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Question by ABerlemont · May 09, 2018 at 04:56 PM · iosreview

Device.RequestStoreReview doesn't show anything

Hi,

I'm currently trying to setup my app to have a "review screen".

I found on forums & documentation that for IOS this is the way to go :

https://docs.unity3d.com/ScriptReference/iOS.Device.RequestStoreReview.html

But when I'm calling this on device nothing shows up.

I also tried what was suggested in this post :

using

 #import <StoreKit/StoreKit.h>
 
 void requestReview()
 {
     [SKStoreReviewController requestReview];
 }

https://forum.unity.com/threads/ios-native-review-api-plugin.478340/

But still nothing.

Am I missing something ? Is it normal that nothing shows up until the app is officially published ? If so, how can you know it's working beforehand ?

Thanks for the help!

[UPDATE]

I found out that

 bool requestAvailable = Device.RequestStoreReview();

seems to work once the app is live on the store but since there are no callback (or I didn't find any) it's very difficult to have a proper app flow going :/ (the game is still going on in background and I have no means to lock the game progression while the user is interacting with the 'native' review window)

any insight on that subject ?

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Answer by ScottRombach · May 22, 2018 at 09:49 AM

Build through Xcode to test that it shows, it won't display through testflight.

But overall this thing is a pain, i posted some questions about callbacks or any extra info and got nothing back, you can't even know if it's been shown via analytics.

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Answer by umair_hassan1991 · Mar 19, 2019 at 09:03 AM

Import this library first, using UnityEngine.iOS;

then type this code in your method

void callForReview() { Device.RequestStoreReview(); }

In XCODE build, add StoreKit.framework too.

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