I have a game which is about 30mb in size. I want to get it under 20mb. But despite attempting most of the texture compression and app size reduction stuff, it still adds up to around 30mb in size. So I decided to look into ip-app purchases and assert bundles. I managed to get both of them working. Then I just had a quick glance at the Apple App store review guidelines, which says some thing like this
2.7 Apps that download code in any way or form will be rejected
2.8 Apps that install or launch other executable code will be rejected
So my question is, will apple reject my app because the assert bundle have scripts in it. I mean do they consider assert bundle stuff to be ācodeā or āexecutable codeā. I desperately need to allow non-WiFI users to download my app so any sort of comment, feedback or advice is warmly welcomed. Thanks in advance.
i have a ios base and iām wondering about buying the ios pro for the asset bundleā¦
my app will download an external *.unity3d file (containing an entire scene) using WWW and then load the scene with Application.LoadLevel(āsceneā)
can it be considered as:
2.7 Apps that download code in any way or form will be rejected
2.8 Apps that install or launch other executable code will be rejected
Again, asset bundles do not contain any code, they only contain references to the code thats present in the Application.
Unity and the iOS AheadOfTime compilation prevent any possibility to create and add code at runtime.