This sounds like great news to me! But to be clear the I completely understand you: I should disable bitcode in my app (I’ve seen guidance on that). Then, the local dsym files can be used with Crashlytics?
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metehandemircioglu's solution worked for me as well.
Same Issue. Checked the Apple Systems Availability and everything is green...huh?
Update: I am "extremely concerned" that as soon as I applied the IOS update for 14.2 to the iPad test device, Test Flight worked like a charm. I am 100% certain that was the fix because it failed immediately before the update and worked immediately after the update. It was not caused by a reboot, because I had rebooted the device multiple times in an attempt to install from Test Flight.
I don't know if that is because of an Apple desire to force the device to be updated or an indication that the version will only work on other devices that have been updated to 14.2. Interestingly, the Test Flight release did install successfully on a test iPhone that is not running 14.2. Hopefully, Apple will realize that developers need to keep later versions of their operating system installed on test devices in order to validate backwards compatibility.
I get that this post is almost a year old, but it's relevant to my question and "PBK" sounds well-informed on this topic.I do not have a history of IAP Consumable IAP refunds, but I did just experience a case where 6 purchases of the most expensive offering were refunded on the same date. I can see from my logs that there is only one install that has made a large number of that particular package. While I accept that it's possible that there was a "run" on that package by multiple users, I doubt that is the case given a lack of history of refunds. When I reached out to Apple, I was referrred to "Schedule 2". I don't see anything in "Schedule 2" that authorizes Apple to refund Consumables purchases. I see several mentions about refunding Subscriptions, but my app does not sell subscriptions.Is there nothing that obligates Apple to help developers to prevent basically giving away their Consumable offerings? This particular batch of refunds was pretty expensive to the bottom line of my small app and I'm feeling pretty frustrated with Apple's apparent lack of concern or desire to help to tighten things up.
Situation resolved. Just got received a TestFlight notification and installed the build that was uploaded hours ago.
The issue re-appeared for me yesterday, but is only happening on simulators. When I test on actual devices, the sandbox store is reachable as expected.
(In Test Flight) I am intermittently getting "Cannot connect to iTunes Store" errors. This happened yesterday as well and then just went away. I've rolled testing back the current production build in Test Flight and the errors occur with that build as well. Thankfully, all appears fine in Production. There is certainly something going on with the Sandbox.
Follow-up: just as mysteriously as it began to happen, the issue stopped. I checked production builds back 2 months and confirmed the issue existed in those builds. I can only assume that there was something going on with the sandbox store that has been addressed since I posted my initial question.
ditto here...