Free education Chrome App not appearing in Web Store - google-chrome-app

I created a free education Chrome App and uploaded it via the Chrome Developer Dashboard. The App doesn't appear when I search for it with the Web Store search feature. Is there something missing in the manifest file or the descriptive material? There is no website associated with this App.
Thanks.
Edit: Thanks for the answer. Patience is the key with the Google Chrome Store.

The search index of Web Store is (probably) not updated immediately after publishing an extension/app.
Retrying the search a couple of hours after publication is complete will show it like normal.
Also, make sure your extension is actually published, and not stuck in automated or manual review. The former takes up to an hour, the latter can take days. Check your Developer Dashboard for the status of your item.

Related

How much time Google takes to unpublish an GSuite marketplace app from Chrome web store developer dashboard

Its been three weeks my app (GSuite spreadsheet add-on) is in "Pending Review" state after unpublishing it through chrome web store developer dashboard.
I also don't know why it is visible in marketplace as well when I already requested Google for unpublishing this item.
Query: Its already three weeks gone, any idea how much max time Google takes to unpublish an GSuite marketplace app from Chrome web store developer dashboard?
Here is a related SO post about the unpublished apps in web store.
See this full answer from the post:
if app is unpublished then is will not be available for download, will
not appear in in-store search results, and simply cannot be installed
from store. No details information from Google Play can be received
even with direct URL to the application. Unpublishing however does not
affect existing installations (so apps will not be automatically
removed from any device that got it installed already). Also existing
users still would be able to update if they are on older version.
And you cannot have another application with the same package name, no
matter what.
EDIT
Please note that you unpublish (and this means just what name says,
nothing more) not just APK - you hide all related stuff (app's page in
Google Play etc). To end user it looks like the app is gone. For you -
it is still in your console, you can edit description, images, see
comments, stats or update APKs etc., but unless you publish it again,
nobody will see these changes.

Facebook audience integration, stuck at second step

I have integrated FAN with success. I can show banners and interstitials in test and not test mode. So, I have sent impressions to facebook but my current state in the integration shows this:
Shouldn't it be at third step? More Oddly my placements show like this:
So, by the status message it seems it has received requests and this is the only requirement I have found for facebook to start placement review.
So, does anybody know if this is how it works? Shouldn't I be at step 3 (Placements review)?
Thanks in advance.
After uploading the app to live Google Play Store, and wait for a week, I finally get the above screen-shot, without doing anything.
That's means, once you see the ads at your side, the only thing you need to do is to upload the app to live Google Play Store. After that, the only thing you need to do is wait.
It seems I discovered why I could not advance in the review process. Today I got this message from facebook:
Thank you for writing into Audience Network.
I’m happy to explain more about the updated review process for apps.
First, make sure your that the newest version of your app is live in the app store.
Then, once your app has been downloaded by a user and an ad request is delivered, the app
will be enqueued for review. Please note that the review process should still only take 1-2
business days and that this request must be from a user that is not registered
as a developer of the app ID on Facebook.
So, it seems that you need to have your app live and be downloaded by a user that is not registered as developer. This seems not good for publishers because if you have an app that is providing good money you won't see a penny during the review period.
Hope this clarifies the process a bit more.
I had EXACTLY the same problem and my game was live in Google Play with 100+ download.
More then 10 days have passed! But my panel still shows: "Enabled for testing and received ad request recently".
Then I contacted to Facebook and the reply is:
Thank you for writing in. My name is Andrea and I would be happy to
help you! There is currently a maintenance issue going on, which
affected the display of the dashboard. The placement is not displaying
as “enabled” in green, even though your app is approved. However, this
should not affect the ad delivery. Please let me know if you have any
other questions. Have a great week!
In addition:
Before releasing your app to the store, it’s highly important that you
test the integration is working properly. When you run your app on the
simulator, test ads will show by default and indicate a successful end
to end ad serving in your app. When testing on a device however, you
must enable test ads by copying the hashed device ID that is printed
to the console and set it in code via a dedicated function.
And, the most important thing is this:
Until your app is reviewed and approved by Facebook, only the admins
and the developers of your app will be served with Facebook Ads.
To conclude,
App needs to be live before anyone can see the adds except developers.

How can I deeplink through install from a twitter post to content in my mobile app? Any way to track those installs that come from tweets?

I'd like to drive more downloads and engagement using Twitter. Right now I can have people post install links but it just takes them to the app store and I lost all the contextual data about them. Anyone know how to send the tweet information and deeplink data from twitter through the app store into the app?
Austin from Branch here. The technology you're referring to is Contextual Deeplinking, and Branch is a leader in the space.
You can use Branch to create deeplinks that work through install by dropping in the SDK inside your app and then signing up and putting in some credentials on the dashboard.
The iOS and Android SDKs allow users to share deeplinks over Twitter that will retain context through install, so people clicking on those links who don’t already have your app installed will be prompted to download, and then continue to the original link content in your app after the download finishes. The tech works by embedding params in a simple data dictionary behind a short URL, dropping this as a cookie on the BNC servers, then using some clever matching, they fingerprint and find the right user to pull down this data from within the app (hence the need for their SDK inside the app).
This should help improve engagement with new users. And Branch provides tracking for the clicks/installs coming from those tweeted links (and from all other links created with our SDK), so you’ll know exactly where your new users are coming from.
More details: https://dev.branch.io

Facebook app id for website social plugins

I have like/share buttons on my website and am not currently using an appid. Finding information on whether this is a necessity for the above configuration is difficult to confirm. When going through the Facebook app "create" forms, I'm really confused by a lot of the requirements as it seems to be more focused around actual apps rather than websites, which login via fb etc.
In the past I have created an app for one of my other websites and I don't believe there was any verification/submission process at this point (about 2-3 years ago). Reviewing my old app configuration now I can see that it is not "live" - does anyone know whether Facebook implemented this submission process in the last couple of years, and then de-activated any live apps that were created prior to this?
I now want to setup a new app for my new website and I'm unsure what the different 'action types' mean and what I would need to simply use like/share buttons on the website. Could someone give me a quick run down of what I'd need and what they are?
Any other info/tips people can provide would be greatly appreciated. I'm finding that the like/share DO still work without the app, but sometimes the share button doesn't work properly (I have a feeling this is something to do with the app).
Thanks
If you are just using the Social Plugins, you don't need to have a Facebook App ID.
If you want more integration, it will be required. Creating an App ID is like registering your App, wether an iOS or Android App or just a website, so that you can make Graph API calls for it.
The easiest way to register your website is to go the quickstart: https://developers.facebook.com/quickstarts/?platform=web (or https://developers.facebook.com/apps). There you can type a name and follow the steps.
You can then follow the "Sharing best practices" (https://developers.facebook.com/docs/sharing/best-practices#tags) on how to use the App ID. For example, by including an fb:app_id meta tag on your pages.
There is a review process, since last April, but that is only needed if you use permissions for your App. If you just use the plugins, that is not needed.
Can you explain more what is exactly not working?
Update
The time you create a page the Facebook crawler does not know yet what the Opengraph data for that one is. This will happen after the first share, but if you want to ensure it is correct from the first share on, you can force a re-scrape.
This section explains how that works:
https://developers.facebook.com/docs/sharing/opengraph/using-objects#update
When an app triggers a scrape using an API endpoint This Graph API
endpoint is simply a call to:
POST /?id={object-instance-id or object-url}&scrape=true

Getting Google OAuth in iOS accepted by Apple

I have developed an iOS app that allows users to login via their Google Account using OAuth.
It was rejected by Apple for allegedly violating 11.13 of the App Store Review Guidelines:
11.13 Apps that link to external mechanisms for purchases or subscriptions to be used in the app, such as a “buy" button that goes to a web site to purchase a digital book, will be rejected
Upon asking for more information, Apple said:
To clarify, your app has been rejected for including means for users to acquire new Google accounts. Linking customers to a page where users may sign up or register new accounts, and then use those accounts to purchase service/server space to be used within the app, is not appropriate and must be removed before resubmitting your app.
Here's a screenshot of the infringing functionality:
The Gmail iOS app has the same screen and I can't find any other app that connects to Google by OAuth so I'm at a loss on how to fix this.
Any ideas?
Many thanks!
EDIT: Here's a screenshot of same offending screen in Gmail
Edit
Google has finally added a native library that performs in-app sign in. You can find it here https://developers.google.com/identity/sign-in/ios/start
Original Post
This has happened to several users and unfortunately Google are still "working" on a solution.
I would strongly recommend that anyone facing this issue please comment in the official forum. The more attention it gets the higher the chance something will be done about it. Here's what one of the employees at Google had to say:
Hi all -- at Google, we aim to make our services available to as many
users and developers as possible. We have heard a very small number of
reports of problems of this type, but those app developers appear to
have eventually gotten approval to launch by working through Apple’s
standard process.
Meantime, we're continuing to work on improved mechanisms for login. I
do agree with Daniel that direct use of GTMOauth2ViewControllerTouch,
or the equivalent UIWebView trickery, is not recommended.
Right now the solution I used was to remove Sign In from the Launch Screen and move it to the menu inside our app.
Place a link mentioned below instead of SignUP button:
https://accounts.google.com/SignUp?service=mail&continue=https%3A%2F%2Fmail.google.com%2Fmail%2Fca%2F&ltmpl=default&hl=en
This link should be open in iOS Safari browser.
I had the exact same thing happen to me, but for a different service (SmugMug). In my situation, I worked with SmugMug and they provided for me an OAuth authorization page that didn't have the sign up button.
Some months ago, same thing with Dropbox. Dropbox also ended up providing a login page without a sign up button temporarily, but they got a little more cooperation with Apple.
Perhaps we can try to collectively get Google to provide the same. Even though we're iOS developers, Im' sure Google wants to support development of iOS apps that use their platform.
Have you tried contacting Google?