL:https://idmsa.apple.com/appleauth/auth/signin
Header: {
Accept=application/json, text/javascript, /; q=0.01,
X-Requested-With=XMLHttpRequest,
origin=https://idmsa.apple.com,
Connection=keep-alive,
Referer=https://idmsa.apple.com/,
User-Agent=Mozilla/5.0 (Windows NT 6.1; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/71.0.3578.98 Safari/537.36,
Host=idmsa.apple.com,
Accept-Encoding=gzip, deflate, br,
X-Apple-Widget-Key=e0b80c3bf78523bfe80974d320935bfa30add02e1bff88ec2166c6bd5a706c42,
pragma=no-cache,
X-Apple-Domain-Id=3,
Accept-Language=zh-CN,zh;q=0.9,
Content-Type=application/json
}
Response:503 Service Temporarily Unavailable
麻烦请尽快解决这个问题,这影响了我们的自动化构建流程!
I have a website that uses tables for listing our certifications. A customer is complaining that on their browser, the contents of the tables are being viewed upside down. They should be showing vertically. This is not happening on any other browser that I have tested. Has anyone had this issue and what did you do to fix it. https://www.mccampbell.com/statement.php
Thank you for your help. Much appreciated.
Lynda
Question: Guide for Using Apple's macOS Sequoia UI Kit in Figma?
I recently discovered that Apple has published a "macOS Sequoia UI Kit" on their Figma profile: https://www.figma.com/@apple
As someone new to both UI kits in Figma and Mac app development, I'm looking for guidance on how to use this UI kit when designing a Mac app. Does anyone know if such a resource exists? I haven't been able to find one so far.
Background
I started developing a new macOS app about a month ago and have a basic working version with early functionality.
I've realized I need to take a step back and create visual prototypes to inform where to invest future development time.
The Sequoia UI Kit seems like it could be helpful, but I'm unsure how to use it.
iOS but not macOS
There are several tools available for designing iOS apps:
https://createwithplay.com/
https://www.judo.app/
https://detailspro.app/
However, I'm not aware of similar tools specifically for macOS application design.
Direction
Apple publishes design UI kits for both Figma and Sketch.
I want to avoid paying for Sketch (this is a hobby project), so I'm focusing on the Figma option.
Ideally, I'd love to see the iOS-focused tools mentioned above support macOS design fully. Until then (if ever), I'm hoping to make the most of the Sequoia UI Kit in Figma.
Any guidance or resources would be greatly appreciated!
Hello everyone, I am currently developing a gambling app and would like to ask if anyone has relevant experience or knowledge regarding whether it is necessary to require users to log in immediately when launching the app? Or is it permissible to offer a "guest mode" for users to try out the app before requiring them to log in? Does this comply with the policies of Apple or Google Play? Thank you all for your guidance!
Hello everyone, I updated a new version to fix bugs and add more levels, but Apple rejected it citing spam design 4.3(a). Everything in the game is created by my team, and we did not copy or imitate any other product. We discovered that a studio has unpacked our game and stolen all our images, sounds, and many other files, even the file names match ours. Our game was released over a month before theirs, while they just released their first version a week ago. Despite being the original version, our game was rejected for spam. Currently, our game is generating $10k daily in IAP and we are spending a lot on ads. We are in urgent need of updating the game. I’m really frustrated that this issue has not been resolved yet. I have submitted all the information and evidence to the Apple Review Board, but I haven’t received any response so far.
test to check view inflation, POC.