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.
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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 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
I am trying to simulate an upgrade from version 2.0 to 2.1. I have version 2.0 hosted in testflight, so I did install it in my device. Then I tried running the app from xcode. However what happened is that the app did not get overlapped, instead it created two apps with the same name. How can I make it such that when I run the app from xcode it overlays the old version?
I've made sure that the bundle identifier is the same.
Well the info you can get while updating can be found # this link here.
when user updates an app, Documents folder is stored as is, including
NSUserDefaults (but, sometimes user download app via iTunes and
replace the whole application, crying 'OMG! update killed all my
levels progress!'); Application bundle is erased and replaced by new
one (anyway, it is readonly for user); Re-deployment of new build
version will be enough;
You can't access the appstore inside the simulator because: # link here
It's a simulator not an emulator. Even if there was an App Store in
the Simulator, none of the apps in the store would work since they are
compiled for ARM CPUs while the Simulator runs x86 code.
Another stack overflow # link here states:
Build and install your old version, generate some data, and then
install the new version on top of it.
For testing before submitting to the Appstore I generally download
from the AppStore again the old version, and then install with Xcode
the newer version - for your next update... ;-)
And another stack overflow (that I lost the link for) states:
No, the simulator runs i386 binaries and iPhone appstore apps are ARM
binaries apps.
iOS apps are compiled to machine code, Android apps are run in a
Virtual Machine using byte code and are translated to machine code at
the time they are run.
So no, I don't believe you can run it in the simulator, how ever you can have older projects saved on the iPhone and test both out. And the apple documentation is # this link here.
Read this: https://developer.apple.com/library/ios/technotes/tn2285/_index.html
You cannot simulate update in XCode (neither in simulator or connected device). You have to create IPA file and simulate update process via iTunes.
i'm trying to find a way to publish an app to cydia other than app store from titanium appcelarator so i can test the app before registration for the developer program.
are there any clear steps to build and publish the app to cydia and to the app store?
If you go into the build/iphone folder within your project you'll find the XCode project for the app generated by Appcelerator. You can open this into XCode and build the app in the same way you would any app for distribution to cydia.
If you are just after beta testing however, check out http://www.testflightapp.com/ it allows you to distribute and manage beta testing over the air and is all legit.