Can I use the TestFight app icon to link to my app inside TestFlight?
All I found is this forum post that does not give a precise answer.
Should I contact https://www.apple.com/legal/contact/trademark-information.html for that matter?
Thank you
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.
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https://uclient-api.itunes.apple.com/WebObjects/MZStorePlatform.woa/wa/lookup?version=2&id=1515995528&p=mdm-lockup&caller=MDM&platform=enterprisestore&cc=IN
Hi Guys,
I need one help.
The thing is user of my apps, don't want their app to get auto update unless they manually go and do it.
Is it possible for me stop automatic update of my application by app store through my application.
[Note:- I know we can disable the automatic update from setting, but this then become user dependent, and i want to control it through my app, As this is important for my users.]
Till now i got to know this is possible through Apple VPP, but that is mainly for enterprise application.
What happens if I register as a trader on AppStore Connect? Is it only for selling my apps in EU? Or is there any other advantage or disadvantage?
Blank result for uclient api.
url: https://uclient-api.itunes.apple.com/WebObjects/MZStorePlatform.woa/wa/lookup?version=2&id=1515995528&p=mdm-lockup&caller=MDM&platform=enterprisestore&cc=IN
Response :
{ "results": {}, "version": 2, "isAuthenticated": false, "meta": { "storefront": { "id": "143467", "cc": "IN" }, "language": { "tag": "en-gb" } } }
Thank you for your feedback on our app submission. We noticed that our latest version (1.1.7) was rejected for 4.3.0 Design: Spam. However, the previous version (1.1.6), with similar features and design, was successfully approved.
We can confirm that our app is unique, offering distinct functionality and user experience. It is developed using the React Native framework, with a carefully crafted interface and interactions to provide a high-quality user experience.
Due to issues with in-app purchases and several bugs in version 1.1.6 affecting user experience, we urgently need to release this update (1.1.7) to resolve these issues and ensure a stable, secure app for our users. We hope to fully resolve this matter to avoid inadvertently encountering this guideline in future releases.
We kindly request that the review team re-evaluate the uniqueness and design of our app and assist us in expediting the review process so that we can push this update to our users. If you need further clarification or additional information, please don’t hesitate to reach out.
Thank you for your support and understanding.
Best regards,
[Your Name or Team Name]
Dear DTS Engineer,
I hope this message finds you well. I am currently developing a Mac desktop application using the GTKMM framework, and I have some questions regarding the distribution of such an application through the Mac App Store.
Project Context:
I am building a native Mac desktop application using GTKMM as the UI framework. As GTKMM does not rely on macOS's AppKit or UIKit, my application does not use these Apple-specific frameworks for the UI. Instead, GTKMM provides its own cross-platform UI components. While this approach allows me to target macOS alongside Linux and Windows, I am uncertain whether this setup will be compatible with the Mac App Store's submission guidelines.
My Questions:
App Store Compatibility: Is it possible to distribute a macOS desktop application built with GTKMM (without using AppKit or UIKit) on the Mac App Store?
App Store Guidelines: Are there specific App Store guidelines I should be aware of when submitting a non-native, non-AppKit UI-based app, such as one using GTKMM for macOS?
Notarization & Code Signing: Does my app need to use AppKit/UIKit to meet the code signing and notarization requirements, or can I proceed with signing and notarizing a GTKMM-based app?
App Store Review Process: Will the absence of AppKit/UIKit affect the review process or the acceptance of the app into the Mac App Store?
I would greatly appreciate any guidance or clarification on these points. If you need additional details about my development environment or the specific technologies I'm using, please let me know.
Thank you for your time and assistance.
Hey guys.
I got this message from reviewer:
Guideline 2.3.6 - Performance - Accurate Metadata
The app includes AI-generated content but does not appear to include content filtering at this time.
Since the app may produce content not appropriate for all audiences, it would be appropriate to revise the app's age rating to 17+ in App Store Connect or implement content filtering.
Next Steps
There are two ways to resolve this issue:
You may update your Age Ratings selections to 17+ in App Store Connect. This can be done by selecting "Restrict to 17+" when editing the app's Age Rating.
Or you may implement content filtering so that all generated content is appropriate for the app's current age rating.
The services I am using already has a content filtering implemented in them.
I have no idea what am I supposed to do.
Our App Clips have been approved for about a week. However, our App Clips are not loading or previewing in iMessage.
My friend and I both have an iPhone with iOS 18. Our App Clip minimum target is iOS 17. For both of us, the App Clip previews aren't loading in iMessage (see image below). But this isn't right—App Clips generally SHOULD preview in iMessage. For reference, when I send my friend an Instagram post URL, the app clip DOES load & preview in iMessage—suggesting it's just an issue with 222's App Clips.
In the iMessage screenshot... the top url is https://rsvp.222.place/?id=0034d4c8-7dcd-44bf-89df-6dc1acd806d2
The bottom url is https://appclip.apple.com/id?p=place.twotwotwo.twotwotwo-ios.Clip (default App Clip Link)
When I run either of these URLs in App Clip Diagnostics in Settings -> Developer, both of them are marked as approved and ready to go.
For more than a month we have been waiting for approval to have the local government mobile application in the App store. Its purpose is to facilitate the residents' environment and connection with government institutions, but we cannot continue the development work.
Hello,
i have built an app in Unity, the first app I’ve attempted to submit to the App Store. It is a unique app that links to our web shop.
Each time the submission is rejected due to “Guideline 4.3(a) - Design - Spam” with some generic info:
“We noticed your app shares a similar binary, metadata, and/or concept as apps previously submitted by a terminated Apple Developer Program account.
Submitting similar or repackaged apps is a form of spam that creates clutter and makes it difficult for users to discover new apps.”
Quite bizarre since this is the first time submitting the app! Nobody ever responds to emails to give further information, frustrating considering you pay £79 for this service…
Hello Apple Developer Community,
I hope this message finds you well. My app submission was recently rejected under Guideline 4.3(a) due to the App Review Team's determination that my app shares similarities in binary, metadata, and concept with apps submitted by other developers, with only minor differences.
The feedback I received stated:
"We still found that your app shares a similar binary, metadata, and concept as apps submitted to the App Store by other developers, with only minor differences. Since we do not accept spam apps on the App Store, we encourage you to review your app concept and submit a unique app with distinct content and functionality."
I have already made significant efforts to differentiate my app by implementing unique features and functionality tailored to my audience. However, I’d like to better understand:
What specific aspects of my app might be contributing to the similarity concerns?
How can I further highlight the unique features and functionality of my app to meet Apple's expectations?
Are there any tools or resources to validate that my app concept is distinct enough from others?
If anyone has faced a similar rejection or has advice on how to navigate this, I would greatly appreciate your guidance. Additionally, I am hopeful that the Apple App Review Team might consider contacting me by phone to discuss my app in detail, as I believe a direct conversation could help clarify any misunderstandings and expedite the resolution process.
Thank you for your time and support!
Best regards,
Bryan
Hello,
I am creating a fitness application and i would like to charge subscribers depending on how often they complete their workout.
Rn my initial guess i tro create many products like this:
9.99€
8.99€
7.99€
..
and everymonth to show them their next product based on how often they complete their workout the last month.
But it's not ideal for the conversion rate and i would like to know if it's possible to :
Use subscriptions and auto apply a coupon reduction on their subscription ( % based on their use ).
Any ideas ?
I have two bundle ids, but they seems to be missing and I cant select anyone. this is why I cant create a new app.
Hello,
currently to upload to appstore, ios sdk 17 is required. my project is using xamarin. i know it's not supported anymore, but we dont have the budget to upgrade it. so the highest sdk version i can produce is 16.2.
if my account is enterprise, can I still distribute the app which built using ios sdk 16.2?
thanks
I have released the faulty app version to user then I released another one for the hotfix at the same date after the faulty one 6 hours. However, today is the third day from the last release, the faulty version is still getting rolled out automatically to user. I supposed only the latest one can be rolled out user. Any thought please!
I'm running into issues creating a valid .pkg file for Transporter.app. I'm building an Electron app for the Mac App Store. I have a working build that's live, but I've encountered issues on x86 architectures.
The delivery process fails with the following error:
Asset validation failed (90981)
Invalid bundle. The “com.XXXX.***.pkg/Payload/XXXX.app” bundle supports arm64 but not Intel-based Mac computers. Your build must include the x86_64 architecture to support Intel-based Mac computers. For details, view: https://developer.apple.com/documentation/xcode/building_a_universal_macos_binary. (ID: 56e46e1a-6e77-4468-80e6-249ec8990fa8)
My build script that creates the .app and code signs the application uses the productbuild utility to create the .pkg. This is the command:
productbuild --sign "$INSTALLER_KEY" --product "./build/requirements.plist" --component "$APP_PATH" /Applications "$RESULT_PATH"
From my research, I would have assumed that the requirements property list was all that I would need to specify for the .pkg. This is this contents of /build/requirements.plist/:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>arch</key>
<array>
<string>arm64</string>
</array>
</dict>
</plist>
The application included in the .pkg is correctly built for arm64 and I've verified this with:
lipo -archs /Path/To/XXXX.app/Contents/MacOS/XXXX
arm64
Other research ha led me to solutions via Xcode, but as stated at the beginning I'm using Electron.
Any suggestions or insights would be very beneficial.
I have an app that I've been using for over 10 years now.
When I searched for that app on the App Store, it didn't show up.
(both in the US, Japan, and Korean stores)
There's a phenomenon where the app crashes and dies when performing a specific function.
So I'm trying to develop an app that's very similar to that app.
When I migrate or restore after changing or initializing my device, the previously installed app is installed on the home screen.
There are several apps that don't show up on the App Store and seem to have been removed by the developer.
Some apps have a blank icon image on the home screen, and when you click on them, a pop-up appears saying that they can't be installed and asks if you want to delete the icon.
Some apps are still installed.
Some functions are broken because the developer stopped maintaining them for a long time.
They can't be searched on the store either.
What are the differences and similarities between these two apps?
I finally got ASA Basic to spend a little. After months of nothing. Maybe my max was too low but it was always higher than the average I am seeing. Then when the update occurred that announced the addition of other countries, I selected all those. I noticed they were all flagged with an error and I also didn't get any new installs. So I deselected all those such that the error flags were gone. But days have gone by and not one new install attributed to Basic. Any ideas?
Can multiple apps with different bundle IDs under the same development team be sold on the AppStore using the same App icon?
My company has multiple apps, and we expect to be able to use the same company logo as the App icon on multiple apps to facilitate the management of the company's apps.