I used consumer purchases of virtual currency in my game. The user can use this currency to unlock various types of jetpacks. Apple declined the game, saying it needed a purchase recovery button. But Apple documentation says consumables don't need recovery.
Why does an apple view unlocked jetpacks as non-consumable foods?
Below is the message I received in iTunes.
From Apple 10.6 - Apple and our customers pay great attention to simple, sophisticated, creative, thoughtful interfaces. They do more work, but it was worth it. Apple sets a tall bar. If your user interface is complex or less than very good, it may be rejected
10.6 Details Your application uses an intermediate currency to purchase goods that function as goods not intended for consumption but that do not include recovery. Users recover transactions to provide access to content that they have already purchased. What to do next Please change your application includes an additional user registration function that allows you to restore your purchases on all iOS devices. We recommend that you sign up for an account to restore previously purchased In-App Purchase products, and let users sign up later if they want to access this content in the future.
Should I create a recovery mechanism for reactive packages? I use Soomla and unity3d for iap.