Join Ron Buencamino for an in-depth discussion in this video Examine our project files and settings, part of Implementing In-App Purchases in iOS 10 with Swift 3.
- [Instructor] So I'm here in X Code…and the first thing that I want to do…is go over my development environment.…I'm currently in X Code 8 and we're…programming with Swift 3.…In our project we want to make sure…that we're signing our project and I'm using…X Code to automatically manage signing.…I also want to make sure that under capabilities…I have in app purchases turned on.…Now to be able to turn on in app purchases…there are two steps that have to be done.…First we have to list storekit.framework…to our project and we also have to make sure…that the in app purchased feature is enabled…on our app ID and you do that in the development portal.…
Under general I'm going to scroll down here…and I'm going to verify that we've in fact linked…the store kit framework.…As you can see here I've also linked two separate files,…libssl_iOS and libcrypto_iOS.…This is because for the receipt verification portion…of our project I've had to include…an open source project called RM store,…which is going to help us with on device…
First, learn what you can legitimately offer for sale in the App Store. Apple's guidelines restrict the sale of certain products, including real-world goods. Next, learn how to configure new products for sale with iTunes Connect and retrieve the product information in your app. Ron then shows how to request and process payments, and deliver the user's purchases to their iOS device. Plus, learn about selling subscriptions and restoring purchased content—a smart strategy for keeping your app rating high.
- What you can and can't sell in the App Store
- Looking at StoreKit
- Creating products in iTunes Connect
- Presenting products in your storefront
- Requesting payments in your app
- Processing transactions
- Delivering products
- Persisting purchases and auto-renewed subscriptions
- Restoring purchased content