Where does Apk file goes after 'build and run'? - unity3d

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

Related

Why does Xcode successfully build & copy my application, but won't launch it?

Developing an iPhone application on Xcode 4.5.2. Device: iPhone 4.
I was preparing my application for sending it to someone through testflight. I created a distribution profile and certificate for this. I did it following this: https://stackoverflow.com/a/11917884/555690
Anyway, recently, Xcode is unable to launch my project. When I press Run, it will successfully build and copy the files to the device, but when attempting to launch it, it will send an error:
Error launching remote program: No such file or directory
(/Users/Me/Library/Developer/Xcode/DerivedData/MyGame-xxxxxxxxxxxxxxx/Build/Products/Debug-iphoneos/MyGame.app/MyGame).
I'm not sure why is this happening.
A very similar question is this: Xcode successfully builds my target, but does not run the product, however, it seems to be more oriented to OSX instead of iOS, and the solutions there haven't helped me either. Also, I do get an error (he doesn't get an error).
If I run the app in the device (without Xcode), it works fine.
Yes, this happens a lot in the new Xcode.
One recipe that should work is:
disconnect the device from computer
delete app from device
reset the device
quit the xcode (not just by closing the project, quit the program)
in Finder go to ~/Library/Developer/Xcode/DerivedData
(Library folder is hidden: you can open Finder->Go->Go to Folder...)
delete all subfolders there
empty the trash
reconnect the device
open the project
now you should be able to run the app on the device again

simulating app upgrade in iOS

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.

Application installation failed from iTunes

I changed the version number to a higher version in my iPhone app. When I run the application from XCode, it runs successfully. But When I try putting it on my device from iTunes, installation failed.
Any ideas?
I have gotten this error before. It happened because I signed the build and the IPA with different keys by mistake. You need to be sure the one in your build settings matches the one you use to sign the IPA when you make it from the archive. Also of course they both need to be adhoc certificates,
You need to delete the Profile that is present In settings>General>profiles there delete the profile that belongs to your app also delete the app from the iPhone and download a profile form developer.apple yourAccount then drag and drop on the desktop and double click it and then drag and drop both ipa nad that profile in to the iTunes then sync the app will install now

Installing iPhone app onto device from Xcode, no files installing with app

I've just set up a new computer and now trying to install my app onto my device through xcode. I've installed the certificates, developer provisioning files, etc..
The app is being installed onto my device, but none of the .png files are being loaded. So my app has the UIButtons and UILabels but nothing else is showing up in my app. Even though the simulator is running the app perfectly.
This app was just installing fine on my old computer to my device, with all the files included. Same version of Xcode and I'm not aware of any changes to settings I made that would have caused this.
No issues or errors when building the app, everything looks good.
Xcode 4.2.1, iPhone 4S 5.0
Thank you
There's sometimes strange things like that which cache themselves in the DerivedData or BuildIntermediates folders of your Xcode project so rebuilding doesn't actually get any changes through. You may want to try Product > Clean and then build again, and then if nothing changes jump into the Xcode Organizer (Window > Organizer) and delete the Derived Data from the project. This will force a reindex of all the project files and any trace of prior builds will be deleted. It should then pick up all of the images as listed in your Copy Bundle Resources build phase(s).

Why can't I update ad hoc iPhone apps?

I have a script working well for creating ad hoc iPhone builds. I can drop the app and mobileprovision file on iTunes (Mac version), and it installs to the device without a problem. But if I generate a new build and drop the files on iTunes a second time, I always get the dreaded "could not be verified" error on sync.
The only thing that fixes the problem is to delete the app and profile from the desktop and device, sync, and then drop the new copy and sync again. I've tried every variation of deleting the profile or app on only the device or desktop, and nothing other than cleaning out both will fix it.
Does anyone know if this a bug in the installation process for ad hoc apps, or am I missing something?
Are you changing your version for each build?
I don't remember getting an error message, but I found that if I did not change the version information each time, I could not drag and drop to install the new version. I would need to delete the app first.
Not sure if this will help, but it is the only thing I can think of so far.