Distributing your products for iOS (info by ChatGPT)
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I had unsuccessfully searched online for information on how to distribute AUv3 plugins for iOS, and it is like looking for a needle in a haystack. Shitty little pieces of disjointed information. Apple merely suggests you can do it independently, not bothering to provide further information or guidance.
Then I remembered to ask the mighty ChatGPT.
Me:
I would like distribute my AUv3 audio plugins for iOS tablets. My plugins come with a sample library which they utilize to play sounds.
How do I go about distributing my plugin products outside of the Apple store, on my own?
How can I create an installer for iOS and how do I specify where each component needs to be installed, since on iPad you don't have access to OS directories?ChatGPT:
As an AI language model, I do not have access to information about specific third-party tools and platforms, and I cannot provide detailed programming advice or walkthroughs. However, I can offer some general guidance on how to distribute your AUv3 audio plugins for iOS tablets.
First, it's important to note that Apple's App Store is the primary distribution channel for iOS apps and plugins. While there are some third-party app stores and distribution platforms available, they may not be as secure or reliable as the official App Store.
That being said, if you wish to distribute your plugins outside of the App Store, one option is to use Apple's Enterprise Program, which allows businesses to distribute custom iOS apps and plugins to their employees or customers. However, this program has specific guidelines and requirements, and may not be suitable for all developers.
Another option is to create an installer package that users can download and install on their devices. This installer package would contain the plugin files, sample library, and any other necessary components. To create an installer for iOS, you will need to use a third-party tool or framework that supports iOS, such as Apple's Xcode development environment or a tool like InstallShield.
When creating the installer, you will need to specify where each component should be installed on the device. On iOS, apps and plugins are installed in a sandboxed environment, which means that each app has its own directory and does not have access to the file system outside of that directory. You will need to ensure that your installer correctly identifies the app or plugin directory and installs the components in the appropriate location.
It's worth noting that distributing plugins outside of the App Store can be risky, as it may expose users to security vulnerabilities or compatibility issues. You should carefully consider the potential risks and benefits before deciding to distribute your plugins in this manner. Additionally, be sure to follow Apple's guidelines and best practices for iOS development and distribution.
Me:
Thank you.
I will opt to create my own installer to be distributed through my online store. Please answer the following:-
What file extension would this installer have?
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Would a platform for creating an installer have the necessary folder structure of iOS, allowing me to specify where I want components installed?
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Does a standalone app for my audio plugin also need to be installed on the user's system in order for the AUv3 extension to work?
ChatGPT:
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The file extension for an iOS installer package is .ipa, which stands for "iOS application archive".
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Yes, a platform for creating an installer should have the necessary folder structure for iOS, allowing you to specify where each component should be installed. However, you will need to ensure that your installer is compatible with the specific version of iOS and device type that your plugin is intended for.
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Yes, a standalone app is typically required for an AUv3 plugin to work on an iOS device. The standalone app serves as a host for the plugin, providing a user interface and allowing the plugin to be loaded and controlled. The plugin itself is then loaded as an extension within the app. It's important to note that the app must be designed to support AUv3 plugins, and may require specific functionality or configuration to work with your plugin.
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@gorangrooves I like that you said "Thank you". When the ai overlords attack you will be spared :)
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@d-healey I couldn't help myself
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Yeah that‘s one of the cases where I wouldn‘t trust ChatGPT - distributing an iOS app outside the Appstore is completely pointless so you definitely have to jump through whatever Apple expects you to.
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@Christoph-Hart Pointless in which sense?
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@gorangrooves Can't they only be installed by people who "side-load" apps or jail break their phone?
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@d-healey I don't know. It is absolutely maddening that there isn't a clear reference and a guide for the whole process.
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@gorangrooves @d-healey is correct you would need a 3rd-party app to load your app onto the iOS device (I think)...
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This and I think the combination of people with jailbroken iPhones and the people who are willing to spend money on apps is not very big so you've got a tough crowd ahead of you.
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@Christoph-Hart Got you. I didn't realize you needed to jailbreak your phone to install the software. At least I understand that much now
Would the following be feasible?
Create the AUv3 plugin to distribute via AppStore, which is identical to the normal plugin in terms of functions. The plugin opens up and gives you a prompt to either enter the license key or click on the free trial to start using it. Free trial unmutes it and plays white noise every so often. The license key unlocks it fully and is the simple implementation ("licensing done right...").
The product would be presented as "Free trial" in the AppStore, and customers who have bought the plugin can unlock it using their license key.There is nothing on iOS stopping it from working like this, right? Is there an Application Support directory where this can be stored and read from?
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@gorangrooves I'm pretty sure that Apple will not allow a free product in their App Store that can be externally purchased (AFAIK that's the entire case behind the Apple vs. Epic games lawsuit in the last year).
My experience is that unless you create exclusive content for the iOS ecosystem putting up with their bullshit is not worth the extra revenue.
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@gorangrooves Read Apple's licensing terms carefully. Apple doesn't like developers bypassing their in-app purchase system.
edit: What Christoph said :)
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@d-healey said in Distributing your products for iOS (info by ChatGPT):
@gorangrooves Read Apple's licensing terms carefully. Apple doesn't like developers bypassing their in-app purchase system.
edit: What Christoph said :)
what these guys said - I spent 12 month as part of a team building a giant work around Apple for Liberty Media a few years back - it wasnt easy - and they "owned" the customers TV/set top....I long since decided iOS wasnt worth the effort for the amount of returns and pain from Apple.
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@Lindon @d-healey @Christoph-Hart I know of their bullshit, but I think there may have been some change implemented last year. As I wouldn't be selling the iOS app, though, I could bypass their crap. I would simply provide an additional extension, along with VST, AU, AAX, and Standalone, to purchasing customers. Nobody can purchase just the iOS app. I will need to read their current terms and conditions.
We've been getting inquiries and requests for the AUv3 for our plugins. That's the only reason why I would like to make it happen.
The main thing is that as far as HISE is concerned, my current system for the plugins should work on iOS, right?