I know that similar questions have been asked before, and I have reviewed all of the answers suggested, tried lots of different possible solutions, but still no go, so I'm asking my (same) question again...
I'm trying to access FB through a Unity app that I'm developing for Android. I downloaded the FB SDK and did as instructed on the developer website. The problem is that, when in Unity, in Facebook / Edit Settings, the Android Debug Haskey that I'm supposed to copy into the FB developer website is missing.
I tried re-generating a key with keytool and OpenSSL (which are both in my PATH, I made sure of that, too) and pasted it into the FB site, but it still doesn't work (I get an error message which goes : "Your Android setup is not correct. See Settings in Facebook menu. UnityEditor.HostView:OnGUI()"
The thing I don't get is that there WAS (and still is, but I guess it's a different file now that I've ran keytool, etc.) a debug.keystore in my %HOMEPATH%\.android folder, so there seems to be nothing wrong here either.
I restarted Unity many times (each time I tried one of the solutions described in the StackOverflow answers I'd found) to check whether the key would appear : it didn't.
I really am at my wit's end, and do not know anyone proficient enough in Android dev to help me out (I'm just a beginner # Unity). Does anybody know what I should do / doublecheck to fix that ?
NB : The only solution I have not tried is the one described in Unity : creating and building an empty project in Eclipse. Having never developed natively for Android, I have no idea how this is done...
Another way is to look at the callback from FB.Login for android. It'll provide the correct keyhash since it's generated from the device itself.
I just posted a solution for the missing hashkey in the Editor, as I need to fix this after each SDK update. In my case it is caused because the DebugKeyStorePath (FacebookAndroidUtil.cs) is incomplete and missing the drive. It can be fixed by adding System.Environment.GetEnvironmentVariable("HOMEDRIVE") in front of the System.Environment.GetEnvironmentVariable("HOMEPATH").
For more details and a code example see: Incorrect DebugKeyStorePath
Related
All of sudden google console started throwing an error message saying - "At least one of your app or app bundles contain an actions.xml file."
I have searched my entire app, there is no actions.xml.
Also used Analyze Apk tool of android studio to cross verify if any lib or other module may adding the actions.xml.
Here is one troubleshoot link from google (link) it describe the process To accept the Actions on Google Terms of Service.
But question remains the same that project doesn't contain any actions.xml.
Is it a console bug or I am missing anything.
This was very weird but when I tried to upload the apk after sometime it worked perfectly fine without any error messages.
As I rightly mentioned in the question there was no action.xml and action tag anywhere in my entire project.
It seems to be a console bug in my case.
It was a Google Play Console bug:
Thanks for your patience while our team investigated the behavior you experienced.
They have recently made some changes that should fix the problem. With the recent set of changes, please check to see if you are still experiencing the same issue. If so, I will be happy to see how else we can help.
Please ensure to clear your browser's cache and cookies first using the instructions available in our help center before accessing the Play Console again.
While working on a feature for my app with AppLinks for Android. I have realized that it actually works without using the assetlinks.json file.
At first, I thought that this was because my app was an app for debug purpose, which wasn't signed and published through the store and that for testing purposed, Google decided to give us some space to work.
The day I released my app arrived, I put my app through Beta, installed my app from the store and tapped on a https://example.com and I was very surprised to see that I got asked which app I wanted to open this URL even though I had not make the assetlinks.json available from https://example.com/.well-known/assetlink.json.
Is there an explanation to that ?
Maybe the check is totally asynchronous and if at some point Google makes the check and find out you don't have this file, they shut it down until you fix it and ou have to wait until the next time they check you out ?
By the way, i have implemented the same functionality with iOS and in a very Apple-ish way, you really can't get around putting you apple-app-site-association file to the right spot and make it available from the right endpoint.
Thanks for the explanation :)
Guillaume.
Is there an explanation to that ?
What you describe has been the behavior since API Level 1 in 2008.
I was very surprised to see that I got asked which app I wanted to open this URL
This is called a "chooser". The point behind assetlinks.json is to avoid the chooser and drive straight to your app.
I have used HTML files to build an application for Android on PhoneGap's website. I want to release it as a free App and signed up with the Play Store and all that. However when I upload it, it says I need to sign my application and such because it is in Debug Mode. I have searched on here and the web for help but I cannot figure out how to sign the App or add Keystore files and such in the PhoneGap Build website.
I checked the documentation for it on there website. I would post the link but I can only post 2 for my reputation. It is quite vague and it says there is more information on the Google Play documentation:
While there was more information it directed me to use something called "Keytool utility" and that seems to be my disconnect. Where would I find this utility so I may use it?
I also checked this question and its answers but it again left me in the dark:
Error signing android app on phonegap build
Here are other questions I have searched in for clues or anything I could use --
I tried this one but I do not know where they are finding this command line. I do not see it on the phonegap build website and they said I didn't have to install anything.
How to generate a signing keystore file for PhoneGap Build within Mac OSX?
Someone suggested to another user on here to follow a tutorial on mobiletutsplus and i am familiar with Eclipse for HTML/CSS but I do not understand their signing section. Am I missing a program here or something?
Download and install the Android SDK, be sure to update it, open a dos command line, and launch the script/exe called keytool which will be located in your Android SDK inside the tools/ folder or the platform-tools/ folder.
When asked how long the certificate should last, select something long like 99 years or 120 years. Be sure to note down all the identifiers you use to generate your key, and be sure to back up your key in a secure location after signing your apk.
If you ever lose that key, there is no way to replace it and you won't be able to update your existing app without losing its current users, its current reviews, its current ratings, and its current ranking it may have garnered over time.
When signing your app, you will be able to do it from the dos command line as well, however, you may prefer to install Eclise and use the IDE itself to help you to import your application, to do the packaging and the signing. Eclipse just uses the same command line tools in the background to package the app and sign it, but it gives you a visual interface to do with, so you may prefer to do it that way. And basically, the way you'd package and sign an Android Cordova/Phone Gap app is exactly the same way you would package and sign a standard Java Android app.
Whoever gave you the idea of viewing a video tutorial, that's probably a good idea. That video is only 3 minutes and 43 seconds long, so it's a good investment of your time. It's not complicated, but there are a bunch of little steps to follow and it's easy to miss one if you're just following what's written on the documentation.
I'm using a new version of the Facebook SDK, in my android app, where the Util.java class is deprecated and hence I can't find the ENABLE_LOG variable at all (which all the current solutions online ask us to find and change). Instead I had to enable log in the facebook manifest using . And even then there was no log error. This error (misconfiguration) occurs even though I've used the keyhash generated by the .keystore file which I used to sign my app before release.
The issue got resolved only when I deleted the Facebook app from my phone, which is ridiculous. Does anyone know the actual solution to this problem?
Having noted this question has gone unanswered after a month, I hope I can meet with more success than this guy: -
Help about GoogleAdView.jar
The instructions on http://code.google.com/mobile/ads/docs/android/ states this: -
Integrating the Google Ads SDK with your Android-based app is a relatively straightforward process:
Add GoogleAdView.jar to your project's /libs directory. If you are developing in Eclipse, you will also need to add this JAR to your project's build path.
But, I do not have the file "GoogleAdView.jar" in the SDK - nor on my hard-drive anywhere for that matter, nor can I find it on the android SDK downloads or updates. I've searched for a couple of hours now for it with no luck. I am stumped before I even got a chance to start! I have an Adsense account, and am pretty sure I am doing everything right.
I live in Australia if that makes any difference.
The answer to my question is here: -
http://google.com/support/forum/p/AdSense/thread?tid=0d0fe53ca006d699
Currently the AdSense SDK for Android is in Beta only, and seems to only be available in the USA.
A working solution in my case was to go with AdMob http://www.admob.com
and the instructions to get you started can be found here http://developer.admob.com/wiki/Android
One thing that Wiki didn't make obvious was where the "Sites & Apps" tab is; you first have to click the "Marketplace" button at the very top of the browser - once you are logged in with an account with them that is.
Also note this is still a Google solution.