Font Issue works fine on my device but not when Apple reviewed it

ANSWER/FIX: I highlighted the issue below in bold.  Quick explaination: I had a stupid “!?” at end of my file name which was causing issues… it created the .app with a “_” instead of “?”.  I tried various combinations and found that just leaving it out completely fixed all issues.  Oh well, live and learn.

Cheers


Greetings,

I recently submitted a game App. that has custom font.  I included the .ttf font file in the project directory, and included it in the build settings.  When I test on my devices, both iphone6 and ipad mini, the font displays correctly.

However, Apple’s review team… who used same devices, iphone and ipad, with the same ios version 8.3, instead of displaying text - it displays ‘?’ for each character… and hence got rejected.  They even included screenshots, but I could not duplicate the issue.  Reloaded the binary on my devices et all … worked fine.

So I’m a little lost as to why it’s displaying correctly for me, and not for them.  Also it’s the first time I’ve used this font in any project - so it’s not like I loaded the font before on my device then some how forgot to include it in this current project ---- but the file is definitely there, triple checked, name is correct et all.

The only thing I can think of is somewhere during my export -> ipa, it’s messing up the file structure/directory as I’m doing sort of a hack job to get the ipa file - which I found online, worked before but wasn’t using a custom font.  I’ll explain:

First I do the typical export to ios within CoronaSDK, make sure it’s signed with my distribution key and not development… yada yada.  So my App. / Game has a strange name to it “Comets and Rockets!?”  — the ‘!?’ is a little abnormal for naming convention I admit… so once I export, instead of the question mark at the end of the file, it has a ‘_’ character.  I change that to ‘?’ to resemble the project name. 

In order to convert to IPA… I create a temp. directory called ‘Payload’.  I then move the file created from exporting… move that into the Payload directory… compress to .zip file.  Then rename to .ipa extension, and the name from Payload to the orginal binary name “Comets and Rockets!?”.  I’ve done a previous game like this and never had issues.  But this is the only thing I can think of that maybe causing the font issue.  But oddly, all the pictures and sounds load fine in the game.  So if it was a file structure or naming issue, seems like the other assets wouldn’t load either, like pics and sounds, which are in the same place.

Any help would be greatly appreciated, as it’s currently stuck in Apple’s process and I have no idea what to do.

Also - when I test on my device, I’m not converting to .ipa  — I’ll have to try that when I have time later tonight to see if that indeed creates the problem.

EDIT - Tested it with the .ipa extension and not the default .app, somewhere along the process of converting to ipa on my end is causing the mishap.  But only with custom font.  Hm interesting.  

Thank you.