Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Apple Rejection 2.23

Discussion in 'iOS and tvOS' started by El3et, Aug 6, 2013.

  1. El3et

    El3et

    Joined:
    Jan 19, 2011
    Posts:
    97
    Hi everyone.

    My most recent app has been rejected by Apple.

    "2.23

    We found that your app does not follow the iOS Data Storage Guidelines,

    In particular, we found that on launch and/or content download, your app stores about 3.7 MB of data for backup. To check how much data your app is storing"

    I have changed a few things around in the Obj code but nothing. Any ideas? its hard to get an answer to this question when using Unity to create the iOS app.

    Thanks.
     
  2. Harry1960

    Harry1960

    Joined:
    May 15, 2007
    Posts:
    136
    I guess that you are storing local files. Since iOS offers to store data in the cloud you have to mark bigger local files files with
    Harry
     
  3. El3et

    El3et

    Joined:
    Jan 19, 2011
    Posts:
    97
    Thanks Harry but I don't store local files. I have store everything with PlayerPrefs.
     
  4. SteveJ

    SteveJ

    Joined:
    Mar 26, 2010
    Posts:
    3,066
    Are you using any third party libraries or plugins? The mystery files are probably being written by something other than the parts that you've coded yourself.
     
  5. Harry1960

    Harry1960

    Joined:
    May 15, 2007
    Posts:
    136
    If your PlayerPrefs are about the 3.7 MB it could be a problem with the PlayerPrefs size. Are you using any Resource.Load() statementsß
     
  6. El3et

    El3et

    Joined:
    Jan 19, 2011
    Posts:
    97
    Yes quite a few actually... heres a list.

    Prime31 - Adwhirl, Chartboost, Etcetera, Flurry, SocialNetworking, Storekit
    iTween
    BLACKISH - SwipeControl

    The weird thing is the project is from a template i created from another application. That application is passed without problems.

    Thanks.
     
  7. El3et

    El3et

    Joined:
    Jan 19, 2011
    Posts:
    97
    Harry - Yes I'm using Resource.Load to load 20 textures to be displayed for each level pack (its a logo quiz).

    Could this be the problem?. But like i said to SteveJ the other app i have hasn't flagged a problem before (maybe this reviewer is more strict?).

    Would i need to use iPhone.SetNoBackupFlag (_FileName); for each of the levelTexture files?
     
  8. Harry1960

    Harry1960

    Joined:
    May 15, 2007
    Posts:
    136
    You can check the local files within XCode. Open XCode then switch to Organizer, select your device, choose Application and select your app. Then you can check how many files exists in the Document folder (under 'Data files in Sandbox').

    Harry
     
  9. El3et

    El3et

    Joined:
    Jan 19, 2011
    Posts:
    97
    Thanks Harry I did that.

    Result = NO files in documents! I have no idea what is happening. As you can see from the screenshot below. Also the screenshot below shows iCloud backup area of the iPad where Apple told me to go to see the usage.. nothing there either :/


    $Screen Shot 2013-08-06 at 11.53.04.png
    $IMG_0279.jpg
     
  10. Harry1960

    Harry1960

    Joined:
    May 15, 2007
    Posts:
    136
    You can try to fool Apple in uploading the same binary again. I have the impression that the automatic testing fails from time to time (updating one of my apps the last time Apple rejected it because they pretended that I'm showing weapons (what is wrong).

    Harry
     
  11. El3et

    El3et

    Joined:
    Jan 19, 2011
    Posts:
    97
    Harry I've this twice and i get the same thing. I was thinking of deleting the app and resubmitting it, but then i read you lose the name of your application. i wonder if i change the app name then delete i will be able to get register the the desired name again?.
     
  12. Harry1960

    Harry1960

    Joined:
    May 15, 2007
    Posts:
    136
    Don't delete the app just send the same binary again. You could try to get in touch with anyone at Apple (I always had no success with that).

    Harry
     
  13. El3et

    El3et

    Joined:
    Jan 19, 2011
    Posts:
    97
    I have emailed via the rejection centre a few times and been ignored. I sent the exact same binary twice now, not sure if that strategy will work
     
  14. El3et

    El3et

    Joined:
    Jan 19, 2011
    Posts:
    97
  15. caseyboundless

    caseyboundless

    Joined:
    Oct 17, 2011
    Posts:
    590
    did you ever get this fixed? I'm having the same problem.
     
  16. Cascho01

    Cascho01

    Joined:
    Mar 19, 2010
    Posts:
    1,347
    I had the same problem, it was caused by a screenshot-plugin called "Gallery Screenshot"
     
  17. caseyboundless

    caseyboundless

    Joined:
    Oct 17, 2011
    Posts:
    590
    I have function that will save a screen shot of the menu in start function. So the player can share it on facebook. Do you think this might be the problem?
     
  18. El3et

    El3et

    Joined:
    Jan 19, 2011
    Posts:
    97
    Hi guys.

    Sorry but this problem was a while back.
    I think it was a screenshot problem that was being taken for use with social networks.

    If i recall correctly i fixed it by simply adding SetNoBackupFlag(YOUR SCREEN SHOT FILE HERE);

    http://docs.unity3d.com/ScriptReference/iPhone.SetNoBackupFlag.html

    Hope you sort it out.

    Thanks. Chris.
     
  19. caseyboundless

    caseyboundless

    Joined:
    Oct 17, 2011
    Posts:
    590

    Thanks I'll try it out it next time I submitted. I might have fixed it by creating the screenshot with a button instead of in Start Funciton.