If you opt-in to let Google sign your app you get an upload key to sign and then google handles it.
As it is a permanent change I’d like to know if it works with Unity signing process.
I would also like to know how this works. We can’t risk testing this with our live product until we know more as it’s non-reversible process
Any news on this?
Any news? I did opt-in thinking it would simplify things and instead it completely messed up my working pipeline: now I am only publishing on iOS and alternative android stores…
!
What do you want to be supported from Unity side? I see this unrelated to our build process.
The only related thing I can see is New Android Signing Method - Unity Engine - Unity Discussions
So I’d appreciate your feedback about the actual issues.
I just upload a new apk with this feature enable for alpha testing to google play, At first the only problem that I found was that I was still singing with the key on Unity, I just erase my signing data on unity, build it again and it worked
P.D: My keystore was already created by android studio
Hey,
I signed in to Google Play App Signing to Alpha-Test my Android App (my first entry for the Playstore) and ran into serious problems:
The first uploaded version worked fine.
Current uploads also get accepted by Google, but after Download the app does not start anymore.
It must be an issue with my signing keys.
As far as I remember I did not get an uploadkey from google and so I still sign my apk with the keys set up in unity.
The best part is, when I hit Build&Run in Unity the apk gets build but the app does not start on the phone anymore.
Any help is very welcomed.
Thanks
Carsten
@Cascho01 the logcat in both cases would be helpful.
I’m also wondering about this. It seems that in order to generate the upload key, I need to use an Android Studio project. Is this something that can be done without generating the project?
I created an upload key with keytool from JDK (no Android studio needed), and that has worked fine so far (dev builds and app working in play store):
jdk1.8.0_111\bin\keytool -genkey -v -keystore spinpaint_upload.keystore -storepass <your password> -alias <your key alias> -keyalg RSA -keysize 2048 -validity 10000 -dname "C=<country>, ST=<state>, L=<city>, O=<organization>, OU=<org unit>, CN=<you>"
Modify anything above in <> as needed.
I always use the upload key in Unity to sign APKs. The only thing is when you install your app from the Play Store you need to uninstall it first on the phone since the store APK will have a different signing key that Google keeps safe.
Thanks for the info!
any one can create youtube tutorial for this
Enroll your app in Google Play App Signing
coz i a bit confuse how to enroll it
I take it that means it does work correctly together then?
You can use the key created with Unity (and signed in Unity) with “Google Play App Signing”?
(which was what the original poster was asking I think)
I’ve never released a game on android / ios, and a such I’m not familiar with all that app signing stuff. I’m doing my best in trying to understand it all.
Never mind @Steven-1 . Like @Yury-Habets said what OP asked in this thread is unrelated to how build process of Unity works so the thread should be basically closed.
yes , It works with Unity signing process. I published an application (alpha) with unity, and Google Play App Signing activated.
P.S. If you’re enrolled in Google Play App Signing, you can reset your upload key if:
- You lost your private key, or
- Your private key has been compromised
(you create a support ticket and prove that’s it’s actually you).
Most likely, so I linked the thread which claimed keys generated in the Unity Editor were incompatible. The fix for that is in latest alpha version, and will likely land into few of the earlier versions.
Step 2: Prepare your release
Prerequisite: If you’re a Play Console account owner, you can opt in to Google Play App Signing. You’ll need to accept the Terms of Service once per developer account. Once you’ve accepted the terms, you can enroll individual apps into the program.
Go to your Play Console.
Select an app.
On the left menu, select Release management > App releases.
Next to “Google Play App Signing,” select Accept.
The menu options in the directions above simply do not exist in the console.
Because of this the process comes to an abrupt halt for people that have never done it.
If someone that has done it could post step by step directions, using menu options that do exist, that would help tremendously.
This is a screenie of the google play console menu. Please note that there is no option for “Release management”. At this point the process simply cannot be completed.
A step by step would help people get past this point.
If you click on “app signing” you get the same menu.
“Release management” is not an any of the menus.
- Next to “Google Play App Signing,” there is no Accept option.
I have sent this information to the google support team outlining the things mentioned above.
What I remember is that the items with the triangle/! next to them need to be finished before you can move on. Try each of those to see if there is missing information that you can enter.
I am trying to get all of that stuff finished but need to know how to use the google upload key to digitally sign my game first.
I used the chat option and talked to a support person for google and they could not help.
They said that they will have a “specialist” email me on monday.
This process just seems to be broken.