Some time ago I forwarded the invite to TestFlight from my work Apple ID to my personal Apple ID (email addresses) and was testing on a personal iPhone device. I want to stop testing on my iPhone and move testing to my work iPad. Therefore, I removed the app in TestFlight from my personal device (selecting "Stop Testing") and app is no longer available.
I also removed the work Apple ID from the list of all testers for the app, as well as from the internal tester list. I then added it back, sent the invitation, but it will not work on the iPad. Subsequent builds generated new invitation codes and none of those work either. I tried three so far.
It appears my personal Apple ID is somehow permanently connected to TestFlight, even though there is no reference to my personal Apple ID in the work account. I see no references in my personal Apple ID account to the app either.
Any suggestions to get the invite to work? I don't know what else to do other than create a new Apple ID, but would rather not for a variety of reasons.
Navigate the App Store landscape. Share strategies for app submission, distribution, marketing, and user acquisition. Discuss best practices for getting your app discovered and downloaded.
Post
Replies
Boosts
Views
Activity
Every time I try to upload the Mac Catalyst build of my App to App Store Connect, I get the following error:
Asset validation failed
This bundle is invalid. The value for key CFBundleVersion [3] in the Info.plist file must contain a higher version than that of the previously uploaded version [8]. Please find more information about CFBundleVersion at https://developer.apple.com/documentation/bundleresources/information_property_list/cfbundleversion (ID: 60d6b17f-ea3e-4e82-a6e6-21c18e6fb9ef)
I have tried updating the version and build numbers in Xcode - still getting the same error. The Info.plist also looks fine - it just contains $(CURRENT_PROJECT_VERSION) next to Bundle version.
The kicker is that I'm having no issues with uploading iOS builds - only Mac Catalyst builds. Any help would be appreciated - I've been stuck on this problem for months!
I'm running Xcode 14 on macOS 12.5.1
my Chinese Chess Game be rejected 2 times.
the reason:
We continued to notice that your app provides the same feature set as other apps submitted to the App Store; it simply varies in content or language, which is considered a form of spam.
What I'm more curious about is where is the measurement standard for this sentence?
According to this reply "same feature set as other apps ", should APPLE STORE have only one chess games, and the others are considered spam?
but why there are so many Chess game there?
do they have different features?
based on that reply, I think, I am not a chess player. or I am not playing IOS chess game.
my APP should be the strongest AI already.
have Large End Game Database for play.
have self define board for play With AI.
any suggestion of make different features set?
Hello, I'm new to iOS development and I'm trying to take some screenshots of my app to submit to the App Store. I'm running Ventura 13.0.1 and XCode 14.1. So far I've used these simulators to take screenshots:
6.5 inch - iPhone 11 Pro Max
6.7 inch - iPhone 14 Pro Max
12.9 inch - iPad Pro 6th gen
What I'm stuck on is getting the 5.5 inch screenshots, which are required for App Store submission. As far as I can tell from some online searching, the latest iPhone with that screen size was the 8 Plus. I've installed the oldest iOS simulator that XCode has listed (iOS 13.7), but it still won't let me run a simulator for the iPhone 8 Plus to get those screenshots. I don't have the physical device to take screenshots on. Does anyone know how to get the 5.5 inch screenshots without having to manually resize them?
I submitted my app for review and it is was approved. I received an email saying "Your submission was accepted for release on the App Store" and the App Review page on App Store Connect shows it was approved.
However, under IOS app, it still shows "in Review" with the yellow clock item and of course is not on the App Store. Does anyone know how long it will take to reflect approval, and when it will become available on the App Store?
Within the last week, we listed our app on the App Store for Pre-Download. Immediately after, we created campaign links and sent them around. We are 100% certain that at least a few of the campaign links have generated over 5 pre-downloads, yet we still can't view campaign data.
Is this because pre-downloads are not considered App Store Units, so we won't be able to get the attribution until the launch date?
suddenly getting this message for test flight installs
what is going on?
I'm the account holder
I've using test flight a long ago, but today I faced this problem for my forst time
The group is there but inactive ?!
I am trying to add In-app purchases to my app. I tried to create StoreKit Configuration File but after checking "Sync this file with an app in App Store Connect" I wanted to pick my team but the only options I had were "None" or "Ad an account...". And answering upcoming question: Yes I have team. Please help.
I am trying to use the AppStoreConnect API to set the price of an app. In the documentation (here) it suggests that it is possible to set the price using the API.
"To set a price for your app using App Store Connect API, create a relationship between the apps resource and appPrices"
However it links to the instructions on how to set a price using the AppStoreConnect web site.
Looking at the website it appears that the pricing is being set by sending a PATCH to the app record itself but on the API this results in a 405 (METHOD_NOT_ALLOWED)
Is it possible to set a price using the API, and if so what endpoint should I be sending to?
Dear all,
This is my first post in this forum - and, in fact, my first app, too! I'm glad to be here, and thanks in advance for your help.
I'm looking to offer an app for a one-time payment. I'd also like people to be able to try the app for a week.
It seems that the "Pricing and Availability" section in App Store Connect is not the right place to configure this kind of offer. It does allow me to set a one-time price, but I cannot find a trial-period there (or am I missing something?)
Two different strategies seem possible here:
Using in-app-purchases: make the actual app free, but ask users after a week to buy a non-consumable IAP. The problem with that: I need to verify that the app has been installed for seven days ... even if it has been uninstalled at some point.
Using subscriptions: There is a "free trial" option for subscriptions. But after that free trial, subscriptions are being payed periodically. I'd rather have the user only pay once for lifetime-access.
Some apps seem to use strategy 1 - I believe the "Lap swim" app does. But still it seems like a bit of a hack - is there a more elegant way to achieve this?
Unable to create new versions for any of our Apps
I hope this problem will be solved asap
When trying to transfer my app to another account, I got error saying "Your transfer request could not be completed. Try again.".
I have double checked all the transfer criteria, and also tried latest version of Chrome/Firefox/Safari, and clear all the caches, but still no luck.
Anyone having similar issue?
I am trying to upload an App Preview to App Store Connect for a iphone app,I created the preview as an "App Preview".
When I try to upload the app preview I get the message " your app preview is too big".
The preview is 30 sec. It is 6 MB in size. MP4 format.
Who know how to change my app preview
So I tried changing the price for my app (which was roughly 12 hours ago) and the price just doesn't change in the Mac App Store.
It was an immediate global price change (so no scheduling).
I checked the price from a fresh VM so it's not a caching issue.
Anyone got the same problem?
Anyone is experiencing this issue?
Today without any reason we can think of, all of our builds were expired on Testflight.
Without knowing what happened, then we tried to add a new build, that it it seems to be in good shape on Testflight, even with the mark green meaning is ready to be tested.
Even though, by trying to install the app on iOS using TF, we are getting a message saying "The requested app is not available"
I have a simulator named "iPhone 14 Pro" created and booted. The override --time command doesn't appear to take anymore. This worked months ago, but broke somewhere along the road of Xcode 14.x. It is a drag setting the system time to 9:41 for App Store Connect screenshots which is why I used the command in the first place.
I cannot seem to successfully set the status bar time of the simulator via the following command anymore: xcrun simctl status_bar "iPhone 14 Pro" override --time "9:41"
Is this working for anyone else lately?
Feedbacks; Created these Dec 7, 2022
FB11859751 - Simulator: iOS simulator not responding to simctl set time
FB11859744 - Simulator: watchOS simulator not responding to simctl set time
My submission to App Store Connect has been 'In Review' for over 5 days now. My recently experience with reviews has been great with reviews occurring within a few hours. But now it seems to be taking much too long. I have contacted the support team a few days ago, and they said the app is requiring additional time and they will contact the review team. But still haven't received any updates. I've been very happy with the review process lately, and now this long wait. I don't suppose there's anything to be done? I am very tempted to cancel and resubmit just to get in front of another reviewer. Anyone else having this experience lately?
Able to show the promotional offer, but after going through the payment process, inputting my password, and confirming the purchase, I get an error popup that says "Unable to Purchase. Contact the developer for more information."
In the logs, I get the following errors:
SKErrorDomain Code=12 "(null)"
ASDServerErrorDomain Code=3903 "Unable to Purchase"
Here are the example parameter values I am passing to the combined string appBundleId + '\u2063' + keyIdentifier + '\u2063' + productIdentifier + '\u2063' + offerIdentifier + '\u2063' + appAccountToken + '\u2063' + nonce + '\u2063' + timestamp
appBundleId: com.app.myapp
keyIdentifier: copied the key ID from the App Store Connect
productIdentifier: product_identifier
offerIdentifier: offer_identifier
appAccountToken: tried both a UUID and an empty string
nonce: a UUID to lowercase
timestamp: UNIX timestamp
How I'm generating the signature (Java)
/* promotionalOfferKey = value between "-----BEGIN PRIVATE KEY-----" and "-----END PRIVATE KEY-----" from the downloaded p8 file from App Store Connect associated with the keyIdentifier parameter above */
// stringToSign = the combined string above
byte[] encoded = Base64.getDecoder().decode(promotionalOfferKey);
KeyFactory keyFactory = KeyFactory.getInstance("EC");
PKCS8EncodedKeySpec keySpec = new PKCS8EncodedKeySpec(encoded);
Signature ecdsaSign = Signature.getInstance("SHA256withECDSA");
ecdsaSign.initSign(keyFactory.generatePrivate(keySpec));
ecdsaSign.update(stringToSign.getBytes(StandardCharsets.UTF_8));
byte[] signature = ecdsaSign.sign();
signatureToReturn = Base64.getEncoder().encodeToString(signature);
What am I doing wrong? Thank you in advance.
I submitted a new App yesterday and included a video preview file for several size devices (6.7, and a copy of 6.7 for 6.5, 5.5 and 12.9). The iPhone files each took 5-10 minutes of processing (where the file icon shows a cloud image) but each eventually worked.
The iPad file uploaded fine, but now 18 hours later is still showing a cloud icon. All these uploaded files are about the same size at about 40M.
The AppStore will not allow me to submit the App for review due to: Preview File Still Processing!
What is my recourse?