Android marketplace - public key - android

I'm just about to submit an application to the Android Marketplace.
There is this message when I try to upload the app:
Remember to change the public key in updates for this application to match your new public key on the Edit Profile page
Where can I find the public key?
I went to http://market.android.com/publish/Home and click on "edit profile" but I don't see any public key there.
Thanks,
Tee

When using eclipse to do development, right click the project and select Android Tools Then select Export Signed Package (or something similar to that). It will walk you through creating your private key. Make sure you save the key because you will need to use the same key to update the application in the future on the market.

Related

What is a key store path in Android Studio?

I just created my first game using Buildbox and I am trying to upload it to the Google Play Store. Apparently, I have to use Android Studio to turn the game file into an APK. So far, I know how to open it and select "Generate signed APK" or something along those lines, but then I am given a screen like this.
I have virtually no prior knowledge of any of this, so am I supposed to create a new key store path? Do I already have one? How do I do it?
Any tips are appreciated :)
Key Store Path is the location where your keystore should be created.
If you are creating an apk for first time to release in play store, you have to select 'Create New...' ketstore path, where in which you will be promoted to a new window where you can fill in the details:
KeyStore path : select a path in your system (Create a path in any drive eg: *F:\AndroidKeys*)give a name to your key(eg:game).save in here with the specific name for your project (F:\AndroidKeys\game.jks).
Password**: Give some new password and confirm it(Don't forget).
Alias : Enter an identifying name for your key.
Password : Create and confirm a secure password for your key. This should be different from the password you chose for your keystore.
Validity: select time period for validity of key.
Certificate: Enter some information about yourself or organization (like name,..).
Done with new key generation.
Now on the screen you mentioned select the path, key store password,key alias,key password(will be auto filled at first key generation).
click next -- select build variants(debug or release) release in your case, select the signature versions-- finish .
You can find your release apk in app\release folder of your project.
Note: Please do remember the key and the password it should be same for the future update release of your application.
Refer official android developer site for any referece: https://developer.android.com/studio/publish/app-signing
If it is your first time, create new path for example in your desktop. Then choose an arbitrary password and alias for yourself. Write somewhere your settings not to forget them.

GoogleJsonResponseException : 404 not found / 401 Unauthorized in settings google apps endpoint engine backend in android Google Cloud Save

Hello friends i starting learn about google cloud save, so i create apps and follows step given in google.developer and i am also using their example using link https://github.com/GoogleCloudPlatform/solutions-mobile-backend-starter-android-client
and https://developers.google.com/cloud/samples/mbs/android/ but i think i face some problem in autentication, and got error com.google.api.client.googleapis.json.GoogleJsonResponseException: 404 Not Found
and some time : com.google.api.client.googleapis.json.GoogleJsonResponseException: 401 Unautorized
i just want to store my game score using google cloud save.please any one can give me solution about it or any related links ? thanks in advance.
I find my own solution :
I follow following step :
hope these help you if necessary :
Assume you are created project on https://console.developers.google.com/
and follow necessary step
like
In API & AUTH -->APIs
Google cloud Storage and Google cloud Messaging for android and whatever you need On
In API & AUTH -->Credentials
Create new Client ID
for
-->Client ID for Android Application and
-->Client ID for Web Application
-->Key for server applications
(1) Open the Google API Console and make sure your Mobile Backend project is the active project by selecting it in the projects pulldown menu in the top left.
(2) Click Services.
(3) Locate Google Cloud Messaging for Android in the list of available services, and click the ON toggle.
(4) Accept the Terms of Services if you have not already.
(5) Click API Access in the top left of the API console.
(6) Scroll down to click Create new Server key... You don't need to supply any IP values in this form. (Using a server key allows you to whitelist IP addresses).
(7) Click Create.
(8) Locate the API key within the Key for server apps form and copy this key to the clipboard.
(9) Navigate to .appspot.com. This will bring you to your Mobile Backend Starter settings configuration page.
(If not find then find from : click on your created project from the https://console.developers.google.com/ click on your created project Monitoring-->overview-->find Mobile Backend Starter from the bottom- of the screen click on that )
(10) Follow all three step of Deployment steps:
-->Deploy the backend
-->Open (for development use only) the backend to accept incoming requests via Settings
click on Settings-->Mobile Backend settings-->
---> Radio button on of **Secured by Client IDs (Recommended)**
---> Enter **Android Client Id, and Web Client id**
---> Google Cloud Messaging and iOS Push Notification **Enabled**
--->**Save**
-->download Sample Project if necessary
In sample project open Const.java file
Enter project_id,
Project_number,
Web_client_id(enter client_id_for_web_application here )
public static final boolean IS_AUTH_ENABLED = **true**;
public static final boolean LOCAL_ANDROID_RUN = **true**;
public static final String ENDPOINT_ROOT_URL = "https://" + PROJECT_ID
+ ".appspot.com/_ah/api/";
If Necessary go to :
App Engine Console -> Main -> Versions. ( https://appengine.google.com/ )
select your project
There you will see a list of versions with a Make Default button below. Select the radio button for the latest version and press the make default button, wait a minute or so, and try your call again.
Note that even if you have only one version that is already set as the default this solution should still work.
You may have to do this again the next time you deploy to app engine.
Hope my above step helping to anyone.
Faced this error when I had not deployed the latest version of backend to the google app engine. HTH

Android App Signature Key

I want to get the key-hash from signed signature of my Android App so that I can integrate facebook login in my android app. I have created the signed signature using AndroidTools-->Export Signed Application Package. How can I read the key generated in the signature file.
Solution 1:
Try this link: http://www.helloandroid.com/tutorials/using-facebook-sdk-android-development-part-1. I found that using the Facebook method of getting a Hash Key did not always work as advertised. This link however, has a different method of getting the Hash Key and has pretty much always worked.
Solution 2:
That being said, I always found the simplest thing to do was, let the Facebook SDK tell you what your Hash Key is. This is by far more simpler and shouldn't take more than a couple of minutes.
Step 1: In your Facebook SDK, locate the Util.java class. In that, change this:
private static boolean ENABLE_LOG = false;
to:
private static boolean ENABLE_LOG = true;
Step 2: Create a new Signed APK, transfer to your device and install. If it is already installed, naturally, it will prompt.
Step 3: With your DDMS (Logcat) running and your device connected to the computer, run the application and keep looking for a key mismatch warning. That warning has the actual Hash Key. Copy that key, go to your Facebook Developer page and add the new key to the list.

force eclipse to sign android apk with public key

I need to test in-app billing. But having to explicitly sign with the public key each time takes long. Is there a way to get eclipse to use the public key each time (when I click the green run button)? If it's a complicated process, please give a step by step instruction. I am using Mac (latest, with retina display).
Open the Window Menu -> Preferences -> Android -> Build
On the field "Custom debug keystore" select your public key

Facebook SDK 3.1.2 for Unity - Trouble logging in on Android Devices

I'm using the latest version of the Facebook SDK, version 3.1.2, for Unity. My problem is somewhat similar to this question. The differences being that my iOS builds work just fine. And my Android builds aren't getting null references. Instead, My android build will just not log in.
When I click my login button, it'll bring up the dialogue screen to give the app permission to access the basic stuff, public profile and friend list. Upon hitting the ok button, it'll return me to my app but fail the login. I found the AndroidFacebook class and noticed that OnLoginComplete function has a string message param where it should grab the user's id and access token from. So I put a debug message in there to see what was being returned. It turns out that although I press ok to give the app access to facebook, it's saying that the process was cancelled. {"cancelled":true} is the Json string being returned. I've doubled check my app settings in the facebook developer page and the Package name, class name and debug hash key all match what I have in the Unity Facebook settings. I've even tried with the Sandbox mode on and off.
It sounds like you don't have the android key hash set up correctly. In the Unity Editor, click the Facebook entry on the main menu bar, then click "Edit Settings". Find the item marked "Debug Android Key Hash" and copy the value to your clipboard.
Navigate to http://apps.facebook.com and find you app. Paste the key hash you took from the editor into the "Key Hashes" section of your apps native android setup. This page has a picture of how your setup should end up looking.
Does your main activity extend the FBUnityPlayerActivity class?
We're running into the same problem, and tried the same fixes - just now noticing this as a warning in the editor logs.

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