ARKit app rejected because of TrueDepth APIs usage
we have developed an app using ARKit & UE 4.19, successfully built it for distribution.
Then we sent it to the App Store, but Apple rejected it because of usage of TrueDepth API with no purpose.
In this thread https://answers.unrealengine.com/questions/770427/app-rejected-because-of-truedepth-apis.html it is recomended to turn off ARKit plugin. Obviously it's not a solution for us because ARKit is the main feature.
Conversation with the review team gave us none. They says that we need to remove TrueDepth API if it's not used in our app.
Is it used in the engine and maybe someone can help us with the right explanation for the review team?
We are using ARKit for AR architecture visualization (only backside camera) with stadart engine ARKit realization.
Our app is developed for YIT Group (Russia).
We've already released Vuforia-based version for Android. Here is the link on Play Market: https://play.google.com/store/apps/details?id=com.HartDigital.YITGreen
And here is an iOS device realtime footage: https://drive.google.com/file/d/1kIyaRBsumXiuMbdj8DwCJBOrINbKmGh1/view?usp=sharing
Listing the conversation between us and the review team:
asked Apr 11 '18 at 11:22 AM in Packaging & Deployment
Had the same reject.
I simplified ue4 ARkit plugin. It is a little bit dirty. But it works.
I removed all the code associated with the face API. My app was approved. All you need to download UE4 sources for Mac and replace plugin code.
Anyone know if this truedepth issue is resolved with today's hotfix?
It's not listed, so I'm guessing the answer is no :(
answered May 01 '18 at 04:29 PM
Yes. The 20secondstosun is missing some things. Find here the modified files that you need to replace in the engine: https://www.dropbox.com/sh/3w71aq5y1wqgjne/AACTkEPP9ksuEGNE3nyxlRYFa?dl=0
Just make sure you delete Intermediate (and binaries if still doesn't work) folder in the engine, recompile (follow UE's documentation) and try again. Make sure you don't have "Face" in the AR Session config - you should only have World and Orientation after this change. Compiles for me. Our app is live with 4.19.2.
answered Jun 02 '18 at 10:38 AM
You should have your rep at Apple contact Epic for discussion. Their own APIs are tied together which makes this a questionable reason for app rejection
answered Apr 17 '18 at 03:24 PM
I am about to start a new commercial project that uses AR and would like to know if this is going to be an issue moving forward?
answered May 02 '18 at 12:00 PM
Hi, We have the same problem with 4.19.2. We tried the solution by 20secondstosun, removing the code associated with the face API but Apple rejected the project again. I guess everybody packaging with 4.19.2 for iOS will have the same issue. Any solution or workaround?
answered Jun 02 '18 at 01:23 AM
I’m in the same boat except my iOS app has no AR kit features at all. Does this mean that nobody with 4.19.2 can currently submit to App Store without rejection?
I need a solution, preferably one that doesn’t involve any programming (i.e a hotfix). I read in the other thread that simply disabling the ARkit plugin in Unreal doesn’t work either...
answered Jun 09 '18 at 06:35 AM
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