Automated deployment of unity3d builds to lots of android devices - android

I have a lot of Android devices that all want to run the same unity app, but the refresh cycle is long to test on all of them... I have to manually update each one when a minor change is made. Currently I'm manually downloading an apk (via http) on each device.
Is there a way to deploy a unity app to lots of Android devices? I have seen reference to this being possible in Android Studio, but I don't see a way to push from Unity to Android Studio for deployment, and it's not as elegant as I would like because I will need to have about 50 devices plugged in to USB. Something over the network would be way better.
I know this can be done with (expensive) enterprise deployment systems, but it's a little impractical when I'm making a change every few minutes.
Is there a way to do this without Android Studio? My build system is OSX, but any other operating system is available. Something like a Jenkins deployment would be pretty awesome.
Anyone have an idea? I was thinking that the app itself could check via http for updates, and it could update itself. It's a bit to code, but maybe is do-able. In that case, you have to manually install the app once per device, but after that it would detect if an update is available.

Once you deploy your app to the Google Play Store via your Google Developer Console you can set up automatic updates on your devices. Every time you deploy new apk your devices will get the newest version automatically.
You can of course deploy development version so only your test users can download it.

Related

Android - remove all app, except settings and custom app

I am working on a project where I am developing mobile app (android) using react native. The development of the app is fine. However, I need to remove all other apps from the existing device (I am using Nexus 7) but except settings and my app (the one that I am developing).
This special requirements is a must have as the device will be giving to the customer for one purpose only. So I need to have only one app installed and disable any option to installed any other apps from the app store.
But I have no idea, how I might be able to do so. So I really need your help. If you could guide me on this, would mean the world to me.
AFAIK you can't remove the standard applications because they are stored in flash memory (OS image) and this memory is readonly. What you can do is to download entire android, build own image stripping all the unnecessary services, applications, etc. And then flash this new image to the device. The process is not sample and straight.

What is Android "optimising" during restarts?

First question, appreciate some guidance. I am currently teaching myself to develop for Android and have installed my app (via Studio after builds) onto my own phone.
Every now and then my phone will restart itself (not querying that - these things happen).
During these (occasional) restarts I will get a message that Android is "Optimising App 1 of 1". I am pretty sure it is my app being "optimised".
I have searched here and the Web. Most of the questions seem to be users that have recently upgraded OS Version and that is causing the issue. There seems to be anecdotal evidence that wiping the cache cures this and that it only does it while the device is being charged.
However, if it is my app, I don't want users of my to go through this. I suspect it relates to the Target SDK I am using but it might be something different?
So, what is Android optimising? How can I make best efforts to stop my app being the cause of this?
Many thanks.
Earlier Android OS used to run on Dalvik Runtime which means apps used to compile at the time of execution. But now, Android has switched to ART with Lollipop version. It means all the apps will be compiled beforehand making them launch faster. So "Optimizing the Apps" basically means Android is compiling all the apps.
From Android 5.0, Android uses ART instead of DVM So every time your mobile OS upgraded This will happen. Also “Optimizing app” should happen only once after OS upgrade. If it’s happening every time then there is some issue in your mobile.
A factory reset should be probably solving this. (You have to go
through the pains of redownloading all your apps etc).

How to debug on an Android device with Air and captive runtime?

I've never deployed an app before on an Android device, I've always worked on iOS devices, and it seems like you can't run/debug an app directly to the device with captive runtime, like in iOS at least.
When I click on run/debug to install the app directly to the device (I'm using IDEA) and the app gets installed, the moment the apps starts a message appears saying that I have to install Air, this didn't happen in iOS.
I wonder if I'm missing some configuration maybe.
Any ideas?
Yes this is certainly possible. It sounds like you aren't actually including the captive runtime (although I realise you think you are).
Unfortunately I don't use IDEA so I can't give you any specifics on that.
I use Flash Pro CC 2014 but it should be possible regardless of the IDE being used. Make sure you're using an upto date version of the AIR SDK.

iOS and Android Installation (direct testing)

Is is possible to directly deploy apps on ios or android devices just for testing?
My Background:
I am currently developing iOS and Android apps but using only emulators.
Maybe you can consider me as an intermediate mobile developer but newbie in direct installation of application created.
Also, I'm afraid my iPhone or my android devices get destroyed if I will try some of the blogs tutorials found on the net.
You can try your application on actual mobile devices on both platforms.
With Android is pretty straightforward: just plugin your device to your computer's USB port. If you happen to have proper drivers for it, whenever you run your application from Eclipse IDE, you will be asked if you want to run your application directly on the device. Make sure you enable debugging on your device.
With iOS, it's also fairly easy. Just plug your iPhone/iPad/iPodTouch to your Mac, launch XCode and select device before pressing run. You might need to create a provisioning profile for it (you will need a Apple iOS Developer Account for this).
I don't think you will ruin any device just by following (and installing) tutorials from the net.
For Android: Yes, you can run the apps directly from Eclipse or Netbeans on your device, works exactly as with the emulator. To make real apps you have to test them on real devices!
You wont destroy your device. Read the Android SDK "getting started" stuff.
Can't really say about iOS though.
You can always buy a second hand cheap phone and use it.
I started developing apps in the Android emulator and I was surprised about the big difference between the emulator en a real device, which really made it worth to buy one of these terminals.

How can i link up my Android phone to unity for Testing Games?

i just started learning unity and i am stuck at linking my Android Phone to unity to test run. Is it possible to test games on android phone from unity? i try with emulator but couldn't work it properly Emulator's Screen goes blue, it did show welcome screen of unity.
My device is xperia arc Android 4.0.4
is their any synchronization software for unity and android?
There are two things you can do.
One, as already pointed by Jerdak, is installing your android device drivers and the android SDK. There's no better steps to take here than what already pointed in the docs, and I see no reason to replicate the steps here.
The second thing is using the "magical" Unity Remote. It's far from ideal for testing games, but it may be useful for some testing and it is a lot faster and simpler to run. You just need to install it on the device, have it on the same wifi as your running Unity Editor and hit play.
Unity remote is replaced by unity remote 4. Kindly proceed it with unity remote 4.Make sure only 1 sdk platform is installed on your system.

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