I have been trying to make a Kiosk Mode App from my Chrome book. But when I go into the "Manage Kiosk Applications" and enter in the Chrome Store URL for my app, I get a "Invalid Application" error, but if i just install the app from the store, it installs just fine (though it doesn't appear Extension page, but does in the applications menu).
So I assume I have done something incorrectly with App manifest. here is my manifest (just changed the names and urls as it's private application)
{
"name": "App Name",
"description": "App Description",
"manifest_version": 2,
"version": "1",
"app": {
"urls": [
"http://my.domain.com/"
],
"launch": {
"web_url": "http://my.domain.com/app.html"
}
},
"icons": {
"128": "icon_128.png"
},
"kiosk_enabled": true
}
From what I understood I just needed the "kiosk_enabled": true included in the manifest. Does anyone know what I have done wrong?
This is currently not well documented but your app is invalid for kiosk mode use in Chrome. I have been through the same circle as you and only after much research am I able to state the above - I found this old question during my research and am now returning to add a proper answer in the hope of saving others work in the future.
The type of app you have created is called a Hosted App - these apps are basically just shortcuts to existing Web sites. They contain this in the app part of the manifest.json:
"app": {
"urls": ["http://mydomain/homepage/"],
"launch": { "web_url": "http://mydomain/homepage/" }
},
I'd love to be able to link to some documentation that states hosted apps cannot be kiosk enabled definitively, but currently there is none. This fact has been confirmed to me by Google support though and an internal issue has been created to improve the documentation.
The fact that you can add this app into the CWS is down to lack of validation of this fact on app submission, this currently also has an internal ticket created so at sometime in the future will also be fixed. If you attempt to add the app into Chrome manually (not using CWS) you actually get proper validation and the add will fail with an error message. The message on Windows appears to state hosted apps cannot be kiosk enabled, other platforms do not have a message that is quite so informative but it does fail.
This is more a comment than an answer, I do however not have enough reputation to comment, so I can do this or nothing, I think this is more usefull to anyone having this problem. I am facing the same problem and am still trying to fix it.
When I install the Kiosk app from the Chrome app store (https://chrome.google.com/webstore/) on my Chrome Box it is installed and it can be successfully installed as an Kiosk app (it can be added to the list of kiosk apps in the extension settings screen (chrome://extensions/)). The source of this app is on Github at: https://github.com/zebradog/kiosk. I took the source and created a zip file of this app and imported it in my developer dashboard. I then published it to a private group of testers (me basically) and installed this app on my Chrome Box from the Chrome app store. The interesting thing is that this app cannot be added to the list of kiosk apps.
This either means the code on GitHub is not current with the published app in the Chrome app store, although the version number is the same, or the problem has something to do with my account or the fact that I published the app privately instead of publically.
I contacted the author of the Kiosk app but have not heared from him.
I hope this might help someone, I will continue to try and get my app to install as a kiosk app. When I do I will update this comment/answer.
Have you published your app as public, unlisted, or private? According to this tutorial, apps can't be added as kiosk apps when they are published privately.
I get that too by trying to add it from a link to one of the webstore page's tabs. Try installing from something like https://chrome.google.com/webstore/detail/application-name/applicationid
Related
I have created a Zoom app (oauth app type). I can use the "local test" and everything seems correct. I can't get the app to appear in my Zoom Windows client. I want to test the user experience of actually clicking the app in the apps list.
I've checked all the admin permissions and "pending approval" lists, and that doesn't appear to be the cause. When I launch the Windows client, then click the "Apps" icon along the top, I see other apps, but not the one I created. When I click the "Manage" link in the apps list, I do see my created app under both the "Apps in Production" and "Apps in Development" list. App Info: "User Managed/Unpublished"; Shared Access Permissions: "Authorized".
It looks like this can't be done yet. This can only be done by creating a "Zoom App" , which currently hasn't yet been released as a capability for general developers. The Zoom Apps which currently exist were built by organizations that were part of a program that is not longer accepting new members.
The apps that can currently be built by the development tools on Zoom's site (just called "apps", apparently) do not run and can not be launched from inside of Zoom.
when I run the google home app add a device after when I click my app gives me error shown in picture
Make sure you have the latest version of the Google Home app
Updating all 3 apps will do the job i.e. Google Home, Google Assistant and Google (search)
This is mentioned in comment of above answer.
I have a problem with an iOS App using Vuforia and Unity with a valid Facebook Plugin, the problem comes not in the plugin itself (that works properly), but in the Facebook Review process to make the App public and let all users in.
Today doing tests on the finished app, I realized that when using a valid Facebook Plugin (or any other Facebook implementation) with an user that is not the Facebook User Owner of the app (in this case me), Facebook request you to go to "App Status and Review" to click on:
"Do you want to make this app and all its live features available to the general public? YES| NO". This was traditionally allowed to be clicked, but today it's not. The option is not allowed.
"Yes" would make the app accessible to everybody. But this option (YES) is not available a priori, because the App needs first to pass a Facebook review process, in particular a Facebook Review Process to determine if the App is in agreement with its policy. (So we have to pass two reviews: Apple and then Facebook)
The problem here is apparently it's impossible to a Vuforia-Unity App to pass this process. To pass the Facebook Review process you need to send them your App in one of this two available format:
sending the id to Apple Store App (that is impossible to do, you can not send App Store an unfinished app), or
sending them a file containing a Simulated Build (using Terminal to build the project in xcodebuild -arch i386 simulatorXX).
None of this available options provided by Facebook are possible to Unity-Vuforia, technically, so it's technically impossible to obtain the approval of the App. This is because:
App Store is not going to pass an App that is not working (the FB button won't work, so App Store is not going to allow us finish the process and they will reject). So you cannot provide an AppStore-id to the Facebook Review team.
As far as Facebook only receives "Simulated Builds" it would be impossible to a Vuforia Unity App to be accepted, this is because when you are using Unity + Vuforia you can not build a simulated build, is incompatible. So is impossible to fit this requirement.
My questions here to you to try to solve this are:
Did you have this problem and solved it previously?
Is there anyway to avoid the Facebook review?
Do you know how long does it take to Facebook do the review?
Can you think in anything else to try to solve this?
PS: I am using a Neatplug plugin to connect to Facebook.
I am using Google maps iOS SDK in my iPhone application. I am showing a place mark on the map and it is working fine in my iPhone device using my apple developer account certificates. But when i sent build to testing team using a different Enterprise Apple developer account certificates(Enterprise account), the maps are not loading up, it only shows the Place mark on a blank screen with the maps loading up.
I have also tried on my iPhone devices with the enterprise apple developer account, and it is not loading the map(Just a Pin on blank screen). But with my own apple developer account certificates, it is working absolutely fine.
I am assuming that the problem is in Enterprise Apple developer account(Might be i have change some settings on Apple developer account for my App Id). I am not able to find out a solution for this.
Can anybody help me out on this? If you need more information on this , please ask me in a comment.
Thanks in Advance!
Typically this will happen if you don't have the app bundle id added to your google APIs console. The bundle id (eg., com.myname.appname) is what google uses to verify that an app is allowed to use a certain api key. If you've moved your app from one developer account to another, you've probably changed the bundle id in the process. Fortunately, google allows you to associate multiple bundle ids with a single api key.
To add a new bundle id:
Verify the bundle id you are using in xcode (select the target and look under summary)
Login to https://code.google.com/apis/console/
Select "API Access" on the left column
Select "Edit allowed iOS apps" under the "key for iOS apps" section
Add the bundle id used in the enterprise build
Also possible
For me, I just simply haven't enabled the SDK for iOS.
To make sure you have:
Go to your console with your selected project.
Navigate to the API Library page
Click on Maps SDK for iOS
Press the enable button (it's not there any longer after it's enabled.. so make sure that it says API Enabled.
Note:
I know this answer doesn't contribute to the specific question... but it fits the title!
In some iPhone 5 devices we have an error when trying to call Facebook login:
The error is:
"the facebook server could not fulfill this access request invalid application id"
I many times checked that application id is specified correctly.
Strange, that on other devices same app is working correctly.
Please, could you help, what the reason of that?
All developers of a particular app, should be known to Facebook. While the application is in Sandbox mode (i.e. developer only access), all every user who want to use the Facebook platform, for testing/developing the application, will have to be added as a developer (as shown below) -
Just goto https://developers.facebook.com/apps/, and add the user, in the list of developers/admins.
More than likely the app is "sandboxed", so only developers have access. If this is the case you'll have to use a developer account on the iPhone.
Go to iOS settings > Facebook
Log out with your "personal" account
Log in with the developer account (to be safe us the dev account that you created the app with)
This worked for me.
I faced this problem. For me the issue was that I hadn't added the iOS platform for the app. Go to the Facebook developer page, then select your app. In the left nav bar go to settings. Then add platform. Ensure that your bundle identifier is correct. Then it should work.
If you have been testing with a sandbox facebook app and then receive this error when switching to the production app make sure you have published the app in the status & review tab.