Google play detects android advertising ID in my Unity game. Where? - unity3d

Google Play removed my Unity game from their market, because, as they say, it uses Android advertising ID. The problem is, the game doesn't contain any ads. It doesn't even have any packages that might use this advertising ID. (There is only Text mesh pro.) So, what can possibly be the source of the damned "android advertising ID"? It already sounds to me like a scary ghost, because it's the 3rd time when this game has been removed from google play because of this advertising ID, and I am really pissed off, because I don't know how to appease them at last, besides inserting the privacy policy notice (for which I have no real reason).
What might be a deeper problem is that the game is derived by copying from my another project that actually did contain ads. And the derivation ("save project as") didn't go smoothly. Maybe, this Android ID somehow jumped over from the original project, which contained adds, to the new one, which doesn't contain them? :)
And the last point: The Analytics service is turned on in this game. I suppose this doesn't have anything to do with the Android ad ID specifically. But I now imagine it could be another problem for google play, and they would deactivate it again if I don't turn it off. Or do they?

Related

Unity Admob Ads doesn't appear in some projects

I know this is so similar topic to others but I need help about that and I couldn't find any solution since 3 days. I found a guide for Unity Admob Ads and I applied it. It works on the project that I new created. But doesn't appear on my existed project, I checked all layers,cameras etc. but couldn't find any mistake.
I'll attach a video here, about what I exactly did (1.30 min);https://youtu.be/pLpQWHvYMDk
End of this video, I installed the apk to my device and ads doesn't appear.
My english is bad, sorry about that.
OK, I have a few theories.
First, Admob is based on auctions. Which means that they will sell your ads to the best bid. Your app is still in configuration phase to them and that is the reason that is not showing.
Second, if you are testing on the editor, ads will never show up. You have to test on your phone (not recommended to click on this ads, you can lose your account).
Third, I don't use admob but are you sure that everything is created and set properly on the admob dashboard? There is no "test mode" active?
I highly recommend using the official unity pluggin by google: https://github.com/googleads/googleads-mobile-unity
The docummentation is well-made and everything should work great.

Samsung Gear VR - Publish Gear VR Application

What I need to publish my first game on Gear VR store
I read this documentation but I was wondering if there more information
http://static.oculus.com/sdk-downloads/documents/OculusMobile_SubmissionGuidelines.pdf
Oculus Signature File (required during development, remove for submission)
Android Application Signature (required for submission)
My Questions ?
1- when I create APK , I should create signed APK only .
2- How long they take to publish my application .
3- Is there other stores or just that one.
There is some more information on the Oculus Developer site:
It covers some general stuff, like comfort requirements.
e.g.
Verify that all of your app’s UI elements are rendered stereoscopically and are clear and legible.
Make sure your app avoids using a shaky camera and avoids acceleration not directed by the user.
Make sure your app maintains or exceeds the minimum 60fps frame rate.
Make sure your app does not lock the camera to the user's head.
With regard to your specific questions:
This is covered in the documentation you linked:
All developers must create their own unique digital signature and sign their applications before submitting them
to Oculus for approval. For more information and instructions, please see Android's "Signing your Applications"
documentation: http://developer.android.com/tools/publishing/app-signing.html
Make sure to save the certificate file you use to sign your application. Every subsequent update to your
application must be signed with the same certificate file, or it will fail.
Note: Your application must be signed by an Android certificate before you submit it.
Not sure but if it's anything like Apple's process it could vary between as little as an hour to as much as a fortnight.
You can probably publish to the Android play store as a Google Cardboard app and let users use it by flipping the Gear-VR USB connecter out of the way.
This is how I use it for Google Cardboard apps.
About the question 3, it seemed that there is no other markets/stores for gear vr. But inface you can publish your app to google play or amazon store.
And notice the user that this is for gear vr. Maybe add a small vr picture on your icon is better for users to get it.

Ads in game made with Unity Basic?

It is possible to use any ads on my games made with Uniy Basic (or make it as pay application in Play Store)?
Yes. Check the Unity Asset store, there are several free and paid tools you can use to add advertisement to your game. You can also create your own subsystem that handles this.
Also it is perfectly legal.

Demand for iPhone App ported to Android?

Although not really a programming question I believe many developers would have come across this and therefore give the best answer.
Currently I am developing an App for iPhone for the organisation I work for. Its close to release and there is heaps of interest when I present it but the occasional question comes up am I going to port it to Android. My answer is I would like to but according to web stats more than 90% of phones hitting our website are iPhones and the other 10% is declining (probably people migrating away from Blackberry, last count was 98% was iOS)
Now if you read the media many people would like you to believe that its a split market between Android and iPhone but this might be just in the U.S where the single carrier for the iPhone has limited its consumer uptake because all the information available to us (at least in my organisation) states otherwise.
I was curious to hear from other people who have looked into these stats both inside and outside the U.S because when I tell the person asking that there is no demand they dismiss it and say its growing, once again contradicting the stats available for our organisation.
I am really interested in Android dev so don't really want to hear that I should just make it to give people an alternative, it's hard to justify to management that I should spend their money to deliver content to 5% of our market. Currently it makes more sense to make a cut down web App rather than an Android App.
Be interested to hear your thoughts. Cheers
Honestly, I would argue it simply depends on your market. For instance, in my location Android users are increasing steadily. It still took us a long time to commit resources for development. Plain and simple, until recently, there wasn't enough return value to develop an Android app. If your Android market is only a small percentage of your market, then the resources would probably better be spent within your main competencies (i.e. for my company, developing more iPhone apps). It is easier to make a presence for a new app or upgrade in a market you are already established in. After creating the Android app, you would need to spend more resources on creating brand awareness, which if you already have a successful iPhone app, wouldn't be necessary if you simply created more iPhone apps. Also, let's be honest, the Android marketplace is a bit of a mess and hard to market on. Don't get me wrong, I have a healthy respect for Android and its capabilities, but unless you can see a return on the app, there is no point in developing it.
Depending on the type of application you are developing, it might be worthwhile to utilize a mobile framework that allows you to easily develop for both devices (plus many others). This is not the solution for all applications, such as those where speed is critical or games, but for many apps it might help. Have you looked at Appcelerator or PhoneGap? Just be careful to do plenty of research and make sure they support all of your requirements before jumping in.
It's difficult to answer your main question because the statistics related to mobile devices varies immensely, especially related to the type of application you are developing. Certain types of users prefer one type of phone and those users typically will use only certain features. For example, BlackBerry users are less likely to download games than iOS users.
For web apps
The approach suggested above is a nice approach because phonegap, appaccelerator or rhomobile do provide a sort of a virtual environment for applications developed in HTML, ruby. However, that might not be sufficient in a number of cases.
One of the approach i have seen developers adopt a lot for native apps
If you have developed your application using C code for the application state machine and lower levels then that code can be ported straight away to Android and be plugged into Android app using JNI technology.
The UI will have to be re-created.
What is the value to your organization of that 5% of customers being able to have a native Android app, versus the company's development time/resource cost?
Now that you've done all the app architecture and design work (including artwork, documentation, etc.) for the iPhone app, will a porting or rewrite for Java/JNI/Android take less development time by some multiple?
I think the most important factor is that if your company have the resources to maintain two version of the app. Would it be more beneficial to maintain native iOS app and a mobile version of the site? Since as you mentioned the usage of non-iOS devices of you website, as a metric lead a conclusion of such already.
As a matter of fact, if you have put most of the logic to the server back-end, writing an android app would not take anywhere longer than writing an iOS app, as long as you've programming experience in Java.
Also contrary to common beliefs, since the market share of Android phones are not as good in your place (would you mind telling us where your company is resided in?, it would in natural have less localized app in your geographical location. So creating an app specifically for them would gain more acceptance. That is fact, is a good thing. (see: Long Tail theory)

iPhone app that access the Core Location framework over web

I was wondering if I could access the iPhones Core Location framework over a website?
My goal is to build a webapp/website that the iPhone would browse to, then upload its current GPS location. This would be a simple site primary for friends/family so we could locate each other. I can have them manually enter lng/lat but its not the easiest thing to find. If the iPhone could display or upload this automatically it would be great.
I don't own a Mac yet (waiting for the new Mac Book Pro) but would like something a little more automatic right now. Once I have the mac I could download the SDK and build a better version later. For now a webapp version would be great if possible. Thanks.
Why not simply use W3C GeoLocation API available in mobile Safari? This will work on ipod touch as well (suburb precision).
It's literally 10 lines of code and the javascript will work without change on Firefox 3.5. Far easier than scrape some third party website.
http://www.instamapper.com/iphone
iPhone App store
While this may not directly answer your question, there are quite a few iPhone apps that already do this kind of thing with GPS. Instamapper is the first one I pulled up from the app store, but I'm sure you could find something to fit your needs.
I'm pretty sure you can't do what you want directly.
The best idea I can come up with is to "reuse" an iPhone app that records location and makes it accessible on the web. Take Twitter for example. If I'm not mistaken, Tapulous' app Twinkle will grab your location and post it to your Twitter.com user profile. Here's an example of what that looks like:
From your webapp, you could then scrape the user page for each person whose location you're interested in. It's a pain in the butt, but like I said, this is the best I could come up with.
Again, if you don't want to mess with Twitter, there may be other apps out there that do this as well, but I don't personally know of any. Good luck.
We built a really thin iphone client app that simply calls a predefined .js file on our site. Works like a charm.
See arisgames.org for the project.