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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CryptoKit and
In my iOS app, I'm planning to use CryptoKit to decrypt a data file downloaded remotely from my backend servers. I'm only using standard cryptography provided by iOS itself (Swift CryptoKit framework). According to App Store Connect documentation: "You're required to provide documentation if your app contains any of the following: Encryption algorithms that are proprietary or not accepted as standard by international standard bodies (IEEE, IETF, ITU, etc.) Standard encryption algorithms instead of, or in addition to, using or accessing the encryption within Apple's operating system" I assume that since I am only using cryptography provided by the underlying OS itself, I can safely set ITSAppUsesNonExemptEncryption to NO. Can someone provide me with some guidance or opinion? Thank you!
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528
Apr ’24
Broken Add to Review (AppStoreConnect bug)
Hello, I believe I'm experiecing a bug within the AppStoreConnect dev console. When I try to submit a new version of my game for review I recieve an error message stating The items below are required to start the review process: There are still leaderboard image uploads in progress. One might think that this problem should have an obvious solution: wait for the leaderboard images to load and try again. Unfortunately this is impossible, because all images are already loaded. They are also being successfully displayed in the console interface and even in my game itself. I tried to remove all images, but that didn't help. I've also noticed that leaderboard management interface in the console was updated in the past month or two. I think that might be somehow related to the problem (something from old UI got cached and now isn't affect by new UI). I've also filed a request (102270407515) to the Apple Support, but didn't get any answer (aside from the request is registered). Is there any chance I get an answer from Apple Support here on the forum?
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450
Apr ’24
ITMS-90053 Mac Catalyst Invalid Binary
I am really stuck. I uploaded my Mac Catalyst app. The binary passes validation beforehand. I submit for review. After being in "waiting for review" for a couple of minutes it is rejected with "invalid binary" and comes back with an email saying "ITMS-90053: This bundle is invalid - The bundle identifier is already in use by a different software package." The only app that is using the same bundle is the IOS version where I added the Mac platform.
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497
Apr ’24
Generating 5.5-inch iPhone Screenshots for App Store Submission (Xcode 17.4)
Hi everyone, I'm working on submitting my app to the App Store and need to capture screenshots for the 5.5-inch iPhone display size (iPhone 6 Plus, 7 Plus, and 8 Plus). Unfortunately, Xcode 17.4 doesn't offer simulators for these devices. I've searched Apple's support resources but haven't found any solutions. Would anyone have suggestions on how to generate the required 5.5-inch screenshots for App Store submission? Thanks in advance for your help!
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627
Apr ’24
No Apple feedback about "unlisted app distribution" request
I want to distribute my app as unlisted, review team also recommends me this. 12th of April I submitted the request and got bot mail about awaiting maximum of 3 business days. I has been carrying about this all this time, so that submitted another one request yesterday. Review team always replies very fast in hours, but apple support which is processing my request confuses me. Is here somebody with same trouble or how much time have you been awaiting for feedback? P.S.: I can wait, but I don't see any progress and afraid of non-processing of my request because there was notification about max 3 days of awaiting, but at least a week has been gone.
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515
Apr ’24
increased-memory-limit not support on VisionOS
Hi, I am tying to build the app with increased-memory-limit for vision OS, but I got error while asset validation Invalid Code Signing Entitlements. Your application bundle's signature contains code signing entitlements that are not supported on visionOS. Specifically, key 'com.apple.developer.kernel.increased-memory-limit' in '[AppName]' is not supported. (ID: 34399486-5b8c-4737-a446-6722fa1f6d98) how should I fix this error Thanks, Max
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510
Apr ’24
The option to "Make a version unavailable for download" is broken
Need help as the the option to "make a version unavailable for download" is broken. 1- Go to the app store and select your app 2- On the left menu scroll down and click on "pricing and availability" 3- Scroll to the bottom to "Edit your last-compatible version for iOS apps" and expand the section 4- Click on the app versions 5- On the new pop-up window un-check the boxes for the versions you need to remove and click done. HERE IT IS BROKEN.
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543
Apr ’24
Impact of AFNetworking deprecation on App Submission to AppStore
We are using AFnetworking in our code base - this framework is build from source code and we not using any binaries provided by AFNetworking team. We have also modify the open source code, so that it is different from the original open source code in a way so that it won't lead to runtime conflicts in case the customers is including similar frameworks in their application. We're using those derivatives of the open source frameworks as a statically linked libraries to our SDK. Now as announce by the AFNetworking Team the SDK is now deprecated -“ As of Jan. 17, 2023, AFNetworking is deprecated and there will be no further releases. This repo will remain online in perpetuity as an archive. There are a couple options for continued AFNetworking use: Copy AFNetworking into your project and compile it directly. This gives you full control over the code. Fork AFNetworking and use the fork in your dependency manager. There will be no official forks but anyone can fork at any time and can even publish those forks under a different name, in accordance with AFNetworking's license. Moving forward, Alamofire is the suggested migration path for networking in modern Swift.  Since major part of our code base extensively use objective C we are reluctant to migrate at the moment. Query for the Apple support team - As AFNetworking announcement clearly states the SDK can still be used and repo will remain available as an archive - If we continue to use forked version of AFNetworking in the way stated above , in our code base will it have any impact on App Submission for the APP store.
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360
Apr ’24
Status of submission in appstore and testflight
In our product, we are submitting app into appstore and testflight using Appstore connect api. We need information about status of the app submission both in appstore and testflight. I was hoping that any notification might be sent through webhook, but couldnt find any way. My requirement is keeping the app status of an app up-to-date (in our product). There are two ways to do that, 1- Regularly check status of the app using rest service (for example every 10 minutes) and update it. 2- Subscribe a service or create a webhook that can be used to notified about status changes. Is there any suggestion, or any guidence how can second way work? Is there any such options?
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307
Apr ’24
Problem to distribute my app on an alternative app marketplace
Hello. Maybe someone can help me here, Apple support was useless. I'm trying to distribute my apps on an altrenative market place and following these instructions: https://developer.apple.com/help/app-store-connect/distributing-apps-in-the-european-union/manage-distribution-on-an-alternative-app-marketplace I sent my develoepr ID to marketplace and they sent me marketplace token back. Now, when I go to "Users and Access, under Integrations" to click Marketplace to add it for my app I have NO such option! Here is how it's in help docs: And here is how I have it in my account: I have Account Holder, Admin roles and I have completed Digital Services Act, not sure if it's important. Anyone had this kind of problem??? Any solution??? As I said, Apple support just couldn't figure it out and just sent me the same doc links again. Thank you.
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Apr ’24
Unlisted App Submission Time
We've recently submitted an App to be Unlisted. The email suggests it takes up to 3 business days to process. We received and are reviewing your request for unlisted app distribution. Please note that we respond to requests in the order we receive them and will respond to your request within three business days. We haven't seen any progress on the Unlisted submission and have not seen an email notifications after the 3 business days has elapsed. Occasionally, the App will get a store page URL around the time of a completed Unlisted app submission, this has yet to happen. Previous Apps of ours that are unlisted got an email with a ticket number, the most recent submissions do not have a ticket number, only an acknowledgement of the form submission. Would it be possible to know if there is an additional wait time? Are others experiencing a similar delay?
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825
Jul ’24
App transfer with Developer ID
Hello, I have a multi-platform app that is split across two organizations: One is on iOS, and is distributed using the App Store with bundle ID X with team ID A. One is on macOS, and is distributed using Developer ID with bundle ID Y with team ID B. Once again, these are in two separate organizations. To consolidate these accounts we'd like to transfer ownership of Y to team ID A. However, according to the app transfer criteria, it appears that that's not possible: Both the transferor and recipient accounts can’t be in a pending or changing state, and the latest version of their paid and free agreements must be accepted. [...] The app must have had at least one version that's been approved for distribution. Given the context from the rest of the page, it seems valid to assume (and I've confirmed this through speaking with technical support) that apps are only eligible for transfer if they've been submitted to the App Store, so I'm considering looking into it just for the purposes of this transfer. This app has a fairly large user base and if possible we want to avoid any user disruption (and any cost inflicted on our API) as a result of a forced logout due to losing access to the previous keychain. As a bonus, it would be nice, though not necessary, if the macOS app could ship under the same entry as the iOS app. As I understand it, this would require changing the macOS app to use bundle ID X. Before going down this road, I'd like to confirm if the following plan is a sane one for accomplishing a complete app transfer that satisfies the above requirements: Distribute the app on the macOS App Store under team ID B. Transfer the app, and continue distribution on the macOS App Store under team ID A. Obtain a new Developer ID certificate for using bundle ID Y with team ID B. Resume distribution of the Developer-ID-signed app with team ID B, without loss of keychain access. If loss of keychain access is not possible, can someone confirm if it is at least possible to keep the same bundle ID after performing the steps above? Many thanks in advance for your help - there is much conflicting information online and in this forum, and little documentation when it comes to Developer ID transfers. I've even spoken to several Apple employees who have directed me here.
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1.1k
Apr ’24
AppStore Connect fails validating app built with Xcode 15.3 when consuming binary Swift Package via SPM
We develop an SDK that is distributed as a statically linked, closed source Swift Package. Our customers have reported an issue when attempting to ship an application to the App Store using Xcode 15.3 that is preventing them from uploading the application: Asset validation failed Invalid Bundle. The bundle <AppName>.app/Frameworks/<Framework>.framework does not support the minimum OS Version specified in the Info.plist. (ID: 9cec9306-80a4-4503-a9bf-bd6e367f9679) Our SDK has a minimum deployment target of iOS 13.0 and the customer has a deployment target of 15.2. During local testing, I find that if my application and framework BOTH share the same deployment target of 13.0, then the App Store validation passes. If the application minimum version is greater than the framework minimum version, then the check fails. Researching on the internet, other people have suggested making the minimum deployment version of these Swift Packages to be GREATER than the app version. For instance, a handful of the Google SDKs shipped as binary packages on SPM are setting their minimum deployment version to 100.0 to work around this issue. I have tried this locally and found that if my app minimum deployment target is 15.2 and I set the MinimumOSVersion in the framework’s Info.plist file to 100, it passes the AppStore validation. It would appear that the check is inverted on App Store validation process. It is expected that an application can be submitted to the AppStore using a framework that works with older deployment targets. This issue appears to be related to the fact that Xcode 15.3 now embeds a .framework for statically linked framework dependencies. This is presumably done so that third party SDK's PrivacyInfo.xcprivacy can be included in the app package that it distributed to the app store. The binary portion of the statically linked library turns out to be much smaller (approx 35k) than the binary portion distributed in the .xcframework and appears to just be a small placeholder that does nothing since the actual code from the library is statically linked into the resulting application. The problem with the workaround that the other framework vendors have taken is that eventually (hopefully)  will fix this check and then these frameworks will appear to target a no existing iOS version. The other workaround that I spoke to our customer about was also extremely hackish and not really recommended was to resolve the Swift Package, then manually modify the contained Info.plist file to set the MinimumOSVersion in there to match what they are targeting for their application. This, however, then breaks the code signing of the SDK. So they then need to delete the _CodeResources folder from the resolved .xcframework. None of these work arounds are really sustainable and violate all the things right in the world. I have created feedback FB13704428 for this issue, but am hoping to raise further awareness as this is causing customers to not be able to ship applications using our, and many other, third party SDKs. Additional reading: https://github.com/google/GoogleSignIn-iOS/issues/375 https://github.com/google/abseil-cpp-binary/pull/6/files (If you examine the info.plist files in the two versions, you can see the minimum version set to 100 in the latest) https://github.com/AppsFlyerSDK/AppsFlyerFramework/issues/263 https://www.reddit.com/r/swift/comments/1bd7kxj/swift_ios_cannot_upload_to_testflight/
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2.4k
May ’24
Mac Appstore upload: error, as Help bundle info.plist features an unexpected CFBundleExecutable key
Hello. My MacOS application has been regularly notarized for 12 weeks to allow people test the beta version, without any problem. Now the application is ready for Appstore submission. Unfortunately, the uploading process ends with an error: "Bad CFBundleExecutable. Cannot find executable file that matches the value of CFBundleExecutable in the nested bundle ApplicationHelp [fr.application.pkg/Payload/Application.app/Contents/Resources/ApplicationHelp.help] property list file." In the ApplicationHelp target, no CFBundleExecutable key is set. But if I read the Info.plist of the built help bundle, I can see that such key has been added during the build process. What can explain the presence of this key that seems to create the error when trying to upload the application package to the Appstore? The only keys set in the help bundle info.plist are: HPDBookAccessPath HPDBookIndexPath HPDBookTitle HPDBookType CFBundleDevelopmentRegion CFBundleIdentifier CFBundleSignature CFBundleVersion CFBundlePackageType CFBundleInfoDictionaryVersion Using Xcode 15.2 on Sonoma, application built for MacOS ≥ 12 (Apple Silicon only) Thanks
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Apr ’24