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I'm an Apple developer but I'm currently trying to test someone else's app that uses StoreKit for in-app purchases. The app is being tested using TestFlight. When I run the app, I always get a StoreKit error. On the screen, I see: "App Store communication failure, please try later" (with a close button to dismiss it) In the app's console I see: "StoreKit: Unable to Complete Request" This happens with 3 different apps that the company is currently testing. No one else that is testing is getting this issue. StoreKit is working fine for them. I suspect the problem has to do with the fact that I'm an Apple Developer as well. There must be something about my account that is tripping up StoreKit. I don't currently have any Sandbox test accounts. None of my apps are currently in testing. Anyone have any thoughts? I did capture a log from the Console App, filtering on StoreKit: StoreKitFailure.txt If you search the log for my email address "bill at otherwise dot com" you will see some errors that may mean something to someone.
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I have a free app that is useful for amateur astronomers and astronomy educators. Just this past week I've been seeing strange spikes in my downloads. Normally I might get ~5 downloads per hour. However, now I'm seeing spikes of 300 to 600 an hour coming from Germany. It will only be in an hour that I get the spike. in the hours immediately before and after activity is normal. All I can think of is that some educational institutions have discovered this and are doing mass "purchases" to supply iOS devices in a lab or on a campus. This might appear as a large number of downloads within a particular hour. Does this sound right? Anyone else get these kind of spikes?
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I'm converting an iOS to macOS using Catalyst. I'm finding that some of the UIApplicationDelegate functions are not getting called on Mac.application(:didFinishLaunchingWithOptions:) is called on startup applicationDidEnterBackground() is called when the app is quitHowever, nothing is called when the app is hidden or when it is put into the background. I really need to execute some code when those events happen. Anyone know of a solution?
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I am trying to create a node in a scene that tracks the motion of the mobile device. I have a SCCone node in my scene that has the pointy end anchored at a particular spot in the scene (by setting the position and then pivoting 1/2 the height of the cone). I’d like to have the wide end of the cone point towards the spot that the z-axis of the mobile device is pointing to.I have used the CMMotionManager to get an altitude and azimuth of the device in radians. I’m trying to wrap my head around how to rotate the node to match the device orientation. The azimuth seems straightforward and if I assignconeNode.eulerAngles = SCNVector3(0, 0, azimuth)then the cone moves in a 360º circle as you pan the device in 360º.However, I don’t know how to set the x and y rotation to display the altitude. Can anyone explain the secret sauce?
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I have only recently started developing iOS/Mac apps under my own Apple account again. Yesterday I got my first Financial report for March and it was substantially different from what I expected.[The following numbers are not real, but reflect the percentage of the discrepancy correctly]Here is the reporting through 3 different interfaces. In all three cases I asked for proceeds for Mar 1st-28th, which is what the financial report is based on.Sales & Trends $2680 (1,280 downloads)App Annie $2717.20 (1,299 downloads)Payment & Financial $2,008.58 (961 downloads)As you can see, the Payment & Financial report has significantly fewer downloads and consequently less revenue. How can this be? It can't be whether the final day in the range was included or not in the totals. I never had that many sales in a day. I also though it might be due to returns of the product, but I've only had 7 in the past month according to Apple's reporting.Anyone know why the Financial Report is so much lower?
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I need to adjust the alpha on an SCNNode containing an SCNText geometry. It seems there are many ways to try to accomplish this, but all of them seem to make the node blacker rather than mre translucent. The background nodes don't show through. I've tried: node.opacity = alpha node.geometry?.materials.first?.diffuse.intensity = alpha node.geometry?.materials.first?.transparency = alpha node.geometry?.materials.first?.diffuse.contents = newColor // where the newColor was recreated with the appropriate alphaThey all seem to have similar affects. The node is invisible when alpha == 0, but if it has any value at all (say 0.001) then the text node shows up as black against the background.Anyone know how to accomplish this?
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I have an app for iOS that also runs on macOS via MacCatalyst. I have just started using ReplayKit to add screen recording to the app. It is working well under iOS, but when used on Mac I get the following error when calling startRecording()RPDaemonProxy: startRecordingWithHandler: proxy error: 4099Any idea how to fix this?
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I am trying to make an App Preview for iPad. I want the ending resolution to be 1600x1200 which is an accepted resolution for iPad previews.I recorded the video using QuickTime Player as recommended by the documentation. The resulting .mov file is indeed 1600x1200.I import into an App Preview iMovie project and then share as an App Preview. The resolution it wants to export as is 1136x640 with no options to change it. This looks like the resolution required for a 4" iPhone SE. ***?How do I get iMovie to export in the desired resolution?
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I am trying to upload an App Preview to App Store Connect for a macOS app. I created the preview using iMovie as an "App Preview".When I try to upload the app preview I get the message "One or more of your app previews are too long".The preview is 4 min 48 sec. It is 208 MB in size. MP4 format.I see in the requirements for app previews that they that must be under 500MB, which mine is. I don't see any limitation on the length of the preview.Any thoughts?
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