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.
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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
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.
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.
I created a new app today and put it on Google Play after testing on the emulator and 2 devices I own. A friend then downloaded it to give it a look-see and said that he did not see any ad (using AdMob). This baffled me 'cos I had seen the test ad on my development device and in the emulator.
I thought I had done everything I needed to do correctly with the new app, but I checked two older apps that I'd created previously which also used AdMob, to satisfy myself.
I ran these two apps from within Android Studio on my Motorola Xoom connected via USB. I seem to be now getting errors in LogCat like this across all 3 apps...
E/GooglePlayServicesUtil﹕ The Google Play services resources were not found. Check your project configuration to ensure that the resources are included.
Two of these apps are apps that I've not touched for some time, I just re-opened them in Android Studio today to see if they could help me understand why the new app wasn't working as I'd expected. I can confirm 100% that ads have been working in them prior to this.
I do see the test AdMob ad on my development devices. I also see:
I/Ads﹕ Ad finished loading.
Eventually in LogCat.
Can anyone help me understand this better? I looked at another SO question and it seemed to be related to location services, but none of my apps make use of location.
I checked on the AdMob dashboard, and it is also clearly showing that the new app has a number of impressions today, which is even more confusing.
I am using Android Studio 0.4.6.
I am using Google Play Services com.google.android.gms:play-services:4.2.42.
I have performed a Clean, Rebuild on these projects and I have stopped and restarted Android Studio. Any input appreciated so I can understand what's truly going on here.
There is nothing to be concerned about.
Current version of Google Play Services seems to have a benign bug where this message sometimes gets displayed:
E/GooglePlayServicesUtil﹕ The Google Play services resources were not found. Check your project configuration to ensure that the resources are included.
But it doesn't stop your app from working or ads being displayed.
If there are no ads available for a certain area/device then occasionally an ad won't get displayed. But that is perfectly normal. It's why you should use mediation to make sure you always have ad fill.
We're moving to another Google Play developer account, so I faced the following problem.
App with LVL transferred to this new account returned LICENSE_ALLOW, until I've uploaded a new version with a new public key from our new Google Play account. Now it returns ERROR_NOT_MARKET_MANAGED.
I hope it's because Google Play didn't register a new uploaded apk yet (while in Developer console I see a new version) - according to Android Market Doesn't Show My New Version, but usually you must only upload an apk, even not publish, to get rid of this ERROR_NOT_MARKET_MANAGED error.
Any suggestions are welcome!
Relax people, after approx. 30 minutes after I uploaded it, app finally started to answer LICENSE_ALLOW!
So if you face the same problem, don't worry, just wait for a while.
I've been dealing with the same issue; I'm not sure it's quite a safe as "relax" though :)
Two concerns I'm investigating:
1) It seems wrong to me that LVL reports this an application error rather than a license violation. So be careful how you treat this in your policy, google's sample code implies that an app error is a developer error and is something your should either fix, or at least not penalize the user for. However if you ignore this in production builds it may provide a way for a hacker to disable your licensing by altering the app version to > the released version. (I don't know how feasible this hack is, but I have run into all kinds of crazy hacks already in CN so it wouldn't surprise me)
2) As pointed out some other threads e.g. Android "Not_Market_Managed" error this creates a problem when publishing new builds. I have not yet been able to make this turn off by saving a draft apk into gplay, so if I actually have to publish to turn this off that would be bad news as there's no way to test this without releasing.
The strange thing is I do not always get this error with new dev builds. Another post speculated that LVL has some rule like you can be +1 over the published version code without triggering it. I hit this error when I had done two released quite close to each other; maybe they are right?
but usually you must only upload an apk, even not publish
From my experience, for LVL to work, you absolutely have to publish the app, even if it's with as much as a single alpha build. (Even though the documentation says uploading a draft should suffice -- idk maybe I was unlucky and it was a temporary malfunction)
Considering #mvk's point 2)
bad news as there's no way to test this without releasing.
This can be remedied by publishing the app with no Production build -- this way the application doesn't go public but you can still test all the Play Store-bound stuff.