The Apple team reviewed the game and the publishing data, everything is OK!

Now I have to wait some hours before being able to find the app on the App Store search.

So this is it! All the planned platforms are OK, up and running!

  • Android
  • PC
  • Facebook Gameroom
  • iOS
  • MAC

But this is not the end of the development! Release 1.0.0 is done but there is plenty of room for improvements. I am gonna keep updating the game often!

iTunes Connect Rejection

iTunes Connect Rejection

Yesterday I got a rejection e-mail about two issues with the SlotLeague Time Trials app.

Here is the second issue that can be easily solved changing a header file on the XCode project generated by Unity. The first one has already been corrected but there might be a better approach so I am still studying it.

Missing Push Notification Entitlement – Your app appears to register with the Apple Push Notification service, but the app signature’s entitlements do not include the “aps-environment” entitlement. If your app uses the Apple Push Notification service, make sure your App ID is enabled for Push Notification in the Provisioning Portal, and resubmit after signing your app with a Distribution provisioning profile that includes the “aps-environment” entitlement. Xcode 8 does not automatically copy the aps-environment entitlement from provisioning profiles at build time. This behavior is intentional. To use this entitlement, either enable Push Notifications in the project editor’s Capabilities pane, or manually add the entitlement to your entitlements file. For more information, see

Found the solution on this link:

Here is what I did according to the link above, changed the Classes/Preprocessor.h file from:





MAC version uploaded to!

MAC version uploaded to!

Today I just published the MAC version (64bit) for SlotLeague Time Trials!

Since it is a .zip file, after unpacking it and trying to install, the OS X will probably deny the application to run, since usually only apps downloaded from the iTunes Store are allowed to run on the MAC (by default).

If that happens, please go to “Settings” and “Security and Privacy”, there will be a button allowing the last blocked app to run!

Uploading to the iTunes Store

Uploading to the iTunes Store

After testing the release, I still had those 3 steps to take in order to publish the app:

  • Change its build architecture
  • Validate
  • Upload

The XCode project generated by Unity had the SDK version to 7.0. Now the minimum available is the 8.0. Also the architecture chosen was not generating a 32 and a 64 bit binaries. Had to change it under build settings, “architecture” to “standard”.

Found this out after validating the app 😉

I managed to upload the binaries but they simply do not show on the iTunes Connect yet 😦 so I can’t submit the app for review… Since this is my very first app I might be doing something wrong.

As far as I know if the bundle identifier and build versions are ok then the binaries should have been linked to the app data I created on the iTunes Connect…

Maybe it is just a matter of waiting a few hours, have just waited one hour so far.

Creating a 5.5 inch App Preview

Just figured out today that the last App Preview was configured only for a 4 inch display. The App Store ideal resolution is the 5.5 inch.

Had to create another App Preview and to make it a 5.5 inch resolution I added a 1920×1080 image as the start of the video. This forced the video rendering on iMovie to generate a proper 5 inch app preview.

What I did not get is how the first app preview ended up being a 4.0 inch if I recorded it from my 4.7 inch iPhone?