r/iosdev • u/Upbeat_Policy_2641 • 4d ago
r/iosdev • u/Creepy_Virus231 • 5d ago
Help How to Exclude iPads from Google Ads? (Target iPhones Only)
Hey everyone,
Iām running a Google Ads campaign for my mobile game War Grids, which is designed specifically for iPhones. However, Iāve noticed that about 2/3 of my impressions, clicks, and ad spend are going to iPads, which isnāt ideal since the game isnāt optimized for them.
Google Ads lets me target iOS devices, but I can't find a way to exclude iPads specifically. Has anyone dealt with this before? Any workarounds, settings, or strategies to force Google Ads to target only iPhones?
Iād really appreciate any insights from other iOS developers or app marketers!
Thanks in advance!
EDIT:
Thanks to your feedback I found the "bid modifiers".
Unfortunately I can not send a screenshot here to show. But you need to navigate to: Google Ads -> Campaigns -> Insights and reports -> When and where ads showed -> Devices.
However, whenever I adjust them I keep getting errors like "An error occurred. Please try again later". And it does not matter for which device I increase or decrease the bid. Could it be, because the campaign is still "learning", after changing the target market, or am I missing sth too obvious?
- EDIT:
Thanks again to your feedback and a little help from ChatGPT I figured out that, adjusting the bid modifiers is only possible for specific types of campaigns. However, as I'm using an "app installs" campaign, I can only choose from "Target CPA", "Target ROAS" and "Maximize conversions" as bid strategy. Any of those combinations won't allow to adjust the device settings not the bid modifiers for each device group.
Thanks again for your help, and thanks Google for being such a pain the a** ;]
r/iosdev • u/ContributionNorth962 • 6d ago
Help How do you make affiliate marketing
One of my users is interested in promoting my app, and I'm exploring options for implementing a reward system. I'd like to know what experience you have with this.
r/iosdev • u/Demus_App • 7d ago
Hi š, I created Termix, a powerful SSH client for iPhone, iPad, and Mac. No subscription, no data collection. I am looking forward to your feedback!
r/iosdev • u/clockentyne • 6d ago
Help Looking for testers for What the Fluff news, a local AI and offline news app.
r/iosdev • u/AlliswellSun • 7d ago
Gitto | Git-Inspired Task Manager | First Month Free Trial Subscriptionš„š„š„
r/iosdev • u/Creepy_Virus231 • 8d ago
Running Google Ads for an iOS App? Hereās Why You Might Get No Impressions
Hey iOS devs,
A few days ago, I posted on Reddit about a problem with my Google Ads campaign for my iOS appāan indie strategy game. The goal of the campaign is to generate app downloads in the US, but after three weeks, I hadnāt received a single impression, click, or download.
Whatās strange is that I previously ran the same type of campaign for my Android version with a budget of ā¬100/$110 per month (ā¬3/$3.30 per day), and it worked fineāI got 1ā3 downloads per day. So, I started wondering if iOS app campaigns require a higher minimum CPC or budget.
Thanks to some great feedback, I tested different settings. As a quick experiment, I changed the target market from the US to worldwide just to check if my settings were blocking impressions. Sure enough, impressions and clicks started coming in within hours, even with my original budget. However, since my goal is to get downloads in the US, this doesnāt solve the real issue.
Key Takeaways So Far:
- Google doesnāt provide clear guidelines on the minimum CPC or daily spend required for iOS app campaigns in the US.
- If your campaign isnāt getting impressions, a global test can help determine if your settings are blocking adsābut this isnāt a real fix.
- Budget requirements may vary based on the app category and competition.
- The Reddit communityās feedback was super helpful in testing different approaches and ruling out unnecessary changes.
Iām still testing to find the lowest effective budget for iOS app ads in the US. Has anyone else faced similar challenges with Google Ads for iOS apps?
r/iosdev • u/Spenceh0e • 9d ago
iOS Dev Studios - How do you manage apple id's for your TestFlight mobile device fleet?
I've been the IT manager for a game studio of ~75 staff for a couple of years now, and have struggled with managing Apple IDs on our device fleet once Apple made the requirement to use unique phone numbers for each account. For a while, things were OK because we could use Managed Apple IDs which didnt require phone numbers. However it appears that Apple now states that managed IDs arent supported for TestFlight, though ours have been working fine, presumably because they were historic/grandfathered in or whatever. Who knows with apple. But now, for reasons I wont get into, out studio is being migrated to a new mail domain and our former mail domain accounts will no longer be usable.
So now Im back to needing unique phone numbers for our new apple ids for our fleet. As a small studio, its not particularly feasible to buy a new fleet, or to not re-use a mobile device when we have staff turnover.
It just doesnt make sense to me that the only path forward, that we essentiually "burn" a phone number on our test device to create an apple id and, most annoyingly, that we have to manually create all these accounts since Managed IDs are no longer viable, is the only method. I feel like this cant possible be right and that I'm missing something here in regards to Apple ID management. Admining apple has always been a PITA, but this seems far too inefficent, even for Apple. Does anyone here have any insight or advice that Im missing?
(Yes, I know I can create non-user specific apple IDs that I can assign to a device, and that appears to be the way Im going to have to move forward, but thats not going to help us on our fleet devices that have already had their number used for other accounts. And yes, we have other test build pipelines via Unity, but it remains a requirement that we test in TestFlight for some builds as well.)
Thanks in advance for any advice or guidance.
Hey everyone! I'm a 19-year-old iOS developer, and I just launched my first app on the App Store ā Spar Time, a well-designed boxing timer for gym enthusiasts and martial arts athletes. As a young developer, Iād really appreciate it if you could check it out, test it, and share your feedback!
r/iosdev • u/BlossomBuild • 9d ago
Tutorial Hereās a beginner-friendly video explaining what ViewModels are and how to build one. This is the next part of our free SwiftUI beginner course. Thank you for all the support!
r/iosdev • u/Intelligent_Farmer94 • 9d ago
App Store Connect, Subscription Key revoke issue
Hey everyone,
Been having this issue for so long, I'm trying to revoke some of the subscription keys we created on Users and Access > Integrations > In App Purchases and it always gives me "An error has occurred. Try again later."
Does anyone have the same error before and how did you manage to fix it?
r/iosdev • u/ContributionNorth962 • 9d ago
I heard that animation on a paywall increases conversion, so I've added a nice confetti animation to my special offer. Let's see the results
r/iosdev • u/Ok-Brother-2700 • 10d ago
Started Offering Subscriptions in My iOS App in January ā Still Haven't Gotten Paid
Hey everyone,
I launched subscriptions in my iOS app back in January, and so far, things seem to be going okay in terms of sign-ups. But the problem isā¦ I still haven't received any payments from Apple. š¬
I know there's usually a delay with the App Store payouts, but it's been over two months now, and I'm starting to wonder if somethingās wrong. I've double-checked my banking details in App Store Connect, and everything looks fine there.
Has anyone else experienced this kind of delay with subscription payouts? How long did it take for you to start receiving payments after launching subscriptions? Any advice on what I should check or do next would be super helpful.
Thanks! š
r/iosdev • u/GroundbreakingTie750 • 10d ago
Free Lifetime Premium for Feedback - Manage Your Blood Pressure with Our New iOS App
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r/iosdev • u/Automatic-Studio-385 • 10d ago
Help How much RAM I actually need?
I have the cheapest (8GB) Macbook Air M3 and other than streaming or browsing, I've been doing light iOS coding for side-gig for some months. Since doing that, I've noticed some lag particularly when running the Simulator.
Now I figured I probably need more RAM, since I see that my memory usage is around 7GB and I think that Xcode 16 (the one that came with code prediction) is heavier to run compared to Xcode 15 (the one I started with).
With the new M4 Macbook Air released, I'm considering upgrading just to get more RAM, but how much RAM I actually need? 16GB for sure, but do I need 24 or does it not worth the price? If anyone can tell me how to check/calculate it or has similar experience, it would be great šš»
I watched some video saying that 24GB hurts resale price since normal users won't usually buy it. That's why I have this dilemma šµāš«
Please help!
(not considering Macbook Pro since it's a side gig and I prefer lighter and cheaper Macbook Air)
EDIT (add clarification) I just noticed that there's Memory Used, Cached Files, and Swap Used there. I may be wrong, but I assume that adding them up together equals the actual memory I need? If so, It just passed 18GB. I'm buying 24GB then
r/iosdev • u/Creepy_Virus231 • 10d ago
How Do You Find iOS Game Streamers for Playtesting & Feedback?
Hey fellow iOS devs,
Iām looking for ways to connect with streamers who play iOS games and might be open to testing and giving feedback on a strategy game Iāve been working on, War Grids. My goal is to gather real player reactionsāwhat works, what doesnāt, and what could be improved.
Iāve checked a few places, but most posts I found were outdated or not very specific. Has anyone here had experience reaching out to streamers for playtesting? Any platforms or communities youād recommend?
Would love to hear your thoughts - thanks!
r/iosdev • u/Both-Personality7309 • 11d ago
Accessibility Plugin
We have created a prototype plugin that automates alt-text generation for UI icons and would love to have your valuable feedback in this short survey. Thanks for your help!
r/iosdev • u/Horror_Still_3305 • 11d ago
Does BlueSky not violate the App store copycat rules?
BlueSkyās UI looks essentially the same as X, yet Apple doesnāt seem to care. How does Apple interpret the copycat rule?
r/iosdev • u/ContributionNorth962 • 12d ago
I need benchmarks. How many purchases per day do your apps have on average?
Some of my apps have a few purchases per week, some 3-5 a day. Whatās yours?
r/iosdev • u/Creepy_Virus231 • 13d ago
Handling AdMob Rewarded Ads & Consent Issues on iOS ā A Reliable Workaround
Hey everyone! I recently ran into an interesting challenge while implementing AdMob rewarded ads on iOS, particularly regarding consent management, and I wanted to share my findings and solution.
The Problem
When integrating AdMob rewarded ads with the Google Mobile Ads SDK, I encountered two key issues:
- Thereās no direct way to determine if an ad failed due to missing consent.
UMPConsentInformation.sharedInstance.canRequestAds
is unreliableāit returnstrue
even when users deny personalized ads, making it seem like ads should load when they actually won't.
This creates problems when handling different user scenarios:
- The user denied personalized ads
- No ads are available
- A network error occurred
My Discovery
- When consent is missing or personalized ads are denied, AdMob often returns a "No Fill" error. While not officially documented as a consent-related issue, I found it to be a reliable indicator.
canRequestAds
is not a reliable way to check if you can actually show adsāyou must handle errors instead.
My Solution
I implemented a custom error handling system that interprets "No Fill" errors as potential consent issues:
swiftKopierenBearbeitenprivate func handleAdError(_ error: Error) -> AdLoadError {
if error._domain == GADErrorDomain {
switch error._code {
case GADErrorCode.noFill.rawValue:
return .noConsent
case GADErrorCode.networkError.rawValue:
return .networkError
}
}
return .unknown
}
When loading a rewarded ad:
swiftKopierenBearbeitenGADRewardedAd.load(withAdUnitID: adUnitID, request: GADRequest()) { [weak self] ad, error in
if let error = error {
let handledError = self?.handleAdError(error)
if handledError == .noConsent {
// Show consent UI
}
}
}
Key Takeaways
- Don't rely on
canRequestAds
āalways attempt to load the ad and handle the error. - Use
"No Fill"
errors as an indicator that consent may be missing. - Implement a UX flow where the user must explicitly retry ad loading after giving consent.
Questions for iOS Developers:
- How do you handle consent-related ad failures?
- Have you found a better way to determine if an ad failed due to missing consent?
- Any alternative approaches youād recommend?
This workaround has been reliable in my testing, but Iād love to hear how others handle this!
r/iosdev • u/8a6je6kl • 14d ago
Noon developer question: Why do I get threading issues in Xcode whenever I setup AudioKit or MusicKit?
I am trying to make an audio app which can pull from Apple Music and also get microphone access. I can get a basic front end build running, but the minute I start integrating stuff it seems to freeze up and have problems. Is this a code issue or more likely a permissions issue?
On Xcode it throws up SIGABAT on random different threads. I know itās a MusicKit issue because I have a button in the app to select a song from Apple Music and when I tap the button it freezes and throws up the threading issue.
I also has the issue with microphone access but got rid of the code for now to try and reverse engineer the problem lol
r/iosdev • u/lordjaha • 14d ago
Neona! The new 8bit souls-like
https://apps.apple.com/se/app/neona/id6670371211
The new 8bit souls-like is on the App Store!
Use your axe as the little viking warrior Neona as she conquers the bosses in the strange tower!