App Submission

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

Posts under App Submission tag

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Is the Registration flow required for unlisted apps?
I want to publish an unlisted app for an enterprise audience and would like to know if the registration flow is required. Since my app will only have features that require log in Apple guidelines say it needs the registration process but to ensure that only desired users will have access I plan to create accounts from outside the app, thus making the registration within the app unnecessary. Is there any docs, guideline or policy that states that registration is not needed for unlisted apps?
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320
Oct ’24
Submission Rejected Due To Screenshots That Are Not Present In Submission
Hello! I have been rejected around 3 times in a row (citing 2.3.3 (inaccurate metadata)) due to iPad screenshots that are not present in my submission. These screenshots are from a much earlier build and despite pointing this out directly this issue has persisted. I have removed all screenshots and submitted completely new ones twice. It appears that there must be a glitch or technical issue preventing the review team from seeing these updated screenshots. I am unsure of how to solve this as on my end this issue appears to be resolved. My next attempt will be to set up a call with a live reviewer in order to sort this out. Any advise would be appreciated! Thank you for your time!
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279
Oct ’24
Error uploading in app purchase screenshots for App Review
I'm getting a "There was an error uploading your screenshot. Try again later." error when trying to upload a screenshot under Review Information. Tried both Safari / Chrome, JPG/PNG and screenshot size is correct. Looking at the network logs, it is also returning a 409 Conflict error. Is there a known issue?
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232
Sep ’24
Clarification Needed on Default Release Behavior in App Store Connect API
We have a requirement for our app to set "Automatically release this version" and "Release update to all users immediately." Essentially, we want the build to be released to 100% of users once it is approved, without any further action needed from our side. We are using App Store Connect APIs to release our app. To achieve this: I am creating an App Store version by setting AppStoreConnectReleaseType enum to AFTER_APPROVAL in AppStoreVersionCreateRequestData. I am not enabling phased release. I am submitting the app for review. My main concern is understanding the App Store's default behavior for app submissions, particularly whether the default action is to release the update to 100% of users immediately or in a phased manner. If the default behavior is to release to 100% of users, our implementation should meet the requirement. However, if the default is a phased release, I am uncertain if our approach will fulfill our requirement. Any insights into the App Store's default release behavior would be greatly appreciated.
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259
Sep ’24
Invalid Swift Support error
I've been working on my app, and I've been recently uploading version 2.0 builds to testflight. All was going well until now, where I can run the app in xcode, but can't publish to app store connect because of the error: "Invalid Swift Support. The SwiftSupport folder is missing. Rebuild your app using the current public (GM) version of Xcode and resubmit it." Any help is appreciated.
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272
Sep ’24
Testflight issue: "Could not install <app_name>. The requested app is not available or doesn't exist."
I get the message as seen in the attached image. I recently enrolled in the Apple Developer program last month. Initially, I was working for a client and everything was working fine locally. Builds were executing fine and running as well in emulators and physical devices. But when I archive the build and distribute it to TestFlight via AppStore Connect, I always get this error message as shown below. There are no warnings or errors in the console or in Xcode. I already took care of everything and all compliance related issues. I am not sure what even is wrong at this time. I resubmitted the builds at-least 8 times but still getting same message. Moreover, as a test run, I submitted a build containing a simple "Hello World" component as well. It's getting the same error. I have wrote to Apple Support as well but haven't heard back from them yet. If anyone knows how to resolve this please please guide me. This is really annoying and frustrating now since testers are not able to test the application.
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441
Sep ’24
AppClip Advanced Experience stuck at "received," with inconsistent end results
I filed a more detailed report in FB15052582, but wanted to post a high-level version of this issue here as well. I have recently launched an app, and have had approved multiple subsequent releases of it, however my App Clip Advanced Experience has never left the "received" state, and shows incorrect assets when it does appear. TL;DR: At a minimum, the launch image of the App Clip is out-of-date In general, my App Clip shows up as "unavailable", and I believe has never been set to "published" I believe devices that have had the parent app installed can show the App Clip even after the parent app is uninstalled, and devices that have not may show it as "unavailable" In debugging this, I have done the following: Confirmed that the latest version (v1.0.3, build 747) is well within the size limits as specified in Creating an App Clip with Xcode article. For reference, while my App Clip targets iOS 17 and above, because it is invoked primarily from a QR code, I have kept to the iOS 16 restrictions. The universal build via TestFlight registers at 7.39MB download, 10.5MB installed. Used the diagnostic menu in the Developer settings on iOS, which shows all green checkboxes except for the URL length. I do not think this applies to my use-case, as the URL length only impacts App Clip Code creation, and not QR code invocations. Verified that the App Clip, when launched from a QR code, is the correct build. Both my app and the associated App Clip expose the build number (as generated at build time by a ci_post_clone.sh script in Xcode Cloud), so I know I am seeing the correct version. Repeated the above after clearing the "local experience cache" within iOS. Additionally, the default App Clip experience url as generated by Apple shows "App Clip Unavailable." If I test on my device, even after deleting the App Store released build, and/or the TestFlight build, the App Clip experience usually loads for me, however with the first image I uploaded to the default App Clip experience in the first release. On other devices, sometimes the App Clip is not available at all. One thing that I wonder is if I inadvertently created this issue for myself by setting up an App Clip Advanced Experience before even submitting my first build for review. I created it while prototyping the app, and only recently had the first and subsequent builds approved and released. Additionally, I have used the "copy metadata from previous build" option for each release, except that I have replaced the default experience image. The status of the App Clip Advanced Experience has only ever been in "received," and I am at a loss for next steps. Is there some step that I have missed? -erin
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538
Sep ’24
How to Get Featured on the Apple Vision Pro App Store?
Hello everyone, I’ve recently released an app on the Apple Vision Pro App Store, and I believe it could be a strong candidate for featuring. I’ve already filled out the necessary forms for getting featured a few times, but I haven’t heard back, and it’s been over a month. I don’t mean to sound overly confident, but I genuinely think my app has the potential to be featured. If my app isn’t eligible for being featured for some reason, it would be great to know why. Additionally, if it doesn’t get chosen for featuring, is there someone specific I can contact for more information? I’d appreciate any insights or advice on how the featuring process works or how I might be able to improve my chances. Here is the link to my app: https://apps.apple.com/us/app/the-simulation-archive-1147/id6639664425 Also, I have the featuring artwork ready to go, but I understand I need to get it featured first to upload it. Thanks in advance for your help!
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381
Sep ’24
Reinstall MacOS 14.6.1
Hello everyone. I was eager to install the latest MacOS 15 Beta and try out the new Apple intelligence. Normally, I just wait for the Alpha version. This time I did not. I am having so many errors with the OS and Xcode-Beta. For one, I updated one of my applications; however, I was informed that Apple does not accept .ipa files (or builds) that have been built in Xcode-Beta. Now I am unable to publish new apps to the Apple App Store (or updates). I reset my MacBook Air M3 2014. I downloaded Sonoma (MacOS version 14) from the AppStore, but I was informed it will not work on this Mac. I downloaded version 14.6.1 from the developer section, and my computer does not know how to open .ipsw files. Does anyone know what I should do, or what I can do. I have another MacBook that is like 10 years old, but I really want to use the new OS environment. Any help would be appreciated. Thank you, Erica Perkins
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413
Sep ’24
Request for Guidance on App Approval Process
We recently submitted our app, for approval, but unfortunately, it has not been approved. Our team has worked diligently to incorporate innovative ideas, fresh designs, and unique features that we believe offer significant value to users. We’ve carefully followed the guidelines and ensured that all aspects of the app, including user data safety and security, meet industry standards. Despite our efforts, we’ve encountered difficulties in getting the app approved. We would greatly appreciate your insights into the specific reasons for the denial and any areas that may require further improvement. Any sort of help or guidance will be much appreciated.
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369
Aug ’24
Acceptable app updates frequency?
Hi, I'm new to AppStore Connect, can anyone help me understand of how often it's ok to submit new app versions to AppStore Connect in terms of platform guidelines/restrictions? It's clear that's probably most of users prefer less amount of updates. But as my app was just released few days ago I don't have any significant amount of users. As I find more convenient for myself to deliver small improvements not stacked but with frequent updates, can anyone give any advice of would it be acceptable to deliver new updates every 1-2 days for the first month after app release? With the intention to make them more rare after a month or so? Or is there any significant factors to make the updates not that often?
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491
Aug ’24
DVTAppStoreConnect.ServiceBackendError error 1 when publishing app
Hi there, I am trying to publish my first app (VisionOS 2.0) via TestFlight for internal testing via XCode 16.0 beta 2. I have tried clicking both 'Distribute App' and 'Validate App', but either way receive the following error: "DVTAppStoreConnect.ServiceBackendError error 1" I am a bit stuck for now, any feedback would be gratefully received! Many thanks
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295
Aug ’24
Account Holder of Apple Developer Enterprise Program Account Unable to Request Access To or See App Store Connect API
We are referring to the following Apple documentation online- specifically the instructions underneath the header "Request access to the App Store Connect API": https://developer.apple.com/help/app-store-connect/get-started/app-store-connect-api/ The first problem is that the Account Holder cannot see the "Integrations" tab in the "Users and Access" view (https://appstoreconnect.apple.com/access/users). However, they are able to reach "Integrations" by direct URL (https://appstoreconnect.apple.com/access/integrations/). Note that they still cannot see an "Integrations" tab in the UI when at this link. At this point, the documentation indicates that the Account Holder should be able to see an "App Store Connect API" option underneath the "Keys" options on the left, but they are only able to see a "Shared Secret" option underneath the "Keys" options on the left. Please assist- this is blocking Production releases for us. Additional info: we use Edge browser on Windows machines to access the web portal- I don't see how this should impact what a website displays though the Developer Account has existed for some years now. At a certain point the Account Owner role was transferred over to the current Account Owner I have confirmed that the Program type is Apple Developer Enterprise Program
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430
Aug ’24
Will Apple reject my app for using SKStoreProductViewController for in-app updates?
I'm currently working on an iOS app where I want to provide users with an in-app update feature. For this, I'm considering using SKStoreProductViewController to present the App Store page of my app, allowing users to update it directly. However, I'm concerned about whether Apple might reject my app during the review process for using this method. Is using SKStoreProductViewController for in-app updates acceptable according to Apple's guidelines, or is there a better approach to handle in-app updates?" This is the code below func openAppStore() { let storeViewController = SKStoreProductViewController() storeViewController.delegate = self let appStoreURL = URL(string: "https://apps.apple.com/app/id333903271")! let parameters = [SKStoreProductParameterITunesItemIdentifier: "333903271"] storeViewController.loadProduct(withParameters: parameters) { _, error in if error != nil { UIApplication.shared.open(appStoreURL) } else { self.viewController?.present(storeViewController, animated: true) } } }
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271
Aug ’24
Non-public or deprecated APIs from Unreal 5.2
Hello My game keeps getting rejected from App store connect because: Your app uses or references the following non-public or deprecated APIs: Contents/UE/Engine/Binaries/ThirdParty/Apple/MetalShaderConverter/Mac/libmetalirconverter.dylib Symbols: • __dyld_get_image_uuid So I tested uploading a default Unreal template and still get the same message. Any ideas how to solve this? Feels like the dyld_get_image_uuids are build in Unreal so there is nothing I can do in Unreal? In Terminal the Unreal default project looks like this: find /Users/XXXX/Desktop/MCSPlain/Binaries/Mac/MCSPlain-Mac-Shipping.app/Contents/UE/Engine/Binaries/ThirdParty/Apple/MetalShaderConverter/Mac -type f -perm +111 -exec otool -Iv {} + 2>/dev/null | grep __dyld_get_image_uuid 0x000000000136079e 325004 __dyld_get_image_uuid 0x000000000167c4c0 325004 __dyld_get_image_uuid 0x00000000012c62a0 374767 __dyld_get_image_uuid 0x00000000015e8468 374767 __dyld_get_image_uuid Any help really appreciated. I have struggled with this for two months. XCode 14 and Unreal 5.0-5.2. All the best, Ramili
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508
Aug ’24
Rejection because subscriptions unavailable at time of review
This is the first subscription submission for this existing/distributed app. This is the rejection message: Specifically, your app did not load any subscription offers at launch and no further content could be accessed. The app works correctly in simulator, on device and TestFlight. I am using a sync'd StoreKit configuration file. The app has no functionality at all without the subscription being available to the app. It seems the app is being tested independently of the subscription upon first launch. Or said differently, the app is being tested without a subscription being available because the subscription has not been approved and available at the time the app is first launched for testing. It seems the reviewers aren't making the subscription available at the time of launching the app for testing as is the case in XCode, on device and within TestFlight - the subscription is always available in those environs. Is my analysis correct, close, a mile off or ...? Thanks for your help and insight.
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436
Aug ’24
App Removal - Appeal Hasn't Receive Any Update
Our application is a new app for multifinance in Indonesia and we got remove on 4th. It was stated we have violated 3.2(f) and 5.6.2 Has submit appeal separately on 5th, 12th and 23rd to clarify on the issue and we haven't received any updates yet Kind of anxious here cause it was also mentioned that within 30 days our account will be terminated. Any suggestion on this issue how should we do next step?
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337
Jul ’24
App preapproval?
I have designed a unique dating app in Figma and recently read that they aren't accepting apps in this category unless they are different. From my understanding, it's not possible to submit an app unless it is fully developed. I truly believe my app is different and have already received social validation in real life. Is there any way to send a video showcasing all the screen designs and what appears to be a functioning app to see if it can get preapproval? In order to not keep making a pointless investment of time and money. Thanks.
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342
Jul ’24