After building a game and testing it in debug mode, I’ve tried building the game and signing it for use on the market. The game seems to be signed without issue, and the market even lets me upload and publish it.
However, Android devices refuse to install it. I’ve tested using several devices, and this has me very puzzled. Especially considering the Android Market sees the APK as being signed and allows it be uploaded and even published/purchased. (Had a friend confirm this on his account).
I’ve tried all of the following :
generating the key from within Unity, using the standard interface.
generating the key using keytool and jarsigner.
generating the key both ways and then running zipalign(just in case).
Using the following tools:
64bit Win7,
Unity 3.4.1 Android (I don’t own pro yet),
Java JDK 1.7.0,
Android SDK r13
Any ideas or suggestions would be very appreciated.
Below is the result of running jarsigner -verify -verbose on the APK:
s 2719 Sun Oct 09 22:49:14 CDT 2011 META-INF/MANIFEST.MF
2881 Sun Oct 09 22:49:14 CDT 2011 META-INF/AX1311.SF
1178 Sun Oct 09 22:49:14 CDT 2011 META-INF/AX1311.DSA
sm 14336 Sun Oct 09 22:49:08 CDT 2011 assets/bin/Data/Managed/Assembly-UnityScript.dll
sm 125440 Sun Oct 09 22:49:08 CDT 2011 assets/bin/Data/Managed/Boo.Lang.dll
sm 292864 Sun Oct 09 22:49:08 CDT 2011 assets/bin/Data/Managed/Mono.Security.dll
sm 1068544 Sun Oct 09 22:49:10 CDT 2011 assets/bin/Data/Managed/System.dll
sm 444416 Sun Oct 09 22:49:10 CDT 2011 assets/bin/Data/Managed/UnityEngine.dll
sm 2495488 Sun Oct 09 22:49:10 CDT 2011 assets/bin/Data/Managed/mscorlib.dll
sm 3023 Sun Oct 09 22:49:10 CDT 2011 assets/bin/Data/level0
sm 1231 Sun Oct 09 22:49:10 CDT 2011 assets/bin/Data/level1
sm 1191 Sun Oct 09 22:49:10 CDT 2011 assets/bin/Data/level2
sm 10865 Sun Oct 09 22:49:10 CDT 2011 assets/bin/Data/mainData
sm 150 Sun Oct 09 22:49:10 CDT 2011 assets/bin/Data/settings.xml
sm 3126951 Sun Oct 09 22:49:10 CDT 2011 assets/bin/Data/sharedassets0.assets
sm 350261 Sun Oct 09 22:49:12 CDT 2011 assets/bin/Data/sharedassets1.assets
sm 515 Sun Oct 09 22:49:12 CDT 2011 assets/bin/Data/sharedassets2.assets
sm 515 Sun Oct 09 22:49:12 CDT 2011 assets/bin/Data/sharedassets3.assets
sm 20863 Tue Sep 13 13:53:10 CDT 2011 assets/bin/Data/splash.png
sm 2246019 Sun Oct 09 22:49:12 CDT 2011 assets/bin/Data/unity default resources
sm 3743444 Sun Oct 09 22:49:12 CDT 2011 assets/libs/armeabi-v7a/libmono.so
sm 6286608 Sun Oct 09 22:49:12 CDT 2011 assets/libs/armeabi-v7a/libunity.so
sm 89832 Tue Sep 13 14:01:20 CDT 2011 classes.dex
sm 3483 Sun Oct 09 22:49:04 CDT 2011 res/drawable/app_icon.png
sm 3440 Sun Oct 09 22:49:14 CDT 2011 AndroidManifest.xml
sm 920 Sun Oct 09 22:49:04 CDT 2011 resources.arsc
sm 6563 Sun Oct 09 22:49:04 CDT 2011 res/drawable-hdpi/app_icon.png
sm 98120 Tue Sep 13 14:01:22 CDT 2011 lib/armeabi-v7a/libmono.so
sm 56240 Tue Sep 13 14:01:22 CDT 2011 lib/armeabi-v7a/libunity.so
s = signature was verified
m = entry is listed in manifest
k = at least one certificate was found in keystore
i = at least one certificate was found in identity scope
jar verified.
Warning:
This jar contains entries whose certificate chain is not validated.
Oops sorry misread that :p
– MeltdownAwesome, thanks guys. I'll give this a shot this evening and let you guys know what I discover. Will logcat work when I attempt to install the device locally? I would prefer not to republish the work until I confirm it is working on the market, and I can't seem to find it on the market unless I publish to the world.
– anon64291380I don't think so, since at least for me, the files are pushed to /data >adb install ThePirateGame-snapdragon.apk * daemon started successfully * 1386 KB/s (16071915 bytes in 11.317s) pkg: /data/local/tmp/ThePirateGame-snapdragon.apk But you should look at the logcat first what the market reports while you attempt to download/install it and edit your question with the result. Maybe it will also display another error. Just on the side note: How big is your APK file (in MB)?
– Tseng7.7MB I don't think the file size is causing the problem, but I'm willing to try anything. I'm using mostly png and tga files for my images and I'm using the built in primitives wherever I can to conserve space. I did use raw wav files for audio, but zipalign should compress those down to a reasonable size, right? Thanks again.
– anon642913807.7 MB is quite small, so yea... shouldn't be a problem. They usually start with >=25 MB on some devices (especially the older ones with custom UI like HTC Sense where the /data partition size got reduced in favor of a bigger /system or /data partition, because custom UIs like HTC Sense require more internal space). What does Logcat says during installation? I've updated my answer from above with another common source of errors
– Tseng