android admob ads are not showing (it depends on keystore file???) - android

I have very weird case so please read it fully to understand. My android app was signed with keystore file before and I tried to add apk on appstore but my admob ads never worked. My testAdd works perfectly, but at the moment I change test add with real add, the add never shows because it never loads it.
Few days ago in one of my desperate tries I decided to sign my app with different keystore (don't ask me why I really run out of ideas). And BAAAAMM my ads started working normaly!!!
I was thrilled at the beginning till the moment I realized I can not upload apk with different keystore file :(
Please does anyone have any idea what is connection between new keystore and admobs and FIRSTLY why real ads never work with my first keystore file

Related

Can't test inApp Transactions with Google App Signing

Inb4 its a duplicate, I know the question is, but they are all older and none seem to help with my issue. Mine seems pretty cut and dry. I have an app that I build with a set of keys and upload to my play console. I have "google signature" enabled so they sign my apps as well. I have products enabled that work when the app is downloaded from google play test track. The SAME EXACT CODE BASE, signed with the SAME EXACT SET OF KEYS I used before uploading to the Play console does not work when I build locally and push it to my device. It says "This device is not configured for transactions" or something along those lines. I'm trying to build out my purchase flows but this is really obstructing me...
Everything is set up according to other answers. Same version code, products active, test track/alpha release are both available. Hell, the purchase flow starts fine when I download the apk from the play store, just not when debugging in AS.
I don't think this is a true answer, or maybe it IS and my symptoms are a bug on googles part, however I seem to have resolved my issue. I'll confirm my answer if this continues to work throughout the day.
For anyone else having a similar issue to me, delete all storage/cache for the app on your phone, then delete the app (NOT USING THE PLAY STORE). Now, install the app from your internal test/alpha track (FROM THE PLAY STORE). Run the app, test the purchase. If it works, close the app and delete all of its storage/cache and the delete the app (NOT USING THE PLAY STORE). At this point you should be able to upload test builds to your devices using Android Studio and have inApp transactions work. Idk why or how this works but YOLO, If it continues to work ill come back and verify this answer. Hopefully this is something google can get streamlined, or maybe I'm doing something wrong and just don't know it. Feel free to answer and I can change my correct answer.

Google play console publishing diferent apk then I uploaded

Few weeks back I uploaded first version of my app to google play. Everything, including updates, worked great until now.
When I install apk directly to my phone everything works as expected I have 0 High score, google achievements works and ad is showing.
But when I dowload the SAME apk from google play(after I published it) the game shows highscore of 60 and neither achievements or ad are showing. (I am using Unity and its playerPrefs system of saving data).
I went and investigate the situation and I found out something weird to me.
In the artefact library I downloaded my apk and there are 2 types.
1) The one that I uploaded
2)One tha google somehow edited
Somehow the 2. apk diferes A LOT from what I uploaded.. Namely the uploaded state of highscore(even some other saved stuf)
It is possible that I forget to clear playerPrefs in earlier version, but NOT in this one.
How is it posible that google somehow merges my new apk with older one?
And when I am uploading new apk I dont keep the old ones, I am deactivating them so where is the problem.. It is my first published app and I dont know some of the "advanced wording".So please if you know what is happening go slow on me ;)
(Sure I missed something :/ )
Thanks for all help.
Google doesn't modify APKs uploaded to the Play Console. The fact that you observe a different behaviour of your app related to gaming suggests that maybe your integration with the game library has some issues.
Overall, given that we don't know the setup of your console and your releases, you would have more luck reaching out to the Play Console support team.

Admob Unity Android Integration Problems

I am in the process of releasing a game on the Play Store.
I had previously set up AdMob banner and interstitial ads using test ids. These worked perfectly. No problems. The app was then uploaded, with test ids being replaced with the correct add unit ids that I created in AdMob.
The ads did not show up, and the game would crash. The situation then gets weirder: after narrowing down the issue to AdMob, I reverted all add unit ids to their respective test ids. The odd behaviour is still there, even though functionally, the game is identical to what it was before attempting to release it.
One other thing to note is that prior to release, the app was not being signed under publishing settings. I also changed that back to what it was before. I'm not sure if it has something to do with signing the app... Previously compiled versions from before attempting to release still work fine.
Has anyone dealt with such an oddity, and is there a remedy?
So eventually I came right with all of this. I'm not sure what exactly happened to cause this. Could have been me accidentally deleting a file or folder. Could have been something got corrupted. Regardless, the solution was simple. Delete everything to do with admob from the unity project. Re-install. All is peachy.

Unity Android app will no longer log into Google Play

I have seen several threads around this issue but I am still struggling.
My app is failing to sign in on Android with:
Unexpected response code 403 for https://www.googleapis.com/games/v1/players/me?language=en_US
I had this all working about 4 months ago but my hard drive failed and I am trying to get things working again on a newer version of Unity. I am only having this problem with NEW builds. My old apk still works fine so everything must be fine in the Google Play Developer Console. Something is not setup right in Unity.
I have tried with and without setting the "OAuth2 Client ID" from the Developer Console in the Android settings.
I have tried setting the keystore to .android/debug.keystore using the androiddebugkey with "android" as the password for both.
What else could it be?
So to sum up my comments up in an answer, that might be useful to somebody else.
1.) An app authenticates itself towards the Google Play Services with the combination of Keystore and Package name.
You can't sign in without or with another keystore. So you should always backup the keystore file together with your project in a version control system, that is safe from a single hard drive failure.
2.) If you lose keystore file, you can not update your app anymore.
But you could create a new app and link it to the same Google Play Game.

android market "Upload an .apk file" keeps failing, when trying to replace current apk

I have a draft apk, unpublished, up on the android market store and I've recently made a some fixes and minor enhancements. Every time, I try to 'replace' the current version, I get a terse message of "The server could not process your apk. Try again." towards the very end of download process.
At first, I thought it might be flaky internet connections or such. But now, I'm suspecting it may be something is wrong in my apk file.
I have the exact same manifest file, used the same build and sign process. File is just under 6MBs. I've tried doing this using both chrome and firefox.
Suggestions?
I had the same problem last week. Just waited a few hours, and tried again.
It seems replacing an unpublished apk is still broken. Removing and then uploading the apk works, but in the process it also removes in-app products associated with the application and you have to create them all over again each time. Not cool when you're doing all this to understand and test in-app billing (and you don't want to trust Google's in-app billing documentation as far as I know).

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