Device.RequestStoreReview doesn't show anything

Hi,

I’m currently trying to setup my app to have a “review screen”.

I found on forums & documentation that for IOS this is the way to go :

But when I’m calling this on device nothing shows up.

I also tried what was suggested in this post :

using

#import <StoreKit/StoreKit.h>

void requestReview()
{
    [SKStoreReviewController requestReview];
}

https://forum.unity.com/threads/ios-native-review-api-plugin.478340/

But still nothing.

Am I missing something ? Is it normal that nothing shows up until the app is officially published ? If so, how can you know it’s working beforehand ?

Thanks for the help!

[UPDATE]

I found out that

bool requestAvailable = Device.RequestStoreReview();

seems to work once the app is live on the store but since there are no callback (or I didn’t find any) it’s very difficult to have a proper app flow going :confused: (the game is still going on in background and I have no means to lock the game progression while the user is interacting with the ‘native’ review window)

any insight on that subject ?

3 Answers

3

Build through Xcode to test that it shows, it won’t display through testflight.

But overall this thing is a pain, i posted some questions about callbacks or any extra info and got nothing back, you can’t even know if it’s been shown via analytics.

You might have better luck with setting the Rotation using Quaternions - you'd have to try it: transform.rotation = transform.rotation * Quaternion.AngleAxis( 90f, transform.forward );

Import this library first, using UnityEngine.iOS;

then type this code in your method

void callForReview()
{
Device.RequestStoreReview();
}

In XCODE build, add StoreKit.framework too.

Works perfectly! thank you for all the help!

It so slow to show review dialog I don’t know why, and why it cannot review on testFlight version?