I am making an app with Unity and i prepared the app for release on Google Play (key and other settings)
But for some reason it doesn't let me upload .apk, only .aab. Last time i published a game (3 months ago) it worked with an .apk but for some reason it won't work now. Did miss something?
By new google policy, From August 2021, the Google Play Console will require all new apps to Publish with the Android App Bundle format so, Your build must be as aab. in unity for build as aab you must check Build App Bundle (Google Play) in Build Settings.
also for more detailed how to sign with previous sign key and setup aab see:
https://blog.unity.com/technology/support-for-android-app-bundle-aab-in-unity-2018-3-beta
https://developer.android.com/studio/publish/app-signing
https://forum.unity.com/threads/android-app-bundle-google-play-app-signing-what-option-do-we-use-with-unity.604723/
https://forum.unity.com/threads/android-app-signing-by-google.471539/#post-4618345
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I am using Firebase App distribution over a year now to deliver my Flutter app releases to my testers and it's working fine by following this process :
Open XCode and make a release of the app
upload the .ipa to Firebase app distribution
If the testers download it the first time, add their device to my apple dev account
Make a new release with the new provisioning profile
The testers are able to download the release
Now i am using flutter 3.7 and i am using this command :
flutter build ipa --obfuscate --split-debug-info=/Users/foxtom/Desktop
It's working very fine apparently, i do have a .ipa file generated etc..
However, when i upload this .ipa coming from this command, all my testers (including myself) are getting Device is registered, all set ! from Firebase app distribution.
This is the message you get when the device is registered the first time and that you have to make a new release... So i have made 3 different releases after this one and the message remains the same.
Note : if i do the same release using Xcode, it's working fine.
I can't figure out if the issue is from Firebase or Flutter here... My guesses are :
Flutter doesn't take in consideration my provisioning profile
Firebase app distribution has an issue "veryfying" obfuscated builds
I have raised a ticket to Firebase support in the meantime, but i would like to know if someone had already experienced this and if there is a current solution.
EDIT : i have created a flutter issue to get more insight
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
I'm trying to deploy are beta-testing app to google play as a production mode. We are able to deploy as a beta testing last week, and after that I added lot's of change to our code. Finally I finished writing code for the app now, and thinking to deploy the app as production on google play. I was wondering, if I should update the Android App Bundle on Beta section in app releases then hit "release to production" button (on Beta section page in app releases), or I should go to Production track and drop the new Android App Bundle. Does it really matter?
It doesn't really matters, tho, if you create a new appbundle and deploy it in production mode, you should after that disable your beta bundle, otherwise users that have access to beta will see two apps in the Play Store.
For days now I am trying to find out what I'm doing wrong can't find the right solution.
I am new to the Unreal Engine and currently trying to figure out how all of it works. I downloaded the Epic Zen Garden and the Sun Temple example project off of the "Engine Feature Samples" and wanted to deploy them on my iPhone XR, but I can't.
I looked through about 10 possible solutions but none of them really worked and somehow there are several ways to handle this matter so I wanted to ask you to eventually share your workflow regarding building apps on iOS using Unreal.
My setup:
Unreal 4.23 and 4.24 /
iMac 2017 with OS Catalina 10.15.1 /
iPhone XR with iOS 13.3 /
Xcode 11.3
As the title mentions, I am trying to find a solution without having to spend $99 for the Paid Developer Program.
What I did so far:
I've opened up Xcode and created a new project. I automatically signed in with my free developer account, used an bundle identifier and deployed the app on my iPhone. What happened now is that a provisioning profile and a certificate is created.
I then switched back to Unreal, opened the project settings -> iOS and used the same bundle identifier like the on in the Xcode project.
The mobile provision and certificate show "valid" and I also checkmarked them.
I then choose my device within Unreal under "Launch" and 2 error messages pop up saying "Provision not found" "Signing key not found". Why though? It shows up as "valid".
When I try to launch Launch -> Project Launcher -> iPhone -> I suddenly receive following error:
ERROR: Stage Failed. Missing receipt '/Users/myName/Documents/Unreal Projects/SunTemple/Binaries/IOS/SunTemple.target'. Check that this target has been built.
So what am I doing wrong? This solution came up the most while searching for ways to handle this problem.
I would be thankful if anyone could share his steps.
Best regards
Daniel
I need to sign my Android app bundle from Unity in order to upload it to Google Play. I have gone through the steps to sign it in three different versions; however when I build and upload I keep getting the error
To sign the app bundle in Unity 2019.2 I would open build settings, tick the arrow for build app bundle; then navigate to player settings; Publishing settings, create new keystore and alias with passwords. And build. Pretty much the same with 2019.1, and 2018.4.
Example:
I would expect the app bundle to be signed, and be uploaded; however google play keeps saying it is not signed.
So the solution was quite simple. It would be nice if google where to give a more accurate error message.
I tried to build without the tick for google app bundle, which gives me a APK file rather than and AAB file. When uploading that file google gave a more accurate error message, that the APK was built in development build, so it wasn't signed.
Returning to build settings, if you remove the tick for development build and then build as an APK or AAB, it will sign the app and work for the upload!