How to sign Unity app bundle for google play games - unity3d

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!

Related

Google Play Store doesn't support .APK anymore?

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

Where does Apk file goes after 'build and run'?

So in the File->Build Settings I configurated my project, clicked Build And Run, it created an apk file on my PC and ran it on my phone. But does this apk is saved somewhere on my phone after I close my project? If so, then where?
I simply don't want to clog my phone with dozens of apks.
It does get saved on the phone, just as it would if you downloaded an app from the Play Store, you need to manually uninstall all the apps you tested on your phone as they will take up room on your phone. Good thing is that new versions get older versions uninstalled automatically when you build and run, as long as the bundle identifier matches the one previously used

Signing .apk to BlackBerry App World

I run my .apk file from eclipse to BlackBerry Playbook. It runs successfully. After that, when I sign my application for BlackBerry App World from Eclipse, it successfully signs it and gives me bar file in dist folder. However that file is marked crossed which indicates that the bar file contains an error. I don't know how to debug the error. I have made 2 layouts: one layout for Playbook and the other for BlackBerry Alpha 10. Is this causing an error or is it something else?
This APK was already packaged and signed, please update the APK’s version number to package again
This error means you are signing the same build again, with the same version no. Blackberry signer identifies the debug build and release build both as same, as they have same version no. So to overcome this, just change the version no. of the release build. It'll work without any problem.

How to configure a Xcode project for beta testing with TestFlightApp?

I signed up for TestFlight.
Then I followed all steps in this tutorial:
But Xcode throws this warning:
Application failed codesign verification. The signature was invalid,
contains disallowed entitlements, or it was not signed with an iPhone
Distribution Certificate. (-19011)
It smells like there is a lot more work to do than what they wrote in the tutorial.
Is there a complete tutorial which walks through every step without stepping over anything?
And do I need to add the SDK even for simple beta tests?
(Edit: No, SDK is not needed!)
Start with logging into the Provisioning Portal, and adding a test device or two, under Devices. Then go to Provisioning and create a new one for the appID you are working on and add those devices.
Back to Xcode and use the Organizer:Devices:Provisioning Profiles to download (refresh) the Provisioning Profile. Set your project's Debug scheme's signing to use that developer profile. You should then be able to build and then archive. Once archived, do an ad hoc distribution and save off that file to the desktop.
Go to your account on TestFlightApp.com and press the Upload Build button. Drop the file you saved on your desktop, into the Build upload area. TestFlightApp will give you errors if the app wasn't bundled for adhoc or signed properly.
Now, here is where TestFlightApp.com will save you work. Send out invites to friends from within TestFlightApp.com. TestFlightApp.com will manage notifying them and as they create an account, it will also help them find their UDIDs. These UDID's can be batched up and later downloaded by you and re-uploaded to the Apple Provisioning Center, into your devices section.
You then use Xcode to refresh your profiles, and rebuild the app, archive, and upload to testflightapp. Then you can select which one of your testers will get to see this build and what message they should be sent. Your testers will not have to figure out how to download the files and install them using iTunes or other app, they merely press the install button.
Believe me, while it is still a bit of work, it is so much better than not using TestFlightApp.com, especially if your users are not very savvy about app installation. In the future, you can use the TestFLight SDK to gather crash reports and usage information for your debug builds.
See the following for some more info: TestFlight beta-testing iOS app

How can I install a ShiVa3D app on an iPhone? (for development testing)

I'm new to ShiVa3D (a 3d games engine).
I'm testing a very simple app that just displays a 3D model, it works in ShiVa Editor (1.9 PLE). I can export it fine as a .stk file. All this is on a Windows PC.
I then open the ShiVa3D Authoring tool (v1.1) on Mac OS X. I create and build my XCode project, but when I go to test the application on a device it fails with the error:
CodeSign error: code signing is required for product type 'Application' in SDK 'iOS 4.2'
I've tried changing the project plist and setting the Code Signing Identity - with no change in the error.
Has anyone managed to install a ShiVa3D app on an iPhone (or any iOS device?). I'm not trying to publish to the App Store, I just want to test my app on a device.
Ok, I found the answer after some Googling:
http://www.stonetrip.com/developer/forum/viewtopic.php?f=39&t=22104&p=28476&hilit=signing+identity#p28476
Here are the details that helped
Load the Authoring Tool, and click on "Get Started Now"
In the "Application Pack" blank under "Content", navigate to a .stk you exported from the editor hit "Next."
Now under "Authoring," select "Project" and enter your bundle and signing info. **DO NOT HIT THE "BUILD" button, instead click on the "Build" Heading at the top.
Now set the build type to "Development." Hit Build.**
Your project should now open up in XCode where you will have to Edit Project and Target settings to reflect the proper SDK and Code Sign Identity.
Build and Run the project and it should deploy to your iPhone!