Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 526407
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 13, 20262026-05-13T08:46:22+00:00 2026-05-13T08:46:22+00:00

MonoTouch seems like a great platform for iPhone development, but I’m concerned about deploying

  • 0

MonoTouch seems like a great platform for iPhone development, but I’m concerned about deploying it to the Apple Store. Are there any examples of applications built with it that are currently available on iTunes?

We’re starting a new project for the iPhone, and keeping the entire stack in C# would be great, but we don’t want to incur the risk of being turned down from the Apple store because of MonoTouch.

I’ve read about several games that currently use mono (not MonoTouch) for 3D graphics, but couldn’t find anything about MonoTouch.

  • 1 1 Answer
  • 1 View
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-13T08:46:22+00:00Added an answer on May 13, 2026 at 8:46 am

    Tapping this out on my phone, so going to be a little terse – apologies for that. 

    Anyway:

     – As said in a previous answer, there have been MonoTouch apps released to the App Store. Whether it’s two or a bajillion doesn’t matter so much. The difference between one and zero is infinite – the answer is unequivocally: Yes, Apple will approve MonoTouch apps.

     – MonoTouch plays by Apple’s rules. It spits out native bits. There’s no interpretation of code going on, nor is there any JITting. Your MonoTouch app is a bundle like any other, and it contains a native binary like any other.

     – MonoTouch apps are larger than they would be if they were written with Apple’s stack. This is because your MonoTouch app relies on a subset of the Mono/.Net framework. In that respect, though, once you get down to what ships, there’s nothing especially different about a MonoTouch app. I worked at a company where we built our apps (developed with Apple’s stack) against our custom framework. It increased the size of our apps, but it also cut way down on production time (and that’s always the trade-off, right?). Plus, the size of the app bundle just after compilation can be deceptive. Because bundles are zipped for the App Store, the size decreases dramatically – you can easily write a MonoTouch app that falls well within the acceptable size limit for apps delivered OTA (I bring this up because it’s a question MT n0obs (rightly) tend to ask). So, Apple doesn’t have any real reason to reject based on size.

     – Whether it’s MonoTouch or a custom in-house framework like the one I used to work on/with, the MonoTouch stuff, when shipped with your app, is just another framework that could’ve been written in Objective-C.

     – If you’re concerned about configuring your app for distribution using the entire MonoTouch stack and how that might affect your chances of approval, you can tell MonoDevelop (or the mtouch utility from the command-line) to output an Xcode project. You’ll see that your code has been transformed – you’ll be looking at native assembly (not some flavor of an IL). You can build and run your MonoTouch produced app from right within Xcode, by which time MonoTouch is basically out of the picture (except as a framework you’re building against (like MapKit, for example)).

    For some reason, all of this bothers a very small, but vocal, subset of iPhone devs who, for whatever reason, can’t stand the idea of people they don’t know using a different tool to build apps. But their hateage doesn’t change the simple fact that Apple has accepted MonoTouch apps (and Unity apps long before that).

    The biggest reason you’re going to see for MT apps being rejected is that MT devs, in my experience (I’ve been talking to quite a few – after giving some talks, posting to forums, mailing lists, here…), is they they haven’t yet learned how to develop an iPhone app. That’s something iPhone devs must do regarldess of how they write their apps. MonoTouch isn’t the obstacle – it’s knowing, for example, that Apple wants your app to look a certain way and to work in a certain way – it should look and feel and behave like other (good) iPhone apps, and shouldn’t be among the examples of attempts to write desktop apps for a phone (which is where your average dev makes his first mistake when transitioning to mobile development).

    Ultimately, your tool of choice isn’t going to matter as long as it creates bits that play by Apple’s rules (like MonoTouch). The real obstacle is learning the iPhone Way of app design.

    .Net application devs, whether on Windows, Windows Mobile, or wherever Mono (not MonoTouch) runs, are accustomed to developing apps according to their own tastes. That doesn’t fly in the iPhone world.

    You can safely go with MonoTouch. As has been shown, Apple will approve MT apps.

    The thing you really need to do (again, regardless of which dev stack you choose) is read Apple’s docs on iPhone app design and their guidelines. There’s a huge crowd of devs out their attributing their app rejections to Apple being evil (or whatever – uninformed excuses, basically), when the truth is that their apps are garbage and it’s clear the devs didn’t play by the rules (or even bother to read the rules).

    In the end, in many cases, you’ll write far less code when using MonoTouch, and the cost for that is a larger app bundle (which, as I said, will come out very reasonably sized after it’s been zipped for distribution).

    That’s not much of an issue. With 3g, users don’t sweat downloading 2-3MB sized apps. If it’s small enough to send OTA, everything’s fine. And in cases where your app goes over the limit, it’s likely embedded resources (media – images, videos, etc. – that’s how bundles typically swell to wifi-only sizes), and that’s something Objective-C devs have to deal with, too, so that’s not a MonoTouch problem.

    So, ignore the haters (who haven’t even tried MonoTouch or bothered to learn how it works), and rest assured that, as long as your app conforms to Apple’s guidelines, there’s no reason for them to reject it. It doesn’t mean your app is guaranteed acceptance as long as you design it correctly (plenty of apps get rejected for no apparent reason), but you can consider yourself, more or less, to be on equal footing with devs using Apple’s tools. 

    Hope this helps 🙂

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I'm building a MonoTouch iPhone app, but have come up with a small issue.
iPHone: We use MonoTouch, but Obj-C answers are ok. My singleton domain object takes
there are two scenarios I keep wondering about when using Monotouch. They deal with
MonoTouch is 5.2.12. iOS is v5.1.1 (Simulator) Seems like I'm missing an important piece
I wanted to use monotouch, but unfortunately I don't have $400 to spend. So
I have a MonoTouch application that seems to throw an exception randomly on the
MonoTouch preferred, but Obj-C ok too My MainWindow.xib has a NavigationView and a View.
Working with MonoTouch .NET for iPhone and SQLite on Mac OSX. I can read
We are considering adopting MonoTouch and MonoDroid for building a cross platform business App.
There are numerous examples of how to do this in native Objective-C but I

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.