So after waiting a week for Apple to review my Unity iOS game, I got rejected for the following reason.
"We found that your app does not follow the iOS Data Storage Guidelines, which is required per the App Store Review Guidelines. In particular, we found that on launch and/or content download, your app stores 2.87 MB… "
What I need to know is what is causing this and how to fix it.
From what I understand, Apple’s iCloud service wants to backup all user data for installed apps and I am apparently over my limit (2mb?) somehow. I always thought PlayerPrefs was a wrapper for NSUserDefaults and game data was safely stored there.
I use PlayerPrefs to save game data (about 15 string data), Prime31’s Social and Storekit plug-ins but thats about it. I don’t think I am doing anything too fancy. I thought perhaps taking a screenshot for Twitter posts could be it but the file size is about 200kb on the console so something is taking up more space somewhere.
I looked around and found that Unity 3.5 included a iPhone.SetNoBackupFlag (pathtofile) method but the Unity documentation for how to use it is thin. If I use iPhone.SetNoBackupFlag(“/Documents/appName.txt”), will that be the new location of PlayerPrefs?
Am I even on the right track? lol
Any insight or tips would be much appreciated. Thank you. ![]()