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
Related
I uploaded my first flutter app to publish on the Google Play Console. Since I wasn't happy with the result, I removed it with the aim of re-uploading it. Can someone please tell me how to get a removed app back?
I had the hope that it would be back after a new release. After the release, the app was approved even though it is considered removed, but everything remains inactive. I would be very happy about your tips. Google seems to have completely stopped support
In the Google Play console:
Select Advanced Settings in the left nav bar.
Under the App Availability tab, select Published.
Click the Save Changes button.
Open Google play console .. choose the application then From Release .. Choose Setup>>Advanced settings App Availability .. Choose published then save changes
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.
I have been using google actions with actions sdk and most of the functionality seems to work. However, I am facing consistent issues across a few alpha test users on the updates to the application.
I notice that the latest deployed to the cloud function is what seems to run on the Simulator but an old version appears when viewing on a phone. For example, the icon that I set in the images directory is just not showing (even after 2 days) on my phone while the latest appears in the Simulator. The same with some images from Cloud storage. I tried clearing the cache and storage from the Assistant app on my android phone. Yet the problem persists.
Is there some setting or disabling of cache that needs to be specified in the NodeJS based client code or in the actions console? Thanks.
Go to the Test tab and click on the Reset Test option, such as in the screenshot. It should work.
I have completed alpha testing my app using the CN1 'Send IOS Debug Build' and QR-coding it onto my iphone. So i'm ready to load it onto the AppStore, but i don't have a Mac (but i do have the ITunes developer account and the apps certificates generated).
Its just confirmation on the next steps.
The good people at Coursera produced a number of excellent tutorials, of which this one describes the steps i need to perform:
https://www.coursera.org/learn/codapps/lecture/F1B6x/video-how-to-distribute-your-app-on-apples-app-store-you-need-a-mac. I have failed in finding a CN1 badged tutorial on this (closest is the certificates generation).
But time and technology move on, so i wanted to check this was still accurate - do i still need to:
Install Application Loader from Itunes Connect onto a Mac? Is there a non-Mac approach? If not then i will use the http://www.macinthecloud service.
Take the. ipa and artwork file from the CN1 build server and apply that to the mac, and then follow the rest of the steps in that tutorial?
Please don't shoot me down for such a basic question. Once i get through this first app i'll be cooking. Thanks in advance.
Yes, a Mac is needed, but MacInCloud works fine. As you said, you use application loader to upload your .ipa file. That's all you need the Mac for, so uploading artwork and everything can be done through iTunes Connect from your PC. The icon that will show up on the phone screen is bundled into the app, and I think the artwork with the build may not be the right size, so you might have to generate an icon for the store listing and of course the screenshots.
I need to show an app I have developed to a client for review prior to its submission to the app store.
The client has an iPhone but not a mac on which to run xCode.
I have a personal (not company) iPhone developer account.
The client is too far away to visit in person.
What are my options?
If the client has iTunes, you can provision a build of your app specific to the client's iPhone ID (visible in iTunes). They just need to drag it into iTunes and then install it on their phone.
Plenty of docs about this in the Apple iPhone Developer site. Good luck!
Option #1:
Login to the iPhone developer portal website.
Add their iPhone UDID to the list of devices.
Generate a provisioning profile that includes your own test phone and theirs. Download the file (ends with .mobileprovision).
Double-click it to install it on your development machine.
Quit and restart XCode, then set your code signing identity to the name of this profile.
Build the binary.
In the left side of XCode "Groups & Files" bar look for Products (may need to expand the folder).
Select {yourapp}.app. Right click and choose 'Reveal in Finder.'
Now take that .app file and the .mobileprovision file you downloaded, zip them both up and send it to the client.
They will need to unzip the archive, then drag-drop the .app and .mobileprovision onto their iTunes and sync the phone. Your app should show up and run.
The portal site has more detailed instructions, but this is basically it in a nutshell.
Option #2:
Sign up with a screen sharing service like WebEx or glance.net (both work on Mac and Windows machines). Run the app in the simulator as they watch the screencast on their machine. If it's in the early stages of development, this is probably much more useful since they can give live feedback. In later stages, sending them the app is probably more useful. The nice thing about screen sharing is that they can take over the mouse and click around and explore while you're there to explain things.
Option #3:
Get a screen-recording app like SnapzPro or ScreenFlow and run the app in the simulator while recording a voice-over of its features. Send them a link to the movie. This is pretty useful if you're walking them through all the features. It's also handy if more than one person at a time needs to review the material. The advantage over #2 is that they can watch it over and over on their own time and take notes.
Depending on the stage of development, #3 is probably best in early stages, #2 in the middle, and #3 in the final steps.
I recommend having the client use the iphone configuration utility to install/uninstall early builds of the app. I am using this with my team and it lets you get direct access to the phone's console and error logs which is super handy when you're in the early stages of development. It also lets you manage the install/uninstall of the app and see the explicit version that you are installing in a much easier to manage way than itunes does.
Option #4:
Try https://testflightapp.com/ , this is easy for distribution of your app. Even Twitter Mirror is Using this to test their beta release.