I'd like to be able to upload my Android application binaries from Jenkins to HockeyApp automatically, but I'm not clear on if this is possible.
I see there's a published Jenkins plug-in:
https://wiki.jenkins-ci.org/display/JENKINS/HockeyApp+Plugin
Just not sure if it works for Android. It looks like the API specifically calls for an "ipa", however, on Hockeyapp's site, they say you can stick a .apk in there. Anybody tried this?
Yes, it works.
The HockeyApp API accepts either a .apk or .ipa file in the ipa parameter, which the Jenkins plugin uses. Furthermore, the dsym parameter accepts dSYM symbols from iOS, or a ProGuard mapping.txt file for Android.
As of plugin version 1.0.4, the UI and documentation has been updated to clarify that iOS, Mac OS X and Android apps are all supported via the same plugin.
Related
i have just finished coding of my android app and it is time to built it's apk but i want to create it's iOS version ipa to. i know i have to work on XCode on MAC for getting it's ipa output but i don't have any iOS device. nothing about Apple. so i want to use alternative ways like CodeMagic but i am new on development so it seems creating an ipa output will take a long time for me. in addition i didn't make any stuffs needs to be done for an iOS app can launch. for example i am using Firebase services but i only made it's android settings, didnt set anything about it's iOS version. so i have to do lots of things for creating my flutter project's iOS version and need time. at this point i have a question:
Can i built my app's iOS version after creating it's android version without make any settings for iOS? i want to built it's android apk or appbundle as soon as possible and i want to do it's iOS settings and built it's ipa later. is that possible? thaks for your helps.
Based on my experience... you'll have to setup the iOS separately to successfully build it.
For example when using firebase you'll need to add the GoogleServices file using Xcode.. or when using google maps you'll also need to add the api key on the appdelegate file.
Problem:
Automation of application uploading after successful promotions. Typically easily done with APK and using gradlew scripts.
However, since App bundles are clearly the direction of the future and have many benefits we are moving to deploying with app bundles. We do not want to upload these manually.
I was wondering if anyone has run into this issue and how they resolved it? Initially, I hoping for a gradle wrapper script but I don't believe this will be available for awhile.
The route I'm currently heading is leading me to write a custom script to deploy using this following api.
https://developers.google.com/android-publisher/api-ref/edits/bundles/upload
Edit: https://fastlane.tools
I ended up choosing fastlane for now for simplicity and its robust reputation. Had aab uploading done in a matter of minutes. So far highly recommend.
EDIT: Ultimately, I ended up letting fastlane only handle aab uploads by getting the latest artifact from the successful build and moving it into an empty fastlane project. From there it requires minimum parameters/variables to be able to successfully deploy to google play WITHOUT needing to integrate fastlane into your Android Studio project.
I'm trying to deploy my first (very generic) app built using Ionic. According to the docs for deployment, I'm supposed to use some plugins. However, other sources suggest that I'm supposed to install Google's IDE called Android Studio and create an APK file.
I can't judge which approach is most valid nor if the one is an obsoleted version of the other. And we know how fast the wheels rotate in JS world...
NB. I'm confident in programming in general, I know Angular and have experience with deployments as such. In this case, I'm not looking to set up CI nor testing. I simply want my first app to be reachable through the store.
My suggestion would be to make a build: ionic cordova build android. Next sign it using the command line.
https://developer.android.com/studio/publish/app-signing.html
I have a "normal" Android app, made in Eclipse/java, published in Play Store, already at version 3.x, all works fine.
Now I am thinking to move the project to Xamarin/c#, and make the 4.0 there.
My question, what should I take care/be aware, that this change should be a natural continuation of the 3.x from Google Play/Users perspective?
So that I could simple upload the APK made by Xamarin to Dev Console as a new version upgrade, and not as a new App.
Like:
Existing signing key should be reused in Xamarin?
Package name (java <> xamarin c#) must be the same?
???
Thanks
There is absolutely no difference for google what language you natively used to write an app. By the way Xamarin will be compiled to java before packaging into apk.
Also Xamarin uses the installed Android SDK and installed Java SDK you have used before to sign the apk and compile the app. It also is going to use same keys so sign the apk.
So no worries, keep same package name and you're good for the update.
I am starting to explore the game development using unity 3d for android. I have downloaded the trial version of unity 3.3. I went through few tutorials.
I have one question that is not answered. In the normal apps which we develop using eclipse, we can deploy onto mobile by copying the apk file. What about unity 3d? How do I get the game onto my phone. I don't want to publish on market.
It is possible to transfer your assets to Eclipse. When it's integrated you can debug via your android phone. Be sure to read the tutorial on Unity's homepage. There is a step by step start-up guide and some more. Following links are worth looking at:
Getting started with Unity and Android
Official - Integrating Unity with Eclipse
Alternative link - Integrating Unity with Eclipse
It would seem that the official "integration" link is broken so I updated with a forum post that covers the same topic. However I recommend to try with the official link first.
Yes, you can simply copy the apk to your device and install it. Unity builds an apk file (and will optionally sign it using a keystore that you provide or let it generate for you). Once it has built that apk you can deploy it normally. You can even have it include a customized manifest in the apk that it builds if you want to (but it generates a nice one from your settings in the unity project by default).
There are two methods for this, as far i understand,
Using Build Settings--> Build, It builds the apk file that can be installed on your device using adb install <apk file path and name>
Using Build Settigs--> Build and Run. Which automatically installs the apk built apk file on your device if connected
go to file
-build
-select android platform(your pc has to have android development kit)
-save your apk
As it is still unanswered I try to close this question
First of all, current version of Unity 5.2 is much more powerfull than version 3.3. mentioned in original question.
What about unity 3d? How do I get the game onto my phone. I don't want to publish on market.
The same way. Unity allows you to publish build as *.apk on ocal machine and then you can just copy it to your phone and install it.
What is more cool, now you can debug your application running on phone. You have to install Unity Remote to the phone and run. Now you can set breakpoints and debug as normally.
If you change your mind and go to publish on Market - Unity will sign your *.apk
Hope this helps someone, good luck!
The Same way you generate the apk through Eclipse like that in unity you need to build the project. For that android sdk and jdk should be installed in your system and u need to show those path in the unity Preferences then u need a google keystore and need to sign in with that key store in the Publisher settings and then u are able to build the apk which will be store in your local system and you can copy that to your mobile and install the apk file.