App Review

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App review is the process of evaluating apps and app updates submitted to the App Store to ensure they are reliable, perform as expected, and follow Apple guidelines.

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Update after using the beta version of IOS 17 on a 12 mini for five days: The update is significant, but I am running through some issues, which is understandable. Each time I open iMessage and try to click on a profile so I can talk to Friends, the keyboard is above the text box, and I would have to reopen iMessage again to get rid of it. The keyboard would get stuck whenever I tried to search for something on Safari or any other search bar. I did have that problem on IOS 16.5, but that was a problem with my storage being almost full. when this happens the haptic response would be delayed Full screen. This is only a problem on websites, from what I have seen. When a video is playing, the full-screen button, looks like a dotted square or two diagonal arrows. When I click on them, they are not functional. I thought It was only on that one website, but I did experiment on 5. others, and it was all the same. Except when I refresh the website or close it and open it back up. Shortcuts This one was one of the most horrible updates because now it's a lot more complicated to create a shortcut, and almost everything is changed from the control buttons to the way it is set up. But one thing is for sure I haven't seen anything wrong with it. It just looked different. Glitches, I had this problem twice, but I would like to mention it because I have never seen one like this. The phone was in my pocket charging with a cable from my computer, and it accidentally called someone on face time. Of course, I tried to close it, and when I did, somehow the phone that charged at 23% went to 1%, then went on a loading screen turned back on, and every one of the app's logos turned white. Then it went back to normal. The second time I JUST HAD this problem while I was writing this line so it is concerning. key problems: Fix full screen Fix glitches Other than that it is all great and I love it.
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by Fitsumnxv.
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Below is the message I have received. _Dear Developer, We identified one or more issues with a recent delivery for your app, "App-Name" 3.1.5 (3106). Please correct the following issues, then upload again. ITMS-90338: Non-public API usage - The app links to non-public libraries in Frameworks/image_picker_ios.framework/image_picker_ios: /System/Library/PrivateFrameworks/AVFCapture.framework/AVFCapture, /System/Library/PrivateFrameworks/AVFCore.framework/AVFCore. If method names in your source code match the private Apple APIs listed above, altering your method names will help prevent this app from being flagged in future submissions. In addition, note that one or more of the above APIs may be located in a static library that was included with your app. If so, they must be removed. For further information, visit the Technical Support Information at http://developer.apple.com/support/technical/ Best regards, The App Store Team_
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by naiksan.
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The App Store Review Guidelines have been updated with the new addition of 2.5.18. Updated agreements and guidelines now available Added to 2.5.18: “Apps that contain ads must also include the ability for users to report any inappropriate or age-inappropriate ads.” How is it best implemented? Will the user report to the developer via the app, or will the system report directly to the ad serving company via the app? Is it mandatory to attach a screenshot of the screen containing the ad in question? Is it enough just to have a function to report by email to the developer? Need the ability for users to report issues directly from the screen where the ad is displayed?
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by mario25.
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Hi everyone, I'm struggling a bit trying to understand how all this works. I've implemented Sign in with Apple on an iOS App using Auth0. I do save all info Apple provides once the login success, I save the IdentityToken, UserId and AuthorizationCode. We have received also the notification from Apple that we have to implement the Account Deletion, and that we have to implement the Revoke Tokens API endpoint using the Sign in with Apple REST API Revoke Tokens just that I don't have clear which is the client_id, what is the client_secret and what is the token. Is client_id the bundle ID? Is client_secret the identityToken provided by Apple during the Sign In process? and what exactly is the token? I'd really apreciate if someone can explain what should I do with the info provided during Sign in with Apple flow (UserId, IdentityToken and AuthorizationCode) in order to properly implement the Revoke Tokens API. Also, is it supposed that this will be equivalent to when player goes to Settings -> Password and Security-> Apps using Sign in with Apple?
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Hello, I have a 'Ready for Sale' App at App Store and users are using the app. I would like to upload new build to update the existing app with new version number (like current 1.0 to 1.1), and I am worry that if my new build (eg: 1.1) Reject at the App Store, what can happen to my existing (eg: 1.0) app which is current available on App Store? I mean Does Apple not touching to my existing app (like still available for public to download) ? Or, Does Apple remove my existing app and make my 'Ready for Sale' app to reject too? PS: My client is very sensitive about their app and they don't want to remove the current version of the app while I submit the new version build. (I am new here and please kindly help me) Thank you very much.
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hii submitted app yesterday to review, This morning I was surprised that the application was rejected, Reason 4.3 Design: Spam.And I've introduced an application programmed by myself, and a unique design.This message I receivedGuideline 4.3 - DesignWe noticed 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.The next submission of this app may require a longer review time, and this app will not be eligible for an expedited review until this issue is resolved.what should I do ?
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by ismailkho.
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Hello, I'm making an app where users can create a multimedia object and other users can use in-app currency (purchased via in-app purchase) to gain access to the object. They can also choose to subscribe to a creator to encourage and support their content creation. Tokens can be converted to cash and sent to creators. It is unclear to me whether this violates app store rules. After reading through the App Store Guidelines and searching through the forums (this thread was close to what I was looking for), I have yet to arrive at a clear answer. The Guidelines state that "tipping" content creators is acceptable, but this isn't exactly what I'm looking for in a creator marketplace. The Business section doesn't contain anything else that seems relevant, and this makes it seem like only voluntary tipping of content creators is accepted. The commerce engineer in the thread linked above discourages using in-app currency, but that doesn't seem to work for my use case (the thread's creator wants to use the IAP mechanism). Furthermore, IAP cannot be created programmatically (i.e. by users) and is error-prone. It must be stressed that I'm not trying to deny giving Apple its 15-30% share, since users must buy in-app currency using Apple's IAP (this is not a multi-platform app). Cash in the app's economy has only one entry point, and that is via Apple's IAP. I have asked a similar question recently, but received no response. This is probably because I didn't phrase it well enough and didn't attach the correct tags. Creating the infrastructure for a creator marketplace app is a lot of grueling work, and I would very much like to know whether my app will be rejected for it before I embark on this quest. Any help would be greatly appreciated. tl;dr - Is the ability to make in-app currency purchases of creator content a violation of app store rules?
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by wmk.
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My app is in Reference Category and has posts which are refered from other sources. I already include refered link. Does that mean I am using third party? If yes, do I have to provide any documents about Contents Right with those sources with Apple?
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by dinhan.
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Hello, I want to remove my app from Appstore. App information -> remove app area is not working for me. Because I accidentally create a submission. And status of it is "prepare for subission". My app not available anymore so I can not upload a build for this submission so I can't proceed submission. Also I couldn't find a way to cancel that prepare for submission status. Is there anybody who faced with same issue? Thank you, Best Regards.
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by Elohab.
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I'm building an app that allows users register and login only through apple id. How should I then provide app reviewers test id? Apple requires double login when logging in, so I cannot provide any test credentials? How can I let reviewers login in my app?
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Hey, I read the guidelines of the App Store and saw that repackaged website will be declined. Buts, an ionic application is basically a wrapped website and PWA as well. So I don't really understand the guidelines. Is there someone or somewhere I cam message to ask and get a formal answer? Thanks in a advance.
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by boazyaari.
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A colleague is trying to get a review of his iOS app (Flutter). It is a resource accounting application. But it does not require paid subscriptions, there are no transactions, the user just records the goods received or sold and their value. The moderators, however, insist on connecting the BUY How to explain that the requirement from Apple's moderator for in-app purchases may seem inappropriate? Thx
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I'm unable to upload a new app version to App Store Connect, and am met with this ambiguous error whenever I try to upload. I have three apps listed in App Store Connect, all different bundles coming from the same project, i.e. com.myapp.development, com.myapp.staging, and com.myapp. Uploads work fine for com.myapp.development and com.myapp.staging, but fail for com.myapp. I am sure that my bundle ID is correct. The app builds and runs correctly. This appears to be failing due to a network error when trying to provision the .itmsp file to upload to App Store Connect. Using Transporter, this is how the error surfaces: Monitoring network activity, I can see the following: POST: https://contentdelivery.itunes.apple.com/WebObjects/MZLabelService.woa/json/MZITunesSoftwareService Request: { "id": "**********", "jsonrpc": "2.0", "method": "lookupSoftwareForBundleId", "params": { "Application": "TransporterApp", "ApplicationBundleId": "com.apple.TransporterApp", "BundleId": "com.myapp", "FrameworkVersions": { "com.apple.itunes.connect.ITunesConnectFoundation": "4.03 (1256)", "com.apple.itunes.connect.ITunesContentDelivery": "4.03 (1256)", "com.apple.itunes.connect.ITunesPackage": "4.03 (1256)", "com.apple.itunes.connect.MZXMLMarshalling": "4.03 (1256)" }, "OSIdentifier": "Mac OS X 10.15.6 (x86_64)", "SoftwareTypeEnum": "Purple", "Username": "**********", "Version": "1.2.2 (1256)" } } Response: { "error": { "code": 1079, "message": "Unable to process lookupSoftwareForBundleId request at this time due to a general error (1079)" }, "id": "**********", "jsonrpc": "2.0", "result": { "EnableJWTForAllCalls": false, "ErrorCode": 1079, "ErrorMessage": "Unable to process lookupSoftwareForBundleId request at this time due to a general error (1079)", "Errors": [ "Unable to process lookupSoftwareForBundleId request at this time due to a general error (1079)" ], "RestartClient": false, "ShouldUseFeatures": null, "ShouldUseRESTAPIs": false, "Success": false } } I have also generated the .itmsp file manually, but hit the same error when adding it to Transporter. The same request for com.myapp.development returns successfully with lengthy App Store Connect metadata. I have also: Renewed certificates / provisioning profiles and rebuilt the app Attempted to upload on machines with latest Xcode and MacOS Attempted to upload under different privileged user accounts within my organization Regressed to an older version of the app to see if I introduced a breaking change Is there anything else I should be trying?
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by FFie.
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Hello. My game recently got rejected because the reviewer thinks that my game downloads addition resouces at lanuch, and he claims I need to disclose the download size. But my game does not download anything at all. The thing is, my game does unpack compressed assets at the first lanuch, and it may indeed take a while(10-15 seconds), so my game displays a progress bar while doing so. I have explained this behavior multiple times to the reviewer but he doesn't seem to listen at all. I read somewhere that removing the progress bar can make Apple approve the app. eh..the problems is the progress bar? I mean, seriously? So My question simplely is, what should I do? Thanks in advance!
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Response by app review: Regarding Guideline 2.1 - We discovered one or more bugs in your app. Specifically, “Update” notification must be optional to allow users to bypass. Please review the details below and complete the next steps. But we argue that all players connected to our server must always have the same updated client version. The in-app updates are just content patches. Why must the update be optional? We need the updates or patches to be mandatory to keep all players on the same fair playing level. What are our options here? We have already informed the review about this but they just replied with the same response, about how updates should be optional. We'd like to hear the communities thoughts on this. Thank you!
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by Pokai.
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I’m trying to build a simple app that will allow users to create items in-app and buy/sell access to them. Users can buy tokens from the App Store that can be used to fund these purchases (e.g. 1 token = 100 coins), and can also be used support the development of these items (e.g. give creator 1 coin a week). The creators can then cash out the coins once a certain amount is reached, via Stripe or some other external payment provider. Is this allowed under the current rules of the app store? Is it possible to implement using CloudKit? If this isn’t allowed, is it possible to allow users to share content on the app’s “store” for other users to browse and download, and can that be done just using CloudKit? This is my first-ever app and I don’t know left from right when it comes to back-ends. I will greatly appreciate any pointers.
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by wmk.
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