Is there a faster way for me to test integrating Google Services into my app?
I’m not a professional programmer and I’m self-teaching how to integrate the following: In-App Purchasing, AdMob, and Google Play Games Services. (all of which I have working, but I’m consistently re-working homework to get better solutions)
I’m doing a lot of test builds (and uploads to Google servers) to gain an understanding on how to communicate with Google Services correctly. The problem I’m having is that every time I make an update to test a solution, I have to wait for Google to verify my app in order to see if my solution is actually working.
Is there a faster way to do this? Waiting 2 hours every time I need to test a solution is proving to be grossly inefficient to my learning process.
For example: Currently, my app isn’t saving to the Google Cloud… I made some changes to my app, uploaded it to Google, and now I’m just waiting for my app to update so I can test my solution.
Does Google offer a Debug-mode to developers that I don’t know about? Is there anyway to by-pass the approval time of 2 hours for each submission?
I don’t think you need to send it to Google Play to test them, I only sent the first version to the google play and the others I just hit ctrl+b to build and run directly on my test device, when I got everything working I sent the updated version to Google Play.
So after a lot of testing it seems that when you enable App Signing(Dev.Console), you cannot Build&Run from your device because the Auth keys are not the same.
I’ve found success using Build&Run with a test app without App Signing enabled.
If anyone can further confirm this, I’d appreciate it.
I always sign my app even when I’m testing, at least if I’m testing GPGS and IAP stuff…
But you will need the original key generated by Unity when building the apk to upload to google play, you will need the same key of the first apk you sent, did you lost your original keystore?