Sorry this is not directly Unity related but on looking at In-App purchases I read this tutorial http://troybrant.net/blog/2010/01/in-app-purchases-a-full-walkthrough/
which suggests you have to submit an app binary to apple before you can test In-App purchasing which is a bit dumb if you want your initial product to support add-ons!
Is this still the case - can anyone confirm?
quote from tutorial:
“You must submit a binary for your application in order to successfully test in-app purchases. Even if you aren’t 100% done, you need to submit a binary. However, you can immediately reject the binary so it won’t go through the review process.”
thanx Prime - but this still leaves me confused about developing an App with In-app purchasing.
Must you develop your app without In-App purchasing, submit it for approval, then develop In-App purchasing afterwards, presumably without actually putting it on the store in the mean time?
@AndyZ, make your app like normal just dont upload a binary until you are actually ready for release. IAP works fine without any binary ever touching Apple’s hands. Have a look through the documentation for the StoreKit Plugin here. It has a ton of good information whether you are using the plugin or rolling your own.
ok thanx, no probs - but in that case maybe you should not link to that tutorial in your docs (the one I mentioned is also the first link in your docs), as that is what [misguidedly] suggests you upload a binary and reject it.
@AndyZ, there is some good information in there that can most definitely be useful to someone just embarking on IAP. The one piece of misinformation is clearly stated in the bulleted list.