# Biz Connect — iOS App Store setup (Codemagic, no Mac needed) The iOS app is a Capacitor shell that loads the live Connect web UI (`https://remote.bizgaze.com`). Building/signing/uploading happens on **Codemagic's macOS cloud** — you never need a Mac. Bundle id: **`com.bizgaze.connect`** · CI config: [`codemagic.yaml`](../codemagic.yaml) (repo root). --- ## Step 0 — Register the App ID (Identifiers → + → App IDs → App) On the **Register an App ID** page, only three fields matter — leave everything else default: - **Platform**: leave as-is (the default `iOS, iPadOS, macOS…` combined App ID is fine). - **Description**: `Biz Connect` (label only; no `@ & * "`). - **Bundle ID**: keep **Explicit** → `com.bizgaze.connect`. - **Capabilities**: tick **Push Notifications** only. Leave all others unchecked. (Camera/mic are NOT here — they're Info.plist runtime strings, added by the build pipeline.) - Continue → Register. *(The App ID Prefix shown is your Team ID — note it for Step 5's APNs.)* ## Step 1 — App Store Connect: create the app record 1. [appstoreconnect.apple.com](https://appstoreconnect.apple.com) → **Apps → +** → **New App**. 2. Platform **iOS**, Name **Biz Connect**, primary language, **Bundle ID** = `com.bizgaze.connect` (the App ID you registered in Step 0 now appears in the dropdown). 3. SKU: anything unique (e.g. `bizconnect-ios`). Create. ## Step 2 — App Store Connect API key (for Codemagic to sign + upload) 1. App Store Connect → **Users and Access → Integrations → App Store Connect API** → **+**. 2. Access **App Manager**. Generate. Note the **Issuer ID** (top of the page) and the key's **Key ID**, and **download the `.p8`** (you can only download it once). ## Step 3 — Codemagic: connect + add the key 1. [codemagic.io](https://codemagic.io) → sign in with the git provider → add this repository. 2. **Teams → Integrations → App Store Connect → Connect**, upload the `.p8`, paste the **Issuer ID** and **Key ID**. **Name it exactly `BizGaze App Store Connect`** (the `codemagic.yaml` references that name). 3. Codemagic detects `codemagic.yaml`. That's all the signing setup — automatic signing creates the distribution certificate + provisioning profile from this key on the first build. ## Step 4 — Run the build - Codemagic → the app → **Start new build** → workflow **"Biz Connect iOS → TestFlight"**. - ~10–15 min. On success the build appears in **App Store Connect → TestFlight**. - Add yourself under **TestFlight → Internal Testing** to install via the TestFlight app on your iPhone. ## Step 5 — Push notifications (APNs) — do this once, then tell me So the app gets **calls/messages while it's closed**: 1. developer.apple.com → **Keys → +** → enable **Apple Push Notifications service (APNs)** → download the **`.p8`**. Note its **Key ID** and your **Team ID** (top-right of the developer portal). 2. **Send me**: the `.p8` contents, the **Key ID**, and the **Team ID**. I set these in the server `.env` (server-side only, like the LiveKit/Giphy keys): ``` APNS_KEY= APNS_KEY_ID= APNS_TEAM_ID= APNS_BUNDLE_ID=com.bizgaze.connect APNS_PRODUCTION=1 ``` The APNs sender is already built into the server — it's a no-op until these are set. ## Step 6 — Public App Store submission (when you're ready to leave TestFlight) In App Store Connect, fill the listing: **screenshots** (6.7" + 6.1" iPhone), description, keywords, support URL, and a **Privacy Policy URL** (required). Complete the **App Privacy** questionnaire (we collect account info + usage for chat/calls). Then submit for review (or flip `submit_to_app_store` in `codemagic.yaml`). --- ### App Review note (Guideline 4.2 — "Minimum Functionality") Apple scrutinises apps that look like "just a website". Ours passes because it ships **real native capabilities** — push notifications, camera/microphone for calls, photo sharing. Make sure push (Step 5) is live before the **public** submission, and in the reviewer notes mention the **native video/voice calling + push notifications**. Do **not** advertise "share your screen" as an iOS feature in the store listing yet — see the follow-up below (you can still *view* a screen someone else shares). --- ## Known iOS limitations & follow-ups (phase 2 — after TestFlight) ### 1. Sharing YOUR iOS screen into a meeting → needs a ReplayKit Broadcast Upload Extension - **Why:** the app's screen share uses the web `getDisplayMedia` API, which **iOS WebViews and Safari do not support**. Apple only allows capturing the *device* screen via **ReplayKit**. - **What works today on iOS:** *viewing* a screen another participant shares (it's just incoming video), chat, voice/video calls, camera, photo sharing. - **What's needed to broadcast the iOS screen:** a native **Broadcast Upload Extension** target that captures frames via ReplayKit and feeds them into the LiveKit/WebRTC session, plus the **App Groups** capability (to pass data between the app and the extension). This is native Swift work — NOT part of the Capacitor wrapper — so it's tracked as a separate task, done after the app is on TestFlight. - **Store impact:** don't claim iOS screen-sharing in the listing until this ships, or a reviewer may test it and it will fail. ### 2. Native mobile audio routing (speaker / earpiece / Bluetooth) — needs a Capacitor audio plugin - Mobile **web** can't switch the audio output route (`setSinkId` is unimplemented on iOS/Android), so the in-meeting speaker/earpiece/Bluetooth control is web-only where it works and hidden where it doesn't. - True routing on iOS needs a small native plugin driving `AVAudioSession`. Phase-2 native task.