Prior to publishing my app on the market I could connect my phone via USB and run/debug the app on the phone (signed with development key). Now that I have published it on the market I find that in order to run it on my phone I have to export a signed apk and copy it to my phone's SD card and then install it. This is a hassle but even worse is that I can no longer run the app in debug mode on my phone. I have not seen anyone else complain about this so I presume I am lacking some understanding of the process. Can anyone help?
Thanks
aussieW
This means that you will need to uninstall the current application on the device in order to debug.
I just do a "run" from Eclipse as usual to debug, and I didn't need to sign anything, only when exporting the file to be published. I don't put the file manually in the phone; I have a run configuration that runs the app right on the phone via USB DEBUGGING. The catch is I can't have USB Storage AND Debugging on at the same time.
Related
I am using unity addressables for on-demand packs and also using google instant play plugin to build an instant app. I am using the unity's Build Settings -> Build and Run with my device connected. I have developer debugging enabled and the device is connected via usb. The aab file is built and saved on my local machine and when the build completes, nothing happens on the device. Shouldn't the game just start on the phone? When I search the phone, the app is also not anywhere to be found.
Any solutions?
So here is more of a workaround for this problem. The real solution needs to come I believe from either Unity or Google teams.
FIX:
Go to File -> Build settings -> player settings
Change the Company Name: com.yourname.currentname (to something else). Let's say: com.yourname.currentname2. And do the same for the packagename under "Other Settings".
Build and Run (having the device connected via USB and USB debugging enabled)
It should work. If still doesn't, make sure you uninstall your game (assuming you had it installed before on the device). If not installed, install it from the google play store or from an older apk, open the app info and clear all cache and data. Then uninstall it. Try the above steps for the fix.
On my side, I already had a published google play store app and now building an instant app for the same build. I uploaded a few instant app versions on the play store and installed them on the device. At that point I am not sure how google play handles the different versions (installed and instant one) and something terribly gets messed up. Is it caching some files somewhere? So aiming at a clean state is the key.
I use my Android phone to debug in Xamarin. I recently published one version of my app to the Play Store, so I changed the build configuration to Release beforehand.
After publishing, I changed it back to debug, but now my device no longer shows up in the list. I've made sure the configuration is set to debug and android:debuggable is true..my phone has USB debugging turned on and is being recognized by my computer, it just doesn't show up in Xamarin.
Did you install new software on your phone or laptop? New drivers? It happens allot to me too, that xamarin fails to detect my devices. Usually a pc reboot will do the trick. If not, and you are sure that your phone's settings are correct, i would suggest re-installing the newest usb drivers for your phone on your pc.
I exported an unsigned apk file that represents a test version of my Android application. I need to distribute this to quite a few users. Is there a simple method to distribute the apk file where it will install the app? I'm trying to avoid the test users from having to download something like Astro or the sdk. Any ideas? I tried putting it out on a global web server and the file downloads but doesn't install. Thanks for the help!
From the android documentation:
The Android system will not install or run an application that is not
signed appropriately. This applies wherever the Android system is run,
whether on an actual device or on the emulator. For this reason, you
must set up signing for your application before you can run it or
debug it on an emulator or device.
So even if your users have the "Allow installing non-market apps" checked, your application will still have to be signed with at least a test key before it can be installed on a physical device.
I just put my experimental apps on the Android market with a description that says "don't install this, it won't work for you" and then give an access key to my testers.
Is there a way to install an application I'm in the middle of development on to my phone without going through all the steps of signing it, releasing it etc.? (Without the phone being connected by USB)
I'm still very much mid-development, but I need to demonstrate the progress I've made so far to other members of my team away from access to my development environment, so I need to install it on my phone.
Inside your project bin folder there is an apk file. If you copy that file to a device you can then install the app from it.
When I am in your situation I throw my apk into dropbox and send out links for people to download it.
You can try adb wireless http://www.helloandroid.com/content/connect-your-android-phone-adb-wireless
But i don't really see why you cannot export and install an unsigned app?
At&t (and possibly other carriers) set up the firmware to prohibit sideloading, so you need USB connection if that is your carrier. Otherwise, just put the apk on a web site and enable installation from unapproved sources.
See for the purpose of debugging you can use the adb-wireless which provides the same functionality as the use of a USB.
Also for installing it on the phone directly you can try this and see if this helps.
Go to Settings -> Applications
Select the Unknown sources option. This allows you to install apps on your phone even if the app is not released into the Android Market.
If you are using Eclipse or any other IDE just click on the project and run as android application. The app shall get installed directly. ( Installation shall not depend upon whether you are using adb-wireless or a USB)
i developed a application and it works fine on the emulator, so tried to install it on my phone using a .apk of the file
(NOTE: It is a unSigned one).
on installing the app on the phone, during installation i get a error as installation failed.
(NOTE: Other applications from the market are installing without any errors, the ones downloaded from the internet are working fine, but one developed by me aren't)
tried to debug the application on my phone using USB debugging.
the app gets installed fine by USB debugging.
Still can't figure out how to install using the .apk file.
Thanks in advance. :)
You have to sign your application if you do not want to install it using adb. If you use Eclipse and ADT just click on your project folder, choose Android tools -> Export Signed Application Package. Then provide access (or create new) to your keystore file and choose key. After you've signed an application you can, for instance, send it by email and install it on a real smartphone.
What you can also do is copy the .apk to the phone via the ISB cable into the sim card out the SD card. Then you don't have to send any emails to yourself.