I just send a new version of my game but this message from Google
Your app is using the Singular SDK which collects but may not be limited to Android ID and Advertising ID identifiers. Persistent device identifiers may not be linked to other personal and sensitive user data or resettable device identifiers.
You may consider moving to another SDK; removing this SDK; or if available from your SDK provider, upgrading to a policy-compliant version of this SDK that does not include the violating code.
According to the information provided by your SDK provider, you may consider upgrading to 12.0.5. Please consult the SDK provider for further information.
Affected Version(s):
App Bundle:37, App Bundle:37
We use unity ads, we have the latest version of unity ads 4.3.0 but we don't know where we can find this Singular SDK to update it.
No trace of it in our game, never used, and never heard about it.
Please how could we correct it ?
There is something called Mediation Ads, installed automatically. From the package Manager, remove this package and delete the MediationDependecies.xml file. You will get rid of duplications errors. Search in the folder Singular SDK, delete them all, build and re upload your apk.
Mediation deletetion remove errors or duplicate class com.unity3d.ads.buildconfig found in modules classes.jar...
Related
Application is removed playstore by Google Protect.
Every release the version code from Huawei App Gallery is always higher than the version code in Play Store.
The new release version code in the Play Store will higher than the previous release version code in both Play Store and App Gallery.
But the rolling out percentage between the two stores is different. Not sure it would affect
Please help with another quick question. What will happen to App Gallery auto-update if we release the app in Huawei App Store with a different Keystore than the release in Google Play Store?
For the overwriting of each other from AppGallery and Google Play store problem, the root cause is the apps are using the same package name and the same signing key in conjunction with auto-update from both stores. When there is a higher version available from either store, the Android system would recognize it, download and update the app, which would cause overwrite.
The answer is actually in the second question. Using a new keystore for AppGallery would make the app different from the app from GPS from Android system point of view. Please use a new keystore for AG release, there will not be any overwritten problem once this update. Remember to update the SHA256 signature in AG for the new release.
This is a message displayed on Google Protect. We could not restrict the play protect. You can disable Google Protect on your phone manually.
In addition, Google Protect is a black-box detection, which is claimed to be an intelligent detection and may display a message for all apps that are not downloaded by Google Play.
Based on the warning message, this message comes in "Backdoor" category(refer below link).
https://developers.google.com/android/play-protect/warning-strings
Also you can refer the below link
https://developers.google.com/android/play-protect/client-protections#developer-appeal
So you can contact google support team regarding this.
I am trying to create an app using arcore-unity-sdk-preview, which is supported by Google.
However, in order to use this ARCore, arcore-preview.apk must be installed. Otherwise, ARCore will stop working.
If I distribute the app I created in the store, the user will not be able to use the app unless I receive the arcore-preview.apk. Is there a solution to this problem?
Or are still experiencing this issue because it's not fully released yet?
If know about this, please help me.
As you said, distribution is still an issue because it's not fully released.
To work around this issue, you could upload the apk somewhere / ship it in your app's files and install it programmatically but the user has to allow installation of apps from unknown sources (Settings > Security > Unknown Sources)
Will you please help me to fix this below mentioned issue getting from Apps store
Apps are not permitted to access the UDID and must not use the
uniqueIdentifier method of UIDevice. Please update your apps and
servers to associate users with the Vendor or Advertising identifiers
introduced in iOS 6. If method names in your source code match the
private Apple APIs listed above, altering your method names will help
prevent this app from being flagged in future submissions. In
addition, note that one or more of the above APIs may be located in a
static library that was included with your app. If so, they must be
removed.
If you think this message was sent in error and that you have only
used Apple-published APIs in accordance with the guidelines, send the
app's nine-digit Apple ID, along with detailed information about why
you believe the above APIs were incorrectly flagged, to
appreview#apple.com. For further information, visit the Technical
Support Information page.
Once these issues have been corrected, go to the Version Details page
and click "Ready to Upload Binary." Continue through the submission
process until the app status is "Waiting for Upload." You can then
deliver the corrected binary.
Find the class that use the UDID by
(by terminal in the project directory)
find . | grep -v .svn | grep "\.a" | grep -v "\.app" | xargs grep uniqueIdentifier
you find the classes that use UDID then replace it and use UUID or replace it by new class if you are using external classes
Use of the device's uniqueidentifier property in apps was deprecated in iOS 5.0 and forbidden in iOS 6 apps as of 1 May 2013. Instead, you can use the identifierForVendor property available in iOS 6.0. Apple changed the API to address privacy concerns.
My problem with this was due to the adMob library. It was fixed in adMob SDK 6.4.2. From Google:
The AdMob SDK for iOS utilizes Apple's advertising identifier (IDFA).
The SDK uses IDFA under the guidelines laid out in the iOS developer
program license agreement. Developers must ensure they are in
compliance with the iOS developer program license agreement policies
governing the use of this identifier.
I'm having this issue too. My project was being built using Unity 3.5.4 and using 3 different plugins.
I created an empty iOS project using unity 3.5.4, built xCode project, attempt validation: fail. Then I built the xCode project using 3.5.7 and validation was successful.
That empty project had no plugins in it so it's not any plugins fault.
One of my plugins only worked with Uniyt 3.5.4 so now I'm trying to get an updated version of that plugin that works with 3.5.7 in order to submit the app.
Admob and ShareKit + Facebook were both the culprit for me.
I just got the same email after submitting our Tinyview app to the Apple App Store. We don't use UDID directly but it's possible that it's being accessed by a library we include, e.g. Google Analytics.
Admob 6.4.2 seems to work just had the same problem and now is solved... try to get it from here: http://dl.google.com/googleadmobadssdk/googleadmobadssdkios.zip
If you're using HockeyApp, remember to either remove the code that checks if the app needs to be updated, it uses the default UDID.
Even better wrap it in some preprocessor directives so that it is included in your ad hoc builds, but not your production builds.
I have created a phoneGap app for iphone and successfully deployed it device.
Now i am trying to upload the app to app store using xcode 4.5
Successfully validated.
Successfully Distributed.
itunes connect app status-- app received
after 3sec app status-- invalid binary
I am using phone gap 1.2.0, xcode 4.5, target ios version 6.0, Distribution provisional profile.
I have received email followup from apple
Non-public API usage:
Apps are not permitted to access the UDID and must not use the uniqueIdentifier method of UIDevice. Please update your apps and servers to associate users with the Vendor or Advertising identifiers introduced in iOS 6.
If method names in your source code match the private Apple APIs listed above, altering your method names will help prevent this app from being flagged in future submissions. In addition, note that one or more of the above APIs may be located in a static library that was included with your app. If so, they must be removed.
If you think this message was sent in error and that you have only used Apple-published APIs in accordance with the guidelines, send the app's nine-digit Apple ID, along with detailed information about why you believe the above APIs were incorrectly flagged, toappreview#apple.com. For further information, visit the Technical Support Information page.
Somebody please help.
Apple Changed their policy on using the UDID. Which was included by default in earlier version of Phonegap API on IOS. If you upgrade to the newer versions you will find the code no longer uses the UDID and will pass App store.
Looks like from version 1.8 onwards is the change.
Latest version of phonegap is 2.7 so it would be good to update anyways,
I am developing a messaging app. It uses an SQLite database to store the user's registration. It also uses push notifications. Right now I am using a development push notification certificate.
My client now wants a "Lite" version to be built, and I am not sure how to go about it. I have read several articles on Stack Overflow and elsewhere. I am confused by all the versions I have read online.
Can anybody suggest to me what to do, specific to my situation? I don't want to lose the registration data in the database while updating from Lite to Paid version.
One more question: when someone downloads a paid version of an app, will it install as a different app or will it overwrite the existing Lite version? I am guessing it depends whether you are using a separate app ID or the same one, but I am not sure.
Please help.
Thanks.
To your first question, what I do is just create a second target in my Xcode project. One for the Lite version and one for the paid version. Then I create a preprocessor macro for the Lite version in the Xcode build settings for the Lite target. Usually I just do LITE=1. Then in the code when I want to do something different for the Lite version, you can just do
#ifdef LITE
//lite version
#else
//paid version
#endif
And for your second question, the paid version will not overwrite the Lite version. It will be installed as a different app.
EDIT: You should consider having just one free version and providing the "paid" features via an In-App purchase. This would allow the user's preferences to migrate over from the Lite to paid version since it would actually be the same app.