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Reply to What is the difference between Apple Hosted Content and On Demand Resources in the context of an in-app purchase?
Thanks, PBK. Points 1 and 2 are very helpful to know. As for points 3 and 4, I had understood that resources you specify as "on demand" in your bundle are hosted on Apple servers anyway and so IAP content submitted in your bundle would only be downloaded when instructed to by the app.I think we may be talking at cross purposes here. My question is about ODR vs hosted content. Of course, it's all hosted content, but there's a difference in the terminology from Apple's perspective. With ODR, I submit all content in one bundle but the user only downloads a small, essential part of that when downloading the free app. They progress through the app (a game) to a certain point and then to gain access to the rest of the game, they must purchase the in-app purchase. This means access to more media content. In the ODR scenario, the app accesses the rest of the bundle, which is stored on Apple's servers.An alternative to this is for me to submit the app without the extra media content. The user still downloads the same essential part from the app store when downloading this free initial part of the game. However, I can submit a separate package of IAP content to iTunes Connect and place that in the IAP area. This package is associated to the app. On purchase, is this IAP package automatically downloaded? Does the app need to make a NSBundleResourceRequest for part or all of its content?In both cases, Apple hosts the content on its servers.As you say, any changes to the IAP content needn't mean updating the app in the second scenario, but perhaps it wouldn't in the first scenario either, if the only changes were swapping out media content. If I submit a new build with identical code, but some ODR media file substitution, does the user need to update their app? If it meant updating code, that would be necessary in both scenarios anyway.
Jun ’20
Reply to What is the difference between Apple Hosted Content and On Demand Resources in the context of an in-app purchase?
Thanks for the clarification. That's very helpful. Do you know if hosted content is automatically downloaded to the device when purchased or whether the app needs to make some kind of call for it? I suppose if the hosted content package has its files tagged as ODR, then an NSBundleResourceRequest would logically be required. But if not, I wonder if some other call is required or whether it just downloads automatically.
Jun ’20
Reply to Simple VideoPlayer not working
I'm getting the same thing. No issue on Xcode 11. FigSubtitleSampleCreateFromPropertyList signalled err=50 (kFigCFBadPropertyListErr) (NULL or bad plist) at /Library/Caches/com.apple.xbs/Sources/EmbeddedCoreMedia_Sim/EmbeddedCoreMedia-2747.2.1.1/Prototypes/ClosedCaptions/FigCaptionCommand.c:792
Aug ’20
Reply to App Store rejection - prefetch ODR not loading in iOS
The reply was: "Thank you for your response. After further review, the previous issue still exists." This was the first rejection and appeal in my case, from App Store Review. When this occurred in Beta App Review back in June, I went through many modifications and rejections until I discovered a similar case on the forums, which quoted a bug report number. I have just tried to find the reference in my resolution center history, but it seems the last thread, where I mention the bug report, is missing. There were about 20 messages exchanged and 5 rejections. In the end, after I quoted the bug report number (FBXXXXXXX) I was asked to send a video of me downloading and using the app, after which it was approved for TestFlight. The issue then never occurred for App Store Review. Do you know if they are still using an iPad Air 2 for testing? What are my options here? Should I open a DTS?
Sep ’20
Reply to App Store rejection - prefetch ODR not loading in iOS
Now that I have it on TestFlight, I asked an iPad user to test it and it fails to download the initial ODR, except instead of showing an empty loading progress bar, as specified in the rejection from the App Store, there's a big text readout of the error. It seems it can't access the asset pack. I checked the project build upload on App Store Connect and it says it's there, which of course it must be because the same version/build works fine on my iPhoneX. As I mentioned, I have not changed any relevant code. In fact, the only difference between this version and the last are two lines of code that check for iOS 14 availability at the moment of calling the one non-consumable IAP, all of which has nothing to do with startup. Here's the screenshot of the iPad fail: https://www.icloud.com/iclouddrive/0zek9opGB0kuZUucvj3auKYiA#Apple_Developer_Forum Does that give you any clues?
Sep ’20