My first Unity game was rejected by Apple, because the review team says that I use an iOS ad identifier, but don’t serve ads.
I’ve run the game on my iPad via Unity->Xcode. The test ad shows up successfully (see attached).
However, the Apple’s review team said that my game didn’t serve ad even though I use an IDFA. I’m baffled.
I’m using the Unity’s ADBannerView to serve the iAd. Xcode reports some depreciation of some ADBannerContentSizeIdentifier, but I feel that it’s not related to this issue.
If you’ve tackled this issue before, I appreciate your pointers.
hi laseriars, the complaint about not showing ad is raised by the Apple Reviewers. I don’t have a chance to see my game being published to the store yet because it has been rejected.
iAd test ad would show in any country, regardless of whether the iAd itself would eventually be served to that country or not. I’ve published 23 iAd-supported games made with Game Maker Studio before.
I do know that iAds take some time to show on a newly released app. They can take a couple days to show up becasue they need to be approved. At least that is what Apple rep told me recently. Kinda odd but it’s Apple so not surprised.
jococo, I really dunno what else I can do about this situation. Do I remind them that ads will take some time to show? it feels ridiculous that they don’t know about it, don’t you think?
so you think I’ve done nothing wrong so far, as far as my code and procedure is concerned?
In my 3rd submission, I’ll say ‘No’ to the question ‘Does this app use IDFA’ posed during the app submission stage.
In addition, I’ll put banner.visible = true in the start event and bypass the delegates.
We’ve been told that we don’t need to modify the DeviceSettings.mm anymore after Unity 4.5.x, when I do a grep -r on the xcode project folder generated by Unity, I STILL see the following. Is this the reason why my app is rejected?