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 ?
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.
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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