IPhone: setting up the app to be used as an “app purchase”

As for app purchases, I can find a lot of information about all the technical aspects of actual purchases and interactions with the store (how to get product information, check receipts, etc.), but I can not find information on guidelines or special instructions for preparing actual “applications” or “components”, whatever they are considered, that will act as in-app purchases.

For example, as soon as a component is loaded into an application, where does it exist in the general architecture of the application? How do they come together to join forces? How do they know about each other. If I have a game and I use In App Purchase, I allow users to download new levels, as well as download new game modes that can affect any of the built-in or loaded levels, how can I prepare all these assets so that they integrate?

I am not looking for a tutorial on my own, but would like to know if anyone has experience with application purchases or knows a useful link, in addition to the Apple In App Purchase programming guide, which speaks only about the specifics of creating the actual download transaction.

+5
source share
3

, , "", , , .

, "", .. , ,

if (user has purchased extra levels)
    add extra items to menu/list

; , , Apple , , , , .

ZIP . , ZIP , , , , .

Urban Airship, StoreKit .

+3
0

All Articles