Unity game google in app review not popping up - unity3d

Unity Version: 2021.3.14f1
Google play core version: 1.8.0
It was working fine and now suddenly it says certificate mismatch. I thought the package name was not matched but no. I released the app in internal testing with all certificates matched. Now even for the internal testers, the In App review window is not showing. Here is the Android Log Preview:
LogCat
I have enabled 'Releases signed by Google Play' so there is not problem with package name since app is released in internal testing.
I tried changing the google play core, play common, and review library. I thought even for internal testers, there may be quota, so i installed the game in an account which have never installed my game before, but no luck.

Related

Implementing google login flutter gives 12500 error

I implemented google login in flutter without using firebase in flutter (google cloud console). It was working in apk then later I needed push notification service for which I used firebase (fcm token and all) then I released the app to playstore but google login does not work. I keep getting apiexception error. Has anybody faced this issue? if yes any help would be highly appreciated.
I do not have a specific answer to your problem but I have also faced this problem once, I accidentally resolved it though.
But Error 12500 is a general error code that may occur when attempting to use the Google Sign-In feature and is caused by a few potensial issues:
An issue with the SHA-1 fingerprint of your app's signing
certificate: To use Google Sign-In, you need to configure your app's
SHA-1 fingerprint and package name in the Firebase console. Make
sure that the fingerprint and package name you have configured in
the Firebase console match the ones you are using to sign your app.
An issue with the Google Services configuration file: Make sure you
have properly added the Google Services configuration file to your
app.
An issue with the Google Play Services library: Make sure you have
the latest version of the Google Play Services library installed in
your app.
An issue with the device or emulator you are using: Make sure you
are testing on a device or emulator that has Google Play Services
installed and is up to date.
Possible fixes to try/check:
Double-check the SHA-1 fingerprint and package name: Make sure that
the SHA-1 fingerprint and package name you have configured in the
Firebase console match the ones you are using to sign your app.
Make sure you have added the Google Services configuration file: The
Google Services configuration file is required for your app to
communicate with Google services, including Google Sign-In. Make
sure you have properly added this file to your app.
Update the Google Play Services library: Make sure you have the
latest version of the Google Play Services library installed in your
app. You can check for updates by going to the "SDK Manager" in
Android Studio.
Test on a device or emulator with Google Play Services installed:
Make sure you are testing on a device or emulator that has Google
Play Services installed and is up to date.
I hope this helps! I will quickly search if I can find any other solution.

App Launch: The Huawei Lite Simulator supports only Lite projects

When trying to run my test app on a HVD emulator, I get the following error message:
App Launch: The Huawei Lite Simulator supports only Lite projects.
Meanwhile I've realized, that currently one can only use hardware or a remote emulator for such a project. But when trying to set this up, the Harmony OS Virtual Device Manager responds with 404:
Is there anything to do about it?
I haven't tried with DevEco Studio on Windows so far, but with Android Studio on Linux, which appears to be functioning now.
With HMS Toolkit version 1.0.5, it will ask for Huawei ID and then also lists devices in Düsseldorf or Ireland (where the one is a city and the other a country). However, there are currently only EMUI ROM available. It integrates better than before, but without an HarmonyOS 2.0 ROM, it still doesn't provide the expected environment.

MoPub GDPR SDK - how to test?

Hi I am setting up the MoPub GDPR Android SDK, am getting a call to the consent dialog page on the web but get this response :
05-16 11:10:46.469 13030-13152/ E/Volley: [18308] BasicNetwork.performRequest: Unexpected response code 400 for https://ads.mopub.com/m/gdpr_consent_dialog
This means "Bad Request" and that the call is corrupt I think. Has anyone got this call to work ?
This isn't an ideal solution, but it works.
On your test device install a VPN service app, there are lots of free ones available out there. If you're running in an emulator (or a device without Google Play) you can goto one of the many APK mirror sites to download and sideload the APK directly.
I won't get into the obvious risks of using VPNs, or sideloading apks outside of google play, but if you're paranoid just spin up an emulator to test this.
It's important the service offers VPN servers located in countries affected by GDPR.
Enable the VPN service on your device/emulator and make sure you're using a server located in a GDPR country (Germany, for example). Load up the app your testing, and it should now appear that you are accessing
Not sure why Pete is suggesting a VPN here. But it appears I was getting this error because I forgot to replace the AD_UNIT_ID in the SdkConfiguration.Builder with my Ad Unit ID.

The app could not be located

i integrated crashlytics into my unity game, everything worked fine, but then i had to change my package name and my working mail, since then whenever i open the dashboard it gives me an alert "Sorry the app could not be located".
I reinstalled the crashlytics sdk in unity, used new login in prepare fabric tab, but the issue is still there, although the crashlytics seems to be working.
Thanks. Usually this means we aren't detecting the build and run event. Please make sure you are building and running in the relevant IDE. Also, clean your app and dependencies in the native IDE to make sure the bundle ID is updated in all locartions. If you still run into issues, you will need to contact support as your app may be in a weird state in our system.

FIREBASE_AUTH_API is not available on this device

I have followed the new Google Firebase guide for Facebook sign-in on Android but I am consistently getting the following error on a particular device.
FirebaseAuth:signInWithCredential failed
com.google.firebase.FirebaseApiNotAvailableException: API: InternalFirebaseAuth.FIREBASE_AUTH_API is not available on this device.
On other devices it seems to work fine. The device is Moto X Play running Android 6.0.1. It also has Google Play Services 9.0.83. I tried a complete uninstall and reinstall with no luck.
This was a bug affecting the 9.0.0 and 9.0.1 versions of the SDK. It has been fixed as of SDK version 9.0.2.
Update the Google repository via the Android SDK manager and then change your gradle dependency to:
compile 'com.google.firebase:firebase-auth:9.0.2'
See incident details here.
As Alfonso says in the comments, there is an issue we are seeing where some users don't have the Firebase Auth API available even though they have Google Play services 9.0.83.
That's a bug - sorry about that - and is being investigated at the moment. If you're seeing it, please raise an issue in the troubleshooting page with any further details of the device where you had the problem.