I've implemented Fabric (Crashlytics) in my app. Since yesterday I started an internal test on the Play Store. I created a new APK with a new version number. Only two people have been added to this internal test (which includes myself and a coworker). This morning I got some crashes from Fabric. But these crashes are from unknown phones: A rooted Samsung Galaxy S5 on Android 4.4.2 and a Samsung Galaxy J7 on Android 6.0.1. Where are these crashes coming from?
Edit
Internal testing on the Play Store is new. It is like Beta or Alpha builds (so only available for testers added to it).
I suspect this is from Google's pre-launch report.
When you upload an APK to an alpha, beta or testing track Google automatically runs your app on a number of devices to test quality.
We've experienced this on multiple projects too.
We assume that some third party stores, like apkpure, grabbed our apks from the playstore to list them in their store.
So those logs will either be from their internal testing devices, or from users that installed the app from the third party store.
We've found that all of our apps that have mysterious logs from unknown rooted devices are listed in one ore more third party stores.
But again, this is only an assumption.
Related
We are building an app in Unity for the Samsung S21 specifically, and we are noticing an interesting bug that resembles the following: https://issuetracker.unity3d.com/issues/android-not-enough-storage-space-to-install-required-resources-error-when-building-app-bundle-with-split-application-binary.
We have isolated it to phones that are "Fully managed" with Samsung Knox, and have noted that this occurs across all apps made with Unity, including major commercial releases on Google Play. This does not appear to be an issue with non-Unity apps.
After a factory reset, our app installs fine, but once it is updated or uninstalled and reinstalled we get the message "Error: Not enough storage space to install required resources." I have noticed that certain folders do not delete after the app is uninstalled--specifically /files/il2cpp and /files/Unity, and I cannot delete these on Knox-protected phones, while I CAN delete these folders on standard devices.
My Knox security settings say "User Deletion: Disallow."
I know that Knox is the issue here, but I am curious if anyone has any explanation what in particular with Unity is causing the problem. My suspicion is that this is because my Knox security settings do not allow me to delete, but it is interesting that this only seems to be the case in Unity apps as apps not developed in Unity (NBA Live is an example) uninstall and install fine. It is also worth noting that this all seems irrespective of the link I put above with the initial bug that claimed it was related to splitting the application binary.
We determined that using the Managed Google Play store only for downloads does not produce the issue. Any downloads from the commercial store--specifically Unity apps--will cause this issue. There is no workaround for this. If the organization with which you are working would like to be able to install a specific app on a phone with an account managed through Knox it must allow the specific app on the Managed Google Play store.
So, My app has run fine on all 13 devices according to pre launch report of play store, but does gave warning and in the performance section, on device of Samsung Galaxy S3, it says, no performance data is available for this device, any idea, why that can be issue and can play store not let me publish my app because of that warning,
Screenshots-
Google Play Console performance report data requires that the application be installed and used on any device. Detailed information is here
Are you sure your application is opened in Galaxy S3? I think your application is downloaded Galaxy S3 device but does not opened.
ERROR MESSAGE:
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This Is not an Apk Problem, Nor a Signing Problem, Some Devices, Especially Samsung ones have an App Management Tool built-in. And Most Users don't even know about such thing. These App Management Features are just Messing with Google Play Store to Kepp the Device Alive and Prevent Any Crash.
But there is a setting in Samsung devices which gives the user option to deactivate this "Management" tool.
Also, If you have Published your Application on Google Play, Go your Google Play Console, There is an Option which tells you on Which devices your App can be installed and Used. It gives you a very high precision estimate of Device Reachability.
Your APK is Fine, Don't Worry.
I just realized a number of my apps do not show up on Google Play store on OS 2.3.6. I have this Samsung Galaxy Y with 2.3.6.
For example this Speedometer app:
https://play.google.com/store/apps/details?id=com.valueapps.utilities.speedometer
When accessed on the above mentioned device, Play store says the device isn't compatible.
What factors make your app disappear from a particular phone's Play store?
I've installed the app directly on this phone using USB cable+eclipse ( dev environment) and it works just fine. It's not compatibility issue for sure.
If your phone will not let you download apps on google play then download an online apk of an older version of the app.
I googled around and tried to find out something about the new Samsung App Store. I built an App for Google Play and I wonder if I can deploy it to the Samsung App Store.
The Android SDK isn't specially built for Google Play I guess. But looking at the Samsung SDK docs it seems quite different from the standard SDK.
Does anybody has any experience with Samsung or knows a link where I can find more info?
Thanks!
Google Play is a non exclusive app store. You are free to distribute your app via other channels, such as Amazon App Store, Samsung App Store, emailing apks and even direct downloads from your own site.
Any app that has been written with the Android SDK should work on any device running the supported versions Android (assuming the OEM has a bug free and AOSP based ROM).
Keep in mind though that some devices that have the Samsung App Store may not have Google Play and may not be able to use Google Services like In App billing and licensing.
Be warned with Samsung Apps, they take huge fees, there are many intermediaries (agents, commissionaires). While in Google Play you get 70% of the sales, in Samsung Apps you barely get 30-35%... And you are paid 6 months later.