Subscriptions

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Give users access to content, services, or premium features in your app on an ongoing basis with subscriptions, a type of in-app purchase.

Subscriptions Documentation

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Our company that has a desktop application currently available for free on the Mac App Store. We are planning to introduce a premium feature within the app and are considering the best method to implement this, in line with Mac App Store policies. Our application is developed in Python, uses Flask for the backend, and is not a typical Xcode project. Given this setup, we are evaluating two potential payment methods: Implementing a non-renewing subscription model via In-App Purchase as detailed here: [https://developer.apple.com/in-app-purchase/] Using Apple Pay through our web portal as detailed here: [https://developer.apple.com/apple-pay/] We understand that the first option could be complex due to our app’s technical framework. We prefer the second option as it seems technically easier to integrate with our existing infrastructure. Anyone with the prior knowledget can clarify if using Apple Pay on our web portal would comply with Mac App Store policies, or must we implement the payment feature strictly through In-App Purchase to adhere to the guidelines?
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We have the system for which we want to create an iOS app. It is book app and we are not sure if that system of purchase will be approved from Apple Store review team. App is a multi-platform (Windows, Android, and macOS outside the Apple Store) and people currently buy license codes that unlock the full data. They buy it from the main website and from independent resellers. Because the app is multi-platform, according to 3.1.3.b (Apple in-App purchase), the iOS version allows users to access the content that they bought for other platforms (Windows, Android, macOS). This is done by giving the option to enter the license code in the EE9 registration sheet in the app. The iOS app however does NOT let you buy license codes elsewhere, and does not tell users where to buy them. People can only enter the code if they already have it, and no additional information is given on where and how to buy that outside if in-app. If you don't already have a license code, the only way to buy it is to use in-app purchases. After a successful in-app purchase, the iOS app uses the in-app purchase system to give full data access to the user, but at the same time it also generates a license code that the user can use in the Windows or Android or macOS versions to get the full data there as well. (After a successful purchase the iOS app uses an API on our backend server, sending it the in-app purchase code, and the backend server "trusts" the iOS app and returns a license code to the app. The app shows the code to the user, and the user can use it on Windows, Android, etc.. If the iOS app is uninstalled and installed again, the system will still work, because our server has associated the in-app purchase code with the app proprietary code system, so whenever required, our server will return the same license code associated to the same in-app purchase code. In summary, the iOS app allows license owners from other platform to use their code in the iOS app as well, but new users can only buy the license via in-app purchase. And when users buy the license from Apple, they can use it on all other platform as well. The end result is that the same license code will give you full access on all platforms, regardless of which platform you originally bought the code for.
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续订 Apple Developer Program 会员资格后,是否需要重新打包并安装经过测试的 App
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Apple automatically refunds the prorated amount on the original subscription after it is upgraded. Since upgrades happen immediately and start a new billing cycle beginning from the day of upgrade, the previous original subscription is refunded for the prorated amount. Is there any way to retrieve the amount that was refunded by Apple? The transaction that was upgraded is marked with isUpgraded flag to true but the price field on it still shows the full amount and there is no App Store Server Notification that tells us how much was the refund. How do I get the refunded amount?
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Hi. We have recently switched to server notification V2. Based on this documentation (notificationType): If the subtype is GRACE_PERIOD, continue to provide service through the grace period. If the subtype is empty, the subscription isn’t in a grace period and you can stop providing the subscription service. Also, base on another documentation (StoreKit): Throughout the billing grace period, the value of isInBillingRetry is true, which indicates that Apple is attempting to automatically renew the subscription. Now, I'm receiving DID_FAIL_TO_RENEW server notification with GRACE_PERIOD subtype where gracePeriodExpiresDate is in the future, but isInBillingRetryPeriod is false (additional note: user has been in trial period and now must be charged as trial has ended). The question is: Is this situation a valid Grace Period even if user is not in billing retry period? And if yes, please elaborate why this is the case. Thank you!
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I can't find any clear information on this: how can I test offers for active subscription plan without affecting the real users? I have an cleared for sale in-app subscription plan. I want to create introductory offer for it. I had read official document, and I don't understand how to test my new offers. Since my plan is already active, if I set the intro offer with a start date the current date, then it will affect my real users. But if I set the intro offer to start from the future, then the system Apple dialog that shows the price actually shows (and buys) the regular price.
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Hi, I have a 12 months subscription which I generated some offer codes for. I generated 25000 of them manually in App Store Connect (One-Time Use Codes). I want to send those codes to users by push notifications and I need to show the final price when the code will be applied. The problem is that I use the native sheet, which only shows the price after the user entered the code. Is there an API that I can hook into to retrieve that price? Otherwise, the best I could do would be to calculate ActualPrice * Discount (because I know the discount since I created the codes), but I am afraid it will not be accurate enough, because it is not possible to select price for offer codes with that precision.
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Hi, impossible for me to pay the annual apple developer subscription. This has been going on for days I tried everything and contacted support several times.
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I have an app with IAP which uses a URLSession object to download files from a server. The download part of the code is: let request = URLRequest(url: fromURL, cachePolicy: .reloadIgnoringLocalCacheData, timeoutInterval: timeoutInterval) let (data, response) = try await downloadSession.data(for: request) This code has been working without trouble for over a year with thousands of downloads. Now I have a user with a new iPhone (iOS 17.3.1) which refuses to download, failing at the above code (judging by the high level logs). My question is this: What sort of things should we be looking at in order to diagnose this issue? So far we have done the following: He has no general download issue (eg Safari works fine) His network access is 'normal' and the problem persists when the network is changed (4G, wifi etc) He runs a VPN (Nord) but the problem persists when this is off He has no 3rd party AV software His phone is not in lockdown mode Any pointers would be appreciated! NB I have no physical access to his device (yet!)
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Hey, How is Apple still at a point where the Apple Developer program enrollment is complicated? We are not getting answers from support nor do they have a phone contact and are somehow separated from their regular support. This unfortunately does not make any sense. I see that people are also having issues with payments. Very disappointed.
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What I mean by "fake" here is some sort of button which will state "Buy a pass for 4.99$" and then, once you click it, it will tell you that the app is still in early phase and so the pass is actually free. Reason for wanting this: We'd like to test the willingness to pay without going through the hassle of setting up everything related to having real in-app purchases.
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My app streams video digital contents just like netflix. app does not apply creating an account neither it allows purchasing any content on the ios app. only a paid registered member can access the app. This flow is exactly same that is used by netflix or similar OTT apps But for my app apple team is rejecting it without giving any logical reasons. I also referred to a more specific guideline as below that should allow my app on the app store. 11.14 Apps can read or play approved content (specifically magazines, newspapers, books, audio, music, video and cloud storage) that is subscribed to or purchased outside of the App, as long as there is no button or external link in the App to purchase the approved content. Apple will only receive a portion of revenues for content purchased inside the App but they are rejecting it citing 3.1.1 guidleline. what do i do? why does apple have a different approach for customers like netflix and for small customer like us.
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A user has multiple in-app accounts and an Apple account. He purchase the subscription on one in-app account and then cancels it immediately, at which point the payment is deducted once and the subscription stays in effect. Then he logs into a second in-app account and initiates a subscription with the same Apple account, at this point can he get the subscription service on the second in-app account without paying for it? If so, how to deal with it?
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We would like to include billing functionality for the first time in this version of our currently released application. We have confirmed that billing is in place in local testing, In reality, the billing element has not yet been reflected in the store because it has not yet been reviewed by Apple. We have been informed by Apple that the billing elements will be reflected at the same time as the app review, We think this is a bit risky considering that the billing process may not work and the app may not pass the review process. How can we test the billing process for the store? Any better suggestions are welcome.
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My app is using unity IAP. I created subscriptions. They are in status 'Waiting for review". But when I run it can't find products. UnityIAP: Received 0 products Can unapproved subscription be tested?
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