I tried to upload an Android App Bundle (for an existing app) on the Google Play. I have done the google signing part, And it says Releases signed by Google Play. Buy after i upload my aab file to the release, it said that "you uploaded a file that is not a well-formed zip archive". Anyone knows why this problem occur, and how i can fix it?
Thanks for your help!
My problem with this one was very peculiar.
Scenario was next: I needed to upload aab file, which needed to be downloaded from our Jenkins server. What was happening is that for some reason it wasn't downloading the full aab file, but a reduced amount of data. In the download folder I had some previous versions of those files, so I assume some sort of optimization took place in the background due to the nature of those archive files. For example Jenkins showed 30MB, and my downloads were 15MB, or even less if I had more aab files in that folder. Even deletion of them didn't work.
What worked eventually was deleting those files from Trash (I'm using Mac), and attempting download after that.
Related
As of August 2nd, the Play Store requires apps to be uploaded via .aab files with Play Asset Delivery instead of .obb extension files for apps bigger than 150MB.
I am building a 2D game in the latest version of Unity. I followed this guide here to get an .aab file that can be uploaded to the Play Store for my internal testing.
The .aab file that I get as output weighs 300MB, which seems already strange to me, as the .apk file I get if I ask Unity to output an APK weighs only 200MB.
But an even weirder thing happens when I successfully add the .aab as a new release on the Play Console: when I try to install the game from the Play Store it weighs 1 entire GB! And the game crashes as soon as I open it.
Do you have any idea on what I might be doing wrong in the process?
Maybe a compression problem with your assets? Again, we dont have much info about what your project has in terms of assets etc. A mobile game/app with a 300mb build smells like you're using non-mobile-ready assets e.g. high-poly models or many HD textures?
I would recommend using the unity profiler to further look into this...
Solved the issue by removing the Play Core plugin I was using to build the .aab and using the default method from Unity's Build Settings (instructions here).
Am having a bad time with android in order to create new release
i have created a Signed APK with two option
then i zipped the .apk file,after trying to upload it to google console am getting the below error
Your Instant App APKs do not declare a valid 'android:targetSandboxVersion' attribute in their AndroidManifest. Using the 'com.android.feature' Gradle plugin to build your Instant App would add this attribute automatically.
Note : the file zipped and all the solutions asking to zip the file, no luck :(
You need to be clear if you are producing an Instant App or a normal Android app. I think this is what is confusing you, or maybe you just aren't being clear in the question.
Android Instant Apps are special Android apps that launch from a web page, and don't need a user to install them. To build them you need the Instant Apps SDK, and to follow the development instructions here. Android Studio will produce a zip for you, you don't need to do it manually
For normal Android apps, you don't need to zip your APKs. Just upload the APK itself to the Play Console.
I think you are probably making a normal Android app, but because you are zipping it, the Play console thinks you are uploading an instant app. So stopping Zipping your APK, and just upload it to the Play Console as a ".apk" file.
While you are at it, I'd recommend using APK V2 signing - it gives much faster installation on modern devices.
After switching from Eclipse Classic to the Eclipse ADT Bundle I made a few minor changes to an existing app today. I tested it on my physical device, everything worked as it should, so I exported it as a signed APK to upload to Google Play. When uploading, I noticed that the APK was only about 300kB, compared to the 700kB of the previous version. I had a look inside the APK-file and noticed that in the old version I have libGoogleAnalyticsV2.jar and a folder called javadocs (which seems to come from the Google Analytics install). These are not present in the new build, hence the smaller file size.
Don't I need the .jar file to be in the APK for things to work? Or was it just added to my old APK by mistake, taking up 400kB for no reason at all?
The new build appears to be working fine, but I feel a bit hesitant to upload it to Google Play until I know what's going on...
I read this Steps to create APK expansion file,
run SampleDownloaderActivity and get: "Download failed because the resources could not be found"
How to create a Test Project (simple project >50MB with big pics) and then upload it on Google Play and testing APK Expansion Files?
This is rather late, but I'm currently doing it this way...
I'm following these instructions found here:
https://support.google.com/googleplay/android-developer/answer/2481797?hl=en
There is a lot more information here: http://developer.android.com/google/play/expansion-files.html
You will have to upload the APK and publish the application to test the expansion files.
Use the ALPHA option so that the application is not visible to everyone.
After the application is published you can test your expansion file correctly. If you are planning a paid application, instead of paying just upload your APK from Eclipse or Android Studio directly.
As for your error. You will have to make sure you "publish" and that the application is visible in the play store before you will have access to the expansion files for testing.
I have also read in many other posts that you may test expansion files while in draft mode.
This is now FALSE. explained here https://support.google.com/googleplay/android-developer/answer/6062777?hl=en
I want to test if APK expansion file is downloading and working correctly. Can I publish my app but make it visible only for myself, to test installing and APK expansion file working properly?
See reference, in "Testing file downloads":
Click the Save button. Do not click Publish. This saves the application as a draft, such that your application is not published for Google Play users, but the expansion files are available for you to test the download process.