Join Ron Buencamino for an in-depth discussion in this video In-app purchases in a nutshell, part of Implementing In-App Purchases in iOS 10 with Swift 3.
- [Instructor] In-app purchases in iOS…are powered by the StoreKit framework,…which has been around since iOS 3.…StoreKit is a series of classes that simplify…the entire in-app purchase process.…Its purpose is to be your main interface with the App Store.…And it aids in tasks such as payment processing,…receipt handling, and even delivery of downloadable content…that you choose to host with Apple directly.…In-app purchases can be performed for digital goods…or services that are bought right inside of your app.…This is not meant for physical goods,…only digital goods or services.…
For physical goods, there are a number of alternatives…that you can use, such as Apple Pay.…So what are some example scenarios…that you can implement in-app purchases with?…Well, quite often we see an app's ability…to go from a free to a premium business model.…Which is also known as the fremium model.…This is where a free app offers limited functionality…to give the users a taste of what's to come.…And if they want to buy into the premium edition,…
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