Cannot Enable Save Games in Google Play Developer Console - android

I'm currently implementing Saved Games feature into android Unity project. I'm using this plugin. Achievements, Leaderboards and signing in works perfectly fine. I wanted to enable Saved Games in my project(i have to do so in Google play developer console). But after i choose to enable it in my project and hit save i get this error. Unexpected Error. Try Again Later (1700403). I tried different browsers, clearing cache,clearing history, signing in and out, but it just don't work.I thought it might be because it is not my project (work),but i have the highest permissions they could give me. Every idea is appreciated :)

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.

Release version doesn't connect to googple play service

Hi everyone and thanks for hearing me out.
I have an app that I build using Google play games, Google play services, ETC... Basically the debug version works perfectly fine and connected to multiple devices, however the release version can't sign in to google play games and causes the app to crash when attempting to do anything that requires it.
I suspect this is an issue with the authentication, but I tried using the developer console to create a new OAuth2.0 that has the package name and the fingerprint of the keystore that I'm using for release and it still dosen't work.
Thanks in advance for any help!
Most probably it is with the authentication issue . First of all make sure you have the proper release key . This doc will walk you through to get the fingerprint, and then in your google play console under your game services select linked apps and link your release version here
If still doesn't connect to the google play service, please provide your log then I can find the best solution for you

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.

Google App is Published on Internal Test Track but Can't Be Found/Downloaded

I've successfully completed the publishing process for an APK to the Internal Test Track.
But when I try to view the App for download on the Google Play Store using the "VIEW ON GOOGLE PLAY" link in the screenshot below...
...it opens a new window with the following error:
I've also tried using the testers link "download it on Google Play." below...
...but it results in the same message stating the App can't be found.
This is the first time the App has been published and it's being done on the Internal Test Track.
The automated testing picked up a few warning and minor issues but no errors:
Has anyone experienced this issue before? I've contacted Google support for advice but I thought it would be worth trying here too and seeing if anyone had any suggestions on what to try next.
Thanks.
If this is the first time your app is being published on a track, it will take a couple of hours to be processed. This is only a one-time thing though, for future updates, the availability will be immediate on the internal test track.
Once the app is available, you'll also need to follow the opt-in link to be eligible for the download of the app.
Please delete cache and data of google play app on your device, then new updated version will be available
For Android App Bundles (AAB)
On the left menu, select Release > Devices and versions > App bundle
explorer.
Select the artifact filter near the top right of the page.
On the “Choose an artifact” table, select the right arrow on the
artifact you want to view.
Select the Downloads tab.
To share a link to install a specific APK: In the “Internal app
sharing link” section, select Copy shareable link.
As of today, the format of the shareable link:
https://play.google.com/apps/test/<package.name>/<version.number>
For Both APKs and AABs
You can use Internal app sharing instead.
Upload an APK or app bundle on the internal app sharing upload page
Then you can make your app available to anyone by sharing a download link.
Before anyone can download, they need to turn on internal app sharing on their Google Play Store app.
Open the Google Play Store app Google Play.
Tap Menu Menu > Settings.
In the “About” section, tap the Play Store version 7 times.
After the Internal app sharing setting appears, tap the switch to turn on
internal app sharing.
More information can be found here.
Answer for latest play console 2021
I was having same problem but since play console is lot different I didnt found any suitable solution but after trying a bit, this was solution that worked for me.
Play Console > Setup > Internal App Sharing > Email Lists > Make sure your email list is checked and saved.
In uploader and tester section make sure 'Anyone you shared link with can download' is selected.
Thats it.
I also created video on how this problem can be solved:
https://www.youtube.com/watch?v=gAiu76l4-7s
I just went through this completely unintuitive process, so let me clear up some myths:
Internal testing does NOT require the app be publicly released
The review process for your app apparently needs to complete before the app is available, as others pointed out, but the Play Console gives no indication this is a prerequisite, and happily states in several places that the App is available to internal testers when it is not. In my case the review took about a month to complete, which is why the "We are experiencing longer than normal review times" message was appearing in the console. This was the initial creation of my app, so I don't know which items-under-review were actually required, as the whole backlog completed at the same time (also with no notice to me).
Even at this point, if I follow the 'join' link on my phone, I still have the same issues the OP had. Clearing Play Store cache and other tricks did nothing. Instead, I had to click it from a PC, follow the prompts, and choose to install to a specific device (which requires the 7-tap developer mode on the device mentioned by others)
My case, hope it help. (Internal testing)
Make sure:
Change your version code for new release.
Add tester emails.
After upload and share link, must do these steps to download:
Open the Google Play Store app Google Play.
Click the Menu icon Menu > Settings.
In the "About" section, tap the Play Store version 7 times.
Once the Internal App Sharing setting appears, tap the switch to enable internal app sharing.
Click Enable.
Hours on this.
In my case the missing step was to enable Managed Google Play, which "Manage your private app and make it available to specific organisations". You don't need to apply an organisation filter, and simply use the internal test tracks.
The setting is found in Setup > Advanced Settings > Managed Google Play
#pierre was right. But that was some time ago, and now that link is not called Opt-in URL, but Join on the web. Just ask your testers to open it before they download the application.
We just had a related issue in this completely horrible process - documenting here because it burned a week for us.
Problem: We got approved on closed and production 2x but no one could see our app in internal, closed, public test tracks or on the public store.
How it happens: As far as I can tell when you start a Closed Test Track an organization gets auto-selected on Setup > Advanced Settings > Managed By Google and/or you can (irreparably!) set one yourself on the Closed Testing page. This means that only people in your org will be able to access it.
Solution: If Internal/Closed/Production is not showing up the solution may be: In Setup > Advanced Settings > Managed By Google you UN-check your org for it to be publicly available, as in the helpful alert in the screenshot below.
Duh. Worst default ever? :)
For me, i clicked the link play console gave me on phone
https://play.google.com/apps/internaltest/***********
But it didn't work, i clicked the link with pc, got the play store link, and clicked link on phone, and it worked !
For me, the issue was that of the version X.Y.Z, Google Play Console uses Z to determine the newest version of the app. So if, for example, the previous version of your app was 1.70.170, then 2.1.171 would work, but 2.1.1 would not show up for you as it would be considered older than 1.70.170.
Once you got the application from google play store link will be available on internal testing page inside.
Click on Internal testing
Step 1: Click copy link and use any browser
Step 2: after that it will show Accept Invitation already you are opened your added mail id from the google play developer console for internal tester on this application.
Step 3:
finally click on download it on google play
thats all. enjoy your coding...
Go to settings --> then internal app testing and add your testers there. Follow the instructions in this video https://www.youtube.com/watch?v=gAiu76l4-7s

Android Licensing (LVL) keeps returning Retry (code 291) after publishing app

I recently made an update to an existing (paid) app I have had published on Google Play for a while. While I was working on the new version, I thought I'd implement the Google Licensing Verification Library. I followed the instructions from Google at http://developer.android.com/guide/market/licensing/adding-licensing.html . Had things working pretty well at this point - when I changed the test response in the Google Play Developer Console I got a different result in my app. Great!
Then I published this new version.
I installed the signed APK (it's a paid app so I didn't want to download it from Google Play) on my phone (had been testing it on that very same device all along). Now things didn't work at all. I got the "Retry" result from the licensing service all the time. I mean for hours. I went back and fiddled with the source code, changed all kinds of things, nothing worked. The Licensing library always timed out (got a "Check timed out." in from the library in LogCat).
I searched everywhere for an answer, but it wasn't until I ran across this discussion ( http://forum.xda-developers.com/showthread.php?t=1566770 ) and read it to it's very final post that I found the solution.
From the above mentioned post:
"I have just had this issue too & deleting the Google Play Application
data (Settings, Applications, choose Google Play & press Clear Data )
fixed it for me. Clearing Cache is not sufficient. Ihe only impact I
saw of doing this (apart from my App now working again) is that you
have to re-accept Google Play T&C etc when you next use that app and
my search history had gone."
I did it, it worked, and now everything is back to working!
I had the same issue with an app downloaded from google Play Store. In my case the problem was not the storage or cache as in the other answer. I had the Google Play Store Background-Data-Usage restricted, which prevented this API from working. After enabling background data usage, everything worked just fine.

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