Why do I alert protect after android build in unity? - unity3d

Hello I made a game in android unity 2017.4.20 or unity 2019.1.9 then Installed it on my phone but I have an Alert:
Screenshot
How I can fix it?

This happens since your application is not on the play store yet
(And you "installed' this application from somewhere else other than the play store)
This will not be an issue when you upload your application to the google play store, since other users will be downloading from the store only.
For now, since you are testing the game, just ignore the error and click "install anyways" to test the application on your device.

Related

Google Play services only works if downloaded from Play Store

I have google play services in my unity app.
If I "build and run" to my android device, Social.localUser.Authenticate() returns false , but if I upload to Play store then download I get true. This is unusual and very inconvenient. Is there away around this? I would like to test just by "build and run" without uploading every time to play store.
Do you disable Anti-piracy option?
This option prevents users who have not installed your game via Google Play from accessing Google Play game services.
Go to Game Services - Select your service - Click on Linked apps - and then click on your service's name - Finally set anti-piracy to OFF
Hope this is what you need
I found the answer here
Go to https://console.developers.google.com/
Find your project (top left corner)
Go to credentials and click on your app
Replace Signing-certificate fingerprint with the upload certification SHA-1 and save
It seems this issue is caused when you opt in to Google's App Signing feature

Running google-vr unity daydream app on google pixel

Im trying to run the sample app provided in the daydream page on the google pixel phone.
1) I chnaged the build settings to android.
2) Went to player settings enabled Virtual reality support and selected google daydream as the platform.
3) I changed the Minumum API to API level 24.
4) I added the folder containing my adb to the path variable in windows.
5) I also set the path of the android SDk.
6) I enabled USB debuggin on Pixel
However when I run my app , I get the following errors:
Device daydream not supported in Editor Mode. Please run on target device.
And..
Failed to read from controller emulator app event socket.
Verify that the controller emulator app is running.
build the apk and start it on your device. build and play requires adb.
As I suppouse, you want to DEBUG your Daydream app on your Programming Environment (Unity in this case).
Note:This solution allows you to debug on your PC but you'll need one Pixel Phone connected to your PC, and one Daydream Controller.
First of all I recommend you to download the samples provided by Google on Github if you have not done it yet:
https://github.com/googlevr/gvr-unity-sdk/releases
When you load any scene you'll see that the Daydream basic set is composed for a hierarchy like:
The two selected components are key for your porpouse cause if you want to debug Daydream from your PC you'll need to "link" your daydream controller with InstantPreview App. Instant preview will downloaded instantly on your phone if you got in your scene the "GvrInstantPreviewMain".
InstanPreview Google Info: https://developers.google.com/vr/develop/unity/instant-preview
When the app has been opened, can happen 3 things on your pixel phone:
Everything works as it should.
Daydream Instant Preview infom to correct the device by USB.
Kind of Grey screen with some text.
If you're on 2.
This seems to happen when your Unity Project is desynchronized from your phone and you'll see something like:
Close InstantPreviewApplication on your phone, close your unity project (remember to save your progress), and open again your unity project. That has almost always solved me.
If you're on 3.
This seems to happens when instan preview is waiting for Unity Play Mode.
You only need to press Play on you Unity Poject.
Remember to press (and mantain) synchronize button on your Daydream controller if you can move the headset camera but can't find your controller reticle.
This works for me.
I also append my own Unity project with this scheme that works bought for Daydream and GearVR in case helps someone else to test my solution:
https://github.com/ls29322/VR_GalleryApp

Unity Ads and IAP not working after Apple reviews the app

I've had this problem for a couple weeks now, and I can't seem to find the fix.
I'm using Unity 5.5.1. The app I've created contains ads and IAP, but neither work whenever I upload the game to the App Store, and download it from there. (After Apple reviews it and I publish it)
To my surprise, however, the ads work whenever I upload the game to the iPhone directly, through Xcode. (The fact that IAP doesn't is common)
Below are my Xcode settings. I do not get any errors throughout the uploading and review processes, so I am completely lost right now.
PS. Similar build works perfectly on Play Store.
[Capabilities]
[ifconfig]

PhoneGap iPhone app installer

I'm developing a cross-platform iPhone (iOS) application using PhoneGap.
One of my clients, who want to test it, is not living in my town, and I'd like to give him an installer so he can test the program. I've already added his phone in the Apple dev center, but I don't know how to create the installer.
Is it possible?
I have been developing a cross platform app using appcelerator and have been sharing all test builds with client using tesflight.
The method of sharing is as simple as creating an account, uploading IPA, selecting the device ID of your client so that only he/she may install it on device. So once this is done, you can either invite client to sign up and download the app or simply share a download link..
Hope this helps.

iPhone application reset

I have a strange problem with my iPhone app.
I use geolocation and push notification. Everything is ok, but I want to test from scratch on the iPhone (connected to xcode debugger)... and I can't re initialized the iPhone.
I explain: I remove the app from the iPhone, and after re-installing the app (with xcode or with iTunes), I launch the app, but iOS doesn't ask me to approve geolocation and push notification as it does the first time. In fact, it seems to 'remember' my choices.
As I need to debug this (Some users have problem on running app the first time), I'm blocked.
Thanks by advance for yours answers
There's a place in the Settings app to reset Location permissions.