Don't worry, I'm not trying to hack someone else's app, if that's what you're thinking =).
I want to have 2 versions of my app, a free version and a deluxe version. My plan was to use an in-app purchase to enable the deluxe version by setting a boolean value in the plist file.
My question is: is this secure or is it easily circumvented...
Hi there,
I am testing my in app purchase application. While I purchase my consumable product second time with my user account in sandbox environment, it always show me a alert "You've already purchased this but it hasn't been downloaded. Tap OK to download it now.". Is there any way to skip the alert?
Thanks for any help.
...
Hi everybody,
Apple requires an in-app purchase subscription purchased on one device to be available on all devices associated with the user:
“...subscriptions must be provided on all devices associated with a user. In App Purchase expects subscriptions to be delivered through an external server that you will provide. You must provid...
Hi
I am making a call to verifyReceipt to validate an in-app purchase but am getting a very strange response (the response is b)
The same code worked till some time back. But I stopped the app debugging while the trans was being verified at one point. From there on, the only response I get is b. I checked the code and it has nothing wr...
Hello experts!
I have created an app which allows users to buy non-consumable content. The retrieving-ids-payment-process works like a charm but i wish too, when the transaction is completed and the request is made to download the content, I would like to save who has downloaded this content.
In my observer i have implemented method:
-...
Hello experts!
I have created an app which allows users to buy non-consumable content. The retrieving-ids-payment-process works like a charm. What i can't really figure out is how my content should be saved into the phone. The existing structure is that I have all my current content in Resources/packages/. For every package there is an ...
I am trying to test my application with in app purchases. I created features, test user, logged out from iTunes on the iPhone and used developer certificate. Load app from XCode in debug mode.
When I click "Buy" button I pass all checks for internet availability, canMakePayments and call
SKPayment *payment = [SKPayment payment...
The current version of an application in the App Store is free and has very limited functionality. An In-App Purchase unlocks everything else.
I have decided to remove the In-App Purchase and just make the application cost the same price as the In-App Purchase did. But if I make the update now, then those users who have the free version...
I have integrated "In App Purchase" in a game to let the user unlock more levels. Everything works fine, but I have a little problem with the last alert "Thank You. Your purchase was successful. [OK]". My program gets informed that the transaction was successfully completed before this last alert pops up and so my game starts running aga...
Hi,
I have added in App purchase functionality within my application. We have tested it successfully on iPhone (in sandbox mode). After successfully testing, we sent the application for final testing to tester situated at other country.
In strange case, the tester is not able to test in App purchase functionality. He is getting "Invali...
Apple doesn't offer promotional codes for in-app purchases. What's the best way to let users try the features or content unlocked by in-app purchases for free, while complying with Apple's Developer Guidelines?
The idea is to allow a special set of users (reviewers, key fans, etc.) to access the content or features offered as in-app pur...
So, I understand that it's possible to set up in-app purchases for iPhone apps to purchase non-consumables like game levels. I understand the logic behind the purchase part, but what I don't understand is, how can I deliver the new game level.
For example: I build an app that contains the first level and they purchase additional levels....
Hi Everyone,
I am trying to download content dynamically to my App after an In-App purchase. This content needs to be decompressed. What is the best way to do this and to uncompress and access the data?
I always want to give the user the ability to pause the download. How do you do that programmatically - the pause and resume?
Than...
Hi...
I'm adding in-app purchase on my application.
I have a view that displays information about the product and one button for purchasing the product.
My question was how can I stop the user to tap again the buy button so that the StoreManager will only call my Buy method once? Because sometimes I had tapped it twice that's why two al...
Hi...
I've have a table view that consist of item list that depends on the item that were purchased using in app purchasing.
My question was how can I reload the tableView when the purchasing was completed/(or when new item was added on my list). The response of the storekit takes time to complete. Are there anyways to tell the app tha...
Can some one tell me if it is possible to submit two different iphone applications which has same Icon.png but have a different bundle name?
I am working on a travel guide app that is targeted for different cities. I want the users of different cities to download the app as per their cities. So I want to submit different apps for differ...
Hi...
I've added an UIAlertView that has UIActivityIndicatior as a subview on my application.
This alertView only show when the purchase is in progress. I've put my alert view in this way in my StoreObserver:
- (void)paymentQueue:(SKPaymentQueue *)queue updatedTransactions:(NSArray *)transactions {
for (SKPaymentTransaction *transac...
Hi
i am implementing in app purchase i am sending request to apple store through
- (void) requestProductData
{
SKProductsRequest *request= [[SKProductsRequest alloc] initWithProductIdentifiers:
[NSSet setWithObjects: featureAId,featureBId,nil]]; // add any other product here
request.delegate = self;
[request start];
}
th...
hi
i am implementing server based model in app purchase as mentioned in apple store kit programing guide i get purchased receipt from app store and send it to server. after how can i get data from server.. how to get call back from server to get data i am not getting this ....
did any one explain this to me
thanks in advance....
...
I have figured out how all of the StoreKit stuff works and have actually tested working code... however, I have a problem.
I made my "store" layer/scene the SKProductsRequestDelegate. Is this the correct thing to do? I get the initial product info like so:
SKProductsRequest *productRequest = [[SKProductsRequest alloc] initWithProduct...