I’m trying to publish an app that runs only on ipad2 and iphone4. Is there any way to specify this when I build from Corona? If there another way to set this? [import]uid: 47310 topic_id: 16422 reply_id: 316422[/import]
I am not 100% sure, from the top of my head you need to set it in the pList where you specify the minimum version of the device you need it to run on.
cheers,
?
[import]uid: 3826 topic_id: 16422 reply_id: 61311[/import]
Thanks for the quick response. I came to the same conclusion from my search across the forums:
MinimumOSVersion=“4.0”
The issue is just a matter of performance. I have a game that works fine on iPad2, less fine on iPad1. I was hoping to release for iPad2 only until I can put together a “Lite” version for iPad1 (probably just scale the whole thing back a bit). Also works great on iPhone4, less so on older models (LOVE the scaling in Corona).
ANSCA - any thoughts on adding this? Is this something that the App Store just doesn’t handle? [import]uid: 47310 topic_id: 16422 reply_id: 61315[/import]
Does the iPad1 have a camera? If not, you can specify that your app needs this feature (even if it really doesn’t) to prevent it from loading on an iPad1.
http://developer.anscamobile.com/forum/2011/07/06/prevent-old-iphone-and-ipod-users-downloading-app [import]uid: 67839 topic_id: 16422 reply_id: 61394[/import]
The first line of my plist:
UIRequiredDeviceCapabilities = {“video-camera”},
When I upload to the App Store, I get the following error:
This bundle is invalid. The key UIRequiredDeviceCapabilities in the Info.plist may not contain values that would prevent this application from running on devices that were supported by previous versions. (1091).
Why is that happening?
[import]uid: 47310 topic_id: 16422 reply_id: 61485[/import]
According to the error it sounds like the app originally supported devices that did not have video cameras and you are suddenly trying to make it only support devices with video cameras.
Is that what happened? [import]uid: 52491 topic_id: 16422 reply_id: 61716[/import]
Yah, that’s totally the case. I guess I have to release this version as it’s own game - an “HD” version, that’s only available for iPhone4 and iPad2. Thanks! [import]uid: 47310 topic_id: 16422 reply_id: 61722[/import]
No worries, glad I could help you understand 
Peach [import]uid: 52491 topic_id: 16422 reply_id: 61746[/import]
Hi Peach, so we’re wrestling with this right now on a submission we sent to Apple two days ago as it awaits review… however, the BINARY DETAILS is reflecting the “Minimum OS Requirements: 3.1” even though in our build.settings we specified: MinimumOSVersion=“4.3.0”
Now we’re reading things in this thread (and others) about the
UIRequiredDeviceCapabilities=
code block but what does that do? That won’t influence the Minimum OS Requirements on the BINARY DETAILS display, will it? So what happens is if the consumer downloads the app, then tries to run it, but the Capabilities is not fulfilled… it doesn’t run? OR, does the app not show up on that Device’s store because it knows ahead of time that the app won’t run on that device? I’m not sure what the right answer is here - I do know that I have a game “Waiting For Review” by Apple but the OS Requirements is not right and I can’t get any answers on how to fix it. 
EDIT: Ok this answers that question:
UIRequiredDeviceCapabilities (Array or Dictionary - iOS) lets iTunes and the App Store know which device-related features an application requires in order to run. iTunes and the mobile App Store use this list to prevent customers from installing applications on a device that does not support the listed capabilities.
EDIT #2: Ansca support indicates the following in our case, so I share in case someone else makes this mistake:
This is wrong:
CFBundleIconFiles = {
"iTunesArtwork.png",
"Icon-72.png",
"Icon@2x.png",
"Icon.png",
CFBundleIdentifier = "com.game.www", CFBundleDisplayName = "GameTitle", },
And should be this:
CFBundleIconFiles = {
"iTunesArtwork.png",
"Icon-72.png",
"Icon@2x.png",
"Icon.png",
},
CFBundleIdentifier = "com.game.www", CFBundleDisplayName = "GameTitle",
If you look closely we accidentaly included CFBundleIdentifier and CFBundleDisplayName within the bracket for CFBundleIconFiles. We were told by Ansca that this made the parser burp and thus resulted in our MinimumOSVersion (not shown in our code clip above) not being written out. As of this writing, we’re still awaiting confirmation that this fixes our problem. We unfortunately were not given an “error” by the parser so it behaved like it was all fine but Support feels that this is what our issue is, and why BINARY DETAILS doesn’t reflect our intended setting; our info.plist within our ZIP is not “correct”.
[import]uid: 74844 topic_id: 16422 reply_id: 63825[/import]
Thanks for that edit, I’m sure it will come in handy for lots of other users in the future 
Most appreciated! [import]uid: 52491 topic_id: 16422 reply_id: 64202[/import]