iAds app rejection in universal build, but it is working, whats going on :(
just had this back from apple: "but" my iAds are working in adhoc fine, see attached screen shots of both iPhone and iPad, not sure whats going on, i published with the 10.4.1 build.. and I've not changed anything from my previous 2 games that are out and working fine..
Program License Agreement
We found your app uses the iOS Advertising Identifier but does not include ad functionality. This does not comply with the terms of the iOS Developer Program License Agreement, as required by the App Store Review Guidelines.
Specifically, section 3.3.12 of the iOS Developer Program License Agreement states:
"You and Your Applications (and any third party with whom you have contracted to serve advertising) may use the Advertising Identifier, and any information obtained through the use of the Advertising Identifier, only for the purpose of serving advertising. If a user resets the Advertising Identifier, then You agree not to combine, correlate, link or otherwise associate, either directly or indirectly, the prior Advertising Identifier and any derived information with the reset Advertising Identifier."
Note: iAd does not use the AdSupport framework, ASIdentifierManager, or the Advertising Identifier. Therefore they are not required for iAd implementations and should not be included in your app for iAd support.
If your app is serving ads, please:
Ensure that you have tested your app on a device, not just the simulator, and that you have removed all previous versions of your app prior to testing
Provide us the steps to locate ads in your app
If your app does not serve ads, please check your code - including any third-party libraries - to remove any instances of:
If you are planning to incorporate ads in a future version, please remove the Advertising Identifier from your app until you have included ad functionality.
To help locate the Advertising Identifier, use the “nm” tool. For information on the “nm” tool, please see the nm man page.
If you do not have access to the libraries' source, you may be able to search the compiled binary using the "strings" or "otool" command line tools. The "strings" tool lists the methods that the library calls, and "otool -ov" will list the Objective-C class structures and their defined methods. These techniques can help you narrow down where the problematic code resides.