Internal testing build doesn't authenticate with google play games - unity3d

App is developed in Unity. The .apk if shared externally works and im able to sign in with GPGS. However the internal testing build downloaded from Play Store wont let me authenticate. I rolled out the internal testing with all the terms and service accepted. I selected the email-list of testers as well. No idea why it works on a externally shared .apk but not when downloaded through google play tester link. Only think I have done so far is disable billing for the app though I have 300$ worth of credit due to first sign in. Since it works outside of playstore download I assume the billing isn't the problem?
I rolled out the internal testing with everything set. I was expecting it to sign in with GPGS properly as it does when the app installed via externally shared .apk file.

Related

Internal testing in Google Play publishes the old version of app

I'm trying to create interval test for my flutter app.
But Google Console is not publishes the new version of the app for testers.
I'm NOT publishing the app for the first time.
I have a previous version of the app that was approved.
However this is my first test for the app.
I strictly followed the instructions provided by Google.
What I did:
made a new release that I want to test
created internal test
added list of internal testers (all of them are approved now).
published the new version to internal test
copied the link and tried to get the test version of the app as an internal tester.
However I've downloaded the old version of the app.
I've also tried to create alpha and beta testing after that and provided them with new version.
But still got this problem.
What's more, I did some extra step to solve this problem:
cleaned Play Market cache on the device
downloaded another simulator to test the app
changed the version of the app and downloaded it again
deleted and added again tester list in Google play console
Screenshots:
https://github.com/asg1997/qu/blob/main/Screenshot_1639590890.png
https://github.com/asg1997/qu/blob/main/Screenshot_1639591139.png,
https://github.com/asg1997/qu/blob/main/Screenshot_1639591150.png,
https://github.com/asg1997/qu/blob/main/%D0%A1%D0%BD%D0%B8%D0%BC%D0%BE%D0%BA%20%D1%8D%D0%BA%D1%80%D0%B0%D0%BD%D0%B0%202021-12-15%20%D0%B2%2020.53.20.png,
https://github.com/asg1997/qu/blob/main/%D0%A1%D0%BD%D0%B8%D0%BC%D0%BE%D0%BA%20%D1%8D%D0%BA%D1%80%D0%B0%D0%BD%D0%B0%202021-12-15%20%D0%B2%2020.54.18.png

Failed to publish bundle on internal app sharing in google play console

I uploaded my app on the internal test track on google play console ,it took over 2 days and still pending then I decided to upload it to the internal app sharing which brought me this message.
I've released it as a signed bundle .
As I understood from the play console help
Uploaded artifacts for internal app sharing aren't shown in your
artifact library, nor can they be included in releases on testing or
production tracks.
So this means I should just wait till internal test is published first or I have to build a new unsigned bundle for app sharing ?.
If so .I've read that the internal app sharing has its own signing and I've been using flutter which has a long process of signing .So am not sure whether to remove all the code in gradle and the key.properties file or generate a new new keystore.
Simiar issue
Your app needs to published on a track before it can be uploaded to internal app sharing.
It looks like you are still waiting for your app to be approved on the internal test track, so there is nothing you can do until then, you have to wait that your app is approved and published (and probably avoid publishing another version in the meantime which might reset your waiting time). Since COVID, waiting times have increased, so it will require some patience.
Regarding siging:
On any track, the app bundle needs to be signed.
On internal app sharing, the app bundle does not need to be signed. So you can remove the signature step in Flutter when building for internal app sharing if that significantly speeds up build times.

Ionic 3 compile IPA without mac

How do I generate IPA file for my ionic app without using Mac? Is it even possible?
Currently, I just need the generated IPA file; I don't need to deploy the app to the App Store.
I've looked around and these are what I got:
Use Ionic package - unfortunately, all links to Ionic package that I got are all dead. So can I assume this service is dead?
Use https://build.phonegap.com/ . I know Ionic is based on Phonegap, but does this service actually supports compiling Ionic codes without needing me to modify anything? And even if it can, I read that it needs some sort of certificates to compile to IPA. Is there any way I can get the certificate without a Mac?
Use MacInCloud.com. If the options above aren't available, I plan to purchase the pay-as-you-go plan. My question is, do this thing allows me to compile to IPA without me needing any other stuff? Like certificates or whatsoever.
I’m using Ionic Pro (https://ionicframework.com/appflow) to build an IPA and diawi.com to send the app to my clients for testing. To publish app in Apple App Store, I’m using MacInCloud.

Is it necessary to sign every blackberry application even if i have to just test it on blackberry real device?

I had only packaged my application for Blackberry using ripple, but didn't sign that. But when I tried to run the application on my device, it is throwing an error message like Module Mybbapp attempts to access a secure API and the application terminates.
I am using Ripple version 0.9.16 and Blackberry SDK 2.3.1.5 using Eclipse.
If you are using signed API in your code, then you need to sign your application, before installing it on an actual device. Unsigned app that uses signed API will work only on simulator, but won't work on an actual device.
Apply for signing keys here: http://www.blackberry.com/go/codesigning
You will receive an email with attached signing keys. Follow the instructions in the received email to install these keys and use them to sign your application.

TestFlight couldn't find the build

Yesterday have I uploaded 2 builds to iOS beta testing platform - TestFlightApp. Unfortunately none of the testers, including me, can access those builds. It was working for us fine before.
I receive following message:
This device cannot install this build
TestFlight couldn't find the build you are looking for - perhaps it was removed
enter code here or you were sent an incorrect url. Check out your dashboard to see all your installable builds
Anyone received similar message ? Is it internal testflight problem, or something is wrong with my build ? How to fix that ?
It's happened to me as well, I got the message This device cannot install this build and the green button said Contact Developer.
After making sure that the user had register his device with test flight and that the device is also on the provisioning profile, I've removed the profile from the Settings app (by going to Settings>General>Profiles) and removed the Safari browsing data (by going to Settings>Safari>Advanced>Testflightapp.com)
Then I went back to the email and clicked on the link to install the app and that worked.
It may seem counter-intuitive (it was to me anyway) - even if you provision someone's device, you still have to check off each user on the permissions page and click "just update" before they can install an app, EVEN IF you already provisioned their device in the iOS provisioning portal.